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itgmania212121/stepmania/src/StyleDef.h
T

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2.7 KiB
C++

#pragma once
/*
-----------------------------------------------------------------------------
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 "Notes.h"
#include "NoteData.h"
#include "StyleInput.h"
#include "GameInput.h"
#include "Game.h"
const int MAX_COLS_PER_PLAYER = MAX_NOTE_TRACKS;
class GameDef;
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];
NotesType m_NotesType; // the notes format that this style reads.
// For example, the "dance versus" reads the Notes with the tag "dance-single".
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; // Defines how many players are allowed to play this Style.
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;
void GetTransformedNoteDataForStyle( PlayerNumber p, NoteData* pOriginal, NoteData* pNoteDataOut ) const;
};