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68 lines
1.8 KiB
C++
68 lines
1.8 KiB
C++
// Super basic screen manager. Let's you, well, switch between screens. Can also be used
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// to pop one screen in front for a bit while keeping another one running, it's basically
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// a native "activity stack". Well actually that part is still a TODO.
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//
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// Semantics
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//
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// switchScreen: When you call this, on a newed screen, the ScreenManager takes ownership.
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// On the next update, it switches to the new screen and deletes the previous screen.
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//
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// TODO: A way to do smooth transitions between screens. Will probably involve screenshotting
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// the previous screen and then animating it on top of the current screen with transparency
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// and/or other similar effects.
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#pragma once
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#include <list>
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#include "base/basictypes.h"
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#include "base/display.h"
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struct InputState;
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class Screen {
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public:
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Screen();
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virtual ~Screen();
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virtual void update(const InputState &input) = 0;
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virtual void render() {}
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virtual void dialogFinished(const Screen &dialog) {}
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private:
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DISALLOW_COPY_AND_ASSIGN(Screen);
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};
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class Transition {
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public:
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Transition() {}
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};
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class ScreenManager {
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public:
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ScreenManager();
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virtual ~ScreenManager();
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void switchScreen(Screen *screen);
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void update(const InputState &input);
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void render();
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void shutdown();
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// Push a dialog box in front. Currently 1-level only.
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void push(Screen *screen);
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// Pops the dialog away.
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void pop();
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private:
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// Base screen. These don't "stack" and you can move in any order between them.
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Screen *currentScreen_;
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Screen *nextScreen_;
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// Dialog stack. These are shown "on top" of base screens and the Android back button works as expected.
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// Used for options, in-game menus and other things you expect to be able to back out from onto something.
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std::list<Screen *> dialog_;
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};
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// Yeah, an old school non enforced singleton. Good enough (not?)
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extern ScreenManager screenManager;
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