(Xbox 1) More indenting nits

This commit is contained in:
twinaphex 2012-07-15 18:04:54 +02:00
parent a1adf7ac4b
commit fb8c08c998
2 changed files with 59 additions and 62 deletions

View File

@ -234,28 +234,26 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu
if(XGetAVPack() == XC_AV_PACK_HDTV) if(XGetAVPack() == XC_AV_PACK_HDTV)
{ {
if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_480p) if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_480p)
{ {
g_console.menus_hd_enable = false; g_console.menus_hd_enable = false;
d3d->d3dpp.BackBufferWidth = 640; d3d->d3dpp.BackBufferWidth = 640;
d3d->d3dpp.BackBufferHeight = 480; d3d->d3dpp.BackBufferHeight = 480;
d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE; d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE;
} }
else if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_720p) else if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_720p)
{ {
g_console.menus_hd_enable = true; g_console.menus_hd_enable = true;
d3d->d3dpp.BackBufferWidth = 1280; d3d->d3dpp.BackBufferWidth = 1280;
d3d->d3dpp.BackBufferHeight = 720; d3d->d3dpp.BackBufferHeight = 720;
d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE; d3d->d3dpp.Flags = D3DPRESENTFLAG_PROGRESSIVE;
} }
else if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_1080i) else if(d3d->video_mode & XC_VIDEO_FLAGS_HDTV_1080i)
{ {
g_console.menus_hd_enable = true; g_console.menus_hd_enable = true;
d3d->d3dpp.BackBufferWidth = 1920; d3d->d3dpp.BackBufferWidth = 1920;
d3d->d3dpp.BackBufferHeight = 1080; d3d->d3dpp.BackBufferHeight = 1080;
d3d->d3dpp.Flags = D3DPRESENTFLAG_INTERLACED; d3d->d3dpp.Flags = D3DPRESENTFLAG_INTERLACED;
} }
} }
@ -264,14 +262,13 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu
((d3d->d3dpp.BackBufferWidth == 720) && (d3d->d3dpp.BackBufferHeight == 576))) // 16:9 ((d3d->d3dpp.BackBufferWidth == 720) && (d3d->d3dpp.BackBufferHeight == 576))) // 16:9
d3d->d3dpp.Flags |= D3DPRESENTFLAG_WIDESCREEN; d3d->d3dpp.Flags |= D3DPRESENTFLAG_WIDESCREEN;
// no letterboxing in 4:3 mode (if widescreen is unsupported // no letterboxing in 4:3 mode (if widescreen is unsupported
d3d->d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8; d3d->d3dpp.BackBufferFormat = D3DFMT_A8R8G8B8;
d3d->d3dpp.FullScreen_PresentationInterval = video->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE; d3d->d3dpp.FullScreen_PresentationInterval = video->vsync ? D3DPRESENT_INTERVAL_ONE : D3DPRESENT_INTERVAL_IMMEDIATE;
d3d->d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE; d3d->d3dpp.MultiSampleType = D3DMULTISAMPLE_NONE;
d3d->d3dpp.BackBufferCount = 2; d3d->d3dpp.BackBufferCount = 2;
d3d->d3dpp.EnableAutoDepthStencil = FALSE; d3d->d3dpp.EnableAutoDepthStencil = FALSE;
d3d->d3dpp.SwapEffect = D3DSWAPEFFECT_COPY; d3d->d3dpp.SwapEffect = D3DSWAPEFFECT_COPY;
d3d->d3d_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3d->d3dpp, &d3d->d3d_render_device); d3d->d3d_device->CreateDevice(0, D3DDEVTYPE_HAL, NULL, D3DCREATE_HARDWARE_VERTEXPROCESSING, &d3d->d3dpp, &d3d->d3d_render_device);
@ -340,7 +337,7 @@ static void *xdk_d3d_init(const video_info_t *video, const input_driver_t **inpu
d3d->vsync = video->vsync; d3d->vsync = video->vsync;
// load debug font (toggle option in later revisions ?) // load debug font (toggle option in later revisions ?)
#ifdef SHOW_DEBUG_INFO #ifdef SHOW_DEBUG_INFO
XFONT_OpenDefaultFont(&d3d->debug_font); XFONT_OpenDefaultFont(&d3d->debug_font);
d3d->debug_font->SetBkMode(XFONT_TRANSPARENT); d3d->debug_font->SetBkMode(XFONT_TRANSPARENT);
@ -453,10 +450,10 @@ static bool xdk_d3d_frame(void *data, const void *frame,
// FIXME: Add fps counter // FIXME: Add fps counter
/* /*
swprintf(buffer, L"%02d / %02d FPS", fps, IsPal ? 50 : 60); swprintf(buffer, L"%02d / %02d FPS", fps, IsPal ? 50 : 60);
d3d->debug_font->TextOut(d3d->pFrontBuffer, d3d->buffer, (unsigned)-1, 30, 70 ); d3d->debug_font->TextOut(d3d->pFrontBuffer, d3d->buffer, (unsigned)-1, 30, 70 );
d3d->debug_font->TextOut(d3d->pBackBuffer, d3d->buffer, (unsigned)-1, 30, 70 ); d3d->debug_font->TextOut(d3d->pBackBuffer, d3d->buffer, (unsigned)-1, 30, 70 );
*/ */
d3d->pFrontBuffer->Release(); d3d->pFrontBuffer->Release();
d3d->pBackBuffer->Release(); d3d->pBackBuffer->Release();

View File

@ -102,52 +102,52 @@ static int16_t xinput_input_state(void *data, const struct retro_keybind **binds
retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_B]) ? 1 : 0; retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_B]) ? 1 : 0;
break; break;
case RETRO_DEVICE_ID_JOYPAD_B: case RETRO_DEVICE_ID_JOYPAD_B:
retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_A]) ? 1 : 0; retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_A]) ? 1 : 0;
break; break;
case RETRO_DEVICE_ID_JOYPAD_X: case RETRO_DEVICE_ID_JOYPAD_X:
retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_Y]) ? 1 : 0; retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_Y]) ? 1 : 0;
break; break;
case RETRO_DEVICE_ID_JOYPAD_Y: case RETRO_DEVICE_ID_JOYPAD_Y:
retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_X]) ? 1 : 0; retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_X]) ? 1 : 0;
break; break;
case RETRO_DEVICE_ID_JOYPAD_LEFT: case RETRO_DEVICE_ID_JOYPAD_LEFT:
retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) || (state[player].Gamepad.sThumbLX < -DEADZONE) ? 1 : 0; retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_LEFT) || (state[player].Gamepad.sThumbLX < -DEADZONE) ? 1 : 0;
break; break;
case RETRO_DEVICE_ID_JOYPAD_RIGHT: case RETRO_DEVICE_ID_JOYPAD_RIGHT:
retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) || (state[player].Gamepad.sThumbLX > DEADZONE) ? 1 : 0; retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_RIGHT) || (state[player].Gamepad.sThumbLX > DEADZONE) ? 1 : 0;
break; break;
case RETRO_DEVICE_ID_JOYPAD_UP: case RETRO_DEVICE_ID_JOYPAD_UP:
retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) || (state[player].Gamepad.sThumbLY > DEADZONE) ? 1 : 0; retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_UP) || (state[player].Gamepad.sThumbLY > DEADZONE) ? 1 : 0;
break; break;
case RETRO_DEVICE_ID_JOYPAD_DOWN: case RETRO_DEVICE_ID_JOYPAD_DOWN:
retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN)|| (state[player].Gamepad.sThumbLY < -DEADZONE) ? 1 : 0; retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_DPAD_DOWN)|| (state[player].Gamepad.sThumbLY < -DEADZONE) ? 1 : 0;
break; break;
case RETRO_DEVICE_ID_JOYPAD_START: case RETRO_DEVICE_ID_JOYPAD_START:
retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_START) ? 1 : 0; retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_START) ? 1 : 0;
break; break;
case RETRO_DEVICE_ID_JOYPAD_SELECT: case RETRO_DEVICE_ID_JOYPAD_SELECT:
retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? 1 : 0; retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_BACK) ? 1 : 0;
break; break;
case RETRO_DEVICE_ID_JOYPAD_L: case RETRO_DEVICE_ID_JOYPAD_L:
retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER]) ? 1 : 0; retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_LEFT_TRIGGER]) ? 1 : 0;
break; break;
case RETRO_DEVICE_ID_JOYPAD_R: case RETRO_DEVICE_ID_JOYPAD_R:
retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER]) ? 1 : 0; retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_RIGHT_TRIGGER]) ? 1 : 0;
break; break;
case RETRO_DEVICE_ID_JOYPAD_L2: case RETRO_DEVICE_ID_JOYPAD_L2:
retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE]) ? 1 : 0; retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_WHITE]) ? 1 : 0;
break; break;
case RETRO_DEVICE_ID_JOYPAD_R2: case RETRO_DEVICE_ID_JOYPAD_R2:
retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK]) ? 1 : 0; retval = (state[player].Gamepad.bAnalogButtons[XINPUT_GAMEPAD_BLACK]) ? 1 : 0;
break; break;
case RETRO_DEVICE_ID_JOYPAD_L3: case RETRO_DEVICE_ID_JOYPAD_L3:
retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) ? 1 : 0; retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_LEFT_THUMB) ? 1 : 0;
break; break;
case RETRO_DEVICE_ID_JOYPAD_R3: case RETRO_DEVICE_ID_JOYPAD_R3:
retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) ? 1 : 0; retval = (state[player].Gamepad.wButtons & XINPUT_GAMEPAD_RIGHT_THUMB) ? 1 : 0;
break; break;
default: default:
break; break;
} }
return retval; return retval;
@ -169,10 +169,10 @@ static void* xinput_input_init(void)
{ {
case XDEVICE_ENUMERATION_IDLE: case XDEVICE_ENUMERATION_IDLE:
RARCH_LOG("Input state status: XDEVICE_ENUMERATION_IDLE\n"); RARCH_LOG("Input state status: XDEVICE_ENUMERATION_IDLE\n");
break; break;
case XDEVICE_ENUMERATION_BUSY: case XDEVICE_ENUMERATION_BUSY:
RARCH_LOG("Input state status: XDEVICE_ENUMERATION_BUSY\n"); RARCH_LOG("Input state status: XDEVICE_ENUMERATION_BUSY\n");
break; break;
} }
while(XGetDeviceEnumerationStatus() == XDEVICE_ENUMERATION_BUSY) {} while(XGetDeviceEnumerationStatus() == XDEVICE_ENUMERATION_BUSY) {}