only save mappings for user-changable mapping slots (less cluttered keymaps.ini)
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@@ -526,7 +526,7 @@ void InputMapper::SaveMappingsToDisk()
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RString sNameString = GameI.toString( pGame );
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vector<RString> asValues;
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for( int slot = 0; slot < NUM_GAME_TO_DEVICE_SLOTS; ++slot )
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for( int slot = 0; slot < NUM_USER_GAME_TO_DEVICE_SLOTS; ++slot ) // don't save data from the last (keyboard automap) slot
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asValues.push_back( m_GItoDI[i][j][slot].ToString() );
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while( asValues.size() && asValues.back() == "" )
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@@ -10,6 +10,8 @@
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#include "GameConstantsAndTypes.h"
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const int NUM_GAME_TO_DEVICE_SLOTS = 5; // five device inputs may map to one game input
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const int NUM_SHOWN_GAME_TO_DEVICE_SLOTS = 3;
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const int NUM_USER_GAME_TO_DEVICE_SLOTS = 2;
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class InputMapper
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{
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@@ -14,9 +14,9 @@
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#include "InputEventPlus.h"
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#include "LocalizedString.h"
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#define BUTTONS_TO_MAP THEME->GetMetric ( m_sName, "ButtonsToMap" )
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#define BUTTONS_TO_MAP THEME->GetMetric ( m_sName, "ButtonsToMap" )
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static LocalizedString INVALID_BUTTON ( "ScreenMapControllers", "InvalidButton" );
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#define MAPPED_TO_COMMAND(gc,slot) THEME->GetMetricA( m_sName, ssprintf("MappedToP%iS%iCommand", gc+1, slot+1) )
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#define MAPPED_TO_COMMAND(gc,slot) THEME->GetMetricA( m_sName, ssprintf("MappedToP%iS%iCommand", gc+1, slot+1) )
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static const float g_fSecondsToWaitForInput = 0.05f;
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