ugh. Cleanup of ez2's menubganimations.

This commit is contained in:
Chris Danford
2002-09-29 05:06:18 +00:00
parent e621580615
commit ad6c239858
53 changed files with 1233 additions and 601 deletions
+191 -61
View File
@@ -48,7 +48,6 @@ struct {
{ "pump-double", 10 },
{ "pump-couple", 10 },
{ "ez2-single", 5 }, // Single: TL,LHH,D,RHH,TR
{ "ez2-single-hard", 5 }, // Single: TL,LHH,D,RHH,TR
{ "ez2-double", 10 }, // Double: Single x2
{ "ez2-real", 7 }, // Real: TL,LHH,LHL,D,RHL,RHH,TR
{ "para-single", 5 }
@@ -774,35 +773,6 @@ StyleDef g_StyleDefs[NUM_STYLES] =
2,0,4,1,3 // This should be from back to front: Down, UpLeft, UpRight, Upper Left Hand, Upper Right Hand
},
},
{ // EZ2_STYLE_SINGLE_HARD
GAME_EZ2, // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
"singleHard", // m_szName
{ NOTES_TYPE_EZ2_SINGLE_HARD,NOTES_TYPE_EZ2_SINGLE_HARD}, // m_NotesTypes
StyleDef::ONE_PLAYER_ONE_CREDIT, // m_StyleType
{ 160, 480 }, // m_iCenterX
5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*2 },
{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*1 },
{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*0 },
{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*1 },
{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*2 },
},
{ // PLAYER_2
{ TRACK_1, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*2 },
{ TRACK_2, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*1 },
{ TRACK_3, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*0 },
{ TRACK_4, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*1 },
{ TRACK_5, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*2 },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
2,0,4,1,3 // This should be from back to front: Down, UpLeft, UpRight, Upper Left Hand, Upper Right Hand
},
},
{ // EZ2_STYLE_REAL
GAME_EZ2, // m_Game
true, // m_bUsedForGameplay
@@ -904,35 +874,6 @@ StyleDef g_StyleDefs[NUM_STYLES] =
2,0,4,1,3 // This should be from back to front: Down, UpLeft, UpRight, Upper Left Hand, Upper Right Hand
},
},
{ // EZ2_STYLE_SINGLE_VERSUS
GAME_EZ2, // m_Game
true, // m_bUsedForGameplay
true, // m_bUsedForEdit
"versusHard", // m_szName
{ NOTES_TYPE_EZ2_SINGLE_HARD,NOTES_TYPE_EZ2_SINGLE_HARD }, // m_NotesTypes
StyleDef::TWO_PLAYERS_TWO_CREDITS, // m_StyleType
{ 160, 480 }, // m_iCenterX
5, // m_iColsPerPlayer
{ // m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
{ // PLAYER_1
{ TRACK_1, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*2 },
{ TRACK_2, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*1 },
{ TRACK_3, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*0 },
{ TRACK_4, GAME_CONTROLLER_1, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*1 },
{ TRACK_5, GAME_CONTROLLER_1, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*2 },
},
{ // PLAYER_2
{ TRACK_1, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPLEFT, -EZ2_COL_SPACING*2 },
{ TRACK_2, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPLEFT, -EZ2_COL_SPACING*1 },
{ TRACK_3, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTDOWN, +EZ2_COL_SPACING*0 },
{ TRACK_4, GAME_CONTROLLER_2, EZ2_BUTTON_HANDUPRIGHT, +EZ2_COL_SPACING*1 },
{ TRACK_5, GAME_CONTROLLER_2, EZ2_BUTTON_FOOTUPRIGHT, +EZ2_COL_SPACING*2 },
},
},
{ // m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
2,0,4,1,3 // This should be from back to front: Down, UpLeft, UpRight, Upper Left Hand, Upper Right Hand
},
},
{ // EZ2_STYLE_REAL_VERSUS
GAME_EZ2, // m_Game
true, // m_bUsedForGameplay
@@ -998,6 +939,188 @@ StyleDef g_StyleDefs[NUM_STYLES] =
};
ModeChoice g_ModeChoices[] =
{
{
GAME_DANCE,
PLAY_MODE_ARCADE,
STYLE_DANCE_SINGLE,
DIFFICULTY_MEDIUM,
"single",
1
},
{
GAME_DANCE,
PLAY_MODE_ARCADE,
STYLE_DANCE_VERSUS,
DIFFICULTY_MEDIUM,
"versus",
2
},
{
GAME_DANCE,
PLAY_MODE_ARCADE,
STYLE_DANCE_DOUBLE,
DIFFICULTY_MEDIUM,
"double",
2
},
{
GAME_DANCE,
PLAY_MODE_ARCADE,
STYLE_DANCE_COUPLE,
DIFFICULTY_MEDIUM,
"couple",
2
},
{
GAME_DANCE,
PLAY_MODE_ARCADE,
STYLE_DANCE_SOLO,
DIFFICULTY_MEDIUM,
"solo",
1
},
{
GAME_PUMP,
PLAY_MODE_ARCADE,
STYLE_PUMP_SINGLE,
DIFFICULTY_EASY,
"normal",
1
},
{
GAME_PUMP,
PLAY_MODE_ARCADE,
STYLE_PUMP_SINGLE,
DIFFICULTY_MEDIUM,
"hard",
1
},
{
GAME_PUMP,
PLAY_MODE_ARCADE,
STYLE_PUMP_SINGLE,
DIFFICULTY_HARD,
"crazy",
1
},
{
GAME_PUMP,
PLAY_MODE_ARCADE,
STYLE_PUMP_VERSUS,
DIFFICULTY_EASY,
"normal",
2
},
{
GAME_PUMP,
PLAY_MODE_ARCADE,
STYLE_PUMP_VERSUS,
DIFFICULTY_MEDIUM,
"hard",
2
},
{
GAME_PUMP,
PLAY_MODE_ARCADE,
STYLE_PUMP_VERSUS,
DIFFICULTY_HARD,
"crazy",
2
},
{
GAME_PUMP,
PLAY_MODE_ARCADE,
STYLE_PUMP_COUPLE,
DIFFICULTY_MEDIUM,
"battle",
2
},
{
GAME_PUMP,
PLAY_MODE_ARCADE,
STYLE_PUMP_DOUBLE,
DIFFICULTY_MEDIUM,
"double",
1
},
{
GAME_PUMP,
PLAY_MODE_ONI,
STYLE_PUMP_SINGLE,
DIFFICULTY_MEDIUM,
"nonstop",
1
},
{
GAME_PUMP,
PLAY_MODE_ONI,
STYLE_PUMP_VERSUS,
DIFFICULTY_MEDIUM,
"nonstop",
2
},
{
GAME_EZ2,
PLAY_MODE_ARCADE,
STYLE_EZ2_SINGLE,
DIFFICULTY_EASY,
"easy",
1
},
{
GAME_EZ2,
PLAY_MODE_ARCADE,
STYLE_EZ2_SINGLE,
DIFFICULTY_HARD,
"hard",
1
},
{
GAME_EZ2,
PLAY_MODE_ARCADE,
STYLE_EZ2_REAL,
DIFFICULTY_MEDIUM,
"real",
1
},
{
GAME_EZ2,
PLAY_MODE_ARCADE,
STYLE_EZ2_DOUBLE,
DIFFICULTY_MEDIUM,
"club",
1
},
{
GAME_EZ2,
PLAY_MODE_ARCADE,
STYLE_EZ2_SINGLE_VERSUS,
DIFFICULTY_EASY,
"easy",
2
},
{
GAME_EZ2,
PLAY_MODE_ARCADE,
STYLE_EZ2_SINGLE_VERSUS,
DIFFICULTY_HARD,
"hard",
2
},
{
GAME_EZ2,
PLAY_MODE_ARCADE,
STYLE_EZ2_REAL_VERSUS,
DIFFICULTY_MEDIUM,
"real",
2
},
};
const int NUM_MODE_CHOICES = sizeof(g_ModeChoices) / sizeof(g_ModeChoices[0]);
GameManager::GameManager()
{
m_pIniFile = new IniFile;
@@ -1010,13 +1133,13 @@ GameManager::~GameManager()
GameDef* GameManager::GetGameDefForGame( Game g )
{
ASSERT( g != GAME_INVALID );
ASSERT( g != GAME_INVALID ); // the game must be set before calling this
return &g_GameDefs[ g ];
}
const StyleDef* GameManager::GetStyleDefForStyle( Style s )
{
ASSERT( s != STYLE_NONE );
ASSERT( s != STYLE_NONE ); // the style must be set before calling this
return &g_StyleDefs[ s ];
}
@@ -1034,6 +1157,13 @@ void GameManager::GetGameplayStylesForGame( Game game, CArray<Style,Style>& aSty
}
}
void GameManager::GetModesChoicesForGame( Game game, CArray<ModeChoice,ModeChoice>& aChoicesAddTo )
{
for( int s=0; s<NUM_MODE_CHOICES; s++ )
if( g_ModeChoices[s].game == game)
aChoicesAddTo.Add( g_ModeChoices[s] );
}
void GameManager::GetNotesTypesForGame( Game game, CArray<NotesType,NotesType>& aNotesTypeAddTo )
{
for( int nt=0; nt<NUM_NOTES_TYPES; nt++ )