[splittiming] Use SST, Simplify.

This commit is contained in:
Jason Felds
2011-05-13 09:53:06 -04:00
parent cba8011765
commit 844f5828a5
+10 -10
View File
@@ -3874,14 +3874,14 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
DEFAULT_FAIL( c );
case beat_0_offset:
ScreenTextEntry::TextEntry( SM_None, ENTER_BEAT_0_OFFSET,
ssprintf("%.5f", m_pSteps->m_Timing.m_fBeat0OffsetInSeconds), 20,
ssprintf("%.5f", GetAppropriateTiming().m_fBeat0OffsetInSeconds), 20,
ScreenTextEntry::FloatValidate, ChangeBeat0Offset, NULL );
break;
case bpm:
ScreenTextEntry::TextEntry(
SM_BackFromBPMChange,
ENTER_BPM_VALUE,
ssprintf( "%.4f", m_pSteps->m_Timing.GetBPMAtBeat(GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat) ),
ssprintf( "%.4f", GetAppropriateTiming().GetBPMAtBeat( GetBeat() ) ),
10
);
break;
@@ -3889,7 +3889,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry(
SM_BackFromStopChange,
ENTER_STOP_VALUE,
ssprintf( "%.4f", m_pSteps->m_Timing.GetStopAtRow( BeatToNoteRow(GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat) ) ),
ssprintf( "%.4f", GetAppropriateTiming().GetStopAtBeat( GetBeat() ) ),
10
);
break;
@@ -3897,7 +3897,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry(
SM_BackFromDelayChange,
ENTER_DELAY_VALUE,
ssprintf( "%.4f", m_pSteps->m_Timing.GetDelayAtRow( BeatToNoteRow(GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat) ) ),
ssprintf( "%.4f", GetAppropriateTiming().GetDelayAtBeat( GetBeat() ) ),
10
);
break;
@@ -3905,7 +3905,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry(
SM_BackFromTimeSignatureNumeratorChange,
ENTER_TIME_SIGNATURE_NUMERATOR_VALUE,
ssprintf( "%d", m_pSteps->m_Timing.GetTimeSignatureSegmentAtBeat( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat ).m_iNumerator ),
ssprintf( "%d", GetAppropriateTiming().GetTimeSignatureSegmentAtBeat( GetBeat() ).m_iNumerator ),
3
);
break;
@@ -3913,7 +3913,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry(
SM_BackFromTimeSignatureDenominatorChange,
ENTER_TIME_SIGNATURE_DENOMINATOR_VALUE,
ssprintf( "%d", m_pSteps->m_Timing.GetTimeSignatureSegmentAtBeat( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat ).m_iDenominator ),
ssprintf( "%d", GetAppropriateTiming().GetTimeSignatureSegmentAtBeat( GetBeat() ).m_iDenominator ),
3
);
break;
@@ -3921,7 +3921,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry(
SM_BackFromTickcountChange,
ENTER_TICKCOUNT_VALUE,
ssprintf( "%d", m_pSteps->m_Timing.GetTickcountAtBeat( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat ) ),
ssprintf( "%d", GetAppropriateTiming().GetTickcountAtBeat( GetBeat() ) ),
2
);
break;
@@ -3929,7 +3929,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry(
SM_BackFromComboChange,
ENTER_COMBO_VALUE,
ssprintf( "%d", m_pSteps->m_Timing.GetComboAtBeat( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat ) ),
ssprintf( "%d", GetAppropriateTiming().GetComboAtBeat( GetBeat() ) ),
4
);
break;
@@ -3937,7 +3937,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry(
SM_BackFromLabelChange,
ENTER_LABEL_VALUE,
ssprintf( "%s", m_pSteps->m_Timing.GetLabelAtBeat( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat ).c_str() ),
ssprintf( "%s", GetAppropriateTiming().GetLabelAtBeat( GetBeat() ).c_str() ),
64
);
break;
@@ -3945,7 +3945,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry(
SM_BackFromWarpChange,
ENTER_WARP_VALUE,
ssprintf( "%.4f", m_pSteps->m_Timing.GetWarpAtRow( BeatToNoteRow(GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat) ) ),
ssprintf( "%.4f", GetAppropriateTiming().GetWarpAtBeat( GetBeat() ) ),
10
);
break;