use the same overlay for gameplay and demonstration

This commit is contained in:
Glenn Maynard
2005-02-26 10:23:05 +00:00
parent 0adc193cc0
commit 10ad53d845
3 changed files with 4 additions and 11 deletions
-4
View File
@@ -43,10 +43,6 @@ void ScreenDemonstration::Init()
}
m_Overlay.LoadFromAniDir( THEME->GetPathB("ScreenDemonstration","overlay") );
m_Overlay.PlayCommand( "On" );
this->AddChild( &m_Overlay );
this->MoveToTail( &m_In );
this->MoveToTail( &m_Out );
-3
View File
@@ -13,9 +13,6 @@ public:
virtual void Init();
virtual void HandleScreenMessage( const ScreenMessage SM );
protected:
BGAnimation m_Overlay;
};
#endif
+4 -4
View File
@@ -604,6 +604,10 @@ void ScreenGameplay::Init()
// }
}
m_Overlay.Load( THEME->GetPathB(m_sName,"overlay") );
m_Overlay->SetDrawOrder( DRAW_ORDER_OVERLAY );
this->AddChild( m_Overlay );
if( !GAMESTATE->m_bDemonstrationOrJukebox ) // only load if we're going to use it
{
@@ -647,10 +651,6 @@ void ScreenGameplay::Init()
SET_XY( m_textDebug );
this->AddChild( &m_textDebug );
m_Overlay.Load( THEME->GetPathB(m_sName,"overlay") );
m_Overlay->SetDrawOrder( DRAW_ORDER_OVERLAY );
this->AddChild( m_Overlay );
m_In.Load( THEME->GetPathB(m_sName,"in") );
m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_In );