/* Song - Holds all music metadata and steps for one song. */ #ifndef SONG_H #define SONG_H #include "TimingData.h" #include "Difficulty.h" #include "EnumHelper.h" #include "RageUtil_AutoPtr.h" #include "RageTypes.h" class Steps; class Style; class NotesLoader; class LyricsLoader; class Profile; class StepsID; struct lua_State; struct BackgroundChange; const int MAX_EDITS_PER_SONG_PER_PROFILE = 5; const int MAX_EDITS_PER_SONG = 5*NUM_PROFILE_SLOTS; extern const int FILE_CACHE_VERSION; enum BackgroundLayer { BACKGROUND_LAYER_1, BACKGROUND_LAYER_2, NUM_BackgroundLayer, BACKGROUND_LAYER_INVALID }; #define FOREACH_BackgroundLayer( bl ) FOREACH_ENUM( BackgroundLayer, NUM_BackgroundLayer, bl ) struct LyricSegment { float m_fStartTime; CString m_sLyric; RageColor m_Color; }; class Song { CString m_sSongDir; public: /* Set when this song should be displayed in the music wheel: */ enum SelectionDisplay { SHOW_ALWAYS, /* all the time */ SHOW_ROULETTE, /* only when rouletting */ SHOW_NEVER /* never (unless song hiding is turned off) */ } m_SelectionDisplay; Song(); ~Song(); void Reset(); void DetachSteps(); NotesLoader *MakeLoader( CString sDir ) const; bool LoadFromSongDir( CString sDir ); void TidyUpData(); // call after loading to clean up invalid data void ReCalculateRadarValuesAndLastBeat(); // called by TidyUpData, and after saving void TranslateTitles(); // called by TidyUpData void SaveToSMFile( CString sPath, bool bSavingCache ); void Save(); // saves SM and DWI void SaveToCacheFile(); void SaveToDWIFile(); const CString &GetSongFilePath() const; CString GetCacheFilePath() const; void AddAutoGenNotes(); void AutoGen( StepsType ntTo, StepsType ntFrom ); // create Steps of type ntTo from Steps of type ntFrom void RemoveAutoGenNotes(); /* Directory this song data came from: */ const CString &GetSongDir() const { return m_sSongDir; } /* Filename associated with this file. This will always have * an .SM extension. If we loaded an .SM, this will point to * it, but if we loaded any other type, this will point to a * generated .SM filename. */ CString m_sSongFileName; CString m_sGroupName; ProfileSlot m_LoadedFromProfile; // PROFILE_SLOT_INVALID if wasn't loaded from a profile bool m_bIsSymLink; CString m_sMainTitle, m_sSubTitle, m_sArtist; CString m_sMainTitleTranslit, m_sSubTitleTranslit, m_sArtistTranslit; /* If PREFSMAN->m_bShowNative is off, these are the same as GetTranslit* below. * Otherwise, they return the main titles. */ CString GetDisplayMainTitle() const; CString GetDisplaySubTitle() const; CString GetDisplayArtist() const; /* Returns the transliterated titles, if any; otherwise returns the main titles. */ CString GetTranslitMainTitle() const { return m_sMainTitleTranslit.size()? m_sMainTitleTranslit: m_sMainTitle; } CString GetTranslitSubTitle() const { return m_sSubTitleTranslit.size()? m_sSubTitleTranslit: m_sSubTitle; } CString GetTranslitArtist() const { return m_sArtistTranslit.size()? m_sArtistTranslit:m_sArtist; } /* "title subtitle" */ CString GetDisplayFullTitle() const; CString GetTranslitFullTitle() const; CString m_sGenre; /* This is read and saved, but never actually used. */ CString m_sCredit; CString m_sMusicFile; float m_fMusicLengthSeconds; float m_fFirstBeat; // beat of first note float m_fLastBeat; // beat of last note float m_fMusicSampleStartSeconds; float m_fMusicSampleLengthSeconds; enum { DISPLAY_ACTUAL, DISPLAY_SPECIFIED, DISPLAY_RANDOM } m_DisplayBPMType; float m_fSpecifiedBPMMin; float m_fSpecifiedBPMMax; // if a range, then Min != Max CString m_sBannerFile; CString m_sLyricsFile; CString m_sBackgroundFile; CString m_sCDTitleFile; CString GetMusicPath() const; CString GetBannerPath() const; CString GetLyricsPath() const; CString GetBackgroundPath() const; CString GetCDTitlePath() const; /* For loading only: */ bool m_bHasMusic, m_bHasBanner; bool HasMusic() const; bool HasBanner() const; bool HasBackground() const; bool HasCDTitle() const; bool HasMovieBackground() const; bool HasBGChanges() const; bool HasLyrics() const; bool Matches(CString sGroup, CString sSong) const; TimingData m_Timing; typedef vector VBackgroundChange; private: // AutoPtr instead of raw pointer so that the auto gen'd copy constructor works correctly. AutoPtrCopyOnWrite m_BackgroundChanges[NUM_BackgroundLayer]; // these must be sorted before gameplay AutoPtrCopyOnWrite m_ForegroundChanges; // this must be sorted before gameplay public: const vector &GetBackgroundChanges( BackgroundLayer bl ) const; vector &GetBackgroundChanges( BackgroundLayer bl ); const vector &GetForegroundChanges() const; vector &GetForegroundChanges(); vector m_LyricSegments; // this must be sorted before gameplay void AddBPMSegment( const BPMSegment &seg ) { m_Timing.AddBPMSegment( seg ); } void AddStopSegment( const StopSegment &seg ) { m_Timing.AddStopSegment( seg ); } void AddBackgroundChange( BackgroundLayer blLayer, BackgroundChange seg ); void AddForegroundChange( BackgroundChange seg ); void AddLyricSegment( LyricSegment seg ); void GetDisplayBpms( DisplayBpms &AddTo ) const; const BackgroundChange &GetBackgroundAtBeat( BackgroundLayer iLayer, float fBeat ) const; float GetBPMAtBeat( float fBeat ) const { return m_Timing.GetBPMAtBeat( fBeat ); } void SetBPMAtBeat( float fBeat, float fBPM ) { m_Timing.SetBPMAtBeat( fBeat, fBPM ); } BPMSegment& GetBPMSegmentAtBeat( float fBeat ) { return m_Timing.GetBPMSegmentAtBeat( fBeat ); } void GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut ) const { m_Timing.GetBeatAndBPSFromElapsedTime( fElapsedTime, fBeatOut, fBPSOut, bFreezeOut ); } float GetBeatFromElapsedTime( float fElapsedTime ) const { return m_Timing.GetBeatFromElapsedTime( fElapsedTime ); } float GetElapsedTimeFromBeat( float fBeat ) const { return m_Timing.GetElapsedTimeFromBeat( fBeat ); } bool HasSignificantBpmChangesOrStops() const; float GetStepsSeconds() const; bool SongCompleteForStyle( const Style *st ) const; bool HasStepsType( StepsType st ) const; bool HasStepsTypeAndDifficulty( StepsType st, Difficulty dc ) const; const vector& GetAllSteps() const { return m_vpSteps; } const vector& GetStepsByStepsType( StepsType st ) const { return m_vpStepsByType[st]; } void GetSteps( vector& arrayAddTo, StepsType st = STEPS_TYPE_INVALID, Difficulty dc = DIFFICULTY_INVALID, int iMeterLow = -1, int iMeterHigh = -1, const CString &sDescription = "", bool bIncludeAutoGen = true, unsigned uHash = 0, int iMaxToGet = -1 ) const; Steps* GetOneSteps( StepsType st = STEPS_TYPE_INVALID, Difficulty dc = DIFFICULTY_INVALID, int iMeterLow = -1, int iMeterHigh = -1, const CString &sDescription = "", unsigned uHash = 0, bool bIncludeAutoGen = true ) const; Steps* GetStepsByDifficulty( StepsType st, Difficulty dc, bool bIncludeAutoGen = true ) const; Steps* GetStepsByMeter( StepsType st, int iMeterLow, int iMeterHigh ) const; Steps* GetStepsByDescription( StepsType st, CString sDescription ) const; Steps* GetClosestNotes( StepsType st, Difficulty dc, bool bIgnoreLocked=false ) const; bool IsEasy( StepsType st ) const; bool IsTutorial() const; bool HasEdits( StepsType st ) const; SelectionDisplay GetDisplayed() const; bool NormallyDisplayed() const; bool NeverDisplayed() const; bool RouletteDisplayed() const; bool ShowInDemonstrationAndRanking() const; void AddSteps( Steps* pSteps ); // we are responsible for deleting the memory pointed to by pSteps! void DeleteSteps( const Steps* pSteps ); void FreeAllLoadedFromProfile( ProfileSlot slot = PROFILE_SLOT_INVALID ); bool WasLoadedFromProfile() const { return m_LoadedFromProfile != PROFILE_SLOT_INVALID; } int GetNumStepsLoadedFromProfile( ProfileSlot slot ) const; bool IsEditAlreadyLoaded( Steps* pSteps ) const; bool IsEditDescriptionUnique( StepsType st, CString sPreferredDescription, const Steps *pExclude ) const; void MakeUniqueEditDescription( StepsType st, CString &sPreferredDescriptionInOut ) const; // An array of keysound file names (e.g. "beep.wav"). // The index in this array corresponds to the index in TapNote. If you // change the index in here, you must change all NoteData too. // Any note that doesn't have a value in the range of this array // means "this note doens't have a keysound". vector m_vsKeysoundFile; // Lua void PushSelf( lua_State *L ); private: void AdjustDuplicateSteps(); // part of TidyUpData void DeleteDuplicateSteps( vector &vSteps ); vector m_vpSteps; vector m_vpStepsByType[NUM_STEPS_TYPES]; }; #endif /* * (c) 2001-2004 Chris Danford, Glenn Maynard * 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. */