void wxEndBusyCursor() { if (--gs_busyCount > 0) return; g_globalCursor = gs_savedCursor; gs_savedCursor = wxNullCursor; UpdateCursors(NULL); }
void wxBeginBusyCursor(const wxCursor* cursor) { if (gs_busyCount++ > 0) return; wxASSERT_MSG( !gs_savedCursor.IsOk(), wxT("forgot to call wxEndBusyCursor, will leak memory") ); gs_savedCursor = g_globalCursor; g_globalCursor = *cursor; GdkDisplay* display = NULL; UpdateCursors(&display); if (display) gdk_display_flush(display); }
void Scene_Battle_Rpg2k3::Update() { switch (state) { case State_SelectActor: case State_AutoBattle: { if (battle_actions.empty()) { Game_Battle::UpdateGauges(); } SelectNextActor(); std::vector<Game_Battler*> enemies; Main_Data::game_enemyparty->GetActiveBattlers(enemies); for (std::vector<Game_Battler*>::iterator it = enemies.begin(); it != enemies.end(); ++it) { if ((*it)->IsGaugeFull() && !(*it)->GetBattleAlgorithm()) { Game_Enemy* enemy = static_cast<Game_Enemy*>(*it); const RPG::EnemyAction* action = enemy->ChooseRandomAction(); if (action) { CreateEnemyAction(enemy, action); } } } break; } default:; } for (std::vector<FloatText>::iterator it = floating_texts.begin(); it != floating_texts.end();) { (*it).second -= 1; if ((*it).second <= 0) { it = floating_texts.erase(it); } else { ++it; } } Scene_Battle::Update(); UpdateCursors(); //enemy_status_window->Update(); }
void wxSetCursor( const wxCursor& cursor ) { g_globalCursor = cursor; UpdateCursors(NULL); }