avoid global ThemeMetric<apActorCommands>
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@@ -442,7 +442,7 @@ StartX=0
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StartY=0
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StartY=0
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SpacingX=150
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SpacingX=150
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CropWidth=146
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CropWidth=146
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InitCommand=horizalign,left;vertalign,top;shadowlength,2;zoom,0.5;
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TitleInitCommand=horizalign,left;vertalign,top;shadowlength,2;zoom,0.5;
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[ScreenInstructions]
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[ScreenInstructions]
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Class=ScreenInstructions
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Class=ScreenInstructions
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@@ -2640,7 +2640,7 @@ RightEdge=SCREEN_RIGHT
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BottomEdge=SCREEN_BOTTOM
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BottomEdge=SCREEN_BOTTOM
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BlinkDangerAll=1
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BlinkDangerAll=1
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DangerAllIsOpaque=1
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DangerAllIsOpaque=1
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BrightnessFadeCommand=
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BrightnessOverlayFadeCommand=
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ClampOutputPercent=0
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ClampOutputPercent=0
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[Judgment]
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[Judgment]
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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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#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> BLINK_DANGER_ALL ("Background","BlinkDangerAll");
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static ThemeMetric<bool> DANGER_ALL_IS_OPAQUE ("Background","DangerAllIsOpaque");
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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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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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// 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_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[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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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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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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this->AddChild( &m_quadBGBrightnessFade );
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SetActualBrightness();
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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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void BrightnessOverlay::FadeToActualBrightness()
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{
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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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SetActualBrightness();
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}
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}
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@@ -4,6 +4,7 @@
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#include "ThemeMetric.h"
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#include "ThemeMetric.h"
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#include "RageUtil.h"
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#include "RageUtil.h"
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#include "song.h"
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#include "song.h"
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#include "ActorUtil.h"
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/* If this actor is used anywhere other than SelectGroup, we
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/* If this actor is used anywhere other than SelectGroup, we
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* can add a setting that changes which metric group we pull
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* can add a setting that changes which metric group we pull
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@@ -14,7 +15,6 @@ static const ThemeMetric<float> START_X ("MusicList","StartX");
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static const ThemeMetric<float> START_Y ("MusicList","StartY");
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static const ThemeMetric<float> START_Y ("MusicList","StartY");
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static const ThemeMetric<float> SPACING_X ("MusicList","SpacingX");
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static const ThemeMetric<float> SPACING_X ("MusicList","SpacingX");
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static const ThemeMetric<float> CROP_WIDTH ("MusicList","CropWidth");
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static const ThemeMetric<float> CROP_WIDTH ("MusicList","CropWidth");
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static const ThemeMetric<apActorCommands> INIT_COMMAND ("MusicList","InitCommand");
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MusicList::MusicList()
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MusicList::MusicList()
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{
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{
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@@ -25,9 +25,11 @@ void MusicList::Load()
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{
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{
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for( int i=0; i<NUM_COLUMNS; i++ )
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for( int i=0; i<NUM_COLUMNS; i++ )
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{
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{
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m_textTitles[i].SetName( "Title" );
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ActorUtil::LoadAllCommands( m_textTitles[i], "MusicList" );
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m_textTitles[i].LoadFromFont( THEME->GetPathF("MusicList","titles") );
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m_textTitles[i].LoadFromFont( THEME->GetPathF("MusicList","titles") );
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m_textTitles[i].SetXY( START_X + i*SPACING_X, START_Y );
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m_textTitles[i].SetXY( START_X + i*SPACING_X, START_Y );
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m_textTitles[i].RunCommands( INIT_COMMAND );
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m_textTitles[i].PlayCommand( "Init" );
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this->AddChild( &m_textTitles[i] );
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this->AddChild( &m_textTitles[i] );
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}
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}
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}
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}
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@@ -14,7 +14,6 @@ AutoScreenMessage( SM_RoomInfoDeploy )
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ThemeMetric<float> DESC_X;
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ThemeMetric<float> DESC_X;
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ThemeMetric<float> DESC_Y;
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ThemeMetric<float> DESC_Y;
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ThemeMetric<float> DESC_WIDTH;
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ThemeMetric<float> DESC_WIDTH;
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ThemeMetric<apActorCommands> DESC_ON_COMMAND;
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RoomWheel::~RoomWheel()
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RoomWheel::~RoomWheel()
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{
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{
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@@ -59,18 +58,19 @@ void RoomWheelItem::Load( RString sType )
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DESC_X .Load(sType,"DescX");
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DESC_X .Load(sType,"DescX");
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DESC_Y .Load(sType,"DescY");
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DESC_Y .Load(sType,"DescY");
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DESC_WIDTH .Load(sType,"DescWidth");
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DESC_WIDTH .Load(sType,"DescWidth");
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DESC_ON_COMMAND .Load(sType,"DescOnCommand");
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TEXT_WIDTH .Load(sType,"TextWidth");
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TEXT_WIDTH .Load(sType,"TextWidth");
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m_text.SetHorizAlignString("left");
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m_text.SetHorizAlignString("left");
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m_text.SetMaxWidth(TEXT_WIDTH);
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m_text.SetMaxWidth(TEXT_WIDTH);
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m_Desc.SetName( "Desc" );
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ActorUtil::LoadAllCommands( m_Desc, "RoomWheelItem" );
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m_Desc.LoadFromFont( THEME->GetPathF("RoomWheel","text") );
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m_Desc.LoadFromFont( THEME->GetPathF("RoomWheel","text") );
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m_Desc.SetHorizAlignString("left");
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m_Desc.SetHorizAlignString("left");
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m_Desc.SetShadowLength( 0 );
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m_Desc.SetShadowLength( 0 );
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m_Desc.SetMaxWidth( DESC_WIDTH );
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m_Desc.SetMaxWidth( DESC_WIDTH );
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m_Desc.SetXY( DESC_X, DESC_Y);
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m_Desc.SetXY( DESC_X, DESC_Y);
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m_Desc.RunCommands( DESC_ON_COMMAND );
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m_Desc.PlayCommand( "On" );
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this->AddChild( &m_Desc );
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this->AddChild( &m_Desc );
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}
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}
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