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