some more s/GetSize/size/ and other minor STLisms

This commit is contained in:
Glenn Maynard
2002-10-31 02:20:11 +00:00
parent 040da1a6d4
commit dcb4fd2128
8 changed files with 55 additions and 52 deletions
+12 -12
View File
@@ -62,7 +62,7 @@ ScreenManager::~ScreenManager()
EmptyDeleteQueue();
// delete current states
for( int i=0; i<m_ScreenStack.GetSize(); i++ )
for( unsigned i=0; i<m_ScreenStack.size(); i++ )
SAFE_DELETE( m_ScreenStack[i] );
SAFE_DELETE( m_ScreenBuffered );
}
@@ -70,7 +70,7 @@ ScreenManager::~ScreenManager()
void ScreenManager::EmptyDeleteQueue()
{
// delete all ScreensToDelete
for( int i=0; i<m_ScreensToDelete.GetSize(); i++ )
for( unsigned i=0; i<m_ScreensToDelete.size(); i++ )
SAFE_DELETE( m_ScreensToDelete[i] );
m_ScreensToDelete.clear();
@@ -86,7 +86,7 @@ void ScreenManager::Update( float fDeltaTime )
EmptyDeleteQueue();
// Update all windows in the stack
for( int i=0; i<m_ScreenStack.GetSize(); i++ ) {
for( unsigned i=0; i<m_ScreenStack.size(); i++ ) {
/* Screens take some time to load. If we don't do this, then screens
* receive an initial update that includes all of the time they spent
* loading, which will chop off their tweens.
@@ -112,20 +112,20 @@ void ScreenManager::Update( float fDeltaTime )
void ScreenManager::Restore()
{
// Draw all CurrentScreens (back to front)
for( int i=0; i<m_ScreenStack.GetSize(); i++ )
for( unsigned i=0; i<m_ScreenStack.size(); i++ )
m_ScreenStack[i]->Restore();
}
void ScreenManager::Invalidate()
{
for( int i=0; i<m_ScreenStack.GetSize(); i++ )
for( unsigned i=0; i<m_ScreenStack.size(); i++ )
m_ScreenStack[i]->Invalidate();
}
void ScreenManager::Draw()
{
// Draw all CurrentScreens (back to front)
for( int i=0; i<m_ScreenStack.GetSize(); i++ )
for( unsigned i=0; i<m_ScreenStack.size(); i++ )
m_ScreenStack[i]->Draw();
if( m_textSystemMessage.GetDiffuse().a != 0 )
@@ -148,8 +148,8 @@ void ScreenManager::Input( const DeviceInput& DeviceI, const InputEventType type
// DeviceI.device, DeviceI.button, GameI.controller, GameI.button, MenuI.player, MenuI.button, StyleI.player, StyleI.col );
// pass input only to topmost state
if( m_ScreenStack.GetSize() > 0 )
m_ScreenStack[m_ScreenStack.GetSize()-1]->Input( DeviceI, type, GameI, MenuI, StyleI );
if( !m_ScreenStack.empty() )
m_ScreenStack.back()->Input( DeviceI, type, GameI, MenuI, StyleI );
}
@@ -287,18 +287,18 @@ void ScreenManager::TextEntry( ScreenMessage SM_SendWhenDone, CString sQuestion,
void ScreenManager::PopTopScreen( ScreenMessage SM )
{
Screen* pScreenToPop = m_ScreenStack[m_ScreenStack.GetSize()-1]; // top menu
Screen* pScreenToPop = m_ScreenStack.back(); // top menu
//pScreenToPop->HandleScreenMessage( SM_LosingInputFocus );
m_ScreenStack.RemoveAt(m_ScreenStack.GetSize()-1);
m_ScreenStack.RemoveAt(m_ScreenStack.size()-1);
m_ScreensToDelete.Add( pScreenToPop );
Screen* pNewTopScreen = m_ScreenStack[m_ScreenStack.GetSize()-1];
Screen* pNewTopScreen = m_ScreenStack[m_ScreenStack.size()-1];
pNewTopScreen->HandleScreenMessage( SM );
}
void ScreenManager::SendMessageToTopScreen( ScreenMessage SM, float fDelay )
{
Screen* pTopScreen = m_ScreenStack[m_ScreenStack.GetSize()-1];
Screen* pTopScreen = m_ScreenStack.back();
pTopScreen->SendScreenMessage( SM, fDelay );
}