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Fix improper naming
I'm so sorry
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@ -424,7 +424,7 @@ void DolphinAnalytics::MakePerGameBuilder()
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// Controller information
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// We grab enough to tell what percentage of our users are playing with keyboard/mouse, some kind
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// of gamepad
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// or the official gamecube adapter.
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// or the official GameCube adapter.
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builder.AddData("gcadapter-detected", GCAdapter::IsDetected(nullptr));
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builder.AddData("has-controller", Pad::GetConfig()->IsControllerControlledByGamepadDevice(0) ||
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GCAdapter::IsDetected(nullptr));
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@ -147,7 +147,7 @@ void CEXIETHERNET::XLinkNetworkInterface::ReadThreadHandler(
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if (!self->IsActivated())
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break;
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// XLink supports jumboframes but Gamecube BBA does not. We need to support jumbo frames
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// XLink supports jumboframes but GameCube BBA does not. We need to support jumbo frames
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// *here* because XLink *could* send one
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std::size_t bytes_read = 0;
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if (self->m_sf_socket.receive(self->m_in_frame, std::size(self->m_in_frame), bytes_read, sender,
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@ -24,7 +24,7 @@ constexpr u32 GCS_DENTRY_OFFSET = 0x110;
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bool HasSameIdentity(const DEntry& lhs, const DEntry& rhs)
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{
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// The Gamecube BIOS identifies two files as being 'the same' (that is, disallows copying from one
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// The GameCube BIOS identifies two files as being 'the same' (that is, disallows copying from one
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// card to another when both contain a file like it) when the full array of all of m_gamecode,
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// m_makercode, and m_filename match between them.
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@ -22,8 +22,8 @@ enum class ReadSavefileErrorCode
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DataCorrupted,
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};
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// Reads a Gamecube memory card savefile from a file.
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// Supported formats are GCI, GCS (Gameshark), and SAV (MaxDrive).
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// Reads a GameCube memory card savefile from a file.
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// Supported formats are GCI, GCS (GameShark), and SAV (MaxDrive).
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std::variant<ReadSavefileErrorCode, Savefile> ReadSavefile(const std::string& filename);
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enum class SavefileFormat
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@ -33,7 +33,7 @@ enum class SavefileFormat
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SAV,
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};
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// Writes a Gamecube memory card savefile to a file.
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// Writes a GameCube memory card savefile to a file.
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bool WriteSavefile(const std::string& filename, const Savefile& savefile, SavefileFormat format);
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// Generates a filename (without extension) for the given directory entry.
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@ -184,7 +184,7 @@ struct LogicalMemoryView
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};
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// Dolphin allocates memory to represent four regions:
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// - 32MB RAM (actually 24MB on hardware), available on Gamecube and Wii
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// - 32MB RAM (actually 24MB on hardware), available on GameCube and Wii
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// - 64MB "EXRAM", RAM only available on Wii
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// - 32MB FakeVMem, allocated in GameCube mode when MMU support is turned off.
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// This is used to approximate the behavior of a common library which pages
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@ -79,7 +79,7 @@ bool CSIDevice_GCSteeringWheel::GetData(u32& hi, u32& low)
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// We must double these values because we are mapping half of a stick range to a 0..255 value.
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// We're only getting half the precison we could potentially have,
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// but we'll have to redesign our gamecube controller input to fix that.
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// but we'll have to redesign our GameCube controller input to fix that.
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// All 8 bits (Accelerate)
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low |= u32(std::clamp(accel_value * 2, 0, 0xff)) << 24;
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@ -560,7 +560,7 @@ bool BeginRecordingInput(const ControllerTypeArray& controllers,
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// Wiimotes cause desync issues if they're not reset before launching the game
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if (!Core::IsRunningAndStarted())
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{
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// This will also reset the wiimotes for gamecube games, but that shouldn't do anything
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// This will also reset the Wiimotes for GameCube games, but that shouldn't do anything
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Wiimote::ResetAllWiimotes();
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}
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@ -53,7 +53,7 @@ TEST(IsMMIOAddress, SpecialAddresses)
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EXPECT_FALSE(MMIO::IsMMIOAddress(0xCC0000E0));
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// And lets check some valid addresses too
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EXPECT_TRUE(MMIO::IsMMIOAddress(0x0C0000E0)); // Gamecube MMIOs
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EXPECT_TRUE(MMIO::IsMMIOAddress(0x0C0000E0)); // GameCube MMIOs
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EXPECT_TRUE(MMIO::IsMMIOAddress(0x0D00008C)); // Wii MMIOs
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EXPECT_TRUE(MMIO::IsMMIOAddress(0x0D800F10)); // Mirror of Wii MMIOs
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@ -1109,7 +1109,7 @@ static std::vector<uint8_t> fnt_to_bmp(const std::vector<uint8_t>& input)
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return bitmap;
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}
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// Generates a gamecube font file
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// Generates a GameCube font file
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static std::vector<uint8_t> generate_fnt(
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font_type type,
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const std::vector<uint8_t>& widths,
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@ -1230,7 +1230,7 @@ static void freetype_to_fnt_data(
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}
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}
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// Converts a freetype font to a gamecube compressed font
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// Converts a freetype font to a GameCube compressed font
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static std::vector<uint8_t> freetype_to_fnt(const std::vector<uint8_t>& font_buf, font_type type, bool dither)
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{
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// Get font table from font type
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