PositionItem -> TransformItem
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@@ -234,10 +234,10 @@ void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives )
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float fPositionFullyOffScreenTop = -(fNumItemsToDraw)/2.f;
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float fPositionFullyOffScreenTop = -(fNumItemsToDraw)/2.f;
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float fPositionFullyOffScreenBottom = (fNumItemsToDraw)/2.f;
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float fPositionFullyOffScreenBottom = (fNumItemsToDraw)/2.f;
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m_exprTransformFunction.PositionItem( &m_quadMask, fPositionFullyOffScreenTop, -1, m_iNumItems );
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m_exprTransformFunction.TransformItem( &m_quadMask, fPositionFullyOffScreenTop, -1, m_iNumItems );
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if( bDrawPrimitives ) m_quadMask.Draw();
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if( bDrawPrimitives ) m_quadMask.Draw();
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m_exprTransformFunction.PositionItem( &m_quadMask, fPositionFullyOffScreenBottom, m_iNumItems, m_iNumItems );
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m_exprTransformFunction.TransformItem( &m_quadMask, fPositionFullyOffScreenBottom, m_iNumItems, m_iNumItems );
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if( bDrawPrimitives ) m_quadMask.Draw();
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if( bDrawPrimitives ) m_quadMask.Draw();
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}
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}
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@@ -281,7 +281,7 @@ void ActorScroller::PositionItemsAndDrawPrimitives( bool bDrawPrimitives )
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if( !m_bFunctionDependsOnItemIndex )
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if( !m_bFunctionDependsOnItemIndex )
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iItem = 0;
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iItem = 0;
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m_exprTransformFunction.PositionItem( m_SubActors[iIndex], fPosition, iItem, m_iNumItems );
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m_exprTransformFunction.TransformItem( m_SubActors[iIndex], fPosition, iItem, m_iNumItems );
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if( bDrawPrimitives )
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if( bDrawPrimitives )
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{
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{
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if( bDelayedDraw )
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if( bDelayedDraw )
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@@ -40,7 +40,7 @@ const Actor::TweenState &LuaExpressionTransform::GetPosition( float fPositionOff
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return m_mapPositionToTweenStateCache[key] = a.DestTweenState();
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return m_mapPositionToTweenStateCache[key] = a.DestTweenState();
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}
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}
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void LuaExpressionTransform::PositionItem( Actor *pActor, float fPositionOffsetFromCenter, int iItemIndex, int iNumItems )
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void LuaExpressionTransform::TransformItem( Actor *pActor, float fPositionOffsetFromCenter, int iItemIndex, int iNumItems )
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{
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{
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float fInterval = 1.0f / m_iNumSubdivisions;
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float fInterval = 1.0f / m_iNumSubdivisions;
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float fFloor = QuantizeDown( fPositionOffsetFromCenter, fInterval );
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float fFloor = QuantizeDown( fPositionOffsetFromCenter, fInterval );
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@@ -16,7 +16,7 @@ public:
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void SetFromReference( const LuaReference &ref );
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void SetFromReference( const LuaReference &ref );
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void SetNumSubdivisions( int iNumSubdivisions ) { ASSERT( iNumSubdivisions > 0 ); m_iNumSubdivisions = iNumSubdivisions; }
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void SetNumSubdivisions( int iNumSubdivisions ) { ASSERT( iNumSubdivisions > 0 ); m_iNumSubdivisions = iNumSubdivisions; }
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void PositionItem( Actor *pActor, float fPositionOffsetFromCenter, int iItemIndex, int iNumItems );
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void TransformItem( Actor *pActor, float fPositionOffsetFromCenter, int iItemIndex, int iNumItems );
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const Actor::TweenState &GetPosition( float fPositionOffsetFromCenter, int iItemIndex, int iNumItems ) const;
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const Actor::TweenState &GetPosition( float fPositionOffsetFromCenter, int iItemIndex, int iNumItems ) const;
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void ClearCache() { m_mapPositionToTweenStateCache.clear(); }
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void ClearCache() { m_mapPositionToTweenStateCache.clear(); }
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@@ -40,7 +40,7 @@ void StreamDisplay::Load( const RString &_sMetricsGroup )
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Sprite *pSpr = new Sprite;
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Sprite *pSpr = new Sprite;
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pSpr->Load( THEME->GetPathG(sMetricsGroup,StreamTypeToString(st)) );
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pSpr->Load( THEME->GetPathG(sMetricsGroup,StreamTypeToString(st)) );
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m_vpSprPill[st].push_back( pSpr );
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m_vpSprPill[st].push_back( pSpr );
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m_transformPill.PositionItem( pSpr, -1, i, iNumPills );
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m_transformPill.TransformItem( pSpr, -1, i, iNumPills );
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float f = 1 / fTextureCoordScaleX;
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float f = 1 / fTextureCoordScaleX;
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pSpr->SetCustomTextureRect( RectF(f*i,0,f*(i+1),1) );
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pSpr->SetCustomTextureRect( RectF(f*i,0,f*(i+1),1) );
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