allow multiple, simultaneous prepared screens
This commit is contained in:
@@ -45,6 +45,8 @@ void GameCommand::Init()
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m_SortOrder = SORT_INVALID;
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m_iUnlockIndex = -1;
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m_sSoundPath = "";
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m_vsScreensToPrepare.clear();
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m_bDeletePreparedScreens = false;
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m_bClearBookkeepingData = false;
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m_bClearMachineStats = false;
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@@ -246,6 +248,16 @@ void GameCommand::Load( int iIndex, const Commands& cmds )
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m_sSoundPath = sValue;
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}
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else if( sName == "preparescreen" )
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{
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m_vsScreensToPrepare.push_back( sValue );
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}
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else if( sName == "deletepreparedscreens" )
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{
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m_bDeletePreparedScreens = true;
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}
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else if( sName == "clearbookkeepingdata" )
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{
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m_bClearBookkeepingData = true;
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@@ -548,6 +560,10 @@ void GameCommand::Apply( PlayerNumber pn ) const
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UNLOCKMAN->UnlockCode( m_iUnlockIndex );
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if( m_sSoundPath != "" )
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SOUND->PlayOnce( THEME->GetPathToS( m_sSoundPath ) );
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FOREACH_CONST( CString, m_vsScreensToPrepare, s )
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SCREENMAN->PrepareScreen( *s );
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if( m_bDeletePreparedScreens )
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SCREENMAN->DeletePreparedScreens();
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if( m_bClearBookkeepingData )
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{
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@@ -51,6 +51,8 @@ struct GameCommand // used in SelectMode
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SortOrder m_SortOrder;
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int m_iUnlockIndex; // -1 for no unlock
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CString m_sSoundPath; // "" for no sound
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vector<CString> m_vsScreensToPrepare;
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bool m_bDeletePreparedScreens;
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bool m_bClearBookkeepingData;
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bool m_bClearMachineStats;
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@@ -156,6 +156,7 @@ void Screen::HandleScreenMessage( const ScreenMessage SM )
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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case SM_GoToPrevScreen:
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SCREENMAN->DeletePreparedScreens();
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SCREENMAN->SetNewScreen( PREV_SCREEN );
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break;
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}
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@@ -2295,6 +2295,7 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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GAMESTATE->CancelStage();
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SCREENMAN->DeletePreparedScreens();
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SCREENMAN->SetNewScreen( PREV_SCREEN );
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break;
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@@ -2364,9 +2365,14 @@ void ScreenGameplay::HandleScreenMessage( const ScreenMessage SM )
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if( PREFSMAN->m_bEventMode )
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{
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if(EVAL_ON_FAIL) // go to the eval screen if we fail
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{
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SCREENMAN->SetNewScreen( "ScreenEvaluationStage" );
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}
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else // the theme says just fail and go back to the song select for event mode
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{
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SCREENMAN->DeletePreparedScreens();
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SCREENMAN->SetNewScreen( PREV_SCREEN );
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}
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}
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else if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() )
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SCREENMAN->SetNewScreen( "ScreenEvaluationStage" );
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@@ -30,6 +30,7 @@
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#include "ThemeManager.h"
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#include "ScreenSystemLayer.h"
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#include "BGAnimation.h"
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#include "Foreach.h"
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ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program
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@@ -54,15 +55,14 @@ ScreenManager::ScreenManager()
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m_pSharedBGA = new BGAnimation;
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m_SystemLayer = NULL;
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m_MessageSendOnPop = SM_None;
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/* By the time this is constructed, THEME has already been set up and set to
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* the current theme. Call ThemeChanged(), to handle the starting theme
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* and set up m_SystemLayer. */
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ASSERT( THEME );
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ASSERT( !THEME->GetCurThemeName().empty() );
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this->ThemeChanged();
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m_ScreenBuffered = NULL;
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m_MessageSendOnPop = SM_None;
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}
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@@ -74,9 +74,9 @@ ScreenManager::~ScreenManager()
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SAFE_DELETE( m_pSharedBGA );
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for( unsigned i=0; i<m_ScreenStack.size(); i++ )
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delete m_ScreenStack[i];
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delete m_ScreenBuffered;
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delete m_SystemLayer;
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SAFE_DELETE( m_ScreenStack[i] );
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DeletePreparedScreens();
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SAFE_DELETE( m_SystemLayer );
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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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@@ -99,14 +99,13 @@ void ScreenManager::ThemeChanged()
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void ScreenManager::EmptyDeleteQueue()
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{
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if(!m_ScreensToDelete.size())
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if(!m_vScreensToDelete.size())
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return;
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// delete all ScreensToDelete
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for( unsigned i=0; i<m_ScreensToDelete.size(); i++ )
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SAFE_DELETE( m_ScreensToDelete[i] );
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for( unsigned i=0; i<m_vScreensToDelete.size(); i++ )
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SAFE_DELETE( m_vScreensToDelete[i] );
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m_ScreensToDelete.clear();
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m_vScreensToDelete.clear();
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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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@@ -249,23 +248,26 @@ Screen* ScreenManager::MakeNewScreen( const CString &sScreenName )
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return ret;
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}
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void ScreenManager::PrepNewScreen( const CString &sScreenName )
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void ScreenManager::PrepareScreen( const CString &sScreenName )
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{
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ASSERT(m_ScreenBuffered == NULL);
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m_ScreenBuffered = MakeNewScreen(sScreenName);
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// Delete previously prepared versions of the screen.
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FOREACH( Screen*, m_vPreparedScreens, s )
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{
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if( (*s)->m_sName == sScreenName )
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{
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SAFE_DELETE( *s );
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break;
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}
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}
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m_vPreparedScreens.push_back( MakeNewScreen(sScreenName) );
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}
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void ScreenManager::LoadPreppedScreen()
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void ScreenManager::DeletePreparedScreens()
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{
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ASSERT( m_ScreenBuffered != NULL);
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SetFromNewScreen( m_ScreenBuffered, false );
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m_ScreenBuffered = NULL;
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}
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void ScreenManager::DeletePreppedScreen()
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{
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SAFE_DELETE( m_ScreenBuffered );
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FOREACH( Screen*, m_vPreparedScreens, s )
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SAFE_DELETE( *s );
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m_vPreparedScreens.clear();
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TEXTUREMAN->DeleteCachedTextures();
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}
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@@ -279,7 +281,7 @@ void ScreenManager::ClearScreenStack()
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m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus );
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// move current screen(s) to ScreenToDelete
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m_ScreensToDelete.insert(m_ScreensToDelete.end(), m_ScreenStack.begin(), m_ScreenStack.end());
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m_vScreensToDelete.insert(m_vScreensToDelete.end(), m_ScreenStack.begin(), m_ScreenStack.end());
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m_ScreenStack.clear();
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}
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@@ -299,7 +301,7 @@ void ScreenManager::SetFromNewScreen( Screen *pNewScreen, bool Stack )
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void ScreenManager::SetNewScreen( const CString &sScreenName )
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{
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m_DelayedScreen = sScreenName;
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m_sDelayedScreen = sScreenName;
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/* If we're not delaying screen loads, load it now. Otherwise, we'll load
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* it on the next iteration. Only delay if we already have a screen
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@@ -311,21 +313,38 @@ void ScreenManager::SetNewScreen( const CString &sScreenName )
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void ScreenManager::LoadDelayedScreen()
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{
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retry:
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CString sScreenName = m_DelayedScreen;
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m_DelayedScreen = "";
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/* If we prepped a screen but didn't use it, nuke it. */
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SAFE_DELETE( m_ScreenBuffered );
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CString sScreenName = m_sDelayedScreen;
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m_sDelayedScreen = "";
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Screen* pOldTopScreen = m_ScreenStack.empty() ? NULL : m_ScreenStack.back();
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// It makes sense that ScreenManager should allocate memory for a new screen since it
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// deletes it later on. This also convention will reduce includes because screens won't
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// have to include each other's headers of other screens.
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Screen* pNewScreen = MakeNewScreen(sScreenName);
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//
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// Search prepped screens to see if we already have this screen available.
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// If not prepped, then make it.
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//
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Screen* pNewScreen = NULL;
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FOREACH( Screen*, m_vPreparedScreens, s )
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{
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if( (*s)->m_sName == sScreenName )
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{
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pNewScreen = *s;
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m_vPreparedScreens.erase( s );
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break;
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}
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}
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if( pNewScreen == NULL )
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pNewScreen = MakeNewScreen(sScreenName);
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// Load shared BGAnimation
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CString sNewBGA = THEME->GetPathToB(sScreenName+" background");
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if( m_sLastLoadedBackground != sNewBGA )
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{
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m_pSharedBGA->LoadFromAniDir( sNewBGA );
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m_sLastLoadedBackground = sNewBGA;
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}
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if( pOldTopScreen!=NULL && m_ScreenStack.back()!=pOldTopScreen )
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{
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@@ -425,7 +444,7 @@ void ScreenManager::PopTopScreen( ScreenMessage SM )
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Screen* pScreenToPop = m_ScreenStack.back(); // top menu
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pScreenToPop->HandleScreenMessage( SM_LoseFocus );
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m_ScreenStack.erase(m_ScreenStack.end()-1, m_ScreenStack.end());
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m_ScreensToDelete.push_back( pScreenToPop );
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m_vScreensToDelete.push_back( pScreenToPop );
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/* Post to the new top. This must be done now; otherwise, we'll have a single
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* frame between popping and these messages, which can result in a frame where eg.
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@@ -35,9 +35,8 @@ public:
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void Draw();
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void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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void PrepNewScreen( const CString &sName );
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void LoadPreppedScreen();
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void DeletePreppedScreen();
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void PrepareScreen( const CString &sScreenName ); // creates and caches screen so that the next call to SetNewScreen for the prep'd screen will be very quick.
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void DeletePreparedScreens();
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void SetNewScreen( const CString &sName );
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void AddNewScreenToTop( const CString &sName, ScreenMessage messageSendOnPop );
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@@ -55,10 +54,6 @@ public:
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void RefreshCreditsMessages();
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void ThemeChanged();
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void EmptyDeleteQueue();
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void LoadDelayedScreen();
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Screen *GetTopScreen();
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public:
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@@ -66,18 +61,23 @@ public:
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// in draw order first to last
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//
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BGAnimation *m_pSharedBGA; // BGA object that's persistent between screens
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void PlaySharedBackgroundOffCommand();
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void PlaySharedBackgroundOffCommand();
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private:
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vector<Screen*> m_ScreenStack; // bottommost to topmost
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ScreenMessage m_MessageSendOnPop;
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vector<Screen*> m_ScreensToDelete;
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Screen *m_ScreenBuffered;
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ScreenSystemLayer *m_SystemLayer;
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CString m_sLastLoadedBackground;
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CString m_sDelayedScreen;
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ScreenMessage m_MessageSendOnPop;
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vector<Screen*> m_vPreparedScreens;
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vector<Screen*> m_vScreensToDelete;
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Screen* MakeNewScreen( const CString &sName );
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void SetFromNewScreen( Screen *pNewScreen, bool Stack );
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CString m_DelayedScreen;
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void ClearScreenStack();
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void EmptyDeleteQueue();
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void LoadDelayedScreen();
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// Keep these sounds always loaded, because they could be
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// played at any time. We want to eliminate SOUND->PlayOnce
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@@ -577,10 +577,15 @@ void ScreenOptionsMaster::GoToPrevScreen()
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{
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/* XXX: A better way to handle this would be to check if we're a pushed screen. */
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if( GAMESTATE->m_bEditing )
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{
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SCREENMAN->PopTopScreen();
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// XXX: handle different destinations based on play mode?
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// XXX: handle different destinations based on play mode?
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}
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else
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{
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SCREENMAN->DeletePreparedScreens();
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SCREENMAN->SetNewScreen( PREV_SCREEN ); // (GAMESTATE->m_PlayMode) );
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}
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}
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void ScreenOptionsMaster::RefreshIcons()
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@@ -60,9 +60,14 @@ ScreenPlayerOptions::ScreenPlayerOptions( CString sClassName ) :
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void ScreenPlayerOptions::GoToPrevScreen()
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{
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if( GAMESTATE->m_bEditing )
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{
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SCREENMAN->PopTopScreen();
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}
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else
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{
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SCREENMAN->DeletePreparedScreens();
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SCREENMAN->SetNewScreen( PREV_SCREEN );
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}
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}
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void ScreenPlayerOptions::GoToNextScreen()
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@@ -1045,7 +1045,9 @@ void ScreenSelectMusic::HandleScreenMessage( const ScreenMessage SM )
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}
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return;
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case SM_GoToPrevScreen:
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SCREENMAN->DeletePreparedScreens();
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SCREENMAN->SetNewScreen( PREV_SCREEN );
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/* We may have stray SM_SongChanged messages from the music wheel. We can't
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* handle them anymore, since the title menu (and attract screens) reset
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* the game state, so just discard them. */
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@@ -32,9 +32,14 @@ ScreenSongOptions::ScreenSongOptions( CString sClassName ) :
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void ScreenSongOptions::GoToPrevScreen()
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{
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if( GAMESTATE->m_bEditing )
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{
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SCREENMAN->PopTopScreen( SM_None );
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}
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else
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{
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SCREENMAN->DeletePreparedScreens();
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SCREENMAN->SetNewScreen( PREV_SCREEN );
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}
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}
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void ScreenSongOptions::GoToNextScreen()
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@@ -105,7 +105,7 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
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* we can. */
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this->PostScreenMessage( SM_BeginFadingOut, MINIMUM_DELAY );
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SCREENMAN->PrepNewScreen( NEXT_SCREEN );
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SCREENMAN->PrepareScreen( NEXT_SCREEN );
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break;
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case SM_BeginFadingOut:
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@@ -116,16 +116,14 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
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OFF_COMMAND( m_Artist );
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OFF_COMMAND( m_Banner );
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SCREENMAN->PlaySharedBackgroundOffCommand();
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this->PostScreenMessage( SM_GoToNextScreen, this->GetTweenTimeLeft() );
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break;
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case SM_GoToNextScreen:
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SCREENMAN->LoadPreppedScreen(); /* use prepped */
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SCREENMAN->SetNewScreen( NEXT_SCREEN );
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break;
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case SM_GoToPrevScreen:
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SCREENMAN->DeletePreppedScreen();
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SCREENMAN->DeletePreparedScreens();
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SCREENMAN->SetNewScreen( PREV_SCREEN );
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break;
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}
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@@ -1289,6 +1289,7 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
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* (to prevent quitting without storing changes). */
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if( !GAMESTATE->m_bIsOnSystemMenu )
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{
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SCREENMAN->DeletePreparedScreens();
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SCREENMAN->SystemMessage( "OPERATOR" );
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GAMESTATE->Reset();
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SCREENMAN->SetNewScreen( "ScreenOptionsMenu" );
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Reference in New Issue
Block a user