add saving/loading/editing of rolls
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@@ -113,7 +113,7 @@ void ScreenEdit::InitEditMappings()
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g_EditMappings.button[EDIT_BUTTON_RIGHT_SIDE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LALT);
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g_EditMappings.button[EDIT_BUTTON_RIGHT_SIDE][1] = DeviceInput(DEVICE_KEYBOARD, KEY_RALT);
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g_EditMappings.button[EDIT_BUTTON_LAY_MINE][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT);
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g_EditMappings.button[EDIT_BUTTON_LAY_MINE_OR_ROLL][0] = DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT);
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g_EditMappings.button[EDIT_BUTTON_LAY_ATTACK][0] = DeviceInput(DEVICE_KEYBOARD, KEY_RSHIFT);
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@@ -890,7 +890,7 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
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m_NoteDataEdit.SetTapNote( iCol, iSongIndex, TAP_EMPTY );
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// Don't CheckNumberOfNotesAndUndo. We don't want to revert any change that removes notes.
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}
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else if( EditIsBeingPressed(EDIT_BUTTON_LAY_MINE) )
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else if( EditIsBeingPressed(EDIT_BUTTON_LAY_MINE_OR_ROLL) )
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{
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m_soundAddNote.Play();
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SaveUndo();
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@@ -1005,7 +1005,10 @@ void ScreenEdit::InputEdit( const DeviceInput& DeviceI, const InputEventType typ
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// Don't SaveUndo. We want to undo the whole hold, not just the last segment
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// that the user made. Dragging the hold bigger can only absorb and remove
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// other taps, so dragging won't cause us to exceed the note limit.
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m_NoteDataEdit.AddHoldNote( iCol, iStartRow, iEndRow, TAP_ORIGINAL_HOLD_HEAD );
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if( EditIsBeingPressed(EDIT_BUTTON_LAY_MINE_OR_ROLL) )
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m_NoteDataEdit.AddHoldNote( iCol, iStartRow, iEndRow, TAP_ORIGINAL_HOLD_HEAD );
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else
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m_NoteDataEdit.AddHoldNote( iCol, iStartRow, iEndRow, TAP_ORIGINAL_ROLL_HEAD );
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}
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if( EditIsBeingPressed(EDIT_BUTTON_SCROLL_SELECT) )
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@@ -1605,7 +1608,9 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
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const int row = BeatToNoteRow( GAMESTATE->m_fSongBeat );
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TapNote tn(
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TapNote::attack, TapNote::original,
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TapNote::attack,
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false,
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TapNote::original,
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sMods,
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g_fLastInsertAttackDurationSeconds,
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false,
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