Files
itgmania212121/stepmania/src/song.h
T
2005-10-24 07:37:38 +00:00

277 lines
10 KiB
C++

/* Song - Holds all music metadata and steps for one song. */
#ifndef SONG_H
#define SONG_H
#include "TimingData.h"
#include "Difficulty.h"
#include "EnumHelper.h"
#include "RageUtil_AutoPtr.h"
#include "RageTypes.h"
class Steps;
class Style;
class NotesLoader;
class LyricsLoader;
class Profile;
class StepsID;
struct lua_State;
struct BackgroundChange;
const int MAX_EDITS_PER_SONG_PER_PROFILE = 5;
const int MAX_EDITS_PER_SONG = 5*NUM_PROFILE_SLOTS;
extern const int FILE_CACHE_VERSION;
enum BackgroundLayer
{
BACKGROUND_LAYER_1,
BACKGROUND_LAYER_2,
NUM_BackgroundLayer,
BACKGROUND_LAYER_INVALID
};
#define FOREACH_BackgroundLayer( bl ) FOREACH_ENUM( BackgroundLayer, NUM_BackgroundLayer, bl )
struct LyricSegment
{
float m_fStartTime;
CString m_sLyric;
RageColor m_Color;
};
class Song
{
CString m_sSongDir;
public:
/* Set when this song should be displayed in the music wheel: */
enum SelectionDisplay
{
SHOW_ALWAYS, /* all the time */
SHOW_ROULETTE, /* only when rouletting */
SHOW_NEVER /* never (unless song hiding is turned off) */
} m_SelectionDisplay;
Song();
~Song();
void Reset();
void DetachSteps();
NotesLoader *MakeLoader( CString sDir ) const;
bool LoadFromSongDir( CString sDir );
void TidyUpData(); // call after loading to clean up invalid data
void ReCalculateRadarValuesAndLastBeat(); // called by TidyUpData, and after saving
void TranslateTitles(); // called by TidyUpData
void SaveToSMFile( CString sPath, bool bSavingCache );
void Save(); // saves SM and DWI
void SaveToCacheFile();
void SaveToDWIFile();
const CString &GetSongFilePath() const;
CString GetCacheFilePath() const;
void AddAutoGenNotes();
void AutoGen( StepsType ntTo, StepsType ntFrom ); // create Steps of type ntTo from Steps of type ntFrom
void RemoveAutoGenNotes();
/* Directory this song data came from: */
const CString &GetSongDir() const { return m_sSongDir; }
/* Filename associated with this file. This will always have
* an .SM extension. If we loaded an .SM, this will point to
* it, but if we loaded any other type, this will point to a
* generated .SM filename. */
CString m_sSongFileName;
CString m_sGroupName;
ProfileSlot m_LoadedFromProfile; // PROFILE_SLOT_INVALID if wasn't loaded from a profile
bool m_bIsSymLink;
CString m_sMainTitle, m_sSubTitle, m_sArtist;
CString m_sMainTitleTranslit, m_sSubTitleTranslit, m_sArtistTranslit;
/* If PREFSMAN->m_bShowNative is off, these are the same as GetTranslit* below.
* Otherwise, they return the main titles. */
CString GetDisplayMainTitle() const;
CString GetDisplaySubTitle() const;
CString GetDisplayArtist() const;
/* Returns the transliterated titles, if any; otherwise returns the main titles. */
CString GetTranslitMainTitle() const { return m_sMainTitleTranslit.size()? m_sMainTitleTranslit: m_sMainTitle; }
CString GetTranslitSubTitle() const { return m_sSubTitleTranslit.size()? m_sSubTitleTranslit: m_sSubTitle; }
CString GetTranslitArtist() const { return m_sArtistTranslit.size()? m_sArtistTranslit:m_sArtist; }
/* "title subtitle" */
CString GetDisplayFullTitle() const;
CString GetTranslitFullTitle() const;
CString m_sGenre;
/* This is read and saved, but never actually used. */
CString m_sCredit;
CString m_sMusicFile;
float m_fMusicLengthSeconds;
float m_fFirstBeat; // beat of first note
float m_fLastBeat; // beat of last note
float m_fMusicSampleStartSeconds;
float m_fMusicSampleLengthSeconds;
enum { DISPLAY_ACTUAL, DISPLAY_SPECIFIED, DISPLAY_RANDOM } m_DisplayBPMType;
float m_fSpecifiedBPMMin;
float m_fSpecifiedBPMMax; // if a range, then Min != Max
CString m_sBannerFile;
CString m_sLyricsFile;
CString m_sBackgroundFile;
CString m_sCDTitleFile;
CString GetMusicPath() const;
CString GetBannerPath() const;
CString GetLyricsPath() const;
CString GetBackgroundPath() const;
CString GetCDTitlePath() const;
/* For loading only: */
bool m_bHasMusic, m_bHasBanner;
bool HasMusic() const;
bool HasBanner() const;
bool HasBackground() const;
bool HasCDTitle() const;
bool HasMovieBackground() const;
bool HasBGChanges() const;
bool HasLyrics() const;
bool Matches(CString sGroup, CString sSong) const;
TimingData m_Timing;
typedef vector<BackgroundChange> VBackgroundChange;
private:
// AutoPtr instead of raw pointer so that the auto gen'd copy constructor works correctly.
AutoPtrCopyOnWrite<VBackgroundChange> m_BackgroundChanges[NUM_BackgroundLayer]; // these must be sorted before gameplay
AutoPtrCopyOnWrite<VBackgroundChange> m_ForegroundChanges; // this must be sorted before gameplay
public:
const vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl ) const;
vector<BackgroundChange> &GetBackgroundChanges( BackgroundLayer bl );
const vector<BackgroundChange> &GetForegroundChanges() const;
vector<BackgroundChange> &GetForegroundChanges();
vector<LyricSegment> m_LyricSegments; // this must be sorted before gameplay
void AddBPMSegment( const BPMSegment &seg ) { m_Timing.AddBPMSegment( seg ); }
void AddStopSegment( const StopSegment &seg ) { m_Timing.AddStopSegment( seg ); }
void AddBackgroundChange( BackgroundLayer blLayer, BackgroundChange seg );
void AddForegroundChange( BackgroundChange seg );
void AddLyricSegment( LyricSegment seg );
void GetDisplayBpms( DisplayBpms &AddTo ) const;
const BackgroundChange &GetBackgroundAtBeat( BackgroundLayer iLayer, float fBeat ) const;
float GetBPMAtBeat( float fBeat ) const { return m_Timing.GetBPMAtBeat( fBeat ); }
void SetBPMAtBeat( float fBeat, float fBPM ) { m_Timing.SetBPMAtBeat( fBeat, fBPM ); }
BPMSegment& GetBPMSegmentAtBeat( float fBeat ) { return m_Timing.GetBPMSegmentAtBeat( fBeat ); }
void GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut ) const { m_Timing.GetBeatAndBPSFromElapsedTime( fElapsedTime, fBeatOut, fBPSOut, bFreezeOut ); }
float GetBeatFromElapsedTime( float fElapsedTime ) const { return m_Timing.GetBeatFromElapsedTime( fElapsedTime ); }
float GetElapsedTimeFromBeat( float fBeat ) const { return m_Timing.GetElapsedTimeFromBeat( fBeat ); }
bool HasSignificantBpmChangesOrStops() const;
float GetStepsSeconds() const;
bool SongCompleteForStyle( const Style *st ) const;
bool HasStepsType( StepsType st ) const;
bool HasStepsTypeAndDifficulty( StepsType st, Difficulty dc ) const;
const vector<Steps*>& GetAllSteps() const { return m_vpSteps; }
const vector<Steps*>& GetStepsByStepsType( StepsType st ) const { return m_vpStepsByType[st]; }
void GetSteps(
vector<Steps*>& arrayAddTo,
StepsType st = STEPS_TYPE_INVALID,
Difficulty dc = DIFFICULTY_INVALID,
int iMeterLow = -1,
int iMeterHigh = -1,
const CString &sDescription = "",
bool bIncludeAutoGen = true,
unsigned uHash = 0,
int iMaxToGet = -1
) const;
Steps* GetOneSteps(
StepsType st = STEPS_TYPE_INVALID,
Difficulty dc = DIFFICULTY_INVALID,
int iMeterLow = -1,
int iMeterHigh = -1,
const CString &sDescription = "",
unsigned uHash = 0,
bool bIncludeAutoGen = true
) const;
Steps* GetStepsByDifficulty( StepsType st, Difficulty dc, bool bIncludeAutoGen = true ) const;
Steps* GetStepsByMeter( StepsType st, int iMeterLow, int iMeterHigh ) const;
Steps* GetStepsByDescription( StepsType st, CString sDescription ) const;
Steps* GetClosestNotes( StepsType st, Difficulty dc, bool bIgnoreLocked=false ) const;
bool IsEasy( StepsType st ) const;
bool IsTutorial() const;
bool HasEdits( StepsType st ) const;
SelectionDisplay GetDisplayed() const;
bool NormallyDisplayed() const;
bool NeverDisplayed() const;
bool RouletteDisplayed() const;
bool ShowInDemonstrationAndRanking() const;
void AddSteps( Steps* pSteps ); // we are responsible for deleting the memory pointed to by pSteps!
void DeleteSteps( const Steps* pSteps );
void FreeAllLoadedFromProfile( ProfileSlot slot = PROFILE_SLOT_INVALID );
bool WasLoadedFromProfile() const { return m_LoadedFromProfile != PROFILE_SLOT_INVALID; }
int GetNumStepsLoadedFromProfile( ProfileSlot slot ) const;
bool IsEditAlreadyLoaded( Steps* pSteps ) const;
bool IsEditDescriptionUnique( StepsType st, CString sPreferredDescription, const Steps *pExclude ) const;
void MakeUniqueEditDescription( StepsType st, CString &sPreferredDescriptionInOut ) const;
// An array of keysound file names (e.g. "beep.wav").
// The index in this array corresponds to the index in TapNote. If you
// change the index in here, you must change all NoteData too.
// Any note that doesn't have a value in the range of this array
// means "this note doens't have a keysound".
vector<CString> m_vsKeysoundFile;
// Lua
void PushSelf( lua_State *L );
private:
void AdjustDuplicateSteps(); // part of TidyUpData
void DeleteDuplicateSteps( vector<Steps*> &vSteps );
vector<Steps*> m_vpSteps;
vector<Steps*> m_vpStepsByType[NUM_STEPS_TYPES];
};
#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.
*/