FOREACH_GameController

This commit is contained in:
Glenn Maynard
2006-09-26 20:52:11 +00:00
parent e531249704
commit a7e98a7ece
+5 -5
View File
@@ -39,7 +39,7 @@ InputMapper::~InputMapper()
void InputMapper::ClearAllMappings()
{
for( int i=0; i<MAX_GAME_CONTROLLERS; i++ )
FOREACH_GameController( i )
for( int j=0; j<MAX_GAME_BUTTONS; j++ )
for( int k=0; k<NUM_GAME_TO_DEVICE_SLOTS; k++ )
m_GItoDI[i][j][k].MakeInvalid();
@@ -48,12 +48,12 @@ void InputMapper::ClearAllMappings()
void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped()
{
// Clear default mappings. Default mappings are in the third slot.
for( int i=0; i<MAX_GAME_CONTROLLERS; i++ )
FOREACH_GameController( i )
for( int j=0; j<MAX_GAME_BUTTONS; j++ )
ClearFromInputMap( GameInput((GameController)i,(GameButton)j), 2 );
const Game* pGame = GAMESTATE->GetCurrentGame();
for( int c=0; c<MAX_GAME_CONTROLLERS; c++ )
FOREACH_GameController( c )
{
for( int b=0; b<pGame->m_iButtonsPerController; b++ )
{
@@ -453,7 +453,7 @@ const AutoJoyMapping g_AutoJoyMappings[] =
void InputMapper::Unmap( InputDevice id )
{
for( int i=0; i<MAX_GAME_CONTROLLERS; i++ )
FOREACH_GameController( i )
{
for( int j=0; j<MAX_GAME_BUTTONS; j++ )
{
@@ -695,7 +695,7 @@ void InputMapper::ClearFromInputMap( const DeviceInput &DeviceI )
{
// search for where this DeviceI maps to
for( int p=0; p<MAX_GAME_CONTROLLERS; p++ )
FOREACH_GameController( p )
{
for( int b=0; b<MAX_GAME_BUTTONS; b++ )
{