/* * SM_GainFocus/SM_LoseFocus: These are sent to screens when they become the * topmost screen, or stop being the topmost screen. * * A few subtleties: * * With delayed screens (eg. ScreenGameplay being pre-loaded by ScreenStage), SM_GainFocus * isn't sent until the loaded screen actually is activated (put on the stack). * * With normal screen loads, the new screen is loaded before the old screen is destroyed. * This means that the old dtor is called *after* the new ctor. If some global properties * (eg. GAMESTATE) are being unset by the old screen's destructor, and set by the new * screen's constructor, they'll happen in the wrong order. Use SM_GainFocus and * SM_LoseFocus, instead. * * SM_LoseFocus is always sent after SM_GainFocus, and vice-versa: you can't gain focus * if you already have it, and you can't lose focus if you don't have it. */ #include "global.h" #include "ScreenManager.h" #include "PrefsManager.h" #include "RageLog.h" #include "RageUtil.h" #include "GameState.h" #include "GameSoundManager.h" #include "RageDisplay.h" #include "SongManager.h" #include "RageTextureManager.h" #include "ThemeManager.h" #include "ScreenSystemLayer.h" ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program // Screen registration static map *g_pmapRegistrees = NULL; void ScreenManager::Register( const CString& sClassName, CreateScreenFn pfn ) { if( g_pmapRegistrees == NULL ) g_pmapRegistrees = new map; map::iterator iter = g_pmapRegistrees->find( sClassName ); ASSERT_M( iter == g_pmapRegistrees->end(), ssprintf("Screen class '%s' already registered.", sClassName.c_str()) ); (*g_pmapRegistrees)[sClassName] = pfn; } ScreenManager::ScreenManager() { m_SystemLayer = NULL; /* By the time this is constructed, THEME has already been set up and set to * the current theme. Call ThemeChanged(), to handle the starting theme * and set up m_SystemLayer. */ ASSERT( THEME ); ASSERT( !THEME->GetCurThemeName().empty() ); this->ThemeChanged(); m_ScreenBuffered = NULL; m_MessageSendOnPop = SM_None; } ScreenManager::~ScreenManager() { LOG->Trace( "ScreenManager::~ScreenManager()" ); EmptyDeleteQueue(); // delete current Screens for( unsigned i=0; iTrace( "ScreenManager::ThemeChanged" ); // reload common sounds m_soundStart.Load( THEME->GetPathS("Common","start") ); m_soundCoin.Load( THEME->GetPathS("Common","coin") ); m_soundInvalid.Load( THEME->GetPathS("Common","invalid") ); m_soundScreenshot.Load( THEME->GetPathS("Common","screenshot") ); m_soundBack.Load( THEME->GetPathS("Common","back") ); // reload system layer SAFE_DELETE( m_SystemLayer ); m_SystemLayer = new ScreenSystemLayer; m_SystemLayer->RefreshCreditsMessages(); } void ScreenManager::EmptyDeleteQueue() { if(!m_ScreensToDelete.size()) return; // delete all ScreensToDelete for( unsigned i=0; iDeleteCachedTextures(); TEXTUREMAN->DiagnosticOutput(); } Screen *ScreenManager::GetTopScreen() { if( m_ScreenStack.empty() ) return NULL; return m_ScreenStack[m_ScreenStack.size()-1]; } void ScreenManager::Update( float fDeltaTime ) { // Only update the topmost screen on the stack. /* Screens take some time to load. If we don't do this, then screens * receive an initial update that includes all of the time they spent * loading, which will chop off their tweens. * * We don't want to simply cap update times; for example, the stage * screen sets a 4 second timer, preps the gameplay screen, and then * displays the prepped screen after the timer runs out; this lets the * load time be masked (as long as the load takes less than 4 seconds). * If we cap that large update delta from the screen load, the update * to load the new screen will come after 4 seconds plus the load time. * * So, let's just zero the first update for every screen. */ ASSERT( !m_ScreenStack.empty() || m_DelayedScreen != "" ); // Why play the game if there is nothing showing? if( !m_ScreenStack.empty() ) { Screen* pScreen = GetTopScreen(); if( pScreen->IsFirstUpdate() ) pScreen->Update( 0 ); else pScreen->Update( fDeltaTime ); } m_SystemLayer->Update( fDeltaTime ); EmptyDeleteQueue(); if(m_DelayedScreen.size() != 0) { /* We have a screen to display. Delete the current screens and load it. */ ClearScreenStack(); EmptyDeleteQueue(); /* This is the purpose of delayed screen loads: clear out the texture cache * now, while there's (mostly) nothing loaded. */ TEXTUREMAN->DeleteCachedTextures(); TEXTUREMAN->DiagnosticOutput(); LoadDelayedScreen(); } } void ScreenManager::Draw() { /* If it hasn't been updated yet, skip the render. We can't call Update(0), since * that'll confuse the "zero out the next update after loading a screen logic. * If we don't render, don't call BeginFrame or EndFrame. That way, we won't * clear the buffer, and we won't wait for vsync. */ if( m_ScreenStack.size() && m_ScreenStack.back()->IsFirstUpdate() ) return; if( !DISPLAY->BeginFrame() ) return; if( !m_ScreenStack.empty() && !m_ScreenStack.back()->IsTransparent() ) // top screen isn't transparent m_ScreenStack.back()->Draw(); else for( unsigned i=0; iDraw(); m_SystemLayer->Draw(); DISPLAY->EndFrame(); } void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ) { // LOG->Trace( "ScreenManager::Input( %d-%d, %d-%d, %d-%d, %d-%d )", // DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col ); // pass input only to topmost state if( !m_ScreenStack.empty() ) m_ScreenStack.back()->Input( DeviceI, type, GameI, MenuI, StyleI ); } Screen* ScreenManager::MakeNewScreen( const CString &sName ) { /* By default, RageSounds handles the song timer. When we change screens, reset this; * screens turn this off in SM_GainFocus if they handle timers themselves (edit). * XXX: screens should turn this on in SM_LoseFocus if they handle timers themselves, too */ SOUND->HandleSongTimer( true ); /* Cleanup song data. This can free up a fair bit of memory, so do it before * creating the new screen, to lower peak memory usage slightly. */ SONGMAN->Cleanup(); RageTimer t; LOG->Trace( "Loading screen name '%s'", sName.c_str() ); CString sClassName = sName; // Look up the class in the metrics group sName if( THEME->HasMetric(sClassName,"Class") ) sClassName = THEME->GetMetric(sClassName,"Class"); map::iterator iter = g_pmapRegistrees->find( sClassName ); ASSERT_M( iter != g_pmapRegistrees->end(), ssprintf("Screen '%s' has an invalid class '%s'",sName.c_str(),sClassName.c_str()) ) CreateScreenFn pfn = iter->second; Screen* ret = pfn( sName ); LOG->Trace( "Loaded '%s' ('%s') in %f", sName.c_str(), sClassName.c_str(), t.GetDeltaTime()); /* Loading probably took a little while. Let's reset stats. This prevents us * from displaying an unnaturally low FPS value, and the next FPS value we * display will be accurate, which makes skips in the initial tween-ins more * apparent. */ DISPLAY->ResetStats(); return ret; } void ScreenManager::PrepNewScreen( const CString &sClassName ) { ASSERT(m_ScreenBuffered == NULL); m_ScreenBuffered = MakeNewScreen(sClassName); } void ScreenManager::LoadPreppedScreen() { ASSERT( m_ScreenBuffered != NULL); SetFromNewScreen( m_ScreenBuffered, false ); m_ScreenBuffered = NULL; } void ScreenManager::DeletePreppedScreen() { SAFE_DELETE( m_ScreenBuffered ); TEXTUREMAN->DeleteCachedTextures(); } /* Remove all screens from the stack, sending a SM_LoseFocus message to the top. * (There's no need to send them to any lower screens; they don't have focus anyway, * and received the message when they actually lost it. */ void ScreenManager::ClearScreenStack() { if( m_ScreenStack.size() ) m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus ); // move current screen(s) to ScreenToDelete m_ScreensToDelete.insert(m_ScreensToDelete.end(), m_ScreenStack.begin(), m_ScreenStack.end()); m_ScreenStack.clear(); } /* Add a screen to m_ScreenStack. If Stack is true, it's added to the stack; otherwise any * current screens are removed. This is the only function that adds to m_ScreenStack. */ void ScreenManager::SetFromNewScreen( Screen *pNewScreen, bool Stack ) { RefreshCreditsMessages(); if( !Stack ) ClearScreenStack(); m_ScreenStack.push_back( pNewScreen ); PostMessageToTopScreen( SM_GainFocus, 0 ); } void ScreenManager::SetNewScreen( const CString &sClassName ) { m_DelayedScreen = sClassName; /* If we're not delaying screen loads, load it now. Otherwise, we'll load * it on the next iteration. Only delay if we already have a screen * loaded; otherwise, there's no reason to delay. */ if(!PREFSMAN->m_bDelayedScreenLoad) // || m_ScreenStack.empty() ) LoadDelayedScreen(); } void ScreenManager::LoadDelayedScreen() { retry: CString sClassName = m_DelayedScreen; m_DelayedScreen = ""; /* If we prepped a screen but didn't use it, nuke it. */ SAFE_DELETE( m_ScreenBuffered ); Screen* pOldTopScreen = m_ScreenStack.empty() ? NULL : m_ScreenStack.back(); // It makes sense that ScreenManager should allocate memory for a new screen since it // deletes it later on. This also convention will reduce includes because screens won't // have to include each other's headers of other screens. Screen* pNewScreen = MakeNewScreen(sClassName); if( pOldTopScreen!=NULL && m_ScreenStack.back()!=pOldTopScreen ) { // While constructing this Screen, it's constructor called // SetNewScreen again! That SetNewScreen Command should // override this older one. SAFE_DELETE( pNewScreen ); return; } if( PREFSMAN->m_bDelayedScreenLoad && m_DelayedScreen != "" ) { /* Same deal: the ctor called SetNewScreen again. Delete the screen * we just made, but don't delay again. */ SAFE_DELETE( pNewScreen ); goto retry; } bool bWasOnSystemMenu = GAMESTATE->m_bIsOnSystemMenu; /* If this is a system menu, don't let the operator key touch it! However, if you add an options screen, please include it here -- Miryokuteki */ if( sClassName == "ScreenOptionsMenu" || sClassName == "ScreenMachineOptions" || sClassName == "ScreenInputOptions" || sClassName == "ScreenGraphicOptions" || sClassName == "ScreenGameplayOptions" || sClassName == "ScreenMapControllers" || sClassName == "ScreenAppearanceOptions" || sClassName == "ScreenEdit" || sClassName == "ScreenEditMenu" || sClassName == "ScreenSoundOptions" ) GAMESTATE->m_bIsOnSystemMenu = true; else GAMESTATE->m_bIsOnSystemMenu = false; // If we're exiting a system menu, persist settings in case we don't exit normally if( bWasOnSystemMenu && !GAMESTATE->m_bIsOnSystemMenu ) PREFSMAN->SaveGlobalPrefsToDisk(); LOG->Trace("... SetFromNewScreen"); SetFromNewScreen( pNewScreen, false ); } void ScreenManager::AddNewScreenToTop( const CString &sClassName, ScreenMessage messageSendOnPop ) { /* Send this before making the new screen, since it might set things that will be re-set * in the new screen's ctor. */ if( m_ScreenStack.size() ) m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus ); Screen* pNewScreen = MakeNewScreen(sClassName); SetFromNewScreen( pNewScreen, true ); m_MessageSendOnPop = messageSendOnPop; } #include "ScreenPrompt.h" #include "ScreenTextEntry.h" #include "ScreenMiniMenu.h" void ScreenManager::Prompt( ScreenMessage SM_SendWhenDone, const CString &sText, bool bYesNo, bool bDefaultAnswer, void(*OnYes)(void*), void(*OnNo)(void*), void* pCallbackData ) { if( m_ScreenStack.size() ) m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus ); // add the new state onto the back of the array Screen *pNewScreen = new ScreenPrompt( sText, bYesNo, bDefaultAnswer, OnYes, OnNo, pCallbackData); SetFromNewScreen( pNewScreen, true ); m_MessageSendOnPop = SM_SendWhenDone; } void ScreenManager::TextEntry( ScreenMessage SM_SendWhenDone, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer), void(*OnCancel)() ) { if( m_ScreenStack.size() ) m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus ); // add the new state onto the back of the array Screen *pNewScreen = new ScreenTextEntry( "ScreenTextEntry", sQuestion, sInitialAnswer, OnOK, OnCancel ); SetFromNewScreen( pNewScreen, true ); m_MessageSendOnPop = SM_SendWhenDone; } void ScreenManager::MiniMenu( Menu* pDef, ScreenMessage SM_SendOnOK, ScreenMessage SM_SendOnCancel ) { if( m_ScreenStack.size() ) m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus ); // add the new state onto the back of the array Screen *pNewScreen = new ScreenMiniMenu( pDef, SM_SendOnOK, SM_SendOnCancel ); SetFromNewScreen( pNewScreen, true ); } void ScreenManager::PopTopScreen( ScreenMessage SM ) { Screen* pScreenToPop = m_ScreenStack.back(); // top menu pScreenToPop->HandleScreenMessage( SM_LoseFocus ); m_ScreenStack.erase(m_ScreenStack.end()-1, m_ScreenStack.end()); m_ScreensToDelete.push_back( pScreenToPop ); /* Post to the new top. This must be done now; otherwise, we'll have a single * frame between popping and these messages, which can result in a frame where eg. * input is accepted where it shouldn't be. Watch out; sending m_MessageSendOnPop * might push another screen (eg. editor menu -> PlayerOptions), which will set * a new m_MessageSendOnPop. */ ScreenMessage MessageToSend = m_MessageSendOnPop; m_MessageSendOnPop = SM_None; SendMessageToTopScreen( SM ); SendMessageToTopScreen( SM_GainFocus ); SendMessageToTopScreen( MessageToSend ); } void ScreenManager::PostMessageToTopScreen( ScreenMessage SM, float fDelay ) { Screen* pTopScreen = m_ScreenStack.back(); pTopScreen->PostScreenMessage( SM, fDelay ); } void ScreenManager::SendMessageToTopScreen( ScreenMessage SM ) { Screen* pTopScreen = m_ScreenStack.back(); pTopScreen->HandleScreenMessage( SM ); } void ScreenManager::SystemMessage( const CString &sMessage ) { LOG->Trace( "%s", sMessage.c_str() ); m_SystemLayer->SystemMessage( sMessage ); } void ScreenManager::SystemMessageNoAnimate( const CString &sMessage ) { // LOG->Trace( "%s", sMessage.c_str() ); // don't log because the caller is likely calling us every frame m_SystemLayer->SystemMessageNoAnimate( sMessage ); } void ScreenManager::RefreshCreditsMessages() { m_SystemLayer->RefreshCreditsMessages(); /* This is called when GAMESTATE->m_bSideIsJoined changes. */ CString joined; FOREACH_PlayerNumber( pn ) { if( GAMESTATE->m_bSideIsJoined[pn] ) { if( joined != "" ) joined += ", "; joined += ssprintf( "P%i", pn+1 ); } } if( joined == "" ) joined = "none"; LOG->MapLog( "JOINED", "Players joined: %s", joined.c_str() ); } void ScreenManager::ReloadCreditsText() { m_SystemLayer->ReloadCreditsText(); } /* Always play these sounds, even if we're in a silent attract loop. */ void ScreenManager::PlayStartSound() { RageSoundParams p; p.m_Volume = PREFSMAN->m_fSoundVolume; m_soundStart.Play( &p ); } void ScreenManager::PlayCoinSound() { RageSoundParams p; p.m_Volume = PREFSMAN->m_fSoundVolume; m_soundCoin.Play( &p ); } void ScreenManager::PlayInvalidSound() { RageSoundParams p; p.m_Volume = PREFSMAN->m_fSoundVolume; m_soundInvalid.Play( &p ); } void ScreenManager::PlayScreenshotSound() { RageSoundParams p; p.m_Volume = PREFSMAN->m_fSoundVolume; m_soundScreenshot.Play( &p ); } void ScreenManager::PlayBackSound() { RageSoundParams p; p.m_Volume = PREFSMAN->m_fSoundVolume; m_soundBack.Play( &p ); } /* * (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. */