#ifndef SCREEN_MANAGER_H #define SCREEN_MANAGER_H #include "ScreenMessage.h" #include "RageSound.h" #include "PlayerNumber.h" #include class Actor; class Screen; struct Menu; struct lua_State; class InputEventPlus; /** @brief Manager/container for Screens. */ class ScreenManager { public: ScreenManager(); ~ScreenManager(); // pass these messages along to the current state void Update( float fDeltaTime ); void Draw(); void Input( const InputEventPlus &input ); // Main screen stack management void SetNewScreen( const RString &sName ); void AddNewScreenToTop( const RString &sName, ScreenMessage SendOnPop=SM_None ); /** * @brief Create and cache the requested Screen. * * This is so that the next call to SetNewScreen for this Screen * will be very quick. * @param sScreenName the Screen to prepare. */ void PrepareScreen( const RString &sScreenName ); void GroupScreen( const RString &sScreenName ); void PersistantScreen( const RString &sScreenName ); void PopTopScreen( ScreenMessage SM ); void PopAllScreens(); Screen *GetTopScreen(); Screen *GetScreen( int iPosition ); bool AllowOperatorMenuButton() const; bool IsScreenNameValid(RString const& name) const; // System messages void SystemMessage( const RString &sMessage ); void SystemMessageNoAnimate( const RString &sMessage ); void HideSystemMessage(); // Screen messages void PostMessageToTopScreen( ScreenMessage SM, float fDelay ); void SendMessageToTopScreen( ScreenMessage SM ); void RefreshCreditsMessages(); void ThemeChanged(); void ReloadOverlayScreens(); void ReloadOverlayScreensAfterInputFinishes(); /** * @brief Is this Screen in the main Screen stack, but not the bottommost Screen? * * If this function returns true, the screen should exit by popping * itself, not by loading another Screen. * @param pScreen the Screen to check. * @return true if it's on the stack while not on the bottom, or false otherwise. */ bool IsStackedScreen( const Screen *pScreen ) const; bool get_input_redirected(PlayerNumber pn); void set_input_redirected(PlayerNumber pn, bool redir); // Lua void PushSelf( lua_State *L ); void PlaySharedBackgroundOffCommand(); void ZeroNextUpdate(); private: Screen *m_pInputFocus; // nullptr = top of m_ScreenStack // Screen loads, removals, and concurrent prepares are delayed until the next update. RString m_sDelayedScreen; RString m_sDelayedConcurrentPrepare; ScreenMessage m_OnDonePreparingScreen; ScreenMessage m_PopTopScreen; // Set this to true anywhere we create of delete objects. These // operations take a long time, and will cause a skip on the next update. bool m_bZeroNextUpdate; // This exists so the debug overlay can reload the overlay screens without seg faulting. // It's "AfterInput" because the debug overlay carries out actions in Input. bool m_bReloadOverlayScreensAfterInput; Screen *MakeNewScreen( const RString &sName ); void LoadDelayedScreen(); bool ActivatePreparedScreenAndBackground( const RString &sScreenName ); ScreenMessage PopTopScreenInternal( bool bSendLoseFocus = true ); // 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 PlayCancelSound(); void PlayInvalidSound(); void PlayScreenshotSound(); private: RageSound m_soundStart; /** @brief The sound played when a coin has been put into the machine. */ RageSound m_soundCoin; RageSound m_soundCancel; RageSound m_soundInvalid; /** @brief The sound played when a Player wishes to take a picture of their Score. */ RageSound m_soundScreenshot; }; extern ScreenManager* SCREENMAN; // global and accessible from anywhere in our program #endif /** * @file * @author Chris Danford, Glenn Maynard (c) 2001-2003 * @section LICENSE * 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. */