} // end of ToolMenuUpdateObj c'tor /// <summary> /// ToolMenuUpdateObj Update() /// </summary> /// <param name="camera"></param> public override void Update() { base.Update(); // No need to check for input focus or anything. If // we're active then the ToolMenu object has focus. shared.ToolMenu.Update(); // If the ToolMenu is no longer active we're done. if (!shared.ToolMenu.Active) { return; } // Do the common bits of the Update(). If our child is active we // can temporarily push/pop our commandMap to grab input focus. if (shared.ToolMenu.Active) { CommandStack.Push(commandMap); } UpdateCamera(false); if (shared.ToolMenu.Active) { CommandStack.Pop(commandMap); } UpdateWorld(); // TODO (****) Should this only be called for tools that use the edit brush? // TODO (****) How do we turn off the edit brush rendering if we don't need it? UpdateEditBrush(); GamePadInput pad = GamePadInput.GetGamePad0(); // Run! if (pad.Back.WasPressed) { // TODO (****) Transition to RunSim. // Or is this already done in the base class??? } // MiniHub! if (pad.Start.WasPressed) { // TODO (****) Transition to MinHub. // Or is this already done in the base class??? } ToolTipManager.Update(); ThoughtBalloonManager.Update(shared.camera); } // end of ToolMenuUpdateObj Update()