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core: prefix some member variables with m_ for clarity.

legacy
Sam Hocevar sam il y a 12 ans
Parent
révision
b49ba4ef56
6 fichiers modifiés avec 51 ajouts et 51 suppressions
  1. +3
    -3
      src/gradient.cpp
  2. +20
    -20
      src/input.cpp
  3. +1
    -1
      src/sprite.cpp
  4. +10
    -10
      src/worldentity.cpp
  5. +8
    -8
      src/worldentity.h
  6. +9
    -9
      test/tutorial/03_fractal.cpp

+ 3
- 3
src/gradient.cpp Voir le fichier

@@ -44,9 +44,9 @@ Gradient::Gradient(vec3 aa, vec3 bb)
: data(new GradientData())
{
/* FIXME: this should not be hardcoded */
position = aa;
bbox[0] = aa;
bbox[1] = bb;
m_position = aa;
m_bbox[0] = aa;
m_bbox[1] = bb;

data->shader = NULL;
}


+ 20
- 20
src/input.cpp Voir le fichier

@@ -120,13 +120,13 @@ void Input::SetMousePos(ivec2 coord)

for (int n = 0; n < data->nentities; n++)
{
if (coord.x < data->entities[n]->bbox[0].x
|| coord.x >= data->entities[n]->bbox[1].x
|| coord.y < data->entities[n]->bbox[0].y
|| coord.y >= data->entities[n]->bbox[1].y)
if (coord.x < data->entities[n]->m_bbox[0].x
|| coord.x >= data->entities[n]->m_bbox[1].x
|| coord.y < data->entities[n]->m_bbox[0].y
|| coord.y >= data->entities[n]->m_bbox[1].y)
continue;

if (!top || top->bbox[1].z < data->entities[n]->bbox[1].z)
if (!top || top->m_bbox[1].z < data->entities[n]->m_bbox[1].z)
top = data->entities[n];
}

@@ -134,19 +134,19 @@ void Input::SetMousePos(ivec2 coord)
{
if (data->entities[n] == top)
{
data->entities[n]->mousepos = coord - (ivec2)top->bbox[0].xy;
data->entities[n]->m_mousepos = coord - (ivec2)top->m_bbox[0].xy;
if (top != data->lastfocus)
data->entities[n]->pressed = data->buttons;
data->entities[n]->m_pressed = data->buttons;
else
data->entities[n]->clicked = ivec3(0);
data->entities[n]->m_clicked = ivec3(0);
}
else
{
data->entities[n]->mousepos = ivec2(-1);
data->entities[n]->m_mousepos = ivec2(-1);
/* FIXME */
data->entities[n]->released = ivec3(0);
data->entities[n]->pressed = ivec3(0);
data->entities[n]->clicked = ivec3(0);
data->entities[n]->m_released = ivec3(0);
data->entities[n]->m_pressed = ivec3(0);
data->entities[n]->m_clicked = ivec3(0);
}
}

@@ -159,10 +159,10 @@ void Input::SetMouseButton(int index)

if (data->lastfocus)
{
if (!data->lastfocus->pressed[index])
data->lastfocus->clicked[index] = 1;
data->lastfocus->pressed[index] = 1;
data->lastfocus->released[index] = 0;
if (!data->lastfocus->m_pressed[index])
data->lastfocus->m_clicked[index] = 1;
data->lastfocus->m_pressed[index] = 1;
data->lastfocus->m_released[index] = 0;
}
}

@@ -172,10 +172,10 @@ void Input::UnsetMouseButton(int index)

if (data->lastfocus)
{
if (data->lastfocus->pressed[index])
data->lastfocus->released[index] = 1;
data->lastfocus->pressed[index] = 0;
data->lastfocus->clicked[index] = 0;
if (data->lastfocus->m_pressed[index])
data->lastfocus->m_released[index] = 1;
data->lastfocus->m_pressed[index] = 0;
data->lastfocus->m_clicked[index] = 0;
}
}



+ 1
- 1
src/sprite.cpp Voir le fichier

@@ -50,7 +50,7 @@ void Sprite::TickDraw(float deltams)
{
Entity::TickDraw(deltams);

Scene::GetDefault()->AddTile(data->tileset, data->id, position,
Scene::GetDefault()->AddTile(data->tileset, data->id, m_position,
0, vec2(1.0f));
}



+ 10
- 10
src/worldentity.cpp Voir le fichier

@@ -25,16 +25,16 @@ namespace lol

WorldEntity::WorldEntity()
{
position = vec3(0);
rotation = vec3(0);
velocity = vec3(0);
bbox[0] = bbox[1] = vec3(0);
mousepos = ivec2(0);
mousebuttons = ivec3(0);
pressed = ivec3(0);
clicked = ivec3(0);
released = ivec3(0);
m_position = vec3(0);
m_rotation = vec3(0);
m_velocity = vec3(0);
m_bbox[0] = m_bbox[1] = vec3(0);
m_mousepos = ivec2(0);
m_mousebuttons = ivec3(0);
m_pressed = ivec3(0);
m_clicked = ivec3(0);
m_released = ivec3(0);
}

WorldEntity::~WorldEntity()


+ 8
- 8
src/worldentity.h Voir le fichier

@@ -24,14 +24,14 @@ namespace lol
class WorldEntity : public Entity
{
public:
vec3 position;
vec3 rotation;
vec3 velocity;
vec3 bbox[2];
ivec2 mousepos;
ivec3 mousebuttons;
ivec3 pressed, clicked, released;
vec3 m_position;
vec3 m_rotation;
vec3 m_velocity;
vec3 m_bbox[2];
ivec2 m_mousepos;
ivec3 m_mousebuttons;
ivec3 m_pressed, m_clicked, m_released;

protected:
WorldEntity();


+ 9
- 9
test/tutorial/03_fractal.cpp Voir le fichier

@@ -153,9 +153,9 @@ public:
Ticker::Ref(m_zoomtext);
#endif

position = ivec3(0, 0, 0);
bbox[0] = position;
bbox[1] = ivec3(m_window_size, 0);
m_position = ivec3(0, 0, 0);
m_bbox[0] = m_position;
m_bbox[1] = ivec3(m_window_size, 0);
Input::TrackMouse(this);

/* Spawn worker threads and wait for their readiness. */
@@ -208,7 +208,7 @@ public:
int prev_frame = m_frame;
m_frame = (m_frame + 1) % 4;

f64cmplx worldmouse = m_center + ScreenToWorldOffset(mousepos);
f64cmplx worldmouse = m_center + ScreenToWorldOffset(m_mousepos);

ivec3 buttons = Input::GetMouseButtons();
#if !defined __CELLOS_LV2__ && !defined _XBOX
@@ -216,18 +216,18 @@ public:
{
if (!m_drag)
{
m_oldmouse = mousepos;
m_oldmouse = m_mousepos;
m_drag = true;
}
m_translate = ScreenToWorldOffset(m_oldmouse)
- ScreenToWorldOffset(mousepos);
- ScreenToWorldOffset(m_mousepos);
/* XXX: the purpose of this hack is to avoid translating by
* an exact number of pixels. If this were to happen, the step()
* optimisation for i915 cards in our shader would behave
* incorrectly because a quarter of the pixels in the image
* would have tie rankings in the distance calculation. */
m_translate *= 1023.0 / 1024.0;
m_oldmouse = mousepos;
m_oldmouse = m_mousepos;
}
else
{
@@ -240,7 +240,7 @@ public:
}
}

if ((buttons[0] || buttons[2]) && mousepos.x != -1)
if ((buttons[0] || buttons[2]) && m_mousepos.x != -1)
{
double zoom = buttons[0] ? -0.0005 : 0.0005;
m_zoom_speed += deltams * zoom;
@@ -274,7 +274,7 @@ public:
#if !defined __CELLOS_LV2__ && !defined _XBOX
m_center += m_translate;
m_center = (m_center - worldmouse) * zoom + worldmouse;
worldmouse = m_center + ScreenToWorldOffset(mousepos);
worldmouse = m_center + ScreenToWorldOffset(m_mousepos);
#endif

/* Store the transformation properties to go from m_frame - 1


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