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authorRĂ©mi Verschelde <rverschelde@gmail.com>2017-12-07 09:18:11 +0100
committerGitHub <noreply@github.com>2017-12-07 09:18:11 +0100
commit96dbf19093cfc88aa688d4321fd07c2fb9afb259 (patch)
treed5d31273dc27f2a864bdf8620ddd2fe0a8facff5 /platform/uwp
parent5e19fac9872e8ba24a65bf6f9de2fdf9fa360358 (diff)
parent13c2ff932089db24841bb971b645141218bd8586 (diff)
Merge pull request #14332 from akien-mga/clang-format
Update style for clang-format 5.0.0, new min required version
Diffstat (limited to 'platform/uwp')
-rw-r--r--platform/uwp/app.cpp18
-rw-r--r--platform/uwp/gl_context_egl.cpp14
-rw-r--r--platform/uwp/joypad_uwp.cpp6
-rw-r--r--platform/uwp/power_uwp.cpp6
4 files changed, 24 insertions, 20 deletions
diff --git a/platform/uwp/app.cpp b/platform/uwp/app.cpp
index c565999d82..b47b99744e 100644
--- a/platform/uwp/app.cpp
+++ b/platform/uwp/app.cpp
@@ -77,15 +77,15 @@ public:
return 0;
}
-App::App()
- : mWindowClosed(false),
- mWindowVisible(true),
- mWindowWidth(0),
- mWindowHeight(0),
- mEglDisplay(EGL_NO_DISPLAY),
- mEglContext(EGL_NO_CONTEXT),
- mEglSurface(EGL_NO_SURFACE),
- number_of_contacts(0) {
+App::App() :
+ mWindowClosed(false),
+ mWindowVisible(true),
+ mWindowWidth(0),
+ mWindowHeight(0),
+ mEglDisplay(EGL_NO_DISPLAY),
+ mEglContext(EGL_NO_CONTEXT),
+ mEglSurface(EGL_NO_SURFACE),
+ number_of_contacts(0) {
}
// The first method called when the IFrameworkView is being created.
diff --git a/platform/uwp/gl_context_egl.cpp b/platform/uwp/gl_context_egl.cpp
index dafe5d5e25..2130af6d60 100644
--- a/platform/uwp/gl_context_egl.cpp
+++ b/platform/uwp/gl_context_egl.cpp
@@ -108,7 +108,8 @@ Error ContextEGL::initialize() {
EGL_NONE,*/
// These are the default display attributes, used to request ANGLE's D3D11 renderer.
// eglInitialize will only succeed with these attributes if the hardware supports D3D11 Feature Level 10_0+.
- EGL_PLATFORM_ANGLE_TYPE_ANGLE, EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
+ EGL_PLATFORM_ANGLE_TYPE_ANGLE,
+ EGL_PLATFORM_ANGLE_TYPE_D3D11_ANGLE,
// EGL_ANGLE_DISPLAY_ALLOW_RENDER_TO_BACK_BUFFER is an optimization that can have large performance benefits on mobile devices.
// Its syntax is subject to change, though. Please update your Visual Studio templates if you experience compilation issues with it.
@@ -117,7 +118,8 @@ Error ContextEGL::initialize() {
// EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE is an option that enables ANGLE to automatically call
// the IDXGIDevice3::Trim method on behalf of the application when it gets suspended.
// Calling IDXGIDevice3::Trim when an application is suspended is a Windows Store application certification requirement.
- EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE, EGL_TRUE,
+ EGL_PLATFORM_ANGLE_ENABLE_AUTOMATIC_TRIM_ANGLE,
+ EGL_TRUE,
EGL_NONE,
};
@@ -190,10 +192,10 @@ void ContextEGL::cleanup() {
}
};
-ContextEGL::ContextEGL(CoreWindow ^ p_window)
- : mEglDisplay(EGL_NO_DISPLAY),
- mEglContext(EGL_NO_CONTEXT),
- mEglSurface(EGL_NO_SURFACE) {
+ContextEGL::ContextEGL(CoreWindow ^ p_window) :
+ mEglDisplay(EGL_NO_DISPLAY),
+ mEglContext(EGL_NO_CONTEXT),
+ mEglSurface(EGL_NO_SURFACE) {
window = p_window;
};
diff --git a/platform/uwp/joypad_uwp.cpp b/platform/uwp/joypad_uwp.cpp
index 0f84bd55a3..088d232e04 100644
--- a/platform/uwp/joypad_uwp.cpp
+++ b/platform/uwp/joypad_uwp.cpp
@@ -54,7 +54,7 @@ void JoypadUWP::process_controllers() {
case ControllerType::GAMEPAD_CONTROLLER: {
- GamepadReading reading = ((Gamepad ^)joy.controller_reference)->GetCurrentReading();
+ GamepadReading reading = ((Gamepad ^) joy.controller_reference)->GetCurrentReading();
int button_mask = (int)GamepadButtons::Menu;
for (int j = 0; j < 14; j++) {
@@ -161,7 +161,7 @@ void JoypadUWP::joypad_vibration_start(int p_device, float p_weak_magnitude, flo
GamepadVibration vibration;
vibration.LeftMotor = p_strong_magnitude;
vibration.RightMotor = p_weak_magnitude;
- ((Gamepad ^)joy.controller_reference)->Vibration = vibration;
+ ((Gamepad ^) joy.controller_reference)->Vibration = vibration;
joy.ff_timestamp = p_timestamp;
joy.ff_end_timestamp = p_duration == 0 ? 0 : p_timestamp + (uint64_t)(p_duration * 1000000.0);
@@ -175,7 +175,7 @@ void JoypadUWP::joypad_vibration_stop(int p_device, uint64_t p_timestamp) {
GamepadVibration vibration;
vibration.LeftMotor = 0.0;
vibration.RightMotor = 0.0;
- ((Gamepad ^)joy.controller_reference)->Vibration = vibration;
+ ((Gamepad ^) joy.controller_reference)->Vibration = vibration;
joy.ff_timestamp = p_timestamp;
joy.vibrating = false;
diff --git a/platform/uwp/power_uwp.cpp b/platform/uwp/power_uwp.cpp
index 81e97b1391..14fce8b133 100644
--- a/platform/uwp/power_uwp.cpp
+++ b/platform/uwp/power_uwp.cpp
@@ -30,8 +30,10 @@
#include "power_uwp.h"
-PowerUWP::PowerUWP()
- : nsecs_left(-1), percent_left(-1), power_state(OS::POWERSTATE_UNKNOWN) {
+PowerUWP::PowerUWP() :
+ nsecs_left(-1),
+ percent_left(-1),
+ power_state(OS::POWERSTATE_UNKNOWN) {
}
PowerUWP::~PowerUWP() {