// ofBaseApp //-------------------------------------------------------------- // need to call ofxScene::RunnerScene::update() void ofxSceneManager::update() { _handleSceneChanges(); // update the current main scene if(!_scenes.empty() && _currentScene >= 0) { ofxScene* s = _currentScenePtr; // call setup if scene is not setup yet if(!s->isSetup()) { _currentRunnerScenePtr->setup(); } _currentRunnerScenePtr->update(); // if this scene says it's done, go to the next one if(s->isDone() && !_bSignalledAutoChange) { nextScene(); _bSignalledAutoChange = true; } } }
// ofBaseApp //-------------------------------------------------------------- // need to call ofxScene::RunnerScene::update() void ofxSceneManager::update() { _handleSceneChanges(); // update the current main scene if(!_scenes.empty() && _currentScene >= 0) { ofxScene* s = _currentScenePtr; // call setup if scene is not setup yet if(!s->isSetup()) { _currentRunnerScenePtr->setup(); } _currentRunnerScenePtr->update(); // if this scene says it's done, go to the next one if(s->isDone() && !_bSignalledAutoChange) { nextScene(); _bSignalledAutoChange = true; } } //--------------------- <CAMBIOS MASOTROS> ---------------------// // update the new scene, if there is one if(_bOverlapTransitions && !_scenes.empty() && _newScene != SCENE_NOCHANGE && _newScene >= 0){ ofxScene* next_s = getSceneAt(_newScene); if(!next_s->isSetup()) { _newRunnerScenePtr->setup(); } _newRunnerScenePtr->update(); } //--------------------- </CAMBIOS MASOTROS> ---------------------// }