fix "zero first update" logic
This commit is contained in:
Glenn Maynard
2004-01-30 05:07:26 +00:00
parent 62144e5794
commit 6e13a833d2
6 changed files with 39 additions and 65 deletions
+32 -55
View File
@@ -371,21 +371,6 @@ void ScreenManager::EmptyDeleteQueue()
TEXTUREMAN->DiagnosticOutput();
}
/* XXX: Big hack:
* All screens must receive at least one update before they draw.
* However, no screen should ever receive an update until it's ready
* to be drawn; otherwise Gameplay will queue music to start even though
* Stage might still be delaying for a while, throwing off timing.
*
* This is tricky with prepped screens. We can't do an Update(0) in
* LoadPreppedScreen, since that'll cause the delete queue to be cleared
* while the screen is on the stack, and possibly other odd things.
* So, update before we draw, which is also a hack (rendering shouldn't
* change state!). Only do this when we have to, so we don't double
* the number of updates. */
static bool g_TopNeedsNeedsNullUpdate = false;
static bool g_SkipRendering = false;
void ScreenManager::Update( float fDeltaTime )
{
// Only update the topmost screen on the stack.
@@ -402,9 +387,6 @@ void ScreenManager::Update( float fDeltaTime )
* to load the new screen will come after 4 seconds plus the load time.
*
* So, let's just zero the first update for every screen.
*
* XXX: If a new Screen is set during this Update, that new screen is Drawn
* before its first Update.
*/
ASSERT( !m_ScreenStack.empty() || m_DelayedScreen != "" ); // Why play the game if there is nothing showing?
@@ -434,31 +416,20 @@ void ScreenManager::Update( float fDeltaTime )
TEXTUREMAN->DiagnosticOutput();
LoadDelayedScreen();
/* Ack. We can't Update(0), since we want to skip the *next* update
* (which is the one that will have all this load time in it). We
* can't draw it until we've updated it. Let's simply not render
* the next frame, so we'll come around quickly and handle it correctly. */
g_SkipRendering = true;
}
}
void ScreenManager::Draw()
{
DISPLAY->BeginFrame();
if(g_SkipRendering)
{
/* Leave the frame there (if any). */
g_SkipRendering = false;
/* If it hasn't been updated yet, skip the render. We can't call Update(0), since
* that'll confuse the "zero out the next update after loading a screen logic.
* If we don't render, don't call BeginFrame or EndFrame. That way, we won't
* clear the buffer, and we won't wait for vsync. */
if( m_ScreenStack.back()->IsFirstUpdate() )
return;
}
if(g_TopNeedsNeedsNullUpdate)
{
g_TopNeedsNeedsNullUpdate = false;
m_ScreenStack.back()->Update( 0 );
}
DISPLAY->BeginFrame();
if( !m_ScreenStack.empty() && !m_ScreenStack.back()->IsTransparent() ) // top screen isn't transparent
m_ScreenStack.back()->Draw();
@@ -485,7 +456,7 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
Screen* ScreenManager::MakeNewScreen( CString sClassName )
{
/* By default, RageSounds handles the song timer. When we change screens, reset this;
* screens turn this off in their ctor if they handle timers themselves (gameplay, edit). */
* screens turn this off in SM_GainFocus if they handle timers themselves (edit). */
SOUND->HandleSongTimer( true );
/* Cleanup song data. This can free up a fair bit of memory, so do it before
@@ -512,11 +483,7 @@ void ScreenManager::PrepNewScreen( CString sClassName )
void ScreenManager::LoadPreppedScreen()
{
ASSERT( m_ScreenBuffered != NULL);
SetNewScreen( m_ScreenBuffered );
// Need to update the new screen once, or else it will be
// drawn before ever being Update()d.
g_TopNeedsNeedsNullUpdate = true;
SetFromNewScreen( m_ScreenBuffered, false );
m_ScreenBuffered = NULL;
}
@@ -527,20 +494,22 @@ void ScreenManager::DeletePreppedScreen()
TEXTUREMAN->DeleteCachedTextures();
}
void ScreenManager::SetNewScreen( Screen *pNewScreen )
/* Add a screen to m_ScreenStack. If Stack is true, it's added to the stack; otherwise any
* current screens are removed. This is the only function that adds to m_ScreenStack. */
void ScreenManager::SetFromNewScreen( Screen *pNewScreen, bool Stack )
{
RefreshCreditsMessages();
THEME->ReloadMetricsIfNecessary();
// move current screen(s) to ScreenToDelete
m_ScreensToDelete.insert(m_ScreensToDelete.end(), m_ScreenStack.begin(), m_ScreenStack.end());
m_ScreenStack.clear();
if( !Stack )
{
// move current screen(s) to ScreenToDelete
m_ScreensToDelete.insert(m_ScreensToDelete.end(), m_ScreenStack.begin(), m_ScreenStack.end());
m_ScreenStack.clear();
}
m_ScreenStack.push_back( pNewScreen );
/* Make sure we always send at least one update before drawing. */
pNewScreen->Update( 0 );
PostMessageToTopScreen( SM_GainFocus, 0 );
}
@@ -608,7 +577,8 @@ retry:
else
GAMESTATE->m_bIsOnSystemMenu = false;
SetNewScreen( pNewScreen );
LOG->Trace("... SetFromNewScreen");
SetFromNewScreen( pNewScreen, false );
}
void ScreenManager::AddNewScreenToTop( CString sClassName, ScreenMessage messageSendOnPop )
@@ -619,7 +589,7 @@ void ScreenManager::AddNewScreenToTop( CString sClassName, ScreenMessage message
m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus );
Screen* pNewScreen = MakeNewScreen(sClassName);
m_ScreenStack.push_back( pNewScreen );
SetFromNewScreen( pNewScreen, true );
m_MessageSendOnPop = messageSendOnPop;
}
@@ -633,16 +603,22 @@ void ScreenManager::Prompt( ScreenMessage SM_SendWhenDone, CString sText, bool b
m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus );
// add the new state onto the back of the array
m_ScreenStack.push_back( new ScreenPrompt(SM_SendWhenDone, sText, bYesNo, bDefaultAnswer, OnYes, OnNo, pCallbackData) );
Screen *pNewScreen = new ScreenPrompt( sText, bYesNo, bDefaultAnswer, OnYes, OnNo, pCallbackData);
SetFromNewScreen( pNewScreen, true );
m_MessageSendOnPop = SM_SendWhenDone;
}
void ScreenManager::TextEntry( ScreenMessage SM_SendWhenDone, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer), void(*OnCanel)() )
void ScreenManager::TextEntry( ScreenMessage SM_SendWhenDone, CString sQuestion, CString sInitialAnswer, void(*OnOK)(CString sAnswer), void(*OnCancel)() )
{
if( m_ScreenStack.size() )
m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus );
// add the new state onto the back of the array
m_ScreenStack.push_back( new ScreenTextEntry("ScreenTextEntry", SM_SendWhenDone, sQuestion, sInitialAnswer, OnOK, OnCanel) );
Screen *pNewScreen = new ScreenTextEntry( "ScreenTextEntry", sQuestion, sInitialAnswer, OnOK, OnCancel );
SetFromNewScreen( pNewScreen, true );
m_MessageSendOnPop = SM_SendWhenDone;
}
void ScreenManager::MiniMenu( Menu* pDef, ScreenMessage SM_SendOnOK, ScreenMessage SM_SendOnCancel )
@@ -651,7 +627,8 @@ void ScreenManager::MiniMenu( Menu* pDef, ScreenMessage SM_SendOnOK, ScreenMessa
m_ScreenStack.back()->HandleScreenMessage( SM_LoseFocus );
// add the new state onto the back of the array
m_ScreenStack.push_back( new ScreenMiniMenu(pDef, SM_SendOnOK, SM_SendOnCancel) );
Screen *pNewScreen = new ScreenMiniMenu( pDef, SM_SendOnOK, SM_SendOnCancel );
SetFromNewScreen( pNewScreen, true );
}
void ScreenManager::PopTopScreen( ScreenMessage SM )