Add targeted comments.

I'll be honest: I don't know how well we can handle
Sync Tempo with Split Timing. Sync Song, we should aim for at least.
This commit is contained in:
Jason Felds
2011-05-26 14:19:13 -04:00
parent 17bea0aab7
commit 3c43429f0d
+8
View File
@@ -55,6 +55,7 @@ int AdjustSync::s_iStepsFiltered = 0;
void AdjustSync::ResetOriginalSyncData()
{
// TODO: Reset the vector if not in a song?
if( s_pTimingDataOriginal == NULL )
s_pTimingDataOriginal = new TimingData;
@@ -88,6 +89,9 @@ void AdjustSync::SaveSyncChanges()
{
if( GAMESTATE->IsCourseMode() )
return;
/* TODO: Save all of the timing data changes.
* Luckily, only the song timing data needs comparing here. */
if( GAMESTATE->m_pCurSong && *s_pTimingDataOriginal != GAMESTATE->m_pCurSong->m_SongTiming )
{
if( GAMESTATE->IsEditing() )
@@ -111,6 +115,10 @@ void AdjustSync::RevertSyncChanges()
if( GAMESTATE->IsCourseMode() )
return;
PREFSMAN->m_fGlobalOffsetSeconds.Set( s_fGlobalOffsetSecondsOriginal );
/* TODO: Return EACH TimingData back to normal.
* Hopefully on a loop ot always uses the same order. Either that,
* or we can loop through the vector and manually access the proper
* steps through GameState. */
GAMESTATE->m_pCurSong->m_SongTiming = *s_pTimingDataOriginal;
ResetOriginalSyncData();
s_fStandardDeviation = 0.0f;