diff --git a/input/android_input.c b/input/android_input.c index 399900ec1d..fc4e6ff717 100644 --- a/input/android_input.c +++ b/input/android_input.c @@ -243,7 +243,7 @@ static int android_input_get_id_port(android_input_t *android, int id, unsigned i; if (source & (AINPUT_SOURCE_TOUCHSCREEN | AINPUT_SOURCE_MOUSE | AINPUT_SOURCE_TOUCHPAD)) - return 0; /* touch overlay is always player 1 */ + return 0; /* touch overlay is always user 1 */ for (i = 0; i < android->pads_connected; i++) if (android->pad_states[i].id == id) @@ -398,7 +398,7 @@ static void handle_hotplug(android_input_t *android, //and Xperia Play. We need to keep 'count' of the amount of similar (grouped) //devices. // - //For Xperia Play - count similar devices and bind them to the same 'player' + //For Xperia Play - count similar devices and bind them to the same 'user' //port // //For nVidia Shield - see above @@ -489,7 +489,7 @@ static void handle_hotplug(android_input_t *android, strlcpy(name_buf, "Defender Game Racer Classic", sizeof(name_buf)); else if (strstr(device_name, "NVIDIA Controller")) { - /* Shield is always player 1. FIXME: This is kinda ugly. + /* Shield is always user 1. FIXME: This is kinda ugly. * We really need to find a way to detect useless input devices * like gpio-keys in a general way. */ diff --git a/input/input_common.c b/input/input_common.c index 95f1c59858..9105aef682 100644 --- a/input/input_common.c +++ b/input/input_common.c @@ -55,7 +55,7 @@ static bool input_joypad_is_pressed( if (joy_idx >= MAX_PLAYERS) return false; - /* Auto-binds are per joypad, not per player. */ + /* Auto-binds are per joypad, not per user. */ const struct retro_keybind *auto_binds = g_settings.input.autoconf_binds[joy_idx]; @@ -102,7 +102,7 @@ int16_t input_joypad_analog(const rarch_joypad_driver_t *drv, if (joy_idx >= MAX_PLAYERS) return 0; - /* Auto-binds are per joypad, not per player. */ + /* Auto-binds are per joypad, not per user. */ const struct retro_keybind *auto_binds = g_settings.input.autoconf_binds[joy_idx]; @@ -206,7 +206,7 @@ bool input_translate_coord_viewport(int mouse_x, int mouse_y, return true; } -static const char *bind_player_prefix[MAX_PLAYERS] = { +static const char *bind_user_prefix[MAX_PLAYERS] = { "input_player1", "input_player2", "input_player3", @@ -276,7 +276,7 @@ const struct input_bind_map input_config_bind_map[RARCH_BIND_LIST_END_NULL] = { DECLARE_META_BIND(2, cheat_toggle, RARCH_CHEAT_TOGGLE, "Cheat toggle"), DECLARE_META_BIND(2, screenshot, RARCH_SCREENSHOT, "Take screenshot"), DECLARE_META_BIND(2, audio_mute, RARCH_MUTE, "Audio mute toggle"), - DECLARE_META_BIND(2, netplay_flip_players, RARCH_NETPLAY_FLIP, "Netplay flip players"), + DECLARE_META_BIND(2, netplay_flip_players, RARCH_NETPLAY_FLIP, "Netplay flip users"), DECLARE_META_BIND(2, slowmotion, RARCH_SLOWMOTION, "Slow motion"), DECLARE_META_BIND(2, enable_hotkey, RARCH_ENABLE_HOTKEY, "Enable hotkeys"), DECLARE_META_BIND(2, volume_up, RARCH_VOLUME_UP, "Volume +"), @@ -304,13 +304,13 @@ void input_config_parse_key(config_file_t *conf, bind->key = input_translate_str_to_rk(tmp); } -const char *input_config_get_prefix(unsigned player, bool meta) +const char *input_config_get_prefix(unsigned user, bool meta) { - if (player == 0) - return meta ? "input" : bind_player_prefix[player]; - else if (player != 0 && !meta) - return bind_player_prefix[player]; - /* Don't bother with meta bind for anyone else than first player. */ + if (user == 0) + return meta ? "input" : bind_user_prefix[user]; + else if (user != 0 && !meta) + return bind_user_prefix[user]; + /* Don't bother with meta bind for anyone else than first user. */ return NULL; } diff --git a/input/ps3_input.c b/input/ps3_input.c index 5a75aae507..89843f4a99 100644 --- a/input/ps3_input.c +++ b/input/ps3_input.c @@ -67,7 +67,7 @@ static void ps3_input_poll(void *data) #ifdef HAVE_MOUSE static int16_t ps3_mouse_device_state(ps3_input_t *ps3, - unsigned player, unsigned id) + unsigned user, unsigned id) { CellMouseData mouse_state; cellMouseGetData(id, &mouse_state); diff --git a/input/qnx_input.c b/input/qnx_input.c index a5558da8cf..b5ec672a2b 100644 --- a/input/qnx_input.c +++ b/input/qnx_input.c @@ -129,7 +129,7 @@ static void process_gamepad_event(void *data, screen_get_event_property_iv(screen_event, SCREEN_PROPERTY_ANALOG1, controller->analog1); - /* Only player 1 + /* Only user 1 * TODO: Am I missing something? Is there a better way? */ if((controller->port == 0) && (controller->buttons & diff --git a/input/winxinput_joypad.c b/input/winxinput_joypad.c index e10142d586..9cf20d07cb 100644 --- a/input/winxinput_joypad.c +++ b/input/winxinput_joypad.c @@ -89,7 +89,7 @@ typedef struct // to have to pass through unhandled joypad numbers to DI, a slightly ugly // hack is required here. dinput_joypad_init will fill this. // For each pad index, the appropriate entry will be set to -1 if it is not -// a 360 pad, or the correct XInput player number (0..3 inclusive) if it is. +// a 360 pad, or the correct XInput user number (0..3 inclusive) if it is. extern int g_xinput_pad_indexes[MAX_PLAYERS]; extern bool g_xinput_block_pads; @@ -116,7 +116,7 @@ static XINPUT_VIBRATION g_xinput_rumble_states[4]; static winxinput_joypad_state g_winxinput_states[4]; -static inline int pad_index_to_xplayer_index(unsigned pad) +static inline int pad_index_to_xuser_index(unsigned pad) { return g_xinput_pad_indexes[pad]; } @@ -133,12 +133,12 @@ static const char* const XBOX_CONTROLLER_NAMES[4] = const char* winxinput_joypad_name (unsigned pad) { - int xplayer = pad_index_to_xplayer_index(pad); + int xuser = pad_index_to_xuser_index(pad); - if (xplayer < 0) + if (xuser < 0) return dinput_joypad.name(pad); // TODO: Different name if disconnected? - return XBOX_CONTROLLER_NAMES[xplayer]; + return XBOX_CONTROLLER_NAMES[xuser]; } static bool winxinput_joypad_init(void) @@ -209,7 +209,7 @@ static bool winxinput_joypad_init(void) { g_winxinput_states[i].connected = !(g_XInputGetStateEx(i, &dummy_state) == ERROR_DEVICE_NOT_CONNECTED); if (g_winxinput_states[i].connected) - RARCH_LOG("Found XInput controller, player #%u\n", i); + RARCH_LOG("Found XInput controller, user #%u\n", i); } if ((!g_winxinput_states[0].connected) && @@ -230,7 +230,7 @@ static bool winxinput_joypad_init(void) for (autoconf_pad = 0; autoconf_pad < MAX_PLAYERS; autoconf_pad++) { - if (pad_index_to_xplayer_index(autoconf_pad) > -1) + if (pad_index_to_xuser_index(autoconf_pad) > -1) { strlcpy(g_settings.input.device_names[autoconf_pad], winxinput_joypad_name(autoconf_pad), @@ -249,9 +249,9 @@ static bool winxinput_joypad_init(void) static bool winxinput_joypad_query_pad(unsigned pad) { - int xplayer = pad_index_to_xplayer_index(pad); - if (xplayer > -1) - return g_winxinput_states[xplayer].connected; + int xuser = pad_index_to_xuser_index(pad); + if (xuser > -1) + return g_winxinput_states[xuser].connected; return dinput_joypad.query_pad(pad); } @@ -292,14 +292,14 @@ static bool winxinput_joypad_button (unsigned port_num, uint16_t joykey) if (joykey == NO_BTN) return false; - int xplayer = pad_index_to_xplayer_index(port_num); - if (xplayer == -1) + int xuser = pad_index_to_xuser_index(port_num); + if (xuser == -1) return dinput_joypad.button(port_num, joykey); - if (!(g_winxinput_states[xplayer].connected)) + if (!(g_winxinput_states[xuser].connected)) return false; - uint16_t btn_word = g_winxinput_states[xplayer].xstate.Gamepad.wButtons; + uint16_t btn_word = g_winxinput_states[xuser].xstate.Gamepad.wButtons; if (GET_HAT_DIR(joykey)) { @@ -332,12 +332,12 @@ static int16_t winxinput_joypad_axis (unsigned port_num, uint32_t joyaxis) if (joyaxis == AXIS_NONE) return 0; - int xplayer = pad_index_to_xplayer_index(port_num); + int xuser = pad_index_to_xuser_index(port_num); - if (xplayer == -1) + if (xuser == -1) return dinput_joypad.axis(port_num, joyaxis); - if (!(g_winxinput_states[xplayer].connected)) + if (!(g_winxinput_states[xuser].connected)) return 0; int16_t val = 0; @@ -358,7 +358,7 @@ static int16_t winxinput_joypad_axis (unsigned port_num, uint32_t joyaxis) is_pos = true; } - XINPUT_GAMEPAD* pad = &(g_winxinput_states[xplayer].xstate.Gamepad); + XINPUT_GAMEPAD* pad = &(g_winxinput_states[xuser].xstate.Gamepad); switch (axis) { @@ -416,8 +416,8 @@ static void winxinput_joypad_poll(void) static bool winxinput_joypad_rumble(unsigned pad, enum retro_rumble_effect effect, uint16_t strength) { - int xplayer = pad_index_to_xplayer_index(pad); - if (xplayer == -1) + int xuser = pad_index_to_xuser_index(pad); + if (xuser == -1) { if (dinput_joypad.set_rumble) return dinput_joypad.set_rumble(pad, effect, strength); @@ -426,11 +426,11 @@ static bool winxinput_joypad_rumble(unsigned pad, /* Consider the low frequency (left) motor the "strong" one. */ if (effect == RETRO_RUMBLE_STRONG) - g_xinput_rumble_states[xplayer].wLeftMotorSpeed = strength; + g_xinput_rumble_states[xuser].wLeftMotorSpeed = strength; else if (effect == RETRO_RUMBLE_WEAK) - g_xinput_rumble_states[xplayer].wRightMotorSpeed = strength; + g_xinput_rumble_states[xuser].wRightMotorSpeed = strength; - return g_XInputSetState(xplayer, &g_xinput_rumble_states[xplayer]) + return g_XInputSetState(xuser, &g_xinput_rumble_states[xuser]) == ERROR_SUCCESS; } diff --git a/input/xenon360_input.c b/input/xenon360_input.c index 78587d543c..2ebda43cf7 100644 --- a/input/xenon360_input.c +++ b/input/xenon360_input.c @@ -60,16 +60,16 @@ static int16_t xenon360_input_state(void *data, const struct retro_keybind **bin { (void)data; (void)idx; - unsigned player = port; - uint64_t button = binds[player][id].joykey; + unsigned user = port; + uint64_t button = binds[user][id].joykey; int16_t retval = 0; - if(player < MAX_PADS) + if(user < MAX_PADS) { switch (device) { case RETRO_DEVICE_JOYPAD: - retval = (state[player] & button) ? 1 : 0; + retval = (state[user] & button) ? 1 : 0; break; } }