stk-code_catmod/src/states_screens/kart_selection.hpp
auria ddc2a3dab2 May now confirm kart selection by pressing fire on player name (in case someone selects a kart first, their identity second, this is more natural)
git-svn-id: svn+ssh://svn.code.sf.net/p/supertuxkart/code/main/trunk@6192 178a84e3-b1eb-0310-8ba1-8eac791a3b58
2010-10-02 00:39:24 +00:00

109 lines
3.8 KiB
C++

// $Id: font.cpp 3625 2009-06-21 01:10:43Z auria $
//
// SuperTuxKart - a fun racing game with go-kart
// Copyright (C) 2006
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
// as published by the Free Software Foundation; either version 3
// of the License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#include <string>
#include "guiengine/screen.hpp"
#include "states_screens/state_manager.hpp"
namespace GUIEngine
{
class Widget;
}
class InputDevice;
class PlayerKartWidget;
class KartHoverListener;
/**
* \brief screen where players can choose their kart
* \ingroup states_screens
*/
class KartSelectionScreen : public GUIEngine::Screen, public GUIEngine::ScreenSingleton<KartSelectionScreen>
{
friend class KartHoverListener;
friend class PlayerNameSpinner;
friend class FocusDispatcher;
/** Contains the custom widget shown for every player. (ref only since we're adding them to a
* Screen, and the Screen will take ownership of these widgets)
*/
ptr_vector<PlayerKartWidget, REF> m_kart_widgets;
friend class GUIEngine::ScreenSingleton<KartSelectionScreen>;
friend class PlayerKartWidget;
KartSelectionScreen();
/** Stores whether any player confirmed their choice; then, some things are "frozen", for instance
* the selected kart group tab
*/
bool m_player_confirmed;
PlayerKartWidget* m_removed_widget;
/** Called when all players selected their kart */
void allPlayersDone();
/** Called when number/order of karts changed, so that all will keep an up-to-date ID */
void renumberKarts();
/** Checks identities chosen by players, making sure no duplicates are used.
* \return Whether all choices are ok
*/
bool validateIdentChoices();
/** Checks karts chosen by players, making sure no duplicates are used.
* \return Whether all choices are ok
*/
bool validateKartChoices();
/** Fill the ribbon with the karts from the currently selected group */
void setKartsFromCurrentGroup();
void playerConfirm(const int playerID);
public:
/** \brief implement callback from parent class GUIEngine::Screen */
virtual void loadedFromFile();
/** \brief Called when a player hits 'fire'/'select' on his device to join the game */
bool playerJoin(InputDevice* device, bool firstPlayer);
/**
* \brief Called when a player hits 'rescue'/'cancel' on his device to leave the game
* \return true if event was handled succesfully
*/
bool playerQuit(StateManager::ActivePlayer* player);
/** \brief implement callback from parent class GUIEngine::Screen */
virtual void init();
/** \brief implement callback from parent class GUIEngine::Screen */
virtual void tearDown();
/** \brief implement callback from parent class GUIEngine::Screen */
virtual void eventCallback(GUIEngine::Widget* widget, const std::string& name, const int playerID);
/** \brief implement callback from parent class GUIEngine::Screen */
virtual void onUpdate(float dt, irr::video::IVideoDriver*);
/** \brief implement optional callback from parent class GUIEngine::Screen */
virtual void unloaded();
};