Пример #1
0
// ofBaseApp
//--------------------------------------------------------------
// need to call ofxScene::RunnerScene::update()
void ofxSceneManager::update() {

	_handleSceneChanges();

	// update the current main scene
	if(!_scenes.empty() && _currentScene >= 0) {
	
		ofxScene* s = _currentScenePtr;

		// call setup if scene is not setup yet
		if(!s->isSetup()) {
			_currentRunnerScenePtr->setup();
		}

		_currentRunnerScenePtr->update();

		// if this scene says it's done, go to the next one
		if(s->isDone() && !_bSignalledAutoChange) {
			nextScene();
			_bSignalledAutoChange = true;
		}
	}
}
Пример #2
0
// ofBaseApp
//--------------------------------------------------------------
// need to call ofxScene::RunnerScene::update()
void ofxSceneManager::update() {

	_handleSceneChanges();

	// update the current main scene
	if(!_scenes.empty() && _currentScene >= 0) {
        ofxScene* s = _currentScenePtr;
        
		// call setup if scene is not setup yet
		if(!s->isSetup()) {
			_currentRunnerScenePtr->setup();
		}

		_currentRunnerScenePtr->update();

		// if this scene says it's done, go to the next one
		if(s->isDone() && !_bSignalledAutoChange) {
			nextScene();
			_bSignalledAutoChange = true;
		}
	}
    
    
//--------------------- <CAMBIOS MASOTROS> ---------------------//
    // update the new scene, if there is one
    if(_bOverlapTransitions && !_scenes.empty() && _newScene != SCENE_NOCHANGE && _newScene >= 0){
        ofxScene* next_s = getSceneAt(_newScene);
        
        if(!next_s->isSetup()) {
            _newRunnerScenePtr->setup();
		}
        
		_newRunnerScenePtr->update();
    }
//--------------------- </CAMBIOS MASOTROS> ---------------------//    
}