FOREACH_ENUM cleanup
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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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