CAnimSet: Make use of size_t where applicable

This commit is contained in:
Lioncash
2020-06-22 22:26:35 -04:00
parent d52b05d71c
commit a2ecb2a98c
9 changed files with 40 additions and 38 deletions

View File

@@ -175,7 +175,7 @@ public:
return pTree;
}
CAnimation* FindAnimationAsset(uint32 AnimID) const
CAnimation* FindAnimationAsset(size_t AnimID) const
{
if (AnimID < mAnimPrimitives.size())
{
@@ -192,29 +192,29 @@ public:
}
// Accessors
uint32 NumCharacters() const { return mCharacters.size(); }
uint32 NumAnimations() const { return mAnimations.size(); }
size_t NumCharacters() const { return mCharacters.size(); }
size_t NumAnimations() const { return mAnimations.size(); }
const SSetCharacter* Character(uint32 Index) const
const SSetCharacter* Character(size_t Index) const
{
ASSERT(Index < NumCharacters());
return &mCharacters[Index];
}
const SAnimation* Animation(uint32 Index) const
const SAnimation* Animation(size_t Index) const
{
ASSERT(Index < NumAnimations());
return &mAnimations[Index];
}
CAnimEventData* AnimationEventData(uint32 Index) const
CAnimEventData* AnimationEventData(size_t Index) const
{
ASSERT(Index < NumAnimations());
if (Game() <= EGame::Prime)
{
const CAnimPrimitive& rkPrim = mAnimPrimitives[Index];
return rkPrim.Animation() ? rkPrim.Animation()->EventData() : nullptr;
return rkPrim.Animation() != nullptr ? rkPrim.Animation()->EventData() : nullptr;
}
else
{

View File

@@ -139,36 +139,36 @@ void CAnimationParameters::Serialize(IArchive& rArc)
}
}
const SSetCharacter* CAnimationParameters::GetCurrentSetCharacter(int32 NodeIndex /*= -1*/)
const SSetCharacter* CAnimationParameters::GetCurrentSetCharacter(int32 NodeIndex) const
{
CAnimSet *pSet = AnimSet();
const CAnimSet *pSet = AnimSet();
if (pSet && (pSet->Type() == EResourceType::AnimSet || pSet->Type() == EResourceType::Character))
if (pSet != nullptr && (pSet->Type() == EResourceType::AnimSet || pSet->Type() == EResourceType::Character))
{
if (NodeIndex == -1)
NodeIndex = mCharIndex;
if (mCharIndex != -1 && pSet->NumCharacters() > (uint32) NodeIndex)
if (mCharIndex != UINT32_MAX && pSet->NumCharacters() > static_cast<uint32>(NodeIndex))
return pSet->Character(NodeIndex);
}
return nullptr;
}
CModel* CAnimationParameters::GetCurrentModel(int32 NodeIndex /*= -1*/)
CModel* CAnimationParameters::GetCurrentModel(int32 NodeIndex)
{
const SSetCharacter *pkChar = GetCurrentSetCharacter(NodeIndex);
return pkChar ? pkChar->pModel : nullptr;
return pkChar != nullptr ? pkChar->pModel : nullptr;
}
TString CAnimationParameters::GetCurrentCharacterName(int32 NodeIndex /*= -1*/)
TString CAnimationParameters::GetCurrentCharacterName(int32 NodeIndex) const
{
const SSetCharacter *pkChar = GetCurrentSetCharacter(NodeIndex);
return pkChar ? pkChar->Name : "";
return pkChar != nullptr ? pkChar->Name : "";
}
// ************ ACCESSORS ************
uint32 CAnimationParameters::Unknown(uint32 Index)
uint32 CAnimationParameters::Unknown(uint32 Index) const
{
// mAnimIndex isn't unknown, but I'm too lazy to move it because there's a lot
// of UI stuff that depends on these functions atm for accessing and editing parameters.

View File

@@ -27,9 +27,9 @@ public:
void Write(IOutputStream& rSCLY);
void Serialize(IArchive& rArc);
const SSetCharacter* GetCurrentSetCharacter(int32 NodeIndex = -1);
const SSetCharacter* GetCurrentSetCharacter(int32 NodeIndex = -1) const;
CModel* GetCurrentModel(int32 NodeIndex = -1);
TString GetCurrentCharacterName(int32 NodeIndex = -1);
TString GetCurrentCharacterName(int32 NodeIndex = -1) const;
// Accessors
EGame Version() const { return mGame; }
@@ -54,7 +54,7 @@ public:
}
}
uint32 Unknown(uint32 Index);
uint32 Unknown(uint32 Index) const;
void SetResource(const CAssetID& rkID);
void SetUnknown(uint32 Index, uint32 Value);

View File

@@ -209,7 +209,7 @@ CResource* CScriptTemplate::FindDisplayAsset(void* pPropertyData, uint32& rOutCh
if (pRes != nullptr)
{
const uint32 MaxNumChars = static_cast<const CAnimSet*>(pRes)->NumCharacters();
const size_t MaxNumChars = static_cast<const CAnimSet*>(pRes)->NumCharacters();
rOutCharIndex = (asset.ForceNodeIndex >= 0 && asset.ForceNodeIndex < static_cast<int32>(MaxNumChars) ? asset.ForceNodeIndex : Params.CharacterIndex());
rOutAnimIndex = Params.AnimIndex();
}