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fix typos and comment formatting
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@@ -1,6 +1,4 @@
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//
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// Created by loki on 6/20/19.
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//
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// define uint32_t for <moonlight-common-c/src/Input.h>
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#include <cstdint>
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@@ -89,7 +87,7 @@ struct gamepad_t {
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// When emulating the HOME button, we may need to artificially release the back button.
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// Afterwards, the gamepad state on sunshine won't match the state on Moonlight.
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// To prevent Sunshine from sending erronious input data to the active application,
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// To prevent Sunshine from sending erroneous input data to the active application,
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// Sunshine forces the button to be in a specific state until the gamepad state matches that of
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// Moonlight once more.
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button_state_e back_button_state;
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@@ -316,11 +314,11 @@ void passthrough(std::shared_ptr<input_t> &input, PNV_MOUSE_BUTTON_PACKET packet
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/*/
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* When Moonlight sends mouse input through absolute coordinates,
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* it's possible that BUTTON_RIGHT is pressed down immediately after releasing BUTTON_LEFT.
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* As a result, Sunshine will left click on hyperlinks in the browser before right clicking
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* As a result, Sunshine will left-click on hyperlinks in the browser before right-clicking
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*
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* This can be solved by delaying BUTTON_LEFT, however, any delay on input is undesirable during gaming
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* As a compromise, Sunshine will only put delays on BUTTON_LEFT when
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* absolute mouse coordinates have been send.
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* absolute mouse coordinates have been sent.
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*
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* Try to make sure BUTTON_RIGHT gets called before BUTTON_LEFT is released.
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*
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@@ -428,7 +426,7 @@ void passthrough(std::shared_ptr<input_t> &input, PNV_KEYBOARD_PACKET packet) {
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if(!pressed) {
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if(!release) {
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// A new key has been pressed down, we need to check for key combo's
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// If a keycombo has been pressed down, don't pass it through
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// If a key-combo has been pressed down, don't pass it through
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if(input->shortcutFlags == input_t::SHORTCUT && apply_shortcut(keyCode) > 0) {
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return;
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}
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