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itgmania212121/stepmania/src/Screen.h
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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 );
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;
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
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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};
#endif