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unit UGraphic;

interface
uses
  SDL, OpenGL12, UTexture, TextGL, ULog, SysUtils, ULyrics, 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

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;

function LoadingThreadFunction: integer;


implementation
uses UMain, UIni, UDisplay, UCommandLine, Graphics, Classes, Windows;

procedure LoadTextures;
var
  P:        integer;
  R, G, B:  real;
  Col:      integer;
begin
   // zaladowanie tekstur
  Log.LogStatus('Loading Textures', 'LoadTextures');
  Tex_Left[0]  := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')),  'BMP', 'Transparent', 0);     //brauch man die noch?
  Tex_Mid[0]   := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')),   'BMP', 'Plain', 0);           //brauch man die noch?
  Tex_Right[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), 'BMP', 'Transparent', 0);     //brauch man die noch?

  // P1-6
  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(pchar(Skin.GetTextureFileName('GrayLeft')),  'PNG', 'Colorized', Col);
    Tex_Mid[P]         :=  Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')),   'PNG', 'Colorized', Col);
    Tex_Right[P]       :=  Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), 'PNG', 'Colorized', Col);

    Tex_plain_Left[P]  :=  Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainLeft')),  'PNG', 'Colorized', Col);
    Tex_plain_Mid[P]   :=  Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainMid')),   'PNG', 'Colorized', Col);
    Tex_plain_Right[P] :=  Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainRight')), 'PNG', 'Colorized', Col);

    Tex_BG_Left[P]     := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGLeft')),  'PNG', 'Colorized', Col);
    Tex_BG_Mid[P]      := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGMid')),   'PNG', 'Colorized', Col);
    Tex_BG_Right[P]    := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGRight')), 'PNG', 'Colorized', Col);
  end;

  Tex_Note_Perfect_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePerfectStar')), 'JPG', 'Font Black', 0);
  Tex_Note_Star :=   Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteStar')) , 'JPG', 'Alpha Black Colored', $FFFFFF);
  Tex_Ball :=        Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), 'BMP', 'Transparent', $FF00FF);
  Tex_Lyric_Help_Bar := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricHelpBar')), 'BMP', 'Transparent', $FF00FF);


  //TimeBar mod
  Tex_TimeProgress :=  Texture.LoadTexture(pchar(Skin.GetTextureFileName('TimeBar')));
  //eoa TimeBar mod

  //SingBar Mod
  Tex_SingBar_Back :=  Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBack')),   'JPG', 'Plain', 0);
  Tex_SingBar_Bar :=  Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBar')),   'JPG', 'Plain', 0);
  Tex_SingBar_Front :=  Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarFront')),   'JPG', 'Font', 0);
  //end Singbar Mod

  //Line Bonus PopUp
  for P := 0 to 9 do
    begin
      Tex_SingLineBonusBack[P] :=  Texture.LoadTexture(pchar(Skin.GetTextureFileName('LineBonusBack')), 'PNG', 'Colorized', $FFFFFF);
    end;
  {//Set Texture to Font High
  Tex_SingLineBonusL.H := 32; Tex_SingLineBonusL.W := 8;
  Tex_SingLineBonusM.H := 32; //Tex_SingLineBonusM.TexW := Tex_SingLineBonusM.TexW/2;
  Tex_SingLineBonusR.H := 32; Tex_SingLineBonusR.W := 8;  }
  //PhrasenBonus - Line Bonus Mod End

  // tworzenie czcionek
  Log.LogStatus('Building Fonts', 'LoadTextures');
  BuildFont;
end;

procedure Initialize3D (Title: string);
var
  Icon: TIcon;
  Res:  TResourceStream;
  ISurface: PSDL_Surface;
  Pixel: PByteArray;
  I: Integer;
begin
  Log.LogStatus('LoadOpenGL', 'Initialize3D');
  Log.BenchmarkStart(2);

  LoadOpenGL;

  Log.LogStatus('SDL_Init', 'Initialize3D');
  if ( SDL_Init(SDL_INIT_VIDEO or SDL_INIT_AUDIO)= -1 ) then begin
    Log.LogError('SDL_Init Failed', 'Initialize3D');
    exit;
  end;

 { //Load Icon
  Res := TResourceStream.CreateFromID(HInstance, 3, RT_ICON);
  Icon := TIcon.Create;
  Icon.LoadFromStream(Res);
  Res.Free;
  Icon.
  //Create icon Surface
  SDL_CreateRGBSurfaceFrom (
  SDL_SWSURFACE,
  Icon.Width,
  Icon.Height,
  32,
  128 or 64,
  32 or 16,
  8 or 4,
  2 or 1);
  //SDL_BlitSurface(


  SDL_WM_SetIcon(SDL_LoadBMP('DEFAULT_WINDOW_ICON'), 0); //}

  SDL_WM_SetCaption(PChar(Title), nil);

  InitializeScreen;

  Log.BenchmarkEnd(2);
  Log.LogBenchmark('--> Setting Screen', 2);

  // ladowanie tekstur
  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);
  Display := TDisplay.Create;
  SDL_EnableUnicode(1);
  Log.BenchmarkEnd(2); Log.LogBenchmark('====> Creating Display', 2);

  Log.LogStatus('Loading Screens', 'Initialize3D');
  Log.BenchmarkStart(3);

  LoadLoadingScreen;
  // now that we have something to display while loading,
  // start thread that loads the rest of ultrastar
//  Mutex   := SDL_CreateMutex;
//  SDL_UnLockMutex(Mutex);

  // funktioniert so noch nicht, da der ladethread unver�ndert auf opengl zugreifen will
  // siehe dazu kommentar unten
  //LoadingThread  := SDL_CreateThread(@LoadingThread, nil);

  // das hier w�rde dann im ladethread ausgef�hrt
  LoadScreens;


  // TODO!!!!!!1
  // hier k�me jetzt eine schleife, die
  // * den ladescreen malt (ab und zu)
  // * den "fortschritt" des ladescreens steuert
  // * zwischendrin schaut, ob der ladethread texturen geladen hat (mutex pr�fen) und
  //   * die texturen in die opengl l�dt, sowie
  //   * dem ladethread signalisiert, dass der speicher f�r die textur
  //     zum laden der n�chsten textur weiterverwendet werden kann (�ber weiteren mutex)
  // * �ber einen 3. mutex so lange l�uft, bis der ladethread signalisiert,
  //   dass er alles geladen hat fertig ist
  //
  // daf�r muss loadtexture so umgeschrieben werden, dass es, statt selbst irgendwelche
  // opengl funktionen aufzurufen, entsprechend mutexe ver�ndert
  // der hauptthread muss auch irgendwoher erfahren, was an opengl funktionen auszuf�hren ist,
  // mit welchen parametern (texturtyp, entspr. texturobjekt, textur-zwischenspeicher-adresse, ...


  //wait for loading thread to finish
  // funktioniert so auch noch nicht
  //SDL_WaitThread(LoadingThread, I);
//  SDL_DestroyMutex(Mutex);

  Display.ActualScreen^.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;
//  LoadTextures;
//  LoadScreens;
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_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 );
  if (Ini.FullScreen = 0) and (Not Params.FullScreen) then
    screen := SDL_SetVideoMode(W, H, (Depth+1) * 16, SDL_OPENGL)
  else begin
    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;

  // 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.ActualScreen := @ScreenLoading;
  swapbuffers;
  ScreenLoading.Draw;
  Display.Draw;
  SwapBuffers;
end;

procedure LoadScreens;
begin
{  ScreenLoading := TScreenLoading.Create;
  ScreenLoading.onShow;
  Display.ActualScreen := @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;

end.