add 3D scrolling to ActorScroller
generalize BGAnimation, BGAnimationLayer to eliminate shared code with ActorFrame
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@@ -26,21 +26,21 @@ void UtilSetXY( Actor& actor, CString sClassName );
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inline void UtilSetXY( Actor* pActor, CString sClassName ) { UtilSetXY( *pActor, sClassName ); }
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float UtilCommand( Actor& actor, CString sClassName, CString sCommandName );
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void UtilCommand( Actor& actor, CString sClassName, CString sCommandName );
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inline float UtilOnCommand( Actor& actor, CString sClassName ) { return UtilCommand( actor, sClassName, "On" ); }
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inline float UtilOffCommand( Actor& actor, CString sClassName ) { return UtilCommand( actor, sClassName, "Off" ); }
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inline float UtilSetXYAndOnCommand( Actor& actor, CString sClassName )
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inline void UtilOnCommand( Actor& actor, CString sClassName ) { UtilCommand( actor, sClassName, "On" ); }
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inline void UtilOffCommand( Actor& actor, CString sClassName ) { UtilCommand( actor, sClassName, "Off" ); }
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inline void UtilSetXYAndOnCommand( Actor& actor, CString sClassName )
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{
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UtilSetXY( actor, sClassName );
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return UtilOnCommand( actor, sClassName );
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UtilOnCommand( actor, sClassName );
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}
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/* convenience */
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inline float UtilCommand( Actor* pActor, CString sClassName, CString sCommandName ) { return UtilCommand( *pActor, sClassName, sCommandName ); }
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inline float UtilOnCommand( Actor* pActor, CString sClassName ) { return UtilOnCommand( *pActor, sClassName ); }
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inline float UtilOffCommand( Actor* pActor, CString sClassName ) { return UtilOffCommand( *pActor, sClassName ); }
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inline float UtilSetXYAndOnCommand( Actor* pActor, CString sClassName ) { return UtilSetXYAndOnCommand( *pActor, sClassName ); }
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inline void UtilCommand( Actor* pActor, CString sClassName, CString sCommandName ) { UtilCommand( *pActor, sClassName, sCommandName ); }
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inline void UtilOnCommand( Actor* pActor, CString sClassName ) { UtilOnCommand( *pActor, sClassName ); }
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inline void UtilOffCommand( Actor* pActor, CString sClassName ) { UtilOffCommand( *pActor, sClassName ); }
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inline void UtilSetXYAndOnCommand( Actor* pActor, CString sClassName ) { UtilSetXYAndOnCommand( *pActor, sClassName ); }
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// Return a Sprite, BitmapText, or Model depending on the file type
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Actor* LoadFromActorFile( CString sIniPath, CString sLayer = "Actor" );
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