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| enum | { NO_MAPPING = -1
, END_MAPPING = -2
} |
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void | StyleInputToGameInput (int iCol, std::vector< GameInput > &ret) const |
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| auto | GameInputToColumn (const GameInput &GameI) const -> int |
| | Retrieve the column based on the game input.
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auto | ColToButtonName (int iCol) const -> std::string |
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auto | GetUsesCenteredArrows () const -> bool |
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void | GetTransformedNoteDataForStyle (PlayerNumber pn, const NoteData &original, NoteData ¬eDataOut) const |
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void | GetMinAndMaxColX (PlayerNumber pn, float &fMixXOut, float &fMaxXOut) const |
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auto | GetWidth (PlayerNumber pn) const -> float |
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void | PushSelf (lua_State *L) |
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bool | m_bUsedForGameplay |
| | Can this style be used for gameplay purposes?
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bool | m_bUsedForEdit |
| | Can this style be used for making edits?
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bool | m_bUsedForDemonstration |
| | Can this style be used in a demonstration?
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bool | m_bUsedForHowToPlay |
| | Can this style be used to explain how to play the game?
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| const char * | m_szName |
| | The name of the style.
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| StepsType | m_StepsType |
| | Steps format used for each player.
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StyleType | m_StyleType |
| | Style format used for each player.
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| int | m_iColsPerPlayer |
| | The number of total tracks/columns this style expects.
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ColumnInfo | m_ColumnInfo [MAX_COLS_PER_PLAYER] |
| | Map each players' colun to a track in the NoteData.
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int | m_iInputColumn [NUM_GameController][NUM_GameButton] |
| | Map each input to a column, or GameButton_Invalid.
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int | m_iColumnDrawOrder [MAX_COLS_PER_PLAYER] |
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◆ GameInputToColumn()
| int Style::GameInputToColumn |
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const GameInput & |
GameI | ) |
const -> int |
Retrieve the column based on the game input.
- Parameters
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- Returns
- the Column number of the style, or Column_Invalid if it's an invalid column. Examples of this include getting the upper left hand corner in a traditional four panel mode.
◆ m_iColsPerPlayer
| int Style::m_iColsPerPlayer |
The number of total tracks/columns this style expects.
As an example, 4 is expected for ITG style versus, but 8 for ITG style double.
◆ m_StepsType
| StepsType Style::m_StepsType |
Steps format used for each player.
For example, "dance versus" reads the Steps with the tag "dance-single".
◆ m_szName
| const char* Style::m_szName |
The name of the style.
Used by GameManager::GameAndStringToStyle to determine whether this is the style that matches the string.
The documentation for this class was generated from the following files:
- /home/runner/work/etterna/etterna/src/Etterna/Models/StepsAndStyles/Style.h
- /home/runner/work/etterna/etterna/src/Etterna/Models/StepsAndStyles/Style.cpp