add help text that's only shown in Play/Record
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@@ -0,0 +1 @@
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Common normal
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@@ -4218,6 +4218,9 @@ InputTipsOnCommand=horizalign,left;vertalign,top;zoom,0.5;shadowlength,0
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InfoX=SCREEN_RIGHT-114
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InfoX=SCREEN_RIGHT-114
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InfoY=SCREEN_TOP+40
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InfoY=SCREEN_TOP+40
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InfoOnCommand=horizalign,left;vertalign,top;zoom,0.5;shadowlength,0
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InfoOnCommand=horizalign,left;vertalign,top;zoom,0.5;shadowlength,0
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PlayRecordHelpX=SCREEN_LEFT+20
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PlayRecordHelpY=SCREEN_BOTTOM-20
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PlayRecordHelpOnCommand=horizalign,left;vertalign,top;zoom,0.5;shadowlength,0
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[CatalogXml]
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[CatalogXml]
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ShowPlayModeRegular=1
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ShowPlayModeRegular=1
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@@ -43,6 +43,7 @@ const float RECORD_HOLD_SECONDS = 0.3f;
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#define PLAYER_HEIGHT (360)
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#define PLAYER_HEIGHT (360)
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#define PLAYER_Y_STANDARD (PLAYER_Y-PLAYER_HEIGHT/2)
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#define PLAYER_Y_STANDARD (PLAYER_Y-PLAYER_HEIGHT/2)
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#define PLAY_RECORD_HELP_TEXT THEME->GetMetric(m_sName,"PlayRecordHelpText")
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const ScreenMessage SM_BackFromMainMenu = (ScreenMessage)(SM_User+1);
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const ScreenMessage SM_BackFromMainMenu = (ScreenMessage)(SM_User+1);
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const ScreenMessage SM_BackFromAreaMenu = (ScreenMessage)(SM_User+2);
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const ScreenMessage SM_BackFromAreaMenu = (ScreenMessage)(SM_User+2);
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@@ -568,6 +569,11 @@ void ScreenEdit::Init()
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SET_XY_AND_ON_COMMAND( m_textInfo );
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SET_XY_AND_ON_COMMAND( m_textInfo );
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this->AddChild( &m_textInfo );
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this->AddChild( &m_textInfo );
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m_textPlayRecordHelp.SetName( "PlayRecordHelp" );
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m_textPlayRecordHelp.LoadFromFont( THEME->GetPathF("ScreenEdit","PlayRecordHelp") );
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m_textPlayRecordHelp.SetText( PLAY_RECORD_HELP_TEXT );
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SET_XY_AND_ON_COMMAND( m_textPlayRecordHelp );
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this->AddChild( &m_textPlayRecordHelp );
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this->SortByDrawOrder();
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this->SortByDrawOrder();
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@@ -1425,6 +1431,8 @@ void ScreenEdit::TransitionEditMode( EditMode em )
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// Show/hide depending on em
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// Show/hide depending on em
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//
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//
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m_Background.SetHidden( !PREFSMAN->m_bEditorShowBGChangesPlay || em == MODE_EDITING );
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m_Background.SetHidden( !PREFSMAN->m_bEditorShowBGChangesPlay || em == MODE_EDITING );
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m_sprUnderlay->SetHidden( em != MODE_EDITING );
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m_sprOverlay->SetHidden( em != MODE_EDITING );
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m_textInputTips.SetHidden( em != MODE_EDITING );
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m_textInputTips.SetHidden( em != MODE_EDITING );
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m_textInfo.SetHidden( em != MODE_EDITING );
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m_textInfo.SetHidden( em != MODE_EDITING );
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// Play the OnCommands again so that these will be re-hidden if the OnCommand hides them.
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// Play the OnCommands again so that these will be re-hidden if the OnCommand hides them.
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@@ -1433,6 +1441,7 @@ void ScreenEdit::TransitionEditMode( EditMode em )
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m_textInputTips.PlayCommand( "On" );
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m_textInputTips.PlayCommand( "On" );
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m_textInfo.PlayCommand( "On" );
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m_textInfo.PlayCommand( "On" );
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}
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}
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m_textPlayRecordHelp.SetHidden( em != MODE_PLAYING );
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m_SnapDisplay.SetHidden( em != MODE_EDITING );
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m_SnapDisplay.SetHidden( em != MODE_EDITING );
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m_NoteFieldEdit.SetHidden( em != MODE_EDITING );
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m_NoteFieldEdit.SetHidden( em != MODE_EDITING );
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m_NoteFieldRecord.SetHidden( em != MODE_RECORDING );
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m_NoteFieldRecord.SetHidden( em != MODE_RECORDING );
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@@ -161,6 +161,7 @@ protected:
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BitmapText m_textInputTips;
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BitmapText m_textInputTips;
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BitmapText m_textInfo; // status information that changes
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BitmapText m_textInfo; // status information that changes
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BitmapText m_textPlayRecordHelp;
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// keep track of where we are and what we're doing
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// keep track of where we are and what we're doing
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float m_fTrailingBeat; // this approaches GAMESTATE->m_fSongBeat, which is the actual beat
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float m_fTrailingBeat; // this approaches GAMESTATE->m_fSongBeat, which is the actual beat
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