get rid of the '¯' chars in source code...non ascii chars are not really good to have floating around for no reason. http://google-styleguide.googlecode.com/svn/trunk/cppguide.xml?showone=Non-ASCII_Characters#Non-ASCII_Characters

git-svn-id: https://dolphin-emu.googlecode.com/svn/trunk@4231 8ced0084-cf51-0410-be5f-012b33b47a6e
This commit is contained in:
Shawn Hoffman 2009-09-08 16:07:13 +00:00
parent 463e93c41a
commit 3b76f6dc80
41 changed files with 162 additions and 162 deletions

View File

@ -96,7 +96,7 @@ void CMixer::PushSamples(short *samples, int num_stereo_samples, int core_sample
// -----------------------------------------------------------------------
// The auto throttle function. This loop will put a ceiling on the CPU MHz.
// ッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
// ----------------------------
/* This is only needed for non-AX sound, currently directly
streamed and DTK sound. For AX we call SoundStream::Update in
AXTask() for example. */

View File

@ -185,7 +185,7 @@ void ConsoleListener::PixelSpace(int Left, int Top, int Width, int Height, bool
// ---------------------------------------------------------------------
// Save the current text
// ッッッッッッッッッッッッッッッッッッッッッッッッ
// ------------------------
DWORD cCharsRead = 0;
COORD coordScreen = { 0, 0 };

View File

@ -201,7 +201,7 @@ std::string Timer::GetTimeFormatted()
// Returns a timestamp with decimals for precise time comparisons
// ッッッッッッッッッッッッッッッッ
// ----------------
double Timer::GetDoubleTime()
{
struct timeb tp;

View File

@ -697,7 +697,7 @@ void Callback_VideoCopiedToXFB(bool video_update)
no_framelimit--;
// Custom frame limiter
// ッッッッッッッッッッッッッッッッッッッッ
// --------------------
u32 targetfps = SConfig::GetInstance().m_Framelimit * 5;
if (targetfps > 5)

View File

@ -22,7 +22,7 @@
// Include
// ッッッッッッッッッッッッッッ
// --------------
#ifdef _WIN32
#include <windows.h>
#endif
@ -66,7 +66,7 @@
// File description: Rerecording Functions
/* ッッッッッッッッッッッッッッッ
/* ---------------
How the timer works: We measure the time between drawn frames, not when the game is paused. So time
should be a fairly comparable measure of the time it took to play the game. However the time it takes
@ -85,7 +85,7 @@ namespace Core
// Declarations and definitions
// ッッッッッッッッッッッッッッッ
// ---------------
int g_FrameCounter = 0;
bool g_FrameStep = false;
Common::Timer ReRecTimer;
@ -94,7 +94,7 @@ Common::Timer ReRecTimer;
// Control Run, Pause, Stop and the Timer.
// ッッッッッッッッッッッッッッッ
// ---------------
// Subtract the paused time when we run again
void Run()
@ -165,7 +165,7 @@ void WindBack(int Counter)
// Frame advance
// ッッッッッッッッッッッッッッッ
// ---------------
void FrameAdvance()
{
// Update status bar
@ -207,7 +207,7 @@ void FrameStepOnOff()
// General functions
// ッッッッッッッッッッッッッッッ
// ---------------
// Write to the status bar
void WriteStatus()

View File

@ -18,7 +18,7 @@
// File description
/* ッッッッッッッッッッッッ
/* ------------
This file controls when plugins are loaded and unloaded from memory. Its functions scan for valid
plugins when Dolphin is booted, and open the debugging and config windows. The PluginManager is
@ -27,7 +27,7 @@
*/
// Include
// ッッッッッッッッッッッッ
// ------------
#include <string> // System
#include <vector>
@ -51,7 +51,7 @@ CPluginManager CPluginManager::m_Instance;
// The Plugin Manager Class
// ッッッッッッッッッッッッ
// ------------
// The plugin manager is some sort of singleton that runs during Dolphin's entire lifespan.
CPluginManager::CPluginManager()
@ -103,7 +103,7 @@ CPluginManager::~CPluginManager()
// Init and Shutdown Plugins
// ッッッッッッッッッッッッ
// ------------
// Function: Point the m_pad[] and other variables to a certain plugin
bool CPluginManager::InitPlugins()
{
@ -202,7 +202,7 @@ void CPluginManager::ShutdownVideoPlugin()
// The PluginInfo class: Find Valid Plugins
// ッッッッッッッッッッッッ
// ------------
/* Function: This info is used in ScanForPlugins() to check for valid plugins and and in LoadPlugin() to
check that the filename we want to use is a good DLL. */
CPluginInfo::CPluginInfo(const char *_rFilename)
@ -234,7 +234,7 @@ CPluginInfo::CPluginInfo(const char *_rFilename)
// Supporting functions
// ッッッッッッッッッッッッ
// ------------
/* Return the plugin info we saved when Dolphin was started. We don't even add a function to try load a
plugin name that was not found because in that case it must have been deleted while Dolphin was running.
@ -380,7 +380,7 @@ void CPluginManager::ScanForPlugins()
We don't need to check if [Plugin]->IsValid() here because it will not be set by LoadPlugin()
if it's not valid.
*/
// ッッッッッッッッッッッッ
// ------------
Common::PluginPAD *CPluginManager::GetPad(int controller)
{
if (m_pad[controller] != NULL)
@ -478,7 +478,7 @@ void CPluginManager::FreeWiimote(u32 Wiimote)
// Call DLL functions
// ッッッッッッッッッッッッ
// ------------
// Open config window. Input: _rFilename = Plugin filename , Type = Plugin type
void CPluginManager::OpenConfig(void* _Parent, const char *_rFilename, PLUGIN_TYPE Type)

View File

@ -30,14 +30,14 @@
// Settings
// ッッッッッッッッッッ
// ----------
#define JIT_OFF_OPTIONS // Compile with JIT off options
// Include
// ッッッッッッッッッッ
// ----------
#if JITTEST
#include "../Jit64IL/Jit.h"
#else
@ -59,7 +59,7 @@
// Declarations and definitions
// ッッッッッッッッッッ
// ----------
void Jit(u32 em_address);

View File

@ -179,7 +179,7 @@ void CBreakPointWindow::OnActivated(wxListEvent& event)
// Breakpoint actions
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
// Clear all breakpoints
void CBreakPointWindow::OnClear(wxCommandEvent& event)
@ -233,7 +233,7 @@ void CBreakPointWindow::OnAddBreakPointMany(wxCommandEvent& event)
// Memory check actions
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
void
CBreakPointWindow::OnAddMemoryCheck(wxCommandEvent& event)
{

View File

@ -700,7 +700,7 @@ void CCodeWindow::UpdateButtonStates()
wxAuiToolBar* ToolBar = GetToolBar();
// Toolbar
// ッッッッッッッッッッッッッッッッッッ
// ------------------
if (!ToolBar) return;
if (!Initialized)
@ -736,7 +736,7 @@ void CCodeWindow::UpdateButtonStates()
if (ToolBar) ToolBar->Realize();
// Menu bar
// ッッッッッッッッッッッッッッッッッッ
// ------------------
GetMenuBar()->Enable(IDM_INTERPRETER, Pause); // CPU Mode
GetMenuBar()->Enable(IDM_JITUNLIMITED, !Initialized);

View File

@ -92,7 +92,7 @@ class CCodeWindow
void UpdateManager();
// Menu bar
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
void OnCPUMode(wxCommandEvent& event); // CPU Mode menu
void OnJITOff(wxCommandEvent& event);

View File

@ -19,7 +19,7 @@
// Include
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// --------------
#include "Common.h"
#include <wx/button.h>
@ -80,7 +80,7 @@ extern "C" // Bitmaps
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Save and load settings
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// -----------------------------
void CCodeWindow::Load()
{
IniFile ini;
@ -194,7 +194,7 @@ void CCodeWindow::Save()
/////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Symbols, JIT, Profiler
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// ----------------
void CCodeWindow::CreateMenuSymbols()
{
wxMenu *pSymbolsMenu = new wxMenu;
@ -443,7 +443,7 @@ void CCodeWindow::OnChangeFont(wxCommandEvent& event)
// Toogle windows
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// ----------------
void CCodeWindow::OpenPages()
{

View File

@ -172,7 +172,7 @@ bool BootCore(const std::string& _rFilename)
// =================================================================
// Run the game
// ッッッッッッッッッッッッッッ
// --------------
#if defined(HAVE_WX) && HAVE_WX
if(main_frame)
{

View File

@ -85,7 +85,7 @@ class CFrame : public wxFrame
// ---------------------------------------
// Wiimote leds
// ッッッッッッッッッッッッッッッッッッッッ
// --------------------
void ModifyStatusBar();
void CreateDestroy(int Case);
void CreateLeds(); void CreateSpeakers();

View File

@ -177,7 +177,7 @@ void CFrame::ToggleConsole(bool bShow, int i)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Notebooks
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
void CFrame::ClosePages()
{
DoToggleWindow(IDM_LOGWINDOW, false);
@ -665,7 +665,7 @@ void CFrame::OnDropDownToolbarSelect(wxCommandEvent& event)
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Functions
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
void CFrame::ResetToolbarStyle()
{
wxAuiPaneInfoArray& AllPanes = m_Mgr->GetAllPanes();
@ -750,7 +750,7 @@ void CFrame::ResizeConsole()
// ----------------------------------------------------------
// Get OS version
// ッッッッッッッッッッッッッッッッッッ
// ------------------
int wxBorder, Border, LowerBorder, MenuBar, ScrollBar, WidthReduction;
OSVERSIONINFO osvi;
ZeroMemory(&osvi, sizeof(OSVERSIONINFO));
@ -1066,7 +1066,7 @@ void CFrame::AddPane()
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Utility
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
int CFrame::Limit(int i, int Low, int High)
{

View File

@ -95,7 +95,7 @@ wxInfoWindow* InfoWindow;
// Create menu items
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
void CFrame::CreateMenu()
{
if (GetMenuBar()) GetMenuBar()->Destroy();
@ -254,7 +254,7 @@ void CFrame::CreateMenu()
// Create toolbar items
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
void CFrame::PopulateToolbar(wxAuiToolBar* ToolBar)
{
int w = m_Bitmaps[Toolbar_FileOpen].GetWidth(),
@ -434,7 +434,7 @@ void CFrame::InitBitmaps()
// Menu items
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
// Start the game or change the disc
void CFrame::BootGame()
@ -722,7 +722,7 @@ void CFrame::StatusBarMessage(char * Text, ...)
// Miscellaneous menus
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
// NetPlay stuff
void CFrame::OnNetPlay(wxCommandEvent& WXUNUSED (event))
{
@ -849,7 +849,7 @@ void CFrame::OnFrameSkip(wxCommandEvent& event)
// GUI
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
// Update the enabled/disabled status
void CFrame::UpdateGUI()

View File

@ -18,7 +18,7 @@
// Include
// ッッッッッッッッッッッッッ
// -------------
#include "Globals.h"
#include "Frame.h"
#include "FileUtil.h"

View File

@ -117,7 +117,7 @@ enum
// --------------------------------------------------------------
// Debugger Menu Entries
// ッッッッッッッッッッッッッッッッッッッッ
// --------------------
// CPU Mode
IDM_INTERPRETER,
//IDM_DUALCORE, // not used
@ -167,7 +167,7 @@ enum
// --------------------------------------------------------------
// Debugger Toolbar
// ッッッッッッッッッッッッッッッッッッッッ
// --------------------
ID_TOOLBAR_DEBUG,
IDM_DEBUG_GO,
IDM_STEP,

View File

@ -1,6 +1,6 @@
// Project description
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
// Name: Input Configuration and Calibration
// Description: Common SDL Input Functions
//
@ -32,7 +32,7 @@
// Include
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
#if defined HAVE_WX && HAVE_WX
#include <wx/wx.h>
#endif
@ -52,7 +52,7 @@ namespace InputCommon
// Degree to radian and back
// ッッッッッッッッッッッッッ
// -------------
float Deg2Rad(float Deg)
{
return Deg * ((float)M_PI / 180.0f);
@ -66,7 +66,7 @@ float Rad2Deg(float Rad)
// Check if the pad is within the dead zone, we assume the range is 0x8000
// ッッッッッッッッッッッッッッッッ
// ----------------
float CoordinatesToRadius(int x, int y)
{
return sqrt(pow((float)x, 2) + pow((float)y, 2));
@ -90,13 +90,13 @@ bool IsDeadZone(float DeadZone, int x, int y)
// Scale down stick values from 0x8000 to 0x80
/* ッッッッッッッッッッッッッッッッ
/* ----------------
The value returned by SDL_JoystickGetAxis is a signed integer s16
(-32768 to 32767). The value used for the gamecube controller is an unsigned
char u8 (0 to 255) with neutral at 0x80 (128), so that it's equivalent to a signed
-128 to 127.
*/
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
int Pad_Convert(int _val)
{
/* If the limits on PadState[].axis[] actually is a u16 then we don't need this
@ -119,7 +119,7 @@ int Pad_Convert(int _val)
// Adjust the radius
// ッッッッッッッッッッッッッッッッ
// ----------------
void RadiusAdjustment(int &_x, int &_y, int _pad, std::string SRadius)
{
// Get the radius setting
@ -157,7 +157,7 @@ void RadiusAdjustment(int &_x, int &_y, int _pad, std::string SRadius)
XBox 360 Wireless: 85%
GameCube Controller (Third Party) with EMS Trio Linker Plus II: 60%
*/
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
/* Calculate the distance from the outer edges of the box to the outer edges of the circle inside the box
at any angle from 0° to 360°. The returned value is 1 + Distance, for example at most sqrt(2) in the
@ -233,7 +233,7 @@ void Square2Circle(int &_x, int &_y, int _pad, std::string SDiagonal, bool Circl
// Windows Virtual Key Codes Names
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
#ifdef _WIN32
std::string VKToString(int keycode)
{

View File

@ -18,7 +18,7 @@
// Include
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
#include "DirectInputBase.h"

View File

@ -21,7 +21,7 @@
// Include
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
#include <windows.h> // System
#include <stdio.h>

View File

@ -1,6 +1,6 @@
// Project description
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
// Name: SDL Input
// Description: Common SDL Input Functions
//
@ -31,7 +31,7 @@
// Include
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
#define _SDL_MAIN_ // Avoid certain declarations in SDL.h
#include "SDL.h" // Local
#include "XInput.h"
@ -40,7 +40,7 @@
// Definitions
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
int g_LastPad = 0;
@ -50,14 +50,14 @@ namespace InputCommon
// Definitions
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
// Search attached devices. Populate joyinfo for all attached physical devices.
// ッッッッッッッッッッッッッッッッッッッッッッッ
// -----------------------
bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
{
/* SDL 1.3 use DirectInput instead of the old Microsoft Multimedia API, and with this we need
@ -113,16 +113,16 @@ bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_
// Supporting functions
// ッッッッッッッッッッッッッッッッ
// ----------------
// Read current joystick status
/* ッッッッッッッッッッッッッッッッ
/* ----------------
The value PadMapping[].buttons[] is the number of the assigned joypad button,
PadState[].buttons[] is the status of the button, it becomes 0 (no pressed) or 1 (pressed) */
// Read buttons status. Called from GetJoyState().
// ッッッッッッッッッッッッッッッッッッッッッッ
// ----------------------
void ReadButton(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int button, int NumButtons)
{
int ctl_button = _PadMapping.buttons[button];
@ -133,7 +133,7 @@ void ReadButton(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, int
}
// Request joystick state.
// ッッッッッッッッッッッッッッッッッッッッッッ
// ----------------------
/* Called from: PAD_GetStatus()
Input: The virtual device 0, 1, 2 or 3
Function: Updates the PadState struct with the current pad status. The input value "controller" is
@ -242,10 +242,10 @@ void GetJoyState(CONTROLLER_STATE &_PadState, CONTROLLER_MAPPING _PadMapping, in
// Configure button mapping
// ッッッッッッッッッッ
// ----------
// Avoid extreme axis values
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
/* Function: We have to avoid very big values to becuse some triggers are -0x8000 in the
unpressed state (and then go from -0x8000 to 0x8000 as they are fully pressed) */
bool AvoidValues(int value, bool NoTriggerFilter)
@ -260,7 +260,7 @@ bool AvoidValues(int value, bool NoTriggerFilter)
// Detect a pressed button
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
void GetButton(SDL_Joystick *joy, int ControllerID, int buttons, int axes, int hats,
int &KeyboardKey, int &value, int &type, int &pressed, bool &Succeed, bool &Stop,
bool LeftRight, bool Axis, bool XInput, bool Button, bool Hat, bool NoTriggerFilter)

View File

@ -1,6 +1,6 @@
// Project description
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
// Name: SDL Input
// Description: Common SDL Input Functions
//
@ -33,7 +33,7 @@
// Include
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
#include <iostream> // System
#include <vector>
#include <cmath>
@ -53,14 +53,14 @@ namespace InputCommon
// Settings
// ッッッッッッッッッッ
// ----------
// Show a status window with the detected axes, buttons and so on
//#define SHOW_PAD_STATUS
// Structures
/* ッッッッッッッッッッッッッッッッッッッ
/* -------------------
CONTROLLER_STATE buttons (PadState) = 0 or 1
CONTROLLER_MAPPING buttons (joystick) = 0 or 1, 2, 3, 4, a certain joypad button
@ -225,7 +225,7 @@ struct CONTROLLER_MAPPING_NEW // GC PAD MAPPING
// Declarations
// ッッッッッッッッッ
// ---------
// General functions
bool SearchDevices(std::vector<CONTROLLER_INFO> &_joyinfo, int &NumPads, int &NumGoodPads);

View File

@ -22,7 +22,7 @@
// File description
/* ッッッッッッッッッッッッッッッッッッッ
/* -------------------
Function: This file will get the status of the analog triggers of any connected XInput device.
This code was made with the help of SimpleController.cpp in the June 2008 Microsoft DirectX SDK
Samples.
@ -33,7 +33,7 @@
// Includes
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
#include <windows.h>
#include <XInput.h> // XInput API
@ -47,7 +47,7 @@ namespace XInput
// Declarations
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
#define MAX_CONTROLLERS 4 // XInput handles up to 4 controllers
@ -62,7 +62,7 @@ CONTROLER_STATE g_Controllers[MAX_CONTROLLERS];
// Init
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
/* Function: Calculate the number of connected XInput devices
Todo: Implement this to figure out if there are multiple XInput controllers connected,
we currently only try to connect to XInput device 0 */
@ -92,7 +92,7 @@ void Init()
// Get the trigger status
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
int GetXI(int Controller, int Button)
{
// Update the internal status
@ -118,7 +118,7 @@ int GetXI(int Controller, int Button)
// Check if a certain controller is connected
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
bool IsConnected(int Controller)
{
DWORD dwResult = XInputGetState( Controller, &g_Controllers[Controller].state );

View File

@ -23,7 +23,7 @@
// Includes
// ッッッッッッッッッッ
// ----------
#include <iostream>
@ -34,7 +34,7 @@ namespace XInput
// Declarations
// ッッッッッッッッッッ
// ----------
void Init();
int GetXI(int Controller, int Button);
bool IsConnected(int Controller);

View File

@ -106,7 +106,7 @@ inline float Memory_Read_Float(u32 _uAddress)
// Logging
// ッッッッッッッッッッ
// ----------
void HandleGLError();

View File

@ -89,7 +89,7 @@ PADConfigDialogSimple::~PADConfigDialogSimple()
// Create input button controls
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
inline void AddControl(wxPanel *pan, wxButton **button, wxStaticBoxSizer *sizer,
const char *name, int ctl, int controller)
{
@ -222,7 +222,7 @@ void PADConfigDialogSimple::CreateGUIControls()
// Rerecording
// ッッッッッッッッッ
// ---------
#ifdef RERECORDING
// Create controls
m_SizeRecording[i] = new wxStaticBoxSizer(wxVERTICAL, m_Controller[i], wxT("Input Recording"));

View File

@ -90,9 +90,9 @@ int OSDChoice = 0, OSDTime = 0, OSDInternalW = 0, OSDInternalH = 0;
// ---------------------------------------------------------------------
// OSD Menu
// ッッッッッッッッッッッッッ
// -------------
// Let's begin with 3 since 1 and 2 are default Wii keys
// ッッッッッッッッッッッッッ
// -------------
void OSDMenu(WPARAM wParam)
{
switch( LOWORD( wParam ))
@ -237,7 +237,7 @@ void FreeLookInput( UINT iMsg, WPARAM wParam )
// ---------------------------------------------------------------------
// KeyDown events
// ッッッッッッッッッッッッッ
// -------------
void OnKeyDown(WPARAM wParam)
{
switch (LOWORD( wParam ))

View File

@ -76,7 +76,7 @@
// Declarations and definitions
// ッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
// ----------------------------
CGcontext g_cgcontext;
CGprofile g_cgvProf;
CGprofile g_cgfProf;
@ -668,10 +668,10 @@ u32 Renderer::AccessEFB(EFBAccessType type, int x, int y)
}
// Function: This function handles the OpenGL glScissor() function
// ッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
// ----------------------------
// Call browser: OpcodeDecoding.cpp ExecuteDisplayList > Decode() > LoadBPReg()
// case 0x52 > SetScissorRect()
// ッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
// ----------------------------
// bpmem.scissorTL.x, y = 342x342
// bpmem.scissorBR.x, y = 981x821
// Renderer::GetTargetHeight() = the fixed ini file setting
@ -1068,12 +1068,12 @@ void Renderer::Swap(u32 xfbAddr, FieldType field, u32 fbWidth, u32 fbHeight)
// We can now draw whatever we want on top of the picture. Then we copy the final picture to the output.
// ッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
// ----------------------------
void Renderer::SwapBuffers()
{
// ---------------------------------------------------------------------
// Count FPS.
// ッッッッッッッッッッッッッ
// -------------
static int fpscount = 0;
static unsigned long lasttime;
++fpscount;

View File

@ -978,7 +978,7 @@ void InterruptDebugging(bool Emu, const void* _pData)
/* Returns a timestamp with three decimals for precise time comparisons. The return format is
of the form seconds.milleseconds for example 1234.123. The leding seconds have no particular meaning
but are just there to enable use to tell if we have entered a new second or now. */
// ッッッッッッッッッッッッッッッッッ
// -----------------
/* Calculate the current update frequency. Calculate the time between ten updates, and average
five such rates. If we assume there are 60 updates per second if the game is running at full

View File

@ -1,6 +1,6 @@
// Project description
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// -------------------
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//
@ -32,7 +32,7 @@
// Include
// ¯¯¯¯¯¯¯¯¯
// ---------
#include "nJoy.h"
#include "Common.h"
@ -44,7 +44,7 @@ extern PADConfigDialognJoy* m_ConfigFrame;
// Run when created
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// -----------------
Config::Config()
{
// Clear the memory
@ -53,7 +53,7 @@ Config::Config()
// Enable output log
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// -----------------
void DEBUG_INIT()
{
if (pFile)
@ -71,11 +71,11 @@ void DEBUG_INIT()
#ifdef _WIN32
fprintf(pFile, "Date: %s\nTime: %s\n", dateStr, timeStr);
#endif
fprintf(pFile, "¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯\n");
fprintf(pFile, "---------------\n");
}
// Disable output log
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// ------------------
void DEBUG_QUIT()
{
if (!pFile)
@ -94,7 +94,7 @@ void DEBUG_QUIT()
// Save settings to file
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// ---------------------
void Config::Save(int Slot)
{
// If there are no good pads don't save
@ -106,7 +106,7 @@ void Config::Save(int Slot)
// ==================================================================
// Global settings
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// -----------------
file.Set("General", "ShowAdvanced", g_Config.bShowAdvanced);
file.Set("General", "SaveByID", g_Config.bSaveByID);
file.Set("General", "CheckForFocus", g_Config.bCheckFocus);
@ -125,7 +125,7 @@ void Config::Save(int Slot)
// ==================================================================
// Slot specific settings only
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// -----------------
std::string SectionName = StringFromFormat("PAD%i", i+1);
// Save the physical device ID
@ -134,7 +134,7 @@ void Config::Save(int Slot)
// ==================================================================
// Joypad or slot specific settings
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// -----------------
// Current joypad device ID: PadMapping[i].ID
// Current joypad name: joyinfo[PadMapping[i].ID].Name
if(g_Config.bSaveByID)
@ -193,7 +193,7 @@ void Config::Save(int Slot)
}
// Load settings from file
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// -----------------------
void Config::Load(bool ChangePad, bool ChangeSaveByID)
{
// If there are no good pads don't load
@ -206,7 +206,7 @@ void Config::Load(bool ChangePad, bool ChangeSaveByID)
// ==================================================================
// Global settings
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// -----------------
file.Get("General", "ShowAdvanced", &g_Config.bShowAdvanced, false);
file.Get("General", "CheckForFocus", &g_Config.bCheckFocus, false);
file.Get("General", "NoTriggerFilter", &g_Config.bNoTriggerFilter, false);
@ -234,7 +234,7 @@ void Config::Load(bool ChangePad, bool ChangeSaveByID)
// ==================================================================
// Joypad or slot specific settings
// ¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯¯
// -----------------
// Current joypad device ID: PadMapping[i].ID
// Current joypad name: joyinfo[PadMapping[i].ID].Name
if(g_Config.bSaveByID)

View File

@ -1,6 +1,6 @@
// Project description
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//

View File

@ -1,6 +1,6 @@
// Project description
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//

View File

@ -1,6 +1,6 @@
// Project description
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//
@ -32,7 +32,7 @@
// Include
// ッッッッッッッッッ
// ---------
#include "ConfigBox.h"
#include "../nJoy.h"
#include "Images/controller.xpm"
@ -45,7 +45,7 @@ extern bool g_EmulatorRunning;
bool StrangeHack = true;
// Set PAD status
// ッッッッッッッッッッッッッッ
// --------------
void PADConfigDialognJoy::PadGetStatus()
{
/* Return if it's not detected. The ID should never be less than zero here, it can only be that
@ -64,7 +64,7 @@ void PADConfigDialognJoy::PadGetStatus()
// Analog stick
// ッッッッッッッッッッッッッッッッッ
// -----------------
// Set Deadzones perhaps out of function
//int deadzone = (int)(((float)(128.00/100.00)) * (float)(PadMapping[_numPAD].deadzone+1));
//int deadzone2 = (int)(((float)(-128.00/100.00)) * (float)(PadMapping[_numPAD].deadzone+1));
@ -123,7 +123,7 @@ void PADConfigDialognJoy::PadGetStatus()
// Triggers
// ッッッッッッッッッッッッッッッッッ
// -----------------
int TriggerValue = 255;
if (PadState[notebookpage].halfpress) TriggerValue = 100;
@ -159,7 +159,7 @@ void PADConfigDialognJoy::PadGetStatus()
}
// Show the current pad status
// ッッッッッッッッッッッッッッッッッ
// -----------------
std::string ShowStatus(int VirtualController)
{
// Save the physical device
@ -237,7 +237,7 @@ std::string ShowStatus(int VirtualController)
}
// Populate the advanced tab
// ッッッッッッッッッッッッッッッッッ
// -----------------
void PADConfigDialognJoy::Update()
{
// Check that Dolphin is in focus, otherwise don't update the pad status
@ -265,7 +265,7 @@ void PADConfigDialognJoy::Update()
// Populate the advanced tab
// ッッッッッッッッッッッッッッッッッ
// -----------------
void PADConfigDialognJoy::CreateAdvancedControls(int i)
{
// Main-stick
@ -320,7 +320,7 @@ void PADConfigDialognJoy::CreateAdvancedControls(int i)
// Rerecording
// ッッッッッッッッッ
// ---------
#ifdef RERECORDING
// Create controls
m_SizeRecording[i] = new wxStaticBoxSizer(wxVERTICAL, m_Controller[i], wxT("Input Recording"));

View File

@ -1,5 +1,5 @@
// Project description
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//

View File

@ -1,6 +1,6 @@
// Project description
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//
@ -96,7 +96,7 @@ class PADConfigDialognJoy : public wxDialog
// Settings
// ッッッッッッッッッ
// ---------
wxComboBox *m_Joyname[4];
wxComboBox *m_ControlType[4], *m_TriggerType[4];
@ -133,7 +133,7 @@ class PADConfigDialognJoy : public wxDialog
// Keys
// ッッッッッッッッッ
// ---------
int g_Pressed; // Keyboard input
wxTextCtrl *m_JoyShoulderL[4];

View File

@ -1,6 +1,6 @@
// Project description
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//
@ -32,7 +32,7 @@
// Include
// ッッッッッッッッッ
// ---------
#include "math.h" // System
#include "ConfigBox.h" // Local
@ -44,7 +44,7 @@ extern bool g_EmulatorRunning;
// Set dialog items from saved values
// ッッッッッッッッッッッッッッッッ
// ----------------
void PADConfigDialognJoy::UpdateGUIButtonMapping(int controller)
{
// http://wiki.wxwidgets.org/Converting_everything_to_and_from_wxString
@ -177,7 +177,7 @@ void PADConfigDialognJoy::SaveButtonMapping(int controller, bool DontChangeId, i
}
// Update the textbox for the buttons
// ッッッッッッッッッッッッッッッッ
// ----------------
void PADConfigDialognJoy::SetButtonText(int id, const char *text, int Page)
{
// Set controller value
@ -212,7 +212,7 @@ void PADConfigDialognJoy::SetButtonText(int id, const char *text, int Page)
}
// Get the text in the textbox for the buttons
// ッッッッッッッッッッッッッッッッ
// ----------------
wxString PADConfigDialognJoy::GetButtonText(int id, int Page)
{
// Set controller value
@ -253,11 +253,11 @@ wxString PADConfigDialognJoy::GetButtonText(int id, int Page)
// Configure button mapping
// ッッッッッッッッッッ
// ----------
// Wait for button press
// ッッッッッッッッッッッッッッッッッッッッッ
// ---------------------
/* Loop or timer: There are basically two ways to do this. With a while() or for() loop, or with a
timer. The downside with the while() or for() loop is that there is no way to stop it if the user
should select to configure another button while we are still in an old loop. What will happen then

View File

@ -1,6 +1,6 @@
// Project description
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//
@ -32,7 +32,7 @@
// File description
/* ッッッッッッッッッ
/* ---------
Rerecording options
@ -41,7 +41,7 @@ Rerecording options
// Include
// ッッッッッッッッッ
// ---------
#include "nJoy.h"
#include "FileUtil.h"
#include "ChunkFile.h"
@ -57,7 +57,7 @@ namespace Recording
// Definitions
// ッッッッッッッッッッッッッ
// -------------
// Pre defined maxium storage limit
#define RECORD_SIZE (1024 * 128)
SPADStatus RecordBuffer[RECORD_SIZE];
@ -68,7 +68,7 @@ int count = 0;
// Recording functions
// ッッッッッッッッッッッッッ
// -------------
void RecordInput(const SPADStatus& _rPADStatus)
{
if (count >= RECORD_SIZE) return;

View File

@ -1,6 +1,6 @@
// Project description
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//
@ -32,13 +32,13 @@
// Include
// ッッッッッッッッッ
// ---------
#include "nJoy.h"
// Enable or disable rumble.
// ッッッッッッッッッ
// ---------
// Rumble in windows
#ifdef _WIN32
@ -74,7 +74,7 @@
// Use PAD rumble
// ッッッッッッッッッッッッッッ
// --------------
void Pad_Use_Rumble(u8 _numPAD)
{
@ -130,7 +130,7 @@ void Pad_Use_Rumble(u8 _numPAD)
// Set PAD rumble. Explanation: Stop = 0, Rumble = 1
// ッッッッッッッッッッッッッッ
// --------------
void PAD_Rumble(u8 _numPAD, unsigned int _uType, unsigned int _uStrength)
{
@ -189,7 +189,7 @@ void PAD_Rumble(u8 _numPAD, unsigned int _uType, unsigned int _uStrength)
#ifdef _WIN32
// Rumble stuff :D!
// ッッッッッッッッッッッッッッッッ
// ----------------
//
HRESULT InitRumble(HWND hWnd)

View File

@ -1,6 +1,6 @@
// Project description
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//
@ -33,7 +33,7 @@
// Issues
/* ッッッッッッッッッ
/* ---------
The StrangeHack in ConfigAdvanced.cpp doesn't work in Linux, it still wont resize the
window correctly. So currently in Linux you have to have advanced controls enabled when
@ -46,7 +46,7 @@
// Variables guide
/* ッッッッッッッッッ
/* ---------
Joyinfo[1, 2, 3, 4, ..., number of attached devices]: Gamepad info that is populate by Search_Devices()
PadMapping[1, 2, 3 and 4]: The button mapping
@ -67,7 +67,7 @@
// Include
// ッッッッッッッッッ
// ---------
#include "nJoy.h"
#include "LogManager.h"
@ -80,7 +80,7 @@
// Variables
// ッッッッッッッッッ
// ---------
#define _EXCLUDE_MAIN_ // Avoid certain declarations in nJoy.h
FILE *pFile;
@ -167,10 +167,10 @@ wxWindow* GetParentedWxWindow(HWND Parent)
// Input Plugin Functions (from spec's)
// ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
// ------------------------------------
// Get properties of plugin
// ッッッッッッッッッッッッッッッッッッッッッッッッ
// ------------------------
void GetDllInfo(PLUGIN_INFO* _PluginInfo)
{
_PluginInfo->Version = 0x0100;
@ -195,7 +195,7 @@ void SetDllGlobals(PLUGIN_GLOBALS* _pPluginGlobals)
// Call config dialog
// ッッッッッッッッッッッッッッッッッッ
// ------------------
void DllConfig(HWND _hParent)
{
#ifdef _WIN32
@ -239,7 +239,7 @@ void DllDebugger(HWND _hParent, bool Show) {}
// Init PAD (start emulation)
// ッッッッッッッッッッッッッッッッッッッッッッッッッッ
// --------------------------
/* Information: This function can not be run twice without a Shutdown in between. If
it's run twice the SDL_Init() will cause a crash. One solution to this is to keep a
global function that remembers the SDL_Init() and SDL_Quit() (g_EmulatorRunning does
@ -279,7 +279,7 @@ void Initialize(void *init)
}
// Shutdown PAD (stop emulation)
// ッッッッッッッッッッッッッッッッッッッッッッッッッッッッッ
// -----------------------------
/* Information: This function can not be run twice without an Initialize in between. If
it's run twice the SDL_...() functions below will cause a crash.
Called from: The Dolphin Core, PADConfigDialognJoy::OnClose() */
@ -343,7 +343,7 @@ void Shutdown()
// Set buttons status from keyboard input. Currently this is done from wxWidgets in the main application.
// ッッッッッッッッッッッッッッ
// --------------
void PAD_Input(u16 _Key, u8 _UpDown)
{
// Check that Dolphin is in focus, otherwise don't update the pad status
@ -371,7 +371,7 @@ void PAD_Input(u16 _Key, u8 _UpDown)
// Save state
// ッッッッッッッッッッッッッッ
// --------------
void DoState(unsigned char **ptr, int mode)
{
#ifdef RERECORDING
@ -381,7 +381,7 @@ void DoState(unsigned char **ptr, int mode)
// Set PAD status
// ッッッッッッッッッッッッッッ
// --------------
// Called from: SI_DeviceGCController.cpp
// Function: Gives the current pad status to the Core
void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
@ -595,7 +595,7 @@ void PAD_GetStatus(u8 _numPAD, SPADStatus* _pPADStatus)
// Search for SDL devices
// ッッッッッッッッッッッッッッッッ
// ----------------
bool Search_Devices(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads)
{
bool Success = InputCommon::SearchDevices(_joyinfo, _NumPads, _NumGoodPads);
@ -625,7 +625,7 @@ bool Search_Devices(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_N
/* Check if any of the pads failed to open. In Windows there is a strange "IDirectInputDevice2::
SetDataFormat() DirectX error -2147024809" after exactly four SDL_Init() and SDL_Quit() */
// ッッッッッッッッッッッッッッッッ
// ----------------
bool ReloadDLL()
{
if ( (PadState[0].joy == NULL)
@ -654,7 +654,7 @@ bool ReloadDLL()
// Check if Dolphin is in focus
// ッッッッッッッッッッッッッッッッ
// ----------------
bool IsFocus()
{
return true;

View File

@ -1,6 +1,6 @@
// Project description
// ッッッッッッッッッッッッッッッッッッッ
// -------------------
// Name: nJoy
// Description: A Dolphin Compatible Input Plugin
//
@ -35,7 +35,7 @@
// Includes
// ッッッッッッッッッッ
// ----------
#include <vector> // System
#include <cstdio>
#include <ctime>
@ -80,7 +80,7 @@
// Define
// ッッッッッッッッッッ
// ----------
#define INPUT_VERSION "0.3"
#define INPUT_STATE wxT("PUBLIC RELEASE")
@ -92,7 +92,7 @@
// Input vector. Todo: Save the configured keys here instead of in joystick
// ッッッッッッッッッ
// ---------
/*
#ifndef _CONTROLLER_STATE_H
extern std::vector<u8> Keys;
@ -103,7 +103,7 @@ extern std::vector<u8> Keys;
// Variables
// ッッッッッッッッッ
// ---------
#ifndef _EXCLUDE_MAIN_
extern SPADInitialize *g_PADInitialize;
extern FILE *pFile;
@ -120,7 +120,7 @@ extern std::vector<u8> Keys;
// Custom Functions
// ッッッッッッッッッッッッッッッッ
// ----------------
bool Search_Devices(std::vector<InputCommon::CONTROLLER_INFO> &_joyinfo, int &_NumPads, int &_NumGoodPads);
void DEBUG_INIT();
void DEBUG_QUIT();
@ -135,7 +135,7 @@ HRESULT InitRumble(HWND hWnd);
// ReRecording
// ッッッッッッッッッッッッッッッッ
// ----------------
#ifdef RERECORDING
namespace Recording
{

View File

@ -78,7 +78,7 @@ Where can I download the latest releases???
Can I mirror this file???
Sure, just don't forget to add a link to:
www.multigesture.net OR www.dolphin-emu.com
ッッッッッッッッッッッッッッッッッッッッ ッッッッッッッッッッッッッッッッッッッ
-------------------- -------------------
Why should I use nJoy instead of the default input plugin???
At this moment the default plugin only supports keyboard input.
nJoy supports Joysticks. And besides that, if you have an GC-adapter