void TGame::AfterInitialization() { nel::TTGUIApplication::AfterInitialization(); #ifdef USE_OVERLAY // add the overlay scene Overlay = std::make_shared<TOverlayView>(GameState); AttachView(Overlay); #endif // register our game states Factory.RegisterObjectType(SID_Splash, std::bind(&TGame::CreateState_Splash, this)); Factory.RegisterObjectType(SID_Menu, std::bind(&TGame::CreateState_Menu, this)); Factory.RegisterObjectType(SID_Options, std::bind(&TGame::CreateState_Options, this)); Factory.RegisterObjectType(SID_ServerSelect, std::bind(&TGame::CreateState_ServerSelect, this)); Factory.RegisterObjectType(SID_ServerConnect, std::bind(&TGame::CreateState_ServerConnect, this)); Factory.RegisterObjectType(SID_Lobby, std::bind(&TGame::CreateState_Lobby, this)); Factory.RegisterObjectType(SID_LoadMatch, std::bind(&TGame::CreateState_LoadMatch, this)); Factory.RegisterObjectType(SID_Play, std::bind(&TGame::CreateState_Play, this)); Factory.RegisterObjectType(SID_RoundEnd, std::bind(&TGame::CreateState_RoundEnd, this)); Factory.RegisterObjectType(SID_MatchEnd, std::bind(&TGame::CreateState_MatchEnd, this)); AddLogic(Server); AddLogic(Client); }
//初始化 void AdvancedFrame::Initial( int wid, int hei, char* wndName, char* icon, bool fullscreen ) { GameFrame::Initial( wid, hei, wndName, icon, fullscreen ); //添加高级2D渲染模块的Logic m_adv2d = CREATE_LOGIC( Advanced2D ); AddLogic( "AdvancedGraph", m_adv2d ); }