GameController_Invalid
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@@ -60,7 +60,7 @@ static CodeItem g_CodeItems[NUM_Code];
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bool CodeItem::EnteredCode( GameController controller ) const
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{
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if( controller == GAME_CONTROLLER_INVALID )
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if( controller == GameController_Invalid )
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return false;
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if( buttons.size() == 0 )
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return false;
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@@ -47,7 +47,7 @@ bool GameInput::FromString( const Game* pGame, const RString &s )
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if( 2 != sscanf( s, "%31[^_]_%31[^_]", szController, szButton ) )
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{
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controller = GAME_CONTROLLER_INVALID;
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controller = GameController_Invalid;
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return false;
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}
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@@ -12,7 +12,7 @@ enum GameController
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GAME_CONTROLLER_1 = 0, // left controller
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GAME_CONTROLLER_2, // right controller
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NUM_GameController, // leave this at the end
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GAME_CONTROLLER_INVALID,
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GameController_Invalid,
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};
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#define FOREACH_GameController( gc ) FOREACH_ENUM( GameController, NUM_GameController, gc )
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@@ -240,7 +240,7 @@ enum // LightsButtons
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struct GameInput
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{
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GameInput(): controller(GAME_CONTROLLER_INVALID), button(GAME_BUTTON_INVALID) { }
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GameInput(): controller(GameController_Invalid), button(GAME_BUTTON_INVALID) { }
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GameInput( GameController c, GameButton b ): controller(c), button(b) { }
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@@ -257,8 +257,8 @@ struct GameInput
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return button < other.button;
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}
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inline bool IsValid() const { return controller != GAME_CONTROLLER_INVALID; };
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inline void MakeInvalid() { controller = GAME_CONTROLLER_INVALID; button = GAME_BUTTON_INVALID; };
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inline bool IsValid() const { return controller != GameController_Invalid; };
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inline void MakeInvalid() { controller = GameController_Invalid; button = GAME_BUTTON_INVALID; };
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RString ToString( const Game* pGame ) const;
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bool FromString( const Game* pGame, const RString &s );
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@@ -752,7 +752,7 @@ void InputMapper::UpdateTempDItoGI()
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bool InputMapper::DeviceToGame( const DeviceInput &DeviceI, GameInput& GameI ) // return true if there is a mapping from device to pad
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{
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GameI = g_tempDItoGI[DeviceI];
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return GameI.controller != GAME_CONTROLLER_INVALID;
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return GameI.controller != GameController_Invalid;
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}
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bool InputMapper::GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ) // return true if there is a mapping from pad to device
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@@ -23,7 +23,7 @@ void InputQueue::RememberInput( const InputEventPlus &iep )
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bool InputQueue::MatchesSequence( GameController c, const GameButton* button_sequence, const int iNumButtons, float fMaxSecondsBack )
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{
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if( c == GAME_CONTROLLER_INVALID )
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if( c == GameController_Invalid )
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return false;
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if( fMaxSecondsBack == -1 )
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@@ -464,7 +464,7 @@ void LightsManager::GetFirstLitGameButtonLight( GameController &gcOut, GameButto
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}
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}
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}
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gcOut = GAME_CONTROLLER_INVALID;
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gcOut = GameController_Invalid;
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gbOut = GAME_BUTTON_INVALID;
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}
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@@ -2091,7 +2091,7 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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/* If we're paused, only accept MENU_BUTTON_START to unpause. */
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if( GAMESTATE->IsHumanPlayer(input.pn) && input.MenuI == MENU_BUTTON_START && input.type == IET_FIRST_PRESS )
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{
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if( m_PauseController == GAME_CONTROLLER_INVALID || m_PauseController == input.GameI.controller )
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if( m_PauseController == GameController_Invalid || m_PauseController == input.GameI.controller )
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this->PauseGame( false );
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}
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return;
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@@ -141,7 +141,7 @@ protected:
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void LoadCourseSongNumber( int SongNumber );
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float StartPlayingSong(float MinTimeToNotes, float MinTimeToMusic);
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void LoadLights();
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void PauseGame( bool bPause, GameController gc = GAME_CONTROLLER_INVALID );
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void PauseGame( bool bPause, GameController gc = GameController_Invalid );
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void PlayAnnouncer( RString type, float fSeconds );
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void UpdateLights();
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void SendCrossedMessages();
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@@ -61,7 +61,7 @@ void ScreenGameplaySyncMachine::Input( const InputEventPlus &input )
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// Hack to make this work from Player2's controls
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InputEventPlus _input = input;
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if( _input.GameI.controller != GAME_CONTROLLER_INVALID )
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if( _input.GameI.controller != GameController_Invalid )
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_input.GameI.controller = GAME_CONTROLLER_1;
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if( _input.pn != PLAYER_INVALID )
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_input.pn = PLAYER_1;
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@@ -73,7 +73,7 @@ void ScreenTestLights::Update( float fDeltaTime )
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else
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s += ssprintf( CABINET_LIGHT.GetValue()+": %d %s\n", cl, CabinetLightToString(cl).c_str() );
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if( gc == GAME_CONTROLLER_INVALID )
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if( gc == GameController_Invalid )
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{
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s += ssprintf( CONTROLLER_LIGHT.GetValue()+": -----\n" );
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}
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