98 lines
4.0 KiB
C++
98 lines
4.0 KiB
C++
/* Game - Holds information about a particular style of a game (e.g. "single", "double"). */
|
|
|
|
#ifndef GAMEDEF_H
|
|
#define GAMEDEF_H
|
|
|
|
#include "GameInput.h"
|
|
#include "MenuInput.h"
|
|
#include "GameConstantsAndTypes.h"
|
|
|
|
struct lua_State;
|
|
|
|
const int MAX_STYLES_PER_GAME = 10;
|
|
|
|
//
|
|
// PrimaryMenuButton and SecondaryMenuButton are used to support using DeviceInputs that only
|
|
// navigate the menus.
|
|
//
|
|
// A button being a primary menu button means that this GameButton will generate a the
|
|
// corresponding MenuInput.
|
|
// A button being a primary menu button means that this GameButton will generate a the
|
|
// corresponding MenuInput IF AND ONLY IF the GameButton corresponding to the pimary input
|
|
// is not mapped.
|
|
//
|
|
// Example 1: A user is using an arcade machine as their controller. Most machines have
|
|
// MenuLeft, MenuStart, and MenuRight buttons on the cabinet, so they should be used to navigate menus.
|
|
// The user will map these DeviceInputs to the GameButtons "MenuLeft (optional)", "MenuStart", and
|
|
// "MenuRight (optional)".
|
|
//
|
|
// Example 2: A user is using PlayStation dance pads to play. These controllers don't have dedicated
|
|
// DeviceInputs for MenuLeft and MenuRight. The user maps Up, Down, Left, and Right as normal.
|
|
// Since the Left and Right GameButtons have the flag FLAG_SECONDARY_MENU_*, they will function as
|
|
// MenuLeft and MenuRight as long as "MenuLeft (optional)" and "MenuRight (optional)" are not mapped.
|
|
//
|
|
|
|
class Style;
|
|
|
|
#define NO_DEFAULT_KEY -1
|
|
|
|
class Game
|
|
{
|
|
public:
|
|
const char *m_szName;
|
|
const char *m_szDescription;
|
|
|
|
int m_iNumControllers;
|
|
bool m_bCountNotesSeparately; // Count multiple notes in a row as separate notes or as one note
|
|
int m_iButtonsPerController;
|
|
int GetNumGameplayButtons() const;
|
|
char m_szButtonNames[MAX_GAME_BUTTONS][60]; // The name used by the button graphics system. e.g. "left", "right", "middle C", "snare"
|
|
GameButton m_DedicatedMenuButton[NUM_MENU_BUTTONS];
|
|
GameButton m_SecondaryMenuButton[NUM_MENU_BUTTONS];
|
|
int m_iDefaultKeyboardKey[MAX_GAME_CONTROLLERS][MAX_GAME_BUTTONS]; // default keyboard keys only have an effect the current game is this game
|
|
|
|
GameButton ButtonNameToIndex( const CString &sButtonName ) const;
|
|
MenuInput GameInputToMenuInput( GameInput GameI ) const; // looks up current style in GAMESTATE. Yuck.
|
|
void MenuInputToGameInput( MenuInput MenuI, GameInput GameIout[4] ) const; // looks up current style in GAMESTATE. Yuck.
|
|
CString ColToButtonName( int col ) const; // looks up current style. Yuck.
|
|
|
|
TapNoteScore MapTapNoteScore( TapNoteScore tns ) const;
|
|
TapNoteScore m_mapW1To;
|
|
TapNoteScore m_mapW2To;
|
|
TapNoteScore m_mapW3To;
|
|
TapNoteScore m_mapW4To;
|
|
TapNoteScore m_mapW5To;
|
|
|
|
//
|
|
// Lua
|
|
//
|
|
void PushSelf( lua_State *L );
|
|
};
|
|
|
|
#endif
|
|
|
|
/*
|
|
* (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.
|
|
*/
|