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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@@ -32,11 +32,11 @@ class SpriteLoader {
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public:
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/** Definition of a common pixel in OpenTTD's realm. */
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struct CommonPixel {
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uint8 r; ///< Red-channel
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uint8 g; ///< Green-channel
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uint8 b; ///< Blue-channel
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uint8 a; ///< Alpha-channel
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uint8 m; ///< Remap-channel
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uint8_t r; ///< Red-channel
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uint8_t g; ///< Green-channel
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uint8_t b; ///< Blue-channel
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uint8_t a; ///< Alpha-channel
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uint8_t m; ///< Remap-channel
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};
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/**
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@@ -46,10 +46,10 @@ public:
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* This to prevent thousands of malloc + frees just to load a sprite.
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*/
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struct Sprite {
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uint16 height; ///< Height of the sprite
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uint16 width; ///< Width of the sprite
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int16 x_offs; ///< The x-offset of where the sprite will be drawn
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int16 y_offs; ///< The y-offset of where the sprite will be drawn
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uint16_t height; ///< Height of the sprite
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uint16_t width; ///< Width of the sprite
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int16_t x_offs; ///< The x-offset of where the sprite will be drawn
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int16_t y_offs; ///< The y-offset of where the sprite will be drawn
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SpriteType type; ///< The sprite type
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SpriteColourComponent colours; ///< The colour components of the sprite with useful information.
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SpriteLoader::CommonPixel *data; ///< The sprite itself
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@@ -75,7 +75,7 @@ public:
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* @param control_flags Control flags, see SpriteCacheCtrlFlags.
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* @return Bit mask of the zoom levels successfully loaded or 0 if no sprite could be loaded.
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*/
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virtual uint8 LoadSprite(SpriteLoader::Sprite *sprite, SpriteFile &file, size_t file_pos, SpriteType sprite_type, bool load_32bpp, byte control_flags) = 0;
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virtual uint8_t LoadSprite(SpriteLoader::Sprite *sprite, SpriteFile &file, size_t file_pos, SpriteType sprite_type, bool load_32bpp, byte control_flags) = 0;
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virtual ~SpriteLoader() = default;
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};
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