cleanup
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@@ -35,26 +35,28 @@ 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 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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// Main screen stack management
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void SetNewScreen( const CString &sName );
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void AddNewScreenToTop( const CString &sName );
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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 SetFromNewScreen( Screen *pNewScreen );
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void PopTopScreen( ScreenMessage SM );
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Screen *GetTopScreen();
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// System messages
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void SystemMessage( const CString &sMessage );
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void SystemMessageNoAnimate( const CString &sMessage );
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void HideSystemMessage();
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CString GetCurrentSystemMessage() const { return m_sSystemMessage; }
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// Screen messages
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void PostMessageToTopScreen( ScreenMessage SM, float fDelay );
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void SendMessageToTopScreen( ScreenMessage SM );
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void RefreshCreditsMessages();
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void ThemeChanged();
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CString GetCurrentSystemMessage() const { return m_sSystemMessage; }
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Screen *GetTopScreen();
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/* Return true if the given screen is in the main screen stack, but not the bottommost
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* screen. If true, the screen should usually exit by popping itself, not by loading
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