#ifndef SCREEN_H #define SCREEN_H /* ----------------------------------------------------------------------------- Class: Screen Desc: Class representing a game state. It also holds Actors. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "ActorFrame.h" #include "ScreenMessage.h" #include "InputFilter.h" #include "GameInput.h" #include "MenuInput.h" #include "StyleInput.h" class Screen : public ActorFrame { public: Screen( CString sName ); // enforce that all screens have m_sName filled in virtual ~Screen(); virtual void Update( float fDeltaTime ); 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, const float fDelay ); void ClearMessageQueue(); void ClearMessageQueue( const ScreenMessage SM ); // clear of a specific SM bool IsTransparent() const { return m_bIsTransparent; } static Screen* Create( CString sClassName ); 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 DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); // 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 ); private: bool m_FirstUpdate; }; #endif