diff options
| author | Andreas Haas <liu.gam3@gmail.com> | 2017-03-24 17:33:52 +0100 |
|---|---|---|
| committer | Andreas Haas <liu.gam3@gmail.com> | 2017-03-24 18:04:36 +0100 |
| commit | 0d8f5660f66d9952072fa62b88f620f7ea839d51 (patch) | |
| tree | e9c4ae42a2e913ccab8a21d4ff2c34f23f4ad7b0 /platform | |
| parent | efaeebab4d83e5657288b7b20db6ce4ccf987a01 (diff) | |
Input: Refactor JOY_* constants.
**Breaking change**
Removed the `JOY_SNES_*` and `JOY_SEGA_*` constants. Imho there's no reason for a modern game engine to provide button aliases for decades-old hardware.
Also renamed `JOY_ANALOG_{0,1}_{X,Y}` to `JOY_ANALOG_{L,R}{X,Y}` and removed `JOY_ANALOG_2_*`.
Diffstat (limited to 'platform')
| -rw-r--r-- | platform/iphone/os_iphone.cpp | 6 |
1 files changed, 3 insertions, 3 deletions
diff --git a/platform/iphone/os_iphone.cpp b/platform/iphone/os_iphone.cpp index 57862131f9..752690762e 100644 --- a/platform/iphone/os_iphone.cpp +++ b/platform/iphone/os_iphone.cpp @@ -325,7 +325,7 @@ void OSIPhone::update_accelerometer(float p_x, float p_y, float p_z) { InputEvent ev; ev.type = InputEvent::JOYPAD_MOTION; ev.device = 0; - ev.joy_motion.axis = JOY_ANALOG_0_X; + ev.joy_motion.axis = JOY_ANALOG_0; ev.joy_motion.axis_value = (p_x / (float)ACCEL_RANGE); ev.ID = ++last_event_id; last_accel.x = p_x; @@ -336,7 +336,7 @@ void OSIPhone::update_accelerometer(float p_x, float p_y, float p_z) { InputEvent ev; ev.type = InputEvent::JOYPAD_MOTION; ev.device = 0; - ev.joy_motion.axis = JOY_ANALOG_0_Y; + ev.joy_motion.axis = JOY_ANALOG_1; ev.joy_motion.axis_value = (p_y / (float)ACCEL_RANGE); ev.ID = ++last_event_id; last_accel.y = p_y; @@ -347,7 +347,7 @@ void OSIPhone::update_accelerometer(float p_x, float p_y, float p_z) { InputEvent ev; ev.type = InputEvent::JOYPAD_MOTION; ev.device = 0; - ev.joy_motion.axis = JOY_ANALOG_1_X; + ev.joy_motion.axis = JOY_ANALOG_2; ev.joy_motion.axis_value = ( (1.0 - p_z) / (float)ACCEL_RANGE); ev.ID = ++last_event_id; last_accel.z = p_z; |