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authorcornelius <cornelius@d7aaf104-2d23-0410-ae22-9d23157bf5a3>2007-02-14 01:56:14 +0000
committercornelius <cornelius@d7aaf104-2d23-0410-ae22-9d23157bf5a3>2007-02-14 01:56:14 +0000
commitf2e3ea54136c8e1941660bb6cfd3bab2930a4b35 (patch)
treed2b8c9ca4dc6ec9f9c7cf866e14caac44244e2dd
parentfe44154c4e8bc5cbb5e449769c86e29f911c2810 (diff)
downloadmarex-dev-f2e3ea54136c8e1941660bb6cfd3bab2930a4b35.tar.gz
marex-dev-f2e3ea54136c8e1941660bb6cfd3bab2930a4b35.tar.bz2
animation: Fixed explode thickness. Please try before committing :)
Changed depth -> thickness for better meaning and consistencty. git-svn-id: file:///beryl/trunk@4045 d7aaf104-2d23-0410-ae22-9d23157bf5a3
-rw-r--r--beryl-plugins/src/animation.c37
1 files changed, 19 insertions, 18 deletions
diff --git a/beryl-plugins/src/animation.c b/beryl-plugins/src/animation.c
index 830c29b..eecceb1 100644
--- a/beryl-plugins/src/animation.c
+++ b/beryl-plugins/src/animation.c
@@ -500,7 +500,7 @@ modelInitObjects(Model * model, int x, int y, int width, int height);
#define ANIM_GLIDE1_THICKNESS_DEFAULT 0.0
#define ANIM_GLIDE1_THICKNESS_MIN 0.0
#define ANIM_GLIDE1_THICKNESS_MAX 500.0
-#define ANIM_GLIDE1_THICKNESS_PRECISION 5.0
+#define ANIM_GLIDE1_THICKNESS_PRECISION 1.0
#define ANIM_GLIDE2_AWAY_POS_DEFAULT -0.4
#define ANIM_GLIDE2_AWAY_POS_MIN -2.0
@@ -515,7 +515,13 @@ modelInitObjects(Model * model, int x, int y, int width, int height);
#define ANIM_GLIDE2_THICKNESS_DEFAULT 0.0
#define ANIM_GLIDE2_THICKNESS_MIN 0.0
#define ANIM_GLIDE2_THICKNESS_MAX 500.0
-#define ANIM_GLIDE2_THICKNESS_PRECISION 5.0
+#define ANIM_GLIDE2_THICKNESS_PRECISION 1.0
+
+
+#define ANIM_EXPLODE3D_THICKNESS_DEFAULT 15.0
+#define ANIM_EXPLODE3D_THICKNESS_MIN 0.0
+#define ANIM_EXPLODE3D_THICKNESS_MAX 50.0
+#define ANIM_EXPLODE3D_THICKNESS_PRECISION 1.0
typedef enum
@@ -540,9 +546,6 @@ static char *animDirectionName[] = {
#define ANIM_FIRE_DIRECTION_DEFAULT AnimDirectionDown
#define ANIM_DOMINO_DIRECTION_DEFAULT AnimDirectionAuto
#define ANIM_RAZR_DIRECTION_DEFAULT AnimDirectionAuto
-#define ANIM_EXPLODE3D_DEPTH_DEFAULT 15.0
-#define ANIM_EXPLODE3D_DEPTH_MIN 0.0
-#define ANIM_EXPLODE3D_DEPTH_MAX 50.0
typedef enum
{
@@ -891,7 +894,6 @@ static char *allEffectName[] = {
N_("Domino (3D)"),
N_("Dream"),
N_("Explode (3D)"),
- N_("Explode (Glass)"),
N_("Fade"),
N_("Glide 1 (3D)"),
N_("Glide 2 (3D)"),
@@ -954,7 +956,6 @@ static char *minimizeEffectName[] = {
N_("Domino (3D)"),
N_("Dream"),
N_("Explode (3D)"),
- N_("Explode (Glass)"),
N_("Fade"),
N_("Glide 1 (3D)"),
N_("Glide 2 (3D)"),
@@ -1001,7 +1002,6 @@ static char *closeEffectName[] = {
N_("Domino (3D)"),
N_("Dream"),
N_("Explode (3D)"),
- N_("Explode (Glass)"),
N_("Fade"),
N_("Glide 1 (3D)"),
N_("Glide 2 (3D)"),
@@ -1182,7 +1182,7 @@ typedef enum
ANIM_SCREEN_OPTION_CURVED_FOLD_AMP,
ANIM_SCREEN_OPTION_DOMINO_DIRECTION,
ANIM_SCREEN_OPTION_RAZR_DIRECTION,
- ANIM_SCREEN_OPTION_EXPLODE3D_DEPTH,
+ ANIM_SCREEN_OPTION_EXPLODE3D_THICKNESS,
ANIM_SCREEN_OPTION_FIRE_PARTICLES,
ANIM_SCREEN_OPTION_FIRE_SIZE,
ANIM_SCREEN_OPTION_FIRE_SLOWDOWN,
@@ -5000,7 +5000,7 @@ static void fxExplode3DInit(CompScreen * s, CompWindow * w)
ANIM_WINDOW(w);
ANIM_SCREEN(s);
if (!tessellateIntoRectangles(w, 20, 14,
- as->opt[ANIM_SCREEN_OPTION_EXPLODE3D_DEPTH].value.f))
+ as->opt[ANIM_SCREEN_OPTION_EXPLODE3D_THICKNESS].value.f))
return;
PolygonSet *pset = aw->polygonSet;
@@ -6121,7 +6121,7 @@ animSetScreenOption(CompScreen * screen, char *name, CompOptionValue * value)
return TRUE;
}
break;
- case ANIM_SCREEN_OPTION_EXPLODE3D_DEPTH:
+ case ANIM_SCREEN_OPTION_EXPLODE3D_THICKNESS:
if (compSetFloatOption(o, value))
{
return TRUE;
@@ -7458,18 +7458,19 @@ static void animScreenInitOptions(AnimScreen * as)
o->rest.s.nString = LIST_SIZE(animDirectionName);
// Explode3d
- o = &as->opt[ANIM_SCREEN_OPTION_EXPLODE3D_DEPTH];
- o->name = "explode_depth";
+ o = &as->opt[ANIM_SCREEN_OPTION_EXPLODE3D_THICKNESS];
+ o->name = "explode_thickness";
o->group = N_("Explode");
o->subGroup = N_("");
o->advanced = False;
- o->shortDesc = N_("Depth of exploded polygons");
- o->longDesc = N_("Depth of exploded window pieces. Set to 0 for a shattering glass effect.");
+ o->shortDesc = N_("Thickness of Exploded Polygons");
+ o->longDesc = N_("Thickness of exploded window pieces.");
o->displayHints = "";
o->type = CompOptionTypeFloat;
- o->value.f = ANIM_EXPLODE3D_DEPTH_DEFAULT;
- o->rest.f.min = ANIM_EXPLODE3D_DEPTH_MIN;
- o->rest.f.max = ANIM_EXPLODE3D_DEPTH_MAX;
+ o->value.f = ANIM_EXPLODE3D_THICKNESS_DEFAULT;
+ o->rest.f.min = ANIM_EXPLODE3D_THICKNESS_MIN;
+ o->rest.f.max = ANIM_EXPLODE3D_THICKNESS_MAX;
+ o->rest.f.precision = ANIM_EXPLODE3D_THICKNESS_PRECISION;
// Glide 1