InputMapper::IsButtonDown -> IsBeingPressed, to match InputFilter::IsBeingPressed
This commit is contained in:
@@ -74,7 +74,7 @@ bool CodeItem::EnteredCode( GameController controller ) const
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for( unsigned i=0; i<buttons.size()-1; i++ )
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{
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GameInput gi( controller, buttons[i] );
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if( !INPUTMAPPER->IsButtonDown(gi) )
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if( !INPUTMAPPER->IsBeingPressed(gi) )
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return false;
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}
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// just pressed the last button
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@@ -802,7 +802,7 @@ void InputMapper::MenuToGame( const MenuInput &MenuI, GameInput GameIout[4] )
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}
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bool InputMapper::IsButtonDown( const GameInput &GameI, MultiPlayer mp )
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bool InputMapper::IsBeingPressed( const GameInput &GameI, MultiPlayer mp )
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{
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for( int i=0; i<NUM_GAME_TO_DEVICE_SLOTS; i++ )
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{
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@@ -820,22 +820,22 @@ bool InputMapper::IsButtonDown( const GameInput &GameI, MultiPlayer mp )
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return false;
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}
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bool InputMapper::IsButtonDown( const MenuInput &MenuI )
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bool InputMapper::IsBeingPressed( const MenuInput &MenuI )
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{
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GameInput GameI[4];
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MenuToGame( MenuI, GameI );
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for( int i=0; i<4; i++ )
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if( GameI[i].IsValid() && IsButtonDown(GameI[i]) )
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if( GameI[i].IsValid() && IsBeingPressed(GameI[i]) )
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return true;
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return false;
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}
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bool InputMapper::IsButtonDown( const StyleInput &StyleI, MultiPlayer mp )
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bool InputMapper::IsBeingPressed( const StyleInput &StyleI, MultiPlayer mp )
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{
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GameInput GameI;
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StyleToGame( StyleI, GameI );
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return IsButtonDown( GameI, mp );
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return IsBeingPressed( GameI, mp );
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}
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@@ -13,6 +13,9 @@ const int NUM_GAME_TO_DEVICE_SLOTS = 5; // five device inputs may map to one gam
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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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// transition:
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#define IsButtonDown IsBeingPressed
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class InputMapper
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{
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public:
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@@ -48,9 +51,9 @@ public:
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float GetSecsHeld( const MenuInput &MenuI );
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float GetSecsHeld( const StyleInput &StyleI, MultiPlayer mp = MultiPlayer_INVALID );
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bool IsButtonDown( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID );
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bool IsButtonDown( const MenuInput &MenuI );
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bool IsButtonDown( const StyleInput &StyleI, MultiPlayer mp = MultiPlayer_INVALID );
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bool IsBeingPressed( const GameInput &GameI, MultiPlayer mp = MultiPlayer_INVALID );
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bool IsBeingPressed( const MenuInput &MenuI );
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bool IsBeingPressed( const StyleInput &StyleI, MultiPlayer mp = MultiPlayer_INVALID );
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void ResetKeyRepeat( const GameInput &GameI );
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void ResetKeyRepeat( const MenuInput &MenuI );
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@@ -356,7 +356,7 @@ void LightsManager::Update( float fDeltaTime )
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FOREACH_GameButton( gb )
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{
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bool bOn = INPUTMAPPER->IsButtonDown( GameInput(gc,gb) );
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bool bOn = INPUTMAPPER->IsBeingPressed( GameInput(gc,gb) );
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m_LightsState.m_bGameButtonLights[gc][gb] = bOn;
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}
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}
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@@ -544,7 +544,7 @@ void Player::Update( float fDeltaTime )
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PlayerNumber pn = m_pPlayerState->m_PlayerNumber;
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const StyleInput StyleI( pn, col );
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bool bIsHoldingButton = INPUTMAPPER->IsButtonDown( StyleI );
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bool bIsHoldingButton = INPUTMAPPER->IsBeingPressed( StyleI );
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// TODO: Make this work for non-human-controlled players
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if( bIsHoldingButton && !GAMESTATE->m_bDemonstrationOrJukebox && m_pPlayerState->m_PlayerController==PC_HUMAN )
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if( m_pNoteField )
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@@ -622,7 +622,7 @@ void Player::Update( float fDeltaTime )
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else
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{
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const StyleInput StyleI( pn, iTrack );
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bIsHoldingButton = INPUTMAPPER->IsButtonDown( StyleI, m_pPlayerState->m_mp );
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bIsHoldingButton = INPUTMAPPER->IsBeingPressed( StyleI, m_pPlayerState->m_mp );
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}
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int iEndRow = iRow + tn.iDuration;
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@@ -1501,7 +1501,7 @@ void Player::CrossedMineRow( int iNoteRow, const RageTimer &now )
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}
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else
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{
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bool bIsDown = INPUTMAPPER->IsButtonDown( StyleI, m_pPlayerState->m_mp );
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bool bIsDown = INPUTMAPPER->IsBeingPressed( StyleI, m_pPlayerState->m_mp );
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if( bIsDown )
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Step( t, iNoteRow, now, true, false );
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}
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@@ -935,7 +935,7 @@ void ScreenEdit::Update( float fDeltaTime )
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for( int t=0; t<GAMESTATE->GetCurrentStyle()->m_iColsPerPlayer; t++ ) // for each track
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{
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StyleInput StyleI( PLAYER_1, t );
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if( INPUTMAPPER->IsButtonDown(StyleI) )
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if( INPUTMAPPER->IsBeingPressed(StyleI) )
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bButtonIsBeingPressed = true;
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}
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@@ -321,8 +321,8 @@ done:
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void ScreenNetSelectMusic::MenuLeft( PlayerNumber pn )
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{
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bool bLeftPressed = INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_LEFT) );
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bool bRightPressed = INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_RIGHT) );
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bool bLeftPressed = INPUTMAPPER->IsBeingPressed( MenuInput(pn, MENU_BUTTON_LEFT) );
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bool bRightPressed = INPUTMAPPER->IsBeingPressed( MenuInput(pn, MENU_BUTTON_RIGHT) );
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bool bLeftAndRightPressed = bLeftPressed && bRightPressed;
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if ( bLeftAndRightPressed )
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@@ -333,8 +333,8 @@ void ScreenNetSelectMusic::MenuLeft( PlayerNumber pn )
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void ScreenNetSelectMusic::MenuRight( PlayerNumber pn )
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{
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bool bLeftPressed = INPUTMAPPER->IsButtonDown( MenuInput (pn, MENU_BUTTON_LEFT) );
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bool bRightPressed = INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_RIGHT) ) ;
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bool bLeftPressed = INPUTMAPPER->IsBeingPressed( MenuInput (pn, MENU_BUTTON_LEFT) );
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bool bRightPressed = INPUTMAPPER->IsBeingPressed( MenuInput(pn, MENU_BUTTON_RIGHT) ) ;
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bool bLeftAndRightPressed = bLeftPressed && bRightPressed;
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if ( bLeftAndRightPressed )
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@@ -794,8 +794,8 @@ void ScreenOptions::MenuStart( const InputEventPlus &input )
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case NAV_TOGGLE_THREE_KEY:
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{
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bool bHoldingLeftAndRight =
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INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_RIGHT) ) &&
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INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_LEFT) );
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INPUTMAPPER->IsBeingPressed( MenuInput(pn, MENU_BUTTON_RIGHT) ) &&
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INPUTMAPPER->IsBeingPressed( MenuInput(pn, MENU_BUTTON_LEFT) );
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if( bHoldingLeftAndRight )
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{
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if( MoveRowRelative(pn, -1, input.type != IET_FIRST_PRESS) )
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@@ -1223,14 +1223,14 @@ void ScreenOptions::MenuUpDown( const InputEventPlus &input, int iDir )
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* holding both up and down from toggling repeatedly in-place. */
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if( iDir == +1 )
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{
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if( INPUTMAPPER->IsButtonDown(MenuInput(pn, MENU_BUTTON_UP)) ||
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INPUTMAPPER->IsButtonDown(MenuInput(pn, MENU_BUTTON_SELECT)) )
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if( INPUTMAPPER->IsBeingPressed(MenuInput(pn, MENU_BUTTON_UP)) ||
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INPUTMAPPER->IsBeingPressed(MenuInput(pn, MENU_BUTTON_SELECT)) )
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return;
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}
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else
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{
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if( INPUTMAPPER->IsButtonDown(MenuInput(pn, MENU_BUTTON_DOWN)) ||
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INPUTMAPPER->IsButtonDown(MenuInput(pn, MENU_BUTTON_START)) )
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if( INPUTMAPPER->IsBeingPressed(MenuInput(pn, MENU_BUTTON_DOWN)) ||
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INPUTMAPPER->IsBeingPressed(MenuInput(pn, MENU_BUTTON_START)) )
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return;
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}
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}
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@@ -339,7 +339,7 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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return;
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}
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if( SELECT_MENU_AVAILABLE && INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_SELECT) ) )
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if( SELECT_MENU_AVAILABLE && INPUTMAPPER->IsBeingPressed( MenuInput(pn, MENU_BUTTON_SELECT) ) )
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{
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if( input.type == IET_FIRST_PRESS )
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{
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@@ -375,8 +375,8 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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bool bRightIsDown = false;
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FOREACH_EnabledPlayer( p )
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{
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bLeftIsDown |= INPUTMAPPER->IsButtonDown( MenuInput(p, MENU_BUTTON_LEFT) );
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bRightIsDown |= INPUTMAPPER->IsButtonDown( MenuInput(p, MENU_BUTTON_RIGHT) );
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bLeftIsDown |= INPUTMAPPER->IsBeingPressed( MenuInput(p, MENU_BUTTON_LEFT) );
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bRightIsDown |= INPUTMAPPER->IsBeingPressed( MenuInput(p, MENU_BUTTON_RIGHT) );
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}
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bool bBothDown = bLeftIsDown && bRightIsDown;
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@@ -512,7 +512,7 @@ void ScreenSelectMusic::UpdateSelectButton()
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{
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bool bSelectIsDown = false;
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FOREACH_EnabledPlayer( p )
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bSelectIsDown |= INPUTMAPPER->IsButtonDown( MenuInput(p, MENU_BUTTON_SELECT) );
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bSelectIsDown |= INPUTMAPPER->IsBeingPressed( MenuInput(p, MENU_BUTTON_SELECT) );
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if( !SELECT_MENU_AVAILABLE )
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bSelectIsDown = false;
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@@ -184,8 +184,8 @@ void ScreenSetTime::MenuRight( PlayerNumber pn )
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void ScreenSetTime::MenuStart( PlayerNumber pn )
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{
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bool bHoldingLeftAndRight =
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INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_RIGHT) ) &&
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INPUTMAPPER->IsButtonDown( MenuInput(pn, MENU_BUTTON_LEFT) );
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INPUTMAPPER->IsBeingPressed( MenuInput(pn, MENU_BUTTON_RIGHT) ) &&
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INPUTMAPPER->IsBeingPressed( MenuInput(pn, MENU_BUTTON_LEFT) );
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if( bHoldingLeftAndRight )
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ChangeSelection( -1 );
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