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path: root/engines/sword25/gfx/renderobjectmanager.cpp
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Diffstat (limited to 'engines/sword25/gfx/renderobjectmanager.cpp')
-rw-r--r--engines/sword25/gfx/renderobjectmanager.cpp92
1 files changed, 47 insertions, 45 deletions
diff --git a/engines/sword25/gfx/renderobjectmanager.cpp b/engines/sword25/gfx/renderobjectmanager.cpp
index 8ba0a9a663..d67e1c0361 100644
--- a/engines/sword25/gfx/renderobjectmanager.cpp
+++ b/engines/sword25/gfx/renderobjectmanager.cpp
@@ -56,61 +56,62 @@ namespace Sword25 {
// Konstruktion / Desktruktion
// -----------------------------------------------------------------------------
-RenderObjectManager::RenderObjectManager(int Width, int Height, int FramebufferCount) :
- m_FrameStarted(false) {
+RenderObjectManager::RenderObjectManager(int width, int height, int framebufferCount) :
+ _frameStarted(false) {
// Wurzel des BS_RenderObject-Baumes erzeugen.
- m_RootPtr = (new RootRenderObject(this, Width, Height))->GetHandle();
+ _rootPtr = (new RootRenderObject(this, width, height))->getHandle();
}
// -----------------------------------------------------------------------------
RenderObjectManager::~RenderObjectManager() {
// Die Wurzel des Baumes löschen, damit werden alle BS_RenderObjects mitgelöscht.
- m_RootPtr.Erase();
+ _rootPtr.erase();
}
// -----------------------------------------------------------------------------
// Interface
// -----------------------------------------------------------------------------
-void RenderObjectManager::StartFrame() {
- m_FrameStarted = true;
+void RenderObjectManager::startFrame() {
+ _frameStarted = true;
// Verstrichene Zeit bestimmen
- int TimeElapsed = Kernel::GetInstance()->GetGfx()->GetLastFrameDurationMicro();
+ int timeElapsed = Kernel::GetInstance()->GetGfx()->GetLastFrameDurationMicro();
// Alle BS_TimedRenderObject Objekte über den Framestart und die verstrichene Zeit in Kenntnis setzen
- RenderObjectList::iterator Iter = m_TimedRenderObjects.begin();
- for (; Iter != m_TimedRenderObjects.end(); ++Iter)
- (*Iter)->FrameNotification(TimeElapsed);
+ RenderObjectList::iterator iter = _timedRenderObjects.begin();
+ for (; iter != _timedRenderObjects.end(); ++iter)
+ (*iter)->frameNotification(timeElapsed);
}
// -----------------------------------------------------------------------------
-bool RenderObjectManager::Render() {
+bool RenderObjectManager::render() {
// Den Objekt-Status des Wurzelobjektes aktualisieren. Dadurch werden rekursiv alle Baumelemente aktualisiert.
// Beim aktualisieren des Objekt-Status werden auch die Update-Rects gefunden, so dass feststeht, was neu gezeichnet
// werden muss.
- if (!m_RootPtr.IsValid() || !m_RootPtr->UpdateObjectState()) return false;
+ if (!_rootPtr.isValid() || !_rootPtr->updateObjectState())
+ return false;
- m_FrameStarted = false;
+ _frameStarted = false;
// Die Render-Methode der Wurzel aufrufen. Dadurch wird das rekursive Rendern der Baumelemente angestoßen.
- return m_RootPtr->Render();
+ return _rootPtr->render();
}
// -----------------------------------------------------------------------------
-void RenderObjectManager::AttatchTimedRenderObject(RenderObjectPtr<TimedRenderObject> RenderObjectPtr) {
- m_TimedRenderObjects.push_back(RenderObjectPtr);
+void RenderObjectManager::attatchTimedRenderObject(RenderObjectPtr<TimedRenderObject> renderObjectPtr) {
+ _timedRenderObjects.push_back(renderObjectPtr);
}
// -----------------------------------------------------------------------------
-void RenderObjectManager::DetatchTimedRenderObject(RenderObjectPtr<TimedRenderObject> RenderObjectPtr) {
- for (uint i = 0; i < m_TimedRenderObjects.size(); i++)
- if (m_TimedRenderObjects[i] == RenderObjectPtr) {
- m_TimedRenderObjects.remove_at(i);
+void RenderObjectManager::detatchTimedRenderObject(RenderObjectPtr<TimedRenderObject> renderObjectPtr) {
+ for (uint i = 0; i < _timedRenderObjects.size(); i++)
+ if (_timedRenderObjects[i] == renderObjectPtr) {
+ _timedRenderObjects.remove_at(i);
break;
}
}
@@ -119,57 +120,58 @@ void RenderObjectManager::DetatchTimedRenderObject(RenderObjectPtr<TimedRenderOb
// Persistenz
// -----------------------------------------------------------------------------
-bool RenderObjectManager::Persist(OutputPersistenceBlock &Writer) {
- bool Result = true;
+bool RenderObjectManager::persist(OutputPersistenceBlock &writer) {
+ bool result = true;
// Alle Kinder des Wurzelknotens speichern. Dadurch werden alle BS_RenderObjects gespeichert rekursiv gespeichert.
- Result &= m_RootPtr->PersistChildren(Writer);
+ result &= _rootPtr->persistChildren(writer);
- Writer.Write(m_FrameStarted);
+ writer.write(_frameStarted);
// Referenzen auf die TimedRenderObjects persistieren.
- Writer.Write(m_TimedRenderObjects.size());
- RenderObjectList::const_iterator Iter = m_TimedRenderObjects.begin();
- while (Iter != m_TimedRenderObjects.end()) {
- Writer.Write((*Iter)->GetHandle());
- ++Iter;
+ writer.write(_timedRenderObjects.size());
+ RenderObjectList::const_iterator iter = _timedRenderObjects.begin();
+ while (iter != _timedRenderObjects.end()) {
+ writer.write((*iter)->getHandle());
+ ++iter;
}
// Alle BS_AnimationTemplates persistieren.
- Result &= AnimationTemplateRegistry::GetInstance().Persist(Writer);
+ result &= AnimationTemplateRegistry::GetInstance().persist(writer);
- return Result;
+ return result;
}
// -----------------------------------------------------------------------------
-bool RenderObjectManager::Unpersist(InputPersistenceBlock &Reader) {
- bool Result = true;
+bool RenderObjectManager::unpersist(InputPersistenceBlock &reader) {
+ bool result = true;
// Alle Kinder des Wurzelknotens löschen. Damit werden alle BS_RenderObjects gelöscht.
- m_RootPtr->DeleteAllChildren();
+ _rootPtr->deleteAllChildren();
// Alle BS_RenderObjects wieder hestellen.
- if (!m_RootPtr->UnpersistChildren(Reader)) return false;
+ if (!_rootPtr->unpersistChildren(reader))
+ return false;
- Reader.Read(m_FrameStarted);
+ reader.read(_frameStarted);
// Momentan gespeicherte Referenzen auf TimedRenderObjects löschen.
- m_TimedRenderObjects.resize(0);
+ _timedRenderObjects.resize(0);
// Referenzen auf die TimedRenderObjects wieder herstellen.
- uint TimedObjectCount;
- Reader.Read(TimedObjectCount);
- for (uint i = 0; i < TimedObjectCount; ++i) {
- uint Handle;
- Reader.Read(Handle);
- m_TimedRenderObjects.push_back(Handle);
+ uint timedObjectCount;
+ reader.read(timedObjectCount);
+ for (uint i = 0; i < timedObjectCount; ++i) {
+ uint handle;
+ reader.read(handle);
+ _timedRenderObjects.push_back(handle);
}
// Alle BS_AnimationTemplates wieder herstellen.
- Result &= AnimationTemplateRegistry::GetInstance().Unpersist(Reader);
+ result &= AnimationTemplateRegistry::GetInstance().unpersist(reader);
- return Result;
+ return result;
}
} // End of namespace Sword25