CGUIControl::CGUIControl()
{
- m_hasProcessed = false;
+ m_hasRendered = false;
m_bHasFocus = false;
m_controlID = 0;
m_parentID = 0;
ControlType = GUICONTROL_UNKNOWN;
m_bInvalidated = true;
m_bAllocated=false;
- m_hasProcessed = false;
+ m_hasRendered = false;
m_parentControl = NULL;
m_hasCamera = false;
m_pushedUpdates = false;
void CGUIControl::AllocResources()
{
- m_hasProcessed = false;
+ m_hasRendered = false;
m_bInvalidated = true;
m_bAllocated=true;
}
}
m_bAllocated=false;
}
- m_hasProcessed = false;
+ m_hasRendered = false;
}
void CGUIControl::DynamicResourceAlloc(bool bOnOff)
{
// update our render region
m_renderRegion = g_graphicsContext.generateAABB(CalcRenderRegion());
- m_hasProcessed = true;
}
// the main render routine.
void CGUIControl::Render()
{
+ m_hasRendered = true;
}
bool CGUIControl::OnAction(const CAction &action)
bool CGUIControl::CheckAnimation(ANIMATION_TYPE animType)
{
// rule out the animations we shouldn't perform
- if (!IsVisible() || !HasProcessed())
- { // hidden or never processed - don't allow exit or entry animations for this control
+ if (!IsVisible() || !HasRendered())
+ { // hidden or never rendered - don't allow exit or entry animations for this control
if (animType == ANIM_TYPE_WINDOW_CLOSE)
{ // could be animating a (delayed) window open anim, so reset it
ResetAnimation(ANIM_TYPE_WINDOW_OPEN);
for (unsigned int i = 0; i < m_animations.size(); i++)
{
CAnimation &anim = m_animations[i];
- anim.Animate(currentTime, HasProcessed() || visible == DELAYED);
+ anim.Animate(currentTime, HasRendered() || visible == DELAYED);
// Update the control states (such as visibility)
UpdateStates(anim.GetType(), anim.GetProcess(), anim.GetState());
// and render the animation effect