94 lines
3.5 KiB
C++
94 lines
3.5 KiB
C++
/* Style - A data structure that holds the definition for one of a Game's styles. */
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#ifndef STYLE_H
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#define STYLE_H
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#include "StyleInput.h"
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#include "GameInput.h"
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#include "NoteTypes.h"
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#include "PlayerNumber.h"
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#include "GameConstantsAndTypes.h"
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const int MAX_COLS_PER_PLAYER = MAX_NOTE_TRACKS;
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class NoteData;
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class Game;
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class Style
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{
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public:
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const Game* m_pGame; // Which Game is this Style used with?
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bool m_bUsedForGameplay; // Can be used only for gameplay?
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bool m_bUsedForEdit; // Can be used for editing?
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bool m_bUsedForDemonstration; // Can be used for demonstration?
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bool m_bUsedForHowToPlay; // Can be used for HowToPlay?
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/* The name of the style. (This is currently unused.) */
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const char *m_szName;
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/* Steps format used for each player. For example, "dance versus" reads
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* the Steps with the tag "dance-single". */
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StepsType m_StepsType;
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StyleType m_StyleType;
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int m_iColsPerPlayer; // number of total tracks this style expects (e.g. 4 for versus, but 8 for double)
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struct ColumnInfo
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{
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int track; // take note data from this track
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float fXOffset; // x position of the column relative to player center
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const char *pzName; // name of this column, or NULL to use the name of a button mapped to it
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};
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ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER]; // maps each players' column to a track in the NoteData
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/* This maps from game inputs to columns. More than one button may map to a
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* single column. */
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enum { NO_MAPPING = -1, END_MAPPING = -2 };
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int m_iInputColumn[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // maps each input to a column, or GAME_BUTTON_INVALID
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int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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bool m_bNeedsZoomOutWith2Players;
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bool m_bCanUseBeginnerHelper;
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bool m_bLockDifficulties; // used in couple Styles
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GameInput StyleInputToGameInput( const StyleInput& StyleI ) const;
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StyleInput GameInputToStyleInput( const GameInput &GameI ) const;
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PlayerNumber ControllerToPlayerNumber( GameController controller ) const;
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void GetTransformedNoteDataForStyle( PlayerNumber pn, const NoteData& original, NoteData& noteDataOut ) const;
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bool MatchesStepsType( StepsType type ) const;
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void GetMinAndMaxColX( PlayerNumber pn, float& fMixXOut, float& fMaxXOut ) const;
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};
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#endif
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/*
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* (c) 2001-2002 Chris Danford
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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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