#ifdef __WXDEBUG__
local void send_bits OF((deflate_state *s, int value, int length));
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void send_bits(deflate_state* s, int value, int length)
#else
local void send_bits(s, value, length)
/* ===========================================================================
* Initialize the tree data structures for a new zlib stream.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
void _tr_init(deflate_state* s)
#else
void _tr_init(s)
/* ===========================================================================
* Initialize a new block.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void init_block(deflate_state* s)
#else
local void init_block(s)
* when the heap property is re-established (each father smaller than its
* two sons).
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void pqdownheap(deflate_state* s, ct_data* tree, int k)
#else
local void pqdownheap(s, tree, k)
* The length opt_len is updated; static_len is also updated if stree is
* not null.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void gen_bitlen(deflate_state* s, tree_desc* desc)
#else
local void gen_bitlen(s, desc)
* OUT assertion: the field code is set for all tree elements of non
* zero code length.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void gen_codes (ct_data* tree, int max_code, ushf* bl_count)
#else
local void gen_codes (tree, max_code, bl_count)
* and corresponding code. The length opt_len is updated; static_len is
* also updated if stree is not null. The field max_code is set.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void build_tree(deflate_state* s, tree_desc* desc)
#else
local void build_tree(s, desc)
* Scan a literal or distance tree to determine the frequencies of the codes
* in the bit length tree.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void scan_tree (deflate_state* s, ct_data* tree, int max_code)
#else
local void scan_tree (s, tree, max_code)
* Send a literal or distance tree in compressed form, using the codes in
* bl_tree.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void send_tree (deflate_state* s, ct_data* tree, int max_code)
#else
local void send_tree (s, tree, max_code)
* Construct the Huffman tree for the bit lengths and return the index in
* bl_order of the last bit length code to send.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local int build_bl_tree( deflate_state* s)
#else
local int build_bl_tree(s)
* lengths of the bit length codes, the literal tree and the distance tree.
* IN assertion: lcodes >= 257, dcodes >= 1, blcodes >= 4.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void send_all_trees(deflate_state* s, int lcodes, int dcodes, int blcodes)
#else
local void send_all_trees(s, lcodes, dcodes, blcodes)
/* ===========================================================================
* Send a stored block
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
void _tr_stored_block(deflate_state* s, charf* buf, ulg stored_len, int eof)
#else
void _tr_stored_block(s, buf, stored_len, eof)
* To simplify the code, we assume the worst case of last real code encoded
* on one bit only.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
void _tr_align(deflate_state* s)
#else
void _tr_align(s)
* trees or store, and output the encoded block to the zip file. This function
* returns the total compressed length for the file so far.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
ulg _tr_flush_block(deflate_state* s, charf* buf, ulg stored_len, int eof)
#else
ulg _tr_flush_block(s, buf, stored_len, eof)
* Save the match info and tally the frequency counts. Return true if
* the current block must be flushed.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
int _tr_tally (deflate_state* s, unsigned dist, unsigned lc)
#else
int _tr_tally (s, dist, lc)
/* ===========================================================================
* Send the block data compressed using the given Huffman trees
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void compress_block(deflate_state* s, ct_data* ltree, ct_data* dtree)
#else
local void compress_block(s, ltree, dtree)
* IN assertion: the fields freq of dyn_ltree are set and the total of all
* frequencies does not exceed 64K (to fit in an int on 16 bit machines).
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void set_data_type(deflate_state* s)
#else
local void set_data_type(s)
* method would use a table)
* IN assertion: 1 <= len <= 15
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local unsigned bi_reverse(unsigned code, int len)
#else
local unsigned bi_reverse(code, len)
/* ===========================================================================
* Flush the bit buffer, keeping at most 7 bits in it.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void bi_flush(deflate_state* s)
#else
local void bi_flush(s)
/* ===========================================================================
* Flush the bit buffer and align the output on a byte boundary
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void bi_windup(deflate_state* s)
#else
local void bi_windup(s)
* Copy a stored block, storing first the length and its
* one's complement if requested.
*/
-#if defined(__VISAGECPP__) // Visual game can't handle this antiquated interface
+#if defined(__VISAGECPP__) /* Visualage can't handle this antiquated interface */
local void copy_block(deflate_state* s, charf* buf, unsigned len, int header)
#else
local void copy_block(s, buf, len, header)