Remove pad_lstick/rstick/ltrigger/rtrigger.

This commit is contained in:
Unknown W. Brackets 2017-03-13 23:01:50 -07:00
parent 22396ebe8f
commit 94700f287d
4 changed files with 0 additions and 39 deletions

View File

@ -44,10 +44,6 @@ inline static void ExecuteInputPoll() {
// If that becomes an issue, maybe should poll to a copy of inputstate and only hold the lock while
// copying that one to the real one?
std::lock_guard<std::mutex> guard(input_state.lock);
input_state.pad_lstick_x = 0;
input_state.pad_lstick_y = 0;
input_state.pad_rstick_x = 0;
input_state.pad_rstick_y = 0;
if (host && (focused || !g_Config.bGamepadOnlyFocused)) {
host->PollControllers(input_state);
}

View File

@ -672,15 +672,6 @@ extern "C" void Java_org_ppsspp_ppsspp_NativeRenderer_displayRender(JNIEnv *env,
}
if (renderer_inited) {
// TODO: Look into if these locks are a perf loss
{
std::lock_guard<std::mutex> guard(input_state.lock);
input_state.pad_lstick_x = left_joystick_x_async;
input_state.pad_lstick_y = left_joystick_y_async;
input_state.pad_rstick_x = right_joystick_x_async;
input_state.pad_rstick_y = right_joystick_y_async;
}
NativeUpdate(input_state);
NativeRender(graphicsContext);
@ -1050,15 +1041,6 @@ extern "C" bool JNICALL Java_org_ppsspp_ppsspp_NativeActivity_runEGLRenderLoop(J
setCurrentThreadName("AndroidRender");
}
// TODO: Look into if these locks are a perf loss
{
std::lock_guard<std::mutex> guard(input_state.lock);
input_state.pad_lstick_x = left_joystick_x_async;
input_state.pad_lstick_y = left_joystick_y_async;
input_state.pad_rstick_x = right_joystick_x_async;
input_state.pad_rstick_y = right_joystick_y_async;
}
NativeUpdate(input_state);
NativeRender(graphicsContext);

View File

@ -346,14 +346,6 @@ int System_GetPropertyInt(SystemProperty prop) {
InputState input_state;
void SimulateGamepad(const uint8_t *keys, InputState *input) {
// Legacy key mapping.
input->pad_lstick_x = 0;
input->pad_lstick_y = 0;
input->pad_rstick_x = 0;
input->pad_rstick_y = 0;
}
extern void mixaudio(void *userdata, Uint8 *stream, int len) {
NativeMix((short *)stream, len / 4);
}
@ -843,7 +835,6 @@ int main(int argc, char *argv[]) {
if (g_QuitRequested)
break;
const uint8_t *keys = SDL_GetKeyboardState(NULL);
SimulateGamepad(keys, &input_state);
UpdateRunLoop(&input_state);
if (g_QuitRequested)
break;

View File

@ -132,14 +132,6 @@ struct InputState {
memset(pointer_down, 0, sizeof(pointer_down));
}
// Gamepad style input. For ease of use.
float pad_lstick_x;
float pad_lstick_y;
float pad_rstick_x;
float pad_rstick_y;
float pad_ltrigger;
float pad_rtrigger;
// Mouse/touch style input
// There are up to 8 mice / fingers.
volatile bool mouse_valid;