diff options
Diffstat (limited to 'indra/llcharacter/llmotion.h')
-rw-r--r-- | indra/llcharacter/llmotion.h | 50 |
1 files changed, 25 insertions, 25 deletions
diff --git a/indra/llcharacter/llmotion.h b/indra/llcharacter/llmotion.h index aaa9a146d7..d6d7267115 100644 --- a/indra/llcharacter/llmotion.h +++ b/indra/llcharacter/llmotion.h @@ -91,21 +91,21 @@ public: virtual void setStopTime(F32 time); - BOOL isStopped() const { return mStopped; } + bool isStopped() const { return mStopped; } - void setStopped(BOOL stopped) { mStopped = stopped; } + void setStopped(bool stopped) { mStopped = stopped; } - BOOL isBlending(); + bool isBlending(); // Activation functions. // It is OK for other classes to activate a motion, // but only the controller can deactivate it. - // Thus, if mActive == TRUE, the motion *may* be on the controllers active list, - // but if mActive == FALSE, the motion is gauranteed not to be on the active list. + // Thus, if mActive == true, the motion *may* be on the controllers active list, + // but if mActive == false, the motion is gauranteed not to be on the active list. protected: // Used by LLMotionController only void deactivate(); - BOOL isActive() { return mActive; } + bool isActive() { return mActive; } public: void activate(F32 time); @@ -115,7 +115,7 @@ public: //------------------------------------------------------------------------- // motions must specify whether or not they loop - virtual BOOL getLoop() = 0; + virtual bool getLoop() = 0; // motions must report their total duration virtual F32 getDuration() = 0; @@ -144,33 +144,33 @@ public: virtual LLMotionInitStatus onInitialize(LLCharacter *character) = 0; // called per time step - // must return TRUE while it is active, and - // must return FALSE when the motion is completed. - virtual BOOL onUpdate(F32 activeTime, U8* joint_mask) = 0; + // must return true while it is active, and + // must return false when the motion is completed. + virtual bool onUpdate(F32 activeTime, U8* joint_mask) = 0; // called when a motion is deactivated virtual void onDeactivate() = 0; // can we crossfade this motion with a new instance when restarted? - // should ultimately always be TRUE, but lack of emote blending, etc + // should ultimately always be true, but lack of emote blending, etc // requires this - virtual BOOL canDeprecate(); + virtual bool canDeprecate(); // optional callback routine called when animation deactivated. void setDeactivateCallback( void (*cb)(void *), void* userdata ); protected: // called when a motion is activated - // must return TRUE to indicate success, or else + // must return true to indicate success, or else // it will be deactivated - virtual BOOL onActivate() = 0; + virtual bool onActivate() = 0; void addJointState(const LLPointer<LLJointState>& jointState); protected: LLPose mPose; - BOOL mStopped; // motion has been stopped; - BOOL mActive; // motion is on active list (can be stopped or not stopped) + bool mStopped; // motion has been stopped; + bool mActive; // motion is on active list (can be stopped or not stopped) //------------------------------------------------------------------------- // these are set implicitly by the motion controller and @@ -199,7 +199,7 @@ public: LLTestMotion(const LLUUID &id) : LLMotion(id){} ~LLTestMotion() {} static LLMotion *create(const LLUUID& id) { return new LLTestMotion(id); } - BOOL getLoop() { return FALSE; } + bool getLoop() { return false; } F32 getDuration() { return 0.0f; } F32 getEaseInDuration() { return 0.0f; } F32 getEaseOutDuration() { return 0.0f; } @@ -208,8 +208,8 @@ public: F32 getMinPixelArea() { return 0.f; } LLMotionInitStatus onInitialize(LLCharacter*) { LL_INFOS() << "LLTestMotion::onInitialize()" << LL_ENDL; return STATUS_SUCCESS; } - BOOL onActivate() { LL_INFOS() << "LLTestMotion::onActivate()" << LL_ENDL; return TRUE; } - BOOL onUpdate(F32 time, U8* joint_mask) { LL_INFOS() << "LLTestMotion::onUpdate(" << time << ")" << LL_ENDL; return TRUE; } + bool onActivate() { LL_INFOS() << "LLTestMotion::onActivate()" << LL_ENDL; return true; } + bool onUpdate(F32 time, U8* joint_mask) { LL_INFOS() << "LLTestMotion::onUpdate(" << time << ")" << LL_ENDL; return true; } void onDeactivate() { LL_INFOS() << "LLTestMotion::onDeactivate()" << LL_ENDL; } }; @@ -225,7 +225,7 @@ public: static LLMotion *create(const LLUUID &id) { return new LLNullMotion(id); } // motions must specify whether or not they loop - /*virtual*/ BOOL getLoop() { return TRUE; } + /*virtual*/ bool getLoop() { return true; } // motions must report their total duration /*virtual*/ F32 getDuration() { return 1.f; } @@ -251,14 +251,14 @@ public: /*virtual*/ LLMotionInitStatus onInitialize(LLCharacter *character) { return STATUS_SUCCESS; } // called when a motion is activated - // must return TRUE to indicate success, or else + // must return true to indicate success, or else // it will be deactivated - /*virtual*/ BOOL onActivate() { return TRUE; } + /*virtual*/ bool onActivate() { return true; } // called per time step - // must return TRUE while it is active, and - // must return FALSE when the motion is completed. - /*virtual*/ BOOL onUpdate(F32 activeTime, U8* joint_mask) { return TRUE; } + // must return true while it is active, and + // must return false when the motion is completed. + /*virtual*/ bool onUpdate(F32 activeTime, U8* joint_mask) { return true; } // called when a motion is deactivated /*virtual*/ void onDeactivate() {} |