Revert "(Menu) Analog to Dpad binds now get used for menu navigation when one" -

this code is messed up - we need to come up with a good way to allow analog
movement in the menu to be the same as the D-pad without affecting the
input of the main game
This reverts commit 0280fc769bca72617021db4380d546d91c27f90e.
This commit is contained in:
twinaphex 2014-05-14 03:47:11 +02:00
parent 0280fc769b
commit 6fd5248fa6

View File

@ -478,7 +478,7 @@ bool menu_iterate(void *data)
static bool initial_held = true;
static bool first_held = false;
uint64_t input_state;
int32_t input_entry_ret, ret, i;
int32_t input_entry_ret, ret;
rgui_handle_t *rgui;
input_state = 0;
@ -496,13 +496,6 @@ bool menu_iterate(void *data)
rgui->old_input_state |= 1ULL << RARCH_MENU_TOGGLE;
}
// Update binds for analog dpad modes.
for (i = 0; i < MAX_PLAYERS; i++)
{
input_push_analog_dpad(g_settings.input.binds[i], g_settings.input.analog_dpad_mode[i]);
input_push_analog_dpad(g_settings.input.autoconf_binds[i], g_settings.input.analog_dpad_mode[i]);
}
rarch_input_poll();
rarch_check_block_hotkey();
#ifdef HAVE_OVERLAY
@ -607,12 +600,6 @@ bool menu_iterate(void *data)
}
}
for (i = 0; i < MAX_PLAYERS; i++)
{
input_pop_analog_dpad(g_settings.input.binds[i]);
input_pop_analog_dpad(g_settings.input.autoconf_binds[i]);
}
if (ret || input_entry_ret)
return false;