// The grid state is actually the replay state so we draw the grid on Update
// instead of Draw.
The grid state is actually the replay state so we draw the grid on Update
instead of Draw.
// The grid state is actually the replay state so we draw the grid on Update // instead of Draw .
func (rep *Replay) draw() {
	switch rep.action {
	case replayNext:
		rep.next()
	case replayPrevious:
		rep.previous()
	case replayBackward:
		rep.Seek(-time.Minute)
	case replayForward:
		rep.Seek(time.Minute)
	}
	if rep.action != replayNone {
		rep.dirty = true
	}
}
func ( rep * Replay ) draw ( ) { switch rep . action { case replayNext : rep . next ( ) case replayPrevious : rep . previous ( ) case replayBackward : rep . Seek ( - time . Minute ) case replayForward : rep . Seek ( time . Minute ) } if rep . action != replayNone { rep . dirty = true } }
The grid state is actually the replay state so we draw the grid on Update
instead of Draw.
The grid state is actually the replay state so we draw the grid on Update instead of Draw .