Created SongOptions Lua interface with a similar design to the PlayerOptions interface. Moved enums that were inside SongOptions out and made them Lua accessible. Removed sAutosyncType and associated things from AdjustSync.cpp because it was unused. Added DefaultNilArgs and FArgGTEZero to LuaBinding as helpers. Moved INTERFACE defines from PlayerOptions.cpp to OptionsBinding.h.
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@@ -113,13 +113,13 @@ void ScreenSyncOverlay::UpdateText()
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}
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}
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SongOptions::AutosyncType type = GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType;
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AutosyncType type = GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType;
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switch( type )
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{
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case SongOptions::AUTOSYNC_OFF: break;
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case SongOptions::AUTOSYNC_SONG: vs.push_back(AUTO_SYNC_SONG); break;
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case SongOptions::AUTOSYNC_MACHINE: vs.push_back(AUTO_SYNC_MACHINE); break;
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case SongOptions::AUTOSYNC_TEMPO: vs.push_back(AUTO_SYNC_TEMPO); break;
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case AutosyncType_Off: break;
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case AutosyncType_Song: vs.push_back(AUTO_SYNC_SONG); break;
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case AutosyncType_Machine: vs.push_back(AUTO_SYNC_MACHINE); break;
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case AutosyncType_Tempo: vs.push_back(AUTO_SYNC_TEMPO); break;
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default:
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FAIL_M(ssprintf("Invalid autosync type: %i", type));
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}
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@@ -134,7 +134,7 @@ void ScreenSyncOverlay::UpdateText()
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// Update SyncInfo
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bool bVisible = GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType != SongOptions::AUTOSYNC_OFF;
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bool bVisible = GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType != AutosyncType_Off;
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m_textAdjustments.SetVisible( bVisible );
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if( bVisible )
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{
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