Files
itgmania212121/stepmania/src/NoteDataUtil.h
T
2003-10-04 03:04:44 +00:00

85 lines
3.5 KiB
C++

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