bounce on mapping screen while waiting for input

This commit is contained in:
Chris Danford
2003-09-01 04:21:16 +00:00
parent 10641321ba
commit d968ee1011
+17 -1
View File
@@ -290,6 +290,8 @@ void ScreenMapControllers::Refresh()
{
for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
{
bool bSelected = p == m_iCurController && b == m_iCurButton && s == m_iCurSlot;
GameInput cur_gi( (GameController)p, (GameButton)b );
DeviceInput di;
if( INPUTMAPPER->GameToDevice( cur_gi, s, di ) )
@@ -299,16 +301,30 @@ void ScreenMapControllers::Refresh()
// highlight the currently selected pad button
RageColor color;
if( p == m_iCurController && b == m_iCurButton && s == m_iCurSlot )
bool bPulse;
if( bSelected )
{
if( m_bWaitingForPress )
{
color = RageColor(1,0.5,0.5,1); // red
bPulse = true;
}
else
{
color = RageColor(1,1,1,1); // white
bPulse = false;
}
}
else
{
color = RageColor(0.5,0.5,0.5,1); // gray
bPulse = false;
}
m_textMappedTo[p][b][s].SetDiffuse( color );
if( bPulse )
m_textMappedTo[p][b][s].SetEffectPulse( .5f, .5f, .6f );
else
m_textMappedTo[p][b][s].SetEffectNone();
}
}
}