This causes "default constructor could not be generated" warnings (sort of

spuriously, but it's a useful warning and I don't want to turn it off), and we don't
need to declare every member const to have a const object--you just have
a const pointer to the object.
This commit is contained in:
Glenn Maynard
2006-12-05 22:53:22 +00:00
parent 006dfd674c
commit 0f95d7be97
2 changed files with 24 additions and 24 deletions
+9 -9
View File
@@ -30,18 +30,18 @@ struct lua_State;
class Game
{
public:
const char *const m_szName;
const char * m_szName;
const bool m_bCountNotesSeparately; // Count multiple notes in a row as separate notes or as one note
const bool m_bAllowHopos; // allow Hammer-ons and Pull-offs? Only useful for guitar type input.
const InputScheme m_InputScheme;
bool m_bCountNotesSeparately; // Count multiple notes in a row as separate notes or as one note
bool m_bAllowHopos; // allow Hammer-ons and Pull-offs? Only useful for guitar type input.
InputScheme m_InputScheme;
TapNoteScore MapTapNoteScore( TapNoteScore tns ) const;
const TapNoteScore m_mapW1To;
const TapNoteScore m_mapW2To;
const TapNoteScore m_mapW3To;
const TapNoteScore m_mapW4To;
const TapNoteScore m_mapW5To;
TapNoteScore m_mapW1To;
TapNoteScore m_mapW2To;
TapNoteScore m_mapW3To;
TapNoteScore m_mapW4To;
TapNoteScore m_mapW5To;
//
// Lua
+15 -15
View File
@@ -19,22 +19,22 @@ struct lua_State;
class Style
{
public:
const Game *const m_pGame; // Which Game is this Style used with?
const bool m_bUsedForGameplay; // Can be used only for gameplay?
const bool m_bUsedForEdit; // Can be used for editing?
const bool m_bUsedForDemonstration; // Can be used for demonstration?
const bool m_bUsedForHowToPlay; // Can be used for HowToPlay?
const Game * m_pGame; // Which Game is this Style used with?
bool m_bUsedForGameplay; // Can be used only for gameplay?
bool m_bUsedForEdit; // Can be used for editing?
bool m_bUsedForDemonstration; // Can be used for demonstration?
bool m_bUsedForHowToPlay; // Can be used for HowToPlay?
/* The name of the style. (This is currently unused.) */
const char *const m_szName;
const char * m_szName;
/* Steps format used for each player. For example, "dance versus" reads
* the Steps with the tag "dance-single". */
const StepsType m_StepsType;
StepsType m_StepsType;
const StyleType m_StyleType;
StyleType m_StyleType;
const int m_iColsPerPlayer; // number of total tracks this style expects (e.g. 4 for versus, but 8 for double)
int m_iColsPerPlayer; // number of total tracks this style expects (e.g. 4 for versus, but 8 for double)
struct ColumnInfo
{
int track; // take note data from this track
@@ -42,16 +42,16 @@ public:
const char *pzName; // name of this column, or NULL to use the name of a button mapped to it
};
const ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; // maps each players' column to a track in the NoteData
ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; // maps each players' column to a track in the NoteData
/* This maps from game inputs to columns. More than one button may map to a
* single column. */
enum { NO_MAPPING = -1, END_MAPPING = -2 };
const int m_iInputColumn[NUM_GameController][NUM_GameButton]; // maps each input to a column, or GameButton_Invalid
const int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
const bool m_bNeedsZoomOutWith2Players;
const bool m_bCanUseBeginnerHelper;
const bool m_bLockDifficulties; // used in couple Styles
int m_iInputColumn[NUM_GameController][NUM_GameButton]; // maps each input to a column, or GameButton_Invalid
int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
bool m_bNeedsZoomOutWith2Players;
bool m_bCanUseBeginnerHelper;
bool m_bLockDifficulties; // used in couple Styles
GameInput StyleInputToGameInput( int iCol, PlayerNumber pn ) const;
int GameInputToColumn( const GameInput &GameI ) const;