fix ScoreWheel scrolling
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@@ -44,43 +44,6 @@ ActorScroller::ActorScroller()
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m_quadMask.SetHidden( true );
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}
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void ActorScroller::Load(
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float fSecondsPerItem,
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float fNumItemsToDraw,
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const RageVector3 &vRotationDegrees,
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const RageVector3 &vTranslateTerm0,
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const RageVector3 &vTranslateTerm1,
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const RageVector3 &vTranslateTerm2,
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bool bUseMask
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)
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{
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m_fSecondsPerItem = fSecondsPerItem;
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m_fNumItemsToDraw = fNumItemsToDraw;
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// Note: Rotation is applied before translation.
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// rot = m_vRotationDegrees*itemOffset^1
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// trans = m_vTranslateTerm0*itemOffset^0 +
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// m_vTranslateTerm1*itemOffset^1 +
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// m_vTranslateTerm2*itemOffset^2
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ostringstream s;
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s <<
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"function(self,offset,itemIndex,numItems) " <<
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"self:x(" << vTranslateTerm0.x << " + " << vTranslateTerm1.x << "*offset + " << vTranslateTerm2.x << "*offset*offset); " <<
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"self:y(" << vTranslateTerm0.y << " + " << vTranslateTerm1.y << "*offset + " << vTranslateTerm2.y << "*offset*offset); " <<
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"self:z(" << vTranslateTerm0.z << " + " << vTranslateTerm1.z << "*offset + " << vTranslateTerm2.z << "*offset*offset); " <<
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"self:rotationx(" << vRotationDegrees.x << "*offset); " <<
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"self:rotationy(" << vRotationDegrees.y << "*offset); " <<
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"self:rotationz(" << vRotationDegrees.z << "*offset); " <<
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"end";
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m_exprTransform.SetFromExpression( s.str() );
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m_fQuantizePixels = 0;
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m_bUseMask = bUseMask;
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m_bLoaded = true;
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}
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void ActorScroller::Load2(
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float fNumItemsToDraw,
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float fItemWidth,
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@@ -99,7 +62,7 @@ void ActorScroller::Load2(
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m_fMaskWidth = fItemWidth;
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m_fMaskHeight = fItemHeight;
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m_exprTransform.SetFromExpression(
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m_exprTransformFunction.SetFromExpression(
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ssprintf("function(self,offset,itemIndex,numItems) return self:y(%f*offset) end",fItemHeight)
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);
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@@ -129,14 +92,16 @@ void ActorScroller::Load3(
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float fSecondsPerItem,
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float fNumItemsToDraw,
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bool bFastCatchup,
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const CString &sExprTransform
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const CString &sTransformFunction,
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bool bUseMask
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)
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{
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m_fSecondsPerItem = fSecondsPerItem;
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m_fNumItemsToDraw = fNumItemsToDraw;
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m_bFastCatchup = bFastCatchup;
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m_exprTransform.SetFromExpression( sExprTransform );
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m_exprTransformFunction.SetFromExpression( sTransformFunction );
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m_fQuantizePixels = 0;
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m_bUseMask = bUseMask;
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m_bLoaded = true;
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}
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@@ -164,41 +129,27 @@ void ActorScroller::LoadFromNode( const CString &sDir, const XNode *pNode )
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float fSecondsPerItem = 1;
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float fNumItemsToDraw = 0;
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RageVector3 vRotationDegrees = RageVector3(0,0,0);
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RageVector3 vTranslateTerm0 = RageVector3(0,0,0);
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RageVector3 vTranslateTerm1 = RageVector3(0,0,0);
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RageVector3 vTranslateTerm2 = RageVector3(0,0,0);
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float fItemPaddingStart = 0;
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float fItemPaddingEnd = 0;
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CString sTransformFunction;
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GET_VALUE( "SecondsPerItem", fSecondsPerItem );
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GET_VALUE( "NumItemsToDraw", fNumItemsToDraw );
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GET_VALUE( "RotationDegreesX", vRotationDegrees.x );
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GET_VALUE( "RotationDegreesY", vRotationDegrees.y );
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GET_VALUE( "RotationDegreesZ", vRotationDegrees.z );
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GET_VALUE( "TranslateTerm0X", vTranslateTerm0.x );
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GET_VALUE( "TranslateTerm0Y", vTranslateTerm0.y );
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GET_VALUE( "TranslateTerm0Z", vTranslateTerm0.z );
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GET_VALUE( "TranslateTerm1X", vTranslateTerm1.x );
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GET_VALUE( "TranslateTerm1Y", vTranslateTerm1.y );
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GET_VALUE( "TranslateTerm1Z", vTranslateTerm1.z );
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GET_VALUE( "TranslateTerm2X", vTranslateTerm2.x );
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GET_VALUE( "TranslateTerm2Y", vTranslateTerm2.y );
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GET_VALUE( "TranslateTerm2Z", vTranslateTerm2.z );
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GET_VALUE( "ItemPaddingStart", fItemPaddingStart );
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GET_VALUE( "ItemPaddingEnd", fItemPaddingEnd );
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GET_VALUE( "TransformFunction", sTransformFunction );
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#undef GET_VALUE
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Load(
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Load3(
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fSecondsPerItem,
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fNumItemsToDraw,
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vRotationDegrees,
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vTranslateTerm0,
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vTranslateTerm1,
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vTranslateTerm2 );
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false,
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sTransformFunction,
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false );
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SetCurrentAndDestinationItem( -fItemPaddingStart );
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SetDestinationItem( m_SubActors.size()-1+fItemPaddingEnd );
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pNode->GetAttrValue( "UseMask", m_bUseMask );
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pNode->GetAttrValue( "QuantizePixels", m_fQuantizePixels );
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}
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@@ -256,7 +207,7 @@ void ActorScroller::Update( float fDeltaTime )
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void ActorScroller::PositionItem( Actor *pActor, float fPositionOffsetFromCenter, int iItemIndex, int iNumItems )
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{
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m_exprTransform.PushSelf( LUA->L );
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m_exprTransformFunction.PushSelf( LUA->L );
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ASSERT( !lua_isnil(LUA->L, -1) );
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pActor->PushSelf( LUA->L );
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LuaHelpers::Push( fPositionOffsetFromCenter, LUA->L );
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