122 lines
4.4 KiB
C++
122 lines
4.4 KiB
C++
/* Screen - Class that holds a screen-full of Actors. */
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#ifndef SCREEN_H
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#define SCREEN_H
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#include "ActorFrame.h"
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#include "ScreenMessage.h"
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#include "InputFilter.h"
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#include "ThemeMetric.h"
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#include "PlayerNumber.h"
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class InputEventPlus;
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class Screen;
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typedef Screen* (*CreateScreenFn)(const RString& sClassName);
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// Each Screen class should have a REGISTER_SCREEN_CLASS in its CPP file.
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struct RegisterScreenClass { RegisterScreenClass( const RString &sClassName, CreateScreenFn pfn ); };
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#define REGISTER_SCREEN_CLASS( className ) \
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static Screen* Create##className( const RString &sName ) { LuaThreadVariable var( "LoadingScreen", sName ); Screen *pRet = new className; pRet->SetName( sName ); Screen::InitScreen( pRet ); return pRet; } \
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static RegisterScreenClass register_##className( #className, Create##className )
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enum ScreenType
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{
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attract,
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game_menu,
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gameplay,
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system_menu
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};
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class Screen : public ActorFrame
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{
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public:
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static void InitScreen( Screen *pScreen );
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virtual ~Screen();
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/* This is called immediately after construction, to allow initializing after all
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* derived classes exist. (Don't call it directly; use InitScreen.) */
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virtual void Init();
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/* This is called immediately before the screen is used. */
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virtual void BeginScreen();
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/* This is called when the screen is popped. */
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virtual void EndScreen() { }
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virtual void Update( float fDeltaTime );
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virtual bool OverlayInput( const InputEventPlus &input );
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virtual void Input( const InputEventPlus &input );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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void SetLockInputSecs( float f ) { m_fLockInputSecs = f; }
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void PostScreenMessage( const ScreenMessage SM, float fDelay );
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void ClearMessageQueue();
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void ClearMessageQueue( const ScreenMessage SM ); // clear of a specific SM
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virtual ScreenType GetScreenType() const { return ALLOW_OPERATOR_MENU_BUTTON ? game_menu : system_menu; }
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bool AllowOperatorMenuButton() const { return ALLOW_OPERATOR_MENU_BUTTON; }
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//
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// Lua
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//
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virtual void PushSelf( lua_State *L );
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protected:
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// structure for holding messages sent to a Screen
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struct QueuedScreenMessage {
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ScreenMessage SM;
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float fDelayRemaining;
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};
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vector<QueuedScreenMessage> m_QueuedMessages;
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static bool SortMessagesByDelayRemaining(const QueuedScreenMessage &m1, const QueuedScreenMessage &m2);
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ThemeMetric<bool> ALLOW_OPERATOR_MENU_BUTTON;
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// If left blank, the NextScreen metric will be used.
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RString m_sNextScreen;
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ScreenMessage m_smSendOnPop;
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float m_fLockInputSecs;
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public:
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RString GetNextScreen() const;
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RString GetPrevScreen() const;
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// let subclass override if they want
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virtual void MenuUp( const InputEventPlus &input ) { }
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virtual void MenuDown( const InputEventPlus &input ) { }
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virtual void MenuLeft( const InputEventPlus &input ) { }
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virtual void MenuRight( const InputEventPlus &input ) { }
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virtual void MenuStart( const InputEventPlus &input ) { }
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virtual void MenuSelect( const InputEventPlus &input ) { }
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virtual void MenuBack( const InputEventPlus &input ) { }
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virtual void MenuCoin( const InputEventPlus &input ) { }
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};
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#endif
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/*
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* (c) 2001-2004 Chris Danford
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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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