NoteSkins:
add arbitrary depth of fallbacks remove unused methods
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@@ -5,6 +5,7 @@
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#include "PlayerNumber.h"
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#include "IniFile.h"
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#include <map>
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#include <deque>
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class Game;
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@@ -19,9 +20,7 @@ public:
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void GetNoteSkinNames( CStringArray &AddTo ); // looks up current const Game* in GAMESTATE
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bool DoesNoteSkinExist( CString sSkinName ); // looks up current const Game* in GAMESTATE
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CString GetPathToFromPlayerAndCol( PlayerNumber pn, int col, CString sElement, bool bOptional=false );
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CString GetPathToFromNoteSkinAndButton( CString NoteSkin, CString sButtonName, CString sElement, bool bOptional=false );
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CString GetPathToFromPlayerAndButton( PlayerNumber pn, CString sButtonName, CString sElement, bool bOptional=false );
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CString GetMetric( CString sNoteSkinName, CString sButtonName, CString sValue );
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int GetMetricI( CString sNoteSkinName, CString sButtonName, CString sValueName );
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@@ -31,17 +30,21 @@ public:
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static CString ColToButtonName(int col);
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CString GetNoteSkinDir( CString sSkinName );
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CString GetNoteSkinDir( const CString &sSkinName );
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protected:
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CString GetPathToFromDir( CString sDir, CString sFileName );
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CString GetPathToFromDir( const CString &sDir, const CString &sFileName );
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struct NoteSkinData
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{
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CString sName;
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IniFile metrics;
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// When looking for an element, search these dirs from head to tail.
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deque<CString> vsDirSearchOrder;
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};
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void LoadNoteSkinData( CString sNoteSkinName, NoteSkinData& data_out );
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void LoadNoteSkinData( const CString &sNoteSkinName, NoteSkinData& data_out );
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void LoadNoteSkinDataRecursive( const CString &sNoteSkinName, NoteSkinData& data_out );
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map<CString,NoteSkinData> m_mapNameToData;
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const Game* m_pCurGame;
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};
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