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Searched refs:setStatusScene (Results 1 – 13 of 13) sorted by relevance

/dports/games/nimuh/nimuh-1.02/src/
H A Dscene_game.cpp48 se->setStatusScene(SCENE_GAME_OPTIONS); in bOption_SceneGame_OnClick()
55 se->setStatusScene(SCENE_GAME_MAIN); in bReset_SceneGame_OnClick()
69 se->setStatusScene(SCENE_GAME_MAIN); in bAcceptInfo_SceneGame_OnClick()
96 se->setStatusScene(SCENE_GAME_MAIN); in bAccept_SceneGame_OnClick()
101 se->setStatusScene(SCENE_GAME_MAIN); in bCancel_SceneGame_OnClick()
108 se->setStatusScene(SCENE_GAME_MAIN); in bRetry_SceneGame_OnClick()
147 setStatusScene(SCENE_GAME_FINISH); in goToNextLevel()
162 setStatusScene(SCENE_GAME_FINISH); in goToNextLevel()
182 void SceneGame::setStatusScene(int s) { in setStatusScene() function in SceneGame
1022 setStatusScene(SCENE_GAME_HELP); in drawSceneMain()
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H A Dscene_createmissions.cpp41 se->setStatusScene(SCENE_CREATEMISSION_MAIN); in bCreateMission_SceneCreateMission_OnClick()
65 se->setStatusScene(SCENE_CREATEMISSION_LEVELS); in bCreateLevel_SceneCreateMission_OnClick()
75 se->setStatusScene(SCENE_CREATEMISSION_NEW); in bNewMision_SceneCreateMission_OnClick()
83 se->setStatusScene(SCENE_CREATEMISSION_NEWLEVEL); in bNewLevel_SceneCreateMission_OnClick()
92 se->setStatusScene(SCENE_CREATEMISSION_MAIN); in bBack_SceneCreateMission_OnClick()
94 se->setStatusScene(SCENE_CREATEMISSION_LEVELS); in bBack_SceneCreateMission_OnClick()
96 se->setStatusScene(SCENE_CREATEMISSION_MAIN); in bBack_SceneCreateMission_OnClick()
233 se->setStatusScene(SCENE_CREATEMISSION_MAIN); in bCancel_SceneCreateMission_OnClick()
239 se->setStatusScene(SCENE_CREATEMISSION_HELP); in bHelp_SceneCreateMission_OnClick()
1094 setStatusScene(SCENE_CREATEMISSION_MAIN); in load()
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H A Dscene_editgame.cpp96 se->setStatusScene(SCENE_EDITGAME_MAIN); in insertObjectsGame_SceneEditGame_OnClick()
107 se->setStatusScene(SCENE_EDITGAME_MAIN); in insertObjectsPersonal_SceneEditGame_OnClick()
130 se->setStatusScene(SCENE_EDITGAME_MAIN); in bInsertText_SceneGame_OnClick()
210 se->setStatusScene(SCENE_EDITGAME_CLEAN); in bClean_SceneEditGame_OnClick()
216 se->setStatusScene(SCENE_EDITGAME_MAIN); in bCleanBoard_SceneEditGame_OnClick()
222 se->setStatusScene(SCENE_EDITGAME_MAIN); in bCleanScenary_SceneEditGame_OnClick()
228 se->setStatusScene(SCENE_EDITGAME_MAIN); in bCleanReset_SceneEditGame_OnClick()
234 se->setStatusScene(SCENE_EDITGAME_HELP); in bHelp_SceneEditGame_OnClick()
280 se->setStatusScene(SCENE_EDITGAME_MAIN); in bAccept_SceneEditGame_OnClick()
297 se->setStatusScene(SCENE_EDITGAME_MAIN); in bAccept_SceneEditGame_OnClick()
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H A Dscene_menu.cpp81 se->setStatusScene(SCENE_MENU_OPTIONS); in bPreferences_SceneMenu_OnClick()
88 se->setStatusScene(SCENE_MENU_HOWTOPLAY); in bHowto_SceneMenu_OnClick()
105 se->setStatusScene(SCENE_MENU_CHANGEUSER); in bChangeUser_SceneMenu_OnClick()
131 se->setStatusScene(SCENE_MENU_MAIN); in bBack_SceneMenu_OnClick()
139 se->setStatusScene(SCENE_MENU_MAIN); in bSelectUser_SceneCreateMission_OnClick()
203 se->setStatusScene(SCENE_MENU_MAIN); in bAccept_SceneMenu_OnClick()
209 se->setStatusScene(SCENE_MENU_MAIN); in bCancel_SceneMenu_OnClick()
391 void SceneMenu::setStatusScene(int s) { in setStatusScene() function in SceneMenu
H A Dscene_infotown.h86 void setStatusScene(int s);
H A Dscene_game.h126 void setStatusScene(int s);
H A Dscene_menu.h164 void setStatusScene(int s);
H A Dscene_createmissions.h148 void setStatusScene(int s);
H A Dscene_infotown.cpp41 se->setStatusScene(SCENE_INFOTOWN_MAIN); in bContinue_SceneInfoTown_OnClick()
62 void SceneInfoTown::setStatusScene(int s) { in setStatusScene() function in SceneInfoTown
415 setStatusScene(SCENE_INFOTOWN_MAP); in load()
418 setStatusScene(SCENE_INFOTOWN_MAIN); in load()
985 setStatusScene(SCENE_INFOTOWN_MAIN); in drawScene()
H A Dscene.h137 void setStatusScene(int s) { statusScene = s; } in setStatusScene() function
H A Dscene_editgame.h208 void setStatusScene(int s);
H A Dclass_game.cpp3343 scenegame->setStatusScene(SCENE_GAME_WINNING); in verifyWinPlayer()
3371 scenegame->setStatusScene(SCENE_GAME_STARTTRAY); in verifyStartToEat()
3420 scenegame->setStatusScene(SCENE_GAME_CAPTURED); in nextTurn()
3456 scenegame->setStatusScene(SCENE_GAME_CAPTURED); in nextTurn()
3481 scenegame->setStatusScene(SCENE_GAME_CAPTURED); in nextTurn()
3572 scenegame->setStatusScene(SCENE_GAME_CAPTURED); in stopAnimations()
H A Dscene.cpp122 setStatusScene(SCENE_WAITINGNEXTSCENE); in goToScene()