add Init command to Screen
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@@ -8,6 +8,7 @@
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#include "ScreenManager.h"
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#include "ScreenManager.h"
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#include "GameSoundManager.h"
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#include "GameSoundManager.h"
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#include "ProfileManager.h"
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#include "ProfileManager.h"
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#include "ActorUtil.h"
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define NEXT_SCREEN THEME->GetMetric (m_sName,"NextScreen")
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#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
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#define PREV_SCREEN THEME->GetMetric (m_sName,"PrevScreen")
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@@ -29,6 +30,11 @@ bool Screen::SortMessagesByDelayRemaining(const Screen::QueuedScreenMessage &m1,
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return m1.fDelayRemaining < m2.fDelayRemaining;
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return m1.fDelayRemaining < m2.fDelayRemaining;
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}
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}
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void Screen::Init()
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{
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this->RunCommands( THEME->GetMetricA(m_sName, "InitCommand") );
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}
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void Screen::Update( float fDeltaTime )
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void Screen::Update( float fDeltaTime )
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{
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{
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ActorFrame::Update( fDeltaTime );
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ActorFrame::Update( fDeltaTime );
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@@ -28,7 +28,7 @@ public:
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/* This is called immediately after construction, to allow initializing after all derived classes
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/* This is called immediately after construction, to allow initializing after all derived classes
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* exist. */
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* exist. */
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virtual void Init() { }
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virtual void Init();
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virtual void Update( float fDeltaTime );
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virtual void Update( float fDeltaTime );
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virtual bool OverlayInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual bool OverlayInput( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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virtual void Input( const DeviceInput& DeviceI, const InputEventType type, const GameInput &GameI, const MenuInput &MenuI, const StyleInput &StyleI );
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