unit UGraphic;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
SDL,
gl,
glext,
UTexture,
TextGL,
ULog,
SysUtils,
ULyrics,
UImage,
UScreenLoading,
UScreenWelcome,
UScreenMain,
UScreenName,
UScreenLevel,
UScreenOptions,
UScreenOptionsGame,
UScreenOptionsGraphics,
UScreenOptionsSound,
UScreenOptionsLyrics,
UScreenOptionsThemes,
UScreenOptionsRecord,
UScreenOptionsAdvanced,
UScreenSong,
UScreenSing,
UScreenScore,
UScreenTop5,
UScreenEditSub,
UScreenEdit,
UScreenEditConvert,
UScreenEditHeader,
UScreenOpen,
UThemes,
USkins,
UScreenSongMenu,
UScreenSongJumpto,
{Party Screens}
UScreenSingModi,
UScreenPartyNewRound,
UScreenPartyScore,
UScreenPartyOptions,
UScreenPartyWin,
UScreenPartyPlayer,
{Stats Screens}
UScreenStatMain,
UScreenStatDetail,
{CreditsScreen}
UScreenCredits,
{Popup for errors, etc.}
UScreenPopup;
type
TRecR = record
Top: real;
Left: real;
Right: real;
Bottom: real;
end;
var
Screen: PSDL_Surface;
LoadingThread: PSDL_Thread;
Mutex: PSDL_Mutex;
RenderW: integer;
RenderH: integer;
ScreenW: integer;
ScreenH: integer;
Screens: integer;
ScreenAct: integer;
ScreenX: integer;
ScreenLoading: TScreenLoading;
ScreenWelcome: TScreenWelcome;
ScreenMain: TScreenMain;
ScreenName: TScreenName;
ScreenLevel: TScreenLevel;
ScreenSong: TScreenSong;
ScreenSing: TScreenSing;
ScreenScore: TScreenScore;
ScreenTop5: TScreenTop5;
ScreenOptions: TScreenOptions;
ScreenOptionsGame: TScreenOptionsGame;
ScreenOptionsGraphics: TScreenOptionsGraphics;
ScreenOptionsSound: TScreenOptionsSound;
ScreenOptionsLyrics: TScreenOptionsLyrics;
ScreenOptionsThemes: TScreenOptionsThemes;
ScreenOptionsRecord: TScreenOptionsRecord;
ScreenOptionsAdvanced: TScreenOptionsAdvanced;
ScreenEditSub: TScreenEditSub;
ScreenEdit: TScreenEdit;
ScreenEditConvert: TScreenEditConvert;
ScreenEditHeader: TScreenEditHeader;
ScreenOpen: TScreenOpen;
ScreenSongMenu: TScreenSongMenu;
ScreenSongJumpto: TScreenSongJumpto;
//Party Screens
ScreenSingModi: TScreenSingModi;
ScreenPartyNewRound: TScreenPartyNewRound;
ScreenPartyScore: TScreenPartyScore;
ScreenPartyWin: TScreenPartyWin;
ScreenPartyOptions: TScreenPartyOptions;
ScreenPartyPlayer: TScreenPartyPlayer;
//StatsScreens
ScreenStatMain: TScreenStatMain;
ScreenStatDetail: TScreenStatDetail;
//CreditsScreen
ScreenCredits: TScreenCredits;
//popup mod
ScreenPopupCheck: TScreenPopupCheck;
ScreenPopupError: TScreenPopupError;
//Notes
Tex_Left: array[0..6] of TTexture; //rename to tex_note_left
Tex_Mid: array[0..6] of TTexture; //rename to tex_note_mid
Tex_Right: array[0..6] of TTexture; //rename to tex_note_right
Tex_plain_Left: array[1..6] of TTexture; //rename to tex_notebg_left
Tex_plain_Mid: array[1..6] of TTexture; //rename to tex_notebg_mid
Tex_plain_Right: array[1..6] of TTexture; //rename to tex_notebg_right
Tex_BG_Left: array[1..6] of TTexture; //rename to tex_noteglow_left
Tex_BG_Mid: array[1..6] of TTexture; //rename to tex_noteglow_mid
Tex_BG_Right: array[1..6] of TTexture; //rename to tex_noteglow_right
Tex_Note_Star: TTexture;
Tex_Note_Perfect_Star: TTexture;
Tex_Ball: TTexture;
Tex_Lyric_Help_Bar: TTexture;
FullScreen: boolean;
Tex_TimeProgress: TTexture;
//Sing Bar Mod
Tex_SingBar_Back: TTexture;
Tex_SingBar_Bar: TTexture;
Tex_SingBar_Front: TTexture;
//end Singbar Mod
//PhrasenBonus - Line Bonus Mod
Tex_SingLineBonusBack: array[0..8] of TTexture;
//End PhrasenBonus - Line Bonus Mod
//ScoreBG Texs
Tex_ScoreBG: array [0..5] of TTexture;
//Score Screen Textures
Tex_Score_NoteBarLevel_Dark : array [1..6] of TTexture;
Tex_Score_NoteBarRound_Dark : array [1..6] of TTexture;
Tex_Score_NoteBarLevel_Light : array [1..6] of TTexture;
Tex_Score_NoteBarRound_Light : array [1..6] of TTexture;
Tex_Score_NoteBarLevel_Lightest : array [1..6] of TTexture;
Tex_Score_NoteBarRound_Lightest : array [1..6] of TTexture;
Tex_Score_Ratings : array [0..7] of TTexture;
const
Skin_BGColorR = 1;
Skin_BGColorG = 1;
Skin_BGColorB = 1;
Skin_SpectrumR = 0;
Skin_SpectrumG = 0;
Skin_SpectrumB = 0;
Skin_Spectograph1R = 0.6;
Skin_Spectograph1G = 0.8;
Skin_Spectograph1B = 1;
Skin_Spectograph2R = 0;
Skin_Spectograph2G = 0;
Skin_Spectograph2B = 0.2;
Skin_SzczytR = 0.8;
Skin_SzczytG = 0;
Skin_SzczytB = 0;
Skin_SzczytLimitR = 0;
Skin_SzczytLimitG = 0.8;
Skin_SzczytLimitB = 0;
Skin_FontR = 0;
Skin_FontG = 0;
Skin_FontB = 0;
Skin_FontHighlightR = 0.3; // 0.3
Skin_FontHighlightG = 0.3; // 0.3
Skin_FontHighlightB = 1; // 1
Skin_TimeR = 0.25; //0,0,0
Skin_TimeG = 0.25;
Skin_TimeB = 0.25;
Skin_OscR = 0;
Skin_OscG = 0;
Skin_OscB = 0;
Skin_LyricsT = 494; // 500 / 510 / 400
Skin_SpectrumT = 470;
Skin_SpectrumBot = 570;
Skin_SpectrumH = 100;
Skin_P1_LinesR = 0.5; // 0.6 0.6 1
Skin_P1_LinesG = 0.5;
Skin_P1_LinesB = 0.5;
Skin_P2_LinesR = 0.5; // 1 0.6 0.6
Skin_P2_LinesG = 0.5;
Skin_P2_LinesB = 0.5;
Skin_P1_NotesB = 250;
Skin_P2_NotesB = 430; // 430 / 300
Skin_P1_ScoreT = 50;
Skin_P1_ScoreL = 20;
Skin_P2_ScoreT = 50;
Skin_P2_ScoreL = 640;
procedure Initialize3D (Title: string);
procedure Reinitialize3D;
procedure SwapBuffers;
procedure LoadTextures;
procedure InitializeScreen;
procedure LoadLoadingScreen;
procedure LoadScreens;
procedure UnLoadScreens;
function LoadingThreadFunction: integer;
implementation
uses
UMain,
UIni,
UDisplay,
UCommandLine,
Classes;
procedure LoadFontTextures;
begin
Log.LogStatus('Building Fonts', 'LoadTextures');
BuildFont;
end;
procedure LoadTextures;
var
P: integer;
R, G, B: real;
Col: integer;
begin
// zaladowanie tekstur
Log.LogStatus('Loading Textures', 'LoadTextures');
Tex_Left[0] := Texture.LoadTexture(Skin.GetTextureFileName('GrayLeft'), TEXTURE_TYPE_TRANSPARENT, 0); //brauch man die noch?
Tex_Mid[0] := Texture.LoadTexture(Skin.GetTextureFileName('GrayMid'), TEXTURE_TYPE_PLAIN, 0); //brauch man die noch?
Tex_Right[0] := Texture.LoadTexture(Skin.GetTextureFileName('GrayRight'), TEXTURE_TYPE_TRANSPARENT, 0); //brauch man die noch?
Log.LogStatus('Loading Textures - A', 'LoadTextures');
// P1-6
// TODO... do it once for each player... this is a bit crappy !!
// can we make it any better !?
for P := 1 to 6 do
begin
LoadColor(R, G, B, 'P' + IntToStr(P) + 'Light');
Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
Tex_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayLeft'), TEXTURE_TYPE_COLORIZED, Col);
Tex_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayMid'), TEXTURE_TYPE_COLORIZED, Col);
Tex_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayRight'), TEXTURE_TYPE_COLORIZED, Col);
Tex_plain_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainLeft'), TEXTURE_TYPE_COLORIZED, Col);
Tex_plain_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainMid'), TEXTURE_TYPE_COLORIZED, Col);
Tex_plain_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainRight'), TEXTURE_TYPE_COLORIZED, Col);
Tex_BG_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGLeft'), TEXTURE_TYPE_COLORIZED, Col);
Tex_BG_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGMid'), TEXTURE_TYPE_COLORIZED, Col);
Tex_BG_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGRight'), TEXTURE_TYPE_COLORIZED, Col);
end;
Log.LogStatus('Loading Textures - B', 'LoadTextures');
Tex_Note_Perfect_Star := Texture.LoadTexture(Skin.GetTextureFileName('NotePerfectStar'), TEXTURE_TYPE_TRANSPARENT, 0);
Tex_Note_Star := Texture.LoadTexture(Skin.GetTextureFileName('NoteStar') , TEXTURE_TYPE_TRANSPARENT, $FFFFFF);
Tex_Ball := Texture.LoadTexture(Skin.GetTextureFileName('Ball'), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
Tex_Lyric_Help_Bar := Texture.LoadTexture(Skin.GetTextureFileName('LyricHelpBar'), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
//TimeBar mod
Tex_TimeProgress := Texture.LoadTexture(Skin.GetTextureFileName('TimeBar'));
//eoa TimeBar mod
//SingBar Mod
Tex_SingBar_Back := Texture.LoadTexture(Skin.GetTextureFileName('SingBarBack'), TEXTURE_TYPE_PLAIN, 0);
Tex_SingBar_Bar := Texture.LoadTexture(Skin.GetTextureFileName('SingBarBar'), TEXTURE_TYPE_PLAIN, 0);
Tex_SingBar_Front := Texture.LoadTexture(Skin.GetTextureFileName('SingBarFront'), TEXTURE_TYPE_PLAIN, 0);
//end Singbar Mod
Log.LogStatus('Loading Textures - C', 'LoadTextures');
//Line Bonus PopUp
for P := 0 to 8 do
begin
Case P of
0: begin
R := 1;
G := 0;
B := 0;
end;
1..3: begin
R := 1;
G := (P * 0.25);
B := 0;
end;
4: begin
R := 1;
G := 1;
B := 0;
end;
5..7: begin
R := 1-((P-4)*0.25);
G := 1;
B := 0;
end;
8: begin
R := 0;
G := 1;
B := 0;
end;
End;
Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
Tex_SingLineBonusBack[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LineBonusBack')), TEXTURE_TYPE_COLORIZED, Col);
end;
//## backgrounds for the scores ##
for P := 0 to 5 do begin
LoadColor(R, G, B, 'P' + IntToStr(P+1) + 'Light');
Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
Tex_ScoreBG[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreBG')), TEXTURE_TYPE_COLORIZED, Col);
end;
Log.LogStatus('Loading Textures - D', 'LoadTextures');
// ######################
// Score screen textures
// ######################
//## the bars that visualize the score ##
for P := 1 to 6 do begin
//NoteBar ScoreBar
LoadColor(R, G, B, 'P' + IntToStr(P) + 'Dark');
Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
Tex_Score_NoteBarLevel_Dark[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreLevel_Dark')), TEXTURE_TYPE_COLORIZED, Col);
Tex_Score_NoteBarRound_Dark[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreLevel_Dark_Round')), TEXTURE_TYPE_COLORIZED, Col);
//LineBonus ScoreBar
LoadColor(R, G, B, 'P' + IntToStr(P) + 'Light');
Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
Tex_Score_NoteBarLevel_Light[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreLevel_Light')), TEXTURE_TYPE_COLORIZED, Col);
Tex_Score_NoteBarRound_Light[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreLevel_Light_Round')), TEXTURE_TYPE_COLORIZED, Col);
//GoldenNotes ScoreBar
LoadColor(R, G, B, 'P' + IntToStr(P) + 'Lightest');
Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
Tex_Score_NoteBarLevel_Lightest[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreLevel_Lightest')), TEXTURE_TYPE_COLORIZED, Col);
Tex_Score_NoteBarRound_Lightest[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('ScoreLevel_Lightest_Round')), TEXTURE_TYPE_COLORIZED, Col);
end;
//## rating pictures that show a picture according to your rate ##
for P := 0 to 7 do begin
Tex_Score_Ratings[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Rating_'+IntToStr(P))), TEXTURE_TYPE_TRANSPARENT, 0);
end;
Log.LogStatus('Loading Textures - Done', 'LoadTextures');
end;
(*
* Load OpenGL extensions. Must be called after SDL_SetVideoMode() and each
* time the pixel-format or render-context (RC) changes.
*)
procedure LoadOpenGLExtensions;
begin
// Load OpenGL 1.2 extensions for OpenGL 1.2 compatibility
if (not Load_GL_version_1_2()) then
begin
Log.LogCritical('Failed loading OpenGL 1.2', 'UGraphic.Initialize3D');
end;
// Other extensions e.g. OpenGL 1.3-2.0 or Framebuffer-Object might be loaded here
// ...
end;
procedure Initialize3D (Title: string);
var
Icon: PSDL_Surface;
begin
Log.LogStatus('SDL_Init', 'UGraphic.Initialize3D');
if ( SDL_InitSubSystem(SDL_INIT_VIDEO) = -1 ) then
begin
Log.LogError('SDL_Init Failed', 'UGraphic.Initialize3D');
exit;
end;
// load icon image (must be 32x32 for win32)
Icon := LoadImage('WINDOWICON');
if (Icon <> nil) then
SDL_WM_SetIcon(Icon, 0);
SDL_WM_SetCaption(PChar(Title), nil);
//Log.BenchmarkStart(2);
InitializeScreen;
//Log.BenchmarkEnd(2);
//Log.LogBenchmark('--> Setting Screen', 2);
//Log.BenchmarkStart(2);
Texture := TTextureUnit.Create;
Texture.Limit := 1024*1024;
//LoadTextures;
//Log.BenchmarkEnd(2);
//Log.LogBenchmark('--> Loading Textures', 2);
{
Log.BenchmarkStart(2);
Lyric:= TLyric.Create;
Log.BenchmarkEnd(2);
Log.LogBenchmark('--> Loading Fonts', 2);
}
//Log.BenchmarkStart(2);
Log.LogStatus('TDisplay.Create', 'UGraphic.Initialize3D');
Display := TDisplay.Create;
Log.LogStatus('SDL_EnableUnicode', 'UGraphic.Initialize3D');
SDL_EnableUnicode(1);
//Log.BenchmarkEnd(2); Log.LogBenchmark('====> Creating Display', 2);
//Log.LogStatus('Loading Screens', 'Initialize3D');
//Log.BenchmarkStart(3);
Log.LogStatus('Loading Font Textures', 'UGraphic.Initialize3D');
LoadFontTextures();
// Show the Loading Screen -------------
Log.LogStatus('Loading Loading Screen', 'UGraphic.Initialize3D');
LoadLoadingScreen;
Log.LogStatus(' Loading Textures', 'UGraphic.Initialize3D');
LoadTextures; // jb
// now that we have something to display while loading,
// start thread that loads the rest of ultrastar
//Mutex := SDL_CreateMutex;
//SDL_UnLockMutex(Mutex);
// does not work this way because the loading thread tries to access opengl.
// See comment below
//LoadingThread := SDL_CreateThread(@LoadingThread, nil);
// this would be run in the loadingthread
Log.LogStatus(' Loading Screens', 'UGraphic.Initialize3D');
LoadScreens;
// TODO:
// here should be a loop which
// * draws the loading screen (form time to time)
// * controlls the "process of the loading screen
// * checks if the loadingthread has loaded textures (check mutex) and
// * load the textures into opengl
// * tells the loadingthread, that the memory for the texture can be reused
// to load the netx texture (over another mutex)
// * runs as long as the loadingthread tells, that everything is loaded and ready (using a third mutex)
//
// therefor loadtexture have to be changed, that it, instat of caling some opengl functions
// for itself, it should change mutex
// the mainthread have to know somehow what opengl function have to be called with which parameters like
// texturetype, textureobjekt, textur-buffer-adress, ...
// wait for loading thread to finish
// currently does not work this way
// SDL_WaitThread(LoadingThread, I);
// SDL_DestroyMutex(Mutex);
Display.CurrentScreen^.FadeTo( @ScreenMain );
Log.BenchmarkEnd(2);
Log.LogBenchmark('--> Loading Screens', 2);
Log.LogStatus('Finish', 'Initialize3D');
end;
procedure SwapBuffers;
begin
SDL_GL_SwapBuffers;
glMatrixMode(GL_PROJECTION);
glLoadIdentity;
glOrtho(0, RenderW, RenderH, 0, -1, 100);
glMatrixMode(GL_MODELVIEW);
end;
procedure Reinitialize3D;
begin
InitializeScreen;
end;
procedure InitializeScreen;
var
S: string;
I: integer;
W, H: integer;
Depth: Integer;
begin
if (Params.Screens <> -1) then
Screens := Params.Screens + 1
else
Screens := Ini.Screens + 1;
SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE, 5);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
// If there is a resolution in Parameters, use it, else use the Ini value
I := Params.Resolution;
if (I <> -1) then
S := IResolution[I]
else
S := IResolution[Ini.Resolution];
I := Pos('x', S);
W := StrToInt(Copy(S, 1, I-1)) * Screens;
H := StrToInt(Copy(S, I+1, 1000));
{if ParamStr(1) = '-fsblack' then begin
W := 800;
H := 600;
end;
if ParamStr(1) = '-320x240' then begin
W := 320;
H := 240;
end; }
If (Params.Depth <> -1) then
Depth := Params.Depth
else
Depth := Ini.Depth;
Log.LogStatus('SDL_SetVideoMode', 'Initialize3D');
//SDL_SetRefreshrate(85);
//SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
{$IFDEF DARWIN}
// Todo : eddie: remove before realease
Ini.FullScreen := 0;
{$ENDIF}
if (Ini.FullScreen = 0) and (Not Params.FullScreen) then
begin
Log.LogStatus('SDL_SetVideoMode', 'Set Video Mode... Windowed');
screen := SDL_SetVideoMode(W, H, (Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE)
end
else
begin
Log.LogStatus('SDL_SetVideoMode', 'Set Video Mode... Full Screen');
screen := SDL_SetVideoMode(W, H, (Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN );
SDL_ShowCursor(0);
end;
if (screen = nil) then
begin
Log.LogError('SDL_SetVideoMode Failed', 'Initialize3D');
exit;
end;
LoadOpenGLExtensions();
// clear screen once window is being shown
glClearColor(1, 1, 1, 1);
glClear(GL_COLOR_BUFFER_BIT);
SwapBuffers;
// zmienne
RenderW := 800;
RenderH := 600;
ScreenW := W;
ScreenH := H;
end;
procedure LoadLoadingScreen;
begin
ScreenLoading := TScreenLoading.Create;
ScreenLoading.onShow;
Display.CurrentScreen := @ScreenLoading;
swapbuffers;
ScreenLoading.Draw;
Display.Draw;
SwapBuffers;
end;
procedure LoadScreens;
begin
{ ScreenLoading := TScreenLoading.Create;
ScreenLoading.onShow;
Display.CurrentScreen := @ScreenLoading;
ScreenLoading.Draw;
Display.Draw;
SwapBuffers;
}
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Loading', 3); Log.BenchmarkStart(3);
{ ScreenWelcome := TScreenWelcome.Create; //'BG', 4, 3);
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Welcome', 3); Log.BenchmarkStart(3);}
ScreenMain := TScreenMain.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Main', 3); Log.BenchmarkStart(3);
ScreenName := TScreenName.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Name', 3); Log.BenchmarkStart(3);
ScreenLevel := TScreenLevel.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Level', 3); Log.BenchmarkStart(3);
ScreenSong := TScreenSong.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Song', 3); Log.BenchmarkStart(3);
ScreenSongMenu := TScreenSongMenu.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Song Menu', 3); Log.BenchmarkStart(3);
ScreenSing := TScreenSing.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Sing', 3); Log.BenchmarkStart(3);
ScreenScore := TScreenScore.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Score', 3); Log.BenchmarkStart(3);
ScreenTop5 := TScreenTop5.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Top5', 3); Log.BenchmarkStart(3);
ScreenOptions := TScreenOptions.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options', 3); Log.BenchmarkStart(3);
ScreenOptionsGame := TScreenOptionsGame.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Game', 3); Log.BenchmarkStart(3);
ScreenOptionsGraphics := TScreenOptionsGraphics.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Graphics', 3); Log.BenchmarkStart(3);
ScreenOptionsSound := TScreenOptionsSound.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Sound', 3); Log.BenchmarkStart(3);
ScreenOptionsLyrics := TScreenOptionsLyrics.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Lyrics', 3); Log.BenchmarkStart(3);
ScreenOptionsThemes := TScreenOptionsThemes.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Themes', 3); Log.BenchmarkStart(3);
ScreenOptionsRecord := TScreenOptionsRecord.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Record', 3); Log.BenchmarkStart(3);
ScreenOptionsAdvanced := TScreenOptionsAdvanced.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Advanced', 3); Log.BenchmarkStart(3);
ScreenEditSub := TScreenEditSub.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit Sub', 3); Log.BenchmarkStart(3);
ScreenEdit := TScreenEdit.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit', 3); Log.BenchmarkStart(3);
ScreenEditConvert := TScreenEditConvert.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen EditConvert', 3); Log.BenchmarkStart(3);
// ScreenEditHeader := TScreenEditHeader.Create(Skin.ScoreBG);
// Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit Header', 3); Log.BenchmarkStart(3);
ScreenOpen := TScreenOpen.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Open', 3); Log.BenchmarkStart(3);
ScreenSingModi := TScreenSingModi.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Sing with Modi support', 3); Log.BenchmarkStart(3);
ScreenSongMenu := TScreenSongMenu.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen SongMenu', 3); Log.BenchmarkStart(3);
ScreenSongJumpto := TScreenSongJumpto.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen SongJumpto', 3); Log.BenchmarkStart(3);
ScreenPopupCheck := TScreenPopupCheck.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Popup (Check)', 3); Log.BenchmarkStart(3);
ScreenPopupError := TScreenPopupError.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Popup (Error)', 3); Log.BenchmarkStart(3);
ScreenPartyNewRound := TScreenPartyNewRound.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyNewRound', 3); Log.BenchmarkStart(3);
ScreenPartyScore := TScreenPartyScore.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyScore', 3); Log.BenchmarkStart(3);
ScreenPartyWin := TScreenPartyWin.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyWin', 3); Log.BenchmarkStart(3);
ScreenPartyOptions := TScreenPartyOptions.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyOptions', 3); Log.BenchmarkStart(3);
ScreenPartyPlayer := TScreenPartyPlayer.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyPlayer', 3); Log.BenchmarkStart(3);
ScreenStatMain := TScreenStatMain.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Stat Main', 3); Log.BenchmarkStart(3);
ScreenStatDetail := TScreenStatDetail.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Stat Detail', 3); Log.BenchmarkStart(3);
ScreenCredits := TScreenCredits.Create;
Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Credits', 3); Log.BenchmarkStart(3);
end;
function LoadingThreadFunction: integer;
begin
LoadScreens;
Result:= 1;
end;
procedure UnLoadScreens;
begin
freeandnil( ScreenMain );
freeandnil( ScreenName );
freeandnil( ScreenLevel);
freeandnil( ScreenSong );
freeandnil( ScreenSongMenu );
freeandnil( ScreenSing );
freeandnil( ScreenScore);
freeandnil( ScreenTop5 );
freeandnil( ScreenOptions );
freeandnil( ScreenOptionsGame );
freeandnil( ScreenOptionsGraphics );
freeandnil( ScreenOptionsSound );
freeandnil( ScreenOptionsLyrics );
// freeandnil( ScreenOptionsThemes );
freeandnil( ScreenOptionsRecord );
freeandnil( ScreenOptionsAdvanced );
freeandnil( ScreenEditSub );
freeandnil( ScreenEdit );
freeandnil( ScreenEditConvert );
freeandnil( ScreenOpen );
freeandnil( ScreenSingModi );
freeandnil( ScreenSongMenu );
freeandnil( ScreenSongJumpto);
freeandnil( ScreenPopupCheck );
freeandnil( ScreenPopupError );
freeandnil( ScreenPartyNewRound );
freeandnil( ScreenPartyScore );
freeandnil( ScreenPartyWin );
freeandnil( ScreenPartyOptions );
freeandnil( ScreenPartyPlayer );
freeandnil( ScreenStatMain );
freeandnil( ScreenStatDetail );
end;
end.