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itgmania212121/stepmania/src/SongManager.h
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#ifndef SONGMANAGER_H
#define SONGMANAGER_H
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/*
-----------------------------------------------------------------------------
Class: SongManager
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Desc: Holder for all Songs and Steps. Also keeps track of the current
Song and Steps, and loads/saves statistics.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
-----------------------------------------------------------------------------
*/
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class LoadingWindow;
class Song;
class StyleDef;
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class Course;
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class Steps;
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struct PlayerOptions;
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#include "RageTypes.h"
#include "GameConstantsAndTypes.h"
#include "SongOptions.h"
#include "PlayerOptions.h"
#include "PlayerNumber.h"
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class SongManager
{
public:
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SongManager( LoadingWindow *ld );
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~SongManager();
void InitSongsFromDisk( LoadingWindow *ld );
void FreeSongs();
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void Cleanup();
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void LoadAllFromProfiles(); // song, edits
void FreeAllLoadedFromProfiles();
void LoadGroupSymLinks( CString sDir, CString sGroupFolder );
void InitCoursesFromDisk( LoadingWindow *ld );
void InitAutogenCourses();
void FreeCourses();
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void Reload( LoadingWindow *ld=NULL ); // songs, courses, groups - everything.
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void PreloadSongImages();
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CString GetGroupBannerPath( CString sGroupName );
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void GetGroupNames( CStringArray &AddTo );
bool DoesGroupExist( CString sGroupName );
RageColor GetGroupColor( const CString &sGroupName );
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RageColor GetSongColor( const Song* pSong );
RageColor GetDifficultyColor( Difficulty dc ) const;
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static CString ShortenGroupName( CString sLongGroupName );
static int GetNumStagesForSong( const Song* pSong ); // LongVer songs take 2 stages, MarathonVer take 3
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// Lookup
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const vector<Song*> &GetAllSongs() const { return m_pSongs; }
void GetBestSongs( vector<Song*> &AddTo, CString sGroupName, int iMaxStages = 100000 /*inf*/, ProfileSlot slot=PROFILE_SLOT_MACHINE ) const;
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const vector<Song*> &GetBestSongs( ProfileSlot slot=PROFILE_SLOT_MACHINE ) const { return m_pBestSongs[slot]; }
const vector<Course*> &GetBestCourses( ProfileSlot slot=PROFILE_SLOT_MACHINE ) const { return m_pBestCourses[slot]; }
void GetSongs( vector<Song*> &AddTo, CString sGroupName, int iMaxStages = 100000 /*inf*/ ) const;
void GetSongs( vector<Song*> &AddTo, int iMaxStages ) const { GetSongs(AddTo,"",iMaxStages); }
void GetSongs( vector<Song*> &AddTo ) const { GetSongs(AddTo,"",100000 /*inf*/ ); }
Song *FindSong( CString sPath );
Course *FindCourse( CString sName );
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int GetNumSongs() const;
int GetNumGroups() const;
int GetNumCourses() const;
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Song* GetRandomSong();
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Course* GetRandomCourse();
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void GetAllCourses( vector<Course*> &AddTo, bool bIncludeAutogen );
void GetNonstopCourses( vector<Course*> &AddTo, bool bIncludeAutogen ); // add to if life meter type is BAR.
void GetOniCourses( vector<Course*> &AddTo, bool bIncludeAutogen ); // add to if life meter type is BATTERY.
void GetEndlessCourses( vector<Course*> &AddTo, bool bIncludeAutogen ); // add to if set to REPEAT.
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void GetExtraStageInfo( bool bExtra2, const StyleDef *s,
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Song*& pSongOut, Steps*& pNotesOut, PlayerOptions& po_out, SongOptions& so_out );
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Song* GetSongFromDir( CString sDir );
Course* GetCourseFromPath( CString sPath ); // path to .crs file, or path to song group dir
Course* GetCourseFromName( CString sName );
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void UpdateBest(); // update Players Best
void UpdateShuffled(); // re-shuffle songs and courses
void SortSongs(); // sort m_pSongs
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void UpdateRankingCourses(); // courses shown on the ranking screen
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protected:
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void LoadStepManiaSongDir( CString sDir, LoadingWindow *ld );
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void LoadDWISongDir( CString sDir );
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bool GetExtraStageInfoFromCourse( bool bExtra2, CString sPreferredGroup,
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Song*& pSongOut, Steps*& pNotesOut, PlayerOptions& po_out, SongOptions& so_out );
void SanityCheckGroupDir( CString sDir ) const;
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void AddGroup( CString sDir, CString sGroupDirName );
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Song *FindSong( CString sGroup, CString sSong );
vector<Song*> m_pSongs; // all songs that can be played
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vector<Song*> m_pBestSongs[NUM_PROFILE_SLOTS];
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vector<Song*> m_pShuffledSongs; // used by GetRandomSong
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CStringArray m_sGroupNames;
CStringArray m_sGroupBannerPaths; // each song group may have a banner associated with it
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vector<Course*> m_pCourses;
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vector<Course*> m_pBestCourses[NUM_PROFILE_SLOTS];
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vector<Course*> m_pShuffledCourses; // used by GetRandomCourse
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};
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extern SongManager* SONGMAN; // global and accessable from anywhere in our program
#endif