namespace
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@@ -118,7 +118,7 @@ static void CheckFocus()
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}
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}
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void GameLoop()
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void GameLoop::GameLoop()
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{
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/* People may want to do something else while songs are loading, so do
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* this after loading songs. */
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@@ -257,13 +257,13 @@ int ConcurrentRenderer::StartRenderThread( void *p )
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return 0;
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}
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void StartConcurrentRendering()
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void GameLoop::StartConcurrentRendering()
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{
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ASSERT( g_pConcurrentRenderer == NULL );
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g_pConcurrentRenderer = new ConcurrentRenderer;
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}
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void FinishConcurrentRendering()
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void GameLoop::FinishConcurrentRendering()
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{
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SAFE_DELETE( g_pConcurrentRenderer );
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}
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@@ -3,9 +3,12 @@
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#ifndef GAME_LOOP_H
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#define GAME_LOOP_H
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void GameLoop();
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void StartConcurrentRendering();
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void FinishConcurrentRendering();
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namespace GameLoop
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{
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void GameLoop();
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void StartConcurrentRendering();
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void FinishConcurrentRendering();
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};
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#endif
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@@ -584,14 +584,14 @@ void ScreenManager::RunConcurrentlyPrepareScreen()
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if( !ScreenIsPrepped(sScreenName) )
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{
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g_bIsConcurrentlyLoading = true;
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StartConcurrentRendering();
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GameLoop::StartConcurrentRendering();
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if( g_setGroupedScreens.find(sScreenName) == g_setGroupedScreens.end() )
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DeletePreparedScreens();
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PrepareScreen( sScreenName );
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FinishConcurrentRendering();
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GameLoop::FinishConcurrentRendering();
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g_bIsConcurrentlyLoading = false;
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LOG->Trace( "Concurrent prepare of %s finished", sScreenName.c_str() );
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@@ -1084,7 +1084,7 @@ int main(int argc, char* argv[])
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NSMAN->DisplayStartupStatus(); // If we're using networking show what happened
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/* Run the main loop. */
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GameLoop();
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GameLoop::GameLoop();
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/* If we ended mid-game, finish up. */
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GAMESTATE->EndGame();
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