diff --git a/Windows/WndMainWindow.cpp b/Windows/WndMainWindow.cpp index 437a3fcc21..e97ef8da7a 100644 --- a/Windows/WndMainWindow.cpp +++ b/Windows/WndMainWindow.cpp @@ -53,7 +53,6 @@ BOOL g_bFullScreen = FALSE; static RECT g_normalRC = {0}; extern bool g_TakeScreenshot; extern InputState input_state; -extern const char * getXinputButtonName(unsigned int button); #define TIMER_CURSORUPDATE 1 #define TIMER_CURSORMOVEUPDATE 2 #define CURSORUPDATE_INTERVAL_MS 50 diff --git a/Windows/XinputDevice.cpp b/Windows/XinputDevice.cpp index 463b93f06e..46fc86f151 100644 --- a/Windows/XinputDevice.cpp +++ b/Windows/XinputDevice.cpp @@ -138,41 +138,6 @@ static Stick NormalizedDeadzoneFilter(short x, short y) { return s; } - -struct xinput_button_name { - unsigned int button; - char name[10]; -}; - -const xinput_button_name xinput_name_map[] = { - {XBOX_CODE_LEFTTRIGGER, "LT"}, - {XBOX_CODE_RIGHTTRIGGER, "RT"}, - {XINPUT_GAMEPAD_A, "A"}, - {XINPUT_GAMEPAD_B, "B"}, - {XINPUT_GAMEPAD_X, "X"}, - {XINPUT_GAMEPAD_Y, "Y"}, - {XINPUT_GAMEPAD_BACK, "Back"}, - {XINPUT_GAMEPAD_START, "Start"}, - {XINPUT_GAMEPAD_LEFT_SHOULDER, "LB"}, - {XINPUT_GAMEPAD_RIGHT_SHOULDER, "RB"}, - {XINPUT_GAMEPAD_LEFT_THUMB, "LThumb"}, - {XINPUT_GAMEPAD_RIGHT_THUMB, "RThumb"}, - {XINPUT_GAMEPAD_DPAD_UP, "Up"}, - {XINPUT_GAMEPAD_DPAD_DOWN, "Down"}, - {XINPUT_GAMEPAD_DPAD_LEFT, "Left"}, - {XINPUT_GAMEPAD_DPAD_RIGHT, "Right"}, -}; - -static const int xbutton_name_map_size = sizeof(xinput_name_map) / sizeof(xinput_button_name); - -const char * getXinputButtonName(unsigned int button) { - for (int i = 0; i < xbutton_name_map_size; i++) { - if (xinput_name_map[i].button == button) - return xinput_name_map[i].name; - } - return 0; -} - void XinputDevice::ApplyButtons(XINPUT_STATE &state, InputState &input_state) { u32 buttons = state.Gamepad.wButtons; // Simulate some extra buttons from axes. This should be done elsewhere really. @@ -236,41 +201,3 @@ void XinputDevice::ApplyButtons(XINPUT_STATE &state, InputState &input_state) { } } } - -int XinputDevice::UpdateRawStateSingle(RawInputState &rawState) -{ - if (g_Config.iForceInputDevice > 0) return -1; - - XINPUT_STATE state; - ZeroMemory( &state, sizeof(XINPUT_STATE) ); - - DWORD dwResult; - if (this->gamepad_idx >= 0) - dwResult = XInputGetState( this->gamepad_idx, &state ); - else { - // use the first gamepad that responds - for (int i = 0; i < XUSER_MAX_COUNT; i++) { - dwResult = XInputGetState( i, &state ); - if (dwResult == ERROR_SUCCESS) { - this->gamepad_idx = i; - break; - } - } - } - - if ( dwResult == ERROR_SUCCESS ) { - for (UINT bit = XINPUT_GAMEPAD_DPAD_UP; bit <= XINPUT_GAMEPAD_Y; bit <<= 1) { - if (state.Gamepad.wButtons & bit) { - rawState.button = bit; - break; - } - } - if (state.Gamepad.bLeftTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) { - rawState.button = XBOX_CODE_LEFTTRIGGER; - } else if (state.Gamepad.bRightTrigger > XINPUT_GAMEPAD_TRIGGER_THRESHOLD) { - rawState.button = XBOX_CODE_RIGHTTRIGGER; - } - return TRUE; - } - return FALSE; -} diff --git a/Windows/XinputDevice.h b/Windows/XinputDevice.h index 1693a5ada6..9ef1ae0b70 100644 --- a/Windows/XinputDevice.h +++ b/Windows/XinputDevice.h @@ -11,7 +11,6 @@ public: XinputDevice(); virtual int UpdateState(InputState &input_state); virtual bool IsPad() { return true; } - int UpdateRawStateSingle(RawInputState &rawState); private: void ApplyButtons(XINPUT_STATE &state, InputState &input_state); int gamepad_idx;