#include "stdafx.h" #include "InputConstraint.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 = 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; }