Use range-based for loops in ScreenManager.cpp
Modernizing some of the old code - improve reliability by replacing traditional iterator loops where they are not needed. Update ScreenManager.cpp
This commit is contained in:
+37
-39
@@ -262,23 +262,25 @@ ScreenManager::ScreenManager()
|
||||
|
||||
ScreenManager::~ScreenManager()
|
||||
{
|
||||
LOG->Trace( "ScreenManager::~ScreenManager()" );
|
||||
LOG->UnmapLog( "ScreenManager::TopScreen" );
|
||||
LOG->Trace("ScreenManager::~ScreenManager()");
|
||||
LOG->UnmapLog("ScreenManager::TopScreen");
|
||||
|
||||
SAFE_DELETE( g_pSharedBGA );
|
||||
for( unsigned i=0; i<g_ScreenStack.size(); i++ )
|
||||
SAFE_DELETE(g_pSharedBGA);
|
||||
for (LoadedScreen& screen : g_ScreenStack)
|
||||
{
|
||||
if( g_ScreenStack[i].m_bDeleteWhenDone )
|
||||
SAFE_DELETE( g_ScreenStack[i].m_pScreen );
|
||||
if (screen.m_bDeleteWhenDone)
|
||||
SAFE_DELETE(screen.m_pScreen);
|
||||
}
|
||||
g_ScreenStack.clear();
|
||||
DeletePreparedScreens();
|
||||
for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
|
||||
SAFE_DELETE( g_OverlayScreens[i] );
|
||||
for (Screen* overlayScreen : g_OverlayScreens)
|
||||
{
|
||||
SAFE_DELETE(overlayScreen);
|
||||
}
|
||||
g_OverlayScreens.clear();
|
||||
|
||||
// Unregister with Lua.
|
||||
LUA->UnsetGlobal( "SCREENMAN" );
|
||||
LUA->UnsetGlobal("SCREENMAN");
|
||||
}
|
||||
|
||||
// This is called when we start up, and when the theme changes or is reloaded.
|
||||
@@ -306,22 +308,22 @@ void ScreenManager::ThemeChanged()
|
||||
void ScreenManager::ReloadOverlayScreens()
|
||||
{
|
||||
// unload overlay screens
|
||||
for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
|
||||
SAFE_DELETE( g_OverlayScreens[i] );
|
||||
for (Screen* screen : g_OverlayScreens)
|
||||
SAFE_DELETE(screen);
|
||||
g_OverlayScreens.clear();
|
||||
|
||||
// reload overlay screens
|
||||
RString sOverlays = THEME->GetMetric( "Common","OverlayScreens" );
|
||||
RString sOverlays = THEME->GetMetric("Common", "OverlayScreens");
|
||||
std::vector<RString> asOverlays;
|
||||
split( sOverlays, ",", asOverlays );
|
||||
for( unsigned i=0; i<asOverlays.size(); i++ )
|
||||
split(sOverlays, ",", asOverlays);
|
||||
for (const RString& overlay : asOverlays)
|
||||
{
|
||||
Screen *pScreen = MakeNewScreen( asOverlays[i] );
|
||||
if(pScreen)
|
||||
Screen* pScreen = MakeNewScreen(overlay);
|
||||
if (pScreen)
|
||||
{
|
||||
LuaThreadVariable var2( "LoadingScreen", pScreen->GetName() );
|
||||
LuaThreadVariable var2("LoadingScreen", pScreen->GetName());
|
||||
pScreen->BeginScreen();
|
||||
g_OverlayScreens.push_back( pScreen );
|
||||
g_OverlayScreens.push_back(pScreen);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -459,23 +461,21 @@ void ScreenManager::Update( float fDeltaTime )
|
||||
/* Loading a new screen can take seconds and cause a big jump on the new
|
||||
* Screen's first update. Clamp the first update delta so that the
|
||||
* animations don't jump. */
|
||||
if( pScreen && m_bZeroNextUpdate )
|
||||
if (pScreen && m_bZeroNextUpdate)
|
||||
{
|
||||
LOG->Trace( "Zeroing this update. Was %f", fDeltaTime );
|
||||
LOG->Trace("Zeroing this update. Was %f", fDeltaTime);
|
||||
fDeltaTime = 0;
|
||||
m_bZeroNextUpdate = false;
|
||||
}
|
||||
|
||||
// Update screens.
|
||||
{
|
||||
for( unsigned i=0; i<g_ScreenStack.size(); i++ )
|
||||
g_ScreenStack[i].m_pScreen->Update( fDeltaTime );
|
||||
for (const LoadedScreen& screen : g_ScreenStack)
|
||||
screen.m_pScreen->Update(fDeltaTime);
|
||||
|
||||
g_pSharedBGA->Update( fDeltaTime );
|
||||
g_pSharedBGA->Update(fDeltaTime);
|
||||
|
||||
for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
|
||||
g_OverlayScreens[i]->Update( fDeltaTime );
|
||||
}
|
||||
for (Screen* overlay : g_OverlayScreens)
|
||||
overlay->Update(fDeltaTime);
|
||||
|
||||
/* The music may be started on the first update. If we're reading from a CD,
|
||||
* it might not start immediately. Make sure we start playing the sound before
|
||||
@@ -509,12 +509,11 @@ void ScreenManager::Draw()
|
||||
g_pSharedBGA->Draw();
|
||||
DISPLAY->CameraPopMatrix();
|
||||
|
||||
for( unsigned i=0; i<g_ScreenStack.size(); i++ ) // Draw all screens bottom to top
|
||||
g_ScreenStack[i].m_pScreen->Draw();
|
||||
|
||||
for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
|
||||
g_OverlayScreens[i]->Draw();
|
||||
for (const LoadedScreen& screen : g_ScreenStack) // Draw all screens bottom to top
|
||||
screen.m_pScreen->Draw();
|
||||
|
||||
for (Screen* overlayScreen : g_OverlayScreens)
|
||||
overlayScreen->Draw();
|
||||
|
||||
DISPLAY->EndFrame();
|
||||
}
|
||||
@@ -527,19 +526,18 @@ void ScreenManager::Input( const InputEventPlus &input )
|
||||
|
||||
// First, give overlay screens a shot at the input. If Input returns
|
||||
// true, it handled the input, so don't pass it further.
|
||||
for( unsigned i = 0; i < g_OverlayScreens.size(); ++i )
|
||||
for (Screen* pScreen : g_OverlayScreens)
|
||||
{
|
||||
Screen *pScreen = g_OverlayScreens[i];
|
||||
bool handled= pScreen->Input(input);
|
||||
// Pass input to the screen and lua. Contention shouldn't be a problem
|
||||
bool handled = pScreen->Input(input);
|
||||
// Pass input to the screen and lua. Contention shouldn't be a problem
|
||||
// because anybody setting an input callback is probably doing it to
|
||||
// do something in addition to whatever the screen does.
|
||||
if(pScreen->PassInputToLua(input) || handled)
|
||||
if (pScreen->PassInputToLua(input) || handled)
|
||||
{
|
||||
if(m_bReloadOverlayScreensAfterInput)
|
||||
if (m_bReloadOverlayScreensAfterInput)
|
||||
{
|
||||
ReloadOverlayScreens();
|
||||
m_bReloadOverlayScreensAfterInput= false;
|
||||
m_bReloadOverlayScreensAfterInput = false;
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
Reference in New Issue
Block a user