fixed a bunch of DWI save bugs.
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@@ -115,8 +115,7 @@ const CString MENU_ITEM_TEXT[NUM_MENU_ITEMS] = {
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"K: Snap selection to nearest sixteenth note",
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"L: Snap selection to nearest triplet or sixteenth note",
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"M: Play sample music",
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"S: Save changes",
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"W: Save as DWI (lossy)",
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"S: Save changes as SM and DWI",
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"Q: Quit"
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};
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int MENU_ITEM_KEY[NUM_MENU_ITEMS] = {
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@@ -143,7 +142,6 @@ int MENU_ITEM_KEY[NUM_MENU_ITEMS] = {
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DIK_L,
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DIK_M,
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DIK_S,
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DIK_W,
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DIK_Q,
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};
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@@ -417,10 +415,12 @@ void ScreenEdit::Update( float fDeltaTime )
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CString sNoteType;
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switch( m_SnapDisplay.GetSnapMode() )
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{
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case NOTE_TYPE_4TH: sNoteType = "quarter notes"; break;
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case NOTE_TYPE_8TH: sNoteType = "eighth notes"; break;
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case NOTE_TYPE_12TH: sNoteType = "triplets"; break;
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case NOTE_TYPE_16TH: sNoteType = "sixteenth notes"; break;
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case NOTE_TYPE_4TH: sNoteType = "quarter notes"; break;
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case NOTE_TYPE_8TH: sNoteType = "eighth notes"; break;
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case NOTE_TYPE_12TH: sNoteType = "triplets"; break;
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case NOTE_TYPE_16TH: sNoteType = "sixteenth notes"; break;
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case NOTE_TYPE_24TH: sNoteType = "twentyforth notes"; break;
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case NOTE_TYPE_32ND: sNoteType = "thirtysecond notes"; break;
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default: ASSERT(0);
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}
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@@ -644,7 +644,6 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
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SCREENMAN->SetNewScreen( "ScreenEditMenu" );
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break;
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case DIK_S:
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case DIK_W:
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{
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// copy edit into current Notes
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// Song* pSong = GAMESTATE->m_pCurSong;
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@@ -666,19 +665,9 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
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}
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*/
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pNotes->SetNoteData( (NoteData*)&m_NoteFieldEdit );
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switch( DeviceI.button )
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{
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case DIK_S:
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GAMESTATE->m_pCurSong->SaveToSongFile();
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SCREENMAN->SystemMessage( "Saved as SM." );
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break;
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case DIK_W:
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GAMESTATE->m_pCurSong->SaveToSongFileAndDWI();
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SCREENMAN->SystemMessage( "Saved as SM and DWI." );
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break;
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default:
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ASSERT(0);
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}
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GAMESTATE->m_pCurSong->Save();
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SCREENMAN->SystemMessage( "Saved as SM and DWI." );
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SOUND->PlayOnceStreamed( THEME->GetPathTo("Sounds","edit save") );
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}
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break;
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@@ -1226,6 +1215,25 @@ void ScreenEdit::InputPlay( const DeviceInput& DeviceI, const InputEventType typ
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GAMESTATE->m_fSongBeat = froundf( GAMESTATE->m_fSongBeat, NoteTypeToBeat(m_SnapDisplay.GetSnapMode()) );
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break;
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case DIK_F11:
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case DIK_F12:
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{
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float fOffsetDelta;
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switch( DeviceI.button )
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{
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case DIK_F11: fOffsetDelta = -0.020f; break;
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case DIK_F12: fOffsetDelta = +0.020f; break;
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default: ASSERT(0); return;
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}
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switch( type )
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{
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case IET_SLOW_REPEAT: fOffsetDelta *= 10; break;
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case IET_FAST_REPEAT: fOffsetDelta *= 40; break;
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}
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m_pSong->m_fBeat0OffsetInSeconds += fOffsetDelta;
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}
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break;
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}
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}
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