consolidate sync change strings and logic
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@@ -114,6 +114,84 @@ void AdjustSync::HandleAutosync( float fNoteOffBySeconds )
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}
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static LocalizedString EARLIER ("AdjustSync","earlier");
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static LocalizedString LATER ("AdjustSync","later");
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static LocalizedString GLOBAL_OFFSET_FROM ( "AdjustSync", "Global Offset from %+.3f to %+.3f (notes %s)" );
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static LocalizedString SONG_OFFSET_FROM ( "AdjustSync", "Song offset from %+.3f to %+.3f (notes %s)" );
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static LocalizedString TEMPO_SEGMENT_FROM ( "AdjustSync", "%s tempo segment from %+.3f BPM to %+.3f BPM." );
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static LocalizedString CHANGED_STOP ("AdjustSync","The stop segment #%d changed from %+.3f seconds to %+.3f seconds (change of %+.3f).");
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void AdjustSync::GetSyncChangeTextGlobal( vector<RString> &vsAddTo )
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{
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{
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float fOld = Quantize( AdjustSync::s_fGlobalOffsetSecondsOriginal, 0.001f );
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float fNew = Quantize( PREFSMAN->m_fGlobalOffsetSeconds, 0.001f ) ;
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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vsAddTo.push_back( ssprintf(
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GLOBAL_OFFSET_FROM.GetValue(),
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fOld,
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fNew,
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(fDelta > 0 ? EARLIER:LATER).GetValue().c_str() ) );
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}
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}
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}
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void AdjustSync::GetSyncChangeTextSong( vector<RString> &vsAddTo )
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{
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if( GAMESTATE->m_pCurSong.Get() )
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{
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{
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float fOld = Quantize( AdjustSync::s_pTimingDataOriginal->m_fBeat0OffsetInSeconds, 0.001f );
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds, 0.001f );
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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vsAddTo.push_back( ssprintf(
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SONG_OFFSET_FROM.GetValue(),
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fOld,
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fNew,
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(fDelta > 0 ? EARLIER:LATER).GetValue().c_str() ) );
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}
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}
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size(); i++ )
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{
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float fOld = Quantize( AdjustSync::s_pTimingDataOriginal->m_BPMSegments[i].m_fBPS, 0.001f );
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].m_fBPS, 0.001f );
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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vsAddTo.push_back( ssprintf(
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TEMPO_SEGMENT_FROM.GetValue(),
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FormatNumberAndSuffix(i+1).c_str(),
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fOld,
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fNew ) );
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}
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}
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_StopSegments.size(); i++ )
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{
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float fOld = Quantize( AdjustSync::s_pTimingDataOriginal->m_StopSegments[i].m_fStopSeconds, 0.001f );
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float fNew = Quantize( GAMESTATE->m_pCurSong->m_Timing.m_StopSegments[i].m_fStopSeconds, 0.001f );
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float fDelta = fNew - fOld;
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if( fabs(fDelta) > 0.00001 )
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{
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vsAddTo.push_back( ssprintf(
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CHANGED_STOP.GetValue(),
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i+1,
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fOld,
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fNew ) );
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}
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}
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}
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}
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/*
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* (c) 2003-2004 Chris Danford
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* All rights reserved.
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