Files
itgmania212121/stepmania/src/ProfileManager.h
T

118 lines
3.3 KiB
C++

#ifndef ProfileManager_H
#define ProfileManager_H
/*
-----------------------------------------------------------------------------
Class: ProfileManager
Desc: Interface to profiles that exist on the machine or a memory card
plugged into the machine.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
#include "PlayerNumber.h"
#include "GameConstantsAndTypes.h"
#include "Style.h"
#include "Profile.h"
class ProfileManager
{
public:
ProfileManager();
~ProfileManager();
bool CreateLocalProfile( CString sName );
bool RenameLocalProfile( CString sProfileID, CString sNewName );
bool DeleteLocalProfile( CString sProfileID );
void GetLocalProfileIDs( vector<CString> &asProfileIDsOut );
void GetLocalProfileNames( vector<CString> &asNamesOut );
bool LoadProfileFromMemoryCard( PlayerNumber pn );
bool LoadFirstAvailableProfile( PlayerNumber pn ); // memory card or local profile
bool SaveProfile( PlayerNumber pn );
void UnloadProfile( PlayerNumber pn );
void SaveMachineProfile();
bool IsUsingProfile( PlayerNumber pn ) { return !m_sProfileDir[pn].empty(); }
Profile* GetProfile( PlayerNumber pn );
CString GetProfileDir( ProfileSlot slot );
Profile* GetMachineProfile() { return &m_MachineProfile; }
CString GetPlayerName( PlayerNumber pn );
bool ProfileWasLoadedFromMemoryCard( PlayerNumber pn );
//
// High scores
//
void InitMachineScoresFromDisk();
void SaveMachineScoresToDisk();
struct CategoryData
{
struct HighScore
{
CString sName;
int iScore;
float fPercentDP;
HighScore()
{
iScore = 0;
fPercentDP = 0;
}
bool operator>=( const HighScore& other ) const;
};
vector<HighScore> vHighScores;
void AddHighScore( HighScore hs, int &iIndexOut );
} m_CategoryDatas[NUM_PROFILE_SLOTS][NUM_STEPS_TYPES][NUM_RANKING_CATEGORIES];
void AddHighScore( StepsType nt, RankingCategory rc, PlayerNumber pn, CategoryData::HighScore hs, int &iPersonalIndexOut, int &iMachineIndexOut )
{
hs.sName = RANKING_TO_FILL_IN_MARKER[pn];
m_CategoryDatas[pn][nt][rc].AddHighScore( hs, iPersonalIndexOut );
m_CategoryDatas[PROFILE_SLOT_MACHINE][nt][rc].AddHighScore( hs, iMachineIndexOut );
}
void ReadSM300NoteScores();
void ReadSongScoresFromDir( CString sDir, ProfileSlot slot );
void ReadCourseScoresFromDir( CString sDir, ProfileSlot slot );
void ReadCategoryScoresFromDir( CString sDir, ProfileSlot slot );
void SaveSongScoresToDir( CString sDir, ProfileSlot slot );
void SaveCourseScoresToDir( CString sDir, ProfileSlot slot );
void SaveCategoryScoresToDir( CString sDir, ProfileSlot slot );
void SaveStatsWebPageToDir( CString sDir, ProfileSlot slot );
private:
bool LoadDefaultProfileFromMachine( PlayerNumber pn );
bool CreateMemoryCardProfile( PlayerNumber pn );
bool LoadProfile( PlayerNumber pn, CString sProfileDir, bool bIsMemCard );
bool CreateProfile( CString sProfileDir, CString sName );
// Directory that contains the profile. Either on local machine or
// on a memory card.
CString m_sProfileDir[NUM_PLAYERS];
bool m_bWasLoadedFromMemoryCard[NUM_PLAYERS];
// actual loaded profile data
Profile m_Profile[NUM_PLAYERS];
Profile m_MachineProfile;
};
extern ProfileManager* PROFILEMAN; // global and accessable from anywhere in our program
#endif