93 lines
3.4 KiB
C++
93 lines
3.4 KiB
C++
#ifndef GAMEDEF_H
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#define GAMEDEF_H
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#include "InputMapper.h"
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#include "GameConstantsAndTypes.h"
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struct lua_State;
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class Style;
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// PrimaryMenuButton and SecondaryMenuButton are used to support using
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// DeviceInputs that only navigate the menus.
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// A button being a primary menu button means that this GameButton will generate
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// a the corresponding MenuInput IF AND ONLY IF the GameButton corresponding to
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// the pimary input is not mapped.
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// Example 1: A user is using an arcade machine as their controller. Most
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// machines have MenuLeft, MenuStart, and MenuRight buttons on the cabinet, so
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// they should be used to navigate menus. The user will map these DeviceInputs
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// to the GameButtons "MenuLeft (optional)", "MenuStart", and "MenuRight (optional)".
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// Example 2: A user is using PlayStation dance pads to play. These controllers
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// don't have dedicated DeviceInputs for MenuLeft and MenuRight. The user maps
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// Up, Down, Left, and Right as normal. Since the Left and Right GameButtons
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// have the flag FLAG_SECONDARY_MENU_*, they will function as MenuLeft and
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// MenuRight as long as "MenuLeft (optional)" and "MenuRight (optional)" are not mapped.
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/** @brief Holds information about a particular style of a game (e.g. "single", "double"). */
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class Game
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{
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public:
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const char * m_szName;
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const Style * const* m_apStyles;
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/** @brief Do we count multiple notes in a row as separate notes, or as one note? */
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bool m_bCountNotesSeparately;
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/** @brief Do we allow for hammer-ons and pull-offs?
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*
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* This is right now only useful for guitar type input. */
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bool m_bAllowHopos;
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InputScheme m_InputScheme;
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struct PerButtonInfo
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{
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GameButtonType m_gbt;
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};
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/**
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* @brief Data for each Game-specific GameButton.
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*
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* This starts at GAME_BUTTON_NEXT. */
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PerButtonInfo m_PerButtonInfo[NUM_GameButton];
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const PerButtonInfo *GetPerButtonInfo( GameButton gb ) const;
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TapNoteScore MapTapNoteScore( TapNoteScore tns ) const;
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TapNoteScore m_mapW1To;
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TapNoteScore m_mapW2To;
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TapNoteScore m_mapW3To;
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TapNoteScore m_mapW4To;
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TapNoteScore m_mapW5To;
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// Lua
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void PushSelf( lua_State *L );
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};
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#endif
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/**
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* @file
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* @author Chris Danford (c) 2001-2002
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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