void CSDeclarativeIndicatorDataHandler::StatusPaneStateChanged( TStatusPaneChangeFlags aChangeFlags )
    {
    if ( aChangeFlags&MSDeclarativeStatusPaneSubscriberObverver::EStatusPaneIndicatorsState )
        {
        UpdateIndicators();

        // update incall indicator
        const TAknIndicatorState& indicatorState = iSubscriber->IndicatorState();
        iIncallIndicator->SetFlags( indicatorState.iIncallBubbleFlags );
        }
    }
예제 #2
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void CUIHudStatesWnd::Update()
{
	CActor* actor = smart_cast<CActor*>( Level().CurrentViewEntity() );
	if ( !actor )
	{
		return;
	}

	UpdateHealth( actor );
	UpdateActiveItemInfo( actor );
	UpdateIndicators( actor );
	
	UpdateZones();

	inherited::Update();
}
예제 #3
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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);
}