EMI: removed unnecessary comments, made getBoundingBox const
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98e9b41010
commit
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5 changed files with 3 additions and 16 deletions
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@ -439,7 +439,6 @@ void Costume::getBoundingBox(int *x1, int *y1, int *x2, int *y2) {
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c->getBoundingBox(x1, y1, x2, y2);
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c->getBoundingBox(x1, y1, x2, y2);
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}
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}
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//TODO: why is it lowercase 'mesh'?
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if (_components[i] &&(_components[i]->isComponentType('m','e','s','h'))) {
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if (_components[i] &&(_components[i]->isComponentType('m','e','s','h'))) {
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EMIMeshComponent *c = static_cast<EMIMeshComponent *>(_components[i]);
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EMIMeshComponent *c = static_cast<EMIMeshComponent *>(_components[i]);
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c->getBoundingBox(x1, y1, x2, y2);
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c->getBoundingBox(x1, y1, x2, y2);
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@ -87,7 +87,7 @@ void EMIMeshComponent::draw() {
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//translateObject(true);
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//translateObject(true);
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}
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}
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void EMIMeshComponent::getBoundingBox(int *x1, int *y1, int *x2, int *y2) {
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void EMIMeshComponent::getBoundingBox(int *x1, int *y1, int *x2, int *y2) const {
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// If the object was drawn by being a component
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// If the object was drawn by being a component
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// of it's parent then don't draw it
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// of it's parent then don't draw it
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@ -37,7 +37,7 @@ public:
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int update(uint time);
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int update(uint time);
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void reset();
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void reset();
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void draw();
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void draw();
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void getBoundingBox(int *x1, int *y1, int *x2, int *y2);
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void getBoundingBox(int *x1, int *y1, int *x2, int *y2) const;
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public:
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public:
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bool _hierShared;
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bool _hierShared;
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@ -442,12 +442,6 @@ void GfxOpenGL::getBoundingBoxPos(const EMIModel *model, int *x1, int *y1, int *
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return;
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return;
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}
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}
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//*x1 = (int)left;
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//*y1 = (int)top;
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//*x2 = (int)right;
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//*y2 = (int)bottom;
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//TODO: For some reasons the x axis needs to be flipped to get the correct positioned texts?
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*x1 = (int)left;
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*x1 = (int)left;
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*y1 = (int)(_gameHeight - bottom);
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*y1 = (int)(_gameHeight - bottom);
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*x2 = (int)right;
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*x2 = (int)right;
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@ -575,12 +575,6 @@ void GfxTinyGL::getBoundingBoxPos(const EMIModel *model, int *x1, int *y1, int *
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return;
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return;
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}
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}
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//*x1 = (int)left;
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//*y1 = (int)top;
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//*x2 = (int)right;
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//*y2 = (int)bottom;
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//TODO: For some reasons the x axis needs to be flipped to get the correct positioned texts?
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*x1 = (int)left;
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*x1 = (int)left;
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*y1 = (int)(_gameHeight - bottom);
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*y1 = (int)(_gameHeight - bottom);
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*x2 = (int)right;
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*x2 = (int)right;
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