InputConfigDiagBitmaps: Start a cleanup by splitting code out
This doesn't have any functional changes, it just removes part of the mess by killing indentation.
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@ -29,36 +29,8 @@
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class wxTimerEvent;
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void InputConfigDialog::UpdateBitmaps(wxTimerEvent& WXUNUSED(event))
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static void DrawControlGroupBox(wxDC &dc, ControlGroupBox *g)
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{
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wxFont small_font(6, wxFONTFAMILY_DEFAULT, wxFONTSTYLE_NORMAL, wxFONTWEIGHT_BOLD);
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g_controller_interface.UpdateInput();
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// don't want game thread updating input when we are using it here
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std::unique_lock<std::recursive_mutex> lk(g_controller_interface.update_lock, std::try_to_lock);
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if (!lk.owns_lock())
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return;
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GamepadPage* const current_page = (GamepadPage*)m_pad_notebook->GetPage(m_pad_notebook->GetSelection());
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for (ControlGroupBox* g : current_page->control_groups)
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{
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// if this control group has a bitmap
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if (g->static_bitmap)
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{
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wxMemoryDC dc;
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wxBitmap bitmap(g->static_bitmap->GetBitmap());
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dc.SelectObject(bitmap);
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dc.Clear();
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dc.SetFont(small_font);
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dc.SetTextForeground(0xC0C0C0);
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// label for sticks and stuff
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if (64 == bitmap.GetHeight())
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dc.DrawText(StrToWxStr(g->control_group->name).Upper(), 4, 2);
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switch (g->control_group->type)
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{
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case GROUP_TYPE_TILT :
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@ -385,9 +357,42 @@ void InputConfigDialog::UpdateBitmaps(wxTimerEvent& WXUNUSED(event))
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dc.DrawRectangle(32 - deadzone * 32, 0, deadzone * 64, 14);
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}
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break;
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default :
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default:
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break;
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}
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}
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void InputConfigDialog::UpdateBitmaps(wxTimerEvent& WXUNUSED(event))
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{
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wxFont small_font(6, wxFONTFAMILY_DEFAULT, wxFONTSTYLE_NORMAL, wxFONTWEIGHT_BOLD);
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g_controller_interface.UpdateInput();
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// don't want game thread updating input when we are using it here
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std::unique_lock<std::recursive_mutex> lk(g_controller_interface.update_lock, std::try_to_lock);
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if (!lk.owns_lock())
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return;
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GamepadPage* const current_page = (GamepadPage*)m_pad_notebook->GetPage(m_pad_notebook->GetSelection());
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for (ControlGroupBox* g : current_page->control_groups)
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{
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// if this control group has a bitmap
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if (g->static_bitmap)
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{
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wxMemoryDC dc;
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wxBitmap bitmap(g->static_bitmap->GetBitmap());
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dc.SelectObject(bitmap);
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dc.Clear();
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dc.SetFont(small_font);
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dc.SetTextForeground(0xC0C0C0);
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// label for sticks and stuff
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if (64 == bitmap.GetHeight())
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dc.DrawText(StrToWxStr(g->control_group->name).Upper(), 4, 2);
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DrawControlGroupBox(dc, g);
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// box outline
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// Windows XP color
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