remove scene in the process call

This commit is contained in:
Edouard Dupin 2012-06-03 10:31:14 +02:00
parent 0c1b391b19
commit 62a8fddb53
4 changed files with 4 additions and 4 deletions

View File

@ -104,7 +104,7 @@ namespace ewol {
* @return true if the object must be remove
* @return false if the object must be keep
*/
virtual bool Process(int64_t time, int32_t deltaTime, ewol::SceneElement & sceneElement) { return false; };
virtual bool Process(int64_t time, int32_t deltaTime) { return false; };
/**
* @brief Requuest the draw of the current element, it will be done on the current Sprite list

View File

@ -738,7 +738,7 @@ void ewol::GameElementLua::UnInit(void)
}
bool ewol::GameElementLua::Process(int64_t time, int32_t deltaTime, ewol::SceneElement & sceneElement)
bool ewol::GameElementLua::Process(int64_t time, int32_t deltaTime)
{
tmpObj = this;
tmpScene = &m_sceneElement;

View File

@ -45,7 +45,7 @@ namespace ewol {
virtual void Init(void);
virtual void UnInit(void);
virtual bool Process(int64_t time, int32_t deltaTime, ewol::SceneElement & sceneElement);
virtual bool Process(int64_t time, int32_t deltaTime);
virtual void Draw(etk::VectorType<ewol::Sprite*> & listOfSprite, etk::VectorType<ewol::Sprite*> & listOfEffects);
virtual bool HaveImpact(int32_t group, int32_t type, coord2D_ts position, etkFloat_t size);
virtual void Explosion(int32_t group, int32_t type, coord2D_ts position, etkFloat_t pxAtenuation, etkFloat_t power);

View File

@ -179,7 +179,7 @@ void ewol::Scene::PeriodicCall(int64_t localTime)
for (int32_t iii=0; iii<m_sceneElement.listAnimatedElements[jjj].Size(); iii++) {
if (NULL != m_sceneElement.listAnimatedElements[jjj][iii]) {
// check if the element request an auto Kill ...
if (true == m_sceneElement.listAnimatedElements[jjj][iii]->Process(m_lastCallTime, CYCLIC_CALL_PERIODE_US, m_sceneElement) ) {
if (true == m_sceneElement.listAnimatedElements[jjj][iii]->Process(m_lastCallTime, CYCLIC_CALL_PERIODE_US) ) {
m_sceneElement.RmElement(jjj, iii);
}
}