ironing out preloading logic
This commit is contained in:
@@ -12,8 +12,9 @@
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
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#define SCREENS_TO_PREPARE THEME->GetMetric (m_sName,"ScreensToPrepare")
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#define SCREENS_TO_GROUP THEME->GetMetric (m_sName,"ScreensToGroup")
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#define PREPARE_SCREENS THEME->GetMetric (m_sName,"PrepareScreens")
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#define PERSIST_SCREENS THEME->GetMetric (m_sName,"PersistScreens")
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#define GROUPED_SCREENS THEME->GetMetric (m_sName,"GroupedScreens")
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Screen::Screen( CString sName )
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{
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@@ -38,7 +39,7 @@ void Screen::Init()
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this->RunCommands( THEME->GetMetricA(m_sName, "InitCommand") );
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vector<CString> asList;
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split( SCREENS_TO_PREPARE, ",", asList );
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split( PREPARE_SCREENS, ",", asList );
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for( unsigned i = 0; i < asList.size(); ++i )
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{
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LOG->Trace( "Screen %s preparing \"%s\"", asList[i].c_str() );
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@@ -46,9 +47,14 @@ void Screen::Init()
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}
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asList.clear();
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split( SCREENS_TO_GROUP, ",", asList );
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split( GROUPED_SCREENS, ",", asList );
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for( unsigned i = 0; i < asList.size(); ++i )
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SCREENMAN->GroupScreen( asList[i] );
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asList.clear();
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split( PERSIST_SCREENS, ",", asList );
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for( unsigned i = 0; i < asList.size(); ++i )
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SCREENMAN->PersistantScreen( asList[i] );
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}
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void Screen::Update( float fDeltaTime )
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@@ -2,20 +2,12 @@
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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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* When a screen pops off the stack that's in g_setPersistantScreens, it goes to
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* the prepared list. If that screen is used again before it's deleted, it'll be
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* reused.
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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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* may load. When it loads one, the prepared screen will be used.
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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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@@ -25,6 +17,26 @@
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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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* Example uses:
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* - ScreenOptions1 preloads ScreenOptions2, and persists both. Moving from Options1
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* and Options2 and back is instant and reuses both.
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* - ScreenMenu groups and persists itself and ScreenSubmenu. ScreenSubmenu
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* is not preloaded, so it will be loaded on demand the first time it's used,
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* but will remain loaded if it returns to ScreenMenu.
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* - ScreenSelectMusic groups itself and ScreenPlayerOptions, and persists only
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* ScreenSelectMusic. This will cause SSMusic will be loaded once, and SPO to
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* be loaded on demand.
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* - ScreenAttract1 preloads and persists ScreenAttract1, 3, 5 and 7, and groups 1
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* through 7. 1, 3, 5 and 7 will remain in memory; the rest will be loaded on
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* demand.
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*
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* If a screen is added to the screen stack that isn't in the current screen group
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* (added to by GroupScreen), the screen group is reset: all prepared screens are
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* unloaded and the persistance list is cleared.
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*
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* (For persistance, concurrently preparing a screen is logically equivalent
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* to SetNewScreen, since it's going to be set after it finishes loading.)
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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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@@ -98,6 +110,7 @@ namespace
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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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set<CString> g_setPersistantScreens;
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vector<LoadedScreen> g_vPreparedScreens;
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vector<Actor*> g_vPreparedBackgrounds;
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@@ -226,19 +239,16 @@ ScreenMessage ScreenManager::PopTopScreenInternal()
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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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if( g_setPersistantScreens.find(ls.m_pScreen->GetName()) != g_setPersistantScreens.end() )
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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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else
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{
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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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return ls.m_SendOnPop;
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}
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@@ -343,8 +353,9 @@ void ScreenManager::Update( float fDeltaTime )
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g_bIsConcurrentlyLoading = true;
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StartConcurrentRendering();
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AboutToLoadScreen( sScreenName );
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PrepareScreenInternal( sScreenName );
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if( g_setGroupedScreens.find(sScreenName) == g_setGroupedScreens.end() )
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DeletePreparedScreens();
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PrepareScreen( sScreenName );
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FinishConcurrentRendering();
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g_bIsConcurrentlyLoading = false;
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@@ -432,24 +443,7 @@ 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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@@ -500,21 +494,14 @@ void ScreenManager::PrepareScreenInternal( const CString &sScreenName )
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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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void ScreenManager::PersistantScreen( const CString &sScreenName )
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{
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g_setPersistantScreens.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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@@ -542,6 +529,9 @@ void ScreenManager::DeletePreparedScreens()
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SAFE_DELETE( *a );
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g_vPreparedBackgrounds.clear();
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g_setGroupedScreens.clear();
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g_setPersistantScreens.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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@@ -570,25 +560,6 @@ 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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@@ -603,11 +574,12 @@ void ScreenManager::LoadDelayedScreen()
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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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bool bTimeToDeleteScreens = (g_setGroupedScreens.find(sScreenName) == g_setGroupedScreens.end());
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if( bTimeToDeleteScreens && PREFSMAN->m_bDelayedScreenLoad )
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DeletePreparedScreens();
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// Load the screen, if it's not already prepared.
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PrepareScreenInternal( sScreenName );
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PrepareScreen( sScreenName );
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//
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// Find the prepped screen.
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@@ -664,8 +636,8 @@ void ScreenManager::LoadDelayedScreen()
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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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AboutToLoadScreen( sScreenName );
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if( bTimeToDeleteScreens && !PREFSMAN->m_bDelayedScreenLoad )
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DeletePreparedScreens();
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TEXTUREMAN->DiagnosticOutput();
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@@ -678,7 +650,7 @@ void ScreenManager::LoadDelayedScreen()
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void ScreenManager::AddNewScreenToTop( const CString &sScreenName, ScreenMessage SendOnPop )
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{
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// Load the screen, if it's not already prepared.
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PrepareScreenInternal( sScreenName );
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PrepareScreen( sScreenName );
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// Find the prepped screen.
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LoadedScreen ls;
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@@ -810,6 +782,9 @@ class LunaScreenManager: public Luna<ScreenManager>
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public:
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LunaScreenManager() { LUA->Register( Register ); }
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// Note: PrepareScreen binding is not allowed; loading data inside
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// Lua causes the Lua lock to be held for the duration of the load,
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// which blocks concurrent rendering
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static int SetNewScreen( T* p, lua_State *L ) { p->SetNewScreen( SArg(1) ); return 0; }
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static int GetTopScreen( T* p, lua_State *L )
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{
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@@ -33,6 +33,7 @@ public:
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void AddNewScreenToTop( const CString &sName, ScreenMessage SendOnPop=SM_None );
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void PrepareScreen( const CString &sScreenName ); // creates and caches screen so that the next call to SetNewScreen for the prep'd screen will be very quick.
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void GroupScreen( const CString &sScreenName );
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void PersistantScreen( const CString &sScreenName );
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bool ConcurrentlyPrepareScreen( const CString &sScreenName, ScreenMessage send_when_done = SM_None );
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bool IsConcurrentlyLoading() const;
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void DeletePreparedScreens();
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@@ -66,8 +67,6 @@ public:
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void PlaySharedBackgroundOffCommand();
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void ZeroNextUpdate();
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private:
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void AboutToLoadScreen( const CString &sScreenName );
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Screen *m_pInputFocus; // NULL = top of m_ScreenStack
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CString m_sSystemMessage;
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@@ -83,7 +82,6 @@ private:
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bool m_bZeroNextUpdate;
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void LoadDelayedScreen();
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void PrepareScreenInternal( const CString &sScreenName );
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ScreenMessage PopTopScreenInternal();
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// Keep these sounds always loaded, because they could be
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