10f0fa54f2
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.
251 lines
9.8 KiB
C++
251 lines
9.8 KiB
C++
#ifndef SONGMANAGER_H
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#define SONGMANAGER_H
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class LoadingWindow;
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class Song;
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class Style;
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class Steps;
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class PlayerOptions;
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struct lua_State;
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#include "RageTypes.h"
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#include "GameConstantsAndTypes.h"
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#include "SongOptions.h"
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#include "PlayerOptions.h"
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#include "PlayerNumber.h"
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#include "Difficulty.h"
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#include "Course.h"
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#include "ThemeMetric.h"
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#include "RageTexturePreloader.h"
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#include "RageUtil.h"
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RString SONG_GROUP_COLOR_NAME( size_t i );
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RString COURSE_GROUP_COLOR_NAME( size_t i );
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bool CompareNotesPointersForExtra(const Steps *n1, const Steps *n2);
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/** @brief The max number of edit steps a profile can have. */
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const int MAX_EDIT_STEPS_PER_PROFILE = 200;
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/** @brief The max number of edit courses a profile can have. */
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const int MAX_EDIT_COURSES_PER_PROFILE = 20;
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/** @brief The holder for the Songs and its Steps. */
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class SongManager
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{
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public:
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SongManager();
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~SongManager();
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void InitSongsFromDisk( LoadingWindow *ld );
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void FreeSongs();
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void Cleanup();
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void Invalidate( const Song *pStaleSong );
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void RegenerateNonFixedCourses();
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void SetPreferences();
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void SaveEnabledSongsToPref();
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void LoadEnabledSongsFromPref();
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void LoadStepEditsFromProfileDir( const RString &sProfileDir, ProfileSlot slot );
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void LoadCourseEditsFromProfileDir( const RString &sProfileDir, ProfileSlot slot );
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int GetNumStepsLoadedFromProfile();
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void FreeAllLoadedFromProfile( ProfileSlot slot = ProfileSlot_Invalid );
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void LoadGroupSymLinks( RString sDir, RString sGroupFolder );
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void InitCoursesFromDisk( LoadingWindow *ld );
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void InitAutogenCourses();
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void InitRandomAttacks();
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void FreeCourses();
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void AddCourse( Course *pCourse ); // transfers ownership of pCourse
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void DeleteCourse( Course *pCourse ); // transfers ownership of pCourse
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/** @brief Remove all of the auto generated courses. */
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void DeleteAutogenCourses();
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void InvalidateCachedTrails();
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void InitAll( LoadingWindow *ld ); // songs, courses, groups - everything.
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void Reload( bool bAllowFastLoad, LoadingWindow *ld=NULL ); // songs, courses, groups - everything.
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void PreloadSongImages();
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RString GetSongGroupBannerPath( RString sSongGroup ) const;
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//RString GetSongGroupBackgroundPath( RString sSongGroup ) const;
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void GetSongGroupNames( vector<RString> &AddTo ) const;
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bool DoesSongGroupExist( RString sSongGroup ) const;
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RageColor GetSongGroupColor( const RString &sSongGroupName ) const;
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RageColor GetSongColor( const Song* pSong ) const;
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RString GetCourseGroupBannerPath( const RString &sCourseGroup ) const;
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//RString GetCourseGroupBackgroundPath( const RString &sCourseGroup ) const;
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void GetCourseGroupNames( vector<RString> &AddTo ) const;
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bool DoesCourseGroupExist( const RString &sCourseGroup ) const;
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RageColor GetCourseGroupColor( const RString &sCourseGroupName ) const;
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RageColor GetCourseColor( const Course* pCourse ) const;
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void ResetGroupColors();
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static RString ShortenGroupName( RString sLongGroupName );
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// Lookup
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/**
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* @brief Retrieve all of the songs that belong to a particular group.
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* @param sGroupName the name of the group.
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* @return the songs that belong in the group. */
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const vector<Song*> &GetSongs( const RString &sGroupName ) const;
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/**
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* @brief Retrieve all of the songs in the game.
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* @return all of the songs. */
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const vector<Song*> &GetAllSongs() const { return GetSongs(GROUP_ALL); }
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/**
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* @brief Retrieve all of the popular songs.
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*
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* Popularity is determined specifically by the number of times
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* a song is chosen.
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* @return all of the popular songs. */
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const vector<Song*> &GetPopularSongs() const { return m_pPopularSongs; }
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/**
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* @brief Retrieve all of the songs in a group that have at least one
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* valid step for the current gametype.
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* @param sGroupName the name of the group.
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* @return the songs within the group that have at least one valid Step. */
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const vector<Song *> &GetSongsOfCurrentGame( const RString &sGroupName ) const;
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/**
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* @brief Retrieve all of the songs in the game that have at least one
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* valid step for the current gametype.
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* @return the songs within the game that have at least one valid Step. */
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const vector<Song *> &GetAllSongsOfCurrentGame() const;
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void GetPreferredSortSongs( vector<Song*> &AddTo ) const;
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RString SongToPreferredSortSectionName( const Song *pSong ) const;
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const vector<Course*> &GetPopularCourses( CourseType ct ) const { return m_pPopularCourses[ct]; }
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Song *FindSong( RString sPath ) const;
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Song *FindSong( RString sGroup, RString sSong ) const;
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Course *FindCourse( RString sPath ) const;
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Course *FindCourse( RString sGroup, RString sName ) const;
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/**
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* @brief Retrieve the number of songs in the game.
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* @return the number of songs. */
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int GetNumSongs() const;
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int GetNumLockedSongs() const;
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int GetNumUnlockedSongs() const;
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int GetNumSelectableAndUnlockedSongs() const;
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int GetNumAdditionalSongs() const;
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int GetNumSongGroups() const;
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/**
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* @brief Retrieve the number of courses in the game.
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* @return the number of courses. */
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int GetNumCourses() const;
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int GetNumAdditionalCourses() const;
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int GetNumCourseGroups() const;
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Song* GetRandomSong();
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Course* GetRandomCourse();
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// sm-ssc addition:
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RString GetSongGroupByIndex(unsigned index) { return m_sSongGroupNames[index]; }
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int GetSongRank(Song* pSong);
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void GetStepsLoadedFromProfile( vector<Steps*> &AddTo, ProfileSlot slot ) const;
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Song *GetSongFromSteps( Steps *pSteps ) const;
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void DeleteSteps( Steps *pSteps ); // transfers ownership of pSteps
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bool WasLoadedFromAdditionalSongs( const Song *pSong ) const;
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bool WasLoadedFromAdditionalCourses( const Course *pCourse ) const;
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void GetAllCourses( vector<Course*> &AddTo, bool bIncludeAutogen ) const;
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void GetCourses( CourseType ct, vector<Course*> &AddTo, bool bIncludeAutogen ) const;
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void GetCoursesInGroup( vector<Course*> &AddTo, const RString &sCourseGroup, bool bIncludeAutogen ) const;
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void GetPreferredSortCourses( CourseType ct, vector<Course*> &AddTo, bool bIncludeAutogen ) const;
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void GetExtraStageInfo( bool bExtra2, const Style *s, Song*& pSongOut, Steps*& pStepsOut );
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Song* GetSongFromDir( RString sDir ) const;
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Course* GetCourseFromPath( RString sPath ) const; // path to .crs file, or path to song group dir
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Course* GetCourseFromName( RString sName ) const;
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void UpdatePopular();
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void UpdateShuffled(); // re-shuffle songs and courses
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void UpdatePreferredSort(RString sPreferredSongs = "PreferredSongs.txt", RString sPreferredCourses = "PreferredCourses.txt");
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void SortSongs(); // sort m_pSongs by CompareSongPointersByTitle
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void UpdateRankingCourses(); // courses shown on the ranking screen
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void RefreshCourseGroupInfo();
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// Lua
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void PushSelf( lua_State *L );
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protected:
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void LoadStepManiaSongDir( RString sDir, LoadingWindow *ld );
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void LoadDWISongDir( RString sDir );
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bool GetExtraStageInfoFromCourse( bool bExtra2, RString sPreferredGroup, Song*& pSongOut, Steps*& pStepsOut );
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void SanityCheckGroupDir( RString sDir ) const;
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void AddGroup( RString sDir, RString sGroupDirName );
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int GetNumEditsLoadedFromProfile( ProfileSlot slot ) const;
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/** @brief All of the songs that can be played. */
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vector<Song*> m_pSongs;
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/** @brief The most popular songs ranked by number of plays. */
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vector<Song*> m_pPopularSongs;
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//vector<Song*> m_pRecentSongs; // songs recently played on the machine
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vector<Song*> m_pShuffledSongs; // used by GetRandomSong
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struct PreferredSortSection
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{
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RString sName;
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vector<Song*> vpSongs;
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};
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vector<PreferredSortSection> m_vPreferredSongSort;
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vector<RString> m_sSongGroupNames;
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vector<RString> m_sSongGroupBannerPaths; // each song group may have a banner associated with it
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//vector<RString> m_sSongGroupBackgroundPaths; // each song group may have a background associated with it (very rarely)
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struct Comp { bool operator()(const RString& s, const RString &t) const { return CompareRStringsAsc(s,t); } };
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typedef vector<Song*> SongPointerVector;
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map<RString,SongPointerVector,Comp> m_mapSongGroupIndex;
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vector<Course*> m_pCourses;
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vector<Course*> m_pPopularCourses[NUM_CourseType];
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vector<Course*> m_pShuffledCourses; // used by GetRandomCourse
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struct CourseGroupInfo
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{
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RString m_sBannerPath;
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//RString m_sBackgroundPath;
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};
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map<RString,CourseGroupInfo> m_mapCourseGroupToInfo;
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typedef vector<Course*> CoursePointerVector;
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vector<CoursePointerVector> m_vPreferredCourseSort;
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RageTexturePreloader m_TexturePreload;
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ThemeMetric<int> NUM_SONG_GROUP_COLORS;
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ThemeMetric1D<RageColor> SONG_GROUP_COLOR;
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ThemeMetric<int> NUM_COURSE_GROUP_COLORS;
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ThemeMetric1D<RageColor> COURSE_GROUP_COLOR;
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};
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extern SongManager* SONGMAN; // global and accessable from anywhere in our program
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#endif
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/**
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* @file
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* @author Chris Danford, Glenn Maynard (c) 2001-2004
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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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