[retro-gtk] input: Remove docs and point to libretro.h for them



commit 386dd0729e89d3b4d1bd20bb5992963e49da1e45
Author: Bastien Nocera <hadess hadess net>
Date:   Thu Feb 16 08:40:49 2017 +0100

    input: Remove docs and point to libretro.h for them
    
    Rather than duplicating them in our own code.

 retro-gtk/input/device.vala |   84 +------------------------------------------
 1 files changed, 1 insertions(+), 83 deletions(-)
---
diff --git a/retro-gtk/input/device.vala b/retro-gtk/input/device.vala
index 74fccf5..56f0f81 100644
--- a/retro-gtk/input/device.vala
+++ b/retro-gtk/input/device.vala
@@ -8,95 +8,13 @@ namespace Retro {
 public enum DeviceType {
        TYPE_MASK = 0xff,
 
-       /**
-        * No device type.
-        */
+       /* See RETRO_DEVICE_NONE and below in libretro.h for docs */
        NONE = 0,
-
-       /**
-        * A classic joypad.
-        *
-        * The joypad is called RetroPad.
-        *
-        * It is essentially a Super Nintendo controller,
-        * but with additional L2/R2/L3/R3 buttons, similar to a PlayStation DualShock.
-        */
        JOYPAD = 1,
-
-       /**
-        * A simple mouse.
-        *
-        * It is similar to Super Nintendo's mouse (with two axes and two buttons).
-        *
-        * X and Y coordinates are reported relatively to last poll (poll callback).
-        * It is up to the Libretro implementation to keep track of where the mouse pointer
-        * is supposed to be on the screen.
-        *
-        * The frontend must make sure not to interfere with its own hardware mouse pointer.
-        */
        MOUSE = 2,
-
-       /**
-        * A keyboard.
-        *
-        * Keyboard device lets one poll for hardware key pressed.
-        *
-        * It is poll based, so input callback will return with the current pressed state.
-        */
        KEYBOARD = 3,
-
-       /**
-        * A lightgun.
-        *
-        * X/Y coordinates are reported relatively to last poll, similar to mouse.
-        */
        LIGHTGUN = 4,
-
-       /**
-        * An analog joypad.
-        *
-        * It is an extension to the joypad (RetroPad).
-        *
-        * Similar to DualShock it adds two analog sticks.
-        *
-        * This is treated as a separate device type as it returns values in the full analog range
-        * of [-0x8000, 0x7fff]. Positive X axis is right. Positive Y axis is down.
-        * Only use the analog type when polling for analog values of the axes.
-        */
        ANALOG = 5,
-
-       /**
-        * An abstract pointing mecanism (e.g. touch).
-        *
-        * This allows Libretro to query in absolute coordinates where on the screen a pointer
-        * (a mouse or something similar) is being placed.
-        * For a touch centric device, coordinates reported are the coordinates of the press.
-        *
-        * Coordinates in X and Y are reported as:
-        * [-0x7fff, 0x7fff]: -0x7fff corresponds to the far left/top of the screen,
-        * and 0x7fff corresponds to the far right/bottom of the screen.
-        *
-        * The "screen" is here defined as area that is passed to the frontend and later displayed on
-        * the monitor.
-        * The frontend is free to scale/resize this screen as it sees fit, however,
-        * (X, Y) = (-0x7fff, -0x7fff) will correspond to the top-left pixel of the game image, etc.
-        *
-        * To check if the pointer coordinates are valid (e.g. a touch display actually being touched),
-        * {@link PointerId.PRESSED} returns 1 or 0.
-        * If using a mouse, {@link PointerId.PRESSED} will usually correspond to the left
-        * mouse button.
-        * {@link PointerId.PRESSED} will only return 1 if the pointer is inside the game
-        * screen.
-        *
-        * For multi-touch, the index argument of {@link Input.get_state} can be used to
-        * successively query more presses.
-        * If index = 0 returns 1 for {@link PointerId.PRESSED}, coordinates can be extracted
-        * with {@link PointerId.X}, {@link PointerId.Y} for index = 0.
-        * One can then query {@link PointerId.PRESSED}, {@link PointerId.X},
-        * {@link PointerId.Y} with index = 1, and so on.
-        * Eventually {@link PointerId.PRESSED} will return 0 for an index. No further
-        * presses are registered at this point.
-        */
        POINTER = 6,
 
        /**


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