Use SM_ALIGN. Cleanup spacing.

This commit is contained in:
Steve Checkoway
2006-01-15 12:55:38 +00:00
parent afe2e0efd9
commit 1f8ee7124c
+11 -10
View File
@@ -93,12 +93,12 @@ public:
friend RageVector4 operator * ( float f, const RageVector4& other ) { return other*f; }
float x, y, z, w;
} ALIGN(16);
} SM_ALIGN(16);
struct RageColor
{
public:
RageColor() {}
RageColor() : r(0), g(0), b(0), a(0) {}
RageColor( const float * f ) { r=f[0]; g=f[1]; b=f[2]; a=f[3]; }
RageColor( float r1, float g1, float b1, float a1 ) { r=r1; g=g1; b=b1; a=a1; }
@@ -113,7 +113,7 @@ public:
RageColor& operator *= ( float f ) { r*=f; g*=f; b*=f; a*=f; return *this; }
/* Divide is rarely useful: you can always use multiplication, and you don't have to
* worry about div/0. */
// RageColor& operator /= ( float f ) { r/=f; g/=f; b/=f; a/=f; return *this; }
// RageColor& operator /= ( float f ) { r/=f; g/=f; b/=f; a/=f; return *this; }
// binary operators
RageColor operator + ( const RageColor& other ) const { return RageColor( r+other.r, g+other.g, b+other.b, a+other.a ); }
@@ -155,7 +155,7 @@ public:
return false;
}
float r, g, b, a;
} ALIGN(16);
} SM_ALIGN(16);
/* Convert floating-point 0..1 value to integer 0..255 value. *
*
@@ -196,13 +196,14 @@ public:
RageVColor() { }
RageVColor(const RageColor &rc) { *this = rc; }
RageVColor &operator= (const RageColor &rc) {
RageVColor &operator= (const RageColor &rc)
{
r = FTOC(rc.r); g = FTOC(rc.g); b = FTOC(rc.b); a = FTOC(rc.a);
return *this;
}
};
namespace SM
namespace StepMania
{
template <class T>
class Rect
@@ -218,7 +219,7 @@ public:
bool operator==( const Rect &other ) const
{
#define COMPARE( x ) if( x != other.x ) return false;
#define COMPARE( x ) if( x != other.x ) return false
COMPARE( left );
COMPARE( top );
COMPARE( right );
@@ -231,8 +232,8 @@ public:
T left, top, right, bottom;
};
}
typedef SM::Rect<int> RectI;
typedef SM::Rect<float> RectF;
typedef StepMania::Rect<int> RectI;
typedef StepMania::Rect<float> RectF;
/* Structure for our custom vertex type. Note that these data structes
* have the same layout that D3D expects. */
@@ -290,7 +291,7 @@ public:
RageMatrix GetTranspose() const;
float m[4][4];
} ALIGN(16);
} SM_ALIGN(16);
RageColor scale( float x, float l1, float h1, const RageColor &a, const RageColor &b );