A Whole New World (clang-format edition)
I can show you the code Pretty, with proper whitespace Tell me, coder, now when did You last write readable code? I can open your eyes Make you see your bad indent Force you to respect the style The core devs agreed upon A whole new world A new fantastic code format A de facto standard With some sugar Enforced with clang-format A whole new world A dazzling style we all dreamed of And when we read it through It's crystal clear That now we're in a whole new world of code
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@ -35,9 +35,9 @@ using namespace Windows::Foundation;
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void JoypadUWP::register_events() {
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Gamepad::GamepadAdded +=
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ref new EventHandler<Gamepad^>(this, &JoypadUWP::OnGamepadAdded);
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ref new EventHandler<Gamepad ^>(this, &JoypadUWP::OnGamepadAdded);
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Gamepad::GamepadRemoved +=
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ref new EventHandler<Gamepad^>(this, &JoypadUWP::OnGamepadRemoved);
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ref new EventHandler<Gamepad ^>(this, &JoypadUWP::OnGamepadRemoved);
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}
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uint32_t JoypadUWP::process_controllers(uint32_t p_last_id) {
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@ -48,26 +48,26 @@ uint32_t JoypadUWP::process_controllers(uint32_t p_last_id) {
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switch (controllers[i].type) {
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case ControllerType::GAMEPAD_CONTROLLER: {
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case ControllerType::GAMEPAD_CONTROLLER: {
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GamepadReading reading = ((Gamepad^)controllers[i].controller_reference)->GetCurrentReading();
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GamepadReading reading = ((Gamepad ^)controllers[i].controller_reference)->GetCurrentReading();
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int button_mask = (int)GamepadButtons::Menu;
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for (int j = 0; j < 14; j++) {
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int button_mask = (int)GamepadButtons::Menu;
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for (int j = 0; j < 14; j++) {
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p_last_id = input->joy_button(p_last_id, controllers[i].id, j,(int)reading.Buttons & button_mask);
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button_mask *= 2;
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p_last_id = input->joy_button(p_last_id, controllers[i].id, j, (int)reading.Buttons & button_mask);
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button_mask *= 2;
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}
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p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_0, axis_correct(reading.LeftThumbstickX));
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p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_1, axis_correct(reading.LeftThumbstickY, true));
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p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_2, axis_correct(reading.RightThumbstickX));
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p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_3, axis_correct(reading.RightThumbstickY, true));
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p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_4, axis_correct(reading.LeftTrigger, false, true));
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p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_5, axis_correct(reading.RightTrigger, false, true));
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break;
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}
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p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_0, axis_correct(reading.LeftThumbstickX));
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p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_1, axis_correct(reading.LeftThumbstickY, true));
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p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_2, axis_correct(reading.RightThumbstickX));
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p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_3, axis_correct(reading.RightThumbstickY, true));
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p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_4, axis_correct(reading.LeftTrigger, false, true));
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p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_5, axis_correct(reading.RightTrigger, false, true));
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break;
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}
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}
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}
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@ -80,7 +80,7 @@ JoypadUWP::JoypadUWP() {
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controllers[i].id = i;
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}
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JoypadUWP::JoypadUWP(InputDefault * p_input) {
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JoypadUWP::JoypadUWP(InputDefault *p_input) {
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input = p_input;
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