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https://github.com/RPCSX/rpcsx.git
synced 2026-04-09 00:14:56 +00:00
fix some warnings and typos
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parent
89922b254c
commit
e3f6bbfcc9
3 changed files with 20 additions and 20 deletions
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@ -156,7 +156,7 @@ void usb_device_gametablet::interrupt_transfer(u32 buf_size, u8* buf, u32 /*endp
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const auto gamepad_handler = pad::get_current_handler();
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const auto& pads = gamepad_handler->GetPads();
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const int pad_index = 1; // Player2
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constexpr s32 pad_index = 1; // Player2
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const auto& pad = ::at32(pads, pad_index);
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if (pad->m_port_status & CELL_PAD_STATUS_CONNECTED)
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{
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@ -244,7 +244,7 @@ void usb_device_gametablet::interrupt_transfer(u32 buf_size, u8* buf, u32 /*endp
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mouse_handler.Init(1);
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const uint8_t mouse_index = 0;
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constexpr u8 mouse_index = 0;
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if (mouse_index >= mouse_handler.GetMice().size())
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{
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return;
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@ -256,20 +256,20 @@ void usb_device_gametablet::interrupt_transfer(u32 buf_size, u8* buf, u32 /*endp
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return;
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}
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static uint8_t noise_x = 0; // Toggle the LSB to simulate a noisy signal, Instant Artist dislikes a pen held perfectly still
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static uint8_t noise_y = 0;
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const int tablet_max_x = 1920;
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const int tablet_max_y = 1080;
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static u8 noise_x = 0; // Toggle the LSB to simulate a noisy signal, Instant Artist dislikes a pen held perfectly still
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static u8 noise_y = 0;
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constexpr s32 tablet_max_x = 1920;
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constexpr s32 tablet_max_y = 1080;
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const long tablet_x_pos = (mouse_data.x_pos * tablet_max_x / mouse_data.x_max) ^ noise_x;
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const long tablet_y_pos = (mouse_data.y_pos * tablet_max_y / mouse_data.y_max) ^ noise_y;
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noise_x = !noise_x;
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noise_y = !noise_y;
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const s32 tablet_x_pos = (mouse_data.x_pos * tablet_max_x / mouse_data.x_max) ^ noise_x;
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const s32 tablet_y_pos = (mouse_data.y_pos * tablet_max_y / mouse_data.y_max) ^ noise_y;
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noise_x ^= 0x1;
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noise_y ^= 0x1;
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buf[0x0b] = 0x40; // pen
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buf[0x0d] = mouse_data.buttons & CELL_MOUSE_BUTTON_1 ? 0xbb : 0x72; // pressure
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buf[0x0f] = tablet_x_pos / 0x100;
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buf[0x10] = tablet_y_pos / 0x100;
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buf[0x11] = tablet_x_pos % 0x100;
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buf[0x12] = tablet_y_pos % 0x100;
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buf[0x0f] = static_cast<u8>(tablet_x_pos / 0x100);
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buf[0x10] = static_cast<u8>(tablet_y_pos / 0x100);
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buf[0x11] = static_cast<u8>(tablet_x_pos % 0x100);
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buf[0x12] = static_cast<u8>(tablet_y_pos % 0x100);
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}
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