#ifndef TIMING_SEGMENTS_H #define TIMING_SEGMENTS_H #include "NoteTypes.h" // Converting rows to beats and vice~versa. /** * @brief The base timing segment for all of the changing glory. * * Do not derive from this class!! Instead, derive from TimingSegment! */ struct BaseTimingSegment { /** @brief Set up a BaseTimingSegment with default values. */ BaseTimingSegment(): startingRow(-1) {}; /** * @brief Set up a BaseTimingSegment with specified values. * @param s the starting row / beat. */ BaseTimingSegment(int s): startingRow(ToNoteRow(s)) {} BaseTimingSegment(float s): startingRow(ToNoteRow(s)) {} template BaseTimingSegment(const DerivedSegment &other): startingRow(other.GetRow()) {}; virtual ~BaseTimingSegment(); /** * @brief Set the starting row of the BaseTimingSegment. * * This is virtual to allow other segments to implement validation * as required by them. * @param s the supplied row. */ virtual void SetRow( const int s ); /** * @brief Set the starting beat of the BaseTimingSegment. * * @param s the supplied beat. */ void SetBeat( const float s ); /** * @brief Get the starting row of the BaseTimingSegment. * @return the starting row. */ int GetRow() const; /** * @brief Get the starting beat of the BaseTimingSegment. * @return the starting beat. */ float GetBeat() const; private: /** @brief The row in which this segment activates. */ int startingRow; }; /** * @brief The general TimingSegment for all of the changing glory. * * Each segment is supposed to derive from this one. */ template struct TimingSegment: public BaseTimingSegment { TimingSegment(): BaseTimingSegment(-1) {}; TimingSegment(const DerivedSegment &other): BaseTimingSegment(other) {}; template TimingSegment(StartType s): BaseTimingSegment(s) {}; /** * @brief Compares two DrivedSegments to see if one is less than the other. * @param other the other TimingSegments to compare to. * @return the truth/falsehood of if the first is less than the second. * * This is virtual to allow other segments to implement comparison * as required by them. */ virtual bool operator<( const DerivedSegment &other ) const { return this->GetRow() < other.GetRow(); }; /** * @brief Compares two DrivedSegments to see if they are equal to each other. * @param other the other FakeSegment to compare to. * @return the equality of the two segments. * * This is virtual to allow other segments to implement comparison * as required by them. */ bool operator==( const DerivedSegment &other ) const { return !this->operator<(other) && !other.operator<(*static_cast(this)); }; /** * @brief Compares two DrivedSegments to see if they are not equal to each other. * @param other the other DrivedSegments to compare to. * @return the inequality of the two segments. */ bool operator!=( const DerivedSegment &other ) const { return !this->operator==(other); }; /** * @brief Compares two DrivedSegments to see if one is less than or equal to the other. * @param other the other DrivedSegments to compare to. * @return the truth/falsehood of if the first is less or equal to than the second. */ bool operator<=( const DerivedSegment &other ) const { return !this->operator>(other); }; /** * @brief Compares two DrivedSegments to see if one is greater than the other. * @param other the other DrivedSegments to compare to. * @return the truth/falsehood of if the first is greater than the second. */ bool operator>( const DerivedSegment &other ) const { return other.operator<(*static_cast(this)); }; /** * @brief Compares two DrivedSegments to see if one is greater than or equal to the other. * @param other the other DrivedSegments to compare to. * @return the truth/falsehood of if the first is greater than or equal to the second. */ bool operator>=( const DerivedSegment &other ) const { return !this->operator<(other); }; }; /** * @brief Identifies when a whole region of arrows is to be ignored. * * FakeSegments are similar to the Fake Tap Notes in that the contents * inside are neither for nor against the player. They can be useful for * mission modes, in conjunction with WarpSegments, or perhaps other * uses not thought up at the time of this comment. Unlike the Warp * Segments, these are not magically jumped over: instead, these are * drawn normally. * * These were inspired by the Pump It Up series. */ struct FakeSegment : public TimingSegment { /** * @brief Create a simple Fake Segment with default values. * * It is best to override the values as soon as possible. */ FakeSegment(): TimingSegment(-1), lengthBeats(-1) {}; /** * @brief Create a copy of another Fake Segment. * @param other the other fake segment */ FakeSegment(const FakeSegment &other): TimingSegment(other), lengthBeats(other.GetLength()) {}; /** * @brief Create a Fake Segment with the specified values. * @param s the starting row of this segment. * @param r the number of rows this segment lasts. */ template FakeSegment( StartType s, LengthType r ): TimingSegment(max((StartType)0, s)), lengthBeats(ToBeat(max((LengthType)0, r))) {}; /** * @brief Get the length in beats of the FakeSegment. * @return the length in beats. */ float GetLength() const; /** * @brief Set the length in beats of the FakeSegment. * @param b the length in beats. */ void SetLength(const float b); /** * @brief Compares two FakeSegments to see if one is less than the other. * @param other the other FakeSegment to compare to. * @return the truth/falsehood of if the first is less than the second. */ bool operator<( const FakeSegment &other ) const; private: /** * @brief The number of beats the FakeSegment is alive for. */ float lengthBeats; }; /** * @brief Identifies when a song needs to warp to a new beat. * * A warp segment is used to replicate the effects of Negative BPMs without * abusing negative BPMs. Negative BPMs should be converted to warp segments. * WarpAt=WarpToRelative is the format, where both are in beats. * (Technically they're both rows though.) */ struct WarpSegment : public TimingSegment { /** * @brief Create a simple Warp Segment with default values. * * It is best to override the values as soon as possible. */ WarpSegment(): TimingSegment(-1), lengthBeats(-1) {}; /** * @brief Create a copy of another Warp Segment. * @param other the other warp segment */ WarpSegment(const WarpSegment &other): TimingSegment(other), lengthBeats(other.GetLength()) {}; /** * @brief Create a Warp Segment with the specified values. * @param s the starting row of this segment. * @param r the number of rows this segment lasts. */ template WarpSegment( StartType s, LengthType r ): TimingSegment(s), lengthBeats(ToBeat(max((LengthType)0, r))) {}; /** * @brief Get the length in beats of the WarpSegment. * @return the length in beats. */ float GetLength() const; /** * @brief Set the length in beats of the WarpSegment. * @param b the length in beats. */ void SetLength(const float b); /* * @brief Compares two WarpSegments to see if one is less than the other. * @param other the other WarpSegment to compare to. * @return the truth/falsehood of if the first is less than the second. */ bool operator<( const WarpSegment &other ) const; private: /** * @brief The number of beats the FakeSegment is alive for. */ float lengthBeats; }; /** * @brief Identifies when a chart is to have a different tickcount value * for hold notes. * * A tickcount segment is used to better replicate the checkpoint hold * system used by various based video games. The number is used to * represent how many ticks can be counted in one beat. */ struct TickcountSegment : public TimingSegment { /** * @brief Creates a simple Tickcount Segment with default values. * * It is best to override the values as soon as possible. */ TickcountSegment(): TimingSegment(-1), ticks(4) {}; /** * @brief Create a copy of another Tickcount Segment. * @param other the other tickcount segment */ TickcountSegment(const TickcountSegment &other): TimingSegment(other), ticks(other.GetTicks()) {}; /** * @brief Creates a TickcountSegment with specified values. * @param s the starting row / beat. */ template TickcountSegment( StartType s ): TimingSegment(max((StartType)0, s)), ticks(4) {}; /** * @brief Creates a TickcountSegment with specified values. * @param s the starting row / beat. * @param t the amount of ticks counted per beat. */ template TickcountSegment( StartType s, int t ): TimingSegment(max((StartType)0, s)), ticks(max(0, t)) {}; /** * @brief Get the number of ticks in this TickcountSegment. * @return the tickcount. */ int GetTicks() const; /** * @brief Set the number of ticks in this TickcountSegment. * @param i the tickcount. */ void SetTicks(const int i); /** * @brief Compares two TickcountSegments to see if one is less than the other. * @param other the other TickcountSegment to compare to. * @return the truth/falsehood of if the first is less than the second. */ bool operator<( const TickcountSegment &other ) const; private: /** * @brief The amount of ticks counted per beat. */ int ticks; }; /** * @brief Identifies when a chart is to have a different combo multiplier value. * * Admitedly, this would primarily be used for mission mode style charts. However, * it can have its place during normal gameplay. */ struct ComboSegment : public TimingSegment { /** * @brief Creates a simple Combo Segment with default values. * * It is best to override the values as soon as possible. */ ComboSegment() : TimingSegment(-1), combo(1) { } ComboSegment(const ComboSegment &other) : TimingSegment(other), combo(other.GetCombo()) {}; /** * @brief Creates a Combo Segment with the specified values. * @param s the starting row / beat of this segment. * @param t the amount the combo increases on a succesful hit. */ template ComboSegment( StartType s, int t ): TimingSegment(max((StartType)0, s)), combo(max(0,t)) {} /** * @brief Get the combo in this ComboSegment. * @return the combo. */ int GetCombo() const; /** * @brief Set the combo in this ComboSegment. * @param i the combo. */ void SetCombo(const int i); /** * @brief Compares two ComboSegments to see if one is less than the other. * @param other the other ComboSegment to compare to. * @return the truth/falsehood of if the first is less than the second. */ bool operator<( const ComboSegment &other ) const; private: /** * @brief The amount the combo increases at this point. */ int combo; }; /** * @brief Identifies when a chart is entering a different section. * * This is meant for helping to identify different sections of a chart * versus relying on measures and beats alone. */ struct LabelSegment : public TimingSegment { /** * @brief Creates a simple Label Segment with default values. * * It is best to override the values as soon as possible. */ LabelSegment() : TimingSegment(-1), label("") { } LabelSegment(const LabelSegment &other) : TimingSegment(other), label(other.GetLabel()) {}; /** * @brief Creates a Label Segment with the specified values. * @param s the starting row / beat of this segment. * @param l the label for this section. */ template LabelSegment( StartType s, RString l ): TimingSegment(max((StartType)0, s)), label(l) {} /** * @brief Get the label in this LabelSegment. * @return the label. */ RString GetLabel() const; /** * @brief Set the label in this LabelSegment. * @param l the label. */ void SetLabel(const RString l); /** * @brief Compares two LabelSegments to see if one is less than the other. * @param other the other LabelSegment to compare to. * @return the truth/falsehood of if the first is less than the second. */ bool operator<( const LabelSegment &other ) const; private: /** * @brief The label/section name for this point. */ RString label; }; /** * @brief Identifies when a song changes its BPM. */ struct BPMSegment : public TimingSegment { /** * @brief Creates a simple BPM Segment with default values. * * It is best to override the values as soon as possible. */ BPMSegment() : TimingSegment(-1), bps(-1.0f) { } BPMSegment(const BPMSegment &other) : TimingSegment(other), bps(other.GetBPS()) {}; operator int() const { return 1; } operator float() const { return 2.0f; } /** * @brief Creates a BPM Segment with the specified starting row and beats per second. * @param s the starting row / beat of this segment. * @param b the beats per minute to be turned into beats per second. */ template BPMSegment( StartType s, float bpm ): TimingSegment(max((StartType)0, s)), bps(0.0f) { SetBPM(bpm); } /** * @brief Get the label in this LabelSegment. * @return the label. */ float GetBPM() const; /** * @brief Set the label in this LabelSegment. * @param l the label. */ void SetBPM(const float bpm); /** * @brief Get the label in this LabelSegment. * @return the label. */ float GetBPS() const; /** * @brief Set the label in this LabelSegment. * @param l the label. */ void SetBPS(const float newBPS); /** * @brief Compares two LabelSegments to see if one is less than the other. * @param other the other LabelSegment to compare to. * @return the truth/falsehood of if the first is less than the second. */ bool operator<( const BPMSegment &other ) const; private: /** * @brief The label/section name for this point. */ float bps; }; /** * @brief Identifies when a song changes its time signature. * * This only supports simple time signatures. The upper number * (called the numerator here, though this isn't properly a * fraction) is the number of beats per measure. The lower number * (denominator here) is the note value representing one beat. */ struct TimeSignatureSegment : public TimingSegment { /** * @brief Creates a simple Time Signature Segment with default values. */ TimeSignatureSegment(): TimingSegment(-1), numerator(4), denominator(4) { } TimeSignatureSegment(const TimeSignatureSegment &other) : TimingSegment(other), numerator(other.GetNum()), denominator(other.GetDen()) {}; /** * @brief Creates a Time Signature Segment with supplied values. * * The denominator will be 4 if this is called. * @param s the starting row / beat of the segment. * @param n the numerator for the segment. */ template TimeSignatureSegment( StartType s, int n ): TimingSegment(max((StartType)0, s)), numerator(max(1, n)), denominator(4) {} /** * @brief Creates a Time Signature Segment with supplied values. * @param s the starting row of the segment. * @param n the numerator for the segment. * @param d the denonimator for the segment. */ template TimeSignatureSegment( StartType s, int n, int d ): TimingSegment(max((StartType)0, s)), numerator(max(1, n)), denominator(max(1, d)) {} /** * @brief Get the numerator in this TimeSignatureSegment. * @return the numerator. */ int GetNum() const; /** * @brief Set the numerator in this TimeSignatureSegment. * @param i the numerator. */ void SetNum(const int i); /** * @brief Get the denominator in this TimeSignatureSegment. * @return the denominator. */ int GetDen() const; /** * @brief Set the denominator in this TimeSignatureSegment. * @param i the denominator. */ void SetDen(const int i); /** * @brief Retrieve the number of note rows per measure within the TimeSignatureSegment. * * With BeatToNoteRow(1) rows per beat, then we should have BeatToNoteRow(1)*m_iNumerator * beats per measure. But if we assume that every BeatToNoteRow(1) rows is a quarter note, * and we want the beats to be 1/m_iDenominator notes, then we should have * BeatToNoteRow(1)*4 is rows per whole note and thus BeatToNoteRow(1)*4/m_iDenominator is * rows per beat. Multiplying by m_iNumerator gives rows per measure. * @returns the number of note rows per measure. */ int GetNoteRowsPerMeasure() const; /** * @brief Compares two TimeSignatureSegments to see if one is less than the other. * @param other the other TimeSignatureSegment to compare to. * @return the truth/falsehood of if the first is less than the second. */ bool operator<( const TimeSignatureSegment &other ) const; private: /** * @brief The numerator of the TimeSignatureSegment. */ int numerator; /** * @brief The denominator of the TimeSignatureSegment. */ int denominator; }; /** * @brief Identifies when the arrow scroll changes. * * SpeedSegments take a Player's scrolling BPM (Step's BPM * speed mod), * and then multiplies it with the percentage value. No matter the player's * speed mod, the ratio will be the same. Unlike forced attacks, these * cannot be turned off at a set time: reset it by setting the precentage * back to 1. * * These were inspired by the Pump It Up series. */ struct SpeedSegment : public TimingSegment { /** @brief Sets up the SpeedSegment with default values. */ SpeedSegment(): TimingSegment(0), ratio(1), length(0), unit(0) {} SpeedSegment(const SpeedSegment &other) : TimingSegment(other), ratio(other.GetRatio()), length(other.GetLength()), unit(other.GetUnit()) {}; /** * @brief Sets up the SpeedSegment with specified values. * @param s The row / beat this activates. * @param p The percentage to use. */ template SpeedSegment( StartType s, float p): TimingSegment(max((StartType)0, s)), ratio(p), length(0), unit(0) {} /** * @brief Sets up the SpeedSegment with specified values. * @param s The row / beat this activates. * @param p The percentage to use. * @param w The number of beats to wait. */ template SpeedSegment(StartType s, float p, float w): TimingSegment(max((StartType)0, s)), ratio(p), length(w), unit(0) {} /** * @brief Sets up the SpeedSegment with specified values. * @param s The row / beat this activates. * @param p The percentage to use. * @param w The number of beats/seconds to wait. * @param k The mode used for the wait variable. */ template SpeedSegment(StartType s, float p, float w, unsigned short k): TimingSegment(max((StartType)0, s)), ratio(p), length(w), unit(k) {} /** * @brief Get the ratio in this SpeedSegment. * @return the ratio. */ float GetRatio() const; /** * @brief Set the ratio in this SpeedSegment. * @param i the ratio. */ void SetRatio(const float i); /** * @brief Get the length in this SpeedSegment. * @return the length. */ float GetLength() const; /** * @brief Set the length in this SpeedSegment. * @param i the length. */ void SetLength(const float i); /** * @brief Get the unit in this SpeedSegment. * @return the unit. */ unsigned short GetUnit() const; /** * @brief Set the unit in this SpeedSegment. * @param i the unit. */ void SetUnit(const unsigned short i); /** * @brief Set the unit in this SpeedSegment. * * This one is offered for quicker compatibility. * @param i the unit. */ void SetUnit(const int i); /** * @brief Compares two SpeedSegments to see if one is less than the other. * @param other the other SpeedSegment to compare to. * @return the truth/falsehood of if the first is less than the second. */ bool operator<( const SpeedSegment &other ) const; private: /** @brief The percentage (ratio) to use when multiplying the Player's BPM. */ float ratio; /** * @brief The number of beats or seconds to wait for the change to take place. * * A value of 0 means this is immediate. */ float length; /** * @brief The mode that this segment uses for the math. * * 0: beats * 1: seconds * other values are undetermined at this time, but we're prepared this way. */ unsigned short unit; }; /** * @brief Identifies when the chart scroll changes. * * ScrollSegments adjusts the scrolling speed of the note field. * Unlike forced attacks, these cannot be turned off at a set time: * reset it by setting the precentage back to 1. * * These were inspired by the Pump It Up series. */ struct ScrollSegment : public TimingSegment { /** @brief Sets up the ScrollSegment with default values. */ ScrollSegment(): TimingSegment(0), ratio(1) {} /** * @brief Sets up the ScrollSegment with specified values. * @param s The row / beat this activates. * @param p The percentage to use. */ template ScrollSegment( StartType s, float p): TimingSegment(max((StartType)0, s)), ratio(p) {} ScrollSegment(const ScrollSegment &other) : TimingSegment(other), ratio(other.GetRatio()) {} /** * @brief Get the ratio in this ScrollSegment. * @return the ratio. */ float GetRatio() const; /** * @brief Set the ratio in this ScrollSegment. * @param i the ratio. */ void SetRatio(const float i); /** * @brief Compares two ScrollSegment to see if one is less than the other. * @param other the other ScrollSegment to compare to. * @return the truth/falsehood of if the first is less than the second. */ bool operator<( const ScrollSegment &other ) const; private: /** @brief The ratio / percentage to use when multiplying the chart's scroll rate. */ float ratio; }; /** * @brief Identifies when a song has a stop or a delay. * * It is hopeful that stops and delays can be made into their own segments at some point. */ struct StopSegment : public TimingSegment { /** * @brief Creates a simple Stop Segment with default values. * * It is best to override the values as soon as possible. */ StopSegment() : TimingSegment(-1), pauseSeconds(-1.0f), isDelay(false) {} StopSegment (const StopSegment &other): TimingSegment(other), pauseSeconds(other.GetPause()), isDelay(other.GetDelay()) {} /** * @brief Creates a Stop Segment with specified values. * * This will not create a dedicated delay segment. * Use the third constructor for making delays. * @param s the starting row / beat of this segment. * @param f the length of time to pause the note scrolling. */ template StopSegment( StartType s, float f ): TimingSegment(max((StartType)0, s)), pauseSeconds(f), isDelay(false) {} /** * @brief Creates a Stop/Delay Segment with specified values. * @param s the starting row / beat of this segment. * @param f the length of time to pause the note scrolling. * @param d the flag that makes this Stop Segment a Delay Segment. */ template StopSegment( StartType s, float f, bool d ): TimingSegment(max((StartType)0, s)), pauseSeconds(f), isDelay(d) {} /** * @brief Get the pause length in this StopSegment. * @return the pause length. */ float GetPause() const; /** * @brief Set the pause length in this StopSegment. * @param i the pause length. */ void SetPause(const float i); /** * @brief Get the behavior in this StopSegment. * @return the behavior. */ bool GetDelay() const; /** * @brief Set the behavior in this StopSegment. * @param i the behavior. */ void SetDelay(const bool i); /** * @brief Compares two StopSegments to see if one is less than the other. * * It should be observed that Delay Segments have to come before Stop Segments. * Otherwise, it will act like a Stop Segment with extra time from the Delay at * the same row. * @param other the other StopSegment to compare to. * @return the truth/falsehood of if the first is less than the second. */ bool operator<( const StopSegment &other ) const; private: /** * @brief The amount of time to complete the pause at the given row. */ float pauseSeconds; /** * @brief How does this StopSegment behave? * * If true, the Stop Segment is treated as a Delay Segment, similar to the Pump It Up series. * If false, this behaves similar to the DDR/ITG style games. * * TODO: Separate out DelaySegments in the future. */ bool isDelay; }; #endif /** * @file * @author Jason Felds (c) 2011 * @section LICENSE * 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. */