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// LilyPond's second egg of columbus!
#ifndef REQUEST_HH
#define REQUEST_HH
#include "glob.hh"
#include "string.hh"
/// a voice element wants something printed
struct Request {
Voice_element*elt; // indirection.
/****************/
virtual void print()const ;
virtual Note_req *note() {return 0;}
virtual Stem_req *stem() {return 0;}
virtual Rest_req *rest() {return 0;}
virtual Rhythmic_req*rhythmic() { return 0;}
Request(Voice_element*);
Request();
virtual Real duration() const { return 0.0; }
virtual Request* clone() const =0;
};
/**
Any Voice_element can do a number of requests. A request is done
to the #Staff# which contains the #Voice_element#. The staff decides
whether to to honor the request, ignore it, or merge it with other
requests. Merging of requests is preferably done with other
requests done by members of the same voicegroups (beams, brackets, stems)
Please refer to the documentation of the Child classes of
#Request# for explanation of each request type.
The result of a request will be an #Item# or a #Spanner#, which
will be put on a #PStaff#. Note that the #PStaff# and the original
#Staff# need not have anything in common. For example, the
``double'' piano Staff could interpret commands which juggle
melodies across the left and right hand, and may put the result in
two five-line PStaffs (maybe with extra PStaffs to carry the dynamic
signs and any lyric.
The class #Staff# should be thought as a container for the
#Voice#s, and an interpreter for #Request#s and #Command#s.
Different staffs can produce different outputs; a melodious voice
which is put into a percussion-Staff, will be typeset as the rythm of
that voice.
After #Staff# made up her mind (Would #Staff# be a smart
name? How about #struct Susan {}# :-), the resultant items and
spanners are put on the PScore, and pointers to these items are
stored in the #Voice_element#. This construction enables the
beams/stems to look up the balls it has to connect to. */
/// a request with a duration
struct Rhythmic_req : Request {
int balltype;
int dots;
/****************/
Real duration() const;
Rhythmic_req(Voice_element*);
Rhythmic_req*rhythmic() { return this;}
void print ()const;
Request*clone() const;
};
/// Put a note of specified type, height, and with accidental on the staff.
struct Note_req : Rhythmic_req {
char name;
int octave;
int accidental;
bool forceacc;
/****************/
// return height from central c (in halflines)
int height()const;
Note_req(Voice_element*v);
Note_req*note() { return this;}
virtual void print() const;
Request*clone() const;
};
/**
Staff has to decide if the ball should be hanging left or right. This
influences the horizontal dimensions of a column, and this is why
request processing should be done before horizontal spacing.
Other voices' frivolities may cause the need for accidentals, so this
is also for the Staff to decide. The Staff can decide on positioning
based on ottava commands and the appropriate clef.
*/
///Put a rest on the staff.
struct Rest_req : Rhythmic_req {
void print()const;
Rest_req(Voice_element*v) : Rhythmic_req(v) { }
Rest_req * rest() { return this;}
Request*clone() const ;
};
/**
Why a request? It might be a good idea to not typeset the rest, if the paper is too crowded.
*/
/// attach a stem to the noteball
struct Stem_req : Request {
/// 4,8,16, ..
int stem_number;
virtual Stem_req *stem() {return this;}
Stem_req(Voice_element*v, int s) : Request(v) { stem_number = s; }
Request*clone() const;
};
#if 0
///Put a lyric above or below (?) this staff.
struct Lyric_req : Request {
String text;
};
///Put a script above or below this ``note''
struct Script_req : Request {
int orientation;
Symbol sym;
};
/**
eg upbow, downbow. Why a request? These symbols may conflict with slurs and brackets, so this
also a request
*/
///Draw a (Guitar) chord above or below this ``note''
struct Chord : Request {
// don't know how this looks.
};
/**
Why a request?
Because everything else is done in requests.
*/
/// for absolute dynamics
enum Loudness {
FFF, FF, F, MF, MP, P, PP, PPP
} ;
/// requests to start or stop something.
struct Span_req : Request {
/// should the spanner start or stop, or is it unwanted?
enum {
NOSPAN, START, STOP
} spantype ;
};
/**
This type of request typically results in the creation of a #Spanner#
*/
///Start / stop a beam at this note.
struct Beam_req : Span_req {
int nplet;
};
/** Staff will have to combine this with the stem_request, since the
number of flags that a stem wants to carry will determine the
number of beams. if #nplet# is set, the staff will try to put an
appropriate number over the beam
[what to do if the nplet fields of start and stop conflict?]
*/
///Start / stop a slur or a bracket.
struct Bracket_req : Span_req {
int nplet;
};
/**
Start/stop a bracket at this note. if #nplet# is set, the staff will
try to put an appropriate number over the bracket
*/
/// a slur
struct Slur_req : Span_req {
};
/// helper in the hierarchy
struct Dynamic {
Real subtime;
};
/** Each dynamic is bound to one note ( a crescendo spanning multiple
notes is thought to be made of two "dynamics": a start and a stop).
Dynamic changes can occur in a smaller time than the length of its
note, therefore fore each Dynamic request carries a time, measured
from the start of its note.
This subfield would come in handy, if mpp96 was adapted for midi
support.
Dynamic should have been derived from request, but I don't want to
fuss with virtual baseclasses. */
/// do a crescendo
struct Cresc_req : Span_req, Dynamic {
};
/// do a decrescendo
struct Decresc_req : Span_req, Dynamic {
};
/// do a dynamic like "fff" or "mp"
struct Absdynamic_req : Request, Dynamic {
Loudness loudness;
};
#endif
#endif
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