FOREACH_ENUM cleanup

This commit is contained in:
Chris Danford
2008-04-24 09:34:01 +00:00
parent 6a8d514c5b
commit c13a36e948
16 changed files with 43 additions and 45 deletions
-2
View File
@@ -14,7 +14,6 @@ enum GameController
NUM_GameController, // leave this at the end
GameController_Invalid,
};
#define FOREACH_GameController( gc ) FOREACH_ENUM( GameController, gc )
enum GameButton
{
@@ -57,7 +56,6 @@ RString GameButtonToString( const InputScheme* pInputs, GameButton i );
RString GameButtonToLocalizedString( const InputScheme* pInputs, GameButton i );
GameButton StringToGameButton( const InputScheme* pInputs, const RString& s );
#define FOREACH_GameButton( gb ) FOREACH_ENUM( GameButton, gb )
#define FOREACH_GameButton_Custom( gb ) for( GameButton gb=GAME_BUTTON_CUSTOM_01; gb<NUM_GameButton; enum_add(gb, +1) )
#define GAME_BUTTON_NEXT GAME_BUTTON_CUSTOM_01
+2 -2
View File
@@ -2670,10 +2670,10 @@ RString GameManager::StyleToLocalizedString( const Style* style )
return s;
}
const Game* GameManager::StringToGameType( RString sGameType )
const Game* GameManager::StringToGame( RString sGame )
{
for( size_t i=0; i<ARRAYLEN(g_Games); ++i )
if( !sGameType.CompareNoCase(g_Games[i]->m_szName) )
if( !sGame.CompareNoCase(g_Games[i]->m_szName) )
return g_Games[i];
return NULL;
+1 -1
View File
@@ -38,7 +38,7 @@ namespace GameManager
const StepsTypeInfo &GetStepsTypeInfo( StepsType st );
StepsType StringToStepsType( RString sStepsType );
const Game* StringToGameType( RString sGameType );
const Game* StringToGame( RString sGame );
const Style* GameAndStringToStyle( const Game* pGame, RString sStyle );
RString StyleToLocalizedString( const Style* s );
}
+12 -12
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@@ -40,8 +40,8 @@ InputMapper::~InputMapper()
void InputMapper::ClearAllMappings()
{
FOREACH_GameController( i )
FOREACH_GameButton(j)
FOREACH_ENUM( GameController, i )
FOREACH_ENUM( GameButton, j)
for( int k=0; k<NUM_GAME_TO_DEVICE_SLOTS; k++ )
m_GItoDI[i][j][k].MakeInvalid();
UpdateTempDItoGI();
@@ -79,8 +79,8 @@ const InputMapping g_DefaultKeyMappings[] =
void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped()
{
// Clear default mappings. Default mappings are in the third slot.
FOREACH_GameController( i )
FOREACH_GameButton(j)
FOREACH_ENUM( GameController, i )
FOREACH_ENUM( GameButton, j)
ClearFromInputMap( GameInput(i, j), 2 );
vector<InputMapping> aMaps;
@@ -595,9 +595,9 @@ const AutoJoyMapping g_AutoJoyMappings[] =
void InputMapper::Unmap( InputDevice id )
{
FOREACH_GameController( i )
FOREACH_ENUM( GameController, i )
{
FOREACH_GameButton(j)
FOREACH_ENUM( GameButton, j)
{
for( int k=0; k<NUM_USER_GAME_TO_DEVICE_SLOTS; k++ )
{
@@ -744,7 +744,7 @@ void InputMapper::SaveMappingsToDisk()
pKey = ini.AppendChild( m_pInputScheme->m_szName );
// iterate over our input map and write all mappings to the ini file
FOREACH_GameController( i )
FOREACH_ENUM( GameController, i )
{
FOREACH_GameButtonInScheme( m_pInputScheme, j )
{
@@ -851,9 +851,9 @@ void InputMapper::ClearFromInputMap( const DeviceInput &DeviceI )
{
// search for where this DeviceI maps to
FOREACH_GameController( p )
FOREACH_ENUM( GameController, p )
{
FOREACH_GameButton(b)
FOREACH_ENUM( GameButton, b)
{
for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
{
@@ -889,9 +889,9 @@ void InputMapper::UpdateTempDItoGI()
{
// repopulate g_tempDItoGI
g_tempDItoGI.clear();
FOREACH_GameController( n )
FOREACH_ENUM( GameController, n )
{
FOREACH_GameButton( b )
FOREACH_ENUM( GameButton, b )
{
for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
{
@@ -1121,7 +1121,7 @@ void InputScheme::MenuButtonToGameButtons( GameButton MenuI, vector<GameButton>
if( MenuI == GameButton_Invalid )
return;
FOREACH_GameButton(gb)
FOREACH_ENUM( GameButton, gb)
{
if( PREFSMAN->m_bOnlyDedicatedMenuButtons && gb >= GAME_BUTTON_NEXT )
break;
+1 -1
View File
@@ -13,7 +13,7 @@ const unsigned MAX_INPUT_QUEUE_LENGTH = 32;
InputQueue::InputQueue()
{
FOREACH_GameController ( gc )
FOREACH_ENUM( GameController, gc )
m_aQueue[gc].resize( MAX_INPUT_QUEUE_LENGTH );
}
+10 -10
View File
@@ -54,7 +54,7 @@ static void GetUsedGameInputs( vector<GameInput> &vGameInputsOut )
vector<RString> asGameButtons;
split( GAME_BUTTONS_TO_SHOW.GetValue(), ",", asGameButtons );
FOREACH_GameController( gc )
FOREACH_ENUM( GameController, gc )
{
FOREACH_CONST( RString, asGameButtons, button )
{
@@ -168,8 +168,8 @@ void LightsManager::Update( float fDeltaTime )
{
FOREACH_CabinetLight( cl )
fapproach( m_fSecsLeftInCabinetLightBlink[cl], 0, fDeltaTime );
FOREACH_GameController( gc )
FOREACH_GameButton( gb )
FOREACH_ENUM( GameController, gc )
FOREACH_ENUM( GameButton, gb )
fapproach( m_fSecsLeftInGameButtonBlink[gc][gb], 0, fDeltaTime );
}
@@ -306,11 +306,11 @@ void LightsManager::Update( float fDeltaTime )
case LIGHTSMODE_STAGE:
case LIGHTSMODE_JOINING:
{
FOREACH_GameController( gc )
FOREACH_ENUM( GameController, gc )
{
bool bOn = GAMESTATE->m_bSideIsJoined[gc];
FOREACH_GameButton( gb )
FOREACH_ENUM( GameButton, gb )
m_LightsState.m_bGameButtonLights[gc][gb] = bOn;
}
}
@@ -323,9 +323,9 @@ void LightsManager::Update( float fDeltaTime )
//
// Blink on notes.
//
FOREACH_GameController( gc )
FOREACH_ENUM( GameController, gc )
{
FOREACH_GameButton( gb )
FOREACH_ENUM( GameButton, gb )
{
m_LightsState.m_bGameButtonLights[gc][gb] = m_fSecsLeftInGameButtonBlink[gc][gb] > 0 ;
}
@@ -336,7 +336,7 @@ void LightsManager::Update( float fDeltaTime )
//
// Blink on button presses.
//
FOREACH_GameController( gc )
FOREACH_ENUM( GameController, gc )
{
FOREACH_GameButton_Custom( gb )
{
@@ -452,9 +452,9 @@ CabinetLight LightsManager::GetFirstLitCabinetLight()
GameInput LightsManager::GetFirstLitGameButtonLight()
{
FOREACH_GameController( gc )
FOREACH_ENUM( GameController, gc )
{
FOREACH_GameButton( gb )
FOREACH_ENUM( GameButton, gb )
{
if( m_LightsState.m_bGameButtonLights[gc][gb] )
return GameInput( gc, gb );
+1 -1
View File
@@ -662,7 +662,7 @@ void NetworkSyncManager::ProcessInput()
GameName = m_packet.ReadNT();
StyleName = m_packet.ReadNT();
GAMESTATE->SetCurGame( GameManager::StringToGameType(GameName) );
GAMESTATE->SetCurGame( GameManager::StringToGame(GameName) );
GAMESTATE->SetCurrentStyle( GameManager::GameAndStringToStyle(GAMESTATE->m_pCurGame,StyleName) );
SCREENMAN->SetNewScreen( "ScreenNetSelectMusic" ); //Should this be metric'd out?
+2 -2
View File
@@ -1973,9 +1973,9 @@ void ScreenGameplay::UpdateLights()
LIGHTSMAN->BlinkCabinetLight( cl );
}
FOREACH_GameController( gc )
FOREACH_ENUM( GameController, gc )
{
FOREACH_GameButton( gb )
FOREACH_ENUM( GameButton, gb )
{
if( bBlinkGameButton[gc][gb] )
LIGHTSMAN->BlinkGameButton( GameInput(gc,gb) );
+3 -3
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@@ -68,7 +68,7 @@ void ScreenMapControllers::Init()
// header row
{
FOREACH_GameController( c )
FOREACH_ENUM( GameController, c )
{
BitmapText &text = m_textLabel[c];
text.LoadFromFont( THEME->GetPathF("Common","title") );
@@ -111,7 +111,7 @@ void ScreenMapControllers::Init()
m_Line[iRow].AddChild( pSecondary );
}
FOREACH_GameController( c )
FOREACH_ENUM( GameController, c )
{
for( int s=0; s<NUM_SHOWN_GAME_TO_DEVICE_SLOTS; s++ )
{
@@ -435,7 +435,7 @@ void ScreenMapControllers::AfterChangeFocus()
void ScreenMapControllers::Refresh()
{
FOREACH_GameController( p )
FOREACH_ENUM( GameController, p )
{
for( unsigned b=0; b<m_KeysToMap.size(); b++ )
{
+2 -2
View File
@@ -751,7 +751,7 @@ RageDisplay *CreateDisplay()
static void SwitchToLastPlayedGame()
{
const Game *pGame = GameManager::StringToGameType( PREFSMAN->GetCurrentGame() );
const Game *pGame = GameManager::StringToGame( PREFSMAN->GetCurrentGame() );
/* If the active game type isn't actually available, revert to the default. */
if( pGame == NULL )
@@ -1408,7 +1408,7 @@ void HandleInputEvents(float fDeltaTime)
/* When a GameButton is pressed, stop repeating other keys on the same controller. */
if( input.type == IET_FIRST_PRESS && input.MenuI != GameButton_Invalid )
{
FOREACH_GameButton( m )
FOREACH_ENUM( GameButton, m )
{
if( input.MenuI != m )
INPUTMAPPER->RepeatStopKey( m, input.pn );
+1 -1
View File
@@ -41,7 +41,7 @@ GameInput Style::StyleInputToGameInput( int iCol, PlayerNumber pn ) const
ssprintf("P%i C%i", pn, iCol) );
bool bUsingOneSide = m_StyleType != StyleType_OnePlayerTwoSides && m_StyleType != StyleType_TwoPlayersSharedSides;
FOREACH_GameController(gc)
FOREACH_ENUM( GameController, gc)
{
if( bUsingOneSide && gc != (int) pn )
continue;
+1 -1
View File
@@ -22,7 +22,7 @@ void StyleID::FromStyle( const Style *p )
const Style *StyleID::ToStyle() const
{
const Game* pGame = GameManager::StringToGameType( sGame );
const Game* pGame = GameManager::StringToGame( sGame );
if( pGame == NULL )
return NULL;
@@ -56,7 +56,7 @@ void LightsDriver_LinuxParallel::Set( const LightsState *ls )
int iNumGameButtonsToShow = INPUTMAPPER->GetInputScheme()->ButtonNameToIndex( "Start" );
if( iNumGameButtonsToShow == GameButton_Invalid )
iNumGameButtonsToShow = INPUTMAPPER->GetInputScheme()->m_iButtonsPerController;
FOREACH_GameController( gc )
FOREACH_ENUM( GameController, gc )
{
s += ssprintf("Controller%d Bits: ",gc+1);
for( int gb=0; gb<iNumGameButtonsToShow; gb++ )
@@ -166,9 +166,9 @@ void LightsDriver_LinuxWeedTech::Set(const LightsState *ls)
}
}
FOREACH_GameController( gc )
FOREACH_ENUM( GameController, gc )
{
FOREACH_GameButton( gb )
FOREACH_ENUM( GameButton, gb )
{
// Only send the command if the light has changed states (on/off)
bool bOn = ls->m_bGameButtonLights[gc][gb];
@@ -30,10 +30,10 @@ void LightsDriver_SystemMessage::Set( const LightsState *ls )
}
s += "\n";
FOREACH_GameController( gc )
FOREACH_ENUM( GameController, gc )
{
s += ssprintf("Controller%d: ",gc+1);
FOREACH_GameButton( gb )
FOREACH_ENUM( GameButton, gb )
{
s += ls->m_bGameButtonLights[gc][gb] ? '1' : '0';
}
@@ -84,9 +84,9 @@ void LightsDriver_Win32Parallel::Set( const LightsState *ls )
}
}
FOREACH_GameController( gc )
FOREACH_ENUM( GameController, gc )
{
FOREACH_GameButton( gb )
FOREACH_ENUM( GameButton, gb )
{
bool bOn = ls->m_bGameButtonLights[gc][gb];
int index = GameControllerAndGameButtonToIndex( gc, gb );