Files
itgmania212121/src/ScreenEdit.h
T
Jason Felds 4919b7c28f Attempt to address issue #9 for SM5.
Not in best position to test out.
2014-01-29 18:12:10 -05:00

725 lines
21 KiB
C++

#ifndef SCREEN_EDIT_H
#define SCREEN_EDIT_H
#include "ScreenWithMenuElements.h"
#include "BitmapText.h"
#include "Player.h"
#include "RageSound.h"
#include "SnapDisplay.h"
#include "Background.h"
#include "Foreground.h"
#include "NoteField.h"
#include "NoteTypes.h"
#include "Song.h"
#include "Steps.h"
#include "ThemeMetric.h"
#include "PlayerState.h"
#include "GameInput.h"
#include "GameplayAssist.h"
#include "AutoKeysounds.h"
#include "EnumHelper.h"
#include <map>
const int NUM_EDIT_BUTTON_COLUMNS = 10;
struct MenuDef;
/** @brief What is going on with the Editor? */
enum EditState
{
STATE_EDITING, /**< The person is making adjustments to the Steps. */
STATE_RECORDING, /**< The person is recording some Steps live. */
STATE_RECORDING_PAUSED, /**< The person has temporarily paused the recording of Steps. */
STATE_PLAYING, /**< The person is just trying out the Steps. */
NUM_EditState,
EditState_Invalid
};
const RString& EditStateToString( EditState es );
LuaDeclareType( EditState );
enum EditButton
{
EDIT_BUTTON_COLUMN_0,
EDIT_BUTTON_COLUMN_1,
EDIT_BUTTON_COLUMN_2,
EDIT_BUTTON_COLUMN_3,
EDIT_BUTTON_COLUMN_4,
EDIT_BUTTON_COLUMN_5,
EDIT_BUTTON_COLUMN_6,
EDIT_BUTTON_COLUMN_7,
EDIT_BUTTON_COLUMN_8,
EDIT_BUTTON_COLUMN_9,
// These are modifiers to EDIT_BUTTON_COLUMN_*.
EDIT_BUTTON_RIGHT_SIDE,
EDIT_BUTTON_LAY_ROLL,
EDIT_BUTTON_LAY_TAP_ATTACK,
EDIT_BUTTON_REMOVE_NOTE,
// These are modifiers to change the present tap note.
EDIT_BUTTON_CYCLE_TAP_LEFT, /**< Rotate the available tap notes once to the "left". */
EDIT_BUTTON_CYCLE_TAP_RIGHT, /**< Rotate the available tap notes once to the "right". */
EDIT_BUTTON_CYCLE_SEGMENT_LEFT, /**< Select one segment to the left for jumping. */
EDIT_BUTTON_CYCLE_SEGMENT_RIGHT, /**< Select one segment to the right for jumping. */
EDIT_BUTTON_SCROLL_UP_LINE,
EDIT_BUTTON_SCROLL_UP_PAGE,
EDIT_BUTTON_SCROLL_UP_TS,
EDIT_BUTTON_SCROLL_DOWN_LINE,
EDIT_BUTTON_SCROLL_DOWN_PAGE,
EDIT_BUTTON_SCROLL_DOWN_TS,
EDIT_BUTTON_SCROLL_NEXT_MEASURE,
EDIT_BUTTON_SCROLL_PREV_MEASURE,
EDIT_BUTTON_SCROLL_HOME,
EDIT_BUTTON_SCROLL_END,
EDIT_BUTTON_SCROLL_NEXT,
EDIT_BUTTON_SCROLL_PREV,
EDIT_BUTTON_SEGMENT_NEXT, /**< Jump to the start of the next segment downward. */
EDIT_BUTTON_SEGMENT_PREV, /**< Jump to the start of the previous segment upward. */
// These are modifiers to EDIT_BUTTON_SCROLL_*.
EDIT_BUTTON_SCROLL_SELECT,
EDIT_BUTTON_LAY_SELECT,
EDIT_BUTTON_SCROLL_SPEED_UP,
EDIT_BUTTON_SCROLL_SPEED_DOWN,
EDIT_BUTTON_SNAP_NEXT,
EDIT_BUTTON_SNAP_PREV,
EDIT_BUTTON_OPEN_EDIT_MENU,
EDIT_BUTTON_OPEN_TIMING_MENU,
EDIT_BUTTON_OPEN_ALTER_MENU,
EDIT_BUTTON_OPEN_AREA_MENU,
EDIT_BUTTON_OPEN_BGCHANGE_LAYER1_MENU,
EDIT_BUTTON_OPEN_BGCHANGE_LAYER2_MENU,
EDIT_BUTTON_OPEN_COURSE_MENU,
EDIT_BUTTON_OPEN_COURSE_ATTACK_MENU,
EDIT_BUTTON_OPEN_STEP_ATTACK_MENU, /**< Open up the Step Attacks menu. */
EDIT_BUTTON_ADD_STEP_MODS, /**< Add a mod attack to the row. */
EDIT_BUTTON_OPEN_INPUT_HELP,
EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP,
EDIT_BUTTON_BAKE_RANDOM_FROM_SONG_GROUP_AND_GENRE,
EDIT_BUTTON_PLAY_FROM_START,
EDIT_BUTTON_PLAY_FROM_CURSOR,
EDIT_BUTTON_PLAY_SELECTION,
EDIT_BUTTON_RECORD_FROM_CURSOR,
EDIT_BUTTON_RECORD_SELECTION,
EDIT_BUTTON_RETURN_TO_EDIT,
EDIT_BUTTON_INSERT,
EDIT_BUTTON_DELETE,
EDIT_BUTTON_INSERT_SHIFT_PAUSES,
EDIT_BUTTON_DELETE_SHIFT_PAUSES,
EDIT_BUTTON_OPEN_NEXT_STEPS,
EDIT_BUTTON_OPEN_PREV_STEPS,
EDIT_BUTTON_PLAY_SAMPLE_MUSIC,
EDIT_BUTTON_BPM_UP,
EDIT_BUTTON_BPM_DOWN,
EDIT_BUTTON_STOP_UP,
EDIT_BUTTON_STOP_DOWN,
EDIT_BUTTON_DELAY_UP,
EDIT_BUTTON_DELAY_DOWN,
EDIT_BUTTON_OFFSET_UP,
EDIT_BUTTON_OFFSET_DOWN,
EDIT_BUTTON_SAMPLE_START_UP,
EDIT_BUTTON_SAMPLE_START_DOWN,
EDIT_BUTTON_SAMPLE_LENGTH_UP,
EDIT_BUTTON_SAMPLE_LENGTH_DOWN,
EDIT_BUTTON_ADJUST_FINE, /**< This button modifies offset, BPM, and stop segment changes. */
EDIT_BUTTON_SAVE, /**< Save the present changes into the chart. */
EDIT_BUTTON_UNDO, /**< Undo a recent change. */
EDIT_BUTTON_ADD_COURSE_MODS,
EDIT_BUTTON_SWITCH_PLAYERS, /**< Allow entering notes for a different Player. */
EDIT_BUTTON_SWITCH_TIMINGS, /**< Allow switching between Song and Step TimingData. */
NUM_EditButton, // leave this at the end
EditButton_Invalid
};
/** @brief A special foreach loop for the different edit buttons. */
#define FOREACH_EditButton( e ) FOREACH_ENUM( EditButton, e )
const int NUM_EDIT_TO_DEVICE_SLOTS = 2;
const int NUM_EDIT_TO_MENU_SLOTS = 2;
/* g_MapEditToDI is a simple mapping: edit functions map to DeviceInputs.
* If g_MapEditToDIHold for a given edit function is valid, then at least one
* input in g_MapEditToDIHold must be held when pressing any key in g_MapEditToDI
* for the input to occur. */
struct MapEditToDI
{
DeviceInput button[NUM_EditButton][NUM_EDIT_TO_DEVICE_SLOTS];
DeviceInput hold[NUM_EditButton][NUM_EDIT_TO_DEVICE_SLOTS];
void Clear()
{
FOREACH_EditButton(e)
for( int slot = 0; slot < NUM_EDIT_TO_DEVICE_SLOTS; ++slot )
{
button[e][slot].MakeInvalid();
hold[e][slot].MakeInvalid();
}
}
};
/**
* @brief This is similar to MapEditToDI,
* but maps GameButton instead of DeviceInput. */
struct MapEditButtonToMenuButton
{
GameButton button[NUM_EditButton][NUM_EDIT_TO_MENU_SLOTS];
void Clear()
{
FOREACH_EditButton(e)
for( int slot = 0; slot < NUM_EDIT_TO_MENU_SLOTS; ++slot )
button[e][slot] = GameButton_Invalid;
}
};
/** @brief Edit, record, playback, and synchronize notes. */
class ScreenEdit : public ScreenWithMenuElements
{
public:
virtual void Init();
virtual void BeginScreen();
virtual void EndScreen();
virtual ~ScreenEdit();
virtual void Update( float fDeltaTime );
virtual void DrawPrimitives();
virtual bool Input( const InputEventPlus &input );
bool InputEdit( const InputEventPlus &input, EditButton EditB );
bool InputRecord( const InputEventPlus &input, EditButton EditB );
bool InputRecordPaused( const InputEventPlus &input, EditButton EditB );
bool InputPlay( const InputEventPlus &input, EditButton EditB );
virtual void HandleMessage( const Message &msg );
virtual void HandleScreenMessage( const ScreenMessage SM );
void SetDirty( bool bDirty ) { m_bDirty = bDirty; }
bool IsDirty() const { return m_bDirty; }
EditState GetEditState(){ return m_EditState; }
// Lua
virtual void PushSelf( lua_State *L );
protected:
virtual ScreenType GetScreenType() const
{
return m_EditState==STATE_PLAYING ?
gameplay :
ScreenWithMenuElements::GetScreenType();
}
void TransitionEditState( EditState em );
void ScrollTo( float fDestinationBeat );
void PlayTicks();
void PlayPreviewMusic();
// Call this before modifying m_NoteDataEdit.
void SaveUndo();
/** @brief Revert the last change made to m_NoteDataEdit. */
void Undo();
/** @brief Remove the previously stored NoteData to prevent undoing. */
void ClearUndo();
/**
* @brief This is to be called after modifying m_NoteDataEdit.
*
* It will Undo itself if MAX_NOTES_PER_MEASURE was exceeded. */
void CheckNumberOfNotesAndUndo();
void OnSnapModeChange();
float GetMaximumBeatForNewNote() const; // don't allow Down key to go past this beat.
float GetMaximumBeatForMoving() const; // don't allow Down key to go past this beat.
/** @brief Display the keyboard track menu for the current row. */
void DoKeyboardTrackMenu();
/** @brief Display the step attack menu for the current row. */
void DoStepAttackMenu();
void DoHelp();
/** @brief Display the TimingData menu for editing song and step timing. */
void DisplayTimingMenu();
EditState m_EditState;
Song* m_pSong;
Steps* m_pSteps;
PlayerNumber m_InputPlayerNumber;
PlayerState m_PlayerStateEdit;
NoteField m_NoteFieldEdit;
NoteData m_NoteDataEdit;
SnapDisplay m_SnapDisplay;
BitmapText m_textInputTips;
/** @brief The player options before messing with attacks. */
ModsGroup<PlayerOptions> originalPlayerOptions;
/**
* @brief Keep a backup of the present Step TimingData when
* entering a playing or recording state.
*
* This is mainly to allow playing a chart with Song Timing. */
TimingData backupStepTiming;
/**
* @brief Allow for copying and pasting a song's (or steps's) full Timing Data.
*/
TimingData clipboardFullTiming;
/** @brief The current TapNote that would be inserted. */
TapNote m_selectedTap;
/** @brief The type of segment users will jump back and forth between. */
TimingSegmentType currentCycleSegment;
void UpdateTextInfo();
BitmapText m_textInfo; // status information that changes
bool m_bTextInfoNeedsUpdate;
BitmapText m_textPlayRecordHelp;
// keep track of where we are and what we're doing
float m_fTrailingBeat;
// the above approaches GAMESTATE->m_fSongBeat, which is the actual beat
/**
* @brief The location we were at when shift was pressed.
*
* If shift wasn't pressed, this will be -1. */
int m_iShiftAnchor;
/** @brief The NoteData that has been cut or copied. */
NoteData m_Clipboard;
bool m_bHasUndo;
/**
* @brief The NoteData as it once just one action prior.
*
* TODO: Convert this into a stack or vector of NoteData to allow multiple undos. -aj
* TODO: Look into a redo option. -aj */
NoteData m_Undo;
/** @brief Has the NoteData been changed such that a user should be prompted to save? */
bool m_bDirty;
/** @brief The sound that is played when a note is added. */
RageSound m_soundAddNote;
/** @brief The sound that is played when a note is removed. */
RageSound m_soundRemoveNote;
RageSound m_soundChangeLine;
RageSound m_soundChangeSnap;
RageSound m_soundMarker;
RageSound m_soundValueIncrease;
RageSound m_soundValueDecrease;
/** @brief The sound that is played when switching players for Routine. */
RageSound m_soundSwitchPlayer;
/** @brief The sound that is played when switching song/step timing. */
RageSound m_soundSwitchTiming;
/** @brief The sound that is played when switching to a different chart. */
RageSound m_soundSwitchSteps;
/** @brief The sound that is played when the chart is saved. */
RageSound m_soundSave;
// used for reverting
void CopyToLastSave();
void CopyFromLastSave();
void RevertFromDisk();
Song m_SongLastSave;
vector<Steps> m_vStepsLastSave;
// for MODE_RECORD
NoteField m_NoteFieldRecord;
NoteData m_NoteDataRecord;
RageTimer m_RemoveNoteButtonLastChanged;
bool m_bRemoveNoteButtonDown;
// for MODE_PLAY
void SetupCourseAttacks();
PlayerPlus m_Player;
Background m_Background;
Foreground m_Foreground;
bool m_bReturnToRecordMenuAfterPlay;
// for MODE_RECORD and MODE_PLAY
int m_iStartPlayingAt, m_iStopPlayingAt;
float m_fBeatToReturnTo;
AutoKeysounds m_AutoKeysounds;
RageSound *m_pSoundMusic;
GameplayAssist m_GameplayAssist;
ThemeMetric<EditMode> EDIT_MODE;
public:
/** @brief What are the choices that one can make on the main menu? */
enum MainMenuChoice
{
play_selection,
set_selection_start,
set_selection_end,
edit_steps_information,
play_whole_song, /**< Play the entire chart from the beginning. */
play_selection_start_to_end,
play_current_beat_to_end,
save, /**< Save the current chart to disk. */
revert_to_last_save,
revert_from_disk,
options, /**< Modify the PlayerOptions and SongOptions. */
edit_song_info, /**< Edit some general information about the song. */
edit_timing_data, /**< Edit the chart's timing data. */
view_steps_data, /**< View step statistics. */
play_preview_music, /**< Play the song's preview music. */
exit,
save_on_exit,
NUM_MAIN_MENU_CHOICES,
MAIN_MENU_CHOICE_INVALID
};
void HandleMainMenuChoice( MainMenuChoice c, const vector<int> &iAnswers );
void HandleMainMenuChoice( MainMenuChoice c ) { const vector<int> v; HandleMainMenuChoice( c, v ); }
MainMenuChoice m_CurrentAction;
/** @brief How does one alter a selection of NoteData? */
enum AlterMenuChoice
{
cut, /**< Cut the notes. */
copy, /**< Copy the notes. */
clear, /**< Erase the notes, without putting them in the clipboard. */
quantize, /**< Sync the notes to an exact level. */
turn, /**< Rotate the notes. */
transform, /**< Activate a specific mod. */
alter, /**< Perform other transformations. */
tempo, /**< Modify the tempo of the notes. */
play, /**< Play the notes in the range. */
record, /**< Record new notes in the range. */
preview_designation, /**< Set the area as the music preview. */
convert_to_pause, /**< Convert the range into a StopSegment. */
convert_to_delay, /**< Convert the range into a DelaySegment. */
convert_to_warp, /**< Convert the range into a WarpSegment. */
convert_to_fake, /**< Convert the range into a FakeSegment. */
convert_to_attack, /**< Convert the range into an Attack. */
routine_invert_notes, /**< Switch which player hits the note. */
routine_mirror_1_to_2, /**< Mirror Player 1's notes for Player 2. */
routine_mirror_2_to_1, /**< Mirror Player 2's notes for Player 1. */
NUM_ALTER_MENU_CHOICES
};
enum AreaMenuChoice
{
paste_at_current_beat, /**< Paste note data starting at the current beat. */
paste_at_begin_marker, /**< Paste note data starting at the first market. */
insert_and_shift,
delete_and_shift,
shift_pauses_forward, /**< Shift all timing changes forward one beat. */
shift_pauses_backward, /**< Shift all timing changes backward one beat. */
convert_pause_to_beat,
convert_delay_to_beat,
last_second_at_beat,
undo,
clear_clipboard, /**< Clear the clipboards. */
modify_attacks_at_row, /**< Modify the chart attacks at this row. */
modify_keysounds_at_row, /**< Modify the keysounds at this row. */
NUM_AREA_MENU_CHOICES
};
void HandleAlterMenuChoice(AlterMenuChoice c,
const vector<int> &iAnswers,
bool bAllowUndo = true);
void HandleAlterMenuChoice(AlterMenuChoice c,
bool bAllowUndo = true)
{
const vector<int> v; HandleAlterMenuChoice(c, v, bAllowUndo);
}
void HandleAreaMenuChoice( AreaMenuChoice c, const vector<int> &iAnswers, bool bAllowUndo = true );
void HandleAreaMenuChoice( AreaMenuChoice c, bool bAllowUndo = true )
{
const vector<int> v; HandleAreaMenuChoice( c, v, bAllowUndo );
}
/** @brief How should the selected notes be transformed? */
enum TurnType
{
left, /**< Turn the notes as if you were facing to the left. */
right, /**< Turn the notes as if you were facing to the right. */
mirror, /**< Flip the notes vertically. */
turn_backwards, /**< Turn the notes as if you were facing away from the machine. */
shuffle, /**< Replace one column with another column. */
super_shuffle, /**< Replace each note individually. */
NUM_TURN_TYPES
};
enum TransformType
{
noholds,
nomines,
little,
wide,
big,
quick,
skippy,
add_mines,
echo,
stomp,
planted,
floored,
twister,
nojumps,
nohands,
noquads,
nostretch,
NUM_TRANSFORM_TYPES
};
enum AlterType
{
autogen_to_fill_width,
backwards,
swap_sides,
copy_left_to_right,
copy_right_to_left,
clear_left,
clear_right,
collapse_to_one,
collapse_left,
shift_left,
shift_right,
NUM_ALTER_TYPES
};
enum TempoType
{
compress_2x,
compress_3_2,
compress_4_3,
expand_4_3,
expand_3_2,
expand_2x,
NUM_TEMPO_TYPES
};
enum StepsInformationChoice
{
difficulty, /**< What is the difficulty of this chart? */
meter, /**< What is the numerical rating of this chart? */
predict_meter, /**< What does the game think this chart's rating should be? */
chartname, /**< What is the name of this chart? */
description, /**< What is the description of this chart? */
chartstyle, /**< How is this chart meant to be played? */
step_credit, /**< Who wrote this individual chart? */
step_display_bpm,
step_min_bpm,
step_max_bpm,
NUM_STEPS_INFORMATION_CHOICES
};
void HandleStepsInformationChoice( StepsInformationChoice c, const vector<int> &iAnswers );
enum StepsDataChoice
{
tap_notes,
jumps,
hands,
quads,
holds,
mines,
rolls,
lifts,
fakes,
stream,
voltage,
air,
freeze,
chaos,
NUM_STEPS_DATA_CHOICES
};
void HandleStepsDataChoice(StepsDataChoice c, const vector<int> &answers);
enum SongInformationChoice
{
main_title,
sub_title,
artist,
genre,
credit,
main_title_transliteration,
sub_title_transliteration,
artist_transliteration,
last_second_hint,
preview_start,
preview_length,
display_bpm,
min_bpm,
max_bpm,
NUM_SONG_INFORMATION_CHOICES
};
void HandleSongInformationChoice( SongInformationChoice c, const vector<int> &iAnswers );
enum TimingDataInformationChoice
{
beat_0_offset,
bpm,
stop,
delay,
// time_signature,
label,
tickcount,
combo,
warp,
// speed,
speed_percent,
speed_wait,
speed_mode,
scroll,
fake,
copy_full_timing,
paste_full_timing,
erase_step_timing,
NUM_TIMING_DATA_INFORMATION_CHOICES
};
void HandleTimingDataInformationChoice (TimingDataInformationChoice c,
const vector<int> &iAnswers );
enum BGChangeChoice
{
layer,
rate,
transition,
effect,
color1,
color2,
file1_type,
file1_song_bganimation,
file1_song_movie,
file1_song_still,
file1_global_bganimation,
file1_global_movie,
file1_global_movie_song_group,
file1_global_movie_song_group_and_genre,
file2_type,
file2_song_bganimation,
file2_song_movie,
file2_song_still,
file2_global_bganimation,
file2_global_movie,
file2_global_movie_song_group,
file2_global_movie_song_group_and_genre,
delete_change,
NUM_BGCHANGE_CHOICES
};
enum SpeedSegmentModes
{
SSMODE_Beats,
SSMODE_Seconds
};
/**
* @brief Take care of any background changes that the user wants.
*
* It is important that this is only called in Song Timing mode.
* @param c the Background Change style requested.
* @param iAnswers the other settings involving the change. */
void HandleBGChangeChoice( BGChangeChoice c, const vector<int> &iAnswers );
enum CourseAttackChoice
{
duration,
set_mods,
remove,
NUM_CourseAttackChoice
};
enum StepAttackChoice
{
sa_duration,
sa_set_mods,
sa_remove,
NUM_StepAttackChoice
};
void InitEditMappings();
EditButton DeviceToEdit( const DeviceInput &DeviceI ) const;
EditButton MenuButtonToEditButton( GameButton MenuI ) const;
bool EditToDevice( EditButton button, int iSlotNum, DeviceInput &DeviceI ) const;
bool EditPressed( EditButton button, const DeviceInput &DeviceI );
bool EditIsBeingPressed( EditButton button ) const;
const MapEditToDI *GetCurrentDeviceInputMap() const;
const MapEditButtonToMenuButton *GetCurrentMenuButtonMap() const;
MapEditToDI m_EditMappingsDeviceInput;
MapEditToDI m_PlayMappingsDeviceInput;
MapEditToDI m_RecordMappingsDeviceInput;
MapEditToDI m_RecordPausedMappingsDeviceInput;
MapEditButtonToMenuButton m_EditMappingsMenuButton;
MapEditButtonToMenuButton m_PlayMappingsMenuButton;
MapEditButtonToMenuButton m_RecordMappingsMenuButton;
MapEditButtonToMenuButton m_RecordPausedMappingsMenuButton;
void MakeFilteredMenuDef( const MenuDef* pDef, MenuDef &menu );
void EditMiniMenu(const MenuDef* pDef,
ScreenMessage SM_SendOnOK = SM_None,
ScreenMessage SM_SendOnCancel = SM_None );
int attackInProcess;
int modInProcess;
private:
/**
* @brief Retrieve the appropriate TimingData based on GAMESTATE.
* @return the proper TimingData. */
const TimingData & GetAppropriateTiming() const;
/**
* @brief Retrieve the appropriate TimingData to use for updating. */
TimingData & GetAppropriateTimingForUpdate();
/**
* @brief Retrieve the appropriate SongPosition data based on GAMESTATE.
* @return the proper SongPosition. */
SongPosition & GetAppropriatePosition() const;
void SetBeat(float fBeat);
float GetBeat();
int GetRow();
};
#endif
/*
* (c) 2001-2004 Chris Danford
* 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.
*/