unit UScreenSingModi;
interface
uses UMenu, UMusic, SDL, SysUtils, UFiles, UTime, USongs, UIni, ULog, UTexture, ULyrics,
TextGL, gl, BASS, UThemes, ULCD, UScreenSing, ModiSDK, UVideo;
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;
//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 Czeski: TCzesci): TSentences;
implementation
uses UGraphic, UPartyM2, UParty, 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;
var
I: integer;
begin
Result := true;
If (PressedDown) Then
begin // Key Down
case PressedKey of
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
if ScreenSong.PartyMedley then
begin
PlaylistMedley.CurrentMedleySong:=PlaylistMedley.NumMedleySongs+1;
Finish;
Music.PlayBack;
for I := 0 to PlayersPlay-1 do //TODO: leave all this?
begin
Player[I].ScoreTotalI := PlaylistMedley.Stats[Length(PlaylistMedley.Stats)-1].Player[I].ScoreTotalI;
if(ScreenSong.Mode=smChallenge) then
TeamInfo.TeamInfo[I].Score:=Player[I].ScoreTotalI;
end;
{if ScreenSong.Mode=smChallenge then
begin
PartySessionM2.Teams:=TeamInfo;
PartySessionM2.EndRound;
end;}
if ScreenSong.Mode = smChallenge then
FadeTo(@ScreenScore)
else
FadeTo(@ScreenPartyScore);
end else
begin
Finish;
Music.PlayBack;
if (ScreenSong.Mode=smParty) then
FadeTo(@ScreenPartyScore)
else
FadeTo(@ScreenScore);
end;
end;
else
Result := inherited ParseInput(PressedKey, ScanCode, PressedDown);
end;
end;
end;
constructor TScreenSingModi.Create;
begin
inherited Create;
end;
function ToSentences(Const Czeski: TCzesci): TSentences;
var
I, J: Integer;
begin
Result.Akt := Czeski.Akt;
Result.High := Czeski.High;
Result.Ilosc := Czeski.Ilosc;
Result.Resolution := Czeski.Resolution;
Result.NotesGAP := Czeski.NotesGAP;
Result.TotalLength := Czeski.Wartosc;
SetLength(Result.Sentence, Length(Czeski.Czesc));
for I := low(Result.Sentence) to high(Result.Sentence) do
begin
Result.Sentence[I].Start := Czeski.Czesc[I].Start;
Result.Sentence[I].StartNote := Czeski.Czesc[I].StartNote;
Result.Sentence[I].Lyric := Czeski.Czesc[I].Lyric;
Result.Sentence[I].LyricWidth := Czeski.Czesc[I].LyricWidth;
Result.Sentence[I].Koniec := Czeski.Czesc[I].Koniec;
Result.Sentence[I].BaseNote := Czeski.Czesc[I].BaseNote;
Result.Sentence[I].HighNote := Czeski.Czesc[I].HighNut;
Result.Sentence[I].IlNut := Czeski.Czesc[I].IlNut;
Result.Sentence[I].TotalNotes := Czeski.Czesc[I].TotalNotes;
SetLength(Result.Sentence[I].Note, Length(Czeski.Czesc[I].Nuta));
for J := low(Result.Sentence[I].Note) to high(Result.Sentence[I].Note) do
begin
Result.Sentence[I].Note[J].Color := Czeski.Czesc[I].Nuta[J].Color;
Result.Sentence[I].Note[J].Start := Czeski.Czesc[I].Nuta[J].Start;
Result.Sentence[I].Note[J].Length := Czeski.Czesc[I].Nuta[J].Dlugosc;
Result.Sentence[I].Note[J].Ton := Czeski.Czesc[I].Nuta[J].Ton;
Result.Sentence[I].Note[J].TonGamy := Czeski.Czesc[I].Nuta[J].TonGamy;
//Result.Sentence[I].Note[J].Text := Czeski.Czesc[I].Nuta[J].Tekst;
Result.Sentence[I].Note[J].FreeStyle := Czeski.Czesc[I].Nuta[J].FreeStyle;
Result.Sentence[I].Note[J].Typ := Czeski.Czesc[I].Nuta[J].Wartosc;
end;
end;
end;
procedure TScreenSingModi.onShow;
var
I: Integer;
begin
PlayersPlay := TeamInfo.NumTeams;
if DLLMan.Selected.LoadSong then //Start with Song
begin
inherited;
end
else //Start Without Song
begin
Music.CaptureStart;
end;
//Set Playerinfo
PlayerInfo.NumPlayers := PlayersPlay;
for I := 0 to PlayerInfo.NumPlayers-1 do
begin
if (ScreenSong.Mode=smChallenge) then
Ini.Name[I] := TeamInfo.TeamInfo[I].Playerinfo[TeamInfo.TeamInfo[I].CurPlayer].Name;
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(Czesci[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;
lastLine, LastWord: integer;
medley_end: boolean;
medley_start_applause: boolean;
CurTime: real;
begin
//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;
// Set Background (Little Workaround, maybe change sometime)
if (DLLMan.Selected.LoadBack) AND (DLLMan.Selected.LoadSong) then
ScreenSing.Tex_Background := Tex_Background;
//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 := Player[I].ScorePercent;
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;
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;
// .. 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 ...
CurTime := Czas.Razem - Czas.Teraz;
// update static menu with time ...
if ScreenSong.PartyMedley then
CurTime := MedleyEnd - Czas.Teraz
else
CurTime := Czas.Razem - 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);
end;
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
else
ScreenSong.SungToEnd := false;
// for medley-mode:
CurTime := Czas.Teraz;
if ScreenSong.PartyMedley and (CurTime > MedleyEnd) then
medley_end := true
else
medley_end := false;
if ScreenSong.PartyMedley and (CurTime >
GetTimeFromBeat(AktSong.Medley.EndBeat)) then
medley_start_applause := true
else
medley_start_applause := false;
// draw static menu (BG)
DrawBG;
//Draw Background
if (DllMan.Selected.LoadSong) AND (DllMan.Selected.LoadBack) then
SingDrawBackground;
// update and draw movie
if ShowFinish and AktSong.VideoLoaded AND DllMan.Selected.LoadVideo then
begin
acGetFrame(Czas.Teraz);
acDrawGL(ScreenAct); // this only draws
end;
// draw static menu (FG)
DrawFG;
//Medley Countdown
if ScreenSong.PartyMedley then
DrawMedleyCountdown;
if ShowFinish and DllMan.Selected.LoadSong then
begin
if (not Music.Finished) and (not medley_end or not ScreenSong.PartyMedley)
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.PartyMedley and not FadeOut then
UpdateMedleyStats(medley_start_applause);
end;
end else
begin
if not FadeOut then
begin
Finish;
if not ScreenSong.PartyMedley then
begin
FadeOut := true;
if (ScreenSong.Mode=smParty) then
FadeTo(@ScreenPartyScore)
else
FadeTo(@ScreenScore);
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, Czesci[0].Akt) then
begin
if not FadeOut then
begin
Finish;
if not ScreenSong.PartyMedley then
begin
FadeOut := true;
if (ScreenSong.Mode=smParty) then
FadeTo(@ScreenPartyScore)
else
FadeTo(@ScreenScore);
end;
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;
Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX;
Text[TextP1].X := Text[TextP1].X - 10*ScreenX;
Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;
Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX;
Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX;
Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX;
Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;
for S := 1 to 1 do
Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX;
for T := 0 to 1 do
Text[T].X := Text[T].X - 10*ScreenX;
//Aspect
if AspectHandler.changed and (Czas.Teraz>AspectHandler.change_time + 3) then
begin
AspectHandler.changed:=false;
Text[VideoAspectText].Visible := false;
Static[VideoAspectStatic].Visible := false;
end;
//Medley
if MedleyHandler.changed and (Czas.Teraz>MedleyHandler.change_time + AktSong.Medley.FadeIn_time) then
begin
MedleyHandler.changed:=false;
Static[SongNameStatic].Visible := false;
Text[SongNameText].Visible := false;
end;
if ((ScreenSong.Mode=smParty) and
(DLLMan.Plugins[PartySession.Rounds[PartySession.CurRound].Plugin].Name='PLUGIN_HAUDENLUKAS_NAME')) or
((ScreenSong.Mode=smChallenge) and
(DLLMan.Plugins[PartySessionM2.Rounds[PartySessionM2.CurRound].Plugin].Name='PLUGIN_HAUDENLUKAS_NAME')) then
begin
end;
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
begin
Result := Music.LoadCustomSound(String(Name));
end;
procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound
begin
Music.PlayCustomSound(Index);
end;
end.