support loading BGAs from XML
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@@ -16,6 +16,7 @@
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#include "RageTextureManager.h"
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#include "SongManager.h"
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#include "Course.h"
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#include "XmlFile.h"
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#include "FontCharAliases.h"
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#include "arch/Dialog/Dialog.h"
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@@ -39,10 +40,12 @@ Actor* LoadFromActorFile( const CString &sIniPath, const CString &sLayer )
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Actor* LoadFromActorFile( const CString& sAniDir, const XNode& layer )
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{
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Actor* pActor = NULL; // fill this in before we return;
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Actor* pActor = NULL; // fill this in before we return
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CString sType = layer.m_sName;
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if( sType.empty() )
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layer.GetAttrValue( "Type", sType );
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CString sType;
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layer.GetAttrValue( "Type", sType );
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CString sFile;
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layer.GetAttrValue( "File", sFile );
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FixSlashesInPlace( sFile );
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@@ -51,6 +54,12 @@ Actor* LoadFromActorFile( const CString& sAniDir, const XNode& layer )
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{
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pActor = new SongCreditDisplay;
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}
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else if( sType == "BGAnimation" )
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{
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BGAnimation *pBGA = new BGAnimation;
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pBGA->LoadFromNode( sAniDir, layer );
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pActor = pBGA;
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}
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else
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{
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@@ -274,7 +283,14 @@ Actor* MakeActor( const RageTextureID &ID )
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CString sExt = GetExtension( ID.filename );
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sExt.MakeLower();
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if( sExt=="actor" )
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if( sExt=="xml" )
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{
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XNode xml;
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xml.LoadFromFile( ID.filename );
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CString sDir = Dirname( ID.filename );
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return LoadFromActorFile( sDir, xml );
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}
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else if( sExt=="actor" )
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{
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return LoadFromActorFile( ID.filename );
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}
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@@ -30,7 +30,7 @@ void BGAnimation::Unload()
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DeleteAllChildren();
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}
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void BGAnimation::LoadFromStaticGraphic( CString sPath )
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void BGAnimation::LoadFromStaticGraphic( const CString &sPath )
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{
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Unload();
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@@ -51,11 +51,12 @@ static bool CompareLayerNames( const CString& s1, const CString& s2 )
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return i1 < i2;
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}
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void AddLayersFromAniDir( CString sAniDir, vector<Actor*> &layersAddTo, bool Generic )
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void AddLayersFromAniDir( const CString &_sAniDir, vector<Actor*> &layersAddTo, bool Generic )
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{
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if( sAniDir.empty() )
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if( _sAniDir.empty() )
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return;
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CString sAniDir = _sAniDir;
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if( sAniDir.Right(1) != "/" )
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sAniDir += "/";
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@@ -118,13 +119,14 @@ void AddLayersFromAniDir( CString sAniDir, vector<Actor*> &layersAddTo, bool Gen
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}
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}
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void BGAnimation::LoadFromAniDir( CString sAniDir )
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void BGAnimation::LoadFromAniDir( const CString &_sAniDir )
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{
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Unload();
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if( sAniDir.empty() )
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if( _sAniDir.empty() )
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return;
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CString sAniDir = _sAniDir;
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if( sAniDir.Right(1) != "/" )
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sAniDir += "/";
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@@ -139,34 +141,19 @@ void BGAnimation::LoadFromAniDir( CString sAniDir )
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IniFile ini;
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ini.ReadFile( sPathToIni );
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if( !ini.GetValue( "BGAnimation", "LengthSeconds", m_fLengthSeconds ) )
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{
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/* XXX: if m_bGeneric, simply constructing the BG layer won't run "On",
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* so at this point GetMaxTweenTimeLeft is probably 0 */
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m_fLengthSeconds = this->GetTweenTimeLeft();
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}
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const XNode* pBGAnimation = ini.GetChild( "BGAnimation" );
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XNode dummy;
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dummy.m_sName = "BGAnimation";
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if( pBGAnimation == NULL )
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pBGAnimation = &dummy;
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LoadFromNode( sAniDir, *pBGAnimation );
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bool bUseScroller;
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if( ini.GetValue( "BGAnimation", "UseScroller", bUseScroller ) && bUseScroller )
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{
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ActorScroller::LoadFromIni( ini, "Scroller" );
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}
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CString sInitCommand;
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if( ini.GetValue( "BGAnimation", "InitCommand", sInitCommand ) )
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{
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/* There's an InitCommand. Run it now. This can be used to eg. change Z to
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* modify draw order between BGAs in a Foreground. Most things should be done
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* in metrics.ini commands, not here. */
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this->RunCommands( ParseCommands(sInitCommand) );
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}
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Command cmd;
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cmd.Load( "PlayCommand,Init" );
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this->RunCommandOnChildren( cmd );
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if( !m_bGeneric )
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PlayCommand( "On" );
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}
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else
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{
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@@ -198,7 +185,7 @@ void BGAnimation::LoadFromAniDir( CString sAniDir )
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}
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}
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void BGAnimation::LoadFromMovie( CString sMoviePath )
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void BGAnimation::LoadFromMovie( const CString &sMoviePath )
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{
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Unload();
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@@ -207,7 +194,7 @@ void BGAnimation::LoadFromMovie( CString sMoviePath )
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AddChild( pLayer );
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}
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void BGAnimation::LoadFromVisualization( CString sVisPath )
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void BGAnimation::LoadFromVisualization( const CString &sVisPath )
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{
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Unload();
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BGAnimationLayer* pLayer;
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@@ -224,6 +211,46 @@ void BGAnimation::LoadFromVisualization( CString sVisPath )
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AddChild( pLayer );
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}
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void BGAnimation::LoadFromNode( const CString &sDir, const XNode& node )
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{
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DEBUG_ASSERT( node.m_sName == "BGAnimation" );
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if( !node.GetAttrValue( "LengthSeconds", m_fLengthSeconds ) )
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{
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/* XXX: if m_bGeneric, simply constructing the BG layer won't run "On",
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* so at this point GetMaxTweenTimeLeft is probably 0 */
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m_fLengthSeconds = this->GetTweenTimeLeft();
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}
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CString sInitCommand;
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if( node.GetAttrValue( "InitCommand", sInitCommand ) )
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{
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/* There's an InitCommand. Run it now. This can be used to eg. change Z to
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* modify draw order between BGAs in a Foreground. Most things should be done
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* in metrics.ini commands, not here. */
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this->RunCommands( ParseCommands(sInitCommand) );
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}
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const XNode* pChildren = node.GetChild("children");
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if( pChildren )
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{
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FOREACH_CONST_Child( pChildren, pChild )
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{
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Actor* pChildActor = LoadFromActorFile( sDir, *pChild );
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AddChild( pChildActor );
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}
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}
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Command cmd;
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cmd.Load( "PlayCommand,Init" );
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this->RunCommandOnChildren( cmd );
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if( !m_bGeneric )
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PlayCommand( "On" );
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}
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/*
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* (c) 2001-2004 Ben Nordstrom, Chris Danford
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* All rights reserved.
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@@ -7,6 +7,8 @@
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* is used for many things other than backgrounds. */
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#include "ActorScroller.h"
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struct XNode;
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class BGAnimation : public ActorScroller
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{
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public:
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@@ -15,10 +17,11 @@ public:
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void Unload();
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void LoadFromStaticGraphic( CString sPath );
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void LoadFromAniDir( CString sAniDir );
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void LoadFromMovie( CString sMoviePath );
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void LoadFromVisualization( CString sMoviePath );
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void LoadFromStaticGraphic( const CString &sPath );
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void LoadFromAniDir( const CString &sAniDir );
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void LoadFromMovie( const CString &sMoviePath );
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void LoadFromVisualization( const CString &sMoviePath );
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void LoadFromNode( const CString &sDir, const XNode& node );
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float GetLengthSeconds() const { return m_fLengthSeconds; }
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@@ -819,6 +819,7 @@ void BGAnimationLayer::PlayCommand( const CString &sCommandName )
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ActorFrame::PlayCommand( sCommandName );
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}
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/*
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* (c) 2001-2004 Ben Nordstrom, Chris Danford, Glenn Maynard
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* All rights reserved.
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@@ -290,6 +290,7 @@ CString NoteSkinManager::GetPathToFromDir( const CString &sDir, const CString &s
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CStringArray matches; // fill this with the possible files
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GetDirListing( sDir+sFileName+"*.redir", matches, false, true );
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GetDirListing( sDir+sFileName+"*.xml", matches, false, true );
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GetDirListing( sDir+sFileName+"*.actor", matches, false, true );
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GetDirListing( sDir+sFileName+"*.model", matches, false, true );
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GetDirListing( sDir+sFileName+"*.txt", matches, false, true );
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@@ -333,10 +333,10 @@ try_element_again:
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for( unsigned p = 0; p < asPaths.size(); ++p )
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{
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static const char *masks[NUM_ELEMENT_CATEGORIES][12] = {
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static const char *masks[NUM_ELEMENT_CATEGORIES][13] = {
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{ "", NULL },
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{ "ini", NULL },
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{ "actor", "sprite", "png", "jpg", "bmp", "gif","avi", "mpg", "mpeg", "txt", "", NULL},
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{ "xml", "actor", "sprite", "png", "jpg", "bmp", "gif","avi", "mpg", "mpeg", "txt", "", NULL},
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{ "png", NULL },
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{ "mp3", "ogg", "wav", NULL },
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{ "sm", NULL },
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