move autosync logic out of Player and GameState, into a separate file

This commit is contained in:
Chris Danford
2006-02-06 01:23:25 +00:00
parent 799c1af1ab
commit cce97c40b8
12 changed files with 215 additions and 145 deletions
+7 -7
View File
@@ -4,7 +4,7 @@
#include "song.h"
#include "PrefsManager.h"
#include "LocalizedString.h"
#include "AdjustSync.h"
static LocalizedString EARLIER ("ScreenSaveSync","earlier");
static LocalizedString LATER ("ScreenSaveSync","later");
@@ -20,7 +20,7 @@ static RString GetPromptText()
RString s;
{
float fOld = GAMESTATE->m_fGlobalOffsetSecondsOriginal;
float fOld = AdjustSync::s_fGlobalOffsetSecondsOriginal;
float fNew = PREFSMAN->m_fGlobalOffsetSeconds;
float fDelta = fNew - fOld;
@@ -40,7 +40,7 @@ static RString GetPromptText()
if( GAMESTATE->m_pCurSong.Get() )
{
{
float fOld = GAMESTATE->m_pTimingDataOriginal->m_fBeat0OffsetInSeconds;
float fOld = AdjustSync::s_pTimingDataOriginal->m_fBeat0OffsetInSeconds;
float fNew = GAMESTATE->m_pCurSong->m_Timing.m_fBeat0OffsetInSeconds;
float fDelta = fNew - fOld;
@@ -57,7 +57,7 @@ static RString GetPromptText()
for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size(); i++ )
{
float fOld = GAMESTATE->m_pTimingDataOriginal->m_BPMSegments[i].m_fBPS;
float fOld = AdjustSync::s_pTimingDataOriginal->m_BPMSegments[i].m_fBPS;
float fNew = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].m_fBPS;
float fDelta = fNew - fOld;
@@ -74,7 +74,7 @@ static RString GetPromptText()
for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_StopSegments.size(); i++ )
{
float fOld = GAMESTATE->m_pTimingDataOriginal->m_StopSegments[i].m_fStopSeconds;
float fOld = AdjustSync::s_pTimingDataOriginal->m_StopSegments[i].m_fStopSeconds;
float fNew = GAMESTATE->m_pCurSong->m_Timing.m_StopSegments[i].m_fStopSeconds;
float fDelta = fNew - fOld;
@@ -109,12 +109,12 @@ static RString GetPromptText()
static void SaveSyncChanges( void* pThrowAway )
{
GAMESTATE->SaveSyncChanges();
AdjustSync::SaveSyncChanges();
}
static void RevertSyncChanges( void* pThrowAway )
{
GAMESTATE->RevertSyncChanges();
AdjustSync::RevertSyncChanges();
}
void ScreenSaveSync::Init()