{* 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 = 14; // Time for raising the bar one step higher (in ms)
type
TScoreBarType = (sbtScore, sbtLine, sbtGolden);
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;
Player_Id_Box: TTexture; // boxes with player numbers
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;
{ hold maps of players to the different positions }
TPlayerPositionMap = record
Position: byte; // 1..6: Position of Player; 0: no position (e.g. too little screens)
Screen: byte; // 0 - Screen 1; 1 - Screen 2
BothScreens: boolean; // true if player is drawn on both screens
end;
APlayerPositionMap = array of TPlayerPositionMap;
{ textures for playerstatics of seconds screen players }
TPlayerStaticTexture = record
Tex: TTexture;
end;
TScreenScore = class(TMenu)
private
{ holds position and screen of players(index)
set by calling MapPlayerstoPosition() }
PlayerPositionMap: APlayerPositionMap;
BarTime: cardinal;
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;
{ texture pairs for swapping when screens = 2
first array level: index of player ( actually this is a position
1 - Player 1 if PlayersPlay = 1 <- we don't need swapping here
2..3 - Player 1 and 2 or 3 and 4 if PlayersPlay = 2 or 4
4..6 - Player 1 - 3 or 4 - 6 if PlayersPlay = 3 or 6 )
second array level: different playerstatics for positions
third array level: texture for screen 1 or 2 }
PlayerStaticTextures: array[1..6] of array of array [1..2] of TPlayerStaticTexture;
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;
{ texture pairs for swapping when screens = 2
for boxes
first array level: index of player ( actually this is a position
1 - Player 1 if PlayersPlay = 1 <- we don't need swapping here
2..3 - Player 1 and 2 or 3 and 4 if PlayersPlay = 2 or 4
4..6 - Player 1 - 3 or 4 - 6 if PlayersPlay = 3 or 6 )
second array level: different boxes for positions (0: lightest; 1: light; 2: dark)
third array level: texture for screen 1 or 2 }
PlayerBoxTextures: array[1..6] of array[0..2] of array [1..2] of TPlayerStaticTexture;
StaticBackLevel: array[1..6] of integer;
StaticBackLevelRound: array[1..6] of integer;
StaticLevel: array[1..6] of integer;
StaticLevelRound: array[1..6] of integer;
{ statics with players ids }
StaticPlayerIdBox: array[1..6] of integer;
TexturePlayerIdBox: array[1..6] of TTexture;
Animation: real;
TextScore_ActualValue: array[1..6] of integer;
TextPhrase_ActualValue: array[1..6] of integer;
TextGolden_ActualValue: array[1..6] of integer;
ActualRound: integer;
StaticNavigate: integer;
TextNavigate: integer;
procedure RefreshTexts;
procedure ResetScores;
procedure MapPlayersToPosition;
procedure FillPlayer(Item, P: integer);
procedure FillPlayerItems(PlayerNumber: integer);
procedure UpdateAnimation;
{****
* helpers for bar easing
*}
procedure EaseBarIn(PlayerNumber: integer; BarType: TScoreBarType);
procedure EaseScoreIn(PlayerNumber: integer; ScoreType: TScoreBarType);
procedure DrawPlayerBars;
procedure DrawBar(BarType: TScoreBarType; PlayerNumber: integer; BarStartPosY: single; NewHeight: real);
{****
* helpers for rating picture
*}
procedure ShowRating(PlayerNumber: integer);
function CalculateBouncing(PlayerNumber: integer): real;
procedure DrawRating(PlayerNumber: integer; Rating: integer);
{ for player static texture swapping }
procedure LoadSwapTextures;
procedure SwapToScreen(Screen: integer);
public
constructor Create; override;
function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; 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;
end;
implementation
uses
UGraphic,
UScreenSong,
UMenuStatic,
UTime,
UIni,
USkins,
ULog,
ULanguage,
UNote,
USong,
UUnicodeUtils;
function TScreenScore.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean;
begin
Result := true;
if (PressedDown) then
begin
// check normal keys
case UCS4UpperCase(CharCode) of
Ord('Q'):
begin
Result := false;
Exit;
end;
end;
// check special keys
case PressedKey of
SDLK_ESCAPE,
SDLK_BACKSPACE,
SDLK_RETURN:
begin
if (ScreenSong.Mode = smMedley) then
FadeTo(@ScreenSong)
else
FadeTo(@ScreenTop5);
Exit;
end;
SDLK_SYSREQ:
begin
Display.SaveScreenShot;
end;
SDLK_RIGHT:
begin
if ActualRound<Length(PlaylistMedley.Stats)-1 then
begin
AudioPlayback.PlaySound(SoundLib.Change);
inc(ActualRound);
RefreshTexts;
end;
end;
SDLK_LEFT:
begin
if ActualRound>0 then
begin
AudioPlayback.PlaySound(SoundLib.Change);
dec(ActualRound);
RefreshTexts;
end;
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;
procedure TScreenScore.RefreshTexts;
var
P: integer;
begin
if (ActualRound < Length(PlaylistMedley.Stats)-1) then
begin
Text[TextArtist].Text := IntToStr(ActualRound+1) + '/' +
IntToStr(Length(PlaylistMedley.Stats)-1) + ': ' +
PlaylistMedley.Stats[ActualRound].SongArtist;
Text[TextTitle].Text := PlaylistMedley.Stats[ActualRound].SongTitle;
Text[TextTitle].Visible := true;
Text[TextArtistTitle].Text := IntToStr(ActualRound+1) + '/' +
IntToStr(Length(PlaylistMedley.Stats)-1) + ': ' +
PlaylistMedley.Stats[ActualRound].SongArtist +
' - ' + PlaylistMedley.Stats[ActualRound].SongTitle;
end else
begin
if (ScreenSong.Mode = smMedley) then
begin
Text[TextArtist].Text := Language.Translate('SING_TOTAL');
Text[TextTitle].Visible := false;
Text[TextArtistTitle].Text := Language.Translate('SING_TOTAL');
end else
begin
Text[TextArtist].Text := PlaylistMedley.Stats[ActualRound].SongArtist;
Text[TextTitle].Text := PlaylistMedley.Stats[ActualRound].SongTitle;
Text[TextTitle].Visible := true;
Text[TextArtistTitle].Text := PlaylistMedley.Stats[ActualRound].SongArtist + ' - ' +
PlaylistMedley.Stats[ActualRound].SongTitle;
end;
end;
if (ScreenSong.Mode = smMedley) then
begin
for P := 0 to PlayersPlay - 1 do
Player[P] := PlaylistMedley.Stats[ActualRound].Player[P];
end;
ResetScores;
end;
procedure TScreenScore.LoadSwapTextures;
var
P, I: integer;
PlayerNum, PlayerNum2: integer;
Color: string;
R, G, B: real;
StaticNum: integer;
ThemeStatic: TThemeStatic;
begin
{ we only need to load swapping textures if in dualscreen mode }
if Screens = 2 then
begin
{ load swapping textures for custom statics }
for P := low(PlayerStatic) to High(PlayerStatic) do
begin
SetLength(PlayerStaticTextures[P], Length(PlayerStatic[P]));
{ get the players that actually are on this position }
case P of
1: begin
PlayerNum := 1;
PlayerNum2 := 1;
end;
2, 3: begin
PlayerNum := P - 1;
PlayerNum2 := PlayerNum + 2;
end;
4..6: begin
PlayerNum := P - 3;
PlayerNum2 := PlayerNum + 3;
end;
end;
for I := 0 to High(PlayerStatic[P]) do
begin
// copy current statics texture to texture for screen 1
PlayerStaticTextures[P, I, 1].Tex := Statics[PlayerStatic[P, I]].Texture;
// fallback to first screen texture for 2nd screen
PlayerStaticTextures[P, I, 2].Tex := PlayerStaticTextures[P, I, 1].Tex;
{ texture for second screen }
{ we only change color for statics with playercolor
and with Texture type colorized
also we don't need to swap for one player position }
if (P <> 1) and
(Theme.Score.PlayerStatic[P, I].Typ = Texture_Type_Colorized) and
(Length(Theme.Score.PlayerStatic[P, I].Color) >= 2) and
(copy(Theme.Score.PlayerStatic[P, I].Color, 1, 2) = 'P' + IntToStr(PlayerNum)) then
begin
// get the color
Color := Theme.Score.PlayerStatic[P, I].Color;
Color[2] := IntToStr(PlayerNum2)[1];
LoadColor(R, G, B, Color);
with Theme.Score.PlayerStatic[P, I] do
PlayerStaticTextures[P, I, 2].Tex := Texture.GetTexture(Skin.GetTextureFileName(Tex), Typ, RGBFloatToInt(R, G, B));
PlayerStaticTextures[P, I, 2].Tex.X := Statics[PlayerStatic[P, I]].Texture.X;
PlayerStaticTextures[P, I, 2].Tex.Y := Statics[PlayerStatic[P, I]].Texture.Y;
PlayerStaticTextures[P, I, 2].Tex.W := Statics[PlayerStatic[P, I]].Texture.W;
PlayerStaticTextures[P, I, 2].Tex.H := Statics[PlayerStatic[P, I]].Texture.H;
end;
end;
end;
{ load swap textures for boxes }
for P := low(PlayerBoxTextures) to High(PlayerBoxTextures) do
begin
{ get the players that actually are on this position }
case P of
1: begin
PlayerNum := 1;
PlayerNum2 := 1;
end;
2, 3: begin
PlayerNum := P - 1;
PlayerNum2 := PlayerNum + 2;
end;
4..6: begin
PlayerNum := P - 3;
PlayerNum2 := PlayerNum + 3;
end;
end;
for I := 0 to High(PlayerBoxTextures[P]) do
begin
case I of
0: begin
StaticNum := StaticBoxLightest[P];
ThemeStatic := Theme.Score.StaticBoxLightest[P];
end;
1: begin
StaticNum := StaticBoxLight[P];
ThemeStatic := Theme.Score.StaticBoxLight[P];
end;
2: begin
StaticNum := StaticBoxDark[P];
ThemeStatic := Theme.Score.StaticBoxDark[P];
end;
end;
// copy current statics texture to texture for screen 1
PlayerBoxTextures[P, I, 1].Tex := Statics[StaticNum].Texture;
// fallback to first screen texture for 2nd screen
PlayerBoxTextures[P, I, 2].Tex := PlayerBoxTextures[P, I, 1].Tex;
{ texture for second screen }
{ we only change color for statics with playercolor
and with Texture type colorized
also we don't need to swap for one player position }
if (P <> 1) and
(ThemeStatic.Typ = Texture_Type_Colorized) and
(Length(ThemeStatic.Color) >= 2) and
(copy(ThemeStatic.Color, 1, 2) = 'P' + IntToStr(PlayerNum)) then
begin
// get the color
Color := ThemeStatic.Color;
Color[2] := IntToStr(PlayerNum2)[1];
LoadColor(R, G, B, Color);
with ThemeStatic do
PlayerBoxTextures[P, I, 2].Tex := Texture.GetTexture(Skin.GetTextureFileName(Tex), Typ, RGBFloatToInt(R, G, B));
PlayerBoxTextures[P, I, 2].Tex.X := Statics[StaticNum].Texture.X;
PlayerBoxTextures[P, I, 2].Tex.Y := Statics[StaticNum].Texture.Y;
PlayerBoxTextures[P, I, 2].Tex.W := Statics[StaticNum].Texture.W;
PlayerBoxTextures[P, I, 2].Tex.H := Statics[StaticNum].Texture.H;
end;
end;
end;
end;
end;
procedure TScreenScore.SwapToScreen(Screen: integer);
var
P, I: integer;
begin
{ if screens = 2 and playerplay <= 3 the 2nd screen shows the
textures of screen 1 }
if (PlayersPlay <= 3) and (Screen = 2) then
Screen := 1;
{ set correct box textures }
for I := 0 to High(PlayerPositionMap) do
begin
if (PlayerPositionMap[I].Position > 0) and ((ScreenAct = PlayerPositionMap[I].Screen) or (PlayerPositionMap[I].BothScreens)) then
begin
// we just set the texture specific stuff
// so we don't overwrite e.g. width and height
with Statics[StaticPlayerIdBox[PlayerPositionMap[I].Position]].Texture do
begin
TexNum := aPlayerScoreScreenTextures[I+1].Player_Id_Box.TexNum;
TexW := aPlayerScoreScreenTextures[I+1].Player_Id_Box.TexW;
TexH := aPlayerScoreScreenTextures[I+1].Player_Id_Box.TexH;
end;
end;
end;
if (Screens = 2) then
begin
{ to keep it simple we just swap all statics, not just the shown ones }
for P := Low(PlayerStatic) to High(PlayerStatic) do
for I := 0 to High(PlayerStatic[P]) do
begin
Statics[PlayerStatic[P, I]].Texture := PlayerStaticTextures[P, I, Screen].Tex;
end;
{ box statics }
for P := Low(PlayerStatic) to High(PlayerStatic) do
begin
Statics[StaticBoxLightest[P]].Texture := PlayerBoxTextures[P, 0, Screen].Tex;
Statics[StaticBoxLight[P]].Texture := PlayerBoxTextures[P, 1, Screen].Tex;
Statics[StaticBoxDark[P]].Texture := PlayerBoxTextures[P, 2, Screen].Tex;
end;
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]);
StaticPlayerIdBox[Player] := AddStatic(Theme.Score.StaticPlayerIdBox[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];
aPlayerScoreScreenTextures[Player].Player_Id_Box := Texture.GetTexture(Skin.GetTextureFileName('PlayerIDBox0' + IntToStr(Player)), Texture_Type_Transparent);
end;
StaticNavigate := AddStatic(Theme.Score.StaticNavigate);
TextNavigate := AddText(Theme.Score.TextNavigate);
LoadSwapTextures;
end;
procedure TScreenScore.MapPlayersToPosition;
var
ArrayStartModifier: integer;
PlayersPerScreen: integer;
I: integer;
begin
// 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 := 1;
2, 4: ArrayStartModifier := 2;
3, 6: ArrayStartModifier := 4;
else
ArrayStartModifier := 0; //this should never happen
end;
if (PlayersPlay <= 3) then
PlayersPerScreen := PlayersPlay
else
PlayersPerScreen := PlayersPlay div 2;
SetLength(PlayerPositionMap, PlayersPlay);
// actually map players to positions
for I := 0 to PlayersPlay - 1 do
begin
PlayerPositionMap[I].Screen := (I div PlayersPerScreen) + 1;
if (PlayerPositionMap[I].Screen > Screens) then
PlayerPositionMap[I].Position := 0
else
PlayerPositionMap[I].Position := ArrayStartModifier + (I mod PlayersPerScreen);
PlayerPositionMap[I].BothScreens := (PlayersPlay <= 3) and (Screens > 1);
end;
end;
procedure TScreenScore.UpdateAnimation;
var
CurrentTime: integer;
I: integer;
begin
CurrentTime := SDL_GetTicks();
if (ScreenAct = 1) and ShowFinish then
while (CurrentTime >= BarTime) do
begin
Inc(BarTime, BarRaiseSpeed);
// 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
else if (BarPhrase_EaseOut_Step < EaseOut_MaxSteps * 10) then
BarPhrase_EaseOut_Step := BarPhrase_EaseOut_Step + 1
// GoldenNotebonus
else if (BarGolden_EaseOut_Step < EaseOut_MaxSteps * 10) then
BarGolden_EaseOut_Step := BarGolden_EaseOut_Step + 1
// rating icon
else
for I := 1 to PlayersPlay do
CalculateBouncing(I);
end;
end;
procedure TScreenScore.DrawPlayerBars;
var
I: integer;
begin
for I := 0 to PlayersPlay-1 do
begin
if (PlayerPositionMap[I].Position > 0) and ((ScreenAct = PlayerPositionMap[I].Screen) or (PlayerPositionMap[I].BothScreens)) then
begin
if (BarScore_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then
begin
if (BarPhrase_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then
begin
// Draw golden score bar #
EaseBarIn(I + 1, sbtGolden);
EaseScoreIn(I + 1, sbtGolden);
end;
// Draw phrase score bar #
EaseBarIn(I + 1, sbtLine);
EaseScoreIn(I + 1, sbtLine);
end;
// Draw plain score bar #
EaseBarIn(I + 1, sbtScore);
EaseScoreIn(I + 1, sbtScore);
end;
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;
ActualRound := 0;
if (ScreenSong.Mode = smMedley) then
begin
for P := 0 to PlayersPlay - 1 do
Player[P] := PlaylistMedley.Stats[ActualRound].Player[P];
Statics[StaticNavigate].Visible := true;
Text[TextNavigate].Visible := true;
end else
begin
Statics[StaticNavigate].Visible := false;
Text[TextNavigate].Visible := false;
end;
MapPlayersToPosition;
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];
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
Statics[PlayerStatic[P, I]].Visible := V[P];
for I := 0 to high(PlayerTexts[P]) do
Text[PlayerTexts[P, I]].Visible := V[P];
Statics[StaticBoxLightest[P]].Visible := V[P];
Statics[StaticBoxLight[P]].Visible := V[P];
Statics[StaticBoxDark[P]].Visible := V[P];
Statics[StaticPlayerIdBox[P]].Visible := V[P];
// we draw that on our own
Statics[StaticBackLevel[P]].Visible := false;
Statics[StaticBackLevelRound[P]].Visible := false;
Statics[StaticLevel[P]].Visible := false;
Statics[StaticLevelRound[P]].Visible := false;
end;
RefreshTexts;
end;
procedure TScreenScore.ResetScores;
var
P: integer;
begin
for P := 1 to PlayersPlay do
begin
// data
aPlayerScoreScreenDatas[P].Bar_Y := Theme.Score.StaticBackLevel[PlayerPositionMap[P-1].Position].Y;
// ratings
aPlayerScoreScreenRatings[P].RateEaseStep := 1;
aPlayerScoreScreenRatings[P].RateEaseValue := 20;
// actual values
TextScore_ActualValue[P] := 0;
TextPhrase_ActualValue[P] := 0;
TextGolden_ActualValue[P] := 0;
end;
for P := 1 to 6 do
begin
// 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;
Statics[StaticBoxLightest[P]].Texture.Alpha := 0;
Statics[StaticBoxLight[P]].Texture.Alpha := 0;
Statics[StaticBoxDark[P]].Texture.Alpha := 0;
end;
BarScore_EaseOut_Step := 1;
BarPhrase_EaseOut_Step := 1;
BarGolden_EaseOut_Step := 1;
BarTime := SDL_GetTicks();
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;
BarTime := SDL_GetTicks();
end;
function TScreenScore.Draw: boolean;
var
PlayerCounter: 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;
//*}
// swap static textures to current screen ones
SwapToScreen(ScreenAct);
//Draw the Background
DrawBG;
// Let's start to arise the bars
UpdateAnimation;
// we have to swap the themeobjects values on every draw
// to support dual screen
for PlayerCounter := 1 to PlayersPlay do
begin
FillPlayerItems(PlayerCounter);
end;
if (ShowFinish) then
DrawPlayerBars;
//Draw Theme Objects
DrawFG;
(*
//todo: i need a clever method to draw statics with their z value
for I := 0 to Length(Statics) - 1 do
Statics[I].Draw;
for I := 0 to Length(Text) - 1 do
Text[I].Draw;
*)
Result := true;
end;
procedure TscreenScore.FillPlayerItems(PlayerNumber: integer);
var
ThemeIndex: integer;
begin
ThemeIndex := PlayerPositionMap[PlayerNumber-1].Position;
if (ThemeIndex > 0) and ((ScreenAct = PlayerPositionMap[PlayerNumber-1].Screen) or (PlayerPositionMap[PlayerNumber-1].BothScreens)) then
begin
// todo: take the name from player[PlayerNumber].Name instead of the ini when this is done (mog)
Text[TextName[ThemeIndex]].Text := Ini.Name[PlayerNumber-1];
// end todo
//golden
Text[TextGoldenNotesScore[ThemeIndex]].Text := IntToStr(TextGolden_ActualValue[PlayerNumber]);
Text[TextGoldenNotesScore[ThemeIndex]].Alpha := (BarGolden_EaseOut_Step / 100);
Statics[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);
Statics[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);
Statics[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);
if(BarGolden_EaseOut_Step = 100) then
begin
ShowRating(PlayerNumber);
end;
end;
end;
procedure TScreenScore.ShowRating(PlayerNumber: integer);
var
Rating: integer;
ThemeIndex: integer;
begin
ThemeIndex := PlayerPositionMap[PlayerNumber-1].Position;
if (ThemeIndex > 0) and ((ScreenAct = PlayerPositionMap[PlayerNumber-1].Screen) or (PlayerPositionMap[PlayerNumber-1].BothScreens)) then
begin
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;
end;
procedure TscreenScore.DrawRating(PlayerNumber: integer; Rating: integer);
var
Posx: real;
Posy: real;
Width: real;
ThemeIndex: integer;
begin
ThemeIndex := PlayerPositionMap[PlayerNumber-1].Position;
PosX := Theme.Score.StaticRatings[ThemeIndex].X + (Theme.Score.StaticRatings[ThemeIndex].W * 0.5);
PosY := Theme.Score.StaticRatings[ThemeIndex].Y + (Theme.Score.StaticRatings[ThemeIndex].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
p, s: real;
RaiseStep, MaxVal: real;
EaseOut_Step: integer;
ThemeIndex: integer;
begin
ThemeIndex := PlayerPositionMap[PlayerNumber-1].Position;
EaseOut_Step := aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep;
MaxVal := Theme.Score.StaticRatings[ThemeIndex].W;
RaiseStep := EaseOut_Step;
if (MaxVal > 0) and (RaiseStep > 0) then
RaiseStep := RaiseStep / MaxVal;
if (RaiseStep = 1) then
begin
Result := MaxVal;
end
else
begin
p := MaxVal * 0.4;
s := p/(2*PI) * arcsin (1);
Result := MaxVal * power(2,-5 * RaiseStep) * sin( (RaiseStep * MaxVal - s) * (2 * PI) / p) + MaxVal;
inc(aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep);
aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue := Result;
end;
end;
procedure TscreenScore.EaseBarIn(PlayerNumber: integer; BarType: TScoreBarType);
const
RaiseSmoothness: integer = 100;
var
MaxHeight: real;
NewHeight: real;
Height2Reach: real;
RaiseStep: real;
BarStartPosY: single;
lTmp: real;
Score: integer;
ThemeIndex: integer;
begin
ThemeIndex := PlayerPositionMap[PlayerNumber-1].Position;
MaxHeight := Theme.Score.StaticBackLevel[ThemeIndex].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 = sbtScore) then
begin
Score := Player[PlayerNumber - 1].ScoreInt;
RaiseStep := BarScore_EaseOut_Step;
BarStartPosY := Theme.Score.StaticBackLevel[ThemeIndex].Y + MaxHeight;
end
else if (BarType = sbtLine) then
begin
Score := Player[PlayerNumber - 1].ScoreLineInt;
RaiseStep := BarPhrase_EaseOut_Step;
BarStartPosY := Theme.Score.StaticBackLevel[ThemeIndex].Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight + MaxHeight;
end
else if (BarType = sbtGolden) then
begin
Score := Player[PlayerNumber - 1].ScoreGoldenInt;
RaiseStep := BarGolden_EaseOut_Step;
BarStartPosY := Theme.Score.StaticBackLevel[ThemeIndex].Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight - aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight + MaxHeight;
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 = sbtScore) then
aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight := NewHeight
else if (BarType = sbtLine) then
aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight := NewHeight
else if (BarType = sbtGolden) then
aPlayerScoreScreenDatas[PlayerNumber].BarGolden_ActualHeight := NewHeight;
end;
procedure TscreenScore.DrawBar(BarType: TScoreBarType; PlayerNumber: integer; BarStartPosY: single; NewHeight: real);
var
Width: real;
BarStartPosX: real;
ThemeIndex: integer;
begin
ThemeIndex := PlayerPositionMap[PlayerNumber-1].Position;
// this is solely for better readability of the drawing
Width := Theme.Score.StaticBackLevel[ThemeIndex].W;
BarStartPosX := Theme.Score.StaticBackLevel[ThemeIndex].X;
glColor4f(1, 1, 1, 1);
// set the texture for the bar
if (BarType = sbtScore) then
glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Dark.TexNum);
if (BarType = sbtLine) then
glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Light.TexNum);
if (BarType = sbtGolden) 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 = sbtScore) then
glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Dark.TexNum);
if (BarType = sbtLine) then
glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Light.TexNum);
if (BarType = sbtGolden) 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 - Statics[StaticLevelRound[ThemeIndex]].Texture.h) - NewHeight, ZBars);
glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, (BarStartPosY - Statics[StaticLevelRound[ThemeIndex]].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: TScoreBarType);
const
RaiseSmoothness: integer = 100;
var
RaiseStep: real;
lTmpA: real;
ScoreReached: integer;
EaseOut_Step: real;
ActualScoreValue: integer;
begin
if (ScoreType = sbtScore) then
begin
EaseOut_Step := BarScore_EaseOut_Step;
ActualScoreValue := TextScore_ActualValue[PlayerNumber];
ScoreReached := Player[PlayerNumber-1].ScoreInt;
end;
if (ScoreType = sbtLine) then
begin
EaseOut_Step := BarPhrase_EaseOut_Step;
ActualScoreValue := TextPhrase_ActualValue[PlayerNumber];
ScoreReached := Player[PlayerNumber-1].ScoreLineInt;
end;
if (ScoreType = sbtGolden) 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 = sbtScore) then
TextScore_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness);
if (ScoreType = sbtLine) then
TextPhrase_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness);
if (ScoreType = sbtGolden) then
TextGolden_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness);
end;
end
else
begin
if (ScoreType = sbtScore) then
TextScore_ActualValue[PlayerNumber] := ScoreReached;
if (ScoreType = sbtLine) then
TextPhrase_ActualValue[PlayerNumber] := ScoreReached;
if (ScoreType = sbtGolden) 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.