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unit UScreenSingModi;

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,
     UScreenSing,
     ModiSDK;

type
  TScreenSingModi = class(TScreenSing)
    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;
      Winner: Byte; //Who Wins
      PlayerInfo: TPlayerInfo;
      TeamInfo:   TTeamInfo;

      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; override;
      //procedure UpdateLCD;
      //procedure Pause; //Pause Mod(Toggles Pause)
  end;

type
  TCustomSoundEntry = record
    Filename : String;
    Stream   : TAudioPlaybackStream;
  end;

var
  //Custom Sounds
  CustomSounds: array of TCustomSoundEntry;

//Procedured for Plugin
function LoadTex   (const Name, Typ: PChar): TsmallTexture; stdcall;
//function Translate (const Name: PChar): PChar; stdcall;
procedure Print (const Style, Size: Byte; const X, Y: Real; const Text: PChar); stdcall;       //Procedure to Print Text
function LoadSound  (const Name: PChar): Cardinal; stdcall;       //Procedure that loads a Custom Sound
procedure PlaySound (const Index: Cardinal); stdcall;       //Plays a Custom Sound

//Utilys
function ToSentences(Const Lines: TLines): TSentences;

implementation
uses UGraphic, UDraw, UMain, Classes, URecord, ULanguage, math, UDLLManager, USkins, UGraphicClasses;

// Method for input parsing. If False is returned, GetNextWindow
// should be checked to know the next window to load;
function TScreenSingModi.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
begin
  Result := true;
  If (PressedDown) Then
  begin // Key Down
    case PressedKey of

      SDLK_ESCAPE,
      SDLK_BACKSPACE :
        begin
          Finish;
          AudioPlayback.PlaySound(SoundLib.Back);
          FadeTo(@ScreenPartyScore);
        end;

      else
        Result := inherited ParseInput(PressedKey, ScanCode, PressedDown);
    end;
  end;
end;

constructor TScreenSingModi.Create;
begin
  inherited Create;

end;

function ToSentences(Const Lines: TLines): TSentences;
var
  I, J: Integer;
begin
  Result.Akt := Lines.Akt;
  Result.High := Lines.High;
  Result.Ilosc := Lines.Ilosc;
  Result.Resolution := Lines.Resolution;
  Result.NotesGAP := Lines.NotesGAP;
  Result.TotalLength := Lines.NoteType;

  SetLength(Result.Sentence, Length(Lines.Line));
  for I := low(Result.Sentence) to high(Result.Sentence) do
  begin
    Result.Sentence[I].Start := Lines.Line[I].Start;
    Result.Sentence[I].StartNote := Lines.Line[I].StartNote;
    Result.Sentence[I].Lyric := Lines.Line[I].Lyric;     
    Result.Sentence[I].LyricWidth := Lines.Line[I].LyricWidth;
    Result.Sentence[I].Koniec := Lines.Line[I].End_;
    Result.Sentence[I].BaseNote := Lines.Line[I].BaseNote;
    Result.Sentence[I].HighNote := Lines.Line[I].HighNote;
    Result.Sentence[I].IlNut := Lines.Line[I].IlNut;
    Result.Sentence[I].TotalNotes := Lines.Line[I].TotalNotes;

    SetLength(Result.Sentence[I].Note, Length(Lines.Line[I].Note));
    for J := low(Result.Sentence[I].Note) to high(Result.Sentence[I].Note) do
    begin
      Result.Sentence[I].Note[J].Color := Lines.Line[I].Note[J].Color;
      Result.Sentence[I].Note[J].Start := Lines.Line[I].Note[J].Start;
      Result.Sentence[I].Note[J].Length := Lines.Line[I].Note[J].Lenght;
      Result.Sentence[I].Note[J].Ton := Lines.Line[I].Note[J].Tone;
      Result.Sentence[I].Note[J].TonGamy := Lines.Line[I].Note[J].TonGamy;
      //Result.Sentence[I].Note[J].Text := Lines.Line[I].Note[J].Tekst;
      Result.Sentence[I].Note[J].FreeStyle := Lines.Line[I].Note[J].FreeStyle;
      Result.Sentence[I].Note[J].Typ := Lines.Line[I].Note[J].NoteType;
    end;
  end;
end;

procedure TScreenSingModi.onShow;
var
  I: Integer;
begin
  inherited;

  PlayersPlay := TeamInfo.NumTeams;

  if DLLMan.Selected.LoadSong then //Start with Song
  begin
    inherited;
  end
  else //Start Without Song
  begin
    AudioInput.CaptureStart;
  end;

//Set Playerinfo
  PlayerInfo.NumPlayers := PlayersPlay;
  for I := 0 to PlayerInfo.NumPlayers-1 do
  begin
    PlayerInfo.Playerinfo[I].Name    := PChar(Ini.Name[I]);
    PlayerInfo.Playerinfo[I].Score   := 0;
    PlayerInfo.Playerinfo[I].Bar     := 50;
    PlayerInfo.Playerinfo[I].Enabled := True;
  end;

  for I := PlayerInfo.NumPlayers to high(PlayerInfo.Playerinfo) do
  begin
    PlayerInfo.Playerinfo[I].Score:=  0;
    PlayerInfo.Playerinfo[I].Bar :=  0;
    PlayerInfo.Playerinfo[I].Enabled := False;
  end;

  {Case PlayersPlay of
    1: begin
      PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ScoreBG].Texture.X;
      PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ScoreBG].Texture.Y + Static[StaticP1ScoreBG].Texture.H;
    end;
    2,4: begin
      PlayerInfo.Playerinfo[0].PosX := Static[StaticP1TwoPScoreBG].Texture.X;
      PlayerInfo.Playerinfo[0].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H;
      PlayerInfo.Playerinfo[2].PosX := Static[StaticP1TwoPScoreBG].Texture.X;
      PlayerInfo.Playerinfo[2].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H;
      PlayerInfo.Playerinfo[1].PosX := Static[StaticP2RScoreBG].Texture.X;
      PlayerInfo.Playerinfo[1].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H;
      PlayerInfo.Playerinfo[3].PosX := Static[StaticP2RScoreBG].Texture.X;
      PlayerInfo.Playerinfo[3].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H;
    end;
    3,6: begin
      PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ThreePScoreBG].Texture.X;
      PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H;
      PlayerInfo.Playerinfo[3].PosX := Static[StaticP1ThreePScoreBG].Texture.X;
      PlayerInfo.Playerinfo[3].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H;
      PlayerInfo.Playerinfo[1].PosX := Static[StaticP2MScoreBG].Texture.X;
      PlayerInfo.Playerinfo[1].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H;
      PlayerInfo.Playerinfo[4].PosX := Static[StaticP2MScoreBG].Texture.X;
      PlayerInfo.Playerinfo[4].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H;
      PlayerInfo.Playerinfo[2].PosX := Static[StaticP3RScoreBG].Texture.X;
      PlayerInfo.Playerinfo[2].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H;
      PlayerInfo.Playerinfo[5].PosX := Static[StaticP3RScoreBG].Texture.X;
      PlayerInfo.Playerinfo[5].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H;
    end;
  end;       }

  // play music (I)
  //Music.CaptureStart;
  //Music.MoveTo(AktSong.Start);

  //Init Plugin
  if not DLLMan.PluginInit(TeamInfo, PlayerInfo, ToSentences(Lines[0]), LoadTex, Print, LoadSound, PlaySound) then
  begin
    //Fehler
    Log.LogError('Could not Init Plugin');
    Halt;
  end;

  // Set Background (Little Workaround, maybe change sometime)
  if (DLLMan.Selected.LoadBack) AND (DLLMan.Selected.LoadSong) then
    ScreenSing.Tex_Background := Tex_Background;

  Winner := 0;

  //Set Score Visibility
  {if PlayersPlay = 1 then begin
    Text[TextP1Score].Visible := DLLMan.Selected.ShowScore;
    Static[StaticP1ScoreBG].Visible := DLLMan.Selected.ShowScore;
  end;

  if (PlayersPlay = 2) OR (PlayersPlay = 4) then begin
    Text[TextP1TwoPScore].Visible := DLLMan.Selected.ShowScore;
    Static[StaticP1TwoPScoreBG].Visible := DLLMan.Selected.ShowScore;

    Text[TextP2RScore].Visible := DLLMan.Selected.ShowScore;
    Static[StaticP2RScoreBG].Visible := DLLMan.Selected.ShowScore;
  end;

  if (PlayersPlay = 3) OR (PlayersPlay = 6) then begin
    Text[TextP1ThreePScore].Visible := DLLMan.Selected.ShowScore;
    Static[StaticP1ThreePScoreBG].Visible := DLLMan.Selected.ShowScore;

    Text[TextP2MScore].Visible := DLLMan.Selected.ShowScore;
    Static[StaticP2MScoreBG].Visible := DLLMan.Selected.ShowScore;

    Text[TextP3RScore].Visible := DLLMan.Selected.ShowScore;
    Static[StaticP3RScoreBG].Visible := DLLMan.Selected.ShowScore;
  end; }
end;

function TScreenSingModi.Draw: boolean;
var
  Min:    integer;
  Sec:    integer;
  Tekst:  string;
  S, I:      integer;
  T:      integer;
begin
//Set Playerinfo
  PlayerInfo.NumPlayers := PlayersPlay;
  for I := 0 to PlayerInfo.NumPlayers-1 do
  begin
    PlayerInfo.Playerinfo[I].Name := PChar(Player[I].Name);
    if PlayerInfo.Playerinfo[I].Enabled then
    begin
      if (Player[I].ScoreTotalI<=10000) then
        PlayerInfo.Playerinfo[I].Score:=  Player[I].ScoreTotalI;
      PlayerInfo.Playerinfo[I].Bar :=  Round(Scores.Players[I].RBPos * 100);
    end;
  end;

//Show Score
if DLLMan.Selected.ShowScore then
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;
  //end ScoreBG Mod }

// 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
      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   <- and where iss P2M? or P3?
  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;}

  // .. 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;   }

end; //ShowScore

  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;

if DLLMan.Selected.LoadSong then
begin
  // 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);
end;

  // draw static menu (BG)
  DrawBG;

  //Draw Background
  if (DllMan.Selected.LoadSong) AND (DllMan.Selected.LoadBack) then
    SingDrawBackground;

  // comment by blindy: wo zum henker wird denn in diesem screen ein video abgespielt?
  // update and draw movie
  // <mog> wie wo wadd? also in der selben funktion in der uscreensing kommt des video in der zeile 995, oder was wollteste wissen? :X
{  if ShowFinish and CurrentSong.VideoLoaded AND DllMan.Selected.LoadVideo then begin
    UpdateSmpeg; // this only draws
  end;}

  // draw static menu (FG)
  DrawFG;

  if ShowFinish then begin
    if DllMan.Selected.LoadSong 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
        if not FadeOut then begin
          Finish;
          FadeOut := true;
          FadeTo(@ScreenPartyScore);
        end;
      end;
    end;
  end;

  // draw custom items
  SingModiDraw(PlayerInfo);  // always draw

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

  //Update PlayerInfo
  for I := 0 to PlayerInfo.NumPlayers-1 do
  begin
    if PlayerInfo.Playerinfo[I].Enabled then
    begin
      //PlayerInfo.Playerinfo[I].Bar :=  Player[I].ScorePercent;
      PlayerInfo.Playerinfo[I].Score := Player[I].ScoreTotalI;
    end;
  end;

  if ((ShowFinish) AND (NOT Paused)) then
  begin
    if not DLLMan.PluginDraw(Playerinfo, Lines[0].Akt) then
    begin
      if not FadeOut then begin
          Finish;
          FadeOut := true;
          FadeTo(@ScreenPartyScore);
      end;
    end;   
  end;

  //Change PlayerInfo/Changeables
  for I := 0 to PlayerInfo.NumPlayers-1 do
  begin
    if (Player[I].ScoreTotalI <> PlayerInfo.Playerinfo[I].Score) then
    begin
      //Player[I].ScoreTotal   := Player[I].ScoreTotal + (PlayerInfo.Playerinfo[I].Score - Player[I].ScoreTotalI);
      Player[I].ScoreTotalI := PlayerInfo.Playerinfo[I].Score;
    end;
    {if (PlayerInfo.Playerinfo[I].Bar <> Player[I].ScorePercent) then
      Player[I].ScorePercentTarget := PlayerInfo.Playerinfo[I].Bar; }
  end;

  // back stereo
  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;}


  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 TScreenSingModi.Finish;
begin
inherited Finish;

Winner := DllMan.PluginFinish(PlayerInfo);

//Log.LogError('Winner: ' + InttoStr(Winner));

//DLLMan.UnLoadPlugin;
end;

function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall;
var
  Texname, EXT: String;
  Tex: TTexture;
begin
  //Get texture Name
  TexName := Skin.GetTextureFileName(String(Name));
  //Get File Typ
  Ext := ExtractFileExt(TexName);
  if (uppercase(Ext) = '.JPG') then
    Ext := 'JPG'
  else
    Ext := 'BMP';

  Tex := Texture.LoadTexture(PChar(TexName),  PChar(Ext), Typ, 0);

  Result.TexNum := Tex.TexNum;
  Result.W := Tex.W;
  Result.H := Tex.H;
end;
{
function Translate (const Name: PChar): PChar; stdcall;
begin
  Result := PChar(Language.Translate(String(Name)));
end; }

procedure Print (const Style, Size: Byte; const X, Y: Real; const Text: PChar); stdcall;       //Procedure to Print Text
begin
  SetFontItalic ((Style and 128) = 128);
  SetFontStyle(Style and 7);
  SetFontSize(Size);
  SetFontPos (X, Y);
  glPrint (PChar(Language.Translate(String(Text))));
end;

function LoadSound  (const Name: PChar): Cardinal; stdcall;       //Procedure that loads a Custom Sound
var
  S: TAudioPlaybackStream;
  I: Integer;
  F: String;
begin
  //Search for Sound in already loaded Sounds
  F := UpperCase(SoundPath + FileName);
  For I := 0 to High(CustomSounds) do
  begin
    if (UpperCase(CustomSounds[I].Filename) = F) then
    begin
      Result := I;
      Exit;
    end;
  end;

  S := AudioPlayback.OpenSound(SoundPath + String(Name));
  if (S <> nil) then
    Result := High(CustomSounds)
  else
    Result := 0;
end;

procedure PlaySound (const Index: Cardinal); stdcall;       //Plays a Custom Sound
begin
  if (Index <= High(CustomSounds)) then
    AudioPlayback.PlaySound(CustomSounds[Index].Stream);
end;

end.