unit UScreenSing;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses UMenu,
UMusic,
SDL,
SysUtils,
UFiles,
UTime,
USongs,
UIni,
ULog,
UTexture,
ULyrics,
TextGL,
gl,
UThemes,
UGraphicClasses,
USingScores;
type
TLyricsSyncSource = class(TSyncSource)
function GetClock(): real; override;
end;
type
TScreenSing = class(TMenu)
protected
Paused: boolean; //Pause Mod
LyricsSync: TLyricsSyncSource;
NumEmptySentences: integer;
public
//TextTime: integer;
// 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;
fShowVisualization: boolean;
fCurrentVideoPlaybackEngine: IVideoPlayback;
constructor Create; override;
procedure onShow; override;
procedure onShowFinish; override;
procedure onHide; override;
function ParseInput(PressedKey: cardinal; CharCode: widechar;
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 UGraphic,
UDraw,
UMain,
USong,
Classes,
URecord,
ULanguage,
Math;
// 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: widechar;
PressedDown: boolean): boolean;
begin
Result := True;
if (PressedDown) then
begin // Key Down
// check normal keys
case WideCharUpperCase(CharCode)[1] of
'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;
'V': //Show Visualization
begin
fShowVisualization := not fShowVisualization;
if fShowVisualization then
fCurrentVideoPlaybackEngine := Visualization
else
fCurrentVideoPlaybackEngine := VideoPlayback;
if fShowVisualization then
fCurrentVideoPlaybackEngine.play;
Exit;
end;
'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
fCurrentVideoPlaybackEngine.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 (CurrentSong.Video <> '') and FileExists(CurrentSong.Path +
CurrentSong.Video) then
fCurrentVideoPlaybackEngine.Pause;
end
else //disable Pause
begin
LyricsState.Resume();
// Play Music
AudioPlayback.Play;
// Video
if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path +
CurrentSong.Video) then
fCurrentVideoPlaybackEngine.Pause;
Paused := False;
end;
end;
//Pause Mod End
constructor TScreenSing.Create;
var
I: integer;
P: integer;
begin
inherited Create;
fShowVisualization := False;
fCurrentVideoPlaybackEngine := VideoPlayback;
//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>
Static[StaticPausePopup].Visible := False;
Lyrics := TLyricEngine.Create(80, Skin_LyricsT, 640, 12, 80, Skin_LyricsT + 36, 640, 12);
LyricsSync := TLyricsSyncSource.Create();
end;
procedure TScreenSing.onShow;
var
P: integer;
V1: boolean;
V1TwoP: boolean; //Position of ScoreBox in two-player mode
V1ThreeP: boolean; //Position of ScoreBox in three-player mode
V2R: boolean;
V2M: boolean;
V3R: boolean;
NR: TRecR; //Some enlightment of who, how and what this is here please
Color: TRGB;
success: boolean;
begin
inherited;
Log.LogStatus('Begin', 'onShow');
FadeOut := False;
// reset video playback engine, to play Video Clip...
fCurrentVideoPlaybackEngine := VideoPlayback;
// 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 P := 0 to PlayersPlay - 1 do
begin
Scores.AddPlayer(Tex_ScoreBG[P], 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
Static[StaticP1].Visible := V1;
Text[TextP1].Visible := V1;
//This one is shown in 2/4P mode
Static[StaticP1TwoP].Visible := V1TwoP;
Text[TextP1TwoP].Visible := V1TwoP;
Static[StaticP2R].Visible := V2R;
Text[TextP2R].Visible := V2R;
//This one is shown in 3/6P mode
Static[StaticP1ThreeP].Visible := V1ThreeP;
Text[TextP1ThreeP].Visible := V1ThreeP;
Static[StaticP2M].Visible := V2M;
Text[TextP2M].Visible := V2M;
Static[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 copy(CurrentSong.FileName, length(CurrentSong.FileName) - 3, 4) = '.xml' then
success := CurrentSong.LoadXMLSong()
else
success := CurrentSong.LoadSong();
except
success := False;
end;
if (not success) then
begin
// error loading song -> go back to song screen and show some error message
FadeTo(@ScreenSong);
// select new song in party mode
if ScreenSong.Mode = smPartyMode then
ScreenSong.SelectRandomSong();
ScreenPopupError.ShowPopup(Language.Translate('ERROR_CORRUPT_SONG'));
// FIXME: do we need this?
CurrentSong.Path := CatSongs.Song[CatSongs.Selected].Path;
Exit;
end;
// reset video playback engine, to play video clip...
fCurrentVideoPlaybackEngine.Close;
fCurrentVideoPlaybackEngine := VideoPlayback;
{**
* == 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 Visialization
* + WhenNoVideo: Overwrites Blank and Picture
* + On : Overwrites Blank, Picture and Video
*}
{**
* set background to: video
*}
CurrentSong.VideoLoaded := False;
fShowVisualization := False;
if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then
begin
if (fCurrentVideoPlaybackEngine.Open(CurrentSong.Path + CurrentSong.Video)) then
begin
fShowVisualization := False;
fCurrentVideoPlaybackEngine := VideoPlayback;
fCurrentVideoPlaybackEngine.Position := CurrentSong.VideoGAP + CurrentSong.Start;
CurrentSong.VideoLoaded := True;
fCurrentVideoPlaybackEngine.play;
end;
end;
{**
* set background to: picture
*}
if (CurrentSong.Background <> '') and (CurrentSong.VideoLoaded = False)
and (TVisualizerOption(Ini.VisualizerOption) = voOff) then
try
Tex_Background := Texture.LoadTexture(CurrentSong.Path + CurrentSong.Background);
except
Log.LogError('Background could not be loaded: ' + CurrentSong.Path +
CurrentSong.Background);
Tex_Background.TexNum := 0;
end
else
Tex_Background.TexNum := 0;
{**
* set background to: visualization (Overwrites all)
*}
if (TVisualizerOption(Ini.VisualizerOption) in [voOn]) then
begin
fShowVisualization := True;
fCurrentVideoPlaybackEngine := Visualization;
fCurrentVideoPlaybackEngine.play;
end;
{**
* set background to: visualization (Videos are still shown)
*}
if ((TVisualizerOption(Ini.VisualizerOption) in [voWhenNoVideo]) and
(CurrentSong.VideoLoaded = False)) then
begin
fShowVisualization := True;
fCurrentVideoPlaybackEngine := Visualization;
fCurrentVideoPlaybackEngine.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 music
AudioPlayback.Stop();
AudioPlayback.Position := CurrentSong.Start;
// synchronize music to the lyrics
AudioPlayback.SetSyncSource(LyricsSync);
// prepare and start voice-capture
AudioInput.CaptureStart;
for P := 0 to High(Player) do
ClearScores(P);
// main text
Lyrics.Clear(CurrentSong.BPM[0].BPM, CurrentSong.Resolution);
// set custom options
case Ini.LyricsFont of
0:
begin
Lyrics.UpperLineSize := 14;
Lyrics.LowerLineSize := 14;
Lyrics.FontStyle := 0;
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 := 5 / 256;
Lyrics.LineColor_act.G := 163 / 256;
Lyrics.LineColor_act.B := 210 / 256;
Lyrics.LineColor_act.A := 1;
end;
1:
begin
Lyrics.UpperLineSize := 14;
Lyrics.LowerLineSize := 14;
Lyrics.FontStyle := 2;
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;
2:
begin
Lyrics.UpperLineSize := 12;
Lyrics.LowerLineSize := 12;
Lyrics.FontStyle := 3;
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 P := Low(Lines[0].Line) to High(Lines[0].Line) do
if Lines[0].Line[P].TotalNotes = 0 then
Inc(NumEmptySentences);
Log.LogStatus('End', 'onShow');
end;
procedure TScreenSing.onShowFinish;
begin
// start lyrics
LyricsState.Resume();
// start music
AudioPlayback.Play();
// start timer
CountSkipTimeSet;
end;
procedure TScreenSing.onHide;
begin
// Unload background texture
if (Tex_Background.TexNum > 0) then
begin
glDeleteTextures(1, PGLuint(@Tex_Background.TexNum));
Tex_Background.TexNum := 0;
end;
end;
function TScreenSing.Draw: boolean;
var
Min: integer;
Sec: integer;
Tekst: string;
Flash: real;
S: integer;
T: integer;
CurLyricsTime: real;
begin
// 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?
Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10 * ScreenX;
Text[TextP1].X := Text[TextP1].X + 10 * ScreenX;
{Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX;
Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;}
Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10 * ScreenX;
Text[TextP2R].X := Text[TextP2R].X + 10 * ScreenX;
{Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX;
Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;}
// end of weird stuff
Static[1].Texture.X := Static[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;
// Draw Background
SingDrawBackground;
// update and draw movie
if (ShowFinish and (CurrentSong.VideoLoaded or fShowVisualization)) then
begin
if assigned(fCurrentVideoPlaybackEngine) then
begin
fCurrentVideoPlaybackEngine.GetFrame(LyricsState.GetCurrentTime());
fCurrentVideoPlaybackEngine.DrawGL(ScreenAct);
end;
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)) then
begin
// analyze song if not paused
if (not Paused) then
Sing(Self);
end
else
begin
if (not FadeOut) then
begin
Finish;
FadeOut := True;
FadeTo(@ScreenScore);
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
Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10 * ScreenX;
Text[TextP1].X := Text[TextP1].X - 10 * ScreenX;
Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10 * ScreenX;
Text[TextP2R].X := Text[TextP2R].X - 10 * ScreenX;
//end of weird
Static[1].Texture.X := Static[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
Static[StaticPausePopup].Visible := True;
Static[StaticPausePopup].Draw;
Static[StaticPausePopup].Visible := False;
end;
Result := True;
end;
procedure TScreenSing.Finish;
begin
AudioInput.CaptureStop;
AudioPlayback.Stop;
AudioPlayback.SetSyncSource(nil);
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;
if CurrentSong.VideoLoaded then
begin
fCurrentVideoPlaybackEngine.Close;
CurrentSong.VideoLoaded := False; // to prevent drawing closed video
end;
SetFontItalic(False);
end;
procedure TScreenSing.OnSentenceEnd(SentenceIndex: cardinal);
var
PlayerIndex: integer;
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;
// 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 + 2) / MaxLineScore;
// 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 := Round(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;
// 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);
var
LyricEngine: TLyricEngine;
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;
// AddLine draws the passed line to the back-buffer of the render context
// and copies it into a texture afterwards (offscreen rendering).
// This leaves an in invalidated screen. Calling Draw() makes sure,
// that the back-buffer stores the sing-screen, when the next
// swap between the back- and front-buffer is done (eliminates flickering)
// <note> calling AddLine() right before the regular screen update (Display.Draw)
// would be a better solution.</note>
Draw;
end;
function TLyricsSyncSource.GetClock(): real;
begin
Result := LyricsState.GetCurrentTime();
end;
end.