chore: add .clang_format for consistent code formatting

This commit is contained in:
Patoke
2026-03-01 20:03:40 -03:00
parent 67332bbc79
commit 6e6440f0f3
25 changed files with 3960 additions and 4000 deletions

View File

@@ -3,43 +3,44 @@
CSaveGame::CSaveGame()
{
m_pSaveData = nullptr;
m_uiSaveSize = 0;
m_bIsSafeDisabled = false;
m_pSaveData = nullptr;
m_uiSaveSize = 0;
m_bIsSafeDisabled = false;
ZeroMemory(m_szSaveUniqueName, sizeof(m_szSaveUniqueName));
ZeroMemory(m_szSaveTitle, sizeof(m_szSaveTitle));
ZeroMemory(m_szSaveUniqueName, sizeof(m_szSaveUniqueName));
ZeroMemory(m_szSaveTitle, sizeof(m_szSaveTitle));
m_pSaveDetails = nullptr;
m_bHasSaveDetails = false;
m_pSaveDetails = nullptr;
m_bHasSaveDetails = false;
GetCurrentDirectoryA(sizeof(m_szSaveUniqueName), m_szSaveUniqueName);
GetCurrentDirectoryA(sizeof(m_szSaveUniqueName), m_szSaveUniqueName);
char dirName[256];
char curDir[256];
GetCurrentDirectoryA(sizeof(dirName), dirName);
sprintf(curDir, "%s/Windows64/GameHDD/", dirName);
CreateDirectoryA(curDir, 0);
char dirName[256];
char curDir[256];
GetCurrentDirectoryA(sizeof(dirName), dirName);
sprintf(curDir, "%s/Windows64/GameHDD/", dirName);
CreateDirectoryA(curDir, 0);
}
void CSaveGame::SetSaveDisabled(bool bDisable)
{
m_bIsSafeDisabled = bDisable;
m_bIsSafeDisabled = bDisable;
}
bool CSaveGame::GetSaveDisabled(void)
{
return m_bIsSafeDisabled;
return m_bIsSafeDisabled;
}
void CSaveGame::ResetSaveData()
{
free(m_pSaveData);
m_pSaveData = nullptr;
m_uiSaveSize = 0;
free(m_pSaveData);
m_pSaveData = nullptr;
m_uiSaveSize = 0;
}
C4JStorage::ESaveGameState CSaveGame::GetSavesInfo(int iPad, int (*Func)(LPVOID lpParam, SAVE_DETAILS* pSaveDetails, const bool), LPVOID lpParam, char* pszSavePackName)
C4JStorage::ESaveGameState CSaveGame::GetSavesInfo(int iPad, int (*Func)(LPVOID lpParam, SAVE_DETAILS *pSaveDetails, const bool), LPVOID lpParam,
char *pszSavePackName)
{
WIN32_FIND_DATAA findFileData;
WIN32_FILE_ATTRIBUTE_DATA fileInfoBuffer;
@@ -90,16 +91,15 @@ C4JStorage::ESaveGameState CSaveGame::GetSavesInfo(int iPad, int (*Func)(LPVOID
{
do
{
if ((findFileData.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) != 0
&& strcmp(findFileData.cFileName, ".")
&& strcmp(findFileData.cFileName, ".."))
if ((findFileData.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY) != 0 && strcmp(findFileData.cFileName, ".") &&
strcmp(findFileData.cFileName, ".."))
{
strcpy_s(m_pSaveDetails->SaveInfoA[i].UTF8SaveFilename, findFileData.cFileName);
strcpy_s(m_pSaveDetails->SaveInfoA[i].UTF8SaveTitle, findFileData.cFileName);
char fileName[280];
char fileName[280];
sprintf(fileName, "%s\\Windows64\\GameHDD\\%s\\saveData.ms", dirName, findFileData.cFileName);
GetFileAttributesExA(fileName, GetFileExInfoStandard, &fileInfoBuffer);
m_pSaveDetails->SaveInfoA[i++].metaData.dataSize = fileInfoBuffer.nFileSizeLow;
m_pSaveDetails->iSaveC++;
@@ -142,24 +142,25 @@ void CSaveGame::ClearSavesInfo()
}
}
C4JStorage::ESaveGameState CSaveGame::LoadSaveDataThumbnail(PSAVE_INFO pSaveInfo, int(*Func)(LPVOID lpParam, PBYTE pbThumbnail, DWORD dwThumbnailBytes), LPVOID lpParam)
C4JStorage::ESaveGameState CSaveGame::LoadSaveDataThumbnail(PSAVE_INFO pSaveInfo,
int (*Func)(LPVOID lpParam, PBYTE pbThumbnail, DWORD dwThumbnailBytes), LPVOID lpParam)
{
Func(lpParam, pSaveInfo->thumbnailData, pSaveInfo->metaData.thumbnailSize);
Func(lpParam, pSaveInfo->thumbnailData, pSaveInfo->metaData.thumbnailSize);
return C4JStorage::ESaveGame_GetSaveThumbnail;
}
C4JStorage::ESaveGameState CSaveGame::LoadSaveData(PSAVE_INFO pSaveInfo, int(*Func)(LPVOID lpParam, const bool, const bool), LPVOID lpParam)
C4JStorage::ESaveGameState CSaveGame::LoadSaveData(PSAVE_INFO pSaveInfo, int (*Func)(LPVOID lpParam, const bool, const bool), LPVOID lpParam)
{
SetSaveUniqueFilename(pSaveInfo->UTF8SaveFilename);
if (m_pSaveData)
{
free(m_pSaveData);
}
m_pSaveData = malloc(pSaveInfo->metaData.dataSize);
m_uiSaveSize = pSaveInfo->metaData.dataSize;
char dirName[256];
char curDir[256];
char fileName[280];
@@ -167,7 +168,7 @@ C4JStorage::ESaveGameState CSaveGame::LoadSaveData(PSAVE_INFO pSaveInfo, int(*Fu
sprintf(dirName, "%s/Windows64/GameHDD/%s", curDir, m_szSaveUniqueName);
CreateDirectoryA(dirName, 0);
sprintf(fileName, "%s/saveData.ms", dirName);
HANDLE h = CreateFileA(fileName, GENERIC_READ, 0, nullptr, OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, 0);
bool success = false;
@@ -193,7 +194,7 @@ unsigned int CSaveGame::GetSaveSize()
return m_uiSaveSize;
}
void CSaveGame::GetSaveData(void* pvData, unsigned int* puiBytes)
void CSaveGame::GetSaveData(void *pvData, unsigned int *puiBytes)
{
if (pvData)
{
@@ -206,12 +207,12 @@ void CSaveGame::GetSaveData(void* pvData, unsigned int* puiBytes)
}
}
bool CSaveGame::GetSaveUniqueNumber(INT* piVal)
bool CSaveGame::GetSaveUniqueNumber(INT *piVal)
{
return false;
}
bool CSaveGame::GetSaveUniqueFilename(char* pszName)
bool CSaveGame::GetSaveUniqueFilename(char *pszName)
{
return false;
}
@@ -225,7 +226,7 @@ void CSaveGame::SetSaveTitle(LPCWSTR pwchDefaultSaveName)
PVOID CSaveGame::AllocateSaveData(unsigned int uiBytes)
{
free(m_pSaveData);
m_pSaveData = malloc(uiBytes);
if (m_pSaveData)
{
@@ -240,7 +241,7 @@ void CSaveGame::SetSaveImages(PBYTE pbThumbnail, DWORD dwThumbnailBytes, PBYTE p
;
}
C4JStorage::ESaveGameState CSaveGame::SaveSaveData(int(*Func)(LPVOID, const bool), LPVOID lpParam)
C4JStorage::ESaveGameState CSaveGame::SaveSaveData(int (*Func)(LPVOID, const bool), LPVOID lpParam)
{
char dirName[256];
char curDir[256];
@@ -255,7 +256,7 @@ C4JStorage::ESaveGameState CSaveGame::SaveSaveData(int(*Func)(LPVOID, const bool
DWORD bytesWritten = 0;
BOOL res = WriteFile(h, m_pSaveData, m_uiSaveSize, &bytesWritten, 0);
_ASSERT(res && bytesWritten == m_uiSaveSize);
CloseHandle(h);
Func(lpParam, true);
@@ -263,28 +264,21 @@ C4JStorage::ESaveGameState CSaveGame::SaveSaveData(int(*Func)(LPVOID, const bool
return C4JStorage::ESaveGame_Idle;
}
C4JStorage::ESaveGameState CSaveGame::DeleteSaveData(PSAVE_INFO pSaveInfo, int(*Func)(LPVOID lpParam, const bool), LPVOID lpParam)
C4JStorage::ESaveGameState CSaveGame::DeleteSaveData(PSAVE_INFO pSaveInfo, int (*Func)(LPVOID lpParam, const bool), LPVOID lpParam)
{
return C4JStorage::ESaveGame_Idle;
}
void CSaveGame::SetSaveUniqueFilename(char* szFilename)
void CSaveGame::SetSaveUniqueFilename(char *szFilename)
{
strcpy_s(m_szSaveUniqueName, szFilename);
}
void CSaveGame::CreateSaveUniqueName(void)
{
_SYSTEMTIME UTCSysTime;
GetSystemTime(&UTCSysTime);
sprintf_s(m_szSaveUniqueName, sizeof(m_szSaveUniqueName),
"%4d%02d%02d%02d%02d%02d",
UTCSysTime.wYear,
UTCSysTime.wMonth,
UTCSysTime.wDay,
UTCSysTime.wHour,
UTCSysTime.wMinute,
UTCSysTime.wSecond);
sprintf_s(m_szSaveUniqueName, sizeof(m_szSaveUniqueName), "%4d%02d%02d%02d%02d%02d", UTCSysTime.wYear, UTCSysTime.wMonth, UTCSysTime.wDay,
UTCSysTime.wHour, UTCSysTime.wMinute, UTCSysTime.wSecond);
}