Made controller mapping possible in Xbox
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@@ -152,6 +152,36 @@ static bool IsAxis( const DeviceInput& DeviceI )
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}
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}
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void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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#ifdef _XBOX
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if(!m_iWaitingForPress && DeviceI.device == DEVICE_JOY1)
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{
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// map the xbox controller buttons to the keyboard equivalents
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DeviceInput keymap;
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keymap.device = DEVICE_KEYBOARD;
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if(DeviceI.button == JOY_HAT_LEFT)
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keymap.button = SDLK_LEFT;
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else if(DeviceI.button == JOY_HAT_RIGHT)
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keymap.button = SDLK_RIGHT;
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else if(DeviceI.button == JOY_HAT_UP)
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keymap.button = SDLK_UP;
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else if(DeviceI.button == JOY_HAT_DOWN)
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keymap.button = SDLK_DOWN;
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else if(DeviceI.button == JOY_9)
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keymap.button = SDLK_RETURN;
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else if(DeviceI.button == JOY_10)
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keymap.button = SDLK_ESCAPE;
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InputInternal(keymap, type, GameI, MenuI, StyleI);
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return;
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}
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#endif
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InputInternal(DeviceI, type, GameI, MenuI, StyleI);
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}
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void ScreenMapControllers::InputInternal( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
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{
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if( type != IET_FIRST_PRESS && type != IET_SLOW_REPEAT )
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if( type != IET_FIRST_PRESS && type != IET_SLOW_REPEAT )
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return; // ignore
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return; // ignore
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@@ -32,6 +32,7 @@ private:
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void Refresh();
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void Refresh();
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void InputInternal( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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int m_iCurController;
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int m_iCurController;
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int m_iCurButton;
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int m_iCurButton;
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