Changed WheelBase::SetItemPosition to make it send the item index and num items args to the transform function.
This commit is contained in:
+3
-14
@@ -98,20 +98,9 @@ void WheelBase::BeginScreen()
|
|||||||
m_WheelState = STATE_SELECTING;
|
m_WheelState = STATE_SELECTING;
|
||||||
}
|
}
|
||||||
|
|
||||||
void WheelBase::SetItemPosition( Actor &item, float fPosOffsetsFromMiddle )
|
void WheelBase::SetItemPosition(Actor &item, int item_index, float offset_from_middle)
|
||||||
{
|
{
|
||||||
/* Don't supply and item index or num items. The number of items can be so
|
Actor::TweenState ts = m_exprItemTransformFunction.GetTransformCached(offset_from_middle, item_index, NUM_WHEEL_ITEMS);
|
||||||
* large that transforms that depend on such large numbers are likely to break. */
|
|
||||||
int iItemIndex = 0; // dummy
|
|
||||||
int iNumItems = 1; // dummy
|
|
||||||
|
|
||||||
Actor::TweenState ts = m_exprItemTransformFunction.GetTransformCached( fPosOffsetsFromMiddle, iItemIndex, iNumItems );
|
|
||||||
|
|
||||||
// Round to achieve pixel alignment. Any benefit to moving this to Lua? -Chris
|
|
||||||
ts.pos.x = roundf( ts.pos.x );
|
|
||||||
ts.pos.y = roundf( ts.pos.y );
|
|
||||||
ts.pos.z = roundf( ts.pos.z );
|
|
||||||
|
|
||||||
item.DestTweenState() = ts;
|
item.DestTweenState() = ts;
|
||||||
}
|
}
|
||||||
|
|
||||||
@@ -152,7 +141,7 @@ void WheelBase::SetPositions()
|
|||||||
else
|
else
|
||||||
pDisplay->SetVisible( true );
|
pDisplay->SetVisible( true );
|
||||||
|
|
||||||
SetItemPosition( *pDisplay, fOffsetFromSelection );
|
SetItemPosition(*pDisplay, i, fOffsetFromSelection);
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
|||||||
+1
-1
@@ -49,7 +49,7 @@ public:
|
|||||||
bool IsSettled() const;
|
bool IsSettled() const;
|
||||||
|
|
||||||
void GetItemPosition( float fPosOffsetsFromMiddle, float& fX_out, float& fY_out, float& fZ_out, float& fRotationX_out );
|
void GetItemPosition( float fPosOffsetsFromMiddle, float& fX_out, float& fY_out, float& fZ_out, float& fRotationX_out );
|
||||||
void SetItemPosition( Actor &item, float fPosOffsetsFromMiddle );
|
void SetItemPosition(Actor &item, int item_index, float offset_from_middle);
|
||||||
|
|
||||||
virtual bool Select(); // return true if this selection can end the screen
|
virtual bool Select(); // return true if this selection can end the screen
|
||||||
|
|
||||||
|
|||||||
Reference in New Issue
Block a user