86 lines
2.1 KiB
C++
86 lines
2.1 KiB
C++
#pragma once
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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 persons listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "NoteMetadata.h"
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#include "NoteData.h"
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#include "GameInput.h"
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#include "GameTypes.h"
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#include "MenuInput.h"
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const int MAX_STYLES_PER_GAME = 10;
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const int MAX_SKIN_PATHS = 16;
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class StyleDef;
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class GameDef
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{
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public:
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GameDef( CString sGameDir );
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~GameDef();
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CString m_sGameDir;
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CString m_sName;
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CString m_sDescription;
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// instrument stuff
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int m_iNumInstruments;
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int m_iButtonsPerInstrument;
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CString m_sButtonNames[MAX_INSTRUMENT_BUTTONS]; // e.g. "left", "right", "middle C", "snare"
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int ButtonNameToIndex( const CString &sButtonName )
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{
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for( int i=0; i<m_iButtonsPerInstrument; i++ )
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if( m_sButtonNames[i] == sButtonName )
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return i;
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return -1;
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}
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int m_iMenuButtons[NUM_MENU_BUTTONS]; // map from MenuButton to m_sButtonNames
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int m_iNumStyleDefs;
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StyleDef* m_pStyleDefs[MAX_STYLES_PER_GAME];
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StyleDef* GetStyleDef( CString sStyle );
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// graphic stuff
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int m_iNumSkinFolders;
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CString m_sSkinFolders[MAX_SKIN_PATHS]; // path to skin folders relative to m_sGameDir
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bool HasASkinNamed( CString sSkin )
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{
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for( int i=0; i<m_iNumSkinFolders; i++ )
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if( m_sSkinFolders[i] == sSkin )
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return true;
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return false;
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}
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CString GetPathToGraphic( const CString sSkinName, const int iInstrumentButton, const GameButtonGraphic gbg );
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CString ElementToGraphicSuffix( const GameButtonGraphic gbg );
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inline MenuInput GameInputToMenuInput( const GameInput GameI )
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{
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PlayerNumber p = (PlayerNumber)GameI.number;
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for( int b=0; b<NUM_MENU_BUTTONS; b++ )
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{
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if( m_iMenuButtons[b] == GameI.button )
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return MenuInput( p, (MenuButton)b );
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}
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return MenuInput( PLAYER_NONE, MENU_BUTTON_NONE );
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};
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inline GameInput MenuInputToGameInput( const MenuInput MenuI )
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{
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return GameInput( (InstrumentNumber)MenuI.player, (InstrumentButton)m_iMenuButtons[MenuI.button] );
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};
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};
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