GameController enum cleanup

This commit is contained in:
Chris Danford
2009-03-22 20:14:56 +00:00
parent a4dd16da5a
commit bb17b6ff29
7 changed files with 14 additions and 14 deletions
+4 -4
View File
@@ -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
{