Codechange: automatic adding of _t to (u)int types, and WChar to char32_t
for i in `find src -type f|grep -v 3rdparty/fmt|grep -v 3rdparty/catch2|grep -v 3rdparty/opengl|grep -v stdafx.h`; do sed 's/uint16& /uint16 \&/g;s/int8\([ >*),;[]\)/int8_t\1/g;s/int16\([ >*),;[]\)/int16_t\1/g;s/int32\([ >*),;[]\)/int32_t\1/g;s/int64\([ >*),;[]\)/int64_t\1/g;s/ uint32(/ uint32_t(/g;s/_uint8_t/_uint8/;s/Uint8_t/Uint8/;s/ft_int64_t/ft_int64/g;s/uint64$/uint64_t/;s/WChar/char32_t/g;s/char32_t char32_t/char32_t WChar/' -i $i; done
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@@ -18,7 +18,7 @@
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SpriteGroupPool _spritegroup_pool("SpriteGroup");
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INSTANTIATE_POOL_METHODS(SpriteGroup)
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TemporaryStorageArray<int32, 0x110> _temp_store;
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TemporaryStorageArray<int32_t, 0x110> _temp_store;
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/**
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@@ -53,9 +53,9 @@ TemporaryStorageArray<int32, 0x110> _temp_store;
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}
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}
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static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *scope, byte variable, uint32 parameter, bool *available)
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static inline uint32_t GetVariable(const ResolverObject &object, ScopeResolver *scope, byte variable, uint32_t parameter, bool *available)
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{
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uint32 value;
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uint32_t value;
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switch (variable) {
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case 0x0C: return object.callback;
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case 0x10: return object.callback_param1;
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@@ -82,7 +82,7 @@ static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *sc
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* Get a few random bits. Default implementation has no random bits.
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* @return Random bits.
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*/
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/* virtual */ uint32 ScopeResolver::GetRandomBits() const
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/* virtual */ uint32_t ScopeResolver::GetRandomBits() const
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{
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return 0;
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}
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@@ -91,7 +91,7 @@ static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *sc
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* Get the triggers. Base class returns \c 0 to prevent trouble.
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* @return The triggers.
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*/
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/* virtual */ uint32 ScopeResolver::GetTriggers() const
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/* virtual */ uint32_t ScopeResolver::GetTriggers() const
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{
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return 0;
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}
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@@ -103,7 +103,7 @@ static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *sc
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* @param[out] available Set to false, in case the variable does not exist.
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* @return Value
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*/
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/* virtual */ uint32 ScopeResolver::GetVariable(byte variable, uint32 parameter, bool *available) const
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/* virtual */ uint32_t ScopeResolver::GetVariable(byte variable, uint32_t parameter, bool *available) const
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{
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Debug(grf, 1, "Unhandled scope variable 0x{:X}", variable);
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*available = false;
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@@ -115,7 +115,7 @@ static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *sc
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* @param reg Position to store into.
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* @param value Value to store.
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*/
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/* virtual */ void ScopeResolver::StorePSA(uint reg, int32 value) {}
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/* virtual */ void ScopeResolver::StorePSA(uint reg, int32_t value) {}
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/**
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* Get the real sprites of the grf.
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@@ -144,7 +144,7 @@ static inline uint32 GetVariable(const ResolverObject &object, ScopeResolver *sc
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/* Evaluate an adjustment for a variable of the given size.
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* U is the unsigned type and S is the signed type to use. */
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template <typename U, typename S>
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static U EvalAdjustT(const DeterministicSpriteGroupAdjust &adjust, ScopeResolver *scope, U last_value, uint32 value)
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static U EvalAdjustT(const DeterministicSpriteGroupAdjust &adjust, ScopeResolver *scope, U last_value, uint32_t value)
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{
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value >>= adjust.shift_num;
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value &= adjust.and_mask;
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@@ -173,26 +173,26 @@ static U EvalAdjustT(const DeterministicSpriteGroupAdjust &adjust, ScopeResolver
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case DSGA_OP_STO: _temp_store.StoreValue((U)value, (S)last_value); return last_value;
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case DSGA_OP_RST: return value;
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case DSGA_OP_STOP: scope->StorePSA((U)value, (S)last_value); return last_value;
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case DSGA_OP_ROR: return ROR<uint32>((U)last_value, (U)value & 0x1F); // mask 'value' to 5 bits, which should behave the same on all architectures.
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case DSGA_OP_ROR: return ROR<uint32_t>((U)last_value, (U)value & 0x1F); // mask 'value' to 5 bits, which should behave the same on all architectures.
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case DSGA_OP_SCMP: return ((S)last_value == (S)value) ? 1 : ((S)last_value < (S)value ? 0 : 2);
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case DSGA_OP_UCMP: return ((U)last_value == (U)value) ? 1 : ((U)last_value < (U)value ? 0 : 2);
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case DSGA_OP_SHL: return (uint32)(U)last_value << ((U)value & 0x1F); // Same behaviour as in ParamSet, mask 'value' to 5 bits, which should behave the same on all architectures.
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case DSGA_OP_SHR: return (uint32)(U)last_value >> ((U)value & 0x1F);
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case DSGA_OP_SAR: return (int32)(S)last_value >> ((U)value & 0x1F);
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case DSGA_OP_SHL: return (uint32_t)(U)last_value << ((U)value & 0x1F); // Same behaviour as in ParamSet, mask 'value' to 5 bits, which should behave the same on all architectures.
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case DSGA_OP_SHR: return (uint32_t)(U)last_value >> ((U)value & 0x1F);
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case DSGA_OP_SAR: return (int32_t)(S)last_value >> ((U)value & 0x1F);
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default: return value;
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}
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}
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static bool RangeHighComparator(const DeterministicSpriteGroupRange& range, uint32 value)
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static bool RangeHighComparator(const DeterministicSpriteGroupRange& range, uint32_t value)
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{
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return range.high < value;
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}
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const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) const
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{
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uint32 last_value = 0;
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uint32 value = 0;
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uint32_t last_value = 0;
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uint32_t value = 0;
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ScopeResolver *scope = object.GetScope(this->var_scope);
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@@ -221,9 +221,9 @@ const SpriteGroup *DeterministicSpriteGroup::Resolve(ResolverObject &object) con
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}
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switch (this->size) {
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case DSG_SIZE_BYTE: value = EvalAdjustT<uint8, int8> (adjust, scope, last_value, value); break;
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case DSG_SIZE_WORD: value = EvalAdjustT<uint16, int16>(adjust, scope, last_value, value); break;
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case DSG_SIZE_DWORD: value = EvalAdjustT<uint32, int32>(adjust, scope, last_value, value); break;
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case DSG_SIZE_BYTE: value = EvalAdjustT<uint8_t, int8_t> (adjust, scope, last_value, value); break;
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case DSG_SIZE_WORD: value = EvalAdjustT<uint16_t, int16_t>(adjust, scope, last_value, value); break;
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case DSG_SIZE_DWORD: value = EvalAdjustT<uint32_t, int32_t>(adjust, scope, last_value, value); break;
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default: NOT_REACHED();
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}
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last_value = value;
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@@ -271,7 +271,7 @@ const SpriteGroup *RandomizedSpriteGroup::Resolve(ResolverObject &object) const
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}
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}
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uint32 mask = ((uint)this->groups.size() - 1) << this->lowest_randbit;
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uint32_t mask = ((uint)this->groups.size() - 1) << this->lowest_randbit;
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byte index = (scope->GetRandomBits() & mask) >> this->lowest_randbit;
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return SpriteGroup::Resolve(this->groups[index], object, false);
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@@ -290,7 +290,7 @@ const SpriteGroup *RealSpriteGroup::Resolve(ResolverObject &object) const
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* @param[in,out] stage Construction stage (0-3), or nullptr if not applicable.
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* @return sprite layout to draw.
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*/
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const DrawTileSprites *TileLayoutSpriteGroup::ProcessRegisters(uint8 *stage) const
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const DrawTileSprites *TileLayoutSpriteGroup::ProcessRegisters(uint8_t *stage) const
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{
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if (!this->dts.NeedsPreprocessing()) {
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if (stage != nullptr && this->dts.consistent_max_offset > 0) *stage = GetConstructionStageOffset(*stage, this->dts.consistent_max_offset);
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@@ -298,7 +298,7 @@ const DrawTileSprites *TileLayoutSpriteGroup::ProcessRegisters(uint8 *stage) con
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}
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static DrawTileSprites result;
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uint8 actual_stage = stage != nullptr ? *stage : 0;
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uint8_t actual_stage = stage != nullptr ? *stage : 0;
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this->dts.PrepareLayout(0, 0, 0, actual_stage, false);
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this->dts.ProcessRegisters(0, 0, false);
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result.seq = this->dts.GetLayout(&result.ground);
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