m_Overlay -> m_sprOverlay, to be consistent with SWME
remove character stuff that can be done with the overlay
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@@ -2,18 +2,14 @@
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#include "ActorUtil.h"
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#include "ScreenStage.h"
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#include "ScreenManager.h"
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#include "PrefsManager.h"
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#include "RageLog.h"
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#include "GameConstantsAndTypes.h"
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#include "BitmapText.h"
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#include "SongManager.h"
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#include "Sprite.h"
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#include "AnnouncerManager.h"
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#include "GameState.h"
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#include "GameSoundManager.h"
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#include "ThemeManager.h"
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#include "LightsManager.h"
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#include "song.h"
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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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@@ -38,10 +34,11 @@ void ScreenStage::Init()
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_STAGE );
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m_Overlay.Load( THEME->GetPathB(m_sName,"overlay") );
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m_Overlay->SetName( "Overlay" );
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ON_COMMAND( m_Overlay );
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this->AddChild( m_Overlay );
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m_sprOverlay.Load( THEME->GetPathB(m_sName,"overlay") );
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m_sprOverlay->SetName( "Overlay" );
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m_sprOverlay->SetDrawOrder( DRAW_ORDER_OVERLAY );
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ON_COMMAND( m_sprOverlay );
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this->AddChild( m_sprOverlay );
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m_In.Load( THEME->GetPathB(m_sName,"in") );
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m_In.StartTransitioning();
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@@ -57,21 +54,7 @@ void ScreenStage::Init()
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this->AddChild( &m_Cancel );
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/* Prep the new screen once m_In is complete. */
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this->PostScreenMessage( SM_PrepScreen, m_Overlay->GetTweenTimeLeft() );
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FOREACH_PlayerNumber(p)
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{
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m_sprCharacterIcon[p].SetName( ssprintf("CharacterIconP%d",p+1) );
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const Character *pChar = GAMESTATE->m_pCurCharacters[p];
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CString sPath = pChar->GetStageIconPath();
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if( sPath == "" )
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continue;
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m_sprCharacterIcon[p].Load( pChar->GetStageIconPath() );
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SET_XY_AND_ON_COMMAND( m_sprCharacterIcon[p] );
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this->AddChild( &m_sprCharacterIcon[p] );
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}
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this->PostScreenMessage( SM_PrepScreen, m_sprOverlay->GetTweenTimeLeft() );
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SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage "+StageToString(GAMESTATE->GetCurrentStage())) );
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@@ -93,8 +76,6 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
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else if( SM == SM_BeginFadingOut )
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{
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m_Out.StartTransitioning();
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FOREACH_PlayerNumber( p )
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OFF_COMMAND( m_sprCharacterIcon[p] );
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this->PostScreenMessage( SM_GoToNextScreen, this->GetTweenTimeLeft() );
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}
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else if( SM == SM_GoToNextScreen )
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@@ -5,9 +5,6 @@
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#include "Screen.h"
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#include "Transition.h"
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#include "Sprite.h"
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#include "Character.h"
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#include "BitmapText.h"
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#include "ActorUtil.h"
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#include "ThemeMetric.h"
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@@ -25,10 +22,7 @@ private:
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ThemeMetric<bool> ALLOW_BACK;
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Transition m_In, m_Out, m_Cancel;
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AutoActor m_Overlay; // overlays all elements except bitmaptexts
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// elements that cannot be created with BGAnimation
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Sprite m_sprCharacterIcon[NUM_PLAYERS];
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AutoActor m_sprOverlay;
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bool m_bZeroDeltaOnNextUpdate;
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};
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