EMI/GRIM: Rename getBoundingBoxPos to getScreenBoundingBox to better describe the behavior.

This commit is contained in:
Joseph Jezak 2014-07-22 19:13:29 -04:00
parent bed29f07b3
commit 60fa48490e
9 changed files with 16 additions and 16 deletions

View file

@ -392,7 +392,7 @@ void EMIModel::updateLighting(const Math::Matrix4 &modelToWorld) {
void EMIModel::getBoundingBox(int *x1, int *y1, int *x2, int *y2) const { void EMIModel::getBoundingBox(int *x1, int *y1, int *x2, int *y2) const {
int winX1, winY1, winX2, winY2; int winX1, winY1, winX2, winY2;
g_driver->getBoundingBoxPos(this, &winX1, &winY1, &winX2, &winY2); g_driver->getScreenBoundingBox(this, &winX1, &winY1, &winX2, &winY2);
if (winX1 != -1 && winY1 != -1 && winX2 != -1 && winY2 != -1) { if (winX1 != -1 && winY1 != -1 && winX2 != -1 && winY2 != -1) {
*x1 = MIN(*x1, winX1); *x1 = MIN(*x1, winX1);
*y1 = MIN(*y1, winY1); *y1 = MIN(*y1, winY1);

View file

@ -120,8 +120,8 @@ public:
* FIXME: The implementations of these functions (for Grim and EMI, respectively) * FIXME: The implementations of these functions (for Grim and EMI, respectively)
* are very similar. Needs refactoring. See issue #789. * are very similar. Needs refactoring. See issue #789.
*/ */
virtual void getBoundingBoxPos(const Mesh *mesh, int *x1, int *y1, int *x2, int *y2) = 0; virtual void getScreenBoundingBox(const Mesh *mesh, int *x1, int *y1, int *x2, int *y2) = 0;
virtual void getBoundingBoxPos(const EMIModel *mesh, int *x1, int *y1, int *x2, int *y2) = 0; virtual void getScreenBoundingBox(const EMIModel *mesh, int *x1, int *y1, int *x2, int *y2) = 0;
virtual void startActorDraw(const Actor *act) = 0; virtual void startActorDraw(const Actor *act) = 0;
virtual void finishActorDraw() = 0; virtual void finishActorDraw() = 0;
virtual void setShadow(Shadow *shadow) = 0; virtual void setShadow(Shadow *shadow) = 0;

View file

@ -357,7 +357,7 @@ static void glShadowProjection(const Math::Vector3d &light, const Math::Vector3d
glMultMatrixf((GLfloat *)mat); glMultMatrixf((GLfloat *)mat);
} }
void GfxOpenGL::getBoundingBoxPos(const Mesh *model, int *x1, int *y1, int *x2, int *y2) { void GfxOpenGL::getScreenBoundingBox(const Mesh *model, int *x1, int *y1, int *x2, int *y2) {
if (_currentShadowArray) { if (_currentShadowArray) {
*x1 = -1; *x1 = -1;
*y1 = -1; *y1 = -1;
@ -428,7 +428,7 @@ void GfxOpenGL::getBoundingBoxPos(const Mesh *model, int *x1, int *y1, int *x2,
*y2 = (int)bottom; *y2 = (int)bottom;
} }
void GfxOpenGL::getBoundingBoxPos(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) { void GfxOpenGL::getScreenBoundingBox(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) {
if (_currentShadowArray) { if (_currentShadowArray) {
*x1 = -1; *x1 = -1;
*y1 = -1; *y1 = -1;

View file

@ -62,8 +62,8 @@ public:
bool isHardwareAccelerated() override; bool isHardwareAccelerated() override;
bool supportsShaders() override; bool supportsShaders() override;
void getBoundingBoxPos(const Mesh *model, int *x1, int *y1, int *x2, int *y2) override; void getScreenBoundingBox(const Mesh *model, int *x1, int *y1, int *x2, int *y2) override;
void getBoundingBoxPos(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) override; void getScreenBoundingBox(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) override;
void startActorDraw(const Actor *actor) override; void startActorDraw(const Actor *actor) override;
void finishActorDraw() override; void finishActorDraw() override;

View file

@ -511,11 +511,11 @@ void GfxOpenGLS::flipBuffer() {
g_system->updateScreen(); g_system->updateScreen();
} }
void GfxOpenGLS::getBoundingBoxPos(const Mesh *mesh, int *x1, int *y1, int *x2, int *y2) { void GfxOpenGLS::getScreenBoundingBox(const Mesh *mesh, int *x1, int *y1, int *x2, int *y2) {
} }
void GfxOpenGLS::getBoundingBoxPos(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) { void GfxOpenGLS::getScreenBoundingBox(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) {
if (_currentShadowArray) { if (_currentShadowArray) {
*x1 = -1; *x1 = -1;
*y1 = -1; *y1 = -1;

View file

@ -65,8 +65,8 @@ public:
*/ */
virtual void flipBuffer() override; virtual void flipBuffer() override;
virtual void getBoundingBoxPos(const Mesh *mesh, int *x1, int *y1, int *x2, int *y2) override; virtual void getScreenBoundingBox(const Mesh *mesh, int *x1, int *y1, int *x2, int *y2) override;
virtual void getBoundingBoxPos(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) override; virtual void getScreenBoundingBox(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) override;
virtual void startActorDraw(const Actor *actor) override; virtual void startActorDraw(const Actor *actor) override;
virtual void finishActorDraw() override; virtual void finishActorDraw() override;

View file

@ -370,7 +370,7 @@ static void tglShadowProjection(const Math::Vector3d &light, const Math::Vector3
tglMultMatrixf(mat); tglMultMatrixf(mat);
} }
void GfxTinyGL::getBoundingBoxPos(const Mesh *model, int *x1, int *y1, int *x2, int *y2) { void GfxTinyGL::getScreenBoundingBox(const Mesh *model, int *x1, int *y1, int *x2, int *y2) {
if (_currentShadowArray) { if (_currentShadowArray) {
*x1 = -1; *x1 = -1;
*y1 = -1; *y1 = -1;
@ -441,7 +441,7 @@ void GfxTinyGL::getBoundingBoxPos(const Mesh *model, int *x1, int *y1, int *x2,
*y2 = (int)bottom; *y2 = (int)bottom;
} }
void GfxTinyGL::getBoundingBoxPos(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) { void GfxTinyGL::getScreenBoundingBox(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) {
if (_currentShadowArray) { if (_currentShadowArray) {
*x1 = -1; *x1 = -1;
*y1 = -1; *y1 = -1;

View file

@ -60,8 +60,8 @@ public:
bool isHardwareAccelerated() override; bool isHardwareAccelerated() override;
bool supportsShaders() override; bool supportsShaders() override;
void getBoundingBoxPos(const Mesh *model, int *x1, int *y1, int *x2, int *y2) override; void getScreenBoundingBox(const Mesh *model, int *x1, int *y1, int *x2, int *y2) override;
void getBoundingBoxPos(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) override; void getScreenBoundingBox(const EMIModel *model, int *x1, int *y1, int *x2, int *y2) override;
void startActorDraw(const Actor *actor) override; void startActorDraw(const Actor *actor) override;
void finishActorDraw() override; void finishActorDraw() override;

View file

@ -578,7 +578,7 @@ void Mesh::draw() const {
void Mesh::getBoundingBox(int *x1, int *y1, int *x2, int *y2) const { void Mesh::getBoundingBox(int *x1, int *y1, int *x2, int *y2) const {
int winX1, winY1, winX2, winY2; int winX1, winY1, winX2, winY2;
g_driver->getBoundingBoxPos(this, &winX1, &winY1, &winX2, &winY2); g_driver->getScreenBoundingBox(this, &winX1, &winY1, &winX2, &winY2);
if (winX1 != -1 && winY1 != -1 && winX2 != -1 && winY2 != -1) { if (winX1 != -1 && winY1 != -1 && winX2 != -1 && winY2 != -1) {
*x1 = MIN(*x1, winX1); *x1 = MIN(*x1, winX1);
*y1 = MIN(*y1, winY1); *y1 = MIN(*y1, winY1);