allow default.xml for backgrounds
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@@ -31,6 +31,7 @@
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#include "ScreenSystemLayer.h"
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#include "ScreenSystemLayer.h"
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#include "BGAnimation.h"
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#include "BGAnimation.h"
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#include "Foreach.h"
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#include "Foreach.h"
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#include "ActorUtil.h"
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ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program
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ScreenManager* SCREENMAN = NULL; // global and accessable from anywhere in our program
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@@ -52,7 +53,7 @@ void ScreenManager::Register( const CString& sClassName, CreateScreenFn pfn )
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ScreenManager::ScreenManager()
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ScreenManager::ScreenManager()
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{
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{
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m_pSharedBGA = new BGAnimation;
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m_pSharedBGA = new Actor;
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m_SystemLayer = NULL;
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m_SystemLayer = NULL;
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m_MessageSendOnPop = SM_None;
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m_MessageSendOnPop = SM_None;
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@@ -387,15 +388,15 @@ retry:
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sNewBGA = THEME->GetPathB(sScreenName,"background");
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sNewBGA = THEME->GetPathB(sScreenName,"background");
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if( sNewBGA.empty() )
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if( sNewBGA.empty() )
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{
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{
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m_pSharedBGA->Unload();
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SAFE_DELETE( m_pSharedBGA );
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m_pSharedBGA = new Actor;
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m_sLastLoadedBackgroundPath = "";
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m_sLastLoadedBackgroundPath = "";
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}
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}
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else if( m_sLastLoadedBackgroundPath != sNewBGA )
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else if( m_sLastLoadedBackgroundPath != sNewBGA )
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{
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{
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// Create the new background before deleting the previous so that we keep
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// Create the new background before deleting the previous so that we keep
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// any common textures loaded.
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// any common textures loaded.
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BGAnimation *pNewBGA = new BGAnimation;
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Actor *pNewBGA = ActorUtil::MakeActor( sNewBGA );
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pNewBGA->LoadFromAniDir( sNewBGA );
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SAFE_DELETE( m_pSharedBGA );
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SAFE_DELETE( m_pSharedBGA );
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m_pSharedBGA = pNewBGA;
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m_pSharedBGA = pNewBGA;
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m_pSharedBGA->PlayCommand( "On" );
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m_pSharedBGA->PlayCommand( "On" );
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@@ -60,7 +60,7 @@ public:
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//
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//
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// in draw order first to last
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// in draw order first to last
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//
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//
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BGAnimation *m_pSharedBGA; // BGA object that's persistent between screens
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Actor *m_pSharedBGA; // BGA object that's persistent between screens
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void PlaySharedBackgroundOffCommand();
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void PlaySharedBackgroundOffCommand();
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private:
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private:
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vector<Screen*> m_ScreenStack; // bottommost to topmost
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vector<Screen*> m_ScreenStack; // bottommost to topmost
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