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:
@@ -55,6 +55,7 @@ int AdjustSync::s_iStepsFiltered = 0;
|
|||||||
|
|
||||||
void AdjustSync::ResetOriginalSyncData()
|
void AdjustSync::ResetOriginalSyncData()
|
||||||
{
|
{
|
||||||
|
// TODO: Reset the vector if not in a song?
|
||||||
if( s_pTimingDataOriginal == NULL )
|
if( s_pTimingDataOriginal == NULL )
|
||||||
s_pTimingDataOriginal = new TimingData;
|
s_pTimingDataOriginal = new TimingData;
|
||||||
|
|
||||||
@@ -88,6 +89,9 @@ void AdjustSync::SaveSyncChanges()
|
|||||||
{
|
{
|
||||||
if( GAMESTATE->IsCourseMode() )
|
if( GAMESTATE->IsCourseMode() )
|
||||||
return;
|
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->m_pCurSong && *s_pTimingDataOriginal != GAMESTATE->m_pCurSong->m_SongTiming )
|
||||||
{
|
{
|
||||||
if( GAMESTATE->IsEditing() )
|
if( GAMESTATE->IsEditing() )
|
||||||
@@ -111,6 +115,10 @@ void AdjustSync::RevertSyncChanges()
|
|||||||
if( GAMESTATE->IsCourseMode() )
|
if( GAMESTATE->IsCourseMode() )
|
||||||
return;
|
return;
|
||||||
PREFSMAN->m_fGlobalOffsetSeconds.Set( s_fGlobalOffsetSecondsOriginal );
|
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;
|
GAMESTATE->m_pCurSong->m_SongTiming = *s_pTimingDataOriginal;
|
||||||
ResetOriginalSyncData();
|
ResetOriginalSyncData();
|
||||||
s_fStandardDeviation = 0.0f;
|
s_fStandardDeviation = 0.0f;
|
||||||
|
|||||||
Reference in New Issue
Block a user