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itgmania212121/stepmania/src/StyleDef.h
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#pragma once
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/*
-----------------------------------------------------------------------------
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Class: StyleDef
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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.
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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.
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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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#include "Notes.h"
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#include "NoteData.h"
#include "StyleInput.h"
#include "GameInput.h"
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const int MAX_COLS_PER_PLAYER = MAX_NOTE_TRACKS;
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class GameDef;
class StyleDef
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{
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public:
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char m_szName[60];
NotesType m_NotesType; // the notes format that this style reads.
// For example, the "dance versus" reads the Notes with the tag "dance-single".
enum StyleType
{
ONE_PLAYER_USES_ONE_SIDE, // e.g. single
TWO_PLAYERS_USE_TWO_SIDES, // e.g. versus
ONE_PLAYER_USES_TWO_SIDES, // e.g. double
};
StyleType m_StyleType; // Defines how many players are allowed to play this Style.
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)
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struct ColumnInfo
{
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int track; // take note data from this track
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InstrumentNumber number; // use this instrument to hit a note on this track
InstrumentButton button; // use this button to hit a note on this track
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float fXOffset; // x position of the column relative to player center
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};
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];
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inline GameInput StyleInputToGameInput( const StyleInput StyleI )
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{
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InstrumentNumber n = m_ColumnInfo[StyleI.player][StyleI.col].number;
InstrumentButton b = m_ColumnInfo[StyleI.player][StyleI.col].button;
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return GameInput( n, b );
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};
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inline StyleInput StyleDef::GameInputToStyleInput( const GameInput &GameI )
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{
for( int p=0; p<NUM_PLAYERS; p++ )
{
for( int t=0; t<MAX_NOTE_TRACKS; t++ )
{
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if( m_ColumnInfo[p][t].number == GameI.number &&
m_ColumnInfo[p][t].button == GameI.button )
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{
return StyleInput( (PlayerNumber)p, t );
}
}
}
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return StyleInput(); // Didn't find a match. Return blank.
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}
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void GetTransformedNoteDataForStyle( PlayerNumber p, NoteData* pOriginal, NoteData* pNoteDataOut );
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};