Perhaps he ment implementing a menusystem in a game.
Heres what I like to do - branch the game loop to two sections:
The first section is menu section
The second section is the game section
Toggled by a boolean flag you either render the game, or you render the menu - you can also add update functions for the game in the menu too - if you dont want to pause certain events.
As far as menu structure goes i start with a menu item:
Code:
struct sMenuItem {
int top; // top left corner to start drawing menu item
int left;
int height; // how much space is this item going to take up?
int height;
media content; // all in one abstract graphic interface for easy art->Render(); :)
// .. could be text, could be pictures,could be sound - yippe
bool interact; // does this thing interact with user? clicks - mouse over etc.
lpfn focus; // function pointer to the fucus function you want to use
// .. could vary between graphic items, list items, check box etc.
lpfn action; // function pointer to the function this item enacts when clicked
sMenuItem *dependant; // this item could control another itme: Ie. the arrow in drop down lists
smenuItem *depends; // thsi item might depend on another item: ie. the arrow in drop down lists heh
}
Then I might make a class or another struct for actual menu's that has an array of menu items. I push what ever items into what ever menu i want.
I got a lot of ideas working with quake 3 sdk. That thing has been the light unto my path for inspiration I come to realize. I've learned so much tinkering with it.
Either way - I've lost interest in further tutorage on this subject - so instead I'll post some old code for the menu system of my direct x game XWORM! or something like that ....
LOL - after downloading my game source from a siteI gave it to- i remembered how lazy i got with comments. Sorry.