(360) 360/fonts.cpp - indenting nits
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@ -150,16 +150,17 @@ void xdk360_console_add( wchar_t wch )
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else
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{
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// Try to append the character to the line
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video_console.m_Lines[ video_console.m_nCurLine ]
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[ video_console.m_cCurLineLength ] = wch;
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video_console.m_Lines[ video_console.m_nCurLine ][ video_console.m_cCurLineLength ] = wch;
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float fTextWidth, fTextHeight;
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xdk360_video_font_get_text_width(&m_Font, video_console.m_Lines[ video_console.m_nCurLine ], &fTextWidth, &fTextHeight, 0);
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xdk360_video_font_get_text_width(&m_Font, video_console.m_Lines[ video_console.m_nCurLine ], &fTextWidth,
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&fTextHeight, 0);
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if( fTextHeight > video_console.m_cxSafeArea )
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{
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// The line is too long, we need to wrap the character to the next line
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video_console.m_Lines[video_console.m_nCurLine]
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[ video_console.m_cCurLineLength ] = L'\0';
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video_console.m_Lines[video_console.m_nCurLine][ video_console.m_cCurLineLength ] = L'\0';
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bIncrementLine = TRUE;
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}
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}
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@ -182,6 +183,7 @@ void xdk360_console_format(_In_z_ _Printf_format_string_ LPCSTR strFormat, ... )
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{
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video_console.m_nCurLine = 0;
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video_console.m_cCurLineLength = 0;
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memset( video_console.m_Buffer, 0,
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video_console.m_cScreenHeightVirtual *
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( video_console.m_cScreenWidth + 1 ) * sizeof( wchar_t ) );
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@ -200,7 +202,8 @@ void xdk360_console_format(_In_z_ _Printf_format_string_ LPCSTR strFormat, ... )
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for( unsigned long i = 0; i < uStringLength; i++ )
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{
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wchar_t wch;
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int ret = MultiByteToWideChar( CP_ACP, // ANSI code page
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int ret = MultiByteToWideChar(
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CP_ACP, // ANSI code page
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0, // No flags
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&strMessage[i], // Character to convert
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1, // Convert one byte
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@ -333,7 +336,8 @@ static HRESULT xdk360_video_font_create_shaders (xdk360_video_font_t * font)
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{
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// Use the do {} while(0); trick for a fake goto
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// It simplies tear down on error conditions.
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do{
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do
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{
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// Step #1, create my vertex array with 16 bytes per entry
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// Floats for the position,
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@ -353,11 +357,12 @@ static HRESULT xdk360_video_font_create_shaders (xdk360_video_font_t * font)
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D3DDevice *pd3dDevice = vid->xdk360_render_device;
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hr = pd3dDevice->CreateVertexDeclaration( decl, &s_FontLocals.m_pFontVertexDecl );
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if (SUCCEEDED(hr))
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{
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// Step #2, create my vertex shader
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ID3DXBuffer* pShaderCode;
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hr = D3DXCompileShader( g_strFontShader, sizeof(g_strFontShader)-1 ,
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NULL, NULL, "FontVertexShader", "vs.2.0", 0,&pShaderCode, NULL, NULL );
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if (SUCCEEDED(hr))
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@ -385,14 +390,16 @@ static HRESULT xdk360_video_font_create_shaders (xdk360_video_font_t * font)
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break; // Skip the teardown code
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}
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}
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// If the code got to here, a fatal error has occured
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// and a clean shutdown needs to be performed.
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D3DResource_Release((D3DResource *)s_FontLocals.m_pFontVertexShader);
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}
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// Ensure the pointer is NULL
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s_FontLocals.m_pFontVertexShader = NULL;
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}
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D3DResource_Release((D3DResource *)s_FontLocals.m_pFontVertexDecl);
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}
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// Ensure this pointer is NULL
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@ -752,6 +759,7 @@ void xdk360_video_font_draw_text(xdk360_video_font_t * font, float fOriginX, flo
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unsigned long dwNumChars = wcslen(strText);
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HRESULT hr = pd3dDevice->BeginVertices( D3DPT_QUADLIST, 4 * dwNumChars, sizeof( XMFLOAT4 ) ,
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( VOID** )&pVertex );
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// The ring buffer may run out of space when tiling, doing z-prepasses,
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// or using BeginCommandBuffer. If so, make the buffer larger.
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if( FAILED( hr ) )
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