cleanup : removed some old unused code

git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/branches/irrlicht@3438 178a84e3-b1eb-0310-8ba1-8eac791a3b58
This commit is contained in:
auria 2009-04-26 00:56:24 +00:00
parent 184da61d55
commit 505f19d267

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@ -91,92 +91,6 @@ void InputManager::update(float dt)
}
}
// -----------------------------------------------------------------------------
/** Previous code to initialise joystick/gamepad info.
*/
/*
m_stick_infos = new GamePadDevice *[numSticks];
std::vector<GamePadDevice *> *si = new std::vector<GamePadDevice *>;
for (int i = 0; i < numSticks; i++)
si->push_back(m_stick_infos[i] = new GamePadDevice(i));
// Get the list of known configs and make a copy of it.
std::vector<UserConfig::StickConfig *> *sc
= new std::vector<UserConfig::StickConfig *>(*user_config->getStickConfigs());
bool match;
std::vector<GamePadDevice *>::iterator si_ite = si->begin();
// FIXME: Visual Studio triggers an exception (in debug mode) when si
// becomes empty (incompatible iterators). This is apparently caused
// by using erase. For now I added a work around by checking for
// si->size()>0, which solves the problem for me. But I have only one
// gamepad, I'd suspect that with more gamepads the problem still exists.
while (si->size()>0 && si_ite != si->end())
{
match = false;
std::vector<UserConfig::StickConfig *>::iterator sc_ite = sc->begin();
while (sc_ite != sc->end())
{
if (nextIndex <= (*sc_ite)->m_preferredIndex)
nextIndex = (*sc_ite)->m_preferredIndex + 1;
if (!(*si_ite)->m_id.compare((*sc_ite)->m_id))
{
// Connected stick matches a stored one.
// Copy important properties.
// Deadzone is taken only if its not null.
if ((*sc_ite)->m_deadzone)
(*si_ite)->m_deadzone = (*sc_ite)->m_deadzone;
// Restore former used index and other properties.
(*si_ite)->m_index = (*sc_ite)->m_preferredIndex;
// Remove matching entries from the list to prevent double
// allocation.
sc->erase(sc_ite);
si->erase(si_ite);
match = true;
break;
}
sc_ite++;
}
if (!match)
si_ite++;
}
delete sc;
// si now contains all those stick infos which have no stick config yet
// and nextIndex is set to the next free index.
// Now add all those new sticks and generate a config for them.
si_ite = si->begin();
while (si_ite != si->end())
{
(*si_ite)->m_index = nextIndex;
UserConfig::StickConfig *sc = new UserConfig::StickConfig((*si_ite)->m_id);
sc->m_preferredIndex = nextIndex;
sc->m_deadzone = DEADZONE_JOYSTICK;
user_config->addStickConfig(sc);
nextIndex++;
si_ite++;
}
delete si;
*/
//-----------------------------------------------------------------------------
/** Destructor. Frees all data structures.
*/
@ -461,150 +375,6 @@ void InputManager::input(const SEvent& event)
#endif
}
/*
void InputManager::input()
{
SDL_Event ev;
while(SDL_PollEvent(&ev))
{
switch(ev.type)
{
case SDL_QUIT:
main_loop->abort();
break;
case SDL_KEYUP:
input(Input::IT_KEYBOARD, ev.key.keysym.sym, 0, 0, 0);
break;
case SDL_KEYDOWN:
// escape is a little special
if(ev.key.keysym.sym == SDLK_ESCAPE)
{
StateManager::escapePressed();
return;
}
input(Input::IT_KEYBOARD, ev.key.keysym.sym,
#ifdef HAVE_IRRLICHT
// FIXME: not sure why this happens: with plib the unicode
// value is 0. Since all values defined in user_config
// assume that the unicode value is 0, it does not work
// with irrlicht, which has proper unicode values defined
// (keydown is not recognised, but keyup is). So for now
// (till user_config is migrated to ful lirrlicht support)
// we pass the 0 here artifically so that keyboard handling
// works.
0,
#else
ev.key.keysym.unicode,
#endif
0, MAX_VALUE);
break;
case SDL_MOUSEMOTION:
// Reports absolute pointer values on a separate path to the menu
// system to avoid the trouble that arises because all other input
// methods have only one value to inspect (pressed/release,
// axis value) while the pointer has two.
if (!m_mode)
{
postIrrLichtMouseEvent(irr::EMIE_MOUSE_MOVED, ev.motion.x, ev.motion.y);
}
// If sensing input mouse movements are made less sensitive in order
// to avoid it being detected unwantedly.
else if (m_mode >= INPUT_SENSE_PREFER_AXIS &&
m_mode <= INPUT_SENSE_PREFER_BUTTON )
{
if (ev.motion.xrel <= -DEADZONE_MOUSE_SENSE)
input(Input::IT_MOUSEMOTION, 0, Input::AD_NEGATIVE, 0, 0);
else if (ev.motion.xrel >= DEADZONE_MOUSE_SENSE)
input(Input::IT_MOUSEMOTION, 0, Input::AD_POSITIVE, 0, 0);
if (ev.motion.yrel <= -DEADZONE_MOUSE_SENSE)
input(Input::IT_MOUSEMOTION, 1, Input::AD_NEGATIVE, 0, 0);
else if (ev.motion.yrel >= DEADZONE_MOUSE_SENSE)
input(Input::IT_MOUSEMOTION, 1, Input::AD_POSITIVE, 0, 0);
}
else
{
// Calculates new values for the mouse helper variables. It
// keeps them in the [-32768, 32768] range. The same values are
// used by SDL for stick axes.
m_mouse_val_x = std::max(-32768, std::min(32768,
m_mouse_val_x + ev.motion.xrel
* MULTIPLIER_MOUSE));
m_mouse_val_y = std::max(-32768,
std::min(32768, m_mouse_val_y + ev.motion.yrel
* MULTIPLIER_MOUSE));
}
break;
case SDL_MOUSEBUTTONUP:
postIrrLichtMouseEvent(irr::EMIE_LMOUSE_LEFT_UP, ev.motion.x, ev.motion.y);
//input(Input::IT_MOUSEBUTTON, ev.button.button, 0, 0, 0);
break;
case SDL_MOUSEBUTTONDOWN:
postIrrLichtMouseEvent(irr::EMIE_LMOUSE_PRESSED_DOWN, ev.motion.x, ev.motion.y);
//input(Input::IT_MOUSEBUTTON, ev.button.button, 0, 0, 32768);
break;
case SDL_JOYAXISMOTION:
{
const int value = ev.jaxis.value;
if(user_config->m_gamepad_debug)
{
printf("axis motion: which=%d axis=%d value=%d\n",
ev.jaxis.which, ev.jaxis.axis, value);
}
// FIXME - AD_NEGATIVE/AD_POSITIVE are probably useless since value contains that info too
if(value < 0)
input(Input::IT_STICKMOTION, ev.jaxis.which, ev.jaxis.axis, Input::AD_NEGATIVE, value);
else
input(Input::IT_STICKMOTION, ev.jaxis.which, ev.jaxis.axis, Input::AD_POSITIVE, value);
}
break;
case SDL_JOYBUTTONUP:
// See the SDL_JOYAXISMOTION case label because of !m_mode thingie.
input(Input::IT_STICKBUTTON, ev.jbutton.which,
ev.jbutton.button, 0, 0);
break;
case SDL_JOYBUTTONDOWN:
// See the SDL_JOYAXISMOTION case label because of !m_mode thingie.
input(Input::IT_STICKBUTTON, ev.jbutton.which, ev.jbutton.button, 0, 32768);
break;
case SDL_USEREVENT:
// TODO - GUI countdown
break;
// used in display_res_confirm for the countdown timer
// (menu_manager->getCurrentMenu())->countdown();
} // switch
} // while (SDL_PollEvent())
// Makes mouse behave like an analog axis.
if (m_mouse_val_x <= -DEADZONE_MOUSE)
input(Input::IT_MOUSEMOTION, 0, Input::AD_NEGATIVE, 0, -m_mouse_val_x);
else if (m_mouse_val_x >= DEADZONE_MOUSE)
input(Input::IT_MOUSEMOTION, 0, Input::AD_POSITIVE, 0, m_mouse_val_x);
else
m_mouse_val_x = 0;
if (m_mouse_val_y <= -DEADZONE_MOUSE)
input(Input::IT_MOUSEMOTION, 1, Input::AD_NEGATIVE, 0, -m_mouse_val_y);
else if (m_mouse_val_y >= DEADZONE_MOUSE)
input(Input::IT_MOUSEMOTION, 1, Input::AD_POSITIVE, 0, m_mouse_val_y);
else
m_mouse_val_y = 0;
} // input
*/
//-----------------------------------------------------------------------------
/** Retrieves the Input instance that has been prepared in the input sense
* mode.