[Scummvm-git-logs] scummvm master -> ea6d26eb89fd13d2bef087645f5b7b8d029b7d54
Strangerke
noreply at scummvm.org
Sat Jun 21 05:29:50 UTC 2025
This automated email contains information about 2 new commits which have been
pushed to the 'scummvm' repo located at https://api.github.com/repos/scummvm/scummvm .
Summary:
cb23480344 M4: Reduce some variable scopes, some cleanup and constification in the gui
ea6d26eb89 M4: Remove useless code in mouse_set_sprite(), cleanup
Commit: cb23480344d3c3cd65aa37a68d2b2bf9aa66143e
https://github.com/scummvm/scummvm/commit/cb23480344d3c3cd65aa37a68d2b2bf9aa66143e
Author: Strangerke (arnaud.boutonne at gmail.com)
Date: 2025-06-21T06:27:36+01:00
Commit Message:
M4: Reduce some variable scopes, some cleanup and constification in the gui
Changed paths:
engines/m4/gui/gui_menu_items.h
engines/m4/gui/gui_mouse.cpp
engines/m4/gui/gui_sys.cpp
engines/m4/gui/gui_univ.h
engines/m4/gui/gui_vmng_core.cpp
engines/m4/gui/gui_vmng_rectangles.cpp
engines/m4/gui/gui_vmng_screen.cpp
engines/m4/gui/hotkeys.cpp
diff --git a/engines/m4/gui/gui_menu_items.h b/engines/m4/gui/gui_menu_items.h
index 603a9efeef4..ce7ae97191e 100644
--- a/engines/m4/gui/gui_menu_items.h
+++ b/engines/m4/gui/gui_menu_items.h
@@ -27,6 +27,7 @@
#include "m4/m4_types.h"
#include "m4/graphics/gr_buff.h"
#include "m4/gui/gui_univ.h"
+#include "m4/graphics/gr_font.h"
namespace M4 {
diff --git a/engines/m4/gui/gui_mouse.cpp b/engines/m4/gui/gui_mouse.cpp
index c5837b152b8..24c1300962c 100644
--- a/engines/m4/gui/gui_mouse.cpp
+++ b/engines/m4/gui/gui_mouse.cpp
@@ -96,31 +96,25 @@ void transShow(void *s, void *r, void *b, int32 destX, int32 destY) {
ScreenContext *myScreen = (ScreenContext *)s;
matte *myRectList = (matte *)r;
Buffer *destBuffer = (Buffer *)b;
- ScreenContext *tempScreen;
- transSprite *mySource;
- M4sprite *mySprite;
- Buffer *myBuff;
Buffer drawSpriteBuff;
DrawRequest spriteDrawReq;
matte *myMatte, tempMatte;
RectList *updateList, *updateRect;
RectList *newUpdateList;
- uint8 *rowPtr, *destPtr;
- int32 i, j;
// Parameter verification
if (!myScreen)
return;
- mySource = (transSprite *)(myScreen->scrnContent);
+ transSprite *mySource = (transSprite *)(myScreen->scrnContent);
if (!mySource)
return;
- myBuff = (Buffer *)(mySource->scrnBuffer);
+ Buffer *myBuff = (Buffer *)(mySource->scrnBuffer);
if (!myBuff)
return;
- mySprite = mySource->srcSprite;
+ M4sprite *mySprite = mySource->srcSprite;
if (!mySprite)
return;
@@ -138,7 +132,7 @@ void transShow(void *s, void *r, void *b, int32 destX, int32 destY) {
updateList->next = nullptr;
// Now loop through all the screens behind myScreen
- tempScreen = myScreen->behind;
+ ScreenContext *tempScreen = myScreen->behind;
while (tempScreen && updateList) {
// Duplicate the updateList
newUpdateList = vmng_DuplicateRectList(updateList);
@@ -165,7 +159,7 @@ void transShow(void *s, void *r, void *b, int32 destX, int32 destY) {
}
// The newUpdateList now contains all the pieces not covered by tempScreen;
- // turf the update list, and replace it with the newupdateList
+ // turf the update list, and replace it with the newUpdateList
vmng_DisposeRectList(&updateList);
updateList = newUpdateList;
@@ -220,13 +214,13 @@ void transShow(void *s, void *r, void *b, int32 destX, int32 destY) {
// Else the data for the transparent sprite is stored directly in mySprite->data
// Loop through the rows
- for (j = 0; (j < mySprite->h) && (j < myBuff->h); j++) {
+ for (int32 j = 0; (j < mySprite->h) && (j < myBuff->h); j++) {
// Set the rowPtr and the destPtr
- rowPtr = mySprite->data + (j * mySprite->w);
- destPtr = myBuff->data + (j * myBuff->stride);
+ uint8 *rowPtr = mySprite->data + (j * mySprite->w);
+ uint8 *destPtr = myBuff->data + (j * myBuff->stride);
// Loop through the columns
- for (i = 0; (i < mySprite->w) && (i < myBuff->w); i++) {
+ for (int32 i = 0; (i < mySprite->w) && (i < myBuff->w); i++) {
if (*rowPtr) {
*destPtr = *rowPtr;
}
@@ -257,7 +251,6 @@ void transShow(void *s, void *r, void *b, int32 destX, int32 destY) {
bool mouse_set_sprite(int32 spriteNum) {
M4sprite *tempSprite;
- int32 minX, minY, maxX, maxY;
if (_G(mouseIsLocked)) {
_G(newMouseNum) = spriteNum;
@@ -271,10 +264,10 @@ bool mouse_set_sprite(int32 spriteNum) {
if (!_G(mouseSeriesHandle) || !*_G(mouseSeriesHandle))
return false;
- minX = _G(oldX) - _G(mouseX1offset);
- minY = _G(oldY) - _G(mouseY1offset);
- maxX = _G(oldX) + _G(mouseX2offset);
- maxY = _G(oldY) + _G(mouseY2offset);
+ int32 minX = _G(oldX) - _G(mouseX1offset);
+ int32 minY = _G(oldY) - _G(mouseY1offset);
+ int32 maxX = _G(oldX) + _G(mouseX2offset);
+ int32 maxY = _G(oldY) + _G(mouseY2offset);
if ((tempSprite = CreateSprite(_G(mouseSeriesHandle), _G(mouseSeriesOffset), spriteNum,
_G(mouseSprite), nullptr)) == nullptr)
diff --git a/engines/m4/gui/gui_sys.cpp b/engines/m4/gui/gui_sys.cpp
index 61c755dc8d3..62be33ada4f 100644
--- a/engines/m4/gui/gui_sys.cpp
+++ b/engines/m4/gui/gui_sys.cpp
@@ -23,7 +23,6 @@
#include "m4/gui/gui_dialog.h"
#include "m4/gui/gui_event.h"
#include "m4/gui/gui_vmng.h"
-#include "m4/core/mouse.h"
#include "m4/mem/memman.h"
#include "m4/vars.h"
@@ -37,10 +36,8 @@ bool gui_system_init() {
}
void gui_system_shutdown() {
- Hotkey *myHotkeys, *tempHotkey;
-
- myHotkeys = _G(systemHotkeys);
- tempHotkey = myHotkeys;
+ Hotkey *myHotkeys = _G(systemHotkeys);
+ Hotkey *tempHotkey = myHotkeys;
while (tempHotkey) {
myHotkeys = myHotkeys->next;
@@ -50,12 +47,9 @@ void gui_system_shutdown() {
}
void gui_system_event_handler() {
- MouseEvent newMouseEvent;
-
ScreenContext *myScreen;
Hotkey *myHotkey;
int32 parm1 = 0;
- bool handled;
bool blocked;
bool found;
@@ -76,7 +70,7 @@ void gui_system_event_handler() {
_G(mouseX) = _G(MouseState).CursorColumn;
_G(mouseY) = _G(MouseState).CursorRow;
- newMouseEvent = mouse_get_event();
+ const MouseEvent newMouseEvent = mouse_get_event();
if (newMouseEvent != _ME_no_event) { // We have a mouse event
gui_mouse_refresh();
@@ -125,7 +119,7 @@ void gui_system_event_handler() {
// a window which handles or blocks key events. The event is passed to the handler
// if found.
//
- handled = false;
+ bool handled = false;
myScreen = _G(frontScreen);
found = false;
blocked = false;
@@ -183,13 +177,11 @@ void gui_system_event_handler() {
}
void AddSystemHotkey(int32 myKey, HotkeyCB callback) {
- Hotkey *myHotkey;
-
if (!_G(vmng_Initted)) {
return;
}
- myHotkey = _G(systemHotkeys);
+ Hotkey *myHotkey = _G(systemHotkeys);
while (myHotkey && (myHotkey->myKey != myKey)) {
myHotkey = myHotkey->next;
}
@@ -209,13 +201,11 @@ void AddSystemHotkey(int32 myKey, HotkeyCB callback) {
}
void RemoveSystemHotkey(int32 myKey) {
- Hotkey *myHotkey, *tempHotkey;
-
if (!_G(vmng_Initted))
return;
- myHotkey = _G(systemHotkeys);
- tempHotkey = myHotkey;
+ Hotkey *myHotkey = _G(systemHotkeys);
+ Hotkey *tempHotkey = myHotkey;
while (myHotkey && (myHotkey->myKey != myKey)) {
if (tempHotkey != myHotkey) tempHotkey = tempHotkey->next;
@@ -233,12 +223,11 @@ void RemoveSystemHotkey(int32 myKey) {
}
HotkeyCB GetSystemHotkey(int32 myKey) {
- Hotkey *myHotkey, *tempHotkey;
if (!_G(vmng_Initted))
return (nullptr);
- myHotkey = _G(systemHotkeys);
- tempHotkey = myHotkey;
+ Hotkey *myHotkey = _G(systemHotkeys);
+ Hotkey *tempHotkey = myHotkey;
while (myHotkey && (myHotkey->myKey != myKey)) {
if (tempHotkey != myHotkey)
diff --git a/engines/m4/gui/gui_univ.h b/engines/m4/gui/gui_univ.h
index a69f6b0e7ff..66dc4df3b79 100644
--- a/engines/m4/gui/gui_univ.h
+++ b/engines/m4/gui/gui_univ.h
@@ -25,8 +25,7 @@
#include "m4/m4_types.h"
#include "m4/gui/gui.h"
-#include "m4/graphics/gr_font.h"
-#include "m4/graphics/gr_buff.h"
+
namespace M4 {
diff --git a/engines/m4/gui/gui_vmng_core.cpp b/engines/m4/gui/gui_vmng_core.cpp
index 35002dd5695..8869ac4988c 100644
--- a/engines/m4/gui/gui_vmng_core.cpp
+++ b/engines/m4/gui/gui_vmng_core.cpp
@@ -58,7 +58,6 @@
#include "graphics/surface.h"
#include "m4/gui/gui_vmng.h"
#include "m4/gui/gui_dialog.h"
-#include "m4/core/errors.h"
#include "m4/core/imath.h"
#include "m4/mem/memman.h"
#include "m4/mem/mem.h"
@@ -89,7 +88,6 @@ bool vmng_init() {
}
void vmng_shutdown() {
- ScreenContext *myScreen;
Hotkey *myHotkeys, *tempHotkey;
if (!_G(vmng_Initted))
@@ -97,7 +95,7 @@ void vmng_shutdown() {
_G(vmng_Initted) = false;
// First, destroy all active windows
- myScreen = _G(frontScreen);
+ ScreenContext *myScreen = _G(frontScreen);
while (myScreen) {
_G(frontScreen) = _G(frontScreen)->behind;
if (myScreen->scrnType == SCRN_DLG) {
@@ -132,7 +130,6 @@ void vmng_shutdown() {
while (tempHotkey) {
myHotkeys = myHotkeys->next;
mem_free(tempHotkey);
- //mem_free_to_stash((void*)tempHotkey, memtypeHOTKEY);
tempHotkey = myHotkeys;
}
@@ -172,12 +169,12 @@ ScreenContext *vmng_screen_create(int32 x1, int32 y1, int32 x2, int32 y2, int32
}
void vmng_screen_dispose(void *scrnContent) {
- ScreenContext *myScreen;
- Hotkey *myHotkeys, *tempHotkey;
- if ((myScreen = ExtractScreen(scrnContent, SCRN_ANY)) == nullptr) return;
+ ScreenContext *myScreen = ExtractScreen(scrnContent, SCRN_ANY);
+ if (myScreen == nullptr)
+ return;
RestoreScreens(myScreen->x1, myScreen->y1, myScreen->x2, myScreen->y2);
- myHotkeys = myScreen->scrnHotkeys;
- tempHotkey = myHotkeys;
+ Hotkey *myHotkeys = myScreen->scrnHotkeys;
+ Hotkey *tempHotkey = myHotkeys;
while (tempHotkey) {
myHotkeys = myHotkeys->next;
mem_free(tempHotkey);
@@ -198,8 +195,8 @@ void vmng_screen_hide(void *scrnContent) {
}
void vmng_screen_show(void *scrnContent) {
- ScreenContext *myScreen, *tempScreen;
- if ((myScreen = ExtractScreen(scrnContent, SCRN_ANY)) == nullptr)
+ ScreenContext *myScreen = ExtractScreen(scrnContent, SCRN_ANY);
+ if (myScreen == nullptr)
return;
if (!_G(frontScreen)) {
@@ -209,7 +206,7 @@ void vmng_screen_show(void *scrnContent) {
_G(backScreen) = myScreen;
} else {
- tempScreen = _G(frontScreen);
+ ScreenContext *tempScreen = _G(frontScreen);
while (tempScreen &&
((tempScreen->scrnFlags & SF_LAYER) > (myScreen->scrnFlags & SF_LAYER))) {
tempScreen = tempScreen->behind;
@@ -236,13 +233,12 @@ void vmng_screen_show(void *scrnContent) {
}
ScreenContext *vmng_screen_find(void *scrnContent, int32 *status) {
- ScreenContext *myScreen;
int32 myStatus = SCRN_ACTIVE;
if (!_G(vmng_Initted))
return nullptr;
- myScreen = _G(frontScreen);
+ ScreenContext *myScreen = _G(frontScreen);
while (myScreen && (myScreen->scrnContent != scrnContent))
myScreen = myScreen->behind;
diff --git a/engines/m4/gui/gui_vmng_rectangles.cpp b/engines/m4/gui/gui_vmng_rectangles.cpp
index 28dc71655f0..69dc36bb32f 100644
--- a/engines/m4/gui/gui_vmng_rectangles.cpp
+++ b/engines/m4/gui/gui_vmng_rectangles.cpp
@@ -49,38 +49,32 @@ RectList *vmng_CreateNewRect(int32 x1, int32 y1, int32 x2, int32 y2) {
}
void vmng_AddRectToRectList(RectList **theRectList, int32 rectX1, int32 rectY1, int32 rectX2, int32 rectY2) {
- RectList *dirtyRect, *dirtyRectList;
- RectList *endCleanRectList, *cleanRectList;
- RectList *myRect, *myRectList;
- RectList *newRect;
- bool intersected;
-
// First make sure we have a valid rectangle
if ((rectX1 > rectX2) || (rectY1 > rectY2)) {
return;
}
- // Intialize the dirty rect list
- dirtyRectList = vmng_CreateNewRect(rectX1, rectY1, rectX2, rectY2);
+ // Initialize the dirty rect list
+ RectList *dirtyRectList = vmng_CreateNewRect(rectX1, rectY1, rectX2, rectY2);
- // Intialize the clean rectList
- cleanRectList = nullptr;
- endCleanRectList = nullptr;
+ // Initialize the clean rectList
+ RectList *cleanRectList = nullptr;
+ RectList *endCleanRectList = nullptr;
// Use a local var for theRectlist
- myRectList = *theRectList;
+ RectList *myRectList = *theRectList;
// Loop through all the dirtyRects
- dirtyRect = dirtyRectList;
+ RectList *dirtyRect = dirtyRectList;
while (dirtyRect) {
// Remove dirtyRect from the head of the dirtyRectList
dirtyRectList = dirtyRectList->next;
// Set the intersected flag
- intersected = false;
+ bool intersected = false;
// Loop on through
- myRect = myRectList;
+ RectList *myRect = myRectList;
while (myRect) {
// If the two rectangles intersect
@@ -101,6 +95,7 @@ void vmng_AddRectToRectList(RectList **theRectList, int32 rectX1, int32 rectY1,
myRect->next->prev = myRect->prev;
}
+ RectList *newRect;
// So now there is an intersection.
// If myRect sticks out above dirtyRect, chop it off and put it in the main rect list, to be recheck by other dirty rects
if (myRect->y1 < dirtyRect->y1) {
@@ -219,15 +214,14 @@ void vmng_AddRectToRectList(RectList **theRectList, int32 rectX1, int32 rectY1,
}
RectList *vmng_DuplicateRectList(RectList *myRectList) {
- RectList *newRectList, *tempRect, *myRect, *prevRect;
-
- newRectList = nullptr;
- prevRect = nullptr;
- myRect = myRectList;
+ RectList *newRectList = nullptr;
+ RectList *prevRect = nullptr;
+ RectList *myRect = myRectList;
while (myRect) {
// Duplicate myRect and stick it on the newRectList
- if ((tempRect = (RectList *)mem_get_from_stash(_G(memtypeRECT), "+guiRectList")) == nullptr) {
+ RectList *tempRect = (RectList *)mem_get_from_stash(_G(memtypeRECT), "+guiRectList");
+ if (tempRect == nullptr) {
error_show(FL, 'OOS!', "vmng_DuplicateRectList()");
}
tempRect->x1 = myRect->x1;
@@ -251,22 +245,19 @@ RectList *vmng_DuplicateRectList(RectList *myRectList) {
}
bool vmng_RectIntersectsRectList(RectList *myRectList, int32 x1, int32 y1, int32 x2, int32 y2) {
- RectList *myRect;
- int32 intrX1, intrY1, intrX2, intrY2;
-
// Parameter verification
if ((!myRectList) || (x1 > x2) || (y1 > y2)) {
return false;
}
// Loop through the list, and break as soon as there is an intersection
- myRect = myRectList;
+ RectList *myRect = myRectList;
while (myRect) {
// Calculate the intersection
- intrX1 = imath_max(myRect->x1, x1);
- intrY1 = imath_max(myRect->y1, y1);
- intrX2 = imath_min(myRect->x2, x2);
- intrY2 = imath_min(myRect->y2, y2);
+ const int32 intrX1 = imath_max(myRect->x1, x1);
+ const int32 intrY1 = imath_max(myRect->y1, y1);
+ const int32 intrX2 = imath_min(myRect->x2, x2);
+ const int32 intrY2 = imath_min(myRect->y2, y2);
// If we intersected, return true
if ((intrX1 <= intrX2) && (intrY1 <= intrY2)) {
@@ -282,21 +273,18 @@ bool vmng_RectIntersectsRectList(RectList *myRectList, int32 x1, int32 y1, int32
}
bool vmng_ClipRectList(RectList **myRectList, int32 clipX1, int32 clipY1, int32 clipX2, int32 clipY2) {
- RectList *nextRect, *myRect;
- int32 x1, y1, x2, y2;
-
// Loop through myRect list
- myRect = *myRectList;
+ RectList *myRect = *myRectList;
while (myRect) {
// Set the next rect
- nextRect = myRect->next;
+ RectList *nextRect = myRect->next;
// Clip myRect
- x1 = imath_max(myRect->x1, clipX1);
- y1 = imath_max(myRect->y1, clipY1);
- x2 = imath_min(myRect->x2, clipX2);
- y2 = imath_min(myRect->y2, clipY2);
+ const int32 x1 = imath_max(myRect->x1, clipX1);
+ const int32 y1 = imath_max(myRect->y1, clipY1);
+ const int32 x2 = imath_min(myRect->x2, clipX2);
+ const int32 y2 = imath_min(myRect->y2, clipY2);
// If we have a valid rectangle
if ((x1 <= x2) && (y1 <= y2)) {
@@ -327,11 +315,9 @@ bool vmng_ClipRectList(RectList **myRectList, int32 clipX1, int32 clipY1, int32
}
bool vmng_RectListValid(RectList *myRectList) {
- RectList *myRect, *tempRectList;
-
- myRect = myRectList;
+ RectList *myRect = myRectList;
while (myRect) {
- tempRectList = myRect->next;
+ RectList *tempRectList = myRect->next;
if (vmng_RectIntersectsRectList(tempRectList, myRect->x1, myRect->y1, myRect->x2, myRect->y2)) {
return false;
}
@@ -342,10 +328,8 @@ bool vmng_RectListValid(RectList *myRectList) {
}
void vmng_DisposeRectList(RectList **rectList) {
- RectList *myRect;
-
// Loop through the rect list
- myRect = *rectList;
+ RectList *myRect = *rectList;
while (myRect) {
// Remove myRect from the head of the list
*rectList = myRect->next;
@@ -359,26 +343,22 @@ void vmng_DisposeRectList(RectList **rectList) {
}
void vmng_RemoveRectFromRectList(RectList **scrnRectList, int32 x1, int32 y1, int32 x2, int32 y2) {
- RectList *myRect, *prevRect, *nextRect, *tempRect;
- RectList *rectList, *unsortedRectList;
- int32 tempX1, tempY1, tempX2, tempY2;
- bool finished;
-
- rectList = *scrnRectList;
+ RectList *tempRect;
+ RectList *rectList = *scrnRectList;
// Go through the rectList list breaking down any rects which intersect the given coords
- unsortedRectList = nullptr;
- myRect = rectList;
+ RectList *unsortedRectList = nullptr;
+ RectList *myRect = rectList;
while (myRect) {
// Set the nextRect pointer
- nextRect = myRect->next;
+ RectList *nextRect = myRect->next;
// Check for an intersection
- tempX1 = imath_max(x1, myRect->x1);
- tempY1 = imath_max(y1, myRect->y1);
- tempX2 = imath_min(x2, myRect->x2);
- tempY2 = imath_min(y2, myRect->y2);
+ const int32 tempX1 = imath_max(x1, myRect->x1);
+ const int32 tempY1 = imath_max(y1, myRect->y1);
+ const int32 tempX2 = imath_min(x2, myRect->x2);
+ const int32 tempY2 = imath_min(y2, myRect->y2);
// If we have an intersection
if ((tempX1 <= tempX2) && (tempY1 <= tempY2)) {
@@ -386,7 +366,8 @@ void vmng_RemoveRectFromRectList(RectList **scrnRectList, int32 x1, int32 y1, in
// Top edge
if (myRect->y1 < y1) {
// Create a new rect of just the part that extends beyond the top of myRect
- if ((tempRect = (RectList *)mem_get_from_stash(_G(memtypeRECT), "+guiRectangle")) == nullptr) {
+ tempRect = (RectList *)mem_get_from_stash(_G(memtypeRECT), "+guiRectangle");
+ if (tempRect == nullptr) {
error_show(FL, 'OOS!', "vmng_AddRectToRectList");
}
tempRect->x1 = myRect->x1;
@@ -405,7 +386,8 @@ void vmng_RemoveRectFromRectList(RectList **scrnRectList, int32 x1, int32 y1, in
// Bottom edge
if (myRect->y2 > y2) {
// Create a new rect of just the part that extends beyond the top of myRect
- if ((tempRect = (RectList *)mem_get_from_stash(_G(memtypeRECT), "+guiRectangle")) == nullptr) {
+ tempRect = (RectList *)mem_get_from_stash(_G(memtypeRECT), "+guiRectangle");
+ if (tempRect == nullptr) {
error_show(FL, 'OOS!', "vmng_AddRectToRectList");
}
tempRect->x1 = myRect->x1;
@@ -424,7 +406,8 @@ void vmng_RemoveRectFromRectList(RectList **scrnRectList, int32 x1, int32 y1, in
// Left edge
if (myRect->x1 < x1) {
// Create a new rect of just the part that extends beyond the top of myRect
- if ((tempRect = (RectList *)mem_get_from_stash(_G(memtypeRECT), "+guiRectangle")) == nullptr) {
+ tempRect = (RectList *)mem_get_from_stash(_G(memtypeRECT), "+guiRectangle");
+ if (tempRect == nullptr) {
error_show(FL, 'OOS!', "vmng_AddRectToRectList");
}
tempRect->x1 = myRect->x1;
@@ -440,7 +423,8 @@ void vmng_RemoveRectFromRectList(RectList **scrnRectList, int32 x1, int32 y1, in
// Right edge
if (myRect->x2 > x2) {
// Create a new rect of just the part that extends beyond the top of myRect
- if ((tempRect = (RectList *)mem_get_from_stash(_G(memtypeRECT), "+guiRectangle")) == nullptr) {
+ tempRect = (RectList *)mem_get_from_stash(_G(memtypeRECT), "+guiRectangle");
+ if (tempRect == nullptr) {
error_show(FL, 'OOS!', "vmng_AddRectToRectList");
}
@@ -476,8 +460,8 @@ void vmng_RemoveRectFromRectList(RectList **scrnRectList, int32 x1, int32 y1, in
while (tempRect) {
unsortedRectList = unsortedRectList->next;
// For each unsorted rect, loop through the rect list until its place is found
- finished = false;
- prevRect = nullptr;
+ bool finished = false;
+ RectList *prevRect = nullptr;
myRect = rectList;
while (myRect && (!finished)) {
diff --git a/engines/m4/gui/gui_vmng_screen.cpp b/engines/m4/gui/gui_vmng_screen.cpp
index 55f3c1b8711..6617490b9d3 100644
--- a/engines/m4/gui/gui_vmng_screen.cpp
+++ b/engines/m4/gui/gui_vmng_screen.cpp
@@ -32,8 +32,8 @@ static void vmng_black_out_video(int32 x1, int32 y1, int32 x2, int32 y2);
static bool MoveScreen(ScreenContext *myScreen, int32 parmX, int32 parmY, bool deltaMove);
bool GetScreenCoords(void *scrnContent, int32 *x1, int32 *y1, int32 *x2, int32 *y2) {
- ScreenContext *myScreen;
- if ((myScreen = vmng_screen_find(scrnContent, nullptr)) == nullptr)
+ ScreenContext *myScreen = vmng_screen_find(scrnContent, nullptr);
+ if (myScreen == nullptr)
return false;
if (x1)
@@ -49,7 +49,6 @@ bool GetScreenCoords(void *scrnContent, int32 *x1, int32 *y1, int32 *x2, int32 *
}
void RestoreScreens(int32 updateX1, int32 updateY1, int32 updateX2, int32 updateY2) {
- ScreenContext *myScreen, *tempScreen;
RectList *updateRectList, *scrnUpdateList, *tempRect;
if (!_G(vmng_Initted) || _G(system_shutting_down)) {
@@ -75,7 +74,7 @@ void RestoreScreens(int32 updateX1, int32 updateY1, int32 updateX2, int32 update
updateRectList = vmng_CreateNewRect(updateX1, updateY1, updateX2, updateY2);
// First loop through the screens back to front, drawing only the transparent screens
- myScreen = _G(backScreen);
+ ScreenContext *myScreen = _G(backScreen);
while (myScreen && updateRectList) {
// We only draw transparent screens on the first pass
@@ -87,7 +86,7 @@ void RestoreScreens(int32 updateX1, int32 updateY1, int32 updateX2, int32 update
vmng_ClipRectList(&scrnUpdateList, myScreen->x1, myScreen->y1, myScreen->x2, myScreen->y2);
// Now remove the rects of all screens blocking the scrnUpdateList
- tempScreen = myScreen->infront;
+ ScreenContext *tempScreen = myScreen->infront;
while (scrnUpdateList && tempScreen) {
vmng_RemoveRectFromRectList(&scrnUpdateList, tempScreen->x1, tempScreen->y1, tempScreen->x2, tempScreen->y2);
@@ -159,15 +158,13 @@ void RestoreScreens(int32 updateX1, int32 updateY1, int32 updateX2, int32 update
}
void RestoreScreensInContext(int32 x1, int32 y1, int32 x2, int32 y2, ScreenContext *myScreen) {
- ScreenContext *tempScreen;
-
//verify the gui has been initted
if (!_G(vmng_Initted)) {
return;
}
//verify parameters
- tempScreen = _G(frontScreen);
+ ScreenContext *tempScreen = _G(frontScreen);
while (tempScreen && (tempScreen != myScreen)) {
tempScreen = tempScreen->behind;
}
@@ -186,22 +183,22 @@ void RestoreScreensInContext(int32 x1, int32 y1, int32 x2, int32 y2, ScreenConte
}
bool ResizeScreen(void *scrnContent, int32 newW, int32 newH) {
- ScreenContext *myScreen;
- int32 status, oldX2, oldY2;
-
if ((newW <= 0) || (newH <= 0))
return false;
- if ((myScreen = vmng_screen_find(scrnContent, &status)) == nullptr)
+
+ int32 status;
+ ScreenContext *myScreen = vmng_screen_find(scrnContent, &status);
+ if (myScreen == nullptr)
return false;
- oldX2 = myScreen->x2;
+ const int32 oldX2 = myScreen->x2;
myScreen->x2 = myScreen->x1 + newW - 1;
if (myScreen->x2 < oldX2) {
RestoreScreens(myScreen->x2 + 1, myScreen->y1, oldX2, myScreen->y2);
}
- oldY2 = myScreen->y2;
+ const int32 oldY2 = myScreen->y2;
myScreen->y2 = myScreen->y1 + newH - 1;
if (myScreen->y2 < oldY2) {
@@ -217,13 +214,12 @@ static void vmng_black_out_video(int32 x1, int32 y1, int32 x2, int32 y2) {
}
bool AddScreenHotkey(void *scrnContent, int32 myKey, HotkeyCB callback) {
- ScreenContext *myScreen;
- Hotkey *myHotkey;
-
- if ((myScreen = vmng_screen_find(scrnContent, nullptr)) == nullptr)
+ ScreenContext *myScreen = vmng_screen_find(scrnContent, nullptr);
+ if (myScreen == nullptr)
return false;
- if ((myHotkey = (Hotkey *)mem_alloc(sizeof(Hotkey), "hotkey")) == nullptr)
+ Hotkey *myHotkey = (Hotkey *)mem_alloc(sizeof(Hotkey), "hotkey");
+ if (myHotkey == nullptr)
return false;
myHotkey->myKey = myKey;
@@ -234,12 +230,11 @@ bool AddScreenHotkey(void *scrnContent, int32 myKey, HotkeyCB callback) {
}
bool RemoveScreenHotkey(void *scrnContent, int32 myKey) {
- ScreenContext *myScreen;
- Hotkey *myHotkey, *tempHotkey;
- if ((myScreen = vmng_screen_find(scrnContent, nullptr)) == nullptr)
+ ScreenContext *myScreen = vmng_screen_find(scrnContent, nullptr);
+ if (myScreen == nullptr)
return false;
- myHotkey = myScreen->scrnHotkeys;
+ Hotkey *myHotkey = myScreen->scrnHotkeys;
if (myHotkey->myKey == myKey) {
myScreen->scrnHotkeys = myHotkey->next;
@@ -250,7 +245,7 @@ bool RemoveScreenHotkey(void *scrnContent, int32 myKey) {
myHotkey = myHotkey->next;
}
if (myHotkey->next) {
- tempHotkey = myHotkey->next;
+ Hotkey *tempHotkey = myHotkey->next;
myHotkey->next = tempHotkey->next;
mem_free(tempHotkey);
} else {
@@ -274,15 +269,15 @@ bool MoveScreenDelta(int32 parmX, int32 parmY) {
}
void vmng_screen_to_back(void *scrnContent) {
- ScreenContext *myScreen, *tempScreen;
- if ((myScreen = ExtractScreen(scrnContent, SCRN_ANY)) == nullptr) return;
+ ScreenContext *myScreen = ExtractScreen(scrnContent, SCRN_ANY);
+ if (myScreen == nullptr) return;
if (!_G(backScreen)) {
myScreen->infront = nullptr;
myScreen->behind = nullptr;
_G(frontScreen) = myScreen;
_G(backScreen) = myScreen;
} else {
- tempScreen = _G(backScreen);
+ ScreenContext *tempScreen = _G(backScreen);
while (tempScreen &&
((tempScreen->scrnFlags & SF_LAYER) < (myScreen->scrnFlags & SF_LAYER))) {
tempScreen = tempScreen->infront;
@@ -309,14 +304,13 @@ void vmng_screen_to_back(void *scrnContent) {
}
static bool MoveScreen(ScreenContext *myScreen, int32 parmX, int32 parmY, bool deltaMove) {
- int32 origX1, origY1, origX2, origY2;
if (!_G(vmng_Initted))
return false;
- origX1 = myScreen->x1;
- origY1 = myScreen->y1;
- origX2 = myScreen->x2;
- origY2 = myScreen->y2;
+ const int32 origX1 = myScreen->x1;
+ const int32 origY1 = myScreen->y1;
+ const int32 origX2 = myScreen->x2;
+ const int32 origY2 = myScreen->y2;
if (!deltaMove) {
parmX -= origX1;
diff --git a/engines/m4/gui/hotkeys.cpp b/engines/m4/gui/hotkeys.cpp
index d65c2b1e3fe..c90f19fcea6 100644
--- a/engines/m4/gui/hotkeys.cpp
+++ b/engines/m4/gui/hotkeys.cpp
@@ -285,9 +285,9 @@ void Hotkeys::changeGlobalChange(void *, void *) {
_changeGlobalDialog->destroy();
// Create secondary dialog to get value to set global to
- int globalVal = (g_engine->getGameType() == GType_Burger) ?
- Burger::g_vars->_flags[(Burger::Flag)_globalToChange] :
- Riddle::g_vars->_flags[(Riddle::Flag)_globalToChange];
+ const int globalVal = (g_engine->getGameType() == GType_Burger) ?
+ Burger::g_vars->_flags[(Burger::Flag)_globalToChange] :
+ Riddle::g_vars->_flags[(Riddle::Flag)_globalToChange];
_changeGlobalDialog = DialogCreateAbsolute(250, 120, 450, 220, 242);
_changeGlobalDialog->addButton(60, 40,
@@ -305,7 +305,7 @@ void Hotkeys::changeGlobalChange(void *, void *) {
void Hotkeys::changeGlobalDoChange(void *, void *) {
Item *textField = _changeGlobalDialog->getItem(3);
- int globalVal = atoi(textField->prompt);
+ const int globalVal = atoi(textField->prompt);
if (g_engine->getGameType() == GType_Burger)
Burger::g_vars->_flags[(Burger::Flag)_globalToChange] = globalVal;
Commit: ea6d26eb89fd13d2bef087645f5b7b8d029b7d54
https://github.com/scummvm/scummvm/commit/ea6d26eb89fd13d2bef087645f5b7b8d029b7d54
Author: Strangerke (arnaud.boutonne at gmail.com)
Date: 2025-06-21T06:29:44+01:00
Commit Message:
M4: Remove useless code in mouse_set_sprite(), cleanup
Changed paths:
engines/m4/gui/gui_mouse.cpp
diff --git a/engines/m4/gui/gui_mouse.cpp b/engines/m4/gui/gui_mouse.cpp
index 24c1300962c..06f58eadc37 100644
--- a/engines/m4/gui/gui_mouse.cpp
+++ b/engines/m4/gui/gui_mouse.cpp
@@ -250,8 +250,6 @@ void transShow(void *s, void *r, void *b, int32 destX, int32 destY) {
}
bool mouse_set_sprite(int32 spriteNum) {
- M4sprite *tempSprite;
-
if (_G(mouseIsLocked)) {
_G(newMouseNum) = spriteNum;
return true;
@@ -264,13 +262,9 @@ bool mouse_set_sprite(int32 spriteNum) {
if (!_G(mouseSeriesHandle) || !*_G(mouseSeriesHandle))
return false;
- int32 minX = _G(oldX) - _G(mouseX1offset);
- int32 minY = _G(oldY) - _G(mouseY1offset);
- int32 maxX = _G(oldX) + _G(mouseX2offset);
- int32 maxY = _G(oldY) + _G(mouseY2offset);
-
- if ((tempSprite = CreateSprite(_G(mouseSeriesHandle), _G(mouseSeriesOffset), spriteNum,
- _G(mouseSprite), nullptr)) == nullptr)
+ M4sprite *tempSprite = CreateSprite(_G(mouseSeriesHandle), _G(mouseSeriesOffset), spriteNum,
+ _G(mouseSprite), nullptr);
+ if (tempSprite == nullptr)
return false;
_G(mouseSprite) = tempSprite;
@@ -278,14 +272,6 @@ bool mouse_set_sprite(int32 spriteNum) {
_G(mouseY1offset) = _G(mouseSprite)->yOffset;
_G(mouseX2offset) = _G(mouseSprite)->w - _G(mouseX1offset) - 1;
_G(mouseY2offset) = _G(mouseSprite)->h - _G(mouseY1offset) - 1;
- if (_G(mouseX) - _G(mouseX1offset) < minX)
- minX = _G(mouseX) - _G(mouseX1offset);
- if (_G(mouseY) - _G(mouseY1offset) < minY)
- minY = _G(mouseY) - _G(mouseY1offset);
- if (_G(mouseX) + _G(mouseX2offset) > maxX)
- maxX = _G(mouseX) + _G(mouseX2offset);
- if (_G(mouseY) + _G(mouseY2offset) > maxY)
- maxY = _G(mouseY) + _G(mouseY2offset);
gui_mouse_refresh();
_G(currMouseNum) = spriteNum;
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