renamed curve1 to tiltInputCurve

This commit is contained in:
Siddharth 2013-10-28 16:49:36 +05:30
parent bc9852dad5
commit fce408ad81

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@ -189,9 +189,9 @@ void EmuScreen::sendMessage(const char *message, const char *value) {
}
}
//curve1 implements a smooth deadzone as described here:
//tiltInputCurve implements a smooth deadzone as described here:
//http://www.gamasutra.com/blogs/JoshSutphin/20130416/190541/Doing_Thumbstick_Dead_Zones_Right.php
inline float curve1(float x) {
inline float tiltInputCurve(float x) {
const float deadzone = g_Config.fDeadzoneRadius;
const float factor = 1.0f / (1.0f - deadzone);
@ -482,14 +482,14 @@ void EmuScreen::update(InputState &input) {
float normalized_input_y = (input.acc.x - base_y) / 50.0 ;
//TODO: need a better name for computed x and y.
float delta_x = curve1(normalized_input_x * 2.0 * (g_Config.iTiltSensitivityX)) ;
float delta_x = tiltInputCurve(normalized_input_x * 2.0 * (g_Config.iTiltSensitivityX)) ;
//if the invert is enabled, invert the motion
if (g_Config.bInvertTiltX){
delta_x *= -1;
}
float delta_y = curve1(normalized_input_y * 2.0 * (g_Config.iTiltSensitivityY)) ;
float delta_y = tiltInputCurve(normalized_input_y * 2.0 * (g_Config.iTiltSensitivityY)) ;
if (g_Config.bInvertTiltY){
delta_y *= -1;