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Diffstat (limited to 'engines/sword1/screen.h')
-rw-r--r--engines/sword1/screen.h24
1 files changed, 12 insertions, 12 deletions
diff --git a/engines/sword1/screen.h b/engines/sword1/screen.h
index ff4df8c7c6..45608531fb 100644
--- a/engines/sword1/screen.h
+++ b/engines/sword1/screen.h
@@ -38,14 +38,14 @@ struct SortSpr {
};
struct RoomDef {
- int totalLayers;
- int sizeX;
- int sizeY;
- int gridWidth; //number of 16*16 grid blocks across - including off screen edges.
- uint32 layers[4];
- uint32 grids[3];
- uint32 palettes[2];
- uint32 parallax[2];
+ int totalLayers;
+ int sizeX;
+ int sizeY;
+ int gridWidth; //number of 16*16 grid blocks across - including off screen edges.
+ uint32 layers[4];
+ uint32 grids[3];
+ uint32 palettes[2];
+ uint32 parallax[2];
};
struct PSXDataCache { // Cache for PSX screen, to avoid decompressing background at every screen update
@@ -68,7 +68,7 @@ struct PSXDataCache { // Cache for PSX screen, to avoid decompressing background
class ResMan;
class ObjectMan;
class Text; // Text objects use sprites that are created internally at run-time
- // the buffer belongs to Text, so we need a reference here.
+ // the buffer belongs to Text, so we need a reference here.
class Screen {
public:
@@ -118,8 +118,8 @@ private:
void drawSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch);
void drawPsxHalfShrinkedSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch);
void drawPsxFullShrinkedSprite(uint8 *sprData, uint16 sprX, uint16 sprY, uint16 sprWidth, uint16 sprHeight, uint16 sprPitch);
- uint8* psxBackgroundToIndexed(uint8 *psxBackground, uint32 bakXres, uint32 bakYres);
- uint8* psxShrinkedBackgroundToIndexed(uint8 *psxBackground, uint32 bakXres, uint32 bakYres);
+ uint8 *psxBackgroundToIndexed(uint8 *psxBackground, uint32 bakXres, uint32 bakYres);
+ uint8 *psxShrinkedBackgroundToIndexed(uint8 *psxBackground, uint32 bakXres, uint32 bakYres);
void fetchPsxParallaxSize(uint8 *psxParallax, uint16 *paraSizeX, uint16 *paraSizeY);
void drawPsxParallax(uint8 *psxParallax, uint16 paraScrlX, uint16 scrnScrlX, uint16 scrnWidth);
void decompressRLE7(uint8 *src, uint32 compSize, uint8 *dest);
@@ -163,7 +163,7 @@ private:
uint8 _fadingStep;
int8 _fadingDirection; // 1 for fade up, -1 for fade down
bool _isBlack; // if the logic already faded down the palette, this is set to show the
- // mainloop that no further fading is necessary.
+ // mainloop that no further fading is necessary.
};
} // End of namespace Sword1