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ControllerInterface: mixed comments
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@ -91,6 +91,11 @@ KeyboardMouse::~KeyboardMouse()
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{
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s_keyboard_mouse_exists = false;
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// Independently of the order in which we do these, if we put a breakpoint on Unacquire() (or in
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// any place in the call stack before this), when refreshing devices from the UI, on the second
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// attempt, it will get stuck in an infinite (while) loop inside dinput8.dll. Given that it can't
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// be otherwise be reproduced (not even with sleeps), we can just ignore the problem.
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// kb
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m_kb_device->Unacquire();
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m_kb_device->Release();
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@ -34,6 +34,7 @@ private:
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RelativeMouseState relative_mouse;
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};
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// Keyboard key
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class Key : public Input
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{
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public:
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@ -46,6 +47,7 @@ private:
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const u8 m_index;
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};
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// Mouse button
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class Button : public Input
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{
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public:
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@ -58,6 +60,7 @@ private:
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const u8 m_index;
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};
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// Mouse movement offset axis. Includes mouse wheel
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class Axis : public Input
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{
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public:
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@ -72,6 +75,7 @@ private:
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const u8 m_index;
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};
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// Mouse from window center
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class Cursor : public Input
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{
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public:
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