forked from teamnwah/openmw-tes3coop
Map Arrow Correction; now rotate global map arrow to whatever the local map arrow orientation is
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parent
35571bb108
commit
282e7abd16
3 changed files with 11 additions and 12 deletions
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@ -754,10 +754,6 @@ namespace MWGui
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void MapWindow::globalMapUpdatePlayer ()
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{
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Ogre::Quaternion orient = MWBase::Environment::get().getWorld ()->getPlayerPtr().getRefData ().getBaseNode ()->_getDerivedOrientation ();
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Ogre::Vector2 dir (orient.yAxis ().x, orient.yAxis().y);
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float globalPlayerArrowAngle = std::atan2(dir.x, dir.y);
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// For interiors, position is set by WindowManager via setGlobalMapPlayerPosition
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if (MWBase::Environment::get().getWorld ()->isCellExterior ())
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{
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@ -775,14 +771,6 @@ namespace MWGui
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MyGUI::IntPoint viewoffs(0.5*viewsize.width - worldX, 0.5*viewsize.height - worldY);
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mGlobalMap->setViewOffset(viewoffs);
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}
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else
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globalPlayerArrowAngle -= M_PI/2; // If we're indoors, apparently the angle is +90 degrees off.
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// Always rotate the global map compass
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MyGUI::ISubWidget* main = mPlayerArrowGlobal->getSubWidgetMain();
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MyGUI::RotatingSkin* rotatingSubskin = main->castType<MyGUI::RotatingSkin>();
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rotatingSubskin->setCenter(MyGUI::IntPoint(16,16));
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rotatingSubskin->setAngle(globalPlayerArrowAngle);
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}
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void MapWindow::notifyPlayerUpdate ()
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@ -805,6 +793,15 @@ namespace MWGui
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mGlobalMap->setViewOffset(viewoffs);
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}
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void MapWindow::setGlobalMapPlayerDir(const float x, const float y)
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{
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MyGUI::ISubWidget* main = mPlayerArrowGlobal->getSubWidgetMain();
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MyGUI::RotatingSkin* rotatingSubskin = main->castType<MyGUI::RotatingSkin>();
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rotatingSubskin->setCenter(MyGUI::IntPoint(16,16));
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float angle = std::atan2(x,y);
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rotatingSubskin->setAngle(angle);
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}
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void MapWindow::clear()
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{
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mMarkers.clear();
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@ -180,6 +180,7 @@ namespace MWGui
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void cellExplored(int x, int y);
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void setGlobalMapPlayerPosition (float worldX, float worldY);
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void setGlobalMapPlayerDir(const float x, const float y);
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virtual void open();
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@ -909,6 +909,7 @@ namespace MWGui
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void WindowManager::setPlayerDir(const float x, const float y)
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{
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mMap->setPlayerDir(x,y);
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mMap->setGlobalMapPlayerDir(x, y);
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mHud->setPlayerDir(x,y);
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}
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