diff --git a/es-core/src/InputManager.cpp b/es-core/src/InputManager.cpp index 59de6139e..f9dc91b1b 100644 --- a/es-core/src/InputManager.cpp +++ b/es-core/src/InputManager.cpp @@ -5,7 +5,7 @@ // // Low-level input handling. // Initiates and maps the keyboard and controllers. -// Reads and writes the es_input.cfg configuration file. +// Reads and writes the es_input.xml configuration file. // #include "InputManager.h" @@ -261,14 +261,14 @@ void InputManager::doOnFinish() std::string InputManager::getConfigPath() { std::string path = Utils::FileSystem::getHomePath(); - path += "/.emulationstation/es_input.cfg"; + path += "/.emulationstation/es_input.xml"; return path; } std::string InputManager::getTemporaryConfigPath() { std::string path = Utils::FileSystem::getHomePath(); - path += "/.emulationstation/es_temporaryinput.cfg"; + path += "/.emulationstation/es_temporaryinput.xml"; return path; } @@ -502,7 +502,7 @@ bool InputManager::loadInputConfig(InputConfig* config) pugi::xml_node configNode = root.find_child_by_attribute("inputConfig", "deviceGUID", config->getDeviceGUIDString().c_str()); - // Enabling this will match an entry in es_input.cfg based on the device name if there + // Enabling this will match an entry in es_input.xml based on the device name if there // was no GUID match. This is probably not a good idea as many controllers share the same // name even though the GUID differ and potentially the button configuration could be // different between them. Keeping the code for now though. @@ -511,10 +511,10 @@ bool InputManager::loadInputConfig(InputConfig* config) // "deviceName", config->getDeviceName().c_str()); // With the move to the SDL GameController API the button layout changed quite a lot, so - // es_input.cfg files generated using the old API will end up with a completely unusable + // es_input.xml files generated using the old API will end up with a completely unusable // controller configuration. These older files had the configuration entry type set to // "joystick", so it's easy to ignore such entries by only accepting entries with the - // type set to "controller" (which is now applied when saving the es_input.cfg file). + // type set to "controller" (which is now applied when saving the es_input.xml file). if (configNode && config->getDeviceName() != "Keyboard") if (!root.find_child_by_attribute("inputConfig", "type", "controller")) return false; diff --git a/es-core/src/InputManager.h b/es-core/src/InputManager.h index 4fd5299ae..9317020e7 100644 --- a/es-core/src/InputManager.h +++ b/es-core/src/InputManager.h @@ -5,7 +5,7 @@ // // Low-level input handling. // Initiates and maps the keyboard and controllers. -// Reads and writes the es_input.cfg configuration file. +// Reads and writes the es_input.xml configuration file. // #ifndef ES_CORE_INPUT_MANAGER_H