void OptionGUIState::enter() { m_pSceneMgr = GameApp::getSingletonPtr()->getAideSceneMgr(); m_pRenderWindow = GameApp::getSingletonPtr()->getRenderWindow(); CameraInit(); //创建GUI事件绑定; createGUIEvent(); }
// enter status void ChooseMapState::enter( void ) { mSceneMgr = GameApp::getSingletonPtr()->getAideSceneMgr(); mRenderWindow = GameApp::getSingletonPtr()->getRenderWindow(); GUIManager::loadWindow("ChooseMap"); GUIManager::setCursorType(CURSOR_NORMAL); createGUIEvent(); createCamera(); mMaxMapNumber = MapManager::getSingletonPtr()->getMapPreSize(); if (mMaxMapNumber>mCurrentMapIndex && mCurrentMapIndex>=0) { showMap(MapManager::getSingletonPtr()->getMapPreByIndex(mCurrentMapIndex)); } }