GuiDetectDevice::GuiDetectDevice(Window* window) : GuiComponent(window) { //clear any player information from the InputManager for(int i = 0; i < mWindow->getInputManager()->getNumPlayers(); i++) { InputConfig* cfg = mWindow->getInputManager()->getInputConfigByPlayer(i); cfg->setPlayerNum(-1); cfg->clear(); } mWindow->getInputManager()->setNumPlayers(0); mCurrentPlayer = 0; mHoldingFinish = false; }
//used in an "emergency" where no keyboard config could be loaded from the inputmanager config file //allows the user to select to reconfigure in menus if this happens without having to delete es_input.cfg manually void InputManager::loadDefaultKBConfig() { InputConfig* cfg = getInputConfigByDevice(DEVICE_KEYBOARD); cfg->clear(); cfg->mapInput("up", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_UP, 1, true)); cfg->mapInput("down", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_DOWN, 1, true)); cfg->mapInput("left", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_LEFT, 1, true)); cfg->mapInput("right", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_RIGHT, 1, true)); cfg->mapInput("a", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_RETURN, 1, true)); cfg->mapInput("b", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_ESCAPE, 1, true)); cfg->mapInput("start", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_F1, 1, true)); cfg->mapInput("select", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_F2, 1, true)); cfg->mapInput("leftbottom", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_RIGHTBRACKET, 1, true)); cfg->mapInput("rightbottom", Input(DEVICE_KEYBOARD, TYPE_KEY, SDLK_LEFTBRACKET, 1, true)); }