diff --git a/stepmania/src/ScreenMapControllers.cpp b/stepmania/src/ScreenMapControllers.cpp index 7dc22836b1..33503293f6 100644 --- a/stepmania/src/ScreenMapControllers.cpp +++ b/stepmania/src/ScreenMapControllers.cpp @@ -196,22 +196,14 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy #endif // - // TRICKY: This eliminates the need for a separate "ignore joy axes" - // preference. Some adapters map the PlayStation digital d-pad to - // both axes and buttons. We want buttons to be used for - // any mappings where possible because presses of buttons aren't mutually - // exclusive and presses of axes are (e.g. can't read presses of both Left and - // Right simultaneously). So, when the user presses a button, we'll wait - // until the next Update before adding a mapping so that we get a chance - // to see all input events the user's press of a panel. This screen will be - // receive input events for joystick axes presses first, then the input events - // for button presses. We'll use the last input event received in the same - // Update so that a button presses are favored for mapping over axis presses. + // TRICKY: Some adapters map the PlayStation digital d-pad to both axes and + // buttons. We want buttons to be used for any mappings where possible because + // presses of buttons aren't mutually exclusive and presses of axes are (e.g. + // can't read presses of both Left and Right simultaneously). So, when the user + // presses a button, we'll wait until the next Update before adding a mapping so + // that we get a chance to see all input events the user's press of a panel. + // Prefer non-axis events over axis events. // - - /* We can't do that: it assumes that button presses are always received after - * corresponding axis events. We need to check and explicitly prefer non-axis events - * over axis events. */ if( m_iWaitingForPress ) { /* Don't allow function keys to be mapped. */