simplify: only accept RectF
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+5
-11
@@ -409,11 +409,11 @@ void Actor::HurryTweening( float factor )
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}
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}
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void Actor::ScaleTo( const RectI &rect, StretchType st )
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void Actor::ScaleTo( const RectF &rect, StretchType st )
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{
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// width and height of rectangle
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float rect_width = (float) rect.GetWidth();
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float rect_height = (float) rect.GetHeight();
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float rect_width = rect.GetWidth();
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float rect_height = rect.GetHeight();
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if( rect_width < 0 ) SetRotationY( 180 );
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if( rect_height < 0 ) SetRotationX( 180 );
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@@ -467,12 +467,6 @@ void Actor::SetEffectClock( CString s )
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else ASSERT(0);
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}
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void Actor::StretchTo( const RectI &r )
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{
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RectF r2( (float)r.left, (float)r.top, (float)r.right, (float)r.bottom );
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StretchTo( r2 );
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}
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void Actor::StretchTo( const RectF &r )
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{
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// width and height of rectangle
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@@ -714,8 +708,8 @@ void Actor::HandleCommand( const ParsedCommand &command )
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else if( sName=="effectdelay" ) SetEffectDelay( fParam(1) );
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else if( sName=="effectclock" ) SetEffectClock( sParam(1) );
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else if( sName=="effectmagnitude" ) SetEffectMagnitude( RageVector3(fParam(1),fParam(2),fParam(3)) );
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else if( sName=="scaletocover" ) { RectI R(iParam(1), iParam(2), iParam(3), iParam(4)); ScaleToCover(R); }
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else if( sName=="scaletofit" ) { RectI R(iParam(1), iParam(2), iParam(3), iParam(4)); ScaleToFitInside(R); }
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else if( sName=="scaletocover" ) { RectF R(fParam(1), fParam(2), fParam(3), fParam(4)); ScaleToCover(R); }
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else if( sName=="scaletofit" ) { RectF R(fParam(1), fParam(2), fParam(3), fParam(4)); ScaleToFitInside(R); }
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// Commands that take effect immediately (ignoring the tweening queue):
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else if( sName=="animate" ) EnableAnimation( bParam(1) );
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else if( sName=="setstate" ) SetState( iParam(1) );
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@@ -198,11 +198,10 @@ public:
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enum StretchType { fit_inside, cover };
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void ScaleToCover( const RectI &rect ) { ScaleTo( rect, cover ); }
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void ScaleToFitInside( const RectI &rect ) { ScaleTo( rect, fit_inside); };
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void ScaleTo( const RectI &rect, StretchType st );
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void ScaleToCover( const RectF &rect ) { ScaleTo( rect, cover ); }
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void ScaleToFitInside( const RectF &rect ) { ScaleTo( rect, fit_inside); };
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void ScaleTo( const RectF &rect, StretchType st );
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void StretchTo( const RectI &rect );
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void StretchTo( const RectF &rect );
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@@ -131,7 +131,7 @@ public:
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void DrawStrip( float fRightEdgePercent )
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{
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RectI rect;
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RectF rect;
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const float fChamberWidthInPercent = 1.0f/NUM_CHAMBERS;
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const float fStripWidthInPercent = 1.0f/NUM_STRIPS;
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@@ -177,7 +177,7 @@ public:
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void DrawMask( float fPercent )
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{
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RectI rect;
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RectF rect;
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int iChamber;
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float fChamberOverflowPercent;
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@@ -781,10 +781,7 @@ void Sprite::ScaleToClipped( float fWidth, float fHeight )
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Sprite::StopUsingCustomCoords();
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// first find the correct zoom
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Sprite::ScaleToCover( RectI(0, 0,
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(int)fWidth,
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(int)fHeight )
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);
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Sprite::ScaleToCover( RectF(0,0,fWidth,fHeight) );
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// find which dimension is larger
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bool bXDimNeedsToBeCropped = GetZoomedWidth() > fWidth+0.01;
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