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-rw-r--r--engines/zvision/graphics/render_manager.cpp8
-rw-r--r--engines/zvision/graphics/render_manager.h16
-rw-r--r--engines/zvision/graphics/render_table.cpp10
3 files changed, 17 insertions, 17 deletions
diff --git a/engines/zvision/graphics/render_manager.cpp b/engines/zvision/graphics/render_manager.cpp
index f19df88935..df588d269f 100644
--- a/engines/zvision/graphics/render_manager.cpp
+++ b/engines/zvision/graphics/render_manager.cpp
@@ -159,7 +159,7 @@ void RenderManager::clearWorkingWindowTo555Color(uint16 color) {
}
}
-void RenderManager::renderSubRectToScreen(Graphics::Surface &surface, int16 destinationX, int16 destinationY, bool wrap) {
+void RenderManager::renderSubRectToScreen(Graphics::Surface &surface, int16 destinationX, int16 destinationY, bool wrap) {
int16 subRectX = 0;
int16 subRectY = 0;
@@ -184,8 +184,8 @@ void RenderManager::renderSubRectToScreen(Graphics::Surface &surface, int16 dest
if (wrap) {
_backgroundWidth = surface.w;
_backgroundHeight = surface.h;
-
- if (destinationX > 0) {
+
+ if (destinationX > 0) {
// Move destinationX to 0
subRectX = surface.w - destinationX;
destinationX = 0;
@@ -373,7 +373,7 @@ Common::Rect RenderManager::renderTextToWorkingWindow(uint32 idNumber, const Com
entry.alphaColor = 0;
entry.destX = destX;
entry.destY = destY;
-
+
// Draw the text to the working window
entry.data = font->drawTextToSurface(text, textColor, maxWidth, maxHeight, align, wrap);
entry.width = entry.data->w;
diff --git a/engines/zvision/graphics/render_manager.h b/engines/zvision/graphics/render_manager.h
index cb71308bc3..59b14b8bd2 100644
--- a/engines/zvision/graphics/render_manager.h
+++ b/engines/zvision/graphics/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
*/
@@ -224,17 +224,17 @@ 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 +249,7 @@ 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
@@ -313,7 +313,7 @@ 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.
diff --git a/engines/zvision/graphics/render_table.cpp b/engines/zvision/graphics/render_table.cpp
index ffd42e6a60..99815c2072 100644
--- a/engines/zvision/graphics/render_table.cpp
+++ b/engines/zvision/graphics/render_table.cpp
@@ -115,7 +115,7 @@ void RenderTable::mutateImage(uint16 *sourceBuffer, uint16* destBuffer, uint32 d
// RenderTable only stores offsets from the original coordinates
uint32 sourceYIndex = y + _internalBuffer[index].y;
uint32 sourceXIndex = x + _internalBuffer[index].x;
-
+
destBuffer[destOffset + normalizedX] = sourceBuffer[sourceYIndex * _numColumns + sourceXIndex];
}
@@ -154,11 +154,11 @@ void RenderTable::generatePanoramaLookupTable() {
// To get x in cylinder coordinates, we just need to calculate the arc length
// We also scale it by _panoramaOptions.linearScale
int32 xInCylinderCoords = int32(floor((cylinderRadius * _panoramaOptions.linearScale * alpha) + halfWidth));
-
+
float cosAlpha = cos(alpha);
for (uint y = 0; y < _numRows; ++y) {
- // To calculate y in cylinder coordinates, we can do similar triangles comparison,
+ // To calculate y in cylinder coordinates, we can do similar triangles comparison,
// comparing the triangle from the center to the screen and from the center to the edge of the cylinder
int32 yInCylinderCoords = int32(floor(halfHeight + ((float)y - halfHeight) * cosAlpha));
@@ -179,7 +179,7 @@ void RenderTable::generateTiltLookupTable() {
float cylinderRadius = halfWidth / tan(fovInRadians);
for (uint y = 0; y < _numRows; ++y) {
-
+
// Add an offset of 0.01 to overcome zero tan/atan issue (horizontal line on half of screen)
// Alpha represents the vertical angle between the viewer at the center of a cylinder and y
float alpha = atan(((float)y - halfHeight + 0.01f) / cylinderRadius);
@@ -192,7 +192,7 @@ void RenderTable::generateTiltLookupTable() {
uint32 columnIndex = y * _numColumns;
for (uint x = 0; x < _numColumns; ++x) {
- // To calculate x in cylinder coordinates, we can do similar triangles comparison,
+ // To calculate x in cylinder coordinates, we can do similar triangles comparison,
// comparing the triangle from the center to the screen and from the center to the edge of the cylinder
int32 xInCylinderCoords = int32(floor(halfWidth + ((float)x - halfWidth) * cosAlpha));