This commit is contained in:
Glenn Maynard
2004-08-08 17:18:41 +00:00
parent de4b0cc408
commit 386fa1d4f2
2 changed files with 0 additions and 219 deletions
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#include "global.h"
#include "Game.h"
#include "RageLog.h"
#include "RageUtil.h"
#include "IniFile.h"
#include "Style.h"
#include "RageException.h"
#include "GameState.h"
#include "InputMapper.h"
#include "PrefsManager.h"
int Game::GetNumGameplayButtons() const
{
int iIndexOfStart = ButtonNameToIndex( "Start" );
ASSERT( iIndexOfStart != GAME_BUTTON_INVALID );
return iIndexOfStart;
}
GameButton Game::ButtonNameToIndex( const CString &sButtonName ) const
{
for( int i=0; i<m_iButtonsPerController; i++ )
if( stricmp(m_szButtonNames[i], sButtonName) == 0 )
return i;
return GAME_BUTTON_INVALID;
}
MenuInput Game::GameInputToMenuInput( GameInput GameI ) const
{
PlayerNumber pn;
Style::StyleType type = Style::TWO_PLAYERS_TWO_CREDITS;
if( GAMESTATE->GetCurrentStyle() )
type = GAMESTATE->GetCurrentStyle()->m_StyleType;
switch( type )
{
case Style::ONE_PLAYER_ONE_CREDIT:
case Style::TWO_PLAYERS_TWO_CREDITS:
pn = (PlayerNumber)GameI.controller;
break;
case Style::ONE_PLAYER_TWO_CREDITS:
pn = GAMESTATE->m_MasterPlayerNumber;
break;
default:
ASSERT(0); return MenuInput(); // invalid m_StyleType
};
int i;
for( i=0; i<NUM_MENU_BUTTONS; i++ )
if( m_DedicatedMenuButton[i] == GameI.button )
return MenuInput( pn, (MenuButton)i );
if( !PREFSMAN->m_bOnlyDedicatedMenuButtons )
{
for( i=0; i<NUM_MENU_BUTTONS; i++ )
if( m_SecondaryMenuButton[i] == GameI.button )
return MenuInput( pn, (MenuButton)i );
}
return MenuInput(); // invalid GameInput
}
void Game::MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const
{
ASSERT( MenuI.IsValid() );
GameIout[0].MakeInvalid(); // initialize
GameIout[1].MakeInvalid();
GameIout[2].MakeInvalid();
GameIout[3].MakeInvalid();
GameController controller[2];
Style::StyleType type = Style::TWO_PLAYERS_TWO_CREDITS;
if( GAMESTATE->GetCurrentStyle() )
type = GAMESTATE->GetCurrentStyle()->m_StyleType;
int iNumSidesUsing = 1;
switch( type )
{
case Style::ONE_PLAYER_ONE_CREDIT:
case Style::TWO_PLAYERS_TWO_CREDITS:
controller[0] = (GameController)MenuI.player;
iNumSidesUsing = 1;
break;
case Style::ONE_PLAYER_TWO_CREDITS:
controller[0] = GAME_CONTROLLER_1;
controller[1] = GAME_CONTROLLER_2;
iNumSidesUsing = 2;
break;
default:
ASSERT(0); // invalid m_StyleType
};
GameButton button[2] = { m_DedicatedMenuButton[MenuI.button], m_SecondaryMenuButton[MenuI.button] };
int iNumButtonsUsing = PREFSMAN->m_bOnlyDedicatedMenuButtons ? 1 : 2;
for( int i=0; i<iNumSidesUsing; i++ )
{
for( int j=0; j<iNumButtonsUsing; j++ )
{
GameIout[i*2+j].controller = controller[i];
GameIout[i*2+j].button = button[j];
}
}
}
/*
* (c) 2001-2002 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/
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/* Game - Holds information about a particular style of a game (e.g. "single", "double"). */
#ifndef GAMEDEF_H
#define GAMEDEF_H
#include "GameInput.h"
#include "MenuInput.h"
#include "GameConstantsAndTypes.h"
const int MAX_STYLES_PER_GAME = 10;
//
// PrimaryMenuButton and SecondaryMenuButton are used to support using DeviceInputs that only
// navigate the menus.
//
// A button being a primary menu button means that this GameButton will generate a the
// corresponding MenuInput.
// A button being a primary menu button means that this GameButton will generate a the
// corresponding MenuInput IF AND ONLY IF the GameButton corresponding to the pimary input
// is not mapped.
//
// Example 1: A user is using a an arcade DDR machine as their controllre. This machine has
// MenuLeft, MenuStart, and MenuRight buttons on the cabinet, so they should be used to navigate menus.
// The user will map these DeviceInputs to the GameButtons "MenuLeft (optional)", "MenuStart", and
// "MenuRight (optional)".
//
// Example 2: A user is using PlayStation DDR soft pads to play. His controller doesn't have dedicated
// DeviceInputs for MenuLeft and MenuRight. The user maps Up, Down, Left, and Right as normal.
// Since the Left and Right GameButtons have the flag FLAG_SECONDARY_MENU_*, they will function as
// MenuLeft and MenuRight as long as "MenuLeft (optional)" and "MenuRight (optional)" are not mapped.
//
class Style;
#define NO_DEFAULT_KEY -1
class Game
{
public:
const char *m_szName;
const char *m_szDescription;
int m_iNumControllers;
int m_iButtonsPerController;
int GetNumGameplayButtons() const;
char m_szButtonNames[MAX_GAME_BUTTONS][60]; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare"
char m_szSecondaryFunction[MAX_GAME_BUTTONS][60]; // displayed on the mapping screen
GameButton m_DedicatedMenuButton[NUM_MENU_BUTTONS];
GameButton m_SecondaryMenuButton[NUM_MENU_BUTTONS];
int m_iDefaultKeyboardKey[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // default keyboard keys only have an effect the current game is this game
GameButton ButtonNameToIndex( const CString &sButtonName ) const;
MenuInput GameInputToMenuInput( GameInput GameI ) const;
void MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const;
TapNoteScore m_mapMarvelousTo;
TapNoteScore m_mapPerfectTo;
TapNoteScore m_mapGreatTo;
TapNoteScore m_mapGoodTo;
TapNoteScore m_mapBooTo;
};
#endif
/*
* (c) 2001-2002 Chris Danford
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, and/or sell copies of the Software, and to permit persons to
* whom the Software is furnished to do so, provided that the above
* copyright notice(s) and this permission notice appear in all copies of
* the Software and that both the above copyright notice(s) and this
* permission notice appear in supporting documentation.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
* PERFORMANCE OF THIS SOFTWARE.
*/