Standardize conversion processes.

Too many arguments for or against the many methods:
stick to one inside a common function.

This commit will force recompilation of many files.
This commit is contained in:
Jason Felds
2011-05-11 15:58:31 -04:00
parent 212a3b971f
commit da51e26d07
29 changed files with 125 additions and 104 deletions
+5 -7
View File
@@ -2617,9 +2617,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
}
else if( SM == SM_BackFromDifficultyMeterChange )
{
int i;
std::istringstream ss( ScreenTextEntry::s_sLastAnswer );
ss >> i;
int i = StringToInt( ScreenTextEntry::s_sLastAnswer );
GAMESTATE->m_pCurSteps[PLAYER_1]->SetMeter(i);
SetDirty( true );
}
@@ -2646,7 +2644,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
}
else if( SM == SM_BackFromTimeSignatureNumeratorChange )
{
int iNum = atoi( ScreenTextEntry::s_sLastAnswer );
int iNum = StringToInt( ScreenTextEntry::s_sLastAnswer );
if( iNum > 0 )
{
m_pSong->m_Timing.SetTimeSignatureNumeratorAtBeat( GAMESTATE->m_fSongBeat, iNum );
@@ -2655,7 +2653,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
}
else if ( SM == SM_BackFromTimeSignatureDenominatorChange )
{
int iDen = atoi( ScreenTextEntry::s_sLastAnswer );
int iDen = StringToInt( ScreenTextEntry::s_sLastAnswer );
if( iDen > 0)
{
m_pSong->m_Timing.SetTimeSignatureDenominatorAtBeat( GAMESTATE->m_fSongBeat, iDen );
@@ -2664,7 +2662,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
}
else if ( SM == SM_BackFromTickcountChange )
{
int iTick = atoi( ScreenTextEntry::s_sLastAnswer );
int iTick = StringToInt( ScreenTextEntry::s_sLastAnswer );
if ( iTick >= 0 && iTick <= ROWS_PER_BEAT )
{
m_pSong->m_Timing.SetTickcountAtBeat( GAMESTATE->m_fSongBeat, iTick );
@@ -2673,7 +2671,7 @@ void ScreenEdit::HandleScreenMessage( const ScreenMessage SM )
}
else if ( SM == SM_BackFromComboChange )
{
int iCombo = atoi( ScreenTextEntry::s_sLastAnswer );
int iCombo = StringToInt( ScreenTextEntry::s_sLastAnswer );
if ( iCombo >= 0 )
{
m_pSong->m_Timing.SetComboAtBeat( GAMESTATE->m_fSongBeat, iCombo );