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Re: [Gnash-commit] gnash ChangeLog gui/gtk.cpp server/sprite_insta...


From: Udo Giacomozzi
Subject: Re: [Gnash-commit] gnash ChangeLog gui/gtk.cpp server/sprite_insta...
Date: Thu, 8 Mar 2007 09:42:25 +0100

Hello Sandro,

Thursday, March 8, 2007, 1:11:13 AM, you wrote:
SS> +    // forgive me udo, I'll leave correct thing to you
SS> +    set_invalidated();

Since you call execute_frame_tags() later, it should be unnecessary to
call set_invalidated() at this time. AFAIK, execute_frame_tags()
updates the display list if necessary and will trigger
set_invalidated() itself.

SS>      m_current_frame = 0;
SS>      m_update_frame = true;

What's m_update_frame? I don't see it being used anywhere..

SS>      m_has_looped = false;
SS>      m_play_state = PLAY;
SS>  
SS> +    // DisplayList::clear is bogus in that
SS> +    // id won't recursively call character::unload
SS> +    // unless we pass 'true' as the second argument.
SS> +    // But passing 'true' will also call the onLoad
SS> +    // method, which is wrong.

Really? Clearing the displaylist calls onLoad? Or is this a typo?


SS> +    // This will likely be fixed as soon as we get
SS> +    // the action execution list correctly implemented.
SS> +    m_display_list.clear(true);

What about a DisplayList::callUnload() ?

Also, is clear() *only* being called for character::unload? Because in
this case execute_frame_tags() will certainly trigger
set_invalidated() since the display list needs to be rebuilt.

And, could you please document all the known facts about restart() in
the code? Should sprite_instance::restart() really restart all of it's
children? In what situations is restart() being called? What is it
opposed to do?

SS> +
SS> +    // Not sure we should re-execute this, anyway
SS> +    // elvis.swf restarts fine...
SS>      execute_frame_tags(m_current_frame);

I saw lots of discussions about these things in IRC and elsewhere
(didn't follow everything, though). We should write down all the
results so far, somewhere.

Udo





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