unit UScreenSing;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses UMenu,
UMusic,
SDL,
SysUtils,
UFiles,
UTime,
USongs,
UIni,
ULog,
UTexture,
ULyrics,
TextGL,
OpenGL12,
UThemes,
ULCD,
UGraphicClasses,
USingScores;
type
TScreenSing = class(TMenu)
protected
paused: boolean; //Pause Mod
PauseTime: Real;
NumEmptySentences: integer;
public
//TextTime: integer;
//TimeBar mod
StaticTimeProgress: integer;
TextTimeText: integer;
//eoa TimeBar mod
StaticP1: integer;
TextP1: integer;
{StaticP1ScoreBG: 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;
TextP1TwoP: integer;
{StaticP1TwoPScoreBG: integer;
TextP1TwoPScore: integer;}
//shown when game is in 3/6 player modus
StaticP1ThreeP: integer;
TextP1ThreeP: integer;
{TextP1ThreePScore: integer;
StaticP1ThreePScoreBG: integer; }
//eoa
StaticP2R: integer;
TextP2R: integer;
{StaticP2RScoreBG: integer;
TextP2RScore: integer;}
StaticP2M: integer;
TextP2M: integer;
{StaticP2MScoreBG: integer;
TextP2MScore: integer; }
StaticP3R: integer;
TextP3R: integer;
{StaticP3RScoreBG: integer;
TextP3RScore: integer;}
Tex_Background: TTexture;
FadeOut: boolean;
// LyricMain: TLyric;
// LyricSub: TLyric;
Lyrics: TLyricEngine;
//Score Manager:
Scores: TSingScores;
fShowVisualization : boolean;
fCurrentVideoPlaybackEngine : IVideoPlayback;
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)
procedure onSentenceEnd(S: Cardinal); //OnSentenceEnd for LineBonus + Singbar
procedure onSentenceChange(S: Cardinal); //OnSentenceChange (for Golden Notes)
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_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
Finish;
AudioPlayback.PlayBack;
FadeTo(@ScreenScore);
end;
SDLK_P://Pause Mod
begin
Pause;
end;
SDLK_V: //Show Visualization
begin
fShowVisualization := not fShowVisualization;
if fShowVisualization then
fCurrentVideoPlaybackEngine := Visualization
else
fCurrentVideoPlaybackEngine := VideoPlayback;
if fShowVisualization then
fCurrentVideoPlaybackEngine.play;
end;
SDLK_TAB: //Change Visualization Preset
begin
if fShowVisualization then
fCurrentVideoPlaybackEngine.Position := now; // move to a random position
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
// pause Time
PauseTime := Czas.Teraz;
Paused := true;
// pause Music
AudioPlayback.Pause;
// pause Video
if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then
fCurrentVideoPlaybackEngine.Pause;
end
else //Pause ausschalten
begin
Czas.Teraz := PauseTime; //Position of Notes
// Position of Music
AudioPlayback.Position := PauseTime;
// Play Music
AudioPlayback.Play;
// Video
if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then
fCurrentVideoPlaybackEngine.Pause;
Paused := false;
end;
end;
//Pause Mod End
constructor TScreenSing.Create;
var
I: integer;
P: integer;
begin
inherited Create;
fShowVisualization := false;
fCurrentVideoPlaybackEngine := VideoPlayback;
//Create Score Class
Scores := TSingScores.Create;
Scores.LoadfromTheme;
LoadFromTheme(Theme.Sing);
//TimeBar
StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress);
TextTimeText := AddText(Theme.Sing.TextTimeText);
// 1 player | P1
StaticP1 := AddStatic(Theme.Sing.StaticP1);
TextP1 := AddText(Theme.Sing.TextP1);
{StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG);
TextP1Score := AddText(Theme.Sing.TextP1Score);
StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar);}
// 2 or 4 players | P1
StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP);
TextP1TwoP := AddText(Theme.Sing.TextP1TwoP);
{StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG);
TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore);
StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);}
// | P2
StaticP2R := AddStatic(Theme.Sing.StaticP2R);
TextP2R := AddText(Theme.Sing.TextP2R);
{StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG);
TextP2RScore := AddText(Theme.Sing.TextP2RScore);
StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar); }
// 3 or 6 players | P1
StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP);
TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP);
{StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG);
TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore);
StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar);}
// | P2
StaticP2M := AddStatic(Theme.Sing.StaticP2M);
TextP2M := AddText(Theme.Sing.TextP2M);
{StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG);
TextP2MScore := AddText(Theme.Sing.TextP2MScore);
StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar);}
// | P3
StaticP3R := AddStatic(Theme.Sing.StaticP3R);
TextP3R := AddText(Theme.Sing.TextP3R);
{StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG);
TextP3RScore := AddText(Theme.Sing.TextP3RScore);
StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar);}
if ScreenAct = 2 then begin
// katze und affe
end;
Lyrics := TLyricEngine.Create(80,Skin_LyricsT,640,12,80,Skin_LyricsT+36,640,12);
fCurrentVideoPlaybackEngine.Init();
end;
procedure TScreenSing.onShow;
var
P: integer;
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
Color: TRGB;
begin
Log.LogStatus('Begin', 'onShow');
FadeOut := false; // 0.5.0: early 0.5.0 problems were by this line commented
// reset video playback engine, to play Video Clip...
fCurrentVideoPlaybackEngine := VideoPlayback;
//SetUp Score Manager
Scores.ClearPlayers; //Clear Old Player Values
Color.R := 0; Color.G := 0; Color.B := 0; //Dummy atm
For P := 0 to PlayersPlay -1 do //Add new Ones
begin
Scores.AddPlayer(Tex_ScoreBG[P], Color);
end;
Scores.Init; //Get Positions for Players
// prepare players
SetLength(Player, PlayersPlay);
// Player[0].ScoreTotalI := 0;
case PlayersPlay of
1: begin
V1 := true;
V1TwoP := false;
V1ThreeP := false;
V2R := false;
V2M := false;
V3R := false;
end;
2: begin
V1 := false;
V1TwoP := true;
V1ThreeP := false;
V2R := true;
V2M := false;
V3R := false;
end;
3: begin
V1 := false;
V1TwoP := false;
V1ThreeP := true;
V2R := false;
V2M := true;
V3R := true;
end;
4: begin // double screen
V1 := false;
V1TwoP := true;
V1ThreeP := false;
V2R := true;
V2M := false;
V3R := false;
end;
6: begin // double screen
V1 := false;
V1TwoP := false;
V1ThreeP := true;
V2R := false;
V2M := true;
V3R := true;
end;
end;
//This one is shown in 1P mode
Static[StaticP1].Visible := V1;
Text[TextP1].Visible := V1;
{Static[StaticP1ScoreBG].Visible := V1;
Text[TextP1Score].Visible := V1;}
//This one is shown in 2/4P mode
Static[StaticP1TwoP].Visible := V1TwoP;
Text[TextP1TwoP].Visible := V1TwoP;
{Static[StaticP1TwoPScoreBG].Visible := V1TwoP;
Text[TextP1TwoPScore].Visible := V1TwoP;}
Static[StaticP2R].Visible := V2R;
Text[TextP2R].Visible := V2R;
{Static[StaticP2RScoreBG].Visible := V2R;
Text[TextP2RScore].Visible := V2R; }
//This one is shown in 3/6P mode
Static[StaticP1ThreeP].Visible := V1ThreeP;
Text[TextP1ThreeP].Visible := V1ThreeP;
{Static[StaticP1ThreePScoreBG].Visible := V1ThreeP;
Text[TextP1ThreePScore].Visible := V1ThreeP; }
Static[StaticP2M].Visible := V2M;
Text[TextP2M].Visible := V2M;
{Static[StaticP2MScoreBG].Visible := V2M;
Text[TextP2MScore].Visible := V2M; }
Static[StaticP3R].Visible := V3R;
Text[TextP3R].Visible := V3R;
{Static[StaticP3RScoreBG].Visible := V3R;
Text[TextP3RScore].Visible := V3R; }
ResetSingTemp;
// Log.LogWarning(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName, '!!!');
CurrentSong := CatSongs.Song[CatSongs.Selected];
try
if not CurrentSong.LoadSong then
// if not LoadSong(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName) then
begin
//Error Loading Song -> Go back to Song Screen and Show some Error Message
FadeTo(@ScreenSong);
//Select New Song in Party Mode
if ScreenSong.Mode = 1 then
ScreenSong.SelectRandomSong;
ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG'));
Exit;
end;
except
//Error Loading Song -> Go back to Song Screen and Show some Error Message
FadeTo(@ScreenSong);
//Select New Song in Party Mode
if ScreenSong.Mode = 1 then
ScreenSong.SelectRandomSong;
ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG'));
Exit;
end;
CurrentSong.Path := CatSongs.Song[CatSongs.Selected].Path;
// CurrentSong.GAP := CurrentSong.GAP + 40 {4096 = 100ms for buffer} + 20 {microphone} + 60000 / CurrentSong.BPM[0].BPM / 2; // temporary until UMain will be fixed
// set movie
if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then
begin
// todo: VideoGap and Start time verwursten
fCurrentVideoPlaybackEngine.Open( CurrentSong.Path + CurrentSong.Video );
fCurrentVideoPlaybackEngine.position := CurrentSong.VideoGAP + CurrentSong.Start;
CurrentSong.VideoLoaded := true;
end;
// set background
if (CurrentSong.Background <> '') and (CurrentSong.VideoLoaded = false) then
try
Tex_Background := Texture.LoadTexture(CurrentSong.Path + CurrentSong.Background);
except
log.LogError('Background could not be loaded: ' + CurrentSong.Path + CurrentSong.Background);
Tex_Background.TexNum := -1;
end
else
Tex_Background.TexNum := -1;
// play music (I)
AudioInput.CaptureStart;
AudioPlayback.Position := CurrentSong.Start;
// Music.Play;
// prepare timer (I)
// CountSkipTimeSet;
Czas.Teraz := CurrentSong.Start;
Czas.Razem := AudioPlayback.Length;
if (CurrentSong.Finish > 0) then Czas.Razem := CurrentSong.Finish / 1000;
Czas.OldBeat := -1;
for P := 0 to High(Player) do
ClearScores(P);
// main text
Lyrics.Clear (CurrentSong.BPM[0].BPM, CurrentSong.Resolution);
// set custom options
case Ini.LyricsFont of
0:
begin
Lyrics.UpperLineSize := 14;
Lyrics.LowerLineSize := 14;
Lyrics.FontStyle := 0;
Lyrics.LineColor_en.R := Skin_FontR;
Lyrics.LineColor_en.G := Skin_FontG;
Lyrics.LineColor_en.B := Skin_FontB;
Lyrics.LineColor_en.A := 1;
Lyrics.LineColor_dis.R := 0.4;
Lyrics.LineColor_dis.G := 0.4;
Lyrics.LineColor_dis.B := 0.4;
Lyrics.LineColor_dis.A := 1;
Lyrics.LineColor_act.R := 5/256;
Lyrics.LineColor_act.G := 163/256;
Lyrics.LineColor_act.B := 210/256;
Lyrics.LineColor_act.A := 1;
{ 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; }
Lyrics.UpperLineSize := 14;
Lyrics.LowerLineSize := 14;
Lyrics.FontStyle := 2;
Lyrics.LineColor_en.R := 0.75;
Lyrics.LineColor_en.G := 0.75;
Lyrics.LineColor_en.B := 1;
Lyrics.LineColor_en.A := 1;
Lyrics.LineColor_dis.R := 0.8;
Lyrics.LineColor_dis.G := 0.8;
Lyrics.LineColor_dis.B := 0.8;
Lyrics.LineColor_dis.A := 1;
Lyrics.LineColor_act.R := 0.5;
Lyrics.LineColor_act.G := 0.5;
Lyrics.LineColor_act.B := 1;
Lyrics.LineColor_act.A := 1;
end;
2:
begin
Lyrics.UpperLineSize := 12;
Lyrics.LowerLineSize := 12;
Lyrics.FontStyle := 3;
Lyrics.LineColor_en.R := 0.75;
Lyrics.LineColor_en.G := 0.75;
Lyrics.LineColor_en.B := 1;
Lyrics.LineColor_en.A := 1;
Lyrics.LineColor_dis.R := 0.8;
Lyrics.LineColor_dis.G := 0.8;
Lyrics.LineColor_dis.B := 0.8;
Lyrics.LineColor_dis.A := 1;
Lyrics.LineColor_act.R := 0.5;
Lyrics.LineColor_act.G := 0.5;
Lyrics.LineColor_act.B := 1;
Lyrics.LineColor_act.A := 1;
{ 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: Lyrics.HoverEffekt := 1; // 0 - one selected, 1 - selected all to the current
1: Lyrics.HoverEffekt := 2;
2: Lyrics.HoverEffekt := 3;
3: Lyrics.HoverEffekt := 4;
end; // case
// Add Lines to Lyrics
While (not Lyrics.LineinQueue) AND (Lyrics.LineCounter <= High(Czesci[0].Czesc)) do
Lyrics.AddLine(@Czesci[0].Czesc[Lyrics.LineCounter]);
UpdateLCD;
//Deactivate Pause
Paused := False;
//Kill all Stars not Killed yet
//GoldenStarsTwinkle Mod
GoldenRec.SentenceChange;
//GoldenStarsTwinkle Mod End
{//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
// 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
//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 CurrentSong.VideoLoaded then
begin
try
writeln( 'VideoPlayback.FFmpegGetFrame' );
fCurrentVideoPlaybackEngine.GetFrame(Czas.Teraz);
writeln( 'VideoPlayback.FFmpegDrawGL' );
fCurrentVideoPlaybackEngine.DrawGL(ScreenAct);
// PlaySmpeg;
except
on E : Exception do
begin
//If an Error occurs Reading Video: prevent Video from being Drawn again and Close Video
CurrentSong.VideoLoaded := False;
Log.LogError('Error drawing Video, Video has been disabled for this Song/Session.');
Log.LogError('Error Message : '+ E.message );
Log.LogError(' In : '+ E.ClassName +' (TScreenSing.onShowFinish)' );
Log.LogError('Corrupted File: ' + CurrentSong.Video);
try
// CloseSmpeg;
fCurrentVideoPlaybackEngine.Close;
except
end;
end;
end;
end;
// play music (II)
AudioPlayback.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 | den wirren Scheiss hier brauch mer nimmer, wir haben colorized png's - no need for wirrness also
// set player colors - macht nichts weiter als die farben des statics zu wechseln, was zu unsch�nen effekten bei colorized png f�hrt
{ 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';
Text[TextP1ThreeP].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[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? | okay, i commented the stuff out the other day - nothing was missing on screen w/ 6 players - so do we even need this stuff?
// okay this stuff appears again some lines beneath this one, I commented it out for testing what it does - seems like it's doing nothing
// but I might be wrong, so what is this stuff here doing? O.o
Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX;
Text[TextP1].X := Text[TextP1].X + 10*ScreenX;
{Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX;
Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;}
Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX;
Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX;
{Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX;
Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;}
// end of weird stuff
for S := 1 to 1 do //wtf?
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[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);
{// .. 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; }
// draw static menu (BG)
DrawBG;
//Draw Background
SingDrawBackground;
// update and draw movie
if ShowFinish and
( CurrentSong.VideoLoaded or fShowVisualization ) then
// if ShowFinish then
begin
// try
// UpdateSmpeg; // this only draws
// todo: find a way to determine, when a new frame is needed
// toto: same for the need to skip frames
if assigned( fCurrentVideoPlaybackEngine ) then
begin
fCurrentVideoPlaybackEngine.GetFrame(Czas.Teraz);
fCurrentVideoPlaybackEngine.DrawGL(ScreenAct);
end;
(*
except
on E : Exception do
begin
//If an Error occurs drawing: prevent Video from being Drawn again and Close Video
CurrentSong.VideoLoaded := False;
log.LogError('Error drawing Video, Video has been disabled for this Song/Session.');
Log.LogError('Error Message : '+ E.message );
Log.LogError(' In : '+ E.ClassName +' (TScreenSing.Draw)' );
Log.LogError('Corrupted File: ' + CurrentSong.Video);
try
// CloseSmpeg;
fCurrentVideoPlaybackEngine.Close;
except
end;
end;
end;
*)
end;
// draw static menu (FG)
DrawFG;
// check for music finish
// Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(Czas.Teraz*1000) + ' ' + IntToStr(CurrentSong.Finish));
if ShowFinish then begin
if (not AudioPlayback.Finished) and ((CurrentSong.Finish = 0) or (Czas.Teraz*1000 <= CurrentSong.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
//Draw Scores
Scores.Draw;
// back stereo
// weird stuff, maybe this is for "dual screen?", but where is player three then?
// okay this stuff appears again some lines above this one, I commented it out for testing what it does - seems like it's doing nothing
// but I might be wrong, so what is this stuff here doing? O.o
Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX;
Text[TextP1].X := Text[TextP1].X - 10*ScreenX;
{Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX;
Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;}
Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX;
Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX;
{Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX;
Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;}
//weird end
for S := 1 to 1 do // wtf?
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
AudioInput.CaptureStop;
AudioPlayback.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 CurrentSong.VideoLoaded then
begin
// CloseSmpeg;
fCurrentVideoPlaybackEngine.Close;
CurrentSong.VideoLoaded := false; // to prevent drawing closed video
end;
SetFontItalic (False);
end;
procedure TScreenSing.UpdateLCD;
var
T: string;
begin
//Todo: Lyrics
{ 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;
//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
//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;
//Spawn PopUp
If (A >= 8) then
A := 8
else IF A < 0 then
A := 0;
Scores.SpawnPopUp(I, Floor(A), Player[I].ScoreTotalI);
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
// if we are shoing a visualization... change to a new preset after each sentence..
// Maybe we should make this less often or something... just a
if fShowVisualization then
fCurrentVideoPlaybackEngine.Position := now; // move to a random position
end;
//Called on Sentence Change S= New Current Sentence
procedure TScreenSing.onSentenceChange(S: Cardinal);
begin
//GoldenStarsTwinkle Mod
GoldenRec.SentenceChange;
if (Lyrics.LineCounter <= High(Czesci[0].Czesc)) then
begin
Lyrics.AddLine(@Czesci[0].Czesc[Lyrics.LineCounter]);
// addline uses display memory
// calling draw makes sure, there's the singscreen in it, when the next
// swap between onscreen and offscreen buffers is done
// (this eliminates the onSentenceChange flickering)
// note: maybe it would be better to make sure, a display redraw is done
// right after the sentence change (before buffer swap) or make sure
// onsentencechange is only called right before calling Display.Draw
// (or whatever it was called)
Draw;
end;
//GoldenStarsTwinkle Mod End
end;
end.