From 6cccdcacd2c8dc442db5a8ece5e754b0ed655d8b Mon Sep 17 00:00:00 2001 From: wwylele Date: Sun, 15 May 2016 19:35:06 +0300 Subject: [PATCH] fixup! fixup! Refactor input system --- src/common/emu_window.h | 6 +++--- src/common/key_map.h | 8 ++++---- src/core/hle/service/hid/hid.cpp | 2 +- 3 files changed, 8 insertions(+), 8 deletions(-) diff --git a/src/common/emu_window.h b/src/common/emu_window.h index 0ae3ea2af..57e303b6d 100644 --- a/src/common/emu_window.h +++ b/src/common/emu_window.h @@ -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 diff --git a/src/common/key_map.h b/src/common/key_map.h index 4b585c1b9..b62f017c6 100644 --- a/src/common/key_map.h +++ b/src/common/key_map.h @@ -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); diff --git a/src/core/hle/service/hid/hid.cpp b/src/core/hle/service/hid/hid.cpp index a48184495..c975433f4 100644 --- a/src/core/hle/service/hid/hid.cpp +++ b/src/core/hle/service/hid/hid.cpp @@ -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;