[splittiming] More SST adjustments.
This commit is contained in:
+6
-8
@@ -1472,42 +1472,40 @@ void ScreenEdit::InputEdit( const InputEventPlus &input, EditButton EditB )
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break;
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break;
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case EDIT_BUTTON_SCROLL_NEXT_MEASURE:
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case EDIT_BUTTON_SCROLL_NEXT_MEASURE:
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{
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{
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float fDestinationBeat = GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat + beatsPerMeasure;
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float fDestinationBeat = GetBeat() + beatsPerMeasure;
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fDestinationBeat = ftruncf( fDestinationBeat, (float)beatsPerMeasure );
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fDestinationBeat = ftruncf( fDestinationBeat, (float)beatsPerMeasure );
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ScrollTo( fDestinationBeat );
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ScrollTo( fDestinationBeat );
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break;
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break;
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}
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}
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case EDIT_BUTTON_SCROLL_PREV_MEASURE:
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case EDIT_BUTTON_SCROLL_PREV_MEASURE:
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{
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{
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float fDestinationBeat = QuantizeUp( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat, (float)beatsPerMeasure );
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float fDestinationBeat = QuantizeUp( GetBeat(), (float)beatsPerMeasure );
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fDestinationBeat -= (float)beatsPerMeasure;
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fDestinationBeat -= (float)beatsPerMeasure;
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ScrollTo( fDestinationBeat );
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ScrollTo( fDestinationBeat );
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break;
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break;
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}
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}
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case EDIT_BUTTON_SCROLL_NEXT:
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case EDIT_BUTTON_SCROLL_NEXT:
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{
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{
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int iRow = BeatToNoteRow( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat );
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int iRow = BeatToNoteRow( GetBeat() );
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NoteDataUtil::GetNextEditorPosition( m_NoteDataEdit, iRow );
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NoteDataUtil::GetNextEditorPosition( m_NoteDataEdit, iRow );
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ScrollTo( NoteRowToBeat(iRow) );
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ScrollTo( NoteRowToBeat(iRow) );
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}
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}
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break;
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break;
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case EDIT_BUTTON_SCROLL_PREV:
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case EDIT_BUTTON_SCROLL_PREV:
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{
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{
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int iRow = BeatToNoteRow( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat );
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int iRow = BeatToNoteRow( GetBeat() );
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NoteDataUtil::GetPrevEditorPosition( m_NoteDataEdit, iRow );
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NoteDataUtil::GetPrevEditorPosition( m_NoteDataEdit, iRow );
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ScrollTo( NoteRowToBeat(iRow) );
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ScrollTo( NoteRowToBeat(iRow) );
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}
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}
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break;
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break;
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case EDIT_BUTTON_LABEL_NEXT:
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case EDIT_BUTTON_LABEL_NEXT:
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{
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{
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ScrollTo( GAMESTATE->m_pCurSong->m_SongTiming.
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ScrollTo( GetAppropriateTiming().GetNextLabelSegmentBeatAtBeat( GetBeat() ) );
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GetNextLabelSegmentBeatAtBeat( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat ) );
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}
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}
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break;
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break;
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case EDIT_BUTTON_LABEL_PREV:
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case EDIT_BUTTON_LABEL_PREV:
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{
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{
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ScrollTo( GAMESTATE->m_pCurSong->m_SongTiming.
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ScrollTo( GetAppropriateTiming().GetPreviousLabelSegmentBeatAtBeat( GetBeat() ) );
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GetPreviousLabelSegmentBeatAtBeat( GAMESTATE->m_pPlayerState[PLAYER_1]->m_Position.m_fSongBeat ) );
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}
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}
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break;
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break;
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case EDIT_BUTTON_SNAP_NEXT:
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case EDIT_BUTTON_SNAP_NEXT:
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