This obsoletes Cached and Permanent textures, implementing them more simply: if you want to keep the texture loaded, just load it and keep the texture around as long as you want it. The old "texture policy" scheme of "keep the texture around for the duration of the screen" was ambiguous--we can have any number of screens loaded.
170 lines
6.5 KiB
C++
170 lines
6.5 KiB
C++
/* SongManager - Holder for all Songs and Steps. */
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#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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struct 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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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( Song *pStaleSong );
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void RevertFromDisk( Song *pSong, bool bAllowNotesLoss=false );
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void RegenerateNonFixedCourses();
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void SetPreferences();
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void LoadAllFromProfileDir( const CString &sProfileDir, ProfileSlot slot );
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int GetNumStepsLoadedFromProfile();
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void FreeAllLoadedFromProfile( ProfileSlot slot = PROFILE_SLOT_INVALID );
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void LoadGroupSymLinks( CString sDir, CString sGroupFolder );
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void InitCoursesFromDisk( LoadingWindow *ld );
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void InitAutogenCourses();
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void FreeCourses();
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void InitAll( LoadingWindow *ld ); // songs, courses, groups - everything.
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void Reload( LoadingWindow *ld=NULL ); // songs, courses, groups - everything.
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void PreloadSongImages();
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CString GetSongGroupBannerPath( CString sSongGroup );
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void GetSongGroupNames( CStringArray &AddTo );
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bool DoesSongGroupExist( CString sSongGroup );
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RageColor GetSongGroupColor( const CString &sSongGroupName );
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RageColor GetSongColor( const Song* pSong );
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RageColor GetDifficultyColor( Difficulty dc ) const;
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CString GetCourseGroupBannerPath( CString sCourseGroup );
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void GetCourseGroupNames( CStringArray &AddTo );
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bool DoesCourseGroupExist( CString sCourseGroup );
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RageColor GetCourseGroupColor( const CString &sCourseGroupName );
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RageColor GetCourseColor( const Course* pCourse );
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static CString ShortenGroupName( CString sLongGroupName );
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static int GetNumStagesForSong( const Song* pSong ); // LongVer songs take 2 stages, MarathonVer take 3
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// Lookup
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const vector<Song*> &GetAllSongs() const { return m_pSongs; }
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void GetBestSongs( vector<Song*> &AddTo, CString sGroupName, int iMaxStages = INT_MAX, ProfileSlot slot=PROFILE_SLOT_MACHINE ) const;
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const vector<Song*> &GetBestSongs( ProfileSlot slot=PROFILE_SLOT_MACHINE ) const { return m_pBestSongs[slot]; }
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const vector<Course*> &GetBestCourses( CourseType ct, ProfileSlot slot=PROFILE_SLOT_MACHINE ) const { return m_pBestCourses[slot][ct]; }
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void GetSongs( vector<Song*> &AddTo, CString sGroupName, int iMaxStages = INT_MAX ) const;
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void GetSongs( vector<Song*> &AddTo, int iMaxStages ) const { GetSongs(AddTo,GROUP_ALL,iMaxStages); }
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void GetSongs( vector<Song*> &AddTo ) const { GetSongs(AddTo,GROUP_ALL,INT_MAX); }
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Song *FindSong( CString sPath );
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Course *FindCourse( CString sName );
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int GetNumSongs() const;
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int GetNumSongGroups() const;
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int GetNumCourses() const;
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int GetNumCourseGroups() const;
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Song* GetRandomSong();
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Course* GetRandomCourse();
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void GetAllCourses( vector<Course*> &AddTo, bool bIncludeAutogen );
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void GetCourses( CourseType ct, vector<Course*> &AddTo, bool bIncludeAutogen );
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void GetCoursesInGroup( vector<Course*> &AddTo, const CString &sCourseGroup, bool bIncludeAutogen );
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void GetExtraStageInfo( bool bExtra2, const Style *s,
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Song*& pSongOut, Steps*& pStepsOut, PlayerOptions& po_out, SongOptions& so_out );
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Song* GetSongFromDir( CString sDir );
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Course* GetCourseFromPath( CString sPath ); // path to .crs file, or path to song group dir
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Course* GetCourseFromName( CString sName );
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void UpdateBest(); // update Players Best
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void UpdateShuffled(); // re-shuffle songs and courses
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void SortSongs(); // sort m_pSongs
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void UpdateRankingCourses(); // courses shown on the ranking screen
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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( CString sDir, LoadingWindow *ld );
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void LoadDWISongDir( CString sDir );
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bool GetExtraStageInfoFromCourse( bool bExtra2, CString sPreferredGroup,
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Song*& pSongOut, Steps*& pStepsOut, PlayerOptions& po_out, SongOptions& so_out );
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void SanityCheckGroupDir( CString sDir ) const;
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void AddGroup( CString sDir, CString sGroupDirName );
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int GetNumEditsLoadedFromProfile( ProfileSlot slot ) const;
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Song *FindSong( CString sGroup, CString sSong );
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vector<Song*> m_pSongs; // all songs that can be played
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vector<Song*> m_pBestSongs[NUM_PROFILE_SLOTS];
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vector<Song*> m_pShuffledSongs; // used by GetRandomSong
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CStringArray m_sSongGroupNames;
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CStringArray m_sSongGroupBannerPaths; // each song group may have a banner associated with it
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vector<Course*> m_pCourses;
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vector<Course*> m_pBestCourses[NUM_PROFILE_SLOTS][NUM_COURSE_TYPES];
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vector<Course*> m_pShuffledCourses; // used by GetRandomCourse
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CStringArray m_sCourseGroupNames;
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CStringArray m_sCourseGroupBannerPaths; // each course group may have a banner associated with it
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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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static const CString EDIT_SUBDIR = "Edits/";
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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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* (c) 2001-2004 Chris Danford, Glenn Maynard
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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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