mirror of
https://gitea.wildfiregames.com/0ad/0ad.git
synced 2026-06-21 01:04:06 +00:00
Replaces UNICODE characters in the code by consistent ASCII characters.
Beside consistency improves reading for such console tools like svn diff or vim diff. This was SVN commit r24625.
This commit is contained in:
+7
-7
@@ -1,4 +1,4 @@
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/* Copyright (C) 2020 Wildfire Games.
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/* Copyright (C) 2021 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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||||
@@ -711,7 +711,7 @@ void CGUI::Xeromyces_ReadObject(XMBElement Element, CXeromyces* pFile, IGUIObjec
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else if (grandchild.GetNodeName() == elmt_keep)
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code += grandchild.GetText();
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}
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else // It’s pure JavaScript code.
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else // It's pure JavaScript code.
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// Read the inline code (concatenating to the file code, if both are specified)
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code += CStr(child.GetText());
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@@ -728,11 +728,11 @@ void CGUI::Xeromyces_ReadObject(XMBElement Element, CXeromyces* pFile, IGUIObjec
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}
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else if (element_name == elmt_translatableAttribute)
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{
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// This is an element in the form “<translatableAttribute id="attributeName">attributeValue</translatableAttribute>”.
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// This is an element in the form "<translatableAttribute id="attributeName">attributeValue</translatableAttribute>".
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CStr attributeName(child.GetAttributes().GetNamedItem(attr_id)); // Read the attribute name.
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if (attributeName.empty())
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{
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LOGERROR("GUI: ‘translatableAttribute’ XML element with empty ‘id’ XML attribute found. (object: %s)", object->GetPresentableName().c_str());
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LOGERROR("GUI: 'translatableAttribute' XML element with empty 'id' XML attribute found. (object: %s)", object->GetPresentableName().c_str());
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continue;
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}
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@@ -750,12 +750,12 @@ void CGUI::Xeromyces_ReadObject(XMBElement Element, CXeromyces* pFile, IGUIObjec
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}
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else if (element_name == elmt_attribute)
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{
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// This is an element in the form “<attribute id="attributeName"><keep>Don’t translate this part
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// </keep><translate>but translate this one.</translate></attribute>”.
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// This is an element in the form "<attribute id="attributeName"><keep>Don't translate this part
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// </keep><translate>but translate this one.</translate></attribute>".
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CStr attributeName(child.GetAttributes().GetNamedItem(attr_id)); // Read the attribute name.
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if (attributeName.empty())
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{
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LOGERROR("GUI: ‘attribute’ XML element with empty ‘id’ XML attribute found. (object: %s)", object->GetPresentableName().c_str());
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LOGERROR("GUI: 'attribute' XML element with empty 'id' XML attribute found. (object: %s)", object->GetPresentableName().c_str());
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continue;
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}
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@@ -1,4 +1,4 @@
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/* Copyright (C) 2020 Wildfire Games.
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/* Copyright (C) 2021 Wildfire Games.
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*
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* Permission is hereby granted, free of charge, to any person obtaining
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* a copy of this software and associated documentation files (the
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@@ -46,7 +46,7 @@ L10n::L10n()
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: m_Dictionary(new tinygettext::Dictionary()), currentLocaleIsOriginalGameLocale(false), useLongStrings(false)
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{
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// Determine whether or not to print tinygettext messages to the standard
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// error output, which it tinygettext’s default behavior, but not ours.
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// error output, which it tinygettext's default behavior, but not ours.
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bool tinygettext_debug = false;
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CFG_GET_VAL("tinygettext.debug", tinygettext_debug);
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if (!tinygettext_debug)
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@@ -503,7 +503,7 @@ void L10n::LoadListOfAvailableLocales()
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for (const VfsPath& path : filenames)
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{
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// Note: PO files follow this naming convention: “l10n/<locale code>.<mod name>.po”. For example: “l10n/gl.public.po”.
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// Note: PO files follow this naming convention: "l10n/<locale code>.<mod name>.po". For example: "l10n/gl.public.po".
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std::string filename = utf8_from_wstring(path.string()).substr(strlen("l10n/"));
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size_t lengthToFirstDot = filename.find('.');
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std::string localeCode = filename.substr(0, lengthToFirstDot);
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+30
-30
@@ -1,4 +1,4 @@
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/* Copyright (C) 2020 Wildfire Games.
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/* Copyright (C) 2021 Wildfire Games.
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*
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* Permission is hereby granted, free of charge, to any person obtaining
|
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* a copy of this software and associated documentation files (the
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@@ -129,8 +129,8 @@ public:
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*
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* A locale code is a string such as "de" or "pt_BR".
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*
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* If yours is a development copy (the ‘config/dev.cfg’ file is found in the
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* virtual filesystem), the output array may include the special “long”
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* If yours is a development copy (the 'config/dev.cfg' file is found in the
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* virtual filesystem), the output array may include the special "long"
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* locale code.
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*
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* @return Array of supported locale codes.
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@@ -149,9 +149,9 @@ public:
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*
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* A locale code is a string such as "de" or "pt_BR".
|
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*
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* If yours is a development copy (the ‘config/dev.cfg’ file is found in the
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* virtual filesystem), the output array may include the special “Long
|
||||
* Strings” locale name.
|
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* If yours is a development copy (the 'config/dev.cfg' file is found in the
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* virtual filesystem), the output array may include the special "Long
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* Strings" locale name.
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*
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* @return Array of supported locale codes.
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*
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@@ -164,7 +164,7 @@ public:
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/**
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* Returns the ISO-639 language code of the specified locale code.
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*
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* For example, if you specify the ‘en_US’ locate, it returns ‘en’.
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* For example, if you specify the 'en_US' locate, it returns 'en'.
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*
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* @param locale Locale code.
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* @return Language code.
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@@ -186,7 +186,7 @@ public:
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/**
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* Returns the ISO-3166 country code of the specified locale code.
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*
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* For example, if you specify the ‘en_US’ locate, it returns ‘US’.
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* For example, if you specify the 'en_US' locate, it returns 'US'.
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*
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* @param locale Locale code.
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* @return Country code.
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@@ -206,10 +206,10 @@ public:
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std::string GetLocaleScript(const std::string& locale) const;
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/**
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* Returns @c true if the current locale is the special “Long Strings”
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* Returns @c true if the current locale is the special "Long Strings"
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* locale. It returns @c false otherwise.
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*
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* @return Whether the current locale is the special “Long Strings”
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* @return Whether the current locale is the special "Long Strings"
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* (@c true) or not (@c false).
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*/
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bool UseLongStrings() const;
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@@ -232,16 +232,16 @@ public:
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* Returns the code of the recommended locale for the current user that the
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* game supports.
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*
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* “That the game supports” means both that a translation file is available
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* "That the game supports" means both that a translation file is available
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* for that locale and that the locale code is either supported by ICU or
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* the special “long” locale code.
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* the special "long" locale code.
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*
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* The mechanism to select a recommended locale follows this logic:
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* 1. First see if the game supports the specified locale,\n
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* @p configLocale.
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* 2. Otherwise, check the system locale and see if the game supports\n
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* that locale.
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* 3. Else, return the default locale, ‘en_US’.
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* 3. Else, return the default locale, 'en_US'.
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*
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* @param configLocaleString Locale to check for support first. Pass an
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* empty string to check the system locale directly.
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@@ -255,16 +255,16 @@ public:
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* Saves an instance of the recommended locale for the current user that the
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* game supports in the specified variable.
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*
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* “That the game supports” means both that a translation file is available
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* "That the game supports" means both that a translation file is available
|
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* for that locale and that the locale code is either supported by ICU or
|
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* the special “long” locale code.
|
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* the special "long" locale code.
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*
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* The mechanism to select a recommended locale follows this logic:
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* 1. First see if the game supports the specified locale,\n
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* @p configLocale.
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* 2. Otherwise, check the system locale and see if the game supports\n
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* that locale.
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* 3. Else, return the default locale, ‘en_US’.
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* 3. Else, return the default locale, 'en_US'.
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*
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* @param configLocaleString Locale to check for support first. Pass an
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* empty string to check the system locale directly.
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@@ -283,7 +283,7 @@ public:
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* 1. Checks the user game configuration.
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* 2. If the locale is not defined there, it checks the system locale.
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* 3. If none of those locales are supported by the game, the default\n
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* locale, ‘en_US’, is used.
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* locale, 'en_US', is used.
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*
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* @sa GetCurrentLocale()
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*/
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@@ -294,7 +294,7 @@ public:
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* returns @c false otherwise.
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*
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* It returns @c true if both of these conditions are true:
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* 1. ICU has resources for that locale (which also ensures it’s a valid\n
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* 1. ICU has resources for that locale (which also ensures it's a valid\n
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* locale string).
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* 2. Either a dictionary for language_country or for language is\n
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* available.
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@@ -337,9 +337,9 @@ public:
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* specified number.
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*
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* @param singularSourceString String to translate to the current locale,
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* in English’ singular form.
|
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* in English' singular form.
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* @param pluralSourceString String to translate to the current locale, in
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* English’ plural form.
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* English' plural form.
|
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* @param number Number that determines the required form of the translation
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* (or the English string if no translation is available).
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* @return Translation of the source string to the current locale for the
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@@ -357,9 +357,9 @@ public:
|
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* @param context Context where the string is used. See
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* http://www.gnu.org/software/gettext/manual/html_node/Contexts.html
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* @param singularSourceString String to translate to the current locale,
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* in English’ singular form.
|
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* in English' singular form.
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* @param pluralSourceString String to translate to the current locale, in
|
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* English’ plural form.
|
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* English' plural form.
|
||||
* @param number Number that determines the required form of the translation
|
||||
* (or the English string if no translation is available). *
|
||||
* @return Translation of the source string to the current locale in the
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@@ -453,9 +453,9 @@ public:
|
||||
* If there is no localized version of the specified path, it returns the
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* specified path.
|
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*
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* For example, if the code of the current locale is ‘de_DE’, LocalizePath()
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* For example, if the code of the current locale is 'de_DE', LocalizePath()
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* splits the input path into folder path and file name, and checks whether
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* the ‘<folder>/l10n/de/<file>’ file exists. If it does, it returns that
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* the '<folder>/l10n/de/<file>' file exists. If it does, it returns that
|
||||
* path. Otherwise, it returns the input path, verbatim.
|
||||
*
|
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* This function is used for file localization (for example, image
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@@ -511,7 +511,7 @@ private:
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std::vector<std::unique_ptr<icu::Locale>> availableLocales;
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|
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/**
|
||||
* Whether the game is using the default game locale (@c true), ‘en_US’, or
|
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* Whether the game is using the default game locale (@c true), 'en_US', or
|
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* not (@c false).
|
||||
*
|
||||
* This variable is used in the L10n implementation for performance reasons.
|
||||
@@ -531,13 +531,13 @@ private:
|
||||
* Loads the translation files for the
|
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* @link L10n::GetCurrentLocale() current locale@endlink.
|
||||
*
|
||||
* This method loads every file in the ‘l10n’ folder of the game virtual
|
||||
* This method loads every file in the 'l10n' folder of the game virtual
|
||||
* filesystem that is prefixed with the code of the current locale followed
|
||||
* by a dot.
|
||||
*
|
||||
* For example, if the code of the current locale code is ‘de’,
|
||||
* LoadDictionaryForCurrentLocale() loads the ‘l10n/de.engine.po’ and
|
||||
* ‘l10n/de.public.po’ translation files.
|
||||
* For example, if the code of the current locale code is 'de',
|
||||
* LoadDictionaryForCurrentLocale() loads the 'l10n/de.engine.po' and
|
||||
* 'l10n/de.public.po' translation files.
|
||||
*
|
||||
* @sa dictionary
|
||||
* @sa ReadPoIntoDictionary()
|
||||
@@ -548,7 +548,7 @@ private:
|
||||
* Determines the list of locales that the game supports.
|
||||
*
|
||||
* LoadListOfAvailableLocales() checks the locale codes of the translation
|
||||
* files in the ‘l10n’ folder of the virtual filesystem. If it finds a
|
||||
* files in the 'l10n' folder of the virtual filesystem. If it finds a
|
||||
* translation file prefixed with a locale code followed by a dot, it
|
||||
* determines that the game supports that locale.
|
||||
*
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2018 Wildfire Games.
|
||||
/* Copyright (C) 2021 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@@ -83,9 +83,9 @@ namespace JSI_L10n
|
||||
*
|
||||
* @param pCmptPrivate JavaScript context.
|
||||
* @param singularSourceString String to translate to the current locale,
|
||||
* in English’ singular form.
|
||||
* in English' singular form.
|
||||
* @param pluralSourceString String to translate to the current locale, in
|
||||
* English’ plural form.
|
||||
* English' plural form.
|
||||
* @param number Number that determines the required form of the translation
|
||||
* (or the English string if no translation is available).
|
||||
* @return Translation of the source string to the current locale for the
|
||||
@@ -106,9 +106,9 @@ namespace JSI_L10n
|
||||
* @param context Context where the string is used. See
|
||||
* http://www.gnu.org/software/gettext/manual/html_node/Contexts.html
|
||||
* @param singularSourceString String to translate to the current locale,
|
||||
* in English’ singular form.
|
||||
* in English' singular form.
|
||||
* @param pluralSourceString String to translate to the current locale, in
|
||||
* English’ plural form.
|
||||
* English' plural form.
|
||||
* @param number Number that determines the required form of the translation
|
||||
* (or the English string if no translation is available). *
|
||||
* @return Translation of the source string to the current locale in the
|
||||
@@ -160,8 +160,8 @@ namespace JSI_L10n
|
||||
*
|
||||
* @param pCmptPrivate JavaScript context.
|
||||
* @param milliseconds Date specified as a UNIX timestamp in milliseconds
|
||||
* (not seconds). If you have a JavaScript @c Date object, you can
|
||||
* use @c Date.getTime() to obtain the UNIX time in milliseconds.
|
||||
* (not seconds). If you have a JavaScript @c Date object, you can
|
||||
* use @c Date.getTime() to obtain the UNIX time in milliseconds.
|
||||
* @param formatString Date format string defined using ICU date formatting
|
||||
* symbols. Usually, you internationalize the format string and
|
||||
* get it translated before you pass it to
|
||||
@@ -182,8 +182,8 @@ namespace JSI_L10n
|
||||
*
|
||||
* @param pCmptPrivate JavaScript context.
|
||||
* @param milliseconds Date specified as a UNIX timestamp in milliseconds
|
||||
* (not seconds). If you have a JavaScript @c Date object, you can
|
||||
* use @c Date.getTime() to obtain the UNIX time in milliseconds.
|
||||
* (not seconds). If you have a JavaScript @c Date object, you can
|
||||
* use @c Date.getTime() to obtain the UNIX time in milliseconds.
|
||||
* @param formatString Date format string defined using ICU date formatting
|
||||
* symbols. Usually, you internationalize the format string and
|
||||
* get it translated before you pass it to
|
||||
@@ -214,8 +214,8 @@ namespace JSI_L10n
|
||||
*
|
||||
* A locale code is a string such as "de" or "pt_BR".
|
||||
*
|
||||
* If yours is a development copy (the ‘config/dev.cfg’ file is found in the
|
||||
* virtual filesystem), the output array may include the special “long”
|
||||
* If yours is a development copy (the 'config/dev.cfg' file is found in the
|
||||
* virtual filesystem), the output array may include the special "long"
|
||||
* locale code.
|
||||
*
|
||||
* This is a JavaScript interface to L10n::GetSupportedLocaleBaseNames().
|
||||
@@ -237,9 +237,9 @@ namespace JSI_L10n
|
||||
*
|
||||
* A locale code is a string such as "de" or "pt_BR".
|
||||
*
|
||||
* If yours is a development copy (the ‘config/dev.cfg’ file is found in the
|
||||
* virtual filesystem), the output array may include the special “Long
|
||||
* Strings” locale name.
|
||||
* If yours is a development copy (the 'config/dev.cfg' file is found in the
|
||||
* virtual filesystem), the output array may include the special "Long
|
||||
* Strings" locale name.
|
||||
*
|
||||
* This is a JavaScript interface to L10n::GetSupportedLocaleDisplayNames().
|
||||
*
|
||||
@@ -288,16 +288,16 @@ namespace JSI_L10n
|
||||
* Returns the code of the recommended locale for the current user that the
|
||||
* game supports.
|
||||
*
|
||||
* “That the game supports” means both that a translation file is available
|
||||
* "That the game supports" means both that a translation file is available
|
||||
* for that locale and that the locale code is either supported by ICU or
|
||||
* the special “long” locale code.
|
||||
* the special "long" locale code.
|
||||
*
|
||||
* The mechanism to select a recommended locale follows this logic:
|
||||
* 1. First see if the game supports the specified locale,\n
|
||||
* @p configLocale.
|
||||
* 2. Otherwise, check the system locale and see if the game supports\n
|
||||
* that locale.
|
||||
* 3. Else, return the default locale, ‘en_US’.
|
||||
* 3. Else, return the default locale, 'en_US'.
|
||||
*
|
||||
* This is a JavaScript interface to L10n::GetDictionaryLocale(std::string).
|
||||
*
|
||||
@@ -326,7 +326,7 @@ namespace JSI_L10n
|
||||
/**
|
||||
* Returns the ISO-639 language code of the specified locale code.
|
||||
*
|
||||
* For example, if you specify the ‘en_US’ locate, it returns ‘en’.
|
||||
* For example, if you specify the 'en_US' locate, it returns 'en'.
|
||||
*
|
||||
* This is a JavaScript interface to L10n::GetLocaleLanguage().
|
||||
*
|
||||
@@ -354,7 +354,7 @@ namespace JSI_L10n
|
||||
/**
|
||||
* Returns the ISO-3166 country code of the specified locale code.
|
||||
*
|
||||
* For example, if you specify the ‘en_US’ locate, it returns ‘US’.
|
||||
* For example, if you specify the 'en_US' locate, it returns 'US'.
|
||||
*
|
||||
* This is a JavaScript interface to L10n::GetLocaleCountry().
|
||||
*
|
||||
@@ -383,13 +383,13 @@ namespace JSI_L10n
|
||||
std::wstring GetFallbackToAvailableDictLocale(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate), const std::string& locale);
|
||||
|
||||
/**
|
||||
* Returns @c true if the current locale is the special “Long Strings”
|
||||
* Returns @c true if the current locale is the special "Long Strings"
|
||||
* locale. It returns @c false otherwise.
|
||||
*
|
||||
* This is a JavaScript interface to L10n::UseLongStrings().
|
||||
*
|
||||
* @param pCmptPrivate JavaScript context. *
|
||||
* @return Whether the current locale is the special “Long Strings”
|
||||
* @return Whether the current locale is the special "Long Strings"
|
||||
* (@c true) or not (@c false).
|
||||
*/
|
||||
bool UseLongStrings(ScriptInterface::CmptPrivate* UNUSED(pCmptPrivate));
|
||||
@@ -399,7 +399,7 @@ namespace JSI_L10n
|
||||
* returns @c false otherwise.
|
||||
*
|
||||
* It returns @c true if both of these conditions are true:
|
||||
* 1. ICU has resources for that locale (which also ensures it’s a valid\n
|
||||
* 1. ICU has resources for that locale (which also ensures it's a valid\n
|
||||
* locale string).
|
||||
* 2. Either a dictionary for language_country or for language is\n
|
||||
* available.
|
||||
@@ -441,7 +441,7 @@ namespace JSI_L10n
|
||||
* 1. Checks the user game configuration.
|
||||
* 2. If the locale is not defined there, it checks the system locale.
|
||||
* 3. If none of those locales are supported by the game, the default\n
|
||||
* locale, ‘en_US’, is used.
|
||||
* locale, 'en_US', is used.
|
||||
*
|
||||
* This is a JavaScript interface to L10n::ReevaluateCurrentLocaleAndReload().
|
||||
*
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2020 Wildfire Games.
|
||||
/* Copyright (C) 2021 Wildfire Games.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining
|
||||
* a copy of this software and associated documentation files (the
|
||||
@@ -105,7 +105,7 @@ actually supported).
|
||||
#define pglDeleteBuffersARB glDeleteBuffers
|
||||
#define pglGenBuffersARB glGenBuffers
|
||||
|
||||
// Those EXT symbols don’t exist in GLES 2.0, since it imported the ARB version instead.
|
||||
// Those EXT symbols don't exist in GLES 2.0, since it imported the ARB version instead.
|
||||
#define pglBindFramebufferEXT glBindFramebuffer
|
||||
#define pglCheckFramebufferStatusEXT glCheckFramebufferStatus
|
||||
#define pglDeleteFramebuffersEXT glDeleteFramebuffers
|
||||
@@ -115,7 +115,7 @@ actually supported).
|
||||
#define GL_FRAMEBUFFER_COMPLETE_EXT GL_FRAMEBUFFER_COMPLETE
|
||||
#define GL_FRAMEBUFFER_EXT GL_FRAMEBUFFER
|
||||
|
||||
// Those should come from GLES 2.0 core, not from GL_EXT_draw_buffers.
|
||||
// Those should come from GLES 2.0 core, not from GL_EXT_draw_buffers.
|
||||
#ifndef GL_COLOR_ATTACHMENT0_EXT
|
||||
#define GL_COLOR_ATTACHMENT0_EXT GL_COLOR_ATTACHMENT0
|
||||
#define GL_COLOR_ATTACHMENT1_EXT GL_COLOR_ATTACHMENT1
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2020 Wildfire Games.
|
||||
/* Copyright (C) 2021 Wildfire Games.
|
||||
*
|
||||
* Permission is hereby granted, free of charge, to any person obtaining
|
||||
* a copy of this software and associated documentation files (the
|
||||
@@ -156,9 +156,9 @@ Status debug_ResolveSymbol(void* ptr_of_interest, wchar_t* sym_name, wchar_t* fi
|
||||
* used.
|
||||
*
|
||||
* The thread name limit is 16 (including the terminating null byte) on Linux,
|
||||
* so we have to cut the provided name at 15 bytes.
|
||||
* so we have to cut the provided name at 15 bytes.
|
||||
*
|
||||
* This API exists since Linux 2.6.33, on older kernels the user will just not
|
||||
* This API exists since Linux 2.6.33, on older kernels the user will just not
|
||||
* get thread names.
|
||||
*/
|
||||
void debug_SetThreadName(const char* name)
|
||||
|
||||
@@ -46,7 +46,7 @@
|
||||
#include "ps/UserReport.h"
|
||||
#include "ps/VideoMode.h"
|
||||
|
||||
// TODO: Support OpenGL platforms which don’t use GLX as well.
|
||||
// TODO: Support OpenGL platforms which don't use GLX as well.
|
||||
#if defined(SDL_VIDEO_DRIVER_X11) && !CONFIG2_GLES
|
||||
#include <GL/glx.h>
|
||||
#include <SDL_syswm.h>
|
||||
@@ -588,7 +588,7 @@ static void ReportGLLimits(const ScriptInterface& scriptInterface, JS::HandleVal
|
||||
#endif // CONFIG2_GLES
|
||||
|
||||
|
||||
// TODO: Support OpenGL platforms which don’t use GLX as well.
|
||||
// TODO: Support OpenGL platforms which don't use GLX as well.
|
||||
#if defined(SDL_VIDEO_DRIVER_X11) && !CONFIG2_GLES
|
||||
|
||||
#define GLXQCR_INTEGER(id) do { \
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2020 Wildfire Games.
|
||||
/* Copyright (C) 2021 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@@ -161,10 +161,10 @@ static const std::unordered_map<SDL_Keycode, CStr> keyNames {{
|
||||
{ SDLK_KP_8, "Num8" },
|
||||
{ SDLK_KP_9, "Num9" },
|
||||
|
||||
{ SDLK_UP, "↑" },
|
||||
{ SDLK_DOWN, "↓" },
|
||||
{ SDLK_LEFT, "←" },
|
||||
{ SDLK_RIGHT, "→" },
|
||||
{ SDLK_UP, "\xe2\x86\x91" },
|
||||
{ SDLK_DOWN, "\xe2\x86\x93" },
|
||||
{ SDLK_LEFT, "\xe2\x86\x90" },
|
||||
{ SDLK_RIGHT, "\xe2\x86\x92" },
|
||||
}};
|
||||
|
||||
CStr FindKeyName(SDL_Scancode scancode)
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2020 Wildfire Games.
|
||||
/* Copyright (C) 2021 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@@ -254,8 +254,8 @@ public:
|
||||
TS_ASSERT(script.LoadGlobalScripts());
|
||||
ScriptRequest rq(script);
|
||||
|
||||
std::string in_utf8("éè!§$-aezi134900°°©©¢¢ÇÇ‘{¶«¡Ç’[å»ÛÁØ");
|
||||
std::wstring in_utf16(L"éè!§$-aezi134900°°©©¢¢ÇÇ‘{¶«¡Ç’[å»ÛÁØ");
|
||||
std::string in_utf8("éè!§$-aezi134900°°©©¢¢ÇÇ'{¶«¡Ç'[å»ÛÁØ");
|
||||
std::wstring in_utf16(L"éè!§$-aezi134900°°©©¢¢ÇÇ'{¶«¡Ç'[å»ÛÁØ");
|
||||
|
||||
JS::RootedValue v1(rq.cx);
|
||||
ScriptInterface::ToJSVal(rq, &v1, in_utf8);
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2020 Wildfire Games.
|
||||
/* Copyright (C) 2021 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@@ -160,7 +160,7 @@ struct Query
|
||||
* The highest point of the paraboloid is (0,range/2,0)
|
||||
* and the circle of distance 'range' around (0,0,0) on height y=0 is part of the paraboloid
|
||||
* This equates to computing f(x, z) = y = -(xx + zz)/(2*range) + range/2 > 0,
|
||||
* or alternatively √(xx+zz) <= √(range^2 - 2range*y).
|
||||
* or alternatively sqrt(xx+zz) <= sqrt(range^2 - 2range*y).
|
||||
*
|
||||
* Avoids sqrting and overflowing.
|
||||
*/
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2017 Wildfire Games.
|
||||
/* Copyright (C) 2021 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@@ -26,7 +26,7 @@ class ICmpWaterManager : public IComponent
|
||||
{
|
||||
public:
|
||||
/**
|
||||
* Recompute all the water information (foam…)
|
||||
* Recompute all the water information (foam...)
|
||||
*/
|
||||
virtual void RecomputeWaterData() = 0;
|
||||
|
||||
|
||||
@@ -1,4 +1,4 @@
|
||||
/* Copyright (C) 2020 Wildfire Games.
|
||||
/* Copyright (C) 2021 Wildfire Games.
|
||||
* This file is part of 0 A.D.
|
||||
*
|
||||
* 0 A.D. is free software: you can redistribute it and/or modify
|
||||
@@ -743,7 +743,7 @@ void HierarchicalPathfinder::FindNearestNavcellInRegions(const std::set<RegionID
|
||||
u32 bestDist = std::numeric_limits<u32>::max();
|
||||
|
||||
// Because regions are sorted by increasing distance, we can ignore regions that are obviously farther than the current best point.
|
||||
// Since regions are squares, that happens when the center of a region is at least √2 * CHUNK_SIZE farther than the current best point.
|
||||
// Since regions are squares, that happens when the center of a region is at least sqrt(2) * CHUNK_SIZE farther than the current best point.
|
||||
// Add one to avoid cases where the center navcell is actually slightly off-center (= CHUNK_SIZE is even)
|
||||
u32 maxDistFromBest = (fixed::FromInt(3) / 2 * CHUNK_SIZE).ToInt_RoundToInfinity() + 1;
|
||||
// TODO: update to static_assert with constexpr
|
||||
|
||||
Reference in New Issue
Block a user