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itgmania212121/stepmania/src/ScreenManager.h
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#ifndef SCREENMANAGER_H
#define SCREENMANAGER_H
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/*
-----------------------------------------------------------------------------
Class: ScreenManager
Desc: Manager/container for Screens.
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Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
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Chris Danford
Glenn Maynard
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-----------------------------------------------------------------------------
*/
#include "RageInputDevice.h"
#include "ScreenMessage.h"
#include "InputFilter.h"
#include "GameInput.h"
#include "MenuInput.h"
#include "StyleInput.h"
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#include "BitmapText.h"
#include "RageSound.h"
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class Screen;
struct Menu;
class ScreenSystemLayer;
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class ScreenManager
{
public:
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 );
void PrepNewScreen( CString sClassName );
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void LoadPreppedScreen();
void DeletePreppedScreen();
void SetNewScreen( CString sClassName );
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void AddNewScreenToTop( CString sClassName, ScreenMessage messageSendOnPop );
void Prompt( ScreenMessage SM_SendWhenDone, CString sText, bool bYesNo = false, bool bDefaultAnswer = false, void(*OnYes)(void*) = NULL, void(*OnNo)(void*) = NULL, void* pCallbackData = NULL );
void TextEntry( ScreenMessage SM_SendWhenDone, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer) = NULL, void(*OnCanel)() = NULL );
void MiniMenu( Menu* pDef, ScreenMessage SM_SendOnOK, ScreenMessage SM_SendOnCancel = SM_None );
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void PopTopScreen( ScreenMessage SM = SM_None );
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void SystemMessage( CString sMessage );
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void SystemMessageNoAnimate( CString sMessage );
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void PostMessageToTopScreen( ScreenMessage SM, float fDelay );
void SendMessageToTopScreen( ScreenMessage SM );
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void ReloadCreditsText();
void RefreshCreditsMessages();
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void EmptyDeleteQueue();
void LoadDelayedScreen();
Screen *GetTopScreen();
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private:
vector<Screen*> m_ScreenStack; // bottommost to topmost
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ScreenMessage m_MessageSendOnPop;
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vector<Screen*> m_ScreensToDelete;
Screen *m_ScreenBuffered;
ScreenSystemLayer *m_SystemLayer;
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Screen* MakeNewScreen( CString sClassName );
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void SetFromNewScreen( Screen *pNewScreen, bool Stack );
CString m_DelayedScreen;
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void ClearScreenStack();
// Keep these sounds always loaded, because they could be
// played at any time. We want to eliminate SOUND->PlayOnce
public:
void PlayStartSound();
void PlayCoinSound();
void PlayInvalidSound();
void PlayScreenshotSound();
void PlayBackSound();
private:
RageSound m_soundStart;
RageSound m_soundCoin;
RageSound m_soundInvalid;
RageSound m_soundScreenshot;
RageSound m_soundBack;
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};
extern ScreenManager* SCREENMAN; // global and accessable from anywhere in our program
#endif