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https://github.com/aseprite/aseprite.git
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Rename EditorState::onBefore/AfterChangeState to onLeave/EnterState()
This is to avoid confusion about the meaning of these callbacks.
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38526f3b9e
commit
cd1f764d85
@ -188,7 +188,7 @@ Editor::Editor(Document* document, EditorFlags flags)
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m_document->addObserver(this);
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m_state->onAfterChangeState(this);
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m_state->onEnterState(this);
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}
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Editor::~Editor()
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@ -220,12 +220,12 @@ void Editor::setStateInternal(const EditorStatePtr& newState)
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// Fire before change state event, set the state, and fire after
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// change state event.
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EditorState::BeforeChangeAction beforeChangeAction =
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m_state->onBeforeChangeState(this, newState.get());
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EditorState::LeaveAction leaveAction =
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m_state->onLeaveState(this, newState.get());
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// Push a new state
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if (newState) {
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if (beforeChangeAction == EditorState::DiscardState)
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if (leaveAction == EditorState::DiscardState)
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m_statesHistory.pop();
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m_statesHistory.push(newState);
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@ -242,7 +242,7 @@ void Editor::setStateInternal(const EditorStatePtr& newState)
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ASSERT(m_state);
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// Change to the new state.
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m_state->onAfterChangeState(this);
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m_state->onEnterState(this);
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// Notify observers
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m_observers.notifyStateChanged(this);
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@ -37,7 +37,7 @@ namespace app {
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// drawing in the active sprite, etc.).
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class EditorState {
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public:
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enum BeforeChangeAction {
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enum LeaveAction {
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DiscardState,
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KeepState
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};
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@ -52,13 +52,13 @@ namespace app {
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// Called just before this state is replaced by a new state in the
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// Editor::setState() method. Returns true if this state should be
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// kept in the EditorStatesHistory.
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virtual BeforeChangeAction onBeforeChangeState(Editor* editor, EditorState* newState) {
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virtual LeaveAction onLeaveState(Editor* editor, EditorState* newState) {
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return KeepState;
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}
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// Called when this instance is set as the new Editor's state when
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// Editor::setState() method is used.
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virtual void onAfterChangeState(Editor* editor) { }
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virtual void onEnterState(Editor* editor) { }
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// Called just before the state will be removed from the
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// EditorStatesHistory. This event is useful to remove the
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@ -119,7 +119,7 @@ void MovingPixelsState::translate(const gfx::Point& delta)
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m_pixelsMovement->dropImageTemporarily();
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}
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EditorState::BeforeChangeAction MovingPixelsState::onBeforeChangeState(Editor* editor, EditorState* newState)
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EditorState::LeaveAction MovingPixelsState::onLeaveState(Editor* editor, EditorState* newState)
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{
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ASSERT(m_pixelsMovement);
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ASSERT(editor == m_editor);
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@ -513,7 +513,7 @@ void MovingPixelsState::setTransparentColor(const app::Color& color)
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void MovingPixelsState::dropPixels()
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{
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// Just change to default state (StandbyState generally). We'll
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// receive an onBeforeChangeState() event after this call.
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// receive an onLeaveState() event after this call.
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m_editor->backToPreviousState();
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}
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@ -38,7 +38,7 @@ namespace app {
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void translate(const gfx::Point& delta);
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// EditorState
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virtual BeforeChangeAction onBeforeChangeState(Editor* editor, EditorState* newState) override;
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virtual LeaveAction onLeaveState(Editor* editor, EditorState* newState) override;
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virtual void onCurrentToolChange(Editor* editor) override;
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virtual bool onMouseDown(Editor* editor, ui::MouseMessage* msg) override;
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virtual bool onMouseUp(Editor* editor, ui::MouseMessage* msg) override;
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@ -40,9 +40,9 @@ PlayState::PlayState()
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&PlayState::onBeforeCommandExecution, this);
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}
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void PlayState::onAfterChangeState(Editor* editor)
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void PlayState::onEnterState(Editor* editor)
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{
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StateWithWheelBehavior::onAfterChangeState(editor);
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StateWithWheelBehavior::onEnterState(editor);
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if (!m_editor) {
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m_editor = editor;
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@ -60,7 +60,7 @@ void PlayState::onAfterChangeState(Editor* editor)
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m_playTimer.start();
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}
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EditorState::BeforeChangeAction PlayState::onBeforeChangeState(Editor* editor, EditorState* newState)
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EditorState::LeaveAction PlayState::onLeaveState(Editor* editor, EditorState* newState)
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{
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if (!m_toScroll) {
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m_editor->setFrame(m_refFrame);
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@ -21,8 +21,8 @@ namespace app {
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public:
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PlayState();
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void onAfterChangeState(Editor* editor) override;
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BeforeChangeAction onBeforeChangeState(Editor* editor, EditorState* newState) override;
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void onEnterState(Editor* editor) override;
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LeaveAction onLeaveState(Editor* editor, EditorState* newState) override;
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bool onMouseDown(Editor* editor, ui::MouseMessage* msg) override;
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bool onMouseUp(Editor* editor, ui::MouseMessage* msg) override;
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bool onMouseMove(Editor* editor, ui::MouseMessage* msg) override;
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@ -60,7 +60,7 @@ void SelectBoxState::setBoxBounds(const gfx::Rect& box)
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m_rulers[V2] = Ruler(Ruler::Vertical, box.x+box.w);
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}
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void SelectBoxState::onAfterChangeState(Editor* editor)
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void SelectBoxState::onEnterState(Editor* editor)
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{
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updateContextBar();
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@ -56,7 +56,7 @@ namespace app {
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void setBoxBounds(const gfx::Rect& rc);
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// EditorState overrides
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virtual void onAfterChangeState(Editor* editor) override;
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virtual void onEnterState(Editor* editor) override;
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virtual void onBeforePopState(Editor* editor) override;
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virtual bool onMouseDown(Editor* editor, ui::MouseMessage* msg) override;
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virtual bool onMouseUp(Editor* editor, ui::MouseMessage* msg) override;
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@ -84,7 +84,7 @@ StandbyState::~StandbyState()
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delete m_decorator;
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}
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void StandbyState::onAfterChangeState(Editor* editor)
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void StandbyState::onEnterState(Editor* editor)
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{
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editor->setDecorator(m_decorator);
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}
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@ -21,7 +21,7 @@ namespace app {
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public:
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StandbyState();
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virtual ~StandbyState();
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virtual void onAfterChangeState(Editor* editor) override;
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virtual void onEnterState(Editor* editor) override;
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virtual void onCurrentToolChange(Editor* editor) override;
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virtual void onQuickToolChange(Editor* editor) override;
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virtual bool onMouseDown(Editor* editor, ui::MouseMessage* msg) override;
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