std::unique_ptr<Screen> screen(new LevelsetScreen(m_world->get_basedir(),
level_filename,
*m_savegame));
- g_screen_manager->push_screen(std::move(screen));
+ ScreenManager::current()->push_screen(std::move(screen));
}
void
m_savegame.reset(new Savegame(m_world->get_savegame_filename()));
m_savegame->load();
- g_screen_manager->push_screen(std::unique_ptr<Screen>(
+ ScreenManager::current()->push_screen(std::unique_ptr<Screen>(
new worldmap::WorldMap(m_world->get_worldmap_filename(),
*m_savegame)));
}