156 lines
4.9 KiB
C++
156 lines
4.9 KiB
C++
#pragma once
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/*
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-----------------------------------------------------------------------------
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Class: Song
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Desc: Holds data about a piece of music that can be played by one or more
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Games.
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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 "Notes.h"
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#include "GameConstantsAndTypes.h"
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#include "RageUtil.h"
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//enum DanceStyle; // why is this needed?
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struct BPMSegment
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{
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BPMSegment() { m_fStartBeat = m_fBPM = -1; };
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float m_fStartBeat;
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float m_fBPM;
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};
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struct FreezeSegment
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{
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FreezeSegment() { m_fStartBeat = m_fFreezeSeconds = -1; };
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float m_fStartBeat;
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float m_fFreezeSeconds;
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};
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class Song
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{
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public:
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Song();
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bool LoadFromSongDir( CString sDir ); // calls one of the loads below
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void Save() { SaveToSMDir(); SaveToCacheFile(); };
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bool LoadFromCacheFile( bool bLoadNoteData );
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protected:
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bool LoadFromDWIFile( CString sPath );
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bool LoadFromBMSDir( CString sDir );
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bool LoadFromSMDir( CString sDir );
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void TidyUpData(); // call after loading to clean up invalid data
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void SaveToSMDir(); // saves to StepMania song and notes files
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void SaveToCacheFile(); // saves to cache file
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void DeleteCacheFile();
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public:
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CString GetSongFilePath() {return m_sSongFilePath; };
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CString GetCacheFilePath();
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CString GetSongFileDir() {return m_sSongDir; };
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CString GetGroupName() {return m_sGroupName; };
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CString GetMusicPath() {return m_sMusicPath; };
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void GetMusicSampleRange( float &fStartSec, float &fEndSec ) { fStartSec = m_fMusicSampleStartSeconds; fEndSec = m_fMusicSampleStartSeconds + m_fMusicSampleLengthSeconds; };
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CString GetBannerPath() {return m_sBannerPath; };
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CString GetBackgroundPath() {return m_sBackgroundPath; };
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CString GetBackgroundMoviePath(){return m_sBackgroundMoviePath; };
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CString GetCDTitlePath() {return m_sCDTitlePath; };
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bool HasMusic() {return m_sMusicPath != "" && DoesFileExist(GetMusicPath()); };
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bool HasBanner() {return m_sBannerPath != "" && DoesFileExist(GetBannerPath()); };
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bool HasBackground() {return m_sBackgroundPath != "" && DoesFileExist(GetBackgroundPath()); };
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bool HasBackgroundMovie() {return m_sBackgroundMoviePath != ""&& DoesFileExist(GetBackgroundMoviePath()); };
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bool HasCDTitle() {return m_sCDTitlePath != "" && DoesFileExist(GetCDTitlePath()); };
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CString GetMainTitle() {return m_sMainTitle; };
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CString GetSubTitle() {return m_sSubTitle; };
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CString GetFullTitle() {return m_sMainTitle + " " + m_sSubTitle; };
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void GetMainAndSubTitlesFromFullTitle( CString sFullTitle, CString &sMainTitleOut, CString &sSubTitleOut );
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CString GetArtist() {return m_sArtist; };
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CString GetCredit() {return m_sCredit; };
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float GetBeatOffsetInSeconds() {return m_fOffsetInSeconds; };
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void SetBeatOffsetInSeconds(float fNewOffset) {m_fOffsetInSeconds = fNewOffset; };
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void GetMinMaxBPM( float &fMinBPM, float &fMaxBPM )
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{
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fMaxBPM = 0;
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fMinBPM = 100000; // inf
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for( int i=0; i<m_BPMSegments.GetSize(); i++ )
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{
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BPMSegment &seg = m_BPMSegments[i];
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fMaxBPM = max( seg.m_fBPM, fMaxBPM );
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fMinBPM = min( seg.m_fBPM, fMinBPM );
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}
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};
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void GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut );
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float GetElapsedTimeFromBeat( float fBeat );
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void GetNotesThatMatch( NotesType nt, CArray<Notes*, Notes*>& arrayAddTo );
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int GetNumTimesPlayed()
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{
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int iTotalNumTimesPlayed = 0;
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for( int i=0; i<m_arrayNotes.GetSize(); i++ )
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{
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iTotalNumTimesPlayed += m_arrayNotes[i].m_iNumTimesPlayed;
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}
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return iTotalNumTimesPlayed;
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}
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bool IsNew() { return GetNumTimesPlayed()==0; };
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bool HasChangedSinceLastSave() { return m_bChangedSinceSave; }
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void SetChangedSinceLastSave() { m_bChangedSinceSave = true; }
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Grade GetGradeForDifficultyClass( NotesType nt, DifficultyClass dc );
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private:
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CString m_sSongFilePath;
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CString m_sSongDir;
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CString m_sGroupName;
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bool m_bChangedSinceSave;
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CString m_sMainTitle;
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CString m_sSubTitle;
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CString m_sArtist;
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CString m_sCredit;
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float m_fOffsetInSeconds;
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CString m_sMusicPath;
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DWORD m_iMusicBytes;
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float m_fMusicLength;
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float m_fMusicSampleStartSeconds, m_fMusicSampleLengthSeconds;
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CString m_sBannerPath;
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CString m_sBackgroundPath;
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CString m_sBackgroundMoviePath;
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CString m_sCDTitlePath;
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CArray<BPMSegment, BPMSegment&> m_BPMSegments; // this must be sorted before gameplay
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CArray<FreezeSegment, FreezeSegment&> m_FreezeSegments; // this must be sorted before gameplay
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public:
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CArray<Notes, Notes&> m_arrayNotes;
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};
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void SortSongPointerArrayByTitle( CArray<Song*, Song*> &arraySongPointers );
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void SortSongPointerArrayByBPM( CArray<Song*, Song*> &arraySongPointers );
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void SortSongPointerArrayByArtist( CArray<Song*, Song*> &arraySongPointers );
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void SortSongPointerArrayByGroup( CArray<Song*, Song*> &arraySongPointers );
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void SortSongPointerArrayByMostPlayed( CArray<Song*, Song*> &arraySongPointers );
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