whitespace/comment cleanup
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@@ -262,21 +262,19 @@ void ScreenMapControllers::Input( const InputEventPlus &input )
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}
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}
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#endif
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#endif
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//
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/* TRICKY: Some adapters map the PlayStation digital d-pad to both axes and
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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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// buttons. We want buttons to be used for any mappings where possible because
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* because presses of buttons aren't mutually exclusive and presses of axes
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// presses of buttons aren't mutually exclusive and presses of axes are (e.g.
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* are (e.g. can't read presses of both Left and Right simultaneously). So,
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// can't read presses of both Left and Right simultaneously). So, when the user
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* when the user presses a button, we'll wait until the next Update before
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// presses a button, we'll wait until the next Update before adding a mapping so
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* adding a mapping so that we get a chance to see all input events the
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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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* user's press of a panel. Prefer non-axis events over axis events. */
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// Prefer non-axis events over axis events.
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//
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if( !m_WaitingForPress.IsZero() )
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if( !m_WaitingForPress.IsZero() )
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{
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{
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if( input.type != IET_FIRST_PRESS )
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if( input.type != IET_FIRST_PRESS )
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return;
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return;
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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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if( input.DeviceI.device == DEVICE_KEYBOARD && (input.DeviceI.button >= KEY_F1 && input.DeviceI.button <= KEY_F12) )
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if( input.DeviceI.device == DEVICE_KEYBOARD && (input.DeviceI.button >= KEY_F1 && input.DeviceI.button <= KEY_F12) )
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{
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{
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SCREENMAN->SystemMessage( INVALID_BUTTON );
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SCREENMAN->SystemMessage( INVALID_BUTTON );
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@@ -303,9 +301,8 @@ void ScreenMapControllers::Input( const InputEventPlus &input )
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{
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{
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switch( button )
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switch( button )
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{
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{
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/* We only advertise space as doing this, but most games
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/* We only advertise space as doing this, but most games use either delete
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* use either backspace or delete, and I find them more
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* or backspace, and I find them more intuitive, so allow them, too. -gm */
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* intuitive, so allow them, too. -gm */
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/* XXX: For some reason that eludes me, this function gets sent an
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/* XXX: For some reason that eludes me, this function gets sent an
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* KEY_SPACE button press every time the JOY_HAT_UP button is pressed.
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* KEY_SPACE button press every time the JOY_HAT_UP button is pressed.
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@@ -315,7 +312,7 @@ void ScreenMapControllers::Input( const InputEventPlus &input )
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case KEY_DEL:
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case KEY_DEL:
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#ifndef _XBOX
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#ifndef _XBOX
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case KEY_SPACE:
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case KEY_SPACE:
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case KEY_BACK: /* Clear the selected input mapping. */
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case KEY_BACK: // Clear the selected input mapping.
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#endif
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#endif
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if( m_iCurButton == (int) m_KeysToMap.size() )
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if( m_iCurButton == (int) m_KeysToMap.size() )
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break; // on exit
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break; // on exit
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@@ -334,7 +331,7 @@ void ScreenMapControllers::Input( const InputEventPlus &input )
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INPUTMAPPER->SaveMappingsToDisk();
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INPUTMAPPER->SaveMappingsToDisk();
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}
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}
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break;
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break;
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case KEY_LEFT: /* Move the selection left, wrapping up. */
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case KEY_LEFT: // Move the selection left, wrapping up.
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if( m_iCurButton == (int) m_KeysToMap.size() )
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if( m_iCurButton == (int) m_KeysToMap.size() )
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break; // on exit
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break; // on exit
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if( m_iCurSlot == 0 && m_iCurController == 0 )
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if( m_iCurSlot == 0 && m_iCurController == 0 )
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@@ -349,7 +346,7 @@ void ScreenMapControllers::Input( const InputEventPlus &input )
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AfterChangeFocus();
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AfterChangeFocus();
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m_soundChange.Play();
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m_soundChange.Play();
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break;
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break;
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case KEY_RIGHT: /* Move the selection right, wrapping down. */
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case KEY_RIGHT: // Move the selection right, wrapping down.
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if( m_iCurButton == (int) m_KeysToMap.size() )
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if( m_iCurButton == (int) m_KeysToMap.size() )
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break; // on exit
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break; // on exit
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if( m_iCurSlot == NUM_CHANGABLE_SLOTS-1 && m_iCurController == NUM_GameController-1 )
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if( m_iCurSlot == NUM_CHANGABLE_SLOTS-1 && m_iCurController == NUM_GameController-1 )
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@@ -364,7 +361,7 @@ void ScreenMapControllers::Input( const InputEventPlus &input )
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AfterChangeFocus();
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AfterChangeFocus();
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m_soundChange.Play();
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m_soundChange.Play();
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break;
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break;
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case KEY_UP: /* Move the selection up. */
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case KEY_UP: // Move the selection up.
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if( m_iCurButton == 0 )
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if( m_iCurButton == 0 )
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break; // can't go up any more
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break; // can't go up any more
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BeforeChangeFocus();
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BeforeChangeFocus();
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@@ -372,7 +369,7 @@ void ScreenMapControllers::Input( const InputEventPlus &input )
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AfterChangeFocus();
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AfterChangeFocus();
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m_soundChange.Play();
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m_soundChange.Play();
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break;
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break;
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case KEY_DOWN: /* Move the selection down. */
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case KEY_DOWN: // Move the selection down.
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if( m_iCurButton == (int) m_KeysToMap.size() )
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if( m_iCurButton == (int) m_KeysToMap.size() )
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break; // can't go down any more
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break; // can't go down any more
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BeforeChangeFocus();
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BeforeChangeFocus();
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@@ -380,11 +377,11 @@ void ScreenMapControllers::Input( const InputEventPlus &input )
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AfterChangeFocus();
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AfterChangeFocus();
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m_soundChange.Play();
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m_soundChange.Play();
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break;
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break;
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case KEY_ESC: /* Quit the screen. */
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case KEY_ESC: // Quit the screen.
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SCREENMAN->PlayStartSound();
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SCREENMAN->PlayStartSound();
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StartTransitioningScreen( SM_GoToNextScreen );
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StartTransitioningScreen( SM_GoToNextScreen );
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break;
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break;
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case KEY_ENTER: /* Change the selection. */
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case KEY_ENTER: // Change the selection.
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case KEY_KP_ENTER:
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case KEY_KP_ENTER:
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if( m_iCurButton == (int) m_KeysToMap.size() )
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if( m_iCurButton == (int) m_KeysToMap.size() )
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{
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{
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