add ScreenManager::LoadPreppedScreen.
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@@ -241,14 +241,15 @@ Screen* ScreenManager::MakeNewScreen( CString sClassName )
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void ScreenManager::PrepNewScreen( CString sClassName )
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void ScreenManager::PrepNewScreen( CString sClassName )
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{
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{
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if(!sClassName.GetLength()) {
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ASSERT(m_ScreenBuffered == NULL);
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ASSERT( m_ScreenBuffered != NULL);
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m_ScreenBuffered = MakeNewScreen(sClassName);
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SetNewScreen( m_ScreenBuffered );
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}
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m_ScreenBuffered = NULL;
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} else {
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void ScreenManager::LoadPreppedScreen()
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ASSERT(m_ScreenBuffered == NULL);
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{
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m_ScreenBuffered = MakeNewScreen(sClassName);
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ASSERT( m_ScreenBuffered != NULL);
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}
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SetNewScreen( m_ScreenBuffered );
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m_ScreenBuffered = NULL;
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}
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}
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void ScreenManager::SetNewScreen( Screen *pNewScreen )
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void ScreenManager::SetNewScreen( Screen *pNewScreen )
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@@ -33,6 +33,7 @@ public:
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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 Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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void PrepNewScreen( CString sClassName );
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void PrepNewScreen( CString sClassName );
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void LoadPreppedScreen();
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void SetNewScreen( CString sClassName );
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void SetNewScreen( CString sClassName );
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void Prompt( ScreenMessage SM_SendWhenDone, CString sText, bool bYesNo = false, bool bDefaultAnswer = false, void(*OnYes)() = NULL, void(*OnNo)() = NULL );
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void Prompt( ScreenMessage SM_SendWhenDone, CString sText, bool bYesNo = false, bool bDefaultAnswer = false, void(*OnYes)() = NULL, void(*OnNo)() = NULL );
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void TextEntry( ScreenMessage SM_SendWhenDone, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer) = NULL, void(*OnCanel)() = NULL );
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void TextEntry( ScreenMessage SM_SendWhenDone, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer) = NULL, void(*OnCanel)() = NULL );
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@@ -569,7 +569,7 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
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SCREENMAN->PrepNewScreen( "ScreenGameplay" );
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SCREENMAN->PrepNewScreen( "ScreenGameplay" );
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break;
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break;
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case SM_GoToNextScreen:
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case SM_GoToNextScreen:
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SCREENMAN->PrepNewScreen( "" ); /* use prepped */
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SCREENMAN->LoadPreppedScreen(); /* use prepped */
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break;
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break;
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}
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}
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}
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}
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