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