208 lines
4.5 KiB
C
208 lines
4.5 KiB
C
#ifndef GAMEINPUT_H
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#define GAMEINPUT_H
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/*
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-----------------------------------------------------------------------------
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Class: GameInput
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Desc: An input event specific to a Game definied by an instrument and a button space.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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enum GameController
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{
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GAME_CONTROLLER_1 = 0, // left controller
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GAME_CONTROLLER_2, // right controller
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MAX_GAME_CONTROLLERS, // leave this at the end
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GAME_CONTROLLER_INVALID,
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};
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typedef int GameButton;
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enum // DanceButtons
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{
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DANCE_BUTTON_LEFT,
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DANCE_BUTTON_RIGHT,
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DANCE_BUTTON_UP,
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DANCE_BUTTON_DOWN,
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DANCE_BUTTON_UPLEFT,
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DANCE_BUTTON_UPRIGHT,
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DANCE_BUTTON_START,
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DANCE_BUTTON_BACK,
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DANCE_BUTTON_MENULEFT,
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DANCE_BUTTON_MENURIGHT,
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DANCE_BUTTON_MENUUP,
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DANCE_BUTTON_MENUDOWN,
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DANCE_BUTTON_COIN,
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DANCE_BUTTON_OPERATOR,
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NUM_DANCE_BUTTONS, // leave this at the end
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};
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enum // PumpButtons
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{
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PUMP_BUTTON_UPLEFT,
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PUMP_BUTTON_UPRIGHT,
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PUMP_BUTTON_CENTER,
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PUMP_BUTTON_DOWNLEFT,
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PUMP_BUTTON_DOWNRIGHT,
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PUMP_BUTTON_START,
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PUMP_BUTTON_BACK,
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PUMP_BUTTON_MENULEFT,
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PUMP_BUTTON_MENURIGHT,
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PUMP_BUTTON_MENUUP,
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PUMP_BUTTON_MENUDOWN,
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PUMP_BUTTON_COIN,
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PUMP_BUTTON_OPERATOR,
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NUM_PUMP_BUTTONS, // leave this at the end
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};
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enum // EZ2Buttons
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{
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EZ2_BUTTON_FOOTUPLEFT,
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EZ2_BUTTON_FOOTUPRIGHT,
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EZ2_BUTTON_FOOTDOWN,
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EZ2_BUTTON_HANDUPLEFT,
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EZ2_BUTTON_HANDUPRIGHT,
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EZ2_BUTTON_HANDLRLEFT,
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EZ2_BUTTON_HANDLRRIGHT,
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EZ2_BUTTON_START,
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EZ2_BUTTON_BACK,
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EZ2_BUTTON_MENULEFT,
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EZ2_BUTTON_MENURIGHT,
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EZ2_BUTTON_MENUUP,
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EZ2_BUTTON_MENUDOWN,
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EZ2_BUTTON_COIN,
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EZ2_BUTTON_OPERATOR,
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NUM_EZ2_BUTTONS, // leave this at the end
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};
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enum // ParaButtons
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{
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PARA_BUTTON_LEFT,
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PARA_BUTTON_UPLEFT,
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PARA_BUTTON_UP,
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PARA_BUTTON_UPRIGHT,
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PARA_BUTTON_RIGHT,
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PARA_BUTTON_START,
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PARA_BUTTON_BACK,
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PARA_BUTTON_MENULEFT,
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PARA_BUTTON_MENURIGHT,
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PARA_BUTTON_MENUUP,
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PARA_BUTTON_MENUDOWN,
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PARA_BUTTON_COIN,
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PARA_BUTTON_OPERATOR,
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NUM_PARA_BUTTONS, // leave this at the end
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};
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enum // 3DDX Buttons
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{
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DS3DDX_BUTTON_HANDLEFT,
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DS3DDX_BUTTON_FOOTDOWNLEFT,
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DS3DDX_BUTTON_FOOTUPLEFT,
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DS3DDX_BUTTON_HANDUP,
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DS3DDX_BUTTON_HANDDOWN,
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DS3DDX_BUTTON_FOOTUPRIGHT,
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DS3DDX_BUTTON_FOOTDOWNRIGHT,
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DS3DDX_BUTTON_HANDRIGHT,
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DS3DDX_BUTTON_START,
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DS3DDX_BUTTON_BACK,
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DS3DDX_BUTTON_MENULEFT,
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DS3DDX_BUTTON_MENURIGHT,
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DS3DDX_BUTTON_MENUUP,
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DS3DDX_BUTTON_MENUDOWN,
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DS3DDX_BUTTON_COIN,
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DS3DDX_BUTTON_OPERATOR,
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NUM_DS3DDX_BUTTONS, // leave this at the end.
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};
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enum // BM Buttons
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{
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BM_BUTTON_KEY1,
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BM_BUTTON_KEY2,
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BM_BUTTON_KEY3,
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BM_BUTTON_KEY4,
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BM_BUTTON_KEY5,
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BM_BUTTON_KEY6,
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BM_BUTTON_KEY7,
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BM_BUTTON_SCRATCHUP,
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/* XXX special case: this button is an alias of BM_BUTTON_SCRATCHUP for track
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* matching. */
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BM_BUTTON_SCRATCHDOWN,
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BM_BUTTON_START,
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BM_BUTTON_SELECT,
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BM_BUTTON_MENULEFT,
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BM_BUTTON_MENURIGHT,
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BM_BUTTON_MENUUP,
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BM_BUTTON_MENUDOWN,
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BM_BUTTON_COIN,
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BM_BUTTON_OPERATOR,
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NUM_BM_BUTTONS, // leave this at the end.
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};
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enum // ManiaxButtons
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{
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MANIAX_BUTTON_HANDUPLEFT,
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MANIAX_BUTTON_HANDUPRIGHT,
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MANIAX_BUTTON_HANDLRLEFT,
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MANIAX_BUTTON_HANDLRRIGHT,
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MANIAX_BUTTON_START,
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MANIAX_BUTTON_BACK,
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MANIAX_BUTTON_MENULEFT,
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MANIAX_BUTTON_MENURIGHT,
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MANIAX_BUTTON_MENUUP,
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MANIAX_BUTTON_MENUDOWN,
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MANIAX_BUTTON_COIN,
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MANIAX_BUTTON_OPERATOR,
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NUM_MANIAX_BUTTONS, // leave this at the end
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};
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enum // TechnoButtons
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{
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TECHNO_BUTTON_LEFT,
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TECHNO_BUTTON_RIGHT,
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TECHNO_BUTTON_UP,
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TECHNO_BUTTON_DOWN,
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TECHNO_BUTTON_UPLEFT,
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TECHNO_BUTTON_UPRIGHT,
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TECHNO_BUTTON_CENTER,
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TECHNO_BUTTON_DOWNLEFT,
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TECHNO_BUTTON_DOWNRIGHT,
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TECHNO_BUTTON_START,
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TECHNO_BUTTON_BACK,
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TECHNO_BUTTON_MENULEFT,
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TECHNO_BUTTON_MENURIGHT,
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TECHNO_BUTTON_MENUUP,
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TECHNO_BUTTON_MENUDOWN,
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TECHNO_BUTTON_COIN,
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TECHNO_BUTTON_OPERATOR,
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NUM_TECHNO_BUTTONS, // leave this at the end
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};
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const GameButton MAX_GAME_BUTTONS = 20;
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const GameButton GAME_BUTTON_INVALID = MAX_GAME_BUTTONS+1;
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struct GameInput
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{
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GameInput(): controller(GAME_CONTROLLER_INVALID), button(GAME_BUTTON_INVALID) { }
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GameInput( GameController c, GameButton b ): controller(c), button(b) { }
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GameController controller;
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GameButton button;
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bool operator==( const GameInput &other ) { return controller == other.controller && button == other.button; };
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inline bool IsValid() const { return controller != GAME_CONTROLLER_INVALID; };
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inline void MakeInvalid() { controller = GAME_CONTROLLER_INVALID; button = GAME_BUTTON_INVALID; };
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CString toString();
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bool fromString( CString s );
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};
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#endif
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