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cleanup while loop vars
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d64c223a62
commit
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@ -246,6 +246,8 @@ EmulatorUpdate (void *arg)
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static void *
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static void *
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UpdateGUI (void *arg)
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UpdateGUI (void *arg)
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{
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{
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int i;
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while(1)
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while(1)
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{
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{
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if(guiHalt)
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if(guiHalt)
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@ -257,7 +259,7 @@ UpdateGUI (void *arg)
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mainWindow->Draw();
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mainWindow->Draw();
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#ifdef HW_RVL
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#ifdef HW_RVL
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for(int i=3; i >= 0; i--) // so that player 1's cursor appears on top!
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for(i=3; i >= 0; i--) // so that player 1's cursor appears on top!
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{
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{
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if(userInput[i].wpad.ir.valid)
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if(userInput[i].wpad.ir.valid)
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Menu_DrawImg(userInput[i].wpad.ir.x-48, userInput[i].wpad.ir.y-48,
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Menu_DrawImg(userInput[i].wpad.ir.x-48, userInput[i].wpad.ir.y-48,
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@ -268,7 +270,7 @@ UpdateGUI (void *arg)
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Menu_Render();
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Menu_Render();
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for(int i=3; i >= 0; i--)
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for(i=3; i >= 0; i--)
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mainWindow->Update(&userInput[i]);
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mainWindow->Update(&userInput[i]);
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#ifdef HW_RVL
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#ifdef HW_RVL
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@ -281,10 +283,10 @@ UpdateGUI (void *arg)
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if(ExitRequested || ShutdownRequested)
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if(ExitRequested || ShutdownRequested)
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{
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{
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for(int a = 0; a < 255; a += 15)
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for(i = 0; i < 255; i += 15)
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{
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{
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mainWindow->Draw();
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mainWindow->Draw();
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Menu_DrawRectangle(0,0,screenwidth,screenheight,(GXColor){0, 0, 0, a},1);
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Menu_DrawRectangle(0,0,screenwidth,screenheight,(GXColor){0, 0, 0, i},1);
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Menu_Render();
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Menu_Render();
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}
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}
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@ -829,6 +831,8 @@ static void WindowCredits(void * ptr)
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static int MenuGameSelection()
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static int MenuGameSelection()
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{
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{
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int menu = MENU_NONE;
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int menu = MENU_NONE;
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bool res;
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int i;
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GuiText titleTxt("Choose Game", 28, (GXColor){255, 255, 255, 255});
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GuiText titleTxt("Choose Game", 28, (GXColor){255, 255, 255, 255});
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titleTxt.SetAlignment(ALIGN_LEFT, ALIGN_TOP);
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titleTxt.SetAlignment(ALIGN_LEFT, ALIGN_TOP);
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@ -931,7 +935,7 @@ static int MenuGameSelection()
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// update gameWindow based on arrow buttons
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// update gameWindow based on arrow buttons
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// set MENU_EXIT if A button pressed on a game
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// set MENU_EXIT if A button pressed on a game
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for(int i=0; i<PAGESIZE; i++)
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for(i=0; i<PAGESIZE; i++)
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{
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{
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if(gameBrowser.gameList[i]->GetState() == STATE_CLICKED)
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if(gameBrowser.gameList[i]->GetState() == STATE_CLICKED)
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{
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{
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@ -939,8 +943,6 @@ static int MenuGameSelection()
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// check corresponding browser entry
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// check corresponding browser entry
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if(browserList[browser.selIndex].isdir || IsSz())
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if(browserList[browser.selIndex].isdir || IsSz())
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{
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{
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bool res;
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if(IsSz())
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if(IsSz())
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res = BrowserLoadSz(GCSettings.LoadMethod);
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res = BrowserLoadSz(GCSettings.LoadMethod);
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else
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else
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@ -1163,7 +1165,7 @@ static int MenuGame()
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closeBtn.SetEffectGrow();
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closeBtn.SetEffectGrow();
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#ifdef HW_RVL
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#ifdef HW_RVL
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int i = 0;
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int i, level;
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char txt[3];
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char txt[3];
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GuiText * batteryTxt[4];
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GuiText * batteryTxt[4];
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GuiImage * batteryImg[4];
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GuiImage * batteryImg[4];
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@ -1270,7 +1272,6 @@ static int MenuGame()
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usleep(THREAD_SLEEP);
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usleep(THREAD_SLEEP);
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#ifdef HW_RVL
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#ifdef HW_RVL
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int level;
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for(i=0; i < 4; i++)
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for(i=0; i < 4; i++)
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{
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{
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if(WPAD_Probe(i, NULL) == WPAD_ERR_NONE) // controller connected
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if(WPAD_Probe(i, NULL) == WPAD_ERR_NONE) // controller connected
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@ -1400,7 +1401,7 @@ static int MenuGame()
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static int MenuGameSaves(int action)
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static int MenuGameSaves(int action)
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{
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{
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int menu = MENU_NONE;
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int menu = MENU_NONE;
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int ret;
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int ret, result;
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int i, n, len, len2;
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int i, n, len, len2;
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int j = 0;
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int j = 0;
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SaveList saves;
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SaveList saves;
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@ -1580,7 +1581,7 @@ static int MenuGameSaves(int action)
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// load or save game
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// load or save game
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if(ret > -3)
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if(ret > -3)
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{
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{
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int result = 0;
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result = 0;
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if(action == 0) // load
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if(action == 0) // load
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{
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{
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@ -2324,6 +2325,7 @@ static int MenuSettingsMappingsMap()
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{
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{
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int menu = MENU_NONE;
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int menu = MENU_NONE;
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int ret,i,j;
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int ret,i,j;
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u32 pressed;
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OptionList options;
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OptionList options;
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char menuTitle[100];
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char menuTitle[100];
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@ -2414,7 +2416,7 @@ static int MenuSettingsMappingsMap()
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if(ret >= 0)
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if(ret >= 0)
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{
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{
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u32 pressed = ButtonMappingWindow(); // get a button selection from user
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pressed = ButtonMappingWindow(); // get a button selection from user
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if (pressed > 0)
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if (pressed > 0)
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btnmap[mapMenuCtrl][ret] = pressed; // update mapping
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btnmap[mapMenuCtrl][ret] = pressed; // update mapping
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