~ScreenManager();
void run(DrawingContext &context);
- void exit_screen(std::unique_ptr<ScreenFade> fade = {});
void quit(std::unique_ptr<ScreenFade> fade = {});
void set_speed(float speed);
float get_speed() const;
- bool has_no_pending_fadeout() const;
+ bool has_pending_fadeout() const;
/**
* requests that a screenshot be taken after the next frame has been rendered
// push new screen on screen_stack
void push_screen(std::unique_ptr<Screen> screen, std::unique_ptr<ScreenFade> fade = {});
+ void pop_screen(std::unique_ptr<ScreenFade> fade = {});
void set_screen_fade(std::unique_ptr<ScreenFade> fade);
/// threads that wait for a screenswitch
private:
std::unique_ptr<MenuStorage> m_menu_storage;
std::unique_ptr<MenuManager> m_menu_manager;
- bool m_running;
+
float m_speed;
- bool m_nextpop;
- bool m_nextpush;
+ enum Action { NO_ACTION, PUSH_ACTION, POP_ACTION, REPLACE_ACTION, QUIT_ACTION };
+ Action m_action;
/// measured fps
float m_fps;
std::unique_ptr<Screen> m_next_screen;
- std::unique_ptr<Screen> m_current_screen;
std::unique_ptr<ScreenFade> m_screen_fade;
std::vector<std::unique_ptr<Screen> > m_screen_stack;
bool m_screenshot_requested; /**< true if a screenshot should be taken after the next frame has been rendered */