use Lua to execute commands
(needs cleanup)
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@@ -17,6 +17,7 @@
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#include "ScreenDimensions.h"
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#include "ThemeMetric.h"
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#include "PlayerState.h"
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#include "Command.h"
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#include <set>
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@@ -29,7 +30,7 @@ ThemeMetric<float> BOTTOM_EDGE ("Background","BottomEdge");
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#define RECT_BACKGROUND RectF (LEFT_EDGE,TOP_EDGE,RIGHT_EDGE,BOTTOM_EDGE)
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ThemeMetric<bool> BLINK_DANGER_ALL ("Background","BlinkDangerAll");
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ThemeMetric<bool> DANGER_ALL_IS_OPAQUE ("Background","DangerAllIsOpaque");
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ThemeMetric<Commands> BRIGHTNESS_FADE_COMMAND ("Background","BrightnessFadeCommand");
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ThemeMetric<apActorCommands> BRIGHTNESS_FADE_COMMAND ("Background","BrightnessFadeCommand");
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static float g_fBackgroundCenterWidth = 40;
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const CString STATIC_BACKGROUND = "static background";
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@@ -468,9 +469,8 @@ void Background::LoadFromSong( const Song* pSong )
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* may look something like "BGAnimation, BGAnimationLayer, Sprite" or it
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* may be deeper, like "BGAnimation, BGAnimationLayer, BGAnimation,
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* BGAnimationLayer, Sprite". */
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pBGA->RunCommands( ParseCommands("propagate,1") );
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pBGA->RunCommands( ParseCommands("effectclock,music") );
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pBGA->RunCommands( ParseCommands("propagate,0") );
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ActorCommands acmds( ParseCommands("effectclock,music") );
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pBGA->RunCommands( acmds );
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}
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}
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@@ -735,7 +735,7 @@ void BrightnessOverlay::Set( float fBrightness )
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void BrightnessOverlay::FadeToActualBrightness()
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{
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this->RunCommandOnChildren( BRIGHTNESS_FADE_COMMAND );
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this->RunCommandsOnChildren( BRIGHTNESS_FADE_COMMAND );
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SetActualBrightness();
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}
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