4jcraft/targets/app/common/Tutorial/Constraints/InputConstraint.cpp

20 lines
767 B
C++

#include "InputConstraint.h"
#include "platform/input/input.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 = PlatformInput.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 (PlatformInput.GetGameJoypadMaps(layoutMapping, m_inputMapping) &
PlatformInput.GetGameJoypadMaps(layoutMapping, mapping)) > 0;
}