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itgmania212121/stepmania/src/AnnouncerManager.h
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#pragma once
/*
-----------------------------------------------------------------------------
Class: AnnouncerManager
Desc: Manages which graphics and sounds are chosed to load. Every time
a sound or graphic is loaded, it gets the path from the AnnouncerManager.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "RageUtil.h"
enum AnnouncerElement {
ANNOUNCER_CAUTION,
ANNOUNCER_GAMEPLAY_100_COMBO,
ANNOUNCER_GAMEPLAY_1000_COMBO,
ANNOUNCER_GAMEPLAY_200_COMBO,
ANNOUNCER_GAMEPLAY_300_COMBO,
ANNOUNCER_GAMEPLAY_400_COMBO,
ANNOUNCER_GAMEPLAY_500_COMBO,
ANNOUNCER_GAMEPLAY_600_COMBO,
ANNOUNCER_GAMEPLAY_700_COMBO,
ANNOUNCER_GAMEPLAY_800_COMBO,
ANNOUNCER_GAMEPLAY_900_COMBO,
ANNOUNCER_GAMEPLAY_CLEARED,
ANNOUNCER_GAMEPLAY_COMBO_STOPPED,
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ANNOUNCER_GAMEPLAY_COMMENT_DANGER,
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ANNOUNCER_GAMEPLAY_COMMENT_GOOD,
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ANNOUNCER_GAMEPLAY_COMMENT_HOT,
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ANNOUNCER_GAMEPLAY_FAILED,
ANNOUNCER_GAMEPLAY_HERE_WE_GO_EXTRA,
ANNOUNCER_GAMEPLAY_HERE_WE_GO_FINAL,
ANNOUNCER_GAMEPLAY_HERE_WE_GO_NORMAL,
ANNOUNCER_GAMEPLAY_READY,
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ANNOUNCER_EVALUATION_FINAL_A,
ANNOUNCER_EVALUATION_FINAL_AA,
ANNOUNCER_EVALUATION_FINAL_AAA,
ANNOUNCER_EVALUATION_FINAL_B,
ANNOUNCER_EVALUATION_FINAL_C,
ANNOUNCER_EVALUATION_FINAL_D,
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ANNOUNCER_GAME_OVER,
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ANNOUNCER_MENU_HURRY_UP,
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ANNOUNCER_MUSIC_SCROLL,
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ANNOUNCER_EVALUATION_A,
ANNOUNCER_EVALUATION_AA,
ANNOUNCER_EVALUATION_AAA,
ANNOUNCER_EVALUATION_B,
ANNOUNCER_EVALUATION_C,
ANNOUNCER_EVALUATION_D,
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ANNOUNCER_SELECT_COURSE_INTRO,
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ANNOUNCER_SELECT_DIFFICULTY_COMMENT_EASY,
ANNOUNCER_SELECT_DIFFICULTY_COMMENT_HARD,
ANNOUNCER_SELECT_DIFFICULTY_COMMENT_MEDIUM,
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ANNOUNCER_SELECT_DIFFICULTY_COMMENT_ONI,
ANNOUNCER_SELECT_DIFFICULTY_CHALLENGE,
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ANNOUNCER_SELECT_DIFFICULTY_INTRO,
ANNOUNCER_SELECT_GROUP_COMMENT_ALL_MUSIC,
ANNOUNCER_SELECT_GROUP_COMMENT_GENERAL,
ANNOUNCER_SELECT_GROUP_INTRO,
ANNOUNCER_SELECT_MUSIC_COMMENT_GENERAL,
ANNOUNCER_SELECT_MUSIC_COMMENT_HARD,
ANNOUNCER_SELECT_MUSIC_COMMENT_NEW,
ANNOUNCER_SELECT_MUSIC_INTRO,
ANNOUNCER_SELECT_STYLE_COMMENT_COUPLE,
ANNOUNCER_SELECT_STYLE_COMMENT_DOUBLE,
ANNOUNCER_SELECT_STYLE_COMMENT_SINGLE,
ANNOUNCER_SELECT_STYLE_COMMENT_SOLO,
ANNOUNCER_SELECT_STYLE_COMMENT_VERSUS,
ANNOUNCER_SELECT_STYLE_INTRO,
ANNOUNCER_STAGE_1,
ANNOUNCER_STAGE_2,
ANNOUNCER_STAGE_3,
ANNOUNCER_STAGE_4,
ANNOUNCER_STAGE_5,
ANNOUNCER_STAGE_EXTRA,
ANNOUNCER_STAGE_FINAL,
ANNOUNCER_TITLE_MENU_ATTRACT,
ANNOUNCER_TITLE_MENU_GAME_NAME,
NUM_ANNOUNCER_ELEMENTS // leave this at the end
};
class AnnouncerManager
{
public:
AnnouncerManager();
void GetAnnouncerNames( CStringArray& AddTo );
CString GetCurrentAnnouncerName() { return m_sCurAnnouncerName; }
void SwitchAnnouncer( CString sAnnouncerName ); // return false if Announcer doesn't exist
void AssertAnnouncerIsComplete( CString sAnnouncerName ); // return false if Announcer doesn't exist
CString GetPathTo( AnnouncerElement ae );
CString GetPathTo( AnnouncerElement ae, CString sAnnouncerName );
protected:
CString GetAnnouncerDirFromName( CString sAnnouncerName );
CString GetElementDir( AnnouncerElement te );
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CString m_sCurAnnouncerName; // "" means no announcer
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};
extern AnnouncerManager* ANNOUNCER; // global and accessable from anywhere in our program