Files
itgmania212121/src/SongManager.h
T
Jason Felds 10f0fa54f2 Added GetNumLockedSongs() Lua binding.
This gets the number of songs that are locked for any reason.

I wonder why the unlocked songs functions say that songs locked
by unlock entries are counted there, but fair enough.
2011-09-16 21:52:27 -04:00

251 lines
9.8 KiB
C++

#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<RString> &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<RString> &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<Song*> &GetSongs( const RString &sGroupName ) const;
/**
* @brief Retrieve all of the songs in the game.
* @return all of the songs. */
const vector<Song*> &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<Song*> &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<Song *> &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<Song *> &GetAllSongsOfCurrentGame() const;
void GetPreferredSortSongs( vector<Song*> &AddTo ) const;
RString SongToPreferredSortSectionName( const Song *pSong ) const;
const vector<Course*> &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<Steps*> &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<Course*> &AddTo, bool bIncludeAutogen ) const;
void GetCourses( CourseType ct, vector<Course*> &AddTo, bool bIncludeAutogen ) const;
void GetCoursesInGroup( vector<Course*> &AddTo, const RString &sCourseGroup, bool bIncludeAutogen ) const;
void GetPreferredSortCourses( CourseType ct, vector<Course*> &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<Song*> m_pSongs;
/** @brief The most popular songs ranked by number of plays. */
vector<Song*> m_pPopularSongs;
//vector<Song*> m_pRecentSongs; // songs recently played on the machine
vector<Song*> m_pShuffledSongs; // used by GetRandomSong
struct PreferredSortSection
{
RString sName;
vector<Song*> vpSongs;
};
vector<PreferredSortSection> m_vPreferredSongSort;
vector<RString> m_sSongGroupNames;
vector<RString> m_sSongGroupBannerPaths; // each song group may have a banner associated with it
//vector<RString> 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<Song*> SongPointerVector;
map<RString,SongPointerVector,Comp> m_mapSongGroupIndex;
vector<Course*> m_pCourses;
vector<Course*> m_pPopularCourses[NUM_CourseType];
vector<Course*> m_pShuffledCourses; // used by GetRandomCourse
struct CourseGroupInfo
{
RString m_sBannerPath;
//RString m_sBackgroundPath;
};
map<RString,CourseGroupInfo> m_mapCourseGroupToInfo;
typedef vector<Course*> CoursePointerVector;
vector<CoursePointerVector> m_vPreferredCourseSort;
RageTexturePreloader m_TexturePreload;
ThemeMetric<int> NUM_SONG_GROUP_COLORS;
ThemeMetric1D<RageColor> SONG_GROUP_COLOR;
ThemeMetric<int> NUM_COURSE_GROUP_COLORS;
ThemeMetric1D<RageColor> 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.
*/