general: fix spelling mistakes
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d155167ea2
commit
600f325d87
107 changed files with 216 additions and 211 deletions
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@ -344,7 +344,7 @@ bool GCAdapter::IsVibrationEnabled([[maybe_unused]] const PadIdentifier& identif
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void GCAdapter::UpdateVibrations() {
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// Use 8 states to keep the switching between on/off fast enough for
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// a human to feel different vibration strenght
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// a human to feel different vibration strength
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// More states == more rumble strengths == slower update time
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constexpr u8 vibration_states = 8;
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@ -62,7 +62,7 @@ private:
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/// Registers controllers, clears all data and starts the scan thread
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void Setup();
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/// Actively searchs for new devices
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/// Actively searches for new devices
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void ScanThread(std::stop_token stop_token);
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/// Returns true if device is valid and not registered
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@ -24,7 +24,7 @@ constexpr PadIdentifier keyboard_modifier_identifier = {
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};
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Keyboard::Keyboard(std::string input_engine_) : InputEngine(std::move(input_engine_)) {
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// Keyboard is broken into 3 diferent sets:
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// Keyboard is broken into 3 different sets:
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// key: Unfiltered intended for controllers.
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// keyboard_key: Allows only Settings::NativeKeyboard::Keys intended for keyboard emulation.
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// keyboard_modifier: Allows only Settings::NativeKeyboard::Modifiers intended for keyboard
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@ -142,7 +142,7 @@ void Mouse::Move(int x, int y, int center_x, int center_y) {
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return;
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}
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// Make slow movements at least 3 units on lenght
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// Make slow movements at least 3 units on length
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if (move_distance < 3.0f) {
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// Normalize value
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mouse_change /= move_distance;
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@ -154,7 +154,7 @@ void Mouse::Move(int x, int y, int center_x, int center_y) {
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const auto last_move_distance = last_mouse_change.Length();
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// Make fast movements clamp to 8 units on lenght
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// Make fast movements clamp to 8 units on length
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if (last_move_distance > 8.0f) {
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// Normalize value
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last_mouse_change /= last_move_distance;
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@ -748,7 +748,7 @@ ButtonMapping SDLDriver::GetButtonMappingForDevice(const Common::ParamPackage& p
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// This list is missing ZL/ZR since those are not considered buttons in SDL GameController.
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// We will add those afterwards
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// This list also excludes Screenshot since theres not really a mapping for that
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// This list also excludes Screenshot since there's not really a mapping for that
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ButtonBindings switch_to_sdl_button;
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if (SDL_GameControllerGetType(controller) == SDL_CONTROLLER_TYPE_NINTENDO_SWITCH_PRO) {
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@ -1007,7 +1007,7 @@ MotionMapping SDLDriver::GetMotionMappingForDevice(const Common::ParamPackage& p
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Common::Input::ButtonNames SDLDriver::GetUIName(const Common::ParamPackage& params) const {
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if (params.Has("button")) {
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// TODO(German77): Find how to substitue the values for real button names
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// TODO(German77): Find how to substitute the values for real button names
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return Common::Input::ButtonNames::Value;
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}
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if (params.Has("hat")) {
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@ -57,7 +57,7 @@ Common::Input::NfcState VirtualAmiibo::WriteNfcData(
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}
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if (!nfc_file.Write(data)) {
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LOG_ERROR(Service_NFP, "Error writting to file");
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LOG_ERROR(Service_NFP, "Error writing to file");
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return Common::Input::NfcState::WriteFailed;
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}
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