📄 appstatenewhighscore.h
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/*
* ==============================================================================
* Name : AppStateNewHighScore.h
* Part of : RGA Game Example
* Interface :
* Description : application new high score state, name entry
* Version : 1.0
*
* Copyright (c) 2007-2008 Nokia Corporation.
* This material, including documentation and any related
* computer programs, is protected by copyright controlled by
* Nokia Corporation.
* ==============================================================================
*/
#ifndef __APPSTATENEWHIGHSCORE_H__
#define __APPSTATENEWHIGHSCORE_H__
#include "AppState.h"
#include "HighScores.h"
#include "SymbolMatrixDrawer.h"
#include <textinput.h> //ngi
class CAppStateNewHighScore : public CAppState,
public ITextInputObserver,
public IPredictiveObserver
{
public:
CAppStateNewHighScore(CExampleApplication& aApp);
virtual ~CAppStateNewHighScore();
/**
* Init
* Initialise the state
* @return KErrNone if successfull
*/
virtual TInt Init();
/**
* Update
* Update application state
* @param aFrametime seconds elapsed since last frame
* @return state change value
*/
virtual EAppUpdateState Update(const TReal64& aFrametime);
/**
* Draw
* Draw state graphics to given graphics context
* @param aContext graphics context to draw to.
*/
virtual void Draw(IGraphicsContext& aContext);
/**
* KeyDown
* This handler is called by the main application object
* when any key is pressed
* @param aKeyCode RGA input key code of the pressed key
*/
virtual void KeyDown(TUint32 aKeyCode);
private: // from ITextInputObserver
virtual void TextChanged( uint32 aCursorPosition,
ReturnCode aError ) NO_THROW;
virtual void CursorPositionChanged( uint32 aCursorPosition ) NO_THROW;
virtual void TextInputFinished() NO_THROW;
virtual void SymbolMatrixOpened() NO_THROW;
virtual void SymbolMatrixEntrySelected( uint32 aEntryIndex,
uint32 aRow,
uint32 aColumn,
const char16* aEntry ) NO_THROW;
virtual void SymbolMatrixClosed() NO_THROW;
virtual void TextInputModeChanged( TextInputMode aMode ) NO_THROW;
virtual void TextInputCaseChanged( TextInputCase aCase ) NO_THROW;
private: // from IPredictiveObserver
virtual void UnknownWordTypedIn() NO_THROW;
virtual void SpellKeyStatus( KeyStatus aStatus ) NO_THROW;
virtual void PreviousKeyStatus( KeyStatus aStatus ) NO_THROW;
virtual void SpellCalled() NO_THROW;
virtual void SpellClosed() NO_THROW;
virtual void WordUnderlined( WordUnderlineStatus aStatus,
uint32 aStartPosition,
uint32 aEndPosition ) NO_THROW;
private:
EAppUpdateState iNextState;
THighScoreItem iHighScoreItem;
// Pointer to the text input interface
ITextInput* iTextInput;
// Pointer to the Text input control interface.
ITextInputControl* iInputControl;
// Pointer to the predictive text input interface.
IPredictive* iPredictive;
// Pointer to the Symbol matrix configuration.
ISymbolMatrix* iSymbolMatrix;
TextInputMode iTextInputMode;
TextInputCase iTextInputCase;
CSymbolMatrixDrawer* iSymbolMatrixDrawer;
};
#endif /* __APPSTATENEWHIGHSCORE_H__*/
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