ref: 7f4526eeeb658bdcf04d7c8428c91c3286810f82
parent: fda758e11ee16e8087d64ccfc4c14e45fdfdd14c
author: Jonne Kokkonen <jonne.kokkonen@gmail.com>
date: Wed Nov 24 16:54:44 EST 2021
clean up leftover variables
--- a/input.c
+++ b/input.c
@@ -252,7 +252,7 @@
uint8_t keyvalue) { input_msg_s key = {normal, keyvalue};- static int active_keys, last_key_x, last_key_y;
+ static int active_keys;
// If the controller returns to zero position, clear all active directions
if (controller_axis_released == 0 &&
@@ -277,7 +277,6 @@
active_keys |= key_down;
key.value = active_keys;
- last_key_y = key_down;
controller_axis_released = 0;
SDL_LogDebug(
@@ -289,7 +288,6 @@
active_keys |= key_up;
key.value = active_keys;
- last_key_y = key_up;
controller_axis_released = 0;
SDL_LogDebug(
@@ -306,7 +304,6 @@
active_keys |= key_right;
key.value = active_keys;
- last_key_x = key_right;
controller_axis_released = 0;
SDL_LogDebug(
SDL_LOG_CATEGORY_INPUT,
@@ -315,7 +312,6 @@
} else if (event->caxis.value <= 0 - conf->gamepad_analog_threshold) {active_keys |= key_left;
key.value = active_keys;
- last_key_x = key_left;
controller_axis_released = 0;
SDL_LogDebug(
SDL_LOG_CATEGORY_INPUT,
--
⑨