Files
wagic/projects/mtg/include/GuiLayers.h
wrenczes d5f3e4cfea Enabled precompiled headers for the build. This cuts the win compile time in debug by at least half on my laptop; on the psp compile, it shaves it down by ~ 45 seconds. I only did a cursory inspection of what to add to PrecompiledHeader.h, there's probably more that we can throw in there for more incremental speed improvements.
Also fixed the project includes so that we don't need to always use the indirect include path, ie:
#include "../include/foo.h" -> #include "foo.h"

I'm don't know much about make files - if I busted the linux build, mea culpa, but I think we're okay on that front too.  For future reference, here's the most straightforward link on the topic of adding pch support to make files:

http://www.mercs-eng.com/~hulud/index.php?2008/06/13/6-writing-a-good-makefile-for-a-c-project
2010-10-24 05:55:24 +00:00

45 lines
882 B
C++

#ifndef _GUI_LAYERS_H_
#define _GUI_LAYERS_H_
#define DIR_DOWN 1
#define DIR_UP 2
#define DIR_LEFT 3
#define DIR_RIGHT 4
#include <JGui.h>
#include "WEvent.h"
class GameObserver;
class Player;
class GuiLayer{
protected:
JButton mActionButton;
public:
int mCount;
int mCurr;
vector<JGuiObject *> mObjects;
void Add(JGuiObject * object);
int Remove(JGuiObject * object);
int modal;
bool hasFocus;
virtual void resetObjects();
int getMaxId();
GuiLayer();
virtual ~GuiLayer();
virtual void Update(float dt);
virtual bool CheckUserInput(JButton key){ return false; };
int getIndexOf(JGuiObject * object);
JGuiObject * getByIndex (int index);
virtual void Render();
int empty(){
if (mCount) return 0;
return 1;
};
virtual int receiveEventPlus(WEvent * e){return 0;};
virtual int receiveEventMinus(WEvent * e){return 0;};
};
#endif