/**
 * \brief Update the state of the item.
 * \param elapsed_time The elapsed time since the last call.
 */
void bear::system_music_toggle::progress( universe::time_type elapsed_time )
{
  super::progress( elapsed_time );

  progress_input_reader( elapsed_time );

  toggle( !bear::engine::game::get_instance().get_music_muted(), this );
} // system_music_toggle::progress()
/**
 * \brief Do one iteration in the progression of the item.
 */
void bear::mouse_over_manager::progress( universe::time_type elapsed_time )
{
  super::progress(elapsed_time);

  progress_input_reader(elapsed_time);
  m_animation_on.next(elapsed_time);
  m_animation_off.next(elapsed_time);  
} // mouse_over_manager::progress()
/**
 * \brief Update the state of the item.
 * \param elapsed_time The elapsed time since the last call.
 */
void
bear::system_fullscreen_toggle::progress( universe::time_type elapsed_time )
{
  super::progress( elapsed_time );

  progress_input_reader( elapsed_time );
  
  toggle( bear::engine::game::get_instance().get_fullscreen(), this );
} // system_fullscreen_toggle::progress()