trace fix

This commit is contained in:
Glenn Maynard
2004-04-11 01:45:29 +00:00
parent 83e96f5187
commit 8e42e80208
+3 -4
View File
@@ -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 )
{