[Scummvm-cvs-logs] CVS: scummvm/scumm gfx.cpp,2.313,2.314
Max Horn
fingolfin at users.sourceforge.net
Mon Sep 20 12:33:08 CEST 2004
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Update of /cvsroot/scummvm/scummvm/scumm
In directory sc8-pr-cvs1.sourceforge.net:/tmp/cvs-serv16303
Modified Files:
gfx.cpp
Log Message:
Removed some stray spaces
Index: gfx.cpp
===================================================================
RCS file: /cvsroot/scummvm/scummvm/scumm/gfx.cpp,v
retrieving revision 2.313
retrieving revision 2.314
diff -u -d -r2.313 -r2.314
--- gfx.cpp 20 Sep 2004 18:27:12 -0000 2.313
+++ gfx.cpp 20 Sep 2004 19:32:26 -0000 2.314
@@ -55,7 +55,7 @@
};
/**
- * The following structs define four basic fades/transitions used by
+ * The following structs define four basic fades/transitions used by
* transitionEffect(), each looking differently to the user.
* Note that the stripTables contain strip numbers, and they assume
* that the screen has 40 vertical strips (i.e. 320 pixel), and 25 horizontal
@@ -65,7 +65,7 @@
* code won't work correctly in COMI. Also, the number of iteration depends
* on min(vertStrips, horizStrips}. So the 13 is derived from 25/2, rounded up.
* And the 25 = min(25,40). Hence for Zak256 instead of 13 and 25, the values
- * 15 and 30 should be used, and for COMI probably 30 and 60.
+ * 15 and 30 should be used, and for COMI probably 30 and 60.
*/
struct TransitionEffect {
byte numOfIterations;
@@ -447,7 +447,7 @@
const int y = vs->topline + top - _vm->_screenTop;
const int height = bottom - top;
- // Compute screen etc. buffer pointers
+ // Compute screen etc. buffer pointers
const byte *src = vs->getPixels(x, top);
byte *dst = _compositeBuf + x + y * _vm->_screenWidth;
const byte *text = (byte *)_textSurface.pixels + x + y * _textSurface.pitch;
@@ -468,7 +468,7 @@
// Compose the text over the game graphics
for (int h = 0; h < height; ++h) {
for (int w = 0; w < width; ++w) {
- if (text[w] == CHARSET_MASK_TRANSPARENCY)
+ if (text[w] == CHARSET_MASK_TRANSPARENCY)
dst[w] = src[w];
else
dst[w] = text[w];
@@ -1161,7 +1161,7 @@
// dificult to draw only parts of a room/object. We handle the V2 graphics
// differently from all other (newer) graphic formats for this reason.
//
- if (_vm->_version == 2)
+ if (_vm->_version == 2)
drawBitmapV2Helper(ptr, vs, x, y, width, height, stripnr, numstrip, table);
while (numstrip--) {
@@ -1281,7 +1281,7 @@
}
#if 0
- // HACK: blit mask(s) onto normal screen. Useful to debug masking
+ // HACK: blit mask(s) onto normal screen. Useful to debug masking
for (i = 0; i < numzbuf; i++) {
mask_ptr = getMaskBuffer(x, y, i);
byte *dst = backbuff_ptr;
@@ -1312,7 +1312,7 @@
* Draw a bitmap onto a virtual screen. This is main drawing method for room backgrounds
* used throughout in 7.2+ HE versions.
*
- * TODO: This function essentially is a stripped down & special cased version of
+ * TODO: This function essentially is a stripped down & special cased version of
* the generic Gdi::drawBitmap() method. We might consider merging those two.
*/
void Gdi::drawBMAPBg(const byte *ptr, VirtScreen *vs, int startstrip, int width) {
@@ -1640,7 +1640,7 @@
code >>= 1;
dec_sub1: dst1Ptr += code;
dst2Ptr += code;
- w -= code;
+ w -= code;
} else if (code & 2) {
code = (code >> 2) + 1;
dec_sub2: w -= code;
@@ -1662,7 +1662,7 @@
} else {
code += w;
memcpy(dst1Ptr, dst2Ptr, code);
- }
+ }
}
}
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