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📄 sdllabel.h

📁 游戏开发数据结构Data Structures for Game Programmers
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// ============================================================================
// Data Structures For Game Programmers
// Ron Penton
// SDLLabel.h
// This is a basic SDLGUI library that I've set up for use with the game demos
// I've used in the book.
// ============================================================================
#ifndef SDLLABEL_H
#define SDLLABEL_H

#include "SDLHelpers.h"
#include "SDLGUIItem.h"


class SDLLabel : public SDLGUIItem
{
public:

// -------------------------------------------------------
// Name:        SDLLabel::SDLLabel
// Description: This constructs the label
// Arguments:   - p_x: x coordinate
//              - p_y: y coordinate
//              - p_text: the text of the label
//              - p_tforecol: the foreground color of the 
//                            text
//              - p_tbackcol: the background color of the
//                            text
//              - p_font: the font of the label.
// -------------------------------------------------------
    SDLLabel( int p_x, int p_y,
              const char* p_text, 
              SDL_Color p_tforecol,
              SDL_Color p_tbackcol,
              TTF_Font* p_font );


// ----------------------------------------------------------------
//  Name:           Draw
//  Description:    draws the item on a surface
//  Arguments:      p_dest: the destination surface
//  Return Value:   None
// ----------------------------------------------------------------
    void Draw( SDL_Surface* p_dest );

// ----------------------------------------------------------------
//  Name:           ClickDown
//  Description:    Tells the item that it was clicked on.
//  Arguments:      None
//  Return Value:   None
// ----------------------------------------------------------------
    void ClickDown();

// ----------------------------------------------------------------
//  Name:           ClickUp
//  Description:    Tells the item that it a mouse was released
//                  on this item
//  Arguments:      None
//  Return Value:   None
// ----------------------------------------------------------------
    void ClickUp();

// ----------------------------------------------------------------
//  Name:           IsOver
//  Description:    determines if a set of coordinates is over this
//                  item
//  Arguments:      p_x, p_y: the coordinates
//  Return Value:   true if the coordinates are over this item
// ----------------------------------------------------------------
    bool IsOver( int p_x, int p_y );

// ----------------------------------------------------------------
//  Name:           ResetOnUp
//  Description:    This tells the item to reset itself because
//                  the user unclicked the mouse (only valid
//                  for some items)
//  Arguments:      None
//  Return Value:   None
// ----------------------------------------------------------------
    void ResetOnUp();


// -------------------------------------------------------
// Name:        SDLLabel::CanGetFocus
// Description: determines if this object can get the 
//              focus of the GUI.
// Arguments:   None.
// Return Value: True or False
// -------------------------------------------------------
    bool CanGetFocus();

// ----------------------------------------------------------------
//  Name:           GetFocus
//  Description:    tells the item to get the focus or not.
//  Arguments:      p_focus: true if the item gets the focus
//  Return Value:   None
// ----------------------------------------------------------------
    void GetFocus( bool p_focus );


// ----------------------------------------------------------------
//  Name:           KeyPress
//  Description:    tells the GUI that a key was pressed when this
//                  item was in focus
//  Arguments:      p_key: the that was pressed
//                  p_mod: the keyboard modifier flag (shift, alt, 
//                         control).
//                  p_char: the UNICODE representation of the key
//  Return Value:   None
// ----------------------------------------------------------------
    void KeyPress( SDLKey p_key, SDLMod p_mod, Uint16 p_char );

protected:
    SDL_Surface* m_text;
};




#endif

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