c382823488
old screen. This means that we may unload resources when we'll need them immediately, but lowers the memory usage peak considerably for very low-memory machines.
73 lines
2.1 KiB
C++
73 lines
2.1 KiB
C++
#ifndef SCREENMANAGER_H
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#define SCREENMANAGER_H
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/*
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-----------------------------------------------------------------------------
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Class: ScreenManager
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Desc: Manager/container for Screens.
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Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
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Chris Danford
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Glenn Maynard
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-----------------------------------------------------------------------------
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*/
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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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class Screen;
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struct Menu;
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class ScreenSystemLayer;
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class ScreenManager
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{
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public:
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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 PrepNewScreen( CString sClassName );
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void LoadPreppedScreen();
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void DeletePreppedScreen();
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void SetNewScreen( CString sClassName );
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void AddNewScreenToTop( CString sClassName );
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void Prompt( ScreenMessage SM_SendWhenDone, CString sText, bool bYesNo = false, bool bDefaultAnswer = false, void(*OnYes)() = NULL, void(*OnNo)() = NULL );
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void TextEntry( ScreenMessage SM_SendWhenDone, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer) = NULL, void(*OnCanel)() = NULL );
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void MiniMenu( Menu* pDef, ScreenMessage SM_SendOnOK, ScreenMessage SM_SendOnCancel = SM_None );
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void PopTopScreen( ScreenMessage SM = SM_RegainingFocus );
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void SystemMessage( 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 EmptyDeleteQueue();
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void LoadDelayedScreen();
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private:
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vector<Screen*> m_ScreenStack; // bottommost to topmost
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vector<Screen*> m_ScreensToDelete;
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Screen *m_ScreenBuffered;
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ScreenSystemLayer *m_SystemLayer;
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Screen* MakeNewScreen( CString sClassName );
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void SetNewScreen( Screen *pNewScreen );
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CString m_DelayedScreen;
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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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