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AGS: Remove _G macros from comments
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eb1e337edd
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@ -2069,7 +2069,7 @@ void CheckViewFrameForCharacter(CharacterInfo *chi) {
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Bitmap *GetCharacterImage(int charid, int *isFlipped) {
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if (!_G(gfxDriver)->HasAcceleratedTransform()) {
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if (_G(actsps)[charid + MAX_ROOM_OBJECTS] != nullptr) {
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// the _G(actsps) image is pre-flipped, so no longer register the image as such
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// the actsps image is pre-flipped, so no longer register the image as such
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if (isFlipped)
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*isFlipped = 0;
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return _G(actsps)[charid + MAX_ROOM_OBJECTS];
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@ -116,7 +116,7 @@ int _display_main(int xx, int yy, int wii, const char *text, int disp_type, int
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}
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if (asspch > 0) {
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// update the _G(all_buttons_disabled) variable in advance
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// update the all_buttons_disabled variable in advance
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// of the adjust_x/y_for_guis calls
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_GP(play).disabled_user_interface++;
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update_gui_disabled_status();
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@ -151,7 +151,7 @@ Bitmap *convert_32_to_32bgr(Bitmap *tempbl) {
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// could copy them to texture without additional changes.
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// AGS own OpenGL renderer tries to sync its behavior with the former one.
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//
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// TODO: make _G(gfxDriver)->GetCompatibleBitmapFormat describe all necessary
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// TODO: make gfxDriver->GetCompatibleBitmapFormat describe all necessary
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// conversions, so that we did not have to guess.
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//
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Bitmap *AdjustBitmapForUseWithDisplayMode(Bitmap *bitmap, bool has_alpha) {
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@ -1067,7 +1067,7 @@ void get_local_tint(int xpp, int ypp, int nolight,
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// Applies the specified RGB Tint or Light Level to the _G(actsps)
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// Applies the specified RGB Tint or Light Level to the actsps
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// sprite indexed with actspsindex
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void apply_tint_or_light(int actspsindex, int light_level,
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int tint_amount, int tint_red, int tint_green,
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@ -1133,9 +1133,9 @@ void apply_tint_or_light(int actspsindex, int light_level,
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}
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// Draws the specified 'sppic' sprite onto _G(actsps)[useindx] at the
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// Draws the specified 'sppic' sprite onto actsps[useindx] at the
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// specified width and height, and flips the sprite if necessary.
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// Returns 1 if something was drawn to _G(actsps); returns 0 if no
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// Returns 1 if something was drawn to actsps; returns 0 if no
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// scaling or stretching was required, in which case nothing was done
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int scale_and_flip_sprite(int useindx, int coldept, int zoom_level,
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int sppic, int newwidth, int newheight,
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@ -1152,7 +1152,7 @@ int scale_and_flip_sprite(int useindx, int coldept, int zoom_level,
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_G(our_eip) = 334;
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// Ensure that anti-aliasing routines have a _G(palette) to
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// Ensure that anti-aliasing routines have a palette to
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// use for mapping while faded out
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if (_G(in_new_room))
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select_palette(_G(palette));
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@ -1213,8 +1213,8 @@ int scale_and_flip_sprite(int useindx, int coldept, int zoom_level,
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// create the _G(actsps)[aa] image with the object drawn correctly
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// returns 1 if nothing at all has changed and _G(actsps) is still
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// create the actsps[aa] image with the object drawn correctly
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// returns 1 if nothing at all has changed and actsps is still
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// intact from last time; 0 otherwise
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int construct_object_gfx(int aa, int *drawnWidth, int *drawnHeight, bool alwaysUseSoftware) {
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int useindx = aa;
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@ -1348,7 +1348,7 @@ int construct_object_gfx(int aa, int *drawnWidth, int *drawnHeight, bool alwaysU
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actspsUsed = scale_and_flip_sprite(useindx, coldept, zoom_level,
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_G(objs)[aa].num, sprwidth, sprheight, isMirrored);
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} else {
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// ensure _G(actsps) exists
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// ensure actsps exists
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_G(actsps)[useindx] = recycle_bitmap(_G(actsps)[useindx], coldept, _GP(game).SpriteInfos[_G(objs)[aa].num].Width, _GP(game).SpriteInfos[_G(objs)[aa].num].Height);
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}
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@ -1603,7 +1603,7 @@ void prepare_characters_for_drawing() {
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(_G(gfxDriver)->HasAcceleratedTransform())) {
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usingCachedImage = true;
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} else if (_G(charcache)[aa].inUse) {
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//destroy_bitmap (_G(charcache)[aa].image);
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//destroy_bitmap (charcache[aa].image);
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_G(charcache)[aa].inUse = 0;
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}
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@ -1644,7 +1644,7 @@ void prepare_characters_for_drawing() {
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// If cache needs to be re-drawn
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if (!_G(charcache)[aa].inUse) {
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// create the base sprite in _G(actsps)[useindx], which will
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// create the base sprite in actsps[useindx], which will
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// be scaled and/or flipped, as appropriate
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int actspsUsed = 0;
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if (!_G(gfxDriver)->HasAcceleratedTransform()) {
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@ -1652,7 +1652,7 @@ void prepare_characters_for_drawing() {
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useindx, coldept, zoom_level, sppic,
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newwidth, newheight, isMirrored);
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} else {
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// ensure _G(actsps) exists
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// ensure actsps exists
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_G(actsps)[useindx] = recycle_bitmap(_G(actsps)[useindx], coldept, _GP(game).SpriteInfos[sppic].Width, _GP(game).SpriteInfos[sppic].Height);
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}
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@ -2239,7 +2239,7 @@ void render_graphics(IDriverDependantBitmap *extraBitmap, int extraX, int extraY
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render_to_screen();
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if (!SHOULD_QUIT && !_GP(play).screen_is_faded_out) {
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// always update the _G(palette), regardless of whether the plugin
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// always update the palette, regardless of whether the plugin
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// vetos the screen update
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if (_G(bg_just_changed)) {
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setpal();
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@ -133,8 +133,8 @@ void draw_game_screen_callback();
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void GfxDriverOnInitCallback(void *data);
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bool GfxDriverNullSpriteCallback(int x, int y);
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void putpixel_compensate(Shared::Bitmap *g, int xx, int yy, int col);
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// create the _G(actsps)[aa] image with the object drawn correctly
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// returns 1 if nothing at all has changed and _G(actsps) is still
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// create the actsps[aa] image with the object drawn correctly
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// returns 1 if nothing at all has changed and actsps is still
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// intact from last time; 0 otherwise
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int construct_object_gfx(int aa, int *drawnWidth, int *drawnHeight, bool alwaysUseSoftware);
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void clear_letterbox_borders();
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@ -52,7 +52,7 @@ int run_claimable_event(const char *tsname, bool includeRoom, int numParams, con
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*eventWasClaimed = true;
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// Run the room script function, and if it is not claimed,
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// then run the main one
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// We need to remember the _G(eventClaimed) variable's state, in case
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// We need to remember the eventClaimed variable's state, in case
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// this is a nested event
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int eventClaimedOldValue = _G(eventClaimed);
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_G(eventClaimed) = EVENT_INPROGRESS;
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@ -1439,7 +1439,7 @@ void game_sprite_deleted(int sprnum) {
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_GP(guibuts)[i].NotifyParentChanged();
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}
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}
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// _G(views)
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// views
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for (size_t v = 0; v < (size_t)_GP(game).numviews; ++v) {
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for (size_t l = 0; l < (size_t)_G(views)[v].numLoops; ++l) {
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for (size_t f = 0; f < (size_t)_G(views)[v].loops[l].numFrames; ++f) {
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@ -546,7 +546,7 @@ RuntimeScriptValue Sc_GetInvGraphic(const RuntimeScriptValue *params, int32_t pa
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API_SCALL_INT_PINT(GetInvGraphic);
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}
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// void (int indx,char*_G(buff))
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// void (int indx,char*buff)
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RuntimeScriptValue Sc_GetInvName(const RuntimeScriptValue *params, int32_t param_count) {
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API_SCALL_VOID_PINT_POBJ(GetInvName, char);
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}
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@ -59,7 +59,7 @@ void DisplaySimple(const char *text) {
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}
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void DisplayTopBar(int ypos, int ttexcol, int backcol, const char *title, const char *text) {
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// FIXME: refactor _G(source_text_length) and get rid of this ugly hack!
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// FIXME: refactor source_text_length and get rid of this ugly hack!
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const int real_text_sourcelen = _G(source_text_length);
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snprintf(_GP(topBar).text, sizeof(_GP(topBar).text), "%s", get_translation(title));
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_G(source_text_length) = real_text_sourcelen;
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@ -134,7 +134,7 @@ RuntimeScriptValue Sc_InventoryItem_CheckInteractionAvailable(void *self, const
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API_OBJCALL_INT_PINT(ScriptInvItem, InventoryItem_CheckInteractionAvailable);
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}
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// void (ScriptInvItem *iitem, char *_G(buff))
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// void (ScriptInvItem *iitem, char *buff)
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RuntimeScriptValue Sc_InventoryItem_GetName(void *self, const RuntimeScriptValue *params, int32_t param_count) {
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API_OBJCALL_VOID_POBJ(ScriptInvItem, InventoryItem_GetName, char);
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}
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@ -480,7 +480,7 @@ void load_new_room(int newnum, CharacterInfo *forchar) {
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// Make sure the room gfx and masks are matching game's native res
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convert_room_background_to_game_res();
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// _G(walkable_areas_temp) is used by the pathfinder to generate a
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// walkable_areas_temp is used by the pathfinder to generate a
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// copy of the walkable areas - allocate it here to save time later
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delete _G(walkable_areas_temp);
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_G(walkable_areas_temp) = BitmapHelper::CreateBitmap(_GP(thisroom).WalkAreaMask->GetWidth(), _GP(thisroom).WalkAreaMask->GetHeight(), 8);
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@ -338,12 +338,12 @@ int PrepareTextScript(ccInstance *sci, const char **tsname) {
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int RunScriptFunctionIfExists(ccInstance *sci, const char *tsname, int numParam, const RuntimeScriptValue *params) {
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int oldRestoreCount = _G(gameHasBeenRestored);
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// First, save the current _G(ccError) state
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// First, save the current ccError state
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// This is necessary because we might be attempting
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// to run Script B, while Script A is still running in the
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// background.
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// If CallInstance here has an error, it would otherwise
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// also abort Script A because _G(ccError) is a global variable.
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// also abort Script A because ccError is a global variable.
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int cachedCcError = _G(ccError);
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_G(ccError) = 0;
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@ -323,7 +323,7 @@ Bitmap glVirtualScreenWrap;
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void IAGSEngine::SetVirtualScreen(BITMAP *bmp) {
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if (!_G(gfxDriver)->UsesMemoryBackBuffer()) {
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debug_script_warn("SetVirtualScreen: this plugin requires software graphics driver to work correctly.");
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// we let it continue since _G(gfxDriver) is supposed to ignore this request without throwing an exception
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// we let it continue since gfxDriver is supposed to ignore this request without throwing an exception
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}
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if (bmp) {
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@ -25,7 +25,4 @@
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namespace AGS3 {
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//PluginObjectReader _G(pluginReaders)[MAX_PLUGIN_OBJECT_READERS];
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//int _G(numPluginReaders) = 0;
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} // namespace AGS3
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@ -28,8 +28,8 @@ namespace AGS3 {
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class IAGSManagedObjectReader;
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struct PluginObjectReader {
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IAGSManagedObjectReader *reader;
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const char *type;
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IAGSManagedObjectReader *reader;
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const char *type;
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};
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} // namespace AGS3
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