169 lines
5.5 KiB
C++
169 lines
5.5 KiB
C++
/* ScreenManager - Manager/container for Screens. */
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#ifndef ScreenManager_H
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#define ScreenManager_H
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#include "RageInputDevice.h"
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#include "ScreenMessage.h"
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#include "InputFilter.h"
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#include "GameInput.h"
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#include "MenuInput.h"
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#include "StyleInput.h"
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#include "BitmapText.h"
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#include "RageSound.h"
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class Screen;
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struct Menu;
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class BGAnimation;
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struct lua_State;
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enum PromptType
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{
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PROMPT_OK,
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PROMPT_YES_NO,
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PROMPT_YES_NO_CANCEL
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};
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enum PromptAnswer
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{
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ANSWER_YES,
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ANSWER_NO,
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ANSWER_CANCEL,
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NUM_PROMPT_ANSWERS
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};
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typedef Screen* (*CreateScreenFn)(const CString& sClassName);
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class ScreenManager
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{
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public:
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// Every screen should register its class at program initialization.
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static void Register( const CString& sClassName, CreateScreenFn pfn );
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ScreenManager();
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~ScreenManager();
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// pass these messages along to the current state
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void Update( float fDeltaTime );
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void Draw();
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void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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void PrepareScreen( const CString &sScreenName ); // creates and caches screen so that the next call to SetNewScreen for the prep'd screen will be very quick.
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void DeletePreparedScreens();
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void SetNewScreen( const CString &sName );
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void AddNewScreenToTop( const CString &sName );
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void Prompt( ScreenMessage smSendOnPop, const CString &sText, PromptType type = PROMPT_OK, PromptAnswer defaultAnswer = ANSWER_NO, void(*OnYes)(void*) = NULL, void(*OnNo)(void*) = NULL, void* pCallbackData = NULL );
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void TextEntry(
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ScreenMessage smSendOnPop,
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CString sQuestion,
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CString sInitialAnswer,
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int iMaxInputLength,
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bool(*Validate)(CString sAnswer,CString &sErrorOut) = NULL,
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void(*OnOK)(CString sAnswer) = NULL,
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void(*OnCanel)() = NULL,
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bool bPassword = false
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);
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void Password( ScreenMessage smSendOnPop, const CString &sQuestion, void(*OnOK)(CString sPassword) = NULL, void(*OnCanel)() = NULL )
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{
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TextEntry( smSendOnPop, sQuestion, "", 255, NULL, OnOK, OnCanel, true );
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}
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void MiniMenu( Menu* pDef, ScreenMessage smSendOnOK, ScreenMessage smSendOnCancel = SM_None );
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void PopTopScreen( ScreenMessage SM );
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void SystemMessage( const CString &sMessage );
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void SystemMessageNoAnimate( const CString &sMessage );
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void PostMessageToTopScreen( ScreenMessage SM, float fDelay );
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void SendMessageToTopScreen( ScreenMessage SM );
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void RefreshCreditsMessages();
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void ThemeChanged();
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CString GetCurrentSystemMessage() const { return m_sSystemMessage; }
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Screen *GetTopScreen();
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/* Return true if the given screen is in the main screen stack, but not the bottommost
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* screen. If true, the screen should usually exit by popping itself, not by loading
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* another screen. */
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bool IsStackedScreen( const Screen *pScreen ) const;
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// Lua
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void PushSelf( lua_State *L );
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//
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// in draw order first to last
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//
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Actor *m_pSharedBGA; // BGA object that's persistent between screens
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void PlaySharedBackgroundOffCommand();
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void ZeroNextUpdate() { m_bZeroNextUpdate = true; }
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private:
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vector<Screen*> m_ScreenStack; // bottommost to topmost
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vector<Screen*> m_OverlayScreens;
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Screen *m_pInputFocus; // NULL = top of m_ScreenStack
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CString m_sLastLoadedBackgroundPath;
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CString m_sDelayedScreen;
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CString m_sSystemMessage;
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vector<Screen*> m_vPreparedScreens;
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vector<Screen*> m_vScreensToDelete;
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// Set this to true anywhere we create of delete objects. These
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// operations take a long time, and will cause a skip on the next update.
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bool m_bZeroNextUpdate;
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Screen* MakeNewScreen( const CString &sName );
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Screen* MakeNewScreenInternal( const CString &sName );
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void SetFromNewScreen( Screen *pNewScreen, bool Stack );
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void ClearScreenStack();
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void EmptyDeleteQueue();
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void LoadDelayedScreen();
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// Keep these sounds always loaded, because they could be
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// played at any time. We want to eliminate SOUND->PlayOnce
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public:
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void PlayStartSound();
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void PlayCoinSound();
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void PlayInvalidSound();
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void PlayScreenshotSound();
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private:
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RageSound m_soundStart;
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RageSound m_soundCoin;
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RageSound m_soundInvalid;
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RageSound m_soundScreenshot;
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};
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extern ScreenManager* SCREENMAN; // global and accessable from anywhere in our program
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#endif
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/*
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* (c) 2001-2003 Chris Danford, Glenn Maynard
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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