remove InputMapper::StyleToGame(StyleI). InputMapper no longer knows about StyleInputs, putting them at the level of abstraction they belong: above the game-neutral support classes like InputMapper.

This commit is contained in:
Glenn Maynard
2006-09-13 01:55:39 +00:00
parent d7e4bf7817
commit b53c99f406
2 changed files with 0 additions and 10 deletions
-7
View File
@@ -777,13 +777,6 @@ void InputMapper::GameToMenu( const GameInput &GameI, MenuInput &MenuI )
MenuI = pGame->GameInputToMenuInput( GameI );
}
void InputMapper::StyleToGame( const StyleInput &StyleI, PlayerNumber pn, GameInput &GameI )
{
const Style* pStyle = GAMESTATE->GetCurrentStyle();
GameI = pStyle->StyleInputToGameInput( StyleI, pn );
}
void InputMapper::MenuToGame( const MenuInput &MenuI, GameInput GameIout[4] )
{
const Game* pGame = GAMESTATE->GetCurrentGame();
-3
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@@ -6,7 +6,6 @@
#include "RageInputDevice.h"
#include "GameInput.h"
#include "MenuInput.h"
#include "StyleInput.h"
#include "GameConstantsAndTypes.h"
const int NUM_GAME_TO_DEVICE_SLOTS = 5; // five device inputs may map to one game input
@@ -38,8 +37,6 @@ public:
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 StyleToGame( const StyleInput &StyleI, PlayerNumber pn, GameInput &GameI );
void GameToMenu( const GameInput &GameI, MenuInput &MenuI );
void MenuToGame( const MenuInput &MenuI, GameInput GameIout[4] );