diff --git a/binaries/data/config/default.cfg b/binaries/data/config/default.cfg
index 9bffa328a7..d41e941502 100644
--- a/binaries/data/config/default.cfg
+++ b/binaries/data/config/default.cfg
@@ -125,7 +125,7 @@ materialmgr.PARALLAX_VHQ_DIST.max = 0
; Replace alpha-blending with alpha-testing, for performance experiments
forcealphatest = false
-; Colour of the sky (in "r g b" format)
+; Color of the sky (in "r g b" format)
skycolor = "0 0 0"
diff --git a/binaries/data/mods/_test.minimal/shaders/water_high.fs b/binaries/data/mods/_test.minimal/shaders/water_high.fs
index 404b9a9cf5..0768ce3a44 100644
--- a/binaries/data/mods/_test.minimal/shaders/water_high.fs
+++ b/binaries/data/mods/_test.minimal/shaders/water_high.fs
@@ -9,7 +9,7 @@ uniform float shininess; // Blinn-Phong specular strength
uniform float specularStrength; // Scaling for specular reflection (specular color is (this,this,this))
uniform float waviness; // "Wildness" of the reflections and refractions; choose based on texture
uniform vec3 tint; // Tint for refraction (used to simulate particles in water)
-uniform float murkiness; // Amount of tint to blend in with the refracted colour
+uniform float murkiness; // Amount of tint to blend in with the refracted color
uniform float fullDepth; // Depth at which to use full murkiness (shallower water will be clearer)
uniform vec3 reflectionTint; // Tint for reflection (used for really muddy water)
uniform float reflectionTintStrength; // Strength of reflection tint (how much of it to mix in)
diff --git a/binaries/data/mods/mod/gui/common/modern/setup.xml b/binaries/data/mods/mod/gui/common/modern/setup.xml
index 9a85f27316..26a3fcdcc0 100644
--- a/binaries/data/mods/mod/gui/common/modern/setup.xml
+++ b/binaries/data/mods/mod/gui/common/modern/setup.xml
@@ -27,7 +27,7 @@
font="sans-14"
maxwidth="300"
offset="16 32"
- sprite="colour:255 255 255"
+ sprite="color:255 255 255"
textcolor="0 0 0"
/>
@@ -34,7 +34,7 @@
diff --git a/binaries/data/mods/public/art/materials/basic_specmap.xml b/binaries/data/mods/public/art/materials/basic_specmap.xml
index 42aecac661..58bb437cad 100644
--- a/binaries/data/mods/public/art/materials/basic_specmap.xml
+++ b/binaries/data/mods/public/art/materials/basic_specmap.xml
@@ -3,10 +3,10 @@
diff --git a/binaries/data/mods/public/art/materials/rock_bump_spec_ao_test.xml b/binaries/data/mods/public/art/materials/rock_bump_spec_ao_test.xml
index d42e339541..472e52118f 100644
--- a/binaries/data/mods/public/art/materials/rock_bump_spec_ao_test.xml
+++ b/binaries/data/mods/public/art/materials/rock_bump_spec_ao_test.xml
@@ -17,10 +17,10 @@
EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. -->
@@ -28,7 +28,7 @@
diff --git a/binaries/data/mods/public/art/materials/rock_bump_spec_test.xml b/binaries/data/mods/public/art/materials/rock_bump_spec_test.xml
index c8a1c6887e..2fd2460161 100644
--- a/binaries/data/mods/public/art/materials/rock_bump_spec_test.xml
+++ b/binaries/data/mods/public/art/materials/rock_bump_spec_test.xml
@@ -17,10 +17,10 @@
EFFICIENCY: This is a relatively inexpensive effect that should run easily on most hardware. -->
@@ -28,7 +28,7 @@
diff --git a/binaries/data/mods/public/gui/common/colorFades.js b/binaries/data/mods/public/gui/common/colorFades.js
index f8fbe0704d..1dee321b31 100644
--- a/binaries/data/mods/public/gui/common/colorFades.js
+++ b/binaries/data/mods/public/gui/common/colorFades.js
@@ -82,7 +82,7 @@ function fadeColorTick(name)
// set new color
var rgb = data.rgb;
- overlay.sprite="colour: " + rgb.r + " " + rgb.g + " " + rgb.b + " " + rgb.o;
+ overlay.sprite="color: " + rgb.r + " " + rgb.g + " " + rgb.b + " " + rgb.o;
// recusive call, if duration is positive
if (!data.stopFade && (data.justStopAtExternCall || data.duration - (data.tickInterval * data.tickCounter) > 0))
diff --git a/binaries/data/mods/public/gui/common/global.xml b/binaries/data/mods/public/gui/common/global.xml
index 8d8eb84556..2f6aa18e87 100644
--- a/binaries/data/mods/public/gui/common/global.xml
+++ b/binaries/data/mods/public/gui/common/global.xml
@@ -23,7 +23,7 @@
ghost="true"
hidden="true"
hotkey="fps.toggle"
- sprite="colour: 0 0 0 200"
+ sprite="color: 0 0 0 200"
font="mono-stroke-10"
textcolor="white"
size="100%-80 70 100%-10 90"
@@ -49,7 +49,7 @@
ghost="true"
hidden="true"
hotkey="realtime.toggle"
- sprite="colour: 0 0 0 200"
+ sprite="color: 0 0 0 200"
font="mono-stroke-10"
textcolor="white"
size="100%-80 100 100%-10 120"
diff --git a/binaries/data/mods/public/gui/gamesetup/gamesetup.js b/binaries/data/mods/public/gui/gamesetup/gamesetup.js
index 1db051c58f..92970ae933 100644
--- a/binaries/data/mods/public/gui/gamesetup/gamesetup.js
+++ b/binaries/data/mods/public/gui/gamesetup/gamesetup.js
@@ -1403,15 +1403,15 @@ function onGameAttributesChange()
var pCivText = Engine.GetGUIObjectByName("playerCivText["+i+"]");
var pTeam = Engine.GetGUIObjectByName("playerTeam["+i+"]");
var pTeamText = Engine.GetGUIObjectByName("playerTeamText["+i+"]");
- var pColor = Engine.GetGUIObjectByName("playerColour["+i+"]");
+ var pColor = Engine.GetGUIObjectByName("playerColor["+i+"]");
// Player data / defaults
var pData = mapSettings.PlayerData ? mapSettings.PlayerData[i] : {};
var pDefs = g_DefaultPlayerData ? g_DefaultPlayerData[i] : {};
// Common to all game types
- var color = rgbToGuiColor(getSetting(pData, pDefs, "Colour"));
- pColor.sprite = "colour:" + color + " 100";
+ var color = rgbToGuiColor(getSetting(pData, pDefs, "Color"));
+ pColor.sprite = "color:" + color + " 100";
pName.caption = translate(getSetting(pData, pDefs, "Name"));
var team = getSetting(pData, pDefs, "Team");
@@ -1711,7 +1711,7 @@ function addChatMessage(msg)
if (msg.guid && g_PlayerAssignments[msg.guid] && g_PlayerAssignments[msg.guid].player != -1)
{
- // Valid player who has been assigned - get player colour
+ // Valid player who has been assigned - get player color
var player = g_PlayerAssignments[msg.guid].player - 1;
var mapName = g_GameAttributes.map;
var mapData = loadMapData(mapName);
@@ -1719,7 +1719,7 @@ function addChatMessage(msg)
var pData = mapSettings.PlayerData ? mapSettings.PlayerData[player] : {};
var pDefs = g_DefaultPlayerData ? g_DefaultPlayerData[player] : {};
- color = rgbToGuiColor(getSetting(pData, pDefs, "Colour"));
+ color = rgbToGuiColor(getSetting(pData, pDefs, "Color"));
}
var formatted;
diff --git a/binaries/data/mods/public/gui/gamesetup/gamesetup.xml b/binaries/data/mods/public/gui/gamesetup/gamesetup.xml
index 709fccee29..10516642c5 100644
--- a/binaries/data/mods/public/gui/gamesetup/gamesetup.xml
+++ b/binaries/data/mods/public/gui/gamesetup/gamesetup.xml
@@ -66,7 +66,7 @@
diff --git a/binaries/data/mods/public/gui/session/selection_panels_right/research_panel.xml b/binaries/data/mods/public/gui/session/selection_panels_right/research_panel.xml
index 6885174661..499d4eff33 100644
--- a/binaries/data/mods/public/gui/session/selection_panels_right/research_panel.xml
+++ b/binaries/data/mods/public/gui/session/selection_panels_right/research_panel.xml
@@ -7,7 +7,7 @@
-
+
diff --git a/binaries/data/mods/public/gui/session/selection_panels_right/training_panel.xml b/binaries/data/mods/public/gui/session/selection_panels_right/training_panel.xml
index 1c1d991997..a73a1c8d2c 100644
--- a/binaries/data/mods/public/gui/session/selection_panels_right/training_panel.xml
+++ b/binaries/data/mods/public/gui/session/selection_panels_right/training_panel.xml
@@ -6,7 +6,7 @@
-
+
diff --git a/binaries/data/mods/public/gui/session/session.js b/binaries/data/mods/public/gui/session/session.js
index f596ac451d..ded1bf7658 100644
--- a/binaries/data/mods/public/gui/session/session.js
+++ b/binaries/data/mods/public/gui/session/session.js
@@ -423,7 +423,7 @@ function onTick()
// Animate menu
updateMenuPosition(tickLength);
- // When training is blocked, flash population (alternates colour every 500msec)
+ // When training is blocked, flash population (alternates color every 500msec)
if (g_IsTrainingBlocked && (Date.now() % 1000) < 500)
Engine.GetGUIObjectByName("resourcePop").textcolor = POPULATION_ALERT_COLOR;
else
diff --git a/binaries/data/mods/public/gui/session/unit_commands.js b/binaries/data/mods/public/gui/session/unit_commands.js
index 04f4165dbe..0b9160322f 100644
--- a/binaries/data/mods/public/gui/session/unit_commands.js
+++ b/binaries/data/mods/public/gui/session/unit_commands.js
@@ -153,7 +153,7 @@ function resourcesToAlphaMask(neededResources)
totalCost += resource;
var alpha = 50 + Math.round(totalCost/10);
alpha = alpha > 125 ? 125 : alpha;
- return "colour: 255 0 0 " + (alpha);
+ return "color: 255 0 0 " + (alpha);
}
/**
diff --git a/binaries/data/mods/public/gui/session/utility_functions.js b/binaries/data/mods/public/gui/session/utility_functions.js
index 141a699bcc..598c84db2f 100644
--- a/binaries/data/mods/public/gui/session/utility_functions.js
+++ b/binaries/data/mods/public/gui/session/utility_functions.js
@@ -21,10 +21,10 @@ function getPlayerData(playerAssignments)
var name = playerState.name;
var civ = playerState.civ;
var color = {
- "r": playerState.colour.r*255,
- "g": playerState.colour.g*255,
- "b": playerState.colour.b*255,
- "a": playerState.colour.a*255
+ "r": playerState.color.r*255,
+ "g": playerState.color.g*255,
+ "b": playerState.color.b*255,
+ "a": playerState.color.a*255
};
var player = {
diff --git a/binaries/data/mods/public/gui/summary/summary.js b/binaries/data/mods/public/gui/summary/summary.js
index 18e24d960d..df42fcc3f2 100644
--- a/binaries/data/mods/public/gui/summary/summary.js
+++ b/binaries/data/mods/public/gui/summary/summary.js
@@ -11,11 +11,11 @@ const PLAYER_BOX_Y_SIZE = 30;
const PLAYER_BOX_GAP = 2;
// alpha for player box
const PLAYER_BOX_ALPHA = " 32";
-// alpha for player colour box
-const PLAYER_COLOUR_BOX_ALPHA = " 255";
+// alpha for player color box
+const PLAYER_COLOR_BOX_ALPHA = " 255";
// yStart value for spacing teams boxes (and noTeamsBox)
const TEAMS_BOX_Y_START = 65;
-// colours used for units and buildings
+// colors used for units and buildings
const TRAINED_COLOR = '[color="201 255 200"]';
const LOST_COLOR = '[color="255 213 213"]';
const KILLED_COLOR = '[color="196 198 255"]';
@@ -24,7 +24,7 @@ const BUILDINGS_TYPES = [ "total", "House", "Economic", "Outpost", "Military", "
const UNITS_TYPES = [ "total", "Infantry", "Worker", "Cavalry", "Champion", "Hero", "Ship" ];
const RESOURCES_TYPES = [ "food", "wood", "stone", "metal" ];
-// colours used for gathered and traded resources
+// colors used for gathered and traded resources
const INCOME_COLOR = '[color="201 255 200"]';
const OUTCOME_COLOR = '[color="255 213 213"]';
@@ -88,32 +88,32 @@ function updatePanelData(panelInfo)
var positionObject = playerBoxesCounts[playerState.team+1] - 1;
var rowPlayer = "playerBox[" + positionObject + "]";
var playerNameColumn = "playerName[" + positionObject + "]";
- var playerColourBoxColumn = "playerColourBox[" + positionObject + "]";
+ var playerColorBoxColumn = "playerColorBox[" + positionObject + "]";
var playerCivicBoxColumn = "civIcon[" + positionObject + "]";
var playerCounterValue = "valueData[" + positionObject + "]";
if (playerState.team != -1)
{
rowPlayer = "playerBoxt[" + playerState.team + "][" + positionObject + "]";
playerNameColumn = "playerNamet[" + playerState.team + "][" + positionObject + "]";
- playerColourBoxColumn = "playerColourBoxt[" + playerState.team + "][" + positionObject + "]";
+ playerColorBoxColumn = "playerColorBoxt[" + playerState.team + "][" + positionObject + "]";
playerCivicBoxColumn = "civIcont[" + playerState.team + "][" + positionObject + "]";
playerCounterValue = "valueDataTeam[" + playerState.team + "][" + positionObject + "]";
}
- var colourString = "colour: "
- + Math.floor(playerState.colour.r * 255) + " "
- + Math.floor(playerState.colour.g * 255) + " "
- + Math.floor(playerState.colour.b * 255);
+ var colorString = "color: "
+ + Math.floor(playerState.color.r * 255) + " "
+ + Math.floor(playerState.color.g * 255) + " "
+ + Math.floor(playerState.color.b * 255);
var rowPlayerObject = Engine.GetGUIObjectByName(rowPlayer);
rowPlayerObject.hidden = false;
- rowPlayerObject.sprite = colourString + PLAYER_BOX_ALPHA;
+ rowPlayerObject.sprite = colorString + PLAYER_BOX_ALPHA;
var boxSize = rowPlayerObject.size;
boxSize.right = rowPlayerObjectWidth;
rowPlayerObject.size = boxSize;
- var playerColourBox = Engine.GetGUIObjectByName(playerColourBoxColumn);
- playerColourBox.sprite = colourString + PLAYER_COLOUR_BOX_ALPHA;
+ var playerColorBox = Engine.GetGUIObjectByName(playerColorBoxColumn);
+ playerColorBox.sprite = colorString + PLAYER_COLOR_BOX_ALPHA;
Engine.GetGUIObjectByName(playerNameColumn).caption = g_GameData.players[i+1].name;
diff --git a/binaries/data/mods/public/gui/summary/summary.xml b/binaries/data/mods/public/gui/summary/summary.xml
index c61f20ca38..16e593547c 100644
--- a/binaries/data/mods/public/gui/summary/summary.xml
+++ b/binaries/data/mods/public/gui/summary/summary.xml
@@ -118,7 +118,7 @@
-
+
@@ -140,7 +140,7 @@
-
+
diff --git a/binaries/data/mods/public/maps/random/aegean_sea.js b/binaries/data/mods/public/maps/random/aegean_sea.js
index 02257b0298..50b3c5d19b 100644
--- a/binaries/data/mods/public/maps/random/aegean_sea.js
+++ b/binaries/data/mods/public/maps/random/aegean_sea.js
@@ -448,8 +448,8 @@ createStragglerTrees(types, stayClasses(clIsland, 4));
// Set environment
setSkySet("cumulus");
-setSunColour(0.866667, 0.776471, 0.486275);
-setWaterColour(0, 0.501961, 1);
+setSunColor(0.866667, 0.776471, 0.486275);
+setWaterColor(0, 0.501961, 1);
setWaterTint(0.501961, 1, 1);
setWaterWaviness(4.0);
setWaterType("ocean");
diff --git a/binaries/data/mods/public/maps/random/alpine_lakes.js b/binaries/data/mods/public/maps/random/alpine_lakes.js
index 4dc6f290cc..859d3ecca0 100644
--- a/binaries/data/mods/public/maps/random/alpine_lakes.js
+++ b/binaries/data/mods/public/maps/random/alpine_lakes.js
@@ -441,7 +441,7 @@ else if (random_var ==3)
setSunRotation(randFloat(0, TWO_PI));
setSunElevation(randFloat(PI/ 5, PI / 3));
-setWaterColour(0.0, 0.047, 0.286); // dark majestic blue
+setWaterColor(0.0, 0.047, 0.286); // dark majestic blue
setWaterTint(0.471, 0.776, 0.863); // light blue
setWaterMurkiness(0.82);
setWaterWaviness(3.0);
diff --git a/binaries/data/mods/public/maps/random/alpine_valley.js b/binaries/data/mods/public/maps/random/alpine_valley.js
index 639fa3ac56..acbb934c06 100644
--- a/binaries/data/mods/public/maps/random/alpine_valley.js
+++ b/binaries/data/mods/public/maps/random/alpine_valley.js
@@ -718,7 +718,7 @@ else if (random_terrain ==3){
}
setSunRotation(randFloat(0, TWO_PI));
setSunElevation(randFloat(PI/ 5, PI / 3));
-setWaterColour(0.0, 0.047, 0.286); // dark majestic blue
+setWaterColor(0.0, 0.047, 0.286); // dark majestic blue
setWaterTint(0.471, 0.776, 0.863); // light blue
setWaterMurkiness(0.72);
setWaterWaviness(2.0);
diff --git a/binaries/data/mods/public/maps/random/ardennes_forest.js b/binaries/data/mods/public/maps/random/ardennes_forest.js
index 6f5826af7d..2d2a68f0ac 100644
--- a/binaries/data/mods/public/maps/random/ardennes_forest.js
+++ b/binaries/data/mods/public/maps/random/ardennes_forest.js
@@ -670,8 +670,8 @@ createObjectGroupsByAreas(group, 0,
);
-setTerrainAmbientColour(0.44,0.51,0.56);
-setUnitsAmbientColour(0.44,0.51,0.56);
+setTerrainAmbientColor(0.44,0.51,0.56);
+setUnitsAmbientColor(0.44,0.51,0.56);
// Export map data
ExportMap();
diff --git a/binaries/data/mods/public/maps/random/cantabrian_highlands.js b/binaries/data/mods/public/maps/random/cantabrian_highlands.js
index 02492decf5..3524e10330 100644
--- a/binaries/data/mods/public/maps/random/cantabrian_highlands.js
+++ b/binaries/data/mods/public/maps/random/cantabrian_highlands.js
@@ -392,7 +392,7 @@ createStragglerTrees(types, avoidClasses(clWater, 1, clForest, 1, clHill, 1, clP
// Set environment
setSkySet("cirrus");
-setWaterColour(0.447, 0.412, 0.322); // muddy brown
+setWaterColor(0.447, 0.412, 0.322); // muddy brown
setWaterTint(0.447, 0.412, 0.322); // muddy brown
setWaterMurkiness(1.0);
setWaterWaviness(3.0);
diff --git a/binaries/data/mods/public/maps/random/corinthian_isthmus.js b/binaries/data/mods/public/maps/random/corinthian_isthmus.js
index fb8b7d933e..c4fe21dd3f 100644
--- a/binaries/data/mods/public/maps/random/corinthian_isthmus.js
+++ b/binaries/data/mods/public/maps/random/corinthian_isthmus.js
@@ -390,9 +390,9 @@ createStragglerTrees(types, avoidClasses(clForest, 0, clWater, 2, clPlayer, 8, c
// Set environment
setSkySet("sunny");
-setSunColour(0.917, 0.828, 0.734);
-setWaterColour(0.292, 0.347, 0.691);
-setWaterColour(0, 0.501961, 1);
+setSunColor(0.917, 0.828, 0.734);
+setWaterColor(0.292, 0.347, 0.691);
+setWaterColor(0, 0.501961, 1);
setWaterTint(0.501961, 1, 1);
setWaterWaviness(2.5);
setWaterType("ocean");
diff --git a/binaries/data/mods/public/maps/random/corsica.js b/binaries/data/mods/public/maps/random/corsica.js
index b90d0a0648..088362b1b6 100644
--- a/binaries/data/mods/public/maps/random/corsica.js
+++ b/binaries/data/mods/public/maps/random/corsica.js
@@ -612,15 +612,15 @@ if (randFloat(0,1) > 0.5)
setSkySet("cumulus");
else
setSkySet("sunny");
-setSunColour(0.8,0.66,0.48);
+setSunColor(0.8,0.66,0.48);
setSunElevation(0.828932);
if (!swap)
setSunRotation(6.3*PI/8);
else
setSunRotation(2.3*PI/8);
-setTerrainAmbientColour(0.564706,0.543726,0.419608);
-setUnitsAmbientColour(0.53,0.55,0.45);
-setWaterColour(0.2,0.294,0.49);
+setTerrainAmbientColor(0.564706,0.543726,0.419608);
+setUnitsAmbientColor(0.53,0.55,0.45);
+setWaterColor(0.2,0.294,0.49);
setWaterTint(0.208, 0.659, 0.925);
setWaterMurkiness(0.72);
setWaterWaviness(2.0);
diff --git a/binaries/data/mods/public/maps/random/cycladic_archipelago.js b/binaries/data/mods/public/maps/random/cycladic_archipelago.js
index e7961ae7a3..06bb0f4862 100644
--- a/binaries/data/mods/public/maps/random/cycladic_archipelago.js
+++ b/binaries/data/mods/public/maps/random/cycladic_archipelago.js
@@ -576,7 +576,7 @@ createObjectGroups(group, 0,
// Adjust environment
setSkySet("sunny");
-setWaterColour(0.2,0.294,0.49);
+setWaterColor(0.2,0.294,0.49);
setWaterTint(0.208, 0.659, 0.925);
setWaterMurkiness(0.72);
setWaterWaviness(3.0);
diff --git a/binaries/data/mods/public/maps/random/english_channel.js b/binaries/data/mods/public/maps/random/english_channel.js
index 1416434757..492558f759 100644
--- a/binaries/data/mods/public/maps/random/english_channel.js
+++ b/binaries/data/mods/public/maps/random/english_channel.js
@@ -494,7 +494,7 @@ createStragglerTrees(types, avoidClasses(clWater, 1, clForest, 1, clHill, 1, clP
// Set environment
setSkySet("cirrus");
-setWaterColour(0.114, 0.192, 0.463);
+setWaterColor(0.114, 0.192, 0.463);
setWaterTint(0.255, 0.361, 0.651);
setWaterWaviness(3.0);
setWaterType("ocean");
diff --git a/binaries/data/mods/public/maps/random/fortress.js b/binaries/data/mods/public/maps/random/fortress.js
index 0ee11e08a6..602ed95652 100644
--- a/binaries/data/mods/public/maps/random/fortress.js
+++ b/binaries/data/mods/public/maps/random/fortress.js
@@ -384,7 +384,7 @@ var types = [oOak, oBeech, oPine]; // some variation
createStragglerTrees(types, avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 1, clMetal, 1, clRock, 1));
setSkySet("sunny");
-setWaterColour(0.157, 0.149, 0.443);
+setWaterColor(0.157, 0.149, 0.443);
setWaterTint(0.443,0.42,0.824);
setWaterWaviness(2.0);
setWaterType("lake");
diff --git a/binaries/data/mods/public/maps/random/guadalquivir_river.js b/binaries/data/mods/public/maps/random/guadalquivir_river.js
index 2030e94338..712abd355a 100644
--- a/binaries/data/mods/public/maps/random/guadalquivir_river.js
+++ b/binaries/data/mods/public/maps/random/guadalquivir_river.js
@@ -436,7 +436,7 @@ var types = [oPoplar, oCarob, oApple]; // some variation
createStragglerTrees(types, [avoidClasses(clWater, 1, clForest, 1, clHill, 1, clPlayer, 9, clMetal, 1, clRock, 1, clRiver, 1), stayClasses(clLand, 7)]);
setSkySet("cumulus");
-setWaterColour(0.443,0.412,0.322);
+setWaterColor(0.443,0.412,0.322);
setWaterTint(0.647,0.82,0.949);
setWaterWaviness(4.0);
setWaterType("lake");
diff --git a/binaries/data/mods/public/maps/random/gulf_of_bothnia.js b/binaries/data/mods/public/maps/random/gulf_of_bothnia.js
index 25ea7adf33..aa7e69587d 100644
--- a/binaries/data/mods/public/maps/random/gulf_of_bothnia.js
+++ b/binaries/data/mods/public/maps/random/gulf_of_bothnia.js
@@ -515,7 +515,7 @@ setSkySet("stormy");
setSunRotation(randFloat(0, TWO_PI));
setSunElevation(randFloat(PI/ 6, PI / 4));
-setWaterColour(0.035,0.098,0.314);
+setWaterColor(0.035,0.098,0.314);
setWaterWaviness(5.0);
setWaterType("lake");
setWaterMurkiness(0.88);
diff --git a/binaries/data/mods/public/maps/random/hyrcanian_shores.js b/binaries/data/mods/public/maps/random/hyrcanian_shores.js
index fc802dcf93..de3e432e6a 100644
--- a/binaries/data/mods/public/maps/random/hyrcanian_shores.js
+++ b/binaries/data/mods/public/maps/random/hyrcanian_shores.js
@@ -553,7 +553,7 @@ createObjectGroups(group, 0,
// Set environment
setSkySet("cirrus");
-setWaterColour(0.114, 0.192, 0.463);
+setWaterColor(0.114, 0.192, 0.463);
setWaterTint(0.255, 0.361, 0.651);
setWaterWaviness(2.0);
setWaterType("ocean");
diff --git a/binaries/data/mods/public/maps/random/kerala.js b/binaries/data/mods/public/maps/random/kerala.js
index a0110cf777..44eb6e4339 100644
--- a/binaries/data/mods/public/maps/random/kerala.js
+++ b/binaries/data/mods/public/maps/random/kerala.js
@@ -469,10 +469,10 @@ createObjectGroups(group, 0,
25 * numPlayers, 60
);
-setSunColour(0.6, 0.6, 0.6);
+setSunColor(0.6, 0.6, 0.6);
setSunElevation(PI/ 3);
-setWaterColour(0.524,0.734,0.839);
+setWaterColor(0.524,0.734,0.839);
setWaterTint(0.369,0.765,0.745);
setWaterWaviness(1.0);
setWaterType("ocean");
diff --git a/binaries/data/mods/public/maps/random/latium.js b/binaries/data/mods/public/maps/random/latium.js
index 131bd79b02..c0624239ed 100644
--- a/binaries/data/mods/public/maps/random/latium.js
+++ b/binaries/data/mods/public/maps/random/latium.js
@@ -633,7 +633,7 @@ createObjectGroups(group, 0,
// Adjust environment
setSkySet("sunny");
-setWaterColour(0.024,0.212,0.024);
+setWaterColor(0.024,0.212,0.024);
setWaterTint(0.133, 0.725,0.855);
setWaterWaviness(2.5);
setWaterType("ocean");
diff --git a/binaries/data/mods/public/maps/random/lorraine_plain.js b/binaries/data/mods/public/maps/random/lorraine_plain.js
index 70cbb8f445..3279998ae5 100644
--- a/binaries/data/mods/public/maps/random/lorraine_plain.js
+++ b/binaries/data/mods/public/maps/random/lorraine_plain.js
@@ -511,7 +511,7 @@ createObjectGroups(group, 0,
// Set environment
setSkySet("cirrus");
-setWaterColour(0.443,0.412,0.322);
+setWaterColor(0.443,0.412,0.322);
setWaterTint(0.647,0.82,0.949);
setWaterWaviness(3.0);
setWaterType("lake");
diff --git a/binaries/data/mods/public/maps/random/neareastern_badlands.js b/binaries/data/mods/public/maps/random/neareastern_badlands.js
index 65dd79895f..316a574f47 100644
--- a/binaries/data/mods/public/maps/random/neareastern_badlands.js
+++ b/binaries/data/mods/public/maps/random/neareastern_badlands.js
@@ -468,7 +468,7 @@ createObjectGroups(group, 0,
scaleByMapSize(16, 262)
);
-setWaterColour(0, 0.227, 0.843);
+setWaterColor(0, 0.227, 0.843);
setWaterTint(0, 0.545, 0.859);
setWaterWaviness(1.0);
setWaterType("clap");
diff --git a/binaries/data/mods/public/maps/random/northern_lights.js b/binaries/data/mods/public/maps/random/northern_lights.js
index d05a2471ef..ad2aa7bd1e 100644
--- a/binaries/data/mods/public/maps/random/northern_lights.js
+++ b/binaries/data/mods/public/maps/random/northern_lights.js
@@ -406,10 +406,10 @@ createObjectGroups(group, 0,
25 * numPlayers, 60
);
-setSunColour(0.6, 0.6, 0.6);
+setSunColor(0.6, 0.6, 0.6);
setSunElevation(PI/ 6);
-setWaterColour(0.3, 0.347, 0.386); // dark majestic blue
+setWaterColor(0.3, 0.347, 0.386); // dark majestic blue
setWaterTint(0.171, 0.236, 0.263); // light blue
setWaterMurkiness(0.82);
setWaterWaviness(0.5);
diff --git a/binaries/data/mods/public/maps/random/oasis.js b/binaries/data/mods/public/maps/random/oasis.js
index 965a36fc49..aaf0038f70 100644
--- a/binaries/data/mods/public/maps/random/oasis.js
+++ b/binaries/data/mods/public/maps/random/oasis.js
@@ -431,16 +431,16 @@ for (var sandx = 0; sandx < mapSize; sandx += 4)
}
setSkySet("sunny");
-setSunColour(0.914,0.827,0.639);
+setSunColor(0.914,0.827,0.639);
setSunRotation(PI/3);
setSunElevation(0.5);
-setWaterColour(0, 0.227, 0.843);
+setWaterColor(0, 0.227, 0.843);
setWaterTint(0, 0.545, 0.859);
setWaterWaviness(1.0);
setWaterType("clap");
setWaterMurkiness(0.5);
-setTerrainAmbientColour(0.45, 0.5, 0.6);
-setUnitsAmbientColour(0.501961, 0.501961, 0.501961);
+setTerrainAmbientColor(0.45, 0.5, 0.6);
+setUnitsAmbientColor(0.501961, 0.501961, 0.501961);
// Export map data
diff --git a/binaries/data/mods/public/maps/random/persian_highlands.js b/binaries/data/mods/public/maps/random/persian_highlands.js
index 8974371d26..f590b798c8 100644
--- a/binaries/data/mods/public/maps/random/persian_highlands.js
+++ b/binaries/data/mods/public/maps/random/persian_highlands.js
@@ -443,9 +443,9 @@ for (var i = 0; i < types.length; ++i)
}
if (!random_season)
- setTerrainAmbientColour(0.329412, 0.419608, 0.501961);
+ setTerrainAmbientColor(0.329412, 0.419608, 0.501961);
-setSunColour(1.0, 0.796, 0.374);
+setSunColor(1.0, 0.796, 0.374);
setSunElevation(PI / 6);
setSunRotation(-1.86532);
diff --git a/binaries/data/mods/public/maps/random/pheonician_levant.js b/binaries/data/mods/public/maps/random/pheonician_levant.js
index 64e81de1f3..cfbbced581 100644
--- a/binaries/data/mods/public/maps/random/pheonician_levant.js
+++ b/binaries/data/mods/public/maps/random/pheonician_levant.js
@@ -503,15 +503,15 @@ for (var i = 0; i < types.length; ++i)
// Set environment
setSkySet("sunny");
-setSunColour(0.917, 0.828, 0.734);
-setWaterColour(0.263,0.314,0.631);
+setSunColor(0.917, 0.828, 0.734);
+setWaterColor(0.263,0.314,0.631);
setWaterTint(0.133, 0.725,0.855);
setWaterWaviness(2.0);
setWaterType("ocean");
setWaterMurkiness(0.8);
-setTerrainAmbientColour(0.57, 0.58, 0.55);
-setUnitsAmbientColour(0.447059, 0.509804, 0.54902);
+setTerrainAmbientColor(0.57, 0.58, 0.55);
+setUnitsAmbientColor(0.447059, 0.509804, 0.54902);
setSunElevation(0.671884);
setSunRotation(-0.582913);
diff --git a/binaries/data/mods/public/maps/random/pyrenean_sierra.js b/binaries/data/mods/public/maps/random/pyrenean_sierra.js
index b93ea59318..282991feaf 100644
--- a/binaries/data/mods/public/maps/random/pyrenean_sierra.js
+++ b/binaries/data/mods/public/maps/random/pyrenean_sierra.js
@@ -784,18 +784,18 @@ setSunRotation(randFloat(0, TWO_PI));
//var rt = randInt(1,6);
//if (rt==1){
// setSkySet("stormy");
-// setSunColour(0.36,0.38,0.45);
-// setTerrainAmbientColour(0.52,0.575,0.6);
-// setUnitsAmbientColour(0.52,0.575,0.6);
+// setSunColor(0.36,0.38,0.45);
+// setTerrainAmbientColor(0.52,0.575,0.6);
+// setUnitsAmbientColor(0.52,0.575,0.6);
// setSunElevation(PI/7);
// setWaterTint(0.1, 0.1, 0.2); // muddy brown
//} else {
setSkySet("cumulus");
- setSunColour(0.73,0.73,0.65);
- setTerrainAmbientColour(0.45,0.45,0.50);
- setUnitsAmbientColour(0.4,0.4,0.4);
- setWaterColour(0.114, 0.192, 0.463);
+ setSunColor(0.73,0.73,0.65);
+ setTerrainAmbientColor(0.45,0.45,0.50);
+ setUnitsAmbientColor(0.4,0.4,0.4);
+ setWaterColor(0.114, 0.192, 0.463);
setWaterTint(0.255, 0.361, 0.651);
setWaterWaviness(3.0);
setWaterType("ocean");
diff --git a/binaries/data/mods/public/maps/random/rhine_marshlands.js b/binaries/data/mods/public/maps/random/rhine_marshlands.js
index 317674fdea..e300e02620 100644
--- a/binaries/data/mods/public/maps/random/rhine_marshlands.js
+++ b/binaries/data/mods/public/maps/random/rhine_marshlands.js
@@ -469,7 +469,7 @@ createObjectGroups(group, 0,
// Set environment
setSkySet("cirrus");
-setWaterColour(0.753,0.635,0.345); // muddy brown
+setWaterColor(0.753,0.635,0.345); // muddy brown
setWaterTint(0.161,0.514,0.635); // clear blue for blueness
setWaterMurkiness(0.8);
setWaterWaviness(1.0);
diff --git a/binaries/data/mods/public/maps/random/rmgen/environment.js b/binaries/data/mods/public/maps/random/rmgen/environment.js
index d738c46e2f..fd6b4b0890 100644
--- a/binaries/data/mods/public/maps/random/rmgen/environment.js
+++ b/binaries/data/mods/public/maps/random/rmgen/environment.js
@@ -9,10 +9,10 @@ function setSkySet(set)
g_Environment.SkySet = set;
}
-// Set sun colour RGB
-function setSunColour(r, g, b)
+// Set sun color RGB
+function setSunColor(r, g, b)
{
- g_Environment.SunColour = { "r" : r, "g" : g, "b" : b, "a" : 0};
+ g_Environment.SunColor = { "r" : r, "g" : g, "b" : b, "a" : 0};
}
// Set sun elevation
@@ -27,26 +27,26 @@ function setSunRotation(r)
g_Environment.SunRotation = r;
}
-// Set terrain ambient colour RGB (0-1)
-function setTerrainAmbientColour(r, g, b)
+// Set terrain ambient color RGB (0-1)
+function setTerrainAmbientColor(r, g, b)
{
- g_Environment.TerrainAmbientColour = { "r" : r, "g" : g, "b" : b, "a" : 0};
+ g_Environment.TerrainAmbientColor = { "r" : r, "g" : g, "b" : b, "a" : 0};
}
-// Set terrain ambient colour RGB (0-1)
-function setUnitsAmbientColour(r, g, b)
+// Set terrain ambient color RGB (0-1)
+function setUnitsAmbientColor(r, g, b)
{
- g_Environment.UnitsAmbientColour = { "r" : r, "g" : g, "b" : b, "a" : 0};
+ g_Environment.UnitsAmbientColor = { "r" : r, "g" : g, "b" : b, "a" : 0};
}
////////////////////////////////////////////////////////////////////////////
// Water
////////////////////////////////////////////////////////////////////////////
-// Set water colour RGB (0,1)
-function setWaterColour(r, g, b)
+// Set water color RGB (0,1)
+function setWaterColor(r, g, b)
{
- g_Environment.Water.WaterBody.Colour = { "r" : r, "g" : g, "b" : b, "a" : 0};
+ g_Environment.Water.WaterBody.Color = { "r" : r, "g" : g, "b" : b, "a" : 0};
}
// Set water tint RGB (0,1)
diff --git a/binaries/data/mods/public/maps/random/rmgen/mapgen.js b/binaries/data/mods/public/maps/random/rmgen/mapgen.js
index 631c51fbd0..79b47b33dc 100644
--- a/binaries/data/mods/public/maps/random/rmgen/mapgen.js
+++ b/binaries/data/mods/public/maps/random/rmgen/mapgen.js
@@ -5,15 +5,15 @@ var g_Map;
var g_Environment = {
SkySet: "default",
- SunColour: {r: 0.749020, g: 0.749020, b: 0.749020, a: 0},
+ SunColor: {r: 0.749020, g: 0.749020, b: 0.749020, a: 0},
SunElevation: 0.785398,
SunRotation: 5.49779,
- TerrainAmbientColour: {r: 0.501961, g: 0.501961, b: 0.501961, a: 0},
- UnitsAmbientColour: {r: 0.501961, g: 0.501961, b: 0.501961, a: 0},
+ TerrainAmbientColor: {r: 0.501961, g: 0.501961, b: 0.501961, a: 0},
+ UnitsAmbientColor: {r: 0.501961, g: 0.501961, b: 0.501961, a: 0},
Water: {
WaterBody: {
Type: "ocean",
- Colour: {r: 0.3, g: 0.35, b: 0.7, a: 0},
+ Color: {r: 0.3, g: 0.35, b: 0.7, a: 0},
Tint: {r: 0.28, g: 0.3, b: 0.59, a: 0},
Height: 5,
Waviness: 8,
diff --git a/binaries/data/mods/public/maps/random/rmgen/randombiome.js b/binaries/data/mods/public/maps/random/rmgen/randombiome.js
index 2562acc47b..2f39f4552f 100644
--- a/binaries/data/mods/public/maps/random/rmgen/randombiome.js
+++ b/binaries/data/mods/public/maps/random/rmgen/randombiome.js
@@ -63,8 +63,8 @@ function randomizeBiome()
setSunRotation(randFloat(0, TWO_PI));
setSunElevation(randFloat(PI/ 6, PI / 3));
- setUnitsAmbientColour(0.57, 0.58, 0.55);
- setTerrainAmbientColour(0.447059, 0.509804, 0.54902);
+ setUnitsAmbientColor(0.57, 0.58, 0.55);
+ setTerrainAmbientColor(0.447059, 0.509804, 0.54902);
biomeID = randInt(1,8);
//temperate
@@ -72,7 +72,7 @@ function randomizeBiome()
// temperate ocean blue, a bit too deep and saturated perhaps but it looks nicer.
// this assumes ocean settings, maps that aren't oceans should reset.
- setWaterColour(0.114, 0.192, 0.463);
+ setWaterColor(0.114, 0.192, 0.463);
setWaterTint(0.255, 0.361, 0.651);
setWaterWaviness(5.5);
setWaterMurkiness(0.83);
@@ -175,10 +175,10 @@ function randomizeBiome()
//snowy
else if (biomeID == 2)
{
- setSunColour(0.550, 0.601, 0.644); // a little darker
+ setSunColor(0.550, 0.601, 0.644); // a little darker
// Water is a semi-deep blue, fairly wavy, fairly murky for an ocean.
// this assumes ocean settings, maps that aren't oceans should reset.
- setWaterColour(0.067, 0.212, 0.361);
+ setWaterColor(0.067, 0.212, 0.361);
setWaterTint(0.4, 0.486, 0.765);
setWaterWaviness(5.5);
setWaterMurkiness(0.83);
@@ -233,10 +233,10 @@ function randomizeBiome()
//desert
else if (biomeID == 3)
{
- setSunColour(0.733, 0.746, 0.574);
+ setSunColor(0.733, 0.746, 0.574);
// Went for a very clear, slightly blue-ish water in this case, basically no waves.
- setWaterColour(0, 0.227, 0.843);
+ setWaterColor(0, 0.227, 0.843);
setWaterTint(0, 0.545, 0.859);
setWaterWaviness(1);
setWaterMurkiness(0.22);
@@ -313,7 +313,7 @@ function randomizeBiome()
{
// simulates an alpine lake, fairly deep.
// this is not intended for a clear running river, or even an ocean.
- setWaterColour(0.0, 0.047, 0.286); // dark majestic blue
+ setWaterColor(0.0, 0.047, 0.286); // dark majestic blue
setWaterTint(0.471, 0.776, 0.863); // light blue
setWaterMurkiness(0.82);
setWaterWaviness(2);
@@ -372,7 +372,7 @@ function randomizeBiome()
else if (biomeID == 5)
{
// Guess what, this is based on the colors of the mediterranean sea.
- setWaterColour(0.024,0.212,0.024);
+ setWaterColor(0.024,0.212,0.024);
setWaterTint(0.133, 0.725,0.855);
setWaterWaviness(3);
setWaterMurkiness(0.8);
@@ -467,7 +467,7 @@ function randomizeBiome()
else if (biomeID == 6)
{
// Using the Malawi as a reference, in parts where it's not too murky from a river nearby.
- setWaterColour(0.055,0.176,0.431);
+ setWaterColor(0.055,0.176,0.431);
setWaterTint(0.227,0.749,0.549);
setWaterWaviness(1.5);
setWaterMurkiness(0.77);
@@ -542,8 +542,8 @@ function randomizeBiome()
{
// Bora-Bora ish. Quite transparent, not wavy.
- // Mostly for shallow maps. Maps where the water level goes deeper should use a much darker Water Colour to simulate deep water holes.
- setWaterColour(0.584,0.824,0.929);
+ // Mostly for shallow maps. Maps where the water level goes deeper should use a much darker Water Color to simulate deep water holes.
+ setWaterColor(0.584,0.824,0.929);
setWaterTint(0.569,0.965,0.945);
setWaterWaviness(1.5);
setWaterMurkiness(0.35);
@@ -604,7 +604,7 @@ function randomizeBiome()
// basically temperate with a reddish twist in the reflection and the tint. Also less wavy.
// this assumes ocean settings, maps that aren't oceans should reset.
- setWaterColour(0.157, 0.149, 0.443);
+ setWaterColor(0.157, 0.149, 0.443);
setWaterTint(0.443,0.42,0.824);
setWaterWaviness(2.5);
setWaterMurkiness(0.83);
diff --git a/binaries/data/mods/public/maps/random/saharan_oases.js b/binaries/data/mods/public/maps/random/saharan_oases.js
index cae36cef0c..964e418cc3 100644
--- a/binaries/data/mods/public/maps/random/saharan_oases.js
+++ b/binaries/data/mods/public/maps/random/saharan_oases.js
@@ -360,8 +360,8 @@ createObjectGroups(group, 0,
// Set environment
setSkySet("sunny");
-setSunColour(0.746, 0.718, 0.539);
-setWaterColour(0, 0.227, 0.843);
+setSunColor(0.746, 0.718, 0.539);
+setWaterColor(0, 0.227, 0.843);
setWaterTint(0, 0.545, 0.859);
setWaterWaviness(1.0);
setWaterType("clap");
diff --git a/binaries/data/mods/public/maps/random/sahel.js b/binaries/data/mods/public/maps/random/sahel.js
index 760cad146a..489beb16ac 100644
--- a/binaries/data/mods/public/maps/random/sahel.js
+++ b/binaries/data/mods/public/maps/random/sahel.js
@@ -1,2 +1,2 @@
-RMS.LoadLibrary("rmgen");
const tGrass1 = "savanna_grass_a";
const tGrass2 = "savanna_grass_b";
const tGrass3 = "savanna_shrubs_a";
const tDirt1 = "savanna_dirt_rocks_a";
const tDirt2 = "savanna_dirt_rocks_b";
const tDirt3 = "savanna_dirt_rocks_c";
const tDirt4 = "savanna_dirt_b";
const tCityTiles = "savanna_tile_a";
const tShore = "savanna_riparian_bank";
const tWater = "savanna_riparian_wet";
// gaia entities
const oBaobab = "gaia/flora_tree_baobab";
const oBerryBush = "gaia/flora_bush_berry";
const oChicken = "gaia/fauna_chicken";
const oGazelle = "gaia/fauna_gazelle";
const oGiraffe = "gaia/fauna_giraffe";
const oGiraffeInfant = "gaia/fauna_giraffe_infant";
const oElephant = "gaia/fauna_elephant_african_bush";
const oElephantInfant = "gaia/fauna_elephant_african_infant";
const oLion = "gaia/fauna_lion";
const oLioness = "gaia/fauna_lioness";
const oZebra = "gaia/fauna_zebra";
const oStoneSmall = "gaia/geology_stone_savanna_small";
const oMetalLarge = "gaia/geology_metal_savanna_slabs";
// decorative props
const aBush = "actor|props/flora/bush_medit_sm_dry.xml";
const aRock = "actor|geology/stone_savanna_med.xml";
const PI12 = PI / 6;
function placeStoneMineFormation(x, z)
{
var placer = new ChainPlacer(1, 2, 2, 1, x, z, undefined, [5]);
var painter = new TerrainPainter(tDirt4);
createArea(placer, painter, null);
var bbAngle = randFloat(0, TWO_PI);
const bbDist = 2.5;
for (var i = 0; i < 8; ++i)
{
var bbX = round(x + (bbDist + randFloat(0,1)) * cos(bbAngle));
var bbZ = round(z + (bbDist + randFloat(0,1)) * sin(bbAngle));
placeObject(bbX, bbZ, oStoneSmall, 0, randFloat(0, TWO_PI));
bbAngle += PI12;
}
}
const BUILDING_ANGlE = -PI/4;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = sortPlayers(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// some constants
var radius = scaleByMapSize(15,25);
var cliffRadius = 2;
var elevation = 20;
// get the x and z in tiles
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
addToClass(ix, iz, clPlayer);
addToClass(ix+5, iz, clPlayer);
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
// create starting units
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
// create animals
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 7;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
var group = new SimpleGroup(
[new SimpleObject(oChicken, 5,5, 0,2)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create berry bushes
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = 13;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
placeStoneMineFormation(mX, mZ);
addToClass(mX, mZ, clPlayer);
// create the city patch
var cityRadius = radius/3;
var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new TerrainPainter(tCityTiles);
createArea(placer, painter, null);
var hillSize = PI * radius * radius;
// create starting trees
var num = floor(hillSize / 300);
var tAngle = randFloat(-PI/3, 4*PI/3);
var tDist = randFloat(11, 13);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oBaobab, num, num, 2,7)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
RMS.SetProgress(20);
// create big patches
log("Creating big patches...");
var patches = [tGrass2, tGrass3];
for (var i = 0; i < patches.length; i++)
{
placer = new ChainPlacer(floor(scaleByMapSize(3, 6)), floor(scaleByMapSize(10, 20)), floor(scaleByMapSize(15, 60)), 1);
painter = new TerrainPainter(patches[i]);
createAreas(
placer,
painter,
avoidClasses(clPlayer, 10),
scaleByMapSize(5, 20)
);
}
// create small patches
log("Creating small patches...");
var patches = [tDirt1, tDirt2, tDirt3];
var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
for (var i = 0; i < sizes.length; i++)
{
for (var j = 0; j < patches.length; ++j)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 1);
painter = new TerrainPainter(patches[j]);
createAreas(
placer,
painter,
avoidClasses(clPlayer, 12),
scaleByMapSize(4, 15)
);
}
}
// create water holes
log("Creating water holes...");
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), floor(scaleByMapSize(20, 60)), 1);
var terrainPainter = new LayeredPainter(
[tShore, tWater], // terrains
[1] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 7);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clWater)],
avoidClasses(clPlayer, 24),
scaleByMapSize(1, 3)
);
RMS.SetProgress(55);
var playerConstraint = new AvoidTileClassConstraint(clPlayer, 30);
var minesConstraint = new AvoidTileClassConstraint(clRock, 25);
var waterConstraint = new AvoidTileClassConstraint(clWater, 10);
log("Creating stone mines...");
// create stone mines
for (var i = 0; i < scaleByMapSize(12,30); ++i)
{
var mX = randInt(mapSize);
var mZ = randInt(mapSize);
if (playerConstraint.allows(mX, mZ) && minesConstraint.allows(mX, mZ) && waterConstraint.allows(mX, mZ))
{
placeStoneMineFormation(mX, mZ);
addToClass(mX, mZ, clRock);
}
}
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
avoidClasses(clPlayer, 20, clMetal, 10, clRock, 8, clWater, 4),
scaleByMapSize(2,8), 100
);
RMS.SetProgress(65);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRock, 1,3, 0,3)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clPlayer, 7, clWater, 1),
scaleByMapSize(200, 1200), 1
);
RMS.SetProgress(70);
// create gazelle
log("Creating gazelle...");
group = new SimpleGroup(
[new SimpleObject(oGazelle, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clPlayer, 20, clFood, 11),
scaleByMapSize(4,12), 50
);
// create zebra
log("Creating zebra...");
group = new SimpleGroup(
[new SimpleObject(oZebra, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clPlayer, 20, clFood, 11),
scaleByMapSize(4,12), 50
);
// create giraffe
log("Creating giraffe...");
group = new SimpleGroup(
[new SimpleObject(oGiraffe, 2,4, 0,4), new SimpleObject(oGiraffeInfant, 0,2, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clPlayer, 20, clFood, 11),
scaleByMapSize(4,12), 50
);
// create elephants
log("Creating elephants...");
group = new SimpleGroup(
[new SimpleObject(oElephant, 2,4, 0,4), new SimpleObject(oElephantInfant, 0,2, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clPlayer, 20, clFood, 11),
scaleByMapSize(4,12), 50
);
// create lions
log("Creating lions...");
group = new SimpleGroup(
[new SimpleObject(oLion, 0,1, 0,4), new SimpleObject(oLioness, 2,3, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clPlayer, 20, clFood, 11),
scaleByMapSize(4,12), 50
);
// create berry bush
log("Creating berry bush...");
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clPlayer, 20, clFood, 12, clRock, 7, clMetal, 2),
randInt(1, 4) * numPlayers + 2, 50
);
RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var num = scaleByMapSize(70, 500);
group = new SimpleGroup(
[new SimpleObject(oBaobab, 1,1, 0,3)],
true, clForest
);
createObjectGroups(group, 0,
avoidClasses(clForest, 1, clPlayer, 20, clMetal, 1, clRock, 7, clWater, 1),
num
);
// create large grass tufts
log("Creating large grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aBush, 2,4, 0,1.8, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clPlayer, 2, clForest, 0),
scaleByMapSize(100, 1200)
);
setSunColour(0.87451, 0.847059, 0.647059);
setWaterColour(0.741176, 0.592157, 0.27451);
setWaterTint(0.741176, 0.592157, 0.27451);
setWaterWaviness(2.0);
-setWaterType("clap");
setWaterMurkiness(0.835938);
setUnitsAmbientColour(0.57, 0.58, 0.55);
setTerrainAmbientColour(0.447059, 0.509804, 0.54902);
setFogFactor(0.25);
setFogThickness(0.15);
setFogColor(0.847059, 0.737255, 0.482353);
setPPEffect("hdr");
setPPContrast(0.57031);
setPPBloom(0.34);
ExportMap();
\ No newline at end of file
+RMS.LoadLibrary("rmgen");
const tGrass1 = "savanna_grass_a";
const tGrass2 = "savanna_grass_b";
const tGrass3 = "savanna_shrubs_a";
const tDirt1 = "savanna_dirt_rocks_a";
const tDirt2 = "savanna_dirt_rocks_b";
const tDirt3 = "savanna_dirt_rocks_c";
const tDirt4 = "savanna_dirt_b";
const tCityTiles = "savanna_tile_a";
const tShore = "savanna_riparian_bank";
const tWater = "savanna_riparian_wet";
// gaia entities
const oBaobab = "gaia/flora_tree_baobab";
const oBerryBush = "gaia/flora_bush_berry";
const oChicken = "gaia/fauna_chicken";
const oGazelle = "gaia/fauna_gazelle";
const oGiraffe = "gaia/fauna_giraffe";
const oGiraffeInfant = "gaia/fauna_giraffe_infant";
const oElephant = "gaia/fauna_elephant_african_bush";
const oElephantInfant = "gaia/fauna_elephant_african_infant";
const oLion = "gaia/fauna_lion";
const oLioness = "gaia/fauna_lioness";
const oZebra = "gaia/fauna_zebra";
const oStoneSmall = "gaia/geology_stone_savanna_small";
const oMetalLarge = "gaia/geology_metal_savanna_slabs";
// decorative props
const aBush = "actor|props/flora/bush_medit_sm_dry.xml";
const aRock = "actor|geology/stone_savanna_med.xml";
const PI12 = PI / 6;
function placeStoneMineFormation(x, z)
{
var placer = new ChainPlacer(1, 2, 2, 1, x, z, undefined, [5]);
var painter = new TerrainPainter(tDirt4);
createArea(placer, painter, null);
var bbAngle = randFloat(0, TWO_PI);
const bbDist = 2.5;
for (var i = 0; i < 8; ++i)
{
var bbX = round(x + (bbDist + randFloat(0,1)) * cos(bbAngle));
var bbZ = round(z + (bbDist + randFloat(0,1)) * sin(bbAngle));
placeObject(bbX, bbZ, oStoneSmall, 0, randFloat(0, TWO_PI));
bbAngle += PI12;
}
}
const BUILDING_ANGlE = -PI/4;
// initialize map
log("Initializing map...");
InitMap();
var numPlayers = getNumPlayers();
var mapSize = getMapSize();
var mapArea = mapSize*mapSize;
// create tile classes
var clPlayer = createTileClass();
var clHill = createTileClass();
var clForest = createTileClass();
var clWater = createTileClass();
var clDirt = createTileClass();
var clRock = createTileClass();
var clMetal = createTileClass();
var clFood = createTileClass();
var clBaseResource = createTileClass();
var clSettlement = createTileClass();
// randomize player order
var playerIDs = [];
for (var i = 0; i < numPlayers; i++)
{
playerIDs.push(i+1);
}
playerIDs = sortPlayers(playerIDs);
// place players
var playerX = new Array(numPlayers);
var playerZ = new Array(numPlayers);
var playerAngle = new Array(numPlayers);
var startAngle = randFloat(0, TWO_PI);
for (var i = 0; i < numPlayers; i++)
{
playerAngle[i] = startAngle + i*TWO_PI/numPlayers;
playerX[i] = 0.5 + 0.35*cos(playerAngle[i]);
playerZ[i] = 0.5 + 0.35*sin(playerAngle[i]);
}
for (var i = 0; i < numPlayers; i++)
{
var id = playerIDs[i];
log("Creating base for player " + id + "...");
// some constants
var radius = scaleByMapSize(15,25);
var cliffRadius = 2;
var elevation = 20;
// get the x and z in tiles
var fx = fractionToTiles(playerX[i]);
var fz = fractionToTiles(playerZ[i]);
var ix = round(fx);
var iz = round(fz);
addToClass(ix, iz, clPlayer);
addToClass(ix+5, iz, clPlayer);
addToClass(ix, iz+5, clPlayer);
addToClass(ix-5, iz, clPlayer);
addToClass(ix, iz-5, clPlayer);
// create starting units
placeCivDefaultEntities(fx, fz, id, BUILDING_ANGlE);
// create animals
for (var j = 0; j < 2; ++j)
{
var aAngle = randFloat(0, TWO_PI);
var aDist = 7;
var aX = round(fx + aDist * cos(aAngle));
var aZ = round(fz + aDist * sin(aAngle));
var group = new SimpleGroup(
[new SimpleObject(oChicken, 5,5, 0,2)],
true, clBaseResource, aX, aZ
);
createObjectGroup(group, 0);
}
// create berry bushes
var bbAngle = randFloat(0, TWO_PI);
var bbDist = 12;
var bbX = round(fx + bbDist * cos(bbAngle));
var bbZ = round(fz + bbDist * sin(bbAngle));
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,5, 0,3)],
true, clBaseResource, bbX, bbZ
);
createObjectGroup(group, 0);
// create metal mine
var mAngle = bbAngle;
while(abs(mAngle - bbAngle) < PI/3)
{
mAngle = randFloat(0, TWO_PI);
}
var mDist = 13;
var mX = round(fx + mDist * cos(mAngle));
var mZ = round(fz + mDist * sin(mAngle));
group = new SimpleGroup(
[new SimpleObject(oMetalLarge, 1,1, 0,0)],
true, clBaseResource, mX, mZ
);
createObjectGroup(group, 0);
// create stone mines
mAngle += randFloat(PI/8, PI/4);
mX = round(fx + mDist * cos(mAngle));
mZ = round(fz + mDist * sin(mAngle));
placeStoneMineFormation(mX, mZ);
addToClass(mX, mZ, clPlayer);
// create the city patch
var cityRadius = radius/3;
var placer = new ClumpPlacer(PI*cityRadius*cityRadius, 0.6, 0.3, 10, ix, iz);
var painter = new TerrainPainter(tCityTiles);
createArea(placer, painter, null);
var hillSize = PI * radius * radius;
// create starting trees
var num = floor(hillSize / 300);
var tAngle = randFloat(-PI/3, 4*PI/3);
var tDist = randFloat(11, 13);
var tX = round(fx + tDist * cos(tAngle));
var tZ = round(fz + tDist * sin(tAngle));
group = new SimpleGroup(
[new SimpleObject(oBaobab, num, num, 2,7)],
false, clBaseResource, tX, tZ
);
createObjectGroup(group, 0, avoidClasses(clBaseResource,2));
}
RMS.SetProgress(20);
// create big patches
log("Creating big patches...");
var patches = [tGrass2, tGrass3];
for (var i = 0; i < patches.length; i++)
{
placer = new ChainPlacer(floor(scaleByMapSize(3, 6)), floor(scaleByMapSize(10, 20)), floor(scaleByMapSize(15, 60)), 1);
painter = new TerrainPainter(patches[i]);
createAreas(
placer,
painter,
avoidClasses(clPlayer, 10),
scaleByMapSize(5, 20)
);
}
// create small patches
log("Creating small patches...");
var patches = [tDirt1, tDirt2, tDirt3];
var sizes = [scaleByMapSize(3, 6), scaleByMapSize(5, 10), scaleByMapSize(8, 21)];
for (var i = 0; i < sizes.length; i++)
{
for (var j = 0; j < patches.length; ++j)
{
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), sizes[i], 1);
painter = new TerrainPainter(patches[j]);
createAreas(
placer,
painter,
avoidClasses(clPlayer, 12),
scaleByMapSize(4, 15)
);
}
}
// create water holes
log("Creating water holes...");
placer = new ChainPlacer(1, floor(scaleByMapSize(3, 5)), floor(scaleByMapSize(20, 60)), 1);
var terrainPainter = new LayeredPainter(
[tShore, tWater], // terrains
[1] // widths
);
var elevationPainter = new SmoothElevationPainter(ELEVATION_SET, -5, 7);
createAreas(
placer,
[terrainPainter, elevationPainter, paintClass(clWater)],
avoidClasses(clPlayer, 24),
scaleByMapSize(1, 3)
);
RMS.SetProgress(55);
var playerConstraint = new AvoidTileClassConstraint(clPlayer, 30);
var minesConstraint = new AvoidTileClassConstraint(clRock, 25);
var waterConstraint = new AvoidTileClassConstraint(clWater, 10);
log("Creating stone mines...");
// create stone mines
for (var i = 0; i < scaleByMapSize(12,30); ++i)
{
var mX = randInt(mapSize);
var mZ = randInt(mapSize);
if (playerConstraint.allows(mX, mZ) && minesConstraint.allows(mX, mZ) && waterConstraint.allows(mX, mZ))
{
placeStoneMineFormation(mX, mZ);
addToClass(mX, mZ, clRock);
}
}
log("Creating metal mines...");
// create large metal quarries
group = new SimpleGroup([new SimpleObject(oMetalLarge, 1,1, 0,4)], true, clMetal);
createObjectGroups(group, 0,
avoidClasses(clPlayer, 20, clMetal, 10, clRock, 8, clWater, 4),
scaleByMapSize(2,8), 100
);
RMS.SetProgress(65);
// create small decorative rocks
log("Creating small decorative rocks...");
group = new SimpleGroup(
[new SimpleObject(aRock, 1,3, 0,3)],
true
);
createObjectGroups(
group, 0,
avoidClasses(clPlayer, 7, clWater, 1),
scaleByMapSize(200, 1200), 1
);
RMS.SetProgress(70);
// create gazelle
log("Creating gazelle...");
group = new SimpleGroup(
[new SimpleObject(oGazelle, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clPlayer, 20, clFood, 11),
scaleByMapSize(4,12), 50
);
// create zebra
log("Creating zebra...");
group = new SimpleGroup(
[new SimpleObject(oZebra, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clPlayer, 20, clFood, 11),
scaleByMapSize(4,12), 50
);
// create giraffe
log("Creating giraffe...");
group = new SimpleGroup(
[new SimpleObject(oGiraffe, 2,4, 0,4), new SimpleObject(oGiraffeInfant, 0,2, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clPlayer, 20, clFood, 11),
scaleByMapSize(4,12), 50
);
// create elephants
log("Creating elephants...");
group = new SimpleGroup(
[new SimpleObject(oElephant, 2,4, 0,4), new SimpleObject(oElephantInfant, 0,2, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clPlayer, 20, clFood, 11),
scaleByMapSize(4,12), 50
);
// create lions
log("Creating lions...");
group = new SimpleGroup(
[new SimpleObject(oLion, 0,1, 0,4), new SimpleObject(oLioness, 2,3, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 1, clPlayer, 20, clFood, 11),
scaleByMapSize(4,12), 50
);
// create berry bush
log("Creating berry bush...");
group = new SimpleGroup(
[new SimpleObject(oBerryBush, 5,7, 0,4)],
true, clFood
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clPlayer, 20, clFood, 12, clRock, 7, clMetal, 2),
randInt(1, 4) * numPlayers + 2, 50
);
RMS.SetProgress(85);
// create straggler trees
log("Creating straggler trees...");
var num = scaleByMapSize(70, 500);
group = new SimpleGroup(
[new SimpleObject(oBaobab, 1,1, 0,3)],
true, clForest
);
createObjectGroups(group, 0,
avoidClasses(clForest, 1, clPlayer, 20, clMetal, 1, clRock, 7, clWater, 1),
num
);
// create large grass tufts
log("Creating large grass tufts...");
group = new SimpleGroup(
[new SimpleObject(aBush, 2,4, 0,1.8, -PI/8,PI/8)]
);
createObjectGroups(group, 0,
avoidClasses(clWater, 3, clPlayer, 2, clForest, 0),
scaleByMapSize(100, 1200)
);
setSunColor(0.87451, 0.847059, 0.647059);
setWaterColor(0.741176, 0.592157, 0.27451);
setWaterTint(0.741176, 0.592157, 0.27451);
setWaterWaviness(2.0);
+setWaterType("clap");
setWaterMurkiness(0.835938);
setUnitsAmbientColor(0.57, 0.58, 0.55);
setTerrainAmbientColor(0.447059, 0.509804, 0.54902);
setFogFactor(0.25);
setFogThickness(0.15);
setFogColor(0.847059, 0.737255, 0.482353);
setPPEffect("hdr");
setPPContrast(0.57031);
setPPBloom(0.34);
ExportMap();
\ No newline at end of file
diff --git a/binaries/data/mods/public/maps/random/sahel_watering_holes.js b/binaries/data/mods/public/maps/random/sahel_watering_holes.js
index e83ac79c63..c99536c044 100644
--- a/binaries/data/mods/public/maps/random/sahel_watering_holes.js
+++ b/binaries/data/mods/public/maps/random/sahel_watering_holes.js
@@ -556,7 +556,7 @@ setSkySet("sunny");
setSunRotation(randFloat(0, TWO_PI));
setSunElevation(randFloat(PI/ 5, PI / 4));
-setWaterColour(0.478,0.42,0.384); // greyish
+setWaterColor(0.478,0.42,0.384); // greyish
setWaterTint(0.58,0.22,0.067); // reddish
setWaterMurkiness(0.87);
setWaterWaviness(0.5);
diff --git a/binaries/data/mods/public/maps/random/schwarzwald.js b/binaries/data/mods/public/maps/random/schwarzwald.js
index d8f7e53711..673ebd214c 100644
--- a/binaries/data/mods/public/maps/random/schwarzwald.js
+++ b/binaries/data/mods/public/maps/random/schwarzwald.js
@@ -24,7 +24,7 @@ setFogFactor(0.35);
setFogThickness(0.19);
// water
-setWaterColour(0.501961, 0.501961, 0.501961);
+setWaterColor(0.501961, 0.501961, 0.501961);
setWaterTint(0.25098, 0.501961, 0.501961);
setWaterWaviness(0.5);
setWaterType("clap");
diff --git a/binaries/data/mods/public/maps/random/survivalofthefittest_triggers.js b/binaries/data/mods/public/maps/random/survivalofthefittest_triggers.js
index 6958eb9bde..2a82e4ede2 100644
--- a/binaries/data/mods/public/maps/random/survivalofthefittest_triggers.js
+++ b/binaries/data/mods/public/maps/random/survivalofthefittest_triggers.js
@@ -113,7 +113,7 @@ Trigger.prototype.InitGame = function()
}*/
// Make gaia black
- TriggerHelper.GetPlayerComponent(0).SetColour(0, 0, 0);
+ TriggerHelper.GetPlayerComponent(0).SetColor(0, 0, 0);
// Place the treasures
this.PlaceTreasures();
diff --git a/binaries/data/mods/public/maps/random/syria.js b/binaries/data/mods/public/maps/random/syria.js
index 3962a63b8b..58fde13954 100644
--- a/binaries/data/mods/public/maps/random/syria.js
+++ b/binaries/data/mods/public/maps/random/syria.js
@@ -412,8 +412,8 @@ for (var i = 0; i < types.length; ++i)
setSkySet("sunny");
setSunElevation(PI / 8);
setSunRotation(randFloat(0, TWO_PI));
-setSunColour(0.746, 0.718, 0.539);
-setWaterColour(0.292, 0.347, 0.691);
+setSunColor(0.746, 0.718, 0.539);
+setWaterColor(0.292, 0.347, 0.691);
setWaterTint(0.550, 0.543, 0.437);
setWaterMurkiness(0.83);
diff --git a/binaries/data/mods/public/maps/random/the_nile.js b/binaries/data/mods/public/maps/random/the_nile.js
index b80422a40b..ceda062a98 100644
--- a/binaries/data/mods/public/maps/random/the_nile.js
+++ b/binaries/data/mods/public/maps/random/the_nile.js
@@ -603,8 +603,8 @@ createObjectGroups(
// Set environment
setSkySet("sunny");
-setSunColour(0.711, 0.746, 0.574);
-setWaterColour(0.541,0.506,0.416);
+setSunColor(0.711, 0.746, 0.574);
+setWaterColor(0.541,0.506,0.416);
setWaterTint(0.694,0.592,0.522);
setWaterMurkiness(1);
setWaterWaviness(3.0);
diff --git a/binaries/data/mods/public/maps/random/wall_demo.js b/binaries/data/mods/public/maps/random/wall_demo.js
index 4a6ae46d79..de3e9169e9 100644
--- a/binaries/data/mods/public/maps/random/wall_demo.js
+++ b/binaries/data/mods/public/maps/random/wall_demo.js
@@ -39,7 +39,7 @@ const BUILDING_ANlE = -PI/4;
// Other styles may be present as well but besides the civ styles only 'palisades' includes all wall element types (yet)
// The next argument is always the index of the player that owns the wall.
-// 0 is Gaia, 1 is Player 1 (default colour blue), 2 is Player 2 (default colour red), ...
+// 0 is Gaia, 1 is Player 1 (default color blue), 2 is Player 2 (default color red), ...
// The next argument is an angle defining the orientation of the wall
// placeLinearWall does not need an angle since it's defined by startX/Y and targetX/Y
@@ -77,7 +77,7 @@ for (var styleIndex = 0; styleIndex < wallStyleList.length; styleIndex++)
var style = wallStyleList[styleIndex]; // // The wall's style like 'cart', 'iber', 'pers', 'rome', 'romeSiege' or 'palisades'
var orientation = styleIndex * PI/64; // Orientation of the first wall element. 0 means 'outside' or 'front' is right (positive X, like object placement)
// That means the wall will be build towards top (positive Y) if no corners are used
- var playerId = 0; // Owner of the wall (like in placeObject). 0 is Gaia, 1 is Player 1 (default colour blue), ...
+ var playerId = 0; // Owner of the wall (like in placeObject). 0 is Gaia, 1 is Player 1 (default color blue), ...
placeWall(startX, startY, wall, style, playerId, orientation); // Actually placing the wall
}
actualX = distToMapBorder; // Reset actualX
@@ -93,7 +93,7 @@ for (var styleIndex = 0; styleIndex < wallStyleList.length; styleIndex++)
var centerY = actualY + fortressRadius; // Y coordinate of the center of the fortress
var type = 'tiny'; // Default fortress types are like map sizes: 'tiny', 'small', 'medium', 'large', 'veryLarge', 'giant'
var style = wallStyleList[styleIndex]; // The wall's style like 'cart', 'iber', 'pers', 'rome', 'romeSiege' or 'palisades'
- var playerId = 0; // Owner of the wall. 0 is Gaia, 1 is Player 1 (default colour blue), ...
+ var playerId = 0; // Owner of the wall. 0 is Gaia, 1 is Player 1 (default color blue), ...
var orientation = styleIndex * PI/32; // Where the 'main entrance' of the fortress should face (like in placeObject). All fortresses walls should start with an entrance
placeFortress(centerX, centerY, type, style, playerId, orientation); // Actually placing the fortress
placeObject(centerX, centerY, 'other/obelisk', 0, 0*PI); // Place visual marker to see the center of the fortress
diff --git a/binaries/data/mods/public/maps/scenario.rnc b/binaries/data/mods/public/maps/scenario.rnc
index e0651cefc0..4510ea3c07 100644
--- a/binaries/data/mods/public/maps/scenario.rnc
+++ b/binaries/data/mods/public/maps/scenario.rnc
@@ -9,12 +9,12 @@ start = Scenario
##
# Defines #
##
-colour_rgb =
+color_rgb =
attribute r { xsd:decimal { minInclusive = "0" maxInclusive = "1" } },
attribute g { xsd:decimal { minInclusive = "0" maxInclusive = "1" } },
attribute b { xsd:decimal { minInclusive = "0" maxInclusive = "1" } }
-suncolour_rgb = # RGB can be > 1 due to overbrightness
+suncolor_rgb = # RGB can be > 1 due to overbrightness
attribute r { xsd:decimal { minInclusive = "0" } },
attribute g { xsd:decimal { minInclusive = "0" } },
attribute b { xsd:decimal { minInclusive = "0" } }
@@ -39,11 +39,11 @@ Scenario = element Scenario {
element Environment {
element LightingModel { text }? & # Deprecated
element SkySet { text } &
- element SunColour { suncolour_rgb } &
+ element SunColor { suncolor_rgb } &
element SunElevation { angle } &
element SunRotation { angle } &
- element TerrainAmbientColour { colour_rgb } &
- element UnitsAmbientColour { colour_rgb } &
+ element TerrainAmbientColor { color_rgb } &
+ element UnitsAmbientColor { color_rgb } &
element Fog {
element FogFactor {
xsd:decimal { minInclusive = "0" } # TODO: what is the max?
@@ -51,18 +51,18 @@ Scenario = element Scenario {
element FogThickness {
xsd:decimal { minInclusive = "0" } # TODO: what is the max?
} &
- element FogColour { colour_rgb }
+ element FogColor { color_rgb }
}? &
element Water {
element WaterBody {
element Type { text } & # Not implemented
- element Colour { colour_rgb } &
+ element Color { color_rgb } &
element Height { xsd:decimal } &
element Shininess { xsd:decimal }? & # Deprecated
element Waviness { xsd:decimal } &
element Murkiness { xsd:decimal } &
- element Tint { colour_rgb } &
- element ReflectionTint { colour_rgb } &
+ element Tint { color_rgb } &
+ element ReflectionTint { color_rgb } &
element ReflectionTintStrength { xsd:decimal }
}
} &
diff --git a/binaries/data/mods/public/maps/scenario.rng b/binaries/data/mods/public/maps/scenario.rng
index 06ee090390..cc202b5336 100644
--- a/binaries/data/mods/public/maps/scenario.rng
+++ b/binaries/data/mods/public/maps/scenario.rng
@@ -9,7 +9,7 @@
-
+
@@ -32,7 +32,7 @@
-
+
@@ -95,8 +95,8 @@
-
-
+
+
@@ -104,11 +104,11 @@
-
-
+
+
-
-
+
+
@@ -125,8 +125,8 @@
-
-
+
+
@@ -138,8 +138,8 @@
-
-
+
+
@@ -157,10 +157,10 @@
-
+
-
+
diff --git a/binaries/data/mods/public/maps/scenarios/Arcadia.xml b/binaries/data/mods/public/maps/scenarios/Arcadia.xml
index ce4ec0cb3e..3822d5e7ba 100644
--- a/binaries/data/mods/public/maps/scenarios/Arcadia.xml
+++ b/binaries/data/mods/public/maps/scenarios/Arcadia.xml
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
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diff --git a/binaries/data/mods/public/maps/scenarios/Azure Coast(2).xml b/binaries/data/mods/public/maps/scenarios/Azure Coast(2).xml
index 70678f4be8..410dc287df 100644
--- a/binaries/data/mods/public/maps/scenarios/Azure Coast(2).xml
+++ b/binaries/data/mods/public/maps/scenarios/Azure Coast(2).xml
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
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diff --git a/binaries/data/mods/public/maps/scenarios/Azure Coast(4).xml b/binaries/data/mods/public/maps/scenarios/Azure Coast(4).xml
index 0c29f32a36..59aa636702 100644
--- a/binaries/data/mods/public/maps/scenarios/Azure Coast(4).xml
+++ b/binaries/data/mods/public/maps/scenarios/Azure Coast(4).xml
@@ -1,3 +1,3 @@
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diff --git a/binaries/data/mods/public/maps/scenarios/Azure Coast.xml b/binaries/data/mods/public/maps/scenarios/Azure Coast.xml
index d674788812..662275392e 100644
--- a/binaries/data/mods/public/maps/scenarios/Azure Coast.xml
+++ b/binaries/data/mods/public/maps/scenarios/Azure Coast.xml
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
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diff --git a/binaries/data/mods/public/maps/scenarios/Battle for the Tiber.xml b/binaries/data/mods/public/maps/scenarios/Battle for the Tiber.xml
index 1a1800a0f0..6321da0d59 100644
--- a/binaries/data/mods/public/maps/scenarios/Battle for the Tiber.xml
+++ b/binaries/data/mods/public/maps/scenarios/Battle for the Tiber.xml
@@ -1,3 +1,3 @@
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index bdca416280..5bcddb68a7 100644
--- a/binaries/data/mods/public/maps/scenarios/Belgian_Bog_night.xml
+++ b/binaries/data/mods/public/maps/scenarios/Belgian_Bog_night.xml
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diff --git a/binaries/data/mods/public/maps/scenarios/Bridge_demo.xml b/binaries/data/mods/public/maps/scenarios/Bridge_demo.xml
index b254843f28..3fe57e0fd9 100644
--- a/binaries/data/mods/public/maps/scenarios/Bridge_demo.xml
+++ b/binaries/data/mods/public/maps/scenarios/Bridge_demo.xml
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version https://git-lfs.github.com/spec/v1
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diff --git a/binaries/data/mods/public/maps/scenarios/Campaign Test Map 2 - heightmap.xml b/binaries/data/mods/public/maps/scenarios/Campaign Test Map 2 - heightmap.xml
index 7d434683bf..a99940c861 100644
--- a/binaries/data/mods/public/maps/scenarios/Campaign Test Map 2 - heightmap.xml
+++ b/binaries/data/mods/public/maps/scenarios/Campaign Test Map 2 - heightmap.xml
@@ -1,3 +1,3 @@
version https://git-lfs.github.com/spec/v1
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diff --git a/binaries/data/mods/public/maps/scenarios/Campaign Test Map.xml b/binaries/data/mods/public/maps/scenarios/Campaign Test Map.xml
index 832a57baea..60d31d081f 100644
--- a/binaries/data/mods/public/maps/scenarios/Campaign Test Map.xml
+++ b/binaries/data/mods/public/maps/scenarios/Campaign Test Map.xml
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diff --git a/binaries/data/mods/public/maps/scenarios/Combat_demo.xml b/binaries/data/mods/public/maps/scenarios/Combat_demo.xml
index 2b95d8248b..261c171570 100755
--- a/binaries/data/mods/public/maps/scenarios/Combat_demo.xml
+++ b/binaries/data/mods/public/maps/scenarios/Combat_demo.xml
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index bf118a8598..6f78253db1 100755
--- a/binaries/data/mods/public/maps/scenarios/Combat_demo_(huge).xml
+++ b/binaries/data/mods/public/maps/scenarios/Combat_demo_(huge).xml
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index 3ba00d98df..02b23e56e3 100644
--- a/binaries/data/mods/public/maps/scenarios/Death Canyon - Invasion Force.xml
+++ b/binaries/data/mods/public/maps/scenarios/Death Canyon - Invasion Force.xml
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diff --git a/binaries/data/mods/public/maps/scenarios/Demo_Trading.xml b/binaries/data/mods/public/maps/scenarios/Demo_Trading.xml
index 7b27380671..c2fee65694 100644
--- a/binaries/data/mods/public/maps/scenarios/Demo_Trading.xml
+++ b/binaries/data/mods/public/maps/scenarios/Demo_Trading.xml
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diff --git a/binaries/data/mods/public/maps/scenarios/Eire and Albion.xml b/binaries/data/mods/public/maps/scenarios/Eire and Albion.xml
index 0073ed1780..cec2a7b7b9 100644
--- a/binaries/data/mods/public/maps/scenarios/Eire and Albion.xml
+++ b/binaries/data/mods/public/maps/scenarios/Eire and Albion.xml
@@ -1,3 +1,3 @@
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--- a/binaries/data/mods/public/maps/scenarios/Fast Oasis.xml
+++ b/binaries/data/mods/public/maps/scenarios/Fast Oasis.xml
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index b049875d85..1b4a575555 100644
--- a/binaries/data/mods/public/maps/scenarios/Fishing_demo.xml
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--- a/binaries/data/mods/public/maps/scenarios/Flight_demo.xml
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--- a/binaries/data/mods/public/maps/scenarios/Flight_demo_2.xml
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diff --git a/binaries/data/mods/public/maps/scenarios/Height Map Import - Demo (Fractal).xml b/binaries/data/mods/public/maps/scenarios/Height Map Import - Demo (Fractal).xml
index b12628c468..0135988657 100644
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diff --git a/binaries/data/mods/public/shaders/arb/model_common.vp b/binaries/data/mods/public/shaders/arb/model_common.vp
index fdc3713c02..05d34ae40d 100644
--- a/binaries/data/mods/public/shaders/arb/model_common.vp
+++ b/binaries/data/mods/public/shaders/arb/model_common.vp
@@ -53,7 +53,7 @@ DP3 lighting, normal, -sunDir;
MAX lighting, 0.0, lighting;
// Scale diffuse to allow overbrightness (since result.color will be clamped to [0, 1])
MUL lighting, lighting, 0.5;
-// Apply light colour
+// Apply light color
MUL result.color, lighting, sunColor;
#if USE_SPECULAR
diff --git a/binaries/data/mods/public/shaders/arb/terrain_common.fp b/binaries/data/mods/public/shaders/arb/terrain_common.fp
index 52b8e86d95..587446b7e5 100644
--- a/binaries/data/mods/public/shaders/arb/terrain_common.fp
+++ b/binaries/data/mods/public/shaders/arb/terrain_common.fp
@@ -26,7 +26,7 @@ TEMP color;
SUB result.color.a, 1.0, tex.a;
#endif
-// Load diffuse colour
+// Load diffuse color
TEX color, fragment.texcoord[0], texture[0], 2D;
#if DECAL
diff --git a/binaries/data/mods/public/shaders/arb/terrain_common.vp b/binaries/data/mods/public/shaders/arb/terrain_common.vp
index f648bab5bc..d67b7c85e6 100644
--- a/binaries/data/mods/public/shaders/arb/terrain_common.vp
+++ b/binaries/data/mods/public/shaders/arb/terrain_common.vp
@@ -24,7 +24,7 @@ DP4 result.position.w, state.matrix.mvp.row[3], position;
// Diffuse factor is precomputed in vertex attribute
// Scale diffuse to allow overbrightness (since result.color will be clamped to [0, 1])
MUL lighting, vertex.color, 0.5;
-// Apply light colour
+// Apply light color
MUL result.color, lighting, sunColor;
//// Texture coordinates:
diff --git a/binaries/data/mods/public/shaders/glsl/bloom.fs b/binaries/data/mods/public/shaders/glsl/bloom.fs
index be5427b48a..ff3122a56f 100644
--- a/binaries/data/mods/public/shaders/glsl/bloom.fs
+++ b/binaries/data/mods/public/shaders/glsl/bloom.fs
@@ -12,30 +12,30 @@ void main()
#endif
#if BLOOM_PASS_H
- vec4 colour = vec4(0.0);
+ vec4 color = vec4(0.0);
vec2 v_tex_offs = vec2(v_tex.x - 0.01, v_tex.y);
for (int i = 0; i < 6; ++i)
{
- colour += texture2D(renderedTex, v_tex_offs);
+ color += texture2D(renderedTex, v_tex_offs);
v_tex_offs += vec2(0.004, 0.0);
}
- gl_FragColor.rgb = colour.rgb / 6.0;
+ gl_FragColor.rgb = color.rgb / 6.0;
gl_FragColor.a = 1.0;
#endif
#if BLOOM_PASS_V
- vec4 colour = vec4(0.0);
+ vec4 color = vec4(0.0);
vec2 v_tex_offs = vec2(v_tex.x, v_tex.y - 0.01);
for (int i = 0; i < 6; ++i)
{
- colour += texture2D(renderedTex, v_tex_offs);
+ color += texture2D(renderedTex, v_tex_offs);
v_tex_offs += vec2(0.0, 0.004);
}
- gl_FragColor.rgb = colour.rgb / 6.0;
+ gl_FragColor.rgb = color.rgb / 6.0;
gl_FragColor.a = 1.0;
#endif
}
\ No newline at end of file
diff --git a/binaries/data/mods/public/shaders/glsl/dof.fs b/binaries/data/mods/public/shaders/glsl/dof.fs
index ebdfb114b3..f250640218 100644
--- a/binaries/data/mods/public/shaders/glsl/dof.fs
+++ b/binaries/data/mods/public/shaders/glsl/dof.fs
@@ -28,7 +28,7 @@ float linearizeDepth(float depth)
void main(void)
{
- vec3 colour = texture2D(renderedTex, v_tex).rgb;
+ vec3 color = texture2D(renderedTex, v_tex).rgb;
vec3 blur2 = texture2D(blurTex2, v_tex).rgb;
vec3 blur4 = texture2D(blurTex4, v_tex).rgb;
@@ -51,12 +51,12 @@ void main(void)
amount = clamp(amount / (lMidDepth * BLUR_FOV), 0.0, 1.0);
- colour = (amount >= 0.0 && amount < 0.25) ? mix(colour, blur2, (amount - 0.0) / (0.25)) : colour;
- colour = (amount >= 0.25 && amount < 0.50) ? mix(blur2, blur4, (amount - 0.25) / (0.25)) : colour;
- colour = (amount >= 0.50 && amount < 0.75) ? mix(blur4, blur8, (amount - 0.50) / (0.25)) : colour;
- colour = (amount >= 0.75 && amount <= 1.00) ? blur8 : colour;
+ color = (amount >= 0.0 && amount < 0.25) ? mix(color, blur2, (amount - 0.0) / (0.25)) : color;
+ color = (amount >= 0.25 && amount < 0.50) ? mix(blur2, blur4, (amount - 0.25) / (0.25)) : color;
+ color = (amount >= 0.50 && amount < 0.75) ? mix(blur4, blur8, (amount - 0.50) / (0.25)) : color;
+ color = (amount >= 0.75 && amount <= 1.00) ? blur8 : color;
- gl_FragColor.rgb = colour;
+ gl_FragColor.rgb = color;
gl_FragColor.a = 1.0;
}
diff --git a/binaries/data/mods/public/shaders/glsl/hdr.fs b/binaries/data/mods/public/shaders/glsl/hdr.fs
index 9db9d91a55..397ac7577c 100644
--- a/binaries/data/mods/public/shaders/glsl/hdr.fs
+++ b/binaries/data/mods/public/shaders/glsl/hdr.fs
@@ -19,7 +19,7 @@ varying vec2 v_tex;
void main(void)
{
- vec3 colour = texture2D(renderedTex, v_tex).rgb;
+ vec3 color = texture2D(renderedTex, v_tex).rgb;
vec3 bloomv2 = texture2D(blurTex2, v_tex).rgb;
vec3 bloomv4 = texture2D(blurTex4, v_tex).rgb;
vec3 bloomv8 = texture2D(blurTex8, v_tex).rgb;
@@ -30,19 +30,19 @@ void main(void)
vec3 bloomv = (bloomv2 + bloomv4 + bloomv8) / 3.0;
- bloomv = mix(bloomv, colour, bloom/0.2);
+ bloomv = mix(bloomv, color, bloom/0.2);
- colour = max(bloomv, colour);
+ color = max(bloomv, color);
- colour += vec3(brightness);
+ color += vec3(brightness);
- colour -= vec3(0.5);
- colour *= vec3(hdr);
- colour += vec3(0.5);
+ color -= vec3(0.5);
+ color *= vec3(hdr);
+ color += vec3(0.5);
- colour = mix(vec3(dot(colour, vec3(0.299, 0.587, 0.114))), colour, saturation);
+ color = mix(vec3(dot(color, vec3(0.299, 0.587, 0.114))), color, saturation);
- gl_FragColor.rgb = colour;
+ gl_FragColor.rgb = color;
gl_FragColor.a = 1.0;
}
diff --git a/binaries/data/mods/public/shaders/glsl/model_water.fs b/binaries/data/mods/public/shaders/glsl/model_water.fs
index 78f04d81c8..13bff937f3 100644
--- a/binaries/data/mods/public/shaders/glsl/model_water.fs
+++ b/binaries/data/mods/public/shaders/glsl/model_water.fs
@@ -135,9 +135,9 @@ void main()
float fresShadow = fresnel;
#endif
- vec3 colour = mix(refrColor + 0.3*specular, reflColor + specular, fresShadow);
+ vec3 color = mix(refrColor + 0.3*specular, reflColor + specular, fresShadow);
- gl_FragColor.rgb = colour * losMod;
+ gl_FragColor.rgb = color * losMod;
//gl_FragColor.rgb = mix(refrColor + 0.3*specular, reflColor + specular, fresnel) * losMod;
diff --git a/binaries/data/mods/public/shaders/glsl/water_high.fs b/binaries/data/mods/public/shaders/glsl/water_high.fs
index 65709d821c..792c3160cd 100644
--- a/binaries/data/mods/public/shaders/glsl/water_high.fs
+++ b/binaries/data/mods/public/shaders/glsl/water_high.fs
@@ -13,7 +13,7 @@ uniform sampler2D losMap;
uniform float waviness; // "Wildness" of the reflections and refractions; choose based on texture
uniform vec3 color; // color of the water
uniform vec3 tint; // Tint for refraction (used to simulate particles in water)
-uniform float murkiness; // Amount of tint to blend in with the refracted colour
+uniform float murkiness; // Amount of tint to blend in with the refracted color
uniform float windAngle;
varying vec2 WindCosSin;
@@ -348,18 +348,18 @@ void main()
wavesFresnel = mix(1.0-fancyeffects.a,1.0,clamp(depth,0.0,1.0));
#endif
- vec3 colour;
+ vec3 color;
#if USE_SHADOWS_ON_WATER && USE_SHADOW
float fresShadow = mix(fresnel, fresnel*shadow, 0.05 + murkiness*0.2);
- colour = mix(refrColor, reflColor, fresShadow * wavesFresnel);
+ color = mix(refrColor, reflColor, fresShadow * wavesFresnel);
#else
- colour = mix(refrColor, reflColor, fresnel * wavesFresnel);
+ color = mix(refrColor, reflColor, fresnel * wavesFresnel);
#endif
#if USE_SHADOWS_ON_WATER && USE_SHADOW
- colour += shadow*specular;
+ color += shadow*specular;
#else
- colour += specular;
+ color += specular;
#endif
#if USE_FANCY_EFFECTS
@@ -378,9 +378,9 @@ void main()
float foam = FoamEffects.r * FoamEffects.a*0.4 + pow(foam1.x*(5.0+waviness),(2.6 - waviness/5.5));
foam *= ndotl;
- gl_FragColor.rgb = get_fog(colour) * losMod + foam * losMod;// + fancyeffects.a * losMod;
+ gl_FragColor.rgb = get_fog(color) * losMod + foam * losMod;// + fancyeffects.a * losMod;
#else
- gl_FragColor.rgb = get_fog(colour) * losMod;
+ gl_FragColor.rgb = get_fog(color) * losMod;
#endif
#if !USE_REFRACTION
diff --git a/binaries/data/mods/public/simulation/components/GuiInterface.js b/binaries/data/mods/public/simulation/components/GuiInterface.js
index 20eaee5404..468d2bedd3 100644
--- a/binaries/data/mods/public/simulation/components/GuiInterface.js
+++ b/binaries/data/mods/public/simulation/components/GuiInterface.js
@@ -83,7 +83,7 @@ GuiInterface.prototype.GetSimulationState = function(player)
var playerData = {
"name": cmpPlayer.GetName(),
"civ": cmpPlayer.GetCiv(),
- "colour": cmpPlayer.GetColour(),
+ "color": cmpPlayer.GetColor(),
"popCount": cmpPlayer.GetPopulationCount(),
"popLimit": cmpPlayer.GetPopulationLimit(),
"popMax": cmpPlayer.GetMaxPopulation(),
@@ -819,7 +819,7 @@ GuiInterface.prototype.GetAllBuildableEntities = function(player, cmd)
GuiInterface.prototype.SetSelectionHighlight = function(player, cmd)
{
var cmpPlayerMan = Engine.QueryInterface(SYSTEM_ENTITY, IID_PlayerManager);
- var playerColours = {}; // cache of owner -> colour map
+ var playerColors = {}; // cache of owner -> color map
for each (var ent in cmd.entities)
{
@@ -827,23 +827,23 @@ GuiInterface.prototype.SetSelectionHighlight = function(player, cmd)
if (!cmpSelectable)
continue;
- // Find the entity's owner's colour:
+ // Find the entity's owner's color:
var owner = -1;
var cmpOwnership = Engine.QueryInterface(ent, IID_Ownership);
if (cmpOwnership)
owner = cmpOwnership.GetOwner();
- var colour = playerColours[owner];
- if (!colour)
+ var color = playerColors[owner];
+ if (!color)
{
- colour = {"r":1, "g":1, "b":1};
+ color = {"r":1, "g":1, "b":1};
var cmpPlayer = Engine.QueryInterface(cmpPlayerMan.GetPlayerByID(owner), IID_Player);
if (cmpPlayer)
- colour = cmpPlayer.GetColour();
- playerColours[owner] = colour;
+ color = cmpPlayer.GetColor();
+ playerColors[owner] = color;
}
- cmpSelectable.SetSelectionHighlight({"r":colour.r, "g":colour.g, "b":colour.b, "a":cmd.alpha}, cmd.selected);
+ cmpSelectable.SetSelectionHighlight({"r":color.r, "g":color.g, "b":color.b, "a":cmd.alpha}, cmd.selected);
}
};
@@ -1007,9 +1007,9 @@ GuiInterface.prototype.SetBuildingPlacementPreview = function(player, cmd)
cmpVisual.SetActorSeed(cmd.actorSeed);
if (!result.success)
- cmpVisual.SetShadingColour(1.4, 0.4, 0.4, 1);
+ cmpVisual.SetShadingColor(1.4, 0.4, 0.4, 1);
else
- cmpVisual.SetShadingColour(1, 1, 1, 1);
+ cmpVisual.SetShadingColor(1, 1, 1, 1);
}
}
@@ -1514,9 +1514,9 @@ GuiInterface.prototype.SetWallPlacementPreview = function(player, cmd)
if (cmpVisual)
{
if (!allPiecesValid || !canAfford)
- cmpVisual.SetShadingColour(1.4, 0.4, 0.4, 1);
+ cmpVisual.SetShadingColor(1.4, 0.4, 0.4, 1);
else
- cmpVisual.SetShadingColour(1, 1, 1, 1);
+ cmpVisual.SetShadingColor(1, 1, 1, 1);
}
entPool.numUsed++;
diff --git a/binaries/data/mods/public/simulation/components/Player.js b/binaries/data/mods/public/simulation/components/Player.js
index 087ecac403..8338a88d0e 100644
--- a/binaries/data/mods/public/simulation/components/Player.js
+++ b/binaries/data/mods/public/simulation/components/Player.js
@@ -8,7 +8,7 @@ Player.prototype.Init = function()
this.playerID = undefined;
this.name = undefined; // define defaults elsewhere (supporting other languages)
this.civ = undefined;
- this.colour = { "r": 0.0, "g": 0.0, "b": 0.0, "a": 1.0 };
+ this.color = { "r": 0.0, "g": 0.0, "b": 0.0, "a": 1.0 };
this.popUsed = 0; // population of units owned or trained by this player
this.popBonuses = 0; // sum of population bonuses of player's entities
this.maxPop = 300; // maximum population
@@ -77,14 +77,14 @@ Player.prototype.GetCiv = function()
return this.civ;
};
-Player.prototype.SetColour = function(r, g, b)
+Player.prototype.SetColor = function(r, g, b)
{
- this.colour = { "r": r/255.0, "g": g/255.0, "b": b/255.0, "a": 1.0 };
+ this.color = { "r": r/255.0, "g": g/255.0, "b": b/255.0, "a": 1.0 };
};
-Player.prototype.GetColour = function()
+Player.prototype.GetColor = function()
{
- return this.colour;
+ return this.color;
};
// Try reserving num population slots. Returns 0 on success or number of missing slots otherwise.
diff --git a/binaries/data/mods/public/simulation/components/tests/test_GuiInterface.js b/binaries/data/mods/public/simulation/components/tests/test_GuiInterface.js
index 293a78a600..0b7c528260 100644
--- a/binaries/data/mods/public/simulation/components/tests/test_GuiInterface.js
+++ b/binaries/data/mods/public/simulation/components/tests/test_GuiInterface.js
@@ -64,7 +64,7 @@ AddMock(SYSTEM_ENTITY, IID_Timer, {
AddMock(100, IID_Player, {
GetName: function() { return "Player 1"; },
GetCiv: function() { return "gaia"; },
- GetColour: function() { return { r: 1, g: 1, b: 1, a: 1}; },
+ GetColor: function() { return { r: 1, g: 1, b: 1, a: 1}; },
GetPopulationCount: function() { return 10; },
GetPopulationLimit: function() { return 20; },
GetMaxPopulation: function() { return 200; },
@@ -140,7 +140,7 @@ AddMock(100, IID_StatisticsTracker, {
AddMock(101, IID_Player, {
GetName: function() { return "Player 2"; },
GetCiv: function() { return "mace"; },
- GetColour: function() { return { r: 1, g: 0, b: 0, a: 1}; },
+ GetColor: function() { return { r: 1, g: 0, b: 0, a: 1}; },
GetPopulationCount: function() { return 40; },
GetPopulationLimit: function() { return 30; },
GetMaxPopulation: function() { return 300; },
@@ -221,7 +221,7 @@ TS_ASSERT_UNEVAL_EQUALS(cmp.GetSimulationState(), {
{
name: "Player 1",
civ: "gaia",
- colour: { r:1, g:1, b:1, a:1 },
+ color: { r:1, g:1, b:1, a:1 },
popCount: 10,
popLimit: 20,
popMax: 200,
@@ -260,7 +260,7 @@ TS_ASSERT_UNEVAL_EQUALS(cmp.GetSimulationState(), {
{
name: "Player 2",
civ: "mace",
- colour: { r:1, g:0, b:0, a:1 },
+ color: { r:1, g:0, b:0, a:1 },
popCount: 40,
popLimit: 30,
popMax: 300,
@@ -308,7 +308,7 @@ TS_ASSERT_UNEVAL_EQUALS(cmp.GetExtendedSimulationState(), {
{
name: "Player 1",
civ: "gaia",
- colour: { r:1, g:1, b:1, a:1 },
+ color: { r:1, g:1, b:1, a:1 },
popCount: 10,
popLimit: 20,
popMax: 200,
@@ -354,7 +354,7 @@ TS_ASSERT_UNEVAL_EQUALS(cmp.GetExtendedSimulationState(), {
{
name: "Player 2",
civ: "mace",
- colour: { r:1, g:0, b:0, a:1 },
+ color: { r:1, g:0, b:0, a:1 },
popCount: 40,
popLimit: 30,
popMax: 300,
diff --git a/binaries/data/mods/public/simulation/data/player_defaults.json b/binaries/data/mods/public/simulation/data/player_defaults.json
index 7989b5d39a..b451afe40d 100644
--- a/binaries/data/mods/public/simulation/data/player_defaults.json
+++ b/binaries/data/mods/public/simulation/data/player_defaults.json
@@ -4,63 +4,63 @@
{
"Name": "Gaia",
"Civ": "gaia",
- "Colour": { "r": 255, "g": 255, "b": 255 },
+ "Color": { "r": 255, "g": 255, "b": 255 },
"AI": "",
"AIDiff": 3
},
{
"Name": "Player 1",
"Civ": "athen",
- "Colour": { "r": 46, "g": 46, "b": 200 },
+ "Color": { "r": 46, "g": 46, "b": 200 },
"AI": "",
"AIDiff": 3
},
{
"Name": "Player 2",
"Civ": "cart",
- "Colour": { "r": 150, "g": 20, "b": 20 },
+ "Color": { "r": 150, "g": 20, "b": 20 },
"AI": "petra",
"AIDiff": 3
},
{
"Name": "Player 3",
"Civ": "gaul",
- "Colour": { "r": 50, "g": 165, "b": 5 },
+ "Color": { "r": 50, "g": 165, "b": 5 },
"AI": "petra",
"AIDiff": 3
},
{
"Name": "Player 4",
"Civ": "iber",
- "Colour": { "r": 230, "g": 230, "b": 75 },
+ "Color": { "r": 230, "g": 230, "b": 75 },
"AI": "petra",
"AIDiff": 3
},
{
"Name": "Player 5",
"Civ": "mace",
- "Colour": { "r": 50, "g": 170, "b": 170 },
+ "Color": { "r": 50, "g": 170, "b": 170 },
"AI": "petra",
"AIDiff": 3
},
{
"Name": "Player 6",
"Civ": "maur",
- "Colour": { "r": 160, "g": 80, "b": 200 },
+ "Color": { "r": 160, "g": 80, "b": 200 },
"AI": "petra",
"AIDiff": 3
},
{
"Name": "Player 7",
"Civ": "pers",
- "Colour": { "r": 235, "g": 120, "b": 20 },
+ "Color": { "r": 235, "g": 120, "b": 20 },
"AI": "petra",
"AIDiff": 3
},
{
"Name": "Player 8",
"Civ": "rome",
- "Colour": { "r": 64, "g": 64, "b": 64 },
+ "Color": { "r": 64, "g": 64, "b": 64 },
"AI": "petra",
"AIDiff": 3
}
diff --git a/binaries/data/mods/public/simulation/helpers/Commands.js b/binaries/data/mods/public/simulation/helpers/Commands.js
index aa06eebeed..69cec61291 100644
--- a/binaries/data/mods/public/simulation/helpers/Commands.js
+++ b/binaries/data/mods/public/simulation/helpers/Commands.js
@@ -611,7 +611,7 @@ var commands = {
{
var cmpVisual = Engine.QueryInterface(ent, IID_Visual)
if (cmpVisual)
- cmpVisual.SetShadingColour(cmd.rgb[0], cmd.rgb[1], cmd.rgb[2], 0) // alpha isn't used so just send 0
+ cmpVisual.SetShadingColor(cmd.rgb[0], cmd.rgb[1], cmd.rgb[2], 0) // alpha isn't used so just send 0
}
},
diff --git a/binaries/data/mods/public/simulation/helpers/Player.js b/binaries/data/mods/public/simulation/helpers/Player.js
index a64186e617..6a53bc1848 100644
--- a/binaries/data/mods/public/simulation/helpers/Player.js
+++ b/binaries/data/mods/public/simulation/helpers/Player.js
@@ -82,8 +82,8 @@ function LoadPlayerSettings(settings, newPlayers)
var cmpPlayer = Engine.QueryInterface(cmpPlayerManager.GetPlayerByID(i), IID_Player);
cmpPlayer.SetName(getSetting(playerData, playerDefaults, i, "Name"));
cmpPlayer.SetCiv(getSetting(playerData, playerDefaults, i, "Civ"));
- var colour = getSetting(playerData, playerDefaults, i, "Colour");
- cmpPlayer.SetColour(colour.r, colour.g, colour.b);
+ var color = getSetting(playerData, playerDefaults, i, "Color");
+ cmpPlayer.SetColor(color.r, color.g, color.b);
// Special case for gaia
if (i == 0)
diff --git a/binaries/data/mods/public/simulation/templates/other/bench.xml b/binaries/data/mods/public/simulation/templates/other/bench.xml
index 89f061d2ec..042a0d63d0 100644
--- a/binaries/data/mods/public/simulation/templates/other/bench.xml
+++ b/binaries/data/mods/public/simulation/templates/other/bench.xml
@@ -30,7 +30,7 @@
0
-
+
diff --git a/binaries/data/mods/public/simulation/templates/other/fence_long.xml b/binaries/data/mods/public/simulation/templates/other/fence_long.xml
index 11105364ce..df2b6dd5b3 100644
--- a/binaries/data/mods/public/simulation/templates/other/fence_long.xml
+++ b/binaries/data/mods/public/simulation/templates/other/fence_long.xml
@@ -30,7 +30,7 @@
0
-
+
diff --git a/binaries/data/mods/public/simulation/templates/other/fence_short.xml b/binaries/data/mods/public/simulation/templates/other/fence_short.xml
index dd6fd013fd..d8f21594a9 100644
--- a/binaries/data/mods/public/simulation/templates/other/fence_short.xml
+++ b/binaries/data/mods/public/simulation/templates/other/fence_short.xml
@@ -30,7 +30,7 @@
0
-
+
diff --git a/binaries/data/mods/public/simulation/templates/other/table_rectangle.xml b/binaries/data/mods/public/simulation/templates/other/table_rectangle.xml
index 910c9b0249..4ae49836eb 100644
--- a/binaries/data/mods/public/simulation/templates/other/table_rectangle.xml
+++ b/binaries/data/mods/public/simulation/templates/other/table_rectangle.xml
@@ -30,7 +30,7 @@
0
-
+
diff --git a/binaries/data/mods/public/simulation/templates/other/table_square.xml b/binaries/data/mods/public/simulation/templates/other/table_square.xml
index 88054b0bf3..3742527798 100644
--- a/binaries/data/mods/public/simulation/templates/other/table_square.xml
+++ b/binaries/data/mods/public/simulation/templates/other/table_square.xml
@@ -30,7 +30,7 @@
0
-
+
diff --git a/binaries/data/mods/public/simulation/templates/template_gaia_flora_bush_berry.xml b/binaries/data/mods/public/simulation/templates/template_gaia_flora_bush_berry.xml
index 4cf040fb7d..823d9e5104 100644
--- a/binaries/data/mods/public/simulation/templates/template_gaia_flora_bush_berry.xml
+++ b/binaries/data/mods/public/simulation/templates/template_gaia_flora_bush_berry.xml
@@ -13,7 +13,7 @@
food
-
+
false
diff --git a/binaries/data/mods/public/simulation/templates/template_gaia_flora_tree.xml b/binaries/data/mods/public/simulation/templates/template_gaia_flora_tree.xml
index 742dc7bc18..f3f7cd520a 100644
--- a/binaries/data/mods/public/simulation/templates/template_gaia_flora_tree.xml
+++ b/binaries/data/mods/public/simulation/templates/template_gaia_flora_tree.xml
@@ -8,7 +8,7 @@
wood
-
+
false
diff --git a/binaries/data/mods/public/simulation/templates/template_gaia_geo_mineral.xml b/binaries/data/mods/public/simulation/templates/template_gaia_geo_mineral.xml
index 3c80ce610b..9a2fa61fa6 100644
--- a/binaries/data/mods/public/simulation/templates/template_gaia_geo_mineral.xml
+++ b/binaries/data/mods/public/simulation/templates/template_gaia_geo_mineral.xml
@@ -8,7 +8,7 @@
metal
-
+
false
diff --git a/binaries/data/mods/public/simulation/templates/template_gaia_geo_rock.xml b/binaries/data/mods/public/simulation/templates/template_gaia_geo_rock.xml
index ca381624d2..dcd50ad34f 100644
--- a/binaries/data/mods/public/simulation/templates/template_gaia_geo_rock.xml
+++ b/binaries/data/mods/public/simulation/templates/template_gaia_geo_rock.xml
@@ -8,7 +8,7 @@
stone
-
+
false
diff --git a/binaries/data/mods/public/simulation/templates/template_gaia_ruins.xml b/binaries/data/mods/public/simulation/templates/template_gaia_ruins.xml
index abf177c395..5f1fc19908 100644
--- a/binaries/data/mods/public/simulation/templates/template_gaia_ruins.xml
+++ b/binaries/data/mods/public/simulation/templates/template_gaia_ruins.xml
@@ -12,7 +12,7 @@
stone
-
+
diff --git a/binaries/data/mods/public/simulation/templates/template_gaia_treasure.xml b/binaries/data/mods/public/simulation/templates/template_gaia_treasure.xml
index 67f7581883..fc3d75e726 100644
--- a/binaries/data/mods/public/simulation/templates/template_gaia_treasure.xml
+++ b/binaries/data/mods/public/simulation/templates/template_gaia_treasure.xml
@@ -12,7 +12,7 @@
metal
-
+
diff --git a/binaries/data/mods/public/simulation/templates/template_structure.xml b/binaries/data/mods/public/simulation/templates/template_structure.xml
index dde2941559..8c78ce588d 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure.xml
@@ -68,8 +68,8 @@
art/textures/misc/rallypoint_line.png
art/textures/misc/rallypoint_line_mask.png
0.2
-
-
+
+
square
round
default
diff --git a/binaries/data/mods/public/simulation/templates/template_structure_resource_field.xml b/binaries/data/mods/public/simulation/templates/template_structure_resource_field.xml
index 3884029a81..3c1d2f5f07 100644
--- a/binaries/data/mods/public/simulation/templates/template_structure_resource_field.xml
+++ b/binaries/data/mods/public/simulation/templates/template_structure_resource_field.xml
@@ -37,7 +37,7 @@
0
-
+
diff --git a/binaries/data/mods/public/simulation/templates/template_unit_fauna.xml b/binaries/data/mods/public/simulation/templates/template_unit_fauna.xml
index 691c4837b8..23c614199f 100644
--- a/binaries/data/mods/public/simulation/templates/template_unit_fauna.xml
+++ b/binaries/data/mods/public/simulation/templates/template_unit_fauna.xml
@@ -18,7 +18,7 @@
food
-
+
diff --git a/build/premake/premake4.lua b/build/premake/premake4.lua
index e03e6ff54c..1fa23f0c48 100644
--- a/build/premake/premake4.lua
+++ b/build/premake/premake4.lua
@@ -1104,7 +1104,7 @@ function setup_atlas_projects()
"ActorEditor",
"CustomControls/Buttons",
"CustomControls/Canvas",
- "CustomControls/ColourDialog",
+ "CustomControls/ColorDialog",
"CustomControls/DraggableListCtrl",
"CustomControls/EditableListCtrl",
"CustomControls/FileHistory",
diff --git a/source/graphics/GameView.cpp b/source/graphics/GameView.cpp
index a45f9cf665..280813530e 100644
--- a/source/graphics/GameView.cpp
+++ b/source/graphics/GameView.cpp
@@ -481,7 +481,7 @@ void CGameView::BeginFrame()
CheckLightEnv();
- m->Game->CachePlayerColours();
+ m->Game->CachePlayerColors();
}
void CGameView::Render()
diff --git a/source/graphics/LOSTexture.cpp b/source/graphics/LOSTexture.cpp
index ce6e13637a..52b038e22e 100644
--- a/source/graphics/LOSTexture.cpp
+++ b/source/graphics/LOSTexture.cpp
@@ -253,7 +253,7 @@ void CLOSTexture::ConstructTexture(int unit)
glGenTextures(1, &m_Texture);
- // Initialise texture with SoD colour, for the areas we don't
+ // Initialise texture with SoD color, for the areas we don't
// overwrite with glTexSubImage2D later
u8* texData = new u8[m_TextureSize * m_TextureSize * 4];
memset(texData, 0x00, m_TextureSize * m_TextureSize * 4);
diff --git a/source/graphics/MapReader.cpp b/source/graphics/MapReader.cpp
index 85996f45fb..ed57c2cdb3 100644
--- a/source/graphics/MapReader.cpp
+++ b/source/graphics/MapReader.cpp
@@ -595,15 +595,15 @@ void CXMLReader::ReadEnvironment(XMBElement parent)
EL(lightingmodel);
EL(posteffect);
EL(skyset);
- EL(suncolour);
+ EL(suncolor);
EL(sunelevation);
EL(sunrotation);
- EL(terrainambientcolour);
- EL(unitsambientcolour);
+ EL(terrainambientcolor);
+ EL(unitsambientcolor);
EL(water);
EL(waterbody);
EL(type);
- EL(colour);
+ EL(color);
EL(tint);
EL(height);
EL(shininess); // for compatibility
@@ -613,7 +613,7 @@ void CXMLReader::ReadEnvironment(XMBElement parent)
EL(reflectiontint); // for compatibility
EL(reflectiontintstrength); // for compatibility
EL(fog);
- EL(fogcolour);
+ EL(fogcolor);
EL(fogfactor);
EL(fogthickness);
EL(postproc);
@@ -640,7 +640,7 @@ void CXMLReader::ReadEnvironment(XMBElement parent)
if (m_MapReader.pSkyMan)
m_MapReader.pSkyMan->SetSkySet(element.GetText().FromUTF8());
}
- else if (element_name == el_suncolour)
+ else if (element_name == el_suncolor)
{
m_MapReader.m_LightEnv.m_SunColor = RGBColor(
attrs.GetNamedItem(at_r).ToFloat(),
@@ -655,14 +655,14 @@ void CXMLReader::ReadEnvironment(XMBElement parent)
{
m_MapReader.m_LightEnv.m_Rotation = attrs.GetNamedItem(at_angle).ToFloat();
}
- else if (element_name == el_terrainambientcolour)
+ else if (element_name == el_terrainambientcolor)
{
m_MapReader.m_LightEnv.m_TerrainAmbientColor = RGBColor(
attrs.GetNamedItem(at_r).ToFloat(),
attrs.GetNamedItem(at_g).ToFloat(),
attrs.GetNamedItem(at_b).ToFloat());
}
- else if (element_name == el_unitsambientcolour)
+ else if (element_name == el_unitsambientcolor)
{
m_MapReader.m_LightEnv.m_UnitsAmbientColor = RGBColor(
attrs.GetNamedItem(at_r).ToFloat(),
@@ -674,7 +674,7 @@ void CXMLReader::ReadEnvironment(XMBElement parent)
XERO_ITER_EL(element, fog)
{
int element_name = fog.GetNodeName();
- if (element_name == el_fogcolour)
+ if (element_name == el_fogcolor)
{
XMBAttributeList attrs = fog.GetAttributes();
m_MapReader.m_LightEnv.m_FogColor = RGBColor(
@@ -752,7 +752,7 @@ void CXMLReader::ReadEnvironment(XMBElement parent)
{
// deprecated.
}
-#define READ_COLOUR(el, out) \
+#define READ_COLOR(el, out) \
else if (element_name == el) \
{ \
XMBAttributeList attrs = waterelement.GetAttributes(); \
@@ -769,14 +769,14 @@ void CXMLReader::ReadEnvironment(XMBElement parent)
out = waterelement.GetText().ToFloat(); \
} \
- READ_COLOUR(el_colour, m_MapReader.pWaterMan->m_WaterColor)
- READ_COLOUR(el_tint, m_MapReader.pWaterMan->m_WaterTint)
+ READ_COLOR(el_color, m_MapReader.pWaterMan->m_WaterColor)
+ READ_COLOR(el_tint, m_MapReader.pWaterMan->m_WaterTint)
READ_FLOAT(el_waviness, m_MapReader.pWaterMan->m_Waviness)
READ_FLOAT(el_murkiness, m_MapReader.pWaterMan->m_Murkiness)
READ_FLOAT(el_windangle, m_MapReader.pWaterMan->m_WindAngle)
#undef READ_FLOAT
-#undef READ_COLOUR
+#undef READ_COLOR
else
debug_warn(L"Invalid map XML data");
@@ -1488,18 +1488,18 @@ int CMapReader::ParseEnvironment()
pSkyMan->SetSkySet(skySet);
CColor sunColor;
- GET_ENVIRONMENT_PROPERTY(envObj, SunColour, sunColor)
+ GET_ENVIRONMENT_PROPERTY(envObj, SunColor, sunColor)
m_LightEnv.m_SunColor = RGBColor(sunColor.r, sunColor.g, sunColor.b);
GET_ENVIRONMENT_PROPERTY(envObj, SunElevation, m_LightEnv.m_Elevation)
GET_ENVIRONMENT_PROPERTY(envObj, SunRotation, m_LightEnv.m_Rotation)
CColor terrainAmbientColor;
- GET_ENVIRONMENT_PROPERTY(envObj, TerrainAmbientColour, terrainAmbientColor)
+ GET_ENVIRONMENT_PROPERTY(envObj, TerrainAmbientColor, terrainAmbientColor)
m_LightEnv.m_TerrainAmbientColor = RGBColor(terrainAmbientColor.r, terrainAmbientColor.g, terrainAmbientColor.b);
CColor unitsAmbientColor;
- GET_ENVIRONMENT_PROPERTY(envObj, UnitsAmbientColour, unitsAmbientColor)
+ GET_ENVIRONMENT_PROPERTY(envObj, UnitsAmbientColor, unitsAmbientColor)
m_LightEnv.m_UnitsAmbientColor = RGBColor(unitsAmbientColor.r, unitsAmbientColor.g, unitsAmbientColor.b);
// Water properties
@@ -1523,7 +1523,7 @@ int CMapReader::ParseEnvironment()
GET_ENVIRONMENT_PROPERTY(waterBodyObj, Type, pWaterMan->m_WaterType)
if (pWaterMan->m_WaterType == L"default")
pWaterMan->m_WaterType = L"ocean";
- GET_ENVIRONMENT_PROPERTY(waterBodyObj, Colour, pWaterMan->m_WaterColor)
+ GET_ENVIRONMENT_PROPERTY(waterBodyObj, Color, pWaterMan->m_WaterColor)
GET_ENVIRONMENT_PROPERTY(waterBodyObj, Tint, pWaterMan->m_WaterTint)
GET_ENVIRONMENT_PROPERTY(waterBodyObj, Waviness, pWaterMan->m_Waviness)
GET_ENVIRONMENT_PROPERTY(waterBodyObj, Murkiness, pWaterMan->m_Murkiness)
diff --git a/source/graphics/MapWriter.cpp b/source/graphics/MapWriter.cpp
index 4259f3fa01..9d59ac07eb 100644
--- a/source/graphics/MapWriter.cpp
+++ b/source/graphics/MapWriter.cpp
@@ -208,7 +208,7 @@ void CMapWriter::WriteXML(const VfsPath& filename,
XML_Setting("SkySet", pSkyMan->GetSkySet());
{
- XML_Element("SunColour");
+ XML_Element("SunColor");
XML_Attribute("r", pLightEnv->m_SunColor.X); // yes, it's X/Y/Z...
XML_Attribute("g", pLightEnv->m_SunColor.Y);
XML_Attribute("b", pLightEnv->m_SunColor.Z);
@@ -222,13 +222,13 @@ void CMapWriter::WriteXML(const VfsPath& filename,
XML_Attribute("angle", pLightEnv->m_Rotation);
}
{
- XML_Element("TerrainAmbientColour");
+ XML_Element("TerrainAmbientColor");
XML_Attribute("r", pLightEnv->m_TerrainAmbientColor.X);
XML_Attribute("g", pLightEnv->m_TerrainAmbientColor.Y);
XML_Attribute("b", pLightEnv->m_TerrainAmbientColor.Z);
}
{
- XML_Element("UnitsAmbientColour");
+ XML_Element("UnitsAmbientColor");
XML_Attribute("r", pLightEnv->m_UnitsAmbientColor.X);
XML_Attribute("g", pLightEnv->m_UnitsAmbientColor.Y);
XML_Attribute("b", pLightEnv->m_UnitsAmbientColor.Z);
@@ -238,7 +238,7 @@ void CMapWriter::WriteXML(const VfsPath& filename,
XML_Setting("FogFactor", pLightEnv->m_FogFactor);
XML_Setting("FogThickness", pLightEnv->m_FogMax);
{
- XML_Element("FogColour");
+ XML_Element("FogColor");
XML_Attribute("r", pLightEnv->m_FogColor.X);
XML_Attribute("g", pLightEnv->m_FogColor.Y);
XML_Attribute("b", pLightEnv->m_FogColor.Z);
@@ -253,7 +253,7 @@ void CMapWriter::WriteXML(const VfsPath& filename,
ENSURE(cmpWaterManager);
XML_Setting("Type", pWaterMan->m_WaterType);
{
- XML_Element("Colour");
+ XML_Element("Color");
XML_Attribute("r", pWaterMan->m_WaterColor.r);
XML_Attribute("g", pWaterMan->m_WaterColor.g);
XML_Attribute("b", pWaterMan->m_WaterColor.b);
diff --git a/source/graphics/Model.cpp b/source/graphics/Model.cpp
index c4bb532d80..da8d3c1682 100644
--- a/source/graphics/Model.cpp
+++ b/source/graphics/Model.cpp
@@ -666,10 +666,10 @@ void CModel::SetPlayerID(player_id_t id)
it->m_Model->SetPlayerID(id);
}
-void CModel::SetShadingColor(const CColor& colour)
+void CModel::SetShadingColor(const CColor& color)
{
- CModelAbstract::SetShadingColor(colour);
+ CModelAbstract::SetShadingColor(color);
for (std::vector::iterator it = m_Props.begin(); it != m_Props.end(); ++it)
- it->m_Model->SetShadingColor(colour);
+ it->m_Model->SetShadingColor(color);
}
diff --git a/source/graphics/Model.h b/source/graphics/Model.h
index aa6c141a29..6f513cd928 100644
--- a/source/graphics/Model.h
+++ b/source/graphics/Model.h
@@ -102,7 +102,7 @@ public:
// set the model's player ID, recursively through props
void SetPlayerID(player_id_t id);
// set the models mod color
- virtual void SetShadingColor(const CColor& colour);
+ virtual void SetShadingColor(const CColor& color);
// get the model's material
CMaterial& GetMaterial() { return m_Material; }
diff --git a/source/graphics/ModelAbstract.h b/source/graphics/ModelAbstract.h
index 236dab9e4b..5a98eeae64 100644
--- a/source/graphics/ModelAbstract.h
+++ b/source/graphics/ModelAbstract.h
@@ -154,7 +154,7 @@ public:
// get the model's player ID; initial default is INVALID_PLAYER
virtual player_id_t GetPlayerID() const { return m_PlayerID; }
- virtual void SetShadingColor(const CColor& colour) { m_ShadingColor = colour; }
+ virtual void SetShadingColor(const CColor& color) { m_ShadingColor = color; }
virtual CColor GetShadingColor() const { return m_ShadingColor; }
protected:
diff --git a/source/graphics/ObjectBase.cpp b/source/graphics/ObjectBase.cpp
index b77fcf371a..556b0f6086 100644
--- a/source/graphics/ObjectBase.cpp
+++ b/source/graphics/ObjectBase.cpp
@@ -63,7 +63,7 @@ bool CObjectBase::Load(const VfsPath& pathname)
EL(mesh);
EL(texture);
EL(textures);
- EL(colour);
+ EL(color);
EL(decal);
EL(particles);
AT(file);
@@ -190,7 +190,7 @@ bool CObjectBase::Load(const VfsPath& pathname)
// so remember the relevant particle file as a dependency for this actor
m_UsedFiles.insert(file);
}
- else if (option_name == el_colour)
+ else if (option_name == el_color)
{
currentVariant->m_Color = option.GetText();
}
diff --git a/source/graphics/ObjectEntry.cpp b/source/graphics/ObjectEntry.cpp
index e892b3f320..63bbb57027 100644
--- a/source/graphics/ObjectEntry.cpp
+++ b/source/graphics/ObjectEntry.cpp
@@ -73,7 +73,7 @@ bool CObjectEntry::BuildVariation(const std::vector >& selections
str << variation.color;
int r, g, b;
if (! (str >> r >> g >> b)) // Any trailing data is ignored
- LOGERROR("Actor '%s' has invalid RGB colour '%s'", utf8_from_wstring(m_Base->m_ShortName), variation.color);
+ LOGERROR("Actor '%s' has invalid RGB color '%s'", utf8_from_wstring(m_Base->m_ShortName), variation.color);
else
m_Color = CColor(r/255.0f, g/255.0f, b/255.0f, 1.0f);
}
diff --git a/source/graphics/ObjectEntry.h b/source/graphics/ObjectEntry.h
index cc155392e6..00451914bd 100644
--- a/source/graphics/ObjectEntry.h
+++ b/source/graphics/ObjectEntry.h
@@ -55,10 +55,10 @@ public:
std::vector m_Samplers;
// model name
VfsPath m_ModelName;
- // colour (used when doing alpha-channel colouring, but not doing player-colour)
+ // color (used when doing alpha-channel coloring, but not doing player-color)
CColor m_Color;
- // (probable TODO: make colour a per-model thing, rather than per-objectEntry,
- // so we can have lots of colour variations without wasting memory on
+ // (probable TODO: make color a per-model thing, rather than per-objectEntry,
+ // so we can have lots of color variations without wasting memory on
// lots of objectEntries)
std::wstring m_ProjectileModelName;
diff --git a/source/graphics/ParticleEmitter.cpp b/source/graphics/ParticleEmitter.cpp
index d605d5ca81..21793d160b 100644
--- a/source/graphics/ParticleEmitter.cpp
+++ b/source/graphics/ParticleEmitter.cpp
@@ -151,7 +151,7 @@ void CParticleEmitter::UpdateArrayData(int frameNumber)
SColor4ub color = m_Particles[i].color;
- // Special case: If the blending depends on the source colour, not the source alpha,
+ // Special case: If the blending depends on the source color, not the source alpha,
// then pre-multiply by the alpha. (This is kind of a hack.)
if (m_Type->m_BlendFuncDst == GL_ONE_MINUS_SRC_COLOR)
{
diff --git a/source/graphics/Terrain.cpp b/source/graphics/Terrain.cpp
index b3d2c96515..b9b8180752 100644
--- a/source/graphics/Terrain.cpp
+++ b/source/graphics/Terrain.cpp
@@ -41,7 +41,7 @@
// CTerrain constructor
CTerrain::CTerrain()
: m_Heightmap(0), m_Patches(0), m_MapSize(0), m_MapSizePatches(0),
-m_BaseColour(255, 255, 255, 255)
+m_BaseColor(255, 255, 255, 255)
{
}
diff --git a/source/graphics/Terrain.h b/source/graphics/Terrain.h
index 7019c94a16..d4abc3a7f2 100644
--- a/source/graphics/Terrain.h
+++ b/source/graphics/Terrain.h
@@ -147,11 +147,11 @@ public:
*/
CBoundingBoxAligned GetVertexesBound(ssize_t i0, ssize_t j0, ssize_t i1, ssize_t j1);
- // get the base colour for the terrain (typically pure white - other colours
+ // get the base color for the terrain (typically pure white - other colors
// will interact badly with LOS - but used by the Actor Viewer tool)
- SColor4ub GetBaseColour() const { return m_BaseColour; }
- // set the base colour for the terrain
- void SetBaseColour(SColor4ub colour) { m_BaseColour = colour; }
+ SColor4ub GetBaseColor() const { return m_BaseColor; }
+ // set the base color for the terrain
+ void SetBaseColor(SColor4ub color) { m_BaseColor = color; }
const CHeightMipmap& GetHeightMipmap() const { return m_HeightMipmap; }
@@ -169,8 +169,8 @@ private:
CPatch* m_Patches;
// 16-bit heightmap data
u16* m_Heightmap;
- // base colour (usually white)
- SColor4ub m_BaseColour;
+ // base color (usually white)
+ SColor4ub m_BaseColor;
// heightmap mipmap
CHeightMipmap m_HeightMipmap;
};
diff --git a/source/graphics/TerrainTextureEntry.cpp b/source/graphics/TerrainTextureEntry.cpp
index 756fb2d5f5..3e785bc54f 100644
--- a/source/graphics/TerrainTextureEntry.cpp
+++ b/source/graphics/TerrainTextureEntry.cpp
@@ -174,7 +174,7 @@ CTerrainTextureEntry::~CTerrainTextureEntry()
(*it)->RemoveTerrain(this);
}
-// BuildBaseColor: calculate the root colour of the texture, used for coloring minimap, and store
+// BuildBaseColor: calculate the root color of the texture, used for coloring minimap, and store
// in m_BaseColor member
void CTerrainTextureEntry::BuildBaseColor()
{
@@ -186,10 +186,10 @@ void CTerrainTextureEntry::BuildBaseColor()
return;
}
- // Use the texture colour if available
+ // Use the texture color if available
if (GetTexture()->TryLoad())
{
- m_BaseColor = GetTexture()->GetBaseColour();
+ m_BaseColor = GetTexture()->GetBaseColor();
m_BaseColorValid = true;
}
}
diff --git a/source/graphics/TerritoryTexture.cpp b/source/graphics/TerritoryTexture.cpp
index c4af525c23..ad5a3623fb 100644
--- a/source/graphics/TerritoryTexture.cpp
+++ b/source/graphics/TerritoryTexture.cpp
@@ -183,7 +183,7 @@ void CTerritoryTexture::GenerateBitmap(const Grid& territories, u8* bitmap,
CColor color(1, 0, 1, 1);
CmpPtr cmpPlayer(m_Simulation, cmpPlayerManager->GetPlayerByID(p));
if (cmpPlayer)
- color = cmpPlayer->GetColour();
+ color = cmpPlayer->GetColor();
colors.push_back(color);
}
diff --git a/source/graphics/TextureConverter.h b/source/graphics/TextureConverter.h
index 77abf67225..840f7ef1fe 100644
--- a/source/graphics/TextureConverter.h
+++ b/source/graphics/TextureConverter.h
@@ -52,7 +52,7 @@ class MD5;
*
* 'normal' is 'true' or 'false'.
*
- * 'alpha' is 'transparency' or 'player' (it determines whether the colour value of
+ * 'alpha' is 'transparency' or 'player' (it determines whether the color value of
* 0-alpha pixels is significant or not).
*
* 'filter' is 'box', 'triangle' or 'kaiser'.
diff --git a/source/graphics/TextureManager.cpp b/source/graphics/TextureManager.cpp
index 529be9371a..a13946ea88 100644
--- a/source/graphics/TextureManager.cpp
+++ b/source/graphics/TextureManager.cpp
@@ -199,8 +199,8 @@ public:
size_t flags = 0;
(void)ogl_tex_get_format(h, &flags, NULL);
- // Initialise base colour from the texture
- (void)ogl_tex_get_average_colour(h, &texture->m_BaseColour);
+ // Initialise base color from the texture
+ (void)ogl_tex_get_average_color(h, &texture->m_BaseColor);
// Set GL upload properties
(void)ogl_tex_set_wrap(h, texture->m_Properties.m_WrapS, texture->m_Properties.m_WrapT);
@@ -526,7 +526,7 @@ private:
};
CTexture::CTexture(Handle handle, const CTextureProperties& props, CTextureManagerImpl* textureManager) :
- m_Handle(handle), m_BaseColour(0), m_State(UNLOADED), m_Properties(props), m_TextureManager(textureManager)
+ m_Handle(handle), m_BaseColor(0), m_State(UNLOADED), m_Properties(props), m_TextureManager(textureManager)
{
// Add a reference to the handle (it might be shared by multiple CTextures
// so we can't take ownership of it)
@@ -623,9 +623,9 @@ bool CTexture::HasAlpha() const
return (flags & TEX_ALPHA) != 0;
}
-u32 CTexture::GetBaseColour() const
+u32 CTexture::GetBaseColor() const
{
- return m_BaseColour;
+ return m_BaseColor;
}
size_t CTexture::GetUploadedSize() const
diff --git a/source/graphics/TextureManager.h b/source/graphics/TextureManager.h
index 43ebd3c182..4913814830 100644
--- a/source/graphics/TextureManager.h
+++ b/source/graphics/TextureManager.h
@@ -237,7 +237,7 @@ public:
* average of the whole texture).
* Returns 0 if the texture has no mipmaps.
*/
- u32 GetBaseColour() const;
+ u32 GetBaseColor() const;
/**
* Returns total number of bytes uploaded for this texture.
@@ -287,7 +287,7 @@ private:
const CTextureProperties m_Properties;
Handle m_Handle;
- u32 m_BaseColour;
+ u32 m_BaseColor;
enum {
UNLOADED, // loading has not started
diff --git a/source/gui/CGUISprite.h b/source/gui/CGUISprite.h
index f70e1c6a0f..d3830889b6 100644
--- a/source/gui/CGUISprite.h
+++ b/source/gui/CGUISprite.h
@@ -122,7 +122,7 @@ struct SGUIImage
*/
GLint m_WrapMode;
- // Visual effects (e.g. colour modulation)
+ // Visual effects (e.g. color modulation)
SGUIImageEffects* m_Effects;
// Color
diff --git a/source/gui/GUIRenderer.cpp b/source/gui/GUIRenderer.cpp
index 88f31151e8..491afadff1 100644
--- a/source/gui/GUIRenderer.cpp
+++ b/source/gui/GUIRenderer.cpp
@@ -79,7 +79,7 @@ void GUIRenderer::UpdateDrawCallCache(DrawCalls &Calls, const CStr& SpriteName,
// "stretched:filename.ext" - stretched image
// "stretched:grayscale:filename.ext" - stretched grayscale image
// "cropped:(0.5, 0.25)" - stretch this ratio (x,y) of the top left of the image
- // "colour:r g b a" - solid colour
+ // "color:r g b a" - solid color
//
// and if so, try to create it as a new sprite.
if (SpriteName.substr(0, 10) == "stretched:")
@@ -136,15 +136,15 @@ void GUIRenderer::UpdateDrawCallCache(DrawCalls &Calls, const CStr& SpriteName,
it = Sprites.find(SpriteName);
ENSURE(it != Sprites.end()); // The insertion above shouldn't fail
}
- else if (SpriteName.substr(0, 7) == "colour:")
+ else if (SpriteName.substr(0, 6) == "color:")
{
- CStrW value = wstring_from_utf8(SpriteName.substr(7));
+ CStrW value = wstring_from_utf8(SpriteName.substr(6));
CColor color;
- // Check colour is valid
+ // Check color is valid
if (!GUI::ParseString(value, color))
{
- LOGERROR("GUI: Error parsing sprite 'colour' (\"%s\")", utf8_from_wstring(value));
+ LOGERROR("GUI: Error parsing sprite 'color' (\"%s\")", utf8_from_wstring(value));
return;
}
diff --git a/source/gui/scripting/JSInterface_IGUIObject.cpp b/source/gui/scripting/JSInterface_IGUIObject.cpp
index b3a7f06023..37b34140de 100644
--- a/source/gui/scripting/JSInterface_IGUIObject.cpp
+++ b/source/gui/scripting/JSInterface_IGUIObject.cpp
@@ -161,13 +161,13 @@ bool JSI_IGUIObject::getProperty(JSContext* cx, JS::HandleObject obj, JS::Handle
case GUIST_CColor:
{
- CColor colour;
- GUI::GetSetting(e, propName, colour);
+ CColor color;
+ GUI::GetSetting(e, propName, color);
JS::RootedObject obj(cx, pScriptInterface->CreateCustomObject("GUIColor"));
vp.setObject(*obj);
JS::RootedValue c(cx);
// Attempt to minimise ugliness through macrosity
- #define P(x) c = JS::NumberValue(colour.x); \
+ #define P(x) c = JS::NumberValue(color.x); \
if (c.isNull()) \
return false; \
JS_SetProperty(cx, obj, #x, c)
@@ -526,17 +526,17 @@ bool JSI_IGUIObject::setProperty(JSContext* cx, JS::HandleObject obj, JS::Handle
}
else if (vp.isObject() && JS_InstanceOf(cx, vpObj, &JSI_GUIColor::JSI_class, NULL))
{
- CColor colour;
+ CColor color;
JS::RootedObject (cx, &vp.toObject());
JS::RootedValue t(cx);
double s;
#define PROP(x) JS_GetProperty(cx, obj, #x, &t); \
s = t.toDouble(); \
- colour.x = (float)s
+ color.x = (float)s
PROP(r); PROP(g); PROP(b); PROP(a);
#undef PROP
- GUI::SetSetting(e, propName, colour);
+ GUI::SetSetting(e, propName, color);
}
else
{
diff --git a/source/lib/res/graphics/ogl_tex.cpp b/source/lib/res/graphics/ogl_tex.cpp
index 0087ee018e..ce1cb80534 100644
--- a/source/lib/res/graphics/ogl_tex.cpp
+++ b/source/lib/res/graphics/ogl_tex.cpp
@@ -1039,13 +1039,13 @@ Status ogl_tex_get_uploaded_size(Handle ht, size_t* size)
return INFO::OK;
}
-// retrieve colour of 1x1 mipmap level
-extern Status ogl_tex_get_average_colour(Handle ht, u32* p)
+// retrieve color of 1x1 mipmap level
+extern Status ogl_tex_get_average_color(Handle ht, u32* p)
{
H_DEREF(ht, OglTex, ot);
warn_if_uploaded(ht, ot);
- *p = ot->t.get_average_colour();
+ *p = ot->t.get_average_color();
return INFO::OK;
}
diff --git a/source/lib/res/graphics/ogl_tex.h b/source/lib/res/graphics/ogl_tex.h
index 8fcb8074d4..76d5d4701d 100644
--- a/source/lib/res/graphics/ogl_tex.h
+++ b/source/lib/res/graphics/ogl_tex.h
@@ -408,7 +408,7 @@ extern Status ogl_tex_get_uploaded_size(Handle ht, size_t* size);
/**
* Retrieve ARGB value of 1x1 mipmap level of the texture,
- * i.e. the average colour of the whole texture.
+ * i.e. the average color of the whole texture.
*
* @param ht Texture handle
* @param p will be filled with ARGB value (or 0 if texture does not have mipmaps)
@@ -416,7 +416,7 @@ extern Status ogl_tex_get_uploaded_size(Handle ht, size_t* size);
*
* Must be called before uploading (raises a warning if called afterwards).
*/
-extern Status ogl_tex_get_average_colour(Handle ht, u32* p);
+extern Status ogl_tex_get_average_color(Handle ht, u32* p);
//
diff --git a/source/lib/sysdep/os/win/wcursor.cpp b/source/lib/sysdep/os/win/wcursor.cpp
index 1e4da85b94..46fcdbf525 100644
--- a/source/lib/sysdep/os/win/wcursor.cpp
+++ b/source/lib/sysdep/os/win/wcursor.cpp
@@ -56,7 +56,7 @@ static Status sys_cursor_create_common(int w, int h, void* bgra_img, void* mask_
// CreateBitmap; bpp/format must be checked against those of the DC.
// this is the simplest way and we don't care about slight performance
// differences because this is typically only called once.
- HBITMAP hbmColour = CreateBitmap(w, h, 1, 32, bgra_img);
+ HBITMAP hbmColor = CreateBitmap(w, h, 1, 32, bgra_img);
// CreateIconIndirect doesn't access this; we just need to pass
// an empty bitmap.
@@ -69,12 +69,12 @@ static Status sys_cursor_create_common(int w, int h, void* bgra_img, void* mask_
ii.xHotspot = (DWORD)hx;
ii.yHotspot = (DWORD)hy;
ii.hbmMask = hbmMask;
- ii.hbmColor = hbmColour;
+ ii.hbmColor = hbmColor;
HICON hIcon = CreateIconIndirect(&ii);
// CreateIconIndirect makes copies, so we no longer need these.
DeleteObject(hbmMask);
- DeleteObject(hbmColour);
+ DeleteObject(hbmColor);
if(!wutil_IsValidHandle(hIcon))
WARN_RETURN(ERR::FAIL);
diff --git a/source/lib/tex/tex.cpp b/source/lib/tex/tex.cpp
index 57ed5e5558..1ea8ff139e 100644
--- a/source/lib/tex/tex.cpp
+++ b/source/lib/tex/tex.cpp
@@ -637,8 +637,8 @@ u8* Tex::get_data()
return p + m_Ofs;
}
-// returns colour of 1x1 mipmap level
-u32 Tex::get_average_colour() const
+// returns color of 1x1 mipmap level
+u32 Tex::get_average_color() const
{
// require mipmaps
if(!(m_Flags & TEX_MIPMAPS))
diff --git a/source/lib/tex/tex.h b/source/lib/tex/tex.h
index bcc46032ef..3843b4f06d 100644
--- a/source/lib/tex/tex.h
+++ b/source/lib/tex/tex.h
@@ -337,7 +337,7 @@ struct Tex
*
* @return ARGB value (or 0 if texture does not have mipmaps)
**/
- u32 get_average_colour() const;
+ u32 get_average_color() const;
/**
* return total byte size of the image pixels. (including mipmaps!)
diff --git a/source/lib/tex/tex_bmp.cpp b/source/lib/tex/tex_bmp.cpp
index 63bc69910a..83a0ab62fe 100644
--- a/source/lib/tex/tex_bmp.cpp
+++ b/source/lib/tex/tex_bmp.cpp
@@ -94,7 +94,7 @@ size_t TexCodecBmp::hdr_size(const u8* file) const
}
-// requirements: uncompressed, direct colour, bottom up
+// requirements: uncompressed, direct color, bottom up
Status TexCodecBmp::decode(rpU8 data, size_t UNUSED(size), Tex* RESTRICT t) const
{
const BmpHeader* hdr = (const BmpHeader*)data;
diff --git a/source/lib/tex/tex_png.cpp b/source/lib/tex/tex_png.cpp
index 05982d68e2..c96b14c73d 100644
--- a/source/lib/tex/tex_png.cpp
+++ b/source/lib/tex/tex_png.cpp
@@ -125,21 +125,21 @@ static Status png_decode_impl(MemoryStream* stream, png_structp png_ptr, png_inf
// read header and determine format
png_read_info(png_ptr, info_ptr);
png_uint_32 w, h;
- int bit_depth, colour_type;
- png_get_IHDR(png_ptr, info_ptr, &w, &h, &bit_depth, &colour_type, 0, 0, 0);
+ int bit_depth, color_type;
+ png_get_IHDR(png_ptr, info_ptr, &w, &h, &bit_depth, &color_type, 0, 0, 0);
const size_t pitch = png_get_rowbytes(png_ptr, info_ptr);
const u32 bpp = (u32)(pitch/w * 8);
size_t flags = 0;
if(bpp == 32)
flags |= TEX_ALPHA;
- if(colour_type == PNG_COLOR_TYPE_GRAY)
+ if(color_type == PNG_COLOR_TYPE_GRAY)
flags |= TEX_GREY;
// make sure format is acceptable
if(bit_depth != 8)
WARN_RETURN(ERR::TEX_NOT_8BIT_PRECISION);
- if(colour_type & PNG_COLOR_MASK_PALETTE)
+ if(color_type & PNG_COLOR_MASK_PALETTE)
WARN_RETURN(ERR::TEX_INVALID_COLOR_TYPE);
const size_t img_size = pitch * h;
@@ -165,25 +165,25 @@ static Status png_encode_impl(Tex* t, png_structp png_ptr, png_infop info_ptr, D
const png_uint_32 w = (png_uint_32)t->m_Width, h = (png_uint_32)t->m_Height;
const size_t pitch = w * t->m_Bpp / 8;
- int colour_type;
+ int color_type;
switch(t->m_Flags & (TEX_GREY|TEX_ALPHA))
{
case TEX_GREY|TEX_ALPHA:
- colour_type = PNG_COLOR_TYPE_GRAY_ALPHA;
+ color_type = PNG_COLOR_TYPE_GRAY_ALPHA;
break;
case TEX_GREY:
- colour_type = PNG_COLOR_TYPE_GRAY;
+ color_type = PNG_COLOR_TYPE_GRAY;
break;
case TEX_ALPHA:
- colour_type = PNG_COLOR_TYPE_RGB_ALPHA;
+ color_type = PNG_COLOR_TYPE_RGB_ALPHA;
break;
default:
- colour_type = PNG_COLOR_TYPE_RGB;
+ color_type = PNG_COLOR_TYPE_RGB;
break;
}
png_set_write_fn(png_ptr, da, io_write, io_flush);
- png_set_IHDR(png_ptr, info_ptr, w, h, 8, colour_type,
+ png_set_IHDR(png_ptr, info_ptr, w, h, 8, color_type,
PNG_INTERLACE_NONE, PNG_COMPRESSION_TYPE_DEFAULT, PNG_FILTER_TYPE_DEFAULT);
u8* data = t->get_data();
diff --git a/source/lib/tex/tex_tga.cpp b/source/lib/tex/tex_tga.cpp
index 8a1bc093d4..a4a53df93a 100644
--- a/source/lib/tex/tex_tga.cpp
+++ b/source/lib/tex/tex_tga.cpp
@@ -34,7 +34,7 @@
enum TgaImgType
{
- TGA_TRUE_COLOUR = 2, // uncompressed 24 or 32 bit direct RGB
+ TGA_TRUE_COLOR = 2, // uncompressed 24 or 32 bit direct RGB
TGA_GREY = 3 // uncompressed 8 bit direct greyscale
};
@@ -47,9 +47,9 @@ enum TgaImgDesc
typedef struct
{
u8 img_id_len; // 0 - no image identifier present
- u8 colour_map_type; // 0 - no colour map present
+ u8 color_map_type; // 0 - no color map present
u8 img_type; // see TgaImgType
- u8 colour_map[5]; // unused
+ u8 color_map[5]; // unused
u16 x_origin; // unused
u16 y_origin; // unused
@@ -62,7 +62,7 @@ typedef struct
}
TgaHeader;
-// TGA file: header [img id] [colour map] image data
+// TGA file: header [img id] [color map] image data
#pragma pack(pop)
@@ -79,14 +79,14 @@ bool TexCodecTga::is_hdr(const u8* file) const
// the first TGA header doesn't have a magic field;
// we can only check if the first 4 bytes are valid
- // .. not direct colour
- if(hdr->colour_map_type != 0)
+ // .. not direct color
+ if(hdr->color_map_type != 0)
return false;
- // .. wrong colour type (not uncompressed greyscale or RGB)
- if(hdr->img_type != TGA_TRUE_COLOUR && hdr->img_type != TGA_GREY)
+ // .. wrong color type (not uncompressed greyscale or RGB)
+ if(hdr->img_type != TGA_TRUE_COLOR && hdr->img_type != TGA_GREY)
return false;
- // note: we can't check img_id_len or colour_map[0] - they are
+ // note: we can't check img_id_len or color_map[0] - they are
// undefined and may assume any value.
return true;
@@ -127,7 +127,7 @@ Status TexCodecTga::decode(rpU8 data, size_t UNUSED(size), Tex* RESTRICT t) cons
flags |= TEX_ALPHA;
if(bpp == 8)
flags |= TEX_GREY;
- if(type == TGA_TRUE_COLOUR)
+ if(type == TGA_TRUE_COLOR)
flags |= TEX_BGR;
// sanity checks
@@ -151,7 +151,7 @@ Status TexCodecTga::encode(Tex* RESTRICT t, DynArray* RESTRICT da) const
img_desc |= TGA_TOP_DOWN;
if(t->m_Bpp == 32)
img_desc |= 8; // size of alpha channel
- TgaImgType img_type = (t->m_Flags & TEX_GREY)? TGA_GREY : TGA_TRUE_COLOUR;
+ TgaImgType img_type = (t->m_Flags & TEX_GREY)? TGA_GREY : TGA_TRUE_COLOR;
size_t transforms = t->m_Flags;
transforms &= ~TEX_ORIENTATION; // no flip needed - we can set top-down bit.
@@ -160,9 +160,9 @@ Status TexCodecTga::encode(Tex* RESTRICT t, DynArray* RESTRICT da) const
const TgaHeader hdr =
{
0, // no image identifier present
- 0, // no colour map present
+ 0, // no color map present
(u8)img_type,
- {0,0,0,0,0}, // unused (colour map)
+ {0,0,0,0,0}, // unused (color map)
0, 0, // unused (origin)
(u16)t->m_Width,
(u16)t->m_Height,
diff --git a/source/ps/CConsole.cpp b/source/ps/CConsole.cpp
index 8b025a2e91..526e61b459 100644
--- a/source/ps/CConsole.cpp
+++ b/source/ps/CConsole.cpp
@@ -308,7 +308,7 @@ void CConsole::DrawCursor(CTextRenderer& textRenderer)
// Cursor character is chosen to be an underscore
textRenderer.Put(0.0f, 0.0f, L"_");
- // Revert to the standard text colour
+ // Revert to the standard text color
textRenderer.Color(1.0f, 1.0f, 1.0f);
}
}
diff --git a/source/ps/Game.cpp b/source/ps/Game.cpp
index 64e8fcf8db..a83e57b203 100644
--- a/source/ps/Game.cpp
+++ b/source/ps/Game.cpp
@@ -340,32 +340,32 @@ void CGame::Interpolate(float simFrameLength, float realFrameLength)
static CColor BrokenColor(0.3f, 0.3f, 0.3f, 1.0f);
-void CGame::CachePlayerColours()
+void CGame::CachePlayerColors()
{
- m_PlayerColours.clear();
+ m_PlayerColors.clear();
CmpPtr cmpPlayerManager(*m_Simulation2, SYSTEM_ENTITY);
if (!cmpPlayerManager)
return;
int numPlayers = cmpPlayerManager->GetNumPlayers();
- m_PlayerColours.resize(numPlayers);
+ m_PlayerColors.resize(numPlayers);
for (int i = 0; i < numPlayers; ++i)
{
CmpPtr cmpPlayer(*m_Simulation2, cmpPlayerManager->GetPlayerByID(i));
if (!cmpPlayer)
- m_PlayerColours[i] = BrokenColor;
+ m_PlayerColors[i] = BrokenColor;
else
- m_PlayerColours[i] = cmpPlayer->GetColour();
+ m_PlayerColors[i] = cmpPlayer->GetColor();
}
}
-CColor CGame::GetPlayerColour(int player) const
+CColor CGame::GetPlayerColor(int player) const
{
- if (player < 0 || player >= (int)m_PlayerColours.size())
+ if (player < 0 || player >= (int)m_PlayerColors.size())
return BrokenColor;
- return m_PlayerColours[player];
+ return m_PlayerColors[player];
}
diff --git a/source/ps/Game.h b/source/ps/Game.h
index 03709578e8..2509d0168d 100644
--- a/source/ps/Game.h
+++ b/source/ps/Game.h
@@ -93,14 +93,14 @@ public:
void SetPlayerID(int playerID);
/**
- * Retrieving player colours from scripts is slow, so this updates an
- * internal cache of all players' colours.
+ * Retrieving player colors from scripts is slow, so this updates an
+ * internal cache of all players' colors.
* Call this just before rendering, so it will always have the latest
- * colours.
+ * colors.
*/
- void CachePlayerColours();
+ void CachePlayerColors();
- CColor GetPlayerColour(int player) const;
+ CColor GetPlayerColor(int player) const;
/**
* Get m_GameStarted.
@@ -166,7 +166,7 @@ private:
void RegisterInit(const JS::HandleValue attribs, const std::string& savedState);
IReplayLogger* m_ReplayLogger;
- std::vector m_PlayerColours;
+ std::vector m_PlayerColors;
int LoadInitialState();
std::string m_InitialSavedState; // valid between RegisterInit and LoadInitialState
diff --git a/source/renderer/OverlayRenderer.cpp b/source/renderer/OverlayRenderer.cpp
index 7f7feec5a9..a2bd0dbded 100644
--- a/source/renderer/OverlayRenderer.cpp
+++ b/source/renderer/OverlayRenderer.cpp
@@ -260,7 +260,7 @@ void OverlayRenderer::PrepareForRendering()
PROFILE3("prepare overlays");
// This is where we should do something like sort the overlays by
- // colour/sprite/etc for more efficient rendering
+ // color/sprite/etc for more efficient rendering
for (size_t i = 0; i < m->texlines.size(); ++i)
{
diff --git a/source/renderer/PostprocManager.cpp b/source/renderer/PostprocManager.cpp
index 81cc923e69..e85c9ff1ec 100644
--- a/source/renderer/PostprocManager.cpp
+++ b/source/renderer/PostprocManager.cpp
@@ -37,7 +37,7 @@
#if !CONFIG2_GLES
CPostprocManager::CPostprocManager()
- : m_IsInitialized(false), m_PingFbo(0), m_PongFbo(0), m_PostProcEffect(L"default"), m_ColourTex1(0), m_ColourTex2(0),
+ : m_IsInitialized(false), m_PingFbo(0), m_PongFbo(0), m_PostProcEffect(L"default"), m_ColorTex1(0), m_ColorTex2(0),
m_DepthTex(0), m_BloomFbo(0), m_BlurTex2a(0), m_BlurTex2b(0), m_BlurTex4a(0), m_BlurTex4b(0),
m_BlurTex8a(0), m_BlurTex8b(0), m_WhichBuffer(true)
{
@@ -58,10 +58,10 @@ void CPostprocManager::Cleanup()
if (m_BloomFbo) pglDeleteFramebuffersEXT(1, &m_BloomFbo);
m_PingFbo = m_PongFbo = m_BloomFbo = 0;
- if (m_ColourTex1) glDeleteTextures(1, &m_ColourTex1);
- if (m_ColourTex2) glDeleteTextures(1, &m_ColourTex2);
+ if (m_ColorTex1) glDeleteTextures(1, &m_ColorTex1);
+ if (m_ColorTex2) glDeleteTextures(1, &m_ColorTex2);
if (m_DepthTex) glDeleteTextures(1, &m_DepthTex);
- m_ColourTex1 = m_ColourTex2 = m_DepthTex = 0;
+ m_ColorTex1 = m_ColorTex2 = m_DepthTex = 0;
if (m_BlurTex2a) glDeleteTextures(1, &m_BlurTex2a);
if (m_BlurTex2b) glDeleteTextures(1, &m_BlurTex2b);
@@ -112,8 +112,8 @@ void CPostprocManager::RecreateBuffers()
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// Two fullscreen ping-pong textures.
- GEN_BUFFER_RGBA(m_ColourTex1, m_Width, m_Height);
- GEN_BUFFER_RGBA(m_ColourTex2, m_Width, m_Height);
+ GEN_BUFFER_RGBA(m_ColorTex1, m_Width, m_Height);
+ GEN_BUFFER_RGBA(m_ColorTex2, m_Width, m_Height);
// Textures for several blur sizes. It would be possible to reuse
// m_BlurTex2b, thus avoiding the need for m_BlurTex4b and m_BlurTex8b, though given
@@ -151,7 +151,7 @@ void CPostprocManager::RecreateBuffers()
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PingFbo);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
- GL_TEXTURE_2D, m_ColourTex1, 0);
+ GL_TEXTURE_2D, m_ColorTex1, 0);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, m_DepthTex, 0);
@@ -166,7 +166,7 @@ void CPostprocManager::RecreateBuffers()
pglBindFramebufferEXT(GL_FRAMEBUFFER_EXT, m_PongFbo);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
- GL_TEXTURE_2D, m_ColourTex2, 0);
+ GL_TEXTURE_2D, m_ColorTex2, 0);
pglFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_DEPTH_STENCIL_ATTACHMENT,
GL_TEXTURE_2D, m_DepthTex, 0);
@@ -347,7 +347,7 @@ void CPostprocManager::ApplyBlur()
ApplyBlurGauss(tex2, temptex, width, height);
// We do the same thing for each scale, incrementally adding more and more blur.
- SCALE_AND_BLUR(m_WhichBuffer ? m_ColourTex1 : m_ColourTex2, m_BlurTex2a, m_BlurTex2b);
+ SCALE_AND_BLUR(m_WhichBuffer ? m_ColorTex1 : m_ColorTex2, m_BlurTex2a, m_BlurTex2b);
SCALE_AND_BLUR(m_BlurTex2a, m_BlurTex4a, m_BlurTex4b);
SCALE_AND_BLUR(m_BlurTex4a, m_BlurTex8a, m_BlurTex8b);
@@ -418,9 +418,9 @@ void CPostprocManager::ApplyEffect(CShaderTechniquePtr &shaderTech1, int pass)
// We also bind a bunch of other textures and parameters, but since
// this only happens once per frame the overhead is negligible.
if (m_WhichBuffer)
- shader->BindTexture(str_renderedTex, m_ColourTex1);
+ shader->BindTexture(str_renderedTex, m_ColorTex1);
else
- shader->BindTexture(str_renderedTex, m_ColourTex2);
+ shader->BindTexture(str_renderedTex, m_ColorTex2);
shader->BindTexture(str_depthTex, m_DepthTex);
diff --git a/source/renderer/PostprocManager.h b/source/renderer/PostprocManager.h
index 50251f23f4..34654b489e 100644
--- a/source/renderer/PostprocManager.h
+++ b/source/renderer/PostprocManager.h
@@ -28,8 +28,8 @@ private:
// Two framebuffers, that we flip between at each shader pass.
GLuint m_PingFbo, m_PongFbo;
- // Unique colour textures for the framebuffers.
- GLuint m_ColourTex1, m_ColourTex2;
+ // Unique color textures for the framebuffers.
+ GLuint m_ColorTex1, m_ColorTex2;
// The framebuffers share a depth/stencil texture.
GLuint m_DepthTex;
@@ -99,7 +99,7 @@ public:
// Sets the current effect.
void SetPostEffect(CStrW name);
- // Clears the two colour buffers and depth buffer, and redirects all rendering
+ // Clears the two color buffers and depth buffer, and redirects all rendering
// to our textures instead of directly to the system framebuffer.
// @note CPostprocManager must be initialized first
void CaptureRenderOutput();
diff --git a/source/renderer/RenderModifiers.cpp b/source/renderer/RenderModifiers.cpp
index 37c9815983..bd2f0c9676 100644
--- a/source/renderer/RenderModifiers.cpp
+++ b/source/renderer/RenderModifiers.cpp
@@ -117,5 +117,5 @@ void ShaderRenderModifier::PrepareModel(const CShaderProgramPtr& shader, CModel*
shader->Uniform(m_BindingShadingColor, model->GetShadingColor());
if (m_BindingPlayerColor.Active())
- shader->Uniform(m_BindingPlayerColor, g_Game->GetPlayerColour(model->GetPlayerID()));
+ shader->Uniform(m_BindingPlayerColor, g_Game->GetPlayerColor(model->GetPlayerID()));
}
diff --git a/source/renderer/Renderer.cpp b/source/renderer/Renderer.cpp
index b80f1832b7..a38e62d43d 100644
--- a/source/renderer/Renderer.cpp
+++ b/source/renderer/Renderer.cpp
@@ -1331,7 +1331,7 @@ void CRenderer::RenderSilhouettes(const CShaderDefines& context)
// has to be done in a separate pass.
// First we render all occluders into depth, then render all units with
// inverted depth test so any behind an occluder will get drawn in a constant
- // colour.
+ // color.
float silhouetteAlpha = 0.75f;
@@ -1382,7 +1382,7 @@ void CRenderer::RenderSilhouettes(const CShaderDefines& context)
else
{
// Since we can't sort, we'll use the stencil buffer to ensure we only draw
- // a pixel once (using the colour of whatever model happens to be drawn first).
+ // a pixel once (using the color of whatever model happens to be drawn first).
glEnable(GL_BLEND);
glBlendFunc(GL_CONSTANT_ALPHA, GL_ONE_MINUS_CONSTANT_ALPHA);
pglBlendColorEXT(0, 0, 0, silhouetteAlpha);
diff --git a/source/renderer/SilhouetteRenderer.cpp b/source/renderer/SilhouetteRenderer.cpp
index 00350163c0..916693ffd9 100644
--- a/source/renderer/SilhouetteRenderer.cpp
+++ b/source/renderer/SilhouetteRenderer.cpp
@@ -57,7 +57,7 @@ void SilhouetteRenderer::AddCaster(CModel* model)
}
/*
- * Silhouettes are the solid-coloured versions of units that are rendered when
+ * Silhouettes are the solid-colored versions of units that are rendered when
* standing behind a building or terrain, so the player won't lose them.
*
* The rendering is done in CRenderer::RenderSilhouettes, by rendering the
diff --git a/source/renderer/TerrainOverlay.cpp b/source/renderer/TerrainOverlay.cpp
index 3a33ee6253..71c2532648 100644
--- a/source/renderer/TerrainOverlay.cpp
+++ b/source/renderer/TerrainOverlay.cpp
@@ -180,12 +180,12 @@ void TerrainOverlay::RenderBeforeWater()
#endif
}
-void TerrainOverlay::RenderTile(const CColor& colour, bool draw_hidden)
+void TerrainOverlay::RenderTile(const CColor& color, bool draw_hidden)
{
- RenderTile(colour, draw_hidden, m_i, m_j);
+ RenderTile(color, draw_hidden, m_i, m_j);
}
-void TerrainOverlay::RenderTile(const CColor& colour, bool draw_hidden, ssize_t i, ssize_t j)
+void TerrainOverlay::RenderTile(const CColor& color, bool draw_hidden, ssize_t i, ssize_t j)
{
// TODO: if this is unpleasantly slow, make it much more efficient
// (e.g. buffering data and making a single draw call? or at least
@@ -210,7 +210,7 @@ void TerrainOverlay::RenderTile(const CColor& colour, bool draw_hidden, ssize_t
CVector3D pos;
glBegin(GL_TRIANGLES);
- glColor4fv(colour.FloatArray());
+ glColor4fv(color.FloatArray());
if (m_Terrain->GetTriangulationDir(i, j))
{
m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray());
@@ -236,12 +236,12 @@ void TerrainOverlay::RenderTile(const CColor& colour, bool draw_hidden, ssize_t
#endif
}
-void TerrainOverlay::RenderTileOutline(const CColor& colour, int line_width, bool draw_hidden)
+void TerrainOverlay::RenderTileOutline(const CColor& color, int line_width, bool draw_hidden)
{
- RenderTileOutline(colour, line_width, draw_hidden, m_i, m_j);
+ RenderTileOutline(color, line_width, draw_hidden, m_i, m_j);
}
-void TerrainOverlay::RenderTileOutline(const CColor& colour, int line_width, bool draw_hidden, ssize_t i, ssize_t j)
+void TerrainOverlay::RenderTileOutline(const CColor& color, int line_width, bool draw_hidden, ssize_t i, ssize_t j)
{
if (draw_hidden)
{
@@ -265,7 +265,7 @@ void TerrainOverlay::RenderTileOutline(const CColor& colour, int line_width, boo
CVector3D pos;
glBegin(GL_QUADS);
- glColor4fv(colour.FloatArray());
+ glColor4fv(color.FloatArray());
m_Terrain->CalcPosition(i, j, pos); glVertex3fv(pos.GetFloatArray());
m_Terrain->CalcPosition(i+1, j, pos); glVertex3fv(pos.GetFloatArray());
m_Terrain->CalcPosition(i+1, j+1, pos); glVertex3fv(pos.GetFloatArray());
diff --git a/source/renderer/TerrainOverlay.h b/source/renderer/TerrainOverlay.h
index ce192358f1..01cd91ed31 100644
--- a/source/renderer/TerrainOverlay.h
+++ b/source/renderer/TerrainOverlay.h
@@ -128,31 +128,31 @@ protected:
/**
* Draw a filled quad on top of the current tile.
*
- * @param colour colour to draw. May be transparent (alpha < 1)
+ * @param color color to draw. May be transparent (alpha < 1)
* @param draw_hidden true if hidden tiles (i.e. those behind other tiles)
* should be drawn
*/
- void RenderTile(const CColor& colour, bool draw_hidden);
+ void RenderTile(const CColor& color, bool draw_hidden);
/**
* Draw a filled quad on top of the given tile.
*/
- void RenderTile(const CColor& colour, bool draw_hidden, ssize_t i, ssize_t j);
+ void RenderTile(const CColor& color, bool draw_hidden, ssize_t i, ssize_t j);
/**
* Draw an outlined quad on top of the current tile.
*
- * @param colour colour to draw. May be transparent (alpha < 1)
+ * @param color color to draw. May be transparent (alpha < 1)
* @param line_width width of lines in pixels. 1 is a sensible value
* @param draw_hidden true if hidden tiles (i.e. those behind other tiles)
* should be drawn
*/
- void RenderTileOutline(const CColor& colour, int line_width, bool draw_hidden);
+ void RenderTileOutline(const CColor& color, int line_width, bool draw_hidden);
/**
* Draw an outlined quad on top of the given tile.
*/
- void RenderTileOutline(const CColor& colour, int line_width, bool draw_hidden, ssize_t i, ssize_t j);
+ void RenderTileOutline(const CColor& color, int line_width, bool draw_hidden, ssize_t i, ssize_t j);
private:
// Process all tiles
diff --git a/source/renderer/TerrainRenderer.cpp b/source/renderer/TerrainRenderer.cpp
index d9680825a5..9e96ea6cd5 100644
--- a/source/renderer/TerrainRenderer.cpp
+++ b/source/renderer/TerrainRenderer.cpp
@@ -281,7 +281,7 @@ void TerrainRenderer::RenderTerrain(int cullGroup)
const CLightEnv& lightEnv = g_Renderer.GetLightEnv();
pglClientActiveTextureARB(GL_TEXTURE0);
- glEnableClientState(GL_COLOR_ARRAY); // diffuse lighting colours
+ glEnableClientState(GL_COLOR_ARRAY); // diffuse lighting colors
// The vertex color is scaled by 0.5 to permit overbrightness without clamping.
// We therefore need to draw clamp((texture*lighting)*2.0), where 'texture'
diff --git a/source/simulation2/components/CCmpMinimap.cpp b/source/simulation2/components/CCmpMinimap.cpp
index eef7a5898d..045573db38 100644
--- a/source/simulation2/components/CCmpMinimap.cpp
+++ b/source/simulation2/components/CCmpMinimap.cpp
@@ -41,9 +41,9 @@ public:
// Template state:
- bool m_UsePlayerColour;
+ bool m_UsePlayerColor;
- u8 m_R, m_G, m_B; // static template state if m_UsePlayerColour false; dynamic state if true
+ u8 m_R, m_G, m_B; // static template state if m_UsePlayerColor false; dynamic state if true
// Dynamic state:
@@ -72,7 +72,7 @@ public:
""
""
""
- ""
+ ""
""
"0255"
""
@@ -92,18 +92,18 @@ public:
m_IsPinging = false;
m_PingEndTime = 0.0;
- const CParamNode& colour = paramNode.GetChild("Colour");
- if (colour.IsOk())
+ const CParamNode& color = paramNode.GetChild("Color");
+ if (color.IsOk())
{
- m_UsePlayerColour = false;
- m_R = (u8)colour.GetChild("@r").ToInt();
- m_G = (u8)colour.GetChild("@g").ToInt();
- m_B = (u8)colour.GetChild("@b").ToInt();
+ m_UsePlayerColor = false;
+ m_R = (u8)color.GetChild("@r").ToInt();
+ m_G = (u8)color.GetChild("@g").ToInt();
+ m_B = (u8)color.GetChild("@b").ToInt();
}
else
{
- m_UsePlayerColour = true;
- // Choose a bogus colour which will get replaced once we have an owner
+ m_UsePlayerColor = true;
+ // Choose a bogus color which will get replaced once we have an owner
m_R = 255;
m_G = 0;
m_B = 255;
@@ -117,7 +117,7 @@ public:
template
void SerializeCommon(S& serialize)
{
- if (m_UsePlayerColour)
+ if (m_UsePlayerColor)
{
serialize.NumberU8_Unbounded("r", m_R);
serialize.NumberU8_Unbounded("g", m_G);
@@ -168,26 +168,26 @@ public:
}
case MT_OwnershipChanged:
{
- if (!m_UsePlayerColour)
+ if (!m_UsePlayerColor)
break;
const CMessageOwnershipChanged& msgData = static_cast (msg);
- // If there's no new owner (e.g. the unit is dying) then don't try updating the colour
+ // If there's no new owner (e.g. the unit is dying) then don't try updating the color
if (msgData.to == -1)
break;
- // Find the new player's colour
+ // Find the new player's color
CmpPtr cmpPlayerManager(GetSystemEntity());
if (!cmpPlayerManager)
break;
CmpPtr cmpPlayer(GetSimContext(), cmpPlayerManager->GetPlayerByID(msgData.to));
if (!cmpPlayer)
break;
- CColor colour = cmpPlayer->GetColour();
- m_R = (u8)(colour.r*255.0);
- m_G = (u8)(colour.g*255.0);
- m_B = (u8)(colour.b*255.0);
+ CColor color = cmpPlayer->GetColor();
+ m_R = (u8)(color.r*255.0);
+ m_G = (u8)(color.g*255.0);
+ m_B = (u8)(color.b*255.0);
// TODO: probably should avoid using floating-point here
break;
diff --git a/source/simulation2/components/CCmpObstructionManager.cpp b/source/simulation2/components/CCmpObstructionManager.cpp
index 21e21fc3c3..90a3d63714 100644
--- a/source/simulation2/components/CCmpObstructionManager.cpp
+++ b/source/simulation2/components/CCmpObstructionManager.cpp
@@ -971,9 +971,9 @@ void CCmpObstructionManager::RenderSubmit(SceneCollector& collector)
if (!m_DebugOverlayEnabled)
return;
- CColor defaultColour(0, 0, 1, 1);
- CColor movingColour(1, 0, 1, 1);
- CColor boundsColour(1, 1, 0, 1);
+ CColor defaultColor(0, 0, 1, 1);
+ CColor movingColor(1, 0, 1, 1);
+ CColor boundsColor(1, 1, 0, 1);
// If the shapes have changed, then regenerate all the overlays
if (m_DebugOverlayDirty)
@@ -981,7 +981,7 @@ void CCmpObstructionManager::RenderSubmit(SceneCollector& collector)
m_DebugOverlayLines.clear();
m_DebugOverlayLines.push_back(SOverlayLine());
- m_DebugOverlayLines.back().m_Color = boundsColour;
+ m_DebugOverlayLines.back().m_Color = boundsColor;
SimRender::ConstructSquareOnGround(GetSimContext(),
(m_WorldX0+m_WorldX1).ToFloat()/2.f, (m_WorldZ0+m_WorldZ1).ToFloat()/2.f,
(m_WorldX1-m_WorldX0).ToFloat(), (m_WorldZ1-m_WorldZ0).ToFloat(),
@@ -990,14 +990,14 @@ void CCmpObstructionManager::RenderSubmit(SceneCollector& collector)
for (std::map::iterator it = m_UnitShapes.begin(); it != m_UnitShapes.end(); ++it)
{
m_DebugOverlayLines.push_back(SOverlayLine());
- m_DebugOverlayLines.back().m_Color = ((it->second.flags & FLAG_MOVING) ? movingColour : defaultColour);
+ m_DebugOverlayLines.back().m_Color = ((it->second.flags & FLAG_MOVING) ? movingColor : defaultColor);
SimRender::ConstructSquareOnGround(GetSimContext(), it->second.x.ToFloat(), it->second.z.ToFloat(), it->second.r.ToFloat()*2, it->second.r.ToFloat()*2, 0, m_DebugOverlayLines.back(), true);
}
for (std::map::iterator it = m_StaticShapes.begin(); it != m_StaticShapes.end(); ++it)
{
m_DebugOverlayLines.push_back(SOverlayLine());
- m_DebugOverlayLines.back().m_Color = defaultColour;
+ m_DebugOverlayLines.back().m_Color = defaultColor;
float a = atan2f(it->second.v.X.ToFloat(), it->second.v.Y.ToFloat());
SimRender::ConstructSquareOnGround(GetSimContext(), it->second.x.ToFloat(), it->second.z.ToFloat(), it->second.hw.ToFloat()*2, it->second.hh.ToFloat()*2, a, m_DebugOverlayLines.back(), true);
}
diff --git a/source/simulation2/components/CCmpRallyPointRenderer.cpp b/source/simulation2/components/CCmpRallyPointRenderer.cpp
index e686c402f5..a59d8c8a9f 100644
--- a/source/simulation2/components/CCmpRallyPointRenderer.cpp
+++ b/source/simulation2/components/CCmpRallyPointRenderer.cpp
@@ -138,8 +138,8 @@ public:
"0.75"
"round"
"square"
- ""
- ""
+ ""
+ ""
"default"
"default"
""
@@ -149,13 +149,13 @@ public:
""
""
""
- ""
+ ""
""
""
""
""
""
- ""
+ ""
""
"0255"
""
@@ -166,7 +166,7 @@ public:
"0255"
""
""
- ""
+ ""
""
"0255"
""
@@ -456,7 +456,7 @@ void CCmpRallyPointRenderer::Init(const CParamNode& paramNode)
m_MarkerTemplate = paramNode.GetChild("MarkerTemplate").ToString();
- const CParamNode& lineColor = paramNode.GetChild("LineColour");
+ const CParamNode& lineColor = paramNode.GetChild("LineColor");
m_LineColor = CColor(
lineColor.GetChild("@r").ToInt()/255.f,
lineColor.GetChild("@g").ToInt()/255.f,
@@ -464,7 +464,7 @@ void CCmpRallyPointRenderer::Init(const CParamNode& paramNode)
1.f
);
- const CParamNode& lineDashColor = paramNode.GetChild("LineDashColour");
+ const CParamNode& lineDashColor = paramNode.GetChild("LineDashColor");
m_LineDashColor = CColor(
lineDashColor.GetChild("@r").ToInt()/255.f,
lineDashColor.GetChild("@g").ToInt()/255.f,
diff --git a/source/simulation2/components/CCmpRangeManager.cpp b/source/simulation2/components/CCmpRangeManager.cpp
index 7e036145f0..5741b16423 100644
--- a/source/simulation2/components/CCmpRangeManager.cpp
+++ b/source/simulation2/components/CCmpRangeManager.cpp
@@ -1236,10 +1236,10 @@ public:
{
if (!m_DebugOverlayEnabled)
return;
- static CColor disabledRingColour(1, 0, 0, 1); // red
- static CColor enabledRingColour(0, 1, 0, 1); // green
- static CColor subdivColour(0, 0, 1, 1); // blue
- static CColor rayColour(1, 1, 0, 0.2f);
+ static CColor disabledRingColor(1, 0, 0, 1); // red
+ static CColor enabledRingColor(0, 1, 0, 1); // green
+ static CColor subdivColor(0, 0, 1, 1); // blue
+ static CColor rayColor(1, 1, 0, 0.2f);
if (m_DebugOverlayDirty)
{
@@ -1258,7 +1258,7 @@ public:
if (!q.parabolic)
{
m_DebugOverlayLines.push_back(SOverlayLine());
- m_DebugOverlayLines.back().m_Color = (q.enabled ? enabledRingColour : disabledRingColour);
+ m_DebugOverlayLines.back().m_Color = (q.enabled ? enabledRingColor : disabledRingColor);
SimRender::ConstructCircleOnGround(GetSimContext(), pos.X.ToFloat(), pos.Y.ToFloat(), q.maxRange.ToFloat(), m_DebugOverlayLines.back(), true);
}
else
@@ -1304,7 +1304,7 @@ public:
ParabolicRangesOutlines[q.source.GetId()] = e;
}
- CColor thiscolor = q.enabled ? enabledRingColour : disabledRingColour;
+ CColor thiscolor = q.enabled ? enabledRingColor : disabledRingColor;
// draw the outline (piece by piece)
for (size_t i = 3; i < coords.size(); i += 2)
@@ -1341,7 +1341,7 @@ public:
coords.push_back(targetPos.Y.ToFloat());
m_DebugOverlayLines.push_back(SOverlayLine());
- m_DebugOverlayLines.back().m_Color = rayColour;
+ m_DebugOverlayLines.back().m_Color = rayColor;
SimRender::ConstructLineOnGround(GetSimContext(), coords, m_DebugOverlayLines.back(), true);
}
}
@@ -1355,7 +1355,7 @@ public:
for (int y = 0; y < height; ++y)
{
m_DebugOverlayLines.push_back(SOverlayLine());
- m_DebugOverlayLines.back().m_Color = subdivColour;
+ m_DebugOverlayLines.back().m_Color = subdivColor;
float xpos = x*divSize + divSize/2;
float zpos = y*divSize + divSize/2;
diff --git a/source/simulation2/components/CCmpSelectable.cpp b/source/simulation2/components/CCmpSelectable.cpp
index 150e14f520..5146fe1fad 100644
--- a/source/simulation2/components/CCmpSelectable.cpp
+++ b/source/simulation2/components/CCmpSelectable.cpp
@@ -264,7 +264,7 @@ private:
bool m_Selected;
/// Current selection overlay color. Alpha component is subject to fading.
CColor m_Color;
- /// Whether the selectable's player colour has been cached for rendering.
+ /// Whether the selectable's player color has been cached for rendering.
bool m_Cached;
/// Minimum value for current selection overlay alpha.
float m_AlphaMin;
@@ -338,7 +338,7 @@ void CCmpSelectable::HandleMessage(const CMessage& msg, bool UNUSED(global))
// Update the highlight color, while keeping the current alpha target value intact
// (i.e. baseline + delta), so that any ongoing fades simply continue with the new color.
- CColor color = cmpPlayer->GetColour();
+ CColor color = cmpPlayer->GetColor();
SetSelectionHighlight(CColor(color.r, color.g, color.b, m_FadeBaselineAlpha + m_FadeDeltaAlpha), m_Selected);
InvalidateStaticOverlay();
@@ -600,7 +600,7 @@ void CCmpSelectable::RenderSubmit(SceneCollector& collector)
if (owner == INVALID_PLAYER)
return;
- // Try to initialize m_Color to the owning player's colour.
+ // Try to initialize m_Color to the owning player's color.
CmpPtr cmpPlayerManager(GetSystemEntity());
if (!cmpPlayerManager)
return;
@@ -609,7 +609,7 @@ void CCmpSelectable::RenderSubmit(SceneCollector& collector)
if (!cmpPlayer)
return;
- color = cmpPlayer->GetColour();
+ color = cmpPlayer->GetColor();
}
color.a = m_FadeBaselineAlpha + m_FadeDeltaAlpha;
diff --git a/source/simulation2/components/CCmpTerritoryManager.cpp b/source/simulation2/components/CCmpTerritoryManager.cpp
index 27acd1ecb9..a21d928787 100644
--- a/source/simulation2/components/CCmpTerritoryManager.cpp
+++ b/source/simulation2/components/CCmpTerritoryManager.cpp
@@ -639,7 +639,7 @@ void CCmpTerritoryManager::UpdateBoundaryLines()
CColor color(1, 0, 1, 1);
CmpPtr cmpPlayer(GetSimContext(), cmpPlayerManager->GetPlayerByID(boundaries[i].owner));
if (cmpPlayer)
- color = cmpPlayer->GetColour();
+ color = cmpPlayer->GetColor();
m_BoundaryLines.push_back(SBoundaryLine());
m_BoundaryLines.back().connected = boundaries[i].connected;
diff --git a/source/simulation2/components/CCmpUnitMotion.cpp b/source/simulation2/components/CCmpUnitMotion.cpp
index 8ce230d001..ad7f093c8c 100644
--- a/source/simulation2/components/CCmpUnitMotion.cpp
+++ b/source/simulation2/components/CCmpUnitMotion.cpp
@@ -104,8 +104,8 @@ static const entity_pos_t CHECK_TARGET_MOVEMENT_AT_MAX_DIST = entity_pos_t::From
*/
static const fixed CHECK_TARGET_MOVEMENT_MIN_COS = fixed::FromInt(866)/1000;
-static const CColor OVERLAY_COLOUR_LONG_PATH(1, 1, 1, 1);
-static const CColor OVERLAY_COLOUR_SHORT_PATH(1, 0, 0, 1);
+static const CColor OVERLAY_COLOR_LONG_PATH(1, 1, 1, 1);
+static const CColor OVERLAY_COLOR_SHORT_PATH(1, 0, 0, 1);
static const entity_pos_t g_GoalDelta = entity_pos_t::FromInt(TERRAIN_TILE_SIZE)/4; // for extending the goal outwards/inwards a little bit
@@ -1791,8 +1791,8 @@ void CCmpUnitMotion::RenderSubmit(SceneCollector& collector)
if (!m_DebugOverlayEnabled)
return;
- RenderPath(m_LongPath, m_DebugOverlayLongPathLines, OVERLAY_COLOUR_LONG_PATH);
- RenderPath(m_ShortPath, m_DebugOverlayShortPathLines, OVERLAY_COLOUR_SHORT_PATH);
+ RenderPath(m_LongPath, m_DebugOverlayLongPathLines, OVERLAY_COLOR_LONG_PATH);
+ RenderPath(m_ShortPath, m_DebugOverlayShortPathLines, OVERLAY_COLOR_SHORT_PATH);
for (size_t i = 0; i < m_DebugOverlayLongPathLines.size(); ++i)
collector.Submit(&m_DebugOverlayLongPathLines[i]);
diff --git a/source/simulation2/components/CCmpVisualActor.cpp b/source/simulation2/components/CCmpVisualActor.cpp
index 0e4a003c61..0beb2d0d36 100644
--- a/source/simulation2/components/CCmpVisualActor.cpp
+++ b/source/simulation2/components/CCmpVisualActor.cpp
@@ -67,7 +67,7 @@ private:
bool m_IsFoundationActor;
CUnit* m_Unit;
- fixed m_R, m_G, m_B; // shading colour
+ fixed m_R, m_G, m_B; // shading color
std::map m_AnimOverride;
@@ -470,7 +470,7 @@ public:
}
}
- virtual void SetShadingColour(fixed r, fixed g, fixed b, fixed a)
+ virtual void SetShadingColor(fixed r, fixed g, fixed b, fixed a)
{
m_R = r;
m_G = g;
diff --git a/source/simulation2/components/ICmpMinimap.h b/source/simulation2/components/ICmpMinimap.h
index f4922061ff..2cfeab3270 100644
--- a/source/simulation2/components/ICmpMinimap.h
+++ b/source/simulation2/components/ICmpMinimap.h
@@ -31,7 +31,7 @@ public:
/**
* Get the data for rendering this entity on the minimap.
* If it should not be drawn, returns false; otherwise the arguments are set
- * to the colour and world position.
+ * to the color and world position.
*/
virtual bool GetRenderData(u8& r, u8& g, u8& b, entity_pos_t& x, entity_pos_t& z) = 0;
diff --git a/source/simulation2/components/ICmpPlayer.cpp b/source/simulation2/components/ICmpPlayer.cpp
index 7bdc5873aa..bdc4b04bed 100644
--- a/source/simulation2/components/ICmpPlayer.cpp
+++ b/source/simulation2/components/ICmpPlayer.cpp
@@ -33,9 +33,9 @@ class CCmpPlayerScripted : public ICmpPlayer
public:
DEFAULT_SCRIPT_WRAPPER(PlayerScripted)
- virtual CColor GetColour()
+ virtual CColor GetColor()
{
- return m_Script.Call("GetColour");
+ return m_Script.Call("GetColor");
}
virtual std::wstring GetCiv()
diff --git a/source/simulation2/components/ICmpPlayer.h b/source/simulation2/components/ICmpPlayer.h
index fa30df5bc2..69b982dca8 100644
--- a/source/simulation2/components/ICmpPlayer.h
+++ b/source/simulation2/components/ICmpPlayer.h
@@ -31,7 +31,7 @@ class CFixedVector3D;
class ICmpPlayer : public IComponent
{
public:
- virtual CColor GetColour() = 0;
+ virtual CColor GetColor() = 0;
virtual std::wstring GetCiv() = 0;
virtual CFixedVector3D GetStartingCameraPos() = 0;
virtual CFixedVector3D GetStartingCameraRot() = 0;
diff --git a/source/simulation2/components/ICmpVisual.cpp b/source/simulation2/components/ICmpVisual.cpp
index 31c39e6db5..ab1e7f6362 100644
--- a/source/simulation2/components/ICmpVisual.cpp
+++ b/source/simulation2/components/ICmpVisual.cpp
@@ -28,7 +28,7 @@ DEFINE_INTERFACE_METHOD_1("ResetMoveAnimation", void, ICmpVisual, ResetMoveAnima
DEFINE_INTERFACE_METHOD_2("ReplaceMoveAnimation", void, ICmpVisual, ReplaceMoveAnimation, std::string, std::string)
DEFINE_INTERFACE_METHOD_1("SetAnimationSyncRepeat", void, ICmpVisual, SetAnimationSyncRepeat, fixed)
DEFINE_INTERFACE_METHOD_1("SetAnimationSyncOffset", void, ICmpVisual, SetAnimationSyncOffset, fixed)
-DEFINE_INTERFACE_METHOD_4("SetShadingColour", void, ICmpVisual, SetShadingColour, fixed, fixed, fixed, fixed)
+DEFINE_INTERFACE_METHOD_4("SetShadingColor", void, ICmpVisual, SetShadingColor, fixed, fixed, fixed, fixed)
DEFINE_INTERFACE_METHOD_2("SetVariable", void, ICmpVisual, SetVariable, std::string, float)
DEFINE_INTERFACE_METHOD_0("GetActorSeed", u32, ICmpVisual, GetActorSeed)
DEFINE_INTERFACE_METHOD_1("SetActorSeed", void, ICmpVisual, SetActorSeed, u32)
diff --git a/source/simulation2/components/ICmpVisual.h b/source/simulation2/components/ICmpVisual.h
index 92a517c649..504c7c83ef 100644
--- a/source/simulation2/components/ICmpVisual.h
+++ b/source/simulation2/components/ICmpVisual.h
@@ -130,7 +130,7 @@ public:
virtual void SetAnimationSyncOffset(fixed actiontime) = 0;
/**
- * Set the shading colour that will be modulated with the model's textures.
+ * Set the shading color that will be modulated with the model's textures.
* Default shading is (1, 1, 1, 1).
* Alpha should probably be 1 else it's unlikely to work properly.
* @param r red component, expected range [0, 1]
@@ -138,7 +138,7 @@ public:
* @param b blue component, expected range [0, 1]
* @param a alpha component, expected range [0, 1]
*/
- virtual void SetShadingColour(fixed r, fixed g, fixed b, fixed a) = 0;
+ virtual void SetShadingColor(fixed r, fixed g, fixed b, fixed a) = 0;
/**
* Set an arbitrarily-named variable that the model may use to alter its appearance
diff --git a/source/tools/atlas/AtlasUI/ActorEditor/ActorEditorListCtrl.cpp b/source/tools/atlas/AtlasUI/ActorEditor/ActorEditorListCtrl.cpp
index a1d97dcddb..55921abe03 100644
--- a/source/tools/atlas/AtlasUI/ActorEditor/ActorEditorListCtrl.cpp
+++ b/source/tools/atlas/AtlasUI/ActorEditor/ActorEditorListCtrl.cpp
@@ -30,21 +30,21 @@ ActorEditorListCtrl::ActorEditorListCtrl(wxWindow* parent)
: DraggableListCtrl(parent, wxID_ANY, wxDefaultPosition, wxDefaultSize,
wxLC_REPORT | wxLC_HRULES | wxLC_VRULES | wxLC_SINGLE_SEL)
{
- // Set colours for row backgrounds (which vary depending on what columns
+ // Set colors for row backgrounds (which vary depending on what columns
// have some data)
- #define COLOUR(name, c0, c1) \
- m_ListItemAttr_##name[0].SetBackgroundColour(wxColour c0); \
- m_ListItemAttr_##name[1].SetBackgroundColour(wxColour c1)
+ #define COLOR(name, c0, c1) \
+ m_ListItemAttr_##name[0].SetBackgroundColour(wxColor c0); \
+ m_ListItemAttr_##name[1].SetBackgroundColour(wxColor c1)
const int f=0xFF, e=0xEE, c=0xCC;
- COLOUR(Model, (f,f,e), (f,f,c));
- COLOUR(Texture, (f,e,e), (f,c,c));
- COLOUR(Anim, (e,f,e), (c,f,c));
- COLOUR(Prop, (e,e,f), (c,c,f));
- COLOUR(Colour, (f,e,f), (f,c,f));
- COLOUR(None, (f,f,f), (f,f,f));
+ COLOR(Model, (f,f,e), (f,f,c));
+ COLOR(Texture, (f,e,e), (f,c,c));
+ COLOR(Anim, (e,f,e), (c,f,c));
+ COLOR(Prop, (e,e,f), (c,c,f));
+ COLOR(Color, (f,e,f), (f,c,f));
+ COLOR(None, (f,f,f), (f,f,f));
- #undef COLOUR
+ #undef COLOR
AddColumnType(_("Variant"), 90, "@name", new FieldEditCtrl_Text());
AddColumnType(_("Ratio"), 50, "@frequency", new FieldEditCtrl_Text());
@@ -52,7 +52,7 @@ ActorEditorListCtrl::ActorEditorListCtrl(wxWindow* parent)
AddColumnType(_("Textures"), 250, "textures", new FieldEditCtrl_Dialog(&TexListEditor::Create));
AddColumnType(_("Animations"), 250, "animations", new FieldEditCtrl_Dialog(&AnimListEditor::Create));
AddColumnType(_("Props"), 220, "props", new FieldEditCtrl_Dialog(&PropListEditor::Create));
- AddColumnType(_("Colour"), 80, "colour", new FieldEditCtrl_Colour());
+ AddColumnType(_("Color"), 80, "color", new FieldEditCtrl_Color());
}
void ActorEditorListCtrl::DoImport(AtObj& in)
@@ -104,7 +104,7 @@ wxListItemAttr* ActorEditorListCtrl::OnGetItemAttr(long item) const
{
AtObj row (m_ListData[item]);
- // Colour-code the row, depending on the first non-empty column,
+ // Color-code the row, depending on the first non-empty column,
// and also alternate between light/dark.
if (row["mesh"].hasContent())
@@ -115,8 +115,8 @@ wxListItemAttr* ActorEditorListCtrl::OnGetItemAttr(long item) const
return const_cast(&m_ListItemAttr_Anim[item%2]);
else if (row["props"].hasContent())
return const_cast(&m_ListItemAttr_Prop[item%2]);
- else if (row["colour"].hasContent())
- return const_cast(&m_ListItemAttr_Colour[item%2]);
+ else if (row["color"].hasContent())
+ return const_cast(&m_ListItemAttr_Color[item%2]);
}
return const_cast(&m_ListItemAttr_None[item%2]);
diff --git a/source/tools/atlas/AtlasUI/ActorEditor/ActorEditorListCtrl.h b/source/tools/atlas/AtlasUI/ActorEditor/ActorEditorListCtrl.h
index e76144a523..748493796f 100644
--- a/source/tools/atlas/AtlasUI/ActorEditor/ActorEditorListCtrl.h
+++ b/source/tools/atlas/AtlasUI/ActorEditor/ActorEditorListCtrl.h
@@ -38,6 +38,6 @@ private:
wxListItemAttr m_ListItemAttr_Texture[2];
wxListItemAttr m_ListItemAttr_Anim[2];
wxListItemAttr m_ListItemAttr_Prop[2];
- wxListItemAttr m_ListItemAttr_Colour[2];
+ wxListItemAttr m_ListItemAttr_Color[2];
wxListItemAttr m_ListItemAttr_None[2];
};
diff --git a/source/tools/atlas/AtlasUI/CustomControls/Buttons/ToolButton.cpp b/source/tools/atlas/AtlasUI/CustomControls/Buttons/ToolButton.cpp
index 2e46f56fc5..d7237a7ead 100644
--- a/source/tools/atlas/AtlasUI/CustomControls/Buttons/ToolButton.cpp
+++ b/source/tools/atlas/AtlasUI/CustomControls/Buttons/ToolButton.cpp
@@ -39,7 +39,7 @@ ToolButton::ToolButton
{
// Explicitly set appearance, so that the button is always owner-drawn
// (by the wxButton code), rather than initially using the native
- // (fixed colour) button appearance.
+ // (fixed color) button appearance.
SetSelectedAppearance(false);
RegisterToolButton(this, toolName);
@@ -58,7 +58,7 @@ void ToolButton::SetSelectedAppearance(bool selected)
{
m_Selected = selected;
if (selected)
- SetBackgroundColour(wxColour(0xee, 0xcc, 0x55));
+ SetBackgroundColour(wxColor(0xee, 0xcc, 0x55));
else
SetBackgroundColour(wxSystemSettings::GetColour(wxSYS_COLOUR_BTNFACE));
}
@@ -73,9 +73,9 @@ ToolButtonBar::ToolButtonBar(ToolManager& toolManager, wxWindow* parent, Section
: wxToolBar(parent, wxID_ANY, wxDefaultPosition, wxDefaultSize, style)
, m_ToolManager(toolManager), m_SectionLayout(sectionLayout), m_Id(baseID), m_Size(-1)
{
- /* "msw.remap: If 1 (the default), wxToolBar bitmap colours will be remapped
+ /* "msw.remap: If 1 (the default), wxToolBar bitmap colors will be remapped
to the current theme's values. Set this to 0 to disable this functionality,
- for example if you're using more than 16 colours in your tool bitmaps." */
+ for example if you're using more than 16 colors in your tool bitmaps." */
wxSystemOptions::SetOption(wxT("msw.remap"), 0); // (has global effect)
}
diff --git a/source/tools/atlas/AtlasUI/CustomControls/ColourDialog/ColourDialog.cpp b/source/tools/atlas/AtlasUI/CustomControls/ColorDialog/ColorDialog.cpp
similarity index 59%
rename from source/tools/atlas/AtlasUI/CustomControls/ColourDialog/ColourDialog.cpp
rename to source/tools/atlas/AtlasUI/CustomControls/ColorDialog/ColorDialog.cpp
index 559f556c87..a4505f664f 100644
--- a/source/tools/atlas/AtlasUI/CustomControls/ColourDialog/ColourDialog.cpp
+++ b/source/tools/atlas/AtlasUI/CustomControls/ColorDialog/ColorDialog.cpp
@@ -20,14 +20,14 @@
#include "wx/regex.h"
#include "wx/config.h"
-#include "ColourDialog.h"
+#include "ColorDialog.h"
-ColourDialog::ColourDialog(wxWindow* parent, const wxString& customColourConfigPath, const wxColour& defaultColour)
-: wxColourDialog(parent), m_ConfigPath(customColourConfigPath)
+ColorDialog::ColorDialog(wxWindow* parent, const wxString& customColorConfigPath, const wxColor& defaultColor)
+: wxColourDialog(parent), m_ConfigPath(customColorConfigPath)
{
- GetColourData().SetColour(defaultColour);
+ GetColourData().SetColour(defaultColor);
- // Load custom colours from the config database
+ // Load custom colors from the config database
wxRegEx re (_T("([0-9]+) ([0-9]+) ([0-9]+)"), wxRE_EXTENDED);
@@ -36,26 +36,26 @@ ColourDialog::ColourDialog(wxWindow* parent, const wxString& customColourConfigP
{
for (int i = 0; i < 16; ++i)
{
- wxString customColour;
- if (cfg->Read(wxString::Format(_T("%s%d"), m_ConfigPath.c_str(), i), &customColour)
- && re.Matches(customColour))
+ wxString customColor;
+ if (cfg->Read(wxString::Format(_T("%s%d"), m_ConfigPath.c_str(), i), &customColor)
+ && re.Matches(customColor))
{
long r, g, b;
- re.GetMatch(customColour, 1).ToLong(&r);
- re.GetMatch(customColour, 2).ToLong(&g);
- re.GetMatch(customColour, 3).ToLong(&b);
- GetColourData().SetCustomColour(i, wxColour(r, g, b));
+ re.GetMatch(customColor, 1).ToLong(&r);
+ re.GetMatch(customColor, 2).ToLong(&g);
+ re.GetMatch(customColor, 3).ToLong(&b);
+ GetColourData().SetCustomColour(i, wxColor(r, g, b));
}
}
}
}
-int ColourDialog::ShowModal()
+int ColorDialog::ShowModal()
{
int ret = wxColourDialog::ShowModal();
if (ret == wxID_OK)
{
- // Save all the custom colours back into the config database
+ // Save all the custom colors back into the config database
wxConfigBase* cfg = wxConfigBase::Get(false);
if (cfg)
@@ -63,12 +63,12 @@ int ColourDialog::ShowModal()
for (int i = 0; i < 16; ++i)
{
wxString name = wxString::Format(_T("%s%d"), m_ConfigPath.c_str(), i);
- wxColour colour = GetColourData().GetCustomColour(i);
+ wxColor color = GetColourData().GetCustomColour(i);
- if (colour.IsOk())
+ if (color.IsOk())
{
- wxString customColour = wxString::Format(_T("%d %d %d"), colour.Red(), colour.Green(), colour.Blue());
- cfg->Write(name, customColour);
+ wxString customColor = wxString::Format(_T("%d %d %d"), color.Red(), color.Green(), color.Blue());
+ cfg->Write(name, customColor);
}
}
}
diff --git a/source/tools/atlas/AtlasUI/CustomControls/ColourDialog/ColourDialog.h b/source/tools/atlas/AtlasUI/CustomControls/ColorDialog/ColorDialog.h
similarity index 71%
rename from source/tools/atlas/AtlasUI/CustomControls/ColourDialog/ColourDialog.h
rename to source/tools/atlas/AtlasUI/CustomControls/ColorDialog/ColorDialog.h
index 2ed4e51c44..8a5f3401c3 100644
--- a/source/tools/atlas/AtlasUI/CustomControls/ColourDialog/ColourDialog.h
+++ b/source/tools/atlas/AtlasUI/CustomControls/ColorDialog/ColorDialog.h
@@ -15,16 +15,16 @@
* along with 0 A.D. If not, see .
*/
-#ifndef INCLUDED_COLOURDIALOG
-#define INCLUDED_COLOURDIALOG
+#ifndef INCLUDED_COLORDIALOG
+#define INCLUDED_COLORDIALOG
#include
-class ColourDialog : public wxColourDialog
+class ColorDialog : public wxColourDialog
{
public:
- // Typical customColourConfigPath would be "Scenario Editor/LightingColour"
- ColourDialog(wxWindow* parent, const wxString& customColourConfigPath, const wxColour& defaultColour);
+ // Typical customColorConfigPath would be "Scenario Editor/LightingColor"
+ ColorDialog(wxWindow* parent, const wxString& customColorConfigPath, const wxColor& defaultColor);
int ShowModal();
@@ -32,4 +32,4 @@ private:
wxString m_ConfigPath;
};
-#endif // INCLUDED_COLOURDIALOG
+#endif // INCLUDED_COLORDIALOG
diff --git a/source/tools/atlas/AtlasUI/CustomControls/EditableListCtrl/EditableListCtrl.cpp b/source/tools/atlas/AtlasUI/CustomControls/EditableListCtrl/EditableListCtrl.cpp
index 58e0750ac6..7ebdce970e 100644
--- a/source/tools/atlas/AtlasUI/CustomControls/EditableListCtrl/EditableListCtrl.cpp
+++ b/source/tools/atlas/AtlasUI/CustomControls/EditableListCtrl/EditableListCtrl.cpp
@@ -37,8 +37,8 @@ EditableListCtrl::EditableListCtrl(wxWindow *parent,
const wxString& name)
: wxListCtrl(parent, id, pos, size, style | wxLC_VIRTUAL, validator, name)
{
- m_ListItemAttr[0].SetBackgroundColour(wxColour(0xff, 0xff, 0xff));
- m_ListItemAttr[1].SetBackgroundColour(wxColour(0xee, 0xee, 0xee));
+ m_ListItemAttr[0].SetBackgroundColour(wxColor(0xff, 0xff, 0xff));
+ m_ListItemAttr[1].SetBackgroundColour(wxColor(0xee, 0xee, 0xee));
wxASSERT_MSG(style & wxLC_REPORT, _T("EditableListCtrl must be LC_REPORT"));
UpdateDisplay();
@@ -277,7 +277,7 @@ wxListItemAttr* EditableListCtrl::OnGetItemAttr(long item) const
if (item >= (long)m_ListData.size())
return const_cast(&m_ListItemAttr[0]);
- // Make the background colours of rows alternate
+ // Make the background colors of rows alternate
else
return const_cast(&m_ListItemAttr[item%2]);
}
diff --git a/source/tools/atlas/AtlasUI/CustomControls/EditableListCtrl/EditableListCtrl.h b/source/tools/atlas/AtlasUI/CustomControls/EditableListCtrl/EditableListCtrl.h
index 2859a524d5..ccbbe01e9d 100644
--- a/source/tools/atlas/AtlasUI/CustomControls/EditableListCtrl/EditableListCtrl.h
+++ b/source/tools/atlas/AtlasUI/CustomControls/EditableListCtrl/EditableListCtrl.h
@@ -108,7 +108,7 @@ protected:
bool IsRowBlank(int n);
- wxListItemAttr m_ListItemAttr[2]; // standard+alternate colours
+ wxListItemAttr m_ListItemAttr[2]; // standard+alternate colors
DECLARE_EVENT_TABLE();
};
diff --git a/source/tools/atlas/AtlasUI/CustomControls/EditableListCtrl/FieldEditCtrl.cpp b/source/tools/atlas/AtlasUI/CustomControls/EditableListCtrl/FieldEditCtrl.cpp
index 78066441ef..9c622c342a 100644
--- a/source/tools/atlas/AtlasUI/CustomControls/EditableListCtrl/FieldEditCtrl.cpp
+++ b/source/tools/atlas/AtlasUI/CustomControls/EditableListCtrl/FieldEditCtrl.cpp
@@ -49,32 +49,32 @@ void FieldEditCtrl_Text::StartEdit(wxWindow* parent, wxRect rect, long row, int
//////////////////////////////////////////////////////////////////////////
-void FieldEditCtrl_Colour::StartEdit(wxWindow* parent, wxRect WXUNUSED(rect), long row, int col)
+void FieldEditCtrl_Color::StartEdit(wxWindow* parent, wxRect WXUNUSED(rect), long row, int col)
{
EditableListCtrl* editCtrl = (EditableListCtrl*)parent;
- wxColour oldColour;
- wxString oldColourStr (editCtrl->GetCellObject(row, col));
+ wxColor oldColor;
+ wxString oldColorStr (editCtrl->GetCellObject(row, col));
- // Parse the "r g b" colour string (and ignore leading/trailing junk)
+ // Parse the "r g b" color string (and ignore leading/trailing junk)
wxRegEx re (_T("([0-9]+) ([0-9]+) ([0-9]+)")); // don't use \d, since that requires wxRE_ADVANCED
wxASSERT(re.IsValid());
- if (re.Matches(oldColourStr))
+ if (re.Matches(oldColorStr))
{
wxASSERT(re.GetMatchCount() == 4); // 1 for matched string, +3 for captured groups
long r, g, b;
- re.GetMatch(oldColourStr, 1).ToLong(&r);
- re.GetMatch(oldColourStr, 2).ToLong(&g);
- re.GetMatch(oldColourStr, 3).ToLong(&b);
- oldColour = wxColour(r, g, b);
+ re.GetMatch(oldColorStr, 1).ToLong(&r);
+ re.GetMatch(oldColorStr, 2).ToLong(&g);
+ re.GetMatch(oldColorStr, 3).ToLong(&b);
+ oldColor = wxColor(r, g, b);
}
- wxColour newColour = wxGetColourFromUser(parent, oldColour);
+ wxColor newColor = wxGetColourFromUser(parent, oldColor);
- if (newColour.IsOk()) // test whether the user cancelled the selection
+ if (newColor.IsOk()) // test whether the user cancelled the selection
{
- wxString newColourStr = wxString::Format(_T("%d %d %d"), newColour.Red(), newColour.Green(), newColour.Blue());
+ wxString newColorStr = wxString::Format(_T("%d %d %d"), newColor.Red(), newColor.Green(), newColor.Blue());
AtlasWindowCommandProc::GetFromParentFrame(editCtrl)->Submit(
- new EditCommand_Text(editCtrl, row, col, newColourStr)
+ new EditCommand_Text(editCtrl, row, col, newColorStr)
);
}
}
diff --git a/source/tools/atlas/AtlasUI/CustomControls/EditableListCtrl/FieldEditCtrl.h b/source/tools/atlas/AtlasUI/CustomControls/EditableListCtrl/FieldEditCtrl.h
index 38cf402791..3220cbabf0 100644
--- a/source/tools/atlas/AtlasUI/CustomControls/EditableListCtrl/FieldEditCtrl.h
+++ b/source/tools/atlas/AtlasUI/CustomControls/EditableListCtrl/FieldEditCtrl.h
@@ -42,7 +42,7 @@ protected:
//////////////////////////////////////////////////////////////////////////
-class FieldEditCtrl_Colour : public FieldEditCtrl
+class FieldEditCtrl_Color : public FieldEditCtrl
{
protected:
void StartEdit(wxWindow* parent, wxRect rect, long row, int col);
diff --git a/source/tools/atlas/AtlasUI/ScenarioEditor/ScenarioEditor.cpp b/source/tools/atlas/AtlasUI/ScenarioEditor/ScenarioEditor.cpp
index 26b6b110ba..1038101e01 100644
--- a/source/tools/atlas/AtlasUI/ScenarioEditor/ScenarioEditor.cpp
+++ b/source/tools/atlas/AtlasUI/ScenarioEditor/ScenarioEditor.cpp
@@ -501,7 +501,7 @@ ScenarioEditor::ScenarioEditor(wxWindow* parent)
WX_GL_DOUBLEBUFFER,
WX_GL_DEPTH_SIZE, 24, // TODO: wx documentation doesn't say 24 is valid
WX_GL_STENCIL_SIZE, 8,
- WX_GL_BUFFER_SIZE, 24, // colour bits
+ WX_GL_BUFFER_SIZE, 24, // color bits
WX_GL_MIN_ALPHA, 8, // alpha bits
0
};
diff --git a/source/tools/atlas/AtlasUI/ScenarioEditor/SectionLayout.cpp b/source/tools/atlas/AtlasUI/ScenarioEditor/SectionLayout.cpp
index 451711a3a5..e1fe7ebfb4 100644
--- a/source/tools/atlas/AtlasUI/ScenarioEditor/SectionLayout.cpp
+++ b/source/tools/atlas/AtlasUI/ScenarioEditor/SectionLayout.cpp
@@ -51,7 +51,7 @@ public:
void SetSelectedAppearance(bool selected)
{
if (selected)
- SetBackgroundColour(wxColour(0xee, 0xcc, 0x55));
+ SetBackgroundColour(wxColor(0xee, 0xcc, 0x55));
else
SetBackgroundColour(wxSystemSettings::GetColour(wxSYS_COLOUR_BTNFACE));
}
diff --git a/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Environment/Environment.cpp b/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Environment/Environment.cpp
index 0236af63f3..4397c132a5 100644
--- a/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Environment/Environment.cpp
+++ b/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Environment/Environment.cpp
@@ -23,7 +23,7 @@
#include "GameInterface/Messages.h"
#include "ScenarioEditor/ScenarioEditor.h"
#include "General/Observable.h"
-#include "CustomControls/ColourDialog/ColourDialog.h"
+#include "CustomControls/ColorDialog/ColorDialog.h"
using AtlasMessage::Shareable;
@@ -133,14 +133,14 @@ END_EVENT_TABLE()
//////////////////////////////////////////////////////////////////////////
-class VariableColourBox : public wxPanel
+class VariableColorBox : public wxPanel
{
public:
- VariableColourBox(wxWindow* parent, const wxString& label, Shareable& colour)
+ VariableColorBox(wxWindow* parent, const wxString& label, Shareable& color)
: wxPanel(parent),
- m_Colour(colour)
+ m_Color(color)
{
- m_Conn = g_EnvironmentSettings.RegisterObserver(0, &VariableColourBox::OnSettingsChange, this);
+ m_Conn = g_EnvironmentSettings.RegisterObserver(0, &VariableColorBox::OnSettingsChange, this);
m_Sizer = new wxStaticBoxSizer(wxVERTICAL, this, label);
SetSizer(m_Sizer);
@@ -156,13 +156,13 @@ public:
void OnClick(wxCommandEvent& WXUNUSED(evt))
{
- ColourDialog dlg (this, _T("Scenario Editor/LightingColour"),
- wxColour(m_Colour->r, m_Colour->g, m_Colour->b));
+ ColorDialog dlg (this, _T("Scenario Editor/LightingColor"),
+ wxColor(m_Color->r, m_Color->g, m_Color->b));
if (dlg.ShowModal() == wxID_OK)
{
- wxColour& c = dlg.GetColourData().GetColour();
- m_Colour = AtlasMessage::Colour(c.Red(), c.Green(), c.Blue());
+ wxColor& c = dlg.GetColourData().GetColour();
+ m_Color = AtlasMessage::Color(c.Red(), c.Green(), c.Blue());
UpdateButton();
g_EnvironmentSettings.NotifyObserversExcept(m_Conn);
@@ -171,14 +171,14 @@ public:
void UpdateButton()
{
- m_Button->SetBackgroundColour(wxColour(m_Colour->r, m_Colour->g, m_Colour->b));
- m_Button->SetLabel(wxString::Format(_T("%02X %02X %02X"), m_Colour->r, m_Colour->g, m_Colour->b));
+ m_Button->SetBackgroundColour(wxColor(m_Color->r, m_Color->g, m_Color->b));
+ m_Button->SetLabel(wxString::Format(_T("%02X %02X %02X"), m_Color->r, m_Color->g, m_Color->b));
- int y = 3*m_Colour->r + 6*m_Colour->g + 1*m_Colour->b;
+ int y = 3*m_Color->r + 6*m_Color->g + 1*m_Color->b;
if (y > 1280)
- m_Button->SetForegroundColour(wxColour(0, 0, 0));
+ m_Button->SetForegroundColour(wxColor(0, 0, 0));
else
- m_Button->SetForegroundColour(wxColour(255, 255, 255));
+ m_Button->SetForegroundColour(wxColor(255, 255, 255));
}
@@ -186,13 +186,13 @@ private:
ObservableScopedConnection m_Conn;
wxStaticBoxSizer* m_Sizer;
wxButton* m_Button;
- Shareable& m_Colour;
+ Shareable& m_Color;
DECLARE_EVENT_TABLE();
};
-BEGIN_EVENT_TABLE(VariableColourBox, wxPanel)
- EVT_BUTTON(wxID_ANY, VariableColourBox::OnClick)
+BEGIN_EVENT_TABLE(VariableColorBox, wxPanel)
+ EVT_BUTTON(wxID_ANY, VariableColorBox::OnClick)
END_EVENT_TABLE()
//////////////////////////////////////////////////////////////////////////
@@ -222,8 +222,8 @@ EnvironmentSidebar::EnvironmentSidebar(ScenarioEditor& scenarioEditor, wxWindow*
waterSizer->Add(new VariableSliderBox(scrolledWindow, _("Water waviness"), g_EnvironmentSettings.waterwaviness, 0.f, 10.f), wxSizerFlags().Expand());
waterSizer->Add(new VariableSliderBox(scrolledWindow, _("Water murkiness"), g_EnvironmentSettings.watermurkiness, 0.f, 1.f), wxSizerFlags().Expand());
waterSizer->Add(new VariableSliderBox(scrolledWindow, _("Wind angle"), g_EnvironmentSettings.windangle, -M_PIf, M_PIf), wxSizerFlags().Expand());
- waterSizer->Add(new VariableColourBox(scrolledWindow, _("Water colour"), g_EnvironmentSettings.watercolour), wxSizerFlags().Expand());
- waterSizer->Add(new VariableColourBox(scrolledWindow, _("Water tint"), g_EnvironmentSettings.watertint), wxSizerFlags().Expand());
+ waterSizer->Add(new VariableColorBox(scrolledWindow, _("Water color"), g_EnvironmentSettings.watercolor), wxSizerFlags().Expand());
+ waterSizer->Add(new VariableColorBox(scrolledWindow, _("Water tint"), g_EnvironmentSettings.watertint), wxSizerFlags().Expand());
std::vector list;
list.push_back(L"ocean"); list.push_back(L"lake"); list.push_back(L"clap");
@@ -237,13 +237,13 @@ EnvironmentSidebar::EnvironmentSidebar(ScenarioEditor& scenarioEditor, wxWindow*
sunSizer->Add(new VariableSliderBox(scrolledWindow, _("Sun elevation"), g_EnvironmentSettings.sunelevation, -M_PIf/2, M_PIf/2), wxSizerFlags().Expand());
sunSizer->Add(new VariableSliderBox(scrolledWindow, _("Sun overbrightness"), g_EnvironmentSettings.sunoverbrightness, 1.0f, 3.0f), wxSizerFlags().Expand());
sunSizer->Add(new LightControl(scrolledWindow, wxSize(150, 150), g_EnvironmentSettings));
- sunSizer->Add(new VariableColourBox(scrolledWindow, _("Sun colour"), g_EnvironmentSettings.suncolour), wxSizerFlags().Expand());
+ sunSizer->Add(new VariableColorBox(scrolledWindow, _("Sun color"), g_EnvironmentSettings.suncolor), wxSizerFlags().Expand());
sunSizer->Add(m_SkyList = new VariableListBox(scrolledWindow, _("Sky set"), g_EnvironmentSettings.skyset), wxSizerFlags().Expand());
sunSizer->Add(new VariableSliderBox(scrolledWindow, _("Fog Factor"), g_EnvironmentSettings.fogfactor, 0.0f, 0.01f), wxSizerFlags().Expand());
sunSizer->Add(new VariableSliderBox(scrolledWindow, _("Fog Thickness"), g_EnvironmentSettings.fogmax, 0.5f, 0.0f), wxSizerFlags().Expand());
- sunSizer->Add(new VariableColourBox(scrolledWindow, _("Fog colour"), g_EnvironmentSettings.fogcolour), wxSizerFlags().Expand());
- sunSizer->Add(new VariableColourBox(scrolledWindow, _("Terrain ambient colour"), g_EnvironmentSettings.terraincolour), wxSizerFlags().Expand());
- sunSizer->Add(new VariableColourBox(scrolledWindow, _("Object ambient colour"), g_EnvironmentSettings.unitcolour), wxSizerFlags().Expand());
+ sunSizer->Add(new VariableColorBox(scrolledWindow, _("Fog color"), g_EnvironmentSettings.fogcolor), wxSizerFlags().Expand());
+ sunSizer->Add(new VariableColorBox(scrolledWindow, _("Terrain ambient color"), g_EnvironmentSettings.terraincolor), wxSizerFlags().Expand());
+ sunSizer->Add(new VariableColorBox(scrolledWindow, _("Object ambient color"), g_EnvironmentSettings.unitcolor), wxSizerFlags().Expand());
wxSizer* postProcSizer = new wxStaticBoxSizer(wxVERTICAL, scrolledWindow, _T("Post-processing settings"));
scrollSizer->Add(postProcSizer, wxSizerFlags().Expand().Border(wxTOP, 8));
diff --git a/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Player/Player.cpp b/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Player/Player.cpp
index 426b7866b4..c99200de2c 100644
--- a/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Player/Player.cpp
+++ b/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Player/Player.cpp
@@ -20,7 +20,7 @@
#include "Player.h"
#include "AtlasObject/AtlasObject.h"
-#include "CustomControls/ColourDialog/ColourDialog.h"
+#include "CustomControls/ColorDialog/ColorDialog.h"
#include "ScenarioEditor/ScenarioEditor.h"
#include "wx/choicebk.h"
@@ -33,11 +33,11 @@ enum
ID_PlayerMetal,
ID_PlayerStone,
ID_PlayerPop,
- ID_PlayerColour,
+ ID_PlayerColor,
ID_DefaultName,
ID_DefaultCiv,
- ID_DefaultColour,
+ ID_DefaultColor,
ID_DefaultAI,
ID_DefaultFood,
ID_DefaultWood,
@@ -130,12 +130,12 @@ public:
gridSizer->Add(civChoice, wxSizerFlags(1).Expand().Align(wxALIGN_RIGHT));
m_Controls.civ = civChoice;
- wxButton* colourButton = new wxButton(this, ID_PlayerColour);
- gridSizer->Add(new DefaultCheckbox(this, ID_DefaultColour, colourButton), wxSizerFlags().Align(wxALIGN_CENTER_VERTICAL));
- gridSizer->Add(new wxStaticText(this, wxID_ANY, _("Colour")), wxSizerFlags().Align(wxALIGN_CENTER_VERTICAL | wxALIGN_RIGHT));
- gridSizer->Add(Tooltipped(colourButton,
- _("Set player colour")), wxSizerFlags(1).Expand().Align(wxALIGN_RIGHT));
- m_Controls.colour = colourButton;
+ wxButton* colorButton = new wxButton(this, ID_PlayerColor);
+ gridSizer->Add(new DefaultCheckbox(this, ID_DefaultColor, colorButton), wxSizerFlags().Align(wxALIGN_CENTER_VERTICAL));
+ gridSizer->Add(new wxStaticText(this, wxID_ANY, _("Color")), wxSizerFlags().Align(wxALIGN_CENTER_VERTICAL | wxALIGN_RIGHT));
+ gridSizer->Add(Tooltipped(colorButton,
+ _("Set player color")), wxSizerFlags(1).Expand().Align(wxALIGN_RIGHT));
+ m_Controls.color = colorButton;
wxChoice* aiChoice = new wxChoice(this, wxID_ANY);
gridSizer->Add(new DefaultCheckbox(this, ID_DefaultAI, aiChoice), wxSizerFlags().Align(wxALIGN_CENTER_VERTICAL));
@@ -287,14 +287,14 @@ public:
}
private:
- void OnColour(wxCommandEvent& evt)
+ void OnColor(wxCommandEvent& evt)
{
- // Show colour dialog
- ColourDialog colourDlg(this, _T("Scenario Editor/PlayerColour"), m_Controls.colour->GetBackgroundColour());
+ // Show color dialog
+ ColorDialog colorDlg(this, _T("Scenario Editor/PlayerColor"), m_Controls.color->GetBackgroundColour());
- if (colourDlg.ShowModal() == wxID_OK)
+ if (colorDlg.ShowModal() == wxID_OK)
{
- m_Controls.colour->SetBackgroundColour(colourDlg.GetColourData().GetColour());
+ m_Controls.color->SetBackgroundColour(colorDlg.GetColourData().GetColour());
// Pass event on to next handler
evt.Skip();
@@ -335,7 +335,7 @@ private:
};
BEGIN_EVENT_TABLE(PlayerNotebookPage, wxPanel)
- EVT_BUTTON(ID_PlayerColour, PlayerNotebookPage::OnColour)
+ EVT_BUTTON(ID_PlayerColor, PlayerNotebookPage::OnColor)
EVT_BUTTON(ID_CameraSet, PlayerNotebookPage::OnCameraSet)
EVT_BUTTON(ID_CameraView, PlayerNotebookPage::OnCameraView)
EVT_BUTTON(ID_CameraClear, PlayerNotebookPage::OnCameraClear)
@@ -443,13 +443,13 @@ private:
}
}
- void OnPlayerColour(wxCommandEvent& WXUNUSED(evt))
+ void OnPlayerColor(wxCommandEvent& WXUNUSED(evt))
{
if (!m_InGUIUpdate)
{
SendToEngine();
- // Update player settings, to show new colour
+ // Update player settings, to show new color
POST_MESSAGE(LoadPlayerSettings, (false));
}
}
@@ -535,7 +535,7 @@ private:
};
BEGIN_EVENT_TABLE(PlayerSettingsControl, wxPanel)
- EVT_BUTTON(ID_PlayerColour, PlayerSettingsControl::OnPlayerColour)
+ EVT_BUTTON(ID_PlayerColor, PlayerSettingsControl::OnPlayerColor)
EVT_BUTTON(ID_CameraSet, PlayerSettingsControl::OnEdit)
EVT_BUTTON(ID_CameraClear, PlayerSettingsControl::OnEdit)
EVT_CHECKBOX(wxID_ANY, PlayerSettingsControl::OnEdit)
@@ -723,15 +723,15 @@ void PlayerSettingsControl::ReadFromEngine()
}
wxDynamicCast(FindWindowById(ID_DefaultCiv, controls.page), DefaultCheckbox)->SetValue(defined);
- // colour
- wxColour colour;
- AtObj clrObj = *player["Colour"];
+ // color
+ wxColor color;
+ AtObj clrObj = *player["Color"];
defined = clrObj.defined();
if (!defined)
- clrObj = *playerDefs["Colour"];
- colour = wxColor((*clrObj["r"]).getInt(), (*clrObj["g"]).getInt(), (*clrObj["b"]).getInt());
- controls.colour->SetBackgroundColour(colour);
- wxDynamicCast(FindWindowById(ID_DefaultColour, controls.page), DefaultCheckbox)->SetValue(defined);
+ clrObj = *playerDefs["Color"];
+ color = wxColor((*clrObj["r"]).getInt(), (*clrObj["g"]).getInt(), (*clrObj["b"]).getInt());
+ controls.color->SetBackgroundColour(color);
+ wxDynamicCast(FindWindowById(ID_DefaultColor, controls.page), DefaultCheckbox)->SetValue(defined);
// player type
wxString aiID;
@@ -866,15 +866,15 @@ AtObj PlayerSettingsControl::UpdateSettingsObject()
player.set("Civ", str->GetData());
}
- // colour
- if (controls.colour->IsEnabled())
+ // color
+ if (controls.color->IsEnabled())
{
- wxColour colour = controls.colour->GetBackgroundColour();
+ wxColor color = controls.color->GetBackgroundColour();
AtObj clrObj;
- clrObj.setInt("r", (int)colour.Red());
- clrObj.setInt("g", (int)colour.Green());
- clrObj.setInt("b", (int)colour.Blue());
- player.set("Colour", clrObj);
+ clrObj.setInt("r", (int)color.Red());
+ clrObj.setInt("g", (int)color.Green());
+ clrObj.setInt("b", (int)color.Blue());
+ player.set("Color", clrObj);
}
// player type
diff --git a/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Player/Player.h b/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Player/Player.h
index b6b2d1ad51..57cfe4d4f0 100644
--- a/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Player/Player.h
+++ b/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Player/Player.h
@@ -54,7 +54,7 @@ struct PlayerPageControls
wxTextCtrl* name;
wxChoice* civ;
- wxButton* colour;
+ wxButton* color;
wxSpinCtrl* food;
wxSpinCtrl* wood;
wxSpinCtrl* stone;
diff --git a/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Terrain/Terrain.cpp b/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Terrain/Terrain.cpp
index 8d9510ff53..f31047da37 100644
--- a/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Terrain/Terrain.cpp
+++ b/source/tools/atlas/AtlasUI/ScenarioEditor/Sections/Terrain/Terrain.cpp
@@ -326,7 +326,7 @@ public:
{
m_ScrolledPanel = new wxScrolledWindow(this, wxID_ANY, wxDefaultPosition, wxDefaultSize, wxVSCROLL);
m_ScrolledPanel->SetScrollRate(0, 10);
- m_ScrolledPanel->SetBackgroundColour(wxColour(255, 255, 255));
+ m_ScrolledPanel->SetBackgroundColour(wxColor(255, 255, 255));
wxSizer* sizer = new wxBoxSizer(wxVERTICAL);
sizer->Add(m_ScrolledPanel, wxSizerFlags().Proportion(1).Expand());
@@ -420,7 +420,7 @@ public:
if (m_LastTerrainSelection)
m_LastTerrainSelection->SetBackgroundColour(wxNullColour);
- button->SetBackgroundColour(wxColour(255, 255, 0));
+ button->SetBackgroundColour(wxColor(255, 255, 0));
m_LastTerrainSelection = button;
// Slight hack: Default to Paint mode because that's probably what the user wanted
@@ -449,7 +449,7 @@ private:
wxString m_Name;
wxScrolledWindow* m_ScrolledPanel;
wxGridSizer* m_ItemSizer;
- wxButton* m_LastTerrainSelection; // button that was last selected, so we can undo its colouring
+ wxButton* m_LastTerrainSelection; // button that was last selected, so we can undo its coloring
DECLARE_EVENT_TABLE();
};
diff --git a/source/tools/atlas/GameInterface/ActorViewer.cpp b/source/tools/atlas/GameInterface/ActorViewer.cpp
index 0469da4cf4..5fb50614d7 100644
--- a/source/tools/atlas/GameInterface/ActorViewer.cpp
+++ b/source/tools/atlas/GameInterface/ActorViewer.cpp
@@ -440,10 +440,10 @@ void ActorViewer::SetActor(const CStrW& name, const CStrW& animation, player_id_
m.CurrentUnitAnim = animation;
}
-void ActorViewer::SetBackgroundColour(const SColor4ub& colour)
+void ActorViewer::SetBackgroundColor(const SColor4ub& color)
{
- m.Background = colour;
- m.Terrain.SetBaseColour(colour);
+ m.Background = color;
+ m.Terrain.SetBaseColor(color);
}
void ActorViewer::SetWalkEnabled(bool enabled) { m.WalkEnabled = enabled; }
diff --git a/source/tools/atlas/GameInterface/ActorViewer.h b/source/tools/atlas/GameInterface/ActorViewer.h
index 69e49c93b4..adc8810de2 100644
--- a/source/tools/atlas/GameInterface/ActorViewer.h
+++ b/source/tools/atlas/GameInterface/ActorViewer.h
@@ -37,7 +37,7 @@ public:
entity_id_t GetEntity();
void SetActor(const CStrW& id, const CStrW& animation, player_id_t playerID);
void UnloadObjects();
- void SetBackgroundColour(const SColor4ub& colour);
+ void SetBackgroundColor(const SColor4ub& color);
void SetWalkEnabled(bool enabled);
void SetGroundEnabled(bool enabled);
void SetWaterEnabled(bool enabled);
diff --git a/source/tools/atlas/GameInterface/Brushes.cpp b/source/tools/atlas/GameInterface/Brushes.cpp
index 50062bf8fc..4df013d1cd 100644
--- a/source/tools/atlas/GameInterface/Brushes.cpp
+++ b/source/tools/atlas/GameInterface/Brushes.cpp
@@ -56,7 +56,7 @@ public:
{
ssize_t i0, j0;
m_Brush->GetBottomLeft(i0, j0);
- // Colour this tile based on the average of the surrounding vertices
+ // Color this tile based on the average of the surrounding vertices
float avg = (
m_Brush->Get(i-i0, j-j0) + m_Brush->Get(i-i0+1, j-j0) +
m_Brush->Get(i-i0, j-j0+1) + m_Brush->Get(i-i0+1, j-j0+1)
diff --git a/source/tools/atlas/GameInterface/Handlers/EnvironmentHandlers.cpp b/source/tools/atlas/GameInterface/Handlers/EnvironmentHandlers.cpp
index 2aca9d4b7e..e34f26aa22 100644
--- a/source/tools/atlas/GameInterface/Handlers/EnvironmentHandlers.cpp
+++ b/source/tools/atlas/GameInterface/Handlers/EnvironmentHandlers.cpp
@@ -50,11 +50,11 @@ sEnvironmentSettings GetSettings()
s.watermurkiness = wm->m_Murkiness;
s.windangle = wm->m_WindAngle;
- // CColor colours
-#define COLOUR(A, B) A = Colour((int)(B.r*255), (int)(B.g*255), (int)(B.b*255))
- COLOUR(s.watercolour, wm->m_WaterColor);
- COLOUR(s.watertint, wm->m_WaterTint);
-#undef COLOUR
+ // CColor colors
+#define COLOR(A, B) A = Color((int)(B.r*255), (int)(B.g*255), (int)(B.b*255))
+ COLOR(s.watercolor, wm->m_WaterColor);
+ COLOR(s.watertint, wm->m_WaterTint);
+#undef COLOR
float sunrotation = g_LightEnv.GetRotation();
if (sunrotation > (float)M_PI)
@@ -74,8 +74,8 @@ sEnvironmentSettings GetSettings()
s.saturation = g_LightEnv.m_Saturation;
s.bloom = g_LightEnv.m_Bloom;
- // RGBColor (CVector3D) colours
-#define COLOUR(A, B) A = Colour((int)(B.X*255), (int)(B.Y*255), (int)(B.Z*255))
+ // RGBColor (CVector3D) colors
+#define COLOR(A, B) A = Color((int)(B.X*255), (int)(B.Y*255), (int)(B.Z*255))
s.sunoverbrightness = MaxComponent(g_LightEnv.m_SunColor);
// clamp color to [0..1] before packing into u8 triplet
if(s.sunoverbrightness > 1.0f)
@@ -83,11 +83,11 @@ sEnvironmentSettings GetSettings()
// no component was above 1.0, so reset scale factor (don't want to darken)
else
s.sunoverbrightness = 1.0f;
- COLOUR(s.suncolour, g_LightEnv.m_SunColor);
- COLOUR(s.terraincolour, g_LightEnv.m_TerrainAmbientColor);
- COLOUR(s.unitcolour, g_LightEnv.m_UnitsAmbientColor);
- COLOUR(s.fogcolour, g_LightEnv.m_FogColor);
-#undef COLOUR
+ COLOR(s.suncolor, g_LightEnv.m_SunColor);
+ COLOR(s.terraincolor, g_LightEnv.m_TerrainAmbientColor);
+ COLOR(s.unitcolor, g_LightEnv.m_UnitsAmbientColor);
+ COLOR(s.fogcolor, g_LightEnv.m_FogColor);
+#undef COLOR
return s;
}
@@ -109,10 +109,10 @@ void SetSettings(const sEnvironmentSettings& s)
wm->ReloadWaterNormalTextures();
}
-#define COLOUR(A, B) B = CColor(A->r/255.f, A->g/255.f, A->b/255.f, 1.f)
- COLOUR(s.watercolour, wm->m_WaterColor);
- COLOUR(s.watertint, wm->m_WaterTint);
-#undef COLOUR
+#define COLOR(A, B) B = CColor(A->r/255.f, A->g/255.f, A->b/255.f, 1.f)
+ COLOR(s.watercolor, wm->m_WaterColor);
+ COLOR(s.watertint, wm->m_WaterTint);
+#undef COLOR
g_LightEnv.SetRotation(s.sunrotation);
g_LightEnv.SetElevation(s.sunelevation);
@@ -135,13 +135,13 @@ void SetSettings(const sEnvironmentSettings& s)
g_LightEnv.m_Saturation = s.saturation;
g_LightEnv.m_Bloom = s.bloom;
-#define COLOUR(A, B) B = RGBColor(A->r/255.f, A->g/255.f, A->b/255.f)
- COLOUR(s.suncolour, g_LightEnv.m_SunColor);
+#define COLOR(A, B) B = RGBColor(A->r/255.f, A->g/255.f, A->b/255.f)
+ COLOR(s.suncolor, g_LightEnv.m_SunColor);
g_LightEnv.m_SunColor *= s.sunoverbrightness;
- COLOUR(s.terraincolour, g_LightEnv.m_TerrainAmbientColor);
- COLOUR(s.unitcolour, g_LightEnv.m_UnitsAmbientColor);
- COLOUR(s.fogcolour, g_LightEnv.m_FogColor);
-#undef COLOUR
+ COLOR(s.terraincolor, g_LightEnv.m_TerrainAmbientColor);
+ COLOR(s.unitcolor, g_LightEnv.m_UnitsAmbientColor);
+ COLOR(s.fogcolor, g_LightEnv.m_FogColor);
+#undef COLOR
}
BEGIN_COMMAND(SetEnvironmentSettings)
diff --git a/source/tools/atlas/GameInterface/Handlers/MapHandlers.cpp b/source/tools/atlas/GameInterface/Handlers/MapHandlers.cpp
index 3d3ea993df..1050477407 100644
--- a/source/tools/atlas/GameInterface/Handlers/MapHandlers.cpp
+++ b/source/tools/atlas/GameInterface/Handlers/MapHandlers.cpp
@@ -231,7 +231,7 @@ MESSAGEHANDLER(ImportHeightmap)
{
int offset = y * mapLineSkip + x * bytesPP;
- // pick colour channel with highest value
+ // pick color channel with highest value
u16 value = std::max(mapdata[offset+bytesPP*2], std::max(mapdata[offset], mapdata[offset+bytesPP]));
heightmap[(terrainSize-y-1) * hmSize + x] = clamp(value * 256, 0, 65535);
diff --git a/source/tools/atlas/GameInterface/Handlers/ObjectHandlers.cpp b/source/tools/atlas/GameInterface/Handlers/ObjectHandlers.cpp
index 2a92d2e293..f081fe7bfa 100644
--- a/source/tools/atlas/GameInterface/Handlers/ObjectHandlers.cpp
+++ b/source/tools/atlas/GameInterface/Handlers/ObjectHandlers.cpp
@@ -81,9 +81,9 @@ void CheckObstructionAndUpdateVisual(entity_id_t id)
if (cmpVisual)
{
if (!CheckEntityObstruction(id))
- cmpVisual->SetShadingColour(fixed::FromDouble(1.4), fixed::FromDouble(0.4), fixed::FromDouble(0.4), fixed::FromDouble(1));
+ cmpVisual->SetShadingColor(fixed::FromDouble(1.4), fixed::FromDouble(0.4), fixed::FromDouble(0.4), fixed::FromDouble(1));
else
- cmpVisual->SetShadingColour(fixed::FromDouble(1), fixed::FromDouble(1), fixed::FromDouble(1), fixed::FromDouble(1));
+ cmpVisual->SetShadingColor(fixed::FromDouble(1), fixed::FromDouble(1), fixed::FromDouble(1), fixed::FromDouble(1));
}
}
@@ -127,7 +127,7 @@ typedef std::map PlayerColorMap;
// Helper function to find color of player owning the given entity,
// returns white if entity has no owner. Uses caching to avoid
// expensive script calls.
-static CColor GetOwnerPlayerColor(PlayerColorMap& colourMap, entity_id_t id)
+static CColor GetOwnerPlayerColor(PlayerColorMap& colorMap, entity_id_t id)
{
// Default color - white
CColor color(1.0f, 1.0f, 1.0f, 1.0f);
@@ -137,15 +137,15 @@ static CColor GetOwnerPlayerColor(PlayerColorMap& colourMap, entity_id_t id)
if (cmpOwnership)
{
player_id_t owner = cmpOwnership->GetOwner();
- if (colourMap.find(owner) != colourMap.end())
- return colourMap[owner];
+ if (colorMap.find(owner) != colorMap.end())
+ return colorMap[owner];
else
{
CmpPtr cmpPlayerManager(sim, SYSTEM_ENTITY);
entity_id_t playerEnt = cmpPlayerManager->GetPlayerByID(owner);
CmpPtr cmpPlayer(sim, playerEnt);
if (cmpPlayer)
- color = colourMap[owner] = cmpPlayer->GetColour();
+ color = colorMap[owner] = cmpPlayer->GetColor();
}
}
return color;
@@ -155,7 +155,7 @@ MESSAGEHANDLER(SetSelectionPreview)
{
CSimulation2& sim = *g_Game->GetSimulation2();
- // Cache player colours for performance
+ // Cache player colors for performance
PlayerColorMap playerColors;
// Clear old selection rings
@@ -720,7 +720,7 @@ MESSAGEHANDLER(ResetSelectionColor)
{
CmpPtr cmpVisual(*g_Game->GetSimulation2(), g_Selection[i]);
if (cmpVisual)
- cmpVisual->SetShadingColour(fixed::FromDouble(1), fixed::FromDouble(1), fixed::FromDouble(1), fixed::FromDouble(1));
+ cmpVisual->SetShadingColor(fixed::FromDouble(1), fixed::FromDouble(1), fixed::FromDouble(1), fixed::FromDouble(1));
}
}
diff --git a/source/tools/atlas/GameInterface/Messages.h b/source/tools/atlas/GameInterface/Messages.h
index 8de339b1f8..370e5e829d 100644
--- a/source/tools/atlas/GameInterface/Messages.h
+++ b/source/tools/atlas/GameInterface/Messages.h
@@ -63,7 +63,7 @@ MESSAGE(SetViewParamI,
MESSAGE(SetViewParamC,
((int, view)) // eRenderView
((std::wstring, name))
- ((Colour, value))
+ ((Color, value))
);
MESSAGE(SetViewParamS,
((int, view)) // eRenderView
@@ -447,15 +447,15 @@ struct sEnvironmentSettings
Shareable watermurkiness; // range ???
Shareable windangle;
- Shareable watercolour;
- Shareable watertint;
+ Shareable watercolor;
+ Shareable watertint;
Shareable sunrotation; // range -pi..+pi
Shareable sunelevation; // range -pi/2 .. +pi/2
- // emulate 'HDR' by allowing overly bright suncolour. this is
- // multiplied on to suncolour after converting to float
- // (struct Colour stores as normal u8, 0..255)
+ // emulate 'HDR' by allowing overly bright suncolor. this is
+ // multiplied on to suncolor after converting to float
+ // (struct Color stores as normal u8, 0..255)
Shareable sunoverbrightness; // range 1..3
// support different lighting models ("old" for the version compatible with old scenarios,
@@ -464,10 +464,10 @@ struct sEnvironmentSettings
Shareable skyset;
- Shareable suncolour;
- Shareable terraincolour;
- Shareable unitcolour;
- Shareable fogcolour;
+ Shareable suncolor;
+ Shareable terraincolor;
+ Shareable unitcolor;
+ Shareable fogcolor;
Shareable fogfactor;
Shareable fogmax;
diff --git a/source/tools/atlas/GameInterface/SharedTypes.h b/source/tools/atlas/GameInterface/SharedTypes.h
index ec1fe107b0..0ad0cfc26f 100644
--- a/source/tools/atlas/GameInterface/SharedTypes.h
+++ b/source/tools/atlas/GameInterface/SharedTypes.h
@@ -66,21 +66,21 @@ struct Position
SHAREABLE_STRUCT(Position);
-struct Colour
+struct Color
{
- Colour()
+ Color()
: r(255), g(0), b(255)
{
}
- Colour(unsigned char r, unsigned char g, unsigned char b)
+ Color(unsigned char r, unsigned char g, unsigned char b)
: r(r), g(g), b(b)
{
}
unsigned char r, g, b;
};
-SHAREABLE_STRUCT(Colour);
+SHAREABLE_STRUCT(Color);
typedef unsigned int ObjectID;
diff --git a/source/tools/atlas/GameInterface/View.cpp b/source/tools/atlas/GameInterface/View.cpp
index e8e582c25a..baa291bacf 100644
--- a/source/tools/atlas/GameInterface/View.cpp
+++ b/source/tools/atlas/GameInterface/View.cpp
@@ -51,7 +51,7 @@ void AtlasView::SetParam(const std::wstring& UNUSED(name), bool UNUSED(value))
{
}
-void AtlasView::SetParam(const std::wstring& UNUSED(name), const AtlasMessage::Colour& UNUSED(value))
+void AtlasView::SetParam(const std::wstring& UNUSED(name), const AtlasMessage::Color& UNUSED(value))
{
}
@@ -154,11 +154,11 @@ void AtlasViewActor::SetParam(const std::wstring& name, int value)
m_ActorViewer->SetPropPointsMode(value);
}
-void AtlasViewActor::SetParam(const std::wstring& name, const AtlasMessage::Colour& value)
+void AtlasViewActor::SetParam(const std::wstring& name, const AtlasMessage::Color& value)
{
if (name == L"background")
{
- m_ActorViewer->SetBackgroundColour(SColor4ub(value.r, value.g, value.b, 255));
+ m_ActorViewer->SetBackgroundColor(SColor4ub(value.r, value.g, value.b, 255));
}
}
diff --git a/source/tools/atlas/GameInterface/View.h b/source/tools/atlas/GameInterface/View.h
index 57a9dc36ff..30d6f8d484 100644
--- a/source/tools/atlas/GameInterface/View.h
+++ b/source/tools/atlas/GameInterface/View.h
@@ -48,7 +48,7 @@ public:
virtual void SetParam(const std::wstring& name, bool value);
virtual void SetParam(const std::wstring& name, int value);
- virtual void SetParam(const std::wstring& name, const AtlasMessage::Colour& value);
+ virtual void SetParam(const std::wstring& name, const AtlasMessage::Color& value);
virtual void SetParam(const std::wstring& name, const std::wstring& value);
// These always return a valid (not NULL) object
@@ -139,7 +139,7 @@ public:
virtual void SetParam(const std::wstring& name, bool value);
virtual void SetParam(const std::wstring& name, int value);
- virtual void SetParam(const std::wstring& name, const AtlasMessage::Colour& value);
+ virtual void SetParam(const std::wstring& name, const AtlasMessage::Color& value);
void SetSpeedMultiplier(float speedMultiplier);
ActorViewer& GetActorViewer();