diff --git a/input/drivers_joypad/xinput_joypad.c b/input/drivers_joypad/xinput_joypad.c index d4dd88354b..08a51a4fdf 100644 --- a/input/drivers_joypad/xinput_joypad.c +++ b/input/drivers_joypad/xinput_joypad.c @@ -167,7 +167,6 @@ static const char* const XBOX_ONE_CONTROLLER_NAMES[4] = const char *xinput_joypad_name(unsigned pad) { int xuser = pad_index_to_xuser_index(pad); - #ifdef HAVE_DINPUT /* Use the real controller name for XBOX One controllers since they are slightly different */ @@ -229,7 +228,8 @@ static bool xinput_joypad_init(void *data) /* If we get here then an xinput DLL is correctly loaded. * First try to load ordinal 100 (XInputGetStateEx). */ - g_XInputGetStateEx = (XInputGetStateEx_t)dylib_proc(g_xinput_dll, (const char*)100); + g_XInputGetStateEx = (XInputGetStateEx_t)dylib_proc( + g_xinput_dll, (const char*)100); #elif defined(__WINRT__) /* XInputGetStateEx is not available on WinRT */ g_XInputGetStateEx = NULL; @@ -245,7 +245,8 @@ static bool xinput_joypad_init(void *data) */ g_xinput_guide_button_supported = false; #if defined(HAVE_DYNAMIC) && !defined(__WINRT__) - g_XInputGetStateEx = (XInputGetStateEx_t)dylib_proc(g_xinput_dll, "XInputGetState"); + g_XInputGetStateEx = (XInputGetStateEx_t)dylib_proc( + g_xinput_dll, "XInputGetState"); #else g_XInputGetStateEx = (XInputGetStateEx_t)XInputGetState; #endif @@ -256,13 +257,15 @@ static bool xinput_joypad_init(void *data) #if defined(HAVE_DYNAMIC) && !defined(__WINRT__) dylib_close(g_xinput_dll); #endif - return false; /* DLL was loaded but did not contain the correct function. */ + /* DLL was loaded but did not contain the correct function. */ + return false; } RARCH_WARN("[XInput]: No guide button support.\n"); } #if defined(HAVE_DYNAMIC) && !defined(__WINRT__) - g_XInputSetState = (XInputSetState_t)dylib_proc(g_xinput_dll, "XInputSetState"); + g_XInputSetState = (XInputSetState_t)dylib_proc( + g_xinput_dll, "XInputSetState"); #else g_XInputSetState = (XInputSetState_t)XInputSetState; #endif @@ -287,7 +290,7 @@ static bool xinput_joypad_init(void *data) RARCH_LOG("[XInput]: Found controller, user #%u\n", i); } - if ((!g_xinput_states[0].connected) && + if ( (!g_xinput_states[0].connected) && (!g_xinput_states[1].connected) && (!g_xinput_states[2].connected) && (!g_xinput_states[3].connected)) @@ -297,8 +300,11 @@ static bool xinput_joypad_init(void *data) return false; #endif - RARCH_LOG("[XInput]: Pads connected: %d\n", g_xinput_states[0].connected + - g_xinput_states[1].connected + g_xinput_states[2].connected + g_xinput_states[3].connected); + RARCH_LOG("[XInput]: Pads connected: %d\n", + g_xinput_states[0].connected + + g_xinput_states[1].connected + + g_xinput_states[2].connected + + g_xinput_states[3].connected); #ifdef HAVE_DINPUT g_xinput_block_pads = true; @@ -382,7 +388,8 @@ static void xinput_joypad_destroy(void) } /* Buttons are provided by XInput as bits of a uint16. - * Map from rarch button index (0..10) to a mask to bitwise-& the buttons against. + * Map from rarch button index (0..10) to a mask to + * bitwise-& the buttons against. * dpad is handled seperately. */ static const uint16_t button_index_to_bitmap_code[] = { XINPUT_GAMEPAD_A, @@ -530,7 +537,7 @@ static void xinput_joypad_poll(void) * since dinput is not available on UWP we have to do it ourselves */ /* Also note that on UWP, the controllers are not available on startup * and are instead 'plugged in' a moment later because Microsoft reasons */ - // TODO: This may be bad for performance? + /* TODO: This may be bad for performance? */ bool new_connected = g_XInputGetStateEx && g_XInputGetStateEx(i, &(g_xinput_states[i].xstate)) != ERROR_DEVICE_NOT_CONNECTED; if (new_connected != g_xinput_states[i].connected) {