Fix a memleak that doesn't matter
(still havn't found the memleak I'm looking for, but I'll find every harmless one instead!)
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@@ -77,13 +77,21 @@ ScreenManager::~ScreenManager()
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{
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{
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LOG->Trace( "ScreenManager::~ScreenManager()" );
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LOG->Trace( "ScreenManager::~ScreenManager()" );
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EmptyDeleteQueue();
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// delete current states
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// delete current states
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for( int i=0; i<m_ScreenStack.GetSize(); i++ )
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for( int i=0; i<m_ScreenStack.GetSize(); i++ )
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SAFE_DELETE( m_ScreenStack[i] );
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SAFE_DELETE( m_ScreenStack[i] );
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}
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}
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void ScreenManager::EmptyDeleteQueue()
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{
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// delete all ScreensToDelete
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for( int i=0; i<m_ScreensToDelete.GetSize(); i++ )
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SAFE_DELETE( m_ScreensToDelete[i] );
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m_ScreensToDelete.RemoveAll();
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}
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void ScreenManager::Update( float fDeltaTime )
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void ScreenManager::Update( float fDeltaTime )
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{
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{
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@@ -92,15 +100,10 @@ void ScreenManager::Update( float fDeltaTime )
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for( int p=0; p<NUM_PLAYERS; p++ )
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for( int p=0; p<NUM_PLAYERS; p++ )
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m_textCreditInfo[p].Update( fDeltaTime );
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m_textCreditInfo[p].Update( fDeltaTime );
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// delete all ScreensToDelete
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EmptyDeleteQueue();
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int i;
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for( i=0; i<m_ScreensToDelete.GetSize(); i++ )
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SAFE_DELETE( m_ScreensToDelete[i] );
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m_ScreensToDelete.RemoveAll();
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// Update all windows in the stack
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// Update all windows in the stack
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for( i=0; i<m_ScreenStack.GetSize(); i++ )
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for( int i=0; i<m_ScreenStack.GetSize(); i++ )
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m_ScreenStack[i]->Update( fDeltaTime );
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m_ScreenStack[i]->Update( fDeltaTime );
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}
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}
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@@ -50,6 +50,8 @@ private:
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BitmapText m_textStats;
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BitmapText m_textStats;
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BitmapText m_textSystemMessage;
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BitmapText m_textSystemMessage;
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BitmapText m_textCreditInfo[NUM_PLAYERS];
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BitmapText m_textCreditInfo[NUM_PLAYERS];
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void EmptyDeleteQueue();
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};
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};
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