name cleanup: Gaining -> Gain, Losing->Lose
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@@ -973,7 +973,7 @@ void BGAnimationLayer::DrawPrimitives()
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}
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}
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void BGAnimationLayer::GainingFocus( float fRate, bool bRewindMovie, bool bLoop )
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void BGAnimationLayer::GainFocus( float fRate, bool bRewindMovie, bool bLoop )
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{
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m_fUpdateRate = fRate;
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@@ -982,10 +982,12 @@ void BGAnimationLayer::GainingFocus( float fRate, bool bRewindMovie, bool bLoop
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//
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// The order of these actions is important.
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// At this point, the movie is probably paused (by LosingFocus()).
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// At this point, the movie is probably paused (by LoseFocus()).
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// Play the movie, then set the playback rate (which can
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// potentially pause the movie again).
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//
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// TODO: Don't special case subActor[0]. The movie layer should be set up with
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// a LoseFocusCommand that pauses, and a GainFocusCommand that plays.
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if( bRewindMovie )
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m_SubActors[0]->Command( "position,0" );
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m_SubActors[0]->Command( ssprintf("loop,%i",bLoop) );
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@@ -996,7 +998,7 @@ void BGAnimationLayer::GainingFocus( float fRate, bool bRewindMovie, bool bLoop
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{
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/* Yuck. We send OnCommand on load, since that's what's wanted for
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* most backgrounds. However, gameplay backgrounds (loaded from Background)
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* should run OnCommand when they're actually displayed, when GainingFocus
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* should run OnCommand when they're actually displayed, when GainFocus
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* gets called. We've already run OnCommand; abort it so we don't run tweens
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* twice. */
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RunCommandOnChildren( "stoptweening" );
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@@ -1006,7 +1008,7 @@ void BGAnimationLayer::GainingFocus( float fRate, bool bRewindMovie, bool bLoop
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PlayCommand( "GainFocus" );
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}
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void BGAnimationLayer::LosingFocus()
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void BGAnimationLayer::LoseFocus()
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{
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if( !m_SubActors.size() )
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return;
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