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-rw-r--r--engines/scumm/charset.cpp12
1 files changed, 6 insertions, 6 deletions
diff --git a/engines/scumm/charset.cpp b/engines/scumm/charset.cpp
index 6eb6cfd7c6..4ae98c7ec0 100644
--- a/engines/scumm/charset.cpp
+++ b/engines/scumm/charset.cpp
@@ -22,7 +22,7 @@
* $Id$
*/
-#include "common/stdafx.h"
+
#include "scumm/charset.h"
#include "scumm/scumm.h"
#include "scumm/nut_renderer.h"
@@ -36,11 +36,11 @@ namespace Scumm {
TODO:
Right now our charset renderers directly access _textSurface, as well as the
virtual screens of ScummEngine. Ideally, this would not be the case. Instead,
-ScummVM would simply pass the appropriate Surface to the resp. methods.
+ScummVM would simply pass the appropriate Surface to the resp. methods.
Of course it is not quite as simple, various flags and offsets have to
be taken into account for that.
-The advantage will be cleaner coder (easier to debug, in particular), and a
+The advantage will be cleaner coder (easier to debug, in particular), and a
better separation of the various modules.
*/
@@ -89,7 +89,7 @@ void ScummEngine::loadCJKFont() {
debug(2, "Loading CJK Font");
_useCJKMode = true;
_textSurfaceMultiplier = 1; // No multiplication here
-
+
switch (_language) {
case Common::KO_KOR:
fp.seek(2, SEEK_CUR);
@@ -203,7 +203,7 @@ static int SJIStoFMTChunk(int f, int s) { //converts sjis code to fmt font offse
}
byte *ScummEngine::get2byteCharPtr(int idx) {
- switch (_language) {
+ switch (_language) {
case Common::KO_KOR:
idx = ((idx % 256) - 0xb0) * 94 + (idx / 256) - 0xa1;
break;
@@ -394,7 +394,7 @@ int CharsetRenderer::getStringWidth(int arg, const byte *text) {
continue;
}
}
-
+
// Some localizations may override colors
// See credits in Chinese COMI
if (chr == '^' && pos == 1) {