Files
itgmania212121/stepmania/src/TimingData.h
T
Glenn Maynard b535efe7b9 add m_sFile
2004-01-17 23:19:15 +00:00

55 lines
1.5 KiB
C++

#ifndef TIMING_DATA_H
#define TIMING_DATA_H
struct BPMSegment
{
BPMSegment() { m_fStartBeat = m_fBPM = -1; };
BPMSegment( float s, float b ) { m_fStartBeat = s; m_fBPM = b; };
float m_fStartBeat;
float m_fBPM;
};
struct StopSegment
{
StopSegment() { m_fStartBeat = m_fStopSeconds = -1; };
StopSegment( float s, float f ) { m_fStartBeat = s; m_fStopSeconds = f; };
float m_fStartBeat;
float m_fStopSeconds;
};
class TimingData
{
public:
TimingData();
void GetActualBPM( float &fMinBPMOut, float &fMaxBPMOut ) const;
float GetBPMAtBeat( float fBeat ) const;
void SetBPMAtBeat( float fBeat, float fBPM );
void AddBPMSegment( const BPMSegment &seg );
void AddStopSegment( const StopSegment &seg );
BPMSegment& GetBPMSegmentAtBeat( float fBeat );
void GetBeatAndBPSFromElapsedTime( float fElapsedTime, float &fBeatOut, float &fBPSOut, bool &bFreezeOut ) const;
float GetBeatFromElapsedTime( float fElapsedTime ) const // shortcut for places that care only about the beat
{
float fBeat, fThrowAway;
bool bThrowAway;
GetBeatAndBPSFromElapsedTime( fElapsedTime, fBeat, fThrowAway, bThrowAway );
return fBeat;
}
float GetElapsedTimeFromBeat( float fBeat ) const;
CString m_sFile; // informational only
vector<BPMSegment> m_BPMSegments; // this must be sorted before gameplay
vector<StopSegment> m_StopSegments; // this must be sorted before gameplay
float m_fBeat0OffsetInSeconds;
};
#endif
/*
* Copyright (c) 2001-2003 by the person(s) listed below. All rights reserved.
* Chris Danford
* Glenn Maynard
*/