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(svn r19909) -Doc: Typo fixes, small doxygen improvements.
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@ -30,7 +30,7 @@ class SmallVector {
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protected:
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T *data; ///< The pointer to the first item
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uint items; ///< The number of items stored
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uint capacity; ///< The avalible space for storing items
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uint capacity; ///< The available space for storing items
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public:
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SmallVector() : data(NULL), items(0), capacity(0) { }
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@ -93,7 +93,7 @@ public:
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}
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/**
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* Search for the first occurence of an item.
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* Search for the first occurrence of an item.
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* The '!=' operator of T is used for comparison.
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* @param item Item to search for
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* @return The position of the item, or End() when not present
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@ -107,7 +107,7 @@ public:
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}
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/**
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* Search for the first occurence of an item.
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* Search for the first occurrence of an item.
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* The '!=' operator of T is used for comparison.
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* @param item Item to search for
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* @return The position of the item, or End() when not present
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@ -121,7 +121,7 @@ public:
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}
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/**
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* Search for the first occurence of an item.
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* Search for the first occurrence of an item.
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* The '!=' operator of T is used for comparison.
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* @param item Item to search for
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* @return The position of the item, or -1 when not present
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@ -250,7 +250,7 @@ public:
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/**
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* Get item "number" (const)
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*
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* @param index the positon of the item
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* @param index the position of the item
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* @return the item
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*/
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FORCEINLINE const T &operator[](uint index) const
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@ -262,7 +262,7 @@ public:
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/**
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* Get item "number"
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*
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* @param index the positon of the item
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* @param index the position of the item
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* @return the item
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*/
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FORCEINLINE T &operator[](uint index)
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@ -38,7 +38,7 @@ static FORCEINLINE void QSortT(T *base, uint num, int (CDECL *comparator)(const
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* Type safe Gnome Sort.
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*
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* This is a slightly modifyied Gnome search. The basic
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* Gnome search trys to sort already sorted list parts.
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* Gnome search tries to sort already sorted list parts.
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* The modification skips these.
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*
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* @note Use this sort for presorted / regular sorted data.
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@ -33,16 +33,16 @@ enum TreeType {
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TREE_INVALID = 0xFF, ///< An invalid tree
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};
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/**
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/*
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* Counts the number of treetypes for each landscape.
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*
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* This list contains the counts of different treetypes for each landscape. This list contains
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* 5 entries instead of 4 (as there are only 4 landscape types) as the sub tropic landscape
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* got two types of area, one for normal trees and one only for cacti.
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* has two types of area, one for normal trees and one only for cacti.
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*/
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static const uint TREE_COUNT_TEMPERATE = TREE_SUB_ARCTIC - TREE_TEMPERATE; ///< number of treetypes on a temperate map
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static const uint TREE_COUNT_SUB_ARCTIC = TREE_RAINFOREST - TREE_SUB_ARCTIC; ///< number of treetypes on a sub arctic map
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static const uint TREE_COUNT_RAINFOREST = TREE_CACTUS - TREE_RAINFOREST; ///< number of treetypes for the 'rainforrest part' of a sub-tropic map
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static const uint TREE_COUNT_RAINFOREST = TREE_CACTUS - TREE_RAINFOREST; ///< number of treetypes for the 'rainforest part' of a sub-tropic map
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static const uint TREE_COUNT_SUB_TROPICAL = TREE_TOYLAND - TREE_SUB_TROPICAL; ///< number of treetypes for the 'sub-tropic part' of a sub-tropic map
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static const uint TREE_COUNT_TOYLAND = 9; ///< number of treetypes on a toyland map
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@ -141,7 +141,7 @@ struct ViewportDrawer {
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int foundation[FOUNDATION_PART_END]; ///< Foundation sprites (index into parent_sprites_to_draw).
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FoundationPart foundation_part; ///< Currently active foundation for ground sprite drawing.
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int *last_foundation_child[FOUNDATION_PART_END]; ///< Tail of ChildSprite list of the foundations. (index into child_screen_sprites_to_draw)
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Point foundation_offset[FOUNDATION_PART_END]; ///< Pixeloffset for ground sprites on the foundations.
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Point foundation_offset[FOUNDATION_PART_END]; ///< Pixel offset for ground sprites on the foundations.
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};
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static ViewportDrawer _vd;
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@ -297,7 +297,7 @@ static void SetViewportPosition(Window *w, int x, int y)
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vp->virtual_left = x;
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vp->virtual_top = y;
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/* viewport is bound to its left top corner, so it must be rounded down (UnScaleByZoomLower)
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/* Viewport is bound to its left top corner, so it must be rounded down (UnScaleByZoomLower)
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* else glitch described in FS#1412 will happen (offset by 1 pixel with zoom level > NORMAL)
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*/
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old_left = UnScaleByZoomLower(old_left, vp->zoom);
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@ -465,7 +465,7 @@ void HandleZoomMessage(Window *w, const ViewPort *vp, byte widget_zoom_in, byte
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}
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/**
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* Shedules a tile sprite for drawing.
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* Schedules a tile sprite for drawing.
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*
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* @param image the image to draw.
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* @param pal the provided palette.
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@ -868,7 +868,7 @@ static bool IsPartOfAutoLine(int px, int py)
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case HT_DIR_Y: return px == 0; // y direction
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case HT_DIR_HU: return px == -py || px == -py - 16; // horizontal upper
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case HT_DIR_HL: return px == -py || px == -py + 16; // horizontal lower
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case HT_DIR_VL: return px == py || px == py + 16; // vertival left
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case HT_DIR_VL: return px == py || px == py + 16; // vertical left
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case HT_DIR_VR: return px == py || px == py - 16; // vertical right
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default:
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NOT_REACHED();
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@ -1085,7 +1085,7 @@ static void ViewportAddLandscape()
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* @param sign sign position and dimension
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* @param string_normal String for normal and 2x zoom level
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* @param string_small String for 4x and 8x zoom level
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* @param string_small_shadow Shadow string for 4x and 8x zoom level; or STR_NULL if no shadow
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* @param string_small_shadow Shadow string for 4x and 8x zoom level; or #STR_NULL if no shadow
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* @param colour colour of the sign background; or 0 if transparent
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*/
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void ViewportAddString(const DrawPixelInfo *dpi, ZoomLevel small_from, const ViewportSign *sign, StringID string_normal, StringID string_small, StringID string_small_shadow, uint64 params_1, uint64 params_2, Colours colour)
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@ -1499,7 +1499,7 @@ static inline void ClampViewportToMap(const ViewPort *vp, int &x, int &y)
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x = (-vx + vy) / 2;
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y = ( vx + vy) / 4;
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/* Remove centreing */
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/* Remove centering */
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x -= vp->virtual_width / 2;
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y -= vp->virtual_height / 2;
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}
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@ -1529,7 +1529,7 @@ void UpdateViewportPosition(Window *w)
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if (delta_x != 0 || delta_y != 0) {
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if (_settings_client.gui.smooth_scroll) {
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int max_scroll = ScaleByMapSize1D(512);
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/* Not at our desired positon yet... */
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/* Not at our desired position yet... */
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w->viewport->scrollpos_x += Clamp(delta_x / 4, -max_scroll, max_scroll);
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w->viewport->scrollpos_y += Clamp(delta_y / 4, -max_scroll, max_scroll);
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} else {
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@ -44,7 +44,7 @@ Window *_z_front_window = NULL;
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Window *_z_back_window = NULL;
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/*
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* Window that currently have focus. - The main purpose is to generate
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* Window that currently has focus. - The main purpose is to generate
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* FocusLost events, not to give next window in z-order focus when a
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* window is closed.
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*/
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