Autosync work for Split Timing.

Next up: adjusting the revert.
This commit is contained in:
Jason Felds
2011-05-19 10:38:48 -04:00
parent 69c7cfa581
commit ed78fa24aa
+8
View File
@@ -35,6 +35,7 @@
#include "global.h"
#include "Song.h"
#include "Steps.h"
#include "AdjustSync.h"
#include "GameState.h"
#include "LocalizedString.h"
@@ -186,8 +187,15 @@ void AdjustSync::AutosyncOffset()
switch( GAMESTATE->m_SongOptions.GetCurrent().m_AutosyncType )
{
case SongOptions::AUTOSYNC_SONG:
{
GAMESTATE->m_pCurSong->m_SongTiming.m_fBeat0OffsetInSeconds += mean;
const vector<Steps*>& vpSteps = GAMESTATE->m_pCurSong->GetAllSteps();
FOREACH( Steps*, const_cast<vector<Steps*>&>(vpSteps), s )
{
(*s)->m_Timing.m_fBeat0OffsetInSeconds += mean;
}
break;
}
case SongOptions::AUTOSYNC_MACHINE:
PREFSMAN->m_fGlobalOffsetSeconds.Set( PREFSMAN->m_fGlobalOffsetSeconds + mean );
break;