Kill off dangling else's in the InputCommon project.

Some indentations were also too far for some things. Fixed this.

Also update the license header to show Git instead of SVN.

Got rid of some trailing spaces/tabs too.
This commit is contained in:
Lioncash
2013-04-14 22:53:10 -04:00
parent b91930a2d4
commit 8a9fcd3014
10 changed files with 148 additions and 69 deletions

View File

@ -157,7 +157,7 @@ bool ControllerInterface::UpdateOutput(const bool force)
if (force)
lk.lock();
else if (!lk.try_lock())
return false;
return false;
size_t ok_count = 0;
@ -173,7 +173,7 @@ bool ControllerInterface::UpdateOutput(const bool force)
//
// Device :: ~Device
//
// dtor, delete all inputs/outputs on device destruction
// Destructor, delete all inputs/outputs on device destruction
//
ControllerInterface::Device::~Device()
{
@ -209,9 +209,9 @@ void ControllerInterface::Device::AddOutput(Output* const o)
//
// Device :: ClearInputState
//
// device classes should override this func
// ControllerInterface will call this when the device returns failure durring UpdateInput
// used to try to set all buttons and axes to their default state when user unplugs a gamepad durring play
// Device classes should override this function
// ControllerInterface will call this when the device returns failure during UpdateInput
// used to try to set all buttons and axes to their default state when user unplugs a gamepad during play
// buttons/axes that were held down at the time of unplugging should be seen as not pressed after unplugging
//
void ControllerInterface::Device::ClearInputState()
@ -239,8 +239,10 @@ ControlState ControllerInterface::InputReference::State( const ControlState igno
// bit of hax for "NOT" to work at start of expression
if (ci != ce)
{
if (ci->mode == 2)
state = 1;
}
for (; ci!=ce; ++ci)
{
@ -354,7 +356,8 @@ bool ControllerInterface::DeviceQualifier::operator==(const ControllerInterface:
if (name == devq.name)
if (source == devq.source)
return true;
return false;
return false;
}
//
@ -421,7 +424,9 @@ void ControllerInterface::UpdateReference(ControllerInterface::ControlReference*
break; // no terminating '`' character
}
else
{
ctrl_str += c;
}
}
}
@ -478,7 +483,9 @@ ControllerInterface::Device::Control* ControllerInterface::InputReference::Detec
return *i;
}
else if ((*i)->GetState() < (1 - INPUT_DETECT_THRESHOLD))
{
*state = false;
}
}
Common::SleepCurrentThread(10); time += 10;
}
@ -490,8 +497,8 @@ ControllerInterface::Device::Control* ControllerInterface::InputReference::Detec
//
// OutputReference :: Detect
//
// totally different from the inputReference detect / i have them combined so it was simplier to make the gui.
// the gui doesnt know the difference between an input and an output / its odd but i was lazy and it was easy
// Totally different from the inputReference detect / I have them combined so it was simpler to make the GUI.
// The GUI doesn't know the difference between an input and an output / it's odd but I was lazy and it was easy
//
// set all binded outputs to <range> power for x milliseconds return false
//
@ -499,7 +506,7 @@ ControllerInterface::Device::Control* ControllerInterface::OutputReference::Dete
{
// ignore device
// dont hang if we dont even have any controls mapped
// don't hang if we don't even have any controls mapped
if (m_controls.size())
{
State(1);