sync controls cleanup:

move sync display/saving out of complicated ScreenGameplay
  show sync UI in editor playback as well as gameplay
  revert sync from in-memory backup, not from disk
  move more functions into debug overlay
This commit is contained in:
Chris Danford
2005-05-19 23:29:39 +00:00
parent f20e5915b0
commit d67d60e178
34 changed files with 902 additions and 383 deletions
+4 -2
View File
@@ -52,7 +52,9 @@ enum Message
MESSAGE_COIN_INSERTED,
MESSAGE_SIDE_JOINED_P1,
MESSAGE_SIDE_JOINED_P2,
PLAYERS_FINALIZED,
MESSAGE_PLAYERS_FINALIZED,
MESSAGE_ASSIST_TICK_CHANGED,
MESSAGE_AUTOSYNC_CHANGED,
NUM_MESSAGES,
MESSAGE_INVALID
};
@@ -118,7 +120,7 @@ private:
Message mSendWhenChanged;
T *val;
public:
BroadcastOnChangePtr( Message m ) { mSendWhenChanged = m; }
BroadcastOnChangePtr( Message m ) { mSendWhenChanged = m; val = NULL; }
const T* Get() const { return val; }
void Set( T* t ) { val = t; if(MESSAGEMAN) MESSAGEMAN->Broadcast( MessageToString(mSendWhenChanged) ); }
operator T* () const { return val; }