remove xbox support; it doesn't work, and it'd take too much effort to get it working again

This commit is contained in:
AJ Kelly
2011-03-19 19:28:57 -05:00
parent 22b7b34897
commit cf81f8cc3b
61 changed files with 75 additions and 5528 deletions
+5 -36
View File
@@ -94,35 +94,6 @@ static const char *EditStateNames[] = {
XToString( EditState );
LuaXType( EditState );
#if defined(XBOX)
void ScreenEdit::InitEditMappings()
{
/* XXX: fill this in */
m_EditMappingsDeviceInput.Clear();
switch( EDIT_MODE.GetValue() )
{
case EditMode_Practice:
m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_PREV_MEASURE][0] = DeviceInput(DEVICE_JOY1, JOY_HAT_UP);
m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_PREV_MEASURE][0] = GAME_BUTTON_UP;
m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_NEXT_MEASURE][0] = DeviceInput(DEVICE_JOY1, JOY_HAT_DOWN);
m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_NEXT_MEASURE][0] = GAME_BUTTON_DOWN;
break;
default:
m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_UP_LINE][0] = DeviceInput(DEVICE_JOY1, JOY_HAT_UP);
m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_UP_LINE][0] = GAME_BUTTON_UP;
m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_DOWN_LINE][0] = DeviceInput(DEVICE_JOY1, JOY_HAT_DOWN);
m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_DOWN_LINE][0] = GAME_BUTTON_DOWN;
break;
}
// Map these to the triggers: L goes up, R goes down.
m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_UP_PAGE][0] = DeviceInput(DEVICE_JOY1, JOY_BUTTON_7);
//m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_UP_PAGE][0] = GAME_BUTTON_UPLEFT;
m_EditMappingsDeviceInput.button[EDIT_BUTTON_SCROLL_DOWN_PAGE][0] = DeviceInput(DEVICE_JOY1, JOY_BUTTON_8);
//m_EditMappingsMenuButton.button[EDIT_BUTTON_SCROLL_DOWN_PAGE][0] = GAME_BUTTON_UPRIGHT;
}
#else
void ScreenEdit::InitEditMappings()
{
m_EditMappingsDeviceInput.Clear();
@@ -268,7 +239,7 @@ void ScreenEdit::InitEditMappings()
m_EditMappingsDeviceInput.button[EDIT_BUTTON_RIGHT_SIDE][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RALT);
m_EditMappingsDeviceInput.button[EDIT_BUTTON_LAY_ROLL][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT);
// m_EditMappingsDeviceInput.button[EDIT_BUTTON_LAY_TAP_ATTACK][0] = DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT);
m_EditMappingsDeviceInput.button[EDIT_BUTTON_CYCLE_TAP_LEFT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cn);
m_EditMappingsDeviceInput.button[EDIT_BUTTON_CYCLE_TAP_RIGHT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cm);
@@ -291,7 +262,7 @@ void ScreenEdit::InitEditMappings()
m_EditMappingsMenuButton.button[EDIT_BUTTON_OPEN_EDIT_MENU][1] = GAME_BUTTON_BACK;
m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_AREA_MENU][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ENTER);
m_EditMappingsDeviceInput.button[EDIT_BUTTON_OPEN_INPUT_HELP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_F1);
m_EditMappingsDeviceInput.button[EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cb);
m_EditMappingsDeviceInput.hold[EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LALT);
m_EditMappingsDeviceInput.hold[EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RALT);
@@ -309,7 +280,7 @@ void ScreenEdit::InitEditMappings()
m_EditMappingsDeviceInput.button[EDIT_BUTTON_ADJUST_FINE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_RALT);
m_EditMappingsDeviceInput.button[EDIT_BUTTON_ADJUST_FINE][1] = DeviceInput(DEVICE_KEYBOARD, KEY_LALT);
m_EditMappingsDeviceInput.button[EDIT_BUTTON_SAVE][1] = DeviceInput(DEVICE_KEYBOARD, KEY_Cs);
#if defined(MACOSX)
/* use cmd */
@@ -322,10 +293,10 @@ void ScreenEdit::InitEditMappings()
#endif
m_EditMappingsDeviceInput.button[EDIT_BUTTON_UNDO][1] = DeviceInput(DEVICE_KEYBOARD, KEY_Cu);
// Switch players, if it makes sense to do so.
m_EditMappingsDeviceInput.button[EDIT_BUTTON_SWITCH_PLAYERS][0] = DeviceInput(DEVICE_KEYBOARD, KEY_SLASH);
m_PlayMappingsDeviceInput.button[EDIT_BUTTON_RETURN_TO_EDIT][0] = DeviceInput(DEVICE_KEYBOARD, KEY_ESC);
m_PlayMappingsMenuButton.button[EDIT_BUTTON_RETURN_TO_EDIT][1] = GAME_BUTTON_BACK;
@@ -346,8 +317,6 @@ void ScreenEdit::InitEditMappings()
m_RecordPausedMappingsDeviceInput.button[EDIT_BUTTON_UNDO][0] = DeviceInput(DEVICE_KEYBOARD, KEY_Cu);
}
#endif
/* Given a DeviceInput that was just depressed, return an active edit function. */
EditButton ScreenEdit::DeviceToEdit( const DeviceInput &DeviceI ) const
{