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.
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@@ -30,18 +30,18 @@ struct lua_State;
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class Game
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{
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public:
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const char *const m_szName;
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const char * m_szName;
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const bool m_bCountNotesSeparately; // Count multiple notes in a row as separate notes or as one note
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const bool m_bAllowHopos; // allow Hammer-ons and Pull-offs? Only useful for guitar type input.
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const InputScheme m_InputScheme;
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bool m_bCountNotesSeparately; // Count multiple notes in a row as separate notes or as one note
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bool m_bAllowHopos; // allow Hammer-ons and Pull-offs? Only useful for guitar type input.
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InputScheme m_InputScheme;
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TapNoteScore MapTapNoteScore( TapNoteScore tns ) const;
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const TapNoteScore m_mapW1To;
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const TapNoteScore m_mapW2To;
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const TapNoteScore m_mapW3To;
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const TapNoteScore m_mapW4To;
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const TapNoteScore m_mapW5To;
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TapNoteScore m_mapW1To;
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TapNoteScore m_mapW2To;
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TapNoteScore m_mapW3To;
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TapNoteScore m_mapW4To;
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TapNoteScore m_mapW5To;
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//
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// Lua
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+15
-15
@@ -19,22 +19,22 @@ struct lua_State;
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class Style
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{
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public:
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const Game *const m_pGame; // Which Game is this Style used with?
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const bool m_bUsedForGameplay; // Can be used only for gameplay?
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const bool m_bUsedForEdit; // Can be used for editing?
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const bool m_bUsedForDemonstration; // Can be used for demonstration?
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const bool m_bUsedForHowToPlay; // Can be used for HowToPlay?
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const Game * m_pGame; // Which Game is this Style used with?
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bool m_bUsedForGameplay; // Can be used only for gameplay?
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bool m_bUsedForEdit; // Can be used for editing?
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bool m_bUsedForDemonstration; // Can be used for demonstration?
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bool m_bUsedForHowToPlay; // Can be used for HowToPlay?
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/* The name of the style. (This is currently unused.) */
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const char *const m_szName;
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const char * m_szName;
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/* Steps format used for each player. For example, "dance versus" reads
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* the Steps with the tag "dance-single". */
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const StepsType m_StepsType;
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StepsType m_StepsType;
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const StyleType m_StyleType;
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StyleType m_StyleType;
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const int m_iColsPerPlayer; // number of total tracks this style expects (e.g. 4 for versus, but 8 for double)
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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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{
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int track; // take note data from this track
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@@ -42,16 +42,16 @@ public:
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const char *pzName; // name of this column, or NULL to use the name of a button mapped to it
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};
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const ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; // maps each players' column to a track in the NoteData
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ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; // maps each players' column to a track in the NoteData
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/* This maps from game inputs to columns. More than one button may map to a
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* single column. */
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enum { NO_MAPPING = -1, END_MAPPING = -2 };
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const int m_iInputColumn[NUM_GameController][NUM_GameButton]; // maps each input to a column, or GameButton_Invalid
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const int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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const bool m_bNeedsZoomOutWith2Players;
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const bool m_bCanUseBeginnerHelper;
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const bool m_bLockDifficulties; // used in couple Styles
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int m_iInputColumn[NUM_GameController][NUM_GameButton]; // maps each input to a column, or GameButton_Invalid
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int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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bool m_bNeedsZoomOutWith2Players;
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bool m_bCanUseBeginnerHelper;
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bool m_bLockDifficulties; // used in couple Styles
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GameInput StyleInputToGameInput( int iCol, PlayerNumber pn ) const;
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int GameInputToColumn( const GameInput &GameI ) const;
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