Refactor prepared screens. This can handle:

- preparing and reusing screens used in a loop (eg. attract), a conceptual stack
   (eg. options menu), or a real stack (ScreenPrompt)
 - automatic cleanup once you load a screen that isn't preloaded; this gracefully
   handles unusual or forgotten exit paths (eg. pressing the system menu button)
 - reusing some screens in a group and loading others on demand
This commit is contained in:
Glenn Maynard
2005-07-22 08:39:07 +00:00
parent d38a2e9c33
commit a0577b80db
2 changed files with 211 additions and 78 deletions
+206 -77
View File
@@ -1,4 +1,35 @@
/*
* We maintain a pool of "prepared" screens, which are screens previously loaded
* to be available on demand.
*
* A used screen, when finished, goes to the prepared list. If that screen is
* used again before it's deleted, it'll be reused. This behavior works for
* several models of screen use: pushing screens,
*
* Typically, the first screen in a group will prepare all of the nearby screens it
* may load. (This can happen recursively; a prepared screen can prepare more
* screens.) When it loads one, the prepared screen will be used. If the initial
* screen is being taken off of the stack, it'll be placed back in the prepared
* list; if the new screen then reloads the initial screen, it'll be used out
* of the prepared list, and we're back where we started.
*
* When a screen is used that isn't prepared, it indicates that we've left that
* group of screens, and the prepared screens are no longer needed, so we unload
* all prepared screens.
*
* A group of screens may only want to preload some screens, and not others,
* while still considering those screens part of the same group. For example,
* an attract loop typically has several very lightweight screens and a few
* expensive screens. Preloading the lightweight screens can improve responsiveness,
* but preloading the expensive screens may use too much memory and take too long
* to load all at once. By calling GroupScreen(), entering these screens will not
* trigger cleanup.
*
* Note that not all screens yet support reuse in this way; proper use of BeginScreen
* is required. This will misbehave if a screen pushes another screen that's already
* in use lower on the stack, but that's not useful; it would allow infinite screen
* recursion.
*
* SM_GainFocus/SM_LoseFocus: These are sent to screens when they become the
* topmost screen, or stop being the topmost screen.
*
@@ -66,9 +97,37 @@ namespace
Actor *g_pSharedBGA; // BGA object that's persistent between screens
vector<LoadedScreen> g_ScreenStack; // bottommost to topmost
vector<Screen*> g_OverlayScreens;
set<CString> g_setGroupedScreens;
vector<Screen*> g_vPreparedScreens;
vector<LoadedScreen> g_vPreparedScreens;
vector<Actor*> g_vPreparedBackgrounds;
/* Add a screen to g_ScreenStack. This is the only function that adds to g_ScreenStack. */
void PushLoadedScreen( const LoadedScreen &ls )
{
g_ScreenStack.push_back( ls );
ls.m_pScreen->BeginScreen();
SCREENMAN->RefreshCreditsMessages();
SCREENMAN->PostMessageToTopScreen( SM_GainFocus, 0 );
}
/* If the named screen is loaded, remove it from the prepared list and
* return it in ls. */
bool GetPreppedScreen( const CString &sScreenName, LoadedScreen &ls )
{
FOREACH( LoadedScreen, g_vPreparedScreens, s )
{
if( s->m_pScreen->GetName() == sScreenName )
{
ls = *s;
g_vPreparedScreens.erase( s );
return true;
}
}
return false;
}
};
void RegisterScreenClass( const CString& sClassName, CreateScreenFn pfn )
@@ -154,6 +213,36 @@ bool ScreenManager::IsStackedScreen( const Screen *pScreen ) const
static bool g_bIsConcurrentlyLoading = false;
/* Pop the top screen off the stack, sending SM_LoseFocus messages and
* returning the message the popped screen wants sent to the new top
* screen. Does not send SM_GainFocus. */
ScreenMessage ScreenManager::PopTopScreenInternal()
{
if( g_ScreenStack.empty() )
return SM_None;
LoadedScreen ls = g_ScreenStack.back();
g_ScreenStack.erase( g_ScreenStack.end()-1, g_ScreenStack.end() );
ls.m_pScreen->HandleScreenMessage( SM_LoseFocus );
if( g_setGroupedScreens.find(ls.m_pScreen->GetName()) != g_setGroupedScreens.end() )
{
/* The screen wasn't grouped in with the preloaded screens, not preloaded
* itself. It's probably expensive--otherwise we would have preloaded it--so
* delete it now, don't move it to g_vPreparedScreens. */
if( ls.m_bDeleteWhenDone )
SAFE_DELETE( ls.m_pScreen );
}
else
{
/* Move the screen back to the prepared list. */
g_vPreparedScreens.push_back( ls );
}
return ls.m_SendOnPop;
}
void ScreenManager::Update( float fDeltaTime )
{
//
@@ -164,16 +253,11 @@ void ScreenManager::Update( float fDeltaTime )
ScreenMessage SM = m_PopTopScreen;
m_PopTopScreen = SM_Invalid;
LoadedScreen ls = g_ScreenStack.back(); // top menu
g_ScreenStack.erase( g_ScreenStack.end()-1, g_ScreenStack.end() );
ScreenMessage SM2 = PopTopScreenInternal();
ls.m_pScreen->HandleScreenMessage( SM_LoseFocus );
SendMessageToTopScreen( SM );
SendMessageToTopScreen( ls.m_SendOnPop );
SendMessageToTopScreen( SM_GainFocus );
if( ls.m_bDeleteWhenDone )
delete ls.m_pScreen;
SendMessageToTopScreen( SM );
SendMessageToTopScreen( SM2 );
}
/*
@@ -210,9 +294,8 @@ void ScreenManager::Update( float fDeltaTime )
// Update screens.
//
{
// Only update the topmost screen on the stack.
if( pScreen )
pScreen->Update( fDeltaTime );
for( unsigned i=0; i<g_ScreenStack.size(); i++ )
g_ScreenStack[i].m_pScreen->Update( fDeltaTime );
g_pSharedBGA->Update( fDeltaTime );
@@ -259,7 +342,9 @@ void ScreenManager::Update( float fDeltaTime )
g_bIsConcurrentlyLoading = true;
StartConcurrentRendering();
PrepareScreen( sScreenName );
AboutToLoadScreen( sScreenName );
PrepareScreenInternal( sScreenName );
FinishConcurrentRendering();
g_bIsConcurrentlyLoading = false;
@@ -347,22 +432,41 @@ Screen* ScreenManager::MakeNewScreen( const CString &sScreenName )
return ret;
}
/* This is called by other code to explicitly preload a screen. */
void ScreenManager::PrepareScreen( const CString &sScreenName )
{
/* Normally, a screen is always either preloaded, or grouped in with the
* preloaded screens, not both. If preloading a screen that's also grouped,
* warn and remove from g_setGroupedScreens; if we leave it, we'll have
* obscure inconsistent screen loading behavior (the preloaded screen won't
* be reused). */
if( g_setGroupedScreens.find(sScreenName) != g_setGroupedScreens.end() )
{
LOG->Warn( "PrepareScreen: screen %s was prepared when already grouped", sScreenName.c_str() );
g_setGroupedScreens.erase( sScreenName );
}
PrepareScreenInternal( sScreenName );
}
void ScreenManager::PrepareScreenInternal( const CString &sScreenName )
{
// If the screen is already prepared, stop.
for( int i = (int)g_vPreparedScreens.size()-1; i>=0; i-- )
{
const Screen *pScreen = g_vPreparedScreens[i];
const Screen *pScreen = g_vPreparedScreens[i].m_pScreen;
if( pScreen->GetName() == sScreenName )
return;
}
/* Cleanup song data. This can free up a fair bit of memory, so do it before
* creating the new screen, to lower peak memory usage slightly. */
SONGMAN->Cleanup();
Screen* pNewScreen = MakeNewScreen(sScreenName);
g_vPreparedScreens.push_back( pNewScreen );
{
LoadedScreen ls;
ls.m_pScreen = pNewScreen;
g_vPreparedScreens.push_back( ls );
}
/* Don't delete previously prepared versions of the screen's background,
* and only prepare it if it's different than the current background
@@ -387,13 +491,30 @@ void ScreenManager::PrepareScreen( const CString &sScreenName )
// any common textures loaded.
if( pNewBGA == NULL )
{
pNewBGA = ActorUtil::MakeActor( sNewBGA );
pNewBGA->SetName( sNewBGA );
g_vPreparedBackgrounds.push_back( pNewBGA );
Actor *pActor = ActorUtil::MakeActor( sNewBGA );
pActor->SetName( sNewBGA );
g_vPreparedBackgrounds.push_back( pActor );
}
}
}
void ScreenManager::GroupScreen( const CString &sScreenName )
{
/* If a screen is preloaded, don't add it to g_setGroupedScreens (see
* PrepareScreen() comment). */
for( int i = (int)g_vPreparedScreens.size()-1; i>=0; i-- )
{
const Screen *pScreen = g_vPreparedScreens[i].m_pScreen;
if( pScreen->GetName() == sScreenName )
{
LOG->Warn( "GroupScreen: screen %s was grouped when already prepared", sScreenName.c_str() );
return;
}
}
g_setGroupedScreens.insert( sScreenName );
}
bool ScreenManager::ConcurrentlyPrepareScreen( const CString &sScreenName, ScreenMessage SM )
{
ASSERT_M( m_sDelayedConcurrentPrepare == "", m_sDelayedConcurrentPrepare );
@@ -411,37 +532,25 @@ bool ScreenManager::ConcurrentlyPrepareScreen( const CString &sScreenName, Scree
void ScreenManager::DeletePreparedScreens()
{
FOREACH( Screen*, g_vPreparedScreens, s )
SAFE_DELETE( *s );
FOREACH( LoadedScreen, g_vPreparedScreens, s )
{
if( s->m_bDeleteWhenDone )
SAFE_DELETE( s->m_pScreen );
}
g_vPreparedScreens.clear();
FOREACH( Actor*, g_vPreparedBackgrounds, a )
SAFE_DELETE( *a );
g_vPreparedBackgrounds.clear();
TEXTUREMAN->DeleteCachedTextures();
}
/* Remove all screens from the stack, sending a SM_LoseFocus message to the top.
* (There's no need to send them to any lower screens; they don't have focus anyway,
* and received the message when they actually lost it. */
void ScreenManager::ClearScreenStack()
{
if( g_ScreenStack.size() )
g_ScreenStack.back().m_pScreen->HandleScreenMessage( SM_LoseFocus );
for( unsigned i=0; i<g_ScreenStack.size(); i++ )
{
if( g_ScreenStack[i].m_bDeleteWhenDone )
SAFE_DELETE( g_ScreenStack[i].m_pScreen );
}
g_ScreenStack.clear();
/* Now that we've actually deleted a screen, it makes sense to clear out
* cached textures. */
TEXTUREMAN->DeleteCachedTextures();
/* Cleanup song data. This can free up a fair bit of memory, so do it after
* deleting screens. */
SONGMAN->Cleanup();
}
/* Add a screen to g_ScreenStack. This is the only function that adds to g_ScreenStack. */
void ScreenManager::PushScreen( Screen *pNewScreen, bool bDeleteWhenDone, ScreenMessage SendOnPop )
{
if( g_ScreenStack.size() )
@@ -452,12 +561,7 @@ void ScreenManager::PushScreen( Screen *pNewScreen, bool bDeleteWhenDone, Screen
ls.m_bDeleteWhenDone = bDeleteWhenDone;
ls.m_SendOnPop = SendOnPop;
g_ScreenStack.push_back( ls );
pNewScreen->BeginScreen();
RefreshCreditsMessages();
PostMessageToTopScreen( SM_GainFocus, 0 );
PushLoadedScreen( ls );
}
void ScreenManager::SetNewScreen( const CString &sScreenName )
@@ -466,40 +570,51 @@ void ScreenManager::SetNewScreen( const CString &sScreenName )
m_sDelayedScreen = sScreenName;
}
/* This is called before loading (not preparing) a screen. If the screen isn't
* already prepared, then delete all prepared screens and backgrounds. */
void ScreenManager::AboutToLoadScreen( const CString &sScreenName )
{
FOREACH( LoadedScreen, g_vPreparedScreens, s )
{
if( s->m_pScreen->GetName() == sScreenName )
return;
}
if( g_setGroupedScreens.find(sScreenName) != g_setGroupedScreens.end() )
return;
// We're not loading a screen that was preloaded, or that was listed as part
// of the same screen group, so we're entering something new. Clear all preloaded
// screens.
DeletePreparedScreens();
}
void ScreenManager::LoadDelayedScreen()
{
const bool bWasOnSystemMenu = !g_ScreenStack.empty() && g_ScreenStack.back().m_pScreen->GetScreenType() == system_menu;
/*
* We have a screen to display. Delete the current screens and load it.
* If DelayedScreenLoad is true, clear the old screen first; this lowers
* memory requirements, but results in redundant loads as we unload common
* data. If we don't unload the old screen here, it'll be deleted below.
*/
if( PREFSMAN->m_bDelayedScreenLoad )
ClearScreenStack();
CString sScreenName = m_sDelayedScreen;
m_sDelayedScreen = "";
// Pop the top screen, if any.
ScreenMessage SM = PopTopScreenInternal();
/* We have a screen to display. Delete the current screens and load it.
* If DelayedScreenLoad is true, delete old screens first; this lowers
* memory requirements, but results in redundant loads as we unload common
* data. */
if( PREFSMAN->m_bDelayedScreenLoad )
AboutToLoadScreen( sScreenName );
// Load the screen, if it's not already prepared.
PrepareScreen( sScreenName );
PrepareScreenInternal( sScreenName );
//
// Find the prepped screen.
//
Screen* pNewScreen = NULL;
FOREACH( Screen*, g_vPreparedScreens, s )
{
if( (*s)->GetName() == sScreenName )
{
pNewScreen = *s;
g_vPreparedScreens.erase( s );
break;
}
}
ASSERT( pNewScreen != NULL );
LoadedScreen ls;
bool b = GetPreppedScreen( sScreenName, ls );
ASSERT( b );
if( m_sDelayedScreen != "" )
{
@@ -516,7 +631,7 @@ void ScreenManager::LoadDelayedScreen()
// Find the prepared shared background (if any), and activate it.
CString sNewBGA;
if( pNewScreen->UsesBackground() )
if( ls.m_pScreen->UsesBackground() )
sNewBGA = THEME->GetPathB(sScreenName,"background");
if( sNewBGA != g_pSharedBGA->GetName() )
{
@@ -537,30 +652,44 @@ void ScreenManager::LoadDelayedScreen()
}
ASSERT( pNewBGA != NULL );
SAFE_DELETE( g_pSharedBGA );
/* Move the background back to the prepared list. */
g_vPreparedBackgrounds.push_back( g_pSharedBGA );
g_pSharedBGA = pNewBGA;
g_pSharedBGA->PlayCommand( "On" );
}
bool bIsOnSystemMenu = pNewScreen->GetScreenType() == system_menu;
bool bIsOnSystemMenu = ls.m_pScreen->GetScreenType() == system_menu;
// If we're exiting a system menu, persist settings in case we don't exit normally
if( bWasOnSystemMenu && !bIsOnSystemMenu )
PREFSMAN->SaveGlobalPrefsToDisk();
if( !PREFSMAN->m_bDelayedScreenLoad )
ClearScreenStack();
AboutToLoadScreen( sScreenName );
TEXTUREMAN->DiagnosticOutput();
LOG->Trace("... PushScreen");
PushScreen( pNewScreen, true );
PushLoadedScreen( ls );
SendMessageToTopScreen( SM );
}
void ScreenManager::AddNewScreenToTop( const CString &sScreenName, ScreenMessage SendOnPop )
{
Screen* pNewScreen = MakeNewScreen(sScreenName);
PushScreen( pNewScreen, true, SendOnPop );
// Load the screen, if it's not already prepared.
PrepareScreenInternal( sScreenName );
// Find the prepped screen.
LoadedScreen ls;
bool b = GetPreppedScreen( sScreenName, ls );
ASSERT( b );
ls.m_SendOnPop = SendOnPop;
if( g_ScreenStack.size() )
g_ScreenStack.back().m_pScreen->HandleScreenMessage( SM_LoseFocus );
PushLoadedScreen( ls );
}
void ScreenManager::PopTopScreen( ScreenMessage SM )