Remove AUTO_VAR macro and _toString function (#592)
This commit is contained in:
@@ -18,18 +18,16 @@ void UILayer::tick()
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{
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// Delete old scenes - deleting a scene can cause a new scene to be deleted, so we need to make a copy of the scenes that we are going to try and destroy this tick
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vector<UIScene *>scenesToDeleteCopy;
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for( AUTO_VAR(it,m_scenesToDelete.begin()); it != m_scenesToDelete.end(); it++)
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for(auto& scene : m_scenesToDelete)
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{
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UIScene *scene = (*it);
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scenesToDeleteCopy.push_back(scene);
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}
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m_scenesToDelete.clear();
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// Delete the scenes in our copy if they are ready to delete, otherwise add back to the ones that are still to be deleted. Actually deleting a scene might also add something back into m_scenesToDelete.
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for( AUTO_VAR(it,scenesToDeleteCopy.begin()); it != scenesToDeleteCopy.end(); it++)
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for(auto& scene : scenesToDeleteCopy)
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{
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UIScene *scene = (*it);
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if( scene->isReadyToDelete())
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if( scene && scene->isReadyToDelete())
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{
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delete scene;
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}
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@@ -38,7 +36,7 @@ void UILayer::tick()
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m_scenesToDelete.push_back(scene);
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}
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}
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while (!m_scenesToDestroy.empty())
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{
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UIScene *scene = m_scenesToDestroy.back();
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@@ -46,14 +44,13 @@ void UILayer::tick()
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scene->destroyMovie();
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}
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m_scenesToDestroy.clear();
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for(AUTO_VAR(it,m_components.begin()); it != m_components.end(); ++it)
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for(auto & component : m_components)
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{
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(*it)->tick();
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component->tick();
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}
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// Note: reverse iterator, the last element is the top of the stack
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int sceneIndex = m_sceneStack.size() - 1;
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//for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
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int sceneIndex = m_sceneStack.size() - 1;
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while( sceneIndex >= 0 && sceneIndex < m_sceneStack.size() )
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{
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//(*it)->tick();
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@@ -68,20 +65,20 @@ void UILayer::render(S32 width, S32 height, C4JRender::eViewportType viewport)
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{
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if(!ui.IsExpectingOrReloadingSkin())
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{
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for(AUTO_VAR(it,m_components.begin()); it != m_components.end(); ++it)
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{
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AUTO_VAR(itRef,m_componentRefCount.find((*it)->getSceneType()));
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if(itRef != m_componentRefCount.end() && itRef->second.second)
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for(auto& it : m_components)
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{
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if((*it)->isVisible() )
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auto itRef = m_componentRefCount.find(it->getSceneType());
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if(itRef != m_componentRefCount.end() && itRef->second.second)
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{
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PIXBeginNamedEvent(0, "Rendering component %d", (*it)->getSceneType() );
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(*it)->render(width, height,viewport);
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PIXEndNamedEvent();
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if(it->isVisible() )
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{
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PIXBeginNamedEvent(0, "Rendering component %d", it->getSceneType() );
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it->render(width, height,viewport);
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PIXEndNamedEvent();
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}
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}
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}
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}
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}
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if(!m_sceneStack.empty())
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{
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int lowestRenderable = m_sceneStack.size() - 1;
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@@ -139,9 +136,9 @@ bool UILayer::HasFocus(int iPad)
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bool UILayer::hidesLowerScenes()
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{
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bool hidesScenes = false;
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for(AUTO_VAR(it,m_components.begin()); it != m_components.end(); ++it)
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for(auto& it : m_components)
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{
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if((*it)->hidesLowerScenes())
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if(it->hidesLowerScenes())
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{
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hidesScenes = true;
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break;
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@@ -168,28 +165,27 @@ void UILayer::getRenderDimensions(S32 &width, S32 &height)
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void UILayer::DestroyAll()
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{
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for(AUTO_VAR(it,m_components.begin()); it != m_components.end(); ++it)
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for(auto& it : m_components)
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{
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(*it)->destroyMovie();
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it->destroyMovie();
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}
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for(AUTO_VAR(it, m_sceneStack.begin()); it != m_sceneStack.end(); ++it)
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for(auto& it : m_sceneStack)
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{
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(*it)->destroyMovie();
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it->destroyMovie();
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}
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}
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void UILayer::ReloadAll(bool force)
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{
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for(AUTO_VAR(it,m_components.begin()); it != m_components.end(); ++it)
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for(auto& it : m_components)
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{
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(*it)->reloadMovie(force);
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it->reloadMovie(force);
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}
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if(!m_sceneStack.empty())
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{
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int lowestRenderable = 0;
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for(;lowestRenderable < m_sceneStack.size(); ++lowestRenderable)
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for(auto& lowestRenderable : m_sceneStack)
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{
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m_sceneStack[lowestRenderable]->reloadMovie(force);
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lowestRenderable->reloadMovie(force);
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}
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}
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}
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@@ -440,9 +436,9 @@ bool UILayer::NavigateToScene(int iPad, EUIScene scene, void *initData)
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}
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m_sceneStack.push_back(newScene);
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updateFocusState();
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newScene->tick();
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return true;
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@@ -493,8 +489,8 @@ bool UILayer::NavigateBack(int iPad, EUIScene eScene)
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void UILayer::showComponent(int iPad, EUIScene scene, bool show)
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{
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AUTO_VAR(it,m_componentRefCount.find(scene));
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if(it != m_componentRefCount.end())
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auto it = m_componentRefCount.find(scene);
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if(it != m_componentRefCount.end())
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{
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it->second.second = show;
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return;
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@@ -505,8 +501,8 @@ void UILayer::showComponent(int iPad, EUIScene scene, bool show)
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bool UILayer::isComponentVisible(EUIScene scene)
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{
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bool visible = false;
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AUTO_VAR(it,m_componentRefCount.find(scene));
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if(it != m_componentRefCount.end())
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auto it = m_componentRefCount.find(scene);
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if(it != m_componentRefCount.end())
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{
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visible = it->second.second;
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}
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@@ -515,16 +511,16 @@ bool UILayer::isComponentVisible(EUIScene scene)
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UIScene *UILayer::addComponent(int iPad, EUIScene scene, void *initData)
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{
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AUTO_VAR(it,m_componentRefCount.find(scene));
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if(it != m_componentRefCount.end())
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auto it = m_componentRefCount.find(scene);
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if(it != m_componentRefCount.end())
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{
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++it->second.first;
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for(AUTO_VAR(itComp,m_components.begin()); itComp != m_components.end(); ++itComp)
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for(auto& itComp : m_components)
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{
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if( (*itComp)->getSceneType() == scene )
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if( itComp->getSceneType() == scene )
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{
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return *itComp;
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return itComp;
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}
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}
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return NULL;
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@@ -586,16 +582,16 @@ UIScene *UILayer::addComponent(int iPad, EUIScene scene, void *initData)
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void UILayer::removeComponent(EUIScene scene)
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{
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AUTO_VAR(it,m_componentRefCount.find(scene));
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if(it != m_componentRefCount.end())
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auto it = m_componentRefCount.find(scene);
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if(it != m_componentRefCount.end())
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{
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--it->second.first;
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if(it->second.first <= 0)
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{
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m_componentRefCount.erase(it);
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for(AUTO_VAR(compIt, m_components.begin()) ; compIt != m_components.end(); )
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{
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for (auto compIt = m_components.begin(); compIt != m_components.end();)
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{
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if( (*compIt)->getSceneType() == scene)
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{
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#ifdef __PSVITA__
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@@ -622,8 +618,8 @@ void UILayer::removeScene(UIScene *scene)
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ui.TouchBoxesClear(scene);
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#endif
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AUTO_VAR(newEnd, std::remove(m_sceneStack.begin(), m_sceneStack.end(), scene) );
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m_sceneStack.erase(newEnd, m_sceneStack.end());
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auto newEnd = std::remove(m_sceneStack.begin(), m_sceneStack.end(), scene);
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m_sceneStack.erase(newEnd, m_sceneStack.end());
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m_scenesToDelete.push_back(scene);
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@@ -645,14 +641,14 @@ void UILayer::closeAllScenes()
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vector<UIScene *> temp;
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temp.insert(temp.end(), m_sceneStack.begin(), m_sceneStack.end());
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m_sceneStack.clear();
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for(AUTO_VAR(it, temp.begin()); it != temp.end(); ++it)
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for(auto& it : temp)
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{
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#ifdef __PSVITA__
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// remove any touchboxes
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ui.TouchBoxesClear(*it);
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ui.TouchBoxesClear(it);
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#endif
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m_scenesToDelete.push_back(*it);
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(*it)->handleDestroy(); // For anything that might require the pointer be valid
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m_scenesToDelete.push_back(it);
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it->handleDestroy(); // For anything that might require the pointer be valid
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}
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updateFocusState();
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@@ -696,8 +692,8 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
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m_bIgnorePlayerJoinMenuDisplayed = false;
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bool layerFocusSet = false;
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for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
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{
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for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
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{
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UIScene *scene = *it;
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// UPDATE FOCUS STATES
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@@ -730,12 +726,12 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
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// 4J-PB - this should just be true
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m_bMenuDisplayed=true;
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EUIScene sceneType = scene->getSceneType();
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switch(sceneType)
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{
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case eUIScene_PauseMenu:
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m_bPauseMenuDisplayed = true;
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m_bPauseMenuDisplayed = true;
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break;
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case eUIScene_Crafting2x2Menu:
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case eUIScene_Crafting3x3Menu:
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@@ -757,7 +753,7 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
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// Intentional fall-through
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case eUIScene_DeathMenu:
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case eUIScene_FullscreenProgress:
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case eUIScene_FullscreenProgress:
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case eUIScene_SignEntryMenu:
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case eUIScene_EndPoem:
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m_bIgnoreAutosaveMenuDisplayed = true;
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@@ -766,7 +762,7 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
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switch(sceneType)
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{
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case eUIScene_FullscreenProgress:
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case eUIScene_FullscreenProgress:
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case eUIScene_EndPoem:
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case eUIScene_Credits:
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case eUIScene_LeaderboardsMenu:
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@@ -783,7 +779,7 @@ bool UILayer::updateFocusState(bool allowedFocus /* = false */)
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UIScene *UILayer::getCurrentScene()
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{
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// Note: reverse iterator, the last element is the top of the stack
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for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
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for( auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
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{
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UIScene *scene = *it;
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// 4J-PB - only used on Vita, so iPad 0 is fine
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@@ -800,13 +796,13 @@ UIScene *UILayer::getCurrentScene()
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void UILayer::handleInput(int iPad, int key, bool repeat, bool pressed, bool released, bool &handled)
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{
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// Note: reverse iterator, the last element is the top of the stack
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for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
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{
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for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
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{
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UIScene *scene = *it;
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if(scene->hasFocus(iPad) && scene->canHandleInput())
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{
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// 4J-PB - ignore repeats of action ABXY buttons
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// fix for PS3 213 - [MAIN MENU] Holding down buttons will continue to activate every prompt.
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// 4J-PB - ignore repeats of action ABXY buttons
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// fix for PS3 213 - [MAIN MENU] Holding down buttons will continue to activate every prompt.
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// 4J Stu - Changed this slightly to add the allowRepeat function so we can allow repeats in the crafting menu
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if(repeat && !scene->allowRepeat(key) )
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{
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@@ -814,8 +810,8 @@ void UILayer::handleInput(int iPad, int key, bool repeat, bool pressed, bool rel
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}
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scene->handleInput(iPad, key, repeat, pressed, released, handled);
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}
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// Fix for PS3 #444 - [IN GAME] If the user keeps pressing CROSS while on the 'Save Game' screen the title will crash.
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// Fix for PS3 #444 - [IN GAME] If the user keeps pressing CROSS while on the 'Save Game' screen the title will crash.
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handled = handled || scene->hidesLowerScenes() || scene->blocksInput();
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if(handled ) break;
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}
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@@ -825,8 +821,8 @@ void UILayer::handleInput(int iPad, int key, bool repeat, bool pressed, bool rel
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void UILayer::HandleDLCMountingComplete()
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{
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for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
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{
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for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
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{
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UIScene *topScene = *it;
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app.DebugPrintf("UILayer::HandleDLCMountingComplete - topScene\n");
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topScene->HandleDLCMountingComplete();
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@@ -835,8 +831,8 @@ void UILayer::HandleDLCMountingComplete()
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void UILayer::HandleDLCInstalled()
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{
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for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
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{
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for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
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{
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UIScene *topScene = *it;
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topScene->HandleDLCInstalled();
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}
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@@ -845,7 +841,7 @@ void UILayer::HandleDLCInstalled()
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#ifdef _XBOX_ONE
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void UILayer::HandleDLCLicenseChange()
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{
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for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
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for( auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
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{
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UIScene *topScene = *it;
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topScene->HandleDLCLicenseChange();
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@@ -855,8 +851,8 @@ void UILayer::HandleDLCLicenseChange()
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void UILayer::HandleMessage(EUIMessage message, void *data)
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{
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for(AUTO_VAR(it,m_sceneStack.rbegin()); it != m_sceneStack.rend(); ++it)
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{
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for (auto it = m_sceneStack.rbegin(); it != m_sceneStack.rend(); ++it)
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{
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UIScene *topScene = *it;
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topScene->HandleMessage(message, data);
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}
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@@ -875,9 +871,9 @@ C4JRender::eViewportType UILayer::getViewport()
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void UILayer::handleUnlockFullVersion()
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{
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for(AUTO_VAR(it, m_sceneStack.begin()); it != m_sceneStack.end(); ++it)
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for(auto& it : m_sceneStack)
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{
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(*it)->handleUnlockFullVersion();
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it->handleUnlockFullVersion();
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}
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}
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@@ -885,20 +881,20 @@ void UILayer::PrintTotalMemoryUsage(__int64 &totalStatic, __int64 &totalDynamic)
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{
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__int64 layerStatic = 0;
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__int64 layerDynamic = 0;
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for(AUTO_VAR(it,m_components.begin()); it != m_components.end(); ++it)
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for(auto& it : m_components)
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{
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(*it)->PrintTotalMemoryUsage(layerStatic, layerDynamic);
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it->PrintTotalMemoryUsage(layerStatic, layerDynamic);
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}
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for(AUTO_VAR(it, m_sceneStack.begin()); it != m_sceneStack.end(); ++it)
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for(auto& it : m_sceneStack)
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{
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(*it)->PrintTotalMemoryUsage(layerStatic, layerDynamic);
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it->PrintTotalMemoryUsage(layerStatic, layerDynamic);
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}
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app.DebugPrintf(app.USER_SR, " \\- Layer static: %d , Layer dynamic: %d\n", layerStatic, layerDynamic);
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totalStatic += layerStatic;
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totalDynamic += layerDynamic;
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}
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// Returns the first scene of given type if it exists, NULL otherwise
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// Returns the first scene of given type if it exists, NULL otherwise
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UIScene *UILayer::FindScene(EUIScene sceneType)
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{
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for (int i = 0; i < m_sceneStack.size(); i++)
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