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author | Max Horn | 2009-09-30 16:16:53 +0000 |
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committer | Max Horn | 2009-09-30 16:16:53 +0000 |
commit | 8ba75fc522f16844524dd4d6f88c3851e2402969 (patch) | |
tree | df25c20389e3e706d508f37914dedc73c6479f00 /engines/sword1/text.cpp | |
parent | 25dde91c7c6c7da52636e3daa34bd9eee5d9dcb9 (diff) | |
download | scummvm-rg350-8ba75fc522f16844524dd4d6f88c3851e2402969.tar.gz scummvm-rg350-8ba75fc522f16844524dd4d6f88c3851e2402969.tar.bz2 scummvm-rg350-8ba75fc522f16844524dd4d6f88c3851e2402969.zip |
Fix code formatting (esp. 'if(' -> 'if (' etc., but also indention and other things)
svn-id: r44495
Diffstat (limited to 'engines/sword1/text.cpp')
-rw-r--r-- | engines/sword1/text.cpp | 8 |
1 files changed, 4 insertions, 4 deletions
diff --git a/engines/sword1/text.cpp b/engines/sword1/text.cpp index 0c78798a49..d71b5027b8 100644 --- a/engines/sword1/text.cpp +++ b/engines/sword1/text.cpp @@ -106,7 +106,7 @@ void Text::makeTextSprite(uint8 slot, uint8 *text, uint16 maxWidth, uint8 pen) { for (uint16 pos = 0; pos < lines[lineCnt].length; pos++) sprPtr += copyChar(*text++, sprPtr, sprWidth, pen) - OVERLAP; text++; // skip space at the end of the line - if(SwordEngine::isPsx()) //Chars are half height in psx version + if (SwordEngine::isPsx()) //Chars are half height in psx version linePtr += (_charHeight / 2) * sprWidth; else linePtr += _charHeight * sprWidth; @@ -136,7 +136,7 @@ uint16 Text::analyzeSentence(uint8 *text, uint16 maxWidth, LineInfo *line) { text++; wordWidth += OVERLAP; // no overlap on final letter of word! - if ( firstWord ) { // first word on first line, so no separating SPACE needed + if (firstWord) { // first word on first line, so no separating SPACE needed line[0].width = wordWidth; line[0].length = wordLength; firstWord = false; @@ -167,9 +167,9 @@ uint16 Text::copyChar(uint8 ch, uint8 *sprPtr, uint16 sprWidth, uint8 pen) { uint8 *decChr; uint16 frameHeight = 0; - if(SwordEngine::isPsx()) { + if (SwordEngine::isPsx()) { frameHeight = _resMan->getUint16(chFrame->height)/2; - if(_fontId == CZECH_GAME_FONT) { //Czech game fonts are compressed + if (_fontId == CZECH_GAME_FONT) { //Czech game fonts are compressed decBuf = (uint8*) malloc((_resMan->getUint16(chFrame->width))*(_resMan->getUint16(chFrame->height)/2)); Screen::decompressHIF(chData, decBuf); decChr = decBuf; |