#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); /** * @brief Allow registering the screen for easier access. * * 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 ) /** @brief The different types of screens available. */ enum ScreenType { attract, /**< The attract/demo mode, inviting players to play. */ game_menu, /**< The menu screens, where options can be set before playing. */ gameplay, /**< The gameplay screen, where the actual game takes place. */ system_menu, /**< The system/operator menu, where special options are set. */ NUM_ScreenType, /**< The number of screen types. */ ScreenType_Invalid }; const RString& ScreenTypeToString( ScreenType st ); LuaDeclareType( ScreenType ); /** @brief Class that holds a screen-full of Actors. */ class Screen : public ActorFrame { public: static void InitScreen( Screen *pScreen ); virtual ~Screen(); /** * @brief This is called immediately after construction, * to allow initializing after all derived classes exist. * * Don't call it directly; use InitScreen instead. */ virtual void Init(); /** @brief This is called immediately before the screen is used. */ virtual void BeginScreen(); /** @brief 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; } /** * @brief Put the specified message onto the screen for a specified time. * @param SM the message to put on the screen. * @param fDelay The length of time it stays up. */ void PostScreenMessage( const ScreenMessage SM, float fDelay ); /** @brief Clear the entire message queue. */ void ClearMessageQueue(); /** * @brief Clear the message queue of a specific ScreenMessage. * @param SM the specific ScreenMessage to get out of the Queue. */ void ClearMessageQueue( const ScreenMessage SM ); virtual ScreenType GetScreenType() const { return ALLOW_OPERATOR_MENU_BUTTON ? game_menu : system_menu; } bool AllowOperatorMenuButton() const { return ALLOW_OPERATOR_MENU_BUTTON; } /** * @brief Determine if we allow extra players to join in on this screen. * @return false, for players should never be able to join while in progress. */ virtual bool AllowLateJoin() const { return false; } // Lua virtual void PushSelf( lua_State *L ); protected: /** @brief Holds the messages sent to a Screen. */ struct QueuedScreenMessage { /** @brief The message being held. */ ScreenMessage SM; /** @brief How long the message is up. */ float fDelayRemaining; }; /** @brief The list of messages that are sent to a Screen. */ vector m_QueuedMessages; static bool SortMessagesByDelayRemaining(const QueuedScreenMessage &m1, const QueuedScreenMessage &m2); InputQueueCodeSet m_Codes; /** @brief Do we allow the operator menu button to be pressed here? */ ThemeMetric ALLOW_OPERATOR_MENU_BUTTON; /** @brief Do we handle the back button being pressed here? */ ThemeMetric HANDLE_BACK_BUTTON; ThemeMetric REPEAT_RATE; ThemeMetric REPEAT_DELAY; ThemeMetric LIGHTS_MODE; /** * @brief The next screen to go to once this screen is done. * * If this is 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) { } // todo? -aj //virtual void LeftClick(const InputEventPlus &input) { } //virtual void RightClick(const InputEventPlus &input) { } //virtual void MiddleClick(const InputEventPlus &input) { } //virtual void MouseWheelUp(const InputEventPlus &input) { } //virtual void MouseWheelDown(const InputEventPlus &input) { } }; #endif /** * @file * @author Chris Danford (c) 2001-2004 * @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. */