just small comment cleanup

This commit is contained in:
AJ Kelly
2011-01-09 17:44:45 -06:00
parent b3f257599d
commit 6fddbba0ee
+25 -28
View File
@@ -57,7 +57,6 @@ inline bool IsJoystick( InputDevice id ) { return DEVICE_JOY1 <= id && id < DEVI
inline bool IsPump( InputDevice id ) { return DEVICE_PUMP1 <= id && id < DEVICE_PUMP1+NUM_PUMPS; }
//inline bool IsMouse( InputDevice id ) { return id == DEVICE_MOUSE; }
struct InputDeviceInfo
{
InputDeviceInfo( InputDevice id_, RString sDesc_ )
@@ -76,7 +75,6 @@ struct InputDeviceInfo
}
};
enum InputDeviceState
{
InputDeviceState_Connected, // has an InputHandler and controller is plugged in
@@ -88,11 +86,10 @@ enum InputDeviceState
};
const RString& InputDeviceStateToString( InputDeviceState ids );
/* Only raw, unshifted keys go in this table; this doesn't include internationalized
* keyboards, only keys that we might actually want to test for programmatically. Any
* other keys are mapped to KEY_OTHER_0 and up. (If we want to support real international
* input, stick a wchar_t in DeviceInput.) */
/* Only raw, unshifted keys go in this table; this doesn't include
* internationalized keyboards, only keys that we might actually want to test
* for programmatically. Any other keys are mapped to KEY_OTHER_0 and up. (If we
* want to support real international input, stick a wchar_t in DeviceInput.) */
enum DeviceButton
{
@@ -262,17 +259,17 @@ enum DeviceButton
KEY_KP_ENTER,
KEY_OTHER_0,
/* ... */
// ...
KEY_LAST_OTHER=511,
/* Joystick inputs. We try to have enough input names so any input on a reasonable
* joystick has an obvious mapping, but keep it generic and don't try to handle odd
* special cases. For example, many controllers have two sticks, so the JOY_LEFT_2, etc.
* pairs are useful for many types of sticks. */
/* Standard axis: */
/* Joystick inputs. We try to have enough input names so any input on a
* reasonable joystick has an obvious mapping, but keep it generic and don't
* try to handle odd special cases. For example, many controllers have two
* sticks, so the JOY_LEFT_2, etc. pairs are useful for many types of sticks. */
// Standard axis:
JOY_LEFT, JOY_RIGHT, JOY_UP, JOY_DOWN,
/* Secondary sticks: */
// Secondary sticks:
JOY_LEFT_2, JOY_RIGHT_2, JOY_UP_2, JOY_DOWN_2,
JOY_Z_UP, JOY_Z_DOWN,
@@ -280,7 +277,7 @@ enum DeviceButton
JOY_HAT_LEFT, JOY_HAT_RIGHT, JOY_HAT_UP, JOY_HAT_DOWN,
JOY_AUX_1, JOY_AUX_2, JOY_AUX_3, JOY_AUX_4,
/* Buttons: */
// Buttons:
JOY_BUTTON_1, JOY_BUTTON_2, JOY_BUTTON_3, JOY_BUTTON_4, JOY_BUTTON_5,
JOY_BUTTON_6, JOY_BUTTON_7, JOY_BUTTON_8, JOY_BUTTON_9, JOY_BUTTON_10,
JOY_BUTTON_11, JOY_BUTTON_12, JOY_BUTTON_13, JOY_BUTTON_14, JOY_BUTTON_15,
@@ -292,15 +289,15 @@ enum DeviceButton
MIDI_FIRST = 600,
MIDI_LAST = 699,
/* Mouse: */
// Mouse:
/*
MOUSE_LEFT = 700,
MOUSE_RIGHT,
MOUSE_MIDDLE,
MOUSE_FORWARD, // for mice with forward and backwards buttons
MOUSE_BACK,
MOUSE_WHEELUP, // wheel mice
MOUSE_WHEELDOWN,
// for mice with forward and backwards buttons
MOUSE_FORWARD, MOUSE_BACK,
// wheel mice
MOUSE_WHEELUP, MOUSE_WHEELDOWN,
*/
NUM_DeviceButton,
@@ -316,12 +313,12 @@ public:
InputDevice device;
DeviceButton button;
/* This is usually 0 or 1. Analog joystick inputs can set this to a percentage (0..1).
* This should be 0 for analog axes within the dead zone. */
/* This is usually 0 or 1. Analog joystick inputs can set this to a percentage
* (0..1). This should be 0 for analog axes within the dead zone. */
float level;
/* Whether this button is pressed. This is level with a threshold and debouncing
* applied. */
/* Whether this button is pressed. This is level with a threshold and
* debouncing applied. */
bool bDown;
RageTimer ts;
@@ -333,8 +330,8 @@ public:
bool operator==( const DeviceInput &other ) const
{
/* Return true if we represent the same button on the same device. Don't
* compare level or ts. */
/* Return true if we represent the same button on the same device.
* Don't compare level or ts. */
return device == other.device && button == other.button;
}
bool operator!=( const DeviceInput &other ) const
@@ -343,8 +340,8 @@ public:
}
bool operator<( const DeviceInput &other ) const
{
/* Return true if we represent the same button on the same device. Don't
* compare level or ts. */
/* Return true if we represent the same button on the same device.
* Don't compare level or ts. */
if( device != other.device )
return device < other.device;
return button < other.button;