From 37d82efe3f816f00be3703472e9abc5b80765f6c Mon Sep 17 00:00:00 2001 From: Glenn Maynard Date: Sun, 18 Dec 2005 08:02:51 +0000 Subject: [PATCH] remove ShiftRows --- stepmania/src/TimingData.cpp | 8 -------- stepmania/src/TimingData.h | 11 ----------- 2 files changed, 19 deletions(-) diff --git a/stepmania/src/TimingData.cpp b/stepmania/src/TimingData.cpp index 60b8c803c9..6d95f10d37 100644 --- a/stepmania/src/TimingData.cpp +++ b/stepmania/src/TimingData.cpp @@ -389,14 +389,6 @@ void TimingData::DeleteRows( int iStartRow, int iRowsToDelete ) this->SetBPMAtRow( iStartRow, fNewBPM ); } -void TimingData::ShiftRows( int iStartRow, int iRowsToShift ) -{ - if( iRowsToShift > 0 ) - InsertRows( iStartRow, iRowsToShift ); - else - DeleteRows( iStartRow, -iRowsToShift ); -} - bool TimingData::HasBpmChanges() const { return m_BPMSegments.size()>1; diff --git a/stepmania/src/TimingData.h b/stepmania/src/TimingData.h index 02719f6be3..43d1e33aac 100644 --- a/stepmania/src/TimingData.h +++ b/stepmania/src/TimingData.h @@ -84,20 +84,9 @@ public: } bool operator!=( const TimingData &other ) { return !operator==(other); } - // used for editor fix - expand/contract needs to move BPMSegments - // and StopSegments that land during/after the edited range. - // in addition, we need to be able to shift them otherwise as well - // (for example, adding/removing rows should move all following - // segments as necessary) - // NOTE: How do we want to handle deleting rows that have a BPM change - // or a stop? I'd like to think we should move them to the first row - // of the range that was deleted (say if rows 1680-1728 are deleted, and - // a BPM change or a stop occurs at row 1704, we'll move it to row - // 1680). void ScaleRegion( float fScale = 1, int iStartRow = 0, int iEndRow = MAX_NOTE_ROW ); void InsertRows( int iStartRow, int iRowsToAdd ); void DeleteRows( int iStartRow, int iRowsToDelete ); - void ShiftRows( int iStartRow, int iRowsToShift ); CString m_sFile; // informational only vector m_BPMSegments; // this must be sorted before gameplay