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