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itgmania212121/stepmania/src/NoteSkinManager.h
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/* NoteSkinManager - Loads note skins. */
#ifndef NOTE_SKIN_MANAGER_H
#define NOTE_SKIN_MANAGER_H
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#include "Actor.h"
#include "RageTypes.h"
#include "PlayerNumber.h"
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#include "IniFile.h"
#include "ThemeMetric.h"
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#include <map>
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class Game;
class NoteSkinManager
{
public:
NoteSkinManager();
~NoteSkinManager();
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void RefreshNoteSkinData( const Game* game );
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void GetNoteSkinNames( const Game* game, vector<RString> &AddTo, bool bFilterDefault=true );
void GetNoteSkinNames( vector<RString> &AddTo ); // looks up current const Game* in GAMESTATE
bool DoesNoteSkinExist( const RString &sNoteSkin ); // looks up current const Game* in GAMESTATE
bool DoNoteSkinsExistForGame( const Game *pGame );
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void SetCurrentNoteSkin( const RString &sNoteSkin ) { m_sCurrentNoteSkin = sNoteSkin; }
const RString &GetCurrentNoteSkin() { return m_sCurrentNoteSkin; }
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RString GetPath( const RString &sButtonName, const RString &sElement );
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RString GetMetric( const RString &sButtonName, const RString &sValue );
int GetMetricI( const RString &sButtonName, const RString &sValueName );
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float GetMetricF( const RString &sButtonName, const RString &sValueName );
bool GetMetricB( const RString &sButtonName, const RString &sValueName );
apActorCommands GetMetricA( const RString &sButtonName, const RString &sValueName );
ThemeMetric<RString> GAME_BASE_NOTESKIN_NAME;
// Lua
void PushSelf( lua_State *L );
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protected:
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RString GetNoteSkinDir( const RString &sSkinName );
RString GetPathFromDirAndFile( const RString &sDir, const RString &sFileName );
void GetAllNoteSkinNamesForGame( const Game *pGame, vector<RString> &AddTo );
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struct NoteSkinData
{
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RString sName;
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IniFile metrics;
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// When looking for an element, search these dirs from head to tail.
vector<RString> vsDirSearchOrder;
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};
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void LoadNoteSkinData( const RString &sNoteSkinName, NoteSkinData& data_out );
void LoadNoteSkinDataRecursive( const RString &sNoteSkinName, NoteSkinData& data_out );
RString m_sCurrentNoteSkin;
map<RString,NoteSkinData> m_mapNameToData;
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const Game* m_pCurGame;
};
extern NoteSkinManager* NOTESKIN; // global and accessable from anywhere in our program
class LockNoteSkin
{
public:
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LockNoteSkin( const RString &sNoteSkin ) { ASSERT( NOTESKIN->GetCurrentNoteSkin().empty() ); NOTESKIN->SetCurrentNoteSkin( sNoteSkin ); }
~LockNoteSkin() { NOTESKIN->SetCurrentNoteSkin( RString() ); }
};
#endif
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/*
* (c) 2003-2004 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/