[Clean] gl_screen.[wh] = SCREEN_[WH] in most places.
This commit is contained in:
parent
d8f3372abe
commit
00730b50a7
10
src/font.c
10
src/font.c
@ -64,7 +64,7 @@ void gl_print(const glFont* ft_font, const double x, const double y,
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix(); // Translation matrix.
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glTranslated(x - (double)gl_screen.w/2., y - (double)gl_screen.h/2., 0);
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glTranslated(x - (double)SCREEN_W/2., y - (double)SCREEN_H/2., 0);
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if(c == NULL) glColor4d(1., 1., 1., 1.);
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else COLOUR(*c);
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@ -113,7 +113,7 @@ int gl_printMax(const glFont* ft_font, const int max,
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glMatrixMode(GL_MODELVIEW); // Projection gets full fast using modelview.
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glPushMatrix(); // Translation matrix.
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glTranslated(x - (double)gl_screen.w/2., y - (double)gl_screen.h/2., 0);
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glTranslated(x - (double)SCREEN_W/2., y - (double)SCREEN_H/2., 0);
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if(c == NULL) glColor4d(1., 1., 1., 1.);
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else COLOUR(*c);
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@ -168,7 +168,7 @@ int gl_printMid(const glFont* ft_font, const int width, double x, const double y
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glMatrixMode(GL_MODELVIEW); // Projection gets full fast using modelview.
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glPushMatrix(); // Translation matrix.
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glTranslated(x - (double)gl_screen.w/2., y - (double)gl_screen.h/2., 0);
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glTranslated(x - (double)SCREEN_W/2., y - (double)SCREEN_H/2., 0);
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if(c == NULL) glColor4d(1., 1., 1., 1.);
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else COLOUR(*c);
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@ -204,8 +204,8 @@ int gl_printText(const glFont* ft_font, const int width, const int height,
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vsprintf(txt, fmt, ap);
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va_end(ap);
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}
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bx -= (double)gl_screen.w/2.;
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by -= (double)gl_screen.h/2.;
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bx -= (double)SCREEN_W/2.;
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by -= (double)SCREEN_H/2.;
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x = bx;
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y = by + height - (double)ft_font->h; // y is top left corner.
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@ -439,8 +439,8 @@ static void outfits_renderMod(double bx, double by, double w, double h) {
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snprintf(buf, 8, "%dx", q);
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gl_printMid(&gl_smallFont, w,
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bx + (double)gl_screen.w/2.,
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by + (double)gl_screen.h/2.,
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bx + (double)SCREEN_W/2.,
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by + (double)SCREEN_H/2.,
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&cBlack, buf);
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}
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@ -185,7 +185,7 @@ static void map_render(double bx, double by, double w, double h) {
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tx = x + 7. + sys->pos.x * map_zoom;
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ty = y - 5. + sys->pos.y * map_zoom;
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gl_print(&gl_smallFont,
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tx + gl_screen.w/2., ty + gl_screen.h/2.,
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tx + SCREEN_W/2., ty + SCREEN_H/2.,
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&cWhite, sys->name);
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// Draw the hyperspace paths.
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@ -67,11 +67,11 @@ void menu_main(void) {
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unsigned int bwid, wid;
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glTexture* tex;
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tex = pf_genFractal(gl_screen.w, gl_screen.h, 5.);
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tex = pf_genFractal(SCREEN_W, SCREEN_H, 5.);
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// Create background image window.
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bwid = window_create("BG", -1, -1, gl_screen.w, gl_screen.h);
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window_addRect(bwid, 0, 0, gl_screen.w, gl_screen.h, "rctBG", &cBlack, 0);
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bwid = window_create("BG", -1, -1, SCREEN_W, SCREEN_H);
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window_addRect(bwid, 0, 0, SCREEN_W, SCREEN_H, "rctBG", &cBlack, 0);
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window_addImage(bwid, 0, 0, "imgBG", tex, 0);
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window_imgColour(bwid, "imgBG", &cPurple);
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@ -274,7 +274,7 @@ glTexture* gl_newImage(const char* path) {
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SDL_FreeSurface(tmp); // Free the temp surface.
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// We have to flip our surfaces to match the ortho.
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if(SDL_VFlipSurface(surface)) {
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WARN("Error flipping surface");
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return NULL;
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@ -325,8 +325,8 @@ void gl_getSpriteFromDir(int* x, int* y, const glTexture* t, const double dir) {
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// Make sure the sprite is "in range".
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if(s > (sy*sx-1)) s = s % (sy*sx);
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*x = s % sx;
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*y = s / sx;
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(*x) = s % sx;
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(*y) = s / sx;
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}
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// ================
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@ -763,7 +763,7 @@ int gl_init(void) {
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// Clean up our mess.
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void gl_exit(void) {
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SDL_QuitSubSystem(SDL_INIT_VIDEO);
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}
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// Saves a png.
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24
src/player.c
24
src/player.c
@ -543,11 +543,11 @@ void player_render(void) {
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glMatrixMode(GL_PROJECTION);
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glPushMatrix();
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if(gui.radar.shape == RADAR_RECT)
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glTranslated(gui.radar.x - gl_screen.w/2. + gui.radar.w/2.,
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gui.radar.y - gl_screen.h/2. - gui.radar.h/2., 0.);
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glTranslated(gui.radar.x - SCREEN_W/2. + gui.radar.w/2.,
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gui.radar.y - SCREEN_H/2. - gui.radar.h/2., 0.);
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else if(gui.radar.shape == RADAR_CIRCLE)
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glTranslated(gui.radar.x - gl_screen.w/2.,
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gui.radar.y - gl_screen.h/2., 0.);
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glTranslated(gui.radar.x - SCREEN_W/2.,
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gui.radar.y - SCREEN_H/2., 0.);
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// Planets.
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planets_minimap(gui.radar.res, gui.radar.w, gui.radar.h, gui.radar.shape);
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@ -741,10 +741,10 @@ void player_render(void) {
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x = (double)(j-i) / HYPERSPACE_FADEOUT;
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glColor4d(1.,1.,1., x); // We'll | I'll, make this more effiecent later.
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glBegin(GL_QUADS);
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glVertex2d(-gl_screen.w/2., -gl_screen.h/2.);
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glVertex2d(-gl_screen.w/2., gl_screen.h/2.);
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glVertex2d( gl_screen.w/2., gl_screen.h/2.);
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glVertex2d( gl_screen.w/2., -gl_screen.h/2.);
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glVertex2d(-SCREEN_W/2., -SCREEN_H/2.);
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glVertex2d(-SCREEN_W/2., SCREEN_H/2.);
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glVertex2d( SCREEN_W/2., SCREEN_H/2.);
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glVertex2d( SCREEN_W/2., -SCREEN_H/2.);
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glEnd();
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}
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}
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@ -797,8 +797,8 @@ static void gui_renderBar(const glColour* c, const Rect* r, const double w) {
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glBegin(GL_QUADS);
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COLOUR(*c);
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x = r->x - gl_screen.w/2.;
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y = r->y - gl_screen.h/2.;
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x = r->x - SCREEN_W/2.;
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y = r->y - SCREEN_H/2.;
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sx = w * r->w;
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sy = r->h;
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glVertex2d(x, y);
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@ -959,8 +959,8 @@ static int gui_parse(const xmlNodePtr parent, const char* name) {
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// Frame (based on gfx).
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vect_csetmin(&gui.frame,
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gl_screen.w - gui.gfx_frame->w, // x.
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gl_screen.h - gui.gfx_frame->h); // h.
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SCREEN_W - gui.gfx_frame->w, // x.
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SCREEN_H - gui.gfx_frame->h); // h.
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// Let's parse the data now.
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node = parent->children;
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16
src/space.c
16
src/space.c
@ -586,13 +586,13 @@ void space_init(const char* sysname) {
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free(lt);
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// Set up stars.
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nstars = (cur_system->stars*gl_screen.w*gl_screen.h+STAR_BUF*STAR_BUF)/(800*640);
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nstars = (cur_system->stars*SCREEN_W*SCREEN_H+STAR_BUF*STAR_BUF)/(800*640);
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if(mstars < nstars)
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stars = realloc(stars, sizeof(Star)*nstars); // should realloc not malloc.
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for(i = 0; i < nstars; i++) {
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stars[i].brightness = (double)RNG(50, 200)/256.;
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stars[i].x = (double)RNG(-STAR_BUF, gl_screen.w + STAR_BUF);
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stars[i].y = (double)RNG(-STAR_BUF, gl_screen.h + STAR_BUF);
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stars[i].x = (double)RNG(-STAR_BUF, SCREEN_W + STAR_BUF);
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stars[i].y = (double)RNG(-STAR_BUF, SCREEN_H + STAR_BUF);
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}
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}
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// Set up fleets -> pilots.
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@ -969,7 +969,7 @@ void space_render(double dt) {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix(); // Translation matrix.
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glTranslated(-(double)gl_screen.w/2., -(double)gl_screen.h/2., 0);
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glTranslated(-(double)SCREEN_W/2., -(double)SCREEN_H/2., 0);
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t = SDL_GetTicks();
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if(!player_isFlag(PLAYER_DESTROYED) && !player_isFlag(PLAYER_CREATING) &&
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@ -1008,10 +1008,10 @@ void space_render(double dt) {
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stars[i].y -= player->solid->vel.y/b*dt;
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// Check for boundaries.
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if(stars[i].x > gl_screen.w + STAR_BUF) stars[i].x = -STAR_BUF;
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else if(stars[i].x < -STAR_BUF) stars[i].x = gl_screen.w + STAR_BUF;
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if(stars[i].y > gl_screen.h + STAR_BUF) stars[i].y = -STAR_BUF;
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else if(stars[i].y < -STAR_BUF) stars[i].y = gl_screen.h + STAR_BUF;
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if(stars[i].x > SCREEN_W + STAR_BUF) stars[i].x = -STAR_BUF;
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else if(stars[i].x < -STAR_BUF) stars[i].x = SCREEN_W + STAR_BUF;
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if(stars[i].y > SCREEN_H + STAR_BUF) stars[i].y = -STAR_BUF;
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else if(stars[i].y < -STAR_BUF) stars[i].y = SCREEN_H + STAR_BUF;
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// Render.
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if((stars[i].x < SCREEN_W) && (stars[i].x > 0) &&
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18
src/spfx.c
18
src/spfx.c
@ -232,18 +232,18 @@ void spfx_shake(double mod) {
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void spfx_cinematic(void) {
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glMatrixMode(GL_MODELVIEW);
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glPushMatrix(); // Translation matrix.
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glTranslated(-(double)gl_screen.w/2., -(double)gl_screen.h/2., 0);
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glTranslated(-(double)SCREEN_W/2., -(double)SCREEN_H/2., 0);
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COLOUR(cBlack);
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glBegin(GL_QUADS);
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glVertex2d(0., 0.);
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glVertex2d(0., gl_screen.h*0.2);
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glVertex2d(gl_screen.w, gl_screen.h*0.2);
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glVertex2d(gl_screen.w, 0.);
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glVertex2d(0., gl_screen.h);
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glVertex2d(gl_screen.w, gl_screen.h);
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glVertex2d(gl_screen.w, gl_screen.h*0.8);
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glVertex2d(0., gl_screen.h*0.8);
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glVertex2d(0., 0.);
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glVertex2d(0., SCREEN_H*0.2);
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glVertex2d(SCREEN_W, SCREEN_H*0.2);
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glVertex2d(SCREEN_W, 0.);
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glVertex2d(0., SCREEN_H);
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glVertex2d(SCREEN_W, SCREEN_H);
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glVertex2d(SCREEN_W, SCREEN_H*0.8);
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glVertex2d(0., SCREEN_H*0.8);
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glEnd();
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glPopMatrix(); // Translation matrix.
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@ -476,16 +476,16 @@ unsigned int window_create(char* name, const int x, const int y,
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// x pos.
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if(x == -1)
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// Center.
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wdw->x = gl_screen.w/2. - windows[nwindows].w/2.;
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wdw->x = SCREEN_W/2. - windows[nwindows].w/2.;
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else if(x < 0)
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wdw->x = gl_screen.w - windows[nwindows].w + (double)x;
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wdw->x = SCREEN_W - windows[nwindows].w + (double)x;
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else windows[nwindows].x = (double)x;
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// y pos.
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if(y == -1)
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// Center.
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wdw->y = gl_screen.h/2. - windows[nwindows].h/2.;
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wdw->y = SCREEN_H/2. - windows[nwindows].h/2.;
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else if(y < 0)
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wdw->x = gl_screen.h - windows[nwindows].h + (double)y;
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wdw->x = SCREEN_H - windows[nwindows].h + (double)y;
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else wdw->y = (double)y;
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wdw->widgets = NULL;
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@ -666,8 +666,8 @@ static void window_render(Window* w) {
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glColour *lc, *c, *dc, *oc;
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// Position.
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x = w->x - (double)gl_screen.w/2.;
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y = w->y - (double)gl_screen.h/2.;
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x = w->x - (double)SCREEN_W/2.;
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y = w->y - (double)SCREEN_H/2.;
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// Colours.
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lc = &cGrey90;
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@ -808,8 +808,8 @@ static void window_render(Window* w) {
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// Render the window name.
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gl_printMid(&gl_defFont, w->w,
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x + (double)gl_screen.w/2.,
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y + w->h - 20. + (double)gl_screen.h/2.,
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x + (double)SCREEN_W/2.,
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y + w->h - 20. + (double)SCREEN_H/2.,
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&cBlack, w->name);
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// Widgets.
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@ -901,8 +901,8 @@ static void toolkit_renderButton(Widget* btn, double bx, double by) {
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toolkit_drawOutline(x, y, btn->w, btn->h, 1., &cBlack, NULL);
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gl_printMid(NULL, (int)btn->w,
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bx + (double)gl_screen.w/2. + btn->x,
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by + (double)gl_screen.h/2. + btn->y + (btn->h - gl_defFont.h)/2.,
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bx + (double)SCREEN_W/2. + btn->x,
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by + (double)SCREEN_H/2. + btn->y + (btn->h - gl_defFont.h)/2.,
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&cDarkRed, btn->dat.btn.display);
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}
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@ -911,13 +911,13 @@ static void toolkit_renderText(Widget* txt, double bx, double by) {
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if(txt->dat.txt.centered)
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gl_printMid(txt->dat.txt.font, txt->w,
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bx + (double)gl_screen.w/2. + txt->x,
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by + (double)gl_screen.h/2. + txt->y,
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bx + (double)SCREEN_W/2. + txt->x,
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by + (double)SCREEN_H/2. + txt->y,
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txt->dat.txt.colour, txt->dat.txt.text);
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else
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gl_printText(txt->dat.txt.font, txt->w, txt->h,
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bx + (double)gl_screen.w/2. + txt->x,
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by + (double)gl_screen.h/2. + txt->y,
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bx + (double)SCREEN_W/2. + txt->x,
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by + (double)SCREEN_H/2. + txt->y,
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txt->dat.txt.colour, txt->dat.txt.text);
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}
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@ -932,8 +932,8 @@ static void toolkit_renderImage(Widget* img, double bx, double by) {
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// Image.
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gl_blitStatic(img->dat.img.image,
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x + (double)gl_screen.w/2.,
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y + (double)gl_screen.h/2.,
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x + (double)SCREEN_W/2.,
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y + (double)SCREEN_H/2.,
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img->dat.img.colour);
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if(img->dat.img.border) {
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@ -969,8 +969,8 @@ static void toolkit_renderList(Widget* lst, double bx, double by) {
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lst->w, gl_defFont.h+2., &cHilight, NULL);
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// Draw content.
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tx = (double)gl_screen.w/2. + x+2.;
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ty = (double)gl_screen.h/2. + y+lst->h - 2. - gl_defFont.h;
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tx = (double)SCREEN_W/2. + x+2.;
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ty = (double)SCREEN_H/2. + y+lst->h - 2. - gl_defFont.h;
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y = ty-2.;
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for(i = lst->dat.lst.pos; i < lst->dat.lst.noptions; i++) {
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@ -1036,7 +1036,7 @@ static void toolkit_renderInput(Widget* inp, double bx, double by) {
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if(inp->dat.inp.oneline) ty = y - (inp->h - gl_smallFont.h)/2.;
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gl_printText(&gl_smallFont, inp->w-10., inp->h,
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x+5. + gl_screen.w/2., ty + gl_screen.h/2.,
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x+5. + SCREEN_W/2., ty + SCREEN_H/2.,
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&cBlack, inp->dat.inp.input+inp->dat.inp.view);
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// Inner outline.
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@ -1136,11 +1136,11 @@ static void toolkit_mouseEvent(SDL_Event* event) {
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// Absolute positions.
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if(event->type == SDL_MOUSEMOTION) {
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x = (double)event->motion.x;
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y = gl_screen.h - (double)event->motion.y;
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y = SCREEN_H - (double)event->motion.y;
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}
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else if((event->type == SDL_MOUSEBUTTONDOWN) || (event->type == SDL_MOUSEBUTTONUP)) {
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x = (double)event->button.x;
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y = gl_screen.h - (double)event->motion.y;
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y = SCREEN_H - (double)event->motion.y;
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}
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w = &windows[nwindows-1];
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