Remove some no longer used xinput stuff.

This commit is contained in:
Unknown W. Brackets
2013-07-06 23:16:36 -07:00
parent a37a6a8d54
commit 3e634e7677
3 changed files with 0 additions and 75 deletions
-73
View File
@@ -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;
}