[Scummvm-cvs-logs] SF.net SVN: scummvm:[50423] scummvm/trunk/engines/sci/graphics

fingolfin at users.sourceforge.net fingolfin at users.sourceforge.net
Mon Jun 28 13:20:51 CEST 2010


Revision: 50423
          http://scummvm.svn.sourceforge.net/scummvm/?rev=50423&view=rev
Author:   fingolfin
Date:     2010-06-28 11:20:51 +0000 (Mon, 28 Jun 2010)

Log Message:
-----------
SCI: Comment cleanup

Modified Paths:
--------------
    scummvm/trunk/engines/sci/graphics/cursor.cpp
    scummvm/trunk/engines/sci/graphics/screen.cpp
    scummvm/trunk/engines/sci/graphics/screen.h

Modified: scummvm/trunk/engines/sci/graphics/cursor.cpp
===================================================================
--- scummvm/trunk/engines/sci/graphics/cursor.cpp	2010-06-28 11:20:33 UTC (rev 50422)
+++ scummvm/trunk/engines/sci/graphics/cursor.cpp	2010-06-28 11:20:51 UTC (rev 50423)
@@ -205,7 +205,7 @@
 	// See http://developer.apple.com/legacy/mac/library/documentation/mac/QuickDraw/QuickDraw-402.html
 	// for more information.
 
-	// View 998 seems to be a fake resource used to call for for the Mac CURS resources
+	// View 998 seems to be a fake resource used to call for the Mac CURS resources.
 	// For other resources, they're still in the views, so use them.
 	if (viewNum != 998) {
 		kernelSetView(viewNum, loopNum, celNum, hotspot);
@@ -255,10 +255,12 @@
 }
 
 void GfxCursor::setPosition(Common::Point pos) {
-	// Don't set position, when cursor is not visible
-	//  This fixes eco quest 1 (floppy) right at the start, which is setting mouse cursor to 0, 0 all the time during the
-	//  intro. It's escapeable (now) by moving to the left or top, but it's getting on your nerves.
-	//  This could theoretically break some things, although sierra normally sets position only when showing the cursor.
+	// Don't set position, when cursor is not visible.
+	// This fixes eco quest 1 (floppy) right at the start, which is setting
+	// mouse cursor to (0,0) all the time during the intro. It's escapeable
+	// (now) by moving to the left or top, but it's getting on your nerves. This
+	// could theoretically break some things, although sierra normally sets
+	// position only when showing the cursor.
 	if (!_isVisible)
 		return;
 

Modified: scummvm/trunk/engines/sci/graphics/screen.cpp
===================================================================
--- scummvm/trunk/engines/sci/graphics/screen.cpp	2010-06-28 11:20:33 UTC (rev 50422)
+++ scummvm/trunk/engines/sci/graphics/screen.cpp	2010-06-28 11:20:51 UTC (rev 50423)
@@ -106,8 +106,8 @@
 	_unditherState = true;
 
 	if (_resMan->isVGA() || (_resMan->isAmiga32color())) {
-		// It's not 100% accurate to set white to be 255 for amiga 32-color games
-		//  255 is defined as white in our sci at all times, so it doesnt matter
+		// It is not 100% accurate to set white to be 255 for Amiga 32-color games.
+		// But 255 is defined as white in our SCI at all times, so it doesn't matter.
 		_colorWhite = 255;
 		if (getSciVersion() >= SCI_VERSION_1_1)
 			_colorDefaultVectorData = 255;
@@ -167,7 +167,10 @@
 	}
 }
 
-// This copies a rect to screen w/o scaling adjustment and is only meant to be used on hires graphics used in upscaled hires mode
+/**
+ * This copies a rect to screen w/o scaling adjustment and is only meant to be
+ * used on hires graphics used in upscaled hires mode.
+ */
 void GfxScreen::copyDisplayRectToScreen(const Common::Rect &rect) {
 	if (!_upscaledHires)
 		error("copyDisplayRectToScreen: not in upscaled hires mode");
@@ -218,15 +221,21 @@
 		_controlScreen[offset] = control;
 }
 
-// This will just change a pixel directly on displayscreen. Its supposed to get only used on upscaled-Hires games where
-//  hires content needs to get drawn ONTO the upscaled display screen (like japanese fonts, hires portraits, etc.)
+/**
+ * This will just change a pixel directly on displayscreen. It is supposed to be
+ * only used on upscaled-Hires games where hires content needs to get drawn ONTO
+ * the upscaled display screen (like japanese fonts, hires portraits, etc.).
+ */
 void GfxScreen::putPixelOnDisplay(int x, int y, byte color) {
 	int offset = y * _displayWidth + x;
 	_displayScreen[offset] = color;
 }
 
-// Sierra's Bresenham line drawing
-// WARNING: Do not just blindly replace this with Graphics::drawLine(), as it seems to create issues with flood fill
+/**
+ * Sierra's Bresenham line drawing.
+ * WARNING: Do not replace this with Graphics::drawLine(), as this causes issues
+ * with flood fill, due to small difference in the Bresenham logic.
+ */
 void GfxScreen::drawLine(Common::Point startPoint, Common::Point endPoint, byte color, byte priority, byte control) {
 	int16 left = startPoint.x;
 	int16 top = startPoint.y;
@@ -289,7 +298,8 @@
 	}
 }
 
-// We put hires kanji chars onto upscaled background, so we need to adjust coordinates. Caller gives use low-res ones
+// We put hires kanji chars onto upscaled background, so we need to adjust
+// coordinates. Caller gives use low-res ones.
 void GfxScreen::putKanjiChar(Graphics::FontSJIS *commonFont, int16 x, int16 y, uint16 chr, byte color) {
 	byte *displayPtr = _displayScreen + y * _displayWidth * 2 + x * 2;
 	// we don't use outline, so color 0 is actually not used

Modified: scummvm/trunk/engines/sci/graphics/screen.h
===================================================================
--- scummvm/trunk/engines/sci/graphics/screen.h	2010-06-28 11:20:33 UTC (rev 50422)
+++ scummvm/trunk/engines/sci/graphics/screen.h	2010-06-28 11:20:51 UTC (rev 50423)
@@ -55,9 +55,12 @@
 };
 
 /**
- * Screen class, actually creates 3 (4) screens internally - which is visual/display (for the user),
- *  priority (contains priority information) and control (contains control information). Handles all operations to it
- *  and copies parts of visual/display screen to the actual screen, so the user can really see it.
+ * Screen class, actually creates 3 (4) screens internally:
+ * - visual/display (for the user),
+ * - priority (contains priority information) and
+ * - control (contains control information).
+ * Handles all operations to it and copies parts of visual/display screen to
+ * the actual screen, so the user can really see it.
  */
 class GfxScreen {
 public:
@@ -85,10 +88,10 @@
 	void drawLine(int16 left, int16 top, int16 right, int16 bottom, byte color, byte prio, byte control) {
 		drawLine(Common::Point(left, top), Common::Point(right, bottom), color, prio, control);
 	}
-	int getUpscaledHires() {
+	int getUpscaledHires() const {
 		return _upscaledHires;
 	}
-	bool getUnditherState() {
+	bool getUnditherState() const {
 		return _unditherState;
 	}
 	void putKanjiChar(Graphics::FontSJIS *commonFont, int16 x, int16 y, uint16 chr, byte color);
@@ -140,27 +143,34 @@
 	bool _unditherState;
 	int16 _unditherMemorial[SCI_SCREEN_UNDITHERMEMORIAL_SIZE];
 
-	// these screens have the real resolution of the game engine (320x200 for SCI0/SCI1/SCI11 games, 640x480 for SCI2 games)
-	//  SCI0 games will be dithered in here at any time
+	// These screens have the real resolution of the game engine (320x200 for
+	// SCI0/SCI1/SCI11 games, 640x480 for SCI2 games). SCI0 games will be
+	// dithered in here at any time.
 	byte *_visualScreen;
 	byte *_priorityScreen;
 	byte *_controlScreen;
 
-	// this screen is the one that is actually displayed to the user. It may be 640x400 for japanese SCI1 games
-	//  SCI0 games may be undithered in here. Only read from this buffer for Save/ShowBits usage.
+	// This screen is the one that is actually displayed to the user. It may be
+	// 640x400 for japanese SCI1 games. SCI0 games may be undithered in here.
+	// Only read from this buffer for Save/ShowBits usage.
 	byte *_displayScreen;
 
 	Common::Rect getScaledRect(Common::Rect rect);
 
 	ResourceManager *_resMan;
 
-	// this is a pointer to the currently active screen (changing it only required for debug purposes)
+	/**
+	 * Pointer to the currently active screen (changing it only required for
+	 * debug purposes).
+	 */
 	byte *_activeScreen;
 
-	// this variable defines, if upscaled hires is active and what upscaled mode is used
+	// This variable defines, if upscaled hires is active and what upscaled mode
+	// is used.
 	int _upscaledHires;
 
-	// this here holds a translation for vertical coordinates between native (visual) and actual (display) screen
+	// This here holds a translation for vertical coordinates between native
+	// (visual) and actual (display) screen.
 	int _upscaledMapping[SCI_SCREEN_UPSCALEDMAXHEIGHT + 1];
 };
 


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