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#ifndef SCREEN_H
#define SCREEN_H
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/*
-----------------------------------------------------------------------------
Class: Screen
Desc: Class representing a game state. It also holds Actors.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "ActorFrame.h"
#include "ScreenMessage.h"
#include "InputFilter.h"
#include "GameInput.h"
#include "MenuInput.h"
#include "StyleInput.h"
class Screen : public ActorFrame
{
public :
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Screen ( CString sName ); // enforce that all screens have m_sName filled in
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virtual ~ Screen ();
virtual void Update ( float fDeltaTime );
virtual void Input ( const DeviceInput & DeviceI , const InputEventType type , const GameInput & GameI , const MenuInput & MenuI , const StyleInput & StyleI );
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virtual void HandleScreenMessage ( const ScreenMessage SM );
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void PostScreenMessage ( const ScreenMessage SM , const float fDelay );
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void ClearMessageQueue ();
void ClearMessageQueue ( const ScreenMessage SM ); // clear of a specific SM
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bool IsTransparent () const { return m_bIsTransparent ; }
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static Screen * Create ( CString sClassName );
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static bool ChangeCoinModeInput ( const DeviceInput & DeviceI , const InputEventType type , const GameInput & GameI , const MenuInput & MenuI , const StyleInput & StyleI ); // return true if CoinMode changed
static bool JoinInput ( const DeviceInput & DeviceI , const InputEventType type , const GameInput & GameI , const MenuInput & MenuI , const StyleInput & StyleI ); // return true if a player joined
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protected :
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// structure for holding messages sent to a Screen
struct QueuedScreenMessage {
ScreenMessage SM ;
float fDelayRemaining ;
};
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vector < QueuedScreenMessage > m_QueuedMessages ;
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static bool SortMessagesByDelayRemaining ( const QueuedScreenMessage & m1 , const QueuedScreenMessage & m2 );
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bool m_bIsTransparent ; // screens below us need to be drawn first
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public :
// let subclass override if they want
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virtual void MenuUp ( PlayerNumber pn , const InputEventType type ) { if ( type == IET_FIRST_PRESS ) MenuUp ( pn ); }
virtual void MenuDown ( PlayerNumber pn , const InputEventType type ) { if ( type == IET_FIRST_PRESS ) MenuDown ( pn ); }
virtual void MenuLeft ( PlayerNumber pn , const InputEventType type ) { if ( type == IET_FIRST_PRESS ) MenuLeft ( pn ); }
virtual void MenuRight ( PlayerNumber pn , const InputEventType type ) { if ( type == IET_FIRST_PRESS ) MenuRight ( pn ); }
virtual void MenuStart ( PlayerNumber pn , const InputEventType type ) { if ( type == IET_FIRST_PRESS ) MenuStart ( pn ); }
virtual void MenuBack ( PlayerNumber pn , const InputEventType type );
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virtual void MenuCoin ( PlayerNumber pn , const InputEventType type ) { if ( type == IET_FIRST_PRESS ) MenuCoin ( pn ); }
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virtual void MenuUp ( PlayerNumber pn ) {}
virtual void MenuDown ( PlayerNumber pn ) {}
virtual void MenuLeft ( PlayerNumber pn ) {}
virtual void MenuRight ( PlayerNumber pn ) {}
virtual void MenuStart ( PlayerNumber pn ) {}
virtual void MenuBack ( PlayerNumber pn ) {}
virtual void MenuCoin ( PlayerNumber pn );
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private :
bool m_FirstUpdate ;
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};
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#endif