remove InputMapper::StyleToGame(StyleI)

This commit is contained in:
Glenn Maynard
2006-09-13 01:54:16 +00:00
parent 51220acce2
commit d7e4bf7817
2 changed files with 7 additions and 16 deletions
+5 -12
View File
@@ -541,10 +541,9 @@ void Player::Update( float fDeltaTime )
ASSERT( m_pPlayerState );
// TODO: Remove use of PlayerNumber.
GameInput GameI;
INPUTMAPPER->StyleToGame( col, m_pPlayerState->m_PlayerNumber, GameI );
GameInput GameI = GAMESTATE->m_pCurStyle->StyleInputToGameInput( col, m_pPlayerState->m_PlayerNumber );
bool bIsHoldingButton = INPUTMAPPER->IsBeingPressed( col, pn );
bool bIsHoldingButton = INPUTMAPPER->IsBeingPressed( GameI );
// TODO: Make this work for non-human-controlled players
if( bIsHoldingButton && !GAMESTATE->m_bDemonstrationOrJukebox && m_pPlayerState->m_PlayerController==PC_HUMAN )
if( m_pNoteField )
@@ -621,8 +620,7 @@ void Player::Update( float fDeltaTime )
}
else
{
GameInput GameI;
INPUTMAPPER->StyleToGame( iTrack, pn, GameI );
GameInput GameI = GAMESTATE->m_pCurStyle->StyleInputToGameInput( iTrack, pn );
bIsHoldingButton = INPUTMAPPER->IsBeingPressed( GameI, m_pPlayerState->m_mp );
}
@@ -1009,8 +1007,7 @@ void Player::Step( int col, int row, const RageTimer &tm, bool bHeld, bool bRele
int iNumTracksHeld = 0;
for( int t=0; t<m_NoteData.GetNumTracks(); t++ )
{
GameInput GameI;
INPUTMAPPER->StyleToGame( t, pn, GameI );
GameInput GameI = GAMESTATE->m_pCurStyle->StyleInputToGameInput( t, pn );
const float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI );
if( fSecsHeld > 0 && fSecsHeld < JUMP_WINDOW_SECONDS )
iNumTracksHeld++;
@@ -1490,18 +1487,14 @@ void Player::CrossedMineRow( int iNoteRow, const RageTimer &now )
// TODO: Remove use of PlayerNumber.
PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
GameInput GameI = GAMESTATE->m_pCurStyle->StyleInputToGameInput( t, pn );
if( PREFSMAN->m_fPadStickSeconds > 0 )
{
GameInput GameI;
INPUTMAPPER->StyleToGame( t, pn, GameI );
float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI, m_pPlayerState->m_mp );
if( fSecsHeld >= PREFSMAN->m_fPadStickSeconds )
Step( t, -1, now+(-PREFSMAN->m_fPadStickSeconds), true, false );
}
else
{
GameInput GameI;
INPUTMAPPER->StyleToGame( t, pn, GameI );
bool bIsDown = INPUTMAPPER->IsBeingPressed( GameI, m_pPlayerState->m_mp );
if( bIsDown )
Step( t, iNoteRow, now, true, false );
+2 -4
View File
@@ -886,8 +886,7 @@ void ScreenEdit::Update( float fDeltaTime )
{
for( int t=0; t<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; t++ ) // for each track
{
GameInput GameI;
INPUTMAPPER->StyleToGame( t, PLAYER_1, GameI );
GameInput GameI = GAMESTATE->m_pCurStyle->StyleInputToGameInput( t, PLAYER_1 );
float fSecsHeld = INPUTMAPPER->GetSecsHeld( GameI );
fSecsHeld = min( fSecsHeld, m_RemoveNoteButtonLastChanged.Ago() );
if( fSecsHeld == 0 )
@@ -935,8 +934,7 @@ void ScreenEdit::Update( float fDeltaTime )
bool bButtonIsBeingPressed = false;
for( int t=0; t<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; t++ ) // for each track
{
GameInput GameI;
INPUTMAPPER->StyleToGame( t, PLAYER_1, GameI );
GameInput GameI = GAMESTATE->m_pCurStyle->StyleInputToGameInput( t, PLAYER_1 );
if( INPUTMAPPER->IsBeingPressed(GameI) )
bButtonIsBeingPressed = true;
}