CString -> RString

This commit is contained in:
Chris Danford
2006-01-22 01:00:06 +00:00
parent 870ed267fc
commit 7f821e8cfc
578 changed files with 3943 additions and 3946 deletions
+10 -10
View File
@@ -2712,7 +2712,7 @@ const Game* GameManager::GetGameFromIndex( int index ) const
bool GameManager::IsGameEnabled( const Game *pGame ) const
{
vector<CString> asNoteSkins;
vector<RString> asNoteSkins;
NOTESKIN->GetNoteSkinNames( pGame, asNoteSkins, false ); /* don't omit default */
return asNoteSkins.size() > 0;
}
@@ -2723,7 +2723,7 @@ int GameManager::StepsTypeToNumTracks( StepsType st )
return StepsTypes[st].NumTracks;
}
StepsType GameManager::StringToStepsType( CString sStepsType )
StepsType GameManager::StringToStepsType( RString sStepsType )
{
sStepsType.MakeLower();
@@ -2744,24 +2744,24 @@ StepsType GameManager::StringToStepsType( CString sStepsType )
return STEPS_TYPE_DANCE_SINGLE;
}
CString GameManager::StepsTypeToString( StepsType st )
RString GameManager::StepsTypeToString( StepsType st )
{
ASSERT_M( st < NUM_STEPS_TYPES, ssprintf("%i", st) );
return StepsTypes[st].name;
}
CString GameManager::StepsTypeToLocalizedString( StepsType st )
RString GameManager::StepsTypeToLocalizedString( StepsType st )
{
CString s = StepsTypeToString( st );
RString s = StepsTypeToString( st );
if( THEME->HasMetric( "StepsType", s ) )
return THEME->GetString( "StepsType", s );
else
return s;
}
CString GameManager::StyleToLocalizedString( const Style* style )
RString GameManager::StyleToLocalizedString( const Style* style )
{
CString s = style->m_szName;
RString s = style->m_szName;
s = Capitalize( s );
if( THEME->HasMetric( "Style", s ) )
return THEME->GetString( "Style", s );
@@ -2769,7 +2769,7 @@ CString GameManager::StyleToLocalizedString( const Style* style )
return s;
}
const Game* GameManager::StringToGameType( CString sGameType )
const Game* GameManager::StringToGameType( RString sGameType )
{
for( int i=0; i<NUM_GAMES; i++ )
if( !sGameType.CompareNoCase(g_Games[i].m_szName) )
@@ -2779,7 +2779,7 @@ const Game* GameManager::StringToGameType( CString sGameType )
}
const Style* GameManager::GameAndStringToStyle( const Game *game, CString sStyle )
const Style* GameManager::GameAndStringToStyle( const Game *game, RString sStyle )
{
for( unsigned s=0; s<NUM_STYLES; s++ )
{
@@ -2801,7 +2801,7 @@ MenuButton GameManager::GetMenuButtonSecondaryFunction( const Game *pGame, GameB
* it) and/or map to a menu button (if m_DedicatedMenuButton or m_SecondaryMenuButton
* map to it).
*
* If a button is only used in gameplay or is only used in menus, return CString(); the
* If a button is only used in gameplay or is only used in menus, return RString(); the
* primary description is sufficient.
*
* If a button is used in both gameplay and menus, return szSecondaryNames[] for