#pragma once /* ----------------------------------------------------------------------------- File: NoteData.h Desc: Holds data about the notes that the player is supposed to hit. NoteData is organized by: track - corresponds to different columns of notes on the screen index - corresponds to subdivisions of beats Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ //#include "GameConstantsAndTypes.h" #include "PlayerOptions.h" #include "NoteTypes.h" // '1' = tap note // '2' = hold note begin // '3' = hold note end ('1' can also end a HoldNote) ('3' without a matching '2' is ignored // ... for future expansion class NoteData { public: NoteData(); void Init(); ~NoteData(); int m_iNumTracks; TapNote m_TapNotes[MAX_NOTE_TRACKS][MAX_TAP_NOTE_ROWS]; HoldNote m_HoldNotes[MAX_HOLD_NOTES]; int m_iNumHoldNotes; void LoadFromSMNoteDataString( CString sSMNoteData ); CString GetSMNoteDataString(); void ClearRange( int iNoteIndexBegin, int iNoteIndexEnd ); void ClearAll() { ClearRange( 0, MAX_TAP_NOTE_ROWS ); }; void CopyRange( NoteData* pFrom, int iFromIndexBegin, int iFromIndexEnd, int iToIndexBegin = -1 ); void CopyAll( NoteData* pFrom ) { m_iNumTracks = pFrom->m_iNumTracks; m_iNumHoldNotes = 0; CopyRange( pFrom, 0, MAX_TAP_NOTE_ROWS ); }; inline bool IsRowEmpty( int index ) { for( int t=0; t