void Transform::SetRotation(float x, float y, float z) { m_Rotation.x = x; m_Rotation.y = y; m_Rotation.z = z; RebuildMatrix(); }
void Transform::SetRotation(const Vector3& rot) { m_Rotation.x = rot.x; m_Rotation.y = rot.y; m_Rotation.z = rot.z; RebuildMatrix(); }
void Transform::SetPosition(const Vector3& pos) { m_Position.x = pos.x; m_Position.y = pos.y; m_Position.z = pos.z; RebuildMatrix(); }
void pawsShortcutWindow::OnResize() { size_t newMatrixWidth, newMatrixHeight; if (matrix.GetSize() == 0) { return; } // If the matrix size that is appropriate for current window size differs from actual matrix size, // we will adjust the matrix to it CalcMatrixSize(newMatrixWidth, newMatrixHeight); if (matrix.GetSize() != newMatrixWidth || matrix[0].GetSize() != newMatrixHeight) { RebuildMatrix(); } }
bool pawsShortcutWindow::PostSetup() { // Create the scroll bar //scrollBar = new pawsScrollBar; //AddChild( scrollBar ); //scrollBar->SetHorizontal(false); //int attach = ATTACH_BOTTOM | ATTACH_RIGHT | ATTACH_TOP; //scrollBar->SetAttachFlags( attach ); //scrollBar->SetRelativeFrame( defaultFrame.Width()-SCROLLBAR_SIZE, 0, SCROLLBAR_SIZE, defaultFrame.Height()-8); //scrollBar->PostSetup(); //scrollBar->Resize(); scrollBar = dynamic_cast<pawsScrollBar *>(FindWidget("scrollbar")); //scrollBar->SetTickValue( 1.0 ); RebuildMatrix(); return true; }