#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" class IniFile; class NoteSkinManager { public: NoteSkinManager(); ~NoteSkinManager(); void GetNoteSkinNames( Game game, CStringArray &AddTo ) const; void GetNoteSkinNames( CStringArray &AddTo ) const; // looks up current Game in GAMESTATE bool DoesNoteSkinExist( CString sSkinName ) const; // looks up current Game in GAMESTATE void SwitchNoteSkin( PlayerNumber pn, CString sNewNoteSkin ); // looks up current Game in GAMESTATE CString GetCurNoteSkinName( PlayerNumber pn ) const { return m_sCurNoteSkinName[pn]; }; CString GetPathTo( PlayerNumber pn, int col, CString sFileName ); CString GetPathTo( CString sSkinName, CString sButtonName, CString sFileName ); 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 NoteSkinManager::ColToButtonName(int col); protected: CString GetNoteSkinDir( CString sSkinName ); CString m_sCurNoteSkinName[NUM_PLAYERS]; IniFile* m_pIniMetrics[NUM_PLAYERS]; unsigned m_uHashForCurThemeMetrics[NUM_PLAYERS]; unsigned m_uHashForBaseThemeMetrics[NUM_PLAYERS]; }; extern NoteSkinManager* NOTESKIN; // global and accessable from anywhere in our program #endif