Remove the last 2 default parameter values.

They usually just add unnecessary confusion and this is definitely such
an example.  Removal will clarify the code.

svn-id: r45512
This commit is contained in:
Robert Špalek 2009-10-30 01:56:52 +00:00
parent c778efaca5
commit d662c4aa20
4 changed files with 21 additions and 30 deletions

View file

@ -219,18 +219,14 @@ void Animation::setIndex(int index) {
_index = index;
}
Drawable *Animation::getFrame(int frameNum) {
Drawable *Animation::getCurrentFrame() {
// If there are no frames stored, return NULL
if (_frames.size() == 0) {
return NULL;
return _frames.size() > 0 ? _frames[_currentFrame] : NULL;
}
// If no argument is passed, return the current frame
if (frameNum == kCurrentFrame) {
return _frames[_currentFrame];
} else {
return _frames[frameNum];
}
Drawable *Animation::getFrame(int frameNum) {
// If there are no frames stored, return NULL
return _frames.size() > 0 ? _frames[frameNum] : NULL;
}
uint Animation::getFrameCount() const {
@ -417,7 +413,7 @@ void AnimationManager::drawScene(Surface *surf) {
continue;
}
(*it)->nextFrame();
(*it)->nextFrame(false);
(*it)->drawFrame(surf);
}
}
@ -559,7 +555,7 @@ int AnimationManager::getTopAnimationID(int x, int y) const {
continue;
}
const Drawable *frame = anim->getFrame();
const Drawable *frame = anim->getCurrentFrame();
if (frame == NULL) {
continue;

View file

@ -46,12 +46,6 @@ enum {
kInventoryItemsID = -11
};
/**
* Default argument to Animation::getFrame() that makes it return
* the current frame instead of the user specifying it.
*/
enum { kCurrentFrame = -1 };
/**
* Used by overlays as a neutral index that won't get
* released with the GPL Release command.
@ -74,11 +68,12 @@ public:
void setID(int id);
int getID() const;
void nextFrame(bool force = false);
void nextFrame(bool force);
void drawFrame(Surface *surface);
void addFrame(Drawable *frame, const SoundSample *sample);
Drawable *getFrame(int frameNum = kCurrentFrame);
Drawable *getCurrentFrame();
Drawable *getFrame(int frameNum);
void setCurrentFrame(uint frame);
uint currentFrameNum() const;
uint getFrameCount() const;

View file

@ -211,7 +211,7 @@ void Game::init() {
_dialogueAnims[i]->setRelative(1,
kScreenHeight - (i + 1) * _vm->_smallFont->getFontHeight());
Text *text = reinterpret_cast<Text *>(_dialogueAnims[i]->getFrame());
Text *text = reinterpret_cast<Text *>(_dialogueAnims[i]->getCurrentFrame());
text->setText("");
}
@ -266,7 +266,7 @@ void Game::loop() {
if (_loopStatus == kStatusDialogue && _loopSubstatus == kSubstatusOrdinary) {
Text *text;
for (int i = 0; i < kDialogueLines; ++i) {
text = reinterpret_cast<Text *>(_dialogueAnims[i]->getFrame());
text = reinterpret_cast<Text *>(_dialogueAnims[i]->getCurrentFrame());
if (_animUnderCursor == _dialogueAnims[i]->getID()) {
text->setColour(kLineActiveColour);
@ -285,7 +285,7 @@ void Game::loop() {
if (_vm->_mouse->isCursorOn()) {
// Fetch the dedicated objects' title animation / current frame
Animation *titleAnim = _vm->_anims->getAnimation(kTitleText);
Text *title = reinterpret_cast<Text *>(titleAnim->getFrame());
Text *title = reinterpret_cast<Text *>(titleAnim->getCurrentFrame());
updateCursor();
updateTitle();
@ -581,7 +581,7 @@ void Game::updateTitle() {
// Fetch the dedicated objects' title animation / current frame
Animation *titleAnim = _vm->_anims->getAnimation(kTitleText);
Text *title = reinterpret_cast<Text *>(titleAnim->getFrame());
Text *title = reinterpret_cast<Text *>(titleAnim->getCurrentFrame());
// Mark dirty rectangle to delete the previous text
titleAnim->markDirtyRect(surface);
@ -672,7 +672,7 @@ void Game::putItem(int itemID, int position) {
Sprite *sp = new Sprite(img->_data, img->_length, 0, 0, true);
anim->addFrame(sp, NULL);
}
Drawable *frame = anim->getFrame();
Drawable *frame = anim->getCurrentFrame();
const int x = kInventoryX +
(column * kInventoryItemWidth) -
@ -810,7 +810,7 @@ int Game::dialogueDraw() {
debugC(3, kDraciLogicDebugLevel, "Testing dialogue block %d", i);
if (_vm->_script->testExpression(blockTest, 1)) {
anim = _dialogueAnims[_dialogueLinesNum];
dialogueLine = reinterpret_cast<Text *>(anim->getFrame());
dialogueLine = reinterpret_cast<Text *>(anim->getCurrentFrame());
dialogueLine->setText(_dialogueBlocks[i]._title);
dialogueLine->setColour(kLineInactiveColour);
@ -823,7 +823,7 @@ int Game::dialogueDraw() {
for (i = _dialogueLinesNum; i < kDialogueLines; ++i) {
_lines[i] = -1;
anim = _dialogueAnims[i];
dialogueLine = reinterpret_cast<Text *>(anim->getFrame());
dialogueLine = reinterpret_cast<Text *>(anim->getCurrentFrame());
dialogueLine->setText("");
}
@ -853,7 +853,7 @@ int Game::dialogueDraw() {
}
for (i = 0; i < kDialogueLines; ++i) {
dialogueLine = reinterpret_cast<Text *>(_dialogueAnims[i]->getFrame());
dialogueLine = reinterpret_cast<Text *>(_dialogueAnims[i]->getCurrentFrame());
_dialogueAnims[i]->markDirtyRect(_vm->_screen->getSurface());
dialogueLine->setText("");
}
@ -1421,7 +1421,7 @@ void Game::positionAnimAsHero(Animation *anim) {
anim->setZ(_hero.y + 1);
// Fetch current frame
Drawable *frame = anim->getFrame();
Drawable *frame = anim->getCurrentFrame();
// Fetch base dimensions of the frame
uint height = frame->getHeight();

View file

@ -708,7 +708,7 @@ void Script::talk(Common::Queue<int> &params) {
// Fetch frame for the speech text
Animation *speechAnim = _vm->_anims->getAnimation(kSpeechText);
Text *speechFrame = reinterpret_cast<Text *>(speechAnim->getFrame());
Text *speechFrame = reinterpret_cast<Text *>(speechAnim->getCurrentFrame());
// Fetch person info
const Person *person = _vm->_game->getPerson(personID);