Layer::Layer():
active_(true),
- z_depth_(0.0f),
+ z_depth(0.0f),
dirty_time_(Time::end()),
- z_depth__static(false)
+ z_depth_static(false)
{
_LayerCounter::counter++;
}
bool
Layer::set_param(const String ¶m, const ValueBase &value)
{
- IMPORT_AS(z_depth_,"z_depth")
+ IMPORT(z_depth)
return false;
}
bool
Layer::set_param_static(const String ¶m, const bool x)
{
- SET_STATIC(z_depth_,x)
+ SET_STATIC(z_depth,x)
return false;
}
bool
Layer::get_param_static(const String ¶m) const
{
- GET_STATIC(z_depth_);
+ GET_STATIC(z_depth);
return false;
}
Layer::get_z_depth(const synfig::Time& t)const
{
if(!dynamic_param_list().count("z_depth"))
- return z_depth_;
+ return z_depth;
return (*dynamic_param_list().find("z_depth")->second)(t).get(Real());
}
if(param=="z_depth")
{
synfig::ValueBase ret(get_z_depth());
- ret.set_static(z_depth__static);
+ ret.set_static(z_depth_static);
return ret;
}
return ValueBase();
{
Layer::Vocab ret;
- ret.push_back(ParamDesc(z_depth_,"z_depth")
+ ret.push_back(ParamDesc(z_depth,"z_depth")
.set_local_name(_("Z Depth"))
.set_animation_only(true)
);
String description_;
//! The depth parameter of the layer in the layer stack
- float z_depth_;
+ float z_depth;
//! True if zdepth is not affected when in animation mode
- bool z_depth__static;
+ bool z_depth_static;
//! \writeme
mutable Time dirty_time_;
int get_depth()const;
//! Gets the non animated z depth of the layer
- float get_z_depth()const { return z_depth_; }
+ float get_z_depth()const { return z_depth; }
//! Gets the z depth of the layer at a time t
float get_z_depth(const synfig::Time& t)const;
//! Sets the z depth of the layer (non animated)
- void set_z_depth(float x) { z_depth_=x; }
+ void set_z_depth(float x) { z_depth=x; }
//! Sets the Canvas that this Layer is a part of
void set_canvas(etl::loose_handle<Canvas> canvas);