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Craft.cpp
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Craft.cpp
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#include "stdafx.h"
#include "Craft.h"
#include "FabricatorSystem.h"
Craft::Craft()
{
}
Craft::~Craft()
{
}
// For internal use, do not modify.
int Craft::AddRef()
{
return DefaultRefCounted::AddRef();
}
// For internal use, do not modify.
int Craft::Release()
{
return DefaultRefCounted::Release();
}
// You can extend this function to return any other types your class implements.
void* Craft::Cast(uint32_t type) const
{
CLASS_CAST(Object);
CLASS_CAST(IWinProc);
CLASS_CAST(Craft);
return nullptr;
}
// This method returns a combinations of values in UTFWin::EventFlags.
// The combination determines what types of events (messages) this window procedure receives.
// By default, it receives mouse/keyboard input and advanced messages.
int Craft::GetEventFlags() const
{
return kEventFlagBasicInput | kEventFlagAdvanced;
}
// The method that receives the message. The first thing you should do is probably
// checking what kind of message was sent...
bool Craft::HandleUIMessage(IWindow* window, const Message& message)
{
if (message.eventType == MessageType::kMsgButtonClick)
{
if (FabricatorSystemA.Fabricate(FabricatorSystemA.Selected)){
FabricatorSystemA.SelectRecipe(FabricatorSystemA.Selected);
return true;
}
return true;
}
// Return true if the message was handled, and therefore no other window procedure should receive it.
return false;
// Return true if the message was handled, and therefore no other window procedure should receive it.
}
//