remove IET_LEVEL_CHANGED
This commit is contained in:
@@ -18,12 +18,6 @@ enum InputEventType
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/* The device is no longer pressed. Exactly one IET_RELEASE event will be sent
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/* The device is no longer pressed. Exactly one IET_RELEASE event will be sent
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* for each IET_FIRST_PRESS. */
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* for each IET_FIRST_PRESS. */
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IET_RELEASE,
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IET_RELEASE,
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/* The depression level of a button has changed. Read di.level to find the new
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* value. This can be sent outside of a IET_FIRST_PRESS/IET_RELEASE pair, since
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* a button/axis can have a non-zero level (eg. outside the axis dead zone) without
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* being high enough to count as a press. */
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IET_LEVEL_CHANGED
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};
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};
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struct InputEvent
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struct InputEvent
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@@ -1149,9 +1149,6 @@ static LocalizedString SWITCHED_TO ( "ScreenEdit", "Switched to" );
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static LocalizedString NO_BACKGROUNDS_AVAILABLE ( "ScreenEdit", "No backgrounds available" );
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static LocalizedString NO_BACKGROUNDS_AVAILABLE ( "ScreenEdit", "No backgrounds available" );
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void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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{
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{
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if( input.type == IET_LEVEL_CHANGED )
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return; // don't care
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if( input.type == IET_RELEASE )
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if( input.type == IET_RELEASE )
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{
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{
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if( EditPressed( EDIT_BUTTON_SCROLL_SELECT, input.DeviceI ) )
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if( EditPressed( EDIT_BUTTON_SCROLL_SELECT, input.DeviceI ) )
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@@ -1969,7 +1966,6 @@ void ScreenEdit::InputRecord( const InputEventPlus &input, EditButton EditB )
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case IET_SLOW_REPEAT:
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case IET_SLOW_REPEAT:
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case IET_FAST_REPEAT:
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case IET_FAST_REPEAT:
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case IET_RELEASE:
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case IET_RELEASE:
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case IET_LEVEL_CHANGED:
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// don't add or extend holds here; we do it in Update()
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// don't add or extend holds here; we do it in Update()
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break;
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break;
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}
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}
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@@ -238,7 +238,7 @@ void ScreenEz2SelectMusic::Input( const InputEventPlus &input )
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if(i_ErrorDetected) return; // don't let the user do anything if theres an error
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if(i_ErrorDetected) return; // don't let the user do anything if theres an error
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if( input.type == IET_RELEASE || input.type == IET_LEVEL_CHANGED ) return; // don't care
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if( input.type == IET_RELEASE ) return; // don't care
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if( IsTransitioning() ) return; // ignore
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if( IsTransitioning() ) return; // ignore
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@@ -2063,9 +2063,6 @@ void ScreenGameplay::Input( const InputEventPlus &input )
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{
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{
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//LOG->Trace( "ScreenGameplay::Input()" );
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//LOG->Trace( "ScreenGameplay::Input()" );
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if( input.type == IET_LEVEL_CHANGED )
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return;
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if( m_bPaused )
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if( m_bPaused )
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{
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{
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/* If we're paused, only accept MENU_BUTTON_START to unpause. */
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/* If we're paused, only accept MENU_BUTTON_START to unpause. */
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@@ -297,7 +297,6 @@ void ScreenSelectMusic::Input( const InputEventPlus &input )
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input.MenuI.IsValid() &&
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input.MenuI.IsValid() &&
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input.MenuI.button == MENU_BUTTON_START &&
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input.MenuI.button == MENU_BUTTON_START &&
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input.type != IET_RELEASE &&
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input.type != IET_RELEASE &&
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input.type != IET_LEVEL_CHANGED &&
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OPTIONS_MENU_AVAILABLE.GetValue() )
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OPTIONS_MENU_AVAILABLE.GetValue() )
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{
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{
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if( m_bGoToOptions )
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if( m_bGoToOptions )
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