MenuInput -> MenuButton

This commit is contained in:
Glenn Maynard
2006-09-14 20:45:51 +00:00
parent f652510cc5
commit dd2f259a2f
5 changed files with 14 additions and 14 deletions
+2 -2
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@@ -38,7 +38,7 @@ MenuButton Game::GameInputToMenuButton( GameInput GameI ) const
return MenuButton_INVALID; // invalid GameInput
}
void Game::MenuInputToGameInput( MenuInput MenuI, PlayerNumber pn, GameInput GameIout[4] ) const
void Game::MenuInputToGameInput( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] ) const
{
ASSERT( MenuI != MenuButton_INVALID );
@@ -70,7 +70,7 @@ void Game::MenuInputToGameInput( MenuInput MenuI, PlayerNumber pn, GameInput Gam
ASSERT(0); // invalid m_StyleType
};
GameButton button[2] = { m_DedicatedMenuButton[MenuI.button], m_SecondaryMenuButton[MenuI.button] };
GameButton button[2] = { m_DedicatedMenuButton[MenuI], m_SecondaryMenuButton[MenuI] };
int iNumButtonsUsing = PREFSMAN->m_bOnlyDedicatedMenuButtons ? 1 : 2;
for( int i=0; i<iNumSidesUsing; i++ )
+1 -1
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@@ -52,7 +52,7 @@ public:
GameButton ButtonNameToIndex( const RString &sButtonName ) const;
MenuButton GameInputToMenuButton( GameInput GameI ) const;
void MenuInputToGameInput( MenuInput MenuI, PlayerNumber pn, GameInput GameIout[4] ) const; // looks up current style in GAMESTATE. Yuck.
void MenuInputToGameInput( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] ) const; // looks up current style in GAMESTATE. Yuck.
RString ColToButtonName( int col ) const; // looks up current style. Yuck.
TapNoteScore MapTapNoteScore( TapNoteScore tns ) const;
+4 -4
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@@ -775,7 +775,7 @@ MenuButton InputMapper::GameToMenu( const GameInput &GameI )
return pGame->GameInputToMenuButton( GameI );
}
void InputMapper::MenuToGame( const MenuInput &MenuI, PlayerNumber pn, GameInput GameIout[4] )
void InputMapper::MenuToGame( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] )
{
const Game* pGame = GAMESTATE->GetCurrentGame();
pGame->MenuInputToGameInput( MenuI, pn, GameIout );
@@ -800,7 +800,7 @@ bool InputMapper::IsBeingPressed( const GameInput &GameI, MultiPlayer mp, const
return false;
}
bool InputMapper::IsBeingPressed( const MenuInput &MenuI, PlayerNumber pn )
bool InputMapper::IsBeingPressed( MenuButton MenuI, PlayerNumber pn )
{
GameInput GameI[4];
MenuToGame( MenuI, pn, GameI );
@@ -849,7 +849,7 @@ float InputMapper::GetSecsHeld( const GameInput &GameI, MultiPlayer mp )
return fMaxSecsHeld;
}
float InputMapper::GetSecsHeld( const MenuInput &MenuI, PlayerNumber pn )
float InputMapper::GetSecsHeld( MenuButton MenuI, PlayerNumber pn )
{
float fMaxSecsHeld = 0;
@@ -872,7 +872,7 @@ void InputMapper::ResetKeyRepeat( const GameInput &GameI )
}
}
void InputMapper::ResetKeyRepeat( const MenuInput &MenuI, PlayerNumber pn )
void InputMapper::ResetKeyRepeat( MenuButton MenuI, PlayerNumber pn )
{
GameInput GameI[4];
MenuToGame( MenuI, pn, GameI );
+4 -4
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@@ -37,17 +37,17 @@ public:
bool GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInput& DeviceI ); // return true if there is a mapping from pad to device
MenuButton GameToMenu( const GameInput &GameI );
void MenuToGame( const MenuInput &MenuI, PlayerNumber pn, GameInput GameIout[4] );
void MenuToGame( MenuButton MenuI, PlayerNumber pn, GameInput GameIout[4] );
PlayerNumber ControllerToPlayerNumber( GameController controller );
float GetSecsHeld( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID );
float GetSecsHeld( const MenuInput &MenuI, PlayerNumber pn );
float GetSecsHeld( MenuButton MenuI, PlayerNumber pn );
bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID, const DeviceInputList *pButtonState = NULL );
bool IsBeingPressed( const MenuInput &MenuI, PlayerNumber pn );
bool IsBeingPressed( MenuButton MenuI, PlayerNumber pn );
void ResetKeyRepeat( const GameInput &GameI );
void ResetKeyRepeat( const MenuInput &MenuI, PlayerNumber pn );
void ResetKeyRepeat( MenuButton MenuI, PlayerNumber pn );
void RepeatStopKey( const GameInput &GameI );
void RepeatStopKey( MenuButton MenuI, PlayerNumber pn );
+3 -3
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@@ -354,7 +354,7 @@ bool ScreenEdit::DeviceToEdit( const DeviceInput &DeviceI, EditButton &button )
}
/* Given a DeviceInput that was just depressed, return an active edit function. */
bool ScreenEdit::MenuInputToEditButton( const MenuInput &MenuI, EditButton &button ) const
bool ScreenEdit::MenuInputToEditButton( MenuButton MenuI, EditButton &button ) const
{
const MapEditButtonToMenuButton *pCurrentMap = GetCurrentMenuButtonMap();
@@ -362,7 +362,7 @@ bool ScreenEdit::MenuInputToEditButton( const MenuInput &MenuI, EditButton &butt
{
for( int slot = 0; slot < NUM_EDIT_TO_MENU_SLOTS; ++slot )
{
if( pCurrentMap->button[e][slot] == MenuI.button )
if( pCurrentMap->button[e][slot] == MenuI )
{
/* The button maps to this function. */
button = e;
@@ -1086,7 +1086,7 @@ void ScreenEdit::Input( const InputEventPlus &input )
EditButton EditB;
if( !DeviceToEdit( input.DeviceI, EditB ) )
MenuInputToEditButton( input.MenuI, EditB );
MenuInputToEditButton( input.MenuI.button, EditB );
if( EditB == EDIT_BUTTON_REMOVE_NOTE )