remove brightness quad. Add SSystemLayer overlay for doing hacks like that.
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@@ -272,7 +272,6 @@ PrefsManager::PrefsManager() :
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m_iCenterImageTranslateY ( "CenterImageTranslateY", 0 ),
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m_iCenterImageTranslateY ( "CenterImageTranslateY", 0 ),
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m_fCenterImageAddWidth ( "CenterImageAddWidth", 0 ),
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m_fCenterImageAddWidth ( "CenterImageAddWidth", 0 ),
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m_fCenterImageAddHeight ( "CenterImageAddHeight", 0 ),
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m_fCenterImageAddHeight ( "CenterImageAddHeight", 0 ),
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m_fBrightnessAdd ( "BrightnessAdd", 0 ),
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m_AttractSoundFrequency ( "AttractSoundFrequency", ASF_EVERY_TIME ),
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m_AttractSoundFrequency ( "AttractSoundFrequency", ASF_EVERY_TIME ),
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m_bAllowExtraStage ( "AllowExtraStage", true ),
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m_bAllowExtraStage ( "AllowExtraStage", true ),
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m_bHideDefaultNoteSkin ( "HideDefaultNoteSkin", false ),
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m_bHideDefaultNoteSkin ( "HideDefaultNoteSkin", false ),
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@@ -162,7 +162,6 @@ public:
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Preference<int> m_iCenterImageTranslateY;
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Preference<int> m_iCenterImageTranslateY;
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Preference<int> m_fCenterImageAddWidth;
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Preference<int> m_fCenterImageAddWidth;
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Preference<int> m_fCenterImageAddHeight;
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Preference<int> m_fCenterImageAddHeight;
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Preference<float> m_fBrightnessAdd;
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enum AttractSoundFrequency { ASF_NEVER, ASF_EVERY_TIME, ASF_EVERY_2_TIMES, ASF_EVERY_3_TIMES, ASF_EVERY_4_TIMES, ASF_EVERY_5_TIMES };
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enum AttractSoundFrequency { ASF_NEVER, ASF_EVERY_TIME, ASF_EVERY_2_TIMES, ASF_EVERY_3_TIMES, ASF_EVERY_4_TIMES, ASF_EVERY_5_TIMES };
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Preference<AttractSoundFrequency,int> m_AttractSoundFrequency;
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Preference<AttractSoundFrequency,int> m_AttractSoundFrequency;
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Preference<bool> m_bAllowExtraStage;
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Preference<bool> m_bAllowExtraStage;
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@@ -42,17 +42,13 @@ void ScreenSystemLayer::Init()
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FOREACH_PlayerNumber( p )
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FOREACH_PlayerNumber( p )
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this->AddChild(&m_textCredits[p]);
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this->AddChild(&m_textCredits[p]);
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m_quadBrightnessAdd.StretchTo( RectF(SCREEN_LEFT,SCREEN_TOP,SCREEN_RIGHT,SCREEN_BOTTOM) );
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m_quadBrightnessAdd.SetDiffuse( RageColor(1,1,1,PREFSMAN->m_fBrightnessAdd) );
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m_quadBrightnessAdd.SetHidden( PREFSMAN->m_fBrightnessAdd == 0 );
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m_quadBrightnessAdd.SetBlendMode( BLEND_ADD );
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this->AddChild( &m_quadBrightnessAdd );
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ReloadCreditsText();
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ReloadCreditsText();
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/* This will be done when we set up the first screen, after GAMESTATE->Reset has
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/* This will be done when we set up the first screen, after GAMESTATE->Reset has
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* been called. */
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* been called. */
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// RefreshCreditsMessages();
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// RefreshCreditsMessages();
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m_sprOverlay.Load( THEME->GetPathB("ScreenSystemLayer", "overlay") );
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this->AddChild( m_sprOverlay );
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}
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}
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void ScreenSystemLayer::ReloadCreditsText()
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void ScreenSystemLayer::ReloadCreditsText()
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@@ -23,7 +23,6 @@ private:
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AutoActor m_sprMessageFrame;
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AutoActor m_sprMessageFrame;
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BitmapText m_textMessage;
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BitmapText m_textMessage;
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BitmapText m_textCredits[NUM_PLAYERS];
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BitmapText m_textCredits[NUM_PLAYERS];
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Quad m_quadBrightnessAdd;
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RString GetCreditsMessage( PlayerNumber pn ) const;
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RString GetCreditsMessage( PlayerNumber pn ) const;
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@@ -40,6 +39,8 @@ private:
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LocalizedString CREDITS_LOAD_FAILED;
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LocalizedString CREDITS_LOAD_FAILED;
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LocalizedString CREDITS_LOADED_FROM_LAST_GOOD_APPEND;
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LocalizedString CREDITS_LOADED_FROM_LAST_GOOD_APPEND;
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ThemeMetric<bool> CREDITS_JOIN_ONLY;
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ThemeMetric<bool> CREDITS_JOIN_ONLY;
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AutoActor m_sprOverlay;
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};
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};
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