void wxStatusBarBeOS::SetStatusText(const wxString& strText, int nField) { wxCHECK_RET( (nField >= 0) && (nField < m_nFields), _T("invalid statusbar field index") ); SetStatusBufferText(strText,nField); DrawStatusBar(); }
void MainDisplay::Draw() { if (ui.this_zone == nullptr) { al_clear_to_color(ui.Colour("gray")); ui.Print("no vision", _width/2, _height/2); return; } // check if recalibration is required. (note: this is a bit of a hack. I'll probably remove it later.) if (_width != ui.get_display_width() || _height != ui.get_display_height() || b_inventory_open != (inventory.get_width() != 0)) { Recalibrate(); } al_clear_to_color(ui.Colour(0.35, 0.40, 0.2)); DrawMap(); if (b_inventory_open) { inventory.SetAction(next_action.act); //inventory.Draw(); } DrawMessageBar(); DrawStatusBar(); //DrawPauseIndicators(); //pause_indicators.Draw(); ui.Print((boost::format("fps:%d") % ui.get_fps()).str(), _width - 50, _height - 20); // draw widgets in reverse order, so that front items are drawn on top. for (auto it = widget_order.rbegin(); it != widget_order.rend(); ++it) { (*it)->Draw(); } }