undo hacks, and isolate to one: call PlayersFinalized last. (These message
names are confusing; just an iterative step in cleaning them up.) Don't abuse SM_GoToNextScreen; the only thing it should do is SCREENMAN->SetNewScreen.
This commit is contained in:
@@ -39,6 +39,8 @@ void ScreenSelect::Init()
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{
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ScreenWithMenuElements::Init();
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m_bTimeToFinalizePlayers = false;
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//
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// Load messages to update on
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//
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@@ -181,42 +183,17 @@ void ScreenSelect::HandleScreenMessage( const ScreenMessage SM )
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{
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if( SM == SM_BeginFadingOut ) /* Screen is starting to tween out. */
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{
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/* At this point, we're tweening out; we can't change the selection.
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* We don't want to allow players to join if the style will be set,
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* since that can change the available selection and is likely to
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* invalidate the choice we've already made. Hack: apply the style.
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* (Applying the style may have other side-effects, so it'll be re-applied
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* in SM_GoToNextScreen.) */
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FOREACH_HumanPlayer( p )
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{
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const int sel = GetSelectionIndex( p );
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if( m_aGameCommands[sel].m_pStyle )
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GAMESTATE->m_pCurStyle.Set( m_aGameCommands[sel].m_pStyle );
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}
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SCREENMAN->RefreshCreditsMessages();
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}
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else if( SM == SM_AllDoneChoosing ) /* It's our turn to tween out. */
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{
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if( !IsTransitioning() )
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StartTransitioning( SM_GoToNextScreen );
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}
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else if( SM == SM_GoToNextScreen )
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{
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/* Apply here, not in SM_AllDoneChoosing, because applying can take a very
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* long time (200+ms), and at SM_AllDoneChoosing, we're still tweening stuff
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* off-screen.
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*
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* Hack: only apply one Screen. */
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CString sScreen;
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FOREACH_HumanPlayer( p )
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{
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GameCommand gc = m_aGameCommands[this->GetSelectionIndex(p)];
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CString sThisScreen = gc.GetAndClearScreen();
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if( sScreen == "" )
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sScreen = sThisScreen;
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if( m_sNextScreen == "" )
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m_sNextScreen = sThisScreen;
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gc.Apply( p );
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}
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SCREENMAN->RefreshCreditsMessages();
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//
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// Finalize players if we set a style on this screen.
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//
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@@ -225,18 +202,30 @@ void ScreenSelect::HandleScreenMessage( const ScreenMessage SM )
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const int sel = GetSelectionIndex( p );
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if( m_aGameCommands[sel].m_pStyle )
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{
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GAMESTATE->PlayersFinalized();
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m_bTimeToFinalizePlayers = true;
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break;
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}
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}
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if( sScreen != "" )
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SCREENMAN->SetNewScreen( sScreen );
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else
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if( m_sNextScreen == "" )
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{
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const int iSelectionIndex = GetSelectionIndex(GAMESTATE->m_MasterPlayerNumber);
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SCREENMAN->SetNewScreen( NEXT_SCREEN(iSelectionIndex) );
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m_sNextScreen = NEXT_SCREEN(iSelectionIndex);
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}
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}
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else if( SM == SM_AllDoneChoosing ) /* It's our turn to tween out. */
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{
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if( !IsTransitioning() )
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StartTransitioning( SM_GoToNextScreen );
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}
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else if( SM == SM_GoToNextScreen )
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{
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/* Finalizing players can take a long time, since it reads profile data. Do it
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* here.(XXX: this should be done in a separate screen.) */
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if( m_bTimeToFinalizePlayers )
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GAMESTATE->PlayersFinalized();
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SCREENMAN->SetNewScreen( m_sNextScreen );
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return;
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}
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