sources/SpriteWorld.c
void SWProcessNonScrollingLayers(
	SpriteWorldPtr spriteWorldP)
{
	register SpriteLayerPtr		curSpriteLayerP;

		// Exit if there's no work for us to do.
	if (spriteWorldP->thereAreNonScrollingLayers == false)
		return;

	curSpriteLayerP = spriteWorldP->headSpriteLayerP;

		// iterate through the layers in this world
	while (curSpriteLayerP != NULL)
	{
			// Process any non-scrolling layers
		if (curSpriteLayerP->layerIsNonScrolling)
		{
			SWProcessSpriteLayer(spriteWorldP, curSpriteLayerP);
		}

		curSpriteLayerP = curSpriteLayerP->nextSpriteLayerP;
	}

		// We've finished processing all non-scrolling layers for this frame.
	spriteWorldP->thereAreNonScrollingLayers = false;
}
///--------------------------------------------------------------------------------------
//	SWProcessNonScrollingLayers - processes those layers in a scrolling world that need
//	to be moved after the visScrollRect is moved. Also ensures each Sprite's coordinate
//	system remains local to the window, not to the virtual world.
///--------------------------------------------------------------------------------------
processes those layers in a scrolling world that need
to be moved after the visScrollRect is moved. Also ensures each Sprite's coordinate
system remains local to the window, not to the virtual world.
processes those layers in a scrolling world that need to be moved after the visScrollRect is moved . Also ensures each Sprite ' s coordinate system remains local to the window not to the virtual world .
void SWProcessNonScrollingLayers(
	SpriteWorldPtr spriteWorldP)
{
	register SpriteLayerPtr		curSpriteLayerP;
	if (spriteWorldP->thereAreNonScrollingLayers == false)
		return;
	curSpriteLayerP = spriteWorldP->headSpriteLayerP;
	while (curSpriteLayerP != NULL)
	{
		if (curSpriteLayerP->layerIsNonScrolling)
		{
			SWProcessSpriteLayer(spriteWorldP, curSpriteLayerP);
		}
		curSpriteLayerP = curSpriteLayerP->nextSpriteLayerP;
	}
	spriteWorldP->thereAreNonScrollingLayers = false;
}
void SWProcessNonScrollingLayers ( SpriteWorldPtr spriteWorldP ) { register SpriteLayerPtr curSpriteLayerP ; if ( spriteWorldP -> thereAreNonScrollingLayers == false ) return ; curSpriteLayerP = spriteWorldP -> headSpriteLayerP ; while ( curSpriteLayerP != NULL ) { if ( curSpriteLayerP -> layerIsNonScrolling ) { SWProcessSpriteLayer ( spriteWorldP , curSpriteLayerP ) ; } curSpriteLayerP = curSpriteLayerP -> nextSpriteLayerP ; } spriteWorldP -> thereAreNonScrollingLayers = false ; }
SWProcessNonScrollingLayers - processes those layers in a scrolling world that need
to be moved after the visScrollRect is moved.
SWProcessNonScrollingLayers - processes those layers in a scrolling world that need to be moved after the visScrollRect is moved .
// Exit if there's no work for us to do. // iterate through the layers in this world // Process any non-scrolling layers // We've finished processing all non-scrolling layers for this frame.