aboutsummaryrefslogtreecommitdiffstats
path: root/src/lua/ULuaScreenSing.pas
diff options
context:
space:
mode:
Diffstat (limited to 'src/lua/ULuaScreenSing.pas')
-rw-r--r--src/lua/ULuaScreenSing.pas489
1 files changed, 489 insertions, 0 deletions
diff --git a/src/lua/ULuaScreenSing.pas b/src/lua/ULuaScreenSing.pas
new file mode 100644
index 00000000..7e17224c
--- /dev/null
+++ b/src/lua/ULuaScreenSing.pas
@@ -0,0 +1,489 @@
+{* UltraStar Deluxe - Karaoke Game
+ *
+ * UltraStar Deluxe is the legal property of its developers, whose names
+ * are too numerous to list here. Please refer to the COPYRIGHT
+ * file distributed with this source distribution.
+ *
+ * This program is free software; you can redistribute it and/or
+ * modify it under the terms of the GNU General Public License
+ * as published by the Free Software Foundation; either version 2
+ * of the License, or (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program; see the file COPYING. If not, write to
+ * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
+ * Boston, MA 02110-1301, USA.
+ *
+ * $URL: https://ultrastardx.svn.sourceforge.net/svnroot/ultrastardx/branches/experimental/Lua/src/lua/ULuaTexture.pas $
+ * $Id: ULuaTexture.pas 1551 2009-01-04 14:08:33Z Hawkear $
+ *}
+
+unit ULuaScreenSing;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ ULua;
+
+{ returns a table with following structure:
+ t[1..playercount] = score of player i }
+function ULuaScreenSing_GetScores(L: Plua_State): Integer; cdecl;
+
+{ returns a table with following structure:
+ t[1..playercount] = rating of player i range: [0..1] }
+function ULuaScreenSing_GetRating(L: Plua_State): Integer; cdecl;
+
+{ returns a table with following structure:
+ t[1..playercount] = rect of players score background: table(x, y, w, h) }
+function ULuaScreenSing_GetScoreBGRect(L: Plua_State): Integer; cdecl;
+
+{ returns a table with following structure:
+ t[1..playercount] = rect of players rating bar: table(x, y, w, h) }
+function ULuaScreenSing_GetRBRect(L: Plua_State): Integer; cdecl;
+
+{ ScreenSing.GetBPM - no arguments
+ returns the beats per minutes of the current song in quarts }
+function ULuaScreenSing_GetBPM(L: Plua_State): Integer; cdecl;
+
+{ ScreenSing.BeatsToSeconds(Beats: float)
+ returns the time in seconds that the given number of beats (in quarts) last }
+function ULuaScreenSing_BeatsToSeconds(L: Plua_State): Integer; cdecl;
+
+{ ScreenSing.SecondsToBeats(Seconds: float)
+ returns the Beats in quarts that the given seconds last }
+function ULuaScreenSing_SecondsToBeats(L: Plua_State): Integer; cdecl;
+
+{ ScreenSing.GetBeat() - returns current beat of lyricstate (in quarts) }
+function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl;
+
+{ finishes current song, if sing screen is not shown it will raise
+ an error }
+function ULuaScreenSing_Finish(L: Plua_State): Integer; cdecl;
+
+{ ScreenSing.GetSettings - no arguments
+ returns a table filled with the data of TScreenSing.Settings }
+function ULuaScreenSing_GetSettings(L: Plua_State): Integer; cdecl;
+
+{ ScreenSing.SetSettings - arguments: Table
+ sets all attributes of TScreenSing.Settings that are
+ unequal to nil in Table }
+function ULuaScreenSing_SetSettings(L: Plua_State): Integer; cdecl;
+
+{ ScreenSing.GetSongLines - no arguments
+ returns a table filled with lines of the loaded song or
+ nil if no song is loaded (singscreen is not displayed)
+ structure of returned table:
+ array [1.."count of lines"]
+ \
+ | Start: integer - beat the line is displayed at (on top of lyrics display)
+ | Lyric: string - full lyric of the line
+ | Notes: array [1.."count notes of this line"]
+ \
+ | Start: integer - beat the note starts at
+ | Length: integer - length in beats
+ | Tone: integer - pitch that has to be sung, full range
+ | NoteType: integer - 0 for freestyle, 1 for normal, 2 for golden
+ | Text: string - text of this fragment }
+function ULuaScreenSing_GetSongLines(L: Plua_State): Integer; cdecl;
+
+const
+ ULuaScreenSing_Lib_f: array [0..11] of lual_reg = (
+ (name:'GetScores';func:ULuaScreenSing_GetScores),
+ (name:'GetRating';func:ULuaScreenSing_GetRating),
+ (name:'GetBPM';func:ULuaScreenSing_GetBPM),
+ (name:'BeatsToSeconds';func:ULuaScreenSing_BeatsToSeconds),
+ (name:'SecondsToBeats';func:ULuaScreenSing_SecondsToBeats),
+ (name:'GetBeat';func:ULuaScreenSing_GetBeat),
+ (name:'GetScoreBGRect';func:ULuaScreenSing_GetScoreBGRect),
+ (name:'GetRBRect';func:ULuaScreenSing_GetRBRect),
+ (name:'Finish';func:ULuaScreenSing_Finish),
+ (name:'GetSettings';func:ULuaScreenSing_GetSettings),
+ (name:'SetSettings';func:ULuaScreenSing_SetSettings),
+ (name:'GetSongLines';func:ULuaScreenSing_GetSongLines)
+ );
+
+implementation
+uses UScreenSing, UNote, UDisplay, UGraphic, UMusic, ULuaUtils, SysUtils;
+
+{ returns a table with following structure:
+ t[1..playercount] = score of player i }
+function ULuaScreenSing_GetScores(L: Plua_State): Integer; cdecl;
+ var
+ Top: Integer;
+ I: Integer;
+begin
+ Result := 1;
+
+ // pop arguments
+ Top := lua_getTop(L);
+ if (Top > 0) then
+ lua_pop(L, Top);
+
+ // create table
+ lua_createtable(L, Length(Player), 0);
+
+ // fill w/ values
+ for I := 0 to High(Player) do
+ begin
+ lua_pushInteger(L, I + 1);
+ lua_pushInteger(L, Player[I].ScoreTotalInt);
+
+ lua_settable(L, -3);
+ end;
+
+ // leave table on stack, it is our result
+end;
+
+{ returns a table with following structure:
+ t[1..playercount] = rating of player i range: [0..1] }
+function ULuaScreenSing_GetRating(L: Plua_State): Integer; cdecl;
+ var
+ Top: Integer;
+ I: Integer;
+begin
+ Result := 1;
+
+ // pop arguments
+ Top := lua_getTop(L);
+ if (Top > 0) then
+ lua_pop(L, Top);
+
+ // create table
+ lua_createtable(L, Length(Player), 0);
+
+ // fill w/ values
+ for I := 0 to High(ScreenSing.Scores.Players) do
+ begin
+ lua_pushInteger(L, I + 1);
+ lua_pushNumber(L, ScreenSing.Scores.Players[I].RBPos);
+
+ lua_settable(L, -3);
+ end;
+
+ // leave table on stack, it is our result
+end;
+
+{ ScreenSing.GetBPM - no arguments
+ returns the beats per minutes of the current song in quarts }
+function ULuaScreenSing_GetBPM(L: Plua_State): Integer; cdecl;
+begin
+ lua_ClearStack(L);
+ Result := 1;
+
+ if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then
+ lua_PushNumber(L, 0) // in case of error
+ else if (Length(CurrentSong.BPM) = 1) then
+ lua_PushNumber(L, CurrentSong.BPM[0].BPM)
+ else
+ begin
+ // to-do: do this for songs w/ BPM changes
+ // or drop support for BPM changes?!
+ end;
+end;
+
+{ ScreenSing.BeatsToSeconds(Beats: float)
+ returns the time in seconds that the given number of beats (in quarts) last }
+function ULuaScreenSing_BeatsToSeconds(L: Plua_State): Integer; cdecl;
+begin
+ Result := 1;
+
+ if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then
+ lua_PushNumber(L, 0) // in case of error
+ else if (Length(CurrentSong.BPM) = 1) then
+ lua_PushNumber(L, luaL_CheckNumber(L, 1) * 60 / CurrentSong.BPM[0].BPM)
+ else
+ begin
+ // to-do: do this for songs w/ BPM changes
+ // or drop support for BPM changes?!
+ end;
+end;
+
+{ ScreenSing.BeatsToSeconds(Seconds: float)
+ returns the Beats in quarts that the given seconds last }
+function ULuaScreenSing_SecondsToBeats(L: Plua_State): Integer; cdecl;
+begin
+ Result := 1;
+
+ if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then
+ lua_PushNumber(L, 0)
+ else if (Length(CurrentSong.BPM) = 1) then
+ lua_PushNumber(L, luaL_CheckNumber(L, 1) * CurrentSong.BPM[0].BPM / 60)
+ else
+ begin
+ // to-do: do this for songs w/ BPM changes
+ // or drop support for BPM changes?!
+ end;
+end;
+
+{ ScreenSing.GetBeat() - returns current beat of lyricstate (in quarts) }
+function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl;
+var top: Integer;
+begin
+ //remove arguments (if any)
+ top := lua_gettop(L);
+
+ if (top > 0) then
+ lua_pop(L, top);
+
+ //push result
+ lua_pushnumber(L, LyricsState.MidBeat);
+ Result := 1; //one result
+end;
+
+{ returns a table with following structure:
+ t[1..playercount] = rect of players ScoreBG: table(x, y, w, h) }
+function ULuaScreenSing_GetScoreBGRect(L: Plua_State): Integer; cdecl;
+ var
+ Top: Integer;
+ I: Integer;
+begin
+ Result := 1;
+
+ // pop arguments
+ Top := lua_getTop(L);
+ if (Top > 0) then
+ lua_pop(L, Top);
+
+ // create table
+ lua_createtable(L, Length(ScreenSing.Scores.Players), 0);
+
+ // fill w/ values
+ for I := 0 to High(ScreenSing.Scores.Players) do
+ begin
+ lua_pushInteger(L, I + 1);
+
+ if (ScreenSing.Scores.Players[I].Position = High(Byte)) then
+ // player has no position, prevent crash by pushing nil
+ lua_pushNil(L)
+ else
+ with ScreenSing.Scores.Positions[ScreenSing.Scores.Players[I].Position] do
+ lua_PushRect(L, BGX, BGY, BGW, BGH);
+
+
+ lua_settable(L, -3);
+ end;
+
+ // leave table on stack, it is our result
+end;
+
+{ returns a table with following structure:
+ t[1..playercount] = rect of players rating bar: table(x, y, w, h) }
+function ULuaScreenSing_GetRBRect(L: Plua_State): Integer; cdecl;
+ var
+ Top: Integer;
+ I: Integer;
+begin
+ Result := 1;
+
+ // pop arguments
+ Top := lua_getTop(L);
+ if (Top > 0) then
+ lua_pop(L, Top);
+
+ // create table
+ lua_createtable(L, Length(ScreenSing.Scores.Players), 0);
+
+ // fill w/ values
+ for I := 0 to High(ScreenSing.Scores.Players) do
+ begin
+ lua_pushInteger(L, I + 1);
+
+ if (ScreenSing.Scores.Players[I].Position = High(Byte)) then
+ // player has no position, prevent crash by pushing nil
+ lua_pushNil(L)
+ else
+ with ScreenSing.Scores.Positions[ScreenSing.Scores.Players[I].Position] do
+ lua_PushRect(L, RBX, RBY, RBW, RBH);
+
+
+ lua_settable(L, -3);
+ end;
+
+ // leave table on stack, it is our result
+end;
+
+{ finishes current song, if sing screen is not shown it will raise
+ an error }
+function ULuaScreenSing_Finish(L: Plua_State): Integer; cdecl;
+ var Top: Integer;
+begin
+ Result := 0;
+
+ // pop arguments
+ Top := lua_getTop(L);
+ if (Top > 0) then
+ lua_pop(L, Top);
+
+ if (Display.CurrentScreen^ = ScreenSing) then
+ begin
+ ScreenSing.EndSong;
+ end
+ else
+ LuaL_error(L, 'Usdx.ScreenSing.Finish is called, but sing screen is not shown.');
+end;
+
+{ ScreenSing.GetSettings - no arguments
+ returns a table filled with the data of TScreenSing }
+function ULuaScreenSing_GetSettings(L: Plua_State): Integer; cdecl;
+ var Top: Integer;
+begin
+ // pop arguments
+ Top := lua_getTop(L);
+ if (Top > 0) then
+ lua_pop(L, Top);
+
+ lua_createtable(L, 0, 3);
+
+ //fill table w/ info
+ lua_pushBoolean(L, ScreenSing.Settings.LyricsVisible);
+ lua_setField(L, -2, 'LyricsVisible');
+
+ lua_pushBinInt(L, ScreenSing.Settings.NotesVisible);
+ lua_setField(L, -2, 'NotesVisible');
+
+ lua_pushBinInt(L, ScreenSing.Settings.PlayerEnabled);
+ lua_setField(L, -2, 'PlayerEnabled');
+
+
+ Result := 1;
+end;
+
+{ ScreenSing.SetSettings - arguments: Table
+ sets all attributes of TScreenSing.Settings that are
+ unequal to nil in Table }
+function ULuaScreenSing_SetSettings(L: Plua_State): Integer; cdecl;
+ var
+ Key: String;
+begin
+ Result := 0;
+
+ // check for table on stack
+ luaL_checkType(L, 1, LUA_TTABLE);
+
+ // go through table elements
+ lua_pushNil(L);
+ while (lua_Next(L, 1) <> 0) do
+ begin
+ Key := lowercase(lua_ToString(L, -2));
+
+ if (Key = 'lyricsvisible') and (lua_isBoolean(L, -1)) then
+ ScreenSing.settings.LyricsVisible := lua_toBoolean(L, -1)
+ else if (Key = 'notesvisible') and (lua_isTable(L, -1)) then
+ ScreenSing.settings.NotesVisible := lua_toBinInt(L, -1)
+ else if (Key = 'playerenabled') and (lua_isTable(L, -1)) then
+ ScreenSing.settings.PlayerEnabled := lua_toBinInt(L, -1);
+
+ // pop value from stack so key is on top
+ lua_pop(L, 1);
+ end;
+
+ // clear stack from table
+ lua_pop(L, lua_gettop(L));
+
+ ScreenSing.ApplySettings;
+end;
+
+{ ScreenSing.GetSongLines - no arguments
+ returns a table filled with lines of the loaded song or
+ nil if no song is loaded (singscreen is not displayed)
+ structure of returned table:
+ array [1.."count of lines"]
+ \
+ | Start: integer - beat the line is displayed at (on top of lyrics display)
+ | Lyric: string - full lyric of the line
+ | Notes: array [1.."count notes of this line"]
+ \
+ | Start: integer - beat the note starts at
+ | Length: integer - length in beats
+ | Tone: integer - pitch that has to be sung, full range
+ | NoteType: integer - 0 for freestyle, 1 for normal, 2 for golden
+ | Text: string - text of this fragment }
+function ULuaScreenSing_GetSongLines(L: Plua_State): Integer; cdecl;
+ var
+ I, J: Integer;
+begin
+ Result := 1;
+ if (Length(Lines) >= 1) then
+ begin
+ lua_ClearStack(L);
+
+ if not lua_CheckStack(L, 7) then
+ luaL_Error(L, PChar('can''t allocate enough stack space in ULuaScreenSing_GetSongLines'));
+
+ // lines array table
+ lua_CreateTable(L, Length(Lines[0].Line), 0);
+
+ for I := 0 to High(Lines[0].Line) do
+ with Lines[0].Line[I] do
+ begin
+ lua_pushInteger(L, I+1);
+
+ // line struct table
+ lua_CreateTable(L, 0, 3);
+
+ // line start
+ lua_PushInteger(L, Start);
+ lua_SetField(L, -2, PChar('Start'));
+
+ // line lyric
+ lua_PushString(L, PChar(Lyric));
+ lua_SetField(L, -2, PChar('Lyric'));
+
+ //line notes array table
+ lua_CreateTable(L, Length(Note), 0);
+
+ for J := 0 to High(Note) do
+ begin
+ lua_PushInteger(L, J + 1);
+
+ // note struct table
+ lua_CreateTable(L, 0, 5);
+
+ // Notes[J+1].Start
+ lua_PushInteger(L, Note[J].Start);
+ lua_SetField(L, -2, PChar('Start'));
+
+ // Notes[J+1].Length
+ lua_PushInteger(L, Note[J].Length);
+ lua_SetField(L, -2, PChar('Length'));
+
+ // Notes[J+1].Tone
+ lua_PushInteger(L, Note[J].Tone);
+ lua_SetField(L, -2, PChar('Tone'));
+
+ // Notes[J+1].NoteType
+ lua_PushInteger(L, Integer(Note[J].NoteType));
+ lua_SetField(L, -2, PChar('NoteType'));
+
+ // Notes[J+1].Text
+ lua_PushString(L, PChar(Note[J].Text));
+ lua_SetField(L, -2, PChar('Text'));
+
+ lua_SetTable(L, -3);
+ end;
+
+ lua_SetField(L, -2, PChar('Notes'));
+
+ // save line to array table
+ lua_setTable(L, -3);
+ end;
+ end
+ else
+ begin
+ lua_ClearStack(L);
+ lua_pushNil(L);
+ end;
+end;
+
+end. \ No newline at end of file