From 3c43429f0db275b8190ad85f4513764383d870a6 Mon Sep 17 00:00:00 2001 From: Jason Felds Date: Thu, 26 May 2011 14:19:13 -0400 Subject: [PATCH] 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. --- src/AdjustSync.cpp | 8 ++++++++ 1 file changed, 8 insertions(+) diff --git a/src/AdjustSync.cpp b/src/AdjustSync.cpp index 6529ebda31..746d445e10 100644 --- a/src/AdjustSync.cpp +++ b/src/AdjustSync.cpp @@ -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;