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authorMarisa-Chan2013-10-20 18:39:06 +0000
committerMarisa-Chan2013-10-20 18:39:06 +0000
commit25834faf0738ae6c33819b196fdfb8ab5e8f1888 (patch)
treefb4c9fa0883f24d44a9c76926cf99be32c908f9e /engines/zvision/render_manager.h
parentaefa58f5a4470b1ba2e275c62aa1a7a0cec76539 (diff)
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ZVISION: Style modifing by astyle.
Diffstat (limited to 'engines/zvision/render_manager.h')
-rw-r--r--engines/zvision/render_manager.h28
1 files changed, 17 insertions, 11 deletions
diff --git a/engines/zvision/render_manager.h b/engines/zvision/render_manager.h
index 111bf6276c..9fedd1d8dd 100644
--- a/engines/zvision/render_manager.h
+++ b/engines/zvision/render_manager.h
@@ -89,7 +89,7 @@ private:
/** Center of the screen in the y direction */
const int _screenCenterY;
- /**
+ /**
* A Rectangle centered inside the actual window. All in-game coordinates
* are given in this coordinate space. Also, all images are clipped to the
* edges of this Rectangle
@@ -106,7 +106,7 @@ private:
/** The height of the current background image */
uint16 _backgroundHeight;
- /**
+ /**
* The "velocity" at which the background image is panning. We actually store the inverse of velocity (ms/pixel instead of pixels/ms)
* because it allows you to accumulate whole pixels 'steps' instead of rounding pixels every frame
*/
@@ -135,13 +135,17 @@ public:
/**
* Clears the AlphaEntry list
*/
- void clearAlphaEntries() { _alphaDataEntries.clear(); }
+ void clearAlphaEntries() {
+ _alphaDataEntries.clear();
+ }
/**
* Removes a specific AlphaEntry from the list
*
* @param idNumber The id number identifing the AlphaEntry
*/
- void removeAlphaEntry(uint32 idNumber) { _alphaDataEntries.erase(idNumber); }
+ void removeAlphaEntry(uint32 idNumber) {
+ _alphaDataEntries.erase(idNumber);
+ }
/**
* Copies a sub-rectangle of a buffer to the working window
@@ -224,17 +228,17 @@ public:
/**
* Set the background position (_backgroundOffset). If the current RenderState is PANORAMA, the offset
* will be in the horizontal direction. If the current RenderState is TILT, the offset will be in the
- * vertical direction.
+ * vertical direction.
*
- * This method will not render anything on the screen. So if nothing else is called that renders the
+ * This method will not render anything on the screen. So if nothing else is called that renders the
* background, the change won't be seen until next frame.
*
* @param offset The amount to offset the background
*/
void setBackgroundPosition(int offset);
-
+
/**
- * Set the background scroll velocity. Negative velocities correspond to left / up scrolling and
+ * Set the background scroll velocity. Negative velocities correspond to left / up scrolling and
* positive velocities correspond to right / down scrolling
*
* @param velocity Velocity
@@ -249,7 +253,7 @@ public:
*/
const Common::Point screenSpaceToImageSpace(const Common::Point &point);
/**
- * Converts a point in image coordinate space to ***PRE-WARP***
+ * Converts a point in image coordinate space to ***PRE-WARP***
* working window coordinate space
*
* @param point Point in image coordinate space
@@ -268,7 +272,9 @@ public:
RenderTable *getRenderTable();
uint32 getCurrentBackgroundOffset();
- const Graphics::Surface *getBackBuffer() { return &_backBuffer; }
+ const Graphics::Surface *getBackBuffer() {
+ return &_backBuffer;
+ }
/**
* Creates a copy of surface and transposes the data.
@@ -313,7 +319,7 @@ private:
* Move the background image by an offset. If we are currently in Panorama mode,
* the offset will correspond to a horizontal motion. If we are currently in Tilt mode,
* the offset will correspond to a vertical motion. This function should not be called
- * if we are in Flat mode.
+ * if we are in Flat mode.
*
* The RenderManager will take care of wrapping the image.
* Ex: If the image has width 1400px, it is legal to offset 1500px.