remove scene in the process call
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0c1b391b19
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62a8fddb53
@ -104,7 +104,7 @@ namespace ewol {
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* @return true if the object must be remove
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* @return false if the object must be keep
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*/
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virtual bool Process(int64_t time, int32_t deltaTime, ewol::SceneElement & sceneElement) { return false; };
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virtual bool Process(int64_t time, int32_t deltaTime) { return false; };
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/**
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* @brief Requuest the draw of the current element, it will be done on the current Sprite list
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@ -738,7 +738,7 @@ void ewol::GameElementLua::UnInit(void)
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}
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bool ewol::GameElementLua::Process(int64_t time, int32_t deltaTime, ewol::SceneElement & sceneElement)
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bool ewol::GameElementLua::Process(int64_t time, int32_t deltaTime)
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{
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tmpObj = this;
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tmpScene = &m_sceneElement;
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@ -45,7 +45,7 @@ namespace ewol {
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virtual void Init(void);
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virtual void UnInit(void);
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virtual bool Process(int64_t time, int32_t deltaTime, ewol::SceneElement & sceneElement);
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virtual bool Process(int64_t time, int32_t deltaTime);
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virtual void Draw(etk::VectorType<ewol::Sprite*> & listOfSprite, etk::VectorType<ewol::Sprite*> & listOfEffects);
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virtual bool HaveImpact(int32_t group, int32_t type, coord2D_ts position, etkFloat_t size);
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virtual void Explosion(int32_t group, int32_t type, coord2D_ts position, etkFloat_t pxAtenuation, etkFloat_t power);
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@ -179,7 +179,7 @@ void ewol::Scene::PeriodicCall(int64_t localTime)
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for (int32_t iii=0; iii<m_sceneElement.listAnimatedElements[jjj].Size(); iii++) {
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if (NULL != m_sceneElement.listAnimatedElements[jjj][iii]) {
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// check if the element request an auto Kill ...
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if (true == m_sceneElement.listAnimatedElements[jjj][iii]->Process(m_lastCallTime, CYCLIC_CALL_PERIODE_US, m_sceneElement) ) {
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if (true == m_sceneElement.listAnimatedElements[jjj][iii]->Process(m_lastCallTime, CYCLIC_CALL_PERIODE_US) ) {
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m_sceneElement.RmElement(jjj, iii);
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}
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}
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