#ifndef GAMEDEF_H #define GAMEDEF_H #include "InputMapper.h" #include "GameConstantsAndTypes.h" struct lua_State; class Style; // PrimaryMenuButton and SecondaryMenuButton are used to support using // DeviceInputs that only navigate the menus. // A button being a primary menu button means that this GameButton will generate // a the corresponding MenuInput IF AND ONLY IF the GameButton corresponding to // the pimary input is not mapped. // Example 1: A user is using an arcade machine as their controller. Most // machines have MenuLeft, MenuStart, and MenuRight buttons on the cabinet, so // they should be used to navigate menus. The user will map these DeviceInputs // to the GameButtons "MenuLeft (optional)", "MenuStart", and "MenuRight (optional)". // Example 2: A user is using PlayStation dance pads to play. These controllers // don't have dedicated DeviceInputs for MenuLeft and MenuRight. The user maps // Up, Down, Left, and Right as normal. Since the Left and Right GameButtons // have the flag FLAG_SECONDARY_MENU_*, they will function as MenuLeft and // MenuRight as long as "MenuLeft (optional)" and "MenuRight (optional)" are not mapped. /** @brief Holds information about a particular style of a game (e.g. "single", "double"). */ class Game { public: const char * m_szName; const Style * const* m_apStyles; /** @brief Do we count multiple notes in a row as separate notes, or as one note? */ bool m_bCountNotesSeparately; /** @brief Do we allow for hammer-ons and pull-offs? * * This is right now only useful for guitar type input. */ bool m_bAllowHopos; InputScheme m_InputScheme; struct PerButtonInfo { GameButtonType m_gbt; }; /** * @brief Data for each Game-specific GameButton. * * This starts at GAME_BUTTON_NEXT. */ PerButtonInfo m_PerButtonInfo[NUM_GameButton]; const PerButtonInfo *GetPerButtonInfo( GameButton gb ) const; TapNoteScore MapTapNoteScore( TapNoteScore tns ) const; TapNoteScore m_mapW1To; TapNoteScore m_mapW2To; TapNoteScore m_mapW3To; TapNoteScore m_mapW4To; TapNoteScore m_mapW5To; // Lua void PushSelf( lua_State *L ); }; #endif /** * @file * @author Chris Danford (c) 2001-2002 * @section LICENSE * All rights reserved. * * Permission is hereby granted, free of charge, to any person obtaining a * copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, and/or sell copies of the Software, and to permit persons to * whom the Software is furnished to do so, provided that the above * copyright notice(s) and this permission notice appear in all copies of * the Software and that both the above copyright notice(s) and this * permission notice appear in supporting documentation. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS * OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF * THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS * INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT * OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS * OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR * OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR * PERFORMANCE OF THIS SOFTWARE. */