Magic_Game/core/Node/Menu.cpp

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#include "..\e2dnode.h"
e2d::Menu::Menu()
: _enable(true)
{
}
e2d::Menu::Menu(const std::vector<Button*>& buttons)
: _enable(true)
{
for (auto button : buttons)
{
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this->addButton(button);
}
}
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e2d::Menu * e2d::Menu::create()
{
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return GC::create<Menu>();
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}
e2d::Menu * e2d::Menu::create(const std::vector<Button*>& buttons)
{
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return GC::create<Menu>(buttons);
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}
bool e2d::Menu::isEnable() const
{
return _enable;
}
size_t e2d::Menu::getButtonCount() const
{
return _buttons.size();
}
void e2d::Menu::setEnable(bool enable)
{
if (_enable != enable)
{
_enable = enable;
for (auto button : _buttons)
{
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button->setEnable(enable);
}
}
}
void e2d::Menu::addButton(Button * button)
{
if (button)
{
this->addChild(button);
_buttons.push_back(button);
button->setEnable(_enable);
}
}
bool e2d::Menu::removeButton(Button * button)
{
if (_buttons.empty())
{
return false;
}
this->removeChild(button);
if (button)
{
size_t size = _buttons.size();
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for (size_t i = 0; i < size; ++i)
{
if (_buttons[i] == button)
{
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// <20>Ƴ<EFBFBD><C6B3><EFBFBD>ťǰ<C5A5><C7B0><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>
button->setEnable(true);
_buttons.erase(_buttons.begin() + i);
return true;
}
}
}
return false;
}
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const std::vector<e2d::Button*>& e2d::Menu::getAllButtons() const
{
return _buttons;
}