void main(void) {
	if(CheckForceUpdate()) {
		HandleUpdate();
	} else {
		CallApplication();
	}
}
Beispiel #2
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void Widget::Update( float seconds ) {
	if( m_invalidated ) {
		m_invalidated = false;
		m_parent_notified = false;

		m_drawable = InvalidateImpl();

		if( m_drawable ) {
			m_drawable->SetPosition( GetAbsolutePosition() );
			m_drawable->SetLevel( m_hierarchy_level );
			m_drawable->SetZOrder( m_z_order );
			m_drawable->Show( IsGloballyVisible() );

			// We don't want to propagate container viewports for Canvases,
			// they have their own special viewport for drawing.
			if( m_drawable->GetPrimitives().empty() || !m_drawable->GetPrimitives()[0]->GetCustomDrawCallback() ) {
				m_drawable->SetViewport( m_viewport );
			}
		}
	}

	HandleUpdate( seconds );
}
Beispiel #3
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 void StaticWorldObject::Update (const Time& dt)
 {
   HandleUpdate (dt);
 }
Beispiel #4
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 void BattlePhase::Update (const Time& dt)
 {
   nextPhase_ = state_; 
   HandleUpdate (dt);
 }
Beispiel #5
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 void DynamicWorldObject::Update (const Time& dt)
 {
   HandleUpdate (dt);
 }