smsvn -> ssc-hg glue: rearrange directory structure
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#include "global.h"
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#include "GameplayAssist.h"
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#include "ThemeManager.h"
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#include "GameState.h"
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#include "RageSoundManager.h"
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#include "CommonMetrics.h"
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#include "Song.h"
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#include "NoteData.h"
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void GameplayAssist::Init()
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{
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m_soundAssistClap.Load( THEME->GetPathS("GameplayAssist","clap"), true );
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m_soundAssistMetronomeMeasure.Load( THEME->GetPathS("GameplayAssist","metronome measure"), true );
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m_soundAssistMetronomeBeat.Load( THEME->GetPathS("GameplayAssist","metronome beat"), true );
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}
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void GameplayAssist::PlayTicks( const NoteData &nd )
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{
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bool bClap = GAMESTATE->m_SongOptions.GetCurrent().m_bAssistClap;
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bool bMetronome = GAMESTATE->m_SongOptions.GetCurrent().m_bAssistMetronome;
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if( !bClap && !bMetronome )
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return;
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/* Sound cards have a latency between when a sample is Play()ed and when the sound
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* will start coming out the speaker. Compensate for this by boosting fPositionSeconds
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* ahead. This is just to make sure that we request the sound early enough for it to
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* come out on time; the actual precise timing is handled by SetStartTime. */
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float fPositionSeconds = GAMESTATE->m_fMusicSeconds;
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fPositionSeconds += SOUNDMAN->GetPlayLatency() + (float)CommonMetrics::TICK_EARLY_SECONDS + 0.250f;
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const TimingData &timing = GAMESTATE->m_pCurSong->m_Timing;
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const float fSongBeat = timing.GetBeatFromElapsedTimeNoOffset( fPositionSeconds );
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const int iSongRow = max( 0, BeatToNoteRowNotRounded( fSongBeat ) );
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static int iRowLastCrossed = -1;
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if( iSongRow < iRowLastCrossed )
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iRowLastCrossed = iSongRow;
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if( bClap )
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{
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int iClapRow = -1;
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// for each index we crossed since the last update:
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FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( nd, r, iRowLastCrossed+1, iSongRow+1 )
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if( nd.IsThereATapOrHoldHeadAtRow( r ) )
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iClapRow = r;
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if( iClapRow != -1 )
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{
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const float fTickBeat = NoteRowToBeat( iClapRow );
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const float fTickSecond = timing.GetElapsedTimeFromBeatNoOffset( fTickBeat );
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float fSecondsUntil = fTickSecond - GAMESTATE->m_fMusicSeconds;
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fSecondsUntil /= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; /* 2x music rate means the time until the tick is halved */
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RageSoundParams p;
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p.m_StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
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m_soundAssistClap.Play( &p );
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}
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}
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if( bMetronome && iRowLastCrossed != -1 )
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{
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//iRowLastCrossed+1, iSongRow+1
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int iLastCrossedMeasureIndex;
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int iLastCrossedBeatIndex;
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int iLastCrossedRowsRemainder;
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timing.NoteRowToMeasureAndBeat( iRowLastCrossed, iLastCrossedMeasureIndex, iLastCrossedBeatIndex, iLastCrossedRowsRemainder );
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int iCurrentMeasureIndex;
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int iCurrentBeatIndex;
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int iCurrentRowsRemainder;
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timing.NoteRowToMeasureAndBeat( iSongRow, iCurrentMeasureIndex, iCurrentBeatIndex, iCurrentRowsRemainder );
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int iMetronomeRow = -1;
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bool bIsMeasure = false;
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if( iLastCrossedMeasureIndex != iCurrentMeasureIndex || iLastCrossedBeatIndex != iCurrentBeatIndex )
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{
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iMetronomeRow = iSongRow - iCurrentRowsRemainder;
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bIsMeasure = iCurrentBeatIndex == 0 && iCurrentRowsRemainder == 0;
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}
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if( iMetronomeRow != -1 )
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{
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const float fTickBeat = NoteRowToBeat( iMetronomeRow );
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const float fTickSecond = timing.GetElapsedTimeFromBeatNoOffset( fTickBeat );
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float fSecondsUntil = fTickSecond - GAMESTATE->m_fMusicSeconds;
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fSecondsUntil /= GAMESTATE->m_SongOptions.GetCurrent().m_fMusicRate; /* 2x music rate means the time until the tick is halved */
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RageSoundParams p;
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p.m_StartTime = GAMESTATE->m_LastBeatUpdate + (fSecondsUntil - (float)CommonMetrics::TICK_EARLY_SECONDS);
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if( bIsMeasure )
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m_soundAssistMetronomeMeasure.Play( &p );
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else
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m_soundAssistMetronomeBeat.Play( &p );
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}
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}
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iRowLastCrossed = iSongRow;
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}
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void GameplayAssist::StopPlaying()
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{
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m_soundAssistClap.StopPlaying();
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m_soundAssistMetronomeMeasure.StopPlaying();
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m_soundAssistMetronomeBeat.StopPlaying();
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}
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/*
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* (c) 2003-2006 Chris Danford
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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