add stat clearing
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@@ -134,7 +134,12 @@ void ScreenManager::Draw()
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if( PREFSMAN && PREFSMAN->m_bShowStats )
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{
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m_textStats.SetText( ssprintf("%i FPS\n%i VPF\n%i DPF", DISPLAY->GetFPS(), DISPLAY->GetVPF(), DISPLAY->GetDPF()) );
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/* If FPS == 0, we don't have stats yet. */
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m_textStats.SetText( ssprintf(DISPLAY->GetFPS()?
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"%i FPS\n%i VPF\n%i DPF":
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"-- FPS\n-- VPF\n-- DPF",
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DISPLAY->GetFPS(), DISPLAY->GetVPF(), DISPLAY->GetDPF()) );
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m_textStats.Draw();
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}
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for( int p=0; p<NUM_PLAYERS; p++ )
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@@ -191,40 +196,49 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
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Screen* ScreenManager::MakeNewScreen( CString sClassName )
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{
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#define RETURN_IF_MATCH(className) if(0==stricmp(sClassName,"##className##")) return new className
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Screen *ret = NULL;
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if( 0==stricmp(sClassName, "ScreenAppearanceOptions") )return new ScreenAppearanceOptions;
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else if( 0==stricmp(sClassName, "ScreenCaution") ) return new ScreenCaution;
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else if( 0==stricmp(sClassName, "ScreenEdit") ) return new ScreenEdit;
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else if( 0==stricmp(sClassName, "ScreenEditMenu") ) return new ScreenEditMenu;
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else if( 0==stricmp(sClassName, "ScreenEvaluation") ) return new ScreenEvaluation;
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else if( 0==stricmp(sClassName, "ScreenFinalEvaluation") ) return new ScreenFinalEvaluation;
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else if( 0==stricmp(sClassName, "ScreenEz2SelectPlayer") ) return new ScreenEz2SelectPlayer;
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else if( 0==stricmp(sClassName, "ScreenSelectMode") ) return new ScreenSelectMode;
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else if( 0==stricmp(sClassName, "ScreenGameOver") ) return new ScreenGameOver;
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else if( 0==stricmp(sClassName, "ScreenGameplay") ) return new ScreenGameplay;
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else if( 0==stricmp(sClassName, "ScreenGraphicOptions") ) return new ScreenGraphicOptions;
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else if( 0==stricmp(sClassName, "ScreenHowToPlay") ) return new ScreenHowToPlay;
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else if( 0==stricmp(sClassName, "ScreenInputOptions") ) return new ScreenInputOptions;
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else if( 0==stricmp(sClassName, "ScreenMachineOptions") ) return new ScreenMachineOptions;
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else if( 0==stricmp(sClassName, "ScreenMapControllers") ) return new ScreenMapControllers;
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else if( 0==stricmp(sClassName, "ScreenInputOptions") ) return new ScreenInputOptions;
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else if( 0==stricmp(sClassName, "ScreenMusicScroll") ) return new ScreenMusicScroll;
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else if( 0==stricmp(sClassName, "ScreenNetworkWaiting") ) return new ScreenNetworkWaiting;
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else if( 0==stricmp(sClassName, "ScreenPlayerOptions") ) return new ScreenPlayerOptions;
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else if( 0==stricmp(sClassName, "ScreenSandbox") ) return new ScreenSandbox;
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else if( 0==stricmp(sClassName, "ScreenSelectCourse") ) return new ScreenSelectCourse;
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else if( 0==stricmp(sClassName, "ScreenSelectDifficulty") ) return new ScreenSelectDifficulty;
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else if( 0==stricmp(sClassName, "ScreenSelectGame") ) return new ScreenSelectGame;
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else if( 0==stricmp(sClassName, "ScreenSelectGroup") ) return new ScreenSelectGroup;
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else if( 0==stricmp(sClassName, "ScreenSelectMusic") ) return new ScreenSelectMusic;
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else if( 0==stricmp(sClassName, "ScreenSelectStyle5th") ) return new ScreenSelectStyle5th;
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else if( 0==stricmp(sClassName, "ScreenSelectStyle") ) return new ScreenSelectStyle;
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else if( 0==stricmp(sClassName, "ScreenSongOptions") ) return new ScreenSongOptions;
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else if( 0==stricmp(sClassName, "ScreenStage") ) return new ScreenStage;
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else if( 0==stricmp(sClassName, "ScreenTitleMenu") ) return new ScreenTitleMenu;
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else if( 0==stricmp(sClassName, "ScreenEz2SelectMusic") ) return new ScreenEz2SelectMusic;
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if( 0==stricmp(sClassName, "ScreenAppearanceOptions") )ret = new ScreenAppearanceOptions;
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else if( 0==stricmp(sClassName, "ScreenCaution") ) ret = new ScreenCaution;
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else if( 0==stricmp(sClassName, "ScreenEdit") ) ret = new ScreenEdit;
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else if( 0==stricmp(sClassName, "ScreenEditMenu") ) ret = new ScreenEditMenu;
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else if( 0==stricmp(sClassName, "ScreenEvaluation") ) ret = new ScreenEvaluation;
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else if( 0==stricmp(sClassName, "ScreenFinalEvaluation") ) ret = new ScreenFinalEvaluation;
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else if( 0==stricmp(sClassName, "ScreenEz2SelectPlayer") ) ret = new ScreenEz2SelectPlayer;
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else if( 0==stricmp(sClassName, "ScreenSelectMode") ) ret = new ScreenSelectMode;
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else if( 0==stricmp(sClassName, "ScreenGameOver") ) ret = new ScreenGameOver;
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else if( 0==stricmp(sClassName, "ScreenGameplay") ) ret = new ScreenGameplay;
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else if( 0==stricmp(sClassName, "ScreenGraphicOptions") ) ret = new ScreenGraphicOptions;
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else if( 0==stricmp(sClassName, "ScreenHowToPlay") ) ret = new ScreenHowToPlay;
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else if( 0==stricmp(sClassName, "ScreenInputOptions") ) ret = new ScreenInputOptions;
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else if( 0==stricmp(sClassName, "ScreenMachineOptions") ) ret = new ScreenMachineOptions;
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else if( 0==stricmp(sClassName, "ScreenMapControllers") ) ret = new ScreenMapControllers;
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else if( 0==stricmp(sClassName, "ScreenInputOptions") ) ret = new ScreenInputOptions;
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else if( 0==stricmp(sClassName, "ScreenMusicScroll") ) ret = new ScreenMusicScroll;
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else if( 0==stricmp(sClassName, "ScreenNetworkWaiting") ) ret = new ScreenNetworkWaiting;
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else if( 0==stricmp(sClassName, "ScreenPlayerOptions") ) ret = new ScreenPlayerOptions;
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else if( 0==stricmp(sClassName, "ScreenSandbox") ) ret = new ScreenSandbox;
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else if( 0==stricmp(sClassName, "ScreenSelectCourse") ) ret = new ScreenSelectCourse;
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else if( 0==stricmp(sClassName, "ScreenSelectDifficulty") ) ret = new ScreenSelectDifficulty;
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else if( 0==stricmp(sClassName, "ScreenSelectGame") ) ret = new ScreenSelectGame;
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else if( 0==stricmp(sClassName, "ScreenSelectGroup") ) ret = new ScreenSelectGroup;
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else if( 0==stricmp(sClassName, "ScreenSelectMusic") ) ret = new ScreenSelectMusic;
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else if( 0==stricmp(sClassName, "ScreenSelectStyle5th") ) ret = new ScreenSelectStyle5th;
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else if( 0==stricmp(sClassName, "ScreenSelectStyle") ) ret = new ScreenSelectStyle;
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else if( 0==stricmp(sClassName, "ScreenSongOptions") ) ret = new ScreenSongOptions;
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else if( 0==stricmp(sClassName, "ScreenStage") ) ret = new ScreenStage;
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else if( 0==stricmp(sClassName, "ScreenTitleMenu") ) ret = new ScreenTitleMenu;
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else if( 0==stricmp(sClassName, "ScreenEz2SelectMusic") ) ret = new ScreenEz2SelectMusic;
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else
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throw RageException( "Invalid Screen class name '%s'", sClassName.GetString() );
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/* That probably took a little while. Let's reset stats. This prevents us
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* from displaying an unnaturally low FPS value, and the next FPS value we
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* display will be accurate, which makes skips in the initial tween-ins more
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* apparent. */
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DISPLAY->ResetStats();
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return ret;
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}
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void ScreenManager::PrepNewScreen( CString sClassName )
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