Merge pull request #1496 from rasmusgo/fix-spelling

Fix spelling
fix-squashed-planets
tomangelo 2022-03-04 16:28:32 +01:00 committed by GitHub
commit 86d8ee4c38
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GPG Key ID: 4AEE18F83AFDEB23
13 changed files with 148 additions and 148 deletions

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@ -432,8 +432,8 @@ add_library(colobotbase STATIC
ui/particles_generator.h
ui/screen/screen.cpp
ui/screen/screen.h
ui/screen/screen_apperance.cpp
ui/screen/screen_apperance.h
ui/screen/screen_appearance.cpp
ui/screen/screen_appearance.h
ui/screen/screen_io.cpp
ui/screen/screen_io.h
ui/screen/screen_io_read.cpp
@ -520,7 +520,7 @@ if(PLATFORM_WINDOWS)
# This should be treated as a temporary workaround
if(USE_STATIC_RUNTIME) # Since we're using static runtime, assume every external library is static too
find_package(Intl REQUIRED)
find_library(BZ2_LIBRARY NAMES bz2)
find_library(JPEG_LIBRARY NAMES jpeg)
find_library(TIFF_LIBRARY NAMES tiff)

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@ -593,7 +593,7 @@ bool CApplication::Create()
h = atoi(hs.c_str());
}
// Why not just set m_deviceConfig.size to w,h? Because this way if the resolution is no longer supported (e.g. changimg monitor) defaults will be used instead
// Why not just set m_deviceConfig.size to w,h? Because this way if the resolution is no longer supported (e.g. changing monitor) defaults will be used instead
for (auto it = modes.begin(); it != modes.end(); ++it)
{
if (it->x == w && it->y == h)
@ -1866,7 +1866,7 @@ void CApplication::SetLanguage(Language language)
}
else
{
GetLogger()->Warn("Enviromnent locale ('%s') is not supported, setting default language\n", envLang);
GetLogger()->Warn("Environment locale ('%s') is not supported, setting default language\n", envLang);
m_language = LANGUAGE_ENGLISH;
}
}
@ -1935,7 +1935,7 @@ void CApplication::SetLanguage(Language language)
}
catch (...)
{
GetLogger()->Warn("Failed to update locale, possibly incorect system configuration. Will fallback to classic locale.\n");
GetLogger()->Warn("Failed to update locale, possibly incorrect system configuration. Will fallback to classic locale.\n");
try
{
std::locale::global(std::locale::classic());

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@ -218,7 +218,7 @@ public:
//! Returns the relative time since last update [seconds]
float GetRelTime() const;
//! Returns the exact realative time since last update [nanoseconds]
//! Returns the exact relative time since last update [nanoseconds]
long long GetExactRelTime() const;
//! Returns the exact relative time since last update disregarding speed setting [nanoseconds]
@ -411,7 +411,7 @@ protected:
//! Application language
Language m_language;
//! Screen resoultion overriden by commandline
//! Screen resolution overriden by commandline
bool m_resolutionOverride;
//! Headles mode

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@ -60,14 +60,14 @@ object-oriented language, CBOT, which can be used to program the robots availabl
The original version of the game was developed by [Epsitec](http://www.epsitec.ch/) and released in 2001.
Later, in 2005 another version named Ceebot was released. In March 2012, through attempts
by Polish Colobot fans, Epsitec agreeed to release the source code of the game on GPLv3 license.
by Polish Colobot fans, Epsitec agreed to release the source code of the game on GPLv3 license.
The license was given specifically to our community, <b>TerranovaTeam</b>,
part of <b>International Colobot Community (ICC)</b> (previously known as <i>Polish Portal of Colobot (PPC)</i>;
Polish: <i>Polski Portal Colobota</i>) with our website at http://colobot.info/.
\section Intro Introduction
The source code released by Epitec was sparsely documented. This documentation, written from scratch,
The source code released by Epsitec was sparsely documented. This documentation, written from scratch,
will aim to describe the various components of the code.
Currently, the only documented classes are the ones written from scratch or the old ones rewritten
@ -92,7 +92,7 @@ The current layout is the following:
- src/graphics/opengl - concrete implementation of CDevice class in OpenGL: CGLDevice
- src/graphics/d3d - in (far) future - perhaps a newer implementation in DirectX (9? 10?)
- src/math - mathematical structures and functions
- src/object - non-grphical game object logic, that is robots, buildings, etc.
- src/object - non-graphical game object logic, that is robots, buildings, etc.
- src/level - main part of non-graphical game engine, that is loading levels etc.
- src/level/parser - parser for loading/saving level files from format known as <i>scene files</i>
- src/ui - 2D user interface (menu, buttons, check boxes, etc.)

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@ -33,7 +33,7 @@
#include "level/parser/parser.h"
void PlayerApperance::DefPerso()
void PlayerAppearance::DefPerso()
{
this->colorCombi.r = 206.0f/256.0f;
this->colorCombi.g = 206.0f/256.0f;
@ -76,7 +76,7 @@ void PlayerApperance::DefPerso()
this->colorBand.a = 0.0f;
}
void PlayerApperance::DefHairColor()
void PlayerAppearance::DefHairColor()
{
if (this->face == 0) // normal ?
{
@ -122,7 +122,7 @@ CPlayerProfile::CPlayerProfile(std::string playerName)
m_levelInfoLoaded[static_cast<LevelCategory>(i)] = false;
}
LoadApperance();
LoadAppearance();
}
CPlayerProfile::~CPlayerProfile()
@ -392,17 +392,17 @@ void CPlayerProfile::SaveFreeGameUnlock()
file.close();
}
// APPERANCE
// APPEARANCE
PlayerApperance& CPlayerProfile::GetApperance()
PlayerAppearance& CPlayerProfile::GetAppearance()
{
return m_apperance;
return m_appearance;
}
void CPlayerProfile::LoadApperance()
void CPlayerProfile::LoadAppearance()
{
m_apperance.face = 0;
m_apperance.DefPerso();
m_appearance.face = 0;
m_appearance.DefPerso();
std::string filename = GetSaveFile("face.gam");
if (!CResourceManager::Exists(filename))
@ -410,48 +410,48 @@ void CPlayerProfile::LoadApperance()
try
{
CLevelParser apperanceParser(filename);
apperanceParser.Load();
CLevelParser appearanceParser(filename);
appearanceParser.Load();
CLevelParserLine* line;
line = apperanceParser.Get("Head");
m_apperance.face = line->GetParam("face")->AsInt();
m_apperance.glasses = line->GetParam("glasses")->AsInt();
m_apperance.colorHair = line->GetParam("hair")->AsColor();
line = appearanceParser.Get("Head");
m_appearance.face = line->GetParam("face")->AsInt();
m_appearance.glasses = line->GetParam("glasses")->AsInt();
m_appearance.colorHair = line->GetParam("hair")->AsColor();
line = apperanceParser.Get("Body");
m_apperance.colorCombi = line->GetParam("combi")->AsColor();
m_apperance.colorBand = line->GetParam("band")->AsColor();
line = appearanceParser.Get("Body");
m_appearance.colorCombi = line->GetParam("combi")->AsColor();
m_appearance.colorBand = line->GetParam("band")->AsColor();
}
catch (CLevelParserException& e)
{
GetLogger()->Error("Unable to read personalized player apperance: %s\n", e.what());
GetLogger()->Error("Unable to read personalized player appearance: %s\n", e.what());
}
}
void CPlayerProfile::SaveApperance()
void CPlayerProfile::SaveAppearance()
{
try
{
CLevelParser apperanceParser(GetSaveFile("face.gam"));
CLevelParser appearanceParser(GetSaveFile("face.gam"));
CLevelParserLineUPtr line;
line = MakeUnique<CLevelParserLine>("Head");
line->AddParam("face", MakeUnique<CLevelParserParam>(m_apperance.face));
line->AddParam("glasses", MakeUnique<CLevelParserParam>(m_apperance.glasses));
line->AddParam("hair", MakeUnique<CLevelParserParam>(m_apperance.colorHair));
apperanceParser.AddLine(std::move(line));
line->AddParam("face", MakeUnique<CLevelParserParam>(m_appearance.face));
line->AddParam("glasses", MakeUnique<CLevelParserParam>(m_appearance.glasses));
line->AddParam("hair", MakeUnique<CLevelParserParam>(m_appearance.colorHair));
appearanceParser.AddLine(std::move(line));
line = MakeUnique<CLevelParserLine>("Body");
line->AddParam("combi", MakeUnique<CLevelParserParam>(m_apperance.colorCombi));
line->AddParam("band", MakeUnique<CLevelParserParam>(m_apperance.colorBand));
apperanceParser.AddLine(std::move(line));
line->AddParam("combi", MakeUnique<CLevelParserParam>(m_appearance.colorCombi));
line->AddParam("band", MakeUnique<CLevelParserParam>(m_appearance.colorBand));
appearanceParser.AddLine(std::move(line));
apperanceParser.Save();
appearanceParser.Save();
}
catch (CLevelParserException& e)
{
GetLogger()->Error("Unable to write personalized player apperance: %s\n", e.what());
GetLogger()->Error("Unable to write personalized player appearance: %s\n", e.what());
}
}
@ -553,7 +553,7 @@ void CPlayerProfile::LoadScene(std::string dir)
}
else
{
// Backwards combatibility
// Backwards compatibility
chap = rank/100;
rank = rank%100;
}

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@ -33,7 +33,7 @@ struct LevelInfo
bool bPassed = false;
};
struct PlayerApperance
struct PlayerAppearance
{
int face = 0; // face
int glasses = 0; // glasses
@ -108,12 +108,12 @@ public:
//! Saves unlocked DoneResearch for free game
void SetFreeGameResearchUnlock(int freeResearch);
//! Returns a reference to PlayerApperance structure
PlayerApperance& GetApperance();
//! Loads PlayerApperance structure
void LoadApperance();
//! Saves PlayerApperance structure
void SaveApperance();
//! Returns a reference to PlayerAppearance structure
PlayerAppearance& GetAppearance();
//! Loads PlayerAppearance structure
void LoadAppearance();
//! Saves PlayerAppearance structure
void SaveAppearance();
//! Returns true if player has at least one saved scene
bool HasAnySavedScene();
@ -157,6 +157,6 @@ protected:
//! Researches unlocked for free game
int m_freegameResearch;
//! Player apperance
PlayerApperance m_apperance;
//! Player appearance
PlayerAppearance m_appearance;
};

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@ -319,7 +319,7 @@ std::string PhaseToString(Phase phase)
if (phase == PHASE_WELCOME2) return "PHASE_WELCOME2";
if (phase == PHASE_WELCOME3) return "PHASE_WELCOME3";
if (phase == PHASE_PLAYER_SELECT) return "PHASE_PLAYER_SELECT";
if (phase == PHASE_APPERANCE) return "PHASE_APPERANCE";
if (phase == PHASE_APPEARANCE) return "PHASE_APPEARANCE";
if (phase == PHASE_MAIN_MENU) return "PHASE_MAIN_MENU";
if (phase == PHASE_LEVEL_LIST) return "PHASE_LEVEL_LIST";
if (phase == PHASE_MOD_LIST) return "PHASE_MOD_LIST";
@ -354,14 +354,14 @@ bool IsPhaseWithWorld(Phase phase)
if (phase == PHASE_SIMUL ) return true;
if (phase == PHASE_WIN ) return true;
if (phase == PHASE_LOST ) return true;
if (phase == PHASE_APPERANCE) return true;
if (phase == PHASE_APPEARANCE) return true;
if (IsInSimulationConfigPhase(phase)) return true;
return false;
}
bool IsMainMenuPhase(Phase phase)
{
if (phase == PHASE_APPERANCE) return true;
if (phase == PHASE_APPEARANCE) return true;
return !IsPhaseWithWorld(phase);
}
@ -533,7 +533,7 @@ void CRobotMain::ChangePhase(Phase phase)
float sx = (32.0f+2.0f)/640.0f;
float sy = (32.0f+2.0f)/480.0f;
if (m_phase != PHASE_APPERANCE)
if (m_phase != PHASE_APPEARANCE)
{
m_engine->SetDrawWorld(true);
m_engine->SetDrawFront(false);
@ -1164,7 +1164,7 @@ bool CRobotMain::ProcessEvent(Event &event)
return false;
}
if (m_phase == PHASE_APPERANCE)
if (m_phase == PHASE_APPEARANCE)
EventObject(event);
if (m_phase == PHASE_WIN ||
@ -2065,7 +2065,7 @@ void CRobotMain::HiliteClear()
//! Highlights the object with the mouse hovers over
void CRobotMain::HiliteObject(Math::Point pos)
{
if (m_fixScene && m_phase != PHASE_APPERANCE) return;
if (m_fixScene && m_phase != PHASE_APPEARANCE) return;
if (m_movieLock) return;
if (m_movie->IsExist()) return;
if (m_app->GetMouseMode() == MOUSE_NONE) return;
@ -2131,7 +2131,7 @@ void CRobotMain::HiliteObject(Math::Point pos)
//! Highlights the object with the mouse hovers over
void CRobotMain::HiliteFrame(float rTime)
{
if (m_fixScene && m_phase != PHASE_APPERANCE) return;
if (m_fixScene && m_phase != PHASE_APPEARANCE) return;
if (m_movieLock) return;
if (m_movie->IsExist()) return;
@ -2414,7 +2414,7 @@ bool CRobotMain::EventFrame(const Event &event)
if (m_engine->GetFog())
m_camera->SetOverBaseColor(m_particle->GetFogColor(m_engine->GetEyePt()));
}
if (m_phase == PHASE_APPERANCE ||
if (m_phase == PHASE_APPEARANCE ||
m_phase == PHASE_WIN ||
m_phase == PHASE_LOST)
{
@ -2687,7 +2687,7 @@ void CRobotMain::ScenePerso()
}
catch (const std::runtime_error& e)
{
LevelLoadingError("An error occurred while trying to load apperance scene", e, PHASE_PLAYER_SELECT);
LevelLoadingError("An error occurred while trying to load appearance scene", e, PHASE_PLAYER_SELECT);
}
m_engine->SetDrawWorld(false); // does not draw anything on the interface
@ -3909,7 +3909,7 @@ void CRobotMain::ChangeColor()
m_phase != PHASE_MOD_LIST &&
m_phase != PHASE_WIN &&
m_phase != PHASE_LOST &&
m_phase != PHASE_APPERANCE ) return;
m_phase != PHASE_APPEARANCE ) return;
// Player texture
@ -3924,11 +3924,11 @@ void CRobotMain::ChangeColor()
colorRef1.r = 206.0f/256.0f;
colorRef1.g = 206.0f/256.0f;
colorRef1.b = 204.0f/256.0f; // ~white
colorNew1 = m_playerProfile->GetApperance().colorCombi;
colorNew1 = m_playerProfile->GetAppearance().colorCombi;
colorRef2.r = 255.0f/256.0f;
colorRef2.g = 132.0f/256.0f;
colorRef2.b = 1.0f/256.0f; // orange
colorNew2 = m_playerProfile->GetApperance().colorBand;
colorNew2 = m_playerProfile->GetAppearance().colorBand;
Math::Point exclu[6];
exclu[0] = Math::Point(192.0f/256.0f, 0.0f/256.0f);
@ -3970,7 +3970,7 @@ void CRobotMain::ChangeColor()
colorRef1.b = 0.0f/256.0f; // yellow
tolerance = 0.20f;
}
colorNew1 = m_playerProfile->GetApperance().colorHair;
colorNew1 = m_playerProfile->GetAppearance().colorHair;
colorRef2.r = 0.0f;
colorRef2.g = 0.0f;
colorRef2.b = 0.0f;
@ -5453,13 +5453,13 @@ MissionType CRobotMain::GetMissionType()
//! Returns the representation to use for the player
int CRobotMain::GetGamerFace()
{
return m_playerProfile->GetApperance().face;
return m_playerProfile->GetAppearance().face;
}
//! Returns the representation to use for the player
int CRobotMain::GetGamerGlasses()
{
return m_playerProfile->GetApperance().glasses;
return m_playerProfile->GetAppearance().glasses;
}
//! Returns the mode with just the head

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@ -52,7 +52,7 @@ enum Phase
PHASE_WELCOME2,
PHASE_WELCOME3,
PHASE_PLAYER_SELECT,
PHASE_APPERANCE,
PHASE_APPEARANCE,
PHASE_MAIN_MENU,
PHASE_LEVEL_LIST,
PHASE_MOD_LIST,
@ -198,7 +198,7 @@ public:
Phase GetPhase();
//@}
//! Load the scene for apperance customization
//! Load the scene for appearance customization
void ScenePerso();
void SetMovieLock(bool lock);

View File

@ -43,7 +43,7 @@
#include "ui/controls/window.h"
#include "ui/screen/screen.h"
#include "ui/screen/screen_apperance.h"
#include "ui/screen/screen_appearance.h"
#include "ui/screen/screen_io_read.h"
#include "ui/screen/screen_io_write.h"
#include "ui/screen/screen_level_list.h"
@ -76,7 +76,7 @@ CMainUserInterface::CMainUserInterface()
m_dialog = MakeUnique<CMainDialog>();
m_screenAppearance = MakeUnique<CScreenApperance>();
m_screenAppearance = MakeUnique<CScreenAppearance>();
m_screenLevelList = MakeUnique<CScreenLevelList>(m_dialog.get());
m_screenIORead = MakeUnique<CScreenIORead>(m_screenLevelList.get());
m_screenIOWrite = MakeUnique<CScreenIOWrite>(m_screenLevelList.get());
@ -173,7 +173,7 @@ void CMainUserInterface::ChangePhase(Phase phase)
{
m_currentScreen = m_screenPlayerSelect.get();
}
if (m_phase == PHASE_APPERANCE)
if (m_phase == PHASE_APPEARANCE)
{
m_currentScreen = m_screenAppearance.get();
}
@ -786,7 +786,7 @@ bool CMainUserInterface::GetPlusExplorer()
bool CMainUserInterface::GetGamerOnlyHead()
{
if (m_phase == PHASE_APPERANCE)
if (m_phase == PHASE_APPEARANCE)
return m_screenAppearance->GetGamerOnlyHead();
return false;
@ -794,7 +794,7 @@ bool CMainUserInterface::GetGamerOnlyHead()
float CMainUserInterface::GetPersoAngle()
{
if (m_phase == PHASE_APPERANCE)
if (m_phase == PHASE_APPEARANCE)
return m_screenAppearance->GetPersoAngle();
return 0.0f;

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@ -44,7 +44,7 @@ class CInterface;
class CMainDialog;
class CScreen;
class CScreenApperance;
class CScreenAppearance;
class CScreenIORead;
class CScreenIOWrite;
class CScreenLevelList;
@ -112,7 +112,7 @@ protected:
std::unique_ptr<CMainDialog> m_dialog;
CScreen* m_currentScreen;
std::unique_ptr<CScreenApperance> m_screenAppearance;
std::unique_ptr<CScreenAppearance> m_screenAppearance;
std::unique_ptr<CScreenIORead> m_screenIORead;
std::unique_ptr<CScreenIOWrite> m_screenIOWrite;
std::unique_ptr<CScreenLevelList> m_screenLevelList;

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@ -17,7 +17,7 @@
* along with this program. If not, see http://gnu.org/licenses
*/
#include "ui/screen/screen_apperance.h"
#include "ui/screen/screen_appearance.h"
#include "app/app.h"
@ -77,13 +77,13 @@ const int PERSO_COLOR[3*10*3] =
0, 0, 0, //
};
CScreenApperance::CScreenApperance()
: m_apperanceTab(0),
m_apperanceAngle(0.0f)
CScreenAppearance::CScreenAppearance()
: m_appearanceTab(0),
m_appearanceAngle(0.0f)
{
}
void CScreenApperance::CreateInterface()
void CScreenAppearance::CreateInterface()
{
CWindow* pw;
CLabel* pl;
@ -305,17 +305,17 @@ void CScreenApperance::CreateInterface()
pb = pw->CreateButton(pos, ddim, -1, EVENT_INTERFACE_PDEF);
pb->SetState(STATE_SHADOW);
m_apperanceTab = 0;
m_apperanceAngle = -0.6f;
m_main->GetPlayerProfile()->LoadApperance();
m_appearanceTab = 0;
m_appearanceAngle = -0.6f;
m_main->GetPlayerProfile()->LoadAppearance();
UpdatePerso();
m_main->ScenePerso();
CameraPerso();
}
bool CScreenApperance::EventProcess(const Event &event)
bool CScreenAppearance::EventProcess(const Event &event)
{
PlayerApperance& apperance = m_main->GetPlayerProfile()->GetApperance();
PlayerAppearance& appearance = m_main->GetPlayerProfile()->GetAppearance();
switch( event.type )
{
case EVENT_KEY_DOWN:
@ -338,13 +338,13 @@ bool CScreenApperance::EventProcess(const Event &event)
break;
case EVENT_INTERFACE_PHEAD:
m_apperanceTab = 0;
m_appearanceTab = 0;
UpdatePerso();
m_main->ScenePerso();
CameraPerso();
break;
case EVENT_INTERFACE_PBODY:
m_apperanceTab = 1;
m_appearanceTab = 1;
UpdatePerso();
m_main->ScenePerso();
CameraPerso();
@ -354,8 +354,8 @@ bool CScreenApperance::EventProcess(const Event &event)
case EVENT_INTERFACE_PFACE2:
case EVENT_INTERFACE_PFACE3:
case EVENT_INTERFACE_PFACE4:
apperance.face = event.type-EVENT_INTERFACE_PFACE1;
apperance.DefHairColor();
appearance.face = event.type-EVENT_INTERFACE_PFACE1;
appearance.DefHairColor();
UpdatePerso();
m_main->ScenePerso();
break;
@ -370,7 +370,7 @@ bool CScreenApperance::EventProcess(const Event &event)
case EVENT_INTERFACE_PGLASS7:
case EVENT_INTERFACE_PGLASS8:
case EVENT_INTERFACE_PGLASS9:
apperance.glasses = event.type-EVENT_INTERFACE_PGLASS0;
appearance.glasses = event.type-EVENT_INTERFACE_PGLASS0;
UpdatePerso();
m_main->ScenePerso();
break;
@ -417,25 +417,25 @@ bool CScreenApperance::EventProcess(const Event &event)
break;
case EVENT_INTERFACE_PDEF:
apperance.DefPerso();
appearance.DefPerso();
UpdatePerso();
m_main->ScenePerso();
break;
case EVENT_INTERFACE_PLROT:
m_apperanceAngle += 0.2f;
m_appearanceAngle += 0.2f;
break;
case EVENT_INTERFACE_PRROT:
m_apperanceAngle -= 0.2f;
m_appearanceAngle -= 0.2f;
break;
case EVENT_INTERFACE_POK:
m_main->GetPlayerProfile()->SaveApperance();
m_main->GetPlayerProfile()->SaveAppearance();
m_main->ChangePhase(PHASE_MAIN_MENU);
break;
case EVENT_INTERFACE_PCANCEL:
m_main->GetPlayerProfile()->LoadApperance(); // reload apperance from file
m_main->GetPlayerProfile()->LoadAppearance(); // reload appearance from file
m_main->ChangePhase(PHASE_PLAYER_SELECT);
break;
@ -445,14 +445,14 @@ bool CScreenApperance::EventProcess(const Event &event)
return false;
}
bool CScreenApperance::GetGamerOnlyHead()
bool CScreenAppearance::GetGamerOnlyHead()
{
return m_apperanceTab == 0;
return m_appearanceTab == 0;
}
float CScreenApperance::GetPersoAngle()
float CScreenAppearance::GetPersoAngle()
{
return m_apperanceAngle;
return m_appearanceAngle;
}
// Tests whether two colors are equal or nearly are.
@ -466,7 +466,7 @@ static bool EqColor(const Gfx::Color &c1, const Gfx::Color &c2)
// Updates all the buttons for the character.
void CScreenApperance::UpdatePerso()
void CScreenAppearance::UpdatePerso()
{
CWindow* pw;
CLabel* pl;
@ -477,7 +477,7 @@ void CScreenApperance::UpdatePerso()
std::string name;
int i;
PlayerApperance& apperance = m_main->GetPlayerProfile()->GetApperance();
PlayerAppearance& appearance = m_main->GetPlayerProfile()->GetAppearance();
pw = static_cast<CWindow*>(m_interface->SearchControl(EVENT_WINDOW5));
if ( pw == nullptr ) return;
@ -485,18 +485,18 @@ void CScreenApperance::UpdatePerso()
pb = static_cast<CButton*>(pw->SearchControl(EVENT_INTERFACE_PHEAD));
if ( pb != nullptr )
{
pb->SetState(STATE_CHECK, m_apperanceTab==0);
pb->SetState(STATE_CHECK, m_appearanceTab==0);
}
pb = static_cast<CButton*>(pw->SearchControl(EVENT_INTERFACE_PBODY));
if ( pb != nullptr )
{
pb->SetState(STATE_CHECK, m_apperanceTab==1);
pb->SetState(STATE_CHECK, m_appearanceTab==1);
}
pl = static_cast<CLabel*>(pw->SearchControl(EVENT_LABEL11));
if ( pl != nullptr )
{
if ( m_apperanceTab == 0 )
if ( m_appearanceTab == 0 )
{
pl->SetState(STATE_VISIBLE);
GetResource(RES_TEXT, RT_PERSO_FACE, name);
@ -511,7 +511,7 @@ void CScreenApperance::UpdatePerso()
pl = static_cast<CLabel*>(pw->SearchControl(EVENT_LABEL12));
if ( pl != nullptr )
{
if ( m_apperanceTab == 0 )
if ( m_appearanceTab == 0 )
{
pl->SetState(STATE_VISIBLE);
GetResource(RES_TEXT, RT_PERSO_GLASSES, name);
@ -526,7 +526,7 @@ void CScreenApperance::UpdatePerso()
pl = static_cast<CLabel*>(pw->SearchControl(EVENT_LABEL13));
if ( pl != nullptr )
{
if ( m_apperanceTab == 0 ) GetResource(RES_TEXT, RT_PERSO_HAIR, name);
if ( m_appearanceTab == 0 ) GetResource(RES_TEXT, RT_PERSO_HAIR, name);
else GetResource(RES_TEXT, RT_PERSO_BAND, name);
pl->SetName(name);
}
@ -534,7 +534,7 @@ void CScreenApperance::UpdatePerso()
pl = static_cast<CLabel*>(pw->SearchControl(EVENT_LABEL14));
if ( pl != nullptr )
{
if ( m_apperanceTab == 0 )
if ( m_appearanceTab == 0 )
{
pl->ClearState(STATE_VISIBLE);
}
@ -550,23 +550,23 @@ void CScreenApperance::UpdatePerso()
{
pb = static_cast<CButton*>(pw->SearchControl(static_cast<EventType>(EVENT_INTERFACE_PFACE1+i)));
if ( pb == nullptr ) break;
pb->SetState(STATE_VISIBLE, m_apperanceTab==0);
pb->SetState(STATE_CHECK, i==apperance.face);
pb->SetState(STATE_VISIBLE, m_appearanceTab==0);
pb->SetState(STATE_CHECK, i==appearance.face);
}
for ( i=0 ; i<10 ; i++ )
{
pb = static_cast<CButton*>(pw->SearchControl(static_cast<EventType>(EVENT_INTERFACE_PGLASS0+i)));
if ( pb == nullptr ) break;
pb->SetState(STATE_VISIBLE, m_apperanceTab==0);
pb->SetState(STATE_CHECK, i==apperance.glasses);
pb->SetState(STATE_VISIBLE, m_appearanceTab==0);
pb->SetState(STATE_CHECK, i==appearance.glasses);
}
for ( i=0 ; i<3*3 ; i++ )
{
pc = static_cast<CColor*>(pw->SearchControl(static_cast<EventType>(EVENT_INTERFACE_PC0a+i)));
if ( pc == nullptr ) break;
if ( m_apperanceTab == 0 )
if ( m_appearanceTab == 0 )
{
pc->ClearState(STATE_VISIBLE);
}
@ -578,29 +578,29 @@ void CScreenApperance::UpdatePerso()
color.b = PERSO_COLOR[3*10*1+3*i+2]/255.0f;
color.a = 0.0f;
pc->SetColor(color);
pc->SetState(STATE_CHECK, EqColor(color, apperance.colorCombi));
pc->SetState(STATE_CHECK, EqColor(color, appearance.colorCombi));
}
pc = static_cast<CColor*>(pw->SearchControl(static_cast<EventType>(EVENT_INTERFACE_PC0b+i)));
if ( pc == nullptr ) break;
color.r = PERSO_COLOR[3*10*2*m_apperanceTab+3*i+0]/255.0f;
color.g = PERSO_COLOR[3*10*2*m_apperanceTab+3*i+1]/255.0f;
color.b = PERSO_COLOR[3*10*2*m_apperanceTab+3*i+2]/255.0f;
color.r = PERSO_COLOR[3*10*2*m_appearanceTab+3*i+0]/255.0f;
color.g = PERSO_COLOR[3*10*2*m_appearanceTab+3*i+1]/255.0f;
color.b = PERSO_COLOR[3*10*2*m_appearanceTab+3*i+2]/255.0f;
color.a = 0.0f;
pc->SetColor(color);
pc->SetState(STATE_CHECK, EqColor(color, m_apperanceTab?apperance.colorBand:apperance.colorHair));
pc->SetState(STATE_CHECK, EqColor(color, m_appearanceTab?appearance.colorBand:appearance.colorHair));
}
for ( i=0 ; i<3 ; i++ )
{
ps = static_cast<CSlider*>(pw->SearchControl(static_cast<EventType>(EVENT_INTERFACE_PCRa+i)));
if ( ps == nullptr ) break;
ps->SetState(STATE_VISIBLE, m_apperanceTab==1);
ps->SetState(STATE_VISIBLE, m_appearanceTab==1);
}
if ( m_apperanceTab == 1 )
if ( m_appearanceTab == 1 )
{
color = apperance.colorCombi;
color = appearance.colorCombi;
ps = static_cast<CSlider*>(pw->SearchControl(EVENT_INTERFACE_PCRa));
if ( ps != nullptr ) ps->SetVisibleValue(color.r*255.0f);
ps = static_cast<CSlider*>(pw->SearchControl(EVENT_INTERFACE_PCGa));
@ -609,8 +609,8 @@ void CScreenApperance::UpdatePerso()
if ( ps != nullptr ) ps->SetVisibleValue(color.b*255.0f);
}
if ( m_apperanceTab == 0 ) color = apperance.colorHair;
else color = apperance.colorBand;
if ( m_appearanceTab == 0 ) color = appearance.colorHair;
else color = appearance.colorBand;
ps = static_cast<CSlider*>(pw->SearchControl(EVENT_INTERFACE_PCRb));
if ( ps != nullptr ) ps->SetVisibleValue(color.r*255.0f);
ps = static_cast<CSlider*>(pw->SearchControl(EVENT_INTERFACE_PCGb));
@ -621,9 +621,9 @@ void CScreenApperance::UpdatePerso()
// Updates the camera for the character.
void CScreenApperance::CameraPerso()
void CScreenAppearance::CameraPerso()
{
if ( m_apperanceTab == 0 )
if ( m_appearanceTab == 0 )
{
SetCamera(0.325f, -0.15f, 5.0f);
}
@ -635,44 +635,44 @@ void CScreenApperance::CameraPerso()
// Sets a fixed color.
void CScreenApperance::FixPerso(int rank, int index)
void CScreenAppearance::FixPerso(int rank, int index)
{
PlayerApperance& apperance = m_main->GetPlayerProfile()->GetApperance();
if ( m_apperanceTab == 0 )
PlayerAppearance& appearance = m_main->GetPlayerProfile()->GetAppearance();
if ( m_appearanceTab == 0 )
{
if ( index == 1 )
{
apperance.colorHair.r = PERSO_COLOR[3*10*0+rank*3+0]/255.0f;
apperance.colorHair.g = PERSO_COLOR[3*10*0+rank*3+1]/255.0f;
apperance.colorHair.b = PERSO_COLOR[3*10*0+rank*3+2]/255.0f;
appearance.colorHair.r = PERSO_COLOR[3*10*0+rank*3+0]/255.0f;
appearance.colorHair.g = PERSO_COLOR[3*10*0+rank*3+1]/255.0f;
appearance.colorHair.b = PERSO_COLOR[3*10*0+rank*3+2]/255.0f;
}
}
if ( m_apperanceTab == 1 )
if ( m_appearanceTab == 1 )
{
if ( index == 0 )
{
apperance.colorCombi.r = PERSO_COLOR[3*10*1+rank*3+0]/255.0f;
apperance.colorCombi.g = PERSO_COLOR[3*10*1+rank*3+1]/255.0f;
apperance.colorCombi.b = PERSO_COLOR[3*10*1+rank*3+2]/255.0f;
appearance.colorCombi.r = PERSO_COLOR[3*10*1+rank*3+0]/255.0f;
appearance.colorCombi.g = PERSO_COLOR[3*10*1+rank*3+1]/255.0f;
appearance.colorCombi.b = PERSO_COLOR[3*10*1+rank*3+2]/255.0f;
}
if ( index == 1 )
{
apperance.colorBand.r = PERSO_COLOR[3*10*2+rank*3+0]/255.0f;
apperance.colorBand.g = PERSO_COLOR[3*10*2+rank*3+1]/255.0f;
apperance.colorBand.b = PERSO_COLOR[3*10*2+rank*3+2]/255.0f;
appearance.colorBand.r = PERSO_COLOR[3*10*2+rank*3+0]/255.0f;
appearance.colorBand.g = PERSO_COLOR[3*10*2+rank*3+1]/255.0f;
appearance.colorBand.b = PERSO_COLOR[3*10*2+rank*3+2]/255.0f;
}
}
}
// Updates the color of the character.
void CScreenApperance::ColorPerso()
void CScreenAppearance::ColorPerso()
{
CWindow* pw;
CSlider* ps;
Gfx::Color color;
PlayerApperance& apperance = m_main->GetPlayerProfile()->GetApperance();
PlayerAppearance& appearance = m_main->GetPlayerProfile()->GetAppearance();
pw = static_cast<CWindow*>(m_interface->SearchControl(EVENT_WINDOW5));
if ( pw == nullptr ) return;
@ -685,7 +685,7 @@ void CScreenApperance::ColorPerso()
if ( ps != nullptr ) color.g = ps->GetVisibleValue()/255.0f;
ps = static_cast<CSlider*>(pw->SearchControl(EVENT_INTERFACE_PCBa));
if ( ps != nullptr ) color.b = ps->GetVisibleValue()/255.0f;
if ( m_apperanceTab == 1 ) apperance.colorCombi = color;
if ( m_appearanceTab == 1 ) appearance.colorCombi = color;
ps = static_cast<CSlider*>(pw->SearchControl(EVENT_INTERFACE_PCRb));
if ( ps != nullptr ) color.r = ps->GetVisibleValue()/255.0f;
@ -693,11 +693,11 @@ void CScreenApperance::ColorPerso()
if ( ps != nullptr ) color.g = ps->GetVisibleValue()/255.0f;
ps = static_cast<CSlider*>(pw->SearchControl(EVENT_INTERFACE_PCBb));
if ( ps != nullptr ) color.b = ps->GetVisibleValue()/255.0f;
if ( m_apperanceTab == 0 ) apperance.colorHair = color;
else apperance.colorBand = color;
if ( m_appearanceTab == 0 ) appearance.colorHair = color;
else appearance.colorBand = color;
}
void CScreenApperance::SetCamera(float x, float y, float cameraDistance)
void CScreenAppearance::SetCamera(float x, float y, float cameraDistance)
{
Gfx::CCamera* camera = m_main->GetCamera();
Gfx::CEngine* engine = Gfx::CEngine::GetInstancePointer();

View File

@ -24,10 +24,10 @@
namespace Ui
{
class CScreenApperance : public CScreen
class CScreenAppearance : public CScreen
{
public:
CScreenApperance();
CScreenAppearance();
void CreateInterface() override;
bool EventProcess(const Event &event) override;
@ -44,8 +44,8 @@ protected:
void SetCamera(float x, float y, float cameraDistance);
protected:
int m_apperanceTab; // perso: tab selected
float m_apperanceAngle; // perso: angle of presentation
int m_appearanceTab; // perso: tab selected
float m_appearanceAngle; // perso: angle of presentation
};
} // namespace Ui

View File

@ -183,7 +183,7 @@ bool CScreenPlayerSelect::EventProcess(const Event &event)
case EVENT_INTERFACE_PERSO:
NameSelect();
m_main->ChangePhase(PHASE_APPERANCE);
m_main->ChangePhase(PHASE_APPEARANCE);
break;
case EVENT_INTERFACE_NDELETE: