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ScriptCommandProcessor.cpp
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/*
* ScriptCommandProcessor.cpp
*
* Created on: Apr 16, 2014
* Author: edwinrietmeijer
*/
#include "ScriptCommandProcessor.h"
namespace scprocessor {
ScriptCommandProcessor::ScriptCommandProcessor() : aScriptStack_( nullptr ), isDump_( false ), dummyPlayScriptCommand_( new scriptcommand::ScriptCommand( this -> setDummyPlaySCPointer() ) ) {
this -> resetStack();
}
ScriptCommandProcessor::ScriptCommandProcessor( std::vector<std::vector<scriptcommand::ScriptCommand *> > & aScrCommStack ) : aScriptStack_( & aScrCommStack ), isDump_( false ), dummyPlayScriptCommand_( new scriptcommand::ScriptCommand( this -> setDummyPlaySCPointer() ) ) {
this -> resetStack();
}
void ScriptCommandProcessor::resetStack() {
scrStackLoopSize_.clear();
scrStackLoopPos_.clear();
std::vector<std::vector<scriptcommand::ScriptCommand *> >:: iterator pos;
for( pos = aScriptStack_ -> begin(); pos != aScriptStack_ -> end(); ++pos ) {
scrStackLoopSize_.push_back( pos -> size() );
scrStackLoopPos_.push_back ( 0 );
playStacks_.push_back( nullptr );
waitDur_.push_back( 0.0 );
}
}
void ScriptCommandProcessor::setStack( std::vector<std::vector<scriptcommand::ScriptCommand *> > & aScrCommStack ) {
aScriptStack_ = & aScrCommStack;
this -> resetStack();
}
void ScriptCommandProcessor::dumpStack() {
for ( int scrStackPos = 0; scrStackPos < aScriptStack_ -> size(); ++scrStackPos ) {
std::cout << "Script Stack Loop " << scrStackPos + 1<< ": " << std::endl;
for ( int scrLoopPos = 0; scrLoopPos < ( aScriptStack_ -> at( scrStackPos ) ).size(); ++scrLoopPos ) {
( aScriptStack_ -> at( scrStackPos ) ).at( scrLoopPos ) -> dump();
}
}
}
void ScriptCommandProcessor::prerunStack() {
bool isCurrScrCommPlay = false;
for ( int scrStackPos = 0; scrStackPos < aScriptStack_ -> size(); ++scrStackPos ) {
std::cout << "starting pre-run of loop " << scrStackPos + 1 << " at index " << scrStackLoopPos_.at( scrStackPos ) << " of loop size " << ( aScriptStack_ -> at( scrStackPos ) ).size()<< std::endl;
// Check to see if the script command that is currently pointed to in this loop is playable
// ( and is thus being played )
isCurrScrCommPlay = ( aScriptStack_ -> at( scrStackPos ) ).at( scrStackLoopPos_.at( scrStackPos ) ) -> isPlay();
// std::cout << "SC playable: " << isCurrScrCommPlay << std::endl;
// If current SC is playable, and the loops' playSC pointer is empty, point it to the current script command
if ( isCurrScrCommPlay && playStacks_.at( scrStackPos ) == nullptr ) {
playStacks_.at( scrStackPos ) = ( aScriptStack_ -> at( scrStackPos ) ).at( scrStackLoopPos_.at( scrStackPos ) );
// std::cout << " added index " << scrStackLoopPos_.at( scrStackPos ) << " to playloop pointer of loop " << scrStackPos + 1 << std::endl;
// This script command has been processed/pointed to, so increment the loop index
++scrStackLoopPos_.at( scrStackPos );
// If reached the end of the loops' script command vector, set pointer to zero
if ( scrStackLoopPos_.at( scrStackPos ) >= ( aScriptStack_ -> at( scrStackPos ) ).size() ) {
scrStackLoopPos_.at( scrStackPos ) = 0;
}
}
// If current SC is NOT playable, run it ( 'pre-run' )
if ( ! isCurrScrCommPlay ) {
int loopRanNo = 0;
while ( ! isCurrScrCommPlay ) {
// Dump to console if isDump is enabled( true )
if ( isDump_ ) {
( aScriptStack_ -> at( scrStackPos ) ).at( scrStackLoopPos_.at( scrStackPos ) ) -> dump();
}
// Run currently pointed-to script command, and increment pointer
// toConsole( "Running pre-run type ScriptCommand");
// std::cout << " loop index " << ( scrStackLoopPos_.at( scrStackPos ) ) << " being run" << std::endl;
( aScriptStack_ -> at( scrStackPos ) ).at( scrStackLoopPos_.at( scrStackPos ) ) -> run();
// Increment loop index
++scrStackLoopPos_.at( scrStackPos );
// If reached the end of the loops' script command vector, set pointer to zero
if ( scrStackLoopPos_.at( scrStackPos ) >= ( aScriptStack_ -> at( scrStackPos ) ).size() ) {
scrStackLoopPos_.at( scrStackPos ) = 0;
}
// Check if the NEXT SC is playable. If so, the 'while' loop will end
isCurrScrCommPlay = ( aScriptStack_ -> at( scrStackPos ) ).at( scrStackLoopPos_.at( scrStackPos) ) -> isPlay();
// Check if the loop has been run as many times as there are commands in the stack,
// WITHOUT finding a playable script command (see previous line of code)
// This would indicate no play script commands in the loop, resulting in an infinite pre-run loop
// If this is the case, point the loops' playStacks_ pointer to the dummy play script command object
++loopRanNo;
// std::cout << "loopRanNo: " << loopRanNo << std::endl;
if ( loopRanNo >= ( aScriptStack_ -> at( scrStackPos ) ).size() ) {
playStacks_.at( scrStackPos ) = dummyPlayScriptCommand_;
isCurrScrCommPlay = true;
}
} // end of while ( ! isCurrScrCommPlay )
} // end of if ( ! isCurrScrCommPlay )
if ( isCurrScrCommPlay && playStacks_.at( scrStackPos ) == nullptr ) {
playStacks_.at( scrStackPos ) = ( aScriptStack_ -> at( scrStackPos ) ).at( scrStackLoopPos_.at( scrStackPos ) );
// std::cout << " added index " << scrStackLoopPos_.at( scrStackPos ) << " to playloop pointer of loop " << scrStackPos + 1 << " AFTER pre-run stage" << std::endl;
}
}
// for ( int scrStackPos = 0; scrStackPos < aScriptStack_ -> size(); ++scrStackPos ) {
//
// bool isCurrScrCommPlay = false;
//
// int loopRanNo = 0;
//
// isCurrScrCommPlay = ( aScriptStack_ -> at( scrStackPos ) ).at( scrStackLoopPos_.at( scrStackPos) ) -> isPlay();
//
// while ( ! isCurrScrCommPlay ) {
//
// // If dump is enabled ( isDump_ == true ), dump to console
// if ( isDump_ ) {
// ( aScriptStack_ -> at( scrStackPos ) ).at( scrStackLoopPos_.at( scrStackPos) ) -> dump();
// }
//
// ( aScriptStack_ -> at( scrStackPos ) ).at( scrStackLoopPos_.at( scrStackPos) ) -> run();
//
// ++scrStackLoopPos_.at( scrStackPos);
//
// isCurrScrCommPlay = ( aScriptStack_ -> at( scrStackPos ) ).at( scrStackLoopPos_.at( scrStackPos) ) -> isPlay();
//
// // Check if the loop has been run as many times as there are commands in the stack,
// // WITHOUT finding a playable script command (see previous line of code)
// // This would indicate no play script commands in the loop, resulting in an infinite pre-run loop
// // If this is the case, point the loops' playStacks_ pointer to the dummy play script command object
// ++loopRanNo;
// if ( loopRanNo >= ( aScriptStack_ -> at( scrStackPos ) ).size() ) {
// std::cout << "Linked to dummy play script command" << std::endl;
// playStacks_.at( scrStackPos ) = dummyPlayScriptCommand_;
// isCurrScrCommPlay = true;
// }
// }
//
// if ( isCurrScrCommPlay ) {
// std::cout << "Setting playStacks_ pointer" << std::endl;
// playStacks_.at( scrStackPos ) = ( aScriptStack_ -> at( scrStackPos ) ).at( scrStackLoopPos_.at( scrStackPos) );
// }
// }
}
void ScriptCommandProcessor::playStack( double & timingDiff ) {
int scrStackPos = 0;
int scriptStackSize = aScriptStack_ -> size();
while ( scrStackPos < scriptStackSize ) {
if ( waitDur_.at( scrStackPos ) <= 0.0 ) {
waitDur_.at( scrStackPos ) = 0.0;
if ( playStacks_.at( scrStackPos ) != nullptr ) {
if ( isDump_ ) {
playStacks_.at( scrStackPos ) -> dump();
}
ScriptCommandReturn returnedScriptData;
returnedScriptData = playStacks_.at( scrStackPos ) -> run();
waitDur_.at( scrStackPos ) = returnedScriptData.commandDur;
if ( ! * returnedScriptData.isPlaying ) {
playStacks_.at( scrStackPos ) = nullptr;
}
}
}
waitDur_.at( scrStackPos ) -= timingDiff;
++scrStackPos;
scriptStackSize = aScriptStack_ -> size();
}
this -> prerunStack();
}
void ScriptCommandProcessor::setDump( bool newIsDump ) {
isDump_ =newIsDump;
}
ScriptCommandVars ScriptCommandProcessor::setDummyPlaySCPointer() {
ScriptCommandVars dummyPlayScriptCommVars;
dummyPlayScriptCommVars.noteBlock = nullptr;
dummyPlayScriptCommVars.generator = nullptr;
dummyPlayScriptCommVars.noteBlockFunction = customtypes::PLAY;
dummyPlayScriptCommVars.generatorFunction = customtypes::NO_GEN_FUNC;
return dummyPlayScriptCommVars;
}
void ScriptCommandProcessor::setScriptFileName( std::string scrFileName ) {
scriptFileName_ = scrFileName;
}
ScriptCommandProcessor::~ScriptCommandProcessor() {
}
void initStack( std::vector<scriptcommand::ScriptCommand *> & stackToInit, bool isDump ) {
std::vector<scriptcommand::ScriptCommand *>:: iterator initPos;
for ( initPos = stackToInit.begin(); initPos != stackToInit.end(); ++initPos ) {
bool checkedForPlay = false;
checkedForPlay = ( * initPos ) -> isPlay();
if ( ! checkedForPlay ) {
if ( isDump ) {
( *initPos ) -> dump();
}
( * initPos ) -> run();
}
}
}
void initStack( std::vector<scriptcommand::ScriptCommand *> & stackToInit) {
initStack( stackToInit, 0 );
}
} /* namespace scprocessor */