ecfcb11a00
This is required for the RString to std::string migration. Mostly automated from https://github.com/aeubanks/rewriter/blob/main/c_str.cc, with some manual intervention required for fixing up `a + b.c_str()` to `(a + b).c_str()`. Added some overloads for some common global functions like sm_crash to reduce the number of changes required here.
501 lines
15 KiB
C++
501 lines
15 KiB
C++
#include "global.h"
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#include "Screen.h"
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#include "PrefsManager.h"
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#include "RageSound.h"
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#include "RageLog.h"
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#include "ThemeManager.h"
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#include "ScreenManager.h"
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#include "ActorUtil.h"
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#include "InputEventPlus.h"
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#include "InputMapper.h"
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#include <vector>
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
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#define PREPARE_SCREENS THEME->GetMetric (m_sName,"PrepareScreens")
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#define PERSIST_SCREENS THEME->GetMetric (m_sName,"PersistScreens")
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#define GROUPED_SCREENS THEME->GetMetric (m_sName,"GroupedScreens")
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static const char *ScreenTypeNames[] = {
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"Attract",
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"GameMenu",
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"Gameplay",
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"SystemMenu",
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};
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XToString( ScreenType );
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LuaXType( ScreenType );
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void Screen::InitScreen( Screen *pScreen )
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{
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pScreen->Init();
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}
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Screen::~Screen()
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{
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}
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bool Screen::SortMessagesByDelayRemaining( const Screen::QueuedScreenMessage &m1,
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const Screen::QueuedScreenMessage &m2 )
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{
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return m1.fDelayRemaining < m2.fDelayRemaining;
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}
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void Screen::Init()
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{
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ALLOW_OPERATOR_MENU_BUTTON.Load( m_sName, "AllowOperatorMenuButton" );
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HANDLE_BACK_BUTTON.Load( m_sName, "HandleBackButton" );
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REPEAT_RATE.Load( m_sName, "RepeatRate" );
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REPEAT_DELAY.Load( m_sName, "RepeatDelay" );
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LIGHTS_MODE.Load( m_sName, "LightsMode" );
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m_Codes.Load( m_sName );
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SetFOV( 0 );
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m_smSendOnPop = SM_None;
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m_bRunning = false;
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m_CallingInputCallbacks= false;
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ActorUtil::LoadAllCommandsFromName( *this, m_sName, "Screen" );
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PlayCommandNoRecurse( Message("Init") );
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std::vector<RString> asList;
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split( PREPARE_SCREENS, ",", asList );
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for( unsigned i = 0; i < asList.size(); ++i )
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{
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LOG->Trace( "Screen \"%s\" preparing \"%s\"", m_sName.c_str(), asList[i].c_str() );
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SCREENMAN->PrepareScreen( asList[i] );
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}
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asList.clear();
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split( GROUPED_SCREENS, ",", asList );
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for( unsigned i = 0; i < asList.size(); ++i )
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SCREENMAN->GroupScreen( asList[i] );
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asList.clear();
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split( PERSIST_SCREENS, ",", asList );
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for( unsigned i = 0; i < asList.size(); ++i )
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SCREENMAN->PersistantScreen( asList[i] );
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}
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void Screen::BeginScreen()
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{
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m_bRunning = true;
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m_bFirstUpdate = true;
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/* Screens set these when they determine their next screen dynamically. Reset them
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* here, so a reused screen doesn't inherit these from the last time it was used. */
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m_sNextScreen = RString();
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m_fLockInputSecs = 0;
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this->RunCommands( THEME->GetMetricA(m_sName, "ScreenOnCommand") );
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if( m_fLockInputSecs == 0 )
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m_fLockInputSecs = 0.0001f; // always lock for a tiny amount of time so that we throw away any queued inputs during the load.
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this->PlayCommand( "Begin" );
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}
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void Screen::EndScreen()
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{
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this->PlayCommand( "End" );
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m_bRunning = false;
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m_InputCallbacks.clear();
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m_DelayedCallbackRemovals.clear();
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}
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void Screen::Update( float fDeltaTime )
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{
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ActorFrame::Update( fDeltaTime );
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m_fLockInputSecs = std::max( 0.0f, m_fLockInputSecs-fDeltaTime );
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/* We need to ensure two things:
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* 1. Messages must be sent in the order of delay. If two messages are sent
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* simultaneously, one with a .001 delay and another with a .002 delay,
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* the .001 delay message must be sent first.
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* 2. Messages to be delivered simultaneously must be sent in the order queued.
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*
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* Sort by time to ensure #1; use a stable sort to ensure #2. */
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stable_sort(m_QueuedMessages.begin(), m_QueuedMessages.end(), SortMessagesByDelayRemaining);
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// Update the times of queued ScreenMessages.
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for( unsigned i=0; i<m_QueuedMessages.size(); i++ )
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{
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/* Hack:
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* If we simply subtract time and then send messages, we have a problem.
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* Messages are queued to arrive at specific times, and those times line
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* up with things like tweens finishing. If we send the message at the
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* exact time given, then it'll be on the same cycle that would be rendering
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* the last frame of a tween (such as an object going off the screen).
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* However, when we send the message, we're likely to set up a new screen,
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* which causes everything to stop in place; this results in actors
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* occasionally not quite finishing their tweens.
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* Let's delay all messages that have a non-zero time an extra frame. */
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if( m_QueuedMessages[i].fDelayRemaining > 0.0001f )
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{
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m_QueuedMessages[i].fDelayRemaining -= fDeltaTime;
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m_QueuedMessages[i].fDelayRemaining = std::max( m_QueuedMessages[i].fDelayRemaining, 0.0001f );
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}
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else
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{
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m_QueuedMessages[i].fDelayRemaining -= fDeltaTime;
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}
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}
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/* Now dispatch messages. If the number of messages on the queue changes
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* within HandleScreenMessage, someone cleared messages on the queue. This
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* means we have no idea where 'i' is, so start over. Since we applied time
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* already, this won't cause messages to be mistimed. */
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for( unsigned i=0; i<m_QueuedMessages.size(); i++ )
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{
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if( m_QueuedMessages[i].fDelayRemaining > 0.0f )
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continue; /* not yet */
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// Remove the message from the list.
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const ScreenMessage SM = m_QueuedMessages[i].SM;
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m_QueuedMessages.erase( m_QueuedMessages.begin()+i );
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i--;
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unsigned iSize = m_QueuedMessages.size();
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// send this sucker!
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CHECKPOINT_M( ssprintf("ScreenMessage(%s)", ScreenMessageHelpers::ScreenMessageToString(SM).c_str()) );
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this->HandleScreenMessage( SM );
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// If the size changed, start over.
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if( iSize != m_QueuedMessages.size() )
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i = 0;
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}
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}
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/* Returns true if the input was handled, or false if not handled. For
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* overlays, this determines whether the event will be propagated to lower
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* screens (i.e. it propagates from an overlay only when this returns false). */
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bool Screen::Input( const InputEventPlus &input )
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{
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Message msg("");
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if( m_Codes.InputMessage(input, msg) )
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{
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this->HandleMessage( msg );
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return true;
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}
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// Don't send release messages with the default handler.
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switch( input.type )
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{
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case IET_FIRST_PRESS:
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case IET_REPEAT:
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break; // OK
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default:
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return false; // don't care
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}
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// Always broadcast mouse input so themers can grab it. -aj
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if( input.DeviceI == DeviceInput( DEVICE_MOUSE, MOUSE_LEFT ) )
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MESSAGEMAN->Broadcast( (MessageID)(Message_LeftClick) );
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if( input.DeviceI == DeviceInput( DEVICE_MOUSE, MOUSE_RIGHT ) )
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MESSAGEMAN->Broadcast( (MessageID)(Message_RightClick) );
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if( input.DeviceI == DeviceInput( DEVICE_MOUSE, MOUSE_MIDDLE ) )
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MESSAGEMAN->Broadcast( (MessageID)(Message_MiddleClick) );
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// Can't do MouseWheelUp and MouseWheelDown at the same time. -aj
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if( input.DeviceI == DeviceInput( DEVICE_MOUSE, MOUSE_WHEELUP ) )
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MESSAGEMAN->Broadcast( (MessageID)(Message_MouseWheelUp) );
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else if( input.DeviceI == DeviceInput( DEVICE_MOUSE, MOUSE_WHEELDOWN ) )
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MESSAGEMAN->Broadcast( (MessageID)(Message_MouseWheelDown) );
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// default input handler used by most menus
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switch( input.MenuI )
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{
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case GAME_BUTTON_MENUUP: return this->MenuUp ( input );
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case GAME_BUTTON_MENUDOWN: return this->MenuDown ( input );
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case GAME_BUTTON_MENULEFT: return this->MenuLeft ( input );
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case GAME_BUTTON_MENURIGHT: return this->MenuRight( input );
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case GAME_BUTTON_BACK:
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// Only go back on first press. If somebody is backing out of the
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// options screen, they might still be holding it when select music
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// appears, and accidentally back out of that too. -Kyz
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if(input.type == IET_FIRST_PRESS)
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{
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if( HANDLE_BACK_BUTTON )
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return this->MenuBack( input );
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}
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return false;
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case GAME_BUTTON_START: return this->MenuStart ( input );
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case GAME_BUTTON_SELECT: return this->MenuSelect ( input );
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case GAME_BUTTON_RESTART: return this->MenuRestart( input );
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case GAME_BUTTON_COIN: return this->MenuCoin ( input );
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default: return false;
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}
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}
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void Screen::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_GoToNextScreen || SM == SM_GoToPrevScreen )
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{
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if( SCREENMAN->IsStackedScreen(this) )
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SCREENMAN->PopTopScreen( m_smSendOnPop );
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else
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{
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RString ToScreen= (SM == SM_GoToNextScreen? GetNextScreenName():GetPrevScreen());
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if(ToScreen == "")
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{
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LuaHelpers::ReportScriptError("Error: Tried to go to empty screen.");
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}
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else
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{
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SCREENMAN->SetNewScreen(ToScreen);
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}
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}
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}
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else if( SM == SM_GainFocus )
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{
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if( REPEAT_RATE != -1.0f )
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INPUTFILTER->SetRepeatRate( REPEAT_RATE );
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if( REPEAT_DELAY != -1.0f )
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INPUTFILTER->SetRepeatDelay( REPEAT_DELAY );
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LIGHTSMAN->SetLightsMode( LIGHTS_MODE );
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}
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else if( SM == SM_LoseFocus )
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{
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INPUTFILTER->ResetRepeatRate();
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}
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}
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RString Screen::GetNextScreenName() const
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{
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if( !m_sNextScreen.empty() )
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return m_sNextScreen;
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return NEXT_SCREEN;
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}
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void Screen::SetNextScreenName(RString const& name)
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{
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m_sNextScreen= name;
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}
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void Screen::SetPrevScreenName(RString const& name)
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{
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m_sPrevScreen= name;
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}
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RString Screen::GetPrevScreen() const
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{
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if( !m_sPrevScreen.empty() )
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return m_sPrevScreen;
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return PREV_SCREEN;
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}
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void Screen::PostScreenMessage( const ScreenMessage SM, float fDelay )
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{
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ASSERT( fDelay >= 0.0 );
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QueuedScreenMessage QSM;
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QSM.SM = SM;
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QSM.fDelayRemaining = fDelay;
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m_QueuedMessages.push_back( QSM );
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}
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void Screen::ClearMessageQueue()
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{
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m_QueuedMessages.clear();
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}
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void Screen::ClearMessageQueue( const ScreenMessage SM )
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{
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for( int i=m_QueuedMessages.size()-1; i>=0; i-- )
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if( m_QueuedMessages[i].SM == SM )
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m_QueuedMessages.erase( m_QueuedMessages.begin()+i );
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}
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bool Screen::PassInputToLua(const InputEventPlus& input)
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{
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if(m_InputCallbacks.empty() || m_fLockInputSecs > 0.0f
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|| !AllowCallbackInput())
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{
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return false;
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}
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m_CallingInputCallbacks= true;
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bool handled= false;
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Lua* L= LUA->Get();
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// Construct the table once, and reuse it.
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lua_createtable(L, 0, 7);
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{ // This block is meant to improve clarity. A subtable is created for
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// storing the DeviceInput member.
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lua_createtable(L, 0, 8);
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Enum::Push(L, input.DeviceI.device);
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lua_setfield(L, -2, "device");
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Enum::Push(L, input.DeviceI.button);
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lua_setfield(L, -2, "button");
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lua_pushnumber(L, input.DeviceI.level);
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lua_setfield(L, -2, "level");
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lua_pushinteger(L, input.DeviceI.z);
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lua_setfield(L, -2, "z");
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lua_pushboolean(L, input.DeviceI.bDown);
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lua_setfield(L, -2, "down");
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lua_pushnumber(L, input.DeviceI.ts.Ago());
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lua_setfield(L, -2, "ago");
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lua_pushboolean(L, input.DeviceI.IsJoystick());
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lua_setfield(L, -2, "is_joystick");
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lua_pushboolean(L, input.DeviceI.IsMouse());
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lua_setfield(L, -2, "is_mouse");
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}
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lua_setfield(L, -2, "DeviceInput");
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Enum::Push(L, input.GameI.controller);
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lua_setfield(L, -2, "controller");
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LuaHelpers::Push(L, GameButtonToString(INPUTMAPPER->GetInputScheme(), input.GameI.button));
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lua_setfield(L, -2, "button");
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Enum::Push(L, input.type);
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lua_setfield(L, -2, "type");
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LuaHelpers::Push(L, GameButtonToString(INPUTMAPPER->GetInputScheme(), input.MenuI));
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lua_setfield(L, -2, "GameButton");
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Enum::Push(L, input.pn);
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lua_setfield(L, -2, "PlayerNumber");
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Enum::Push(L, input.mp);
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lua_setfield(L, -2, "MultiPlayer");
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for(std::map<callback_key_t, LuaReference>::iterator callback= m_InputCallbacks.begin();
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callback != m_InputCallbacks.end() && !handled; ++callback)
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{
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callback->second.PushSelf(L);
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lua_pushvalue(L, -2);
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RString error= "Error running input callback: ";
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LuaHelpers::RunScriptOnStack(L, error, 1, 1, true);
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handled= lua_toboolean(L, -1);
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lua_pop(L, 1);
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}
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lua_pop(L, 1);
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LUA->Release(L);
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m_CallingInputCallbacks= false;
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if(!m_DelayedCallbackRemovals.empty())
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{
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for(std::vector<callback_key_t>::iterator key= m_DelayedCallbackRemovals.begin();
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key != m_DelayedCallbackRemovals.end(); ++key)
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{
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InternalRemoveCallback(*key);
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}
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}
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return handled;
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}
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void Screen::AddInputCallbackFromStack(lua_State* L)
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{
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callback_key_t key= lua_topointer(L, 1);
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m_InputCallbacks[key]= LuaReference(L);
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}
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void Screen::RemoveInputCallback(lua_State* L)
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{
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callback_key_t key= lua_topointer(L, 1);
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if(m_CallingInputCallbacks)
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{
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m_DelayedCallbackRemovals.push_back(key);
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}
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else
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{
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InternalRemoveCallback(key);
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}
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}
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void Screen::InternalRemoveCallback(callback_key_t key)
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{
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std::map<callback_key_t, LuaReference>::iterator iter= m_InputCallbacks.find(key);
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if(iter != m_InputCallbacks.end())
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{
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m_InputCallbacks.erase(iter);
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}
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}
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// lua start
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#include "LuaBinding.h"
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/** @brief Allow Lua to have access to the Screen. */
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class LunaScreen: public Luna<Screen>
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{
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public:
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static int GetNextScreenName( T* p, lua_State *L ) { lua_pushstring(L, p->GetNextScreenName().c_str() ); return 1; }
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static int SetNextScreenName( T* p, lua_State *L ) { p->SetNextScreenName(SArg(1)); COMMON_RETURN_SELF; }
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static int GetPrevScreenName( T* p, lua_State *L ) { lua_pushstring(L, p->GetPrevScreen().c_str() ); return 1; }
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static int SetPrevScreenName( T* p, lua_State *L ) { p->SetPrevScreenName(SArg(1)); COMMON_RETURN_SELF; }
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static int lockinput( T* p, lua_State *L ) { p->SetLockInputSecs(FArg(1)); COMMON_RETURN_SELF; }
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DEFINE_METHOD( GetScreenType, GetScreenType() )
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static int PostScreenMessage( T* p, lua_State *L )
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{
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RString sMessage = SArg(1);
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ScreenMessage SM = ScreenMessageHelpers::ToScreenMessage( sMessage );
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p->PostScreenMessage( SM, IArg(2) );
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COMMON_RETURN_SELF;
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}
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static int AddInputCallback(T* p, lua_State* L)
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{
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if(!lua_isfunction(L, 1))
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{
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luaL_error(L, "Input callback must be a function.");
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}
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p->AddInputCallbackFromStack(L);
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COMMON_RETURN_SELF;
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}
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static int RemoveInputCallback(T* p, lua_State* L)
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{
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if(!lua_isfunction(L, 1))
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{
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luaL_error(L, "Input callback must be a function.");
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}
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p->RemoveInputCallback(L);
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COMMON_RETURN_SELF;
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}
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LunaScreen()
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{
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ADD_METHOD( GetNextScreenName );
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ADD_METHOD( SetNextScreenName );
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ADD_METHOD( GetPrevScreenName );
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ADD_METHOD( SetPrevScreenName );
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ADD_METHOD( PostScreenMessage );
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ADD_METHOD( lockinput );
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ADD_METHOD( GetScreenType );
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ADD_METHOD( AddInputCallback );
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ADD_METHOD( RemoveInputCallback );
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}
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};
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LUA_REGISTER_DERIVED_CLASS( Screen, ActorFrame )
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// lua end
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/*
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* (c) 2001-2004 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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