[Style] Add ColumnsPerPlayer and NeedsZoomOutWith2Players bindings.
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@@ -120,12 +120,16 @@ public:
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static int GetName( T* p, lua_State *L ) { LuaHelpers::Push( L, (RString) p->m_szName ); return 1; }
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DEFINE_METHOD( GetStyleType, m_StyleType )
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DEFINE_METHOD( GetStepsType, m_StepsType )
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DEFINE_METHOD( ColumnsPerPlayer, m_iColsPerPlayer )
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DEFINE_METHOD( NeedsZoomOutWith2Players, m_bNeedsZoomOutWith2Players )
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LunaStyle()
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{
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ADD_METHOD( GetName );
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ADD_METHOD( GetStyleType );
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ADD_METHOD( GetStepsType );
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ADD_METHOD( ColumnsPerPlayer );
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ADD_METHOD( NeedsZoomOutWith2Players );
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}
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};
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+13
-13
@@ -19,15 +19,15 @@ struct lua_State;
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class Style
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{
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public:
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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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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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// The name of the style. (This is currently unused.)
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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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/* 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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StepsType m_StepsType;
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@@ -36,21 +36,21 @@ public:
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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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float fXOffset; // x position of the column relative to player center
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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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int track; // take note data from this track
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float fXOffset; // x position of the column relative to player center
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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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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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/* 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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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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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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// Returns Column_Invalid if the input is an invalid column, such as UL corner in 4 pad mode
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