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