Move LoadingScreen to a global.

LoadingScreen is a variable that should be available to all loading
definitions.  Param does this currently, but I'm redesigning that, and this
particular case doesn't fit.  Conceptually, it really is a global (though
perhaps should be tucked away with an environment or something).
This commit is contained in:
Glenn Maynard
2006-10-14 02:37:15 +00:00
parent 3ddbf641ac
commit d879e4802a
2 changed files with 4 additions and 4 deletions
+2 -1
View File
@@ -18,9 +18,10 @@
void Screen::InitScreen( Screen *pScreen ) void Screen::InitScreen( Screen *pScreen )
{ {
/* Set the name of the loading screen. */ /* Set the name of the loading screen. */
ActorUtil::ActorParam LoadingScreen( "LoadingScreen", pScreen->GetName() ); LUA->SetGlobal( "LoadingScreen", pScreen->GetName() );
pScreen->Init(); pScreen->Init();
LUA->UnsetGlobal( "LoadingScreen" );
} }
Screen::~Screen() Screen::~Screen()
+2 -3
View File
@@ -124,10 +124,9 @@ namespace ScreenManagerUtil
g_ScreenStack.push_back( ls ); g_ScreenStack.push_back( ls );
/* Set the name of the loading screen. */ /* Set the name of the loading screen. */
ActorUtil::ActorParam LoadingScreen( "LoadingScreen", ls.m_pScreen->GetName() ); LUA->SetGlobal( "LoadingScreen", ls.m_pScreen->GetName() );
ls.m_pScreen->BeginScreen(); ls.m_pScreen->BeginScreen();
LUA->UnsetGlobal( "LoadingScreen" );
LoadingScreen.Release();
SCREENMAN->RefreshCreditsMessages(); SCREENMAN->RefreshCreditsMessages();