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removed NintendoLayout for the time being
this will be moved to a separate PR (fgsfdsfgs#627).
1 parent 4d8c870 commit 31d17bf

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port/src/input.c

Lines changed: 0 additions & 14 deletions
Original file line numberDiff line numberDiff line change
@@ -79,7 +79,6 @@ static s32 numJoysticks = 0;
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static s32 useHIDAPI = 1;
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static s32 useRawInput = 1;
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static s32 useNintendoLayout = 0;
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static s32 mouseEnabled = 1;
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static s32 mouseX, mouseY;
@@ -750,18 +749,6 @@ s32 inputInit(void)
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SDL_SetHint(SDL_HINT_JOYSTICK_RAWINPUT_CORRELATE_XINPUT, "1");
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}
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if (useNintendoLayout) {
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// use the Nintendo-style face button layout
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// this is the default in SDL 2.0.6 and later
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SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "1");
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} else {
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#if SDL_VERSION_ATLEAST(2, 0, 6)
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// use the Xbox-style face button layout
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// this is set by default, but we set it explicitly here to avoid confusion
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SDL_SetHint(SDL_HINT_GAMECONTROLLER_USE_BUTTON_LABELS, "0");
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#endif
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}
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if (!SDL_WasInit(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC)) {
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SDL_InitSubSystem(SDL_INIT_GAMECONTROLLER | SDL_INIT_HAPTIC);
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}
@@ -1637,7 +1624,6 @@ PD_CONSTRUCTOR static void inputConfigInit(void)
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configRegisterInt("Input.FirstGamepadNum", &firstController, 0, 3);
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configRegisterInt("Input.UseHIDAPI", &useHIDAPI, 0, 1);
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configRegisterInt("Input.UseRawInput", &useRawInput, 0, 1);
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configRegisterInt("Input.UseNintendoLayout", &useNintendoLayout, 0, 1);
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char secname[] = "Input.Player1.Binds";
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char keyname[256] = { 0 };

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