fix underlay/overlay; we play the state commands so we can do things with

them in these modes, so don't hide them
This commit is contained in:
Glenn Maynard
2005-07-22 05:02:04 +00:00
parent 209c806bbd
commit eca5d32eb3
2 changed files with 20 additions and 16 deletions
+11 -8
View File
@@ -68,6 +68,14 @@ AutoScreenMessage( SM_BackFromStopChange )
AutoScreenMessage( SM_DoSaveAndExit )
AutoScreenMessage( SM_DoExit )
static const CString EditStateNames[] = {
"Edit",
"Record",
"RecordPaused",
"Playing"
};
XToString( EditState, NUM_EDIT_STATES );
const CString INPUT_TIPS_TEXT =
#if defined(XBOX)
"Up/Down:\n change beat\n"
@@ -1872,8 +1880,6 @@ void ScreenEdit::TransitionEditState( EditState em )
switch( em )
{
case STATE_EDITING:
m_sprOverlay->PlayCommand( "Edit" );
/* Important: people will stop playing, change the BG and start again; make sure we reload */
m_Background.Unload();
m_Foreground.Unload();
@@ -1923,8 +1929,6 @@ void ScreenEdit::TransitionEditState( EditState em )
{
case STATE_PLAYING:
{
m_sprOverlay->PlayCommand( "Play" );
/* If we're in course display mode, set that up. */
SetupCourseAttacks();
@@ -1953,8 +1957,6 @@ void ScreenEdit::TransitionEditState( EditState em )
case STATE_RECORDING:
case STATE_RECORDING_PAUSED:
{
m_sprOverlay->PlayCommand( em == STATE_RECORDING? "Record":"RecordPaused" );
// initialize m_NoteFieldRecord
m_NoteDataRecord.CopyAll( m_NoteDataEdit );
@@ -1969,9 +1971,10 @@ void ScreenEdit::TransitionEditState( EditState em )
//
// Show/hide depending on em
//
m_sprOverlay->PlayCommand( EditStateToString(em) );
m_sprUnderlay->PlayCommand( EditStateToString(em) );
m_Background.SetHidden( !PREFSMAN->m_bEditorShowBGChangesPlay || em == STATE_EDITING );
m_sprUnderlay->SetHidden( em != STATE_EDITING );
m_sprOverlay->SetHidden( em != STATE_EDITING );
m_autoHeader->SetHidden( em != STATE_EDITING );
m_textInputTips.SetHidden( em != STATE_EDITING );
m_textInfo.SetHidden( em != STATE_EDITING );
+9 -8
View File
@@ -22,6 +22,15 @@
const int NUM_EDIT_BUTTON_COLUMNS = 10;
struct MenuDef;
enum EditState {
STATE_EDITING,
STATE_RECORDING,
STATE_RECORDING_PAUSED,
STATE_PLAYING,
NUM_EDIT_STATES,
STATE_INVALID
};
enum EditButton
{
EDIT_BUTTON_COLUMN_0,
@@ -152,14 +161,6 @@ public:
protected:
virtual ScreenType GetScreenType() const { return m_EditState==STATE_PLAYING ? gameplay : system_menu; }
enum EditState {
STATE_EDITING,
STATE_RECORDING,
STATE_RECORDING_PAUSED,
STATE_PLAYING,
NUM_EDIT_STATES,
STATE_INVALID
};
void TransitionEditState( EditState em );
void ScrollTo( float fDestinationBeat );
void PlayTicks();