aboutsummaryrefslogtreecommitdiffstats
path: root/src/base/USingScores.pas
blob: 26c5dfe86131b37428abe20b1e169b6645fc313c (plain) (blame)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
1001
1002
1003
1004
1005
1006
1007
1008
1009
1010
1011
1012
1013
1014
1015
1016
1017
1018
1019
1020
1021
1022
1023
1024
1025
1026
1027
1028
1029
1030
1031
1032
1033
1034
1035
1036
1037
1038
1039
1040
1041
1042
1043
1044
1045
1046
1047
1048
1049
1050
1051
1052
1053
1054
1055
1056
1057
1058
1059
1060
1061
1062
1063
1064
1065
1066
1067
1068
1069
1070
1071
1072
1073
1074
1075
1076
1077
1078
1079
1080
1081
1082
1083
1084
1085
1086
1087
1088
1089
1090
1091
1092
1093
1094
1095
1096
1097
1098
1099
1100
1101
1102
1103
1104
1105
1106
1107
1108
1109
1110
1111
1112
1113
1114
1115
1116
1117
1118
1119
1120
1121
1122
{* 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.
 *
 * $URL$
 * $Id$
 *}

unit USingScores;

interface

{$IFDEF FPC}
  {$MODE Delphi}
{$ENDIF}

{$I switches.inc}

uses
  gl,
  UThemes,
  UTexture;

//////////////////////////////////////////////////////////////
//                        ATTENTION:                        //
// Enabled flag does not work atm. This should cause popups //
// not to move and scores to stay until re-enabling.        //
// To use e.g. in pause mode                                //
// also invisible flag causes attributes not to change.     //
// This should be fixed after next draw when visible = true,//
// but not tested yet                                       //
//////////////////////////////////////////////////////////////

// some constants containing options that could change by time
const
  MaxPlayers = 6;   // maximum of players that could be added
  MaxPositions = 6; // maximum of score positions that could be added

type
  //-----------
  // TScorePlayer - record containing information about a players score
  //-----------
  TScorePlayer = record
    Position:       byte;     // index of the position where the player should be drawn
    Enabled:        boolean;  // is the score display enabled
    Visible:        boolean;  // is the score display visible
    Score:          word;     // current score of the player
    ScoreDisplayed: word;     // score cur. displayed (for counting up)
    ScoreBG:        TTexture; // texture of the players scores bg
    Color:          TRGB;     // the players color
    RBPos:          real;     // cur. percentille of the rating bar
    RBTarget:       real;     // target position of rating bar
    RBVisible:      boolean;  // is rating bar drawn
  end;
  aScorePlayer = array [0..MaxPlayers-1] of TScorePlayer;

  //-----------
  // TScorePosition - record containing information about a score position, that can be used
  //-----------
  PScorePosition = ^TScorePosition;
  TScorePosition = record
    // the position is used for which playercount
    PlayerCount: byte;
    // 1 - 1 player per screen
    // 2 - 2 players per screen
    // 4 - 3 players per screen
    // 6 would be 2 and 3 players per screen

    BGX: real;     // x position of the score bg
    BGY: real;     // y position of the score bg
    BGW: real;     // width of the score bg
    BGH: real;     // height of the score bg

    RBX: real;     // x position of the rating bar
    RBY: real;     // y position of the rating bar
    RBW: real;     // width of the rating bar
    RBH: real;     // height of the rating bar

    TextX: real;         // x position of the score text
    TextY: real;         // y position of the score text
    TextFont: byte;      // font of the score text
    TextSize: integer;   // size of the score text

    PUW:        real;     // width of the line bonus popup
    PUH:        real;     // height of the line bonus popup
    PUFont:     byte;     // font for the popups
    PUFontSize: integer;  // font size for the popups
    PUStartX:   real;     // x start position of the line bonus popup
    PUStartY:   real;     // y start position of the line bonus popup
    PUTargetX:  real;     // x target position of the line bonus popup
    PUTargetY:  real;     // y target position of the line bonus popup
  end;
  aScorePosition = array [0..MaxPositions-1] of TScorePosition;

  //-----------
  // TScorePopUp - record containing information about a line bonus popup
  // list, next item is saved in next attribute
  //-----------
  PScorePopUp = ^TScorePopUp;
  TScorePopUp = record
    Player:     byte;        // index of the popups player
    TimeStamp:  cardinal;    // timestamp of popups spawn
    Rating:     integer;     // 0 to 8, type of rating (cool, bad, etc.)
    ScoreGiven: integer;     // score that has already been given to the player
    ScoreDiff:  integer;     // difference between cur score at spawn and old score
    Next:       PScorePopUp; // next item in list
  end;
  aScorePopUp = array of TScorePopUp;

  //-----------
  // TSingScores - class containing scores positions and drawing scores, rating bar + popups
  //-----------
  TSingScores = class
    private
      aPositions: aScorePosition;
      aPlayers:  aScorePlayer;
      oPositionCount: byte;
      oPlayerCount:   byte;

      // saves the first and last popup of the list
      FirstPopUp: PScorePopUp;
      LastPopUp:  PScorePopUp;

      // only defined during draw, time passed between
      // current and previous call of draw
      TimePassed: Cardinal;

      // draws a popup by pointer
      procedure DrawPopUp(const PopUp: PScorePopUp);

      // raises players score if RaiseScore was called
      // has to be called after DrawPopUp and before
      // DrawScore
      procedure DoRaiseScore(const Index: integer);

      // draws a score by playerindex
      procedure DrawScore(const Index: integer);

      // draws the rating bar by playerindex
      procedure DrawRatingBar(const Index: integer);

      // removes a popup w/o destroying the list
      procedure KillPopUp(const last, cur: PScorePopUp);

      // calculate the amount of points for a player that is
      // still in popups and therfore not displayed
      function GetPopUpPoints(const Index: integer): integer;
    public
      Settings: record // Record containing some Displaying Options
        Phase1Time: real;     // time for phase 1 to complete (in msecs)
                              // the plop up of the popup
        Phase2Time: real;     // time for phase 2 to complete (in msecs)
                              // the moving (mainly upwards) of the popup
        Phase3Time: real;     // time for phase 3 to complete (in msecs)
                              // the fade out and score adding

        PopUpTex:   array [0..8] of TTexture; // textures for every popup rating

        RatingBar_BG_Tex:  TTexture; // rating bar texs
        RatingBar_FG_Tex:  TTexture;
        RatingBar_Bar_Tex: TTexture;

      end;

      Visible:   boolean;  // visibility of all scores
      Enabled:   boolean;  // scores are changed, popups are moved etc.
      RBVisible: boolean;  // visibility of all rating bars

      // properties for reading position and playercount
      property PositionCount: byte         read oPositionCount;
      property PlayerCount:   byte         read oPlayerCount;
      property Players:       aScorePlayer read aPlayers;
      property Positions: aScorePosition read aPositions;

      // constructor just sets some standard settings
      constructor Create;

      // adds a position to array and increases position count
      procedure AddPosition(const pPosition: PScorePosition);

      // adds a player to array and increases player count
      procedure AddPlayer(const ScoreBG: TTexture; const Color: TRGB; const Score: word = 0; const Enabled: boolean = true; const Visible: boolean = true);

      // change a players visibility, enable
      procedure ChangePlayerVisibility(const Index: byte; const pVisible: boolean);
      procedure ChangePlayerEnabled(const Index: byte; const pEnabled: boolean);

      // deletes all player information
      procedure ClearPlayers;

      // deletes positions and playerinformation
      procedure Clear;

      // loads some settings and the positions from theme
      procedure LoadfromTheme;

      // has to be called after positions and players have been added, before first call of draw
      // it gives every player a score position
      procedure Init;

      // raises the score of a specified player to the specified score
      procedure RaiseScore(Player: byte; Score: integer);

      // sets the score of a specified player to the specified score
      procedure SetScore(Player: byte; Score: integer);

      // spawns a new line bonus popup for the player
      procedure SpawnPopUp(const PlayerIndex: byte; const Rating: integer; const Score: integer);

      // removes all popups from mem
      procedure KillAllPopUps;

      // draws scores and line bonus popups
      procedure Draw;
  end;

implementation

uses
  SysUtils,
  Math,
  SDL,
  TextGL,
  ULog,
  UGraphic;

{**
 * sets some standard settings
 *}
constructor TSingScores.Create;
begin
  inherited;

  // clear popuplist pointers
  FirstPopUp := nil;
  LastPopUp  := nil;

  // clear variables
  Visible   := true;
  Enabled   := true;
  RBVisible := true;
  
  // clear position index
  oPositionCount := 0;
  oPlayerCount   := 0;

  Settings.Phase1Time := 350;  // plop it up     . -> [   ]
  Settings.Phase2Time := 550;  // shift it up        ^[   ]^
  Settings.Phase3Time := 200;  // increase score      [s++]

  Settings.PopUpTex[0].TexNum := 0;
  Settings.PopUpTex[1].TexNum := 0;
  Settings.PopUpTex[2].TexNum := 0;
  Settings.PopUpTex[3].TexNum := 0;
  Settings.PopUpTex[4].TexNum := 0;
  Settings.PopUpTex[5].TexNum := 0;
  Settings.PopUpTex[6].TexNum := 0;
  Settings.PopUpTex[7].TexNum := 0;
  Settings.PopUpTex[8].TexNum := 0;

  Settings.RatingBar_BG_Tex.TexNum   := 0;
  Settings.RatingBar_FG_Tex.TexNum   := 0;
  Settings.RatingBar_Bar_Tex.TexNum  := 0;
end;

{**
 * adds a position to array and increases position count
 *}
procedure TSingScores.AddPosition(const pPosition: PScorePosition);
begin
  if (PositionCount < MaxPositions) then
  begin
    aPositions[PositionCount] := pPosition^;
    Inc(oPositionCount);
  end;
end;

{**
 * adds a player to array and increases player count
 *}
procedure TSingScores.AddPlayer(const ScoreBG: TTexture; const Color: TRGB; const Score: word; const Enabled: boolean; const Visible: boolean);
begin
  if (PlayerCount < MaxPlayers) then
  begin
    aPlayers[PlayerCount].Position  := High(byte);
    aPlayers[PlayerCount].Enabled   := Enabled;
    aPlayers[PlayerCount].Visible   := Visible;
    aPlayers[PlayerCount].Score     := Score;
    aPlayers[PlayerCount].ScoreDisplayed := Score;
    aPlayers[PlayerCount].ScoreBG   := ScoreBG;
    aPlayers[PlayerCount].Color     := Color;
    aPlayers[PlayerCount].RBPos     := 0.5;
    aPlayers[PlayerCount].RBTarget  := 0.5;
    aPlayers[PlayerCount].RBVisible := true;

    Inc(oPlayerCount);
  end;
end;

{**
 * change a players visibility
 *}
procedure TSingScores.ChangePlayerVisibility(const Index: byte; const pVisible: boolean);
begin
  if (Index < MaxPlayers) then
    aPlayers[Index].Visible := pVisible;
end;

{**
 * change player enabled
 *}
procedure TSingScores.ChangePlayerEnabled(const Index: byte; const pEnabled: boolean);
begin
  if (Index < MaxPlayers) then
    aPlayers[Index].Enabled := pEnabled;
end;

{**
 * procedure deletes all player information
 *}
procedure TSingScores.ClearPlayers;
begin
  KillAllPopUps;
  oPlayerCount := 0;
  TimePassed := 0;
end;

{**
 * procedure deletes positions and playerinformation
 *}
procedure TSingScores.Clear;
begin
  KillAllPopUps;
  oPlayerCount    := 0;
  oPositionCount  := 0;
  TimePassed := 0;
end;

{**
 * procedure loads some settings and the positions from theme
 *}
procedure TSingScores.LoadfromTheme;
var
  I: integer;
  procedure AddbyStatics(const PC: byte; const ScoreStatic, SingBarStatic: TThemeStatic; ScoreText: TThemeText);
  var
    nPosition: TScorePosition;
  begin
    nPosition.PlayerCount := PC; // only for one player playing

    nPosition.BGX := ScoreStatic.X;
    nPosition.BGY := ScoreStatic.Y;
    nPosition.BGW := ScoreStatic.W;
    nPosition.BGH := ScoreStatic.H;

    nPosition.TextX     := ScoreText.X;
    nPosition.TextY     := ScoreText.Y;
    nPosition.TextFont  := ScoreText.Font;
    nPosition.TextSize  := ScoreText.Size;

    nPosition.RBX := SingBarStatic.X;
    nPosition.RBY := SingBarStatic.Y;
    nPosition.RBW := SingBarStatic.W;
    nPosition.RBH := SingBarStatic.H;

    nPosition.PUW := nPosition.BGW;
    nPosition.PUH := nPosition.BGH;

    nPosition.PUFont     := ftOutline1;
    nPosition.PUFontSize := 18;

    nPosition.PUStartX := nPosition.BGX;
    nPosition.PUStartY := nPosition.TextY + 65;

    nPosition.PUTargetX := nPosition.BGX;
    nPosition.PUTargetY := nPosition.TextY;

    AddPosition(@nPosition);
  end;
begin
  Clear;

  // set textures
  // popup tex
  for I := 0 to 8 do
    Settings.PopUpTex[I] := Tex_SingLineBonusBack[I];

  // rating bar tex  
  Settings.RatingBar_BG_Tex   :=  Tex_SingBar_Back;
  Settings.RatingBar_FG_Tex   :=  Tex_SingBar_Front;
  Settings.RatingBar_Bar_Tex  :=  Tex_SingBar_Bar;

  // load positions from theme

  // player 1:
  AddByStatics(1, Theme.Sing.StaticP1ScoreBG, Theme.Sing.StaticP1SingBar, Theme.Sing.TextP1Score);
  AddByStatics(2, Theme.Sing.StaticP1TwoPScoreBG, Theme.Sing.StaticP1TwoPSingBar, Theme.Sing.TextP1TwoPScore);
  AddByStatics(4, Theme.Sing.StaticP1ThreePScoreBG, Theme.Sing.StaticP1ThreePSingBar, Theme.Sing.TextP1ThreePScore);

  // player 2:
  AddByStatics(2, Theme.Sing.StaticP2RScoreBG, Theme.Sing.StaticP2RSingBar, Theme.Sing.TextP2RScore);
  AddByStatics(4, Theme.Sing.StaticP2MScoreBG, Theme.Sing.StaticP2MSingBar, Theme.Sing.TextP2MScore);

  // player 3:
  AddByStatics(4, Theme.Sing.StaticP3RScoreBG, Theme.Sing.StaticP3SingBar, Theme.Sing.TextP3RScore);
end;

{**
 * raises the score of a specified player to the specified score
 *}
procedure TSingScores.RaiseScore(Player: byte; Score: integer);
begin
  if (Player <= PlayerCount - 1) then
    aPlayers[Player].Score := Score;
end;

{**
 * sets the score of a specified player to the specified score
 *}
procedure TSingScores.SetScore(Player: byte; Score: integer);
  var
    Diff: Integer;
begin
  if (Player <= PlayerCount - 1) then
  begin
    Diff := Score - Players[Player].Score;
    aPlayers[Player].Score := Score;
    Inc(aPlayers[Player].ScoreDisplayed, Diff);
  end;
end;

{**
 * spawns a new line bonus popup for the player
 *}
procedure TSingScores.SpawnPopUp(const PlayerIndex: byte; const Rating: integer; const Score: integer);
var
  Cur: PScorePopUp;
begin
  if (PlayerIndex < PlayerCount) then
  begin
    // get memory and add data
    GetMem(Cur, SizeOf(TScorePopUp));

    Cur.Player    := PlayerIndex;
    Cur.TimeStamp := SDL_GetTicks;

    // limit rating value to 0..8
    // a higher value would cause a crash when selecting the bg texture
    if (Rating > 8) then
      Cur.Rating := 8
    else if (Rating < 0) then
      Cur.Rating := 0
    else
      Cur.Rating := Rating;

    Cur.ScoreGiven:= 0;
    if (Players[PlayerIndex].Score < Score) then
    begin
      Cur.ScoreDiff := Score - Players[PlayerIndex].Score;
      aPlayers[PlayerIndex].Score := Score;
    end
    else
      Cur.ScoreDiff := 0;
    Cur.Next := nil;

    // Log.LogError('TSingScores.SpawnPopUp| Player: ' + InttoStr(PlayerIndex) + ', Score: ' + InttoStr(Score) + ', ScoreDiff: ' + InttoStr(Cur.ScoreDiff));

    // add it to the chain
    if (FirstPopUp = nil) then
      // the first popup in the list
      FirstPopUp := Cur
    else
    // second or earlier popup
      LastPopUp.Next := Cur;

    // set new popup to last popup in the list
    LastPopUp := Cur;
  end
  else
    Log.LogError('TSingScores: Try to add popup for non-existing player');
end;

{**
 * removes a popup w/o destroying the list
 *}
procedure TSingScores.KillPopUp(const last, cur: PScorePopUp);
begin
  // give player the last points that missing till now
  aPlayers[Cur.Player].ScoreDisplayed := aPlayers[Cur.Player].ScoreDisplayed + Cur.ScoreDiff - Cur.ScoreGiven;

  // change bars position
  if (Cur.ScoreDiff > 0) THEN
  begin // popup w/ scorechange -> give missing percentille
    aPlayers[Cur.Player].RBTarget := aPlayers[Cur.Player].RBTarget +
                                     (Cur.ScoreDiff - Cur.ScoreGiven) / Cur.ScoreDiff
                                     * (Cur.Rating / 20 - 0.26);
  end
  else
  begin // popup w/o scorechange -> give complete percentille
    aPlayers[Cur.Player].RBTarget := aPlayers[Cur.Player].RBTarget +
                                     (Cur.Rating / 20 - 0.26);
  end;

  if (aPlayers[Cur.Player].RBTarget > 1) then
    aPlayers[Cur.Player].RBTarget := 1
  else
  if (aPlayers[Cur.Player].RBTarget < 0) then
    aPlayers[Cur.Player].RBTarget := 0;

  // if this is the first popup => make next popup the first
  if (Cur = FirstPopUp) then
    FirstPopUp := Cur.Next
  // else => remove curent popup from chain
  else
    Last.Next := Cur.Next;

  // if this is the last popup, make popup before the last
  if (Cur = LastPopUp) then
    LastPopUp := Last;

  // free the memory
  FreeMem(Cur, SizeOf(TScorePopUp));
end;

{**
 * removes all popups from mem
 *}
procedure TSingScores.KillAllPopUps;
var
  Cur:  PScorePopUp;
  Last: PScorePopUp;
begin
  Cur := FirstPopUp;

  // remove all popups:
  while (Cur <> nil) do
  begin
    Last := Cur;
    Cur  := Cur.Next;
    FreeMem(Last, SizeOf(TScorePopUp));
  end;

  FirstPopUp := nil;
  LastPopUp := nil;
end;

{**
 * calculate the amount of points for a player that is
 * still in popups and therfore not displayed
 *}
function TSingScores.GetPopUpPoints(const Index: integer): integer;
  var
    CurPopUp: PScorePopUp;
begin
  Result := 0;
  
  CurPopUp := FirstPopUp;
  while (CurPopUp <> nil) do
  begin
    if (CurPopUp.Player = Index) then
    begin // add points left "in" popup to result
      Inc(Result, CurPopUp.ScoreDiff - CurPopUp.ScoreGiven);
    end;
    CurPopUp := CurPopUp.Next;
  end;
end;

{**
 * has to be called after positions and players have been added, before first call of draw
 * it gives each player a score position
 *}
procedure TSingScores.Init;
var
  PlC:                 array [0..1] of byte; // playercount first screen and second screen
  I, J:                integer;
  MaxPlayersperScreen: byte;
  CurPlayer:           byte;

  function GetPositionCountbyPlayerCount(bPlayerCount: byte): byte;
  var
    I: integer;
  begin
    Result := 0;
    bPlayerCount := 1 shl (bPlayerCount - 1);

    for I := 0 to PositionCount - 1 do
    begin
      if ((aPositions[I].PlayerCount and bPlayerCount) <> 0) then
        Inc(Result);
    end;
  end;

  function GetPositionbyPlayernum(bPlayerCount, bPlayer: byte): byte;
  var
    I: integer;
  begin
    bPlayerCount := 1 shl (bPlayerCount - 1);
    Result := High(byte);

    for I := 0 to PositionCount - 1 do
    begin
      if ((aPositions[I].PlayerCount and bPlayerCount) <> 0) then
      begin
        if (bPlayer = 0) then
        begin
          Result := I;
          Break;
        end
        else
          Dec(bPlayer);
      end;
    end;
  end;

begin
  MaxPlayersPerScreen := 0;

  for I := 1 to 6 do
  begin
    // if there are enough positions -> write to maxplayers
    if (GetPositionCountbyPlayerCount(I) = I) then
      MaxPlayersPerScreen := I
    else
      Break;
  end;

  // split players to both screens or display on one screen
  if (Screens = 2) and (MaxPlayersPerScreen < PlayerCount) then
  begin
    PlC[0] := PlayerCount div 2 + PlayerCount mod 2;
    PlC[1] := PlayerCount div 2;
  end
  else
  begin
    PlC[0] := PlayerCount;
    PlC[1] := 0;
  end;

  // check if there are enough positions for all players
  for I := 0 to Screens - 1 do
  begin
    if (PlC[I] > MaxPlayersperScreen) then
    begin
      PlC[I] := MaxPlayersperScreen;
      Log.LogError('More Players than available Positions, TSingScores');
    end;
  end;
  
  CurPlayer := 0;
  // give every player a position
  for I := 0 to Screens - 1 do
    for J := 0 to PlC[I]-1 do
    begin
      aPlayers[CurPlayer].Position := GetPositionbyPlayernum(PlC[I], J) or (I shl 7);
      // Log.LogError('Player ' + InttoStr(CurPlayer) + ' gets Position: ' + InttoStr(aPlayers[CurPlayer].Position));
      Inc(CurPlayer);
    end;
end;

{**
 * draws scores and linebonus popups
 *}
procedure TSingScores.Draw;
var
  I: integer;
  CurTime: cardinal;
  CurPopUp, LastPopUp: PScorePopUp;
begin
  CurTime := SDL_GetTicks;
  if (TimePassed <> 0) then
    TimePassed := CurTime - TimePassed;

  if Visible then
  begin
    // draw popups
    LastPopUp := nil;
    CurPopUp  := FirstPopUp;

    while (CurPopUp <> nil) do
    begin
      if (CurTime - CurPopUp.TimeStamp > Settings.Phase1Time + Settings.Phase2Time + Settings.Phase3Time) then
      begin
        KillPopUp(LastPopUp, CurPopUp);
        if (LastPopUp = nil) then
          CurPopUp := FirstPopUp
        else
          CurPopUp  := LastPopUp.Next;
      end
      else
      begin
        DrawPopUp(CurPopUp);
        LastPopUp := CurPopUp;
        CurPopUp  := LastPopUp.Next;
      end;
    end;


    if (RBVisible) then
      // draw players w/ rating bar
      for I := 0 to PlayerCount-1 do
      begin
        DoRaiseScore(I);
        DrawScore(I);
        DrawRatingBar(I);
      end
    else
      // draw players w/o rating bar
      for I := 0 to PlayerCount-1 do
      begin
        DoRaiseScore(I);
        DrawScore(I);
      end;

  end; // eo visible

  TimePassed := CurTime;
end;

{**
 * raises players score if RaiseScore was called
 * has to be called after DrawPopUp and before
 * DrawScore
 *}
procedure TSingScores.DoRaiseScore(const Index: integer);
  var
    S: integer;
    Diff: integer;
  const
    RaisePerSecond = 500;
begin
  S := (Players[Index].Score - (Players[Index].ScoreDisplayed + GetPopUpPoints(Index)));

  if (S <> 0) then
  begin
    Diff := Round(RoundTo((RaisePerSecond * TimePassed) / 1000, 1));

    { minimal raise per frame = 1 }
    if Abs(Diff) < 1 then
      Diff := Sign(S);

    if (Abs(Diff) < Abs(S)) then
      Inc(aPlayers[Index].ScoreDisplayed, Diff)
    else
      Inc(aPlayers[Index].ScoreDisplayed, S);
  end;
end;

{**
 * draws a popup by pointer
 *}
procedure TSingScores.DrawPopUp(const PopUp: PScorePopUp);
var
  Progress:          real;
  CurTime:           cardinal;
  X, Y, W, H, Alpha: real;
  FontSize:          integer;
  FontOffset:        real;
  TimeDiff:          cardinal;
  PIndex:            byte;
  TextLen:           real;
  ScoretoAdd:        word;
  PosDiff:           real;
begin
  if (PopUp <> nil) then
  begin
    // only draw if player has a position
    PIndex := Players[PopUp.Player].Position;
    if PIndex <> High(byte) then
    begin
      // only draw if player is on cur screen
      if ((Players[PopUp.Player].Position and 128) = 0) = (ScreenAct = 1) then
      begin
        CurTime := SDL_GetTicks;
        if not (Enabled and Players[PopUp.Player].Enabled) then
        // increase timestamp with tiem where there is no movement ...
        begin
          // Inc(PopUp.TimeStamp, LastRender);
        end;
        TimeDiff := CurTime - PopUp.TimeStamp;

        // get position of popup
        PIndex := PIndex and 127;

    
        // check for phase ...
        if (TimeDiff <= Settings.Phase1Time) then
        begin
          // phase 1 - the ploping up
          Progress := TimeDiff / Settings.Phase1Time;


          W := aPositions[PIndex].PUW * Sin(Progress/2*Pi);
          H := aPositions[PIndex].PUH * Sin(Progress/2*Pi);

          X := aPositions[PIndex].PUStartX + (aPositions[PIndex].PUW - W)/2;
          Y := aPositions[PIndex].PUStartY + (aPositions[PIndex].PUH - H)/2;

          FontSize   := Round(Progress * aPositions[PIndex].PUFontSize);
          FontOffset := (H - FontSize) / 2;
          Alpha := 1;
        end

        else if (TimeDiff <= Settings.Phase2Time + Settings.Phase1Time) then
        begin
          // phase 2 - the moving
          Progress := (TimeDiff - Settings.Phase1Time) / Settings.Phase2Time;

          W := aPositions[PIndex].PUW;
          H := aPositions[PIndex].PUH;

          PosDiff := aPositions[PIndex].PUTargetX - aPositions[PIndex].PUStartX;
          if PosDiff > 0 then
            PosDiff := PosDiff + W;
          X := aPositions[PIndex].PUStartX + PosDiff * sqr(Progress);

          PosDiff := aPositions[PIndex].PUTargetY - aPositions[PIndex].PUStartY;
          if PosDiff < 0 then
            PosDiff := PosDiff + aPositions[PIndex].BGH;
          Y := aPositions[PIndex].PUStartY + PosDiff * sqr(Progress);

          FontSize   := aPositions[PIndex].PUFontSize;
          FontOffset := (H - FontSize) / 2;
          Alpha := 1 - 0.3 * Progress;
        end

        else
        begin
          // phase 3 - the fading out + score adding
          Progress := (TimeDiff - Settings.Phase1Time - Settings.Phase2Time) / Settings.Phase3Time;

          if (PopUp.Rating > 0) then
          begin
            // add scores if player enabled
            if (Enabled and Players[PopUp.Player].Enabled) then
            begin
              ScoreToAdd := Round(PopUp.ScoreDiff * Progress) - PopUp.ScoreGiven;
              Inc(PopUp.ScoreGiven, ScoreToAdd);
              aPlayers[PopUp.Player].ScoreDisplayed := Players[PopUp.Player].ScoreDisplayed + ScoreToAdd;

              // change bar positions
	      if PopUp.ScoreDiff = 0 then
		Log.LogError('TSingScores.DrawPopUp', 'PopUp.ScoreDiff is 0 and we want to divide by it. No idea how this happens.')
	      else
                aPlayers[PopUp.Player].RBTarget := aPlayers[PopUp.Player].RBTarget + ScoreToAdd/PopUp.ScoreDiff * (PopUp.Rating / 20 - 0.26);
              if (aPlayers[PopUp.Player].RBTarget > 1) then
                aPlayers[PopUp.Player].RBTarget := 1
              else if (aPlayers[PopUp.Player].RBTarget < 0) then
                aPlayers[PopUp.Player].RBTarget := 0;
            end;

            // set positions etc.
            Alpha := 0.7 - 0.7 * Progress;

            W := aPositions[PIndex].PUW;
            H := aPositions[PIndex].PUH;

            PosDiff := aPositions[PIndex].PUTargetX - aPositions[PIndex].PUStartX;
            if (PosDiff > 0) then
              PosDiff := W
            else
              PosDiff := 0;
            X := aPositions[PIndex].PUTargetX + PosDiff * Progress;

            PosDiff := aPositions[PIndex].PUTargetY - aPositions[PIndex].PUStartY;
            if (PosDiff < 0) then
              PosDiff := -aPositions[PIndex].BGH
            else
              PosDiff := 0;
            Y := aPositions[PIndex].PUTargetY - PosDiff * (1 - Progress);

            FontSize   := aPositions[PIndex].PUFontSize;
            FontOffset := (H - FontSize) / 2;
          end
          else
          begin
            // here the effect that should be shown if a popup without score is drawn
            // and or spawn with the graphicobjects etc.
            // some work for blindy to do :p

            // atm: just let it slide in the scores just like the normal popup
            Alpha := 0;
          end;
        end;

        // draw popup

        if (Alpha > 0) and (Players[PopUp.Player].Visible) then
        begin
          // draw bg:
          glEnable(GL_TEXTURE_2D);
          glEnable(GL_BLEND);
          glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

          glColor4f(1,1,1, Alpha);
          glBindTexture(GL_TEXTURE_2D, Settings.PopUpTex[PopUp.Rating].TexNum);

          glBegin(GL_QUADS);
            glTexCoord2f(0, 0); glVertex2f(X, Y);
            glTexCoord2f(0, Settings.PopUpTex[PopUp.Rating].TexH); glVertex2f(X, Y + H);
            glTexCoord2f(Settings.PopUpTex[PopUp.Rating].TexW, Settings.PopUpTex[PopUp.Rating].TexH); glVertex2f(X + W, Y + H);
            glTexCoord2f(Settings.PopUpTex[PopUp.Rating].TexW, 0); glVertex2f(X + W, Y);
          glEnd;

          glDisable(GL_TEXTURE_2D);
          glDisable(GL_BLEND);

          // set font style and size
          SetFontStyle(aPositions[PIndex].PUFont);
          SetFontItalic(false);
          SetFontSize(FontSize);
          SetFontReflection(false, 0);

          // draw text
          TextLen := glTextWidth(Theme.Sing.LineBonusText[PopUp.Rating]);

          // color and pos
          SetFontPos (X + (W - TextLen) / 2, Y + FontOffset);
          glColor4f(1, 1, 1, Alpha);

          // draw
          glPrint(Theme.Sing.LineBonusText[PopUp.Rating]);
        end; // eo alpha check
      end; // eo right screen
    end; // eo player has position
  end
  else
    Log.LogError('TSingScores: Try to draw a non-existing popup');
end;

{**
 * draws a score by playerindex
 *}
procedure TSingScores.DrawScore(const Index: integer);
var
  Position: PScorePosition;
  ScoreStr: String;
begin
  // only draw if player has a position
  if Players[Index].Position <> High(byte) then
  begin
    // only draw if player is on cur screen
    if (((Players[Index].Position and 128) = 0) = (ScreenAct = 1)) and Players[Index].Visible then
    begin
      Position := @aPositions[Players[Index].Position and 127];

      // draw scorebg
      glEnable(GL_TEXTURE_2D);
      glEnable(GL_BLEND);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

      glColor4f(1,1,1, 1);
      glBindTexture(GL_TEXTURE_2D, Players[Index].ScoreBG.TexNum);

      glBegin(GL_QUADS);
        glTexCoord2f(0, 0); glVertex2f(Position.BGX, Position.BGY);
        glTexCoord2f(0, Players[Index].ScoreBG.TexH); glVertex2f(Position.BGX, Position.BGY + Position.BGH);
        glTexCoord2f(Players[Index].ScoreBG.TexW, Players[Index].ScoreBG.TexH); glVertex2f(Position.BGX + Position.BGW, Position.BGY + Position.BGH);
        glTexCoord2f(Players[Index].ScoreBG.TexW, 0); glVertex2f(Position.BGX + Position.BGW, Position.BGY);
      glEnd;

      glDisable(GL_TEXTURE_2D);
      glDisable(GL_BLEND);

      // draw score text
      SetFontStyle(Position.TextFont);
      SetFontItalic(false);
      SetFontSize(Position.TextSize);
      SetFontPos(Position.TextX, Position.TextY);
      SetFontReflection(false, 0);

      ScoreStr := InttoStr(Players[Index].ScoreDisplayed div 10) + '0';
      while (Length(ScoreStr) < 5) do
        ScoreStr := '0' + ScoreStr;

      glPrint(ScoreStr);

    end; // eo right screen
  end; // eo player has position
end;


procedure TSingScores.DrawRatingBar(const Index: integer);
var
  Position:   PScorePosition;
  R, G, B:    real;
  Size, Diff: real;
begin
  // only draw if player has a position
  if Players[Index].Position <> High(byte) then
  begin
    // only draw if player is on cur screen
    if (((Players[Index].Position and 128) = 0) = (ScreenAct = 1) and
        Players[index].RBVisible and
        Players[index].Visible) then
    begin
      Position := @aPositions[Players[Index].Position and 127];

      if (Enabled and Players[Index].Enabled) then
      begin
        // move position if enabled
        Diff := Players[Index].RBTarget - Players[Index].RBPos;
        if (Abs(Diff) < 0.02) then
          aPlayers[Index].RBPos := aPlayers[Index].RBTarget
        else
          aPlayers[Index].RBPos := aPlayers[Index].RBPos + Diff*0.1;
      end;

      // get colors for rating bar
      if (Players[index].RBPos <= 0.22) then
      begin
        R := 1;
        G := 0;
        B := 0;
      end
      else if (Players[index].RBPos <= 0.42) then
      begin
        R := 1;
        G := Players[index].RBPos * 5;
        B := 0;
      end
      else if (Players[index].RBPos <= 0.57) then
      begin
        R := 1;
        G := 1;
        B := 0;
      end
      else if (Players[index].RBPos <= 0.77) then
      begin
        R := 1 - (Players[index].RBPos - 0.57) * 5;
        G := 1;
        B := 0;
      end
      else
      begin
        R := 0;
        G := 1;
        B := 0;
      end;

      // enable all glfuncs needed
      glEnable(GL_TEXTURE_2D);
      glEnable(GL_BLEND);
      glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);

      // draw rating bar bg
      glColor4f(1, 1, 1, 0.8);
      glBindTexture(GL_TEXTURE_2D, Settings.RatingBar_BG_Tex.TexNum);

      glBegin(GL_QUADS);
        glTexCoord2f(0, 0);
        glVertex2f(Position.RBX, Position.RBY);

        glTexCoord2f(0, Settings.RatingBar_BG_Tex.TexH);
        glVertex2f(Position.RBX, Position.RBY+Position.RBH);

        glTexCoord2f(Settings.RatingBar_BG_Tex.TexW, Settings.RatingBar_BG_Tex.TexH);
        glVertex2f(Position.RBX+Position.RBW, Position.RBY+Position.RBH);

        glTexCoord2f(Settings.RatingBar_BG_Tex.TexW, 0);
        glVertex2f(Position.RBX+Position.RBW, Position.RBY);
      glEnd;

      // draw rating bar itself
      Size := Position.RBX + Position.RBW * Players[Index].RBPos;
      glColor4f(R, G, B, 1);
      glBindTexture(GL_TEXTURE_2D, Settings.RatingBar_Bar_Tex.TexNum);
      glBegin(GL_QUADS);
        glTexCoord2f(0, 0);
        glVertex2f(Position.RBX, Position.RBY);

        glTexCoord2f(0, Settings.RatingBar_Bar_Tex.TexH);
        glVertex2f(Position.RBX, Position.RBY + Position.RBH);

        glTexCoord2f(Settings.RatingBar_Bar_Tex.TexW, Settings.RatingBar_Bar_Tex.TexH);
        glVertex2f(Size, Position.RBY + Position.RBH);

        glTexCoord2f(Settings.RatingBar_Bar_Tex.TexW, 0);
        glVertex2f(Size, Position.RBY);
      glEnd;

      // draw rating bar fg (the thing with the 3 lines to get better readability)
      glColor4f(1, 1, 1, 0.6);
      glBindTexture(GL_TEXTURE_2D, Settings.RatingBar_FG_Tex.TexNum);
      glBegin(GL_QUADS);
        glTexCoord2f(0, 0);
        glVertex2f(Position.RBX, Position.RBY);

        glTexCoord2f(0, Settings.RatingBar_FG_Tex.TexH);
        glVertex2f(Position.RBX, Position.RBY + Position.RBH);

        glTexCoord2f(Settings.RatingBar_FG_Tex.TexW, Settings.RatingBar_FG_Tex.TexH);
        glVertex2f(Position.RBX + Position.RBW, Position.RBY + Position.RBH);

        glTexCoord2f(Settings.RatingBar_FG_Tex.TexW, 0);
        glVertex2f(Position.RBX + Position.RBW, Position.RBY);
      glEnd;

      // disable all enabled glfuncs
      glDisable(GL_TEXTURE_2D);
      glDisable(GL_BLEND);
    end; // eo Right Screen
  end; // eo Player has Position
end;

end.