CustomDiffiuclty cleanup, now takes CourseType as a parameter

DifficultyList -> StepsDisplayList
Course editor screen cleanup
Change GameManager back to singleton for consistency with other classes
This commit is contained in:
Chris Danford
2009-08-09 02:59:32 +00:00
parent 204f7edac0
commit cd139430f5
72 changed files with 537 additions and 447 deletions
+4 -4
View File
@@ -1053,7 +1053,7 @@ XNode* Profile::SaveGeneralDataCreateNode() const
pGeneralDataNode->AppendChild( "LastDifficulty", DifficultyToString(m_LastDifficulty) );
pGeneralDataNode->AppendChild( "LastCourseDifficulty", DifficultyToString(m_LastCourseDifficulty) );
if( m_LastStepsType != StepsType_Invalid )
pGeneralDataNode->AppendChild( "LastStepsType", GameManager::GetStepsTypeInfo(m_LastStepsType).szName );
pGeneralDataNode->AppendChild( "LastStepsType", GAMEMAN->GetStepsTypeInfo(m_LastStepsType).szName );
pGeneralDataNode->AppendChild( m_lastSong.CreateNode() );
pGeneralDataNode->AppendChild( m_lastCourse.CreateNode() );
pGeneralDataNode->AppendChild( "TotalSessions", m_iTotalSessions );
@@ -1224,7 +1224,7 @@ void Profile::LoadGeneralDataFromNode( const XNode* pNode )
pNode->GetChildValue( "SortOrder", s ); m_SortOrder = StringToSortOrder( s );
pNode->GetChildValue( "LastDifficulty", s ); m_LastDifficulty = StringToDifficulty( s );
pNode->GetChildValue( "LastCourseDifficulty", s ); m_LastCourseDifficulty = StringToDifficulty( s );
pNode->GetChildValue( "LastStepsType", s ); m_LastStepsType = GameManager::StringToStepsType( s );
pNode->GetChildValue( "LastStepsType", s ); m_LastStepsType = GAMEMAN->StringToStepsType( s );
pTemp = pNode->GetChild( "Song" ); if( pTemp ) m_lastSong.LoadFromNode( pTemp );
pTemp = pNode->GetChild( "Course" ); if( pTemp ) m_lastCourse.LoadFromNode( pTemp );
pNode->GetChildValue( "TotalSessions", m_iTotalSessions );
@@ -1564,7 +1564,7 @@ XNode* Profile::SaveCategoryScoresCreateNode() const
continue;
XNode* pStepsTypeNode = pNode->AppendChild( "StepsType" );
pStepsTypeNode->AppendAttr( "Type", GameManager::GetStepsTypeInfo(st).szName );
pStepsTypeNode->AppendAttr( "Type", GAMEMAN->GetStepsTypeInfo(st).szName );
FOREACH_ENUM( RankingCategory,rc )
{
@@ -1598,7 +1598,7 @@ void Profile::LoadCategoryScoresFromNode( const XNode* pCategoryScores )
RString str;
if( !pStepsType->GetAttrValue( "Type", str ) )
WARN_AND_CONTINUE;
StepsType st = GameManager::StringToStepsType( str );
StepsType st = GAMEMAN->StringToStepsType( str );
if( st == StepsType_Invalid )
WARN_AND_CONTINUE_M( str );