diff --git a/src/map/map_draw.cpp b/src/map/map_draw.cpp index 7f51be286..b21d25dce 100644 --- a/src/map/map_draw.cpp +++ b/src/map/map_draw.cpp @@ -1536,6 +1536,7 @@ global void MarkDrawEntireMap(void) /** ** Draw the map backgrounds. ** +** @param v Viewport number (FIXME: use pointer). ** @param x Map viewpoint x position. ** @param y Map viewpoint y position. ** diff --git a/src/stratagus/mainloop.cpp b/src/stratagus/mainloop.cpp index 802a097be..dbde26ffc 100644 --- a/src/stratagus/mainloop.cpp +++ b/src/stratagus/mainloop.cpp @@ -163,12 +163,12 @@ local void MoveMapViewPointRight(int step) ** @param state Scroll direction/state. ** @param fast Flag scroll faster. ** -** @TODO Support dynamic acceleration of scroll speed. +** @todo Support dynamic acceleration of scroll speed. ** If the scroll key is longer pressed the area is scrolled faster. ** -** StephanR: above needs one row+column of tiles extra to be -** drawn (clipped), which also needs to be supported -** by various functions using MustRedrawTile,.. +** StephanR: above needs one row+column of tiles extra to be +** drawn (clipped), which also needs to be supported +** by various functions using MustRedrawTile,.. */ global void DoScrollArea(enum _scroll_state_ state, int fast) { @@ -224,8 +224,8 @@ global void DoScrollArea(enum _scroll_state_ state, int fast) /** ** FOR DEBUG PURPOSE ONLY, BUT DON'T REMOVE PLEASE !!! ** -** Will try all kinds of possible linedraw routines (only one time) upon -** current display, making the job of debugging them more eassier.. +** Will try all kinds of possible linedraw routines (only one time) upon +** current display, making the job of debugging them more eassier.. */ global void DebugTestDisplay(void) { @@ -351,8 +351,8 @@ local void DrawMapViewport(int v) // An unit is tracked, center viewport on this unit. // if (TheUI.VP[v].Unit) { - if (TheUI.VP[v].Unit->Destroyed || - TheUI.VP[v].Unit->Orders[0].Action == UnitActionDie) { + if (TheUI.VP[v].Unit->Destroyed || + TheUI.VP[v].Unit->Orders[0].Action == UnitActionDie) { TheUI.VP[v].Unit = NoUnitP; } else { MapViewportCenter(v, TheUI.VP[v].Unit->X, TheUI.VP[v].Unit->Y); @@ -557,7 +557,7 @@ global void UpdateDisplay(void) } if( MustRedraw&RedrawStatusLine || MustRedraw&RedrawCosts ) { InvalidateAreaAndCheckCursor( - TheUI.StatusLineX,TheUI.StatusLineY + TheUI.StatusLineX,TheUI.StatusLineY ,TheUI.StatusLine.Graphic->Width ,TheUI.StatusLine.Graphic->Height); } @@ -568,14 +568,14 @@ global void UpdateDisplay(void) InvalidateMenuAreas(); } - // And now as very last.. checking if the cursor needs a refresh - InvalidateCursorAreas(); + // And now as very last.. checking if the cursor needs a refresh + InvalidateCursorAreas(); } } /** -** Enable everything to be drawn for next display update. -** Used at start of mainloop (and possible refresh as user option) +** Enable everything to be drawn for next display update. +** Used at start of mainloop (and possible refresh as user option) */ local void EnableDrawRefresh(void) { @@ -654,7 +654,7 @@ global void GameMainLoop(void) UpdateTimer(); // update game timer // FIXME: We don't do redraw if needed, costs to much cpu time - MustRedraw&=~RedrawMinimap; // FIXME: this a little hack! + MustRedraw&=~RedrawMinimap; // FIXME: this a little hack! // // Work todo each second. @@ -736,11 +736,11 @@ global void GameMainLoop(void) #endif if( MustRedraw /* && !VideoInterrupts */ ) { - //For debuggin only: replace UpdateDisplay by DebugTestDisplay when - // debugging linedraw routines.. - //FIXME: this might be better placed somewhere at front of the - // program, as we now still have a game on the background and - // need to go through hte game-menu or supply a pud-file + //For debuggin only: replace UpdateDisplay by DebugTestDisplay when + // debugging linedraw routines.. + //FIXME: this might be better placed somewhere at front of the + // program, as we now still have a game on the background and + // need to go through hte game-menu or supply a pud-file UpdateDisplay(); //DebugTestDisplay();