replaced Ok() with IsOk(), no real changes

git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@41844 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775
This commit is contained in:
Vadim Zeitlin 2006-10-09 21:59:46 +00:00
parent deb325e3b2
commit 9d9e385850
2 changed files with 18 additions and 17 deletions

View File

@ -36,7 +36,7 @@ wxCURHandler wxANIDecoder::sm_handler;
class wxANIFrameInfo class wxANIFrameInfo
{ {
public: public:
wxANIFrameInfo(size_t delay = 0, int idx = -1) wxANIFrameInfo(size_t delay = 0, int idx = -1)
{ m_delay=delay; m_imageIndex=idx; } { m_delay=delay; m_imageIndex=idx; }
size_t m_delay; size_t m_delay;
@ -68,7 +68,7 @@ bool wxANIDecoder::ConvertToImage(size_t frame, wxImage *image) const
{ {
size_t idx = m_info[frame].m_imageIndex; size_t idx = m_info[frame].m_imageIndex;
*image = m_images[idx]; // copy *image = m_images[idx]; // copy
return image->Ok(); return image->IsOk();
} }
@ -134,7 +134,7 @@ bool wxANIDecoder::CanRead(wxInputStream& stream) const
// we always have a data size: // we always have a data size:
stream.Read(&datalen, 4); stream.Read(&datalen, 4);
datalen = wxINT32_SWAP_ON_BE(datalen) ; datalen = wxINT32_SWAP_ON_BE(datalen) ;
// data should be padded to make even number of bytes // data should be padded to make even number of bytes
if (datalen % 2 == 1) datalen ++ ; if (datalen % 2 == 1) datalen ++ ;
@ -160,7 +160,7 @@ bool wxANIDecoder::CanRead(wxInputStream& stream) const
} }
// the "anih" RIFF chunk // the "anih" RIFF chunk
struct wxANIHeader struct wxANIHeader
{ {
wxInt32 cbSizeOf; // Num bytes in AniHeader (36 bytes) wxInt32 cbSizeOf; // Num bytes in AniHeader (36 bytes)
wxInt32 cFrames; // Number of unique Icons in this cursor wxInt32 cFrames; // Number of unique Icons in this cursor
@ -234,7 +234,7 @@ bool wxANIDecoder::Load( wxInputStream& stream )
// save interesting info from the header // save interesting info from the header
m_nFrames = header.cSteps; // NB: not cFrames!! m_nFrames = header.cSteps; // NB: not cFrames!!
if (m_nFrames==0) if ( m_nFrames == 0 )
return false; return false;
globaldelay = wxINT32_SWAP_ON_BE(header.JifRate) * 1000 / 60; globaldelay = wxINT32_SWAP_ON_BE(header.JifRate) * 1000 / 60;
@ -247,7 +247,7 @@ bool wxANIDecoder::Load( wxInputStream& stream )
// did we already process the anih32 chunk? // did we already process the anih32 chunk?
if (m_nFrames == 0) if (m_nFrames == 0)
return false; // rate chunks should always be placed after anih chunk return false; // rate chunks should always be placed after anih chunk
wxASSERT(m_info.GetCount() == m_nFrames); wxASSERT(m_info.GetCount() == m_nFrames);
for (size_t i=0; i<m_nFrames; i++) for (size_t i=0; i<m_nFrames; i++)
{ {

View File

@ -99,7 +99,7 @@ wxColour wxAnimation::GetBackgroundColour() const
bool wxAnimation::LoadFile(const wxString& filename, wxAnimationType type) bool wxAnimation::LoadFile(const wxString& filename, wxAnimationType type)
{ {
wxFileInputStream stream(filename); wxFileInputStream stream(filename);
if (!stream.Ok()) if ( !stream.IsOk() )
return false; return false;
return Load(stream, type); return Load(stream, type);
@ -112,7 +112,7 @@ bool wxAnimation::Load(wxInputStream &stream, wxAnimationType type)
const wxAnimationDecoder *handler; const wxAnimationDecoder *handler;
if ( type == wxANIMATION_TYPE_ANY ) if ( type == wxANIMATION_TYPE_ANY )
{ {
for ( wxAnimationDecoderList::compatibility_iterator node = sm_handlers.GetFirst(); for ( wxAnimationDecoderList::compatibility_iterator node = sm_handlers.GetFirst();
node; node = node->GetNext() ) node; node = node->GetNext() )
{ {
handler=(const wxAnimationDecoder*)node->GetData(); handler=(const wxAnimationDecoder*)node->GetData();
@ -284,7 +284,7 @@ wxAnimationCtrl::~wxAnimationCtrl()
bool wxAnimationCtrl::LoadFile(const wxString& filename, wxAnimationType type) bool wxAnimationCtrl::LoadFile(const wxString& filename, wxAnimationType type)
{ {
wxAnimation anim; wxAnimation anim;
if (!anim.LoadFile(filename, type) || if (!anim.LoadFile(filename, type) ||
!anim.IsOk()) !anim.IsOk())
return false; return false;
@ -318,7 +318,7 @@ void wxAnimationCtrl::SetAnimation(const wxAnimation& animation)
RebuildBackingStoreUpToFrame(0); RebuildBackingStoreUpToFrame(0);
else else
{ {
// clear to // clear to
wxMemoryDC dc; wxMemoryDC dc;
dc.SelectObject(m_backingStore); dc.SelectObject(m_backingStore);
@ -389,7 +389,7 @@ void wxAnimationCtrl::RebuildBackingStoreUpToFrame(size_t frame)
int w = wxMin(sz.GetWidth(), winsz.GetWidth()); int w = wxMin(sz.GetWidth(), winsz.GetWidth());
int h = wxMin(sz.GetHeight(), winsz.GetHeight()); int h = wxMin(sz.GetHeight(), winsz.GetHeight());
if ( !m_backingStore.Ok() || if ( !m_backingStore.IsOk() ||
m_backingStore.GetWidth() < w || m_backingStore.GetHeight() < h ) m_backingStore.GetWidth() < w || m_backingStore.GetHeight() < h )
{ {
m_backingStore.Create(w, h); m_backingStore.Create(w, h);
@ -443,8 +443,8 @@ void wxAnimationCtrl::IncrementalUpdateBackingStore()
case wxANIM_TOPREVIOUS: case wxANIM_TOPREVIOUS:
// this disposal should never be used too often. // this disposal should never be used too often.
// E.g. GIF specification explicitely say to keep the usage of this // E.g. GIF specification explicitely say to keep the usage of this
// disposal limited to the minimum. // disposal limited to the minimum.
// In fact it may require a lot of time to restore // In fact it may require a lot of time to restore
if (m_currentFrame == 1) if (m_currentFrame == 1)
{ {
// if 0-th frame disposal is to restore to previous frame, // if 0-th frame disposal is to restore to previous frame,
@ -481,7 +481,7 @@ void wxAnimationCtrl::DrawFrame(wxDC &dc, size_t frame)
void wxAnimationCtrl::DrawCurrentFrame(wxDC& dc) void wxAnimationCtrl::DrawCurrentFrame(wxDC& dc)
{ {
wxASSERT(m_backingStore.Ok()); wxASSERT( m_backingStore.IsOk() );
// m_backingStore always contains the current frame // m_backingStore always contains the current frame
dc.DrawBitmap(m_backingStore, 0, 0); dc.DrawBitmap(m_backingStore, 0, 0);
@ -489,8 +489,9 @@ void wxAnimationCtrl::DrawCurrentFrame(wxDC& dc)
void wxAnimationCtrl::DisposeToBackground(wxDC& dc) void wxAnimationCtrl::DisposeToBackground(wxDC& dc)
{ {
wxBrush brush(IsUsingWindowBackgroundColour() ? wxBrush brush(IsUsingWindowBackgroundColour()
this->GetBackgroundColour() : m_animation.GetBackgroundColour(), wxSOLID); ? GetBackgroundColour()
: m_animation.GetBackgroundColour());
dc.SetBackground(brush); dc.SetBackground(brush);
dc.Clear(); dc.Clear();
} }
@ -505,7 +506,7 @@ void wxAnimationCtrl::OnPaint(wxPaintEvent& WXUNUSED(event))
wxPaintDC dc(this); wxPaintDC dc(this);
// both if we are playing or not, we need to refresh the current frame // both if we are playing or not, we need to refresh the current frame
if (m_backingStore.Ok()) if ( m_backingStore.IsOk() )
DrawCurrentFrame(dc); DrawCurrentFrame(dc);
//else: m_animation is not valid and thus we don't have a valid backing store... //else: m_animation is not valid and thus we don't have a valid backing store...
} }