I'm not sure why this ClearSubscribers was here; it's causing

metrics to not be loaded after a resolution change, because
the reload is optimized out by SwitchThemeAndLanguage.
(We may have loaded ThemeMetrics on demand in the
past.)

The reload needs to always happen, even though the theme
hasn't changed, since the theme load is affected by the
resolution; eg. upvalues in Lua scripts may have been
computed based on SCREEN_WIDTH.
This commit is contained in:
Glenn Maynard
2007-02-11 01:52:41 +00:00
parent b88d415b52
commit ee061be26a
5 changed files with 13 additions and 14 deletions
+4 -6
View File
@@ -115,10 +115,12 @@ static void CheckFocus()
/* On the next update, change themes, and load sNewScreen. */
static RString g_sNewTheme;
static RString g_sNewScreen;
void GameLoop::ChangeTheme( const RString &sNewTheme, const RString &sNewScreen )
static bool g_bForceThemeReload;
void GameLoop::ChangeTheme( const RString &sNewTheme, const RString &sNewScreen, bool bForced )
{
g_sNewTheme = sNewTheme;
g_sNewScreen = sNewScreen;
g_bForceThemeReload = bForced;
}
#include "StepMania.h" // XXX
@@ -129,14 +131,10 @@ namespace
SAFE_DELETE( SCREENMAN );
TEXTUREMAN->DoDelayedDelete();
/* Clear theme metrics, so ThemeMetric<apActorCommand>s are cleared. */
THEME->ClearSubscribers();
/* In case the previous theme overloaded class bindings, reinitialize them. */
LUA->RegisterTypes();
if( !THEME->SwitchThemeAndLanguage( g_sNewTheme, THEME->GetCurLanguage(), PREFSMAN->m_bPseudoLocalize ) )
THEME->ReloadSubscribers();
THEME->SwitchThemeAndLanguage( g_sNewTheme, THEME->GetCurLanguage(), PREFSMAN->m_bPseudoLocalize, g_bForceThemeReload );
PREFSMAN->m_sTheme.Set( g_sNewTheme );
/* Apply the new window title, icon and aspect ratio. */