make draw order separate from Z value

add "PageType" graphic to ScreenEvaluation
This commit is contained in:
Chris Danford
2004-05-02 03:01:27 +00:00
parent 82595ecfe1
commit 58d63cb476
24 changed files with 120 additions and 66 deletions
+4
View File
@@ -3545,6 +3545,10 @@ StepsTypeX=520
StepsTypeY=60
StepsTypeOnCommand=addx,640;sleep,0.0;bounceend,1;addx,-640
StepsTypeOffCommand=sleep,0.0;linear,0.5;diffusealpha,0
PageTypeX=520
PageTypeY=60
PageTypeOnCommand=addx,640;sleep,0.0;bounceend,1;addx,-640
PageTypeOffCommand=sleep,0.0;linear,0.5;diffusealpha,0
BulletStartX=100
BulletStartY=140
+2
View File
@@ -54,6 +54,7 @@ void Actor::Reset()
m_fShadowLength = 0;
m_bIsAnimating = true;
m_fHibernateSecondsLeft = 0;
m_iDrawOrder = 0;
m_bTextureWrapping = false;
m_BlendMode = BLEND_NORMAL;
@@ -735,6 +736,7 @@ void Actor::HandleCommand( const ParsedCommand &command )
else if( sName=="cullmode" ) SetCullMode( sParam(1) );
else if( sName=="hidden" ) SetHidden( bParam(1) );
else if( sName=="hibernate" ) SetHibernate( fParam(1) );
else if( sName=="draworder" ) SetDrawOrder( iParam(1) );
else if( sName=="playcommand" ) PlayCommand( sParam(1) );
else if( sName=="queuecommand" )
{
+7
View File
@@ -15,6 +15,10 @@
#include "ActorCommands.h" // for ParsedCommand
#include <deque>
#define DRAW_ORDER_BEFORE_EVERYTHING -100
#define DRAW_ORDER_TRANSITIONS 100
#define DRAW_ORDER_AFTER_EVERYTHING 200
class Actor
{
public:
@@ -278,6 +282,8 @@ public:
void SetShadowLength( float fLength );
// TODO: Implement hibernate as a tween type?
void SetHibernate( float fSecs ) { m_fHibernateSecondsLeft = fSecs; }
void SetDrawOrder( int iOrder ) { m_iDrawOrder = iOrder; }
int GetDrawOrder() const { return m_iDrawOrder; }
virtual void EnableAnimation( bool b ) { m_bIsAnimating = b; } // Sprite needs to overload this
void StartAnimating() { this->EnableAnimation(true); };
@@ -376,6 +382,7 @@ protected:
float m_fHibernateSecondsLeft;
float m_fShadowLength; // 0 == no shadow
bool m_bIsAnimating;
int m_iDrawOrder;
//
// render states
+12 -5
View File
@@ -28,6 +28,13 @@ void ActorFrame::AddChild( Actor* pActor )
m_SubActors.push_back( pActor );
}
void ActorFrame::RemoveChild( Actor* pActor )
{
vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
if( iter != m_SubActors.end() )
m_SubActors.erase( iter );
}
void ActorFrame::MoveToTail( Actor* pActor )
{
vector<Actor*>::iterator iter = find( m_SubActors.begin(), m_SubActors.end(), pActor );
@@ -130,15 +137,15 @@ float ActorFrame::GetTweenTimeLeft() const
}
bool CompareActorsByZDesc(const Actor *p1, const Actor *p2)
bool CompareActorsByDrawOrder(const Actor *p1, const Actor *p2)
{
return p1->GetZ() > p2->GetZ();
return p1->GetDrawOrder() < p2->GetDrawOrder();
}
void ActorFrame::SortByZ()
void ActorFrame::SortByDrawOrder()
{
// Preserve ordering of Actors with equal Z values.
stable_sort( m_SubActors.begin(), m_SubActors.end(), CompareActorsByZDesc );
// Preserve ordering of Actors with equal DrawOrders.
stable_sort( m_SubActors.begin(), m_SubActors.end(), CompareActorsByDrawOrder );
}
void ActorFrame::DeleteAllChildren()
+2 -1
View File
@@ -17,9 +17,10 @@ class ActorFrame : public Actor
{
public:
virtual void AddChild( Actor* pActor );
virtual void RemoveChild( Actor* pActor );
virtual void MoveToTail( Actor* pActor );
virtual void MoveToHead( Actor* pActor );
virtual void SortByZ();
virtual void SortByDrawOrder();
virtual ~ActorFrame() { }
+1 -1
View File
@@ -54,7 +54,7 @@ void Foreground::LoadFromSong( const Song *pSong )
TEXTUREMAN->SetDefaultTexturePolicy( OldPolicy );
this->SortByZ();
this->SortByDrawOrder();
}
void Foreground::Update( float fDeltaTime )
+2
View File
@@ -49,9 +49,11 @@ ScreenAttract::ScreenAttract( CString sName, bool bResetGameState ) : Screen( sN
m_In.Load( THEME->GetPathToB(m_sName+" in") );
m_In.StartTransitioning();
m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_In );
m_Out.Load( THEME->GetPathToB(m_sName+" out") );
m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_Out );
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo(m_sName) );
+2 -2
View File
@@ -268,7 +268,7 @@ void ScreenEvaluation::Init()
// }
m_bgOverlay.LoadFromAniDir( THEME->GetPathB(m_sName, "overlay") );
m_bgOverlay.SetZ( -1 ); /* draw on top of everything except transitions */
m_bgOverlay.SetDrawOrder( 1 ); /* draw on top of everything except transitions */
this->AddChild( &m_bgOverlay );
m_bPassFailTriggered = false; // the sound hasn't been triggered yet
@@ -859,7 +859,7 @@ void ScreenEvaluation::Init()
break;
}
this->SortByZ();
this->SortByDrawOrder();
SOUND->PlayMusic( THEME->GetPathToS("ScreenEvaluation music") );
+18 -20
View File
@@ -298,17 +298,17 @@ void ScreenGameplay::Init()
m_Background.SetZ( 2 ); // behind everything else
m_Background.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
this->AddChild( &m_Background );
m_Foreground.SetZ( -5 ); // on top of everything else, including transitions
m_Foreground.SetDrawOrder( DRAW_ORDER_AFTER_EVERYTHING ); // on top of everything else, including transitions
this->AddChild( &m_Foreground );
m_sprStaticBackground.SetName( "StaticBG" );
m_sprStaticBackground.Load( THEME->GetPathToG("ScreenGameplay Static Background"));
SET_XY( m_sprStaticBackground );
m_sprStaticBackground.SetZ( 2 ); // behind everything else
m_sprStaticBackground.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING ); // behind everything else
this->AddChild(&m_sprStaticBackground);
if( !m_bDemonstration ) // only load if we're going to use it
@@ -344,13 +344,13 @@ void ScreenGameplay::Init()
this->AddChild( &m_sprOniGameOver[p] );
}
m_NextSongIn.SetZ( -2 ); // on top of everything else
m_NextSongIn.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
this->AddChild( &m_NextSongIn );
m_NextSongOut.SetZ( -2 ); // on top of everything else
m_NextSongOut.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
this->AddChild( &m_NextSongOut );
m_SongFinished.SetZ( -2 ); // on top of everything else
m_SongFinished.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
this->AddChild( &m_SongFinished );
//
@@ -676,11 +676,11 @@ void ScreenGameplay::Init()
this->AddChild( &m_Go );
m_Cleared.Load( THEME->GetPathToB("ScreenGameplay cleared") );
m_Cleared.SetZ( -2 ); // on top of everything else
m_Cleared.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 ); // on top of everything else
this->AddChild( &m_Cleared );
m_Failed.Load( THEME->GetPathToB("ScreenGameplay failed") );
m_Failed.SetZ( -2 ); // on top of everything else
m_Failed.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 ); // on top of everything else
this->AddChild( &m_Failed );
if( PREFSMAN->m_bAllowExtraStage && GAMESTATE->IsFinalStage() ) // only load if we're going to use it
@@ -704,25 +704,23 @@ void ScreenGameplay::Init()
break;
}
m_In.Load( THEME->GetPathToB("ScreenGameplay in") );
m_In.SetZ( -2 ); // on top of everything else
this->AddChild( &m_In );
m_textDebug.LoadFromFont( THEME->GetPathToF("Common normal") );
m_textDebug.SetName( "Debug" );
SET_XY( m_textDebug );
this->AddChild( &m_textDebug );
m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenGameplay Overlay") );
m_Overlay.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
this->AddChild( &m_Overlay );
m_In.Load( THEME->GetPathToB("ScreenGameplay in") );
m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_In );
m_Back.Load( THEME->GetPathToB("Common back") );
m_Back.SetZ( -4 ); // on top of everything else
m_Back.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); // on top of everything else
this->AddChild( &m_Back );
m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenGameplay Overlay") );
m_Overlay.SetZ( -3 ); // on top of everything else
this->AddChild( &m_Overlay );
if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) // only load if we're going to use it
{
@@ -730,7 +728,7 @@ void ScreenGameplay::Init()
m_textSurviveTime.SetShadowLength( 0 );
m_textSurviveTime.SetName( "SurviveTime" );
SET_XY( m_textSurviveTime );
m_textSurviveTime.SetZ( -3 ); // on top of everything else
m_textSurviveTime.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
m_textSurviveTime.SetDiffuse( RageColor(1,1,1,0) );
this->AddChild( &m_textSurviveTime );
}
@@ -743,7 +741,7 @@ void ScreenGameplay::Init()
TweenOnScreen();
this->SortByZ();
this->SortByDrawOrder();
if( !m_bDemonstration ) // only load if we're going to use it
{
+1 -1
View File
@@ -497,7 +497,7 @@ void ScreenOptions::Init( InputMode im, OptionRowData OptionRows[], int iNumOpti
m_sprMore->FinishTweening();
this->SortByZ();
this->SortByDrawOrder();
}
ScreenOptions::~ScreenOptions()
+31 -16
View File
@@ -24,6 +24,14 @@
#include "RageLog.h"
#include "UnlockSystem.h"
static const CString PageTypeNames[NUM_PAGE_TYPES] = {
"Category",
"Course",
"AllSteps",
"AllCourses",
};
XToString( PageType );
#define STEPS_TYPES_TO_HIDE THEME->GetMetric ("ScreenRanking","StepsTypesToHide")
#define SHOW_CATEGORIES THEME->GetMetricB("ScreenRanking","ShowCategories")
@@ -294,7 +302,7 @@ ScreenRanking::ScreenRanking( CString sClassName ) : ScreenAttract( sClassName )
for( int c=0; c<NUM_RANKING_CATEGORIES; c++ )
{
PageToShow pts;
pts.type = PageToShow::TYPE_CATEGORY;
pts.type = PAGE_TYPE_CATEGORY;
pts.colorIndex = i;
pts.category = (RankingCategory)c;
pts.nt = aStepsTypesToShow[i];
@@ -311,7 +319,7 @@ ScreenRanking::ScreenRanking( CString sClassName ) : ScreenAttract( sClassName )
for( unsigned c=0; c<asCoursePaths.size(); c++ )
{
PageToShow pts;
pts.type = PageToShow::TYPE_COURSE;
pts.type = PAGE_TYPE_COURSE;
pts.colorIndex = i;
pts.nt = aStepsTypesToShow[i];
pts.pCourse = SONGMAN->GetCourseFromPath( asCoursePaths[c] );
@@ -330,7 +338,7 @@ ScreenRanking::ScreenRanking( CString sClassName ) : ScreenAttract( sClassName )
for( unsigned i=0; i<aStepsTypesToShow.size(); i++ )
{
PageToShow pts;
pts.type = PageToShow::TYPE_ALL_STEPS;
pts.type = PAGE_TYPE_ALL_STEPS;
pts.colorIndex = i;
pts.nt = aStepsTypesToShow[i];
m_vPagesToShow.push_back( pts );
@@ -347,7 +355,7 @@ ScreenRanking::ScreenRanking( CString sClassName ) : ScreenAttract( sClassName )
for( unsigned i=0; i<aStepsTypesToShow.size(); i++ )
{
PageToShow pts;
pts.type = PageToShow::TYPE_ALL_COURSES;
pts.type = PAGE_TYPE_ALL_COURSES;
pts.colorIndex = i;
pts.nt = aStepsTypesToShow[i];
m_vPagesToShow.push_back( pts );
@@ -355,9 +363,6 @@ ScreenRanking::ScreenRanking( CString sClassName ) : ScreenAttract( sClassName )
}
}
this->MoveToTail( &m_In ); // put it in the back so it covers up the stuff we just added
this->MoveToTail( &m_Out ); // put it in the back so it covers up the stuff we just added
this->ClearMessageQueue( SM_BeginFadingOut ); // ignore ScreenAttract's SecsToShow
this->PostScreenMessage( SM_ShowNextPage, 0.5f );
@@ -380,7 +385,7 @@ void ScreenRanking::HandleScreenMessage( const ScreenMessage SM )
if( m_vPagesToShow.size() > 0 )
{
float fSecsToShow = SetPage( m_vPagesToShow[0] );
this->SortByZ();
this->SortByDrawOrder();
m_vPagesToShow.erase( m_vPagesToShow.begin() );
this->PostScreenMessage( SM_HidePage, fSecsToShow-PAGE_FADE_SECONDS );
}
@@ -416,7 +421,7 @@ float ScreenRanking::SetPage( PageToShow pts )
bool bShowCourseScore = false;
switch( pts.type )
{
case PageToShow::TYPE_CATEGORY:
case PAGE_TYPE_CATEGORY:
bBanner = false;
bBannerFrame = false;
bShowCategory = true;
@@ -430,7 +435,7 @@ float ScreenRanking::SetPage( PageToShow pts )
bShowDifficulty = false;
bShowStepsScore = false;
break;
case PageToShow::TYPE_COURSE:
case PAGE_TYPE_COURSE:
bBanner = true;
bBannerFrame = true;
bShowCategory = false;
@@ -444,7 +449,7 @@ float ScreenRanking::SetPage( PageToShow pts )
bShowDifficulty = false;
bShowStepsScore = false;
break;
case PageToShow::TYPE_ALL_STEPS:
case PAGE_TYPE_ALL_STEPS:
bBanner = false;
bBannerFrame = false;
bShowCategory = false;
@@ -458,7 +463,7 @@ float ScreenRanking::SetPage( PageToShow pts )
bShowDifficulty = true;
bShowStepsScore = true;
break;
case PageToShow::TYPE_ALL_COURSES:
case PAGE_TYPE_ALL_COURSES:
bShowStepsType = true;
bShowCourseScore = true;
bShowCourseDifficulty = true;
@@ -504,6 +509,15 @@ float ScreenRanking::SetPage( PageToShow pts )
SET_XY_AND_ON_COMMAND( m_textStepsType );
}
// UGLY: We have to call AddChild every time we re-load an AutoActor
// because the internal Actor* changes.
if( (Actor*)m_sprPageType )
this->RemoveChild( m_sprPageType );
m_sprPageType.Load( THEME->GetPathG(m_sName, "PageType "+PageTypeToString(pts.type)) );
m_sprPageType->SetName( "PageType" );
this->AddChild( m_sprPageType );
SET_XY_AND_ON_COMMAND( m_sprPageType );
{
for( int l=0; l<NUM_RANKING_LINES; l++ )
{
@@ -663,7 +677,7 @@ float ScreenRanking::SetPage( PageToShow pts )
//
switch( pts.type )
{
case PageToShow::TYPE_CATEGORY:
case PAGE_TYPE_CATEGORY:
{
m_textCategory.SetText( ssprintf("Type %c", 'A'+pts.category) );
m_textStepsType.SetText( GameManager::NotesTypeToThemedString(pts.nt) );
@@ -702,7 +716,7 @@ float ScreenRanking::SetPage( PageToShow pts )
}
}
return SECONDS_PER_PAGE;
case PageToShow::TYPE_COURSE:
case PAGE_TYPE_COURSE:
{
m_textCourseTitle.SetText( pts.pCourse->m_sName );
m_Banner.LoadFromCourse( pts.pCourse );
@@ -753,7 +767,7 @@ float ScreenRanking::SetPage( PageToShow pts )
}
}
return SECONDS_PER_PAGE;
case PageToShow::TYPE_ALL_STEPS:
case PAGE_TYPE_ALL_STEPS:
{
m_textStepsType.SetText( GameManager::NotesTypeToThemedString(pts.nt) );
@@ -798,7 +812,7 @@ float ScreenRanking::SetPage( PageToShow pts )
}
}
return m_ListScoreRowItems.GetSecondsForCompleteScrollThrough();
case PageToShow::TYPE_ALL_COURSES:
case PAGE_TYPE_ALL_COURSES:
{
m_textStepsType.SetText( GameManager::NotesTypeToThemedString(pts.nt) );
@@ -847,6 +861,7 @@ void ScreenRanking::TweenPageOffScreen()
OFF_COMMAND( m_textCourseTitle );
OFF_COMMAND( m_textCategory );
OFF_COMMAND( m_textStepsType );
OFF_COMMAND( m_sprPageType );
for( int l=0; l<NUM_RANKING_LINES; l++ )
{
+20 -2
View File
@@ -17,10 +17,23 @@
#include "BitmapText.h"
#include "Banner.h"
#include "ListDisplay.h"
#include "ActorUtil.h"
class Course;
class Song;
enum PageType
{
PAGE_TYPE_CATEGORY,
PAGE_TYPE_COURSE,
PAGE_TYPE_ALL_STEPS,
PAGE_TYPE_ALL_COURSES,
NUM_PAGE_TYPES
};
#define FOREACH_PageType( pt ) FOREACH_ENUM( PageType, NUM_PAGE_TYPES, pt )
const CString& PageTypeToString( PageType pt );
class ScreenRanking : public ScreenAttract
{
public:
@@ -32,13 +45,17 @@ public:
protected:
struct PageToShow
{
enum { TYPE_CATEGORY, TYPE_COURSE, TYPE_ALL_STEPS, TYPE_ALL_COURSES } type;
PageToShow()
{
pCourse = NULL;
}
PageType type;
int colorIndex;
StepsType nt;
RankingCategory category;
Course* pCourse;
CourseDifficulty cd;
PageToShow(): pCourse(NULL) { }
};
float SetPage( PageToShow pts );
@@ -51,6 +68,7 @@ protected:
BitmapText m_textCourseTitle; // for course
BitmapText m_textCategory; // for category
BitmapText m_textStepsType; // for category, course, all_steps
AutoActor m_sprPageType;
Sprite m_sprBullets[NUM_RANKING_LINES]; // for category and course
BitmapText m_textNames[NUM_RANKING_LINES]; // for category and course
+1 -1
View File
@@ -168,7 +168,7 @@ ScreenSelectCharacter::ScreenSelectCharacter( CString sClassName ) : ScreenWithM
}
TweenOnScreen();
this->SortByZ();
this->SortByDrawOrder();
}
+1 -1
View File
@@ -143,7 +143,7 @@ ScreenSelectCourse::ScreenSelectCourse( CString sClassName ) : ScreenWithMenuEle
AfterCourseChange();
TweenOnScreen();
this->SortByZ();
this->SortByDrawOrder();
}
+1 -1
View File
@@ -124,7 +124,7 @@ ScreenSelectDifficulty::ScreenSelectDifficulty( CString sClassName ) : ScreenSel
TweenOnScreen();
this->SortByZ();
this->SortByDrawOrder();
}
void ScreenSelectDifficulty::Update( float fDelta )
+1 -1
View File
@@ -155,7 +155,7 @@ ScreenSelectDifficultyEX::ScreenSelectDifficultyEX( CString sClassName ) : Scree
SetAllPlayersSelection( 0, false );
this->SortByZ();
this->SortByDrawOrder();
}
void ScreenSelectDifficultyEX::Update( float fDelta )
+1 -1
View File
@@ -144,7 +144,7 @@ ScreenSelectGroup::ScreenSelectGroup( CString sClassName ) : ScreenWithMenuEleme
TweenOnScreen();
m_GroupList.SetSelection(0);
this->SortByZ();
this->SortByDrawOrder();
}
+1 -1
View File
@@ -715,7 +715,7 @@ void ScreenSelectMaster::TweenOnScreen()
SET_XY_AND_ON_COMMAND( m_sprExplanation[GetCurrentPage()] );
SET_XY_AND_ON_COMMAND( m_sprMore[GetCurrentPage()] );
this->SortByZ();
this->SortByDrawOrder();
}
void ScreenSelectMaster::TweenOffScreen()
+1 -1
View File
@@ -338,7 +338,7 @@ ScreenSelectMusic::ScreenSelectMusic( CString sClassName ) : ScreenWithMenuEleme
AfterMusicChange();
TweenOnScreen();
this->SortByZ();
this->SortByDrawOrder();
}
+1 -1
View File
@@ -140,7 +140,7 @@ ScreenSelectStyle::ScreenSelectStyle( CString sClassName ) : ScreenSelect( sClas
SET_XY_AND_ON_COMMAND( m_sprPremium );
// let AfterChange tween Picture and Info
this->SortByZ();
this->SortByDrawOrder();
}
void ScreenSelectStyle::MenuLeft( PlayerNumber pn )
+5 -5
View File
@@ -39,7 +39,7 @@ ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName )
m_Background.LoadFromAniDir( THEME->GetPathToB(m_sName + " "+GAMESTATE->GetStageText()) );
m_Background.SetZ( 10 ); // behind everything else
m_Background.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
this->AddChild( &m_Background );
m_Overlay.SetName( "Overlay" );
@@ -49,15 +49,15 @@ ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName )
m_In.Load( THEME->GetPathToB(m_sName + " in") );
m_In.StartTransitioning();
m_In.SetZ( -2 ); // on top of everything else
m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_In );
m_Out.Load( THEME->GetPathToB(m_sName + " out") );
m_Out.SetZ( -2 ); // on top of everything else
m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_Out );
m_Back.Load( THEME->GetPathToB("Common back") );
m_Back.SetZ( -2 ); // on top of everything else
m_Back.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_Back );
/* Prep the new screen once m_In is complete. */
@@ -107,7 +107,7 @@ ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName )
SOUND->PlayOnceFromDir( ANNOUNCER->GetPathTo("stage "+GAMESTATE->GetStageText()) );
this->SortByZ();
this->SortByDrawOrder();
}
void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
+1 -1
View File
@@ -189,7 +189,7 @@ ScreenTitleMenu::ScreenTitleMenu( CString sClassName ) : ScreenSelect( sClassNam
this->PostScreenMessage( SM_PlayComment, SECONDS_BETWEEN_COMMENTS);
this->SortByZ();
this->SortByDrawOrder();
// this->MoveToTail( &m_AttractOut ); // put it in the back so it covers up the stuff we just added
}
+1 -1
View File
@@ -324,7 +324,7 @@ ScreenUnlock::ScreenUnlock( CString sClassName ) : ScreenAttract( sClassName )
this->PostScreenMessage( SM_BeginFadingOut, TIME_TO_DISPLAY );
this->SortByZ();
this->SortByDrawOrder();
}
ScreenUnlock::~ScreenUnlock()
+3 -3
View File
@@ -100,15 +100,15 @@ ScreenWithMenuElements::ScreenWithMenuElements( CString sClassName ) : Screen( s
m_In.Load( THEME->GetPathToB(m_sName+" in") );
m_In.SetZ( -1000 ); // always on top
m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_In );
m_Out.Load( THEME->GetPathToB(m_sName+" out") );
m_Out.SetZ( -1000 ); // always on top
m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_Out );
m_Back.Load( THEME->GetPathToB("Common back") );
m_Back.SetZ( -1000 ); // always on top
m_Back.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
this->AddChild( &m_Back );
m_In.StartTransitioning();