namespace Toolkit
{
-Vector3 MoveActorConstraint(const Vector3& current,
- const PropertyInput& scrollPositionProperty)
+void MoveActorConstraint( Vector3& current, const PropertyInputContainer& inputs )
{
- return current + scrollPositionProperty.GetVector3();
+ current += inputs[0]->GetVector3();
}
-Vector3 WrapActorConstraint(const Vector3& current,
- const PropertyInput& actorScaleProperty,
- const PropertyInput& actorAnchorPointProperty,
- const PropertyInput& actorSizeProperty,
- const PropertyInput& scrollPositionMin,
- const PropertyInput& scrollPositionMax,
- const PropertyInput& scrollWrap)
+void WrapActorConstraint( Vector3& position, const PropertyInputContainer& inputs )
{
- Vector3 position = current;
- bool wrap = scrollWrap.GetBoolean();
+ bool wrap = inputs[5]->GetBoolean();
if(wrap)
{
- const Vector3& min = scrollPositionMin.GetVector3();
- const Vector3& max = scrollPositionMax.GetVector3();
+ const Vector3& min = inputs[3]->GetVector3();
+ const Vector3& max = inputs[4]->GetVector3();
- const Vector3& anchor = actorAnchorPointProperty.GetVector3();
- const Vector3 scale = actorScaleProperty.GetVector3();
- const Vector3 size = actorSizeProperty.GetVector3();
+ const Vector3& anchor = inputs[1]->GetVector3();
+ const Vector3 scale = inputs[0]->GetVector3();
+ const Vector3 size = inputs[2]->GetVector3();
if(fabsf(min.x - max.x) > Math::MACHINE_EPSILON_1)
{
position.y = WrapInDomain(position.y + offsetY, min.y, max.y) - offsetY;
}
}
-
- return position;
}
} // namespace Toolkit