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