Formating names in source code

svn-id: r25101
This commit is contained in:
Paweł Kołodziejski 2007-01-16 12:40:51 +00:00
parent 994604527b
commit b47eb95316
42 changed files with 2761 additions and 2796 deletions

View file

@ -30,7 +30,7 @@
namespace Agi {
void AgiEngine::print_text2(int l, const char *msg, int foff, int xoff, int yoff,
void AgiEngine::printText2(int l, const char *msg, int foff, int xoff, int yoff,
int len, int fg, int bg, bool checkerboard) {
int x1, y1;
int maxx, minx, ofoff;
@ -113,14 +113,14 @@ void AgiEngine::print_text2(int l, const char *msg, int foff, int xoff, int yoff
/* len is in characters, not pixels!!
*/
void AgiEngine::blit_textbox(const char *p, int y, int x, int len) {
void AgiEngine::blitTextbox(const char *p, int y, int x, int len) {
/* if x | y = -1, then centre the box */
int xoff, yoff, lin, h, w;
char *msg, *m;
debugC(3, kDebugLevelText, "x=%d, y=%d, len=%d", x, y, len);
if (game.window.active)
close_window();
if (_game.window.active)
closeWindow();
if (x == 0 && y == 0 && len == 0)
x = y = -1;
@ -132,7 +132,7 @@ void AgiEngine::blit_textbox(const char *p, int y, int x, int len) {
yoff = y * CHAR_LINES;
len--;
m = msg = word_wrap_string(agi_sprintf(p), &len);
m = msg = wordWrapString(agiSprintf(p), &len);
for (lin = 1; *m; m++) {
/* Test \r for MacOS 8 */
@ -154,9 +154,9 @@ void AgiEngine::blit_textbox(const char *p, int y, int x, int len) {
if (yoff < 0)
yoff = (GFX_HEIGHT - 3 * CHAR_LINES - h) / 2;
draw_window(xoff, yoff, xoff + w - 1, yoff + h - 1);
drawWindow(xoff, yoff, xoff + w - 1, yoff + h - 1);
print_text2(2, msg, 0, CHAR_COLS + xoff, CHAR_LINES + yoff,
printText2(2, msg, 0, CHAR_COLS + xoff, CHAR_LINES + yoff,
len + 1, MSG_BOX_TEXT, MSG_BOX_COLOUR);
free(msg);
@ -164,20 +164,20 @@ void AgiEngine::blit_textbox(const char *p, int y, int x, int len) {
_gfx->doUpdate();
}
void AgiEngine::erase_textbox() {
if (!game.window.active) {
void AgiEngine::eraseTextbox() {
if (!_game.window.active) {
debugC(3, kDebugLevelText, "no window active");
return;
}
debugC(4, kDebugLevelText, "x1=%d, y1=%d, x2=%d, y2=%d", game.window.x1,
game.window.y1, game.window.x2, game.window.y2);
debugC(4, kDebugLevelText, "x1=%d, y1=%d, x2=%d, y2=%d", _game.window.x1,
_game.window.y1, _game.window.x2, _game.window.y2);
_gfx->restoreBlock(game.window.x1, game.window.y1,
game.window.x2, game.window.y2, game.window.buffer);
_gfx->restoreBlock(_game.window.x1, _game.window.y1,
_game.window.x2, _game.window.y2, _game.window.buffer);
free(game.window.buffer);
game.window.active = false;
free(_game.window.buffer);
_game.window.active = false;
_gfx->doUpdate();
}
@ -189,23 +189,23 @@ void AgiEngine::erase_textbox() {
/**
* Print text in the AGI engine screen.
*/
void AgiEngine::print_text(const char *msg, int f, int x, int y, int len, int fg, int bg, bool checkerboard) {
void AgiEngine::printText(const char *msg, int f, int x, int y, int len, int fg, int bg, bool checkerboard) {
f *= CHAR_COLS;
x *= CHAR_COLS;
y *= CHAR_LINES;
debugC(4, kDebugLevelText, "%s, %d, %d, %d, %d, %d, %d", msg, f, x, y, len, fg, bg);
print_text2(0, agi_sprintf(msg), f, x, y, len, fg, bg, checkerboard);
printText2(0, agiSprintf(msg), f, x, y, len, fg, bg, checkerboard);
}
/**
* Print text in the AGI engine console.
*/
void AgiEngine::print_text_console(const char *msg, int x, int y, int len, int fg, int bg) {
void AgiEngine::printTextConsole(const char *msg, int x, int y, int len, int fg, int bg) {
x *= CHAR_COLS;
y *= 10;
print_text2(1, msg, 0, x, y, len, fg, bg);
printText2(1, msg, 0, x, y, len, fg, bg);
}
/**
@ -213,7 +213,7 @@ void AgiEngine::print_text_console(const char *msg, int x, int y, int len, int f
* @param str String to wrap.
* @param len Length of line.
*/
char *AgiEngine::word_wrap_string(char *str, int *len) {
char *AgiEngine::wordWrapString(char *str, int *len) {
/* If the message has a long word (longer than 31 character) then
* loop in line 239 (for (; *v != ' '; v--, c--);) can wrap
* around 0 and write large number in c. This causes returned
@ -275,13 +275,13 @@ char *AgiEngine::word_wrap_string(char *str, int *len) {
/**
* Remove existing window, if any.
*/
void AgiEngine::close_window() {
void AgiEngine::closeWindow() {
debugC(4, kDebugLevelText, "close window");
_sprites->erase_both();
erase_textbox(); /* remove window, if any */
_sprites->blit_both();
_sprites->commit_both(); /* redraw sprites */
game.has_window = false;
_sprites->eraseBoth();
eraseTextbox(); /* remove window, if any */
_sprites->blitBoth();
_sprites->commitBoth(); /* redraw sprites */
_game.hasWindow = false;
}
/**
@ -290,15 +290,15 @@ void AgiEngine::close_window() {
* centered in the screen and waits until a key is pressed.
* @param p The text to be displayed
*/
int AgiEngine::message_box(const char *s) {
int AgiEngine::messageBox(const char *s) {
int k;
_sprites->erase_both();
blit_textbox(s, -1, -1, -1);
_sprites->blit_both();
k = wait_key();
_sprites->eraseBoth();
blitTextbox(s, -1, -1, -1);
_sprites->blitBoth();
k = waitKey();
debugC(4, kDebugLevelText, "wait_key returned %02x", k);
close_window();
closeWindow();
return k;
}
@ -310,18 +310,18 @@ int AgiEngine::message_box(const char *s) {
* @param p The text to be displayed
* @param b NULL-terminated list of button labels
*/
int AgiEngine::selection_box(const char *m, const char **b) {
int AgiEngine::selectionBox(const char *m, const char **b) {
int x, y, i, s;
int key, active = 0;
int rc = -1;
int bx[5], by[5];
_sprites->erase_both();
blit_textbox(m, -1, -1, -1);
_sprites->eraseBoth();
blitTextbox(m, -1, -1, -1);
x = game.window.x1 + 5 * CHAR_COLS / 2;
y = game.window.y2 - 5 * CHAR_LINES / 2;
s = game.window.x2 - game.window.x1 + 1 - 5 * CHAR_COLS;
x = _game.window.x1 + 5 * CHAR_COLS / 2;
y = _game.window.y2 - 5 * CHAR_LINES / 2;
s = _game.window.x2 - _game.window.x1 + 1 - 5 * CHAR_COLS;
debugC(3, kDebugLevelText, "s = %d", s);
/* Automatically position buttons */
@ -342,7 +342,7 @@ int AgiEngine::selection_box(const char *m, const char **b) {
x += CHAR_COLS * strlen(b[i]) + s;
}
_sprites->blit_both();
_sprites->blitBoth();
/* clear key queue */
while (_gfx->keypress()) {
@ -355,7 +355,7 @@ int AgiEngine::selection_box(const char *m, const char **b) {
_gfx->drawButton(bx[i], by[i], b[i], i == active, 0, MSG_BOX_TEXT, MSG_BOX_COLOUR);
_gfx->pollTimer(); /* msdos driver -> does nothing */
key = do_poll_keyboard();
key = doPollKeyboard();
switch (key) {
case KEY_ENTER:
rc = active;
@ -384,7 +384,7 @@ press:
debugC(4, kDebugLevelText, "Button pressed: %d", rc);
getout:
close_window();
closeWindow();
debugC(2, kDebugLevelText, "Result = %d", rc);
return rc;
@ -405,43 +405,43 @@ int AgiEngine::print(const char *p, int lin, int col, int len) {
if (len == 0)
len = 30;
blit_textbox(p, lin, col, len);
blitTextbox(p, lin, col, len);
if (getflag(F_output_mode)) {
if (getflag(fOutputMode)) {
/* non-blocking window */
setflag(F_output_mode, false);
setflag(fOutputMode, false);
return 1;
}
/* blocking */
if (game.vars[V_window_reset] == 0) {
if (_game.vars[vWindowReset] == 0) {
int k;
setvar(V_key, 0);
k = wait_key();
close_window();
setvar(vKey, 0);
k = waitKey();
closeWindow();
return k;
}
/* timed window */
debugC(3, kDebugLevelText, "f15==0, v21==%d => timed", getvar(21));
game.msg_box_ticks = getvar(V_window_reset) * 10;
setvar(V_key, 0);
_game.msgBoxTicks = getvar(vWindowReset) * 10;
setvar(vKey, 0);
do {
main_cycle();
if (game.keypress == KEY_ENTER) {
mainCycle();
if (_game.keypress == KEY_ENTER) {
debugC(4, kDebugLevelText, "KEY_ENTER");
setvar(V_window_reset, 0);
game.keypress = 0;
setvar(vWindowReset, 0);
_game.keypress = 0;
break;
}
} while (game.msg_box_ticks > 0);
} while (_game.msgBoxTicks > 0);
setvar(V_window_reset, 0);
setvar(vWindowReset, 0);
close_window();
closeWindow();
return 0;
}
@ -449,7 +449,7 @@ int AgiEngine::print(const char *p, int lin, int col, int len) {
/**
*
*/
void AgiEngine::print_status(const char *message, ...) {
void AgiEngine::printStatus(const char *message, ...) {
char x[42];
va_list args;
@ -460,10 +460,10 @@ void AgiEngine::print_status(const char *message, ...) {
va_end(args);
debugC(4, kDebugLevelText, "fg=%d, bg=%d", STATUS_FG, STATUS_BG);
print_text(x, 0, 0, game.line_status, 40, STATUS_FG, STATUS_BG);
printText(x, 0, 0, _game.lineStatus, 40, STATUS_FG, STATUS_BG);
}
char *AgiEngine::safe_strcat(char *s, const char *t) {
char *AgiEngine::safeStrcat(char *s, const char *t) {
if (t != NULL)
strcat(s, t);
@ -478,12 +478,12 @@ char *AgiEngine::safe_strcat(char *s, const char *t) {
* @param n logic number
*/
#define MAX_LEN 768
char *AgiEngine::agi_sprintf(const char *s) {
char *AgiEngine::agiSprintf(const char *s) {
static char y[MAX_LEN];
char x[MAX_LEN];
char z[16], *p;
debugC(3, kDebugLevelText, "logic %d, '%s'", game.lognum, s);
debugC(3, kDebugLevelText, "logic %d, '%s'", _game.lognum, s);
p = x;
for (*p = 0; *s;) {
@ -517,28 +517,28 @@ char *AgiEngine::agi_sprintf(const char *s) {
} else {
i = 15 - i;
}
safe_strcat(p, z + i);
safeStrcat(p, z + i);
break;
case '0':
i = strtoul(s, NULL, 10) - 1;
safe_strcat(p, object_name(i));
safeStrcat(p, objectName(i));
break;
case 'g':
i = strtoul(s, NULL, 10) - 1;
safe_strcat(p, game.logics[0].texts[i]);
safeStrcat(p, _game.logics[0].texts[i]);
break;
case 'w':
i = strtoul(s, NULL, 10) - 1;
safe_strcat(p, game.ego_words[i].word);
safeStrcat(p, _game.egoWords[i].word);
break;
case 's':
i = strtoul(s, NULL, 10);
safe_strcat(p, game.strings[i]);
safeStrcat(p, _game.strings[i]);
break;
case 'm':
i = strtoul(s, NULL, 10) - 1;
if (game.logics[game.lognum].num_texts > i)
safe_strcat(p, agi_sprintf(game. logics[game.lognum].texts[i]));
if (_game.logics[_game.lognum].numTexts > i)
safeStrcat(p, agiSprintf(_game. logics[_game.lognum].texts[i]));
break;
}
@ -564,51 +564,51 @@ literal:
/**
* Write the status line.
*/
void AgiEngine::write_status() {
void AgiEngine::writeStatus() {
char x[64];
if (_debug.statusline) {
print_status("%3d(%03d) %3d,%3d(%3d,%3d) ",
getvar(0), getvar(1), game.view_table[0].x_pos,
game.view_table[0].y_pos, WIN_TO_PIC_X(g_mouse.x),
printStatus("%3d(%03d) %3d,%3d(%3d,%3d) ",
getvar(0), getvar(1), _game.viewTable[0].xPos,
_game.viewTable[0].yPos, WIN_TO_PIC_X(g_mouse.x),
WIN_TO_PIC_Y(g_mouse.y));
return;
}
if (!game.status_line) {
int l = game.line_status;
clear_lines(l, l, 0);
flush_lines(l, l);
if (!_game.statusLine) {
int l = _game.lineStatus;
clearLines(l, l, 0);
flushLines(l, l);
return;
}
sprintf(x, " Score:%i of %-3i", game.vars[V_score], game.vars[V_max_score]);
print_status("%-17s Sound:%s ", x, getflag(F_sound_on) ? "on " : "off");
sprintf(x, " Score:%i of %-3i", _game.vars[vScore], _game.vars[vMaxScore]);
printStatus("%-17s Sound:%s ", x, getflag(fSoundOn) ? "on " : "off");
}
/**
* Print user input prompt.
*/
void AgiEngine::write_prompt() {
void AgiEngine::writePrompt() {
int l, fg, bg, pos;
if (!game.input_enabled || game.input_mode != INPUT_NORMAL)
if (!_game.inputEnabled || _game.inputMode != INPUT_NORMAL)
return;
l = game.line_user_input;
fg = game.color_fg;
bg = game.color_bg;
pos = game.cursor_pos;
l = _game.lineUserInput;
fg = _game.colorFg;
bg = _game.colorBg;
pos = _game.cursorPos;
debugC(4, kDebugLevelText, "erase line %d", l);
clear_lines(l, l, game.color_bg);
clearLines(l, l, _game.colorBg);
debugC(4, kDebugLevelText, "prompt = '%s'", agi_sprintf(game.strings[0]));
print_text(game.strings[0], 0, 0, l, 1, fg, bg);
print_text((char *)game.input_buffer, 0, 1, l, pos + 1, fg, bg);
_gfx->printCharacter(pos + 1, l, game.cursor_char, fg, bg);
debugC(4, kDebugLevelText, "prompt = '%s'", agiSprintf(_game.strings[0]));
printText(_game.strings[0], 0, 0, l, 1, fg, bg);
printText((char *)_game.inputBuffer, 0, 1, l, pos + 1, fg, bg);
_gfx->printCharacter(pos + 1, l, _game.cursorChar, fg, bg);
flush_lines(l, l);
flushLines(l, l);
_gfx->doUpdate();
}
@ -618,7 +618,7 @@ void AgiEngine::write_prompt() {
* @param l2 end line
* @param c color
*/
void AgiEngine::clear_lines(int l1, int l2, int c) {
void AgiEngine::clearLines(int l1, int l2, int c) {
/* do we need to adjust for +8 on topline?
* inc for endline so it matches the correct num
* ie, from 22 to 24 is 3 lines, not 2 lines.
@ -634,7 +634,7 @@ void AgiEngine::clear_lines(int l1, int l2, int c) {
/**
*
*/
void AgiEngine::flush_lines(int l1, int l2) {
void AgiEngine::flushLines(int l1, int l2) {
l1 *= CHAR_LINES;
l2 *= CHAR_LINES;
l2 += CHAR_LINES - 1;
@ -645,17 +645,17 @@ void AgiEngine::flush_lines(int l1, int l2) {
/**
*
*/
void AgiEngine::draw_window(int x1, int y1, int x2, int y2) {
game.window.active = true;
game.window.x1 = x1;
game.window.y1 = y1;
game.window.x2 = x2;
game.window.y2 = y2;
game.window.buffer = (uint8 *)malloc((x2 - x1 + 1) * (y2 - y1 + 1));
void AgiEngine::drawWindow(int x1, int y1, int x2, int y2) {
_game.window.active = true;
_game.window.x1 = x1;
_game.window.y1 = y1;
_game.window.x2 = x2;
_game.window.y2 = y2;
_game.window.buffer = (uint8 *)malloc((x2 - x1 + 1) * (y2 - y1 + 1));
debugC(4, kDebugLevelText, "x1=%d, y1=%d, x2=%d, y2=%d", x1, y1, x2, y2);
_gfx->saveBlock(x1, y1, x2, y2, game.window.buffer);
_gfx->saveBlock(x1, y1, x2, y2, _game.window.buffer);
_gfx->drawBox(x1, y1, x2, y2, MSG_BOX_COLOUR, MSG_BOX_LINE, 2);
}
} // End of namespace Agi
} // End of namespace Agi