Use accessor functions instead of direct calls.
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+4
-4
@@ -3436,7 +3436,7 @@ static void ChangeBeat0Offset( const RString &sNew )
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static void ChangeLastSecondHint( const RString &sNew )
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{
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Song &s = *GAMESTATE->m_pCurSong;
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s.specifiedLastSecond = StringToFloat(sNew);
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s.SetSpecifiedLastSecond(StringToFloat(sNew));
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}
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static void ChangePreviewStart( const RString &sNew )
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@@ -3737,7 +3737,7 @@ void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const vector<int> &iAns
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g_SongInformation.rows[main_title_transliteration].SetOneUnthemedChoice( pSong->m_sMainTitleTranslit );
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g_SongInformation.rows[sub_title_transliteration].SetOneUnthemedChoice( pSong->m_sSubTitleTranslit );
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g_SongInformation.rows[artist_transliteration].SetOneUnthemedChoice( pSong->m_sArtistTranslit );
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g_SongInformation.rows[last_second_hint].SetOneUnthemedChoice( ssprintf("%.6f", pSong->specifiedLastSecond) );
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g_SongInformation.rows[last_second_hint].SetOneUnthemedChoice( ssprintf("%.6f", pSong->GetSpecifiedLastSecond()) );
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g_SongInformation.rows[preview_start].SetOneUnthemedChoice( ssprintf("%.6f", pSong->m_fMusicSampleStartSeconds) );
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g_SongInformation.rows[preview_length].SetOneUnthemedChoice( ssprintf("%.6f", pSong->m_fMusicSampleLengthSeconds) );
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g_SongInformation.rows[display_bpm].iDefaultChoice = pSong->m_DisplayBPMType;
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@@ -4134,7 +4134,7 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, const vector<int> &iAns
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{
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TimingData &timing = GetAppropriateTiming();
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Song &s = *GAMESTATE->m_pCurSong;
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s.specifiedLastSecond = timing.GetElapsedTimeFromBeat(GetBeat());
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s.SetSpecifiedLastSecond(timing.GetElapsedTimeFromBeat(GetBeat()));
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break;
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}
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case undo:
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@@ -4255,7 +4255,7 @@ void ScreenEdit::HandleSongInformationChoice( SongInformationChoice c, const vec
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break;
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case last_second_hint:
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ScreenTextEntry::TextEntry( SM_None, ENTER_LAST_SECOND_HINT,
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ssprintf("%.6f", pSong->specifiedLastSecond), 20,
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ssprintf("%.6f", pSong->GetSpecifiedLastSecond()), 20,
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ScreenTextEntry::FloatValidate, ChangeLastSecondHint, NULL );
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break;
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case preview_start:
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