SDL: Remove default gamepad mappings
Jeffrey Pfau jeffrey@endrift.com
Sat, 20 Feb 2016 23:10:31 -0800
2 files changed,
1 insertions(+),
11 deletions(-)
M
src/platform/sdl/sdl-events.c
→
src/platform/sdl/sdl-events.c
@@ -148,17 +148,6 @@ mInputBindKey(inputMap, SDL_BINDING_KEY, SDLK_LEFT, GBA_KEY_LEFT);
mInputBindKey(inputMap, SDL_BINDING_KEY, SDLK_RIGHT, GBA_KEY_RIGHT); #endif - mInputBindKey(inputMap, SDL_BINDING_BUTTON, 13, GBA_KEY_A); - mInputBindKey(inputMap, SDL_BINDING_BUTTON, 14, GBA_KEY_B); - mInputBindKey(inputMap, SDL_BINDING_BUTTON, 10, GBA_KEY_L); - mInputBindKey(inputMap, SDL_BINDING_BUTTON, 11, GBA_KEY_R); - mInputBindKey(inputMap, SDL_BINDING_BUTTON, 3, GBA_KEY_START); - mInputBindKey(inputMap, SDL_BINDING_BUTTON, 0, GBA_KEY_SELECT); - mInputBindKey(inputMap, SDL_BINDING_BUTTON, 4, GBA_KEY_UP); - mInputBindKey(inputMap, SDL_BINDING_BUTTON, 6, GBA_KEY_DOWN); - mInputBindKey(inputMap, SDL_BINDING_BUTTON, 7, GBA_KEY_LEFT); - mInputBindKey(inputMap, SDL_BINDING_BUTTON, 5, GBA_KEY_RIGHT); - struct mInputAxis description = { GBA_KEY_RIGHT, GBA_KEY_LEFT, 0x4000, -0x4000 }; mInputBindAxis(inputMap, SDL_BINDING_BUTTON, 0, &description); description = (struct mInputAxis) { GBA_KEY_DOWN, GBA_KEY_UP, 0x4000, -0x4000 };