From 8e42e802080f28e32eb4435744c20ad94ab7ab5f Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Sun, 11 Apr 2004 01:45:29 +0000 Subject: [PATCH] trace fix --- stepmania/src/ScreenManager.cpp | 7 +++---- 1 file changed, 3 insertions(+), 4 deletions(-) diff --git a/stepmania/src/ScreenManager.cpp b/stepmania/src/ScreenManager.cpp index b67d00572a..48b50ba404 100644 --- a/stepmania/src/ScreenManager.cpp +++ b/stepmania/src/ScreenManager.cpp @@ -498,7 +498,10 @@ Screen* ScreenManager::MakeNewScreen( CString sClassName ) * creating the new screen, to lower peak memory usage slightly. */ SONGMAN->Cleanup(); + RageTimer t; + LOG->Trace( "Loading screen %s", sClassName.c_str() ); Screen *ret = Screen::Create( sClassName ); + LOG->Trace( "Loaded %s in %f", sClassName.c_str(), t.GetDeltaTime()); /* Loading probably took a little while. Let's reset stats. This prevents us * from displaying an unnaturally low FPS value, and the next FPS value we @@ -577,16 +580,12 @@ retry: /* If we prepped a screen but didn't use it, nuke it. */ SAFE_DELETE( m_ScreenBuffered ); - RageTimer t; - Screen* pOldTopScreen = m_ScreenStack.empty() ? NULL : m_ScreenStack.back(); // It makes sense that ScreenManager should allocate memory for a new screen since it // deletes it later on. This also convention will reduce includes because screens won't // have to include each other's headers of other screens. - LOG->Trace( "Loading screen %s", sClassName.c_str() ); Screen* pNewScreen = MakeNewScreen(sClassName); - LOG->Trace( "Loaded %s in %f", sClassName.c_str(), t.GetDeltaTime()); if( pOldTopScreen!=NULL && m_ScreenStack.back()!=pOldTopScreen ) {