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a58d143)
[Issue#] N/A
[Problem] PanGesture properties were never being reset and so would cause constraints to be updated every update frame
[Cause]
[Solution] Implemented ResetDefaultProperties
Signed-off-by: Paul Wisbey <p.wisbey@samsung.com>
+ * @brief Resets mInputChanged back to false
+ */
+ void Reset()
+ {
+ mInputChanged = false;
+ }
+
+ /**
* Set the property value.
* @param[in] value The new property value.
*/
* Set the property value.
* @param[in] value The new property value.
*/
void PanGesture::ResetDefaultProperties( BufferIndex updateBufferIndex )
{
void PanGesture::ResetDefaultProperties( BufferIndex updateBufferIndex )
{
+ mScreenPosition.Reset();
+ mScreenDisplacement.Reset();
+ mLocalPosition.Reset();
+ mLocalDisplacement.Reset();
}
PanGesture::PanGesture()
}
PanGesture::PanGesture()
(*iter)->ResetToBaseValues( mSceneGraphBuffers.GetUpdateBufferIndex() );
}
(*iter)->ResetToBaseValues( mSceneGraphBuffers.GetUpdateBufferIndex() );
}
- // Reset animatable animatable mesh properties to base values
+ // Reset animatable mesh properties to base values
for ( AnimatableMeshIter iter = mImpl->animatableMeshes.Begin(); iter != mImpl->animatableMeshes.End(); ++iter )
{
(*iter)->ResetToBaseValues( mSceneGraphBuffers.GetUpdateBufferIndex() );
}
for ( AnimatableMeshIter iter = mImpl->animatableMeshes.Begin(); iter != mImpl->animatableMeshes.End(); ++iter )
{
(*iter)->ResetToBaseValues( mSceneGraphBuffers.GetUpdateBufferIndex() );
}
+ // Reset gesture properties to base values
+ for ( GestureIter iter = mImpl->gestures.Begin(); iter != mImpl->gestures.End(); ++iter )
+ {
+ (*iter)->ResetToBaseValues( mSceneGraphBuffers.GetUpdateBufferIndex() );
+ }
+
PERF_MONITOR_END(PerformanceMonitor::RESET_PROPERTIES);
}
PERF_MONITOR_END(PerformanceMonitor::RESET_PROPERTIES);
}