Example #1
0
void wxEndBusyCursor()
{
    if (--gs_busyCount > 0)
        return;

    g_globalCursor = gs_savedCursor;
    gs_savedCursor = wxNullCursor;
    UpdateCursors(NULL);
}
Example #2
0
void wxBeginBusyCursor(const wxCursor* cursor)
{
    if (gs_busyCount++ > 0)
        return;

    wxASSERT_MSG( !gs_savedCursor.IsOk(),
                  wxT("forgot to call wxEndBusyCursor, will leak memory") );

    gs_savedCursor = g_globalCursor;
    g_globalCursor = *cursor;
    GdkDisplay* display = NULL;
    UpdateCursors(&display);
    if (display)
        gdk_display_flush(display);
}
Example #3
0
void Scene_Battle_Rpg2k3::Update() {
	switch (state) {
		case State_SelectActor:
		case State_AutoBattle: {
			if (battle_actions.empty()) {
				Game_Battle::UpdateGauges();
			}

			SelectNextActor();

			std::vector<Game_Battler*> enemies;
			Main_Data::game_enemyparty->GetActiveBattlers(enemies);

			for (std::vector<Game_Battler*>::iterator it = enemies.begin();
				it != enemies.end(); ++it) {
				if ((*it)->IsGaugeFull() && !(*it)->GetBattleAlgorithm()) {
					Game_Enemy* enemy = static_cast<Game_Enemy*>(*it);
					const RPG::EnemyAction* action = enemy->ChooseRandomAction();
					if (action) {
						CreateEnemyAction(enemy, action);
					}
				}
			}

			break;
		}
		default:;
	}

	for (std::vector<FloatText>::iterator it = floating_texts.begin();
		it != floating_texts.end();) {
		(*it).second -= 1;
		if ((*it).second <= 0) {
			it = floating_texts.erase(it);
		}
		else {
			++it;
		}
	}

	Scene_Battle::Update();
	UpdateCursors();

	//enemy_status_window->Update();
}
Example #4
0
void wxSetCursor( const wxCursor& cursor )
{
    g_globalCursor = cursor;
    UpdateCursors(NULL);
}