69 lines
2.3 KiB
C++
69 lines
2.3 KiB
C++
#ifndef TIMING_DATA_H
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#define TIMING_DATA_H
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struct BPMSegment
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{
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BPMSegment() { m_fStartBeat = m_fBPM = -1; };
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BPMSegment( float s, float b ) { m_fStartBeat = s; m_fBPM = b; };
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float m_fStartBeat;
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float m_fBPM;
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};
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struct StopSegment
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{
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StopSegment() { m_fStartBeat = m_fStopSeconds = -1; };
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StopSegment( float s, float f ) { m_fStartBeat = s; m_fStopSeconds = f; };
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float m_fStartBeat;
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float m_fStopSeconds;
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};
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class TimingData
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{
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public:
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TimingData();
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void GetActualBPM( float &fMinBPMOut, float &fMaxBPMOut ) const;
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float GetBPMAtBeat( float fBeat ) const;
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void SetBPMAtBeat( float fBeat, float fBPM );
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void AddBPMSegment( const BPMSegment &seg );
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void AddStopSegment( const StopSegment &seg );
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BPMSegment& GetBPMSegmentAtBeat( float fBeat );
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void GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut ) const;
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float GetBeatFromElapsedTime( float fElapsedTime ) const // shortcut for places that care only about the beat
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{
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float fBeat, fThrowAway;
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bool bThrowAway;
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GetBeatAndBPSFromElapsedTime( fElapsedTime, fBeat, fThrowAway, bThrowAway );
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return fBeat;
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}
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float GetElapsedTimeFromBeat( float fBeat ) const;
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bool HasBpmChangesOrStops() const;
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// used for editor fix - expand/contract needs to move BPMSegments
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// and StopSegments that land during/after the edited range.
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// in addition, we need to be able to shift them otherwise as well
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// (for example, adding/removing rows should move all following
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// segments as necessary)
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// NOTE: How do we want to handle deleting rows that have a BPM change
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// or a stop? I'd like to think we should move them to the first row
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// of the range that was deleted (say if rows 1680-1728 are deleted, and
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// a BPM change or a stop occurs at row 1704, we'll move it to row
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// 1680).
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void ScaleRegion( float fScale = 1, float fStartBeat = 0, float fEndBeat = 99999 );
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void ShiftRows( float fStartBeat, float fBeatsToShift );
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CString m_sFile; // informational only
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vector<BPMSegment> m_BPMSegments; // this must be sorted before gameplay
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vector<StopSegment> m_StopSegments; // this must be sorted before gameplay
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float m_fBeat0OffsetInSeconds;
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};
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#endif
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/*
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* Copyright (c) 2001-2004 by the person(s) listed below. All rights reserved.
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* Chris Danford
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* Glenn Maynard
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*/
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