Commented out command line INOP inputCfg functionality. With new GUI gamepad config, this should not be required anymore.

This commit is contained in:
Matthew Budd 2020-07-24 23:04:56 -04:00
parent 976266547c
commit b48b81c938
4 changed files with 14 additions and 14 deletions

View File

@ -242,7 +242,7 @@ InitConfig()
config->addOption("input4", "SDL.Input.3", "Gamepad.3");
// allow for input configuration
config->addOption('i', "inputcfg", "SDL.InputCfg", InputCfg);
//config->addOption('i', "inputcfg", "SDL.InputCfg", InputCfg);
// display input
config->addOption("inputdisplay", "SDL.InputDisplay", 0);

View File

@ -414,6 +414,7 @@ static void ShowUsage(const char *prog)
int fceuWrapperInit( int argc, char *argv[] )
{
int error;
std::string s;
for (int i=0; i<argc; i++)
{
@ -468,15 +469,14 @@ int fceuWrapperInit( int argc, char *argv[] )
g_config->save();
}
std::string s;
g_config->getOption("SDL.InputCfg", &s);
//g_config->getOption("SDL.InputCfg", &s);
if (s.size() != 0)
{
InitVideo(GameInfo);
InputCfg(s);
}
//if (s.size() != 0)
//{
// InitVideo(GameInfo);
// InputCfg(s);
//}
// update the input devices
UpdateInput(g_config);

View File

@ -1909,9 +1909,9 @@ extern Config *g_config;
/**
* Update the button configuration for a device, specified by a text string.
*/
void InputCfg (const std::string & text)
{
//void InputCfg (const std::string & text)
//{
//
// if (noGui)
// {
// if (text.find ("gamepad") != std::string::npos)
@ -1947,8 +1947,8 @@ void InputCfg (const std::string & text)
// }
// else
// printf ("Please run \"fceux --nogui\" before using --inputcfg\n");
}
//
//}
/**

View File

@ -59,7 +59,7 @@ int DTestButtonJoy(ButtConfig *bc);
void FCEUD_UpdateInput(void);
void UpdateInput(Config *config);
void InputCfg(const std::string &);
//void InputCfg(const std::string &);
std::string GetUserText(const char* title);
const char* ButtonName(const ButtConfig* bc);