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authors_alexander <s_alexander@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-03-14 03:15:16 +0000
committers_alexander <s_alexander@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-03-14 03:15:16 +0000
commit3206170f01b1ae102b94ecf4f65647d86312edc2 (patch)
tree263d076f7157d46ae9ed787c2730a1ce326182f4
parent0ce8f19e59d386553bfcd5c321624c0abb63f00b (diff)
downloadusdx-3206170f01b1ae102b94ecf4f65647d86312edc2.tar.gz
usdx-3206170f01b1ae102b94ecf4f65647d86312edc2.tar.xz
usdx-3206170f01b1ae102b94ecf4f65647d86312edc2.zip
new lyric effect: slide
a lot lyric fixes change the resolution/fullscreen mode on exit the options menu some code improvements git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@957 b956fd51-792f-4845-bead-9b4dfca2ff2c
-rw-r--r--Game/Code/Classes/UGraphic.pas6
-rw-r--r--Game/Code/Classes/UIni.pas2
-rw-r--r--Game/Code/Classes/ULyrics.pas389
-rw-r--r--Game/Code/Classes/UMusic.pas1
-rw-r--r--Game/Code/Classes/USong.pas9
-rw-r--r--Game/Code/Classes/UThemes.pas4
-rw-r--r--Game/Code/Screens/UScreenOptionsGraphics.pas203
-rw-r--r--Game/Code/Screens/UScreenOptionsLyrics.pas192
-rw-r--r--Game/Code/Screens/UScreenSing.pas43
9 files changed, 465 insertions, 384 deletions
diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas
index f681626d..3203d417 100644
--- a/Game/Code/Classes/UGraphic.pas
+++ b/Game/Code/Classes/UGraphic.pas
@@ -564,9 +564,9 @@ end;
procedure Reinitialize3D;
begin
-// InitializeScreen;
-// LoadTextures;
-// LoadScreens;
+ InitializeScreen;
+ LoadTextures;
+ LoadScreens;
end;
procedure InitializeScreen;
diff --git a/Game/Code/Classes/UIni.pas b/Game/Code/Classes/UIni.pas
index 1bfea7a5..5330f45f 100644
--- a/Game/Code/Classes/UIni.pas
+++ b/Game/Code/Classes/UIni.pas
@@ -163,7 +163,7 @@ const
ILyricsFont: array[0..2] of string = ('Plain', 'OLine1', 'OLine2');
- ILyricsEffect: array[0..3] of string = ('Simple', 'Zoom', 'Slide', 'Ball');
+ ILyricsEffect: array[0..4] of string = ('Simple', 'Zoom', 'Slide', 'Ball', 'Shift');
ISolmization: array[0..3] of string = ('Off', 'Euro', 'Jap', 'American');
IColor: array[0..8] of string = ('Blue', 'Green', 'Pink', 'Red', 'Violet', 'Orange', 'Yellow', 'Brown', 'Black');
diff --git a/Game/Code/Classes/ULyrics.pas b/Game/Code/Classes/ULyrics.pas
index b720b6f8..4b456b4d 100644
--- a/Game/Code/Classes/ULyrics.pas
+++ b/Game/Code/Classes/ULyrics.pas
@@ -17,28 +17,28 @@ type
TLyricWord = record
X: Real; // left corner
Width: Real; // width
- TexPos: Real; // left corner in texture (0 to 1)
- TexWidth: Real; // width (0 to 1)
Start: Cardinal; // start of the word in quarters (beats)
Length: Cardinal; // length of the word in quarters
Text: String; // text
- Freestyle: Boolean; // freestyle?
+ 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
- Freestyle: Boolean; // complete line is freestyle?
- Players: Byte; // players that should sing that line (bitset, Player1: 1, Player2: 2, Player3: 4)
- Done: Boolean; // is sentence already sung?
+ 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
@@ -51,7 +51,7 @@ type
PUpperLine, PLowerLine, PQueueLine: PLyricLine;
IndicatorTex: TTexture; // texture for lyric indikator
- BallTex: TTexture; // texture of the ball for the lyric effekt
+ BallTex: TTexture; // texture of the ball for the lyric effect
inQueue: Boolean; // is line in queue
LCounter: Word; // line counter
@@ -66,7 +66,7 @@ type
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:Real);
+ procedure DrawBall(const XBall, YBall, Alpha:Real);
public
// positions, line specific settings
@@ -87,16 +87,9 @@ type
FontStyle: Byte; //Font for the Lyric Text
FontReSize: Boolean; //ReSize Lyrics if they don't fit Screen
-
- HoverEffekt: Byte; //effekt of hovering active words:
- // 1 - simple (only current word is highlighted)
- // 2 - zoom (current word is highlighted and zoomed bigger)
- // 3 - slide (highlight the line up to the current position - like a progress bar)
- // 4 - ball (current word is highlighted and ball is jumpung over that word)
-
{ // currently not used
- FadeInEffekt: Byte; //Effekt for Line Fading in: 0: No Effekt; 1: Fade Effekt; 2: Move Upwards from Bottom to Pos
- FadeOutEffekt: Byte; //Effekt for Line Fading out: 0: No Effekt; 1: Fade Effekt; 2: Move Upwards
+ 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
@@ -130,7 +123,8 @@ uses SysUtils,
UGraphic,
UDisplay,
dialogs,
- math;
+ math,
+ UIni;
//-----------
//Helper procs to use TRGB in Opengl ...maybe this should be somewhere else
@@ -140,11 +134,21 @@ 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;
+
//---------------
@@ -235,33 +239,36 @@ var
var
PTexData: Pointer;
begin
- // get memory
- GetMem(pTexData, 1024*64*4);
+ try
+ // get memory
+ GetMem(pTexData, 1024*64*4);
- // generate and bind Texture
- glGenTextures(1, @Result);
- glBindTexture(GL_TEXTURE_2D, Result);
+ // 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);
+ // 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;
+ 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;
- // free unused memory
- FreeMem(pTexData);
+ finally
+ // free unused memory
+ FreeMem(pTexData);
+ end;
end;
begin
- // lyric indikator (bar that indicates when the line start)
+ // lyric indicator (bar that indicates when the line start)
IndicatorTex := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricHelpBar')), 'BMP', 'Transparent', $FF00FF);
- // ball for current word hover in ball effekt
+ // ball for current word hover in ball effect
BallTex := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), 'PNG', 'Transparent', 0);
// duet mode: load player icon
@@ -289,6 +296,17 @@ var
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
@@ -316,16 +334,28 @@ begin
end;
// sentence has notes?
- If (Length(Line.Note) > 0) then
+ If Line = nil then
+ begin
+ // reset all values, if the new line is nil (lines after the last line)
+ LyricLine.Start := -1;
+ LyricLine.Length := -1;
+ LyricLine.CurWord := -1;
+ LyricLine.LastLine := False;
+ LyricLine.Width := -1;
+ 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].Lenght - LyricLine.Start;
LyricLine.CurWord := -1;
+ LyricLine.LastLine := Line.LastLine;
// default values - set later
- LyricLine.Freestyle := True;
+ LyricLine.HasFreestyle := False;
+ LyricLine.CountFreestyle := 0;
LyricLine.Text := '';
// duet mode: players of that line
@@ -340,10 +370,13 @@ begin
LyricLine.Words[I].Text := Line.Note[I].Text;
LyricLine.Words[I].Freestyle := Line.Note[I].FreeStyle;
- LyricLine.Freestyle := LyricLine.Freestyle AND Line.Note[I].FreeStyle;
- LyricLine.Text := LyricLine.Text + LyricLine.Words[I].Text
+ LyricLine.HasFreestyle := LyricLine.HasFreestyle OR Line.Note[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);
@@ -353,7 +386,7 @@ begin
glColor4f(1, 1, 1, 1);
// change fontsize to fit the screen
- LyricLine.Width := glTextWidth(PChar(LyricLine.Text));
+ LyricLine.Width := CalcWidth(LyricLine);
while (LyricLine.Width > UpperLineW) do
begin
Dec(LyricLine.Size);
@@ -362,46 +395,61 @@ begin
Break;
SetFontSize(LyricLine.Size);
- LyricLine.Width := glTextWidth(PChar(LyricLine.Text));
+ 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
- LyricLine.Words[I].X := PosX;
- LyricLine.Words[I].Width := glTextWidth(PChar(LyricLine.Words[I].Text));
- LyricLine.Words[I].TexPos := (PosX+1) / 1024;
- LyricLine.Words[I].TexWidth := (LyricLine.Words[I].Width-1) / 1024;
+ with LyricLine.Words[I] do
+ begin
+ SetFontItalic(Freestyle);
+
+ X := PosX;
+
+ //Draw Lyrics
+ SetFontPos(PosX, 0);
+ glPrint(PChar(Text));
- PosX := PosX + LyricLine.Words[I].Width;
+ 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);
-
- //Draw Lyrics
- SetFontPos(0, 0);
- glPrint(PChar(LyricLine.Text));
-
- 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]);
-
end;
+
+ 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);
@@ -437,45 +485,50 @@ begin
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);
- 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;
-
+ 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;
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
+ 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:Real);
+procedure TLyricEngine.DrawBall(const XBall, YBall, Alpha:Real);
begin
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, BallTex.TexNum);
+ try
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, BallTex.TexNum);
- glColor3f(1,1,1);
- 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;
-
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
+ 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;
//---------------
@@ -483,19 +536,24 @@ end;
//---------------
procedure TLyricEngine.DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real);
var
- CurWordStartTx, CurWordEndTx: Real; // texture-coordinates of start and end of current word
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 * (Line^.Size/10)+16;
@@ -510,14 +568,15 @@ begin
DrawPlayerIcon (2, True, X + (IconSize + 1)*2, Y + (42 - IconSize) / 2, IconSize, IconAlpha);
}
- LyricX := X+W/2;
- LyricX2 := LyricX + Line^.Width/2;
- LyricX := LyricX - Line^.Width/2;
-
+ 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
@@ -527,46 +586,59 @@ begin
// 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;
- if not ((Beat < (Line^.Words[Line^.CurWord].Start+Line^.Words[Line^.CurWord].Length))) 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
- with Line^.Words[High(Line^.Words)] do
+ CurWordStart := Line^.Words[High(Line^.Words)].X + Line^.Words[High(Line^.Words)].Width;
+ CurWordEnd := CurWordStart;
+
+ // fade out last line
+ if Line^.LastLine then
begin
- CurWordStartTx := TexPos + TexWidth;
- CurWordEndTx := CurWordStartTx;
- CurWordStart := X + Width;
- CurWordEnd := CurWordStart;
+ 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;
+ Progress := (Beat - Start) / Length;
if Progress >= 1 then
Progress := 1;
if Progress <= 0 then
Progress := 0;
- CurWordStartTx:=TexPos;
- CurWordEndTx:=TexPos+TexWidth;
CurWordStart:=X;
CurWordEnd:=X+Width;
// Slide Effect
// simply paint the active texture to the current position
- if HoverEffekt = 3 then
+ if Ini.LyricsEffect = 2 then
begin
- CurWordStartTx := CurWordStartTx + TexWidth * progress;
- CurWordEndTx := CurWordStartTx;
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;
@@ -576,65 +648,72 @@ begin
glBindTexture(GL_TEXTURE_2D, Line^.Tex);
// draw sentence up to current word
- if HoverEffekt = 4 then
+ 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)
+ glColorRGB(LineColor_en, Alpha)
else
- glColorRGB(LineColor_act);
+ glColorRGB(LineColor_act, Alpha);
glBegin(GL_QUADS);
glTexCoord2f(0, 1); glVertex2f(LyricX, LyricY);
glTexCoord2f(0, 1-LyricsHeight/64); glVertex2f(LyricX, LyricY + LyricsHeight);
- glTexCoord2f(CurWordStartTx, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordStart, LyricY + LyricsHeight);
- glTexCoord2f(CurWordStartTx, 1); glVertex2f(LyricX+CurWordStart, LyricY);
+ glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordStart, LyricY + LyricsHeight);
+ glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordStart+FreestyleDiff, LyricY);
glEnd;
// draw active word:
- // type 1: simple lyric effect
- // type 4: ball lyric effect
+ // type 0: simple lyric effect
+ // type 3: ball lyric effect
+ // type 4: shift lyric effect
// only change the color of the current word
- if (HoverEffekt = 1) or (HoverEffekt = 4) then
+ 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(CurWordStartTx, 1); glVertex2f(LyricX+CurWordStart, Y);
- glTexCoord2f(CurWordStartTx, 0); glVertex2f(LyricX+CurWordStart, Y + 64);
- glTexCoord2f(CurWordEndTx, 0); glVertex2f(LyricX+CurWordEnd, Y + 64);
- glTexCoord2f(CurWordEndTx, 1); glVertex2f(LyricX+CurWordEnd, Y);
+ 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(CurWordStartTx, 1); glVertex2f(LyricX+CurWordStart, LyricY);
- glTexCoord2f(CurWordStartTx, 0); glVertex2f(LyricX+CurWordStart, LyricY + 64);
- glTexCoord2f(CurWordEndTx, 0); glVertex2f(LyricX+CurWordEnd, LyricY + 64);
- glTexCoord2f(CurWordEndTx, 1); glVertex2f(LyricX+CurWordEnd, LyricY);
+ 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 2: zoom lyric effect
+ // type 1: zoom lyric effect
// change color and zoom current word
- else if HoverEffekt = 2 then
+ 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(CurWordStartTx+0.0001, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2, -LyricsHeight/2);
- glTexCoord2f(CurWordStartTx+0.0001, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
- glTexCoord2f(CurWordEndTx-0.0001, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
- glTexCoord2f(CurWordEndTx-0.0001, 1); glVertex2f((CurWordEnd-CurWordStart)/2, -LyricsHeight/2);
+ glTexCoord2f((CurWordStart+FreestyleDiff)/1024+0.0001, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
+ glTexCoord2f(CurWordStart/1024+0.0001, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
+ glTexCoord2f(CurWordEnd/1024-0.0001, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
+ glTexCoord2f((CurWordEnd+FreestyleDiff)/1024-0.0001, 1); glVertex2f((CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
glEnd;
glColor4f(LineColor_act.r,LineColor_act.g,LineColor_act.b,1);
glBegin(GL_QUADS);
- glTexCoord2f(CurWordStartTx+0.0001, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2, -LyricsHeight/2);
- glTexCoord2f(CurWordStartTx+0.0001, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
- glTexCoord2f(CurWordEndTx-0.0001, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
- glTexCoord2f(CurWordEndTx-0.0001, 1); glVertex2f((CurWordEnd-CurWordStart)/2, -LyricsHeight/2);
+ glTexCoord2f((CurWordStart+FreestyleDiff)/1024+0.0001, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
+ glTexCoord2f(CurWordStart/1024+0.0001, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
+ glTexCoord2f(CurWordEnd/1024-0.0001, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2);
+ glTexCoord2f((CurWordEnd+FreestyleDiff)/1024-0.0001, 1); glVertex2f((CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2);
glEnd;
glPopMatrix;
end;
@@ -642,8 +721,8 @@ begin
// draw rest of sentence
glColorRGB(LineColor_en);
glBegin(GL_QUADS);
- glTexCoord2f(CurWordEndTx, 1); glVertex2f(LyricX+CurWordEnd, LyricY);
- glTexCoord2f(CurWordEndTx, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordEnd, LyricY + LyricsHeight);
+ 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;
@@ -652,8 +731,8 @@ begin
glDisable(GL_TEXTURE_2D);
glDisable(GL_BLEND);
- if HoverEffekt = 4 then
- DrawBall(LyricX + CurWordStart + (CurWordEnd - CurWordStart) * progress, LyricY - 15 - 15*sin(progress * pi));
+ if Ini.LyricsEffect = 3 then
+ DrawBall(LyricX + CurWordStart + (CurWordEnd - CurWordStart) * progress, LyricY - 15 - 15*sin(progress * pi), Alpha);
end
else
begin
diff --git a/Game/Code/Classes/UMusic.pas b/Game/Code/Classes/UMusic.pas
index e2538c9d..4406ac21 100644
--- a/Game/Code/Classes/UMusic.pas
+++ b/Game/Code/Classes/UMusic.pas
@@ -34,6 +34,7 @@ type
HighNote: integer;
IlNut: integer; // (TODO: Il = tone, Nut(a) = Note)
TotalNotes: integer;
+ LastLine: boolean;
Note: array of record
Color: integer;
Start: integer;
diff --git a/Game/Code/Classes/USong.pas b/Game/Code/Classes/USong.pas
index 0ac8e841..a3a72107 100644
--- a/Game/Code/Classes/USong.pas
+++ b/Game/Code/Classes/USong.pas
@@ -232,6 +232,7 @@ begin
Lines[Count].NotesGAP := self.NotesGAP;
Lines[Count].Line[0].IlNut := 0;
Lines[Count].Line[0].HighNote := -1;
+ Lines[Count].Line[0].LastLine := False;
end;
// TempC := ':';
@@ -318,7 +319,11 @@ begin
Read(SongFile, TempC);
Inc(FileLineNo);
end; // while}
-
+
+ for Count := 0 to High(Lines) do begin
+ Lines[Count].Line[High(Lines[Count].Line)].LastLine := True;
+ end;
+
CloseFile(SongFile);
except
try
@@ -652,6 +657,8 @@ begin
end
else
Lines[LineNumberP].Line[Lines[LineNumberP].High].Start := Param1;
+
+ Lines[LineNumberP].Line[Lines[LineNumberP].High].LastLine := False;
Base[LineNumberP] := 100; // high number
end;
diff --git a/Game/Code/Classes/UThemes.pas b/Game/Code/Classes/UThemes.pas
index dcdb8681..0eb3627f 100644
--- a/Game/Code/Classes/UThemes.pas
+++ b/Game/Code/Classes/UThemes.pas
@@ -413,7 +413,7 @@ type
TThemeOptionsLyrics = class(TThemeBasic)
SelectLyricsFont: TThemeSelect;
- SelectLyricsEffect: TThemeSelect;
+ SelectLyricsEffect: TThemeSelectSlide;
SelectSolmization: TThemeSelect;
ButtonExit: TThemeButton;
end;
@@ -1171,7 +1171,7 @@ begin
ThemeLoadBasic(OptionsLyrics, 'OptionsLyrics');
ThemeLoadSelect(OptionsLyrics.SelectLyricsFont, 'OptionsLyricsSelectLyricsFont');
- ThemeLoadSelect(OptionsLyrics.SelectLyricsEffect, 'OptionsLyricsSelectLyricsEffect');
+ ThemeLoadSelectSlide(OptionsLyrics.SelectLyricsEffect, 'OptionsLyricsSelectLyricsEffect');
ThemeLoadSelect(OptionsLyrics.SelectSolmization, 'OptionsLyricsSelectSolmization');
ThemeLoadButton(OptionsLyrics.ButtonExit, 'OptionsLyricsButtonExit');
diff --git a/Game/Code/Screens/UScreenOptionsGraphics.pas b/Game/Code/Screens/UScreenOptionsGraphics.pas
index ea14a419..8b6e8454 100644
--- a/Game/Code/Screens/UScreenOptionsGraphics.pas
+++ b/Game/Code/Screens/UScreenOptionsGraphics.pas
@@ -1,101 +1,102 @@
-unit UScreenOptionsGraphics;
-
-interface
-
-{$I switches.inc}
-
-uses
- UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes;
-
-type
- TScreenOptionsGraphics = class(TMenu)
- public
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- end;
-
-implementation
-
-uses UGraphic, UMain;
-
-function TScreenOptionsGraphics.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
- SDLK_Q:
- begin
- Result := false;
- end;
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- Ini.Save;
- AudioPlayback.PlaySound(SoundLib.Back);
- FadeTo(@ScreenOptions);
- end;
- SDLK_RETURN:
- begin
-{ if SelInteraction <= 1 then begin
- Restart := true;
- end;}
- if SelInteraction = 5 then begin
- Ini.Save;
- AudioPlayback.PlaySound(SoundLib.Back);
- FadeTo(@ScreenOptions);
- end;
- end;
- SDLK_DOWN:
- InteractNext;
- SDLK_UP :
- InteractPrev;
- SDLK_RIGHT:
- begin
- if (SelInteraction >= 0) and (SelInteraction <= 4) then begin
- AudioPlayback.PlaySound(SoundLib.Option);
- InteractInc;
- end;
- end;
- SDLK_LEFT:
- begin
- if (SelInteraction >= 0) and (SelInteraction <= 4) then begin
- AudioPlayback.PlaySound(SoundLib.Option);
- InteractDec;
- end;
- end;
- end;
- end;
-end;
-
-constructor TScreenOptionsGraphics.Create;
-//var
-// I: integer; // Auto Removed, Unused Variable
-begin
- inherited Create;
-
- LoadFromTheme(Theme.OptionsGraphics);
-
- AddSelectSlide(Theme.OptionsGraphics.SelectSlideResolution, Ini.Resolution, IResolution);
- AddSelect(Theme.OptionsGraphics.SelectFullscreen, Ini.Fullscreen, IFullscreen);
- AddSelect(Theme.OptionsGraphics.SelectDepth, Ini.Depth, IDepth);
- AddSelect(Theme.OptionsGraphics.SelectOscilloscope, Ini.Oscilloscope, IOscilloscope);
- AddSelect(Theme.OptionsGraphics.SelectMovieSize, Ini.MovieSize, IMovieSize);
-
-
- AddButton(Theme.OptionsGraphics.ButtonExit);
- if (Length(Button[0].Text)=0) then
- AddButtonText(14, 20, Theme.Options.Description[7]);
-
-end;
-
-procedure TScreenOptionsGraphics.onShow;
-begin
- inherited;
-
- Interaction := 0;
-end;
-
-end.
+unit UScreenOptionsGraphics;
+
+interface
+
+{$I switches.inc}
+
+uses
+ UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes;
+
+type
+ TScreenOptionsGraphics = class(TMenu)
+ public
+ constructor Create; override;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+ procedure onShow; override;
+ end;
+
+implementation
+
+uses UGraphic, UMain;
+
+function TScreenOptionsGraphics.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
+begin
+ Result := true;
+ If (PressedDown) Then
+ begin // Key Down
+ case PressedKey of
+ SDLK_Q:
+ begin
+ Result := false;
+ end;
+
+ SDLK_ESCAPE,
+ SDLK_BACKSPACE :
+ begin
+ Ini.Save;
+ AudioPlayback.PlaySound(SoundLib.Back);
+ FadeTo(@ScreenOptions);
+ end;
+ SDLK_RETURN:
+ begin
+{ if SelInteraction <= 1 then begin
+ Restart := true;
+ end;}
+ if SelInteraction = 5 then begin
+ Ini.Save;
+ AudioPlayback.PlaySound(SoundLib.Back);
+ Reinitialize3D();
+ FadeTo(@ScreenOptions);
+ end;
+ end;
+ SDLK_DOWN:
+ InteractNext;
+ SDLK_UP :
+ InteractPrev;
+ SDLK_RIGHT:
+ begin
+ if (SelInteraction >= 0) and (SelInteraction <= 4) then begin
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractInc;
+ end;
+ end;
+ SDLK_LEFT:
+ begin
+ if (SelInteraction >= 0) and (SelInteraction <= 4) then begin
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractDec;
+ end;
+ end;
+ end;
+ end;
+end;
+
+constructor TScreenOptionsGraphics.Create;
+//var
+// I: integer; // Auto Removed, Unused Variable
+begin
+ inherited Create;
+
+ LoadFromTheme(Theme.OptionsGraphics);
+
+ AddSelectSlide(Theme.OptionsGraphics.SelectSlideResolution, Ini.Resolution, IResolution);
+ AddSelect(Theme.OptionsGraphics.SelectFullscreen, Ini.Fullscreen, IFullscreen);
+ AddSelect(Theme.OptionsGraphics.SelectDepth, Ini.Depth, IDepth);
+ AddSelect(Theme.OptionsGraphics.SelectOscilloscope, Ini.Oscilloscope, IOscilloscope);
+ AddSelect(Theme.OptionsGraphics.SelectMovieSize, Ini.MovieSize, IMovieSize);
+
+
+ AddButton(Theme.OptionsGraphics.ButtonExit);
+ if (Length(Button[0].Text)=0) then
+ AddButtonText(14, 20, Theme.Options.Description[7]);
+
+end;
+
+procedure TScreenOptionsGraphics.onShow;
+begin
+ inherited;
+
+ Interaction := 0;
+end;
+
+end.
diff --git a/Game/Code/Screens/UScreenOptionsLyrics.pas b/Game/Code/Screens/UScreenOptionsLyrics.pas
index 713726f1..648795a3 100644
--- a/Game/Code/Screens/UScreenOptionsLyrics.pas
+++ b/Game/Code/Screens/UScreenOptionsLyrics.pas
@@ -1,96 +1,96 @@
-unit UScreenOptionsLyrics;
-
-interface
-
-{$I switches.inc}
-
-uses
- UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes;
-
-type
- TScreenOptionsLyrics = class(TMenu)
- public
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- end;
-
-implementation
-
-uses UGraphic;
-
-function TScreenOptionsLyrics.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
- SDLK_Q:
- begin
- Result := false;
- end;
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- Ini.Save;
- AudioPlayback.PlaySound(SoundLib.Back);
- FadeTo(@ScreenOptions);
- end;
- SDLK_RETURN:
- begin
- if SelInteraction = 3 then begin
- Ini.Save;
- AudioPlayback.PlaySound(SoundLib.Back);
- FadeTo(@ScreenOptions);
- end;
- end;
- SDLK_DOWN:
- InteractNext;
- SDLK_UP :
- InteractPrev;
- SDLK_RIGHT:
- begin
- if (SelInteraction >= 0) and (SelInteraction <= 2) then begin
- AudioPlayback.PlaySound(SoundLib.Option);
- InteractInc;
- end;
- end;
- SDLK_LEFT:
- begin
- if (SelInteraction >= 0) and (SelInteraction <= 2) then begin
- AudioPlayback.PlaySound(SoundLib.Option);
- InteractDec;
- end;
- end;
- end;
- end;
-end;
-
-constructor TScreenOptionsLyrics.Create;
-//var
-// I: integer; // Auto Removed, Unused Variable
-begin
- inherited Create;
-
- LoadFromTheme(Theme.OptionsLyrics);
-
- AddSelect(Theme.OptionsLyrics.SelectLyricsFont, Ini.LyricsFont, ILyricsFont);
- AddSelect(Theme.OptionsLyrics.SelectLyricsEffect, Ini.LyricsEffect, ILyricsEffect);
- AddSelect(Theme.OptionsLyrics.SelectSolmization, Ini.Solmization, ISolmization);
-
-
- AddButton(Theme.OptionsLyrics.ButtonExit);
- if (Length(Button[0].Text)=0) then
- AddButtonText(14, 20, Theme.Options.Description[7]);
-
-end;
-
-procedure TScreenOptionsLyrics.onShow;
-begin
- inherited;
-
- Interaction := 0;
-end;
-
-end.
+unit UScreenOptionsLyrics;
+
+interface
+
+{$I switches.inc}
+
+uses
+ UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes;
+
+type
+ TScreenOptionsLyrics = class(TMenu)
+ public
+ constructor Create; override;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+ procedure onShow; override;
+ end;
+
+implementation
+
+uses UGraphic;
+
+function TScreenOptionsLyrics.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
+begin
+ Result := true;
+ If (PressedDown) Then
+ begin // Key Down
+ case PressedKey of
+ SDLK_Q:
+ begin
+ Result := false;
+ end;
+
+ SDLK_ESCAPE,
+ SDLK_BACKSPACE :
+ begin
+ Ini.Save;
+ AudioPlayback.PlaySound(SoundLib.Back);
+ FadeTo(@ScreenOptions);
+ end;
+ SDLK_RETURN:
+ begin
+ if SelInteraction = 3 then begin
+ Ini.Save;
+ AudioPlayback.PlaySound(SoundLib.Back);
+ FadeTo(@ScreenOptions);
+ end;
+ end;
+ SDLK_DOWN:
+ InteractNext;
+ SDLK_UP :
+ InteractPrev;
+ SDLK_RIGHT:
+ begin
+ if (SelInteraction >= 0) and (SelInteraction <= 2) then begin
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractInc;
+ end;
+ end;
+ SDLK_LEFT:
+ begin
+ if (SelInteraction >= 0) and (SelInteraction <= 2) then begin
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractDec;
+ end;
+ end;
+ end;
+ end;
+end;
+
+constructor TScreenOptionsLyrics.Create;
+//var
+// I: integer; // Auto Removed, Unused Variable
+begin
+ inherited Create;
+
+ LoadFromTheme(Theme.OptionsLyrics);
+
+ AddSelect(Theme.OptionsLyrics.SelectLyricsFont, Ini.LyricsFont, ILyricsFont);
+ AddSelectSlide(Theme.OptionsLyrics.SelectLyricsEffect, Ini.LyricsEffect, ILyricsEffect);
+ AddSelect(Theme.OptionsLyrics.SelectSolmization, Ini.Solmization, ISolmization);
+
+
+ AddButton(Theme.OptionsLyrics.ButtonExit);
+ if (Length(Button[0].Text)=0) then
+ AddButtonText(14, 20, Theme.Options.Description[7]);
+
+end;
+
+procedure TScreenOptionsLyrics.onShow;
+begin
+ inherited;
+
+ Interaction := 0;
+end;
+
+end.
diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas
index 4293d148..ad8325a2 100644
--- a/Game/Code/Screens/UScreenSing.pas
+++ b/Game/Code/Screens/UScreenSing.pas
@@ -158,11 +158,7 @@ begin
FadeTo(@ScreenScore);
end;
- SDLK_P://Pause Mod
- begin
- Pause;
- end;
-
+ SDLK_P,
SDLK_SPACE://Pause Mod
begin
Pause;
@@ -635,17 +631,10 @@ begin
end;
end; // case
- case Ini.LyricsEffect of
- 0: Lyrics.HoverEffekt := 1; // 0 - one selected, 1 - selected all to the current
- 1: Lyrics.HoverEffekt := 2;
- 2: Lyrics.HoverEffekt := 3;
- 3: Lyrics.HoverEffekt := 4;
- 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]);
-
+ Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
+
//UpdateLCD; //TODO: maybe LCD Support as Plugin?
//Deactivate Pause
@@ -1399,17 +1388,21 @@ begin
GoldenRec.SentenceChange;
if (Lyrics.LineCounter <= High(Lines[0].Line)) then
begin
- Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
- // 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;
- end;
+ 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;