void replay_controller::handle_generic_event(const std::string& name){ if( name == "completely_redrawn" ) { update_replay_ui(); gui::button* skip_animation_button = gui_->find_action_button("skip-animation"); if(skip_animation_button) { skip_animation_button->set_check(skip_replay_); } } else { rebuild_replay_theme(); } }
void replay_controller::init_gui(){ DBG_NG << "Initializing GUI... " << (SDL_GetTicks() - ticks_) << "\n"; play_controller::init_gui(); if (show_team_) gui_->set_team(show_team_ - 1, show_everything_); else gui_->set_team(0, show_everything_); gui_->scroll_to_leader(player_number_, display::WARP); update_locker lock_display((*gui_).video(),false); BOOST_FOREACH(const team & t, gamestate_.board_.teams()) { t.reset_objectives_changed(); } update_replay_ui(); }
void replay_controller::init_gui(){ DBG_NG << "Initializing GUI... " << (SDL_GetTicks() - ticks_) << "\n"; play_controller::init_gui(); if (show_team_) gui_->set_team(show_team_ - 1, show_everything_); else gui_->set_team(0, show_everything_); gui_->scroll_to_leader(units_, player_number_, display::WARP); update_locker lock_display((*gui_).video(),false); for(std::vector<team>::iterator t = teams_.begin(); t != teams_.end(); ++t) { t->reset_objectives_changed(); } update_replay_ui(); }