{* UltraStar Deluxe - Karaoke Game
*
* UltraStar Deluxe is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; see the file COPYING. If not, write to
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
* Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*}
unit UScreenSing;
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses
SysUtils,
SDL,
TextGL,
gl,
UFiles,
UGraphicClasses,
UIni,
ULog,
ULyrics,
UMenu,
UMusic,
USingScores,
USongs,
UTexture,
UThemes,
UPath,
UTime,
UHookableEvent;
type
TLyricsSyncSource = class(TSyncSource)
function GetClock(): real; override;
end;
type
TScreenSing = class(TMenu)
private
fShowVisualization: boolean;
fCurrentVideo: IVideo;
fVideoClip: IVideo;
fLyricsSync: TLyricsSyncSource;
protected
eSongLoaded: THookableEvent; //< event is called after lyrics of a song are loaded on OnShow
Paused: boolean; //pause Mod
NumEmptySentences: integer;
public
// timebar fields
StaticTimeProgress: integer;
TextTimeText: integer;
StaticP1: integer;
TextP1: integer;
// shown when game is in 2/4 player modus
StaticP1TwoP: integer;
TextP1TwoP: integer;
// shown when game is in 3/6 player modus
StaticP1ThreeP: integer;
TextP1ThreeP: integer;
StaticP2R: integer;
TextP2R: integer;
StaticP2M: integer;
TextP2M: integer;
StaticP3R: integer;
TextP3R: integer;
StaticPausePopup: integer;
Tex_Background: TTexture;
FadeOut: boolean;
Lyrics: TLyricEngine;
// score manager:
Scores: TSingScores;
//the song was sung to the end
SungToEnd: boolean;
// some settings to be set by plugins
Settings: record
Finish: Boolean; //< if true, screen will finish on next draw
LyricsVisible: Boolean; //< shows or hides lyrics
NotesVisible: Integer; //< if bit[playernum] is set the notes for the specified player are visible. By default all players notes are visible
PlayerEnabled: Integer; //< defines whether a player can score atm
end;
procedure ClearSettings;
procedure ApplySettings; //< applies changes of settings record
procedure EndSong;
constructor Create; override;
procedure OnShow; override;
procedure OnShowFinish; override;
procedure OnHide; override;
function ParseInput(PressedKey: cardinal; CharCode: UCS4Char;
PressedDown: boolean): boolean; override;
function Draw: boolean; override;
procedure Finish; virtual;
procedure Pause; // toggle pause
procedure OnSentenceEnd(SentenceIndex: cardinal); // for linebonus + singbar
procedure OnSentenceChange(SentenceIndex: cardinal); // for golden notes
end;
implementation
uses
Classes,
Math,
UDraw,
UGraphic,
ULanguage,
UNote,
URecord,
USong,
UDisplay,
UParty,
UUnicodeUtils;
// method for input parsing. if false is returned, getnextwindow
// should be checked to know the next window to load;
function TScreenSing.ParseInput(PressedKey: Cardinal; CharCode: UCS4Char;
PressedDown: boolean): boolean;
begin
Result := true;
if (PressedDown) then
begin // key down
// check normal keys
case UCS4UpperCase(CharCode) of
Ord('Q'):
begin
// when not ask before exit then finish now
if (Ini.AskbeforeDel <> 1) then
Finish
// else just pause and let the popup make the work
else if not Paused then
Pause;
Result := false;
Exit;
end;
Ord('V'): // show visualization
begin
fShowVisualization := not fShowVisualization;
if fShowVisualization then
begin
fCurrentVideo := Visualization.Open(PATH_NONE);
fCurrentVideo.play;
end
else
begin
fCurrentVideo := fVideoClip;
end;
Exit;
end;
Ord('P'):
begin
Pause;
Exit;
end;
end;
// check special keys
case PressedKey of
SDLK_ESCAPE,
SDLK_BACKSPACE:
begin
// record sound hack:
//Sound[0].BufferLong
Finish;
AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(@ScreenScore);
end;
SDLK_SPACE:
begin
Pause;
end;
SDLK_TAB: // change visualization preset
begin
if fShowVisualization then
fCurrentVideo.Position := now; // move to a random position
end;
SDLK_RETURN:
begin
end;
// up and down could be done at the same time,
// but i don't want to declare variables inside
// functions like this one, called so many times
SDLK_DOWN:
begin
end;
SDLK_UP:
begin
end;
end;
end;
end;
// pause mod
procedure TScreenSing.Pause;
begin
if (not Paused) then // enable pause
begin
// pause time
Paused := true;
LyricsState.Pause();
// pause music
AudioPlayback.Pause;
// pause video
if (fCurrentVideo <> nil) then
fCurrentVideo.Pause;
end
else // disable pause
begin
LyricsState.Resume();
// play music
AudioPlayback.Play;
// video
if (fCurrentVideo <> nil) then
fCurrentVideo.Pause;
Paused := false;
end;
end;
// pause mod end
constructor TScreenSing.Create;
begin
inherited Create;
//too dangerous, a mouse button is quickly pressed by accident
RightMbESC := false;
fShowVisualization := false;
fCurrentVideo := nil;
// create score class
Scores := TSingScores.Create;
Scores.LoadfromTheme;
LoadFromTheme(Theme.Sing);
// timebar
StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress);
TextTimeText := AddText(Theme.Sing.TextTimeText);
// 1 player | P1
StaticP1 := AddStatic(Theme.Sing.StaticP1);
TextP1 := AddText(Theme.Sing.TextP1);
// 2 or 4 players | P1
StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP);
TextP1TwoP := AddText(Theme.Sing.TextP1TwoP);
// | P2
StaticP2R := AddStatic(Theme.Sing.StaticP2R);
TextP2R := AddText(Theme.Sing.TextP2R);
// 3 or 6 players | P1
StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP);
TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP);
// | P2
StaticP2M := AddStatic(Theme.Sing.StaticP2M);
TextP2M := AddText(Theme.Sing.TextP2M);
// | P3
StaticP3R := AddStatic(Theme.Sing.StaticP3R);
TextP3R := AddText(Theme.Sing.TextP3R);
StaticPausePopup := AddStatic(Theme.Sing.PausePopUp);
// <note> pausepopup is not visibile at the beginning </note>
Statics[StaticPausePopup].Visible := false;
Lyrics := TLyricEngine.Create(
Theme.LyricBar.UpperX, Theme.LyricBar.UpperY, Theme.LyricBar.UpperW, Theme.LyricBar.UpperH,
Theme.LyricBar.LowerX, Theme.LyricBar.LowerY, Theme.LyricBar.LowerW, Theme.LyricBar.LowerH);
fLyricsSync := TLyricsSyncSource.Create();
eSongLoaded := THookableEvent.Create('ScreenSing.SongLoaded');
ClearSettings;
end;
procedure TScreenSing.OnShow;
var
Index: integer;
V1: boolean;
V1TwoP: boolean; // position of score box in two player mode
V1ThreeP: boolean; // position of score box in three player mode
V2R: boolean;
V2M: boolean;
V3R: boolean;
Color: TRGB;
VideoFile, BgFile: IPath;
success: boolean;
begin
inherited;
Log.LogStatus('Begin', 'OnShow');
FadeOut := false;
//the song was sung to the end
SungToEnd := false;
ClearSettings;
Party.CallBeforeSing;
// reset video playback engine
fCurrentVideo := nil;
// setup score manager
Scores.ClearPlayers; // clear old player values
Color.R := 0;
Color.G := 0;
Color.B := 0; // dummy atm <- \(O.o)/? B like bummy?
// add new players
for Index := 0 to PlayersPlay - 1 do
begin
Scores.AddPlayer(Tex_ScoreBG[Index], Color);
end;
Scores.Init; // get positions for players
// prepare players
SetLength(Player, PlayersPlay);
case PlayersPlay of
1:
begin
V1 := true;
V1TwoP := false;
V1ThreeP := false;
V2R := false;
V2M := false;
V3R := false;
end;
2:
begin
V1 := false;
V1TwoP := true;
V1ThreeP := false;
V2R := true;
V2M := false;
V3R := false;
end;
3:
begin
V1 := false;
V1TwoP := false;
V1ThreeP := true;
V2R := false;
V2M := true;
V3R := true;
end;
4:
begin // double screen
V1 := false;
V1TwoP := true;
V1ThreeP := false;
V2R := true;
V2M := false;
V3R := false;
end;
6:
begin // double screen
V1 := false;
V1TwoP := false;
V1ThreeP := true;
V2R := false;
V2M := true;
V3R := true;
end;
end;
// this one is shown in 1P mode
Statics[StaticP1].Visible := V1;
Text[TextP1].Visible := V1;
// this one is shown in 2/4P mode
Statics[StaticP1TwoP].Visible := V1TwoP;
Text[TextP1TwoP].Visible := V1TwoP;
Statics[StaticP2R].Visible := V2R;
Text[TextP2R].Visible := V2R;
// this one is shown in 3/6P mode
Statics[StaticP1ThreeP].Visible := V1ThreeP;
Text[TextP1ThreeP].Visible := V1ThreeP;
Statics[StaticP2M].Visible := V2M;
Text[TextP2M].Visible := V2M;
Statics[StaticP3R].Visible := V3R;
Text[TextP3R].Visible := V3R;
// FIXME: sets path and filename to ''
ResetSingTemp;
CurrentSong := CatSongs.Song[CatSongs.Selected];
// FIXME: bad style, put the try-except into loadsong() and not here
try
// check if file is xml
if CurrentSong.FileName.GetExtension.ToUTF8 = '.xml' then
success := CurrentSong.LoadXMLSong()
else
success := CurrentSong.LoadSong();
except
success := false;
end;
if (not success) then
begin
// error loading song -> go back to previous screen and show some error message
Display.AbortScreenChange;
// select new song in party mode
if ScreenSong.Mode = smPartyMode then
ScreenSong.SelectRandomSong();
if (Length(CurrentSong.LastError) > 0) then
ScreenPopupError.ShowPopup(Format(Language.Translate(CurrentSong.LastError), [CurrentSong.ErrorLineNo]))
else
ScreenPopupError.ShowPopup(Language.Translate('ERROR_CORRUPT_SONG'));
// FIXME: do we need this?
CurrentSong.Path := CatSongs.Song[CatSongs.Selected].Path;
Exit;
end;
{*
* == Background ==
* We have four types of backgrounds:
* + Blank : Nothing has been set, this is our fallback
* + Picture : Picture has been set, and exists - otherwise we fallback
* + Video : Video has been set, and exists - otherwise we fallback
* + Visualization: + Off : No visualization
* + WhenNoVideo: Overwrites blank and picture
* + On : Overwrites blank, picture and video
*}
{*
* set background to: video
*}
fShowVisualization := false;
VideoFile := CurrentSong.Path.Append(CurrentSong.Video);
if (CurrentSong.Video.IsSet) and VideoFile.IsFile then
begin
fVideoClip := VideoPlayback.Open(VideoFile);
fCurrentVideo := fVideoClip;
if (fVideoClip <> nil) then
begin
fShowVisualization := false;
fCurrentVideo.Position := CurrentSong.VideoGAP + CurrentSong.Start;
fCurrentVideo.Play;
end;
end;
{*
* set background to: picture
*}
if (CurrentSong.Background.IsSet) and (fVideoClip = nil)
and (TVisualizerOption(Ini.VisualizerOption) = voOff) then
begin
BgFile := CurrentSong.Path.Append(CurrentSong.Background);
try
Tex_Background := Texture.LoadTexture(BgFile);
except
Log.LogError('Background could not be loaded: ' + BgFile.ToNative);
Tex_Background.TexNum := 0;
end
end
else
begin
Tex_Background.TexNum := 0;
end;
{*
* set background to: visualization (Overwrites all)
*}
if (TVisualizerOption(Ini.VisualizerOption) in [voOn]) then
begin
fShowVisualization := true;
fCurrentVideo := Visualization.Open(PATH_NONE);
if (fCurrentVideo <> nil) then
fCurrentVideo.Play;
end;
{*
* set background to: visualization (Videos are still shown)
*}
if ((TVisualizerOption(Ini.VisualizerOption) in [voWhenNoVideo]) and
(fVideoClip = nil)) then
begin
fShowVisualization := true;
fCurrentVideo := Visualization.Open(PATH_NONE);
if (fCurrentVideo <> nil) then
fCurrentVideo.Play;
end;
// prepare lyrics timer
LyricsState.Reset();
LyricsState.SetCurrentTime(CurrentSong.Start);
LyricsState.StartTime := CurrentSong.Gap;
if (CurrentSong.Finish > 0) then
LyricsState.TotalTime := CurrentSong.Finish / 1000
else
LyricsState.TotalTime := AudioPlayback.Length;
LyricsState.UpdateBeats();
// prepare and start voice-capture
AudioInput.CaptureStart;
// clear the scores of all players
for Index := 0 to High(Player) do
with Player[Index] do
begin
Score := 0;
ScoreLine := 0;
ScoreGolden := 0;
ScoreInt := 0;
ScoreLineInt := 0;
ScoreGoldenInt := 0;
ScoreTotalInt := 0;
ScoreLast := 0;
LastSentencePerfect := false;
end;
// main text
Lyrics.Clear(CurrentSong.BPM[0].BPM, CurrentSong.Resolution);
// set custom options
case Ini.LyricsFont of
0: // normal fonts
begin
Lyrics.FontStyle := 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 := 0.02;
Lyrics.LineColor_act.G := 0.6;
Lyrics.LineColor_act.B := 0.8;
Lyrics.LineColor_act.A := 1;
end;
1, 2: // outline fonts (is TScalableOutlineFont)
begin
Lyrics.FontStyle := Ini.LyricsFont + 1;
Lyrics.LineColor_en.R := 0.75;
Lyrics.LineColor_en.G := 0.75;
Lyrics.LineColor_en.B := 1;
Lyrics.LineColor_en.A := 1;
Lyrics.LineColor_dis.R := 0.8;
Lyrics.LineColor_dis.G := 0.8;
Lyrics.LineColor_dis.B := 0.8;
Lyrics.LineColor_dis.A := 1;
Lyrics.LineColor_act.R := 0.5;
Lyrics.LineColor_act.G := 0.5;
Lyrics.LineColor_act.B := 1;
Lyrics.LineColor_act.A := 1;
end;
end; // case
// initialize lyrics by filling its queue
while (not Lyrics.IsQueueFull) and
(Lyrics.LineCounter <= High(Lines[0].Line)) do
begin
Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
end;
// deactivate pause
Paused := false;
// kill all stars not killed yet (goldenstarstwinkle mod)
GoldenRec.SentenceChange;
// set position of line bonus - line bonus end
// set number of empty sentences for line bonus
NumEmptySentences := 0;
for Index := Low(Lines[0].Line) to High(Lines[0].Line) do
if Lines[0].Line[Index].TotalNotes = 0 then
Inc(NumEmptySentences);
eSongLoaded.CallHookChain(False);
Log.LogStatus('End', 'OnShow');
end;
procedure TScreenSing.onShowFinish;
begin
// hide cursor on singscreen show
Display.SetCursor;
// prepare music
// Important: AudioPlayback must not be initialized in onShow() as TScreenSong
// uses stops AudioPlayback in onHide() which interferes with TScreenSings onShow.
AudioPlayback.Open(CurrentSong.Path.Append(CurrentSong.Mp3));
AudioPlayback.SetVolume(1.0);
AudioPlayback.Position := CurrentSong.Start;
// synchronize music to the lyrics
AudioPlayback.SetSyncSource(fLyricsSync);
// start lyrics
LyricsState.Resume();
// start music
AudioPlayback.Play();
// start timer
CountSkipTimeSet;
end;
procedure TScreenSing.ClearSettings;
begin
Settings.Finish := False;
Settings.LyricsVisible := True;
Settings.NotesVisible := high(Integer);
Settings.PlayerEnabled := high(Integer);
end;
{ applies changes of settings record }
procedure TScreenSing.ApplySettings;
begin
//
end;
procedure TScreenSing.EndSong;
begin
Settings.Finish := True;
end;
procedure TScreenSing.OnHide;
begin
// background texture
if (Tex_Background.TexNum > 0) then
begin
glDeleteTextures(1, PGLuint(@Tex_Background.TexNum));
Tex_Background.TexNum := 0;
end;
Background.OnFinish;
Display.SetCursor;
end;
function TScreenSing.Draw: boolean;
var
Min: integer;
Sec: integer;
T: integer;
CurLyricsTime: real;
VideoFrameTime: Extended;
Line: TLyricLine;
LastWord: TLyricWord;
begin
Background.Draw;
// draw background picture (if any, and if no visualizations)
// when we don't check for visualizations the visualizations would
// be overdrawn by the picture when {UNDEFINED UseTexture} in UVisualizer
if (not fShowVisualization) then
SingDrawBackground;
// set player names (for 2 screens and only singstar skin)
if ScreenAct = 1 then
begin
Text[TextP1].Text := 'P1';
Text[TextP1TwoP].Text := 'P1';
Text[TextP1ThreeP].Text := 'P1';
Text[TextP2R].Text := 'P2';
Text[TextP2M].Text := 'P2';
Text[TextP3R].Text := 'P3';
end;
if ScreenAct = 2 then
begin
case PlayersPlay of
4:
begin
Text[TextP1TwoP].Text := 'P3';
Text[TextP2R].Text := 'P4';
end;
6:
begin
Text[TextP1ThreeP].Text := 'P4';
Text[TextP2M].Text := 'P5';
Text[TextP3R].Text := 'P6';
end;
end; // case
end; // if
////
// dual screen, part 1
////////////////////////
// Note: ScreenX is the offset of the current screen in dual-screen mode so we
// will move the statics and texts to the correct screen here.
// FIXME: clean up this weird stuff. Commenting this stuff out, nothing
// was missing on screen w/ 6 players - so do we even need this stuff?
{Statics[StaticP1].Texture.X := Statics[StaticP1].Texture.X + 10 * ScreenX;
Text[TextP1].X := Text[TextP1].X + 10 * ScreenX; }
{Statics[StaticP1ScoreBG].Texture.X := Statics[StaticP1ScoreBG].Texture.X + 10*ScreenX;
Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;}
{Statics[StaticP2R].Texture.X := Statics[StaticP2R].Texture.X + 10 * ScreenX;
Text[TextP2R].X := Text[TextP2R].X + 10 * ScreenX; }
{Statics[StaticP2RScoreBG].Texture.X := Statics[StaticP2RScoreBG].Texture.X + 10*ScreenX;
Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;}
// end of weird stuff
{
Statics[1].Texture.X := Statics[1].Texture.X + 10 * ScreenX; }
{ for T := 0 to 1 do
Text[T].X := Text[T].X + 10 * ScreenX; }
// retrieve current lyrics time, we have to store the value to avoid
// that min- and sec-values do not match
CurLyricsTime := LyricsState.GetCurrentTime();
Min := Round(CurLyricsTime) div 60;
Sec := Round(CurLyricsTime) mod 60;
// update static menu with time ...
Text[TextTimeText].Text := '';
if Min < 10 then
Text[TextTimeText].Text := '0';
Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Min) + ':';
if Sec < 10 then
Text[TextTimeText].Text := Text[TextTimeText].Text + '0';
Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Sec);
// draw static menu (BG)
// Note: there is no menu and the animated background brakes the video playback
//DrawBG;
//the song was sung to the end?
Line := Lyrics.GetUpperLine();
if Line.LastLine then
begin
LastWord := Line.Words[Length(Line.Words)-1];
if CurLyricsTime >= GetTimeFromBeat(LastWord.Start+LastWord.Length) then
SungToEnd := true;
end;
// update and draw movie
if Assigned(fCurrentVideo) then
begin
// Just call this once
// when Screens = 2
if (ScreenAct = 1) then
begin
if (ShowFinish) then
begin
// everything is setup, determine the current position
VideoFrameTime := CurrentSong.VideoGAP + LyricsState.GetCurrentTime();
end
else
begin
// Important: do not yet start the triggered timer by a call to
// LyricsState.GetCurrentTime()
VideoFrameTime := CurrentSong.VideoGAP;
end;
fCurrentVideo.GetFrame(VideoFrameTime);
end;
fCurrentVideo.DrawGL(ScreenAct);
end;
// draw static menu (FG)
DrawFG;
// check for music finish
//Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(LyricsState.CurrentTime*1000) + ' ' + IntToStr(CurrentSong.Finish));
if ShowFinish then
begin
if (not AudioPlayback.Finished) and ((CurrentSong.Finish = 0) or
(LyricsState.GetCurrentTime() * 1000 <= CurrentSong.Finish)) and (not Settings.Finish) then
begin
// analyze song if not paused
if (not Paused) then
begin
Sing(Self);
Party.CallOnSing;
end;
end
else
begin
if (not FadeOut) then
begin
Finish;
FadeOut := true;
end;
end;
end;
// always draw custom items
SingDraw;
// goldennotestarstwinkle
GoldenRec.SpawnRec;
// draw scores
Scores.Draw;
////
// dual screen, part 2
////////////////////////
// Note: ScreenX is the offset of the current screen in dual-screen mode so we
// will move the statics and texts to the correct screen here.
// FIXME: clean up this weird stuff
{Statics[StaticP1].Texture.X := Statics[StaticP1].Texture.X - 10 * ScreenX;
Text[TextP1].X := Text[TextP1].X - 10 * ScreenX;
Statics[StaticP2R].Texture.X := Statics[StaticP2R].Texture.X - 10 * ScreenX;
Text[TextP2R].X := Text[TextP2R].X - 10 * ScreenX;
// end of weird
Statics[1].Texture.X := Statics[1].Texture.X - 10 * ScreenX;
for T := 0 to 1 do
Text[T].X := Text[T].X - 10 * ScreenX; }
// draw pausepopup
// FIXME: this is a workaround that the static is drawn over the lyrics, lines, scores and effects
// maybe someone could find a better solution
if Paused then
begin
Statics[StaticPausePopup].Visible := true;
Statics[StaticPausePopup].Draw;
Statics[StaticPausePopup].Visible := false;
end;
Result := true;
end;
procedure TScreenSing.Finish;
begin
AudioInput.CaptureStop;
AudioPlayback.Stop;
AudioPlayback.SetSyncSource(nil);
// close video files
fVideoClip := nil;
fCurrentVideo := nil;
// kill all stars and effects
GoldenRec.KillAll;
if (Ini.SavePlayback = 1) then
begin
Log.BenchmarkStart(0);
Log.LogVoice(0);
Log.LogVoice(1);
Log.LogVoice(2);
Log.BenchmarkEnd(0);
Log.LogBenchmark('Creating files', 0);
end;
SetFontItalic(false);
Party.CallAfterSing;
end;
procedure TScreenSing.OnSentenceEnd(SentenceIndex: cardinal);
var
PlayerIndex: byte;
CurrentPlayer: PPLayer;
CurrentScore: real;
Line: PLine;
LinePerfection: real; // perfection of singing performance on the current line
Rating: integer;
LineScore: real;
LineBonus: real;
MaxSongScore: integer; // max. points for the song (without line bonus)
MaxLineScore: real; // max. points for the current line
const
// TODO: move this to a better place
MAX_LINE_RATING = 8; // max. rating for singing performance
begin
Line := @Lines[0].Line[SentenceIndex];
// check for empty sentence
if (Line.TotalNotes <= 0) then
Exit;
// set max song score
if (Ini.LineBonus = 0) then
MaxSongScore := MAX_SONG_SCORE
else
MaxSongScore := MAX_SONG_SCORE - MAX_SONG_LINE_BONUS;
// Note: ScoreValue is the sum of all note values of the song
MaxLineScore := MaxSongScore * (Line.TotalNotes / Lines[0].ScoreValue);
for PlayerIndex := 0 to High(Player) do
begin
CurrentPlayer := @Player[PlayerIndex];
CurrentScore := CurrentPlayer.Score + CurrentPlayer.ScoreGolden;
// line bonus
// points for this line
LineScore := CurrentScore - CurrentPlayer.ScoreLast;
// check for lines with low points
if (MaxLineScore <= 2) then
LinePerfection := 1
else
// determine LinePerfection
// Note: the "+2" extra points are a little bonus so the player does not
// have to be that perfect to reach the bonus steps.
LinePerfection := LineScore / (MaxLineScore - 2);
// clamp LinePerfection to range [0..1]
if (LinePerfection < 0) then
LinePerfection := 0
else if (LinePerfection > 1) then
LinePerfection := 1;
// add line-bonus if enabled
if (Ini.LineBonus > 0) then
begin
// line-bonus points (same for each line, no matter how long the line is)
LineBonus := MAX_SONG_LINE_BONUS / (Length(Lines[0].Line) -
NumEmptySentences);
// apply line-bonus
CurrentPlayer.ScoreLine :=
CurrentPlayer.ScoreLine + LineBonus * LinePerfection;
CurrentPlayer.ScoreLineInt := Floor(CurrentPlayer.ScoreLine / 10) * 10;
// update total score
CurrentPlayer.ScoreTotalInt :=
CurrentPlayer.ScoreInt +
CurrentPlayer.ScoreGoldenInt
+ CurrentPlayer.ScoreLineInt;
// spawn rating pop-up
Rating := Round(LinePerfection * MAX_LINE_RATING);
Scores.SpawnPopUp(PlayerIndex, Rating, CurrentPlayer.ScoreTotalInt);
end
else
Scores.RaiseScore(PlayerIndex, CurrentPlayer.ScoreTotalInt);
// PerfectLineTwinkle (effect), part 1
if (Ini.EffectSing = 1) then
CurrentPlayer.LastSentencePerfect := (LinePerfection >= 1);
// refresh last score
CurrentPlayer.ScoreLast := CurrentScore;
end;
// PerfectLineTwinkle (effect), part 2
if (Ini.EffectSing = 1) then
GoldenRec.SpawnPerfectLineTwinkle;
end;
// Called on sentence change
// SentenceIndex: index of the new active sentence
procedure TScreenSing.OnSentenceChange(SentenceIndex: cardinal);
begin
// goldenstarstwinkle
GoldenRec.SentenceChange;
// fill lyrics queue and set upper line to the current sentence
while (Lyrics.GetUpperLineIndex() < SentenceIndex) or
(not Lyrics.IsQueueFull) do
begin
// add the next line to the queue or a dummy if no more lines are available
if (Lyrics.LineCounter <= High(Lines[0].Line)) then
Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter])
else
Lyrics.AddLine(nil);
end;
end;
function TLyricsSyncSource.GetClock(): real;
begin
Result := LyricsState.GetCurrentTime();
end;
end.