void CSDeclarativeIndicatorDataHandler::StatusPaneStateChanged( TStatusPaneChangeFlags aChangeFlags ) { if ( aChangeFlags&MSDeclarativeStatusPaneSubscriberObverver::EStatusPaneIndicatorsState ) { UpdateIndicators(); // update incall indicator const TAknIndicatorState& indicatorState = iSubscriber->IndicatorState(); iIncallIndicator->SetFlags( indicatorState.iIncallBubbleFlags ); } }
void CUIHudStatesWnd::Update() { CActor* actor = smart_cast<CActor*>( Level().CurrentViewEntity() ); if ( !actor ) { return; } UpdateHealth( actor ); UpdateActiveItemInfo( actor ); UpdateIndicators( actor ); UpdateZones(); inherited::Update(); }
void CUIHudStatesWnd::DrawZoneIndicators() { CActor* actor = smart_cast<CActor*>(Level().CurrentViewEntity()); if(!actor) return; UpdateIndicators(actor); if(m_indik[ALife::infl_rad]->IsShown()) m_indik[ALife::infl_rad]->Draw(); if(m_indik[ALife::infl_fire]->IsShown()) m_indik[ALife::infl_fire]->Draw(); if(m_indik[ALife::infl_acid]->IsShown()) m_indik[ALife::infl_acid]->Draw(); if(m_indik[ALife::infl_psi]->IsShown()) m_indik[ALife::infl_psi]->Draw(); }
void RPG_GuiManager_VisionGUI::UpdateHUD(const RPG_Character* characterEntity, const float deltaTime) { UpdateIndicators(characterEntity, deltaTime); UpdateMinimap(characterEntity, deltaTime); }