void InputEvents::setMode(const TCHAR *mode) { int m = input_config.LookupMode(mode); if (m >= 0) setMode((InputEvents::Mode)m); }
Menu * InputEvents::GetMenu(const TCHAR *mode) { int m = input_config.LookupMode(mode); if (m >= 0) return &input_config.menus[m]; else return NULL; }
void InputEvents::UpdateOverlayMode() { if (flavour != NULL) { /* build the "flavoured" mode name from the current "major" mode and the flavour name */ StaticString<InputConfig::MAX_MODE_STRING + 32> name; name.Format(_T("%s.%s"), input_config.modes[current_mode].c_str(), flavour); /* see if it exists */ int new_mode = input_config.LookupMode(name); if (new_mode >= 0) /* yep, it does */ overlay_mode = (Mode)new_mode; else /* not defined, disable the overlay with the magic value "MODE_DEFAULT" */ overlay_mode = MODE_DEFAULT; } else overlay_mode = MODE_DEFAULT; }