940 lines
28 KiB
C++
940 lines
28 KiB
C++
/*
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* We maintain a pool of "prepared" screens, which are screens previously loaded
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* to be available on demand.
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*
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* When a screen pops off the stack that's in g_setPersistantScreens, it goes to
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* the prepared list. If that screen is used again before it's deleted, it'll be
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* reused.
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*
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* Typically, the first screen in a group will prepare all of the nearby screens it
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* may load. When it loads one, the prepared screen will be used.
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*
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* A group of screens may only want to preload some screens, and not others,
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* while still considering those screens part of the same group. For example,
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* an attract loop typically has several very lightweight screens and a few
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* expensive screens. Preloading the lightweight screens can improve responsiveness,
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* but preloading the expensive screens may use too much memory and take too long
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* to load all at once. By calling GroupScreen(), entering these screens will not
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* trigger cleanup.
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*
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* Example uses:
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* - ScreenOptions1 preloads ScreenOptions2, and persists both. Moving from Options1
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* and Options2 and back is instant and reuses both.
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* - ScreenMenu groups and persists itself and ScreenSubmenu. ScreenSubmenu
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* is not preloaded, so it will be loaded on demand the first time it's used,
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* but will remain loaded if it returns to ScreenMenu.
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* - ScreenSelectMusic groups itself and ScreenPlayerOptions, and persists only
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* ScreenSelectMusic. This will cause SSMusic will be loaded once, and SPO to
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* be loaded on demand.
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* - ScreenAttract1 preloads and persists ScreenAttract1, 3, 5 and 7, and groups 1
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* through 7. 1, 3, 5 and 7 will remain in memory; the rest will be loaded on
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* demand.
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*
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* If a screen is added to the screen stack that isn't in the current screen group
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* (added to by GroupScreen), the screen group is reset: all prepared screens are
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* unloaded and the persistance list is cleared.
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*
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* Note that not all screens yet support reuse in this way; proper use of BeginScreen
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* is required. This will misbehave if a screen pushes another screen that's already
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* in use lower on the stack, but that's not useful; it would allow infinite screen
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* recursion.
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*
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* SM_GainFocus/SM_LoseFocus: These are sent to screens when they become the
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* topmost screen, or stop being the topmost screen.
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*
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* A few subtleties:
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*
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* With delayed screens (eg. ScreenGameplay being pre-loaded by ScreenStage), SM_GainFocus
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* isn't sent until the loaded screen actually is activated (put on the stack).
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*
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* With normal screen loads, the new screen is loaded before the old screen is destroyed.
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* This means that the old dtor is called *after* the new ctor. If some global properties
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* (eg. GAMESTATE) are being unset by the old screen's destructor, and set by the new
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* screen's constructor, they'll happen in the wrong order. Use SM_GainFocus and
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* SM_LoseFocus, instead.
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*
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* SM_LoseFocus is always sent after SM_GainFocus, and vice-versa: you can't gain focus
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* if you already have it, and you can't lose focus if you don't have it.
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*/
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#include "global.h"
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#include "ScreenManager.h"
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#include "Preference.h"
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#include "RageLog.h"
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#include "RageUtil.h"
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#include "GameSoundManager.h"
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#include "RageDisplay.h"
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#include "SongManager.h"
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#include "RageTextureManager.h"
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#include "ThemeManager.h"
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#include "FontManager.h"
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#include "Screen.h"
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#include "ScreenDimensions.h"
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#include "Foreach.h"
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#include "ActorUtil.h"
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ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program
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static Preference<bool> g_bDelayedScreenLoad( "DelayedScreenLoad", false );
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//static Preference<bool> g_bPruneFonts( "PruneFonts", true );
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// Screen registration
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static map<RString,CreateScreenFn> *g_pmapRegistrees = NULL;
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/** @brief Utility functions for the ScreenManager. */
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namespace ScreenManagerUtil
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{
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// in draw order first to last
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struct LoadedScreen
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{
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Screen *m_pScreen;
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/* Normally true. If false, the screen is owned by another screen
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* and was given to us for use, and it's not ours to free. */
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bool m_bDeleteWhenDone;
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ScreenMessage m_SendOnPop;
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LoadedScreen()
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{
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m_pScreen = NULL;
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m_bDeleteWhenDone = true;
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m_SendOnPop = SM_None;
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}
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};
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Actor *g_pSharedBGA; // BGA object that's persistent between screens
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RString m_sPreviousTopScreen;
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vector<LoadedScreen> g_ScreenStack; // bottommost to topmost
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vector<Screen*> g_OverlayScreens;
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set<RString> g_setGroupedScreens;
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set<RString> g_setPersistantScreens;
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vector<LoadedScreen> g_vPreparedScreens;
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vector<Actor*> g_vPreparedBackgrounds;
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// Add a screen to g_ScreenStack. This is the only function that adds to g_ScreenStack.
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void PushLoadedScreen( const LoadedScreen &ls )
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{
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LOG->Trace( "PushScreen: \"%s\"", ls.m_pScreen->GetName().c_str() );
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LOG->MapLog( "ScreenManager::TopScreen", "Top Screen: %s", ls.m_pScreen->GetName().c_str() );
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// Be sure to push the screen first, so GetTopScreen returns the screen
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// during BeginScreen.
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g_ScreenStack.push_back( ls );
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// Set the name of the loading screen.
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{
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LuaThreadVariable var1( "PreviousScreen", m_sPreviousTopScreen );
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LuaThreadVariable var2( "LoadingScreen", ls.m_pScreen->GetName() );
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ls.m_pScreen->BeginScreen();
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}
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// If this is the new top screen, save the name.
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if( g_ScreenStack.size() == 1 )
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m_sPreviousTopScreen = ls.m_pScreen->GetName();
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SCREENMAN->RefreshCreditsMessages();
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SCREENMAN->PostMessageToTopScreen( SM_GainFocus, 0 );
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}
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bool ScreenIsPrepped( const RString &sScreenName )
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{
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FOREACH( LoadedScreen, g_vPreparedScreens, s )
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{
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if( s->m_pScreen->GetName() == sScreenName )
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return true;
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}
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return false;
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}
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/* If the named screen is loaded, remove it from the prepared list and
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* return it in ls. */
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bool GetPreppedScreen( const RString &sScreenName, LoadedScreen &ls )
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{
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FOREACH( LoadedScreen, g_vPreparedScreens, s )
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{
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if( s->m_pScreen->GetName() == sScreenName )
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{
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ls = *s;
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g_vPreparedScreens.erase( s );
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return true;
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}
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}
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return false;
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}
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void BeforeDeleteScreen()
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{
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// Deleting a screen can take enough time to cause a frame skip.
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SCREENMAN->ZeroNextUpdate();
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}
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/* If we're deleting a screen, it's probably releasing texture and other
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* resources, so trigger cleanups. */
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void AfterDeleteScreen()
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{
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/* Now that we've actually deleted a screen, it makes sense to clear out
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* cached textures. */
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TEXTUREMAN->DeleteCachedTextures();
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/* Cleanup song data. This can free up a fair bit of memory, so do it
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* after deleting screens. */
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SONGMAN->Cleanup();
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}
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/* Take ownership of all screens and backgrounds that are owned by
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* us (this excludes screens where m_bDeleteWhenDone is false).
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* Clear the prepared lists. The contents of apOut must be
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* freed by the caller. */
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void GrabPreparedActors( vector<Actor*> &apOut )
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{
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FOREACH( LoadedScreen, g_vPreparedScreens, s )
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if( s->m_bDeleteWhenDone )
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apOut.push_back( s->m_pScreen );
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g_vPreparedScreens.clear();
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FOREACH( Actor*, g_vPreparedBackgrounds, a )
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apOut.push_back( *a );
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g_vPreparedBackgrounds.clear();
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g_setGroupedScreens.clear();
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g_setPersistantScreens.clear();
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}
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/* Called when changing screen groups. Delete all prepared screens,
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* reset the screen group and list of persistant screens. */
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void DeletePreparedScreens()
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{
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vector<Actor*> apActorsToDelete;
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GrabPreparedActors( apActorsToDelete );
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BeforeDeleteScreen();
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FOREACH( Actor*, apActorsToDelete, a )
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SAFE_DELETE( *a );
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AfterDeleteScreen();
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}
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};
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using namespace ScreenManagerUtil;
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RegisterScreenClass::RegisterScreenClass( const RString& sClassName, CreateScreenFn pfn )
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{
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if( g_pmapRegistrees == NULL )
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g_pmapRegistrees = new map<RString,CreateScreenFn>;
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map<RString,CreateScreenFn>::iterator iter = g_pmapRegistrees->find( sClassName );
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ASSERT_M( iter == g_pmapRegistrees->end(), ssprintf("Screen class '%s' already registered.", sClassName.c_str()) );
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(*g_pmapRegistrees)[sClassName] = pfn;
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}
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ScreenManager::ScreenManager()
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{
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// Register with Lua.
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{
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Lua *L = LUA->Get();
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lua_pushstring( L, "SCREENMAN" );
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this->PushSelf( L );
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lua_settable( L, LUA_GLOBALSINDEX );
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LUA->Release( L );
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}
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g_pSharedBGA = new Actor;
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m_bZeroNextUpdate = false;
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m_PopTopScreen = SM_Invalid;
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m_OnDonePreparingScreen = SM_Invalid;
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}
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ScreenManager::~ScreenManager()
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{
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LOG->Trace( "ScreenManager::~ScreenManager()" );
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LOG->UnmapLog( "ScreenManager::TopScreen" );
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SAFE_DELETE( g_pSharedBGA );
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for( unsigned i=0; i<g_ScreenStack.size(); i++ )
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{
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if( g_ScreenStack[i].m_bDeleteWhenDone )
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SAFE_DELETE( g_ScreenStack[i].m_pScreen );
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}
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g_ScreenStack.clear();
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DeletePreparedScreens();
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for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
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SAFE_DELETE( g_OverlayScreens[i] );
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g_OverlayScreens.clear();
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// Unregister with Lua.
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LUA->UnsetGlobal( "SCREENMAN" );
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}
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// This is called when we start up, and when the theme changes or is reloaded.
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void ScreenManager::ThemeChanged()
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{
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LOG->Trace( "ScreenManager::ThemeChanged" );
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// reload common sounds
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m_soundStart.Load( THEME->GetPathS("Common","start") );
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m_soundCoin.Load( THEME->GetPathS("Common","coin"), true );
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m_soundCancel.Load( THEME->GetPathS("Common","cancel"), true );
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m_soundInvalid.Load( THEME->GetPathS("Common","invalid") );
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m_soundScreenshot.Load( THEME->GetPathS("Common","screenshot") );
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// unload overlay screens
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for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
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SAFE_DELETE( g_OverlayScreens[i] );
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g_OverlayScreens.clear();
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// reload overlay screens
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RString sOverlays = THEME->GetMetric( "Common","OverlayScreens" );
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vector<RString> asOverlays;
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split( sOverlays, ",", asOverlays );
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for( unsigned i=0; i<asOverlays.size(); i++ )
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{
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Screen *pScreen = MakeNewScreen( asOverlays[i] );
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LuaThreadVariable var2( "LoadingScreen", pScreen->GetName() );
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pScreen->BeginScreen();
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g_OverlayScreens.push_back( pScreen );
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}
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// reload song manager colors (to avoid crashes) -aj
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SONGMAN->ResetGroupColors();
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// force recreate of new BGA
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SAFE_DELETE( g_pSharedBGA );
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g_pSharedBGA = new Actor;
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this->RefreshCreditsMessages();
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}
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void ScreenManager::ReloadOverlayScreens()
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{
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// unload overlay screens
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for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
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SAFE_DELETE( g_OverlayScreens[i] );
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g_OverlayScreens.clear();
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// reload overlay screens
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RString sOverlays = THEME->GetMetric( "Common","OverlayScreens" );
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vector<RString> asOverlays;
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split( sOverlays, ",", asOverlays );
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for( unsigned i=0; i<asOverlays.size(); i++ )
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{
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Screen *pScreen = MakeNewScreen( asOverlays[i] );
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LuaThreadVariable var2( "LoadingScreen", pScreen->GetName() );
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pScreen->BeginScreen();
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g_OverlayScreens.push_back( pScreen );
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}
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this->RefreshCreditsMessages();
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}
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Screen *ScreenManager::GetTopScreen()
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{
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if( g_ScreenStack.empty() )
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return NULL;
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return g_ScreenStack[g_ScreenStack.size()-1].m_pScreen;
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}
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Screen *ScreenManager::GetScreen( int iPosition )
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{
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if( iPosition >= (int) g_ScreenStack.size() )
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return NULL;
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return g_ScreenStack[iPosition].m_pScreen;
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}
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bool ScreenManager::AllowOperatorMenuButton() const
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{
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FOREACH( LoadedScreen, g_ScreenStack, s )
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{
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if( !s->m_pScreen->AllowOperatorMenuButton() )
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return false;
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}
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return true;
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}
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bool ScreenManager::IsStackedScreen( const Screen *pScreen ) const
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{
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// True if the screen is in the screen stack, but not the first.
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for( unsigned i = 1; i < g_ScreenStack.size(); ++i )
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if( g_ScreenStack[i].m_pScreen == pScreen )
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return true;
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return false;
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}
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/* Pop the top screen off the stack, sending SM_LoseFocus messages and
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* returning the message the popped screen wants sent to the new top
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* screen. Does not send SM_GainFocus. */
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ScreenMessage ScreenManager::PopTopScreenInternal( bool bSendLoseFocus )
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{
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if( g_ScreenStack.empty() )
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return SM_None;
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LoadedScreen ls = g_ScreenStack.back();
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g_ScreenStack.erase( g_ScreenStack.end()-1, g_ScreenStack.end() );
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if( bSendLoseFocus )
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ls.m_pScreen->HandleScreenMessage( SM_LoseFocus );
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ls.m_pScreen->EndScreen();
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if( g_setPersistantScreens.find(ls.m_pScreen->GetName()) != g_setPersistantScreens.end() )
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{
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// Move the screen back to the prepared list.
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g_vPreparedScreens.push_back( ls );
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}
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else
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{
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if( ls.m_bDeleteWhenDone )
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{
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BeforeDeleteScreen();
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SAFE_DELETE( ls.m_pScreen );
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AfterDeleteScreen();
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}
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}
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if( g_ScreenStack.size() )
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LOG->MapLog( "ScreenManager::TopScreen", "Top Screen: %s", g_ScreenStack.back().m_pScreen->GetName().c_str() );
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else
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LOG->UnmapLog( "ScreenManager::TopScreen" );
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return ls.m_SendOnPop;
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}
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void ScreenManager::Update( float fDeltaTime )
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{
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// Pop the top screen, if PopTopScreen was called.
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if( m_PopTopScreen != SM_Invalid )
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{
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ScreenMessage SM = m_PopTopScreen;
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m_PopTopScreen = SM_Invalid;
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ScreenMessage SM2 = PopTopScreenInternal();
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SendMessageToTopScreen( SM_GainFocus );
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SendMessageToTopScreen( SM );
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SendMessageToTopScreen( SM2 );
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}
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/* Screens take some time to load. If we don't do this, then screens
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* receive an initial update that includes all of the time they spent
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* loading, which will chop off their tweens.
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*
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* We don't want to simply cap update times; for example, the stage
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* screen sets a 4 second timer, preps the gameplay screen, and then
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* displays the prepped screen after the timer runs out; this lets the
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* load time be masked (as long as the load takes less than 4 seconds).
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* If we cap that large update delta from the screen load, the update
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* to load the new screen will come after 4 seconds plus the load time.
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*
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* So, let's just zero the first update for every screen. */
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ASSERT( !g_ScreenStack.empty() || m_sDelayedScreen != "" ); // Why play the game if there is nothing showing?
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Screen* pScreen = g_ScreenStack.empty() ? NULL : GetTopScreen();
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bool bFirstUpdate = pScreen && pScreen->IsFirstUpdate();
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/* Loading a new screen can take seconds and cause a big jump on the new
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* Screen's first update. Clamp the first update delta so that the
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* animations don't jump. */
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if( pScreen && m_bZeroNextUpdate )
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{
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LOG->Trace( "Zeroing this update. Was %f", fDeltaTime );
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fDeltaTime = 0;
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m_bZeroNextUpdate = false;
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}
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// Update screens.
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{
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for( unsigned i=0; i<g_ScreenStack.size(); i++ )
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g_ScreenStack[i].m_pScreen->Update( fDeltaTime );
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g_pSharedBGA->Update( fDeltaTime );
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for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
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g_OverlayScreens[i]->Update( fDeltaTime );
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}
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/* The music may be started on the first update. If we're reading from a CD,
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* it might not start immediately. Make sure we start playing the sound before
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* continuing, since it's strange to start rendering before the music starts. */
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if( bFirstUpdate )
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SOUND->Flush();
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/* If we're currently inside a background screen load, and m_sDelayedScreen
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* is set, then the screen called SetNewScreen before we finished preparing.
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* Postpone it until we're finished loading. */
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if( m_sDelayedScreen.size() != 0 )
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{
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LoadDelayedScreen();
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}
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}
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void ScreenManager::Draw()
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{
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/* If it hasn't been updated yet, skip the render. We can't call Update(0), since
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* that'll confuse the "zero out the next update after loading a screen logic.
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* If we don't render, don't call BeginFrame or EndFrame. That way, we won't
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* clear the buffer, and we won't wait for vsync. */
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if( g_ScreenStack.size() && g_ScreenStack.back().m_pScreen->IsFirstUpdate() )
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return;
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if( !DISPLAY->BeginFrame() )
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return;
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DISPLAY->CameraPushMatrix();
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DISPLAY->LoadMenuPerspective( 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_CENTER_X, SCREEN_CENTER_Y );
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g_pSharedBGA->Draw();
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DISPLAY->CameraPopMatrix();
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for( unsigned i=0; i<g_ScreenStack.size(); i++ ) // Draw all screens bottom to top
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g_ScreenStack[i].m_pScreen->Draw();
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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() )
|
|
return;
|
|
|
|
g_ScreenStack.back().m_pScreen->Input( input );
|
|
}
|
|
|
|
// Just create a new screen; don't do any associated cleanup.
|
|
Screen* ScreenManager::MakeNewScreen( const RString &sScreenName )
|
|
{
|
|
RageTimer t;
|
|
LOG->Trace( "Loading screen: \"%s\"", sScreenName.c_str() );
|
|
|
|
RString sClassName = THEME->GetMetric( sScreenName,"Class" );
|
|
|
|
map<RString,CreateScreenFn>::iterator iter = g_pmapRegistrees->find( sClassName );
|
|
if( iter == g_pmapRegistrees->end() )
|
|
RageException::Throw( "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 RString &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. */
|
|
RString 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 );
|
|
}
|
|
}
|
|
|
|
// Prune any unused fonts now that we have had a chance to reference the fonts
|
|
/*
|
|
if(g_bPruneFonts) {
|
|
FONT->PruneFonts();
|
|
}
|
|
*/
|
|
|
|
TEXTUREMAN->DiagnosticOutput();
|
|
}
|
|
|
|
void ScreenManager::GroupScreen( const RString &sScreenName )
|
|
{
|
|
g_setGroupedScreens.insert( sScreenName );
|
|
}
|
|
|
|
void ScreenManager::PersistantScreen( const RString &sScreenName )
|
|
{
|
|
g_setPersistantScreens.insert( sScreenName );
|
|
}
|
|
|
|
void ScreenManager::SetNewScreen( const RString &sScreenName )
|
|
{
|
|
ASSERT( sScreenName != "" );
|
|
m_sDelayedScreen = sScreenName;
|
|
}
|
|
|
|
/* Activate the screen and/or its background, if either are loaded.
|
|
* Return true if both were activated. */
|
|
bool ScreenManager::ActivatePreparedScreenAndBackground( const RString &sScreenName )
|
|
{
|
|
bool bLoadedBoth = true;
|
|
|
|
// Find the prepped screen.
|
|
if( GetTopScreen() == NULL || GetTopScreen()->GetName() != sScreenName )
|
|
{
|
|
LoadedScreen ls;
|
|
if( !GetPreppedScreen(sScreenName, ls) )
|
|
{
|
|
bLoadedBoth = false;
|
|
}
|
|
else
|
|
{
|
|
PushLoadedScreen( ls );
|
|
}
|
|
}
|
|
|
|
// Find the prepared shared background (if any), and activate it.
|
|
RString 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;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* If the BGA isn't loaded yet, load a dummy actor. If we're not going to use the same
|
|
* BGA for the new screen, always move the old BGA back to g_vPreparedBackgrounds now. */
|
|
if( pNewBGA == NULL )
|
|
{
|
|
bLoadedBoth = false;
|
|
pNewBGA = new Actor;
|
|
}
|
|
|
|
/* 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" );
|
|
}
|
|
|
|
return bLoadedBoth;
|
|
}
|
|
|
|
void ScreenManager::LoadDelayedScreen()
|
|
{
|
|
RString sScreenName = m_sDelayedScreen;
|
|
m_sDelayedScreen = "";
|
|
|
|
// Pop the top screen, if any.
|
|
ScreenMessage SM = PopTopScreenInternal();
|
|
|
|
/* If the screen is already prepared, activate it before performing any
|
|
* cleanup, so it doesn't get deleted by cleanup. */
|
|
bool bLoaded = ActivatePreparedScreenAndBackground( sScreenName );
|
|
|
|
vector<Actor*> apActorsToDelete;
|
|
if( g_setGroupedScreens.find(sScreenName) == g_setGroupedScreens.end() )
|
|
{
|
|
/* It's time to delete all old prepared screens. Depending on
|
|
* DelayedScreenLoad, we can either delete the screens before or after
|
|
* we load the new screen. Either way, we must remove them from the
|
|
* prepared list before we prepare new screens.
|
|
* If DelayedScreenLoad is true, delete them now; this lowers memory
|
|
* requirements, but results in redundant loads as we unload common data. */
|
|
if( g_bDelayedScreenLoad )
|
|
DeletePreparedScreens();
|
|
else
|
|
GrabPreparedActors( apActorsToDelete );
|
|
}
|
|
|
|
// If the screen wasn't already prepared, load it.
|
|
if( !bLoaded )
|
|
{
|
|
PrepareScreen( sScreenName );
|
|
|
|
// Screens may not call SetNewScreen from the ctor or Init(). (We don't do this
|
|
// check inside PrepareScreen; that may be called from a thread for concurrent
|
|
// loading, and the main thread may call SetNewScreen during that time.)
|
|
ASSERT_M( m_sDelayedScreen.empty(), m_sDelayedScreen );
|
|
|
|
bLoaded = ActivatePreparedScreenAndBackground( sScreenName );
|
|
ASSERT( bLoaded );
|
|
}
|
|
|
|
if( !apActorsToDelete.empty() )
|
|
{
|
|
BeforeDeleteScreen();
|
|
FOREACH( Actor*, apActorsToDelete, a )
|
|
SAFE_DELETE( *a );
|
|
AfterDeleteScreen();
|
|
}
|
|
|
|
MESSAGEMAN->Broadcast( Message_ScreenChanged );
|
|
|
|
SendMessageToTopScreen( SM );
|
|
}
|
|
|
|
void ScreenManager::AddNewScreenToTop( const RString &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()
|
|
{
|
|
// Make sure only the top screen receives LoseFocus.
|
|
bool bFirst = true;
|
|
while( !g_ScreenStack.empty() )
|
|
{
|
|
PopTopScreenInternal( bFirst );
|
|
bFirst = false;
|
|
}
|
|
|
|
DeletePreparedScreens();
|
|
}
|
|
|
|
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 RString &sMessage )
|
|
{
|
|
LOG->Trace( "%s", sMessage.c_str() );
|
|
Message msg( "SystemMessage" );
|
|
msg.SetParam( "Message", sMessage );
|
|
msg.SetParam( "NoAnimate", false );
|
|
MESSAGEMAN->Broadcast( msg );
|
|
}
|
|
|
|
void ScreenManager::SystemMessageNoAnimate( const RString &sMessage )
|
|
{
|
|
// LOG->Trace( "%s", sMessage.c_str() ); // don't log because the caller is likely calling us every frame
|
|
Message msg( "SystemMessage" );
|
|
msg.SetParam( "Message", sMessage );
|
|
msg.SetParam( "NoAnimate", true );
|
|
MESSAGEMAN->Broadcast( msg );
|
|
}
|
|
|
|
void ScreenManager::HideSystemMessage()
|
|
{
|
|
MESSAGEMAN->Broadcast( "HideSystemMessage" );
|
|
}
|
|
|
|
|
|
void ScreenManager::RefreshCreditsMessages()
|
|
{
|
|
MESSAGEMAN->Broadcast( "RefreshCreditText" );
|
|
}
|
|
|
|
void 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::PlayCancelSound()
|
|
{
|
|
RageSoundParams p;
|
|
p.m_bIsCriticalSound = true;
|
|
m_soundCancel.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"
|
|
|
|
/** @brief Allow Lua to have access to the ScreenManager. */
|
|
class LunaScreenManager: public Luna<ScreenManager>
|
|
{
|
|
public:
|
|
// 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 int ScreenIsPrepped( T* p, lua_State *L ) { lua_pushboolean( L, ScreenManagerUtil::ScreenIsPrepped( SArg(1) ) ); return 1; }
|
|
static int ScreenClassExists( T* p, lua_State *L ) { lua_pushboolean( L, g_pmapRegistrees->find( SArg(1) ) != g_pmapRegistrees->end() ); return 1; }
|
|
static int AddNewScreenToTop( T* p, lua_State *L ) { p->AddNewScreenToTop( SArg(1) ); return 0; }
|
|
//static int GetScreenStackSize( T* p, lua_State *L ) { lua_pushnumber( L, ScreenManagerUtil::g_ScreenStack.size() ); return 1; }
|
|
static int ReloadOverlayScreens( T* p, lua_State *L ) { p->ReloadOverlayScreens(); return 0; }
|
|
|
|
LunaScreenManager()
|
|
{
|
|
ADD_METHOD( SetNewScreen );
|
|
ADD_METHOD( GetTopScreen );
|
|
ADD_METHOD( SystemMessage );
|
|
ADD_METHOD( ScreenIsPrepped );
|
|
ADD_METHOD( ScreenClassExists );
|
|
ADD_METHOD( AddNewScreenToTop );
|
|
//ADD_METHOD( GetScreenStackSize );
|
|
ADD_METHOD( ReloadOverlayScreens );
|
|
}
|
|
};
|
|
|
|
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.
|
|
*/
|