2011-03-17 01:47:30 -04:00
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#include "global.h"
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#include "Screen.h"
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#include "PrefsManager.h"
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#include "RageSound.h"
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#include "RageLog.h"
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#include "ThemeManager.h"
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#include "ScreenManager.h"
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#include "ActorUtil.h"
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#include "InputEventPlus.h"
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
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#define PREPARE_SCREENS THEME->GetMetric (m_sName,"PrepareScreens")
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#define PERSIST_SCREENS THEME->GetMetric (m_sName,"PersistScreens")
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#define GROUPED_SCREENS THEME->GetMetric (m_sName,"GroupedScreens")
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static const char *ScreenTypeNames[] = {
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"Attract",
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"GameMenu",
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"Gameplay",
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"SystemMenu",
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};
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XToString( ScreenType );
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LuaXType( ScreenType );
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void Screen::InitScreen( Screen *pScreen )
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{
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pScreen->Init();
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}
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Screen::~Screen()
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{
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}
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bool Screen::SortMessagesByDelayRemaining( const Screen::QueuedScreenMessage &m1,
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const Screen::QueuedScreenMessage &m2 )
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{
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return m1.fDelayRemaining < m2.fDelayRemaining;
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}
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void Screen::Init()
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{
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ALLOW_OPERATOR_MENU_BUTTON.Load( m_sName, "AllowOperatorMenuButton" );
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HANDLE_BACK_BUTTON.Load( m_sName, "HandleBackButton" );
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REPEAT_RATE.Load( m_sName, "RepeatRate" );
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REPEAT_DELAY.Load( m_sName, "RepeatDelay" );
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LIGHTS_MODE.Load( m_sName, "LightsMode" );
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m_Codes.Load( m_sName );
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SetFOV( 0 );
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m_smSendOnPop = SM_None;
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m_bRunning = false;
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ActorUtil::LoadAllCommandsFromName( *this, m_sName, "Screen" );
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PlayCommandNoRecurse( Message("Init") );
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vector<RString> asList;
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split( PREPARE_SCREENS, ",", asList );
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for( unsigned i = 0; i < asList.size(); ++i )
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{
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LOG->Trace( "Screen \"%s\" preparing \"%s\"", m_sName.c_str(), asList[i].c_str() );
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SCREENMAN->PrepareScreen( asList[i] );
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}
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asList.clear();
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split( GROUPED_SCREENS, ",", asList );
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for( unsigned i = 0; i < asList.size(); ++i )
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SCREENMAN->GroupScreen( asList[i] );
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asList.clear();
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split( PERSIST_SCREENS, ",", asList );
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for( unsigned i = 0; i < asList.size(); ++i )
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SCREENMAN->PersistantScreen( asList[i] );
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}
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void Screen::BeginScreen()
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{
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m_bRunning = true;
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m_bFirstUpdate = true;
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/* Screens set these when they determine their next screen dynamically. Reset them
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* here, so a reused screen doesn't inherit these from the last time it was used. */
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m_sNextScreen = RString();
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m_fLockInputSecs = 0;
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this->RunCommands( THEME->GetMetricA(m_sName, "ScreenOnCommand") );
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if( m_fLockInputSecs == 0 )
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m_fLockInputSecs = 0.0001f; // always lock for a tiny amount of time so that we throw away any queued inputs during the load.
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this->PlayCommand( "Begin" );
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}
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void Screen::EndScreen()
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{
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this->PlayCommand( "End" );
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m_bRunning = false;
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}
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void Screen::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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m_fLockInputSecs = max( 0, m_fLockInputSecs-fDeltaTime );
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/* We need to ensure two things:
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* 1. Messages must be sent in the order of delay. If two messages are sent
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* simultaneously, one with a .001 delay and another with a .002 delay,
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* the .001 delay message must be sent first.
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* 2. Messages to be delivered simultaneously must be sent in the order queued.
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*
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* Sort by time to ensure #1; use a stable sort to ensure #2. */
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stable_sort(m_QueuedMessages.begin(), m_QueuedMessages.end(), SortMessagesByDelayRemaining);
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// Update the times of queued ScreenMessages.
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for( unsigned i=0; i<m_QueuedMessages.size(); i++ )
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{
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/* Hack:
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* If we simply subtract time and then send messages, we have a problem.
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* Messages are queued to arrive at specific times, and those times line
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* up with things like tweens finishing. If we send the message at the
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* exact time given, then it'll be on the same cycle that would be rendering
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* the last frame of a tween (such as an object going off the screen).
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* However, when we send the message, we're likely to set up a new screen,
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* which causes everything to stop in place; this results in actors
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* occasionally not quite finishing their tweens.
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* Let's delay all messages that have a non-zero time an extra frame. */
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if( m_QueuedMessages[i].fDelayRemaining > 0.0001f )
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{
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m_QueuedMessages[i].fDelayRemaining -= fDeltaTime;
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m_QueuedMessages[i].fDelayRemaining = max( m_QueuedMessages[i].fDelayRemaining, 0.0001f );
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}
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else
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{
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m_QueuedMessages[i].fDelayRemaining -= fDeltaTime;
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}
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}
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/* Now dispatch messages. If the number of messages on the queue changes
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* within HandleScreenMessage, someone cleared messages on the queue. This
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* means we have no idea where 'i' is, so start over. Since we applied time
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* already, this won't cause messages to be mistimed. */
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for( unsigned i=0; i<m_QueuedMessages.size(); i++ )
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{
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if( m_QueuedMessages[i].fDelayRemaining > 0.0f )
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continue; /* not yet */
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// Remove the message from the list.
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const ScreenMessage SM = m_QueuedMessages[i].SM;
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m_QueuedMessages.erase( m_QueuedMessages.begin()+i );
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i--;
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unsigned iSize = m_QueuedMessages.size();
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// send this sucker!
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CHECKPOINT_M( ssprintf("ScreenMessage(%s)", ScreenMessageHelpers::ScreenMessageToString(SM).c_str()) );
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this->HandleScreenMessage( SM );
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// If the size changed, start over.
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if( iSize != m_QueuedMessages.size() )
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i = 0;
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}
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}
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/* ScreenManager sends input here first. Overlay screens can use it to get a first
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* pass at input. Return true if the input was handled and should not be passed
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* to lower screens, or false if not handled. If true is returned, Input() will
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* not be called, either. Normal screens should not overload this function. */
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bool Screen::OverlayInput( const InputEventPlus &input )
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{
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return false;
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}
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void Screen::Input( const InputEventPlus &input )
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{
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Message msg("");
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if( m_Codes.InputMessage(input, msg) )
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{
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this->HandleMessage( msg );
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return;
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}
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// Don't send release messages with the default handler.
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switch( input.type )
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{
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case IET_FIRST_PRESS:
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case IET_REPEAT:
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break; // OK
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default:
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return; // don't care
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}
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// Always broadcast mouse input so themers can grab it. -aj
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if( input.DeviceI == DeviceInput( DEVICE_MOUSE, MOUSE_LEFT ) )
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MESSAGEMAN->Broadcast( (MessageID)(Message_LeftClick) );
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if( input.DeviceI == DeviceInput( DEVICE_MOUSE, MOUSE_RIGHT ) )
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MESSAGEMAN->Broadcast( (MessageID)(Message_RightClick) );
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if( input.DeviceI == DeviceInput( DEVICE_MOUSE, MOUSE_MIDDLE ) )
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MESSAGEMAN->Broadcast( (MessageID)(Message_MiddleClick) );
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// Can't do MouseWheelUp and MouseWheelDown at the same time. -aj
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if( input.DeviceI == DeviceInput( DEVICE_MOUSE, MOUSE_WHEELUP ) )
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MESSAGEMAN->Broadcast( (MessageID)(Message_MouseWheelUp) );
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else if( input.DeviceI == DeviceInput( DEVICE_MOUSE, MOUSE_WHEELDOWN ) )
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MESSAGEMAN->Broadcast( (MessageID)(Message_MouseWheelDown) );
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// default input handler used by most menus
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switch( input.MenuI )
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{
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case GAME_BUTTON_MENUUP: this->MenuUp ( input ); return;
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case GAME_BUTTON_MENUDOWN: this->MenuDown ( input ); return;
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case GAME_BUTTON_MENULEFT: this->MenuLeft ( input ); return;
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case GAME_BUTTON_MENURIGHT: this->MenuRight ( input ); return;
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case GAME_BUTTON_BACK:
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// Don't make the user hold the back button if they're pressing escape and escape is the back button.
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if( !PREFSMAN->m_bDelayedBack || input.type==IET_REPEAT || (input.DeviceI.device == DEVICE_KEYBOARD && input.DeviceI.button == KEY_ESC) )
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{
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if( HANDLE_BACK_BUTTON )
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this->MenuBack( input );
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}
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return;
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case GAME_BUTTON_START: this->MenuStart ( input ); return;
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case GAME_BUTTON_SELECT:this->MenuSelect( input ); return;
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case GAME_BUTTON_COIN: this->MenuCoin ( input ); return;
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}
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}
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void Screen::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_GoToNextScreen || SM == SM_GoToPrevScreen )
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{
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if( SCREENMAN->IsStackedScreen(this) )
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SCREENMAN->PopTopScreen( m_smSendOnPop );
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else
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SCREENMAN->SetNewScreen( SM == SM_GoToNextScreen? GetNextScreenName():GetPrevScreen() );
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}
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else if( SM == SM_GainFocus )
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{
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if( REPEAT_RATE != -1.0f )
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INPUTFILTER->SetRepeatRate( REPEAT_RATE );
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if( REPEAT_DELAY != -1.0f )
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INPUTFILTER->SetRepeatDelay( REPEAT_DELAY );
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LIGHTSMAN->SetLightsMode( LIGHTS_MODE );
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}
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else if( SM == SM_LoseFocus )
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{
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INPUTFILTER->ResetRepeatRate();
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}
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}
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RString Screen::GetNextScreenName() const
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{
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if( !m_sNextScreen.empty() )
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return m_sNextScreen;
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return NEXT_SCREEN;
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}
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RString Screen::GetPrevScreen() const
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{
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if( !m_sPrevScreen.empty() )
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return m_sPrevScreen;
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return PREV_SCREEN;
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}
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void Screen::PostScreenMessage( const ScreenMessage SM, float fDelay )
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{
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ASSERT( fDelay >= 0.0 );
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QueuedScreenMessage QSM;
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QSM.SM = SM;
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QSM.fDelayRemaining = fDelay;
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m_QueuedMessages.push_back( QSM );
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}
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void Screen::ClearMessageQueue()
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{
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m_QueuedMessages.clear();
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}
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void Screen::ClearMessageQueue( const ScreenMessage SM )
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{
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for( int i=m_QueuedMessages.size()-1; i>=0; i-- )
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if( m_QueuedMessages[i].SM == SM )
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m_QueuedMessages.erase( m_QueuedMessages.begin()+i );
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}
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// lua start
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the Screen. */
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class LunaScreen: public Luna<Screen>
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{
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public:
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static int GetNextScreenName( T* p, lua_State *L ) { lua_pushstring(L, p->GetNextScreenName() ); return 1; }
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static int GetPrevScreenName( T* p, lua_State *L ) { lua_pushstring(L, p->GetPrevScreen() ); return 1; }
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static int lockinput( T* p, lua_State *L ) { p->SetLockInputSecs(FArg(1)); return 0; }
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DEFINE_METHOD( GetScreenType, GetScreenType() )
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static int PostScreenMessage( T* p, lua_State *L )
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{
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RString sMessage = SArg(1);
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ScreenMessage SM = ScreenMessageHelpers::ToScreenMessage( sMessage );
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p->PostScreenMessage( SM, IArg(2) );
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return 0;
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}
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LunaScreen()
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{
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ADD_METHOD( GetNextScreenName );
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ADD_METHOD( GetPrevScreenName );
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|
ADD_METHOD( PostScreenMessage );
|
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|
|
|
ADD_METHOD( lockinput );
|
|
|
|
|
ADD_METHOD( GetScreenType );
|
|
|
|
|
}
|
|
|
|
|
};
|
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|
|
LUA_REGISTER_DERIVED_CLASS( Screen, ActorFrame )
|
|
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|
|
// lua end
|
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|
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|
|
|
|
/*
|
|
|
|
|
* (c) 2001-2004 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.
|
|
|
|
|
*/
|