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); }