Beispiel #1
0
void ProductionWnd::Update() {
    //std::cout << "ProductionWnd::Update()" << this << std::endl;
    UpdateInfoPanel();
    UpdateQueue();

    m_build_designator_wnd->Update();
}
Beispiel #2
0
void ProductionWnd::Reset() {
    //std::cout << "ProductionWnd::Reset()" << std::endl;
    UpdateInfoPanel();
    UpdateQueue();
    m_queue_lb->BringRowIntoView(m_queue_lb->begin());
    m_build_designator_wnd->Reset();
}
Beispiel #3
0
void ProductionWnd::Update() {
    // useful when empire hasn't changed, but production status of it might have
    UpdateInfoPanel();
    UpdateQueue();

    m_build_designator_wnd->Update();
}
Beispiel #4
0
void ResearchWnd::Reset()
{
    m_tech_tree_wnd->Reset();
    UpdateQueue();
    UpdateInfoPanel();
    m_queue_lb->BringRowIntoView(m_queue_lb->begin());
}
Beispiel #5
0
void ProductionWnd::Refresh() {
    // useful at start of turn or when loading empire from save.
    // since empire object is recreated based on turn update from server, 
    // connections of signals emitted from the empire must be remade
    m_empire_connection.disconnect();
    EmpireManager& manager = HumanClientApp::GetApp()->Empires();
    if (Empire* empire = manager.Lookup(HumanClientApp::GetApp()->EmpireID()))
        m_empire_connection = GG::Connect(empire->GetProductionQueue().ProductionQueueChangedSignal,
                                          &ProductionWnd::ProductionQueueChangedSlot, this);
    UpdateInfoPanel();
    UpdateQueue();

    m_build_designator_wnd->Refresh();
}
Beispiel #6
0
void ProductionWnd::Refresh() {
    // useful at start of turn or when loading empire from save, or when
    // the selected empire shown has changed.
    // because empire object is recreated based on turn update from server,
    // connections of signals emitted from the empire must be remade after
    // getting a turn update
    m_empire_connection.disconnect();
    if (Empire* empire = GetEmpire(m_empire_shown_id))
        m_empire_connection = GG::Connect(empire->GetProductionQueue().ProductionQueueChangedSignal,
                                          &ProductionWnd::ProductionQueueChangedSlot, this);

    UpdateInfoPanel();
    UpdateQueue();

    m_build_designator_wnd->Refresh();
}
Beispiel #7
0
void ResearchWnd::ResearchQueueChangedSlot() {
    UpdateQueue();
    UpdateInfoPanel();
    m_tech_tree_wnd->Update();
}
Beispiel #8
0
void ResearchWnd::Update() {
    m_tech_tree_wnd->Update();
    UpdateQueue();
    UpdateInfoPanel();
}
Beispiel #9
0
void ProductionWnd::ProductionQueueChangedSlot() {
    UpdateInfoPanel();
    UpdateQueue();
    m_build_designator_wnd->Update();
}