diff --git a/stepmania/src/ControllerStateDisplay.cpp b/stepmania/src/ControllerStateDisplay.cpp index 3058611836..fd6b0ed38d 100644 --- a/stepmania/src/ControllerStateDisplay.cpp +++ b/stepmania/src/ControllerStateDisplay.cpp @@ -38,7 +38,7 @@ ControllerStateDisplay::ControllerStateDisplay() void ControllerStateDisplay::LoadMultiPlayer( RString sType, MultiPlayer mp ) { - LoadInternal( sType, mp, GAME_CONTROLLER_1 ); + LoadInternal( sType, mp, GameController_1 ); } void ControllerStateDisplay::LoadGameController( RString sType, GameController gc ) diff --git a/stepmania/src/GameInput.cpp b/stepmania/src/GameInput.cpp index a11ed9f216..4f325f6693 100644 --- a/stepmania/src/GameInput.cpp +++ b/stepmania/src/GameInput.cpp @@ -7,8 +7,8 @@ static const char *GameControllerNames[] = { - "Controller1", - "Controller2", + "1", + "2", }; XToString( GameController ); StringToX( GameController ); diff --git a/stepmania/src/GameInput.h b/stepmania/src/GameInput.h index ed18a490c4..63c8133e2d 100644 --- a/stepmania/src/GameInput.h +++ b/stepmania/src/GameInput.h @@ -9,8 +9,8 @@ class InputScheme; enum GameController { - GAME_CONTROLLER_1 = 0, // left controller - GAME_CONTROLLER_2, // right controller + GameController_1 = 0, // left controller + GameController_2, // right controller NUM_GameController, // leave this at the end GameController_Invalid, }; diff --git a/stepmania/src/InputMapper.cpp b/stepmania/src/InputMapper.cpp index fa9a7f9ad5..5ce3f4190f 100644 --- a/stepmania/src/InputMapper.cpp +++ b/stepmania/src/InputMapper.cpp @@ -93,7 +93,7 @@ void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped() { DeviceButton key = m->m_deviceButton; DeviceInput DeviceI( DEVICE_KEYBOARD, key ); - GameInput GameI( m->m_bSecondController ? GAME_CONTROLLER_2 : GAME_CONTROLLER_1, m->m_gb ); + GameInput GameI( m->m_bSecondController ? GameController_2 : GameController_1, m->m_gb ); if( !IsMapped(DeviceI) ) // if this key isn't already being used by another user-made mapping { if( !GameI.IsValid() ) @@ -583,7 +583,7 @@ void InputMapper::AutoMapJoysticksForCurrentGame() if( !DeviceI.IsValid() ) continue; - AutoMappingEntry im( s, DeviceI.button, b, c > GAME_CONTROLLER_1 ); + AutoMappingEntry im( s, DeviceI.button, b, c > GameController_1 ); mapping.m_vMaps.push_back( im ); } } @@ -971,8 +971,8 @@ void InputScheme::MenuButtonToGameInputs( GameButton MenuI, PlayerNumber pn, vec { if( pn == PLAYER_INVALID ) { - GameIout.push_back( GameInput(GAME_CONTROLLER_1, *gb) ); - GameIout.push_back( GameInput(GAME_CONTROLLER_2, *gb) ); + GameIout.push_back( GameInput(GameController_1, *gb) ); + GameIout.push_back( GameInput(GameController_2, *gb) ); } else { diff --git a/stepmania/src/NotesLoaderDWI.cpp b/stepmania/src/NotesLoaderDWI.cpp index 3c6c22a7e3..9f35bff639 100644 --- a/stepmania/src/NotesLoaderDWI.cpp +++ b/stepmania/src/NotesLoaderDWI.cpp @@ -65,9 +65,9 @@ static void DWIcharToNote( char c, GameController i, int ¬e1Out, int ¬e2Ou switch( i ) { - case GAME_CONTROLLER_1: + case GameController_1: break; - case GAME_CONTROLLER_2: + case GameController_2: if( note1Out != DANCE_NOTE_NONE ) note1Out += 6; if( note2Out != DANCE_NOTE_NONE ) diff --git a/stepmania/src/ScreenGameplaySyncMachine.cpp b/stepmania/src/ScreenGameplaySyncMachine.cpp index 1a359919f3..eae2563578 100644 --- a/stepmania/src/ScreenGameplaySyncMachine.cpp +++ b/stepmania/src/ScreenGameplaySyncMachine.cpp @@ -62,7 +62,7 @@ void ScreenGameplaySyncMachine::Input( const InputEventPlus &input ) InputEventPlus _input = input; if( _input.GameI.controller != GameController_Invalid ) - _input.GameI.controller = GAME_CONTROLLER_1; + _input.GameI.controller = GameController_1; if( _input.pn != PLAYER_INVALID ) _input.pn = PLAYER_1; diff --git a/stepmania/src/arch/Lights/LightsDriver_LinuxWeedTech.cpp b/stepmania/src/arch/Lights/LightsDriver_LinuxWeedTech.cpp index 7ac3296009..16a0e96463 100644 --- a/stepmania/src/arch/Lights/LightsDriver_LinuxWeedTech.cpp +++ b/stepmania/src/arch/Lights/LightsDriver_LinuxWeedTech.cpp @@ -201,14 +201,14 @@ void LightsDriver_LinuxWeedTech::Set( const LightsState *ls ) // Only send the command if the light has changed states (on/off) bool bOn = ls->m_bGameButtonLights[gc][gb]; if(bOn != CurLights.m_bGameButtonLights[gc][gb]) { - if(gc == GAME_CONTROLLER_1) { + if(gc == GameController_1) { if(gb == DANCE_BUTTON_LEFT) {str[0] = 'A'; str[2] = 'I';} if(gb == DANCE_BUTTON_RIGHT) {str[0] = 'A'; str[2] = 'J';} if(gb == DANCE_BUTTON_UP) {str[0] = 'A'; str[2] = 'K';} if(gb == DANCE_BUTTON_DOWN) {str[0] = 'A'; str[2] = 'L';} if(gb == GAME_BUTTON_START) {str[0] = 'A'; str[2] = 'E';} } - else if(gc == GAME_CONTROLLER_2) { + else if(gc == GameController_2) { if(gb == DANCE_BUTTON_LEFT) {str[0] = 'A'; str[2] = 'M';} if(gb == DANCE_BUTTON_RIGHT) {str[0] = 'A'; str[2] = 'N';} if(gb == DANCE_BUTTON_UP) {str[0] = 'B'; str[2] = 'A';}