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