27.10 Case Study: A GUI for the Clock Game
- The final example is a wxWindows version of the clock game
of Chapter 13.
- Because of the event-driven nature of GUI programming, several
modifications had to be made to the program logic.
- In this program, each guess is communicated to the program
in the handler of the "Guess" button.
- A data field tries has been added to keep track
of whether the guess is a first or second guess.
- The user selects menu options that lead to dialog boxes
to enter the user name and choose level.
- Now the user can change level at any time during the game.
- To simplify compilation, the nonstandard Point and Time
classes have been eliminated from the program.
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