Files
itgmania212121/stepmania/src/ScreenManager.h
T

169 lines
5.5 KiB
C++

/* ScreenManager - Manager/container for Screens. */
#ifndef ScreenManager_H
#define ScreenManager_H
#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 BGAnimation;
struct lua_State;
enum PromptType
{
PROMPT_OK,
PROMPT_YES_NO,
PROMPT_YES_NO_CANCEL
};
enum PromptAnswer
{
ANSWER_YES,
ANSWER_NO,
ANSWER_CANCEL,
NUM_PROMPT_ANSWERS
};
typedef Screen* (*CreateScreenFn)(const CString& sClassName);
class ScreenManager
{
public:
// Every screen should register its class at program initialization.
static void Register( const CString& sClassName, CreateScreenFn pfn );
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 PrepareScreen( const CString &sScreenName ); // creates and caches screen so that the next call to SetNewScreen for the prep'd screen will be very quick.
void DeletePreparedScreens();
void SetNewScreen( const CString &sName );
void AddNewScreenToTop( const CString &sName );
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 );
void TextEntry(
ScreenMessage smSendOnPop,
CString sQuestion,
CString sInitialAnswer,
int iMaxInputLength,
bool(*Validate)(CString sAnswer,CString &sErrorOut) = NULL,
void(*OnOK)(CString sAnswer) = NULL,
void(*OnCanel)() = NULL,
bool bPassword = false
);
void Password( ScreenMessage smSendOnPop, const CString &sQuestion, void(*OnOK)(CString sPassword) = NULL, void(*OnCanel)() = NULL )
{
TextEntry( smSendOnPop, sQuestion, "", 255, NULL, OnOK, OnCanel, true );
}
void MiniMenu( Menu* pDef, ScreenMessage smSendOnOK, ScreenMessage smSendOnCancel = SM_None );
void PopTopScreen( ScreenMessage SM );
void SystemMessage( const CString &sMessage );
void SystemMessageNoAnimate( const CString &sMessage );
void PostMessageToTopScreen( ScreenMessage SM, float fDelay );
void SendMessageToTopScreen( ScreenMessage SM );
void RefreshCreditsMessages();
void ThemeChanged();
CString GetCurrentSystemMessage() const { return m_sSystemMessage; }
Screen *GetTopScreen();
/* Return true if the given screen is in the main screen stack, but not the bottommost
* screen. If true, the screen should usually exit by popping itself, not by loading
* another screen. */
bool IsStackedScreen( const Screen *pScreen ) const;
// Lua
void PushSelf( lua_State *L );
//
// in draw order first to last
//
Actor *m_pSharedBGA; // BGA object that's persistent between screens
void PlaySharedBackgroundOffCommand();
void ZeroNextUpdate() { m_bZeroNextUpdate = true; }
private:
vector<Screen*> m_ScreenStack; // bottommost to topmost
vector<Screen*> m_OverlayScreens;
Screen *m_pInputFocus; // NULL = top of m_ScreenStack
CString m_sLastLoadedBackgroundPath;
CString m_sDelayedScreen;
CString m_sSystemMessage;
vector<Screen*> m_vPreparedScreens;
vector<Screen*> m_vScreensToDelete;
// Set this to true anywhere we create of delete objects. These
// operations take a long time, and will cause a skip on the next update.
bool m_bZeroNextUpdate;
Screen* MakeNewScreen( const CString &sName );
Screen* MakeNewScreenInternal( const CString &sName );
void SetFromNewScreen( Screen *pNewScreen, bool Stack );
void ClearScreenStack();
void EmptyDeleteQueue();
void LoadDelayedScreen();
// 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();
private:
RageSound m_soundStart;
RageSound m_soundCoin;
RageSound m_soundInvalid;
RageSound m_soundScreenshot;
};
extern ScreenManager* SCREENMAN; // global and accessable from anywhere in our program
#endif
/*
* (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.
*/