this can be done with Lua, by putting layers in the underlay. themes using this havn't been maintained or usable in a long time, and there doesn't seem to be interest in doing so, so I'm not implementing it in them; ask me if you want info--but there are too many special-case elements in this screen and it's unmanagable.
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@@ -124,24 +124,6 @@ void ScreenSelectMusic::Init()
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m_MusicWheel.Load( MUSIC_WHEEL_TYPE );
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// pop'n music has this under the songwheel...
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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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Character* pChar = GAMESTATE->m_pCurCharacters[p];
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CString sPath = pChar->GetSongSelectIconPath();
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if( sPath.empty() )
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continue;
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m_sprCharacterIcon[p].Load( sPath );
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SET_XY( m_sprCharacterIcon[p] );
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this->AddChild( &m_sprCharacterIcon[p] );
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}
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m_MusicWheelUnder.Load( THEME->GetPathG(m_sName,"wheel under") );
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m_MusicWheelUnder->SetName( "WheelUnder" );
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SET_XY( m_MusicWheelUnder );
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@@ -513,7 +495,6 @@ void ScreenSelectMusic::TweenOnScreen()
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FOREACH_HumanPlayer( p )
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{
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ON_COMMAND( m_sprCharacterIcon[p] );
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ON_COMMAND( m_OptionIconRow[p] );
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ON_COMMAND( m_sprHighScoreFrame[p] );
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ON_COMMAND( m_textHighScore[p] );
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@@ -566,7 +547,6 @@ void ScreenSelectMusic::TweenOffScreen()
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FOREACH_HumanPlayer( p )
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{
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OFF_COMMAND(m_sprCharacterIcon[p]);
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OFF_COMMAND( m_OptionIconRow[p] );
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OFF_COMMAND( m_sprHighScoreFrame[p] );
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OFF_COMMAND( m_textHighScore[p] );
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@@ -20,7 +20,6 @@
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#include "CourseContentsList.h"
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#include "HelpDisplay.h"
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#include "PaneDisplay.h"
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#include "Character.h"
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#include "RageUtil_BackgroundLoader.h"
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#include "ThemeMetric.h"
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#include "ActorCommands.h"
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@@ -97,7 +96,6 @@ protected:
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CString m_sCourseMusicPath;
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CString m_sFallbackCDTitlePath;
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Sprite m_sprCharacterIcon[NUM_PLAYERS];
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Sprite m_sprBannerMask;
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FadingBanner m_Banner;
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AutoActor m_sprBannerFrame;
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