mirror of https://github.com/PCSX2/pcsx2.git
onepad: properly indent comments
Clang-format doesn't like the double *
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@ -35,31 +35,32 @@ public:
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GamePad(const GamePad &); // copy constructor
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GamePad(const GamePad &); // copy constructor
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GamePad &operator=(const GamePad &); // assignment
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GamePad &operator=(const GamePad &); // assignment
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/**
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/*
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* Find every interesting devices and create right structure for them(depend on backend)
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* Find every interesting devices and create right structure for them(depend on backend)
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**/
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*/
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static void EnumerateGamePads(std::vector<std::unique_ptr<GamePad>> &vgamePad);
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static void EnumerateGamePads(std::vector<std::unique_ptr<GamePad>> &vgamePad);
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static void UpdateReleaseState();
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static void UpdateReleaseState();
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/**
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* Update state of every attached devices
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/*
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**/
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* Update state of every attached devices
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*/
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static void UpdateGamePadState();
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static void UpdateGamePadState();
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/**
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/*
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* Causes devices to rumble
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* Causes devices to rumble
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* Rumble will differ according to type which is either 0(small motor) or 1(big motor)
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* Rumble will differ according to type which is either 0(small motor) or 1(big motor)
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**/
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*/
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virtual void Rumble(int type, int pad) { return; }
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virtual void Rumble(int type, int pad) { return; }
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/**
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/*
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* Safely dispatch to the Rumble method above
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* Safely dispatch to the Rumble method above
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**/
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*/
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static void DoRumble(int type, int pad);
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static void DoRumble(int type, int pad);
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virtual bool Init(int id) { return false; } // opens a handle and gets information
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virtual bool Init(int id) { return false; } // opens a handle and gets information
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/**
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/*
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* Used for GUI checkbox to give feedback to the user
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* Used for GUI checkbox to give feedback to the user
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**/
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*/
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virtual bool TestForce(float strength = 0.6) { return false; }
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virtual bool TestForce(float strength = 0.6) { return false; }
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virtual bool PollButtons(u32 &pkey) { return false; }
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virtual bool PollButtons(u32 &pkey) { return false; }
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@ -96,13 +96,13 @@ void JoystickInfo::Rumble(int type, int pad)
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if (first) { // If done multiple times, device memory will be filled
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if (first) { // If done multiple times, device memory will be filled
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first = 0;
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first = 0;
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GenerateDefaultEffect();
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GenerateDefaultEffect();
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/** Sine and triangle are quite probably the best, don't change that lightly and if you do
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/* Sine and triangle are quite probably the best, don't change that lightly and if you do
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* keep effects ordered by type
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* keep effects ordered by type
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**/
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*/
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/** Effect for small motor **/
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/* Effect for small motor */
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/** Sine seems to be the only effect making little motor from DS3/4 react
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/* Sine seems to be the only effect making little motor from DS3/4 react
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* Intensity has pretty much no effect either(which is coherent with what is explain in hid_sony driver
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* Intensity has pretty much no effect either(which is coherent with what is explain in hid_sony driver
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**/
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*/
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effects[0].type = SDL_HAPTIC_SINE;
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effects[0].type = SDL_HAPTIC_SINE;
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effects_id[0] = SDL_HapticNewEffect(haptic, &effects[0]);
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effects_id[0] = SDL_HapticNewEffect(haptic, &effects[0]);
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if (effects_id[0] < 0) {
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if (effects_id[0] < 0) {
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