Reverse the order. Get some implementation.
Upon editing, the new TimeSignature doesn't show. Still more to do.
This commit is contained in:
+9
-8
@@ -2580,7 +2580,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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int iNum = atoi( ScreenTextEntry::s_sLastAnswer );
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if( iNum > 0 )
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{
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m_pSong->m_Timing.SetTimeSignatureAtBeat( GAMESTATE->m_fSongBeat, iNum, 99 );
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}
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SetDirty( true );
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}
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@@ -2589,7 +2589,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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int iDen = atoi( ScreenTextEntry::s_sLastAnswer );
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if( iDen > 0)
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{
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m_pSong->m_Timing.SetTimeSignatureDenominatorAtBeat( GAMESTATE->m_fSongBeat, iDen );
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}
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SetDirty( true );
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}
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@@ -3118,18 +3118,19 @@ void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const vector<int> &iAns
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);
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break;
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case edit_time_signature:
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ScreenTextEntry::TextEntry(
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SM_BackFromTimeSignatureNumeratorChange,
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ENTER_TIME_SIGNATURE_NUMERATOR_VALUE,
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ssprintf( "%d", m_pSong->m_Timing.GetTimeSignatureSegmentAtBeat( GAMESTATE->m_fSongBeat ).m_iNumerator ),
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3
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);
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// These need to be in reverse order due to the stack nature.
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ScreenTextEntry::TextEntry(
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SM_BackFromTimeSignatureDenominatorChange,
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ENTER_TIME_SIGNATURE_DENOMINATOR_VALUE,
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ssprintf( "%d", m_pSong->m_Timing.GetTimeSignatureSegmentAtBeat( GAMESTATE->m_fSongBeat ).m_iDenominator ),
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3
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);
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ScreenTextEntry::TextEntry(
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SM_BackFromTimeSignatureNumeratorChange,
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ENTER_TIME_SIGNATURE_NUMERATOR_VALUE,
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ssprintf( "%d", m_pSong->m_Timing.GetTimeSignatureSegmentAtBeat( GAMESTATE->m_fSongBeat ).m_iNumerator ),
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3
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);
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break;
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case play_preview_music:
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PlayPreviewMusic();
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