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
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@@ -1281,7 +1281,7 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
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/* Global operator key, to get quick access to the options menu. Don't
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* do this if we're on a "system menu", which includes the editor
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* (to prevent quitting without storing changes). */
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if( !GAMESTATE->m_bIsOnSystemMenu )
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if( SCREENMAN->GetTopScreen()->GetScreenType() != system_menu )
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{
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SCREENMAN->DeletePreparedScreens();
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SCREENMAN->SystemMessage( "Service switch pressed" );
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@@ -1301,41 +1301,6 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
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return false; // Attract need to know because they go to TitleMenu on > 1 credit
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}
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if(DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_F2))
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{
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bool bShift = INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT) );
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bool bCtrl = INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL) );
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if( bShift )
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{
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// HACK: Also save bookkeeping and profile info for debugging
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// so we don't have to play through a whole song to get new output.
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BOOKKEEPER->WriteToDisk();
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PROFILEMAN->SaveMachineProfile();
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FOREACH_PlayerNumber( p )
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if( PROFILEMAN->IsPersistentProfile(p) )
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PROFILEMAN->SaveProfile( p );
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SCREENMAN->SystemMessage( "Stats saved" );
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}
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else
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{
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THEME->ReloadMetrics();
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TEXTUREMAN->ReloadAll();
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NOTESKIN->RefreshNoteSkinData( GAMESTATE->m_pCurGame );
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CodeDetector::RefreshCacheItems();
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/* If we're in screen test mode, reload the screen. */
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if( PREFSMAN->m_bScreenTestMode || bCtrl )
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{
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SOUND->StopMusic();
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ResetGame( true );
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}
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else
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SCREENMAN->SystemMessage( "Reloaded metrics and textures" );
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}
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return true;
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}
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#ifndef DARWIN
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if(DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_F4))
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{
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