mirror of https://github.com/axmolengine/axmol.git
71 lines
2.4 KiB
C++
71 lines
2.4 KiB
C++
/****************************************************************************
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Copyright (c) 2017-2018 Xiamen Yaji Software Co., Ltd.
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Copyright (c) 2019-present Axmol Engine contributors (see AUTHORS.md).
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https://axmolengine.github.io/
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#ifndef __MAIN_SCENE_H__
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#define __MAIN_SCENE_H__
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#include "axmol.h"
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class MainScene : public ax::Scene
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{
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enum class GameState
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{
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init = 0,
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update,
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pause,
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end,
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menu1,
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menu2,
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};
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public:
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bool init() override;
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void update(float delta) override;
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// touch
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void onTouchesBegan(const std::vector<ax::Touch*>& touches, ax::Event* event);
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void onTouchesMoved(const std::vector<ax::Touch*>& touches, ax::Event* event);
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void onTouchesEnded(const std::vector<ax::Touch*>& touches, ax::Event* event);
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// mouse
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void onMouseDown(ax::Event* event);
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void onMouseUp(ax::Event* event);
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void onMouseMove(ax::Event* event);
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void onMouseScroll(ax::Event* event);
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// Keyboard
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void onKeyPressed(ax::EventKeyboard::KeyCode code, ax::Event* event);
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void onKeyReleased(ax::EventKeyboard::KeyCode code, ax::Event* event);
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// a selector callback
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void menuCloseCallback(Ref* sender);
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private:
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GameState _gameState = GameState::init;
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};
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#endif // __MAIN_SCENE_H__
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