20 void RefreshNoteSkinData(
const Game* game);
21 void GetNoteSkinNames(
const Game* game, std::vector<std::string>& AddTo);
22 void GetNoteSkinNames(std::vector<std::string>&
24 auto NoteSkinNameInList(
const std::string& name,
25 const std::vector<std::string>& name_list) -> bool;
26 auto DoesNoteSkinExist(
const std::string& sNoteSkin)
28 auto DoNoteSkinsExistForGame(
const Game* pGame) -> bool;
29 auto GetDefaultNoteSkinName()
32 void ValidateNoteSkinName(std::string& name);
34 auto GetFirstWorkingNoteSkin() -> std::string;
36 void SetCurrentNoteSkin(
const std::string& sNoteSkin)
38 m_sCurrentNoteSkin = sNoteSkin;
40 [[nodiscard]]
auto GetCurrentNoteSkin()
const ->
const std::string&
42 return m_sCurrentNoteSkin;
45 void SetLastSeenColor(std::string Color) { LastColor = std::move(Color); }
46 [[nodiscard]]
auto GetLastSeenColor()
const ->
const std::string&
51 void SetPlayerNumber(PlayerNumber pn) { m_PlayerNumber = pn; }
52 void SetGameController(GameController gc) { m_GameController = gc; }
53 auto GetPath(
const std::string& sButtonName,
const std::string& sElement)
55 auto PushActorTemplate(Lua* L,
56 const std::string& sButton,
57 const std::string& sElement,
59 std::string Color) -> bool;
60 auto LoadActor(
const std::string& sButton,
61 const std::string& sElement,
62 Actor* pParent =
nullptr,
63 bool bSpriteOnly =
false,
64 std::string Color =
"4th") ->
Actor*;
66 auto GetMetric(
const std::string& sButtonName,
const std::string& sValue)
68 auto GetMetric(
const std::string& sButtonName,
69 const std::string& sValue,
70 const std::string& sFallbackValue) -> std::string;
71 auto GetMetricI(
const std::string& sButtonName,
72 const std::string& sValueName) -> int;
73 auto GetMetricI(
const std::string& sButtonName,
74 const std::string& sValueName,
75 const std::string& sDefaultValue) -> int;
76 auto GetMetricF(
const std::string& sButtonName,
77 const std::string& sValueName) -> float;
78 auto GetMetricF(
const std::string& sButtonName,
79 const std::string& sValueName,
80 const std::string& sDefaultValue) -> float;
81 auto GetMetricB(
const std::string& sButtonName,
82 const std::string& sValueName) -> bool;
83 auto GetMetricB(
const std::string& sButtonName,
84 const std::string& sValueName,
85 const std::string& sDefaultValue) -> bool;
86 auto GetMetricA(
const std::string& sButtonName,
87 const std::string& sValueName) -> apActorCommands;
90 void PushSelf(lua_State* L);
93 auto GetPathFromDirAndFile(
const std::string& sDir,
94 const std::string& sFileName) -> std::string;
95 void GetAllNoteSkinNamesForGame(
const Game* pGame,
96 std::vector<std::string>& AddTo);
98 auto LoadNoteSkinData(
const std::string& sNoteSkinName,
100 auto LoadNoteSkinDataRecursive(
const std::string& sNoteSkinName,
102 std::string m_sCurrentNoteSkin;
103 const Game* m_pCurGame;
104 std::string LastColor;
107 PlayerNumber m_PlayerNumber;
108 GameController m_GameController;