remove InputMapper::IsBeingPressed(StyleI)
This commit is contained in:
@@ -820,14 +820,6 @@ bool InputMapper::IsBeingPressed( const MenuInput &MenuI )
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return false;
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return false;
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}
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}
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bool InputMapper::IsBeingPressed( const StyleInput &StyleI, PlayerNumber pn, MultiPlayer mp )
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{
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GameInput GameI;
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StyleToGame( StyleI, pn, GameI );
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return IsBeingPressed( GameI, mp );
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}
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float InputMapper::GetSecsHeld( const GameInput &GameI, MultiPlayer mp )
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float InputMapper::GetSecsHeld( const GameInput &GameI, MultiPlayer mp )
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{
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{
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float fMaxSecsHeld = 0;
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float fMaxSecsHeld = 0;
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@@ -48,7 +48,6 @@ public:
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bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID, const DeviceInputList *pButtonState = NULL );
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bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID, const DeviceInputList *pButtonState = NULL );
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bool IsBeingPressed( const MenuInput &MenuI );
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bool IsBeingPressed( const MenuInput &MenuI );
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bool IsBeingPressed( const StyleInput &StyleI, PlayerNumber pn, MultiPlayer mp = MultiPlayer_INVALID );
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void ResetKeyRepeat( const GameInput &GameI );
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void ResetKeyRepeat( const GameInput &GameI );
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void ResetKeyRepeat( const MenuInput &MenuI );
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void ResetKeyRepeat( const MenuInput &MenuI );
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@@ -542,6 +542,8 @@ void Player::Update( float fDeltaTime )
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// TODO: Remove use of PlayerNumber.
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// TODO: Remove use of PlayerNumber.
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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GameInput GameI;
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INPUTMAPPER->StyleToGame( col, m_pPlayerState->m_PlayerNumber, GameI );
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bool bIsHoldingButton = INPUTMAPPER->IsBeingPressed( col, pn );
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bool bIsHoldingButton = INPUTMAPPER->IsBeingPressed( col, pn );
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// TODO: Make this work for non-human-controlled players
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// TODO: Make this work for non-human-controlled players
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@@ -620,7 +622,9 @@ void Player::Update( float fDeltaTime )
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}
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}
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else
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else
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{
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{
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bIsHoldingButton = INPUTMAPPER->IsBeingPressed( iTrack, pn, m_pPlayerState->m_mp );
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GameInput GameI;
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INPUTMAPPER->StyleToGame( iTrack, pn, GameI );
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bIsHoldingButton = INPUTMAPPER->IsBeingPressed( GameI, m_pPlayerState->m_mp );
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}
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}
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int iEndRow = iRow + tn.iDuration;
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int iEndRow = iRow + tn.iDuration;
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@@ -1497,7 +1501,9 @@ void Player::CrossedMineRow( int iNoteRow, const RageTimer &now )
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}
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}
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else
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else
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{
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{
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bool bIsDown = INPUTMAPPER->IsBeingPressed( t, pn, m_pPlayerState->m_mp );
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GameInput GameI;
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INPUTMAPPER->StyleToGame( t, pn, GameI );
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bool bIsDown = INPUTMAPPER->IsBeingPressed( GameI, m_pPlayerState->m_mp );
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if( bIsDown )
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if( bIsDown )
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Step( t, iNoteRow, now, true, false );
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Step( t, iNoteRow, now, true, false );
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}
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}
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@@ -935,7 +935,9 @@ void ScreenEdit::Update( float fDeltaTime )
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bool bButtonIsBeingPressed = false;
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bool bButtonIsBeingPressed = false;
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for( int t=0; t<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; t++ ) // for each track
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for( int t=0; t<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; t++ ) // for each track
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{
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{
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if( INPUTMAPPER->IsBeingPressed(t, PLAYER_1) )
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GameInput GameI;
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INPUTMAPPER->StyleToGame( t, PLAYER_1, GameI );
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if( INPUTMAPPER->IsBeingPressed(GameI) )
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bButtonIsBeingPressed = true;
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bButtonIsBeingPressed = true;
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}
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}
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