Changed WheelBase::SetItemPosition to make it send the item index and num items args to the transform function.
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+3
-14
@@ -98,20 +98,9 @@ void WheelBase::BeginScreen()
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m_WheelState = STATE_SELECTING;
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}
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void WheelBase::SetItemPosition( Actor &item, float fPosOffsetsFromMiddle )
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void WheelBase::SetItemPosition(Actor &item, int item_index, float offset_from_middle)
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{
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/* Don't supply and item index or num items. The number of items can be so
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* large that transforms that depend on such large numbers are likely to break. */
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int iItemIndex = 0; // dummy
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int iNumItems = 1; // dummy
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Actor::TweenState ts = m_exprItemTransformFunction.GetTransformCached( fPosOffsetsFromMiddle, iItemIndex, iNumItems );
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// Round to achieve pixel alignment. Any benefit to moving this to Lua? -Chris
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ts.pos.x = roundf( ts.pos.x );
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ts.pos.y = roundf( ts.pos.y );
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ts.pos.z = roundf( ts.pos.z );
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Actor::TweenState ts = m_exprItemTransformFunction.GetTransformCached(offset_from_middle, item_index, NUM_WHEEL_ITEMS);
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item.DestTweenState() = ts;
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}
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@@ -152,7 +141,7 @@ void WheelBase::SetPositions()
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else
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pDisplay->SetVisible( true );
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SetItemPosition( *pDisplay, fOffsetFromSelection );
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SetItemPosition(*pDisplay, i, fOffsetFromSelection);
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}
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}
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