const Vector2 Actor::GetCurrentScreenPosition() const
{
- if( OnStage() && NULL != mNode )
+ StagePtr stage = Stage::GetCurrent();
+ if( stage && OnStage() && NULL != mNode )
{
- StagePtr stage = Stage::GetCurrent();
Vector3 worldPosition = mNode->GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() );
+ Vector3 cameraPosition = stage->GetDefaultCameraActor().mNode->GetWorldPosition( GetEventThreadServices().GetEventBufferIndex() );
+ worldPosition -= cameraPosition;
+
Vector3 actorSize = GetCurrentSize() * GetCurrentWorldScale();
Vector2 halfStageSize( stage->GetSize() * 0.5f ); // World position origin is center of stage
Vector3 halfActorSize( actorSize * 0.5f );
const unsigned int CORE_MAJOR_VERSION = 1;
const unsigned int CORE_MINOR_VERSION = 3;
-const unsigned int CORE_MICRO_VERSION = 5;
+const unsigned int CORE_MICRO_VERSION = 6;
const char * const CORE_BUILD_DATE = __DATE__ " " __TIME__;
#ifdef DEBUG_ENABLED