protected override void Update(GameTime gameTime) { FlatRedBallServices.Update(gameTime); GluxManager.Update(); HighlightManager.Self.Activity(); EditingManager.Self.Activity(); base.Update(gameTime); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { FlatRedBallServices.Update(gameTime); // I don't think GView needs a ScreenManager activity does it? //Screens.ScreenManager.Activity(); EditorLogic.Activity(); GluxManager.Update(); base.Update(gameTime); }
/// <summary> /// Allows the game to run logic such as updating the world, /// checking for collisions, gathering input, and playing audio. /// </summary> /// <param name="gameTime">Provides a snapshot of timing values.</param> protected override void Update(GameTime gameTime) { FlatRedBallServices.Update(gameTime); ScreenManager.Activity(); EditorLogic.Activity(); // TODO: Add your update logic here GluxManager.Update(); base.Update(gameTime); }
internal void UpdateToSelectedElement() { var element = ArrowState.Self.CurrentGlueElement; if (element != null) { GluxManager.ShowElement(element.Name); GluxManager.Update(); ArrowState.Self.CurrentArrowElementVm.Refresh(); //ArrowCommands.Self.GuiCommands.RefreshSingleElementTreeView(); SelectionManager.Self.UpdateToSelectedElementOrInstance(); ArrowState.Self.RaiseCurrentArrowElementChangedEvent(); } ArrowCommands.Self.Delete.PopulateDeleteMenuFromArrowState(); }