#ifndef SCREENMANAGER_H #define SCREENMANAGER_H /* ----------------------------------------------------------------------------- Class: ScreenManager Desc: Manager/container for Screens. Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved. Chris Danford Glenn Maynard ----------------------------------------------------------------------------- */ #include "RageInputDevice.h" #include "ScreenMessage.h" #include "InputFilter.h" #include "GameInput.h" #include "MenuInput.h" #include "StyleInput.h" #include "BitmapText.h" #include "RageSound.h" class Screen; struct Menu; class ScreenSystemLayer; class ScreenManager { public: ScreenManager(); ~ScreenManager(); // pass these messages along to the current state void Update( float fDeltaTime ); void Draw(); void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); void PrepNewScreen( CString sClassName ); void LoadPreppedScreen(); void DeletePreppedScreen(); void SetNewScreen( CString sClassName ); void AddNewScreenToTop( CString sClassName, ScreenMessage messageSendOnPop ); void Prompt( ScreenMessage SM_SendWhenDone, CString sText, bool bYesNo = false, bool bDefaultAnswer = false, void(*OnYes)(void*) = NULL, void(*OnNo)(void*) = NULL, void* pCallbackData = NULL ); void TextEntry( ScreenMessage SM_SendWhenDone, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer) = NULL, void(*OnCanel)() = NULL ); void MiniMenu( Menu* pDef, ScreenMessage SM_SendOnOK, ScreenMessage SM_SendOnCancel = SM_None ); void PopTopScreen( ScreenMessage SM = SM_None ); void SystemMessage( CString sMessage ); void SystemMessageNoAnimate( CString sMessage ); void PostMessageToTopScreen( ScreenMessage SM, float fDelay ); void SendMessageToTopScreen( ScreenMessage SM ); void ReloadCreditsText(); void RefreshCreditsMessages(); void EmptyDeleteQueue(); void LoadDelayedScreen(); Screen *GetTopScreen(); private: vector m_ScreenStack; // bottommost to topmost ScreenMessage m_MessageSendOnPop; vector m_ScreensToDelete; Screen *m_ScreenBuffered; ScreenSystemLayer *m_SystemLayer; Screen* MakeNewScreen( CString sClassName ); void SetFromNewScreen( Screen *pNewScreen, bool Stack ); CString m_DelayedScreen; void ClearScreenStack(); // 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 PlayInvalidSound(); void PlayScreenshotSound(); void PlayBackSound(); private: RageSound m_soundStart; RageSound m_soundCoin; RageSound m_soundInvalid; RageSound m_soundScreenshot; RageSound m_soundBack; }; extern ScreenManager* SCREENMAN; // global and accessable from anywhere in our program #endif