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-rw-r--r--src/table/sprites.h54
1 files changed, 27 insertions, 27 deletions
diff --git a/src/table/sprites.h b/src/table/sprites.h
index 709e60d84..11a86e435 100644
--- a/src/table/sprites.h
+++ b/src/table/sprites.h
@@ -56,8 +56,8 @@ enum Sprites {
SPR_HALFTILE_SELECTION_DOWN = SPR_OPENTTD_BASE + 4,
SPR_HALFTILE_SELECTION_UP = SPR_OPENTTD_BASE + 8,
- SPR_SQUARE = SPR_OPENTTD_BASE + 38, // colored square (used for newgrf compatibility)
- SPR_BLOT = SPR_OPENTTD_BASE + 39, // colored circle (mainly used as vehicle profit marker and for server compatibility)
+ SPR_SQUARE = SPR_OPENTTD_BASE + 38, // coloured square (used for newgrf compatibility)
+ SPR_BLOT = SPR_OPENTTD_BASE + 39, // coloured circle (mainly used as vehicle profit marker and for server compatibility)
SPR_LOCK = SPR_OPENTTD_BASE + 40, // lock icon (for password protected servers)
SPR_BOX_EMPTY = SPR_OPENTTD_BASE + 41,
SPR_BOX_CHECKED = SPR_OPENTTD_BASE + 42,
@@ -1401,24 +1401,24 @@ enum AnimCursors {
* <ul><li> SPRITE_WIDTH is the number of bits used for the actual sprite to be displayed.
* This always starts at bit 0.</li>
* <li> TRANSPARENT_BIT is the bit number which toggles sprite transparency</li>
- * <li> RECOLOR_BIT toggles the recoloring system</li>
+ * <li> RECOLOUR_BIT toggles the recolouring system</li>
* <li> PALETTE_SPRITE_WIDTH and PALETTE_SPRITE_START determine the position and number of
- * bits used for the recoloring process. For transparency, it must be 0x322.</li></ul>
+ * bits used for the recolouring process. For transparency, it must be 0x322.</li></ul>
*/
enum SpriteSetup {
TRANSPARENT_BIT = 31, ///< toggles transparency in the sprite
- RECOLOR_BIT = 30, ///< toggles recoloring in the sprite
+ RECOLOUR_BIT = 30, ///< toggles recolouring in the sprite
OFFSET_BIT = 29,
OPAQUE_BIT = 28,
- PALETTE_WIDTH = 24, ///< number of bits of the sprite containing the recolor palette
+ PALETTE_WIDTH = 24, ///< number of bits of the sprite containing the recolour palette
SPRITE_WIDTH = 24, ///< number of bits for the sprite number
};
/**
- * these masks change the colors of the palette for a sprite.
+ * these masks change the colours of the palette for a sprite.
* Apart from this bit, a sprite number is needed to define
- * the palette used for recoloring. This palette is stored
+ * the palette used for recolouring. This palette is stored
* in the bits marked by PALETTE_SPRITE_MASK.
* @note Do not modify this enum. Alter SpriteSetup instead
* @see SpriteSetup
@@ -1429,8 +1429,8 @@ enum Modifiers {
SPRITE_MODIFIER_OPAQUE = OPAQUE_BIT,
///when a sprite is to be displayed transparently, this bit needs to be set.
PALETTE_MODIFIER_TRANSPARENT = TRANSPARENT_BIT,
- ///this bit is set when a recoloring process is in action
- PALETTE_MODIFIER_COLOR = RECOLOR_BIT,
+ ///this bit is set when a recolouring process is in action
+ PALETTE_MODIFIER_COLOUR = RECOLOUR_BIT,
};
/** Masks needed for sprite operations.
@@ -1443,18 +1443,18 @@ enum SpriteMasks {
SPRITE_MASK = MAX_SPRITES - 1,
MAX_PALETTES = 1 << PALETTE_WIDTH,
- ///The mask for the auxiliary sprite (the one that takes care of recoloring)
+ ///The mask for the auxiliary sprite (the one that takes care of recolouring)
PALETTE_MASK = MAX_PALETTES - 1,
};
assert_compile( (1 << TRANSPARENT_BIT & SPRITE_MASK) == 0 );
-assert_compile( (1 << RECOLOR_BIT & SPRITE_MASK) == 0 );
-assert_compile( !(TRANSPARENT_BIT == RECOLOR_BIT) );
+assert_compile( (1 << RECOLOUR_BIT & SPRITE_MASK) == 0 );
+assert_compile( !(TRANSPARENT_BIT == RECOLOUR_BIT) );
assert_compile( (1 << TRANSPARENT_BIT & PALETTE_MASK) == 0);
-assert_compile( (1 << RECOLOR_BIT & PALETTE_MASK) == 0 );
+assert_compile( (1 << RECOLOUR_BIT & PALETTE_MASK) == 0 );
-enum Recoloring {
- PALETTE_RECOLOR_START = 0x307,
+enum Recolouring {
+ PALETTE_RECOLOUR_START = 0x307,
};
@@ -1471,10 +1471,10 @@ static const SpriteID PALETTE_SEL_TILE_RED = 0x304;
///This draws a blueish square (catchment areas for example)
static const SpriteID PALETTE_SEL_TILE_BLUE = 0x305;
//0x306 is a real sprite (the little dot you get when you try to raise/lower a corner of the map
- //here the color switches begin
- //use this if you add stuff to the value, so that the resulting color
+ //here the colour switches begin
+ //use this if you add stuff to the value, so that the resulting colour
//is not a fixed value.
- //NOTE THAT THE SWITCH 0x8000 is NOT present in _TO_COLORS yet!
+ //NOTE THAT THE SWITCH 0x8000 is NOT present in _TO_COLOURS yet!
enum PaletteSprites {
PALETTE_TO_DARK_BLUE = 0x307,
PALETTE_TO_PALE_GREEN = 0x308,
@@ -1486,32 +1486,32 @@ enum PaletteSprites {
PALETTE_TO_DARK_GREEN = 0x30E,
PALETTE_TO_BLUE = 0x30F,
PALETTE_TO_CREAM = 0x310,
- //maybe don't use as company color because it doesn't display in the graphs?
+ //maybe don't use as company colour because it doesn't display in the graphs?
PALETTE_TO_MAUVE = 0x311,
PALETTE_TO_PURPLE = 0x312,
PALETTE_TO_ORANGE = 0x313,
PALETTE_TO_BROWN = 0x314,
PALETTE_TO_GREY = 0x315,
PALETTE_TO_WHITE = 0x316,
- //sets color to bare land stuff, for rail and road (and crossings)
+ //sets colour to bare land stuff, for rail and road (and crossings)
PALETTE_TO_BARE_LAND = 0x317,
//XXX is 318-31A really not used?
PALETTE_TO_STRUCT_BLUE = 0x31B,
- //structure color to something brownish (for the cantilever bridges for example)
+ //structure colour to something brownish (for the cantilever bridges for example)
PALETTE_TO_STRUCT_BROWN = 0x31C,
PALETTE_TO_STRUCT_WHITE = 0x31D,
//sets bridge or structure to red, little concrete one and cantilever use this one for example
PALETTE_TO_STRUCT_RED = 0x31E,
PALETTE_TO_STRUCT_GREEN = 0x31F,
PALETTE_TO_STRUCT_CONCRETE = 0x320, //Sets the suspension bridge to concrete, also other strucutures use it
- PALETTE_TO_STRUCT_YELLOW = 0x321, //Sets the bridge color to yellow (suspension and tubular)
+ PALETTE_TO_STRUCT_YELLOW = 0x321, //Sets the bridge colour to yellow (suspension and tubular)
PALETTE_TO_TRANSPARENT = 0x322, //This sets the sprite to transparent
- //This is used for changing the tubular bridges to the silicon display, or some grayish color
+ //This is used for changing the tubular bridges to the silicon display, or some grayish colour
PALETTE_TO_STRUCT_GREY = 0x323,
- //XXX - const - PALETTE_CRASH = 0x324, //this changes stuff to the "crash color"
- //XXX another place where structures are colored.
- //I'm not sure which colors these are
+ //XXX - const - PALETTE_CRASH = 0x324, //this changes stuff to the "crash colour"
+ //XXX another place where structures are coloured.
+ //I'm not sure which colours these are
PALETTE_59E = 0x59E,
PALETTE_59F = 0x59F,
};