Use C++ style struct declarations to fix build

This commit is contained in:
Edgar Handal 2020-06-30 19:17:00 -05:00 committed by R2DLiu
commit 0ea09f309d

View file

@ -32,7 +32,7 @@ namespace Slippi {
static uint8_t* data;
typedef struct {
struct PlayerFrameData {
// Every player update has its own rng seed because it might change in between players
uint32_t randomSeed;
@ -62,9 +62,9 @@ namespace Slippi {
float rTrigger;
uint8_t joystickXRaw;
} PlayerFrameData;
};
typedef struct {
struct FrameData {
int32_t frame;
uint32_t numSinceStart;
bool randomSeedExists = false;
@ -72,18 +72,18 @@ namespace Slippi {
bool inputsFullyFetched = false;
std::unordered_map<uint8_t, PlayerFrameData> players;
std::unordered_map<uint8_t, PlayerFrameData> followers;
} FrameData;
};
typedef struct {
struct PlayerSettings {
//Static data
uint8_t characterId;
uint8_t characterColor;
uint8_t playerType;
uint8_t controllerPort;
std::array<uint16_t, NAMETAG_SIZE> nametag;
} PlayerSettings;
};
typedef struct {
struct GameSettings {
uint16_t stage; //Stage ID
uint32_t randomSeed;
std::array<uint32_t, GAME_INFO_HEADER_SIZE> header;
@ -92,9 +92,9 @@ namespace Slippi {
uint8_t isPAL;
uint8_t isFrozenPS;
std::vector<uint8_t> geckoCodes;
} GameSettings;
};
typedef struct {
struct Game {
std::array<uint8_t, 4> version;
std::unordered_map<int32_t, FrameData*> framesByIndex;
std::vector<std::unique_ptr<FrameData>> frames;
@ -105,7 +105,7 @@ namespace Slippi {
//From OnGameEnd event
uint8_t winCondition;
} Game;
};
class SlippiGame {
public: