295 lines
11 KiB
C++
295 lines
11 KiB
C++
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//
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// DMComp2.cpp : Further implementation of CDMCompos
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//
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// Copyright (c) 1999-2001 Microsoft Corporation
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//
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// @doc EXTERNAL
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//
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#include "DMCompos.h"
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#include "debug.h"
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#include "DMPers.h"
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#include "DMTempl.h"
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#include "..\shared\Validate.h"
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#include "..\dmstyle\iostru.h"
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V_INAME(DMCompose)
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void CDMCompos::ChordConnections2(TList<DMChordEntry>& ChordMap,
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CompositionCommand& rCommand,
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SearchInfo *pSearch,
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short nBPM,
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DMChordData *pCadence1,
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DMChordData *pCadence2)
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{
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int mint, maxt, top, bottom, total;
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short oldbeats = pSearch->m_nBeats;
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//, error;
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TListItem<PlayChord> *pChord;
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SearchInfo tempSearch;
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// Compose a chord list.
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pSearch->m_nMinBeats = 0;
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pSearch->m_nMaxBeats = 0;
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pSearch->m_nChords = 0;
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pSearch->m_Fail.m_nTooManybeats = 0;
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pSearch->m_Fail.m_nTooFewbeats = 0;
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pSearch->m_Fail.m_nTooManychords = 0;
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pSearch->m_Fail.m_nTooFewchords = 0;
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if (pCadence1 || pCadence2)
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{
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pSearch->m_nMinBeats++;
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pSearch->m_nMaxBeats = nBPM;
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pSearch->m_nChords++;
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if (pCadence1 && pCadence2)
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{
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pSearch->m_nMinBeats++;
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pSearch->m_nChords++;
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}
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}
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tempSearch = *pSearch;
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rCommand.m_PlayList.RemoveAll();
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Compose(ChordMap, pSearch, rCommand);
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pChord = rCommand.m_PlayList.GetHead();
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/////////
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*pSearch = tempSearch;
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pSearch->m_nBeats = oldbeats;
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// Tally the min and max beats.
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mint = 0;
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maxt = 0;
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for (; pChord; pChord = pChord->GetNext())
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{
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mint += pChord->GetItemValue().m_nMinbeats;
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maxt += pChord->GetItemValue().m_nMaxbeats;
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}
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pChord = rCommand.m_PlayList.GetHead();
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// If no chord connection was found, create one.
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if (!pChord)
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{
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int nextDuration = oldbeats;
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pChord = AddCadence(rCommand.m_PlayList, &pSearch->m_Start, 0);
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if (pChord)
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{
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pChord->GetItemValue().m_nMinbeats = 0;
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}
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if (pCadence1)
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{
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AddCadence(rCommand.m_PlayList, pCadence1, nextDuration);
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mint++;
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maxt += nextDuration;
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nextDuration = nBPM + 1;
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}
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if (pCadence2)
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{
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AddCadence(rCommand.m_PlayList, pCadence2, nextDuration);
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mint++;
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maxt += nextDuration;
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nextDuration = nBPM + 1;
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}
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AddCadence(rCommand.m_PlayList, &pSearch->m_Start, nextDuration);
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mint++;
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maxt += nextDuration;
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}
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else
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{
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int chordCount = (int) rCommand.m_PlayList.GetCount();
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int avMax;
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if (chordCount > 1) chordCount--;
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avMax = maxt / chordCount;
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if (avMax < 1) avMax = 1;
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if (pCadence1)
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{
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if (pCadence2)
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{
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AddCadence(rCommand.m_PlayList, pCadence2, avMax);
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maxt += avMax;
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mint++;
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}
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AddCadence(rCommand.m_PlayList, &pSearch->m_End, avMax);
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maxt += avMax;
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mint++;
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}
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else if (pCadence2)
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{
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AddCadence(rCommand.m_PlayList, &pSearch->m_End, avMax);
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maxt += avMax;
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mint++;
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}
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}
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// Prepare a ratio to apply to each connection.
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top = pSearch->m_nBeats - mint;
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bottom = maxt - mint;
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if (bottom <= 0) bottom = 1;
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// Assign each connection a time based on the ratio.
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total = 0;
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pChord = rCommand.m_PlayList.GetHead();
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for (; pChord; pChord = pChord->GetNext())
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{
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PlayChord& rChord = pChord->GetItemValue();
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int beat = rChord.m_nMaxbeats - rChord.m_nMinbeats;
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beat *= top;
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beat += (bottom >> 1);
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beat /= bottom;
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if (beat < rChord.m_nMinbeats) beat = rChord.m_nMinbeats;
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if (beat > rChord.m_nMaxbeats) beat = rChord.m_nMaxbeats;
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total += beat;
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rChord.m_nBeat = (short)total;
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}
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// We should now have a close approximation of the correct time.
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// Stretch or shrink the range to fit exactly. Err on the side
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// of too long, since jostleback will scrunch them back in place.
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// But DON'T violate min/max for each chord.
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pChord = rCommand.m_PlayList.GetHead();
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int lastbeat = 0;
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for (; pChord; pChord = pChord->GetNext())
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{
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PlayChord& rChord = pChord->GetItemValue();
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int newbeat = (rChord.m_nBeat * pSearch->m_nBeats) + total - 1;
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newbeat /= total;
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if ((newbeat - lastbeat) < rChord.m_nMinbeats) newbeat = lastbeat + rChord.m_nMinbeats;
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if ((newbeat - lastbeat) > rChord.m_nMaxbeats) newbeat = lastbeat + rChord.m_nMaxbeats;
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rChord.m_nBeat = (short)newbeat;
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lastbeat = newbeat;
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if (!pChord->GetNext()) total = rChord.m_nBeat;
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}
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// Now we should have times close to the real thing.
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pChord = rCommand.m_PlayList.GetItem(rCommand.m_PlayList.GetCount() - 1);
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if (pChord)
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{
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JostleBack(rCommand.m_PlayList, pChord, pSearch->m_nBeats - total);
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}
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// Now, add the starting time offset to each chord.
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// And, remove the straggler last chord.
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AlignChords(rCommand.m_PlayList.GetHead(), 0, nBPM);
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pChord = rCommand.m_PlayList.GetHead();
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for (; pChord; )
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{
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pChord->GetItemValue().m_nMeasure =
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(short)( ( pChord->GetItemValue().m_nBeat / nBPM ) + rCommand.m_nMeasure );
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pChord->GetItemValue().m_nBeat %= nBPM;
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if (pChord->GetNext())
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{
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pChord = pChord->GetNext();
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}
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else
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{
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rCommand.m_PlayList.Remove(pChord);
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delete pChord;
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break;
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}
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}
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}
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void CDMCompos::ComposePlayList2(TList<PlayChord>& PlayList,
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IDirectMusicStyle* pStyle,
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IDirectMusicChordMap* pPersonality,
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TList<TemplateCommand>& rCommandList)
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{
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// Extract the style's time signature.
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DMUS_TIMESIGNATURE TimeSig;
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pStyle->GetTimeSignature(&TimeSig);
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short nBPM = TimeSig.bBeatsPerMeasure;
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IDMPers* pDMP;
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pPersonality->QueryInterface(IID_IDMPers, (void**)&pDMP);
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DMPersonalityStruct* pPers;
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pDMP->GetPersonalityStruct((void**)&pPers);
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TList<DMChordEntry> &ChordMap = pPers->m_ChordMap;
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TList<DMSignPost> &SignPostList = pPers->m_SignPostList;
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TListItem<DMSignPost> *pSign = SignPostList.GetHead();
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for (; pSign; pSign = pSign->GetNext())
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{
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pSign->GetItemValue().m_dwTempFlags = 0;
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}
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// Assign specific root sign posts, then letter based sign posts.
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TList<CompositionCommand> CommandList;
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TListItem<TemplateCommand>* pTC = rCommandList.GetHead();
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for(; pTC; pTC = pTC->GetNext())
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{
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TemplateCommand& rTC = pTC->GetItemValue();
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TListItem<CompositionCommand>* pNew = new TListItem<CompositionCommand>;
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if (pNew)
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{
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CompositionCommand& rNew = pNew->GetItemValue();
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rNew.m_nMeasure = rTC.m_nMeasure;
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rNew.m_Command = rTC.m_Command;
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rNew.m_dwChord = rTC.m_dwChord;
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rNew.m_pSignPost = NULL;
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rNew.m_pFirstChord = NULL;
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CommandList.AddTail(pNew);
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}
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}
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ChooseSignPosts(SignPostList.GetHead(), CommandList.GetHead(),DMUS_SIGNPOSTF_ROOT, false);
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ChooseSignPosts(SignPostList.GetHead(), CommandList.GetHead(),DMUS_SIGNPOSTF_LETTER, false);
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ChooseSignPosts(SignPostList.GetHead(), CommandList.GetHead(),DMUS_SIGNPOSTF_ROOT, true);
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ChooseSignPosts(SignPostList.GetHead(), CommandList.GetHead(),DMUS_SIGNPOSTF_LETTER, true);
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// Now, we should have a chord assigned for each node in the template.
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TListItem<CompositionCommand>* pCommand = CommandList.GetHead();
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for (; pCommand; pCommand = pCommand->GetNext())
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{
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CompositionCommand& rCommand = pCommand->GetItemValue();
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if (rCommand.m_dwChord == 0) continue; // Only command, no chord.
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if (rCommand.m_pSignPost)
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{
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TListItem<CompositionCommand>* pNext = GetNextChord(pCommand);
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if (pNext)
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{
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CompositionCommand& rNext = pNext->GetItemValue();
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SearchInfo *pSearch = &rCommand.m_SearchInfo;
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DMChordData *pCadence1 = NULL;
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DMChordData *pCadence2 = NULL;
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pSearch->m_Start = rCommand.m_pSignPost->GetItemValue().m_ChordData;
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if (rNext.m_dwChord & DMUS_SIGNPOSTF_CADENCE)
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{
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pSign = rNext.m_pSignPost;
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DMSignPost& rSign = pSign->GetItemValue();
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if (rSign.m_dwFlags & DMUS_SPOSTCADENCEF_1)
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{
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pSearch->m_End = rSign.m_aCadence[0];
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pCadence1 = &rSign.m_aCadence[0];
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if (rSign.m_dwFlags & DMUS_SPOSTCADENCEF_2)
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{
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pCadence2 = &rSign.m_aCadence[1];
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}
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}
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else if (rSign.m_dwFlags & DMUS_SPOSTCADENCEF_2)
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{
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pSearch->m_End = rSign.m_aCadence[1];
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pCadence2 = &rSign.m_aCadence[1];
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}
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else
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{
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pSearch->m_End = rSign.m_ChordData;
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}
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}
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else
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{
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pSearch->m_End = rNext.m_pSignPost->GetItemValue().m_ChordData;
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}
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//**********pSearch->m_nActivity = (short) wActivity;
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pSearch->m_nBeats = (short)( (rNext.m_nMeasure - rCommand.m_nMeasure) * nBPM );
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pSearch->m_nMaxChords = (short)( pSearch->m_nBeats );
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pSearch->m_nMinChords = 0; // should be 1?
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FindEarlierSignpost(CommandList.GetHead(), pCommand, pSearch);
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// rCommand holds the playlist and the measure used by ChordConnections
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// (it should be passed by reference since the playlist changes)
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ChordConnections2(ChordMap, rCommand, pSearch, nBPM, pCadence1, pCadence2);
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}
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else
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{
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AddChord(rCommand.m_PlayList, &rCommand.m_pSignPost->GetItemValue().m_ChordData,
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rCommand.m_nMeasure,0);
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}
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}
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}
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// Take all the Chord references and fold 'em into one list.
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pCommand = CommandList.GetHead();
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for (; pCommand; pCommand = pCommand->GetNext())
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{
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PlayList.Cat(pCommand->GetItemValue().m_PlayList.GetHead());
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pCommand->GetItemValue().m_PlayList.RemoveAll();
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}
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CleanUpBreaks(PlayList, CommandList.GetHead());
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pDMP->Release();
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}
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