17c4e7a2ff
It's possible for LUA to redirect input and not bring it back when screen is ending (and there are existing bugs like this in Simply Love). Considering that each screen is a separate entity, it seems like this shouldn't be possible and each screen should handle redirection separately. Split redirection state per each screen in the stack and clear it once screen is ending.
1044 lines
31 KiB
C++
1044 lines
31 KiB
C++
/*
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* We maintain a pool of "prepared" screens, which are screens previously loaded
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* to be available on demand.
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*
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* When a screen pops off the stack that's in g_setPersistantScreens, it goes to
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* the prepared list. If that screen is used again before it's deleted, it'll be
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* reused.
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*
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* Typically, the first screen in a group will prepare all of the nearby screens it
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* may load. When it loads one, the prepared screen will be used.
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*
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* A group of screens may only want to preload some screens, and not others,
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* while still considering those screens part of the same group. For example,
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* an attract loop typically has several very lightweight screens and a few
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* expensive screens. Preloading the lightweight screens can improve responsiveness,
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* but preloading the expensive screens may use too much memory and take too long
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* to load all at once. By calling GroupScreen(), entering these screens will not
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* trigger cleanup.
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*
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* Example uses:
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* - ScreenOptions1 preloads ScreenOptions2, and persists both. Moving from Options1
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* and Options2 and back is instant and reuses both.
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* - ScreenMenu groups and persists itself and ScreenSubmenu. ScreenSubmenu
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* is not preloaded, so it will be loaded on demand the first time it's used,
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* but will remain loaded if it returns to ScreenMenu.
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* - ScreenSelectMusic groups itself and ScreenPlayerOptions, and persists only
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* ScreenSelectMusic. This will cause SSMusic will be loaded once, and SPO to
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* be loaded on demand.
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* - ScreenAttract1 preloads and persists ScreenAttract1, 3, 5 and 7, and groups 1
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* through 7. 1, 3, 5 and 7 will remain in memory; the rest will be loaded on
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* demand.
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*
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* If a screen is added to the screen stack that isn't in the current screen group
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* (added to by GroupScreen), the screen group is reset: all prepared screens are
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* unloaded and the persistence list is cleared.
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*
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* Note that not all screens yet support reuse in this way; proper use of BeginScreen
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* is required. This will misbehave if a screen pushes another screen that's already
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* in use lower on the stack, but that's not useful; it would allow infinite screen
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* recursion.
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*
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* SM_GainFocus/SM_LoseFocus: These are sent to screens when they become the
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* topmost screen, or stop being the topmost screen.
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*
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* A few subtleties:
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*
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* With delayed screens (eg. ScreenGameplay being pre-loaded by ScreenStage), SM_GainFocus
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* isn't sent until the loaded screen actually is activated (put on the stack).
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*
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* With normal screen loads, the new screen is loaded before the old screen is destroyed.
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* This means that the old dtor is called *after* the new ctor. If some global properties
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* (eg. GAMESTATE) are being unset by the old screen's destructor, and set by the new
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* screen's constructor, they'll happen in the wrong order. Use SM_GainFocus and
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* SM_LoseFocus, instead.
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*
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* SM_LoseFocus is always sent after SM_GainFocus, and vice-versa: you can't gain focus
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* if you already have it, and you can't lose focus if you don't have it.
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*/
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#include "global.h"
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#include "ScreenManager.h"
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#include "Preference.h"
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#include "RageLog.h"
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#include "RageUtil.h"
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#include "GameSoundManager.h"
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#include "RageDisplay.h"
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#include "SongManager.h"
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#include "RageTextureManager.h"
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#include "ThemeManager.h"
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#include "FontManager.h"
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#include "Screen.h"
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#include "ScreenDimensions.h"
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#include "ActorUtil.h"
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#include "InputEventPlus.h"
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#include <vector>
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ScreenManager* SCREENMAN = nullptr; // global and accessible from anywhere in our program
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static Preference<bool> g_bDelayedScreenLoad( "DelayedScreenLoad", false );
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//static Preference<bool> g_bPruneFonts( "PruneFonts", true );
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// Screen registration
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static std::map<RString,CreateScreenFn> *g_pmapRegistrees = nullptr;
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/** @brief Utility functions for the ScreenManager. */
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namespace ScreenManagerUtil
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{
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// in draw order first to last
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struct LoadedScreen
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{
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Screen *m_pScreen;
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/* Normally true. If false, the screen is owned by another screen
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* and was given to us for use, and it's not ours to free. */
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bool m_bDeleteWhenDone;
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// m_input_redirected exists to allow the theme to prevent input being
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// passed to the normal Screen::Input function, on a per-player basis.
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// Input is still passed to lua callbacks, so it's intended for the case
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// where someone has a custom menu on a screen and needs to disable normal
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// input for navigating the custom menu to work. -Kyz
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bool m_input_redirected[NUM_PLAYERS];
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ScreenMessage m_SendOnPop;
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LoadedScreen()
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{
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m_pScreen = nullptr;
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m_bDeleteWhenDone = true;
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ZERO( m_input_redirected );
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m_SendOnPop = SM_None;
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}
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};
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Actor *g_pSharedBGA; // BGA object that's persistent between screens
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RString m_sPreviousTopScreen;
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std::vector<LoadedScreen> g_ScreenStack; // bottommost to topmost
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std::vector<Screen*> g_OverlayScreens;
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std::set<RString> g_setGroupedScreens;
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std::set<RString> g_setPersistantScreens;
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std::vector<LoadedScreen> g_vPreparedScreens;
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std::vector<Actor*> g_vPreparedBackgrounds;
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// Add a screen to g_ScreenStack. This is the only function that adds to g_ScreenStack.
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void PushLoadedScreen( const LoadedScreen &ls )
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{
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LOG->Trace( "PushScreen: \"%s\"", ls.m_pScreen->GetName().c_str() );
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LOG->MapLog( "ScreenManager::TopScreen", "Top Screen: %s", ls.m_pScreen->GetName().c_str() );
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// Be sure to push the screen first, so GetTopScreen returns the screen
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// during BeginScreen.
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g_ScreenStack.push_back( ls );
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// Set the name of the loading screen.
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{
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LuaThreadVariable var1( "PreviousScreen", m_sPreviousTopScreen );
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LuaThreadVariable var2( "LoadingScreen", ls.m_pScreen->GetName() );
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ls.m_pScreen->BeginScreen();
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}
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// If this is the new top screen, save the name.
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if( g_ScreenStack.size() == 1 )
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m_sPreviousTopScreen = ls.m_pScreen->GetName();
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SCREENMAN->RefreshCreditsMessages();
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SCREENMAN->PostMessageToTopScreen( SM_GainFocus, 0 );
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}
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bool ScreenIsPrepped( const RString &sScreenName )
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{
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return std::any_of(g_vPreparedScreens.begin(), g_vPreparedScreens.end(), [&](LoadedScreen const &s) {
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return s.m_pScreen->GetName() == sScreenName;
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});
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}
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/* If the named screen is loaded, remove it from the prepared list and
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* return it in ls. */
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bool GetPreppedScreen( const RString &sScreenName, LoadedScreen &ls )
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{
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for (std::vector<LoadedScreen>::iterator s = g_vPreparedScreens.begin(); s != g_vPreparedScreens.end(); ++s)
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{
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if( s->m_pScreen->GetName() == sScreenName )
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{
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ls = *s;
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g_vPreparedScreens.erase( s );
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return true;
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}
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}
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return false;
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}
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void BeforeDeleteScreen()
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{
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// Deleting a screen can take enough time to cause a frame skip.
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SCREENMAN->ZeroNextUpdate();
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}
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/* If we're deleting a screen, it's probably releasing texture and other
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* resources, so trigger cleanups. */
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void AfterDeleteScreen()
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{
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/* Now that we've actually deleted a screen, it makes sense to clear out
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* cached textures. */
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TEXTUREMAN->DeleteCachedTextures();
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/* Cleanup song data. This can free up a fair bit of memory, so do it
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* after deleting screens. */
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SONGMAN->Cleanup();
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}
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/* Take ownership of all screens and backgrounds that are owned by
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* us (this excludes screens where m_bDeleteWhenDone is false).
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* Clear the prepared lists. The contents of apOut must be
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* freed by the caller. */
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void GrabPreparedActors( std::vector<Actor*> &apOut )
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{
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for (LoadedScreen const &s : g_vPreparedScreens)
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if( s.m_bDeleteWhenDone )
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apOut.push_back( s.m_pScreen );
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g_vPreparedScreens.clear();
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for (Actor *a : g_vPreparedBackgrounds)
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apOut.push_back( a );
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g_vPreparedBackgrounds.clear();
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g_setGroupedScreens.clear();
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g_setPersistantScreens.clear();
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}
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/* Called when changing screen groups. Delete all prepared screens,
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* reset the screen group and list of persistant screens. */
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void DeletePreparedScreens()
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{
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std::vector<Actor*> apActorsToDelete;
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GrabPreparedActors( apActorsToDelete );
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BeforeDeleteScreen();
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for (Actor *a : apActorsToDelete)
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{
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SAFE_DELETE( a );
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}
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AfterDeleteScreen();
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}
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};
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using namespace ScreenManagerUtil;
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RegisterScreenClass::RegisterScreenClass( const RString& sClassName, CreateScreenFn pfn )
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{
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if( g_pmapRegistrees == nullptr )
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g_pmapRegistrees = new std::map<RString, CreateScreenFn>;
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std::map<RString, CreateScreenFn>::iterator iter = g_pmapRegistrees->find( sClassName );
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ASSERT_M( iter == g_pmapRegistrees->end(), ssprintf("Screen class '%s' already registered.", sClassName.c_str()) );
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(*g_pmapRegistrees)[sClassName] = pfn;
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}
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ScreenManager::ScreenManager()
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{
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// Register with Lua.
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{
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Lua *L = LUA->Get();
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lua_pushstring( L, "SCREENMAN" );
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this->PushSelf( L );
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lua_settable( L, LUA_GLOBALSINDEX );
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LUA->Release( L );
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}
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g_pSharedBGA = new Actor;
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m_bReloadOverlayScreensAfterInput= false;
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m_bZeroNextUpdate = false;
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m_PopTopScreen = SM_Invalid;
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m_OnDonePreparingScreen = SM_Invalid;
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}
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ScreenManager::~ScreenManager()
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{
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LOG->Trace( "ScreenManager::~ScreenManager()" );
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LOG->UnmapLog( "ScreenManager::TopScreen" );
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SAFE_DELETE( g_pSharedBGA );
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for( unsigned i=0; i<g_ScreenStack.size(); i++ )
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{
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if( g_ScreenStack[i].m_bDeleteWhenDone )
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SAFE_DELETE( g_ScreenStack[i].m_pScreen );
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}
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g_ScreenStack.clear();
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DeletePreparedScreens();
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for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
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SAFE_DELETE( g_OverlayScreens[i] );
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g_OverlayScreens.clear();
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// Unregister with Lua.
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LUA->UnsetGlobal( "SCREENMAN" );
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}
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// This is called when we start up, and when the theme changes or is reloaded.
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void ScreenManager::ThemeChanged()
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{
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LOG->Trace( "ScreenManager::ThemeChanged" );
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// reload common sounds
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m_soundStart.Load( THEME->GetPathS("Common","start") );
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m_soundCoin.Load( THEME->GetPathS("Common","coin"), true );
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m_soundCancel.Load( THEME->GetPathS("Common","cancel"), true );
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m_soundInvalid.Load( THEME->GetPathS("Common","invalid") );
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m_soundScreenshot.Load( THEME->GetPathS("Common","screenshot") );
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// reload song manager colors (to avoid crashes) -aj
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SONGMAN->ResetGroupColors();
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ReloadOverlayScreens();
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// force recreate of new BGA
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SAFE_DELETE( g_pSharedBGA );
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g_pSharedBGA = new Actor;
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}
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void ScreenManager::ReloadOverlayScreens()
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{
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// unload overlay screens
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for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
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SAFE_DELETE( g_OverlayScreens[i] );
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g_OverlayScreens.clear();
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// reload overlay screens
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RString sOverlays = THEME->GetMetric( "Common","OverlayScreens" );
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std::vector<RString> asOverlays;
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split( sOverlays, ",", asOverlays );
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for( unsigned i=0; i<asOverlays.size(); i++ )
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{
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Screen *pScreen = MakeNewScreen( asOverlays[i] );
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if(pScreen)
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{
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LuaThreadVariable var2( "LoadingScreen", pScreen->GetName() );
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pScreen->BeginScreen();
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g_OverlayScreens.push_back( pScreen );
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}
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}
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this->RefreshCreditsMessages();
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}
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void ScreenManager::ReloadOverlayScreensAfterInputFinishes()
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{
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m_bReloadOverlayScreensAfterInput= true;
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}
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Screen *ScreenManager::GetTopScreen()
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{
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if( g_ScreenStack.empty() )
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return nullptr;
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return g_ScreenStack[g_ScreenStack.size()-1].m_pScreen;
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}
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Screen *ScreenManager::GetScreen( int iPosition )
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{
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if( iPosition >= (int) g_ScreenStack.size() )
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return nullptr;
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return g_ScreenStack[iPosition].m_pScreen;
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}
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bool ScreenManager::AllowOperatorMenuButton() const
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{
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return std::all_of(g_ScreenStack.begin(), g_ScreenStack.end(), [](LoadedScreen const &s) {
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return s.m_pScreen->AllowOperatorMenuButton();
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});
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}
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bool ScreenManager::IsScreenNameValid(RString const& name) const
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{
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if(name.empty() || !THEME->HasMetric(name, "Class"))
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{
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return false;
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}
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RString ClassName = THEME->GetMetric(name, "Class");
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return g_pmapRegistrees->find(ClassName) != g_pmapRegistrees->end();
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}
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bool ScreenManager::IsStackedScreen( const Screen *pScreen ) const
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{
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return std::any_of(g_ScreenStack.begin() + 1, g_ScreenStack.end(), [&](LoadedScreen const &s) {
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return s.m_pScreen == pScreen;
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});
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}
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bool ScreenManager::get_input_redirected(PlayerNumber pn)
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{
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if(g_ScreenStack.empty() || pn < 0 || pn >= NUM_PLAYERS)
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return false;
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return g_ScreenStack.back().m_input_redirected[pn];
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}
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void ScreenManager::set_input_redirected(PlayerNumber pn, bool redir)
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{
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if(!g_ScreenStack.empty() && pn >= 0 && pn < NUM_PLAYERS)
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g_ScreenStack.back().m_input_redirected[pn]= redir;
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}
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/* Pop the top screen off the stack, sending SM_LoseFocus messages and
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* returning the message the popped screen wants sent to the new top
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* screen. Does not send SM_GainFocus. */
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ScreenMessage ScreenManager::PopTopScreenInternal( bool bSendLoseFocus )
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{
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if( g_ScreenStack.empty() )
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return SM_None;
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LoadedScreen ls = g_ScreenStack.back();
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g_ScreenStack.erase( g_ScreenStack.end()-1, g_ScreenStack.end() );
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if( bSendLoseFocus )
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ls.m_pScreen->HandleScreenMessage( SM_LoseFocus );
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ls.m_pScreen->EndScreen();
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ZERO( ls.m_input_redirected );
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if( g_setPersistantScreens.find(ls.m_pScreen->GetName()) != g_setPersistantScreens.end() )
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{
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// Move the screen back to the prepared list.
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g_vPreparedScreens.push_back( ls );
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}
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else
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{
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if( ls.m_bDeleteWhenDone )
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{
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BeforeDeleteScreen();
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SAFE_DELETE( ls.m_pScreen );
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AfterDeleteScreen();
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}
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}
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if( g_ScreenStack.size() )
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LOG->MapLog( "ScreenManager::TopScreen", "Top Screen: %s", g_ScreenStack.back().m_pScreen->GetName().c_str() );
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else
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LOG->UnmapLog( "ScreenManager::TopScreen" );
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return ls.m_SendOnPop;
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}
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void ScreenManager::Update( float fDeltaTime )
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{
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// Pop the top screen, if PopTopScreen was called.
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if( m_PopTopScreen != SM_Invalid )
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{
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ScreenMessage SM = m_PopTopScreen;
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m_PopTopScreen = SM_Invalid;
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ScreenMessage SM2 = PopTopScreenInternal();
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SendMessageToTopScreen( SM_GainFocus );
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SendMessageToTopScreen( SM );
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SendMessageToTopScreen( SM2 );
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}
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/* Screens take some time to load. If we don't do this, then screens
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* receive an initial update that includes all of the time they spent
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* loading, which will chop off their tweens.
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*
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* We don't want to simply cap update times; for example, the stage
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* screen sets a 4 second timer, preps the gameplay screen, and then
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* displays the prepped screen after the timer runs out; this lets the
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* load time be masked (as long as the load takes less than 4 seconds).
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* If we cap that large update delta from the screen load, the update
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* to load the new screen will come after 4 seconds plus the load time.
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*
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* So, let's just zero the first update for every screen. */
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ASSERT( !g_ScreenStack.empty() || m_sDelayedScreen != "" ); // Why play the game if there is nothing showing?
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Screen* pScreen = g_ScreenStack.empty() ? nullptr : GetTopScreen();
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bool bFirstUpdate = pScreen && pScreen->IsFirstUpdate();
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/* Loading a new screen can take seconds and cause a big jump on the new
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* Screen's first update. Clamp the first update delta so that the
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* animations don't jump. */
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if( pScreen && m_bZeroNextUpdate )
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{
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LOG->Trace( "Zeroing this update. Was %f", fDeltaTime );
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fDeltaTime = 0;
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m_bZeroNextUpdate = false;
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}
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// Update screens.
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{
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for( unsigned i=0; i<g_ScreenStack.size(); i++ )
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g_ScreenStack[i].m_pScreen->Update( fDeltaTime );
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g_pSharedBGA->Update( fDeltaTime );
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for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
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g_OverlayScreens[i]->Update( fDeltaTime );
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}
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/* The music may be started on the first update. If we're reading from a CD,
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* it might not start immediately. Make sure we start playing the sound before
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* continuing, since it's strange to start rendering before the music starts. */
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if( bFirstUpdate )
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SOUND->Flush();
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|
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/* If we're currently inside a background screen load, and m_sDelayedScreen
|
|
* is set, then the screen called SetNewScreen before we finished preparing.
|
|
* Postpone it until we're finished loading. */
|
|
if( m_sDelayedScreen.size() != 0 )
|
|
{
|
|
LoadDelayedScreen();
|
|
}
|
|
}
|
|
|
|
void ScreenManager::Draw()
|
|
{
|
|
/* If it hasn't been updated yet, skip the render. We can't call Update(0), since
|
|
* that'll confuse the "zero out the next update after loading a screen logic.
|
|
* If we don't render, don't call BeginFrame or EndFrame. That way, we won't
|
|
* clear the buffer, and we won't wait for vsync. */
|
|
if( g_ScreenStack.size() && g_ScreenStack.back().m_pScreen->IsFirstUpdate() )
|
|
return;
|
|
|
|
if( !DISPLAY->BeginFrame() )
|
|
return;
|
|
|
|
DISPLAY->CameraPushMatrix();
|
|
DISPLAY->LoadMenuPerspective( 0, SCREEN_WIDTH, SCREEN_HEIGHT, SCREEN_CENTER_X, SCREEN_CENTER_Y );
|
|
g_pSharedBGA->Draw();
|
|
DISPLAY->CameraPopMatrix();
|
|
|
|
for( unsigned i=0; i<g_ScreenStack.size(); i++ ) // Draw all screens bottom to top
|
|
g_ScreenStack[i].m_pScreen->Draw();
|
|
|
|
for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
|
|
g_OverlayScreens[i]->Draw();
|
|
|
|
|
|
DISPLAY->EndFrame();
|
|
}
|
|
|
|
|
|
void ScreenManager::Input( const InputEventPlus &input )
|
|
{
|
|
// LOG->Trace( "ScreenManager::Input( %d-%d, %d-%d, %d-%d, %d-%d )",
|
|
// DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
|
|
|
|
// First, give overlay screens a shot at the input. If Input returns
|
|
// true, it handled the input, so don't pass it further.
|
|
for( unsigned i = 0; i < g_OverlayScreens.size(); ++i )
|
|
{
|
|
Screen *pScreen = g_OverlayScreens[i];
|
|
bool handled= pScreen->Input(input);
|
|
// Pass input to the screen and lua. Contention shouldn't be a problem
|
|
// because anybody setting an input callback is probably doing it to
|
|
// do something in addition to whatever the screen does.
|
|
if(pScreen->PassInputToLua(input) || handled)
|
|
{
|
|
if(m_bReloadOverlayScreensAfterInput)
|
|
{
|
|
ReloadOverlayScreens();
|
|
m_bReloadOverlayScreensAfterInput= false;
|
|
}
|
|
return;
|
|
}
|
|
}
|
|
|
|
// Pass input to the topmost screen. If we have a new top screen pending, don't
|
|
// send to the old screen, but do send to overlay screens.
|
|
if( m_sDelayedScreen != "" )
|
|
return;
|
|
|
|
if( g_ScreenStack.empty() )
|
|
return;
|
|
|
|
if(!get_input_redirected(input.pn))
|
|
{
|
|
g_ScreenStack.back().m_pScreen->Input( input );
|
|
}
|
|
g_ScreenStack.back().m_pScreen->PassInputToLua( input );
|
|
}
|
|
|
|
// Just create a new screen; don't do any associated cleanup.
|
|
Screen* ScreenManager::MakeNewScreen( const RString &sScreenName )
|
|
{
|
|
RageTimer t;
|
|
LOG->Trace( "Loading screen: \"%s\"", sScreenName.c_str() );
|
|
|
|
RString sClassName = THEME->GetMetric( sScreenName,"Class" );
|
|
|
|
std::map<RString, CreateScreenFn>::iterator iter = g_pmapRegistrees->find( sClassName );
|
|
if( iter == g_pmapRegistrees->end() )
|
|
{
|
|
LuaHelpers::ReportScriptErrorFmt("Screen \"%s\" has an invalid class \"%s\".", sScreenName.c_str(), sClassName.c_str());
|
|
return nullptr;
|
|
}
|
|
|
|
this->ZeroNextUpdate();
|
|
|
|
CreateScreenFn pfn = iter->second;
|
|
Screen *ret = pfn( sScreenName );
|
|
|
|
LOG->Trace( "Loaded \"%s\" (\"%s\") in %f", sScreenName.c_str(), sClassName.c_str(), t.GetDeltaTime() );
|
|
|
|
return ret;
|
|
}
|
|
|
|
void ScreenManager::PrepareScreen( const RString &sScreenName )
|
|
{
|
|
// If the screen is already prepared, stop.
|
|
if( ScreenIsPrepped(sScreenName) )
|
|
return;
|
|
|
|
Screen* pNewScreen = MakeNewScreen(sScreenName);
|
|
if(pNewScreen == nullptr)
|
|
{
|
|
return;
|
|
}
|
|
|
|
{
|
|
LoadedScreen ls;
|
|
ls.m_pScreen = pNewScreen;
|
|
|
|
g_vPreparedScreens.push_back( ls );
|
|
}
|
|
|
|
/* Don't delete previously prepared versions of the screen's background,
|
|
* and only prepare it if it's different than the current background
|
|
* and not already loaded. */
|
|
RString sNewBGA = THEME->GetPathB(sScreenName,"background");
|
|
|
|
if( !sNewBGA.empty() && sNewBGA != g_pSharedBGA->GetName() )
|
|
{
|
|
Actor *pNewBGA = nullptr;
|
|
for (Actor *a : g_vPreparedBackgrounds)
|
|
{
|
|
if( a->GetName() == sNewBGA )
|
|
{
|
|
pNewBGA = a;
|
|
break;
|
|
}
|
|
}
|
|
|
|
// Create the new background before deleting the previous so that we keep
|
|
// any common textures loaded.
|
|
if( pNewBGA == nullptr )
|
|
{
|
|
LOG->Trace( "Loading screen background \"%s\"", sNewBGA.c_str() );
|
|
Actor *pActor = ActorUtil::MakeActor( sNewBGA );
|
|
if( pActor != nullptr )
|
|
{
|
|
pActor->SetName( sNewBGA );
|
|
g_vPreparedBackgrounds.push_back( pActor );
|
|
}
|
|
}
|
|
}
|
|
|
|
// Prune any unused fonts now that we have had a chance to reference the fonts
|
|
/*
|
|
if(g_bPruneFonts) {
|
|
FONT->PruneFonts();
|
|
}
|
|
*/
|
|
|
|
//TEXTUREMAN->DiagnosticOutput();
|
|
}
|
|
|
|
void ScreenManager::GroupScreen( const RString &sScreenName )
|
|
{
|
|
g_setGroupedScreens.insert( sScreenName );
|
|
}
|
|
|
|
void ScreenManager::PersistantScreen( const RString &sScreenName )
|
|
{
|
|
g_setPersistantScreens.insert( sScreenName );
|
|
}
|
|
|
|
void ScreenManager::SetNewScreen( const RString &sScreenName )
|
|
{
|
|
ASSERT( sScreenName != "" );
|
|
m_sDelayedScreen = sScreenName;
|
|
}
|
|
|
|
/* Activate the screen and/or its background, if either are loaded.
|
|
* Return true if both were activated. */
|
|
bool ScreenManager::ActivatePreparedScreenAndBackground( const RString &sScreenName )
|
|
{
|
|
bool bLoadedBoth = true;
|
|
|
|
// Find the prepped screen.
|
|
if( GetTopScreen() == nullptr || GetTopScreen()->GetName() != sScreenName )
|
|
{
|
|
LoadedScreen ls;
|
|
if( !GetPreppedScreen(sScreenName, ls) )
|
|
{
|
|
bLoadedBoth = false;
|
|
}
|
|
else
|
|
{
|
|
PushLoadedScreen( ls );
|
|
}
|
|
}
|
|
|
|
// Find the prepared shared background (if any), and activate it.
|
|
RString sNewBGA = THEME->GetPathB(sScreenName,"background");
|
|
if( sNewBGA != g_pSharedBGA->GetName() )
|
|
{
|
|
Actor *pNewBGA = nullptr;
|
|
if( sNewBGA.empty() )
|
|
{
|
|
pNewBGA = new Actor;
|
|
}
|
|
else
|
|
{
|
|
for (std::vector<Actor *>::iterator a = g_vPreparedBackgrounds.begin(); a != g_vPreparedBackgrounds.end(); ++a)
|
|
{
|
|
if( (*a)->GetName() == sNewBGA )
|
|
{
|
|
pNewBGA = *a;
|
|
g_vPreparedBackgrounds.erase( a );
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/* If the BGA isn't loaded yet, load a dummy actor. If we're not going to use the same
|
|
* BGA for the new screen, always move the old BGA back to g_vPreparedBackgrounds now. */
|
|
if( pNewBGA == nullptr )
|
|
{
|
|
bLoadedBoth = false;
|
|
pNewBGA = new Actor;
|
|
}
|
|
|
|
/* Move the old background back to the prepared list, or delete it if
|
|
* it's a blank actor. */
|
|
if( g_pSharedBGA->GetName() == "" )
|
|
delete g_pSharedBGA;
|
|
else
|
|
g_vPreparedBackgrounds.push_back( g_pSharedBGA );
|
|
g_pSharedBGA = pNewBGA;
|
|
g_pSharedBGA->PlayCommand( "On" );
|
|
}
|
|
|
|
return bLoadedBoth;
|
|
}
|
|
|
|
void ScreenManager::LoadDelayedScreen()
|
|
{
|
|
RString sScreenName = m_sDelayedScreen;
|
|
m_sDelayedScreen = "";
|
|
if(!IsScreenNameValid(sScreenName))
|
|
{
|
|
LuaHelpers::ReportScriptError("Tried to go to invalid screen: " + sScreenName, "INVALID_SCREEN");
|
|
return;
|
|
}
|
|
|
|
// Pop the top screen, if any.
|
|
ScreenMessage SM = PopTopScreenInternal();
|
|
|
|
/* If the screen is already prepared, activate it before performing any
|
|
* cleanup, so it doesn't get deleted by cleanup. */
|
|
bool bLoaded = ActivatePreparedScreenAndBackground( sScreenName );
|
|
|
|
std::vector<Actor*> apActorsToDelete;
|
|
if( g_setGroupedScreens.find(sScreenName) == g_setGroupedScreens.end() )
|
|
{
|
|
/* It's time to delete all old prepared screens. Depending on
|
|
* DelayedScreenLoad, we can either delete the screens before or after
|
|
* we load the new screen. Either way, we must remove them from the
|
|
* prepared list before we prepare new screens.
|
|
* If DelayedScreenLoad is true, delete them now; this lowers memory
|
|
* requirements, but results in redundant loads as we unload common data. */
|
|
if( g_bDelayedScreenLoad )
|
|
DeletePreparedScreens();
|
|
else
|
|
GrabPreparedActors( apActorsToDelete );
|
|
}
|
|
|
|
// If the screen wasn't already prepared, load it.
|
|
if( !bLoaded )
|
|
{
|
|
PrepareScreen( sScreenName );
|
|
|
|
// Screens may not call SetNewScreen from the ctor or Init(). (We don't do this
|
|
// check inside PrepareScreen; that may be called from a thread for concurrent
|
|
// loading, and the main thread may call SetNewScreen during that time.)
|
|
// Emit an error instead of asserting. -Kyz
|
|
if(!m_sDelayedScreen.empty())
|
|
{
|
|
LuaHelpers::ReportScriptError("Setting a new screen during an InitCommand is not allowed.");
|
|
m_sDelayedScreen= "";
|
|
}
|
|
|
|
bLoaded = ActivatePreparedScreenAndBackground( sScreenName );
|
|
ASSERT( bLoaded );
|
|
}
|
|
|
|
if( !apActorsToDelete.empty() )
|
|
{
|
|
BeforeDeleteScreen();
|
|
for (Actor *a : apActorsToDelete)
|
|
{
|
|
SAFE_DELETE( a );
|
|
}
|
|
AfterDeleteScreen();
|
|
}
|
|
|
|
MESSAGEMAN->Broadcast( Message_ScreenChanged );
|
|
|
|
SendMessageToTopScreen( SM );
|
|
}
|
|
|
|
void ScreenManager::AddNewScreenToTop( const RString &sScreenName, ScreenMessage SendOnPop )
|
|
{
|
|
// Load the screen, if it's not already prepared.
|
|
PrepareScreen( sScreenName );
|
|
|
|
// Find the prepped screen.
|
|
LoadedScreen ls;
|
|
bool screen_load_success = GetPreppedScreen( sScreenName, ls );
|
|
ASSERT_M(screen_load_success, ssprintf("ScreenManager::AddNewScreenToTop: Failed to load screen %s", sScreenName.c_str()));
|
|
|
|
ls.m_SendOnPop = SendOnPop;
|
|
|
|
if( g_ScreenStack.size() )
|
|
g_ScreenStack.back().m_pScreen->HandleScreenMessage( SM_LoseFocus );
|
|
PushLoadedScreen( ls );
|
|
}
|
|
|
|
void ScreenManager::PopTopScreen( ScreenMessage SM )
|
|
{
|
|
ASSERT( g_ScreenStack.size() > 0 );
|
|
|
|
m_PopTopScreen = SM;
|
|
}
|
|
|
|
/* Clear the screen stack; only used before major, unusual state changes,
|
|
* such as resetting the game or jumping to the service menu. Don't call
|
|
* from inside a screen. */
|
|
void ScreenManager::PopAllScreens()
|
|
{
|
|
// Make sure only the top screen receives LoseFocus.
|
|
bool bFirst = true;
|
|
while( !g_ScreenStack.empty() )
|
|
{
|
|
PopTopScreenInternal( bFirst );
|
|
bFirst = false;
|
|
}
|
|
|
|
DeletePreparedScreens();
|
|
}
|
|
|
|
void ScreenManager::PostMessageToTopScreen( ScreenMessage SM, float fDelay )
|
|
{
|
|
Screen* pTopScreen = GetTopScreen();
|
|
if( pTopScreen != nullptr )
|
|
pTopScreen->PostScreenMessage( SM, fDelay );
|
|
}
|
|
|
|
void ScreenManager::SendMessageToTopScreen( ScreenMessage SM )
|
|
{
|
|
Screen* pTopScreen = GetTopScreen();
|
|
if( pTopScreen != nullptr )
|
|
pTopScreen->HandleScreenMessage( SM );
|
|
}
|
|
|
|
|
|
void ScreenManager::SystemMessage( const RString &sMessage )
|
|
{
|
|
LOG->Trace( "%s", sMessage.c_str() );
|
|
Message msg( "SystemMessage" );
|
|
msg.SetParam( "Message", sMessage );
|
|
msg.SetParam( "NoAnimate", false );
|
|
MESSAGEMAN->Broadcast( msg );
|
|
}
|
|
|
|
void ScreenManager::SystemMessageNoAnimate( const RString &sMessage )
|
|
{
|
|
// LOG->Trace( "%s", sMessage.c_str() ); // don't log because the caller is likely calling us every frame
|
|
Message msg( "SystemMessage" );
|
|
msg.SetParam( "Message", sMessage );
|
|
msg.SetParam( "NoAnimate", true );
|
|
MESSAGEMAN->Broadcast( msg );
|
|
}
|
|
|
|
void ScreenManager::HideSystemMessage()
|
|
{
|
|
MESSAGEMAN->Broadcast( "HideSystemMessage" );
|
|
}
|
|
|
|
|
|
void ScreenManager::RefreshCreditsMessages()
|
|
{
|
|
MESSAGEMAN->Broadcast( "RefreshCreditText" );
|
|
}
|
|
|
|
void ScreenManager::ZeroNextUpdate()
|
|
{
|
|
m_bZeroNextUpdate = true;
|
|
|
|
/* Loading probably took a little while. Let's reset stats. This prevents us
|
|
* from displaying an unnaturally low FPS value, and the next FPS value we
|
|
* display will be accurate, which makes skips in the initial tween-ins more
|
|
* apparent. */
|
|
DISPLAY->ResetStats();
|
|
}
|
|
|
|
/** @brief Offer a quick way to play any critical sound. */
|
|
#define PLAY_CRITICAL(snd) \
|
|
{ \
|
|
RageSoundParams p; \
|
|
p.m_bIsCriticalSound = true; \
|
|
snd.Play(false, &p); \
|
|
}
|
|
|
|
/* Always play these sounds, even if we're in a silent attract loop. */
|
|
void ScreenManager::PlayInvalidSound() { PLAY_CRITICAL(m_soundInvalid); }
|
|
void ScreenManager::PlayStartSound() { PLAY_CRITICAL(m_soundStart); }
|
|
void ScreenManager::PlayCoinSound() { PLAY_CRITICAL(m_soundCoin); }
|
|
void ScreenManager::PlayCancelSound() { PLAY_CRITICAL(m_soundCancel); }
|
|
void ScreenManager::PlayScreenshotSound() { PLAY_CRITICAL(m_soundScreenshot); }
|
|
|
|
#undef PLAY_CRITICAL
|
|
|
|
void ScreenManager::PlaySharedBackgroundOffCommand()
|
|
{
|
|
g_pSharedBGA->PlayCommand("Off");
|
|
}
|
|
|
|
// lua start
|
|
#include "LuaBinding.h"
|
|
|
|
/** @brief Allow Lua to have access to the ScreenManager. */
|
|
class LunaScreenManager: public Luna<ScreenManager>
|
|
{
|
|
public:
|
|
// Note: PrepareScreen binding is not allowed; loading data inside
|
|
// Lua causes the Lua lock to be held for the duration of the load,
|
|
// which blocks concurrent rendering
|
|
static void ValidateScreenName(lua_State* L, RString& name)
|
|
{
|
|
if(name == "")
|
|
{
|
|
RString errstr= "Screen name is empty.";
|
|
SCREENMAN->SystemMessage(errstr);
|
|
luaL_error(L, errstr.c_str());
|
|
}
|
|
RString ClassName= THEME->GetMetric(name, "Class");
|
|
if(g_pmapRegistrees->find(ClassName) == g_pmapRegistrees->end())
|
|
{
|
|
RString errstr= "Screen \"" + name + "\" has an invalid class \"" + ClassName + "\".";
|
|
SCREENMAN->SystemMessage(errstr);
|
|
luaL_error(L, errstr.c_str());
|
|
}
|
|
}
|
|
static int SetNewScreen( T* p, lua_State *L )
|
|
{
|
|
RString screen= SArg(1);
|
|
ValidateScreenName(L, screen);
|
|
p->SetNewScreen(screen);
|
|
COMMON_RETURN_SELF;
|
|
}
|
|
static int GetTopScreen( T* p, lua_State *L )
|
|
{
|
|
Actor *pScreen = p->GetTopScreen();
|
|
if( pScreen != nullptr )
|
|
pScreen->PushSelf(L);
|
|
else
|
|
lua_pushnil( L );
|
|
return 1;
|
|
}
|
|
static int SystemMessage( T* p, lua_State *L ) { p->SystemMessage( SArg(1) ); COMMON_RETURN_SELF; }
|
|
static int ScreenIsPrepped( T* p, lua_State *L ) { lua_pushboolean( L, ScreenManagerUtil::ScreenIsPrepped( SArg(1) ) ); return 1; }
|
|
static int ScreenClassExists( T* p, lua_State *L ) { lua_pushboolean( L, g_pmapRegistrees->find( SArg(1) ) != g_pmapRegistrees->end() ); return 1; }
|
|
static int AddNewScreenToTop( T* p, lua_State *L )
|
|
{
|
|
RString screen= SArg(1);
|
|
ValidateScreenName(L, screen);
|
|
ScreenMessage SM = SM_None;
|
|
if( lua_gettop(L) >= 2 && !lua_isnil(L,2) )
|
|
{
|
|
RString sMessage = SArg(2);
|
|
SM = ScreenMessageHelpers::ToScreenMessage( sMessage );
|
|
}
|
|
|
|
p->AddNewScreenToTop( screen, SM );
|
|
COMMON_RETURN_SELF;
|
|
}
|
|
//static int GetScreenStackSize( T* p, lua_State *L ) { lua_pushnumber( L, ScreenManagerUtil::g_ScreenStack.size() ); return 1; }
|
|
static int ReloadOverlayScreens( T* p, lua_State *L ) { p->ReloadOverlayScreens(); COMMON_RETURN_SELF; }
|
|
|
|
static int get_input_redirected(T* p, lua_State* L)
|
|
{
|
|
PlayerNumber pn= Enum::Check<PlayerNumber>(L, 1);
|
|
lua_pushboolean(L, p->get_input_redirected(pn));
|
|
return 1;
|
|
}
|
|
static int set_input_redirected(T* p, lua_State* L)
|
|
{
|
|
PlayerNumber pn= Enum::Check<PlayerNumber>(L, 1);
|
|
p->set_input_redirected(pn, BArg(2));
|
|
COMMON_RETURN_SELF;
|
|
}
|
|
|
|
#define SCRMAN_PLAY_SOUND(sound_name) \
|
|
static int Play##sound_name(T* p, lua_State* L) \
|
|
{ \
|
|
p->Play##sound_name(); \
|
|
COMMON_RETURN_SELF; \
|
|
}
|
|
SCRMAN_PLAY_SOUND(InvalidSound);
|
|
SCRMAN_PLAY_SOUND(StartSound);
|
|
SCRMAN_PLAY_SOUND(CoinSound);
|
|
SCRMAN_PLAY_SOUND(CancelSound);
|
|
SCRMAN_PLAY_SOUND(ScreenshotSound);
|
|
#undef SCRMAN_PLAY_SOUND
|
|
|
|
LunaScreenManager()
|
|
{
|
|
ADD_METHOD( SetNewScreen );
|
|
ADD_METHOD( GetTopScreen );
|
|
ADD_METHOD( SystemMessage );
|
|
ADD_METHOD( ScreenIsPrepped );
|
|
ADD_METHOD( ScreenClassExists );
|
|
ADD_METHOD( AddNewScreenToTop );
|
|
//ADD_METHOD( GetScreenStackSize );
|
|
ADD_METHOD( ReloadOverlayScreens );
|
|
ADD_METHOD(PlayInvalidSound);
|
|
ADD_METHOD(PlayStartSound);
|
|
ADD_METHOD(PlayCoinSound);
|
|
ADD_METHOD(PlayCancelSound);
|
|
ADD_METHOD(PlayScreenshotSound);
|
|
ADD_GET_SET_METHODS(input_redirected);
|
|
}
|
|
};
|
|
|
|
LUA_REGISTER_CLASS( ScreenManager )
|
|
// lua end
|
|
|
|
/*
|
|
* (c) 2001-2003 Chris Danford, Glenn Maynard
|
|
* 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.
|
|
*/
|