On 3/2/22 14:05, Matteo Bruni wrote:
Signed-off-by: Matteo Bruni mbruni@codeweavers.com
Hopefully I got it right...
dlls/winebus.sys/unix_private.h | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-)
diff --git a/dlls/winebus.sys/unix_private.h b/dlls/winebus.sys/unix_private.h index 3c37f219a4b..ed1ececc9e5 100644 --- a/dlls/winebus.sys/unix_private.h +++ b/dlls/winebus.sys/unix_private.h @@ -123,10 +123,10 @@ struct hid_report_descriptor BYTE next_report_id[3]; };
-/* HID spec uses None / Stop names for the first two implicit waveforms,
- where Windows SDK headers use STOP / NULL for the corresponding HID
- usage constants. We're not actually using the usages anyway are we
- stick to the HID spec here.
+/* The HID spec uses None / Stop names for the first two implicit waveforms,
- where the Windows SDK headers use STOP / NULL for the corresponding HID
- usage constants. We don't care about the usages anyway so we stick to the
*/ enum haptics_waveform_ordinal {
- HID spec's nomenclature here.
Yeah it's right but I think I'm going to drop this nonsense anyway.
It's hopefully a standard way to describe these features but it doesn't map very well to what we would need for Windows.Gaming.Input trigger rumble support, it makes everything more complicated than necessary and it doesn't match what native exposes in its SimpleHapticsController collections: instead of a single HID collection like we have, native has a collection for each physical motor, and only a single implicit waveform on each and no real need for the stop/null waveforms.