mirror of
https://github.com/blupi-games/planetblupi
synced 2024-12-30 10:15:36 +01:00
Cosmetic: apply clang-format
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parent
914878634a
commit
1e8e8213a7
@ -1915,9 +1915,8 @@ CDecor::CelOkForAction (
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cel.x--;
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cel.y--;
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if (
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!bStrong || bTransport || bVehicule ||
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m_blupi[rank].perso == 8) // disciple ?
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if (!bStrong || bTransport || bVehicule || m_blupi[rank].perso == 8) // disciple
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// ?
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{
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error = Errors::MISC; // pas assez fort
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}
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@ -1970,9 +1969,8 @@ CDecor::CelOkForAction (
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cel.x--;
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cel.y--;
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if (
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!bStrong || bTransport || bVehicule ||
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m_blupi[rank].perso == 8) // disciple ?
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if (!bStrong || bTransport || bVehicule || m_blupi[rank].perso == 8) // disciple
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// ?
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{
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error = Errors::MISC; // pas assez fort
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}
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@ -125,7 +125,8 @@ CPixmap::CreateMainTexture ()
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Sint32
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CPixmap::Blit (
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Sint32 dstCh, SDL_Texture * src, const SDL_Rect & dstRect, double angle, SDL_RendererFlip flip)
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Sint32 dstCh, SDL_Texture * src, const SDL_Rect & dstRect, double angle,
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SDL_RendererFlip flip)
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{
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Sint32 res;
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auto target = SDL_GetRenderTarget (g_renderer);
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@ -150,8 +151,7 @@ CPixmap::Blit (
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if (this->mainTexture)
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SDL_SetRenderTarget (g_renderer, target ? target : this->mainTexture);
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res = SDL_RenderCopyEx (
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g_renderer, src, nullptr, &dstRect, angle,
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nullptr, flip);
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g_renderer, src, nullptr, &dstRect, angle, nullptr, flip);
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if (this->mainTexture)
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SDL_SetRenderTarget (g_renderer, target);
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}
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@ -159,8 +159,7 @@ CPixmap::Blit (
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{
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SDL_SetRenderTarget (g_renderer, m_SDLTextureInfo[dstCh].texture);
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res = SDL_RenderCopyEx (
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g_renderer, src, nullptr, &dstRect, angle,
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nullptr, flip);
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g_renderer, src, nullptr, &dstRect, angle, nullptr, flip);
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SDL_SetRenderTarget (g_renderer, target);
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}
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@ -436,8 +435,7 @@ CPixmap::Cache (
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switch (mode)
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{
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case FIX:
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case FIX_REVERSABLE:
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{
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case FIX_REVERSABLE: {
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if (channel == CHBACK && (ow < LXIMAGE () || oh < LYIMAGE ()))
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{
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if (!wideName.empty ())
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@ -467,8 +465,7 @@ CPixmap::Cache (
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}
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case EXPAND:
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case EXPAND_REVERSABLE:
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{
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case EXPAND_REVERSABLE: {
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auto isFlipped = flip == SDL_FLIP_HORIZONTAL;
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SDL_Rect src, dst;
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@ -106,7 +106,9 @@ public:
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void FromGameToDisplay (Sint32 & x, Sint32 & y);
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Sint32 Blit (
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Sint32 dstCh, SDL_Texture * src, const SDL_Rect & dstRect, double angle, SDL_RendererFlip flip);
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Sint32 dstCh, SDL_Texture * src, const SDL_Rect & dstRect, double angle,
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SDL_RendererFlip flip);
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protected:
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Sint32 BltFast (
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Sint32 dstCh, size_t srcCh, Rect dstR, Rect srcR,
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@ -136,8 +138,10 @@ protected:
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SDL_Cursor * m_lpCurrentCursor;
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SDL_Cursor * m_lpSDLCursors[MAXCURSORS];
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SDL_Surface * m_lpSDLBlupi;
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public:
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SDL_Texture * mainTexture;
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protected:
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std::unordered_map<size_t, TextureInfo> m_SDLTextureInfo;
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};
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10
src/text.cxx
10
src/text.cxx
@ -145,7 +145,11 @@ public:
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TTF_SetFontDirection (this->font, TTF_DIRECTION_RTL);
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}
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~Font () { this->cache.Clear (); TTF_CloseFont (this->font); }
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~Font ()
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{
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this->cache.Clear ();
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TTF_CloseFont (this->font);
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}
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TTF_Font * GetFont () { return this->font; }
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@ -390,9 +394,7 @@ public:
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TTF_SetFontScriptName (this->arabicWhite->GetFont (), "Arab");
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}
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~Fonts ()
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{
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}
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~Fonts () {}
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void Clear ()
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{
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