66 lines
2.5 KiB
C++
66 lines
2.5 KiB
C++
#ifndef GAMEDEF_H
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#define GAMEDEF_H
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/*
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-----------------------------------------------------------------------------
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Class: GameDef
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Desc: Holds information about a particular style of a game (e.g. "single", "double").
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "GameInput.h"
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#include "MenuInput.h"
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#include "GameConstantsAndTypes.h"
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const int MAX_STYLES_PER_GAME = 10;
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//
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// PrimaryMenuButton and SecondaryMenuButton are used to support using DeviceInputs that only
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// navigate the menus.
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//
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// A button being a primary menu button means that this GameButton will generate a the
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// corresponding MenuInput.
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// A button being a primary menu button means that this GameButton will generate a the
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// corresponding MenuInput IF AND ONLY IF the GameButton corresponding to the pimary input
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// is not mapped.
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//
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// Example 1: A user is using a an arcade DDR machine as their controllre. This machine has
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// MenuLeft, MenuStart, and MenuRight buttons on the cabinet, so they should be used to navigate menus.
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// The user will map these DeviceInputs to the GameButtons "MenuLeft (optional)", "MenuStart", and
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// "MenuRight (optional)".
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//
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// Example 2: A user is using PlayStation DDR soft pads to play. His controller doesn't have dedicated
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// DeviceInputs for MenuLeft and MenuRight. The user maps Up, Down, Left, and Right as normal.
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// Since the Left and Right GameButtons have the flag FLAG_SECONDARY_MENU_*, they will function as
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// MenuLeft and MenuRight as long as "MenuLeft (optional)" and "MenuRight (optional)" are not mapped.
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//
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class StyleDef;
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#define NO_DEFAULT_KEY -1
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class GameDef
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{
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public:
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char m_szName[60];
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char m_szDescription[60];
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int m_iNumControllers;
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int m_iButtonsPerController;
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int GetNumGameplayButtons();
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char m_szButtonNames[MAX_GAME_BUTTONS][60]; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare"
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char m_szSecondaryFunction[MAX_GAME_BUTTONS][60]; // displayed on the mapping screen
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GameButton m_DedicatedMenuButton[NUM_MENU_BUTTONS];
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GameButton m_SecondaryMenuButton[NUM_MENU_BUTTONS];
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int m_iDefaultKeyboardKey[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // default keyboard keys only have an effect the current game is this game
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GameButton ButtonNameToIndex( const CString &sButtonName ) const;
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MenuInput GameInputToMenuInput( GameInput GameI ) const;
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void MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const;
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};
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#endif
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