experimental: load 'decorations' BGAnimation and make decorations children of the Screen so that their draworder relative to other children of the Screen can be controlled
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@@ -144,6 +144,13 @@ void ActorFrame::RemoveChild( Actor* pActor )
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m_SubActors.erase( iter );
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m_SubActors.erase( iter );
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}
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}
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void ActorFrame::TransferChildren( ActorFrame *pTo )
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{
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FOREACH( Actor*, m_SubActors, i )
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pTo->AddChild( *i );
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RemoveAllChildren();
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}
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Actor* ActorFrame::GetChild( const RString &sName )
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Actor* ActorFrame::GetChild( const RString &sName )
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{
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{
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FOREACH( Actor*, m_SubActors, a )
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FOREACH( Actor*, m_SubActors, a )
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@@ -18,6 +18,7 @@ public:
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virtual void AddChild( Actor *pActor );
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virtual void AddChild( Actor *pActor );
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virtual void RemoveChild( Actor *pActor );
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virtual void RemoveChild( Actor *pActor );
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void TransferChildren( ActorFrame *pTo );
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Actor* GetChild( const RString &sName );
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Actor* GetChild( const RString &sName );
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int GetNumChildren() const { return m_SubActors.size(); }
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int GetNumChildren() const { return m_SubActors.size(); }
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@@ -93,6 +93,15 @@ void ScreenWithMenuElements::Init()
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this->AddChild( m_sprOverlay );
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this->AddChild( m_sprOverlay );
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LOAD_ALL_COMMANDS( m_sprOverlay );
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LOAD_ALL_COMMANDS( m_sprOverlay );
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/* Experimental: Load "decorations" and make them children of the screen. */
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{
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AutoActor decorations;
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decorations.Load( THEME->GetPathB(m_sName,"decorations") );
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ActorFrame *pFrame = dynamic_cast<ActorFrame*>((Actor*)decorations);
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if( pFrame )
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pFrame->TransferChildren( this );
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}
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m_In.SetName( "In" );
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m_In.SetName( "In" );
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m_In.Load( THEME->GetPathB(m_sName,"in") );
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m_In.Load( THEME->GetPathB(m_sName,"in") );
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m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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m_In.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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