engine: input: adapt gamepad code for new engine, remove gamepad ids, as it was never used and probably will never be, small optimizations

This commit is contained in:
Alibek Omarov
2019-07-09 03:48:09 +03:00
parent 771c09226e
commit fa68108907
4 changed files with 51 additions and 56 deletions
+11 -11
View File
@@ -864,31 +864,31 @@ void Platform_RunEvents()
}
break;
case event_joyadd:
Joy_AddEvent( events.queue[i].arg );
Joy_AddEvent();
break;
case event_joyremove:
Joy_RemoveEvent( events.queue[i].arg );
Joy_RemoveEvent();
break;
case event_joyball:
if( !Joy_IsActive() )
Joy_AddEvent( 0 );
Joy_BallMotionEvent( events.queue[i].arg, events.queue[i].ball.ball,
events.queue[i].ball.xrel, events.queue[i].ball.yrel );
Joy_AddEvent();
Joy_BallMotionEvent( events.queue[i].ball.ball,
events.queue[i].ball.xrel, events.queue[i].ball.yrel );
break;
case event_joyhat:
if( !Joy_IsActive() )
Joy_AddEvent( 0 );
Joy_HatMotionEvent( events.queue[i].arg, events.queue[i].hat.hat, events.queue[i].hat.key );
Joy_AddEvent();
Joy_HatMotionEvent( events.queue[i].hat.hat, events.queue[i].hat.key );
break;
case event_joyaxis:
if( !Joy_IsActive() )
Joy_AddEvent( 0 );
Joy_AxisMotionEvent( events.queue[i].arg, events.queue[i].axis.axis, events.queue[i].axis.val );
Joy_AddEvent();
Joy_AxisMotionEvent( events.queue[i].axis.axis, events.queue[i].axis.val );
break;
case event_joybutton:
if( !Joy_IsActive() )
Joy_AddEvent( 0 );
Joy_ButtonEvent( events.queue[i].arg, events.queue[i].button.button, (byte)events.queue[i].button.down );
Joy_AddEvent();
Joy_ButtonEvent( events.queue[i].button.button, (byte)events.queue[i].button.down );
break;
case event_ondestroy:
//host.skip_configs = true; // skip config save, because engine may be killed during config save