[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 ); DEFAULT_FAIL( c );
case beat_0_offset: case beat_0_offset:
ScreenTextEntry::TextEntry( SM_None, ENTER_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 ); ScreenTextEntry::FloatValidate, ChangeBeat0Offset, NULL );
break; break;
case bpm: case bpm:
ScreenTextEntry::TextEntry( ScreenTextEntry::TextEntry(
SM_BackFromBPMChange, SM_BackFromBPMChange,
ENTER_BPM_VALUE, 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 10
); );
break; break;
@@ -3889,7 +3889,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry( ScreenTextEntry::TextEntry(
SM_BackFromStopChange, SM_BackFromStopChange,
ENTER_STOP_VALUE, 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 10
); );
break; break;
@@ -3897,7 +3897,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry( ScreenTextEntry::TextEntry(
SM_BackFromDelayChange, SM_BackFromDelayChange,
ENTER_DELAY_VALUE, 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 10
); );
break; break;
@@ -3905,7 +3905,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry( ScreenTextEntry::TextEntry(
SM_BackFromTimeSignatureNumeratorChange, SM_BackFromTimeSignatureNumeratorChange,
ENTER_TIME_SIGNATURE_NUMERATOR_VALUE, 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 3
); );
break; break;
@@ -3913,7 +3913,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry( ScreenTextEntry::TextEntry(
SM_BackFromTimeSignatureDenominatorChange, SM_BackFromTimeSignatureDenominatorChange,
ENTER_TIME_SIGNATURE_DENOMINATOR_VALUE, 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 3
); );
break; break;
@@ -3921,7 +3921,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry( ScreenTextEntry::TextEntry(
SM_BackFromTickcountChange, SM_BackFromTickcountChange,
ENTER_TICKCOUNT_VALUE, 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 2
); );
break; break;
@@ -3929,7 +3929,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry( ScreenTextEntry::TextEntry(
SM_BackFromComboChange, SM_BackFromComboChange,
ENTER_COMBO_VALUE, 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 4
); );
break; break;
@@ -3937,7 +3937,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry( ScreenTextEntry::TextEntry(
SM_BackFromLabelChange, SM_BackFromLabelChange,
ENTER_LABEL_VALUE, 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 64
); );
break; break;
@@ -3945,7 +3945,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry( ScreenTextEntry::TextEntry(
SM_BackFromWarpChange, SM_BackFromWarpChange,
ENTER_WARP_VALUE, 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 10
); );
break; break;