Magic_Game/core/Node/Menu.cpp

97 lines
1.4 KiB
C++

#include "..\e2dnode.h"
e2d::Menu::Menu()
: _enable(true)
{
}
e2d::Menu::Menu(int number, Button * button1, ...)
: _enable(true)
{
va_list args;
va_start(args, button1);
this->addButton(button1);
for (int i = 1; i < number; i++)
{
this->addButton(va_arg(args, Button*));
}
va_end(args);
}
#ifdef HIGHER_THAN_VS2012
e2d::Menu::Menu(const std::initializer_list<Button*>& vButtons)
: _enable(true)
{
for (auto button : vButtons)
{
this->addButton(button);
}
}
#endif
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)
{
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();
for (size_t i = 0; i < size; i++)
{
if (_buttons[i] == button)
{
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button->setEnable(true);
_buttons.erase(_buttons.begin() + i);
return true;
}
}
}
return false;
}
const std::vector<e2d::Button*>& e2d::Menu::getAllButtons() const
{
return _buttons;
}