remove hard-coded cursor tween seconds
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@@ -60,8 +60,6 @@
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* in player options menus, but it should in the options menu.
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*/
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const float TWEEN_SECONDS = 0.3f;
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static CString ROW_Y_NAME( size_t r ) { return ssprintf("Row%dY",int(r+1)); }
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static CString EXPLANATION_X_NAME( size_t p ) { return ssprintf("ExplanationP%dX",int(p+1)); }
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static CString EXPLANATION_Y_NAME( size_t p ) { return ssprintf("ExplanationP%dY",int(p+1)); }
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@@ -93,7 +91,8 @@ ScreenOptions::ScreenOptions( CString sClassName ) : ScreenWithMenuElements(sCla
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SEPARATE_EXIT_ROW (m_sName,"SeparateExitRow"),
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SEPARATE_EXIT_ROW_Y (m_sName,"SeparateExitRowY"),
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SHOW_EXPLANATIONS (m_sName,"ShowExplanations"),
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ALLOW_REPEATING_CHANGE_VALUE_INPUT(m_sName,"AllowRepeatingChangeValueInput")
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ALLOW_REPEATING_CHANGE_VALUE_INPUT(m_sName,"AllowRepeatingChangeValueInput"),
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CURSOR_TWEEN_SECONDS (m_sName,"CursorTweenSeconds")
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{
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m_fLockInputSecs = 0.0001f; // always lock for a tiny amount of time so that we throw away any queued inputs during the load.
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@@ -414,7 +413,7 @@ void ScreenOptions::TweenCursor( PlayerNumber pn )
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if( cursor.GetDestX() != (float) iX || cursor.GetDestY() != (float) iY )
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{
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cursor.StopTweening();
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cursor.BeginTweening( TWEEN_SECONDS );
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cursor.BeginTweening( CURSOR_TWEEN_SECONDS );
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cursor.SetXY( (float)iX, (float)iY );
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}
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