133 lines
5.0 KiB
C++
133 lines
5.0 KiB
C++
/** @brief 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 "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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#include <vector>
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/** @brief Each style can have a maximum amount of columns to work with. */
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const int MAX_COLS_PER_PLAYER = MAX_NOTE_TRACKS;
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/** @brief Provide a default value for an invalid column. */
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static const int Column_Invalid = -1;
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class NoteData;
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struct Game;
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struct lua_State;
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class Style
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{
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public:
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/** @brief Can this style be used for gameplay purposes? */
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bool m_bUsedForGameplay;
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/** @brief Can this style be used for making edits? */
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bool m_bUsedForEdit;
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/** @brief Can this style be used in a demonstration? */
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bool m_bUsedForDemonstration;
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/** @brief Can this style be used to explain how to play the game? */
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bool m_bUsedForHowToPlay;
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/**
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* @brief The name of the style.
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*
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* Used by GameManager::GameAndStringToStyle to determine whether this is the style that matches the string. */
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const char * m_szName;
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/**
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* @brief Steps format used for each player.
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*
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* For example, "dance versus" reads the Steps with the tag "dance-single". */
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StepsType m_StepsType;
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/** @brief Style format used for each player. */
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StyleType m_StyleType;
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/**
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* @brief The number of total tracks/columns this style expects.
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*
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* As an example, 4 is expected for ITG style versus, but 8 for ITG style double. */
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int m_iColsPerPlayer;
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/** @brief Some general column infromation */
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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; /**< This is the x position of the column relative to the player's center. */
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const char *pzName; /**< The name of the column, or nullptr to use the button name mapped to it. */
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};
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/** @brief Map each players' colun to a track in the NoteData. */
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ColumnInfo m_ColumnInfo[NUM_PLAYERS][MAX_COLS_PER_PLAYER];
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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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/** @brief Map each input to a column, or GameButton_Invalid. */
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int m_iInputColumn[NUM_GameController][NUM_GameButton];
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int m_iColumnDrawOrder[MAX_COLS_PER_PLAYER];
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/** @brief Does this style need to be zoomed out with two players due to too many columns? */
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// Design change: Instead of having a flag in the style that toggles a
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// fixed zoom that is only applied to the columns, ScreenGameplay now
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// calculates a zoom factor to apply to the notefield and puts it in the
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// PlayerState. -Kyz
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//bool m_bNeedsZoomOutWith2Players;
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/** @brief Can this style use the BeginnerHelper for assisting new people to the game? */
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bool m_bCanUseBeginnerHelper;
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/**
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* @brief Should difficulty selection be locked when using this style?
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*
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* This is primarily for Couple and Routine styles. */
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bool m_bLockDifficulties;
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void StyleInputToGameInput( int iCol, PlayerNumber pn, std::vector<GameInput>& ret ) const;
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/**
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* @brief Retrieve the column based on the game input.
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* @param GameI the game input.
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* @return the Column number of the style, or Column_Invalid if it's an invalid column.
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* Examples of this include getting the upper left hand corner in a traditional four panel mode. */
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int GameInputToColumn( const GameInput &GameI ) const;
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RString ColToButtonName( int iCol ) const;
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bool GetUsesCenteredArrows() const;
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void GetTransformedNoteDataForStyle( PlayerNumber pn, const NoteData& original, NoteData& noteDataOut ) const;
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void GetMinAndMaxColX( PlayerNumber pn, float& fMixXOut, float& fMaxXOut ) const;
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float GetWidth(PlayerNumber pn) const;
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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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