FOREACH_ENUM cleanup
This commit is contained in:
@@ -14,7 +14,6 @@ enum GameController
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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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#define FOREACH_GameController( gc ) FOREACH_ENUM( GameController, gc )
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enum GameButton
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{
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@@ -57,7 +56,6 @@ RString GameButtonToString( const InputScheme* pInputs, GameButton i );
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RString GameButtonToLocalizedString( const InputScheme* pInputs, GameButton i );
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GameButton StringToGameButton( const InputScheme* pInputs, const RString& s );
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#define FOREACH_GameButton( gb ) FOREACH_ENUM( GameButton, gb )
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#define FOREACH_GameButton_Custom( gb ) for( GameButton gb=GAME_BUTTON_CUSTOM_01; gb<NUM_GameButton; enum_add(gb, +1) )
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#define GAME_BUTTON_NEXT GAME_BUTTON_CUSTOM_01
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@@ -2670,10 +2670,10 @@ RString GameManager::StyleToLocalizedString( const Style* style )
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return s;
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}
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const Game* GameManager::StringToGameType( RString sGameType )
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const Game* GameManager::StringToGame( RString sGame )
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{
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for( size_t i=0; i<ARRAYLEN(g_Games); ++i )
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if( !sGameType.CompareNoCase(g_Games[i]->m_szName) )
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if( !sGame.CompareNoCase(g_Games[i]->m_szName) )
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return g_Games[i];
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return NULL;
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@@ -38,7 +38,7 @@ namespace GameManager
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const StepsTypeInfo &GetStepsTypeInfo( StepsType st );
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StepsType StringToStepsType( RString sStepsType );
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const Game* StringToGameType( RString sGameType );
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const Game* StringToGame( RString sGame );
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const Style* GameAndStringToStyle( const Game* pGame, RString sStyle );
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RString StyleToLocalizedString( const Style* s );
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}
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@@ -40,8 +40,8 @@ InputMapper::~InputMapper()
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void InputMapper::ClearAllMappings()
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{
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FOREACH_GameController( i )
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FOREACH_GameButton(j)
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FOREACH_ENUM( GameController, i )
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FOREACH_ENUM( GameButton, j)
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for( int k=0; k<NUM_GAME_TO_DEVICE_SLOTS; k++ )
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m_GItoDI[i][j][k].MakeInvalid();
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UpdateTempDItoGI();
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@@ -79,8 +79,8 @@ const InputMapping g_DefaultKeyMappings[] =
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void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped()
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{
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// Clear default mappings. Default mappings are in the third slot.
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FOREACH_GameController( i )
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FOREACH_GameButton(j)
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FOREACH_ENUM( GameController, i )
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FOREACH_ENUM( GameButton, j)
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ClearFromInputMap( GameInput(i, j), 2 );
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vector<InputMapping> aMaps;
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@@ -595,9 +595,9 @@ const AutoJoyMapping g_AutoJoyMappings[] =
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void InputMapper::Unmap( InputDevice id )
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{
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FOREACH_GameController( i )
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FOREACH_ENUM( GameController, i )
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{
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FOREACH_GameButton(j)
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FOREACH_ENUM( GameButton, j)
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{
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for( int k=0; k<NUM_USER_GAME_TO_DEVICE_SLOTS; k++ )
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{
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@@ -744,7 +744,7 @@ void InputMapper::SaveMappingsToDisk()
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pKey = ini.AppendChild( m_pInputScheme->m_szName );
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// iterate over our input map and write all mappings to the ini file
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FOREACH_GameController( i )
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FOREACH_ENUM( GameController, i )
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{
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FOREACH_GameButtonInScheme( m_pInputScheme, j )
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{
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@@ -851,9 +851,9 @@ void InputMapper::ClearFromInputMap( const DeviceInput &DeviceI )
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{
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// search for where this DeviceI maps to
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FOREACH_GameController( p )
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FOREACH_ENUM( GameController, p )
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{
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FOREACH_GameButton(b)
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FOREACH_ENUM( GameButton, b)
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{
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for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
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{
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@@ -889,9 +889,9 @@ void InputMapper::UpdateTempDItoGI()
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{
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// repopulate g_tempDItoGI
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g_tempDItoGI.clear();
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FOREACH_GameController( n )
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FOREACH_ENUM( GameController, n )
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{
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FOREACH_GameButton( b )
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FOREACH_ENUM( GameButton, b )
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{
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for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
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{
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@@ -1121,7 +1121,7 @@ void InputScheme::MenuButtonToGameButtons( GameButton MenuI, vector<GameButton>
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if( MenuI == GameButton_Invalid )
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return;
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FOREACH_GameButton(gb)
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FOREACH_ENUM( GameButton, gb)
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{
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if( PREFSMAN->m_bOnlyDedicatedMenuButtons && gb >= GAME_BUTTON_NEXT )
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break;
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@@ -13,7 +13,7 @@ const unsigned MAX_INPUT_QUEUE_LENGTH = 32;
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InputQueue::InputQueue()
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{
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FOREACH_GameController ( gc )
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FOREACH_ENUM( GameController, gc )
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m_aQueue[gc].resize( MAX_INPUT_QUEUE_LENGTH );
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}
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@@ -54,7 +54,7 @@ static void GetUsedGameInputs( vector<GameInput> &vGameInputsOut )
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vector<RString> asGameButtons;
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split( GAME_BUTTONS_TO_SHOW.GetValue(), ",", asGameButtons );
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FOREACH_GameController( gc )
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FOREACH_ENUM( GameController, gc )
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{
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FOREACH_CONST( RString, asGameButtons, button )
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{
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@@ -168,8 +168,8 @@ void LightsManager::Update( float fDeltaTime )
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{
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FOREACH_CabinetLight( cl )
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fapproach( m_fSecsLeftInCabinetLightBlink[cl], 0, fDeltaTime );
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FOREACH_GameController( gc )
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FOREACH_GameButton( gb )
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FOREACH_ENUM( GameController, gc )
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FOREACH_ENUM( GameButton, gb )
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fapproach( m_fSecsLeftInGameButtonBlink[gc][gb], 0, fDeltaTime );
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}
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@@ -306,11 +306,11 @@ void LightsManager::Update( float fDeltaTime )
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case LIGHTSMODE_STAGE:
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case LIGHTSMODE_JOINING:
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{
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FOREACH_GameController( gc )
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FOREACH_ENUM( GameController, gc )
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{
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bool bOn = GAMESTATE->m_bSideIsJoined[gc];
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FOREACH_GameButton( gb )
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FOREACH_ENUM( GameButton, gb )
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m_LightsState.m_bGameButtonLights[gc][gb] = bOn;
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}
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}
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@@ -323,9 +323,9 @@ void LightsManager::Update( float fDeltaTime )
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//
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// Blink on notes.
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//
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FOREACH_GameController( gc )
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FOREACH_ENUM( GameController, gc )
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{
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FOREACH_GameButton( gb )
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FOREACH_ENUM( GameButton, gb )
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{
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m_LightsState.m_bGameButtonLights[gc][gb] = m_fSecsLeftInGameButtonBlink[gc][gb] > 0 ;
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}
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@@ -336,7 +336,7 @@ void LightsManager::Update( float fDeltaTime )
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//
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// Blink on button presses.
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//
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FOREACH_GameController( gc )
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FOREACH_ENUM( GameController, gc )
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{
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FOREACH_GameButton_Custom( gb )
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{
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@@ -452,9 +452,9 @@ CabinetLight LightsManager::GetFirstLitCabinetLight()
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GameInput LightsManager::GetFirstLitGameButtonLight()
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{
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FOREACH_GameController( gc )
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FOREACH_ENUM( GameController, gc )
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{
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FOREACH_GameButton( gb )
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FOREACH_ENUM( GameButton, gb )
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{
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if( m_LightsState.m_bGameButtonLights[gc][gb] )
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return GameInput( gc, gb );
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@@ -662,7 +662,7 @@ void NetworkSyncManager::ProcessInput()
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GameName = m_packet.ReadNT();
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StyleName = m_packet.ReadNT();
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GAMESTATE->SetCurGame( GameManager::StringToGameType(GameName) );
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GAMESTATE->SetCurGame( GameManager::StringToGame(GameName) );
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GAMESTATE->SetCurrentStyle( GameManager::GameAndStringToStyle(GAMESTATE->m_pCurGame,StyleName) );
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SCREENMAN->SetNewScreen( "ScreenNetSelectMusic" ); //Should this be metric'd out?
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@@ -1973,9 +1973,9 @@ void ScreenGameplay::UpdateLights()
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LIGHTSMAN->BlinkCabinetLight( cl );
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}
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FOREACH_GameController( gc )
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FOREACH_ENUM( GameController, gc )
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{
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FOREACH_GameButton( gb )
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FOREACH_ENUM( GameButton, gb )
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{
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if( bBlinkGameButton[gc][gb] )
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LIGHTSMAN->BlinkGameButton( GameInput(gc,gb) );
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@@ -68,7 +68,7 @@ void ScreenMapControllers::Init()
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// header row
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{
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FOREACH_GameController( c )
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FOREACH_ENUM( GameController, c )
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{
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BitmapText &text = m_textLabel[c];
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text.LoadFromFont( THEME->GetPathF("Common","title") );
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@@ -111,7 +111,7 @@ void ScreenMapControllers::Init()
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m_Line[iRow].AddChild( pSecondary );
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}
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FOREACH_GameController( c )
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FOREACH_ENUM( GameController, c )
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{
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for( int s=0; s<NUM_SHOWN_GAME_TO_DEVICE_SLOTS; s++ )
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{
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@@ -435,7 +435,7 @@ void ScreenMapControllers::AfterChangeFocus()
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void ScreenMapControllers::Refresh()
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{
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FOREACH_GameController( p )
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FOREACH_ENUM( GameController, p )
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{
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for( unsigned b=0; b<m_KeysToMap.size(); b++ )
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{
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@@ -751,7 +751,7 @@ RageDisplay *CreateDisplay()
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static void SwitchToLastPlayedGame()
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{
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const Game *pGame = GameManager::StringToGameType( PREFSMAN->GetCurrentGame() );
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const Game *pGame = GameManager::StringToGame( PREFSMAN->GetCurrentGame() );
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/* If the active game type isn't actually available, revert to the default. */
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if( pGame == NULL )
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@@ -1408,7 +1408,7 @@ void HandleInputEvents(float fDeltaTime)
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/* When a GameButton is pressed, stop repeating other keys on the same controller. */
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if( input.type == IET_FIRST_PRESS && input.MenuI != GameButton_Invalid )
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{
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FOREACH_GameButton( m )
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FOREACH_ENUM( GameButton, m )
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{
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if( input.MenuI != m )
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INPUTMAPPER->RepeatStopKey( m, input.pn );
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@@ -41,7 +41,7 @@ GameInput Style::StyleInputToGameInput( int iCol, PlayerNumber pn ) const
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ssprintf("P%i C%i", pn, iCol) );
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bool bUsingOneSide = m_StyleType != StyleType_OnePlayerTwoSides && m_StyleType != StyleType_TwoPlayersSharedSides;
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FOREACH_GameController(gc)
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FOREACH_ENUM( GameController, gc)
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{
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if( bUsingOneSide && gc != (int) pn )
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continue;
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@@ -22,7 +22,7 @@ void StyleID::FromStyle( const Style *p )
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const Style *StyleID::ToStyle() const
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{
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const Game* pGame = GameManager::StringToGameType( sGame );
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const Game* pGame = GameManager::StringToGame( sGame );
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if( pGame == NULL )
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return NULL;
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@@ -56,7 +56,7 @@ void LightsDriver_LinuxParallel::Set( const LightsState *ls )
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int iNumGameButtonsToShow = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( "Start" );
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if( iNumGameButtonsToShow == GameButton_Invalid )
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iNumGameButtonsToShow = INPUTMAPPER->GetInputScheme()->m_iButtonsPerController;
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FOREACH_GameController( gc )
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FOREACH_ENUM( GameController, gc )
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{
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s += ssprintf("Controller%d Bits: ",gc+1);
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for( int gb=0; gb<iNumGameButtonsToShow; gb++ )
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@@ -166,9 +166,9 @@ void LightsDriver_LinuxWeedTech::Set(const LightsState *ls)
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}
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}
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FOREACH_GameController( gc )
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FOREACH_ENUM( GameController, gc )
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{
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FOREACH_GameButton( gb )
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FOREACH_ENUM( GameButton, gb )
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{
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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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@@ -30,10 +30,10 @@ void LightsDriver_SystemMessage::Set( const LightsState *ls )
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}
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s += "\n";
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FOREACH_GameController( gc )
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FOREACH_ENUM( GameController, gc )
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{
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s += ssprintf("Controller%d: ",gc+1);
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FOREACH_GameButton( gb )
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FOREACH_ENUM( GameButton, gb )
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{
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s += ls->m_bGameButtonLights[gc][gb] ? '1' : '0';
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}
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@@ -84,9 +84,9 @@ void LightsDriver_Win32Parallel::Set( const LightsState *ls )
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}
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}
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FOREACH_GameController( gc )
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FOREACH_ENUM( GameController, gc )
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{
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FOREACH_GameButton( gb )
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FOREACH_ENUM( GameButton, gb )
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{
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bool bOn = ls->m_bGameButtonLights[gc][gb];
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int index = GameControllerAndGameButtonToIndex( gc, gb );
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