prettier test input

don't show secondary mappings if OnlyDedicatedMenuButtons is on
This commit is contained in:
Chris Danford
2005-04-23 22:50:13 +00:00
parent 0f9b2793f2
commit a29ac7a5fc
2 changed files with 25 additions and 28 deletions
+14 -8
View File
@@ -9,6 +9,7 @@
#include "Game.h"
#include "ScreenDimensions.h"
#include "GameManager.h"
#include "PrefsManager.h"
REGISTER_SCREEN_CLASS( ScreenTestInput );
@@ -22,10 +23,10 @@ void ScreenTestInput::Init()
ScreenWithMenuElements::Init();
m_textInputs.LoadFromFont( THEME->GetPathF("Common","normal") );
m_textInputs.SetText( "" );
m_textInputs.SetXY( SCREEN_CENTER_X, SCREEN_CENTER_Y );
m_textInputs.SetXY( SCREEN_CENTER_X-250, SCREEN_CENTER_Y );
m_textInputs.SetDiffuse( RageColor(1,1,1,1) );
m_textInputs.SetZoom( 0.8f );
m_textInputs.SetZoom( 0.7f );
m_textInputs.SetHorizAlign( Actor::align_left );
this->AddChild( &m_textInputs );
SOUND->PlayMusic( THEME->GetPathS("ScreenTestInput","music") );
@@ -63,13 +64,18 @@ void ScreenTestInput::Update( float fDeltaTime )
if( INPUTMAPPER->DeviceToGame(di,gi) )
{
CString sName = GAMESTATE->GetCurrentGame()->m_szButtonNames[gi.button];
CString sSecondary = GAMEMAN->GetMenuButtonSecondaryFunction( GAMESTATE->GetCurrentGame(), gi.button );
sTemp += ssprintf(" (Controller %d %s) %s", gi.controller+1, sName.c_str(), sSecondary.c_str() );
sTemp += ssprintf(" - Controller %d %s", gi.controller+1, sName.c_str() );
if( !PREFSMAN->m_bOnlyDedicatedMenuButtons )
{
CString sSecondary = GAMEMAN->GetMenuButtonSecondaryFunction( GAMESTATE->GetCurrentGame(), gi.button );
if( !sSecondary.empty() )
sTemp += ssprintf(" - (%s secondary)", sSecondary.c_str() );
}
}
else
{
sTemp += " (not mapped)";
sTemp += " - not mapped";
}
asInputs.push_back( sTemp );
@@ -77,7 +83,7 @@ void ScreenTestInput::Update( float fDeltaTime )
}
}
m_textInputs.SetText( join( "\n ", asInputs ) );
m_textInputs.SetText( join( "\n", asInputs ) );
}