/* TimingData - Holds data for translating beats<->seconds. */ #ifndef TIMING_DATA_H #define TIMING_DATA_H #include "NoteTypes.h" #define COMPARE(x) if(x!=other.x) return false; struct BPMSegment { BPMSegment() { m_iStartIndex = -1; m_fBPS = -1; } BPMSegment( int s, float b ) { m_iStartIndex = s; m_fBPS = b/60.0f; } int m_iStartIndex; float m_fBPS; void SetBPM( float f ); float GetBPM() const; bool operator==( const BPMSegment &other ) const { COMPARE( m_iStartIndex ); COMPARE( m_fBPS ); return true; } bool operator!=( const BPMSegment &other ) const { return !operator==(other); } }; struct StopSegment { StopSegment() { m_fStopSeconds = -1; m_iStartRow = -1; } StopSegment( int s, float f ) { m_iStartRow = s; m_fStopSeconds = f; } int m_iStartRow; float m_fStopSeconds; bool operator==( const StopSegment &other ) const { COMPARE( m_iStartRow ); COMPARE( m_fStopSeconds ); return true; } bool operator!=( const StopSegment &other ) const { return !operator==(other); } }; class TimingData { public: TimingData(); void GetActualBPM( float &fMinBPMOut, float &fMaxBPMOut ) const; float GetBPMAtBeat( float fBeat ) const; void SetBPMAtBeat( float fBeat, float fBPM ); void SetStopAtBeat( float fBeat, float fSeconds ); void MultiplyBPMInBeatRange( int iStartIndex, int iEndIndex, float fFactor ); void AddBPMSegment( const BPMSegment &seg ); void AddStopSegment( const StopSegment &seg ); int GetBPMSegmentIndexAtBeat( float fBeat ); BPMSegment& GetBPMSegmentAtBeat( float fBeat ); void GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut ) const; float GetBeatFromElapsedTime( float fElapsedTime ) const // shortcut for places that care only about the beat { float fBeat, fThrowAway; bool bThrowAway; GetBeatAndBPSFromElapsedTime( fElapsedTime, fBeat, fThrowAway, bThrowAway ); return fBeat; } float GetElapsedTimeFromBeat( float fBeat ) const; bool HasBpmChanges() const; bool HasStops() const; bool operator==( const TimingData &other ) { COMPARE( m_BPMSegments.size() ); for( unsigned i=0; i m_BPMSegments; // this must be sorted before gameplay vector m_StopSegments; // this must be sorted before gameplay float m_fBeat0OffsetInSeconds; }; #undef COMPARE #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. */