Files
itgmania212121/stepmania/src/Game.cpp
T
Glenn Maynard ad8b7c19b7 cleanup
2004-12-06 05:17:56 +00:00

143 lines
4.1 KiB
C++

#include "global.h"
#include "Game.h"
#include "RageLog.h"
#include "RageUtil.h"
#include "IniFile.h"
#include "Style.h"
#include "RageException.h"
#include "GameState.h"
#include "InputMapper.h"
#include "PrefsManager.h"
int Game::GetNumGameplayButtons() const
{
int iIndexOfStart = ButtonNameToIndex( "Start" );
ASSERT( iIndexOfStart != GAME_BUTTON_INVALID );
return iIndexOfStart;
}
GameButton Game::ButtonNameToIndex( const CString &sButtonName ) const
{
for( int i=0; i<m_iButtonsPerController; i++ )
if( stricmp(m_szButtonNames[i], sButtonName) == 0 )
return i;
return GAME_BUTTON_INVALID;
}
MenuInput Game::GameInputToMenuInput( GameInput GameI ) const
{
PlayerNumber pn;
StyleType type = TWO_PLAYERS_TWO_SIDES;
if( GAMESTATE->GetCurrentStyle() )
type = GAMESTATE->GetCurrentStyle()->m_StyleType;
switch( type )
{
case ONE_PLAYER_ONE_SIDE:
case TWO_PLAYERS_TWO_SIDES:
pn = (PlayerNumber)GameI.controller;
break;
case ONE_PLAYER_TWO_SIDES:
pn = GAMESTATE->m_MasterPlayerNumber;
break;
default:
ASSERT(0); return MenuInput(); // invalid m_StyleType
};
FOREACH_MenuButton(i)
if( m_DedicatedMenuButton[i] == GameI.button )
return MenuInput( pn, i );
if( !PREFSMAN->m_bOnlyDedicatedMenuButtons )
{
FOREACH_MenuButton(i)
if( m_SecondaryMenuButton[i] == GameI.button )
return MenuInput( pn, i );
}
return MenuInput(); // invalid GameInput
}
void Game::MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const
{
ASSERT( MenuI.IsValid() );
GameIout[0].MakeInvalid(); // initialize
GameIout[1].MakeInvalid();
GameIout[2].MakeInvalid();
GameIout[3].MakeInvalid();
GameController controller[2];
StyleType type = TWO_PLAYERS_TWO_SIDES;
if( GAMESTATE->GetCurrentStyle() )
type = GAMESTATE->GetCurrentStyle()->m_StyleType;
int iNumSidesUsing = 1;
switch( type )
{
case ONE_PLAYER_ONE_SIDE:
case TWO_PLAYERS_TWO_SIDES:
controller[0] = (GameController)MenuI.player;
iNumSidesUsing = 1;
break;
case ONE_PLAYER_TWO_SIDES:
controller[0] = GAME_CONTROLLER_1;
controller[1] = GAME_CONTROLLER_2;
iNumSidesUsing = 2;
break;
default:
ASSERT(0); // invalid m_StyleType
};
GameButton button[2] = { m_DedicatedMenuButton[MenuI.button], m_SecondaryMenuButton[MenuI.button] };
int iNumButtonsUsing = PREFSMAN->m_bOnlyDedicatedMenuButtons ? 1 : 2;
for( int i=0; i<iNumSidesUsing; i++ )
{
for( int j=0; j<iNumButtonsUsing; j++ )
{
GameIout[i*2+j].controller = controller[i];
GameIout[i*2+j].button = button[j];
}
}
}
CString Game::ColToButtonName( int col ) const
{
const Style* pStyle = GAMESTATE->GetCurrentStyle();
const char *pzColumnName = pStyle->m_ColumnInfo[PLAYER_1][col].pzName;
if( pzColumnName != NULL )
return pzColumnName;
StyleInput SI( PLAYER_1, col );
GameInput GI = pStyle->StyleInputToGameInput( SI );
return m_szButtonNames[GI.button];
}
/*
* (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.
*/