simplify
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@@ -147,7 +147,7 @@ void ScreenOptions::Init( InputMode im, OptionRow OptionRows[], int iNumOptionLi
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bt->EnableShadow( false );
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// set the X position of each item in the line
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float fItemWidth = bt->GetWidestLineWidthInSourcePixels() * bt->GetZoomX();
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const float fItemWidth = bt->GetZoomedWidth();
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fX += fItemWidth/2;
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bt->SetX( fX );
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fX += fItemWidth/2 + ITEMS_GAP_X;
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@@ -328,7 +328,7 @@ void ScreenOptions::GetWidthXY( PlayerNumber pn, int iRow, int &iWidthOut, int &
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{
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BitmapText &text = GetTextItemForRow( pn, iRow );
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iWidthOut = int(roundf( text.GetWidestLineWidthInSourcePixels() * text.GetZoomX() ));
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iWidthOut = int(roundf( text.GetZoomedWidth() ));
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iXOut = int(roundf( text.GetDestX() ));
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/* We update m_fRowY, change colors and tween items, and then tween rows to
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* their final positions. (This is so we don't tween colors, too.) m_fRowY
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