[Clean] gl_screen.[wh] = SCREEN_[WH] in most places.

This commit is contained in:
Allanis 2013-06-02 14:43:24 +01:00
parent d8f3372abe
commit 00730b50a7
9 changed files with 65 additions and 65 deletions

View File

@ -64,7 +64,7 @@ void gl_print(const glFont* ft_font, const double x, const double y,
glMatrixMode(GL_MODELVIEW);
glPushMatrix(); // Translation matrix.
glTranslated(x - (double)gl_screen.w/2., y - (double)gl_screen.h/2., 0);
glTranslated(x - (double)SCREEN_W/2., y - (double)SCREEN_H/2., 0);
if(c == NULL) glColor4d(1., 1., 1., 1.);
else COLOUR(*c);
@ -113,7 +113,7 @@ int gl_printMax(const glFont* ft_font, const int max,
glMatrixMode(GL_MODELVIEW); // Projection gets full fast using modelview.
glPushMatrix(); // Translation matrix.
glTranslated(x - (double)gl_screen.w/2., y - (double)gl_screen.h/2., 0);
glTranslated(x - (double)SCREEN_W/2., y - (double)SCREEN_H/2., 0);
if(c == NULL) glColor4d(1., 1., 1., 1.);
else COLOUR(*c);
@ -168,7 +168,7 @@ int gl_printMid(const glFont* ft_font, const int width, double x, const double y
glMatrixMode(GL_MODELVIEW); // Projection gets full fast using modelview.
glPushMatrix(); // Translation matrix.
glTranslated(x - (double)gl_screen.w/2., y - (double)gl_screen.h/2., 0);
glTranslated(x - (double)SCREEN_W/2., y - (double)SCREEN_H/2., 0);
if(c == NULL) glColor4d(1., 1., 1., 1.);
else COLOUR(*c);
@ -204,8 +204,8 @@ int gl_printText(const glFont* ft_font, const int width, const int height,
vsprintf(txt, fmt, ap);
va_end(ap);
}
bx -= (double)gl_screen.w/2.;
by -= (double)gl_screen.h/2.;
bx -= (double)SCREEN_W/2.;
by -= (double)SCREEN_H/2.;
x = bx;
y = by + height - (double)ft_font->h; // y is top left corner.

View File

@ -439,8 +439,8 @@ static void outfits_renderMod(double bx, double by, double w, double h) {
snprintf(buf, 8, "%dx", q);
gl_printMid(&gl_smallFont, w,
bx + (double)gl_screen.w/2.,
by + (double)gl_screen.h/2.,
bx + (double)SCREEN_W/2.,
by + (double)SCREEN_H/2.,
&cBlack, buf);
}

View File

@ -185,7 +185,7 @@ static void map_render(double bx, double by, double w, double h) {
tx = x + 7. + sys->pos.x * map_zoom;
ty = y - 5. + sys->pos.y * map_zoom;
gl_print(&gl_smallFont,
tx + gl_screen.w/2., ty + gl_screen.h/2.,
tx + SCREEN_W/2., ty + SCREEN_H/2.,
&cWhite, sys->name);
// Draw the hyperspace paths.

View File

@ -67,11 +67,11 @@ void menu_main(void) {
unsigned int bwid, wid;
glTexture* tex;
tex = pf_genFractal(gl_screen.w, gl_screen.h, 5.);
tex = pf_genFractal(SCREEN_W, SCREEN_H, 5.);
// Create background image window.
bwid = window_create("BG", -1, -1, gl_screen.w, gl_screen.h);
window_addRect(bwid, 0, 0, gl_screen.w, gl_screen.h, "rctBG", &cBlack, 0);
bwid = window_create("BG", -1, -1, SCREEN_W, SCREEN_H);
window_addRect(bwid, 0, 0, SCREEN_W, SCREEN_H, "rctBG", &cBlack, 0);
window_addImage(bwid, 0, 0, "imgBG", tex, 0);
window_imgColour(bwid, "imgBG", &cPurple);

View File

@ -274,7 +274,7 @@ glTexture* gl_newImage(const char* path) {
SDL_FreeSurface(tmp); // Free the temp surface.
// We have to flip our surfaces to match the ortho.
if(SDL_VFlipSurface(surface)) {
WARN("Error flipping surface");
return NULL;
@ -325,8 +325,8 @@ void gl_getSpriteFromDir(int* x, int* y, const glTexture* t, const double dir) {
// Make sure the sprite is "in range".
if(s > (sy*sx-1)) s = s % (sy*sx);
*x = s % sx;
*y = s / sx;
(*x) = s % sx;
(*y) = s / sx;
}
// ================
@ -763,7 +763,7 @@ int gl_init(void) {
// Clean up our mess.
void gl_exit(void) {
SDL_QuitSubSystem(SDL_INIT_VIDEO);
}
// Saves a png.

View File

@ -543,11 +543,11 @@ void player_render(void) {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
if(gui.radar.shape == RADAR_RECT)
glTranslated(gui.radar.x - gl_screen.w/2. + gui.radar.w/2.,
gui.radar.y - gl_screen.h/2. - gui.radar.h/2., 0.);
glTranslated(gui.radar.x - SCREEN_W/2. + gui.radar.w/2.,
gui.radar.y - SCREEN_H/2. - gui.radar.h/2., 0.);
else if(gui.radar.shape == RADAR_CIRCLE)
glTranslated(gui.radar.x - gl_screen.w/2.,
gui.radar.y - gl_screen.h/2., 0.);
glTranslated(gui.radar.x - SCREEN_W/2.,
gui.radar.y - SCREEN_H/2., 0.);
// Planets.
planets_minimap(gui.radar.res, gui.radar.w, gui.radar.h, gui.radar.shape);
@ -741,10 +741,10 @@ void player_render(void) {
x = (double)(j-i) / HYPERSPACE_FADEOUT;
glColor4d(1.,1.,1., x); // We'll | I'll, make this more effiecent later.
glBegin(GL_QUADS);
glVertex2d(-gl_screen.w/2., -gl_screen.h/2.);
glVertex2d(-gl_screen.w/2., gl_screen.h/2.);
glVertex2d( gl_screen.w/2., gl_screen.h/2.);
glVertex2d( gl_screen.w/2., -gl_screen.h/2.);
glVertex2d(-SCREEN_W/2., -SCREEN_H/2.);
glVertex2d(-SCREEN_W/2., SCREEN_H/2.);
glVertex2d( SCREEN_W/2., SCREEN_H/2.);
glVertex2d( SCREEN_W/2., -SCREEN_H/2.);
glEnd();
}
}
@ -797,8 +797,8 @@ static void gui_renderBar(const glColour* c, const Rect* r, const double w) {
glBegin(GL_QUADS);
COLOUR(*c);
x = r->x - gl_screen.w/2.;
y = r->y - gl_screen.h/2.;
x = r->x - SCREEN_W/2.;
y = r->y - SCREEN_H/2.;
sx = w * r->w;
sy = r->h;
glVertex2d(x, y);
@ -959,8 +959,8 @@ static int gui_parse(const xmlNodePtr parent, const char* name) {
// Frame (based on gfx).
vect_csetmin(&gui.frame,
gl_screen.w - gui.gfx_frame->w, // x.
gl_screen.h - gui.gfx_frame->h); // h.
SCREEN_W - gui.gfx_frame->w, // x.
SCREEN_H - gui.gfx_frame->h); // h.
// Let's parse the data now.
node = parent->children;

View File

@ -586,13 +586,13 @@ void space_init(const char* sysname) {
free(lt);
// Set up stars.
nstars = (cur_system->stars*gl_screen.w*gl_screen.h+STAR_BUF*STAR_BUF)/(800*640);
nstars = (cur_system->stars*SCREEN_W*SCREEN_H+STAR_BUF*STAR_BUF)/(800*640);
if(mstars < nstars)
stars = realloc(stars, sizeof(Star)*nstars); // should realloc not malloc.
for(i = 0; i < nstars; i++) {
stars[i].brightness = (double)RNG(50, 200)/256.;
stars[i].x = (double)RNG(-STAR_BUF, gl_screen.w + STAR_BUF);
stars[i].y = (double)RNG(-STAR_BUF, gl_screen.h + STAR_BUF);
stars[i].x = (double)RNG(-STAR_BUF, SCREEN_W + STAR_BUF);
stars[i].y = (double)RNG(-STAR_BUF, SCREEN_H + STAR_BUF);
}
}
// Set up fleets -> pilots.
@ -969,7 +969,7 @@ void space_render(double dt) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix(); // Translation matrix.
glTranslated(-(double)gl_screen.w/2., -(double)gl_screen.h/2., 0);
glTranslated(-(double)SCREEN_W/2., -(double)SCREEN_H/2., 0);
t = SDL_GetTicks();
if(!player_isFlag(PLAYER_DESTROYED) && !player_isFlag(PLAYER_CREATING) &&
@ -1008,10 +1008,10 @@ void space_render(double dt) {
stars[i].y -= player->solid->vel.y/b*dt;
// Check for boundaries.
if(stars[i].x > gl_screen.w + STAR_BUF) stars[i].x = -STAR_BUF;
else if(stars[i].x < -STAR_BUF) stars[i].x = gl_screen.w + STAR_BUF;
if(stars[i].y > gl_screen.h + STAR_BUF) stars[i].y = -STAR_BUF;
else if(stars[i].y < -STAR_BUF) stars[i].y = gl_screen.h + STAR_BUF;
if(stars[i].x > SCREEN_W + STAR_BUF) stars[i].x = -STAR_BUF;
else if(stars[i].x < -STAR_BUF) stars[i].x = SCREEN_W + STAR_BUF;
if(stars[i].y > SCREEN_H + STAR_BUF) stars[i].y = -STAR_BUF;
else if(stars[i].y < -STAR_BUF) stars[i].y = SCREEN_H + STAR_BUF;
// Render.
if((stars[i].x < SCREEN_W) && (stars[i].x > 0) &&

View File

@ -232,18 +232,18 @@ void spfx_shake(double mod) {
void spfx_cinematic(void) {
glMatrixMode(GL_MODELVIEW);
glPushMatrix(); // Translation matrix.
glTranslated(-(double)gl_screen.w/2., -(double)gl_screen.h/2., 0);
glTranslated(-(double)SCREEN_W/2., -(double)SCREEN_H/2., 0);
COLOUR(cBlack);
glBegin(GL_QUADS);
glVertex2d(0., 0.);
glVertex2d(0., gl_screen.h*0.2);
glVertex2d(gl_screen.w, gl_screen.h*0.2);
glVertex2d(gl_screen.w, 0.);
glVertex2d(0., gl_screen.h);
glVertex2d(gl_screen.w, gl_screen.h);
glVertex2d(gl_screen.w, gl_screen.h*0.8);
glVertex2d(0., gl_screen.h*0.8);
glVertex2d(0., 0.);
glVertex2d(0., SCREEN_H*0.2);
glVertex2d(SCREEN_W, SCREEN_H*0.2);
glVertex2d(SCREEN_W, 0.);
glVertex2d(0., SCREEN_H);
glVertex2d(SCREEN_W, SCREEN_H);
glVertex2d(SCREEN_W, SCREEN_H*0.8);
glVertex2d(0., SCREEN_H*0.8);
glEnd();
glPopMatrix(); // Translation matrix.

View File

@ -476,16 +476,16 @@ unsigned int window_create(char* name, const int x, const int y,
// x pos.
if(x == -1)
// Center.
wdw->x = gl_screen.w/2. - windows[nwindows].w/2.;
wdw->x = SCREEN_W/2. - windows[nwindows].w/2.;
else if(x < 0)
wdw->x = gl_screen.w - windows[nwindows].w + (double)x;
wdw->x = SCREEN_W - windows[nwindows].w + (double)x;
else windows[nwindows].x = (double)x;
// y pos.
if(y == -1)
// Center.
wdw->y = gl_screen.h/2. - windows[nwindows].h/2.;
wdw->y = SCREEN_H/2. - windows[nwindows].h/2.;
else if(y < 0)
wdw->x = gl_screen.h - windows[nwindows].h + (double)y;
wdw->x = SCREEN_H - windows[nwindows].h + (double)y;
else wdw->y = (double)y;
wdw->widgets = NULL;
@ -666,8 +666,8 @@ static void window_render(Window* w) {
glColour *lc, *c, *dc, *oc;
// Position.
x = w->x - (double)gl_screen.w/2.;
y = w->y - (double)gl_screen.h/2.;
x = w->x - (double)SCREEN_W/2.;
y = w->y - (double)SCREEN_H/2.;
// Colours.
lc = &cGrey90;
@ -808,8 +808,8 @@ static void window_render(Window* w) {
// Render the window name.
gl_printMid(&gl_defFont, w->w,
x + (double)gl_screen.w/2.,
y + w->h - 20. + (double)gl_screen.h/2.,
x + (double)SCREEN_W/2.,
y + w->h - 20. + (double)SCREEN_H/2.,
&cBlack, w->name);
// Widgets.
@ -901,8 +901,8 @@ static void toolkit_renderButton(Widget* btn, double bx, double by) {
toolkit_drawOutline(x, y, btn->w, btn->h, 1., &cBlack, NULL);
gl_printMid(NULL, (int)btn->w,
bx + (double)gl_screen.w/2. + btn->x,
by + (double)gl_screen.h/2. + btn->y + (btn->h - gl_defFont.h)/2.,
bx + (double)SCREEN_W/2. + btn->x,
by + (double)SCREEN_H/2. + btn->y + (btn->h - gl_defFont.h)/2.,
&cDarkRed, btn->dat.btn.display);
}
@ -911,13 +911,13 @@ static void toolkit_renderText(Widget* txt, double bx, double by) {
if(txt->dat.txt.centered)
gl_printMid(txt->dat.txt.font, txt->w,
bx + (double)gl_screen.w/2. + txt->x,
by + (double)gl_screen.h/2. + txt->y,
bx + (double)SCREEN_W/2. + txt->x,
by + (double)SCREEN_H/2. + txt->y,
txt->dat.txt.colour, txt->dat.txt.text);
else
gl_printText(txt->dat.txt.font, txt->w, txt->h,
bx + (double)gl_screen.w/2. + txt->x,
by + (double)gl_screen.h/2. + txt->y,
bx + (double)SCREEN_W/2. + txt->x,
by + (double)SCREEN_H/2. + txt->y,
txt->dat.txt.colour, txt->dat.txt.text);
}
@ -932,8 +932,8 @@ static void toolkit_renderImage(Widget* img, double bx, double by) {
// Image.
gl_blitStatic(img->dat.img.image,
x + (double)gl_screen.w/2.,
y + (double)gl_screen.h/2.,
x + (double)SCREEN_W/2.,
y + (double)SCREEN_H/2.,
img->dat.img.colour);
if(img->dat.img.border) {
@ -969,8 +969,8 @@ static void toolkit_renderList(Widget* lst, double bx, double by) {
lst->w, gl_defFont.h+2., &cHilight, NULL);
// Draw content.
tx = (double)gl_screen.w/2. + x+2.;
ty = (double)gl_screen.h/2. + y+lst->h - 2. - gl_defFont.h;
tx = (double)SCREEN_W/2. + x+2.;
ty = (double)SCREEN_H/2. + y+lst->h - 2. - gl_defFont.h;
y = ty-2.;
for(i = lst->dat.lst.pos; i < lst->dat.lst.noptions; i++) {
@ -1036,7 +1036,7 @@ static void toolkit_renderInput(Widget* inp, double bx, double by) {
if(inp->dat.inp.oneline) ty = y - (inp->h - gl_smallFont.h)/2.;
gl_printText(&gl_smallFont, inp->w-10., inp->h,
x+5. + gl_screen.w/2., ty + gl_screen.h/2.,
x+5. + SCREEN_W/2., ty + SCREEN_H/2.,
&cBlack, inp->dat.inp.input+inp->dat.inp.view);
// Inner outline.
@ -1136,11 +1136,11 @@ static void toolkit_mouseEvent(SDL_Event* event) {
// Absolute positions.
if(event->type == SDL_MOUSEMOTION) {
x = (double)event->motion.x;
y = gl_screen.h - (double)event->motion.y;
y = SCREEN_H - (double)event->motion.y;
}
else if((event->type == SDL_MOUSEBUTTONDOWN) || (event->type == SDL_MOUSEBUTTONUP)) {
x = (double)event->button.x;
y = gl_screen.h - (double)event->motion.y;
y = SCREEN_H - (double)event->motion.y;
}
w = &windows[nwindows-1];