[Scummvm-cvs-logs] SF.net SVN: scummvm:[42133] scummvm/branches/gsoc2009-draci/engines/draci

dkasak13 at users.sourceforge.net dkasak13 at users.sourceforge.net
Sun Jul 5 13:52:17 CEST 2009


Revision: 42133
          http://scummvm.svn.sourceforge.net/scummvm/?rev=42133&view=rev
Author:   dkasak13
Date:     2009-07-05 11:52:17 +0000 (Sun, 05 Jul 2009)

Log Message:
-----------
Renaming Animation -> AnimationManager and AnimObj -> Animation in light of the new API change.

Modified Paths:
--------------
    scummvm/branches/gsoc2009-draci/engines/draci/animation.cpp
    scummvm/branches/gsoc2009-draci/engines/draci/animation.h
    scummvm/branches/gsoc2009-draci/engines/draci/draci.cpp
    scummvm/branches/gsoc2009-draci/engines/draci/draci.h
    scummvm/branches/gsoc2009-draci/engines/draci/game.cpp

Modified: scummvm/branches/gsoc2009-draci/engines/draci/animation.cpp
===================================================================
--- scummvm/branches/gsoc2009-draci/engines/draci/animation.cpp	2009-07-05 11:49:05 UTC (rev 42132)
+++ scummvm/branches/gsoc2009-draci/engines/draci/animation.cpp	2009-07-05 11:52:17 UTC (rev 42133)
@@ -28,7 +28,7 @@
 
 namespace Draci {
 
-AnimObj::AnimObj(DraciEngine *vm) : _vm(vm) {
+Animation::Animation(DraciEngine *vm) : _vm(vm) {
 	_id = kUnused;
 	_z = 0;
 	_playing = false;
@@ -38,23 +38,23 @@
 	_currentFrame = 0;
 }	
 
-AnimObj::~AnimObj() {
+Animation::~Animation() {
 	deleteFrames();
 }
 
-bool AnimObj::isLooping() {
+bool Animation::isLooping() {
 	return _looping;
 }
 
-void AnimObj::setLooping(bool looping) {
+void Animation::setLooping(bool looping) {
 	_looping = looping;
 }
 
-void AnimObj::setDelay(uint delay) {
+void Animation::setDelay(uint delay) {
 	_delay = delay;
 }
 
-void AnimObj::nextFrame(bool force) {
+void Animation::nextFrame(bool force) {
 
 	// If there's only one or no frames, return
 	if (getFramesNum() < 2)
@@ -81,7 +81,7 @@
 	_tick, _delay, _tick + _delay, _vm->_system->getMillis(), _currentFrame, _frames.size());
 }
 
-uint AnimObj::nextFrameNum() {
+uint Animation::nextFrameNum() {
 
 	if ((_currentFrame == getFramesNum() - 1) && _looping)
 		return 0;
@@ -89,7 +89,7 @@
 		return _currentFrame + 1;
 }
 
-void AnimObj::drawFrame(Surface *surface) {
+void Animation::drawFrame(Surface *surface) {
 	
 	if (_frames.size() == 0)
 		return;
@@ -102,47 +102,47 @@
 	}
 }
 
-void AnimObj::setID(int id) {
+void Animation::setID(int id) {
 	
 	_id = id;
 }
 
-int AnimObj::getID() {
+int Animation::getID() {
 	
 	return _id;
 }
 
-void AnimObj::setZ(uint z) {
+void Animation::setZ(uint z) {
 
 	_z = z;
 }
 
-uint AnimObj::getZ() {
+uint Animation::getZ() {
 	
 	return _z;
 }
 
-bool AnimObj::isPlaying() {
+bool Animation::isPlaying() {
 
 	return _playing;
 }
 
-void AnimObj::setPlaying(bool playing) {
+void Animation::setPlaying(bool playing) {
 	
 	_playing = playing;
 }
 
-void AnimObj::addFrame(Drawable *frame) {
+void Animation::addFrame(Drawable *frame) {
 	
 	_frames.push_back(frame);	
 }
 
-uint AnimObj::getFramesNum() {
+uint Animation::getFramesNum() {
 	
 	return _frames.size();
 }
 
-void AnimObj::deleteFrames() {
+void Animation::deleteFrames() {
 	
 	for (uint i = 0; i < getFramesNum(); ++i) {		
 		delete _frames[i];
@@ -150,73 +150,74 @@
 	}
 }
 
-AnimObj *Animation::addAnimation(int id, uint z, bool playing) {
+Animation *AnimationManager::addAnimation(int id, uint z, bool playing) {
 	
-	AnimObj *obj = new AnimObj(_vm);
-	obj->setID(id);
-	obj->setZ(z);
-	obj->setPlaying(playing);
-	obj->setLooping(false);
+	Animation *anim = new Animation(_vm);
+	
+	anim->setID(id);
+	anim->setZ(z);
+	anim->setPlaying(playing);
+	anim->setLooping(false);
 
-	insertAnimation(obj);
+	insertAnimation(anim);
 
-	return obj;
+	return anim;
 }
 
-void Animation::play(int id) {
+void AnimationManager::play(int id) {
 
-	AnimObj *obj = getAnimation(id);
+	Animation *anim = getAnimation(id);
 
-	obj->setPlaying(true);
+	anim->setPlaying(true);
 }
 
-void Animation::stop(int id) {
+void AnimationManager::stop(int id) {
 
-	AnimObj *obj = getAnimation(id);
+	Animation *anim = getAnimation(id);
 
-	obj->setPlaying(false);
+	anim->setPlaying(false);
 }
 
-AnimObj *Animation::getAnimation(int id) {
+Animation *AnimationManager::getAnimation(int id) {
 	
-	Common::List<AnimObj *>::iterator it;
+	Common::List<Animation *>::iterator it;
 
-	for (it = _animObjects.begin(); it != _animObjects.end(); ++it) {
+	for (it = _animations.begin(); it != _animations.end(); ++it) {
 		if ((*it)->getID() == id) {
 			return *it;
 		}
 	}
 
-	return *_animObjects.end();
+	return *_animations.end();
 }
 
-void Animation::insertAnimation(AnimObj *animObj) {
+void AnimationManager::insertAnimation(Animation *animObj) {
 	
-	Common::List<AnimObj *>::iterator it;	
+	Common::List<Animation *>::iterator it;	
 
-	for (it = _animObjects.begin(); it != _animObjects.end(); ++it) {
+	for (it = _animations.begin(); it != _animations.end(); ++it) {
 		if (animObj->getZ() < (*it)->getZ()) 
 			break;
 	}
 
-	_animObjects.insert(it, animObj);
+	_animations.insert(it, animObj);
 }
 
-void Animation::addOverlay(Drawable *overlay, uint z) {
-	AnimObj *obj = new AnimObj(_vm);
-	obj->setID(kOverlayImage);
-	obj->setZ(z);
-	obj->setPlaying(true);
-	obj->addFrame(overlay);
+void AnimationManager::addOverlay(Drawable *overlay, uint z) {
+	Animation *anim = new Animation(_vm);
+	anim->setID(kOverlayImage);
+	anim->setZ(z);
+	anim->setPlaying(true);
+	anim->addFrame(overlay);
 
-	insertAnimation(obj);
+	insertAnimation(anim);
 }
 
-void Animation::drawScene(Surface *surf) {
+void AnimationManager::drawScene(Surface *surf) {
 	
-	Common::List<AnimObj *>::iterator it;
+	Common::List<Animation *>::iterator it;
 
-	for (it = _animObjects.begin(); it != _animObjects.end(); ++it) {
+	for (it = _animations.begin(); it != _animations.end(); ++it) {
 		if (! ((*it)->isPlaying()) ) {
 			continue;
 		}	
@@ -226,29 +227,29 @@
 	}
 }
 
-void Animation::deleteAnimation(int id) {
+void AnimationManager::deleteAnimation(int id) {
 	
-	Common::List<AnimObj *>::iterator it;
+	Common::List<Animation *>::iterator it;
 
-	for (it = _animObjects.begin(); it != _animObjects.end(); ++it) {
+	for (it = _animations.begin(); it != _animations.end(); ++it) {
 		if ((*it)->getID() == id)
 			break;
 	}
 	
 	(*it)->deleteFrames();
 
-	_animObjects.erase(it);
+	_animations.erase(it);
 }
 	
-void Animation::deleteAll() {
+void AnimationManager::deleteAll() {
 	
-	Common::List<AnimObj *>::iterator it;
+	Common::List<Animation *>::iterator it;
 
-	for (it = _animObjects.begin(); it != _animObjects.end(); ++it) {
+	for (it = _animations.begin(); it != _animations.end(); ++it) {
 		(*it)->deleteFrames();	
 	}
 
-	_animObjects.clear();
+	_animations.clear();
 }
 
 }

Modified: scummvm/branches/gsoc2009-draci/engines/draci/animation.h
===================================================================
--- scummvm/branches/gsoc2009-draci/engines/draci/animation.h	2009-07-05 11:49:05 UTC (rev 42132)
+++ scummvm/branches/gsoc2009-draci/engines/draci/animation.h	2009-07-05 11:52:17 UTC (rev 42133)
@@ -34,10 +34,11 @@
 
 class DraciEngine;
 
-class AnimObj {
+class Animation {
+
 public:
-	AnimObj(DraciEngine *vm);
-	~AnimObj();	
+	Animation(DraciEngine *vm);
+	~Animation();	
 	
 	uint getZ();
 	void setZ(uint z);
@@ -60,7 +61,6 @@
 	bool isLooping();
 	void setLooping(bool looping);
 
-
 private:
 	
 	uint nextFrameNum();
@@ -77,16 +77,14 @@
 	DraciEngine *_vm;
 };
 
-// TODO: Probably needs a namechange to AnimationManager or similar since AnimObj now
-// acts as an animation object
 
-class Animation {
+class AnimationManager {
 
 public:
-	Animation(DraciEngine *vm) : _vm(vm) {};
-	~Animation() { deleteAll(); }
+	AnimationManager(DraciEngine *vm) : _vm(vm) {};
+	~AnimationManager() { deleteAll(); }
 
-	AnimObj *addAnimation(int id, uint z, bool playing = false);
+	Animation *addAnimation(int id, uint z, bool playing = false);
 	void addOverlay(Drawable *overlay, uint z);
 	
 	void play(int id);
@@ -97,14 +95,14 @@
 
 	void drawScene(Surface *surf);
 
-	AnimObj *getAnimation(int id);
+	Animation *getAnimation(int id);
 
 private:
 	
-	void insertAnimation(AnimObj *animObj);
+	void insertAnimation(Animation *anim);
 
 	DraciEngine *_vm;
-	Common::List<AnimObj *> _animObjects;
+	Common::List<Animation *> _animations;
 };
 
 }

Modified: scummvm/branches/gsoc2009-draci/engines/draci/draci.cpp
===================================================================
--- scummvm/branches/gsoc2009-draci/engines/draci/draci.cpp	2009-07-05 11:49:05 UTC (rev 42132)
+++ scummvm/branches/gsoc2009-draci/engines/draci/draci.cpp	2009-07-05 11:52:17 UTC (rev 42133)
@@ -87,7 +87,7 @@
 
 	_screen = new Screen(this);
 	_font = new Font();
-	_anims = new Animation(this);
+	_anims = new AnimationManager(this);
 	_mouse = new Mouse(this);
 	_script = new Script(this);
 	_game = new Game(this);

Modified: scummvm/branches/gsoc2009-draci/engines/draci/draci.h
===================================================================
--- scummvm/branches/gsoc2009-draci/engines/draci/draci.h	2009-07-05 11:49:05 UTC (rev 42132)
+++ scummvm/branches/gsoc2009-draci/engines/draci/draci.h	2009-07-05 11:52:17 UTC (rev 42133)
@@ -56,7 +56,7 @@
 	Mouse *_mouse;
 	Game *_game;
 	Script *_script;
-	Animation *_anims;
+	AnimationManager *_anims;
 
 	BArchive *_objectsArchive;
 	BArchive *_spritesArchive;

Modified: scummvm/branches/gsoc2009-draci/engines/draci/game.cpp
===================================================================
--- scummvm/branches/gsoc2009-draci/engines/draci/game.cpp	2009-07-05 11:49:05 UTC (rev 42132)
+++ scummvm/branches/gsoc2009-draci/engines/draci/game.cpp	2009-07-05 11:52:17 UTC (rev 42133)
@@ -189,7 +189,7 @@
 	animationReader.readByte(); // Cyclic field, not used
 	animationReader.readByte(); // Relative field, not used
 
-	AnimObj *obj = _vm->_anims->addAnimation(animNum, 254, false);
+	Animation *anim = _vm->_anims->addAnimation(animNum, 254, false);
 	
 	for (uint i = 0; i < numFrames; ++i) {
 		uint spriteNum = animationReader.readUint16LE() - 1;
@@ -202,7 +202,7 @@
 		uint freq = animationReader.readUint16LE();
 		uint delay = animationReader.readUint16LE();
 
-		obj->setDelay(delay * 10);
+		anim->setDelay(delay * 10);
 
 		BAFile *spriteFile = _vm->_spritesArchive->getFile(spriteNum);
 
@@ -212,9 +212,9 @@
 			sp->setMirrorOn();
 
 		// HACK: This is only for testing
-		obj->setLooping(true);
+		anim->setLooping(true);
 
-		obj->addFrame(sp);
+		anim->addFrame(sp);
 	}
 
 	return animNum;


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