always save mappings on exit - not just on change
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@@ -131,7 +131,8 @@ void ScreenMapControllers::Update( float fDeltaTime )
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INPUTMAPPER->SetInputMap( m_DeviceIToMap, curGameI, m_iCurSlot );
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INPUTMAPPER->AddDefaultMappingsForCurrentGameIfUnmapped();
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// commit to disk so we don't lose the changes!
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// commit to disk after each change
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INPUTMAPPER->SaveMappingsToDisk();
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Refresh();
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@@ -263,7 +264,8 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
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GameInput curGameI( (GameController)m_iCurController, (GameButton)m_iCurButton );
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INPUTMAPPER->ClearFromInputMap( curGameI, m_iCurSlot );
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INPUTMAPPER->AddDefaultMappingsForCurrentGameIfUnmapped();
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// commit to disk so we don't lose the changes!
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// commit to disk after each change
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INPUTMAPPER->SaveMappingsToDisk();
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}
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break;
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@@ -299,9 +301,12 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
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m_iCurButton++;
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break;
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case KEY_ESC: /* Quit the screen. */
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if(!IsTransitioning())
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if( !IsTransitioning() )
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{
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SCREENMAN->PlayStartSound();
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INPUTMAPPER->SaveMappingsToDisk(); // save changes
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StartTransitioning( SM_GoToNextScreen );
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for( int b=0; b<GAMESTATE->GetCurrentGame()->m_iButtonsPerController; b++ )
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m_Line[b].RunCommands( (b%2)? ODD_LINE_OUT:EVEN_LINE_OUT );
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@@ -345,7 +350,7 @@ void ScreenMapControllers::Refresh()
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GameInput cur_gi( (GameController)p, (GameButton)b );
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DeviceInput di;
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if( INPUTMAPPER->GameToDevice( cur_gi, s, di ) )
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m_textMappedTo[p][b][s].SetText( di.GetDescription() );
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m_textMappedTo[p][b][s].SetText( di.toString() );
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else
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m_textMappedTo[p][b][s].SetText( "-----------" );
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