/* 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 "ThemeMetric.h" #include "PlayerNumber.h" #include "InputQueue.h" #include "CodeSet.h" #include "LightsManager.h" #include "EnumHelper.h" class InputEventPlus; class Screen; typedef Screen* (*CreateScreenFn)(const RString& sClassName); // Each Screen class should have a REGISTER_SCREEN_CLASS in its CPP file. struct RegisterScreenClass { RegisterScreenClass( const RString &sClassName, CreateScreenFn pfn ); }; #define REGISTER_SCREEN_CLASS( className ) \ static Screen* Create##className( const RString &sName ) { LuaThreadVariable var( "LoadingScreen", sName ); Screen *pRet = new className; pRet->SetName( sName ); Screen::InitScreen( pRet ); return pRet; } \ static RegisterScreenClass register_##className( #className, Create##className ) enum ScreenType { attract, game_menu, gameplay, system_menu, NUM_ScreenType, ScreenType_Invalid }; const RString& ScreenTypeToString( ScreenType st ); LuaDeclareType( ScreenType ); class Screen : public ActorFrame { public: static void InitScreen( Screen *pScreen ); virtual ~Screen(); /* This is called immediately after construction, to allow initializing after all * derived classes exist. (Don't call it directly; use InitScreen.) */ virtual void Init(); // This is called immediately before the screen is used. virtual void BeginScreen(); // This is called when the screen is popped. virtual void EndScreen(); virtual void Update( float fDeltaTime ); virtual bool OverlayInput( const InputEventPlus &input ); virtual void Input( const InputEventPlus &input ); virtual void HandleScreenMessage( const ScreenMessage SM ); void SetLockInputSecs( float f ) { m_fLockInputSecs = f; } void PostScreenMessage( const ScreenMessage SM, float fDelay ); void ClearMessageQueue(); void ClearMessageQueue( const ScreenMessage SM ); // clear of a specific SM virtual ScreenType GetScreenType() const { return ALLOW_OPERATOR_MENU_BUTTON ? game_menu : system_menu; } bool AllowOperatorMenuButton() const { return ALLOW_OPERATOR_MENU_BUTTON; } virtual bool AllowLateJoin() const { return false; } // Lua virtual void PushSelf( lua_State *L ); 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); InputQueueCodeSet m_Codes; ThemeMetric ALLOW_OPERATOR_MENU_BUTTON; ThemeMetric HANDLE_BACK_BUTTON; ThemeMetric REPEAT_RATE; ThemeMetric REPEAT_DELAY; ThemeMetric LIGHTS_MODE; // If left blank, the NextScreen metric will be used. RString m_sNextScreen; RString m_sPrevScreen; ScreenMessage m_smSendOnPop; float m_fLockInputSecs; // If currently between BeginScreen/EndScreen calls: bool m_bRunning; public: RString GetNextScreenName() const; RString GetPrevScreen() const; // let subclass override if they want virtual void MenuUp( const InputEventPlus &input ) { } virtual void MenuDown( const InputEventPlus &input ) { } virtual void MenuLeft( const InputEventPlus &input ) { } virtual void MenuRight( const InputEventPlus &input ) { } virtual void MenuStart( const InputEventPlus &input ) { } virtual void MenuSelect( const InputEventPlus &input ) { } virtual void MenuBack( const InputEventPlus &input ) { } virtual void MenuCoin( const InputEventPlus &input ) { } }; #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. */