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:
+20
-22
@@ -266,15 +266,17 @@ ScreenManager::~ScreenManager()
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LOG->UnmapLog("ScreenManager::TopScreen");
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LOG->UnmapLog("ScreenManager::TopScreen");
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SAFE_DELETE(g_pSharedBGA);
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SAFE_DELETE(g_pSharedBGA);
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for( unsigned i=0; i<g_ScreenStack.size(); i++ )
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for (LoadedScreen& screen : g_ScreenStack)
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{
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{
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if( g_ScreenStack[i].m_bDeleteWhenDone )
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if (screen.m_bDeleteWhenDone)
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SAFE_DELETE( g_ScreenStack[i].m_pScreen );
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SAFE_DELETE(screen.m_pScreen);
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}
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}
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g_ScreenStack.clear();
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g_ScreenStack.clear();
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DeletePreparedScreens();
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DeletePreparedScreens();
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for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
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for (Screen* overlayScreen : g_OverlayScreens)
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SAFE_DELETE( g_OverlayScreens[i] );
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{
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SAFE_DELETE(overlayScreen);
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}
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g_OverlayScreens.clear();
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g_OverlayScreens.clear();
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// Unregister with Lua.
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// Unregister with Lua.
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@@ -306,17 +308,17 @@ void ScreenManager::ThemeChanged()
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void ScreenManager::ReloadOverlayScreens()
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void ScreenManager::ReloadOverlayScreens()
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{
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{
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// unload overlay screens
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// unload overlay screens
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for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
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for (Screen* screen : g_OverlayScreens)
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SAFE_DELETE( g_OverlayScreens[i] );
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SAFE_DELETE(screen);
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g_OverlayScreens.clear();
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g_OverlayScreens.clear();
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// reload overlay screens
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// reload overlay screens
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RString sOverlays = THEME->GetMetric("Common", "OverlayScreens");
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RString sOverlays = THEME->GetMetric("Common", "OverlayScreens");
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std::vector<RString> asOverlays;
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std::vector<RString> asOverlays;
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split(sOverlays, ",", asOverlays);
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split(sOverlays, ",", asOverlays);
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for( unsigned i=0; i<asOverlays.size(); i++ )
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for (const RString& overlay : asOverlays)
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{
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{
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Screen *pScreen = MakeNewScreen( asOverlays[i] );
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Screen* pScreen = MakeNewScreen(overlay);
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if (pScreen)
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if (pScreen)
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{
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{
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LuaThreadVariable var2("LoadingScreen", pScreen->GetName());
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LuaThreadVariable var2("LoadingScreen", pScreen->GetName());
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@@ -467,15 +469,13 @@ void ScreenManager::Update( float fDeltaTime )
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}
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}
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// Update screens.
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// Update screens.
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{
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for (const LoadedScreen& screen : g_ScreenStack)
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for( unsigned i=0; i<g_ScreenStack.size(); i++ )
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screen.m_pScreen->Update(fDeltaTime);
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g_ScreenStack[i].m_pScreen->Update( fDeltaTime );
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g_pSharedBGA->Update(fDeltaTime);
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g_pSharedBGA->Update(fDeltaTime);
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for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
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for (Screen* overlay : g_OverlayScreens)
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g_OverlayScreens[i]->Update( fDeltaTime );
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overlay->Update(fDeltaTime);
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}
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/* The music may be started on the first update. If we're reading from a CD,
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/* The music may be started on the first update. If we're reading from a CD,
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* it might not start immediately. Make sure we start playing the sound before
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* it might not start immediately. Make sure we start playing the sound before
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@@ -509,12 +509,11 @@ void ScreenManager::Draw()
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g_pSharedBGA->Draw();
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g_pSharedBGA->Draw();
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DISPLAY->CameraPopMatrix();
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DISPLAY->CameraPopMatrix();
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for( unsigned i=0; i<g_ScreenStack.size(); i++ ) // Draw all screens bottom to top
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for (const LoadedScreen& screen : g_ScreenStack) // Draw all screens bottom to top
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g_ScreenStack[i].m_pScreen->Draw();
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screen.m_pScreen->Draw();
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for( unsigned i=0; i<g_OverlayScreens.size(); i++ )
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g_OverlayScreens[i]->Draw();
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for (Screen* overlayScreen : g_OverlayScreens)
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overlayScreen->Draw();
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DISPLAY->EndFrame();
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DISPLAY->EndFrame();
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}
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}
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@@ -527,9 +526,8 @@ void ScreenManager::Input( const InputEventPlus &input )
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// First, give overlay screens a shot at the input. If Input returns
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// First, give overlay screens a shot at the input. If Input returns
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// true, it handled the input, so don't pass it further.
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// true, it handled the input, so don't pass it further.
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for( unsigned i = 0; i < g_OverlayScreens.size(); ++i )
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for (Screen* pScreen : g_OverlayScreens)
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{
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{
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Screen *pScreen = g_OverlayScreens[i];
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bool handled = pScreen->Input(input);
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bool handled = pScreen->Input(input);
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// Pass input to the screen and lua. Contention shouldn't be a problem
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// Pass input to the screen and lua. Contention shouldn't be a problem
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// because anybody setting an input callback is probably doing it to
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// because anybody setting an input callback is probably doing it to
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