/** @brief 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" /** @brief Each style can have a maximum amount of columns to work with. */ const int MAX_COLS_PER_PLAYER = MAX_NOTE_TRACKS; /** @brief Provide a default value for an invalid column. */ static const int Column_Invalid = -1; class NoteData; class Game; struct lua_State; class Style { public: /** @brief Can this style be used for gameplay purposes? */ bool m_bUsedForGameplay; /** @brief Can this style be used for making edits? */ bool m_bUsedForEdit; /** @brief Can this style be used in a demonstration? */ bool m_bUsedForDemonstration; /** @brief Can this style be used to explain how to play the game? */ bool m_bUsedForHowToPlay; /** * @brief The name of the style. * * At this time, it is currently unused. */ const char * m_szName; /** * @brief Steps format used for each player. * * For example, "dance versus" reads the Steps with the tag "dance-single". */ StepsType m_StepsType; /** @brief Style format used for each player. */ StyleType m_StyleType; /** * @brief The number of total tracks/columns this style expects. * * As an example, 4 is expected for ITG style versus, but 8 for ITG style double. */ int m_iColsPerPlayer; /** @brief Some general column infromation */ struct ColumnInfo { int track; /**< Take note data from this track. */ float fXOffset; /**< This is the x position of the column relative to the player's center. */ const char *pzName; /**< The name of the column, or NULL to use the button name mapped to it. */ }; /** @brief Map each players' colun to a track in the NoteData. */ ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; /* This maps from game inputs to columns. More than one button may map to a * single column. */ enum { NO_MAPPING = -1, END_MAPPING = -2 }; /** @brief Map each input to a column, or GameButton_Invalid. */ int m_iInputColumn[NUM_GameController][NUM_GameButton]; int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER]; /** @brief Does this style need to be zoomed out with two players due to too many columns? */ bool m_bNeedsZoomOutWith2Players; /** @brief Can this style use the BeginnerHelper for assisting new people to the game? */ bool m_bCanUseBeginnerHelper; /** * @brief Should difficulty selection be locked when using this style? * * This is primarily for Couple and Routine styles. */ bool m_bLockDifficulties; GameInput StyleInputToGameInput( int iCol, PlayerNumber pn ) const; /** * @brief Retrieve the column based on the game input. * @param GameI the game input. * @return the Column number of the style, or Column_Invalid if it's an invalid column. * Examples of this include getting the upper left hand corner in a traditional four panel 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 /** * @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. */