diff options
| author | Jasper St. Pierre <jstpierre@mecheye.net> | 2014-11-13 00:56:32 -0800 |
|---|---|---|
| committer | Jasper St. Pierre <jstpierre@mecheye.net> | 2014-11-28 10:50:45 -0800 |
| commit | 61fcfc4bf2058d971af6882af2765ad34d935fcb (patch) | |
| tree | 366336fe89d763029978dbbe642b626ffb775237 /Source/Core/InputCommon/ControllerInterface/Device.cpp | |
| parent | 367a42dcfdf61e5fcd3e3444190ed25d4d8fc114 (diff) | |
ControllerInterface: Remove unused ClearInputState
Diffstat (limited to 'Source/Core/InputCommon/ControllerInterface/Device.cpp')
| -rw-r--r-- | Source/Core/InputCommon/ControllerInterface/Device.cpp | 14 |
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) |
