#ifndef STYLEDEF_H #define STYLEDEF_H /* ----------------------------------------------------------------------------- Class: StyleDef Desc: A data structure that holds the definition for one of a Game's styles. Styles define a set of columns for each player, and information about those columns, like what Instruments are used play those columns and what track to use to populate the column's notes. A "track" is the term used to descibe a particular vertical sting of note in NoteData. A "column" is the term used to describe the vertical string of notes that a player sees on the screen while they're playing. Column notes are picked from a track, but columns and tracks don't have a 1-to-1 correspondance. For example, dance-versus has 8 columns but only 4 tracks because two players place from the same set of 4 tracks. Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "StyleInput.h" #include "GameInput.h" #include "Game.h" #include "NoteTypes.h" #include "PlayerNumber.h" #include "GameConstantsAndTypes.h" const int MAX_COLS_PER_PLAYER = MAX_NOTE_TRACKS; class NoteData; class StyleDef { public: Game m_Game; // Which Game is this Style used with? bool m_bUsedForGameplay; // Can be used only for gameplay? bool m_bUsedForEdit; // Can be used for editing? /* The name of the style. (This is currently unused.) */ char m_szName[60]; /* Steps format used for each player. For example, "dance versus" reads * the Steps with the tag "dance-single". */ StepsType m_StepsType; enum StyleType { ONE_PLAYER_ONE_CREDIT, // e.g. single TWO_PLAYERS_TWO_CREDITS, // e.g. versus ONE_PLAYER_TWO_CREDITS, // e.g. double }; StyleType m_StyleType; int m_iCenterX[NUM_PLAYERS]; // center of the player int m_iColsPerPlayer; // number of total tracks this style expects (e.g. 4 for versus, but 8 for double) struct ColumnInfo { int track; // take note data from this track GameController controller; // use this instrument to hit a note on this track GameButton button; // use this button to hit a note on this track float fXOffset; // x position of the column relative to player center }; ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; // maps each players' column to a track in the NoteData int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER]; GameInput StyleInputToGameInput( const StyleInput StyleI ) const; StyleInput GameInputToStyleInput( const GameInput &GameI ) const; PlayerNumber ControllerToPlayerNumber( GameController controller ) const; void GetTransformedNoteDataForStyle( PlayerNumber pn, NoteData* pOriginal, NoteData* pNoteDataOut ) const; bool MatchesNotesType( StepsType type ) const; void GetMinAndMaxColX( PlayerNumber pn, float& fMixXOut, float& fMaxXOut ) const; }; #endif