Qt: Fix analog buttons not getting unmapped
Jeffrey Pfau jeffrey@endrift.com
Sat, 25 Jul 2015 22:02:16 -0700
4 files changed,
10 insertions(+),
0 deletions(-)
M
CHANGES
→
CHANGES
@@ -63,6 +63,7 @@ - ARM7: ARMHotplugDetach should call deinit
- Qt: Fix window being too tall after exiting fullscreen - Qt: Fix a missing va_end call in the log handler lambda within the GameController constructor - GBA Cheats: Fix Pro Action Replay and GameShark issues when used together + - Qt: Fix analog buttons not getting unmapped Misc: - Qt: Handle saving input settings better - Debugger: Free watchpoints in addition to breakpoints
M
src/platform/qt/GBAKeyEditor.cpp
→
src/platform/qt/GBAKeyEditor.cpp
@@ -197,6 +197,10 @@ }
} void GBAKeyEditor::save() { +#ifdef BUILD_SDL + m_controller->unbindAllAxes(m_type); +#endif + bindKey(m_keyDU, GBA_KEY_UP); bindKey(m_keyDD, GBA_KEY_DOWN); bindKey(m_keyDL, GBA_KEY_LEFT);
M
src/platform/qt/InputController.cpp
→
src/platform/qt/InputController.cpp
@@ -413,6 +413,10 @@ }
GBAInputBindAxis(&m_inputMap, type, axis, &description); } +void InputController::unbindAllAxes(uint32_t type) { + GBAInputUnbindAllAxes(&m_inputMap, type); +} + void InputController::testGamepad(int type) { auto activeAxes = activeGamepadAxes(type); auto oldAxes = m_activeAxes;
M
src/platform/qt/InputController.h
→
src/platform/qt/InputController.h
@@ -60,6 +60,7 @@ QSet<QPair<int, GamepadAxisEvent::Direction>> activeGamepadAxes(int type);
void recalibrateAxes(); void bindAxis(uint32_t type, int axis, GamepadAxisEvent::Direction, GBAKey); + void unbindAllAxes(uint32_t type); QStringList connectedGamepads(uint32_t type) const; int gamepad(uint32_t type) const;