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/* ScreenManager - Manager/container for Screens. */
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#ifndef ScreenManager_H
#define ScreenManager_H
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#include "RageInputDevice.h"
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#include "ScreenMessage.h"
#include "InputFilter.h"
#include "GameInput.h"
#include "MenuInput.h"
#include "StyleInput.h"
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#include "RageSound.h"
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class Actor ;
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class Screen ;
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struct Menu ;
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struct lua_State ;
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typedef Screen * ( * CreateScreenFn )( const CString & sClassName );
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class ScreenManager
{
public :
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// Every screen should register its class at program initialization.
static void Register ( const CString & sClassName , CreateScreenFn pfn );
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ScreenManager ();
~ ScreenManager ();
// pass these messages along to the current state
void Update ( float fDeltaTime );
void Draw ();
void Input ( const DeviceInput & DeviceI , const InputEventType type , const GameInput & GameI , const MenuInput & MenuI , const StyleInput & StyleI );
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// Main screen stack management
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void SetNewScreen ( const CString & sName );
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void AddNewScreenToTop ( const CString & sName );
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void PrepareScreen ( const CString & sScreenName ); // creates and caches screen so that the next call to SetNewScreen for the prep'd screen will be very quick.
void DeletePreparedScreens ();
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void SetFromNewScreen ( Screen * pNewScreen );
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void PopTopScreen ( ScreenMessage SM );
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Screen * GetTopScreen ();
// System messages
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void SystemMessage ( const CString & sMessage );
void SystemMessageNoAnimate ( const CString & sMessage );
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void HideSystemMessage ();
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CString GetCurrentSystemMessage () const { return m_sSystemMessage ; }
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// Screen messages
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void PostMessageToTopScreen ( ScreenMessage SM , float fDelay );
void SendMessageToTopScreen ( ScreenMessage SM );
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void RefreshCreditsMessages ();
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void ThemeChanged ();
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/* Return true if the given screen is in the main screen stack, but not the bottommost
* screen. If true, the screen should usually exit by popping itself, not by loading
* another screen. */
bool IsStackedScreen ( const Screen * pScreen ) const ;
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// Lua
void PushSelf ( lua_State * L );
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void PlaySharedBackgroundOffCommand ();
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void ZeroNextUpdate () { m_bZeroNextUpdate = true ; }
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private :
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//
// in draw order first to last
//
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vector < Screen *> m_ScreenStack ; // bottommost to topmost
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vector < Screen *> m_OverlayScreens ;
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Screen * m_pInputFocus ; // NULL = top of m_ScreenStack
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Actor * m_pSharedBGA ; // BGA object that's persistent between screens
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CString m_sDelayedScreen ;
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CString m_sSystemMessage ;
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vector < Screen *> m_vPreparedScreens ;
vector < Screen *> m_vScreensToDelete ;
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// Set this to true anywhere we create of delete objects. These
// operations take a long time, and will cause a skip on the next update.
bool m_bZeroNextUpdate ;
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Screen * MakeNewScreen ( const CString & sName );
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Screen * MakeNewScreenInternal ( const CString & sName );
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void ClearScreenStack ();
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void EmptyDeleteQueue ();
void LoadDelayedScreen ();
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// Keep these sounds always loaded, because they could be
// played at any time. We want to eliminate SOUND->PlayOnce
public :
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void PlayStartSound ();
void PlayCoinSound ();
void PlayInvalidSound ();
void PlayScreenshotSound ();
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private :
RageSound m_soundStart ;
RageSound m_soundCoin ;
RageSound m_soundInvalid ;
RageSound m_soundScreenshot ;
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};
extern ScreenManager * SCREENMAN ; // global and accessable from anywhere in our program
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#endif
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/*
* (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.
*/