make draw order separate from Z value
add "PageType" graphic to ScreenEvaluation
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@@ -298,17 +298,17 @@ void ScreenGameplay::Init()
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m_Background.SetZ( 2 ); // behind everything else
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m_Background.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
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this->AddChild( &m_Background );
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m_Foreground.SetZ( -5 ); // on top of everything else, including transitions
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m_Foreground.SetDrawOrder( DRAW_ORDER_AFTER_EVERYTHING ); // on top of everything else, including transitions
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this->AddChild( &m_Foreground );
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m_sprStaticBackground.SetName( "StaticBG" );
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m_sprStaticBackground.Load( THEME->GetPathToG("ScreenGameplay Static Background"));
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SET_XY( m_sprStaticBackground );
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m_sprStaticBackground.SetZ( 2 ); // behind everything else
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m_sprStaticBackground.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING ); // behind everything else
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this->AddChild(&m_sprStaticBackground);
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if( !m_bDemonstration ) // only load if we're going to use it
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@@ -344,13 +344,13 @@ void ScreenGameplay::Init()
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this->AddChild( &m_sprOniGameOver[p] );
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}
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m_NextSongIn.SetZ( -2 ); // on top of everything else
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m_NextSongIn.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
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this->AddChild( &m_NextSongIn );
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m_NextSongOut.SetZ( -2 ); // on top of everything else
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m_NextSongOut.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
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this->AddChild( &m_NextSongOut );
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m_SongFinished.SetZ( -2 ); // on top of everything else
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m_SongFinished.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
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this->AddChild( &m_SongFinished );
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//
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@@ -676,11 +676,11 @@ void ScreenGameplay::Init()
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this->AddChild( &m_Go );
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m_Cleared.Load( THEME->GetPathToB("ScreenGameplay cleared") );
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m_Cleared.SetZ( -2 ); // on top of everything else
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m_Cleared.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 ); // on top of everything else
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this->AddChild( &m_Cleared );
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m_Failed.Load( THEME->GetPathToB("ScreenGameplay failed") );
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m_Failed.SetZ( -2 ); // on top of everything else
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m_Failed.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 ); // on top of everything else
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this->AddChild( &m_Failed );
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if( PREFSMAN->m_bAllowExtraStage && GAMESTATE->IsFinalStage() ) // only load if we're going to use it
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@@ -704,25 +704,23 @@ void ScreenGameplay::Init()
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break;
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}
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m_In.Load( THEME->GetPathToB("ScreenGameplay in") );
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m_In.SetZ( -2 ); // on top of everything else
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this->AddChild( &m_In );
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m_textDebug.LoadFromFont( THEME->GetPathToF("Common normal") );
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m_textDebug.SetName( "Debug" );
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SET_XY( m_textDebug );
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this->AddChild( &m_textDebug );
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m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenGameplay Overlay") );
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m_Overlay.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
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this->AddChild( &m_Overlay );
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m_In.Load( THEME->GetPathToB("ScreenGameplay in") );
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m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_In );
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m_Back.Load( THEME->GetPathToB("Common back") );
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m_Back.SetZ( -4 ); // on top of everything else
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m_Back.SetDrawOrder( DRAW_ORDER_TRANSITIONS ); // on top of everything else
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this->AddChild( &m_Back );
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m_Overlay.LoadFromAniDir( THEME->GetPathToB("ScreenGameplay Overlay") );
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m_Overlay.SetZ( -3 ); // on top of everything else
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this->AddChild( &m_Overlay );
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if( GAMESTATE->IsExtraStage() || GAMESTATE->IsExtraStage2() ) // only load if we're going to use it
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{
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@@ -730,7 +728,7 @@ void ScreenGameplay::Init()
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m_textSurviveTime.SetShadowLength( 0 );
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m_textSurviveTime.SetName( "SurviveTime" );
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SET_XY( m_textSurviveTime );
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m_textSurviveTime.SetZ( -3 ); // on top of everything else
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m_textSurviveTime.SetDrawOrder( DRAW_ORDER_TRANSITIONS-1 );
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m_textSurviveTime.SetDiffuse( RageColor(1,1,1,0) );
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this->AddChild( &m_textSurviveTime );
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}
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@@ -743,7 +741,7 @@ void ScreenGameplay::Init()
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TweenOnScreen();
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this->SortByZ();
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this->SortByDrawOrder();
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if( !m_bDemonstration ) // only load if we're going to use it
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{
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