Two different pieces of code in the editor were initializing a "new" song,
and they were both being triggered. Only do it in the ctor, since we need the information that's being initialized elsewhere in the editor.
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@@ -178,6 +178,8 @@ ScreenEdit::ScreenEdit()
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// want to extract the NotesType for a (NEW) sequence.
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// want to extract the NotesType for a (NEW) sequence.
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m_pSong->m_apNotes.Add( m_pNotes );
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m_pSong->m_apNotes.Add( m_pNotes );
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GAMESTATE->m_pCurNotes[PLAYER_1] = m_pNotes;
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}
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}
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NoteData noteData;
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NoteData noteData;
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@@ -580,6 +582,8 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
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Song* pSong = GAMESTATE->m_pCurSong;
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Song* pSong = GAMESTATE->m_pCurSong;
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Notes* pNotes = GAMESTATE->m_pCurNotes[PLAYER_1];
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Notes* pNotes = GAMESTATE->m_pCurNotes[PLAYER_1];
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ASSERT( pNotes );
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/*
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if( pNotes == NULL )
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if( pNotes == NULL )
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{
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{
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// allocate a new Notes
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// allocate a new Notes
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@@ -589,7 +593,7 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
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pNotes->m_sDescription = "Untitled";
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pNotes->m_sDescription = "Untitled";
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pNotes->m_iMeter = 1;
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pNotes->m_iMeter = 1;
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}
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}
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*/
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pNotes->SetNoteData( (NoteData*)&m_NoteFieldEdit );
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pNotes->SetNoteData( (NoteData*)&m_NoteFieldEdit );
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switch( DeviceI.button )
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switch( DeviceI.button )
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{
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{
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