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	fixup! fixup! Refactor input system
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					 3 changed files with 8 additions and 8 deletions
				
			
		|  | @ -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 | ||||
|  |  | |||
|  | @ -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); | ||||
| 
 | ||||
|  |  | |||
|  | @ -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; | ||||
|  |  | |||
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