From 72a3d679028828178dc919c809c2819ac2f66d21 Mon Sep 17 00:00:00 2001 From: =?UTF-8?q?Vladim=C3=ADr=20Vondru=C5=A1?= Date: Sun, 21 Jan 2018 22:04:30 +0100 Subject: [PATCH] SceneGraph: prefix private Animable members with an underscore. And minor other coding style updates. This code is old, wow! --- src/Magnum/SceneGraph/Animable.h | 9 +++-- src/Magnum/SceneGraph/Animable.hpp | 56 +++++++++++++++--------------- 2 files changed, 32 insertions(+), 33 deletions(-) diff --git a/src/Magnum/SceneGraph/Animable.h b/src/Magnum/SceneGraph/Animable.h index 3629938b0..f43e67338 100644 --- a/src/Magnum/SceneGraph/Animable.h +++ b/src/Magnum/SceneGraph/Animable.h @@ -169,7 +169,7 @@ template class Animable: public AbstractGrouped Float duration() const { return _duration; } /** @brief Animation state */ - AnimationState state() const { return currentState; } + AnimationState state() const { return _currentState; } /** * @brief Set animation state @@ -318,12 +318,11 @@ template class Animable: public AbstractGrouped private: Float _duration; - Float startTime, pauseTime; - AnimationState previousState; - AnimationState currentState; + Float _startTime, _pauseTime; + AnimationState _previousState, _currentState; bool _repeated; UnsignedShort _repeatCount; - UnsignedShort repeats; + UnsignedShort _repeats; }; /** diff --git a/src/Magnum/SceneGraph/Animable.hpp b/src/Magnum/SceneGraph/Animable.hpp index 0a2bc9d49..ed8e8b272 100644 --- a/src/Magnum/SceneGraph/Animable.hpp +++ b/src/Magnum/SceneGraph/Animable.hpp @@ -36,20 +36,20 @@ namespace Magnum { namespace SceneGraph { -template Animable::Animable(AbstractObject& object, AnimableGroup* group): AbstractGroupedFeature, T>(object, group), _duration(0.0f), startTime(Constants::inf()), pauseTime(-Constants::inf()), previousState(AnimationState::Stopped), currentState(AnimationState::Stopped), _repeated(false), _repeatCount(0), repeats(0) {} +template Animable::Animable(AbstractObject& object, AnimableGroup* group): AbstractGroupedFeature, T>{object, group}, _duration{0.0f}, _startTime{Constants::inf()}, _pauseTime{-Constants::inf()}, _previousState{AnimationState::Stopped}, _currentState{AnimationState::Stopped}, _repeated{false}, _repeatCount{0}, _repeats{0} {} template Animable::~Animable() {} template Animable& Animable::setState(AnimationState state) { - if(currentState == state) return *this; + if(_currentState == state) return *this; /* Not allowed (for sanity) */ - if(previousState == AnimationState::Stopped && state == AnimationState::Paused) + if(_previousState == AnimationState::Stopped && state == AnimationState::Paused) return *this; /* Wake up the group in case no animations are running */ animables()->wakeUp = true; - currentState = state; + _currentState = state; return *this; } @@ -70,67 +70,67 @@ template void AnimableGroup::ste /* The animation was stopped recently, just decrease count of running animations if the animation was running before */ - if(animable.previousState != AnimationState::Stopped && animable.currentState == AnimationState::Stopped) { - if(animable.previousState == AnimationState::Running) + if(animable._previousState != AnimationState::Stopped && animable._currentState == AnimationState::Stopped) { + if(animable._previousState == AnimationState::Running) --_runningCount; - animable.previousState = AnimationState::Stopped; + animable._previousState = AnimationState::Stopped; animable.animationStopped(); continue; /* The animation was paused recently, set pause time to previous frame time */ - } else if(animable.previousState == AnimationState::Running && animable.currentState == AnimationState::Paused) { - animable.previousState = AnimationState::Paused; - animable.pauseTime = time; + } else if(animable._previousState == AnimationState::Running && animable._currentState == AnimationState::Paused) { + animable._previousState = AnimationState::Paused; + animable._pauseTime = time; --_runningCount; animable.animationPaused(); continue; /* Skip the rest for not running animations */ - } else if(animable.currentState != AnimationState::Running) { - CORRADE_INTERNAL_ASSERT(animable.previousState == animable.currentState); + } else if(animable._currentState != AnimationState::Running) { + CORRADE_INTERNAL_ASSERT(animable._previousState == animable._currentState); continue; /* The animation was started recently, set start time to previous frame time, reset repeat count */ - } else if(animable.previousState == AnimationState::Stopped) { - animable.previousState = AnimationState::Running; - animable.startTime = time; - animable.repeats = 0; + } else if(animable._previousState == AnimationState::Stopped) { + animable._previousState = AnimationState::Running; + animable._startTime = time; + animable._repeats = 0; ++_runningCount; animable.animationStarted(); /* The animation was resumed recently, add pause duration to start time */ - } else if(animable.previousState == AnimationState::Paused) { - animable.previousState = AnimationState::Running; - animable.startTime += time - animable.pauseTime; + } else if(animable._previousState == AnimationState::Paused) { + animable._previousState = AnimationState::Running; + animable._startTime += time - animable._pauseTime; ++_runningCount; animable.animationResumed(); } - CORRADE_INTERNAL_ASSERT(animable.previousState == AnimationState::Running); + CORRADE_INTERNAL_ASSERT(animable._previousState == AnimationState::Running); /* Animation time exceeded duration */ - if(animable._duration != 0.0f && time-animable.startTime > animable._duration) { + if(animable._duration != 0.0f && time-animable._startTime > animable._duration) { /* Not repeated or repeat count exceeded, stop */ - if(!animable._repeated || animable.repeats+1 == animable._repeatCount) { - animable.previousState = AnimationState::Stopped; - animable.currentState = AnimationState::Stopped; + if(!animable._repeated || animable._repeats + 1 == animable._repeatCount) { + animable._previousState = AnimationState::Stopped; + animable._currentState = AnimationState::Stopped; --_runningCount; animable.animationStopped(); continue; } /* Increase repeat count and add duration to startTime */ - ++animable.repeats; - animable.startTime += animable._duration; + ++animable._repeats; + animable._startTime += animable._duration; } /* Animation is still running, perform animation step */ - CORRADE_ASSERT(time-animable.startTime >= 0.0f, + CORRADE_ASSERT(time - animable._startTime >= 0.0f, "SceneGraph::AnimableGroup::step(): animation was started in future - probably wrong time passed", ); CORRADE_ASSERT(delta >= 0.0f, "SceneGraph::AnimableGroup::step(): negative delta passed", ); - animable.animationStep(time - animable.startTime, delta); + animable.animationStep(time - animable._startTime, delta); } CORRADE_INTERNAL_ASSERT((_runningCount <= AnimableGroup::size()));