void Scene::Insert(Interactor* component, IntCoord x, IntCoord y, Alignment a) { Interactor* i = Wrap(component); PrepareToInsert(i); IntCoord ax = x, ay = y; DoAlign(i, a, ax, ay); DoInsert(i, true, ax, ay); }
void EditorTweaks::OnAlignLast(cb_unused wxCommandEvent& event) { if(!AlignerLastUsed) return; if (AlignerLastUsedAuto) DoAlignAuto(); else DoAlign(AlignerLastUsedIdx); }
void EditorTweaks::OnAlign(wxCommandEvent& event) { int id = event.GetId(); for ( unsigned int i = 0 ; i < AlignerMenuEntries.size(); i++) { if ( AlignerMenuEntries[i].id == id ) { DoAlign(i); break; } } }
void DrawBuffer::Rect(float x, float y, float w, float h, uint32_t color, int align) { DoAlign(align, &x, &y, &w, &h); RectVGradient(x, y, w, h, color, color); }