void wxsDrawingWindow::FetchSequencePhase2()
{
    if ( m_IsDestroyed ) return;
    FetchScreen();
    ScreenShootTaken();
    HideChildren();
    m_DuringFetch = false;
}
Example #2
0
AUI_ERRCODE aui_Region::Hide( void )
{
	HideChildren();
	HideThis();

	if(m_hideCallback)
		m_hideCallback(this, m_hideCallbackData);

	return AUI_ERRCODE_OK;
}
Example #3
0
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" );
      }
    }
  }
}