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itgmania212121/stepmania/src/ScreenManager.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
File: ScreenManager.h
Desc: Manages the game windows.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
-----------------------------------------------------------------------------
*/
#include "ScreenManager.h"
#include "IniFile.h"
#include "GameConstantsAndTypes.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program
ScreenManager::ScreenManager()
{
m_textFPS.Load( THEME->GetPathTo(FONT_NORMAL) );
m_textFPS.SetXY( SCREEN_WIDTH-35, 15 );
m_textFPS.SetZ( -2 );
m_textFPS.SetZoom( 0.5f );
m_textFPS.SetShadowLength( 2 );
m_textSystemMessage.Load( THEME->GetPathTo(FONT_NORMAL) );
m_textSystemMessage.SetHorizAlign( Actor::align_left );
m_textSystemMessage.SetVertAlign( Actor::align_bottom );
m_textSystemMessage.SetXY( 5.0f, 10.0f );
m_textSystemMessage.SetZ( -2 );
m_textSystemMessage.SetZoom( 0.5f );
m_textSystemMessage.SetShadowLength( 2 );
m_textSystemMessage.SetDiffuseColor( D3DXCOLOR(1,1,1,0) );
}
ScreenManager::~ScreenManager()
{
LOG->WriteLine( "ScreenManager::~ScreenManager()" );
// delete current states
for( int i=0; i<m_ScreenStack.GetSize(); i++ )
SAFE_DELETE( m_ScreenStack[i] );
}
void ScreenManager::Update( float fDeltaTime )
{
m_textSystemMessage.Update( fDeltaTime );
m_textFPS.Update( fDeltaTime );
// delete all ScreensToDelete
for( int i=0; i<m_ScreensToDelete.GetSize(); i++ ) {
SAFE_DELETE( m_ScreensToDelete[i] );
m_ScreensToDelete.RemoveAt(i);
}
// HACK! If we deleted at least one state, then skip this update!
if( i>0 ) return;
// Update all windows in the stack
for( i=0; i<m_ScreenStack.GetSize(); i++ )
m_ScreenStack[i]->Update( fDeltaTime );
}
void ScreenManager::Restore()
{
// Draw all CurrentScreens (back to front)
for( int i=0; i<m_ScreenStack.GetSize(); i++ )
m_ScreenStack[i]->Restore();
}
void ScreenManager::Invalidate()
{
for( int i=0; i<m_ScreenStack.GetSize(); i++ )
m_ScreenStack[i]->Invalidate();
}
void ScreenManager::Draw()
{
// Draw all CurrentScreens (back to front)
for( int i=0; i<m_ScreenStack.GetSize(); i++ )
m_ScreenStack[i]->Draw();
if( m_textSystemMessage.GetDiffuseColor().a != 0 )
m_textSystemMessage.Draw();
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if( PREFSMAN && PREFSMAN->m_bShowFPS )
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{
m_textFPS.SetText( ssprintf("%3.0f FPS", DISPLAY->GetFPS()) );
m_textFPS.Draw();
}
}
void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
LOG->WriteLine( "ScreenManager::Input( %d-%d, %d-%d, %d-%d, %d-%d )",
DeviceI.device, DeviceI.button, GameI.number, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
// pass input only to topmost state
if( m_ScreenStack.GetSize() > 0 )
m_ScreenStack[m_ScreenStack.GetSize()-1]->Input( DeviceI, type, GameI, MenuI, StyleI );
}
void ScreenManager::SetNewScreen( Screen *pNewScreen )
{
// move CurrentScreen to ScreenToDelete
m_ScreensToDelete.Copy( m_ScreenStack );
m_ScreenStack.RemoveAll();
m_ScreenStack.Add( pNewScreen );
}
void ScreenManager::AddScreenToTop( Screen *pNewScreen )
{
// our responsibility to tell the old state that it's losing focus
m_ScreenStack[m_ScreenStack.GetSize()-1]->HandleScreenMessage( SM_LosingInputFocus );
// add the new state onto the back of the array
m_ScreenStack.Add( pNewScreen );
}
void ScreenManager::PopTopScreen()
{
Screen* pScreenToPop = m_ScreenStack[m_ScreenStack.GetSize()-1]; // top menu
//pScreenToPop->HandleScreenMessage( SM_LosingInputFocus );
m_ScreenStack.RemoveAt(m_ScreenStack.GetSize()-1);
m_ScreensToDelete.Add( pScreenToPop );
Screen* pNewTopScreen = m_ScreenStack[m_ScreenStack.GetSize()-1];
pNewTopScreen->HandleScreenMessage( SM_RegainingInputFocus );
}
void ScreenManager::SendMessageToTopScreen( ScreenMessage SM, float fDelay )
{
Screen* pTopScreen = m_ScreenStack[m_ScreenStack.GetSize()-1];
pTopScreen->SendScreenMessage( SM, fDelay );
}
void ScreenManager::SystemMessage( CString sMessage )
{
// Look for an open spot
m_textSystemMessage.StopTweening();
m_textSystemMessage.SetText( sMessage );
m_textSystemMessage.SetDiffuseColor( D3DXCOLOR(1,1,1,1) );
m_textSystemMessage.BeginTweeningQueued( 5 );
m_textSystemMessage.BeginTweeningQueued( 1 );
m_textSystemMessage.SetTweenDiffuseColor( D3DXCOLOR(1,1,1,0) );
LOG->WriteLine( "WARNING: Didn't find an empty system messages slot." );
}