name cleanup: NotesType -> StepsType
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@@ -33,7 +33,7 @@ const int PNM9_COL_SPACING = 32;
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struct {
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char *name;
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int NumTracks;
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} const NotesTypes[NUM_STEPS_TYPES] = {
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} const StepsTypes[NUM_STEPS_TYPES] = {
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{ "dance-single", 4 },
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{ "dance-double", 8 },
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{ "dance-couple", 8 },
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@@ -2827,7 +2827,7 @@ void GameManager::GetStylesForGame( Game game, vector<const Style*>& aStylesAddT
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}
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}
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const Style* GameManager::GetEditorStyleForNotesType( StepsType st )
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const Style* GameManager::GetEditorStyleForStepsType( StepsType st )
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{
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for( unsigned s=0; s<NUM_STYLES; s++ )
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{
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@@ -2841,7 +2841,7 @@ const Style* GameManager::GetEditorStyleForNotesType( StepsType st )
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}
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void GameManager::GetNotesTypesForGame( Game game, vector<StepsType>& aNotesTypeAddTo )
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void GameManager::GetStepsTypesForGame( Game game, vector<StepsType>& aStepsTypeAddTo )
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{
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FOREACH_StepsType( st )
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{
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@@ -2855,7 +2855,7 @@ void GameManager::GetNotesTypesForGame( Game game, vector<StepsType>& aNotesType
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found = true;
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}
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if( found )
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aNotesTypeAddTo.push_back( st );
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aStepsTypeAddTo.push_back( st );
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}
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}
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@@ -2905,42 +2905,42 @@ bool GameManager::IsGameEnabled( Game game )
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return find( aGames.begin(), aGames.end(), game ) != aGames.end();
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}
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int GameManager::NotesTypeToNumTracks( StepsType st )
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int GameManager::StepsTypeToNumTracks( StepsType st )
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{
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ASSERT_M( st < NUM_STEPS_TYPES, ssprintf("%i", st) );
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return NotesTypes[st].NumTracks;
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return StepsTypes[st].NumTracks;
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}
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StepsType GameManager::StringToNotesType( CString sNotesType )
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StepsType GameManager::StringToStepsType( CString sStepsType )
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{
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sNotesType.MakeLower();
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sStepsType.MakeLower();
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// HACK! We elminitated "ez2-single-hard", but we should still handle it.
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if( sNotesType == "ez2-single-hard" )
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sNotesType = "ez2-single";
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if( sStepsType == "ez2-single-hard" )
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sStepsType = "ez2-single";
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// HACK! "para-single" used to be called just "para"
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if( sNotesType == "para" )
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sNotesType = "para-single";
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if( sStepsType == "para" )
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sStepsType = "para-single";
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for( int i=0; i<NUM_STEPS_TYPES; i++ )
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if( NotesTypes[i].name == sNotesType )
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if( StepsTypes[i].name == sStepsType )
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return StepsType(i);
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// invalid StepsType
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LOG->Warn( "Invalid StepsType string '%s' encountered. Assuming this is 'dance-single'.", sNotesType.c_str() );
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LOG->Warn( "Invalid StepsType string '%s' encountered. Assuming this is 'dance-single'.", sStepsType.c_str() );
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return STEPS_TYPE_DANCE_SINGLE;
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}
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CString GameManager::NotesTypeToString( StepsType st )
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CString GameManager::StepsTypeToString( StepsType st )
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{
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ASSERT_M( st < NUM_STEPS_TYPES, ssprintf("%i", st) );
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return NotesTypes[st].name;
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return StepsTypes[st].name;
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}
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CString GameManager::NotesTypeToThemedString( StepsType st )
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CString GameManager::StepsTypeToThemedString( StepsType st )
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{
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CString s = NotesTypeToString( st );
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CString s = StepsTypeToString( st );
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if( THEME->HasMetric( "StepsType", s ) )
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return THEME->GetMetric( "StepsType", s );
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else
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