Merge remote-tracking branch 'ragora/fixglobalcompassorient'

deque
Marc Zinnschlag 10 years ago
commit 94a7e38194

@ -775,8 +775,6 @@ namespace MWGui
if (MWBase::Environment::get().getWorld ()->isCellExterior ())
{
Ogre::Vector3 pos = MWBase::Environment::get().getWorld ()->getPlayerPtr().getRefData ().getBaseNode ()->_getDerivedPosition ();
Ogre::Quaternion orient = MWBase::Environment::get().getWorld ()->getPlayerPtr().getRefData ().getBaseNode ()->_getDerivedOrientation ();
Ogre::Vector2 dir (orient.yAxis ().x, orient.yAxis().y);
float worldX, worldY;
mGlobalMapRender->worldPosToImageSpace (pos.x, pos.y, worldX, worldY);
@ -785,12 +783,6 @@ namespace MWGui
mPlayerArrowGlobal->setPosition(MyGUI::IntPoint(worldX - 16, worldY - 16));
MyGUI::ISubWidget* main = mPlayerArrowGlobal->getSubWidgetMain();
MyGUI::RotatingSkin* rotatingSubskin = main->castType<MyGUI::RotatingSkin>();
rotatingSubskin->setCenter(MyGUI::IntPoint(16,16));
float angle = std::atan2(dir.x, dir.y);
rotatingSubskin->setAngle(angle);
// set the view offset so that player is in the center
MyGUI::IntSize viewsize = mGlobalMap->getSize();
MyGUI::IntPoint viewoffs(0.5*viewsize.width - worldX, 0.5*viewsize.height - worldY);
@ -818,6 +810,15 @@ namespace MWGui
mGlobalMap->setViewOffset(viewoffs);
}
void MapWindow::setGlobalMapPlayerDir(const float x, const float y)
{
MyGUI::ISubWidget* main = mPlayerArrowGlobal->getSubWidgetMain();
MyGUI::RotatingSkin* rotatingSubskin = main->castType<MyGUI::RotatingSkin>();
rotatingSubskin->setCenter(MyGUI::IntPoint(16,16));
float angle = std::atan2(x,y);
rotatingSubskin->setAngle(angle);
}
void MapWindow::clear()
{
mMarkers.clear();

@ -180,6 +180,7 @@ namespace MWGui
void cellExplored(int x, int y);
void setGlobalMapPlayerPosition (float worldX, float worldY);
void setGlobalMapPlayerDir(const float x, const float y);
virtual void open();

@ -909,6 +909,7 @@ namespace MWGui
void WindowManager::setPlayerDir(const float x, const float y)
{
mMap->setPlayerDir(x,y);
mMap->setGlobalMapPlayerDir(x, y);
mHud->setPlayerDir(x,y);
}

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