Sometimes, the sync changes negligibly due to rounding error when the user

puts it back where it was.  Use the same logic as GetSyncChangeTextGlobal
and GetSyncChangeTextSong; if the changes are so small that we wouldn't
even display them, don't count them as changed.  (fixes ScreenSaveSync
coming up with an empty list)
This commit is contained in:
Glenn Maynard
2006-03-28 07:26:37 +00:00
parent f4b2e204d6
commit 5bcccc78b0
+4 -7
View File
@@ -30,13 +30,10 @@ bool AdjustSync::IsSyncDataChanged()
// Can't sync in course modes
if( GAMESTATE->IsCourseMode() )
return false;
if( GAMESTATE->m_pCurSong && *s_pTimingDataOriginal != GAMESTATE->m_pCurSong->m_Timing )
return true;
if( s_fGlobalOffsetSecondsOriginal != PREFSMAN->m_fGlobalOffsetSeconds )
return true;
return false;
vector<RString> vs;
AdjustSync::GetSyncChangeTextGlobal( vs );
AdjustSync::GetSyncChangeTextSong( vs );
return !vs.empty();
}
void AdjustSync::SaveSyncChanges()