void wxsDrawingWindow::FetchSequencePhase2() { if ( m_IsDestroyed ) return; FetchScreen(); ScreenShootTaken(); HideChildren(); m_DuringFetch = false; }
AUI_ERRCODE aui_Region::Hide( void ) { HideChildren(); HideThis(); if(m_hideCallback) m_hideCallback(this, m_hideCallbackData); return AUI_ERRCODE_OK; }
void BuildQueuePanel::Set( vector<AGameObject*> objects ) { // When you call SET, you clear all the old buildcounters. // Clocks inside the buildcounter are not cached. HideChildren(); // Assume hidden for( int i = 0; i < objects.size(); i++ ) { AGameObject* go = objects[i]; if( ABuilding* building = Cast<ABuilding>( go ) ) { // How many clocks are needed in the build queue? int numClocks = building->CountersUnitsInProgress.Num() + building->CountersResearchInProgress.Num(); if( !numClocks ) return; // No clocks to show. // Populate with the Units in progress first if any. for( int i = 0; i < building->CountersUnitsInProgress.Num(); i++ ) { UUIInProgressUnit* inProgress = building->CountersUnitsInProgress[i]; Clock* clock = (Clock*)GetChild(i); if( clock ) inProgress->PopulateClock( clock, i ); else error( "Out of clocks" ); } // Populate with any ResearchInProgress. int j = building->CountersUnitsInProgress.Num(); for( int i = 0; i < building->CountersResearchInProgress.Num(); i++ ) { UUIInProgressResearch* research = building->CountersResearchInProgress[i]; Clock* clock = (Clock*)GetChild(i + j); if( clock ) research->PopulateClock( clock, i + j ); else error( "Out of clocks" ); } } else if( APeasant* peasant = Cast<APeasant>( go ) ) // Throw in also any peasant's buildqueue { for( int i = 0; i < peasant->CountersBuildingsQueue.Num(); i++ ) { UUIInProgressBuilding* buildingInProgress = peasant->CountersBuildingsQueue[i]; Clock* clock = (Clock*)GetChild(i); if( clock ) buildingInProgress->PopulateClock( clock, i ); else error( "Out of clocks" ); } } } }