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authorAndreas Haas <liu.gam3@gmail.com>2017-03-26 15:59:13 +0200
committerAndreas Haas <liu.gam3@gmail.com>2017-03-26 15:59:32 +0200
commitc0b67568757ccc22811e16348713ef3119e18f3e (patch)
treec2f13f324454478a76c623141611f79628d52ce6 /platform/windows/joypad.cpp
parenta0b0dff6fdbdc4be78087aa572f3da5dbb8daa01 (diff)
Input: Remove usage of platform dependent event IDs.
The ID property for InputEvents is set by `SceneTree` when sending the event down the tree. So there's no need for the platform specific code to set this value when it will later be overriden anyway...
Diffstat (limited to 'platform/windows/joypad.cpp')
-rw-r--r--platform/windows/joypad.cpp30
1 files changed, 15 insertions, 15 deletions
diff --git a/platform/windows/joypad.cpp b/platform/windows/joypad.cpp
index 2472940ef3..86f7033d40 100644
--- a/platform/windows/joypad.cpp
+++ b/platform/windows/joypad.cpp
@@ -319,7 +319,7 @@ void JoypadWindows::probe_joypads() {
}
}
-unsigned int JoypadWindows::process_joypads(unsigned int p_last_id) {
+void JoypadWindows::process_joypads() {
HRESULT hr;
@@ -337,16 +337,16 @@ unsigned int JoypadWindows::process_joypads(unsigned int p_last_id) {
int button_mask = XINPUT_GAMEPAD_DPAD_UP;
for (int i = 0; i <= 16; i++) {
- p_last_id = input->joy_button(p_last_id, joy.id, i, joy.state.Gamepad.wButtons & button_mask);
+ input->joy_button(joy.id, i, joy.state.Gamepad.wButtons & button_mask);
button_mask = button_mask * 2;
}
- p_last_id = input->joy_axis(p_last_id, joy.id, JOY_AXIS_0, axis_correct(joy.state.Gamepad.sThumbLX, true));
- p_last_id = input->joy_axis(p_last_id, joy.id, JOY_AXIS_1, axis_correct(joy.state.Gamepad.sThumbLY, true, false, true));
- p_last_id = input->joy_axis(p_last_id, joy.id, JOY_AXIS_2, axis_correct(joy.state.Gamepad.sThumbRX, true));
- p_last_id = input->joy_axis(p_last_id, joy.id, JOY_AXIS_3, axis_correct(joy.state.Gamepad.sThumbRY, true, false, true));
- p_last_id = input->joy_axis(p_last_id, joy.id, JOY_AXIS_4, axis_correct(joy.state.Gamepad.bLeftTrigger, true, true));
- p_last_id = input->joy_axis(p_last_id, joy.id, JOY_AXIS_5, axis_correct(joy.state.Gamepad.bRightTrigger, true, true));
+ input->joy_axis(joy.id, JOY_AXIS_0, axis_correct(joy.state.Gamepad.sThumbLX, true));
+ input->joy_axis(joy.id, JOY_AXIS_1, axis_correct(joy.state.Gamepad.sThumbLY, true, false, true));
+ input->joy_axis(joy.id, JOY_AXIS_2, axis_correct(joy.state.Gamepad.sThumbRX, true));
+ input->joy_axis(joy.id, JOY_AXIS_3, axis_correct(joy.state.Gamepad.sThumbRY, true, false, true));
+ input->joy_axis(joy.id, JOY_AXIS_4, axis_correct(joy.state.Gamepad.bLeftTrigger, true, true));
+ input->joy_axis(joy.id, JOY_AXIS_5, axis_correct(joy.state.Gamepad.bRightTrigger, true, true));
joy.last_packet = joy.state.dwPacketNumber;
}
uint64_t timestamp = input->get_joy_vibration_timestamp(joy.id);
@@ -384,7 +384,7 @@ unsigned int JoypadWindows::process_joypads(unsigned int p_last_id) {
continue;
}
- p_last_id = post_hat(p_last_id, joy->id, js.rgdwPOV[0]);
+ post_hat(joy->id, js.rgdwPOV[0]);
for (int j = 0; j < 128; j++) {
@@ -392,14 +392,14 @@ unsigned int JoypadWindows::process_joypads(unsigned int p_last_id) {
if (!joy->last_buttons[j]) {
- p_last_id = input->joy_button(p_last_id, joy->id, j, true);
+ input->joy_button(joy->id, j, true);
joy->last_buttons[j] = true;
}
} else {
if (joy->last_buttons[j]) {
- p_last_id = input->joy_button(p_last_id, joy->id, j, false);
+ input->joy_button(joy->id, j, false);
joy->last_buttons[j] = false;
}
}
@@ -414,16 +414,16 @@ unsigned int JoypadWindows::process_joypads(unsigned int p_last_id) {
for (int k = 0; k < count; k++) {
if (joy->joy_axis[j] == axes[k]) {
- p_last_id = input->joy_axis(p_last_id, joy->id, j, axis_correct(values[k]));
+ input->joy_axis(joy->id, j, axis_correct(values[k]));
break;
};
};
};
}
- return p_last_id;
+ return;
}
-unsigned int JoypadWindows::post_hat(unsigned int p_last_id, int p_device, DWORD p_dpad) {
+void JoypadWindows::post_hat(int p_device, DWORD p_dpad) {
int dpad_val = 0;
@@ -462,7 +462,7 @@ unsigned int JoypadWindows::post_hat(unsigned int p_last_id, int p_device, DWORD
dpad_val = (InputDefault::HAT_MASK_LEFT | InputDefault::HAT_MASK_UP);
}
- return input->joy_hat(p_last_id, p_device, dpad_val);
+ input->joy_hat(p_device, dpad_val);
};
InputDefault::JoyAxis JoypadWindows::axis_correct(int p_val, bool p_xinput, bool p_trigger, bool p_negate) const {