Files
itgmania212121/stepmania/src/ScreenManager.cpp
T
Glenn Maynard 3a63f5b7ef as well as during load, set LoadingScreen during BeginScreen.
Scripts can already use GetTopScreen to get this.  However, that function
also returns data that may not be what's wanted.  For example, commands
can be run on screens that aren't on top (eg. via broadcasts).  So, using
GetTopScreen as a fallback for LoadingScreen may cause latent bugs;
screens should behave properly even when they're not on top, even if
they're using queued broadcasts to kick off animations, etc.
2006-01-14 05:32:54 +00:00

951 lines
28 KiB
C++

/*
* We maintain a pool of "prepared" screens, which are screens previously loaded
* to be available on demand.
*
* When a screen pops off the stack that's in g_setPersistantScreens, it goes to
* the prepared list. If that screen is used again before it's deleted, it'll be
* reused.
*
* Typically, the first screen in a group will prepare all of the nearby screens it
* may load. When it loads one, the prepared screen will be used.
*
* A group of screens may only want to preload some screens, and not others,
* while still considering those screens part of the same group. For example,
* an attract loop typically has several very lightweight screens and a few
* expensive screens. Preloading the lightweight screens can improve responsiveness,
* but preloading the expensive screens may use too much memory and take too long
* to load all at once. By calling GroupScreen(), entering these screens will not
* trigger cleanup.
*
* Example uses:
* - ScreenOptions1 preloads ScreenOptions2, and persists both. Moving from Options1
* and Options2 and back is instant and reuses both.
* - ScreenMenu groups and persists itself and ScreenSubmenu. ScreenSubmenu
* is not preloaded, so it will be loaded on demand the first time it's used,
* but will remain loaded if it returns to ScreenMenu.
* - ScreenSelectMusic groups itself and ScreenPlayerOptions, and persists only
* ScreenSelectMusic. This will cause SSMusic will be loaded once, and SPO to
* be loaded on demand.
* - ScreenAttract1 preloads and persists ScreenAttract1, 3, 5 and 7, and groups 1
* through 7. 1, 3, 5 and 7 will remain in memory; the rest will be loaded on
* demand.
*
* If a screen is added to the screen stack that isn't in the current screen group
* (added to by GroupScreen), the screen group is reset: all prepared screens are
* unloaded and the persistance list is cleared.
*
* (For persistance, concurrently preparing a screen is logically equivalent
* to SetNewScreen, since it's going to be set after it finishes loading.)
*
* Note that not all screens yet support reuse in this way; proper use of BeginScreen
* is required. This will misbehave if a screen pushes another screen that's already
* in use lower on the stack, but that's not useful; it would allow infinite screen
* recursion.
*
* SM_GainFocus/SM_LoseFocus: These are sent to screens when they become the
* topmost screen, or stop being the topmost screen.
*
* A few subtleties:
*
* With delayed screens (eg. ScreenGameplay being pre-loaded by ScreenStage), SM_GainFocus
* isn't sent until the loaded screen actually is activated (put on the stack).
*
* With normal screen loads, the new screen is loaded before the old screen is destroyed.
* This means that the old dtor is called *after* the new ctor. If some global properties
* (eg. GAMESTATE) are being unset by the old screen's destructor, and set by the new
* screen's constructor, they'll happen in the wrong order. Use SM_GainFocus and
* SM_LoseFocus, instead.
*
* SM_LoseFocus is always sent after SM_GainFocus, and vice-versa: you can't gain focus
* if you already have it, and you can't lose focus if you don't have it.
*/
#include "global.h"
#include "ScreenManager.h"
#include "PrefsManager.h"
#include "RageLog.h"
#include "RageUtil.h"
#include "GameSoundManager.h"
#include "RageDisplay.h"
#include "SongManager.h"
#include "RageTextureManager.h"
#include "ThemeManager.h"
#include "Screen.h"
#include "ScreenDimensions.h"
#include "Foreach.h"
#include "ActorUtil.h"
#include "GameLoop.h"
ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program
static Preference<bool> g_bConcurrentLoading( "ConcurrentLoading", false );
// Screen registration
static map<CString,CreateScreenFn> *g_pmapRegistrees = NULL;
namespace
{
//
// in draw order first to last
//
struct LoadedScreen
{
Screen *m_pScreen;
/* Normally true. If false, the screen is owned by another screen
* and was given to us for use, and it's not ours to free. */
bool m_bDeleteWhenDone;
ScreenMessage m_SendOnPop;
LoadedScreen()
{
m_pScreen = NULL;
m_bDeleteWhenDone = true;
m_SendOnPop = SM_None;
}
};
Actor *g_pSharedBGA; // BGA object that's persistent between screens
vector<LoadedScreen> g_ScreenStack; // bottommost to topmost
vector<Screen*> g_OverlayScreens;
set<CString> g_setGroupedScreens;
set<CString> g_setPersistantScreens;
vector<LoadedScreen> g_vPreparedScreens;
vector<Actor*> g_vPreparedBackgrounds;
/* Add a screen to g_ScreenStack. This is the only function that adds to g_ScreenStack. */
void PushLoadedScreen( const LoadedScreen &ls )
{
// Be sure to push the screen first, so GetTopScreen returns the screen
// during BeginScreen.
g_ScreenStack.push_back( ls );
/* Set the name of the loading screen. */
ActorUtil::ActorParam LoadingScreen( "LoadingScreen", ls.m_pScreen->GetName() );
ls.m_pScreen->BeginScreen();
LoadingScreen.Release();
SCREENMAN->RefreshCreditsMessages();
SCREENMAN->PostMessageToTopScreen( SM_GainFocus, 0 );
}
bool ScreenIsPrepped( const CString &sScreenName )
{
FOREACH( LoadedScreen, g_vPreparedScreens, s )
{
if( s->m_pScreen->GetName() == sScreenName )
return true;
}
return false;
}
/* If the named screen is loaded, remove it from the prepared list and
* return it in ls. */
bool GetPreppedScreen( const CString &sScreenName, LoadedScreen &ls )
{
FOREACH( LoadedScreen, g_vPreparedScreens, s )
{
if( s->m_pScreen->GetName() == sScreenName )
{
ls = *s;
g_vPreparedScreens.erase( s );
return true;
}
}
return false;
}
void BeforeDeleteScreen()
{
/* Deleting a screen can take enough time to cause a frame skip. */
SCREENMAN->ZeroNextUpdate();
}
/* If we're deleting a screen, it's probably releasing texture and other
* resources, so trigger cleanups. */
void AfterDeleteScreen()
{
/* Now that we've actually deleted a screen, it makes sense to clear out
* cached textures. */
TEXTUREMAN->DeleteCachedTextures();
/* Cleanup song data. This can free up a fair bit of memory, so do it after
* deleting screens. */
SONGMAN->Cleanup();
}
/* Take ownership of all screens and backgrounds that are owned by
* us (this excludes screens where m_bDeleteWhenDone is false).
* Clear the prepared lists. The contents of apOut must be
* freed by the caller. */
void GrabPreparedActors( vector<Actor*> &apOut )
{
FOREACH( LoadedScreen, g_vPreparedScreens, s )
if( s->m_bDeleteWhenDone )
apOut.push_back( s->m_pScreen );
g_vPreparedScreens.clear();
FOREACH( Actor*, g_vPreparedBackgrounds, a )
apOut.push_back( *a );
g_vPreparedBackgrounds.clear();
g_setGroupedScreens.clear();
g_setPersistantScreens.clear();
}
/* Called when changing screen groups. Delete all prepared screens,
* reset the screen group and list of persistant screens. */
void DeletePreparedScreens()
{
vector<Actor*> apActorsToDelete;
GrabPreparedActors( apActorsToDelete );
BeforeDeleteScreen();
FOREACH( Actor*, apActorsToDelete, a )
SAFE_DELETE( *a );
AfterDeleteScreen();
}
};
void RegisterScreenClass( const CString& sClassName, CreateScreenFn pfn )
{
if( g_pmapRegistrees == NULL )
g_pmapRegistrees = new map<CString,CreateScreenFn>;
map<CString,CreateScreenFn>::iterator iter = g_pmapRegistrees->find( sClassName );
ASSERT_M( iter == g_pmapRegistrees->end(), ssprintf("Screen class '%s' already registered.", sClassName.c_str()) );
(*g_pmapRegistrees)[sClassName] = pfn;
}
ScreenManager::ScreenManager()
{
g_pSharedBGA = new Actor;
m_bZeroNextUpdate = false;
m_PopTopScreen = SM_Invalid;
m_OnDonePreparingScreen = SM_Invalid;
}
ScreenManager::~ScreenManager()
{
LOG->Trace( "ScreenManager::~ScreenManager()" );
SAFE_DELETE( g_pSharedBGA );
for( unsigned i=0; i<g_ScreenStack.size(); i++ )
{
if( g_ScreenStack[i].m_bDeleteWhenDone )
SAFE_DELETE( g_ScreenStack[i].m_pScreen );
}
DeletePreparedScreens();
for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
SAFE_DELETE( g_OverlayScreens[i] );
}
/* This is called when we start up, and when the theme changes or is reloaded. */
void ScreenManager::ThemeChanged()
{
LOG->Trace( "ScreenManager::ThemeChanged" );
// reload common sounds
m_soundStart.Load( THEME->GetPathS("Common","start") );
m_soundCoin.Load( THEME->GetPathS("Common","coin"), true );
m_soundInvalid.Load( THEME->GetPathS("Common","invalid") );
m_soundScreenshot.Load( THEME->GetPathS("Common","screenshot") );
// reload overlay screens
for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
SAFE_DELETE( g_OverlayScreens[i] );
g_OverlayScreens.clear();
CString sOverlays = THEME->GetMetric( "Common","OverlayScreens" );
vector<CString> asOverlays;
split( sOverlays, ",", asOverlays );
for( unsigned i=0; i<asOverlays.size(); i++ )
{
Screen *pScreen = MakeNewScreen( asOverlays[i] );
g_OverlayScreens.push_back( pScreen );
}
this->RefreshCreditsMessages();
}
Screen *ScreenManager::GetTopScreen()
{
if( g_ScreenStack.empty() )
return NULL;
return g_ScreenStack[g_ScreenStack.size()-1].m_pScreen;
}
bool ScreenManager::IsStackedScreen( const Screen *pScreen ) const
{
/* True if the screen is in the screen stack, but not the first. */
for( unsigned i = 1; i < g_ScreenStack.size(); ++i )
if( g_ScreenStack[i].m_pScreen == pScreen )
return true;
return false;
}
static bool g_bIsConcurrentlyLoading = false;
/* Pop the top screen off the stack, sending SM_LoseFocus messages and
* returning the message the popped screen wants sent to the new top
* screen. Does not send SM_GainFocus. */
ScreenMessage ScreenManager::PopTopScreenInternal( bool bSendLoseFocus )
{
if( g_ScreenStack.empty() )
return SM_None;
LoadedScreen ls = g_ScreenStack.back();
g_ScreenStack.erase( g_ScreenStack.end()-1, g_ScreenStack.end() );
if( bSendLoseFocus )
ls.m_pScreen->HandleScreenMessage( SM_LoseFocus );
if( g_setPersistantScreens.find(ls.m_pScreen->GetName()) != g_setPersistantScreens.end() )
{
/* Move the screen back to the prepared list. */
g_vPreparedScreens.push_back( ls );
}
else
{
if( ls.m_bDeleteWhenDone )
{
BeforeDeleteScreen();
SAFE_DELETE( ls.m_pScreen );
AfterDeleteScreen();
}
}
return ls.m_SendOnPop;
}
void ScreenManager::Update( float fDeltaTime )
{
//
// Pop the top screen, if PopTopScreen was called.
//
if( m_PopTopScreen != SM_Invalid )
{
ScreenMessage SM = m_PopTopScreen;
m_PopTopScreen = SM_Invalid;
ScreenMessage SM2 = PopTopScreenInternal();
SendMessageToTopScreen( SM_GainFocus );
SendMessageToTopScreen( SM );
SendMessageToTopScreen( SM2 );
}
/*
* Screens take some time to load. If we don't do this, then screens
* receive an initial update that includes all of the time they spent
* loading, which will chop off their tweens.
*
* We don't want to simply cap update times; for example, the stage
* screen sets a 4 second timer, preps the gameplay screen, and then
* displays the prepped screen after the timer runs out; this lets the
* load time be masked (as long as the load takes less than 4 seconds).
* If we cap that large update delta from the screen load, the update
* to load the new screen will come after 4 seconds plus the load time.
*
* So, let's just zero the first update for every screen.
*/
ASSERT( !g_ScreenStack.empty() || m_sDelayedScreen != "" ); // Why play the game if there is nothing showing?
Screen* pScreen = g_ScreenStack.empty() ? NULL : GetTopScreen();
bool bFirstUpdate = pScreen && pScreen->IsFirstUpdate();
/* Loading a new screen can take seconds and cause a big jump on the new
* Screen's first update. Clamp the first update delta so that the
* animations don't jump. */
if( pScreen && m_bZeroNextUpdate )
{
LOG->Trace( "Zeroing this update. Was %f", fDeltaTime );
fDeltaTime = 0;
m_bZeroNextUpdate = false;
}
//
// Update screens.
//
{
for( unsigned i=0; i<g_ScreenStack.size(); i++ )
g_ScreenStack[i].m_pScreen->Update( fDeltaTime );
g_pSharedBGA->Update( fDeltaTime );
for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
g_OverlayScreens[i]->Update( fDeltaTime );
}
//
// Handle messages after updating.
//
{
for( unsigned i=0; i<g_ScreenStack.size(); i++ )
g_ScreenStack[i].m_pScreen->ProcessMessages( fDeltaTime );
g_pSharedBGA->ProcessMessages( fDeltaTime );
for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
g_OverlayScreens[i]->ProcessMessages( fDeltaTime );
}
/* The music may be started on the first update. If we're reading from a CD,
* it might not start immediately. Make sure we start playing the sound before
* continuing, since it's strange to start rendering before the music starts. */
if( bFirstUpdate )
SOUND->Flush();
/* If we're currently inside a background screen load, and m_sDelayedScreen
* is set, then the screen called SetNewScreen before we finished preparing.
* Postpone it until we're finished loading. */
if( !IsConcurrentlyLoading() && m_sDelayedScreen.size() != 0 )
{
LoadDelayedScreen();
}
if( !m_sDelayedConcurrentPrepare.empty() )
{
RunConcurrentlyPrepareScreen();
}
}
bool ScreenManager::IsConcurrentlyLoading() const
{
return g_bIsConcurrentlyLoading;
}
void ScreenManager::Draw()
{
/* If it hasn't been updated yet, skip the render. We can't call Update(0), since
* that'll confuse the "zero out the next update after loading a screen logic.
* If we don't render, don't call BeginFrame or EndFrame. That way, we won't
* clear the buffer, and we won't wait for vsync. */
if( g_ScreenStack.size() && g_ScreenStack.back().m_pScreen->IsFirstUpdate() )
return;
if( !DISPLAY->BeginFrame() )
return;
DISPLAY->CameraPushMatrix();
DISPLAY->LoadMenuPerspective( 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_CENTER_X, SCREEN_CENTER_Y );
g_pSharedBGA->Draw();
DISPLAY->CameraPopMatrix();
for( unsigned i=0; i<g_ScreenStack.size(); i++ ) // Draw all screens bottom to top
g_ScreenStack[i].m_pScreen->Draw();
for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
g_OverlayScreens[i]->Draw();
DISPLAY->EndFrame();
}
void ScreenManager::Input( const InputEventPlus &input )
{
// LOG->Trace( "ScreenManager::Input( %d-%d, %d-%d, %d-%d, %d-%d )",
// DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
// First, give overlay screens a shot at the input. If OverlayInput returns
// true, it handled the input, so don't pass it further. OverlayInput could
// probably be merged with Input, but that would require changing all Input
// overloads, as well as all MenuLeft, etc. overloads.
for( unsigned i = 0; i < g_OverlayScreens.size(); ++i )
{
Screen *pScreen = g_OverlayScreens[i];
if( pScreen->OverlayInput(input) )
return;
}
// Pass input to the topmost screen. If we have a new top screen pending, don't
// send to the old screen, but do send to overlay screens.
if( m_sDelayedScreen != "" )
return;
if( !g_ScreenStack.empty() )
g_ScreenStack.back().m_pScreen->Input( input );
}
/* Just create a new screen; don't do any associated cleanup. */
Screen* ScreenManager::MakeNewScreen( const CString &sScreenName )
{
RageTimer t;
LOG->Trace( "Loading screen name '%s'", sScreenName.c_str() );
CString sClassName = THEME->GetMetric(sScreenName,"Class");
map<CString,CreateScreenFn>::iterator iter = g_pmapRegistrees->find( sClassName );
ASSERT_M( iter != g_pmapRegistrees->end(), ssprintf("Screen '%s' has an invalid class '%s'",sScreenName.c_str(),sClassName.c_str()) );
this->ZeroNextUpdate();
CreateScreenFn pfn = iter->second;
Screen* ret = pfn( sScreenName );
LOG->Trace( "Loaded '%s' ('%s') in %f", sScreenName.c_str(), sClassName.c_str(), t.GetDeltaTime());
return ret;
}
void ScreenManager::PrepareScreen( const CString &sScreenName )
{
// If the screen is already prepared, stop.
if( ScreenIsPrepped(sScreenName) )
return;
Screen* pNewScreen = MakeNewScreen(sScreenName);
{
LoadedScreen ls;
ls.m_pScreen = pNewScreen;
g_vPreparedScreens.push_back( ls );
}
/* Don't delete previously prepared versions of the screen's background,
* and only prepare it if it's different than the current background
* and not already loaded. */
CString sNewBGA;
if( pNewScreen->UsesBackground() )
sNewBGA = THEME->GetPathB(sScreenName,"background");
if( !sNewBGA.empty() && sNewBGA != g_pSharedBGA->GetName() )
{
Actor *pNewBGA = NULL;
FOREACH( Actor*, g_vPreparedBackgrounds, a )
{
if( (*a)->GetName() == sNewBGA )
{
pNewBGA = *a;
break;
}
}
// Create the new background before deleting the previous so that we keep
// any common textures loaded.
if( pNewBGA == NULL )
{
LOG->Trace( "Loading screen background \"%s\"", sNewBGA.c_str() );
Actor *pActor = ActorUtil::MakeActor( sNewBGA );
pActor->SetName( sNewBGA );
g_vPreparedBackgrounds.push_back( pActor );
}
}
TEXTUREMAN->DiagnosticOutput();
}
void ScreenManager::GroupScreen( const CString &sScreenName )
{
g_setGroupedScreens.insert( sScreenName );
}
void ScreenManager::PersistantScreen( const CString &sScreenName )
{
g_setPersistantScreens.insert( sScreenName );
}
bool ScreenManager::ConcurrentlyPrepareScreen( const CString &sScreenName, ScreenMessage SM )
{
ASSERT_M( m_sDelayedConcurrentPrepare == "", m_sDelayedConcurrentPrepare );
if( !g_bConcurrentLoading || !DISPLAY->SupportsThreadedRendering() )
return false;
LOG->Trace( "ConcurrentlyPrepareScreen(%s)", sScreenName.c_str() );
ASSERT( !IsConcurrentlyLoading() );
m_sDelayedConcurrentPrepare = sScreenName;
m_OnDonePreparingScreen = SM;
return true;
}
void ScreenManager::RunConcurrentlyPrepareScreen()
{
/* Don't call BackgroundPrepareScreen() from within another background load. */
ASSERT( !IsConcurrentlyLoading() );
CString sScreenName = m_sDelayedConcurrentPrepare;
m_sDelayedConcurrentPrepare = "";
ScreenMessage SM = m_OnDonePreparingScreen;
m_OnDonePreparingScreen = SM_None;
/* If the screen is already prepared, we're all set. */
if( ScreenIsPrepped(sScreenName) )
{
SendMessageToTopScreen( SM );
return;
}
g_bIsConcurrentlyLoading = true;
StartConcurrentRendering();
if( g_setGroupedScreens.find(sScreenName) == g_setGroupedScreens.end() )
DeletePreparedScreens();
PrepareScreen( sScreenName );
FinishConcurrentRendering();
g_bIsConcurrentlyLoading = false;
LOG->Trace( "Concurrent prepare of %s finished", sScreenName.c_str() );
/* We're done. Send the message. The screen is allowed to start
* another concurrent prepare from this message. */
SendMessageToTopScreen( SM );
}
void ScreenManager::PushScreen( Screen *pNewScreen, bool bDeleteWhenDone, ScreenMessage SendOnPop )
{
if( g_ScreenStack.size() )
g_ScreenStack.back().m_pScreen->HandleScreenMessage( SM_LoseFocus );
LoadedScreen ls;
ls.m_pScreen = pNewScreen;
ls.m_bDeleteWhenDone = bDeleteWhenDone;
ls.m_SendOnPop = SendOnPop;
PushLoadedScreen( ls );
}
void ScreenManager::SetNewScreen( const CString &sScreenName )
{
ASSERT( sScreenName != "" );
m_sDelayedScreen = sScreenName;
}
void ScreenManager::LoadDelayedScreen()
{
const bool bWasOnSystemMenu = !g_ScreenStack.empty() && g_ScreenStack.back().m_pScreen->GetScreenType() == system_menu;
CString sScreenName = m_sDelayedScreen;
m_sDelayedScreen = "";
// Pop the top screen, if any.
ScreenMessage SM = PopTopScreenInternal();
/* We have a screen to display. Delete the current screens and load it.
* If DelayedScreenLoad is true and the screen isn't already loaded, delete
* old screens first; this lowers memory requirements, but results in
* redundant loads as we unload common data. (If the screen is already
* loaded, then do this cleanup later; otherwise we'll delete the prepared
* screen.) */
bool bTimeToDeleteScreens = (g_setGroupedScreens.find(sScreenName) == g_setGroupedScreens.end());
vector<Actor*> apActorsToDelete;
if( bTimeToDeleteScreens && !ScreenIsPrepped(sScreenName) )
{
if( PREFSMAN->m_bDelayedScreenLoad )
{
DeletePreparedScreens();
}
else
{
/* Since DelayedScreenLoad is false, we want to keep the
* old screens in memory until we finish loading the new
* ones, in order to prevent unloading assets and then
* immediately reloading them. However, since the
* screen isn't in the current group, we must remove
* it from the pool before loading the new screen. */
GrabPreparedActors( apActorsToDelete );
}
}
// Load the screen, if it's not already prepared.
PrepareScreen( sScreenName );
//
// Find the prepped screen.
//
LoadedScreen ls;
bool b = GetPreppedScreen( sScreenName, ls );
ASSERT( b );
if( m_sDelayedScreen != "" )
{
// While constructing this Screen, its constructor called
// SetNewScreen again! That SetNewScreen Command should
// override this older one.
// This is no longer allowed. Instead, figure out which screen
// you really wanted in the first place with Lua, and don't waste
// time constructing an extra screen.
FAIL_M( ssprintf("%s, %s", sScreenName.c_str(), m_sDelayedScreen.c_str()) );
}
// Find the prepared shared background (if any), and activate it.
CString sNewBGA;
if( ls.m_pScreen->UsesBackground() )
sNewBGA = THEME->GetPathB(sScreenName,"background");
if( sNewBGA != g_pSharedBGA->GetName() )
{
Actor *pNewBGA = NULL;
if( sNewBGA.empty() )
pNewBGA = new Actor;
else
{
FOREACH( Actor*, g_vPreparedBackgrounds, a )
{
if( (*a)->GetName() == sNewBGA )
{
pNewBGA = *a;
g_vPreparedBackgrounds.erase( a );
break;
}
}
}
ASSERT( pNewBGA != NULL );
/* Move the old background back to the prepared list, or delete it if
* it's a blank actor. */
if( g_pSharedBGA->GetName() == "" )
delete g_pSharedBGA;
else
g_vPreparedBackgrounds.push_back( g_pSharedBGA );
g_pSharedBGA = pNewBGA;
g_pSharedBGA->PlayCommand( "On" );
}
bool bIsOnSystemMenu = ls.m_pScreen->GetScreenType() == system_menu;
// If we're exiting a system menu, persist settings in case we don't exit normally
if( bWasOnSystemMenu && !bIsOnSystemMenu )
PREFSMAN->SavePrefsToDisk();
if( !apActorsToDelete.empty() )
{
BeforeDeleteScreen();
FOREACH( Actor*, apActorsToDelete, a )
SAFE_DELETE( *a );
AfterDeleteScreen();
}
LOG->Trace("... PushScreen");
PushLoadedScreen( ls );
SendMessageToTopScreen( SM );
}
void ScreenManager::AddNewScreenToTop( const CString &sScreenName, ScreenMessage SendOnPop )
{
// Load the screen, if it's not already prepared.
PrepareScreen( sScreenName );
// Find the prepped screen.
LoadedScreen ls;
bool b = GetPreppedScreen( sScreenName, ls );
ASSERT( b );
ls.m_SendOnPop = SendOnPop;
if( g_ScreenStack.size() )
g_ScreenStack.back().m_pScreen->HandleScreenMessage( SM_LoseFocus );
PushLoadedScreen( ls );
}
void ScreenManager::PopTopScreen( ScreenMessage SM )
{
ASSERT( g_ScreenStack.size() > 0 );
m_PopTopScreen = SM;
}
/* Clear the screen stack; only used before major, unusual state changes,
* such as resetting the game or jumping to the service menu. Don't call
* from inside a screen. */
void ScreenManager::PopAllScreens()
{
if( g_ScreenStack.empty() )
return;
/* Make sure only the top screen receives LoseFocus. */
bool bFirst = true;
while( !g_ScreenStack.empty() )
{
PopTopScreenInternal( bFirst );
bFirst = false;
}
}
void ScreenManager::PostMessageToTopScreen( ScreenMessage SM, float fDelay )
{
Screen* pTopScreen = GetTopScreen();
if( pTopScreen != NULL )
pTopScreen->PostScreenMessage( SM, fDelay );
}
void ScreenManager::SendMessageToTopScreen( ScreenMessage SM )
{
Screen* pTopScreen = GetTopScreen();
if( pTopScreen != NULL )
pTopScreen->HandleScreenMessage( SM );
}
void ScreenManager::SystemMessage( const CString &sMessage )
{
m_sSystemMessage = sMessage;
LOG->Trace( "%s", sMessage.c_str() );
MESSAGEMAN->Broadcast( "SystemMessage" );
}
void ScreenManager::SystemMessageNoAnimate( const CString &sMessage )
{
// LOG->Trace( "%s", sMessage.c_str() ); // don't log because the caller is likely calling us every frame
m_sSystemMessage = sMessage;
MESSAGEMAN->Broadcast( "SystemMessageNoAnimate" );
}
void ScreenManager::HideSystemMessage()
{
MESSAGEMAN->Broadcast( "HideSystemMessage" );
}
void ScreenManager::RefreshCreditsMessages()
{
MESSAGEMAN->Broadcast( "RefreshCreditText" );
/* This is called when GAMESTATE->m_bSideIsJoined changes. */
CString joined;
FOREACH_HumanPlayer( pn )
{
if( joined != "" )
joined += ", ";
joined += ssprintf( "P%i", pn+1 );
}
if( joined == "" )
joined = "none";
LOG->MapLog( "JOINED", "Players joined: %s", joined.c_str() );
}
void ScreenManager::ZeroNextUpdate()
{
if( !IsConcurrentlyLoading() )
{
LOG->Trace("ScreenManager::ZeroNextUpdate");
m_bZeroNextUpdate = true;
/* Loading probably took a little while. Let's reset stats. This prevents us
* from displaying an unnaturally low FPS value, and the next FPS value we
* display will be accurate, which makes skips in the initial tween-ins more
* apparent. */
DISPLAY->ResetStats();
}
}
void ScreenManager::PlayInvalidSound()
{
RageSoundParams p;
p.m_bIsCriticalSound = true;
m_soundInvalid.Play( &p );
}
/* Always play these sounds, even if we're in a silent attract loop. */
void ScreenManager::PlayStartSound()
{
RageSoundParams p;
p.m_bIsCriticalSound = true;
m_soundStart.Play( &p );
}
void ScreenManager::PlayCoinSound()
{
RageSoundParams p;
p.m_bIsCriticalSound = true;
m_soundCoin.Play( &p );
}
void ScreenManager::PlayScreenshotSound()
{
RageSoundParams p;
p.m_bIsCriticalSound = true;
m_soundScreenshot.Play( &p );
}
void ScreenManager::PlaySharedBackgroundOffCommand()
{
g_pSharedBGA->PlayCommand("Off");
}
// lua start
#include "LuaBinding.h"
class LunaScreenManager: public Luna<ScreenManager>
{
public:
LunaScreenManager() { LUA->Register( Register ); }
// Note: PrepareScreen binding is not allowed; loading data inside
// Lua causes the Lua lock to be held for the duration of the load,
// which blocks concurrent rendering
static int SetNewScreen( T* p, lua_State *L ) { p->SetNewScreen( SArg(1) ); return 0; }
static int GetTopScreen( T* p, lua_State *L )
{
Actor *pScreen = p->GetTopScreen();
if( pScreen != NULL )
pScreen->PushSelf(L);
else
lua_pushnil( L );
return 1;
}
static int SystemMessage( T* p, lua_State *L ) { p->SystemMessage( SArg(1) ); return 0; }
static void Register(lua_State *L)
{
ADD_METHOD( SetNewScreen );
ADD_METHOD( GetTopScreen );
ADD_METHOD( SystemMessage );
Luna<T>::Register( L );
// Add global singleton if constructed already. If it's not constructed yet,
// then we'll register it later when we reinit Lua just before
// initializing the display.
if( SCREENMAN )
{
lua_pushstring(L, "SCREENMAN");
SCREENMAN->PushSelf( L );
lua_settable(L, LUA_GLOBALSINDEX);
}
}
};
LUA_REGISTER_CLASS( ScreenManager )
// lua end
/*
* (c) 2001-2003 Chris Danford, Glenn Maynard
* 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.
*/