void DoViewUpdate() { mws_render_wipe(M->state); mws_render_draw(M->state); /* XXX: Hack. I don't want to deal with setting updateView in * the mws_* methods, thus just always update view, even * if it is unnecessary. */ updateView = TRUE; if (updateView) { /* paint the screen */ /* XXX: I don't think this is necessary anymore as the * mws_render_* functions take care of it. ShowPosition(MY_X_LOC, MY_Y_LOC, MY_DIR); */ if (M->peeking()) ShowView(M->xPeek(), M->yPeek(), M->dirPeek()); else ShowView(MY_X_LOC, MY_Y_LOC, MY_DIR); updateView = FALSE; } }
void DoViewUpdate() { if (updateView) { /* paint the screen */ ShowPosition(MY_X_LOC, MY_Y_LOC, MY_DIR); if (M->peeking()) ShowView(M->xPeek(), M->yPeek(), M->dirPeek()); else ShowView(MY_X_LOC, MY_Y_LOC, MY_DIR); updateView = FALSE; } }
/// <summary> /// Creates the main window and begins processing /// </summary> int CMainWindow::Run() { // Create main application window CreateView(); // Show the main window ShowView(); // Show the kinect windows ShowAllKinectWindows(); // Main message loop MSG msg = {0}; while (WM_QUIT != msg.message) { if (GetMessageW(&msg, nullptr, 0, 0)) { TranslateMessage(&msg); DispatchMessage(&msg); } } return static_cast<int>(msg.wParam); }
void repaintWindow(void) { drawMaze(); ShowPosition(MY_X_LOC, MY_Y_LOC, MY_DIR); ShowView(MY_X_LOC, MY_Y_LOC, MY_DIR); //draws maze ShowAllPositions(); NewScoreCard(); XFlush(dpy); }
bool DataSetValues::Init() { ShowView(); return true; }