Make GameManager a namespace rather than a singleton since it doesn't contain any data.

This commit is contained in:
Steve Checkoway
2008-03-24 12:49:31 +00:00
parent 2e009a4072
commit 551d9bfc23
3 changed files with 49 additions and 80 deletions
+24 -43
View File
@@ -12,8 +12,6 @@
#include "Style.h"
#include "Foreach.h"
GameManager* GAMEMAN = NULL; // global and accessable from anywhere in our program
enum
{
TRACK_1 = 0,
@@ -2445,25 +2443,7 @@ static const Game *g_Games[] =
&g_Game_Lights,
};
GameManager::GameManager()
{
// Register with Lua.
{
Lua *L = LUA->Get();
lua_pushstring( L, "GAMEMAN" );
this->PushSelf( L );
lua_settable( L, LUA_GLOBALSINDEX );
LUA->Release( L );
}
}
GameManager::~GameManager()
{
// Unregister with Lua.
LUA->UnsetGlobal( "GAMEMAN" );
}
void GameManager::GetStylesForGame( const Game *pGame, vector<const Style*>& aStylesAddTo, bool editor ) const
void GameManager::GetStylesForGame( const Game *pGame, vector<const Style*>& aStylesAddTo, bool editor )
{
for( int s=0; pGame->m_apStyles[s]; ++s )
{
@@ -2477,7 +2457,7 @@ void GameManager::GetStylesForGame( const Game *pGame, vector<const Style*>& aSt
}
}
const Game *GameManager::GetGameForStyle( const Style *pStyle ) const
const Game *GameManager::GetGameForStyle( const Style *pStyle )
{
for( size_t g=0; g<ARRAYLEN(g_Games); ++g )
{
@@ -2491,7 +2471,7 @@ const Game *GameManager::GetGameForStyle( const Style *pStyle ) const
FAIL_M(pStyle->m_szName);
}
const Style* GameManager::GetEditorStyleForStepsType( StepsType st ) const
const Style* GameManager::GetEditorStyleForStepsType( StepsType st )
{
for( size_t g=0; g<ARRAYLEN(g_Games); ++g )
{
@@ -2509,7 +2489,7 @@ const Style* GameManager::GetEditorStyleForStepsType( StepsType st ) const
}
void GameManager::GetStepsTypesForGame( const Game *pGame, vector<StepsType>& aStepsTypeAddTo ) const
void GameManager::GetStepsTypesForGame( const Game *pGame, vector<StepsType>& aStepsTypeAddTo )
{
FOREACH_ENUM( StepsType, st )
{
@@ -2527,7 +2507,7 @@ void GameManager::GetStepsTypesForGame( const Game *pGame, vector<StepsType>& aS
}
}
void GameManager::GetDemonstrationStylesForGame( const Game *pGame, vector<const Style*> &vpStylesOut ) const
void GameManager::GetDemonstrationStylesForGame( const Game *pGame, vector<const Style*> &vpStylesOut )
{
vpStylesOut.clear();
@@ -2541,7 +2521,7 @@ void GameManager::GetDemonstrationStylesForGame( const Game *pGame, vector<const
ASSERT( vpStylesOut.size()>0 ); // this Game is missing a Style that can be used with the demonstration
}
const Style* GameManager::GetHowToPlayStyleForGame( const Game *pGame ) const
const Style* GameManager::GetHowToPlayStyleForGame( const Game *pGame )
{
for( int s=0; pGame->m_apStyles[s]; ++s )
{
@@ -2554,7 +2534,7 @@ const Style* GameManager::GetHowToPlayStyleForGame( const Game *pGame ) const
return NULL;
}
void GameManager::GetCompatibleStyles( const Game *pGame, int iNumPlayers, vector<const Style*> &vpStylesOut ) const
void GameManager::GetCompatibleStyles( const Game *pGame, int iNumPlayers, vector<const Style*> &vpStylesOut )
{
FOREACH_ENUM( StyleType, styleType )
{
@@ -2588,7 +2568,7 @@ void GameManager::GetCompatibleStyles( const Game *pGame, int iNumPlayers, vecto
}
}
const Style *GameManager::GetFirstCompatibleStyle( const Game *pGame, int iNumPlayers, StepsType st ) const
const Style *GameManager::GetFirstCompatibleStyle( const Game *pGame, int iNumPlayers, StepsType st )
{
vector<const Style*> vpStyles;
GetCompatibleStyles( pGame, iNumPlayers, vpStyles );
@@ -2601,7 +2581,7 @@ const Style *GameManager::GetFirstCompatibleStyle( const Game *pGame, int iNumPl
}
void GameManager::GetEnabledGames( vector<const Game*>& aGamesOut ) const
void GameManager::GetEnabledGames( vector<const Game*>& aGamesOut )
{
for( size_t g=0; g<ARRAYLEN(g_Games); ++g )
{
@@ -2611,7 +2591,7 @@ void GameManager::GetEnabledGames( vector<const Game*>& aGamesOut ) const
}
}
const Game* GameManager::GetDefaultGame() const
const Game* GameManager::GetDefaultGame()
{
const Game *pDefault = NULL;
if( pDefault == NULL )
@@ -2629,7 +2609,7 @@ const Game* GameManager::GetDefaultGame() const
return pDefault;
}
int GameManager::GetIndexFromGame( const Game* pGame ) const
int GameManager::GetIndexFromGame( const Game* pGame )
{
for( size_t g=0; g<ARRAYLEN(g_Games); ++g )
{
@@ -2640,14 +2620,14 @@ int GameManager::GetIndexFromGame( const Game* pGame ) const
return 0;
}
const Game* GameManager::GetGameFromIndex( int index ) const
const Game* GameManager::GetGameFromIndex( int index )
{
ASSERT( index >= 0 );
ASSERT( index < (int) ARRAYLEN(g_Games) );
return g_Games[index];
}
bool GameManager::IsGameEnabled( const Game *pGame ) const
bool GameManager::IsGameEnabled( const Game *pGame )
{
return NOTESKIN->DoNoteSkinsExistForGame( pGame );
}
@@ -2715,30 +2695,31 @@ const Style* GameManager::GameAndStringToStyle( const Game *game, RString sStyle
// lua start
#include "LuaBinding.h"
class LunaGameManager: public Luna<GameManager>
namespace
{
public:
static int StepsTypeToLocalizedString( T* p, lua_State *L ) { lua_pushstring(L, p->GetStepsTypeInfo(Enum::Check<StepsType>(L, 1)).GetLocalizedString() ); return 1; }
static int GetFirstStepsTypeForGame( T* p, lua_State *L )
int StepsTypeToLocalizedString( lua_State *L ) { lua_pushstring(L, GameManager::GetStepsTypeInfo(Enum::Check<StepsType>(L, 1)).GetLocalizedString() ); return 1; }
int GetFirstStepsTypeForGame( lua_State *L )
{
Game *pGame = Luna<Game>::check( L, 1 );
vector<StepsType> vstAddTo;
p->GetStepsTypesForGame( pGame, vstAddTo );
GameManager::GetStepsTypesForGame( pGame, vstAddTo );
ASSERT( !vstAddTo.empty() );
StepsType st = vstAddTo[0];
lua_pushnumber(L, st);
return 1;
}
LunaGameManager()
const luaL_Reg GameManagerTable[] =
{
ADD_METHOD( StepsTypeToLocalizedString );
ADD_METHOD( GetFirstStepsTypeForGame );
}
LIST_METHOD( StepsTypeToLocalizedString ),
LIST_METHOD( GetFirstStepsTypeForGame ),
{ NULL, NULL }
};
};
LUA_REGISTER_CLASS( GameManager )
LUA_REGISTER_NAMESPACE( GameManager )
// lua end
+19 -28
View File
@@ -19,38 +19,29 @@ struct StepsTypeInfo
RString GetLocalizedString() const;
};
class GameManager
namespace GameManager
{
public:
GameManager();
~GameManager();
void GetStylesForGame( const Game* pGame, vector<const Style*>& aStylesAddTo, bool editor=false );
const Game *GetGameForStyle( const Style *pStyle );
void GetStepsTypesForGame( const Game* pGame, vector<StepsType>& aStepsTypeAddTo );
const Style *GetEditorStyleForStepsType( StepsType st );
void GetDemonstrationStylesForGame( const Game *pGame, vector<const Style*> &vpStylesOut );
const Style *GetHowToPlayStyleForGame( const Game* pGame );
void GetCompatibleStyles( const Game *pGame, int iNumPlayers, vector<const Style*> &vpStylesOut );
const Style *GetFirstCompatibleStyle( const Game *pGame, int iNumPlayers, StepsType st );
void GetStylesForGame( const Game* pGame, vector<const Style*>& aStylesAddTo, bool editor=false ) const;
const Game *GetGameForStyle( const Style *pStyle ) const;
void GetStepsTypesForGame( const Game* pGame, vector<StepsType>& aStepsTypeAddTo ) const;
const Style *GetEditorStyleForStepsType( StepsType st ) const;
void GetDemonstrationStylesForGame( const Game *pGame, vector<const Style*> &vpStylesOut ) const;
const Style *GetHowToPlayStyleForGame( const Game* pGame ) const;
void GetCompatibleStyles( const Game *pGame, int iNumPlayers, vector<const Style*> &vpStylesOut ) const;
const Style *GetFirstCompatibleStyle( const Game *pGame, int iNumPlayers, StepsType st ) const;
void GetEnabledGames( vector<const Game*>& aGamesOut );
const Game* GetDefaultGame();
bool IsGameEnabled( const Game* pGame );
int GetIndexFromGame( const Game* pGame );
const Game* GetGameFromIndex( int index );
void GetEnabledGames( vector<const Game*>& aGamesOut ) const;
const Game* GetDefaultGame() const;
bool IsGameEnabled( const Game* pGame ) const;
int GetIndexFromGame( const Game* pGame ) const;
const Game* GetGameFromIndex( int index ) const;
static const StepsTypeInfo &GetStepsTypeInfo( StepsType st );
static StepsType StringToStepsType( RString sStepsType );
static const Game* StringToGameType( RString sGameType );
const StepsTypeInfo &GetStepsTypeInfo( StepsType st );
StepsType StringToStepsType( RString sStepsType );
const Game* StringToGameType( RString sGameType );
const Style* GameAndStringToStyle( const Game* pGame, RString sStyle );
static RString StyleToLocalizedString( const Style* s );
// Lua
void PushSelf( lua_State *L );
};
extern GameManager* GAMEMAN; // global and accessable from anywhere in our program
RString StyleToLocalizedString( const Style* s );
}
#endif
+6 -9
View File
@@ -268,7 +268,6 @@ void ShutdownGame()
SAFE_DELETE( SOUND ); /* uses GAMESTATE, PREFSMAN */
SAFE_DELETE( PREFSMAN );
SAFE_DELETE( GAMESTATE );
SAFE_DELETE( GAMEMAN );
SAFE_DELETE( NOTESKIN );
SAFE_DELETE( THEME );
SAFE_DELETE( ANNOUNCER );
@@ -752,21 +751,20 @@ RageDisplay *CreateDisplay()
static void SwitchToLastPlayedGame()
{
ASSERT( GAMEMAN );
const Game *pGame = GAMEMAN->StringToGameType( PREFSMAN->GetCurrentGame() );
const Game *pGame = GameManager::StringToGameType( PREFSMAN->GetCurrentGame() );
/* If the active game type isn't actually available, revert to the default. */
if( pGame == NULL )
pGame = GAMEMAN->GetDefaultGame();
pGame = GameManager::GetDefaultGame();
if( !GAMEMAN->IsGameEnabled( pGame ) && pGame != GAMEMAN->GetDefaultGame() )
if( !GameManager::IsGameEnabled( pGame ) && pGame != GameManager::GetDefaultGame() )
{
pGame = GAMEMAN->GetDefaultGame();
pGame = GameManager::GetDefaultGame();
LOG->Warn( "Default NoteSkin for \"%s\" missing, reverting to \"%s\"",
pGame->m_szName, GAMEMAN->GetDefaultGame()->m_szName );
pGame->m_szName, GameManager::GetDefaultGame()->m_szName );
}
ASSERT( GAMEMAN->IsGameEnabled(pGame) );
ASSERT( GameManager::IsGameEnabled(pGame) );
StepMania::ChangeCurrentGame( pGame );
}
@@ -992,7 +990,6 @@ int main(int argc, char* argv[])
CheckSettings();
GAMEMAN = new GameManager;
THEME = new ThemeManager;
ANNOUNCER = new AnnouncerManager;
NOTESKIN = new NoteSkinManager;