chore: CRLF to LF

This commit is contained in:
smpn2
2022-12-16 23:18:35 +09:00
parent b7a60638a4
commit 6c914266d9
725 changed files with 131020 additions and 131020 deletions
+191 -191
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@@ -1,191 +1,191 @@
#include "io.h"
std::vector<Button> &games::nost::get_buttons() {
static std::vector<Button> buttons;
if (buttons.empty()) {
buttons = GameAPI::Buttons::getButtons("Nostalgia");
GameAPI::Buttons::sortButtons(
&buttons,
"Service",
"Test",
"Coin Mech",
"Key 1",
"Key 2",
"Key 3",
"Key 4",
"Key 5",
"Key 6",
"Key 7",
"Key 8",
"Key 9",
"Key 10",
"Key 11",
"Key 12",
"Key 13",
"Key 14",
"Key 15",
"Key 16",
"Key 17",
"Key 18",
"Key 19",
"Key 20",
"Key 21",
"Key 22",
"Key 23",
"Key 24",
"Key 25",
"Key 26",
"Key 27",
"Key 28"
);
}
return buttons;
}
std::vector<Analog> &games::nost::get_analogs() {
static std::vector<Analog> analogs;
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Nostalgia");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Key 1",
"Key 2",
"Key 3",
"Key 4",
"Key 5",
"Key 6",
"Key 7",
"Key 8",
"Key 9",
"Key 10",
"Key 11",
"Key 12",
"Key 13",
"Key 14",
"Key 15",
"Key 16",
"Key 17",
"Key 18",
"Key 19",
"Key 20",
"Key 21",
"Key 22",
"Key 23",
"Key 24",
"Key 25",
"Key 26",
"Key 27",
"Key 28"
);
}
return analogs;
}
std::vector<Light> &games::nost::get_lights() {
static std::vector<Light> lights;
if (lights.empty()) {
lights = GameAPI::Lights::getLights("Nostalgia");
GameAPI::Lights::sortLights(
&lights,
"Title R",
"Title G",
"Title B",
"Bottom R",
"Bottom G",
"Bottom B",
"Key 1 R",
"Key 1 G",
"Key 1 B",
"Key 2 R",
"Key 2 G",
"Key 2 B",
"Key 3 R",
"Key 3 G",
"Key 3 B",
"Key 4 R",
"Key 4 G",
"Key 4 B",
"Key 5 R",
"Key 5 G",
"Key 5 B",
"Key 6 R",
"Key 6 G",
"Key 6 B",
"Key 7 R",
"Key 7 G",
"Key 7 B",
"Key 8 R",
"Key 8 G",
"Key 8 B",
"Key 9 R",
"Key 9 G",
"Key 9 B",
"Key 10 R",
"Key 10 G",
"Key 10 B",
"Key 11 R",
"Key 11 G",
"Key 11 B",
"Key 12 R",
"Key 12 G",
"Key 12 B",
"Key 13 R",
"Key 13 G",
"Key 13 B",
"Key 14 R",
"Key 14 G",
"Key 14 B",
"Key 15 R",
"Key 15 G",
"Key 15 B",
"Key 16 R",
"Key 16 G",
"Key 16 B",
"Key 17 R",
"Key 17 G",
"Key 17 B",
"Key 18 R",
"Key 18 G",
"Key 18 B",
"Key 19 R",
"Key 19 G",
"Key 19 B",
"Key 20 R",
"Key 20 G",
"Key 20 B",
"Key 21 R",
"Key 21 G",
"Key 21 B",
"Key 22 R",
"Key 22 G",
"Key 22 B",
"Key 23 R",
"Key 23 G",
"Key 23 B",
"Key 24 R",
"Key 24 G",
"Key 24 B",
"Key 25 R",
"Key 25 G",
"Key 25 B",
"Key 26 R",
"Key 26 G",
"Key 26 B",
"Key 27 R",
"Key 27 G",
"Key 27 B",
"Key 28 R",
"Key 28 G",
"Key 28 B"
);
}
return lights;
}
#include "io.h"
std::vector<Button> &games::nost::get_buttons() {
static std::vector<Button> buttons;
if (buttons.empty()) {
buttons = GameAPI::Buttons::getButtons("Nostalgia");
GameAPI::Buttons::sortButtons(
&buttons,
"Service",
"Test",
"Coin Mech",
"Key 1",
"Key 2",
"Key 3",
"Key 4",
"Key 5",
"Key 6",
"Key 7",
"Key 8",
"Key 9",
"Key 10",
"Key 11",
"Key 12",
"Key 13",
"Key 14",
"Key 15",
"Key 16",
"Key 17",
"Key 18",
"Key 19",
"Key 20",
"Key 21",
"Key 22",
"Key 23",
"Key 24",
"Key 25",
"Key 26",
"Key 27",
"Key 28"
);
}
return buttons;
}
std::vector<Analog> &games::nost::get_analogs() {
static std::vector<Analog> analogs;
if (analogs.empty()) {
analogs = GameAPI::Analogs::getAnalogs("Nostalgia");
GameAPI::Analogs::sortAnalogs(
&analogs,
"Key 1",
"Key 2",
"Key 3",
"Key 4",
"Key 5",
"Key 6",
"Key 7",
"Key 8",
"Key 9",
"Key 10",
"Key 11",
"Key 12",
"Key 13",
"Key 14",
"Key 15",
"Key 16",
"Key 17",
"Key 18",
"Key 19",
"Key 20",
"Key 21",
"Key 22",
"Key 23",
"Key 24",
"Key 25",
"Key 26",
"Key 27",
"Key 28"
);
}
return analogs;
}
std::vector<Light> &games::nost::get_lights() {
static std::vector<Light> lights;
if (lights.empty()) {
lights = GameAPI::Lights::getLights("Nostalgia");
GameAPI::Lights::sortLights(
&lights,
"Title R",
"Title G",
"Title B",
"Bottom R",
"Bottom G",
"Bottom B",
"Key 1 R",
"Key 1 G",
"Key 1 B",
"Key 2 R",
"Key 2 G",
"Key 2 B",
"Key 3 R",
"Key 3 G",
"Key 3 B",
"Key 4 R",
"Key 4 G",
"Key 4 B",
"Key 5 R",
"Key 5 G",
"Key 5 B",
"Key 6 R",
"Key 6 G",
"Key 6 B",
"Key 7 R",
"Key 7 G",
"Key 7 B",
"Key 8 R",
"Key 8 G",
"Key 8 B",
"Key 9 R",
"Key 9 G",
"Key 9 B",
"Key 10 R",
"Key 10 G",
"Key 10 B",
"Key 11 R",
"Key 11 G",
"Key 11 B",
"Key 12 R",
"Key 12 G",
"Key 12 B",
"Key 13 R",
"Key 13 G",
"Key 13 B",
"Key 14 R",
"Key 14 G",
"Key 14 B",
"Key 15 R",
"Key 15 G",
"Key 15 B",
"Key 16 R",
"Key 16 G",
"Key 16 B",
"Key 17 R",
"Key 17 G",
"Key 17 B",
"Key 18 R",
"Key 18 G",
"Key 18 B",
"Key 19 R",
"Key 19 G",
"Key 19 B",
"Key 20 R",
"Key 20 G",
"Key 20 B",
"Key 21 R",
"Key 21 G",
"Key 21 B",
"Key 22 R",
"Key 22 G",
"Key 22 B",
"Key 23 R",
"Key 23 G",
"Key 23 B",
"Key 24 R",
"Key 24 G",
"Key 24 B",
"Key 25 R",
"Key 25 G",
"Key 25 B",
"Key 26 R",
"Key 26 G",
"Key 26 B",
"Key 27 R",
"Key 27 G",
"Key 27 B",
"Key 28 R",
"Key 28 G",
"Key 28 B"
);
}
return lights;
}
+179 -179
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@@ -1,179 +1,179 @@
#pragma once
#include <vector>
#include "cfg/api.h"
namespace games::nost {
// all buttons in correct order
namespace Buttons {
enum {
Service,
Test,
CoinMech,
Key1,
Key2,
Key3,
Key4,
Key5,
Key6,
Key7,
Key8,
Key9,
Key10,
Key11,
Key12,
Key13,
Key14,
Key15,
Key16,
Key17,
Key18,
Key19,
Key20,
Key21,
Key22,
Key23,
Key24,
Key25,
Key26,
Key27,
Key28,
};
}
// all analogs in correct order
namespace Analogs {
enum {
Key1,
Key2,
Key3,
Key4,
Key5,
Key6,
Key7,
Key8,
Key9,
Key10,
Key11,
Key12,
Key13,
Key14,
Key15,
Key16,
Key17,
Key18,
Key19,
Key20,
Key21,
Key22,
Key23,
Key24,
Key25,
Key26,
Key27,
Key28,
};
}
// all lights in correct order
namespace Lights {
enum {
TitleR,
TitleG,
TitleB,
BottomR,
BottomG,
BottomB,
Key1R,
Key1G,
Key1B,
Key2R,
Key2G,
Key2B,
Key3R,
Key3G,
Key3B,
Key4R,
Key4G,
Key4B,
Key5R,
Key5G,
Key5B,
Key6R,
Key6G,
Key6B,
Key7R,
Key7G,
Key7B,
Key8R,
Key8G,
Key8B,
Key9R,
Key9G,
Key9B,
Key10R,
Key10G,
Key10B,
Key11R,
Key11G,
Key11B,
Key12R,
Key12G,
Key12B,
Key13R,
Key13G,
Key13B,
Key14R,
Key14G,
Key14B,
Key15R,
Key15G,
Key15B,
Key16R,
Key16G,
Key16B,
Key17R,
Key17G,
Key17B,
Key18R,
Key18G,
Key18B,
Key19R,
Key19G,
Key19B,
Key20R,
Key20G,
Key20B,
Key21R,
Key21G,
Key21B,
Key22R,
Key22G,
Key22B,
Key23R,
Key23G,
Key23B,
Key24R,
Key24G,
Key24B,
Key25R,
Key25G,
Key25B,
Key26R,
Key26G,
Key26B,
Key27R,
Key27G,
Key27B,
Key28R,
Key28G,
Key28B,
};
}
// getters
std::vector<Button> &get_buttons();
std::vector<Analog> &get_analogs();
std::vector<Light> &get_lights();
}
#pragma once
#include <vector>
#include "cfg/api.h"
namespace games::nost {
// all buttons in correct order
namespace Buttons {
enum {
Service,
Test,
CoinMech,
Key1,
Key2,
Key3,
Key4,
Key5,
Key6,
Key7,
Key8,
Key9,
Key10,
Key11,
Key12,
Key13,
Key14,
Key15,
Key16,
Key17,
Key18,
Key19,
Key20,
Key21,
Key22,
Key23,
Key24,
Key25,
Key26,
Key27,
Key28,
};
}
// all analogs in correct order
namespace Analogs {
enum {
Key1,
Key2,
Key3,
Key4,
Key5,
Key6,
Key7,
Key8,
Key9,
Key10,
Key11,
Key12,
Key13,
Key14,
Key15,
Key16,
Key17,
Key18,
Key19,
Key20,
Key21,
Key22,
Key23,
Key24,
Key25,
Key26,
Key27,
Key28,
};
}
// all lights in correct order
namespace Lights {
enum {
TitleR,
TitleG,
TitleB,
BottomR,
BottomG,
BottomB,
Key1R,
Key1G,
Key1B,
Key2R,
Key2G,
Key2B,
Key3R,
Key3G,
Key3B,
Key4R,
Key4G,
Key4B,
Key5R,
Key5G,
Key5B,
Key6R,
Key6G,
Key6B,
Key7R,
Key7G,
Key7B,
Key8R,
Key8G,
Key8B,
Key9R,
Key9G,
Key9B,
Key10R,
Key10G,
Key10B,
Key11R,
Key11G,
Key11B,
Key12R,
Key12G,
Key12B,
Key13R,
Key13G,
Key13B,
Key14R,
Key14G,
Key14B,
Key15R,
Key15G,
Key15B,
Key16R,
Key16G,
Key16B,
Key17R,
Key17G,
Key17B,
Key18R,
Key18G,
Key18B,
Key19R,
Key19G,
Key19B,
Key20R,
Key20G,
Key20B,
Key21R,
Key21G,
Key21B,
Key22R,
Key22G,
Key22B,
Key23R,
Key23G,
Key23B,
Key24R,
Key24G,
Key24B,
Key25R,
Key25G,
Key25B,
Key26R,
Key26G,
Key26B,
Key27R,
Key27G,
Key27B,
Key28R,
Key28G,
Key28B,
};
}
// getters
std::vector<Button> &get_buttons();
std::vector<Analog> &get_analogs();
std::vector<Light> &get_lights();
}
+46 -46
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@@ -1,46 +1,46 @@
// enable touch functions - set version to windows 7
// mingw otherwise doesn't load touch stuff
#define _WIN32_WINNT 0x0601
#include "nost.h"
#include "hooks/setupapihook.h"
#include "misc/wintouchemu.h"
#include "avs/game.h"
namespace games::nost {
NostGame::NostGame() : Game("Nostalgia") {
}
void NostGame::attach() {
Game::attach();
// fake touchscreen
///////////////////
SETUPAPI_SETTINGS touch_settings{};
// GUID must be set to 0 to make SETUPAPI hook working
touch_settings.class_guid[0] = 0x00000000;
touch_settings.class_guid[1] = 0x00000000;
touch_settings.class_guid[2] = 0x00000000;
touch_settings.class_guid[3] = 0x00000000;
/*
* set hardware ID containing VID and PID
* there is 3 known VID/PID combinations known to the game:
* VID_04DD&PID_97CB
* VID_0EEF&PID_C000
* VID_29BD&PID_4101
*/
const char touch_hardwareid[] = "VID_29BD&PID_4101";
memcpy(touch_settings.property_hardwareid, touch_hardwareid, sizeof(touch_hardwareid));
// apply settings
setupapihook_init(avs::game::DLL_INSTANCE);
setupapihook_add(touch_settings);
// custom touch
wintouchemu::hook("nostalgia", avs::game::DLL_INSTANCE);
}
}
// enable touch functions - set version to windows 7
// mingw otherwise doesn't load touch stuff
#define _WIN32_WINNT 0x0601
#include "nost.h"
#include "hooks/setupapihook.h"
#include "misc/wintouchemu.h"
#include "avs/game.h"
namespace games::nost {
NostGame::NostGame() : Game("Nostalgia") {
}
void NostGame::attach() {
Game::attach();
// fake touchscreen
///////////////////
SETUPAPI_SETTINGS touch_settings{};
// GUID must be set to 0 to make SETUPAPI hook working
touch_settings.class_guid[0] = 0x00000000;
touch_settings.class_guid[1] = 0x00000000;
touch_settings.class_guid[2] = 0x00000000;
touch_settings.class_guid[3] = 0x00000000;
/*
* set hardware ID containing VID and PID
* there is 3 known VID/PID combinations known to the game:
* VID_04DD&PID_97CB
* VID_0EEF&PID_C000
* VID_29BD&PID_4101
*/
const char touch_hardwareid[] = "VID_29BD&PID_4101";
memcpy(touch_settings.property_hardwareid, touch_hardwareid, sizeof(touch_hardwareid));
// apply settings
setupapihook_init(avs::game::DLL_INSTANCE);
setupapihook_add(touch_settings);
// custom touch
wintouchemu::hook("nostalgia", avs::game::DLL_INSTANCE);
}
}
+12 -12
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@@ -1,12 +1,12 @@
#pragma once
#include "games/game.h"
namespace games::nost {
class NostGame : public games::Game {
public:
NostGame();
virtual void attach() override;
};
}
#pragma once
#include "games/game.h"
namespace games::nost {
class NostGame : public games::Game {
public:
NostGame();
virtual void attach() override;
};
}