A problem with removing StyleI.player: an obscure difference

between StyleI.player and MenuI.player is that StyleI is set even
if there's no attached MenuButton, and MenuI.player is set even
if there's no attached column.  That's an odd distinction, anyway.

Move input.MenuI.player to input.pn.  This also puts it in the
same place as input.mp.
This commit is contained in:
Glenn Maynard
2006-09-13 09:57:07 +00:00
parent d3095e0913
commit d5857acb3a
4 changed files with 13 additions and 0 deletions
+1
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@@ -15,6 +15,7 @@ public:
InputEventType type; InputEventType type;
GameInput GameI; GameInput GameI;
MenuInput MenuI; MenuInput MenuI;
PlayerNumber pn;
MultiPlayer mp; MultiPlayer mp;
DeviceInputList InputList; DeviceInputList InputList;
}; };
+8
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@@ -761,6 +761,14 @@ bool InputMapper::GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInpu
return DeviceI.device != DEVICE_NONE; return DeviceI.device != DEVICE_NONE;
} }
PlayerNumber InputMapper::ControllerToPlayerNumber( GameController controller )
{
if( GAMESTATE->GetCurrentStyle() )
return GAMESTATE->GetCurrentStyle()->ControllerToPlayerNumber(controller);
else
return (PlayerNumber) controller;
}
void InputMapper::GameToMenu( const GameInput &GameI, MenuInput &MenuI ) void InputMapper::GameToMenu( const GameInput &GameI, MenuInput &MenuI )
{ {
const Game* pGame = GAMESTATE->GetCurrentGame(); const Game* pGame = GAMESTATE->GetCurrentGame();
+1
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@@ -38,6 +38,7 @@ public:
void GameToMenu( const GameInput &GameI, MenuInput &MenuI ); void GameToMenu( const GameInput &GameI, MenuInput &MenuI );
void MenuToGame( const MenuInput &MenuI, GameInput GameIout[4] ); void MenuToGame( const MenuInput &MenuI, GameInput GameIout[4] );
PlayerNumber ControllerToPlayerNumber( GameController controller );
float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID ); float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID );
float GetSecsHeld( const MenuInput &MenuI ); float GetSecsHeld( const MenuInput &MenuI );
+3
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@@ -1433,7 +1433,10 @@ void HandleInputEvents(float fDeltaTime)
} }
if( input.GameI.IsValid() ) if( input.GameI.IsValid() )
{
INPUTMAPPER->GameToMenu( input.GameI, input.MenuI ); INPUTMAPPER->GameToMenu( input.GameI, input.MenuI );
input.pn = INPUTMAPPER->ControllerToPlayerNumber( input.GameI.controller );
}
if( HandleGlobalInputs(input) ) if( HandleGlobalInputs(input) )
continue; // skip continue; // skip