pull some stuff out of the header
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@@ -20,7 +20,14 @@
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#include "InputMapper.h"
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#include "InputMapper.h"
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#include "PrefsManager.h"
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#include "PrefsManager.h"
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GameButton GameDef::ButtonNameToIndex( const CString &sButtonName )
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{
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for( int i=0; i<m_iButtonsPerController; i++ )
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if( stricmp(m_szButtonNames[i], sButtonName) == 0 )
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return i;
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return GAME_BUTTON_INVALID;
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}
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MenuInput GameDef::GameInputToMenuInput( GameInput GameI ) const
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MenuInput GameDef::GameInputToMenuInput( GameInput GameI ) const
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{
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{
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@@ -35,7 +35,7 @@ const int MAX_STYLES_PER_GAME = 10;
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// The user will map these DeviceInputs to the GameButtons "MenuLeft (optional)", "MenuStart", and
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// The user will map these DeviceInputs to the GameButtons "MenuLeft (optional)", "MenuStart", and
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// "MenuRight (optional)".
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// "MenuRight (optional)".
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//
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//
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// Example 2: A user is using PlayStation DDR soft pads to play. His controller don't have dedicated
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// Example 2: A user is using PlayStation DDR soft pads to play. His controller doesn't have dedicated
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// DeviceInputs for MenuLeft and MenuRight. The user maps Up, Down, Left, and Right as normal.
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// DeviceInputs for MenuLeft and MenuRight. The user maps Up, Down, Left, and Right as normal.
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// Since the Left and Right GameButtons have the flag FLAG_SECONDARY_MENU_*, they will function as
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// Since the Left and Right GameButtons have the flag FLAG_SECONDARY_MENU_*, they will function as
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// MenuLeft and MenuRight as long as "MenuLeft (optional)" and "MenuRight (optional)" are not mapped.
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// MenuLeft and MenuRight as long as "MenuLeft (optional)" and "MenuRight (optional)" are not mapped.
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@@ -56,14 +56,7 @@ public:
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GameButton m_SecondaryMenuButton[NUM_MENU_BUTTONS];
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GameButton m_SecondaryMenuButton[NUM_MENU_BUTTONS];
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int m_iDefaultKeyboardKey[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // default keyboard keys only have an effect the current game is this game
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int m_iDefaultKeyboardKey[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // default keyboard keys only have an effect the current game is this game
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GameButton ButtonNameToIndex( const CString &sButtonName )
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GameButton ButtonNameToIndex( const CString &sButtonName );
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{
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for( int i=0; i<m_iButtonsPerController; i++ )
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if( stricmp(m_szButtonNames[i], sButtonName) == 0 )
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return i;
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return GAME_BUTTON_INVALID;
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}
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MenuInput GameInputToMenuInput( GameInput GameI ) const;
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MenuInput GameInputToMenuInput( GameInput GameI ) const;
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void MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const;
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void MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const;
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};
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};
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