#ifndef SONGMANAGER_H #define SONGMANAGER_H class LoadingWindow; class Song; class Style; class Steps; class PlayerOptions; struct lua_State; #include "RageTypes.h" #include "GameConstantsAndTypes.h" #include "SongOptions.h" #include "PlayerOptions.h" #include "PlayerNumber.h" #include "Difficulty.h" #include "Course.h" #include "ThemeMetric.h" #include "RageTexturePreloader.h" #include "RageUtil.h" RString SONG_GROUP_COLOR_NAME( size_t i ); RString COURSE_GROUP_COLOR_NAME( size_t i ); bool CompareNotesPointersForExtra(const Steps *n1, const Steps *n2); /** @brief The max number of edit steps a profile can have. */ const int MAX_EDIT_STEPS_PER_PROFILE = 200; /** @brief The max number of edit courses a profile can have. */ const int MAX_EDIT_COURSES_PER_PROFILE = 20; /** @brief The holder for the Songs and its Steps. */ class SongManager { public: SongManager(); ~SongManager(); void InitSongsFromDisk( LoadingWindow *ld ); void FreeSongs(); void Cleanup(); void Invalidate( const Song *pStaleSong ); void RegenerateNonFixedCourses(); void SetPreferences(); void SaveEnabledSongsToPref(); void LoadEnabledSongsFromPref(); void LoadStepEditsFromProfileDir( const RString &sProfileDir, ProfileSlot slot ); void LoadCourseEditsFromProfileDir( const RString &sProfileDir, ProfileSlot slot ); int GetNumStepsLoadedFromProfile(); void FreeAllLoadedFromProfile( ProfileSlot slot = ProfileSlot_Invalid ); void LoadGroupSymLinks( RString sDir, RString sGroupFolder ); void InitCoursesFromDisk( LoadingWindow *ld ); void InitAutogenCourses(); void InitRandomAttacks(); void FreeCourses(); void AddCourse( Course *pCourse ); // transfers ownership of pCourse void DeleteCourse( Course *pCourse ); // transfers ownership of pCourse /** @brief Remove all of the auto generated courses. */ void DeleteAutogenCourses(); void InvalidateCachedTrails(); void InitAll( LoadingWindow *ld ); // songs, courses, groups - everything. void Reload( bool bAllowFastLoad, LoadingWindow *ld=NULL ); // songs, courses, groups - everything. void PreloadSongImages(); RString GetSongGroupBannerPath( RString sSongGroup ) const; //RString GetSongGroupBackgroundPath( RString sSongGroup ) const; void GetSongGroupNames( vector &AddTo ) const; bool DoesSongGroupExist( RString sSongGroup ) const; RageColor GetSongGroupColor( const RString &sSongGroupName ) const; RageColor GetSongColor( const Song* pSong ) const; RString GetCourseGroupBannerPath( const RString &sCourseGroup ) const; //RString GetCourseGroupBackgroundPath( const RString &sCourseGroup ) const; void GetCourseGroupNames( vector &AddTo ) const; bool DoesCourseGroupExist( const RString &sCourseGroup ) const; RageColor GetCourseGroupColor( const RString &sCourseGroupName ) const; RageColor GetCourseColor( const Course* pCourse ) const; void ResetGroupColors(); static RString ShortenGroupName( RString sLongGroupName ); // Lookup /** * @brief Retrieve all of the songs that belong to a particular group. * @param sGroupName the name of the group. * @return the songs that belong in the group. */ const vector &GetSongs( const RString &sGroupName ) const; /** * @brief Retrieve all of the songs in the game. * @return all of the songs. */ const vector &GetAllSongs() const { return GetSongs(GROUP_ALL); } /** * @brief Retrieve all of the popular songs. * * Popularity is determined specifically by the number of times * a song is chosen. * @return all of the popular songs. */ const vector &GetPopularSongs() const { return m_pPopularSongs; } /** * @brief Retrieve all of the songs in a group that have at least one * valid step for the current gametype. * @param sGroupName the name of the group. * @return the songs within the group that have at least one valid Step. */ const vector &GetSongsOfCurrentGame( const RString &sGroupName ) const; /** * @brief Retrieve all of the songs in the game that have at least one * valid step for the current gametype. * @return the songs within the game that have at least one valid Step. */ const vector &GetAllSongsOfCurrentGame() const; void GetPreferredSortSongs( vector &AddTo ) const; RString SongToPreferredSortSectionName( const Song *pSong ) const; const vector &GetPopularCourses( CourseType ct ) const { return m_pPopularCourses[ct]; } Song *FindSong( RString sPath ) const; Song *FindSong( RString sGroup, RString sSong ) const; Course *FindCourse( RString sPath ) const; Course *FindCourse( RString sGroup, RString sName ) const; /** * @brief Retrieve the number of songs in the game. * @return the number of songs. */ int GetNumSongs() const; int GetNumLockedSongs() const; int GetNumUnlockedSongs() const; int GetNumSelectableAndUnlockedSongs() const; int GetNumAdditionalSongs() const; int GetNumSongGroups() const; /** * @brief Retrieve the number of courses in the game. * @return the number of courses. */ int GetNumCourses() const; int GetNumAdditionalCourses() const; int GetNumCourseGroups() const; Song* GetRandomSong(); Course* GetRandomCourse(); // sm-ssc addition: RString GetSongGroupByIndex(unsigned index) { return m_sSongGroupNames[index]; } int GetSongRank(Song* pSong); void GetStepsLoadedFromProfile( vector &AddTo, ProfileSlot slot ) const; Song *GetSongFromSteps( Steps *pSteps ) const; void DeleteSteps( Steps *pSteps ); // transfers ownership of pSteps bool WasLoadedFromAdditionalSongs( const Song *pSong ) const; bool WasLoadedFromAdditionalCourses( const Course *pCourse ) const; void GetAllCourses( vector &AddTo, bool bIncludeAutogen ) const; void GetCourses( CourseType ct, vector &AddTo, bool bIncludeAutogen ) const; void GetCoursesInGroup( vector &AddTo, const RString &sCourseGroup, bool bIncludeAutogen ) const; void GetPreferredSortCourses( CourseType ct, vector &AddTo, bool bIncludeAutogen ) const; void GetExtraStageInfo( bool bExtra2, const Style *s, Song*& pSongOut, Steps*& pStepsOut ); Song* GetSongFromDir( RString sDir ) const; Course* GetCourseFromPath( RString sPath ) const; // path to .crs file, or path to song group dir Course* GetCourseFromName( RString sName ) const; void UpdatePopular(); void UpdateShuffled(); // re-shuffle songs and courses void UpdatePreferredSort(RString sPreferredSongs = "PreferredSongs.txt", RString sPreferredCourses = "PreferredCourses.txt"); void SortSongs(); // sort m_pSongs by CompareSongPointersByTitle void UpdateRankingCourses(); // courses shown on the ranking screen void RefreshCourseGroupInfo(); // Lua void PushSelf( lua_State *L ); protected: void LoadStepManiaSongDir( RString sDir, LoadingWindow *ld ); void LoadDWISongDir( RString sDir ); bool GetExtraStageInfoFromCourse( bool bExtra2, RString sPreferredGroup, Song*& pSongOut, Steps*& pStepsOut ); void SanityCheckGroupDir( RString sDir ) const; void AddGroup( RString sDir, RString sGroupDirName ); int GetNumEditsLoadedFromProfile( ProfileSlot slot ) const; /** @brief All of the songs that can be played. */ vector m_pSongs; /** @brief The most popular songs ranked by number of plays. */ vector m_pPopularSongs; //vector m_pRecentSongs; // songs recently played on the machine vector m_pShuffledSongs; // used by GetRandomSong struct PreferredSortSection { RString sName; vector vpSongs; }; vector m_vPreferredSongSort; vector m_sSongGroupNames; vector m_sSongGroupBannerPaths; // each song group may have a banner associated with it //vector m_sSongGroupBackgroundPaths; // each song group may have a background associated with it (very rarely) struct Comp { bool operator()(const RString& s, const RString &t) const { return CompareRStringsAsc(s,t); } }; typedef vector SongPointerVector; map m_mapSongGroupIndex; vector m_pCourses; vector m_pPopularCourses[NUM_CourseType]; vector m_pShuffledCourses; // used by GetRandomCourse struct CourseGroupInfo { RString m_sBannerPath; //RString m_sBackgroundPath; }; map m_mapCourseGroupToInfo; typedef vector CoursePointerVector; vector m_vPreferredCourseSort; RageTexturePreloader m_TexturePreload; ThemeMetric NUM_SONG_GROUP_COLORS; ThemeMetric1D SONG_GROUP_COLOR; ThemeMetric NUM_COURSE_GROUP_COLORS; ThemeMetric1D COURSE_GROUP_COLOR; }; extern SongManager* SONGMAN; // global and accessable from anywhere in our program #endif /** * @file * @author Chris Danford, Glenn Maynard (c) 2001-2004 * @section LICENSE * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */