c7bc44d5ad
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!
94 lines
3.5 KiB
C++
94 lines
3.5 KiB
C++
/*************************************************************************/
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/* cp_pattern.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 CP_PATTERN_H
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#define CP_PATTERN_H
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#include "cp_note.h"
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class CPPattern {
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public:
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enum {
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WIDTH=64,
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DEFAULT_LEN=64,
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RESIZE_EVERY_BITS=4,
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MIN_ROWS=1, //otherwise clipboard wont work
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MAX_LEN=256
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};
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private:
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struct Event {
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uint16_t pos; //column*WIDTH+row
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uint8_t note;
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uint8_t instrument;
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uint8_t volume;
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uint8_t command;
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uint8_t parameter;
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unsigned int script_source_sign;
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bool cloned;
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};
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uint16_t length;
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uint32_t event_count;
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Event* events;
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int32_t get_event_pos(uint16_t p_target_pos);
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bool erase_event_at_pos(uint16_t p_pos);
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bool resize_event_list_to(uint32_t p_events);
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void operator=(const CPPattern& p_pattern); //no operator=
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public:
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bool is_empty();
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void clear();
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bool set_note(uint8_t p_column, uint16_t p_row,const CPNote& p_note); //true if no more memory
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CPNote get_note(uint8_t p_column,uint16_t p_row);
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CPNote get_transformed_script_note(uint8_t p_column, uint16_t p_row);
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int get_scripted_note_target_channel(uint8_t p_column, uint16_t p_row);
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void scripted_clone(uint8_t p_column, uint16_t p_row);
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void scripted_clone_remove(uint8_t p_column, uint16_t p_row);
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void script_transform_note(CPNote& n, const CPNote& p_note);
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bool update_scripted_clones_sourcing_channel(int channel);
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//void copy_to(CPPattern *p_pattern) const;
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void set_length(uint16_t p_rows);
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uint16_t get_length();
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CPPattern();
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~CPPattern();
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};
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#endif
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