📄 ns_menu_main.cpp
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// NS_Menu_Main.cpp: implementation of the NS_Menu_Main class.////////////////////////////////////////////////////////////////////////#include <iostream>#include "NS_Menu_Main.h"#include "NS_Profile.h"#include "../NatureParkGame.h"#include <ClanLib/display.h>//#include <ClanLib/core.h>//////////////////////////////////////////////////////////////////////// Construction/Destruction//////////////////////////////////////////////////////////////////////NS_Menu_Main::NS_Menu_Main(NS_MenuManager & menu_manager, CL_StyleManager & style_manager, std::string const & path_to_resource) : NS_MenuGeneric(menu_manager, style_manager, path_to_resource), back_ground(new CL_Sprite("menu_right_bottom", style_manager.get_resources())){ CL_Button * btn_to_profile = dynamic_cast<CL_Button*>(comp_manager->get_component(("btn_to_profile"))); if (btn_to_profile) slots.connect(btn_to_profile->sig_clicked(), this, &NS_Menu_Main::on_profile); CL_Button * btn_to_game = dynamic_cast<CL_Button*>(comp_manager->get_component(("btn_to_game"))); if (btn_to_game) slots.connect(btn_to_game->sig_clicked(), this, &NS_Menu_Main::on_switch_to_game_menu); CL_Button * btn_to_credits = dynamic_cast<CL_Button*>(comp_manager->get_component(("btn_to_credits"))); if (btn_to_credits) slots.connect(btn_to_credits->sig_clicked(), this, &NS_Menu_Main::on_switch_to_credits_menu); CL_Button * btn_quit = dynamic_cast<CL_Button*>(comp_manager->get_component(("btn_quit"))); if (btn_quit) slots.connect(btn_quit->sig_clicked(), this, &NS_Menu_Main::on_quit);}NS_Menu_Main::~NS_Menu_Main(){ delete back_ground;}void NS_Menu_Main::on_profile(){ NS_Profile::open(this);}void NS_Menu_Main::on_quit(){ NS_MenuGeneric::on_exit();}void NS_Menu_Main::on_switch_to_credits_menu(){ switch_to("menu_credits");}void NS_Menu_Main::on_switch_to_game_menu(){// NatureParkGame g;// g.run(); switch_to("menu_game");}void NS_Menu_Main::switch_to(std::string const & menu_name){ NS_MenuGeneric::switch_to(menu_name);}void NS_Menu_Main::on_begin_paint(){ back_ground->draw(0,0);}
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