Grid offset is recomputed only when settings are changed.
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@ -134,9 +134,6 @@ void GAL::DrawGrid()
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// Draw the grid
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// Draw the grid
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// For the drawing the start points, end points and increments have
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// For the drawing the start points, end points and increments have
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// to be calculated in world coordinates
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// to be calculated in world coordinates
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gridOffset = VECTOR2D( (long) gridOrigin.x % (long) gridSize.x,
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(long) gridOrigin.y % (long) gridSize.y );
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VECTOR2D worldStartPoint = screenWorldMatrix * VECTOR2D( 0.0, 0.0 );
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VECTOR2D worldStartPoint = screenWorldMatrix * VECTOR2D( 0.0, 0.0 );
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VECTOR2D worldEndPoint = screenWorldMatrix * VECTOR2D( screenSize );
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VECTOR2D worldEndPoint = screenWorldMatrix * VECTOR2D( screenSize );
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@ -631,6 +631,9 @@ public:
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inline void SetGridOrigin( const VECTOR2D& aGridOrigin )
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inline void SetGridOrigin( const VECTOR2D& aGridOrigin )
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{
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{
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gridOrigin = aGridOrigin;
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gridOrigin = aGridOrigin;
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gridOffset = VECTOR2D( (long) gridOrigin.x % (long) gridSize.x,
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(long) gridOrigin.y % (long) gridSize.y );
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}
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}
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/**
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/**
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@ -661,6 +664,9 @@ public:
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inline void SetGridSize( const VECTOR2D& aGridSize )
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inline void SetGridSize( const VECTOR2D& aGridSize )
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{
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{
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gridSize = aGridSize;
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gridSize = aGridSize;
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gridOffset = VECTOR2D( (long) gridOrigin.x % (long) gridSize.x,
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(long) gridOrigin.y % (long) gridSize.y );
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}
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}
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/**
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/**
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