Files
itgmania212121/stepmania/src/StyleDef.h
T

87 lines
2.9 KiB
C++
Raw Normal View History

#ifndef STYLEDEF_H
#define STYLEDEF_H
2002-02-24 01:43:11 +00:00
/*
-----------------------------------------------------------------------------
2002-04-16 17:31:00 +00:00
Class: StyleDef
2002-02-24 01:43:11 +00:00
2002-04-16 17:31:00 +00:00
Desc: A data structure that holds the definition for one of a Game's styles.
Styles define a set of columns for each player, and information about those
columns, like what Instruments are used play those columns and what track
to use to populate the column's notes.
2002-04-28 20:42:32 +00:00
A "track" is the term used to descibe a particular vertical sting of note
in NoteData.
A "column" is the term used to describe the vertical string of notes that
a player sees on the screen while they're playing. Column notes are
picked from a track, but columns and tracks don't have a 1-to-1
correspondance. For example, dance-versus has 8 columns but only 4 tracks
because two players place from the same set of 4 tracks.
2002-02-24 01:43:11 +00:00
2002-05-19 01:59:48 +00:00
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
2002-04-16 17:31:00 +00:00
Chris Danford
2002-02-24 01:43:11 +00:00
-----------------------------------------------------------------------------
*/
2002-04-16 17:31:00 +00:00
#include "StyleInput.h"
#include "GameInput.h"
#include "Game.h"
2002-12-17 21:49:14 +00:00
#include "NoteTypes.h"
#include "PlayerNumber.h"
#include "GameConstantsAndTypes.h"
2002-02-24 01:43:11 +00:00
2002-04-28 20:42:32 +00:00
const int MAX_COLS_PER_PLAYER = MAX_NOTE_TRACKS;
2002-02-24 01:43:11 +00:00
2002-12-17 21:42:09 +00:00
class NoteData;
2002-04-28 20:42:32 +00:00
class StyleDef
2002-02-24 01:43:11 +00:00
{
2002-04-01 02:04:43 +00:00
public:
2002-08-17 06:44:04 +00:00
Game m_Game; // Which Game is this Style used with?
bool m_bUsedForGameplay; // Can be used only for gameplay?
bool m_bUsedForEdit; // Can be used for editing?
/* The name of the style. (This is currently unused.) */
char m_szName[60];
2003-08-03 00:13:55 +00:00
/* Steps format used for each player. For example, "dance versus" reads
* the Steps with the tag "dance-single". */
2003-08-07 06:36:34 +00:00
StepsType m_StepsType;
2002-05-27 08:23:27 +00:00
enum StyleType
{
ONE_PLAYER_ONE_CREDIT, // e.g. single
TWO_PLAYERS_TWO_CREDITS, // e.g. versus
ONE_PLAYER_TWO_CREDITS, // e.g. double
2002-05-27 08:23:27 +00:00
};
StyleType m_StyleType;
2002-05-27 08:23:27 +00:00
int m_iCenterX[NUM_PLAYERS]; // center of the player
int m_iColsPerPlayer; // number of total tracks this style expects (e.g. 4 for versus, but 8 for double)
2002-04-28 20:42:32 +00:00
struct ColumnInfo
{
int track; // take note data from this track
GameController controller; // use this instrument to hit a note on this track
GameButton button; // use this button to hit a note on this track
float fXOffset; // x position of the column relative to player center
2002-04-28 20:42:32 +00:00
};
ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; // maps each players' column to a track in the NoteData
int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
2002-04-16 17:31:00 +00:00
2002-08-22 22:59:19 +00:00
GameInput StyleInputToGameInput( const StyleInput StyleI ) const;
StyleInput GameInputToStyleInput( const GameInput &GameI ) const;
2002-04-01 02:04:43 +00:00
PlayerNumber ControllerToPlayerNumber( GameController controller ) const;
void GetTransformedNoteDataForStyle( PlayerNumber pn, NoteData* pOriginal, NoteData* pNoteDataOut ) const;
2003-08-07 06:16:17 +00:00
bool MatchesNotesType( StepsType type ) const;
void GetMinAndMaxColX( PlayerNumber pn, float& fMixXOut, float& fMaxXOut ) const;
2003-09-23 03:55:18 +00:00
int NumSidesJoinedToPlay() const;
2002-02-24 01:43:11 +00:00
};
#endif