cleanup
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@@ -196,22 +196,14 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
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#endif
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#endif
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//
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//
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// TRICKY: This eliminates the need for a separate "ignore joy axes"
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// TRICKY: Some adapters map the PlayStation digital d-pad to both axes and
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// preference. Some adapters map the PlayStation digital d-pad to
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// buttons. We want buttons to be used for any mappings where possible because
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// both axes and buttons. We want buttons to be used for
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// presses of buttons aren't mutually exclusive and presses of axes are (e.g.
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// any mappings where possible because presses of buttons aren't mutually
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// can't read presses of both Left and Right simultaneously). So, when the user
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// exclusive and presses of axes are (e.g. can't read presses of both Left and
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// presses a button, we'll wait until the next Update before adding a mapping so
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// Right simultaneously). So, when the user presses a button, we'll wait
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// that we get a chance to see all input events the user's press of a panel.
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// until the next Update before adding a mapping so that we get a chance
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// Prefer non-axis events over axis events.
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// to see all input events the user's press of a panel. This screen will be
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// receive input events for joystick axes presses first, then the input events
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// for button presses. We'll use the last input event received in the same
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// Update so that a button presses are favored for mapping over axis presses.
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//
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//
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/* We can't do that: it assumes that button presses are always received after
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* corresponding axis events. We need to check and explicitly prefer non-axis events
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* over axis events. */
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if( m_iWaitingForPress )
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if( m_iWaitingForPress )
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{
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{
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/* Don't allow function keys to be mapped. */
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/* Don't allow function keys to be mapped. */
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