#ifndef NoteSkinMANAGER_H #define NoteSkinMANAGER_H /* ----------------------------------------------------------------------------- Class: NoteSkinManager Desc: Manages which graphics and sounds are chosed to load. Every time a sound or graphic is loaded, it gets the path from the NoteSkinManager. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "RageTypes.h" #include "Game.h" #include "PlayerNumber.h" #include "IniFile.h" #include class NoteSkinManager { public: NoteSkinManager(); ~NoteSkinManager(); void RefreshNoteSkinData( Game game ); void GetNoteSkinNames( Game game, CStringArray &AddTo ); void GetNoteSkinNames( CStringArray &AddTo ); // looks up current Game in GAMESTATE bool DoesNoteSkinExist( CString sSkinName ); // looks up current Game in GAMESTATE CString GetPathTo( PlayerNumber pn, int col, CString sFileName ); CString GetPathTo( PlayerNumber pn, CString sButtonName, CString sFileName ); CString GetPathTo( CString sSkinName, CString sButtonName, CString sFileName, bool bGlobalDefault = false ); CString GetMetric( PlayerNumber pn, CString sButtonName, CString sValueName ); int GetMetricI( PlayerNumber pn, CString sButtonName, CString sValueName ); float GetMetricF( PlayerNumber pn, CString sButtonName, CString sValueName ); bool GetMetricB( PlayerNumber pn, CString sButtonName, CString sValueName ); RageColor GetMetricC( PlayerNumber pn, CString sButtonName, CString sValueName ); static CString ColToButtonName(int col); CString GetNoteSkinDir( CString sSkinName ); protected: struct NoteSkinData { CString sName; IniFile metrics; }; void LoadNoteSkinData( CString sNoteSkinName, NoteSkinData& data_out ); map m_mapNameToData; }; extern NoteSkinManager* NOTESKIN; // global and accessable from anywhere in our program #endif