// if the bitmap has an associated mask, we need to set our background to
// the colour of our parent otherwise when calling DrawCurrentFrame()
// (which uses the bitmap's mask), our background colour would be used for
// if the bitmap has an associated mask, we need to set our background to
// the colour of our parent otherwise when calling DrawCurrentFrame()
// (which uses the bitmap's mask), our background colour would be used for
if ( bmp.GetMask() != NULL && GetParent() != NULL )
SetBackgroundColour(GetParent()->GetBackgroundColour());
if ( bmp.GetMask() != NULL && GetParent() != NULL )
SetBackgroundColour(GetParent()->GetBackgroundColour());
// if not playing, then this change must be seen immediately (unless
// there's an inactive bitmap set which has higher priority than bg colour)
if ( !IsPlaying() )
// if not playing, then this change must be seen immediately (unless
// there's an inactive bitmap set which has higher priority than bg colour)
if ( !IsPlaying() )
{
// copy the inactive bitmap in the backing store
// eventually using the mask if the static bitmap has one
{
// copy the inactive bitmap in the backing store
// eventually using the mask if the static bitmap has one
- temp.DrawBitmap(m_bmpStatic, 0, 0, true /* use mask */);
+ temp.DrawBitmap(m_bmpStaticReal, 0, 0, true /* use mask */);