SpiderMonkey now supports default parameters!

I've just modified those places with TODO comments, but there are most
likely others that could benefit of the feature to make the code a bit
cleaner and easier to understand.
Thanks to Fabio for pointing it out.
Refs #1886

This was SVN commit r15496.
This commit is contained in:
Yves committed 2014-07-05 13:58:51 +00:00
1 parent 8b493c2739
commit 334ba4b740
1 file changed
+4 -4
@@ -26,7 +26,7 @@ function getInitColorFadeRGB()
* fun_smoothRestart [optional]: a function, which returns a smooth tick counter, if the fade should be started;
* arguments: [var data]; must return false, if smooth restart was not possible and true, if it was ok
*/
function startColorFade(name, tickInterval, duration, fun_colorTransform, restartAble, fun_smoothRestart)
function startColorFade(name, tickInterval, duration, fun_colorTransform, restartAble = true, fun_smoothRestart = false)
{
// get the overlay
var overlay = Engine.GetGUIObjectByName(name);
@@ -42,7 +42,7 @@ function startColorFade(name, tickInterval, duration, fun_colorTransform, restar
"tickInterval": tickInterval,
"duration": duration,
"fun_colorTransform": fun_colorTransform,
"restartAble": restartAble || restartAble === undefined, //TODO: add default parameter when it is supported (spiderMonkey upgrade #1886)
"restartAble": restartAble,
"fun_smoothRestart": fun_smoothRestart,
"tickCounter": 0,
"justStopAtExternCall": duration == 0,
@@ -114,7 +114,7 @@ function isColorFadeRunning(name)
* hideOverlay [optional]: hides the overlay, if true [default: true]
* return: true a running fade was stopped
*/
function stopColorFade(name, hideOverlay)
function stopColorFade(name, hideOverlay = true)
{
// check, if a color fade is running
if (!isColorFadeRunning(name))
@@ -125,7 +125,7 @@ function stopColorFade(name, hideOverlay)
delete g_colorFade[name];
// get the overlay and hide it
if (hideOverlay || hideOverlay === undefined) //TODO: add default parameter when it is supported (spiderMonkey upgrade #1886)
if (hideOverlay)
{
var overlay = Engine.GetGUIObjectByName(name);
if (overlay)