#pragma once /* ----------------------------------------------------------------------------- Class: GameDef Desc: Holds information about a particular style of a game (e.g. "single", "double"). Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "Notes.h" #include "NoteData.h" #include "GameInput.h" #include "MenuInput.h" #include "GameConstantsAndTypes.h" const int MAX_STYLES_PER_GAME = 10; enum SkinElement { GRAPHIC_TAP_PARTS, GRAPHIC_HOLD_PARTS, GRAPHIC_RECEPTOR, GRAPHIC_TAP_EXPLOSION_BRIGHT, GRAPHIC_TAP_EXPLOSION_DIM, GRAPHIC_HOLD_EXPLOSION, NUM_GAME_BUTTON_GRAPHICS // leave this at the end }; // // 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. // 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 a an arcade DDR machine as their controllre. This machine has // 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 DDR soft pads to play. His controller 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. // class StyleDef; class GameDef { public: char m_szName[60]; char m_szDescription[60]; int m_iNumControllers; int m_iButtonsPerController; char m_szButtonNames[MAX_GAME_BUTTONS][60]; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare" char m_szSecondaryFunction[MAX_GAME_BUTTONS][60]; // displayed on the mapping screen GameButton m_DedicatedMenuButton[NUM_MENU_BUTTONS]; GameButton m_SecondaryMenuButton[NUM_MENU_BUTTONS]; int m_iDefaultKeyboardKey[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // default keyboard keys only have an effect the current game is this game GameButton ButtonNameToIndex( const CString &sButtonName ) { for( int i=0; i &aTapTweenColorsAddTo ) const; void GetHoldTweenColors( const CString sSkinName, const CString sButtonName, CArray &aHoldTweenColorsAddTo ) const; CString ElementToGraphicSuffix( const SkinElement gbg ) const; };