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- Renamed "Colour" to "Color" for consistency.

MelvMay-GG 12 years ago
parent
commit
e5cae7a

+ 2 - 2
engine/source/2d/gui/SceneWindow.cc

@@ -1764,7 +1764,7 @@ void SceneWindow::renderMetricsOverlay( Point2I offset, const RectI& updateRect
     glEnable        ( GL_BLEND );
     glBlendFunc     ( GL_SRC_ALPHA , GL_ONE_MINUS_SRC_ALPHA );
 
-    // Set banner background colour.
+    // Set banner background color.
     const ColorI& fillColor = mProfile->mFillColor;
     const F32 colorScale = 1.0f / 255.0f;
     glColor4f( fillColor.red * colorScale, fillColor.green * colorScale, fillColor.blue * colorScale, fillColor.alpha * colorScale );
@@ -1801,7 +1801,7 @@ void SceneWindow::renderMetricsOverlay( Point2I offset, const RectI& updateRect
     // Disable Banner Blending.
     glDisable       ( GL_BLEND );
         
-    // Set Debug Text Colour.
+    // Set Debug Text color.
     dglSetBitmapModulation( mProfile->mFontColor );
 
     // ****************************************************************

+ 1 - 1
engine/source/2d/sceneobject/CompositeSprite_ScriptBinding.h

@@ -772,7 +772,7 @@ ConsoleMethod(CompositeSprite, getSpriteBlendColor, const char*, 2, 3,  "(allowC
                                                                         "@param allowColorNames Whether to allow stock color names to be returned or not.  Optional: Defaults to false.\n"
                                                                         "@return (float red / float green / float blue / float alpha) The sprite blend color.")
 {
-    // Get Blend Colour.
+    // Get Blend color.
     ColorF blendColor = object->getSpriteBlendColor();
 
     // Fetch allow color names flag.

+ 3 - 3
engine/source/2d/sceneobject/SceneObject.cc

@@ -2603,14 +2603,14 @@ void SceneObject::setBlendOptions( void )
         // Set Blend Function.
         glBlendFunc( mSrcBlendFactor, mDstBlendFactor );
 
-        // Set Colour.
+        // Set color.
         glColor4f(mBlendColor.red,mBlendColor.green,mBlendColor.blue,mBlendColor.alpha );
     }
     else
     {
         // Disable Blending.
         glDisable( GL_BLEND );
-        // Reset Colour.
+        // Reset color.
         glColor4f(1,1,1,1);
     }
 
@@ -2637,7 +2637,7 @@ void SceneObject::resetBlendOptions( void )
 
     glDisable( GL_ALPHA_TEST);
 
-    // Reset Colour.
+    // Reset color.
     glColor4f(1,1,1,1);
 }
 

+ 2 - 2
engine/source/2d/sceneobject/SceneObject_ScriptBinding.h

@@ -3315,11 +3315,11 @@ ConsoleMethod(SceneObject, setBlendColor, void, 3, 6,   "(float red, float green
 
 //-----------------------------------------------------------------------------
 
-ConsoleMethod(SceneObject, getBlendColor, const char*, 2, 3,    "(allowColorNames) Gets the Rendering Blend Colour.\n"
+ConsoleMethod(SceneObject, getBlendColor, const char*, 2, 3,    "(allowColorNames) Gets the Rendering Blend color.\n"
                                                                 "@param allowColorNames Whether to allow stock color names to be returned or not.  Optional: Defaults to false.\n"
                                                                 "@return (float red / float green / float blue / float alpha) The sprite blend color.")
 {
-    // Get Blend Colour.
+    // Get Blend color.
     ColorF blendColor = object->getBlendColor();
 
     // Fetch allow color names flag.

+ 5 - 5
engine/source/2d/sceneobject/ShapeVector.cc

@@ -151,7 +151,7 @@ void ShapeVector::sceneRender( const SceneRenderState* pSceneRenderState, const
         renderPolygonShape(vertexCount);
     }
 
-    // Restore Colour.
+    // Restore color.
     glColor4f( 1,1,1,1 );
 
     // Restore Matrix.
@@ -220,7 +220,7 @@ void ShapeVector::renderPolygonShape(U32 vertexCount)
         // Yes, so set polygon mode to FILL.
         //glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
 
-        // Set Fill Colour.
+        // Set Fill color.
         glColor4f( (GLfloat)mFillColor.red, (GLfloat)mFillColor.green, (GLfloat)mFillColor.blue, (GLfloat)mFillColor.alpha );
 
         GLfloat vert1[] = {//get first vert and make triangles based off of this one
@@ -253,7 +253,7 @@ void ShapeVector::renderPolygonShape(U32 vertexCount)
  
     }
 
-    // Set Line Colour.
+    // Set Line color.
     glColor4f(mLineColor.red, mLineColor.green, mLineColor.blue, mLineColor.alpha );
     
         for ( U32 n = 1; n <= vertexCount; n++ )
@@ -276,7 +276,7 @@ void ShapeVector::renderPolygonShape(U32 vertexCount)
         // Yes, so set polygon mode to FILL.
         glPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
 
-        // Set Fill Colour.
+        // Set Fill color.
         glColor4fv( (GLfloat*)&mFillColor );
 
         // Draw Object.
@@ -288,7 +288,7 @@ void ShapeVector::renderPolygonShape(U32 vertexCount)
         glEnd();
     }
 
-    // Set Line Colour.
+    // Set Line color.
     glColor4fv( (GLfloat*)&mLineColor );
 
     // Draw Object.

+ 2 - 2
engine/source/2d/sceneobject/ShapeVector.h

@@ -60,10 +60,10 @@ public:
     const char* getPoly( void );
     const char* getWorldPoly( void );
 
-    inline void setLineColor( const ColorF& lineColour ) { mLineColor = lineColour; }
+    inline void setLineColor( const ColorF& linecolor ) { mLineColor = linecolor; }
     inline const ColorF& getLineColor( void ) const { return mLineColor; }
     inline void setLineAlpha( const F32 alpha ) { mLineColor.alpha = alpha; }
-    inline void setFillColor( const ColorF& fillColour ) { mFillColor = fillColour; }
+    inline void setFillColor( const ColorF& fillcolor ) { mFillColor = fillcolor; }
     inline const ColorF& getFillColor( void ) const { return mFillColor; }
     inline void setFillAlpha( const F32 alpha ) { mFillColor.alpha = alpha; }
     inline void setFillMode( const bool fillMode ) { mFillMode = fillMode; }

+ 4 - 4
engine/source/gui/guiColorPicker.h

@@ -32,7 +32,7 @@
 /// This control draws a box containing a color specified by mPickColor, 
 /// in a way according to one of the PickMode enum's, stored as mDisplayMode.
 /// 
-/// The color the box represents is stored as mBaseColour (for pPallete, pBlendColorRange), 
+/// The color the box represents is stored as mBasecolor (for pPallete, pBlendColorRange), 
 /// whilst the color chosen by the box is stored as mPickColor.
 ///
 /// Whenever the control is clicked, it will do one of many things :
@@ -43,7 +43,7 @@
 /// -# If its in pHorizAlphaRange or pVertAlphaRange mode, it will also function the same way as 3
 /// -# If its in pDropperBackground mode, nothing will happen
 ///
-/// Colours are drawn in different ways according to mDisplayMode:
+/// colors are drawn in different ways according to mDisplayMode:
 ///
 /// -# With pPallete, a box with a blank color, mBaseColor is drawn.
 /// -# With pHorizColorRange, a horizontal box with colors blending in the range, mColorRange.
@@ -89,7 +89,7 @@ class GuiColorPickerCtrl : public GuiControl
    /// @name Core Variables
    /// @{
    ColorF mPickColor;		///< Color that has been picked from control
-   ColorF mBaseColor;		///< Colour we display (in case of pallet and blend mode)
+   ColorF mBaseColor;		///< color we display (in case of pallet and blend mode)
    PickMode mDisplayMode;	///< Current color display mode of the selector
    
    Point2I mSelectorPos;	///< Current position of the selector
@@ -115,7 +115,7 @@ class GuiColorPickerCtrl : public GuiControl
    /// @{
    /// NOTE: setValue only sets baseColor, since setting pickColor wouldn't be useful
    void setValue(ColorF &value) {mBaseColor = value;}
-   /// NOTE: getValue() returns baseColor if pallet (since pallet controls can't "pick" colours themselves)
+   /// NOTE: getValue() returns baseColor if pallet (since pallet controls can't "pick" colors themselves)
    ColorF getValue() {return mDisplayMode == pPallet ? mBaseColor : mPickColor;}
    const char *getScriptValue();
    void setScriptValue(const char *value);

+ 7 - 7
engine/source/gui/guiPopUpCtrl.cc

@@ -23,7 +23,7 @@
 // Revision History:
 // December 31, 2003	David Wyand		Changed a bunch of stuff.  Search for DAW below
 //										and make better notes here and in the changes doc.
-// May 19, 2004			David Wyand		Made changes to allow for a coloured rectangle to be
+// May 19, 2004			David Wyand		Made changes to allow for a colored rectangle to be
 //										displayed to the left of the text in the popup.
 // May 27, 2004			David Wyand		Added a check for mReverseTextList to see if we should
 //										reverse the text list if we must render it above
@@ -193,14 +193,14 @@ void GuiPopupTextListCtrl::onRenderCell(Point2I offset, Point2I cell, bool selec
    getCellSize(size);
    if(mouseOver)
    {
-      // DAW: Render a background colour for the cell
+      // DAW: Render a background color for the cell
       RectI cellR(offset.x, offset.y, size.x, size.y);
       ColorI color(0,0,0);
       dglDrawRectFill(cellR, color);
 
    } else if(selected)
    {
-      // DAW: Render a background colour for the cell
+      // DAW: Render a background color for the cell
       RectI cellR(offset.x, offset.y, size.x, size.y);
       ColorI color(128,128,128);
       dglDrawRectFill(cellR, color);
@@ -209,7 +209,7 @@ void GuiPopupTextListCtrl::onRenderCell(Point2I offset, Point2I cell, bool selec
    // DAW: Define the default x offset for the text
    U32 textXOffset = offset.x + mProfile->mTextOffset.x;
 
-   // DAW: Do we also draw a coloured box beside the text?
+   // DAW: Do we also draw a colored box beside the text?
    ColorI boxColor;
    bool drawbox = mPopUpCtrl->getColoredBox( boxColor, mList[cell.y].id);
    if(drawbox)
@@ -647,7 +647,7 @@ void GuiPopUpMenuCtrl::addEntry(const char *buf, S32 id, U32 scheme)
    char * cp = dStrchr(e.buf, '~');
    e.ascii = cp ? cp[1] : 0;
 
-   // DAW: See if there is a colour box defined with the text
+   // DAW: See if there is a color box defined with the text
    char* cb = dStrchr(e.buf, '|');
    if(cb)
    {
@@ -1029,7 +1029,7 @@ void GuiPopUpMenuCtrl::onRender(Point2I offset, const RectI &updateRect)
          break;
       }
 
-      // DAW: Do we first draw a coloured box beside the text?
+      // DAW: Do we first draw a colored box beside the text?
       ColorI boxColor;
       bool drawbox = getColoredBox( boxColor, mSelIndex);
       if(drawbox)
@@ -1422,7 +1422,7 @@ bool GuiPopUpMenuCtrl::getFontColor( ColorI &fontColor, S32 id, bool selected, b
    }
 
    // Default color scheme...
-   fontColor = selected ? mProfile->mFontColorSEL : mouseOver ? mProfile->mFontColorHL : mProfile->mFontColorNA; // DAW: Modified the final colour choice from mProfile->mFontColor to mProfile->mFontColorNA
+   fontColor = selected ? mProfile->mFontColorSEL : mouseOver ? mProfile->mFontColorHL : mProfile->mFontColorNA; // DAW: Modified the final color choice from mProfile->mFontColor to mProfile->mFontColorNA
 
    return( true );
 }

+ 7 - 7
engine/source/gui/guiPopUpCtrlEx.cc

@@ -23,7 +23,7 @@
 // Revision History:
 // December 31, 2003	David Wyand		Changed a bunch of stuff.  Search for DAW below
 //										and make better notes here and in the changes doc.
-// May 19, 2004			David Wyand		Made changes to allow for a coloured rectangle to be
+// May 19, 2004			David Wyand		Made changes to allow for a colored rectangle to be
 //										displayed to the left of the text in the popup.
 // May 27, 2004			David Wyand		Added a check for mReverseTextList to see if we should
 //										reverse the text list if we must render it above
@@ -233,7 +233,7 @@ void GuiPopupTextListCtrlEx::onRenderCell(Point2I offset, Point2I cell, bool sel
    getCellSize(size);
    if(mouseOver && (mList[cell.y].id != -1))
    {
-      // DAW: Render a background colour for the cell
+      // DAW: Render a background color for the cell
       RectI cellR(offset.x, offset.y, size.x, size.y);
 	  ColorI color(0,0,0);
       dglDrawRectFill(cellR, color);
@@ -241,7 +241,7 @@ void GuiPopupTextListCtrlEx::onRenderCell(Point2I offset, Point2I cell, bool sel
    } 
    else if(selected)
    {
-      // DAW: Render a background colour for the cell
+      // DAW: Render a background color for the cell
       RectI cellR(offset.x, offset.y, size.x, size.y);
 	  ColorI color(128,128,128);
       dglDrawRectFill(cellR, color);
@@ -250,7 +250,7 @@ void GuiPopupTextListCtrlEx::onRenderCell(Point2I offset, Point2I cell, bool sel
    // DAW: Define the default x offset for the text
    U32 textXOffset = offset.x + mProfile->mTextOffset.x;
 
-   // DAW: Do we also draw a coloured box beside the text?
+   // DAW: Do we also draw a colored box beside the text?
    ColorI boxColor;
    bool drawbox = mPopUpCtrl->getColoredBox( boxColor, mList[cell.y].id);
    if(drawbox)
@@ -678,7 +678,7 @@ void GuiPopUpMenuCtrlEx::addEntry(const char *buf, S32 id, U32 scheme)
    char * cp = dStrchr(e.buf, '~');
    e.ascii = cp ? cp[1] : 0;
 
-   // DAW: See if there is a colour box defined with the text
+   // DAW: See if there is a color box defined with the text
    char* cb = dStrchr(e.buf, '|');
    if(cb)
    {
@@ -1020,7 +1020,7 @@ void GuiPopUpMenuCtrlEx::onRender(Point2I offset, const RectI &updateRect)
          break;
    }
 
-   // DAW: Do we first draw a coloured box beside the text?
+   // DAW: Do we first draw a colored box beside the text?
    ColorI boxColor;
    bool drawbox = getColoredBox( boxColor, mSelIndex);
    if(drawbox)
@@ -1410,7 +1410,7 @@ bool GuiPopUpMenuCtrlEx::getFontColor( ColorI &fontColor, S32 id, bool selected,
       fontColor = mProfile->mFontColorHL;
    else
    // Default color scheme...
-   fontColor = selected ? mProfile->mFontColorSEL : mouseOver ? mProfile->mFontColorHL : mProfile->mFontColorNA; // DAW: Modified the final colour choice from mProfile->mFontColor to mProfile->mFontColorNA
+   fontColor = selected ? mProfile->mFontColorSEL : mouseOver ? mProfile->mFontColorHL : mProfile->mFontColorNA; // DAW: Modified the final color choice from mProfile->mFontColor to mProfile->mFontColorNA
 
    return( true );
 }

+ 1 - 1
engine/source/gui/guiPopUpCtrlEx.h

@@ -28,7 +28,7 @@
 //										class.
 // May 19, 2004			David Wyand		Added the bool usesColorBox and ColorI colorbox to the
 //										Entry structure of the GuiPopUpMenuCtrl class.  These
-//										are used to draw a coloured rectangle beside the text in
+//										are used to draw a colored rectangle beside the text in
 //										the list.
 // November 16, 2005	David Wyand		Added the method setNoneSelected() to set none of the
 //										items as selected.  Use this over setSelected(-1); when