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