bounce on mapping screen while waiting for input
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@@ -290,6 +290,8 @@ void ScreenMapControllers::Refresh()
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{
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{
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for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
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for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
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{
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{
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bool bSelected = p == m_iCurController && b == m_iCurButton && s == m_iCurSlot;
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GameInput cur_gi( (GameController)p, (GameButton)b );
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GameInput cur_gi( (GameController)p, (GameButton)b );
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DeviceInput di;
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DeviceInput di;
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if( INPUTMAPPER->GameToDevice( cur_gi, s, di ) )
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if( INPUTMAPPER->GameToDevice( cur_gi, s, di ) )
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@@ -299,16 +301,30 @@ void ScreenMapControllers::Refresh()
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// highlight the currently selected pad button
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// highlight the currently selected pad button
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RageColor color;
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RageColor color;
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if( p == m_iCurController && b == m_iCurButton && s == m_iCurSlot )
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bool bPulse;
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if( bSelected )
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{
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{
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if( m_bWaitingForPress )
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if( m_bWaitingForPress )
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{
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color = RageColor(1,0.5,0.5,1); // red
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color = RageColor(1,0.5,0.5,1); // red
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bPulse = true;
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}
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else
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else
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{
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color = RageColor(1,1,1,1); // white
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color = RageColor(1,1,1,1); // white
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bPulse = false;
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}
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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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color = RageColor(0.5,0.5,0.5,1); // gray
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color = RageColor(0.5,0.5,0.5,1); // gray
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bPulse = false;
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}
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m_textMappedTo[p][b][s].SetDiffuse( color );
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m_textMappedTo[p][b][s].SetDiffuse( color );
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if( bPulse )
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m_textMappedTo[p][b][s].SetEffectPulse( .5f, .5f, .6f );
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else
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m_textMappedTo[p][b][s].SetEffectNone();
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}
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}
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}
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}
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}
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}
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