Files
itgmania212121/src/Game.h
T
2013-06-10 15:38:43 -04:00

88 lines
3.4 KiB
C++

/* Game - Holds information about a particular style of a game (e.g. "single", "double"). */
#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.
//
class Game
{
public:
const char * m_szName;
const Style * const* m_apStyles;
bool m_bCountNotesSeparately; // Count multiple notes in a row as separate notes or as one note
bool m_bAllowHopos; // allow Hammer-ons and Pull-offs? Only useful for guitar type input.
InputScheme m_InputScheme;
struct PerButtonInfo
{
GameButtonType m_gbt;
};
/* 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
/*
* (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.
*/