bounce on mapping screen while waiting for input
This commit is contained in:
@@ -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();
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user