Remove Xbox stuff from LoadingWindow_SDL; I don't think that build uses SDL anymore. Note that this type of platform-specific stuff doesn't belong in generic drivers like this ...
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@@ -10,8 +10,6 @@
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#include "RageSurfaceUtils.h"
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#include "RageSurfaceUtils_Zoom.h"
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/* XXX: What is all this Xbox junk doing in LoadingWindow_SDL? */
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LoadingWindow_SDL::LoadingWindow_SDL()
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{
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/* There's no consistent way to hint SDL that we want a centered
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@@ -64,34 +62,6 @@ LoadingWindow_SDL::LoadingWindow_SDL()
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if( loading_screen == NULL )
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RageException::Throw( "Couldn't initialize loading window: %s", SDL_GetError() );
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#ifdef _XBOX
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//SDL_XBOX_SetScreenPosition( 70, 48 ) ; figure out another way to do this
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//SDL_XBOX_SetScreenStretch( -150, -300 ) ;
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if( FAILED ( XFONT_OpenDefaultFont( &m_pConsoleTTF ) ) )
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{
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m_pConsoleTTF = 0 ;
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}
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else
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{
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m_pConsoleTTF->SetTextHeight( 24 );
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// Change Font Style - XFONT_NORMAL, XFONT_BOLD,
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// XFONT_ITALICS, XFONT_BOLDITALICS
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m_pConsoleTTF->SetTextStyle( XFONT_NORMAL );
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// Anti-Alias the font -- 0 for no anti-alias, 2 for some, 4 for MAX!
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m_pConsoleTTF->SetTextAntialiasLevel( 2 );
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m_pConsoleTTF->SetTextColor( 0xFFFFFFFF ) ;
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m_pConsoleTTF->SetBkColor( 0x00000000 ) ;
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m_pConsoleTTF->SetBkMode(XFONT_OPAQUE) ;
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SetText( CString("Loading Songs" ) ) ;
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}
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#endif
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{
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SDL_Surface *pSDLSurface = SDLSurfaceFromRageSurface( srf );
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SDL_BlitSurface( pSDLSurface, NULL, loading_screen, NULL );
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@@ -103,13 +73,6 @@ LoadingWindow_SDL::LoadingWindow_SDL()
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SDL_UpdateRect( loading_screen, 0,0,0,0 );
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}
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#ifdef _XBOX
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void LoadingWindow_SDL::SetText(CString str)
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{
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m_cstrText = str ;
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}
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#endif
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LoadingWindow_SDL::~LoadingWindow_SDL()
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{
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SDL_QuitSubSystem( SDL_INIT_VIDEO );
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@@ -117,33 +80,7 @@ LoadingWindow_SDL::~LoadingWindow_SDL()
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void LoadingWindow_SDL::Paint()
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{
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#ifdef _XBOX
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LPDIRECT3DSURFACE8 m_primarySurface;
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int x,y ;
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unsigned int val ;
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if ( m_pConsoleTTF )
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{
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WCHAR msg[1000] ;
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swprintf( msg, L"%S", m_cstrText.c_str() ) ;
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if ( m_pConsoleTTF->GetTextExtent( msg, -1, &val ) != S_OK )
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{
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val = 100 ;
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}
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x = (640-val)/2 ;
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y = 350 ;
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D3D__pDevice->GetRenderTarget( &m_primarySurface ) ;
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m_pConsoleTTF->TextOut( m_primarySurface, L" ", -1, (float)0, (float)y ) ;
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m_pConsoleTTF->TextOut( m_primarySurface, msg, wcslen(msg), (float)x, (float)y ) ;
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m_primarySurface->Release() ;
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D3D__pDevice->Present(NULL, NULL, NULL, NULL) ;
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}
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#else
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SDL_UpdateRect(loading_screen, 0,0,0,0);
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#endif
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}
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/*
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