4b7d640324
cache trick icons change AI probability format
63 lines
1.9 KiB
C++
63 lines
1.9 KiB
C++
#ifndef NoteSkinMANAGER_H
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#define NoteSkinMANAGER_H
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/*
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-----------------------------------------------------------------------------
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Class: NoteSkinManager
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Desc: Manages which graphics and sounds are chosed to load. Every time
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a sound or graphic is loaded, it gets the path from the NoteSkinManager.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "RageTypes.h"
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#include "Game.h"
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#include "PlayerNumber.h"
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#include "IniFile.h"
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#include <map>
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class NoteSkinManager
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{
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public:
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NoteSkinManager();
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~NoteSkinManager();
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void RefreshNoteSkinData( Game game );
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void GetNoteSkinNames( Game game, CStringArray &AddTo );
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void GetNoteSkinNames( CStringArray &AddTo ); // looks up current Game in GAMESTATE
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bool DoesNoteSkinExist( CString sSkinName ); // looks up current Game in GAMESTATE
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CString GetPathTo( PlayerNumber pn, int col, CString sFileName );
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CString GetPathTo( PlayerNumber pn, CString sButtonName, CString sFileName );
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CString GetPathTo( CString sSkinName, CString sButtonName, CString sFileName );
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CString GetMetric( PlayerNumber pn, CString sButtonName, CString sValueName );
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int GetMetricI( PlayerNumber pn, CString sButtonName, CString sValueName );
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float GetMetricF( PlayerNumber pn, CString sButtonName, CString sValueName );
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bool GetMetricB( PlayerNumber pn, CString sButtonName, CString sValueName );
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RageColor GetMetricC( PlayerNumber pn, CString sButtonName, CString sValueName );
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static CString NoteSkinManager::ColToButtonName(int col);
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CString GetNoteSkinDir( CString sSkinName );
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protected:
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struct NoteSkinData
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{
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CString sName;
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IniFile metrics;
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};
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void LoadNoteSkinData( CString sNoteSkinName, NoteSkinData& data_out );
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map<CString,NoteSkinData> m_mapNameToData;
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};
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extern NoteSkinManager* NOTESKIN; // global and accessable from anywhere in our program
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#endif
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