unit UScreenSing;
interface
uses UMenu, UMusic, SDL, SysUtils, UPliki, UTime, USongs, UIni, ULog, USmpeg, UTexture, ULyrics,
TextGL, OpenGL12, BASS, UThemes, ULCD, UGraphicClasses;
type
TScreenSing = class(TMenu)
protected
paused: boolean; //Pause Mod
PauseTime: Real;
NumEmptySentences: integer;
public
TextTime: integer;
StaticP1: integer;
StaticP1ScoreBG: integer;
TextP1: integer;
TextP1Score: integer;
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;
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 UpdateLCD;
procedure Pause; //Pause Mod(Toggles Pause)
//OnSentenceEnd for LineBonus + Singbar
procedure onSentenceEnd(S: Cardinal);
//OnSentenceChange (for Golden Notes)
procedure onSentenceChange(S: Cardinal);
end;
implementation
uses UGraphic, UDraw, UMain, Classes, URecord, ULanguage, math;
// 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
SDLK_ESCAPE :
begin
//Record Sound Hack:
//Sound[0].BufferLong
Finish;
Music.PlayBack;
FadeTo(@ScreenScore);
end;
SDLK_Q:
begin
Finish;
Result := false;
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
else // Key Up
case PressedKey of
SDLK_RETURN :
begin
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
PauseSmpeg; //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
PlaySmpeg;
//SkipSmpeg(PauseTime);
Paused := false;
end;
end;
//Pause Mod End
constructor TScreenSing.Create;
var
I: integer;
P: integer;
begin
inherited Create;
AddBackground(Theme.Sing.Background.Tex);
for I := 0 to High(Theme.Sing.Static) do
AddStatic(Theme.Sing.Static[I]);
for I := 0 to High(Theme.Sing.Text) do
AddText(Theme.Sing.Text[I]);
// time
TextTime := AddText(75, 14, 1, 8, 0.25, 0.25, 0.25, '00:00');
StaticP1 := AddStatic(Theme.Sing.StaticP1);
StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG);
TextP1 := AddText(Theme.Sing.TextP1);
TextP1Score := AddText(Theme.Sing.TextP1Score);
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);
LyricMain := TLyric.Create;
LyricSub := TLyric.Create;
end;
procedure TScreenSing.onShow;
var
P: integer;
V1: boolean;
V2R: boolean;
V2M: boolean;
V3R: boolean;
NR: TRecR; //Line Bonus Mod
begin
Log.LogStatus('Begin', 'onShow');
FadeOut := false; // 0.5.0: early 0.5.0 problems were by this line commented
// prepare players
SetLength(Player, PlayersPlay);
// Player[0].ScoreTotalI := 0;
case PlayersPlay of
1: begin
V1 := true;
V2R := false;
V2M := false;
V3R := false;
end;
2: begin
V1 := true;
V2R := true;
V2M := false;
V3R := false;
end;
3: begin
V1 := true;
V2R := false;
V2M := true;
V3R := true;
end;
4: begin // double screen
V1 := true;
V2R := true;
V2M := false;
V3R := false;
end;
6: begin // double screen
V1 := true;
V2R := false;
V2M := true;
V3R := true;
end;
end;
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;
// load notes
CzyscNuty;
// Log.LogWarning(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName, '!!!');
AktSong := CatSongs.Song[CatSongs.Selected];
WczytajCzesci(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName);
AktSong.Path := CatSongs.Song[CatSongs.Selected].Path;
// AktSong.GAP := AktSong.GAP + 40 {4096 = 100ms for buffer} + 20 {microphone} + 60000 / AktSong.BPM[0].BPM / 2; // temporary until UMain will be fixed
// set movie
if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then begin
OpenSmpeg(AktSong.Path + AktSong.Video);
SkipSmpeg(AktSong.VideoGAP + AktSong.Start);
AktSong.VideoLoaded := true;
end;
// set background
if (AktSong.Background <> '') and (AktSong.VideoLoaded = false) then
Tex_Background := Texture.LoadTexture(AktSong.Path + AktSong.Background)
else
Tex_Background.TexNum := -1;
// play music (I)
Music.CaptureStart;
Music.MoveTo(AktSong.Start);
// Music.Play;
// prepare timer (I)
// CountSkipTimeSet;
Czas.Teraz := AktSong.Start;
Czas.Razem := Music.Length;
if (AktSong.Finish > 0) then Czas.Razem := AktSong.Finish / 1000;
Czas.OldBeat := -1;
for P := 0 to High(Player) do
ClearScores(P);
// 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 + 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 := 26/255;
LyricMain.ColSG := 165/255;
LyricMain.ColSB := 220/255;
LyricSub.ColR := 0.6;
LyricSub.ColG := 0.6;
LyricSub.ColB := 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
// fill texts
LyricMain.AddCzesc(0);
LyricMain.Selected := -1;
LyricSub.AddCzesc(1);
LyricSub.Selected := -1;
UpdateLCD;
//Deactivate Pause
Paused := False;
//Kill all Stars not Killed yet
//GoldenStarsTwinkle Mod
GoldenRec.SentenceChange;
//GoldenStarsTwinkle Mod End
{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.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;
//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.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;
//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.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;
//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.StaticP1ScoreBG.x;
Player[2].LineBonus_TargetY := Theme.Sing.TextP1Score.Y;
Player[2].LineBonus_StartX := Theme.Sing.StaticP1ScoreBG.x;
Player[2].LineBonus_StartY := Theme.Sing.TextP1Score.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.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;
//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.StaticP1ScoreBG.x;
Player[3].LineBonus_TargetY := Theme.Sing.TextP1Score.Y;
Player[3].LineBonus_StartX := Theme.Sing.StaticP1ScoreBG.x;
Player[3].LineBonus_StartY := Theme.Sing.TextP1Score.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 - 87);
Player[0].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65;
Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87);
Player[0].LineBonus_StartY := Skin_P2_NotesB - 105;
end;
2: begin
//P1
Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87);
Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28;
Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87);
Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28;
//P2
Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87);
Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28;
Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87);
Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28;
end;
3: begin
//P1
Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87);
Player[0].LineBonus_TargetY := 120 - 65 + 28;
Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87);
Player[0].LineBonus_StartY := 120 + 28;
//P2
Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87);
Player[1].LineBonus_TargetY := 245 - 65 + 28;
Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87);
Player[1].LineBonus_StartY := 245 + 28;
//P3
Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87);
Player[2].LineBonus_TargetY := 370 - 65 + 28;
Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87);
Player[2].LineBonus_StartY := 370 + 28;
end;
4: begin
//P1
Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87);
Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28;
Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87);
Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28;
//P2
Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87);
Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28;
Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87);
Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28;
//P3
Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87);
Player[2].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28;
Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87);
Player[2].LineBonus_StartY := Skin_P1_NotesB - 105 + 28;
//P4
Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87);
Player[3].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28;
Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87);
Player[3].LineBonus_StartY := Skin_P2_NotesB - 105 + 28;
end;
6: begin
//P1
Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87);
Player[0].LineBonus_TargetY := 120 - 65 + 28;
Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87);
Player[0].LineBonus_StartY := 120 + 28;
//P2
Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87);
Player[1].LineBonus_TargetY := 245 - 65 + 28;
Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87);
Player[1].LineBonus_StartY := 245 + 28;
//P3
Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87);
Player[2].LineBonus_TargetY := 370 - 65 + 28;
Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87);
Player[2].LineBonus_StartY := 370 + 28;
//P4
Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87);
Player[3].LineBonus_TargetY := 120 - 65 + 28;
Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87);
Player[3].LineBonus_StartY := 120 + 28;
//P5
Player[4].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87);
Player[4].LineBonus_TargetY := 245 - 65 + 28;
Player[4].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87);
Player[4].LineBonus_StartY := 245 + 28;
//P6
Player[5].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87);
Player[5].LineBonus_TargetY := 370 - 65 + 28;
Player[5].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87);
Player[5].LineBonus_StartY := 370 + 28;
end;
end;
end;
//Set Position of Line Bonus - PhrasenBonus 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);
Log.LogStatus('End', 'onShow');
end;
procedure TScreenSing.onShowFinish;
begin
// play movie (II)
if AktSong.VideoLoaded then PlaySmpeg;
// play music (II)
Music.Play;
// prepare timer (II)
CountSkipTimeSet;
end;
function TScreenSing.Draw: boolean;
var
Min: integer;
Sec: integer;
Tekst: string;
Flash: real;
S: integer;
T: integer;
begin
//ScoreBG Mod
// set player colors
if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
LoadColor(Static[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG,
Static[StaticP1].Texture.ColB, 'P1Dark');
LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG,
Static[StaticP2R].Texture.ColB, 'P2Dark');
LoadColor(Static[StaticP1ScoreBG].Texture.ColR, Static[StaticP1ScoreBG].Texture.ColG,
Static[StaticP1ScoreBG].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[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG,
Static[StaticP1].Texture.ColB, 'P3Dark');
LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG,
Static[StaticP2R].Texture.ColB, 'P4Dark');
LoadColor(Static[StaticP1ScoreBG].Texture.ColR, Static[StaticP1ScoreBG].Texture.ColG,
Static[StaticP1ScoreBG].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[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG,
Static[StaticP1].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[StaticP1ScoreBG].Texture.ColR, Static[StaticP1ScoreBG].Texture.ColG,
Static[StaticP1ScoreBG].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[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG,
Static[StaticP1].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[StaticP1ScoreBG].Texture.ColR, Static[StaticP1ScoreBG].Texture.ColG,
Static[StaticP1ScoreBG].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;
//Original 0.5.0
{ // set player colors
if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
//LoadColor(Static[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG,
//Static[StaticP1].Texture.ColB, 'P1Dark');
// LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG,
// Static[StaticP2R].Texture.ColB, 'P2Dark');
end;
if ScreenAct = 2 then begin
LoadColor(Static[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG,
Static[StaticP1].Texture.ColB, 'P3Dark');
LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG,
Static[StaticP2R].Texture.ColB, 'P4Dark');
end;
end;
if PlayersPlay = 6 then begin
if ScreenAct = 1 then begin
LoadColor(Static[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG,
Static[StaticP1].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');
end;
if ScreenAct = 2 then begin
LoadColor(Static[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG,
Static[StaticP1].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');
end;
end; }
//end ScoreBG Mod
// set player names (for 2 screens and only Singstar skin)
if ScreenAct = 1 then begin
Text[TextP1].Text := 'P1';
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[TextP1].Text := 'P3';
Text[TextP2R].Text := 'P4';
end;
6: begin
Text[TextP1].Text := 'P4';
Text[TextP2M].Text := 'P5';
Text[TextP3R].Text := 'P6';
end;
end; // case
end; // if
// stereo
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;
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 ...
Min := Round(Czas.Teraz) div 60;
Sec := Round(Czas.Teraz) mod 60;
Text[TextTime].Text := '';
if Min < 10 then Text[TextTime].Text := '0';
Text[TextTime].Text := Text[TextTime].Text + IntToStr(Min) + ':';
if Sec < 10 then Text[TextTime].Text := Text[TextTime].Text + '0';
Text[TextTime].Text := Text[TextTime].Text + IntToStr(Sec);
// .. 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[TextP1Score].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[TextP1Score].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[TextP1Score].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[TextP1Score].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[TextP1Score].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[TextP1Score].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
UpdateSmpeg; // this only draws
end;
// draw static menu (FG)
DrawFG;
// 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 ((AktSong.Finish = 0) or (Czas.Teraz*1000 <= AktSong.Finish)) then begin
//Pause Mod:
if not Paused then
Sing(Self); // analyze song
end else begin
// Log.LogError('End');
if not FadeOut then begin
// Log.LogError('End2');
Finish;
FadeOut := true;
FadeTo(@ScreenScore);
end;
end;
end;
// draw custom items
SingDraw; // always draw
//GoldenNoteStarsTwinkle Mod
GoldenRec.SpawnRec;
//GoldenNoteStarsTwinkle Mod
// back stereo
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;
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;
end;
procedure TScreenSing.Finish;
begin
Music.CaptureStop;
Music.Stop;
if Ini.SavePlayback = 1 then begin
Log.BenchmarkStart(0);
Log.LogVoice(0);
Log.LogVoice(1);
Log.LogVoice(2);
Log.BenchmarkEnd(0);
Log.LogBenchmark('Creating files', 0);
end;
if AktSong.VideoLoaded then begin
CloseSmpeg;
AktSong.VideoLoaded := false; // to prevent drawing closed video
end;
SetFontItalic (False);
end;
procedure TScreenSing.UpdateLCD;
var
T: string;
begin
LCD.HideCursor;
LCD.Clear;
T := LyricMain.Text;
if Copy(T, Length(T), 1) <> ' ' then T := T + ' ';
LCD.AddTextBR(T);
T := LyricSub.Text;
if Copy(T, Length(T), 1) <> ' ' then T := T + ' ';
LCD.AddTextBR(T);
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
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;
end;
//PhrasenBonus - Line Bonus Mod End// }
//PerfectLineTwinkle Mod (effect) Pt.1
If (Ini.EffectPerfect>=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
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;
end.