// this gets called when the GameSession is done and we return back to the
m_savegame.set_levelset_state(m_basedir, m_level_filename, m_solved);
m_savegame.save();
- g_screen_manager->pop_screen();
+ ScreenManager::current()->pop_screen();
}
else
{
std::unique_ptr<Screen> screen(new GameSession(FileSystem::join(m_basedir, m_level_filename),
m_savegame));
- g_screen_manager->push_screen(std::move(screen));
+ ScreenManager::current()->push_screen(std::move(screen));
}
}