242 lines
9.6 KiB
C++
242 lines
9.6 KiB
C++
#ifndef STEPS_UTIL_H
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#define STEPS_UTIL_H
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#include "GameConstantsAndTypes.h"
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#include "Difficulty.h"
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#include "RageUtil_CachedObject.h"
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class Steps;
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class Song;
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class Profile;
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class XNode;
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class SongCriteria;
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/** @brief the criteria for finding certain Steps. */
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class StepsCriteria
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{
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public:
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/**
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* @brief the Difficulty to search for.
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*
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* Don't filter here if the Difficulty is Difficulty_Invalid. */
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Difficulty m_difficulty;
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/**
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* @brief The lowest meter to search for.
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*
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* Don't filter here if the meter is -1. */
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int m_iLowMeter;
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/**
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* @brief The highest meter to search for.
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*
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* Don't filter here if the meter is -1. */
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int m_iHighMeter;
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// Currently, Songs have BPM since TimingData is by Song. These are just
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// here for the inevitable chart-based BPMs future. -aj
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// float m_fLowBPM; // don't filter if -1
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// float m_fHighBPM; // don't filter if -1
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/**
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* @brief the step type to search for.
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*
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* Don't filter here if the StepsType is StepsType_Invalid. */
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StepsType m_st;
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/** @brief Check a song's locked status for searching. */
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enum Locked
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{
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Locked_Locked, /**< We want songs that are locked. */
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Locked_Unlocked, /**< We want songs that are unlocked. */
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Locked_DontCare /**< We don't care if the songs are locked or not. */
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} /** @brief The Song's locked status. */ m_Locked;
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/** @brief Set up the initial criteria. */
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StepsCriteria(): m_difficulty(Difficulty_Invalid),
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m_iLowMeter(-1), m_iHighMeter(-1),
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m_st(StepsType_Invalid), m_Locked(Locked_DontCare)
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{
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//m_fLowBPM = -1;
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//m_fHighBPM = -1;
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}
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/**
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* @brief Determine if the Song and Steps match our criteria.
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* @param pSong the Song to check for.
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* @param pSteps the <a class="el" href="class_steps.html">Step</a> to check for.
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* @return true if it matches, false otherwise.
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*/
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bool Matches( const Song *pSong, const Steps *pSteps ) const;
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/**
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* @brief Compare two StepsCriteria to see if they are equal.
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* @param other the StepsCriteria we are checking against.
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* @return true if they are equal, false otherwise. */
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bool operator==( const StepsCriteria &other ) const
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{
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#define X(x) (x == other.x)
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return X(m_difficulty) && X(m_iLowMeter) && X(m_iHighMeter) && X(m_st) && X(m_Locked);
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#undef X
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}
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/**
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* @brief Compare two StepsCriteria to see if they are not equal.
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* @param other the StepsCriteria we are checking against.
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* @return true if they are not equal, false otherwise. */
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bool operator!=( const StepsCriteria &other ) const { return !operator==( other ); }
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};
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/** @brief A Song and one of its Steps. */
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class SongAndSteps
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{
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public:
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/** @brief the Song we're using. */
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Song *pSong;
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/** @brief the Steps we're using. */
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Steps *pSteps;
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/** @brief Set up a blank Song and
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* <a class="el" href="class_steps.html">Step</a>. */
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SongAndSteps() : pSong(nullptr), pSteps(nullptr) { }
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/**
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* @brief Set up the specified Song and
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* <a class="el" href="class_steps.html">Step</a>.
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* @param pSong_ the new Song.
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* @param pSteps_ the new <a class="el" href="class_steps.html">Step</a>. */
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SongAndSteps( Song *pSong_, Steps *pSteps_ ) : pSong(pSong_), pSteps(pSteps_) { }
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/**
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* @brief Compare two sets of Songs and Steps to see if they are equal.
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* @param other the other set of SongAndSteps.
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* @return true if the two sets of Songs and Steps are equal, false otherwise. */
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bool operator==( const SongAndSteps& other ) const { return pSong==other.pSong && pSteps==other.pSteps; }
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/**
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* @brief Compare two sets of Songs and Steps to see if they are not equal.
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* @param other the other set of SongAndSteps.
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* @return true if the two sets of Songs and Steps are not equal, false otherwise. */
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bool operator<( const SongAndSteps& other ) const { if( pSong!=other.pSong ) return pSong<other.pSong; return pSteps<other.pSteps; }
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};
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/** @brief Utility functions for working with Steps. */
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namespace StepsUtil
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{
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/**
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* @brief Retrieve all of the Steps that match the criteria.
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* @param soc the SongCriteria to look for.
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* @param stc the StepsCriteria to look for.
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* @param out the SongsAndSteps that match.
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*/
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void GetAllMatching( const SongCriteria &soc, const StepsCriteria &stc, vector<SongAndSteps> &out); // look up in SONGMAN
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/**
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* @brief Retrieve all of the Steps that match the criteria.
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* @param pSong the Song we're checking in.
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* @param stc the StepsCriteria to look for.
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* @param out the SongsAndSteps that match.
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*/
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void GetAllMatching( Song *pSong, const StepsCriteria &stc, vector<SongAndSteps> &out );
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/**
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* @brief Retrieve all of the Steps that match the criteria, for Endless mode only.
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* @param pSong the Song we're checking in.
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* @param stc the StepsCriteria to look for.
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* @param out the SongsAndSteps that match.
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*/
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void GetAllMatchingEndless( Song *pSong, const StepsCriteria &stc, vector<SongAndSteps> &out );
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/**
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* @brief Is there a <a class="el" href="class_steps.html">Step</a>
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* that matches the criteria?
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* @param soc the SongCriteria to look for.
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* @param stc the StepsCriteria to look for.
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* @return true if we find a match, false otherwise. */
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bool HasMatching( const SongCriteria &soc, const StepsCriteria &stc );
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/**
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* @brief Is there a <a class="el" href="class_steps.html">Step</a>
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* that matches the criteria?
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* @param pSong the Song we're checking in.
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* @param stc the StepsCriteria to look for.
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* @return true if we find a match, false otherwise. */
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bool HasMatching( const Song *pSong, const StepsCriteria &stc );
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bool CompareNotesPointersByRadarValues(const Steps* pSteps1, const Steps* pSteps2);
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bool CompareNotesPointersByMeter(const Steps *pSteps1, const Steps* pSteps2);
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bool CompareNotesPointersByDifficulty(const Steps *pSteps1, const Steps *pSteps2);
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void SortNotesArrayByDifficulty( vector<Steps*> &vpStepsInOut );
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bool CompareStepsPointersByTypeAndDifficulty(const Steps *pStep1, const Steps *pStep2);
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void SortStepsByTypeAndDifficulty( vector<Steps*> &vpStepsInOut );
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void SortStepsPointerArrayByNumPlays( vector<Steps*> &vpStepsInOut, ProfileSlot slot, bool bDescending );
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void SortStepsPointerArrayByNumPlays( vector<Steps*> &vpStepsInOut, const Profile* pProfile, bool bDescending );
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bool CompareStepsPointersByDescription(const Steps *pStep1, const Steps *pStep2);
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void SortStepsByDescription( vector<Steps*> &vpStepsInOut );
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void RemoveLockedSteps( const Song *pSong, vector<Steps*> &vpStepsInOut );
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};
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class StepsID
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{
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StepsType st;
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Difficulty dc;
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RString sDescription;
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unsigned uHash;
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mutable CachedObjectPointer<Steps> m_Cache;
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public:
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/**
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* @brief Set up the StepsID with default values.
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*
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* This used to call Unset(), which set the variables to
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* the same thing. */
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StepsID(): st(StepsType_Invalid), dc(Difficulty_Invalid),
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sDescription(""), uHash(0), m_Cache() {}
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void Unset() { FromSteps(nullptr); }
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void FromSteps( const Steps *p );
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Steps *ToSteps( const Song *p, bool bAllowNull ) const;
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// FIXME: (interferes with unlimited charts per song)
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// When performing comparisons, the hash value 0 is considered equal to
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// all other values. This is because the hash value for a Steps is
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// discarded immediately after loading and figuring out a way to preserve
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// and cache it turned into a mess that still didn't work.
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// When scores are looked up by the theme, the theme passes in a Steps
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// which is transformed into a StepsID, which is then used to index into a
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// map. So when the theme goes to look up the scores for a Steps, the
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// Steps has a hash value of 0, unless it has been played. But when the
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// scores are saved, the Steps has a correct hash value. So before a
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// Steps is played, the scores could not be correctly accessed. This was
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// only visible on Edit charts because scores on all other difficulties
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// are saved without a hash value.
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// Making operator< and operator== treat 0 as equal to all other hash
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// values allows the theme to fetch the scores even though the Steps has
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// a cleared hash value, but is not a good long term solution because the
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// description field isn't always going to be unique.
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// -Kyz
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bool operator<( const StepsID &rhs ) const;
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bool operator==(const StepsID &rhs) const;
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bool MatchesStepsType( StepsType s ) const { return st == s; }
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XNode* CreateNode() const;
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void LoadFromNode( const XNode* pNode );
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RString ToString() const;
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bool IsValid() const;
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StepsType GetStepsType() const { return st; }
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Difficulty GetDifficulty() const { return dc; }
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};
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#endif
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/**
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* @file
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* @author Chris Danford, Glenn Maynard (c) 2001-2004
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* @section LICENSE
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* All rights reserved.
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*
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* Permission is hereby granted, free of charge, to any person obtaining a
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* copy of this software and associated documentation files (the
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* "Software"), to deal in the Software without restriction, including
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* without limitation the rights to use, copy, modify, merge, publish,
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* distribute, and/or sell copies of the Software, and to permit persons to
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* whom the Software is furnished to do so, provided that the above
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* copyright notice(s) and this permission notice appear in all copies of
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* the Software and that both the above copyright notice(s) and this
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* permission notice appear in supporting documentation.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
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* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
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* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT OF
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* THIRD PARTY RIGHTS. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR HOLDERS
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* INCLUDED IN THIS NOTICE BE LIABLE FOR ANY CLAIM, OR ANY SPECIAL INDIRECT
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* OR CONSEQUENTIAL DAMAGES, OR ANY DAMAGES WHATSOEVER RESULTING FROM LOSS
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* OF USE, DATA OR PROFITS, WHETHER IN AN ACTION OF CONTRACT, NEGLIGENCE OR
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* OTHER TORTIOUS ACTION, ARISING OUT OF OR IN CONNECTION WITH THE USE OR
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* PERFORMANCE OF THIS SOFTWARE.
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*/
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