internal void ShowTimingWindow(TimingFocus tf, bool AllowInherit)
        {
            if (editor.CurrentMode != EditorModes.Timing)
            {
                editor.FinishDrag();
            }
            else
            {
                UpdatePendingChanges(true);
            }

            GameBase.MenuActive = true;

            bpmUpdateOrig    = AudioEngine.BeatLength;
            offsetUpdateOrig = AudioEngine.CurrentOffset;

            TimingEntry t = new TimingEntry(editor, tf, AllowInherit, editor.CurrentMode == EditorModes.Timing);

            DialogResult r = t.ShowDialog(GameBase.Form);

            GameBase.MenuActive = false;

            AudioEngine.UpdateActiveTimingPoint(true);
            changeManager.AllowBatch = false;

            if (r == DialogResult.Cancel)
            {
                return;
            }

            if (editor.CurrentMode != EditorModes.Timing)
            {
                Update(); //We might be calling this from another mode, so force a single update.
            }
        }
 internal void ShowTimingWindow(TimingFocus tf)
 {
     ShowTimingWindow(tf, true);
 }