remove references to gamepads in documentation

This commit is contained in:
Nikita Leonidov 2020-04-18 18:40:37 -04:00
parent e60286d58a
commit 8fe5ce9335

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@ -5348,25 +5348,24 @@ GLFWAPI const char* glfwGetGamepadName(int jid);
*/
GLFWAPI int glfwGetGamepadState(int jid, GLFWgamepadstate* state);
/*! @brief Sets the intensity of an Xbox-like gamepad's rumble effect.
/*! @brief Sets the intensity of a joystick's rumble effect.
*
* This function sends vibration data to gamepads that implement haptic
* feedback effects using two vibration motors: a low-frequency motor, and
* a high-frequency motor.
* This function sends vibration data to joysticks that implement haptic feedback
* effects using two vibration motors: a low-frequency motor, and a
* high-frequency motor.
*
* Vibration intensity is a value between 0.0 and 1.0 inclusive, where 0.0 is no
* vibration, and 1.0 is maximum vibration. It is set separately for the
* gamepad's low frequency and high frequency rumble motors.
* vibration, and 1.0 is maximum vibration. It is set separately for the
* joystick's low frequency and high frequency rumble motors.
*
* If the specified gamepad is not present or does not support the rumble
* effect, this function will return `GLFW_FALSE` but will not generate an
* error.
* If the specified joystick is not present or does not support the rumble effect,
* this function will return `GLFW_FALSE` but will not generate an error.
*
* @param[in] jid The [joystick](@ref joysticks) to vibrate.
* @param[in] slowMotorIntensity The low frequency vibration intensity.
* @param[in] fastMotorIntensity The high frequency vibration intensity.
* @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if no joystick is
* connected, or the joystick does not support the rumble effect.
* @return `GLFW_TRUE` if successful, or `GLFW_FALSE` if no joystick is connected,
* or the joystick does not support the rumble effect.
*
* @errors Possible errors include @ref GLFW_NOT_INITIALIZED and @ref
* GLFW_INVALID_ENUM.
@ -5376,10 +5375,6 @@ GLFWAPI int glfwGetGamepadState(int jid, GLFWgamepadstate* state);
* @note @win32 This function is only implemented for XInput devices.
* @note @macos This function is not implemented.
*
* @sa @ref gamepad
* @sa @ref glfwUpdateGamepadMappings
* @sa @ref glfwJoystickIsGamepad
*
* @ingroup input
*/
GLFWAPI int glfwSetJoystickRumble(int jid, float slowMotorIntensity, float fastMotorIntensity);