/* Game - Holds information about a particular style of a game (e.g. "single", "double"). */ #ifndef GAMEDEF_H #define GAMEDEF_H #include "GameInput.h" #include "MenuInput.h" #include "GameConstantsAndTypes.h" const int MAX_STYLES_PER_GAME = 10; // // 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 doesn'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 Style; #define NO_DEFAULT_KEY -1 class Game { public: const char *m_szName; const char *m_szDescription; int m_iNumControllers; int m_iButtonsPerController; int GetNumGameplayButtons() const; 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 ) const; MenuInput GameInputToMenuInput( GameInput GameI ) const; void MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const; TapNoteScore m_mapMarvelousTo; TapNoteScore m_mapPerfectTo; TapNoteScore m_mapGreatTo; TapNoteScore m_mapGoodTo; TapNoteScore m_mapBooTo; }; #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. */