move background back into ScreenStage because it loads from a special theme element name
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@@ -31,6 +31,10 @@ ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName )
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_STAGE );
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LIGHTSMAN->SetLightsMode( LIGHTSMODE_STAGE );
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m_Background.LoadFromAniDir( THEME->GetPathToB(m_sName + " "+GAMESTATE->GetStageText()) );
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m_Background.SetDrawOrder( DRAW_ORDER_BEFORE_EVERYTHING );
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this->AddChild( &m_Background );
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m_Overlay.SetName( "Overlay" );
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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.LoadFromAniDir( THEME->GetPathToB(m_sName + " overlay"));
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ON_COMMAND( m_Overlay );
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ON_COMMAND( m_Overlay );
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@@ -49,6 +53,9 @@ ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName )
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m_Back.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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m_Back.SetDrawOrder( DRAW_ORDER_TRANSITIONS );
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this->AddChild( &m_Back );
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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.GetLengthSeconds() );
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FOREACH_PlayerNumber(p)
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FOREACH_PlayerNumber(p)
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{
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{
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Character* pChar = GAMESTATE->m_pCurCharacters[p];
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Character* pChar = GAMESTATE->m_pCurCharacters[p];
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@@ -81,11 +88,13 @@ ScreenStage::ScreenStage( CString sClassName ) : Screen( sClassName )
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SET_XY_AND_ON_COMMAND( m_SongTitle );
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SET_XY_AND_ON_COMMAND( m_SongTitle );
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if ( SHOW_BANNER )
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if ( SHOW_BANNER )
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{
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if( GAMESTATE->m_pCurSong && GAMESTATE->m_pCurSong->HasBanner() )
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if( GAMESTATE->m_pCurSong && GAMESTATE->m_pCurSong->HasBanner() )
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{
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{
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m_Banner.LoadFromSong( GAMESTATE->m_pCurSong );
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m_Banner.LoadFromSong( GAMESTATE->m_pCurSong );
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this->AddChild( &m_Banner );
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this->AddChild( &m_Banner );
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}
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}
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}
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m_Banner.SetName("Banner");
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m_Banner.SetName("Banner");
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SET_XY( m_Banner );
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SET_XY( m_Banner );
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ON_COMMAND(m_Banner);
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ON_COMMAND(m_Banner);
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@@ -115,7 +124,7 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
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OFF_COMMAND( m_SongTitle );
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OFF_COMMAND( m_SongTitle );
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OFF_COMMAND( m_Artist );
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OFF_COMMAND( m_Artist );
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OFF_COMMAND( m_Banner );
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OFF_COMMAND( m_Banner );
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SCREENMAN->PlaySharedBackgroundOffCommand();
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OFF_COMMAND( m_Background );
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this->PostScreenMessage( SM_GoToNextScreen, this->GetTweenTimeLeft() );
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this->PostScreenMessage( SM_GoToNextScreen, this->GetTweenTimeLeft() );
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break;
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break;
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@@ -131,11 +140,6 @@ void ScreenStage::HandleScreenMessage( const ScreenMessage SM )
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void ScreenStage::Update( float fDeltaTime )
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void ScreenStage::Update( float fDeltaTime )
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{
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{
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// The shared BGA isn't loaded until after the screen is showing. It is ready
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// to access by the time of the first update.
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if( IsFirstUpdate() )
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this->PostScreenMessage( SM_PrepScreen, SCREENMAN->m_pSharedBGA->GetLengthSeconds() );
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if( m_bZeroDeltaOnNextUpdate )
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if( m_bZeroDeltaOnNextUpdate )
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{
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{
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m_bZeroDeltaOnNextUpdate = false;
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m_bZeroDeltaOnNextUpdate = false;
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@@ -19,9 +19,12 @@ public:
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virtual void Update( float fDeltaTime );
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virtual void Update( float fDeltaTime );
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virtual void MenuBack( PlayerNumber pn );
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virtual void MenuBack( PlayerNumber pn );
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virtual bool UsesBackground() const { return false; }
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private:
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private:
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Transition m_In, m_Out, m_Back;
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Transition m_In, m_Out, m_Back;
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BGAnimation m_Overlay; // overlays all elements except bitmaptexts
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BGAnimation m_Background;
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BGAnimation m_Overlay; // overlays all elements except bitmaptexts
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Banner m_Banner;
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Banner m_Banner;
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BitmapText m_SongTitle;
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BitmapText m_SongTitle;
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BitmapText m_Artist;
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BitmapText m_Artist;
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