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
+8 -7
View File
@@ -74,7 +74,7 @@ static void SetNextCombination()
GAMESTATE->m_stEdit.Set( curVal.st );
GAMESTATE->m_cdEdit.Set( curVal.cd );
// XXX Testing.
SCREENMAN->SystemMessage( ssprintf("%s, %s", GameManager::GetStepsTypeInfo(curVal.st).szName, DifficultyToString(curVal.cd).c_str()) );
SCREENMAN->SystemMessage( ssprintf("%s, %s", GAMEMAN->GetStepsTypeInfo(curVal.st).szName, DifficultyToString(curVal.cd).c_str()) );
EditCourseUtil::UpdateAndSetTrail();
}
@@ -92,17 +92,18 @@ void ScreenOptionsManageCourses::Init()
}
void ScreenOptionsManageCourses::BeginScreen()
{
{
vector<const Style*> vpStyles;
GAMEMAN->GetStylesForGame( GAMESTATE->m_pCurGame, vpStyles );
const Style *pStyle = vpStyles[0];
GAMESTATE->SetCurrentStyle( pStyle );
if( GAMESTATE->m_stEdit == StepsType_Invalid ||
GAMESTATE->m_cdEdit == Difficulty_Invalid )
{
SetNextCombination();
}
vector<const Style*> vpStyles;
GameManager::GetStylesForGame( GAMESTATE->m_pCurGame, vpStyles );
const Style *pStyle = vpStyles[0];
GAMESTATE->SetCurrentStyle( pStyle );
// Remember the current course. All Course pointers will be invalidated when we load the machine profile below.