#ifndef NOTEDATA_H #define NOTEDATA_H /* ----------------------------------------------------------------------------- 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 row/index - corresponds to subdivisions of beats Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved. Chris Danford ----------------------------------------------------------------------------- */ #include "NoteTypes.h" #include #include #include "Attack.h" class NoteData { /* Keep this aligned, so that they all have the same size. */ vector m_TapNotes[MAX_NOTE_TRACKS]; int m_iNumTracks; vector m_HoldNotes; map m_AttackMap; /* Pad m_TapNotes so it includes the row "rows". */ void PadTapNotes(int rows); void LoadOverlapped( const NoteData* pOriginal, int iNewNumTracks ); public: /* Set up to hold the data in From; same number of tracks, same * divisor. Doesn't allocate or copy anything. */ void Config( const NoteData &From ); NoteData(); ~NoteData(); void Init(); int GetNumTracks() const; void SetNumTracks( int iNewNumTracks ); // TODO: Think of better accessors const map& GetAttackMap() const { return m_AttackMap; } map& GetAttackMap() { return m_AttackMap; } /* Return the note at the given track and row. Row may be out of * range; pretend the song goes on with TAP_EMPTYs indefinitely. */ inline TapNote GetTapNote(unsigned track, int row) const { if(row < 0 || row >= (int) m_TapNotes[track].size()) return TapNote(TAP_EMPTY); return m_TapNotes[track][row]; } void ReserveRows( int row ); /* GetTapNote is called a lot. This one doesn't do any bounds checking, * which is much faster. Be sure that 0 <= row < GetMaxRow(). */ inline TapNote GetTapNoteX(unsigned track, int row) const { return m_TapNotes[track][row]; } void MoveTapNoteTrack(int dest, int src); void SetTapNote(int track, int row, TapNote t); void ClearRange( int iNoteIndexBegin, int iNoteIndexEnd ); void ClearAll(); void CopyRange( const NoteData* pFrom, int iFromIndexBegin, int iFromIndexEnd, int iToIndexBegin = 0 ); void CopyAll( const NoteData* pFrom ); bool IsRowEmpty( int index ) const; bool IsRangeEmpty( int track, int iIndexBegin, int iIndexEnd ) const; int GetNumTapNonEmptyTracks( int index ) const; void GetTapNonEmptyTracks( int index, set& addTo ) const; int GetFirstNonEmptyTrack( int index ) const; int GetNumTracksWithTap( int index ) const; int GetNumTracksWithTapOrHoldHead( int index ) const; int GetFirstTrackWithTap( int index ) const; int GetFirstTrackWithTapOrHoldHead( int index ) const; inline bool IsThereATapAtRow( int index ) const { return GetFirstTrackWithTap( index ) != -1; } inline bool IsThereATapOrHoldHeadAtRow( int index ) const { return GetFirstTrackWithTapOrHoldHead( index ) != -1; } void GetTracksHeldAtRow( int row, set& addTo ); int GetNumTracksHeldAtRow( int row ); // // used in edit/record // void AddHoldNote( HoldNote newNote ); // add note hold note merging overlapping HoldNotes and destroying TapNotes underneath void RemoveHoldNote( int index ); HoldNote &GetHoldNote( int index ) { ASSERT( index < (int) m_HoldNotes.size() ); return m_HoldNotes[index]; } const HoldNote &GetHoldNote( int index ) const { ASSERT( index < (int) m_HoldNotes.size() ); return m_HoldNotes[index]; } int GetMatchingHoldNote( const HoldNote &hn ) const; void SetTapAttackNote( int track, int row, Attack attack ); void PruneUnusedAttacksFromMap(); // slow const Attack& GetAttackAt( int track, int row ); // remove Attacks with SetTapNote(TAP_EMPTY) // // statistics // /* Return the highest beat/row that might contain notes. (Use GetLastBeat if you need * accuracy.) */ float GetMaxBeat() const { return NoteRowToBeat(GetMaxRow()); } int GetMaxRow() const { return int(m_TapNotes[0].size()); } float GetFirstBeat() const; // return the beat number of the first note int GetFirstRow() const; float GetLastBeat() const; // return the beat number of the last note int GetLastRow() const; int GetNumTapNotes( const float fStartBeat = 0, const float fEndBeat = -1 ) const; int GetNumMines( const float fStartBeat = 0, const float fEndBeat = -1 ) const; int GetNumHands( const float fStartBeat = 0, const float fEndBeat = -1 ) const; int GetNumRowsWithTap( const float fStartBeat = 0, const float fEndBeat = -1 ) const; int GetNumRowsWithTapOrHoldHead( const float fStartBeat = 0, const float fEndBeat = -1 ) const; int GetNumN( int MinTaps, const float fStartBeat = 0, const float fEndBeat = -1 ) const; int GetNumDoubles( const float fStartBeat = 0, const float fEndBeat = -1 ) const { return GetNumN( 2, fStartBeat, fEndBeat ); } /* optimization: for the default of start to end, use the second (faster) */ int GetNumHoldNotes( const float fStartBeat, const float fEndBeat = -1 ) const; int GetNumHoldNotes() const { return m_HoldNotes.size(); } int RowNeedsHands( int row ) const; // Transformations void LoadTransformed( const NoteData* pOriginal, int iNewNumTracks, const int iOriginalTrackToTakeFrom[] ); // -1 for iOriginalTracksToTakeFrom means no track void LoadTransformedSlidingWindow( const NoteData* pOriginal, int iNewNumTracks ); // used by autogen // Convert between HoldNote representation and '2' and '3' markers in TapNotes void Convert2sAnd3sToHoldNotes(); void ConvertHoldNotesTo2sAnd3s(); void To2sAnd3s( const NoteData &out ); void From2sAnd3s( const NoteData &out ); void Convert4sToHoldNotes(); void ConvertHoldNotesTo4s(); void To4s( const NoteData &out ); void From4s( const NoteData &out ); void EliminateAllButOneTap( int row ); }; #endif