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

@@ -125,9 +125,6 @@ void UIScene_SignEntryMenu::handleInput(int iPad, int key, bool repeat,
}
break;
case ACTION_MENU_OK:
#if 0
case ACTION_MENU_TOUCHPAD_PRESS:
#endif
case ACTION_MENU_UP:
case ACTION_MENU_DOWN:
sendInputToMovie(key, repeat, pressed, released);
@@ -161,49 +158,17 @@ void UIScene_SignEntryMenu::handlePress(F64 controlId, F64 childId) {
case eControl_Line4: {
m_iEditingLine = (int)controlId;
m_bIgnoreInput = true;
#if 0
// 4J-PB - Xbox One uses the Windows virtual keyboard, and doesn't
// have the Xbox 360 Latin keyboard type, so we can't restrict the
// input set to alphanumeric. The closest we get is the
// emailSmtpAddress type.
int language = XGetLanguage();
switch (language) {
case XC_LANGUAGE_JAPANESE:
case XC_LANGUAGE_KOREAN:
case XC_LANGUAGE_TCHINESE:
InputManager.RequestKeyboard(
app.GetString(IDS_SIGN_TITLE),
m_textInputLines[m_iEditingLine].getLabel(), m_iPad, 15,
&UIScene_SignEntryMenu::KeyboardCompleteCallback, this,
C_4JInput::EKeyboardMode_Email);
break;
default:
InputManager.RequestKeyboard(
app.GetString(IDS_SIGN_TITLE),
m_textInputLines[m_iEditingLine].getLabel(), m_iPad, 15,
&UIScene_SignEntryMenu::KeyboardCompleteCallback, this,
C_4JInput::EKeyboardMode_Alphabet);
break;
}
#else
InputManager.RequestKeyboard(
app.GetString(IDS_SIGN_TITLE),
m_textInputLines[m_iEditingLine].getLabel(), m_iPad, 15,
&UIScene_SignEntryMenu::KeyboardCompleteCallback, this,
C_4JInput::EKeyboardMode_Alphabet);
#endif
} break;
}
}
void UIScene_SignEntryMenu::handleDestroy() {
#if 0
app.DebugPrintf("missing InputManager.DestroyKeyboard on Vita !!!!!!\n");
#endif
// another player destroyed the anvil, so shut down the keyboard if it is
// displayed
#if (0 || 0 || 0)
InputManager.DestroyKeyboard();
#endif
}