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
+6 -5
View File
@@ -7,6 +7,7 @@
#include "PrefsManager.h"
#include "InputEventPlus.h"
#include "LocalizedString.h"
#include "AdjustSync.h"
static bool IsGameplay()
{
@@ -103,7 +104,7 @@ void ScreenSyncOverlay::UpdateText()
if( GAMESTATE->m_pCurSong != NULL && !GAMESTATE->IsCourseMode() ) // sync controls available
{
{
float fOld = GAMESTATE->m_fGlobalOffsetSecondsOriginal;
float fOld = AdjustSync::s_fGlobalOffsetSecondsOriginal;
float fNew = PREFSMAN->m_fGlobalOffsetSeconds;
float fDelta = fNew - fOld;
@@ -118,7 +119,7 @@ void ScreenSyncOverlay::UpdateText()
}
{
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;
@@ -132,11 +133,11 @@ void ScreenSyncOverlay::UpdateText()
}
}
ASSERT( GAMESTATE->m_pTimingDataOriginal->m_BPMSegments.size() == GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size() );
ASSERT( AdjustSync::s_pTimingDataOriginal->m_BPMSegments.size() == GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size() );
for( unsigned i=0; i<GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments.size(); i++ )
{
float fOldBpm = GAMESTATE->m_pTimingDataOriginal->m_BPMSegments[i].m_fBPS;
float fOldBpm = AdjustSync::s_pTimingDataOriginal->m_BPMSegments[i].m_fBPS;
float fNewBpm = GAMESTATE->m_pCurSong->m_Timing.m_BPMSegments[i].m_fBPS;
float fDelta = fNewBpm - fOldBpm;
@@ -203,7 +204,7 @@ bool ScreenSyncOverlay::OverlayInput( const InputEventPlus &input )
{
case RevertSyncChanges:
SCREENMAN->SystemMessage( SYNC_CHANGES_REVERTED );
GAMESTATE->RevertSyncChanges();
AdjustSync::RevertSyncChanges();
break;
case ChangeSongBPM:
{