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authorPiotr Dziwinski <piotrdz@gmail.com>2012-06-10 15:28:12 +0200
committerPiotr Dziwinski <piotrdz@gmail.com>2012-06-10 15:28:12 +0200
commit697fbdabf10d956e0f13bfbc9414d3db40f0c535 (patch)
treeab80ba3119d07b11da5478009b905edb702c103f /src/graphics/common/camera.h
parent680af178196217bdd255d2bc851f240983144ac1 (diff)
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BOOL -> bool; additional fixes in constructors/destructors
Diffstat (limited to 'src/graphics/common/camera.h')
-rw-r--r--src/graphics/common/camera.h56
1 files changed, 28 insertions, 28 deletions
diff --git a/src/graphics/common/camera.h b/src/graphics/common/camera.h
index 7723dfc..407d522 100644
--- a/src/graphics/common/camera.h
+++ b/src/graphics/common/camera.h
@@ -91,7 +91,7 @@ public:
CCamera(CInstanceManager* iMan);
~CCamera();
- BOOL EventProcess(const Event &event);
+ bool EventProcess(const Event &event);
void Init(D3DVECTOR eye, D3DVECTOR lookat, float delay);
@@ -121,8 +121,8 @@ public:
void RetCamera(D3DVECTOR &eye, D3DVECTOR &lookat);
- BOOL StartCentering(CObject *object, float angleH, float angleV, float dist, float time);
- BOOL StopCentering(CObject *object, float time);
+ bool StartCentering(CObject *object, float angleH, float angleV, float dist, float time);
+ bool StopCentering(CObject *object, float time);
void AbortCentering();
void FlushEffect();
@@ -136,33 +136,33 @@ public:
void SetScriptEye(D3DVECTOR eye);
void SetScriptLookat(D3DVECTOR lookat);
- void SetEffect(BOOL bEnable);
- void SetCameraScroll(BOOL bScroll);
- void SetCameraInvertX(BOOL bInvert);
- void SetCameraInvertY(BOOL bInvert);
+ void SetEffect(bool bEnable);
+ void SetCameraScroll(bool bScroll);
+ void SetCameraInvertX(bool bInvert);
+ void SetCameraInvertY(bool bInvert);
float RetMotorTurn();
D3DMouse RetMouseDef(FPOINT pos);
protected:
- BOOL EventMouseMove(const Event &event);
+ bool EventMouseMove(const Event &event);
void EventMouseWheel(int dir);
- BOOL EventFrame(const Event &event);
- BOOL EventFrameFree(const Event &event);
- BOOL EventFrameEdit(const Event &event);
- BOOL EventFrameDialog(const Event &event);
- BOOL EventFrameBack(const Event &event);
- BOOL EventFrameFix(const Event &event);
- BOOL EventFrameExplo(const Event &event);
- BOOL EventFrameOnBoard(const Event &event);
- BOOL EventFrameInfo(const Event &event);
- BOOL EventFrameVisit(const Event &event);
- BOOL EventFrameScript(const Event &event);
+ bool EventFrame(const Event &event);
+ bool EventFrameFree(const Event &event);
+ bool EventFrameEdit(const Event &event);
+ bool EventFrameDialog(const Event &event);
+ bool EventFrameBack(const Event &event);
+ bool EventFrameFix(const Event &event);
+ bool EventFrameExplo(const Event &event);
+ bool EventFrameOnBoard(const Event &event);
+ bool EventFrameInfo(const Event &event);
+ bool EventFrameVisit(const Event &event);
+ bool EventFrameScript(const Event &event);
void SetViewTime(const D3DVECTOR &vEyePt, const D3DVECTOR &vLookatPt, float rTime);
- BOOL IsCollision(D3DVECTOR &eye, D3DVECTOR lookat);
- BOOL IsCollisionBack(D3DVECTOR &eye, D3DVECTOR lookat);
- BOOL IsCollisionFix(D3DVECTOR &eye, D3DVECTOR lookat);
+ bool IsCollision(D3DVECTOR &eye, D3DVECTOR lookat);
+ bool IsCollisionBack(D3DVECTOR &eye, D3DVECTOR lookat);
+ bool IsCollisionFix(D3DVECTOR &eye, D3DVECTOR lookat);
D3DVECTOR ExcludeTerrain(D3DVECTOR eye, D3DVECTOR lookat, float &angleH, float &angleV);
D3DVECTOR ExcludeObject(D3DVECTOR eye, D3DVECTOR lookat, float &angleH, float &angleV);
@@ -192,7 +192,7 @@ protected:
D3DVECTOR m_normLookat; // aim normal
float m_focus;
- BOOL m_bRightDown;
+ bool m_bRightDown;
FPOINT m_rightPosInit;
FPOINT m_rightPosCenter;
FPOINT m_rightPosMove;
@@ -208,7 +208,7 @@ protected:
float m_backMin; // CAMERA_BACK: distance minimal
float m_addDirectionH; // CAMERA_BACK: additional direction
float m_addDirectionV; // CAMERA_BACK: additional direction
- BOOL m_bTransparency;
+ bool m_bTransparency;
float m_fixDist; // CAMERA_FIX: distance
float m_fixDirectionH; // CAMERA_FIX: direction
@@ -260,9 +260,9 @@ protected:
D3DVECTOR m_scriptEye;
D3DVECTOR m_scriptLookat;
- BOOL m_bEffect; // shocks if explosion?
- BOOL m_bCameraScroll; // scroll in the edges?
- BOOL m_bCameraInvertX; // X inversion in the edges?
- BOOL m_bCameraInvertY; // Y inversion in the edges?
+ bool m_bEffect; // shocks if explosion?
+ bool m_bCameraScroll; // scroll in the edges?
+ bool m_bCameraInvertX; // X inversion in the edges?
+ bool m_bCameraInvertY; // Y inversion in the edges?
};