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/* Screen - Class that holds a screen-full of Actors. */
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#ifndef SCREEN_H
#define SCREEN_H
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#include "ActorFrame.h"
#include "ScreenMessage.h"
#include "InputFilter.h"
#include "GameInput.h"
#include "MenuInput.h"
#include "StyleInput.h"
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#include "ScreenManager.h"
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// Each Screen class should have a REGISTER_SCREEN_CLASS in its CPP file.
#define REGISTER_SCREEN_CLASS( className ) \
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Screen* Create##className( const CString &sName ) { Screen *pRet = new className( sName ); pRet->Init(); return pRet; } \
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class Register##className { \
public: \
Register##className() { SCREENMAN->Register(#className,Create##className); } \
}; \
static Register##className registera;
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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 ();
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/* This is called immediately after construction, to allow initializing after all derived classes
* exist. */
virtual void Init () { }
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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 , 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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virtual bool UsesBackground () const { return true ; } // override and set false if this screen shouldn't load a background
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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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};
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#endif
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/*
* (c) 2001-2004 Chris Danford
* 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.
*/