aboutsummaryrefslogblamecommitdiffstats
path: root/Game/Code/Screens/UScreenSing.pas
blob: e06da0e7e8fc2b89d4113e738de94a5aa9e25485 (plain) (tree)
1
2
3
4
5
6
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
1123
1124
1125
1126
1127
1128
1129
1130
1131
1132
1133
1134
1135
1136
1137
1138
1139
1140
1141
1142
1143
1144
1145
1146
1147
1148
1149
1150
1151
1152
1153
1154
1155
1156
1157
1158
1159
1160
1161
1162
1163
1164
1165
1166
1167
1168
1169
1170
1171
1172
1173
1174
1175
1176
1177
1178
1179
1180
1181
1182
1183
1184
1185
1186
1187
1188
1189
1190
1191
1192
1193
1194
1195
1196
1197
1198
1199
1200
1201
1202
1203
1204
1205
1206
1207
1208
1209
1210
1211
1212
1213
1214
1215
1216
1217
1218
1219
1220
1221
1222
1223
1224
1225
1226
1227
1228
1229
1230
1231
1232
1233
1234
1235
1236
1237
1238
1239
1240
1241
1242
1243
1244
1245
1246
1247
1248
1249
1250
1251
1252
1253
1254
1255
1256
1257
1258
1259
1260
1261
1262
1263
1264
1265
1266
1267
1268
1269
1270
1271
1272
1273
1274
1275
1276
1277
1278
1279
1280
1281
1282
1283
1284
1285
1286
1287
1288
1289
1290
1291
1292
1293
1294
1295
1296
1297
1298
1299
1300
1301
1302
1303
1304
1305
1306
1307
1308
1309
1310
1311
1312
1313
1314
1315
1316
1317
1318
1319
1320
1321
1322
1323
1324
1325
1326
1327
1328
1329
1330
1331
1332
1333
1334
1335
1336
1337
1338
1339
1340
1341
1342
1343
1344
1345
1346
1347
1348
1349
1350
1351
1352
1353
1354
1355
1356




                                                                                         
                                                      







                             





                                     

                                  





























































                                               









                                                                                                          






                                                  
                             




                                                        


                                   


                                                                                  
   







                                                                                                      























                                             









                                                

                             




































                                                                                                       
                           




















































                                                                                       




                             
























































                                                                          

                    



                              











                                                                  


                                        





                                                                               

                                     

























































                                                                                                







                                      
































































































































































































































































































































































                                                                                   

                                 
                    

















































                                                                                                  

                                    
                       
 







                                                                                              



                                     





                                                                                                                                
                 

            
 
         
               

          
   
                                                         

















                                                                                                               







                                                                                                         
                                             
         
                                                



















                                                                                            


























                                                                 




                                  
                            



















                                                                      

                      



























                                                                                               
                                                          
       
                                     
























































































































































































































































































































































































                                                                                                                                                



                                                                                 
                                                

                                       
























                                                                    
     
  


                                                              
 






















                                                                            
                                                            




                              
                     
                     
                    






                                     
 




                                                 

                                                                                                  

         














                                                                     


                                                                                       


                                                                              





















































                                                                    
                                                                    



















































                                                                                                                 






















































































































                                                                                                                                                   



                          
 




                                                                        
 

                                   
                                


                         
                                                 


                                                
                                   


       
   
unit UScreenSing;

interface

uses UMenu, UMusic, SDL, SysUtils, UFiles, UTime, USongs, UIni, ULog, UTexture, ULyrics,
  TextGL, gl, BASS, UThemes, UGraphicClasses, UVideo;

type
  THandler = record
    changed:  boolean;
    change_time:  real;
  end;

  TScreenSing = class(TMenu)
    protected
      paused: boolean; //Pause Mod
      PauseTime: Real;
      NumEmptySentences: integer;
    public
      //TextTime:           integer;
      MP3Volume:        integer;
      MP3VolumeHandler: THandler;

      //TimeBar mod
       StaticTimeProgress:  integer;
       TextTimeText:        integer;
      //eoa TimeBar mod

      StaticP1:           integer;
      StaticP1ScoreBG:    integer;
      TextP1:             integer;
      TextP1Score:        integer;

      //moveable singbar mod
      StaticP1SingBar:         integer;
      StaticP1ThreePSingBar:   integer;
      StaticP1TwoPSingBar:     integer;
      StaticP2RSingBar:        integer;
      StaticP2MSingBar:        integer;
      StaticP3SingBar:         integer;
      //eoa moveable singbar

      //Added for ps3 skin
      //shown when game is in 2/4 player modus
      StaticP1TwoP:           integer;
      StaticP1TwoPScoreBG:    integer;
      TextP1TwoP:             integer;
      TextP1TwoPScore:        integer;
      //shown when game is in 3/6 player modus
      StaticP1ThreeP:           integer;
      StaticP1ThreePScoreBG:    integer;
      TextP1ThreeP:             integer;
      TextP1ThreePScore:        integer;
      //eoa

      StaticP2R:          integer;
      StaticP2RScoreBG:   integer;
      TextP2R:            integer;
      TextP2RScore:       integer;

      StaticP2M:          integer;
      StaticP2MScoreBG:   integer;
      TextP2M:            integer;
      TextP2MScore:       integer;

      StaticP3R:          integer;
      StaticP3RScoreBG:   integer;
      TextP3R:            integer;
      TextP3RScore:       integer;

      Tex_Background:     TTexture;
      FadeOut:            boolean;
      LyricMain:          TLyric;
      LyricSub:           TLyric;

      //VideoAspect
      VideoAspectText:    integer;
      VideoAspectStatic:  integer;
      AspectHandler:      THandler;

      //for Medley
      SongNameStatic:     integer;
      SongNameText:       integer;
      MedleyHandler:      THandler;

      MedleyStart, MedleyEnd: real;
      StartNote, EndNote:     TPos;

      constructor Create; override;
      procedure onShow; override;
      procedure onShowFinish; override;
      function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
      function Draw: boolean; override;
      procedure Finish; virtual;
      procedure Pause; //Pause Mod(Toggles Pause)

      //OnSentenceEnd for LineBonus + Singbar
      procedure onSentenceEnd(S: Cardinal);
      //OnSentenceChange (for Golden Notes)
      procedure onSentenceChange(S: Cardinal);

      procedure SongError();
      procedure LoadNextSong;
      procedure UpdateMedleyStats(medley_end: boolean);
      procedure DrawMedleyCountdown();
  end;

const
  ID='ID_023';   //for help system

implementation
uses UGraphic, UDataBase, UDraw, UMain, Classes, URecord, ULanguage, UHelp, math,
  UPartyM2, UParty;
  
// Method for input parsing. If False is returned, GetNextWindow
// should be checked to know the next window to load;
function TScreenSing.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
begin
  Result := true;
  If (PressedDown) Then
  begin // Key Down
    case PressedKey of
      //MP3-Volume Up
      SDLK_PAGEUP:
        begin
          if (MP3Volume<100) then
          begin
            MP3Volume := MP3Volume+5;
            Music.SetMusicVolume(MP3Volume);
          end;
          MP3VolumeHandler.changed := true;
          MP3VolumeHandler.change_time := 0;
        end;

      //MP3-Volume Down
      SDLK_PAGEDOWN:
        begin
          if (MP3Volume>0) then
          begin
            MP3Volume := MP3Volume-5;
            Music.SetMusicVolume(MP3Volume);
          end;
          MP3VolumeHandler.changed := true;
          MP3VolumeHandler.change_time := 0;
        end;

      SDLK_K:
        begin
          if Music.VocalRemoverActivated() then
            Music.DisableVocalRemover
          else
            Music.EnableVocalRemover;
        end;

      SDLK_TAB:
        begin
          if not paused then
            Pause;
          ScreenPopupHelp.ShowPopup();
        end;

      SDLK_A:
        begin
          ToggleAspectCorrection;
          AspectHandler.changed := true;
          AspectHandler.change_time := Czas.Teraz;
          Static[VideoAspectStatic].Visible := true;
          case UVideo.fAspectCorrection of
            acoStretch: Text[VideoAspectText].Text := Language.Translate('VIDEO_ASPECT_STRETCH');
            acoCrop: Text[VideoAspectText].Text := Language.Translate('VIDEO_ASPECT_CROP');
            acoLetterBox: Text[VideoAspectText].Text := Language.Translate('VIDEO_ASPECT_LETTER_BOX');
          end;
          DataBase.SetAspect(AktSong.Artist, AktSong.Title, integer(UVideo.fAspectCorrection));
          Text[VideoAspectText].Visible := true;
        end;
      SDLK_Q:
        begin
          //When not ask before Exit then Finish now
          if (Ini.AskbeforeDel <> 1) then
            Finish
          //else just Pause and let the Popup make the Work  
          else if not paused then
            Pause;
          
          Result := false;
        end;
      SDLK_ESCAPE,
      SDLK_BACKSPACE :
        begin
          //Record Sound Hack:
          //Sound[0].BufferLong
          if (ScreenSong.Mode=smMedley) or ScreenSong.PartyMedley then
            PlaylistMedley.CurrentMedleySong:=PlaylistMedley.NumMedleySongs+1;

          Finish;
          FadeOut := true;
          Music.PlayBack;

          if ScreenSong.Mode<>smParty then
            FadeTo(@ScreenScore);
        end;

      SDLK_P://Pause Mod
        begin
          Pause;
        end;
        
      SDLK_RETURN:
        begin
        end;

      // Up and Down could be done at the same time,
      // but I don't want to declare variables inside
      // functions like this one, called so many times
      SDLK_DOWN :
        begin
        end;
      SDLK_UP :
        begin
        end;
    end;
  end;
end;

//Pause Mod
procedure TScreenSing.Pause;
begin
  if not paused then  //Pause einschalten
  begin
    PauseTime := Czas.Teraz;
    Paused := true;
    //stop Music
    Music.Pause;
    if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then //Video
      acTogglePause; //Video
  end
  else            //Pause ausschalten
  begin
    Czas.Teraz := PauseTime; //Position of Notes
    Music.MoveTo (PauseTime);//Position of Music
    Music.Play; //Play Music
    if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then //Video
      acTogglePause;
    Paused := false;
  end;
end;
//Pause Mod End

constructor TScreenSing.Create;
begin
  inherited Create;

  LoadFromTheme(Theme.Sing);

  //TimeBar mod
    StaticTimeProgress :=  AddStatic(Theme.Sing.StaticTimeProgress);
    TextTimeText       :=  AddText(Theme.Sing.TextTimeText);
  //eoa TimeBar mod

  StaticP1 := AddStatic(Theme.Sing.StaticP1);
  StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG);
  TextP1 := AddText(Theme.Sing.TextP1);
  TextP1Score := AddText(Theme.Sing.TextP1Score);

  //moveable singbar mod
  StaticP1SingBar         := AddStatic(Theme.Sing.StaticP1SingBar);
  StaticP1ThreePSingBar   := AddStatic(Theme.Sing.StaticP1ThreePSingBar);
  StaticP1TwoPSingBar     := AddStatic(Theme.Sing.StaticP2RSingBar);
  StaticP2RSingBar        := AddStatic(Theme.Sing.StaticP2RSingBar);
  StaticP2MSingBar        := AddStatic(Theme.Sing.StaticP2MSingBar);
  StaticP3SingBar         := AddStatic(Theme.Sing.StaticP3SingBar);
  //eoa moveable singbar

  //Added for ps3 skin
  //This one is shown in 2/4P mode
  StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP);
  StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG);
  TextP1TwoP := AddText(Theme.Sing.TextP1TwoP);
  TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore);

  //This one is shown in 3/6P mode
  StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP);
  StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG);
  TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP);
  TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore);
  //eoa

  StaticP2R := AddStatic(Theme.Sing.StaticP2R);
  StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG);
  TextP2R := AddText(Theme.Sing.TextP2R);
  TextP2RScore := AddText(Theme.Sing.TextP2RScore);

  StaticP2M := AddStatic(Theme.Sing.StaticP2M);
  StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG);
  TextP2M := AddText(Theme.Sing.TextP2M);
  TextP2MScore := AddText(Theme.Sing.TextP2MScore);

  StaticP3R := AddStatic(Theme.Sing.StaticP3R);
  StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG);
  TextP3R := AddText(Theme.Sing.TextP3R);
  TextP3RScore := AddText(Theme.Sing.TextP3RScore);

  SongNameStatic := AddStatic(Theme.Sing.StaticSongName);
  SongNameText := AddText(Theme.Sing.TextSongName);

  VideoAspectStatic:= AddStatic(Theme.Sing.VideoAspectStatic);
  VideoAspectText:=   AddText(Theme.Sing.VideoAspectText);

  LyricMain := TLyric.Create;
  LyricSub :=  TLyric.Create;
  UVideo.Init;

  MP3Volume := 100;
end;

procedure TScreenSing.onShow;
var
  V1:       boolean;
  V1TwoP:   boolean; //added for ps3 skin
  V1ThreeP: boolean; //added for ps3 skin
  V2R:      boolean;
  V2M:      boolean;
  V3R:      boolean;
  NR:       TRecR; //Line Bonus Mod
begin
  Log.LogStatus('Begin', 'onShow');
  if not Help.SetHelpID(ID) then
    Log.LogError('No Entry for Help-ID ' + ID + ' (ScreenSing)');

  if Music.VocalRemoverActivated() then
    Music.DisableVocalRemover;
    
  FadeOut := false; // 0.5.0: early 0.5.0 problems were by this line commented

  AspectHandler.changed := false;
  Text[VideoAspectText].Visible := false;
  Static[VideoAspectStatic].Visible := false;

  MP3VolumeHandler.changed := false;

  //Reset Player Medley stats
  if (ScreenSong.Mode = smMedley) or ScreenSong.PartyMedley  then
  begin
    PlaylistMedley.CurrentMedleySong:=1;

    //max_song_score_medley := round(MAX_SONG_SCORE / NumMedleySongs);
    //max_song_line_bonus_medley := round(MAX_SONG_LINE_BONUS / NumMedleySongs);
    PlaylistMedley.NumPlayer := PlayersPlay;
    SetLength(PlaylistMedley.Stats, 0);
    //max_song_score_medley := round(MAX_SONG_SCORE / PlaylistMedley.NumMedleySongs);
    //max_song_line_bonus_medley := round(MAX_SONG_LINE_BONUS / PlaylistMedley.NumMedleySongs);
  end;

  // prepare players
  SetLength(Player, PlayersPlay);
//  Player[0].ScoreTotalI := 0;

  case PlayersPlay of
    1:  begin
          V1       := true;
          V1TwoP   := false;  //added for ps3 skin
          V1ThreeP := false;  //added for ps3 skin
          V2R      := false;
          V2M      := false;
          V3R      := false;
        end;
    2:  begin
          V1       := false;
          V1TwoP   := true;  //added for ps3 skin
          V1ThreeP := false; //added for ps3 skin
          V2R      := true;
          V2M      := false;
          V3R      := false;
        end;
    3:  begin
          V1       := false;
          V1TwoP   := false; //added for ps3 skin
          V1ThreeP := true;  //added for ps3 skin
          V2R      := false;
          V2M      := true;
          V3R      := true;
        end;
    4:  begin // double screen
          V1       := false;
          V1TwoP   := true;  //added for ps3 skin
          V1ThreeP := false; //added for ps3 skin
          V2R      := true;
          V2M      := false;
          V3R      := false;
        end;
    6:  begin // double screen
          V1       := false;
          V1TwoP   := false; //added for ps3 skin
          V1ThreeP := true;  //added for ps3 skin
          V2R      := false;
          V2M      := true;
          V3R      := true;
        end;
    else begin    //should not happen
          V1       := true;
          V1TwoP   := false;
          V1ThreeP := false;
          V2R      := false;
          V2M      := false;
          V3R      := false;
        end;
  end;

  //Added for ps3 skin
  //This one is shown in 1P mode
  Static[StaticP1].Visible := V1;
  Static[StaticP1ScoreBG].Visible := V1;
  Text[TextP1].Visible := V1;
  Text[TextP1Score].Visible := V1;
  //This one is shown in 2/4P mode
  Static[StaticP1TwoP].Visible := V1TwoP;
  Static[StaticP1TwoPScoreBG].Visible := V1TwoP;
  Text[TextP1TwoP].Visible := V1TwoP;
  Text[TextP1TwoPScore].Visible := V1TwoP;
  //This one is shown in 3/6P mode
  Static[StaticP1ThreeP].Visible := V1ThreeP;
  Static[StaticP1ThreePScoreBG].Visible := V1ThreeP;
  Text[TextP1ThreeP].Visible := V1ThreeP;
  Text[TextP1ThreePScore].Visible := V1ThreeP;
  //eoa

  Static[StaticP2R].Visible := V2R;
  Static[StaticP2RScoreBG].Visible := V2R;
  Text[TextP2R].Visible := V2R;
  Text[TextP2RScore].Visible := V2R;

  Static[StaticP2M].Visible := V2M;
  Static[StaticP2MScoreBG].Visible := V2M;
  Text[TextP2M].Visible := V2M;
  Text[TextP2MScore].Visible := V2M;

  Static[StaticP3R].Visible := V3R;
  Static[StaticP3RScoreBG].Visible := V3R;
  Text[TextP3R].Visible := V3R;
  Text[TextP3RScore].Visible := V3R;

  //Set Position of Line Bonus - PhrasenBonus
  if (Ini.LineBonus = 1) then //Show Line Bonus at Scores
  begin
  Case PlayersPlay of
    1: begin
      Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ScoreBG.x;
      Player[0].LineBonus_TargetY := Theme.Sing.TextP1Score.Y;
      Player[0].LineBonus_StartX  := Theme.Sing.StaticP1ScoreBG.x;
      Player[0].LineBonus_StartY  := Theme.Sing.TextP1Score.Y + 65;
    end;

    2: begin
      //P1
      Player[0].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x;
      Player[0].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y;
      Player[0].LineBonus_StartX  := Theme.Sing.StaticP1TwoPScoreBG.X;
      Player[0].LineBonus_StartY  := Theme.Sing.TextP1TwoPScore.Y + 65;

      //P2
      Player[1].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.X;
      Player[1].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y;
      Player[1].LineBonus_StartX  := Theme.Sing.StaticP2RScoreBG.X;
      Player[1].LineBonus_StartY  := Theme.Sing.TextP2RScore.Y + 65;
    end;

    3: begin
      //P1
      Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x;
      Player[0].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y;
      Player[0].LineBonus_StartX  := Theme.Sing.StaticP1ThreePScoreBG.x;
      Player[0].LineBonus_StartY  := Theme.Sing.TextP1ThreePScore.Y + 65;

      //P2
      Player[1].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x;
      Player[1].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y;
      Player[1].LineBonus_StartX  := Theme.Sing.StaticP2MScoreBG.x;
      Player[1].LineBonus_StartY  := Theme.Sing.TextP2MScore.Y + 65;

      //P3
      Player[2].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x;
      Player[2].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y;
      Player[2].LineBonus_StartX  := Theme.Sing.StaticP3RScoreBG.x;
      Player[2].LineBonus_StartY  := Theme.Sing.TextP3RScore.Y + 65;
    end;

    4: begin
      //P1
      Player[0].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x;
      Player[0].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y;
      Player[0].LineBonus_StartX  := Theme.Sing.StaticP1TwoPScoreBG.x;
      Player[0].LineBonus_StartY  := Theme.Sing.TextP1TwoPScore.Y + 65;

      //P2
      Player[1].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.x;
      Player[1].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y;
      Player[1].LineBonus_StartX  := Theme.Sing.StaticP2RScoreBG.x;
      Player[1].LineBonus_StartY  := Theme.Sing.TextP2RScore.Y + 65;

      //P3
      Player[2].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x;
      Player[2].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y;
      Player[2].LineBonus_StartX  := Theme.Sing.StaticP1TwoPScoreBG.x;
      Player[2].LineBonus_StartY  := Theme.Sing.TextP1TwoPScore.Y + 65;

      //P4
      Player[3].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.x;
      Player[3].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y;
      Player[3].LineBonus_StartX  := Theme.Sing.StaticP2RScoreBG.x;
      Player[3].LineBonus_StartY  := Theme.Sing.TextP2RScore.Y + 65;
    end;

    6: begin
      //P1
      Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x;
      Player[0].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y;
      Player[0].LineBonus_StartX  := Theme.Sing.StaticP1ThreePScoreBG.x;
      Player[0].LineBonus_StartY  := Theme.Sing.TextP1ThreePScore.Y + 65;

      //P2
      Player[1].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x;
      Player[1].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y;
      Player[1].LineBonus_StartX  := Theme.Sing.StaticP2MScoreBG.x;
      Player[1].LineBonus_StartY  := Theme.Sing.TextP2MScore.Y + 65;

      //P3
      Player[2].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x;
      Player[2].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y;
      Player[2].LineBonus_StartX  := Theme.Sing.StaticP3RScoreBG.x;
      Player[2].LineBonus_StartY  := Theme.Sing.TextP3RScore.Y + 65;

      //P4
      Player[3].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x;
      Player[3].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y;
      Player[3].LineBonus_StartX  := Theme.Sing.StaticP1ThreePScoreBG.x;
      Player[3].LineBonus_StartY  := Theme.Sing.TextP1ThreePScore.Y + 65;

      //P5
      Player[4].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x;
      Player[4].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y;
      Player[4].LineBonus_StartX  := Theme.Sing.StaticP2MScoreBG.x;
      Player[4].LineBonus_StartY  := Theme.Sing.TextP2MScore.Y + 65;

      //P6
      Player[5].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x;
      Player[5].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y;
      Player[5].LineBonus_StartX  := Theme.Sing.StaticP3RScoreBG.x;
      Player[5].LineBonus_StartY  := Theme.Sing.TextP3RScore.Y + 65;
    end;
  end;
  end
  else if (Ini.LineBonus = 2) then //Show Line Bonus at Notes
  begin
  //SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12);
  //SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12);
  //SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12);

  // positions
  if Ini.SingWindow = 0 then begin
    NR.Left := 120;
  end else begin
    NR.Left := 20;
  end;
  NR.Right := 780;

  NR.Width := NR.Right - NR.Left;
  NR.WMid := NR.Width / 2;
  NR.Mid := NR.Left + NR.WMid;

  Case PlayersPlay of
    1: begin
      Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65;
      Player[0].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_StartY  := Skin_P2_NotesB - 105;
    end;

    2: begin
      //P1
      Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28;
      Player[0].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_StartY  := Skin_P1_NotesB - 105 + 28;

      //P2
      Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28;
      Player[1].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[1].LineBonus_StartY  := Skin_P2_NotesB - 105 + 28;
    end;

    3: begin
      //P1
      Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_TargetY := 120 - 65 + 28;
      Player[0].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_StartY  := 120 + 28;

      //P2
      Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[1].LineBonus_TargetY := 245 - 65 + 28;
      Player[1].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[1].LineBonus_StartY  := 245 + 28;

      //P3
      Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[2].LineBonus_TargetY := 370 - 65 + 28;
      Player[2].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[2].LineBonus_StartY  := 370 + 28;
    end;

    4: begin
      //P1
      Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28;
      Player[0].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_StartY  := Skin_P1_NotesB - 105 + 28;

      //P2
      Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28;
      Player[1].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[1].LineBonus_StartY  := Skin_P2_NotesB - 105 + 28;

      //P3
      Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[2].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28;
      Player[2].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[2].LineBonus_StartY  := Skin_P1_NotesB - 105 + 28;

      //P4
      Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[3].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28;
      Player[3].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[3].LineBonus_StartY  := Skin_P2_NotesB - 105 + 28;
    end;

    6: begin
      //P1
      Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_TargetY := 120 - 65 + 28;
      Player[0].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[0].LineBonus_StartY  := 120 + 28;

      //P2
      Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[1].LineBonus_TargetY := 245 - 65 + 28;
      Player[1].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[1].LineBonus_StartY  := 245 + 28;

      //P3
      Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[2].LineBonus_TargetY := 370 - 65 + 28;
      Player[2].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[2].LineBonus_StartY  := 370 + 28;

      //P4
      Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[3].LineBonus_TargetY := 120 - 65 + 28;
      Player[3].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[3].LineBonus_StartY  := 120 + 28;

      //P5
      Player[4].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[4].LineBonus_TargetY := 245 - 65 + 28;
      Player[4].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[4].LineBonus_StartY  := 245 + 28;

      //P6
      Player[5].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
      Player[5].LineBonus_TargetY := 370 - 65 + 28;
      Player[5].LineBonus_StartX  := Round(Nr.Right + 10*ScreenX - 100);
      Player[5].LineBonus_StartY  := 370 + 28;
    end;
  end;
  end;
  //Set Position of Line Bonus - PhrasenBonus End

  // main text
  LyricMain.Clear;
  LyricMain.X := 400;
  LyricMain.Y := Skin_LyricsT;
  LyricMain.Scale := 1.4; //1.4
  LyricMain.Align := 1;

  // sub text
  LyricSub.Clear;
  LyricSub.X := 400;
  LyricSub.Y := Skin_LyricsT + 35; //42 //40
  LyricSub.Align := 1;

  // set custom options
  case Ini.LyricsFont of
    0:
      begin
        LyricMain.FontStyle := 0;
        LyricSub.FontStyle := 0;
        LyricMain.Size := 14; // 13
        LyricSub.Size := 14; // 13
        LyricMain.ColR := Skin_FontR;
        LyricMain.ColG := Skin_FontG;
        LyricMain.ColB := Skin_FontB; //Change f�r Crazy Joker
        {LyricMain.ColSR := Skin_FontHighlightR;
        LyricMain.ColSG := Skin_FontHighlightG;
        LyricMain.ColSB := Skin_FontHighlightB;1aa5dc}
        LyricMain.ColSR := 5/255; //26
        LyricMain.ColSG := 163/255; //165
        LyricMain.ColSB := 210/255;  //220

        LyricSub.ColR := 0.4; //0.6
        LyricSub.ColG := 0.4; //0.6
        LyricSub.ColB := 0.4; //0.6
      end;
    1:
      begin
        LyricMain.FontStyle := 2;
        LyricSub.FontStyle := 2;
        LyricMain.Size := 14;
        LyricSub.Size := 14;
        LyricMain.ColR := 0.75;
        LyricMain.ColG := 0.75;
        LyricMain.ColB := 1;
        LyricMain.ColSR := 0.5;
        LyricMain.ColSG := 0.5;
        LyricMain.ColSB := 1;
        LyricSub.ColR := 0.8;
        LyricSub.ColG := 0.8;
        LyricSub.ColB := 0.8;
      end;
    2:
      begin
        LyricMain.FontStyle := 3;
        LyricSub.FontStyle := 3;
        LyricMain.Size := 12;
        LyricSub.Size := 12;
        LyricMain.ColR := 0.75;
        LyricMain.ColG := 0.75;
        LyricMain.ColB := 1;
        LyricMain.ColSR := 0.5;
        LyricMain.ColSG := 0.5;
        LyricMain.ColSB := 1;
        LyricSub.ColR := 0.8;
        LyricSub.ColG := 0.8;
        LyricSub.ColB := 0.8;
      end;
  end; // case

  case Ini.LyricsEffect of
    0:  LyricMain.Style := 1; // 0 - one selected, 1 - selected all to the current
    1:  LyricMain.Style := 2;
    2:  LyricMain.Style := 3;
    3:  LyricMain.Style := 4;
  end; // case

  LoadNextSong;

  Log.LogStatus('End', 'onShow');
end;

procedure TScreenSing.SongError;
var
  I, len:  integer;

begin
  if (not ScreenSong.PartyMedley) and (ScreenSong.Mode <> smMedley) then
  begin
    //Error Loading Song -> Go back to Song Screen and Show some Error Message

    FadeTo(@ScreenSong);
    ScreenSong.SongIndex := -1;
    ScreenSong.onShow;
    if (ScreenSong.Mode = smParty) then
      ScreenSong.SelectRandomSong;

    ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG'));
    Exit;
  end else if (ScreenSong.PartyMedley or (ScreenSong.Mode = smMedley))  then
  begin
    if (PlaylistMedley.CurrentMedleySong<PlaylistMedley.NumMedleySongs) then
    begin
      //Error Loading Song in Medley Mode -> skip actual Medley Song an go on if possible
      len := Length(PlaylistMedley.Song);
      for I := PlaylistMedley.CurrentMedleySong-1 to len - 1 do
        PlaylistMedley.Song[I] := PlaylistMedley.Song[I+1];

      SetLength(PlaylistMedley.Song, Len-1);
      Dec(PlaylistMedley.NumMedleySongs);
      LoadNextSong;
      Exit;
    end else
    begin
      if (PlaylistMedley.NumMedleySongs=1) then
      begin
        //Error Loading Song in Medley Mode -> Go back to Song Screen and Show some Error Message
        FadeTo(@ScreenSong);
        ScreenSong.SongIndex := -1;
        ScreenSong.onShow;
        ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG'));
        Exit;
      end else
      begin
        //Error Loading Song in Medley Mode -> Finish actual round
        len := Length(PlaylistMedley.Song);
        SetLength(PlaylistMedley.Song, len-1);
        Dec(PlaylistMedley.NumMedleySongs);
        Finish;
        Exit;
      end;
    end;
  end;
end;

procedure TScreenSing.LoadNextSong;
var
  P, I:       integer;

begin
  // load notes
  ResetSingTemp;
  PlaylistMedley.ApplausePlayed := false;
  if (ScreenSong.Mode = smMedley) or ScreenSong.PartyMedley then
  begin
    CatSongs.Selected := PlaylistMedley.Song[PlaylistMedley.CurrentMedleySong-1];
    Music.Open(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].Mp3);
  end else
  begin
    for I := 0 to PlayersPlay - 1 do
      Player[I].VoiceFile := '';
  end;

  AktSong := CatSongs.Song[CatSongs.Selected];
  try
    if not LoadSong(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName, SONG_LOAD_COMPLETE) then
    begin
      SongError;
      Exit;
    end;

  except
    SongError;
    Exit;
  end;
  
  AktSong.Path := CatSongs.Song[CatSongs.Selected].Path;

  if (ScreenSong.Mode = smMedley) or ScreenSong.PartyMedley then
  begin
    SetMedleyMode;
    Text[SongNameText].Text := IntToStr(PlaylistMedley.CurrentMedleySong) +
      '/' + IntToStr(PlaylistMedley.NumMedleySongs) + ': ' +
      AktSong.Artist + ' - ' + AktSong.Title;

    //medley start and end timestamps
    StartNote := FindNote(AktSong.Medley.StartBeat - round(AktSong.BPM[0].BPM*AktSong.Medley.FadeIn_time/60));
    MedleyStart := GetTimeFromBeat(Czesci[0].Czesc[StartNote.line].Nuta[0].Start);

    //check Medley-Start
    if (MedleyStart+AktSong.Medley.FadeIn_time*0.5>GetTimeFromBeat(AktSong.Medley.StartBeat)) then
      MedleyStart := GetTimeFromBeat(AktSong.Medley.StartBeat) - AktSong.Medley.FadeIn_time;
    if MedleyStart<0 then
      MedleyStart := 0;

    MedleyEnd := GetTimeFromBeat(AktSong.Medley.EndBeat) + AktSong.Medley.FadeOut_time;
  end;

  // set movie
  if (Ini.MovieSize<2) and (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then begin
    acOpenFile(PAnsiChar(AktSong.Path + AktSong.Video));

    if (ScreenSong.Mode = smMedley) or ScreenSong.PartyMedley then
      acSkip2(AktSong.VideoGAP, MedleyStart)
    else
      acSkip2(AktSong.VideoGAP, AktSong.Start);

    if (UVideo.VideoOpened) then
      AktSong.VideoLoaded := true;

    UVideo.SetAspectCorrection(TAspectCorrection(
      DataBase.GetAspect(AktSong.Artist, AktSong.Title, Ini.AspectCorrect)));
  end;

  // set background
  if (AktSong.Background <> '')  and (AktSong.VideoLoaded = false) then
    try
      Tex_Background := Texture.LoadTexture(AktSong.Path + AktSong.Background);
    except
      log.LogError('Background could not be loaded: ' + AktSong.Path + AktSong.Background);
      Tex_Background.TexNum := -1;
    end
  else
    Tex_Background.TexNum := -1;

  // play music+timer (I)
  if (ScreenSong.Mode = smMedley) or ScreenSong.PartyMedley then
  begin
    Music.MoveTo(MedleyStart);
    Czas.Teraz := MedleyStart;
    Czas.Razem := MedleyEnd;
  end else
  begin
    Music.MoveTo(AktSong.Start);

    Czas.Teraz := AktSong.Start;
    Czas.Razem := Music.Length;
    if (AktSong.Finish > 0) then
      Czas.Razem := AktSong.Finish / 1000;
  end;

  Czas.OldBeat := -1;


  for P := 0 to High(Player) do
    ClearScores(P);

  // fill texts
  LyricMain.AddCzesc(0);
  LyricMain.Selected := -1;
  LyricSub.AddCzesc(1);
  LyricSub.Selected := -1;

  //Deactivate Pause
  Paused := False;

  //Kill all Stars not Killed yet
  //GoldenStarsTwinkle Mod
  GoldenRec.SentenceChange;
  //GoldenStarsTwinkle Mod End

  //Set Num of Empty Sentences for Phrasen Bonus
  NumEmptySentences := 0;
  for P := low(Czesci[0].Czesc) to high(Czesci[0].Czesc) do
    if Czesci[0].Czesc[P].TotalNotes = 0 then Inc(NumEmptySentences);

  if (ScreenSong.Mode = smMedley) or ScreenSong.PartyMedley then
  begin
    MedleyHandler.changed := true;
    MedleyHandler.change_time := Czas.Teraz;

    Static[SongNameStatic].Visible := true;
    Text[SongNameText].Visible := true;
  end else
  begin
    Static[SongNameStatic].Visible := false;
    Text[SongNameText].Visible := false;
  end;

  Music.CaptureStart;
  
  if ((ScreenSong.Mode = smMedley) or ScreenSong.PartyMedley)
    and (PlaylistMedley.CurrentMedleySong>1) then
    onShowFinish;
end;

procedure TScreenSing.onShowFinish;
begin
  // play movie (II)

  if AktSong.VideoLoaded then
  begin
    try
      acGetFrame(Czas.Teraz);
    except
      //If an Error occurs Reading Video: prevent Video from being Drawn again and Close Video
      AktSong.VideoLoaded := False;
      Log.LogError('Error drawing Video, Video has been disabled for this Song/Session.');
      Log.LogError('Corrupted File: ' + AktSong.Video);
      try
        acClose;
      except

      end;
    end;
  end;

  // play music (II)
  if (ScreenSong.Mode = smMedley) or ScreenSong.PartyMedley then
    Music.Fade(10, MP3Volume, AktSong.Medley.FadeIn_time)
  else
    Music.SetMusicVolume(MP3Volume);

  Music.Play;

  // prepare timer (II)
  CountSkipTimeSet;
end;

function TScreenSing.Draw: boolean;
var
  Min:    integer;
  Sec:    integer;
  Tekst:  string;
  Flash:  real;
  S:      integer;
  T:      integer;
  lastLine, LastWord:     integer;
  medley_end:             boolean;
  medley_start_applause:  boolean;
  CurTime:                real;
begin

  //ScoreBG Mod
  // set player colors
  if PlayersPlay = 4 then
  begin
    if ScreenAct = 1 then
    begin
      LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG,
      Static[StaticP1TwoP].Texture.ColB, 'P1Dark');
      LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG,
      Static[StaticP2R].Texture.ColB, 'P2Dark');

      LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG,
      Static[StaticP1TwoPScoreBG].Texture.ColB, 'P1Dark');
      LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG,
      Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark');
    end;

    if ScreenAct = 2 then
    begin
      LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG,
        Static[StaticP1TwoP].Texture.ColB, 'P3Dark');
      LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG,
        Static[StaticP2R].Texture.ColB, 'P4Dark');

      LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG,
        Static[StaticP1TwoPScoreBG].Texture.ColB, 'P3Dark');
      LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG,
        Static[StaticP2RScoreBG].Texture.ColB, 'P4Dark');
    end;
  end;

  if PlayersPlay = 6 then
  begin
    if ScreenAct = 1 then
    begin
      LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG,
        Static[StaticP1ThreeP].Texture.ColB, 'P1Dark');
      LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG,
        Static[StaticP2R].Texture.ColB, 'P2Dark');
      LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG,
        Static[StaticP3R].Texture.ColB, 'P3Dark');

      LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG,
        Static[StaticP1ThreePScoreBG].Texture.ColB, 'P1Dark');
      LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG,
        Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark');
      LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG,
        Static[StaticP3RScoreBG].Texture.ColB, 'P3Dark');
    end;

    if ScreenAct = 2 then
    begin
      LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG,
        Static[StaticP1ThreeP].Texture.ColB, 'P4Dark');
      LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG,
        Static[StaticP2R].Texture.ColB, 'P5Dark');
      LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG,
        Static[StaticP3R].Texture.ColB, 'P6Dark');

      LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG,
        Static[StaticP1ThreePScoreBG].Texture.ColB, 'P4Dark');
      LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG,
        Static[StaticP2RScoreBG].Texture.ColB, 'P5Dark');
      LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG,
        Static[StaticP3RScoreBG].Texture.ColB, 'P6Dark');
    end;
  end;

  // set player names (for 2 screens and only Singstar skin)
  if ScreenAct = 1 then begin
    Text[TextP1].Text := 'P1';
    Text[TextP1TwoP].Text := 'P1'; //added for ps3 skin
    Text[TextP1ThreeP].Text := 'P1'; //added for ps3 skin
    Text[TextP2R].Text := 'P2';
    Text[TextP2M].Text := 'P2';
    Text[TextP3R].Text := 'P3';
  end;

  if ScreenAct = 2 then begin
    case PlayersPlay of
{        1:  begin
              Text[TextP1].Text := 'P2';
            end;
        2:  begin
              Text[TextP1].Text := 'P3';
              Text[TextP2R].Text := 'P4';
            end;
        3:  begin
              Text[TextP1].Text := 'P4';
              Text[TextP2M].Text := 'P5';
              Text[TextP3R].Text := 'P6';
            end;}

      4:  begin
            Text[TextP1TwoP].Text := 'P3';
            Text[TextP2R].Text := 'P4';
          end;
      6:  begin
            Text[TextP1ThreeP].Text := 'P4';
            Text[TextP2M].Text := 'P5';
            Text[TextP3R].Text := 'P6';
          end;
    end; // case
  end; // if

  // stereo

// weird stuff, maybe this is for "dual screen?", but where is player three then?
  Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX;
  Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX;

  Text[TextP1].X := Text[TextP1].X + 10*ScreenX;
  Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;


  Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX;
  Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX;

  Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX;
  Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;
// end of weird stuff

  for S := 1 to 1 do
    Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX;

  for T := 0 to 1 do
    Text[T].X := Text[T].X + 10*ScreenX;

  // update static menu with time ...
  if ScreenSong.Mode <> smMedley then
    CurTime := Czas.Razem - Czas.Teraz
  else
    CurTime := MedleyEnd - Czas.Teraz;

  Min := Round(CurTime) div 60;
  Sec := Round(CurTime) mod 60;
  Text[TextTimeText].Text := '';
  if Min < 10 then Text[TextTimeText].Text := '0';
  Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Min) + ':';
  if Sec < 10 then Text[TextTimeText].Text := Text[TextTimeText].Text + '0';
  Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Sec);

  lastLine := Length(Czesci[0].Czesc)-1;
  lastWord := Length(Czesci[0].Czesc[lastLine].Nuta)-1;
  if (Czas.AktBeat>(Czesci[0].Czesc[lastLine].Nuta[lastWord].Start+
    Czesci[0].Czesc[lastLine].Nuta[lastWord].Dlugosc)) then
    ScreenSong.SungToEnd := true;

  // for medley-mode:
  CurTime := Czas.Teraz;
  if (ScreenSong.Mode = smMedley) and (CurTime > MedleyEnd) then
    medley_end := true
  else
    medley_end := false;

  if (ScreenSong.Mode = smMedley) and (CurTime >
    GetTimeFromBeat(AktSong.Medley.EndBeat)) then
    medley_start_applause := true
  else
    medley_start_applause := false;

  // .. and scores
  if PlayersPlay = 1 then begin
    Tekst := IntToStr(Player[0].ScoreTotalI);
    while Length(Tekst) < 5 do Tekst := '0' + Tekst;
    Text[TextP1Score].Text := Tekst;
  end;

  if PlayersPlay = 2 then begin
    Tekst := IntToStr(Player[0].ScoreTotalI);
    while Length(Tekst) < 5 do Tekst := '0' + Tekst;
    Text[TextP1TwoPScore].Text := Tekst;

    Tekst := IntToStr(Player[1].ScoreTotalI);
    while Length(Tekst) < 5 do Tekst := '0' + Tekst;
    Text[TextP2RScore].Text := Tekst;
  end;

  if PlayersPlay = 3 then begin
    Tekst := IntToStr(Player[0].ScoreTotalI);
    while Length(Tekst) < 5 do Tekst := '0' + Tekst;
    Text[TextP1ThreePScore].Text := Tekst;

    Tekst := IntToStr(Player[1].ScoreTotalI);
    while Length(Tekst) < 5 do Tekst := '0' + Tekst;
    Text[TextP2MScore].Text := Tekst;

    Tekst := IntToStr(Player[2].ScoreTotalI);
    while Length(Tekst) < 5 do Tekst := '0' + Tekst;
    Text[TextP3RScore].Text := Tekst;
  end;

  if PlayersPlay = 4 then begin
    if ScreenAct = 1 then begin
      Tekst := IntToStr(Player[0].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP1TwoPScore].Text := Tekst;

      Tekst := IntToStr(Player[1].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP2RScore].Text := Tekst;
    end;
    if ScreenAct = 2 then begin
      Tekst := IntToStr(Player[2].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP1TwoPScore].Text := Tekst;

      Tekst := IntToStr(Player[3].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP2RScore].Text := Tekst;
    end;
  end;

  if PlayersPlay = 6 then begin
    if ScreenAct = 1 then begin
      Tekst := IntToStr(Player[0].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP1ThreePScore].Text := Tekst;

      Tekst := IntToStr(Player[1].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP2MScore].Text := Tekst;

      Tekst := IntToStr(Player[2].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP3RScore].Text := Tekst;
    end;
    if ScreenAct = 2 then begin
      Tekst := IntToStr(Player[3].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP1ThreePScore].Text := Tekst;

      Tekst := IntToStr(Player[4].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP2MScore].Text := Tekst;

      Tekst := IntToStr(Player[5].ScoreTotalI);
      while Length(Tekst) < 5 do Tekst := '0' + Tekst;
      Text[TextP3RScore].Text := Tekst;
    end;
  end;


  // beat flash
{  Flash := 1 - (Czas.MidBeat - Czas.AktBeat);
  if (Czas.AktBeat + AktSong.NotesGAP) mod AktSong.Resolution = 0 then Flash := 1
  else Flash := 0;
  if Czas.AktBeat < 0 then Flash := 0;
  glClearColor(Flash, Flash, Flash, 1);}

  // beat sound
//  if (Ini.BeatClick = 1) and (Flash = 1) and (Czas.AktBeat <> Czas.OldBeat) then Music.PlayClick;

  // draw static menu (BG)
  DrawBG;
  //Draw Background
  SingDrawBackground;
  // update and draw movie
  if ShowFinish and AktSong.VideoLoaded then begin
    try
      acGetFrame(Czas.Teraz);
      acDrawGL(ScreenAct); // this only draws
    except
      //If an Error occurs drawing: prevent Video from being Drawn again and Close Video
      AktSong.VideoLoaded := False;
      log.LogError('Error drawing Video, Video has been disabled for this Song/Session.');
      Log.LogError('Corrupted File: ' + AktSong.Video);
      try
        acClose;
      except

      end;
    end;
  end;

  // draw static menu (FG)
  DrawFG;

  //Medley Countdown
  if ScreenSong.Mode = smMedley then
    DrawMedleyCountdown;
    
  // check for music finish
  // Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(Czas.Teraz*1000) + ' ' + IntToStr(AktSong.Finish));
  if ShowFinish then
  begin
    if (not Music.Finished) and (not medley_end or (ScreenSong.Mode <> smMedley))
      and ((AktSong.Finish = 0) or (CurTime*1000 <= AktSong.Finish)) then
    begin
      //Pause Mod:
      if not Paused then
      begin
        Sing(Self);       // analyze song
        //Update Medley Stats
        if (ScreenSong.Mode = smMedley) and not FadeOut then
          UpdateMedleyStats(medley_start_applause);
      end;
    end else
    begin
      if not FadeOut then
      begin
        Finish;
        if ScreenSong.Mode = smNormal then
        begin
          FadeOut := true;
          FadeTo(@ScreenScore);
        end;
      end;
    end;
  end;
  
  // draw custom items
  SingDraw;  // always draw

  //GoldenNoteStarsTwinkle Mod
  GoldenRec.SpawnRec;
  //GoldenNoteStarsTwinkle Mod

  // back stereo

  // weird stuff, maybe this is for "dual screen?", but where is player three then?
  Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX;
  Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX;

  Text[TextP1].X := Text[TextP1].X - 10*ScreenX;
  Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;


  Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX;
  Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX;

  Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX;
  Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;
  //weird end

  for S := 1 to 1 do
    Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX;

  for T := 0 to 1 do
    Text[T].X := Text[T].X - 10*ScreenX;

  //Aspect
  if AspectHandler.changed and (Czas.Teraz>AspectHandler.change_time + 3) then
  begin
    AspectHandler.changed:=false;
    Text[VideoAspectText].Visible := false;
    Static[VideoAspectStatic].Visible := false;
  end;

  //Medley
  if MedleyHandler.changed and (Czas.Teraz>MedleyHandler.change_time + AktSong.Medley.FadeIn_time) then
  begin
    MedleyHandler.changed:=false;
    Static[SongNameStatic].Visible := false;
    Text[SongNameText].Visible := false;
  end;

  if MP3VolumeHandler.changed and (MP3VolumeHandler.change_time+TimeSkip<3) then
  begin
    MP3VolumeHandler.change_time := MP3VolumeHandler.change_time + TimeSkip;
    DrawVolumeBar(10, 475, 782, 12, MP3Volume);
  end else
    MP3VolumeHandler.changed := false;


  if (Ini.Debug=1) then
  begin
    glEnable(GL_BLEND);
    glDisable(GL_TEXTURE_2D);
    glColor4f(1, 1, 1, 0.6);
    glBegin(GL_QUADS);
      glVertex2f(0, 180);
      glVertex2f(0, 210);
      glVertex2f(400, 210);
      glVertex2f(400, 180);
    glEnd;
    glDisable(GL_BLEND);

    SetFontStyle(1);
    SetFontItalic(false);
    SetFontSize(8);
    glColor4f(0, 0, 0, 1);

    SetFontPos (5, 184);
    glPrint(PChar('lt: ' + FormatFloat('#0.00', Czas.Teraz) +
      ' mt: ' + FormatFloat('#0.00', Music.Position) +
      ' dt: ' + FormatFloat('#0.000', Czas.Teraz-Music.Position)));
  end;
end;
 
procedure TScreenSing.UpdateMedleyStats(medley_end: boolean);
var
  len, num, I : integer;

begin
  len := Length(PlaylistMedley.Stats);
  num := PlaylistMedley.NumPlayer;

  if (PlaylistMedley.CurrentMedleySong>len) and
    (PlaylistMedley.CurrentMedleySong<=PlaylistMedley.NumMedleySongs) then
  begin
    inc(len);
    SetLength(PlaylistMedley.Stats, len);
    SetLength(PlaylistMedley.Stats[len-1].Player, num);
    PlaylistMedley.Stats[len-1].SongArtist := AktSong.Artist;
    PlaylistMedley.Stats[len-1].SongTitle := AktSong.Title;
  end;

  if (PlaylistMedley.CurrentMedleySong<=PlaylistMedley.NumMedleySongs) then
    for I := 0 to num - 1 do
      PlaylistMedley.Stats[len-1].Player[I] := Player[I];

  if medley_end and not PlaylistMedley.ApplausePlayed and
    (PlaylistMedley.CurrentMedleySong<=PlaylistMedley.NumMedleySongs) then
  begin
    PlaylistMedley.ApplausePlayed:=true;
    Music.PlayApplause;
    Music.Fade(MP3Volume, 10, AktSong.Medley.FadeOut_time);
  end;
end;

procedure TScreenSing.Finish;
var
  I, J:     integer;
  len, num: integer;
  points:   string;

begin
  Music.CaptureStop;
  Music.Stop;

  if Ini.SavePlayback = 1 then begin
    Log.BenchmarkStart(0);

    for I := 0 to PlayersPlay - 1 do
    begin
      points := IntToStr(Player[I].ScoreTotalI);
      while Length(points) < 5 do
        points := '0'+points;

      Player[I].VoiceFile := Log.LogVoice(I, Ini.Name[I], AktSong.Artist, AktSong.Title, points);
    end;

    Log.BenchmarkEnd(0);
    Log.LogBenchmark('Creating files', 0);
  end;

  if AktSong.VideoLoaded then begin
    acClose;
    AktSong.VideoLoaded := false; // to prevent drawing closed video
  end;

  SetFontItalic (False);

  if (ScreenSong.Mode = smMedley) or ScreenSong.PartyMedley then
  begin
    if not FadeOut then
    begin
      for I := 0 to PlayersPlay - 1 do
          PlaylistMedley.Stats[Length(PlaylistMedley.Stats)-1].Player[I] := Player[I];

      inc(PlaylistMedley.CurrentMedleySong);
      if PlaylistMedley.CurrentMedleySong<=PlaylistMedley.NumMedleySongs then
      begin
        LoadNextSong;
      end else
      begin
        //build sums
        len := Length(PlaylistMedley.Stats);
        num := PlaylistMedley.NumPlayer;

        SetLength(PlaylistMedley.Stats, len+1);
        SetLength(PlaylistMedley.Stats[len].Player, num);

        for J := 0 to len - 1 do
        begin
          for I := 0 to num - 1 do
          begin
            PlaylistMedley.Stats[len].Player[I].Score :=
              PlaylistMedley.Stats[len].Player[I].Score +
              PlaylistMedley.Stats[J].Player[I].Score;

            PlaylistMedley.Stats[len].Player[I].ScoreLine :=
              PlaylistMedley.Stats[len].Player[I].ScoreLine +
              PlaylistMedley.Stats[J].Player[I].ScoreLine;

            PlaylistMedley.Stats[len].Player[I].ScoreGolden :=
              PlaylistMedley.Stats[len].Player[I].ScoreGolden +
              PlaylistMedley.Stats[J].Player[I].ScoreGolden;

            PlaylistMedley.Stats[len].Player[I].ScoreI :=
              PlaylistMedley.Stats[len].Player[I].ScoreI +
              PlaylistMedley.Stats[J].Player[I].ScoreI;

            PlaylistMedley.Stats[len].Player[I].ScoreLineI :=
              PlaylistMedley.Stats[len].Player[I].ScoreLineI +
              PlaylistMedley.Stats[J].Player[I].ScoreLineI;

            PlaylistMedley.Stats[len].Player[I].ScoreGoldenI :=
              PlaylistMedley.Stats[len].Player[I].ScoreGoldenI +
              PlaylistMedley.Stats[J].Player[I].ScoreGoldenI;

            PlaylistMedley.Stats[len].Player[I].ScoreTotalI :=
              PlaylistMedley.Stats[len].Player[I].ScoreTotalI +
              PlaylistMedley.Stats[J].Player[I].ScoreTotalI;
          end; //of for I
        end; //of for J

        //build mean on sum
        for I := 0 to num - 1 do
        begin
          PlaylistMedley.Stats[len].Player[I].Score := round(
            PlaylistMedley.Stats[len].Player[I].Score / len);

          PlaylistMedley.Stats[len].Player[I].ScoreLine := round(
            PlaylistMedley.Stats[len].Player[I].ScoreLine / len);

          PlaylistMedley.Stats[len].Player[I].ScoreGolden := round(
            PlaylistMedley.Stats[len].Player[I].ScoreGolden / len);

          PlaylistMedley.Stats[len].Player[I].ScoreI := round(
            PlaylistMedley.Stats[len].Player[I].ScoreI / len);

          PlaylistMedley.Stats[len].Player[I].ScoreLineI := round(
            PlaylistMedley.Stats[len].Player[I].ScoreLineI / len);

          PlaylistMedley.Stats[len].Player[I].ScoreGoldenI := round(
            PlaylistMedley.Stats[len].Player[I].ScoreGoldenI / len);

          PlaylistMedley.Stats[len].Player[I].ScoreTotalI := round(
            PlaylistMedley.Stats[len].Player[I].ScoreTotalI / len);
        end;

        FadeOut:=true;
        if ScreenSong.PartyMedley then
        begin
          for I := 0 to PlayersPlay-1 do
          begin
            Player[I].ScoreTotalI := PlaylistMedley.Stats[Length(PlaylistMedley.Stats)-1].Player[I].ScoreTotalI;
            if(ScreenSong.Mode=smChallenge) then
              ScreenSingModi.TeamInfo.TeamInfo[I].Score:=Player[I].ScoreTotalI;
          end;

          if ScreenSong.Mode=smChallenge then
          begin
            PartySessionM2.Teams:=ScreenSingModi.TeamInfo;
            PartySessionM2.EndRound;
          end;{ else if ScreenSong.Mode = smParty then
          begin
            PartySession.Teams := ScreenSingModi.TeamInfo;
            PartySession.EndRound;
          end; }
        end;

        if (ScreenSong.Mode=smMedley) or (ScreenSong.Mode=smChallenge) then
          FadeTo(@ScreenScore)
        else
          FadeTo(@ScreenPartyScore);
      end;
    end;
  end else
  begin
    SetLength(PlaylistMedley.Stats, 1);
    SetLength(PlaylistMedley.Stats[0].Player, PlayersPlay);
    for I := 0 to PlayersPlay - 1 do
      PlaylistMedley.Stats[0].Player[I] := Player[I];
    PlaylistMedley.Stats[0].SongArtist := AktSong.Artist;
    PlaylistMedley.Stats[0].SongTitle := AktSong.Title;
  end;
end;

procedure TScreenSing.onSentenceEnd(S: Cardinal);
var
I: Integer;
A: Real;
B: integer; //Max Points for Notes
begin

  //Check for Empty Sentence
  if (Czesci[0].Czesc[S].TotalNotes<=0) then
    exit;

  //Set Max Note Points
  if (Ini.LineBonus > 0) then
    B :=  9000
  else
    B := 10000;

  for I := 0 to High(Player) do begin
    A := Player[I].Score + Player[I].ScoreGolden - Player[I].ScoreLast + 2;

    //SingBar Mod
    If ({(Ini.Oscilloscope = 2) and }(Czesci[0].Czesc[S].TotalNotes>0)) then
    begin
      Player[I].ScorePercentTarget := Player[I].ScorePercentTarget + floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 40 - 26);
      if Player[I].ScorePercentTarget < 0 then Player[I].ScorePercentTarget := 0;
      if Player[I].ScorePercentTarget > 99 then Player[I].ScorePercentTarget := 99;

    //end Singbar Mod
    end;

    //PhrasenBonus - Line Bonus Mod

    //Generate Steps 0 to 8
    A := Floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 8);

    If (Ini.LineBonus > 0) then
    begin

      //Generate Text
      if A >= 8 then
        Player[I].LineBonus_Text := Theme.Sing.LineBonusText[8]
      else
        Player[I].LineBonus_Text := Theme.Sing.LineBonusText[Floor(A)];

      //PhrasenBonus give Points
      Player[I].ScoreLine := Player[I].ScoreLine + (1000 / (Length(Czesci[0].Czesc) - NumEmptySentences) * A / 8);
      Player[I].ScoreLineI := Round(Player[I].ScoreLine / 10) * 10;
      //Update Total Score
      Player[I].ScoreTotalI := Player[I].ScoreI + Player[I].ScoreGoldenI + Player[I].ScoreLineI;

      //Color
      Case Floor(A) of
        0: begin
          Player[I].LineBonus_Color.R := 1;
          Player[I].LineBonus_Color.G := 0;
          Player[I].LineBonus_Color.B := 0;
        end;
        1..3: begin
          Player[I].LineBonus_Color.R := 1;
          Player[I].LineBonus_Color.G := (A * 0.25);
          Player[I].LineBonus_Color.B := 0;
        end;
        4: begin
          Player[I].LineBonus_Color.R := 1;
          Player[I].LineBonus_Color.G := 1;
          Player[I].LineBonus_Color.B := 0;
        end;
        5..7: begin
          Player[I].LineBonus_Color.R := 1-((a-4)*0.25);
          Player[I].LineBonus_Color.G := 1;
          Player[I].LineBonus_Color.B := 0;
        end;
        8: begin
          Player[I].LineBonus_Color.R := 0;
          Player[I].LineBonus_Color.G := 1;
          Player[I].LineBonus_Color.B := 0;
        end;
      End; //Case
      //Player[I].LineBonus_Color.B := 0;
      //Player[I].LineBonus_Color.R := (8-A)/8;
      //Player[I].LineBonus_Color.G := A/10;

      Player[I].LineBonus_PosX  := Player[I].LineBonus_StartX;
      Player[I].LineBonus_PosY  := Player[I].LineBonus_StartY;
      Player[I].LineBonus_Alpha := 0.92;
      Player[I].LineBonus_Visible := True;
      Player[I].LineBonus_Age := 1;
    end;
    //PhrasenBonus - Line Bonus Mod End// }

    //PerfectLineTwinkle Mod (effect) Pt.1
    If (Ini.EffectSing=1) then
    begin
      if A >= 8 then Player[I].LastSentencePerfect := True
      else Player[I].LastSentencePerfect := False;
    end;
    //PerfectLineTwinkle Mod end

  //Refresh LastScore
  Player[I].ScoreLast := Player[I].Score + Player[I].ScoreGolden;

  end;

  //PerfectLineTwinkle Mod (effect) Pt.2
  if Ini.EffectSing=1 then
    GoldenRec.SpawnPerfectLineTwinkle;
  //PerfectLineTwinkle Mod end
end;

//Called on Sentence Change S= New Current Sentence
procedure TScreenSing.onSentenceChange(S: Cardinal);
begin
  //GoldenStarsTwinkle Mod
  GoldenRec.SentenceChange;
  //GoldenStarsTwinkle Mod End
end;

procedure TScreenSing.DrawMedleyCountdown();
var
  w, h:           real;
  timeDiff:       real;
  t:              real;
  CountDownText:  string;

begin
  if (Czas.Teraz < GetTimeFromBeat(AktSong.Medley.StartBeat)) then
  begin
    timeDiff := GetTimeFromBeat(AktSong.Medley.StartBeat)-Czas.Teraz+1;
    t := frac(timeDiff);

    glColor4f(0.15, 0.30, 0.6, t);

    h := 100*t*ScreenH/RenderH;
    SetFontStyle(1);
    SetFontItalic(false);
    SetFontSize(h);
    CountDownText := IntToStr(round(timeDiff-t));
    w := glTextWidth(PChar(CountDownText));

    SetFontPos (RenderW/2-w/2, RenderH/2-h/2*3);
    glPrint(PChar(CountDownText));
  end;
end;

end.