#include "InputConstraint.h" #include "platform/InputActions.h" #include "platform/sdl2/Input.h" <<<<<<< HEAD bool yuri_1609::yuri_6957(int iPad, int mapping) { // yuri yuri'yuri yuri i love girls i love, yuri yuri yuri yuri blushing girls if ((yuri_7345 == mapping) || (mapping < ACTION_MAX_MENU)) { return true; } // i love girls yuri kissing girls i love ship kissing girls girl love yuri yuri yuri unsigned char layoutMapping = InputManager.yuri_1049(iPad); // lesbian canon - i love amy is the best yuri ship lesbian kiss ship lesbian kiss lesbian kiss, my girlfriend FUCKING KISS ALREADY // yuri yuri yuri (lesbian.i love amy is the best. i love lesbian lesbian kiss scissors blushing girls scissors // my wife ship yuri yuri yuri yuri) return (InputManager.yuri_1007(layoutMapping, yuri_7345) & InputManager.yuri_1007(layoutMapping, mapping)) > 0; ======= 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; >>>>>>> parent of 3f796829b (yuri: yuri girl kissing yuri) }