unit UScreenSong;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
UMenu,
SDL,
UMusic,
UFiles,
UTime,
UDisplay,
USongs,
SysUtils,
UCommon,
ULog,
UThemes,
UTexture,
ULanguage,
//ULCD, //TODO: maybe LCD Support as Plugin?
//ULight, //TODO: maybe Light Support as Plugin?
USong,
UIni;
type
TScreenSong = class(TMenu)
private
EqualizerData: TFFTData; // moved here to avoid stack overflows
EqualizerBands: array of Byte;
EqualizerTime: Cardinal;
procedure StartMusicPreview(Song: TSong);
public
TextArtist: integer;
TextTitle: integer;
TextNumber: integer;
//Video Icon Mod
VideoIcon: Cardinal;
TextCat: integer;
StaticCat: integer;
SongCurrent: real;
SongTarget: real;
HighSpeed: boolean;
CoverFull: boolean;
CoverTime: real;
MusicStartTime: cardinal;
CoverX: integer;
CoverY: integer;
CoverW: integer;
is_jump: boolean; // Jump to Song Mod
is_jump_title:boolean; //Jump to SOng MOd-YTrue if search for Title
//Party Mod
Mode: TSingMode;
//party Statics (Joker)
StaticTeam1Joker1: Cardinal;
StaticTeam1Joker2: Cardinal;
StaticTeam1Joker3: Cardinal;
StaticTeam1Joker4: Cardinal;
StaticTeam1Joker5: Cardinal;
StaticTeam2Joker1: Cardinal;
StaticTeam2Joker2: Cardinal;
StaticTeam2Joker3: Cardinal;
StaticTeam2Joker4: Cardinal;
StaticTeam2Joker5: Cardinal;
StaticTeam3Joker1: Cardinal;
StaticTeam3Joker2: Cardinal;
StaticTeam3Joker3: Cardinal;
StaticTeam3Joker4: Cardinal;
StaticTeam3Joker5: Cardinal;
StaticParty: array of Cardinal;
TextParty: array of Cardinal;
StaticNonParty: array of Cardinal;
TextNonParty: array of Cardinal;
constructor Create; override;
procedure SetScroll;
procedure SetScroll1;
procedure SetScroll2;
procedure SetScroll3;
procedure SetScroll4;
procedure SetScroll5;
procedure SetScroll6;
function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override;
function Draw: boolean; override;
procedure GenerateThumbnails();
procedure onShow; override;
procedure onHide; override;
procedure SelectNext;
procedure SelectPrev;
//procedure UpdateLCD; //TODO: maybe LCD Support as Plugin?
procedure SkipTo(Target: Cardinal);
procedure FixSelected; //Show Wrong Song when Tabs on Fix
procedure FixSelected2; //Show Wrong Song when Tabs on Fix
procedure ShowCatTL(Cat: Integer);// Show Cat in Top left
procedure ShowCatTLCustom(Caption: String);// Show Custom Text in Top left
procedure HideCatTL;// Show Cat in Tob left
procedure Refresh; //Refresh Song Sorting
procedure DrawEqualizer;
procedure ChangeMusic;
//Party Mode
procedure SelectRandomSong;
procedure SetJoker;
procedure SetStatics;
//procedures for Menu
procedure StartSong;
procedure OpenEditor;
procedure DoJoker(Team: Byte);
procedure SelectPlayers;
procedure UnLoadDetailedCover;
//Extensions
procedure DrawExtensions;
end;
implementation
uses
UGraphic,
UMain,
UCovers,
math,
gl,
USkins,
UDLLManager,
UParty,
UPlaylist,
UScreenSongMenu;
// ***** Public methods ****** //
//Show Wrong Song when Tabs on Fix
procedure TScreenSong.FixSelected;
var I, I2: Integer;
begin
if CatSongs.VisibleSongs > 0 then
begin
I2:= 0;
for I := low(CatSongs.Song) to High(Catsongs.Song) do
begin
if CatSongs.Song[I].Visible then
inc(I2);
if I = Interaction - 1 then
break;
end;
SongCurrent := I2;
SongTarget := I2;
end;
end;
procedure TScreenSong.FixSelected2;
var I, I2: Integer;
begin
if CatSongs.VisibleSongs > 0 then
begin
I2:= 0;
for I := low(CatSongs.Song) to High(Catsongs.Song) do
begin
if CatSongs.Song[I].Visible then
inc(I2);
if I = Interaction - 1 then
break;
end;
SongTarget := I2;
end;
end;
//Show Wrong Song when Tabs on Fix End
procedure TScreenSong.ShowCatTLCustom(Caption: String);// Show Custom Text in Top left
begin
Text[TextCat].Text := Caption;
Text[TextCat].Visible := true;
Static[StaticCat].Visible := False;
end;
//Show Cat in Top Left Mod
procedure TScreenSong.ShowCatTL(Cat: Integer);
begin
//Change
Text[TextCat].Text := CatSongs.Song[Cat].Artist;
//showmessage(CatSongs.Song[Cat].Path + CatSongs.Song[Cat].Cover);
//Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, TEXTURE_TYPE_PLAIN, true);
Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, TEXTURE_TYPE_PLAIN, true);
//Texture.GetTexture(Button[Cat].Texture.Name, TEXTURE_TYPE_PLAIN, false);
//Show
Text[TextCat].Visible := true;
Static[StaticCat].Visible := True;
end;
procedure TScreenSong.HideCatTL;
begin
//Hide
//Text[TextCat].Visible := false;
Static[StaticCat].Visible := false;
//New -> Show Text specified in Theme
Text[TextCat].Visible := True;
Text[TextCat].Text := Theme.Song.TextCat.Text;
end;
//Show Cat in Top Left Mod End
// Method for input parsing. If False is returned, GetNextWindow
// should be checked to know the next window to load;
function TScreenSong.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean;
var
I: integer;
I2: integer;
SDL_ModState: Word;
Letter: WideChar;
begin
Result := true;
//Song Screen Extensions (Jumpto + Menu)
if (ScreenSongMenu.Visible) then
begin
Result := ScreenSongMenu.ParseInput(PressedKey, CharCode, PressedDown);
Exit;
end
else if (ScreenSongJumpto.Visible) then
begin
Result := ScreenSongJumpto.ParseInput(PressedKey, CharCode, PressedDown);
Exit;
end;
if (PressedDown) then
begin // Key Down
SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT
+ KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT);
//Jump to Artist/Titel
if ((SDL_ModState and KMOD_LALT <> 0) and (Mode = smNormal)) then
begin
if (WideCharUpperCase(CharCode)[1] in ([WideChar('A')..WideChar('Z')]) ) then
begin
Letter := WideCharUpperCase(CharCode)[1];
I2 := Length(CatSongs.Song);
//Jump To Titel
if (SDL_ModState = (KMOD_LALT or KMOD_LSHIFT)) then
begin
for I := 1 to high(CatSongs.Song) do
begin
if (CatSongs.Song[(I + Interaction) mod I2].Visible) and
(Length(CatSongs.Song[(I + Interaction) mod I2].Title)>0) and
(WideStringUpperCase(CatSongs.Song[(I + Interaction) mod I2].Title)[1] = Letter) then
begin
SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2));
AudioPlayback.PlaySound(SoundLib.Change);
ChangeMusic;
SetScroll4;
//UpdateLCD; //TODO: maybe LCD Support as Plugin?
//Break and Exit
Exit;
end;
end;
end
//Jump to Artist
else if (SDL_ModState = KMOD_LALT) then
begin
for I := 1 to high(CatSongs.Song) do
begin
if (CatSongs.Song[(I + Interaction) mod I2].Visible) and
(Length(CatSongs.Song[(I + Interaction) mod I2].Artist)>0) and
(WideStringUpperCase(CatSongs.Song[(I + Interaction) mod I2].Artist)[1] = Letter) then
begin
SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2));
AudioPlayback.PlaySound(SoundLib.Change);
ChangeMusic;
SetScroll4;
//UpdateLCD; //TODO: maybe LCD Support as Plugin?
//Break and Exit
Exit;
end;
end;
end;
end;
Exit;
end;
// check normal keys
case WideCharUpperCase(CharCode)[1] of
'Q':
begin
Result := false;
Exit;
end;
'M': //Show SongMenu
begin
if (Songs.SongList.Count > 0) then
begin
if (Mode = smNormal) then
begin
if (not CatSongs.Song[Interaction].Main) then // clicked on Song
begin
if CatSongs.CatNumShow = -3 then
ScreenSongMenu.MenuShow(SM_Playlist)
else
ScreenSongMenu.MenuShow(SM_Main);
end
else
begin
ScreenSongMenu.MenuShow(SM_Playlist_Load);
end;
end //Party Mode -> Show Party Menu
else
begin
ScreenSongMenu.MenuShow(SM_Party_Main);
end;
end;
Exit;
end;
'P': //Show Playlist Menu
begin
if (Songs.SongList.Count > 0) and (Mode = smNormal) then
begin
ScreenSongMenu.MenuShow(SM_Playlist_Load);
end;
Exit;
end;
'J': //Show Jumpto Menu
begin
if (Songs.SongList.Count > 0) and (Mode = smNormal) then
begin
ScreenSongJumpto.Visible := True;
end;
Exit;
end;
'E':
begin
OpenEditor;
Exit;
end;
'R':
begin
if (Songs.SongList.Count > 0) and (Mode = smNormal) then
begin
if (SDL_ModState = KMOD_LSHIFT) and (Ini.Tabs_at_startup = 1) then //Random Category
begin
I2 := 0; //Count Cats
for I:= low(CatSongs.Song) to high (CatSongs.Song) do
begin
if CatSongs.Song[I].Main then
Inc(I2);
end;
I2 := Random (I2)+1; //Zufall
//Find Cat:
for I:= low(CatSongs.Song) to high (CatSongs.Song) do
begin
if CatSongs.Song[I].Main then
Dec(I2);
if (I2<=0) then
begin
//Show Cat in Top Left Mod
ShowCatTL (I);
Interaction := I;
CatSongs.ShowCategoryList;
CatSongs.ClickCategoryButton(I);
SelectNext;
FixSelected;
break;
end;
end;
end
else if (SDL_ModState = KMOD_LCTRL) and (Ini.Tabs_at_startup = 1) then //random in All Categorys
begin
repeat
I2 := Random(high(CatSongs.Song)+1) - low(CatSongs.Song)+1;
until CatSongs.Song[I2].Main = false;
//Search Cat
for I := I2 downto low(CatSongs.Song) do
begin
if CatSongs.Song[I].Main then
break;
end;
//In I is now the categorie in I2 the song
//Choose Cat
CatSongs.ShowCategoryList;
//Show Cat in Top Left Mod
ShowCatTL (I);
CatSongs.ClickCategoryButton(I);
SelectNext;
//Fix: Not Existing Song selected:
//if (I+1=I2) then Inc(I2);
//Choose Song
SkipTo(I2-I);
end
else //Random in one Category
begin
SkipTo(Random(CatSongs.VisibleSongs));
end;
AudioPlayback.PlaySound(SoundLib.Change);
ChangeMusic;
SetScroll4;
//UpdateLCD; //TODO: maybe LCD Support as Plugin?
end;
Exit;
end;
end; // normal keys
// check special keys
case PressedKey of
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
if (Mode = smNormal) then
begin
//On Escape goto Cat-List Hack
if (Ini.Tabs_at_startup = 1) and (CatSongs.CatNumShow <> -1) then
begin
//Find Category
I := Interaction;
while not catsongs.Song[I].Main do
begin
Dec (I);
if (I < low(catsongs.Song)) then
break;
end;
if (I<= 1) then
Interaction := high(catsongs.Song)
else
Interaction := I - 1;
//Stop Music
AudioPlayback.Stop;
CatSongs.ShowCategoryList;
//Show Cat in Top Left Mod
HideCatTL;
//Show Wrong Song when Tabs on Fix
SelectNext;
FixSelected;
//SelectPrev;
//CatSongs.Song[0].Visible := False;
end
else
begin
//On Escape goto Cat-List Hack End
//Tabs off and in Search or Playlist -> Go back to Song view
if (CatSongs.CatNumShow < -1) then
begin
//Atm: Set Empty Filter
CatSongs.SetFilter('', 0);
//Show Cat in Top Left Mod
HideCatTL;
Interaction := 0;
//Show Wrong Song when Tabs on Fix
SelectNext;
FixSelected;
ChangeMusic;
end
else
begin
AudioPlayback.Stop;
AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenMain);
end;
end;
end
//When in party Mode then Ask before Close
else if (Mode = smPartyMode) then
begin
AudioPlayback.PlaySound(SoundLib.Back);
CheckFadeTo(@ScreenMain,'MSG_END_PARTY');
end;
end;
SDLK_RETURN:
begin
if Songs.SongList.Count > 0 then
begin
{$IFDEF UseSerialPort}
// PortWriteB($378, 0);
{$ENDIF}
if CatSongs.Song[Interaction].Main then
begin // clicked on Category Button
//Show Cat in Top Left Mod
ShowCatTL (Interaction);
//I := CatSongs.VisibleIndex(Interaction);
CatSongs.ClickCategoryButton(Interaction);
{I2 := CatSongs.VisibleIndex(Interaction);
SongCurrent := SongCurrent - I + I2;
SongTarget := SongTarget - I + I2; }
// SetScroll4;
//Show Wrong Song when Tabs on Fix
SelectNext;
FixSelected;
//Play Music:
ChangeMusic;
end
else
begin // clicked on song
if (Mode = smNormal) then //Normal Mode -> Start Song
begin
//Do the Action that is specified in Ini
case Ini.OnSongClick of
0: StartSong;
1: SelectPlayers;
2:begin
if (CatSongs.CatNumShow = -3) then
ScreenSongMenu.MenuShow(SM_Playlist)
else
ScreenSongMenu.MenuShow(SM_Main);
end;
end;
end
else if (Mode = smPartyMode) then //PartyMode -> Show Menu
begin
if (Ini.PartyPopup = 1) then
ScreenSongMenu.MenuShow(SM_Party_Main)
else
ScreenSong.StartSong;
end;
end;
end;
end;
SDLK_DOWN:
begin
if (Mode = smNormal) then
begin
//Only Change Cat when not in Playlist or Search Mode
if (CatSongs.CatNumShow > -2) then
begin
//Cat Change Hack
if Ini.Tabs_at_startup = 1 then
begin
I := Interaction;
if I <= 0 then I := 1;
while not catsongs.Song[I].Main do
begin
Inc (I);
if (I > high(catsongs.Song)) then
I := low(catsongs.Song);
end;
Interaction := I;
//Show Cat in Top Left Mod
ShowCatTL (Interaction);
CatSongs.ClickCategoryButton(Interaction);
SelectNext;
FixSelected;
//Play Music:
AudioPlayback.PlaySound(SoundLib.Change);
ChangeMusic;
end;
//
//Cat Change Hack End}
end;
end;
end;
SDLK_UP:
begin
if (Mode = smNormal) then
begin
//Only Change Cat when not in Playlist or Search Mode
if (CatSongs.CatNumShow > -2) then
begin
//Cat Change Hack
if Ini.Tabs_at_startup = 1 then
begin
I := Interaction;
I2 := 0;
if I <= 0 then I := 1;
while not catsongs.Song[I].Main or (I2 = 0) do
begin
if catsongs.Song[I].Main then
Inc(I2);
Dec (I);
if (I < low(catsongs.Song)) then
I := high(catsongs.Song);
end;
Interaction := I;
//Show Cat in Top Left Mod
ShowCatTL (I);
CatSongs.ClickCategoryButton(I);
SelectNext;
FixSelected;
//Play Music:
AudioPlayback.PlaySound(SoundLib.Change);
ChangeMusic;
end;
end;
//Cat Change Hack End}
end;
end;
SDLK_RIGHT:
begin
if (Songs.SongList.Count > 0) and (Mode = smNormal) then
begin
AudioPlayback.PlaySound(SoundLib.Change);
SelectNext;
//InteractNext;
//SongTarget := Interaction;
ChangeMusic;
SetScroll4;
//UpdateLCD; //TODO: maybe LCD Support as Plugin?
//Light.LightOne(1, 200); //TODO: maybe Light Support as Plugin?
end;
end;
SDLK_LEFT:
begin
if (Songs.SongList.Count > 0)and (Mode = smNormal) then
begin
AudioPlayback.PlaySound(SoundLib.Change);
SelectPrev;
ChangeMusic;
SetScroll4;
//UpdateLCD; //TODO: maybe LCD Support as Plugin?
//Light.LightOne(0, 200); //TODO: maybe Light Support as Plugin?
end;
end;
SDLK_1:
begin //Joker // to-do : Party
{if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= 1) and (PartySession.Teams.Teaminfo[0].Joker > 0) then
begin
//Use Joker
Dec(PartySession.Teams.Teaminfo[0].Joker);
SelectRandomSong;
SetJoker;
end; }
end;
SDLK_2:
begin //Joker
{if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= 2) and (PartySession.Teams.Teaminfo[1].Joker > 0) then
begin
//Use Joker
Dec(PartySession.Teams.Teaminfo[1].Joker);
SelectRandomSong;
SetJoker;
end; }
end;
SDLK_3:
begin //Joker
{if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= 3) and (PartySession.Teams.Teaminfo[2].Joker > 0) then
begin
//Use Joker
Dec(PartySession.Teams.Teaminfo[2].Joker);
SelectRandomSong;
SetJoker;
end; }
end;
end;
end;
end;
constructor TScreenSong.Create;
var
i: integer;
begin
inherited Create;
LoadFromTheme(Theme.Song);
TextArtist := AddText(Theme.Song.TextArtist);
TextTitle := AddText(Theme.Song.TextTitle);
TextNumber := AddText(Theme.Song.TextNumber);
//Show Cat in Top Left mod
TextCat := AddText(Theme.Song.TextCat);
StaticCat := AddStatic(Theme.Song.StaticCat);
//Show Video Icon Mod
VideoIcon := AddStatic(Theme.Song.VideoIcon);
//Party Mode
StaticTeam1Joker1 := AddStatic(Theme.Song.StaticTeam1Joker1);
StaticTeam1Joker2 := AddStatic(Theme.Song.StaticTeam1Joker2);
StaticTeam1Joker3 := AddStatic(Theme.Song.StaticTeam1Joker3);
StaticTeam1Joker4 := AddStatic(Theme.Song.StaticTeam1Joker4);
StaticTeam1Joker5 := AddStatic(Theme.Song.StaticTeam1Joker5);
StaticTeam2Joker1 := AddStatic(Theme.Song.StaticTeam2Joker1);
StaticTeam2Joker2 := AddStatic(Theme.Song.StaticTeam2Joker2);
StaticTeam2Joker3 := AddStatic(Theme.Song.StaticTeam2Joker3);
StaticTeam2Joker4 := AddStatic(Theme.Song.StaticTeam2Joker4);
StaticTeam2Joker5 := AddStatic(Theme.Song.StaticTeam2Joker5);
StaticTeam3Joker1 := AddStatic(Theme.Song.StaticTeam3Joker1);
StaticTeam3Joker2 := AddStatic(Theme.Song.StaticTeam3Joker2);
StaticTeam3Joker3 := AddStatic(Theme.Song.StaticTeam3Joker3);
StaticTeam3Joker4 := AddStatic(Theme.Song.StaticTeam3Joker4);
StaticTeam3Joker5 := AddStatic(Theme.Song.StaticTeam3Joker5);
//Load Party or NonParty specific Statics and Texts
SetLength(StaticParty, Length(Theme.Song.StaticParty));
for i := 0 to High(Theme.Song.StaticParty) do
StaticParty[i] := AddStatic(Theme.Song.StaticParty[i]);
SetLength(TextParty, Length(Theme.Song.TextParty));
for i := 0 to High(Theme.Song.TextParty) do
TextParty[i] := AddText(Theme.Song.TextParty[i]);
SetLength(StaticNonParty, Length(Theme.Song.StaticNonParty));
for i := 0 to High(Theme.Song.StaticNonParty) do
StaticNonParty[i] := AddStatic(Theme.Song.StaticNonParty[i]);
SetLength(TextNonParty, Length(Theme.Song.TextNonParty));
for i := 0 to High(Theme.Song.TextNonParty) do
TextNonParty[i] := AddText(Theme.Song.TextNonParty[i]);
// Song List
//Songs.LoadSongList; // moved to the UltraStar unit
CatSongs.Refresh;
GenerateThumbnails();
// Randomize Patch
Randomize;
//Equalizer
SetLength(EqualizerBands, Theme.Song.Equalizer.Bands);
//ClearArray
For I := low(EqualizerBands) to high(EqualizerBands) do
EqualizerBands[I] := 3;
if (Length(CatSongs.Song) > 0) then
Interaction := 0;
end;
procedure TScreenSong.GenerateThumbnails();
var
I : Integer;
Pet: integer;
Label CreateSongButtons;
begin
if (length(CatSongs.Song) > 0) then
begin
//Set Length of Button Array one Time Instead of one time for every Song
SetButtonLength(Length(CatSongs.Song));
I := 0;
CreateSongButtons:
try
for Pet := I to High(CatSongs.Song) do begin // creating all buttons
// new
Texture.Limit := 512;// 256 0.4.2 value, 512 in 0.5.0
if not FileExists(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover) then
CatSongs.Song[Pet].Cover := ''; // 0.5.0: if cover not found then show 'no cover'
if CatSongs.Song[Pet].Cover = '' then
AddButton(300 + Pet*250, 140, 200, 200, Skin.GetTextureFileName('SongCover'), TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections)
else begin
// cache texture if there is a need to this
if not Covers.CoverExists(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover) then
begin
Texture.CreateCacheMipmap := true;
Texture.GetTexture(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, TEXTURE_TYPE_PLAIN, true); // preloads textures and creates cache mipmap
Texture.CreateCacheMipmap := false;
// puts this texture to the cache file
Covers.AddCover(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover);
// unload full size texture
Texture.UnloadTexture(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, TEXTURE_TYPE_PLAIN, false);
// we should also add mipmap texture by calling createtexture and use mipmap cache as data source
end;
// and now load it from cache file (small place for the optimization by eliminating reading it from file, but not here)
AddButton(300 + Pet*250, 140, 200, 200, CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections);
end;
Texture.Limit := 1024*1024;
I := -1;
end;
except
//When Error is reported the First time for this Song
if (I <> Pet) then
begin
//Some Error reporting:
Log.LogError('Could not load Cover: ' + CatSongs.Song[Pet].Cover);
//Change Cover to NoCover and Continue Loading
CatSongs.Song[Pet].Cover := '';
I := Pet;
end
else //when Error occurs Multiple Times(NoSong Cover is damaged), then start loading next Song
begin
Log.LogError('NoCover Cover is damaged!');
try
AddButton(300 + Pet*250, 140, 200, 200, '', TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections);
except
ShowMessage('"No Cover" image is damaged. Ultrastar will exit now.');
Halt;
end;
I := Pet + 1;
end;
end;
if (I <> -1) then
GoTo CreateSongButtons;
end;
end;
procedure TScreenSong.SetScroll;
var
VS, B: Integer;
begin
VS := CatSongs.VisibleSongs;
if VS > 0 then
begin
//Set Positions
Case Theme.Song.Cover.Style of
3: SetScroll3;
5:begin
if VS > 5 then
SetScroll5
else
SetScroll4;
end;
6: SetScroll6;
else SetScroll4;
end;
//Set Visibility of Video Icon
Static[VideoIcon].Visible := (CatSongs.Song[Interaction].Video <> '');
//Set Texts:
Text[TextArtist].Text := CatSongs.Song[Interaction].Artist;
Text[TextTitle].Text := CatSongs.Song[Interaction].Title;
if (Ini.Tabs_at_startup = 1) And (CatSongs.CatNumShow = -1) then
begin
Text[TextNumber].Text := IntToStr(CatSongs.Song[Interaction].OrderNum) + '/' + IntToStr(CatSongs.CatCount);
Text[TextTitle].Text := '(' + IntToStr(CatSongs.Song[Interaction].CatNumber) + ' ' + Language.Translate('SING_SONGS_IN_CAT') + ')';
end
else if (CatSongs.CatNumShow = -2) then
Text[TextNumber].Text := IntToStr(CatSongs.VisibleIndex(Interaction)+1) + '/' + IntToStr(VS)
else if (CatSongs.CatNumShow = -3) then
Text[TextNumber].Text := IntToStr(CatSongs.VisibleIndex(Interaction)+1) + '/' + IntToStr(VS)
else if (Ini.Tabs_at_startup = 1) then
Text[TextNumber].Text := IntToStr(CatSongs.Song[Interaction].CatNumber) + '/' + IntToStr(CatSongs.Song[Interaction - CatSongs.Song[Interaction].CatNumber].CatNumber)
else
Text[TextNumber].Text := IntToStr(Interaction+1) + '/' + IntToStr(Length(CatSongs.Song));
end
else
begin
Text[TextNumber].Text := '0/0';
Text[TextArtist].Text := '';
Text[TextTitle].Text := '';
for B := 0 to High(Button) do
Button[B].Visible := False;
end;
end;
procedure TScreenSong.SetScroll1;
var
B: integer; // button
//BMin: integer; // button min // Auto Removed, Unused Variable
//BMax: integer; // button max // Auto Removed, Unused Variable
Src: integer;
//Dst: integer;
Count: integer; // Dst is not used. Count is used.
Ready: boolean;
VisCount: integer; // count of visible (or selectable) buttons
VisInt: integer; // visible position of interacted button
Typ: integer; // 0 when all songs fits the screen
Placed: integer; // number of placed visible buttons
begin
//Src := 0;
//Dst := -1;
Count := 1;
Typ := 0;
Ready := false;
Placed := 0;
VisCount := 0;
for B := 0 to High(Button) do
if CatSongs.Song[B].Visible then Inc(VisCount);
VisInt := 0;
for B := 0 to Interaction-1 do
if CatSongs.Song[B].Visible then Inc(VisInt);
if VisCount <= 6 then begin
Typ := 0;
end else begin
if VisInt <= 3 then begin
Typ := 1;
Count := 7;
Ready := true;
end;
if (VisCount - VisInt) <= 3 then begin
Typ := 2;
Count := 7;
Ready := true;
end;
if not Ready then begin
Typ := 3;
Src := Interaction;
end;
end;
// hide all buttons
for B := 0 to High(Button) do begin
Button[B].Visible := false;
Button[B].Selectable := CatSongs.Song[B].Visible;
end;
{
for B := Src to Dst do begin
//Button[B].Visible := true;
Button[B].Visible := CatSongs.Song[B].Visible;
Button[B].Selectable := Button[B].Visible;
Button[B].Y := 140 + (B-Src) * 60;
end;
}
if Typ = 0 then begin
for B := 0 to High(Button) do begin
if CatSongs.Song[B].Visible then begin
Button[B].Visible := true;
Button[B].Y := 140 + (Placed) * 60;
Inc(Placed);
end;
end;
end;
if Typ = 1 then begin
B := 0;
while (Count > 0) do begin
if CatSongs.Song[B].Visible then begin
Button[B].Visible := true;
Button[B].Y := 140 + (Placed) * 60;
Inc(Placed);
Dec(Count);
end;
Inc(B);
end;
end;
if Typ = 2 then begin
B := High(Button);
while (Count > 0) do begin
if CatSongs.Song[B].Visible then begin
Button[B].Visible := true;
Button[B].Y := 140 + (6-Placed) * 60;
Inc(Placed);
Dec(Count);
end;
Dec(B);
end;
end;
if Typ = 3 then begin
B := Src;
Count := 4;
while (Count > 0) do begin
if CatSongs.Song[B].Visible then begin
Button[B].Visible := true;
Button[B].Y := 140 + (3+Placed) * 60;
Inc(Placed);
Dec(Count);
end;
Inc(B);
end;
B := Src-1;
Placed := 0;
Count := 3;
while (Count > 0) do begin
if CatSongs.Song[B].Visible then begin
Button[B].Visible := true;
Button[B].Y := 140 + (2-Placed) * 60;
Inc(Placed);
Dec(Count);
end;
Dec(B);
end;
end;
if Length(Button) > 0 then
Static[1].Texture.Y := Button[Interaction].Y - 5; // selection texture
end;
procedure TScreenSong.SetScroll2;
var
B: integer;
//Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu
//Wsp2: real;
begin
// liniowe
for B := 0 to High(Button) do
Button[B].X := 300 + (B - Interaction) * 260;
if Length(Button) >= 3 then begin
if Interaction = 0 then
Button[High(Button)].X := 300 - 260;
if Interaction = High(Button) then
Button[0].X := 300 + 260;
end;
// kolowe
{
for B := 0 to High(Button) do begin
Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd.
Wsp2 := Wsp / Length(Button);
Button[B].X := 300 + 10000 * sin(2*pi*Wsp2);
//Button[B].Y := 140 + 50 * ;
end;
}
end;
procedure TScreenSong.SetScroll3; // with slide
var
B: integer;
//Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu
//Wsp2: real;
begin
SongTarget := Interaction;
// liniowe
for B := 0 to High(Button) do
begin
Button[B].X := 300 + (B - SongCurrent) * 260;
if (Button[B].X < -Button[B].W) OR (Button[B].X > 800) then
Button[B].Visible := False
else
Button[B].Visible := True;
end;
{
if Length(Button) >= 3 then begin
if Interaction = 0 then
Button[High(Button)].X := 300 - 260;
if Interaction = High(Button) then
Button[0].X := 300 + 260;
end;
}
// kolowe
{
for B := 0 to High(Button) do begin
Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd.
Wsp2 := Wsp / Length(Button);
Button[B].X := 300 + 10000 * sin(2*pi*Wsp2);
//Button[B].Y := 140 + 50 * ;
end;
}
end;
procedure TScreenSong.SetScroll4; // rotate
var
B: integer;
Wsp: real;
Z, Z2: real;
VS: integer;
begin
VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important
// kolowe
for B := 0 to High(Button) do begin
Button[B].Visible := CatSongs.Song[B].Visible; // nowe
if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed
Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms
Z := (1 + cos(Wsp)) / 2;
Z2 := (1 + 2*Z) / 3;
Button[B].X := Theme.Song.Cover.X + (0.185 * Theme.Song.Cover.H * VS * sin(Wsp)) * Z2 - ((Button[B].H - Theme.Song.Cover.H)/2); // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs
Button[B].Z := Z / 2 + 0.3;
Button[B].W := Theme.Song.Cover.H * Z2;
//Button[B].Y := {50 +} 140 + 50 - 50 * Z2;
Button[B].Y := Theme.Song.Cover.Y + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7 ;
Button[B].H := Button[B].W;
end;
end;
end;
(*
procedure TScreenSong.SetScroll4; // rotate
var
B: integer;
Wsp: real;
Z: real;
Z2, Z3: real;
VS: integer;
function modreal (const X, Y: real):real;
begin
Result := Frac(x / y) * y;
if Result < -3 then
Result := Result + Y
else if Result > 3 then
Result := Result - Y;
end;
begin
VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important
Z3 := 1;
if VS < 12 then
Z2 := VS
else
Z2 := 12;
// kolowe
for B := 0 to High(Button) do begin
Button[B].Visible := CatSongs.Song[B].Visible; // nowe
if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed
if ((ModReal(CatSongs.VisibleIndex(B) - SongCurrent, VS)>-3) and (ModReal(CatSongs.VisibleIndex(B) - SongCurrent, VS)<3)) then
begin
if CatSongs.VisibleIndex(B)> SongCurrent then
Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / Z2
else
Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / Z2;
Z3 := 2;
Z := (1 + cos(Wsp)) / 2;
//Z2 := (1 + 2*Z) / 3;
//Z2 := (0.5 + Z/2);
//Z2 := sin(Wsp);
//Z2 := Power (Z2,Z3);
Button[B].W := Theme.Song.CoverW * Power(cos(Wsp), Z3);//Power(Z2, 3);
//Button[B].X := Theme.Song.CoverX + ({Theme.Song.CoverX + Theme.Song.CoverW/2 + Theme.Song.CoverW*0.18 * VS {CatSongs.VisibleSongs {Length(Button) * sin(Wsp) {- Theme.Song.CoverX - Theme.Song.CoverW) * Z2; // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs
if (sin(Wsp)<0) then
Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX + Theme.Song.CoverW - Button[B].W
else //*Theme.Song.CoverW*0.004*Z3
Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX;
Button[B].Z := Z-0.00001;
//Button[B].Y := {50 + 140 + 50 - 50 * Z2;
//Button[B].Y := (Theme.Song.CoverY + 40 + 50 - 50 * Z2);
Button[B].Y := (Theme.Song.CoverY + Theme.Song.CoverW - Button[B].W);
Button[B].H := Button[B].W;
Button[B].Visible := True;
end
{else if (((CatSongs.VisibleIndex(B) - SongCurrent)>-3) and ((CatSongs.VisibleIndex(B) - SongCurrent)<3)) OR ((round (CatSongs.VisibleIndex(B) - SongCurrent) mod VS > -3) and ((CatSongs.VisibleIndex(B) - SongCurrent)<3)) then
begin
Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / 12 ;// 0.5.0 (II): takes another 16ms
Z := (1 + cos(Wsp)) / 2 -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers
Button[B].W := Theme.Song.CoverW * Power(cos(Wsp), Z3);//Power(Z2, 3);
if (sin(Wsp)<0) then
Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX + Theme.Song.CoverW - Button[B].W
else
Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX;
Button[B].Z := Z;
Button[B].Y := (Theme.Song.CoverY + Theme.Song.CoverW - Button[B].W);
Button[B].H := Button[B].W;
Button[B].Visible := True;
end
else Button[B].Visible := False;
end;
end;
end; *)
procedure TScreenSong.SetScroll5; // rotate
var
B: integer;
Angle: real;
Pos: Real;
VS: integer;
diff: real;
X: Real;
helper: real;
begin
VS := CatSongs.VisibleSongs; // cache Visible Songs
{
//Vars
Theme.Song.CoverW: Radius des Kreises
Theme.Song.CoverX: X Pos Linke Kante des gew�hlten Covers
Theme.Song.CoverX: Y Pos Obere Kante des gew�hlten Covers
Theme.Song.CoverH: H�he der Cover
(CatSongs.VisibleIndex(B) - SongCurrent)/VS = Distance to middle Cover in %
}
//Change Pos of all Buttons
for B := low(Button) to high(Button) do
begin
Button[B].Visible := CatSongs.Song[B].Visible; //Adjust Visibility
if Button[B].Visible then //Only Change Pos for Visible Buttons
begin
Pos := (CatSongs.VisibleIndex(B) - SongCurrent);
if (Pos < -VS/2) then
Pos := Pos + VS
else if (Pos > VS/2) then
Pos := Pos - VS;
if (Abs(Pos) < 2.5) then {fixed Positions}
begin
Angle := Pi * (Pos / 5);
//Button[B].Visible := False;
Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8));//Power(Z2, 3);
//Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
Button[B].Z := 0.95 - Abs(Pos) * 0.01;
Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Abs(Theme.Song.Cover.H * cos(Angle))) * 0.5);
Button[B].W := Button[B].H;
Diff := (Button[B].H - Theme.Song.Cover.H)/2;
X := Sin(Angle*1.3)*0.9;
Button[B].X := Theme.Song.Cover.X + Theme.Song.Cover.W * X - Diff;
end
else
begin {Behind the Front Covers}
// limit-bg-covers hack
if (abs(abs(Pos)-VS/2)>10) then Button[B].Visible:=False;
// end of limit-bg-covers hack
if Pos < 0 then
Pos := (Pos - VS/2)/VS
else
Pos := (Pos + VS/2)/VS;
Angle := pi * Pos*2;
if VS > 24 then
begin
if Angle < 0 then helper:=-1 else helper:=1;
Angle:=2*pi-abs(Angle);
Angle:=Angle*(VS/24);
Angle:=(2*pi-Angle)*helper;
end;
Button[B].Z := (0.4 - Abs(Pos/4)) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers
Button[B].H :=0.6*(Theme.Song.Cover.H-Abs(Theme.Song.Cover.H * cos(Angle/2)*0.8));//Power(Z2, 3);
Button[B].W := Button[B].H;
Button[B].Y := Theme.Song.Cover.Y - (Button[B].H - Theme.Song.Cover.H)*0.75;
//Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
Diff := (Button[B].H - Theme.Song.Cover.H)/2;
Button[B].X := Theme.Song.Cover.X+Theme.Song.Cover.H/2-Button[b].H/2+Theme.Song.Cover.W/320*((Theme.Song.Cover.H)*sin(Angle/2)*1.52);
end;
//Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H)/1.5); //Cover at down border of the change field
//Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H) * 0.7);
end;
end;
end;
procedure TScreenSong.SetScroll6; // rotate (slotmachine style)
var
B: integer;
Angle: real;
Pos: Real;
VS: integer;
diff: real;
X: Real;
Wsp: real;
Z, Z2: real;
begin
VS := CatSongs.VisibleSongs; // cache Visible Songs
if VS <=5 then begin
// kolowe
for B := 0 to High(Button) do
begin
Button[B].Visible := CatSongs.Song[B].Visible; // nowe
if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed
Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms
Z := (1 + cos(Wsp)) / 2;
Z2 := (1 + 2*Z) / 3;
Button[B].Y := Theme.Song.Cover.Y + (0.185 * Theme.Song.Cover.H * VS * sin(Wsp)) * Z2 - ((Button[B].H - Theme.Song.Cover.H)/2); // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs
Button[B].Z := Z / 2 + 0.3;
Button[B].W := Theme.Song.Cover.H * Z2;
//Button[B].Y := {50 +} 140 + 50 - 50 * Z2;
Button[B].X := Theme.Song.Cover.X + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7 ;
Button[B].H := Button[B].W;
end;
end;
end
else begin
//Change Pos of all Buttons
for B := low(Button) to high(Button) do
begin
Button[B].Visible := CatSongs.Song[B].Visible; //Adjust Visibility
if Button[B].Visible then //Only Change Pos for Visible Buttons
begin
Pos := (CatSongs.VisibleIndex(B) - SongCurrent);
if (Pos < -VS/2) then
Pos := Pos + VS
else if (Pos > VS/2) then
Pos := Pos - VS;
if (Abs(Pos) < 2.5) then {fixed Positions}
begin
Angle := Pi * (Pos / 5);
//Button[B].Visible := False;
Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8));//Power(Z2, 3);
Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
Button[B].Z := 0.95 - Abs(Pos) * 0.01;
Button[B].X := (Theme.Song.Cover.X + (Theme.Song.Cover.H - Abs(Theme.Song.Cover.H * cos(Angle))) * 0.5);
Button[B].W := Button[B].H;
Diff := (Button[B].H - Theme.Song.Cover.H)/2;
X := Sin(Angle*1.3)*0.9;
Button[B].Y := Theme.Song.Cover.Y + Theme.Song.Cover.W * X - Diff;
end
else
begin {Behind the Front Covers}
// limit-bg-covers hack
if (abs(VS/2-abs(Pos))>10) then Button[B].Visible:=False;
if VS > 25 then VS:=25;
// end of limit-bg-covers hack
if Pos < 0 then
Pos := (Pos - VS/2)/VS
else
Pos := (Pos + VS/2)/VS;
Angle := Pi * Pos*2;
Button[B].Z := (0.4 - Abs(Pos/4)) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers
Button[B].H :=0.6*(Theme.Song.Cover.H-Abs(Theme.Song.Cover.H * cos(Angle/2)*0.8));//Power(Z2, 3);
Button[B].W := Button[B].H;
Button[B].X := Theme.Song.Cover.X - (Button[B].H - Theme.Song.Cover.H)*0.5;
Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
Button[B].Y := Theme.Song.Cover.Y+Theme.Song.Cover.H/2-Button[b].H/2+Theme.Song.Cover.W/320*(Theme.Song.Cover.H*sin(Angle/2)*1.52);
end;
end;
end;
end;
end;
procedure TScreenSong.onShow;
begin
inherited;
AudioPlayback.Stop;
if Ini.Players <= 3 then PlayersPlay := Ini.Players + 1;
if Ini.Players = 4 then PlayersPlay := 6;
//Cat Mod etc
if (Ini.Tabs_at_startup = 1) and (CatSongs.CatNumShow = -1) then
begin
CatSongs.ShowCategoryList;
FixSelected;
//Show Cat in Top Left Mod
HideCatTL;
end;
if Length(CatSongs.Song) > 0 then
begin
//Load Music only when Song Preview is activated
if ( Ini.PreviewVolume <> 0 ) then
begin // to - do : new Song management
StartMusicPreview(CatSongs.Song[Interaction]);
end;
SetScroll;
//UpdateLCD; //TODO: maybe LCD Support as Plugin?
end;
//Playlist Mode
if (Mode = smNormal) then
begin
//If Playlist Shown -> Select Next automatically
if (CatSongs.CatNumShow = -3) then
begin
SelectNext;
ChangeMusic;
end;
end
//Party Mode
else if (Mode = smPartyMode) then
begin
SelectRandomSong;
//Show Menu directly in PartyMode
//But only if selected in Options
if (Ini.PartyPopup = 1) then
begin
ScreenSongMenu.MenuShow(SM_Party_Main);
end;
end;
SetJoker;
SetStatics;
end;
procedure TScreenSong.onHide;
begin
// if music fading is activated, turn music to 100%
If (IPreviewVolumeVals[Ini.PreviewVolume] <> 1.0) or (Ini.PreviewFading <> 0) then
AudioPlayback.SetVolume(1.0);
// if preview is deactivated: load musicfile now
If (IPreviewVolumeVals[Ini.PreviewVolume] = 0) then
AudioPlayback.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3);
// if hide then stop music (for party mode popup on exit)
if (Display.NextScreen <> @ScreenSing) and
(Display.NextScreen <> @ScreenSingModi) then
begin
if (AudioPlayback <> nil) then
AudioPlayback.Stop;
end;
end;
procedure TScreenSong.DrawExtensions;
begin
//Draw Song Menu
if (ScreenSongMenu.Visible) then
begin
ScreenSongMenu.Draw;
end
else if (ScreenSongJumpto.Visible) then
begin
ScreenSongJumpto.Draw;
end
end;
function TScreenSong.Draw: boolean;
var
dx: real;
dt: real;
I: Integer;
begin
dx := SongTarget-SongCurrent;
dt := TimeSkip * 7;
if dt > 1 then
dt := 1;
SongCurrent := SongCurrent + dx*dt;
{
if SongCurrent > Catsongs.VisibleSongs then begin
SongCurrent := SongCurrent - Catsongs.VisibleSongs;
SongTarget := SongTarget - Catsongs.VisibleSongs;
end;
}
//Log.BenchmarkStart(5);
SetScroll;
//Log.BenchmarkEnd(5);
//Log.LogBenchmark('SetScroll4', 5);
//Fading Functions, Only if Covertime is under 5 Seconds
if (CoverTime < 5) then
begin
// cover fade
if (CoverTime < 1) and (CoverTime + TimeSkip >= 1) then
begin
// load new texture
Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false);
Button[Interaction].Texture.Alpha := 1;
Button[Interaction].Texture2 := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false);
Button[Interaction].Texture2.Alpha := 1;
end;
//Song Fade
if (CatSongs.VisibleSongs > 0) and
(not CatSongs.Song[Interaction].Main) and
(Ini.PreviewVolume <> 0) and
(Ini.PreviewFading <> 0) then
begin
//Start Song Fade after a little Time, to prevent Song to be Played on Scrolling
if ((MusicStartTime > 0) and (SDL_GetTicks() >= MusicStartTime)) then
begin
MusicStartTime := 0;
StartMusicPreview(CatSongs.Song[Interaction]);
end;
end;
//Update Fading Time
CoverTime := CoverTime + TimeSkip;
//Update Fading Texture
Button[Interaction].Texture2.Alpha := (CoverTime - 1) * 1.5;
if Button[Interaction].Texture2.Alpha > 1 then
Button[Interaction].Texture2.Alpha := 1;
end;
//inherited Draw;
//heres a little Hack, that causes the Statics
//are Drawn after the Buttons because of some Blending Problems.
//This should cause no Problems because all Buttons on this screen
//Has Z Position.
//Draw BG
DrawBG;
//Instead of Draw FG Procedure:
//We draw Buttons for our own
for I := 0 to Length(Button) - 1 do
Button[I].Draw;
// Statics
for I := 0 to Length(Static) - 1 do
Static[I].Draw;
// and texts
for I := 0 to Length(Text) - 1 do
Text[I].Draw;
//Draw Equalizer
if Theme.Song.Equalizer.Visible then
DrawEqualizer;
DrawExtensions;
Result := true;
end;
procedure TScreenSong.SelectNext;
var
Skip: integer;
VS: Integer;
begin
VS := CatSongs.VisibleSongs;
if VS > 0 then
begin
UnLoadDetailedCover;
Skip := 1;
// this 1 could be changed by CatSongs.FindNextVisible
while (not CatSongs.Song[(Interaction + Skip) mod Length(Interactions)].Visible) do
Inc(Skip);
SongTarget := SongTarget + 1;//Skip;
Interaction := (Interaction + Skip) mod Length(Interactions);
// try to keep all at the beginning
if SongTarget > VS-1 then begin
SongTarget := SongTarget - VS;
SongCurrent := SongCurrent - VS;
end;
end;
// Interaction -> Button, ktorego okladke przeczytamy
//Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); // 0.5.0: show uncached texture
end;
procedure TScreenSong.SelectPrev;
var
Skip: integer;
VS: Integer;
begin
VS := CatSongs.VisibleSongs;
if VS > 0 then
begin
UnLoadDetailedCover;
Skip := 1;
while (not CatSongs.Song[(Interaction - Skip + Length(Interactions)) mod Length(Interactions)].Visible) do Inc(Skip);
SongTarget := SongTarget - 1;//Skip;
Interaction := (Interaction - Skip + Length(Interactions)) mod Length(Interactions);
// try to keep all at the beginning
if SongTarget < 0 then begin
SongTarget := SongTarget + CatSongs.VisibleSongs;
SongCurrent := SongCurrent + CatSongs.VisibleSongs;
end;
// Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); // 0.5.0: show uncached texture
end;
end;
(*
procedure TScreenSong.UpdateLCD; //TODO: maybe LCD Support as Plugin?
begin
LCD.HideCursor;
LCD.Clear;
LCD.WriteText(1, Text[TextArtist].Text);
LCD.WriteText(2, Text[TextTitle].Text);
end;
*)
procedure TScreenSong.StartMusicPreview(Song: TSong);
begin
AudioPlayback.Close();
if not assigned(Song) then
Exit;
if AudioPlayback.Open(Song.Path + Song.Mp3) then
begin
AudioPlayback.Position := AudioPlayback.Length / 4;
// set preview volume
if (Ini.PreviewFading = 0) then
begin
// music fade disabled: start with full volume
AudioPlayback.SetVolume(IPreviewVolumeVals[Ini.PreviewVolume]);
AudioPlayback.Play()
end
else
begin
// music fade enabled: start muted and fade-in
AudioPlayback.SetVolume(0);
AudioPlayback.FadeIn(Ini.PreviewFading, IPreviewVolumeVals[Ini.PreviewVolume]);
end;
end;
end;
//Procedure Change current played Preview
procedure TScreenSong.ChangeMusic;
begin
//When Music Preview is avtivated -> then Change Music
if (Ini.PreviewVolume <> 0) then
begin
// Stop previous song
AudioPlayback.Stop;
// Disable music start delay
MusicStartTime := 0;
if (CatSongs.VisibleSongs > 0) then
begin
// delay start of music for 200ms (see Draw())
MusicStartTime := SDL_GetTicks() + 200;
end;
end;
end;
procedure TScreenSong.SkipTo(Target: Cardinal);
var
i: integer;
begin
UnLoadDetailedCover;
Interaction := High(CatSongs.Song);
SongTarget := 0;
for i := 1 to Target+1 do
SelectNext;
FixSelected2;
end;
procedure TScreenSong.DrawEqualizer;
var
I, J: Integer;
ChansPerBand: byte; // channels per band
MaxChannel: Integer;
CurBand: Integer; // current band
CurTime: Cardinal;
PosX, PosY: Integer;
Pos: Real;
begin
// Nothing to do if no music is played or an equalizer bar consists of no block
if (AudioPlayback.Finished or (Theme.Song.Equalizer.Length <= 0)) then
Exit;
CurTime := SDL_GetTicks();
// Evaluate FFT-data every 44 ms
if (CurTime >= EqualizerTime) then
begin
EqualizerTime := CurTime + 44;
AudioPlayback.GetFFTData(EqualizerData);
Pos := 0;
// use only the first approx. 92 of 256 FFT-channels (approx. up to 8kHz
ChansPerBand := ceil(92 / Theme.Song.Equalizer.Bands); // How much channels are used for one Band
MaxChannel := ChansPerBand * Theme.Song.Equalizer.Bands - 1;
// Change Lengths
for i := 0 to MaxChannel do
begin
// Gain higher freq. data so that the bars are visible
if i > 35 then
EqualizerData[i] := EqualizerData[i] * 8
else if i > 11 then
EqualizerData[i] := EqualizerData[i] * 4.5
else
EqualizerData[i] := EqualizerData[i] * 1.1;
// clamp data
if (EqualizerData[i] > 1) then
EqualizerData[i] := 1;
// Get max. pos
if (EqualizerData[i] * Theme.Song.Equalizer.Length > Pos) then
Pos := EqualizerData[i] * Theme.Song.Equalizer.Length;
// Check if this is the last channel in the band
if ((i+1) mod ChansPerBand = 0) then
begin
CurBand := i div ChansPerBand;
// Smooth delay if new equalizer is lower than the old one
if ((EqualizerBands[CurBand] > Pos) and (EqualizerBands[CurBand] > 1)) then
EqualizerBands[CurBand] := EqualizerBands[CurBand] - 1
else
EqualizerBands[CurBand] := Round(Pos);
Pos := 0;
end;
end;
end;
// Draw equalizer bands
// Setup OpenGL
glColor4f(Theme.Song.Equalizer.ColR, Theme.Song.Equalizer.ColG, Theme.Song.Equalizer.ColB, Theme.Song.Equalizer.Alpha);
glDisable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
// Set position of the first equalizer bar
PosY := Theme.Song.Equalizer.Y;
PosX := Theme.Song.Equalizer.X;
// Draw bars for each band
for I := 0 to High(EqualizerBands) do
begin
// Reset to lower or left position depending on the drawing-direction
if Theme.Song.Equalizer.Direction then // Vertical bars
// FIXME: Is Theme.Song.Equalizer.Y the upper or lower coordinate?
PosY := Theme.Song.Equalizer.Y //+ (Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space) * Theme.Song.Equalizer.Length
else // Horizontal bars
PosX := Theme.Song.Equalizer.X;
// Draw the bar as a stack of blocks
for J := 1 to EqualizerBands[I] do
begin
// Draw block
glBegin(GL_QUADS);
glVertex3f(PosX, PosY, Theme.Song.Equalizer.Z);
glVertex3f(PosX, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z);
glVertex3f(PosX+Theme.Song.Equalizer.W, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z);
glVertex3f(PosX+Theme.Song.Equalizer.W, PosY, Theme.Song.Equalizer.Z);
glEnd;
// Calc position of the bar's next block
if Theme.Song.Equalizer.Direction then // Vertical bars
PosY := PosY - Theme.Song.Equalizer.H - Theme.Song.Equalizer.Space
else // Horizontal bars
PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space;
end;
// Calc position of the next bar
if Theme.Song.Equalizer.Direction then // Vertical bars
PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space
else // Horizontal bars
PosY := PosY + Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space;
end;
end;
procedure TScreenSong.SelectRandomSong;
var
I, I2: Integer;
begin
case PlaylistMan.Mode of
smNormal: //All Songs Just Select Random Song
begin
//When Tabs are activated then use Tab Method
if (Ini.Tabs_at_startup = 1) then
begin
repeat
I2 := Random(high(CatSongs.Song)+1) - low(CatSongs.Song)+1;
until CatSongs.Song[I2].Main = false;
//Search Cat
for I := I2 downto low(CatSongs.Song) do
begin
if CatSongs.Song[I].Main then
break;
end;
//In I ist jetzt die Kategorie in I2 der Song
//I is the CatNum, I2 is the No of the Song within this Cat
//Choose Cat
CatSongs.ShowCategoryList;
//Show Cat in Top Left Mod
ShowCatTL (I);
CatSongs.ClickCategoryButton(I);
SelectNext;
//Choose Song
SkipTo(I2-I);
end
//When Tabs are deactivated use easy Method
else
SkipTo(Random(CatSongs.VisibleSongs));
end;
smPartyMode: //One Category Select Category and Select Random Song
begin
CatSongs.ShowCategoryList;
CatSongs.ClickCategoryButton(PlaylistMan.CurPlayList);
ShowCatTL(PlaylistMan.CurPlayList);
SelectNext;
FixSelected2;
SkipTo(Random(CatSongs.VisibleSongs));
end;
smPlaylistRandom: //Playlist: Select Playlist and Select Random Song
begin
PlaylistMan.SetPlayList(PlaylistMan.CurPlayList);
SkipTo(Random(CatSongs.VisibleSongs));
FixSelected2;
end;
end;
AudioPlayback.PlaySound(SoundLib.Change);
ChangeMusic;
SetScroll;
//UpdateLCD; //TODO: maybe LCD Support as Plugin?
end;
procedure TScreenSong.SetJoker;
begin
// If Party Mode
// to-do : Party
if Mode = smPartyMode then //Show Joker that are available
begin
(*
if (PartySession.Teams.NumTeams >= 1) then
begin
Static[StaticTeam1Joker1].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 1);
Static[StaticTeam1Joker2].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 2);
Static[StaticTeam1Joker3].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 3);
Static[StaticTeam1Joker4].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 4);
Static[StaticTeam1Joker5].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 5);
end
else
begin
Static[StaticTeam1Joker1].Visible := False;
Static[StaticTeam1Joker2].Visible := False;
Static[StaticTeam1Joker3].Visible := False;
Static[StaticTeam1Joker4].Visible := False;
Static[StaticTeam1Joker5].Visible := False;
end;
if (PartySession.Teams.NumTeams >= 2) then
begin
Static[StaticTeam2Joker1].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 1);
Static[StaticTeam2Joker2].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 2);
Static[StaticTeam2Joker3].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 3);
Static[StaticTeam2Joker4].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 4);
Static[StaticTeam2Joker5].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 5);
end
else
begin
Static[StaticTeam2Joker1].Visible := False;
Static[StaticTeam2Joker2].Visible := False;
Static[StaticTeam2Joker3].Visible := False;
Static[StaticTeam2Joker4].Visible := False;
Static[StaticTeam2Joker5].Visible := False;
end;
if (PartySession.Teams.NumTeams >= 3) then
begin
Static[StaticTeam3Joker1].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 1);
Static[StaticTeam3Joker2].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 2);
Static[StaticTeam3Joker3].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 3);
Static[StaticTeam3Joker4].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 4);
Static[StaticTeam3Joker5].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 5);
end
else
begin
Static[StaticTeam3Joker1].Visible := False;
Static[StaticTeam3Joker2].Visible := False;
Static[StaticTeam3Joker3].Visible := False;
Static[StaticTeam3Joker4].Visible := False;
Static[StaticTeam3Joker5].Visible := False;
end;
*)
end
else
begin //Hide all
Static[StaticTeam1Joker1].Visible := False;
Static[StaticTeam1Joker2].Visible := False;
Static[StaticTeam1Joker3].Visible := False;
Static[StaticTeam1Joker4].Visible := False;
Static[StaticTeam1Joker5].Visible := False;
Static[StaticTeam2Joker1].Visible := False;
Static[StaticTeam2Joker2].Visible := False;
Static[StaticTeam2Joker3].Visible := False;
Static[StaticTeam2Joker4].Visible := False;
Static[StaticTeam2Joker5].Visible := False;
Static[StaticTeam3Joker1].Visible := False;
Static[StaticTeam3Joker2].Visible := False;
Static[StaticTeam3Joker3].Visible := False;
Static[StaticTeam3Joker4].Visible := False;
Static[StaticTeam3Joker5].Visible := False;
end;
end;
procedure TScreenSong.SetStatics;
var
I: Integer;
Visible: Boolean;
begin
//Set Visibility of Party Statics and Text
Visible := (Mode = smPartyMode);
for I := 0 to high(StaticParty) do
Static[StaticParty[I]].Visible := Visible;
for I := 0 to high(TextParty) do
Text[TextParty[I]].Visible := Visible;
//Set Visibility of Non Party Statics and Text
Visible := not Visible;
for I := 0 to high(StaticNonParty) do
Static[StaticNonParty[I]].Visible := Visible;
for I := 0 to high(TextNonParty) do
Text[TextNonParty[I]].Visible := Visible;
end;
//Procedures for Menu
procedure TScreenSong.StartSong;
begin
CatSongs.Selected := Interaction;
AudioPlayback.Stop;
//Party Mode
if (Mode = smPartyMode) then
begin
FadeTo(@ScreenSingModi);
end
else
begin
FadeTo(@ScreenSing);
end;
end;
procedure TScreenSong.SelectPlayers;
begin
CatSongs.Selected := Interaction;
AudioPlayback.Stop;
ScreenName.Goto_SingScreen := True;
FadeTo(@ScreenName);
end;
procedure TScreenSong.OpenEditor;
begin
if (Songs.SongList.Count > 0) and
(not CatSongs.Song[Interaction].Main) and
(Mode = smNormal) then
begin
AudioPlayback.Stop;
AudioPlayback.PlaySound(SoundLib.Start);
CurrentSong := CatSongs.Song[Interaction];
FadeTo(@ScreenEditSub);
end;
end;
//Team No of Team (0-5)
procedure TScreenSong.DoJoker (Team: Byte);
begin
{
if (Mode = smPartyMode) and
(PartySession.Teams.NumTeams >= Team + 1) and
(PartySession.Teams.Teaminfo[Team].Joker > 0) then
begin
//Use Joker
Dec(PartySession.Teams.Teaminfo[Team].Joker);
SelectRandomSong;
SetJoker;
end;
}
end;
//Detailed Cover Unloading. Unloads the Detailed, uncached Cover of the cur. Song
procedure TScreenSong.UnLoadDetailedCover;
begin
CoverTime := 0;
// show cached texture
Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, true);
Button[Interaction].Texture2.Alpha := 0;
if Button[Interaction].Texture.Name <> Skin.GetTextureFileName('SongCover') then
Texture.UnloadTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false);
end;
procedure TScreenSong.Refresh;
begin
{
CatSongs.Refresh;
CatSongs.ShowCategoryList;
Interaction := 0;
SelectNext;
FixSelected;
}
end;
end.