{* 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.