📄 ns_menugeneric.h
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// NS_MenuGeneric.h: interface for the NS_MenuGeneric class.////////////////////////////////////////////////////////////////////////#if !defined(AFX_NS_MENUGENERIC_H__15FC6E14_CE64_4603_96A7_7A10E4350EE4__INCLUDED_)#define AFX_NS_MENUGENERIC_H__15FC6E14_CE64_4603_96A7_7A10E4350EE4__INCLUDED_#if _MSC_VER > 1000#pragma once#endif // _MSC_VER > 1000#include <ClanLib/gui.h>#include <ClanLib/gui.h>#include <ClanLib/signals.h>#include <ClanLib/signals.h>#include <string>class NS_MenuManager;class CL_StyleManager;class CL_ComponentManager;// Generic menu class, serves as base of all other menus in// the game. Derive from it and overload virtual methods if// you want to add a new menu.class NS_MenuGeneric : public CL_GUIManager{public: NS_MenuGeneric(NS_MenuManager & menu_manager, CL_StyleManager & style_manager, std::string const & path_to_resource); virtual ~NS_MenuGeneric();public: NS_MenuManager & get_menu_manager() const;public: virtual void on_begin_paint(); // Exit from app void on_exit(); virtual void switch_to(std::string const & menu) = 0; virtual void on_focus_changed(CL_Component * new_comp_focus); void run(); void show(); // Menu manager loops a current menu, and so here should be // a things which usualy doing in main loop in games // Do a whatever calculations you need in this method. // Standard implementation just clears the screen virtual void run_task(); void quit();private: NS_MenuManager & menu_manager; volatile bool quit_run;protected: CL_SlotContainer slots; CL_ComponentManager * comp_manager;};#endif // !defined(AFX_NS_MENUGENERIC_H__15FC6E14_CE64_4603_96A7_7A10E4350EE4__INCLUDED_)
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