Mercurial > hg > tweakathon2ios
view SequenceController.mm @ 41:ba426cc4e6e1
better sequence gen , same for easy (1) and hard (many ) seq
fixed judder on sliders
author | Robert Tubb <rt300@eecs.qmul.ac.uk> |
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date | Fri, 05 Dec 2014 18:36:05 +0000 |
parents | 96ff7b41923a |
children | 2bd658b44c2d |
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// // SequenceGenerator.mm // riftathon // // Created by Robert Tubb on 21/10/2014. // // #include "SequenceController.h" AnimStep::AnimStep(){ type = PREVIEW_NEUTRAL_COUNT; presetIndex = -1; seqNumber = -1; runNumber = -1; whichInSequence = -1; tempo = MIN_TEMPO; isLastOfSeq = false; isLastOfRun = false; isLastOfAll = false; showsGuides = false; showsIcons = true; showsResultsAtEnd = false; difficulty = 0; setTimeFromTempo(); } void AnimStep::saveResult(TrainingTestResult aresult){ result = aresult; } Step::Step(){ type = COUNT_IN; showsTargetIcon = false; showsControlSettings = false; showsControlGuides = false; showsMatchResults = false; hidesSliders = true; isPreview = false; allowsCandidateControl = false; playsTarget = false; playsCandidate = false; showsCountDown = true; isLastOfSeq = false; isLastOfRun = false; isLastOfAll = false; presetIndex = -1; seqNumber = -1; runNumber = -1; tempo = MIN_TEMPO; } void Step::setAsBlankCounter(){ type = COUNT_IN; showsTargetIcon = false; showsControlSettings = false; showsControlGuides = false; showsMatchResults = false; hidesSliders = true; isPreview = false; allowsCandidateControl = false; playsTarget = false; playsCandidate = false; showsCountDown = true; } void Step::setAsPreviewPreparer(){ type = PREVIEW_PREPARER; showsTargetIcon = true; showsControlSettings = false; showsControlGuides = true; showsMatchResults = false; hidesSliders = true; isPreview = true; allowsCandidateControl = true; playsTarget = true; playsCandidate = false; showsCountDown = true; } void Step::setAsPreviewPlayer(){ type = PREVIEW_DISPLAYER; showsTargetIcon = true; showsControlSettings = false; showsControlGuides = true; showsMatchResults = false; hidesSliders = false; isPreview = true; allowsCandidateControl = true; playsTarget = true; playsCandidate = false; showsCountDown = false; } void Step::setAsMatchingPreparer(){ // just a count down type = MATCHING_PREPARER; showsTargetIcon = true; showsControlSettings = false; showsControlGuides = false; showsMatchResults = false; hidesSliders = true; isPreview = false; allowsCandidateControl = true; playsTarget = true; playsCandidate = false; showsCountDown = true; } void Step::setAsMatchingInteraction(){ type = MATCHING_INTERACTION; showsTargetIcon = true; showsControlSettings = false; showsControlGuides = true; showsMatchResults = false; hidesSliders = false; isPreview = false; allowsCandidateControl = true; playsTarget = false; playsCandidate = false; // ?? showsCountDown = false; } void Step::setAsMatchingFeedback(){ type = MATCHING_INTERACTION; showsTargetIcon = false; showsControlSettings = false; showsControlGuides = false; showsMatchResults = true; hidesSliders = true; isPreview = false; allowsCandidateControl = false; playsTarget = false; playsCandidate = true; // ?? showsCountDown = false; } //================================================================= //================================================================= //================================================================= SequenceController::SequenceController(){ }; //------------------------------------------------------------------- void SequenceController::init(bool asoundOnlyMode){ soundOnlyMode = asoundOnlyMode; tempoInc = float(MAX_TEMPO - MIN_TEMPO) / float(NUM_TEMPO_STEPS); timeInc = (MAX_TIME - MIN_TIME) / NUM_TEMPO_STEPS; generateSteps(); setToStart(); }; //------------------------------------------------------------------- AnimStep SequenceController::getNextStep(){ currentStep++; if ((*currentStep).isLastOfRun){ // uh } if ((*currentStep).isLastOfSeq){ } return (*currentStep); }; //------------------------------------------------------------------- void SequenceController::setToStart(){ currentStep = steps.begin(); } //------------------------------------------------------------------- void SequenceController::stepForward(){ currentStep++; }; //------------------------------------------------------------------- float SequenceController::getStartTickTime(){ return 1000. * (60.0/MIN_TEMPO); } //------------------------------------------------------------------- void SequenceController::generateSteps(){ srand (time(NULL)); int run = 0; for(int numInSequence = MIN_TARGETS_IN_SEQUENCE; numInSequence <= MAX_TARGETS_IN_SEQUENCE; numInSequence++){ for(int rep = 0; rep < NUM_REPETITIONS_AT_LEVEL; rep++){ generateCountIn(1); if (soundOnlyMode){ generateASoundOnlyRun(run, numInSequence); }else { generateRun(run, numInSequence); } steps.back().isLastOfRun = true; run++; cout << "-generate run finished-" << endl; } } totNumRuns = run; steps.back().isLastOfAll = true; }; //------------------------------------------------------------------- void SequenceController::generateCountIn(int countInLength){ AnimStep countStep; for (int i = 0; i < countInLength; i++){ countStep.whichInSequence = countInLength - i + 1; countStep.type = AnimStep::PREVIEW_NEUTRAL_COUNT; countStep.showsResultsAtEnd = false; steps.push_back(countStep); } }; //------------------------------------------------------------------- vector<int> SequenceController::randomSequence(int numInSequence){ vector<int> stepPresetIndices; // get some random ints for(int n=0; n < numInSequence; n++){ int nextPreset = getRandomButNot(NUM_PRESETS,stepPresetIndices); stepPresetIndices.push_back(nextPreset); cout << nextPreset << ","; } return stepPresetIndices; } vector<int> SequenceController::nonRandomSequence(int numInSequence){ vector<int> stepPresetIndices; // get some random ints for(int n=0; n < numInSequence; n++){ int nextPreset = n; stepPresetIndices.push_back(nextPreset); cout << nextPreset << ","; } return stepPresetIndices; } //------------------------------------------------------------------- void SequenceController::generateRun(int run, int numInSequence){ float curTempo = MIN_TEMPO; int seqNo = 0; AnimStep nextStep; for(int tempoLevel = 0; tempoLevel < NUM_TEMPO_STEPS; tempoLevel++){ // first we have a preparation count in nextStep.presetIndex = -1; // minus one means "blank" nextStep.runNumber = run; nextStep.seqNumber = seqNo; nextStep.whichInSequence = 0; nextStep.tempo = curTempo; nextStep.tempoLevel = tempoLevel; nextStep.setTimeFromTempo(); nextStep.showsGuides = true; nextStep.difficulty = 0; nextStep.type = AnimStep::PREVIEW_NEUTRAL_COUNT; nextStep.showsResultsAtEnd = false; //nextStep = makeFirstCountIn(); steps.push_back(nextStep); if(numInSequence > 1){ // xtra count for tricky one steps.push_back(nextStep); } // generate a sequence of random preset indices vector<int> stepPresetIndices = randomSequence(numInSequence); nextStep.thisSequence = stepPresetIndices; makePreview(stepPresetIndices, run, nextStep); // make GUIDED sequence (1 and 2) makeGuidedSequence(stepPresetIndices, run, nextStep); makeGuidedSequence(stepPresetIndices, run, nextStep); // make matching sequence without icon seq help makeMatchingSequence(stepPresetIndices, run, nextStep); makeMatchingSequence(stepPresetIndices, run, nextStep); steps.back().isLastOfSeq = true; if(numInSequence == 1){ curTempo += tempoInc*0.8; // easier!!!??? will mess up time points }else{ curTempo += tempoInc; } seqNo++; cout << endl; } // ANIM nextStep.setAsBlankCounter(); nextStep.type = AnimStep::MATCHING_NEUTRAL_COUNT; steps.push_back(nextStep); } void SequenceController::makePreview(vector<int> stepPresetIndices, int run, AnimStep& nextStep){ // MAKE PREVIEW int n = 1; for(auto si = stepPresetIndices.begin(); si < stepPresetIndices.end(); si++){ // put loader nextStep.presetIndex = *si; nextStep.runNumber = run; nextStep.whichInSequence = n; nextStep.showsGuides = true; nextStep.showsIcons = true; nextStep.showsResultsAtEnd = false; nextStep.type = AnimStep::PREVIEW_MOVE; steps.push_back(nextStep); n++; } // move back to neutral nextStep.presetIndex = -1; nextStep.type = AnimStep::PREVIEW_LAST; nextStep.whichInSequence = 0; nextStep.difficulty = 0; nextStep.showsResultsAtEnd = true; steps.push_back(nextStep); } void SequenceController::makeGuidedSequence(vector<int> stepPresetIndices, int run, AnimStep& nextStep){ int n = 1; for(auto si = stepPresetIndices.begin(); si < stepPresetIndices.end(); si++){ // put loader nextStep.difficulty = 1; nextStep.presetIndex = *si; nextStep.runNumber = run; nextStep.whichInSequence = n; nextStep.setTimeFromTempo(); nextStep.showsGuides = true; nextStep.showsIcons = true; nextStep.showsResultsAtEnd = true; nextStep.type = AnimStep::MATCHING_MOVE; steps.push_back(nextStep); if (SPACER_BARS){ nextStep.type = AnimStep::MATCHING_LAST; steps.push_back(nextStep); } n++; } // move back to neutral nextStep.presetIndex = -1; nextStep.type = AnimStep::MATCHING_LAST; nextStep.showsGuides = true; nextStep.showsIcons = true; nextStep.whichInSequence = END_NEUTRAL_MATCH; nextStep.difficulty = 0; nextStep.showsResultsAtEnd = true; steps.push_back(nextStep); } void SequenceController::makeMatchingSequence(vector<int> stepPresetIndices, int run, AnimStep& nextStep){ int n = 1; for(auto si = stepPresetIndices.begin(); si < stepPresetIndices.end(); si++){ // put loader nextStep.difficulty = 2; nextStep.presetIndex = *si; nextStep.runNumber = run; nextStep.whichInSequence = n; nextStep.setTimeFromTempo(); nextStep.showsGuides = false; nextStep.showsIcons = false; nextStep.showsResultsAtEnd = true; nextStep.type = AnimStep::MATCHING_MOVE; steps.push_back(nextStep); if (SPACER_BARS){ nextStep.type = AnimStep::MATCHING_LAST; steps.push_back(nextStep); } n++; } // move back to neutral nextStep.presetIndex = -1; nextStep.type = AnimStep::MATCHING_LAST; nextStep.whichInSequence = END_NEUTRAL_MATCH; nextStep.difficulty = 0; nextStep.showsGuides = false; // fact that preset is -1 indicates end of each seq nextStep.showsIcons = false; nextStep.showsResultsAtEnd = true; // to record neutral hit steps.push_back(nextStep); } //------------------------------------------------------------------- void SequenceController::generateASoundOnlyRun(int run, int numInSequence){ // here the preview is sound only float curTempo = MIN_TEMPO; int seqNo = 0; AnimStep nextStep; for(int tempoLevel = 0; tempoLevel < NUM_TEMPO_STEPS; tempoLevel++){ // first we have a preparation count in nextStep.presetIndex = -1; // minus one means "blank" nextStep.runNumber = run; nextStep.seqNumber = seqNo; nextStep.whichInSequence = 0; nextStep.difficulty = 0; nextStep.tempo = curTempo; nextStep.showsGuides = true; // guide shown for neutral point nextStep.type = AnimStep::PREVIEW_NEUTRAL_COUNT; nextStep.showsResultsAtEnd = false; steps.push_back(nextStep); // generate a sequence of random preset indices vector<int> stepPresetIndices = randomSequence(numInSequence); nextStep.thisSequence = stepPresetIndices; // make preview sequence int n = 1; for(auto si = stepPresetIndices.begin(); si < stepPresetIndices.end(); si++){ // put loader nextStep.presetIndex = *si; nextStep.runNumber = run; nextStep.seqNumber = seqNo; nextStep.whichInSequence = n; nextStep.tempo = curTempo; nextStep.showsGuides = false; nextStep.showsIcons = false; nextStep.showsResultsAtEnd = false; nextStep.type = AnimStep::PREVIEW_MOVE; steps.push_back(nextStep); if (SPACER_BARS){ nextStep.type = AnimStep::PREVIEW_LAST; steps.push_back(nextStep); } n++; } // move back to neutral nextStep.presetIndex = -1; nextStep.type = AnimStep::PREVIEW_LAST; nextStep.whichInSequence = 0; nextStep.difficulty = 0; nextStep.showsResultsAtEnd = false; steps.push_back(nextStep); // make matching sequence WITHOUT icon seq help makeMatchingSequence(stepPresetIndices, run, nextStep); steps.back().isLastOfSeq = true; curTempo += tempoInc; seqNo++; } // shows last result ? nextStep.type = AnimStep::MATCHING_NEUTRAL_COUNT; steps.push_back(nextStep); } //------------------------------------------------------------------- void SequenceController::generateARun(int run, int numInSequence){ float curTempo = MIN_TEMPO; int seqNo = 0; AnimStep nextStep; for(int tempoLevel = 0; tempoLevel < NUM_TEMPO_STEPS; tempoLevel++){ // first we have a preparation count in nextStep.presetIndex = -1; // minus one means "blank" nextStep.runNumber = run; nextStep.seqNumber = seqNo; nextStep.whichInSequence = 0; nextStep.tempo = curTempo; nextStep.tempoLevel = tempoLevel; nextStep.setTimeFromTempo(); nextStep.showsGuides = false; nextStep.type = AnimStep::PREVIEW_NEUTRAL_COUNT; nextStep.showsResultsAtEnd = false; // two neutrals between the new sequences steps.push_back(nextStep); nextStep.showsGuides = true; steps.push_back(nextStep); // generate a sequence of random preset indices vector<int> stepPresetIndices = randomSequence(numInSequence); nextStep.thisSequence = stepPresetIndices; // make preview sequence int n = 1; for(auto si = stepPresetIndices.begin(); si < stepPresetIndices.end(); si++){ // put loader nextStep.presetIndex = *si; nextStep.runNumber = run; nextStep.seqNumber = seqNo; nextStep.whichInSequence = n; nextStep.showsGuides = true; nextStep.showsIcons = true; nextStep.showsResultsAtEnd = false; nextStep.type = AnimStep::PREVIEW_MOVE; steps.push_back(nextStep); if (SPACER_BARS){ nextStep.type = AnimStep::PREVIEW_LAST; steps.push_back(nextStep); } n++; } // move back to neutral nextStep.presetIndex = -1; nextStep.type = AnimStep::PREVIEW_MOVE; nextStep.difficulty = 0; nextStep.whichInSequence = 0; nextStep.showsResultsAtEnd = true; steps.push_back(nextStep); // make GUIDED sequence n = 1; for(auto si = stepPresetIndices.begin(); si < stepPresetIndices.end(); si++){ // put loader nextStep.difficulty = 1; nextStep.presetIndex = *si; nextStep.seqNumber = seqNo; nextStep.whichInSequence = n; nextStep.showsGuides = true; nextStep.showsIcons = true; nextStep.showsResultsAtEnd = true; nextStep.type = AnimStep::MATCHING_MOVE; steps.push_back(nextStep); if (SPACER_BARS){ nextStep.type = AnimStep::MATCHING_LAST; steps.push_back(nextStep); } n++; } // move back to neutral nextStep.presetIndex = -1; nextStep.whichInSequence = 0; nextStep.type = AnimStep::MATCHING_LAST; nextStep.showsResultsAtEnd = false; steps.push_back(nextStep); // make matching sequence with icon seq help n = 1; for(auto si = stepPresetIndices.begin(); si < stepPresetIndices.end(); si++){ // put loader nextStep.difficulty = 2; nextStep.presetIndex = *si; nextStep.whichInSequence = n; nextStep.showsGuides = false; nextStep.showsIcons = true; nextStep.type = AnimStep::MATCHING_MOVE; nextStep.showsResultsAtEnd = true; steps.push_back(nextStep); if (SPACER_BARS){ nextStep.type = AnimStep::MATCHING_LAST; steps.push_back(nextStep); } n++; } // move back to neutral nextStep.presetIndex = -1; nextStep.whichInSequence = 0; nextStep.type = AnimStep::MATCHING_LAST; nextStep.showsResultsAtEnd = false; steps.push_back(nextStep); // make matching sequence WITHOUT icon seq help n = 1; for(auto si = stepPresetIndices.begin(); si < stepPresetIndices.end(); si++){ // put loader nextStep.difficulty = 3; nextStep.presetIndex = *si; nextStep.whichInSequence = n; nextStep.showsGuides = false; nextStep.showsIcons = false; nextStep.type = AnimStep::MATCHING_MOVE; nextStep.showsResultsAtEnd = true; steps.push_back(nextStep); if (SPACER_BARS){ nextStep.type = AnimStep::MATCHING_LAST; steps.push_back(nextStep); } n++; } nextStep.type = AnimStep::MATCHING_LAST; nextStep.presetIndex = -1; nextStep.whichInSequence = 0; nextStep.showsGuides = false; // so you know when to go to neutral nextStep.showsResultsAtEnd = false; steps.push_back(nextStep); steps.back().isLastOfSeq = true; curTempo += tempoInc; seqNo++; cout << endl; } // ANIM nextStep.setAsBlankCounter(); nextStep.type = AnimStep::MATCHING_NEUTRAL_COUNT; steps.push_back(nextStep); } //----------------------------------------------------------------------- void SequenceController::saveResultForCurrentStep(TrainingTestResult result){ (*currentStep).saveResult(result); } //----------------------------------------------------------------------- TrainingTestResult SequenceController::getResultForPreviousStep(){ if (currentStep == steps.begin()){ cout << "ERROR - " << endl; } return (*currentStep--).result; } //----------------------------------------------------------------------- int SequenceController::getRandomButNot(int max, vector<int> notThese){ bool there = true; int randomInt = rand() % max; if (notThese.size()){ while(there){ randomInt = rand() % max; vector<int>::iterator result = std::find(notThese.begin(), notThese.end(), randomInt); there = (result != notThese.end()); } } return randomInt; };