Use a lua transform function to position SOptions rows instead of having a Y metric for each row

This commit is contained in:
Chris Danford
2005-08-15 07:51:16 +00:00
parent 1470cfb900
commit c885d87f4a
6 changed files with 117 additions and 66 deletions
+3 -3
View File
@@ -190,8 +190,8 @@ public:
BitmapText &GetTextItemForRow( PlayerNumber pn, int iChoiceOnRow );
void GetWidthXY( PlayerNumber pn, int iChoiceOnRow, int &iWidthOut, int &iXOut, int &iYOut );
void SetRowY( float fRowY ) { m_fY = fRowY; }
float GetRowY() { return m_fY; }
// ScreenOptions calls positions m_FrameDestination, then m_Frame tween to that same TweenState.
Actor &GetFrameDestination() { return m_FrameDestination; }
void SetRowHidden( bool bRowHidden ) { m_bHidden = bRowHidden; }
bool GetRowHidden() { return m_bHidden; }
unsigned GetTextItemsSize() { return m_textItems.size(); }
@@ -234,7 +234,7 @@ protected:
// Only one will true at a time if m_RowDef.bMultiSelect
vector<bool> m_vbSelected[NUM_PLAYERS]; // size = m_RowDef.choices.size()
float m_fY;
Actor m_FrameDestination; // m_Frame should approach the destination TweenState of this.
bool m_bHidden; // currently off screen
};