remove ugly "JoytechInput" stuff that was never actually implemented
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@@ -65,44 +65,11 @@ void InputFilter::ButtonPressed( DeviceInput di, bool Down )
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m_BeingHeld[di.device][di.button] = Down;
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m_fSecsHeld[di.device][di.button] = 0;
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#if 0
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if( 1 ) // PREFSMAN->m_bJoytechInput && di.IsJoystick() )
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{
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/* If this is a release of the right button, force it down for a little while, so
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* the axis motion has a chance to come in before we register the right arrow release. */
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const int RightButton = 'd';//JOY_13;
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// const int LeftButton = 'a';//JOY_15;
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if( !Down && di.button == RightButton )
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{
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LOG->Trace("temp force d");
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ForceKey( DeviceInput(di.device, RightButton), 1 );
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}
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}
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#endif
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if( WasBeingPressed != IsBeingPressed(di) )
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{
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InputEventType iet = IsBeingPressed(di)? IET_FIRST_PRESS:IET_RELEASE;
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queue.push_back( InputEvent(di,iet) );
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}
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#if 0
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if( 1 ) // PREFSMAN->m_bJoytechInput && di.IsJoystick() )
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{
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const int RightButton = 'd';//JOY_13;
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const int LeftButton = 'a';//JOY_15;
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bool NeedToForceBothButtons =
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IsBeingPressed( DeviceInput(di.device, 'e'/*JOY_RIGHT*/) ) &&
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!IsBeingPressed( DeviceInput(di.device, RightButton) );
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LOG->Trace("--- %i", NeedToForceBothButtons );
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if( NeedToForceBothButtons )
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{
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ForceKey( DeviceInput(di.device, RightButton), 0 );
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ForceKey( DeviceInput(di.device, LeftButton), 0 );
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} else {
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StopForcingKey( DeviceInput(di.device, RightButton) );
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StopForcingKey( DeviceInput(di.device, LeftButton) );
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}
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}
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#endif
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}
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/* Force a key down. Duration is the amount of time to force the key, or 0 to force
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@@ -158,14 +125,6 @@ void InputFilter::ResetDevice( InputDevice dev )
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void InputFilter::Update(float fDeltaTime)
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{
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// static float AutoStartTime=0;
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// AutoStartTime -= fDeltaTime;
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// if( AutoStartTime <= 0 )
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// {
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// AutoStartTime = 0.5f;
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// ButtonPressed( DeviceInput(DEVICE_KEYBOARD, 'a'), true );
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// ButtonPressed( DeviceInput(DEVICE_KEYBOARD, 'a'), false );
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// }
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RageTimer now;
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// Constructing the DeviceInput inside the nested loops caues terrible
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