Another round of doxygenating.

This commit is contained in:
Jason Felds
2011-02-13 18:12:40 -05:00
parent 606cb4f76a
commit d6bdeb0499
5 changed files with 134 additions and 55 deletions
+49 -19
View File
@@ -1,4 +1,4 @@
/* Style - A data structure that holds the definition for one of a Game's styles. */
/** @brief Style - A data structure that holds the definition for one of a Game's styles. */
#ifndef STYLE_H
#define STYLE_H
@@ -8,8 +8,9 @@
#include "PlayerNumber.h"
#include "GameConstantsAndTypes.h"
/** @brief Each style can have a maximum amount of columns to work with. */
const int MAX_COLS_PER_PLAYER = MAX_NOTE_TRACKS;
/** @brief Provide a default value for an invalid column. */
static const int Column_Invalid = -1;
class NoteData;
@@ -19,41 +20,68 @@ struct lua_State;
class Style
{
public:
bool m_bUsedForGameplay; // Can be used only for gameplay?
bool m_bUsedForEdit; // Can be used for editing?
bool m_bUsedForDemonstration; // Can be used for demonstration?
bool m_bUsedForHowToPlay; // Can be used for HowToPlay?
/** @brief Can this style be used for gameplay purposes? */
bool m_bUsedForGameplay;
/** @brief Can this style be used for making edits? */
bool m_bUsedForEdit;
/** @brief Can this style be used in a demonstration? */
bool m_bUsedForDemonstration;
/** @brief Can this style be used to explain how to play the game? */
bool m_bUsedForHowToPlay;
// The name of the style. (This is currently unused.)
/**
* @brief The name of the style.
*
* At this time, it is currently unused. */
const char * m_szName;
/* Steps format used for each player. For example, "dance versus" reads
* the Steps with the tag "dance-single". */
/**
* @brief Steps format used for each player.
*
* For example, "dance versus" reads the Steps with the tag "dance-single". */
StepsType m_StepsType;
/** @brief Style format used for each player. */
StyleType m_StyleType;
int m_iColsPerPlayer; // number of total tracks this style expects (e.g. 4 for versus, but 8 for double)
/**
* @brief The number of total tracks/columns this style expects.
*
* As an example, 4 is expected for ITG style versus, but 8 for ITG style double. */
int m_iColsPerPlayer;
/** @brief Some general column infromation */
struct ColumnInfo
{
int track; // take note data from this track
float fXOffset; // x position of the column relative to player center
const char *pzName; // name of this column, or NULL to use the name of a button mapped to it
int track; /**< Take note data from this track. */
float fXOffset; /**< This is the x position of the column relative to the player's center. */
const char *pzName; /**< The name of the column, or NULL to use the button name mapped to it. */
};
ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; // maps each players' column to a track in the NoteData
/** @brief Map each players' colun to a track in the NoteData. */
ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
/* This maps from game inputs to columns. More than one button may map to a
* single column. */
enum { NO_MAPPING = -1, END_MAPPING = -2 };
int m_iInputColumn[NUM_GameController][NUM_GameButton]; // maps each input to a column, or GameButton_Invalid
/** @brief Map each input to a column, or GameButton_Invalid. */
int m_iInputColumn[NUM_GameController][NUM_GameButton];
int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
/** @brief Does this style need to be zoomed out with two players due to too many columns? */
bool m_bNeedsZoomOutWith2Players;
/** @brief Can this style use the BeginnerHelper for assisting new people to the game? */
bool m_bCanUseBeginnerHelper;
bool m_bLockDifficulties; // used in couple Styles
/**
* @brief Should difficulty selection be locked when using this style?
*
* This is primarily for Couple and Routine styles. */
bool m_bLockDifficulties;
GameInput StyleInputToGameInput( int iCol, PlayerNumber pn ) const;
// Returns Column_Invalid if the input is an invalid column, such as UL corner in 4 pad mode
/**
* @brief Retrieve the column based on the game input.
* @param GameI the game input.
* @return the Column number of the style, or Column_Invalid if it's an invalid column.
* Examples of this include getting the upper left hand corner in a traditional four panel mode. */
int GameInputToColumn( const GameInput &GameI ) const;
RString ColToButtonName( int iCol ) const;
@@ -68,8 +96,10 @@ public:
#endif
/*
* (c) 2001-2002 Chris Danford
/**
* @file
* @author Chris Danford (c) 2001-2002
* @section LICENSE
* All rights reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a