void MainMenu::onOptions() { OptionsMenu* pOptionsMenu = new OptionsMenu(); int ret = pOptionsMenu->showMenu(); delete pOptionsMenu; if(ret == MENU_QUIT_REINITIALIZE) { quit(MENU_QUIT_REINITIALIZE); } }
void MainMenu::OnOptions() { OptionsMenu* myOptions = new OptionsMenu(); if(myOptions == NULL) { perror("MainMenu::OnOptions()"); exit(EXIT_FAILURE); } int ret = myOptions->showMenu(); delete myOptions; if(ret == 1) { quit(1); } }
OptionsMenu* OptionsMenu::create() { OptionsMenu *pRet = new OptionsMenu(); if (pRet && pRet->init("bg_opt.png")) { pRet->autorelease(); return pRet; } else { delete pRet; pRet = NULL; return NULL; } }
void WindowManager::ProcessEvent(SDL_Event *event) { MainMenu *mainmenu = (MainMenu *)SM->GetSceneByName("Main Menu"); OptionsMenu *optionsmenu = (OptionsMenu *)SM->GetSceneByName("Options Menu"); switch(event->type) // See which event it is { // When window is resized or is toggled between window and fullscreen case SDL_VIDEORESIZE: //Cleanup(); InitOpenGL(); IsGLErrors("Video Resize"); if(!WM->IsFullscreen()) { SetWindowedMode(0, 0, event->resize.w, event->resize.h); } glViewport(0,0,event->resize.w,event->resize.h); // Resize OpenGL Viewport to fit the screen/window SM->InitAll(); break; // When user quits the game case SDL_VIDEOEXPOSE: if(Game->GetCurrentMode() != GM_PLAY) { mainmenu->Resize(); optionsmenu->Resize(); } break; case SDL_QUIT: _Running=false; break; case SDL_ACTIVEEVENT: if(event->active.state & SDL_APPACTIVE) { if(event->active.gain) _Active = true; else _Active = false; } break; default: break; } }
void OptionsMenu::_ControlsTabPressed(void *pData) { OptionsMenu* lpOptionsMenu = (OptionsMenu*)pData; lpOptionsMenu->ControlsTabPressed(); }
void OptionsMenu::_InterfaceTabPressed(void *pData) { OptionsMenu* lpOptionsMenu = (OptionsMenu*)pData; lpOptionsMenu->InterfaceTabPressed(); }
void OptionsMenu::_SoundTabPressed(void *pData) { OptionsMenu* lpOptionsMenu = (OptionsMenu*)pData; lpOptionsMenu->SoundTabPressed(); }
void OptionsMenu::_GraphicsTabPressed(void *pData) { OptionsMenu* lpOptionsMenu = (OptionsMenu*)pData; lpOptionsMenu->GraphicsTabPressed(); }
void OptionsMenu::_GameplayTabPressed(void *pData) { OptionsMenu* lpOptionsMenu = (OptionsMenu*)pData; lpOptionsMenu->GameplayTabPressed(); }
// Static functionality void OptionsMenu::_CloseExitPressed(void *pData) { OptionsMenu* lpOptionsMenu = (OptionsMenu*)pData; lpOptionsMenu->CloseExitPressed(); }