From: Vadim Zeitlin Date: Mon, 9 Oct 2006 21:59:46 +0000 (+0000) Subject: replaced Ok() with IsOk(), no real changes X-Git-Url: https://git.saurik.com/wxWidgets.git/commitdiff_plain/9d9e3858509a4b6ca657991c76a7036fde6092d5 replaced Ok() with IsOk(), no real changes git-svn-id: https://svn.wxwidgets.org/svn/wx/wxWidgets/trunk@41844 c3d73ce0-8a6f-49c7-b76d-6d57e0e08775 --- diff --git a/src/common/anidecod.cpp b/src/common/anidecod.cpp index 61cfb664d5..455dc12a4e 100644 --- a/src/common/anidecod.cpp +++ b/src/common/anidecod.cpp @@ -36,7 +36,7 @@ wxCURHandler wxANIDecoder::sm_handler; class wxANIFrameInfo { public: - wxANIFrameInfo(size_t delay = 0, int idx = -1) + wxANIFrameInfo(size_t delay = 0, int idx = -1) { m_delay=delay; m_imageIndex=idx; } 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; *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: stream.Read(&datalen, 4); datalen = wxINT32_SWAP_ON_BE(datalen) ; - + // data should be padded to make even number of bytes if (datalen % 2 == 1) datalen ++ ; @@ -160,7 +160,7 @@ bool wxANIDecoder::CanRead(wxInputStream& stream) const } // the "anih" RIFF chunk -struct wxANIHeader +struct wxANIHeader { wxInt32 cbSizeOf; // Num bytes in AniHeader (36 bytes) wxInt32 cFrames; // Number of unique Icons in this cursor @@ -234,7 +234,7 @@ bool wxANIDecoder::Load( wxInputStream& stream ) // save interesting info from the header m_nFrames = header.cSteps; // NB: not cFrames!! - if (m_nFrames==0) + if ( m_nFrames == 0 ) return false; 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? if (m_nFrames == 0) return false; // rate chunks should always be placed after anih chunk - + wxASSERT(m_info.GetCount() == m_nFrames); for (size_t i=0; iGetNext() ) { handler=(const wxAnimationDecoder*)node->GetData(); @@ -284,7 +284,7 @@ wxAnimationCtrl::~wxAnimationCtrl() bool wxAnimationCtrl::LoadFile(const wxString& filename, wxAnimationType type) { wxAnimation anim; - if (!anim.LoadFile(filename, type) || + if (!anim.LoadFile(filename, type) || !anim.IsOk()) return false; @@ -318,7 +318,7 @@ void wxAnimationCtrl::SetAnimation(const wxAnimation& animation) RebuildBackingStoreUpToFrame(0); else { - // clear to + // clear to wxMemoryDC dc; dc.SelectObject(m_backingStore); @@ -389,7 +389,7 @@ void wxAnimationCtrl::RebuildBackingStoreUpToFrame(size_t frame) int w = wxMin(sz.GetWidth(), winsz.GetWidth()); 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.Create(w, h); @@ -443,8 +443,8 @@ void wxAnimationCtrl::IncrementalUpdateBackingStore() case wxANIM_TOPREVIOUS: // this disposal should never be used too often. // E.g. GIF specification explicitely say to keep the usage of this - // disposal limited to the minimum. - // In fact it may require a lot of time to restore + // disposal limited to the minimum. + // In fact it may require a lot of time to restore if (m_currentFrame == 1) { // 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) { - wxASSERT(m_backingStore.Ok()); + wxASSERT( m_backingStore.IsOk() ); // m_backingStore always contains the current frame dc.DrawBitmap(m_backingStore, 0, 0); @@ -489,8 +489,9 @@ void wxAnimationCtrl::DrawCurrentFrame(wxDC& dc) void wxAnimationCtrl::DisposeToBackground(wxDC& dc) { - wxBrush brush(IsUsingWindowBackgroundColour() ? - this->GetBackgroundColour() : m_animation.GetBackgroundColour(), wxSOLID); + wxBrush brush(IsUsingWindowBackgroundColour() + ? GetBackgroundColour() + : m_animation.GetBackgroundColour()); dc.SetBackground(brush); dc.Clear(); } @@ -505,7 +506,7 @@ void wxAnimationCtrl::OnPaint(wxPaintEvent& WXUNUSED(event)) wxPaintDC dc(this); // both if we are playing or not, we need to refresh the current frame - if (m_backingStore.Ok()) + if ( m_backingStore.IsOk() ) DrawCurrentFrame(dc); //else: m_animation is not valid and thus we don't have a valid backing store... }