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Re: [Pingus-CVS] CVS: Games/Pingus/src surface_button.cxx,1.12,1.13
From: |
Ingo Ruhnke |
Subject: |
Re: [Pingus-CVS] CVS: Games/Pingus/src surface_button.cxx,1.12,1.13 |
Date: |
09 Sep 2002 12:50:12 +0200 |
User-agent: |
Gnus/5.09 (Gnus v5.9.0) Emacs/21.2 |
David Philippi <address@hidden> writes:
>> some docu, some blabla and the worldmap stuff needs a complete
>> rewrite...
> Are you going to do the rewrite or do you need help?
If you want to do it I can give you the specs.
> BTW I thought about moving /editorobjs --> /editor/objs and
> worldobjsdata --> worldobjs/data. I think this would make the
> structure a bit cleaner and while a WorldObjs::Data::XY may seem a
> bit awkward, the main usage is inside of namespace WorldObj anyway
> and a Data::XY is definitely better then a WorldObjsData::XY. Right
> now it's just an idea I'm playing with while I'm trying to find the
> time to split the remaining WorldObj's.
Forget that, the current structure is fine and WorldObj has exactly
the same things in common with WorldObjData that EditorObj has.
WorldObjs::Data:: would be incorrect and would not represent the
structure. Beside that I like mostly flat directory structures.
BTW. I would like to get rid of all those new and deletes:
HammerObj::HammerObj (WorldObjsData::HammerData* data_)
: SpriteEditorObj(data_->pos),
frame(0),
data(new WorldObjsData::HammerData(*data_))
[...]
HammerObj::~HammerObj ()
{
delete data;
}
I don't like them and they don't provide any real benefit. Having real
objects instead of pointers would look much nicer. And beside that I
think the private inheritage looked quite a bit nicer, since it
avoided all those data->blabla...
--
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