diff --git a/stepmania/src/InputFilter.cpp b/stepmania/src/InputFilter.cpp index ff789a8e14..7d3d631dac 100644 --- a/stepmania/src/InputFilter.cpp +++ b/stepmania/src/InputFilter.cpp @@ -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; } diff --git a/stepmania/src/InputFilter.h b/stepmania/src/InputFilter.h index b07363b34f..b57e8e32c1 100644 --- a/stepmania/src/InputFilter.h +++ b/stepmania/src/InputFilter.h @@ -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 ); diff --git a/stepmania/src/InputMapper.cpp b/stepmania/src/InputMapper.cpp index fce997f62e..249b143327 100644 --- a/stepmania/src/InputMapper.cpp +++ b/stepmania/src/InputMapper.cpp @@ -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; im_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