[timing] More respect of pointers.
Again going to trust virtual functions to do the right thing.
This commit is contained in:
+13
-13
@@ -1465,7 +1465,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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}
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TimingData &sTiming = GetAppropriateTiming();
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float playerBeat = GetAppropriatePosition().m_fSongBeat;
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int beatsPerMeasure = sTiming.GetTimeSignatureSegmentAtBeat( playerBeat ).GetNum();
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int beatsPerMeasure = sTiming.GetTimeSignatureSegmentAtBeat( playerBeat )->GetNum();
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switch( EditB )
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{
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@@ -3648,7 +3648,7 @@ void ScreenEdit::DisplayTimingMenu()
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{
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float fBeat = GetBeat();
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TimingData &pTime = GetAppropriateTiming();
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bool bHasSpeedOnThisRow = pTime.GetSpeedSegmentAtBeat( fBeat ).GetBeat() == fBeat;
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bool bHasSpeedOnThisRow = pTime.GetSpeedSegmentAtBeat( fBeat )->GetBeat() == fBeat;
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g_TimingDataInformation.rows[beat_0_offset].SetOneUnthemedChoice( ssprintf("%.6f", pTime.m_fBeat0OffsetInSeconds) );
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g_TimingDataInformation.rows[bpm].SetOneUnthemedChoice( ssprintf("%.6f", pTime.GetBPMAtBeat( fBeat ) ) );
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@@ -4647,11 +4647,11 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
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break;
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case time_signature:
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{
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TimeSignatureSegment &ts = GetAppropriateTiming().GetTimeSignatureSegmentAtBeat( GetBeat() );
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TimeSignatureSegment * ts = GetAppropriateTiming().GetTimeSignatureSegmentAtBeat( GetBeat() );
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ScreenTextEntry::TextEntry(
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SM_BackFromTimeSignatureChange,
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ENTER_TIME_SIGNATURE_VALUE,
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ssprintf( "%d/%d", ts.GetNum(), ts.GetDen() ),
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ssprintf( "%d/%d", ts->GetNum(), ts->GetDen() ),
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8
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);
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break;
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@@ -4666,12 +4666,12 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
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break;
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case combo:
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{
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ComboSegment &cs = GetAppropriateTiming().GetComboSegmentAtBeat(GetBeat());
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ComboSegment *cs = GetAppropriateTiming().GetComboSegmentAtBeat(GetBeat());
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ScreenTextEntry::TextEntry(SM_BackFromComboChange,
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ENTER_COMBO_VALUE,
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ssprintf( "%d/%d",
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cs.GetCombo(),
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cs.GetMissCombo()),
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cs->GetCombo(),
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cs->GetMissCombo()),
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7);
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break;
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}
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@@ -4695,7 +4695,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
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ScreenTextEntry::TextEntry(
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SM_BackFromSpeedPercentChange,
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ENTER_SPEED_PERCENT_VALUE,
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ssprintf( "%.6f", GetAppropriateTiming().GetSpeedSegmentAtBeat( GetBeat() ).GetRatio() ),
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ssprintf( "%.6f", GetAppropriateTiming().GetSpeedSegmentAtBeat( GetBeat() )->GetRatio() ),
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10
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);
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break;
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@@ -4703,7 +4703,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
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ScreenTextEntry::TextEntry(
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SM_BackFromScrollChange,
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ENTER_SCROLL_VALUE,
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ssprintf( "%.6f", GetAppropriateTiming().GetScrollSegmentAtBeat( GetBeat() ).GetRatio() ),
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ssprintf( "%.6f", GetAppropriateTiming().GetScrollSegmentAtBeat( GetBeat() )->GetRatio() ),
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10
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);
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break;
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@@ -4711,7 +4711,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
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ScreenTextEntry::TextEntry(
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SM_BackFromSpeedWaitChange,
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ENTER_SPEED_WAIT_VALUE,
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ssprintf( "%.6f", GetAppropriateTiming().GetSpeedSegmentAtBeat( GetBeat() ).GetLength() ),
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ssprintf( "%.6f", GetAppropriateTiming().GetSpeedSegmentAtBeat( GetBeat() )->GetLength() ),
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10
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);
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break;
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@@ -4982,8 +4982,8 @@ void ScreenEdit::CheckNumberOfNotesAndUndo()
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if( EDIT_MODE.GetValue() != EditMode_Home )
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return;
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TimeSignatureSegment &curTime = GAMESTATE->m_pCurSong->m_SongTiming.GetTimeSignatureSegmentAtBeat( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat );
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int rowsPerMeasure = curTime.GetDen() * curTime.GetNum();
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TimeSignatureSegment * curTime = GAMESTATE->m_pCurSong->m_SongTiming.GetTimeSignatureSegmentAtBeat( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat );
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int rowsPerMeasure = curTime->GetDen() * curTime->GetNum();
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for( int row=0; row<=m_NoteDataEdit.GetLastRow(); row+=rowsPerMeasure )
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{
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@@ -5037,7 +5037,7 @@ float ScreenEdit::GetMaximumBeatForNewNote() const
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* beats. */
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TimingData &timing = s.m_SongTiming;
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float playerBeat = GetAppropriatePosition().m_fSongBeat;
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int beatsPerMeasure = timing.GetTimeSignatureSegmentAtBeat( playerBeat ).GetNum();
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int beatsPerMeasure = timing.GetTimeSignatureSegmentAtBeat( playerBeat )->GetNum();
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fEndBeat += beatsPerMeasure;
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fEndBeat = ftruncf( fEndBeat, (float)beatsPerMeasure );
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