From 27cfa16820d6144883e0e38994f9ac6e8dad6d50 Mon Sep 17 00:00:00 2001 From: auria Date: Sat, 10 Dec 2011 20:06:43 +0000 Subject: [PATCH] Don't use in-game keys for menus, some people may setup their gamepad to use a key that's pressed by default for acceleration git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@10395 178a84e3-b1eb-0310-8ba1-8eac791a3b58 --- src/input/input_manager.cpp | 10 ---------- 1 file changed, 10 deletions(-) diff --git a/src/input/input_manager.cpp b/src/input/input_manager.cpp index eef3b83f0..303449afa 100644 --- a/src/input/input_manager.cpp +++ b/src/input/input_manager.cpp @@ -438,16 +438,6 @@ void InputManager::dispatchInput(Input::InputType type, int deviceID, value, m_mode, &player, &action); - // if didn't find a _menu_ action, try finding a corresponding game action - // as fallback (the GUI can handle them too) - if (!action_found && m_mode == MENU) - { - action_found = m_device_manager->translateInput(type, deviceID, - button, axisDirection, - value, INGAME, &player, - &action); - } - // in menus, some keyboard keys are standard (before each player selected // his device). So if a key could not be mapped to any known binding, // fall back to check the defaults.