Treat the keyboard and pads differently.

We basically never want two pads active at once, but keyboard is
different.  So, they need to be treated differently.

Fixes #1212.
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Unknown W. Brackets committed 2013-04-07 18:42:23 -07:00
1 parent 5427f20b90
commit dcd2c26214
7 files changed
+15 -9

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@@ -55,9 +55,7 @@ int XinputDevice::UpdateState(InputState &input_state) {
// If there's an XInput pad, skip following pads. This prevents DInput and XInput
// from colliding.
if (left.x != 0.0f || left.y != 0.0f)
return UPDATESTATE_SKIP_NEXT;
return 0;
return UPDATESTATE_SKIP_PAD;
} else {
// wait check_delay frames before polling the controller again
this->gamepad_idx = -1;