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itgmania212121/stepmania/src/song.h
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#pragma once
/*
-----------------------------------------------------------------------------
Class: Song
Desc: Holds data about a piece of music that can be played by one or more
Games.
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Chris Danford
-----------------------------------------------------------------------------
*/
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#include "Notes.h"
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#include "GameConstantsAndTypes.h"
#include "RageUtil.h"
//enum DanceStyle; // why is this needed?
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struct BPMSegment
{
BPMSegment() { m_fStartBeat = m_fBPM = -1; };
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BPMSegment( float s, float b ) { m_fStartBeat = s; m_fBPM = b; };
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float m_fStartBeat;
float m_fBPM;
};
struct FreezeSegment
{
FreezeSegment() { m_fStartBeat = m_fFreezeSeconds = -1; };
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FreezeSegment( float s, float f ) { m_fStartBeat = s; m_fFreezeSeconds = f; };
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float m_fStartBeat;
float m_fFreezeSeconds;
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};
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class Song
{
public:
Song();
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~Song();
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bool LoadFromSongDir( CString sDir ); // calls one of the loads below
void Save() { SaveToSMDir(); SaveToCacheFile(); };
bool LoadFromCacheFile( bool bLoadNoteData );
protected:
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bool LoadFromDWIFile( CString sPath );
bool LoadFromBMSDir( CString sDir );
bool LoadFromSMDir( CString sDir );
void TidyUpData(); // call after loading to clean up invalid data
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void SaveToSMDir(); // saves to StepMania song and notes files
void SaveToCacheFile(); // saves to cache file
void DeleteCacheFile();
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public:
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CString GetSongFilePath() {return m_sSongFilePath; };
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CString GetCacheFilePath();
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CString GetSongFileDir() {return m_sSongDir; };
CString GetGroupName() {return m_sGroupName; };
CString GetMusicPath() {return m_sMusicPath; };
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float GetMusicLengthSeconds() {return m_fMusicLength; };
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void GetMusicSampleRange( float &fStartSec, float &fEndSec ) { fStartSec = m_fMusicSampleStartSeconds; fEndSec = m_fMusicSampleStartSeconds + m_fMusicSampleLengthSeconds; };
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CString GetBannerPath() {return m_sBannerPath; };
CString GetBackgroundPath() {return m_sBackgroundPath; };
CString GetBackgroundMoviePath(){return m_sBackgroundMoviePath; };
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CString GetCDTitlePath() {return m_sCDTitlePath; };
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bool HasMusic() {return m_sMusicPath != "" && DoesFileExist(GetMusicPath()); };
bool HasBanner() {return m_sBannerPath != "" && DoesFileExist(GetBannerPath()); };
bool HasBackground() {return m_sBackgroundPath != "" && DoesFileExist(GetBackgroundPath()); };
bool HasBackgroundMovie() {return m_sBackgroundMoviePath != ""&& DoesFileExist(GetBackgroundMoviePath()); };
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bool HasCDTitle() {return m_sCDTitlePath != "" && DoesFileExist(GetCDTitlePath()); };
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CString GetMainTitle() {return m_sMainTitle; };
CString GetSubTitle() {return m_sSubTitle; };
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CString GetFullTitle() {return m_sMainTitle + " " + m_sSubTitle; };
void GetMainAndSubTitlesFromFullTitle( CString sFullTitle, CString &sMainTitleOut, CString &sSubTitleOut );
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CString GetArtist() {return m_sArtist; };
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CString GetCredit() {return m_sCredit; };
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float GetBeatOffsetInSeconds() {return m_fOffsetInSeconds; };
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void SetBeatOffsetInSeconds(float fNewOffset) {m_fOffsetInSeconds = fNewOffset; SetChangedSinceLastSave(); };
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void GetMinMaxBPM( float &fMinBPM, float &fMaxBPM )
{
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fMaxBPM = 0;
fMinBPM = 100000; // inf
for( int i=0; i<m_BPMSegments.GetSize(); i++ )
{
BPMSegment &seg = m_BPMSegments[i];
fMaxBPM = max( seg.m_fBPM, fMaxBPM );
fMinBPM = min( seg.m_fBPM, fMinBPM );
}
};
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void GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut );
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float GetElapsedTimeFromBeat( float fBeat );
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void GetNotesThatMatch( NotesType nt, CArray<Notes*, Notes*>& arrayAddTo );
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int GetNumTimesPlayed()
{
int iTotalNumTimesPlayed = 0;
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for( int i=0; i<m_arrayNotes.GetSize(); i++ )
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{
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iTotalNumTimesPlayed += m_arrayNotes[i]->m_iNumTimesPlayed;
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}
return iTotalNumTimesPlayed;
}
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bool IsNew() { return GetNumTimesPlayed()==0; };
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bool HasChangedSinceLastSave() { return m_bChangedSinceSave; }
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Grade GetGradeForDifficultyClass( NotesType nt, DifficultyClass dc );
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private:
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void SetChangedSinceLastSave() { m_bChangedSinceSave = true; }
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CString m_sSongFilePath;
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CString m_sSongDir;
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CString m_sGroupName;
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bool m_bChangedSinceSave;
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CString m_sMainTitle;
CString m_sSubTitle;
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CString m_sArtist;
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CString m_sCredit;
float m_fOffsetInSeconds;
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CString m_sMusicPath;
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DWORD m_iMusicBytes;
float m_fMusicLength;
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float m_fMusicSampleStartSeconds, m_fMusicSampleLengthSeconds;
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CString m_sBannerPath;
CString m_sBackgroundPath;
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CString m_sBackgroundMoviePath;
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CString m_sCDTitlePath;
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void AddBPMSegment( BPMSegment seg );
void AddFreezeSegment( FreezeSegment seg );
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CArray<BPMSegment, BPMSegment&> m_BPMSegments; // this must be sorted before gameplay
CArray<FreezeSegment, FreezeSegment&> m_FreezeSegments; // this must be sorted before gameplay
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public:
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CArray<Notes*, Notes*> m_arrayNotes;
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};
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void SortSongPointerArrayByTitle( CArray<Song*, Song*> &arraySongPointers );
void SortSongPointerArrayByBPM( CArray<Song*, Song*> &arraySongPointers );
void SortSongPointerArrayByArtist( CArray<Song*, Song*> &arraySongPointers );
void SortSongPointerArrayByGroup( CArray<Song*, Song*> &arraySongPointers );
void SortSongPointerArrayByMostPlayed( CArray<Song*, Song*> &arraySongPointers );
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