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