Another round of doxygenating.
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@@ -1,4 +1,4 @@
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/* Style - A data structure that holds the definition for one of a Game's styles. */
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/** @brief Style - A data structure that holds the definition for one of a Game's styles. */
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#ifndef STYLE_H
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#define STYLE_H
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@@ -8,8 +8,9 @@
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#include "PlayerNumber.h"
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#include "GameConstantsAndTypes.h"
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/** @brief Each style can have a maximum amount of columns to work with. */
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const int MAX_COLS_PER_PLAYER = MAX_NOTE_TRACKS;
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/** @brief Provide a default value for an invalid column. */
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static const int Column_Invalid = -1;
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class NoteData;
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@@ -19,41 +20,68 @@ 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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/** @brief Can this style be used for gameplay purposes? */
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bool m_bUsedForGameplay;
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/** @brief Can this style be used for making edits? */
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bool m_bUsedForEdit;
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/** @brief Can this style be used in a demonstration? */
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bool m_bUsedForDemonstration;
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/** @brief Can this style be used to explain how to play the game? */
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bool m_bUsedForHowToPlay;
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// The name of the style. (This is currently unused.)
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/**
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* @brief The name of the style.
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*
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* At this time, it 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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* the Steps with the tag "dance-single". */
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/**
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* @brief Steps format used for each player.
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*
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* For example, "dance versus" reads the Steps with the tag "dance-single". */
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StepsType m_StepsType;
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/** @brief Style format used for each player. */
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StyleType m_StyleType;
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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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/**
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* @brief The number of total tracks/columns this style expects.
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*
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* As an example, 4 is expected for ITG style versus, but 8 for ITG style double. */
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int m_iColsPerPlayer;
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/** @brief Some general column infromation */
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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; /**< This is the x position of the column relative to the player's center. */
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const char *pzName; /**< The name of the column, or NULL to use the button name 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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/** @brief Map each players' colun to a track in the NoteData. */
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ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
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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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/** @brief Map each input to a column, or GameButton_Invalid. */
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int m_iInputColumn[NUM_GameController][NUM_GameButton];
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int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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/** @brief Does this style need to be zoomed out with two players due to too many columns? */
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bool m_bNeedsZoomOutWith2Players;
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/** @brief Can this style use the BeginnerHelper for assisting new people to the game? */
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bool m_bCanUseBeginnerHelper;
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bool m_bLockDifficulties; // used in couple Styles
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/**
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* @brief Should difficulty selection be locked when using this style?
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*
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* This is primarily for Couple and Routine styles. */
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bool m_bLockDifficulties;
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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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/**
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* @brief Retrieve the column based on the game input.
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* @param GameI the game input.
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* @return the Column number of the style, or Column_Invalid if it's an invalid column.
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* Examples of this include getting the upper left hand corner in a traditional four panel mode. */
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int GameInputToColumn( const GameInput &GameI ) const;
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RString ColToButtonName( int iCol ) const;
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@@ -68,8 +96,10 @@ public:
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#endif
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/*
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* (c) 2001-2002 Chris Danford
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/**
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* @file
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* @author Chris Danford (c) 2001-2002
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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