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