| 143 | } |
| 144 | |
| 145 | void Scene::MainFunction() { |
| 146 | static bool init = false; |
| 147 | |
| 148 | if (IsAsyncPending()) { |
| 149 | Player::Update(false); |
| 150 | return; |
| 151 | } else { |
| 152 | // This is used to provide a hook for Scene_Map to finish |
| 153 | // it's PreUpdate() and teleport logic after transition |
| 154 | // or asynchronous file load. |
| 155 | OnFinishAsync(); |
| 156 | } |
| 157 | |
| 158 | // The continuation could have caused a new async wait condition, or |
| 159 | // it could have changed the scene. |
| 160 | if (!IsAsyncPending() && Scene::instance.get() == this) { |
| 161 | if (!init) { |
| 162 | auto prev_scene = Graphics::UpdateSceneCallback(); |
| 163 | auto prev_scene_type = prev_scene ? prev_scene->type : Null; |
| 164 | |
| 165 | // Destroy the previous scene here, before any initialization logic / transition in occurs. |
| 166 | prev_scene.reset(); |
| 167 | |
| 168 | // Initialization after scene switch |
| 169 | switch (push_pop_operation) { |
| 170 | case ScenePushed: |
| 171 | Start(); |
| 172 | initialized = true; |
| 173 | break; |
| 174 | case ScenePopped: |
| 175 | if (!initialized) { |
| 176 | Start(); |
| 177 | initialized = true; |
| 178 | } else { |
| 179 | Continue(prev_scene_type); |
| 180 | } |
| 181 | break; |
| 182 | default:; |
| 183 | } |
| 184 | |
| 185 | push_pop_operation = 0; |
| 186 | |
| 187 | ScheduleTransitionIn(prev_scene_type); |
| 188 | |
| 189 | init = true; |
| 190 | return; |
| 191 | } else { |
| 192 | Player::Update(); |
| 193 | } |
| 194 | } |
| 195 | |
| 196 | if (Scene::instance.get() != this) { |
| 197 | // Shutdown after scene switch |
| 198 | assert(Scene::instance == instances.back() && |
| 199 | "Don't set Scene::instance directly, use Push instead!"); |
| 200 | |
| 201 | Graphics::Update(); |
| 202 | |