Removed the controller update lock as it is no longer needed.

This commit is contained in:
skidau 2015-03-12 23:41:30 +11:00
parent 2c6eaf9c76
commit c76008b4b9
3 changed files with 0 additions and 9 deletions

View File

@ -453,11 +453,6 @@ void InputConfigDialog::UpdateBitmaps(wxTimerEvent& WXUNUSED(event))
g_controller_interface.UpdateInput();
// don't want game thread updating input when we are using it here
std::unique_lock<std::recursive_mutex> lk(g_controller_interface.update_lock, std::try_to_lock);
if (!lk.owns_lock())
return;
GamepadPage* const current_page = (GamepadPage*)m_pad_notebook->GetPage(m_pad_notebook->GetSelection());
for (ControlGroupBox* g : current_page->control_groups)

View File

@ -134,8 +134,6 @@ void ControllerInterface::Shutdown()
//
void ControllerInterface::UpdateInput()
{
std::unique_lock<std::recursive_mutex> lk(update_lock, std::defer_lock);
for (ciface::Core::Device* d : m_devices)
d->UpdateInput();
}

View File

@ -122,8 +122,6 @@ public:
void UpdateReference(ControlReference* control, const ciface::Core::DeviceQualifier& default_device) const;
void UpdateInput();
std::recursive_mutex update_lock;
private:
bool m_is_init;
void* m_hwnd;