I am trying to create a generic menu button class that is templated to a class, so I can make this button in any class. I want to create a void function pointer to different functions in that class, so when you click on the New Game button, it will call the NewGame() function etc.
I'm still a little new to the idea of creating function pointers and would like some advice.
I get a crazy link error everytime I try to compile my code now with this Menubutton.
here is the error:
Error 1 error LNK2019: unresolved external symbol "public: void __thiscall MENUBUTTON::Draw(void)" (?Draw@?$MENUBUTTON@VTitleScreen@@@@QAEXXZ) referenced in function "public: virtual void __thiscall TitleScreen::Draw(void)" (?Draw@TitleScreen@@UAEXXZ) TitleScreen.obj
MenuButton.h
template <class t>
struct MENUBUTTON
{
SPRITE Normal; // Sprite to display when not hovered over or pressed down
SPRITE Hover; // Sprite to display when hovered over
RECTANGLE HoverBounds; // The Rectangle that activates the hover flag
t* pClass; // Pointer to the templated class
void (t::*ClickFunction)(); // Pointer to void function
void SetButton(int xPos, int yPos, int width, int height, int hPadLeft, int hPadTop, int hWidth, int hHeight, LPCTSTR normalFilePath, LPCTSTR hoverFilePath, t* objectClass, void (t::*ClickFunction)());
bool IsMouseHover();
void CheckPressed();
void Draw();
};
MenuButton.cpp
#include "Global.h"
template <class t>
void MENUBUTTON<t>::SetButton(int xPos, int yPos, int width, int height, int hPadLeft, int hPadTop, int hWidth, int hHeight, LPCTSTR normalFilePath, LPCTSTR hoverFilePath, t* objectClass, void (t::*ClickFunction)())
{
// Position
Hover.position.x = Normal.position.x = xPos;
Hover.position.y = Normal.position.y = yPos;
Hover.position.z = Normal.position.z = 0;
// Width / Height
Hover.width = Normal.width = width;
Hover.height = Normal.height = height;
// Hover RECTANGLE
HoverBounds.x = xPos + hPadLeft;
HoverBounds.y = yPos + hPadTop;
HoverBounds.width = hWidth;
HoverBounds.height = hHeight;
// Load the Sprites
LoadSprite(&Normal, normalFilePath, width, height, 1, 1);
LoadSprite(&Hover, hoverFilePath, width, height, 1, 1);
// Set the Click function pointer
this->pClass = objectClass;
this->ClickFunction = ClickFunction;
}
template <class t>
void MENUBUTTON<t>::Draw()
{
if(IsMouseHover())
{
DrawSprite(&Hover, 0, Hover.position.x, Hover.position.y, Hover.position.z);
}
else
{
DrawSprite(&Normal, 0, Normal.position.x, Normal.position.y, Normal.position.z);
}
}
template <class t>
bool MENUBUTTON<t>::IsMouseHover()
{
return (((InputData.MousePosition.x >= HoverBounds.x) && (InputData.MousePosition.x <= (HoverBounds.x + HoverBounds.width))) &&
((InputData.MousePosition.y >= HoverBounds.y) && (InputData.MousePosition.y <= (HoverBounds.y + HoverBounds.height)))) ? true : false;
}
Here is my Title Screen which is using the menu button.
TitleScreen.h
class TitleScreen : public BaseState
{
// SPRITES
SPRITE titleScreenBG;
// MENU BUTTONS
MENUBUTTON<TitleScreen> playButton;
MENUBUTTON<TitleScreen> quitButton;
public:
TitleScreen();
virtual void Initialize();
virtual void End();
virtual void Update(float dt, INPUTDATA* input);
virtual void Draw();
void QuitGame();
void NewGame();
};
TitleScreen.cpp
#include "Global.h"
// Constructors
TitleScreen::TitleScreen()
{
}
// Virtual Voids
void TitleScreen::End()
{
}
void TitleScreen::Initialize()
{
this->Enabled = true;
this->Visible = true;
// Initialize sprites
ZeroMemory(&titleScreenBG, sizeof(SPRITE));
LoadSprite(&titleScreenBG, TEXT("../../PNG/TitleScreenBG.png"), 1440, 900, 1, 1);
titleScreenBG.position.x = titleScreenBG.position.y = titleScreenBG.position.z = 0;
// Initialize buttons
ZeroMemory(&playButton, sizeof(MENUBUTTON<TitleScreen>));
playButton.SetButton(55, 170, // x , y
512, 128, // width, height
10, 10, // Left, Top Padding
400, 70, // Hover width, Hover height
TEXT("../../PNG/NewGame.png"), TEXT("../../PNG/NewGameH.png"),
this, &TitleScreen::NewGame);
ZeroMemory(&quitButton, sizeof(MENUBUTTON<TitleScreen>));
quitButton.SetButton(55, 240, // x , y
512, 128, // width, height
10, 10, // Left, Top Padding
190, 70, // Hover width, Hover height
TEXT("../../PNG/QuitButton.png"), TEXT("../../PNG/QuitButtonH.png"),
this, &TitleScreen::QuitGame);
}
void TitleScreen::Update(float dt, INPUTDATA* input)
{
}
void TitleScreen::Draw()
{
StartRender();
DrawSprite(&titleScreenBG, 0, titleScreenBG.position.x, titleScreenBG.position.y, titleScreenBG.position.z);
playButton.Draw();
quitButton.Draw();
EndRender();
}
// Public Methods
void TitleScreen::QuitGame()
{
CloseDirect3D();
}
void TitleScreen::NewGame()
{
CloseDirect3D();
}
If anyone has any advice on how I can make the buttons dynamic for any case in a different way, or know what this problem is, please help! :)