name cleanup: Gaining -> Gain, Losing->Lose

This commit is contained in:
Chris Danford
2004-08-22 02:16:31 +00:00
parent f0d22bd7ea
commit f5d3b27450
7 changed files with 22 additions and 20 deletions
+6 -4
View File
@@ -973,7 +973,7 @@ void BGAnimationLayer::DrawPrimitives()
}
}
void BGAnimationLayer::GainingFocus( float fRate, bool bRewindMovie, bool bLoop )
void BGAnimationLayer::GainFocus( float fRate, bool bRewindMovie, bool bLoop )
{
m_fUpdateRate = fRate;
@@ -982,10 +982,12 @@ void BGAnimationLayer::GainingFocus( float fRate, bool bRewindMovie, bool bLoop
//
// The order of these actions is important.
// At this point, the movie is probably paused (by LosingFocus()).
// At this point, the movie is probably paused (by LoseFocus()).
// Play the movie, then set the playback rate (which can
// potentially pause the movie again).
//
// TODO: Don't special case subActor[0]. The movie layer should be set up with
// a LoseFocusCommand that pauses, and a GainFocusCommand that plays.
if( bRewindMovie )
m_SubActors[0]->Command( "position,0" );
m_SubActors[0]->Command( ssprintf("loop,%i",bLoop) );
@@ -996,7 +998,7 @@ void BGAnimationLayer::GainingFocus( float fRate, bool bRewindMovie, bool bLoop
{
/* Yuck. We send OnCommand on load, since that's what's wanted for
* most backgrounds. However, gameplay backgrounds (loaded from Background)
* should run OnCommand when they're actually displayed, when GainingFocus
* should run OnCommand when they're actually displayed, when GainFocus
* gets called. We've already run OnCommand; abort it so we don't run tweens
* twice. */
RunCommandOnChildren( "stoptweening" );
@@ -1006,7 +1008,7 @@ void BGAnimationLayer::GainingFocus( float fRate, bool bRewindMovie, bool bLoop
PlayCommand( "GainFocus" );
}
void BGAnimationLayer::LosingFocus()
void BGAnimationLayer::LoseFocus()
{
if( !m_SubActors.size() )
return;