rename GameDef -> Game

This commit is contained in:
Chris Danford
2004-07-25 17:07:32 +00:00
parent 06c3b710fa
commit ff4c12b727
39 changed files with 212 additions and 220 deletions
+3 -3
View File
@@ -6,7 +6,7 @@
#include "InputMapper.h"
#include "ThemeManager.h"
#include "RageLog.h"
#include "GameDef.h"
#include "Game.h"
#include "Style.h"
#include "RageUtil.h"
#include "PrefsManager.h"
@@ -95,7 +95,7 @@ bool CodeItem::Load( CString sButtonsNames )
{
buttons.clear();
const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
const Game* pGame = GAMESTATE->GetCurrentGame();
CStringArray asButtonNames;
bool bHasAPlus = sButtonsNames.Find( '+' ) != -1;
@@ -129,7 +129,7 @@ bool CodeItem::Load( CString sButtonsNames )
const CString sButtonName = asButtonNames[i];
// Search for the corresponding GameButton
const GameButton gb = pGameDef->ButtonNameToIndex( sButtonName );
const GameButton gb = pGame->ButtonNameToIndex( sButtonName );
if( gb == GAME_BUTTON_INVALID )
{
LOG->Trace( "The code '%s' contains an unrecognized button '%s'.", sButtonsNames.c_str(), sButtonName.c_str() );
+1 -1
View File
@@ -509,7 +509,7 @@ void Font::LoadFontPageSettings(FontPageSettings &cfg, IniFile &ini, const CStri
*/
CString codepoint = val.substr(4); /* "CODEPOINT" */
const GameDef* pGame = NULL;
const Game* pGame = NULL;
if(codepoint.find_first_of(' ') != codepoint.npos)
{
+2 -2
View File
@@ -31,7 +31,7 @@ FontManager::~FontManager()
/* A longchar is at least 32 bits. If c & 0xFF000000, it's a game-custom
* character; game 0 is 0x0100nnnn, game 1 is 0x0200nnnn, and so on. */
longchar FontManager::MakeGameGlyph(wchar_t c, const GameDef* g)
longchar FontManager::MakeGameGlyph(wchar_t c, const Game* g)
{
ASSERT(c >= 0 && c <= 0xFFFF);
int index = GAMEMAN->GetIndexFromGame(g);
@@ -39,7 +39,7 @@ longchar FontManager::MakeGameGlyph(wchar_t c, const GameDef* g)
return longchar (((index+1) << 24) + c);
}
bool FontManager::ExtractGameGlyph(longchar ch, wchar_t &cOut, const GameDef *&gOut)
bool FontManager::ExtractGameGlyph(longchar ch, wchar_t &cOut, const Game *&gOut)
{
if((ch & 0xFF000000) == 0) return false; /* not a game glyph */
+3 -3
View File
@@ -6,7 +6,7 @@
#include "RageUtil.h"
class Font;
class GameDef;
class Game;
class FontManager
{
@@ -24,8 +24,8 @@ public:
* adjustment of fonts in ScreenTestFonts at the moment. */
void ReloadFonts();
static longchar MakeGameGlyph(wchar_t c, const GameDef* g);
static bool ExtractGameGlyph(longchar ch, wchar_t &c, const GameDef*& g);
static longchar MakeGameGlyph(wchar_t c, const Game* g);
static bool ExtractGameGlyph(longchar ch, wchar_t &c, const Game*& g);
};
extern FontManager* FONT; // global and accessable from anywhere in our program
+5 -5
View File
@@ -1,5 +1,5 @@
#include "global.h"
#include "GameDef.h"
#include "Game.h"
#include "RageLog.h"
#include "RageUtil.h"
#include "IniFile.h"
@@ -9,14 +9,14 @@
#include "InputMapper.h"
#include "PrefsManager.h"
int GameDef::GetNumGameplayButtons() const
int Game::GetNumGameplayButtons() const
{
int iIndexOfStart = ButtonNameToIndex( "Start" );
ASSERT( iIndexOfStart != GAME_BUTTON_INVALID );
return iIndexOfStart;
}
GameButton GameDef::ButtonNameToIndex( const CString &sButtonName ) const
GameButton Game::ButtonNameToIndex( const CString &sButtonName ) const
{
for( int i=0; i<m_iButtonsPerController; i++ )
if( stricmp(m_szButtonNames[i], sButtonName) == 0 )
@@ -25,7 +25,7 @@ GameButton GameDef::ButtonNameToIndex( const CString &sButtonName ) const
return GAME_BUTTON_INVALID;
}
MenuInput GameDef::GameInputToMenuInput( GameInput GameI ) const
MenuInput Game::GameInputToMenuInput( GameInput GameI ) const
{
PlayerNumber pn;
@@ -60,7 +60,7 @@ MenuInput GameDef::GameInputToMenuInput( GameInput GameI ) const
return MenuInput(); // invalid GameInput
}
void GameDef::MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const
void Game::MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const
{
ASSERT( MenuI.IsValid() );
+2 -2
View File
@@ -1,4 +1,4 @@
/* GameDef - Holds information about a particular style of a game (e.g. "single", "double"). */
/* Game - Holds information about a particular style of a game (e.g. "single", "double"). */
#ifndef GAMEDEF_H
#define GAMEDEF_H
@@ -35,7 +35,7 @@ class Style;
#define NO_DEFAULT_KEY -1
class GameDef
class Game
{
public:
const char *m_szName;
+68 -68
View File
@@ -12,12 +12,12 @@
#include "RageInputDevice.h"
#include "ThemeManager.h"
#include "LightsManager.h" // for NUM_CABINET_LIGHTS
#include "GameDef.h"
#include "Game.h"
#include "Style.h"
GameManager* GAMEMAN = NULL; // global and accessable from anywhere in our program
enum Game
enum
{
GAME_DANCE, // Dance Dance Revolution
GAME_PUMP, // Pump It Up
@@ -88,7 +88,7 @@ struct {
//
// Important: Every game must define the buttons: "Start", "Back", "MenuLeft", "Operator" and "MenuRight"
//
GameDef g_GameDefs[NUM_GAMES] =
Game g_Games[NUM_GAMES] =
{
{ // GAME_DANCE
"dance", // m_szName
@@ -1207,7 +1207,7 @@ GameDef g_GameDefs[NUM_GAMES] =
Style g_Styles[] =
{
{ // STYLE_DANCE_SINGLE
&g_GameDefs[GAME_DANCE], // m_Game
&g_Games[GAME_DANCE], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -1238,7 +1238,7 @@ Style g_Styles[] =
true, // m_bCanUseBeginnerHelper
},
{ // STYLE_DANCE_VERSUS
&g_GameDefs[GAME_DANCE], // m_Game
&g_Games[GAME_DANCE], // m_Game
true, // m_bUsedForGameplay
false, // m_bUsedForEdit
true, // m_bUsedForDemonstration
@@ -1269,7 +1269,7 @@ Style g_Styles[] =
true, // m_bCanUseBeginnerHelper
},
{ // STYLE_DANCE_DOUBLE
&g_GameDefs[GAME_DANCE], // m_Game
&g_Games[GAME_DANCE], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -1308,7 +1308,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_DANCE_COUPLE
&g_GameDefs[GAME_DANCE], // m_Game
&g_Games[GAME_DANCE], // m_Game
true, // m_bUsedForGameplay
false, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -1339,7 +1339,7 @@ Style g_Styles[] =
true, // m_bCanUseBeginnerHelper
},
{ // STYLE_DANCE_SOLO
&g_GameDefs[GAME_DANCE], // m_Game
&g_Games[GAME_DANCE], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -1374,7 +1374,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_DANCE_EDIT_COUPLE
&g_GameDefs[GAME_DANCE], // m_Game
&g_Games[GAME_DANCE], // m_Game
false, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -1443,7 +1443,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
}, */
{ // STYLE_PUMP_SINGLE
&g_GameDefs[GAME_PUMP], // m_Game
&g_Games[GAME_PUMP], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -1476,7 +1476,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_PUMP_VERSUS
&g_GameDefs[GAME_PUMP], // m_Game
&g_Games[GAME_PUMP], // m_Game
true, // m_bUsedForGameplay
false, // m_bUsedForEdit
true, // m_bUsedForDemonstration
@@ -1509,7 +1509,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_PUMP_HALFDOUBLE
&g_GameDefs[GAME_PUMP], // m_Game
&g_Games[GAME_PUMP], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -1544,7 +1544,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_PUMP_DOUBLE
&g_GameDefs[GAME_PUMP], // m_Game
&g_Games[GAME_PUMP], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -1587,7 +1587,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_PUMP_COUPLE
&g_GameDefs[GAME_PUMP], // m_Game
&g_Games[GAME_PUMP], // m_Game
true, // m_bUsedForGameplay
false, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -1620,7 +1620,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_PUMP_EDIT_COUPLE
&g_GameDefs[GAME_PUMP], // m_Game
&g_Games[GAME_PUMP], // m_Game
false, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -1658,7 +1658,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_EZ2_SINGLE
&g_GameDefs[GAME_EZ2], // m_Game
&g_Games[GAME_EZ2], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -1691,7 +1691,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_EZ2_REAL
&g_GameDefs[GAME_EZ2], // m_Game
&g_Games[GAME_EZ2], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -1728,7 +1728,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_EZ2_SINGLE_VERSUS
&g_GameDefs[GAME_EZ2], // m_Game
&g_Games[GAME_EZ2], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
true, // m_bUsedForDemonstration
@@ -1761,7 +1761,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_EZ2_REAL_VERSUS
&g_GameDefs[GAME_EZ2], // m_Game
&g_Games[GAME_EZ2], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -1798,7 +1798,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_EZ2_DOUBLE
&g_GameDefs[GAME_EZ2], // m_Game
&g_Games[GAME_EZ2], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -1841,7 +1841,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_PARA_SINGLE
&g_GameDefs[GAME_PARA], // m_Game
&g_Games[GAME_PARA], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
true, // m_bUsedForDemonstration
@@ -1874,7 +1874,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_PARA_VERSUS
&g_GameDefs[GAME_PARA], // m_Game
&g_Games[GAME_PARA], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
true, // m_bUsedForDemonstration
@@ -1907,7 +1907,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_DS3DDX_SINGLE
&g_GameDefs[GAME_DS3DDX], // m_Game
&g_Games[GAME_DS3DDX], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
true, // m_bUsedForDemonstration
@@ -1946,7 +1946,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_BM_SINGLE
&g_GameDefs[GAME_BM], // m_Game
&g_Games[GAME_BM], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
true, // m_bUsedForDemonstration
@@ -1981,7 +1981,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_BM_DOUBLE
&g_GameDefs[GAME_BM], // m_Game
&g_Games[GAME_BM], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -2028,7 +2028,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_IIDX_SINGLE7
&g_GameDefs[GAME_IIDX], // m_Game
&g_Games[GAME_IIDX], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -2067,7 +2067,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_IIDX_DOUBLE7
&g_GameDefs[GAME_IIDX], // m_Game
&g_Games[GAME_IIDX], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -2122,7 +2122,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_IIDX_SINGLE5
&g_GameDefs[GAME_IIDX], // m_Game
&g_Games[GAME_IIDX], // m_Game
true, // m_bUsedForGameplay
false, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -2161,7 +2161,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_IIDX_DOUBLE5
&g_GameDefs[GAME_IIDX], // m_Game
&g_Games[GAME_IIDX], // m_Game
true, // m_bUsedForGameplay
false, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -2216,7 +2216,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_IIDX_EDIT_SINGLE5
&g_GameDefs[GAME_IIDX], // m_Game
&g_Games[GAME_IIDX], // m_Game
false, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -2255,7 +2255,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_IIDX_EDIT_DOUBLE5
&g_GameDefs[GAME_IIDX], // m_Game
&g_Games[GAME_IIDX], // m_Game
false, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -2310,7 +2310,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_MANIAX_SINGLE
&g_GameDefs[GAME_MANIAX], // m_Game
&g_Games[GAME_MANIAX], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
true, // m_bUsedForDemonstration
@@ -2341,7 +2341,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_MANIAX_VERSUS
&g_GameDefs[GAME_MANIAX], // m_Game
&g_Games[GAME_MANIAX], // m_Game
true, // m_bUsedForGameplay
false, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -2372,7 +2372,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_MANIAX_DOUBLE
&g_GameDefs[GAME_MANIAX], // m_Game
&g_Games[GAME_MANIAX], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -2411,7 +2411,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_TECHNO_SINGLE4
&g_GameDefs[GAME_TECHNO], // m_Game
&g_Games[GAME_TECHNO], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -2442,7 +2442,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_TECHNO_SINGLE5
&g_GameDefs[GAME_TECHNO], // m_Game
&g_Games[GAME_TECHNO], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -2475,7 +2475,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_TECHNO_SINGLE8
&g_GameDefs[GAME_TECHNO], // m_Game
&g_Games[GAME_TECHNO], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -2514,7 +2514,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_TECHNO_VERSUS4
&g_GameDefs[GAME_TECHNO], // m_Game
&g_Games[GAME_TECHNO], // m_Game
true, // m_bUsedForGameplay
false, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -2545,7 +2545,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_TECHNO_VERSUS5
&g_GameDefs[GAME_TECHNO], // m_Game
&g_Games[GAME_TECHNO], // m_Game
true, // m_bUsedForGameplay
false, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -2578,7 +2578,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_TECHNO_VERSUS8
&g_GameDefs[GAME_TECHNO], // m_Game
&g_Games[GAME_TECHNO], // m_Game
true, // m_bUsedForGameplay
false, // m_bUsedForEdit
true, // m_bUsedForDemonstration
@@ -2617,7 +2617,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_TECHNO_DOUBLE4
&g_GameDefs[GAME_TECHNO], // m_Game
&g_Games[GAME_TECHNO], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -2656,7 +2656,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_TECHNO_DOUBLE5
&g_GameDefs[GAME_TECHNO], // m_Game
&g_Games[GAME_TECHNO], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -2699,7 +2699,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_PNM_FIVE
&g_GameDefs[GAME_PNM], // m_Game
&g_Games[GAME_PNM], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -2732,7 +2732,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_PNM_NINE
&g_GameDefs[GAME_PNM], // m_Game
&g_Games[GAME_PNM], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
true, // m_bUsedForDemonstration
@@ -2773,7 +2773,7 @@ Style g_Styles[] =
false, // m_bCanUseBeginnerHelper
},
{ // STYLE_LIGHTS_CABINET
&g_GameDefs[GAME_LIGHTS], // m_Game
&g_Games[GAME_LIGHTS], // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
false, // m_bUsedForDemonstration
@@ -2824,12 +2824,12 @@ GameManager::~GameManager()
{
}
void GameManager::GetStylesForGame( const GameDef *pGame, vector<const Style*>& aStylesAddTo, bool editor )
void GameManager::GetStylesForGame( const Game *pGame, vector<const Style*>& aStylesAddTo, bool editor )
{
for( unsigned s=0; s<NUM_STYLES; s++ )
{
const Style* style = &g_Styles[s];
if( style->m_pGameDef != pGame)
if( style->m_pGame != pGame)
continue;
if( !editor && !style->m_bUsedForGameplay )
continue;
@@ -2854,7 +2854,7 @@ const Style* GameManager::GetEditorStyleForStepsType( StepsType st )
}
void GameManager::GetStepsTypesForGame( const GameDef *pGame, vector<StepsType>& aStepsTypeAddTo )
void GameManager::GetStepsTypesForGame( const Game *pGame, vector<StepsType>& aStepsTypeAddTo )
{
FOREACH_StepsType( st )
{
@@ -2862,7 +2862,7 @@ void GameManager::GetStepsTypesForGame( const GameDef *pGame, vector<StepsType>&
for( unsigned s=0; !found && s<NUM_STYLES; s++ )
{
const Style* style = &g_Styles[s];
if( style->m_pGameDef != pGame || style->m_StepsType != st )
if( style->m_pGame != pGame || style->m_StepsType != st )
continue;
found = true;
@@ -2872,12 +2872,12 @@ void GameManager::GetStepsTypesForGame( const GameDef *pGame, vector<StepsType>&
}
}
const Style* GameManager::GetDemonstrationStyleForGame( const GameDef *pGame )
const Style* GameManager::GetDemonstrationStyleForGame( const Game *pGame )
{
for( unsigned s=0; s<NUM_STYLES; s++ )
{
const Style* style = &g_Styles[s];
if( style->m_pGameDef == pGame && style->m_bUsedForDemonstration )
if( style->m_pGame == pGame && style->m_bUsedForDemonstration )
return style;
}
@@ -2885,12 +2885,12 @@ const Style* GameManager::GetDemonstrationStyleForGame( const GameDef *pGame )
return NULL;
}
const Style* GameManager::GetHowToPlayStyleForGame( const GameDef *pGame )
const Style* GameManager::GetHowToPlayStyleForGame( const Game *pGame )
{
for( unsigned s=0; s<NUM_STYLES; s++ )
{
const Style* style = &g_Styles[s];
if( style->m_pGameDef == pGame && style->m_bUsedForHowToPlay )
if( style->m_pGame == pGame && style->m_bUsedForHowToPlay )
return style;
}
@@ -2898,11 +2898,11 @@ const Style* GameManager::GetHowToPlayStyleForGame( const GameDef *pGame )
return NULL;
}
void GameManager::GetEnabledGames( vector<const GameDef*>& aGamesOut )
void GameManager::GetEnabledGames( vector<const Game*>& aGamesOut )
{
for( int g=0; g<NUM_GAMES; g++ )
{
const GameDef *pGame = &g_GameDefs[g];
const Game *pGame = &g_Games[g];
CStringArray asNoteSkins;
NOTESKIN->GetNoteSkinNames( pGame, asNoteSkins );
if( !asNoteSkins.empty() )
@@ -2910,32 +2910,32 @@ void GameManager::GetEnabledGames( vector<const GameDef*>& aGamesOut )
}
}
const GameDef* GameManager::GetDefaultGame()
const Game* GameManager::GetDefaultGame()
{
return &g_GameDefs[0];
return &g_Games[0];
}
int GameManager::GetIndexFromGame( const GameDef* pGame )
int GameManager::GetIndexFromGame( const Game* pGame )
{
for( int g=0; g<NUM_GAMES; g++ )
{
if( &g_GameDefs[g] == pGame )
if( &g_Games[g] == pGame )
return g;
}
ASSERT(0);
return 0;
}
const GameDef* GameManager::GetGameFromIndex( int index )
const Game* GameManager::GetGameFromIndex( int index )
{
ASSERT( index >= 0 );
ASSERT( index < NUM_GAMES );
return &g_GameDefs[index];
return &g_Games[index];
}
bool GameManager::IsGameEnabled( const GameDef *pGame )
bool GameManager::IsGameEnabled( const Game *pGame )
{
vector<const GameDef*> aGames;
vector<const Game*> aGames;
GetEnabledGames( aGames );
return find( aGames.begin(), aGames.end(), pGame ) != aGames.end();
}
@@ -2992,22 +2992,22 @@ CString GameManager::StyleToThemedString( const Style* style )
return s;
}
const GameDef* GameManager::StringToGameType( CString sGameType )
const Game* GameManager::StringToGameType( CString sGameType )
{
for( int i=0; i<NUM_GAMES; i++ )
if( !sGameType.CompareNoCase(g_GameDefs[i].m_szName) )
return &g_GameDefs[i];
if( !sGameType.CompareNoCase(g_Games[i].m_szName) )
return &g_Games[i];
return NULL;
}
const Style* GameManager::GameAndStringToStyle( const GameDef *game, CString sStyle )
const Style* GameManager::GameAndStringToStyle( const Game *game, CString sStyle )
{
for( unsigned s=0; s<NUM_STYLES; s++ )
{
const Style* style = &g_Styles[s];
if( style->m_pGameDef != game )
if( style->m_pGame != game )
continue;
if( sStyle.CompareNoCase(style->m_szName) == 0 )
return style;
+13 -13
View File
@@ -1,11 +1,11 @@
/* GameManager - Manages GameDefs and Styles. */
/* GameManager - Manages Games and Styles. */
#ifndef GAMEMANAGER_H
#define GAMEMANAGER_H
class IniFile;
class Style;
class GameDef;
class Game;
#include "GameConstantsAndTypes.h"
@@ -15,25 +15,25 @@ public:
GameManager();
~GameManager();
void GetStylesForGame( const GameDef* pGame, vector<const Style*>& aStylesAddTo, bool editor=false );
void GetStylesForGame( const Game* pGame, vector<const Style*>& aStylesAddTo, bool editor=false );
void GetAllStyles( vector<const Style*>& aStylesAddTo, bool editor=false );
void GetStepsTypesForGame( const GameDef* pGame, vector<StepsType>& aStepsTypeAddTo );
void GetStepsTypesForGame( const Game* pGame, vector<StepsType>& aStepsTypeAddTo );
const Style* GetEditorStyleForStepsType( StepsType st );
const Style* GetDemonstrationStyleForGame( const GameDef* pGame );
const Style* GetHowToPlayStyleForGame( const GameDef* pGame );
const Style* GetDemonstrationStyleForGame( const Game* pGame );
const Style* GetHowToPlayStyleForGame( const Game* pGame );
void GetEnabledGames( vector<const GameDef*>& aGamesOut );
const GameDef* GetDefaultGame();
bool IsGameEnabled( const GameDef* pGame );
int GetIndexFromGame( const GameDef* pGame );
const GameDef* GetGameFromIndex( int index );
void GetEnabledGames( vector<const Game*>& aGamesOut );
const Game* GetDefaultGame();
bool IsGameEnabled( const Game* pGame );
int GetIndexFromGame( const Game* pGame );
const Game* GetGameFromIndex( int index );
static int StepsTypeToNumTracks( StepsType st );
static StepsType StringToStepsType( CString sStepsType );
static CString StepsTypeToString( StepsType st );
static CString StepsTypeToThemedString( StepsType st );
static const GameDef* StringToGameType( CString sGameType );
const Style* GameAndStringToStyle( const GameDef* pGame, CString sStyle );
static const Game* StringToGameType( CString sGameType );
const Style* GameAndStringToStyle( const Game* pGame, CString sStyle );
static CString StyleToThemedString( const Style* s );
};
+1 -1
View File
@@ -784,7 +784,7 @@ int GameState::GetNumSidesJoined() const
return iNumSidesJoined;
}
const GameDef* GameState::GetCurrentGameDef()
const Game* GameState::GetCurrentGame()
{
ASSERT( m_pCurGame != NULL ); // the game must be set before calling this
return m_pCurGame;
+3 -5
View File
@@ -18,14 +18,12 @@ class Song;
class Steps;
class Course;
class Trail;
class GameDef;
class Game;
class Style;
class NoteFieldPositioning;
class Character;
class TimingData;
struct StageStats;
class GameDef;
class Style;
class GameState
{
@@ -46,7 +44,7 @@ public:
//
// Main state info
//
const GameDef* m_pCurGame;
const Game* m_pCurGame;
const Style* m_pCurStyle;
bool m_bSideIsJoined[NUM_PLAYERS]; // left side, right side
bool m_bPlayersFinalized;
@@ -72,7 +70,7 @@ public:
bool EnoughCreditsToJoin() const; // true if an unjoined player can join by pressint start
int GetNumSidesJoined() const;
const GameDef* GetCurrentGameDef();
const Game* GetCurrentGame();
const Style* GetCurrentStyle() const;
void GetPlayerInfo( PlayerNumber pn, bool& bIsEnabledOut, bool& bIsHumanOut );
+13 -13
View File
@@ -9,7 +9,7 @@
#include "PrefsManager.h"
#include "RageInput.h"
#include "arch/arch.h"
#include "GameDef.h"
#include "Game.h"
#include "Style.h"
@@ -43,12 +43,12 @@ void InputMapper::AddDefaultMappingsForCurrentGameIfUnmapped()
for( int j=0; j<MAX_GAME_BUTTONS; j++ )
ClearFromInputMap( GameInput((GameController)i,(GameButton)j), 2 );
const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
const Game* pGame = GAMESTATE->GetCurrentGame();
for( int c=0; c<MAX_GAME_CONTROLLERS; c++ )
{
for( int b=0; b<pGameDef->m_iButtonsPerController; b++ )
for( int b=0; b<pGame->m_iButtonsPerController; b++ )
{
int key = pGameDef->m_iDefaultKeyboardKey[c][b];
int key = pGame->m_iDefaultKeyboardKey[c][b];
if( key == NO_DEFAULT_KEY )
continue;
DeviceInput DeviceI( DEVICE_KEYBOARD, key );
@@ -310,7 +310,7 @@ void InputMapper::AutoMapJoysticksForCurrentGame()
int iNumJoysticksMapped = 0;
const GameDef* pGameDef = GAMESTATE->m_pCurGame;
const Game* pGame = GAMESTATE->m_pCurGame;
for( unsigned i=0; i<vDevices.size(); i++ )
{
@@ -320,7 +320,7 @@ void InputMapper::AutoMapJoysticksForCurrentGame()
{
const AutoJoyMapping& mapping = g_AutoJoyMappings[j];
if( pGameDef != GAMEMAN->StringToGameType(mapping.szGame) )
if( pGame != GAMEMAN->StringToGameType(mapping.szGame) )
continue; // games don't match
CString sDriverRegex = mapping.szDriverRegex;
@@ -373,7 +373,7 @@ void InputMapper::ReadMappingsFromDisk()
if( !ini.ReadFile( KEYMAPS_PATH ) )
LOG->Trace( "Couldn't open mapping file \"%s\": %s.", KEYMAPS_PATH, ini.GetError().c_str() );
const IniFile::key *Key = ini.GetKey( GAMESTATE->GetCurrentGameDef()->m_szName );
const IniFile::key *Key = ini.GetKey( GAMESTATE->GetCurrentGame()->m_szName );
if( Key )
{
@@ -409,7 +409,7 @@ void InputMapper::SaveMappingsToDisk()
ini.ReadFile( KEYMAPS_PATH );
// erase the key so that we overwrite everything for this game
ini.DeleteKey( GAMESTATE->GetCurrentGameDef()->m_szName );
ini.DeleteKey( GAMESTATE->GetCurrentGame()->m_szName );
// iterate over our input map and write all mappings to the ini file
for( int i=0; i<MAX_GAME_CONTROLLERS; i++ )
@@ -423,7 +423,7 @@ void InputMapper::SaveMappingsToDisk()
sValueString = ssprintf( "%s,%s,%s",
m_GItoDI[i][j][0].toString().c_str(), m_GItoDI[i][j][1].toString().c_str(), m_GItoDI[i][j][2].toString().c_str() );
ini.SetValue( GAMESTATE->GetCurrentGameDef()->m_szName, sNameString, sValueString );
ini.SetValue( GAMESTATE->GetCurrentGame()->m_szName, sNameString, sValueString );
}
}
@@ -541,8 +541,8 @@ void InputMapper::GameToStyle( GameInput GameI, StyleInput &StyleI )
void InputMapper::GameToMenu( GameInput GameI, MenuInput &MenuI )
{
const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
MenuI = pGameDef->GameInputToMenuInput( GameI );
const Game* pGame = GAMESTATE->GetCurrentGame();
MenuI = pGame->GameInputToMenuInput( GameI );
}
void InputMapper::StyleToGame( StyleInput StyleI, GameInput &GameI )
@@ -554,8 +554,8 @@ void InputMapper::StyleToGame( StyleInput StyleI, GameInput &GameI )
void InputMapper::MenuToGame( MenuInput MenuI, GameInput GameIout[4] )
{
const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
pGameDef->MenuInputToGameInput( MenuI, GameIout );
const Game* pGame = GAMESTATE->GetCurrentGame();
pGame->MenuInputToGameInput( MenuI, GameIout );
}
+2 -2
View File
@@ -6,7 +6,7 @@
#include "RageUtil.h"
#include "GameInput.h" // for GameController
#include "InputMapper.h"
#include "GameDef.h"
#include "Game.h"
#include "PrefsManager.h"
@@ -238,7 +238,7 @@ void LightsManager::Update( float fDeltaTime )
{
int iSec = (int)RageTimer::GetTimeSinceStart();
int iNumGameButtonsToShow = GAMESTATE->GetCurrentGameDef()->GetNumGameplayButtons();
int iNumGameButtonsToShow = GAMESTATE->GetCurrentGame()->GetNumGameplayButtons();
FOREACH_GameController( gc )
{
+1 -1
View File
@@ -56,7 +56,7 @@ Attack.cpp Attack.h BannerCache.cpp BannerCache.h CatalogXml.cpp CatalogXml.h \
Character.cpp Character.h CharacterHead.cpp CharacterHead.h \
CodeDetector.cpp CodeDetector.h Difficulty.cpp Difficulty.h EnumHelper.cpp EnumHelper.h Course.cpp Course.h \
CourseUtil.cpp CourseUtil.h DateTime.cpp DateTime.h Font.cpp Font.h FontCharAliases.cpp FontCharAliases.h \
FontCharmaps.cpp FontCharmaps.h Game.h GameConstantsAndTypes.cpp GameConstantsAndTypes.h GameDef.cpp GameDef.h \
FontCharmaps.cpp FontCharmaps.h Game.cpp Game.h GameConstantsAndTypes.cpp GameConstantsAndTypes.h \
GameInput.cpp GameInput.h Grade.cpp Grade.h HighScore.cpp HighScore.h Inventory.cpp Inventory.h LuaFunctions.h \
LuaHelpers.cpp LuaHelpers.h LyricsLoader.cpp LyricsLoader.h MenuInput.h ModeChoice.cpp ModeChoice.h \
NoteData.cpp NoteData.h NoteDataUtil.cpp NoteDataUtil.h NoteDataWithScoring.cpp NoteDataWithScoring.h \
+1 -1
View File
@@ -1,4 +1,4 @@
/* MenuInput - An input event specific to a menu navigation. This is generated based on a GameDef. */
/* MenuInput - An input event specific to a menu navigation. This is generated based on a Game. */
#ifndef MENUINPUT_H
#define MENUINPUT_H
+8 -8
View File
@@ -14,14 +14,14 @@
#include "arch/ArchHooks/ArchHooks.h"
#include "MemoryCardManager.h"
#include "song.h"
#include "GameDef.h"
#include "Game.h"
void ModeChoice::Init()
{
m_sName = "";
m_bInvalid = true;
m_iIndex = -1;
m_pGameDef = NULL;
m_pGame = NULL;
m_pStyle = NULL;
m_pm = PLAY_MODE_INVALID;
m_dc = DIFFICULTY_INVALID;
@@ -49,7 +49,7 @@ bool ModeChoice::DescribesCurrentModeForAllPlayers() const
bool ModeChoice::DescribesCurrentMode( PlayerNumber pn ) const
{
if( m_pGameDef != NULL && m_pGameDef != GAMESTATE->m_pCurGame )
if( m_pGame != NULL && m_pGame != GAMESTATE->m_pCurGame )
return false;
if( m_pm != PLAY_MODE_INVALID && GAMESTATE->m_PlayMode != m_pm )
return false;
@@ -121,9 +121,9 @@ void ModeChoice::Load( int iIndex, CString sChoice )
if( sName == "game" )
{
const GameDef* pGame = GAMEMAN->StringToGameType( sValue );
const Game* pGame = GAMEMAN->StringToGameType( sValue );
if( pGame != NULL )
m_pGameDef = pGame;
m_pGame = pGame;
else
m_bInvalid |= true;
}
@@ -404,8 +404,8 @@ void ModeChoice::Apply( PlayerNumber pn ) const
const PlayMode OldPlayMode = GAMESTATE->m_PlayMode;
if( m_pGameDef != NULL )
GAMESTATE->m_pCurGame = m_pGameDef;
if( m_pGame != NULL )
GAMESTATE->m_pCurGame = m_pGame;
if( m_pm != PLAY_MODE_INVALID )
GAMESTATE->m_PlayMode = m_pm;
@@ -485,7 +485,7 @@ void ModeChoice::Apply( PlayerNumber pn ) const
bool ModeChoice::IsZero() const
{
if( m_pGameDef != NULL ||
if( m_pGame != NULL ||
m_pm != PLAY_MODE_INVALID ||
m_pStyle != NULL ||
m_dc != DIFFICULTY_INVALID ||
+2 -2
View File
@@ -13,7 +13,7 @@ class Course;
class Trail;
class Character;
class Style;
class GameDef;
class Game;
struct ModeChoice // used in SelectMode
{
@@ -32,7 +32,7 @@ struct ModeChoice // used in SelectMode
bool m_bInvalid;
CString m_sInvalidReason;
int m_iIndex;
const GameDef* m_pGameDef;
const Game* m_pGame;
const Style* m_pStyle;
PlayMode m_pm;
Difficulty m_dc;
+1 -1
View File
@@ -9,7 +9,7 @@
#include "song.h"
#include "ActorUtil.h"
#include "GameManager.h"
#include "GameDef.h"
#include "Game.h"
#define PREVMODE_X THEME->GetMetricF("ModeSwitcher","PrevModeX")
#define PREVMODE_Y THEME->GetMetricF("ModeSwitcher","PrevModeY")
+2 -2
View File
@@ -9,7 +9,7 @@
#include "GameState.h"
#include "GameManager.h"
#include "IniFile.h"
#include "GameDef.h"
#include "Game.h"
/* Copies of the current mode. Update this by calling Load. */
NoteFieldMode g_NoteFieldMode[NUM_PLAYERS];
@@ -93,7 +93,7 @@ void NoteFieldMode::Load(IniFile &ini, CString id, int pn)
split(games[n], "-", bits);
ASSERT(bits.size() == 2);
const GameDef* pGame = GAMEMAN->StringToGameType( bits[0] );
const Game* pGame = GAMEMAN->StringToGameType( bits[0] );
ASSERT(pGame != NULL);
const Style *style = GAMEMAN->GameAndStringToStyle( pGame, bits[1] );
+8 -8
View File
@@ -3,7 +3,7 @@
#include "RageLog.h"
#include "RageException.h"
#include "GameState.h"
#include "GameDef.h"
#include "Game.h"
#include "StyleInput.h"
#include "Style.h"
#include "RageUtil.h"
@@ -31,18 +31,18 @@ NoteSkinManager::~NoteSkinManager()
{
}
void NoteSkinManager::RefreshNoteSkinData( const GameDef* game )
void NoteSkinManager::RefreshNoteSkinData( const Game* game )
{
/* Reload even if we don't need to, so exiting out of the menus refreshes the note
* skin list (so you don't have to restart to see new noteskins). */
m_pCurGame = GAMESTATE->m_pCurGame;
const GameDef* pGameDef = game;
const Game* pGame = game;
// clear path cache
g_PathCache.clear();
CString sBaseSkinFolder = NOTESKINS_DIR + pGameDef->m_szName + "/";
CString sBaseSkinFolder = NOTESKINS_DIR + pGame->m_szName + "/";
CStringArray asNoteSkinNames;
GetDirListing( sBaseSkinFolder + "*", asNoteSkinNames, true );
@@ -103,7 +103,7 @@ void NoteSkinManager::GetNoteSkinNames( CStringArray &AddTo )
}
}
void NoteSkinManager::GetNoteSkinNames( const GameDef* game, CStringArray &AddTo )
void NoteSkinManager::GetNoteSkinNames( const Game* game, CStringArray &AddTo )
{
RefreshNoteSkinData( game );
@@ -130,7 +130,7 @@ bool NoteSkinManager::DoesNoteSkinExist( CString sSkinName )
CString NoteSkinManager::GetNoteSkinDir( CString sSkinName )
{
CString sGame = GAMESTATE->GetCurrentGameDef()->m_szName;
CString sGame = GAMESTATE->GetCurrentGame()->m_szName;
return NOTESKINS_DIR + sGame + "/" + sSkinName + "/";
}
@@ -186,11 +186,11 @@ RageColor NoteSkinManager::GetMetricC( CString sNoteSkinName, CString sButtonNam
CString NoteSkinManager::ColToButtonName(int col)
{
const Style* pStyle = GAMESTATE->GetCurrentStyle();
const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
const Game* pGame = GAMESTATE->GetCurrentGame();
StyleInput SI( PLAYER_1, col );
GameInput GI = pStyle->StyleInputToGameInput( SI );
return pGameDef->m_szButtonNames[GI.button];
return pGame->m_szButtonNames[GI.button];
}
CString NoteSkinManager::GetPathToFromPlayerAndCol( PlayerNumber pn, int col, CString sFileName, bool bOptional )
+6 -6
View File
@@ -6,7 +6,7 @@
#include "IniFile.h"
#include <map>
class GameDef;
class Game;
class NoteSkinManager
{
@@ -14,10 +14,10 @@ public:
NoteSkinManager();
~NoteSkinManager();
void RefreshNoteSkinData( const GameDef* game );
void GetNoteSkinNames( const GameDef* game, CStringArray &AddTo );
void GetNoteSkinNames( CStringArray &AddTo ); // looks up current const GameDef* in GAMESTATE
bool DoesNoteSkinExist( CString sSkinName ); // looks up current const GameDef* in GAMESTATE
void RefreshNoteSkinData( const Game* game );
void GetNoteSkinNames( const Game* game, CStringArray &AddTo );
void GetNoteSkinNames( CStringArray &AddTo ); // looks up current const Game* in GAMESTATE
bool DoesNoteSkinExist( CString sSkinName ); // looks up current const Game* in GAMESTATE
CString GetPathToFromPlayerAndCol( PlayerNumber pn, int col, CString sElement, bool bOptional=false );
CString GetPathToFromNoteSkinAndButton( CString NoteSkin, CString sButtonName, CString sElement, bool bOptional=false );
@@ -43,7 +43,7 @@ protected:
};
void LoadNoteSkinData( CString sNoteSkinName, NoteSkinData& data_out );
map<CString,NoteSkinData> m_mapNameToData;
const GameDef* m_pCurGame;
const Game* m_pCurGame;
};
+7 -7
View File
@@ -24,7 +24,7 @@
#include "ScreenManager.h"
#include "StageStats.h"
#include "ArrowEffects.h"
#include "GameDef.h"
#include "Game.h"
CachedThemeMetricF GRAY_ARROWS_Y_STANDARD ("Player","ReceptorArrowsYStandard");
CachedThemeMetricF GRAY_ARROWS_Y_REVERSE ("Player","ReceptorArrowsYReverse");
@@ -816,12 +816,12 @@ void PlayerMinus::Step( int col, RageTimer tm )
// Do game-specific score mapping.
const GameDef* pGameDef = GAMESTATE->GetCurrentGameDef();
if( score == TNS_MARVELOUS ) score = pGameDef->m_mapMarvelousTo;
if( score == TNS_PERFECT ) score = pGameDef->m_mapPerfectTo;
if( score == TNS_GREAT ) score = pGameDef->m_mapGreatTo;
if( score == TNS_GOOD ) score = pGameDef->m_mapGoodTo;
if( score == TNS_BOO ) score = pGameDef->m_mapBooTo;
const Game* pGame = GAMESTATE->GetCurrentGame();
if( score == TNS_MARVELOUS ) score = pGame->m_mapMarvelousTo;
if( score == TNS_PERFECT ) score = pGame->m_mapPerfectTo;
if( score == TNS_GREAT ) score = pGame->m_mapGreatTo;
if( score == TNS_GOOD ) score = pGame->m_mapGoodTo;
if( score == TNS_BOO ) score = pGame->m_mapBooTo;
+1 -1
View File
@@ -3,7 +3,7 @@
#include "ScreenHowToPlay.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "GameDef.h"
#include "Game.h"
#include "RageLog.h"
#include "RageDisplay.h"
#include "SongManager.h"
+2 -2
View File
@@ -3,12 +3,12 @@
#include "ActorUtil.h"
#include "ThemeManager.h"
#include "GameState.h"
#include "GameDef.h"
#include "Game.h"
ScreenLogo::ScreenLogo( CString sName ) : ScreenAttract( sName )
{
m_sprLogo.SetName( "Logo" );
m_sprLogo.Load( THEME->GetPathG("ScreenLogo",GAMESTATE->GetCurrentGameDef()->m_szName) );
m_sprLogo.Load( THEME->GetPathG("ScreenLogo",GAMESTATE->GetCurrentGame()->m_szName) );
ON_COMMAND( m_sprLogo );
this->AddChild( &m_sprLogo );
+7 -7
View File
@@ -11,7 +11,7 @@
#include "GameSoundManager.h"
#include "ThemeManager.h"
#include "RageDisplay.h"
#include "GameDef.h"
#include "Game.h"
#define EVEN_LINE_IN THEME->GetMetric("ScreenMapControllers","EvenLineIn")
@@ -37,10 +37,10 @@ ScreenMapControllers::ScreenMapControllers( CString sClassName ) : ScreenWithMen
{
LOG->Trace( "ScreenMapControllers::ScreenMapControllers()" );
for( int b=0; b<GAMESTATE->GetCurrentGameDef()->m_iButtonsPerController; b++ )
for( int b=0; b<GAMESTATE->GetCurrentGame()->m_iButtonsPerController; b++ )
{
CString sName = GAMESTATE->GetCurrentGameDef()->m_szButtonNames[b];
CString sSecondary = GAMESTATE->GetCurrentGameDef()->m_szSecondaryFunction[b];
CString sName = GAMESTATE->GetCurrentGame()->m_szButtonNames[b];
CString sSecondary = GAMESTATE->GetCurrentGame()->m_szSecondaryFunction[b];
m_textName[b].LoadFromFont( THEME->GetPathToF("Common title") );
m_textName[b].SetXY( CENTER_X, -6 );
@@ -246,7 +246,7 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
m_iCurButton--;
break;
case SDLK_DOWN: /* Move the selection down. */
if( m_iCurButton == GAMESTATE->GetCurrentGameDef()->m_iButtonsPerController-1 )
if( m_iCurButton == GAMESTATE->GetCurrentGame()->m_iButtonsPerController-1 )
break; // can't go down any more
m_iCurButton++;
break;
@@ -255,7 +255,7 @@ void ScreenMapControllers::Input( const DeviceInput& DeviceI, const InputEventTy
{
SCREENMAN->PlayStartSound();
StartTransitioning( SM_GoToNextScreen );
for( int b=0; b<GAMESTATE->GetCurrentGameDef()->m_iButtonsPerController; b++ )
for( int b=0; b<GAMESTATE->GetCurrentGame()->m_iButtonsPerController; b++ )
m_Line[b].Command( (b%2)? ODD_LINE_OUT:EVEN_LINE_OUT );
}
break;
@@ -288,7 +288,7 @@ void ScreenMapControllers::Refresh()
{
for( int p=0; p<MAX_GAME_CONTROLLERS; p++ )
{
for( int b=0; b<GAMESTATE->GetCurrentGameDef()->m_iButtonsPerController; b++ )
for( int b=0; b<GAMESTATE->GetCurrentGame()->m_iButtonsPerController; b++ )
{
for( int s=0; s<NUM_GAME_TO_DEVICE_SLOTS; s++ )
{
+2 -2
View File
@@ -16,7 +16,7 @@
#include "ProfileManager.h"
#include "NoteFieldPositioning.h"
#include "StageStats.h"
#include "GameDef.h"
#include "Game.h"
//
@@ -199,7 +199,7 @@ ScreenNameEntry::ScreenNameEntry( CString sClassName ) : Screen( sClassName )
/* Find out if this column is associated with the START menu button. */
StyleInput si((PlayerNumber)p, t);
GameInput gi=GAMESTATE->GetCurrentStyle()->StyleInputToGameInput(si);
MenuInput m=GAMESTATE->GetCurrentGameDef()->GameInputToMenuInput(gi);
MenuInput m=GAMESTATE->GetCurrentGame()->GameInputToMenuInput(gi);
if(m.button == MENU_BUTTON_START)
continue;
m_ColToStringIndex[p][t] = CurrentStringIndex++;
+4 -4
View File
@@ -12,7 +12,7 @@
#include "GameState.h"
#include "InputMapper.h"
#include "StepMania.h"
#include "GameDef.h"
#include "Game.h"
#include "Foreach.h"
static void GetDefaultModifiers( PlayerOptions &po, SongOptions &so )
@@ -84,9 +84,9 @@ static void MoveData( int &sel, bool &opt, bool ToSel )
static void GameChoices( CStringArray &out )
{
vector<const GameDef*> aGames;
vector<const Game*> aGames;
GAMEMAN->GetEnabledGames( aGames );
FOREACH( const GameDef*, aGames, g )
FOREACH( const Game*, aGames, g )
{
CString sGameName = (*g)->m_szName;
sGameName.MakeUpper();
@@ -105,7 +105,7 @@ static void GameSel( int &sel, bool ToSel, const CStringArray &choices )
if( !stricmp(choices[i], sCurGameName) )
sel = i;
} else {
vector<const GameDef*> aGames;
vector<const Game*> aGames;
GAMEMAN->GetEnabledGames( aGames );
ChangeCurrentGame( aGames[sel] );
}
+2 -2
View File
@@ -8,7 +8,7 @@
#include "GameState.h"
#include "GameManager.h"
#include "RageLog.h"
#include "GameDef.h"
#include "Game.h"
#include "Style.h"
#define NEXT_SCREEN THEME->GetMetric("ScreenStyleSplash","NextScreen")
@@ -23,7 +23,7 @@ ScreenStyleSplash::ScreenStyleSplash( CString sName ) : ScreenWithMenuElements(
{
SOUND->StopMusic();
CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
CString sGameName = GAMESTATE->GetCurrentGame()->m_szName;
CString sStyleName = GAMESTATE->GetCurrentStyle()->m_szName;
LOG->Trace( ssprintf("ScreenStyleSplash: Displaying Splash for style: %s", sStyleName.c_str()));
+3 -3
View File
@@ -11,7 +11,7 @@
#include "GameSoundManager.h"
#include "ThemeManager.h"
#include "RageDisplay.h"
#include "GameDef.h"
#include "Game.h"
ScreenTestInput::ScreenTestInput( CString sClassName ) : ScreenWithMenuElements( sClassName )
@@ -60,8 +60,8 @@ void ScreenTestInput::Update( float fDeltaTime )
GameInput gi;
if( INPUTMAPPER->DeviceToGame(di,gi) )
{
CString sName = GAMESTATE->GetCurrentGameDef()->m_szButtonNames[gi.button];
CString sSecondary = GAMESTATE->GetCurrentGameDef()->m_szSecondaryFunction[gi.button];
CString sName = GAMESTATE->GetCurrentGame()->m_szButtonNames[gi.button];
CString sSecondary = GAMESTATE->GetCurrentGame()->m_szSecondaryFunction[gi.button];
sTemp += ssprintf(" (Controller %d %s) %s", gi.controller+1, sName.c_str(), sSecondary.c_str() );
}
+3 -3
View File
@@ -12,7 +12,7 @@
#include "ThemeManager.h"
#include "RageDisplay.h"
#include "LightsManager.h"
#include "GameDef.h"
#include "Game.h"
ScreenTestLights::ScreenTestLights( CString sClassName ) : ScreenWithMenuElements( sClassName )
@@ -47,10 +47,10 @@ void ScreenTestLights::Update( float fDeltaTime )
int iSec = (int)RageTimer::GetTimeSinceStart();
CabinetLight cl = (CabinetLight)(iSec%NUM_CABINET_LIGHTS);
int iNumGameButtonsToShow = GAMESTATE->GetCurrentGameDef()->GetNumGameplayButtons();
int iNumGameButtonsToShow = GAMESTATE->GetCurrentGame()->GetNumGameplayButtons();
GameButton gb = (GameButton)(iSec%iNumGameButtonsToShow);
CString sCabLight = CabinetLightToString(cl);
CString sGameButton = GAMESTATE->GetCurrentGameDef()->m_szButtonNames[gb];
CString sGameButton = GAMESTATE->GetCurrentGame()->m_szButtonNames[gb];
CString s;
s += ssprintf("cabinet light %d: %s\n", cl, sCabLight.c_str());
+5 -5
View File
@@ -21,7 +21,7 @@
#include "LightsManager.h"
#include "CodeDetector.h"
#include "CommonMetrics.h"
#include "GameDef.h"
#include "Game.h"
#define LOGO_ON_COMMAND THEME->GetMetric("ScreenTitleMenu","LogoOnCommand")
@@ -74,7 +74,7 @@ ScreenTitleMenu::ScreenTitleMenu( CString sClassName ) : ScreenSelect( sClassNam
LIGHTSMAN->SetLightsMode( LIGHTSMODE_JOINING ); // do this after Reset!
m_sprLogo.Load( THEME->GetPathG("ScreenLogo",GAMESTATE->GetCurrentGameDef()->m_szName) );
m_sprLogo.Load( THEME->GetPathG("ScreenLogo",GAMESTATE->GetCurrentGame()->m_szName) );
m_sprLogo.Command( PREFSMAN->GetCoinMode()==COIN_HOME ? LOGO_HOME_ON_COMMAND : LOGO_ON_COMMAND );
this->AddChild( &m_sprLogo );
@@ -288,10 +288,10 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
if( CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME) ||
CodeDetector::EnteredCode(GameI.controller,CodeDetector::CODE_NEXT_GAME2) )
{
vector<const GameDef*> vGames;
vector<const Game*> vGames;
GAMEMAN->GetEnabledGames( vGames );
ASSERT( !vGames.empty() );
vector<const GameDef*>::iterator iter = find(vGames.begin(),vGames.end(),GAMESTATE->m_pCurGame);
vector<const Game*>::iterator iter = find(vGames.begin(),vGames.end(),GAMESTATE->m_pCurGame);
ASSERT( iter != vGames.end() );
iter++; // move to the next game
@@ -305,7 +305,7 @@ void ScreenTitleMenu::Input( const DeviceInput& DeviceI, const InputEventType ty
/* Reload the theme if it's changed, but don't back to the initial screen. */
ResetGame( false );
SCREENMAN->SystemMessage( CString("Game: ") + GAMESTATE->GetCurrentGameDef()->m_szName );
SCREENMAN->SystemMessage( CString("Game: ") + GAMESTATE->GetCurrentGame()->m_szName );
SCREENMAN->SetNewScreen( "ScreenTitleMenu" );
}
+6 -6
View File
@@ -29,7 +29,7 @@
#include "Screen.h"
#include "CodeDetector.h"
#include "CommonMetrics.h"
#include "GameDef.h"
#include "Game.h"
//
// StepMania global classes
@@ -205,7 +205,7 @@ void ResetGame( bool ReturnToFirstScreen )
*/
if( !THEME->DoesThemeExist( THEME->GetCurThemeName() ) )
{
CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
CString sGameName = GAMESTATE->GetCurrentGame()->m_szName;
if( THEME->DoesThemeExist( sGameName ) )
THEME->SwitchThemeAndLanguage( sGameName, THEME->GetCurLanguage() );
else
@@ -690,7 +690,7 @@ static void RestoreAppPri()
#define GAMEPREFS_INI_PATH "Data/GamePrefs.ini"
#define STATIC_INI_PATH "Data/Static.ini"
void ChangeCurrentGame( const GameDef* g )
void ChangeCurrentGame( const Game* g )
{
ASSERT( g );
@@ -715,7 +715,7 @@ void ReadGamePrefsFromDisk( bool bSwitchToLastPlayedGame )
if( GAMESTATE->m_pCurGame == NULL )
GAMESTATE->m_pCurGame = GAMEMAN->GetDefaultGame();
CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
CString sGameName = GAMESTATE->GetCurrentGame()->m_szName;
IniFile ini;
ini.ReadFile( GAMEPREFS_INI_PATH ); // it's OK if this fails
@@ -752,14 +752,14 @@ void SaveGamePrefsToDisk()
if( !GAMESTATE )
return;
CString sGameName = GAMESTATE->GetCurrentGameDef()->m_szName;
CString sGameName = GAMESTATE->GetCurrentGame()->m_szName;
IniFile ini;
ini.ReadFile( GAMEPREFS_INI_PATH ); // it's OK if this fails
ini.SetValue( sGameName, "Announcer", ANNOUNCER->GetCurAnnouncerName() );
ini.SetValue( sGameName, "Theme", THEME->GetCurThemeName() );
ini.SetValue( sGameName, "DefaultModifiers", PREFSMAN->m_sDefaultModifiers );
ini.SetValue( "Options", "Game", (CString)GAMESTATE->GetCurrentGameDef()->m_szName );
ini.SetValue( "Options", "Game", (CString)GAMESTATE->GetCurrentGame()->m_szName );
ini.WriteFile( GAMEPREFS_INI_PATH );
}
+10 -10
View File
@@ -62,7 +62,7 @@ IntDir=.\../Debug6
TargetDir=\stepmania\stepmania\Program
TargetName=StepMania-debug
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
# End Special Build Tool
@@ -99,7 +99,7 @@ IntDir=.\../Release6
TargetDir=\stepmania\stepmania\Program
TargetName=StepMania
SOURCE="$(InputPath)"
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PreLink_Cmds=disasm\verinc cl /Zl /nologo /c verstub.cpp /Fo$(IntDir)\
PostBuild_Cmds=disasm\mapconv $(IntDir)\$(TargetName).map $(TargetDir)\StepMania.vdi
# End Special Build Tool
@@ -684,6 +684,14 @@ SOURCE=.\Foreach.h
# End Source File
# Begin Source File
SOURCE=.\Game.cpp
# End Source File
# Begin Source File
SOURCE=.\Game.h
# End Source File
# Begin Source File
SOURCE=.\GameConstantsAndTypes.cpp
# End Source File
# Begin Source File
@@ -692,14 +700,6 @@ SOURCE=.\GameConstantsAndTypes.h
# End Source File
# Begin Source File
SOURCE=.\GameDef.cpp
# End Source File
# Begin Source File
SOURCE=.\GameDef.h
# End Source File
# Begin Source File
SOURCE=.\GameInput.cpp
# End Source File
# Begin Source File
+2 -2
View File
@@ -1,7 +1,7 @@
#ifndef STEPMANIA_H
#define STEPMANIA_H
class GameDef;
class Game;
#ifdef _XBOX
#include "Xbox Compilance\stdafx.h"
@@ -15,7 +15,7 @@ void ExitGame();
void ResetGame( bool ReturnToFirstScreen=true );
void ReadGamePrefsFromDisk( bool bSwitchToLastPlayedGame=true );
void SaveGamePrefsToDisk();
void ChangeCurrentGame( const GameDef* g );
void ChangeCurrentGame( const Game* g );
void FocusChanged( bool bHasFocus );
// If successful, return filename of screenshot in sDir, else return ""
+3 -6
View File
@@ -163,6 +163,9 @@ cl /Zl /nologo /c verstub.cpp /Fo&quot;$(IntDir)&quot;\
<Filter
Name="Screens"
Filter="">
<File
RelativePath="Game.cpp">
</File>
<File
RelativePath="Screen.cpp">
</File>
@@ -647,12 +650,6 @@ cl /Zl /nologo /c verstub.cpp /Fo&quot;$(IntDir)&quot;\
<File
RelativePath="GameConstantsAndTypes.h">
</File>
<File
RelativePath="GameDef.cpp">
</File>
<File
RelativePath="GameDef.h">
</File>
<File
RelativePath="GameInput.cpp">
</File>
+3 -6
View File
@@ -760,6 +760,9 @@ cl
<File
RelativePath="FontCharmaps.h">
</File>
<File
RelativePath="Game.cpp">
</File>
<File
RelativePath="Game.h">
</File>
@@ -769,12 +772,6 @@ cl
<File
RelativePath="GameConstantsAndTypes.h">
</File>
<File
RelativePath="GameDef.cpp">
</File>
<File
RelativePath="GameDef.h">
</File>
<File
RelativePath="GameInput.cpp">
</File>
+1 -1
View File
@@ -16,7 +16,7 @@
#include "Style.h"
#include "RageLog.h"
#include "RageUtil.h"
#include "GameDef.h"
#include "Game.h"
#include "IniFile.h"
#include "GameState.h"
#include "NoteData.h"
+2 -2
View File
@@ -13,12 +13,12 @@
const int MAX_COLS_PER_PLAYER = MAX_NOTE_TRACKS;
class NoteData;
class GameDef;
class Game;
class Style
{
public:
const GameDef* m_pGameDef; // Which Game is this Style used with?
const Game* m_pGame; // Which Game is this Style used with?
bool m_bUsedForGameplay; // Can be used only for gameplay?
bool m_bUsedForEdit; // Can be used for editing?
bool m_bUsedForDemonstration; // Can be used for demonstration?
+3 -3
View File
@@ -2,14 +2,14 @@
#include "StyleUtil.h"
#include "GameManager.h"
#include "XmlFile.h"
#include "GameDef.h"
#include "Game.h"
void StyleID::FromStyle( const Style *p )
{
if( p )
{
sGame = p->m_pGameDef->m_szName;
sGame = p->m_pGame->m_szName;
sStyle = p->m_szName;
}
else
@@ -21,7 +21,7 @@ void StyleID::FromStyle( const Style *p )
const Style *StyleID::ToStyle() const
{
const GameDef* pGame = GameManager::StringToGameType( sGame );
const Game* pGame = GameManager::StringToGameType( sGame );
if( pGame == NULL )
return NULL;
+1 -1
View File
@@ -6,7 +6,7 @@
#include "RageTimer.h"
#include "RageUtil.h"
#include "GameState.h"
#include "GameDef.h"
#include "Game.h"
#include "IniFile.h"
#include "RageTimer.h"
#include "Font.h"