make InputMapper::ApplyMapping public

This commit is contained in:
Glenn Maynard
2004-08-13 00:27:52 +00:00
parent 389bbc68d2
commit cdcb0f1c8f
2 changed files with 43 additions and 35 deletions
+19
View File
@@ -56,6 +56,25 @@ public:
void ResetKeyRepeat( MenuInput MenuI );
void ResetKeyRepeat( StyleInput StyleI );
struct Mapping {
bool IsEndMarker() const { return iSlotIndex==-1; }
int iSlotIndex; // -1 == end marker
int deviceButton;
GameButton gb;
/* If this is true, this is an auxilliary mapping assigned to the second
* player. If two of the same device are found, and the device has secondary
* entries, the later entries take precedence. This way, if a Pump pad is
* found, it'll map P1 to the primary pad and P2 to the secondary pad.
* (We can't tell if a slave pad is actually there.) Then, if a second primary
* is found (DEVICE_PUMP2), 2P will be mapped to it.
*
* This isn't well-tested; I only have one Pump pad. */
bool SecondController;
};
void ApplyMapping( const Mapping *maps, GameController gc, InputDevice device );
protected:
// all the DeviceInputs that map to a GameInput
DeviceInput m_GItoDI[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS][NUM_GAME_TO_DEVICE_SLOTS];