155 lines
5.4 KiB
C++
155 lines
5.4 KiB
C++
#ifndef SCREEN_MANAGER_H
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#define SCREEN_MANAGER_H
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#include "ScreenMessage.h"
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#include "RageSound.h"
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#include "PlayerNumber.h"
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class Actor;
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class Screen;
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struct Menu;
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struct lua_State;
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class InputEventPlus;
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/** @brief Manager/container for Screens. */
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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 InputEventPlus &input );
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// Main screen stack management
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void SetNewScreen( const RString &sName );
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void AddNewScreenToTop( const RString &sName, ScreenMessage SendOnPop=SM_None );
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/**
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* @brief Create and cache the requested Screen.
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*
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* This is so that the next call to SetNewScreen for this Screen
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* will be very quick.
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* @param sScreenName the Screen to prepare. */
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void PrepareScreen( const RString &sScreenName );
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void GroupScreen( const RString &sScreenName );
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void PersistantScreen( const RString &sScreenName );
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void PopTopScreen( ScreenMessage SM );
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void PopAllScreens();
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Screen *GetTopScreen();
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Screen *GetScreen( int iPosition );
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bool AllowOperatorMenuButton() const;
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bool IsScreenNameValid(RString const& name) const;
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// System messages
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void SystemMessage( const RString &sMessage );
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void SystemMessageNoAnimate( const RString &sMessage );
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void HideSystemMessage();
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// Screen messages
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void PostMessageToTopScreen( ScreenMessage SM, float fDelay );
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void SendMessageToTopScreen( ScreenMessage SM );
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void RefreshCreditsMessages();
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void ThemeChanged();
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void ReloadOverlayScreens();
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void ReloadOverlayScreensAfterInputFinishes();
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/**
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* @brief Is this Screen in the main Screen stack, but not the bottommost Screen?
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*
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* If this function returns true, the screen should exit by popping
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* itself, not by loading another Screen.
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* @param pScreen the Screen to check.
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* @return true if it's on the stack while not on the bottom, or false otherwise. */
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bool IsStackedScreen( const Screen *pScreen ) const;
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bool get_input_redirected(PlayerNumber pn);
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void set_input_redirected(PlayerNumber pn, bool redir);
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// Lua
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void PushSelf( lua_State *L );
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void PlaySharedBackgroundOffCommand();
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void ZeroNextUpdate();
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private:
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Screen *m_pInputFocus; // NULL = top of m_ScreenStack
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// Screen loads, removals, and concurrent prepares are delayed until the next update.
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RString m_sDelayedScreen;
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RString m_sDelayedConcurrentPrepare;
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ScreenMessage m_OnDonePreparingScreen;
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ScreenMessage m_PopTopScreen;
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// Set this to true anywhere we create of delete objects. These
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// operations take a long time, and will cause a skip on the next update.
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bool m_bZeroNextUpdate;
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// This exists so the debug overlay can reload the overlay screens without seg faulting.
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// It's "AfterInput" because the debug overlay carries out actions in Input.
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bool m_bReloadOverlayScreensAfterInput;
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// m_input_redirected exists to allow the theme to prevent input being
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// passed to the normal Screen::Input function, on a per-player basis.
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// Input is still passed to lua callbacks, so it's intended for the case
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// where someone has a custom menu on a screen and needs to disable normal
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// input for navigating the custom menu to work. -Kyz
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std::vector<bool> m_input_redirected;
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Screen *MakeNewScreen( const RString &sName );
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void LoadDelayedScreen();
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bool ActivatePreparedScreenAndBackground( const RString &sScreenName );
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ScreenMessage PopTopScreenInternal( bool bSendLoseFocus = true );
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// Keep these sounds always loaded, because they could be
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// played at any time. We want to eliminate SOUND->PlayOnce
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public:
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void PlayStartSound();
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void PlayCoinSound();
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void PlayCancelSound();
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void PlayInvalidSound();
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void PlayScreenshotSound();
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private:
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RageSound m_soundStart;
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/** @brief The sound played when a coin has been put into the machine. */
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RageSound m_soundCoin;
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RageSound m_soundCancel;
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RageSound m_soundInvalid;
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/** @brief The sound played when a Player wishes to take a picture of their Score. */
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RageSound m_soundScreenshot;
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};
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extern ScreenManager* SCREENMAN; // global and accessible from anywhere in our program
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#endif
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/**
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* @file
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* @author Chris Danford, Glenn Maynard (c) 2001-2003
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* @section LICENSE
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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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