Remove redundancy and make control flow a bit simpler

This commit is contained in:
Tobias Loose
2013-12-07 09:04:24 +01:00
parent 31b353c5ec
commit 2b0f50bb88
3 changed files with 18 additions and 32 deletions

View File

@@ -3,7 +3,7 @@
const float CarouselDeckView::slide_animation_duration = 0.6f;
CarouselDeckView::CarouselDeckView() :
DeckView(10), mScrollOffset(0), mSlide(0), mScrollTarget(2)
DeckView(10), mScrollOffset(0), mSlide(0)
{
}
@@ -16,20 +16,17 @@ void CarouselDeckView::UpdateViewState(float dt)
{
mScrollOffset.update(dt);
if(mScrollTarget < 2 && mScrollOffset.value <= -1.0f)
if(mScrollOffset.value <= -1.0f)
{
mScrollOffset.translate(1.0f);
deck()->prev();
reloadIndexes();
mScrollTarget += 1;
}
if(mScrollTarget > 2 && mScrollOffset.value >= 1.0f)
else if(mScrollOffset.value >= 1.0f)
{
mScrollOffset.translate(-1.0f);
deck()->next();
reloadIndexes();
mScrollTarget -= 1;
}
dirtyCardPos = true;
@@ -76,7 +73,6 @@ void CarouselDeckView::Reset()
{
mScrollOffset = 0;
mSlide = 0;
mScrollTarget = 2;
DeckView::Reset();
}
@@ -144,7 +140,6 @@ MTGCard * CarouselDeckView::Click(int x, int y)
void CarouselDeckView::changePosition(int offset)
{
mScrollTarget = 2 + offset;
mScrollOffset.start(offset, 0.3f*abs(offset));
last_user_activity = 0;