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fixup! fixup! Refactor input system

This commit is contained in:
wwylele 2016-05-15 19:35:06 +03:00
parent 6d49e4621c
commit 6cccdcacd2
3 changed files with 8 additions and 8 deletions

View file

@ -75,14 +75,14 @@ public:
/**
* Signals a button press action to the HID module.
* @param pad_state indicates which button to press
* @note only handle real buttons (A/B/X/Y/...), excluding analog input like circle pad.
* @note only handles real buttons (A/B/X/Y/...), excluding analog inputs like the circle pad.
*/
void ButtonPressed(Service::HID::PadState pad_state);
/**
* Signals a button release action to the HID module.
* @param pad_state indicates which button to press
* @note only handle real buttons (A/B/X/Y/...), excluding analog input like circle pad.
* @note only handles real buttons (A/B/X/Y/...), excluding analog inputs like the circle pad.
*/
void ButtonReleased(Service::HID::PadState pad_state);
@ -123,7 +123,7 @@ public:
}
/**
* Gets the current cirle pad state.
* Gets the current circle pad state.
* @note This should be called by the core emu thread to get a state set by the window thread.
* @todo Fix this function to be thread-safe.
* @return std::tuple of (x, y), where `x` and `y` are the circle pad coordinates

View file

@ -13,7 +13,7 @@ class EmuWindow;
namespace KeyMap {
/**
* Represents a key mapping target that are not 3DS real buttons.
* Represents key mapping targets that are not real 3DS buttons.
* They will be handled by KeyMap and translated to 3DS input.
*/
enum class IndirectTarget {
@ -25,7 +25,7 @@ enum class IndirectTarget {
};
/**
* Represents a key mapping target. It can be a PadState that represents 3DS real buttons,
* Represents a key mapping target. It can be a PadState that represents real 3DS buttons,
* or an IndirectTarget.
*/
struct KeyTarget {
@ -84,12 +84,12 @@ void SetKeyMapping(HostDeviceKey key, KeyTarget target);
void ClearKeyMapping(int device_id);
/**
* Maps a key press actions and call the corresponding function in EmuWindow
* Maps a key press action and call the corresponding function in EmuWindow
*/
void PressKey(EmuWindow& emu_window, HostDeviceKey key);
/**
* Maps a key release actions and call the corresponding function in EmuWindow
* Maps a key release action and call the corresponding function in EmuWindow
*/
void ReleaseKey(EmuWindow& emu_window, HostDeviceKey key);

View file

@ -74,7 +74,7 @@ void Update() {
PadState state = VideoCore::g_emu_window->GetPadState();
// Get current circle pad positon and update circle pad direction
// Get current circle pad position and update circle pad direction
s16 circle_pad_x, circle_pad_y;
std::tie(circle_pad_x, circle_pad_y) = VideoCore::g_emu_window->GetCirclePadState();
state.hex |= GetCirclePadDirectionState(circle_pad_x, circle_pad_y).hex;