remove Set/GetHidden, leave *Visible
remove hidden from ActorCommands eventually
This commit is contained in:
@@ -2235,22 +2235,22 @@ void ScreenEdit::TransitionEditState( EditState em )
|
||||
m_sprOverlay->PlayCommand( EditStateToString(em) );
|
||||
m_sprUnderlay->PlayCommand( EditStateToString(em) );
|
||||
|
||||
m_Background.SetHidden( !g_bEditorShowBGChangesPlay || em == STATE_EDITING );
|
||||
m_autoHeader->SetHidden( em != STATE_EDITING );
|
||||
m_textInputTips.SetHidden( em != STATE_EDITING );
|
||||
m_textInfo.SetHidden( em != STATE_EDITING );
|
||||
m_Background.SetVisible( g_bEditorShowBGChangesPlay && em != STATE_EDITING );
|
||||
m_autoHeader->SetVisible( em == STATE_EDITING );
|
||||
m_textInputTips.SetVisible( em == STATE_EDITING );
|
||||
m_textInfo.SetVisible( em == STATE_EDITING );
|
||||
// Play the OnCommands again so that these will be re-hidden if the OnCommand hides them.
|
||||
if( em == STATE_EDITING )
|
||||
{
|
||||
m_textInputTips.PlayCommand( "On" );
|
||||
m_textInfo.PlayCommand( "On" );
|
||||
}
|
||||
m_textPlayRecordHelp.SetHidden( em == STATE_EDITING );
|
||||
m_SnapDisplay.SetHidden( em != STATE_EDITING );
|
||||
m_NoteFieldEdit.SetHidden( em != STATE_EDITING );
|
||||
m_NoteFieldRecord.SetHidden( em != STATE_RECORDING && em != STATE_RECORDING_PAUSED );
|
||||
m_Player->SetHidden( em != STATE_PLAYING );
|
||||
m_Foreground.SetHidden( !g_bEditorShowBGChangesPlay || em == STATE_EDITING );
|
||||
m_textPlayRecordHelp.SetVisible( em != STATE_EDITING );
|
||||
m_SnapDisplay.SetVisible( em == STATE_EDITING );
|
||||
m_NoteFieldEdit.SetVisible( em == STATE_EDITING );
|
||||
m_NoteFieldRecord.SetVisible( em == STATE_RECORDING || em == STATE_RECORDING_PAUSED );
|
||||
m_Player->SetVisible( em == STATE_PLAYING );
|
||||
m_Foreground.SetVisible( g_bEditorShowBGChangesPlay && em != STATE_EDITING );
|
||||
|
||||
switch( em )
|
||||
{
|
||||
|
||||
Reference in New Issue
Block a user