10 for (UINT k = 0; k <
elements.size(); k++)
12 for (UINT h = 0; h <
elements.at(k).components.size(); h++)
14 if (!
elements.at(k).components.at(h).guid.empty())
16 elements.at(k).components.at(h).ptrValue =
bus->GetComponentCurrentStatePtr(
elements.at(k).components.at(h).guid);
20 for (UINT l = 0; l <
elements.at(k).components.at(h).conditions.size(); l++)
22 for (UINT m = 0; m <
elements.at(k).components.at(h).conditions.at(l).sprites.size(); m++)
24 Sprite* sprite = &
elements.at(k).components.at(h).conditions.at(l).sprites.at(m);
27 for (UINT m = 0; m <
elements.at(k).components.at(h).conditions.at(l).text.size(); m++)
29 Text* text = &
elements.at(k).components.at(h).conditions.at(l).text.at(m);
47 instrument->
Render(fElapsed);
50 for (UINT i = 0; i <
elements.size(); i++)
std::vector< Element > elements
virtual void Initialize(Bus *prmBus, Logger *prmLogger, DEVICE_OBJECT *prmDevice, int prmScreenWidth, int prmScreenHeight, std::vector< Font > *prmFonts, bool prmFlip)
Systems::Fault * GetComponentFaultStatePtr(std::string guidStr)
Abstract base class for instrumentation By definition, instruments don't do any of the work (they don...
void Render(float fElapsed)
void Initialize(Bus *prmBus, Logger *prmLogger, DEVICE_OBJECT *prmpDevice, int screenWidth, int screenHeight, std::vector< Font > *fonts, bool flip)
virtual void Render(float fElapsed)=0
void Initialize(Logger *prmLogger, Bus *prmBus, DEVICE_OBJECT *prmpDevice, int elementX, int elementY, ID3DX10Font *prmFont, bool prmFlip)
void Initialize(Logger *prmLogger, Bus *prmBus, DEVICE_OBJECT *prmpDevice, int prmScreenHeight, int prmElementX, int prmElementY, bool prmFlip)
std::vector< Instrument * > instruments