(svn r15428) -Codechange: consistently use colour instead of having both color and colour.
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@@ -39,11 +39,11 @@ void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, Zoo
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break;
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case BM_TRANSPARENT:
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/* TODO -- We make an assumption here that the remap in fact is transparency, not some color.
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/* TODO -- We make an assumption here that the remap in fact is transparency, not some colour.
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* This is never a problem with the code we produce, but newgrfs can make it fail... or at least:
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* we produce a result the newgrf maker didn't expect ;) */
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/* Make the current color a bit more black, so it looks like this image is transparent */
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/* Make the current colour a bit more black, so it looks like this image is transparent */
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if (src->a != 0) *dst = MakeTransparent(*dst, 192);
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break;
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@@ -57,7 +57,7 @@ void Blitter_32bppSimple::Draw(Blitter::BlitterParams *bp, BlitterMode mode, Zoo
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}
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}
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void Blitter_32bppSimple::DrawColorMappingRect(void *dst, int width, int height, int pal)
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void Blitter_32bppSimple::DrawColourMappingRect(void *dst, int width, int height, int pal)
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{
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uint32 *udst = (uint32 *)dst;
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@@ -82,7 +82,7 @@ void Blitter_32bppSimple::DrawColorMappingRect(void *dst, int width, int height,
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return;
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}
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DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this color table ('%d')", pal);
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DEBUG(misc, 0, "32bpp blitter doesn't know how to draw this colour table ('%d')", pal);
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}
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Sprite *Blitter_32bppSimple::Encode(SpriteLoader::Sprite *sprite, Blitter::AllocatorProc *allocator)
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@@ -102,10 +102,10 @@ Sprite *Blitter_32bppSimple::Encode(SpriteLoader::Sprite *sprite, Blitter::Alloc
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for (int i = 0; i < sprite->height * sprite->width; i++) {
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if (dst[i].m != 0) {
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/* Pre-convert the mapping channel to a RGB value */
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uint color = this->LookupColourInPalette(dst[i].m);
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dst[i].r = GB(color, 16, 8);
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dst[i].g = GB(color, 8, 8);
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dst[i].b = GB(color, 0, 8);
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uint colour = this->LookupColourInPalette(dst[i].m);
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dst[i].r = GB(colour, 16, 8);
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dst[i].g = GB(colour, 8, 8);
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dst[i].b = GB(colour, 0, 8);
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}
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}
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