/* Screen - Class that holds a screen-full of Actors. */ #ifndef SCREEN_H #define SCREEN_H #include "ActorFrame.h" #include "ScreenMessage.h" #include "InputFilter.h" #include "GameInput.h" #include "MenuInput.h" #include "StyleInput.h" #include "ScreenManager.h" // Each Screen class should have a REGISTER_SCREEN_CLASS in its CPP file. #define REGISTER_SCREEN_CLASS( className ) \ Screen* Create##className( const CString &sName ) { Screen *pRet = new className( sName ); pRet->Init(); return pRet; } \ class Register##className { \ public: \ Register##className() { SCREENMAN->Register(#className,Create##className); } \ }; \ static Register##className register_##className; class Screen : public ActorFrame { public: Screen( CString sName ); // enforce that all screens have m_sName filled in virtual ~Screen(); /* This is called immediately after construction, to allow initializing after all derived classes * exist. */ virtual void Init() { } virtual void Update( float fDeltaTime ); virtual bool OverlayInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); virtual void HandleScreenMessage( const ScreenMessage SM ); void PostScreenMessage( const ScreenMessage SM, float fDelay ); void ClearMessageQueue(); void ClearMessageQueue( const ScreenMessage SM ); // clear of a specific SM bool IsTransparent() const { return m_bIsTransparent; } virtual bool UsesBackground() const { return true; } // override and set false if this screen shouldn't load a background static bool ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); // return true if CoinMode changed static bool JoinInput( const MenuInput &MenuI ); // return true if a player joined protected: // structure for holding messages sent to a Screen struct QueuedScreenMessage { ScreenMessage SM; float fDelayRemaining; }; vector m_QueuedMessages; static bool SortMessagesByDelayRemaining(const QueuedScreenMessage &m1, const QueuedScreenMessage &m2); bool m_bIsTransparent; // screens below us need to be drawn first public: // let subclass override if they want virtual void MenuUp( PlayerNumber pn, const InputEventType type ) { if(type==IET_FIRST_PRESS) MenuUp(pn); } virtual void MenuDown( PlayerNumber pn, const InputEventType type ) { if(type==IET_FIRST_PRESS) MenuDown(pn); } virtual void MenuLeft( PlayerNumber pn, const InputEventType type ) { if(type==IET_FIRST_PRESS) MenuLeft(pn); } virtual void MenuRight( PlayerNumber pn, const InputEventType type ) { if(type==IET_FIRST_PRESS) MenuRight(pn); } virtual void MenuStart( PlayerNumber pn, const InputEventType type ) { if(type==IET_FIRST_PRESS) MenuStart(pn); } virtual void MenuBack( PlayerNumber pn, const InputEventType type ); virtual void MenuCoin( PlayerNumber pn, const InputEventType type ) { if(type==IET_FIRST_PRESS) MenuCoin(pn); } virtual void MenuUp( PlayerNumber pn ) {} virtual void MenuDown( PlayerNumber pn ) {} virtual void MenuLeft( PlayerNumber pn ) {} virtual void MenuRight( PlayerNumber pn ) {} virtual void MenuStart( PlayerNumber pn ) {} virtual void MenuBack( PlayerNumber pn ) {} virtual void MenuCoin( PlayerNumber pn ); }; #endif /* * (c) 2001-2004 Chris Danford * 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. */