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
+8 -2
View File
@@ -477,13 +477,13 @@ static Menu g_CourseMode(
int g_iLastInsertAttackTrack = -1;
float g_fLastInsertAttackDurationSeconds = -1;
#define PREV_SCREEN THEME->GetMetric(m_sName,"PrevScreen")
REGISTER_SCREEN_CLASS( ScreenEdit );
ScreenEdit::ScreenEdit( CString sName ) : ScreenWithMenuElements( sName )
{
LOG->Trace( "ScreenEdit::ScreenEdit()" );
PREV_SCREEN.Load( sName, "PrevScreen" );
ASSERT( GAMESTATE->m_pCurSong );
ASSERT( GAMESTATE->m_pCurSteps[0] );
}
@@ -1482,6 +1482,11 @@ void ScreenEdit::TransitionEditState( EditState em )
{
EditState old = m_EditState;
if( old == STATE_PLAYING )
{
SCREENMAN->AddNewScreenToTop( "ScreenSaveSync" );
}
switch( em )
{
case STATE_EDITING:
@@ -1522,6 +1527,7 @@ void ScreenEdit::TransitionEditState( EditState em )
case STATE_RECORDING:
break;
case STATE_PLAYING:
GAMESTATE->ResetOriginalSyncData();
break;
default:
ASSERT(0);