aboutsummaryrefslogblamecommitdiffstats
path: root/VideoPreview/src/screens/UScreenSing.pas
blob: cc913181811eb4d04e6dcb6d25689e21e0cc7351 (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500



















































































































































































































































































































































































































































































































                                                                                                                                                  
                                                                                   



























































































































































































































































































































































                                                                                           

                                       

































































































































































































































                                                                                                                                                               
{* 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.
 *
 * $URL$
 * $Id$
 *}

unit UScreenSing;

interface

{$IFDEF FPC}
  {$MODE Delphi}
{$ENDIF}

{$I switches.inc}

uses
  SysUtils,
  SDL,
  TextGL,
  gl,
  UFiles,
  UGraphicClasses,
  UIni,
  ULog,
  ULyrics,
  UMenu,
  UMusic,
  USingScores,
  USongs,
  UTexture,
  UThemes,
  UPath,
  UTime,
  UHookableEvent;

type
  TLyricsSyncSource = class(TSyncSource)
    function GetClock(): real; override;
  end;

  TMusicSyncSource = class(TSyncSource)
    function GetClock(): real; override;
  end;

type
  TScreenSing = class(TMenu)
  private
    fShowVisualization: boolean;
    fCurrentVideo: IVideo;
    fVideoClip:    IVideo;
    fLyricsSync: TLyricsSyncSource;
    fMusicSync: TMusicSyncSource;
  protected
    eSongLoaded: THookableEvent; //< event is called after lyrics of a song are loaded on OnShow
    Paused:     boolean; //pause Mod
    NumEmptySentences: integer;
  public
    // timebar fields
    StaticTimeProgress: integer;
    TextTimeText: integer;

    StaticP1: integer;
    TextP1:   integer;

    // shown when game is in 2/4 player modus
    StaticP1TwoP: integer;
    TextP1TwoP:   integer;

    // shown when game is in 3/6 player modus
    StaticP1ThreeP: integer;
    TextP1ThreeP:   integer;

    StaticP2R: integer;
    TextP2R:   integer;

    StaticP2M: integer;
    TextP2M:   integer;

    StaticP3R: integer;
    TextP3R:   integer;

    StaticPausePopup: integer;

    Tex_Background: TTexture;
    FadeOut: boolean;
    Lyrics:  TLyricEngine;

    // score manager:
    Scores: TSingScores;

    //the song was sung to the end
    SungToEnd: boolean;

    // some settings to be set by plugins
    Settings: record
      Finish: Boolean; //< if true, screen will finish on next draw

      LyricsVisible: Boolean; //< shows or hides lyrics
      NotesVisible: Integer; //< if bit[playernum] is set the notes for the specified player are visible. By default all players notes are visible

      PlayerEnabled: Integer; //< defines whether a player can score atm
    end;
    procedure ClearSettings;
    procedure ApplySettings; //< applies changes of settings record
    procedure EndSong;

    constructor Create; override;
    procedure OnShow; override;
    procedure OnShowFinish; override;
    procedure OnHide; override;

    function ParseInput(PressedKey: cardinal; CharCode: UCS4Char;
      PressedDown: boolean): boolean; override;
    function Draw: boolean; override;

    procedure Finish; virtual;
    procedure Pause; // toggle pause

    procedure OnSentenceEnd(SentenceIndex: cardinal);     // for linebonus + singbar
    procedure OnSentenceChange(SentenceIndex: cardinal);  // for golden notes
  end;

implementation

uses
  Classes,
  Math,
  UDraw,
  UGraphic,
  ULanguage,
  UNote,
  URecord,
  USong,
  UDisplay,
  UParty,
  UUnicodeUtils;

// method for input parsing. if false is returned, getnextwindow
// should be checked to know the next window to load;

function TScreenSing.ParseInput(PressedKey: Cardinal; CharCode: UCS4Char;
  PressedDown: boolean): boolean;
begin
  Result := true;
  if (PressedDown) then
  begin // key down
    // check normal keys
    case UCS4UpperCase(CharCode) of
      Ord('Q'):
      begin
        // when not ask before exit then finish now
        if (Ini.AskbeforeDel <> 1) then
          Finish
        // else just pause and let the popup make the work
        else if not Paused then
          Pause;

        Result := false;
        Exit;
      end;
      Ord('V'): // show visualization
      begin
        fShowVisualization := not fShowVisualization;

        if fShowVisualization then
        begin
          fCurrentVideo := Visualization.Open(PATH_NONE);
          fCurrentVideo.play;
        end
        else
        begin
          fCurrentVideo := fVideoClip;
        end;
        Exit;
      end;
      Ord('P'):
      begin
        Pause;
        Exit;
      end;
    end;

    // check special keys
    case PressedKey of
      SDLK_ESCAPE,
      SDLK_BACKSPACE:
      begin
        // record sound hack:
        //Sound[0].BufferLong

        Finish;
        AudioPlayback.PlaySound(SoundLib.Back);
        FadeTo(@ScreenScore);
      end;

      SDLK_SPACE:
      begin
        Pause;
      end;

      SDLK_TAB: // change visualization preset
      begin
        if fShowVisualization then
          fCurrentVideo.Position := now; // move to a random position
      end;

      SDLK_RETURN:
      begin
      end;

      // up and down could be done at the same time,
      // but i don't want to declare variables inside
      // functions like this one, called so many times
      SDLK_DOWN:
      begin
      end;
      SDLK_UP:
      begin
      end;
    end;
  end;
end;

// pause mod
procedure TScreenSing.Pause;
begin
  if (not Paused) then  // enable pause
  begin
    // pause time
    Paused := true;

    LyricsState.Pause();

    // pause music
    AudioPlayback.Pause;

    // pause video
    if (fCurrentVideo <> nil) then
      fCurrentVideo.Pause;

  end
  else              // disable pause
  begin
    LyricsState.Start();

    // play music
    AudioPlayback.Play;

    // video
    if (fCurrentVideo <> nil) then
      fCurrentVideo.Pause;

    Paused := false;
  end;
end;
// pause mod end

constructor TScreenSing.Create;
begin
  inherited Create;

  //too dangerous, a mouse button is quickly pressed by accident
  RightMbESC := false;

  fShowVisualization := false;

  fCurrentVideo := nil;

  // create score class
  Scores := TSingScores.Create;
  Scores.LoadfromTheme;

  LoadFromTheme(Theme.Sing);

  // timebar
  StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress);
  TextTimeText := AddText(Theme.Sing.TextTimeText);

  // 1 player       | P1
  StaticP1 := AddStatic(Theme.Sing.StaticP1);
  TextP1   := AddText(Theme.Sing.TextP1);

  // 2 or 4 players | P1
  StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP);
  TextP1TwoP   := AddText(Theme.Sing.TextP1TwoP);

  //                | P2
  StaticP2R := AddStatic(Theme.Sing.StaticP2R);
  TextP2R   := AddText(Theme.Sing.TextP2R);

  // 3 or 6 players | P1
  StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP);
  TextP1ThreeP   := AddText(Theme.Sing.TextP1ThreeP);

  //                | P2
  StaticP2M := AddStatic(Theme.Sing.StaticP2M);
  TextP2M   := AddText(Theme.Sing.TextP2M);

  //                | P3
  StaticP3R := AddStatic(Theme.Sing.StaticP3R);
  TextP3R   := AddText(Theme.Sing.TextP3R);

  StaticPausePopup := AddStatic(Theme.Sing.PausePopUp);

  // <note> pausepopup is not visibile at the beginning </note>
  Statics[StaticPausePopup].Visible := false;

  Lyrics := TLyricEngine.Create(
      Theme.LyricBar.UpperX, Theme.LyricBar.UpperY, Theme.LyricBar.UpperW, Theme.LyricBar.UpperH,
      Theme.LyricBar.LowerX, Theme.LyricBar.LowerY, Theme.LyricBar.LowerW, Theme.LyricBar.LowerH);

  fLyricsSync := TLyricsSyncSource.Create();
  fMusicSync := TMusicSyncSource.Create();

  eSongLoaded := THookableEvent.Create('ScreenSing.SongLoaded');

  ClearSettings;
end;

procedure TScreenSing.OnShow;
var
  Index:  integer;
  V1:     boolean;
  V1TwoP: boolean;   // position of score box in two player mode
  V1ThreeP: boolean; // position of score box in three player mode
  V2R:    boolean;
  V2M:    boolean;
  V3R:    boolean;
  Color: TRGB;
  VideoFile, BgFile: IPath;
  success: boolean;
begin
  inherited;

  Log.LogStatus('Begin', 'OnShow');
  FadeOut := false;

  //the song was sung to the end
  SungToEnd := false;
  ClearSettings;
  Party.CallBeforeSing;

  // reset video playback engine
  fCurrentVideo := nil;

  // setup score manager
  Scores.ClearPlayers; // clear old player values
  Color.R := 0;
  Color.G := 0;
  Color.B := 0; // dummy atm  <- \(O.o)/? B like bummy?

  // add new players
  for Index := 0 to PlayersPlay - 1 do
  begin
    Scores.AddPlayer(Tex_ScoreBG[Index], Color);
  end;

  Scores.Init; // get positions for players

  // prepare players
  SetLength(Player, PlayersPlay);

  case PlayersPlay of
    1:
    begin
      V1     := true;
      V1TwoP := false;
      V1ThreeP := false;
      V2R    := false;
      V2M    := false;
      V3R    := false;
    end;
    2:
    begin
      V1     := false;
      V1TwoP := true;
      V1ThreeP := false;
      V2R    := true;
      V2M    := false;
      V3R    := false;
    end;
    3:
    begin
      V1     := false;
      V1TwoP := false;
      V1ThreeP := true;
      V2R    := false;
      V2M    := true;
      V3R    := true;
    end;
    4:
    begin // double screen
      V1     := false;
      V1TwoP := true;
      V1ThreeP := false;
      V2R    := true;
      V2M    := false;
      V3R    := false;
    end;
    6:
    begin // double screen
      V1     := false;
      V1TwoP := false;
      V1ThreeP := true;
      V2R    := false;
      V2M    := true;
      V3R    := true;
    end;

  end;

  // this one is shown in 1P mode
  Statics[StaticP1].Visible := V1;
  Text[TextP1].Visible     := V1;

  // this one is shown in 2/4P mode
  Statics[StaticP1TwoP].Visible := V1TwoP;
  Text[TextP1TwoP].Visible     := V1TwoP;

  Statics[StaticP2R].Visible := V2R;
  Text[TextP2R].Visible     := V2R;

  // this one is shown in 3/6P mode
  Statics[StaticP1ThreeP].Visible := V1ThreeP;
  Text[TextP1ThreeP].Visible     := V1ThreeP;

  Statics[StaticP2M].Visible := V2M;
  Text[TextP2M].Visible     := V2M;

  Statics[StaticP3R].Visible := V3R;
  Text[TextP3R].Visible     := V3R;

  // FIXME: sets path and filename to ''
  ResetSingTemp;

  CurrentSong := CatSongs.Song[CatSongs.Selected];

  // FIXME: bad style, put the try-except into loadsong() and not here
  try
    // check if file is xml
    if CurrentSong.FileName.GetExtension.ToUTF8 = '.xml' then
      success := CurrentSong.LoadXMLSong()
    else
      success := CurrentSong.LoadSong();
  except
    success := false;
  end;

  if (not success) then
  begin
    // error loading song -> go back to previous screen and show some error message
    Display.AbortScreenChange;
    // select new song in party mode
    if ScreenSong.Mode = smPartyMode then
      ScreenSong.SelectRandomSong();
    if (Length(CurrentSong.LastError) > 0) then
      ScreenPopupError.ShowPopup(Format(Language.Translate(CurrentSong.LastError), [CurrentSong.ErrorLineNo]))
    else
      ScreenPopupError.ShowPopup(Language.Translate('ERROR_CORRUPT_SONG'));
    // FIXME: do we need this?
    CurrentSong.Path := CatSongs.Song[CatSongs.Selected].Path;
    Exit;
  end;

  {*
   * == Background ==
   * We have four types of backgrounds:
   *   + Blank        : Nothing has been set, this is our fallback
   *   + Picture      : Picture has been set, and exists - otherwise we fallback
   *   + Video        : Video has been set, and exists - otherwise we fallback
   *   + Visualization: + Off        : No visualization
   *                    + WhenNoVideo: Overwrites blank and picture
   *                    + On         : Overwrites blank, picture and video
   *}

  {*
   * set background to: video
   *}
  fShowVisualization := false;
  VideoFile := CurrentSong.Path.Append(CurrentSong.Video);
  if (Ini.VideoEnabled = 1) and CurrentSong.Video.IsSet() and VideoFile.IsFile then
  begin
    fVideoClip := VideoPlayback.Open(VideoFile);
    fCurrentVideo := fVideoClip;
    if (fVideoClip <> nil) then
    begin
      fShowVisualization := false;
      fCurrentVideo.Position := CurrentSong.VideoGAP + CurrentSong.Start;
      fCurrentVideo.Play;
    end;
  end;

  {*
   * set background to: picture
   *}
  if (CurrentSong.Background.IsSet) and (fVideoClip = nil)
    and (TVisualizerOption(Ini.VisualizerOption) = voOff)  then
  begin
    BgFile := CurrentSong.Path.Append(CurrentSong.Background);
    try
      Tex_Background := Texture.LoadTexture(BgFile);
    except
      Log.LogError('Background could not be loaded: ' + BgFile.ToNative);
      Tex_Background.TexNum := 0;
    end
  end
  else
  begin
    Tex_Background.TexNum := 0;
  end;

  {*
   * set background to: visualization (Overwrites all)
   *}
  if (TVisualizerOption(Ini.VisualizerOption) in [voOn]) then
  begin
    fShowVisualization := true;
    fCurrentVideo := Visualization.Open(PATH_NONE);
    if (fCurrentVideo <> nil) then
      fCurrentVideo.Play;
  end;

  {*
   * set background to: visualization (Videos are still shown)
   *}
  if ((TVisualizerOption(Ini.VisualizerOption) in [voWhenNoVideo]) and
     (fVideoClip = nil)) then
  begin
    fShowVisualization := true;
    fCurrentVideo := Visualization.Open(PATH_NONE);
    if (fCurrentVideo <> nil) then
      fCurrentVideo.Play;
  end;

  // prepare lyrics timer
  LyricsState.Reset();
  LyricsState.SetCurrentTime(CurrentSong.Start);
  LyricsState.StartTime := CurrentSong.Gap;
  if (CurrentSong.Finish > 0) then
    LyricsState.TotalTime := CurrentSong.Finish / 1000
  else
    LyricsState.TotalTime := AudioPlayback.Length;
  LyricsState.UpdateBeats();

  // prepare and start voice-capture
  AudioInput.CaptureStart;

  // clear the scores of all players

  for Index := 0 to High(Player) do
    with Player[Index] do
    begin
      Score          := 0;
      ScoreLine      := 0;
      ScoreGolden    := 0;

      ScoreInt       := 0;
      ScoreLineInt   := 0;
      ScoreGoldenInt := 0;
      ScoreTotalInt  := 0;

      ScoreLast      := 0;

      LastSentencePerfect := false;
    end;

  // main text
  Lyrics.Clear(CurrentSong.BPM[0].BPM, CurrentSong.Resolution);

  // set custom options
  case Ini.LyricsFont of
    0: // normal fonts
    begin
      Lyrics.FontStyle := ftNormal;

      Lyrics.LineColor_en.R := Skin_FontR;
      Lyrics.LineColor_en.G := Skin_FontG;
      Lyrics.LineColor_en.B := Skin_FontB;
      Lyrics.LineColor_en.A := 1;

      Lyrics.LineColor_dis.R := 0.4;
      Lyrics.LineColor_dis.G := 0.4;
      Lyrics.LineColor_dis.B := 0.4;
      Lyrics.LineColor_dis.A := 1;

      Lyrics.LineColor_act.R := 0.02;
      Lyrics.LineColor_act.G := 0.6;
      Lyrics.LineColor_act.B := 0.8;
      Lyrics.LineColor_act.A := 1;
    end;
    1, 2: // outline fonts
    begin
      if (Ini.LyricsFont = 1) then
        Lyrics.FontStyle := ftOutline1
      else
        Lyrics.FontStyle := ftOutline2;

      Lyrics.LineColor_en.R := 0.75;
      Lyrics.LineColor_en.G := 0.75;
      Lyrics.LineColor_en.B := 1;
      Lyrics.LineColor_en.A := 1;

      Lyrics.LineColor_dis.R := 0.8;
      Lyrics.LineColor_dis.G := 0.8;
      Lyrics.LineColor_dis.B := 0.8;
      Lyrics.LineColor_dis.A := 1;

      Lyrics.LineColor_act.R := 0.5;
      Lyrics.LineColor_act.G := 0.5;
      Lyrics.LineColor_act.B := 1;
      Lyrics.LineColor_act.A := 1;
    end;
  end; // case

  // initialize lyrics by filling its queue
  while (not Lyrics.IsQueueFull) and
        (Lyrics.LineCounter <= High(Lines[0].Line)) do
  begin
    Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
  end;

  // deactivate pause
  Paused := false;

  // kill all stars not killed yet (goldenstarstwinkle mod)
  GoldenRec.SentenceChange;

  // set position of line bonus - line bonus end
  // set number of empty sentences for line bonus
  NumEmptySentences := 0;
  for Index := Low(Lines[0].Line) to High(Lines[0].Line) do
    if Lines[0].Line[Index].TotalNotes = 0 then
      Inc(NumEmptySentences);

  eSongLoaded.CallHookChain(False);

  Log.LogStatus('End', 'OnShow');
end;

procedure TScreenSing.onShowFinish;
begin
  // hide cursor on singscreen show    
  Display.SetCursor;

  // prepare music
  // Important: AudioPlayback must not be initialized in onShow() as TScreenSong
  // uses stops AudioPlayback in onHide() which interferes with TScreenSings onShow.
  AudioPlayback.Open(CurrentSong.Path.Append(CurrentSong.Mp3));
  AudioPlayback.SetVolume(1.0);
  AudioPlayback.Position := CurrentSong.Start;

  // synchronize music
  if (Ini.SyncTo = Ord(stLyrics)) then
    AudioPlayback.SetSyncSource(fLyricsSync)
  else
    AudioPlayback.SetSyncSource(nil);

  // synchronize lyrics (do not set this before AudioPlayback is initialized)
  if (Ini.SyncTo = Ord(stMusic)) then
    LyricsState.SetSyncSource(fMusicSync)
  else
    LyricsState.SetSyncSource(nil);

  // start lyrics
  LyricsState.Start(true);

  // start music
  AudioPlayback.Play();

  // start timer
  CountSkipTimeSet;
end;

procedure TScreenSing.ClearSettings;
begin
  Settings.Finish := False;
  Settings.LyricsVisible := True;
  Settings.NotesVisible := high(Integer);
  Settings.PlayerEnabled := high(Integer);
end;

{ applies changes of settings record }
procedure TScreenSing.ApplySettings;
begin
  //
end;

procedure TScreenSing.EndSong;
begin
  Settings.Finish := True;
end;

procedure TScreenSing.OnHide;
begin
  // background texture
  if (Tex_Background.TexNum > 0) then
  begin
    glDeleteTextures(1, PGLuint(@Tex_Background.TexNum));
    Tex_Background.TexNum := 0;
  end;

  Background.OnFinish;
  Display.SetCursor;
end;

function TScreenSing.Draw: boolean;
var
  Min:   integer;
  Sec:   integer;
  T:     integer;
  CurLyricsTime: real;
  VideoFrameTime: Extended;
  Line: TLyricLine;
  LastWord: TLyricWord;
begin
  Background.Draw;

  // draw background picture (if any, and if no visualizations)
  // when we don't check for visualizations the visualizations would
  // be overdrawn by the picture when {UNDEFINED UseTexture} in UVisualizer
  if (not fShowVisualization) then
    SingDrawBackground;

  // set player names (for 2 screens and only singstar skin)
  if ScreenAct = 1 then
  begin
    Text[TextP1].Text     := 'P1';
    Text[TextP1TwoP].Text := 'P1';
    Text[TextP1ThreeP].Text := 'P1';
    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

  ////
  // dual screen, part 1
  ////////////////////////

  // Note: ScreenX is the offset of the current screen in dual-screen mode so we
  // will move the statics and texts to the correct screen here.
  // FIXME: clean up this weird stuff. Commenting this stuff out, nothing
  //   was missing on screen w/ 6 players - so do we even need this stuff?
  {Statics[StaticP1].Texture.X := Statics[StaticP1].Texture.X + 10 * ScreenX;

  Text[TextP1].X := Text[TextP1].X + 10 * ScreenX;  }

  {Statics[StaticP1ScoreBG].Texture.X  := Statics[StaticP1ScoreBG].Texture.X + 10*ScreenX;
  Text[TextP1Score].X                := Text[TextP1Score].X + 10*ScreenX;}

  {Statics[StaticP2R].Texture.X := Statics[StaticP2R].Texture.X + 10 * ScreenX;

  Text[TextP2R].X := Text[TextP2R].X + 10 * ScreenX; }

  {Statics[StaticP2RScoreBG].Texture.X := Statics[StaticP2RScoreBG].Texture.X + 10*ScreenX;
  Text[TextP2RScore].X               := Text[TextP2RScore].X + 10*ScreenX;}

  // end of weird stuff
  {
  Statics[1].Texture.X := Statics[1].Texture.X + 10 * ScreenX;     }

 { for T := 0 to 1 do
    Text[T].X := Text[T].X + 10 * ScreenX;    }

  // retrieve current lyrics time, we have to store the value to avoid
  // that min- and sec-values do not match
  CurLyricsTime := LyricsState.GetCurrentTime();
  Min := Round(CurLyricsTime) div 60;
  Sec := Round(CurLyricsTime) mod 60;

  // update static menu with time ...
  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);

  // draw static menu (BG)
  // Note: there is no menu and the animated background brakes the video playback
  //DrawBG;

  //the song was sung to the end?
  Line := Lyrics.GetUpperLine();
  if Line.LastLine then
  begin
    LastWord := Line.Words[Length(Line.Words)-1];
    if CurLyricsTime >= GetTimeFromBeat(LastWord.Start+LastWord.Length) then
      SungToEnd := true;
  end;

  // update and draw movie
  if Assigned(fCurrentVideo) then
  begin
    // Just call this once
    // when Screens = 2
    if (ScreenAct = 1) then
    begin
      if (ShowFinish) then
      begin
        // everything is setup, determine the current position 
        VideoFrameTime := CurrentSong.VideoGAP + LyricsState.GetCurrentTime();
      end
      else
      begin
        // Important: do not yet start the triggered timer by a call to
        // LyricsState.GetCurrentTime()
        VideoFrameTime := CurrentSong.VideoGAP;
      end;
      fCurrentVideo.GetFrame(VideoFrameTime);
    end;

    fCurrentVideo.SetScreen(ScreenAct);
    fCurrentVideo.Draw;
  end;

  // draw static menu (FG)
  DrawFG;

  // check for music finish
  //Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(LyricsState.CurrentTime*1000) + ' ' + IntToStr(CurrentSong.Finish));
  if ShowFinish then
  begin
    if (not AudioPlayback.Finished) and ((CurrentSong.Finish = 0) or
      (LyricsState.GetCurrentTime() * 1000 <= CurrentSong.Finish)) and (not Settings.Finish) then
    begin
      // analyze song if not paused
      if (not Paused) then
      begin
        Sing(Self);
        Party.CallOnSing;
      end;
    end
    else
    begin
      if (not FadeOut) then
      begin
        Finish;
        FadeOut := true;
      end;
    end;
  end;

  // always draw custom items
  SingDraw;

  // goldennotestarstwinkle
  GoldenRec.SpawnRec;

  // draw scores
  Scores.Draw;

  ////
  // dual screen, part 2
  ////////////////////////

  // Note: ScreenX is the offset of the current screen in dual-screen mode so we
  // will move the statics and texts to the correct screen here.
  // FIXME: clean up this weird stuff

  {Statics[StaticP1].Texture.X := Statics[StaticP1].Texture.X - 10 * ScreenX;
  Text[TextP1].X := Text[TextP1].X - 10 * ScreenX;

  Statics[StaticP2R].Texture.X := Statics[StaticP2R].Texture.X - 10 * ScreenX;
  Text[TextP2R].X := Text[TextP2R].X - 10 * ScreenX;

  // end of weird

  Statics[1].Texture.X := Statics[1].Texture.X - 10 * ScreenX;

  for T := 0 to 1 do
    Text[T].X := Text[T].X - 10 * ScreenX;        }

  // draw pausepopup
  // FIXME: this is a workaround that the static is drawn over the lyrics, lines, scores and effects
  // maybe someone could find a better solution
  if Paused then
  begin
    Statics[StaticPausePopup].Visible := true;
    Statics[StaticPausePopup].Draw;
    Statics[StaticPausePopup].Visible := false;
  end;

  Result := true;
end;

procedure TScreenSing.Finish;
begin
  AudioInput.CaptureStop;
  AudioPlayback.Stop;
  AudioPlayback.SetSyncSource(nil);

  LyricsState.Stop();
  LyricsState.SetSyncSource(nil);

  // close video files
  fVideoClip := nil;
  fCurrentVideo := nil;

  // kill all stars and effects
  GoldenRec.KillAll;

  if (Ini.SavePlayback = 1) then
  begin
    Log.BenchmarkStart(0);
    Log.LogVoice(0);
    Log.LogVoice(1);
    Log.LogVoice(2);
    Log.BenchmarkEnd(0);
    Log.LogBenchmark('Creating files', 0);
  end;

  SetFontItalic(false);

  Party.CallAfterSing;
end;

procedure TScreenSing.OnSentenceEnd(SentenceIndex: cardinal);
var
  PlayerIndex: byte;
  CurrentPlayer: PPLayer;
  CurrentScore: real;
  Line:      PLine;
  LinePerfection: real;  // perfection of singing performance on the current line
  Rating:    integer;
  LineScore: real;
  LineBonus: real;
  MaxSongScore: integer; // max. points for the song (without line bonus)
  MaxLineScore: real;    // max. points for the current line
const
  // TODO: move this to a better place
  MAX_LINE_RATING = 8;        // max. rating for singing performance
begin
  Line := @Lines[0].Line[SentenceIndex];

  // check for empty sentence
  if (Line.TotalNotes <= 0) then
    Exit;

  // set max song score
  if (Ini.LineBonus = 0) then
    MaxSongScore := MAX_SONG_SCORE
  else
    MaxSongScore := MAX_SONG_SCORE - MAX_SONG_LINE_BONUS;

  // Note: ScoreValue is the sum of all note values of the song
  MaxLineScore := MaxSongScore * (Line.TotalNotes / Lines[0].ScoreValue);

  for PlayerIndex := 0 to High(Player) do
  begin
    CurrentPlayer := @Player[PlayerIndex];
    CurrentScore  := CurrentPlayer.Score + CurrentPlayer.ScoreGolden;

    // line bonus

    // points for this line
    LineScore := CurrentScore - CurrentPlayer.ScoreLast;

    // check for lines with low points
    if (MaxLineScore <= 2) then
      LinePerfection := 1
    else
      // determine LinePerfection
      // Note: the "+2" extra points are a little bonus so the player does not
      // have to be that perfect to reach the bonus steps.
      LinePerfection := LineScore / (MaxLineScore - 2);

    // clamp LinePerfection to range [0..1]
    if (LinePerfection < 0) then
      LinePerfection := 0
    else if (LinePerfection > 1) then
      LinePerfection := 1;

    // add line-bonus if enabled
    if (Ini.LineBonus > 0) then
    begin
      // line-bonus points (same for each line, no matter how long the line is)
      LineBonus := MAX_SONG_LINE_BONUS / (Length(Lines[0].Line) -
        NumEmptySentences);
      // apply line-bonus
      CurrentPlayer.ScoreLine :=
        CurrentPlayer.ScoreLine + LineBonus * LinePerfection;
      CurrentPlayer.ScoreLineInt := Floor(CurrentPlayer.ScoreLine / 10) * 10;
      // update total score
      CurrentPlayer.ScoreTotalInt :=
        CurrentPlayer.ScoreInt +
        CurrentPlayer.ScoreGoldenInt
        + CurrentPlayer.ScoreLineInt;

      // spawn rating pop-up
      Rating := Round(LinePerfection * MAX_LINE_RATING);
      Scores.SpawnPopUp(PlayerIndex, Rating, CurrentPlayer.ScoreTotalInt);
    end
    else
      Scores.RaiseScore(PlayerIndex, CurrentPlayer.ScoreTotalInt);

    // PerfectLineTwinkle (effect), part 1
    if (Ini.EffectSing = 1) then
      CurrentPlayer.LastSentencePerfect := (LinePerfection >= 1);

    // refresh last score
    CurrentPlayer.ScoreLast := CurrentScore;
  end;

  // PerfectLineTwinkle (effect), part 2
  if (Ini.EffectSing = 1) then
    GoldenRec.SpawnPerfectLineTwinkle;
end;

 // Called on sentence change
 // SentenceIndex: index of the new active sentence
procedure TScreenSing.OnSentenceChange(SentenceIndex: cardinal);
begin
  // goldenstarstwinkle
  GoldenRec.SentenceChange;

  // fill lyrics queue and set upper line to the current sentence
  while (Lyrics.GetUpperLineIndex() < SentenceIndex) or
    (not Lyrics.IsQueueFull) do
  begin
    // add the next line to the queue or a dummy if no more lines are available
    if (Lyrics.LineCounter <= High(Lines[0].Line)) then
      Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter])
    else
      Lyrics.AddLine(nil);
  end;
end;

function TLyricsSyncSource.GetClock(): real;
begin
  Result := LyricsState.GetCurrentTime();
end;

function TMusicSyncSource.GetClock(): real;
begin
  Result := AudioPlayback.Position;
end;

end.