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
+1 -1
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@@ -745,7 +745,7 @@ void Actor::HandleCommand( const ParsedCommand &command )
/* These are commands intended for a Sprite commands, but they will get /* These are commands intended for a Sprite commands, but they will get
* sent to all sub-actors (which aren't necessarily Sprites) on * sent to all sub-actors (which aren't necessarily Sprites) on
* GainingFocus and LosingFocus. So, don't run CheckHandledParams * GainFocus and LoseFocus. So, don't run CheckHandledParams
* on these commands. */ * on these commands. */
else if( sName=="customtexturerect" || sName=="texcoordvelocity" || sName=="scaletoclipped" || else if( sName=="customtexturerect" || sName=="texcoordvelocity" || sName=="scaletoclipped" ||
sName=="stretchtexcoords" || sName=="position" || sName=="loop" || sName=="play" || sName=="stretchtexcoords" || sName=="position" || sName=="loop" || sName=="play" ||
+2 -2
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@@ -316,8 +316,8 @@ public:
// //
// BGAnimation stuff // BGAnimation stuff
// //
virtual void GainingFocus( float fRate, bool bRewindMovie, bool bLoop ) {} virtual void GainFocus( float fRate, bool bRewindMovie, bool bLoop ) {}
virtual void LosingFocus() {} virtual void LoseFocus() {}
virtual void PlayCommand( const CString &sCommandName ) {} virtual void PlayCommand( const CString &sCommandName ) {}
virtual void PlayOffCommand( const CString &sCommandName ) {} virtual void PlayOffCommand( const CString &sCommandName ) {}
+6 -6
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@@ -151,20 +151,20 @@ void ActorFrame::HandleCommand( const ParsedCommand &command )
// don't propograte most commands to children // don't propograte most commands to children
} }
void ActorFrame::GainingFocus( float fRate, bool bRewindMovie, bool bLoop ) void ActorFrame::GainFocus( float fRate, bool bRewindMovie, bool bLoop )
{ {
Actor::GainingFocus( fRate, bRewindMovie, bLoop ); Actor::GainFocus( fRate, bRewindMovie, bLoop );
for( unsigned i=0; i<m_SubActors.size(); i++ ) for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->GainingFocus( fRate, bRewindMovie, bLoop ); m_SubActors[i]->GainFocus( fRate, bRewindMovie, bLoop );
} }
void ActorFrame::LosingFocus() void ActorFrame::LoseFocus()
{ {
Actor::LosingFocus(); Actor::LoseFocus();
for( unsigned i=0; i<m_SubActors.size(); i++ ) for( unsigned i=0; i<m_SubActors.size(); i++ )
m_SubActors[i]->LosingFocus(); m_SubActors[i]->LoseFocus();
} }
void ActorFrame::PlayCommand( const CString &sCommandName ) void ActorFrame::PlayCommand( const CString &sCommandName )
+2 -2
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@@ -35,8 +35,8 @@ public:
/* Amount of time until all tweens (and all children's tweens) have stopped: */ /* Amount of time until all tweens (and all children's tweens) have stopped: */
virtual float GetTweenTimeLeft() const; virtual float GetTweenTimeLeft() const;
virtual void GainingFocus( float fRate, bool bRewindMovie, bool bLoop ); virtual void GainFocus( float fRate, bool bRewindMovie, bool bLoop );
virtual void LosingFocus(); virtual void LoseFocus();
virtual void PlayCommand( const CString &sCommandName ); virtual void PlayCommand( const CString &sCommandName );
protected: protected:
+6 -4
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@@ -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; m_fUpdateRate = fRate;
@@ -982,10 +982,12 @@ void BGAnimationLayer::GainingFocus( float fRate, bool bRewindMovie, bool bLoop
// //
// The order of these actions is important. // 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 // Play the movie, then set the playback rate (which can
// potentially pause the movie again). // 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 ) if( bRewindMovie )
m_SubActors[0]->Command( "position,0" ); m_SubActors[0]->Command( "position,0" );
m_SubActors[0]->Command( ssprintf("loop,%i",bLoop) ); 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 /* Yuck. We send OnCommand on load, since that's what's wanted for
* most backgrounds. However, gameplay backgrounds (loaded from Background) * 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 * gets called. We've already run OnCommand; abort it so we don't run tweens
* twice. */ * twice. */
RunCommandOnChildren( "stoptweening" ); RunCommandOnChildren( "stoptweening" );
@@ -1006,7 +1008,7 @@ void BGAnimationLayer::GainingFocus( float fRate, bool bRewindMovie, bool bLoop
PlayCommand( "GainFocus" ); PlayCommand( "GainFocus" );
} }
void BGAnimationLayer::LosingFocus() void BGAnimationLayer::LoseFocus()
{ {
if( !m_SubActors.size() ) if( !m_SubActors.size() )
return; return;
+3 -3
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@@ -26,8 +26,8 @@ public:
bool EarlyAbortDraw(); bool EarlyAbortDraw();
float GetMaxTweenTimeLeft() const; float GetMaxTweenTimeLeft() const;
void GainingFocus( float fRate, bool bRewindMovie, bool bLoop ); void GainFocus( float fRate, bool bRewindMovie, bool bLoop );
void LosingFocus(); void LoseFocus();
void PlayCommand( const CString &sCommandName ); void PlayCommand( const CString &sCommandName );
void PlayOffCommand() { PlayCommand( "Off" ); } void PlayOffCommand() { PlayCommand( "Off" ); }
@@ -84,7 +84,7 @@ protected:
map<CString, CString> m_asCommands; map<CString, CString> m_asCommands;
float m_fRepeatCommandEverySeconds; // -1 = no repeat float m_fRepeatCommandEverySeconds; // -1 = no repeat
float m_fSecondsUntilNextCommand; float m_fSecondsUntilNextCommand;
float m_fUpdateRate; // set by GainingFocus float m_fUpdateRate; // set by GainFocus
float m_fFOV; // -1 = no change float m_fFOV; // -1 = no change
bool m_bLighting; bool m_bLighting;
+2 -2
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@@ -481,9 +481,9 @@ void Background::UpdateCurBGChange( float fCurrentTime )
m_pCurrentBGA = m_BGAnimations[ change.m_sBGName ]; m_pCurrentBGA = m_BGAnimations[ change.m_sBGName ];
if( pOld ) if( pOld )
pOld->LosingFocus(); pOld->LoseFocus();
if( m_pCurrentBGA ) if( m_pCurrentBGA )
m_pCurrentBGA->GainingFocus( change.m_fRate, change.m_bRewindMovie, change.m_bLoop ); m_pCurrentBGA->GainFocus( change.m_fRate, change.m_bRewindMovie, change.m_bLoop );
m_fSecsLeftInFade = m_pFadingBGA!=NULL ? FADE_SECONDS : 0; m_fSecsLeftInFade = m_pFadingBGA!=NULL ? FADE_SECONDS : 0;