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Convert custom HeadSpin integer types to standard types from stdint.h
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@ -264,8 +264,8 @@ public:
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to make an animation slow down gradually when you stop it.
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The types are defined in plAnimEaseTypes.h
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*/
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virtual UInt8 GetEaseInType() const { return fEaseInType; }
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void SetEaseInType(UInt8 type) { fEaseInType = type; }
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virtual uint8_t GetEaseInType() const { return fEaseInType; }
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void SetEaseInType(uint8_t type) { fEaseInType = type; }
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/** Set the length of time the ease-in should take. */
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virtual hsScalar GetEaseInLength() const { return fEaseInLength; }
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@ -283,9 +283,9 @@ public:
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void SetEaseInMax(hsScalar length) { fEaseInMax = length; }
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/** The curve type for the ease out. */
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virtual UInt8 GetEaseOutType() const { return fEaseOutType; }
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virtual uint8_t GetEaseOutType() const { return fEaseOutType; }
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/** The curve type for the ease out. */
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void SetEaseOutType(UInt8 type) { fEaseOutType = type; }
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void SetEaseOutType(uint8_t type) { fEaseOutType = type; }
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/** The length of time for the ease out. */
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virtual hsScalar GetEaseOutLength() const { return fEaseOutLength; }
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@ -311,9 +311,9 @@ public:
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\param end will hold the end time of the loop */
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bool GetLoop(const char *name, float &start, float &end) const;
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/** Lets you get a loop by index instead of name. */
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bool GetLoop(UInt32 num, float &start, float &end) const;
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bool GetLoop(uint32_t num, float &start, float &end) const;
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/** Returns the number of loops defined on this anim. */
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UInt32 GetNumLoops() const;
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uint32_t GetNumLoops() const;
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/** Add a marker to the animation. Markers can be used
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for callbacks or for goto comands. A marker is a simple
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@ -329,10 +329,10 @@ public:
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at the defined time. */
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void AddStopPoint(hsScalar time);
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/** Return the number of stop points defined for this animation. */
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UInt32 NumStopPoints();
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uint32_t NumStopPoints();
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/** Get the time corresponding to the given stop point. Stop points
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are numbered in the order they were added. */
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hsScalar GetStopPoint(UInt32 i);
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hsScalar GetStopPoint(uint32_t i);
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/** Function to check for a zero-length loop, and set it to
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the anim's start/end instead */
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void CheckLoop();
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@ -353,8 +353,8 @@ protected:
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hsScalar fLoopEnd; /// when you reach this point, loop back
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bool fLoop; /// do we loop?
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UInt8 fEaseInType; /// the type (none/linear/spline) of our ease-in curve, if any
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UInt8 fEaseOutType; /// the type (none/linear/spline) of our ease-out curve, if any
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uint8_t fEaseInType; /// the type (none/linear/spline) of our ease-in curve, if any
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uint8_t fEaseOutType; /// the type (none/linear/spline) of our ease-out curve, if any
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hsScalar fEaseInLength; /// the length of time our ease-in curve takes
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hsScalar fEaseInMin; /// minimum (initial) value of our ease-in
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hsScalar fEaseInMax; /// maximum (final) value of our ease-in
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