Apply clang-tidy to more code and do some related cleanups
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21fdb0dcd9
commit
6ce8f13751
13 changed files with 643 additions and 762 deletions
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@ -4,11 +4,11 @@
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* Text rendering.
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*/
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#include "engine.h"
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#include "text_render.hpp"
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#include "cel_render.hpp"
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#include "palette.h"
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#include "DiabloUI/ui_item.h"
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#include "cel_render.hpp"
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#include "engine.h"
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#include "palette.h"
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namespace devilution {
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@ -19,7 +19,7 @@ namespace {
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* small, medium and large sized fonts; which corresponds to smaltext.cel,
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* medtexts.cel and bigtgold.cel respectively.
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*/
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const uint8_t gbFontTransTbl[256] = {
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const uint8_t FontIndex[256] = {
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// clang-format off
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'\0', 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01,
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0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01, 0x01,
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@ -41,7 +41,7 @@ const uint8_t gbFontTransTbl[256] = {
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};
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/** Maps from font index to cel frame number. */
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const uint8_t fontframe[3][128] = {
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const uint8_t FontFrame[3][128] = {
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{
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// clang-format off
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0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
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@ -84,7 +84,7 @@ const uint8_t fontframe[3][128] = {
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* Maps from cel frame number to character width. Note, the character width
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* may be distinct from the frame width, which is the same for every cel frame.
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*/
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const uint8_t fontkern[3][68] = {
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const uint8_t FontKern[3][68] = {
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{
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// clang-format off
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8, 10, 7, 9, 8, 7, 6, 8, 8, 3,
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@ -119,11 +119,11 @@ const uint8_t fontkern[3][68] = {
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};
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enum text_color : uint8_t {
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COL_WHITE,
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COL_BLUE,
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COL_RED,
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COL_GOLD,
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COL_BLACK,
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ColorWhite,
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ColorBlue,
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ColorRed,
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ColorGold,
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ColorBlack,
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};
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int LineHeights[3] = { 12, 38, 50 };
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@ -135,22 +135,22 @@ uint8_t fontColorTableGold[256];
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uint8_t fontColorTableBlue[256];
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uint8_t fontColorTableRed[256];
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static void DrawChar(const CelOutputBuffer &out, Point point, GameFontTables size, int nCel, text_color color)
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void DrawChar(const CelOutputBuffer &out, Point point, GameFontTables size, int nCel, text_color color)
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{
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switch (color) {
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case COL_WHITE:
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case ColorWhite:
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CelDrawTo(out, point.x, point.y, *fonts[size], nCel);
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return;
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case COL_BLUE:
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case ColorBlue:
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CelDrawLightTo(out, point.x, point.y, *fonts[size], nCel, fontColorTableBlue);
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break;
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case COL_RED:
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case ColorRed:
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CelDrawLightTo(out, point.x, point.y, *fonts[size], nCel, fontColorTableRed);
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break;
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case COL_GOLD:
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case ColorGold:
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CelDrawLightTo(out, point.x, point.y, *fonts[size], nCel, fontColorTableGold);
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break;
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case COL_BLACK:
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case ColorBlack:
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light_table_index = 15;
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CelDrawLightTo(out, point.x, point.y, *fonts[size], nCel, nullptr);
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return;
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@ -214,8 +214,8 @@ int GetLineWidth(const char *text, GameFontTables size, int spacing, int *charac
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if (text[i] == '\n')
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break;
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uint8_t frame = fontframe[size][gbFontTransTbl[static_cast<uint8_t>(text[i])]];
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lineWidth += fontkern[size][frame] + spacing;
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uint8_t frame = FontFrame[size][FontIndex[static_cast<uint8_t>(text[i])]];
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lineWidth += FontKern[size][frame] + spacing;
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}
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if (charactersInLine != nullptr)
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@ -247,8 +247,8 @@ void WordWrapGameString(char *text, size_t width, GameFontTables size, int spaci
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continue;
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}
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uint8_t frame = fontframe[size][gbFontTransTbl[static_cast<uint8_t>(text[i])]];
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lineWidth += fontkern[size][frame] + spacing;
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uint8_t frame = FontFrame[size][FontIndex[static_cast<uint8_t>(text[i])]];
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lineWidth += FontKern[size][frame] + spacing;
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if (lineWidth - spacing <= width) {
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continue; // String is still within the limit, continue to the next line
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@ -286,15 +286,15 @@ int DrawString(const CelOutputBuffer &out, const char *text, const SDL_Rect &rec
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else if ((flags & UIS_HUGE) != 0)
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size = GameFontBig;
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text_color color = COL_GOLD;
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text_color color = ColorGold;
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if ((flags & UIS_SILVER) != 0)
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color = COL_WHITE;
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color = ColorWhite;
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else if ((flags & UIS_BLUE) != 0)
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color = COL_BLUE;
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color = ColorBlue;
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else if ((flags & UIS_RED) != 0)
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color = COL_RED;
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color = ColorRed;
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else if ((flags & UIS_BLACK) != 0)
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color = COL_BLACK;
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color = ColorBlack;
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const int w = rect.w != 0 ? rect.w : out.w() - rect.x;
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const int h = rect.h != 0 ? rect.h : out.h() - rect.y;
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@ -325,8 +325,8 @@ int DrawString(const CelOutputBuffer &out, const char *text, const SDL_Rect &rec
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unsigned i = 0;
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for (; i < textLength; i++) {
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uint8_t frame = fontframe[size][gbFontTransTbl[static_cast<uint8_t>(text[i])]];
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int symbolWidth = fontkern[size][frame];
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uint8_t frame = FontFrame[size][FontIndex[static_cast<uint8_t>(text[i])]];
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int symbolWidth = FontKern[size][frame];
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if (text[i] == '\n' || sx + symbolWidth > rightMargin) {
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if (sy + lineHeight >= bottomMargin)
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break;
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