cleanup: flatten dead branches in common app and ui code

This commit is contained in:
MatthewBeshay
2026-03-26 20:18:29 +11:00
parent 1fecbf297a
commit f19563bbd7
154 changed files with 297 additions and 15903 deletions

View File

@@ -14,9 +14,6 @@ UIScene_AbstractContainerMenu::UIScene_AbstractContainerMenu(
// success or fail
ui.OverrideSFX(m_iPad, ACTION_MENU_A, true);
ui.OverrideSFX(m_iPad, ACTION_MENU_OK, true);
#if 0
ui.OverrideSFX(m_iPad, ACTION_MENU_TOUCHPAD_PRESS, true);
#endif
ui.OverrideSFX(m_iPad, ACTION_MENU_X, true);
ui.OverrideSFX(m_iPad, ACTION_MENU_Y, true);
ui.OverrideSFX(m_iPad, ACTION_MENU_LEFT_SCROLL, true);
@@ -58,9 +55,6 @@ void UIScene_AbstractContainerMenu::handleDestroy() {
ui.OverrideSFX(m_iPad, ACTION_MENU_A, false);
ui.OverrideSFX(m_iPad, ACTION_MENU_OK, false);
#if 0
ui.OverrideSFX(m_iPad, ACTION_MENU_TOUCHPAD_PRESS, false);
#endif
ui.OverrideSFX(m_iPad, ACTION_MENU_X, false);
ui.OverrideSFX(m_iPad, ACTION_MENU_Y, false);
ui.OverrideSFX(m_iPad, ACTION_MENU_LEFT_SCROLL, false);
@@ -113,21 +107,6 @@ void UIScene_AbstractContainerMenu::PlatformInitialize(int iPad,
m_fPanelMinY = fPanelY;
m_fPanelMaxY = fPanelY + fPanelHeight;
#if 0
// we need to map the touchpad rectangle to the UI rectangle. While it works
// great for the creative menu, it is much too sensitive for the smaller
// menus.
// X coordinate of the touch point (0 to 1919)
// Y coordinate of the touch point (0 to 941: DUALSHOCK®4 wireless
// controllers and the CUH-ZCT1J/CAP-ZCT1J/CAP-ZCT1U controllers for the
// PlayStation®4 development tool, 0 to 753: JDX-1000x series controllers
// for the PlayStation®4 development tool,)
m_fTouchPadMulX = fPanelWidth / 1919.0f;
m_fTouchPadMulY = fPanelHeight / 941.0f;
m_fTouchPadDeadZoneX = 15.0f * m_fTouchPadMulX;
m_fTouchPadDeadZoneY = 15.0f * m_fTouchPadMulY;
#endif
// 4J-PB - need to limit this in splitscreen
if (app.GetLocalPlayerCount() > 1) {
@@ -172,7 +151,7 @@ void UIScene_AbstractContainerMenu::PlatformInitialize(int iPad,
IggyEventResult result;
IggyPlayerDispatchEventRS(getMovie(), &mouseEvent, &result);
#ifdef USE_POINTER_ACCEL
#if defined(USE_POINTER_ACCEL)
m_fPointerVelX = 0.0f;
m_fPointerVelY = 0.0f;
m_fPointerAccelX = 0.0f;
@@ -193,10 +172,6 @@ void UIScene_AbstractContainerMenu::tick() {
IggyMakeEventMouseMove(&mouseEvent, x, y);
// 4J Stu - This seems to be broken on Durango, so do it ourself
#if 0
// mouseEvent.x = x;
// mouseEvent.y = y;
#endif
IggyEventResult result;
IggyPlayerDispatchEventRS(getMovie(), &mouseEvent, &result);