allow multiple, simultaneous prepared screens

This commit is contained in:
Chris Danford
2004-12-09 09:41:06 +00:00
parent 7085d480ec
commit 12d556c759
12 changed files with 114 additions and 54 deletions
+55 -36
View File
@@ -30,6 +30,7 @@
#include "ThemeManager.h"
#include "ScreenSystemLayer.h"
#include "BGAnimation.h"
#include "Foreach.h"
ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program
@@ -54,15 +55,14 @@ ScreenManager::ScreenManager()
m_pSharedBGA = new BGAnimation;
m_SystemLayer = NULL;
m_MessageSendOnPop = SM_None;
/* By the time this is constructed, THEME has already been set up and set to
* the current theme. Call ThemeChanged(), to handle the starting theme
* and set up m_SystemLayer. */
ASSERT( THEME );
ASSERT( !THEME->GetCurThemeName().empty() );
this->ThemeChanged();
m_ScreenBuffered = NULL;
m_MessageSendOnPop = SM_None;
}
@@ -74,9 +74,9 @@ ScreenManager::~ScreenManager()
SAFE_DELETE( m_pSharedBGA );
for( unsigned i=0; i<m_ScreenStack.size(); i++ )
delete m_ScreenStack[i];
delete m_ScreenBuffered;
delete m_SystemLayer;
SAFE_DELETE( m_ScreenStack[i] );
DeletePreparedScreens();
SAFE_DELETE( m_SystemLayer );
}
/* This is called when we start up, and when the theme changes or is reloaded. */
@@ -99,14 +99,13 @@ void ScreenManager::ThemeChanged()
void ScreenManager::EmptyDeleteQueue()
{
if(!m_ScreensToDelete.size())
if(!m_vScreensToDelete.size())
return;
// delete all ScreensToDelete
for( unsigned i=0; i<m_ScreensToDelete.size(); i++ )
SAFE_DELETE( m_ScreensToDelete[i] );
for( unsigned i=0; i<m_vScreensToDelete.size(); i++ )
SAFE_DELETE( m_vScreensToDelete[i] );
m_ScreensToDelete.clear();
m_vScreensToDelete.clear();
/* Now that we've actually deleted a screen, it makes sense to clear out
* cached textures. */
@@ -249,23 +248,26 @@ Screen* ScreenManager::MakeNewScreen( const CString &sScreenName )
return ret;
}
void ScreenManager::PrepNewScreen( const CString &sScreenName )
void ScreenManager::PrepareScreen( const CString &sScreenName )
{
ASSERT(m_ScreenBuffered == NULL);
m_ScreenBuffered = MakeNewScreen(sScreenName);
// Delete previously prepared versions of the screen.
FOREACH( Screen*, m_vPreparedScreens, s )
{
if( (*s)->m_sName == sScreenName )
{
SAFE_DELETE( *s );
break;
}
}
m_vPreparedScreens.push_back( MakeNewScreen(sScreenName) );
}
void ScreenManager::LoadPreppedScreen()
void ScreenManager::DeletePreparedScreens()
{
ASSERT( m_ScreenBuffered != NULL);
SetFromNewScreen( m_ScreenBuffered, false );
m_ScreenBuffered = NULL;
}
void ScreenManager::DeletePreppedScreen()
{
SAFE_DELETE( m_ScreenBuffered );
FOREACH( Screen*, m_vPreparedScreens, s )
SAFE_DELETE( *s );
m_vPreparedScreens.clear();
TEXTUREMAN->DeleteCachedTextures();
}
@@ -279,7 +281,7 @@ void ScreenManager::ClearScreenStack()
m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus );
// move current screen(s) to ScreenToDelete
m_ScreensToDelete.insert(m_ScreensToDelete.end(), m_ScreenStack.begin(), m_ScreenStack.end());
m_vScreensToDelete.insert(m_vScreensToDelete.end(), m_ScreenStack.begin(), m_ScreenStack.end());
m_ScreenStack.clear();
}
@@ -299,7 +301,7 @@ void ScreenManager::SetFromNewScreen( Screen *pNewScreen, bool Stack )
void ScreenManager::SetNewScreen( const CString &sScreenName )
{
m_DelayedScreen = sScreenName;
m_sDelayedScreen = sScreenName;
/* If we're not delaying screen loads, load it now. Otherwise, we'll load
* it on the next iteration. Only delay if we already have a screen
@@ -311,20 +313,37 @@ void ScreenManager::SetNewScreen( const CString &sScreenName )
void ScreenManager::LoadDelayedScreen()
{
retry:
CString sScreenName = m_DelayedScreen;
m_DelayedScreen = "";
/* If we prepped a screen but didn't use it, nuke it. */
SAFE_DELETE( m_ScreenBuffered );
CString sScreenName = m_sDelayedScreen;
m_sDelayedScreen = "";
Screen* pOldTopScreen = m_ScreenStack.empty() ? NULL : m_ScreenStack.back();
// It makes sense that ScreenManager should allocate memory for a new screen since it
// deletes it later on. This also convention will reduce includes because screens won't
// have to include each other's headers of other screens.
Screen* pNewScreen = MakeNewScreen(sScreenName);
//
// Search prepped screens to see if we already have this screen available.
// If not prepped, then make it.
//
Screen* pNewScreen = NULL;
FOREACH( Screen*, m_vPreparedScreens, s )
{
if( (*s)->m_sName == sScreenName )
{
pNewScreen = *s;
m_vPreparedScreens.erase( s );
break;
}
}
if( pNewScreen == NULL )
pNewScreen = MakeNewScreen(sScreenName);
// Load shared BGAnimation
CString sNewBGA = THEME->GetPathToB(sScreenName+" background");
if( m_sLastLoadedBackground != sNewBGA )
{
m_pSharedBGA->LoadFromAniDir( sNewBGA );
m_sLastLoadedBackground = sNewBGA;
}
if( pOldTopScreen!=NULL && m_ScreenStack.back()!=pOldTopScreen )
@@ -425,7 +444,7 @@ void ScreenManager::PopTopScreen( ScreenMessage SM )
Screen* pScreenToPop = m_ScreenStack.back(); // top menu
pScreenToPop->HandleScreenMessage( SM_LoseFocus );
m_ScreenStack.erase(m_ScreenStack.end()-1, m_ScreenStack.end());
m_ScreensToDelete.push_back( pScreenToPop );
m_vScreensToDelete.push_back( pScreenToPop );
/* Post to the new top. This must be done now; otherwise, we'll have a single
* frame between popping and these messages, which can result in a frame where eg.