diff options
author | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-04-30 12:54:51 +0000 |
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committer | tobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-04-30 12:54:51 +0000 |
commit | 731dec0d29e29a5d30e728616bcb5aa35c7c75ea (patch) | |
tree | 9f404dead6fc684b24a031ec8a1466a6b22adb9b | |
parent | 019d57a35441572024cd478da08a67149a1c865f (diff) | |
download | usdx-731dec0d29e29a5d30e728616bcb5aa35c7c75ea.tar.gz usdx-731dec0d29e29a5d30e728616bcb5aa35c7c75ea.tar.xz usdx-731dec0d29e29a5d30e728616bcb5aa35c7c75ea.zip |
Fixed some range-check errors. Explicitly disable range-checks {$R-} should not be necessary for the MacOSX build anymore.
Note: Texture-numbers (e.g. texnum) are unsigned (GLuint) so do not init them to -1. Use 0 instead.
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1040 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r-- | Game/Code/Classes/UCommon.pas | 2 | ||||
-rw-r--r-- | Game/Code/Classes/UDraw.pas | 2690 | ||||
-rw-r--r-- | Game/Code/Classes/ULyrics.pas | 1508 | ||||
-rw-r--r-- | Game/Code/Classes/UServices.pas | 2 | ||||
-rw-r--r-- | Game/Code/Classes/USingScores.pas | 26 | ||||
-rw-r--r-- | Game/Code/Classes/UTexture.pas | 1982 | ||||
-rw-r--r-- | Game/Code/Menu/UMenu.pas | 3170 | ||||
-rw-r--r-- | Game/Code/Menu/UMenuButton.pas | 1140 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenSing.pas | 2860 | ||||
-rw-r--r-- | Game/Code/switches.inc | 232 | ||||
-rw-r--r-- | Modis/SDK/UPluginDefs.pas | 2 |
11 files changed, 6803 insertions, 6811 deletions
diff --git a/Game/Code/Classes/UCommon.pas b/Game/Code/Classes/UCommon.pas index 1872b789..f37322f4 100644 --- a/Game/Code/Classes/UCommon.pas +++ b/Game/Code/Classes/UCommon.pas @@ -387,7 +387,7 @@ begin end;
// create window
Result := CreateWindowEx(WS_EX_TOOLWINDOW, WndClass.lpszClassName, '',
- WS_POPUP, 0, 0, 0, 0, 0, 0, HInstance, nil);
+ DWORD(WS_POPUP), 0, 0, 0, 0, 0, 0, HInstance, nil);
if (Result = 0) then
Exit;
// assign individual callback procedure to the window
diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas index d77a06a3..679c6df1 100644 --- a/Game/Code/Classes/UDraw.pas +++ b/Game/Code/Classes/UDraw.pas @@ -1,1345 +1,1345 @@ -unit UDraw; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - -uses UThemes, - ModiSDK, - UGraphicClasses; - -procedure SingDraw; -procedure SingModiDraw (PlayerInfo: TPlayerInfo); -procedure SingDrawBackground; -procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer); -procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer); -procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrLines: integer); -procedure SingDrawLine(Left, Top, Right: real; NrLines: integer; Space: integer); -procedure SingDrawPlayerLine(X, Y, W: real; NrGracza: integer; Space: integer); -procedure SingDrawPlayerBGLine(Left, Top, Right: real; NrLines, NrGracza: integer; Space: integer); - -// TimeBar -procedure SingDrawTimeBar(); - -//Draw Editor NoteLines -procedure EditDrawLine(Left, Top, Right: real; NrLines: integer; Space: integer); - - -type - TRecR = record - Top: real; - Left: real; - Right: real; - Bottom: real; - - Width: real; - WMid: real; - Height: real; - HMid: real; - - Mid: real; - end; - -var - NotesW: real; - NotesH: real; - Starfr: integer; - StarfrG: integer; - - //SingBar - TickOld: cardinal; - TickOld2:cardinal; - -const - Przedz = 32; - -implementation - -uses - OpenGL12, - UGraphic, - SysUtils, - UMusic, - URecord, - ULog, - UScreenSing, - UScreenSingModi, - ULyrics, - UMain, - TextGL, - UTexture, - UDrawTexture, - UIni, - Math, - UDLLManager; - -procedure SingDrawBackground; -var - Rec: TRecR; - TexRec: TRecR; -begin - if ScreenSing.Tex_Background.TexNum >= 1 then begin - - glClearColor (1, 1, 1, 1); - glColor4f (1, 1, 1, 1); - - if (Ini.MovieSize <= 1) then //HalfSize BG - begin - (* half screen + gradient *) - Rec.Top := 110; // 80 - Rec.Bottom := Rec.Top + 20; - Rec.Left := 0; - Rec.Right := 800; - - TexRec.Top := (Rec.Top / 600) * ScreenSing.Tex_Background.TexH; - TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH; - TexRec.Left := 0; - TexRec.Right := ScreenSing.Tex_Background.TexW; - - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, ScreenSing.Tex_Background.TexNum); - glEnable(GL_BLEND); - glBegin(GL_QUADS); - (* gradient draw *) - (* top *) - glColor4f(1, 1, 1, 0); - glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top); - glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top); - glColor4f(1, 1, 1, 1); - glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom); - glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom); - (* mid *) - Rec.Top := Rec.Bottom; - Rec.Bottom := 490 - 20; // 490 - 20 - TexRec.Top := TexRec.Bottom; - TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH; - glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top); - glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom); - glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom); - glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top); - (* bottom *) - Rec.Top := Rec.Bottom; - Rec.Bottom := 490; // 490 - TexRec.Top := TexRec.Bottom; - TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH; - glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top); - glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top); - glColor4f(1, 1, 1, 0); - glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom); - glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom); - - glEnd; - glDisable(GL_TEXTURE_2D); - glDisable(GL_BLEND); - end - else //Full Size BG - begin - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, ScreenSing.Tex_Background.TexNum); - //glEnable(GL_BLEND); - glBegin(GL_QUADS); - - glTexCoord2f(0, 0); glVertex2f(0, 0); - glTexCoord2f(0, ScreenSing.Tex_Background.TexH); glVertex2f(0, 600); - glTexCoord2f( ScreenSing.Tex_Background.TexW, ScreenSing.Tex_Background.TexH); glVertex2f(800, 600); - glTexCoord2f( ScreenSing.Tex_Background.TexW, 0); glVertex2f(800, 0); - - glEnd; - glDisable(GL_TEXTURE_2D); - //glDisable(GL_BLEND); - end; - end; -end; - -procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer); -var - SampleIndex: integer; - Sound: TCaptureBuffer; - MaxX, MaxY: real; -begin; - Sound := AudioInputProcessor.Sound[NrSound]; - - // Log.LogStatus('Oscilloscope', 'SingDraw'); - glColor3f(Skin_OscR, Skin_OscG, Skin_OscB); - {if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then - glColor3f(1, 1, 1); } - - MaxX := W-1; - MaxY := (H-1) / 2; - - glBegin(GL_LINE_STRIP); - for SampleIndex := 0 to High(Sound.BufferArray) do - begin - glVertex2f(X + MaxX * SampleIndex/High(Sound.BufferArray), - Y + MaxY * (1 - Sound.BufferArray[SampleIndex]/-Low(Smallint))); - end; - glEnd; -end; - - - -procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer); -var - Count: integer; -begin - glEnable(GL_BLEND); - glColor4f(Skin_P1_LinesR, Skin_P1_LinesG, Skin_P1_LinesB, 0.4); - glBegin(GL_LINES); - for Count := 0 to 9 do begin - glVertex2f(Left, Top + Count * Space); - glVertex2f(Right, Top + Count * Space); - end; - glEnd; - glDisable(GL_BLEND); -end; - -procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrLines: integer); -var - Count: integer; - TempR: real; -begin - TempR := (Right-Left) / (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start); - glEnable(GL_BLEND); - glBegin(GL_LINES); - for Count := Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start to Lines[NrLines].Line[Lines[NrLines].Current].End_ do begin - if (Count mod Lines[NrLines].Resolution) = Lines[NrLines].NotesGAP then - glColor4f(0, 0, 0, 1) - else - glColor4f(0, 0, 0, 0.3); - glVertex2f(Left + TempR * (Count - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start), Top); - glVertex2f(Left + TempR * (Count - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start), Top + 135); - end; - glEnd; - glDisable(GL_BLEND); -end; - -// draw blank Notebars -procedure SingDrawLine(Left, Top, Right: real; NrLines: integer; Space: integer); -var - Rec: TRecR; - Count: integer; - TempR: real; - R,G,B: real; - - PlayerNumber: Integer; - - GoldenStarPos : real; - - lTmpA , - lTmpB : real; -begin -// We actually don't have a playernumber in this procedure, it should reside in NrLines - but it's always set to zero -// So we exploit this behavior a bit - we give NrLines the playernumber, keep it in playernumber - and then we set NrLines to zero -// This could also come quite in handy when we do the duet mode, cause just the notes for the player that has to sing should be drawn then -// BUT this is not implemented yet, all notes are drawn! :D - - PlayerNumber := NrLines + 1; // Player 1 is 0 - NrLines := 0; - -// exploit done - - glColor3f(1, 1, 1); - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - lTmpA := (Right-Left); - lTmpB := (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start); - - if ( lTmpA > 0 ) AND - ( lTmpB > 0 ) THEN - begin - TempR := lTmpA / lTmpB; - end - else - begin - TempR := 0; - end; - - - with Lines[NrLines].Line[Lines[NrLines].Current] do begin - for Count := 0 to HighNote do begin - with Note[Count] do begin - if NoteType <> ntFreestyle then begin - - - if Ini.EffectSing = 0 then - // If Golden note Effect of then Change not Color - begin - case NoteType of - ntNormal: glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself - ntGolden: glColor4f(1, 1, 0.3, 1); // no stars, paint yellow -> glColor4f(1, 1, 0.3, 0.85); - we could - end; // case - end //Else all Notes same Color - else - glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself - // Czesci == teil, element == piece, element | koniec == end / ending - // lewa czesc - left part - Rec.Left := (Start-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX; - Rec.Right := Rec.Left + NotesW; - Rec.Top := Top - (Tone-BaseNote)*Space/2 - NotesH; - Rec.Bottom := Rec.Top + 2 * NotesH; - glBindTexture(GL_TEXTURE_2D, Tex_plain_Left[PlayerNumber].TexNum); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); - glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); - glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); - glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); - glEnd; - - //We keep the postion of the top left corner b4 it's overwritten - GoldenStarPos := Rec.Left; - //done - - // srodkowa czesc - middle part - Rec.Left := Rec.Right; - Rec.Right := (Start+Length-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left - NotesW - 0.5 + 10*ScreenX; // Dlugosc == length - - glBindTexture(GL_TEXTURE_2D, Tex_plain_Mid[PlayerNumber].TexNum); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); - glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); - glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom); - glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top); - glEnd; - - // prawa czesc - right part - Rec.Left := Rec.Right; - Rec.Right := Rec.Right + NotesW; - - glBindTexture(GL_TEXTURE_2D, Tex_plain_Right[PlayerNumber].TexNum); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); - glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); - glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); - glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); - glEnd; - - // Golden Star Patch - if (NoteType = ntGolden) AND (Ini.EffectSing=1) then - begin - GoldenRec.SaveGoldenStarsRec(GoldenStarPos, Rec.Top, Rec.Right, Rec.Bottom); - end; - - end; // if not FreeStyle - end; // with - end; // for - end; // with - - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); -end; - - -// draw sung notes -procedure SingDrawPlayerLine(X, Y, W: real; NrGracza: integer; Space: integer); -var - TempR: real; - Rec: TRecR; - N: integer; - R: real; - G: real; - B: real; - A: real; - NotesH2: real; - begin -// Log.LogStatus('Player notes', 'SingDraw'); - -// if NrGracza = 0 then LoadColor(R, G, B, 'P1Light') -// else LoadColor(R, G, B, 'P2Light'); - -// R := 71/255; -// G := 175/255; -// B := 247/255; - - glColor3f(1, 1, 1); - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - -//// if Player[NrGracza].IlNut > 0 then - begin - TempR := W / (Lines[0].Line[Lines[0].Current].End_ - Lines[0].Line[Lines[0].Current].Note[0].Start); - for N := 0 to Player[NrGracza].HighNote do - begin - with Player[NrGracza].Note[N] do - begin - // Left part of note - Rec.Left := X + (Start-Lines[0].Line[Lines[0].Current].Note[0].Start) * TempR + 0.5 + 10*ScreenX; - Rec.Right := Rec.Left + NotesW; - - // Draw it in half size, if not hit - if Hit then - begin - NotesH2 := NotesH - end - else - begin - NotesH2 := int(NotesH * 0.65); - end; - - Rec.Top := Y - (Tone-Lines[0].Line[Lines[0].Current].BaseNote)*Space/2 - NotesH2; - Rec.Bottom := Rec.Top + 2 *NotesH2; - - // draw the left part - glColor3f(1, 1, 1); - glBindTexture(GL_TEXTURE_2D, Tex_Left[NrGracza+1].TexNum); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); - glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); - glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); - glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); - glEnd; - - // Middle part of the note - Rec.Left := Rec.Right; - Rec.Right := X + (Start+Length-Lines[0].Line[Lines[0].Current].Note[0].Start) * TempR - NotesW - 0.5 + 10*ScreenX; - - // (nowe) - dunno - if (Start+Length-1 = LineState.CurrentBeatD) then - Rec.Right := Rec.Right - (1-Frac(LineState.MidBeatD)) * TempR; - // the left note is more right than the right note itself, sounds weird - so we fix that xD - if Rec.Right <= Rec.Left then Rec.Right := Rec.Left; - - // draw the middle part - glBindTexture(GL_TEXTURE_2D, Tex_Mid[NrGracza+1].TexNum); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); - glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); - glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom); - glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top); - glEnd; - glColor3f(1, 1, 1); - - // the right part of the note - Rec.Left := Rec.Right; - Rec.Right := Rec.Right + NotesW; - - glBindTexture(GL_TEXTURE_2D, Tex_Right[NrGracza+1].TexNum); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); - glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); - glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); - glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); - glEnd; - - // Perfect note is stored - if Perfect and (Ini.EffectSing=1) then - begin - A := 1 - 2*(LineState.CurrentTime - GetTimeFromBeat(Start+Length)); - if not (Start+Length-1 = LineState.CurrentBeatD) then - - //Star animation counter - //inc(Starfr); - //Starfr := Starfr mod 128; - GoldenRec.SavePerfectNotePos(Rec.Left, Rec.Top); - end; - end; // with - end; // for - // eigentlich brauchen wir hier einen vergleich, um festzustellen, ob wir mit - // singen schon weiter wären, als bei Rec.Right, _auch, wenn nicht gesungen wird_ - // English Translation: - // actually we need a compare here, to determine if the singing process is ahead Rec.Right - // even if there is no singing - - - // passing on NrGracza... hope this is really something like the player-number, not only - // some kind of weird index into a colour-table - - if (Ini.EffectSing=1) then - GoldenRec.GoldenNoteTwinkle(Rec.Top,Rec.Bottom,Rec.Right, NrGracza); - end; // if -end; - -//draw Note glow -procedure SingDrawPlayerBGLine(Left, Top, Right: real; NrLines, NrGracza: integer; Space: integer); -var - Rec: TRecR; - Count: integer; - TempR: real; - R,G,B: real; - X1, X2, X3, X4: real; - W, H: real; - - lTmpA , - lTmpB : real; -begin - if (Player[NrGracza].ScoreTotalI >= 0) then begin - glColor4f(1, 1, 1, sqrt((1+sin( AudioPlayback.Position * 3))/4)/ 2 + 0.5 ); - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - - lTmpA := (Right-Left); - lTmpB := (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start); - - - if ( lTmpA > 0 ) AND - ( lTmpB > 0 ) THEN - begin - TempR := lTmpA / lTmpB; - end - else - begin - TempR := 0; - end; - - with Lines[NrLines].Line[Lines[NrLines].Current] do begin - for Count := 0 to HighNote do begin - with Note[Count] do begin - if NoteType <> ntFreestyle then begin - // begin: 14, 20 - // easy: 6, 11 - W := NotesW * 2 + 2; - H := NotesH * 1.5 + 3.5; - - X2 := (Start-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX + 4; // wciecie - X1 := X2-W; - - X3 := (Start+Length-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left - 0.5 + 10*ScreenX - 4; // wciecie - X4 := X3+W; - - // left - Rec.Left := X1; - Rec.Right := X2; - Rec.Top := Top - (Tone-BaseNote)*Space/2 - H; - Rec.Bottom := Rec.Top + 2 * H; - - glBindTexture(GL_TEXTURE_2D, Tex_BG_Left[NrGracza+1].TexNum); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); - glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); - glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); - glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); - glEnd; - - - // srodkowa czesc - Rec.Left := X2; - Rec.Right := X3; - - glBindTexture(GL_TEXTURE_2D, Tex_BG_Mid[NrGracza+1].TexNum); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); - glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); - glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); - glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); - glEnd; - - // prawa czesc - Rec.Left := X3; - Rec.Right := X4; - - glBindTexture(GL_TEXTURE_2D, Tex_BG_Right[NrGracza+1].TexNum); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); - glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); - glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); - glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); - glEnd; - end; // if not FreeStyle - end; // with - end; // for - end; // with 1 - - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); - end; -end; - -procedure SingDraw; -var - Count: integer; - Pet2: integer; - TempR: real; - Rec: TRecR; - TexRec: TRecR; - NR: TRecR; - FS: real; - BarFrom: integer; - BarAlpha: real; - BarWspol: real; - TempCol: real; - Tekst: string; - PetCz: integer; - -begin - // positions - if Ini.SingWindow = 0 then - begin - NR.Left := 120; - end - else - begin - NR.Left := 20; - end; - - NR.Right := 780; - - NR.Width := NR.Right - NR.Left; - NR.WMid := NR.Width / 2; - NR.Mid := NR.Left + NR.WMid; - - // background //BG Fullsize Mod - //SingDrawBackground; - - //TimeBar mod - SingDrawTimeBar(); - //eoa TimeBar mod - - // rysuje paski pod nutami - if (PlayersPlay = 1) and (Ini.NoteLines = 1) then - SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); - - if ((PlayersPlay = 2) or (PlayersPlay = 4)) and (Ini.NoteLines = 1) then - begin - SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15); - SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); - end; - - if ((PlayersPlay = 3) or (PlayersPlay = 6)) and (Ini.NoteLines = 1) then begin - SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12); - SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12); - SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12); - end; - - // Draw Lyrics - ScreenSing.Lyrics.Draw(LineState.MidBeat); - - // todo: Lyrics -(* // rysuje pasek, podpowiadajacy poczatek spiwania w scenie - FS := 1.3; - BarFrom := Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start; - if BarFrom > 40 then BarFrom := 40; - if (Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more - (Lines[0].Line[Lines[0].Current].StartNote - LineState.MidBeat > 0) and // przed tekstem - (Lines[0].Line[Lines[0].Current].StartNote - LineState.MidBeat < 40) then begin // ale nie za wczesnie - BarWspol := (LineState.MidBeat - (Lines[0].Line[Lines[0].Current].StartNote - BarFrom)) / BarFrom; - Rec.Left := NR.Left + BarWspol * -// (NR.WMid - Lines[0].Line[Lines[0].Current].LyricWidth / 2 * FS - 50); - (ScreenSing.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX; - Rec.Right := Rec.Left + 50; - Rec.Top := Skin_LyricsT + 3; - Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3; -{ // zapalanie - BarAlpha := (BarWspol*10) * 0.5; - if BarAlpha > 0.5 then BarAlpha := 0.5; - - // gaszenie - if BarWspol > 0.95 then BarAlpha := 0.5 * (1 - (BarWspol - 0.95) * 20);}{ - - //Change fuer Crazy Joker - - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum); - glBegin(GL_QUADS); - glColor4f(1, 1, 1, 0); - glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); - glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); - glColor4f(1, 1, 1, 0.5); - glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); - glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); - glEnd; - glDisable(GL_BLEND); - - end; } -*) - // oscilloscope - if Ini.Oscilloscope = 1 then begin - if PlayersPlay = 1 then - SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); - - if PlayersPlay = 2 then begin - SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); - SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); - end; - - if PlayersPlay = 4 then begin - if ScreenAct = 1 then begin - SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); - SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); - end; - if ScreenAct = 2 then begin - SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2); - SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3); - end; - end; - - if PlayersPlay = 3 then begin - SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0); - SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); - SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); - end; - - if PlayersPlay = 6 then begin - if ScreenAct = 1 then begin - SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0); - SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); - SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); - end; - if ScreenAct = 2 then begin - SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3); - SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4); - SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5); - end; - end; - - end; - -// Set the note heights according to the difficulty level - case Ini.Difficulty of - 0: - begin - NotesH := 11; // 9 - NotesW := 6; // 5 - end; - 1: - begin - NotesH := 8; // 7 - NotesW := 4; // 4 - end; - 2: - begin - NotesH := 5; - NotesW := 3; - end; - end; - -// Draw the Notes - if PlayersPlay = 1 then begin - SingDrawPlayerBGLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15); // Background glow - colorized in playercolor - SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); // Plain unsung notes - colorized in playercolor - SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15); // imho the sung notes - end; - - if (PlayersPlay = 2) then begin - SingDrawPlayerBGLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); - SingDrawPlayerBGLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); - - SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); - SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15); - - SingDrawPlayerLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); - SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); - end; - - if PlayersPlay = 3 then begin - NotesW := NotesW * 0.8; - NotesH := NotesH * 0.8; - - SingDrawPlayerBGLine(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); - SingDrawPlayerBGLine(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); - SingDrawPlayerBGLine(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); - - SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); - SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 1, 12); - SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 2, 12); - - SingDrawPlayerLine(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); - SingDrawPlayerLine(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); - SingDrawPlayerLine(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); - end; - - if PlayersPlay = 4 then begin - if ScreenAct = 1 then begin - SingDrawPlayerBGLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); - SingDrawPlayerBGLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); - end; - if ScreenAct = 2 then begin - SingDrawPlayerBGLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15); - SingDrawPlayerBGLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15); - end; - - if ScreenAct = 1 then begin - SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); - SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15); - end; - if ScreenAct = 2 then begin - SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 2, 15); - SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 3, 15); - end; - - if ScreenAct = 1 then begin - SingDrawPlayerLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); - SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); - end; - if ScreenAct = 2 then begin - SingDrawPlayerLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 2, 15); - SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 3, 15); - end; - end; - - if PlayersPlay = 6 then begin - NotesW := NotesW * 0.8; - NotesH := NotesH * 0.8; - - if ScreenAct = 1 then begin - SingDrawPlayerBGLine(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); - SingDrawPlayerBGLine(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); - SingDrawPlayerBGLine(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); - end; - if ScreenAct = 2 then begin - SingDrawPlayerBGLine(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12); - SingDrawPlayerBGLine(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12); - SingDrawPlayerBGLine(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12); - end; - - if ScreenAct = 1 then begin - SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); - SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 1, 12); - SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 2, 12); - end; - if ScreenAct = 2 then begin - SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 3, 12); - SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 4, 12); - SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 5, 12); - end; - - if ScreenAct = 1 then begin - SingDrawPlayerLine(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); - SingDrawPlayerLine(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); - SingDrawPlayerLine(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); - end; - if ScreenAct = 2 then begin - SingDrawPlayerLine(Nr.Left + 20, 120+95, Nr.Width - 40, 3, 12); - SingDrawPlayerLine(Nr.Left + 20, 245+95, Nr.Width - 40, 4, 12); - SingDrawPlayerLine(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12); - end; - end; - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); -end; - -// q'n'd for using the game mode dll's -procedure SingModiDraw (PlayerInfo: TPlayerInfo); -var - Count: integer; - Pet2: integer; - TempR: real; - Rec: TRecR; - TexRec: TRecR; - NR: TRecR; - FS: real; - BarFrom: integer; - BarAlpha: real; - BarWspol: real; - TempCol: real; - Tekst: string; - PetCz: integer; -begin - // positions - if Ini.SingWindow = 0 then begin - NR.Left := 120; - end else begin - NR.Left := 20; - end; - - NR.Right := 780; - NR.Width := NR.Right - NR.Left; - NR.WMid := NR.Width / 2; - NR.Mid := NR.Left + NR.WMid; - - // time bar - SingDrawTimeBar(); - - if DLLMan.Selected.ShowNotes then - begin - if PlayersPlay = 1 then - SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); - if (PlayersPlay = 2) or (PlayersPlay = 4) then begin - SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15); - SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); - end; - - if (PlayersPlay = 3) or (PlayersPlay = 6) then begin - SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12); - SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12); - SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12); - end; - end; - - // Draw Lyrics - ScreenSingModi.Lyrics.Draw(LineState.MidBeat); - - // todo: Lyrics -{ // rysuje pasek, podpowiadajacy poczatek spiwania w scenie - FS := 1.3; - BarFrom := Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start; - if BarFrom > 40 then BarFrom := 40; - if (Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more - (Lines[0].Line[Lines[0].Current].StartNote - LineState.MidBeat > 0) and // przed tekstem - (Lines[0].Line[Lines[0].Current].StartNote - LineState.MidBeat < 40) then begin // ale nie za wczesnie - BarWspol := (LineState.MidBeat - (Lines[0].Line[Lines[0].Current].StartNote - BarFrom)) / BarFrom; - Rec.Left := NR.Left + BarWspol * (ScreenSingModi.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX; - Rec.Right := Rec.Left + 50; - Rec.Top := Skin_LyricsT + 3; - Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3; - - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum); - glBegin(GL_QUADS); - glColor4f(1, 1, 1, 0); - glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); - glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); - glColor4f(1, 1, 1, 0.5); - glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); - glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); - glEnd; - glDisable(GL_BLEND); - end; - } - - // oscilloscope | the thing that moves when you yell into your mic (imho) - if (((Ini.Oscilloscope = 1) AND (DLLMan.Selected.ShowRateBar_O)) AND (NOT DLLMan.Selected.ShowRateBar)) then begin - if PlayersPlay = 1 then - if PlayerInfo.Playerinfo[0].Enabled then - SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); - - if PlayersPlay = 2 then begin - if PlayerInfo.Playerinfo[0].Enabled then - SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); - if PlayerInfo.Playerinfo[1].Enabled then - SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); - end; - - if PlayersPlay = 4 then begin - if ScreenAct = 1 then begin - if PlayerInfo.Playerinfo[0].Enabled then - SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); - if PlayerInfo.Playerinfo[1].Enabled then - SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); - end; - if ScreenAct = 2 then begin - if PlayerInfo.Playerinfo[2].Enabled then - SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2); - if PlayerInfo.Playerinfo[3].Enabled then - SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3); - end; - end; - - if PlayersPlay = 3 then begin - if PlayerInfo.Playerinfo[0].Enabled then - SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0); - if PlayerInfo.Playerinfo[1].Enabled then - SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); - if PlayerInfo.Playerinfo[2].Enabled then - SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); - end; - - if PlayersPlay = 6 then begin - if ScreenAct = 1 then begin - if PlayerInfo.Playerinfo[0].Enabled then - SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0); - if PlayerInfo.Playerinfo[1].Enabled then - SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); - if PlayerInfo.Playerinfo[2].Enabled then - SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); - end; - if ScreenAct = 2 then begin - if PlayerInfo.Playerinfo[3].Enabled then - SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3); - if PlayerInfo.Playerinfo[4].Enabled then - SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4); - if PlayerInfo.Playerinfo[5].Enabled then - SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5); - end; - end; - - end; - -// resize the notes according to the difficulty level - case Ini.Difficulty of - 0: - begin - NotesH := 11; // 9 - NotesW := 6; // 5 - end; - 1: - begin - NotesH := 8; // 7 - NotesW := 4; // 4 - end; - 2: - begin - NotesH := 5; - NotesW := 3; - end; - end; - - if (DLLMAn.Selected.ShowNotes And DLLMan.Selected.LoadSong) then - begin - if (PlayersPlay = 1) And PlayerInfo.Playerinfo[0].Enabled then begin - SingDrawPlayerBGLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15); - SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); - SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15); - end; - - if (PlayersPlay = 2) then begin - if PlayerInfo.Playerinfo[0].Enabled then - begin - SingDrawPlayerBGLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); - SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); - SingDrawPlayerLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); - end; - if PlayerInfo.Playerinfo[1].Enabled then - begin - SingDrawPlayerBGLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); - SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); - SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); - end; - - end; - - if PlayersPlay = 3 then begin - NotesW := NotesW * 0.8; - NotesH := NotesH * 0.8; - - if PlayerInfo.Playerinfo[0].Enabled then - begin - SingDrawPlayerBGLine(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); - SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); - SingDrawPlayerLine(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); - end; - - if PlayerInfo.Playerinfo[1].Enabled then - begin - SingDrawPlayerBGLine(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); - SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 0, 12); - SingDrawPlayerLine(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); - end; - - if PlayerInfo.Playerinfo[2].Enabled then - begin - SingDrawPlayerBGLine(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); - SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 0, 12); - SingDrawPlayerLine(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); - end; - end; - - if PlayersPlay = 4 then begin - if ScreenAct = 1 then begin - SingDrawPlayerBGLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); - SingDrawPlayerBGLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); - end; - if ScreenAct = 2 then begin - SingDrawPlayerBGLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15); - SingDrawPlayerBGLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15); - end; - - SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); - SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); - - if ScreenAct = 1 then begin - SingDrawPlayerLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); - SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); - end; - if ScreenAct = 2 then begin - SingDrawPlayerLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 2, 15); - SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 3, 15); - end; - end; - - if PlayersPlay = 6 then begin - NotesW := NotesW * 0.8; - NotesH := NotesH * 0.8; - - if ScreenAct = 1 then begin - SingDrawPlayerBGLine(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); - SingDrawPlayerBGLine(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); - SingDrawPlayerBGLine(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); - end; - if ScreenAct = 2 then begin - SingDrawPlayerBGLine(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12); - SingDrawPlayerBGLine(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12); - SingDrawPlayerBGLine(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12); - end; - - SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); - SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 0, 12); - SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 0, 12); - - if ScreenAct = 1 then begin - SingDrawPlayerLine(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); - SingDrawPlayerLine(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); - SingDrawPlayerLine(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); - end; - if ScreenAct = 2 then begin - SingDrawPlayerLine(Nr.Left + 20, 120+95, Nr.Width - 40, 3, 12); - SingDrawPlayerLine(Nr.Left + 20, 245+95, Nr.Width - 40, 4, 12); - SingDrawPlayerLine(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12); - end; - end; - end; - - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); -end; - - -{//SingBar Mod -procedure SingDrawSingbar(X, Y, W, H: real; Percent: integer); -var - R: Real; - G: Real; - B: Real; - A: cardinal; - I: Integer; - -begin; - - //SingBar Background - glColor4f(1, 1, 1, 0.8); - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Back.TexNum); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(X, Y); - glTexCoord2f(0, 1); glVertex2f(X, Y+H); - glTexCoord2f(1, 1); glVertex2f(X+W, Y+H); - glTexCoord2f(1, 0); glVertex2f(X+W, Y); - glEnd; - - //SingBar coloured Bar - Case Percent of - 0..22: begin - R := 1; - G := 0; - B := 0; - end; - 23..42: begin - R := 1; - G := ((Percent-23)/100)*5; - B := 0; - end; - 43..57: begin - R := 1; - G := 1; - B := 0; - end; - 58..77: begin - R := 1-(Percent - 58)/100*5; - G := 1; - B := 0; - end; - 78..99: begin - R := 0; - G := 1; - B := 0; - end; - End; //Case - - glColor4f(R, G, B, 1); - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Bar.TexNum); - //Size= Player[PlayerNum].ScorePercent of W - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(X, Y); - glTexCoord2f(0, 1); glVertex2f(X, Y+H); - glTexCoord2f(1, 1); glVertex2f(X+(W/100 * (Percent +1)), Y+H); - glTexCoord2f(1, 0); glVertex2f(X+(W/100 * (Percent +1)), Y); - glEnd; - - //SingBar Front - glColor4f(1, 1, 1, 0.6); - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Front.TexNum); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(X, Y); - glTexCoord2f(0, 1); glVertex2f(X, Y+H); - glTexCoord2f(1, 1); glVertex2f(X+W, Y+H); - glTexCoord2f(1, 0); glVertex2f(X+W, Y); - glEnd; -end; -//end Singbar Mod - -//PhrasenBonus - Line Bonus Pop Up -procedure SingDrawLineBonus( const X, Y: Single; Color: TRGB; Alpha: Single; Text: string; Age: Integer); -var -Length, X2: Real; //Length of Text -Size: Integer; //Size of Popup -begin -if Alpha <> 0 then -begin - -//Set Font Propertys -SetFontStyle(2); //Font: Outlined1 -if Age < 5 then SetFontSize(Age + 1) else SetFontSize(6); -SetFontItalic(False); - -//Check Font Size -Length := glTextWidth ( PChar(Text)) + 3; //Little Space for a Better Look ^^ - -//Text -SetFontPos (X + 50 - (Length / 2), Y + 12); //Position - - -if Age < 5 then Size := Age * 10 else Size := 50; - - //Draw Background - //glColor4f(Color.R, Color.G, Color.B, Alpha); //Set Color - glColor4f(1, 1, 1, Alpha); - - - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - - //New Method, Not Variable - glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusBack[2].TexNum); - - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(X + 50 - Size, Y + 25 - (Size/2)); - glTexCoord2f(0, 1); glVertex2f(X + 50 - Size, Y + 25 + (Size/2)); - glTexCoord2f(1, 1); glVertex2f(X + 50 + Size, Y + 25 + (Size/2)); - glTexCoord2f(1, 0); glVertex2f(X + 50 + Size, Y + 25 - (Size/2)); - glEnd; - - glColor4f(1, 1, 1, Alpha); //Set Color - //Draw Text - glPrint (PChar(Text)); -end; -end; -//PhrasenBonus - Line Bonus Mod} - -// Draw Note Bars for Editor -//There are 11 Resons for a new Procdedure: (nice binary :D ) -// 1. It don't look good when you Draw the Golden Note Star Effect in the Editor -// 2. You can see the Freestyle Notes in the Editor SemiTransparent -// 3. Its easier and Faster then changing the old Procedure -procedure EditDrawLine(Left, Top, Right: real; NrLines: integer; Space: integer); -var - Rec: TRecR; - Count: integer; - TempR: real; -begin - glColor3f(1, 1, 1); - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - TempR := (Right-Left) / (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start); - with Lines[NrLines].Line[Lines[NrLines].Current] do begin - for Count := 0 to HighNote do begin - with Note[Count] do begin - - // Golden Note Patch - case NoteType of - ntFreestyle: glColor4f(1, 1, 1, 0.35); - ntNormal: glColor4f(1, 1, 1, 0.85); - ntGolden: Glcolor4f(1, 1, 0.3, 0.85); - end; // case - - - - // lewa czesc - left part - Rec.Left := (Start-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX; - Rec.Right := Rec.Left + NotesW; - Rec.Top := Top - (Tone-BaseNote)*Space/2 - NotesH; - Rec.Bottom := Rec.Top + 2 * NotesH; - glBindTexture(GL_TEXTURE_2D, Tex_Left[Color].TexNum); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); - glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); - glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); - glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); - glEnd; - - // srodkowa czesc - middle part - Rec.Left := Rec.Right; - Rec.Right := (Start+Length-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left - NotesW - 0.5 + 10*ScreenX; - - glBindTexture(GL_TEXTURE_2D, Tex_Mid[Color].TexNum); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); - glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); - glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); - glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); - glEnd; - - // prawa czesc - right part - Rec.Left := Rec.Right; - Rec.Right := Rec.Right + NotesW; - - glBindTexture(GL_TEXTURE_2D, Tex_Right[Color].TexNum); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); - glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); - glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); - glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); - glEnd; - - end; // with - end; // for - end; // with - - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); -end; - -procedure SingDrawTimeBar(); -var x,y: real; - width, height: real; - lTmp : real; -begin - x := Theme.Sing.StaticTimeProgress.x; - y := Theme.Sing.StaticTimeProgress.y; - - width := Theme.Sing.StaticTimeProgress.w; - height := Theme.Sing.StaticTimeProgress.h; - - glColor4f(Theme.Sing.StaticTimeProgress.ColR, - Theme.Sing.StaticTimeProgress.ColG, - Theme.Sing.StaticTimeProgress.ColB, 1); //Set Color - - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - - glBindTexture(GL_TEXTURE_2D, Tex_TimeProgress.TexNum); - - glBegin(GL_QUADS); - try - glTexCoord2f(0, 0); - glVertex2f(x,y); - - if ( LineState.CurrentTime > 0 ) AND - ( LineState.TotalTime > 0 ) THEN - BEGIN - lTmp := LineState.CurrentTime/LineState.TotalTime; - glTexCoord2f((width*LineState.CurrentTime/LineState.TotalTime)/8, 0); - glVertex2f(x+width*LineState.CurrentTime/LineState.TotalTime, y); - - glTexCoord2f((width*LineState.CurrentTime/LineState.TotalTime)/8, 1); - glVertex2f(x+width*LineState.CurrentTime/LineState.TotalTime, y+height); - END; - - glTexCoord2f(0, 1); - glVertex2f(x, y+height); - finally - glEnd; - end; - - glDisable(GL_TEXTURE_2D); - glDisable(GL_BLEND); - glcolor4f(1,1,1,1); -end; - -end. - +unit UDraw;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses UThemes,
+ ModiSDK,
+ UGraphicClasses;
+
+procedure SingDraw;
+procedure SingModiDraw (PlayerInfo: TPlayerInfo);
+procedure SingDrawBackground;
+procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer);
+procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer);
+procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrLines: integer);
+procedure SingDrawLine(Left, Top, Right: real; NrLines: integer; Space: integer);
+procedure SingDrawPlayerLine(X, Y, W: real; NrGracza: integer; Space: integer);
+procedure SingDrawPlayerBGLine(Left, Top, Right: real; NrLines, NrGracza: integer; Space: integer);
+
+// TimeBar
+procedure SingDrawTimeBar();
+
+//Draw Editor NoteLines
+procedure EditDrawLine(Left, Top, Right: real; NrLines: integer; Space: integer);
+
+
+type
+ TRecR = record
+ Top: real;
+ Left: real;
+ Right: real;
+ Bottom: real;
+
+ Width: real;
+ WMid: real;
+ Height: real;
+ HMid: real;
+
+ Mid: real;
+ end;
+
+var
+ NotesW: real;
+ NotesH: real;
+ Starfr: integer;
+ StarfrG: integer;
+
+ //SingBar
+ TickOld: cardinal;
+ TickOld2:cardinal;
+
+const
+ Przedz = 32;
+
+implementation
+
+uses
+ OpenGL12,
+ UGraphic,
+ SysUtils,
+ UMusic,
+ URecord,
+ ULog,
+ UScreenSing,
+ UScreenSingModi,
+ ULyrics,
+ UMain,
+ TextGL,
+ UTexture,
+ UDrawTexture,
+ UIni,
+ Math,
+ UDLLManager;
+
+procedure SingDrawBackground;
+var
+ Rec: TRecR;
+ TexRec: TRecR;
+begin
+ if (ScreenSing.Tex_Background.TexNum > 0) then begin
+
+ glClearColor (1, 1, 1, 1);
+ glColor4f (1, 1, 1, 1);
+
+ if (Ini.MovieSize <= 1) then //HalfSize BG
+ begin
+ (* half screen + gradient *)
+ Rec.Top := 110; // 80
+ Rec.Bottom := Rec.Top + 20;
+ Rec.Left := 0;
+ Rec.Right := 800;
+
+ TexRec.Top := (Rec.Top / 600) * ScreenSing.Tex_Background.TexH;
+ TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH;
+ TexRec.Left := 0;
+ TexRec.Right := ScreenSing.Tex_Background.TexW;
+
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, ScreenSing.Tex_Background.TexNum);
+ glEnable(GL_BLEND);
+ glBegin(GL_QUADS);
+ (* gradient draw *)
+ (* top *)
+ glColor4f(1, 1, 1, 0);
+ glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top);
+ glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top);
+ glColor4f(1, 1, 1, 1);
+ glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom);
+ (* mid *)
+ Rec.Top := Rec.Bottom;
+ Rec.Bottom := 490 - 20; // 490 - 20
+ TexRec.Top := TexRec.Bottom;
+ TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH;
+ glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top);
+ (* bottom *)
+ Rec.Top := Rec.Bottom;
+ Rec.Bottom := 490; // 490
+ TexRec.Top := TexRec.Bottom;
+ TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH;
+ glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top);
+ glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top);
+ glColor4f(1, 1, 1, 0);
+ glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom);
+
+ glEnd;
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+ end
+ else //Full Size BG
+ begin
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, ScreenSing.Tex_Background.TexNum);
+ //glEnable(GL_BLEND);
+ glBegin(GL_QUADS);
+
+ glTexCoord2f(0, 0); glVertex2f(0, 0);
+ glTexCoord2f(0, ScreenSing.Tex_Background.TexH); glVertex2f(0, 600);
+ glTexCoord2f( ScreenSing.Tex_Background.TexW, ScreenSing.Tex_Background.TexH); glVertex2f(800, 600);
+ glTexCoord2f( ScreenSing.Tex_Background.TexW, 0); glVertex2f(800, 0);
+
+ glEnd;
+ glDisable(GL_TEXTURE_2D);
+ //glDisable(GL_BLEND);
+ end;
+ end;
+end;
+
+procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer);
+var
+ SampleIndex: integer;
+ Sound: TCaptureBuffer;
+ MaxX, MaxY: real;
+begin;
+ Sound := AudioInputProcessor.Sound[NrSound];
+
+ // Log.LogStatus('Oscilloscope', 'SingDraw');
+ glColor3f(Skin_OscR, Skin_OscG, Skin_OscB);
+ {if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then
+ glColor3f(1, 1, 1); }
+
+ MaxX := W-1;
+ MaxY := (H-1) / 2;
+
+ glBegin(GL_LINE_STRIP);
+ for SampleIndex := 0 to High(Sound.BufferArray) do
+ begin
+ glVertex2f(X + MaxX * SampleIndex/High(Sound.BufferArray),
+ Y + MaxY * (1 - Sound.BufferArray[SampleIndex]/-Low(Smallint)));
+ end;
+ glEnd;
+end;
+
+
+
+procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer);
+var
+ Count: integer;
+begin
+ glEnable(GL_BLEND);
+ glColor4f(Skin_P1_LinesR, Skin_P1_LinesG, Skin_P1_LinesB, 0.4);
+ glBegin(GL_LINES);
+ for Count := 0 to 9 do begin
+ glVertex2f(Left, Top + Count * Space);
+ glVertex2f(Right, Top + Count * Space);
+ end;
+ glEnd;
+ glDisable(GL_BLEND);
+end;
+
+procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrLines: integer);
+var
+ Count: integer;
+ TempR: real;
+begin
+ TempR := (Right-Left) / (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start);
+ glEnable(GL_BLEND);
+ glBegin(GL_LINES);
+ for Count := Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start to Lines[NrLines].Line[Lines[NrLines].Current].End_ do begin
+ if (Count mod Lines[NrLines].Resolution) = Lines[NrLines].NotesGAP then
+ glColor4f(0, 0, 0, 1)
+ else
+ glColor4f(0, 0, 0, 0.3);
+ glVertex2f(Left + TempR * (Count - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start), Top);
+ glVertex2f(Left + TempR * (Count - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start), Top + 135);
+ end;
+ glEnd;
+ glDisable(GL_BLEND);
+end;
+
+// draw blank Notebars
+procedure SingDrawLine(Left, Top, Right: real; NrLines: integer; Space: integer);
+var
+ Rec: TRecR;
+ Count: integer;
+ TempR: real;
+ R,G,B: real;
+
+ PlayerNumber: Integer;
+
+ GoldenStarPos : real;
+
+ lTmpA ,
+ lTmpB : real;
+begin
+// We actually don't have a playernumber in this procedure, it should reside in NrLines - but it's always set to zero
+// So we exploit this behavior a bit - we give NrLines the playernumber, keep it in playernumber - and then we set NrLines to zero
+// This could also come quite in handy when we do the duet mode, cause just the notes for the player that has to sing should be drawn then
+// BUT this is not implemented yet, all notes are drawn! :D
+
+ PlayerNumber := NrLines + 1; // Player 1 is 0
+ NrLines := 0;
+
+// exploit done
+
+ glColor3f(1, 1, 1);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ lTmpA := (Right-Left);
+ lTmpB := (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start);
+
+ if ( lTmpA > 0 ) AND
+ ( lTmpB > 0 ) THEN
+ begin
+ TempR := lTmpA / lTmpB;
+ end
+ else
+ begin
+ TempR := 0;
+ end;
+
+
+ with Lines[NrLines].Line[Lines[NrLines].Current] do begin
+ for Count := 0 to HighNote do begin
+ with Note[Count] do begin
+ if NoteType <> ntFreestyle then begin
+
+
+ if Ini.EffectSing = 0 then
+ // If Golden note Effect of then Change not Color
+ begin
+ case NoteType of
+ ntNormal: glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself
+ ntGolden: glColor4f(1, 1, 0.3, 1); // no stars, paint yellow -> glColor4f(1, 1, 0.3, 0.85); - we could
+ end; // case
+ end //Else all Notes same Color
+ else
+ glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself
+ // Czesci == teil, element == piece, element | koniec == end / ending
+ // lewa czesc - left part
+ Rec.Left := (Start-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX;
+ Rec.Right := Rec.Left + NotesW;
+ Rec.Top := Top - (Tone-BaseNote)*Space/2 - NotesH;
+ Rec.Bottom := Rec.Top + 2 * NotesH;
+ glBindTexture(GL_TEXTURE_2D, Tex_plain_Left[PlayerNumber].TexNum);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+
+ //We keep the postion of the top left corner b4 it's overwritten
+ GoldenStarPos := Rec.Left;
+ //done
+
+ // srodkowa czesc - middle part
+ Rec.Left := Rec.Right;
+ Rec.Right := (Start+Length-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left - NotesW - 0.5 + 10*ScreenX; // Dlugosc == length
+
+ glBindTexture(GL_TEXTURE_2D, Tex_plain_Mid[PlayerNumber].TexNum);
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+
+ // prawa czesc - right part
+ Rec.Left := Rec.Right;
+ Rec.Right := Rec.Right + NotesW;
+
+ glBindTexture(GL_TEXTURE_2D, Tex_plain_Right[PlayerNumber].TexNum);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+
+ // Golden Star Patch
+ if (NoteType = ntGolden) AND (Ini.EffectSing=1) then
+ begin
+ GoldenRec.SaveGoldenStarsRec(GoldenStarPos, Rec.Top, Rec.Right, Rec.Bottom);
+ end;
+
+ end; // if not FreeStyle
+ end; // with
+ end; // for
+ end; // with
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+end;
+
+
+// draw sung notes
+procedure SingDrawPlayerLine(X, Y, W: real; NrGracza: integer; Space: integer);
+var
+ TempR: real;
+ Rec: TRecR;
+ N: integer;
+ R: real;
+ G: real;
+ B: real;
+ A: real;
+ NotesH2: real;
+ begin
+// Log.LogStatus('Player notes', 'SingDraw');
+
+// if NrGracza = 0 then LoadColor(R, G, B, 'P1Light')
+// else LoadColor(R, G, B, 'P2Light');
+
+// R := 71/255;
+// G := 175/255;
+// B := 247/255;
+
+ glColor3f(1, 1, 1);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+//// if Player[NrGracza].IlNut > 0 then
+ begin
+ TempR := W / (Lines[0].Line[Lines[0].Current].End_ - Lines[0].Line[Lines[0].Current].Note[0].Start);
+ for N := 0 to Player[NrGracza].HighNote do
+ begin
+ with Player[NrGracza].Note[N] do
+ begin
+ // Left part of note
+ Rec.Left := X + (Start-Lines[0].Line[Lines[0].Current].Note[0].Start) * TempR + 0.5 + 10*ScreenX;
+ Rec.Right := Rec.Left + NotesW;
+
+ // Draw it in half size, if not hit
+ if Hit then
+ begin
+ NotesH2 := NotesH
+ end
+ else
+ begin
+ NotesH2 := int(NotesH * 0.65);
+ end;
+
+ Rec.Top := Y - (Tone-Lines[0].Line[Lines[0].Current].BaseNote)*Space/2 - NotesH2;
+ Rec.Bottom := Rec.Top + 2 *NotesH2;
+
+ // draw the left part
+ glColor3f(1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, Tex_Left[NrGracza+1].TexNum);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+
+ // Middle part of the note
+ Rec.Left := Rec.Right;
+ Rec.Right := X + (Start+Length-Lines[0].Line[Lines[0].Current].Note[0].Start) * TempR - NotesW - 0.5 + 10*ScreenX;
+
+ // (nowe) - dunno
+ if (Start+Length-1 = LineState.CurrentBeatD) then
+ Rec.Right := Rec.Right - (1-Frac(LineState.MidBeatD)) * TempR;
+ // the left note is more right than the right note itself, sounds weird - so we fix that xD
+ if Rec.Right <= Rec.Left then Rec.Right := Rec.Left;
+
+ // draw the middle part
+ glBindTexture(GL_TEXTURE_2D, Tex_Mid[NrGracza+1].TexNum);
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+ glColor3f(1, 1, 1);
+
+ // the right part of the note
+ Rec.Left := Rec.Right;
+ Rec.Right := Rec.Right + NotesW;
+
+ glBindTexture(GL_TEXTURE_2D, Tex_Right[NrGracza+1].TexNum);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+
+ // Perfect note is stored
+ if Perfect and (Ini.EffectSing=1) then
+ begin
+ A := 1 - 2*(LineState.CurrentTime - GetTimeFromBeat(Start+Length));
+ if not (Start+Length-1 = LineState.CurrentBeatD) then
+
+ //Star animation counter
+ //inc(Starfr);
+ //Starfr := Starfr mod 128;
+ GoldenRec.SavePerfectNotePos(Rec.Left, Rec.Top);
+ end;
+ end; // with
+ end; // for
+ // eigentlich brauchen wir hier einen vergleich, um festzustellen, ob wir mit
+ // singen schon weiter wären, als bei Rec.Right, _auch, wenn nicht gesungen wird_
+ // English Translation:
+ // actually we need a compare here, to determine if the singing process is ahead Rec.Right
+ // even if there is no singing
+
+
+ // passing on NrGracza... hope this is really something like the player-number, not only
+ // some kind of weird index into a colour-table
+
+ if (Ini.EffectSing=1) then
+ GoldenRec.GoldenNoteTwinkle(Rec.Top,Rec.Bottom,Rec.Right, NrGracza);
+ end; // if
+end;
+
+//draw Note glow
+procedure SingDrawPlayerBGLine(Left, Top, Right: real; NrLines, NrGracza: integer; Space: integer);
+var
+ Rec: TRecR;
+ Count: integer;
+ TempR: real;
+ R,G,B: real;
+ X1, X2, X3, X4: real;
+ W, H: real;
+
+ lTmpA ,
+ lTmpB : real;
+begin
+ if (Player[NrGracza].ScoreTotalI >= 0) then begin
+ glColor4f(1, 1, 1, sqrt((1+sin( AudioPlayback.Position * 3))/4)/ 2 + 0.5 );
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+
+ lTmpA := (Right-Left);
+ lTmpB := (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start);
+
+
+ if ( lTmpA > 0 ) AND
+ ( lTmpB > 0 ) THEN
+ begin
+ TempR := lTmpA / lTmpB;
+ end
+ else
+ begin
+ TempR := 0;
+ end;
+
+ with Lines[NrLines].Line[Lines[NrLines].Current] do begin
+ for Count := 0 to HighNote do begin
+ with Note[Count] do begin
+ if NoteType <> ntFreestyle then begin
+ // begin: 14, 20
+ // easy: 6, 11
+ W := NotesW * 2 + 2;
+ H := NotesH * 1.5 + 3.5;
+
+ X2 := (Start-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX + 4; // wciecie
+ X1 := X2-W;
+
+ X3 := (Start+Length-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left - 0.5 + 10*ScreenX - 4; // wciecie
+ X4 := X3+W;
+
+ // left
+ Rec.Left := X1;
+ Rec.Right := X2;
+ Rec.Top := Top - (Tone-BaseNote)*Space/2 - H;
+ Rec.Bottom := Rec.Top + 2 * H;
+
+ glBindTexture(GL_TEXTURE_2D, Tex_BG_Left[NrGracza+1].TexNum);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+
+
+ // srodkowa czesc
+ Rec.Left := X2;
+ Rec.Right := X3;
+
+ glBindTexture(GL_TEXTURE_2D, Tex_BG_Mid[NrGracza+1].TexNum);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+
+ // prawa czesc
+ Rec.Left := X3;
+ Rec.Right := X4;
+
+ glBindTexture(GL_TEXTURE_2D, Tex_BG_Right[NrGracza+1].TexNum);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+ end; // if not FreeStyle
+ end; // with
+ end; // for
+ end; // with 1
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ end;
+end;
+
+procedure SingDraw;
+var
+ Count: integer;
+ Pet2: integer;
+ TempR: real;
+ Rec: TRecR;
+ TexRec: TRecR;
+ NR: TRecR;
+ FS: real;
+ BarFrom: integer;
+ BarAlpha: real;
+ BarWspol: real;
+ TempCol: real;
+ Tekst: string;
+ PetCz: integer;
+
+begin
+ // positions
+ if Ini.SingWindow = 0 then
+ begin
+ NR.Left := 120;
+ end
+ else
+ begin
+ NR.Left := 20;
+ end;
+
+ NR.Right := 780;
+
+ NR.Width := NR.Right - NR.Left;
+ NR.WMid := NR.Width / 2;
+ NR.Mid := NR.Left + NR.WMid;
+
+ // background //BG Fullsize Mod
+ //SingDrawBackground;
+
+ //TimeBar mod
+ SingDrawTimeBar();
+ //eoa TimeBar mod
+
+ // rysuje paski pod nutami
+ if (PlayersPlay = 1) and (Ini.NoteLines = 1) then
+ SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15);
+
+ if ((PlayersPlay = 2) or (PlayersPlay = 4)) and (Ini.NoteLines = 1) then
+ begin
+ SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15);
+ SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15);
+ end;
+
+ if ((PlayersPlay = 3) or (PlayersPlay = 6)) and (Ini.NoteLines = 1) then begin
+ SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12);
+ SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12);
+ SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12);
+ end;
+
+ // Draw Lyrics
+ ScreenSing.Lyrics.Draw(LineState.MidBeat);
+
+ // todo: Lyrics
+(* // rysuje pasek, podpowiadajacy poczatek spiwania w scenie
+ FS := 1.3;
+ BarFrom := Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start;
+ if BarFrom > 40 then BarFrom := 40;
+ if (Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more
+ (Lines[0].Line[Lines[0].Current].StartNote - LineState.MidBeat > 0) and // przed tekstem
+ (Lines[0].Line[Lines[0].Current].StartNote - LineState.MidBeat < 40) then begin // ale nie za wczesnie
+ BarWspol := (LineState.MidBeat - (Lines[0].Line[Lines[0].Current].StartNote - BarFrom)) / BarFrom;
+ Rec.Left := NR.Left + BarWspol *
+// (NR.WMid - Lines[0].Line[Lines[0].Current].LyricWidth / 2 * FS - 50);
+ (ScreenSing.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX;
+ Rec.Right := Rec.Left + 50;
+ Rec.Top := Skin_LyricsT + 3;
+ Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3;
+{ // zapalanie
+ BarAlpha := (BarWspol*10) * 0.5;
+ if BarAlpha > 0.5 then BarAlpha := 0.5;
+
+ // gaszenie
+ if BarWspol > 0.95 then BarAlpha := 0.5 * (1 - (BarWspol - 0.95) * 20);}{
+
+ //Change fuer Crazy Joker
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum);
+ glBegin(GL_QUADS);
+ glColor4f(1, 1, 1, 0);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glColor4f(1, 1, 1, 0.5);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+ glDisable(GL_BLEND);
+
+ end; }
+*)
+ // oscilloscope
+ if Ini.Oscilloscope = 1 then begin
+ if PlayersPlay = 1 then
+ SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
+
+ if PlayersPlay = 2 then begin
+ SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
+ SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
+ end;
+
+ if PlayersPlay = 4 then begin
+ if ScreenAct = 1 then begin
+ SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
+ SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2);
+ SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3);
+ end;
+ end;
+
+ if PlayersPlay = 3 then begin
+ SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0);
+ SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
+ SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
+ end;
+
+ if PlayersPlay = 6 then begin
+ if ScreenAct = 1 then begin
+ SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0);
+ SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
+ SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3);
+ SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4);
+ SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5);
+ end;
+ end;
+
+ end;
+
+// Set the note heights according to the difficulty level
+ case Ini.Difficulty of
+ 0:
+ begin
+ NotesH := 11; // 9
+ NotesW := 6; // 5
+ end;
+ 1:
+ begin
+ NotesH := 8; // 7
+ NotesW := 4; // 4
+ end;
+ 2:
+ begin
+ NotesH := 5;
+ NotesW := 3;
+ end;
+ end;
+
+// Draw the Notes
+ if PlayersPlay = 1 then begin
+ SingDrawPlayerBGLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15); // Background glow - colorized in playercolor
+ SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); // Plain unsung notes - colorized in playercolor
+ SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15); // imho the sung notes
+ end;
+
+ if (PlayersPlay = 2) then begin
+ SingDrawPlayerBGLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15);
+ SingDrawPlayerBGLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15);
+
+ SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
+ SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15);
+
+ SingDrawPlayerLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
+ SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15);
+ end;
+
+ if PlayersPlay = 3 then begin
+ NotesW := NotesW * 0.8;
+ NotesH := NotesH * 0.8;
+
+ SingDrawPlayerBGLine(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12);
+ SingDrawPlayerBGLine(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12);
+ SingDrawPlayerBGLine(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12);
+
+ SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
+ SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 1, 12);
+ SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 2, 12);
+
+ SingDrawPlayerLine(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
+ SingDrawPlayerLine(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12);
+ SingDrawPlayerLine(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12);
+ end;
+
+ if PlayersPlay = 4 then begin
+ if ScreenAct = 1 then begin
+ SingDrawPlayerBGLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15);
+ SingDrawPlayerBGLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawPlayerBGLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15);
+ SingDrawPlayerBGLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15);
+ end;
+
+ if ScreenAct = 1 then begin
+ SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
+ SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 2, 15);
+ SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 3, 15);
+ end;
+
+ if ScreenAct = 1 then begin
+ SingDrawPlayerLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
+ SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawPlayerLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 2, 15);
+ SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 3, 15);
+ end;
+ end;
+
+ if PlayersPlay = 6 then begin
+ NotesW := NotesW * 0.8;
+ NotesH := NotesH * 0.8;
+
+ if ScreenAct = 1 then begin
+ SingDrawPlayerBGLine(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12);
+ SingDrawPlayerBGLine(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12);
+ SingDrawPlayerBGLine(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawPlayerBGLine(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12);
+ SingDrawPlayerBGLine(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12);
+ SingDrawPlayerBGLine(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12);
+ end;
+
+ if ScreenAct = 1 then begin
+ SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
+ SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 1, 12);
+ SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 2, 12);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 3, 12);
+ SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 4, 12);
+ SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 5, 12);
+ end;
+
+ if ScreenAct = 1 then begin
+ SingDrawPlayerLine(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
+ SingDrawPlayerLine(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12);
+ SingDrawPlayerLine(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawPlayerLine(Nr.Left + 20, 120+95, Nr.Width - 40, 3, 12);
+ SingDrawPlayerLine(Nr.Left + 20, 245+95, Nr.Width - 40, 4, 12);
+ SingDrawPlayerLine(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12);
+ end;
+ end;
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+end;
+
+// q'n'd for using the game mode dll's
+procedure SingModiDraw (PlayerInfo: TPlayerInfo);
+var
+ Count: integer;
+ Pet2: integer;
+ TempR: real;
+ Rec: TRecR;
+ TexRec: TRecR;
+ NR: TRecR;
+ FS: real;
+ BarFrom: integer;
+ BarAlpha: real;
+ BarWspol: real;
+ TempCol: real;
+ Tekst: string;
+ PetCz: integer;
+begin
+ // positions
+ if Ini.SingWindow = 0 then begin
+ NR.Left := 120;
+ end else begin
+ NR.Left := 20;
+ end;
+
+ NR.Right := 780;
+ NR.Width := NR.Right - NR.Left;
+ NR.WMid := NR.Width / 2;
+ NR.Mid := NR.Left + NR.WMid;
+
+ // time bar
+ SingDrawTimeBar();
+
+ if DLLMan.Selected.ShowNotes then
+ begin
+ if PlayersPlay = 1 then
+ SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15);
+ if (PlayersPlay = 2) or (PlayersPlay = 4) then begin
+ SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15);
+ SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15);
+ end;
+
+ if (PlayersPlay = 3) or (PlayersPlay = 6) then begin
+ SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12);
+ SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12);
+ SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12);
+ end;
+ end;
+
+ // Draw Lyrics
+ ScreenSingModi.Lyrics.Draw(LineState.MidBeat);
+
+ // todo: Lyrics
+{ // rysuje pasek, podpowiadajacy poczatek spiwania w scenie
+ FS := 1.3;
+ BarFrom := Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start;
+ if BarFrom > 40 then BarFrom := 40;
+ if (Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more
+ (Lines[0].Line[Lines[0].Current].StartNote - LineState.MidBeat > 0) and // przed tekstem
+ (Lines[0].Line[Lines[0].Current].StartNote - LineState.MidBeat < 40) then begin // ale nie za wczesnie
+ BarWspol := (LineState.MidBeat - (Lines[0].Line[Lines[0].Current].StartNote - BarFrom)) / BarFrom;
+ Rec.Left := NR.Left + BarWspol * (ScreenSingModi.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX;
+ Rec.Right := Rec.Left + 50;
+ Rec.Top := Skin_LyricsT + 3;
+ Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3;
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum);
+ glBegin(GL_QUADS);
+ glColor4f(1, 1, 1, 0);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glColor4f(1, 1, 1, 0.5);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+ glDisable(GL_BLEND);
+ end;
+ }
+
+ // oscilloscope | the thing that moves when you yell into your mic (imho)
+ if (((Ini.Oscilloscope = 1) AND (DLLMan.Selected.ShowRateBar_O)) AND (NOT DLLMan.Selected.ShowRateBar)) then begin
+ if PlayersPlay = 1 then
+ if PlayerInfo.Playerinfo[0].Enabled then
+ SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
+
+ if PlayersPlay = 2 then begin
+ if PlayerInfo.Playerinfo[0].Enabled then
+ SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
+ if PlayerInfo.Playerinfo[1].Enabled then
+ SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
+ end;
+
+ if PlayersPlay = 4 then begin
+ if ScreenAct = 1 then begin
+ if PlayerInfo.Playerinfo[0].Enabled then
+ SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
+ if PlayerInfo.Playerinfo[1].Enabled then
+ SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
+ end;
+ if ScreenAct = 2 then begin
+ if PlayerInfo.Playerinfo[2].Enabled then
+ SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2);
+ if PlayerInfo.Playerinfo[3].Enabled then
+ SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3);
+ end;
+ end;
+
+ if PlayersPlay = 3 then begin
+ if PlayerInfo.Playerinfo[0].Enabled then
+ SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0);
+ if PlayerInfo.Playerinfo[1].Enabled then
+ SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
+ if PlayerInfo.Playerinfo[2].Enabled then
+ SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
+ end;
+
+ if PlayersPlay = 6 then begin
+ if ScreenAct = 1 then begin
+ if PlayerInfo.Playerinfo[0].Enabled then
+ SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0);
+ if PlayerInfo.Playerinfo[1].Enabled then
+ SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
+ if PlayerInfo.Playerinfo[2].Enabled then
+ SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
+ end;
+ if ScreenAct = 2 then begin
+ if PlayerInfo.Playerinfo[3].Enabled then
+ SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3);
+ if PlayerInfo.Playerinfo[4].Enabled then
+ SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4);
+ if PlayerInfo.Playerinfo[5].Enabled then
+ SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5);
+ end;
+ end;
+
+ end;
+
+// resize the notes according to the difficulty level
+ case Ini.Difficulty of
+ 0:
+ begin
+ NotesH := 11; // 9
+ NotesW := 6; // 5
+ end;
+ 1:
+ begin
+ NotesH := 8; // 7
+ NotesW := 4; // 4
+ end;
+ 2:
+ begin
+ NotesH := 5;
+ NotesW := 3;
+ end;
+ end;
+
+ if (DLLMAn.Selected.ShowNotes And DLLMan.Selected.LoadSong) then
+ begin
+ if (PlayersPlay = 1) And PlayerInfo.Playerinfo[0].Enabled then begin
+ SingDrawPlayerBGLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15);
+ SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
+ SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15);
+ end;
+
+ if (PlayersPlay = 2) then begin
+ if PlayerInfo.Playerinfo[0].Enabled then
+ begin
+ SingDrawPlayerBGLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15);
+ SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
+ SingDrawPlayerLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
+ end;
+ if PlayerInfo.Playerinfo[1].Enabled then
+ begin
+ SingDrawPlayerBGLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15);
+ SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
+ SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15);
+ end;
+
+ end;
+
+ if PlayersPlay = 3 then begin
+ NotesW := NotesW * 0.8;
+ NotesH := NotesH * 0.8;
+
+ if PlayerInfo.Playerinfo[0].Enabled then
+ begin
+ SingDrawPlayerBGLine(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12);
+ SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
+ SingDrawPlayerLine(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
+ end;
+
+ if PlayerInfo.Playerinfo[1].Enabled then
+ begin
+ SingDrawPlayerBGLine(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12);
+ SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 0, 12);
+ SingDrawPlayerLine(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12);
+ end;
+
+ if PlayerInfo.Playerinfo[2].Enabled then
+ begin
+ SingDrawPlayerBGLine(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12);
+ SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 0, 12);
+ SingDrawPlayerLine(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12);
+ end;
+ end;
+
+ if PlayersPlay = 4 then begin
+ if ScreenAct = 1 then begin
+ SingDrawPlayerBGLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15);
+ SingDrawPlayerBGLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawPlayerBGLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15);
+ SingDrawPlayerBGLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15);
+ end;
+
+ SingDrawLine(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
+ SingDrawLine(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
+
+ if ScreenAct = 1 then begin
+ SingDrawPlayerLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
+ SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawPlayerLine(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 2, 15);
+ SingDrawPlayerLine(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 3, 15);
+ end;
+ end;
+
+ if PlayersPlay = 6 then begin
+ NotesW := NotesW * 0.8;
+ NotesH := NotesH * 0.8;
+
+ if ScreenAct = 1 then begin
+ SingDrawPlayerBGLine(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12);
+ SingDrawPlayerBGLine(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12);
+ SingDrawPlayerBGLine(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawPlayerBGLine(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12);
+ SingDrawPlayerBGLine(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12);
+ SingDrawPlayerBGLine(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12);
+ end;
+
+ SingDrawLine(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
+ SingDrawLine(NR.Left + 20, 245+95, NR.Right - 20, 0, 12);
+ SingDrawLine(NR.Left + 20, 370+95, NR.Right - 20, 0, 12);
+
+ if ScreenAct = 1 then begin
+ SingDrawPlayerLine(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
+ SingDrawPlayerLine(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12);
+ SingDrawPlayerLine(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawPlayerLine(Nr.Left + 20, 120+95, Nr.Width - 40, 3, 12);
+ SingDrawPlayerLine(Nr.Left + 20, 245+95, Nr.Width - 40, 4, 12);
+ SingDrawPlayerLine(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12);
+ end;
+ end;
+ end;
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+end;
+
+
+{//SingBar Mod
+procedure SingDrawSingbar(X, Y, W, H: real; Percent: integer);
+var
+ R: Real;
+ G: Real;
+ B: Real;
+ A: cardinal;
+ I: Integer;
+
+begin;
+
+ //SingBar Background
+ glColor4f(1, 1, 1, 0.8);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Back.TexNum);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(X, Y);
+ glTexCoord2f(0, 1); glVertex2f(X, Y+H);
+ glTexCoord2f(1, 1); glVertex2f(X+W, Y+H);
+ glTexCoord2f(1, 0); glVertex2f(X+W, Y);
+ glEnd;
+
+ //SingBar coloured Bar
+ Case Percent of
+ 0..22: begin
+ R := 1;
+ G := 0;
+ B := 0;
+ end;
+ 23..42: begin
+ R := 1;
+ G := ((Percent-23)/100)*5;
+ B := 0;
+ end;
+ 43..57: begin
+ R := 1;
+ G := 1;
+ B := 0;
+ end;
+ 58..77: begin
+ R := 1-(Percent - 58)/100*5;
+ G := 1;
+ B := 0;
+ end;
+ 78..99: begin
+ R := 0;
+ G := 1;
+ B := 0;
+ end;
+ End; //Case
+
+ glColor4f(R, G, B, 1);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Bar.TexNum);
+ //Size= Player[PlayerNum].ScorePercent of W
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(X, Y);
+ glTexCoord2f(0, 1); glVertex2f(X, Y+H);
+ glTexCoord2f(1, 1); glVertex2f(X+(W/100 * (Percent +1)), Y+H);
+ glTexCoord2f(1, 0); glVertex2f(X+(W/100 * (Percent +1)), Y);
+ glEnd;
+
+ //SingBar Front
+ glColor4f(1, 1, 1, 0.6);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Front.TexNum);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(X, Y);
+ glTexCoord2f(0, 1); glVertex2f(X, Y+H);
+ glTexCoord2f(1, 1); glVertex2f(X+W, Y+H);
+ glTexCoord2f(1, 0); glVertex2f(X+W, Y);
+ glEnd;
+end;
+//end Singbar Mod
+
+//PhrasenBonus - Line Bonus Pop Up
+procedure SingDrawLineBonus( const X, Y: Single; Color: TRGB; Alpha: Single; Text: string; Age: Integer);
+var
+Length, X2: Real; //Length of Text
+Size: Integer; //Size of Popup
+begin
+if Alpha <> 0 then
+begin
+
+//Set Font Propertys
+SetFontStyle(2); //Font: Outlined1
+if Age < 5 then SetFontSize(Age + 1) else SetFontSize(6);
+SetFontItalic(False);
+
+//Check Font Size
+Length := glTextWidth ( PChar(Text)) + 3; //Little Space for a Better Look ^^
+
+//Text
+SetFontPos (X + 50 - (Length / 2), Y + 12); //Position
+
+
+if Age < 5 then Size := Age * 10 else Size := 50;
+
+ //Draw Background
+ //glColor4f(Color.R, Color.G, Color.B, Alpha); //Set Color
+ glColor4f(1, 1, 1, Alpha);
+
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+
+ //New Method, Not Variable
+ glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusBack[2].TexNum);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(X + 50 - Size, Y + 25 - (Size/2));
+ glTexCoord2f(0, 1); glVertex2f(X + 50 - Size, Y + 25 + (Size/2));
+ glTexCoord2f(1, 1); glVertex2f(X + 50 + Size, Y + 25 + (Size/2));
+ glTexCoord2f(1, 0); glVertex2f(X + 50 + Size, Y + 25 - (Size/2));
+ glEnd;
+
+ glColor4f(1, 1, 1, Alpha); //Set Color
+ //Draw Text
+ glPrint (PChar(Text));
+end;
+end;
+//PhrasenBonus - Line Bonus Mod}
+
+// Draw Note Bars for Editor
+//There are 11 Resons for a new Procdedure: (nice binary :D )
+// 1. It don't look good when you Draw the Golden Note Star Effect in the Editor
+// 2. You can see the Freestyle Notes in the Editor SemiTransparent
+// 3. Its easier and Faster then changing the old Procedure
+procedure EditDrawLine(Left, Top, Right: real; NrLines: integer; Space: integer);
+var
+ Rec: TRecR;
+ Count: integer;
+ TempR: real;
+begin
+ glColor3f(1, 1, 1);
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ TempR := (Right-Left) / (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start);
+ with Lines[NrLines].Line[Lines[NrLines].Current] do begin
+ for Count := 0 to HighNote do begin
+ with Note[Count] do begin
+
+ // Golden Note Patch
+ case NoteType of
+ ntFreestyle: glColor4f(1, 1, 1, 0.35);
+ ntNormal: glColor4f(1, 1, 1, 0.85);
+ ntGolden: Glcolor4f(1, 1, 0.3, 0.85);
+ end; // case
+
+
+
+ // lewa czesc - left part
+ Rec.Left := (Start-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX;
+ Rec.Right := Rec.Left + NotesW;
+ Rec.Top := Top - (Tone-BaseNote)*Space/2 - NotesH;
+ Rec.Bottom := Rec.Top + 2 * NotesH;
+ glBindTexture(GL_TEXTURE_2D, Tex_Left[Color].TexNum);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+
+ // srodkowa czesc - middle part
+ Rec.Left := Rec.Right;
+ Rec.Right := (Start+Length-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left - NotesW - 0.5 + 10*ScreenX;
+
+ glBindTexture(GL_TEXTURE_2D, Tex_Mid[Color].TexNum);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+
+ // prawa czesc - right part
+ Rec.Left := Rec.Right;
+ Rec.Right := Rec.Right + NotesW;
+
+ glBindTexture(GL_TEXTURE_2D, Tex_Right[Color].TexNum);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+
+ end; // with
+ end; // for
+ end; // with
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+end;
+
+procedure SingDrawTimeBar();
+var x,y: real;
+ width, height: real;
+ lTmp : real;
+begin
+ x := Theme.Sing.StaticTimeProgress.x;
+ y := Theme.Sing.StaticTimeProgress.y;
+
+ width := Theme.Sing.StaticTimeProgress.w;
+ height := Theme.Sing.StaticTimeProgress.h;
+
+ glColor4f(Theme.Sing.StaticTimeProgress.ColR,
+ Theme.Sing.StaticTimeProgress.ColG,
+ Theme.Sing.StaticTimeProgress.ColB, 1); //Set Color
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+
+ glBindTexture(GL_TEXTURE_2D, Tex_TimeProgress.TexNum);
+
+ glBegin(GL_QUADS);
+ try
+ glTexCoord2f(0, 0);
+ glVertex2f(x,y);
+
+ if ( LineState.CurrentTime > 0 ) AND
+ ( LineState.TotalTime > 0 ) THEN
+ BEGIN
+ lTmp := LineState.CurrentTime/LineState.TotalTime;
+ glTexCoord2f((width*LineState.CurrentTime/LineState.TotalTime)/8, 0);
+ glVertex2f(x+width*LineState.CurrentTime/LineState.TotalTime, y);
+
+ glTexCoord2f((width*LineState.CurrentTime/LineState.TotalTime)/8, 1);
+ glVertex2f(x+width*LineState.CurrentTime/LineState.TotalTime, y+height);
+ END;
+
+ glTexCoord2f(0, 1);
+ glVertex2f(x, y+height);
+ finally
+ glEnd;
+ end;
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+ glcolor4f(1,1,1,1);
+end;
+
+end.
+
diff --git a/Game/Code/Classes/ULyrics.pas b/Game/Code/Classes/ULyrics.pas index 505c69f9..b11b39e2 100644 --- a/Game/Code/Classes/ULyrics.pas +++ b/Game/Code/Classes/ULyrics.pas @@ -1,759 +1,749 @@ -unit ULyrics; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - -uses OpenGL12, - UTexture, - UThemes, - UMusic; - -type - TLyricWord = record - X: Real; // left corner - Width: Real; // width - Start: Cardinal; // start of the word in quarters (beats) - Length: Cardinal; // length of the word in quarters - Text: String; // text - Freestyle: Boolean; // is freestyle? - end; - ALyricWord = array of TLyricWord; - - PLyricLine = ^TLyricLine; - TLyricLine = record - Text: String; // text - Tex: glUInt; // texture of the text - Width: Real; // width - Size: Byte; // fontsize - Words: ALyricWord; // words in this line - CurWord: Integer; // current active word idx (only valid if line is active) - Start: Cardinal; // start of this line in quarters - Length: Cardinal; // length in quarters - HasFreestyle: Boolean; // one or more word are freestyle? - CountFreestyle: Integer; // how often there is a change from freestyle to non freestyle in this line - Players: Byte; // players that should sing that line (bitset, Player1: 1, Player2: 2, Player3: 4) - Done: Boolean; // is sentence already sung? - LastLine: Boolean; // is this the last line ob the song? - end; - - TLyricEngine = class - private - EoLastSentence: Real; // end of the previous sentence (in beats) - LastDrawBeat: Real; - UpperLine: TLyricLine; // first line displayed (top) - LowerLine: TLyricLine; // second lind displayed (bottom) - QueueLine: TLyricLine; // third line (queue and will be displayed when next line is finished) - PUpperLine, PLowerLine, PQueueLine: PLyricLine; - - IndicatorTex: TTexture; // texture for lyric indikator - BallTex: TTexture; // texture of the ball for the lyric effect - - inQueue: Boolean; // is line in queue - LCounter: Word; // line counter - - // duet mode - textures for player icons - PlayerIconTex: array[0..5] of // player idx - array [0..1] of // enabled disabled - TTexture; - - - //Some helper Procedures for Lyric Drawing - procedure DrawLyrics (Beat: Real); - procedure DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real); - procedure DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real); - procedure DrawBall(const XBall, YBall, Alpha:Real); - - public - // positions, line specific settings - UpperLineX: Real; //X Start Pos of UpperLine - UpperLineW: Real; //Width of UpperLine with Icon(s) and Text - UpperLineY: Real; //Y Start Pos of UpperLine - UpperLineSize: Byte; //Max Size of Lyrics Text in UpperLine - - LowerLineX: Real; //X Start Pos of LowerLine - LowerLineW: Real; //Width of LowerLine with Icon(s) and Text - LowerLineY: Real; //Y Start Pos of LowerLine - LowerLineSize: Byte; //Max Size of Lyrics Text in LowerLine - - // display propertys - LineColor_en: TRGBA; //Color of Words in an Enabled Line - LineColor_dis: TRGBA; //Color of Words in a Disabled Line - LineColor_act: TRGBA; //Color of teh active Word - FontStyle: Byte; //Font for the Lyric Text - FontReSize: Boolean; //ReSize Lyrics if they don't fit Screen - - { // currently not used - FadeInEffect: Byte; //Effect for Line Fading in: 0: No Effect; 1: Fade Effect; 2: Move Upwards from Bottom to Pos - FadeOutEffect: Byte; //Effect for Line Fading out: 0: No Effect; 1: Fade Effect; 2: Move Upwards - } - - UseLinearFilter:Boolean; //Should Linear Tex Filter be used - - // song specific settings - BPM: Real; - Resolution: Integer; - - - // properties to easily read options of this class - property LineinQueue: Boolean read inQueue; // line in queue? - property LineCounter: Word read LCounter; // lines that were progressed so far (after last clear) - - Procedure AddLine(Line: PLine); // adds a line to the queue, if there is space - Procedure Draw (Beat: Real); // draw the current (active at beat) lyrics - - Procedure Clear (const cBPM: Real = 0; // clears all cached song specific information - const cResolution: Integer = 0); - - Constructor Create; overload; - Constructor Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real); overload; - Procedure LoadTextures; - Destructor Free; - end; - -implementation - -uses SysUtils, - USkins, - TextGL, - UGraphic, - UDisplay, - math, - UIni; - -//----------- -//Helper procs to use TRGB in Opengl ...maybe this should be somewhere else -//----------- -procedure glColorRGB(Color: TRGB); overload; -begin - glColor3f(Color.R, Color.G, Color.B); -end; - -procedure glColorRGB(Color: TRGB; Alpha: Real); overload; -begin - glColor4f(Color.R, Color.G, Color.B, Alpha); -end; - -procedure glColorRGB(Color: TRGBA); overload; -begin - glColor4f(Color.R, Color.G, Color.B, Color.A); -end; - -procedure glColorRGB(Color: TRGBA; Alpha: Real); overload; -begin - glColor4f(Color.R, Color.G, Color.B, Min(Color.A, Alpha)); -end; - - - -//--------------- -// Create - Constructor, just get Memory -//--------------- -Constructor TLyricEngine.Create; -begin - BPM := 0; - Resolution := 0; - LCounter := 0; - inQueue := False; - - UpperLine.Done := True; - LowerLine.Done := True; - QueueLine.Done := True; - PUpperline:=@UpperLine; - PLowerLine:=@LowerLine; - PQueueLine:=@QueueLine; - - UseLinearFilter := True; - {$IFDEF DARWIN} - // eddie: Getting range check error with NAN on OS X: - LastDrawBeat:=0; - {$ELSE} - LastDrawBeat:=NAN; - {$ENDIF} -end; - -Constructor TLyricEngine.Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real); -begin - Create; - UpperLineX := ULX; - UpperLineW := ULW; - UpperLineY := ULY; - UpperLineSize := Trunc(ULS); - - LowerLineX := LLX; - LowerLineW := LLW; - LowerLineY := LLY; - LowerLineSize := Trunc(LLS); - LoadTextures; -end; - - -//--------------- -// Free - Frees Memory -//--------------- -Destructor TLyricEngine.Free; -begin - -end; - -//--------------- -// Clear - Clears all cached Song specific Information -//--------------- -Procedure TLyricEngine.Clear (const cBPM: Real; const cResolution: Integer); -begin - BPM := cBPM; - Resolution := cResolution; - LCounter := 0; - inQueue := False; - - UpperLine.Done := True; - LowerLine.Done := True; - QueueLine.Done := True; - - PUpperline:=@UpperLine; - PLowerLine:=@LowerLine; - PQueueLine:=@QueueLine; - - {$IFDEF DARWIN} - // eddie: Getting range check error with NAN on OS X: - LastDrawBeat:=0; - {$ELSE} - LastDrawBeat:=NAN; - {$ENDIF} -end; - - -//--------------- -// LoadTextures - Load Player Textures and Create Lyric Textures -//--------------- -Procedure TLyricEngine.LoadTextures; -var - I: Integer; - - function CreateLineTex: glUint; - var - PTexData: Pointer; - begin - try - // get memory - GetMem(pTexData, 1024*64*4); - - // generate and bind Texture - glGenTextures(1, @Result); - glBindTexture(GL_TEXTURE_2D, Result); - - // get texture memeory - glTexImage2D(GL_TEXTURE_2D, 0, 4, 1024, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - if UseLinearFilter then - begin - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - end; - - finally - // free unused memory - FreeMem(pTexData); - end; - end; -begin - - // lyric indicator (bar that indicates when the line start) - IndicatorTex := Texture.LoadTexture(Skin.GetTextureFileName('LyricHelpBar'), TEXTURE_TYPE_TRANSPARENT, $FF00FF); - - // ball for current word hover in ball effect - BallTex := Texture.LoadTexture(Skin.GetTextureFileName('Ball'), TEXTURE_TYPE_TRANSPARENT, 0); - - // duet mode: load player icon - For I := 0 to 5 do - begin - PlayerIconTex[I][0] := Texture.LoadTexture(Skin.GetTextureFileName('LyricIcon_P' + InttoStr(I+1)), TEXTURE_TYPE_TRANSPARENT, 0); - PlayerIconTex[I][1] := Texture.LoadTexture(Skin.GetTextureFileName('LyricIconD_P' + InttoStr(I+1)), TEXTURE_TYPE_TRANSPARENT, 0); - end; - - // create line textures - UpperLine.Tex := CreateLineTex; - LowerLine.Tex := CreateLineTex; - QueueLine.Tex := CreateLineTex; -end; - - -//--------------- -// AddLine - Adds LyricLine to queue -//--------------- -Procedure TLyricEngine.AddLine(Line: PLine); -var - LyricLine: PLyricLine; - countNotes: Cardinal; - Viewport: Array[0..3] of Integer; - - PosX: Real; - I: Integer; - - function CalcWidth(LyricLine: PLyricLine): Real; - begin - Result := glTextWidth(PChar(LyricLine.Text)); - - Result := Result + (LyricLine.CountFreestyle * 10); - - // if the line ends with a freestyle not, then leave the place to finish to draw the text italic - if (LyricLine.Words[High(LyricLine.Words)].Freestyle) then - Result := Result + 12; - end; -begin - // only add lines, if there is space - If not LineinQueue then - begin - // set pointer to line to write - - If (LineCounter = 0) then - LyricLine := PUpperLine - else if (LineCounter = 1) then - LyricLine := PLowerLine - else - begin - LyricLine := PQueueLine; - - //now there is a queued line - inQueue := True; - end; - end - else - begin // rotate lines (round-robin-like) - LyricLine := PUpperLine; - PUpperLine := PLowerLine; - PLowerLine := PQueueLine; - PQueueLine := LyricLine; - end; - - // sentence has notes? - If Line = nil then - begin - // reset all values, if the new line is nil (lines after the last line) - LyricLine.Start := 0; - LyricLine.Length := 0; - LyricLine.CurWord := -1; - LyricLine.LastLine := False; - LyricLine.Width := 0; - SetLength(LyricLine.Words, 0); - end - else if Length(Line.Note) > 0 then - begin - // copy values from SongLine to LyricLine - CountNotes := High(Line.Note); - LyricLine.Start := Line.Note[0].Start; - LyricLine.Length := Line.Note[CountNotes].Start + Line.Note[CountNotes].Length - LyricLine.Start; - LyricLine.CurWord := -1; - LyricLine.LastLine := Line.LastLine; - - // default values - set later - LyricLine.HasFreestyle := False; - LyricLine.CountFreestyle := 0; - LyricLine.Text := ''; - - // duet mode: players of that line - LyricLine.Players := 127; - - //copy words - SetLength(LyricLine.Words, CountNotes + 1); - For I := 0 to CountNotes do - begin - LyricLine.Words[I].Start := Line.Note[I].Start; - LyricLine.Words[I].Length := Line.Note[I].Length; - LyricLine.Words[I].Text := Line.Note[I].Text; - LyricLine.Words[I].Freestyle := Line.Note[I].NoteType = ntFreestyle; - - LyricLine.HasFreestyle := LyricLine.HasFreestyle OR LyricLine.Words[I].Freestyle; - LyricLine.Text := LyricLine.Text + LyricLine.Words[I].Text; - - if (I > 0) AND LyricLine.Words[I-1].Freestyle AND not LyricLine.Words[I].Freestyle then - Inc(LyricLine.CountFreestyle); - end; - - // set font params - SetFontStyle(FontStyle); - SetFontPos(0, 0); - LyricLine.Size := UpperLineSize; - SetFontSize(LyricLine.Size); - SetFontItalic(False); - glColor4f(1, 1, 1, 1); - - // change fontsize to fit the screen - LyricLine.Width := CalcWidth(LyricLine); - while (LyricLine.Width > UpperLineW) do - begin - Dec(LyricLine.Size); - - if (LyricLine.Size <=1) then - Break; - - SetFontSize(LyricLine.Size); - LyricLine.Width := CalcWidth(LyricLine); - end; - - // create LyricTexture - prepare OpenGL - glGetIntegerv(GL_VIEWPORT, @ViewPort); - glClearColor(0.0,0.0,0.0,0.0); - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); - glViewPort(0,0,800,600); - - // set word positions and line size - PosX := 0; - for I := 0 to High(LyricLine.Words) do - begin - with LyricLine.Words[I] do - begin - SetFontItalic(Freestyle); - - X := PosX; - - //Draw Lyrics - SetFontPos(PosX, 0); - glPrint(PChar(Text)); - - Width := glTextWidth(PChar(Text)); - if (I < High(LyricLine.Words)) AND Freestyle AND not LyricLine.Words[I+1].Freestyle then - Width := Width + 10 - else - if (I = High(LyricLine.Words)) AND Freestyle then - Width := Width + 12; - PosX := PosX + Width; - end; - end; - end - else - begin - // create LyricTexture - prepare OpenGL - glGetIntegerv(GL_VIEWPORT, @ViewPort); - glClearColor(0.0,0.0,0.0,0.0); - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); - glViewPort(0,0,800,600); - end; - - //for debugging, is this used anymore? - //Display.ScreenShot; - - //Copy to Texture - glEnable(GL_ALPHA); - glBindTexture(GL_TEXTURE_2D, LyricLine.Tex); - glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 600-64, 1024, 64, 0); - glDisable(GL_ALPHA); - - //Clear Buffer - glClearColor(0,0,0,0); - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); - - glViewPort(ViewPort[0], ViewPort[1], ViewPort[2], ViewPort[3]); - - //Increase the Counter - Inc(LCounter); -end; - - -//--------------- -// Draw - Procedure Draws Lyrics; Beat is curent Beat in Quarters -// Draw just manage the Lyrics, drawing is done by a call of DrawLyrics -//--------------- -Procedure TLyricEngine.Draw (Beat: Real); -begin - DrawLyrics(Beat); - LastDrawBeat := Beat; -end; - -//--------------- -// DrawLyrics(private) - Helper for Draw; main Drawing procedure -//--------------- -procedure TLyricEngine.DrawLyrics (Beat: Real); -begin - DrawLyricsLine(UpperLineX, UpperLineW, UpperlineY, 15, PUpperline, Beat); - DrawLyricsLine(LowerLineX, LowerLineW, LowerlineY, 15, PLowerline, Beat); -end; - -//--------------- -// DrawPlayerIcon(private) - Helper for Draw; Draws a Playericon -//--------------- -procedure TLyricEngine.DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real); -var IEnabled: Byte; -begin - Case Enabled of - True: IEnabled := 0; - False: IEnabled := 1; - end; - - try - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindTexture(GL_TEXTURE_2D, PlayerIconTex[Player][IEnabled].TexNum); - - glColor4f(1,1,1,Alpha); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(X, Y); - glTexCoord2f(0, 1); glVertex2f(X, Y + Size); - glTexCoord2f(1, 1); glVertex2f(X + Size, Y + Size); - glTexCoord2f(1, 0); glVertex2f(X + Size, Y); - glEnd; - - finally - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); - end; -end; - -//--------------- -// DrawBall(private) - Helper for Draw; Draws the Ball over the LyricLine if needed -//--------------- -procedure TLyricEngine.DrawBall(const XBall, YBall, Alpha:Real); -begin - try - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindTexture(GL_TEXTURE_2D, BallTex.TexNum); - - glColor4f(1,1,1, Alpha); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(XBall - 10, YBall); - glTexCoord2f(0, 1); glVertex2f(XBall - 10, YBall + 20); - glTexCoord2f(1, 1); glVertex2f(XBall + 10, YBall + 20); - glTexCoord2f(1, 0); glVertex2f(XBall + 10, YBall); - glEnd; - - finally - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); - end; -end; - -//--------------- -// DrawLyricsLine(private) - Helper for Draw; Draws one LyricLine -//--------------- -procedure TLyricEngine.DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real); -var - CurWordStart, CurWordEnd: Real; // screen coordinates of current word and the rest of the sentence - FreestyleDiff: Integer; // difference between top and bottom coordiantes for freestyle lyrics - Progress: Real; // progress of singing the current word - LyricX: Real; // left - LyricX2: Real; // right - LyricY: Real; // top - LyricsHeight: Real; // height the lyrics are displayed - Alpha: Real; // alphalevel to fade out at end - - {// duet mode - IconSize: Real; // size of player icons - IconAlpha: Real; // alpha level of player icons - } -begin - // lines with a width lower than 0, have not to be draw - if Line^.Width <= 0 then - exit; - - // this is actually a bit more than the real font size - // it helps adjusting the "zoom-center" - LyricsHeight:=30.5 * (Line^.Size/10); - - { - // duet mode - IconSize := (2 * Size); - IconAlpha := Frac(Beat/(Resolution*4)); - - DrawPlayerIcon (0, True, X, Y + (42 - IconSize) / 2 , IconSize, IconAlpha); - DrawPlayerIcon (1, True, X + IconSize + 1, Y + (42 - IconSize) / 2, IconSize, IconAlpha); - DrawPlayerIcon (2, True, X + (IconSize + 1)*2, Y + (42 - IconSize) / 2, IconSize, IconAlpha); - } - - LyricX := X+W/2 - Line^.Width/2; - LyricX2 := LyricX + Line^.Width; - - // maybe center smaller lines - //LyricY := Y; - LyricY := Y + ((Size / Line.Size - 1) * LyricsHeight) / 2; - - Alpha := 1; - - // word in the sentence is active? - if (Line^.Start < Beat) then - begin - // if this line just got active, then CurWord is still -1 - // this means, we should try to make the first word active - // then we check if the current active word is still meant to be active - // if not, we proceed to the next word - if Line^.CurWord = -1 then - Line^.CurWord:=0; - - if (Line^.CurWord < High(Line^.Words)) AND (Beat >= (Line^.Words[Line^.CurWord + 1].Start)) then - Line^.CurWord:=Line^.CurWord+1; - - FreestyleDiff := 0; - - // last word of this line finished, but this line did not hide - if (Line^.CurWord > High(Line^.Words)) then - begin - CurWordStart := Line^.Words[High(Line^.Words)].X + Line^.Words[High(Line^.Words)].Width; - CurWordEnd := CurWordStart; - - // fade out last line - if Line^.LastLine then - begin - Alpha := 1 - (Beat - (Line^.Words[High(Line^.Words)].Start + Line^.Words[High(Line^.Words)].Length)) / 15; - if (Alpha < 0) then - Alpha := 0; - end; - end - else - begin - with Line^.Words[Line^.CurWord] do - begin - Progress := (Beat - Start) / Length; - if Progress >= 1 then - Progress := 1; - - if Progress <= 0 then - Progress := 0; - - CurWordStart:=X; - CurWordEnd:=X+Width; - - // Slide Effect - // simply paint the active texture to the current position - if Ini.LyricsEffect = 2 then - begin - CurWordStart := CurWordStart + Width * progress; - CurWordEnd := CurWordStart; - end; - - if (Line^.CurWord < High(Line^.Words)) AND Freestyle AND not Line^.Words[Line^.CurWord + 1].Freestyle then - begin - FreestyleDiff := 2; - end - else - if Freestyle then - begin - FreestyleDiff := 12; - CurWordStart := CurWordStart - 1; - CurWordEnd := CurWordEnd - 2; - end; - end; - end; - - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_TEXTURE_2D); - glBindTexture(GL_TEXTURE_2D, Line^.Tex); - - // draw sentence up to current word - if (Ini.LyricsEffect = 3) or (Ini.LyricsEffect = 4) then - // ball lyric effect - only highlight current word and not that ones before in this line - glColorRGB(LineColor_en, Alpha) - else - glColorRGB(LineColor_act, Alpha); - - glBegin(GL_QUADS); - glTexCoord2f(0, 1); glVertex2f(LyricX, LyricY); - glTexCoord2f(0, 1-LyricsHeight/64); glVertex2f(LyricX, LyricY + LyricsHeight); - glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordStart, LyricY + LyricsHeight); - glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordStart+FreestyleDiff, LyricY); - glEnd; - - // draw rest of sentence - glColorRGB(LineColor_en); - glBegin(GL_QUADS); - glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordEnd+FreestyleDiff, LyricY); - glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordEnd, LyricY + LyricsHeight); - glTexCoord2f(Line^.Width/1024, 1-LyricsHeight/64); glVertex2f(LyricX2, LyricY + LyricsHeight); - glTexCoord2f(Line^.Width/1024, 1); glVertex2f(LyricX2, LyricY); - glEnd; - - // draw active word: - // type 0: simple lyric effect - // type 3: ball lyric effect - // type 4: shift lyric effect - // only change the color of the current word - if (Ini.LyricsEffect = 0) or (Ini.LyricsEffect = 3) or (Ini.LyricsEffect = 4) then - begin - { // maybe fade in? - glColor4f(LineColor_en.r,LineColor_en.g,LineColor_en.b,1-progress); - glBegin(GL_QUADS); - glTexCoord2f(CurWordStart/1024, 1); glVertex2f(LyricX+CurWordStart, Y); - glTexCoord2f(CurWordStart/1024, 0); glVertex2f(LyricX+CurWordStart, Y + 64); - glTexCoord2f(CurWordEnd/1024, 0); glVertex2f(LyricX+CurWordEnd, Y + 64); - glTexCoord2f(CurWordEnd/1024, 1); glVertex2f(LyricX+CurWordEnd, Y); - glEnd; - } - - if (Ini.LyricsEffect = 4) then - LyricY := LyricY - 8 * (1-progress); - - glColor3f(LineColor_act.r,LineColor_act.g,LineColor_act.b); - glBegin(GL_QUADS); - glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordStart+FreestyleDiff, LyricY); - glTexCoord2f(CurWordStart/1024, 0); glVertex2f(LyricX+CurWordStart, LyricY + 64); - glTexCoord2f(CurWordEnd/1024, 0); glVertex2f(LyricX+CurWordEnd, LyricY + 64); - glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordEnd+FreestyleDiff, LyricY); - glEnd; - - if (Ini.LyricsEffect = 4) then - LyricY := LyricY + 8 * (1-progress); - end - - // draw active word: - // type 1: zoom lyric effect - // change color and zoom current word - else if Ini.LyricsEffect = 1 then - begin - glPushMatrix; - glTranslatef(LyricX+CurWordStart+(CurWordEnd-CurWordStart)/2,LyricY+LyricsHeight/2,0); - glScalef(1.0+(1-progress)/2,1.0+(1-progress)/2,1.0); - glColor4f(LineColor_en.r,LineColor_en.g,LineColor_en.b,1-progress); - glBegin(GL_QUADS); - glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2); - glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2); - glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2); - glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f((CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2); - glEnd; - glColor4f(LineColor_act.r,LineColor_act.g,LineColor_act.b,1); - glBegin(GL_QUADS); - glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2); - glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2); - glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2); - glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f((CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2); - glEnd; - glPopMatrix; - end; - - glDisable(GL_TEXTURE_2D); - glDisable(GL_BLEND); - - if Ini.LyricsEffect = 3 then - DrawBall(LyricX + CurWordStart + (CurWordEnd - CurWordStart) * progress, LyricY - 15 - 15*sin(progress * pi), Alpha); - end - else - begin - // draw complete inactive sentence if line hasn't started but is already shown - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindTexture(GL_TEXTURE_2D, Line^.Tex); - - glColorRGB(LineColor_dis); - glBegin(GL_QUADS); - glTexCoord2f(0, 1); glVertex2f(LyricX, LyricY); - glTexCoord2f(0, 1-LyricsHeight/64); glVertex2f(LyricX, LyricY + LyricsHeight); - glTexCoord2f(Line^.Width/1024, 1-LyricsHeight/64); glVertex2f(LyricX2, LyricY + LyricsHeight); - glTexCoord2f(Line^.Width/1024, 1); glVertex2f(LyricX2, LyricY); - glEnd; - - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); - end; -end; - - -end. - +unit ULyrics;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses OpenGL12,
+ UTexture,
+ UThemes,
+ UMusic;
+
+type
+ TLyricWord = record
+ X: Real; // left corner
+ Width: Real; // width
+ Start: Cardinal; // start of the word in quarters (beats)
+ Length: Cardinal; // length of the word in quarters
+ Text: String; // text
+ Freestyle: Boolean; // is freestyle?
+ end;
+ ALyricWord = array of TLyricWord;
+
+ PLyricLine = ^TLyricLine;
+ TLyricLine = record
+ Text: String; // text
+ Tex: glUInt; // texture of the text
+ Width: Real; // width
+ Size: Byte; // fontsize
+ Words: ALyricWord; // words in this line
+ CurWord: Integer; // current active word idx (only valid if line is active)
+ Start: Cardinal; // start of this line in quarters
+ Length: Cardinal; // length in quarters
+ HasFreestyle: Boolean; // one or more word are freestyle?
+ CountFreestyle: Integer; // how often there is a change from freestyle to non freestyle in this line
+ Players: Byte; // players that should sing that line (bitset, Player1: 1, Player2: 2, Player3: 4)
+ Done: Boolean; // is sentence already sung?
+ LastLine: Boolean; // is this the last line ob the song?
+ end;
+
+ TLyricEngine = class
+ private
+ EoLastSentence: Real; // end of the previous sentence (in beats)
+ LastDrawBeat: Real;
+ UpperLine: TLyricLine; // first line displayed (top)
+ LowerLine: TLyricLine; // second lind displayed (bottom)
+ QueueLine: TLyricLine; // third line (queue and will be displayed when next line is finished)
+ PUpperLine, PLowerLine, PQueueLine: PLyricLine;
+
+ IndicatorTex: TTexture; // texture for lyric indikator
+ BallTex: TTexture; // texture of the ball for the lyric effect
+
+ inQueue: Boolean; // is line in queue
+ LCounter: Word; // line counter
+
+ // duet mode - textures for player icons
+ PlayerIconTex: array[0..5] of // player idx
+ array [0..1] of // enabled disabled
+ TTexture;
+
+
+ //Some helper Procedures for Lyric Drawing
+ procedure DrawLyrics (Beat: Real);
+ procedure DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real);
+ procedure DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real);
+ procedure DrawBall(const XBall, YBall, Alpha:Real);
+
+ public
+ // positions, line specific settings
+ UpperLineX: Real; //X Start Pos of UpperLine
+ UpperLineW: Real; //Width of UpperLine with Icon(s) and Text
+ UpperLineY: Real; //Y Start Pos of UpperLine
+ UpperLineSize: Byte; //Max Size of Lyrics Text in UpperLine
+
+ LowerLineX: Real; //X Start Pos of LowerLine
+ LowerLineW: Real; //Width of LowerLine with Icon(s) and Text
+ LowerLineY: Real; //Y Start Pos of LowerLine
+ LowerLineSize: Byte; //Max Size of Lyrics Text in LowerLine
+
+ // display propertys
+ LineColor_en: TRGBA; //Color of Words in an Enabled Line
+ LineColor_dis: TRGBA; //Color of Words in a Disabled Line
+ LineColor_act: TRGBA; //Color of teh active Word
+ FontStyle: Byte; //Font for the Lyric Text
+ FontReSize: Boolean; //ReSize Lyrics if they don't fit Screen
+
+ { // currently not used
+ FadeInEffect: Byte; //Effect for Line Fading in: 0: No Effect; 1: Fade Effect; 2: Move Upwards from Bottom to Pos
+ FadeOutEffect: Byte; //Effect for Line Fading out: 0: No Effect; 1: Fade Effect; 2: Move Upwards
+ }
+
+ UseLinearFilter:Boolean; //Should Linear Tex Filter be used
+
+ // song specific settings
+ BPM: Real;
+ Resolution: Integer;
+
+
+ // properties to easily read options of this class
+ property LineinQueue: Boolean read inQueue; // line in queue?
+ property LineCounter: Word read LCounter; // lines that were progressed so far (after last clear)
+
+ Procedure AddLine(Line: PLine); // adds a line to the queue, if there is space
+ Procedure Draw (Beat: Real); // draw the current (active at beat) lyrics
+
+ Procedure Clear (const cBPM: Real = 0; // clears all cached song specific information
+ const cResolution: Integer = 0);
+
+ Constructor Create; overload;
+ Constructor Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real); overload;
+ Procedure LoadTextures;
+ Destructor Free;
+ end;
+
+implementation
+
+uses SysUtils,
+ USkins,
+ TextGL,
+ UGraphic,
+ UDisplay,
+ math,
+ UIni;
+
+//-----------
+//Helper procs to use TRGB in Opengl ...maybe this should be somewhere else
+//-----------
+procedure glColorRGB(Color: TRGB); overload;
+begin
+ glColor3f(Color.R, Color.G, Color.B);
+end;
+
+procedure glColorRGB(Color: TRGB; Alpha: Real); overload;
+begin
+ glColor4f(Color.R, Color.G, Color.B, Alpha);
+end;
+
+procedure glColorRGB(Color: TRGBA); overload;
+begin
+ glColor4f(Color.R, Color.G, Color.B, Color.A);
+end;
+
+procedure glColorRGB(Color: TRGBA; Alpha: Real); overload;
+begin
+ glColor4f(Color.R, Color.G, Color.B, Min(Color.A, Alpha));
+end;
+
+
+
+//---------------
+// Create - Constructor, just get Memory
+//---------------
+Constructor TLyricEngine.Create;
+begin
+ BPM := 0;
+ Resolution := 0;
+ LCounter := 0;
+ inQueue := False;
+
+ UpperLine.Done := True;
+ LowerLine.Done := True;
+ QueueLine.Done := True;
+ PUpperline:=@UpperLine;
+ PLowerLine:=@LowerLine;
+ PQueueLine:=@QueueLine;
+
+ UseLinearFilter := True;
+ LastDrawBeat:=0;
+end;
+
+Constructor TLyricEngine.Create(ULX,ULY,ULW,ULS,LLX,LLY,LLW,LLS:Real);
+begin
+ Create;
+ UpperLineX := ULX;
+ UpperLineW := ULW;
+ UpperLineY := ULY;
+ UpperLineSize := Trunc(ULS);
+
+ LowerLineX := LLX;
+ LowerLineW := LLW;
+ LowerLineY := LLY;
+ LowerLineSize := Trunc(LLS);
+ LoadTextures;
+end;
+
+
+//---------------
+// Free - Frees Memory
+//---------------
+Destructor TLyricEngine.Free;
+begin
+
+end;
+
+//---------------
+// Clear - Clears all cached Song specific Information
+//---------------
+Procedure TLyricEngine.Clear (const cBPM: Real; const cResolution: Integer);
+begin
+ BPM := cBPM;
+ Resolution := cResolution;
+ LCounter := 0;
+ inQueue := False;
+
+ UpperLine.Done := True;
+ LowerLine.Done := True;
+ QueueLine.Done := True;
+
+ PUpperline:=@UpperLine;
+ PLowerLine:=@LowerLine;
+ PQueueLine:=@QueueLine;
+
+ LastDrawBeat:=0;
+end;
+
+
+//---------------
+// LoadTextures - Load Player Textures and Create Lyric Textures
+//---------------
+Procedure TLyricEngine.LoadTextures;
+var
+ I: Integer;
+
+ function CreateLineTex: glUint;
+ var
+ PTexData: Pointer;
+ begin
+ try
+ // get memory
+ GetMem(pTexData, 1024*64*4);
+
+ // generate and bind Texture
+ glGenTextures(1, @Result);
+ glBindTexture(GL_TEXTURE_2D, Result);
+
+ // get texture memeory
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, 1024, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ if UseLinearFilter then
+ begin
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ end;
+
+ finally
+ // free unused memory
+ FreeMem(pTexData);
+ end;
+ end;
+begin
+
+ // lyric indicator (bar that indicates when the line start)
+ IndicatorTex := Texture.LoadTexture(Skin.GetTextureFileName('LyricHelpBar'), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
+
+ // ball for current word hover in ball effect
+ BallTex := Texture.LoadTexture(Skin.GetTextureFileName('Ball'), TEXTURE_TYPE_TRANSPARENT, 0);
+
+ // duet mode: load player icon
+ For I := 0 to 5 do
+ begin
+ PlayerIconTex[I][0] := Texture.LoadTexture(Skin.GetTextureFileName('LyricIcon_P' + InttoStr(I+1)), TEXTURE_TYPE_TRANSPARENT, 0);
+ PlayerIconTex[I][1] := Texture.LoadTexture(Skin.GetTextureFileName('LyricIconD_P' + InttoStr(I+1)), TEXTURE_TYPE_TRANSPARENT, 0);
+ end;
+
+ // create line textures
+ UpperLine.Tex := CreateLineTex;
+ LowerLine.Tex := CreateLineTex;
+ QueueLine.Tex := CreateLineTex;
+end;
+
+
+//---------------
+// AddLine - Adds LyricLine to queue
+//---------------
+Procedure TLyricEngine.AddLine(Line: PLine);
+var
+ LyricLine: PLyricLine;
+ countNotes: Cardinal;
+ Viewport: Array[0..3] of Integer;
+
+ PosX: Real;
+ I: Integer;
+
+ function CalcWidth(LyricLine: PLyricLine): Real;
+ begin
+ Result := glTextWidth(PChar(LyricLine.Text));
+
+ Result := Result + (LyricLine.CountFreestyle * 10);
+
+ // if the line ends with a freestyle not, then leave the place to finish to draw the text italic
+ if (LyricLine.Words[High(LyricLine.Words)].Freestyle) then
+ Result := Result + 12;
+ end;
+begin
+ // only add lines, if there is space
+ If not LineinQueue then
+ begin
+ // set pointer to line to write
+
+ If (LineCounter = 0) then
+ LyricLine := PUpperLine
+ else if (LineCounter = 1) then
+ LyricLine := PLowerLine
+ else
+ begin
+ LyricLine := PQueueLine;
+
+ //now there is a queued line
+ inQueue := True;
+ end;
+ end
+ else
+ begin // rotate lines (round-robin-like)
+ LyricLine := PUpperLine;
+ PUpperLine := PLowerLine;
+ PLowerLine := PQueueLine;
+ PQueueLine := LyricLine;
+ end;
+
+ // sentence has notes?
+ If Line = nil then
+ begin
+ // reset all values, if the new line is nil (lines after the last line)
+ LyricLine.Start := 0;
+ LyricLine.Length := 0;
+ LyricLine.CurWord := -1;
+ LyricLine.LastLine := False;
+ LyricLine.Width := 0;
+ SetLength(LyricLine.Words, 0);
+ end
+ else if Length(Line.Note) > 0 then
+ begin
+ // copy values from SongLine to LyricLine
+ CountNotes := High(Line.Note);
+ LyricLine.Start := Line.Note[0].Start;
+ LyricLine.Length := Line.Note[CountNotes].Start + Line.Note[CountNotes].Length - LyricLine.Start;
+ LyricLine.CurWord := -1;
+ LyricLine.LastLine := Line.LastLine;
+
+ // default values - set later
+ LyricLine.HasFreestyle := False;
+ LyricLine.CountFreestyle := 0;
+ LyricLine.Text := '';
+
+ // duet mode: players of that line
+ LyricLine.Players := 127;
+
+ //copy words
+ SetLength(LyricLine.Words, CountNotes + 1);
+ For I := 0 to CountNotes do
+ begin
+ LyricLine.Words[I].Start := Line.Note[I].Start;
+ LyricLine.Words[I].Length := Line.Note[I].Length;
+ LyricLine.Words[I].Text := Line.Note[I].Text;
+ LyricLine.Words[I].Freestyle := Line.Note[I].NoteType = ntFreestyle;
+
+ LyricLine.HasFreestyle := LyricLine.HasFreestyle OR LyricLine.Words[I].Freestyle;
+ LyricLine.Text := LyricLine.Text + LyricLine.Words[I].Text;
+
+ if (I > 0) AND LyricLine.Words[I-1].Freestyle AND not LyricLine.Words[I].Freestyle then
+ Inc(LyricLine.CountFreestyle);
+ end;
+
+ // set font params
+ SetFontStyle(FontStyle);
+ SetFontPos(0, 0);
+ LyricLine.Size := UpperLineSize;
+ SetFontSize(LyricLine.Size);
+ SetFontItalic(False);
+ glColor4f(1, 1, 1, 1);
+
+ // change fontsize to fit the screen
+ LyricLine.Width := CalcWidth(LyricLine);
+ while (LyricLine.Width > UpperLineW) do
+ begin
+ Dec(LyricLine.Size);
+
+ if (LyricLine.Size <=1) then
+ Break;
+
+ SetFontSize(LyricLine.Size);
+ LyricLine.Width := CalcWidth(LyricLine);
+ end;
+
+ // create LyricTexture - prepare OpenGL
+ glGetIntegerv(GL_VIEWPORT, @ViewPort);
+ glClearColor(0.0,0.0,0.0,0.0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+ glViewPort(0,0,800,600);
+
+ // set word positions and line size
+ PosX := 0;
+ for I := 0 to High(LyricLine.Words) do
+ begin
+ with LyricLine.Words[I] do
+ begin
+ SetFontItalic(Freestyle);
+
+ X := PosX;
+
+ //Draw Lyrics
+ SetFontPos(PosX, 0);
+ glPrint(PChar(Text));
+
+ Width := glTextWidth(PChar(Text));
+ if (I < High(LyricLine.Words)) AND Freestyle AND not LyricLine.Words[I+1].Freestyle then
+ Width := Width + 10
+ else
+ if (I = High(LyricLine.Words)) AND Freestyle then
+ Width := Width + 12;
+ PosX := PosX + Width;
+ end;
+ end;
+ end
+ else
+ begin
+ // create LyricTexture - prepare OpenGL
+ glGetIntegerv(GL_VIEWPORT, @ViewPort);
+ glClearColor(0.0,0.0,0.0,0.0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+ glViewPort(0,0,800,600);
+ end;
+
+ //for debugging, is this used anymore?
+ //Display.ScreenShot;
+
+ //Copy to Texture
+ glEnable(GL_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, LyricLine.Tex);
+ glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 600-64, 1024, 64, 0);
+ glDisable(GL_ALPHA);
+
+ //Clear Buffer
+ glClearColor(0,0,0,0);
+ glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
+
+ glViewPort(ViewPort[0], ViewPort[1], ViewPort[2], ViewPort[3]);
+
+ //Increase the Counter
+ Inc(LCounter);
+end;
+
+
+//---------------
+// Draw - Procedure Draws Lyrics; Beat is curent Beat in Quarters
+// Draw just manage the Lyrics, drawing is done by a call of DrawLyrics
+//---------------
+Procedure TLyricEngine.Draw (Beat: Real);
+begin
+ DrawLyrics(Beat);
+ LastDrawBeat := Beat;
+end;
+
+//---------------
+// DrawLyrics(private) - Helper for Draw; main Drawing procedure
+//---------------
+procedure TLyricEngine.DrawLyrics (Beat: Real);
+begin
+ DrawLyricsLine(UpperLineX, UpperLineW, UpperlineY, 15, PUpperline, Beat);
+ DrawLyricsLine(LowerLineX, LowerLineW, LowerlineY, 15, PLowerline, Beat);
+end;
+
+//---------------
+// DrawPlayerIcon(private) - Helper for Draw; Draws a Playericon
+//---------------
+procedure TLyricEngine.DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real);
+var IEnabled: Byte;
+begin
+ Case Enabled of
+ True: IEnabled := 0;
+ False: IEnabled := 1;
+ end;
+
+ try
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, PlayerIconTex[Player][IEnabled].TexNum);
+
+ glColor4f(1,1,1,Alpha);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(X, Y);
+ glTexCoord2f(0, 1); glVertex2f(X, Y + Size);
+ glTexCoord2f(1, 1); glVertex2f(X + Size, Y + Size);
+ glTexCoord2f(1, 0); glVertex2f(X + Size, Y);
+ glEnd;
+
+ finally
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ end;
+end;
+
+//---------------
+// DrawBall(private) - Helper for Draw; Draws the Ball over the LyricLine if needed
+//---------------
+procedure TLyricEngine.DrawBall(const XBall, YBall, Alpha:Real);
+begin
+ try
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, BallTex.TexNum);
+
+ glColor4f(1,1,1, Alpha);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(XBall - 10, YBall);
+ glTexCoord2f(0, 1); glVertex2f(XBall - 10, YBall + 20);
+ glTexCoord2f(1, 1); glVertex2f(XBall + 10, YBall + 20);
+ glTexCoord2f(1, 0); glVertex2f(XBall + 10, YBall);
+ glEnd;
+
+ finally
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ end;
+end;
+
+//---------------
+// DrawLyricsLine(private) - Helper for Draw; Draws one LyricLine
+//---------------
+procedure TLyricEngine.DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real);
+var
+ CurWordStart, CurWordEnd: Real; // screen coordinates of current word and the rest of the sentence
+ FreestyleDiff: Integer; // difference between top and bottom coordiantes for freestyle lyrics
+ Progress: Real; // progress of singing the current word
+ LyricX: Real; // left
+ LyricX2: Real; // right
+ LyricY: Real; // top
+ LyricsHeight: Real; // height the lyrics are displayed
+ Alpha: Real; // alphalevel to fade out at end
+
+ {// duet mode
+ IconSize: Real; // size of player icons
+ IconAlpha: Real; // alpha level of player icons
+ }
+begin
+ // lines with a width lower than 0, have not to be draw
+ if Line^.Width <= 0 then
+ exit;
+
+ // this is actually a bit more than the real font size
+ // it helps adjusting the "zoom-center"
+ LyricsHeight:=30.5 * (Line^.Size/10);
+
+ {
+ // duet mode
+ IconSize := (2 * Size);
+ IconAlpha := Frac(Beat/(Resolution*4));
+
+ DrawPlayerIcon (0, True, X, Y + (42 - IconSize) / 2 , IconSize, IconAlpha);
+ DrawPlayerIcon (1, True, X + IconSize + 1, Y + (42 - IconSize) / 2, IconSize, IconAlpha);
+ DrawPlayerIcon (2, True, X + (IconSize + 1)*2, Y + (42 - IconSize) / 2, IconSize, IconAlpha);
+ }
+
+ LyricX := X+W/2 - Line^.Width/2;
+ LyricX2 := LyricX + Line^.Width;
+
+ // maybe center smaller lines
+ //LyricY := Y;
+ LyricY := Y + ((Size / Line.Size - 1) * LyricsHeight) / 2;
+
+ Alpha := 1;
+
+ // word in the sentence is active?
+ if (Line^.Start < Beat) then
+ begin
+ // if this line just got active, then CurWord is still -1
+ // this means, we should try to make the first word active
+ // then we check if the current active word is still meant to be active
+ // if not, we proceed to the next word
+ if Line^.CurWord = -1 then
+ Line^.CurWord:=0;
+
+ if (Line^.CurWord < High(Line^.Words)) AND (Beat >= (Line^.Words[Line^.CurWord + 1].Start)) then
+ Line^.CurWord:=Line^.CurWord+1;
+
+ FreestyleDiff := 0;
+
+ // last word of this line finished, but this line did not hide
+ if (Line^.CurWord > High(Line^.Words)) then
+ begin
+ CurWordStart := Line^.Words[High(Line^.Words)].X + Line^.Words[High(Line^.Words)].Width;
+ CurWordEnd := CurWordStart;
+
+ // fade out last line
+ if Line^.LastLine then
+ begin
+ Alpha := 1 - (Beat - (Line^.Words[High(Line^.Words)].Start + Line^.Words[High(Line^.Words)].Length)) / 15;
+ if (Alpha < 0) then
+ Alpha := 0;
+ end;
+ end
+ else
+ begin
+ with Line^.Words[Line^.CurWord] do
+ begin
+ Progress := (Beat - Start) / Length;
+ if Progress >= 1 then
+ Progress := 1;
+
+ if Progress <= 0 then
+ Progress := 0;
+
+ CurWordStart:=X;
+ CurWordEnd:=X+Width;
+
+ // Slide Effect
+ // simply paint the active texture to the current position
+ if Ini.LyricsEffect = 2 then
+ begin
+ CurWordStart := CurWordStart + Width * progress;
+ CurWordEnd := CurWordStart;
+ end;
+
+ if (Line^.CurWord < High(Line^.Words)) AND Freestyle AND not Line^.Words[Line^.CurWord + 1].Freestyle then
+ begin
+ FreestyleDiff := 2;
+ end
+ else
+ if Freestyle then
+ begin
+ FreestyleDiff := 12;
+ CurWordStart := CurWordStart - 1;
+ CurWordEnd := CurWordEnd - 2;
+ end;
+ end;
+ end;
+
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_TEXTURE_2D);
+ glBindTexture(GL_TEXTURE_2D, Line^.Tex);
+
+ // draw sentence up to current word
+ if (Ini.LyricsEffect = 3) or (Ini.LyricsEffect = 4) then
+ // ball lyric effect - only highlight current word and not that ones before in this line
+ glColorRGB(LineColor_en, Alpha)
+ else
+ glColorRGB(LineColor_act, Alpha);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 1); glVertex2f(LyricX, LyricY);
+ glTexCoord2f(0, 1-LyricsHeight/64); glVertex2f(LyricX, LyricY + LyricsHeight);
+ glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordStart, LyricY + LyricsHeight);
+ glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordStart+FreestyleDiff, LyricY);
+ glEnd;
+
+ // draw rest of sentence
+ glColorRGB(LineColor_en);
+ glBegin(GL_QUADS);
+ glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordEnd+FreestyleDiff, LyricY);
+ glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordEnd, LyricY + LyricsHeight);
+ glTexCoord2f(Line^.Width/1024, 1-LyricsHeight/64); glVertex2f(LyricX2, LyricY + LyricsHeight);
+ glTexCoord2f(Line^.Width/1024, 1); glVertex2f(LyricX2, LyricY);
+ glEnd;
+
+ // draw active word:
+ // type 0: simple lyric effect
+ // type 3: ball lyric effect
+ // type 4: shift lyric effect
+ // only change the color of the current word
+ if (Ini.LyricsEffect = 0) or (Ini.LyricsEffect = 3) or (Ini.LyricsEffect = 4) then
+ begin
+ { // maybe fade in?
+ glColor4f(LineColor_en.r,LineColor_en.g,LineColor_en.b,1-progress);
+ glBegin(GL_QUADS);
+ glTexCoord2f(CurWordStart/1024, 1); glVertex2f(LyricX+CurWordStart, Y);
+ glTexCoord2f(CurWordStart/1024, 0); glVertex2f(LyricX+CurWordStart, Y + 64);
+ glTexCoord2f(CurWordEnd/1024, 0); glVertex2f(LyricX+CurWordEnd, Y + 64);
+ glTexCoord2f(CurWordEnd/1024, 1); glVertex2f(LyricX+CurWordEnd, Y);
+ glEnd;
+ }
+
+ if (Ini.LyricsEffect = 4) then
+ LyricY := LyricY - 8 * (1-progress);
+
+ glColor3f(LineColor_act.r,LineColor_act.g,LineColor_act.b);
+ glBegin(GL_QUADS);
+ glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordStart+FreestyleDiff, LyricY);
+ glTexCoord2f(CurWordStart/1024, 0); glVertex2f(LyricX+CurWordStart, LyricY + 64);
+ glTexCoord2f(CurWordEnd/1024, 0); glVertex2f(LyricX+CurWordEnd, LyricY + 64);
+ glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordEnd+FreestyleDiff, LyricY);
+ glEnd;
+
+ if (Ini.LyricsEffect = 4) then
+ LyricY := LyricY + 8 * (1-progress);
+ end
+
+ // draw active word:
+ // type 1: zoom lyric effect
+ // change color and zoom current word
+ else if Ini.LyricsEffect = 1 then
+ begin
+ glPushMatrix;
+ glTranslatef(LyricX+CurWordStart+(CurWordEnd-CurWordStart)/2,LyricY+LyricsHeight/2,0);
+ glScalef(1.0+(1-progress)/2,1.0+(1-progress)/2,1.0);
+ glColor4f(LineColor_en.r,LineColor_en.g,LineColor_en.b,1-progress);
+ glBegin(GL_QUADS);
+ glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
+ glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
+ glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
+ glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f((CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
+ glEnd;
+ glColor4f(LineColor_act.r,LineColor_act.g,LineColor_act.b,1);
+ glBegin(GL_QUADS);
+ glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
+ glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
+ glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
+ glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f((CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
+ glEnd;
+ glPopMatrix;
+ end;
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_BLEND);
+
+ if Ini.LyricsEffect = 3 then
+ DrawBall(LyricX + CurWordStart + (CurWordEnd - CurWordStart) * progress, LyricY - 15 - 15*sin(progress * pi), Alpha);
+ end
+ else
+ begin
+ // draw complete inactive sentence if line hasn't started but is already shown
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, Line^.Tex);
+
+ glColorRGB(LineColor_dis);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 1); glVertex2f(LyricX, LyricY);
+ glTexCoord2f(0, 1-LyricsHeight/64); glVertex2f(LyricX, LyricY + LyricsHeight);
+ glTexCoord2f(Line^.Width/1024, 1-LyricsHeight/64); glVertex2f(LyricX2, LyricY + LyricsHeight);
+ glTexCoord2f(Line^.Width/1024, 1); glVertex2f(LyricX2, LyricY);
+ glEnd;
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
+ end;
+end;
+
+
+end.
+
diff --git a/Game/Code/Classes/UServices.pas b/Game/Code/Classes/UServices.pas index 7cc811bc..19561eeb 100644 --- a/Game/Code/Classes/UServices.pas +++ b/Game/Code/Classes/UServices.pas @@ -229,9 +229,11 @@ begin If (Service.isClass) then //Use Proc of Class + // FIXME: "function ... of object" does not fit into an integer (2x pointers: object + function-code -> 8byte on x86) Result := Service.ProcOfClass(wParam, lParam) Else //Use normal Proc + // FIXME: will not work with x64 CPUs, pointers will be 64bit there Result := Service.Proc(wParam, lParam); //Restore CurExecuted diff --git a/Game/Code/Classes/USingScores.pas b/Game/Code/Classes/USingScores.pas index 67f94824..56d2cd69 100644 --- a/Game/Code/Classes/USingScores.pas +++ b/Game/Code/Classes/USingScores.pas @@ -216,19 +216,19 @@ begin Settings.Phase2Time := 550; // shift it up ^[ ]^ Settings.Phase3Time := 200; // increase score [s++] - Settings.PopUpTex[0].TexNum := High(gluInt); - Settings.PopUpTex[1].TexNum := High(gluInt); - Settings.PopUpTex[2].TexNum := High(gluInt); - Settings.PopUpTex[3].TexNum := High(gluInt); - Settings.PopUpTex[4].TexNum := High(gluInt); - Settings.PopUpTex[5].TexNum := High(gluInt); - Settings.PopUpTex[6].TexNum := High(gluInt); - Settings.PopUpTex[7].TexNum := High(gluInt); - Settings.PopUpTex[8].TexNum := High(gluInt); - - Settings.RatingBar_BG_Tex.TexNum := High(gluInt); - Settings.RatingBar_FG_Tex.TexNum := High(gluInt); - Settings.RatingBar_Bar_Tex.TexNum := High(gluInt); + Settings.PopUpTex[0].TexNum := 0; + Settings.PopUpTex[1].TexNum := 0; + Settings.PopUpTex[2].TexNum := 0; + Settings.PopUpTex[3].TexNum := 0; + Settings.PopUpTex[4].TexNum := 0; + Settings.PopUpTex[5].TexNum := 0; + Settings.PopUpTex[6].TexNum := 0; + Settings.PopUpTex[7].TexNum := 0; + Settings.PopUpTex[8].TexNum := 0; + + Settings.RatingBar_BG_Tex.TexNum := 0; + Settings.RatingBar_FG_Tex.TexNum := 0; + Settings.RatingBar_Bar_Tex.TexNum := 0; end; //----------- diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas index 07dc309f..8502c3e4 100644 --- a/Game/Code/Classes/UTexture.pas +++ b/Game/Code/Classes/UTexture.pas @@ -1,993 +1,993 @@ -unit UTexture; -// added for easier debug disabling -{$undef blindydebug} - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - -uses OpenGL12, - {$IFDEF win32} - windows, - {$ENDIF} - Math, - Classes, - SysUtils, - UCommon, - UImage, - SDL, - sdlutils, - SDL_Image; - -type - TTexture = record - TexNum: integer; - X: real; - Y: real; - Z: real; // new - W: real; - H: real; - ScaleW: real; // for dynamic scalling while leaving width constant - ScaleH: real; // for dynamic scalling while leaving height constant - Rot: real; // 0 - 2*pi - Int: real; // intensity - ColR: real; - ColG: real; - ColB: real; - TexW: real; // used? - TexH: real; // used? - TexX1: real; - TexY1: real; - TexX2: real; - TexY2: real; - Alpha: real; - Name: string; // 0.5.0: experimental for handling cache images. maybe it's useful for dynamic skins - end; - -type - TTextureType = ( - TEXTURE_TYPE_PLAIN, // Plain (alpha = 1) - TEXTURE_TYPE_TRANSPARENT, // Alpha is used - TEXTURE_TYPE_COLORIZED // Alpha is used; Hue of the HSV color-model will be replaced by a new value - ); -const - TextureTypeStr: array[TTextureType] of string = ( - 'Plain', - 'Transparent', - 'Colorized' - ); - -function TextureTypeToStr(TexType: TTextureType): string; -function ParseTextureType(const TypeStr: string; Default: TTextureType): TTextureType; - -type - TTextureEntry = record - Name: string; - Typ: TTextureType; - Color: Cardinal; - - // we use normal TTexture, it's easier to implement and if needed - we copy ready data - Texture: TTexture; - TextureCache: TTexture; - end; - - TTextureDatabase = record - Texture: array of TTextureEntry; - end; - - TTextureUnit = class - private - TnWidth, TnHeight: Cardinal; //Width and Height of the Cover Thumbnails - - TnBuffer: array of byte; - TnSurface: PSDL_Surface; - - function LoadImage(const Identifier: string): PSDL_Surface; - function pixfmt_eq(fmt1,fmt2: PSDL_Pixelformat): boolean; - procedure AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: TTextureType); - function GetScaledTexture(TexSurface: PSDL_Surface; W,H: Cardinal): PSDL_Surface; - procedure ScaleTexture(var TexSurface: PSDL_Surface; W,H: Cardinal); - procedure FitTexture(var TexSurface: PSDL_Surface; W,H: Cardinal); - procedure ColorizeTexture(TexSurface: PSDL_Surface; Col: Cardinal); - public - Limit: integer; - CreateCacheMipmap: boolean; - -// function GetNumberFor - function GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean = true): TTexture; overload; - function GetTexture(const Name: string; Typ: TTextureType; Col: LongWord; FromCache: boolean = true): TTexture; overload; - function FindTexture(const Name: string; Typ: TTextureType; Col: Cardinal): integer; - function LoadTexture(FromRegistry: boolean; const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; overload; - function LoadTexture(const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; overload; - function LoadTexture(const Identifier: string): TTexture; overload; - function CreateTexture(var Data: array of byte; const Name: string; W, H: word; Bits: byte): TTexture; - procedure UnloadTexture(const Name: string; Typ: TTextureType; FromCache: boolean); overload; - procedure UnloadTexture(const Name: string; Typ: TTextureType; Col: Cardinal; FromCache: boolean); overload; - //procedure FlushTextureDatabase(); - - Function GetCoverThumbnail(const Name: string): Pointer; - Procedure SetCoverSize(W, H: Integer); - - Constructor Create; - Destructor Destroy; override; - end; - -var - Texture: TTextureUnit; - TextureDatabase: TTextureDatabase; - - ActTex: GLuint; - - Mipmapping: Boolean; - - CacheMipmap: array[0..256*256*3-1] of byte; // 3KB - CacheMipmapSurface: PSDL_Surface; - - -implementation - -uses ULog, - DateUtils, - UCovers, - UThemes, - {$IFDEF DARWIN} - MacResources, - {$ENDIF} - StrUtils; - -Constructor TTextureUnit.Create; -begin - inherited Create; -end; - -Destructor TTextureUnit.Destroy; -begin - inherited Destroy; -end; - -function TTextureUnit.pixfmt_eq(fmt1,fmt2: PSDL_Pixelformat): boolean; -begin - if (fmt1^.BitsPerPixel = fmt2^.BitsPerPixel) and - (fmt1^.BytesPerPixel = fmt2^.BytesPerPixel) and - (fmt1^.Rloss = fmt2^.Rloss) and (fmt1^.Gloss = fmt2^.Gloss) and - (fmt1^.Bloss = fmt2^.Bloss) and (fmt1^.Rmask = fmt2^.Rmask) and - (fmt1^.Gmask = fmt2^.Gmask) and (fmt1^.Bmask = fmt2^.Bmask) and - (fmt1^.Rshift = fmt2^.Rshift) and (fmt1^.Gshift = fmt2^.Gshift) and - (fmt1^.Bshift = fmt2^.Bshift) - then - Result:=True - else - Result:=False; -end; - -// +++++++++++++++++++++ helpers for loadimage +++++++++++++++ - function SdlStreamSeek( context : PSDL_RWops; offset : Integer; whence : Integer ) : integer; cdecl; - var - stream : TStream; - origin : Word; - begin - stream := TStream( context.unknown ); - if ( stream = nil ) then - raise EInvalidContainer.Create( 'SDLStreamSeek on nil' ); - case whence of - 0 : origin := soFromBeginning; // Offset is from the beginning of the resource. Seek moves to the position Offset. Offset must be >= 0. - 1 : origin := soFromCurrent; // Offset is from the current position in the resource. Seek moves to Position + Offset. - 2 : origin := soFromEnd; - else - origin := soFromBeginning; // just in case - end; - Result := stream.Seek( offset, origin ); - end; - - function SdlStreamRead( context : PSDL_RWops; Ptr : Pointer; size : Integer; maxnum: Integer ) : Integer; cdecl; - var - stream : TStream; - begin - stream := TStream( context.unknown ); - if ( stream = nil ) then - raise EInvalidContainer.Create( 'SDLStreamRead on nil' ); - try - Result := stream.read( Ptr^, Size * maxnum ) div size; - except - Result := -1; - end; - end; - - function SDLStreamClose( context : PSDL_RWops ) : Integer; cdecl; - var - stream : TStream; - begin - stream := TStream( context.unknown ); - if ( stream = nil ) then - raise EInvalidContainer.Create( 'SDLStreamClose on nil' ); - stream.Free; - Result := 1; - end; -// ----------------------------------------------- - -function TTextureUnit.LoadImage(const Identifier: string): PSDL_Surface; -var - TexRWops: PSDL_RWops; - TexStream: TStream; - FileName: string; -begin - Result := nil; - TexRWops := nil; - - if Identifier = '' then - exit; - - //Log.LogStatus( Identifier, 'LoadImage' ); - - FileName := Identifier; - - if (FileExistsInsensitive(FileName)) then - begin - // load from file - //Log.LogStatus( 'Is File ( Loading : '+FileName+')', ' LoadImage' ); - try - Result := IMG_Load(PChar(FileName)); - //Log.LogStatus( ' '+inttostr( integer( Result ) ), ' LoadImage' ); - except - Log.LogError('Could not load from file "'+FileName+'"', 'TTextureUnit.LoadImage'); - Exit; - end; - end - else - begin - //Log.LogStatus( 'IS Resource, because file does not exist.('+Identifier+')', ' LoadImage' ); - - TexStream := GetResourceStream(Identifier, 'TEX'); - if (not assigned(TexStream)) then - begin - Log.LogError( 'Invalid file or resource "'+ Identifier+'"', 'TTextureUnit.LoadImage'); - Exit; - end; - - TexRWops := SDL_AllocRW(); - if (TexRWops = nil) then - begin - Log.LogError( 'Could not assign resource "'+Identifier+'"', 'TTextureUnit.LoadImage'); - TexStream.Free(); - Exit; - end; - - // user defined RW-callbacks - with TexRWops^ do - begin - unknown := TUnknown(TexStream); - seek := SDLStreamSeek; - read := SDLStreamRead; - write := nil; - close := SDLStreamClose; - type_ := 2; - end; - - //Log.LogStatus( 'resource Assigned....' , Identifier); - try - Result := IMG_Load_RW(TexRWops, 0); - except - Log.LogError( 'Could not read resource "'+Identifier+'"', 'TTextureUnit.LoadImage'); - end; - - SDL_FreeRW(TexRWops); - TexStream.Free(); - end; -end; - -procedure TTextureUnit.AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: TTextureType); -var - TempSurface: PSDL_Surface; - NeededPixFmt: PSDL_Pixelformat; -begin - NeededPixFmt:=@PixelFmt_RGBA; - if (Typ = TEXTURE_TYPE_PLAIN) then - NeededPixFmt:=@PixelFmt_RGB - else if (Typ = TEXTURE_TYPE_TRANSPARENT) or - (Typ = TEXTURE_TYPE_COLORIZED) then - NeededPixFmt:=@PixelFmt_RGBA - else - NeededPixFmt:=@PixelFmt_RGB; - - - if not pixfmt_eq(TexSurface^.format, NeededPixFmt) then - begin - TempSurface:=TexSurface; - TexSurface:=SDL_ConvertSurface(TempSurface,NeededPixFmt,SDL_SWSURFACE); - SDL_FreeSurface(TempSurface); - end; -end; - -function TTextureUnit.GetScaledTexture(TexSurface: PSDL_Surface; W,H: Cardinal): PSDL_Surface; -var - TempSurface: PSDL_Surface; -begin - TempSurface:=TexSurface; - Result:=SDL_ScaleSurfaceRect(TempSurface, - 0,0,TempSurface^.W,TempSurface^.H, - W,H); - SDL_FreeSurface(TempSurface); -end; - -procedure TTextureUnit.ScaleTexture(var TexSurface: PSDL_Surface; W,H: Cardinal); -var - TempSurface: PSDL_Surface; -begin - TempSurface:=TexSurface; - TexSurface:=SDL_ScaleSurfaceRect(TempSurface, - 0,0,TempSurface^.W,TempSurface^.H, - W,H); - SDL_FreeSurface(TempSurface); -end; - -procedure TTextureUnit.FitTexture(var TexSurface: PSDL_Surface; W,H: Cardinal); -var - TempSurface: PSDL_Surface; -begin - TempSurface:=TexSurface; - with TempSurface^.format^ do - TexSurface:=SDL_CreateRGBSurface(SDL_SWSURFACE,W,H,BitsPerPixel,RMask, GMask, BMask, AMask); - SDL_SetAlpha(TexSurface, 0, 255); - SDL_SetAlpha(TempSurface, 0, 255); - SDL_BlitSurface(TempSurface,nil,TexSurface,nil); - SDL_FreeSurface(TempSurface); -end; - -procedure TTextureUnit.ColorizeTexture(TexSurface: PSDL_Surface; Col: Cardinal); - //returns hue within range [0.0-6.0) - function col2hue(Color:Cardinal): double; - var - clr: array[0..2] of double; - hue, max, delta: double; - begin - clr[0] := ((Color and $ff0000) shr 16)/255; // R - clr[1] := ((Color and $ff00) shr 8)/255; // G - clr[2] := (Color and $ff) /255; // B - max := maxvalue(clr); - delta := max - minvalue(clr); - // calc hue - if (delta = 0.0) then hue := 0 - else if (clr[0] = max) then hue := (clr[1]-clr[2])/delta - else if (clr[1] = max) then hue := 2.0+(clr[2]-clr[0])/delta - else if (clr[2] = max) then hue := 4.0+(clr[0]-clr[1])/delta; - if (hue < 0.0) then - hue := hue + 6.0; - Result := hue; - end; - -var - DestinationHue: Double; - PixelIndex: Cardinal; - Pixel: PByte; - PixelColors: PByteArray; -// clr: array[0..2] of Double; // [0: R, 1: G, 2: B] - clr2: array[0..2] of Uint32; -// hsv: array[0..2] of Double; // [0: H(ue), 1: S(aturation), 2: V(alue)] - hsv2: array[0..2] of UInt32;//LongInt; - dhue: UInt32;//LongInt; - h_int: Cardinal; -// delta, f, p, q, t: Double; - delta2,f2,p2,q2,t2: Longint;//LongInt; -// max: Double; - max2: Uint32; -begin - DestinationHue := col2hue(Col); - - dhue:=Trunc(DestinationHue*1024); - - Pixel := TexSurface^.Pixels; - - for PixelIndex := 0 to (TexSurface^.W * TexSurface^.H)-1 do - begin - PixelColors:=PByteArray(Pixel); - // inlined colorize per pixel - - // uses fixed point math - // get color values - clr2[0]:=PixelColors[0] shl 10; - clr2[1]:=PixelColors[1] shl 10; - clr2[2]:=PixelColors[2] shl 10; - //calculate luminance and saturation from rgb - - max2:=clr2[0]; - if clr2[1]>max2 then max2:=clr2[1]; - if clr2[2]>max2 then max2:=clr2[2]; - delta2:=clr2[0]; - if clr2[1]<delta2 then delta2:=clr2[1]; - if clr2[2]<delta2 then delta2:=clr2[2]; - delta2:=max2-delta2; - hsv2[0]:=dhue; // shl 8 - hsv2[2]:=max2; // shl 8 - if (max2=0) then hsv2[1] := 0 - else hsv2[1] := (delta2 shl 10) div max2; // shl 8 - h_int:= hsv2[0] and $fffffC00; - f2:= hsv2[0]-h_int; //shl 10 - p2:= (hsv2[2]*(1024-hsv2[1])) shr 10; - q2:= (hsv2[2]*(1024-(hsv2[1]*f2) shr 10)) shr 10; - t2:= (hsv2[2]*(1024-(hsv2[1]*(1024-f2)) shr 10)) shr 10; - h_int:=h_int shr 10; - case h_int of +unit UTexture;
+// added for easier debug disabling
+{$undef blindydebug}
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses OpenGL12,
+ {$IFDEF win32}
+ windows,
+ {$ENDIF}
+ Math,
+ Classes,
+ SysUtils,
+ UCommon,
+ UImage,
+ SDL,
+ sdlutils,
+ SDL_Image;
+
+type
+ TTexture = record
+ TexNum: GLuint;
+ X: real;
+ Y: real;
+ Z: real; // new
+ W: real;
+ H: real;
+ ScaleW: real; // for dynamic scalling while leaving width constant
+ ScaleH: real; // for dynamic scalling while leaving height constant
+ Rot: real; // 0 - 2*pi
+ Int: real; // intensity
+ ColR: real;
+ ColG: real;
+ ColB: real;
+ TexW: real; // used?
+ TexH: real; // used?
+ TexX1: real;
+ TexY1: real;
+ TexX2: real;
+ TexY2: real;
+ Alpha: real;
+ Name: string; // 0.5.0: experimental for handling cache images. maybe it's useful for dynamic skins
+ end;
+
+type
+ TTextureType = (
+ TEXTURE_TYPE_PLAIN, // Plain (alpha = 1)
+ TEXTURE_TYPE_TRANSPARENT, // Alpha is used
+ TEXTURE_TYPE_COLORIZED // Alpha is used; Hue of the HSV color-model will be replaced by a new value
+ );
+const
+ TextureTypeStr: array[TTextureType] of string = (
+ 'Plain',
+ 'Transparent',
+ 'Colorized'
+ );
+
+function TextureTypeToStr(TexType: TTextureType): string;
+function ParseTextureType(const TypeStr: string; Default: TTextureType): TTextureType;
+
+type
+ TTextureEntry = record
+ Name: string;
+ Typ: TTextureType;
+ Color: Cardinal;
+
+ // we use normal TTexture, it's easier to implement and if needed - we copy ready data
+ Texture: TTexture;
+ TextureCache: TTexture;
+ end;
+
+ TTextureDatabase = record
+ Texture: array of TTextureEntry;
+ end;
+
+ TTextureUnit = class
+ private
+ TnWidth, TnHeight: Cardinal; //Width and Height of the Cover Thumbnails
+
+ TnBuffer: array of byte;
+ TnSurface: PSDL_Surface;
+
+ function LoadImage(const Identifier: string): PSDL_Surface;
+ function pixfmt_eq(fmt1,fmt2: PSDL_Pixelformat): boolean;
+ procedure AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: TTextureType);
+ function GetScaledTexture(TexSurface: PSDL_Surface; W,H: Cardinal): PSDL_Surface;
+ procedure ScaleTexture(var TexSurface: PSDL_Surface; W,H: Cardinal);
+ procedure FitTexture(var TexSurface: PSDL_Surface; W,H: Cardinal);
+ procedure ColorizeTexture(TexSurface: PSDL_Surface; Col: Cardinal);
+ public
+ Limit: integer;
+ CreateCacheMipmap: boolean;
+
+// function GetNumberFor
+ function GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean = true): TTexture; overload;
+ function GetTexture(const Name: string; Typ: TTextureType; Col: LongWord; FromCache: boolean = true): TTexture; overload;
+ function FindTexture(const Name: string; Typ: TTextureType; Col: Cardinal): integer;
+ function LoadTexture(FromRegistry: boolean; const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; overload;
+ function LoadTexture(const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; overload;
+ function LoadTexture(const Identifier: string): TTexture; overload;
+ function CreateTexture(var Data: array of byte; const Name: string; W, H: word; Bits: byte): TTexture;
+ procedure UnloadTexture(const Name: string; Typ: TTextureType; FromCache: boolean); overload;
+ procedure UnloadTexture(const Name: string; Typ: TTextureType; Col: Cardinal; FromCache: boolean); overload;
+ //procedure FlushTextureDatabase();
+
+ Function GetCoverThumbnail(const Name: string): Pointer;
+ Procedure SetCoverSize(W, H: Integer);
+
+ Constructor Create;
+ Destructor Destroy; override;
+ end;
+
+var
+ Texture: TTextureUnit;
+ TextureDatabase: TTextureDatabase;
+
+ ActTex: GLuint;
+
+ Mipmapping: Boolean;
+
+ CacheMipmap: array[0..256*256*3-1] of byte; // 3KB
+ CacheMipmapSurface: PSDL_Surface;
+
+
+implementation
+
+uses ULog,
+ DateUtils,
+ UCovers,
+ UThemes,
+ {$IFDEF DARWIN}
+ MacResources,
+ {$ENDIF}
+ StrUtils;
+
+Constructor TTextureUnit.Create;
+begin
+ inherited Create;
+end;
+
+Destructor TTextureUnit.Destroy;
+begin
+ inherited Destroy;
+end;
+
+function TTextureUnit.pixfmt_eq(fmt1,fmt2: PSDL_Pixelformat): boolean;
+begin
+ if (fmt1^.BitsPerPixel = fmt2^.BitsPerPixel) and
+ (fmt1^.BytesPerPixel = fmt2^.BytesPerPixel) and
+ (fmt1^.Rloss = fmt2^.Rloss) and (fmt1^.Gloss = fmt2^.Gloss) and
+ (fmt1^.Bloss = fmt2^.Bloss) and (fmt1^.Rmask = fmt2^.Rmask) and
+ (fmt1^.Gmask = fmt2^.Gmask) and (fmt1^.Bmask = fmt2^.Bmask) and
+ (fmt1^.Rshift = fmt2^.Rshift) and (fmt1^.Gshift = fmt2^.Gshift) and
+ (fmt1^.Bshift = fmt2^.Bshift)
+ then
+ Result:=True
+ else
+ Result:=False;
+end;
+
+// +++++++++++++++++++++ helpers for loadimage +++++++++++++++
+ function SdlStreamSeek( context : PSDL_RWops; offset : Integer; whence : Integer ) : integer; cdecl;
+ var
+ stream : TStream;
+ origin : Word;
+ begin
+ stream := TStream( context.unknown );
+ if ( stream = nil ) then
+ raise EInvalidContainer.Create( 'SDLStreamSeek on nil' );
+ case whence of
+ 0 : origin := soFromBeginning; // Offset is from the beginning of the resource. Seek moves to the position Offset. Offset must be >= 0.
+ 1 : origin := soFromCurrent; // Offset is from the current position in the resource. Seek moves to Position + Offset.
+ 2 : origin := soFromEnd;
+ else
+ origin := soFromBeginning; // just in case
+ end;
+ Result := stream.Seek( offset, origin );
+ end;
+
+ function SdlStreamRead( context : PSDL_RWops; Ptr : Pointer; size : Integer; maxnum: Integer ) : Integer; cdecl;
+ var
+ stream : TStream;
+ begin
+ stream := TStream( context.unknown );
+ if ( stream = nil ) then
+ raise EInvalidContainer.Create( 'SDLStreamRead on nil' );
+ try
+ Result := stream.read( Ptr^, Size * maxnum ) div size;
+ except
+ Result := -1;
+ end;
+ end;
+
+ function SDLStreamClose( context : PSDL_RWops ) : Integer; cdecl;
+ var
+ stream : TStream;
+ begin
+ stream := TStream( context.unknown );
+ if ( stream = nil ) then
+ raise EInvalidContainer.Create( 'SDLStreamClose on nil' );
+ stream.Free;
+ Result := 1;
+ end;
+// -----------------------------------------------
+
+function TTextureUnit.LoadImage(const Identifier: string): PSDL_Surface;
+var
+ TexRWops: PSDL_RWops;
+ TexStream: TStream;
+ FileName: string;
+begin
+ Result := nil;
+ TexRWops := nil;
+
+ if Identifier = '' then
+ exit;
+
+ //Log.LogStatus( Identifier, 'LoadImage' );
+
+ FileName := Identifier;
+
+ if (FileExistsInsensitive(FileName)) then
+ begin
+ // load from file
+ //Log.LogStatus( 'Is File ( Loading : '+FileName+')', ' LoadImage' );
+ try
+ Result := IMG_Load(PChar(FileName));
+ //Log.LogStatus( ' '+inttostr( integer( Result ) ), ' LoadImage' );
+ except
+ Log.LogError('Could not load from file "'+FileName+'"', 'TTextureUnit.LoadImage');
+ Exit;
+ end;
+ end
+ else
+ begin
+ //Log.LogStatus( 'IS Resource, because file does not exist.('+Identifier+')', ' LoadImage' );
+
+ TexStream := GetResourceStream(Identifier, 'TEX');
+ if (not assigned(TexStream)) then
+ begin
+ Log.LogError( 'Invalid file or resource "'+ Identifier+'"', 'TTextureUnit.LoadImage');
+ Exit;
+ end;
+
+ TexRWops := SDL_AllocRW();
+ if (TexRWops = nil) then
+ begin
+ Log.LogError( 'Could not assign resource "'+Identifier+'"', 'TTextureUnit.LoadImage');
+ TexStream.Free();
+ Exit;
+ end;
+
+ // user defined RW-callbacks
+ with TexRWops^ do
+ begin
+ unknown := TUnknown(TexStream);
+ seek := SDLStreamSeek;
+ read := SDLStreamRead;
+ write := nil;
+ close := SDLStreamClose;
+ type_ := 2;
+ end;
+
+ //Log.LogStatus( 'resource Assigned....' , Identifier);
+ try
+ Result := IMG_Load_RW(TexRWops, 0);
+ except
+ Log.LogError( 'Could not read resource "'+Identifier+'"', 'TTextureUnit.LoadImage');
+ end;
+
+ SDL_FreeRW(TexRWops);
+ TexStream.Free();
+ end;
+end;
+
+procedure TTextureUnit.AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: TTextureType);
+var
+ TempSurface: PSDL_Surface;
+ NeededPixFmt: PSDL_Pixelformat;
+begin
+ NeededPixFmt:=@PixelFmt_RGBA;
+ if (Typ = TEXTURE_TYPE_PLAIN) then
+ NeededPixFmt:=@PixelFmt_RGB
+ else if (Typ = TEXTURE_TYPE_TRANSPARENT) or
+ (Typ = TEXTURE_TYPE_COLORIZED) then
+ NeededPixFmt:=@PixelFmt_RGBA
+ else
+ NeededPixFmt:=@PixelFmt_RGB;
+
+
+ if not pixfmt_eq(TexSurface^.format, NeededPixFmt) then
+ begin
+ TempSurface:=TexSurface;
+ TexSurface:=SDL_ConvertSurface(TempSurface,NeededPixFmt,SDL_SWSURFACE);
+ SDL_FreeSurface(TempSurface);
+ end;
+end;
+
+function TTextureUnit.GetScaledTexture(TexSurface: PSDL_Surface; W,H: Cardinal): PSDL_Surface;
+var
+ TempSurface: PSDL_Surface;
+begin
+ TempSurface:=TexSurface;
+ Result:=SDL_ScaleSurfaceRect(TempSurface,
+ 0,0,TempSurface^.W,TempSurface^.H,
+ W,H);
+ SDL_FreeSurface(TempSurface);
+end;
+
+procedure TTextureUnit.ScaleTexture(var TexSurface: PSDL_Surface; W,H: Cardinal);
+var
+ TempSurface: PSDL_Surface;
+begin
+ TempSurface:=TexSurface;
+ TexSurface:=SDL_ScaleSurfaceRect(TempSurface,
+ 0,0,TempSurface^.W,TempSurface^.H,
+ W,H);
+ SDL_FreeSurface(TempSurface);
+end;
+
+procedure TTextureUnit.FitTexture(var TexSurface: PSDL_Surface; W,H: Cardinal);
+var
+ TempSurface: PSDL_Surface;
+begin
+ TempSurface:=TexSurface;
+ with TempSurface^.format^ do
+ TexSurface:=SDL_CreateRGBSurface(SDL_SWSURFACE,W,H,BitsPerPixel,RMask, GMask, BMask, AMask);
+ SDL_SetAlpha(TexSurface, 0, 255);
+ SDL_SetAlpha(TempSurface, 0, 255);
+ SDL_BlitSurface(TempSurface,nil,TexSurface,nil);
+ SDL_FreeSurface(TempSurface);
+end;
+
+procedure TTextureUnit.ColorizeTexture(TexSurface: PSDL_Surface; Col: Cardinal);
+ //returns hue within range [0.0-6.0)
+ function col2hue(Color:Cardinal): double;
+ var
+ clr: array[0..2] of double;
+ hue, max, delta: double;
+ begin
+ clr[0] := ((Color and $ff0000) shr 16)/255; // R
+ clr[1] := ((Color and $ff00) shr 8)/255; // G
+ clr[2] := (Color and $ff) /255; // B
+ max := maxvalue(clr);
+ delta := max - minvalue(clr);
+ // calc hue
+ if (delta = 0.0) then hue := 0
+ else if (clr[0] = max) then hue := (clr[1]-clr[2])/delta
+ else if (clr[1] = max) then hue := 2.0+(clr[2]-clr[0])/delta
+ else if (clr[2] = max) then hue := 4.0+(clr[0]-clr[1])/delta;
+ if (hue < 0.0) then
+ hue := hue + 6.0;
+ Result := hue;
+ end;
+
+var
+ DestinationHue: Double;
+ PixelIndex: Cardinal;
+ Pixel: PByte;
+ PixelColors: PByteArray;
+// clr: array[0..2] of Double; // [0: R, 1: G, 2: B]
+ clr2: array[0..2] of Uint32;
+// hsv: array[0..2] of Double; // [0: H(ue), 1: S(aturation), 2: V(alue)]
+ hsv2: array[0..2] of UInt32;//LongInt;
+ dhue: UInt32;//LongInt;
+ h_int: Cardinal;
+// delta, f, p, q, t: Double;
+ delta2,f2,p2,q2,t2: Longint;//LongInt;
+// max: Double;
+ max2: Uint32;
+begin
+ DestinationHue := col2hue(Col);
+
+ dhue:=Trunc(DestinationHue*1024);
+
+ Pixel := TexSurface^.Pixels;
+
+ for PixelIndex := 0 to (TexSurface^.W * TexSurface^.H)-1 do
+ begin
+ PixelColors:=PByteArray(Pixel);
+ // inlined colorize per pixel
+
+ // uses fixed point math
+ // get color values
+ clr2[0]:=PixelColors[0] shl 10;
+ clr2[1]:=PixelColors[1] shl 10;
+ clr2[2]:=PixelColors[2] shl 10;
+ //calculate luminance and saturation from rgb
+
+ max2:=clr2[0];
+ if clr2[1]>max2 then max2:=clr2[1];
+ if clr2[2]>max2 then max2:=clr2[2];
+ delta2:=clr2[0];
+ if clr2[1]<delta2 then delta2:=clr2[1];
+ if clr2[2]<delta2 then delta2:=clr2[2];
+ delta2:=max2-delta2;
+ hsv2[0]:=dhue; // shl 8
+ hsv2[2]:=max2; // shl 8
+ if (max2=0) then hsv2[1] := 0
+ else hsv2[1] := (delta2 shl 10) div max2; // shl 8
+ h_int:= hsv2[0] and $fffffC00;
+ f2:= hsv2[0]-h_int; //shl 10
+ p2:= (hsv2[2]*(1024-hsv2[1])) shr 10;
+ q2:= (hsv2[2]*(1024-(hsv2[1]*f2) shr 10)) shr 10;
+ t2:= (hsv2[2]*(1024-(hsv2[1]*(1024-f2)) shr 10)) shr 10;
+ h_int:=h_int shr 10;
+ case h_int of
0: begin clr2[0]:=hsv2[2]; clr2[1]:=t2; clr2[2]:=p2; end; // (v,t,p)
1: begin clr2[0]:=q2; clr2[1]:=hsv2[2]; clr2[2]:=p2; end; // (q,v,p)
- 2: begin clr2[0]:=p2; clr2[1]:=hsv2[2]; clr2[2]:=t2; end; // (p,v,t) - 3: begin clr2[0]:=p2; clr2[1]:=q2; clr2[2]:=hsv2[2]; end; // (p,q,v) - 4: begin clr2[0]:=t2; clr2[1]:=p2; clr2[2]:=hsv2[2]; end; // (t,p,v) - 5: begin clr2[0]:=hsv2[2]; clr2[1]:=p2; clr2[2]:=q2; end; // (v,p,q) - end; -
- PixelColors[0]:=clr2[0] shr 10; - PixelColors[1]:=clr2[1] shr 10; - PixelColors[2]:=clr2[2] shr 10; - - // old floating point version -(* clr[0] := PixelColors[0]/255; - clr[1] := PixelColors[1]/255; - clr[2] := PixelColors[2]/255; - max := maxvalue(clr); - delta := max - minvalue(clr); - - hsv[0] := DestinationHue; // set H(ue) - hsv[2] := max; // set V(alue) - // calc S(aturation) - if (max = 0.0) then hsv[1] := 0.0 - else hsv[1] := delta/max; - -// ColorizePixel(PByteArray(Pixel), DestinationHue); - h_int := trunc(hsv[0]); // h_int = |_h_| - f := hsv[0]-h_int; // f = h-h_int - p := hsv[2]*(1.0-hsv[1]); // p = v*(1-s) - q := hsv[2]*(1.0-(hsv[1]*f)); // q = v*(1-s*f) - t := hsv[2]*(1.0-(hsv[1]*(1.0-f))); // t = v*(1-s*(1-f)) - case h_int of - 0: begin clr[0]:=hsv[2]; clr[1]:=t; clr[2]:=p; end; // (v,t,p) - 1: begin clr[0]:=q; clr[1]:=hsv[2]; clr[2]:=p; end; // (q,v,p) - 2: begin clr[0]:=p; clr[1]:=hsv[2]; clr[2]:=t; end; // (p,v,t) - 3: begin clr[0]:=p; clr[1]:=q; clr[2]:=hsv[2]; end; // (p,q,v) - 4: begin clr[0]:=t; clr[1]:=p; clr[2]:=hsv[2]; end; // (t,p,v) - 5: begin clr[0]:=hsv[2]; clr[1]:=p; clr[2]:=q; end; // (v,p,q) - end; - - // and store new rgb back into the image - PixelColors[0] := trunc(255*clr[0]); - PixelColors[1] := trunc(255*clr[1]); - PixelColors[2] := trunc(255*clr[2]); -*) - Inc(Pixel, TexSurface^.format.BytesPerPixel); - end; -end; - -function TTextureUnit.LoadTexture(FromRegistry: boolean; const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; -var - TexSurface: PSDL_Surface; - MipmapSurface: PSDL_Surface; - newWidth, newHeight: Cardinal; - oldWidth, oldHeight: Cardinal; -begin - Log.BenchmarkStart(4); - Mipmapping := true; -(* - Log.LogStatus( '', '' ); - - if Identifier = nil then - Log.LogStatus(' ERROR unknown Identifier', 'Id:'''+Identifier+''' Fmt:'''+Format+''' Typ:'''+Typ+'''') - else - Log.LogStatus(' should be ok - trying to load', 'Id:'''+Identifier+''' Fmt:'''+Format+''' Typ:'''+Typ+''''); -*) - - // load texture data into memory - {$ifdef blindydebug} - Log.LogStatus('',' ----------------------------------------------------'); - Log.LogStatus('',' LoadImage('''+Identifier+''') (called by '+Format+')'); - {$endif} - TexSurface := LoadImage(Identifier); - {$ifdef blindydebug} - Log.LogStatus('',' ok'); - {$endif} - if not assigned(TexSurface) then - begin - Log.LogError('Could not load texture: "' + Identifier +' '+ TextureTypeToStr(Typ) +'"', - 'TTextureUnit.LoadTexture'); - Exit; - end; - - // convert pixel format as needed - {$ifdef blindydebug} - Log.LogStatus('',' AdjustPixelFormat'); - {$endif} - AdjustPixelFormat(TexSurface, Typ); - {$ifdef blindydebug} - Log.LogStatus('',' ok'); - {$endif} - // adjust texture size (scale down, if necessary) - newWidth := TexSurface.W; - newHeight := TexSurface.H; - - if (newWidth > Limit) then - newWidth := Limit; - - if (newHeight > Limit) then - newHeight := Limit; - - if (TexSurface.W > newWidth) or (TexSurface.H > newHeight) then - begin - {$ifdef blindydebug} - Log.LogStatus('',' ScaleTexture'); - {$endif} - ScaleTexture(TexSurface,newWidth,newHeight); - {$ifdef blindydebug} - Log.LogStatus('',' ok'); - {$endif} - end; - - {$ifdef blindydebug} - Log.LogStatus('',' JB-1 : typ='+Typ); - {$endif} - - - - // don't actually understand, if this is needed... - // this should definately be changed... together with all this - // cover cache stuff - {if (CreateCacheMipmap) and (Typ = TEXTURE_TYPE_PLAIN) then - begin - {$ifdef blindydebug}{ - Log.LogStatus('',' JB-1 : Minimap'); - {$endif} - - {if (TnWidth <= 256) and (TnHeight <= 256) then - begin - {$ifdef blindydebug}{ - Log.LogStatus('',' GetScaledTexture('''+inttostr(Covers.W)+''','''+inttostr(Covers.H)+''') (for CacheMipmap)'); - {$endif}{ - MipmapSurface:=GetScaledTexture(TexSurface, TnWidth, TnHeight); - if assigned(MipmapSurface) then - begin - {$ifdef blindydebug}{ - Log.LogStatus('',' ok'); - Log.LogStatus('',' BlitSurface Stuff'); - {$endif}{ - // creating and freeing the surface could be done once, if Cover.W and Cover.H don't change - TnSurface:=SDL_CreateRGBSurfaceFrom(@TnBuffer[0], TnWidth, TnHeight, 24, TnWidth*3, $000000ff, $0000ff00, $00ff0000, 0); - SDL_BlitSurface(TnSurface, nil, TnSurface, nil); - SDL_FreeSurface(TnSurface); - {$ifdef blindydebug}{ - Log.LogStatus('',' ok'); - Log.LogStatus('',' SDL_FreeSurface (CacheMipmap)'); - {$endif}{ - SDL_FreeSurface(TnSurface); - {$ifdef blindydebug}{ - Log.LogStatus('',' ok'); - {$endif}{ - end - else - begin - Log.LogStatus(' Error creating CacheMipmap',' LoadTexture('''+Identifier+''')'); - end; - end; - // should i create a cache texture, if Covers.W/H are larger? - end; } - - {$ifdef blindydebug} - Log.LogStatus('',' JB-2'); - {$endif} - - - // now we might colorize the whole thing - if (Typ = TEXTURE_TYPE_COLORIZED) then - ColorizeTexture(TexSurface, Col); - - // save actual dimensions of our texture - oldWidth := newWidth; - oldHeight := newHeight; - // make texture dimensions be powers of 2 - newWidth := Round(Power(2, Ceil(Log2(newWidth)))); - newHeight := Round(Power(2, Ceil(Log2(newHeight)))); - if (newHeight <> oldHeight) or (newWidth <> oldWidth) then - FitTexture(TexSurface, newWidth, newHeight); - - // at this point we have the image in memory... - // scaled to be at most 1024x1024 pixels large - // scaled so that dimensions are powers of 2 - // and converted to either RGB or RGBA - - {$ifdef blindydebug} - Log.LogStatus('',' JB-3'); - {$endif} - - - // if we got a Texture of Type Plain, Transparent or Colorized, - // then we're done manipulating it - // and could now create our openGL texture from it - - // prepare OpenGL texture - - // JB_linux : this is causing AV's on linux... ActText seems to be nil ! -// {$IFnDEF win32} -// if pointer(ActTex) = nil then -// exit; -// {$endif} - - glGenTextures(1, @ActTex); - - glBindTexture(GL_TEXTURE_2D, ActTex); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - // load data into gl texture - if (Typ = TEXTURE_TYPE_TRANSPARENT) or - (Typ = TEXTURE_TYPE_COLORIZED) then - begin - glTexImage2D(GL_TEXTURE_2D, 0, 4, newWidth, newHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, TexSurface.pixels); - end - else //if Typ = TEXTURE_TYPE_PLAIN then - begin - glTexImage2D(GL_TEXTURE_2D, 0, 3, newWidth, newHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, TexSurface.pixels); - end; - - {$ifdef blindydebug} - Log.LogStatus('',' JB-5'); - {$endif} - - - Result.X := 0; - Result.Y := 0; - Result.Z := 0; - Result.W := 0; - Result.H := 0; - Result.ScaleW := 1; - Result.ScaleH := 1; - Result.Rot := 0; - Result.TexNum := ActTex; - Result.TexW := oldWidth / newWidth; - Result.TexH := oldHeight / newHeight; - - Result.Int := 1; - Result.ColR := 1; - Result.ColG := 1; - Result.ColB := 1; - Result.Alpha := 1; - - // new test - default use whole texure, taking TexW and TexH as const and changing these - Result.TexX1 := 0; - Result.TexY1 := 0; - Result.TexX2 := 1; - Result.TexY2 := 1; - - {$ifdef blindydebug} - Log.LogStatus('',' JB-6'); - {$endif} - - Result.Name := Identifier; - - SDL_FreeSurface(TexSurface); - - {$ifdef blindydebug} - Log.LogStatus('',' JB-7'); - {$endif} - - - Log.BenchmarkEnd(4); - if Log.BenchmarkTimeLength[4] >= 1 then - Log.LogBenchmark('**********> Texture Load Time Warning - ' + Identifier + '/' + TextureTypeToStr(Typ), 4) - else Log.LogBenchmark('**********> Texture Load Time ' + ExtractFileName(Identifier) + '/' + TextureTypeToStr(Typ), 4); - {$ifdef blindydebug} - Log.LogStatus('',' JB-8'); - {$endif} - -end; - - -function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean): TTexture; -begin - Result := GetTexture(Name, Typ, 0, FromCache); -end; - -function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; Col: LongWord; FromCache: boolean): TTexture; -var - T: integer; // texture - C: integer; // cover - Data: array of byte; -begin - - if Name = '' then - exit; - - // find texture entry - T := FindTexture(Name, Typ, Col); - - if T = -1 then - begin - // create texture entry - T := Length(TextureDatabase.Texture); - SetLength(TextureDatabase.Texture, T+1); - - TextureDatabase.Texture[T].Name := Name; - TextureDatabase.Texture[T].Typ := Typ; - TextureDatabase.Texture[T].Color := Col; - - // inform database that no textures have been loaded into memory - TextureDatabase.Texture[T].Texture.TexNum := -1; - TextureDatabase.Texture[T].TextureCache.TexNum := -1; - end; - - // use preloaded texture - if (not FromCache) or (FromCache{ and (Covers.CoverExists(Name) < 0)}) then - begin - // use full texture - if TextureDatabase.Texture[T].Texture.TexNum = -1 then - begin - // load texture - {$ifdef blindydebug} - Log.LogStatus('...', 'GetTexture('''+Name+''','''+Typ+''')'); - {$endif} - TextureDatabase.Texture[T].Texture := LoadTexture(false, Name, Typ, Col); - {$ifdef blindydebug} - Log.LogStatus('done',' '); - {$endif} - end; - - // use texture - Result := TextureDatabase.Texture[T].Texture; - end; - - if FromCache and Covers.CoverExists(Name) then - begin - // use cache texture - C := Covers.CoverNumber(Name); - - if TextureDatabase.Texture[T].TextureCache.TexNum = -1 then - begin - // load texture - Covers.PrepareData(Name); - TextureDatabase.Texture[T].TextureCache := CreateTexture(Covers.Data, Name, Covers.Cover[C].W, Covers.Cover[C].H, 24); - end; - - // use texture - Result := TextureDatabase.Texture[T].TextureCache; - end; -end; - -//-------- -// Returns Pointer to an Array of Byte containing the Texture Data in the -// requested Size -//-------- -Function TTextureUnit.GetCoverThumbnail(const Name: string): Pointer; -var - TexSurface: PSDL_Surface; - newHeight, newWidth: Cardinal; -const - Typ = TEXTURE_TYPE_PLAIN; -begin - Result := nil; - If (FileExists(Name)) then - begin - {$ifdef blindydebug} - Log.LogStatus('',' ----------------------------------------------------'); - Log.LogStatus('',' GetCoverThumbnail('''+Name+''')'); - {$endif} - TexSurface := LoadImage(Name); - {$ifdef blindydebug} - Log.LogStatus('',' ok'); - {$endif} - if assigned(TexSurface) then - begin - // convert pixel format as needed - {$ifdef blindydebug} - Log.LogStatus('',' AdjustPixelFormat'); - {$endif} - AdjustPixelFormat(TexSurface, Typ); - - {$ifdef blindydebug} - Log.LogStatus('',' ok'); - {$endif} - - // Scale Texture to Covers Dimensions - {$ifdef blindydebug} - Log.LogStatus('',' ScaleTexture('''+inttostr(tnWidth)+''','''+inttostr(TnHeight)+''') (for CacheMipmap)'); - {$endif} - ScaleTexture(TexSurface, TnWidth, TnHeight); - - if assigned(TexSurface) AND assigned(TnSurface) then - begin - {$ifdef blindydebug} - Log.LogStatus('',' ok'); - Log.LogStatus('',' BlitSurface Stuff'); - {$endif} - - SDL_BlitSurface(TexSurface, nil, TnSurface, nil); - - Result := @TnBuffer[0]; - - {$ifdef blindydebug} - Log.LogStatus('',' ok'); - {$endif} - end - else - Log.LogStatus(' Error creating Cover Thumbnail',' LoadTexture('''+Name+''')'); - end - else - Log.LogError('Could not load texture for Cover Thumbnail: "' + name+' '+ TextureTypeToStr(Typ) +'"', - 'TTextureUnit.GetCoverThumbnail'); - - SDL_FreeSurface(TexSurface); - end; -end; - -//-------- -// Sets Textures Thumbnail Size Vars and Sets LEngth of DataBuffer and Create CoverSurface -//-------- -Procedure TTextureUnit.SetCoverSize(W, H: Integer); -begin - If (H > 0) AND (W > 0) then - begin - TnWidth := W; - TnHeight := H; - - SetLength(TnBuffer, TnWidth * TnHeight * 3); - - //Free if necesary and Create new Surface at Data - If (Assigned(TnSurface)) then - SDL_FreeSurface(TnSurface); - - TnSurface := SDL_CreateRGBSurfaceFrom(@TnBuffer[0], TnWidth, TnHeight, 24, TnWidth*3, $000000ff, $0000ff00, $00ff0000, 0); - end; -end; - -function TTextureUnit.FindTexture(const Name: string; Typ: TTextureType; Col: Cardinal): integer; -var - T: integer; // texture -begin - Result := -1; - for T := 0 to high(TextureDatabase.Texture) do - if (TextureDatabase.Texture[T].Name = Name) and - (TextureDatabase.Texture[T].Typ = Typ) then - begin - // colorized textures must match in their color too - if (TextureDatabase.Texture[T].Typ <> TEXTURE_TYPE_COLORIZED) or - (TextureDatabase.Texture[T].Color = Col) then - begin - Result := T; - break; - end; - end; -end; - -function TTextureUnit.LoadTexture(const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; -begin - Result := LoadTexture(false, Identifier, Typ, Col); -end; - -function TTextureUnit.LoadTexture(const Identifier: string): TTexture; -begin - Result := LoadTexture(false, Identifier, TEXTURE_TYPE_PLAIN, 0); -end; - -function TTextureUnit.CreateTexture(var Data: array of byte; const Name: string; W, H: word; Bits: byte): TTexture; -var - Position: integer; - Position2: integer; - Pix: integer; - ColInt: real; - PPix: PByteArray; - TempA: integer; - Error: integer; -begin - Mipmapping := false; - - glGenTextures(1, @ActTex); // ActText = new texture number - glBindTexture(GL_TEXTURE_2D, ActTex); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - glTexImage2D(GL_TEXTURE_2D, 0, 3, W, H, 0, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]); - if Mipmapping then begin - Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 3, W, H, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]); - if Error > 0 then - Log.LogError('gluBuild2DMipmaps() failed', 'TTextureUnit.CreateTexture'); - end; - - Result.X := 0; - Result.Y := 0; - Result.W := 0; - Result.H := 0; - Result.ScaleW := 1; - Result.ScaleH := 1; - Result.Rot := 0; - Result.TexNum := ActTex; - Result.TexW := 1; - Result.TexH := 1; - - Result.Int := 1; - Result.ColR := 1; - Result.ColG := 1; - Result.ColB := 1; - Result.Alpha := 1; - - // 0.4.2 new test - default use whole texure, taking TexW and TexH as const and changing these - Result.TexX1 := 0; - Result.TexY1 := 0; - Result.TexX2 := 1; - Result.TexY2 := 1; - - // 0.5.0 - Result.Name := Name; -end; - -procedure TTextureUnit.UnloadTexture(const Name: string; Typ: TTextureType; FromCache: boolean); -begin - UnloadTexture(Name, Typ, 0, FromCache); -end; - -procedure TTextureUnit.UnloadTexture(const Name: string; Typ: TTextureType; Col: Cardinal; FromCache: boolean); -var - T: integer; - TexNum: integer; -begin - T := FindTexture(Name, Typ, Col); - - if not FromCache then begin - TexNum := TextureDatabase.Texture[T].Texture.TexNum; - if TexNum >= 0 then begin - glDeleteTextures(1, PGLuint(@TexNum)); - TextureDatabase.Texture[T].Texture.TexNum := -1; -// Log.LogError('Unload texture no '+IntToStr(TexNum)); - end; - end else begin - TexNum := TextureDatabase.Texture[T].TextureCache.TexNum; - if TexNum >= 0 then begin - glDeleteTextures(1, @TexNum); - TextureDatabase.Texture[T].TextureCache.TexNum := -1; -// Log.LogError('Unload texture cache no '+IntToStr(TexNum)); - end; - end; -end; - -(* This needs some work -procedure TTextureUnit.FlushTextureDatabase(); -var - i: integer; - Tex: ^TTexture; -begin - for i := 0 to High(TextureDatabase.Texture) do - begin - // only delete non-cached entries - if (TextureDatabase.Texture[i].Texture.TexNum <> -1) then - begin - Tex := @TextureDatabase.Texture[i].Texture; - glDeleteTextures(1, PGLuint(Tex^.TexNum)); - Tex^.TexNum := -1; - end; - end; -end; -*) - -function TextureTypeToStr(TexType: TTextureType): string; -begin - Result := TextureTypeStr[TexType]; -end; - -function ParseTextureType(const TypeStr: string; Default: TTextureType): TTextureType; -var - TexType: TTextureType; - UpCaseStr: string; -begin - UpCaseStr := UpperCase(TypeStr); - for TexType := Low(TextureTypeStr) to High(TextureTypeStr) do - begin - if (UpCaseStr = UpperCase(TextureTypeStr[TexType])) then - begin - Result := TexType; - Exit; - end; - end; - Log.LogWarn('Unknown texture-type: "' + TypeStr + '"', 'ParseTextureType'); - Result := TEXTURE_TYPE_PLAIN; -end; - -end. + 2: begin clr2[0]:=p2; clr2[1]:=hsv2[2]; clr2[2]:=t2; end; // (p,v,t)
+ 3: begin clr2[0]:=p2; clr2[1]:=q2; clr2[2]:=hsv2[2]; end; // (p,q,v)
+ 4: begin clr2[0]:=t2; clr2[1]:=p2; clr2[2]:=hsv2[2]; end; // (t,p,v)
+ 5: begin clr2[0]:=hsv2[2]; clr2[1]:=p2; clr2[2]:=q2; end; // (v,p,q)
+ end;
+
+ PixelColors[0]:=clr2[0] shr 10;
+ PixelColors[1]:=clr2[1] shr 10;
+ PixelColors[2]:=clr2[2] shr 10;
+
+ // old floating point version
+(* clr[0] := PixelColors[0]/255;
+ clr[1] := PixelColors[1]/255;
+ clr[2] := PixelColors[2]/255;
+ max := maxvalue(clr);
+ delta := max - minvalue(clr);
+
+ hsv[0] := DestinationHue; // set H(ue)
+ hsv[2] := max; // set V(alue)
+ // calc S(aturation)
+ if (max = 0.0) then hsv[1] := 0.0
+ else hsv[1] := delta/max;
+
+// ColorizePixel(PByteArray(Pixel), DestinationHue);
+ h_int := trunc(hsv[0]); // h_int = |_h_|
+ f := hsv[0]-h_int; // f = h-h_int
+ p := hsv[2]*(1.0-hsv[1]); // p = v*(1-s)
+ q := hsv[2]*(1.0-(hsv[1]*f)); // q = v*(1-s*f)
+ t := hsv[2]*(1.0-(hsv[1]*(1.0-f))); // t = v*(1-s*(1-f))
+ case h_int of
+ 0: begin clr[0]:=hsv[2]; clr[1]:=t; clr[2]:=p; end; // (v,t,p)
+ 1: begin clr[0]:=q; clr[1]:=hsv[2]; clr[2]:=p; end; // (q,v,p)
+ 2: begin clr[0]:=p; clr[1]:=hsv[2]; clr[2]:=t; end; // (p,v,t)
+ 3: begin clr[0]:=p; clr[1]:=q; clr[2]:=hsv[2]; end; // (p,q,v)
+ 4: begin clr[0]:=t; clr[1]:=p; clr[2]:=hsv[2]; end; // (t,p,v)
+ 5: begin clr[0]:=hsv[2]; clr[1]:=p; clr[2]:=q; end; // (v,p,q)
+ end;
+
+ // and store new rgb back into the image
+ PixelColors[0] := trunc(255*clr[0]);
+ PixelColors[1] := trunc(255*clr[1]);
+ PixelColors[2] := trunc(255*clr[2]);
+*)
+ Inc(Pixel, TexSurface^.format.BytesPerPixel);
+ end;
+end;
+
+function TTextureUnit.LoadTexture(FromRegistry: boolean; const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture;
+var
+ TexSurface: PSDL_Surface;
+ MipmapSurface: PSDL_Surface;
+ newWidth, newHeight: Cardinal;
+ oldWidth, oldHeight: Cardinal;
+begin
+ Log.BenchmarkStart(4);
+ Mipmapping := true;
+(*
+ Log.LogStatus( '', '' );
+
+ if Identifier = nil then
+ Log.LogStatus(' ERROR unknown Identifier', 'Id:'''+Identifier+''' Fmt:'''+Format+''' Typ:'''+Typ+'''')
+ else
+ Log.LogStatus(' should be ok - trying to load', 'Id:'''+Identifier+''' Fmt:'''+Format+''' Typ:'''+Typ+'''');
+*)
+
+ // load texture data into memory
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ----------------------------------------------------');
+ Log.LogStatus('',' LoadImage('''+Identifier+''') (called by '+Format+')');
+ {$endif}
+ TexSurface := LoadImage(Identifier);
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ok');
+ {$endif}
+ if not assigned(TexSurface) then
+ begin
+ Log.LogError('Could not load texture: "' + Identifier +' '+ TextureTypeToStr(Typ) +'"',
+ 'TTextureUnit.LoadTexture');
+ Exit;
+ end;
+
+ // convert pixel format as needed
+ {$ifdef blindydebug}
+ Log.LogStatus('',' AdjustPixelFormat');
+ {$endif}
+ AdjustPixelFormat(TexSurface, Typ);
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ok');
+ {$endif}
+ // adjust texture size (scale down, if necessary)
+ newWidth := TexSurface.W;
+ newHeight := TexSurface.H;
+
+ if (newWidth > Limit) then
+ newWidth := Limit;
+
+ if (newHeight > Limit) then
+ newHeight := Limit;
+
+ if (TexSurface.W > newWidth) or (TexSurface.H > newHeight) then
+ begin
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ScaleTexture');
+ {$endif}
+ ScaleTexture(TexSurface,newWidth,newHeight);
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ok');
+ {$endif}
+ end;
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-1 : typ='+Typ);
+ {$endif}
+
+
+
+ // don't actually understand, if this is needed...
+ // this should definately be changed... together with all this
+ // cover cache stuff
+ {if (CreateCacheMipmap) and (Typ = TEXTURE_TYPE_PLAIN) then
+ begin
+ {$ifdef blindydebug}{
+ Log.LogStatus('',' JB-1 : Minimap');
+ {$endif}
+
+ {if (TnWidth <= 256) and (TnHeight <= 256) then
+ begin
+ {$ifdef blindydebug}{
+ Log.LogStatus('',' GetScaledTexture('''+inttostr(Covers.W)+''','''+inttostr(Covers.H)+''') (for CacheMipmap)');
+ {$endif}{
+ MipmapSurface:=GetScaledTexture(TexSurface, TnWidth, TnHeight);
+ if assigned(MipmapSurface) then
+ begin
+ {$ifdef blindydebug}{
+ Log.LogStatus('',' ok');
+ Log.LogStatus('',' BlitSurface Stuff');
+ {$endif}{
+ // creating and freeing the surface could be done once, if Cover.W and Cover.H don't change
+ TnSurface:=SDL_CreateRGBSurfaceFrom(@TnBuffer[0], TnWidth, TnHeight, 24, TnWidth*3, $000000ff, $0000ff00, $00ff0000, 0);
+ SDL_BlitSurface(TnSurface, nil, TnSurface, nil);
+ SDL_FreeSurface(TnSurface);
+ {$ifdef blindydebug}{
+ Log.LogStatus('',' ok');
+ Log.LogStatus('',' SDL_FreeSurface (CacheMipmap)');
+ {$endif}{
+ SDL_FreeSurface(TnSurface);
+ {$ifdef blindydebug}{
+ Log.LogStatus('',' ok');
+ {$endif}{
+ end
+ else
+ begin
+ Log.LogStatus(' Error creating CacheMipmap',' LoadTexture('''+Identifier+''')');
+ end;
+ end;
+ // should i create a cache texture, if Covers.W/H are larger?
+ end; }
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-2');
+ {$endif}
+
+
+ // now we might colorize the whole thing
+ if (Typ = TEXTURE_TYPE_COLORIZED) then
+ ColorizeTexture(TexSurface, Col);
+
+ // save actual dimensions of our texture
+ oldWidth := newWidth;
+ oldHeight := newHeight;
+ // make texture dimensions be powers of 2
+ newWidth := Round(Power(2, Ceil(Log2(newWidth))));
+ newHeight := Round(Power(2, Ceil(Log2(newHeight))));
+ if (newHeight <> oldHeight) or (newWidth <> oldWidth) then
+ FitTexture(TexSurface, newWidth, newHeight);
+
+ // at this point we have the image in memory...
+ // scaled to be at most 1024x1024 pixels large
+ // scaled so that dimensions are powers of 2
+ // and converted to either RGB or RGBA
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-3');
+ {$endif}
+
+
+ // if we got a Texture of Type Plain, Transparent or Colorized,
+ // then we're done manipulating it
+ // and could now create our openGL texture from it
+
+ // prepare OpenGL texture
+
+ // JB_linux : this is causing AV's on linux... ActText seems to be nil !
+// {$IFnDEF win32}
+// if pointer(ActTex) = nil then
+// exit;
+// {$endif}
+
+ glGenTextures(1, @ActTex);
+
+ glBindTexture(GL_TEXTURE_2D, ActTex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ // load data into gl texture
+ if (Typ = TEXTURE_TYPE_TRANSPARENT) or
+ (Typ = TEXTURE_TYPE_COLORIZED) then
+ begin
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, newWidth, newHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, TexSurface.pixels);
+ end
+ else //if Typ = TEXTURE_TYPE_PLAIN then
+ begin
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, newWidth, newHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, TexSurface.pixels);
+ end;
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-5');
+ {$endif}
+
+
+ Result.X := 0;
+ Result.Y := 0;
+ Result.Z := 0;
+ Result.W := 0;
+ Result.H := 0;
+ Result.ScaleW := 1;
+ Result.ScaleH := 1;
+ Result.Rot := 0;
+ Result.TexNum := ActTex;
+ Result.TexW := oldWidth / newWidth;
+ Result.TexH := oldHeight / newHeight;
+
+ Result.Int := 1;
+ Result.ColR := 1;
+ Result.ColG := 1;
+ Result.ColB := 1;
+ Result.Alpha := 1;
+
+ // new test - default use whole texure, taking TexW and TexH as const and changing these
+ Result.TexX1 := 0;
+ Result.TexY1 := 0;
+ Result.TexX2 := 1;
+ Result.TexY2 := 1;
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-6');
+ {$endif}
+
+ Result.Name := Identifier;
+
+ SDL_FreeSurface(TexSurface);
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-7');
+ {$endif}
+
+
+ Log.BenchmarkEnd(4);
+ if Log.BenchmarkTimeLength[4] >= 1 then
+ Log.LogBenchmark('**********> Texture Load Time Warning - ' + Identifier + '/' + TextureTypeToStr(Typ), 4)
+ else Log.LogBenchmark('**********> Texture Load Time ' + ExtractFileName(Identifier) + '/' + TextureTypeToStr(Typ), 4);
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-8');
+ {$endif}
+
+end;
+
+
+function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean): TTexture;
+begin
+ Result := GetTexture(Name, Typ, 0, FromCache);
+end;
+
+function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; Col: LongWord; FromCache: boolean): TTexture;
+var
+ T: integer; // texture
+ C: integer; // cover
+ Data: array of byte;
+begin
+
+ if Name = '' then
+ exit;
+
+ // find texture entry
+ T := FindTexture(Name, Typ, Col);
+
+ if T = -1 then
+ begin
+ // create texture entry
+ T := Length(TextureDatabase.Texture);
+ SetLength(TextureDatabase.Texture, T+1);
+
+ TextureDatabase.Texture[T].Name := Name;
+ TextureDatabase.Texture[T].Typ := Typ;
+ TextureDatabase.Texture[T].Color := Col;
+
+ // inform database that no textures have been loaded into memory
+ TextureDatabase.Texture[T].Texture.TexNum := 0;
+ TextureDatabase.Texture[T].TextureCache.TexNum := 0;
+ end;
+
+ // use preloaded texture
+ if (not FromCache) or (FromCache{ and (Covers.CoverExists(Name) < 0)}) then
+ begin
+ // use full texture
+ if TextureDatabase.Texture[T].Texture.TexNum = 0 then
+ begin
+ // load texture
+ {$ifdef blindydebug}
+ Log.LogStatus('...', 'GetTexture('''+Name+''','''+Typ+''')');
+ {$endif}
+ TextureDatabase.Texture[T].Texture := LoadTexture(false, Name, Typ, Col);
+ {$ifdef blindydebug}
+ Log.LogStatus('done',' ');
+ {$endif}
+ end;
+
+ // use texture
+ Result := TextureDatabase.Texture[T].Texture;
+ end;
+
+ if FromCache and Covers.CoverExists(Name) then
+ begin
+ // use cache texture
+ C := Covers.CoverNumber(Name);
+
+ if TextureDatabase.Texture[T].TextureCache.TexNum = 0 then
+ begin
+ // load texture
+ Covers.PrepareData(Name);
+ TextureDatabase.Texture[T].TextureCache := CreateTexture(Covers.Data, Name, Covers.Cover[C].W, Covers.Cover[C].H, 24);
+ end;
+
+ // use texture
+ Result := TextureDatabase.Texture[T].TextureCache;
+ end;
+end;
+
+//--------
+// Returns Pointer to an Array of Byte containing the Texture Data in the
+// requested Size
+//--------
+Function TTextureUnit.GetCoverThumbnail(const Name: string): Pointer;
+var
+ TexSurface: PSDL_Surface;
+ newHeight, newWidth: Cardinal;
+const
+ Typ = TEXTURE_TYPE_PLAIN;
+begin
+ Result := nil;
+ If (FileExists(Name)) then
+ begin
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ----------------------------------------------------');
+ Log.LogStatus('',' GetCoverThumbnail('''+Name+''')');
+ {$endif}
+ TexSurface := LoadImage(Name);
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ok');
+ {$endif}
+ if assigned(TexSurface) then
+ begin
+ // convert pixel format as needed
+ {$ifdef blindydebug}
+ Log.LogStatus('',' AdjustPixelFormat');
+ {$endif}
+ AdjustPixelFormat(TexSurface, Typ);
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ok');
+ {$endif}
+
+ // Scale Texture to Covers Dimensions
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ScaleTexture('''+inttostr(tnWidth)+''','''+inttostr(TnHeight)+''') (for CacheMipmap)');
+ {$endif}
+ ScaleTexture(TexSurface, TnWidth, TnHeight);
+
+ if assigned(TexSurface) AND assigned(TnSurface) then
+ begin
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ok');
+ Log.LogStatus('',' BlitSurface Stuff');
+ {$endif}
+
+ SDL_BlitSurface(TexSurface, nil, TnSurface, nil);
+
+ Result := @TnBuffer[0];
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ok');
+ {$endif}
+ end
+ else
+ Log.LogStatus(' Error creating Cover Thumbnail',' LoadTexture('''+Name+''')');
+ end
+ else
+ Log.LogError('Could not load texture for Cover Thumbnail: "' + name+' '+ TextureTypeToStr(Typ) +'"',
+ 'TTextureUnit.GetCoverThumbnail');
+
+ SDL_FreeSurface(TexSurface);
+ end;
+end;
+
+//--------
+// Sets Textures Thumbnail Size Vars and Sets LEngth of DataBuffer and Create CoverSurface
+//--------
+Procedure TTextureUnit.SetCoverSize(W, H: Integer);
+begin
+ If (H > 0) AND (W > 0) then
+ begin
+ TnWidth := W;
+ TnHeight := H;
+
+ SetLength(TnBuffer, TnWidth * TnHeight * 3);
+
+ //Free if necesary and Create new Surface at Data
+ If (Assigned(TnSurface)) then
+ SDL_FreeSurface(TnSurface);
+
+ TnSurface := SDL_CreateRGBSurfaceFrom(@TnBuffer[0], TnWidth, TnHeight, 24, TnWidth*3, $000000ff, $0000ff00, $00ff0000, 0);
+ end;
+end;
+
+function TTextureUnit.FindTexture(const Name: string; Typ: TTextureType; Col: Cardinal): integer;
+var
+ T: integer; // texture
+begin
+ Result := -1;
+ for T := 0 to high(TextureDatabase.Texture) do
+ if (TextureDatabase.Texture[T].Name = Name) and
+ (TextureDatabase.Texture[T].Typ = Typ) then
+ begin
+ // colorized textures must match in their color too
+ if (TextureDatabase.Texture[T].Typ <> TEXTURE_TYPE_COLORIZED) or
+ (TextureDatabase.Texture[T].Color = Col) then
+ begin
+ Result := T;
+ break;
+ end;
+ end;
+end;
+
+function TTextureUnit.LoadTexture(const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture;
+begin
+ Result := LoadTexture(false, Identifier, Typ, Col);
+end;
+
+function TTextureUnit.LoadTexture(const Identifier: string): TTexture;
+begin
+ Result := LoadTexture(false, Identifier, TEXTURE_TYPE_PLAIN, 0);
+end;
+
+function TTextureUnit.CreateTexture(var Data: array of byte; const Name: string; W, H: word; Bits: byte): TTexture;
+var
+ Position: integer;
+ Position2: integer;
+ Pix: integer;
+ ColInt: real;
+ PPix: PByteArray;
+ TempA: integer;
+ Error: integer;
+begin
+ Mipmapping := false;
+
+ glGenTextures(1, @ActTex); // ActText = new texture number
+ glBindTexture(GL_TEXTURE_2D, ActTex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, W, H, 0, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]);
+ if Mipmapping then begin
+ Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 3, W, H, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]);
+ if Error > 0 then
+ Log.LogError('gluBuild2DMipmaps() failed', 'TTextureUnit.CreateTexture');
+ end;
+
+ Result.X := 0;
+ Result.Y := 0;
+ Result.W := 0;
+ Result.H := 0;
+ Result.ScaleW := 1;
+ Result.ScaleH := 1;
+ Result.Rot := 0;
+ Result.TexNum := ActTex;
+ Result.TexW := 1;
+ Result.TexH := 1;
+
+ Result.Int := 1;
+ Result.ColR := 1;
+ Result.ColG := 1;
+ Result.ColB := 1;
+ Result.Alpha := 1;
+
+ // 0.4.2 new test - default use whole texure, taking TexW and TexH as const and changing these
+ Result.TexX1 := 0;
+ Result.TexY1 := 0;
+ Result.TexX2 := 1;
+ Result.TexY2 := 1;
+
+ // 0.5.0
+ Result.Name := Name;
+end;
+
+procedure TTextureUnit.UnloadTexture(const Name: string; Typ: TTextureType; FromCache: boolean);
+begin
+ UnloadTexture(Name, Typ, 0, FromCache);
+end;
+
+procedure TTextureUnit.UnloadTexture(const Name: string; Typ: TTextureType; Col: Cardinal; FromCache: boolean);
+var
+ T: integer;
+ TexNum: GLuint;
+begin
+ T := FindTexture(Name, Typ, Col);
+
+ if not FromCache then begin
+ TexNum := TextureDatabase.Texture[T].Texture.TexNum;
+ if TexNum > 0 then begin
+ glDeleteTextures(1, PGLuint(@TexNum));
+ TextureDatabase.Texture[T].Texture.TexNum := 0;
+// Log.LogError('Unload texture no '+IntToStr(TexNum));
+ end;
+ end else begin
+ TexNum := TextureDatabase.Texture[T].TextureCache.TexNum;
+ if TexNum > 0 then begin
+ glDeleteTextures(1, @TexNum);
+ TextureDatabase.Texture[T].TextureCache.TexNum := 0;
+// Log.LogError('Unload texture cache no '+IntToStr(TexNum));
+ end;
+ end;
+end;
+
+(* This needs some work
+procedure TTextureUnit.FlushTextureDatabase();
+var
+ i: integer;
+ Tex: ^TTexture;
+begin
+ for i := 0 to High(TextureDatabase.Texture) do
+ begin
+ // only delete non-cached entries
+ if (TextureDatabase.Texture[i].Texture.TexNum > 0) then
+ begin
+ Tex := @TextureDatabase.Texture[i].Texture;
+ glDeleteTextures(1, PGLuint(Tex^.TexNum));
+ Tex^.TexNum := 0;
+ end;
+ end;
+end;
+*)
+
+function TextureTypeToStr(TexType: TTextureType): string;
+begin
+ Result := TextureTypeStr[TexType];
+end;
+
+function ParseTextureType(const TypeStr: string; Default: TTextureType): TTextureType;
+var
+ TexType: TTextureType;
+ UpCaseStr: string;
+begin
+ UpCaseStr := UpperCase(TypeStr);
+ for TexType := Low(TextureTypeStr) to High(TextureTypeStr) do
+ begin
+ if (UpCaseStr = UpperCase(TextureTypeStr[TexType])) then
+ begin
+ Result := TexType;
+ Exit;
+ end;
+ end;
+ Log.LogWarn('Unknown texture-type: "' + TypeStr + '"', 'ParseTextureType');
+ Result := TEXTURE_TYPE_PLAIN;
+end;
+
+end.
diff --git a/Game/Code/Menu/UMenu.pas b/Game/Code/Menu/UMenu.pas index 5be44859..04a63b0a 100644 --- a/Game/Code/Menu/UMenu.pas +++ b/Game/Code/Menu/UMenu.pas @@ -1,1585 +1,1585 @@ -unit UMenu; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - -uses OpenGL12, SysUtils, UTexture, UMenuStatic, UMenuText, UMenuButton, UMenuSelect, UMenuSelectSlide, - UMenuInteract, UThemes, UMenuButtonCollection, Math, UMusic; - -type -{ Int16 = SmallInt;} - - PMenu = ^TMenu; - TMenu = class - protected - ButtonPos: Integer; - - Interactions: array of TInteract; - SelInteraction: integer; - Button: array of TButton; - Selects: array of TSelect; - SelectsS: array of TSelectSlide; - ButtonCollection: array of TButtonCollection; - BackImg: TTexture; - BackW: integer; - BackH: integer; - - fFileName : string; - public - Text: array of TText; - Static: array of TStatic; - mX: integer; // mouse X - mY: integer; // mouse Y - - Fade: integer; // fade type - ShowFinish: boolean; // true if there is no fade - - - destructor Destroy; override; - constructor Create; overload; virtual; - //constructor Create(Back: string); overload; virtual; // Back is a JPG resource name for background - //constructor Create(Back: string; W, H: integer); overload; virtual; // W and H are the number of overlaps - - // interaction - function WideCharUpperCase(wchar: WideChar) : WideString; - procedure AddInteraction(Typ, Num: integer); - procedure SetInteraction(Num: integer); - property Interaction: integer read SelInteraction write SetInteraction; - - //Procedure Load BG, Texts, Statics and Button Collections from ThemeBasic - procedure LoadFromTheme(const ThemeBasic: TThemeBasic); - - procedure PrepareButtonCollections(const Collections: AThemeButtonCollection); - procedure AddButtonCollection(const ThemeCollection: TThemeButtonCollection; Const Num: Byte); - - // background - procedure AddBackground(Name: string); - - // static - function AddStatic(ThemeStatic: TThemeStatic): integer; overload; - function AddStatic(X, Y, W, H: real; const Name: string): integer; overload; - function AddStatic(X, Y, W, H: real; const Name: string; Typ: TTextureType): integer; overload; - function AddStatic(X, Y, W, H: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType): integer; overload; - function AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType): integer; overload; - function AddStatic(X, Y, W, H: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType; Color: integer): integer; overload; - function AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType; Color: integer): integer; overload; - function AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; TexX1, TexY1, TexX2, TexY2: real; const Name: string; Typ: TTextureType; Color: integer; Reflection: Boolean; ReflectionSpacing: Real): integer; overload; - - // text - function AddText(ThemeText: TThemeText): integer; overload; - function AddText(X, Y: real; const Text_: string): integer; overload; - function AddText(X, Y: real; Style: integer; Size, ColR, ColG, ColB: real; const Text: string): integer; overload; - function AddText(X, Y, W: real; Style: integer; Size, ColR, ColG, ColB: real; Align: integer; const Text_: string): integer; overload; - - // button - Procedure SetButtonLength(Length: Cardinal); //Function that Set Length of Button Array in one Step instead of register new Memory for every Button - function AddButton(ThemeButton: TThemeButton): integer; overload; - function AddButton(X, Y, W, H: real; const Name: String): integer; overload; - function AddButton(X, Y, W, H: real; const Name: String; Typ: TTextureType; Reflection: Boolean): integer; overload; - function AddButton(X, Y, W, H, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt: real; const Name: String; Typ: TTextureType; Reflection: Boolean; ReflectionSpacing, DeSelectReflectionSpacing: Real): integer; overload; - procedure ClearButtons; - procedure AddButtonText(AddX, AddY: real; const AddText: string); overload; - procedure AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; const AddText: string); overload; - procedure AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; Font: integer; Size: integer; Align: integer; const AddText: string); overload; - procedure AddButtonText(CustomButton: TButton; AddX, AddY: real; ColR, ColG, ColB: real; Font: integer; Size: integer; Align: integer; const AddText: string); overload; - - // select - function AddSelect(ThemeSelect: TThemeSelect; var Data: integer; Values: array of string): integer; overload; - function AddSelect(X, Y, W, H, SkipX, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt, - TColR, TColG, TColB, TInt, TDColR, TDColG, TDColB, TDInt, - SBGColR, SBGColG, SBGColB, SBGInt, SBGDColR, SBGDColG, SBGDColB, SBGDInt, - STColR, STColG, STColB, STInt, STDColR, STDColG, STDColB, STDInt: real; - const Name: String; Typ: TTextureType; const SBGName: String; SBGTyp: TTextureType; - const Caption: string; var Data: integer): integer; overload; - procedure AddSelectOption(AddX, AddY: real; const AddText: string); overload; - procedure AddSelectOption(SelectNo: Cardinal; AddX, AddY: real; const AddText: string); overload; - procedure UpdateSelectOptions(ThemeSelect: TThemeSelect; SelectNum: integer; Values: array of string; var Data: integer); - - // select slide - function AddSelectSlide(ThemeSelectS: TThemeSelectSlide; var Data: integer; Values: array of string): integer; overload; - function AddSelectSlide(X, Y, W, H, SkipX, SBGW, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt, - TColR, TColG, TColB, TInt, TDColR, TDColG, TDColB, TDInt, - SBGColR, SBGColG, SBGColB, SBGInt, SBGDColR, SBGDColG, SBGDColB, SBGDInt, - STColR, STColG, STColB, STInt, STDColR, STDColG, STDColB, STDInt: real; - const Name: String; Typ: TTextureType; const SBGName: String; SBGTyp: TTextureType; - const Caption: string; var Data: integer): integer; overload; - procedure AddSelectSlideOption(const AddText: string); overload; - procedure AddSelectSlideOption(SelectNo: Cardinal; const AddText: string); overload; - procedure UpdateSelectSlideOptions(ThemeSelectSlide: TThemeSelectSlide; SelectNum: integer; Values: array of string; var Data: integer); - - -// function AddWidget(X, Y : UInt16; WidgetSrc : PSDL_Surface): Int16; -// procedure ClearWidgets(MinNumber : Int16); - procedure FadeTo(Screen: PMenu); overload; - procedure FadeTo(Screen: PMenu; aSound: TAudioPlaybackStream); overload; - //popup hack - procedure CheckFadeTo(Screen: PMenu; msg: String); - - function DrawBG: boolean; virtual; - function DrawFG: boolean; virtual; - function Draw: boolean; virtual; - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown : Boolean): Boolean; virtual; - // FIXME: ParseMouse is not implemented in any subclass and not even used anywhere in the code - // -> do this before activation of this method - //function ParseMouse(Typ: integer; X: integer; Y: integer): Boolean; virtual; abstract; - function InRegion(X1, Y1, X2, Y2, X, Y: real): Boolean; - function InStaticRegion(StaticNr: integer; X, Y: integer): Boolean; - procedure onShow; virtual; - procedure onShowFinish; virtual; - procedure onHide; virtual; - - procedure SetAnimationProgress(Progress: real); virtual; - - function IsSelectable(Int: Cardinal): Boolean; - - procedure InteractNext; virtual; - procedure InteractCustom(CustomSwitch: integer); virtual; - procedure InteractPrev; virtual; - procedure InteractInc; virtual; - procedure InteractDec; virtual; - - procedure AddBox(X, Y, W, H: real); - end; - -const - pmMove = 1; - pmClick = 2; - pmUnClick = 3; - - iButton = 0; // interaction type - iSelect = 1; - iText = 2; - iSelectS = 3; - iBCollectionChild = 5; - -// fBlack = 0; // fade type -// fWhite = 1; - -implementation - -uses UCommon, - ULog, - UMain, - UDrawTexture, - UGraphic, - UDisplay, - UCovers, - USkins; - -destructor TMenu.Destroy; -begin - inherited; -end; - -constructor TMenu.Create; -begin - Fade := 0;//fWhite; - - SetLength(Static, 0); - SetLength(Button, 0); - - BackImg.TexNum := -1; - - //Set ButtonPos to Autoset Length - ButtonPos := -1; - - - VideoPlayback.Init; -end; -{ -constructor TMenu.Create(Back: String); -begin - inherited Create; - - if Back <> '' then begin -// BackImg := Texture.GetTexture(true, Back, TEXTURE_TYPE_PLAIN, 0); - BackImg := Texture.GetTexture(Back, TEXTURE_TYPE_PLAIN, 0); // new theme system - BackImg.W := 800;//640; - BackImg.H := 600;//480; - BackW := 1; - BackH := 1; - end else - BackImg.TexNum := -1; - - //Set ButtonPos to Autoset Length - ButtonPos := -1; -end; - -constructor TMenu.Create(Back: string; W, H: integer); -begin - Create(Back); - BackImg.W := BackImg.W / W; - BackImg.H := BackImg.H / H; - BackW := W; - BackH := H; -end; } - -function RGBFloatToInt(R, G, B: Double): Cardinal; -begin - Result := (Trunc(255 * R) shl 16) or - (Trunc(255 * G) shl 8) or - Trunc(255 * B); -end; - -procedure TMenu.AddInteraction(Typ, Num: integer); -var - IntNum: integer; -begin - IntNum := Length(Interactions); - SetLength(Interactions, IntNum+1); - Interactions[IntNum].Typ := Typ; - Interactions[IntNum].Num := Num; - Interaction := 0; -end; - -procedure TMenu.SetInteraction(Num: integer); -var - OldNum, OldTyp: integer; - NewNum, NewTyp: integer; -begin - // set inactive - OldNum := Interactions[Interaction].Num; - OldTyp := Interactions[Interaction].Typ; - - NewNum := Interactions[Num].Num; - NewTyp := Interactions[Num].Typ; - - case OldTyp of - iButton: Button[OldNum].Selected := False; - iSelect: Selects[OldNum].Selected := False; - iText: Text[OldNum].Selected := False; - iSelectS: SelectsS[OldNum].Selected := False; - //Button Collection Mod - iBCollectionChild: - begin - Button[OldNum].Selected := False; - - //Deselect Collection if Next Button is Not from Collection - if (NewTyp <> iButton) Or (Button[NewNum].Parent <> Button[OldNum].Parent) then - ButtonCollection[Button[OldNum].Parent-1].Selected := False; - end; - end; - - // set active - SelInteraction := Num; - case NewTyp of - iButton: Button[NewNum].Selected := True; - iSelect: Selects[NewNum].Selected := True; - iText: Text[NewNum].Selected := True; - iSelectS: SelectsS[NewNum].Selected := True; - - //Button Collection Mod - iBCollectionChild: - begin - Button[NewNum].Selected := True; - ButtonCollection[Button[NewNum].Parent-1].Selected := True; - end; - end; -end; - -//---------------------- -//LoadFromTheme - Load BG, Texts, Statics and -//Button Collections from ThemeBasic -//---------------------- -procedure TMenu.LoadFromTheme(const ThemeBasic: TThemeBasic); -var - I: Integer; -begin - //Add Button Collections (Set Button CollectionsLength) - //Button Collections are Created when the first ChildButton is Created - PrepareButtonCollections(ThemeBasic.ButtonCollection); - - //Add Background - AddBackground(ThemeBasic.Background.Tex); - - //Add Statics and Texts - for I := 0 to High(ThemeBasic.Static) do - AddStatic(ThemeBasic.Static[I]); - - for I := 0 to High(ThemeBasic.Text) do - AddText(ThemeBasic.Text[I]); -end; - -procedure TMenu.AddBackground(Name: string); -//var -// lFileName : string; -begin - if Name <> '' then - begin - fFileName := Skin.GetTextureFileName(Name); - fFileName := AdaptFilePaths( fFileName ); - - if fileexists( fFileName ) then - begin - BackImg := Texture.GetTexture( fFileName , TEXTURE_TYPE_PLAIN); - - if ( BackImg.TexNum < 1 ) then - begin - if VideoPlayback.Open( fFileName ) then - VideoPlayback.Play; - end; - - BackImg.W := 800; - BackImg.H := 600; - BackW := 1; - BackH := 1; - end; - end; -end; - -//---------------------- -//PrepareButtonCollections: -//Add Button Collections (Set Button CollectionsLength) -//---------------------- -procedure TMenu.PrepareButtonCollections(const Collections: AThemeButtonCollection); -var - I: Integer; -begin - SetLength(ButtonCollection, Length(Collections)); - For I := 0 to High(ButtonCollection) do - AddButtonCollection(Collections[I], I); -end; - -//---------------------- -//AddButtonCollection: -//Create a Button Collection; -//---------------------- -procedure TMenu.AddButtonCollection(const ThemeCollection: TThemeButtonCollection; Const Num: Byte); -var - BT, BTLen: Integer; - TempCol, TempDCol: Cardinal; - -begin - if (Num > High(ButtonCollection)) then - exit; - - TempCol := 0; - - // colorize hack - if (ThemeCollection.Style.Typ = TEXTURE_TYPE_COLORIZED) then - begin - TempCol := RGBFloatToInt(ThemeCollection.Style.ColR, ThemeCollection.Style.ColG, ThemeCollection.Style.ColB); - TempDCol := RGBFloatToInt(ThemeCollection.Style.DColR, ThemeCollection.Style.DColG, ThemeCollection.Style.DColB); - // give encoded color to GetTexture() - ButtonCollection[Num] := TButtonCollection.Create( - Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.Tex), TEXTURE_TYPE_COLORIZED, TempCol), - Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.Tex), TEXTURE_TYPE_COLORIZED, TempDCol)); - end - else - begin - ButtonCollection[Num] := TButtonCollection.Create(Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.Tex), ThemeCollection.Style.Typ, true)); // use cache texture - end; - - //Set Parent menu - ButtonCollection[Num].ScreenButton := @Self.Button; - - //Set Attributes - ButtonCollection[Num].FirstChild := ThemeCollection.FirstChild; - ButtonCollection[Num].CountChilds := ThemeCollection.ChildCount; - ButtonCollection[Num].Parent := Num + 1; - - //Set Style - ButtonCollection[Num].X := ThemeCollection.Style.X; - ButtonCollection[Num].Y := ThemeCollection.Style.Y; - ButtonCollection[Num].W := ThemeCollection.Style.W; - ButtonCollection[Num].H := ThemeCollection.Style.H; - if (ThemeCollection.Style.Typ <> TEXTURE_TYPE_COLORIZED) then begin - ButtonCollection[Num].SelectColR := ThemeCollection.Style.ColR; - ButtonCollection[Num].SelectColG := ThemeCollection.Style.ColG; - ButtonCollection[Num].SelectColB := ThemeCollection.Style.ColB; - ButtonCollection[Num].DeselectColR := ThemeCollection.Style.DColR; - ButtonCollection[Num].DeselectColG := ThemeCollection.Style.DColG; - ButtonCollection[Num].DeselectColB := ThemeCollection.Style.DColB; - end; - ButtonCollection[Num].SelectInt := ThemeCollection.Style.Int; - ButtonCollection[Num].DeselectInt := ThemeCollection.Style.DInt; - ButtonCollection[Num].Texture.TexX1 := 0; - ButtonCollection[Num].Texture.TexY1 := 0; - ButtonCollection[Num].Texture.TexX2 := 1; - ButtonCollection[Num].Texture.TexY2 := 1; - ButtonCollection[Num].SetSelect(false); - - ButtonCollection[Num].Reflection := ThemeCollection.Style.Reflection; - ButtonCollection[Num].Reflectionspacing := ThemeCollection.Style.ReflectionSpacing; - ButtonCollection[Num].DeSelectReflectionspacing := ThemeCollection.Style.DeSelectReflectionSpacing; - - ButtonCollection[Num].Z := ThemeCollection.Style.Z; - - //Some Things from ButtonFading - ButtonCollection[Num].SelectH := ThemeCollection.Style.SelectH; - ButtonCollection[Num].SelectW := ThemeCollection.Style.SelectW; - - ButtonCollection[Num].Fade := ThemeCollection.Style.Fade; - ButtonCollection[Num].FadeText := ThemeCollection.Style.FadeText; - if (ThemeCollection.Style.Typ = TEXTURE_TYPE_COLORIZED) then - ButtonCollection[Num].FadeTex := Texture.GetTexture( - Skin.GetTextureFileName(ThemeCollection.Style.FadeTex), TEXTURE_TYPE_COLORIZED, TempCol) - else - ButtonCollection[Num].FadeTex := Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.FadeTex), ThemeCollection.Style.Typ, true); - ButtonCollection[Num].FadeTexPos := ThemeCollection.Style.FadeTexPos; - - - BTLen := Length(ThemeCollection.Style.Text); - for BT := 0 to BTLen-1 do begin - AddButtonText(ButtonCollection[Num], ThemeCollection.Style.Text[BT].X, ThemeCollection.Style.Text[BT].Y, - ThemeCollection.Style.Text[BT].ColR, ThemeCollection.Style.Text[BT].ColG, ThemeCollection.Style.Text[BT].ColB, - ThemeCollection.Style.Text[BT].Font, ThemeCollection.Style.Text[BT].Size, ThemeCollection.Style.Text[BT].Align, - ThemeCollection.Style.Text[BT].Text); - end; -end; - -function TMenu.AddStatic(ThemeStatic: TThemeStatic): integer; -begin - Result := AddStatic(ThemeStatic.X, ThemeStatic.Y, ThemeStatic.W, ThemeStatic.H, ThemeStatic.Z, - ThemeStatic.ColR, ThemeStatic.ColG, ThemeStatic.ColB, - ThemeStatic.TexX1, ThemeStatic.TexY1, ThemeStatic.TexX2, ThemeStatic.TexY2, - Skin.GetTextureFileName(ThemeStatic.Tex), - ThemeStatic.Typ, $FFFFFF, ThemeStatic.Reflection, ThemeStatic.Reflectionspacing); -end; - -function TMenu.AddStatic(X, Y, W, H: real; const Name: string): integer; -begin - Result := AddStatic(X, Y, W, H, Name, TEXTURE_TYPE_PLAIN); -end; - -function TMenu.AddStatic(X, Y, W, H: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType): integer; -var - StatNum: integer; -begin - Result := AddStatic(X, Y, W, H, ColR, ColG, ColB, Name, Typ, $FFFFFF); -end; - -function TMenu.AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType): integer; -var - StatNum: integer; -begin - Result := AddStatic(X, Y, W, H, Z, ColR, ColG, ColB, Name, Typ, $FFFFFF); -end; - -function TMenu.AddStatic(X, Y, W, H: real; const Name: string; Typ: TTextureType): integer; -var - StatNum: integer; -begin - // adds static - StatNum := Length(Static); - SetLength(Static, StatNum + 1); - Static[StatNum] := TStatic.Create(Texture.GetTexture(Name, Typ, $FF00FF)); // new skin - - // configures static - Static[StatNum].Texture.X := X; - Static[StatNum].Texture.Y := Y; - Static[StatNum].Texture.W := W; - Static[StatNum].Texture.H := H; - Static[StatNum].Visible := true; - Result := StatNum; -end; - -function TMenu.AddStatic(X, Y, W, H: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType; Color: integer): integer; -var - StatNum: integer; -begin - Result := AddStatic(X, Y, W, H, 0, ColR, ColG, ColB, Name, Typ, Color); -end; - -function TMenu.AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType; Color: integer): integer; -begin - Result := AddStatic(X, Y, W, H, Z, ColR, ColG, ColB, 0, 0, 1, 1, Name, Typ, Color, False, 0); -end; - -function TMenu.AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; TexX1, TexY1, TexX2, TexY2: real; const Name: string; Typ: TTextureType; Color: integer; Reflection: Boolean; ReflectionSpacing: Real): integer; -var - StatNum: integer; -begin - // adds static - StatNum := Length(Static); - SetLength(Static, StatNum + 1); - - // colorize hack - if (Typ = TEXTURE_TYPE_COLORIZED) then - begin - // give encoded color to GetTexture() - Static[StatNum] := TStatic.Create(Texture.GetTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB))); - end - else - begin - Static[StatNum] := TStatic.Create(Texture.GetTexture(Name, Typ, Color)); // new skin - end; - - // configures static - Static[StatNum].Texture.X := X; - Static[StatNum].Texture.Y := Y; - Static[StatNum].Texture.W := W; - Static[StatNum].Texture.H := H; - Static[StatNum].Texture.Z := Z; - if (Typ <> TEXTURE_TYPE_COLORIZED) then begin - Static[StatNum].Texture.ColR := ColR; - Static[StatNum].Texture.ColG := ColG; - Static[StatNum].Texture.ColB := ColB; - end; - Static[StatNum].Texture.TexX1 := TexX1; - Static[StatNum].Texture.TexY1 := TexY1; - Static[StatNum].Texture.TexX2 := TexX2; - Static[StatNum].Texture.TexY2 := TexY2; - Static[StatNum].Texture.Alpha := 1; - Static[StatNum].Visible := true; - - //ReflectionMod - Static[StatNum].Reflection := Reflection; - Static[StatNum].ReflectionSpacing := ReflectionSpacing; - - Result := StatNum; -end; - -function TMenu.AddText(ThemeText: TThemeText): integer; -begin - Result := AddText(ThemeText.X, ThemeText.Y, ThemeText.W, ThemeText.Font, ThemeText.Size, - ThemeText.ColR, ThemeText.ColG, ThemeText.ColB, ThemeText.Align, ThemeText.Text); -end; - -function TMenu.AddText(X, Y: real; const Text_: string): integer; -var - TextNum: integer; -begin - // adds text - TextNum := Length(Text); - SetLength(Text, TextNum + 1); - Text[TextNum] := TText.Create(X, Y, Text_); - Result := TextNum; -end; - -function TMenu.AddText(X, Y: real; Style: integer; Size, ColR, ColG, ColB: real; const Text: string): integer; -begin - Result := AddText(X, Y, 0, Style, Size, ColR, ColG, ColB, 0, Text); -end; - -function TMenu.AddText(X, Y, W: real; Style: integer; Size, ColR, ColG, ColB: real; Align: integer; const Text_: string): integer; -var - TextNum: integer; -begin - // adds text - TextNum := Length(Text); - SetLength(Text, TextNum + 1); - Text[TextNum] := TText.Create(X, Y, W, Style, Size, ColR, ColG, ColB, Align, Text_); - Result := TextNum; -end; - -//Function that Set Length of Button Array in one Step instead of register new Memory for every Button -Procedure TMenu.SetButtonLength(Length: Cardinal); -begin - if (ButtonPos = -1) AND (Length > 0) then - begin - //Set Length of Button - SetLength(Button, Length); - - //Set ButtonPos to start with 0 - ButtonPos := 0; - end; -end; - - -// Method to add a button in our TMenu. It returns the assigned ButtonNumber -function TMenu.AddButton(ThemeButton: TThemeButton): integer; -var - BT: integer; - BTLen: integer; - temp: integer; - TempR, TempG, TempB, TempR2, TempG2, TempB2: Cardinal; -begin - Result := AddButton(ThemeButton.X, ThemeButton.Y, ThemeButton.W, ThemeButton.H, - ThemeButton.ColR, ThemeButton.ColG, ThemeButton.ColB, ThemeButton.Int, - ThemeButton.DColR, ThemeButton.DColG, ThemeButton.DColB, ThemeButton.DInt, - Skin.GetTextureFileName(ThemeButton.Tex), ThemeButton.Typ, - ThemeButton.Reflection, ThemeButton.Reflectionspacing, ThemeButton.DeSelectReflectionspacing); - - Button[Result].Z := ThemeButton.Z; - - //Button Visibility - Button[Result].Visible := ThemeButton.Visible; - - //Some Things from ButtonFading - Button[Result].SelectH := ThemeButton.SelectH; - Button[Result].SelectW := ThemeButton.SelectW; - - Button[Result].Fade := ThemeButton.Fade; - Button[Result].FadeText := ThemeButton.FadeText; - if (ThemeButton.Typ = TEXTURE_TYPE_COLORIZED) then begin - Button[Result].FadeTex := Texture.GetTexture( - Skin.GetTextureFileName(ThemeButton.FadeTex), TEXTURE_TYPE_COLORIZED, - RGBFloatToInt(ThemeButton.ColR, ThemeButton.ColG, ThemeButton.ColB)); - end - else - begin - Button[Result].FadeTex := Texture.GetTexture(Skin.GetTextureFileName(ThemeButton.FadeTex), ThemeButton.Typ, true); - end; - - Button[Result].FadeTexPos := ThemeButton.FadeTexPos; - - BTLen := Length(ThemeButton.Text); - for BT := 0 to BTLen-1 do begin - AddButtonText(ThemeButton.Text[BT].X, ThemeButton.Text[BT].Y, - ThemeButton.Text[BT].ColR, ThemeButton.Text[BT].ColG, ThemeButton.Text[BT].ColB, - ThemeButton.Text[BT].Font, ThemeButton.Text[BT].Size, ThemeButton.Text[BT].Align, - ThemeButton.Text[BT].Text); - end; - - //BAutton Collection Mod - if (ThemeButton.Parent <> 0) then - begin - //If Collection Exists then Change Interaction to Child Button - if (@ButtonCollection[ThemeButton.Parent-1] <> nil) then - begin - Interactions[High(Interactions)].Typ := iBCollectionChild; - Button[Result].Visible := False; - - for BT := 0 to BTLen-1 do - Button[Result].Text[BT].Alpha := 0; - - Button[Result].Parent := ThemeButton.Parent; - if (ButtonCollection[ThemeButton.Parent-1].Fade) then - Button[Result].Texture.Alpha := 0; - end; - end; - Log.BenchmarkEnd(6); - Log.LogBenchmark('====> Screen Options32', 6); -end; - -function TMenu.AddButton(X, Y, W, H: real; const Name: String): integer; -begin - Result := AddButton(X, Y, W, H, Name, TEXTURE_TYPE_PLAIN, False); -end; - -function TMenu.AddButton(X, Y, W, H: real; const Name: String; Typ: TTextureType; Reflection: Boolean): integer; -begin - Result := AddButton(X, Y, W, H, 1, 1, 1, 1, 1, 1, 1, 0.5, Name, TEXTURE_TYPE_PLAIN, Reflection, 15, 15); -end; - -function TMenu.AddButton(X, Y, W, H, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt: real; - const Name: String; Typ: TTextureType; - Reflection: Boolean; ReflectionSpacing, DeSelectReflectionSpacing: Real): integer; -begin - // adds button - //SetLength is used once to reduce Memory usement - if (ButtonPos <> -1) then - begin - Result := ButtonPos; - Inc(ButtonPos) - end - else //Old Method -> Reserve new Memory for every Button - begin - Result := Length(Button); - SetLength(Button, Result + 1); - end; - // Button[Result] := TButton.Create(Texture.GetTexture(Name, Typ)); - - // check here for cache - // Texture.GetTexture(Name, Typ, false); // preloads textures and creates cahce mipmap when needed - // if Covers.CoverExists(Name) then - // colorize hack - if (Typ = TEXTURE_TYPE_COLORIZED) then - begin - // give encoded color to GetTexture() - Button[Result] := TButton.Create(Texture.GetTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB)), - Texture.GetTexture(Name, Typ, RGBFloatToInt(DColR, DColG, DColB))); - end - else - begin - Button[Result] := TButton.Create(Texture.GetTexture(Name, Typ, true)); // use cache texture - end; - - // configures button - Button[Result].X := X; - Button[Result].Y := Y; - Button[Result].W := W; - Button[Result].H := H; - if (Typ <> TEXTURE_TYPE_COLORIZED) then begin - Button[Result].SelectColR := ColR; - Button[Result].SelectColG := ColG; - Button[Result].SelectColB := ColB; - Button[Result].DeselectColR := DColR; - Button[Result].DeselectColG := DColG; - Button[Result].DeselectColB := DColB; - end; - Button[Result].SelectInt := Int; - Button[Result].DeselectInt := DInt; - Button[Result].Texture.TexX1 := 0; - Button[Result].Texture.TexY1 := 0; - Button[Result].Texture.TexX2 := 1; - Button[Result].Texture.TexY2 := 1; - Button[Result].SetSelect(false); - - Button[Result].Reflection := Reflection; - Button[Result].Reflectionspacing := ReflectionSpacing; - Button[Result].DeSelectReflectionspacing := DeSelectReflectionSpacing; - - //Button Collection Mod - Button[Result].Parent := 0; - - - // adds interaction - AddInteraction(iButton, Result); - Interaction := 0; -end; - -procedure TMenu.ClearButtons; -begin - Setlength(Button, 0); -end; - -// Method to draw our TMenu and all his child buttons -function TMenu.DrawBG: boolean; -var - PetX: integer; - PetY: integer; -begin - - BackImg.ColR := 1; - BackImg.ColG := 1; - BackImg.ColB := 1; - BackImg.TexX1 := 0; - BackImg.TexY1 := 0; - BackImg.TexX2 := 1; - BackImg.TexY2 := 1; - if (BackImg.TexNum <> -1) then - begin - // does anyone know what these loops were for? - { - // draw texture with overlapping - for PetY := 1 to BackH do - for PetX := 1 to BackW do begin - BackImg.X := (PetX-1)/BackW * 800; //640 - BackImg.Y := (PetY-1)/BackH * 600; //480 - DrawTexture(BackImg); - end; // for PetX - } - { - BackImg.X:=BackW; - BackImg.Y:=BackW; - } - BackImg.X := 0; - BackImg.Y := 0; - BackImg.Z := 0; // todo: eddie: to the opengl experts: please check this! On the mac z is not initialized??? - BackImg.W := 800; - BackImg.H := 600; - DrawTexture(BackImg); - end; // if - - - //if assigned( VideoPlayback ) then - begin - VideoPlayback.GetFrame( now() ); - VideoPlayback.DrawGL(2); - end; - - Result := true; -end; - -function TMenu.DrawFG: boolean; -var - J: Integer; -begin - // We don't forget about newly implemented static for nice skin ... - for J := 0 to Length(Static) - 1 do - Static[J].Draw; - - // ... and slightly implemented menutext unit - for J := 0 to Length(Text) - 1 do - Text[J].Draw; - - - // Draw all ButtonCollections - For J := 0 to High(ButtonCollection) do - ButtonCollection[J].Draw; - - // Second, we draw all of our buttons - for J := 0 to Length(Button) - 1 do - Button[J].Draw; - - // Third, we draw all of our selects - for J := 0 to Length(Selects) - 1 do - Selects[J].Draw(1); - - for J := 0 to Length(SelectsS) - 1 do - SelectsS[J].Draw; - - // Third, we draw all our widgets - // for J := 0 to Length(WidgetsSrc) - 1 do - // SDL_BlitSurface(WidgetsSrc[J], nil, ParentBackBuf, WidgetsRect[J]); - Result := True; -end; - -function TMenu.Draw: boolean; -begin - DrawBG; - DrawFG; - Result := True; -end; - -{ -function TMenu.GetNextScreen(): PMenu; -begin - Result := NextScreen; -end; -} - -{ -function TMenu.AddWidget(X, Y : UInt16; WidgetSrc : PSDL_Surface): Int16; -var - WidgetNum : Int16; -begin - If (Assigned(WidgetSrc)) Then - begin - WidgetNum := Length(WidgetsSrc); - - SetLength(WidgetsSrc, WidgetNum + 1); - SetLength(WidgetsRect, WidgetNum + 1); - - WidgetsSrc[WidgetNum] := WidgetSrc; - WidgetsRect[WidgetNum] := new(PSDL_Rect); - WidgetsRect[WidgetNum]^.x := X; - WidgetsRect[WidgetNum]^.y := Y; - WidgetsRect[WidgetNum]^.w := WidgetSrc^.w; - WidgetsRect[WidgetNum]^.h := WidgetSrc^.h; - - Result := WidgetNum; - end - else - Result := -1; -end; -} - -{ -procedure TMenu.ClearWidgets(MinNumber : Int16); -var - J : Int16; -begin - For J := MinNumber to (Length(WidgetsSrc) - 1) do - begin - SDL_FreeSurface(WidgetsSrc[J]); - dispose(WidgetsRect[J]); - end; - - SetLength(WidgetsSrc, MinNumber); - SetLength(WidgetsRect, MinNumber); -end; -} - -function TMenu.IsSelectable(Int: Cardinal): Boolean; -begin - Result := True; - Case Interactions[Int].Typ of - //Button - iButton: Result := Button[Interactions[Int].Num].Visible and Button[Interactions[Int].Num].Selectable; - //Select - iSelect: Result := True; - //Select Slide - iSelectS: Result := SelectsS[Interactions[Int].Num].Visible; - - //ButtonCollection Child - iBCollectionChild: - Result := (ButtonCollection[Button[Interactions[Int].Num].Parent - 1].FirstChild - 1 = Int) AND ((Interactions[Interaction].Typ <> iBCollectionChild) OR (Button[Interactions[Interaction].Num].Parent <> Button[Interactions[Int].Num].Parent)); - end; -end; - -procedure TMenu.InteractNext; -var - Int: Integer; -begin - Int := Interaction; - - // change interaction as long as it's needed - repeat - Int := (Int + 1) Mod Length(Interactions); - - //If no Interaction is Selectable Simply Select Next - if (Int = Interaction) then Break; - - Until IsSelectable(Int); - - //Set Interaction - Interaction := Int; -end; - - -procedure TMenu.InteractPrev; -var - Int: Integer; -begin - Int := Interaction; - - // change interaction as long as it's needed - repeat - Int := Int - 1; - if Int = -1 then Int := High(Interactions); - - //If no Interaction is Selectable Simply Select Next - if (Int = Interaction) then Break; - Until IsSelectable(Int); - - //Set Interaction - Interaction := Int -end; - - -procedure TMenu.InteractCustom(CustomSwitch: integer); -var - Num: integer; - Typ: integer; - Again: boolean; -begin - //Code Commented atm, because it needs to be Rewritten - //it doesn't work with Button Collections - {then begin - CustomSwitch:= CustomSwitch*(-1); - Again := true; - // change interaction as long as it's needed - while (Again = true) do begin - Num := SelInteraction - CustomSwitch; - if Num = -1 then Num := High(Interactions); - Interaction := Num; - Again := false; // reset, default to accept changing interaction - - // checking newly interacted element - Num := Interactions[Interaction].Num; - Typ := Interactions[Interaction].Typ; - case Typ of - iButton: - begin - if Button[Num].Selectable = false then Again := True; - end; - end; // case - end; // while - end - else if num>0 then begin - Again := true; - // change interaction as long as it's needed - while (Again = true) do begin - Num := (Interaction + CustomSwitch) Mod Length(Interactions); - Interaction := Num; - Again := false; // reset, default to accept changing interaction - - - // checking newly interacted element - Num := Interactions[Interaction].Num; - Typ := Interactions[Interaction].Typ; - case Typ of - iButton: - begin - if Button[Num].Selectable = false then Again := True; - end; - end; // case - end; // while - end } -end; - - -procedure TMenu.FadeTo(Screen: PMenu); -begin - Display.Fade := 0; - Display.NextScreen := Screen; -end; - -procedure TMenu.FadeTo(Screen: PMenu; aSound: TAudioPlaybackStream); -begin - FadeTo( Screen ); - AudioPlayback.PlaySound( aSound ); -end; - - -//popup hack -procedure TMenu.CheckFadeTo(Screen: PMenu; msg: String); -begin - Display.Fade := 0; - Display.NextScreenWithCheck := Screen; - Display.CheckOK:=False; - ScreenPopupCheck.ShowPopup(msg); -end; - -procedure TMenu.AddButtonText(AddX, AddY: real; const AddText: string); -begin - AddButtonText(AddX, AddY, 1, 1, 1, AddText); -end; - -procedure TMenu.AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; const AddText: string); -var - Il: integer; -begin - with Button[High(Button)] do begin - Il := Length(Text); - SetLength(Text, Il+1); - Text[Il] := TText.Create(X + AddX, Y + AddY, AddText); - Text[Il].ColR := ColR; - Text[Il].ColG := ColG; - Text[Il].ColB := ColB; - Text[Il].Int := 1;//0.5; - end; -end; - -procedure TMenu.AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; Font: integer; Size: integer; Align: integer; const AddText: string); -var - Il: integer; -begin - with Button[High(Button)] do begin - Il := Length(Text); - SetLength(Text, Il+1); - Text[Il] := TText.Create(X + AddX, Y + AddY, AddText); - Text[Il].ColR := ColR; - Text[Il].ColG := ColG; - Text[Il].ColB := ColB; - Text[Il].Int := 1;//0.5; - Text[Il].Style := Font; - Text[Il].Size := Size; - Text[Il].Align := Align; - end; -end; - -procedure TMenu.AddButtonText(CustomButton: TButton; AddX, AddY: real; ColR, ColG, ColB: real; Font: integer; Size: integer; Align: integer; const AddText: string); -var - Il: integer; -begin - with CustomButton do begin - Il := Length(Text); - SetLength(Text, Il+1); - Text[Il] := TText.Create(X + AddX, Y + AddY, AddText); - Text[Il].ColR := ColR; - Text[Il].ColG := ColG; - Text[Il].ColB := ColB; - Text[Il].Int := 1;//0.5; - Text[Il].Style := Font; - Text[Il].Size := Size; - Text[Il].Align := Align; - end; -end; - -function TMenu.AddSelect(ThemeSelect: TThemeSelect; var Data: integer; Values: array of string): integer; -var - SO: integer; -begin - Result := AddSelect(ThemeSelect.X, ThemeSelect.Y, ThemeSelect.W, ThemeSelect.H, ThemeSelect.SkipX, - ThemeSelect.ColR, ThemeSelect.ColG, ThemeSelect.ColB, ThemeSelect.Int, - ThemeSelect.DColR, ThemeSelect.DColG, ThemeSelect.DColB, ThemeSelect.DInt, - ThemeSelect.TColR, ThemeSelect.TColG, ThemeSelect.TColB, ThemeSelect.TInt, - ThemeSelect.TDColR, ThemeSelect.TDColG, ThemeSelect.TDColB, ThemeSelect.TDInt, - ThemeSelect.SBGColR, ThemeSelect.SBGColG, ThemeSelect.SBGColB, ThemeSelect.SBGInt, - ThemeSelect.SBGDColR, ThemeSelect.SBGDColG, ThemeSelect.SBGDColB, ThemeSelect.SBGDInt, - ThemeSelect.STColR, ThemeSelect.STColG, ThemeSelect.STColB, ThemeSelect.STInt, - ThemeSelect.STDColR, ThemeSelect.STDColG, ThemeSelect.STDColB, ThemeSelect.STDInt, - Skin.GetTextureFileName(ThemeSelect.Tex), TEXTURE_TYPE_COLORIZED, - Skin.GetTextureFileName(ThemeSelect.TexSBG), TEXTURE_TYPE_COLORIZED, - ThemeSelect.Text, Data); - for SO := 0 to High(Values) do - AddSelectOption(ThemeSelect.X + ThemeSelect.W + ThemeSelect.SkipX + SO * 100 + 20, ThemeSelect.Y + 20, Values[SO]); -end; - -function TMenu.AddSelect(X, Y, W, H, SkipX, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt, - TColR, TColG, TColB, TInt, TDColR, TDColG, TDColB, TDInt, - SBGColR, SBGColG, SBGColB, SBGInt, SBGDColR, SBGDColG, SBGDColB, SBGDInt, - STColR, STColG, STColB, STInt, STDColR, STDColG, STDColB, STDInt: real; - const Name: String; Typ: TTextureType; const SBGName: String; SBGTyp: TTextureType; - const Caption: string; var Data: integer): integer; -var - S: integer; -begin - S := Length(Selects); - SetLength(Selects, S + 1); - Selects[S] := TSelect.Create; - - if (Typ = TEXTURE_TYPE_COLORIZED) then - Selects[S].Texture := Texture.GetTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB)) - else - Selects[S].Texture := Texture.GetTexture(Name, Typ); - Selects[S].X := X; - Selects[S].Y := Y; - Selects[S].W := W; - Selects[S].H := H; - Selects[S].ColR := ColR; - Selects[S].ColG := ColG; - Selects[S].ColB := ColB; - Selects[S].Int := Int; - Selects[S].DColR := DColR; - Selects[S].DColG := DColG; - Selects[S].DColB := DColB; - Selects[S].DInt := DInt; - - if (SBGTyp = TEXTURE_TYPE_COLORIZED) then - Selects[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp, RGBFloatToInt(SBGColR, SBGColG, SBGColB)) - else - Selects[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp); - Selects[S].TextureSBG.X := X + W + SkipX; - Selects[S].TextureSBG.Y := Y; - Selects[S].TextureSBG.W := 450; - Selects[S].TextureSBG.H := H; - Selects[S].SBGColR := SBGColR; - Selects[S].SBGColG := SBGColG; - Selects[S].SBGColB := SBGColB; - Selects[S].SBGInt := SBGInt; - Selects[S].SBGDColR := SBGDColR; - Selects[S].SBGDColG := SBGDColG; - Selects[S].SBGDColB := SBGDColB; - Selects[S].SBGDInt := SBGDInt; - - Selects[S].Text.X := X + 20; - Selects[S].Text.Y := Y + 20; - Selects[S].Text.Text := Caption; - Selects[S].Text.Size := 10; - Selects[S].Text.Visible := true; - Selects[S].TColR := TColR; - Selects[S].TColG := TColG; - Selects[S].TColB := TColB; - Selects[S].TInt := TInt; - Selects[S].TDColR := TDColR; - Selects[S].TDColG := TDColG; - Selects[S].TDColB := TDColB; - Selects[S].TDInt := TDInt; - - Selects[S].STColR := STColR; - Selects[S].STColG := STColG; - Selects[S].STColB := STColB; - Selects[S].STInt := STInt; - Selects[S].STDColR := STDColR; - Selects[S].STDColG := STDColG; - Selects[S].STDColB := STDColB; - Selects[S].STDInt := STDInt; - - // new - Selects[S].Texture.TexX1 := 0; - Selects[S].Texture.TexY1 := 0; - Selects[S].Texture.TexX2 := 1; - Selects[S].Texture.TexY2 := 1; - Selects[S].TextureSBG.TexX1 := 0; - Selects[S].TextureSBG.TexY1 := 0; - Selects[S].TextureSBG.TexX2 := 1; - Selects[S].TextureSBG.TexY2 := 1; - - // Sets Data to copy the value of selectops to global value; - Selects[S].PData := @Data; - - // Sets default value of selectopt from Data; - Selects[S].SelectedOption := Data; - - // Disables default selection - Selects[S].SetSelect(false); - - // adds interaction - AddInteraction(iSelect, S); -end; - -procedure TMenu.AddSelectOption(AddX, AddY: real; const AddText: string); -begin - AddSelectOption (High(Selects), AddX, AddY, AddText); -end; - -procedure TMenu.AddSelectOption(SelectNo: Cardinal; AddX, AddY: real; const AddText: string); -var - SO: integer; -begin - SO := Length(Selects[SelectNo].TextOpt); - SetLength(Selects[SelectNo].TextOpt, SO + 1); - - Selects[SelectNo].TextOpt[SO] := TText.Create; - - Selects[SelectNo].TextOpt[SO].X := AddX; - Selects[SelectNo].TextOpt[SO].Y := AddY; - Selects[SelectNo].TextOpt[SO].Text := AddText; - Selects[SelectNo].TextOpt[SO].Size := 10; - Selects[SelectNo].TextOpt[SO].ColR := Selects[SelectNo].STDColR; - Selects[SelectNo].TextOpt[SO].ColG := Selects[SelectNo].STDColG; - Selects[SelectNo].TextOpt[SO].ColB := Selects[SelectNo].STDColB; - Selects[SelectNo].TextOpt[SO].Int := Selects[SelectNo].STDInt; - Selects[SelectNo].TextOpt[SO].Visible := true; - - if SO = Selects[SelectNo].PData^ then Selects[SelectNo].SelectedOption := SO; -end; - -procedure TMenu.UpdateSelectOptions(ThemeSelect: TThemeSelect; SelectNum: integer; Values: array of string; var Data: integer); -var - SO: integer; -begin - SetLength(Selects[SelectNum].TextOpt, 0); - for SO := 0 to High(Values) do - AddSelectOption(SelectNum, ThemeSelect.X + ThemeSelect.W + ThemeSelect.SkipX + SO * 100 + 20, ThemeSelect.Y + 20, Values[SO]); -end; - -function TMenu.AddSelectSlide(ThemeSelectS: TThemeSelectSlide; var Data: integer; Values: array of string): integer; -var - SO: integer; -begin - Result := AddSelectSlide(ThemeSelectS.X, ThemeSelectS.Y, ThemeSelectS.W, ThemeSelectS.H, ThemeSelectS.SkipX, ThemeSelectS.SBGW, - ThemeSelectS.ColR, ThemeSelectS.ColG, ThemeSelectS.ColB, ThemeSelectS.Int, - ThemeSelectS.DColR, ThemeSelectS.DColG, ThemeSelectS.DColB, ThemeSelectS.DInt, - ThemeSelectS.TColR, ThemeSelectS.TColG, ThemeSelectS.TColB, ThemeSelectS.TInt, - ThemeSelectS.TDColR, ThemeSelectS.TDColG, ThemeSelectS.TDColB, ThemeSelectS.TDInt, - ThemeSelectS.SBGColR, ThemeSelectS.SBGColG, ThemeSelectS.SBGColB, ThemeSelectS.SBGInt, - ThemeSelectS.SBGDColR, ThemeSelectS.SBGDColG, ThemeSelectS.SBGDColB, ThemeSelectS.SBGDInt, - ThemeSelectS.STColR, ThemeSelectS.STColG, ThemeSelectS.STColB, ThemeSelectS.STInt, - ThemeSelectS.STDColR, ThemeSelectS.STDColG, ThemeSelectS.STDColB, ThemeSelectS.STDInt, - Skin.GetTextureFileName(ThemeSelectS.Tex), TEXTURE_TYPE_COLORIZED, - Skin.GetTextureFileName(ThemeSelectS.TexSBG), TEXTURE_TYPE_COLORIZED, - ThemeSelectS.Text, Data); - for SO := 0 to High(Values) do - AddSelectSlideOption(Values[SO]); - - SelectsS[High(SelectsS)].Text.Size := ThemeSelectS.TextSize; - - SelectsS[High(SelectsS)].Texture.Z := ThemeSelectS.Z; - SelectsS[High(SelectsS)].TextureSBG.Z := ThemeSelectS.Z; - - //Generate Lines - SelectsS[High(SelectsS)].GenLines; - - SelectsS[High(SelectsS)].SelectedOption := SelectsS[High(SelectsS)].SelectOptInt; // refresh -end; - -function TMenu.AddSelectSlide(X, Y, W, H, SkipX, SBGW, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt, - TColR, TColG, TColB, TInt, TDColR, TDColG, TDColB, TDInt, - SBGColR, SBGColG, SBGColB, SBGInt, SBGDColR, SBGDColG, SBGDColB, SBGDInt, - STColR, STColG, STColB, STInt, STDColR, STDColG, STDColB, STDInt: real; - const Name: String; Typ: TTextureType; const SBGName: String; SBGTyp: TTextureType; - const Caption: string; var Data: integer): integer; -var - S: integer; - I: integer; -begin - S := Length(SelectsS); - SetLength(SelectsS, S + 1); - SelectsS[S] := TSelectSlide.Create; - - if (Typ = TEXTURE_TYPE_COLORIZED) then - SelectsS[S].Texture := Texture.GetTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB)) - else - SelectsS[S].Texture := Texture.GetTexture(Name, Typ); - SelectsS[S].X := X; - SelectsS[S].Y := Y; - SelectsS[S].W := W; - SelectsS[S].H := H; - - SelectsS[S].ColR := ColR; - SelectsS[S].ColG := ColG; - SelectsS[S].ColB := ColB; - SelectsS[S].Int := Int; - SelectsS[S].DColR := DColR; - SelectsS[S].DColG := DColG; - SelectsS[S].DColB := DColB; - SelectsS[S].DInt := DInt; - - if (SBGTyp = TEXTURE_TYPE_COLORIZED) then - SelectsS[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp, RGBFloatToInt(SBGColR, SBGColG, SBGColB)) - else - SelectsS[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp); - SelectsS[S].TextureSBG.X := X + W + SkipX; - SelectsS[S].TextureSBG.Y := Y; - //SelectsS[S].TextureSBG.W := 450; - SelectsS[S].SBGW := SBGW; - SelectsS[S].TextureSBG.H := H; - SelectsS[S].SBGColR := SBGColR; - SelectsS[S].SBGColG := SBGColG; - SelectsS[S].SBGColB := SBGColB; - SelectsS[S].SBGInt := SBGInt; - SelectsS[S].SBGDColR := SBGDColR; - SelectsS[S].SBGDColG := SBGDColG; - SelectsS[S].SBGDColB := SBGDColB; - SelectsS[S].SBGDInt := SBGDInt; - - SelectsS[S].Text.X := X + 20; - SelectsS[S].Text.Y := Y + (SelectsS[S].TextureSBG.H / 2) - 15; - SelectsS[S].Text.Text := Caption; - SelectsS[S].Text.Size := 10; - SelectsS[S].Text.Visible := true; - SelectsS[S].TColR := TColR; - SelectsS[S].TColG := TColG; - SelectsS[S].TColB := TColB; - SelectsS[S].TInt := TInt; - SelectsS[S].TDColR := TDColR; - SelectsS[S].TDColG := TDColG; - SelectsS[S].TDColB := TDColB; - SelectsS[S].TDInt := TDInt; - - SelectsS[S].STColR := STColR; - SelectsS[S].STColG := STColG; - SelectsS[S].STColB := STColB; - SelectsS[S].STInt := STInt; - SelectsS[S].STDColR := STDColR; - SelectsS[S].STDColG := STDColG; - SelectsS[S].STDColB := STDColB; - SelectsS[S].STDInt := STDInt; - - // new - SelectsS[S].Texture.TexX1 := 0; - SelectsS[S].Texture.TexY1 := 0; - SelectsS[S].Texture.TexX2 := 1; - SelectsS[S].Texture.TexY2 := 1; - SelectsS[S].TextureSBG.TexX1 := 0; - SelectsS[S].TextureSBG.TexY1 := 0; - SelectsS[S].TextureSBG.TexX2 := 1; - SelectsS[S].TextureSBG.TexY2 := 1; - - // Sets Data to copy the value of selectops to global value; - SelectsS[S].PData := @Data; - // Configures Select options - {//SelectsS[S].TextOpt[0].Text := IntToStr(I+1); - SelectsS[S].TextOpt[0].Size := 10; - SelectsS[S].TextOpt[0].Align := 1; - - SelectsS[S].TextOpt[0].ColR := SelectsS[S].STDColR; - SelectsS[S].TextOpt[0].ColG := SelectsS[S].STDColG; - SelectsS[S].TextOpt[0].ColB := SelectsS[S].STDColB; - SelectsS[S].TextOpt[0].Int := SelectsS[S].STDInt; - SelectsS[S].TextOpt[0].Visible := true; } - - // Sets default value of selectopt from Data; - SelectsS[S].SelectedOption := Data; - - // Disables default selection - SelectsS[S].SetSelect(false); - - {// Configures 3 select options - for I := 0 to 2 do begin - SelectsS[S].TextOpt[I].X := SelectsS[S].TextureSBG.X + 20 + (50 + 20) + (150 - 20) * I; - SelectsS[S].TextOpt[I].Y := SelectsS[S].TextureSBG.Y + 20; - SelectsS[S].TextOpt[I].Text := IntToStr(I+1); - SelectsS[S].TextOpt[I].Size := 10; - SelectsS[S].TextOpt[I].Align := 1; - - - SelectsS[S].TextOpt[I].ColR := SelectsS[S].STDColR; - SelectsS[S].TextOpt[I].ColG := SelectsS[S].STDColG; - SelectsS[S].TextOpt[I].ColB := SelectsS[S].STDColB; - SelectsS[S].TextOpt[I].Int := SelectsS[S].STDInt; - SelectsS[S].TextOpt[I].Visible := true; - end;} - - - // adds interaction - AddInteraction(iSelectS, S); - Result := S; -end; - -procedure TMenu.AddSelectSlideOption(const AddText: string); -begin - AddSelectSlideOption(High(SelectsS), AddText); -end; - -procedure TMenu.AddSelectSlideOption(SelectNo: Cardinal; const AddText: string); -var - SO: integer; -begin - SO := Length(SelectsS[SelectNo].TextOptT); - - SetLength(SelectsS[SelectNo].TextOptT, SO + 1); - SelectsS[SelectNo].TextOptT[SO] := AddText; - - //SelectsS[S].SelectedOption := SelectsS[S].SelectOptInt; // refresh - - //if SO = Selects[S].PData^ then Selects[S].SelectedOption := SO; -end; - -procedure TMenu.UpdateSelectSlideOptions(ThemeSelectSlide: TThemeSelectSlide; SelectNum: integer; Values: array of string; var Data: integer); -var - SO: integer; -begin - SetLength(SelectsS[SelectNum].TextOptT, 0); - for SO := 0 to High(Values) do - AddSelectSlideOption(SelectNum, Values[SO]); - - SelectsS[SelectNum].GenLines; - -// SelectsS[SelectNum].SelectedOption := SelectsS[SelectNum].SelectOptInt; // refresh -// SelectS[SelectNum].SetSelectOpt(Data); -// SelectS[SelectNum].SelectedOption := 0;//Data; - -// Log.LogError(IntToStr(High(SelectsS[SelectNum].TextOptT))); -// if 0 <= High(SelectsS[SelectNum].TextOptT) then - - SelectsS[SelectNum].PData := @Data; - SelectsS[SelectNum].SelectedOption := Data; -end; - -function TMenu.InRegion(X1, Y1, X2, Y2, X, Y: real): Boolean; -begin - Result := false; - X1 := X1 * RenderW/640; - X2 := X2 * RenderW/640; - Y1 := Y1 * RenderH/480; - Y2 := Y2 * RenderH/480; - if (X >= X1) and (X <= X2) and (Y >= Y1) and (Y <= Y2) then - Result := true; -end; - -function TMenu.InStaticRegion(StaticNr: integer; X, Y: integer): Boolean; -begin - Result := InRegion(Static[StaticNr].Texture.X, - Static[StaticNr].Texture.Y, - Static[StaticNr].Texture.X + Static[StaticNr].Texture.W - 1, - Static[StaticNr].Texture.Y + Static[StaticNr].Texture.H - 1, - X, Y); -end; - -procedure TMenu.InteractInc; -var - Num: integer; - Value: integer; -begin - case Interactions[Interaction].Typ of - iSelect: begin - Num := Interactions[Interaction].Num; - Value := Selects[Num].SelectedOption; - Value := (Value + 1) Mod (Length(Selects[Num].TextOpt)); - Selects[Num].SelectedOption := Value; - end; - iSelectS: begin - Num := Interactions[Interaction].Num; - Value := SelectsS[Num].SelectedOption; -// Value := (Value + 1) Mod (Length(SelectsS[Num].TextOptT)); - - // limit - Value := Value + 1; - if Value <= High(SelectsS[Num].TextOptT) then - SelectsS[Num].SelectedOption := Value; - end; - //Button Collection Mod - iBCollectionChild: - begin - - //Select Next Button in Collection - For Num := 1 to High(Button) do - begin - Value := (Interaction + Num) Mod Length(Button); - if Value = 0 then - begin - InteractNext; - Break; - end; - if (Button[Value].Parent = Button[Interaction].Parent) then - begin - Interaction := Value; - Break; - end; - end; - end; - //interact Next if there is Nothing to Change - else InteractNext; - end; -end; - -procedure TMenu.InteractDec; -var - Num: integer; - Value: integer; -begin - case Interactions[Interaction].Typ of - iSelect: begin - Num := Interactions[Interaction].Num; - Value := Selects[Num].SelectedOption; - Value := Value - 1; - if Value = -1 then - Value := High(Selects[Num].TextOpt); - Selects[Num].SelectedOption := Value; - end; - iSelectS: begin - Num := Interactions[Interaction].Num; - Value := SelectsS[Num].SelectedOption; - Value := Value - 1; -// if Value = -1 then -// Value := High(SelectsS[Num].TextOptT); - - if Value >= 0 then - SelectsS[Num].SelectedOption := Value; - end; - //Button Collection Mod - iBCollectionChild: - begin - //Select Prev Button in Collection - For Num := High(Button) downto 1 do - begin - Value := (Interaction + Num) Mod Length(Button); - if Value = High(Button) then - begin - InteractPrev; - Break; - end; - if (Button[Value].Parent = Button[Interaction].Parent) then - begin - Interaction := Value; - Break; - end; - end; - end; - //interact Prev if there is Nothing to Change - else - begin - InteractPrev; - //If ButtonCollection with more than 1 Entry then Select Last Entry - if (Button[Interactions[Interaction].Num].Parent <> 0) AND (ButtonCollection[Button[Interactions[Interaction].Num].Parent-1].CountChilds > 1) then - begin - //Select Last Child - For Num := High(Button) downto 1 do - begin - Value := (Interaction + Num) Mod Length(Button); - if (Button[Value].Parent = Button[Interaction].Parent) then - begin - Interaction := Value; - Break; - end; - end; - end; - end; - end; -end; - -procedure TMenu.AddBox(X, Y, W, H: real); -begin - AddStatic(X, Y, W, H, 0, 0, 0, Skin.GetTextureFileName('MainBar'), TEXTURE_TYPE_COLORIZED); - AddStatic(X+2, Y+2, W-4, H-4, 1, 1, 1, Skin.GetTextureFileName('MainBar'), TEXTURE_TYPE_COLORIZED); -end; - -procedure TMenu.onShow; -begin - // nothing -(* - if fileexists( fFileName ) then - begin - if VideoPlayback.Open( fFileName ) then - VideoPlayback.Play; - end; -*) -end; - -procedure TMenu.onShowFinish; -begin - // nothing -end; - -function TMenu.WideCharUpperCase(wchar: WideChar) : WideString; -begin - // On Linux and MacOSX the cwstring unit is necessary for Unicode function-calls. - // Otherwise you will get an EIntOverflow exception (thrown by unimplementedwidestring()). - - // The FPC implementation of WideUpperCase returns nil if wchar is #0 (e.g. if an arrow key is pressed) - if (wchar <> #0) then - Result := WideUpperCase(wchar) - else - Result := #0; -end; - -procedure TMenu.onHide; -begin - // nothing -end; - -function TMenu.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; -begin - // nothing - Result := true; -end; - -procedure TMenu.SetAnimationProgress(Progress: real); -begin - // nothing -end; - -end. - +unit UMenu;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses OpenGL12, SysUtils, UTexture, UMenuStatic, UMenuText, UMenuButton, UMenuSelect, UMenuSelectSlide,
+ UMenuInteract, UThemes, UMenuButtonCollection, Math, UMusic;
+
+type
+{ Int16 = SmallInt;}
+
+ PMenu = ^TMenu;
+ TMenu = class
+ protected
+ ButtonPos: Integer;
+
+ Interactions: array of TInteract;
+ SelInteraction: integer;
+ Button: array of TButton;
+ Selects: array of TSelect;
+ SelectsS: array of TSelectSlide;
+ ButtonCollection: array of TButtonCollection;
+ BackImg: TTexture;
+ BackW: integer;
+ BackH: integer;
+
+ fFileName : string;
+ public
+ Text: array of TText;
+ Static: array of TStatic;
+ mX: integer; // mouse X
+ mY: integer; // mouse Y
+
+ Fade: integer; // fade type
+ ShowFinish: boolean; // true if there is no fade
+
+
+ destructor Destroy; override;
+ constructor Create; overload; virtual;
+ //constructor Create(Back: string); overload; virtual; // Back is a JPG resource name for background
+ //constructor Create(Back: string; W, H: integer); overload; virtual; // W and H are the number of overlaps
+
+ // interaction
+ function WideCharUpperCase(wchar: WideChar) : WideString;
+ procedure AddInteraction(Typ, Num: integer);
+ procedure SetInteraction(Num: integer);
+ property Interaction: integer read SelInteraction write SetInteraction;
+
+ //Procedure Load BG, Texts, Statics and Button Collections from ThemeBasic
+ procedure LoadFromTheme(const ThemeBasic: TThemeBasic);
+
+ procedure PrepareButtonCollections(const Collections: AThemeButtonCollection);
+ procedure AddButtonCollection(const ThemeCollection: TThemeButtonCollection; Const Num: Byte);
+
+ // background
+ procedure AddBackground(Name: string);
+
+ // static
+ function AddStatic(ThemeStatic: TThemeStatic): integer; overload;
+ function AddStatic(X, Y, W, H: real; const Name: string): integer; overload;
+ function AddStatic(X, Y, W, H: real; const Name: string; Typ: TTextureType): integer; overload;
+ function AddStatic(X, Y, W, H: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType): integer; overload;
+ function AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType): integer; overload;
+ function AddStatic(X, Y, W, H: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType; Color: integer): integer; overload;
+ function AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType; Color: integer): integer; overload;
+ function AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; TexX1, TexY1, TexX2, TexY2: real; const Name: string; Typ: TTextureType; Color: integer; Reflection: Boolean; ReflectionSpacing: Real): integer; overload;
+
+ // text
+ function AddText(ThemeText: TThemeText): integer; overload;
+ function AddText(X, Y: real; const Text_: string): integer; overload;
+ function AddText(X, Y: real; Style: integer; Size, ColR, ColG, ColB: real; const Text: string): integer; overload;
+ function AddText(X, Y, W: real; Style: integer; Size, ColR, ColG, ColB: real; Align: integer; const Text_: string): integer; overload;
+
+ // button
+ Procedure SetButtonLength(Length: Cardinal); //Function that Set Length of Button Array in one Step instead of register new Memory for every Button
+ function AddButton(ThemeButton: TThemeButton): integer; overload;
+ function AddButton(X, Y, W, H: real; const Name: String): integer; overload;
+ function AddButton(X, Y, W, H: real; const Name: String; Typ: TTextureType; Reflection: Boolean): integer; overload;
+ function AddButton(X, Y, W, H, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt: real; const Name: String; Typ: TTextureType; Reflection: Boolean; ReflectionSpacing, DeSelectReflectionSpacing: Real): integer; overload;
+ procedure ClearButtons;
+ procedure AddButtonText(AddX, AddY: real; const AddText: string); overload;
+ procedure AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; const AddText: string); overload;
+ procedure AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; Font: integer; Size: integer; Align: integer; const AddText: string); overload;
+ procedure AddButtonText(CustomButton: TButton; AddX, AddY: real; ColR, ColG, ColB: real; Font: integer; Size: integer; Align: integer; const AddText: string); overload;
+
+ // select
+ function AddSelect(ThemeSelect: TThemeSelect; var Data: integer; Values: array of string): integer; overload;
+ function AddSelect(X, Y, W, H, SkipX, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt,
+ TColR, TColG, TColB, TInt, TDColR, TDColG, TDColB, TDInt,
+ SBGColR, SBGColG, SBGColB, SBGInt, SBGDColR, SBGDColG, SBGDColB, SBGDInt,
+ STColR, STColG, STColB, STInt, STDColR, STDColG, STDColB, STDInt: real;
+ const Name: String; Typ: TTextureType; const SBGName: String; SBGTyp: TTextureType;
+ const Caption: string; var Data: integer): integer; overload;
+ procedure AddSelectOption(AddX, AddY: real; const AddText: string); overload;
+ procedure AddSelectOption(SelectNo: Cardinal; AddX, AddY: real; const AddText: string); overload;
+ procedure UpdateSelectOptions(ThemeSelect: TThemeSelect; SelectNum: integer; Values: array of string; var Data: integer);
+
+ // select slide
+ function AddSelectSlide(ThemeSelectS: TThemeSelectSlide; var Data: integer; Values: array of string): integer; overload;
+ function AddSelectSlide(X, Y, W, H, SkipX, SBGW, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt,
+ TColR, TColG, TColB, TInt, TDColR, TDColG, TDColB, TDInt,
+ SBGColR, SBGColG, SBGColB, SBGInt, SBGDColR, SBGDColG, SBGDColB, SBGDInt,
+ STColR, STColG, STColB, STInt, STDColR, STDColG, STDColB, STDInt: real;
+ const Name: String; Typ: TTextureType; const SBGName: String; SBGTyp: TTextureType;
+ const Caption: string; var Data: integer): integer; overload;
+ procedure AddSelectSlideOption(const AddText: string); overload;
+ procedure AddSelectSlideOption(SelectNo: Cardinal; const AddText: string); overload;
+ procedure UpdateSelectSlideOptions(ThemeSelectSlide: TThemeSelectSlide; SelectNum: integer; Values: array of string; var Data: integer);
+
+
+// function AddWidget(X, Y : UInt16; WidgetSrc : PSDL_Surface): Int16;
+// procedure ClearWidgets(MinNumber : Int16);
+ procedure FadeTo(Screen: PMenu); overload;
+ procedure FadeTo(Screen: PMenu; aSound: TAudioPlaybackStream); overload;
+ //popup hack
+ procedure CheckFadeTo(Screen: PMenu; msg: String);
+
+ function DrawBG: boolean; virtual;
+ function DrawFG: boolean; virtual;
+ function Draw: boolean; virtual;
+ function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown : Boolean): Boolean; virtual;
+ // FIXME: ParseMouse is not implemented in any subclass and not even used anywhere in the code
+ // -> do this before activation of this method
+ //function ParseMouse(Typ: integer; X: integer; Y: integer): Boolean; virtual; abstract;
+ function InRegion(X1, Y1, X2, Y2, X, Y: real): Boolean;
+ function InStaticRegion(StaticNr: integer; X, Y: integer): Boolean;
+ procedure onShow; virtual;
+ procedure onShowFinish; virtual;
+ procedure onHide; virtual;
+
+ procedure SetAnimationProgress(Progress: real); virtual;
+
+ function IsSelectable(Int: Cardinal): Boolean;
+
+ procedure InteractNext; virtual;
+ procedure InteractCustom(CustomSwitch: integer); virtual;
+ procedure InteractPrev; virtual;
+ procedure InteractInc; virtual;
+ procedure InteractDec; virtual;
+
+ procedure AddBox(X, Y, W, H: real);
+ end;
+
+const
+ pmMove = 1;
+ pmClick = 2;
+ pmUnClick = 3;
+
+ iButton = 0; // interaction type
+ iSelect = 1;
+ iText = 2;
+ iSelectS = 3;
+ iBCollectionChild = 5;
+
+// fBlack = 0; // fade type
+// fWhite = 1;
+
+implementation
+
+uses UCommon,
+ ULog,
+ UMain,
+ UDrawTexture,
+ UGraphic,
+ UDisplay,
+ UCovers,
+ USkins;
+
+destructor TMenu.Destroy;
+begin
+ inherited;
+end;
+
+constructor TMenu.Create;
+begin
+ Fade := 0;//fWhite;
+
+ SetLength(Static, 0);
+ SetLength(Button, 0);
+
+ BackImg.TexNum := 0;
+
+ //Set ButtonPos to Autoset Length
+ ButtonPos := -1;
+
+
+ VideoPlayback.Init;
+end;
+{
+constructor TMenu.Create(Back: String);
+begin
+ inherited Create;
+
+ if Back <> '' then begin
+// BackImg := Texture.GetTexture(true, Back, TEXTURE_TYPE_PLAIN, 0);
+ BackImg := Texture.GetTexture(Back, TEXTURE_TYPE_PLAIN, 0); // new theme system
+ BackImg.W := 800;//640;
+ BackImg.H := 600;//480;
+ BackW := 1;
+ BackH := 1;
+ end else
+ BackImg.TexNum := 0;
+
+ //Set ButtonPos to Autoset Length
+ ButtonPos := -1;
+end;
+
+constructor TMenu.Create(Back: string; W, H: integer);
+begin
+ Create(Back);
+ BackImg.W := BackImg.W / W;
+ BackImg.H := BackImg.H / H;
+ BackW := W;
+ BackH := H;
+end; }
+
+function RGBFloatToInt(R, G, B: Double): Cardinal;
+begin
+ Result := (Trunc(255 * R) shl 16) or
+ (Trunc(255 * G) shl 8) or
+ Trunc(255 * B);
+end;
+
+procedure TMenu.AddInteraction(Typ, Num: integer);
+var
+ IntNum: integer;
+begin
+ IntNum := Length(Interactions);
+ SetLength(Interactions, IntNum+1);
+ Interactions[IntNum].Typ := Typ;
+ Interactions[IntNum].Num := Num;
+ Interaction := 0;
+end;
+
+procedure TMenu.SetInteraction(Num: integer);
+var
+ OldNum, OldTyp: integer;
+ NewNum, NewTyp: integer;
+begin
+ // set inactive
+ OldNum := Interactions[Interaction].Num;
+ OldTyp := Interactions[Interaction].Typ;
+
+ NewNum := Interactions[Num].Num;
+ NewTyp := Interactions[Num].Typ;
+
+ case OldTyp of
+ iButton: Button[OldNum].Selected := False;
+ iSelect: Selects[OldNum].Selected := False;
+ iText: Text[OldNum].Selected := False;
+ iSelectS: SelectsS[OldNum].Selected := False;
+ //Button Collection Mod
+ iBCollectionChild:
+ begin
+ Button[OldNum].Selected := False;
+
+ //Deselect Collection if Next Button is Not from Collection
+ if (NewTyp <> iButton) Or (Button[NewNum].Parent <> Button[OldNum].Parent) then
+ ButtonCollection[Button[OldNum].Parent-1].Selected := False;
+ end;
+ end;
+
+ // set active
+ SelInteraction := Num;
+ case NewTyp of
+ iButton: Button[NewNum].Selected := True;
+ iSelect: Selects[NewNum].Selected := True;
+ iText: Text[NewNum].Selected := True;
+ iSelectS: SelectsS[NewNum].Selected := True;
+
+ //Button Collection Mod
+ iBCollectionChild:
+ begin
+ Button[NewNum].Selected := True;
+ ButtonCollection[Button[NewNum].Parent-1].Selected := True;
+ end;
+ end;
+end;
+
+//----------------------
+//LoadFromTheme - Load BG, Texts, Statics and
+//Button Collections from ThemeBasic
+//----------------------
+procedure TMenu.LoadFromTheme(const ThemeBasic: TThemeBasic);
+var
+ I: Integer;
+begin
+ //Add Button Collections (Set Button CollectionsLength)
+ //Button Collections are Created when the first ChildButton is Created
+ PrepareButtonCollections(ThemeBasic.ButtonCollection);
+
+ //Add Background
+ AddBackground(ThemeBasic.Background.Tex);
+
+ //Add Statics and Texts
+ for I := 0 to High(ThemeBasic.Static) do
+ AddStatic(ThemeBasic.Static[I]);
+
+ for I := 0 to High(ThemeBasic.Text) do
+ AddText(ThemeBasic.Text[I]);
+end;
+
+procedure TMenu.AddBackground(Name: string);
+//var
+// lFileName : string;
+begin
+ if Name <> '' then
+ begin
+ fFileName := Skin.GetTextureFileName(Name);
+ fFileName := AdaptFilePaths( fFileName );
+
+ if fileexists( fFileName ) then
+ begin
+ BackImg := Texture.GetTexture( fFileName , TEXTURE_TYPE_PLAIN);
+
+ if ( BackImg.TexNum = 0 ) then
+ begin
+ if VideoPlayback.Open( fFileName ) then
+ VideoPlayback.Play;
+ end;
+
+ BackImg.W := 800;
+ BackImg.H := 600;
+ BackW := 1;
+ BackH := 1;
+ end;
+ end;
+end;
+
+//----------------------
+//PrepareButtonCollections:
+//Add Button Collections (Set Button CollectionsLength)
+//----------------------
+procedure TMenu.PrepareButtonCollections(const Collections: AThemeButtonCollection);
+var
+ I: Integer;
+begin
+ SetLength(ButtonCollection, Length(Collections));
+ For I := 0 to High(ButtonCollection) do
+ AddButtonCollection(Collections[I], I);
+end;
+
+//----------------------
+//AddButtonCollection:
+//Create a Button Collection;
+//----------------------
+procedure TMenu.AddButtonCollection(const ThemeCollection: TThemeButtonCollection; Const Num: Byte);
+var
+ BT, BTLen: Integer;
+ TempCol, TempDCol: Cardinal;
+
+begin
+ if (Num > High(ButtonCollection)) then
+ exit;
+
+ TempCol := 0;
+
+ // colorize hack
+ if (ThemeCollection.Style.Typ = TEXTURE_TYPE_COLORIZED) then
+ begin
+ TempCol := RGBFloatToInt(ThemeCollection.Style.ColR, ThemeCollection.Style.ColG, ThemeCollection.Style.ColB);
+ TempDCol := RGBFloatToInt(ThemeCollection.Style.DColR, ThemeCollection.Style.DColG, ThemeCollection.Style.DColB);
+ // give encoded color to GetTexture()
+ ButtonCollection[Num] := TButtonCollection.Create(
+ Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.Tex), TEXTURE_TYPE_COLORIZED, TempCol),
+ Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.Tex), TEXTURE_TYPE_COLORIZED, TempDCol));
+ end
+ else
+ begin
+ ButtonCollection[Num] := TButtonCollection.Create(Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.Tex), ThemeCollection.Style.Typ, true)); // use cache texture
+ end;
+
+ //Set Parent menu
+ ButtonCollection[Num].ScreenButton := @Self.Button;
+
+ //Set Attributes
+ ButtonCollection[Num].FirstChild := ThemeCollection.FirstChild;
+ ButtonCollection[Num].CountChilds := ThemeCollection.ChildCount;
+ ButtonCollection[Num].Parent := Num + 1;
+
+ //Set Style
+ ButtonCollection[Num].X := ThemeCollection.Style.X;
+ ButtonCollection[Num].Y := ThemeCollection.Style.Y;
+ ButtonCollection[Num].W := ThemeCollection.Style.W;
+ ButtonCollection[Num].H := ThemeCollection.Style.H;
+ if (ThemeCollection.Style.Typ <> TEXTURE_TYPE_COLORIZED) then begin
+ ButtonCollection[Num].SelectColR := ThemeCollection.Style.ColR;
+ ButtonCollection[Num].SelectColG := ThemeCollection.Style.ColG;
+ ButtonCollection[Num].SelectColB := ThemeCollection.Style.ColB;
+ ButtonCollection[Num].DeselectColR := ThemeCollection.Style.DColR;
+ ButtonCollection[Num].DeselectColG := ThemeCollection.Style.DColG;
+ ButtonCollection[Num].DeselectColB := ThemeCollection.Style.DColB;
+ end;
+ ButtonCollection[Num].SelectInt := ThemeCollection.Style.Int;
+ ButtonCollection[Num].DeselectInt := ThemeCollection.Style.DInt;
+ ButtonCollection[Num].Texture.TexX1 := 0;
+ ButtonCollection[Num].Texture.TexY1 := 0;
+ ButtonCollection[Num].Texture.TexX2 := 1;
+ ButtonCollection[Num].Texture.TexY2 := 1;
+ ButtonCollection[Num].SetSelect(false);
+
+ ButtonCollection[Num].Reflection := ThemeCollection.Style.Reflection;
+ ButtonCollection[Num].Reflectionspacing := ThemeCollection.Style.ReflectionSpacing;
+ ButtonCollection[Num].DeSelectReflectionspacing := ThemeCollection.Style.DeSelectReflectionSpacing;
+
+ ButtonCollection[Num].Z := ThemeCollection.Style.Z;
+
+ //Some Things from ButtonFading
+ ButtonCollection[Num].SelectH := ThemeCollection.Style.SelectH;
+ ButtonCollection[Num].SelectW := ThemeCollection.Style.SelectW;
+
+ ButtonCollection[Num].Fade := ThemeCollection.Style.Fade;
+ ButtonCollection[Num].FadeText := ThemeCollection.Style.FadeText;
+ if (ThemeCollection.Style.Typ = TEXTURE_TYPE_COLORIZED) then
+ ButtonCollection[Num].FadeTex := Texture.GetTexture(
+ Skin.GetTextureFileName(ThemeCollection.Style.FadeTex), TEXTURE_TYPE_COLORIZED, TempCol)
+ else
+ ButtonCollection[Num].FadeTex := Texture.GetTexture(Skin.GetTextureFileName(ThemeCollection.Style.FadeTex), ThemeCollection.Style.Typ, true);
+ ButtonCollection[Num].FadeTexPos := ThemeCollection.Style.FadeTexPos;
+
+
+ BTLen := Length(ThemeCollection.Style.Text);
+ for BT := 0 to BTLen-1 do begin
+ AddButtonText(ButtonCollection[Num], ThemeCollection.Style.Text[BT].X, ThemeCollection.Style.Text[BT].Y,
+ ThemeCollection.Style.Text[BT].ColR, ThemeCollection.Style.Text[BT].ColG, ThemeCollection.Style.Text[BT].ColB,
+ ThemeCollection.Style.Text[BT].Font, ThemeCollection.Style.Text[BT].Size, ThemeCollection.Style.Text[BT].Align,
+ ThemeCollection.Style.Text[BT].Text);
+ end;
+end;
+
+function TMenu.AddStatic(ThemeStatic: TThemeStatic): integer;
+begin
+ Result := AddStatic(ThemeStatic.X, ThemeStatic.Y, ThemeStatic.W, ThemeStatic.H, ThemeStatic.Z,
+ ThemeStatic.ColR, ThemeStatic.ColG, ThemeStatic.ColB,
+ ThemeStatic.TexX1, ThemeStatic.TexY1, ThemeStatic.TexX2, ThemeStatic.TexY2,
+ Skin.GetTextureFileName(ThemeStatic.Tex),
+ ThemeStatic.Typ, $FFFFFF, ThemeStatic.Reflection, ThemeStatic.Reflectionspacing);
+end;
+
+function TMenu.AddStatic(X, Y, W, H: real; const Name: string): integer;
+begin
+ Result := AddStatic(X, Y, W, H, Name, TEXTURE_TYPE_PLAIN);
+end;
+
+function TMenu.AddStatic(X, Y, W, H: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType): integer;
+var
+ StatNum: integer;
+begin
+ Result := AddStatic(X, Y, W, H, ColR, ColG, ColB, Name, Typ, $FFFFFF);
+end;
+
+function TMenu.AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType): integer;
+var
+ StatNum: integer;
+begin
+ Result := AddStatic(X, Y, W, H, Z, ColR, ColG, ColB, Name, Typ, $FFFFFF);
+end;
+
+function TMenu.AddStatic(X, Y, W, H: real; const Name: string; Typ: TTextureType): integer;
+var
+ StatNum: integer;
+begin
+ // adds static
+ StatNum := Length(Static);
+ SetLength(Static, StatNum + 1);
+ Static[StatNum] := TStatic.Create(Texture.GetTexture(Name, Typ, $FF00FF)); // new skin
+
+ // configures static
+ Static[StatNum].Texture.X := X;
+ Static[StatNum].Texture.Y := Y;
+ Static[StatNum].Texture.W := W;
+ Static[StatNum].Texture.H := H;
+ Static[StatNum].Visible := true;
+ Result := StatNum;
+end;
+
+function TMenu.AddStatic(X, Y, W, H: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType; Color: integer): integer;
+var
+ StatNum: integer;
+begin
+ Result := AddStatic(X, Y, W, H, 0, ColR, ColG, ColB, Name, Typ, Color);
+end;
+
+function TMenu.AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; const Name: string; Typ: TTextureType; Color: integer): integer;
+begin
+ Result := AddStatic(X, Y, W, H, Z, ColR, ColG, ColB, 0, 0, 1, 1, Name, Typ, Color, False, 0);
+end;
+
+function TMenu.AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; TexX1, TexY1, TexX2, TexY2: real; const Name: string; Typ: TTextureType; Color: integer; Reflection: Boolean; ReflectionSpacing: Real): integer;
+var
+ StatNum: integer;
+begin
+ // adds static
+ StatNum := Length(Static);
+ SetLength(Static, StatNum + 1);
+
+ // colorize hack
+ if (Typ = TEXTURE_TYPE_COLORIZED) then
+ begin
+ // give encoded color to GetTexture()
+ Static[StatNum] := TStatic.Create(Texture.GetTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB)));
+ end
+ else
+ begin
+ Static[StatNum] := TStatic.Create(Texture.GetTexture(Name, Typ, Color)); // new skin
+ end;
+
+ // configures static
+ Static[StatNum].Texture.X := X;
+ Static[StatNum].Texture.Y := Y;
+ Static[StatNum].Texture.W := W;
+ Static[StatNum].Texture.H := H;
+ Static[StatNum].Texture.Z := Z;
+ if (Typ <> TEXTURE_TYPE_COLORIZED) then begin
+ Static[StatNum].Texture.ColR := ColR;
+ Static[StatNum].Texture.ColG := ColG;
+ Static[StatNum].Texture.ColB := ColB;
+ end;
+ Static[StatNum].Texture.TexX1 := TexX1;
+ Static[StatNum].Texture.TexY1 := TexY1;
+ Static[StatNum].Texture.TexX2 := TexX2;
+ Static[StatNum].Texture.TexY2 := TexY2;
+ Static[StatNum].Texture.Alpha := 1;
+ Static[StatNum].Visible := true;
+
+ //ReflectionMod
+ Static[StatNum].Reflection := Reflection;
+ Static[StatNum].ReflectionSpacing := ReflectionSpacing;
+
+ Result := StatNum;
+end;
+
+function TMenu.AddText(ThemeText: TThemeText): integer;
+begin
+ Result := AddText(ThemeText.X, ThemeText.Y, ThemeText.W, ThemeText.Font, ThemeText.Size,
+ ThemeText.ColR, ThemeText.ColG, ThemeText.ColB, ThemeText.Align, ThemeText.Text);
+end;
+
+function TMenu.AddText(X, Y: real; const Text_: string): integer;
+var
+ TextNum: integer;
+begin
+ // adds text
+ TextNum := Length(Text);
+ SetLength(Text, TextNum + 1);
+ Text[TextNum] := TText.Create(X, Y, Text_);
+ Result := TextNum;
+end;
+
+function TMenu.AddText(X, Y: real; Style: integer; Size, ColR, ColG, ColB: real; const Text: string): integer;
+begin
+ Result := AddText(X, Y, 0, Style, Size, ColR, ColG, ColB, 0, Text);
+end;
+
+function TMenu.AddText(X, Y, W: real; Style: integer; Size, ColR, ColG, ColB: real; Align: integer; const Text_: string): integer;
+var
+ TextNum: integer;
+begin
+ // adds text
+ TextNum := Length(Text);
+ SetLength(Text, TextNum + 1);
+ Text[TextNum] := TText.Create(X, Y, W, Style, Size, ColR, ColG, ColB, Align, Text_);
+ Result := TextNum;
+end;
+
+//Function that Set Length of Button Array in one Step instead of register new Memory for every Button
+Procedure TMenu.SetButtonLength(Length: Cardinal);
+begin
+ if (ButtonPos = -1) AND (Length > 0) then
+ begin
+ //Set Length of Button
+ SetLength(Button, Length);
+
+ //Set ButtonPos to start with 0
+ ButtonPos := 0;
+ end;
+end;
+
+
+// Method to add a button in our TMenu. It returns the assigned ButtonNumber
+function TMenu.AddButton(ThemeButton: TThemeButton): integer;
+var
+ BT: integer;
+ BTLen: integer;
+ temp: integer;
+ TempR, TempG, TempB, TempR2, TempG2, TempB2: Cardinal;
+begin
+ Result := AddButton(ThemeButton.X, ThemeButton.Y, ThemeButton.W, ThemeButton.H,
+ ThemeButton.ColR, ThemeButton.ColG, ThemeButton.ColB, ThemeButton.Int,
+ ThemeButton.DColR, ThemeButton.DColG, ThemeButton.DColB, ThemeButton.DInt,
+ Skin.GetTextureFileName(ThemeButton.Tex), ThemeButton.Typ,
+ ThemeButton.Reflection, ThemeButton.Reflectionspacing, ThemeButton.DeSelectReflectionspacing);
+
+ Button[Result].Z := ThemeButton.Z;
+
+ //Button Visibility
+ Button[Result].Visible := ThemeButton.Visible;
+
+ //Some Things from ButtonFading
+ Button[Result].SelectH := ThemeButton.SelectH;
+ Button[Result].SelectW := ThemeButton.SelectW;
+
+ Button[Result].Fade := ThemeButton.Fade;
+ Button[Result].FadeText := ThemeButton.FadeText;
+ if (ThemeButton.Typ = TEXTURE_TYPE_COLORIZED) then begin
+ Button[Result].FadeTex := Texture.GetTexture(
+ Skin.GetTextureFileName(ThemeButton.FadeTex), TEXTURE_TYPE_COLORIZED,
+ RGBFloatToInt(ThemeButton.ColR, ThemeButton.ColG, ThemeButton.ColB));
+ end
+ else
+ begin
+ Button[Result].FadeTex := Texture.GetTexture(Skin.GetTextureFileName(ThemeButton.FadeTex), ThemeButton.Typ, true);
+ end;
+
+ Button[Result].FadeTexPos := ThemeButton.FadeTexPos;
+
+ BTLen := Length(ThemeButton.Text);
+ for BT := 0 to BTLen-1 do begin
+ AddButtonText(ThemeButton.Text[BT].X, ThemeButton.Text[BT].Y,
+ ThemeButton.Text[BT].ColR, ThemeButton.Text[BT].ColG, ThemeButton.Text[BT].ColB,
+ ThemeButton.Text[BT].Font, ThemeButton.Text[BT].Size, ThemeButton.Text[BT].Align,
+ ThemeButton.Text[BT].Text);
+ end;
+
+ //BAutton Collection Mod
+ if (ThemeButton.Parent <> 0) then
+ begin
+ //If Collection Exists then Change Interaction to Child Button
+ if (@ButtonCollection[ThemeButton.Parent-1] <> nil) then
+ begin
+ Interactions[High(Interactions)].Typ := iBCollectionChild;
+ Button[Result].Visible := False;
+
+ for BT := 0 to BTLen-1 do
+ Button[Result].Text[BT].Alpha := 0;
+
+ Button[Result].Parent := ThemeButton.Parent;
+ if (ButtonCollection[ThemeButton.Parent-1].Fade) then
+ Button[Result].Texture.Alpha := 0;
+ end;
+ end;
+ Log.BenchmarkEnd(6);
+ Log.LogBenchmark('====> Screen Options32', 6);
+end;
+
+function TMenu.AddButton(X, Y, W, H: real; const Name: String): integer;
+begin
+ Result := AddButton(X, Y, W, H, Name, TEXTURE_TYPE_PLAIN, False);
+end;
+
+function TMenu.AddButton(X, Y, W, H: real; const Name: String; Typ: TTextureType; Reflection: Boolean): integer;
+begin
+ Result := AddButton(X, Y, W, H, 1, 1, 1, 1, 1, 1, 1, 0.5, Name, TEXTURE_TYPE_PLAIN, Reflection, 15, 15);
+end;
+
+function TMenu.AddButton(X, Y, W, H, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt: real;
+ const Name: String; Typ: TTextureType;
+ Reflection: Boolean; ReflectionSpacing, DeSelectReflectionSpacing: Real): integer;
+begin
+ // adds button
+ //SetLength is used once to reduce Memory usement
+ if (ButtonPos <> -1) then
+ begin
+ Result := ButtonPos;
+ Inc(ButtonPos)
+ end
+ else //Old Method -> Reserve new Memory for every Button
+ begin
+ Result := Length(Button);
+ SetLength(Button, Result + 1);
+ end;
+ // Button[Result] := TButton.Create(Texture.GetTexture(Name, Typ));
+
+ // check here for cache
+ // Texture.GetTexture(Name, Typ, false); // preloads textures and creates cahce mipmap when needed
+ // if Covers.CoverExists(Name) then
+ // colorize hack
+ if (Typ = TEXTURE_TYPE_COLORIZED) then
+ begin
+ // give encoded color to GetTexture()
+ Button[Result] := TButton.Create(Texture.GetTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB)),
+ Texture.GetTexture(Name, Typ, RGBFloatToInt(DColR, DColG, DColB)));
+ end
+ else
+ begin
+ Button[Result] := TButton.Create(Texture.GetTexture(Name, Typ, true)); // use cache texture
+ end;
+
+ // configures button
+ Button[Result].X := X;
+ Button[Result].Y := Y;
+ Button[Result].W := W;
+ Button[Result].H := H;
+ if (Typ <> TEXTURE_TYPE_COLORIZED) then begin
+ Button[Result].SelectColR := ColR;
+ Button[Result].SelectColG := ColG;
+ Button[Result].SelectColB := ColB;
+ Button[Result].DeselectColR := DColR;
+ Button[Result].DeselectColG := DColG;
+ Button[Result].DeselectColB := DColB;
+ end;
+ Button[Result].SelectInt := Int;
+ Button[Result].DeselectInt := DInt;
+ Button[Result].Texture.TexX1 := 0;
+ Button[Result].Texture.TexY1 := 0;
+ Button[Result].Texture.TexX2 := 1;
+ Button[Result].Texture.TexY2 := 1;
+ Button[Result].SetSelect(false);
+
+ Button[Result].Reflection := Reflection;
+ Button[Result].Reflectionspacing := ReflectionSpacing;
+ Button[Result].DeSelectReflectionspacing := DeSelectReflectionSpacing;
+
+ //Button Collection Mod
+ Button[Result].Parent := 0;
+
+
+ // adds interaction
+ AddInteraction(iButton, Result);
+ Interaction := 0;
+end;
+
+procedure TMenu.ClearButtons;
+begin
+ Setlength(Button, 0);
+end;
+
+// Method to draw our TMenu and all his child buttons
+function TMenu.DrawBG: boolean;
+var
+ PetX: integer;
+ PetY: integer;
+begin
+
+ BackImg.ColR := 1;
+ BackImg.ColG := 1;
+ BackImg.ColB := 1;
+ BackImg.TexX1 := 0;
+ BackImg.TexY1 := 0;
+ BackImg.TexX2 := 1;
+ BackImg.TexY2 := 1;
+ if (BackImg.TexNum > 0) then
+ begin
+ // does anyone know what these loops were for?
+ {
+ // draw texture with overlapping
+ for PetY := 1 to BackH do
+ for PetX := 1 to BackW do begin
+ BackImg.X := (PetX-1)/BackW * 800; //640
+ BackImg.Y := (PetY-1)/BackH * 600; //480
+ DrawTexture(BackImg);
+ end; // for PetX
+ }
+ {
+ BackImg.X:=BackW;
+ BackImg.Y:=BackW;
+ }
+ BackImg.X := 0;
+ BackImg.Y := 0;
+ BackImg.Z := 0; // todo: eddie: to the opengl experts: please check this! On the mac z is not initialized???
+ BackImg.W := 800;
+ BackImg.H := 600;
+ DrawTexture(BackImg);
+ end; // if
+
+
+ //if assigned( VideoPlayback ) then
+ begin
+ VideoPlayback.GetFrame( now() );
+ VideoPlayback.DrawGL(2);
+ end;
+
+ Result := true;
+end;
+
+function TMenu.DrawFG: boolean;
+var
+ J: Integer;
+begin
+ // We don't forget about newly implemented static for nice skin ...
+ for J := 0 to Length(Static) - 1 do
+ Static[J].Draw;
+
+ // ... and slightly implemented menutext unit
+ for J := 0 to Length(Text) - 1 do
+ Text[J].Draw;
+
+
+ // Draw all ButtonCollections
+ For J := 0 to High(ButtonCollection) do
+ ButtonCollection[J].Draw;
+
+ // Second, we draw all of our buttons
+ for J := 0 to Length(Button) - 1 do
+ Button[J].Draw;
+
+ // Third, we draw all of our selects
+ for J := 0 to Length(Selects) - 1 do
+ Selects[J].Draw(1);
+
+ for J := 0 to Length(SelectsS) - 1 do
+ SelectsS[J].Draw;
+
+ // Third, we draw all our widgets
+ // for J := 0 to Length(WidgetsSrc) - 1 do
+ // SDL_BlitSurface(WidgetsSrc[J], nil, ParentBackBuf, WidgetsRect[J]);
+ Result := True;
+end;
+
+function TMenu.Draw: boolean;
+begin
+ DrawBG;
+ DrawFG;
+ Result := True;
+end;
+
+{
+function TMenu.GetNextScreen(): PMenu;
+begin
+ Result := NextScreen;
+end;
+}
+
+{
+function TMenu.AddWidget(X, Y : UInt16; WidgetSrc : PSDL_Surface): Int16;
+var
+ WidgetNum : Int16;
+begin
+ If (Assigned(WidgetSrc)) Then
+ begin
+ WidgetNum := Length(WidgetsSrc);
+
+ SetLength(WidgetsSrc, WidgetNum + 1);
+ SetLength(WidgetsRect, WidgetNum + 1);
+
+ WidgetsSrc[WidgetNum] := WidgetSrc;
+ WidgetsRect[WidgetNum] := new(PSDL_Rect);
+ WidgetsRect[WidgetNum]^.x := X;
+ WidgetsRect[WidgetNum]^.y := Y;
+ WidgetsRect[WidgetNum]^.w := WidgetSrc^.w;
+ WidgetsRect[WidgetNum]^.h := WidgetSrc^.h;
+
+ Result := WidgetNum;
+ end
+ else
+ Result := -1;
+end;
+}
+
+{
+procedure TMenu.ClearWidgets(MinNumber : Int16);
+var
+ J : Int16;
+begin
+ For J := MinNumber to (Length(WidgetsSrc) - 1) do
+ begin
+ SDL_FreeSurface(WidgetsSrc[J]);
+ dispose(WidgetsRect[J]);
+ end;
+
+ SetLength(WidgetsSrc, MinNumber);
+ SetLength(WidgetsRect, MinNumber);
+end;
+}
+
+function TMenu.IsSelectable(Int: Cardinal): Boolean;
+begin
+ Result := True;
+ Case Interactions[Int].Typ of
+ //Button
+ iButton: Result := Button[Interactions[Int].Num].Visible and Button[Interactions[Int].Num].Selectable;
+ //Select
+ iSelect: Result := True;
+ //Select Slide
+ iSelectS: Result := SelectsS[Interactions[Int].Num].Visible;
+
+ //ButtonCollection Child
+ iBCollectionChild:
+ Result := (ButtonCollection[Button[Interactions[Int].Num].Parent - 1].FirstChild - 1 = Int) AND ((Interactions[Interaction].Typ <> iBCollectionChild) OR (Button[Interactions[Interaction].Num].Parent <> Button[Interactions[Int].Num].Parent));
+ end;
+end;
+
+procedure TMenu.InteractNext;
+var
+ Int: Integer;
+begin
+ Int := Interaction;
+
+ // change interaction as long as it's needed
+ repeat
+ Int := (Int + 1) Mod Length(Interactions);
+
+ //If no Interaction is Selectable Simply Select Next
+ if (Int = Interaction) then Break;
+
+ Until IsSelectable(Int);
+
+ //Set Interaction
+ Interaction := Int;
+end;
+
+
+procedure TMenu.InteractPrev;
+var
+ Int: Integer;
+begin
+ Int := Interaction;
+
+ // change interaction as long as it's needed
+ repeat
+ Int := Int - 1;
+ if Int = -1 then Int := High(Interactions);
+
+ //If no Interaction is Selectable Simply Select Next
+ if (Int = Interaction) then Break;
+ Until IsSelectable(Int);
+
+ //Set Interaction
+ Interaction := Int
+end;
+
+
+procedure TMenu.InteractCustom(CustomSwitch: integer);
+var
+ Num: integer;
+ Typ: integer;
+ Again: boolean;
+begin
+ //Code Commented atm, because it needs to be Rewritten
+ //it doesn't work with Button Collections
+ {then begin
+ CustomSwitch:= CustomSwitch*(-1);
+ Again := true;
+ // change interaction as long as it's needed
+ while (Again = true) do begin
+ Num := SelInteraction - CustomSwitch;
+ if Num = -1 then Num := High(Interactions);
+ Interaction := Num;
+ Again := false; // reset, default to accept changing interaction
+
+ // checking newly interacted element
+ Num := Interactions[Interaction].Num;
+ Typ := Interactions[Interaction].Typ;
+ case Typ of
+ iButton:
+ begin
+ if Button[Num].Selectable = false then Again := True;
+ end;
+ end; // case
+ end; // while
+ end
+ else if num>0 then begin
+ Again := true;
+ // change interaction as long as it's needed
+ while (Again = true) do begin
+ Num := (Interaction + CustomSwitch) Mod Length(Interactions);
+ Interaction := Num;
+ Again := false; // reset, default to accept changing interaction
+
+
+ // checking newly interacted element
+ Num := Interactions[Interaction].Num;
+ Typ := Interactions[Interaction].Typ;
+ case Typ of
+ iButton:
+ begin
+ if Button[Num].Selectable = false then Again := True;
+ end;
+ end; // case
+ end; // while
+ end }
+end;
+
+
+procedure TMenu.FadeTo(Screen: PMenu);
+begin
+ Display.Fade := 0;
+ Display.NextScreen := Screen;
+end;
+
+procedure TMenu.FadeTo(Screen: PMenu; aSound: TAudioPlaybackStream);
+begin
+ FadeTo( Screen );
+ AudioPlayback.PlaySound( aSound );
+end;
+
+
+//popup hack
+procedure TMenu.CheckFadeTo(Screen: PMenu; msg: String);
+begin
+ Display.Fade := 0;
+ Display.NextScreenWithCheck := Screen;
+ Display.CheckOK:=False;
+ ScreenPopupCheck.ShowPopup(msg);
+end;
+
+procedure TMenu.AddButtonText(AddX, AddY: real; const AddText: string);
+begin
+ AddButtonText(AddX, AddY, 1, 1, 1, AddText);
+end;
+
+procedure TMenu.AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; const AddText: string);
+var
+ Il: integer;
+begin
+ with Button[High(Button)] do begin
+ Il := Length(Text);
+ SetLength(Text, Il+1);
+ Text[Il] := TText.Create(X + AddX, Y + AddY, AddText);
+ Text[Il].ColR := ColR;
+ Text[Il].ColG := ColG;
+ Text[Il].ColB := ColB;
+ Text[Il].Int := 1;//0.5;
+ end;
+end;
+
+procedure TMenu.AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; Font: integer; Size: integer; Align: integer; const AddText: string);
+var
+ Il: integer;
+begin
+ with Button[High(Button)] do begin
+ Il := Length(Text);
+ SetLength(Text, Il+1);
+ Text[Il] := TText.Create(X + AddX, Y + AddY, AddText);
+ Text[Il].ColR := ColR;
+ Text[Il].ColG := ColG;
+ Text[Il].ColB := ColB;
+ Text[Il].Int := 1;//0.5;
+ Text[Il].Style := Font;
+ Text[Il].Size := Size;
+ Text[Il].Align := Align;
+ end;
+end;
+
+procedure TMenu.AddButtonText(CustomButton: TButton; AddX, AddY: real; ColR, ColG, ColB: real; Font: integer; Size: integer; Align: integer; const AddText: string);
+var
+ Il: integer;
+begin
+ with CustomButton do begin
+ Il := Length(Text);
+ SetLength(Text, Il+1);
+ Text[Il] := TText.Create(X + AddX, Y + AddY, AddText);
+ Text[Il].ColR := ColR;
+ Text[Il].ColG := ColG;
+ Text[Il].ColB := ColB;
+ Text[Il].Int := 1;//0.5;
+ Text[Il].Style := Font;
+ Text[Il].Size := Size;
+ Text[Il].Align := Align;
+ end;
+end;
+
+function TMenu.AddSelect(ThemeSelect: TThemeSelect; var Data: integer; Values: array of string): integer;
+var
+ SO: integer;
+begin
+ Result := AddSelect(ThemeSelect.X, ThemeSelect.Y, ThemeSelect.W, ThemeSelect.H, ThemeSelect.SkipX,
+ ThemeSelect.ColR, ThemeSelect.ColG, ThemeSelect.ColB, ThemeSelect.Int,
+ ThemeSelect.DColR, ThemeSelect.DColG, ThemeSelect.DColB, ThemeSelect.DInt,
+ ThemeSelect.TColR, ThemeSelect.TColG, ThemeSelect.TColB, ThemeSelect.TInt,
+ ThemeSelect.TDColR, ThemeSelect.TDColG, ThemeSelect.TDColB, ThemeSelect.TDInt,
+ ThemeSelect.SBGColR, ThemeSelect.SBGColG, ThemeSelect.SBGColB, ThemeSelect.SBGInt,
+ ThemeSelect.SBGDColR, ThemeSelect.SBGDColG, ThemeSelect.SBGDColB, ThemeSelect.SBGDInt,
+ ThemeSelect.STColR, ThemeSelect.STColG, ThemeSelect.STColB, ThemeSelect.STInt,
+ ThemeSelect.STDColR, ThemeSelect.STDColG, ThemeSelect.STDColB, ThemeSelect.STDInt,
+ Skin.GetTextureFileName(ThemeSelect.Tex), TEXTURE_TYPE_COLORIZED,
+ Skin.GetTextureFileName(ThemeSelect.TexSBG), TEXTURE_TYPE_COLORIZED,
+ ThemeSelect.Text, Data);
+ for SO := 0 to High(Values) do
+ AddSelectOption(ThemeSelect.X + ThemeSelect.W + ThemeSelect.SkipX + SO * 100 + 20, ThemeSelect.Y + 20, Values[SO]);
+end;
+
+function TMenu.AddSelect(X, Y, W, H, SkipX, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt,
+ TColR, TColG, TColB, TInt, TDColR, TDColG, TDColB, TDInt,
+ SBGColR, SBGColG, SBGColB, SBGInt, SBGDColR, SBGDColG, SBGDColB, SBGDInt,
+ STColR, STColG, STColB, STInt, STDColR, STDColG, STDColB, STDInt: real;
+ const Name: String; Typ: TTextureType; const SBGName: String; SBGTyp: TTextureType;
+ const Caption: string; var Data: integer): integer;
+var
+ S: integer;
+begin
+ S := Length(Selects);
+ SetLength(Selects, S + 1);
+ Selects[S] := TSelect.Create;
+
+ if (Typ = TEXTURE_TYPE_COLORIZED) then
+ Selects[S].Texture := Texture.GetTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB))
+ else
+ Selects[S].Texture := Texture.GetTexture(Name, Typ);
+ Selects[S].X := X;
+ Selects[S].Y := Y;
+ Selects[S].W := W;
+ Selects[S].H := H;
+ Selects[S].ColR := ColR;
+ Selects[S].ColG := ColG;
+ Selects[S].ColB := ColB;
+ Selects[S].Int := Int;
+ Selects[S].DColR := DColR;
+ Selects[S].DColG := DColG;
+ Selects[S].DColB := DColB;
+ Selects[S].DInt := DInt;
+
+ if (SBGTyp = TEXTURE_TYPE_COLORIZED) then
+ Selects[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp, RGBFloatToInt(SBGColR, SBGColG, SBGColB))
+ else
+ Selects[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp);
+ Selects[S].TextureSBG.X := X + W + SkipX;
+ Selects[S].TextureSBG.Y := Y;
+ Selects[S].TextureSBG.W := 450;
+ Selects[S].TextureSBG.H := H;
+ Selects[S].SBGColR := SBGColR;
+ Selects[S].SBGColG := SBGColG;
+ Selects[S].SBGColB := SBGColB;
+ Selects[S].SBGInt := SBGInt;
+ Selects[S].SBGDColR := SBGDColR;
+ Selects[S].SBGDColG := SBGDColG;
+ Selects[S].SBGDColB := SBGDColB;
+ Selects[S].SBGDInt := SBGDInt;
+
+ Selects[S].Text.X := X + 20;
+ Selects[S].Text.Y := Y + 20;
+ Selects[S].Text.Text := Caption;
+ Selects[S].Text.Size := 10;
+ Selects[S].Text.Visible := true;
+ Selects[S].TColR := TColR;
+ Selects[S].TColG := TColG;
+ Selects[S].TColB := TColB;
+ Selects[S].TInt := TInt;
+ Selects[S].TDColR := TDColR;
+ Selects[S].TDColG := TDColG;
+ Selects[S].TDColB := TDColB;
+ Selects[S].TDInt := TDInt;
+
+ Selects[S].STColR := STColR;
+ Selects[S].STColG := STColG;
+ Selects[S].STColB := STColB;
+ Selects[S].STInt := STInt;
+ Selects[S].STDColR := STDColR;
+ Selects[S].STDColG := STDColG;
+ Selects[S].STDColB := STDColB;
+ Selects[S].STDInt := STDInt;
+
+ // new
+ Selects[S].Texture.TexX1 := 0;
+ Selects[S].Texture.TexY1 := 0;
+ Selects[S].Texture.TexX2 := 1;
+ Selects[S].Texture.TexY2 := 1;
+ Selects[S].TextureSBG.TexX1 := 0;
+ Selects[S].TextureSBG.TexY1 := 0;
+ Selects[S].TextureSBG.TexX2 := 1;
+ Selects[S].TextureSBG.TexY2 := 1;
+
+ // Sets Data to copy the value of selectops to global value;
+ Selects[S].PData := @Data;
+
+ // Sets default value of selectopt from Data;
+ Selects[S].SelectedOption := Data;
+
+ // Disables default selection
+ Selects[S].SetSelect(false);
+
+ // adds interaction
+ AddInteraction(iSelect, S);
+end;
+
+procedure TMenu.AddSelectOption(AddX, AddY: real; const AddText: string);
+begin
+ AddSelectOption (High(Selects), AddX, AddY, AddText);
+end;
+
+procedure TMenu.AddSelectOption(SelectNo: Cardinal; AddX, AddY: real; const AddText: string);
+var
+ SO: integer;
+begin
+ SO := Length(Selects[SelectNo].TextOpt);
+ SetLength(Selects[SelectNo].TextOpt, SO + 1);
+
+ Selects[SelectNo].TextOpt[SO] := TText.Create;
+
+ Selects[SelectNo].TextOpt[SO].X := AddX;
+ Selects[SelectNo].TextOpt[SO].Y := AddY;
+ Selects[SelectNo].TextOpt[SO].Text := AddText;
+ Selects[SelectNo].TextOpt[SO].Size := 10;
+ Selects[SelectNo].TextOpt[SO].ColR := Selects[SelectNo].STDColR;
+ Selects[SelectNo].TextOpt[SO].ColG := Selects[SelectNo].STDColG;
+ Selects[SelectNo].TextOpt[SO].ColB := Selects[SelectNo].STDColB;
+ Selects[SelectNo].TextOpt[SO].Int := Selects[SelectNo].STDInt;
+ Selects[SelectNo].TextOpt[SO].Visible := true;
+
+ if SO = Selects[SelectNo].PData^ then Selects[SelectNo].SelectedOption := SO;
+end;
+
+procedure TMenu.UpdateSelectOptions(ThemeSelect: TThemeSelect; SelectNum: integer; Values: array of string; var Data: integer);
+var
+ SO: integer;
+begin
+ SetLength(Selects[SelectNum].TextOpt, 0);
+ for SO := 0 to High(Values) do
+ AddSelectOption(SelectNum, ThemeSelect.X + ThemeSelect.W + ThemeSelect.SkipX + SO * 100 + 20, ThemeSelect.Y + 20, Values[SO]);
+end;
+
+function TMenu.AddSelectSlide(ThemeSelectS: TThemeSelectSlide; var Data: integer; Values: array of string): integer;
+var
+ SO: integer;
+begin
+ Result := AddSelectSlide(ThemeSelectS.X, ThemeSelectS.Y, ThemeSelectS.W, ThemeSelectS.H, ThemeSelectS.SkipX, ThemeSelectS.SBGW,
+ ThemeSelectS.ColR, ThemeSelectS.ColG, ThemeSelectS.ColB, ThemeSelectS.Int,
+ ThemeSelectS.DColR, ThemeSelectS.DColG, ThemeSelectS.DColB, ThemeSelectS.DInt,
+ ThemeSelectS.TColR, ThemeSelectS.TColG, ThemeSelectS.TColB, ThemeSelectS.TInt,
+ ThemeSelectS.TDColR, ThemeSelectS.TDColG, ThemeSelectS.TDColB, ThemeSelectS.TDInt,
+ ThemeSelectS.SBGColR, ThemeSelectS.SBGColG, ThemeSelectS.SBGColB, ThemeSelectS.SBGInt,
+ ThemeSelectS.SBGDColR, ThemeSelectS.SBGDColG, ThemeSelectS.SBGDColB, ThemeSelectS.SBGDInt,
+ ThemeSelectS.STColR, ThemeSelectS.STColG, ThemeSelectS.STColB, ThemeSelectS.STInt,
+ ThemeSelectS.STDColR, ThemeSelectS.STDColG, ThemeSelectS.STDColB, ThemeSelectS.STDInt,
+ Skin.GetTextureFileName(ThemeSelectS.Tex), TEXTURE_TYPE_COLORIZED,
+ Skin.GetTextureFileName(ThemeSelectS.TexSBG), TEXTURE_TYPE_COLORIZED,
+ ThemeSelectS.Text, Data);
+ for SO := 0 to High(Values) do
+ AddSelectSlideOption(Values[SO]);
+
+ SelectsS[High(SelectsS)].Text.Size := ThemeSelectS.TextSize;
+
+ SelectsS[High(SelectsS)].Texture.Z := ThemeSelectS.Z;
+ SelectsS[High(SelectsS)].TextureSBG.Z := ThemeSelectS.Z;
+
+ //Generate Lines
+ SelectsS[High(SelectsS)].GenLines;
+
+ SelectsS[High(SelectsS)].SelectedOption := SelectsS[High(SelectsS)].SelectOptInt; // refresh
+end;
+
+function TMenu.AddSelectSlide(X, Y, W, H, SkipX, SBGW, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt,
+ TColR, TColG, TColB, TInt, TDColR, TDColG, TDColB, TDInt,
+ SBGColR, SBGColG, SBGColB, SBGInt, SBGDColR, SBGDColG, SBGDColB, SBGDInt,
+ STColR, STColG, STColB, STInt, STDColR, STDColG, STDColB, STDInt: real;
+ const Name: String; Typ: TTextureType; const SBGName: String; SBGTyp: TTextureType;
+ const Caption: string; var Data: integer): integer;
+var
+ S: integer;
+ I: integer;
+begin
+ S := Length(SelectsS);
+ SetLength(SelectsS, S + 1);
+ SelectsS[S] := TSelectSlide.Create;
+
+ if (Typ = TEXTURE_TYPE_COLORIZED) then
+ SelectsS[S].Texture := Texture.GetTexture(Name, Typ, RGBFloatToInt(ColR, ColG, ColB))
+ else
+ SelectsS[S].Texture := Texture.GetTexture(Name, Typ);
+ SelectsS[S].X := X;
+ SelectsS[S].Y := Y;
+ SelectsS[S].W := W;
+ SelectsS[S].H := H;
+
+ SelectsS[S].ColR := ColR;
+ SelectsS[S].ColG := ColG;
+ SelectsS[S].ColB := ColB;
+ SelectsS[S].Int := Int;
+ SelectsS[S].DColR := DColR;
+ SelectsS[S].DColG := DColG;
+ SelectsS[S].DColB := DColB;
+ SelectsS[S].DInt := DInt;
+
+ if (SBGTyp = TEXTURE_TYPE_COLORIZED) then
+ SelectsS[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp, RGBFloatToInt(SBGColR, SBGColG, SBGColB))
+ else
+ SelectsS[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp);
+ SelectsS[S].TextureSBG.X := X + W + SkipX;
+ SelectsS[S].TextureSBG.Y := Y;
+ //SelectsS[S].TextureSBG.W := 450;
+ SelectsS[S].SBGW := SBGW;
+ SelectsS[S].TextureSBG.H := H;
+ SelectsS[S].SBGColR := SBGColR;
+ SelectsS[S].SBGColG := SBGColG;
+ SelectsS[S].SBGColB := SBGColB;
+ SelectsS[S].SBGInt := SBGInt;
+ SelectsS[S].SBGDColR := SBGDColR;
+ SelectsS[S].SBGDColG := SBGDColG;
+ SelectsS[S].SBGDColB := SBGDColB;
+ SelectsS[S].SBGDInt := SBGDInt;
+
+ SelectsS[S].Text.X := X + 20;
+ SelectsS[S].Text.Y := Y + (SelectsS[S].TextureSBG.H / 2) - 15;
+ SelectsS[S].Text.Text := Caption;
+ SelectsS[S].Text.Size := 10;
+ SelectsS[S].Text.Visible := true;
+ SelectsS[S].TColR := TColR;
+ SelectsS[S].TColG := TColG;
+ SelectsS[S].TColB := TColB;
+ SelectsS[S].TInt := TInt;
+ SelectsS[S].TDColR := TDColR;
+ SelectsS[S].TDColG := TDColG;
+ SelectsS[S].TDColB := TDColB;
+ SelectsS[S].TDInt := TDInt;
+
+ SelectsS[S].STColR := STColR;
+ SelectsS[S].STColG := STColG;
+ SelectsS[S].STColB := STColB;
+ SelectsS[S].STInt := STInt;
+ SelectsS[S].STDColR := STDColR;
+ SelectsS[S].STDColG := STDColG;
+ SelectsS[S].STDColB := STDColB;
+ SelectsS[S].STDInt := STDInt;
+
+ // new
+ SelectsS[S].Texture.TexX1 := 0;
+ SelectsS[S].Texture.TexY1 := 0;
+ SelectsS[S].Texture.TexX2 := 1;
+ SelectsS[S].Texture.TexY2 := 1;
+ SelectsS[S].TextureSBG.TexX1 := 0;
+ SelectsS[S].TextureSBG.TexY1 := 0;
+ SelectsS[S].TextureSBG.TexX2 := 1;
+ SelectsS[S].TextureSBG.TexY2 := 1;
+
+ // Sets Data to copy the value of selectops to global value;
+ SelectsS[S].PData := @Data;
+ // Configures Select options
+ {//SelectsS[S].TextOpt[0].Text := IntToStr(I+1);
+ SelectsS[S].TextOpt[0].Size := 10;
+ SelectsS[S].TextOpt[0].Align := 1;
+
+ SelectsS[S].TextOpt[0].ColR := SelectsS[S].STDColR;
+ SelectsS[S].TextOpt[0].ColG := SelectsS[S].STDColG;
+ SelectsS[S].TextOpt[0].ColB := SelectsS[S].STDColB;
+ SelectsS[S].TextOpt[0].Int := SelectsS[S].STDInt;
+ SelectsS[S].TextOpt[0].Visible := true; }
+
+ // Sets default value of selectopt from Data;
+ SelectsS[S].SelectedOption := Data;
+
+ // Disables default selection
+ SelectsS[S].SetSelect(false);
+
+ {// Configures 3 select options
+ for I := 0 to 2 do begin
+ SelectsS[S].TextOpt[I].X := SelectsS[S].TextureSBG.X + 20 + (50 + 20) + (150 - 20) * I;
+ SelectsS[S].TextOpt[I].Y := SelectsS[S].TextureSBG.Y + 20;
+ SelectsS[S].TextOpt[I].Text := IntToStr(I+1);
+ SelectsS[S].TextOpt[I].Size := 10;
+ SelectsS[S].TextOpt[I].Align := 1;
+
+
+ SelectsS[S].TextOpt[I].ColR := SelectsS[S].STDColR;
+ SelectsS[S].TextOpt[I].ColG := SelectsS[S].STDColG;
+ SelectsS[S].TextOpt[I].ColB := SelectsS[S].STDColB;
+ SelectsS[S].TextOpt[I].Int := SelectsS[S].STDInt;
+ SelectsS[S].TextOpt[I].Visible := true;
+ end;}
+
+
+ // adds interaction
+ AddInteraction(iSelectS, S);
+ Result := S;
+end;
+
+procedure TMenu.AddSelectSlideOption(const AddText: string);
+begin
+ AddSelectSlideOption(High(SelectsS), AddText);
+end;
+
+procedure TMenu.AddSelectSlideOption(SelectNo: Cardinal; const AddText: string);
+var
+ SO: integer;
+begin
+ SO := Length(SelectsS[SelectNo].TextOptT);
+
+ SetLength(SelectsS[SelectNo].TextOptT, SO + 1);
+ SelectsS[SelectNo].TextOptT[SO] := AddText;
+
+ //SelectsS[S].SelectedOption := SelectsS[S].SelectOptInt; // refresh
+
+ //if SO = Selects[S].PData^ then Selects[S].SelectedOption := SO;
+end;
+
+procedure TMenu.UpdateSelectSlideOptions(ThemeSelectSlide: TThemeSelectSlide; SelectNum: integer; Values: array of string; var Data: integer);
+var
+ SO: integer;
+begin
+ SetLength(SelectsS[SelectNum].TextOptT, 0);
+ for SO := 0 to High(Values) do
+ AddSelectSlideOption(SelectNum, Values[SO]);
+
+ SelectsS[SelectNum].GenLines;
+
+// SelectsS[SelectNum].SelectedOption := SelectsS[SelectNum].SelectOptInt; // refresh
+// SelectS[SelectNum].SetSelectOpt(Data);
+// SelectS[SelectNum].SelectedOption := 0;//Data;
+
+// Log.LogError(IntToStr(High(SelectsS[SelectNum].TextOptT)));
+// if 0 <= High(SelectsS[SelectNum].TextOptT) then
+
+ SelectsS[SelectNum].PData := @Data;
+ SelectsS[SelectNum].SelectedOption := Data;
+end;
+
+function TMenu.InRegion(X1, Y1, X2, Y2, X, Y: real): Boolean;
+begin
+ Result := false;
+ X1 := X1 * RenderW/640;
+ X2 := X2 * RenderW/640;
+ Y1 := Y1 * RenderH/480;
+ Y2 := Y2 * RenderH/480;
+ if (X >= X1) and (X <= X2) and (Y >= Y1) and (Y <= Y2) then
+ Result := true;
+end;
+
+function TMenu.InStaticRegion(StaticNr: integer; X, Y: integer): Boolean;
+begin
+ Result := InRegion(Static[StaticNr].Texture.X,
+ Static[StaticNr].Texture.Y,
+ Static[StaticNr].Texture.X + Static[StaticNr].Texture.W - 1,
+ Static[StaticNr].Texture.Y + Static[StaticNr].Texture.H - 1,
+ X, Y);
+end;
+
+procedure TMenu.InteractInc;
+var
+ Num: integer;
+ Value: integer;
+begin
+ case Interactions[Interaction].Typ of
+ iSelect: begin
+ Num := Interactions[Interaction].Num;
+ Value := Selects[Num].SelectedOption;
+ Value := (Value + 1) Mod (Length(Selects[Num].TextOpt));
+ Selects[Num].SelectedOption := Value;
+ end;
+ iSelectS: begin
+ Num := Interactions[Interaction].Num;
+ Value := SelectsS[Num].SelectedOption;
+// Value := (Value + 1) Mod (Length(SelectsS[Num].TextOptT));
+
+ // limit
+ Value := Value + 1;
+ if Value <= High(SelectsS[Num].TextOptT) then
+ SelectsS[Num].SelectedOption := Value;
+ end;
+ //Button Collection Mod
+ iBCollectionChild:
+ begin
+
+ //Select Next Button in Collection
+ For Num := 1 to High(Button) do
+ begin
+ Value := (Interaction + Num) Mod Length(Button);
+ if Value = 0 then
+ begin
+ InteractNext;
+ Break;
+ end;
+ if (Button[Value].Parent = Button[Interaction].Parent) then
+ begin
+ Interaction := Value;
+ Break;
+ end;
+ end;
+ end;
+ //interact Next if there is Nothing to Change
+ else InteractNext;
+ end;
+end;
+
+procedure TMenu.InteractDec;
+var
+ Num: integer;
+ Value: integer;
+begin
+ case Interactions[Interaction].Typ of
+ iSelect: begin
+ Num := Interactions[Interaction].Num;
+ Value := Selects[Num].SelectedOption;
+ Value := Value - 1;
+ if Value = -1 then
+ Value := High(Selects[Num].TextOpt);
+ Selects[Num].SelectedOption := Value;
+ end;
+ iSelectS: begin
+ Num := Interactions[Interaction].Num;
+ Value := SelectsS[Num].SelectedOption;
+ Value := Value - 1;
+// if Value = -1 then
+// Value := High(SelectsS[Num].TextOptT);
+
+ if Value >= 0 then
+ SelectsS[Num].SelectedOption := Value;
+ end;
+ //Button Collection Mod
+ iBCollectionChild:
+ begin
+ //Select Prev Button in Collection
+ For Num := High(Button) downto 1 do
+ begin
+ Value := (Interaction + Num) Mod Length(Button);
+ if Value = High(Button) then
+ begin
+ InteractPrev;
+ Break;
+ end;
+ if (Button[Value].Parent = Button[Interaction].Parent) then
+ begin
+ Interaction := Value;
+ Break;
+ end;
+ end;
+ end;
+ //interact Prev if there is Nothing to Change
+ else
+ begin
+ InteractPrev;
+ //If ButtonCollection with more than 1 Entry then Select Last Entry
+ if (Button[Interactions[Interaction].Num].Parent <> 0) AND (ButtonCollection[Button[Interactions[Interaction].Num].Parent-1].CountChilds > 1) then
+ begin
+ //Select Last Child
+ For Num := High(Button) downto 1 do
+ begin
+ Value := (Interaction + Num) Mod Length(Button);
+ if (Button[Value].Parent = Button[Interaction].Parent) then
+ begin
+ Interaction := Value;
+ Break;
+ end;
+ end;
+ end;
+ end;
+ end;
+end;
+
+procedure TMenu.AddBox(X, Y, W, H: real);
+begin
+ AddStatic(X, Y, W, H, 0, 0, 0, Skin.GetTextureFileName('MainBar'), TEXTURE_TYPE_COLORIZED);
+ AddStatic(X+2, Y+2, W-4, H-4, 1, 1, 1, Skin.GetTextureFileName('MainBar'), TEXTURE_TYPE_COLORIZED);
+end;
+
+procedure TMenu.onShow;
+begin
+ // nothing
+(*
+ if fileexists( fFileName ) then
+ begin
+ if VideoPlayback.Open( fFileName ) then
+ VideoPlayback.Play;
+ end;
+*)
+end;
+
+procedure TMenu.onShowFinish;
+begin
+ // nothing
+end;
+
+function TMenu.WideCharUpperCase(wchar: WideChar) : WideString;
+begin
+ // On Linux and MacOSX the cwstring unit is necessary for Unicode function-calls.
+ // Otherwise you will get an EIntOverflow exception (thrown by unimplementedwidestring()).
+
+ // The FPC implementation of WideUpperCase returns nil if wchar is #0 (e.g. if an arrow key is pressed)
+ if (wchar <> #0) then
+ Result := WideUpperCase(wchar)
+ else
+ Result := #0;
+end;
+
+procedure TMenu.onHide;
+begin
+ // nothing
+end;
+
+function TMenu.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean;
+begin
+ // nothing
+ Result := true;
+end;
+
+procedure TMenu.SetAnimationProgress(Progress: real);
+begin
+ // nothing
+end;
+
+end.
+
diff --git a/Game/Code/Menu/UMenuButton.pas b/Game/Code/Menu/UMenuButton.pas index 652b5112..8cda0b1d 100644 --- a/Game/Code/Menu/UMenuButton.pas +++ b/Game/Code/Menu/UMenuButton.pas @@ -1,570 +1,570 @@ -unit UMenuButton; - -interface - -{$I switches.inc} - -uses TextGL, UTexture, OpenGL12, UMenuText,SDL; - -type - CButton = class of TButton; - TButton = class - protected - SelectBool: Boolean; - - FadeProgress: Real; - FadeLastTick: Cardinal; - - DeSelectW: Real; - DeSelectH: Real; - PosX: Real; - PosY: Real; - - constructor Create(); overload; - - public - Text: Array of TText; - Texture: TTexture; // Button Screen position and size - Texture2: TTexture; // second texture only used for fading full resolution covers - //colorized hack - Colorized: Boolean; - DeSelectTexture: TTexture; // texture for colorized hack - - FadeTex: TTexture; //Texture for beautiful fading - FadeTexPos: byte; //Pos of the FadeTexture (0: Top, 1: Left, 2: Bottom, 3: Right) -// Texture2Blend: real; // blending factor for second texture (0=invisible, 1=visible) - // now uses alpha - - DeselectType: integer; // not used yet - Visible: boolean; - //Reflection Mod - Reflection: boolean; - Reflectionspacing: Real; - DeSelectReflectionspacing: Real; - - //Fade Mod - Fade: Boolean; - FadeText: Boolean; - - Selectable: boolean; - - //No of the Parent Collection, 0 if in no Collection - Parent: Byte; - - SelectColR: real; - SelectColG: real; - SelectColB: real; - SelectInt: real; - SelectTInt: real; - //Fade Mod - SelectW: real; - SelectH: real; - - DeselectColR: real; - DeselectColG: real; - DeselectColB: real; - DeselectInt: real; - DeselectTInt: real; - - procedure SetY(Value: real); - procedure SetX(Value: real); - procedure SetW(Value: real); - procedure SetH(Value: real); - - procedure SetSelect(Value: Boolean); virtual; - property X: real read PosX write SetX; - property Y: real read PosY write SetY; - property Z: real read Texture.z write Texture.z; - property W: real read DeSelectW write SetW; - property H: real read DeSelectH write SetH; - property Selected: Boolean read SelectBool write SetSelect; - - procedure Draw; virtual; - - constructor Create(Textura: TTexture); overload; - constructor Create(Textura, DSTexture: TTexture); overload; - destructor Destroy; override; - end; - -implementation - -uses SysUtils, - UDrawTexture; - -procedure TButton.SetX(Value: real); -{var - dx: real; - T: integer; // text} -begin - {dY := Value - Texture.y; - - Texture.X := Value; - - for T := 0 to High(Text) do - Text[T].X := Text[T].X + dY;} - - PosX := Value; - if (FadeTex.TexNum = -1) then - Texture.X := Value; - -end; - -procedure TButton.SetY(Value: real); -{var - dY: real; - T: integer; // text} -begin - {dY := Value - PosY; - - - for T := 0 to High(Text) do - Text[T].Y := Text[T].Y + dY;} - - PosY := Value; - if (FadeTex.TexNum = -1) then - Texture.y := Value; -end; - -procedure TButton.SetW(Value: real); -begin - if SelectW = DeSelectW then - SelectW := Value; - - DeSelectW := Value; - - if Not Fade then - begin - if SelectBool then - Texture.W := SelectW - else - Texture.W := DeSelectW; - end; -end; - -procedure TButton.SetH(Value: real); -begin - if SelectH = DeSelectH then - SelectH := Value; - - DeSelectH := Value; - - if Not Fade then - begin - if SelectBool then - Texture.H := SelectH - else - Texture.H := DeSelectH; - end; -end; - -procedure TButton.SetSelect(Value : Boolean); -var - T: integer; -begin - SelectBool := Value; - if (Value) then begin - Texture.ColR := SelectColR; - Texture.ColG := SelectColG; - Texture.ColB := SelectColB; - Texture.Int := SelectInt; - - Texture2.ColR := SelectColR; - Texture2.ColG := SelectColG; - Texture2.ColB := SelectColB; - Texture2.Int := SelectInt; - - for T := 0 to High(Text) do - Text[T].Int := SelectTInt; - - //Fade Mod - if Fade then - begin - if (FadeProgress <= 0) then - FadeProgress := 0.125; - end - else - begin - Texture.W := SelectW; - Texture.H := SelectH; - end; - end else begin - Texture.ColR := DeselectColR; - Texture.ColG := DeselectColG; - Texture.ColB := DeselectColB; - Texture.Int := DeselectInt; - - Texture2.ColR := DeselectColR; - Texture2.ColG := DeselectColG; - Texture2.ColB := DeselectColB; - Texture2.Int := DeselectInt; - - for T := 0 to High(Text) do - Text[T].Int := DeselectTInt; - - //Fade Mod - if Fade then - begin - if (FadeProgress >= 1) then - FadeProgress := 0.875; - end - else - begin - Texture.W := DeSelectW; - Texture.H := DeSelectH; - end; - end; -end; - -constructor TButton.Create(); -begin - inherited Create; - // We initialize all to 0, nil or false - Visible := true; - SelectBool := false; - DeselectType := 0; - Selectable := true; - //Reflection Mod - Reflection := true; - - //colorized hack - Colorized:=False; - - // Default -// SelectInt := 1; -// DeselectInt := 0.5; - -{ SelectColR := 0.5; - SelectColG := 0.75; - SelectColB := 0; - SelectInt := 1; - SelectTInt := 1; - - DeselectColR := 1; - DeselectColG := 1; - DeselectColB := 1; - DeselectInt := 0.5; - DeselectTInt := 1;} - - SelectColR := 1; - SelectColG := 1; - SelectColB := 1; - SelectInt := 1; - SelectTInt := 1; - - DeselectColR := 1; - DeselectColG := 1; - DeselectColB := 1; - DeselectInt := 0.5; - DeselectTInt := 1; - - FadeTex.TexNum := -1; - - FadeProgress := 0; - Fade := False; - FadeText := False; - SelectW := DeSelectW; - SelectH := DeSelectH; - - PosX := 0; - PosY := 0; - - Parent := 0; -end; - -// ***** Public methods ****** // - -procedure TButton.Draw; -var - T: integer; - Tick: Cardinal; - Spacing: Real; -begin - if Visible then begin - //Fade Mod - T:=0; - if Fade then - begin - if (FadeProgress < 1) and (FadeProgress > 0) then - begin - Tick := SDL_GetTicks() div 16; - if (Tick <> FadeLastTick) then - begin - FadeLastTick := Tick; - if SelectBool then - FadeProgress := FadeProgress + 0.125 - else - FadeProgress := FadeProgress - 0.125; - - if (FadeText) then - begin - For T := 0 to high(Text) do - begin - Text[T].MoveX := (SelectW - DeSelectW) * FadeProgress; - Text[T].MoveY := (SelectH - DeSelectH) * FadeProgress; - end; - end; - end; - end; - //Method without Fade Texture - if (FadeTex.TexNum = -1) then - begin - Texture.W := DeSelectW + (SelectW - DeSelectW) * FadeProgress; - Texture.H := DeSelectH + (SelectH - DeSelectH) * FadeProgress; - DeselectTexture.W := Texture.W; - DeselectTexture.H := Texture.H; - end - else //method with Fade Texture - begin - Texture.W := DeSelectW; - Texture.H := DeSelectH; - DeselectTexture.W := Texture.W; - DeselectTexture.H := Texture.H; - - FadeTex.ColR := Texture.ColR; - FadeTex.ColG := Texture.ColG; - FadeTex.ColB := Texture.ColB; - FadeTex.Int := Texture.Int; - - FadeTex.Z := Texture.Z; - - FadeTex.Alpha := Texture.Alpha; - FadeTex.TexX1 := 0; - FadeTex.TexX2 := 1; - FadeTex.TexY1 := 0; - FadeTex.TexY2 := 1; - - Case FadeTexPos of - 0: //FadeTex on Top - begin - //Standard Texture - Texture.X := PosX; - Texture.Y := PosY + (SelectH - DeSelectH) * FadeProgress; - DeselectTexture.X := Texture.X; - DeselectTexture.Y := Texture.Y; - //Fade Tex - FadeTex.X := PosX; - FadeTex.Y := PosY; - FadeTex.W := Texture.W; - FadeTex.H := (SelectH - DeSelectH) * FadeProgress; - FadeTex.ScaleW := Texture.ScaleW; - //Some Hack that Fixes a little Space between both Textures - FadeTex.TexY2 := 0.9; - end; - 1: //FadeTex on Left - begin - //Standard Texture - Texture.X := PosX + (SelectW - DeSelectW) * FadeProgress; - Texture.Y := PosY; - DeselectTexture.X := Texture.X; - DeselectTexture.Y := Texture.Y; - //Fade Tex - FadeTex.X := PosX; - FadeTex.Y := PosY; - FadeTex.H := Texture.H; - FadeTex.W := (SelectW - DeSelectW) * FadeProgress; - FadeTex.ScaleH := Texture.ScaleH; - //Some Hack that Fixes a little Space between both Textures - FadeTex.TexX2 := 0.9; - end; - 2: //FadeTex on Bottom - begin - //Standard Texture - Texture.X := PosX; - Texture.Y := PosY; - DeselectTexture.X := Texture.X; - DeselectTexture.Y := Texture.Y; - //Fade Tex - FadeTex.X := PosX; - FadeTex.Y := PosY + (SelectH - DeSelectH) * FadeProgress;; - FadeTex.W := Texture.W; - FadeTex.H := (SelectH - DeSelectH) * FadeProgress; - FadeTex.ScaleW := Texture.ScaleW; - //Some Hack that Fixes a little Space between both Textures - FadeTex.TexY1 := 0.1; - end; - 3: //FadeTex on Right - begin - //Standard Texture - Texture.X := PosX; - Texture.Y := PosY; - DeselectTexture.X := Texture.X; - DeselectTexture.Y := Texture.Y; - //Fade Tex - FadeTex.X := PosX + (SelectW - DeSelectW) * FadeProgress; - FadeTex.Y := PosY; - FadeTex.H := Texture.H; - FadeTex.W := (SelectW - DeSelectW) * FadeProgress; - FadeTex.ScaleH := Texture.ScaleH; - //Some Hack that Fixes a little Space between both Textures - FadeTex.TexX1 := 0.1; - end; - end; - end; - end - else if (FadeText) then - begin - Text[T].MoveX := (SelectW - DeSelectW); - Text[T].MoveY := (SelectH - DeSelectH); - end; - - if SelectBool or (FadeProgress > 0) or not Colorized then - DrawTexture(Texture) - else - DrawTexture(DeselectTexture); - - //Draw FadeTex - if (FadeTex.TexNum <> -1) then - DrawTexture(FadeTex); - - if Texture2.Alpha > 0 then begin - Texture2.ScaleW := Texture.ScaleW; - Texture2.ScaleH := Texture.ScaleH; - - Texture2.X := Texture.X; - Texture2.Y := Texture.Y; - Texture2.W := Texture.W; - Texture2.H := Texture.H; - - Texture2.ColR := Texture.ColR; - Texture2.ColG := Texture.ColG; - Texture2.ColB := Texture.ColB; - Texture2.Int := Texture.Int; - - Texture2.Z := Texture.Z; - - DrawTexture(Texture2); - end; - - //Reflection Mod - if (Reflection) then // Draw Reflections - begin - if (FadeProgress <> 0) AND (FadeProgress <> 1) then - begin - Spacing := DeSelectReflectionspacing - (DeSelectReflectionspacing - Reflectionspacing) * FadeProgress; - end - else if SelectBool then - Spacing := Reflectionspacing - else - Spacing := DeSelectReflectionspacing; - - if SelectBool or not Colorized then - with Texture do - begin - //Bind Tex and GL Attributes - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - - glDepthRange(0, 10); - glDepthFunc(GL_LEQUAL); - glEnable(GL_DEPTH_TEST); - - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindTexture(GL_TEXTURE_2D, TexNum); - - //Draw - glBegin(GL_QUADS);//Top Left - glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3); - glTexCoord2f(TexX1*TexW, TexY2*TexH); - glVertex3f(x, y+h*scaleH+ Spacing, z); - - //Bottom Left - glColor4f(ColR * Int, ColG * Int, ColB * Int, 0); - glTexCoord2f(TexX1*TexW, TexY1+TexH*0.5); - glVertex3f(x, y+h*scaleH + h*scaleH/2 + Spacing, z); - - - //Bottom Right - glColor4f(ColR * Int, ColG * Int, ColB * Int, 0); - glTexCoord2f(TexX2*TexW, TexY1+TexH*0.5); - glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Spacing, z); - - //Top Right - glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3); - glTexCoord2f(TexX2*TexW, TexY2*TexH); - glVertex3f(x+w*scaleW, y+h*scaleH + Spacing, z); - glEnd; - - glDisable(GL_TEXTURE_2D); - glDisable(GL_DEPTH_TEST); - glDisable(GL_BLEND); - end else - with DeselectTexture do - begin - //Bind Tex and GL Attributes - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - - glDepthRange(0, 10); - glDepthFunc(GL_LEQUAL); - glEnable(GL_DEPTH_TEST); - - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindTexture(GL_TEXTURE_2D, TexNum); - - //Draw - glBegin(GL_QUADS);//Top Left - glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3); - glTexCoord2f(TexX1*TexW, TexY2*TexH); - glVertex3f(x, y+h*scaleH+ Spacing, z); - - //Bottom Left - glColor4f(ColR * Int, ColG * Int, ColB * Int, 0); - glTexCoord2f(TexX1*TexW, TexY1+TexH*0.5); - glVertex3f(x, y+h*scaleH + h*scaleH/2 + Spacing, z); - - - //Bottom Right - glColor4f(ColR * Int, ColG * Int, ColB * Int, 0); - glTexCoord2f(TexX2*TexW, TexY1+TexH*0.5); - glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Spacing, z); - - //Top Right - glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3); - glTexCoord2f(TexX2*TexW, TexY2*TexH); - glVertex3f(x+w*scaleW, y+h*scaleH + Spacing, z); - glEnd; - - glDisable(GL_TEXTURE_2D); - glDisable(GL_DEPTH_TEST); - glDisable(GL_BLEND); - end; - end; - - for T := 0 to High(Text) do begin - Text[T].Draw; - end; - end; -end; - -// ***** ****** // - -destructor TButton.Destroy; -begin - inherited; -end; - -constructor TButton.Create(Textura: TTexture); -begin - Create(); - Texture := Textura; - DeselectTexture:=Textura; - Texture.ColR := 0; - Texture.ColG := 0.5; - Texture.ColB := 0; - Texture.Int := 1; - Colorized:=False; -end; - -constructor TButton.Create(Textura, DSTexture: TTexture); -begin - Create(); - Texture := Textura; - DeselectTexture := DSTexture; - Texture.ColR := 1; - Texture.ColG := 1; - Texture.ColB := 1; - Texture.Int := 1; - Colorized:=True; -end; - -end. +unit UMenuButton;
+
+interface
+
+{$I switches.inc}
+
+uses TextGL, UTexture, OpenGL12, UMenuText,SDL;
+
+type
+ CButton = class of TButton;
+ TButton = class
+ protected
+ SelectBool: Boolean;
+
+ FadeProgress: Real;
+ FadeLastTick: Cardinal;
+
+ DeSelectW: Real;
+ DeSelectH: Real;
+ PosX: Real;
+ PosY: Real;
+
+ constructor Create(); overload;
+
+ public
+ Text: Array of TText;
+ Texture: TTexture; // Button Screen position and size
+ Texture2: TTexture; // second texture only used for fading full resolution covers
+ //colorized hack
+ Colorized: Boolean;
+ DeSelectTexture: TTexture; // texture for colorized hack
+
+ FadeTex: TTexture; //Texture for beautiful fading
+ FadeTexPos: byte; //Pos of the FadeTexture (0: Top, 1: Left, 2: Bottom, 3: Right)
+// Texture2Blend: real; // blending factor for second texture (0=invisible, 1=visible)
+ // now uses alpha
+
+ DeselectType: integer; // not used yet
+ Visible: boolean;
+ //Reflection Mod
+ Reflection: boolean;
+ Reflectionspacing: Real;
+ DeSelectReflectionspacing: Real;
+
+ //Fade Mod
+ Fade: Boolean;
+ FadeText: Boolean;
+
+ Selectable: boolean;
+
+ //No of the Parent Collection, 0 if in no Collection
+ Parent: Byte;
+
+ SelectColR: real;
+ SelectColG: real;
+ SelectColB: real;
+ SelectInt: real;
+ SelectTInt: real;
+ //Fade Mod
+ SelectW: real;
+ SelectH: real;
+
+ DeselectColR: real;
+ DeselectColG: real;
+ DeselectColB: real;
+ DeselectInt: real;
+ DeselectTInt: real;
+
+ procedure SetY(Value: real);
+ procedure SetX(Value: real);
+ procedure SetW(Value: real);
+ procedure SetH(Value: real);
+
+ procedure SetSelect(Value: Boolean); virtual;
+ property X: real read PosX write SetX;
+ property Y: real read PosY write SetY;
+ property Z: real read Texture.z write Texture.z;
+ property W: real read DeSelectW write SetW;
+ property H: real read DeSelectH write SetH;
+ property Selected: Boolean read SelectBool write SetSelect;
+
+ procedure Draw; virtual;
+
+ constructor Create(Textura: TTexture); overload;
+ constructor Create(Textura, DSTexture: TTexture); overload;
+ destructor Destroy; override;
+ end;
+
+implementation
+
+uses SysUtils,
+ UDrawTexture;
+
+procedure TButton.SetX(Value: real);
+{var
+ dx: real;
+ T: integer; // text}
+begin
+ {dY := Value - Texture.y;
+
+ Texture.X := Value;
+
+ for T := 0 to High(Text) do
+ Text[T].X := Text[T].X + dY;}
+
+ PosX := Value;
+ if (FadeTex.TexNum = 0) then
+ Texture.X := Value;
+
+end;
+
+procedure TButton.SetY(Value: real);
+{var
+ dY: real;
+ T: integer; // text}
+begin
+ {dY := Value - PosY;
+
+
+ for T := 0 to High(Text) do
+ Text[T].Y := Text[T].Y + dY;}
+
+ PosY := Value;
+ if (FadeTex.TexNum = 0) then
+ Texture.y := Value;
+end;
+
+procedure TButton.SetW(Value: real);
+begin
+ if SelectW = DeSelectW then
+ SelectW := Value;
+
+ DeSelectW := Value;
+
+ if Not Fade then
+ begin
+ if SelectBool then
+ Texture.W := SelectW
+ else
+ Texture.W := DeSelectW;
+ end;
+end;
+
+procedure TButton.SetH(Value: real);
+begin
+ if SelectH = DeSelectH then
+ SelectH := Value;
+
+ DeSelectH := Value;
+
+ if Not Fade then
+ begin
+ if SelectBool then
+ Texture.H := SelectH
+ else
+ Texture.H := DeSelectH;
+ end;
+end;
+
+procedure TButton.SetSelect(Value : Boolean);
+var
+ T: integer;
+begin
+ SelectBool := Value;
+ if (Value) then begin
+ Texture.ColR := SelectColR;
+ Texture.ColG := SelectColG;
+ Texture.ColB := SelectColB;
+ Texture.Int := SelectInt;
+
+ Texture2.ColR := SelectColR;
+ Texture2.ColG := SelectColG;
+ Texture2.ColB := SelectColB;
+ Texture2.Int := SelectInt;
+
+ for T := 0 to High(Text) do
+ Text[T].Int := SelectTInt;
+
+ //Fade Mod
+ if Fade then
+ begin
+ if (FadeProgress <= 0) then
+ FadeProgress := 0.125;
+ end
+ else
+ begin
+ Texture.W := SelectW;
+ Texture.H := SelectH;
+ end;
+ end else begin
+ Texture.ColR := DeselectColR;
+ Texture.ColG := DeselectColG;
+ Texture.ColB := DeselectColB;
+ Texture.Int := DeselectInt;
+
+ Texture2.ColR := DeselectColR;
+ Texture2.ColG := DeselectColG;
+ Texture2.ColB := DeselectColB;
+ Texture2.Int := DeselectInt;
+
+ for T := 0 to High(Text) do
+ Text[T].Int := DeselectTInt;
+
+ //Fade Mod
+ if Fade then
+ begin
+ if (FadeProgress >= 1) then
+ FadeProgress := 0.875;
+ end
+ else
+ begin
+ Texture.W := DeSelectW;
+ Texture.H := DeSelectH;
+ end;
+ end;
+end;
+
+constructor TButton.Create();
+begin
+ inherited Create;
+ // We initialize all to 0, nil or false
+ Visible := true;
+ SelectBool := false;
+ DeselectType := 0;
+ Selectable := true;
+ //Reflection Mod
+ Reflection := true;
+
+ //colorized hack
+ Colorized:=False;
+
+ // Default
+// SelectInt := 1;
+// DeselectInt := 0.5;
+
+{ SelectColR := 0.5;
+ SelectColG := 0.75;
+ SelectColB := 0;
+ SelectInt := 1;
+ SelectTInt := 1;
+
+ DeselectColR := 1;
+ DeselectColG := 1;
+ DeselectColB := 1;
+ DeselectInt := 0.5;
+ DeselectTInt := 1;}
+
+ SelectColR := 1;
+ SelectColG := 1;
+ SelectColB := 1;
+ SelectInt := 1;
+ SelectTInt := 1;
+
+ DeselectColR := 1;
+ DeselectColG := 1;
+ DeselectColB := 1;
+ DeselectInt := 0.5;
+ DeselectTInt := 1;
+
+ FadeTex.TexNum := 0;
+
+ FadeProgress := 0;
+ Fade := False;
+ FadeText := False;
+ SelectW := DeSelectW;
+ SelectH := DeSelectH;
+
+ PosX := 0;
+ PosY := 0;
+
+ Parent := 0;
+end;
+
+// ***** Public methods ****** //
+
+procedure TButton.Draw;
+var
+ T: integer;
+ Tick: Cardinal;
+ Spacing: Real;
+begin
+ if Visible then begin
+ //Fade Mod
+ T:=0;
+ if Fade then
+ begin
+ if (FadeProgress < 1) and (FadeProgress > 0) then
+ begin
+ Tick := SDL_GetTicks() div 16;
+ if (Tick <> FadeLastTick) then
+ begin
+ FadeLastTick := Tick;
+ if SelectBool then
+ FadeProgress := FadeProgress + 0.125
+ else
+ FadeProgress := FadeProgress - 0.125;
+
+ if (FadeText) then
+ begin
+ For T := 0 to high(Text) do
+ begin
+ Text[T].MoveX := (SelectW - DeSelectW) * FadeProgress;
+ Text[T].MoveY := (SelectH - DeSelectH) * FadeProgress;
+ end;
+ end;
+ end;
+ end;
+ //Method without Fade Texture
+ if (FadeTex.TexNum = 0) then
+ begin
+ Texture.W := DeSelectW + (SelectW - DeSelectW) * FadeProgress;
+ Texture.H := DeSelectH + (SelectH - DeSelectH) * FadeProgress;
+ DeselectTexture.W := Texture.W;
+ DeselectTexture.H := Texture.H;
+ end
+ else //method with Fade Texture
+ begin
+ Texture.W := DeSelectW;
+ Texture.H := DeSelectH;
+ DeselectTexture.W := Texture.W;
+ DeselectTexture.H := Texture.H;
+
+ FadeTex.ColR := Texture.ColR;
+ FadeTex.ColG := Texture.ColG;
+ FadeTex.ColB := Texture.ColB;
+ FadeTex.Int := Texture.Int;
+
+ FadeTex.Z := Texture.Z;
+
+ FadeTex.Alpha := Texture.Alpha;
+ FadeTex.TexX1 := 0;
+ FadeTex.TexX2 := 1;
+ FadeTex.TexY1 := 0;
+ FadeTex.TexY2 := 1;
+
+ Case FadeTexPos of
+ 0: //FadeTex on Top
+ begin
+ //Standard Texture
+ Texture.X := PosX;
+ Texture.Y := PosY + (SelectH - DeSelectH) * FadeProgress;
+ DeselectTexture.X := Texture.X;
+ DeselectTexture.Y := Texture.Y;
+ //Fade Tex
+ FadeTex.X := PosX;
+ FadeTex.Y := PosY;
+ FadeTex.W := Texture.W;
+ FadeTex.H := (SelectH - DeSelectH) * FadeProgress;
+ FadeTex.ScaleW := Texture.ScaleW;
+ //Some Hack that Fixes a little Space between both Textures
+ FadeTex.TexY2 := 0.9;
+ end;
+ 1: //FadeTex on Left
+ begin
+ //Standard Texture
+ Texture.X := PosX + (SelectW - DeSelectW) * FadeProgress;
+ Texture.Y := PosY;
+ DeselectTexture.X := Texture.X;
+ DeselectTexture.Y := Texture.Y;
+ //Fade Tex
+ FadeTex.X := PosX;
+ FadeTex.Y := PosY;
+ FadeTex.H := Texture.H;
+ FadeTex.W := (SelectW - DeSelectW) * FadeProgress;
+ FadeTex.ScaleH := Texture.ScaleH;
+ //Some Hack that Fixes a little Space between both Textures
+ FadeTex.TexX2 := 0.9;
+ end;
+ 2: //FadeTex on Bottom
+ begin
+ //Standard Texture
+ Texture.X := PosX;
+ Texture.Y := PosY;
+ DeselectTexture.X := Texture.X;
+ DeselectTexture.Y := Texture.Y;
+ //Fade Tex
+ FadeTex.X := PosX;
+ FadeTex.Y := PosY + (SelectH - DeSelectH) * FadeProgress;;
+ FadeTex.W := Texture.W;
+ FadeTex.H := (SelectH - DeSelectH) * FadeProgress;
+ FadeTex.ScaleW := Texture.ScaleW;
+ //Some Hack that Fixes a little Space between both Textures
+ FadeTex.TexY1 := 0.1;
+ end;
+ 3: //FadeTex on Right
+ begin
+ //Standard Texture
+ Texture.X := PosX;
+ Texture.Y := PosY;
+ DeselectTexture.X := Texture.X;
+ DeselectTexture.Y := Texture.Y;
+ //Fade Tex
+ FadeTex.X := PosX + (SelectW - DeSelectW) * FadeProgress;
+ FadeTex.Y := PosY;
+ FadeTex.H := Texture.H;
+ FadeTex.W := (SelectW - DeSelectW) * FadeProgress;
+ FadeTex.ScaleH := Texture.ScaleH;
+ //Some Hack that Fixes a little Space between both Textures
+ FadeTex.TexX1 := 0.1;
+ end;
+ end;
+ end;
+ end
+ else if (FadeText) then
+ begin
+ Text[T].MoveX := (SelectW - DeSelectW);
+ Text[T].MoveY := (SelectH - DeSelectH);
+ end;
+
+ if SelectBool or (FadeProgress > 0) or not Colorized then
+ DrawTexture(Texture)
+ else
+ DrawTexture(DeselectTexture);
+
+ //Draw FadeTex
+ if (FadeTex.TexNum > 0) then
+ DrawTexture(FadeTex);
+
+ if Texture2.Alpha > 0 then begin
+ Texture2.ScaleW := Texture.ScaleW;
+ Texture2.ScaleH := Texture.ScaleH;
+
+ Texture2.X := Texture.X;
+ Texture2.Y := Texture.Y;
+ Texture2.W := Texture.W;
+ Texture2.H := Texture.H;
+
+ Texture2.ColR := Texture.ColR;
+ Texture2.ColG := Texture.ColG;
+ Texture2.ColB := Texture.ColB;
+ Texture2.Int := Texture.Int;
+
+ Texture2.Z := Texture.Z;
+
+ DrawTexture(Texture2);
+ end;
+
+ //Reflection Mod
+ if (Reflection) then // Draw Reflections
+ begin
+ if (FadeProgress <> 0) AND (FadeProgress <> 1) then
+ begin
+ Spacing := DeSelectReflectionspacing - (DeSelectReflectionspacing - Reflectionspacing) * FadeProgress;
+ end
+ else if SelectBool then
+ Spacing := Reflectionspacing
+ else
+ Spacing := DeSelectReflectionspacing;
+
+ if SelectBool or not Colorized then
+ with Texture do
+ begin
+ //Bind Tex and GL Attributes
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+
+ glDepthRange(0, 10);
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_DEPTH_TEST);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, TexNum);
+
+ //Draw
+ glBegin(GL_QUADS);//Top Left
+ glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3);
+ glTexCoord2f(TexX1*TexW, TexY2*TexH);
+ glVertex3f(x, y+h*scaleH+ Spacing, z);
+
+ //Bottom Left
+ glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
+ glTexCoord2f(TexX1*TexW, TexY1+TexH*0.5);
+ glVertex3f(x, y+h*scaleH + h*scaleH/2 + Spacing, z);
+
+
+ //Bottom Right
+ glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
+ glTexCoord2f(TexX2*TexW, TexY1+TexH*0.5);
+ glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Spacing, z);
+
+ //Top Right
+ glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3);
+ glTexCoord2f(TexX2*TexW, TexY2*TexH);
+ glVertex3f(x+w*scaleW, y+h*scaleH + Spacing, z);
+ glEnd;
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_BLEND);
+ end else
+ with DeselectTexture do
+ begin
+ //Bind Tex and GL Attributes
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+
+ glDepthRange(0, 10);
+ glDepthFunc(GL_LEQUAL);
+ glEnable(GL_DEPTH_TEST);
+
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, TexNum);
+
+ //Draw
+ glBegin(GL_QUADS);//Top Left
+ glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3);
+ glTexCoord2f(TexX1*TexW, TexY2*TexH);
+ glVertex3f(x, y+h*scaleH+ Spacing, z);
+
+ //Bottom Left
+ glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
+ glTexCoord2f(TexX1*TexW, TexY1+TexH*0.5);
+ glVertex3f(x, y+h*scaleH + h*scaleH/2 + Spacing, z);
+
+
+ //Bottom Right
+ glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
+ glTexCoord2f(TexX2*TexW, TexY1+TexH*0.5);
+ glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Spacing, z);
+
+ //Top Right
+ glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3);
+ glTexCoord2f(TexX2*TexW, TexY2*TexH);
+ glVertex3f(x+w*scaleW, y+h*scaleH + Spacing, z);
+ glEnd;
+
+ glDisable(GL_TEXTURE_2D);
+ glDisable(GL_DEPTH_TEST);
+ glDisable(GL_BLEND);
+ end;
+ end;
+
+ for T := 0 to High(Text) do begin
+ Text[T].Draw;
+ end;
+ end;
+end;
+
+// ***** ****** //
+
+destructor TButton.Destroy;
+begin
+ inherited;
+end;
+
+constructor TButton.Create(Textura: TTexture);
+begin
+ Create();
+ Texture := Textura;
+ DeselectTexture:=Textura;
+ Texture.ColR := 0;
+ Texture.ColG := 0.5;
+ Texture.ColB := 0;
+ Texture.Int := 1;
+ Colorized:=False;
+end;
+
+constructor TButton.Create(Textura, DSTexture: TTexture);
+begin
+ Create();
+ Texture := Textura;
+ DeselectTexture := DSTexture;
+ Texture.ColR := 1;
+ Texture.ColG := 1;
+ Texture.ColB := 1;
+ Texture.Int := 1;
+ Colorized:=True;
+end;
+
+end.
diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas index f6b5a3c2..7c4d69bd 100644 --- a/Game/Code/Screens/UScreenSing.pas +++ b/Game/Code/Screens/UScreenSing.pas @@ -1,1430 +1,1430 @@ -unit UScreenSing; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - - -uses UMenu, - UMusic, - SDL, - SysUtils, - UFiles, - UTime, - USongs, - UIni, - ULog, - UTexture, - ULyrics, - TextGL, - OpenGL12, - UThemes, - //ULCD, //TODO: maybe LCD Support as Plugin? - UGraphicClasses, - USingScores; - -type - TScreenSing = class(TMenu) - protected - paused: boolean; //Pause Mod - PauseTime: Real; - NumEmptySentences: integer; - public - //TextTime: integer; - - //TimeBar mod - StaticTimeProgress: integer; - TextTimeText: integer; - //eoa TimeBar mod - - StaticP1: integer; - TextP1: integer; - {StaticP1ScoreBG: integer; - TextP1Score: integer;} - - {//moveable singbar mod - StaticP1SingBar: integer; - StaticP1ThreePSingBar: integer; - StaticP1TwoPSingBar: integer; - StaticP2RSingBar: integer; - StaticP2MSingBar: integer; - StaticP3SingBar: integer; - //eoa moveable singbar } - - //Added for ps3 skin - //shown when game is in 2/4 player modus - StaticP1TwoP: integer; - TextP1TwoP: integer; - - {StaticP1TwoPScoreBG: integer; - TextP1TwoPScore: integer;} - //shown when game is in 3/6 player modus - StaticP1ThreeP: integer; - TextP1ThreeP: integer; - - {TextP1ThreePScore: integer; - StaticP1ThreePScoreBG: integer; } - //eoa - - StaticP2R: integer; - TextP2R: integer; - - {StaticP2RScoreBG: integer; - TextP2RScore: integer;} - - StaticP2M: integer; - TextP2M: integer; - - {StaticP2MScoreBG: integer; - TextP2MScore: integer; } - - StaticP3R: integer; - TextP3R: integer; - - {StaticP3RScoreBG: integer; - TextP3RScore: integer;} - StaticPausePopup: integer; - - Tex_Background: TTexture; - FadeOut: boolean; -// LyricMain: TLyric; -// LyricSub: TLyric; - Lyrics: TLyricEngine; - - //Score Manager: - Scores: TSingScores; - - fShowVisualization : boolean; - fCurrentVideoPlaybackEngine : IVideoPlayback; - - constructor Create; override; - procedure onShow; override; - procedure onShowFinish; override; - - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; - function Draw: boolean; override; - - procedure Finish; virtual; - //procedure UpdateLCD; //TODO: maybe LCD Support as Plugin? - procedure Pause; //Pause Mod(Toggles Pause) - - procedure onSentenceEnd(S: Cardinal); //OnSentenceEnd for LineBonus + Singbar - procedure onSentenceChange(S: Cardinal); //OnSentenceChange (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 - PauseTime := LineState.CurrentTime; - Paused := true; - - // pause Music - AudioPlayback.Pause; - - // pause Video - if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then - fCurrentVideoPlaybackEngine.Pause; - - end - else //disable Pause - begin - LineState.CurrentTime := PauseTime; //Position of Notes - - // Position of Music - // FIXME: remove this and provide LineState.CurrentTime as sync-source instead - // so every stream can synch itself - AudioPlayback.Position := PauseTime; - - // 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); - - {StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG); - TextP1Score := AddText(Theme.Sing.TextP1Score); - StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar);} - -// 2 or 4 players | P1 - StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP); - TextP1TwoP := AddText(Theme.Sing.TextP1TwoP); - - {StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG); - TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore); - StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);} - - // | P2 - StaticP2R := AddStatic(Theme.Sing.StaticP2R); - TextP2R := AddText(Theme.Sing.TextP2R); - - {StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG); - TextP2RScore := AddText(Theme.Sing.TextP2RScore); - StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar); } - -// 3 or 6 players | P1 - StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP); - TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP); - - {StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG); - TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore); - StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar);} - - // | P2 - StaticP2M := AddStatic(Theme.Sing.StaticP2M); - TextP2M := AddText(Theme.Sing.TextP2M); - - {StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG); - TextP2MScore := AddText(Theme.Sing.TextP2MScore); - StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar);} - - // | P3 - StaticP3R := AddStatic(Theme.Sing.StaticP3R); - TextP3R := AddText(Theme.Sing.TextP3R); - - {StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG); - TextP3RScore := AddText(Theme.Sing.TextP3RScore); - StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar);} - - StaticPausePopup := AddStatic(Theme.Sing.PausePopUp); - Static[StaticPausePopup].Visible := false; //Pausepopup is not visibile at the beginning - - if ScreenAct = 2 then begin - // katze und affe - - end; - - Lyrics := TLyricEngine.Create(80,Skin_LyricsT,640,12,80,Skin_LyricsT+36,640,12); - - if assigned( fCurrentVideoPlaybackEngine ) then - fCurrentVideoPlaybackEngine.Init(); -end; - -procedure TScreenSing.onShow; -var - P: integer; - V1: boolean; - V1TwoP: boolean; //added for ps3 skin - V1ThreeP: boolean; //added for ps3 skin - V2R: boolean; - V2M: boolean; - V3R: boolean; - NR: TRecR; //Line Bonus Mod - - Color: TRGB; - - success: boolean; -begin - inherited; - - Log.LogStatus('Begin', 'onShow'); - FadeOut := false; // 0.5.0: early 0.5.0 problems were by this line commented - - // 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 - For P := 0 to PlayersPlay -1 do //Add new Ones - begin - Scores.AddPlayer(Tex_ScoreBG[P], Color); - end; - - Scores.Init; //Get Positions for Players - - - - // prepare players - SetLength(Player, PlayersPlay); -// Player[0].ScoreTotalI := 0; - - 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; - - {Static[StaticP1ScoreBG].Visible := V1; - Text[TextP1Score].Visible := V1;} - - - //This one is shown in 2/4P mode - Static[StaticP1TwoP].Visible := V1TwoP; - Text[TextP1TwoP].Visible := V1TwoP; - - {Static[StaticP1TwoPScoreBG].Visible := V1TwoP; - Text[TextP1TwoPScore].Visible := V1TwoP;} - - Static[StaticP2R].Visible := V2R; - Text[TextP2R].Visible := V2R; - - {Static[StaticP2RScoreBG].Visible := V2R; - Text[TextP2RScore].Visible := V2R; } - - - //This one is shown in 3/6P mode - Static[StaticP1ThreeP].Visible := V1ThreeP; - Text[TextP1ThreeP].Visible := V1ThreeP; - - {Static[StaticP1ThreePScoreBG].Visible := V1ThreeP; - Text[TextP1ThreePScore].Visible := V1ThreeP; } - - Static[StaticP2M].Visible := V2M; - Text[TextP2M].Visible := V2M; - - {Static[StaticP2MScoreBG].Visible := V2M; - Text[TextP2MScore].Visible := V2M; } - - Static[StaticP3R].Visible := V3R; - Text[TextP3R].Visible := V3R; - - {Static[StaticP3RScoreBG].Visible := V3R; - Text[TextP3RScore].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... - - Visualization.Init(); - - fCurrentVideoPlaybackEngine.Close; - fCurrentVideoPlaybackEngine := VideoPlayback; - - // set movie - CurrentSong.VideoLoaded := false; - fShowVisualization := false; - if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then - begin - // todo: VideoGap and Start time verwursten - - fCurrentVideoPlaybackEngine.Open( CurrentSong.Path + CurrentSong.Video ); - - fCurrentVideoPlaybackEngine.position := CurrentSong.VideoGAP + CurrentSong.Start; - - CurrentSong.VideoLoaded := true; - end; - - // set background - if (CurrentSong.Background <> '') and (CurrentSong.VideoLoaded = false) 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 := -1; - end - else - Tex_Background.TexNum := -1; - - - - // play music (I) - AudioInput.CaptureStart; - AudioPlayback.Position := CurrentSong.Start; -// Music.Play; - - // prepare timer (I) -// CountSkipTimeSet; - LineState.CurrentTime := CurrentSong.Start; - LineState.TotalTime := AudioPlayback.Length; - if (CurrentSong.Finish > 0) then LineState.TotalTime := CurrentSong.Finish / 1000; - LineState.OldBeat := -1; - 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; - - { - LyricSub.FontStyle := 0; - LyricMain.Size := 14; // 13 - LyricSub.Size := 14; // 13 - LyricMain.ColR := Skin_FontR; - LyricMain.ColG := Skin_FontG; - LyricMain.ColB := Skin_FontB; //Change für Crazy Joker - } - { - LyricMain.ColSR := Skin_FontHighlightR; - LyricMain.ColSG := Skin_FontHighlightG; - LyricMain.ColSB := Skin_FontHighlightB; - }{ - LyricMain.ColSR := 5/255; //26 - LyricMain.ColSG := 163/255; //165 - LyricMain.ColSB := 210/255; //220 - - LyricSub.ColR := 0.4; //0.6 - LyricSub.ColG := 0.4; //0.6 - LyricSub.ColB := 0.4; //0.6 - } - end; - 1: - begin - { - LyricMain.FontStyle := 2; - LyricSub.FontStyle := 2; - LyricMain.Size := 14; - LyricSub.Size := 14; - LyricMain.ColR := 0.75; - LyricMain.ColG := 0.75; - LyricMain.ColB := 1; - LyricMain.ColSR := 0.5; - LyricMain.ColSG := 0.5; - LyricMain.ColSB := 1; - LyricSub.ColR := 0.8; - LyricSub.ColG := 0.8; - LyricSub.ColB := 0.8; - } - - 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; - { - LyricSub.FontStyle := 3; - LyricMain.Size := 12; - LyricSub.Size := 12; - LyricMain.ColR := 0.75; - LyricMain.ColG := 0.75; - LyricMain.ColB := 1; - LyricMain.ColSR := 0.5; - LyricMain.ColSG := 0.5; - LyricMain.ColSB := 1; - LyricSub.ColR := 0.8; - LyricSub.ColG := 0.8; - LyricSub.ColB := 0.8; - } - end; - end; // case - - // Add Lines to Lyrics - While (not Lyrics.LineinQueue) AND (Lyrics.LineCounter <= High(Lines[0].Line)) do - Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]); - - //UpdateLCD; //TODO: maybe LCD Support as Plugin? - - //Deactivate Pause - Paused := False; - - //Kill all Stars not Killed yet - //GoldenStarsTwinkle Mod - GoldenRec.SentenceChange; - //GoldenStarsTwinkle Mod End - - {//Set Position of Line Bonus - PhrasenBonus - if (Ini.LineBonus = 1) then //Show Line Bonus at Scores - begin - Case PlayersPlay of - 1: begin - Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ScoreBG.x; - Player[0].LineBonus_TargetY := Theme.Sing.TextP1Score.Y; - Player[0].LineBonus_StartX := Theme.Sing.StaticP1ScoreBG.x; - Player[0].LineBonus_StartY := Theme.Sing.TextP1Score.Y + 65; - end; - - 2: begin - //P1 - Player[0].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x; - Player[0].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y; - Player[0].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.X; - Player[0].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65; - - //P2 - Player[1].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.X; - Player[1].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y; - Player[1].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.X; - Player[1].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65; - end; - - 3: begin - //P1 - Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x; - Player[0].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y; - Player[0].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x; - Player[0].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65; - - //P2 - Player[1].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x; - Player[1].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y; - Player[1].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x; - Player[1].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65; - - //P3 - Player[2].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x; - Player[2].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y; - Player[2].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x; - Player[2].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65; - end; - - 4: begin - //P1 - Player[0].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x; - Player[0].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y; - Player[0].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.x; - Player[0].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65; - - //P2 - Player[1].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.x; - Player[1].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y; - Player[1].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.x; - Player[1].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65; - - //P3 - Player[2].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x; - Player[2].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y; - Player[2].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.x; - Player[2].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65; - - //P4 - Player[3].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.x; - Player[3].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y; - Player[3].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.x; - Player[3].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65; - end; - - 6: begin - //P1 - Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x; - Player[0].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y; - Player[0].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x; - Player[0].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65; - - //P2 - Player[1].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x; - Player[1].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y; - Player[1].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x; - Player[1].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65; - - //P3 - Player[2].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x; - Player[2].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y; - Player[2].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x; - Player[2].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65; - - //P4 - Player[3].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x; - Player[3].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y; - Player[3].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x; - Player[3].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65; - - //P5 - Player[4].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x; - Player[4].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y; - Player[4].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x; - Player[4].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65; - - //P6 - Player[5].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x; - Player[5].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y; - Player[5].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x; - Player[5].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65; - end; - end; - end - else if (Ini.LineBonus = 2) then //Show Line Bonus at Notes - begin - - // positions - if Ini.SingWindow = 0 then begin - NR.Left := 120; - end else begin - NR.Left := 20; - end; - NR.Right := 780; - - NR.Width := NR.Right - NR.Left; - NR.WMid := NR.Width / 2; - NR.Mid := NR.Left + NR.WMid; - - Case PlayersPlay of - 1: begin - Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65; - Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_StartY := Skin_P2_NotesB - 105; - end; - - 2: begin - //P1 - Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; - Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; - - //P2 - Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; - Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; - end; - - 3: begin - //P1 - Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_TargetY := 120 - 65 + 28; - Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_StartY := 120 + 28; - - //P2 - Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[1].LineBonus_TargetY := 245 - 65 + 28; - Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[1].LineBonus_StartY := 245 + 28; - - //P3 - Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[2].LineBonus_TargetY := 370 - 65 + 28; - Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[2].LineBonus_StartY := 370 + 28; - end; - - 4: begin - //P1 - Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; - Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; - - //P2 - Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; - Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; - - //P3 - Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[2].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; - Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[2].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; - - //P4 - Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[3].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; - Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[3].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; - end; - - 6: begin - //P1 - Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_TargetY := 120 - 65 + 28; - Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_StartY := 120 + 28; - - //P2 - Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[1].LineBonus_TargetY := 245 - 65 + 28; - Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[1].LineBonus_StartY := 245 + 28; - - //P3 - Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[2].LineBonus_TargetY := 370 - 65 + 28; - Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[2].LineBonus_StartY := 370 + 28; - - //P4 - Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[3].LineBonus_TargetY := 120 - 65 + 28; - Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[3].LineBonus_StartY := 120 + 28; - - //P5 - Player[4].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[4].LineBonus_TargetY := 245 - 65 + 28; - Player[4].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[4].LineBonus_StartY := 245 + 28; - - //P6 - Player[5].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[5].LineBonus_TargetY := 370 - 65 + 28; - Player[5].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[5].LineBonus_StartY := 370 + 28; - end; - end; - end; } - - //Set Position of Line Bonus - PhrasenBonus End - //Set Num of Empty Sentences for Phrasen 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 - // play movie (II) - - if CurrentSong.VideoLoaded then - begin - try - fCurrentVideoPlaybackEngine.GetFrame(LineState.CurrentTime); - fCurrentVideoPlaybackEngine.DrawGL(ScreenAct); -// PlaySmpeg; - except - - on E : Exception do - begin - //If an Error occurs Reading Video: prevent Video from being Drawn again and Close Video - CurrentSong.VideoLoaded := False; - Log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); - Log.LogError('Error Message : '+ E.message ); - Log.LogError(' In : '+ E.ClassName +' (TScreenSing.onShowFinish)' ); - Log.LogError('Corrupted File: ' + CurrentSong.Video); - try -// CloseSmpeg; - fCurrentVideoPlaybackEngine.Close; - except - - end; - end; - end; - end; - - - // play music (II) - AudioPlayback.Play; - - // prepare timer (II) - CountSkipTimeSet; -end; - -function TScreenSing.Draw: boolean; -var - Min: integer; - Sec: integer; - Tekst: string; - Flash: real; - S: integer; - T: integer; -begin - - - - //ScoreBG Mod | den wirren Scheiss hier brauch mer nimmer, wir haben colorized png's - no need for wirrness also - // set player colors - macht nichts weiter als die farben des statics zu wechseln, was zu unschönen effekten bei colorized png führt -{ if PlayersPlay = 4 then begin - if ScreenAct = 1 then begin - LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG, - Static[StaticP1TwoP].Texture.ColB, 'P1Dark'); - LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, - Static[StaticP2R].Texture.ColB, 'P2Dark'); - - LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG, - Static[StaticP1TwoPScoreBG].Texture.ColB, 'P1Dark'); - LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG, - Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark'); - end; - if ScreenAct = 2 then begin - LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG, - Static[StaticP1TwoP].Texture.ColB, 'P3Dark'); - LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, - Static[StaticP2R].Texture.ColB, 'P4Dark'); - - LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG, - Static[StaticP1TwoPScoreBG].Texture.ColB, 'P3Dark'); - LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG, - Static[StaticP2RScoreBG].Texture.ColB, 'P4Dark'); - end; - end; - - if PlayersPlay = 6 then begin - if ScreenAct = 1 then begin - LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG, - Static[StaticP1ThreeP].Texture.ColB, 'P1Dark'); - LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG, - Static[StaticP2R].Texture.ColB, 'P2Dark'); - LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG, - Static[StaticP3R].Texture.ColB, 'P3Dark'); - - LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG, - Static[StaticP1ThreePScoreBG].Texture.ColB, 'P1Dark'); - LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG, - Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark'); - LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG, - Static[StaticP3RScoreBG].Texture.ColB, 'P3Dark'); - end; - if ScreenAct = 2 then begin - - LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG, - Static[StaticP1ThreeP].Texture.ColB, 'P4Dark'); - LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG, - Static[StaticP2R].Texture.ColB, 'P5Dark'); - LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG, - Static[StaticP3R].Texture.ColB, 'P6Dark'); - - - LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG, - Static[StaticP1ThreePScoreBG].Texture.ColB, 'P4Dark'); - LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG, - Static[StaticP2RScoreBG].Texture.ColB, 'P5Dark'); - LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG, - Static[StaticP3RScoreBG].Texture.ColB, 'P6Dark'); - end; - end; - } - - // 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 -{ 1: begin - Text[TextP1].Text := 'P2'; - end; - 2: begin - Text[TextP1].Text := 'P3'; - Text[TextP2R].Text := 'P4'; - end; - 3: begin - Text[TextP1].Text := 'P4'; - Text[TextP2M].Text := 'P5'; - Text[TextP3R].Text := 'P6'; - end;} - - 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 - - // stereo - -// weird stuff, maybe this is for "dual screen?", but where is player three then? | okay, i commented the stuff out the other day - nothing was missing on screen w/ 6 players - so do we even need this stuff? -// okay this stuff appears again some lines beneath this one, I commented it out for testing what it does - seems like it's doing nothing -// but I might be wrong, so what is this stuff here doing? O.o - 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 - - for S := 1 to 1 do //wtf? - Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX; - - for T := 0 to 1 do - Text[T].X := Text[T].X + 10*ScreenX; - - // update static menu with time ... - Min := Round(LineState.CurrentTime) div 60; - Sec := Round(LineState.CurrentTime) mod 60; - 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); - - {// .. and scores - if PlayersPlay = 1 then begin - Tekst := IntToStr(Player[0].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP1Score].Text := Tekst; - end; - - if PlayersPlay = 2 then begin - Tekst := IntToStr(Player[0].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP1TwoPScore].Text := Tekst; - - Tekst := IntToStr(Player[1].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP2RScore].Text := Tekst; - end; - - if PlayersPlay = 3 then begin - Tekst := IntToStr(Player[0].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP1ThreePScore].Text := Tekst; - - Tekst := IntToStr(Player[1].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP2MScore].Text := Tekst; - - Tekst := IntToStr(Player[2].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP3RScore].Text := Tekst; - end; - - if PlayersPlay = 4 then begin - if ScreenAct = 1 then begin - Tekst := IntToStr(Player[0].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP1TwoPScore].Text := Tekst; - - Tekst := IntToStr(Player[1].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP2RScore].Text := Tekst; - end; - if ScreenAct = 2 then begin - Tekst := IntToStr(Player[2].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP1TwoPScore].Text := Tekst; - - Tekst := IntToStr(Player[3].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP2RScore].Text := Tekst; - end; - end; - - if PlayersPlay = 6 then begin - if ScreenAct = 1 then begin - Tekst := IntToStr(Player[0].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP1ThreePScore].Text := Tekst; - - Tekst := IntToStr(Player[1].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP2MScore].Text := Tekst; - - Tekst := IntToStr(Player[2].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP3RScore].Text := Tekst; - end; - if ScreenAct = 2 then begin - Tekst := IntToStr(Player[3].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP1ThreePScore].Text := Tekst; - - Tekst := IntToStr(Player[4].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP2MScore].Text := Tekst; - - Tekst := IntToStr(Player[5].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP3RScore].Text := Tekst; - end; - end; } - - // draw static menu (BG) - //DrawBG; // there is no menu and the animated background brakes the video playback because the timecode is in a different format - //Draw Background - SingDrawBackground; - // update and draw movie - - if ShowFinish and - ( CurrentSong.VideoLoaded or fShowVisualization ) then -// if ShowFinish then - begin -// try -// UpdateSmpeg; // this only draws - // todo: find a way to determine, when a new frame is needed - // toto: same for the need to skip frames - - if assigned( fCurrentVideoPlaybackEngine ) then - begin - fCurrentVideoPlaybackEngine.GetFrame(LineState.CurrentTime); - fCurrentVideoPlaybackEngine.DrawGL(ScreenAct); - end; - -(* - except - on E : Exception do - begin - - //If an Error occurs drawing: prevent Video from being Drawn again and Close Video - CurrentSong.VideoLoaded := False; - log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); - Log.LogError('Error Message : '+ E.message ); - Log.LogError(' In : '+ E.ClassName +' (TScreenSing.Draw)' ); - - Log.LogError('Corrupted File: ' + CurrentSong.Video); - try -// CloseSmpeg; - fCurrentVideoPlaybackEngine.Close; - except - - end; - end; - end; -*) - - end; - - // draw static menu (FG) - DrawFG; - - // check for music finish -// Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(LineState.CurrentTime*1000) + ' ' + IntToStr(CurrentSong.Finish)); - if ShowFinish then begin - if (not AudioPlayback.Finished) and ((CurrentSong.Finish = 0) or (LineState.CurrentTime*1000 <= CurrentSong.Finish)) then begin - //Pause Mod: - if not Paused then Sing(Self); // analyze song - end else begin -// Log.LogError('End'); - if not FadeOut then begin -// Log.LogError('End2'); - Finish; - FadeOut := true; - FadeTo(@ScreenScore); - end; - end; - end; - - // draw custom items - SingDraw; // always draw - -//GoldenNoteStarsTwinkle Mod - GoldenRec.SpawnRec; -//GoldenNoteStarsTwinkle Mod - - //Draw Scores - Scores.Draw; - - // back stereo - -// weird stuff, maybe this is for "dual screen?", but where is player three then? -// okay this stuff appears again some lines above this one, I commented it out for testing what it does - seems like it's doing nothing -// but I might be wrong, so what is this stuff here doing? O.o - 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;} -//weird end - - for S := 1 to 1 do // wtf? - Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX; - - for T := 0 to 1 do - Text[T].X := Text[T].X - 10*ScreenX; - - //Draw Pausepopup - //I use this workaround that the Static is drawen 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; - -end; - -procedure TScreenSing.Finish; -begin - AudioInput.CaptureStop; - AudioPlayback.Stop; - - 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 -// CloseSmpeg; - fCurrentVideoPlaybackEngine.Close; - CurrentSong.VideoLoaded := false; // to prevent drawing closed video - end; - - SetFontItalic (False); -end; - -(* -procedure TScreenSing.UpdateLCD; //TODO: maybe LCD Support as Plugin? -var - T: string; -begin - //Todo: Lyrics -{ LCD.HideCursor; - LCD.Clear; - - T := LyricMain.Text; - if Copy(T, Length(T), 1) <> ' ' then T := T + ' '; - LCD.AddTextBR(T); - - T := LyricSub.Text; - if Copy(T, Length(T), 1) <> ' ' then T := T + ' '; - LCD.AddTextBR(T);} -end; -*) - -procedure TScreenSing.onSentenceEnd(S: Cardinal); -var -I: Integer; -A: Real; -B: integer; //Max Points for Notes -begin - - //Check for Empty Sentence - if (Lines[0].Line[S].TotalNotes<=0) then - exit; - - //Set Max Note Points - if (Ini.LineBonus > 0) then - B := 9000 - else - B := 10000; - - for I := 0 to High(Player) do begin - A := Player[I].Score + Player[I].ScoreGolden - Player[I].ScoreLast + 2; - - - //PhrasenBonus - Line Bonus Mod - - //Generate Steps 0 to 8 - A := Floor(A / (B * Lines[0].Line[S].TotalNotes / Lines[0].ScoreValue) * 8); - - If (Ini.LineBonus > 0) then - begin - //PhrasenBonus give Points - Player[I].ScoreLine := Player[I].ScoreLine + (1000 / (Length(Lines[0].Line) - NumEmptySentences) * A / 8); - Player[I].ScoreLineI := Round(Player[I].ScoreLine / 10) * 10; - //Update Total Score - Player[I].ScoreTotalI := Player[I].ScoreI + Player[I].ScoreGoldenI + Player[I].ScoreLineI; - - //Spawn PopUp - If (A >= 8) then - A := 8 - else IF A < 0 then - A := 0; - - Scores.SpawnPopUp(I, Floor(A), Player[I].ScoreTotalI); - end; - //PhrasenBonus - Line Bonus Mod End// } - - //PerfectLineTwinkle Mod (effect) Pt.1 - If (Ini.EffectSing=1) then - begin - if A >= 8 then Player[I].LastSentencePerfect := True - else Player[I].LastSentencePerfect := False; - end; - //PerfectLineTwinkle Mod end - - //Refresh LastScore - Player[I].ScoreLast := Player[I].Score + Player[I].ScoreGolden; - - end; - - //PerfectLineTwinkle Mod (effect) Pt.2 - if Ini.EffectSing=1 then - GoldenRec.SpawnPerfectLineTwinkle; - //PerfectLineTwinkle Mod end - - - // if we are shoing a visualization... change to a new preset after each sentence.. - // Maybe we should make this less often or something... just a - if fShowVisualization then - fCurrentVideoPlaybackEngine.Position := now; // move to a random position -end; - -//Called on Sentence Change S= New Current Sentence -procedure TScreenSing.onSentenceChange(S: Cardinal); -begin - //GoldenStarsTwinkle Mod - GoldenRec.SentenceChange; - if (Lyrics.LineCounter <= High(Lines[0].Line)) then - begin - Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]); - end - else - Lyrics.AddLine(nil); - - // addline uses display memory - // calling draw makes sure, there's the singscreen in it, when the next - // swap between onscreen and offscreen buffers is done - // (this eliminates the onSentenceChange flickering) - // note: maybe it would be better to make sure, a display redraw is done - // right after the sentence change (before buffer swap) or make sure - // onsentencechange is only called right before calling Display.Draw - // (or whatever it was called) - Draw; - - //GoldenStarsTwinkle Mod End -end; - -end. +unit UScreenSing;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+
+uses UMenu,
+ UMusic,
+ SDL,
+ SysUtils,
+ UFiles,
+ UTime,
+ USongs,
+ UIni,
+ ULog,
+ UTexture,
+ ULyrics,
+ TextGL,
+ OpenGL12,
+ UThemes,
+ //ULCD, //TODO: maybe LCD Support as Plugin?
+ UGraphicClasses,
+ USingScores;
+
+type
+ TScreenSing = class(TMenu)
+ protected
+ paused: boolean; //Pause Mod
+ PauseTime: Real;
+ NumEmptySentences: integer;
+ public
+ //TextTime: integer;
+
+ //TimeBar mod
+ StaticTimeProgress: integer;
+ TextTimeText: integer;
+ //eoa TimeBar mod
+
+ StaticP1: integer;
+ TextP1: integer;
+ {StaticP1ScoreBG: integer;
+ TextP1Score: integer;}
+
+ {//moveable singbar mod
+ StaticP1SingBar: integer;
+ StaticP1ThreePSingBar: integer;
+ StaticP1TwoPSingBar: integer;
+ StaticP2RSingBar: integer;
+ StaticP2MSingBar: integer;
+ StaticP3SingBar: integer;
+ //eoa moveable singbar }
+
+ //Added for ps3 skin
+ //shown when game is in 2/4 player modus
+ StaticP1TwoP: integer;
+ TextP1TwoP: integer;
+
+ {StaticP1TwoPScoreBG: integer;
+ TextP1TwoPScore: integer;}
+ //shown when game is in 3/6 player modus
+ StaticP1ThreeP: integer;
+ TextP1ThreeP: integer;
+
+ {TextP1ThreePScore: integer;
+ StaticP1ThreePScoreBG: integer; }
+ //eoa
+
+ StaticP2R: integer;
+ TextP2R: integer;
+
+ {StaticP2RScoreBG: integer;
+ TextP2RScore: integer;}
+
+ StaticP2M: integer;
+ TextP2M: integer;
+
+ {StaticP2MScoreBG: integer;
+ TextP2MScore: integer; }
+
+ StaticP3R: integer;
+ TextP3R: integer;
+
+ {StaticP3RScoreBG: integer;
+ TextP3RScore: integer;}
+ StaticPausePopup: integer;
+
+ Tex_Background: TTexture;
+ FadeOut: boolean;
+// LyricMain: TLyric;
+// LyricSub: TLyric;
+ Lyrics: TLyricEngine;
+
+ //Score Manager:
+ Scores: TSingScores;
+
+ fShowVisualization : boolean;
+ fCurrentVideoPlaybackEngine : IVideoPlayback;
+
+ constructor Create; override;
+ procedure onShow; override;
+ procedure onShowFinish; override;
+
+ function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override;
+ function Draw: boolean; override;
+
+ procedure Finish; virtual;
+ //procedure UpdateLCD; //TODO: maybe LCD Support as Plugin?
+ procedure Pause; //Pause Mod(Toggles Pause)
+
+ procedure onSentenceEnd(S: Cardinal); //OnSentenceEnd for LineBonus + Singbar
+ procedure onSentenceChange(S: Cardinal); //OnSentenceChange (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
+ PauseTime := LineState.CurrentTime;
+ Paused := true;
+
+ // pause Music
+ AudioPlayback.Pause;
+
+ // pause Video
+ if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then
+ fCurrentVideoPlaybackEngine.Pause;
+
+ end
+ else //disable Pause
+ begin
+ LineState.CurrentTime := PauseTime; //Position of Notes
+
+ // Position of Music
+ // FIXME: remove this and provide LineState.CurrentTime as sync-source instead
+ // so every stream can synch itself
+ AudioPlayback.Position := PauseTime;
+
+ // 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);
+
+ {StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG);
+ TextP1Score := AddText(Theme.Sing.TextP1Score);
+ StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar);}
+
+// 2 or 4 players | P1
+ StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP);
+ TextP1TwoP := AddText(Theme.Sing.TextP1TwoP);
+
+ {StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG);
+ TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore);
+ StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);}
+
+ // | P2
+ StaticP2R := AddStatic(Theme.Sing.StaticP2R);
+ TextP2R := AddText(Theme.Sing.TextP2R);
+
+ {StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG);
+ TextP2RScore := AddText(Theme.Sing.TextP2RScore);
+ StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar); }
+
+// 3 or 6 players | P1
+ StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP);
+ TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP);
+
+ {StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG);
+ TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore);
+ StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar);}
+
+ // | P2
+ StaticP2M := AddStatic(Theme.Sing.StaticP2M);
+ TextP2M := AddText(Theme.Sing.TextP2M);
+
+ {StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG);
+ TextP2MScore := AddText(Theme.Sing.TextP2MScore);
+ StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar);}
+
+ // | P3
+ StaticP3R := AddStatic(Theme.Sing.StaticP3R);
+ TextP3R := AddText(Theme.Sing.TextP3R);
+
+ {StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG);
+ TextP3RScore := AddText(Theme.Sing.TextP3RScore);
+ StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar);}
+
+ StaticPausePopup := AddStatic(Theme.Sing.PausePopUp);
+ Static[StaticPausePopup].Visible := false; //Pausepopup is not visibile at the beginning
+
+ if ScreenAct = 2 then begin
+ // katze und affe
+
+ end;
+
+ Lyrics := TLyricEngine.Create(80,Skin_LyricsT,640,12,80,Skin_LyricsT+36,640,12);
+
+ if assigned( fCurrentVideoPlaybackEngine ) then
+ fCurrentVideoPlaybackEngine.Init();
+end;
+
+procedure TScreenSing.onShow;
+var
+ P: integer;
+ V1: boolean;
+ V1TwoP: boolean; //added for ps3 skin
+ V1ThreeP: boolean; //added for ps3 skin
+ V2R: boolean;
+ V2M: boolean;
+ V3R: boolean;
+ NR: TRecR; //Line Bonus Mod
+
+ Color: TRGB;
+
+ success: boolean;
+begin
+ inherited;
+
+ Log.LogStatus('Begin', 'onShow');
+ FadeOut := false; // 0.5.0: early 0.5.0 problems were by this line commented
+
+ // 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
+ For P := 0 to PlayersPlay -1 do //Add new Ones
+ begin
+ Scores.AddPlayer(Tex_ScoreBG[P], Color);
+ end;
+
+ Scores.Init; //Get Positions for Players
+
+
+
+ // prepare players
+ SetLength(Player, PlayersPlay);
+// Player[0].ScoreTotalI := 0;
+
+ 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;
+
+ {Static[StaticP1ScoreBG].Visible := V1;
+ Text[TextP1Score].Visible := V1;}
+
+
+ //This one is shown in 2/4P mode
+ Static[StaticP1TwoP].Visible := V1TwoP;
+ Text[TextP1TwoP].Visible := V1TwoP;
+
+ {Static[StaticP1TwoPScoreBG].Visible := V1TwoP;
+ Text[TextP1TwoPScore].Visible := V1TwoP;}
+
+ Static[StaticP2R].Visible := V2R;
+ Text[TextP2R].Visible := V2R;
+
+ {Static[StaticP2RScoreBG].Visible := V2R;
+ Text[TextP2RScore].Visible := V2R; }
+
+
+ //This one is shown in 3/6P mode
+ Static[StaticP1ThreeP].Visible := V1ThreeP;
+ Text[TextP1ThreeP].Visible := V1ThreeP;
+
+ {Static[StaticP1ThreePScoreBG].Visible := V1ThreeP;
+ Text[TextP1ThreePScore].Visible := V1ThreeP; }
+
+ Static[StaticP2M].Visible := V2M;
+ Text[TextP2M].Visible := V2M;
+
+ {Static[StaticP2MScoreBG].Visible := V2M;
+ Text[TextP2MScore].Visible := V2M; }
+
+ Static[StaticP3R].Visible := V3R;
+ Text[TextP3R].Visible := V3R;
+
+ {Static[StaticP3RScoreBG].Visible := V3R;
+ Text[TextP3RScore].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...
+
+ Visualization.Init();
+
+ fCurrentVideoPlaybackEngine.Close;
+ fCurrentVideoPlaybackEngine := VideoPlayback;
+
+ // set movie
+ CurrentSong.VideoLoaded := false;
+ fShowVisualization := false;
+ if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then
+ begin
+ // todo: VideoGap and Start time verwursten
+
+ fCurrentVideoPlaybackEngine.Open( CurrentSong.Path + CurrentSong.Video );
+
+ fCurrentVideoPlaybackEngine.position := CurrentSong.VideoGAP + CurrentSong.Start;
+
+ CurrentSong.VideoLoaded := true;
+ end;
+
+ // set background
+ if (CurrentSong.Background <> '') and (CurrentSong.VideoLoaded = false) 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;
+
+
+
+ // play music (I)
+ AudioInput.CaptureStart;
+ AudioPlayback.Position := CurrentSong.Start;
+// Music.Play;
+
+ // prepare timer (I)
+// CountSkipTimeSet;
+ LineState.CurrentTime := CurrentSong.Start;
+ LineState.TotalTime := AudioPlayback.Length;
+ if (CurrentSong.Finish > 0) then LineState.TotalTime := CurrentSong.Finish / 1000;
+ LineState.OldBeat := -1;
+ 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;
+
+ {
+ LyricSub.FontStyle := 0;
+ LyricMain.Size := 14; // 13
+ LyricSub.Size := 14; // 13
+ LyricMain.ColR := Skin_FontR;
+ LyricMain.ColG := Skin_FontG;
+ LyricMain.ColB := Skin_FontB; //Change für Crazy Joker
+ }
+ {
+ LyricMain.ColSR := Skin_FontHighlightR;
+ LyricMain.ColSG := Skin_FontHighlightG;
+ LyricMain.ColSB := Skin_FontHighlightB;
+ }{
+ LyricMain.ColSR := 5/255; //26
+ LyricMain.ColSG := 163/255; //165
+ LyricMain.ColSB := 210/255; //220
+
+ LyricSub.ColR := 0.4; //0.6
+ LyricSub.ColG := 0.4; //0.6
+ LyricSub.ColB := 0.4; //0.6
+ }
+ end;
+ 1:
+ begin
+ {
+ LyricMain.FontStyle := 2;
+ LyricSub.FontStyle := 2;
+ LyricMain.Size := 14;
+ LyricSub.Size := 14;
+ LyricMain.ColR := 0.75;
+ LyricMain.ColG := 0.75;
+ LyricMain.ColB := 1;
+ LyricMain.ColSR := 0.5;
+ LyricMain.ColSG := 0.5;
+ LyricMain.ColSB := 1;
+ LyricSub.ColR := 0.8;
+ LyricSub.ColG := 0.8;
+ LyricSub.ColB := 0.8;
+ }
+
+ 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;
+ {
+ LyricSub.FontStyle := 3;
+ LyricMain.Size := 12;
+ LyricSub.Size := 12;
+ LyricMain.ColR := 0.75;
+ LyricMain.ColG := 0.75;
+ LyricMain.ColB := 1;
+ LyricMain.ColSR := 0.5;
+ LyricMain.ColSG := 0.5;
+ LyricMain.ColSB := 1;
+ LyricSub.ColR := 0.8;
+ LyricSub.ColG := 0.8;
+ LyricSub.ColB := 0.8;
+ }
+ end;
+ end; // case
+
+ // Add Lines to Lyrics
+ While (not Lyrics.LineinQueue) AND (Lyrics.LineCounter <= High(Lines[0].Line)) do
+ Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
+
+ //UpdateLCD; //TODO: maybe LCD Support as Plugin?
+
+ //Deactivate Pause
+ Paused := False;
+
+ //Kill all Stars not Killed yet
+ //GoldenStarsTwinkle Mod
+ GoldenRec.SentenceChange;
+ //GoldenStarsTwinkle Mod End
+
+ {//Set Position of Line Bonus - PhrasenBonus
+ if (Ini.LineBonus = 1) then //Show Line Bonus at Scores
+ begin
+ Case PlayersPlay of
+ 1: begin
+ Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ScoreBG.x;
+ Player[0].LineBonus_TargetY := Theme.Sing.TextP1Score.Y;
+ Player[0].LineBonus_StartX := Theme.Sing.StaticP1ScoreBG.x;
+ Player[0].LineBonus_StartY := Theme.Sing.TextP1Score.Y + 65;
+ end;
+
+ 2: begin
+ //P1
+ Player[0].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x;
+ Player[0].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y;
+ Player[0].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.X;
+ Player[0].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65;
+
+ //P2
+ Player[1].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.X;
+ Player[1].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y;
+ Player[1].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.X;
+ Player[1].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65;
+ end;
+
+ 3: begin
+ //P1
+ Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x;
+ Player[0].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y;
+ Player[0].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x;
+ Player[0].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65;
+
+ //P2
+ Player[1].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x;
+ Player[1].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y;
+ Player[1].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x;
+ Player[1].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65;
+
+ //P3
+ Player[2].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x;
+ Player[2].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y;
+ Player[2].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x;
+ Player[2].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65;
+ end;
+
+ 4: begin
+ //P1
+ Player[0].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x;
+ Player[0].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y;
+ Player[0].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.x;
+ Player[0].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65;
+
+ //P2
+ Player[1].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.x;
+ Player[1].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y;
+ Player[1].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.x;
+ Player[1].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65;
+
+ //P3
+ Player[2].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x;
+ Player[2].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y;
+ Player[2].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.x;
+ Player[2].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65;
+
+ //P4
+ Player[3].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.x;
+ Player[3].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y;
+ Player[3].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.x;
+ Player[3].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65;
+ end;
+
+ 6: begin
+ //P1
+ Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x;
+ Player[0].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y;
+ Player[0].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x;
+ Player[0].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65;
+
+ //P2
+ Player[1].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x;
+ Player[1].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y;
+ Player[1].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x;
+ Player[1].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65;
+
+ //P3
+ Player[2].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x;
+ Player[2].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y;
+ Player[2].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x;
+ Player[2].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65;
+
+ //P4
+ Player[3].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x;
+ Player[3].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y;
+ Player[3].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x;
+ Player[3].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65;
+
+ //P5
+ Player[4].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x;
+ Player[4].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y;
+ Player[4].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x;
+ Player[4].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65;
+
+ //P6
+ Player[5].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x;
+ Player[5].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y;
+ Player[5].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x;
+ Player[5].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65;
+ end;
+ end;
+ end
+ else if (Ini.LineBonus = 2) then //Show Line Bonus at Notes
+ begin
+
+ // positions
+ if Ini.SingWindow = 0 then begin
+ NR.Left := 120;
+ end else begin
+ NR.Left := 20;
+ end;
+ NR.Right := 780;
+
+ NR.Width := NR.Right - NR.Left;
+ NR.WMid := NR.Width / 2;
+ NR.Mid := NR.Left + NR.WMid;
+
+ Case PlayersPlay of
+ 1: begin
+ Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[0].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65;
+ Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[0].LineBonus_StartY := Skin_P2_NotesB - 105;
+ end;
+
+ 2: begin
+ //P1
+ Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28;
+ Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28;
+
+ //P2
+ Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28;
+ Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28;
+ end;
+
+ 3: begin
+ //P1
+ Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[0].LineBonus_TargetY := 120 - 65 + 28;
+ Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[0].LineBonus_StartY := 120 + 28;
+
+ //P2
+ Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[1].LineBonus_TargetY := 245 - 65 + 28;
+ Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[1].LineBonus_StartY := 245 + 28;
+
+ //P3
+ Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[2].LineBonus_TargetY := 370 - 65 + 28;
+ Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[2].LineBonus_StartY := 370 + 28;
+ end;
+
+ 4: begin
+ //P1
+ Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28;
+ Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28;
+
+ //P2
+ Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28;
+ Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28;
+
+ //P3
+ Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[2].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28;
+ Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[2].LineBonus_StartY := Skin_P1_NotesB - 105 + 28;
+
+ //P4
+ Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[3].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28;
+ Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[3].LineBonus_StartY := Skin_P2_NotesB - 105 + 28;
+ end;
+
+ 6: begin
+ //P1
+ Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[0].LineBonus_TargetY := 120 - 65 + 28;
+ Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[0].LineBonus_StartY := 120 + 28;
+
+ //P2
+ Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[1].LineBonus_TargetY := 245 - 65 + 28;
+ Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[1].LineBonus_StartY := 245 + 28;
+
+ //P3
+ Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[2].LineBonus_TargetY := 370 - 65 + 28;
+ Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[2].LineBonus_StartY := 370 + 28;
+
+ //P4
+ Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[3].LineBonus_TargetY := 120 - 65 + 28;
+ Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[3].LineBonus_StartY := 120 + 28;
+
+ //P5
+ Player[4].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[4].LineBonus_TargetY := 245 - 65 + 28;
+ Player[4].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[4].LineBonus_StartY := 245 + 28;
+
+ //P6
+ Player[5].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[5].LineBonus_TargetY := 370 - 65 + 28;
+ Player[5].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100);
+ Player[5].LineBonus_StartY := 370 + 28;
+ end;
+ end;
+ end; }
+
+ //Set Position of Line Bonus - PhrasenBonus End
+ //Set Num of Empty Sentences for Phrasen 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
+ // play movie (II)
+
+ if CurrentSong.VideoLoaded then
+ begin
+ try
+ fCurrentVideoPlaybackEngine.GetFrame(LineState.CurrentTime);
+ fCurrentVideoPlaybackEngine.DrawGL(ScreenAct);
+// PlaySmpeg;
+ except
+
+ on E : Exception do
+ begin
+ //If an Error occurs Reading Video: prevent Video from being Drawn again and Close Video
+ CurrentSong.VideoLoaded := False;
+ Log.LogError('Error drawing Video, Video has been disabled for this Song/Session.');
+ Log.LogError('Error Message : '+ E.message );
+ Log.LogError(' In : '+ E.ClassName +' (TScreenSing.onShowFinish)' );
+ Log.LogError('Corrupted File: ' + CurrentSong.Video);
+ try
+// CloseSmpeg;
+ fCurrentVideoPlaybackEngine.Close;
+ except
+
+ end;
+ end;
+ end;
+ end;
+
+
+ // play music (II)
+ AudioPlayback.Play;
+
+ // prepare timer (II)
+ CountSkipTimeSet;
+end;
+
+function TScreenSing.Draw: boolean;
+var
+ Min: integer;
+ Sec: integer;
+ Tekst: string;
+ Flash: real;
+ S: integer;
+ T: integer;
+begin
+
+
+
+ //ScoreBG Mod | den wirren Scheiss hier brauch mer nimmer, wir haben colorized png's - no need for wirrness also
+ // set player colors - macht nichts weiter als die farben des statics zu wechseln, was zu unschönen effekten bei colorized png führt
+{ if PlayersPlay = 4 then begin
+ if ScreenAct = 1 then begin
+ LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG,
+ Static[StaticP1TwoP].Texture.ColB, 'P1Dark');
+ LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG,
+ Static[StaticP2R].Texture.ColB, 'P2Dark');
+
+ LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG,
+ Static[StaticP1TwoPScoreBG].Texture.ColB, 'P1Dark');
+ LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG,
+ Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark');
+ end;
+ if ScreenAct = 2 then begin
+ LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG,
+ Static[StaticP1TwoP].Texture.ColB, 'P3Dark');
+ LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG,
+ Static[StaticP2R].Texture.ColB, 'P4Dark');
+
+ LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG,
+ Static[StaticP1TwoPScoreBG].Texture.ColB, 'P3Dark');
+ LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG,
+ Static[StaticP2RScoreBG].Texture.ColB, 'P4Dark');
+ end;
+ end;
+
+ if PlayersPlay = 6 then begin
+ if ScreenAct = 1 then begin
+ LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG,
+ Static[StaticP1ThreeP].Texture.ColB, 'P1Dark');
+ LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG,
+ Static[StaticP2R].Texture.ColB, 'P2Dark');
+ LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG,
+ Static[StaticP3R].Texture.ColB, 'P3Dark');
+
+ LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG,
+ Static[StaticP1ThreePScoreBG].Texture.ColB, 'P1Dark');
+ LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG,
+ Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark');
+ LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG,
+ Static[StaticP3RScoreBG].Texture.ColB, 'P3Dark');
+ end;
+ if ScreenAct = 2 then begin
+
+ LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG,
+ Static[StaticP1ThreeP].Texture.ColB, 'P4Dark');
+ LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG,
+ Static[StaticP2R].Texture.ColB, 'P5Dark');
+ LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG,
+ Static[StaticP3R].Texture.ColB, 'P6Dark');
+
+
+ LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG,
+ Static[StaticP1ThreePScoreBG].Texture.ColB, 'P4Dark');
+ LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG,
+ Static[StaticP2RScoreBG].Texture.ColB, 'P5Dark');
+ LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG,
+ Static[StaticP3RScoreBG].Texture.ColB, 'P6Dark');
+ end;
+ end;
+ }
+
+ // 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
+{ 1: begin
+ Text[TextP1].Text := 'P2';
+ end;
+ 2: begin
+ Text[TextP1].Text := 'P3';
+ Text[TextP2R].Text := 'P4';
+ end;
+ 3: begin
+ Text[TextP1].Text := 'P4';
+ Text[TextP2M].Text := 'P5';
+ Text[TextP3R].Text := 'P6';
+ end;}
+
+ 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
+
+ // stereo
+
+// weird stuff, maybe this is for "dual screen?", but where is player three then? | okay, i commented the stuff out the other day - nothing was missing on screen w/ 6 players - so do we even need this stuff?
+// okay this stuff appears again some lines beneath this one, I commented it out for testing what it does - seems like it's doing nothing
+// but I might be wrong, so what is this stuff here doing? O.o
+ 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
+
+ for S := 1 to 1 do //wtf?
+ Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX;
+
+ for T := 0 to 1 do
+ Text[T].X := Text[T].X + 10*ScreenX;
+
+ // update static menu with time ...
+ Min := Round(LineState.CurrentTime) div 60;
+ Sec := Round(LineState.CurrentTime) mod 60;
+ 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);
+
+ {// .. and scores
+ if PlayersPlay = 1 then begin
+ Tekst := IntToStr(Player[0].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP1Score].Text := Tekst;
+ end;
+
+ if PlayersPlay = 2 then begin
+ Tekst := IntToStr(Player[0].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP1TwoPScore].Text := Tekst;
+
+ Tekst := IntToStr(Player[1].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP2RScore].Text := Tekst;
+ end;
+
+ if PlayersPlay = 3 then begin
+ Tekst := IntToStr(Player[0].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP1ThreePScore].Text := Tekst;
+
+ Tekst := IntToStr(Player[1].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP2MScore].Text := Tekst;
+
+ Tekst := IntToStr(Player[2].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP3RScore].Text := Tekst;
+ end;
+
+ if PlayersPlay = 4 then begin
+ if ScreenAct = 1 then begin
+ Tekst := IntToStr(Player[0].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP1TwoPScore].Text := Tekst;
+
+ Tekst := IntToStr(Player[1].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP2RScore].Text := Tekst;
+ end;
+ if ScreenAct = 2 then begin
+ Tekst := IntToStr(Player[2].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP1TwoPScore].Text := Tekst;
+
+ Tekst := IntToStr(Player[3].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP2RScore].Text := Tekst;
+ end;
+ end;
+
+ if PlayersPlay = 6 then begin
+ if ScreenAct = 1 then begin
+ Tekst := IntToStr(Player[0].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP1ThreePScore].Text := Tekst;
+
+ Tekst := IntToStr(Player[1].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP2MScore].Text := Tekst;
+
+ Tekst := IntToStr(Player[2].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP3RScore].Text := Tekst;
+ end;
+ if ScreenAct = 2 then begin
+ Tekst := IntToStr(Player[3].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP1ThreePScore].Text := Tekst;
+
+ Tekst := IntToStr(Player[4].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP2MScore].Text := Tekst;
+
+ Tekst := IntToStr(Player[5].ScoreTotalI);
+ while Length(Tekst) < 5 do Tekst := '0' + Tekst;
+ Text[TextP3RScore].Text := Tekst;
+ end;
+ end; }
+
+ // draw static menu (BG)
+ //DrawBG; // there is no menu and the animated background brakes the video playback because the timecode is in a different format
+ //Draw Background
+ SingDrawBackground;
+ // update and draw movie
+
+ if ShowFinish and
+ ( CurrentSong.VideoLoaded or fShowVisualization ) then
+// if ShowFinish then
+ begin
+// try
+// UpdateSmpeg; // this only draws
+ // todo: find a way to determine, when a new frame is needed
+ // toto: same for the need to skip frames
+
+ if assigned( fCurrentVideoPlaybackEngine ) then
+ begin
+ fCurrentVideoPlaybackEngine.GetFrame(LineState.CurrentTime);
+ fCurrentVideoPlaybackEngine.DrawGL(ScreenAct);
+ end;
+
+(*
+ except
+ on E : Exception do
+ begin
+
+ //If an Error occurs drawing: prevent Video from being Drawn again and Close Video
+ CurrentSong.VideoLoaded := False;
+ log.LogError('Error drawing Video, Video has been disabled for this Song/Session.');
+ Log.LogError('Error Message : '+ E.message );
+ Log.LogError(' In : '+ E.ClassName +' (TScreenSing.Draw)' );
+
+ Log.LogError('Corrupted File: ' + CurrentSong.Video);
+ try
+// CloseSmpeg;
+ fCurrentVideoPlaybackEngine.Close;
+ except
+
+ end;
+ end;
+ end;
+*)
+
+ end;
+
+ // draw static menu (FG)
+ DrawFG;
+
+ // check for music finish
+// Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(LineState.CurrentTime*1000) + ' ' + IntToStr(CurrentSong.Finish));
+ if ShowFinish then begin
+ if (not AudioPlayback.Finished) and ((CurrentSong.Finish = 0) or (LineState.CurrentTime*1000 <= CurrentSong.Finish)) then begin
+ //Pause Mod:
+ if not Paused then Sing(Self); // analyze song
+ end else begin
+// Log.LogError('End');
+ if not FadeOut then begin
+// Log.LogError('End2');
+ Finish;
+ FadeOut := true;
+ FadeTo(@ScreenScore);
+ end;
+ end;
+ end;
+
+ // draw custom items
+ SingDraw; // always draw
+
+//GoldenNoteStarsTwinkle Mod
+ GoldenRec.SpawnRec;
+//GoldenNoteStarsTwinkle Mod
+
+ //Draw Scores
+ Scores.Draw;
+
+ // back stereo
+
+// weird stuff, maybe this is for "dual screen?", but where is player three then?
+// okay this stuff appears again some lines above this one, I commented it out for testing what it does - seems like it's doing nothing
+// but I might be wrong, so what is this stuff here doing? O.o
+ 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;}
+//weird end
+
+ for S := 1 to 1 do // wtf?
+ Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX;
+
+ for T := 0 to 1 do
+ Text[T].X := Text[T].X - 10*ScreenX;
+
+ //Draw Pausepopup
+ //I use this workaround that the Static is drawen 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;
+
+end;
+
+procedure TScreenSing.Finish;
+begin
+ AudioInput.CaptureStop;
+ AudioPlayback.Stop;
+
+ 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
+// CloseSmpeg;
+ fCurrentVideoPlaybackEngine.Close;
+ CurrentSong.VideoLoaded := false; // to prevent drawing closed video
+ end;
+
+ SetFontItalic (False);
+end;
+
+(*
+procedure TScreenSing.UpdateLCD; //TODO: maybe LCD Support as Plugin?
+var
+ T: string;
+begin
+ //Todo: Lyrics
+{ LCD.HideCursor;
+ LCD.Clear;
+
+ T := LyricMain.Text;
+ if Copy(T, Length(T), 1) <> ' ' then T := T + ' ';
+ LCD.AddTextBR(T);
+
+ T := LyricSub.Text;
+ if Copy(T, Length(T), 1) <> ' ' then T := T + ' ';
+ LCD.AddTextBR(T);}
+end;
+*)
+
+procedure TScreenSing.onSentenceEnd(S: Cardinal);
+var
+I: Integer;
+A: Real;
+B: integer; //Max Points for Notes
+begin
+
+ //Check for Empty Sentence
+ if (Lines[0].Line[S].TotalNotes<=0) then
+ exit;
+
+ //Set Max Note Points
+ if (Ini.LineBonus > 0) then
+ B := 9000
+ else
+ B := 10000;
+
+ for I := 0 to High(Player) do begin
+ A := Player[I].Score + Player[I].ScoreGolden - Player[I].ScoreLast + 2;
+
+
+ //PhrasenBonus - Line Bonus Mod
+
+ //Generate Steps 0 to 8
+ A := Floor(A / (B * Lines[0].Line[S].TotalNotes / Lines[0].ScoreValue) * 8);
+
+ If (Ini.LineBonus > 0) then
+ begin
+ //PhrasenBonus give Points
+ Player[I].ScoreLine := Player[I].ScoreLine + (1000 / (Length(Lines[0].Line) - NumEmptySentences) * A / 8);
+ Player[I].ScoreLineI := Round(Player[I].ScoreLine / 10) * 10;
+ //Update Total Score
+ Player[I].ScoreTotalI := Player[I].ScoreI + Player[I].ScoreGoldenI + Player[I].ScoreLineI;
+
+ //Spawn PopUp
+ If (A >= 8) then
+ A := 8
+ else IF A < 0 then
+ A := 0;
+
+ Scores.SpawnPopUp(I, Floor(A), Player[I].ScoreTotalI);
+ end;
+ //PhrasenBonus - Line Bonus Mod End// }
+
+ //PerfectLineTwinkle Mod (effect) Pt.1
+ If (Ini.EffectSing=1) then
+ begin
+ if A >= 8 then Player[I].LastSentencePerfect := True
+ else Player[I].LastSentencePerfect := False;
+ end;
+ //PerfectLineTwinkle Mod end
+
+ //Refresh LastScore
+ Player[I].ScoreLast := Player[I].Score + Player[I].ScoreGolden;
+
+ end;
+
+ //PerfectLineTwinkle Mod (effect) Pt.2
+ if Ini.EffectSing=1 then
+ GoldenRec.SpawnPerfectLineTwinkle;
+ //PerfectLineTwinkle Mod end
+
+
+ // if we are shoing a visualization... change to a new preset after each sentence..
+ // Maybe we should make this less often or something... just a
+ if fShowVisualization then
+ fCurrentVideoPlaybackEngine.Position := now; // move to a random position
+end;
+
+//Called on Sentence Change S= New Current Sentence
+procedure TScreenSing.onSentenceChange(S: Cardinal);
+begin
+ //GoldenStarsTwinkle Mod
+ GoldenRec.SentenceChange;
+ if (Lyrics.LineCounter <= High(Lines[0].Line)) then
+ begin
+ Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
+ end
+ else
+ Lyrics.AddLine(nil);
+
+ // addline uses display memory
+ // calling draw makes sure, there's the singscreen in it, when the next
+ // swap between onscreen and offscreen buffers is done
+ // (this eliminates the onSentenceChange flickering)
+ // note: maybe it would be better to make sure, a display redraw is done
+ // right after the sentence change (before buffer swap) or make sure
+ // onsentencechange is only called right before calling Display.Draw
+ // (or whatever it was called)
+ Draw;
+
+ //GoldenStarsTwinkle Mod End
+end;
+
+end.
diff --git a/Game/Code/switches.inc b/Game/Code/switches.inc index 1162df35..10ca6b71 100644 --- a/Game/Code/switches.inc +++ b/Game/Code/switches.inc @@ -1,116 +1,116 @@ -// Comment by eddie: -// The mac port currently also uses the WIN32 define. -// Once I get the beast compiled, linked and running -// I will change this. -// There are some parts where the WIN32 define could not -// be used. I changed the WIN32 to MSWINDOWS. -// So, for Windows-only code use the MSWINDOWS define. - -// compiler/IDE dependent config -{$IFDEF FPC} - {$IFDEF DARWIN} - {$H+} // enables usage of AnsiString as String-type - {$R-} // disables range-checks - {$ENDIF} - - // if -dDEBUG is specified on the command-line, FPC uses some default - // compiler-flags specified in fpc.cfg -> use -dDEBUG_MODE instead - {$IFDEF DEBUG_MODE} - {$DEFINE DEBUG} - {$ENDIF} - - {$DEFINE HasInline} -{$ELSE} - {$DEFINE Delphi} - - // Delphi version numbers (ignore versions released before Delphi 6 as they miss the $IF directive): - // Delphi 6 (VER140), Delphi 7 (VER150), Delphi 8 (VER160) - // Delphi 9/2005 (VER170), Delphi 10/2006 (VER180) - - // the inline-procedure directive was introduced with Delphi 2005 - {$IF not (Defined(VER140) or Defined(VER150) or Defined(VER160))} - {$DEFINE HasInline} - {$IFEND} -{$ENDIF} - - -// platform dependent config -{$IF Defined(MSWINDOWS)} - // include defines but no constants - {$I config-win.inc} - - // enable debug-mode. For development only! - //{$DEFINE DEBUG} - {$IFDEF DEBUG} - // windows apps are either GUI- or console-apps. Console-apps will open - // an additional console-window for output. For development only! - {$DEFINE CONSOLE} - {$ENDIF} - - {$DEFINE HaveBASS} - {$UNDEF UseSerialPort} - {$DEFINE UseMIDIPort} -{$ELSEIF Defined(LINUX)} - // include defines but no constants - {$I config-linux.inc} - - // use "configure --enable-debug", "make debug" or - // the command-line parameter "-debug" instead of defining DEBUG directly - //{$DEFINE DEBUG} - // linux apps are always console-apps so leave this defined. - {$DEFINE CONSOLE} -{$ELSEIF Defined(DARWIN)} - // include defines but no constants - {$I config-macosx.inc} - - // enable debug-mode. For development only! - //{$DEFINE DEBUG} - {$DEFINE CONSOLE} - - {$DEFINE HaveBASS} - {$DEFINE DLL_CDECL} - {$DEFINE WIN32} - {$DEFINE UTF8_FILENAMES} -{$IFEND} - -// audio config -{$IF Defined(HaveBASS)} - {$DEFINE UseBASSPlayback} - {$DEFINE UseBASSInput} -{$ELSEIF Defined(HavePortaudio)} - //{$DEFINE UsePortaudioPlayback} - {$DEFINE UseSDLPlayback} - {$DEFINE UsePortaudioInput} - {$IFDEF HavePortmixer} - {$DEFINE UsePortmixer} - {$ENDIF} -{$IFEND} - -// ffmpeg config -{$IFDEF HaveFFMpeg} - {$DEFINE UseFFMpegDecoder} - {$DEFINE UseFFMpegVideo} - {$IFDEF HaveSWScale} - {$DEFINE UseSWScale} - {$ENDIF} -{$ENDIF} - -// projectM config -{$IF Defined(HaveProjectM)} - {$DEFINE UseProjectM} -{$IFEND} - -// specify some useful defines - -{$IF Defined(UseFFMpegVideo) or Defined(UseFFMpegDecoder)} - {$DEFINE UseFFMpeg} -{$IFEND} - -{$IF Defined(UseBASSInput) or Defined(UseBASSPlayback)} - {$DEFINE UseBASS} -{$IFEND} - -{$IF Defined(UsePortaudioInput) or Defined(UsePortaudioPlayback)} - {$DEFINE UsePortaudio} -{$IFEND} - +// Comment by eddie:
+// The mac port currently also uses the WIN32 define.
+// Once I get the beast compiled, linked and running
+// I will change this.
+// There are some parts where the WIN32 define could not
+// be used. I changed the WIN32 to MSWINDOWS.
+// So, for Windows-only code use the MSWINDOWS define.
+
+// compiler/IDE dependent config
+{$IFDEF FPC}
+ {$IFDEF DARWIN}
+ {$H+} // enables usage of AnsiString as String-type
+ {$R-} // disable range-checks (eddie: please test if this is still necessary)
+ {$ENDIF}
+
+ // if -dDEBUG is specified on the command-line, FPC uses some default
+ // compiler-flags specified in fpc.cfg -> use -dDEBUG_MODE instead
+ {$IFDEF DEBUG_MODE}
+ {$DEFINE DEBUG}
+ {$ENDIF}
+
+ {$DEFINE HasInline}
+{$ELSE}
+ {$DEFINE Delphi}
+
+ // Delphi version numbers (ignore versions released before Delphi 6 as they miss the $IF directive):
+ // Delphi 6 (VER140), Delphi 7 (VER150), Delphi 8 (VER160)
+ // Delphi 9/2005 (VER170), Delphi 10/2006 (VER180)
+
+ // the inline-procedure directive was introduced with Delphi 2005
+ {$IF not (Defined(VER140) or Defined(VER150) or Defined(VER160))}
+ {$DEFINE HasInline}
+ {$IFEND}
+{$ENDIF}
+
+
+// platform dependent config
+{$IF Defined(MSWINDOWS)}
+ // include defines but no constants
+ {$I config-win.inc}
+
+ // enable debug-mode. For development only!
+ //{$DEFINE DEBUG}
+ {$IFDEF DEBUG}
+ // windows apps are either GUI- or console-apps. Console-apps will open
+ // an additional console-window for output. For development only!
+ {$DEFINE CONSOLE}
+ {$ENDIF}
+
+ {$DEFINE HaveBASS}
+ {$UNDEF UseSerialPort}
+ {$DEFINE UseMIDIPort}
+{$ELSEIF Defined(LINUX)}
+ // include defines but no constants
+ {$I config-linux.inc}
+
+ // use "configure --enable-debug", "make debug" or
+ // the command-line parameter "-debug" instead of defining DEBUG directly
+ //{$DEFINE DEBUG}
+ // linux apps are always console-apps so leave this defined.
+ {$DEFINE CONSOLE}
+{$ELSEIF Defined(DARWIN)}
+ // include defines but no constants
+ {$I config-macosx.inc}
+
+ // enable debug-mode. For development only!
+ //{$DEFINE DEBUG}
+ {$DEFINE CONSOLE}
+
+ {$DEFINE HaveBASS}
+ {$DEFINE DLL_CDECL}
+ {$DEFINE WIN32}
+ {$DEFINE UTF8_FILENAMES}
+{$IFEND}
+
+// audio config
+{$IF Defined(HaveBASS)}
+ {$DEFINE UseBASSPlayback}
+ {$DEFINE UseBASSInput}
+{$ELSEIF Defined(HavePortaudio)}
+ //{$DEFINE UsePortaudioPlayback}
+ {$DEFINE UseSDLPlayback}
+ {$DEFINE UsePortaudioInput}
+ {$IFDEF HavePortmixer}
+ {$DEFINE UsePortmixer}
+ {$ENDIF}
+{$IFEND}
+
+// ffmpeg config
+{$IFDEF HaveFFMpeg}
+ {$DEFINE UseFFMpegDecoder}
+ {$DEFINE UseFFMpegVideo}
+ {$IFDEF HaveSWScale}
+ {$DEFINE UseSWScale}
+ {$ENDIF}
+{$ENDIF}
+
+// projectM config
+{$IF Defined(HaveProjectM)}
+ {$DEFINE UseProjectM}
+{$IFEND}
+
+// specify some useful defines
+
+{$IF Defined(UseFFMpegVideo) or Defined(UseFFMpegDecoder)}
+ {$DEFINE UseFFMpeg}
+{$IFEND}
+
+{$IF Defined(UseBASSInput) or Defined(UseBASSPlayback)}
+ {$DEFINE UseBASS}
+{$IFEND}
+
+{$IF Defined(UsePortaudioInput) or Defined(UsePortaudioPlayback)}
+ {$DEFINE UsePortaudio}
+{$IFEND}
+
diff --git a/Modis/SDK/UPluginDefs.pas b/Modis/SDK/UPluginDefs.pas index 68b35446..1075015a 100644 --- a/Modis/SDK/UPluginDefs.pas +++ b/Modis/SDK/UPluginDefs.pas @@ -154,7 +154,7 @@ type //----------------
const
{Returned if Service is not found from CallService}
- SERVICE_NOT_FOUND=$80000000;
+ SERVICE_NOT_FOUND = LongInt($80000000);
//for use in Service 'Core/ShowMessage' lParam(Symbol)
CORE_SM_NOSYMBOL= 0;
|