From 627240c5a455576e68ec2f4ebbe545de8a7fd18f Mon Sep 17 00:00:00 2001 From: Allanis Date: Fri, 15 Feb 2013 02:57:51 +0000 Subject: [PATCH] [Change] Now we can get confused as to when to use Color and Colour. Won't that be fun? --- src/opengl.c | 36 +++++++++++++++++----------------- src/opengl.h | 16 ++++++++-------- src/player.c | 48 +++++++++++++++++++++++----------------------- utils/mkspr/main.c | 6 +++--- 4 files changed, 53 insertions(+), 53 deletions(-) diff --git a/src/opengl.c b/src/opengl.c index 0a3f597..3420105 100644 --- a/src/opengl.c +++ b/src/opengl.c @@ -19,8 +19,8 @@ #define FONT_DEF "../gfx/fonts/FreeSans.ttf" // Default colors. -glColor cGrey = { .r = 0.75, .g = 0.75, .b = 0.75, .a = 1 }; -glColor cGreen = { .r = 0.20, .g = 0.80, .b = 0.20, .a = 1 }; +glColour cGrey = { .r = 0.75, .g = 0.75, .b = 0.75, .a = 1 }; +glColour cGreen = { .r = 0.20, .g = 0.80, .b = 0.20, .a = 1 }; // offsets to Adjust the pilot's place onscreen to be in the middle, even with the GUI. extern double gui_xoff; @@ -45,7 +45,7 @@ static GLuint gl_loadSurface(SDL_Surface* surface, int* rw, int* rh); // Gl font. static void gl_fontMakeDList(FT_Face face, char ch, GLuint list_base, GLuint* tex_base, int* width_base); // PNG. -int write_png(const char* file_name, png_bytep* rows, int w, int h, int colortype, int bitdepth); +int write_png(const char* file_name, png_bytep* rows, int w, int h, int colourtype, int bitdepth); // ================ // MISC! @@ -91,28 +91,28 @@ static int SDL_IsTrans(SDL_Surface* s, int x, int y) { // p is the address to the pixel we want to retrieve. Uint8* p = (Uint8*)s->pixels + y * s->pitch + x*bpp; - Uint32 pixelcolor = 0; + Uint32 pixelcolour = 0; switch(bpp) { case 1: - pixelcolor = *p; + pixelcolour = *p; break; case 2: - pixelcolor = *(Uint16*)p; + pixelcolour = *(Uint16*)p; break; case 3: if(SDL_BYTEORDER == SDL_BIG_ENDIAN) - pixelcolor = p[0] << 16 | p[1] << 8 | p[2]; + pixelcolour = p[0] << 16 | p[1] << 8 | p[2]; else - pixelcolor = p[0] | p[1] << 8 | p[2] << 16; + pixelcolour = p[0] | p[1] << 8 | p[2] << 16; break; case 4: - pixelcolor = *(Uint32*)p; + pixelcolour = *(Uint32*)p; break; } // Test whetehr the pixels color is equal to color of //transparent pixels for that surface. - return (pixelcolor == s->format->colorkey); + return (pixelcolour == s->format->colorkey); } // Map the surface transparancy. @@ -349,7 +349,7 @@ void gl_getSpriteFromDir(int* x, int* y, const gl_texture* t, const double dir) // ================ // Blit the sprite at given position. -void gl_blitSprite(const gl_texture* sprite, const Vec2* pos, const int sx, const int sy, const glColor* c) { +void gl_blitSprite(const gl_texture* sprite, const Vec2* pos, const int sx, const int sy, const glColour* c) { // Don't bother drawing if offscreen -- waste of cycles. if(fabs(VX(*pos) -VX(*gl_camera)+gui_xoff) > gl_screen.w / 2 + sprite->sw / 2 || fabs(VY(*pos) -VY(*gl_camera)+gui_yoff) > gl_screen.h / 2 + sprite->sh / 2) @@ -371,7 +371,7 @@ void gl_blitSprite(const gl_texture* sprite, const Vec2* pos, const int sx, cons glBindTexture(GL_TEXTURE_2D, sprite->texture); glBegin(GL_TRIANGLE_STRIP); if(c == NULL) glColor4d(1., 1., 1., 1.); - else COLOR(*c); + else COLOUR(*c); glTexCoord2d(0., 0.); glVertex2d(0., 0.); glTexCoord2d(sprite->sw/sprite->rw, 0.); @@ -391,7 +391,7 @@ void gl_blitSprite(const gl_texture* sprite, const Vec2* pos, const int sx, cons } // Just straight out blit the thing at position. -void gl_blitStatic(const gl_texture* texture, const Vec2* pos, const glColor* c) { +void gl_blitStatic(const gl_texture* texture, const Vec2* pos, const glColour* c) { glEnable(GL_TEXTURE_2D); glMatrixMode(GL_PROJECTION); glPushMatrix(); // Set up translation matrix. @@ -402,7 +402,7 @@ void gl_blitStatic(const gl_texture* texture, const Vec2* pos, const glColor* c) glBindTexture(GL_TEXTURE_2D, texture->texture); glBegin(GL_TRIANGLE_STRIP); if(c == NULL) glColor4d(1., 1., 1., 1.); - else COLOR(*c); + else COLOUR(*c); glTexCoord2d(0., 0.); glVertex2d(0., 0.); glTexCoord2d(texture->sw/texture->rw, 0.); @@ -425,7 +425,7 @@ void gl_bindCamera(const Vec2* pos) { // Print text on screen! YES!!!! Just like printf! But different! // Defaults ft_font to gl_defFont if NULL. -void gl_print(const gl_font* ft_font, const Vec2* pos, const glColor* c, const char* fmt, ...) { +void gl_print(const gl_font* ft_font, const Vec2* pos, const glColour* c, const char* fmt, ...) { //float h = ft_font->h / .63; // Slightly increases font size. char text[256]; va_list ap; @@ -450,7 +450,7 @@ void gl_print(const gl_font* ft_font, const Vec2* pos, const glColor* c, const c glTranslated(VX(*pos) - (double)gl_screen.w/2., VY(*pos) - (double)gl_screen.h/2., 0); if(c == NULL) glColor4d(1., 1., 1., 1.); - else COLOR(*c); + else COLOUR(*c); glCallLists(strlen(text), GL_UNSIGNED_BYTE, &text); glPopMatrix(); // Translation matrix. @@ -725,7 +725,7 @@ void gl_exit(void) { } // Saves a png. -int write_png(const char* file_name, png_bytep* rows, int w, int h, int colortype, int bitdepth) { +int write_png(const char* file_name, png_bytep* rows, int w, int h, int colourtype, int bitdepth) { png_structp png_ptr; png_infop info_ptr; FILE* fp = NULL; @@ -742,7 +742,7 @@ int write_png(const char* file_name, png_bytep* rows, int w, int h, int colortyp doing = "Init IO"; png_init_io(png_ptr, fp); - png_set_IHDR(png_ptr, info_ptr, w, h, bitdepth, colortype, PNG_INTERLACE_NONE, + png_set_IHDR(png_ptr, info_ptr, w, h, bitdepth, colourtype, PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_BASE, PNG_FILTER_TYPE_BASE); doing = "Write info"; diff --git a/src/opengl.h b/src/opengl.h index 35ab829..e0244c4 100644 --- a/src/opengl.h +++ b/src/opengl.h @@ -27,15 +27,15 @@ typedef struct { } gl_info; extern gl_info gl_screen; // Local structure set with gl_init etc. -// Colors. +// Colours. typedef struct { double r, g, b, a; -} glColor; -#define COLOR(x) glColor4d((x).r, (x).g, (x).b, (x).a) +} glColour; +#define COLOUR(x) glColor4d((x).r, (x).g, (x).b, (x).a) // Default colors. -extern glColor cGrey; -extern glColor cGreen; +extern glColour cGrey; +extern glColour cGreen; // Spritesheet info. typedef struct { @@ -69,11 +69,11 @@ void gl_freeTexture(gl_texture* texture); // Rendering. void gl_blitSprite(const gl_texture* sprite, const Vec2* pos, - const int sx, const int sy, const glColor* c); + const int sx, const int sy, const glColour* c); -void gl_blitStatic(const gl_texture* texture, const Vec2* pos, const glColor* c); +void gl_blitStatic(const gl_texture* texture, const Vec2* pos, const glColour* c); void gl_bindCamera(const Vec2* pos); -void gl_print(const gl_font* ft_font, const Vec2* pos, const glColor* c, const char* fmt, ...); +void gl_print(const gl_font* ft_font, const Vec2* pos, const glColour* c, const char* fmt, ...); int gl_printWidth(const gl_font* ft_font, const char* fmt, ...); // Initialize/cleanup. diff --git a/src/player.c b/src/player.c index b073641..9d66fea 100644 --- a/src/player.c +++ b/src/player.c @@ -66,22 +66,22 @@ extern int pilots; // GUI crap. -// -- Colors. +// -- Colours. // Standard colors. -glColor cConsole = { .r = 0.5, .g = 0.8, .b = 0.5, .a = 1. }; +glColour cConsole = { .r = 0.5, .g = 0.8, .b = 0.5, .a = 1. }; -glColor cInert = { .r = 0.6, .g = 0.6, .b = 0.6, .a = 1. }; -glColor cNeutral = { .r = 0.9, .g = 1.0, .b = 0.3, .a = 1. }; -glColor cFriend = { .r = 0.0, .g = 1.0, .b = 0.0, .a = 1. }; -glColor cHostile = { .r = 0.9, .g = 0.2, .b = 0.2, .a = 1. }; +glColour cInert = { .r = 0.6, .g = 0.6, .b = 0.6, .a = 1. }; +glColour cNeutral = { .r = 0.9, .g = 1.0, .b = 0.3, .a = 1. }; +glColour cFriend = { .r = 0.0, .g = 1.0, .b = 0.0, .a = 1. }; +glColour cHostile = { .r = 0.9, .g = 0.2, .b = 0.2, .a = 1. }; -glColor cRadar_player = { .r = 0.4, .g = 0.8, .b = 0.4, .a = 1. }; -glColor cRadar_targ = { .r = 0.0, .g = 0.7, .b = 1.0, .a = 1. }; -glColor cRadar_weap = { .r = 0.8, .g = 0.2, .b = 0.2, .a = 1. }; +glColour cRadar_player = { .r = 0.4, .g = 0.8, .b = 0.4, .a = 1. }; +glColour cRadar_targ = { .r = 0.0, .g = 0.7, .b = 1.0, .a = 1. }; +glColour cRadar_weap = { .r = 0.8, .g = 0.2, .b = 0.2, .a = 1. }; // Bars. -glColor cShield = { .r = 0.2, .g = 0.2, .b = 0.8, .a = 1. }; -glColor cArmor = { .r = 0.5, .g = 0.5, .b = 0.5, .a = 1. }; -glColor cEnergy = { .r = 0.2, .g = 0.8, .b = 0.2, .a = 1. }; +glColour cShield = { .r = 0.2, .g = 0.2, .b = 0.8, .a = 1. }; +glColour cArmor = { .r = 0.5, .g = 0.5, .b = 0.5, .a = 1. }; +glColour cEnergy = { .r = 0.2, .g = 0.8, .b = 0.2, .a = 1. }; typedef struct { double w,h; // Dimensions. @@ -144,7 +144,7 @@ extern void planets_minimap(const double res, const double w, const double h, co static void rect_parse(const xmlNodePtr parent, double* x, double* y, double* w, double* h); static int gui_parse(const xmlNodePtr parent, const char* name); static void gui_renderPilot(const Pilot* p); -static void gui_renderBar(const glColor* c, const Vec2* p, const Rect* r, const double w); +static void gui_renderBar(const glColour* c, const Vec2* p, const Rect* r, const double w); // Keybinds. static void player_board(void); @@ -248,7 +248,7 @@ void player_render(void) { char str[10]; Pilot* p; Vec2 v; - glColor* c; + glColour* c; // Render the player target graphics. if(player_target != PLAYER_ID) { @@ -286,12 +286,12 @@ void player_render(void) { VY(gui.pos_radar) - gl_screen.h/2., 0.); // Planets. - COLOR(cFriend); + COLOUR(cFriend); planets_minimap(gui.radar.res, gui.radar.w, gui.radar.h, gui.radar.shape); // Weapons. glBegin(GL_POINTS); - COLOR(cRadar_weap); + COLOUR(cRadar_weap); weapon_minimap(gui.radar.res, gui.radar.w, gui.radar.h, gui.radar.shape); glEnd(); @@ -307,7 +307,7 @@ void player_render(void) { // Player. glBegin(GL_POINTS); // Player. -- Drawn last. - COLOR(cRadar_player); + COLOUR(cRadar_player); glVertex2d( 0., 2. ); // We represent the player with a small '+' glVertex2d( 0., 1. ); glVertex2d( 0., 0. ); @@ -431,11 +431,11 @@ static void gui_renderPilot(const Pilot* p) { } glBegin(GL_QUADS); - // Colors. - if(p->id == player_target) COLOR(cRadar_targ); - else if(pilot_isFlag(p, PILOT_DISABLED)) COLOR(cInert); - else if(pilot_isFlag(p, PILOT_HOSTILE)) COLOR(cHostile); - else COLOR(cNeutral); + // Colours. + if(p->id == player_target) COLOUR(cRadar_targ); + else if(pilot_isFlag(p, PILOT_DISABLED)) COLOUR(cInert); + else if(pilot_isFlag(p, PILOT_HOSTILE)) COLOUR(cHostile); + else COLOUR(cNeutral); // Image. glVertex2d(MAX(x-sx, -w), MIN(y+sy, h)); // Top left. @@ -446,11 +446,11 @@ static void gui_renderPilot(const Pilot* p) { } // Render a bar. -static void gui_renderBar(const glColor* c, const Vec2* p, const Rect* r, const double w) { +static void gui_renderBar(const glColour* c, const Vec2* p, const Rect* r, const double w) { int x, y, sx, sy; glBegin(GL_QUADS); - COLOR(*c); + COLOUR(*c); x = VX(*p) - gl_screen.w/2.; y = VY(*p) - gl_screen.h/2.; sx = w * r->w; diff --git a/utils/mkspr/main.c b/utils/mkspr/main.c index a7180e9..3575b33 100644 --- a/utils/mkspr/main.c +++ b/utils/mkspr/main.c @@ -28,7 +28,7 @@ #define HS 6 static int save_png(SDL_Surface* surface, const char* file); -static int write_png(const char* file_name, png_bytep* rows, int w, int h, int colortype, int bitdepth); +static int write_png(const char* file_name, png_bytep* rows, int w, int h, int colourtype, int bitdepth); int main(int argc, char* argv[]) { int i, ws, hs; @@ -189,7 +189,7 @@ static int save_png(SDL_Surface* surface, const char* file) { return r; } -static int write_png(const char* file_name, png_bytep* rows, int w, int h, int colortype, int bitdepth) { +static int write_png(const char* file_name, png_bytep* rows, int w, int h, int colourtype, int bitdepth) { png_structp png_ptr; png_infop info_ptr; FILE* fp = NULL; @@ -203,7 +203,7 @@ static int write_png(const char* file_name, png_bytep* rows, int w, int h, int c doing = "Init IO"; png_init_io(png_ptr, fp); - png_set_IHDR(png_ptr, info_ptr, w, h, bitdepth, colortype, PNG_INTERLACE_NONE, + png_set_IHDR(png_ptr, info_ptr, w, h, bitdepth, colourtype, PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_BASE, PNG_FILTER_TYPE_BASE); doing = "Write info";