/* Style - A data structure that holds the definition for one of a Game's styles. */ #ifndef STYLE_H #define STYLE_H #include "GameInput.h" #include "NoteTypes.h" #include "PlayerNumber.h" #include "GameConstantsAndTypes.h" const int MAX_COLS_PER_PLAYER = MAX_NOTE_TRACKS; static const int Column_Invalid = -1; class NoteData; class Game; struct lua_State; class Style { public: bool m_bUsedForGameplay; // Can be used only for gameplay? bool m_bUsedForEdit; // Can be used for editing? bool m_bUsedForDemonstration; // Can be used for demonstration? bool m_bUsedForHowToPlay; // Can be used for HowToPlay? /* The name of the style. (This is currently unused.) */ const char * m_szName; /* Steps format used for each player. For example, "dance versus" reads * the Steps with the tag "dance-single". */ StepsType m_StepsType; StyleType m_StyleType; 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 float fXOffset; // x position of the column relative to player center const char *pzName; // name of this column, or NULL to use the name of a button mapped to it }; ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; // maps each players' column to a track in the NoteData /* This maps from game inputs to columns. More than one button may map to a * single column. */ enum { NO_MAPPING = -1, END_MAPPING = -2 }; int m_iInputColumn[NUM_GameController][NUM_GameButton]; // maps each input to a column, or GameButton_Invalid int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER]; bool m_bNeedsZoomOutWith2Players; bool m_bCanUseBeginnerHelper; bool m_bLockDifficulties; // used in couple Styles GameInput StyleInputToGameInput( int iCol, PlayerNumber pn ) const; // Returns Column_Invalid if the input is an invalid column, such as UL corner in 4 pad mode int GameInputToColumn( const GameInput &GameI ) const; RString ColToButtonName( int iCol ) const; bool GetUsesCenteredArrows() const; void GetTransformedNoteDataForStyle( PlayerNumber pn, const NoteData& original, NoteData& noteDataOut ) const; void GetMinAndMaxColX( PlayerNumber pn, float& fMixXOut, float& fMaxXOut ) const; // Lua void PushSelf( lua_State *L ); }; #endif /* * (c) 2001-2002 Chris Danford * 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. */