rename GameDef -> Game
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@@ -9,7 +9,7 @@
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#include "PrefsManager.h"
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#include "RageInput.h"
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#include "arch/arch.h"
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#include "GameDef.h"
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#include "Game.h"
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#include "Style.h"
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@@ -43,12 +43,12 @@ void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped()
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for( int j=0; j<MAX_GAME_BUTTONS; j++ )
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ClearFromInputMap( GameInput((GameController)i,(GameButton)j), 2 );
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const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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const Game* pGame = GAMESTATE->GetCurrentGame();
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for( int c=0; c<MAX_GAME_CONTROLLERS; c++ )
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{
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for( int b=0; b<pGameDef->m_iButtonsPerController; b++ )
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for( int b=0; b<pGame->m_iButtonsPerController; b++ )
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{
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int key = pGameDef->m_iDefaultKeyboardKey[c][b];
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int key = pGame->m_iDefaultKeyboardKey[c][b];
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if( key == NO_DEFAULT_KEY )
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continue;
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DeviceInput DeviceI( DEVICE_KEYBOARD, key );
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@@ -310,7 +310,7 @@ void InputMapper::AutoMapJoysticksForCurrentGame()
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int iNumJoysticksMapped = 0;
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const GameDef* pGameDef = GAMESTATE->m_pCurGame;
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const Game* pGame = GAMESTATE->m_pCurGame;
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for( unsigned i=0; i<vDevices.size(); i++ )
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{
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@@ -320,7 +320,7 @@ void InputMapper::AutoMapJoysticksForCurrentGame()
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{
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const AutoJoyMapping& mapping = g_AutoJoyMappings[j];
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if( pGameDef != GAMEMAN->StringToGameType(mapping.szGame) )
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if( pGame != GAMEMAN->StringToGameType(mapping.szGame) )
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continue; // games don't match
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CString sDriverRegex = mapping.szDriverRegex;
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@@ -373,7 +373,7 @@ void InputMapper::ReadMappingsFromDisk()
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if( !ini.ReadFile( KEYMAPS_PATH ) )
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LOG->Trace( "Couldn't open mapping file \"%s\": %s.", KEYMAPS_PATH, ini.GetError().c_str() );
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const IniFile::key *Key = ini.GetKey( GAMESTATE->GetCurrentGameDef()->m_szName );
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const IniFile::key *Key = ini.GetKey( GAMESTATE->GetCurrentGame()->m_szName );
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if( Key )
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{
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@@ -409,7 +409,7 @@ void InputMapper::SaveMappingsToDisk()
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ini.ReadFile( KEYMAPS_PATH );
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// erase the key so that we overwrite everything for this game
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ini.DeleteKey( GAMESTATE->GetCurrentGameDef()->m_szName );
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ini.DeleteKey( GAMESTATE->GetCurrentGame()->m_szName );
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// iterate over our input map and write all mappings to the ini file
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for( int i=0; i<MAX_GAME_CONTROLLERS; i++ )
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@@ -423,7 +423,7 @@ void InputMapper::SaveMappingsToDisk()
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sValueString = ssprintf( "%s,%s,%s",
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m_GItoDI[i][j][0].toString().c_str(), m_GItoDI[i][j][1].toString().c_str(), m_GItoDI[i][j][2].toString().c_str() );
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ini.SetValue( GAMESTATE->GetCurrentGameDef()->m_szName, sNameString, sValueString );
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ini.SetValue( GAMESTATE->GetCurrentGame()->m_szName, sNameString, sValueString );
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}
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}
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@@ -541,8 +541,8 @@ void InputMapper::GameToStyle( GameInput GameI, StyleInput &StyleI )
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void InputMapper::GameToMenu( GameInput GameI, MenuInput &MenuI )
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{
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const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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MenuI = pGameDef->GameInputToMenuInput( GameI );
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const Game* pGame = GAMESTATE->GetCurrentGame();
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MenuI = pGame->GameInputToMenuInput( GameI );
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}
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void InputMapper::StyleToGame( StyleInput StyleI, GameInput &GameI )
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@@ -554,8 +554,8 @@ void InputMapper::StyleToGame( StyleInput StyleI, GameInput &GameI )
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void InputMapper::MenuToGame( MenuInput MenuI, GameInput GameIout[4] )
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{
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const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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pGameDef->MenuInputToGameInput( MenuI, GameIout );
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const Game* pGame = GAMESTATE->GetCurrentGame();
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pGame->MenuInputToGameInput( MenuI, GameIout );
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}
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