Simple pass over the codebase to standardize the platform types.

This commit is contained in:
cpusci 2013-08-04 16:26:01 -05:00
parent c75d6feb20
commit 4c35fd37af
189 changed files with 824 additions and 824 deletions

View file

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