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public:
inline void System_SetState(hgeBoolState state, bool value) { System_SetStateBool (state, value); }
inline void System_SetState(hgeFuncState state, hgeCallback value) { System_SetStateFunc (state, value); }
inline void System_SetState(hgeHwndState state, HWND value) { System_SetStateHwnd (state, value); }
inline void System_SetState(hgeIntState state, int value) { System_SetStateInt (state, value); }
inline void System_SetState(hgeStringState state, const char *value) { System_SetStateString(state, value); }
inline bool System_GetState(hgeBoolState state) { return System_GetStateBool (state); }
inline hgeCallback System_GetState(hgeFuncState state) { return System_GetStateFunc (state); }
inline HWND System_GetState(hgeHwndState state) { return System_GetStateHwnd (state); }
inline int System_GetState(hgeIntState state) { return System_GetStateInt (state); }
inline const char* System_GetState(hgeStringState state) { return System_GetStateString(state); }
enum hgeFuncState
{
HGE_FRAMEFUNC = 8, // bool*() frame function (default: NULL) (you MUST set this)
HGE_RENDERFUNC = 9, // bool*() render function (default: NULL)
HGE_FOCUSLOSTFUNC = 10, // bool*() focus lost function (default: NULL)
HGE_FOCUSGAINFUNC = 11, // bool*() focus gain function (default: NULL)
HGE_GFXRESTOREFUNC = 12, // bool*() exit function (default: NULL)
HGE_EXITFUNC = 13, // bool*() exit function (default: NULL)
HGEFUNCSTATE_FORCE_DWORD = 0x7FFFFFFF
};
bool GameManager::FrameFunc()
{
// By returning "true" we tell HGE
// to stop running the application.
if (pHge->Input_GetKeyState(HGEK_ESCAPE)) return true;
// Continue execution
return false;
}
pHge->System_SetState(HGE_FRAMEFUNC,GameManager::FrameFunc);//问题就出在这里,出现上面那个错误。
另,参考http://topic.csdn.net/u/20090928/16/92a44543-3776-4362-9a2a-b05d4dfe7d15.html?seed=2129590503&r=60140434#r_60140434