move autosync logic out of Player and GameState, into a separate file
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@@ -4,7 +4,7 @@
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#include "song.h"
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#include "PrefsManager.h"
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#include "LocalizedString.h"
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#include "AdjustSync.h"
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static LocalizedString EARLIER ("ScreenSaveSync","earlier");
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static LocalizedString LATER ("ScreenSaveSync","later");
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@@ -20,7 +20,7 @@ static RString GetPromptText()
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RString s;
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{
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float fOld = GAMESTATE->m_fGlobalOffsetSecondsOriginal;
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float fOld = AdjustSync::s_fGlobalOffsetSecondsOriginal;
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float fNew = PREFSMAN->m_fGlobalOffsetSeconds;
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float fDelta = fNew - fOld;
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@@ -40,7 +40,7 @@ static RString GetPromptText()
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if( GAMESTATE->m_pCurSong.Get() )
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{
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{
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float fOld = GAMESTATE->m_pTimingDataOriginal->m_fBeat0OffsetInSeconds;
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float fOld = AdjustSync::s_pTimingDataOriginal->m_fBeat0OffsetInSeconds;
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float fNew = GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds;
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float fDelta = fNew - fOld;
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@@ -57,7 +57,7 @@ static RString GetPromptText()
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size(); i++ )
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{
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float fOld = GAMESTATE->m_pTimingDataOriginal->m_BPMSegments[i].m_fBPS;
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float fOld = AdjustSync::s_pTimingDataOriginal->m_BPMSegments[i].m_fBPS;
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float fNew = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].m_fBPS;
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float fDelta = fNew - fOld;
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@@ -74,7 +74,7 @@ static RString GetPromptText()
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for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_StopSegments.size(); i++ )
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{
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float fOld = GAMESTATE->m_pTimingDataOriginal->m_StopSegments[i].m_fStopSeconds;
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float fOld = AdjustSync::s_pTimingDataOriginal->m_StopSegments[i].m_fStopSeconds;
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float fNew = GAMESTATE->m_pCurSong->m_Timing.m_StopSegments[i].m_fStopSeconds;
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float fDelta = fNew - fOld;
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@@ -109,12 +109,12 @@ static RString GetPromptText()
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static void SaveSyncChanges( void* pThrowAway )
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{
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GAMESTATE->SaveSyncChanges();
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AdjustSync::SaveSyncChanges();
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}
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static void RevertSyncChanges( void* pThrowAway )
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{
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GAMESTATE->RevertSyncChanges();
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AdjustSync::RevertSyncChanges();
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}
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void ScreenSaveSync::Init()
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