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
+1 -36
View File
@@ -1281,7 +1281,7 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
/* Global operator key, to get quick access to the options menu. Don't
* do this if we're on a "system menu", which includes the editor
* (to prevent quitting without storing changes). */
if( !GAMESTATE->m_bIsOnSystemMenu )
if( SCREENMAN->GetTopScreen()->GetScreenType() != system_menu )
{
SCREENMAN->DeletePreparedScreens();
SCREENMAN->SystemMessage( "Service switch pressed" );
@@ -1301,41 +1301,6 @@ bool HandleGlobalInputs( DeviceInput DeviceI, InputEventType type, GameInput Gam
return false; // Attract need to know because they go to TitleMenu on > 1 credit
}
if(DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_F2))
{
bool bShift = INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LSHIFT) );
bool bCtrl = INPUTFILTER->IsBeingPressed( DeviceInput(DEVICE_KEYBOARD, KEY_LCTRL) );
if( bShift )
{
// HACK: Also save bookkeeping and profile info for debugging
// so we don't have to play through a whole song to get new output.
BOOKKEEPER->WriteToDisk();
PROFILEMAN->SaveMachineProfile();
FOREACH_PlayerNumber( p )
if( PROFILEMAN->IsPersistentProfile(p) )
PROFILEMAN->SaveProfile( p );
SCREENMAN->SystemMessage( "Stats saved" );
}
else
{
THEME->ReloadMetrics();
TEXTUREMAN->ReloadAll();
NOTESKIN->RefreshNoteSkinData( GAMESTATE->m_pCurGame );
CodeDetector::RefreshCacheItems();
/* If we're in screen test mode, reload the screen. */
if( PREFSMAN->m_bScreenTestMode || bCtrl )
{
SOUND->StopMusic();
ResetGame( true );
}
else
SCREENMAN->SystemMessage( "Reloaded metrics and textures" );
}
return true;
}
#ifndef DARWIN
if(DeviceI == DeviceInput(DEVICE_KEYBOARD, KEY_F4))
{