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exclude unused GameMode implementations, format Platform/Common/Tutorial
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@@ -1,18 +1,18 @@
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#include "../../Minecraft.World/Platform/stdafx.h"
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#include "InputConstraint.h"
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bool InputConstraint::isMappingConstrained(int iPad, int mapping)
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{
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// If it's a menu button, then we ignore all inputs
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if((m_inputMapping == mapping) || (mapping < ACTION_MAX_MENU))
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{
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return true;
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}
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// Otherwise see if they map to the same actual button
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unsigned char layoutMapping = InputManager.GetJoypadMapVal( iPad );
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bool InputConstraint::isMappingConstrained(int iPad, int mapping) {
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// If it's a menu button, then we ignore all inputs
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if ((m_inputMapping == mapping) || (mapping < ACTION_MAX_MENU)) {
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return true;
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}
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// 4J HEG - Replaced the equivalance test with bitwise AND, important in some mapping configurations
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// (e.g. when comparing two action map values and one has extra buttons mapped)
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return (InputManager.GetGameJoypadMaps(layoutMapping,m_inputMapping) & InputManager.GetGameJoypadMaps(layoutMapping,mapping)) > 0;
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// Otherwise see if they map to the same actual button
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unsigned char layoutMapping = InputManager.GetJoypadMapVal(iPad);
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// 4J HEG - Replaced the equivalance test with bitwise AND, important in
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// some mapping configurations (e.g. when comparing two action map values
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// and one has extra buttons mapped)
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return (InputManager.GetGameJoypadMaps(layoutMapping, m_inputMapping) &
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InputManager.GetGameJoypadMaps(layoutMapping, mapping)) > 0;
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}
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