[retro-gtk] input: Remove docs and point to libretro.h for them
- From: Bastien Nocera <hadess src gnome org>
- To: commits-list gnome org
- Cc:
- Subject: [retro-gtk] input: Remove docs and point to libretro.h for them
- Date: Thu, 16 Feb 2017 07:54:57 +0000 (UTC)
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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