[Ryujinx.Headless.SDL2] Address dotnet-format issues (#5379)

* dotnet format style --severity info

Some changes were manually reverted.

* dotnet format analyzers --serverity info

Some changes have been minimally adapted.

* Restore a few unused methods and variables

* Address or silence dotnet format CA1806 and a few CA1854 warnings

* Address most dotnet format whitespace warnings

* Apply dotnet format whitespace formatting

A few of them have been manually reverted and the corresponding warning was silenced

* Simplify properties and array initialization, Use const when possible, Remove trailing commas

* Revert "Simplify properties and array initialization, Use const when possible, Remove trailing commas"

This reverts commit 9462e4136c0a2100dc28b20cf9542e06790aa67e.

* dotnet format whitespace after rebase

* First dotnet format pass

* Add trailing commas

* Fix naming and formatting issues
This commit is contained in:
TSRBerry 2023-06-28 19:03:27 +02:00 committed by GitHub
parent 981e0c082d
commit 40daca5684
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GPG key ID: 4AEE18F83AFDEB23
9 changed files with 218 additions and 208 deletions

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@ -4,6 +4,8 @@ using Ryujinx.Common.Configuration.Hid;
using Ryujinx.Common.Logging;
using Ryujinx.Graphics.GAL;
using Ryujinx.Graphics.GAL.Multithreading;
using Ryujinx.Graphics.Gpu;
using Ryujinx.Graphics.OpenGL;
using Ryujinx.HLE.HOS.Applets;
using Ryujinx.HLE.HOS.Services.Am.AppletOE.ApplicationProxyService.ApplicationProxy.Types;
using Ryujinx.HLE.Ui;
@ -30,7 +32,7 @@ namespace Ryujinx.Headless.SDL2
private const SDL_WindowFlags DefaultFlags = SDL_WindowFlags.SDL_WINDOW_ALLOW_HIGHDPI | SDL_WindowFlags.SDL_WINDOW_RESIZABLE | SDL_WindowFlags.SDL_WINDOW_INPUT_FOCUS | SDL_WindowFlags.SDL_WINDOW_SHOWN;
private const int TargetFps = 60;
private static ConcurrentQueue<Action> MainThreadActions = new ConcurrentQueue<Action>();
private static readonly ConcurrentQueue<Action> _mainThreadActions = new();
[LibraryImport("SDL2")]
// TODO: Remove this as soon as SDL2-CS was updated to expose this method publicly
@ -38,7 +40,7 @@ namespace Ryujinx.Headless.SDL2
public static void QueueMainThreadAction(Action action)
{
MainThreadActions.Enqueue(action);
_mainThreadActions.Enqueue(action);
}
public NpadManager NpadManager { get; }
@ -55,9 +57,9 @@ namespace Ryujinx.Headless.SDL2
public int Height { get; private set; }
protected SDL2MouseDriver MouseDriver;
private InputManager _inputManager;
private IKeyboard _keyboardInterface;
private GraphicsDebugLevel _glLogLevel;
private readonly InputManager _inputManager;
private readonly IKeyboard _keyboardInterface;
private readonly GraphicsDebugLevel _glLogLevel;
private readonly Stopwatch _chrono;
private readonly long _ticksPerFrame;
private readonly CancellationTokenSource _gpuCancellationTokenSource;
@ -71,8 +73,8 @@ namespace Ryujinx.Headless.SDL2
private string _gpuVendorName;
private AspectRatio _aspectRatio;
private bool _enableMouse;
private readonly AspectRatio _aspectRatio;
private readonly bool _enableMouse;
public WindowBase(
InputManager inputManager,
@ -192,9 +194,6 @@ namespace Ryujinx.Headless.SDL2
case SDL_WindowEventID.SDL_WINDOWEVENT_CLOSE:
Exit();
break;
default:
break;
}
}
else
@ -260,7 +259,7 @@ namespace Ryujinx.Headless.SDL2
if (_ticks >= _ticksPerFrame)
{
string dockedMode = Device.System.State.DockedMode ? "Docked" : "Handheld";
float scale = Graphics.Gpu.GraphicsConfig.ResScale;
float scale = GraphicsConfig.ResScale;
if (scale != 1)
{
dockedMode += $" ({scale}x)";
@ -309,9 +308,9 @@ namespace Ryujinx.Headless.SDL2
_exitEvent.Dispose();
}
public void ProcessMainThreadQueue()
public static void ProcessMainThreadQueue()
{
while (MainThreadActions.TryDequeue(out Action action))
while (_mainThreadActions.TryDequeue(out Action action))
{
action();
}
@ -334,7 +333,7 @@ namespace Ryujinx.Headless.SDL2
_exitEvent.Set();
}
private void NVStutterWorkaround()
private void NvidiaStutterWorkaround()
{
while (_isActive)
{
@ -348,7 +347,7 @@ namespace Ryujinx.Headless.SDL2
// TODO: This should be removed when the issue with the GateThread is resolved.
ThreadPool.QueueUserWorkItem((state) => { });
ThreadPool.QueueUserWorkItem(state => { });
Thread.Sleep(300);
}
}
@ -396,20 +395,20 @@ namespace Ryujinx.Headless.SDL2
InitializeWindow();
Thread renderLoopThread = new Thread(Render)
Thread renderLoopThread = new(Render)
{
Name = "GUI.RenderLoop"
Name = "GUI.RenderLoop",
};
renderLoopThread.Start();
Thread nvStutterWorkaround = null;
if (Renderer is Graphics.OpenGL.OpenGLRenderer)
Thread nvidiaStutterWorkaround = null;
if (Renderer is OpenGLRenderer)
{
nvStutterWorkaround = new Thread(NVStutterWorkaround)
nvidiaStutterWorkaround = new Thread(NvidiaStutterWorkaround)
{
Name = "GUI.NVStutterWorkaround"
Name = "GUI.NvidiaStutterWorkaround",
};
nvStutterWorkaround.Start();
nvidiaStutterWorkaround.Start();
}
MainLoop();
@ -418,7 +417,7 @@ namespace Ryujinx.Headless.SDL2
// We only need to wait for all commands submitted during the main gpu loop to be processed.
_gpuDoneEvent.WaitOne();
_gpuDoneEvent.Dispose();
nvStutterWorkaround?.Join();
nvidiaStutterWorkaround?.Join();
Exit();
}
@ -465,13 +464,13 @@ namespace Ryujinx.Headless.SDL2
public bool DisplayErrorAppletDialog(string title, string message, string[] buttonsText)
{
SDL_MessageBoxData data = new SDL_MessageBoxData
SDL_MessageBoxData data = new()
{
title = title,
message = message,
buttons = new SDL_MessageBoxButtonData[buttonsText.Length],
numbuttons = buttonsText.Length,
window = WindowHandle
window = WindowHandle,
};
for (int i = 0; i < buttonsText.Length; i++)
@ -479,7 +478,7 @@ namespace Ryujinx.Headless.SDL2
data.buttons[i] = new SDL_MessageBoxButtonData
{
buttonid = i,
text = buttonsText[i]
text = buttonsText[i],
};
}
@ -509,4 +508,4 @@ namespace Ryujinx.Headless.SDL2
}
}
}
}
}