package funkin.data.song; import flixel.util.typeLimit.OneOfTwo; import funkin.data.song.SongRegistry; import thx.semver.Version; class SongMetadata { /** * A semantic versioning string for the song data format. * */ // @:default(funkin.data.song.SongRegistry.SONG_METADATA_VERSION) public var version:Version; @:default("Unknown") public var songName:String; @:default("Unknown") public var artist:String; @:optional @:default(96) public var divisions:Null; // Optional field @:optional @:default(false) public var looped:Bool; /** * Data relating to the song's gameplay. */ public var playData:SongPlayData; // @:default(funkin.data.song.SongRegistry.DEFAULT_GENERATEDBY) public var generatedBy:String; // @:default(funkin.data.song.SongData.SongTimeFormat.MILLISECONDS) public var timeFormat:SongTimeFormat; // @:default(funkin.data.song.SongData.SongTimeChange.DEFAULT_SONGTIMECHANGES) public var timeChanges:Array; /** * Defaults to `default` or `''`. Populated later. */ @:jignored public var variation:String; public function new(songName:String, artist:String, ?variation:String) { this.version = SongRegistry.SONG_METADATA_VERSION; this.songName = songName; this.artist = artist; this.timeFormat = 'ms'; this.divisions = null; this.timeChanges = [new SongTimeChange(0, 100)]; this.looped = false; this.playData = new SongPlayData(); this.playData.songVariations = []; this.playData.difficulties = []; this.playData.characters = new SongCharacterData('bf', 'gf', 'dad'); this.playData.stage = 'mainStage'; this.playData.noteSkin = 'funkin'; this.generatedBy = SongRegistry.DEFAULT_GENERATEDBY; // Variation ID. this.variation = (variation == null) ? Constants.DEFAULT_VARIATION : variation; } /** * Create a copy of this SongMetadata with the same information. * @param newVariation Set to a new variation ID to change the new metadata. * @return The cloned SongMetadata */ public function clone(?newVariation:String = null):SongMetadata { var result:SongMetadata = new SongMetadata(this.songName, this.artist, newVariation == null ? this.variation : newVariation); result.version = this.version; result.timeFormat = this.timeFormat; result.divisions = this.divisions; result.timeChanges = this.timeChanges; result.looped = this.looped; result.playData = this.playData; result.generatedBy = this.generatedBy; return result; } /** * Serialize this SongMetadata into a JSON string. * @return The JSON string. */ public function serialize(pretty:Bool = true):String { var writer = new json2object.JsonWriter(); // I believe @:jignored should be iggnored by the writer? // var output = this.clone(); // output.variation = null; // Not sure how to make a field optional on the reader and ignored on the writer. return writer.write(this, pretty ? ' ' : null); } /** * Produces a string representation suitable for debugging. */ public function toString():String { return 'SongMetadata(${this.songName} by ${this.artist}, variation ${this.variation})'; } } enum abstract SongTimeFormat(String) from String to String { var TICKS = 'ticks'; var FLOAT = 'float'; var MILLISECONDS = 'ms'; } class SongTimeChange { public static final DEFAULT_SONGTIMECHANGE:SongTimeChange = new SongTimeChange(0, 100); public static final DEFAULT_SONGTIMECHANGES:Array = [DEFAULT_SONGTIMECHANGE]; static final DEFAULT_BEAT_TUPLETS:Array = [4, 4, 4, 4]; static final DEFAULT_BEAT_TIME:Null = null; // Later, null gets detected and recalculated. /** * Timestamp in specified `timeFormat`. */ @:alias("t") public var timeStamp:Float; /** * Time in beats (int). The game will calculate further beat values based on this one, * so it can do it in a simple linear fashion. */ @:optional @:alias("b") public var beatTime:Null; /** * Quarter notes per minute (float). Cannot be empty in the first element of the list, * but otherwise it's optional, and defaults to the value of the previous element. */ @:alias("bpm") public var bpm:Float; /** * Time signature numerator (int). Optional, defaults to 4. */ @:default(4) @:optional @:alias("n") public var timeSignatureNum:Int; /** * Time signature denominator (int). Optional, defaults to 4. Should only ever be a power of two. */ @:default(4) @:optional @:alias("d") public var timeSignatureDen:Int; /** * Beat tuplets (Array or int). This defines how many steps each beat is divided into. * It can either be an array of length `n` (see above) or a single integer number. * Optional, defaults to `[4]`. */ @:optional @:alias("bt") public var beatTuplets:Array; public function new(timeStamp:Float, bpm:Float, timeSignatureNum:Int = 4, timeSignatureDen:Int = 4, ?beatTime:Float, ?beatTuplets:Array) { this.timeStamp = timeStamp; this.bpm = bpm; this.timeSignatureNum = timeSignatureNum; this.timeSignatureDen = timeSignatureDen; this.beatTime = beatTime == null ? DEFAULT_BEAT_TIME : beatTime; this.beatTuplets = beatTuplets == null ? DEFAULT_BEAT_TUPLETS : beatTuplets; } /** * Produces a string representation suitable for debugging. */ public function toString():String { return 'SongTimeChange(${this.timeStamp}ms,${this.bpm}bpm)'; } } /** * Metadata for a song only used for the music. * For example, the menu music. */ class SongMusicData { /** * A semantic versioning string for the song data format. * */ // @:default(funkin.data.song.SongRegistry.SONG_METADATA_VERSION) public var version:Version; @:default("Unknown") public var songName:String; @:default("Unknown") public var artist:String; @:optional @:default(96) public var divisions:Null; // Optional field @:optional @:default(false) public var looped:Null; // @:default(funkin.data.song.SongRegistry.DEFAULT_GENERATEDBY) public var generatedBy:String; // @:default(funkin.data.song.SongData.SongTimeFormat.MILLISECONDS) public var timeFormat:SongTimeFormat; // @:default(funkin.data.song.SongData.SongTimeChange.DEFAULT_SONGTIMECHANGES) public var timeChanges:Array; /** * Defaults to `default` or `''`. Populated later. */ @:jignored public var variation:String = Constants.DEFAULT_VARIATION; public function new(songName:String, artist:String, variation:String = 'default') { this.version = SongRegistry.SONG_CHART_DATA_VERSION; this.songName = songName; this.artist = artist; this.timeFormat = 'ms'; this.divisions = null; this.timeChanges = [new SongTimeChange(0, 100)]; this.looped = false; this.generatedBy = SongRegistry.DEFAULT_GENERATEDBY; // Variation ID. this.variation = variation == null ? Constants.DEFAULT_VARIATION : variation; } public function clone(?newVariation:String = null):SongMusicData { var result:SongMusicData = new SongMusicData(this.songName, this.artist, newVariation == null ? this.variation : newVariation); result.version = this.version; result.timeFormat = this.timeFormat; result.divisions = this.divisions; result.timeChanges = this.timeChanges; result.looped = this.looped; result.generatedBy = this.generatedBy; return result; } /** * Produces a string representation suitable for debugging. */ public function toString():String { return 'SongMusicData(${this.songName} by ${this.artist}, variation ${this.variation})'; } } class SongPlayData { /** * The variations this song has. The associated metadata files should exist. */ public var songVariations:Array; /** * The difficulties contained in this song's chart file. */ public var difficulties:Array; /** * The characters used by this song. */ public var characters:SongCharacterData; /** * The stage used by this song. */ public var stage:String; /** * The note style used by this song. * TODO: Rename to `noteStyle`? Renaming values is a breaking change to the metadata format. */ public var noteSkin:String; /** * The difficulty rating for this song as displayed in Freeplay. * TODO: Adding this is a non-breaking change to the metadata format. */ // public var rating:Int; /** * The album ID for the album to display in Freeplay. * TODO: Adding this is a non-breaking change to the metadata format. */ // public var album:String; public function new() {} /** * Produces a string representation suitable for debugging. */ public function toString():String { return 'SongPlayData(${this.songVariations}, ${this.difficulties})'; } } /** * Information about the characters used in this variation of the song. * Create a new variation if you want to change the characters. */ class SongCharacterData { @:optional @:default('') public var player:String = ''; @:optional @:default('') public var girlfriend:String = ''; @:optional @:default('') public var opponent:String = ''; @:optional @:default('') public var instrumental:String = ''; @:optional @:default([]) public var altInstrumentals:Array = []; public function new(player:String = '', girlfriend:String = '', opponent:String = '', instrumental:String = '') { this.player = player; this.girlfriend = girlfriend; this.opponent = opponent; this.instrumental = instrumental; } /** * Produces a string representation suitable for debugging. */ public function toString():String { return 'SongCharacterData(${this.player}, ${this.girlfriend}, ${this.opponent}, ${this.instrumental}, [${this.altInstrumentals.join(', ')}])'; } } class SongChartData { @:default(funkin.data.song.SongRegistry.SONG_CHART_DATA_VERSION) public var version:Version; public var scrollSpeed:Map; public var events:Array; public var notes:Map>; @:default(funkin.data.song.SongRegistry.DEFAULT_GENERATEDBY) public var generatedBy:String; @:jignored public var variation:String; public function new(scrollSpeed:Map, events:Array, notes:Map>) { this.version = SongRegistry.SONG_CHART_DATA_VERSION; this.events = events; this.notes = notes; this.scrollSpeed = scrollSpeed; this.generatedBy = SongRegistry.DEFAULT_GENERATEDBY; } public function getScrollSpeed(diff:String = 'default'):Float { var result:Float = this.scrollSpeed.get(diff); if (result == 0.0 && diff != 'default') return getScrollSpeed('default'); return (result == 0.0) ? 1.0 : result; } public function setScrollSpeed(value:Float, diff:String = 'default'):Float { this.scrollSpeed.set(diff, value); return value; } public function getNotes(diff:String):Array { var result:Array = this.notes.get(diff); if (result == null && diff != 'normal') return getNotes('normal'); return (result == null) ? [] : result; } public function setNotes(value:Array, diff:String):Array { this.notes.set(diff, value); return value; } /** * Convert this SongChartData into a JSON string. */ public function serialize(pretty:Bool = true):String { var writer = new json2object.JsonWriter(); return writer.write(this, pretty ? ' ' : null); } /** * Produces a string representation suitable for debugging. */ public function toString():String { return 'SongChartData(${this.events.length} events, ${this.notes.size()} difficulties, ${generatedBy})'; } } class SongEventData { /** * The timestamp of the event. The timestamp is in the format of the song's time format. */ @:alias("t") public var time(default, set):Float; function set_time(value:Float):Float { _stepTime = null; return time = value; } /** * The kind of the event. * Examples include "FocusCamera" and "PlayAnimation" * Custom events can be added by scripts with the `ScriptedSongEvent` class. */ @:alias("e") public var event:String; /** * The data for the event. * This can allow the event to include information used for custom behavior. * Data type depends on the event kind. It can be anything that's JSON serializable. */ @:alias("v") @:optional @:jcustomparse(funkin.data.DataParse.dynamicValue) @:jcustomwrite(funkin.data.DataWrite.dynamicValue) public var value:Dynamic = null; /** * Whether this event has been activated. * This is only used internally by the game. It should not be serialized. */ @:jignored public var activated:Bool = false; public function new(time:Float, event:String, value:Dynamic = null) { this.time = time; this.event = event; this.value = value; } @:jignored var _stepTime:Null = null; public function getStepTime(force:Bool = false):Float { if (_stepTime != null && !force) return _stepTime; return _stepTime = Conductor.getTimeInSteps(this.time); } public inline function getDynamic(key:String):Null { return value == null ? null : Reflect.field(value, key); } public inline function getBool(key:String):Null { return value == null ? null : cast Reflect.field(value, key); } public inline function getInt(key:String):Null { return value == null ? null : cast Reflect.field(value, key); } public inline function getFloat(key:String):Null { return value == null ? null : cast Reflect.field(value, key); } public inline function getString(key:String):String { return value == null ? null : cast Reflect.field(value, key); } public inline function getArray(key:String):Array { return value == null ? null : cast Reflect.field(value, key); } public inline function getBoolArray(key:String):Array { return value == null ? null : cast Reflect.field(value, key); } @:op(A == B) public function op_equals(other:SongEventData):Bool { return this.time == other.time && this.event == other.event && this.value == other.value; } @:op(A != B) public function op_notEquals(other:SongEventData):Bool { return this.time != other.time || this.event != other.event || this.value != other.value; } @:op(A > B) public function op_greaterThan(other:SongEventData):Bool { return this.time > other.time; } @:op(A < B) public function op_lessThan(other:SongEventData):Bool { return this.time < other.time; } @:op(A >= B) public function op_greaterThanOrEquals(other:SongEventData):Bool { return this.time >= other.time; } @:op(A <= B) public function op_lessThanOrEquals(other:SongEventData):Bool { return this.time <= other.time; } /** * Produces a string representation suitable for debugging. */ public function toString():String { return 'SongEventData(${this.time}ms, ${this.event}: ${this.value})'; } } class SongNoteData { /** * The timestamp of the note. The timestamp is in the format of the song's time format. */ @:alias("t") public var time(default, set):Float; function set_time(value:Float):Float { _stepTime = null; return time = value; } /** * Data for the note. Represents the index on the strumline. * 0 = left, 1 = down, 2 = up, 3 = right * `floor(direction / strumlineSize)` specifies which strumline the note is on. * 0 = player, 1 = opponent, etc. */ @:alias("d") public var data:Int; /** * Length of the note, if applicable. * Defaults to 0 for single notes. */ @:alias("l") @:default(0) @:optional public var length:Float; /** * The kind of the note. * This can allow the note to include information used for custom behavior. * Defaults to blank or `"normal"`. */ @:alias("k") @:default("normal") @:optional public var kind(get, default):String = ''; function get_kind():String { if (this.kind == null || this.kind == '') return 'normal'; return this.kind; } public function new(time:Float, data:Int, length:Float = 0, kind:String = '') { this.time = time; this.data = data; this.length = length; this.kind = kind; } @:jignored var _stepTime:Null = null; /** * @param force Set to `true` to force recalculation (good after BPM changes) * @return The position of the note in the song, in steps. */ public function getStepTime(force:Bool = false):Float { if (_stepTime != null && !force) return _stepTime; return _stepTime = Conductor.getTimeInSteps(this.time); } /** * The direction of the note, if applicable. * Strips the strumline index from the data. * * 0 = left, 1 = down, 2 = up, 3 = right */ public inline function getDirection(strumlineSize:Int = 4):Int { return this.data % strumlineSize; } public function getDirectionName(strumlineSize:Int = 4):String { switch (this.data % strumlineSize) { case 0: return 'Left'; case 1: return 'Down'; case 2: return 'Up'; case 3: return 'Right'; default: return 'Unknown'; } } /** * The strumline index of the note, if applicable. * Strips the direction from the data. * * 0 = player, 1 = opponent, etc. */ public inline function getStrumlineIndex(strumlineSize:Int = 4):Int { return Math.floor(this.data / strumlineSize); } /** * Returns true if the note is one that Boyfriend should try to hit (i.e. it's on his side). * TODO: The name of this function is a little misleading; what about mines? * @param strumlineSize Defaults to 4. * @return True if it's Boyfriend's note. */ public inline function getMustHitNote(strumlineSize:Int = 4):Bool { return getStrumlineIndex(strumlineSize) == 0; } @:jignored var _stepLength:Null = null; /** * @param force Set to `true` to force recalculation (good after BPM changes) * @return The length of the hold note in steps, or `0` if this is not a hold note. */ public function getStepLength(force = false):Float { if (this.length <= 0) return 0.0; if (_stepLength != null && !force) return _stepLength; return _stepLength = Conductor.getTimeInSteps(this.time + this.length) - getStepTime(); } public function setStepLength(value:Float):Void { if (value <= 0) { this.length = 0.0; } else { var lengthMs:Float = Conductor.getStepTimeInMs(value) - this.time; this.length = lengthMs; } _stepLength = null; } @:jignored public var isHoldNote(get, never):Bool; public function get_isHoldNote():Bool { return this.length > 0; } @:op(A == B) public function op_equals(other:SongNoteData):Bool { if (this.kind == '') { if (other.kind != '' && other.kind != 'normal') return false; } else { if (other.kind == '' || other.kind != this.kind) return false; } return this.time == other.time && this.data == other.data && this.length == other.length; } @:op(A != B) public function op_notEquals(other:SongNoteData):Bool { if (this.kind == '') { if (other.kind != '' && other.kind != 'normal') return true; } else { if (other.kind == '' || other.kind != this.kind) return true; } return this.time != other.time || this.data != other.data || this.length != other.length; } @:op(A > B) public function op_greaterThan(other:SongNoteData):Bool { return this.time > other.time; } @:op(A < B) public function op_lessThan(other:SongNoteData):Bool { return this.time < other.time; } @:op(A >= B) public function op_greaterThanOrEquals(other:SongNoteData):Bool { return this.time >= other.time; } @:op(A <= B) public function op_lessThanOrEquals(other:SongNoteData):Bool { return this.time <= other.time; } /** * Produces a string representation suitable for debugging. */ public function toString():String { return 'SongNoteData(${this.time}ms, ' + (this.length > 0 ? '[${this.length}ms hold]' : '') + ' ${this.data}' + (this.kind != '' ? ' [kind: ${this.kind}])' : ')'); } }