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https://github.com/libretro/RetroArch
synced 2025-03-23 19:21:03 +00:00
(Xbox 1) Indenting nits
This commit is contained in:
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69e5223e1d
commit
a1adf7ac4b
@ -195,86 +195,83 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu
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d3d->d3dpp.Flags = D3DPRESENTFLAG_INTERLACED;
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// Safe mode
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d3d->d3dpp.BackBufferWidth = 640;
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d3d->d3dpp.BackBufferHeight = 480;
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g_console.menus_hd_enable = false;
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d3d->d3dpp.BackBufferWidth = 640;
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d3d->d3dpp.BackBufferHeight = 480;
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g_console.menus_hd_enable = false;
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// Only valid in PAL mode, not valid for HDTV modes!
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if(XGetVideoStandard() == XC_VIDEO_STANDARD_PAL_I)
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{
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if(d3d->video_mode & XC_VIDEO_FLAGS_PAL_60Hz)
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d3d->d3dpp.FullScreen_RefreshRateInHz = 60;
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else
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d3d->d3dpp.FullScreen_RefreshRateInHz = 50;
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// Check for 16:9 mode (PAL REGION)
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if(d3d->video_mode & XC_VIDEO_FLAGS_WIDESCREEN)
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{
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if(d3d->video_mode & XC_VIDEO_FLAGS_PAL_60Hz)
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{ //60 Hz, 720x480i
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d3d->d3dpp.BackBufferWidth = 720;
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d3d->d3dpp.BackBufferHeight = 480;
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}
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else
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{ //50 Hz, 720x576i
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d3d->d3dpp.BackBufferWidth = 720;
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d3d->d3dpp.BackBufferHeight = 576;
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}
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}
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if(d3d->video_mode & XC_VIDEO_FLAGS_PAL_60Hz)
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d3d->d3dpp.FullScreen_RefreshRateInHz = 60;
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else
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d3d->d3dpp.FullScreen_RefreshRateInHz = 50;
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// Check for 16:9 mode (PAL REGION)
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if(d3d->video_mode & XC_VIDEO_FLAGS_WIDESCREEN)
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{
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if(d3d->video_mode & XC_VIDEO_FLAGS_PAL_60Hz)
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{ //60 Hz, 720x480i
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d3d->d3dpp.BackBufferWidth = 720;
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d3d->d3dpp.BackBufferHeight = 480;
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}
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else
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{ //50 Hz, 720x576i
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d3d->d3dpp.BackBufferWidth = 720;
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d3d->d3dpp.BackBufferHeight = 576;
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}
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}
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}
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else
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else
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{
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// Check for 16:9 mode (NTSC REGIONS)
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if(d3d->video_mode & XC_VIDEO_FLAGS_WIDESCREEN)
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{
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d3d->d3dpp.BackBufferWidth = 720;
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d3d->d3dpp.BackBufferHeight = 480;
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}
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// Check for 16:9 mode (NTSC REGIONS)
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if(d3d->video_mode & XC_VIDEO_FLAGS_WIDESCREEN)
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{
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d3d->d3dpp.BackBufferWidth = 720;
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d3d->d3dpp.BackBufferHeight = 480;
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}
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}
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if(XGetAVPack() == XC_AV_PACK_HDTV)
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{
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if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_480p)
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{
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g_console.menus_hd_enable = false;
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d3d->d3dpp.BackBufferWidth = 640;
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d3d->d3dpp.BackBufferHeight = 480;
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d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE;
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}
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if(XGetAVPack() == XC_AV_PACK_HDTV)
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{
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if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_480p)
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{
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g_console.menus_hd_enable = false;
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d3d->d3dpp.BackBufferWidth = 640;
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d3d->d3dpp.BackBufferHeight = 480;
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d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE;
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}
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else if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_720p)
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{
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g_console.menus_hd_enable = true;
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d3d->d3dpp.BackBufferWidth = 1280;
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d3d->d3dpp.BackBufferHeight = 720;
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d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE;
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}
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else if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_720p)
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{
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g_console.menus_hd_enable = true;
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d3d->d3dpp.BackBufferWidth = 1280;
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d3d->d3dpp.BackBufferHeight = 720;
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d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE;
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}
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else if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_1080i)
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{
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g_console.menus_hd_enable = true;
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d3d->d3dpp.BackBufferWidth = 1920;
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d3d->d3dpp.BackBufferHeight = 1080;
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d3d->d3dpp.Flags = D3DPRESENTFLAG_INTERLACED;
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}
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}
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else if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_1080i)
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{
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g_console.menus_hd_enable = true;
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d3d->d3dpp.BackBufferWidth = 1920;
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d3d->d3dpp.BackBufferHeight = 1080;
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d3d->d3dpp.Flags = D3DPRESENTFLAG_INTERLACED;
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}
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}
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if(d3d->d3dpp.BackBufferWidth > 640 && ((float)d3d->d3dpp.BackBufferHeight / (float)d3d->d3dpp.BackBufferWidth != 0.75) ||
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((d3d->d3dpp.BackBufferWidth == 720) && (d3d->d3dpp.BackBufferHeight == 576))) // 16:9
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{
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if(d3d->d3dpp.BackBufferWidth > 640 && ((float)d3d->d3dpp.BackBufferHeight / (float)d3d->d3dpp.BackBufferWidth != 0.75) ||
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((d3d->d3dpp.BackBufferWidth == 720) && (d3d->d3dpp.BackBufferHeight == 576))) // 16:9
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d3d->d3dpp.Flags |= D3DPRESENTFLAG_WIDESCREEN;
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}
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// no letterboxing in 4:3 mode (if widescreen is unsupported
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d3d->d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
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d3d->d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
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d3d->d3dpp.FullScreen_PresentationInterval = video->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
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d3d->d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
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d3d->d3dpp.BackBufferCount = 2;
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d3d->d3dpp.EnableAutoDepthStencil = FALSE;
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d3d->d3dpp.SwapEffect = D3DSWAPEFFECT_COPY; //D3DSWAPEFFECT_DISCARD;
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d3d->d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
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d3d->d3dpp.BackBufferCount = 2;
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d3d->d3dpp.EnableAutoDepthStencil = FALSE;
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d3d->d3dpp.SwapEffect = D3DSWAPEFFECT_COPY;
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d3d->d3d_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3d->d3dpp, &d3d->d3d_render_device);
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@ -345,11 +342,11 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu
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// load debug font (toggle option in later revisions ?)
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#ifdef SHOW_DEBUG_INFO
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XFONT_OpenDefaultFont(&d3d->debug_font);
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d3d->debug_font->SetBkMode(XFONT_TRANSPARENT);
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d3d->debug_font->SetBkColor(D3DCOLOR_ARGB(100,0,0,0));
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d3d->debug_font->SetTextHeight(14);
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d3d->debug_font->SetTextAntialiasLevel(d3d->debug_font->GetTextAntialiasLevel());
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XFONT_OpenDefaultFont(&d3d->debug_font);
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d3d->debug_font->SetBkMode(XFONT_TRANSPARENT);
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d3d->debug_font->SetBkColor(D3DCOLOR_ARGB(100,0,0,0));
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d3d->debug_font->SetTextHeight(14);
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d3d->debug_font->SetTextAntialiasLevel(d3d->debug_font->GetTextAntialiasLevel());
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#endif
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return d3d;
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@ -441,28 +438,28 @@ static bool xdk_d3d_frame(void *data, const void *frame,
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#ifdef SHOW_DEBUG_INFO
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static MEMORYSTATUS stat;
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GlobalMemoryStatus(&stat);
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d3d->d3d_render_device->GetBackBuffer(-1, D3DBACKBUFFER_TYPE_MONO, &d3d->pFrontBuffer);
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d3d->d3d_render_device->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &d3d->pBackBuffer);
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static MEMORYSTATUS stat;
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GlobalMemoryStatus(&stat);
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d3d->d3d_render_device->GetBackBuffer(-1, D3DBACKBUFFER_TYPE_MONO, &d3d->pFrontBuffer);
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d3d->d3d_render_device->GetBackBuffer(0, D3DBACKBUFFER_TYPE_MONO, &d3d->pBackBuffer);
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//Output memory usage
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d3d->debug_font->TextOut(d3d->pFrontBuffer, L"RetroArch XBOX1", (unsigned)-1, 30, 30 );
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d3d->debug_font->TextOut(d3d->pBackBuffer, L"RetroArch XBOX1", (unsigned)-1, 30, 30 );
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//Output memory usage
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d3d->debug_font->TextOut(d3d->pFrontBuffer, L"RetroArch XBOX1", (unsigned)-1, 30, 30 );
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d3d->debug_font->TextOut(d3d->pBackBuffer, L"RetroArch XBOX1", (unsigned)-1, 30, 30 );
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swprintf(d3d->buffer, L"%.2f MB free / %.2f MB total", stat.dwAvailPhys/(1024.0f*1024.0f), stat.dwTotalPhys/(1024.0f*1024.0f));
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d3d->debug_font->TextOut(d3d->pFrontBuffer, d3d->buffer, (unsigned)-1, 30, 50 );
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d3d->debug_font->TextOut(d3d->pBackBuffer, d3d->buffer, (unsigned)-1, 30, 50 );
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swprintf(d3d->buffer, L"%.2f MB free / %.2f MB total", stat.dwAvailPhys/(1024.0f*1024.0f), stat.dwTotalPhys/(1024.0f*1024.0f));
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d3d->debug_font->TextOut(d3d->pFrontBuffer, d3d->buffer, (unsigned)-1, 30, 50 );
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d3d->debug_font->TextOut(d3d->pBackBuffer, d3d->buffer, (unsigned)-1, 30, 50 );
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// FIXME: Add fps counter
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/*
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swprintf(buffer, L"%02d / %02d FPS", fps, IsPal ? 50 : 60);
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d3d->debug_font->TextOut(d3d->pFrontBuffer, d3d->buffer, (unsigned)-1, 30, 70 );
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d3d->debug_font->TextOut(d3d->pBackBuffer, d3d->buffer, (unsigned)-1, 30, 70 );
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*/
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// FIXME: Add fps counter
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/*
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swprintf(buffer, L"%02d / %02d FPS", fps, IsPal ? 50 : 60);
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d3d->debug_font->TextOut(d3d->pFrontBuffer, d3d->buffer, (unsigned)-1, 30, 70 );
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d3d->debug_font->TextOut(d3d->pBackBuffer, d3d->buffer, (unsigned)-1, 30, 70 );
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*/
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d3d->pFrontBuffer->Release();
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d3d->pBackBuffer->Release();
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d3d->pFrontBuffer->Release();
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d3d->pBackBuffer->Release();
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#endif
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if(!d3d->block_swap)
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@ -49,9 +49,9 @@ static void xinput_input_poll(void *data)
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{
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// handle removed devices
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bRemoved[i] = (dwRemovals & (1<<i)) ? true : false;
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if(bRemoved[i])
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{
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if(bRemoved[i])
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{
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// if the controller was removed after XGetDeviceChanges but before
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// XInputOpen, the device handle will be NULL
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if(gamepads[i])
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@ -60,21 +60,21 @@ static void xinput_input_poll(void *data)
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gamepads[i] = NULL;
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}
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// handle inserted devices
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bInserted[i] = (dwInsertions & (1<<i)) ? true : false;
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// handle inserted devices
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bInserted[i] = (dwInsertions & (1<<i)) ? true : false;
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if(bInserted[i])
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{
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XINPUT_POLLING_PARAMETERS m_pollingParameters;
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if(bInserted[i])
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{
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XINPUT_POLLING_PARAMETERS m_pollingParameters;
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m_pollingParameters.fAutoPoll = TRUE;
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m_pollingParameters.fInterruptOut = TRUE;
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m_pollingParameters.bInputInterval = 8;
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m_pollingParameters.bOutputInterval = 8;
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gamepads[i] = XInputOpen(XDEVICE_TYPE_GAMEPAD, i, XDEVICE_NO_SLOT, NULL);
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}
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}
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if (gamepads[i])
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{
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if (gamepads[i])
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{
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unsigned long retval;
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// if the controller is removed after XGetDeviceChanges but before
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@ -99,55 +99,55 @@ static int16_t xinput_input_state(void *data, const struct retro_keybind **binds
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switch(id)
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{
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case RETRO_DEVICE_ID_JOYPAD_A:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_B]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_B:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_A]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_X:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_Y]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_Y:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_X]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_LEFT:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) || (state[player].Gamepad.sThumbLX < -DEADZONE) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_RIGHT:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) || (state[player].Gamepad.sThumbLX > DEADZONE) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_UP:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) || (state[player].Gamepad.sThumbLY > DEADZONE) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_DOWN:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN)|| (state[player].Gamepad.sThumbLY < -DEADZONE) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_START:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_START) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_SELECT:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_L:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_R:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_L2:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_R2:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_L3:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_R3:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) ? 1 : 0;
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break;
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default:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_B]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_B:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_A]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_X:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_Y]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_Y:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_X]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_LEFT:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) || (state[player].Gamepad.sThumbLX < -DEADZONE) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_RIGHT:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) || (state[player].Gamepad.sThumbLX > DEADZONE) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_UP:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) || (state[player].Gamepad.sThumbLY > DEADZONE) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_DOWN:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN)|| (state[player].Gamepad.sThumbLY < -DEADZONE) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_START:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_START) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_SELECT:
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retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_L:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_R:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_L2:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE]) ? 1 : 0;
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break;
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case RETRO_DEVICE_ID_JOYPAD_R2:
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retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK]) ? 1 : 0;
|
||||
break;
|
||||
case RETRO_DEVICE_ID_JOYPAD_L3:
|
||||
retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) ? 1 : 0;
|
||||
break;
|
||||
case RETRO_DEVICE_ID_JOYPAD_R3:
|
||||
retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) ? 1 : 0;
|
||||
break;
|
||||
default:
|
||||
break;
|
||||
}
|
||||
|
||||
return retval;
|
||||
@ -168,14 +168,14 @@ static void* xinput_input_init(void)
|
||||
switch(XGetDeviceEnumerationStatus())
|
||||
{
|
||||
case XDEVICE_ENUMERATION_IDLE:
|
||||
RARCH_LOG("Input state status: XDEVICE_ENUMERATION_IDLE\n");
|
||||
break;
|
||||
case XDEVICE_ENUMERATION_BUSY:
|
||||
RARCH_LOG("Input state status: XDEVICE_ENUMERATION_BUSY\n");
|
||||
break;
|
||||
}
|
||||
RARCH_LOG("Input state status: XDEVICE_ENUMERATION_IDLE\n");
|
||||
break;
|
||||
case XDEVICE_ENUMERATION_BUSY:
|
||||
RARCH_LOG("Input state status: XDEVICE_ENUMERATION_BUSY\n");
|
||||
break;
|
||||
}
|
||||
|
||||
while(XGetDeviceEnumerationStatus() == XDEVICE_ENUMERATION_BUSY) {}
|
||||
while(XGetDeviceEnumerationStatus() == XDEVICE_ENUMERATION_BUSY) {}
|
||||
|
||||
return (void*)-1;
|
||||
}
|
||||
|
Loading…
x
Reference in New Issue
Block a user