void ProductionWnd::Update() { //std::cout << "ProductionWnd::Update()" << this << std::endl; UpdateInfoPanel(); UpdateQueue(); m_build_designator_wnd->Update(); }
void ProductionWnd::Reset() { //std::cout << "ProductionWnd::Reset()" << std::endl; UpdateInfoPanel(); UpdateQueue(); m_queue_lb->BringRowIntoView(m_queue_lb->begin()); m_build_designator_wnd->Reset(); }
void ProductionWnd::Update() { // useful when empire hasn't changed, but production status of it might have UpdateInfoPanel(); UpdateQueue(); m_build_designator_wnd->Update(); }
void ResearchWnd::Reset() { m_tech_tree_wnd->Reset(); UpdateQueue(); UpdateInfoPanel(); m_queue_lb->BringRowIntoView(m_queue_lb->begin()); }
void ProductionWnd::Refresh() { // useful at start of turn or when loading empire from save. // since empire object is recreated based on turn update from server, // connections of signals emitted from the empire must be remade m_empire_connection.disconnect(); EmpireManager& manager = HumanClientApp::GetApp()->Empires(); if (Empire* empire = manager.Lookup(HumanClientApp::GetApp()->EmpireID())) m_empire_connection = GG::Connect(empire->GetProductionQueue().ProductionQueueChangedSignal, &ProductionWnd::ProductionQueueChangedSlot, this); UpdateInfoPanel(); UpdateQueue(); m_build_designator_wnd->Refresh(); }
void ProductionWnd::Refresh() { // useful at start of turn or when loading empire from save, or when // the selected empire shown has changed. // because empire object is recreated based on turn update from server, // connections of signals emitted from the empire must be remade after // getting a turn update m_empire_connection.disconnect(); if (Empire* empire = GetEmpire(m_empire_shown_id)) m_empire_connection = GG::Connect(empire->GetProductionQueue().ProductionQueueChangedSignal, &ProductionWnd::ProductionQueueChangedSlot, this); UpdateInfoPanel(); UpdateQueue(); m_build_designator_wnd->Refresh(); }
void ResearchWnd::ResearchQueueChangedSlot() { UpdateQueue(); UpdateInfoPanel(); m_tech_tree_wnd->Update(); }
void ResearchWnd::Update() { m_tech_tree_wnd->Update(); UpdateQueue(); UpdateInfoPanel(); }
void ProductionWnd::ProductionQueueChangedSlot() { UpdateInfoPanel(); UpdateQueue(); m_build_designator_wnd->Update(); }