consolidate ScreenStage overlays
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@@ -30,31 +30,26 @@ ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName )
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_STAGE );
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m_Background.LoadFromAniDir( THEME->GetPathB(m_sName,GAMESTATE->GetStageText()) );
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m_Background.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
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m_Background.PlayCommand( "On" );
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this->AddChild( &m_Background );
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m_Overlay.SetName( "Overlay" );
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m_Overlay.LoadFromAniDir( THEME->GetPathToB(m_sName + " overlay"));
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m_Overlay.Load( THEME->GetPathB(m_sName,"overlay") );
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m_Overlay->SetName( "Overlay" );
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ON_COMMAND( m_Overlay );
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this->AddChild( &m_Overlay );
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this->AddChild( m_Overlay );
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m_In.Load( THEME->GetPathToB(m_sName + " in") );
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m_In.Load( THEME->GetPathB(m_sName,"in") );
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m_In.StartTransitioning();
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m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_In );
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m_Out.Load( THEME->GetPathToB(m_sName + " out") );
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m_Out.Load( THEME->GetPathB(m_sName,"out") );
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m_Out.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_Out );
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m_Back.Load( THEME->GetPathToB("Common back") );
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m_Back.Load( THEME->GetPathB("Common","back") );
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m_Back.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_Back );
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/* Prep the new screen once m_In is complete. */
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this->PostScreenMessage( SM_PrepScreen, m_Background.GetTweenTimeLeft() );
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this->PostScreenMessage( SM_PrepScreen, m_Overlay->GetTweenTimeLeft() );
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FOREACH_PlayerNumber(p)
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{
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@@ -72,8 +67,8 @@ ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName )
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m_SongTitle.SetName( "SongTitle");
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m_Artist.SetName( "Artist" );
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m_SongTitle.LoadFromFont( THEME->GetPathToF("ScreenStage Title") );
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m_Artist.LoadFromFont( THEME->GetPathToF("ScreenStage Artist") );
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m_SongTitle.LoadFromFont( THEME->GetPathF(m_sName,"Title") );
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m_Artist.LoadFromFont( THEME->GetPathF(m_sName,"Artist") );
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this->AddChild( &m_SongTitle );
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this->AddChild( &m_Artist );
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@@ -116,7 +111,6 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
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OFF_COMMAND( m_sprCharacterIcon[p] );
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OFF_COMMAND( m_SongTitle );
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OFF_COMMAND( m_Artist );
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OFF_COMMAND( m_Background );
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this->PostScreenMessage( SM_GoToNextScreen, this->GetTweenTimeLeft() );
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break;
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@@ -148,7 +142,7 @@ void ScreenStage::MenuBack( PlayerNumber pn )
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this->ClearMessageQueue();
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m_Back.StartTransitioning( SM_GoToPrevScreen );
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SOUND->PlayOnce( THEME->GetPathToS("Common back") );
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SOUND->PlayOnce( THEME->GetPathS("Common","back") );
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/* If a Back is buffered while we're prepping the screen (very common), we'll
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* get it right after the prep finishes. However, the next update will contain
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@@ -8,7 +8,7 @@
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#include "Sprite.h"
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#include "Character.h"
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#include "BitmapText.h"
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#include "BGAnimation.h"
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#include "ActorUtil.h"
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class ScreenStage : public Screen
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{
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@@ -21,8 +21,7 @@ public:
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private:
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Transition m_In, m_Out, m_Back;
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BGAnimation m_Background;
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BGAnimation m_Overlay; // overlays all elements except bitmaptexts
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AutoActor m_Overlay; // overlays all elements except bitmaptexts
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BitmapText m_SongTitle;
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BitmapText m_Artist;
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