Codechange: Replace color with colour.
This commit is contained in:
@@ -240,9 +240,9 @@ inline void Blitter_40bppAnim::Draw(const Blitter::BlitterParams *bp, ZoomLevel
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if (src_px->a == 255) {
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src_px += n;
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do {
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/* If the anim buffer contains a color value, the image composition will
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/* If the anim buffer contains a colour value, the image composition will
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* only look at the RGB brightness value. As such, we can simply darken the
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* RGB value to darken the anim color. */
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* RGB value to darken the anim colour. */
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Colour b = *anim != 0 ? Colour(GetColourBrightness(*dst), 0, 0) : *dst;
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*dst = this->MakeTransparent(b, 3, 4);
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anim++;
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@@ -360,9 +360,9 @@ void Blitter_40bppAnim::DrawColourMappingRect(void *dst, int width, int height,
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uint8_t *anim = VideoDriver::GetInstance()->GetAnimBuffer() + ((uint32_t *)dst - (uint32_t *)_screen.dst_ptr);
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if (pal == PALETTE_TO_TRANSPARENT) {
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/* If the anim buffer contains a color value, the image composition will
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/* If the anim buffer contains a colour value, the image composition will
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* only look at the RGB brightness value. As such, we can simply darken the
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* RGB value to darken the anim color. */
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* RGB value to darken the anim colour. */
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do {
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for (int i = 0; i != width; i++) {
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Colour b = *anim != 0 ? Colour(GetColourBrightness(*udst), 0, 0) : *udst;
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@@ -1095,7 +1095,7 @@ static constexpr std::initializer_list<NWidgetPart> _nested_select_company_liver
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};
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static WindowDesc _select_company_livery_desc(
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WDP_AUTO, "company_color_scheme", 0, 0,
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WDP_AUTO, "company_colour_scheme", 0, 0,
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WC_COMPANY_COLOUR, WC_NONE,
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{},
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_nested_select_company_livery_widgets
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@@ -58,7 +58,7 @@ Font::Font(FontSize size, TextColour colour) :
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* @note In case no ParagraphLayouter could be constructed, line.layout will be nullptr.
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* @param line The cache item to store our layouter in.
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* @param str The string to create a layouter for.
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* @param state The state of the font and color.
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* @param state The state of the font and colour.
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* @tparam T The type of layouter we want.
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*/
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template <typename T>
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@@ -32,7 +32,7 @@ extern LeagueTablePool _league_table_pool;
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struct LeagueTableElement : LeagueTableElementPool::PoolItem<&_league_table_element_pool> {
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LeagueTableID table = LeagueTableID::Invalid(); ///< Id of the table which this element belongs to
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int64_t rating = 0; ///< Value that determines ordering of elements in the table (higher=better)
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CompanyID company = CompanyID::Invalid(); ///< Company Id to show the color blob for or CompanyID::Invalid()
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CompanyID company = CompanyID::Invalid(); ///< Company Id to show the colour blob for or CompanyID::Invalid()
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EncodedString text{}; ///< Text of the element
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EncodedString score{}; ///< String representation of the score associated with the element
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Link link{}; ///< What opens when element is clicked
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@@ -73,7 +73,7 @@ std::tuple<CommandCost, LeagueTableID> CmdCreateLeagueTable(DoCommandFlags flags
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* @param flags type of operation
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* @param table Id of the league table this element belongs to
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* @param rating Value that elements are ordered by
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* @param company Company to show the color blob for or CompanyID::Invalid()
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* @param company Company to show the colour blob for or CompanyID::Invalid()
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* @param text Text of the element
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* @param score String representation of the score associated with the element
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* @param link_type Type of the referenced object
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@@ -100,7 +100,7 @@ std::tuple<CommandCost, LeagueTableElementID> CmdCreateLeagueTableElement(DoComm
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* Update the attributes of a league table element.
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* @param flags type of operation
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* @param element Id of the element to update
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* @param company Company to show the color blob for or CompanyID::Invalid()
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* @param company Company to show the colour blob for or CompanyID::Invalid()
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* @param text Text of the element
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* @param link_type Type of the referenced object
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* @param link_target Id of the referenced object
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@@ -878,7 +878,7 @@ static void MakeNewGameDone()
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Company *c = Company::Get(CompanyID::Begin());
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c->settings = _settings_client.company;
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/* Overwrite color from settings if needed
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/* Overwrite colour from settings if needed
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* COLOUR_END corresponds to Random colour */
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if (_settings_client.gui.starting_colour != COLOUR_END) {
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@@ -190,9 +190,9 @@ static const CTRunDelegateCallbacks _sprite_font_callback = {
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}
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CFAttributedStringSetAttribute(str.get(), CFRangeMake(last, position - last), kCTFontAttributeName, font_handle);
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CGColorRef color = CGColorCreateGenericGray((uint8_t)font->colour / 255.0f, 1.0f); // We don't care about the real colours, just that they are different.
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CFAttributedStringSetAttribute(str.get(), CFRangeMake(last, position - last), kCTForegroundColorAttributeName, color);
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CGColorRelease(color);
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CGColorRef colour = CGColorCreateGenericGray((uint8_t)font->colour / 255.0f, 1.0f); // We don't care about the real colours, just that they are different.
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CFAttributedStringSetAttribute(str.get(), CFRangeMake(last, position - last), kCTForegroundColorAttributeName, colour);
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CGColorRelease(colour);
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/* Install a size callback for our special private-use sprite glyphs in case the font does not provide them. */
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for (ssize_t c = last; c < position; c++) {
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@@ -70,7 +70,7 @@ public:
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* Create a new league table element.
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* @param table Id of the league table this element belongs to.
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* @param rating Value that elements are ordered by.
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* @param company Company to show the color blob for or COMPANY_INVALID.
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* @param company Company to show the colour blob for or COMPANY_INVALID.
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* @param text Text of the element (can be either a raw string, or ScriptText object).
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* @param score String representation of the score associated with the element (can be either a raw string, or ScriptText object).
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* @param link_type Type of the referenced object.
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@@ -87,7 +87,7 @@ public:
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/**
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* Update the attributes of a league table element.
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* @param element Id of the element to update
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* @param company Company to show the color blob for or COMPANY_INVALID.
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* @param company Company to show the colour blob for or COMPANY_INVALID.
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* @param text Text of the element (can be either a raw string, or ScriptText object).
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* @param link_type Type of the referenced object.
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* @param link_target Id of the referenced object.
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@@ -219,8 +219,8 @@ struct GUISettings {
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uint8_t missing_strings_threshold; ///< the number of missing strings before showing the warning
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uint8_t graph_line_thickness; ///< the thickness of the lines in the various graph guis
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uint8_t osk_activation; ///< Mouse gesture to trigger the OSK.
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Colours starting_colour; ///< default color scheme for the company to start a new game with
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Colours starting_colour_secondary; ///< default secondary color scheme for the company to start a new game with
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Colours starting_colour; ///< default colour scheme for the company to start a new game with
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Colours starting_colour_secondary; ///< default secondary colour scheme for the company to start a new game with
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bool show_newgrf_name; ///< Show the name of the NewGRF in the build vehicle window
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bool show_cargo_in_vehicle_lists; ///< Show the cargoes the vehicles can carry in the list windows
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bool auto_remove_signals; ///< automatically remove signals when in the way during rail construction
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@@ -1622,6 +1622,6 @@ static const PaletteID PALETTE_CRASH = 804; ///< Recolour sprite
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static const PaletteID PALETTE_CHURCH_RED = 1438; ///< Recolour sprite for reddish churches
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static const PaletteID PALETTE_CHURCH_CREAM = 1439; ///< Recolour sprite for white churches
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static const PaletteID PALETTE_ALL_BLACK = SPR_PALETTE_BASE; ///< Exchange any color by black, needed for painting fictive tiles outside map
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static const PaletteID PALETTE_ALL_BLACK = SPR_PALETTE_BASE; ///< Exchange any colour by black, needed for painting fictive tiles outside map
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#endif /* SPRITES_H */
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@@ -30,7 +30,7 @@ public:
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OTTD_CocoaWindow *window; ///< Pointer to window object
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OTTD_CocoaView *cocoaview; ///< Pointer to view object
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CGColorSpaceRef color_space; ///< Window color space
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CGColorSpaceRef colour_space; ///< Window colour space
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OTTD_CocoaWindowDelegate *delegate; //!< Window delegate object
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@@ -101,7 +101,7 @@ private:
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uint32_t palette[256]; ///< Colour Palette
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void BlitIndexedToView32(int left, int top, int right, int bottom);
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void UpdatePalette(uint first_color, uint num_colors);
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void UpdatePalette(uint first_colour, uint num_colours);
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public:
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CGContextRef cgcontext; ///< Context reference for Quartz subdriver
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@@ -99,7 +99,7 @@ VideoDriver_Cocoa::VideoDriver_Cocoa(bool uses_hardware_acceleration)
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this->cocoaview = nil;
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this->delegate = nil;
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this->color_space = nullptr;
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this->colour_space = nullptr;
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this->dirty_rect = {};
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}
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@@ -116,7 +116,7 @@ void VideoDriver_Cocoa::Stop()
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[ this->cocoaview release ];
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[ this->delegate release ];
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CGColorSpaceRelease(this->color_space);
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CGColorSpaceRelease(this->colour_space);
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_cocoa_video_started = false;
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}
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@@ -432,10 +432,10 @@ bool VideoDriver_Cocoa::MakeWindow(int width, int height)
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[ draw_view release ];
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[ this->window setColorSpace:[ NSColorSpace sRGBColorSpace ] ];
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CGColorSpaceRelease(this->color_space);
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this->color_space = CGColorSpaceCreateWithName(kCGColorSpaceSRGB);
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if (this->color_space == nullptr) this->color_space = CGColorSpaceCreateDeviceRGB();
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if (this->color_space == nullptr) FatalError("Could not get a valid colour space for drawing.");
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CGColorSpaceRelease(this->colour_space);
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this->colour_space = CGColorSpaceCreateWithName(kCGColorSpaceSRGB);
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if (this->colour_space == nullptr) this->colour_space = CGColorSpaceCreateDeviceRGB();
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if (this->colour_space == nullptr) FatalError("Could not get a valid colour space for drawing.");
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this->setup = false;
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@@ -654,7 +654,7 @@ void VideoDriver_CocoaQuartz::AllocateBackingStore(bool)
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this->window_height, // height
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8, // bits per component
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this->window_pitch * 4, // bytes per row
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this->color_space, // color space
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this->colour_space, // colour space
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kCGImageAlphaNoneSkipFirst | kCGBitmapByteOrder32Host
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);
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@@ -704,11 +704,11 @@ void VideoDriver_CocoaQuartz::BlitIndexedToView32(int left, int top, int right,
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}
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/** Update the palette */
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void VideoDriver_CocoaQuartz::UpdatePalette(uint first_color, uint num_colors)
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void VideoDriver_CocoaQuartz::UpdatePalette(uint first_colour, uint num_colours)
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{
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if (this->buffer_depth != 8) return;
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for (uint i = first_color; i < first_color + num_colors; i++) {
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for (uint i = first_colour; i < first_colour + num_colours; i++) {
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uint32_t clr = 0xff000000;
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clr |= (uint32_t)_local_palette.palette[i].r << 16;
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clr |= (uint32_t)_local_palette.palette[i].g << 8;
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@@ -177,8 +177,8 @@ static NSImage *NSImageFromSprite(SpriteID sprite_id, ZoomLevel zoom)
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if (!data) return nullptr;
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CGBitmapInfo info = kCGImageAlphaFirst | kCGBitmapByteOrder32Host;
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CFAutoRelease<CGColorSpaceRef> color_space(CGColorSpaceCreateWithName(kCGColorSpaceSRGB));
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CFAutoRelease<CGImage> bitmap(CGImageCreate(dim.width, dim.height, 8, 32, dim.width * 4, color_space.get(), info, data.get(), nullptr, false, kCGRenderingIntentDefault));
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CFAutoRelease<CGColorSpaceRef> colour_space(CGColorSpaceCreateWithName(kCGColorSpaceSRGB));
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CFAutoRelease<CGImage> bitmap(CGImageCreate(dim.width, dim.height, 8, 32, dim.width * 4, colour_space.get(), info, data.get(), nullptr, false, kCGRenderingIntentDefault));
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if (!bitmap) return nullptr;
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return [ [ [ NSImage alloc ] initWithCGImage:bitmap.get() size:NSZeroSize ] autorelease ];
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@@ -67,22 +67,22 @@ void VideoDriver_SDL_Default::MakePalette()
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if (_sdl_surface != _sdl_real_surface) {
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/* When using a shadow surface, also set our palette on the real screen. This lets SDL
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* allocate as many colors (or approximations) as
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* allocate as many colours (or approximations) as
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* possible, instead of using only the default SDL
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* palette. This allows us to get more colors exactly
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* palette. This allows us to get more colours exactly
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* right and might allow using better approximations for
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* other colors.
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* other colours.
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*
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* Note that colors allocations are tried in-order, so
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* this favors colors further up into the palette. Also
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* note that if two colors from the same animation
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* sequence are approximated using the same color, that
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* Note that colours allocations are tried in-order, so
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* this favors colours further up into the palette. Also
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* note that if two colours from the same animation
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* sequence are approximated using the same colour, that
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* animation will stop working.
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*
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* Since changing the system palette causes the colours
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* to change right away, and allocations might
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* drastically change, we can't use this for animation,
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* since that could cause weird coloring between the
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* since that could cause weird colouring between the
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* palette change and the blitting below, so we only set
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* the real palette during initialisation.
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*/
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