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
This commit is contained in:
Rémi Verschelde
2017-03-05 16:44:50 +01:00
parent 45438e9918
commit 5dbf1809c6
1318 changed files with 140051 additions and 166004 deletions

View File

@ -35,9 +35,9 @@ using namespace Windows::Foundation;
void JoypadUWP::register_events() {
Gamepad::GamepadAdded +=
ref new EventHandler<Gamepad^>(this, &JoypadUWP::OnGamepadAdded);
ref new EventHandler<Gamepad ^>(this, &JoypadUWP::OnGamepadAdded);
Gamepad::GamepadRemoved +=
ref new EventHandler<Gamepad^>(this, &JoypadUWP::OnGamepadRemoved);
ref new EventHandler<Gamepad ^>(this, &JoypadUWP::OnGamepadRemoved);
}
uint32_t JoypadUWP::process_controllers(uint32_t p_last_id) {
@ -48,26 +48,26 @@ uint32_t JoypadUWP::process_controllers(uint32_t p_last_id) {
switch (controllers[i].type) {
case ControllerType::GAMEPAD_CONTROLLER: {
case ControllerType::GAMEPAD_CONTROLLER: {
GamepadReading reading = ((Gamepad^)controllers[i].controller_reference)->GetCurrentReading();
GamepadReading reading = ((Gamepad ^)controllers[i].controller_reference)->GetCurrentReading();
int button_mask = (int)GamepadButtons::Menu;
for (int j = 0; j < 14; j++) {
int button_mask = (int)GamepadButtons::Menu;
for (int j = 0; j < 14; j++) {
p_last_id = input->joy_button(p_last_id, controllers[i].id, j,(int)reading.Buttons & button_mask);
button_mask *= 2;
p_last_id = input->joy_button(p_last_id, controllers[i].id, j, (int)reading.Buttons & button_mask);
button_mask *= 2;
}
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_0, axis_correct(reading.LeftThumbstickX));
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_1, axis_correct(reading.LeftThumbstickY, true));
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_2, axis_correct(reading.RightThumbstickX));
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_3, axis_correct(reading.RightThumbstickY, true));
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_4, axis_correct(reading.LeftTrigger, false, true));
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_5, axis_correct(reading.RightTrigger, false, true));
break;
}
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_0, axis_correct(reading.LeftThumbstickX));
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_1, axis_correct(reading.LeftThumbstickY, true));
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_2, axis_correct(reading.RightThumbstickX));
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_3, axis_correct(reading.RightThumbstickY, true));
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_4, axis_correct(reading.LeftTrigger, false, true));
p_last_id = input->joy_axis(p_last_id, controllers[i].id, JOY_AXIS_5, axis_correct(reading.RightTrigger, false, true));
break;
}
}
}
@ -80,7 +80,7 @@ JoypadUWP::JoypadUWP() {
controllers[i].id = i;
}
JoypadUWP::JoypadUWP(InputDefault * p_input) {
JoypadUWP::JoypadUWP(InputDefault *p_input) {
input = p_input;