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InputMapping* GetInputMapping(unsigned int index)
{
InputMapping* inputMapping = NULL;
switch (index)
{
// Movement
case 0:
return &m_LeftStickMapping[InputBindings::StickDirUp];
case 1:
return &m_LeftStickMapping[InputBindings::StickDirDown];
case 2:
return &m_LeftStickMapping[InputBindings::StickDirLeft];
case 3:
return &m_LeftStickMapping[InputBindings::StickDirRight];
// Actions
case 4:
return &m_ButtonMappings[Pad::ShoulderRight1];
case 5:
return &m_ButtonMappings[Pad::Button2];
case 6:
return &m_ButtonMappings[Pad::Button4];
case 7:
return &m_ButtonMappings[Pad::Button3];
case 8:
return &m_ButtonMappings[Pad::Button1];
// Weapons
case 9:
return &m_ButtonMappings[Pad::PadLeft];
case 10:
return &m_ButtonMappings[Pad::PadUp];
case 11:
return &m_ButtonMappings[Pad::PadRight];
case 12:
return &m_ButtonMappings[Pad::PadDown];
case 13: // weapon wheel
return &m_ButtonMappings[Pad::ShoulderRight2];
// Camera
case 14:
return &m_RightStickMapping[InputBindings::StickDirUp];
case 15:
return &m_RightStickMapping[InputBindings::StickDirDown];
case 16:
return &m_RightStickMapping[InputBindings::StickDirLeft];
case 17:
return &m_RightStickMapping[InputBindings::StickDirRight];
case 18:
return &m_ButtonMappings[Pad::ShoulderLeft1];
case 19:
return &m_ButtonMappings[Pad::ShoulderLeft2];
case 20:
return &m_ButtonMappings[Pad::StickRight];
// Menus
case 21:
return &m_ButtonMappings[Pad::Select];
case 22:
return &m_ButtonMappings[Pad::Start];
// First-person camera
case 23:
return &m_ButtonMappings[Pad::StickLeft];
default:
return NULL;
}
return NULL;
}
guest 17.07.2012 12:50 # +3
Lure Of Chaos 17.07.2012 14:02 # +4
sayidandrtfm 17.07.2012 14:06 # +10
модератор: два плюса ему!