unify GameButton and MenuButton
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@@ -25,19 +25,6 @@ namespace
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InputMapper* INPUTMAPPER = NULL; // global and accessable from anywhere in our program
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static GameButton g_DedicatedMenuButtons[NUM_MenuButton] =
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{
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GAME_BUTTON_MENULEFT, // MENU_BUTTON_LEFT
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GAME_BUTTON_MENURIGHT, // MENU_BUTTON_RIGHT
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GAME_BUTTON_MENUUP, // MENU_BUTTON_UP
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GAME_BUTTON_MENUDOWN, // MENU_BUTTON_DOWN
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GAME_BUTTON_START, // MENU_BUTTON_START
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GAME_BUTTON_SELECT, // MENU_BUTTON_SELECT
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GAME_BUTTON_BACK, // MENU_BUTTON_BACK
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GAME_BUTTON_COIN, // MENU_BUTTON_COIN
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GAME_BUTTON_OPERATOR // MENU_BUTTON_OPERATOR
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};
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InputMapper::InputMapper()
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{
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g_JoinControllers = PLAYER_INVALID;
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@@ -819,7 +806,9 @@ bool InputMapper::GameToDevice( const GameInput &GameI, int iSlotNum, DeviceInpu
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PlayerNumber InputMapper::ControllerToPlayerNumber( GameController controller )
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{
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if( g_JoinControllers != PLAYER_INVALID )
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if( controller == GameController_Invalid )
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return PLAYER_INVALID;
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else if( g_JoinControllers != PLAYER_INVALID )
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return g_JoinControllers;
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else
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return (PlayerNumber) controller;
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@@ -972,9 +961,8 @@ GameButton InputScheme::ButtonNameToIndex( const RString &sButtonName ) const
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MenuButton InputScheme::GameButtonToMenuButton( GameButton gb ) const
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{
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FOREACH_MenuButton(i)
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if( g_DedicatedMenuButtons[i] == gb )
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return i;
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if( gb < GAME_BUTTON_NEXT )
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return gb;
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if( !PREFSMAN->m_bOnlyDedicatedMenuButtons )
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return GetMenuButtonSecondaryFunction( gb );
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@@ -1012,7 +1000,7 @@ void InputScheme::MenuButtonToGameInputs( MenuButton MenuI, PlayerNumber pn, Gam
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}
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}
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GameButton button[2] = { g_DedicatedMenuButtons[MenuI], SecondaryGameButton };
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GameButton button[2] = { MenuI, SecondaryGameButton };
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int iNumButtonsUsing = PREFSMAN->m_bOnlyDedicatedMenuButtons ? 1 : 2;
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int iOut = 0;
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