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author | Marisa-Chan | 2013-10-20 18:39:06 +0000 |
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committer | Marisa-Chan | 2013-10-20 18:39:06 +0000 |
commit | 25834faf0738ae6c33819b196fdfb8ab5e8f1888 (patch) | |
tree | fb4c9fa0883f24d44a9c76926cf99be32c908f9e /engines/zvision/render_manager.h | |
parent | aefa58f5a4470b1ba2e275c62aa1a7a0cec76539 (diff) | |
download | scummvm-rg350-25834faf0738ae6c33819b196fdfb8ab5e8f1888.tar.gz scummvm-rg350-25834faf0738ae6c33819b196fdfb8ab5e8f1888.tar.bz2 scummvm-rg350-25834faf0738ae6c33819b196fdfb8ab5e8f1888.zip |
ZVISION: Style modifing by astyle.
Diffstat (limited to 'engines/zvision/render_manager.h')
-rw-r--r-- | engines/zvision/render_manager.h | 28 |
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. |