d8223ffa75
That year should bring the long-awaited OpenGL ES 3.0 compatible renderer
with state-of-the-art rendering techniques tuned to work as low as middle
end handheld devices - without compromising with the possibilities given
for higher end desktop games of course. Great times ahead for the Godot
community and the gamers that will play our games!
(cherry picked from commit c7bc44d5ad
)
262 lines
7.1 KiB
C++
262 lines
7.1 KiB
C++
/*************************************************************************/
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/* cp_song.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* http://www.godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2017 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a 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, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef CPSONG_H
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#define CPSONG_H
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/**CPSong Class
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*@author Juan Linietsky
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*/
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#include "cp_order.h"
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#include "cp_pattern.h"
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#include "cp_sample.h"
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#include "cp_instrument.h"
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class CPSong {
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public:
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enum {
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MAX_SONG_NAME=26,
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MAX_ORDERS=200,
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MAX_PATTERNS=200,
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MAX_SAMPLES=99,
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MAX_INSTRUMENTS=99,
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CHANNEL_MAX_PAN=64,
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CHANNEL_MAX_VOLUME=64,
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CHANNEL_MAX_CHORUS=64,
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CHANNEL_MAX_REVERB=64,
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MIN_TEMPO=31,
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MAX_TEMPO=255,
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MIN_SPEED=1,
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MAX_SPEED=255,
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MAX_MESSAGE_LEN=8000,
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};
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enum ReverbMode {
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REVERB_MODE_ROOM,
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REVERB_MODE_STUDIO_SMALL,
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REVERB_MODE_STUDIO_MEDIUM,
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REVERB_MODE_STUDIO_LARGE,
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REVERB_MODE_HALL,
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REVERB_MODE_SPACE_ECHO,
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REVERB_MODE_ECHO,
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REVERB_MODE_DELAY,
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REVERB_MODE_HALF_ECHO
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};
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private:
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CPOrder order[MAX_ORDERS];
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CPPattern pattern[MAX_PATTERNS];
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CPSample sample[MAX_SAMPLES];
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CPInstrument instrument[MAX_INSTRUMENTS];
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struct Song_Variables { // variables that wont change in playback
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char name[MAX_SONG_NAME];
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char message[MAX_MESSAGE_LEN];
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/* string message; */
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int row_highlight_minor;
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int row_highlight_major;
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int mixing_volume;
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int stereo_separation;
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bool use_stereo;
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bool use_instruments;
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bool use_linear_slides;
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bool old_effects;
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bool compatible_gxx;
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} variables;
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struct Initial_Variables { // Initial values used for playback
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struct Channel_State {
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int pan,volume; // 0-- CHANNEL_MAX_PAN, CHANNEL_MAX_VOLUME
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bool surround;
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bool mute;
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int chorus; //0 - 64
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int reverb; //0 - 64
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};
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int global_volume;
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int speed;
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int tempo;
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Channel_State channel[CPPattern::WIDTH];
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} initial_variables;
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struct Effects {
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ReverbMode reverb_mode;
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struct Chorus {
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int delay_ms;
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int separation_ms;
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int depth_ms10;
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int speed_hz10;
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} chorus;
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} effects;
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public:
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/* Properties */
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const char *get_name();
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void set_name(const char *p_name);
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const char *get_message();
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void set_message(const char *p_message);
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void set_row_highlight_minor(int p_hl_minor); /* 0 .. 256 */
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int get_row_highlight_minor(); /* 0 .. 256 */
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void set_row_highlight_major(int p_hl_major); /* 0 .. 256 */
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int get_row_highlight_major(); /* 0 .. 256 */
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void set_mixing_volume(int p_mix_volume); /* 0 .. 128 */
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int get_mixing_volume(); /* 0 .. 128 */
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void set_global_volume(int p_global_volume); /* 0 .. 128 */
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int get_global_volume(); /* 0 .. 128 */
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void set_stereo_separation(int p_separation); /* 0 .. 128 */
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int get_stereo_separation(); /* 0 .. 128 */
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void set_stereo(bool p_stereo);
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bool is_stereo();
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void set_instruments(bool p_instruments);
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bool has_instruments();
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void set_linear_slides(bool p_linear_slides);
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bool has_linear_slides();
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void set_old_effects(bool p_old_effects);
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bool has_old_effects();
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void set_compatible_gxx(bool p_compatible_gxx);
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bool has_compatible_gxx();
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void set_speed(int p_speed); /* 1 .. 255 */
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int get_speed(); /* 1 .. 255 */
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void set_tempo(int p_tempo); /* 31 .. 255 */
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int get_tempo(); /* 31 .. 255 */
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void set_channel_pan(int p_channel,int p_pan); /* 0 .. 64 */
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int get_channel_pan(int p_channel);
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void set_channel_volume(int p_channel,int p_volume); /* 0 .. 64 */
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int get_channel_volume(int p_channel);
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void set_channel_surround(int p_channel,bool p_surround);
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bool is_channel_surround(int p_channel);
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void set_channel_mute(int p_channel,bool p_mute);
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bool is_channel_mute(int p_channel);
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void set_channel_chorus(int p_channel,int p_chorus); /* 0 .. 64 */
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int get_channel_chorus(int p_channel);
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void set_channel_reverb(int p_channel,int p_reverb); /* 0 .. 64 */
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int get_channel_reverb(int p_channel);
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/* arrays of stuff */
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CPPattern* get_pattern(int p_pattern);
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CPSample* get_sample(int p_sample);
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CPInstrument* get_instrument(int p_instrument);
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int get_order(int p_position);
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void set_order(int p_position,int p_order);
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/* Effects */
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ReverbMode get_reverb_mode();
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void set_reverb_mode(ReverbMode p_mode);
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void set_chorus_delay_ms(int p_amount);
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void set_chorus_separation_ms(int p_amount);
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void set_chorus_depth_ms10(int p_amount);
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void set_chorus_speed_hz10(int p_amount);
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int get_chorus_delay_ms();
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int get_chorus_separation_ms();
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int get_chorus_depth_ms10();
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int get_chorus_speed_hz10();
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/* utils */
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void reset(bool p_clear_patterns=true,bool p_clear_samples=true,bool p_clear_instruments=true,bool p_clear_variables=true);
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void cleanup_unused_patterns();
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void cleanup_unused_instruments();
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void cleanup_unused_samples();
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void cleanup_unused_orders();
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void clear_all_default_pan();
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void clear_all_default_vol();
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void clear_instrument_with_samples(int p_instrument);
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void make_instruments_from_samples();
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void make_instrument_from_sample(int p_sample);
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void separate_in_one_sample_instruments(int p_instrument);
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int get_order_in_use_count();
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int get_pattern_in_use_count();
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int get_instrument_in_use_count();
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int get_channels_in_use();
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CPSong();
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~CPSong();
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};
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/* Some helper for something used a lot */
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int get_song_next_order_idx(CPSong *p_song, int p_order_idx);
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#endif
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