2004-03-25 22:13:51 +00:00
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/*
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* SM_GainFocus/SM_LoseFocus: These are sent to screens when they become the
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* topmost screen, or stop being the topmost screen.
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*
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* A few subtleties:
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*
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* With delayed screens (eg. ScreenGameplay being pre-loaded by ScreenStage), SM_GainFocus
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* isn't sent until the loaded screen actually is activated (put on the stack).
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*
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* With normal screen loads, the new screen is loaded before the old screen is destroyed.
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* This means that the old dtor is called *after* the new ctor. If some global properties
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* (eg. GAMESTATE) are being unset by the old screen's destructor, and set by the new
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* screen's constructor, they'll happen in the wrong order. Use SM_GainFocus and
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* SM_LoseFocus, instead.
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*
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* SM_LoseFocus is always sent after SM_GainFocus, and vice-versa: you can't gain focus
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* if you already have it, and you can't lose focus if you don't have it.
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*/
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2004-06-08 01:24:17 +00:00
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#include "global.h"
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2002-05-20 08:59:37 +00:00
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#include "ScreenManager.h"
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2002-07-23 01:41:40 +00:00
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#include "PrefsManager.h"
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2002-05-20 08:59:37 +00:00
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#include "RageLog.h"
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2004-11-25 19:16:46 +00:00
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#include "RageUtil.h"
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2002-08-13 23:26:46 +00:00
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#include "GameState.h"
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2004-07-08 00:10:34 +00:00
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#include "GameSoundManager.h"
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2002-12-30 00:13:47 +00:00
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#include "RageDisplay.h"
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2003-03-03 10:03:02 +00:00
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#include "SongManager.h"
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2003-04-18 23:55:20 +00:00
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#include "RageTextureManager.h"
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2003-11-05 04:56:41 +00:00
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#include "ThemeManager.h"
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2004-11-25 19:16:46 +00:00
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#include "ScreenSystemLayer.h"
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2002-05-20 08:59:37 +00:00
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ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program
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2004-11-26 17:28:47 +00:00
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// Screen registration
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static map<CString,CreateScreenFn> *g_pmapRegistrees = NULL;
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void ScreenManager::Register( const CString& sClassName, CreateScreenFn pfn )
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{
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if( g_pmapRegistrees == NULL )
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g_pmapRegistrees = new map<CString,CreateScreenFn>;
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map<CString,CreateScreenFn>::iterator iter = g_pmapRegistrees->find( sClassName );
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2004-11-26 19:45:03 +00:00
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ASSERT_M( iter == g_pmapRegistrees->end(), ssprintf("Screen class '%s' already registered.", sClassName.c_str()) );
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2004-11-26 17:28:47 +00:00
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(*g_pmapRegistrees)[sClassName] = pfn;
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}
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2003-03-15 00:02:54 +00:00
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ScreenManager::ScreenManager()
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{
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2004-09-16 22:45:55 +00:00
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m_SystemLayer = NULL;
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/* By the time this is constructed, THEME has already been set up and set to
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* the current theme. Call ThemeChanged(), to handle the starting theme
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* and set up m_SystemLayer. */
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ASSERT( THEME );
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ASSERT( !THEME->GetCurThemeName().empty() );
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this->ThemeChanged();
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2003-03-15 00:02:54 +00:00
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m_ScreenBuffered = NULL;
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2003-11-12 08:13:02 +00:00
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m_MessageSendOnPop = SM_None;
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2002-05-20 08:59:37 +00:00
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}
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ScreenManager::~ScreenManager()
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{
|
2002-07-31 19:40:40 +00:00
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LOG->Trace( "ScreenManager::~ScreenManager()" );
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2002-05-20 08:59:37 +00:00
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2002-08-23 06:50:48 +00:00
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EmptyDeleteQueue();
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|
2003-03-09 00:55:49 +00:00
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// delete current Screens
|
2002-10-31 02:20:11 +00:00
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for( unsigned i=0; i<m_ScreenStack.size(); i++ )
|
2003-03-15 00:02:54 +00:00
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delete m_ScreenStack[i];
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delete m_ScreenBuffered;
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delete m_SystemLayer;
|
2002-05-20 08:59:37 +00:00
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}
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|
2004-09-16 22:45:55 +00:00
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/* This is called when we start up, and when the theme changes or is reloaded. */
|
2004-09-16 22:05:24 +00:00
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void ScreenManager::ThemeChanged()
|
2004-08-21 17:20:30 +00:00
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{
|
2004-09-16 22:45:55 +00:00
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LOG->Trace( "ScreenManager::ThemeChanged" );
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|
2004-08-21 17:20:30 +00:00
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// reload common sounds
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m_soundStart.Load( THEME->GetPathS("Common","start") );
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m_soundCoin.Load( THEME->GetPathS("Common","coin") );
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m_soundInvalid.Load( THEME->GetPathS("Common","invalid") );
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m_soundScreenshot.Load( THEME->GetPathS("Common","screenshot") );
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m_soundBack.Load( THEME->GetPathS("Common","back") );
|
2004-09-16 22:45:55 +00:00
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// reload system layer
|
2004-11-25 19:16:46 +00:00
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SAFE_DELETE( m_SystemLayer );
|
2004-09-16 22:45:55 +00:00
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m_SystemLayer = new ScreenSystemLayer;
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m_SystemLayer->RefreshCreditsMessages();
|
2004-08-21 17:20:30 +00:00
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}
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|
2002-08-23 06:50:48 +00:00
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void ScreenManager::EmptyDeleteQueue()
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{
|
2003-04-24 19:42:06 +00:00
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|
|
if(!m_ScreensToDelete.size())
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return;
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|
2002-08-23 06:50:48 +00:00
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// delete all ScreensToDelete
|
2002-10-31 02:20:11 +00:00
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for( unsigned i=0; i<m_ScreensToDelete.size(); i++ )
|
2002-08-23 06:50:48 +00:00
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SAFE_DELETE( m_ScreensToDelete[i] );
|
2002-05-20 08:59:37 +00:00
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|
2002-10-24 20:15:24 +00:00
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|
m_ScreensToDelete.clear();
|
2003-04-24 19:26:06 +00:00
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|
2003-04-24 19:42:06 +00:00
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|
/* Now that we've actually deleted a screen, it makes sense to clear out
|
2003-04-24 19:26:06 +00:00
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|
* cached textures. */
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|
TEXTUREMAN->DeleteCachedTextures();
|
2003-04-24 19:51:27 +00:00
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|
TEXTUREMAN->DiagnosticOutput();
|
2002-08-23 06:50:48 +00:00
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}
|
2002-05-20 08:59:37 +00:00
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|
2004-02-16 05:30:31 +00:00
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Screen *ScreenManager::GetTopScreen()
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{
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if( m_ScreenStack.empty() )
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|
return NULL;
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|
return m_ScreenStack[m_ScreenStack.size()-1];
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}
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|
2002-05-20 08:59:37 +00:00
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void ScreenManager::Update( float fDeltaTime )
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{
|
2003-01-19 21:51:46 +00:00
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|
// Only update the topmost screen on the stack.
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/* Screens take some time to load. If we don't do this, then screens
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* receive an initial update that includes all of the time they spent
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* loading, which will chop off their tweens.
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*
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* We don't want to simply cap update times; for example, the stage
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* screen sets a 4 second timer, preps the gameplay screen, and then
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* displays the prepped screen after the timer runs out; this lets the
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* load time be masked (as long as the load takes less than 4 seconds).
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* If we cap that large update delta from the screen load, the update
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* to load the new screen will come after 4 seconds plus the load time.
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*
|
2003-04-25 03:41:38 +00:00
|
|
|
* So, let's just zero the first update for every screen.
|
2003-01-19 21:51:46 +00:00
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|
*/
|
2003-04-25 03:41:38 +00:00
|
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|
ASSERT( !m_ScreenStack.empty() || m_DelayedScreen != "" ); // Why play the game if there is nothing showing?
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|
if( !m_ScreenStack.empty() )
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|
|
{
|
2004-02-16 05:30:31 +00:00
|
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|
Screen* pScreen = GetTopScreen();
|
2003-04-25 03:41:38 +00:00
|
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|
if( pScreen->IsFirstUpdate() )
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|
pScreen->Update( 0 );
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|
else
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|
pScreen->Update( fDeltaTime );
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}
|
2003-03-15 00:02:54 +00:00
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|
m_SystemLayer->Update( fDeltaTime );
|
2003-04-03 22:34:22 +00:00
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EmptyDeleteQueue();
|
2003-04-25 03:41:38 +00:00
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|
if(m_DelayedScreen.size() != 0)
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{
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|
/* We have a screen to display. Delete the current screens and load it. */
|
2004-03-25 22:13:51 +00:00
|
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|
ClearScreenStack();
|
2003-04-25 03:41:38 +00:00
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|
EmptyDeleteQueue();
|
2003-04-25 04:16:34 +00:00
|
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|
/* This is the purpose of delayed screen loads: clear out the texture cache
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|
* now, while there's (mostly) nothing loaded. */
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|
TEXTUREMAN->DeleteCachedTextures();
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|
TEXTUREMAN->DiagnosticOutput();
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|
2003-04-25 03:41:38 +00:00
|
|
|
LoadDelayedScreen();
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|
}
|
2002-05-20 08:59:37 +00:00
|
|
|
}
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void ScreenManager::Draw()
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|
{
|
2004-01-30 05:07:26 +00:00
|
|
|
/* If it hasn't been updated yet, skip the render. We can't call Update(0), since
|
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|
* that'll confuse the "zero out the next update after loading a screen logic.
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|
* If we don't render, don't call BeginFrame or EndFrame. That way, we won't
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|
* clear the buffer, and we won't wait for vsync. */
|
2004-10-16 20:16:07 +00:00
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if( m_ScreenStack.size() && m_ScreenStack.back()->IsFirstUpdate() )
|
2003-04-25 03:41:38 +00:00
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|
return;
|
2004-01-30 05:07:26 +00:00
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|
2004-09-19 01:38:12 +00:00
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|
if( !DISPLAY->BeginFrame() )
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|
return;
|
2003-03-17 01:12:58 +00:00
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|
2003-02-20 21:22:18 +00:00
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|
|
if( !m_ScreenStack.empty() && !m_ScreenStack.back()->IsTransparent() ) // top screen isn't transparent
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m_ScreenStack.back()->Draw();
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|
else
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|
for( unsigned i=0; i<m_ScreenStack.size(); i++ ) // Draw all screens bottom to top
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|
m_ScreenStack[i]->Draw();
|
2003-03-15 00:02:54 +00:00
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|
m_SystemLayer->Draw();
|
2003-04-25 03:41:38 +00:00
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|
2003-05-24 05:44:31 +00:00
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|
DISPLAY->EndFrame();
|
2002-05-20 08:59:37 +00:00
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}
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void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
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{
|
2002-09-06 00:31:25 +00:00
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|
// LOG->Trace( "ScreenManager::Input( %d-%d, %d-%d, %d-%d, %d-%d )",
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// DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
|
2002-05-20 08:59:37 +00:00
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// pass input only to topmost state
|
2002-10-31 02:20:11 +00:00
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if( !m_ScreenStack.empty() )
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m_ScreenStack.back()->Input( DeviceI, type, GameI, MenuI, StyleI );
|
2002-05-20 08:59:37 +00:00
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}
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|
2002-08-27 03:59:22 +00:00
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|
2004-11-26 17:28:47 +00:00
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Screen* ScreenManager::MakeNewScreen( const CString &sName )
|
2002-09-03 05:43:58 +00:00
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{
|
2003-12-18 08:53:38 +00:00
|
|
|
/* By default, RageSounds handles the song timer. When we change screens, reset this;
|
2004-06-06 22:04:08 +00:00
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* screens turn this off in SM_GainFocus if they handle timers themselves (edit).
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|
* XXX: screens should turn this on in SM_LoseFocus if they handle timers themselves, too */
|
2003-12-18 08:53:38 +00:00
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|
SOUND->HandleSongTimer( true );
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|
2003-12-21 02:54:23 +00:00
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|
/* Cleanup song data. This can free up a fair bit of memory, so do it before
|
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|
|
* creating the new screen, to lower peak memory usage slightly. */
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|
|
SONGMAN->Cleanup();
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|
|
2004-04-11 01:45:29 +00:00
|
|
|
RageTimer t;
|
2004-11-26 17:28:47 +00:00
|
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|
LOG->Trace( "Loading screen name '%s'", sName.c_str() );
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CString sClassName = sName;
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// Look up the class in the metrics group sName
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|
if( THEME->HasMetric(sClassName,"Class") )
|
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|
sClassName = THEME->GetMetric(sClassName,"Class");
|
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map<CString,CreateScreenFn>::iterator iter = g_pmapRegistrees->find( sClassName );
|
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|
ASSERT_M( iter != g_pmapRegistrees->end(), ssprintf("Screen '%s' has an invalid class '%s'",sName.c_str(),sClassName.c_str()) )
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CreateScreenFn pfn = iter->second;
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|
Screen* ret = pfn( sName );
|
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|
LOG->Trace( "Loaded '%s' ('%s') in %f", sName.c_str(), sClassName.c_str(), t.GetDeltaTime());
|
2002-12-21 07:54:24 +00:00
|
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|
|
2002-12-29 23:37:41 +00:00
|
|
|
/* Loading probably took a little while. Let's reset stats. This prevents us
|
2002-12-21 07:54:24 +00:00
|
|
|
* from displaying an unnaturally low FPS value, and the next FPS value we
|
|
|
|
|
* display will be accurate, which makes skips in the initial tween-ins more
|
|
|
|
|
* apparent. */
|
|
|
|
|
DISPLAY->ResetStats();
|
|
|
|
|
|
|
|
|
|
return ret;
|
2002-09-03 05:43:58 +00:00
|
|
|
}
|
|
|
|
|
|
2004-11-26 17:28:47 +00:00
|
|
|
void ScreenManager::PrepNewScreen( const CString &sClassName )
|
2002-09-04 00:25:30 +00:00
|
|
|
{
|
2002-09-04 23:40:01 +00:00
|
|
|
ASSERT(m_ScreenBuffered == NULL);
|
|
|
|
|
m_ScreenBuffered = MakeNewScreen(sClassName);
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenManager::LoadPreppedScreen()
|
|
|
|
|
{
|
|
|
|
|
ASSERT( m_ScreenBuffered != NULL);
|
2004-01-30 05:07:26 +00:00
|
|
|
SetFromNewScreen( m_ScreenBuffered, false );
|
2003-03-12 01:26:44 +00:00
|
|
|
|
2002-09-04 23:40:01 +00:00
|
|
|
m_ScreenBuffered = NULL;
|
2002-09-04 00:25:30 +00:00
|
|
|
}
|
|
|
|
|
|
2003-03-10 02:29:01 +00:00
|
|
|
void ScreenManager::DeletePreppedScreen()
|
|
|
|
|
{
|
|
|
|
|
SAFE_DELETE( m_ScreenBuffered );
|
2003-04-24 19:26:06 +00:00
|
|
|
TEXTUREMAN->DeleteCachedTextures();
|
2003-03-10 02:29:01 +00:00
|
|
|
}
|
|
|
|
|
|
2004-03-25 22:13:51 +00:00
|
|
|
/* Remove all screens from the stack, sending a SM_LoseFocus message to the top.
|
|
|
|
|
* (There's no need to send them to any lower screens; they don't have focus anyway,
|
|
|
|
|
* and received the message when they actually lost it. */
|
|
|
|
|
void ScreenManager::ClearScreenStack()
|
|
|
|
|
{
|
|
|
|
|
if( m_ScreenStack.size() )
|
|
|
|
|
m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus );
|
|
|
|
|
|
|
|
|
|
// move current screen(s) to ScreenToDelete
|
|
|
|
|
m_ScreensToDelete.insert(m_ScreensToDelete.end(), m_ScreenStack.begin(), m_ScreenStack.end());
|
|
|
|
|
m_ScreenStack.clear();
|
|
|
|
|
}
|
|
|
|
|
|
2004-01-30 05:07:26 +00:00
|
|
|
/* Add a screen to m_ScreenStack. If Stack is true, it's added to the stack; otherwise any
|
|
|
|
|
* current screens are removed. This is the only function that adds to m_ScreenStack. */
|
|
|
|
|
void ScreenManager::SetFromNewScreen( Screen *pNewScreen, bool Stack )
|
2002-09-04 00:25:30 +00:00
|
|
|
{
|
|
|
|
|
RefreshCreditsMessages();
|
2002-09-23 07:35:47 +00:00
|
|
|
|
2004-01-30 05:07:26 +00:00
|
|
|
if( !Stack )
|
2004-03-25 22:13:51 +00:00
|
|
|
ClearScreenStack();
|
2003-04-25 03:41:38 +00:00
|
|
|
|
2002-10-31 04:23:39 +00:00
|
|
|
m_ScreenStack.push_back( pNewScreen );
|
2003-11-25 21:57:00 +00:00
|
|
|
|
|
|
|
|
PostMessageToTopScreen( SM_GainFocus, 0 );
|
2002-09-04 00:25:30 +00:00
|
|
|
}
|
|
|
|
|
|
2004-11-26 17:28:47 +00:00
|
|
|
void ScreenManager::SetNewScreen( const CString &sClassName )
|
2002-05-20 08:59:37 +00:00
|
|
|
{
|
2003-04-25 03:41:38 +00:00
|
|
|
m_DelayedScreen = sClassName;
|
|
|
|
|
|
|
|
|
|
/* If we're not delaying screen loads, load it now. Otherwise, we'll load
|
|
|
|
|
* it on the next iteration. Only delay if we already have a screen
|
|
|
|
|
* loaded; otherwise, there's no reason to delay. */
|
|
|
|
|
if(!PREFSMAN->m_bDelayedScreenLoad) // || m_ScreenStack.empty() )
|
|
|
|
|
LoadDelayedScreen();
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenManager::LoadDelayedScreen()
|
|
|
|
|
{
|
|
|
|
|
retry:
|
|
|
|
|
CString sClassName = m_DelayedScreen;
|
|
|
|
|
m_DelayedScreen = "";
|
|
|
|
|
|
2002-09-04 00:25:30 +00:00
|
|
|
/* If we prepped a screen but didn't use it, nuke it. */
|
|
|
|
|
SAFE_DELETE( m_ScreenBuffered );
|
2002-09-03 05:43:58 +00:00
|
|
|
|
2003-03-09 00:55:49 +00:00
|
|
|
Screen* pOldTopScreen = m_ScreenStack.empty() ? NULL : m_ScreenStack.back();
|
|
|
|
|
|
2002-08-27 03:59:22 +00:00
|
|
|
// It makes sense that ScreenManager should allocate memory for a new screen since it
|
|
|
|
|
// deletes it later on. This also convention will reduce includes because screens won't
|
|
|
|
|
// have to include each other's headers of other screens.
|
2002-09-03 05:43:58 +00:00
|
|
|
Screen* pNewScreen = MakeNewScreen(sClassName);
|
2002-10-24 07:11:21 +00:00
|
|
|
|
2003-03-09 00:55:49 +00:00
|
|
|
if( pOldTopScreen!=NULL && m_ScreenStack.back()!=pOldTopScreen )
|
|
|
|
|
{
|
|
|
|
|
// While constructing this Screen, it's constructor called
|
|
|
|
|
// SetNewScreen again! That SetNewScreen Command should
|
|
|
|
|
// override this older one.
|
|
|
|
|
SAFE_DELETE( pNewScreen );
|
|
|
|
|
return;
|
|
|
|
|
}
|
|
|
|
|
|
2003-04-25 03:41:38 +00:00
|
|
|
if( PREFSMAN->m_bDelayedScreenLoad && m_DelayedScreen != "" )
|
|
|
|
|
{
|
|
|
|
|
/* Same deal: the ctor called SetNewScreen again. Delete the screen
|
|
|
|
|
* we just made, but don't delay again. */
|
|
|
|
|
SAFE_DELETE( pNewScreen );
|
|
|
|
|
goto retry;
|
|
|
|
|
}
|
2004-08-22 21:42:28 +00:00
|
|
|
|
|
|
|
|
bool bWasOnSystemMenu = GAMESTATE->m_bIsOnSystemMenu;
|
2003-02-12 06:25:51 +00:00
|
|
|
|
2003-02-12 11:43:08 +00:00
|
|
|
/* If this is a system menu, don't let the operator key touch it!
|
|
|
|
|
However, if you add an options screen, please include it here -- Miryokuteki */
|
2003-03-16 22:51:29 +00:00
|
|
|
if( sClassName == "ScreenOptionsMenu" ||
|
|
|
|
|
sClassName == "ScreenMachineOptions" ||
|
|
|
|
|
sClassName == "ScreenInputOptions" ||
|
|
|
|
|
sClassName == "ScreenGraphicOptions" ||
|
|
|
|
|
sClassName == "ScreenGameplayOptions" ||
|
|
|
|
|
sClassName == "ScreenMapControllers" ||
|
|
|
|
|
sClassName == "ScreenAppearanceOptions" ||
|
|
|
|
|
sClassName == "ScreenEdit" ||
|
|
|
|
|
sClassName == "ScreenEditMenu" ||
|
|
|
|
|
sClassName == "ScreenSoundOptions" )
|
2003-03-09 00:55:49 +00:00
|
|
|
GAMESTATE->m_bIsOnSystemMenu = true;
|
|
|
|
|
else
|
|
|
|
|
GAMESTATE->m_bIsOnSystemMenu = false;
|
2004-08-22 21:42:28 +00:00
|
|
|
|
|
|
|
|
// If we're exiting a system menu, persist settings in case we don't exit normally
|
|
|
|
|
if( bWasOnSystemMenu && !GAMESTATE->m_bIsOnSystemMenu )
|
|
|
|
|
PREFSMAN->SaveGlobalPrefsToDisk();
|
2004-01-03 21:02:46 +00:00
|
|
|
|
2004-01-30 05:07:26 +00:00
|
|
|
LOG->Trace("... SetFromNewScreen");
|
|
|
|
|
SetFromNewScreen( pNewScreen, false );
|
2002-05-20 08:59:37 +00:00
|
|
|
}
|
|
|
|
|
|
2004-11-26 17:28:47 +00:00
|
|
|
void ScreenManager::AddNewScreenToTop( const CString &sClassName, ScreenMessage messageSendOnPop )
|
2003-02-19 05:46:09 +00:00
|
|
|
{
|
2004-01-26 23:06:50 +00:00
|
|
|
/* Send this before making the new screen, since it might set things that will be re-set
|
|
|
|
|
* in the new screen's ctor. */
|
|
|
|
|
if( m_ScreenStack.size() )
|
|
|
|
|
m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus );
|
|
|
|
|
|
2003-02-19 05:46:09 +00:00
|
|
|
Screen* pNewScreen = MakeNewScreen(sClassName);
|
2004-01-30 05:07:26 +00:00
|
|
|
SetFromNewScreen( pNewScreen, true );
|
2003-11-12 08:13:02 +00:00
|
|
|
m_MessageSendOnPop = messageSendOnPop;
|
2003-02-19 05:46:09 +00:00
|
|
|
}
|
|
|
|
|
|
2003-03-03 10:03:02 +00:00
|
|
|
#include "ScreenPrompt.h"
|
|
|
|
|
#include "ScreenTextEntry.h"
|
|
|
|
|
#include "ScreenMiniMenu.h"
|
|
|
|
|
|
2004-11-26 17:28:47 +00:00
|
|
|
void ScreenManager::Prompt( ScreenMessage SM_SendWhenDone, const CString &sText, bool bYesNo, bool bDefaultAnswer, void(*OnYes)(void*), void(*OnNo)(void*), void* pCallbackData )
|
2002-05-20 08:59:37 +00:00
|
|
|
{
|
2004-01-26 23:06:50 +00:00
|
|
|
if( m_ScreenStack.size() )
|
|
|
|
|
m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus );
|
|
|
|
|
|
2002-08-27 03:59:22 +00:00
|
|
|
// add the new state onto the back of the array
|
2004-01-30 05:07:26 +00:00
|
|
|
Screen *pNewScreen = new ScreenPrompt( sText, bYesNo, bDefaultAnswer, OnYes, OnNo, pCallbackData);
|
|
|
|
|
SetFromNewScreen( pNewScreen, true );
|
|
|
|
|
|
|
|
|
|
m_MessageSendOnPop = SM_SendWhenDone;
|
2002-08-27 03:59:22 +00:00
|
|
|
}
|
2002-05-20 08:59:37 +00:00
|
|
|
|
2004-01-30 05:07:26 +00:00
|
|
|
void ScreenManager::TextEntry( ScreenMessage SM_SendWhenDone, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer), void(*OnCancel)() )
|
2002-08-27 03:59:22 +00:00
|
|
|
{
|
2004-01-26 23:06:50 +00:00
|
|
|
if( m_ScreenStack.size() )
|
|
|
|
|
m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus );
|
|
|
|
|
|
2002-05-20 08:59:37 +00:00
|
|
|
// add the new state onto the back of the array
|
2004-01-30 05:07:26 +00:00
|
|
|
Screen *pNewScreen = new ScreenTextEntry( "ScreenTextEntry", sQuestion, sInitialAnswer, OnOK, OnCancel );
|
|
|
|
|
SetFromNewScreen( pNewScreen, true );
|
|
|
|
|
|
|
|
|
|
m_MessageSendOnPop = SM_SendWhenDone;
|
2002-05-20 08:59:37 +00:00
|
|
|
}
|
|
|
|
|
|
2003-03-15 19:25:37 +00:00
|
|
|
void ScreenManager::MiniMenu( Menu* pDef, ScreenMessage SM_SendOnOK, ScreenMessage SM_SendOnCancel )
|
2003-02-18 23:15:38 +00:00
|
|
|
{
|
2004-01-26 23:06:50 +00:00
|
|
|
if( m_ScreenStack.size() )
|
|
|
|
|
m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus );
|
|
|
|
|
|
2003-02-18 23:15:38 +00:00
|
|
|
// add the new state onto the back of the array
|
2004-01-30 05:07:26 +00:00
|
|
|
Screen *pNewScreen = new ScreenMiniMenu( pDef, SM_SendOnOK, SM_SendOnCancel );
|
|
|
|
|
SetFromNewScreen( pNewScreen, true );
|
2003-02-18 23:15:38 +00:00
|
|
|
}
|
|
|
|
|
|
2002-07-27 19:29:51 +00:00
|
|
|
void ScreenManager::PopTopScreen( ScreenMessage SM )
|
2002-05-20 08:59:37 +00:00
|
|
|
{
|
2002-10-31 02:20:11 +00:00
|
|
|
Screen* pScreenToPop = m_ScreenStack.back(); // top menu
|
2003-11-25 21:57:00 +00:00
|
|
|
pScreenToPop->HandleScreenMessage( SM_LoseFocus );
|
2002-10-31 04:11:08 +00:00
|
|
|
m_ScreenStack.erase(m_ScreenStack.end()-1, m_ScreenStack.end());
|
2002-10-31 04:23:39 +00:00
|
|
|
m_ScreensToDelete.push_back( pScreenToPop );
|
2003-11-12 08:13:02 +00:00
|
|
|
|
2003-12-29 03:09:29 +00:00
|
|
|
/* Post to the new top. This must be done now; otherwise, we'll have a single
|
|
|
|
|
* frame between popping and these messages, which can result in a frame where eg.
|
2004-01-26 22:19:33 +00:00
|
|
|
* input is accepted where it shouldn't be. Watch out; sending m_MessageSendOnPop
|
|
|
|
|
* might push another screen (eg. editor menu -> PlayerOptions), which will set
|
|
|
|
|
* a new m_MessageSendOnPop. */
|
|
|
|
|
ScreenMessage MessageToSend = m_MessageSendOnPop;
|
|
|
|
|
m_MessageSendOnPop = SM_None;
|
2003-12-29 03:09:29 +00:00
|
|
|
SendMessageToTopScreen( SM );
|
|
|
|
|
SendMessageToTopScreen( SM_GainFocus );
|
2004-01-26 22:19:33 +00:00
|
|
|
SendMessageToTopScreen( MessageToSend );
|
2002-05-20 08:59:37 +00:00
|
|
|
}
|
|
|
|
|
|
2003-03-25 21:17:29 +00:00
|
|
|
void ScreenManager::PostMessageToTopScreen( ScreenMessage SM, float fDelay )
|
2002-05-20 08:59:37 +00:00
|
|
|
{
|
2002-10-31 02:20:11 +00:00
|
|
|
Screen* pTopScreen = m_ScreenStack.back();
|
2003-03-25 21:17:29 +00:00
|
|
|
pTopScreen->PostScreenMessage( SM, fDelay );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenManager::SendMessageToTopScreen( ScreenMessage SM )
|
|
|
|
|
{
|
|
|
|
|
Screen* pTopScreen = m_ScreenStack.back();
|
|
|
|
|
pTopScreen->HandleScreenMessage( SM );
|
2002-05-20 08:59:37 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
2004-11-26 17:28:47 +00:00
|
|
|
void ScreenManager::SystemMessage( const CString &sMessage )
|
2002-05-20 08:59:37 +00:00
|
|
|
{
|
2003-09-15 20:44:25 +00:00
|
|
|
LOG->Trace( "%s", sMessage.c_str() );
|
2003-03-15 00:02:54 +00:00
|
|
|
m_SystemLayer->SystemMessage( sMessage );
|
2002-05-20 08:59:37 +00:00
|
|
|
}
|
|
|
|
|
|
2004-11-26 17:28:47 +00:00
|
|
|
void ScreenManager::SystemMessageNoAnimate( const CString &sMessage )
|
2003-11-20 11:55:45 +00:00
|
|
|
{
|
2004-04-23 00:26:51 +00:00
|
|
|
// LOG->Trace( "%s", sMessage.c_str() ); // don't log because the caller is likely calling us every frame
|
2003-11-20 11:55:45 +00:00
|
|
|
m_SystemLayer->SystemMessageNoAnimate( sMessage );
|
|
|
|
|
}
|
|
|
|
|
|
2002-08-13 23:26:46 +00:00
|
|
|
void ScreenManager::RefreshCreditsMessages()
|
|
|
|
|
{
|
2003-03-15 00:02:54 +00:00
|
|
|
m_SystemLayer->RefreshCreditsMessages();
|
2004-03-13 10:26:51 +00:00
|
|
|
|
|
|
|
|
/* This is called when GAMESTATE->m_bSideIsJoined changes. */
|
|
|
|
|
CString joined;
|
|
|
|
|
FOREACH_PlayerNumber( pn )
|
|
|
|
|
{
|
|
|
|
|
if( GAMESTATE->m_bSideIsJoined[pn] )
|
|
|
|
|
{
|
|
|
|
|
if( joined != "" )
|
|
|
|
|
joined += ", ";
|
|
|
|
|
joined += ssprintf( "P%i", pn+1 );
|
|
|
|
|
}
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
if( joined == "" )
|
|
|
|
|
joined = "none";
|
|
|
|
|
|
|
|
|
|
LOG->MapLog( "JOINED", "Players joined: %s", joined.c_str() );
|
2003-02-12 07:52:20 +00:00
|
|
|
}
|
|
|
|
|
|
2004-01-03 20:34:16 +00:00
|
|
|
void ScreenManager::ReloadCreditsText()
|
|
|
|
|
{
|
|
|
|
|
m_SystemLayer->ReloadCreditsText();
|
|
|
|
|
}
|
|
|
|
|
|
2004-03-25 21:41:11 +00:00
|
|
|
/* Always play these sounds, even if we're in a silent attract loop. */
|
|
|
|
|
void ScreenManager::PlayStartSound()
|
|
|
|
|
{
|
|
|
|
|
RageSoundParams p;
|
|
|
|
|
p.m_Volume = PREFSMAN->m_fSoundVolume;
|
|
|
|
|
m_soundStart.Play( &p );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenManager::PlayCoinSound()
|
|
|
|
|
{
|
|
|
|
|
RageSoundParams p;
|
|
|
|
|
p.m_Volume = PREFSMAN->m_fSoundVolume;
|
|
|
|
|
m_soundCoin.Play( &p );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenManager::PlayInvalidSound()
|
|
|
|
|
{
|
|
|
|
|
RageSoundParams p;
|
|
|
|
|
p.m_Volume = PREFSMAN->m_fSoundVolume;
|
|
|
|
|
m_soundInvalid.Play( &p );
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
void ScreenManager::PlayScreenshotSound()
|
|
|
|
|
{
|
|
|
|
|
RageSoundParams p;
|
|
|
|
|
p.m_Volume = PREFSMAN->m_fSoundVolume;
|
|
|
|
|
m_soundScreenshot.Play( &p );
|
|
|
|
|
}
|
2004-05-01 23:19:33 +00:00
|
|
|
|
|
|
|
|
void ScreenManager::PlayBackSound()
|
|
|
|
|
{
|
|
|
|
|
RageSoundParams p;
|
|
|
|
|
p.m_Volume = PREFSMAN->m_fSoundVolume;
|
|
|
|
|
m_soundBack.Play( &p );
|
|
|
|
|
}
|
2004-06-08 01:24:17 +00:00
|
|
|
|
|
|
|
|
/*
|
|
|
|
|
* (c) 2001-2003 Chris Danford, Glenn Maynard
|
|
|
|
|
* All rights reserved.
|
|
|
|
|
*
|
|
|
|
|
* Permission is hereby granted, free of charge, to any person obtaining a
|
|
|
|
|
* copy of this software and associated documentation files (the
|
|
|
|
|
* "Software"), to deal in the Software without restriction, including
|
|
|
|
|
* without limitation the rights to use, copy, modify, merge, publish,
|
|
|
|
|
* distribute, and/or sell copies of the Software, and to permit persons to
|
|
|
|
|
* whom the Software is furnished to do so, provided that the above
|
|
|
|
|
* copyright notice(s) and this permission notice appear in all copies of
|
|
|
|
|
* the Software and that both the above copyright notice(s) and this
|
|
|
|
|
* permission notice appear in supporting documentation.
|
|
|
|
|
*
|
|
|
|
|
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
|
|
|
|
|
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
|
|
|
|
|
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
|
|
|
|
|
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
|
|
|
|
|
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
|
|
|
|
|
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
|
|
|
|
|
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
|
|
|
|
|
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
|
|
|
|
|
* PERFORMANCE OF THIS SOFTWARE.
|
|
|
|
|
*/
|