CString -> RString
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@@ -81,7 +81,7 @@ ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our p
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static Preference<bool> g_bConcurrentLoading( "ConcurrentLoading", false );
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// Screen registration
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static map<CString,CreateScreenFn> *g_pmapRegistrees = NULL;
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static map<RString,CreateScreenFn> *g_pmapRegistrees = NULL;
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namespace
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{
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@@ -109,8 +109,8 @@ namespace
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Actor *g_pSharedBGA; // BGA object that's persistent between screens
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vector<LoadedScreen> g_ScreenStack; // bottommost to topmost
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vector<Screen*> g_OverlayScreens;
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set<CString> g_setGroupedScreens;
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set<CString> g_setPersistantScreens;
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set<RString> g_setGroupedScreens;
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set<RString> g_setPersistantScreens;
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vector<LoadedScreen> g_vPreparedScreens;
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vector<Actor*> g_vPreparedBackgrounds;
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@@ -133,7 +133,7 @@ namespace
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SCREENMAN->PostMessageToTopScreen( SM_GainFocus, 0 );
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}
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bool ScreenIsPrepped( const CString &sScreenName )
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bool ScreenIsPrepped( const RString &sScreenName )
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{
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FOREACH( LoadedScreen, g_vPreparedScreens, s )
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{
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@@ -145,7 +145,7 @@ namespace
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/* If the named screen is loaded, remove it from the prepared list and
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* return it in ls. */
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bool GetPreppedScreen( const CString &sScreenName, LoadedScreen &ls )
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bool GetPreppedScreen( const RString &sScreenName, LoadedScreen &ls )
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{
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FOREACH( LoadedScreen, g_vPreparedScreens, s )
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{
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@@ -210,12 +210,12 @@ namespace
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}
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};
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void RegisterScreenClass( const CString& sClassName, CreateScreenFn pfn )
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void RegisterScreenClass( const RString& sClassName, CreateScreenFn pfn )
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{
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if( g_pmapRegistrees == NULL )
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g_pmapRegistrees = new map<CString,CreateScreenFn>;
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g_pmapRegistrees = new map<RString,CreateScreenFn>;
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map<CString,CreateScreenFn>::iterator iter = g_pmapRegistrees->find( sClassName );
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map<RString,CreateScreenFn>::iterator iter = g_pmapRegistrees->find( sClassName );
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ASSERT_M( iter == g_pmapRegistrees->end(), ssprintf("Screen class '%s' already registered.", sClassName.c_str()) );
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(*g_pmapRegistrees)[sClassName] = pfn;
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@@ -263,8 +263,8 @@ void ScreenManager::ThemeChanged()
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SAFE_DELETE( g_OverlayScreens[i] );
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g_OverlayScreens.clear();
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CString sOverlays = THEME->GetMetric( "Common","OverlayScreens" );
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vector<CString> asOverlays;
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RString sOverlays = THEME->GetMetric( "Common","OverlayScreens" );
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vector<RString> asOverlays;
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split( sOverlays, ",", asOverlays );
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for( unsigned i=0; i<asOverlays.size(); i++ )
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{
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@@ -476,14 +476,14 @@ void ScreenManager::Input( const InputEventPlus &input )
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}
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/* Just create a new screen; don't do any associated cleanup. */
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Screen* ScreenManager::MakeNewScreen( const CString &sScreenName )
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Screen* ScreenManager::MakeNewScreen( const RString &sScreenName )
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{
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RageTimer t;
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LOG->Trace( "Loading screen name '%s'", sScreenName.c_str() );
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CString sClassName = THEME->GetMetric(sScreenName,"Class");
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RString sClassName = THEME->GetMetric(sScreenName,"Class");
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map<CString,CreateScreenFn>::iterator iter = g_pmapRegistrees->find( sClassName );
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map<RString,CreateScreenFn>::iterator iter = g_pmapRegistrees->find( sClassName );
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ASSERT_M( iter != g_pmapRegistrees->end(), ssprintf("Screen '%s' has an invalid class '%s'",sScreenName.c_str(),sClassName.c_str()) );
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this->ZeroNextUpdate();
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@@ -496,7 +496,7 @@ Screen* ScreenManager::MakeNewScreen( const CString &sScreenName )
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return ret;
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}
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void ScreenManager::PrepareScreen( const CString &sScreenName )
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void ScreenManager::PrepareScreen( const RString &sScreenName )
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{
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// If the screen is already prepared, stop.
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if( ScreenIsPrepped(sScreenName) )
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@@ -514,7 +514,7 @@ void ScreenManager::PrepareScreen( const CString &sScreenName )
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/* Don't delete previously prepared versions of the screen's background,
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* and only prepare it if it's different than the current background
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* and not already loaded. */
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CString sNewBGA;
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RString sNewBGA;
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if( pNewScreen->UsesBackground() )
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sNewBGA = THEME->GetPathB(sScreenName,"background");
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@@ -544,17 +544,17 @@ void ScreenManager::PrepareScreen( const CString &sScreenName )
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TEXTUREMAN->DiagnosticOutput();
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}
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void ScreenManager::GroupScreen( const CString &sScreenName )
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void ScreenManager::GroupScreen( const RString &sScreenName )
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{
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g_setGroupedScreens.insert( sScreenName );
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}
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void ScreenManager::PersistantScreen( const CString &sScreenName )
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void ScreenManager::PersistantScreen( const RString &sScreenName )
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{
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g_setPersistantScreens.insert( sScreenName );
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}
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bool ScreenManager::ConcurrentlyPrepareScreen( const CString &sScreenName, ScreenMessage SM )
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bool ScreenManager::ConcurrentlyPrepareScreen( const RString &sScreenName, ScreenMessage SM )
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{
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ASSERT_M( m_sDelayedConcurrentPrepare == "", m_sDelayedConcurrentPrepare );
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@@ -574,7 +574,7 @@ void ScreenManager::RunConcurrentlyPrepareScreen()
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/* Don't call BackgroundPrepareScreen() from within another background load. */
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ASSERT( !IsConcurrentlyLoading() );
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CString sScreenName = m_sDelayedConcurrentPrepare;
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RString sScreenName = m_sDelayedConcurrentPrepare;
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m_sDelayedConcurrentPrepare = "";
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ScreenMessage SM = m_OnDonePreparingScreen;
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@@ -615,7 +615,7 @@ void ScreenManager::PushScreen( Screen *pNewScreen, bool bDeleteWhenDone, Screen
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PushLoadedScreen( ls );
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}
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void ScreenManager::SetNewScreen( const CString &sScreenName )
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void ScreenManager::SetNewScreen( const RString &sScreenName )
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{
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ASSERT( sScreenName != "" );
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m_sDelayedScreen = sScreenName;
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@@ -625,7 +625,7 @@ void ScreenManager::LoadDelayedScreen()
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{
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const bool bWasOnSystemMenu = !g_ScreenStack.empty() && g_ScreenStack.back().m_pScreen->GetScreenType() == system_menu;
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CString sScreenName = m_sDelayedScreen;
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RString sScreenName = m_sDelayedScreen;
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m_sDelayedScreen = "";
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// Pop the top screen, if any.
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@@ -681,7 +681,7 @@ void ScreenManager::LoadDelayedScreen()
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}
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// Find the prepared shared background (if any), and activate it.
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CString sNewBGA;
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RString sNewBGA;
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if( ls.m_pScreen->UsesBackground() )
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sNewBGA = THEME->GetPathB(sScreenName,"background");
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if( sNewBGA != g_pSharedBGA->GetName() )
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@@ -733,7 +733,7 @@ void ScreenManager::LoadDelayedScreen()
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SendMessageToTopScreen( SM );
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}
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void ScreenManager::AddNewScreenToTop( const CString &sScreenName, ScreenMessage SendOnPop )
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void ScreenManager::AddNewScreenToTop( const RString &sScreenName, ScreenMessage SendOnPop )
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{
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// Load the screen, if it's not already prepared.
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PrepareScreen( sScreenName );
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@@ -789,14 +789,14 @@ void ScreenManager::SendMessageToTopScreen( ScreenMessage SM )
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}
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void ScreenManager::SystemMessage( const CString &sMessage )
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void ScreenManager::SystemMessage( const RString &sMessage )
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{
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m_sSystemMessage = sMessage;
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LOG->Trace( "%s", sMessage.c_str() );
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MESSAGEMAN->Broadcast( "SystemMessage" );
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}
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void ScreenManager::SystemMessageNoAnimate( const CString &sMessage )
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void ScreenManager::SystemMessageNoAnimate( const RString &sMessage )
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{
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// LOG->Trace( "%s", sMessage.c_str() ); // don't log because the caller is likely calling us every frame
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m_sSystemMessage = sMessage;
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@@ -814,7 +814,7 @@ void ScreenManager::RefreshCreditsMessages()
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MESSAGEMAN->Broadcast( "RefreshCreditText" );
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/* This is called when GAMESTATE->m_bSideIsJoined changes. */
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CString joined;
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RString joined;
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FOREACH_HumanPlayer( pn )
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{
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if( joined != "" )
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