// called once per frame regardless of console visibility // static void LLConsole::updateClass() { LLInstanceTrackerScopedGuard guard; for (instance_iter it = guard.beginInstances(); it != guard.endInstances(); ++it) { it->update(); } }
// update layout stack animations, etc. once per frame // NOTE: we use this to size world view based on animating UI, *before* we draw the UI // we might still need to call updateLayout during UI draw phase, in case UI elements // are resizing themselves dynamically //static void LLLayoutStack::updateClass() { LLInstanceTrackerScopedGuard guard; for (LLLayoutStack::instance_iter it = guard.beginInstances(); it != guard.endInstances(); ++it) { it->updateLayout(); } }
// static void LLNameListCtrl::refreshAll(const LLUUID& id, const std::string& first, const std::string& last, BOOL is_group) { LLInstanceTrackerScopedGuard guard; LLInstanceTracker<LLNameListCtrl>::instance_iter it; for (it = guard.beginInstances(); it != guard.endInstances(); ++it) { LLNameListCtrl& ctrl = *it; ctrl.refresh(id, first, last, is_group); } }