4jcraft/targets/app/common/Tutorial/Constraints/InputConstraint.cpp
2026-04-07 13:05:22 +02:00

38 lines
1.6 KiB
C++

#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)
}