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