{* UltraStar Deluxe - Karaoke Game
*
* UltraStar Deluxe is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
* $URL: https://ultrastardx.svn.sourceforge.net/svnroot/ultrastardx/branches/experimental/Lua/src/lua/ULuaTexture.pas $
* $Id: ULuaTexture.pas 1551 2009-01-04 14:08:33Z Hawkear $
*}
unit ULuaScreenSing;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
ULua;
{ returns a table with following structure:
t[1..playercount] = score of player i }
function ULuaScreenSing_GetScores(L: Plua_State): Integer; cdecl;
{ returns a table with following structure:
t[1..playercount] = rating of player i range: [0..1] }
function ULuaScreenSing_GetRating(L: Plua_State): Integer; cdecl;
{ returns a table with following structure:
t[1..playercount] = rect of players score background: table(x, y, w, h) }
function ULuaScreenSing_GetScoreBGRect(L: Plua_State): Integer; cdecl;
{ returns a table with following structure:
t[1..playercount] = rect of players rating bar: table(x, y, w, h) }
function ULuaScreenSing_GetRBRect(L: Plua_State): Integer; cdecl;
{ ScreenSing.GetBPM - no arguments
returns the beats per minutes of the current song in quarts }
function ULuaScreenSing_GetBPM(L: Plua_State): Integer; cdecl;
{ ScreenSing.BeatsToSeconds(Beats: float)
returns the time in seconds that the given number of beats (in quarts) last }
function ULuaScreenSing_BeatsToSeconds(L: Plua_State): Integer; cdecl;
{ ScreenSing.SecondsToBeats(Seconds: float)
returns the Beats in quarts that the given seconds last }
function ULuaScreenSing_SecondsToBeats(L: Plua_State): Integer; cdecl;
{ ScreenSing.GetBeat() - returns current beat of lyricstate (in quarts) }
function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl;
{ finishes current song, if sing screen is not shown it will raise
an error }
function ULuaScreenSing_Finish(L: Plua_State): Integer; cdecl;
{ ScreenSing.GetSettings - no arguments
returns a table filled with the data of TScreenSing.Settings }
function ULuaScreenSing_GetSettings(L: Plua_State): Integer; cdecl;
{ ScreenSing.SetSettings - arguments: Table
sets all attributes of TScreenSing.Settings that are
unequal to nil in Table }
function ULuaScreenSing_SetSettings(L: Plua_State): Integer; cdecl;
{ ScreenSing.GetSongLines - no arguments
returns a table filled with lines of the loaded song or
nil if no song is loaded (singscreen is not displayed)
structure of returned table:
array [1.."count of lines"]
\
| Start: integer - beat the line is displayed at (on top of lyrics display)
| Lyric: string - full lyric of the line
| Notes: array [1.."count notes of this line"]
\
| Start: integer - beat the note starts at
| Length: integer - length in beats
| Tone: integer - pitch that has to be sung, full range
| NoteType: integer - 0 for freestyle, 1 for normal, 2 for golden
| Text: string - text of this fragment }
function ULuaScreenSing_GetSongLines(L: Plua_State): Integer; cdecl;
const
ULuaScreenSing_Lib_f: array [0..11] of lual_reg = (
(name:'GetScores';func:ULuaScreenSing_GetScores),
(name:'GetRating';func:ULuaScreenSing_GetRating),
(name:'GetBPM';func:ULuaScreenSing_GetBPM),
(name:'BeatsToSeconds';func:ULuaScreenSing_BeatsToSeconds),
(name:'SecondsToBeats';func:ULuaScreenSing_SecondsToBeats),
(name:'GetBeat';func:ULuaScreenSing_GetBeat),
(name:'GetScoreBGRect';func:ULuaScreenSing_GetScoreBGRect),
(name:'GetRBRect';func:ULuaScreenSing_GetRBRect),
(name:'Finish';func:ULuaScreenSing_Finish),
(name:'GetSettings';func:ULuaScreenSing_GetSettings),
(name:'SetSettings';func:ULuaScreenSing_SetSettings),
(name:'GetSongLines';func:ULuaScreenSing_GetSongLines)
);
implementation
uses UScreenSing, UMain, UDisplay, UGraphic, UMusic, ULuaUtils, SysUtils;
{ returns a table with following structure:
t[1..playercount] = score of player i }
function ULuaScreenSing_GetScores(L: Plua_State): Integer; cdecl;
var
Top: Integer;
I: Integer;
begin
Result := 1;
// pop arguments
Top := lua_getTop(L);
if (Top > 0) then
lua_pop(L, Top);
// create table
lua_createtable(L, Length(Player), 0);
// fill w/ values
for I := 0 to High(Player) do
begin
lua_pushInteger(L, I + 1);
lua_pushInteger(L, Player[I].ScoreTotalInt);
lua_settable(L, -3);
end;
// leave table on stack, it is our result
end;
{ returns a table with following structure:
t[1..playercount] = rating of player i range: [0..1] }
function ULuaScreenSing_GetRating(L: Plua_State): Integer; cdecl;
var
Top: Integer;
I: Integer;
begin
Result := 1;
// pop arguments
Top := lua_getTop(L);
if (Top > 0) then
lua_pop(L, Top);
// create table
lua_createtable(L, Length(Player), 0);
// fill w/ values
for I := 0 to High(ScreenSing.Scores.Players) do
begin
lua_pushInteger(L, I + 1);
lua_pushNumber(L, ScreenSing.Scores.Players[I].RBPos);
lua_settable(L, -3);
end;
// leave table on stack, it is our result
end;
{ ScreenSing.GetBPM - no arguments
returns the beats per minutes of the current song in quarts }
function ULuaScreenSing_GetBPM(L: Plua_State): Integer; cdecl;
begin
lua_ClearStack(L);
Result := 1;
if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then
lua_PushNumber(L, 0) // in case of error
else if (Length(CurrentSong.BPM) = 1) then
lua_PushNumber(L, CurrentSong.BPM[0].BPM)
else
begin
// to-do: do this for songs w/ BPM changes
// or drop support for BPM changes?!
end;
end;
{ ScreenSing.BeatsToSeconds(Beats: float)
returns the time in seconds that the given number of beats (in quarts) last }
function ULuaScreenSing_BeatsToSeconds(L: Plua_State): Integer; cdecl;
begin
Result := 1;
if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then
lua_PushNumber(L, 0) // in case of error
else if (Length(CurrentSong.BPM) = 1) then
lua_PushNumber(L, luaL_CheckNumber(L, 1) * 60 / CurrentSong.BPM[0].BPM)
else
begin
// to-do: do this for songs w/ BPM changes
// or drop support for BPM changes?!
end;
end;
{ ScreenSing.BeatsToSeconds(Seconds: float)
returns the Beats in quarts that the given seconds last }
function ULuaScreenSing_SecondsToBeats(L: Plua_State): Integer; cdecl;
begin
Result := 1;
if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then
lua_PushNumber(L, 0)
else if (Length(CurrentSong.BPM) = 1) then
lua_PushNumber(L, luaL_CheckNumber(L, 1) * CurrentSong.BPM[0].BPM / 60)
else
begin
// to-do: do this for songs w/ BPM changes
// or drop support for BPM changes?!
end;
end;
{ ScreenSing.GetBeat() - returns current beat of lyricstate (in quarts) }
function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl;
var top: Integer;
begin
//remove arguments (if any)
top := lua_gettop(L);
if (top > 0) then
lua_pop(L, top);
//push result
lua_pushnumber(L, LyricsState.MidBeat);
Result := 1; //one result
end;
{ returns a table with following structure:
t[1..playercount] = rect of players ScoreBG: table(x, y, w, h) }
function ULuaScreenSing_GetScoreBGRect(L: Plua_State): Integer; cdecl;
var
Top: Integer;
I: Integer;
begin
Result := 1;
// pop arguments
Top := lua_getTop(L);
if (Top > 0) then
lua_pop(L, Top);
// create table
lua_createtable(L, Length(ScreenSing.Scores.Players), 0);
// fill w/ values
for I := 0 to High(ScreenSing.Scores.Players) do
begin
lua_pushInteger(L, I + 1);
if (ScreenSing.Scores.Players[I].Position = High(Byte)) then
// player has no position, prevent crash by pushing nil
lua_pushNil(L)
else
with ScreenSing.Scores.Positions[ScreenSing.Scores.Players[I].Position] do
lua_PushRect(L, BGX, BGY, BGW, BGH);
lua_settable(L, -3);
end;
// leave table on stack, it is our result
end;
{ returns a table with following structure:
t[1..playercount] = rect of players rating bar: table(x, y, w, h) }
function ULuaScreenSing_GetRBRect(L: Plua_State): Integer; cdecl;
var
Top: Integer;
I: Integer;
begin
Result := 1;
// pop arguments
Top := lua_getTop(L);
if (Top > 0) then
lua_pop(L, Top);
// create table
lua_createtable(L, Length(ScreenSing.Scores.Players), 0);
// fill w/ values
for I := 0 to High(ScreenSing.Scores.Players) do
begin
lua_pushInteger(L, I + 1);
if (ScreenSing.Scores.Players[I].Position = High(Byte)) then
// player has no position, prevent crash by pushing nil
lua_pushNil(L)
else
with ScreenSing.Scores.Positions[ScreenSing.Scores.Players[I].Position] do
lua_PushRect(L, RBX, RBY, RBW, RBH);
lua_settable(L, -3);
end;
// leave table on stack, it is our result
end;
{ finishes current song, if sing screen is not shown it will raise
an error }
function ULuaScreenSing_Finish(L: Plua_State): Integer; cdecl;
var Top: Integer;
begin
Result := 0;
// pop arguments
Top := lua_getTop(L);
if (Top > 0) then
lua_pop(L, Top);
if (Display.CurrentScreen^ = ScreenSing) then
begin
ScreenSing.EndSong;
end
else
LuaL_error(L, 'Usdx.ScreenSing.Finish is called, but sing screen is not shown.');
end;
{ ScreenSing.GetSettings - no arguments
returns a table filled with the data of TScreenSing }
function ULuaScreenSing_GetSettings(L: Plua_State): Integer; cdecl;
var Top: Integer;
begin
// pop arguments
Top := lua_getTop(L);
if (Top > 0) then
lua_pop(L, Top);
lua_createtable(L, 0, 3);
//fill table w/ info
lua_pushBoolean(L, ScreenSing.Settings.LyricsVisible);
lua_setField(L, -2, 'LyricsVisible');
lua_pushBinInt(L, ScreenSing.Settings.NotesVisible);
lua_setField(L, -2, 'NotesVisible');
lua_pushBinInt(L, ScreenSing.Settings.PlayerEnabled);
lua_setField(L, -2, 'PlayerEnabled');
Result := 1;
end;
{ ScreenSing.SetSettings - arguments: Table
sets all attributes of TScreenSing.Settings that are
unequal to nil in Table }
function ULuaScreenSing_SetSettings(L: Plua_State): Integer; cdecl;
var
Key: String;
begin
Result := 0;
// check for table on stack
luaL_checkType(L, 1, LUA_TTABLE);
// go through table elements
lua_pushNil(L);
while (lua_Next(L, 1) <> 0) do
begin
Key := lowercase(lua_ToString(L, -2));
if (Key = 'lyricsvisible') and (lua_isBoolean(L, -1)) then
ScreenSing.settings.LyricsVisible := lua_toBoolean(L, -1)
else if (Key = 'notesvisible') and (lua_isTable(L, -1)) then
ScreenSing.settings.NotesVisible := lua_toBinInt(L, -1)
else if (Key = 'playerenabled') and (lua_isTable(L, -1)) then
ScreenSing.settings.PlayerEnabled := lua_toBinInt(L, -1);
// pop value from stack so key is on top
lua_pop(L, 1);
end;
// clear stack from table
lua_pop(L, lua_gettop(L));
ScreenSing.ApplySettings;
end;
{ ScreenSing.GetSongLines - no arguments
returns a table filled with lines of the loaded song or
nil if no song is loaded (singscreen is not displayed)
structure of returned table:
array [1.."count of lines"]
\
| Start: integer - beat the line is displayed at (on top of lyrics display)
| Lyric: string - full lyric of the line
| Notes: array [1.."count notes of this line"]
\
| Start: integer - beat the note starts at
| Length: integer - length in beats
| Tone: integer - pitch that has to be sung, full range
| NoteType: integer - 0 for freestyle, 1 for normal, 2 for golden
| Text: string - text of this fragment }
function ULuaScreenSing_GetSongLines(L: Plua_State): Integer; cdecl;
var
I, J: Integer;
begin
Result := 1;
if (Length(Lines) >= 1) then
begin
lua_ClearStack(L);
if not lua_CheckStack(L, 7) then
luaL_Error(L, PChar('can''t allocate enough stack space in ULuaScreenSing_GetSongLines'));
// lines array table
lua_CreateTable(L, Length(Lines[0].Line), 0);
for I := 0 to High(Lines[0].Line) do
with Lines[0].Line[I] do
begin
lua_pushInteger(L, I+1);
// line struct table
lua_CreateTable(L, 0, 3);
// line start
lua_PushInteger(L, Start);
lua_SetField(L, -2, PChar('Start'));
// line lyric
lua_PushString(L, PChar(Lyric));
lua_SetField(L, -2, PChar('Lyric'));
//line notes array table
lua_CreateTable(L, Length(Note), 0);
for J := 0 to High(Note) do
begin
lua_PushInteger(L, J + 1);
// note struct table
lua_CreateTable(L, 0, 5);
// Notes[J+1].Start
lua_PushInteger(L, Note[J].Start);
lua_SetField(L, -2, PChar('Start'));
// Notes[J+1].Length
lua_PushInteger(L, Note[J].Length);
lua_SetField(L, -2, PChar('Length'));
// Notes[J+1].Tone
lua_PushInteger(L, Note[J].Tone);
lua_SetField(L, -2, PChar('Tone'));
// Notes[J+1].NoteType
lua_PushInteger(L, Integer(Note[J].NoteType));
lua_SetField(L, -2, PChar('NoteType'));
// Notes[J+1].Text
lua_PushString(L, PChar(Note[J].Text));
lua_SetField(L, -2, PChar('Text'));
lua_SetTable(L, -3);
end;
lua_SetField(L, -2, PChar('Notes'));
// save line to array table
lua_setTable(L, -3);
end;
end
else
begin
lua_ClearStack(L);
lua_pushNil(L);
end;
end;
end.