Files
itgmania212121/src/Game.h
T
2011-03-17 01:47:30 -04:00

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3.4 KiB
C++

#ifndef GAMEDEF_H
#define GAMEDEF_H
#include "InputMapper.h"
#include "GameConstantsAndTypes.h"
struct lua_State;
class Style;
// 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 IF AND ONLY IF the GameButton corresponding to
// the pimary input is not mapped.
// Example 1: A user is using an arcade machine as their controller. Most
// machines have 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 dance pads to play. These controllers
// don'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.
/** @brief Holds information about a particular style of a game (e.g. "single", "double"). */
class Game
{
public:
const char * m_szName;
const Style * const* m_apStyles;
/** @brief Do we count multiple notes in a row as separate notes, or as one note? */
bool m_bCountNotesSeparately;
/** @brief Do we allow for hammer-ons and pull-offs?
*
* This is right now only useful for guitar type input. */
bool m_bAllowHopos;
InputScheme m_InputScheme;
struct PerButtonInfo
{
GameButtonType m_gbt;
};
/**
* @brief Data for each Game-specific GameButton.
*
* This starts at GAME_BUTTON_NEXT. */
PerButtonInfo m_PerButtonInfo[NUM_GameButton];
const PerButtonInfo *GetPerButtonInfo( GameButton gb ) const;
TapNoteScore MapTapNoteScore( TapNoteScore tns ) const;
TapNoteScore m_mapW1To;
TapNoteScore m_mapW2To;
TapNoteScore m_mapW3To;
TapNoteScore m_mapW4To;
TapNoteScore m_mapW5To;
// 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.
*/