NUM_GameController

This commit is contained in:
Glenn Maynard
2006-09-26 20:57:31 +00:00
parent 8e6f1e8dd0
commit d19fdc9caf
12 changed files with 56 additions and 56 deletions
+1 -1
View File
@@ -48,7 +48,7 @@ public:
char m_szButtonNames[MAX_GAME_BUTTONS][60]; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare"
GameButton m_DedicatedMenuButton[NUM_MenuButton];
GameButton m_SecondaryMenuButton[NUM_MenuButton];
DeviceButton m_iDefaultKeyboardKey[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // default keyboard keys only have an effect the current game is this game
DeviceButton m_iDefaultKeyboardKey[NUM_GameController][MAX_GAME_BUTTONS]; // default keyboard keys only have an effect the current game is this game
GameButton ButtonNameToIndex( const RString &sButtonName ) const;
MenuButton GameInputToMenuButton( GameInput GameI ) const;
+1 -1
View File
@@ -10,7 +10,7 @@ static const char *GameControllerNames[] = {
"Controller1",
"Controller2",
};
XToString( GameController, MAX_GAME_CONTROLLERS );
XToString( GameController, NUM_GameController );
StringToX( GameController );
+2 -2
View File
@@ -11,10 +11,10 @@ enum GameController
{
GAME_CONTROLLER_1 = 0, // left controller
GAME_CONTROLLER_2, // right controller
MAX_GAME_CONTROLLERS, // leave this at the end
NUM_GameController, // leave this at the end
GAME_CONTROLLER_INVALID,
};
#define FOREACH_GameController( gc ) FOREACH_ENUM( GameController, MAX_GAME_CONTROLLERS, gc )
#define FOREACH_GameController( gc ) FOREACH_ENUM( GameController, NUM_GameController, gc )
typedef int GameButton;
RString GameButtonToString( const Game* pGame, GameButton i );
+39 -39
View File
@@ -1040,7 +1040,7 @@ static Style g_Styles[] =
{ TRACK_4, +DANCE_COL_SPACING*1.5f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 3, 2, 1, Style::END_MAPPING },
{ 0, 3, 2, 1, Style::END_MAPPING }
},
@@ -1118,7 +1118,7 @@ static Style g_Styles[] =
{ TRACK_8, +DANCE_COL_SPACING*3.5f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 3, 2, 1, Style::END_MAPPING },
{ 4, 7, 6, 5, Style::END_MAPPING }
},
@@ -1153,7 +1153,7 @@ static Style g_Styles[] =
{ TRACK_8, +DANCE_COL_SPACING*1.5f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 3, 2, 1, Style::END_MAPPING },
{ 0, 3, 2, 1, Style::END_MAPPING }
},
@@ -1192,7 +1192,7 @@ static Style g_Styles[] =
{ TRACK_6, +DANCE_COL_SPACING*2.5f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 5, 3, 2, 1, 4, Style::END_MAPPING },
{ 0, 5, 3, 2, 1, 4, Style::END_MAPPING }
},
@@ -1235,7 +1235,7 @@ static Style g_Styles[] =
{ TRACK_8, +DANCE_COL_SPACING*4.0f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 1, 2, 3, Style::END_MAPPING },
{ 4, 5, 6, 7, Style::END_MAPPING },
},
@@ -1269,7 +1269,7 @@ static Style g_Styles[] =
{ TRACK_6, +DANCE_6PANEL_VERSUS_COL_SPACING*2.5f },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 5, 3, 2, 1, 4, Style::END_MAPPING },
{ 0, 5, 3, 2, 1, 4, Style::END_MAPPING }
},
@@ -1312,7 +1312,7 @@ static Style g_Styles[] =
{ TRACK_8, +DANCE_COL_SPACING*3.5f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 3, 2, 1, Style::END_MAPPING },
{ 4, 7, 6, 5, Style::END_MAPPING }
},
@@ -1350,7 +1350,7 @@ static Style g_Styles[] =
{ TRACK_5, +PUMP_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 1, 3, 2, 0, 4, Style::END_MAPPING },
{ 1, 3, 2, 0, 4, Style::END_MAPPING },
},
@@ -1387,7 +1387,7 @@ static Style g_Styles[] =
{ TRACK_5, +PUMP_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 1, 3, 2, 0, 4, Style::END_MAPPING },
{ 1, 3, 2, 0, 4, Style::END_MAPPING },
},
@@ -1426,7 +1426,7 @@ static Style g_Styles[] =
{ TRACK_6, +PUMP_COL_SPACING*2.5f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ Style::NO_MAPPING, 1, 0, Style::NO_MAPPING, 2, Style::END_MAPPING },
{ 3, Style::NO_MAPPING, 5, 4, Style::NO_MAPPING, Style::END_MAPPING }
},
@@ -1473,7 +1473,7 @@ static Style g_Styles[] =
{ TRACK_10, +PUMP_COL_SPACING*4.5f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 1, 3, 2, 0, 4, Style::END_MAPPING },
{ 6, 8, 7, 5, 9, Style::END_MAPPING },
},
@@ -1510,7 +1510,7 @@ static Style g_Styles[] =
{ TRACK_10, +PUMP_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 1, 3, 2, 0, 4, Style::END_MAPPING },
{ 1, 3, 2, 0, 4, Style::END_MAPPING },
},
@@ -1552,7 +1552,7 @@ static Style g_Styles[] =
{ TRACK_5, +PUMP_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 1, 3, 2, 0, 4, 6, 8, 7, 5, 9, Style::END_MAPPING },
{ 1, 3, 2, 0, 4, 6, 8, 7, 5, 9, Style::END_MAPPING },
},
@@ -1589,7 +1589,7 @@ static Style g_Styles[] =
{ TRACK_5, +EZ2_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 4, 2, 1, 3, Style::END_MAPPING },
{ 0, 4, 2, 1, 3, Style::END_MAPPING },
},
@@ -1630,7 +1630,7 @@ static Style g_Styles[] =
{ TRACK_7, +EZ2_REAL_COL_SPACING*3.0f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 6, 3, 2, 4, 1, 5, Style::END_MAPPING },
{ 0, 6, 3, 2, 4, 1, 5, Style::END_MAPPING },
},
@@ -1667,7 +1667,7 @@ static Style g_Styles[] =
{ TRACK_5, +EZ2_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 4, 2, 1, 3, Style::END_MAPPING },
{ 0, 4, 2, 1, 3, Style::END_MAPPING },
},
@@ -1708,7 +1708,7 @@ static Style g_Styles[] =
{ TRACK_7, +EZ2_REAL_COL_SPACING*3.0f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 6, 3, 2, 4, 1, 5, Style::END_MAPPING },
{ 0, 6, 3, 2, 4, 1, 5, Style::END_MAPPING },
},
@@ -1755,7 +1755,7 @@ static Style g_Styles[] =
{ TRACK_10, +EZ2_COL_SPACING*4.5f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 4, 2, 1, 3, Style::END_MAPPING },
{ 5, 9, 7, 6, 8, Style::END_MAPPING },
},
@@ -1792,7 +1792,7 @@ static Style g_Styles[] =
{ TRACK_5, +PARA_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 1, 2, 3, 4, Style::END_MAPPING },
{ 0, 1, 2, 3, 4, Style::END_MAPPING },
},
@@ -1829,7 +1829,7 @@ static Style g_Styles[] =
{ TRACK_5, +PARA_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 1, 2, 3, 4, Style::END_MAPPING },
{ 0, 1, 2, 3, 4, Style::END_MAPPING },
},
@@ -1872,7 +1872,7 @@ static Style g_Styles[] =
{ TRACK_8, +DS3DDX_COL_SPACING*3.0f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 1, 2, 3, 4, 5, 6, 7, Style::END_MAPPING },
{ 0, 1, 2, 3, 4, 5, 6, 7, Style::END_MAPPING },
},
@@ -1911,7 +1911,7 @@ static Style g_Styles[] =
{ TRACK_6, +BEAT_COL_SPACING*3.0f, "scratch" },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 1, 2, 3, 4, Style::NO_MAPPING, Style::NO_MAPPING, 5, 5, Style::END_MAPPING },
{ 0, 1, 2, 3, 4, Style::NO_MAPPING, Style::NO_MAPPING, 5, 5, Style::END_MAPPING }
},
@@ -1962,7 +1962,7 @@ static Style g_Styles[] =
{ TRACK_12, +BEAT_COL_SPACING*6.0f, "scratch" },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 1, 2, 3, 4, Style::NO_MAPPING, Style::NO_MAPPING, 5, 5, Style::END_MAPPING },
{ 5, 6, 7, 8, 9, Style::NO_MAPPING, Style::NO_MAPPING, 10, 10, Style::END_MAPPING }
},
@@ -2005,7 +2005,7 @@ static Style g_Styles[] =
{ TRACK_8, +BEAT_COL_SPACING*4.0f, "scratch" },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 1, 2, 3, 4, 5, 6, 7, 0, 0, Style::END_MAPPING },
{ 0, 1, 2, 3, 4, 5, 6, 7, 7, Style::END_MAPPING },
},
@@ -2064,7 +2064,7 @@ static Style g_Styles[] =
{ TRACK_16, +BEAT_COL_SPACING*8.0f, "scratch" },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 1, 2, 3, 4, 5, 6, 7, 0, 0, Style::END_MAPPING },
{ 8, 9, 10, 11, 12, 13, 14, 15, 15, Style::END_MAPPING },
},
@@ -2099,7 +2099,7 @@ static Style g_Styles[] =
{ TRACK_4, +MANIAX_COL_SPACING*1.5f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 1, 2, 0, 3, Style::END_MAPPING },
{ 1, 2, 0, 3, Style::END_MAPPING },
},
@@ -2134,7 +2134,7 @@ static Style g_Styles[] =
{ TRACK_4, +MANIAX_COL_SPACING*1.5f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 1, 2, 0, 3, Style::END_MAPPING },
{ 1, 2, 0, 3, Style::END_MAPPING },
},
@@ -2177,7 +2177,7 @@ static Style g_Styles[] =
{ TRACK_8, +MANIAX_COL_SPACING*3.5f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 1, 2, 0, 3, Style::END_MAPPING },
{ 5, 6, 4, 7, Style::END_MAPPING },
},
@@ -2212,7 +2212,7 @@ static Style g_Styles[] =
{ TRACK_4, +TECHNO_COL_SPACING*1.5f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 3, 2, 1, Style::END_MAPPING },
{ 0, 3, 2, 1, Style::END_MAPPING },
},
@@ -2249,7 +2249,7 @@ static Style g_Styles[] =
{ TRACK_5, +TECHNO_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING,
1, 3, 2, 0, 4, Style::END_MAPPING },
{ Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING,
@@ -2294,7 +2294,7 @@ static Style g_Styles[] =
{ TRACK_8, +TECHNO_COL_SPACING*2.5f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 1, 6, 4, 3, 2, 5, Style::NO_MAPPING, 0, 7, Style::END_MAPPING },
{ 1, 6, 4, 3, 2, 5, Style::NO_MAPPING, 0, 7, Style::END_MAPPING },
},
@@ -2329,7 +2329,7 @@ static Style g_Styles[] =
{ TRACK_4, +TECHNO_COL_SPACING*1.5f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 3, 2, 1, Style::END_MAPPING },
{ 0, 3, 2, 1, Style::END_MAPPING },
},
@@ -2366,7 +2366,7 @@ static Style g_Styles[] =
{ TRACK_5, +TECHNO_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING,
1, 3, 2, 0, 4, Style::END_MAPPING },
{ Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING,
@@ -2411,7 +2411,7 @@ static Style g_Styles[] =
{ TRACK_8, +TECHNO_VERSUS_COL_SPACING*3.5f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 1, 6, 4, 3, 2, 5, Style::NO_MAPPING, 0, 7, Style::END_MAPPING },
{ 1, 6, 4, 3, 2, 5, Style::NO_MAPPING, 0, 7, Style::END_MAPPING },
// { 1, 6, 4, Style::NO_MAPPING, 2, 5, Style::NO_MAPPING, 0, 7, Style::END_MAPPING },
@@ -2456,7 +2456,7 @@ static Style g_Styles[] =
{ TRACK_8, +TECHNO_COL_SPACING*3.5f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 3, 2, 1, Style::END_MAPPING },
{ 4, 7, 6, 5, Style::END_MAPPING },
},
@@ -2503,7 +2503,7 @@ static Style g_Styles[] =
{ TRACK_10, +TECHNO_COL_SPACING*4.5f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING,
1, 3, 2, 0, 4, Style::END_MAPPING },
{ Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING, Style::NO_MAPPING,
@@ -2542,7 +2542,7 @@ static Style g_Styles[] =
{ TRACK_5, +POPN5_COL_SPACING*2.0f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ Style::NO_MAPPING, Style::NO_MAPPING, 0, 1, 2, 3, 4, Style::END_MAPPING },
{ Style::NO_MAPPING, Style::NO_MAPPING, 0, 1, 2, 3, 4, Style::END_MAPPING },
},
@@ -2587,7 +2587,7 @@ static Style g_Styles[] =
{ TRACK_9, +POPN9_COL_SPACING*4.0f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, Style::END_MAPPING },
{ 0, 1, 2, 3, 4, 5, 6, 7, 8, 9, Style::END_MAPPING },
},
@@ -2630,7 +2630,7 @@ static Style g_Styles[] =
{ TRACK_8, +DANCE_COL_SPACING*3.5f, NULL },
},
},
{ // m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]
{ // m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]
{ 0, 1, 2, 3, 4, 5, 6, 7, 8, Style::END_MAPPING },
{ 0, 1, 2, 3, 4, 5, 6, 7, 8, Style::END_MAPPING },
},
+4 -4
View File
@@ -481,7 +481,7 @@ void InputMapper::ApplyMapping( const Mapping *maps, GameController gc, InputDev
/* If that pushed it over, then it's a second controller for a joystick
* that's already a second controller, so we'll just ignore it. (This
* can happen if eg. two primary Pump pads are connected.) */
if( map_gc >= MAX_GAME_CONTROLLERS )
if( map_gc >= NUM_GameController )
continue;
}
@@ -520,7 +520,7 @@ void InputMapper::AutoMapJoysticksForCurrentGame()
// We have a mapping for this joystick
//
GameController gc = (GameController)iNumJoysticksMapped;
if( gc >= MAX_GAME_CONTROLLERS )
if( gc >= NUM_GameController )
break; // stop mapping. We already mapped one device for each game controller.
LOG->Info( "Applying default joystick mapping #%d for device '%s' (%s)",
@@ -679,8 +679,8 @@ void InputMapper::SetInputMap( const DeviceInput &DeviceI, const GameInput &Game
ClearFromInputMap( DeviceI );
ClearFromInputMap( GameI, iSlotIndex );
ASSERT_M( GameI.controller < MAX_GAME_CONTROLLERS,
ssprintf("controller: %u >= %u", GameI.controller, MAX_GAME_CONTROLLERS) );
ASSERT_M( GameI.controller < NUM_GameController,
ssprintf("controller: %u >= %u", GameI.controller, NUM_GameController) );
ASSERT_M( GameI.button < MAX_GAME_BUTTONS,
ssprintf("button: %u >= %u", GameI.button, MAX_GAME_BUTTONS) );
ASSERT_M( iSlotIndex < NUM_GAME_TO_DEVICE_SLOTS,
+1 -1
View File
@@ -79,7 +79,7 @@ public:
protected:
// all the DeviceInputs that map to a GameInput
DeviceInput m_GItoDI[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS][NUM_GAME_TO_DEVICE_SLOTS];
DeviceInput m_GItoDI[NUM_GameController][MAX_GAME_BUTTONS][NUM_GAME_TO_DEVICE_SLOTS];
void UpdateTempDItoGI();
};
+1 -1
View File
@@ -21,7 +21,7 @@ public:
bool AllWerePressedRecently( GameController c, const GameButton* buttons, int iNumButtons, float fMaxSecondsBack );
protected:
vector<InputEventPlus> m_aQueue[MAX_GAME_CONTROLLERS];
vector<InputEventPlus> m_aQueue[NUM_GameController];
};
+2 -2
View File
@@ -46,7 +46,7 @@ const RString& LightsModeToString( LightsMode lm );
struct LightsState
{
bool m_bCabinetLights[NUM_CABINET_LIGHTS];
bool m_bGameButtonLights[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS];
bool m_bGameButtonLights[NUM_GameController][MAX_GAME_BUTTONS];
};
class LightsDriver;
@@ -81,7 +81,7 @@ private:
void ChangeTestGameButtonLight( int iDir );
float m_fSecsLeftInCabinetLightBlink[NUM_CABINET_LIGHTS];
float m_fSecsLeftInGameButtonBlink[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS];
float m_fSecsLeftInGameButtonBlink[NUM_GameController][MAX_GAME_BUTTONS];
float m_fActorLights[NUM_CABINET_LIGHTS]; // current "power" of each actor light
float m_fSecsLeftInActorLightBlink[NUM_CABINET_LIGHTS]; // duration to "power" an actor light
+1 -1
View File
@@ -1871,7 +1871,7 @@ void ScreenGameplay::UpdateLights()
const Style* pStyle = GAMESTATE->GetCurrentStyle();
bool bBlinkCabinetLight[NUM_CABINET_LIGHTS];
bool bBlinkGameButton[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS];
bool bBlinkGameButton[NUM_GameController][MAX_GAME_BUTTONS];
ZERO( bBlinkCabinetLight );
ZERO( bBlinkGameButton );
bool bCrossedABeat = false;
+1 -1
View File
@@ -356,7 +356,7 @@ void ScreenMapControllers::Input( const InputEventPlus &input )
case KEY_RIGHT: /* Move the selection right, wrapping down. */
if( m_iCurButton == (int) m_KeysToMap.size() )
break; // on exit
if( m_iCurSlot == NUM_CHANGABLE_SLOTS-1 && m_iCurController == MAX_GAME_CONTROLLERS-1 )
if( m_iCurSlot == NUM_CHANGABLE_SLOTS-1 && m_iCurController == NUM_GameController-1 )
break; // can't go right any more
BeforeChangeFocus();
m_iCurSlot++;
+2 -2
View File
@@ -42,13 +42,13 @@ private:
GameButton m_GameButton;
// owned by m_Line
BitmapText *m_textMappedTo[MAX_GAME_CONTROLLERS][NUM_SHOWN_GAME_TO_DEVICE_SLOTS];
BitmapText *m_textMappedTo[NUM_GameController][NUM_SHOWN_GAME_TO_DEVICE_SLOTS];
};
vector<KeyToMap> m_KeysToMap;
BitmapText m_textDevices;
BitmapText m_textLabel[MAX_GAME_CONTROLLERS];
BitmapText m_textLabel[NUM_GameController];
AutoActor m_sprExit;
+1 -1
View File
@@ -47,7 +47,7 @@ public:
/* This maps from game inputs to columns. More than one button may map to a
* single column. */
enum { NO_MAPPING = -1, END_MAPPING = -2 };
int m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // maps each input to a column, or GAME_BUTTON_INVALID
int m_iInputColumn[NUM_GameController][MAX_GAME_BUTTONS]; // maps each input to a column, or GAME_BUTTON_INVALID
int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
bool m_bNeedsZoomOutWith2Players;
bool m_bCanUseBeginnerHelper;