avoid global ThemeMetric<apActorCommands>
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@@ -32,7 +32,6 @@ static ThemeMetric<float> BOTTOM_EDGE ("Background","BottomEdge");
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#define RECT_BACKGROUND RectF (LEFT_EDGE,TOP_EDGE,RIGHT_EDGE,BOTTOM_EDGE)
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static ThemeMetric<bool> BLINK_DANGER_ALL ("Background","BlinkDangerAll");
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static ThemeMetric<bool> DANGER_ALL_IS_OPAQUE ("Background","DangerAllIsOpaque");
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static ThemeMetric<apActorCommands> BRIGHTNESS_FADE_COMMAND ("Background","BrightnessFadeCommand");
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static ThemeMetric<float> CLAMP_OUTPUT_PERCENT ("Background","ClampOutputPercent");
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// Width of the region separating the left and right brightness areas:
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@@ -970,8 +969,16 @@ BrightnessOverlay::BrightnessOverlay()
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m_quadBGBrightnessFade.StretchTo( RectF(LEFT_EDGE+fQuadWidth,TOP_EDGE,RIGHT_EDGE-fQuadWidth,BOTTOM_EDGE) );
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m_quadBGBrightness[1].StretchTo( RectF(RIGHT_EDGE-fQuadWidth,TOP_EDGE,RIGHT_EDGE,BOTTOM_EDGE) );
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m_quadBGBrightness[0].SetName( "BrightnessOverlay" );
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ActorUtil::LoadAllCommands( m_quadBGBrightness[0], "Background" );
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this->AddChild( &m_quadBGBrightness[0] );
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m_quadBGBrightness[1].SetName( "BrightnessOverlay" );
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ActorUtil::LoadAllCommands( m_quadBGBrightness[1], "Background" );
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this->AddChild( &m_quadBGBrightness[1] );
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m_quadBGBrightnessFade.SetName( "BrightnessOverlay" );
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ActorUtil::LoadAllCommands( m_quadBGBrightnessFade, "Background" );
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this->AddChild( &m_quadBGBrightnessFade );
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SetActualBrightness();
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@@ -1025,7 +1032,7 @@ void BrightnessOverlay::Set( float fBrightness )
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void BrightnessOverlay::FadeToActualBrightness()
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{
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this->RunCommandsOnChildren( BRIGHTNESS_FADE_COMMAND );
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this->PlayCommand( "Fade" );
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SetActualBrightness();
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}
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