void Client::focusGame() { if (game) { reset(); if (uiState.pageFocused()) referencePage(uiState.focusedPage).onBlur(); uiState.gameFocusing = true; game->onFocus(); } }
void Client::focusPage(const PageType page) { if (uiState.pageFocusFactor != 0) { uiState.pageFocusing = false; } else { uiState.pageFocusing = true; uiState.focusedPage = page; referencePage(page).onFocus(); } }
int main() { freeList *q = createQueue(10); hTable *hash = createHash(20); referencePage( q, hash, 1); referencePage( q, hash, 2); referencePage( q, hash, 3); referencePage( q, hash, 1); referencePage( q, hash, 4); referencePage( q, hash, 5); cnode *tmp = q->head; while (tmp != NULL) { printf("%d\n",tmp->value); tmp = tmp->next; } }
RC pinPage (BM_BufferPool *const bm, BM_PageHandle *const page, const PageNumber pageNum) { return referencePage(bm, page, pageNum); }
void Client::blurPage() { referencePage(uiState.focusedPage).reset(); backButton.reset(); referencePage(uiState.focusedPage).onBlur(); uiState.pageFocusing = false; }
void Client::reset() { ui::Control::reset(); if (game) game->reset(); referencePage(uiState.focusedPage).reset(); }