/* NoteData - Holds data about the notes that the player is supposed to hit. */ #ifndef NOTEDATA_H #define NOTEDATA_H #include "NoteTypes.h" #include #include #include "Attack.h" #define FOREACH_NONEMPTY_ROW_IN_TRACK( nd, track, row ) \ for( int row = 0; (nd).GetNextTapNoteRowForTrack(track,row); ) #define FOREACH_NONEMPTY_ROW_IN_TRACK_RANGE( nd, track, row, start, last ) \ for( int row = start-1; (nd).GetNextTapNoteRowForTrack(track,row) && row <= (last); ) #define FOREACH_NONEMPTY_ROW_ALL_TRACKS( nd, row ) \ for( int row = 0; (nd).GetNextTapNoteRowForAllTracks(row); ) #define FOREACH_NONEMPTY_ROW_ALL_TRACKS_RANGE( nd, row, start, last ) \ for( int row = start-1; (nd).GetNextTapNoteRowForAllTracks(row) && row <= (last); ) class NoteData { // There's no point in inserting empty notes into the map. // Any blank space in the map is defined to be empty. typedef map TrackMap; vector m_TapNotes; vector m_HoldNotes; map m_AttackMap; /* Pad m_TapNotes so it includes the row "rows". */ void PadTapNotes(int rows); 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 { return GetTapNoteX( 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 < GetNumRows(). */ inline TapNote GetTapNoteX(unsigned track, int row) const { const TrackMap &mapTrack = m_TapNotes[track]; TrackMap::const_iterator iter = mapTrack.find( row ); if( iter != mapTrack.end() ) return iter->second; else return TAP_EMPTY; } // Use this to iterate over notes. // Returns the row index of the first TapNote on the track that has a row // index > afterRow. bool GetNextTapNoteRowForTrack( int track, int &rowInOut ) const; bool GetNextTapNoteRowForAllTracks( int &rowInOut ) const; 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 // int GetFirstRow() const; // return the beat number of the first note float GetFirstBeat() const { return NoteRowToBeat( GetFirstRow() ); } int GetLastRow() const; // return the beat number of the last note float GetLastBeat() const { return NoteRowToBeat( GetLastRow() ); } 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; // should hands also count as a jump? 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 // 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 /* * (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. */