Files
itgmania212121/stepmania/src/Screen.h
T
Glenn Maynard e4d124dd91 license update
2004-06-08 05:22:33 +00:00

94 lines
4.1 KiB
C++

/* Screen - Class representing a game state. It also holds Actors. */
#ifndef SCREEN_H
#define SCREEN_H
#include "ActorFrame.h"
#include "ScreenMessage.h"
#include "InputFilter.h"
#include "GameInput.h"
#include "MenuInput.h"
#include "StyleInput.h"
class Screen : public ActorFrame
{
public:
Screen( CString sName ); // enforce that all screens have m_sName filled in
virtual ~Screen();
virtual void Update( float fDeltaTime );
virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
virtual void HandleScreenMessage( const ScreenMessage SM );
void PostScreenMessage( const ScreenMessage SM, const float fDelay );
void ClearMessageQueue();
void ClearMessageQueue( const ScreenMessage SM ); // clear of a specific SM
bool IsTransparent() const { return m_bIsTransparent; }
static Screen* Create( CString sClassName );
static bool ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); // return true if CoinMode changed
static bool JoinInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); // return true if a player joined
protected:
// structure for holding messages sent to a Screen
struct QueuedScreenMessage {
ScreenMessage SM;
float fDelayRemaining;
};
vector<QueuedScreenMessage> m_QueuedMessages;
static bool SortMessagesByDelayRemaining(const QueuedScreenMessage &m1, const QueuedScreenMessage &m2);
bool m_bIsTransparent; // screens below us need to be drawn first
public:
// let subclass override if they want
virtual void MenuUp( PlayerNumber pn, const InputEventType type ) { if(type==IET_FIRST_PRESS) MenuUp(pn); }
virtual void MenuDown( PlayerNumber pn, const InputEventType type ) { if(type==IET_FIRST_PRESS) MenuDown(pn); }
virtual void MenuLeft( PlayerNumber pn, const InputEventType type ) { if(type==IET_FIRST_PRESS) MenuLeft(pn); }
virtual void MenuRight( PlayerNumber pn, const InputEventType type ) { if(type==IET_FIRST_PRESS) MenuRight(pn); }
virtual void MenuStart( PlayerNumber pn, const InputEventType type ) { if(type==IET_FIRST_PRESS) MenuStart(pn); }
virtual void MenuBack( PlayerNumber pn, const InputEventType type );
virtual void MenuCoin( PlayerNumber pn, const InputEventType type ) { if(type==IET_FIRST_PRESS) MenuCoin(pn); }
virtual void MenuUp( PlayerNumber pn ) {}
virtual void MenuDown( PlayerNumber pn ) {}
virtual void MenuLeft( PlayerNumber pn ) {}
virtual void MenuRight( PlayerNumber pn ) {}
virtual void MenuStart( PlayerNumber pn ) {}
virtual void MenuBack( PlayerNumber pn ) {}
virtual void MenuCoin( PlayerNumber pn );
private:
bool m_FirstUpdate;
};
#endif
/*
* (c) 2001-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/