unit UScreenSing;
interface
uses UMenu, UMusic, SDL, SysUtils, UFiles, UTime, USongs, UIni, ULog, UTexture, ULyrics,
TextGL, gl, BASS, UThemes, ULCD, UGraphicClasses, UVideo;
type
THandler = record
changed: boolean;
change_time: real;
end;
TScreenSing = class(TMenu)
const
ID='ID_023'; //for help system
protected
paused: boolean; //Pause Mod
PauseTime: Real;
NumEmptySentences: integer;
public
//TextTime: integer;
//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;
CountDownText: string;
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 UpdateLCD;
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;
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
SDLK_K:
begin
if Music.VocalRemoverActivated() then
Music.DisableVocalRemover
else
Music.EnableVocalRemover;
end;
SDLK_TAB:
begin
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;
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;
var
I: integer;
P: integer;
begin
inherited Create;
LoadFromTheme(Theme.Sing);
// time
//TextTime := AddText(75, 14, 1, 8, 0.25, 0.25, 0.25, '00:00');
//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;
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
begin
Log.LogStatus('Begin', 'onShow');
if not Help.SetHelpID(ID) then
Log.LogError('No Entry for Help-ID ' + ID + ' (ScreenSing)');
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;
//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;
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, K, 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: integer;
numNotes: 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;
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;
// AktSong.GAP := AktSong.GAP + 40 {4096 = 100ms for buffer} + 20 {microphone} + 60000 / AktSong.BPM[0].BPM / 2; // temporary until UMain will be fixed
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;
//that one is better:
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
acSkip(AktSong.VideoGAP, MedleyStart)
else
acSkip(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)
Music.CaptureStart;
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;
UpdateLCD;
//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;
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, 100, AktSong.Medley.FadeIn_time)
else
Music.SetVolume(100);
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;
end;
procedure TScreenSing.UpdateMedleyStats(medley_end: boolean);
var
len, num, I : integer;
lastline: boolean;
vol: real;
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(100, 10, AktSong.Medley.FadeOut_time);
end;
end;
procedure TScreenSing.Finish;
var
I, J: integer;
len, num: integer;
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
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
inc(PlaylistMedley.CurrentMedleySong);
if PlaylistMedley.CurrentMedleySong<=PlaylistMedley.NumMedleySongs then
begin
//AudioPlayback.PlaySound(SoundLib.Applause);
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[J].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.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
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
txt: PChar;
w, h: real;
timeDiff: real;
t: real;
begin
if (Czas.Teraz < GetTimeFromBeat(AktSong.Medley.StartBeat)) then
begin
timeDiff := GetTimeFromBeat(AktSong.Medley.StartBeat)-Czas.Teraz+1;
t := frac(timeDiff);
CountDownText := IntToStr(round(timeDiff-t));
glColor4f(0.15, 0.30, 0.6, t);
h := 130*t*ScreenH/RenderH;
SetFontStyle(1);
SetFontItalic(false);
SetFontSize(h);
w := glTextWidth(PChar(CountDownText));
SetFontPos (RenderW/2-w/2, RenderH/2-h/2*3);
txt := Addr(CountDownText[1]);
glPrint(txt);
end;
end;
end.