yNodeGUI_v2.0
紧跟着1.0版本的完成,又到了激动人心的C++期末作业了。(上学期是C语言的),这学期,我仅仅改了一点点上学期的期末作业,然后很轻松的水…啊不,完成了这次的期末作业。
所以,大家一定要注重复用!!! 很快乐。
这个改一改就是你的…啊不是,我是说基于框架进行开发(滑稽)
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定位:针对于简易C++管理系统开发,提供简单的基于easyx的GUI固定渲染和简单的无限层级菜单解决方案
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使用基础:有一定面向对象基础和IMGUI使用经验,或者easyx的使用经验
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使用方式:仅在VisualStudio导入yNodeGUIFrameowrk目录下的文件到项目内,并在easyx官网(https://easyx.cn/ ).安装easyx(仅支持VisualStudio),在项目设置里设置多字符集的编码!!!
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打包方式: 将VS切换到Release分支,在项目Release设置内,代码生成选择MT,即可脱离C++和easyx环境运行,如果在过程中加载了资源,请在打包后的目录里相对exe文件进行补充,框架不支持VS的Resources
功能
1.现成的GUI组件
包含按钮,缩放框,网格,文本,图片等多种组件
2.极低学习成本
框架内实现了NodeGUI,无限层级菜单管理方便,同时简单的机制容易上手
4.高效的菜单管理器
将菜单抽象为N叉树,能高效处置多级深度菜单,自动实现全流程的固定形式菜单渲染
API使用
0.引入头文件
#include"yNodeGUI.h"
1.Main函数内创建图形界面
//创建画布
Canvas canvas = { 1000,600,90, RGB(255,255,255) };
//展示GUI并阻塞程序
canvas.Show(OnStart, OnUpdate, OnGUI,true);
2.在Start内定义菜单节点
//创建根节点和节点菜单管理器
Node* root = new Node();
menu = new Menu(root, &canvas);
//主菜单节点
Node* m1 = new Node(root, "课程信息录入");
Node* m2 = new Node(root, "课程信息浏览", browsing, true, fresh);
Node* m3 = new Node(root, "课程信息查询", queryshow, true, fresh_query);
Node* m4 = new Node(root, "学生自由选课");
Node* m6 = new Node(root, "安全退出系统", exit_system, true);
//主菜单选项1 一级菜单节点
Node* x1 = new Node(m1, "录入课程信息", input, true);
Node* x2 = new Node(m1, "修改课程信息", set_course, true);
Node* x3 = new Node(m1, "删除课程信息", del_course, true);
Node* x4 = new Node(m1, "返回", last_menu, true);
//主菜单选项4 一级菜单节点
Node* n1 = new Node(m4, "自由选课", choose, true);
Node* n2 = new Node(m4, "已选课程查看", view_selected, true, fresh_selected);
Node* n3 = new Node(m4, "返回", last_menu, true);
- 注册和渲染 /这些内容可以在不同的位置实现,具体请看Core.cpp文件内的示例
//注册重绘机制
//注册控件
canvas.Env(0).Register(id, btn);
//绘制控件
canvas.Env(0).Draw(id);
demo展示 图书馆管理系统
demo仓库(点击了解更多信息):https://github.com/yueh0607/yNodeGUI_Sample_
easyx是什么?
easyx是一个简单的图形库,能让你从小黑窗转变成图形界面!!!
从此高人一等,赢取白富美,走上人生巅峰。
所以进入官网,硕大的下载按钮,让我局促不安。慌忙之中点击下载,傻瓜式的安装流程简单的让我不知所措。(事情真的这么简单吗?是的!)
easyx.cn
确定一些基本的结构
为了表示方便,我写了自己的Vector2,写了自己的Rect,写了自己Object基类,写了GUIComponent作为可图形化对象的基类文章来源:https://www.toymoban.com/news/detail-609085.html
Object的唯一作用就是让每个对象有一个唯一的ID文章来源地址https://www.toymoban.com/news/detail-609085.html
#pragma region 基本结构
//二维向量
typedef struct
{
int x;
int y;
} Vector2;
//矩形,包含左上角,右下角,长宽等确定矩形的基本要素
typedef struct
{
Vector2 origin;
Vector2 end;
Vector2 center;
int width;
int height;
} Rect;
//实例基类,框架内所有需要实例化的类都需要继承本类,分配唯一ID
class Object
{
private:
static int instanceId; //全局实例id位置
static set<int> ids; //已被占用的实例id
int instance_id; //当前实例id
//分配一个与其他实例不冲突的ID
static int AssignInstanceID()
{
do { if (instanceId == INT_MIN)instanceId == INT_MAX; instanceId--; } while (ExistID(instanceId));
RegisterId(instanceId);
return instanceId;
}
//检测是否存在ID
static bool ExistID(int id)
{
return ids.find(id) != ids.end();
}
//注册一个ID
static void RegisterId(int id)
{
ids.insert(id);
}
public:
//实例创建时分配ID
Object()
{
instance_id = AssignInstanceID(); //分配一个新的实例ID
}
//实例销毁回收ID
~Object()
{
ids.erase(instance_id);
}
//获取当前实例的ID并返回
int InstanceId()
{
return instance_id;
}
};
int Object::instanceId = INT_MAX;
set<int> Object::ids;
//GUI接口,所有GUI组件继承该接口
class GUIComponent :public Object
{
public:
//负责GUI渲染
virtual void OnGUI() = 0;
//负责消息处理与事件响应
virtual void OnEvent(ExMessage* message) = 0;
};
搭建Canvas和游戏循环
//画布类,负责画布生命维护,不实现具体逻辑
class Canvas :public Object
{
private:
#pragma region 信息字段
int width;//宽度
int height;//高度
int fps = 60;//帧率
int frameStart = 0;//当前帧开始时间
int frameTime;//每帧时长
bool life = true;//是否存活
int deltaTime;//上一帧消耗的时间 ms
COLORREF bgc;//背景色
ExMessage message;//消息临时内存
HWND window;//窗口句柄
#pragma endregion
#pragma region 环境与队列
//GUI注册环境
map<int, GUIComponent*> gui0;
map<int, GUIComponent*> gui1;
map<int, GUIComponent*> gui2;
map<int, GUIComponent*> gui3;
map<int, map<int, GUIComponent*>> envs{ { 0,gui0 }, {1,gui1}, {2,gui2},{3,gui3} };
//GUI临时回收环境
vector<GUIComponent*> collection0;
vector<GUIComponent*> collection1;
vector<GUIComponent*> collection2;
vector<GUIComponent*> collection3;
map<int, vector<GUIComponent*>> cenvs{ {0,collection0},{1,collection1},{2,collection2},{3,collection3} };
//渲染队列/消息队列
queue <GUIComponent* > renderQueue;
queue<GUIComponent*> eventQueue;
//当前环境ID
int envid = 0;
#pragma endregion
#pragma region 队列化GUI处理
//渲染GUI并清空队列
void RenderAll()
{
while (!renderQueue.empty())
{
renderQueue.front()->OnGUI();
renderQueue.pop();
}
}
//处理GUI消息并清空队列
void BroadcastAll(ExMessage* message)
{
while (!eventQueue.empty())
{
eventQueue.front()->OnEvent(message);
eventQueue.pop();
}
}
#pragma endregion
protected:
#pragma region 生命周期
//开始时调用
void (*OnStart)(Canvas& canvas);
//GUI渲染时调用
void (*OnGUI)(Canvas& canvas);
//帧更新时调用
void (*OnUpdate)(Canvas& canvas);
#pragma endregion
public:
#pragma region 画布属性-ReadOnly
//中心点
Vector2 Center() { return { width / 2,height / 2 }; }
//宽度
int Width() { return width; }
//高度
int Height() { return height; }
//背景色
COLORREF BackgroundColor() { return bgc; }
//画布是否存活
bool Life() { return life; }
//每帧时间
int FrameTime() { return frameTime; }
//每秒帧数
int FrameCount() { return fps; }
//上一帧的时间,ms单位
int DeltaTime() { return deltaTime; }
HWND* Window()
{
return &window;
}
#pragma endregion
#pragma region 构造与析构
//传入xy长度,秒帧数,背景色
Canvas(int xLen, int yLen, int frame = INT_MAX, COLORREF color = WHITE)
{
width = xLen;
height = yLen;
bgc = color;
fps = frame;
frameTime = 1000 / fps;
deltaTime = 0;
}
#pragma endregion
#pragma region GUI操作
//切换环境并返回引用
Canvas& Env(int env)
{
assert(env >= 0 && env < 4);
envid = env;
return *this;
}
//渲染某个已注册GUI
void Draw(int id)
{
renderQueue.push(envs[envid][id]);
eventQueue.push(envs[envid][id]);
}
//检查Canvas释放包含某个GUI
bool ContainsKey(int id)
{
return envs[envid].find(id) != envs[envid].end();
}
//注册GUI到当前环境
void Register(int id, GUIComponent* gui)
{
envs[envid].insert({ id,gui });
}
//移除某个GUI的注册,但不释放内存
void RemoveGUI(int id)
{
envs[envid].erase(id);
}
//从Canvas获取某个GUI并返回指针,如果不存在则报错
GUIComponent* GetGUI(int id)
{
return envs[envid][id];
}
//释放某个id的GUI所占用的内存并解除注册
void ReleaseGUI(int id)
{
delete envs[envid][id];
RemoveGUI(id);
}
//把GUI引用收集到Canvas内,作为一个Collection统一管理,失去单一管理权限
void Collect(GUIComponent* gui1, GUIComponent* gui2 = nullptr, GUIComponent* gui3 = nullptr, GUIComponent* gui4 = nullptr)
{
cenvs[envid].push_back(gui1);
if (gui2 != nullptr) cenvs[envid].push_back(gui2);
else if (gui3 != nullptr) cenvs[envid].push_back(gui3);
else if (gui4 != nullptr) cenvs[envid].push_back(gui4);
}
#pragma endregion
#pragma region 批量释放资源
//释放GUI所有的内存,并清除注册
void ReleaseAllGUIS()
{
for (auto& i : envs[envid])
{
delete i.second;
}
envs[envid].clear();
}
//只从Canvas内移除注册
void RemoveAllGUIS()
{
envs[envid].clear();
}
//只在Canvas内移除Collection的注册
void RemoveAllCollections()
{
cenvs[envid].clear();
}
//释放所有Collection的内存,并清除注册
void ReleaseAllCollections()
{
for (auto& i : cenvs[envid])
{
delete i;
}
cenvs[envid].clear();
}
//移除所有Collection和GUI的注册
void RemoveAll()
{
RemoveAllGUIS();
RemoveAllCollections();
}
//释放所有Coloection和GUI的内存
void ReleaseAll()
{
ReleaseAllGUIS();
ReleaseAllCollections();
}
#pragma endregion
#pragma region 生命周期干涉操作
//画布初始化
void Show(void start(Canvas& canvas), void update(Canvas& canvas), void ongui(Canvas& canvas),bool showConsole=false)
{
//生命周期
OnStart = start;
OnUpdate = update;
OnGUI = ongui;
//设置背景颜色
window = showConsole?initgraph(width, height, EW_SHOWCONSOLE): initgraph(width, height);
setbkcolor(bgc);
cleardevice();
//生命周期:Start
OnStart(*this);
while (life && IsWindow(window))
{
//帧开始计时
frameStart = GetTickCount();
//渲染与消息队列(将生命周期GUI和持久化渲染GUI添加到渲染队列和消息队列)
OnGUI(*this);
//清空画布开始渲染
BeginBatchDraw();
cleardevice();
RenderAll();
EndBatchDraw();
//生命周期--消息分发
if (peekmessage(&message))
{
BroadcastAll(&message);
message = {};
}
else while (!eventQueue.empty()) eventQueue.pop();
//生命周期--帧更新
OnUpdate(*this);
//帧数控制
deltaTime = GetTickCount() - frameStart;
if (frameTime - deltaTime > 0)
{
Sleep(frameTime - deltaTime);
}
//打印帧信息
//cout << "Frame:" << count++ << " " << "FrameTime:" << frameTime << " " << "DeltaTime:" << deltaTime<<" SleepTime:"<< frameTime - deltaTime << endl;
}
closegraph();
}
//关闭画布
void Close()
{
life = false;
}
#pragma endregion
};
#pragma endregion
写点组件
#pragma region 矩形操作
//通过四个边界坐标创建矩形
inline Rect createRectbyPoint(int left, int top, int right, int bottom)
{
Rect rect;
rect.center = { (right + left) / 2,(top + bottom) / 2 };
rect.origin = { left,top };
rect.end = { right,bottom };
rect.width = right - left;
rect.height = bottom - top;
return rect;
}
//通过中心点和长宽创建矩形
inline Rect createRectbyCenter(int x, int y, int width, int height)
{
Rect rect;
rect.center = { x,y };
rect.origin = { x - width / 2,y - height / 2 };
rect.end = { x + width / 2,y + height / 2 };
rect.width = width;
rect.height = height;
return rect;
}
//通过中心点和长宽创建矩形创建矩形
inline Rect createRectbyCenter(Vector2 center, int width, int height)
{
Rect rect;
rect.center = center;
rect.origin = { center.x - width / 2,center.y - height / 2 };
rect.end = { center.x + width / 2,center.y + height / 2 };
rect.width = width;
rect.height = height;
return rect;
}
//移动矩形位置到新的矩形并返回,不改变原矩形
inline Rect moveRect(Vector2 offset, Rect rect)
{
return createRectbyPoint(rect.origin.x + offset.x, rect.origin.y + offset.y, rect.end.x + offset.x, rect.end.y + offset.y);
}
//判断某位置是否在矩形内
inline bool inRect(int x, int y, const Rect* rect)
{
if (x >= rect->origin.x && x <= rect->end.x && y >= rect->origin.y && y <= rect->end.y)
{
return true;
}
return false;
}
#pragma endregion
#pragma region GUI组件
//可以缩放的方形边框
class LineBox :public GUIComponent
{
Rect rect; //原矩形大小,也是响应事件的矩形大小
Rect temp; //缩放后矩形大小
COLORREF color; //线框颜色
bool state = false; //当前是否缩放
public:
void OnGUI() override
{
setlinecolor(color); //设置线颜色
if (!state)
rectangle(rect.origin.x, rect.origin.y, rect.end.x, rect.end.y); //绘制原线框
else rectangle(temp.origin.x, temp.origin.y, temp.end.x, temp.end.y); //绘制放大后线框
}
void OnEvent(ExMessage* message) override
{
if (inRect(message->x, message->y, &rect)) //如果鼠标在原线框范围内,则修改状态
{
state = true;
}
else
{
state = false;
}
}
//形参:原线框矩形,线框颜色,缩放长度
LineBox(Rect rct, COLORREF c, int s = 10)
{
rect = rct;
color = c;
temp = createRectbyCenter(rect.center, rect.width + s, rect.height + s);
}
};
//允许加载纯色和图片的矩形
class Image : public GUIComponent
{
IMAGE img; //图片数据
bool pureColor = false; //是否为纯色图片
COLORREF color; //如果是纯色图片,颜色是什么
public:
Rect rect; //图片的矩形
void OnGUI() override
{
if (!pureColor)putimage(rect.origin.x, rect.origin.y, &img); //如果不是纯色,则渲染到屏幕的是图片
else //如果是纯色
{
setfillcolor(color); //设置填充颜色
fillrectangle(rect.origin.x, rect.origin.y, rect.end.x, rect.end.y); //填充矩形并渲染到屏幕
}
}
void OnEvent(ExMessage* message) override{}
Image(Rect rct, string path)
{
color = NULL;
pureColor = false;
rect = rct;
loadimage(&img, path.c_str(), rect.width, rect.height);
}
Image(Rect rct, COLORREF c)
{
img = NULL;
pureColor = true;
rect = rct;
color = c;
}
};
//显示文字的box
class Text : public GUIComponent
{
string style; //字体名称
COLORREF color; //字体颜色
RECT rr; //系统使用的矩形
public:
Rect rect; //框架使用的矩形
string text; //文本框的内容
bool center = true; //是否水平居中显示
void OnGUI() override
{
setbkmode(TRANSPARENT); //文本背景透明
settextcolor(color); //设置文本颜色
settextstyle(16, 0, style.c_str()); //设置字体
if (center)drawtext(text.c_str(), &rr, DT_CENTER | DT_VCENTER | DT_SINGLELINE); //渲染文字
else drawtext(text.c_str(), &rr, DT_VCENTER | DT_SINGLELINE);
}
void OnEvent(ExMessage* message)override {}
void SetText(string str, string sty = "宋体", COLORREF col = -1)
{
if (col != -1) color = col;
if (sty != "宋体") style = sty;
text = str;
}
Text(string txt, Rect rct, string st = "宋体", const COLORREF c = BLACK, bool hcenter = true)
{
color = c;
text = txt;
rect = rct;
style = st;
center = hcenter;
rr = { rect.origin.x,rect.origin.y,rect.end.x,rect.end.y };
}
Text(string txt, Rect rct, bool hcenter = true)
{
color = BLACK;
text = txt;
rect = rct;
style = "宋体";
center = hcenter;
rr = { rect.origin.x,rect.origin.y,rect.end.x,rect.end.y };
}
};
//能点击的按钮
class Button : public GUIComponent
{
Image* a = nullptr; //按钮的图片指针
Text* t = nullptr; //按钮文字指针
LineBox* box = nullptr; //按钮线框指针
vector<function<void(void)>> onclicks; //消息列表
public:
void OnGUI() override
{
//分别调用子对象的渲染函数
if (a != nullptr)a->OnGUI();
if (t != nullptr)t->OnGUI();
if (box != nullptr)box->OnGUI();
}
void OnEvent(ExMessage* message) override
{
//处理子对象消息
if (a != nullptr)a->OnEvent(message);
if (t != nullptr)t->OnEvent(message);
if (box != nullptr) box->OnEvent(message);
//处理按下消息
if (a!=NULL&&message->message==WM_LBUTTONDOWN&& inRect(message->x, message->y, &(a->rect)))
{
for (auto& i : onclicks) i();
}
}
//添加监听事件
void AddListener(function<void(void)> onclick)
{
onclicks.push_back(onclick);
}
//移除监听事件,效率较低
void RemoveListener(function<void(void)> onclick)
{
for (auto i = onclicks.begin(); i != onclicks.end(); i++)
{
bool eq = *(onclick.target<void(*)(void)>()) == *(i->target<void(*)(void)>());
if (eq)
{
onclicks.erase(i);
}
}
}
//根据id移除监听
void RemoveListener(int id)
{
onclicks.erase(onclicks.begin() + id);
}
//移除全部监听
void RemoveAllListener()
{
onclicks.clear();
}
//形参:图片指针,文本指针,线框指针,点击范围以图片指针范围为准
Button(Image* img, Text* txt = nullptr, LineBox* edge = nullptr)
{
a = img;
t = txt;
box = edge;
}
Button(Rect rct,COLORREF imgColor, string txt, COLORREF fColor, COLORREF edgeColor)
{
Image* img = new Image(rct, imgColor);
Text* t = new Text(txt, rct,"宋体",fColor, true);
LineBox* lb = new LineBox(rct, edgeColor);
a = img;
t = t;
box = lb;
}
~Button()
{
delete a;
delete t;
delete box;
}
};
//可自定义的网格
class Gird : public GUIComponent
{
private:
Text* (**units); //网格的文本指针 二维数组
Rect rect; //矩形范围
COLORREF color; //网格线颜色
COLORREF fontcolor; //网格文本颜色
string dstyle; //网格字体名称
public:
int xCount; //列数
int yCount; //行数
Rect unitRect; //单元格大小,左上角为0,0
#pragma region 生命
//初始化网格文本
void initUnits()
{
units = new Text * *[yCount];
for (int i = 0; i < yCount; i++)
units[i] = new Text * [xCount] {0};
for (int y = 0; y < yCount; y++)for (int x = 0; x < xCount; x++)
units[y][x] = new Text("", moveRect({ rect.origin.x + x * unitRect.width,rect.origin.y + unitRect.height * y }, unitRect), dstyle, fontcolor);
}
//rct指总网格大小,xy是网格数量
Gird(Rect rct, int xC, int yC, COLORREF c = BLACK, string style = "宋体", COLORREF fontc = BLACK)
{
rect = rct;
xCount = xC;
yCount = yC;
dstyle = style;
unitRect = createRectbyPoint(0, 0, rct.width / xC, rct.height / yC);
color = c;
fontcolor = fontc;
initUnits();
}
//leftTop为左上角位置,xC,yC指网格数量,width,height指网格宽高
Gird(Vector2 leftTop, int xC, int yC, int width, int height, COLORREF c = BLACK, string style = "宋体", COLORREF fontc = BLACK)
{
xCount = xC;
yCount = yC;
rect = createRectbyPoint(leftTop.x, leftTop.y, leftTop.x+xC * width,leftTop.y+ yC * height);
dstyle = style;
unitRect = createRectbyPoint(0, 0, width, height);
color = c;
fontcolor = fontc;
initUnits();
}
//leftTop为左上角位置,xC,yC指网格数量,width,height指网格宽高
Gird(const int left, int top, int xC, int yC, int width, int height, COLORREF c = BLACK, string style = "宋体", COLORREF fontc = BLACK)
{
xCount = xC;
yCount = yC;
rect = createRectbyPoint(left, top, left+ xC * width, top + yC * height);
dstyle = style;
unitRect = createRectbyPoint(0, 0, width, height);
color = c;
fontcolor = fontc;
initUnits();
}
~Gird()
{
for (int x = 0; x < xCount; x++)for (int y = 0; y < yCount; y++) delete units[x][y];
for (int i = 0; i < xCount; i++)
{
delete(units[i]);
}
delete units;
}
//仅在GUI渲染时回调
void OnGUI() override
{
setlinecolor(color);
//绘制网格线
for (int x = 0; x < xCount + 1; x++)
{
line(rect.origin.x + x * unitRect.width, rect.origin.y, rect.origin.x + x * unitRect.width, rect.end.y);
}
for (int y = 0; y < yCount + 1; y++)
{
line(rect.origin.x, rect.origin.y + y * unitRect.height, rect.end.x, rect.origin.y + y * unitRect.height);
}
//绘制文字
for (int y = 0; y < yCount; y++)
{
for (int x = 0; x < xCount; x++)
{
units[y][x]->OnGUI();
}
}
}
//仅在处理事件时回调
void OnEvent(ExMessage* message) override
{
//处理子对象消息
for (int y = 0; y < yCount; y++)
{
for (int x = 0; x < xCount; x++)
{
units[y][x]->OnEvent(message);
}
}
}
#pragma endregion
#pragma region 单元格操作
//设置单元格文字
void SetUnit(int x, int y, string text, const COLORREF color = BLACK)
{
assert(x < yCount&& y < xCount);
units[x][y]->SetText(text);
}
#pragma endregion
};
template <typename T>
class GirdList : public GUIComponent
{
Gird* gird;
COLORREF fontColor;
int rowCount, columnCount;
vector<T*>* origin;
int currentPage = 0;
int getMaxPage()
{
auto x = origin;
int count = origin->size();
int per = rowCount - 1;
return count / per + 1;
}
function<vector<string>(T*)> handle;
public:
void next_page()
{
int maxpg = this->getMaxPage();
currentPage = min(currentPage+1, maxpg);
}
void last_page()
{
currentPage = max(currentPage-1, 0);
}
void top_page()
{
int maxpg = getMaxPage();
currentPage = min(0, maxpg);
}
void end_page()
{
int maxpg = getMaxPage();
currentPage = min(maxpg, maxpg);
}
GirdList(int rowCount, int columnCount,Vector2 lefttop, int width, int height,
string font,COLORREF line_color,COLORREF fontColor,int buttonHeight,int buttonWidth
):
fontColor(fontColor),columnCount(columnCount),rowCount(rowCount)
{
gird = new Gird(lefttop, columnCount, rowCount, width, height, line_color,font,fontColor);
}
~GirdList()
{
delete gird;
}
void SetOrigin(vector<T*>* origin)
{
this->origin = origin;
}
void SetHeader(vector<string> head)
{
if (head.size() >columnCount)
{
cout << "错误列数!";
return;
}
for (int i = 0; i < head.size(); i++)
{
gird->SetUnit(0, i, head[i], fontColor);
}
}
void SetColumn(function<vector<string>(T*)> hd)
{
handle = hd;
}
void OnGUI() override
{
//每页的数据行数
int per = rowCount - 1;
//遍历起点
int from = currentPage * per;
//遍历终点
int to = from + per;
//从1 - rowcount遍历行
for (int i = 1; i < rowCount; i++)
{
if (from+i-1>= (*origin).size())
{
for (int j = 0; j < columnCount; j++)
{
gird->SetUnit(i, j, "", fontColor);
}
}
else
{
vector<string> head = handle((*origin)[from+i-1]);
for (int j = 0; j < head.size(); j++)
{
gird->SetUnit(i, j, (head)[j], fontColor);
}
}
}
gird->OnGUI();
}
void OnEvent(ExMessage* message) override
{
gird->OnEvent(message);
}
};
#pragma region MyRegion
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