add ActorScroller::EnableMask, ActorScroller::DisableMask
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@@ -68,9 +68,7 @@ void ActorScroller::Load2(
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ScrollThroughAllItems();
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ScrollThroughAllItems();
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m_quadMask.SetWidth( fItemWidth );
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EnableMask( fItemWidth, fItemHeight );
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m_quadMask.SetHeight( fItemHeight );
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m_quadMask.SetHidden( false );
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}
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}
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void ActorScroller::Load3(
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void ActorScroller::Load3(
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@@ -93,6 +91,18 @@ void ActorScroller::Load3(
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m_iNumItems = m_SubActors.size();
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m_iNumItems = m_SubActors.size();
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}
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}
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void ActorScroller::EnableMask( float fWidth, float fHeight )
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{
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m_quadMask.SetHidden( false );
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m_quadMask.SetWidth( fWidth );
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m_quadMask.SetHeight( fHeight );
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}
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void ActorScroller::DisableMask( float fWidth, float fHeight )
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{
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m_quadMask.SetHidden( true );
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}
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void ActorScroller::ScrollThroughAllItems()
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void ActorScroller::ScrollThroughAllItems()
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{
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{
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m_fCurrentItem = m_bLoop ? +m_fNumItemsToDraw/2.0f : -(m_fNumItemsToDraw/2.0f)-1;
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m_fCurrentItem = m_bLoop ? +m_fNumItemsToDraw/2.0f : -(m_fNumItemsToDraw/2.0f)-1;
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@@ -30,6 +30,9 @@ public:
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bool bUseMask,
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bool bUseMask,
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bool bLoop );
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bool bLoop );
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void EnableMask( float fWidth, float fHeight );
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void DisableMask( float fWidth, float fHeight );
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virtual void UpdateInternal( float fDelta );
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virtual void UpdateInternal( float fDelta );
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virtual void DrawPrimitives(); // handles drawing and doesn't call ActorFrame::DrawPrimitives
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virtual void DrawPrimitives(); // handles drawing and doesn't call ActorFrame::DrawPrimitives
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