more small style tweaks

This commit is contained in:
pinumbernumber 2013-08-26 12:13:41 +01:00
parent ef8a86e794
commit 333ae68163
6 changed files with 64 additions and 75 deletions

View File

@ -64,7 +64,7 @@ HAVE_THREADS = 1
HAVE_RGUI = 1
DYNAMIC = 1
USE_WINXINPUT = 1
HAVE_WINXINPUT = 1
ifeq ($(SLIM),)
HAVE_SDL = 1
@ -215,8 +215,8 @@ ifeq ($(HAVE_PYTHON), 1)
OBJ += gfx/py_state/py_state.o
endif
ifeq ($(USE_WINXINPUT), 1)
DEFINES += -DUSE_WINXINPUT
ifeq ($(HAVE_WINXINPUT), 1)
DEFINES += -DHAVE_WINXINPUT
OBJ += input/winxinput_joypad.o
endif

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@ -41,10 +41,8 @@ static const frontend_ctx_driver_t *frontend_ctx_drivers[] = {
const frontend_ctx_driver_t *frontend_ctx_find_driver(const char *ident)
{
for (unsigned i = 0; i < sizeof(frontend_ctx_drivers) / sizeof(frontend_ctx_drivers[0]); i++)
for (unsigned i = 0; frontend_ctx_drivers[i]; i++)
{
if (!frontend_ctx_drivers[i]) // check for dummy NULL
continue;
if (strcmp(frontend_ctx_drivers[i]->ident, ident) == 0)
return frontend_ctx_drivers[i];
}
@ -54,7 +52,7 @@ const frontend_ctx_driver_t *frontend_ctx_find_driver(const char *ident)
const frontend_ctx_driver_t *frontend_ctx_init_first(void)
{
for (unsigned i = 0; i < sizeof(frontend_ctx_drivers) / sizeof(frontend_ctx_drivers[0]); i++)
for (unsigned i = 0; frontend_ctx_drivers[i]; i++)
return frontend_ctx_drivers[i];
return NULL;

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@ -68,12 +68,6 @@ static bool dinput_init_context(void)
if (g_ctx)
return true;
/*if (driver.display_type != RARCH_DISPLAY_WIN32)
{
RARCH_ERR("Cannot open DInput as no Win32 window is present.\n");
return false;
}*/ // Not needed, interferes with joyconfig
CoInitialize(NULL);
// Who said we shouldn't have same call signature in a COM API? <_<
@ -431,7 +425,7 @@ static BOOL CALLBACK enum_joypad_cb(const DIDEVICEINSTANCE *inst, void *p)
#endif
return DIENUM_CONTINUE;
#ifdef USE_WINXINPUT
#ifdef HAVE_WINXINPUT
int last_xbox_pad_index = 0;
if (name_is_360_pad(inst->tszProductName))

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@ -41,7 +41,7 @@
static const rarch_joypad_driver_t *joypad_drivers[] = {
#ifndef IS_RETROLAUNCH
#ifdef USE_WINXINPUT
#ifdef HAVE_WINXINPUT
&winxinput_joypad,
#endif
#ifdef HAVE_DINPUT

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@ -1,6 +1,5 @@
/* RetroArch - A frontend for libretro.
* Copyright (C) 2010-2013 - Hans-Kristian Arntzen
*
*
* RetroArch is free software: you can redistribute it and/or modify it under the terms
* of the GNU General Public License as published by the Free Software Found-
* ation, either version 3 of the License, or (at your option) any later version.
@ -33,37 +32,37 @@
// Official and mingw xinput headers have different include guards
#if ((!_XINPUT_H_) && (!__WINE_XINPUT_H))
#define XINPUT_GAMEPAD_DPAD_UP 0x0001
#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
#define XINPUT_GAMEPAD_START 0x0010
#define XINPUT_GAMEPAD_BACK 0x0020
#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
#define XINPUT_GAMEPAD_A 0x1000
#define XINPUT_GAMEPAD_B 0x2000
#define XINPUT_GAMEPAD_X 0x4000
#define XINPUT_GAMEPAD_Y 0x8000
typedef struct
{
uint16_t wButtons;
uint8_t bLeftTrigger;
uint8_t bRightTrigger;
int16_t sThumbLX;
int16_t sThumbLY;
int16_t sThumbRX;
int16_t sThumbRY;
} XINPUT_GAMEPAD;
#define XINPUT_GAMEPAD_DPAD_UP 0x0001
#define XINPUT_GAMEPAD_DPAD_DOWN 0x0002
#define XINPUT_GAMEPAD_DPAD_LEFT 0x0004
#define XINPUT_GAMEPAD_DPAD_RIGHT 0x0008
#define XINPUT_GAMEPAD_START 0x0010
#define XINPUT_GAMEPAD_BACK 0x0020
#define XINPUT_GAMEPAD_LEFT_THUMB 0x0040
#define XINPUT_GAMEPAD_RIGHT_THUMB 0x0080
#define XINPUT_GAMEPAD_LEFT_SHOULDER 0x0100
#define XINPUT_GAMEPAD_RIGHT_SHOULDER 0x0200
#define XINPUT_GAMEPAD_A 0x1000
#define XINPUT_GAMEPAD_B 0x2000
#define XINPUT_GAMEPAD_X 0x4000
#define XINPUT_GAMEPAD_Y 0x8000
typedef struct
{
uint32_t dwPacketNumber;
XINPUT_GAMEPAD Gamepad;
} XINPUT_STATE;
typedef struct
{
uint16_t wButtons;
uint8_t bLeftTrigger;
uint8_t bRightTrigger;
int16_t sThumbLX;
int16_t sThumbLY;
int16_t sThumbRX;
int16_t sThumbRY;
} XINPUT_GAMEPAD;
typedef struct
{
uint32_t dwPacketNumber;
XINPUT_GAMEPAD Gamepad;
} XINPUT_STATE;
#endif
@ -71,11 +70,11 @@
#define XINPUT_GAMEPAD_GUIDE 0x0400
#ifndef ERROR_DEVICE_NOT_CONNECTED
#define ERROR_DEVICE_NOT_CONNECTED 1167
#define ERROR_DEVICE_NOT_CONNECTED 1167
#endif
#ifndef HAVE_DINPUT
#error Cannot compile xinput without dinput.
#error Cannot compile xinput without dinput.
#endif
// Due to 360 pads showing up under both XI and DI, and since we are going
@ -120,20 +119,20 @@ static bool winxinput_joypad_init(void)
// No need to check for existance as we will be checking LoadLibrary's
// success anyway.
char dll_path[MAX_PATH];
strcpy(dll_path, "xinput1_3.dll");
g_winxinput_dll = LoadLibrary(dll_path);
const char* DLL_NAME = "xinput1_3.dll";
g_winxinput_dll = LoadLibrary(DLL_NAME); // Using dylib_* complicates building joyconfig.
if (!g_winxinput_dll)
{
// Loading from working dir failed, try to load from system.
char dll_path[MAX_PATH];
GetSystemDirectory(dll_path, sizeof(dll_path));
strcat(dll_path, "\\xinput1_3.dll");
strlcat(dll_path, "\\", 1);
strlcat(dll_path, DLL_NAME, sizeof(DLL_NAME));
g_winxinput_dll = LoadLibrary(dll_path);
if (!g_winxinput_dll)
{
RARCH_ERR("Failed to init XInput, ensure DirectX and controller drivers are up to date.\n");
//g_dinput_should_filter_xinput_controllers = false;
RARCH_ERR("Failed to load xinput1_3.dll, ensure DirectX and controller drivers are up to date.\n");
return false; // DLL does not exist or is invalid
}
@ -152,8 +151,7 @@ static bool winxinput_joypad_init(void)
g_XInputGetStateEx = (XInputGetStateEx_t) GetProcAddress(g_winxinput_dll, "XInputGetState");
if (!g_XInputGetStateEx)
{
RARCH_ERR("Failed to init XInput: Found an XInput DLL but it is invalid or corrupt.\n");
//g_dinput_should_filter_xinput_controllers = false;
RARCH_ERR("Failed to init XInput: xinput1_3.dll is invalid or corrupt.\n");
return false; // DLL was loaded but did not contain the correct function.
}
RARCH_WARN("XInput: No guide button support.\n");
@ -173,12 +171,11 @@ static bool winxinput_joypad_init(void)
}
if ((!g_winxinput_states[0].connected) &&
(!g_winxinput_states[1].connected) &&
(!g_winxinput_states[2].connected) &&
(!g_winxinput_states[3].connected))
return false;
(!g_winxinput_states[1].connected) &&
(!g_winxinput_states[2].connected) &&
(!g_winxinput_states[3].connected))
return false;
// We're going to have to be buddies with dinput if we want to be able
// to use XI and non-XI controllers together.
return dinput_joypad.init();
@ -209,16 +206,16 @@ static void winxinput_joypad_destroy(void)
// Map from rarch button index (0..10) to a mask to bitwise-& the buttons against.
// dpad is handled seperately.
static const uint16_t button_index_to_bitmap_code[] = {
XINPUT_GAMEPAD_A ,
XINPUT_GAMEPAD_B ,
XINPUT_GAMEPAD_X ,
XINPUT_GAMEPAD_Y ,
XINPUT_GAMEPAD_LEFT_SHOULDER ,
XINPUT_GAMEPAD_A,
XINPUT_GAMEPAD_B,
XINPUT_GAMEPAD_X,
XINPUT_GAMEPAD_Y,
XINPUT_GAMEPAD_LEFT_SHOULDER,
XINPUT_GAMEPAD_RIGHT_SHOULDER,
XINPUT_GAMEPAD_START ,
XINPUT_GAMEPAD_BACK ,
XINPUT_GAMEPAD_LEFT_THUMB ,
XINPUT_GAMEPAD_RIGHT_THUMB ,
XINPUT_GAMEPAD_START,
XINPUT_GAMEPAD_BACK,
XINPUT_GAMEPAD_LEFT_THUMB,
XINPUT_GAMEPAD_RIGHT_THUMB,
XINPUT_GAMEPAD_GUIDE
};

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@ -88,7 +88,7 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;HAVE_WIN32_D3D9;HAVE_CG;HAVE_GLSL;HAVE_FBO;HAVE_ZLIB;WANT_MINIZ;_DEBUG;_WINDOWS;%(PreprocessorDefinitions);HAVE_SCREENSHOTS;HAVE_BSV_MOVIE;HAVE_DINPUT;USE_WINXINPUT;HAVE_XAUDIO;HAVE_DSOUND;HAVE_OPENGL;HAVE_DYLIB;HAVE_NETPLAY;HAVE_NETWORK_CMD;HAVE_COMMAND;HAVE_STDIN_CMD;HAVE_THREADS;HAVE_DYNAMIC;_CRT_SECURE_NO_WARNINGS;__SSE__;__i686__;HAVE_OVERLAY;HAVE_RGUI;HAVE_GL_SYNC</PreprocessorDefinitions>
<PreprocessorDefinitions>WIN32;HAVE_WIN32_D3D9;HAVE_CG;HAVE_GLSL;HAVE_FBO;HAVE_ZLIB;WANT_MINIZ;_DEBUG;_WINDOWS;%(PreprocessorDefinitions);HAVE_SCREENSHOTS;HAVE_BSV_MOVIE;HAVE_DINPUT;HAVE_WINXINPUT;HAVE_XAUDIO;HAVE_DSOUND;HAVE_OPENGL;HAVE_DYLIB;HAVE_NETPLAY;HAVE_NETWORK_CMD;HAVE_COMMAND;HAVE_STDIN_CMD;HAVE_THREADS;HAVE_DYNAMIC;_CRT_SECURE_NO_WARNINGS;__SSE__;__i686__;HAVE_OVERLAY;HAVE_RGUI;HAVE_GL_SYNC</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(MSBuildProjectDirectory);$(MSBuildProjectDirectory)\..\..\;$(CG_INC_PATH);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<CompileAs>CompileAsCpp</CompileAs>
@ -108,7 +108,7 @@
</PrecompiledHeader>
<WarningLevel>Level3</WarningLevel>
<Optimization>Disabled</Optimization>
<PreprocessorDefinitions>WIN32;HAVE_WIN32_D3D9;HAVE_CG;HAVE_GLSL;HAVE_FBO;HAVE_ZLIB;WANT_MINIZ;_DEBUG;_WINDOWS;%(PreprocessorDefinitions);HAVE_SCREENSHOTS;HAVE_BSV_MOVIE;HAVE_DINPUT;USE_WINXINPUT;HAVE_XAUDIO;HAVE_DSOUND;HAVE_OPENGL;HAVE_DYLIB;HAVE_NETPLAY;HAVE_NETWORK_CMD;HAVE_COMMAND;HAVE_STDIN_CMD;HAVE_THREADS;HAVE_DYNAMIC;_CRT_SECURE_NO_WARNINGS;__SSE__;__SSE2__;__x86_64__;HAVE_OVERLAY;HAVE_RGUI;HAVE_GL_SYNC</PreprocessorDefinitions>
<PreprocessorDefinitions>WIN32;HAVE_WIN32_D3D9;HAVE_CG;HAVE_GLSL;HAVE_FBO;HAVE_ZLIB;WANT_MINIZ;_DEBUG;_WINDOWS;%(PreprocessorDefinitions);HAVE_SCREENSHOTS;HAVE_BSV_MOVIE;HAVE_DINPUT;HAVE_WINXINPUT;HAVE_XAUDIO;HAVE_DSOUND;HAVE_OPENGL;HAVE_DYLIB;HAVE_NETPLAY;HAVE_NETWORK_CMD;HAVE_COMMAND;HAVE_STDIN_CMD;HAVE_THREADS;HAVE_DYNAMIC;_CRT_SECURE_NO_WARNINGS;__SSE__;__SSE2__;__x86_64__;HAVE_OVERLAY;HAVE_RGUI;HAVE_GL_SYNC</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(MSBuildProjectDirectory);$(MSBuildProjectDirectory)\..\..\;$(CG_INC_PATH);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreadedDebug</RuntimeLibrary>
<CompileAs>CompileAsCpp</CompileAs>
@ -130,7 +130,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;HAVE_WIN32_D3D9;HAVE_CG;HAVE_GLSL;HAVE_FBO;HAVE_ZLIB;WANT_MINIZ;NDEBUG;_WINDOWS;%(PreprocessorDefinitions);HAVE_SCREENSHOTS;HAVE_BSV_MOVIE;HAVE_DINPUT;USE_WINXINPUT;HAVE_XAUDIO;HAVE_DSOUND;HAVE_OPENGL;HAVE_DYLIB;HAVE_NETPLAY;HAVE_NETWORK_CMD;HAVE_COMMAND;HAVE_STDIN_CMD;HAVE_THREADS;HAVE_DYNAMIC;_CRT_SECURE_NO_WARNINGS;__SSE__;__i686__;HAVE_OVERLAY;HAVE_RGUI;HAVE_GL_SYNC</PreprocessorDefinitions>
<PreprocessorDefinitions>WIN32;HAVE_WIN32_D3D9;HAVE_CG;HAVE_GLSL;HAVE_FBO;HAVE_ZLIB;WANT_MINIZ;NDEBUG;_WINDOWS;%(PreprocessorDefinitions);HAVE_SCREENSHOTS;HAVE_BSV_MOVIE;HAVE_DINPUT;HAVE_WINXINPUT;HAVE_XAUDIO;HAVE_DSOUND;HAVE_OPENGL;HAVE_DYLIB;HAVE_NETPLAY;HAVE_NETWORK_CMD;HAVE_COMMAND;HAVE_STDIN_CMD;HAVE_THREADS;HAVE_DYNAMIC;_CRT_SECURE_NO_WARNINGS;__SSE__;__i686__;HAVE_OVERLAY;HAVE_RGUI;HAVE_GL_SYNC</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(MSBuildProjectDirectory);$(MSBuildProjectDirectory)\..\..\;$(CG_INC_PATH);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<CompileAs>CompileAsCpp</CompileAs>
@ -154,7 +154,7 @@
<Optimization>MaxSpeed</Optimization>
<FunctionLevelLinking>true</FunctionLevelLinking>
<IntrinsicFunctions>true</IntrinsicFunctions>
<PreprocessorDefinitions>WIN32;HAVE_WIN32_D3D9;HAVE_CG;HAVE_GLSL;HAVE_FBO;NDEBUG;_WINDOWS;%(PreprocessorDefinitions);HAVE_SCREENSHOTS;HAVE_BSV_MOVIE;HAVE_DINPUT;USE_WINXINPUT;HAVE_XAUDIO;HAVE_DSOUND;HAVE_OPENGL;HAVE_DYLIB;HAVE_NETPLAY;HAVE_NETWORK_CMD;HAVE_COMMAND;HAVE_STDIN_CMD;HAVE_THREADS;HAVE_DYNAMIC;HAVE_ZLIB;WANT_MINIZ;_CRT_SECURE_NO_WARNINGS;__SSE__;__SSE2__;__x86_64__;HAVE_OVERLAY;HAVE_RGUI;HAVE_GL_SYNC</PreprocessorDefinitions>
<PreprocessorDefinitions>WIN32;HAVE_WIN32_D3D9;HAVE_CG;HAVE_GLSL;HAVE_FBO;NDEBUG;_WINDOWS;%(PreprocessorDefinitions);HAVE_SCREENSHOTS;HAVE_BSV_MOVIE;HAVE_DINPUT;HAVE_WINXINPUT;HAVE_XAUDIO;HAVE_DSOUND;HAVE_OPENGL;HAVE_DYLIB;HAVE_NETPLAY;HAVE_NETWORK_CMD;HAVE_COMMAND;HAVE_STDIN_CMD;HAVE_THREADS;HAVE_DYNAMIC;HAVE_ZLIB;WANT_MINIZ;_CRT_SECURE_NO_WARNINGS;__SSE__;__SSE2__;__x86_64__;HAVE_OVERLAY;HAVE_RGUI;HAVE_GL_SYNC</PreprocessorDefinitions>
<AdditionalIncludeDirectories>$(MSBuildProjectDirectory);$(MSBuildProjectDirectory)\..\..\;$(CG_INC_PATH);%(AdditionalIncludeDirectories)</AdditionalIncludeDirectories>
<RuntimeLibrary>MultiThreaded</RuntimeLibrary>
<CompileAs>CompileAsCpp</CompileAs>