[splittiming] make ScreenEdit edit the Steps's timing data only.

NOTES: now, newly created songs will have the default timing data (60bpm throughout the song) and
NoteFields currently doesn't work yet.
This commit is contained in:
Thai Pangsakulyanont
2011-05-10 16:55:00 +07:00
parent b634639e8e
commit d0e9e58030
3 changed files with 69 additions and 70 deletions
+66 -67
View File
@@ -931,7 +931,7 @@ void ScreenEdit::Update( float fDeltaTime )
continue;
float fStartedHoldingSeconds = m_pSoundMusic->GetPositionSeconds() - fSecsHeld;
float fStartBeat = max( fStartPlayingAtBeat, m_pSong->m_SongTiming.GetBeatFromElapsedTime(fStartedHoldingSeconds) );
float fStartBeat = max( fStartPlayingAtBeat, m_pSteps->m_Timing.GetBeatFromElapsedTime(fStartedHoldingSeconds) );
float fEndBeat = max( fStartBeat, GAMESTATE->m_fSongBeat );
fEndBeat = min( fEndBeat, NoteRowToBeat(m_iStopPlayingAt) );
@@ -976,11 +976,11 @@ void ScreenEdit::Update( float fDeltaTime )
float fLastBeat = NoteRowToBeat(m_iStopPlayingAt);
if( bButtonIsBeingPressed && m_EditState == STATE_RECORDING )
{
float fSeconds = m_pSong->m_SongTiming.GetElapsedTimeFromBeat( fLastBeat );
fLastBeat = m_pSong->m_SongTiming.GetBeatFromElapsedTime( fSeconds + 0.5f );
float fSeconds = m_pSteps->m_Timing.GetElapsedTimeFromBeat( fLastBeat );
fLastBeat = m_pSteps->m_Timing.GetBeatFromElapsedTime( fSeconds + 0.5f );
}
float fStopAtSeconds = m_pSong->m_SongTiming.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStopPlayingAt) ) + 1;
float fStopAtSeconds = m_pSteps->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStopPlayingAt) ) + 1;
if( GAMESTATE->m_fMusicSeconds > fStopAtSeconds )
{
// loop
@@ -1071,7 +1071,7 @@ void ScreenEdit::UpdateTextInfo()
RString sText;
sText += ssprintf( CURRENT_BEAT_FORMAT.GetValue(), CURRENT_BEAT.GetValue().c_str(), GAMESTATE->m_fSongBeat );
sText += ssprintf( CURRENT_SECOND_FORMAT.GetValue(), CURRENT_SECOND.GetValue().c_str(), m_pSong->m_SongTiming.GetElapsedTimeFromBeat(GAMESTATE->m_fSongBeat) );
sText += ssprintf( CURRENT_SECOND_FORMAT.GetValue(), CURRENT_SECOND.GetValue().c_str(), m_pSteps->m_Timing.GetElapsedTimeFromBeat(GAMESTATE->m_fSongBeat) );
switch( EDIT_MODE.GetValue() )
{
DEFAULT_FAIL( EDIT_MODE.GetValue() );
@@ -1129,7 +1129,7 @@ void ScreenEdit::UpdateTextInfo()
case EditMode_Home:
break;
case EditMode_Full:
sText += ssprintf( BEAT_0_OFFSET_FORMAT.GetValue(), BEAT_0_OFFSET.GetValue().c_str(), m_pSong->m_SongTiming.m_fBeat0OffsetInSeconds );
sText += ssprintf( BEAT_0_OFFSET_FORMAT.GetValue(), BEAT_0_OFFSET.GetValue().c_str(), m_pSteps->m_Timing.m_fBeat0OffsetInSeconds );
sText += ssprintf( PREVIEW_START_FORMAT.GetValue(), PREVIEW_START.GetValue().c_str(), m_pSong->m_fMusicSampleStartSeconds );
sText += ssprintf( PREVIEW_LENGTH_FORMAT.GetValue(), PREVIEW_LENGTH.GetValue().c_str(), m_pSong->m_fMusicSampleLengthSeconds );
break;
@@ -1579,7 +1579,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
case EDIT_BUTTON_BPM_UP:
case EDIT_BUTTON_BPM_DOWN:
{
float fBPM = m_pSong->m_SongTiming.GetBPMAtBeat( GAMESTATE->m_fSongBeat );
float fBPM = m_pSteps->m_Timing.GetBPMAtBeat( GAMESTATE->m_fSongBeat );
float fDelta;
switch( EditB )
{
@@ -1600,7 +1600,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
}
float fNewBPM = fBPM + fDelta;
m_pSong->m_SongTiming.SetBPMAtBeat( GAMESTATE->m_fSongBeat, fNewBPM );
m_pSteps->m_Timing.SetBPMAtBeat( GAMESTATE->m_fSongBeat, fNewBPM );
(fDelta>0 ? m_soundValueIncrease : m_soundValueDecrease).Play();
SetDirty( true );
}
@@ -1627,24 +1627,24 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
fDelta *= 40;
}
unsigned i;
for( i=0; i<m_pSong->m_SongTiming.m_StopSegments.size(); i++ )
for( i=0; i<m_pSteps->m_Timing.m_StopSegments.size(); i++ )
{
if( m_pSong->m_SongTiming.m_StopSegments[i].m_iStartRow == BeatToNoteRow(GAMESTATE->m_fSongBeat) )
if( m_pSteps->m_Timing.m_StopSegments[i].m_iStartRow == BeatToNoteRow(GAMESTATE->m_fSongBeat) )
break;
}
if( i == m_pSong->m_SongTiming.m_StopSegments.size() ) // there is no StopSegment at the current beat
if( i == m_pSteps->m_Timing.m_StopSegments.size() ) // there is no StopSegment at the current beat
{
// create a new StopSegment
if( fDelta > 0 )
m_pSong->m_SongTiming.AddStopSegment( StopSegment(BeatToNoteRow(GAMESTATE->m_fSongBeat), fDelta) );
m_pSteps->m_Timing.AddStopSegment( StopSegment(BeatToNoteRow(GAMESTATE->m_fSongBeat), fDelta) );
}
else // StopSegment being modified is m_SongTiming.m_StopSegments[i]
{
m_pSong->m_SongTiming.m_StopSegments[i].m_fStopSeconds += fDelta;
if( m_pSong->m_SongTiming.m_StopSegments[i].m_fStopSeconds <= 0 )
m_pSong->m_SongTiming.m_StopSegments.erase( m_pSong->m_SongTiming.m_StopSegments.begin()+i,
m_pSong->m_SongTiming.m_StopSegments.begin()+i+1);
m_pSteps->m_Timing.m_StopSegments[i].m_fStopSeconds += fDelta;
if( m_pSteps->m_Timing.m_StopSegments[i].m_fStopSeconds <= 0 )
m_pSteps->m_Timing.m_StopSegments.erase( m_pSteps->m_Timing.m_StopSegments.begin()+i,
m_pSteps->m_Timing.m_StopSegments.begin()+i+1);
}
(fDelta>0 ? m_soundValueIncrease : m_soundValueDecrease).Play();
SetDirty( true );
@@ -1673,13 +1673,13 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
fDelta *= 40;
}
unsigned i;
for( i=0; i<m_pSong->m_SongTiming.m_StopSegments.size(); i++ )
for( i=0; i<m_pSteps->m_Timing.m_StopSegments.size(); i++ )
{
if( m_pSong->m_SongTiming.m_StopSegments[i].m_iStartRow == BeatToNoteRow(GAMESTATE->m_fSongBeat) )
if( m_pSteps->m_Timing.m_StopSegments[i].m_iStartRow == BeatToNoteRow(GAMESTATE->m_fSongBeat) )
break;
}
if( i == m_pSong->m_SongTiming.m_StopSegments.size() ) // there is no delay segment at the current beat
if( i == m_pSteps->m_Timing.m_StopSegments.size() ) // there is no delay segment at the current beat
{
// create a new delay segment
if( fDelta > 0 )
@@ -1687,10 +1687,10 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
}
else // delay segment being modified is m_SongTiming.m_StopSegments[i]
{
m_pSong->m_SongTiming.m_StopSegments[i].m_fStopSeconds += fDelta;
if( m_pSong->m_SongTiming.m_StopSegments[i].m_fStopSeconds <= 0 )
m_pSong->m_SongTiming.m_StopSegments.erase( m_pSong->m_SongTiming.m_StopSegments.begin()+i,
m_pSong->m_SongTiming.m_StopSegments.begin()+i+1);
m_pSteps->m_Timing.m_StopSegments[i].m_fStopSeconds += fDelta;
if( m_pSteps->m_Timing.m_StopSegments[i].m_fStopSeconds <= 0 )
m_pSteps->m_Timing.m_StopSegments.erase( m_pSteps->m_Timing.m_StopSegments.begin()+i,
m_pSteps->m_Timing.m_StopSegments.begin()+i+1);
}
(fDelta>0 ? m_soundValueIncrease : m_soundValueDecrease).Play();
SetDirty( true );
@@ -1718,7 +1718,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
else
fDelta *= 40;
}
m_pSong->m_SongTiming.m_fBeat0OffsetInSeconds += fDelta;
m_pSteps->m_Timing.m_fBeat0OffsetInSeconds += fDelta;
(fDelta>0 ? m_soundValueIncrease : m_soundValueDecrease).Play();
SetDirty( true );
}
@@ -1900,7 +1900,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
if( pCourse == NULL )
break;
CourseEntry &ce = pCourse->m_vEntries[GAMESTATE->m_iEditCourseEntryIndex];
float fStartTime = m_pSong->m_SongTiming.GetElapsedTimeFromBeat( GAMESTATE->m_fSongBeat );
float fStartTime = m_pSteps->m_Timing.GetElapsedTimeFromBeat( GAMESTATE->m_fSongBeat );
int iAttack = FindAttackAtTime( ce.attacks, fStartTime );
if( iAttack >= 0 )
@@ -1941,7 +1941,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
}
else
{
fStart = m_pSong->m_SongTiming.GetElapsedTimeFromBeat( NoteRowToBeat(m_NoteFieldEdit.m_iBeginMarker) );
fStart = m_pSteps->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_NoteFieldEdit.m_iBeginMarker) );
int iAttack = FindAttackAtTime( ce.attacks, fStart );
if( iAttack >= 0 )
@@ -1950,7 +1950,7 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
if( m_NoteFieldEdit.m_iEndMarker == -1 )
fEnd = m_pSong->m_fMusicLengthSeconds;
else
fEnd = m_pSong->m_SongTiming.GetElapsedTimeFromBeat( NoteRowToBeat(m_NoteFieldEdit.m_iEndMarker) );
fEnd = m_pSteps->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_NoteFieldEdit.m_iEndMarker) );
}
g_fLastInsertAttackPositionSeconds = fStart;
g_fLastInsertAttackDurationSeconds = fEnd - fStart;
@@ -2265,7 +2265,7 @@ void ScreenEdit::InputPlay( const InputEventPlus &input, EditButton EditB )
fOffsetDelta *= 40;
}
m_pSong->m_SongTiming.m_fBeat0OffsetInSeconds += fOffsetDelta;
m_pSteps->m_Timing.m_fBeat0OffsetInSeconds += fOffsetDelta;
}
break;
}
@@ -2381,8 +2381,8 @@ void ScreenEdit::TransitionEditState( EditState em )
AdjustSync::ResetOriginalSyncData();
/* Give a 1 second lead-in. If we're loading Player, this must be done first. */
float fSeconds = m_pSong->m_SongTiming.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStartPlayingAt) ) - 1;
GAMESTATE->UpdateSongPosition( fSeconds, m_pSong->m_SongTiming );
float fSeconds = m_pSteps->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_iStartPlayingAt) ) - 1;
GAMESTATE->UpdateSongPosition( fSeconds, m_pSteps->m_Timing );
GAMESTATE->m_bGameplayLeadIn.Set( false );
@@ -2463,7 +2463,7 @@ void ScreenEdit::TransitionEditState( EditState em )
{
case STATE_PLAYING:
case STATE_RECORDING:
const float fStartSeconds = m_pSong->m_SongTiming.GetElapsedTimeFromBeat(GAMESTATE->m_fSongBeat);
const float fStartSeconds = m_pSteps->m_Timing.GetElapsedTimeFromBeat(GAMESTATE->m_fSongBeat);
LOG->Trace( "Starting playback at %f", fStartSeconds );
RageSoundParams p;
@@ -2627,21 +2627,21 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
{
float fBPM = StringToFloat( ScreenTextEntry::s_sLastAnswer );
if( fBPM > 0 )
m_pSong->m_SongTiming.SetBPMAtBeat( GAMESTATE->m_fSongBeat, fBPM );
m_pSteps->m_Timing.SetBPMAtBeat( GAMESTATE->m_fSongBeat, fBPM );
SetDirty( true );
}
else if( SM == SM_BackFromStopChange )
{
float fStop = StringToFloat( ScreenTextEntry::s_sLastAnswer );
if( fStop >= 0 )
m_pSong->m_SongTiming.SetStopAtBeat( GAMESTATE->m_fSongBeat, fStop );
m_pSteps->m_Timing.SetStopAtBeat( GAMESTATE->m_fSongBeat, fStop );
SetDirty( true );
}
else if( SM == SM_BackFromDelayChange )
{
float fDelay = StringToFloat( ScreenTextEntry::s_sLastAnswer );
if( fDelay >= 0 )
m_pSong->m_SongTiming.SetStopAtBeat( GAMESTATE->m_fSongBeat, fDelay, true );
m_pSteps->m_Timing.SetStopAtBeat( GAMESTATE->m_fSongBeat, fDelay, true );
SetDirty( true );
}
else if( SM == SM_BackFromTimeSignatureNumeratorChange )
@@ -2649,7 +2649,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
int iNum = atoi( ScreenTextEntry::s_sLastAnswer );
if( iNum > 0 )
{
m_pSong->m_SongTiming.SetTimeSignatureNumeratorAtBeat( GAMESTATE->m_fSongBeat, iNum );
m_pSteps->m_Timing.SetTimeSignatureNumeratorAtBeat( GAMESTATE->m_fSongBeat, iNum );
}
SetDirty( true );
}
@@ -2658,7 +2658,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
int iDen = atoi( ScreenTextEntry::s_sLastAnswer );
if( iDen > 0)
{
m_pSong->m_SongTiming.SetTimeSignatureDenominatorAtBeat( GAMESTATE->m_fSongBeat, iDen );
m_pSteps->m_Timing.SetTimeSignatureDenominatorAtBeat( GAMESTATE->m_fSongBeat, iDen );
}
SetDirty( true );
}
@@ -2667,7 +2667,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
int iTick = atoi( ScreenTextEntry::s_sLastAnswer );
if ( iTick >= 0 && iTick <= ROWS_PER_BEAT )
{
m_pSong->m_SongTiming.SetTickcountAtBeat( GAMESTATE->m_fSongBeat, iTick );
m_pSteps->m_Timing.SetTickcountAtBeat( GAMESTATE->m_fSongBeat, iTick );
}
SetDirty( true );
}
@@ -2676,25 +2676,25 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
int iCombo = atoi( ScreenTextEntry::s_sLastAnswer );
if ( iCombo >= 0 )
{
m_pSong->m_SongTiming.SetComboAtBeat( GAMESTATE->m_fSongBeat, iCombo );
m_pSteps->m_Timing.SetComboAtBeat( GAMESTATE->m_fSongBeat, iCombo );
}
SetDirty( true );
}
else if ( SM == SM_BackFromLabelChange )
{
RString sLabel = ScreenTextEntry::s_sLastAnswer;
if ( !m_pSong->m_SongTiming.DoesLabelExist(sLabel) )
if ( !m_pSteps->m_Timing.DoesLabelExist(sLabel) )
{
sLabel.Replace("=", "_");
sLabel.Replace(",", "_");
m_pSong->m_SongTiming.SetLabelAtBeat( GAMESTATE->m_fSongBeat, sLabel );
m_pSteps->m_Timing.SetLabelAtBeat( GAMESTATE->m_fSongBeat, sLabel );
SetDirty( true );
}
}
else if ( SM == SM_BackFromWarpChange )
{
float fWarp = StringToFloat( ScreenTextEntry::s_sLastAnswer );
m_pSong->m_SongTiming.SetWarpAtBeat( GAMESTATE->m_fSongBeat, fWarp );
m_pSteps->m_Timing.SetWarpAtBeat( GAMESTATE->m_fSongBeat, fWarp );
SetDirty( true );
}
else if( SM == SM_BackFromBGChange )
@@ -2767,7 +2767,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
CourseEntry &ce = pCourse->m_vEntries[GAMESTATE->m_iEditCourseEntryIndex];
int iAttack;
g_fLastInsertAttackPositionSeconds = m_pSong->m_SongTiming.GetElapsedTimeFromBeat( GAMESTATE->m_fSongBeat );
g_fLastInsertAttackPositionSeconds = m_pSteps->m_Timing.GetElapsedTimeFromBeat( GAMESTATE->m_fSongBeat );
g_fLastInsertAttackDurationSeconds = StringToFloat( g_InsertCourseAttack.rows[0].choices[iDurationChoice] );
iAttack = FindAttackAtTime( ce.attacks, g_fLastInsertAttackPositionSeconds );
@@ -3024,7 +3024,7 @@ static void ChangeArtistTranslit( const RString &sNew )
static void ChangeBeat0Offset( const RString &sNew )
{
GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds = StringToFloat( sNew );
GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds = GAMESTATE->m_pCurSteps[PLAYER_1]->m_Timing.m_fBeat0OffsetInSeconds = StringToFloat( sNew );
}
static void ChangeLastBeatHint( const RString &sNew )
@@ -3255,9 +3255,8 @@ void ScreenEdit::HandleMainMenuChoice( MainMenuChoice c, const vector<int> &iAns
break;
case edit_timing_data:
{
const Song* pSong = GAMESTATE->m_pCurSong;
TimingData pTime = pSong->m_SongTiming;
const float fBeat = GAMESTATE->m_fSongBeat;
TimingData pTime = m_pSteps->m_Timing;
const float fBeat = pTime.GetBeatFromElapsedTime(GAMESTATE->m_fMusicSeconds);
g_TimingDataInformation.rows[bpm].SetOneUnthemedChoice( ssprintf("%.5f", pTime.GetBPMAtBeat( fBeat ) ) );
g_TimingDataInformation.rows[stop].SetOneUnthemedChoice( ssprintf("%.5f", pTime.GetStopAtBeat( fBeat ) ) ) ;
g_TimingDataInformation.rows[delay].SetOneUnthemedChoice( ssprintf("%.5f", pTime.GetDelayAtBeat( fBeat ) ) );
@@ -3501,7 +3500,7 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, const vector<int> &iAns
NoteDataUtil::ScaleRegion( m_NoteDataEdit, fScale, iStartIndex, iEndIndex );
// scale timing data
m_pSong->m_SongTiming.ScaleRegion( fScale, m_NoteFieldEdit.m_iBeginMarker, m_NoteFieldEdit.m_iEndMarker, true );
m_pSteps->m_Timing.ScaleRegion( fScale, m_NoteFieldEdit.m_iBeginMarker, m_NoteFieldEdit.m_iEndMarker, true );
// scale all other steps.
const vector<Steps*> sIter = m_pSong->GetAllSteps();
@@ -3546,16 +3545,16 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, const vector<int> &iAns
NoteDataUtil::DeleteRows( m_NoteDataEdit, BeatToNoteRow(GAMESTATE->m_fSongBeat), BeatToNoteRow(1) );
break;
case shift_pauses_forward:
m_pSong->m_SongTiming.InsertRows( BeatToNoteRow(GAMESTATE->m_fSongBeat), BeatToNoteRow(1) );
m_pSteps->m_Timing.InsertRows( BeatToNoteRow(GAMESTATE->m_fSongBeat), BeatToNoteRow(1) );
break;
case shift_pauses_backward:
m_pSong->m_SongTiming.DeleteRows( BeatToNoteRow(GAMESTATE->m_fSongBeat), BeatToNoteRow(1) );
m_pSteps->m_Timing.DeleteRows( BeatToNoteRow(GAMESTATE->m_fSongBeat), BeatToNoteRow(1) );
break;
case convert_to_pause:
{
ASSERT( m_NoteFieldEdit.m_iBeginMarker!=-1 && m_NoteFieldEdit.m_iEndMarker!=-1 );
float fMarkerStart = m_pSong->m_SongTiming.GetElapsedTimeFromBeat( NoteRowToBeat(m_NoteFieldEdit.m_iBeginMarker) );
float fMarkerEnd = m_pSong->m_SongTiming.GetElapsedTimeFromBeat( NoteRowToBeat(m_NoteFieldEdit.m_iEndMarker) );
float fMarkerStart = m_pSteps->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_NoteFieldEdit.m_iBeginMarker) );
float fMarkerEnd = m_pSteps->m_Timing.GetElapsedTimeFromBeat( NoteRowToBeat(m_NoteFieldEdit.m_iEndMarker) );
// The length of the stop segment we're going to create. This includes time spent in any
// stops in the selection, which will be deleted and subsumed into the new stop.
@@ -3567,9 +3566,9 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, const vector<int> &iAns
m_NoteFieldEdit.m_iBeginMarker + 1,
m_NoteFieldEdit.m_iEndMarker-m_NoteFieldEdit.m_iBeginMarker
);
m_pSong->m_SongTiming.DeleteRows( m_NoteFieldEdit.m_iBeginMarker,
m_pSteps->m_Timing.DeleteRows( m_NoteFieldEdit.m_iBeginMarker,
m_NoteFieldEdit.m_iEndMarker-m_NoteFieldEdit.m_iBeginMarker );
m_pSong->m_SongTiming.SetStopAtRow( m_NoteFieldEdit.m_iBeginMarker, fStopLength );
m_pSteps->m_Timing.SetStopAtRow( m_NoteFieldEdit.m_iBeginMarker, fStopLength );
m_NoteFieldEdit.m_iBeginMarker = -1;
m_NoteFieldEdit.m_iEndMarker = -1;
break;
@@ -3577,14 +3576,14 @@ void ScreenEdit::HandleAreaMenuChoice( AreaMenuChoice c, const vector<int> &iAns
case convert_pause_to_beat:
{
// TODO: Convert both Delays and Stops at once.
float fStopSeconds = m_pSong->m_SongTiming.GetStopAtRow( BeatToNoteRow(GAMESTATE->m_fSongBeat) );
m_pSong->m_SongTiming.SetStopAtBeat( GAMESTATE->m_fSongBeat, 0 );
float fStopSeconds = m_pSteps->m_Timing.GetStopAtRow( BeatToNoteRow(GAMESTATE->m_fSongBeat) );
m_pSteps->m_Timing.SetStopAtBeat( GAMESTATE->m_fSongBeat, 0 );
float fStopBeats = fStopSeconds * m_pSong->m_SongTiming.GetBPMAtBeat(GAMESTATE->m_fSongBeat) / 60;
float fStopBeats = fStopSeconds * m_pSteps->m_Timing.GetBPMAtBeat(GAMESTATE->m_fSongBeat) / 60;
// don't move the step from where it is, just move everything later
NoteDataUtil::InsertRows( m_NoteDataEdit, BeatToNoteRow(GAMESTATE->m_fSongBeat) + 1, BeatToNoteRow(fStopBeats) );
m_pSong->m_SongTiming.InsertRows( BeatToNoteRow(GAMESTATE->m_fSongBeat) + 1, BeatToNoteRow(fStopBeats) );
m_pSteps->m_Timing.InsertRows( BeatToNoteRow(GAMESTATE->m_fSongBeat) + 1, BeatToNoteRow(fStopBeats) );
}
break;
case undo:
@@ -3701,7 +3700,7 @@ void ScreenEdit::HandleSongInformationChoice( SongInformationChoice c, const vec
break;
case beat_0_offset:
ScreenTextEntry::TextEntry( SM_None, ENTER_BEAT_0_OFFSET,
ssprintf("%.5f", pSong->m_SongTiming.m_fBeat0OffsetInSeconds), 20,
ssprintf("%.5f", m_pSteps->m_Timing.m_fBeat0OffsetInSeconds), 20,
ScreenTextEntry::FloatValidate, ChangeBeat0Offset, NULL );
break;
case last_beat_hint:
@@ -3750,7 +3749,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry(
SM_BackFromBPMChange,
ENTER_BPM_VALUE,
ssprintf( "%.4f", m_pSong->m_SongTiming.GetBPMAtBeat(GAMESTATE->m_fSongBeat) ),
ssprintf( "%.4f", m_pSteps->m_Timing.GetBPMAtBeat(GAMESTATE->m_fSongBeat) ),
10
);
break;
@@ -3758,7 +3757,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry(
SM_BackFromStopChange,
ENTER_STOP_VALUE,
ssprintf( "%.4f", m_pSong->m_SongTiming.GetStopAtRow( BeatToNoteRow(GAMESTATE->m_fSongBeat) ) ),
ssprintf( "%.4f", m_pSteps->m_Timing.GetStopAtRow( BeatToNoteRow(GAMESTATE->m_fSongBeat) ) ),
10
);
break;
@@ -3766,7 +3765,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry(
SM_BackFromDelayChange,
ENTER_DELAY_VALUE,
ssprintf( "%.4f", m_pSong->m_SongTiming.GetDelayAtRow( BeatToNoteRow(GAMESTATE->m_fSongBeat) ) ),
ssprintf( "%.4f", m_pSteps->m_Timing.GetDelayAtRow( BeatToNoteRow(GAMESTATE->m_fSongBeat) ) ),
10
);
break;
@@ -3774,7 +3773,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry(
SM_BackFromTimeSignatureNumeratorChange,
ENTER_TIME_SIGNATURE_NUMERATOR_VALUE,
ssprintf( "%d", m_pSong->m_SongTiming.GetTimeSignatureSegmentAtBeat( GAMESTATE->m_fSongBeat ).m_iNumerator ),
ssprintf( "%d", m_pSteps->m_Timing.GetTimeSignatureSegmentAtBeat( GAMESTATE->m_fSongBeat ).m_iNumerator ),
3
);
break;
@@ -3782,7 +3781,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry(
SM_BackFromTimeSignatureDenominatorChange,
ENTER_TIME_SIGNATURE_DENOMINATOR_VALUE,
ssprintf( "%d", m_pSong->m_SongTiming.GetTimeSignatureSegmentAtBeat( GAMESTATE->m_fSongBeat ).m_iDenominator ),
ssprintf( "%d", m_pSteps->m_Timing.GetTimeSignatureSegmentAtBeat( GAMESTATE->m_fSongBeat ).m_iDenominator ),
3
);
break;
@@ -3790,7 +3789,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry(
SM_BackFromTickcountChange,
ENTER_TICKCOUNT_VALUE,
ssprintf( "%d", m_pSong->m_SongTiming.GetTickcountAtBeat( GAMESTATE->m_fSongBeat ) ),
ssprintf( "%d", m_pSteps->m_Timing.GetTickcountAtBeat( GAMESTATE->m_fSongBeat ) ),
2
);
break;
@@ -3798,7 +3797,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry(
SM_BackFromComboChange,
ENTER_COMBO_VALUE,
ssprintf( "%d", m_pSong->m_SongTiming.GetComboAtBeat( GAMESTATE->m_fSongBeat ) ),
ssprintf( "%d", m_pSteps->m_Timing.GetComboAtBeat( GAMESTATE->m_fSongBeat ) ),
4
);
break;
@@ -3806,7 +3805,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry(
SM_BackFromLabelChange,
ENTER_LABEL_VALUE,
ssprintf( "%s", m_pSong->m_SongTiming.GetLabelAtBeat( GAMESTATE->m_fSongBeat ).c_str() ),
ssprintf( "%s", m_pSteps->m_Timing.GetLabelAtBeat( GAMESTATE->m_fSongBeat ).c_str() ),
64
);
break;
@@ -3814,7 +3813,7 @@ void ScreenEdit::HandleTimingDataInformationChoice( TimingDataInformationChoice
ScreenTextEntry::TextEntry(
SM_BackFromWarpChange,
ENTER_WARP_VALUE,
ssprintf( "%.4f", m_pSong->m_SongTiming.GetWarpAtRow( BeatToNoteRow(GAMESTATE->m_fSongBeat) ) ),
ssprintf( "%.4f", m_pSteps->m_Timing.GetWarpAtRow( BeatToNoteRow(GAMESTATE->m_fSongBeat) ) ),
10
);
break;