#ifndef GAMEDEF_H #define GAMEDEF_H /* ----------------------------------------------------------------------------- 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 "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 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 ); MenuInput GameInputToMenuInput( GameInput GameI ) const; void MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const; }; #endif