I wrote:
> If you want to have 'moving' with the current state of things,
> the simplest way would probably be to add
> (obj->cur.geometry.x,y - obj->prev.geometry.x,y) as offsets in the
> render function, and to set
> obj->prev.geometry.x,y = obj->cur.geometry.x,y at the end of the
> 'point_add' api function.
Actually, this last could have some issues with generating
correct updates. A better one (given things as they are) would be:
In the render func, have int dx, dy variables. Then, before
the "for (l = o->points; l; l = l->next)" line, add:
dx = dy = 0;
if (o->changed)
{
dx = (obj->cur.geometry.x - obj->prev.geometry.x);
dy = (obj->cur.geometry.y - obj->prev.geometry.y);
}
Then, add the dx, dy as offsets to engine 'point_add' func in the
for loop.
That might do it, as far as poly obj moving goes..
It still leaves the resizing issue undealt with though.
jose.
-------------------------------------------------------------------------
Take Surveys. Earn Cash. Influence the Future of IT
Join SourceForge.net's Techsay panel and you'll get the chance to share your
opinions on IT & business topics through brief surveys-and earn cash
http://www.techsay.com/default.php?page=join.php&p=sourceforge&CID=DEVDEV
_______________________________________________
enlightenment-devel mailing list
[email protected]
https://lists.sourceforge.net/lists/listinfo/enlightenment-devel