{
const float MARK_TOLERANCE = GetMarkTolerance();
- float mark;
- for( MarkList::SizeType i = 0; i < mMarks.Count(); ++i)
- {
- const Property::Value& propertyValue = mMarks[i];
- propertyValue.Get( mark );
- mark = MapValuePercentage( mark );
-
- // If close to a mark, return the mark
- if( fabsf( mark - value ) < MARK_TOLERANCE )
- {
- return mark;
- }
- }
+ float mark = SnapToMark(value);
+ if (fabsf(mark - value) < MARK_TOLERANCE)
+ return mark;
return value;
}