Fix mask. Traditionally, quads have been a little unusual: they have a size

of 1x1, and are sized by zooming.  That's unintuitive, commonly causes
problems when used in conjunction with other stretch effects, and all we have
to do is SetHeight/SetWidth to set the actual size, which will make it behave
exactly like any other sprite.  This one didn't work because m_exprTransformFunction
overrides the zoom, usually resetting it to 1x1.
This commit is contained in:
Glenn Maynard
2005-09-24 04:02:27 +00:00
parent 4722e1ca2e
commit dbbe3c8af1
+2 -6
View File
@@ -67,12 +67,8 @@ void ActorScroller::Load2(
ScrollThroughAllItems();
RectF rectBarSize(
-fItemWidth/2,
-fItemHeight/2,
fItemWidth/2,
fItemHeight/2 );
m_quadMask.StretchTo( rectBarSize );
m_quadMask.SetWidth( fItemWidth );
m_quadMask.SetHeight( fItemHeight );
m_quadMask.SetHidden( false );
m_bLoaded = true;