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