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author | yinsimei | 2017-05-29 08:02:59 +0200 |
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committer | Eugene Sandulenko | 2017-07-13 18:27:45 +0200 |
commit | ca2ee02496f232a53ed6c96bd296e0941da636f6 (patch) | |
tree | d975887a6cead9e711afddb2053020db68a7914b /engines/sludge/freeze.cpp | |
parent | 2dddb900c9b6d4356a19886cd31587a049be23d8 (diff) | |
download | scummvm-rg350-ca2ee02496f232a53ed6c96bd296e0941da636f6.tar.gz scummvm-rg350-ca2ee02496f232a53ed6c96bd296e0941da636f6.tar.bz2 scummvm-rg350-ca2ee02496f232a53ed6c96bd296e0941da636f6.zip |
SLUDGE: code formatting
Diffstat (limited to 'engines/sludge/freeze.cpp')
-rw-r--r-- | engines/sludge/freeze.cpp | 101 |
1 files changed, 52 insertions, 49 deletions
diff --git a/engines/sludge/freeze.cpp b/engines/sludge/freeze.cpp index 8435a9cd1d..7057f6e925 100644 --- a/engines/sludge/freeze.cpp +++ b/engines/sludge/freeze.cpp @@ -72,7 +72,7 @@ void freezeGraphics() { #endif int w = winWidth; int h = winHeight; - if (! NPOT_textures) { + if (!NPOT_textures) { w = getNextPOT(winWidth); h = getNextPOT(winHeight); } @@ -89,7 +89,6 @@ void freezeGraphics() { int antiAlias = gameSettings.antiAlias; gameSettings.antiAlias = 0; - int x = 0; while (x < winWidth) { int y = 0; @@ -109,10 +108,10 @@ void freezeGraphics() { } #if 0 const GLfloat bPMVMatrix[] = { - 2.0f / realWinWidth * cameraZoom, .0, .0, .0, - .0, 2.0f / realWinHeight * cameraZoom, .0, .0, - .0, .0, 1.0f, .0, - -2.0f * (x / realWinWidth) - 1.0f, -2.0f * (y / realWinHeight) - 1.0f, .0, 1.0f + 2.0f / realWinWidth * cameraZoom, .0, .0, .0, + .0, 2.0f / realWinHeight * cameraZoom, .0, .0, + .0, .0, 1.0f, .0, + -2.0f * (x / realWinWidth) - 1.0f, -2.0f * (y / realWinHeight) - 1.0f, .0, 1.0f }; for (int i = 0; i < 16; i++) { @@ -120,19 +119,18 @@ void freezeGraphics() { } // Render scene glDepthMask(GL_TRUE); - glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen + glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);// Clear The Screen glDepthMask(GL_FALSE); - drawBackDrop(); // Draw the room + drawBackDrop();// Draw the room drawZBuffer(cameraX, cameraY, false); glEnable(GL_DEPTH_TEST); - drawPeople(); // Then add any moving characters... + drawPeople();// Then add any moving characters... glDisable(GL_DEPTH_TEST); - // Copy Our ViewPort To The Texture copyTexSubImage2D(GL_TEXTURE_2D, 0, x, y, 0, 0, w, h, freezeTextureName); #endif @@ -152,7 +150,8 @@ void freezeGraphics() { bool freeze() { debugOut("calling freeze()\n"); frozenStuffStruct *newFreezer = new frozenStuffStruct; - if (! checkNew(newFreezer)) return false; + if (!checkNew(newFreezer)) + return false; // Grab a copy of the current scene freezeGraphics(); @@ -161,7 +160,7 @@ bool freeze() { #endif int picWidth = sceneWidth; int picHeight = sceneHeight; - if (! NPOT_textures) { + if (!NPOT_textures) { picWidth = getNextPOT(picWidth); picHeight = getNextPOT(picHeight); } @@ -173,11 +172,11 @@ bool freeze() { backdropTextureName = 0; #endif - newFreezer -> sceneWidth = sceneWidth; - newFreezer -> sceneHeight = sceneHeight; - newFreezer -> cameraX = cameraX; - newFreezer -> cameraY = cameraY; - newFreezer -> cameraZoom = cameraZoom; + newFreezer->sceneWidth = sceneWidth; + newFreezer->sceneHeight = sceneHeight; + newFreezer->cameraX = cameraX; + newFreezer->cameraY = cameraY; + newFreezer->cameraZoom = cameraZoom; #if 0 newFreezer -> lightMapTexture = lightMap.data; newFreezer -> lightMapTextureName = lightMap.name; @@ -192,9 +191,10 @@ bool freeze() { zBuffer.tex = NULL; #endif // resizeBackdrop kills parallax stuff, light map, z-buffer... - if (! resizeBackdrop(winWidth, winHeight)) return fatal("Can't create new temporary backdrop buffer"); + if (!resizeBackdrop(winWidth, winHeight)) + return fatal("Can't create new temporary backdrop buffer"); - if (! NPOT_textures) { + if (!NPOT_textures) { picWidth = getNextPOT(sceneWidth); picHeight = getNextPOT(sceneHeight); #if 0 @@ -225,31 +225,33 @@ bool freeze() { deleteTextures(1, &newFreezer -> backdropTextureName); } #endif - newFreezer -> allPeople = allPeople; + newFreezer->allPeople = allPeople; allPeople = NULL; statusStuff *newStatusStuff = new statusStuff; - if (! checkNew(newStatusStuff)) return false; - newFreezer -> frozenStatus = copyStatusBarStuff(newStatusStuff); + if (!checkNew(newStatusStuff)) + return false; + newFreezer->frozenStatus = copyStatusBarStuff(newStatusStuff); - newFreezer -> allScreenRegions = allScreenRegions; + newFreezer->allScreenRegions = allScreenRegions; allScreenRegions = NULL; overRegion = NULL; - newFreezer -> mouseCursorAnim = mouseCursorAnim; - newFreezer -> mouseCursorFrameNum = mouseCursorFrameNum; + newFreezer->mouseCursorAnim = mouseCursorAnim; + newFreezer->mouseCursorFrameNum = mouseCursorFrameNum; mouseCursorAnim = makeNullAnim(); mouseCursorFrameNum = 0; - newFreezer -> speech = speech; + newFreezer->speech = speech; initSpeech(); - newFreezer -> currentEvents = currentEvents; + newFreezer->currentEvents = currentEvents; currentEvents = new eventHandlers; - if (! checkNew(currentEvents)) return false; + if (!checkNew(currentEvents)) + return false; memset(currentEvents, 0, sizeof(eventHandlers)); - newFreezer -> next = frozenStuff; + newFreezer->next = frozenStuff; frozenStuff = newFreezer; return true; @@ -259,8 +261,8 @@ int howFrozen() { int a = 0; frozenStuffStruct *f = frozenStuff; while (f) { - a ++; - f = f -> next; + a++; + f = f->next; } return a; } @@ -272,25 +274,26 @@ extern GLubyte *backdropTexture; void unfreeze(bool killImage) { frozenStuffStruct *killMe = frozenStuff; - if (! frozenStuff) return; + if (!frozenStuff) + return; - sceneWidth = frozenStuff -> sceneWidth; - sceneHeight = frozenStuff -> sceneHeight; + sceneWidth = frozenStuff->sceneWidth; + sceneHeight = frozenStuff->sceneHeight; - cameraX = frozenStuff -> cameraX; - cameraY = frozenStuff -> cameraY; - input.mouseX = (int)(input.mouseX * cameraZoom); - input.mouseY = (int)(input.mouseY * cameraZoom); - cameraZoom = frozenStuff -> cameraZoom; - input.mouseX = (int)(input.mouseX / cameraZoom); - input.mouseY = (int)(input.mouseY / cameraZoom); + cameraX = frozenStuff->cameraX; + cameraY = frozenStuff->cameraY; + input.mouseX = (int) (input.mouseX * cameraZoom); + input.mouseY = (int) (input.mouseY * cameraZoom); + cameraZoom = frozenStuff->cameraZoom; + input.mouseX = (int) (input.mouseX / cameraZoom); + input.mouseY = (int) (input.mouseY / cameraZoom); setPixelCoords(false); killAllPeople(); - allPeople = frozenStuff -> allPeople; + allPeople = frozenStuff->allPeople; killAllRegions(); - allScreenRegions = frozenStuff -> allScreenRegions; + allScreenRegions = frozenStuff->allScreenRegions; killLightMap(); #if 0 @@ -346,18 +349,18 @@ void unfreeze(bool killImage) { } #endif deleteAnim(mouseCursorAnim); - mouseCursorAnim = frozenStuff -> mouseCursorAnim; - mouseCursorFrameNum = frozenStuff -> mouseCursorFrameNum; + mouseCursorAnim = frozenStuff->mouseCursorAnim; + mouseCursorFrameNum = frozenStuff->mouseCursorFrameNum; - restoreBarStuff(frozenStuff -> frozenStatus); + restoreBarStuff(frozenStuff->frozenStatus); delete currentEvents; - currentEvents = frozenStuff -> currentEvents; + currentEvents = frozenStuff->currentEvents; killAllSpeech(); delete speech; - speech = frozenStuff -> speech; - frozenStuff = frozenStuff -> next; + speech = frozenStuff->speech; + frozenStuff = frozenStuff->next; overRegion = NULL; delete killMe; |