Commit Graph
43 Commits
Author SHA1 Message Date
Glenn Maynard 369a060afa Don't duplicate the data for common GameButtons.
InputScheme separates the generic, low-level engine data
from the Game*-specific high-level data.  GameButtonType
is a high-level distinction; in fact, it's only needed
for custom GameButtons (eg. DANCE_BUTTON_*), since the
function of generic GameButtons (GAME_BUTTON_*) can simply
be identified by their value--that's why, for example, we
don't have GameButtonType for GAME_BUTTON_COIN.
2007-01-12 22:57:55 +00:00
Glenn Maynard 0f95d7be97 This causes "default constructor could not be generated" warnings (sort of
spuriously, but it's a useful warning and I don't want to turn it off), and we don't
need to declare every member const to have a const object--you just have
a const pointer to the object.
2006-12-05 22:53:22 +00:00
Steve Checkoway aae2e61da2 Games are totally immutable. 2006-12-05 21:02:26 +00:00
Chris Danford 1e3fe0ad38 add bAllowHopo to fix hopo highlighing showing for Game types that don't support hopos 2006-12-02 00:15:59 +00:00
Glenn Maynard 05d17f5362 missing header 2006-11-21 06:32:49 +00:00
Glenn Maynard 56d3ecf83d move InputScheme code into InputMapper 2006-09-30 22:36:01 +00:00
Glenn Maynard 928e950006 Most of Game is generic, but not all. Split the InputMapper-
specific stuff apart into InputScheme.
2006-09-30 08:18:36 +00:00
Glenn Maynard c0a590d0e9 unused decl
old comment
2006-09-30 06:03:18 +00:00
Glenn Maynard 875050eeef unused 2006-09-30 05:58:24 +00:00
Glenn Maynard 5541709a1f move ColToButtonName from Game to Style, to reduce GAMESTATE use
in Game
2006-09-30 00:46:21 +00:00
Glenn Maynard 77d506de27 remove m_szDescription. Nothing uses it, it doesn't do much
to describe the game, and it can't be localized.
2006-09-30 00:42:08 +00:00
Glenn Maynard e256606d7f remove unused m_iNumControllers. That's defined by the style,
not the game.
2006-09-29 23:52:48 +00:00
Glenn Maynard 6e6ea7971d NUM_GameButton 2006-09-27 04:39:51 +00:00
Glenn Maynard d19fdc9caf NUM_GameController 2006-09-26 20:57:31 +00:00
Glenn Maynard 0d138e13d8 MenuInputToGameInput -> MenuButtonToGameInputs 2006-09-14 20:57:07 +00:00
Glenn Maynard dd2f259a2f MenuInput -> MenuButton 2006-09-14 20:45:51 +00:00
Glenn Maynard a07987de8d GameInputToMenuInput -> GameInputToMenuButton; one less place Game.cpp
depends on GameState
2006-09-14 03:48:35 +00:00
Steve Checkoway 4deb8b8237 Spacing cleanup. 2006-06-16 23:01:38 +00:00
Steve Checkoway 12153607f4 Comment. 2006-06-16 21:39:53 +00:00
Chris Danford 7f821e8cfc CString -> RString 2006-01-22 01:00:06 +00:00
Chris Danford 9122e2f935 localize more strings 2006-01-08 19:38:33 +00:00
Glenn Maynard 7039cafa9a Merge input symbols: any device can have any input key.
- This reduces the number of types associated with input; adding a
   distinct input type doesn't introduce a whole new enumerated type
   and related functions.
 - Special handling for different devices is needed less often.  If you
   want to respond to an F1 press, simply check for KEY_F1; the device
   type doesn't really matter (though it'll usually be a keyboard).
 - This allows cleaner support for generalized USB devices.  While they're
   usually of the traditional classes (keyboard, joystick) with associated
   inputs, they don't have to be.
 - Forced casts between parallel types can be removed, and weakly-specified
   variables (ints instead of the enum type) can be fixed.

Some things that might have been merged havn't; for example, arrow keys
on a keyboard (KEY_UP) are still distinct from axes on a joystick (JOY_UP).
These may or may not be merged in the future.

Some were: removed PUMP_ symbols.  Treat them as generic buttons, and just
give them names with GetDeviceSpecificInputString.  It's not worth
introducing more special names for something only used in one place.
2005-12-28 08:52:20 +00:00
Chris Danford feb1bfb0fc naming cleanup: rename scoring "Tier1"s to "W1"s (short for "Window 1")
add Preference1D so that we can index into the grading and life values
2005-10-09 04:30:59 +00:00
Chris Danford b6cf3477b4 Use generic names for TapNoteScore values since they are treated genericly by the code.
Theme changes coming...
2005-10-08 00:57:40 +00:00
Chris Danford 1333bfd2d8 remove references to specific games for things that are only specific to the controller type 2005-10-07 05:00:52 +00:00
Glenn Maynard 2f3648d05c Game bindings 2005-06-25 03:30:20 +00:00
Chris Danford 9a79f80322 cleanup 2005-05-08 04:03:08 +00:00
Sean Burke a411e17e57 Fix warnings, edit for consistency, implement BM-style row judgment (this last one needs a bit of work, specifically more information on how BM judges and scores rows; it shouldn't affect DDR-style scoring at all) 2005-05-05 06:58:20 +00:00
Glenn Maynard efd190316d move mapping into Game 2005-02-07 06:05:42 +00:00
Glenn Maynard bc9ad4169d remove m_szSecondaryFunction 2004-12-04 04:44:52 +00:00
Glenn Maynard 3e1bc2ef26 NoteSkinManager::ColToButtonName -> Game::ColToButtonName 2004-09-06 02:49:36 +00:00
Chris Danford 2d6ea59dfc add missing files 2004-07-25 18:40:03 +00:00
Chris Danford 64628fac21 remove enum Game. Instead, pass around the GameDef pointer 2004-07-25 04:27:20 +00:00
Glenn Maynard 2cab5c4689 license updates 2004-05-31 22:42:12 +00:00
Chris Danford fc8d3ed363 add StepsType for cabinet lights 2004-04-20 02:35:30 +00:00
Matt Denham 37a0ba1520 Separated BM and IIDX into separate modes, since IIDX 5-key isn't necessarily the same as the BM steps to the same song
Updated the cache version because SMs based off of a IIDX BMS will have the wrong steps type
2004-02-13 09:01:59 +00:00
Andrew Livy 5af28f3fb1 Added: Pop'n Music Gametype. 2003-10-07 00:01:32 +00:00
Chris Danford 0cd5766ba2 add Dance Maniax and Technomotion support 2003-09-03 04:30:29 +00:00
Andrew Livy 9941c7c3bb BM Gametype (no keysounds yet, its just DDR with BM keys :D) + Metricable default scrolling direction support 2003-01-01 17:20:36 +00:00
Andrew Livy 387905a785 Added Dancing Stage 3DDX (SINGLE MODE ONLY)
NOTE: I commented out an ASSERT in NoteData.cpp
at Line 429
//	ASSERT( iOriginalTrack < pOriginal->m_iNumTracks );
I don't understand how the AutoGen code works, but all I do know is
that the game works without this assert, but possibly in a way people
didn't want defined. Please can somebody (preferably Chris as he
says he's the only one who understands notedata :D) look at this
and figure out what i'm doing wrong.
I feel a bit uneasy taking out an assert to make things work....
2002-12-28 16:07:19 +00:00
Glenn Maynard 24cc7a3c04 Get rid of all other #pragma once's, except the one in StdAfx.h.
(three cheers for perl)
2002-11-16 08:07:38 +00:00
Andrew Livy a0cba0afa4 ParaParaParadise GameType Addition. 2002-09-07 02:50:23 +00:00
Chris Danford 7c1bfb3a0d big checkin - new noteskin format and XY positioning. I probably broke a lot of things. 2002-08-13 23:26:46 +00:00