get rid of the '¯' chars in source code...non ascii chars are not really good to have floating around for no reason. http://google-styleguide.googlecode.com/svn/trunk/cppguide.xml?showone=Non-ASCII_Characters#Non-ASCII_Characters

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4231 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Shawn Hoffman 2009-09-08 16:07:13 +00:00
commit 3b76f6dc80
41 changed files with 162 additions and 162 deletions

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@ -1,6 +1,6 @@
// Project description
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
// Name: Input Configuration and Calibration
// Description: Common SDL Input Functions
//
@ -32,7 +32,7 @@
// Include
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
#if defined HAVE_WX && HAVE_WX
#include <wx/wx.h>
#endif
@ -52,7 +52,7 @@ namespace InputCommon
// Degree to radian and back
// ッッッッッッッッッッッッッ
// -------------
float Deg2Rad(float Deg)
{
return Deg * ((float)M_PI / 180.0f);
@ -66,7 +66,7 @@ float Rad2Deg(float Rad)
// Check if the pad is within the dead zone, we assume the range is 0x8000
// ッッッッッッッッッッッッッッッッ
// ----------------
float CoordinatesToRadius(int x, int y)
{
return sqrt(pow((float)x, 2) + pow((float)y, 2));
@ -90,13 +90,13 @@ bool IsDeadZone(float DeadZone, int x, int y)
// Scale down stick values from 0x8000 to 0x80
/* ッッッッッッッッッッッッッッッッ
/* ----------------
The value returned by SDL_JoystickGetAxis is a signed integer s16
(-32768 to 32767). The value used for the gamecube controller is an unsigned
char u8 (0 to 255) with neutral at 0x80 (128), so that it's equivalent to a signed
-128 to 127.
*/
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
int Pad_Convert(int _val)
{
/* If the limits on PadState[].axis[] actually is a u16 then we don't need this
@ -119,7 +119,7 @@ int Pad_Convert(int _val)
// Adjust the radius
// ッッッッッッッッッッッッッッッッ
// ----------------
void RadiusAdjustment(int &_x, int &_y, int _pad, std::string SRadius)
{
// Get the radius setting
@ -157,7 +157,7 @@ void RadiusAdjustment(int &_x, int &_y, int _pad, std::string SRadius)
XBox 360 Wireless: 85%
GameCube Controller (Third Party) with EMS Trio Linker Plus II: 60%
*/
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
/* Calculate the distance from the outer edges of the box to the outer edges of the circle inside the box
at any angle from 0° to 360°. The returned value is 1 + Distance, for example at most sqrt(2) in the
@ -233,7 +233,7 @@ void Square2Circle(int &_x, int &_y, int _pad, std::string SDiagonal, bool Circl
// Windows Virtual Key Codes Names
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
#ifdef _WIN32
std::string VKToString(int keycode)
{

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@ -18,7 +18,7 @@
// Include
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
#include "DirectInputBase.h"

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@ -21,7 +21,7 @@
// Include
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
#include <windows.h> // System
#include <stdio.h>

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@ -1,6 +1,6 @@
// Project description
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
// Name: SDL Input
// Description: Common SDL Input Functions
//
@ -31,7 +31,7 @@
// Include
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
#define _SDL_MAIN_ // Avoid certain declarations in SDL.h
#include "SDL.h" // Local
#include "XInput.h"
@ -40,7 +40,7 @@
// Definitions
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
int g_LastPad = 0;
@ -50,14 +50,14 @@ namespace InputCommon
// Definitions
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
// Search attached devices. Populate joyinfo for all attached physical devices.
// ッッッッッッッッッッッッッッッッッッッッッッッ
// -----------------------
bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
{
/* SDL 1.3 use DirectInput instead of the old Microsoft Multimedia API, and with this we need
@ -113,16 +113,16 @@ bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_
// Supporting functions
// ッッッッッッッッッッッッッッッッ
// ----------------
// Read current joystick status
/* ッッッッッッッッッッッッッッッッ
/* ----------------
The value PadMapping[].buttons[] is the number of the assigned joypad button,
PadState[].buttons[] is the status of the button, it becomes 0 (no pressed) or 1 (pressed) */
// Read buttons status. Called from GetJoyState().
// ッッッッッッッッッッッッッッッッッッッッッッ
// ----------------------
void ReadButton(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int button, int NumButtons)
{
int ctl_button = _PadMapping.buttons[button];
@ -133,7 +133,7 @@ void ReadButton(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int
}
// Request joystick state.
// ッッッッッッッッッッッッッッッッッッッッッッ
// ----------------------
/* Called from: PAD_GetStatus()
Input: The virtual device 0, 1, 2 or 3
Function: Updates the PadState struct with the current pad status. The input value "controller" is
@ -242,10 +242,10 @@ void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, in
// Configure button mapping
// ッッッッッッッッッッ
// ----------
// Avoid extreme axis values
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
/* Function: We have to avoid very big values to becuse some triggers are -0x8000 in the
unpressed state (and then go from -0x8000 to 0x8000 as they are fully pressed) */
bool AvoidValues(int value, bool NoTriggerFilter)
@ -260,7 +260,7 @@ bool AvoidValues(int value, bool NoTriggerFilter)
// Detect a pressed button
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
void GetButton(SDL_Joystick *joy, int ControllerID, int buttons, int axes, int hats,
int &KeyboardKey, int &value, int &type, int &pressed, bool &Succeed, bool &Stop,
bool LeftRight, bool Axis, bool XInput, bool Button, bool Hat, bool NoTriggerFilter)

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@ -1,6 +1,6 @@
// Project description
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
// Name: SDL Input
// Description: Common SDL Input Functions
//
@ -33,7 +33,7 @@
// Include
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
#include <iostream> // System
#include <vector>
#include <cmath>
@ -53,14 +53,14 @@ namespace InputCommon
// Settings
// ッッッッッッッッッッ
// ----------
// Show a status window with the detected axes, buttons and so on
//#define SHOW_PAD_STATUS
// Structures
/* ッッッッッッッッッッッッッッッッッッッ
/* -------------------
CONTROLLER_STATE buttons (PadState) = 0 or 1
CONTROLLER_MAPPING buttons (joystick) = 0 or 1, 2, 3, 4, a certain joypad button
@ -225,7 +225,7 @@ struct CONTROLLER_MAPPING_NEW // GC PAD MAPPING
// Declarations
// ッッッッッッッッッ
// ---------
// General functions
bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &NumPads, int &NumGoodPads);

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@ -22,7 +22,7 @@
// File description
/* ッッッッッッッッッッッッッッッッッッッ
/* -------------------
Function: This file will get the status of the analog triggers of any connected XInput device.
This code was made with the help of SimpleController.cpp in the June 2008 Microsoft DirectX SDK
Samples.
@ -33,7 +33,7 @@
// Includes
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
#include <windows.h>
#include <XInput.h> // XInput API
@ -47,7 +47,7 @@ namespace XInput
// Declarations
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
#define MAX_CONTROLLERS 4 // XInput handles up to 4 controllers
@ -62,7 +62,7 @@ CONTROLER_STATE g_Controllers[MAX_CONTROLLERS];
// Init
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
/* Function: Calculate the number of connected XInput devices
Todo: Implement this to figure out if there are multiple XInput controllers connected,
we currently only try to connect to XInput device 0 */
@ -92,7 +92,7 @@ void Init()
// Get the trigger status
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
int GetXI(int Controller, int Button)
{
// Update the internal status
@ -118,7 +118,7 @@ int GetXI(int Controller, int Button)
// Check if a certain controller is connected
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
bool IsConnected(int Controller)
{
DWORD dwResult = XInputGetState( Controller, &g_Controllers[Controller].state );

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@ -23,7 +23,7 @@
// Includes
// ッッッッッッッッッッ
// ----------
#include <iostream>
@ -34,7 +34,7 @@ namespace XInput
// Declarations
// ッッッッッッッッッッ
// ----------
void Init();
int GetXI(int Controller, int Button);
bool IsConnected(int Controller);