Fix some vertical alignments

ie. uses spaces for alignment.
This commit is contained in:
Lioncash
2014-02-16 15:30:18 -05:00
parent 2a7a94387c
commit 6c4ee1753a
91 changed files with 1420 additions and 1405 deletions

View File

@ -23,10 +23,11 @@ private:
Key(IOHIDElementRef element, IOHIDDeviceRef device);
ControlState GetState() const;
private:
const IOHIDElementRef m_element;
const IOHIDDeviceRef m_device;
std::string m_name;
const IOHIDElementRef m_element;
const IOHIDDeviceRef m_device;
std::string m_name;
};
class Cursor : public Input
{
public:
@ -36,9 +37,10 @@ private:
ControlState GetState() const;
private:
const float& m_axis;
const u8 m_index;
const bool m_positive;
const u8 m_index;
const bool m_positive;
};
class Button : public Input
{
public:
@ -66,11 +68,11 @@ private:
float x, y;
} m_cursor;
const IOHIDDeviceRef m_device;
const std::string m_device_name;
int m_index;
uint32_t m_windowid;
unsigned char m_mousebuttons[3];
const IOHIDDeviceRef m_device;
const std::string m_device_name;
int m_index;
uint32_t m_windowid;
unsigned char m_mousebuttons[3];
};
}

View File

@ -117,8 +117,8 @@ Keyboard::Key::Key(IOHIDElementRef element, IOHIDDeviceRef device)
, m_device(device)
{
static const struct PrettyKeys {
const uint32_t code;
const char *const name;
const uint32_t code;
const char *const name;
} named_keys[] = {
{ kHIDUsage_KeyboardA, "A" },
{ kHIDUsage_KeyboardB, "B" },

View File

@ -319,29 +319,29 @@ bool Joystick::UpdateOutput()
#ifdef USE_SDL_HAPTIC
for (auto &i : m_state_out)
{
if (i.changed) // if SetState was called on this output
if (i.changed) // if SetState was called on this output
{
if (-1 == i.id) // effect isn't currently uploaded
if (-1 == i.id) // effect isn't currently uploaded
{
if (i.effect.type) // if outputstate is >0 this would be true
if (i.effect.type) // if outputstate is >0 this would be true
{
if ((i.id = SDL_HapticNewEffect(m_haptic, &i.effect)) > -1) // upload the effect
if ((i.id = SDL_HapticNewEffect(m_haptic, &i.effect)) > -1) // upload the effect
{
SDL_HapticRunEffect(m_haptic, i.id, 1); // run the effect
SDL_HapticRunEffect(m_haptic, i.id, 1); // run the effect
}
}
}
else // effect is already uploaded
else // effect is already uploaded
{
if (i.effect.type) // if ouputstate >0
if (i.effect.type) // if ouputstate >0
{
SDL_HapticUpdateEffect(m_haptic, i.id, &i.effect); // update the effect
}
else
{
SDL_HapticStopEffect(m_haptic, i.id); // else, stop and remove the effect
SDL_HapticStopEffect(m_haptic, i.id); // else, stop and remove the effect
SDL_HapticDestroyEffect(m_haptic, i.id);
i.id = -1; // mark it as not uploaded
i.id = -1; // mark it as not uploaded
}
}

View File

@ -30,7 +30,7 @@
// Mouse axis control output is simply divided by this number. In practice,
// that just means you can use a smaller "dead zone" if you bind axis controls
// to a joystick. No real need to make this customizable.
#define MOUSE_AXIS_SENSITIVITY 8.0f
#define MOUSE_AXIS_SENSITIVITY 8.0f
// The mouse axis controls use a weighted running average. Each frame, the new
// value is the average of the old value and the amount of relative mouse
@ -38,7 +38,7 @@
// MOUSE_AXIS_SMOOTHING:1 compared to the new value. Increasing
// MOUSE_AXIS_SMOOTHING makes the controls smoother, decreasing it makes them
// more responsive. This might be useful as a user-customizable option.
#define MOUSE_AXIS_SMOOTHING 1.5f
#define MOUSE_AXIS_SMOOTHING 1.5f
namespace ciface
{
@ -48,9 +48,7 @@ namespace XInput2
// This function will add zero or more KeyboardMouse objects to devices.
void Init(std::vector<Core::Device*>& devices, void* const hwnd)
{
Display* dpy;
dpy = XOpenDisplay(NULL);
Display* dpy = XOpenDisplay(NULL);
// xi_opcode is important; it will be used to identify XInput events by
// the polling loop in UpdateInput.
@ -68,9 +66,9 @@ void Init(std::vector<Core::Device*>& devices, void* const hwnd)
// register all master devices with Dolphin
XIDeviceInfo* all_masters;
XIDeviceInfo* current_master;
int num_masters;
XIDeviceInfo* all_masters;
XIDeviceInfo* current_master;
int num_masters;
all_masters = XIQueryDevice(dpy, XIAllMasterDevices, &num_masters);
@ -94,7 +92,6 @@ void Init(std::vector<Core::Device*>& devices, void* const hwnd)
void KeyboardMouse::SelectEventsForDevice(Window window, XIEventMask *mask, int deviceid)
{
// Set the event mask for the master device.
mask->deviceid = deviceid;
XISelectEvents(m_display, window, mask, 1);
@ -104,9 +101,9 @@ void KeyboardMouse::SelectEventsForDevice(Window window, XIEventMask *mask, int
// devices) emit those. For keyboard devices, selecting slaves avoids
// dealing with key focus.
XIDeviceInfo* all_slaves;
XIDeviceInfo* current_slave;
int num_slaves;
XIDeviceInfo* all_slaves;
XIDeviceInfo* current_slave;
int num_slaves;
all_slaves = XIQueryDevice(m_display, XIAllDevices, &num_slaves);
@ -142,8 +139,8 @@ KeyboardMouse::KeyboardMouse(Window window, int opcode, int pointer, int keyboar
name = std::string(pointer_device->name);
XIFreeDeviceInfo(pointer_device);
XIEventMask mask;
unsigned char mask_buf[(XI_LASTEVENT + 7)/8];
XIEventMask mask;
unsigned char mask_buf[(XI_LASTEVENT + 7)/8];
mask.mask_len = sizeof(mask_buf);
mask.mask = mask_buf;

View File

@ -44,10 +44,10 @@ private:
ControlState GetState() const;
private:
std::string m_keyname;
Display* const m_display;
std::string m_keyname;
Display* const m_display;
const char* const m_keyboard;
const KeyCode m_keycode;
const KeyCode m_keycode;
};
class Button : public Input
@ -73,9 +73,9 @@ private:
private:
const float& m_cursor;
const u8 m_index;
const bool m_positive;
std::string name;
const u8 m_index;
const bool m_positive;
std::string name;
};
class Axis : public Input
@ -88,9 +88,9 @@ private:
private:
const float& m_axis;
const u8 m_index;
const bool m_positive;
std::string name;
const u8 m_index;
const bool m_positive;
std::string name;
};
private:
@ -109,12 +109,12 @@ public:
int GetId() const;
private:
Window m_window;
Display* m_display;
State m_state;
int xi_opcode;
const int pointer_deviceid, keyboard_deviceid;
std::string name;
Window m_window;
Display* m_display;
State m_state;
int xi_opcode;
const int pointer_deviceid, keyboard_deviceid;
std::string name;
};
}

View File

@ -35,10 +35,10 @@ private:
ControlState GetState() const;
private:
std::string m_keyname;
Display* const m_display;
std::string m_keyname;
Display* const m_display;
const char* const m_keyboard;
const KeyCode m_keycode;
const KeyCode m_keycode;
};
class Button : public Input
@ -65,8 +65,8 @@ private:
private:
const float& m_cursor;
const u8 m_index;
const bool m_positive;
const u8 m_index;
const bool m_positive;
};
public:
@ -81,9 +81,9 @@ public:
int GetId() const;
private:
Window m_window;
Window m_window;
Display* m_display;
State m_state;
State m_state;
};
}