ControllerInterface: Remove unused ClearInputState

This commit is contained in:
Jasper St. Pierre 2014-11-13 00:56:32 -08:00
parent 367a42dcfd
commit 61fcfc4bf2
7 changed files with 3 additions and 36 deletions

View File

@ -148,9 +148,6 @@ bool ControllerInterface::UpdateInput()
{ {
if (d->UpdateInput()) if (d->UpdateInput())
++ok_count; ++ok_count;
//else
// disabled. it might be causing problems
//(*d)->ClearInputState();
} }
return (m_devices.size() == ok_count); return (m_devices.size() == ok_count);

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@ -149,7 +149,9 @@ Joystick::Joystick( /*const LPCDIDEVICEINSTANCE lpddi, */const LPDIRECTINPUTDEVI
InitForceFeedback(m_device, (int)objects.size()); InitForceFeedback(m_device, (int)objects.size());
} }
ClearInputState(); ZeroMemory(&m_state_in, sizeof(m_state_in));
// set hats to center
memset(m_state_in.rgdwPOV, 0xFF, sizeof(m_state_in.rgdwPOV));
} }
Joystick::~Joystick() Joystick::~Joystick()
@ -158,13 +160,6 @@ Joystick::~Joystick()
m_device->Release(); m_device->Release();
} }
void Joystick::ClearInputState()
{
ZeroMemory(&m_state_in, sizeof(m_state_in));
// set hats to center
memset(m_state_in.rgdwPOV, 0xFF, sizeof(m_state_in.rgdwPOV));
}
std::string Joystick::GetName() const std::string Joystick::GetName() const
{ {
return GetDeviceName(m_device); return GetDeviceName(m_device);

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@ -54,8 +54,6 @@ private:
public: public:
bool UpdateInput(); bool UpdateInput();
void ClearInputState();
Joystick(const LPDIRECTINPUTDEVICE8 device, const unsigned int index); Joystick(const LPDIRECTINPUTDEVICE8 device, const unsigned int index);
~Joystick(); ~Joystick();

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@ -66,20 +66,6 @@ Device::Output* Device::FindOutput(const std::string &name) const
return nullptr; return nullptr;
} }
//
// Device :: ClearInputState
//
// Device classes should override this function
// ControllerInterface will call this when the device returns failure during UpdateInput
// used to try to set all buttons and axes to their default state when user unplugs a gamepad during play
// buttons/axes that were held down at the time of unplugging should be seen as not pressed after unplugging
//
void Device::ClearInputState()
{
// this is going to be called for every UpdateInput call that fails
// kinda slow but, w/e, should only happen when user unplugs a device while playing
}
bool Device::Control::InputGateOn() bool Device::Control::InputGateOn()
{ {
if (SConfig::GetInstance().m_BackgroundInput) if (SConfig::GetInstance().m_BackgroundInput)

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@ -103,8 +103,6 @@ public:
virtual bool UpdateInput() { return true; } virtual bool UpdateInput() { return true; }
virtual bool UpdateOutput() { return true; } virtual bool UpdateOutput() { return true; }
virtual void ClearInputState();
const std::vector<Input*>& Inputs() const { return m_inputs; } const std::vector<Input*>& Inputs() const { return m_inputs; }
const std::vector<Output*>& Outputs() const { return m_outputs; } const std::vector<Output*>& Outputs() const { return m_outputs; }

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@ -165,11 +165,6 @@ Device::Device(const XINPUT_CAPABILITIES& caps, u8 index)
AddOutput(new Motor(i, (&m_state_out.wLeftMotorSpeed)[i], 65535)); AddOutput(new Motor(i, (&m_state_out.wLeftMotorSpeed)[i], 65535));
} }
ClearInputState();
}
void Device::ClearInputState()
{
ZeroMemory(&m_state_in, sizeof(m_state_in)); ZeroMemory(&m_state_in, sizeof(m_state_in));
} }

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@ -76,8 +76,6 @@ public:
bool UpdateInput(); bool UpdateInput();
bool UpdateOutput(); bool UpdateOutput();
void ClearInputState();
Device(const XINPUT_CAPABILITIES& capabilities, u8 index); Device(const XINPUT_CAPABILITIES& capabilities, u8 index);
std::string GetName() const; std::string GetName() const;