#pragma once #include #include #include #include "tools/mathutils.h" #include "core/note.h" template ::value>> class Timeline { public: explicit Timeline() : _current_offset(0) {} typedef typename std::vector::const_iterator Iterator; void setNotes(const std::vector& notes, const microsec& visibility) { _visibility_offset = visibility; _timeline = std::move(notes); _top_note = _timeline.begin(); expire(_first_visible_note); expire(_last_visible_note); expire(_active_note); fetchVisibleNotes(); } inline void clear() { for (auto& note : _timeline) delete note; _timeline.clear(); } void update(const microsec& offset) { _current_offset = offset; checkCurrentActiveNote(); checkForNextActiveNote(); updateVisibleSprites(_current_offset); } void drawVisibleNotes() const { if (nothingToDraw()) return; std::for_each(_first_visible_note, _last_visible_note, [](const auto& note) { note->draw(); }); } void fetchVisibleNotes() { findLastVisibleNote(_current_offset); findFirstVisibleNote(); } void findLastVisibleNote(const microsec& music_offset) { Iterator note_iterator = _top_note; while (isVisiblyClose(note_iterator, music_offset)) { if (nothingToDraw()) _first_visible_note = note_iterator; auto note = *note_iterator; if (!note->isInGame()) note->putToGame(music_offset); ++note_iterator; } _last_visible_note = note_iterator; } void findFirstVisibleNote() { if (nothingToDraw()) return; auto note_iterator = _first_visible_note; while (note_iterator != _last_visible_note) { auto note = *note_iterator; if (note->shouldRemove()) ++_first_visible_note; ++note_iterator; } } inline Iterator getActiveNote() noexcept { return _active_note; } inline bool isExpired(const Iterator& iterator) const { return iterator == _timeline.end(); } inline void expire(Iterator& iterator) { iterator = _timeline.end(); } private: std::vector _input_intervals; std::vector _timeline; microsec _visibility_offset; microsec _current_offset; void updateVisibleSprites(const microsec& music_offset) { if (nothingToDraw()) return; std::for_each(_first_visible_note, _last_visible_note, [&music_offset](const auto& note) { note->update(music_offset); }); } void checkCurrentActiveNote() { if (isExpired(_active_note)) return; auto note = *_active_note; if (!note->isActive()) { expire(_active_note); ++_top_note; } } void checkForNextActiveNote() { if (!isExpired(_active_note)) return; auto top_note = *_top_note; if (top_note->isActive()) _active_note = _top_note; } inline bool isVisiblyClose(const Iterator& iterator, const microsec& music_offset) const { return ((*iterator)->offset() - _visibility_offset) <= music_offset; } inline bool nothingToDraw() const noexcept { return isExpired(_first_visible_note); } /* Difference between top and active note is that * top note is the note handling input right now * OR it's the closest note from current music offset * position, not necessarily active. A note stops being top only * after dying or being tapped by player, even if it's already * past her perfect offset. * * Meanwhile active note is the note which is currently handling * player input for grade. * * An active note is always top note but a top note * is not always active note. * */ Iterator _top_note; Iterator _active_note; Iterator _last_visible_note; Iterator _first_visible_note; };