void InGameOptions::Update(StageCmd *const cmd) { menuform->Update(); *cmd = this->stageCmd; // Reset the command to default this->stageCmd = StageCmd(); }
void Ufopaedia::Update(StageCmd * const cmd) { menuform->Update(); *cmd = this->stageCmd; //Reset the command to default this->stageCmd = StageCmd(); }
void BuildingScreen::Update(StageCmd *const cmd) { menuform->Update(); *cmd = this->stageCmd; // Reset the command to default this->stageCmd = StageCmd(); }
void InfiltrationScreen::Update(StageCmd *const cmd) { menuform->Update(); *cmd = this->stageCmd; // Reset the command to default this->stageCmd = StageCmd(); }
void CityView::Update(StageCmd *const cmd) { unsigned int ticks = 0; switch (this->updateSpeed) { case UpdateSpeed::Pause: ticks = 0; break; case UpdateSpeed::Speed1: ticks = 1; break; case UpdateSpeed::Speed2: ticks = 2; break; default: LogWarning("FIXME: Sort out higher speed to not just hammer update (GOD-SLOW) - " "demoting to speed3"); this->updateSpeed = UpdateSpeed::Speed3; case UpdateSpeed::Speed3: ticks = 5; break; } *cmd = stageCmd; stageCmd = StageCmd(); fw.state->city->update(ticks); TileView::update(ticks); activeTab->Update(); }
void BaseSelectScreen::Update(StageCmd *const cmd) { menuform->Update(); *cmd = this->stageCmd; // Reset the command to default this->stageCmd = StageCmd(); counter = (counter + 1) % COUNTER_MAX; }
void TileView::Update(StageCmd * const cmd) { *cmd = stageCmd; stageCmd = StageCmd(); offsetX += cameraScrollX; offsetY += cameraScrollY; }
void VEquipScreen::Update(StageCmd *const cmd) { this->glowCounter += GLOW_COUNTER_INCREMENT; // Loop the increment over the period, otherwise we could start getting lower precision etc. if // people leave the screen going for a few centuries while (this->glowCounter > 2.0f * M_PI) { this->glowCounter -= 2.0f * M_PI; } form->Update(); *cmd = stageCmd; stageCmd = StageCmd(); }
void BaseScreen::update(StageCmd *const cmd) { form->update(); *cmd = stageCmd; stageCmd = StageCmd(); }
void MainMenu::Update(StageCmd * const cmd) { mainmenuform->Update(); *cmd = stageCmd; stageCmd = StageCmd(); }
void MessageBox::update(StageCmd *const cmd) { form->update(); *cmd = this->stageCmd; this->stageCmd = StageCmd(); }
void DifficultyMenu::Update(StageCmd *const cmd) { difficultymenuform->Update(); *cmd = stageCmd; stageCmd = StageCmd(); }