Files
itgmania212121/stepmania/src/ScreenManager.h
T
Glenn Maynard de3556d086 focus fixes
2004-03-25 22:13:51 +00:00

95 lines
2.8 KiB
C++

#ifndef SCREENMANAGER_H
#define SCREENMANAGER_H
/*
-----------------------------------------------------------------------------
Class: ScreenManager
Desc: Manager/container for Screens.
Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
Chris Danford
Glenn Maynard
-----------------------------------------------------------------------------
*/
#include "RageInputDevice.h"
#include "ScreenMessage.h"
#include "InputFilter.h"
#include "GameInput.h"
#include "MenuInput.h"
#include "StyleInput.h"
#include "BitmapText.h"
#include "RageSound.h"
class Screen;
struct Menu;
class ScreenSystemLayer;
class ScreenManager
{
public:
ScreenManager();
~ScreenManager();
// pass these messages along to the current state
void Update( float fDeltaTime );
void Draw();
void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
void PrepNewScreen( CString sClassName );
void LoadPreppedScreen();
void DeletePreppedScreen();
void SetNewScreen( CString sClassName );
void AddNewScreenToTop( CString sClassName, ScreenMessage messageSendOnPop );
void Prompt( ScreenMessage SM_SendWhenDone, CString sText, bool bYesNo = false, bool bDefaultAnswer = false, void(*OnYes)(void*) = NULL, void(*OnNo)(void*) = NULL, void* pCallbackData = NULL );
void TextEntry( ScreenMessage SM_SendWhenDone, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer) = NULL, void(*OnCanel)() = NULL );
void MiniMenu( Menu* pDef, ScreenMessage SM_SendOnOK, ScreenMessage SM_SendOnCancel = SM_None );
void PopTopScreen( ScreenMessage SM = SM_None );
void SystemMessage( CString sMessage );
void SystemMessageNoAnimate( CString sMessage );
void PostMessageToTopScreen( ScreenMessage SM, float fDelay );
void SendMessageToTopScreen( ScreenMessage SM );
void ReloadCreditsText();
void RefreshCreditsMessages();
void EmptyDeleteQueue();
void LoadDelayedScreen();
Screen *GetTopScreen();
private:
vector<Screen*> m_ScreenStack; // bottommost to topmost
ScreenMessage m_MessageSendOnPop;
vector<Screen*> m_ScreensToDelete;
Screen *m_ScreenBuffered;
ScreenSystemLayer *m_SystemLayer;
Screen* MakeNewScreen( CString sClassName );
void SetFromNewScreen( Screen *pNewScreen, bool Stack );
CString m_DelayedScreen;
void ClearScreenStack();
// Keep these sounds always loaded, because they could be
// played at any time. We want to eliminate SOUND->PlayOnce
public:
void PlayStartSound();
void PlayCoinSound();
void PlayInvalidSound();
void PlayScreenshotSound();
private:
RageSound m_soundStart;
RageSound m_soundCoin;
RageSound m_soundInvalid;
RageSound m_soundScreenshot;
};
extern ScreenManager* SCREENMAN; // global and accessable from anywhere in our program
#endif