pull some stuff out of the header

This commit is contained in:
Glenn Maynard
2002-12-17 21:14:45 +00:00
parent e92ee9f791
commit e0b058d76b
2 changed files with 9 additions and 9 deletions
+7
View File
@@ -20,7 +20,14 @@
#include "InputMapper.h"
#include "PrefsManager.h"
GameButton GameDef::ButtonNameToIndex( const CString &sButtonName )
{
for( int i=0; i<m_iButtonsPerController; i++ )
if( stricmp(m_szButtonNames[i], sButtonName) == 0 )
return i;
return GAME_BUTTON_INVALID;
}
MenuInput GameDef::GameInputToMenuInput( GameInput GameI ) const
{
+2 -9
View File
@@ -35,7 +35,7 @@ const int MAX_STYLES_PER_GAME = 10;
// The user will map these DeviceInputs to the GameButtons "MenuLeft (optional)", "MenuStart", and
// "MenuRight (optional)".
//
// Example 2: A user is using PlayStation DDR soft pads to play. His controller don't have dedicated
// Example 2: A user is using PlayStation DDR soft pads to play. His controller doesn't have dedicated
// DeviceInputs for MenuLeft and MenuRight. The user maps Up, Down, Left, and Right as normal.
// Since the Left and Right GameButtons have the flag FLAG_SECONDARY_MENU_*, they will function as
// MenuLeft and MenuRight as long as "MenuLeft (optional)" and "MenuRight (optional)" are not mapped.
@@ -56,14 +56,7 @@ public:
GameButton m_SecondaryMenuButton[NUM_MENU_BUTTONS];
int m_iDefaultKeyboardKey[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // default keyboard keys only have an effect the current game is this game
GameButton ButtonNameToIndex( const CString &sButtonName )
{
for( int i=0; i<m_iButtonsPerController; i++ )
if( stricmp(m_szButtonNames[i], sButtonName) == 0 )
return i;
return GAME_BUTTON_INVALID;
}
GameButton ButtonNameToIndex( const CString &sButtonName );
MenuInput GameInputToMenuInput( GameInput GameI ) const;
void MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const;
};