85 lines
3.5 KiB
C++
85 lines
3.5 KiB
C++
#ifndef NOTEDATAUTIL_H
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#define NOTEDATAUTIL_H
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/*
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-----------------------------------------------------------------------------
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File: NoteDataUtil.h
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Desc: Holds data about the notes that the player is supposed to hit. NoteData
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is organized by:
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track - corresponds to different columns of notes on the screen
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index - corresponds to subdivisions of beats
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Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
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Chris Danford
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-----------------------------------------------------------------------------
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*/
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#include "GameConstantsAndTypes.h" // for RadarCategory
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#include "NoteTypes.h"
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#include "NoteData.h"
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struct PlayerOptions;
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/* Utils for NoteData. Things should go in here if they can be (cleanly and
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* efficiently) implemented using only NoteData's primitives; this improves
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* abstraction and makes it much easier to change NoteData internally in
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* the future. */
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namespace NoteDataUtil
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{
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NoteType GetSmallestNoteTypeForMeasure( const NoteData &n, int iMeasureIndex );
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void LoadFromSMNoteDataString( NoteData &out, CString sSMNoteData );
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void GetSMNoteDataString( const NoteData &in, CString &out );
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float GetStreamRadarValue( const NoteData &in, float fSongSeconds );
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float GetVoltageRadarValue( const NoteData &in, float fSongSeconds );
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float GetAirRadarValue( const NoteData &in, float fSongSeconds );
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float GetFreezeRadarValue( const NoteData &in, float fSongSeconds );
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float GetChaosRadarValue( const NoteData &in, float fSongSeconds );
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// radar values - return between 0.0 and 1.2
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float GetRadarValue( const NoteData &in, RadarCategory rv, float fSongSeconds );
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void RemoveHoldNotes( NoteData &in );
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enum TurnType { left, right, mirror, shuffle, super_shuffle, NUM_TURN_TYPES };
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void Turn( NoteData &in, StepsType st, TurnType tt );
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void Little( NoteData &in, float fStartBeat = -1, float fEndBeat = -1 );
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void Wide( NoteData &in, float fStartBeat = -1, float fEndBeat = -1 );
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void Big( NoteData &in, float fStartBeat = -1, float fEndBeat = -1 );
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void Quick( NoteData &in, float fStartBeat = -1, float fEndBeat = -1 );
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void Skippy( NoteData &in, float fStartBeat = -1, float fEndBeat = -1 );
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void Mines( NoteData &in, float fStartBeat = -1, float fEndBeat = -1 );
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void InsertIntelligentTaps( NoteData &in, float fBeatInterval, float fInsertBeatOffset, bool bSkippy, float fStartBeat = -1, float fEndBeat = -1 );
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void SuperShuffleTaps( NoteData &in );
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// change all TAP_ADDITIONs to TAP_TAPs
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void ConvertAdditionsToRegular( NoteData &in );
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void Backwards( NoteData &in );
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void SwapSides( NoteData &in );
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void CopyLeftToRight( NoteData &in );
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void CopyRightToLeft( NoteData &in );
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void ClearLeft( NoteData &in );
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void ClearRight( NoteData &in );
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void CollapseToOne( NoteData &in );
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void ShiftLeft( NoteData &in );
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void ShiftRight( NoteData &in );
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void SnapToNearestNoteType( NoteData &in, NoteType nt1, NoteType nt2, float fBeginBeat, float fEndBeat );
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inline void SnapToNearestNoteType( NoteData &in, NoteType nt, float fBeginBeat, float fEndBeat ) { SnapToNearestNoteType( in, nt, (NoteType)-1, fBeginBeat, fEndBeat ); }
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void FixImpossibleRows( NoteData &in, StepsType st );
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// True if no notes in row that aren't true in the mask
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bool RowPassesValidMask( NoteData &in, int row, const bool bValidMask[] );
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void TransformNoteData( NoteData &nd, PlayerOptions &po, StepsType st );
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void Scale( NoteData &nd, float fScale );
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// If fBeatsToShift>0, add blank rows. If fBeatsToShift<0, delete rows
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void ShiftRows( NoteData &nd, float fStartBeat, float fBeatsToShift );
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};
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#endif
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