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Correct comment, rename array
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@@ -133,7 +133,7 @@ void CustomButtonMappingScreen::CreateViews() {
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memset(array, 0, sizeof(array));
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cfg = &g_Config.CustomButton[id_];
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show = &g_Config.touchCustom[id_].show;
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for (int i = 0; i < ARRAY_SIZE(customKeyList); i++)
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for (int i = 0; i < ARRAY_SIZE(g_customKeyList); i++)
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array[i] = (0x01 == ((g_Config.CustomButton[id_].key >> i) & 0x01));
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leftColumn->Add(new ButtonPreview(g_Config.iTouchButtonStyle == 0 ? customKeyShapes[cfg->shape].i : customKeyShapes[cfg->shape].l,
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@@ -183,7 +183,7 @@ void CustomButtonMappingScreen::CreateViews() {
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GridLayout *grid = vertLayout->Add(new GridLayout(gridsettings, new LayoutParams(FILL_PARENT, WRAP_CONTENT)));
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// Button image and action are defined in GamepadEmu.h
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for (int i = 0; i < ARRAY_SIZE(customKeyList); ++i) {
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for (int i = 0; i < ARRAY_SIZE(g_customKeyList); ++i) {
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LinearLayout *row = new LinearLayout(ORIENT_HORIZONTAL, new LinearLayoutParams(FILL_PARENT, WRAP_CONTENT));
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row->SetSpacing(0);
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@@ -191,10 +191,10 @@ void CustomButtonMappingScreen::CreateViews() {
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row->Add(checkbox);
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Choice *choice;
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if (customKeyList[i].i.isValid()) {
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choice = new Choice(customKeyList[i].i, new LinearLayoutParams(1.0f));
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if (g_customKeyList[i].i.isValid()) {
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choice = new Choice(g_customKeyList[i].i, new LinearLayoutParams(1.0f));
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} else {
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choice = new Choice(mc->T(KeyMap::GetPspButtonNameCharPointer(customKeyList[i].c)), new LinearLayoutParams(1.0f));
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choice = new Choice(mc->T(KeyMap::GetPspButtonNameCharPointer(g_customKeyList[i].c)), new LinearLayoutParams(1.0f));
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}
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ChoiceEventHandler *choiceEventHandler = new ChoiceEventHandler(checkbox);
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@@ -207,9 +207,9 @@ void CustomButtonMappingScreen::CreateViews() {
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}
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}
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static uint64_t arrayToInt(const bool ary[ARRAY_SIZE(CustomKeyData::customKeyList)]) {
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static uint64_t arrayToInt(const bool ary[ARRAY_SIZE(CustomKeyData::g_customKeyList)]) {
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uint64_t value = 0;
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for (int i = ARRAY_SIZE(CustomKeyData::customKeyList)-1; i >= 0; i--) {
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for (int i = ARRAY_SIZE(CustomKeyData::g_customKeyList)-1; i >= 0; i--) {
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value |= ary[i] ? 1 : 0;
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if (i > 0) {
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value = value << 1;
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