/******************************************************************************* * Copyright (c) 2015 * * 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, sublicense, * and/or sell copies of the Software, and to permit persons to whom the Software is furnished to do so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in all copies or substantial portions of the Software. * * 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. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER * DEALINGS IN THE SOFTWARE. *******************************************************************************/ package jsettlers.common.menu; import jsettlers.common.utils.collections.ChangingList; /** * This is the main start screen interface. It is given to the start screen when the screen is created. * <p> * This interface provides access to methods for getting a list of startable games. * * @author michael */ public interface IStartScreen { /** * Gets a list of installed maps. The list may change after this call, e.g. because it was not fully loaded. This only returns maps that can be * played in singleplayer. * * @return The list of installed and therefore startable maps. */ ChangingList<? extends IMapDefinition> getSingleplayerMaps(); /** * Gets a list of games that were saved in singleplayer mode. * * @return The list. */ ChangingList<? extends IMapDefinition> getStoredSingleplayerGames(); /** * Gets the maps for which a new multiplayer game can be started. * * @return The list of maps. */ ChangingList<? extends IMapDefinition> getMultiplayerMaps(); /** * Gets a list of saved multiplayer games which we can restore. * * @return */ ChangingList<? extends IMapDefinition> getRestorableMultiplayerGames(); /** * TODO: Add map settings. * * @param map * @param listener */ IStartingGame startSingleplayerGame(IMapDefinition map); IStartingGame loadSingleplayerGame(IMapDefinition map); /** * Opens a new connection to the server at the given address. * * @param serverAddr * Address of the server. * @param player * The player that want's to access the server. * @return A new instance of a {@link IMultiplayerConnector}. */ IMultiplayerConnector getMultiplayerConnector(String serverAddr, Player player); public static final IStartScreen DEFAULT_IMPLEMENTATION = new IStartScreen() { @Override public ChangingList<IMapDefinition> getSingleplayerMaps() { return new ChangingList<IMapDefinition>(); } @Override public ChangingList<IMapDefinition> getStoredSingleplayerGames() { return new ChangingList<IMapDefinition>(); } @Override public ChangingList<IMapDefinition> getMultiplayerMaps() { return new ChangingList<IMapDefinition>(); } @Override public ChangingList<IMapDefinition> getRestorableMultiplayerGames() { return new ChangingList<IMapDefinition>(); } @Override public IStartingGame startSingleplayerGame(IMapDefinition map) { return null; } @Override public IStartingGame loadSingleplayerGame(IMapDefinition map) { return null; } @Override public IMultiplayerConnector getMultiplayerConnector(String serverAddr, Player player) { return null; } }; }