aboutsummaryrefslogblamecommitdiffstats
path: root/cmake/src/screens/UScreenScore.pas
blob: a01c76918f271378a04af236d9833adf33434498 (plain) (tree)
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
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922


































































































































                                                                                                                   
                                                                                                    





























































                                                                                                          








                                                                                                 














































































































































































































































































































































































































































































































































































































































































































































                                                                                                                                                                                                                            
{* 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 UScreenScore;

interface

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

{$I switches.inc}

uses
  UMenu,
  SDL,
  SysUtils,
  UDisplay,
  UMusic,
  USongs,
  UThemes,
  gl,
  math,
  UTexture;

const
  ZBars:            real = 0.8;   // Z value for the bars
  ZRatingPic:       real = 0.8;   // Z value for the rating pictures

  EaseOut_MaxSteps: real = 10;    // that's the speed of the bars (10 is fast | 100 is slower)

  BarRaiseSpeed:    cardinal = 0; // Time for raising the bar one step higher (in ms)

type
  TPlayerScoreScreenTexture = record            // holds all colorized textures for up to 6 players
    //Bar textures
    Score_NoteBarLevel_Dark:     TTexture;      // Note
    Score_NoteBarRound_Dark:     TTexture;      // that's the round thing on top

    Score_NoteBarLevel_Light:    TTexture;      // LineBonus | Phrasebonus
    Score_NoteBarRound_Light:    TTexture;

    Score_NoteBarLevel_Lightest: TTexture;      // GoldenNotes
    Score_NoteBarRound_Lightest: TTexture;
  end;

  TPlayerScoreScreenData = record               // holds the positions and other data
    Bar_Y:                  real;
    Bar_Actual_Height:      real;               // this one holds the actual height of the bar, while we animate it
    BarScore_ActualHeight:  real;
    BarLine_ActualHeight:   real;
    BarGolden_ActualHeight: real;
  end;

  TPlayerScoreRatingPics = record               // a fine array of the rating pictures
    RateEaseStep:  integer;
    RateEaseValue: real;
  end;

  TScreenScore = class(TMenu)
    private
      BarTime:            cardinal;
      ArrayStartModifier: integer;
    public
      aPlayerScoreScreenTextures: array[1..6] of TPlayerScoreScreenTexture;
      aPlayerScoreScreenDatas:    array[1..6] of TPlayerScoreScreenData;
      aPlayerScoreScreenRatings:  array[1..6] of TPlayerScoreRatingPics;

      BarScore_EaseOut_Step:  real;
      BarPhrase_EaseOut_Step: real;
      BarGolden_EaseOut_Step: real;

      TextArtist:             integer;
      TextTitle:              integer;

      TextArtistTitle:        integer;

      TextName:             array[1..6] of integer;
      TextScore:            array[1..6] of integer;

      TextNotes:            array[1..6] of integer;
      TextNotesScore:       array[1..6] of integer;
      TextLineBonus:        array[1..6] of integer;
      TextLineBonusScore:   array[1..6] of integer;
      TextGoldenNotes:      array[1..6] of integer;
      TextGoldenNotesScore: array[1..6] of integer;
      TextTotal:            array[1..6] of integer;
      TextTotalScore:       array[1..6] of integer;

      PlayerStatic:         array[1..6] of array of integer;
      PlayerTexts:          array[1..6] of array of integer;

      StaticBoxLightest:    array[1..6] of integer;
      StaticBoxLight:       array[1..6] of integer;
      StaticBoxDark:        array[1..6] of integer;

      StaticBackLevel:      array[1..6] of integer;
      StaticBackLevelRound: array[1..6] of integer;
      StaticLevel:          array[1..6] of integer;
      StaticLevelRound:     array[1..6] of integer;

      Animation:            real;

      TextScore_ActualValue:  array[1..6] of integer;
      TextPhrase_ActualValue: array[1..6] of integer;
      TextGolden_ActualValue: array[1..6] of integer;

      constructor Create; override;
      function ParseInput(PressedKey: cardinal; CharCode: WideChar; PressedDown: boolean): boolean; override;
      function ParseMouse(MouseButton: Integer; BtnDown: Boolean; X, Y: integer): boolean; override;
      procedure onShow; override;
      procedure onShowFinish; override;
      function Draw: boolean; override;
      procedure FillPlayer(Item, P: integer);

      procedure EaseBarIn(PlayerNumber: integer; BarType: string);
      procedure EaseScoreIn(PlayerNumber: integer; ScoreType: string);

      procedure FillPlayerItems(PlayerNumber: integer; ScoreType: string);

      procedure DrawBar(BarType: string; PlayerNumber: integer; BarStartPosY: single; NewHeight: real);

      //Rating Picture
      procedure ShowRating(PlayerNumber: integer);
      function  CalculateBouncing(PlayerNumber: integer): real;
      procedure DrawRating(PlayerNumber: integer; Rating: integer);
  end;

implementation

uses
  UGraphic,
  UScreenSong,
  UMenuStatic,
  UTime,
  UIni,
  ULog,
  ULanguage,
  UNote;

function TScreenScore.ParseInput(PressedKey: cardinal; CharCode: WideChar; PressedDown: boolean): boolean;
begin
  Result := true;
  if (PressedDown) then
  begin
    // check normal keys
    case WideCharUpperCase(CharCode)[1] of
      'Q':
        begin
          Result := false;
          Exit;
        end;
    end;

    // check special keys
    case PressedKey of
      SDLK_ESCAPE,
      SDLK_BACKSPACE,
      SDLK_RETURN:
        begin
          FadeTo(@ScreenTop5);
          Exit;
        end;

      SDLK_SYSREQ:
        begin
          Display.SaveScreenShot;
        end;
    end;
  end;
end;

function TScreenScore.ParseMouse(MouseButton: Integer; BtnDown: Boolean; X, Y: integer): boolean;
begin
  Result := True;
  if (MouseButton = SDL_BUTTON_LEFT) and BtnDown then begin
    //left-click anywhere sends return
    ParseInput(SDLK_RETURN, #0, true);
  end;
end;

constructor TScreenScore.Create;
var
  Player:  integer;
  Counter: integer;
begin
  inherited Create;

  LoadFromTheme(Theme.Score);

  // These two texts arn't used in the deluxe skin
  TextArtist      := AddText(Theme.Score.TextArtist);
  TextTitle       := AddText(Theme.Score.TextTitle);

  TextArtistTitle := AddText(Theme.Score.TextArtistTitle);

  for Player := 1 to 6 do
  begin
    SetLength(PlayerStatic[Player], Length(Theme.Score.PlayerStatic[Player]));
    SetLength(PlayerTexts[Player],  Length(Theme.Score.PlayerTexts[Player]));

    for Counter := 0 to High(Theme.Score.PlayerStatic[Player]) do
      PlayerStatic[Player, Counter]      := AddStatic(Theme.Score.PlayerStatic[Player, Counter]);

    for Counter := 0 to High(Theme.Score.PlayerTexts[Player]) do
      PlayerTexts[Player, Counter]       := AddText(Theme.Score.PlayerTexts[Player, Counter]);

    TextName[Player]             := AddText(Theme.Score.TextName[Player]);
    TextScore[Player]            := AddText(Theme.Score.TextScore[Player]);

    TextNotes[Player]            := AddText(Theme.Score.TextNotes[Player]);
    TextNotesScore[Player]       := AddText(Theme.Score.TextNotesScore[Player]);
    TextLineBonus[Player]        := AddText(Theme.Score.TextLineBonus[Player]);
    TextLineBonusScore[Player]   := AddText(Theme.Score.TextLineBonusScore[Player]);
    TextGoldenNotes[Player]      := AddText(Theme.Score.TextGoldenNotes[Player]);
    TextGoldenNotesScore[Player] := AddText(Theme.Score.TextGoldenNotesScore[Player]);
    TextTotal[Player]            := AddText(Theme.Score.TextTotal[Player]);
    TextTotalScore[Player]       := AddText(Theme.Score.TextTotalScore[Player]);

    StaticBoxLightest[Player]    := AddStatic(Theme.Score.StaticBoxLightest[Player]);
    StaticBoxLight[Player]       := AddStatic(Theme.Score.StaticBoxLight[Player]);
    StaticBoxDark[Player]        := AddStatic(Theme.Score.StaticBoxDark[Player]);

    StaticBackLevel[Player]      := AddStatic(Theme.Score.StaticBackLevel[Player]);
    StaticBackLevelRound[Player] := AddStatic(Theme.Score.StaticBackLevelRound[Player]);
    StaticLevel[Player]          := AddStatic(Theme.Score.StaticLevel[Player]);
    StaticLevelRound[Player]     := AddStatic(Theme.Score.StaticLevelRound[Player]);

    //textures
    aPlayerScoreScreenTextures[Player].Score_NoteBarLevel_Dark     := Tex_Score_NoteBarLevel_Dark[Player];
    aPlayerScoreScreenTextures[Player].Score_NoteBarRound_Dark     := Tex_Score_NoteBarRound_Dark[Player];

    aPlayerScoreScreenTextures[Player].Score_NoteBarLevel_Light    := Tex_Score_NoteBarLevel_Light[Player];
    aPlayerScoreScreenTextures[Player].Score_NoteBarRound_Light    := Tex_Score_NoteBarRound_Light[Player];

    aPlayerScoreScreenTextures[Player].Score_NoteBarLevel_Lightest := Tex_Score_NoteBarLevel_Lightest[Player];
    aPlayerScoreScreenTextures[Player].Score_NoteBarRound_Lightest := Tex_Score_NoteBarRound_Lightest[Player];
  end;

end;

procedure TScreenScore.onShow;
var
  P: integer;  // player
  I: integer;
  V: array[1..6] of boolean; // visibility array

begin

{**
 * Turn backgroundmusic on
 *}
 SoundLib.StartBgMusic;

  inherited;

  // all statics / texts are loaded at start - so that we have them all even if we change the amount of players
  // To show the corrects statics / text from the them, we simply modify the start of the according arrays
  // 1 Player -> Player[0].Score         (The score for one player starts at 0)
  //          -> Statics[1]              (The statics for the one player screen start at 1)
  // 2 Player -> Player[0..1].Score
  //          -> Statics[2..3]
  // 3 Player -> Player[0..5].Score
  //          -> Statics[4..6]
  case PlayersPlay of
    1:    ArrayStartModifier := 0;
    2, 4: ArrayStartModifier := 1;
    3, 6: ArrayStartModifier := 3;
  else
    ArrayStartModifier := 0; //this should never happen
  end;

  for P := 1 to PlayersPlay do
  begin
    // data
    aPlayerScoreScreenDatas[P].Bar_Y                  := Theme.Score.StaticBackLevel[P + ArrayStartModifier].Y;

    // ratings
    aPlayerScoreScreenRatings[P].RateEaseStep         := 1;
    aPlayerScoreScreenRatings[P].RateEaseValue        := 20;
  end;

  Text[TextArtist].Text      := CurrentSong.Artist;
  Text[TextTitle].Text       := CurrentSong.Title;
  Text[TextArtistTitle].Text := CurrentSong.Artist + ' - ' + CurrentSong.Title;

  // set visibility
  case PlayersPlay of
    1:  begin
          V[1] := true;
          V[2] := false;
          V[3] := false;
          V[4] := false;
          V[5] := false;
          V[6] := false;
        end;
    2, 4:  begin
          V[1] := false;
          V[2] := true;
          V[3] := true;
          V[4] := false;
          V[5] := false;
          V[6] := false;
        end;
    3, 6:  begin
          V[1] := false;
          V[2] := false;
          V[3] := false;
          V[4] := true;
          V[5] := true;
          V[6] := true;
        end;
  end;

  for P := 1 to 6 do
  begin
   Text[TextName[P]].Visible               := V[P];
   Text[TextScore[P]].Visible              := V[P];

    // We set alpha to 0 , so we can nicely blend them in when we need them
    Text[TextScore[P]].Alpha                   := 0;
    Text[TextNotesScore[P]].Alpha              := 0;
    Text[TextNotes[P]].Alpha                   := 0;
    Text[TextLineBonus[P]].Alpha               := 0;
    Text[TextLineBonusScore[P]].Alpha          := 0;
    Text[TextGoldenNotes[P]].Alpha             := 0;
    Text[TextGoldenNotesScore[P]].Alpha        := 0;
    Text[TextTotal[P]].Alpha                   := 0;
    Text[TextTotalScore[P]].Alpha              := 0;
    Static[StaticBoxLightest[P]].Texture.Alpha := 0;
    Static[StaticBoxLight[P]].Texture.Alpha    := 0;
    Static[StaticBoxDark[P]].Texture.Alpha     := 0;

    Text[TextNotes[P]].Visible              := V[P];
    Text[TextNotesScore[P]].Visible         := V[P];
    Text[TextLineBonus[P]].Visible          := V[P];
    Text[TextLineBonusScore[P]].Visible     := V[P];
    Text[TextGoldenNotes[P]].Visible        := V[P];
    Text[TextGoldenNotesScore[P]].Visible   := V[P];
    Text[TextTotal[P]].Visible              := V[P];
    Text[TextTotalScore[P]].Visible         := V[P];

    for I := 0 to high(PlayerStatic[P]) do
      Static[PlayerStatic[P, I]].Visible    := V[P];

    for I := 0 to high(PlayerTexts[P]) do
      Text[PlayerTexts[P, I]].Visible       := V[P];

    Static[StaticBoxLightest[P]].Visible    := V[P];
    Static[StaticBoxLight[P]].Visible       := V[P];
    Static[StaticBoxDark[P]].Visible        := V[P];

    // we draw that on our own
    Static[StaticBackLevel[P]].Visible      := false;
    Static[StaticBackLevelRound[P]].Visible := false;
    Static[StaticLevel[P]].Visible          := false;
    Static[StaticLevelRound[P]].Visible     := false;
  end;
end;

procedure TScreenScore.onShowFinish;
var
  index: integer;
begin
  for index := 1 to (PlayersPlay) do
  begin
    TextScore_ActualValue[index]  := 0;
    TextPhrase_ActualValue[index] := 0;
    TextGolden_ActualValue[index] := 0;
  end;

  BarScore_EaseOut_Step  := 1;
  BarPhrase_EaseOut_Step := 1;
  BarGolden_EaseOut_Step := 1;
end;

function TScreenScore.Draw: boolean;
var
  CurrentTime:   cardinal;
  PlayerCounter: integer;
  PStart:        integer;
  PHigh:         integer;
begin
{*
  player[0].ScoreInt       := 7000;
  player[0].ScoreLineInt   := 2000;
  player[0].ScoreGoldenInt := 1000;
  player[0].ScoreTotalInt  := 10000;

  player[1].ScoreInt       := 2500;
  player[1].ScoreLineInt   := 1100;
  player[1].ScoreGoldenInt :=  900;
  player[1].ScoreTotalInt  := 4500;
*}

  //Draw the Background
  DrawBG;

  //Calculate first and last Player on this Screen
  if (PlayersPlay > 3) then
  begin
    case PlayersPlay of
      4: begin
        PStart := 1 + ((ScreenAct-1) * 2);
        PHigh  := 2 + ((ScreenAct-1) * 2);
      end;

      6: begin
        PStart := 1 + ((ScreenAct-1) * 3);
        PHigh  := 3 + ((ScreenAct-1) * 3);
      end;
    end;
  end
  else
  begin
    PStart := 1;
    PHigh  := PlayersPlay;
  end;

  // Let's start to arise the bars
  CurrentTime := SDL_GetTicks();
  if((CurrentTime >= BarTime) and ShowFinish) then
  begin
    BarTime := CurrentTime + BarRaiseSpeed;

    for PlayerCounter := PStart to PHigh do
    begin
      // We actually arise them in the right order, but we have to draw them in reverse order (golden -> phrase -> mainscore)
      if (BarScore_EaseOut_Step < EaseOut_MaxSteps * 10) then
        BarScore_EaseOut_Step:= BarScore_EaseOut_Step + 1;

      // PhrasenBonus
      if (BarScore_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then
      begin
        if (BarPhrase_EaseOut_Step < EaseOut_MaxSteps * 10) then
          BarPhrase_EaseOut_Step := BarPhrase_EaseOut_Step + 1;

        // GoldenNotebonus
        if (BarPhrase_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then
        begin
          if (BarGolden_EaseOut_Step < EaseOut_MaxSteps * 10) then
            BarGolden_EaseOut_Step := BarGolden_EaseOut_Step + 1;

          // Draw golden score bar #
          EaseBarIn(PlayerCounter,  'Golden');
          EaseScoreIn(PlayerCounter,'Golden');
        end;

        // Draw phrase score bar #
        EaseBarIn(PlayerCounter,  'Line');
        EaseScoreIn(PlayerCounter,'Line');
      end;

      // Draw plain score bar #
      EaseBarIn(PlayerCounter,  'Note');
      EaseScoreIn(PlayerCounter,'Note');

      if (PlayersPlay <= 3) then
        //If we play w/ 3 or less players they fit in one screen
        //so we don't have to swap the values of themeobjects
        //on every draw
        FillPlayerItems(PlayerCounter,'Funky');

    end;
  end;

  if (PlayersPlay > 3) then
    //more then 3 players don't fit the screen
    //so we have to swap the themeobjects values on every draw
    for PlayerCounter := PStart to PHigh do
    begin
      FillPlayerItems(PlayerCounter,'Funky');
    end;

  //Draw Theme Objects
  DrawFG;

(*
    //todo: i need a clever method to draw statics with their z value
    for I := 0 to Length(Static) - 1 do
      Static[I].Draw;
    for I := 0 to Length(Text) - 1 do
      Text[I].Draw;
*)

  Result := true;
end;

procedure TscreenScore.FillPlayerItems(PlayerNumber: integer; ScoreType: string);
var
  ThemeIndex: integer;
begin
  // todo: take the name from player[PlayerNumber].Name instead of the ini when this is done (mog)
  Text[TextName[PlayerNumber + ArrayStartModifier]].Text := Ini.Name[PlayerNumber - 1];
  // end todo

  // We have to do this here because we use the same Theme Object
  // for players on the first and second screen
  case PlayersPlay of
    1, 2, 3: ThemeIndex := PlayerNumber + ArrayStartModifier;
    4: ThemeIndex := ((PlayerNumber-1) mod 2) + 1 + ArrayStartModifier;
    6: ThemeIndex := ((PlayerNumber-1) mod 3) + 1 + ArrayStartModifier;
  end;

  //golden
  Text[TextGoldenNotesScore[ThemeIndex]].Text         := IntToStr(TextGolden_ActualValue[PlayerNumber]);
  Text[TextGoldenNotesScore[ThemeIndex]].Alpha        := (BarGolden_EaseOut_Step / 100);

  Static[StaticBoxLightest[ThemeIndex]].Texture.Alpha := (BarGolden_EaseOut_Step / 100);
  Text[TextGoldenNotes[ThemeIndex]].Alpha             := (BarGolden_EaseOut_Step / 100);

  // line bonus
  Text[TextLineBonusScore[ThemeIndex]].Text           := IntToStr(TextPhrase_ActualValue[PlayerNumber]);
  Text[TextLineBonusScore[ThemeIndex]].Alpha          := (BarPhrase_EaseOut_Step / 100);

  Static[StaticBoxLight[ThemeIndex]].Texture.Alpha    := (BarPhrase_EaseOut_Step / 100);
  Text[TextLineBonus[ThemeIndex]].Alpha               := (BarPhrase_EaseOut_Step / 100);

  // plain score
  Text[TextNotesScore[ThemeIndex]].Text               := IntToStr(TextScore_ActualValue[PlayerNumber]);
  Text[TextNotes[ThemeIndex]].Alpha                   := (BarScore_EaseOut_Step / 100);

  Static[StaticBoxDark[ThemeIndex]].Texture.Alpha     := (BarScore_EaseOut_Step / 100);
  Text[TextNotesScore[ThemeIndex]].Alpha              := (BarScore_EaseOut_Step / 100);

  // total score
  Text[TextTotalScore[ThemeIndex]].Text               := IntToStr(TextScore_ActualValue[PlayerNumber] + TextPhrase_ActualValue[PlayerNumber] + TextGolden_ActualValue[PlayerNumber]);
  Text[TextTotalScore[ThemeIndex]].Alpha              := (BarScore_EaseOut_Step / 100);

  Text[TextTotal[ThemeIndex]].Alpha                   := (BarScore_EaseOut_Step / 100);

  Text[TextTotal[ThemeIndex]].Alpha                   := (BarScore_EaseOut_Step / 100);

  if(BarGolden_EaseOut_Step = 100) then
  begin
    ShowRating(PlayerNumber);
  end;
end;

procedure TScreenScore.ShowRating(PlayerNumber: integer);
var
  Rating: integer;
  ThemeIndex: integer;
begin

  // We have to do this here because we use the same Theme Object
  // for players on the first and second screen
  case PlayersPlay of
    1, 2, 3: ThemeIndex := PlayerNumber + ArrayStartModifier;
    4: ThemeIndex := ((PlayerNumber-1) mod 2) + 1 + ArrayStartModifier;
    6: ThemeIndex := ((PlayerNumber-1) mod 3) + 1 + ArrayStartModifier;
  end;

  case (Player[PlayerNumber-1].ScoreTotalInt) of
   0..2009:
     begin
       Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_TONE_DEAF');
       Rating := 0;
     end;
   2010..4009:
     begin
       Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_AMATEUR');
       Rating := 1;
     end;
   4010..5009:
     begin
       Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_WANNABE');
       Rating := 2;
     end;
   5010..6009:
     begin
       Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_HOPEFUL');
       Rating := 3;
     end;
   6010..7509:
     begin
       Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_RISING_STAR');
       Rating := 4;
     end;
   7510..8509:
     begin
       Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_LEAD_SINGER');
       Rating := 5;
     end;
   8510..9009:
     begin
       Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_SUPERSTAR');
       Rating := 6;
     end;
   9010..10000:
     begin
       Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_ULTRASTAR');
       Rating := 7;
     end;
  else
    Rating := 0; // Cheata :P
  end;

  //todo: this could break if the width is not given, for instance when there's a skin with no picture for ratings
  if ( Theme.Score.StaticRatings[ThemeIndex].W > 0 ) and  ( aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue > 0 ) then
  begin
    Text[TextScore[ThemeIndex]].Alpha := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue / Theme.Score.StaticRatings[ThemeIndex].W;
  end;
  // end todo

  DrawRating(PlayerNumber, Rating);
end;

procedure TscreenScore.DrawRating(PlayerNumber: integer; Rating: integer);
var
  Posx:  real;
  Posy:  real;
  Width: real;
begin

  CalculateBouncing(PlayerNumber);

  PosX := Theme.Score.StaticRatings[PlayerNumber + ArrayStartModifier].X + (Theme.Score.StaticRatings[PlayerNumber + ArrayStartModifier].W  * 0.5);
  PosY := Theme.Score.StaticRatings[PlayerNumber + ArrayStartModifier].Y + (Theme.Score.StaticRatings[PlayerNumber + ArrayStartModifier].H  * 0.5); ;

  Width := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue/2;

  glBindTexture(GL_TEXTURE_2D, Tex_Score_Ratings[Rating].TexNum);

  glEnable(GL_TEXTURE_2D);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  glEnable(GL_BLEND);

  glBegin(GL_QUADS);
    glTexCoord2f(0, 0);                                                           glVertex2f(PosX - Width,  PosY - Width);
    glTexCoord2f(Tex_Score_Ratings[Rating].TexW, 0);                              glVertex2f(PosX + Width,  PosY - Width);
    glTexCoord2f(Tex_Score_Ratings[Rating].TexW, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX + Width,  PosY + Width);
    glTexCoord2f(0, Tex_Score_Ratings[Rating].TexH);                              glVertex2f(PosX - Width,  PosY + Width);
  glEnd;

  glDisable(GL_BLEND);
  glDisable(GL_TEXTURE_2d);
end;

function TscreenScore.CalculateBouncing(PlayerNumber: integer): real;
var
  ReturnValue:       real;
  p, s:              real;

  RaiseStep, MaxVal: real;
  EaseOut_Step:      integer;
begin
  EaseOut_Step  := aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep;
  MaxVal        := Theme.Score.StaticRatings[PlayerNumber + ArrayStartModifier].W;

  RaiseStep     := EaseOut_Step;

  if (MaxVal > 0) and (RaiseStep > 0) then
    RaiseStep := RaiseStep / MaxVal;

  if (RaiseStep = 1) then
  begin
    ReturnValue := MaxVal;
  end
  else
  begin
    p := MaxVal * 0.4;

    s           := p/(2*PI) * arcsin (1);
    ReturnValue := MaxVal * power(2,-5 * RaiseStep) * sin( (RaiseStep * MaxVal - s) * (2 * PI) / p) + MaxVal;

    inc(aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep);
    aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue := ReturnValue;
  end;

  Result := ReturnValue;
end;

procedure TscreenScore.EaseBarIn(PlayerNumber: integer; BarType: string);
const
  RaiseSmoothness: integer = 100;
var
  MaxHeight:    real;
  NewHeight:    real;

  Height2Reach: real;
  RaiseStep:    real;
  BarStartPosY: single;

  lTmp:         real;
  Score:        integer;
begin
  MaxHeight    := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].H;

  // let's get the points according to the bar we draw
  // score array starts at 0, which means the score for player 1 is in score[0]
  // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps
  if (BarType = 'Note') then
  begin
    Score        := Player[PlayerNumber - 1].ScoreInt;
    RaiseStep    := BarScore_EaseOut_Step;
    BarStartPosY := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].Y + MaxHeight;
  end
  else if (BarType = 'Line') then
  begin
    Score        := Player[PlayerNumber - 1].ScoreLineInt;
    RaiseStep    := BarPhrase_EaseOut_Step;
    BarStartPosY := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight + MaxHeight;
  end
  else if (BarType = 'Golden') then
  begin
    Score        := Player[PlayerNumber - 1].ScoreGoldenInt;
    RaiseStep    := BarGolden_EaseOut_Step;
    BarStartPosY := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight - aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight + MaxHeight;
  end
  else
  begin
    Log.LogCritical('Unknown bar-type: ' + BarType, 'TScreenScore.EaseBarIn');
    Exit; // suppress warnings
  end;

  // the height dependend of the score
  Height2Reach := (Score / MAX_SONG_SCORE) * MaxHeight;

  if (aPlayerScoreScreenDatas[PlayerNumber].Bar_Actual_Height < Height2Reach) then
  begin
    // Check http://proto.layer51.com/d.aspx?f=400 for more info on easing functions
    // Calculate the actual step according to the maxsteps
    RaiseStep := RaiseStep / EaseOut_MaxSteps;

    // quadratic easing out - decelerating to zero velocity
    // -end_position * current_time * ( current_time - 2 ) + start_postion
    lTmp := (-Height2Reach * RaiseStep * (RaiseStep - 20) + BarStartPosY);

    if ( RaiseSmoothness > 0 ) and ( lTmp > 0 ) then
      NewHeight := lTmp / RaiseSmoothness;

  end
  else
    NewHeight := Height2Reach;

  DrawBar(BarType, PlayerNumber, BarStartPosY, NewHeight);

  if (BarType = 'Note') then
    aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight  := NewHeight
  else if (BarType = 'Line') then
    aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight   := NewHeight
  else if (BarType = 'Golden') then
    aPlayerScoreScreenDatas[PlayerNumber].BarGolden_ActualHeight := NewHeight;
end;

procedure TscreenScore.DrawBar(BarType: string; PlayerNumber: integer; BarStartPosY: single; NewHeight: real);
var
  Width:        real;
  BarStartPosX: real;
begin
  // this is solely for better readability of the drawing
  Width        := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].W;
  BarStartPosX := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].X;

  glColor4f(1, 1, 1, 1);

  // set the texture for the bar
  if (BarType = 'Note') then
    glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Dark.TexNum);
  if (BarType = 'Line') then
    glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Light.TexNum);
  if (BarType = 'Golden') then
    glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Lightest.TexNum);

  //draw it
  glEnable(GL_TEXTURE_2D);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  glEnable(GL_BLEND);

  glBegin(GL_QUADS);
    glTexCoord2f(0, 0); glVertex3f(BarStartPosX,         BarStartPosY - NewHeight, ZBars);
    glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, BarStartPosY - NewHeight, ZBars);
    glTexCoord2f(1, 1); glVertex3f(BarStartPosX + Width, BarStartPosY,             ZBars);
    glTexCoord2f(0, 1); glVertex3f(BarStartPosX,         BarStartPosY,             ZBars);
  glEnd;

  glDisable(GL_BLEND);
  glDisable(GL_TEXTURE_2d);

  //the round thing on top
  if (BarType = 'Note') then
    glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Dark.TexNum);
  if (BarType = 'Line') then
    glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Light.TexNum);
  if (BarType = 'Golden') then
    glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Lightest.TexNum);

  glEnable(GL_TEXTURE_2D);
  glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
  glEnable(GL_BLEND);

  glBegin(GL_QUADS);
    glTexCoord2f(0, 0); glVertex3f(BarStartPosX,         (BarStartPosY - Static[StaticLevelRound[PlayerNumber + ArrayStartModifier]].Texture.h) - NewHeight, ZBars);
    glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, (BarStartPosY - Static[StaticLevelRound[PlayerNumber + ArrayStartModifier]].Texture.h) - NewHeight, ZBars);
    glTexCoord2f(1, 1); glVertex3f(BarStartPosX + Width,  BarStartPosY - NewHeight,                                                     ZBars);
    glTexCoord2f(0, 1); glVertex3f(BarStartPosX,          BarStartPosY - NewHeight,                                                     ZBars);
  glEnd;

  glDisable(GL_BLEND);
  glDisable(GL_TEXTURE_2d);
end;

procedure TScreenScore.EaseScoreIn(PlayerNumber: integer; ScoreType: string);
const
  RaiseSmoothness: integer = 100;
var
  RaiseStep:        real;
  lTmpA:            real;
  ScoreReached:     integer;
  EaseOut_Step:     real;
  ActualScoreValue: integer;
begin
  if (ScoreType = 'Note') then
  begin
    EaseOut_Step     := BarScore_EaseOut_Step;
    ActualScoreValue := TextScore_ActualValue[PlayerNumber];
    ScoreReached     := Player[PlayerNumber-1].ScoreInt;
  end;
  if (ScoreType = 'Line') then
  begin
    EaseOut_Step     := BarPhrase_EaseOut_Step;
    ActualScoreValue := TextPhrase_ActualValue[PlayerNumber];
    ScoreReached     := Player[PlayerNumber-1].ScoreLineInt;
  end;
  if (ScoreType = 'Golden') then
  begin
    EaseOut_Step     := BarGolden_EaseOut_Step;
    ActualScoreValue := TextGolden_ActualValue[PlayerNumber];
    ScoreReached     := Player[PlayerNumber-1].ScoreGoldenInt;
  end;

  // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps
  RaiseStep := EaseOut_Step;

  if (ActualScoreValue < ScoreReached) then
  begin
    // Calculate the actual step according to the maxsteps
    RaiseStep := RaiseStep / EaseOut_MaxSteps;

    // quadratic easing out - decelerating to zero velocity
    // -end_position * current_time * ( current_time - 2 ) + start_postion
    lTmpA := (-ScoreReached * RaiseStep * (RaiseStep - 20));
    if ( lTmpA           > 0 ) and
       ( RaiseSmoothness > 0 ) then
    begin
      if (ScoreType = 'Note') then
        TextScore_ActualValue[PlayerNumber]  := floor( lTmpA / RaiseSmoothness);
      if (ScoreType = 'Line') then
        TextPhrase_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness);
      if (ScoreType = 'Golden') then
        TextGolden_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness);
    end;
  end
  else
  begin
    if (ScoreType = 'Note') then
      TextScore_ActualValue[PlayerNumber]    := ScoreReached;
    if (ScoreType = 'Line') then
      TextPhrase_ActualValue[PlayerNumber]   := ScoreReached;
    if (ScoreType = 'Golden') then
      TextGolden_ActualValue[PlayerNumber]   := ScoreReached;
  end;
end;

procedure TScreenScore.FillPlayer(Item, P: integer);
var
  S:    string;
begin
  Text[TextName[Item]].Text := Ini.Name[P];

  S := IntToStr((Round(Player[P].Score) div 10) * 10);
  while (Length(S)<4) do
    S := '0' + S;
  Text[TextNotesScore[Item]].Text := S;

  //  while (Length(S)<5) do S := '0' + S;
  //  Text[TextTotalScore[Item]].Text := S;

  //fixed: line bonus and golden notes don't show up,
  //       another bug: total score was shown without added golden-, linebonus
  S := IntToStr(Player[P].ScoreTotalInt);
  while (Length(S)<5) do
    S := '0' + S;
  Text[TextTotalScore[Item]].Text := S;

  S := IntToStr(Player[P].ScoreLineInt);
  while (Length(S)<4) do
    S := '0' + S;
  Text[TextLineBonusScore[Item]].Text := S;

  S := IntToStr(Player[P].ScoreGoldenInt);
  while (Length(S)<4) do
    S := '0' + S;
  Text[TextGoldenNotesScore[Item]].Text := S;
  //end of fix

end;

end.