/* TimingData - Holds data for translating beats<->seconds. */ #ifndef TIMING_DATA_H #define TIMING_DATA_H struct BPMSegment { BPMSegment() { m_fStartBeat = m_fBPM = -1; }; BPMSegment( float s, float b ) { m_fStartBeat = s; m_fBPM = b; }; float m_fStartBeat; float m_fBPM; }; struct StopSegment { StopSegment() { m_fStartBeat = m_fStopSeconds = -1; }; StopSegment( float s, float f ) { m_fStartBeat = s; m_fStopSeconds = f; }; float m_fStartBeat; float m_fStopSeconds; }; class TimingData { public: TimingData(); void GetActualBPM( float &fMinBPMOut, float &fMaxBPMOut ) const; float GetBPMAtBeat( float fBeat ) const; void SetBPMAtBeat( float fBeat, float fBPM ); void AddBPMSegment( const BPMSegment &seg ); void AddStopSegment( const StopSegment &seg ); 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 HasBpmChangesOrStops() const; // used for editor fix - expand/contract needs to move BPMSegments // and StopSegments that land during/after the edited range. // in addition, we need to be able to shift them otherwise as well // (for example, adding/removing rows should move all following // segments as necessary) // NOTE: How do we want to handle deleting rows that have a BPM change // or a stop? I'd like to think we should move them to the first row // of the range that was deleted (say if rows 1680-1728 are deleted, and // a BPM change or a stop occurs at row 1704, we'll move it to row // 1680). void ScaleRegion( float fScale = 1, float fStartBeat = 0, float fEndBeat = 99999 ); void ShiftRows( float fStartBeat, float fBeatsToShift ); CString m_sFile; // informational only vector m_BPMSegments; // this must be sorted before gameplay vector m_StopSegments; // this must be sorted before gameplay float m_fBeat0OffsetInSeconds; }; #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. */