remove xbox support; it doesn't work, and it'd take too much effort to get it working again
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@@ -240,28 +240,6 @@ void ScreenMapControllers::Input( const InputEventPlus &input )
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int button = input.DeviceI.button;
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#ifdef _XBOX
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if( m_WaitingForPress.IsZero() && input.DeviceI.device == DEVICE_JOY1 )
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{
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// map the xbox controller buttons to the keyboard equivalents
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if( input.DeviceI.button == JOY_HAT_LEFT )
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button = KEY_LEFT;
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else if( input.DeviceI.button == JOY_HAT_RIGHT )
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button = KEY_RIGHT;
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else if( input.DeviceI.button == JOY_HAT_UP )
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button = KEY_UP;
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else if( input.DeviceI.button == JOY_HAT_DOWN )
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button = KEY_DOWN;
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else if( input.DeviceI.button == JOY_AUX_1 )
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button = KEY_ENTER;
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else if( input.DeviceI.button == JOY_AUX_2 )
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button = KEY_ESC;
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else if( input.DeviceI.button == JOY_BUTTON_1 || input.DeviceI.button == JOY_BUTTON_2 ||
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input.DeviceI.button == JOY_BUTTON_3 || input.DeviceI.button == JOY_BUTTON_4 )
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button = KEY_DEL;
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}
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#endif
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/* TRICKY: Some adapters map the PlayStation digital d-pad to both axes and
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* buttons. We want buttons to be used for any mappings where possible
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* because presses of buttons aren't mutually exclusive and presses of axes
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@@ -293,11 +271,7 @@ void ScreenMapControllers::Input( const InputEventPlus &input )
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m_DeviceIToMap = input.DeviceI;
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}
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}
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#ifdef _XBOX
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else if( input.DeviceI.device == DEVICE_JOY1 )
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#else
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else if( input.DeviceI.device == DEVICE_KEYBOARD )
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#endif
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{
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switch( button )
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{
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@@ -310,10 +284,8 @@ void ScreenMapControllers::Input( const InputEventPlus &input )
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* pressed up on the joypad. */
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case KEY_DEL:
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#ifndef _XBOX
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case KEY_SPACE:
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case KEY_BACK: // Clear the selected input mapping.
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#endif
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if( m_iCurButton == (int) m_KeysToMap.size() )
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break; // on exit
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