remove xbox support; it doesn't work, and it'd take too much effort to get it working again

This commit is contained in:
AJ Kelly
2011-03-19 19:28:57 -05:00
parent 22b7b34897
commit cf81f8cc3b
61 changed files with 75 additions and 5528 deletions
-28
View File
@@ -240,28 +240,6 @@ void ScreenMapControllers::Input( const InputEventPlus &input )
int button = input.DeviceI.button;
#ifdef _XBOX
if( m_WaitingForPress.IsZero() && input.DeviceI.device == DEVICE_JOY1 )
{
// map the xbox controller buttons to the keyboard equivalents
if( input.DeviceI.button == JOY_HAT_LEFT )
button = KEY_LEFT;
else if( input.DeviceI.button == JOY_HAT_RIGHT )
button = KEY_RIGHT;
else if( input.DeviceI.button == JOY_HAT_UP )
button = KEY_UP;
else if( input.DeviceI.button == JOY_HAT_DOWN )
button = KEY_DOWN;
else if( input.DeviceI.button == JOY_AUX_1 )
button = KEY_ENTER;
else if( input.DeviceI.button == JOY_AUX_2 )
button = KEY_ESC;
else if( input.DeviceI.button == JOY_BUTTON_1 || input.DeviceI.button == JOY_BUTTON_2 ||
input.DeviceI.button == JOY_BUTTON_3 || input.DeviceI.button == JOY_BUTTON_4 )
button = KEY_DEL;
}
#endif
/* 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
@@ -293,11 +271,7 @@ void ScreenMapControllers::Input( const InputEventPlus &input )
m_DeviceIToMap = input.DeviceI;
}
}
#ifdef _XBOX
else if( input.DeviceI.device == DEVICE_JOY1 )
#else
else if( input.DeviceI.device == DEVICE_KEYBOARD )
#endif
{
switch( button )
{
@@ -310,10 +284,8 @@ void ScreenMapControllers::Input( const InputEventPlus &input )
* pressed up on the joypad. */
case KEY_DEL:
#ifndef _XBOX
case KEY_SPACE:
case KEY_BACK: // Clear the selected input mapping.
#endif
if( m_iCurButton == (int) m_KeysToMap.size() )
break; // on exit