зеркало из https://github.com/microsoft/cocos2d-x.git
Fixed typo. Added comments about GLFW 3.3 controller support. (#18064)
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78e2bf5f93
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@ -42,6 +42,15 @@ class CC_DLL ControllerImpl
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ControllerImpl()
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{
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//FIXME: Once GLFW 3.3 is bundled with cocos2d-x and no extra
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//controllers have been added here, remove all the code here. If
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//extra controllers were added, make sure to add them to the SDL
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//Controller Database at
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//https://github.com/gabomdq/SDL_GameControllerDB which GLFW uses
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//for providing the new gamepad API. We are going to map the GLFW
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//game pad events to Controller::Key key codes.
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// Note: the controllers input profile were taken from the
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// RetroArch joypad autoconfig project at:
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// https://github.com/libretro/retroarch-joypad-autoconfig/tree/master/udev
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@ -4854,6 +4863,11 @@ class CC_DLL ControllerImpl
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}
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private:
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//FIXME: Once GLFW 3.3 is bundled with cocos2d-x, remove these
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//controller profiles and all the related code. We will only need to
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//provide a mapping from the GLFW gamepad key codes to the
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//Controller::Key keycodes. So far an std::unordered_map<int,int>
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//should suffice.
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static std::map<std::string, std::pair< std::unordered_map<int, int>, std::unordered_map<int, int> > > s_controllerProfiles;
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};
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@ -220,10 +220,14 @@ private:
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EventController *_axisEvent;
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#if ( CC_TARGET_PLATFORM == CC_PLATFORM_LINUX || CC_TARGET_PLATFORM == CC_PLATFORM_WIN32 )
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//FIXME: Once GLFW 3.3 is bundled with cocos2d-x, remove these unordered
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//maps. They won't be needed. We will only need to provide a mapping from
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//the GLFW gamepad key codes to the Controller::Key.
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// Attach the controller profiles from CCController-linux-win32.cpp to each
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// of the Controller variables in order to minimize profile lookup time.
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// Note: this increases memory usage unecessarily since the same maps are
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// Note: this increases memory usage unnecessarily since the same maps are
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// already stored on ControllerImpl within the static member variable
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// "s_controllerProfiles", but on these platforms the increase in memory
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// usage is negligible. Peformance over memory optimization was
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