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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-13 03:33:48 +00:00
Simple pass over the codebase to standardize the platform types.
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189 changed files with 824 additions and 824 deletions
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@ -437,14 +437,14 @@ bool DInputManager::isXInputEnabled()
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}
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//------------------------------------------------------------------------------
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bool DInputManager::isXInputConnected(int controllerID)
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bool DInputManager::isXInputConnected(S32 controllerID)
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{
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return( mXInputStateNew[controllerID].bConnected );
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}
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int DInputManager::getXInputState(int controllerID, int property, bool current)
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int DInputManager::getXInputState(S32 controllerID, S32 property, bool current)
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{
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int retVal;
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S32 retVal;
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switch(property)
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{
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@ -586,7 +586,7 @@ void DInputManager::buildXInputEvent( U32 deviceInst, InputEventType objType, In
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// "mXInputStateReset" is the exception and is true whenever DirectInput gets reset (because
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// the user ALT-TABBED away, for example). That means that after every context switch,
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// you will get a full set of updates on the "true" state of the controller.
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inline void DInputManager::fireXInputConnectEvent( int controllerID, bool condition, bool connected )
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inline void DInputManager::fireXInputConnectEvent( S32 controllerID, bool condition, bool connected )
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{
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if ( mXInputStateReset || condition )
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{
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@ -597,7 +597,7 @@ inline void DInputManager::fireXInputConnectEvent( int controllerID, bool condit
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}
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}
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inline void DInputManager::fireXInputMoveEvent( int controllerID, bool condition, InputObjectInstances objInst, float fValue )
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inline void DInputManager::fireXInputMoveEvent( S32 controllerID, bool condition, InputObjectInstances objInst, float fValue )
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{
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if ( mXInputStateReset || condition )
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{
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@ -620,7 +620,7 @@ inline void DInputManager::fireXInputMoveEvent( int controllerID, bool condition
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}
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}
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inline void DInputManager::fireXInputButtonEvent( int controllerID, bool forceFire, int button, InputObjectInstances objInst )
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inline void DInputManager::fireXInputButtonEvent( S32 controllerID, bool forceFire, S32 button, InputObjectInstances objInst )
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{
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if ( mXInputStateReset || forceFire || ((mXInputStateNew[controllerID].state.Gamepad.wButtons & button) != (mXInputStateOld[controllerID].state.Gamepad.wButtons & button)) )
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{
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@ -663,7 +663,7 @@ void DInputManager::processXInput( void )
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if ( mfnXInputGetState )
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{
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for ( int i=0; i<4; i++ )
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for ( S32 i=0; i<4; i++ )
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{
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// Calling XInputGetState on a disconnected controller takes a fair
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// amount of time (probably because it tries to locate it), so we
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@ -855,7 +855,7 @@ ConsoleFunction( isXInputConnected, bool, 2, 2, "( int controllerID )"
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}
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//------------------------------------------------------------------------------
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ConsoleFunction( getXInputState, int, 3, 4, "( int controllerID, string property, bool current )"
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ConsoleFunction( getXInputState, S32, 3, 4, "( int controllerID, string property, bool current )"
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"@brief Queries the current state of a connected Xbox 360 controller.\n\n"
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"XInput Properties:\n\n"
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" - XI_THUMBLX, XI_THUMBLY - X and Y axes of the left thumbstick. \n"
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