flip GameManager::IsGameEnabled and GameManager::GetEnabledGames

This commit is contained in:
Glenn Maynard
2004-09-06 02:29:20 +00:00
parent 48b1d8c9b5
commit a8c13c45bb
+8 -6
View File
@@ -2903,9 +2903,7 @@ void GameManager::GetEnabledGames( vector<const Game*>& aGamesOut )
for( int g=0; g<NUM_GAMES; g++ ) for( int g=0; g<NUM_GAMES; g++ )
{ {
const Game *pGame = &g_Games[g]; const Game *pGame = &g_Games[g];
CStringArray asNoteSkins; if( IsGameEnabled( pGame ) )
NOTESKIN->GetNoteSkinNames( pGame, asNoteSkins );
if( !asNoteSkins.empty() )
aGamesOut.push_back( pGame ); aGamesOut.push_back( pGame );
} }
} }
@@ -2935,9 +2933,13 @@ const Game* GameManager::GetGameFromIndex( int index )
bool GameManager::IsGameEnabled( const Game *pGame ) bool GameManager::IsGameEnabled( const Game *pGame )
{ {
vector<const Game*> aGames; CStringArray asNoteSkins;
GetEnabledGames( aGames ); NOTESKIN->GetNoteSkinNames( pGame, asNoteSkins );
return find( aGames.begin(), aGames.end(), pGame ) != aGames.end(); for( unsigned i = 0; i < asNoteSkins.size(); ++i )
if( asNoteSkins[i].CompareNoCase("default") )
return true;
return false;
} }
int GameManager::StepsTypeToNumTracks( StepsType st ) int GameManager::StepsTypeToNumTracks( StepsType st )