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authorXavier Del Campo Romero <xavi.dcr@tutanota.com>2022-06-12 22:34:23 +0200
committerXavier Del Campo Romero <xavi.dcr@tutanota.com>2022-06-12 23:18:57 +0200
commit5226dc466354cd15dd50b3c11660db7cb38eabed (patch)
treea885b4af03b88cb08709f87a1bb643241c505616 /src/game
parentb2af4c6bccc4263e5c7aa96efd0f94e1b7a38231 (diff)
downloadjancity-5226dc466354cd15dd50b3c11660db7cb38eabed.tar.gz
Split peripheral-related logic into its own component
This has several advantages: - `camera` no longer needs to define public functions for each peripheral type. - Peripheral-related is now no longer tighly coupled to human_player, so peripheral logic can be reused elsewhere e.g.: on menus. - Makes camera_update_touch consistent compared to equivalent functions, since now `pan` has now been moved to `camera` (as it should be).
Diffstat (limited to 'src/game')
-rw-r--r--src/game/src/game.c2
1 files changed, 1 insertions, 1 deletions
diff --git a/src/game/src/game.c b/src/game/src/game.c
index dede611..3c03dd5 100644
--- a/src/game/src/game.c
+++ b/src/game/src/game.c
@@ -26,7 +26,7 @@ int game(void)
{
const struct human_player_cfg cfg =
{
- .sel_periph = HUMAN_PLAYER_PERIPH_TOUCH,
+ .sel_periph = PERIPHERAL_TYPE_KEYBOARD_MOUSE,
.padn = i,
.pl =
{