added BackgroundChange editing and DWI saving to editor
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+11
-11
@@ -43,20 +43,20 @@ const int MAX_BEATS = 1500; // BMR's Pulse has about 1300
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const int BEATS_PER_MEASURE = 4;
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const int MAX_MEASURES = MAX_BEATS / BEATS_PER_MEASURE;
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const int ELEMENTS_PER_BEAT = 12; // It is important that this number is evenly divisible by 2, 3, and 4.
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const int ELEMENTS_PER_MEASURE = ELEMENTS_PER_BEAT * BEATS_PER_MEASURE;
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const int MAX_TAP_NOTE_ROWS = MAX_BEATS*ELEMENTS_PER_BEAT;
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const int ROWS_PER_BEAT = 12; // It is important that this number is evenly divisible by 2, 3, and 4.
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const int ROWS_PER_MEASURE = ROWS_PER_BEAT * BEATS_PER_MEASURE;
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const int MAX_TAP_NOTE_ROWS = MAX_BEATS*ROWS_PER_BEAT;
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const int MAX_HOLD_NOTES = 400; // BMR's Connected has about 300
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enum NoteType
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{
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NOTE_4TH, // quarter notes
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NOTE_8TH, // eighth notes
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NOTE_12TH, // triplets
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NOTE_16TH, // sixteenth notes
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NOTE_TYPE_4TH, // quarter note
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NOTE_TYPE_8TH, // eighth note
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NOTE_TYPE_12TH, // triplet
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NOTE_TYPE_16TH, // sixteenth note
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NUM_NOTE_TYPES,
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NOTE_INVALID
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NOTE_TYPE_INVALID
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};
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D3DXCOLOR NoteTypeToColor( NoteType nt );
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@@ -76,9 +76,9 @@ struct HoldNote
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};
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inline int BeatToNoteRow( float fBeatNum ) { return int( fBeatNum * ELEMENTS_PER_BEAT + 0.5f); }; // round
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inline int BeatToNoteRowNotRounded( float fBeatNum ) { return (int)( fBeatNum * ELEMENTS_PER_BEAT ); };
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inline float NoteRowToBeat( float fNoteIndex ) { return fNoteIndex / (float)ELEMENTS_PER_BEAT; };
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inline int BeatToNoteRow( float fBeatNum ) { return int( fBeatNum * ROWS_PER_BEAT + 0.5f); }; // round
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inline int BeatToNoteRowNotRounded( float fBeatNum ) { return (int)( fBeatNum * ROWS_PER_BEAT ); };
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inline float NoteRowToBeat( float fNoteIndex ) { return fNoteIndex / (float)ROWS_PER_BEAT; };
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inline float NoteRowToBeat( int iNoteIndex ) { return NoteRowToBeat( (float)iNoteIndex ); };
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