www.pudn.com > ICE_1.4.zip > gs_configure.h
// Class automatically generated by Dev-C++ New Class wizard #ifndef GS_CONFIGURE_H #define GS_CONFIGURE_H /*********************** CONFIGURE GAME STATE ***********************/ #include#include "../defines.h" #include "Base_Classes/game_state.h" #include "Base_Classes/game_engine.h" //TODO: replace with tinyXML #include "../Utility/q_XML.h" #include "../Utility/tinyXML.h" #include "../Options/ICE_Options.h" #define GS_CONFIG_FILE "data/settings/ICE.ini" #define GS_TINY_CONFIG_FILE "data/settings/device_opts.xml" #define GS_CONFIG_FILE_VER "ICE device config v1.0" #define GS_CONFIG_DEBUG #ifdef GS_CONFIG_DEBUG #define GS_DEBUG( code ) code #else #define GS_DEBUG( code ) /*-- removed --*/ #endif //gs_intro GUI objects ID enum enum tGSCNF_GUIobjs { GSCNF_GUI_BTN_OK = 101, //quit application GSCNF_GUI_LST_DEV, GSCNF_GUI_LST_RES, //list of resoultions GSCNF_GUI_LST_COLOR, //list of color depths GSCNF_GUI_CHK_FULLSCRN, //check box - fullscreen GSCNF_GUI_OBJS_NUM // unused }; /* * This state allows the user to configure what res/device to use * it will only run the first time the application is run, unless * reset in the OptionMenu */ class gs_Configure : public game_State { public: // class constructor //gsr_Intro(IrrlichtDevice* dv, video::IVideoDriver *dr); gs_Configure(game_StateHandler* handler); // class destructor ~gs_Configure(); virtual void Render(); // render state virtual bool onEvent(irr::SEvent event); // handle events virtual void Update(); // update state private: bool newDeviceSettings; //not static, because this state is only seen once irr::gui::IGUIButton *m_btn_ok; irr::gui::IGUIStaticText *m_txt_title; irr::video::ITexture * m_pIceLogo; irr::gui::IGUIListBox* m_lst_dev; irr::gui::IGUIListBox* m_lst_res; irr::gui::IGUIListBox* m_lst_color; irr::gui::IGUICheckBox *m_chk_fullscreen; }; #endif // GS_CONFIGURE_H