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authorJasper St. Pierre <jstpierre@mecheye.net>2014-11-13 00:56:32 -0800
committerJasper St. Pierre <jstpierre@mecheye.net>2014-11-28 10:50:45 -0800
commit61fcfc4bf2058d971af6882af2765ad34d935fcb (patch)
tree366336fe89d763029978dbbe642b626ffb775237 /Source/Core/InputCommon/ControllerInterface/Device.cpp
parent367a42dcfdf61e5fcd3e3444190ed25d4d8fc114 (diff)
ControllerInterface: Remove unused ClearInputState
Diffstat (limited to 'Source/Core/InputCommon/ControllerInterface/Device.cpp')
-rw-r--r--Source/Core/InputCommon/ControllerInterface/Device.cpp14
1 files changed, 0 insertions, 14 deletions
diff --git a/Source/Core/InputCommon/ControllerInterface/Device.cpp b/Source/Core/InputCommon/ControllerInterface/Device.cpp
index 84af8649a8..f96c637426 100644
--- a/Source/Core/InputCommon/ControllerInterface/Device.cpp
+++ b/Source/Core/InputCommon/ControllerInterface/Device.cpp
@@ -66,20 +66,6 @@ Device::Output* Device::FindOutput(const std::string &name) const
return nullptr;
}
-//
-// Device :: ClearInputState
-//
-// Device classes should override this function
-// ControllerInterface will call this when the device returns failure during UpdateInput
-// used to try to set all buttons and axes to their default state when user unplugs a gamepad during play
-// buttons/axes that were held down at the time of unplugging should be seen as not pressed after unplugging
-//
-void Device::ClearInputState()
-{
- // this is going to be called for every UpdateInput call that fails
- // kinda slow but, w/e, should only happen when user unplugs a device while playing
-}
-
bool Device::Control::InputGateOn()
{
if (SConfig::GetInstance().m_BackgroundInput)