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