remove ShiftRows
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@@ -389,14 +389,6 @@ void TimingData::DeleteRows( int iStartRow, int iRowsToDelete )
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this->SetBPMAtRow( iStartRow, fNewBPM );
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}
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void TimingData::ShiftRows( int iStartRow, int iRowsToShift )
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{
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if( iRowsToShift > 0 )
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InsertRows( iStartRow, iRowsToShift );
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else
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DeleteRows( iStartRow, -iRowsToShift );
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}
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bool TimingData::HasBpmChanges() const
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{
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return m_BPMSegments.size()>1;
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@@ -84,20 +84,9 @@ public:
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}
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bool operator!=( const TimingData &other ) { return !operator==(other); }
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// used for editor fix - expand/contract needs to move BPMSegments
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// and StopSegments that land during/after the edited range.
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// in addition, we need to be able to shift them otherwise as well
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// (for example, adding/removing rows should move all following
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// segments as necessary)
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// NOTE: How do we want to handle deleting rows that have a BPM change
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// or a stop? I'd like to think we should move them to the first row
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// of the range that was deleted (say if rows 1680-1728 are deleted, and
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// a BPM change or a stop occurs at row 1704, we'll move it to row
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// 1680).
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void ScaleRegion( float fScale = 1, int iStartRow = 0, int iEndRow = MAX_NOTE_ROW );
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void InsertRows( int iStartRow, int iRowsToAdd );
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void DeleteRows( int iStartRow, int iRowsToDelete );
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void ShiftRows( int iStartRow, int iRowsToShift );
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CString m_sFile; // informational only
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vector<BPMSegment> m_BPMSegments; // this must be sorted before gameplay
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