private int UpdateData() { string ApplicationId = ddlApplicationList.SelectedValue; string ModuleTitle = txtModuleTitle.Text; bool AllTab = false, IsAdmin = false, IsDeleted = false, InheritViewPermissions = false; if (ckbAllTab.Checked) { AllTab = true; } if (ckbIsAdmin.Checked) { IsAdmin = true; } if (ckbIsDeleted.Checked) { IsDeleted = true; } if (ckbInheritViewPermissions.Checked) { InheritViewPermissions = true; } Modules module_obj = new Modules(); int result = module_obj.Update(_idx, ApplicationId, ModuleTitle, AllTab, IsAdmin, IsDeleted, InheritViewPermissions); return(result); }
/// <summary> /// Call Update on the screen managers and check their visibility against the camera viewport. /// </summary> /// <param name="elapsedGameTime">The time in seconds since the last frame</param> public override void Update(float elapsedGameTime) { base.Update(elapsedGameTime); if (Lights.ShouldUpdate) { Lights.Update(elapsedGameTime); } if (EnvironmentObjects.ShouldUpdate) { EnvironmentObjects.Update(elapsedGameTime); } if (GameObjects.ShouldUpdate) { GameObjects.Update(elapsedGameTime); } if (InGameUIObjects.ShouldUpdate) { InGameUIObjects.Update(elapsedGameTime); } if (ScreenUIObjects.ShouldUpdate) { ScreenUIObjects.Update(elapsedGameTime); } if (Modules.ShouldUpdate) { Modules.Update(elapsedGameTime); } /*Camera.CheckVisibility(Lights, false); * Camera.CheckVisibility(EnvironmentObjects, false); * Camera.CheckVisibility(GameObjects, false); * Camera.CheckVisibility(InGameUIObjects, false); * Camera.CheckVisibility(ScreenUIObjects, true);*/ }
private static void Run() { // timer var timer = Stopwatch.StartNew(); var lastTime = new TimeSpan(); var fixedAccumulator = TimeSpan.Zero; var framecount = 0; var frameticks = 0L; while (Running) { var forceFixedTimestep = ForceFixedTimestep; if (!forceFixedTimestep) { System.Input.Step(); } Modules.FrameStart(); // get current time & diff var currTime = TimeSpan.FromTicks(timer.Elapsed.Ticks); var diffTime = (currTime - lastTime); lastTime = currTime; // fixed timestep update { // fixed delta time is always the same var fixedTarget = TimeSpan.FromSeconds(1f / Time.FixedStepTarget); Time.RawDelta = Time.RawFixedDelta = (float)fixedTarget.TotalSeconds; Time.Delta = Time.FixedDelta = Time.RawFixedDelta * Time.DeltaScale; if (forceFixedTimestep) { Time.RawVariableDelta = Time.RawFixedDelta; Time.VariableDelta = Time.FixedDelta; } // increment time fixedAccumulator += diffTime; // if we're forcing fixed timestep and running too fast, // we should sleep the thread while we wait if (forceFixedTimestep) { while (fixedAccumulator < fixedTarget) { Thread.Sleep((int)((fixedTarget - fixedAccumulator).TotalMilliseconds)); currTime = TimeSpan.FromTicks(timer.Elapsed.Ticks); diffTime = (currTime - lastTime); lastTime = currTime; fixedAccumulator += diffTime; } } // Do not allow any update to take longer than our maximum. if (fixedAccumulator > Time.FixedMaxElapsedTime) { fixedAccumulator = Time.FixedMaxElapsedTime; } // do as many fixed updates as we can while (fixedAccumulator >= fixedTarget) { Time.FixedDuration += fixedTarget; fixedAccumulator -= fixedTarget; if (forceFixedTimestep) { Time.Duration += fixedTarget; System.Input.Step(); Modules.FixedUpdate(); Modules.Update(); } else { Modules.FixedUpdate(); } if (Exiting) { break; } } } // variable timestep update if (!forceFixedTimestep) { // get Time values Time.Duration += diffTime; Time.RawDelta = Time.RawVariableDelta = (float)diffTime.TotalSeconds; Time.Delta = Time.VariableDelta = Time.RawDelta * Time.DeltaScale; // update Modules.Update(); } Modules.FrameEnd(); // Check if the Primary Window has been closed if (_primaryWindow == null || !_primaryWindow.Opened) { Exit(); } // render if (!Exiting) { Modules.BeforeRender(); for (int i = 0; i < System.Windows.Count; i++) { if (System.Windows[i].Opened) { System.Windows[i].Render(); } } for (int i = 0; i < System.Windows.Count; i++) { if (System.Windows[i].Opened) { System.Windows[i].Present(); } } Modules.AfterRender(); } // get fps framecount++; if (TimeSpan.FromTicks(timer.Elapsed.Ticks - frameticks).TotalSeconds >= 1) { Time.FPS = framecount; frameticks = timer.Elapsed.Ticks; framecount = 0; } } // finalize Modules.Shutdown(); _primaryWindow = null; Exiting = false; Log.Info("Exited"); }