controlsetupstate.h
来自「Source code (C++) of the Amoebax game fo」· C头文件 代码 · 共 128 行
H
128 行
//// Cross-platform free Puyo-Puyo clone.// Copyright (C) 2006, 2007 Emma's software//// This program is free software; you can redistribute it and/or modify// it under the terms of the GNU General Public License as published by// the Free Software Foundation; either version 2 of the License, or// (at your option) any later version.//// This program is distributed in the hope that it will be useful,// but WITHOUT ANY WARRANTY; without even the implied warranty of// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the// GNU General Public License for more details.//// You should have received a copy of the GNU General Public License// along with this program; if not, write to the Free Software// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA//#if !defined (AMOEBAX_CONTROL_SETUP_STATE_H)#define AMOEBAX_CONTROL_SETUP_STATE_H#include <vector>#include "Font.h"#include "IState.h"#include "Joystick.h"#include "Options.h"#include "Surface.h"namespace Amoebax{ /// /// \class ControlSetupState /// \brief Allows to change the players' control. /// class ControlSetupState: public IState { public: ControlSetupState (Options::PlayerControls &leftControls, Options::PlayerControls &rightControls); virtual void joyMotion (uint8_t joystick, uint8_t axis, int16_t value); virtual void joyDown (uint8_t joystick, uint8_t button); virtual void joyUp (uint8_t joystick, uint8_t button);#if !defined (IS_GP2X_HOST)|| defined (__SYMBIAN32__) virtual void keyDown (uint32_t key); virtual void keyUp (uint32_t key);#endif // !IS_GP2X_HOST virtual void redrawBackground (SDL_Rect *region, SDL_Surface *screen); virtual void update (uint32_t elapsedTime); virtual void render (SDL_Surface *screen); virtual void videoModeChanged (void); private: void applyPlayersControls (void); void activateCurrentControl (void); void assignJoystickToCurrentControl (int16_t joystick); void assignKeyToCurrentControl (uint32_t key); void cancelWaitingForInput (void); uint16_t getSelectedControl (void) const; uint16_t getSelectedGlobalControl (void) const; uint16_t getSelectedPlayer (void) const; int32_t getVisibleTime (void) const; void drawControls (bool keyboard, uint16_t offset, uint16_t x, float screenScale, SDL_Surface *screen); void drawJoystickControl (int16_t control, uint16_t x, uint16_t controlIndex, float scale, Font *font, SDL_Surface *screen); void drawKeyboardControl (uint32_t control, uint16_t x, uint16_t controlIndex, float scale, Font *font, SDL_Surface *screen); bool isCurrentControlVisible (void) const; bool isJoystickIndexValid (uint8_t joystick) const; bool isKeyValidForControl (uint32_t key) const; bool isRegularMenuSelected (void) const; bool isWaitingJoystickInput (void) const; bool isWaitingKeyboardInput (void) const; bool isWaitingForInput (void) const; void loadGraphicResources (); void readPlayersControls (void); void removeState (void); void selectCancelOrExit (void); void selectNextControl (void); void selectNextPlayer (void); void selectPreviousControl (void); void selectPreviousPlayer (void); void setCurrentControlVisible (bool visible); void setSelectedControl (uint16_t control); void setSelectedPlayer (uint16_t player); void setVisibleTime (int32_t time); void setWaitingForInput (bool waiting); /// The background image. std::auto_ptr<Surface> m_Background; /// Tells if the current selected control is visible. bool m_CurrentControlVisible; /// The normal text font. std::auto_ptr<Font> m_Font; /// The selected text font. std::auto_ptr<Font> m_FontSelected; /// All players joystick controls' pointers. std::vector<int16_t *> m_JoyControls; /// All players keyboard controls' pointers. std::vector<uint32_t *> m_KeyControls; /// The left player's controls. Options::PlayerControls m_LeftPlayerControls; /// The original left player's controls. Options::PlayerControls &m_LeftPlayerControlsOriginal; /// The right player's controls. Options::PlayerControls m_RightPlayerControls; /// The original right player's controls. Options::PlayerControls &m_RightPlayerControlsOriginal; /// The currently selected control index. uint16_t m_SelectedControl; /// The currently selected player. uint16_t m_SelectedPlayer; /// Tells if the state was removed. bool m_StateRemoved; /// The time the current selected control is visible. int32_t m_VisibleTime; /// Tells if a control is waiting input. bool m_WaitingForInput; };}#endif // !AMOEBAX_CONTROL_SETUP_STATE_H
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