Files
itgmania212121/src/Screen.h
T
2011-03-17 01:47:30 -04:00

173 lines
6.5 KiB
C++

#ifndef SCREEN_H
#define SCREEN_H
#include "ActorFrame.h"
#include "ScreenMessage.h"
#include "InputFilter.h"
#include "ThemeMetric.h"
#include "PlayerNumber.h"
#include "InputQueue.h"
#include "CodeSet.h"
#include "LightsManager.h"
#include "EnumHelper.h"
class InputEventPlus;
class Screen;
typedef Screen* (*CreateScreenFn)(const RString& sClassName);
/**
* @brief Allow registering the screen for easier access.
*
* Each Screen class should have a REGISTER_SCREEN_CLASS in its CPP file.
*/
struct RegisterScreenClass { RegisterScreenClass( const RString &sClassName, CreateScreenFn pfn ); };
#define REGISTER_SCREEN_CLASS( className ) \
static Screen* Create##className( const RString &sName ) { LuaThreadVariable var( "LoadingScreen", sName ); Screen *pRet = new className; pRet->SetName( sName ); Screen::InitScreen( pRet ); return pRet; } \
static RegisterScreenClass register_##className( #className, Create##className )
/** @brief The different types of screens available. */
enum ScreenType
{
attract, /**< The attract/demo mode, inviting players to play. */
game_menu, /**< The menu screens, where options can be set before playing. */
gameplay, /**< The gameplay screen, where the actual game takes place. */
system_menu, /**< The system/operator menu, where special options are set. */
NUM_ScreenType, /**< The number of screen types. */
ScreenType_Invalid
};
const RString& ScreenTypeToString( ScreenType st );
LuaDeclareType( ScreenType );
/** @brief Class that holds a screen-full of Actors. */
class Screen : public ActorFrame
{
public:
static void InitScreen( Screen *pScreen );
virtual ~Screen();
/**
* @brief This is called immediately after construction,
* to allow initializing after all derived classes exist.
*
* Don't call it directly; use InitScreen instead. */
virtual void Init();
/** @brief This is called immediately before the screen is used. */
virtual void BeginScreen();
/** @brief This is called when the screen is popped. */
virtual void EndScreen();
virtual void Update( float fDeltaTime );
virtual bool OverlayInput( const InputEventPlus &input );
virtual void Input( const InputEventPlus &input );
virtual void HandleScreenMessage( const ScreenMessage SM );
void SetLockInputSecs( float f ) { m_fLockInputSecs = f; }
/**
* @brief Put the specified message onto the screen for a specified time.
* @param SM the message to put on the screen.
* @param fDelay The length of time it stays up. */
void PostScreenMessage( const ScreenMessage SM, float fDelay );
/** @brief Clear the entire message queue. */
void ClearMessageQueue();
/**
* @brief Clear the message queue of a specific ScreenMessage.
* @param SM the specific ScreenMessage to get out of the Queue. */
void ClearMessageQueue( const ScreenMessage SM );
virtual ScreenType GetScreenType() const { return ALLOW_OPERATOR_MENU_BUTTON ? game_menu : system_menu; }
bool AllowOperatorMenuButton() const { return ALLOW_OPERATOR_MENU_BUTTON; }
/**
* @brief Determine if we allow extra players to join in on this screen.
* @return false, for players should never be able to join while in progress. */
virtual bool AllowLateJoin() const { return false; }
// Lua
virtual void PushSelf( lua_State *L );
protected:
/** @brief Holds the messages sent to a Screen. */
struct QueuedScreenMessage {
/** @brief The message being held. */
ScreenMessage SM;
/** @brief How long the message is up. */
float fDelayRemaining;
};
/** @brief The list of messages that are sent to a Screen. */
vector<QueuedScreenMessage> m_QueuedMessages;
static bool SortMessagesByDelayRemaining(const QueuedScreenMessage &m1, const QueuedScreenMessage &m2);
InputQueueCodeSet m_Codes;
/** @brief Do we allow the operator menu button to be pressed here? */
ThemeMetric<bool> ALLOW_OPERATOR_MENU_BUTTON;
/** @brief Do we handle the back button being pressed here? */
ThemeMetric<bool> HANDLE_BACK_BUTTON;
ThemeMetric<float> REPEAT_RATE;
ThemeMetric<float> REPEAT_DELAY;
ThemeMetric<LightsMode> LIGHTS_MODE;
/**
* @brief The next screen to go to once this screen is done.
*
* If this is blank, the NextScreen metric will be used. */
RString m_sNextScreen;
RString m_sPrevScreen;
ScreenMessage m_smSendOnPop;
float m_fLockInputSecs;
// If currently between BeginScreen/EndScreen calls:
bool m_bRunning;
public:
RString GetNextScreenName() const;
RString GetPrevScreen() const;
// let subclass override if they want
virtual void MenuUp(const InputEventPlus &input) { }
virtual void MenuDown(const InputEventPlus &input) { }
virtual void MenuLeft(const InputEventPlus &input) { }
virtual void MenuRight(const InputEventPlus &input) { }
virtual void MenuStart(const InputEventPlus &input) { }
virtual void MenuSelect(const InputEventPlus &input) { }
virtual void MenuBack(const InputEventPlus &input) { }
virtual void MenuCoin(const InputEventPlus &input) { }
// todo? -aj
//virtual void LeftClick(const InputEventPlus &input) { }
//virtual void RightClick(const InputEventPlus &input) { }
//virtual void MiddleClick(const InputEventPlus &input) { }
//virtual void MouseWheelUp(const InputEventPlus &input) { }
//virtual void MouseWheelDown(const InputEventPlus &input) { }
};
#endif
/**
* @file
* @author Chris Danford (c) 2001-2004
* @section LICENSE
* 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.
*/