173 lines
6.5 KiB
C++
173 lines
6.5 KiB
C++
#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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#include "InputQueue.h"
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#include "CodeSet.h"
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#include "LightsManager.h"
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#include "EnumHelper.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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/**
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* @brief Allow registering the screen for easier access.
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*
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* Each Screen class should have a REGISTER_SCREEN_CLASS in its CPP file.
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*/
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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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/** @brief The different types of screens available. */
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enum ScreenType
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{
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attract, /**< The attract/demo mode, inviting players to play. */
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game_menu, /**< The menu screens, where options can be set before playing. */
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gameplay, /**< The gameplay screen, where the actual game takes place. */
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system_menu, /**< The system/operator menu, where special options are set. */
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NUM_ScreenType, /**< The number of screen types. */
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ScreenType_Invalid
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};
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const RString& ScreenTypeToString( ScreenType st );
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LuaDeclareType( ScreenType );
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/** @brief Class that holds a screen-full of Actors. */
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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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/**
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* @brief This is called immediately after construction,
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* to allow initializing after all derived classes exist.
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*
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* Don't call it directly; use InitScreen instead. */
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virtual void Init();
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/** @brief This is called immediately before the screen is used. */
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virtual void BeginScreen();
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/** @brief 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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/**
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* @brief Put the specified message onto the screen for a specified time.
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* @param SM the message to put on the screen.
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* @param fDelay The length of time it stays up. */
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void PostScreenMessage( const ScreenMessage SM, float fDelay );
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/** @brief Clear the entire message queue. */
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void ClearMessageQueue();
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/**
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* @brief Clear the message queue of a specific ScreenMessage.
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* @param SM the specific ScreenMessage to get out of the Queue. */
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void ClearMessageQueue( const ScreenMessage 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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* @brief Determine if we allow extra players to join in on this screen.
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* @return false, for players should never be able to join while in progress. */
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virtual bool AllowLateJoin() const { return false; }
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// Lua
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virtual void PushSelf( lua_State *L );
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protected:
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/** @brief Holds the messages sent to a Screen. */
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struct QueuedScreenMessage {
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/** @brief The message being held. */
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ScreenMessage SM;
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/** @brief How long the message is up. */
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float fDelayRemaining;
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};
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/** @brief The list of messages that are sent to a Screen. */
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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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InputQueueCodeSet m_Codes;
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/** @brief Do we allow the operator menu button to be pressed here? */
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ThemeMetric<bool> ALLOW_OPERATOR_MENU_BUTTON;
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/** @brief Do we handle the back button being pressed here? */
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ThemeMetric<bool> HANDLE_BACK_BUTTON;
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ThemeMetric<float> REPEAT_RATE;
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ThemeMetric<float> REPEAT_DELAY;
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ThemeMetric<LightsMode> LIGHTS_MODE;
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/**
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* @brief The next screen to go to once this screen is done.
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*
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* If this is blank, the NextScreen metric will be used. */
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RString m_sNextScreen;
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RString m_sPrevScreen;
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ScreenMessage m_smSendOnPop;
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float m_fLockInputSecs;
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// If currently between BeginScreen/EndScreen calls:
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bool m_bRunning;
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public:
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RString GetNextScreenName() 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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// todo? -aj
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//virtual void LeftClick(const InputEventPlus &input) { }
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//virtual void RightClick(const InputEventPlus &input) { }
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//virtual void MiddleClick(const InputEventPlus &input) { }
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//virtual void MouseWheelUp(const InputEventPlus &input) { }
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//virtual void MouseWheelDown(const InputEventPlus &input) { }
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};
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#endif
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/**
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* @file
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* @author Chris Danford (c) 2001-2004
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* @section LICENSE
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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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