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+27
-32
@@ -17,9 +17,18 @@
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#include "MenuInput.h"
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const int MAX_STYLES_PER_GAME = 10;
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const int MAX_SKIN_PATHS = 16;
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enum GameButtonGraphic {
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GRAPHIC_NOTE_COLOR_PART,
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GRAPHIC_NOTE_GRAY_PART,
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GRAPHIC_RECEPTOR,
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GRAPHIC_TAP_EXPLOSION_BRIGHT,
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GRAPHIC_TAP_EXPLOSION_DIM,
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GRAPHIC_HOLD_EXPLOSION,
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NUM_GAME_BUTTON_GRAPHICS // leave this at the end
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};
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class StyleDef;
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@@ -27,42 +36,28 @@ class StyleDef;
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class GameDef
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{
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public:
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GameDef( CString sGameDir );
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~GameDef();
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char m_szName[60];
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char m_szDescription[60];
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int m_iNumInstruments;
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int m_iButtonsPerInstrument;
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char m_szButtonNames[60][MAX_INSTRUMENT_BUTTONS]; // e.g. "left", "right", "middle C", "snare"
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CString m_sGameDir;
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CString m_sName;
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CString m_sDescription;
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// int ButtonNameToIndex( const CString &sButtonName )
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// {
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// for( int i=0; i<m_iButtonsPerInstrument; i++ )
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// if( m_sButtonNames[i] == sButtonName )
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// return i;
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// return -1;
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// }
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// instrument stuff
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int m_iNumInstruments;
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int m_iButtonsPerInstrument;
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CString m_sButtonNames[MAX_INSTRUMENT_BUTTONS]; // e.g. "left", "right", "middle C", "snare"
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int ButtonNameToIndex( const CString &sButtonName )
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{
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for( int i=0; i<m_iButtonsPerInstrument; i++ )
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if( m_sButtonNames[i] == sButtonName )
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return i;
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return -1;
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}
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int m_iMenuButtons[NUM_MENU_BUTTONS]; // map from MenuButton to m_sButtonNames
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int m_iNumStyleDefs;
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StyleDef* m_pStyleDefs[MAX_STYLES_PER_GAME];
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StyleDef* GetStyleDef( CString sStyle );
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// skin stuff
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void GetSkinNames( CStringArray &asSkinNames );
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bool HasASkinNamed( CString sSkin );
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void AssertSkinsAreComplete();
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// graphic stuff
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int m_iNumSkinFolders;
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CString m_sSkinFolders[MAX_SKIN_PATHS]; // path to skin folders relative to m_sGameDir
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bool HasASkinNamed( CString sSkin )
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{
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for( int i=0; i<m_iNumSkinFolders; i++ )
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if( m_sSkinFolders[i] == sSkin )
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return true;
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return false;
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}
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CString GetPathToGraphic( const CString sSkinName, const int iInstrumentButton, const GameButtonGraphic gbg );
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void GetTweenColors( const CString sSkinName, const int iInstrumentButton, CArray<D3DXCOLOR,D3DXCOLOR> &arrayTweenColors );
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CString ElementToGraphicSuffix( const GameButtonGraphic gbg );
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