Searched refs:setStatusScene (Results 1 – 13 of 13) sorted by relevance
48 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 SceneGame1022 setStatusScene(SCENE_GAME_HELP); in drawSceneMain()[all …]
41 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()[all …]
96 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()[all …]
81 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
86 void setStatusScene(int s);
126 void setStatusScene(int s);
164 void setStatusScene(int s);
148 void setStatusScene(int s);
41 se->setStatusScene(SCENE_INFOTOWN_MAIN); in bContinue_SceneInfoTown_OnClick()62 void SceneInfoTown::setStatusScene(int s) { in setStatusScene() function in SceneInfoTown415 setStatusScene(SCENE_INFOTOWN_MAP); in load()418 setStatusScene(SCENE_INFOTOWN_MAIN); in load()985 setStatusScene(SCENE_INFOTOWN_MAIN); in drawScene()
137 void setStatusScene(int s) { statusScene = s; } in setStatusScene() function
208 void setStatusScene(int s);
3343 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()
122 setStatusScene(SCENE_WAITINGNEXTSCENE); in goToScene()