Rename colour to color in public API code

* Following the principle of least surprise, color tends to be more
  commonly used in APIs and graphics code even outside the USA.
This commit is contained in:
baldurk
2017-04-18 14:57:37 +01:00
parent d94f387399
commit 637d4089e2
47 changed files with 149 additions and 150 deletions
+17 -17
View File
@@ -2480,9 +2480,9 @@ void TextureViewer::OnLogfileLoaded()
model->reset(TextureListItemModel::String, "", m_Ctx);
m_TexDisplay.darkBackgroundColour =
m_TexDisplay.darkBackgroundColor =
FloatVector(darkBack.redF(), darkBack.greenF(), darkBack.blueF(), 1.0f);
m_TexDisplay.lightBackgroundColour =
m_TexDisplay.lightBackgroundColor =
FloatVector(lightBack.redF(), lightBack.greenF(), lightBack.blueF(), 1.0f);
m_Ctx.Renderer().BlockInvoke([renderID, contextID, this](IReplayRenderer *r) {
@@ -2513,9 +2513,9 @@ void TextureViewer::Reset()
m_CachedTexture = NULL;
memset(&m_TexDisplay, 0, sizeof(m_TexDisplay));
m_TexDisplay.darkBackgroundColour =
m_TexDisplay.darkBackgroundColor =
FloatVector(darkBack.redF(), darkBack.greenF(), darkBack.blueF(), 1.0f);
m_TexDisplay.lightBackgroundColour =
m_TexDisplay.lightBackgroundColor =
FloatVector(lightBack.redF(), lightBack.greenF(), lightBack.blueF(), 1.0f);
m_Output = NULL;
@@ -2730,9 +2730,9 @@ void TextureViewer::setPersistData(const QVariant &persistData)
ui->checkerBack->setChecked(false);
}
m_TexDisplay.darkBackgroundColour =
m_TexDisplay.darkBackgroundColor =
FloatVector(darkBack.redF(), darkBack.greenF(), darkBack.blueF(), 1.0f);
m_TexDisplay.lightBackgroundColour =
m_TexDisplay.lightBackgroundColor =
FloatVector(lightBack.redF(), lightBack.greenF(), lightBack.blueF(), 1.0f);
ui->render->setColours(darkBack, lightBack);
@@ -3061,7 +3061,7 @@ void TextureViewer::on_backcolorPick_clicked()
col = QColor(0, 0, 0);
col = col.toRgb();
m_TexDisplay.darkBackgroundColour = m_TexDisplay.lightBackgroundColour =
m_TexDisplay.darkBackgroundColor = m_TexDisplay.lightBackgroundColor =
FloatVector(col.redF(), col.greenF(), col.blueF(), 1.0f);
darkBack = lightBack = col;
@@ -3086,16 +3086,16 @@ void TextureViewer::on_checkerBack_clicked()
ui->checkerBack->setChecked(true);
ui->backcolorPick->setChecked(false);
m_TexDisplay.lightBackgroundColour = FloatVector(0.81f, 0.81f, 0.81f, 1.0f);
m_TexDisplay.darkBackgroundColour = FloatVector(0.57f, 0.57f, 0.57f, 1.0f);
m_TexDisplay.lightBackgroundColor = FloatVector(0.81f, 0.81f, 0.81f, 1.0f);
m_TexDisplay.darkBackgroundColor = FloatVector(0.57f, 0.57f, 0.57f, 1.0f);
darkBack = QColor::fromRgb(int(m_TexDisplay.darkBackgroundColour.x * 255.0f),
int(m_TexDisplay.darkBackgroundColour.y * 255.0f),
int(m_TexDisplay.darkBackgroundColour.z * 255.0f));
darkBack = QColor::fromRgb(int(m_TexDisplay.darkBackgroundColor.x * 255.0f),
int(m_TexDisplay.darkBackgroundColor.y * 255.0f),
int(m_TexDisplay.darkBackgroundColor.z * 255.0f));
lightBack = QColor::fromRgb(int(m_TexDisplay.lightBackgroundColour.x * 255.0f),
int(m_TexDisplay.lightBackgroundColour.y * 255.0f),
int(m_TexDisplay.lightBackgroundColour.z * 255.0f));
lightBack = QColor::fromRgb(int(m_TexDisplay.lightBackgroundColor.x * 255.0f),
int(m_TexDisplay.lightBackgroundColor.y * 255.0f),
int(m_TexDisplay.lightBackgroundColor.z * 255.0f));
ui->render->setColours(darkBack, lightBack);
ui->pixelContext->setColours(darkBack, lightBack);
@@ -3255,10 +3255,10 @@ void TextureViewer::on_saveTex_clicked()
config.comp.blackPoint = m_TexDisplay.rangemin;
config.comp.whitePoint = m_TexDisplay.rangemax;
config.alphaCol = m_TexDisplay.lightBackgroundColour;
config.alphaCol = m_TexDisplay.lightBackgroundColor;
config.alpha = m_TexDisplay.Alpha ? AlphaMapping::BlendToCheckerboard : AlphaMapping::Discard;
if(m_TexDisplay.Alpha && !ui->checkerBack->isChecked())
config.alpha = AlphaMapping::BlendToColour;
config.alpha = AlphaMapping::BlendToColor;
if(m_TexDisplay.CustomShader != ResourceId())
{