94 lines
4.1 KiB
C++
94 lines
4.1 KiB
C++
/* Screen - Class representing a game state. It also holds 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 "GameInput.h"
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#include "MenuInput.h"
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#include "StyleInput.h"
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class Screen : public ActorFrame
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{
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public:
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Screen( CString sName ); // enforce that all screens have m_sName filled in
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virtual ~Screen();
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virtual void Update( float fDeltaTime );
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual void HandleScreenMessage( const ScreenMessage SM );
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void PostScreenMessage( const ScreenMessage SM, const 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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bool IsTransparent() const { return m_bIsTransparent; }
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static Screen* Create( CString sClassName );
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static bool ChangeCoinModeInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); // return true if CoinMode changed
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static bool JoinInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI ); // return true if a player joined
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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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bool m_bIsTransparent; // screens below us need to be drawn first
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public:
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// let subclass override if they want
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virtual void MenuUp( PlayerNumber pn, const InputEventType type ) { if(type==IET_FIRST_PRESS) MenuUp(pn); }
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virtual void MenuDown( PlayerNumber pn, const InputEventType type ) { if(type==IET_FIRST_PRESS) MenuDown(pn); }
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virtual void MenuLeft( PlayerNumber pn, const InputEventType type ) { if(type==IET_FIRST_PRESS) MenuLeft(pn); }
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virtual void MenuRight( PlayerNumber pn, const InputEventType type ) { if(type==IET_FIRST_PRESS) MenuRight(pn); }
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virtual void MenuStart( PlayerNumber pn, const InputEventType type ) { if(type==IET_FIRST_PRESS) MenuStart(pn); }
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virtual void MenuBack( PlayerNumber pn, const InputEventType type );
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virtual void MenuCoin( PlayerNumber pn, const InputEventType type ) { if(type==IET_FIRST_PRESS) MenuCoin(pn); }
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virtual void MenuUp( PlayerNumber pn ) {}
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virtual void MenuDown( PlayerNumber pn ) {}
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virtual void MenuLeft( PlayerNumber pn ) {}
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virtual void MenuRight( PlayerNumber pn ) {}
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virtual void MenuStart( PlayerNumber pn ) {}
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virtual void MenuBack( PlayerNumber pn ) {}
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virtual void MenuCoin( PlayerNumber pn );
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private:
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bool m_FirstUpdate;
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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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