Class/List question
If I were to write a system to "emulate" windows (using DirectX and C/C++, for a Sprite Engine, most likely) what type of class/structure system or list would you suggest I use?
I''m never attempted to emulate windows, but what I had in mind (theoretically ) was a class or struct that could make an ''object'', and this object could have sub-objects, and so on...
Any suggestions on how to pull this off? I know it is possible, just not sure how to go about doing it
The whole system of objects should (preferably) start with one object, and it could contain more... Et cetera.
Thanks for the help
You''d want to keep it as simple as possible, so you should figure out exactly what you need and what you don''t.
"I'd say pants, but this is a family publication."
"I'd say pants, but this is a family publication."
not sure totally what you mean, but you might wanna try using derived classes?
Well, what my image was to have a singular object to start with.
This object would be (probably) different than the others, but be able to contain an unknown number of other objects.
These objects could be a number of things, buttons, images, textboxes, et cetera. I''ve coded textboxes and the like before, so I don''t need that explained to me
But, as well as being these types of object, they could also be an object similar to the topmost one, and hold more objects (buttons, textboxes, et cetera). And then these could hold more objects, and so on, a sort of tree of objects
I''ve never messed with dynamicly sized arrays or anything like them, so I''m kind of inexperienced in this type of thing.
This object would be (probably) different than the others, but be able to contain an unknown number of other objects.
These objects could be a number of things, buttons, images, textboxes, et cetera. I''ve coded textboxes and the like before, so I don''t need that explained to me
But, as well as being these types of object, they could also be an object similar to the topmost one, and hold more objects (buttons, textboxes, et cetera). And then these could hold more objects, and so on, a sort of tree of objects
I''ve never messed with dynamicly sized arrays or anything like them, so I''m kind of inexperienced in this type of thing.
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