const cleanup

This commit is contained in:
Chris Danford
2005-10-15 16:47:44 +00:00
parent d6555531f3
commit ae7300b3be
4 changed files with 52 additions and 52 deletions
+6 -6
View File
@@ -74,7 +74,7 @@ InputFilter::ButtonState::ButtonState():
m_fSecsHeld = m_Level = m_LastLevel = 0;
}
void InputFilter::ButtonPressed( DeviceInput di, bool Down )
void InputFilter::ButtonPressed( const DeviceInput &di, bool Down )
{
LockMut(*queuemutex);
@@ -103,7 +103,7 @@ void InputFilter::ButtonPressed( DeviceInput di, bool Down )
}
}
void InputFilter::SetButtonComment( DeviceInput di, const CString &sComment )
void InputFilter::SetButtonComment( const DeviceInput &di, const CString &sComment )
{
LockMut(*queuemutex);
ButtonState &bs = m_ButtonState[di.device][di.button];
@@ -219,23 +219,23 @@ void InputFilter::Update(float fDeltaTime)
}
bool InputFilter::IsBeingPressed( DeviceInput di )
bool InputFilter::IsBeingPressed( const DeviceInput &di )
{
return m_ButtonState[di.device][di.button].m_bLastReportedHeld;
}
float InputFilter::GetSecsHeld( DeviceInput di )
float InputFilter::GetSecsHeld( const DeviceInput &di )
{
return m_ButtonState[di.device][di.button].m_fSecsHeld;
}
CString InputFilter::GetButtonComment( DeviceInput di ) const
CString InputFilter::GetButtonComment( const DeviceInput &di ) const
{
LockMut(*queuemutex);
return m_ButtonState[di.device][di.button].m_sComment;
}
void InputFilter::ResetKeyRepeat( DeviceInput di )
void InputFilter::ResetKeyRepeat( const DeviceInput &di )
{
m_ButtonState[di.device][di.button].m_fSecsHeld = 0;
}
+6 -6
View File
@@ -41,8 +41,8 @@ class RageMutex;
class InputFilter
{
public:
void ButtonPressed( DeviceInput di, bool Down );
void SetButtonComment( DeviceInput di, const CString &sComment = "" );
void ButtonPressed( const DeviceInput &di, bool Down );
void SetButtonComment( const DeviceInput &di, const CString &sComment = "" );
void ResetDevice( InputDevice dev );
InputFilter();
@@ -52,11 +52,11 @@ public:
void SetRepeatRate( float fSlowDelay, float fFastDelay, float fRepeatRate );
void ResetRepeatRate();
void ResetKeyRepeat( DeviceInput di );
void ResetKeyRepeat( const DeviceInput &di );
bool IsBeingPressed( DeviceInput di );
float GetSecsHeld( DeviceInput di );
CString GetButtonComment( DeviceInput di ) const;
bool IsBeingPressed( const DeviceInput &di );
float GetSecsHeld( const DeviceInput &di );
CString GetButtonComment( const DeviceInput &di ) const;
void GetInputEvents( InputEventArray &array );
+20 -20
View File
@@ -495,7 +495,7 @@ void InputMapper::SaveMappingsToDisk()
}
void InputMapper::SetInputMap( DeviceInput DeviceI, GameInput GameI, int iSlotIndex )
void InputMapper::SetInputMap( const DeviceInput &DeviceI, const GameInput &GameI, int iSlotIndex )
{
// remove the old input
ClearFromInputMap( DeviceI );
@@ -507,7 +507,7 @@ void InputMapper::SetInputMap( DeviceInput DeviceI, GameInput GameI, int iSlotIn
UpdateTempDItoGI();
}
void InputMapper::ClearFromInputMap( DeviceInput DeviceI )
void InputMapper::ClearFromInputMap( const DeviceInput &DeviceI )
{
// search for where this DeviceI maps to
@@ -526,7 +526,7 @@ void InputMapper::ClearFromInputMap( DeviceInput DeviceI )
UpdateTempDItoGI();
}
void InputMapper::ClearFromInputMap( GameInput GameI, int iSlotIndex )
void InputMapper::ClearFromInputMap( const GameInput &GameI, int iSlotIndex )
{
if( !GameI.IsValid() )
return;
@@ -536,12 +536,12 @@ void InputMapper::ClearFromInputMap( GameInput GameI, int iSlotIndex )
UpdateTempDItoGI();
}
bool InputMapper::IsMapped( DeviceInput DeviceI )
bool InputMapper::IsMapped( const DeviceInput &DeviceI )
{
return m_tempDItoGI[DeviceI.device][DeviceI.button].IsValid();
}
bool InputMapper::IsMapped( GameInput GameI )
bool InputMapper::IsMapped( const GameInput &GameI )
{
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
if( m_GItoDI[GameI.controller][GameI.button][i].IsValid() )
@@ -580,19 +580,19 @@ void InputMapper::UpdateTempDItoGI()
}
}
bool InputMapper::DeviceToGame( DeviceInput DeviceI, GameInput& GameI ) // return true if there is a mapping from device to pad
bool InputMapper::DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ) // return true if there is a mapping from device to pad
{
GameI = m_tempDItoGI[DeviceI.device][DeviceI.button];
return GameI.controller != GAME_CONTROLLER_INVALID;
}
bool InputMapper::GameToDevice( GameInput GameI, int iSoltNum, DeviceInput& DeviceI ) // return true if there is a mapping from pad to device
bool InputMapper::GameToDevice( const GameInput &GameI, int iSoltNum, DeviceInput& DeviceI ) // return true if there is a mapping from pad to device
{
DeviceI = m_GItoDI[GameI.controller][GameI.button][iSoltNum];
return DeviceI.device != DEVICE_NONE;
}
void InputMapper::GameToStyle( GameInput GameI, StyleInput &StyleI )
void InputMapper::GameToStyle( const GameInput &GameI, StyleInput &StyleI )
{
if( GAMESTATE->m_pCurStyle == NULL )
{
@@ -603,27 +603,27 @@ void InputMapper::GameToStyle( GameInput GameI, StyleInput &StyleI )
StyleI = GAMESTATE->m_pCurStyle->GameInputToStyleInput( GameI );
}
void InputMapper::GameToMenu( GameInput GameI, MenuInput &MenuI )
void InputMapper::GameToMenu( const GameInput &GameI, MenuInput &MenuI )
{
const Game* pGame = GAMESTATE->GetCurrentGame();
MenuI = pGame->GameInputToMenuInput( GameI );
}
void InputMapper::StyleToGame( StyleInput StyleI, GameInput &GameI )
void InputMapper::StyleToGame( const StyleInput &StyleI, GameInput &GameI )
{
const Style* pStyle = GAMESTATE->GetCurrentStyle();
GameI = pStyle->StyleInputToGameInput( StyleI );
}
void InputMapper::MenuToGame( MenuInput MenuI, GameInput GameIout[4] )
void InputMapper::MenuToGame( const MenuInput &MenuI, GameInput GameIout[4] )
{
const Game* pGame = GAMESTATE->GetCurrentGame();
pGame->MenuInputToGameInput( MenuI, GameIout );
}
bool InputMapper::IsButtonDown( GameInput GameI )
bool InputMapper::IsButtonDown( const GameInput &GameI )
{
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
{
@@ -637,7 +637,7 @@ bool InputMapper::IsButtonDown( GameInput GameI )
return false;
}
bool InputMapper::IsButtonDown( MenuInput MenuI )
bool InputMapper::IsButtonDown( const MenuInput &MenuI )
{
GameInput GameI[4];
MenuToGame( MenuI, GameI );
@@ -648,7 +648,7 @@ bool InputMapper::IsButtonDown( MenuInput MenuI )
return false;
}
bool InputMapper::IsButtonDown( StyleInput StyleI )
bool InputMapper::IsButtonDown( const StyleInput &StyleI )
{
GameInput GameI;
StyleToGame( StyleI, GameI );
@@ -656,7 +656,7 @@ bool InputMapper::IsButtonDown( StyleInput StyleI )
}
float InputMapper::GetSecsHeld( GameInput GameI )
float InputMapper::GetSecsHeld( const GameInput &GameI )
{
float fMaxSecsHeld = 0;
@@ -671,7 +671,7 @@ float InputMapper::GetSecsHeld( GameInput GameI )
return fMaxSecsHeld;
}
float InputMapper::GetSecsHeld( MenuInput MenuI )
float InputMapper::GetSecsHeld( const MenuInput &MenuI )
{
float fMaxSecsHeld = 0;
@@ -684,14 +684,14 @@ float InputMapper::GetSecsHeld( MenuInput MenuI )
return fMaxSecsHeld;
}
float InputMapper::GetSecsHeld( StyleInput StyleI )
float InputMapper::GetSecsHeld( const StyleInput &StyleI )
{
GameInput GameI;
StyleToGame( StyleI, GameI );
return GetSecsHeld( GameI );
}
void InputMapper::ResetKeyRepeat( GameInput GameI )
void InputMapper::ResetKeyRepeat( const GameInput &GameI )
{
for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
{
@@ -701,7 +701,7 @@ void InputMapper::ResetKeyRepeat( GameInput GameI )
}
}
void InputMapper::ResetKeyRepeat( MenuInput MenuI )
void InputMapper::ResetKeyRepeat( const MenuInput &MenuI )
{
GameInput GameI[4];
MenuToGame( MenuI, GameI );
@@ -710,7 +710,7 @@ void InputMapper::ResetKeyRepeat( MenuInput MenuI )
ResetKeyRepeat( GameI[i] );
}
void InputMapper::ResetKeyRepeat( StyleInput StyleI )
void InputMapper::ResetKeyRepeat( const StyleInput &StyleI )
{
GameInput GameI;
StyleToGame( StyleI, GameI );
+20 -20
View File
@@ -25,36 +25,36 @@ public:
void ClearAllMappings();
void SetInputMap( DeviceInput DeviceI, GameInput GameI, int iSlotIndex );
void ClearFromInputMap( DeviceInput DeviceI );
void ClearFromInputMap( GameInput GameI, int iSlotIndex );
void SetInputMap( const DeviceInput &DeviceI, const GameInput &GameI, int iSlotIndex );
void ClearFromInputMap( const DeviceInput &DeviceI );
void ClearFromInputMap( const GameInput &GameI, int iSlotIndex );
void AddDefaultMappingsForCurrentGameIfUnmapped();
void AutoMapJoysticksForCurrentGame();
bool IsMapped( DeviceInput DeviceI );
bool IsMapped( GameInput GameI );
bool IsMapped( const DeviceInput &DeviceI );
bool IsMapped( const GameInput &GameI );
bool DeviceToGame( DeviceInput DeviceI, GameInput& GameI ); // return true if there is a mapping from device to pad
bool GameToDevice( GameInput GameI, int iSoltNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
bool DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ); // return true if there is a mapping from device to pad
bool GameToDevice( const GameInput &GameI, int iSoltNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
void GameToStyle( GameInput GameI, StyleInput &StyleI );
void StyleToGame( StyleInput StyleI, GameInput &GameI );
void GameToStyle( const GameInput &GameI, StyleInput &StyleI );
void StyleToGame( const StyleInput &StyleI, GameInput &GameI );
void GameToMenu( GameInput GameI, MenuInput &MenuI );
void MenuToGame( MenuInput MenuI, GameInput GameIout[4] );
void GameToMenu( const GameInput &GameI, MenuInput &MenuI );
void MenuToGame( const MenuInput &MenuI, GameInput GameIout[4] );
float GetSecsHeld( GameInput GameI );
float GetSecsHeld( MenuInput MenuI );
float GetSecsHeld( StyleInput StyleI );
float GetSecsHeld( const GameInput &GameI );
float GetSecsHeld( const MenuInput &MenuI );
float GetSecsHeld( const StyleInput &StyleI );
bool IsButtonDown( GameInput GameI );
bool IsButtonDown( MenuInput MenuI );
bool IsButtonDown( StyleInput StyleI );
bool IsButtonDown( const GameInput &GameI );
bool IsButtonDown( const MenuInput &MenuI );
bool IsButtonDown( const StyleInput &StyleI );
void ResetKeyRepeat( GameInput GameI );
void ResetKeyRepeat( MenuInput MenuI );
void ResetKeyRepeat( StyleInput StyleI );
void ResetKeyRepeat( const GameInput &GameI );
void ResetKeyRepeat( const MenuInput &MenuI );
void ResetKeyRepeat( const StyleInput &StyleI );
struct Mapping {
bool IsEndMarker() const { return iSlotIndex==-1; }