Files
itgmania212121/stepmania/src/Screen.cpp
T
2002-07-29 03:06:55 +00:00

84 lines
2.1 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: Screen
Desc: See header.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "Screen.h"
#include "GameManager.h"
#include "GameState.h"
Screen::Screen()
{
}
Screen::~Screen()
{
}
void Screen::Update( float fDeltaTime )
{
ActorFrame::Update( fDeltaTime );
// update the times of queued ScreenMessages and send if timer has expired
// The order you remove messages in must be very careful! Sending a message can
// potentially clear all m_QueuedMessages, and set a new state!
for( int i=0; i<m_QueuedMessages.GetSize(); i++ )
{
if( m_QueuedMessages[i].fDelayRemaining <= 0.0f ) // send this sucker!
{
this->HandleScreenMessage( m_QueuedMessages[i].SM );
m_QueuedMessages.RemoveAt( i );
i--;
}
else
{
m_QueuedMessages[i].fDelayRemaining -= fDeltaTime;
}
}
}
void Screen::Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI )
{
// default input handler used by most menus
if( !MenuI.IsValid() )
return;
if( !GAMESTATE->IsPlayerEnabled(MenuI.player) )
return;
if( DeviceI.device == DEVICE_KEYBOARD && DeviceI.button == DIK_ESCAPE ) // don't make user hold back button if they're pressing escape
{
this->MenuBack( MenuI.player );
return;
}
switch( MenuI.button )
{
case MENU_BUTTON_UP: this->MenuUp( MenuI.player, type ); return;
case MENU_BUTTON_DOWN: this->MenuDown( MenuI.player, type ); return;
case MENU_BUTTON_LEFT: this->MenuLeft( MenuI.player, type ); return;
case MENU_BUTTON_RIGHT: this->MenuRight( MenuI.player, type ); return;
case MENU_BUTTON_BACK: this->MenuBack( MenuI.player, type ); return;
case MENU_BUTTON_START: this->MenuStart( MenuI.player, type ); return;
}
}
void Screen::SendScreenMessage( ScreenMessage SM, float fDelay )
{
assert( fDelay >= 0.0 );
QueuedScreenMessage QSM;
QSM.SM = SM;
QSM.fDelayRemaining = fDelay;
m_QueuedMessages.Add( QSM );
}