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WINTERMUTE: Rename FuncName->funcName in BFrame and BActiveRect
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fc2a2ff8d3
commit
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@ -43,7 +43,7 @@ CBActiveRect::CBActiveRect(CBGame *inGame): CBBase(inGame) {
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_zoomX = 100;
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_zoomY = 100;
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_offsetX = _offsetY = 0;
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ClipRect();
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clipRect();
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}
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@ -57,7 +57,7 @@ CBActiveRect::CBActiveRect(CBGame *inGame, CBObject *Owner, CBSubFrame *Frame, i
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_precise = Precise;
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_region = NULL;
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_offsetX = _offsetY = 0;
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ClipRect();
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clipRect();
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}
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//////////////////////////////////////////////////////////////////////
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@ -70,7 +70,7 @@ CBActiveRect::CBActiveRect(CBGame *inGame, CBObject *Owner, CBRegion *Region, in
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_zoomY = 100;
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_precise = true;
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_frame = NULL;
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ClipRect();
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clipRect();
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_offsetX = OffsetX;
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_offsetY = OffsetY;
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}
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@ -85,7 +85,7 @@ CBActiveRect::~CBActiveRect() {
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//////////////////////////////////////////////////////////////////////////
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void CBActiveRect::ClipRect() {
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void CBActiveRect::clipRect() {
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RECT rc;
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bool CustomViewport;
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Game->GetCurrentViewportRect(&rc, &CustomViewport);
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@ -37,7 +37,7 @@ class CBSubFrame;
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class CBObject;
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class CBActiveRect: CBBase {
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public:
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void ClipRect();
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void clipRect();
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bool _precise;
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float _zoomX;
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float _zoomY;
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@ -76,7 +76,7 @@ CBFrame::~CBFrame() {
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//////////////////////////////////////////////////////////////////////
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HRESULT CBFrame::Draw(int X, int Y, CBObject *Register, float ZoomX, float ZoomY, bool Precise, uint32 Alpha, bool AllFrames, float Rotate, TSpriteBlendMode BlendMode) {
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HRESULT CBFrame::draw(int X, int Y, CBObject *Register, float ZoomX, float ZoomY, bool Precise, uint32 Alpha, bool AllFrames, float Rotate, TSpriteBlendMode BlendMode) {
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HRESULT res;
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for (int i = 0; i < _subframes.GetSize(); i++) {
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@ -88,7 +88,7 @@ HRESULT CBFrame::Draw(int X, int Y, CBObject *Register, float ZoomX, float ZoomY
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//////////////////////////////////////////////////////////////////////////
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HRESULT CBFrame::OneTimeDisplay(CBObject *Owner, bool Muted) {
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HRESULT CBFrame::oneTimeDisplay(CBObject *Owner, bool Muted) {
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if (_sound && !Muted) {
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if (Owner) Owner->updateOneSound(_sound);
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_sound->play();
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@ -326,7 +326,7 @@ HRESULT CBFrame::loadBuffer(byte *Buffer, int LifeTime, bool KeepLoaded) {
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//////////////////////////////////////////////////////////////////////////
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bool CBFrame::GetBoundingRect(LPRECT Rect, int X, int Y, float ScaleX, float ScaleY) {
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bool CBFrame::getBoundingRect(LPRECT Rect, int X, int Y, float ScaleX, float ScaleY) {
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if (!Rect) return false;
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CBPlatform::SetRectEmpty(Rect);
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@ -42,17 +42,17 @@ class CBFrame: public CBScriptable {
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public:
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bool _killSound;
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bool _keyframe;
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HRESULT OneTimeDisplay(CBObject *Owner, bool Muted = false);
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HRESULT oneTimeDisplay(CBObject *Owner, bool Muted = false);
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DECLARE_PERSISTENT(CBFrame, CBScriptable)
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CBSound *_sound;
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bool _editorExpanded;
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bool GetBoundingRect(LPRECT Rect, int X, int Y, float ScaleX = 100, float ScaleY = 100);
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bool getBoundingRect(LPRECT Rect, int X, int Y, float ScaleX = 100, float ScaleY = 100);
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HRESULT saveAsText(CBDynBuffer *Buffer, int Indent);
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int _moveY;
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int _moveX;
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uint32 _delay;
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CBArray<CBSubFrame *, CBSubFrame *> _subframes;
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HRESULT Draw(int X, int Y, CBObject *Register = NULL, float ZoomX = 100, float ZoomY = 100, bool Precise = true, uint32 Alpha = 0xFFFFFFFF, bool AllFrames = false, float Rotate = 0.0f, TSpriteBlendMode BlendMode = BLEND_NORMAL);
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HRESULT draw(int X, int Y, CBObject *Register = NULL, float ZoomX = 100, float ZoomY = 100, bool Precise = true, uint32 Alpha = 0xFFFFFFFF, bool AllFrames = false, float Rotate = 0.0f, TSpriteBlendMode BlendMode = BLEND_NORMAL);
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HRESULT loadBuffer(byte *Buffer, int LifeTime, bool KeepLoaded);
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CBFrame(CBGame *inGame);
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@ -392,11 +392,11 @@ HRESULT CBSprite::display(int X, int Y, CBObject *Register, float ZoomX, float Z
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KillAllSounds();
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}
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applyEvent("FrameChanged");
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_frames[_currentFrame]->OneTimeDisplay(_owner, Game->_editorMode && _editorMuted);
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_frames[_currentFrame]->oneTimeDisplay(_owner, Game->_editorMode && _editorMuted);
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}
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// draw frame
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return _frames[_currentFrame]->Draw(X - Game->_offsetX, Y - Game->_offsetY, Register, ZoomX, ZoomY, _precise, Alpha, _editorAllFrames, Rotate, BlendMode);
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return _frames[_currentFrame]->draw(X - Game->_offsetX, Y - Game->_offsetY, Register, ZoomX, ZoomY, _precise, Alpha, _editorAllFrames, Rotate, BlendMode);
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}
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@ -421,7 +421,7 @@ bool CBSprite::GetBoundingRect(LPRECT Rect, int X, int Y, float ScaleX, float Sc
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RECT frame;
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RECT temp;
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CBPlatform::CopyRect(&temp, Rect);
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_frames[i]->GetBoundingRect(&frame, X, Y, ScaleX, ScaleY);
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_frames[i]->getBoundingRect(&frame, X, Y, ScaleX, ScaleY);
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CBPlatform::UnionRect(Rect, &temp, &frame);
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}
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return true;
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