32 void GetStylesForGame(
const Game* pGame,
33 std::vector<const Style*>& aStylesAddTo,
35 auto GetGameForStyle(
const Style* pStyle) ->
const Game*;
36 void GetStepsTypesForGame(
const Game* pGame,
37 std::vector<StepsType>& aStepsTypeAddTo);
38 auto GetEditorStyleForStepsType(StepsType st) ->
const Style*;
39 auto GetStyleForStepsType(StepsType st) ->
const Style*;
40 void GetDemonstrationStylesForGame(
const Game* pGame,
41 std::vector<const Style*>& vpStylesOut);
42 auto GetHowToPlayStyleForGame(
const Game* pGame) ->
const Style*;
43 void GetCompatibleStyles(
const Game* pGame,
45 std::vector<const Style*>& vpStylesOut);
46 auto GetFirstCompatibleStyle(
const Game* pGame,
48 StepsType st) ->
const Style*;
50 void GetEnabledGames(std::vector<const Game*>& aGamesOut);
51 auto GetDefaultGame() ->
const Game*;
52 auto IsGameEnabled(
const Game* pGame) -> bool;
53 auto GetIndexFromGame(
const Game* pGame) -> int;
54 auto GetGameFromIndex(
int index) ->
const Game*;
57 auto StringToStepsType(std::string sStepsType) -> StepsType;
58 auto StringToGame(
const std::string& sGame) ->
const Game*;
59 auto GameAndStringToStyle(
const Game* pGame,
const std::string& sStyle)
61 auto StyleToLocalizedString(
const Style* s) -> std::string;
63 bool m_bResetModifiers;
65 float m_fPreviousRate;
66 std::string m_sModsToReset;
67 std::vector<std::string> m_vTurnsToReset;
70 void PushSelf(lua_State* L);