remove xbox support; it doesn't work, and it'd take too much effort to get it working again
This commit is contained in:
+5
-36
@@ -94,35 +94,6 @@ static const char *EditStateNames[] = {
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XToString( EditState );
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LuaXType( EditState );
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#if defined(XBOX)
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void ScreenEdit::InitEditMappings()
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{
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/* XXX: fill this in */
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m_EditMappingsDeviceInput.Clear();
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switch( EDIT_MODE.GetValue() )
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{
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case EditMode_Practice:
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_PREV_MEASURE][0] = DeviceInput(DEVICE_JOY1, JOY_HAT_UP);
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m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_PREV_MEASURE][0] = GAME_BUTTON_UP;
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_NEXT_MEASURE][0] = DeviceInput(DEVICE_JOY1, JOY_HAT_DOWN);
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m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_NEXT_MEASURE][0] = GAME_BUTTON_DOWN;
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break;
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default:
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_UP_LINE][0] = DeviceInput(DEVICE_JOY1, JOY_HAT_UP);
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m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_UP_LINE][0] = GAME_BUTTON_UP;
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_DOWN_LINE][0] = DeviceInput(DEVICE_JOY1, JOY_HAT_DOWN);
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m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_DOWN_LINE][0] = GAME_BUTTON_DOWN;
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break;
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}
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// Map these to the triggers: L goes up, R goes down.
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_UP_PAGE][0] = DeviceInput(DEVICE_JOY1, JOY_BUTTON_7);
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//m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_UP_PAGE][0] = GAME_BUTTON_UPLEFT;
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_DOWN_PAGE][0] = DeviceInput(DEVICE_JOY1, JOY_BUTTON_8);
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//m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_DOWN_PAGE][0] = GAME_BUTTON_UPRIGHT;
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}
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#else
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void ScreenEdit::InitEditMappings()
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{
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m_EditMappingsDeviceInput.Clear();
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@@ -268,7 +239,7 @@ void ScreenEdit::InitEditMappings()
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_RIGHT_SIDE][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RALT);
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_LAY_ROLL][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT);
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// m_EditMappingsDeviceInput.button[EDIT_BUTTON_LAY_TAP_ATTACK][0] = DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT);
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_CYCLE_TAP_LEFT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cn);
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_CYCLE_TAP_RIGHT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cm);
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@@ -291,7 +262,7 @@ void ScreenEdit::InitEditMappings()
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m_EditMappingsMenuButton.button[EDIT_BUTTON_OPEN_EDIT_MENU][1] = GAME_BUTTON_BACK;
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_AREA_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ENTER);
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_INPUT_HELP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F1);
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cb);
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m_EditMappingsDeviceInput.hold[EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LALT);
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m_EditMappingsDeviceInput.hold[EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RALT);
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@@ -309,7 +280,7 @@ void ScreenEdit::InitEditMappings()
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_ADJUST_FINE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_RALT);
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_ADJUST_FINE][1] = DeviceInput(DEVICE_KEYBOARD, KEY_LALT);
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_SAVE][1] = DeviceInput(DEVICE_KEYBOARD, KEY_Cs);
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#if defined(MACOSX)
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/* use cmd */
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@@ -322,10 +293,10 @@ void ScreenEdit::InitEditMappings()
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#endif
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_UNDO][1] = DeviceInput(DEVICE_KEYBOARD, KEY_Cu);
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// Switch players, if it makes sense to do so.
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m_EditMappingsDeviceInput.button[EDIT_BUTTON_SWITCH_PLAYERS][0] = DeviceInput(DEVICE_KEYBOARD, KEY_SLASH);
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m_PlayMappingsDeviceInput.button[EDIT_BUTTON_RETURN_TO_EDIT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC);
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m_PlayMappingsMenuButton.button[EDIT_BUTTON_RETURN_TO_EDIT][1] = GAME_BUTTON_BACK;
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@@ -346,8 +317,6 @@ void ScreenEdit::InitEditMappings()
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m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_UNDO][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cu);
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}
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#endif
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/* Given a DeviceInput that was just depressed, return an active edit function. */
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EditButton ScreenEdit::DeviceToEdit( const DeviceInput &DeviceI ) const
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{
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