/** * \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()