Files
itgmania212121/stepmania/src/SongManager.h
T
Chris Danford afa880cbac clean up Difficulty name theming
theme CourseDifficulty on options screen
2004-03-25 06:21:58 +00:00

124 lines
4.4 KiB
C++

#ifndef SONGMANAGER_H
#define SONGMANAGER_H
/*
-----------------------------------------------------------------------------
Class: SongManager
Desc: Holder for all Songs and Steps. Also keeps track of the current
Song and Steps, and loads/saves statistics.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
class LoadingWindow;
class Song;
class StyleDef;
class Course;
class Steps;
struct PlayerOptions;
#include "RageTypes.h"
#include "GameConstantsAndTypes.h"
#include "SongOptions.h"
#include "PlayerOptions.h"
#include "PlayerNumber.h"
class SongManager
{
public:
SongManager( LoadingWindow *ld );
~SongManager();
void InitSongsFromDisk( LoadingWindow *ld );
void FreeSongs();
void Cleanup();
void LoadAllFromProfiles(); // song, edits
void FreeAllLoadedFromProfiles();
void LoadGroupSymLinks( CString sDir, CString sGroupFolder );
void InitCoursesFromDisk( LoadingWindow *ld );
void InitAutogenCourses();
void FreeCourses();
void Reload( LoadingWindow *ld=NULL ); // songs, courses, groups - everything.
void PreloadSongImages();
CString GetGroupBannerPath( CString sGroupName );
void GetGroupNames( CStringArray &AddTo );
bool DoesGroupExist( CString sGroupName );
RageColor GetGroupColor( const CString &sGroupName );
RageColor GetSongColor( const Song* pSong );
RageColor GetDifficultyColor( Difficulty dc ) const;
static CString ShortenGroupName( CString sLongGroupName );
static int GetNumStagesForSong( const Song* pSong ); // LongVer songs take 2 stages, MarathonVer take 3
// Lookup
const vector<Song*> &GetAllSongs() const { return m_pSongs; }
void GetBestSongs( vector<Song*> &AddTo, CString sGroupName, int iMaxStages = 100000 /*inf*/, ProfileSlot slot=PROFILE_SLOT_MACHINE ) const;
const vector<Song*> &GetBestSongs( ProfileSlot slot=PROFILE_SLOT_MACHINE ) const { return m_pBestSongs[slot]; }
const vector<Course*> &GetBestCourses( ProfileSlot slot=PROFILE_SLOT_MACHINE ) const { return m_pBestCourses[slot]; }
void GetSongs( vector<Song*> &AddTo, CString sGroupName, int iMaxStages = 100000 /*inf*/ ) const;
void GetSongs( vector<Song*> &AddTo, int iMaxStages ) const { GetSongs(AddTo,"",iMaxStages); }
void GetSongs( vector<Song*> &AddTo ) const { GetSongs(AddTo,"",100000 /*inf*/ ); }
Song *FindSong( CString sPath );
Course *FindCourse( CString sName );
int GetNumSongs() const;
int GetNumGroups() const;
int GetNumCourses() const;
Song* GetRandomSong();
Course* GetRandomCourse();
void GetAllCourses( vector<Course*> &AddTo, bool bIncludeAutogen );
void GetNonstopCourses( vector<Course*> &AddTo, bool bIncludeAutogen ); // add to if life meter type is BAR.
void GetOniCourses( vector<Course*> &AddTo, bool bIncludeAutogen ); // add to if life meter type is BATTERY.
void GetEndlessCourses( vector<Course*> &AddTo, bool bIncludeAutogen ); // add to if set to REPEAT.
void GetExtraStageInfo( bool bExtra2, const StyleDef *s,
Song*& pSongOut, Steps*& pNotesOut, PlayerOptions& po_out, SongOptions& so_out );
Song* GetSongFromDir( CString sDir );
Course* GetCourseFromPath( CString sPath ); // path to .crs file, or path to song group dir
Course* GetCourseFromName( CString sName );
void UpdateBest(); // update Players Best
void UpdateShuffled(); // re-shuffle songs and courses
void SortSongs(); // sort m_pSongs
void UpdateRankingCourses(); // courses shown on the ranking screen
protected:
void LoadStepManiaSongDir( CString sDir, LoadingWindow *ld );
void LoadDWISongDir( CString sDir );
bool GetExtraStageInfoFromCourse( bool bExtra2, CString sPreferredGroup,
Song*& pSongOut, Steps*& pNotesOut, PlayerOptions& po_out, SongOptions& so_out );
void SanityCheckGroupDir( CString sDir ) const;
void AddGroup( CString sDir, CString sGroupDirName );
Song *FindSong( CString sGroup, CString sSong );
vector<Song*> m_pSongs; // all songs that can be played
vector<Song*> m_pBestSongs[NUM_PROFILE_SLOTS];
vector<Song*> m_pShuffledSongs; // used by GetRandomSong
CStringArray m_sGroupNames;
CStringArray m_sGroupBannerPaths; // each song group may have a banner associated with it
vector<Course*> m_pCourses;
vector<Course*> m_pBestCourses[NUM_PROFILE_SLOTS];
vector<Course*> m_pShuffledCourses; // used by GetRandomCourse
};
extern SongManager* SONGMAN; // global and accessable from anywhere in our program
#endif