legacy: bPosition is always true

This commit is contained in:
Glenn Maynard
2005-09-24 02:35:53 +00:00
parent 05514ab59e
commit 40251903ec
2 changed files with 7 additions and 8 deletions
+6 -7
View File
@@ -208,15 +208,15 @@ void ActorScroller::UpdateInternal( float fDeltaTime )
void ActorScroller::DrawPrimitives() void ActorScroller::DrawPrimitives()
{ {
PositionItemsAndDrawPrimitives( true, true ); PositionItemsAndDrawPrimitives( true );
} }
void ActorScroller::PositionItems() void ActorScroller::PositionItems()
{ {
PositionItemsAndDrawPrimitives( true, false ); PositionItemsAndDrawPrimitives( false );
} }
void ActorScroller::PositionItemsAndDrawPrimitives( bool bPosition, bool bDrawPrimitives ) void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives )
{ {
// Optimization: If we weren't loaded, then fall back to the ActorFrame logic // Optimization: If we weren't loaded, then fall back to the ActorFrame logic
if( !m_bLoaded ) if( !m_bLoaded )
@@ -239,10 +239,10 @@ void ActorScroller::PositionItemsAndDrawPrimitives( bool bPosition, bool bDrawPr
float fPositionFullyOffScreenTop = fPositionFullyOnScreenTop - 1; float fPositionFullyOffScreenTop = fPositionFullyOnScreenTop - 1;
float fPositionFullyOffScreenBottom = fPositionFullyOnScreenBottom + 1; float fPositionFullyOffScreenBottom = fPositionFullyOnScreenBottom + 1;
if( bPosition ) m_exprTransformFunction.PositionItem( &m_quadMask, fPositionFullyOffScreenTop, -1, m_SubActors.size() ); m_exprTransformFunction.PositionItem( &m_quadMask, fPositionFullyOffScreenTop, -1, m_SubActors.size() );
if( bDrawPrimitives ) m_quadMask.Draw(); if( bDrawPrimitives ) m_quadMask.Draw();
if( bPosition ) m_exprTransformFunction.PositionItem( &m_quadMask, fPositionFullyOffScreenBottom, m_SubActors.size(), m_SubActors.size() ); m_exprTransformFunction.PositionItem( &m_quadMask, fPositionFullyOffScreenBottom, m_SubActors.size(), m_SubActors.size() );
if( bDrawPrimitives ) m_quadMask.Draw(); if( bDrawPrimitives ) m_quadMask.Draw();
fFirstItemToDraw = fPositionFullyOffScreenTop + m_fCurrentItem; fFirstItemToDraw = fPositionFullyOffScreenTop + m_fCurrentItem;
@@ -269,8 +269,7 @@ void ActorScroller::PositionItemsAndDrawPrimitives( bool bPosition, bool bDrawPr
else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() ) else if( iIndex < 0 || iIndex >= (int)m_SubActors.size() )
continue; continue;
if( bPosition ) m_exprTransformFunction.PositionItem( m_SubActors[iIndex], fPosition, iIndex, m_SubActors.size() );
m_exprTransformFunction.PositionItem( m_SubActors[iIndex], fPosition, iIndex, m_SubActors.size() );
if( bDrawPrimitives ) if( bDrawPrimitives )
{ {
if( bDelayedDraw ) if( bDelayedDraw )
+1 -1
View File
@@ -52,7 +52,7 @@ public:
void PushSelf( lua_State *L ); void PushSelf( lua_State *L );
protected: protected:
void PositionItemsAndDrawPrimitives( bool bPosition, bool bDrawPrimitives ); void PositionItemsAndDrawPrimitives( bool bDrawPrimitives );
private: private:
bool m_bLoaded; bool m_bLoaded;