More const.
Move NotesTypeToNumTracks, StringToNotesType, NotesTypeToString into GameManager.cpp and make them use the table.
This commit is contained in:
@@ -923,8 +923,8 @@ void GameManager::SwitchNoteSkin( CString sNewNoteSkin )
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CString GameManager::GetPathTo( const int col, const SkinElement gbg ) // looks in GAMESTATE for the current Style
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{
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StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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StyleInput SI( PLAYER_1, col );
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GameInput GI = pStyleDef->StyleInputToGameInput( SI );
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@@ -936,8 +936,8 @@ void GameManager::GetTapTweenColors( const int col, CArray<D3DXCOLOR,D3DXCOLOR>
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{
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ASSERT( m_sCurNoteSkin != "" ); // if this == NULL, SwitchGame() was never called
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StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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StyleInput SI( PLAYER_1, col );
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GameInput GI = pStyleDef->StyleInputToGameInput( SI );
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@@ -949,8 +949,8 @@ void GameManager::GetHoldTweenColors( const int col, CArray<D3DXCOLOR,D3DXCOLOR>
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{
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ASSERT( m_sCurNoteSkin != "" ); // if this == NULL, SwitchGame() was never called
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StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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const StyleDef* pStyleDef = GAMESTATE->GetCurrentStyleDef();
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const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
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StyleInput SI( PLAYER_1, col );
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GameInput GI = pStyleDef->StyleInputToGameInput( SI );
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@@ -969,3 +969,103 @@ void GameManager::GetEnabledGames( CArray<Game,Game>& aGamesOut )
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aGamesOut.Add( game );
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}
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}
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int GameManager::NotesTypeToNumTracks( NotesType nt )
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{
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for( int i=0; i<NUM_STYLES; i++ )
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if( g_StyleDefs[i].m_NotesType == nt )
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return g_StyleDefs[i].m_iColsPerPlayer;
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// invalid NotesType
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ASSERT(0);
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return -1;
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}
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NotesType GameManager::StringToNotesType( CString sNotesType )
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{
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sNotesType.MakeLower();
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for( int i=0; i<NUM_STYLES; i++ )
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if( g_StyleDefs[i].m_szName == sNotesType )
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return g_StyleDefs[i].m_NotesType;
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// invalid NotesType
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ASSERT(0);
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return NOTES_TYPE_DANCE_SINGLE;
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}
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CString GameManager::NotesTypeToString( NotesType nt )
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{
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for( int i=0; i<NUM_STYLES; i++ )
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if( g_StyleDefs[i].m_NotesType == nt )
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return g_StyleDefs[i].m_szName ;
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// invalid NotesType
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ASSERT(0);
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return "";
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}
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/* once we're sure the above lookups works, nuke this */
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/*
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int NotesTypeToNumTracks( NotesType nt )
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{
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switch( nt )
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{
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case NOTES_TYPE_DANCE_SINGLE: return 4;
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case NOTES_TYPE_DANCE_DOUBLE: return 8;
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case NOTES_TYPE_DANCE_COUPLE: return 8;
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case NOTES_TYPE_DANCE_SOLO: return 6;
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case NOTES_TYPE_PUMP_SINGLE: return 5;
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case NOTES_TYPE_PUMP_DOUBLE: return 10;
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case NOTES_TYPE_PUMP_COUPLE: return 10;
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case NOTES_TYPE_EZ2_SINGLE: return 5; // Single: TL,LHH,D,RHH,TR
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case NOTES_TYPE_EZ2_SINGLE_HARD: return 5; // Single: TL,LHH,D,RHH,TR
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case NOTES_TYPE_EZ2_DOUBLE: return 10; // Double: Single x2
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case NOTES_TYPE_EZ2_REAL: return 7; // Real: TL,LHH,LHL,D,RHL,RHH,TR
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// case NOTES_TYPE_EZ2_SINGLE_VERSUS: return 10;
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// case NOTES_TYPE_EZ2_SINGLE_HARD_VERSUS: return 10;
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// case NOTES_TYPE_EZ2_REAL_VERSUS: return 10;
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default: ASSERT(0); return -1; // invalid NotesType
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}
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}
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NotesType StringToNotesType( CString sNotesType )
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{
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sNotesType.MakeLower();
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if ( sNotesType == "dance-single" ) return NOTES_TYPE_DANCE_SINGLE;
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else if( sNotesType == "dance-double" ) return NOTES_TYPE_DANCE_DOUBLE;
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else if( sNotesType == "dance-couple" ) return NOTES_TYPE_DANCE_COUPLE;
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else if( sNotesType == "dance-solo" ) return NOTES_TYPE_DANCE_SOLO;
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else if( sNotesType == "pump-single" ) return NOTES_TYPE_PUMP_SINGLE;
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else if( sNotesType == "pump-double" ) return NOTES_TYPE_PUMP_DOUBLE;
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else if( sNotesType == "pump-couple" ) return NOTES_TYPE_PUMP_COUPLE;
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else if( sNotesType == "ez2-single" ) return NOTES_TYPE_EZ2_SINGLE;
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else if( sNotesType == "ez2-single-hard" ) return NOTES_TYPE_EZ2_SINGLE_HARD;
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else if( sNotesType == "ez2-double" ) return NOTES_TYPE_EZ2_DOUBLE;
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else if( sNotesType == "ez2-real" ) return NOTES_TYPE_EZ2_REAL;
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// else if( sNotesType == "ez2-real-versus" ) return NOTES_TYPE_EZ2_REAL_VERSUS;
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// else if( sNotesType == "ez2-single-versus" ) return NOTES_TYPE_EZ2_SINGLE_VERSUS;
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else ASSERT(0); return NOTES_TYPE_DANCE_SINGLE; // invalid NotesType
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}
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CString NotesTypeToString( NotesType nt )
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{
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switch( nt )
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{
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case NOTES_TYPE_DANCE_SINGLE: return "dance-single";
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case NOTES_TYPE_DANCE_DOUBLE: return "dance-double";
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case NOTES_TYPE_DANCE_COUPLE: return "dance-couple";
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case NOTES_TYPE_DANCE_SOLO: return "dance-solo";
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case NOTES_TYPE_PUMP_SINGLE: return "pump-single";
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case NOTES_TYPE_PUMP_DOUBLE: return "pump-double";
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case NOTES_TYPE_PUMP_COUPLE: return "pump-couple";
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case NOTES_TYPE_EZ2_SINGLE: return "ez2-single";
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case NOTES_TYPE_EZ2_SINGLE_HARD: return "ez2-single-hard";
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case NOTES_TYPE_EZ2_DOUBLE: return "ez2-double";
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case NOTES_TYPE_EZ2_REAL: return "ez2-real";
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// case NOTES_TYPE_EZ2_REAL_VERSUS: return "ez2-real-versus";
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// case NOTES_TYPE_EZ2_SINGLE_VERSUS: return "ez2-single-versus";
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// case NOTES_TYPE_EZ2_SINGLE_HARD_VERSUS: return "ez2-single-hard-versus";
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default: ASSERT(0); return ""; // invalid NotesType
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}
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}
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*/
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@@ -42,6 +42,10 @@ public:
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void GetEnabledGames( CArray<Game,Game>& aGamesOut );
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static int NotesTypeToNumTracks( NotesType nt );
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static NotesType StringToNotesType( CString sNotesType );
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static CString NotesTypeToString( NotesType nt );
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protected:
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void GetNoteSkinNames( Game game, CStringArray &AddTo );
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