Răsfoiți Sursa

Merge pull request #180 from blackberry-gaming/next-ablake

Next ablake
Sean Paul Taylor 14 ani în urmă
părinte
comite
855a0edc4e
3 a modificat fișierele cu 9 adăugiri și 8 ștergeri
  1. 2 2
      gameplay/src/Container.cpp
  2. 6 3
      gameplay/src/ParticleEmitter.cpp
  3. 1 3
      gameplay/src/Slider.cpp

+ 2 - 2
gameplay/src/Container.cpp

@@ -320,7 +320,7 @@ namespace gameplay
 
 
         if (!isEnabled())
         if (!isEnabled())
         {
         {
-            return (_consumeTouchEvents & eventConsumed);
+            return (_consumeTouchEvents | eventConsumed);
         }
         }
 
 
         switch (evt)
         switch (evt)
@@ -333,7 +333,7 @@ namespace gameplay
             break;
             break;
         }
         }
 
 
-        return (_consumeTouchEvents & eventConsumed);
+        return (_consumeTouchEvents | eventConsumed);
     }
     }
 
 
     void Container::keyEvent(Keyboard::KeyEvent evt, int key)
     void Container::keyEvent(Keyboard::KeyEvent evt, int key)

+ 6 - 3
gameplay/src/ParticleEmitter.cpp

@@ -895,14 +895,17 @@ void ParticleEmitter::draw()
         Vector2 pivot(0.5f, 0.5f);
         Vector2 pivot(0.5f, 0.5f);
 
 
         // 3D Rotation so that particles always face the camera.
         // 3D Rotation so that particles always face the camera.
-        Vector3 right = _node->getScene()->getActiveCamera()->getNode()->getRightVector();
-        Vector3 forward = _node->getScene()->getActiveCamera()->getNode()->getUpVector();
+        const Matrix& cameraWorldMatrix = _node->getScene()->getActiveCamera()->getNode()->getWorldMatrix();
+        Vector3 right;
+        cameraWorldMatrix.getRightVector(&right);
+        Vector3 up;
+        cameraWorldMatrix.getUpVector(&up);
 
 
         for (unsigned int i = 0; i < _particleCount; i++)
         for (unsigned int i = 0; i < _particleCount; i++)
         {
         {
             Particle* p = &_particles[i];
             Particle* p = &_particles[i];
 
 
-            _spriteBatch->draw(p->_position, right, forward, p->_size, p->_size,
+            _spriteBatch->draw(p->_position, right, up, p->_size, p->_size,
                                _spriteTextureCoords[p->_frame * 4], _spriteTextureCoords[p->_frame * 4 + 1], _spriteTextureCoords[p->_frame * 4 + 2], _spriteTextureCoords[p->_frame * 4 + 3],
                                _spriteTextureCoords[p->_frame * 4], _spriteTextureCoords[p->_frame * 4 + 1], _spriteTextureCoords[p->_frame * 4 + 2], _spriteTextureCoords[p->_frame * 4 + 3],
                                p->_color, pivot, p->_angle);
                                p->_color, pivot, p->_angle);
         }
         }

+ 1 - 3
gameplay/src/Slider.cpp

@@ -71,8 +71,6 @@ bool Slider::touchEvent(Touch::TouchEvent evt, int x, int y, unsigned int contac
         return false;
         return false;
     }
     }
 
 
-    bool consumeEvent = false;
-
     switch (evt)
     switch (evt)
     {
     {
     case Touch::TOUCH_PRESS:
     case Touch::TOUCH_PRESS:
@@ -132,7 +130,7 @@ bool Slider::touchEvent(Touch::TouchEvent evt, int x, int y, unsigned int contac
         }
         }
     }
     }
 
 
-    return consumeEvent;
+    return _consumeTouchEvents;
 }
 }
 
 
 void Slider::drawSprites(SpriteBatch* spriteBatch, const Rectangle& clip)
 void Slider::drawSprites(SpriteBatch* spriteBatch, const Rectangle& clip)