Remove redundant update function

pull/303/head
scrawl 7 years ago
parent e7d2a8a4dc
commit f67dbc8aa0

@ -161,11 +161,6 @@ void OMW::Engine::frame(float frametime)
// update GUI // update GUI
mEnvironment.getWindowManager()->onFrame(frametime); mEnvironment.getWindowManager()->onFrame(frametime);
if (mEnvironment.getStateManager()->getState()!=
MWBase::StateManager::State_NoGame)
{
mEnvironment.getWindowManager()->update();
}
unsigned int frameNumber = mViewer->getFrameStamp()->getFrameNumber(); unsigned int frameNumber = mViewer->getFrameStamp()->getFrameNumber();
osg::Stats* stats = mViewer->getViewerStats(); osg::Stats* stats = mViewer->getViewerStats();

@ -102,13 +102,6 @@ namespace MWBase
virtual ~WindowManager() {} virtual ~WindowManager() {}
/**
* Should be called each frame to update windows/gui elements.
* This could mean updating sizes of gui elements or opening
* new dialogs.
*/
virtual void update() = 0;
/// @note This method will block until the video finishes playing /// @note This method will block until the video finishes playing
/// (and will continually update the window while doing so) /// (and will continually update the window while doing so)
virtual void playVideo(const std::string& name, bool allowSkipping) = 0; virtual void playVideo(const std::string& name, bool allowSkipping) = 0;

@ -371,6 +371,20 @@ namespace MWGui
if (mIsDrowning) if (mIsDrowning)
mDrowningFlashTheta += dt * osg::PI*2; mDrowningFlashTheta += dt * osg::PI*2;
mSpellIcons->updateWidgets(mEffectBox, true);
if (mEnemyActorId != -1 && mEnemyHealth->getVisible())
{
updateEnemyHealthBar();
}
if (mIsDrowning)
{
float intensity = (cos(mDrowningFlashTheta) + 2.0f) / 3.0f;
mDrowningFlash->setAlpha(intensity);
}
} }
void HUD::setSelectedSpell(const std::string& spellId, int successChancePercent) void HUD::setSelectedSpell(const std::string& spellId, int successChancePercent)
@ -602,23 +616,6 @@ namespace MWGui
} }
void HUD::update()
{
mSpellIcons->updateWidgets(mEffectBox, true);
if (mEnemyActorId != -1 && mEnemyHealth->getVisible())
{
updateEnemyHealthBar();
}
if (mIsDrowning)
{
float intensity = (cos(mDrowningFlashTheta) + 2.0f) / 3.0f;
mDrowningFlash->setAlpha(intensity);
}
}
void HUD::setEnemy(const MWWorld::Ptr &enemy) void HUD::setEnemy(const MWWorld::Ptr &enemy)
{ {
mEnemyActorId = enemy.getClass().getCreatureStats(enemy).getActorId(); mEnemyActorId = enemy.getClass().getCreatureStats(enemy).getActorId();

@ -55,8 +55,6 @@ namespace MWGui
MyGUI::Widget* getEffectBox() { return mEffectBox; } MyGUI::Widget* getEffectBox() { return mEffectBox; }
void update();
void setEnemy(const MWWorld::Ptr& enemy); void setEnemy(const MWWorld::Ptr& enemy);
void resetEnemy(); void resetEnemy();

@ -581,15 +581,6 @@ namespace MWGui
} }
} }
void WindowManager::update()
{
cleanupGarbage();
mHud->update();
updateActivatedQuickKey ();
}
void WindowManager::updateVisible() void WindowManager::updateVisible()
{ {
if (!mMap) if (!mMap)
@ -926,6 +917,10 @@ namespace MWGui
if (mCharGen) if (mCharGen)
mCharGen->onFrame(frameDuration); mCharGen->onFrame(frameDuration);
updateActivatedQuickKey ();
cleanupGarbage();
} }
void WindowManager::changeCell(const MWWorld::CellStore* cell) void WindowManager::changeCell(const MWWorld::CellStore* cell)

@ -146,13 +146,6 @@ namespace MWGui
/// (and will continually update the window while doing so) /// (and will continually update the window while doing so)
virtual void playVideo(const std::string& name, bool allowSkipping); virtual void playVideo(const std::string& name, bool allowSkipping);
/**
* Should be called each frame to update windows/gui elements.
* This could mean updating sizes of gui elements or opening
* new dialogs.
*/
virtual void update();
/// Warning: do not use MyGUI::InputManager::setKeyFocusWidget directly. Instead use this. /// Warning: do not use MyGUI::InputManager::setKeyFocusWidget directly. Instead use this.
virtual void setKeyFocusWidget (MyGUI::Widget* widget); virtual void setKeyFocusWidget (MyGUI::Widget* widget);

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