diff options
author | jaybinks <jaybinks@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2007-09-20 06:36:58 +0000 |
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committer | jaybinks <jaybinks@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2007-09-20 06:36:58 +0000 |
commit | db82b7e30a1b58b56fdb4bfc6089b47200ca1da1 (patch) | |
tree | ca00bcb8355baf814762e3dfb4932020632667e2 /Game/Code/Screens | |
parent | 77ac0ce6d082dfc0bfd2c9a7efaa304aadfe3683 (diff) | |
download | usdx-db82b7e30a1b58b56fdb4bfc6089b47200ca1da1.tar.gz usdx-db82b7e30a1b58b56fdb4bfc6089b47200ca1da1.tar.xz usdx-db82b7e30a1b58b56fdb4bfc6089b47200ca1da1.zip |
Ultrastar-DX now compiles in linux
(using lazarus)
Bass etc is commented out..
but it compiles, and im working through the runtime errors.
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@408 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r-- | Game/Code/Screens/UScreenCredits.pas | 2197 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenMain.pas | 554 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenSing.pas | 2492 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenSingModi.pas | 1334 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenSong.pas | 4047 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenSongMenu.pas | 1251 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenStatMain.pas | 516 |
7 files changed, 6265 insertions, 6126 deletions
diff --git a/Game/Code/Screens/UScreenCredits.pas b/Game/Code/Screens/UScreenCredits.pas index 3b1efc6e..b931f461 100644 --- a/Game/Code/Screens/UScreenCredits.pas +++ b/Game/Code/Screens/UScreenCredits.pas @@ -1,1092 +1,1105 @@ -unit UScreenCredits;
-
-interface
-
-uses
- UMenu, SDL, UDisplay, UTexture, OpenGL12, UMusic, UFiles, SysUtils, UThemes, ULCD, ULight, UGraphicClasses;
-
-type
- TCreditsStages=(InitialDelay,Intro,MainPart,Outro);
-
- TScreenCredits = class(TMenu)
- public
-
- Credits_X: Real;
- Credits_Time: Cardinal;
- Credits_Alpha: Cardinal;
- CTime: Cardinal;
- CTime_hold: Cardinal;
- ESC_Alpha: Integer;
-
- credits_entry_tex: TTexture;
- credits_entry_dx_tex: TTexture;
- credits_bg_tex: TTexture;
- credits_bg_ovl: TTexture;
-// credits_bg_logo: TTexture;
- credits_bg_scrollbox_left: TTexture;
- credits_blindguard: TTexture;
- credits_blindy: TTexture;
- credits_canni: TTexture;
- credits_commandio: TTexture;
- credits_lazyjoker: TTexture;
- credits_mog: TTexture;
- credits_mota: TTexture;
- credits_skillmaster: TTexture;
- credits_whiteshark: TTexture;
- intro_layer01: TTexture;
- intro_layer02: TTexture;
- intro_layer03: TTexture;
- intro_layer04: TTexture;
- intro_layer05: TTexture;
- intro_layer06: TTexture;
- intro_layer07: TTexture;
- intro_layer08: TTexture;
- intro_layer09: TTexture;
- outro_bg: TTexture;
- outro_esc: TTexture;
- outro_exd: TTexture;
-
- deluxe_slidein: cardinal;
-
- CurrentScrollText: String;
- NextScrollUpdate: Real;
- EndofLastScrollingPart: Cardinal;
- CurrentScrollStart, CurrentScrollEnd: Integer;
-
- CRDTS_Stage: TCreditsStages;
-
- myTex: glUint;
-
- Fadeout: boolean;
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- function Draw: boolean; override;
- procedure onShow; override;
- procedure onHide; override;
- procedure DrawCredits;
- procedure Draw_FunkyText;
- end;
-
-const
- Funky_Text: AnsiString =
- 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you´re hearing, '+
- 'all the people who put massive effort and work in new songs (don´t forget UltraStar w/o songs would be nothing), ppl from '+
- 'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+
- 'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..';
-
-
- Timings: array[0..21] of Cardinal=(
- 20, // 0 Delay vor Start
-
- 149, // 1 Ende erster Intro Zoom
- 155, // 2 Start 2. Action im Intro
- 170, // 3 Ende Separation im Intro
- 271, // 4 Anfang Zoomout im Intro
- 0, // 5 unused
- 261, // 6 Start fade-to-white im Intro
-
- 271, // 7 Start Main Part
- 280, // 8 Start On-Beat-Sternchen Main Part
-
- 396, // 9 Start BlindGuard
- 666, // 10 Start blindy
- 936, // 11 Start Canni
- 1206, // 12 Start Commandio
- 1476, // 13 Start LazyJoker
- 1746, // 14 Start Mog
- 2016, // 15 Start Mota
- 2286, // 16 Start SkillMaster
- 2556, // 17 Start WhiteShark
- 2826, // 18 Ende Whiteshark
- 3096, // 19 Start FadeOut Mainscreen
- 3366, // 20 Ende Credits Tune
- 60); // 21 start flare im intro
-
-implementation
-
-uses Windows,
- UGraphic,
- UMain,
- UIni,
- USongs,
- Textgl,
- ULanguage,
- UCommon,
- Math;
-
-
-function TScreenCredits.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- FadeTo(@ScreenMain);
- Music.PlayBack;
- end;
-{ SDLK_SPACE:
- begin
- setlength(CTime_hold,length(CTime_hold)+1);
- CTime_hold[high(CTime_hold)]:=CTime;
- end;
-}
- end;//esac
- end; //fi
-end;
-
-constructor TScreenCredits.Create;
-begin
- inherited Create;
- credits_bg_tex := Texture.LoadTexture(true, 'CRDTS_BG', 'PNG', 'Plain', 0);
- credits_bg_ovl := Texture.LoadTexture(true, 'CRDTS_OVL', 'PNG', 'Transparent', 0);
-
- credits_blindguard := Texture.LoadTexture(true, 'CRDTS_blindguard', 'PNG', 'Font Black', 0);
- credits_blindy := Texture.LoadTexture(true, 'CRDTS_blindy', 'PNG', 'Font Black', 0);
- credits_canni := Texture.LoadTexture(true, 'CRDTS_canni', 'PNG', 'Font Black', 0);
- credits_commandio := Texture.LoadTexture(true, 'CRDTS_commandio', 'PNG', 'Font Black', 0);
- credits_lazyjoker := Texture.LoadTexture(true, 'CRDTS_lazyjoker', 'PNG', 'Font Black', 0);
- credits_mog := Texture.LoadTexture(true, 'CRDTS_mog', 'PNG', 'Font Black', 0);
- credits_mota := Texture.LoadTexture(true, 'CRDTS_mota', 'PNG', 'Font Black', 0);
- credits_skillmaster := Texture.LoadTexture(true, 'CRDTS_skillmaster', 'PNG', 'Font Black', 0);
- credits_whiteshark := Texture.LoadTexture(true, 'CRDTS_whiteshark', 'PNG', 'Font Black', 0);
-
- intro_layer01 := Texture.LoadTexture(true, 'INTRO_L01', 'PNG', 'Transparent', 0);
- intro_layer02 := Texture.LoadTexture(true, 'INTRO_L02', 'PNG', 'Transparent', 0);
- intro_layer03 := Texture.LoadTexture(true, 'INTRO_L03', 'PNG', 'Transparent', 0);
- intro_layer04 := Texture.LoadTexture(true, 'INTRO_L04', 'PNG', 'Transparent', 0);
- intro_layer05 := Texture.LoadTexture(true, 'INTRO_L05', 'PNG', 'Transparent', 0);
- intro_layer06 := Texture.LoadTexture(true, 'INTRO_L06', 'PNG', 'Transparent', 0);
- intro_layer07 := Texture.LoadTexture(true, 'INTRO_L07', 'PNG', 'Transparent', 0);
- intro_layer08 := Texture.LoadTexture(true, 'INTRO_L08', 'PNG', 'Transparent', 0);
- intro_layer09 := Texture.LoadTexture(true, 'INTRO_L09', 'PNG', 'Transparent', 0);
-
- outro_bg := Texture.LoadTexture(true, 'OUTRO_BG', 'PNG', 'Plain', 0);
- outro_esc := Texture.LoadTexture(true, 'OUTRO_ESC', 'PNG', 'Transparent', 0);
- outro_exd := Texture.LoadTexture(true, 'OUTRO_EXD', 'PNG', 'Transparent', 0);
-
- CRDTS_Stage:=InitialDelay;
-end;
-
-function TScreenCredits.Draw: boolean;
-begin
- DrawCredits;
- Draw:=true;
-end;
-
-procedure TScreenCredits.onShow;
-begin
- CRDTS_Stage:=InitialDelay;
- Credits_X := 580;
- deluxe_slidein := 0;
- Credits_Alpha := 0;
- //Music.SetLoop(true); Loop looped ned, so ne scheisse
- Music.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!!
-// Music.Play;
- CTime:=0;
-// setlength(CTime_hold,0);
-end;
-
-procedure TScreenCredits.onHide;
-begin
- Music.Stop;
-end;
-
-Procedure TScreenCredits.Draw_FunkyText;
-var
- S: Integer;
- X,Y,A: Real;
- visibleText: PChar;
-begin
- SetFontSize(10);
- //Init ScrollingText
- if (CTime = Timings[7]) then
- begin
- //Set Position of Text
- Credits_X := 600;
- CurrentScrollStart:=1;
- CurrentScrollEnd:=1;
- end;
-
- if (CTime > Timings[7]) and (CurrentScrollStart < length(Funky_Text)) then
- begin
- X:=0;
- visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd));
- for S := 0 to length(visibleText)-1 do begin
- Y:=abs(sin((Credits_X+X)*0.93{*(((Credits_X+X))/1200)}/100*pi));
- SetFontPos(Credits_X+X,538-Y*(Credits_X+X)*(Credits_X+X)*(Credits_X+X)/1000000);
- A:=0;
- if (Credits_X+X < 15) then A:=0;
- if (Credits_X+X >=15) then A:=Credits_X+X-15;
- if Credits_X+X > 32 then A:=17;
- glColor4f( 230/255-40/255+Y*(Credits_X+X)/900, 200/255-30/255+Y*(Credits_X+X)/1000, 155/255-20/255+Y*(Credits_X+X)/1100, A/17);
- glPrintLetter(visibleText[S]);
- X := X + Fonts[ActFont].Width[Ord(visibleText[S])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
- end;
- if (Credits_X<0) and (CurrentScrollStart < length(Funky_Text)) then begin
- Credits_X:=Credits_X + Fonts[ActFont].Width[Ord(Funky_Text[CurrentScrollStart])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
- inc(CurrentScrollStart);
- end;
- visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd));
- if (Credits_X+glTextWidth(visibleText) < 600) and (CurrentScrollEnd < length(Funky_Text)) then begin
- inc(CurrentScrollEnd);
- end;
- end;
-{ // timing hack
- X:=5;
- SetFontStyle (2);
- SetFontItalic(False);
- SetFontSize(9);
- glColor4f(1, 1, 1, 1);
- for S:=0 to high(CTime_hold) do begin
- visibleText:=pchar(inttostr(CTime_hold[S]));
- SetFontPos (500, X);
- glPrint (Addr(visibleText[0]));
- X:=X+20;
- end;}
-end;
-
-procedure Start3D;
-begin
- glMatrixMode(GL_PROJECTION);
- glPushMatrix;
- glLoadIdentity;
- glFrustum(-0.3*4/3,0.3*4/3,-0.3,0.3,1,1000);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity;
-end;
-procedure End3D;
-begin
- glMatrixMode(GL_PROJECTION);
- glPopMatrix;
- glMatrixMode(GL_MODELVIEW);
-end;
-
-procedure TScreenCredits.DrawCredits;
-var
- T,I: Cardinal;
- X: Real;
- Ver: PChar;
- RuntimeStr: AnsiString;
- Data: TFFTData;
- j,k,l:cardinal;
- f,g,h: Real;
- STime:cardinal;
- Delay:cardinal;
-
- myPixel: longword;
- myColor: Cardinal;
- myScale: Real;
- myAngle: Real;
-
-
-const myLogoCoords: Array[0..27,0..1] of Cardinal = ((39,32),(84,32),(100,16),(125,24),
- (154,31),(156,58),(168,32),(203,36),
- (258,34),(251,50),(274,93),(294,84),
- (232,54),(278,62),(319,34),(336,92),
- (347,23),(374,32),(377,58),(361,83),
- (385,91),(405,91),(429,35),(423,51),
- (450,32),(485,34),(444,91),(486,93));
-
-begin
-//dis does teh muiwk y0r
-Data := Music.GetFFTData;
-
-
-
- T := GetTickCount div 33;
- if T <> Credits_Time then
- begin
- Credits_Time := T;
- inc(CTime);
- inc(CTime_hold);
- Credits_X := Credits_X-2;
- if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then
- begin
-// CTime:=Timings[20];
-// CRDTS_Stage:=Outro;
-
- CRDTS_Stage:=Intro;
- CTime:=0;
- Music.Play;
-
- end;
- if (CRDTS_Stage=Intro) and (CTime=Timings[7]) then
- begin
- CRDTS_Stage:=MainPart;
- end;
- if (CRDTS_Stage=MainPart) and (CTime=Timings[20]) then
- begin
- CRDTS_Stage:=Outro;
- end;
- end;
-
- //draw background
- if CRDTS_Stage=InitialDelay then
- begin
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- end
- else
- if CRDTS_Stage=Intro then
- begin
- Start3D;
- glPushMatrix;
-
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
-
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- if CTime < Timings[1] then begin
- myScale:= 0.5+0.5*(Timings[1]-CTime)/(Timings[1]); // slowly move layers together
- myAngle:=cos((CTime)*pi/((Timings[1])*2)); // and make logo face towards camera
- end else begin // this is the part when the logo stands still
- myScale:=0.5;
- myAngle:=0;
- end;
- if CTime > Timings[2] then begin
- myScale:= 0.5+0.5*(CTime-Timings[2])/(Timings[3]-Timings[2]); // get some space between layers
- myAngle:=0;
- end;
-// if CTime > Timings[3] then myScale:=1; // keep the space between layers
- glTranslatef(0,0,-5+0.5*myScale);
- if CTime > Timings[3] then myScale:=1; // keep the space between layers
- if CTime > Timings[3] then begin // make logo rotate left and grow
-// myScale:=(CTime-Timings[4])/(Timings[7]-Timings[4]);
- glRotatef(20*sqr(CTime-Timings[3])/sqr((Timings[7]-Timings[3])/2),0,0,1);
- glScalef(1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1);
- end;
- if CTime < Timings[2] then
- glRotatef(30*myAngle,0.5*myScale+myScale,1+myScale,0);
-// glScalef(0.5,0.5,0.5);
- glScalef(4/3,-1,1);
- glColor4f(1, 1, 1, 1);
-
- glBindTexture(GL_TEXTURE_2D, intro_layer01.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, -0.4 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, -0.4 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, -0.4 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, -0.4 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, -0.3 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, -0.3 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, -0.3 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, -0.3 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, -0.2 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, -0.2 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, -0.2 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, -0.2 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, -0.1 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, -0.1 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, -0.1 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, -0.1 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0.1 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0.1 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0.1 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0.1 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0.2 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0.2 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0.2 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0.2 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0.3 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0.3 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0.3 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0.3 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0.22 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0.22 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0.22 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0.22 * myScale);
- glEnd;
- gldisable(gl_texture_2d);
- glDisable(GL_BLEND);
-
- glPopMatrix;
- End3D;
-
- // do some sparkling effects
- if (CTime < Timings[1]) and (CTime > Timings[21]) then
- begin
- for k:=1 to 3 do begin
- l:=410+floor((CTime-Timings[21])/(Timings[1]-Timings[21])*(536-410))+RandomRange(-5,5);
- j:=floor((Timings[1]-CTime)/22)+RandomRange(285,301);
- GoldenRec.Spawn(l, j, 1, 16, 0, -1, Flare, 0);
- end;
- end;
-
- // fade to white at end
- if Ctime > Timings[6] then
- begin
- glColor4f(1,1,1,sqr(Ctime-Timings[6])*(Ctime-Timings[6])/sqr(Timings[7]-Timings[6]));
- glEnable(GL_BLEND);
- glBegin(GL_QUADS);
- glVertex2f(0,0);
- glVertex2f(0,600);
- glVertex2f(800,600);
- glVertex2f(800,0);
- glEnd;
- glDisable(GL_BLEND);
- end;
-
- end;
- if (CRDTS_Stage=MainPart) then
- // main credits screen background, scroller, logo and girl
- begin
-
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- glColor4f(1, 1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, credits_bg_tex.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(0, 0);
- glTexCoord2f(0,600/1024);glVertex2f(0, 600);
- glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600);
- glTexCoord2f(800/1024,0);glVertex2f(800, 0);
- glEnd;
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
-
- // draw scroller
- Draw_FunkyText;
-
-//#########################################################################
-// draw credits names
-
-// BlindGuard (von links oben reindrehen, nach rechts unten rausdrehen)
- STime:=Timings[9]-10;
- Delay:=Timings[10]-Timings[9];
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(0,329,0);
- if CTime <= STime+10 then begin glrotatef((CTime-STime)*9+270,0,0,1);end;
- gltranslatef(223,0,0);
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- gltranslatef(223,0,0);
- glrotatef((integer(CTime)-(integer(STime+Delay)-10))*-9,0,0,1);
- gltranslatef(-223,0,0);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_blindguard.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Blindy (zoom von 0 auf volle grösse und drehung, zoom auf doppelte grösse und nach rechts oben schieben)
- STime:=Timings[10]-10;
- Delay:=Timings[11]-Timings[10]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+20) and (CTime<=STime+22) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+20 then begin
- j:=CTime-Stime;
- glscalef(j*j/400,j*j/400,j*j/400);
- glrotatef(j*18.0,0,0,1);
- end;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- f:=j*10.0;
- gltranslatef(f*3,-f,0);
- glscalef(1+j/10,1+j/10,1+j/10);
- glrotatef(j*9.0,0,0,1);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_blindy.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Canni (von links reinschieben, nach rechts oben rausschieben)
- STime:=Timings[11]-10;
- Delay:=Timings[12]-Timings[11]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then begin
- gltranslatef(((CTime-STime)*21.0)-210,0,0);
- end;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=(CTime-(STime+Delay-10))*21;
- gltranslatef(j,-j/2,0);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_canni.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Commandio (von unten reinklappen, nach rechts oben rausklappen)
- STime:=Timings[12]-10;
- Delay:=Timings[13]-Timings[12];
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then
- f:=258.0-25.8*(CTime-STime)
- else
- f:=0;
- g:=0;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- g:=32.6*j;
- end;
- glBindTexture(GL_TEXTURE_2D, credits_commandio.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163+g-f*1.5, -129+f*1.5-g/2);
- glTexCoord2f(0,1);glVertex2f(-163+g*1.5, 129-(g*1.5*258/326));
- glTexCoord2f(1,1); glVertex2f(163+g, 129+g/4);
- glTexCoord2f(1,0);glVertex2f(163+f*1.5+g/4, -129+f*1.5-g/4);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// lazy joker (just scrolls from left to right, no twinkling stars, no on-beat flashing)
- STime:=Timings[13]-35;
- Delay:=Timings[14]-Timings[13]+5;
- if CTime > STime then
- begin
- k:=0;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)>10) and ((CTime-STime)<20) then ESC_Alpha:=20;
- ESC_Alpha:=10;
- f:=CTime-STime;
- if CTime <=STime+40 then j:=CTime-STime else j:=40;
- if (CTime >=STime+Delay-40) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j*j/1600);
-
- glPushMatrix;
- gltranslatef(180+(f-70),329,0);
- glBindTexture(GL_TEXTURE_2D, credits_lazyjoker.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Mog (von links reinklappen, nach rechts unten rausklappen)
- STime:=Timings[14]-10;
- Delay:=Timings[15]-Timings[14]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then
- f:=326.0-32.6*(CTime-STime)
- else
- f:=0;
-
- g:=0;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- g:=32.6*j;
- end;
- glBindTexture(GL_TEXTURE_2D, credits_mog.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163+g*1.5, -129+g*1.5);
- glTexCoord2f(0,1);glVertex2f(-163+g*1.2, 129+g);
- glTexCoord2f(1,1); glVertex2f(163-f+g/2, 129+f*1.5+g/4);
- glTexCoord2f(1,0);glVertex2f(163-f+g*1.5, -129-f*1.5);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Mota (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen)
- STime:=Timings[15]-10;
- Delay:=Timings[16]-Timings[15]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then begin
- gltranslatef(223,0,0);
- glrotatef((10-(CTime-STime))*9,0,0,1);
- gltranslatef(-223,0,0);
- end;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- f:=j*10.0;
- gltranslatef(-f*2,-f,0);
- glscalef(1-j/10,1-j/10,1-j/10);
- glrotatef(-j*9.0,0,0,1);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_mota.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Skillmaster (von rechts unten reinschieben, nach rechts oben rausdrehen)
- STime:=Timings[16]-10;
- Delay:=Timings[17]-Timings[16]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then begin
- j:=STime+10-CTime;
- f:=j*10.0;
- gltranslatef(+f*2,+f/2,0);
- end;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- gltranslatef(0,-223,0);
- glrotatef(integer(j)*-9,0,0,1);
- gltranslatef(0,223,0);
- glrotatef(j*9,0,0,1);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_skillmaster.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// WhiteShark (von links unten reinklappen, nach rechts oben rausklappen)
- STime:=Timings[17]-10;
- Delay:=Timings[18]-Timings[17];
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then
- f:=326.0-32.6*(CTime-STime)
- else
- f:=0;
-
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- g:=32.6*j;
- end else
- g:=0;
- glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163-f+g, -129+f/4-g/2);
- glTexCoord2f(0,1);glVertex2f(-163-f/4+g, 129+g/2+f/4);
- glTexCoord2f(1,1); glVertex2f(163-f*1.2+g/4, 129+f/2-g/4);
- glTexCoord2f(1,0);glVertex2f(163-f*1.5+g/4, -129+f*1.5+g/4);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-
-// ####################################################################
-// do some twinkle stuff (kinda on beat)
- if (CTime>Timings[8]) and (CTime < Timings[19]) then begin
- k:=0;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.2 then begin
- l:=RandomRange(6,16);
- j:=RandomRange(0,27);
- GoldenRec.Spawn(myLogoCoords[j,0], myLogoCoords[j,1], 16-l, l, 0, -1, PerfectNote, 0);
- end;
- end;
-
-//#################################################
-// draw the rest of the main screen (girl and logo
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glColor4f(1, 1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, credits_bg_ovl.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(800-393, 0);
- glTexCoord2f(0,600/1024);glVertex2f(800-393, 600);
- glTexCoord2f(393/512,600/1024); glVertex2f(800, 600);
- glTexCoord2f(393/512,0);glVertex2f(800, 0);
- glEnd;
-{ glBindTexture(GL_TEXTURE_2D, credits_bg_logo.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(0, 0);
- glTexCoord2f(0,112/128);glVertex2f(0, 112);
- glTexCoord2f(497/512,112/128); glVertex2f(497, 112);
- glTexCoord2f(497/512,0);glVertex2f(497, 0);
- glEnd;
-}
- gldisable(gl_texture_2d);
- glDisable(GL_BLEND);
-
- // fade out at end of main part
- if Ctime > Timings[19] then
- begin
- glColor4f(0,0,0,(Ctime-Timings[19])/(Timings[20]-Timings[19]));
- glEnable(GL_BLEND);
- glBegin(GL_QUADS);
- glVertex2f(0,0);
- glVertex2f(0,600);
- glVertex2f(800,600);
- glVertex2f(800,0);
- glEnd;
- glDisable(GL_BLEND);
- end;
- end
- else
- if (CRDTS_Stage=Outro) then
- begin
- if CTime=Timings[20] then begin
- CTime_hold:=0;
- Music.Stop;
- Music.Open(soundpath + 'credits-outro-tune.mp3');
- Music.Play;
- Music.SetVolume(20);
- Music.SetLoop(True);
- end;
- if CTime_hold > 231 then begin
- Music.Play;
- Ctime_hold:=0;
- end;
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
-
- // do something useful
- // outro background
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- glColor4f(1, 1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, outro_bg.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(0, 0);
- glTexCoord2f(0,600/1024);glVertex2f(0, 600);
- glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600);
- glTexCoord2f(800/1024,0);glVertex2f(800, 0);
- glEnd;
-
- //outro overlays
- glColor4f(1, 1, 1, (1+sin(CTime/15))/3+1/3);
- glBindTexture(GL_TEXTURE_2D, outro_esc.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(0, 0);
- glTexCoord2f(0,223/256);glVertex2f(0, 223);
- glTexCoord2f(487/512,223/256); glVertex2f(487, 223);
- glTexCoord2f(487/512,0);glVertex2f(487, 0);
- glEnd;
-
- ESC_Alpha:=20;
- if (RandomRange(0,20) > 18) and (ESC_Alpha=20) then
- ESC_Alpha:=0
- else inc(ESC_Alpha);
- if ESC_Alpha > 20 then ESC_Alpha:=20;
- glColor4f(1, 1, 1, ESC_Alpha/20);
- glBindTexture(GL_TEXTURE_2D, outro_exd.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(800-310, 600-247);
- glTexCoord2f(0,247/256);glVertex2f(800-310, 600);
- glTexCoord2f(310/512,247/256); glVertex2f(800, 600);
- glTexCoord2f(310/512,0);glVertex2f(800, 600-247);
- glEnd;
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
-
- // outro scrollers?
- // ...
- end;
-
-{ // draw credits runtime counter
- SetFontStyle (2);
- SetFontItalic(False);
- SetFontSize(9);
- SetFontPos (5, 5);
- glColor4f(1, 1, 1, 1);
-// RuntimeStr:='CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10);
- RuntimeStr:='CTime: '+inttostr(CTime);
- glPrint (Addr(RuntimeStr[1]));
-}
- // make the stars shine
- GoldenRec.Draw;
-end;
-
-end.
+unit UScreenCredits; + +interface + +uses + UMenu, + SDL, + UDisplay, + UTexture, + OpenGL12, + UMusic, + UFiles, + SysUtils, + UThemes, + ULCD, + ULight, + UGraphicClasses; + +type + TCreditsStages=(InitialDelay,Intro,MainPart,Outro); + + TScreenCredits = class(TMenu) + public + + Credits_X: Real; + Credits_Time: Cardinal; + Credits_Alpha: Cardinal; + CTime: Cardinal; + CTime_hold: Cardinal; + ESC_Alpha: Integer; + + credits_entry_tex: TTexture; + credits_entry_dx_tex: TTexture; + credits_bg_tex: TTexture; + credits_bg_ovl: TTexture; +// credits_bg_logo: TTexture; + credits_bg_scrollbox_left: TTexture; + credits_blindguard: TTexture; + credits_blindy: TTexture; + credits_canni: TTexture; + credits_commandio: TTexture; + credits_lazyjoker: TTexture; + credits_mog: TTexture; + credits_mota: TTexture; + credits_skillmaster: TTexture; + credits_whiteshark: TTexture; + intro_layer01: TTexture; + intro_layer02: TTexture; + intro_layer03: TTexture; + intro_layer04: TTexture; + intro_layer05: TTexture; + intro_layer06: TTexture; + intro_layer07: TTexture; + intro_layer08: TTexture; + intro_layer09: TTexture; + outro_bg: TTexture; + outro_esc: TTexture; + outro_exd: TTexture; + + deluxe_slidein: cardinal; + + CurrentScrollText: String; + NextScrollUpdate: Real; + EndofLastScrollingPart: Cardinal; + CurrentScrollStart, CurrentScrollEnd: Integer; + + CRDTS_Stage: TCreditsStages; + + myTex: glUint; + + Fadeout: boolean; + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + procedure onShow; override; + procedure onHide; override; + procedure DrawCredits; + procedure Draw_FunkyText; + end; + +const + Funky_Text: AnsiString = + 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you´re hearing, '+ + 'all the people who put massive effort and work in new songs (don´t forget UltraStar w/o songs would be nothing), ppl from '+ + 'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+ + 'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..'; + + + Timings: array[0..21] of Cardinal=( + 20, // 0 Delay vor Start + + 149, // 1 Ende erster Intro Zoom + 155, // 2 Start 2. Action im Intro + 170, // 3 Ende Separation im Intro + 271, // 4 Anfang Zoomout im Intro + 0, // 5 unused + 261, // 6 Start fade-to-white im Intro + + 271, // 7 Start Main Part + 280, // 8 Start On-Beat-Sternchen Main Part + + 396, // 9 Start BlindGuard + 666, // 10 Start blindy + 936, // 11 Start Canni + 1206, // 12 Start Commandio + 1476, // 13 Start LazyJoker + 1746, // 14 Start Mog + 2016, // 15 Start Mota + 2286, // 16 Start SkillMaster + 2556, // 17 Start WhiteShark + 2826, // 18 Ende Whiteshark + 3096, // 19 Start FadeOut Mainscreen + 3366, // 20 Ende Credits Tune + 60); // 21 start flare im intro + +implementation + +uses {$IFDEF win32} + windows, + {$ELSE} + lclintf, + {$ENDIF} + UGraphic, + UMain, + UIni, + USongs, + Textgl, + ULanguage, + UCommon, + Math; + + +function TScreenCredits.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + FadeTo(@ScreenMain); + Music.PlayBack; + end; +{ SDLK_SPACE: + begin + setlength(CTime_hold,length(CTime_hold)+1); + CTime_hold[high(CTime_hold)]:=CTime; + end; +} + end;//esac + end; //fi +end; + +constructor TScreenCredits.Create; +begin + inherited Create; + credits_bg_tex := Texture.LoadTexture(true, 'CRDTS_BG', 'PNG', 'Plain', 0); + credits_bg_ovl := Texture.LoadTexture(true, 'CRDTS_OVL', 'PNG', 'Transparent', 0); + + credits_blindguard := Texture.LoadTexture(true, 'CRDTS_blindguard', 'PNG', 'Font Black', 0); + credits_blindy := Texture.LoadTexture(true, 'CRDTS_blindy', 'PNG', 'Font Black', 0); + credits_canni := Texture.LoadTexture(true, 'CRDTS_canni', 'PNG', 'Font Black', 0); + credits_commandio := Texture.LoadTexture(true, 'CRDTS_commandio', 'PNG', 'Font Black', 0); + credits_lazyjoker := Texture.LoadTexture(true, 'CRDTS_lazyjoker', 'PNG', 'Font Black', 0); + credits_mog := Texture.LoadTexture(true, 'CRDTS_mog', 'PNG', 'Font Black', 0); + credits_mota := Texture.LoadTexture(true, 'CRDTS_mota', 'PNG', 'Font Black', 0); + credits_skillmaster := Texture.LoadTexture(true, 'CRDTS_skillmaster', 'PNG', 'Font Black', 0); + credits_whiteshark := Texture.LoadTexture(true, 'CRDTS_whiteshark', 'PNG', 'Font Black', 0); + + intro_layer01 := Texture.LoadTexture(true, 'INTRO_L01', 'PNG', 'Transparent', 0); + intro_layer02 := Texture.LoadTexture(true, 'INTRO_L02', 'PNG', 'Transparent', 0); + intro_layer03 := Texture.LoadTexture(true, 'INTRO_L03', 'PNG', 'Transparent', 0); + intro_layer04 := Texture.LoadTexture(true, 'INTRO_L04', 'PNG', 'Transparent', 0); + intro_layer05 := Texture.LoadTexture(true, 'INTRO_L05', 'PNG', 'Transparent', 0); + intro_layer06 := Texture.LoadTexture(true, 'INTRO_L06', 'PNG', 'Transparent', 0); + intro_layer07 := Texture.LoadTexture(true, 'INTRO_L07', 'PNG', 'Transparent', 0); + intro_layer08 := Texture.LoadTexture(true, 'INTRO_L08', 'PNG', 'Transparent', 0); + intro_layer09 := Texture.LoadTexture(true, 'INTRO_L09', 'PNG', 'Transparent', 0); + + outro_bg := Texture.LoadTexture(true, 'OUTRO_BG', 'PNG', 'Plain', 0); + outro_esc := Texture.LoadTexture(true, 'OUTRO_ESC', 'PNG', 'Transparent', 0); + outro_exd := Texture.LoadTexture(true, 'OUTRO_EXD', 'PNG', 'Transparent', 0); + + CRDTS_Stage:=InitialDelay; +end; + +function TScreenCredits.Draw: boolean; +begin + DrawCredits; + Draw:=true; +end; + +procedure TScreenCredits.onShow; +begin + CRDTS_Stage:=InitialDelay; + Credits_X := 580; + deluxe_slidein := 0; + Credits_Alpha := 0; + //Music.SetLoop(true); Loop looped ned, so ne scheisse + Music.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!! +// Music.Play; + CTime:=0; +// setlength(CTime_hold,0); +end; + +procedure TScreenCredits.onHide; +begin + Music.Stop; +end; + +Procedure TScreenCredits.Draw_FunkyText; +var + S: Integer; + X,Y,A: Real; + visibleText: PChar; +begin + SetFontSize(10); + //Init ScrollingText + if (CTime = Timings[7]) then + begin + //Set Position of Text + Credits_X := 600; + CurrentScrollStart:=1; + CurrentScrollEnd:=1; + end; + + if (CTime > Timings[7]) and (CurrentScrollStart < length(Funky_Text)) then + begin + X:=0; + visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd)); + for S := 0 to length(visibleText)-1 do begin + Y:=abs(sin((Credits_X+X)*0.93{*(((Credits_X+X))/1200)}/100*pi)); + SetFontPos(Credits_X+X,538-Y*(Credits_X+X)*(Credits_X+X)*(Credits_X+X)/1000000); + A:=0; + if (Credits_X+X < 15) then A:=0; + if (Credits_X+X >=15) then A:=Credits_X+X-15; + if Credits_X+X > 32 then A:=17; + glColor4f( 230/255-40/255+Y*(Credits_X+X)/900, 200/255-30/255+Y*(Credits_X+X)/1000, 155/255-20/255+Y*(Credits_X+X)/1100, A/17); + glPrintLetter(visibleText[S]); + X := X + Fonts[ActFont].Width[Ord(visibleText[S])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW; + end; + if (Credits_X<0) and (CurrentScrollStart < length(Funky_Text)) then begin + Credits_X:=Credits_X + Fonts[ActFont].Width[Ord(Funky_Text[CurrentScrollStart])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW; + inc(CurrentScrollStart); + end; + visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd)); + if (Credits_X+glTextWidth(visibleText) < 600) and (CurrentScrollEnd < length(Funky_Text)) then begin + inc(CurrentScrollEnd); + end; + end; +{ // timing hack + X:=5; + SetFontStyle (2); + SetFontItalic(False); + SetFontSize(9); + glColor4f(1, 1, 1, 1); + for S:=0 to high(CTime_hold) do begin + visibleText:=pchar(inttostr(CTime_hold[S])); + SetFontPos (500, X); + glPrint (Addr(visibleText[0])); + X:=X+20; + end;} +end; + +procedure Start3D; +begin + glMatrixMode(GL_PROJECTION); + glPushMatrix; + glLoadIdentity; + glFrustum(-0.3*4/3,0.3*4/3,-0.3,0.3,1,1000); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity; +end; +procedure End3D; +begin + glMatrixMode(GL_PROJECTION); + glPopMatrix; + glMatrixMode(GL_MODELVIEW); +end; + +procedure TScreenCredits.DrawCredits; +var + T,I: Cardinal; + X: Real; + Ver: PChar; + RuntimeStr: AnsiString; + Data: TFFTData; + j,k,l:cardinal; + f,g,h: Real; + STime:cardinal; + Delay:cardinal; + + myPixel: longword; + myColor: Cardinal; + myScale: Real; + myAngle: Real; + + +const myLogoCoords: Array[0..27,0..1] of Cardinal = ((39,32),(84,32),(100,16),(125,24), + (154,31),(156,58),(168,32),(203,36), + (258,34),(251,50),(274,93),(294,84), + (232,54),(278,62),(319,34),(336,92), + (347,23),(374,32),(377,58),(361,83), + (385,91),(405,91),(429,35),(423,51), + (450,32),(485,34),(444,91),(486,93)); + +begin + //dis does teh muiwk y0r + Data := Music.GetFFTData; + + T := GetTickCount div 33; + if T <> Credits_Time then + begin + Credits_Time := T; + inc(CTime); + inc(CTime_hold); + Credits_X := Credits_X-2; + if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then + begin +// CTime:=Timings[20]; +// CRDTS_Stage:=Outro; + + CRDTS_Stage:=Intro; + CTime:=0; + Music.Play; + + end; + if (CRDTS_Stage=Intro) and (CTime=Timings[7]) then + begin + CRDTS_Stage:=MainPart; + end; + if (CRDTS_Stage=MainPart) and (CTime=Timings[20]) then + begin + CRDTS_Stage:=Outro; + end; + end; + + //draw background + if CRDTS_Stage=InitialDelay then + begin + glClearColor(0,0,0,0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + end + else + if CRDTS_Stage=Intro then + begin + Start3D; + glPushMatrix; + + glClearColor(0,0,0,0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + if CTime < Timings[1] then begin + myScale:= 0.5+0.5*(Timings[1]-CTime)/(Timings[1]); // slowly move layers together + myAngle:=cos((CTime)*pi/((Timings[1])*2)); // and make logo face towards camera + end else begin // this is the part when the logo stands still + myScale:=0.5; + myAngle:=0; + end; + if CTime > Timings[2] then begin + myScale:= 0.5+0.5*(CTime-Timings[2])/(Timings[3]-Timings[2]); // get some space between layers + myAngle:=0; + end; +// if CTime > Timings[3] then myScale:=1; // keep the space between layers + glTranslatef(0,0,-5+0.5*myScale); + if CTime > Timings[3] then myScale:=1; // keep the space between layers + if CTime > Timings[3] then begin // make logo rotate left and grow +// myScale:=(CTime-Timings[4])/(Timings[7]-Timings[4]); + glRotatef(20*sqr(CTime-Timings[3])/sqr((Timings[7]-Timings[3])/2),0,0,1); + glScalef(1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1); + end; + if CTime < Timings[2] then + glRotatef(30*myAngle,0.5*myScale+myScale,1+myScale,0); +// glScalef(0.5,0.5,0.5); + glScalef(4/3,-1,1); + glColor4f(1, 1, 1, 1); + + glBindTexture(GL_TEXTURE_2D, intro_layer01.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, -0.4 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, -0.4 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, -0.4 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, -0.4 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, -0.3 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, -0.3 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, -0.3 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, -0.3 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, -0.2 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, -0.2 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, -0.2 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, -0.2 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, -0.1 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, -0.1 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, -0.1 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, -0.1 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0.1 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0.1 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0.1 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0.1 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0.2 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0.2 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0.2 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0.2 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0.3 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0.3 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0.3 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0.3 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0.22 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0.22 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0.22 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0.22 * myScale); + glEnd; + gldisable(gl_texture_2d); + glDisable(GL_BLEND); + + glPopMatrix; + End3D; + + // do some sparkling effects + if (CTime < Timings[1]) and (CTime > Timings[21]) then + begin + for k:=1 to 3 do begin + l:=410+floor((CTime-Timings[21])/(Timings[1]-Timings[21])*(536-410))+RandomRange(-5,5); + j:=floor((Timings[1]-CTime)/22)+RandomRange(285,301); + GoldenRec.Spawn(l, j, 1, 16, 0, -1, Flare, 0); + end; + end; + + // fade to white at end + if Ctime > Timings[6] then + begin + glColor4f(1,1,1,sqr(Ctime-Timings[6])*(Ctime-Timings[6])/sqr(Timings[7]-Timings[6])); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glVertex2f(0,0); + glVertex2f(0,600); + glVertex2f(800,600); + glVertex2f(800,0); + glEnd; + glDisable(GL_BLEND); + end; + + end; + if (CRDTS_Stage=MainPart) then + // main credits screen background, scroller, logo and girl + begin + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, credits_bg_tex.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(0, 0); + glTexCoord2f(0,600/1024);glVertex2f(0, 600); + glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600); + glTexCoord2f(800/1024,0);glVertex2f(800, 0); + glEnd; + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + // draw scroller + Draw_FunkyText; + +//######################################################################### +// draw credits names + +// BlindGuard (von links oben reindrehen, nach rechts unten rausdrehen) + STime:=Timings[9]-10; + Delay:=Timings[10]-Timings[9]; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(0,329,0); + if CTime <= STime+10 then begin glrotatef((CTime-STime)*9+270,0,0,1);end; + gltranslatef(223,0,0); + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + gltranslatef(223,0,0); + glrotatef((integer(CTime)-(integer(STime+Delay)-10))*-9,0,0,1); + gltranslatef(-223,0,0); + end; + glBindTexture(GL_TEXTURE_2D, credits_blindguard.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Blindy (zoom von 0 auf volle grösse und drehung, zoom auf doppelte grösse und nach rechts oben schieben) + STime:=Timings[10]-10; + Delay:=Timings[11]-Timings[10]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+20) and (CTime<=STime+22) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+20 then begin + j:=CTime-Stime; + glscalef(j*j/400,j*j/400,j*j/400); + glrotatef(j*18.0,0,0,1); + end; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + f:=j*10.0; + gltranslatef(f*3,-f,0); + glscalef(1+j/10,1+j/10,1+j/10); + glrotatef(j*9.0,0,0,1); + end; + glBindTexture(GL_TEXTURE_2D, credits_blindy.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Canni (von links reinschieben, nach rechts oben rausschieben) + STime:=Timings[11]-10; + Delay:=Timings[12]-Timings[11]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then begin + gltranslatef(((CTime-STime)*21.0)-210,0,0); + end; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=(CTime-(STime+Delay-10))*21; + gltranslatef(j,-j/2,0); + end; + glBindTexture(GL_TEXTURE_2D, credits_canni.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Commandio (von unten reinklappen, nach rechts oben rausklappen) + STime:=Timings[12]-10; + Delay:=Timings[13]-Timings[12]; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then + f:=258.0-25.8*(CTime-STime) + else + f:=0; + g:=0; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + g:=32.6*j; + end; + glBindTexture(GL_TEXTURE_2D, credits_commandio.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163+g-f*1.5, -129+f*1.5-g/2); + glTexCoord2f(0,1);glVertex2f(-163+g*1.5, 129-(g*1.5*258/326)); + glTexCoord2f(1,1); glVertex2f(163+g, 129+g/4); + glTexCoord2f(1,0);glVertex2f(163+f*1.5+g/4, -129+f*1.5-g/4); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// lazy joker (just scrolls from left to right, no twinkling stars, no on-beat flashing) + STime:=Timings[13]-35; + Delay:=Timings[14]-Timings[13]+5; + if CTime > STime then + begin + k:=0; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)>10) and ((CTime-STime)<20) then ESC_Alpha:=20; + ESC_Alpha:=10; + f:=CTime-STime; + if CTime <=STime+40 then j:=CTime-STime else j:=40; + if (CTime >=STime+Delay-40) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j*j/1600); + + glPushMatrix; + gltranslatef(180+(f-70),329,0); + glBindTexture(GL_TEXTURE_2D, credits_lazyjoker.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Mog (von links reinklappen, nach rechts unten rausklappen) + STime:=Timings[14]-10; + Delay:=Timings[15]-Timings[14]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then + f:=326.0-32.6*(CTime-STime) + else + f:=0; + + g:=0; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + g:=32.6*j; + end; + glBindTexture(GL_TEXTURE_2D, credits_mog.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163+g*1.5, -129+g*1.5); + glTexCoord2f(0,1);glVertex2f(-163+g*1.2, 129+g); + glTexCoord2f(1,1); glVertex2f(163-f+g/2, 129+f*1.5+g/4); + glTexCoord2f(1,0);glVertex2f(163-f+g*1.5, -129-f*1.5); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Mota (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen) + STime:=Timings[15]-10; + Delay:=Timings[16]-Timings[15]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then begin + gltranslatef(223,0,0); + glrotatef((10-(CTime-STime))*9,0,0,1); + gltranslatef(-223,0,0); + end; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + f:=j*10.0; + gltranslatef(-f*2,-f,0); + glscalef(1-j/10,1-j/10,1-j/10); + glrotatef(-j*9.0,0,0,1); + end; + glBindTexture(GL_TEXTURE_2D, credits_mota.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Skillmaster (von rechts unten reinschieben, nach rechts oben rausdrehen) + STime:=Timings[16]-10; + Delay:=Timings[17]-Timings[16]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then begin + j:=STime+10-CTime; + f:=j*10.0; + gltranslatef(+f*2,+f/2,0); + end; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + gltranslatef(0,-223,0); + glrotatef(integer(j)*-9,0,0,1); + gltranslatef(0,223,0); + glrotatef(j*9,0,0,1); + end; + glBindTexture(GL_TEXTURE_2D, credits_skillmaster.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// WhiteShark (von links unten reinklappen, nach rechts oben rausklappen) + STime:=Timings[17]-10; + Delay:=Timings[18]-Timings[17]; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then + f:=326.0-32.6*(CTime-STime) + else + f:=0; + + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + g:=32.6*j; + end else + g:=0; + glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163-f+g, -129+f/4-g/2); + glTexCoord2f(0,1);glVertex2f(-163-f/4+g, 129+g/2+f/4); + glTexCoord2f(1,1); glVertex2f(163-f*1.2+g/4, 129+f/2-g/4); + glTexCoord2f(1,0);glVertex2f(163-f*1.5+g/4, -129+f*1.5+g/4); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + + +// #################################################################### +// do some twinkle stuff (kinda on beat) + if (CTime>Timings[8]) and (CTime < Timings[19]) then begin + k:=0; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.2 then begin + l:=RandomRange(6,16); + j:=RandomRange(0,27); + GoldenRec.Spawn(myLogoCoords[j,0], myLogoCoords[j,1], 16-l, l, 0, -1, PerfectNote, 0); + end; + end; + +//################################################# +// draw the rest of the main screen (girl and logo + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, credits_bg_ovl.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(800-393, 0); + glTexCoord2f(0,600/1024);glVertex2f(800-393, 600); + glTexCoord2f(393/512,600/1024); glVertex2f(800, 600); + glTexCoord2f(393/512,0);glVertex2f(800, 0); + glEnd; +{ glBindTexture(GL_TEXTURE_2D, credits_bg_logo.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(0, 0); + glTexCoord2f(0,112/128);glVertex2f(0, 112); + glTexCoord2f(497/512,112/128); glVertex2f(497, 112); + glTexCoord2f(497/512,0);glVertex2f(497, 0); + glEnd; +} + gldisable(gl_texture_2d); + glDisable(GL_BLEND); + + // fade out at end of main part + if Ctime > Timings[19] then + begin + glColor4f(0,0,0,(Ctime-Timings[19])/(Timings[20]-Timings[19])); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glVertex2f(0,0); + glVertex2f(0,600); + glVertex2f(800,600); + glVertex2f(800,0); + glEnd; + glDisable(GL_BLEND); + end; + end + else + if (CRDTS_Stage=Outro) then + begin + if CTime=Timings[20] then begin + CTime_hold:=0; + Music.Stop; + Music.Open(soundpath + 'credits-outro-tune.mp3'); + Music.Play; + Music.SetVolume(20); + Music.SetLoop(True); + end; + if CTime_hold > 231 then begin + Music.Play; + Ctime_hold:=0; + end; + glClearColor(0,0,0,0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + // do something useful + // outro background + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, outro_bg.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(0, 0); + glTexCoord2f(0,600/1024);glVertex2f(0, 600); + glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600); + glTexCoord2f(800/1024,0);glVertex2f(800, 0); + glEnd; + + //outro overlays + glColor4f(1, 1, 1, (1+sin(CTime/15))/3+1/3); + glBindTexture(GL_TEXTURE_2D, outro_esc.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(0, 0); + glTexCoord2f(0,223/256);glVertex2f(0, 223); + glTexCoord2f(487/512,223/256); glVertex2f(487, 223); + glTexCoord2f(487/512,0);glVertex2f(487, 0); + glEnd; + + ESC_Alpha:=20; + if (RandomRange(0,20) > 18) and (ESC_Alpha=20) then + ESC_Alpha:=0 + else inc(ESC_Alpha); + if ESC_Alpha > 20 then ESC_Alpha:=20; + glColor4f(1, 1, 1, ESC_Alpha/20); + glBindTexture(GL_TEXTURE_2D, outro_exd.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(800-310, 600-247); + glTexCoord2f(0,247/256);glVertex2f(800-310, 600); + glTexCoord2f(310/512,247/256); glVertex2f(800, 600); + glTexCoord2f(310/512,0);glVertex2f(800, 600-247); + glEnd; + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + // outro scrollers? + // ... + end; + +{ // draw credits runtime counter + SetFontStyle (2); + SetFontItalic(False); + SetFontSize(9); + SetFontPos (5, 5); + glColor4f(1, 1, 1, 1); +// RuntimeStr:='CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10); + RuntimeStr:='CTime: '+inttostr(CTime); + glPrint (Addr(RuntimeStr[1])); +} + // make the stars shine + GoldenRec.Draw; +end; + +end. diff --git a/Game/Code/Screens/UScreenMain.pas b/Game/Code/Screens/UScreenMain.pas index 5af3d4a6..7bcc9e65 100644 --- a/Game/Code/Screens/UScreenMain.pas +++ b/Game/Code/Screens/UScreenMain.pas @@ -1,276 +1,278 @@ -unit UScreenMain;
-
-interface
-
-uses
- UMenu,
- SDL,
- UDisplay,
- UMusic,
- UFiles,
- SysUtils,
- UThemes,
- ULCD,
- ULight;
-
-type
- TScreenMain = class(TMenu)
- public
- TextDescription: integer;
- TextDescriptionLong: integer;
-
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- procedure InteractNext; override;
- procedure InteractPrev; override;
- procedure InteractInc; override;
- procedure InteractDec; override;
- procedure UpdateLCD;
- procedure SetAnimationProgress(Progress: real); override;
- //function Draw: boolean; override;
- end;
-
-implementation
-
-uses Windows,
- UGraphic,
- UMain,
- UIni,
- UTexture,
- USongs,
- Textgl,
-// opengl,
- ULanguage,
- UParty,
- UDLLManager,
- UScreenCredits,
- USkins;
-
-
-function TScreenMain.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-var
-I: Integer;
-SDL_ModState: Word;
-begin
- Result := true;
-
- SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT
- + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT);
-
- //Deactivate Credits when Key is pressed
-// if Credits_Visible then
-// begin
-// Credits_Visible := False;
-// exit;
-// end;
-
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
- SDLK_Q:
- begin
- Result := false;
- end;
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- Result := False;
- end;
-
- SDLK_C:
- begin
- if (SDL_ModState = KMOD_LALT) then
- begin
- //Credits_Y := 600;
- //Credits_Alpha := 0;
- //Credits_Visible := True;
- Music.PlayStart;
- FadeTo(@ScreenCredits);
- end;
- end;
- SDLK_M:
- begin
- if (Ini.Players >= 1) AND (Length(DLLMan.Plugins)>=1) then
- begin
- Music.PlayStart;
- FadeTo(@ScreenPartyOptions);
- end;
- end;
-
- SDLK_S:
- begin
- Music.PlayStart;
- FadeTo(@ScreenStatMain);
- end;
-
- SDLK_E:
- begin
- Music.PlayStart;
- FadeTo(@ScreenEdit);
- end;
-
- SDLK_RETURN:
- begin
- //Solo
- if (Interaction = 0) then
- begin
- if (Length(Songs.Song) >= 1) then
- begin
- Music.PlayStart;
- if (Ini.Players >= 0) and (Ini.Players <= 3) then PlayersPlay := Ini.Players + 1;
- if (Ini.Players = 4) then PlayersPlay := 6;
-
- ScreenName.Goto_SingScreen := False;
- FadeTo(@ScreenName);
- end
- else //show error message
- ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS'));
- end;
-
- //Multi
- if Interaction = 1 then begin
- if (Length(Songs.Song) >= 1) then
- begin
- if (Length(DLLMan.Plugins)>=1) then
- begin
- Music.PlayStart;
- FadeTo(@ScreenPartyOptions);
- end
- else //show error message, No Plugins Loaded
- ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_PLUGINS'));
- end
- else //show error message, No Songs Loaded
- ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS'));
- end;
-
- //Stats
- if Interaction = 2 then begin
- Music.PlayStart;
- FadeTo(@ScreenStatMain);
- end;
-
- //Editor
- if Interaction = 3 then begin
- Music.PlayStart;
- FadeTo(@ScreenEdit);
- end;
-
- //Options
- if Interaction = 4 then begin
- Music.PlayStart;
- FadeTo(@ScreenOptions);
- end;
-
- //Exit
- if Interaction = 5 then begin
- Result := false;
- end;
- 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: InteractInc;
- SDLK_UP: InteractDec;
- SDLK_RIGHT: InteractNext;
- SDLK_LEFT: InteractPrev;
- end;
- end
- else // Key Up
- case PressedKey of
- SDLK_RETURN :
- begin
- end;
- end;
-end;
-
-constructor TScreenMain.Create;
-var
- I: integer;
-begin
- inherited Create;
-
- //----------------
- //Attention ^^:
- //New Creation Order needed because of LoadFromTheme
- //and Button Collections.
- //At First Custom Texts and Statics
- //Then LoadFromTheme
- //after LoadFromTheme the Buttons and Selects
- //----------------
-
-
- TextDescription := AddText(Theme.Main.TextDescription);
- TextDescriptionLong := AddText(Theme.Main.TextDescriptionLong);
-
- LoadFromTheme(Theme.Main);
-
- AddButton(Theme.Main.ButtonSolo);
- AddButton(Theme.Main.ButtonMulti);
- AddButton(Theme.Main.ButtonStat);
- AddButton(Theme.Main.ButtonEditor);
- AddButton(Theme.Main.ButtonOptions);
- AddButton(Theme.Main.ButtonExit);
-
- Interaction := 0;
-end;
-
-procedure TScreenMain.onShow;
-begin
- LCD.WriteText(1, ' Choose mode: ');
- UpdateLCD;
-end;
-
-procedure TScreenMain.InteractNext;
-begin
- inherited InteractNext;
- Text[TextDescription].Text := Theme.Main.Description[Interaction];
- Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction];
- UpdateLCD;
- Light.LightOne(1, 200);
-end;
-
-procedure TScreenMain.InteractPrev;
-begin
- inherited InteractPrev;
- Text[TextDescription].Text := Theme.Main.Description[Interaction];
- Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction];
- UpdateLCD;
- Light.LightOne(0, 200);
-end;
-
-procedure TScreenMain.InteractDec;
-begin
- inherited InteractDec;
- Text[TextDescription].Text := Theme.Main.Description[Interaction];
- Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction];
- UpdateLCD;
- Light.LightOne(0, 200);
-end;
-
-procedure TScreenMain.InteractInc;
-begin
- inherited InteractInc;
- Text[TextDescription].Text := Theme.Main.Description[Interaction];
- Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction];
- UpdateLCD;
- Light.LightOne(1, 200);
-end;
-
-procedure TScreenMain.UpdateLCD;
-begin
- case Interaction of
- 0: LCD.WriteText(2, ' sing ');
- 1: LCD.WriteText(2, ' editor ');
- 2: LCD.WriteText(2, ' options ');
- 3: LCD.WriteText(2, ' exit ');
- end
-end;
-
-procedure TScreenMain.SetAnimationProgress(Progress: real);
-begin
- Static[0].Texture.ScaleW := Progress;
- Static[0].Texture.ScaleH := Progress;
-end;
-end.
+unit UScreenMain; + +interface + +uses + UMenu, + SDL, + UDisplay, + UMusic, + UFiles, + SysUtils, + UThemes, + ULCD, + ULight; + +type + TScreenMain = class(TMenu) + public + TextDescription: integer; + TextDescriptionLong: integer; + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure InteractNext; override; + procedure InteractPrev; override; + procedure InteractInc; override; + procedure InteractDec; override; + procedure UpdateLCD; + procedure SetAnimationProgress(Progress: real); override; + //function Draw: boolean; override; + end; + +implementation + +uses {$IFDEF win32} + windows, + {$ENDIF} + UGraphic, + UMain, + UIni, + UTexture, + USongs, + Textgl, +// opengl, + ULanguage, + UParty, + UDLLManager, + UScreenCredits, + USkins; + + +function TScreenMain.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +var +I: Integer; +SDL_ModState: Word; +begin + Result := true; + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT); + + //Deactivate Credits when Key is pressed +// if Credits_Visible then +// begin +// Credits_Visible := False; +// exit; +// end; + + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Result := False; + end; + + SDLK_C: + begin + if (SDL_ModState = KMOD_LALT) then + begin + //Credits_Y := 600; + //Credits_Alpha := 0; + //Credits_Visible := True; + Music.PlayStart; + FadeTo(@ScreenCredits); + end; + end; + SDLK_M: + begin + if (Ini.Players >= 1) AND (Length(DLLMan.Plugins)>=1) then + begin + Music.PlayStart; + FadeTo(@ScreenPartyOptions); + end; + end; + + SDLK_S: + begin + Music.PlayStart; + FadeTo(@ScreenStatMain); + end; + + SDLK_E: + begin + Music.PlayStart; + FadeTo(@ScreenEdit); + end; + + SDLK_RETURN: + begin + //Solo + if (Interaction = 0) then + begin + if (Length(Songs.Song) >= 1) then + begin + Music.PlayStart; + if (Ini.Players >= 0) and (Ini.Players <= 3) then PlayersPlay := Ini.Players + 1; + if (Ini.Players = 4) then PlayersPlay := 6; + + ScreenName.Goto_SingScreen := False; + FadeTo(@ScreenName); + end + else //show error message + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); + end; + + //Multi + if Interaction = 1 then begin + if (Length(Songs.Song) >= 1) then + begin + if (Length(DLLMan.Plugins)>=1) then + begin + Music.PlayStart; + FadeTo(@ScreenPartyOptions); + end + else //show error message, No Plugins Loaded + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_PLUGINS')); + end + else //show error message, No Songs Loaded + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); + end; + + //Stats + if Interaction = 2 then begin + Music.PlayStart; + FadeTo(@ScreenStatMain); + end; + + //Editor + if Interaction = 3 then begin + Music.PlayStart; + FadeTo(@ScreenEdit); + end; + + //Options + if Interaction = 4 then begin + Music.PlayStart; + FadeTo(@ScreenOptions); + end; + + //Exit + if Interaction = 5 then begin + Result := false; + end; + 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: InteractInc; + SDLK_UP: InteractDec; + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end + else // Key Up + case PressedKey of + SDLK_RETURN : + begin + end; + end; +end; + +constructor TScreenMain.Create; +var + I: integer; +begin + inherited Create; + + //---------------- + //Attention ^^: + //New Creation Order needed because of LoadFromTheme + //and Button Collections. + //At First Custom Texts and Statics + //Then LoadFromTheme + //after LoadFromTheme the Buttons and Selects + //---------------- + + + TextDescription := AddText(Theme.Main.TextDescription); + TextDescriptionLong := AddText(Theme.Main.TextDescriptionLong); + + LoadFromTheme(Theme.Main); + + AddButton(Theme.Main.ButtonSolo); + AddButton(Theme.Main.ButtonMulti); + AddButton(Theme.Main.ButtonStat); + AddButton(Theme.Main.ButtonEditor); + AddButton(Theme.Main.ButtonOptions); + AddButton(Theme.Main.ButtonExit); + + Interaction := 0; +end; + +procedure TScreenMain.onShow; +begin + LCD.WriteText(1, ' Choose mode: '); + UpdateLCD; +end; + +procedure TScreenMain.InteractNext; +begin + inherited InteractNext; + Text[TextDescription].Text := Theme.Main.Description[Interaction]; + Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; + UpdateLCD; + Light.LightOne(1, 200); +end; + +procedure TScreenMain.InteractPrev; +begin + inherited InteractPrev; + Text[TextDescription].Text := Theme.Main.Description[Interaction]; + Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; + UpdateLCD; + Light.LightOne(0, 200); +end; + +procedure TScreenMain.InteractDec; +begin + inherited InteractDec; + Text[TextDescription].Text := Theme.Main.Description[Interaction]; + Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; + UpdateLCD; + Light.LightOne(0, 200); +end; + +procedure TScreenMain.InteractInc; +begin + inherited InteractInc; + Text[TextDescription].Text := Theme.Main.Description[Interaction]; + Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; + UpdateLCD; + Light.LightOne(1, 200); +end; + +procedure TScreenMain.UpdateLCD; +begin + case Interaction of + 0: LCD.WriteText(2, ' sing '); + 1: LCD.WriteText(2, ' editor '); + 2: LCD.WriteText(2, ' options '); + 3: LCD.WriteText(2, ' exit '); + end +end; + +procedure TScreenMain.SetAnimationProgress(Progress: real); +begin + Static[0].Texture.ScaleW := Progress; + Static[0].Texture.ScaleH := Progress; +end; +end. diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas index 1dd31ae9..343a2e6d 100644 --- a/Game/Code/Screens/UScreenSing.pas +++ b/Game/Code/Screens/UScreenSing.pas @@ -1,1236 +1,1256 @@ -unit UScreenSing;
-
-interface
-
-{$IFDEF FPC}
- {$MODE DELPHI}
-{$ENDIF}
-
-
-uses UMenu, UMusic, SDL, SysUtils, UFiles, UTime, USongs, UIni, ULog, UTexture, ULyrics,
- TextGL, OpenGL12, BASS, UThemes, ULCD, UGraphicClasses, UVideo;
-
-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;
- StaticP1ScoreBG: integer;
- TextP1: 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;
- StaticP1TwoPScoreBG: integer;
- TextP1TwoP: integer;
- TextP1TwoPScore: integer;
- //shown when game is in 3/6 player modus
- StaticP1ThreeP: integer;
- StaticP1ThreePScoreBG: integer;
- TextP1ThreeP: integer;
- TextP1ThreePScore: integer;
- //eoa
-
- StaticP2R: integer;
- StaticP2RScoreBG: integer;
- TextP2R: integer;
- TextP2RScore: integer;
-
- StaticP2M: integer;
- StaticP2MScoreBG: integer;
- TextP2M: integer;
- TextP2MScore: integer;
-
- StaticP3R: integer;
- StaticP3RScoreBG: integer;
- TextP3R: integer;
- TextP3RScore: integer;
-
- Tex_Background: TTexture;
- FadeOut: boolean;
- LyricMain: TLyric;
- LyricSub: TLyric;
-
- constructor Create; override;
- procedure onShow; override;
- procedure onShowFinish; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- function Draw: boolean; override;
- procedure Finish; virtual;
- procedure UpdateLCD;
- procedure Pause; //Pause Mod(Toggles Pause)
-
- //OnSentenceEnd for LineBonus + Singbar
- procedure onSentenceEnd(S: Cardinal);
- //OnSentenceChange (for Golden Notes)
- procedure onSentenceChange(S: Cardinal);
- end;
-
-implementation
-uses UGraphic, UDraw, UMain, 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; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
- SDLK_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;
- end;
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- //Record Sound Hack:
- //Sound[0].BufferLong
-
- Finish;
- Music.PlayBack;
- FadeTo(@ScreenScore);
- end;
-
- SDLK_P://Pause Mod
- begin
- Pause;
- 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 //Pause einschalten
- begin
- // pause Time
- PauseTime := Czas.Teraz;
- Paused := true;
-
- // pause Music
- Music.Pause;
-
- // pause Video
- if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then
- FFmpegTogglePause;
- end
- else //Pause ausschalten
- begin
- Czas.Teraz := PauseTime; //Position of Notes
-
- // Position of Music
- Music.MoveTo (PauseTime);
- // Play Music
- Music.Play;
-
- // Video
- if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then
- FFmpegTogglePause;
- //SkipSmpeg(PauseTime);
-
- Paused := false;
- end;
-end;
-//Pause Mod End
-
-constructor TScreenSing.Create;
-var
- I: integer;
- P: integer;
-begin
- inherited Create;
-
- LoadFromTheme(Theme.Sing);
-
- //TimeBar
- StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress);
- TextTimeText := AddText(Theme.Sing.TextTimeText);
-
-// 1 player | P1
- StaticP1 := AddStatic(Theme.Sing.StaticP1);
- StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG);
- TextP1 := AddText(Theme.Sing.TextP1);
- TextP1Score := AddText(Theme.Sing.TextP1Score);
- StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar);
-
-// 2 or 4 players | P1
- StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP);
- StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG);
- TextP1TwoP := AddText(Theme.Sing.TextP1TwoP);
- TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore);
- StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);
-
- // | P2
- StaticP2R := AddStatic(Theme.Sing.StaticP2R);
- StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG);
- TextP2R := AddText(Theme.Sing.TextP2R);
- TextP2RScore := AddText(Theme.Sing.TextP2RScore);
- StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);
-
-// 3 or 6 players | P1
- StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP);
- StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG);
- TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP);
- TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore);
- StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar);
-
- // | P2
- StaticP2M := AddStatic(Theme.Sing.StaticP2M);
- StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG);
- TextP2M := AddText(Theme.Sing.TextP2M);
- TextP2MScore := AddText(Theme.Sing.TextP2MScore);
- StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar);
-
- // | P3
- StaticP3R := AddStatic(Theme.Sing.StaticP3R);
- StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG);
- TextP3R := AddText(Theme.Sing.TextP3R);
- TextP3RScore := AddText(Theme.Sing.TextP3RScore);
- StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar);
-
- if ScreenAct = 2 then begin
- // katze und affe
-
- end;
-
- LyricMain := TLyric.Create;
- LyricSub := TLyric.Create;
-
- UVideo.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
-begin
- Log.LogStatus('Begin', 'onShow');
- FadeOut := false; // 0.5.0: early 0.5.0 problems were by this line commented
-
- // 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;
- Static[StaticP1ScoreBG].Visible := V1;
- Text[TextP1].Visible := V1;
- Text[TextP1Score].Visible := V1;
-
-
- //This one is shown in 2/4P mode
- Static[StaticP1TwoP].Visible := V1TwoP;
- Static[StaticP1TwoPScoreBG].Visible := V1TwoP;
- Text[TextP1TwoP].Visible := V1TwoP;
- Text[TextP1TwoPScore].Visible := V1TwoP;
-
- Static[StaticP2R].Visible := V2R;
- Static[StaticP2RScoreBG].Visible := V2R;
- Text[TextP2R].Visible := V2R;
- Text[TextP2RScore].Visible := V2R;
-
-
- //This one is shown in 3/6P mode
- Static[StaticP1ThreeP].Visible := V1ThreeP;
- Static[StaticP1ThreePScoreBG].Visible := V1ThreeP;
- Text[TextP1ThreeP].Visible := V1ThreeP;
- Text[TextP1ThreePScore].Visible := V1ThreeP;
-
- Static[StaticP2M].Visible := V2M;
- Static[StaticP2MScoreBG].Visible := V2M;
- Text[TextP2M].Visible := V2M;
- Text[TextP2MScore].Visible := V2M;
-
- Static[StaticP3R].Visible := V3R;
- Static[StaticP3RScoreBG].Visible := V3R;
- Text[TextP3R].Visible := V3R;
- Text[TextP3RScore].Visible := V3R;
-
- // load notes
- ResetSingTemp;
-// Log.LogWarning(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName, '!!!');
- AktSong := CatSongs.Song[CatSongs.Selected];
- try
- if not LoadSong(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName) 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 = 1 then
- ScreenSong.SelectRandomSong;
- ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG'));
- Exit;
- end;
- except
- //Error Loading Song -> Go back to Song Screen and Show some Error Message
- FadeTo(@ScreenSong);
- //Select New Song in Party Mode
- if ScreenSong.Mode = 1 then
- ScreenSong.SelectRandomSong;
- ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG'));
- Exit;
- end;
- AktSong.Path := CatSongs.Song[CatSongs.Selected].Path;
-// AktSong.GAP := AktSong.GAP + 40 {4096 = 100ms for buffer} + 20 {microphone} + 60000 / AktSong.BPM[0].BPM / 2; // temporary until UMain will be fixed
-
- // set movie
- if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then begin
-(* OpenSmpeg(AktSong.Path + AktSong.Video);
- SkipSmpeg(AktSong.VideoGAP + AktSong.Start);*)
-
- // todo: VideoGap and Start time verwursten
- FFmpegOpenFile(pAnsiChar(AktSong.Path + AktSong.Video));
- FFmpegSkip(AktSong.VideoGAP + AktSong.Start);
- AktSong.VideoLoaded := true;
- end;
-
- // set background
- if (AktSong.Background <> '') and (AktSong.VideoLoaded = false) then
- try
- Tex_Background := Texture.LoadTexture(AktSong.Path + AktSong.Background);
- except
- log.LogError('Background could not be loaded: ' + AktSong.Path + AktSong.Background);
- Tex_Background.TexNum := -1;
- end
- else
- Tex_Background.TexNum := -1;
-
-
-
- // play music (I)
- Music.CaptureStart;
- Music.MoveTo(AktSong.Start);
-// Music.Play;
-
- // prepare timer (I)
-// CountSkipTimeSet;
- Czas.Teraz := AktSong.Start;
- Czas.Razem := Music.Length;
- if (AktSong.Finish > 0) then Czas.Razem := AktSong.Finish / 1000;
- Czas.OldBeat := -1;
- for P := 0 to High(Player) do
- ClearScores(P);
-
- // main text
- LyricMain.Clear;
- LyricMain.X := 400;
- LyricMain.Y := Skin_LyricsT;
- LyricMain.Scale := 1.4; //1.4
- LyricMain.Align := 1;
-
- // sub text
- LyricSub.Clear;
- LyricSub.X := 400;
- LyricSub.Y := Skin_LyricsT + 35; //42 //40
- LyricSub.Align := 1;
-
- // set custom options
- case Ini.LyricsFont of
- 0:
- begin
- LyricMain.FontStyle := 0;
- 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;1aa5dc}
- 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;
- end;
- 2:
- begin
- LyricMain.FontStyle := 3;
- 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
-
- case Ini.LyricsEffect of
- 0: LyricMain.Style := 1; // 0 - one selected, 1 - selected all to the current
- 1: LyricMain.Style := 2;
- 2: LyricMain.Style := 3;
- 3: LyricMain.Style := 4;
- end; // case
-
- // fill texts
- LyricMain.AddCzesc(0);
- LyricMain.Selected := -1;
- LyricSub.AddCzesc(1);
- LyricSub.Selected := -1;
-
- UpdateLCD;
-
- //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(Czesci[0].Czesc) to high(Czesci[0].Czesc) do
- if Czesci[0].Czesc[P].TotalNotes = 0 then Inc(NumEmptySentences);
-
- Log.LogStatus('End', 'onShow');
-end;
-
-procedure TScreenSing.onShowFinish;
-begin
- // play movie (II)
-
- if AktSong.VideoLoaded then
- begin
- try
- FFmpegGetFrame(Czas.Teraz);
- FFmpegDrawGL(ScreenAct);
-// PlaySmpeg;
- except
- //If an Error occurs Reading Video: prevent Video from being Drawn again and Close Video
- AktSong.VideoLoaded := False;
- Log.LogError('Error drawing Video, Video has been disabled for this Song/Session.');
- Log.LogError('Corrupted File: ' + AktSong.Video);
- try
-// CloseSmpeg;
- FFmpegClose;
- except
-
- end;
- end;
- end;
-
- // play music (II)
- Music.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;
- Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX;
-
- Text[TextP1].X := Text[TextP1].X + 10*ScreenX;
- Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;
-
-
- Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX;
- Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX;
-
- Text[TextP2R].X := Text[TextP2R].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(Czas.Teraz) div 60;
- Sec := Round(Czas.Teraz) 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;
- //Draw Background
- SingDrawBackground;
- // update and draw movie
- if ShowFinish and AktSong.VideoLoaded 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
- FFmpegGetFrame(Czas.Teraz);
- FFmpegDrawGL(ScreenAct);
- except
- //If an Error occurs drawing: prevent Video from being Drawn again and Close Video
- AktSong.VideoLoaded := False;
- log.LogError('Error drawing Video, Video has been disabled for this Song/Session.');
- Log.LogError('Corrupted File: ' + AktSong.Video);
- try
-// CloseSmpeg;
- FFmpegClose;
- except
-
- end;
- end;
- end;
-
- // draw static menu (FG)
- DrawFG;
-
- // check for music finish
-// Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(Czas.Teraz*1000) + ' ' + IntToStr(AktSong.Finish));
- if ShowFinish then begin
- if (not Music.Finished) and ((AktSong.Finish = 0) or (Czas.Teraz*1000 <= AktSong.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
-
- // 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;
- Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX;
-
- Text[TextP1].X := Text[TextP1].X - 10*ScreenX;
- Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;
-
-
- Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX;
- Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX;
-
- Text[TextP2R].X := Text[TextP2R].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;
-
-end;
-
-procedure TScreenSing.Finish;
-begin
- Music.CaptureStop;
- Music.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 AktSong.VideoLoaded then begin
-// CloseSmpeg;
- FFmpegClose;
- AktSong.VideoLoaded := false; // to prevent drawing closed video
- end;
-
- SetFontItalic (False);
-end;
-
-procedure TScreenSing.UpdateLCD;
-var
- T: string;
-begin
- 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 (Czesci[0].Czesc[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;
-
- //SingBar Mod
- If ({(Ini.Oscilloscope = 2) and }(Czesci[0].Czesc[S].TotalNotes>0)) then
- begin
- Player[I].ScorePercentTarget := Player[I].ScorePercentTarget + floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 40 - 26);
- if Player[I].ScorePercentTarget < 0 then Player[I].ScorePercentTarget := 0;
- if Player[I].ScorePercentTarget > 99 then Player[I].ScorePercentTarget := 99;
-
- //end Singbar Mod
- end;
-
- //PhrasenBonus - Line Bonus Mod
-
- //Generate Steps 0 to 8
- A := Floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 8);
-
- If (Ini.LineBonus > 0) then
- begin
-
- //Generate Text
- if A >= 8 then
- Player[I].LineBonus_Text := Theme.Sing.LineBonusText[8]
- else
- Player[I].LineBonus_Text := Theme.Sing.LineBonusText[Floor(A)];
-
- //PhrasenBonus give Points
- Player[I].ScoreLine := Player[I].ScoreLine + (1000 / (Length(Czesci[0].Czesc) - 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;
-
- //Color
- Case Floor(A) of
- 0: begin
- Player[I].LineBonus_Color.R := 1;
- Player[I].LineBonus_Color.G := 0;
- Player[I].LineBonus_Color.B := 0;
- end;
- 1..3: begin
- Player[I].LineBonus_Color.R := 1;
- Player[I].LineBonus_Color.G := (A * 0.25);
- Player[I].LineBonus_Color.B := 0;
- end;
- 4: begin
- Player[I].LineBonus_Color.R := 1;
- Player[I].LineBonus_Color.G := 1;
- Player[I].LineBonus_Color.B := 0;
- end;
- 5..7: begin
- Player[I].LineBonus_Color.R := 1-((a-4)*0.25);
- Player[I].LineBonus_Color.G := 1;
- Player[I].LineBonus_Color.B := 0;
- end;
- 8: begin
- Player[I].LineBonus_Color.R := 0;
- Player[I].LineBonus_Color.G := 1;
- Player[I].LineBonus_Color.B := 0;
- end;
- End; //Case
- //Player[I].LineBonus_Color.B := 0;
- //Player[I].LineBonus_Color.R := (8-A)/8;
- //Player[I].LineBonus_Color.G := A/10;
-
- Player[I].LineBonus_PosX := Player[I].LineBonus_StartX;
- Player[I].LineBonus_PosY := Player[I].LineBonus_StartY;
- Player[I].LineBonus_Alpha := 0.92;
- Player[I].LineBonus_Visible := True;
- Player[I].LineBonus_Age := 1;
- 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
-end;
-
-//Called on Sentence Change S= New Current Sentence
-procedure TScreenSing.onSentenceChange(S: Cardinal);
-begin
- //GoldenStarsTwinkle Mod
- GoldenRec.SentenceChange;
- //GoldenStarsTwinkle Mod End
-end;
-
-end.
+unit UScreenSing; + +interface + +{$I switches.inc} + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + + +uses UMenu, + UMusic, + SDL, + SysUtils, + UFiles, + UTime, + USongs, + UIni, + ULog, + UTexture, + ULyrics, + TextGL, + OpenGL12, + {$IFDEF useBASS} + bass, + {$ENDIF} + UThemes, + ULCD, + UGraphicClasses, + UVideo; + +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; + StaticP1ScoreBG: integer; + TextP1: 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; + StaticP1TwoPScoreBG: integer; + TextP1TwoP: integer; + TextP1TwoPScore: integer; + //shown when game is in 3/6 player modus + StaticP1ThreeP: integer; + StaticP1ThreePScoreBG: integer; + TextP1ThreeP: integer; + TextP1ThreePScore: integer; + //eoa + + StaticP2R: integer; + StaticP2RScoreBG: integer; + TextP2R: integer; + TextP2RScore: integer; + + StaticP2M: integer; + StaticP2MScoreBG: integer; + TextP2M: integer; + TextP2MScore: integer; + + StaticP3R: integer; + StaticP3RScoreBG: integer; + TextP3R: integer; + TextP3RScore: integer; + + Tex_Background: TTexture; + FadeOut: boolean; + LyricMain: TLyric; + LyricSub: TLyric; + + constructor Create; override; + procedure onShow; override; + procedure onShowFinish; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + procedure Finish; virtual; + procedure UpdateLCD; + procedure Pause; //Pause Mod(Toggles Pause) + + //OnSentenceEnd for LineBonus + Singbar + procedure onSentenceEnd(S: Cardinal); + //OnSentenceChange (for Golden Notes) + procedure onSentenceChange(S: Cardinal); + end; + +implementation +uses UGraphic, UDraw, UMain, 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; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_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; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + //Record Sound Hack: + //Sound[0].BufferLong + + Finish; + Music.PlayBack; + FadeTo(@ScreenScore); + end; + + SDLK_P://Pause Mod + begin + Pause; + 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 //Pause einschalten + begin + // pause Time + PauseTime := Czas.Teraz; + Paused := true; + + // pause Music + Music.Pause; + + // pause Video + if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then + FFmpegTogglePause; + end + else //Pause ausschalten + begin + Czas.Teraz := PauseTime; //Position of Notes + + // Position of Music + Music.MoveTo (PauseTime); + // Play Music + Music.Play; + + // Video + if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then + FFmpegTogglePause; + //SkipSmpeg(PauseTime); + + Paused := false; + end; +end; +//Pause Mod End + +constructor TScreenSing.Create; +var + I: integer; + P: integer; +begin + inherited Create; + + LoadFromTheme(Theme.Sing); + + //TimeBar + StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress); + TextTimeText := AddText(Theme.Sing.TextTimeText); + +// 1 player | P1 + StaticP1 := AddStatic(Theme.Sing.StaticP1); + StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG); + TextP1 := AddText(Theme.Sing.TextP1); + TextP1Score := AddText(Theme.Sing.TextP1Score); + StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar); + +// 2 or 4 players | P1 + StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP); + StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG); + TextP1TwoP := AddText(Theme.Sing.TextP1TwoP); + TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore); + StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar); + + // | P2 + StaticP2R := AddStatic(Theme.Sing.StaticP2R); + StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG); + TextP2R := AddText(Theme.Sing.TextP2R); + TextP2RScore := AddText(Theme.Sing.TextP2RScore); + StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar); + +// 3 or 6 players | P1 + StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP); + StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG); + TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP); + TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore); + StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar); + + // | P2 + StaticP2M := AddStatic(Theme.Sing.StaticP2M); + StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG); + TextP2M := AddText(Theme.Sing.TextP2M); + TextP2MScore := AddText(Theme.Sing.TextP2MScore); + StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar); + + // | P3 + StaticP3R := AddStatic(Theme.Sing.StaticP3R); + StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG); + TextP3R := AddText(Theme.Sing.TextP3R); + TextP3RScore := AddText(Theme.Sing.TextP3RScore); + StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar); + + if ScreenAct = 2 then begin + // katze und affe + + end; + + LyricMain := TLyric.Create; + LyricSub := TLyric.Create; + + UVideo.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 +begin + Log.LogStatus('Begin', 'onShow'); + FadeOut := false; // 0.5.0: early 0.5.0 problems were by this line commented + + // 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; + Static[StaticP1ScoreBG].Visible := V1; + Text[TextP1].Visible := V1; + Text[TextP1Score].Visible := V1; + + + //This one is shown in 2/4P mode + Static[StaticP1TwoP].Visible := V1TwoP; + Static[StaticP1TwoPScoreBG].Visible := V1TwoP; + Text[TextP1TwoP].Visible := V1TwoP; + Text[TextP1TwoPScore].Visible := V1TwoP; + + Static[StaticP2R].Visible := V2R; + Static[StaticP2RScoreBG].Visible := V2R; + Text[TextP2R].Visible := V2R; + Text[TextP2RScore].Visible := V2R; + + + //This one is shown in 3/6P mode + Static[StaticP1ThreeP].Visible := V1ThreeP; + Static[StaticP1ThreePScoreBG].Visible := V1ThreeP; + Text[TextP1ThreeP].Visible := V1ThreeP; + Text[TextP1ThreePScore].Visible := V1ThreeP; + + Static[StaticP2M].Visible := V2M; + Static[StaticP2MScoreBG].Visible := V2M; + Text[TextP2M].Visible := V2M; + Text[TextP2MScore].Visible := V2M; + + Static[StaticP3R].Visible := V3R; + Static[StaticP3RScoreBG].Visible := V3R; + Text[TextP3R].Visible := V3R; + Text[TextP3RScore].Visible := V3R; + + // load notes + ResetSingTemp; +// Log.LogWarning(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName, '!!!'); + AktSong := CatSongs.Song[CatSongs.Selected]; + try + if not LoadSong(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName) 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 = 1 then + ScreenSong.SelectRandomSong; + ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG')); + Exit; + end; + except + //Error Loading Song -> Go back to Song Screen and Show some Error Message + FadeTo(@ScreenSong); + //Select New Song in Party Mode + if ScreenSong.Mode = 1 then + ScreenSong.SelectRandomSong; + ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG')); + Exit; + end; + AktSong.Path := CatSongs.Song[CatSongs.Selected].Path; +// AktSong.GAP := AktSong.GAP + 40 {4096 = 100ms for buffer} + 20 {microphone} + 60000 / AktSong.BPM[0].BPM / 2; // temporary until UMain will be fixed + + // set movie + if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then begin +(* OpenSmpeg(AktSong.Path + AktSong.Video); + SkipSmpeg(AktSong.VideoGAP + AktSong.Start);*) + + // todo: VideoGap and Start time verwursten + FFmpegOpenFile(pAnsiChar(AktSong.Path + AktSong.Video)); + FFmpegSkip(AktSong.VideoGAP + AktSong.Start); + AktSong.VideoLoaded := true; + end; + + // set background + if (AktSong.Background <> '') and (AktSong.VideoLoaded = false) then + try + Tex_Background := Texture.LoadTexture(AktSong.Path + AktSong.Background); + except + log.LogError('Background could not be loaded: ' + AktSong.Path + AktSong.Background); + Tex_Background.TexNum := -1; + end + else + Tex_Background.TexNum := -1; + + + + // play music (I) + Music.CaptureStart; + Music.MoveTo(AktSong.Start); +// Music.Play; + + // prepare timer (I) +// CountSkipTimeSet; + Czas.Teraz := AktSong.Start; + Czas.Razem := Music.Length; + if (AktSong.Finish > 0) then Czas.Razem := AktSong.Finish / 1000; + Czas.OldBeat := -1; + for P := 0 to High(Player) do + ClearScores(P); + + // main text + LyricMain.Clear; + LyricMain.X := 400; + LyricMain.Y := Skin_LyricsT; + LyricMain.Scale := 1.4; //1.4 + LyricMain.Align := 1; + + // sub text + LyricSub.Clear; + LyricSub.X := 400; + LyricSub.Y := Skin_LyricsT + 35; //42 //40 + LyricSub.Align := 1; + + // set custom options + case Ini.LyricsFont of + 0: + begin + LyricMain.FontStyle := 0; + 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;1aa5dc} + 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; + end; + 2: + begin + LyricMain.FontStyle := 3; + 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 + + case Ini.LyricsEffect of + 0: LyricMain.Style := 1; // 0 - one selected, 1 - selected all to the current + 1: LyricMain.Style := 2; + 2: LyricMain.Style := 3; + 3: LyricMain.Style := 4; + end; // case + + // fill texts + LyricMain.AddCzesc(0); + LyricMain.Selected := -1; + LyricSub.AddCzesc(1); + LyricSub.Selected := -1; + + UpdateLCD; + + //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(Czesci[0].Czesc) to high(Czesci[0].Czesc) do + if Czesci[0].Czesc[P].TotalNotes = 0 then Inc(NumEmptySentences); + + Log.LogStatus('End', 'onShow'); +end; + +procedure TScreenSing.onShowFinish; +begin + // play movie (II) + + if AktSong.VideoLoaded then + begin + try + FFmpegGetFrame(Czas.Teraz); + FFmpegDrawGL(ScreenAct); +// PlaySmpeg; + except + //If an Error occurs Reading Video: prevent Video from being Drawn again and Close Video + AktSong.VideoLoaded := False; + Log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); + Log.LogError('Corrupted File: ' + AktSong.Video); + try +// CloseSmpeg; + FFmpegClose; + except + + end; + end; + end; + + // play music (II) + Music.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; + Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX; + + Text[TextP1].X := Text[TextP1].X + 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX; + + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX; + Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX; + + Text[TextP2R].X := Text[TextP2R].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(Czas.Teraz) div 60; + Sec := Round(Czas.Teraz) 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; + //Draw Background + SingDrawBackground; + // update and draw movie + if ShowFinish and AktSong.VideoLoaded 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 + FFmpegGetFrame(Czas.Teraz); + FFmpegDrawGL(ScreenAct); + except + //If an Error occurs drawing: prevent Video from being Drawn again and Close Video + AktSong.VideoLoaded := False; + log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); + Log.LogError('Corrupted File: ' + AktSong.Video); + try +// CloseSmpeg; + FFmpegClose; + except + + end; + end; + end; + + // draw static menu (FG) + DrawFG; + + // check for music finish +// Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(Czas.Teraz*1000) + ' ' + IntToStr(AktSong.Finish)); + if ShowFinish then begin + if (not Music.Finished) and ((AktSong.Finish = 0) or (Czas.Teraz*1000 <= AktSong.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 + + // 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; + Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX; + + Text[TextP1].X := Text[TextP1].X - 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX; + + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX; + Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX; + + Text[TextP2R].X := Text[TextP2R].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; + +end; + +procedure TScreenSing.Finish; +begin + Music.CaptureStop; + Music.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 AktSong.VideoLoaded then begin +// CloseSmpeg; + FFmpegClose; + AktSong.VideoLoaded := false; // to prevent drawing closed video + end; + + SetFontItalic (False); +end; + +procedure TScreenSing.UpdateLCD; +var + T: string; +begin + 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 (Czesci[0].Czesc[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; + + //SingBar Mod + If ({(Ini.Oscilloscope = 2) and }(Czesci[0].Czesc[S].TotalNotes>0)) then + begin + Player[I].ScorePercentTarget := Player[I].ScorePercentTarget + floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 40 - 26); + if Player[I].ScorePercentTarget < 0 then Player[I].ScorePercentTarget := 0; + if Player[I].ScorePercentTarget > 99 then Player[I].ScorePercentTarget := 99; + + //end Singbar Mod + end; + + //PhrasenBonus - Line Bonus Mod + + //Generate Steps 0 to 8 + A := Floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 8); + + If (Ini.LineBonus > 0) then + begin + + //Generate Text + if A >= 8 then + Player[I].LineBonus_Text := Theme.Sing.LineBonusText[8] + else + Player[I].LineBonus_Text := Theme.Sing.LineBonusText[Floor(A)]; + + //PhrasenBonus give Points + Player[I].ScoreLine := Player[I].ScoreLine + (1000 / (Length(Czesci[0].Czesc) - 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; + + //Color + Case Floor(A) of + 0: begin + Player[I].LineBonus_Color.R := 1; + Player[I].LineBonus_Color.G := 0; + Player[I].LineBonus_Color.B := 0; + end; + 1..3: begin + Player[I].LineBonus_Color.R := 1; + Player[I].LineBonus_Color.G := (A * 0.25); + Player[I].LineBonus_Color.B := 0; + end; + 4: begin + Player[I].LineBonus_Color.R := 1; + Player[I].LineBonus_Color.G := 1; + Player[I].LineBonus_Color.B := 0; + end; + 5..7: begin + Player[I].LineBonus_Color.R := 1-((a-4)*0.25); + Player[I].LineBonus_Color.G := 1; + Player[I].LineBonus_Color.B := 0; + end; + 8: begin + Player[I].LineBonus_Color.R := 0; + Player[I].LineBonus_Color.G := 1; + Player[I].LineBonus_Color.B := 0; + end; + End; //Case + //Player[I].LineBonus_Color.B := 0; + //Player[I].LineBonus_Color.R := (8-A)/8; + //Player[I].LineBonus_Color.G := A/10; + + Player[I].LineBonus_PosX := Player[I].LineBonus_StartX; + Player[I].LineBonus_PosY := Player[I].LineBonus_StartY; + Player[I].LineBonus_Alpha := 0.92; + Player[I].LineBonus_Visible := True; + Player[I].LineBonus_Age := 1; + 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 +end; + +//Called on Sentence Change S= New Current Sentence +procedure TScreenSing.onSentenceChange(S: Cardinal); +begin + //GoldenStarsTwinkle Mod + GoldenRec.SentenceChange; + //GoldenStarsTwinkle Mod End +end; + +end. diff --git a/Game/Code/Screens/UScreenSingModi.pas b/Game/Code/Screens/UScreenSingModi.pas index 6d3add87..455d7b40 100644 --- a/Game/Code/Screens/UScreenSingModi.pas +++ b/Game/Code/Screens/UScreenSingModi.pas @@ -1,665 +1,669 @@ -unit UScreenSingModi;
-
-interface
-
-{$IFDEF FPC}
- {$MODE DELPHI}
-{$ENDIF}
-
-uses UMenu,
- UMusic,
- SDL,
- SysUtils,
- UFiles,
- UTime,
- USongs,
- UIni,
- ULog,
- UTexture,
- ULyrics,
- TextGL,
- OpenGL12,
- BASS,
- UThemes,
- ULCD,
- UScreenSing,
- ModiSDK;
-
-type
- TScreenSingModi = class(TScreenSing)
- protected
- //paused: boolean; //Pause Mod
- //PauseTime: Real;
- //NumEmptySentences: integer;
- public
- //TextTime: integer;
-
- //StaticP1: integer;
- //StaticP1ScoreBG: integer;
- //TextP1: integer;
- //TextP1Score: integer;
-
- //StaticP2R: integer;
- //StaticP2RScoreBG: integer;
- //TextP2R: integer;
- //TextP2RScore: integer;
-
- //StaticP2M: integer;
- //StaticP2MScoreBG: integer;
- //TextP2M: integer;
- //TextP2MScore: integer;
-
- //StaticP3R: integer;
- //StaticP3RScoreBG: integer;
- //TextP3R: integer;
- //TextP3RScore: integer;
-
- //Tex_Background: TTexture;
- //FadeOut: boolean;
- //LyricMain: TLyric;
- //LyricSub: TLyric;
- Winner: Byte; //Who Wins
- PlayerInfo: TPlayerInfo;
- TeamInfo: TTeamInfo;
-
- constructor Create; override;
- procedure onShow; override;
- //procedure onShowFinish; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- function Draw: boolean; override;
- procedure Finish; override;
- //procedure UpdateLCD;
- //procedure Pause; //Pause Mod(Toggles Pause)
- end;
-
-//Procedured for Plugin
-function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall;
-//function Translate (const Name: PChar): PChar; stdcall;
-procedure Print (const Style, Size: Byte; const X, Y: Real; const Text: PChar); stdcall; //Procedure to Print Text
-function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound
-procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound
-
-//Utilys
-function ToSentences(Const Czeski: TCzesci): TSentences;
-
-implementation
-uses UGraphic, UDraw, UMain, Classes, URecord, ULanguage, math, UDLLManager, USkins, UGraphicClasses;
-
-// Method for input parsing. If False is returned, GetNextWindow
-// should be checked to know the next window to load;
-function TScreenSingModi.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- Finish;
- Music.PlayBack;
- FadeTo(@ScreenPartyScore);
- end;
-
- else
- Result := inherited ParseInput(PressedKey, ScanCode, PressedDown);
- end;
- end;
-end;
-
-constructor TScreenSingModi.Create;
-begin
- inherited Create;
-
-end;
-
-function ToSentences(Const Czeski: TCzesci): TSentences;
-var
- I, J: Integer;
-begin
- Result.Akt := Czeski.Akt;
- Result.High := Czeski.High;
- Result.Ilosc := Czeski.Ilosc;
- Result.Resolution := Czeski.Resolution;
- Result.NotesGAP := Czeski.NotesGAP;
- Result.TotalLength := Czeski.Wartosc;
-
- SetLength(Result.Sentence, Length(Czeski.Czesc));
- for I := low(Result.Sentence) to high(Result.Sentence) do
- begin
- Result.Sentence[I].Start := Czeski.Czesc[I].Start;
- Result.Sentence[I].StartNote := Czeski.Czesc[I].StartNote;
- Result.Sentence[I].Lyric := Czeski.Czesc[I].Lyric;
- Result.Sentence[I].LyricWidth := Czeski.Czesc[I].LyricWidth;
- Result.Sentence[I].Koniec := Czeski.Czesc[I].Koniec;
- Result.Sentence[I].BaseNote := Czeski.Czesc[I].BaseNote;
- Result.Sentence[I].HighNote := Czeski.Czesc[I].HighNut;
- Result.Sentence[I].IlNut := Czeski.Czesc[I].IlNut;
- Result.Sentence[I].TotalNotes := Czeski.Czesc[I].TotalNotes;
-
- SetLength(Result.Sentence[I].Note, Length(Czeski.Czesc[I].Nuta));
- for J := low(Result.Sentence[I].Note) to high(Result.Sentence[I].Note) do
- begin
- Result.Sentence[I].Note[J].Color := Czeski.Czesc[I].Nuta[J].Color;
- Result.Sentence[I].Note[J].Start := Czeski.Czesc[I].Nuta[J].Start;
- Result.Sentence[I].Note[J].Length := Czeski.Czesc[I].Nuta[J].Dlugosc;
- Result.Sentence[I].Note[J].Ton := Czeski.Czesc[I].Nuta[J].Ton;
- Result.Sentence[I].Note[J].TonGamy := Czeski.Czesc[I].Nuta[J].TonGamy;
- //Result.Sentence[I].Note[J].Text := Czeski.Czesc[I].Nuta[J].Tekst;
- Result.Sentence[I].Note[J].FreeStyle := Czeski.Czesc[I].Nuta[J].FreeStyle;
- Result.Sentence[I].Note[J].Typ := Czeski.Czesc[I].Nuta[J].Wartosc;
- end;
- end;
-end;
-
-procedure TScreenSingModi.onShow;
-var
- I: Integer;
-begin
-
- PlayersPlay := TeamInfo.NumTeams;
-
- if DLLMan.Selected.LoadSong then //Start with Song
- begin
- inherited;
- end
- else //Start Without Song
- begin
- Music.CaptureStart;
- end;
-
-//Set Playerinfo
- PlayerInfo.NumPlayers := PlayersPlay;
- for I := 0 to PlayerInfo.NumPlayers-1 do
- begin
- PlayerInfo.Playerinfo[I].Name := PChar(Ini.Name[I]);
- PlayerInfo.Playerinfo[I].Score := 0;
- PlayerInfo.Playerinfo[I].Bar := 50;
- PlayerInfo.Playerinfo[I].Enabled := True;
- end;
-
- for I := PlayerInfo.NumPlayers to high(PlayerInfo.Playerinfo) do
- begin
- PlayerInfo.Playerinfo[I].Score:= 0;
- PlayerInfo.Playerinfo[I].Bar := 0;
- PlayerInfo.Playerinfo[I].Enabled := False;
- end;
-
- Case PlayersPlay of
- 1: begin
- PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ScoreBG].Texture.X;
- PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ScoreBG].Texture.Y + Static[StaticP1ScoreBG].Texture.H;
- end;
- 2,4: begin
- PlayerInfo.Playerinfo[0].PosX := Static[StaticP1TwoPScoreBG].Texture.X;
- PlayerInfo.Playerinfo[0].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H;
- PlayerInfo.Playerinfo[2].PosX := Static[StaticP1TwoPScoreBG].Texture.X;
- PlayerInfo.Playerinfo[2].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H;
- PlayerInfo.Playerinfo[1].PosX := Static[StaticP2RScoreBG].Texture.X;
- PlayerInfo.Playerinfo[1].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H;
- PlayerInfo.Playerinfo[3].PosX := Static[StaticP2RScoreBG].Texture.X;
- PlayerInfo.Playerinfo[3].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H;
- end;
- 3,6: begin
- PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ThreePScoreBG].Texture.X;
- PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H;
- PlayerInfo.Playerinfo[3].PosX := Static[StaticP1ThreePScoreBG].Texture.X;
- PlayerInfo.Playerinfo[3].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H;
- PlayerInfo.Playerinfo[1].PosX := Static[StaticP2MScoreBG].Texture.X;
- PlayerInfo.Playerinfo[1].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H;
- PlayerInfo.Playerinfo[4].PosX := Static[StaticP2MScoreBG].Texture.X;
- PlayerInfo.Playerinfo[4].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H;
- PlayerInfo.Playerinfo[2].PosX := Static[StaticP3RScoreBG].Texture.X;
- PlayerInfo.Playerinfo[2].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H;
- PlayerInfo.Playerinfo[5].PosX := Static[StaticP3RScoreBG].Texture.X;
- PlayerInfo.Playerinfo[5].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H;
- end;
- end;
-
- // play music (I)
- //Music.CaptureStart;
- //Music.MoveTo(AktSong.Start);
-
- //Init Plugin
- if not DLLMan.PluginInit(TeamInfo, PlayerInfo, ToSentences(Czesci[0]), LoadTex, Print, LoadSound, PlaySound) then
- begin
- //Fehler
- Log.LogError('Could not Init Plugin');
- Halt;
- end;
-
- // Set Background (Little Workaround, maybe change sometime)
- if (DLLMan.Selected.LoadBack) AND (DLLMan.Selected.LoadSong) then
- ScreenSing.Tex_Background := Tex_Background;
-
- Winner := 0;
-
- //Set Score Visibility
- if PlayersPlay = 1 then begin
- Text[TextP1Score].Visible := DLLMan.Selected.ShowScore;
- Static[StaticP1ScoreBG].Visible := DLLMan.Selected.ShowScore;
- end;
-
- if (PlayersPlay = 2) OR (PlayersPlay = 4) then begin
- Text[TextP1TwoPScore].Visible := DLLMan.Selected.ShowScore;
- Static[StaticP1TwoPScoreBG].Visible := DLLMan.Selected.ShowScore;
-
- Text[TextP2RScore].Visible := DLLMan.Selected.ShowScore;
- Static[StaticP2RScoreBG].Visible := DLLMan.Selected.ShowScore;
- end;
-
- if (PlayersPlay = 3) OR (PlayersPlay = 6) then begin
- Text[TextP1ThreePScore].Visible := DLLMan.Selected.ShowScore;
- Static[StaticP1ThreePScoreBG].Visible := DLLMan.Selected.ShowScore;
-
- Text[TextP2MScore].Visible := DLLMan.Selected.ShowScore;
- Static[StaticP2MScoreBG].Visible := DLLMan.Selected.ShowScore;
-
- Text[TextP3RScore].Visible := DLLMan.Selected.ShowScore;
- Static[StaticP3RScoreBG].Visible := DLLMan.Selected.ShowScore;
- end;
-end;
-
-function TScreenSingModi.Draw: boolean;
-var
- Min: integer;
- Sec: integer;
- Tekst: string;
- S, I: integer;
- T: integer;
-begin
-//Set Playerinfo
- PlayerInfo.NumPlayers := PlayersPlay;
- for I := 0 to PlayerInfo.NumPlayers-1 do
- begin
- PlayerInfo.Playerinfo[I].Name := PChar(Player[I].Name);
- if PlayerInfo.Playerinfo[I].Enabled then
- begin
- if (Player[I].ScoreTotalI<=10000) then
- PlayerInfo.Playerinfo[I].Score:= Player[I].ScoreTotalI;
- PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent;
- end;
- end;
-
-//Show Score
-if DLLMan.Selected.ShowScore then
-begin
- //ScoreBG Mod
- // set player colors
- 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;
- //end ScoreBG Mod
-
-// set player names (for 2 screens and only Singstar skin)
- if ScreenAct = 1 then begin
- Text[TextP1].Text := 'P1';
- Text[TextP1TwoP].Text := 'P1'; // added for ps3 skin
- Text[TextP1ThreeP].Text := 'P1'; // added for ps3 skin
- Text[TextP2R].Text := 'P2';
- Text[TextP2M].Text := 'P2';
- Text[TextP3R].Text := 'P3';
- end;
-
- if ScreenAct = 2 then begin
- case PlayersPlay of
- 4: begin
- Text[TextP1TwoP].Text := 'P3';
- Text[TextP2R].Text := 'P4';
- end;
- 6: begin
- Text[TextP1ThreeP].Text := 'P4';
- Text[TextP2M].Text := 'P5';
- Text[TextP3R].Text := 'P6';
- end;
- end; // case
- end; // if
-
-
- // stereo <- and where iss P2M? or P3?
- Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX;
- Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX;
-
- Text[TextP1].X := Text[TextP1].X + 10*ScreenX;
- Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;
-
- Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX;
- Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX;
-
- Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX;
- Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;
-
- // .. 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;
-
-end; //ShowScore
-
- for S := 1 to 1 do
- Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX;
-
- for T := 0 to 1 do
- Text[T].X := Text[T].X + 10*ScreenX;
-
-if DLLMan.Selected.LoadSong then
-begin
- // update static menu with time ...
- Min := Round(Czas.Teraz) div 60;
- Sec := Round(Czas.Teraz) 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);
-end;
-
- // draw static menu (BG)
- DrawBG;
-
- //Draw Background
- if (DllMan.Selected.LoadSong) AND (DllMan.Selected.LoadBack) then
- SingDrawBackground;
-
- // comment by blindy: wo zum henker wird denn in diesem screen ein video abgespielt?
- // update and draw movie
- // <mog> wie wo wadd? also in der selben funktion in der uscreensing kommt des video in der zeile 995, oder was wollteste wissen? :X
-{ if ShowFinish and AktSong.VideoLoaded AND DllMan.Selected.LoadVideo then begin
- UpdateSmpeg; // this only draws
- end;}
-
- // draw static menu (FG)
- DrawFG;
-
- if ShowFinish then begin
- if DllMan.Selected.LoadSong then
- begin
- if (not Music.Finished) and ((AktSong.Finish = 0) or (Czas.Teraz*1000 <= AktSong.Finish)) then begin
- //Pause Mod:
- if not Paused then
- Sing(Self); // analyze song
- end else begin
- if not FadeOut then begin
- Finish;
- FadeOut := true;
- FadeTo(@ScreenPartyScore);
- end;
- end;
- end;
- end;
-
- // draw custom items
- SingModiDraw(PlayerInfo); // always draw
-
- //GoldenNoteStarsTwinkle Mod
- GoldenRec.SpawnRec;
- //GoldenNoteStarsTwinkle Mod
-
- //Update PlayerInfo
- for I := 0 to PlayerInfo.NumPlayers-1 do
- begin
- if PlayerInfo.Playerinfo[I].Enabled then
- begin
- PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent;
- PlayerInfo.Playerinfo[I].Score := Player[I].ScoreTotalI;
- end;
- end;
-
- if ((ShowFinish) AND (NOT Paused)) then
- begin
- if not DLLMan.PluginDraw(Playerinfo, Czesci[0].Akt) then
- begin
- if not FadeOut then begin
- Finish;
- FadeOut := true;
- FadeTo(@ScreenPartyScore);
- end;
- end;
- end;
-
- //Change PlayerInfo/Changeables
- for I := 0 to PlayerInfo.NumPlayers-1 do
- begin
- if (Player[I].ScoreTotalI <> PlayerInfo.Playerinfo[I].Score) then
- begin
- //Player[I].ScoreTotal := Player[I].ScoreTotal + (PlayerInfo.Playerinfo[I].Score - Player[I].ScoreTotalI);
- Player[I].ScoreTotalI := PlayerInfo.Playerinfo[I].Score;
- end;
- if (PlayerInfo.Playerinfo[I].Bar <> Player[I].ScorePercent) then
- Player[I].ScorePercentTarget := PlayerInfo.Playerinfo[I].Bar;
- end;
-
- // back stereo
- Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX;
- Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX;
-
- Text[TextP1].X := Text[TextP1].X - 10*ScreenX;
- Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;
-
-
- Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX;
- Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX;
-
- Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX;
- Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;
-
-
- for S := 1 to 1 do
- Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX;
-
- for T := 0 to 1 do
- Text[T].X := Text[T].X - 10*ScreenX;
-
-
-end;
-
-procedure TScreenSingModi.Finish;
-begin
-inherited Finish;
-
-Winner := DllMan.PluginFinish(PlayerInfo);
-
-//Log.LogError('Winner: ' + InttoStr(Winner));
-
-//DLLMan.UnLoadPlugin;
-end;
-
-function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall;
-var
- Texname, EXT: String;
- Tex: TTexture;
-begin
- //Get texture Name
- TexName := Skin.GetTextureFileName(String(Name));
- //Get File Typ
- Ext := ExtractFileExt(TexName);
- if (uppercase(Ext) = '.JPG') then
- Ext := 'JPG'
- else
- Ext := 'BMP';
-
- Tex := Texture.LoadTexture(PChar(TexName), PChar(Ext), Typ, 0);
-
- Result.TexNum := Tex.TexNum;
- Result.W := Tex.W;
- Result.H := Tex.H;
-end;
-{
-function Translate (const Name: PChar): PChar; stdcall;
-begin
- Result := PChar(Language.Translate(String(Name)));
-end; }
-
-procedure Print (const Style, Size: Byte; const X, Y: Real; const Text: PChar); stdcall; //Procedure to Print Text
-begin
- SetFontItalic ((Style and 128) = 128);
- SetFontStyle(Style and 7);
- SetFontSize(Size);
- SetFontPos (X, Y);
- glPrint (PChar(Language.Translate(String(Text))));
-end;
-
-function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound
-begin
- Result := Music.LoadCustomSound(String(Name));
-end;
-
-procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound
-begin
- Music.PlayCustomSound(Index);
-end;
-
-end.
+unit UScreenSingModi; + +interface + +{$I switches.inc} + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + +uses UMenu, + UMusic, + SDL, + SysUtils, + UFiles, + UTime, + USongs, + UIni, + ULog, + UTexture, + ULyrics, + TextGL, + OpenGL12, + {$IFDEF useBASS} + bass, + {$ENDIF} + UThemes, + ULCD, + UScreenSing, + ModiSDK; + +type + TScreenSingModi = class(TScreenSing) + protected + //paused: boolean; //Pause Mod + //PauseTime: Real; + //NumEmptySentences: integer; + public + //TextTime: integer; + + //StaticP1: integer; + //StaticP1ScoreBG: integer; + //TextP1: integer; + //TextP1Score: integer; + + //StaticP2R: integer; + //StaticP2RScoreBG: integer; + //TextP2R: integer; + //TextP2RScore: integer; + + //StaticP2M: integer; + //StaticP2MScoreBG: integer; + //TextP2M: integer; + //TextP2MScore: integer; + + //StaticP3R: integer; + //StaticP3RScoreBG: integer; + //TextP3R: integer; + //TextP3RScore: integer; + + //Tex_Background: TTexture; + //FadeOut: boolean; + //LyricMain: TLyric; + //LyricSub: TLyric; + Winner: Byte; //Who Wins + PlayerInfo: TPlayerInfo; + TeamInfo: TTeamInfo; + + constructor Create; override; + procedure onShow; override; + //procedure onShowFinish; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + procedure Finish; override; + //procedure UpdateLCD; + //procedure Pause; //Pause Mod(Toggles Pause) + end; + +//Procedured for Plugin +function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall; +//function Translate (const Name: PChar): PChar; stdcall; +procedure Print (const Style, Size: Byte; const X, Y: Real; const Text: PChar); stdcall; //Procedure to Print Text +function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound +procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound + +//Utilys +function ToSentences(Const Czeski: TCzesci): TSentences; + +implementation +uses UGraphic, UDraw, UMain, Classes, URecord, ULanguage, math, UDLLManager, USkins, UGraphicClasses; + +// Method for input parsing. If False is returned, GetNextWindow +// should be checked to know the next window to load; +function TScreenSingModi.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Finish; + Music.PlayBack; + FadeTo(@ScreenPartyScore); + end; + + else + Result := inherited ParseInput(PressedKey, ScanCode, PressedDown); + end; + end; +end; + +constructor TScreenSingModi.Create; +begin + inherited Create; + +end; + +function ToSentences(Const Czeski: TCzesci): TSentences; +var + I, J: Integer; +begin + Result.Akt := Czeski.Akt; + Result.High := Czeski.High; + Result.Ilosc := Czeski.Ilosc; + Result.Resolution := Czeski.Resolution; + Result.NotesGAP := Czeski.NotesGAP; + Result.TotalLength := Czeski.Wartosc; + + SetLength(Result.Sentence, Length(Czeski.Czesc)); + for I := low(Result.Sentence) to high(Result.Sentence) do + begin + Result.Sentence[I].Start := Czeski.Czesc[I].Start; + Result.Sentence[I].StartNote := Czeski.Czesc[I].StartNote; + Result.Sentence[I].Lyric := Czeski.Czesc[I].Lyric; + Result.Sentence[I].LyricWidth := Czeski.Czesc[I].LyricWidth; + Result.Sentence[I].Koniec := Czeski.Czesc[I].Koniec; + Result.Sentence[I].BaseNote := Czeski.Czesc[I].BaseNote; + Result.Sentence[I].HighNote := Czeski.Czesc[I].HighNut; + Result.Sentence[I].IlNut := Czeski.Czesc[I].IlNut; + Result.Sentence[I].TotalNotes := Czeski.Czesc[I].TotalNotes; + + SetLength(Result.Sentence[I].Note, Length(Czeski.Czesc[I].Nuta)); + for J := low(Result.Sentence[I].Note) to high(Result.Sentence[I].Note) do + begin + Result.Sentence[I].Note[J].Color := Czeski.Czesc[I].Nuta[J].Color; + Result.Sentence[I].Note[J].Start := Czeski.Czesc[I].Nuta[J].Start; + Result.Sentence[I].Note[J].Length := Czeski.Czesc[I].Nuta[J].Dlugosc; + Result.Sentence[I].Note[J].Ton := Czeski.Czesc[I].Nuta[J].Ton; + Result.Sentence[I].Note[J].TonGamy := Czeski.Czesc[I].Nuta[J].TonGamy; + //Result.Sentence[I].Note[J].Text := Czeski.Czesc[I].Nuta[J].Tekst; + Result.Sentence[I].Note[J].FreeStyle := Czeski.Czesc[I].Nuta[J].FreeStyle; + Result.Sentence[I].Note[J].Typ := Czeski.Czesc[I].Nuta[J].Wartosc; + end; + end; +end; + +procedure TScreenSingModi.onShow; +var + I: Integer; +begin + + PlayersPlay := TeamInfo.NumTeams; + + if DLLMan.Selected.LoadSong then //Start with Song + begin + inherited; + end + else //Start Without Song + begin + Music.CaptureStart; + end; + +//Set Playerinfo + PlayerInfo.NumPlayers := PlayersPlay; + for I := 0 to PlayerInfo.NumPlayers-1 do + begin + PlayerInfo.Playerinfo[I].Name := PChar(Ini.Name[I]); + PlayerInfo.Playerinfo[I].Score := 0; + PlayerInfo.Playerinfo[I].Bar := 50; + PlayerInfo.Playerinfo[I].Enabled := True; + end; + + for I := PlayerInfo.NumPlayers to high(PlayerInfo.Playerinfo) do + begin + PlayerInfo.Playerinfo[I].Score:= 0; + PlayerInfo.Playerinfo[I].Bar := 0; + PlayerInfo.Playerinfo[I].Enabled := False; + end; + + Case PlayersPlay of + 1: begin + PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ScoreBG].Texture.X; + PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ScoreBG].Texture.Y + Static[StaticP1ScoreBG].Texture.H; + end; + 2,4: begin + PlayerInfo.Playerinfo[0].PosX := Static[StaticP1TwoPScoreBG].Texture.X; + PlayerInfo.Playerinfo[0].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H; + PlayerInfo.Playerinfo[2].PosX := Static[StaticP1TwoPScoreBG].Texture.X; + PlayerInfo.Playerinfo[2].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H; + PlayerInfo.Playerinfo[1].PosX := Static[StaticP2RScoreBG].Texture.X; + PlayerInfo.Playerinfo[1].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H; + PlayerInfo.Playerinfo[3].PosX := Static[StaticP2RScoreBG].Texture.X; + PlayerInfo.Playerinfo[3].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H; + end; + 3,6: begin + PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ThreePScoreBG].Texture.X; + PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H; + PlayerInfo.Playerinfo[3].PosX := Static[StaticP1ThreePScoreBG].Texture.X; + PlayerInfo.Playerinfo[3].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H; + PlayerInfo.Playerinfo[1].PosX := Static[StaticP2MScoreBG].Texture.X; + PlayerInfo.Playerinfo[1].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H; + PlayerInfo.Playerinfo[4].PosX := Static[StaticP2MScoreBG].Texture.X; + PlayerInfo.Playerinfo[4].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H; + PlayerInfo.Playerinfo[2].PosX := Static[StaticP3RScoreBG].Texture.X; + PlayerInfo.Playerinfo[2].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H; + PlayerInfo.Playerinfo[5].PosX := Static[StaticP3RScoreBG].Texture.X; + PlayerInfo.Playerinfo[5].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H; + end; + end; + + // play music (I) + //Music.CaptureStart; + //Music.MoveTo(AktSong.Start); + + //Init Plugin + if not DLLMan.PluginInit(TeamInfo, PlayerInfo, ToSentences(Czesci[0]), LoadTex, Print, LoadSound, PlaySound) then + begin + //Fehler + Log.LogError('Could not Init Plugin'); + Halt; + end; + + // Set Background (Little Workaround, maybe change sometime) + if (DLLMan.Selected.LoadBack) AND (DLLMan.Selected.LoadSong) then + ScreenSing.Tex_Background := Tex_Background; + + Winner := 0; + + //Set Score Visibility + if PlayersPlay = 1 then begin + Text[TextP1Score].Visible := DLLMan.Selected.ShowScore; + Static[StaticP1ScoreBG].Visible := DLLMan.Selected.ShowScore; + end; + + if (PlayersPlay = 2) OR (PlayersPlay = 4) then begin + Text[TextP1TwoPScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP1TwoPScoreBG].Visible := DLLMan.Selected.ShowScore; + + Text[TextP2RScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP2RScoreBG].Visible := DLLMan.Selected.ShowScore; + end; + + if (PlayersPlay = 3) OR (PlayersPlay = 6) then begin + Text[TextP1ThreePScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP1ThreePScoreBG].Visible := DLLMan.Selected.ShowScore; + + Text[TextP2MScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP2MScoreBG].Visible := DLLMan.Selected.ShowScore; + + Text[TextP3RScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP3RScoreBG].Visible := DLLMan.Selected.ShowScore; + end; +end; + +function TScreenSingModi.Draw: boolean; +var + Min: integer; + Sec: integer; + Tekst: string; + S, I: integer; + T: integer; +begin +//Set Playerinfo + PlayerInfo.NumPlayers := PlayersPlay; + for I := 0 to PlayerInfo.NumPlayers-1 do + begin + PlayerInfo.Playerinfo[I].Name := PChar(Player[I].Name); + if PlayerInfo.Playerinfo[I].Enabled then + begin + if (Player[I].ScoreTotalI<=10000) then + PlayerInfo.Playerinfo[I].Score:= Player[I].ScoreTotalI; + PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent; + end; + end; + +//Show Score +if DLLMan.Selected.ShowScore then +begin + //ScoreBG Mod + // set player colors + 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; + //end ScoreBG Mod + +// set player names (for 2 screens and only Singstar skin) + if ScreenAct = 1 then begin + Text[TextP1].Text := 'P1'; + Text[TextP1TwoP].Text := 'P1'; // added for ps3 skin + Text[TextP1ThreeP].Text := 'P1'; // added for ps3 skin + Text[TextP2R].Text := 'P2'; + Text[TextP2M].Text := 'P2'; + Text[TextP3R].Text := 'P3'; + end; + + if ScreenAct = 2 then begin + case PlayersPlay of + 4: begin + Text[TextP1TwoP].Text := 'P3'; + Text[TextP2R].Text := 'P4'; + end; + 6: begin + Text[TextP1ThreeP].Text := 'P4'; + Text[TextP2M].Text := 'P5'; + Text[TextP3R].Text := 'P6'; + end; + end; // case + end; // if + + + // stereo <- and where iss P2M? or P3? + Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX; + Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX; + + Text[TextP1].X := Text[TextP1].X + 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX; + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX; + Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX; + + Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX; + Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX; + + // .. 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; + +end; //ShowScore + + for S := 1 to 1 do + Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX; + + for T := 0 to 1 do + Text[T].X := Text[T].X + 10*ScreenX; + +if DLLMan.Selected.LoadSong then +begin + // update static menu with time ... + Min := Round(Czas.Teraz) div 60; + Sec := Round(Czas.Teraz) 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); +end; + + // draw static menu (BG) + DrawBG; + + //Draw Background + if (DllMan.Selected.LoadSong) AND (DllMan.Selected.LoadBack) then + SingDrawBackground; + + // comment by blindy: wo zum henker wird denn in diesem screen ein video abgespielt? + // update and draw movie + // <mog> wie wo wadd? also in der selben funktion in der uscreensing kommt des video in der zeile 995, oder was wollteste wissen? :X +{ if ShowFinish and AktSong.VideoLoaded AND DllMan.Selected.LoadVideo then begin + UpdateSmpeg; // this only draws + end;} + + // draw static menu (FG) + DrawFG; + + if ShowFinish then begin + if DllMan.Selected.LoadSong then + begin + if (not Music.Finished) and ((AktSong.Finish = 0) or (Czas.Teraz*1000 <= AktSong.Finish)) then begin + //Pause Mod: + if not Paused then + Sing(Self); // analyze song + end else begin + if not FadeOut then begin + Finish; + FadeOut := true; + FadeTo(@ScreenPartyScore); + end; + end; + end; + end; + + // draw custom items + SingModiDraw(PlayerInfo); // always draw + + //GoldenNoteStarsTwinkle Mod + GoldenRec.SpawnRec; + //GoldenNoteStarsTwinkle Mod + + //Update PlayerInfo + for I := 0 to PlayerInfo.NumPlayers-1 do + begin + if PlayerInfo.Playerinfo[I].Enabled then + begin + PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent; + PlayerInfo.Playerinfo[I].Score := Player[I].ScoreTotalI; + end; + end; + + if ((ShowFinish) AND (NOT Paused)) then + begin + if not DLLMan.PluginDraw(Playerinfo, Czesci[0].Akt) then + begin + if not FadeOut then begin + Finish; + FadeOut := true; + FadeTo(@ScreenPartyScore); + end; + end; + end; + + //Change PlayerInfo/Changeables + for I := 0 to PlayerInfo.NumPlayers-1 do + begin + if (Player[I].ScoreTotalI <> PlayerInfo.Playerinfo[I].Score) then + begin + //Player[I].ScoreTotal := Player[I].ScoreTotal + (PlayerInfo.Playerinfo[I].Score - Player[I].ScoreTotalI); + Player[I].ScoreTotalI := PlayerInfo.Playerinfo[I].Score; + end; + if (PlayerInfo.Playerinfo[I].Bar <> Player[I].ScorePercent) then + Player[I].ScorePercentTarget := PlayerInfo.Playerinfo[I].Bar; + end; + + // back stereo + Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX; + Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX; + + Text[TextP1].X := Text[TextP1].X - 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX; + + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX; + Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX; + + Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX; + Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX; + + + for S := 1 to 1 do + Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX; + + for T := 0 to 1 do + Text[T].X := Text[T].X - 10*ScreenX; + + +end; + +procedure TScreenSingModi.Finish; +begin +inherited Finish; + +Winner := DllMan.PluginFinish(PlayerInfo); + +//Log.LogError('Winner: ' + InttoStr(Winner)); + +//DLLMan.UnLoadPlugin; +end; + +function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall; +var + Texname, EXT: String; + Tex: TTexture; +begin + //Get texture Name + TexName := Skin.GetTextureFileName(String(Name)); + //Get File Typ + Ext := ExtractFileExt(TexName); + if (uppercase(Ext) = '.JPG') then + Ext := 'JPG' + else + Ext := 'BMP'; + + Tex := Texture.LoadTexture(PChar(TexName), PChar(Ext), Typ, 0); + + Result.TexNum := Tex.TexNum; + Result.W := Tex.W; + Result.H := Tex.H; +end; +{ +function Translate (const Name: PChar): PChar; stdcall; +begin + Result := PChar(Language.Translate(String(Name))); +end; } + +procedure Print (const Style, Size: Byte; const X, Y: Real; const Text: PChar); stdcall; //Procedure to Print Text +begin + SetFontItalic ((Style and 128) = 128); + SetFontStyle(Style and 7); + SetFontSize(Size); + SetFontPos (X, Y); + glPrint (PChar(Language.Translate(String(Text)))); +end; + +function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound +begin + Result := Music.LoadCustomSound(String(Name)); +end; + +procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound +begin + Music.PlayCustomSound(Index); +end; + +end. diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas index 7b16c315..569645d4 100644 --- a/Game/Code/Screens/UScreenSong.pas +++ b/Game/Code/Screens/UScreenSong.pas @@ -1,2007 +1,2040 @@ -unit UScreenSong;
-
-interface
-{$I switches.inc}
-
-uses
- UMenu, SDL, UMusic, UFiles, UTime, UDisplay, USongs, SysUtils, ULog, UThemes, UTexture, ULanguage,
- ULCD, ULight, UIni;
-
-type
- TScreenSong = class(TMenu)
- public
- TextArtist: integer;
- TextTitle: integer;
- TextNumber: integer;
-
- //Video Icon Mod
- VideoIcon: Cardinal;
-
- TextCat: integer;
- StaticCat: integer;
-
- SongCurrent: real;
- SongTarget: real;
-
- HighSpeed: boolean;
- CoverFull: boolean;
- CoverTime: real;
- CoverX: integer;
- CoverY: integer;
- CoverW: integer;
- is_jump: boolean; // Jump to Song Mod
- is_jump_title:boolean; //Jump to SOng MOd-YTrue if search for Title
-
- EqualizerBands: array of Byte;
- EqualizerTime: Cardinal;
- EqualizerTime2: Byte;
-
- //Party Mod
- Mode: Byte; //0 = Standard, 1= Go to PartyMode after Selection + Change to Random Song at Show
- //party Statics (Joker)
- StaticTeam1Joker1: Cardinal;
- StaticTeam1Joker2: Cardinal;
- StaticTeam1Joker3: Cardinal;
- StaticTeam1Joker4: Cardinal;
- StaticTeam1Joker5: Cardinal;
-
- StaticTeam2Joker1: Cardinal;
- StaticTeam2Joker2: Cardinal;
- StaticTeam2Joker3: Cardinal;
- StaticTeam2Joker4: Cardinal;
- StaticTeam2Joker5: Cardinal;
-
- StaticTeam3Joker1: Cardinal;
- StaticTeam3Joker2: Cardinal;
- StaticTeam3Joker3: Cardinal;
- StaticTeam3Joker4: Cardinal;
- StaticTeam3Joker5: Cardinal;
-
- StaticParty: Array of Cardinal;
- TextParty: Array of Cardinal;
- StaticNonParty: Array of Cardinal;
- TextNonParty: Array of Cardinal;
-
-
- constructor Create; override;
- procedure SetScroll;
- procedure SetScroll1;
- procedure SetScroll2;
- procedure SetScroll3;
- procedure SetScroll4;
- procedure SetScroll5;
- procedure SetScroll6;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- function Draw: boolean; override;
- procedure onShow; override;
- procedure onHide; override;
- procedure SelectNext;
- procedure SelectPrev;
- procedure UpdateLCD;
- procedure SkipTo(Target: Cardinal);
- procedure FixSelected; //Show Wrong Song when Tabs on Fix
- procedure FixSelected2; //Show Wrong Song when Tabs on Fix
- procedure ShowCatTL(Cat: Integer);// Show Cat in Top left
- procedure ShowCatTLCustom(Caption: String);// Show Custom Text in Top left
- procedure HideCatTL;// Show Cat in Tob left
- procedure Refresh; //Refresh Song Sorting
- procedure DrawEqualizer;
- procedure ChangeMusic;
- //Party Mode
- procedure SelectRandomSong;
- procedure SetJoker;
- procedure SetStatics;
- //procedures for Menu
- procedure StartSong;
- procedure OpenEditor;
- procedure DoJoker(Team: Byte);
- procedure SelectPlayers;
-
- procedure UnLoadDetailedCover;
-
- //Extensions
- procedure DrawExtensions;
- end;
-
-implementation
-uses UGraphic, UMain, UCovers, math, OpenGL12, Windows, USkins, UDLLManager, UParty, UPlaylist, UScreenSongMenu;
-
-// ***** Public methods ****** //
-
-//Show Wrong Song when Tabs on Fix
-procedure TScreenSong.FixSelected;
-var I, I2: Integer;
- begin
- if CatSongs.VisibleSongs > 0 then
- begin
- I2:= 0;
- for I := low(CatSongs.Song) to High(Catsongs.Song) do
- begin
- if CatSongs.Song[I].Visible then
- inc(I2);
-
- if I = Interaction - 1 then
- break;
- end;
-
- SongCurrent := I2;
- SongTarget := I2;
- end;
- end;
-
-procedure TScreenSong.FixSelected2;
-var I, I2: Integer;
- begin
- if CatSongs.VisibleSongs > 0 then
- begin
- I2:= 0;
- for I := low(CatSongs.Song) to High(Catsongs.Song) do
- begin
- if CatSongs.Song[I].Visible then
- inc(I2);
-
- if I = Interaction - 1 then
- break;
- end;
-
- SongTarget := I2;
- end;
- end;
-//Show Wrong Song when Tabs on Fix End
-
- procedure TScreenSong.ShowCatTLCustom(Caption: String);// Show Custom Text in Top left
- begin
- Text[TextCat].Text := Caption;
- Text[TextCat].Visible := true;
- Static[StaticCat].Visible := False;
- end;
-
- //Show Cat in Top Left Mod
- procedure TScreenSong.ShowCatTL(Cat: Integer);
- begin
- //Change
- Text[TextCat].Text := CatSongs.Song[Cat].Artist;
- //showmessage(CatSongs.Song[Cat].Path + CatSongs.Song[Cat].Cover);
- //Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', true);
-
- Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', true);
- //Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', false);
- //Button[Cat].
- //Cover
-
-
- //Show
- Text[TextCat].Visible := true;
- Static[StaticCat].Visible := True;
- end;
-
- procedure TScreenSong.HideCatTL;
- begin
- //Hide
- //Text[TextCat].Visible := false;
- Static[StaticCat].Visible := false;
- //New -> Show Text specified in Theme
- Text[TextCat].Visible := True;
- Text[TextCat].Text := Theme.Song.TextCat.Text;
- end;
- //Show Cat in Top Left Mod End
-
-
-// Method for input parsing. If False is returned, GetNextWindow
-// should be checked to know the next window to load;
-function TScreenSong.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-var
- I: integer;
- I2: integer;
- HS: integer;
- SDL_ModState: Word;
- Letter: Char;
-begin
- Result := true;
-
- //Song Screen Extensions (Jumpto + Menu)
- if (ScreenSongMenu.Visible) then
- begin
- Result := ScreenSongMenu.ParseInput(PressedKey, ScanCode, PressedDown);
- Exit;
- end
- else if (ScreenSongJumpto.Visible) then
- begin
- Result := ScreenSongJumpto.ParseInput(PressedKey, ScanCode, PressedDown);
- Exit;
- end;
-
- If (PressedDown) Then
- begin // Key Down
-
- SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT
- + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT);
-
- //Jump to Artist/Titel
- if (SDL_ModState and KMOD_LALT <> 0) AND (Mode = 0) AND (PressedKey >= SDLK_A) AND (PressedKey <= SDLK_Z) then
- begin
- Letter := UpCase(Chr(ScanCode));
- I2 := Length(CatSongs.Song);
-
- //Jump To Titel
- if (SDL_ModState = KMOD_LALT or KMOD_LSHIFT) then
- begin
- For I := 1 to high(CatSongs.Song) do
- begin
- if (CatSongs.Song[(I + Interaction) mod I2].Visible) AND (Length(CatSongs.Song[(I + Interaction) mod I2].Title)>0) AND (UpCase(CatSongs.Song[(I + Interaction) mod I2].Title[1]) = Letter) then
- begin
- SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2));
-
- Music.PlayChange;
-
- ChangeMusic;
- SetScroll4;
- UpdateLCD;
- //Break and Exit
- Exit;
- end;
- end;
- end
- //Jump to Artist
- else if (SDL_ModState = KMOD_LALT) then
- begin
- For I := 1 to high(CatSongs.Song) do
- begin
- if (CatSongs.Song[(I + Interaction) mod I2].Visible) AND (Length(CatSongs.Song[(I + Interaction) mod I2].Artist)>0) AND (UpCase(CatSongs.Song[(I + Interaction) mod I2].Artist[1]) = Letter) then
- begin
- SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2));
-
- Music.PlayChange;
-
- ChangeMusic;
- SetScroll4;
- UpdateLCD;
-
- //Break and Exit
- Exit;
- end;
- end;
- end;
- Exit;
- end;
-
- case PressedKey of
- SDLK_Q:
- begin
- Result := false;
- end;
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- if (Mode = 0) then
- begin
- //On Escape goto Cat-List Hack
- if (Ini.Tabs_at_startup = 1) AND (CatSongs.CatNumShow <> -1) then
- begin
- //Find Category
- I := Interaction;
- while not catsongs.Song[I].Main do
- begin
- Dec (I);
- if (I < low(catsongs.Song)) then
- break;
- end;
- if (I<= 1) then
- Interaction := high(catsongs.Song)
- else
- Interaction := I - 1;
-
- //Stop Music
- Music.Stop;
-
- CatSongs.ShowCategoryList;
-
- //Show Cat in Top Left Mod
- HideCatTL;
-
-
- //Show Wrong Song when Tabs on Fix
- SelectNext;
- FixSelected;
- //SelectPrev;
- //CatSongs.Song[0].Visible := False;
- end
- else
- begin
- //On Escape goto Cat-List Hack End
- //Tabs off and in Search or Playlist -> Go back to Song view
- if (CatSongs.CatNumShow < -1) then
- begin
- //Atm: Set Empty Filter
- CatSongs.SetFilter('', 0);
-
- //Show Cat in Top Left Mod
- HideCatTL;
- Interaction := 0;
-
- //Show Wrong Song when Tabs on Fix
- SelectNext;
- FixSelected;
-
- ChangeMusic;
- end
- else
- begin
- Music.Stop;
- Music.PlayBack;
-
- FadeTo(@ScreenMain);
- end;
-
- end;
- end
- //When in party Mode then Ask before Close
- else if (Mode = 1) then
- begin
- Music.PlayBack;
- CheckFadeTo(@ScreenMain,'MSG_END_PARTY');
- end;
- end;
- SDLK_RETURN:
- begin
- if Length(Songs.Song) > 0 then
- begin
- {$IFDEF UseSerialPort}
- // PortWriteB($378, 0);
- {$ENDIF}
- if CatSongs.Song[Interaction].Main then
- begin // clicked on Category Button
-
- //Show Cat in Top Left Mod
- ShowCatTL (Interaction);
-
- //I := CatSongs.VisibleIndex(Interaction);
- CatSongs.ClickCategoryButton(Interaction);
- {I2 := CatSongs.VisibleIndex(Interaction);
- SongCurrent := SongCurrent - I + I2;
- SongTarget := SongTarget - I + I2; }
-
-// if I<>I2 then beep;
- // SetScroll4;
-
- //Show Wrong Song when Tabs on Fix
- SelectNext;
- FixSelected;
-
- //Play Music:
- ChangeMusic;
-
- end else begin // clicked on song
- if (Mode = 0) then //Normal Mode -> Start Song
- begin
- //Do the Action that is specified in Ini
- case Ini.OnSongClick of
- 0: StartSong;
- 1: SelectPlayers;
- 2:begin
- If (CatSongs.CatNumShow = -3) then
- ScreenSongMenu.MenuShow(SM_Playlist)
- else
- ScreenSongMenu.MenuShow(SM_Main);
- end;
- end;
- end
- else if (Mode = 1) then //PartyMode -> Show Menu
- begin
- if (Ini.PartyPopup = 1) then
- ScreenSongMenu.MenuShow(SM_Party_Main)
- else
- ScreenSong.StartSong;
- end;
- end;
- end;
- end;
-
- SDLK_M: //Show SongMenu
- begin
- if (Length(Songs.Song) > 0) then begin
- if (Mode = 0) then begin
- if not CatSongs.Song[Interaction].Main then begin // clicked on Song
- if CatSongs.CatNumShow = -3 then
- ScreenSongMenu.MenuShow(SM_Playlist)
- else
- ScreenSongMenu.MenuShow(SM_Main);
- end
- else
- begin
- ScreenSongMenu.MenuShow(SM_Playlist_Load);
- end;
- end //Party Mode -> Show Party Menu
- else ScreenSongMenu.MenuShow(SM_Party_Main);
- end;
- end;
-
- SDLK_P: //Show Playlist Menu
- begin
- if (Length(Songs.Song) > 0) AND (Mode = 0) then begin
- ScreenSongMenu.MenuShow(SM_Playlist_Load);
- end;
- end;
-
- SDLK_J: //Show Jumpto Menu
- begin
- if (Length(Songs.Song) > 0) AND (Mode = 0) then
- begin
- ScreenSongJumpto.Visible := True;
- end;
- end;
-
- SDLK_DOWN:
- begin
- if (Mode = 0) then
- begin
- //Only Change Cat when not in Playlist or Search Mode
- if (CatSongs.CatNumShow > -2) then
- begin
- //Cat Change Hack
- if Ini.Tabs_at_startup = 1 then
- begin
- I := Interaction;
- if I <= 0 then I := 1;
-
- while not catsongs.Song[I].Main do
- begin
- Inc (I);
- if (I > high(catsongs.Song)) then
- I := low(catsongs.Song);
- end;
-
- Interaction := I;
-
- //Show Cat in Top Left Mod
- ShowCatTL (Interaction);
-
- CatSongs.ClickCategoryButton(Interaction);
- SelectNext;
- FixSelected;
-
- //Play Music:
- Music.PlayChange;
- ChangeMusic;
-
- end;
-
- //
- //Cat Change Hack End}
- end;
- end;
- end;
- SDLK_UP:
- begin
- if (Mode = 0) then
- begin
- //Only Change Cat when not in Playlist or Search Mode
- if (CatSongs.CatNumShow > -2) then
- begin
- //Cat Change Hack
- if Ini.Tabs_at_startup = 1 then
- begin
- I := Interaction;
- I2 := 0;
- if I <= 0 then I := 1;
-
- while not catsongs.Song[I].Main or (I2 = 0) do
- begin
- if catsongs.Song[I].Main then
- Inc(I2);
- Dec (I);
- if (I < low(catsongs.Song)) then
- I := high(catsongs.Song);
- end;
-
- Interaction := I;
-
- //Show Cat in Top Left Mod
- ShowCatTL (I);
-
- CatSongs.ClickCategoryButton(I);
- SelectNext;
- FixSelected;
-
- //Play Music:
- Music.PlayChange;
- ChangeMusic;
- end;
- end;
- //Cat Change Hack End}
- end;
- end;
-
- SDLK_RIGHT:
- begin
- if (Length(Songs.Song) > 0) AND (Mode = 0) then begin
- Music.PlayChange;
- SelectNext;
-// InteractNext;
-// SongTarget := Interaction;
- ChangeMusic;
- SetScroll4;
- UpdateLCD;
- Light.LightOne(1, 200);
- end;
- end;
-
- SDLK_LEFT:
- begin
- if (Length(Songs.Song) > 0)AND (Mode = 0) then begin
- Music.PlayChange;
- SelectPrev;
- ChangeMusic;
- SetScroll4;
- UpdateLCD;
- Light.LightOne(0, 200);
- end;
- end;
-
- SDLK_E:
- begin
- OpenEditor;
- end;
-
- SDLK_R:
- begin
- if (Length(Songs.Song) > 0) AND (Mode = 0) then begin
-
- if (SDL_ModState = KMOD_LSHIFT) AND (Ini.Tabs_at_startup = 1) then //Random Category
- begin
- I2 := 0; //Count Cats
- for I:= low(CatSongs.Song) to high (CatSongs.Song) do
- if CatSongs.Song[I].Main then Inc(I2);
-
- I2 := Random (I2)+1; //Zufall
-
- //Find Cat:
- for I:= low(CatSongs.Song) to high (CatSongs.Song) do
- begin
- if CatSongs.Song[I].Main then
- Dec(I2);
- if (I2<=0) then
- begin
- //Show Cat in Top Left Mod
- ShowCatTL (I);
-
- Interaction := I;
-
- CatSongs.ShowCategoryList;
- CatSongs.ClickCategoryButton(I);
- SelectNext;
- FixSelected;
- break;
- end;
- end;
-
-
- end
- else if (SDL_ModState = KMOD_LCTRL) AND (Ini.Tabs_at_startup = 1) then //random in All Categorys
- begin
- repeat
- I2 := Random(high(CatSongs.Song)+1) - low(CatSongs.Song)+1;
- until CatSongs.Song[I2].Main = false;
-
- //Search Cat
- for I := I2 downto low(CatSongs.Song) do
- begin
- if CatSongs.Song[I].Main then
- break;
- end;
- //In I ist jetzt die Kategorie in I2 der Song
-
- //Choose Cat
- CatSongs.ShowCategoryList;
-
- //Show Cat in Top Left Mod
- ShowCatTL (I);
-
- CatSongs.ClickCategoryButton(I);
- SelectNext;
-
- //Fix: Not Existing Song selected:
- //if (I+1=I2) then Inc(I2);
-
- //Choose Song
- SkipTo(I2-I);
-
- end
- else //Random in one Category
- begin
- SkipTo(Random(CatSongs.VisibleSongs));
- end;
- Music.PlayChange;
-
- ChangeMusic;
- SetScroll4;
- UpdateLCD;
- end;
- end;
-
- SDLK_1:
- begin //Jocker
- if (Mode = 1) AND (PartySession.Teams.NumTeams >= 1) AND (PartySession.Teams.Teaminfo[0].Joker > 0) then
- begin
- //Joker spielen
- Dec(PartySession.Teams.Teaminfo[0].Joker);
- SelectRandomSong;
- SetJoker;
- end;
- end;
-
- SDLK_2:
- begin //Jocker
- if (Mode = 1) AND (PartySession.Teams.NumTeams >= 2) AND (PartySession.Teams.Teaminfo[1].Joker > 0) then
- begin
- //Joker spielen
- Dec(PartySession.Teams.Teaminfo[1].Joker);
- SelectRandomSong;
- SetJoker;
- end;
- end;
-
- SDLK_3:
- begin //Jocker
- if (Mode = 1) AND (PartySession.Teams.NumTeams >= 3) AND (PartySession.Teams.Teaminfo[2].Joker > 0) then
- begin
- //Joker spielen
- Dec(PartySession.Teams.Teaminfo[2].Joker);
- SelectRandomSong;
- SetJoker;
- end;
- end;
- end;
- end;
-end;
-
-constructor TScreenSong.Create;
-var
- Pet: integer;
- I: integer;
-Label CreateSongButtons;
-begin
- inherited Create;
-
- LoadFromTheme(Theme.Song);
-
- TextArtist := AddText(Theme.Song.TextArtist);
- TextTitle := AddText(Theme.Song.TextTitle);
- TextNumber := AddText(Theme.Song.TextNumber);
-
- //Show Cat in Top Left mod
- TextCat := AddText(Theme.Song.TextCat);
- StaticCat := AddStatic(Theme.Song.StaticCat);
-
- //Show Video Icon Mod
- VideoIcon := AddStatic(Theme.Song.VideoIcon);
-
- //Party Mode
- StaticTeam1Joker1 := AddStatic(Theme.Song.StaticTeam1Joker1);
- StaticTeam1Joker2 := AddStatic(Theme.Song.StaticTeam1Joker2);
- StaticTeam1Joker3 := AddStatic(Theme.Song.StaticTeam1Joker3);
- StaticTeam1Joker4 := AddStatic(Theme.Song.StaticTeam1Joker4);
- StaticTeam1Joker5 := AddStatic(Theme.Song.StaticTeam1Joker5);
-
- StaticTeam2Joker1 := AddStatic(Theme.Song.StaticTeam2Joker1);
- StaticTeam2Joker2 := AddStatic(Theme.Song.StaticTeam2Joker2);
- StaticTeam2Joker3 := AddStatic(Theme.Song.StaticTeam2Joker3);
- StaticTeam2Joker4 := AddStatic(Theme.Song.StaticTeam2Joker4);
- StaticTeam2Joker5 := AddStatic(Theme.Song.StaticTeam2Joker5);
-
- StaticTeam3Joker1 := AddStatic(Theme.Song.StaticTeam3Joker1);
- StaticTeam3Joker2 := AddStatic(Theme.Song.StaticTeam3Joker2);
- StaticTeam3Joker3 := AddStatic(Theme.Song.StaticTeam3Joker3);
- StaticTeam3Joker4 := AddStatic(Theme.Song.StaticTeam3Joker4);
- StaticTeam3Joker5 := AddStatic(Theme.Song.StaticTeam3Joker5);
-
- //Load Party or NonParty specific Statics and Texts
- SetLength(StaticParty, Length(Theme.Song.StaticParty));
- for I := 0 to High(Theme.Song.StaticParty) do
- StaticParty[I] := AddStatic(Theme.Song.StaticParty[I]);
-
- SetLength(TextParty, Length(Theme.Song.TextParty));
- for I := 0 to High(Theme.Song.TextParty) do
- TextParty[I] := AddText(Theme.Song.TextParty[I]);
-
- SetLength(StaticNonParty, Length(Theme.Song.StaticNonParty));
- for I := 0 to High(Theme.Song.StaticNonParty) do
- StaticNonParty[I] := AddStatic(Theme.Song.StaticNonParty[I]);
-
- SetLength(TextNonParty, Length(Theme.Song.TextNonParty));
- for I := 0 to High(Theme.Song.TextNonParty) do
- TextNonParty[I] := AddText(Theme.Song.TextNonParty[I]);
-
- // Song List
-// Songs.LoadSongList; // moved to the UltraStar unit
- CatSongs.Refresh;
-
- if (length(CatSongs.Song) > 0) then
- begin
- //Set Length of Button Array one Time Instead of one time for every Song
- SetButtonLength(Length(CatSongs.Song));
-
- I := 0;
- CreateSongButtons:
-
- try
- for Pet := I to High(CatSongs.Song) do begin // creating all buttons
- // new
- Texture.Limit := 512;// 256 0.4.2 value, 512 in 0.5.0
-
- if not FileExists(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover) then
- CatSongs.Song[Pet].Cover := ''; // 0.5.0: if cover not found then show 'no cover'
-
- if CatSongs.Song[Pet].Cover = '' then
- AddButton(300 + Pet*250, 140, 200, 200, Skin.GetTextureFileName('SongCover'), 'JPG', 'Plain', Theme.Song.Cover.Reflections)
- else begin
- // cache texture if there is a need to this
- if not Covers.CoverExists(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover) then begin
- Texture.CreateCacheMipmap := true;
- Texture.GetTexture(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, 'Plain', true); // preloads textures and creates cache mipmap
- Texture.CreateCacheMipmap := false;
-
- // puts this texture to the cache file
- Covers.AddCover(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover);
-
- // unload full size texture
- Texture.UnloadTexture(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, false);
-
- // we should also add mipmap texture by calling createtexture and use mipmap cache as data source
- end;
-
- // and now load it from cache file (small place for the optimization by eliminating reading it from file, but not here)
- AddButton(300 + Pet*250, 140, 200, 200, CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, 'JPG', 'Plain', Theme.Song.Cover.Reflections);
- end;
- Texture.Limit := 1024*1024;
- I := -1;
- end;
- except
- //When Error is reported the First time for this Song
- if (I <> Pet) then
- begin
- //Some Error reporting:
- Log.LogError('Could not load Cover: ' + CatSongs.Song[Pet].Cover);
-
- //Change Cover to NoCover and Continue Loading
- CatSongs.Song[Pet].Cover := '';
- I := Pet;
- end
- else //when Error occurs Multiple Times(NoSong Cover is damaged), then start loading next Song
- begin
- Log.LogError('NoCover Cover is damaged!');
- try
- AddButton(300 + Pet*250, 140, 200, 200, '', 'JPG', 'Plain', Theme.Song.Cover.Reflections);
- except
- Messagebox(0, PChar('No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.'), PChar(Language.Translate('US_VERSION')), MB_ICONERROR or MB_OK);
- Halt;
- end;
- I := Pet + 1;
- end;
- end;
-
- if (I <> -1) then
- GoTo CreateSongButtons;
-
- end;
-
- // Randomize Patch
- Randomize;
- //Equalizer
- SetLength(EqualizerBands, Theme.Song.Equalizer.Bands);
- //ClearArray
- For I := low(EqualizerBands) to high(EqualizerBands) do
- EqualizerBands[I] := 3;
-
- if (Length(CatSongs.Song) > 0) then
- Interaction := 0;
-end;
-
-procedure TScreenSong.SetScroll;
-var
- VS, B: Integer;
-begin
- VS := CatSongs.VisibleSongs;
- if VS > 0 then
- begin
- //Set Positions
- Case Theme.Song.Cover.Style of
- 3: SetScroll3;
- 5:begin
- if VS > 5 then
- SetScroll5
- else
- SetScroll4;
- end;
- 6: SetScroll6;
- else SetScroll4;
- end;
- //Set Visibility of Video Icon
- Static[VideoIcon].Visible := (CatSongs.Song[Interaction].Video <> '');
-
- //Set Texts:
- Text[TextArtist].Text := CatSongs.Song[Interaction].Artist;
- Text[TextTitle].Text := CatSongs.Song[Interaction].Title;
- if (Ini.Tabs_at_startup = 1) And (CatSongs.CatNumShow = -1) then
- begin
- Text[TextNumber].Text := IntToStr(CatSongs.Song[Interaction].OrderNum) + '/' + IntToStr(CatSongs.CatCount);
- Text[TextTitle].Text := '(' + IntToStr(CatSongs.Song[Interaction].CatNumber) + ' ' + Language.Translate('SING_SONGS_IN_CAT') + ')';
- end
- else if (CatSongs.CatNumShow = -2) then
- Text[TextNumber].Text := IntToStr(CatSongs.VisibleIndex(Interaction)+1) + '/' + IntToStr(VS)
- else if (CatSongs.CatNumShow = -3) then
- Text[TextNumber].Text := IntToStr(CatSongs.VisibleIndex(Interaction)+1) + '/' + IntToStr(VS)
- else if (Ini.Tabs_at_startup = 1) then
- Text[TextNumber].Text := IntToStr(CatSongs.Song[Interaction].CatNumber) + '/' + IntToStr(CatSongs.Song[Interaction - CatSongs.Song[Interaction].CatNumber].CatNumber)
- else
- Text[TextNumber].Text := IntToStr(Interaction+1) + '/' + IntToStr(Length(CatSongs.Song));
- end
- else
- begin
- Text[TextNumber].Text := '0/0';
- Text[TextArtist].Text := '';
- Text[TextTitle].Text := '';
- for B := 0 to High(Button) do
- Button[B].Visible := False;
-
- end;
-end;
-
-procedure TScreenSong.SetScroll1;
-var
- B: integer; // button
- BMin: integer; // button min
- BMax: integer; // button max
- Src: integer;
-// Dst: integer;
- Count: integer; // Dst is not used. Count is used.
- Ready: boolean;
-
- VisCount: integer; // count of visible (or selectable) buttons
- VisInt: integer; // visible position of interacted button
- Typ: integer; // 0 when all songs fits the screen
- Placed: integer; // number of placed visible buttons
-begin
-// Src := 0;
-// Dst := -1;
- Count := 1;
- Typ := 0;
- Ready := false;
- Placed := 0;
-
- VisCount := 0;
- for B := 0 to High(Button) do
- if CatSongs.Song[B].Visible then Inc(VisCount);
-
- VisInt := 0;
- for B := 0 to Interaction-1 do
- if CatSongs.Song[B].Visible then Inc(VisInt);
-
-
- if VisCount <= 6 then begin
- Typ := 0;
- end else begin
- if VisInt <= 3 then begin
- Typ := 1;
- Count := 7;
- Ready := true;
- end;
-
- if (VisCount - VisInt) <= 3 then begin
- Typ := 2;
- Count := 7;
- Ready := true;
- end;
-
- if not Ready then begin
- Typ := 3;
- Src := Interaction;
- end;
- end;
-
-
-
- // hide all buttons
- for B := 0 to High(Button) do begin
- Button[B].Visible := false;
- Button[B].Selectable := CatSongs.Song[B].Visible;
- end;
-
-{ for B := Src to Dst do begin
-// Button[B].Visible := true;
- Button[B].Visible := CatSongs.Song[B].Visible;
- Button[B].Selectable := Button[B].Visible;
- Button[B].Y := 140 + (B-Src) * 60;
- end;}
-
-
- if Typ = 0 then begin
- for B := 0 to High(Button) do begin
- if CatSongs.Song[B].Visible then begin
- Button[B].Visible := true;
- Button[B].Y := 140 + (Placed) * 60;
- Inc(Placed);
- end;
- end;
- end;
-
- if Typ = 1 then begin
- B := 0;
- while (Count > 0) do begin
- if CatSongs.Song[B].Visible then begin
- Button[B].Visible := true;
- Button[B].Y := 140 + (Placed) * 60;
- Inc(Placed);
- Dec(Count);
- end;
- Inc(B);
- end;
- end;
-
- if Typ = 2 then begin
- B := High(Button);
- while (Count > 0) do begin
- if CatSongs.Song[B].Visible then begin
- Button[B].Visible := true;
- Button[B].Y := 140 + (6-Placed) * 60;
- Inc(Placed);
- Dec(Count);
- end;
- Dec(B);
- end;
- end;
-
- if Typ = 3 then begin
- B := Src;
- Count := 4;
- while (Count > 0) do begin
- if CatSongs.Song[B].Visible then begin
- Button[B].Visible := true;
- Button[B].Y := 140 + (3+Placed) * 60;
- Inc(Placed);
- Dec(Count);
- end;
- Inc(B);
- end;
-
- B := Src-1;
- Placed := 0;
- Count := 3;
- while (Count > 0) do begin
- if CatSongs.Song[B].Visible then begin
- Button[B].Visible := true;
- Button[B].Y := 140 + (2-Placed) * 60;
- Inc(Placed);
- Dec(Count);
- end;
- Dec(B);
- end;
-
- end;
-
- if Length(Button) > 0 then
- Static[1].Texture.Y := Button[Interaction].Y - 5; // selection texture
-end;
-
-procedure TScreenSong.SetScroll2;
-var
- B: integer;
- Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu
- Wsp2: real;
-begin
- // liniowe
- for B := 0 to High(Button) do
- Button[B].X := 300 + (B - Interaction) * 260;
-
- if Length(Button) >= 3 then begin
- if Interaction = 0 then
- Button[High(Button)].X := 300 - 260;
-
- if Interaction = High(Button) then
- Button[0].X := 300 + 260;
- end;
-
- // kolowe
-{ for B := 0 to High(Button) do begin
- Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd.
- Wsp2 := Wsp / Length(Button);
- Button[B].X := 300 + 10000 * sin(2*pi*Wsp2);
-// Button[B].Y := 140 + 50 * ;
- end;}
-end;
-
-procedure TScreenSong.SetScroll3; // with slide
-var
- B: integer;
- Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu
- Wsp2: real;
-begin
- SongTarget := Interaction;
-
- // liniowe
- for B := 0 to High(Button) do
- begin
- Button[B].X := 300 + (B - SongCurrent) * 260;
- if (Button[B].X < -Button[B].W) OR (Button[B].X > 800) then
- Button[B].Visible := False
- else
- Button[B].Visible := True;
- end;
-
-{ if Length(Button) >= 3 then begin
- if Interaction = 0 then
- Button[High(Button)].X := 300 - 260;
-
- if Interaction = High(Button) then
- Button[0].X := 300 + 260;
- end;}
-
- // kolowe
-{ for B := 0 to High(Button) do begin
- Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd.
- Wsp2 := Wsp / Length(Button);
- Button[B].X := 300 + 10000 * sin(2*pi*Wsp2);
-// Button[B].Y := 140 + 50 * ;
- end;}
-end;
-
-procedure TScreenSong.SetScroll4; // rotate
-var
- B: integer;
- Wsp: real;
- Z, Z2: real;
- VS: integer;
-begin
- VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important
-
- // kolowe
- for B := 0 to High(Button) do begin
- Button[B].Visible := CatSongs.Song[B].Visible; // nowe
- if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed
-
- Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms
-
- Z := (1 + cos(Wsp)) / 2;
- Z2 := (1 + 2*Z) / 3;
-
-
- Button[B].X := Theme.Song.Cover.X + (0.185 * Theme.Song.Cover.H * VS * sin(Wsp)) * Z2 - ((Button[B].H - Theme.Song.Cover.H)/2); // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs
- Button[B].Z := Z / 2 + 0.3;
-
- Button[B].W := Theme.Song.Cover.H * Z2;
-
-// Button[B].Y := {50 +} 140 + 50 - 50 * Z2;
- Button[B].Y := Theme.Song.Cover.Y + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7 ;
- Button[B].H := Button[B].W;
- end;
- end;
-end;
-
-(*
-procedure TScreenSong.SetScroll4; // rotate
-var
- B: integer;
- Wsp: real;
- Z: real;
- Z2, Z3: real;
- VS: integer;
- function modreal (const X, Y: real):real;
- begin
- Result := Frac(x / y) * y;
- if Result < -3 then
- Result := Result + Y
- else if Result > 3 then
- Result := Result - Y;
- end;
-begin
- VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important
- Z3 := 1;
- if VS < 12 then
- Z2 := VS
- else
- Z2 := 12;
-
- // kolowe
- for B := 0 to High(Button) do begin
- Button[B].Visible := CatSongs.Song[B].Visible; // nowe
- if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed
- if ((ModReal(CatSongs.VisibleIndex(B) - SongCurrent, VS)>-3) AND (ModReal(CatSongs.VisibleIndex(B) - SongCurrent, VS)<3)) then
- begin
- if CatSongs.VisibleIndex(B)> SongCurrent then
- Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / Z2
- else
- Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / Z2;
-
- Z3 := 2;
- Z := (1 + cos(Wsp)) / 2;
- //Z2 := (1 + 2*Z) / 3;
- //Z2 := (0.5 + Z/2);
- //Z2 := sin(Wsp);
-
- //Z2 := Power (Z2,Z3);
-
- Button[B].W := Theme.Song.CoverW * Power(cos(Wsp), Z3);//Power(Z2, 3);
-
- //Button[B].X := Theme.Song.CoverX + ({Theme.Song.CoverX + Theme.Song.CoverW/2 + Theme.Song.CoverW*0.18 * VS {CatSongs.VisibleSongs {Length(Button) * sin(Wsp) {- Theme.Song.CoverX - Theme.Song.CoverW) * Z2; // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs
- if (sin(Wsp)<0) then
- Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX + Theme.Song.CoverW - Button[B].W
- else //*Theme.Song.CoverW*0.004*Z3
- Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX;
- Button[B].Z := Z-0.00001;
-
-// Button[B].Y := {50 + 140 + 50 - 50 * Z2;
- // Button[B].Y := (Theme.Song.CoverY + 40 + 50 - 50 * Z2);
- Button[B].Y := (Theme.Song.CoverY + Theme.Song.CoverW - Button[B].W);
- Button[B].H := Button[B].W;
- Button[B].Visible := True;
- end
- {else if (((CatSongs.VisibleIndex(B) - SongCurrent)>-3) AND ((CatSongs.VisibleIndex(B) - SongCurrent)<3)) OR ((round (CatSongs.VisibleIndex(B) - SongCurrent) mod VS > -3) AND ((CatSongs.VisibleIndex(B) - SongCurrent)<3)) then
- begin
- Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / 12 ;// 0.5.0 (II): takes another 16ms
-
- Z := (1 + cos(Wsp)) / 2 -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers
-
- Button[B].W := Theme.Song.CoverW * Power(cos(Wsp), Z3);//Power(Z2, 3);
-
- if (sin(Wsp)<0) then
- Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX + Theme.Song.CoverW - Button[B].W
- else
- Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX;
-
- Button[B].Z := Z;
-
- Button[B].Y := (Theme.Song.CoverY + Theme.Song.CoverW - Button[B].W);
-
- Button[B].H := Button[B].W;
- Button[B].Visible := True;
- end
- else Button[B].Visible := False;
- end;
- end;
-end; *)
-
-procedure TScreenSong.SetScroll5; // rotate
-var
- B: integer;
- Angle: real;
- Pos: Real;
- VS: integer;
- diff: real;
- X: Real;
- helper: real;
-begin
- VS := CatSongs.VisibleSongs; // cache Visible Songs
- {Vars
- Theme.Song.CoverW: Radius des Kreises
- Theme.Song.CoverX: X Pos Linke Kante des gewählten Covers
- Theme.Song.CoverX: Y Pos Obere Kante des gewählten Covers
- Theme.Song.CoverH: Höhe der Cover
-
- (CatSongs.VisibleIndex(B) - SongCurrent)/VS = Abstand zum MIttleren Cover in %
- }
-
- //Change Pos of all Buttons
- for B := low(Button) to high(Button) do
- begin
- Button[B].Visible := CatSongs.Song[B].Visible; //Adjust Visibility
- if Button[B].Visible then //Only Change Pos for Visible Buttons
- begin
- Pos := (CatSongs.VisibleIndex(B) - SongCurrent);
- if (Pos < -VS/2) then
- Pos := Pos + VS
- else if (Pos > VS/2) then
- Pos := Pos - VS;
-
- if (Abs(Pos) < 2.5) then {fixed Positions}
- begin
- Angle := Pi * (Pos / 5);
-// Button[B].Visible := False;
-
- Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8));//Power(Z2, 3);
-
-// Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
- Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
-
- Button[B].Z := 0.95 - Abs(Pos) * 0.01;
-
- Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Abs(Theme.Song.Cover.H * cos(Angle))) * 0.5);
-
- Button[B].W := Button[B].H;
-
- Diff := (Button[B].H - Theme.Song.Cover.H)/2;
-
-
- X := Sin(Angle*1.3)*0.9;
-
- Button[B].X := Theme.Song.Cover.X + Theme.Song.Cover.W * X - Diff;
-
- end
- else
- begin {Behind the Front Covers}
-
- // limit-bg-covers hack
- if (abs(abs(Pos)-VS/2)>10) then Button[B].Visible:=False;
- // end of limit-bg-covers hack
-
- if Pos < 0 then
- Pos := (Pos - VS/2)/VS
- else
- Pos := (Pos + VS/2)/VS;
-
- Angle := pi * Pos*2;
- if VS > 24 then
- begin
- if Angle < 0 then helper:=-1 else helper:=1;
- Angle:=2*pi-abs(Angle);
- Angle:=Angle*(VS/24);
- Angle:=(2*pi-Angle)*helper;
- end;
-
- Button[B].Z := (0.4 - Abs(Pos/4)) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers
-
- Button[B].H :=0.6*(Theme.Song.Cover.H-Abs(Theme.Song.Cover.H * cos(Angle/2)*0.8));//Power(Z2, 3);
-
- Button[B].W := Button[B].H;
-
- Button[B].Y := Theme.Song.Cover.Y - (Button[B].H - Theme.Song.Cover.H)*0.75;
-
-// Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
- Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
-
- Diff := (Button[B].H - Theme.Song.Cover.H)/2;
-
- Button[B].X := Theme.Song.Cover.X+Theme.Song.Cover.H/2-Button[b].H/2+Theme.Song.Cover.W/320*((Theme.Song.Cover.H)*sin(Angle/2)*1.52);
-
- end;
-
- //Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H)/1.5); //Cover at down border of the change field
-// Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H) * 0.7);
-
- end;
- end;
-end;
-
-procedure TScreenSong.SetScroll6; // rotate (slotmachine style)
-var
- B: integer;
- Angle: real;
- Pos: Real;
- VS: integer;
- diff: real;
- X: Real;
- Wsp: real;
- Z, Z2: real;
-begin
- VS := CatSongs.VisibleSongs; // cache Visible Songs
- if VS <=5 then begin
- // kolowe
- for B := 0 to High(Button) do
- begin
- Button[B].Visible := CatSongs.Song[B].Visible; // nowe
- if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed
-
- Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms
-
- Z := (1 + cos(Wsp)) / 2;
- Z2 := (1 + 2*Z) / 3;
-
-
- Button[B].Y := Theme.Song.Cover.Y + (0.185 * Theme.Song.Cover.H * VS * sin(Wsp)) * Z2 - ((Button[B].H - Theme.Song.Cover.H)/2); // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs
- Button[B].Z := Z / 2 + 0.3;
-
- Button[B].W := Theme.Song.Cover.H * Z2;
-
-// Button[B].Y := {50 +} 140 + 50 - 50 * Z2;
- Button[B].X := Theme.Song.Cover.X + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7 ;
- Button[B].H := Button[B].W;
- end;
- end;
- end
- else begin
-
- //Change Pos of all Buttons
- for B := low(Button) to high(Button) do
- begin
- Button[B].Visible := CatSongs.Song[B].Visible; //Adjust Visibility
- if Button[B].Visible then //Only Change Pos for Visible Buttons
- begin
- Pos := (CatSongs.VisibleIndex(B) - SongCurrent);
- if (Pos < -VS/2) then
- Pos := Pos + VS
- else if (Pos > VS/2) then
- Pos := Pos - VS;
-
- if (Abs(Pos) < 2.5) then {fixed Positions}
- begin
- Angle := Pi * (Pos / 5);
-// Button[B].Visible := False;
-
- Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8));//Power(Z2, 3);
-
- Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
-
- Button[B].Z := 0.95 - Abs(Pos) * 0.01;
-
- Button[B].X := (Theme.Song.Cover.X + (Theme.Song.Cover.H - Abs(Theme.Song.Cover.H * cos(Angle))) * 0.5);
-
- Button[B].W := Button[B].H;
-
- Diff := (Button[B].H - Theme.Song.Cover.H)/2;
-
-
- X := Sin(Angle*1.3)*0.9;
-
- Button[B].Y := Theme.Song.Cover.Y + Theme.Song.Cover.W * X - Diff;
- end
- else
- begin {Behind the Front Covers}
-
- // limit-bg-covers hack
- if (abs(VS/2-abs(Pos))>10) then Button[B].Visible:=False;
- if VS > 25 then VS:=25;
- // end of limit-bg-covers hack
-
- if Pos < 0 then
- Pos := (Pos - VS/2)/VS
- else
- Pos := (Pos + VS/2)/VS;
-
- Angle := pi * Pos*2;
-
- Button[B].Z := (0.4 - Abs(Pos/4)) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers
-
- Button[B].H :=0.6*(Theme.Song.Cover.H-Abs(Theme.Song.Cover.H * cos(Angle/2)*0.8));//Power(Z2, 3);
-
- Button[B].W := Button[B].H;
-
- Button[B].X := Theme.Song.Cover.X - (Button[B].H - Theme.Song.Cover.H)*0.5;
-
-
- Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
-
- Button[B].Y := Theme.Song.Cover.Y+Theme.Song.Cover.H/2-Button[b].H/2+Theme.Song.Cover.W/320*(Theme.Song.Cover.H*sin(Angle/2)*1.52);
- end;
- end;
- end;
- end;
-end;
-
-
-procedure TScreenSong.onShow;
-begin
- Music.Stop;
-
- if Ini.Players <= 3 then PlayersPlay := Ini.Players + 1;
- if Ini.Players = 4 then PlayersPlay := 6;
-
- //Cat Mod etc
- if (Ini.Tabs_at_startup = 1) AND (CatSongs.CatNumShow = -1) then
- begin
- CatSongs.ShowCategoryList;
- FixSelected;
- //Show Cat in Top Left Mod
- HideCatTL;
- end;
-
-
- if Length(CatSongs.Song) > 0 then begin
- //Load Music only when Song Preview is activated
- if (Ini.PreviewVolume <> 0) then
- begin
- Music.SetLoop(false);
- Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3);
- Music.MoveTo(Music.Length / 4);
- Music.Play;
-
- //Set Preview Volume
- Music.SetMusicVolume (Ini.PreviewVolume * 10);
- {//if Music Fade is activated, Set Volume to 0 %
- if (Ini.PreviewFading <> 0) then
- Music.SetMusicVolume(0);}
- end;
-
- SetScroll;
- UpdateLCD;
- end;
-
- //Playlist Mode
- if (Mode = 0) then
- begin
- //If Playlist Shown -> Select Next automatically
- if (CatSongs.CatNumShow = -3) then
- begin
- SelectNext;
- ChangeMusic;
- end;
- end
- //Party Mode
- else if (Mode = 1) then
- begin
-
- SelectRandomSong;
- //Show Menu directly in PartyMode
- //But only if selected in Options
- if (Ini.PartyPopup = 1) then
- begin
- ScreenSongMenu.MenuShow(SM_Party_Main);
- end;
-
-
- end;
-
- SetJoker;
- SetStatics;
-end;
-
-procedure TScreenSong.onHide;
-begin
- //When Music Fading is activated, Turn Music to 100 %
- If (Ini.PreviewVolume <> 100) or (Ini.PreviewFading <> 0) then
- Music.SetMusicVolume(100);
-
- //If Preview is deactivated: Load MUsicfile now
- If (Ini.PreviewVolume = 0) then
- Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3);
-
- //When hide then Stop Music (For Party Mode Popup on Exit)
- if (Display.NextScreen <> @ScreenSing) and (Display.NextScreen <> @ScreenSingModi) and (Music <> nil) then
- Music.Stop;
-end;
-
-procedure TScreenSong.DrawExtensions;
-begin
- //Draw Song Menu
- if (ScreenSongMenu.Visible) then
- begin
- ScreenSongMenu.Draw;
- end
- else if (ScreenSongJumpto.Visible) then
- begin
- ScreenSongJumpto.Draw;
- end
-end;
-
-function TScreenSong.Draw: boolean;
-var
- dx: real;
- dt: real;
- I: Integer;
-begin
- dx := SongTarget-SongCurrent;
- dt := TimeSkip*7;
- if dt > 1 then dt := 1;
- SongCurrent := SongCurrent + dx*dt;
-
-{ if SongCurrent > Catsongs.VisibleSongs then begin
- SongCurrent := SongCurrent - Catsongs.VisibleSongs;
- SongTarget := SongTarget - Catsongs.VisibleSongs;
- end;}
-
-// Log.BenchmarkStart(5);
- SetScroll;
-// Log.BenchmarkEnd(5);
-// Log.LogBenchmark('SetScroll4', 5);
-
- //Fading Functions, Only if Covertime is under 5 Seconds
- If (CoverTime < 5) then
- begin
- // 0.5.0: cover fade
- if (CoverTime < 1) and (CoverTime + TimeSkip >= 1) then begin
- // load new texture
- Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false);
- Button[Interaction].Texture.Alpha := 1;
- Button[Interaction].Texture2 := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false);
- Button[Interaction].Texture2.Alpha := 1;
- end;
-
- //Song Fade
- if (CatSongs.VisibleSongs > 0) AND (Ini.PreviewVolume <> 0) AND (Not CatSongs.Song[Interaction].Main) AND (Ini.PreviewFading <> 0) then
- begin
- //Start Song Fade after a little Time, to prevent Song to be Played on Scrolling
- if (CoverTime < 0.2) and (CoverTime + TimeSkip >= 0.2) then
- Music.Play;
-
- //Update Song Volume
- if (CoverTime < Ini.PreviewFading) then
- Music.SetMusicVolume(Round (CoverTime * Ini.PreviewVolume / Ini.PreviewFading * 10))
- else
- Music.SetMusicVolume(Ini.PreviewVolume * 10);
-
- end;
-
-
- //Update Fading Time
- CoverTime := CoverTime + TimeSkip;
-
- //Update Fading Texture
- Button[Interaction].Texture2.Alpha := (CoverTime - 1) * 1.5;
- if Button[Interaction].Texture2.Alpha > 1 then Button[Interaction].Texture2.Alpha := 1;
-
- end;
-
- //inherited Draw;
- //heres a little Hack, that causes the Statics
- //are Drawn after the Buttons because of some Blending Problems.
- //This should cause no Problems because all Buttons on this screen
- //Has Z Position.
- //Draw BG
- DrawBG;
-
- //Instead of Draw FG Procedure:
- //We draw Buttons for our own
- for I := 0 to Length(Button) - 1 do
- Button[I].Draw;
-
- // Statics
- for I := 0 to Length(Static) - 1 do
- Static[I].Draw;
-
- // and texts
- for I := 0 to Length(Text) - 1 do
- Text[I].Draw;
-
-
- //Draw Equalizer
- if Theme.Song.Equalizer.Visible then
- DrawEqualizer;
-
- DrawExtensions;
-
-end;
-
-procedure TScreenSong.SelectNext;
-var
- Skip: integer;
- I: integer;
- VS: Integer;
-begin
- VS := CatSongs.VisibleSongs;
-
- if VS > 0 then
- begin
- UnLoadDetailedCover;
-
- Skip := 1;
-
- // this 1 could be changed by CatSongs.FindNextVisible
- while (not CatSongs.Song[(Interaction + Skip) mod Length(Interactions)].Visible) do Inc(Skip);
-
- SongTarget := SongTarget + 1;//Skip;
-
- Interaction := (Interaction + Skip) mod Length(Interactions);
-
- // try to keep all at the beginning
- if SongTarget > VS-1 then begin
- SongTarget := SongTarget - VS;
- SongCurrent := SongCurrent - VS;
- end;
-
- end;
- // Interaction -> Button, ktorego okladke przeczytamy
- // Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false); // 0.5.0: show uncached texture
-end;
-
-procedure TScreenSong.SelectPrev;
-var
- Skip: integer;
- I: integer;
- VS: Integer;
-begin
- VS := CatSongs.VisibleSongs;
-
- if VS > 0 then
- begin
- UnLoadDetailedCover;
-
- Skip := 1;
-
- while (not CatSongs.Song[(Interaction - Skip + Length(Interactions)) mod Length(Interactions)].Visible) do Inc(Skip);
- SongTarget := SongTarget - 1;//Skip;
-
- Interaction := (Interaction - Skip + Length(Interactions)) mod Length(Interactions);
-
- // try to keep all at the beginning
- if SongTarget < 0 then begin
- SongTarget := SongTarget + CatSongs.VisibleSongs;
- SongCurrent := SongCurrent + CatSongs.VisibleSongs;
- end;
-
- // Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false); // 0.5.0: show uncached texture
- end;
-end;
-
-procedure TScreenSong.UpdateLCD;
-begin
- LCD.HideCursor;
- LCD.Clear;
- LCD.WriteText(1, Text[TextArtist].Text);
- LCD.WriteText(2, Text[TextTitle].Text);
-end;
-
-//Procedure Change current played Preview
-procedure TScreenSong.ChangeMusic;
-begin
- //When Music Preview is avtivated -> then Change Music
- if (Ini.PreviewVolume <> 0) then
- begin
- if (NOT CatSongs.Song[Interaction].Main) AND(CatSongs.VisibleSongs > 0) then
- begin
- Music.Close;
- if Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3) then begin
- Music.MoveTo(Music.Length / 4);
- //If Song Fading is activated then don't Play directly, and Set Volume to Null, else Play normal
- if (Ini.PreviewFading = 0) then
- Music.Play
- else
- Music.SetMusicVolume(0);
- end;
- end
- else
- Music.Stop;
- end;
-end;
-
-procedure TScreenSong.SkipTo(Target: Cardinal); // 0.5.0
-var
- Skip: integer;
- I: integer;
-begin
- UnLoadDetailedCover;
-
- Interaction := High(CatSongs.Song);
- SongTarget := 0;
-
- for I := 1 to Target+1 do
- SelectNext;
-
- FixSelected2;
-end;
-
-procedure TScreenSong.DrawEqualizer;
-var
- Data: TFFTData; //Audio Data
- I, J: Integer;
- Res: byte;
- A, B: Integer;
- PosX, PosY: Integer;
- Pos: Real;
-begin
-if (not Music.Finished) AND (Theme.Song.Equalizer.Length > 0) then
-begin
-
-
- A := GetTickCount div 44;
-
- if (A <> EqualizerTime) then
- begin
- EqualizerTime := A;
- Data := Music.GetFFTData;
-
- B:=0;
- Pos := 0;
- Res := ceil(92/Theme.Song.Equalizer.Bands);//How much channels are used for one Band
-
- //Change Lengths
- for I := 0 to (Res * Theme.Song.Equalizer.Bands - 1) do
- begin
- A := floor(I/Res);
-
- if (A<>B) then //Band changed
- begin
- if (Pos <= Theme.Song.Equalizer.Length) then
- begin
- if ((Pos < EqualizerBands[B]) AND (EqualizerBands[B]>1)) then
- EqualizerBands[B] := EqualizerBands[B] - 1
- else
- EqualizerBands[B] := floor(Pos);
- end
- else
- EqualizerBands[B] := 1;
-
- B := A;
- Pos := 0;
- end;
-
- if I > 35 then
- Data[i] := Data[i] * 8
- else if I > 11 then
- Data[i] := Data[i] * 4.5
- else
- Data[i] := Data[i] * 1.1;
-
- if (Data[i] >= 1) then
- Data[i] := 0.9999999999999;
-
- if Data[i]*Theme.Song.Equalizer.Length > Pos then
- Pos := Data[i]*Theme.Song.Equalizer.Length;
- end;
-
- //Change Last Band
- if (EqualizerBands[B] <= Theme.Song.Equalizer.Length) then
- begin
- if ((Pos < EqualizerBands[B]) AND (EqualizerBands[B]>1)) then
- EqualizerBands[B] := EqualizerBands[B] - 1
- else
- EqualizerBands[B] := floor(Pos)
- end
- else
- EqualizerBands[B] := 1;
- end;
-
- //Draw every Channel
- glColor4f(Theme.Song.Equalizer.ColR, Theme.Song.Equalizer.ColG, Theme.Song.Equalizer.ColB, Theme.Song.Equalizer.Alpha); //Set Color
- glDisable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
-
- PosY := Theme.Song.Equalizer.Y;
- PosX := Theme.Song.Equalizer.X;
-
- For I := 0 to Theme.Song.Equalizer.Bands-1 do
- begin
- if Theme.Song.Equalizer.Direction then
- PosY := Theme.Song.Equalizer.Y //+ (Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space) * Theme.Song.Equalizer.Length
- else
- PosX := Theme.Song.Equalizer.X;
- //Draw for every visible quad
- for J := 1 to EqualizerBands[I] do
- begin
- glBegin(GL_QUADS);
- glVertex3f(PosX, PosY, Theme.Song.Equalizer.Z);
- glVertex3f(PosX, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z);
- glVertex3f(PosX+Theme.Song.Equalizer.W, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z);
- glVertex3f(PosX+Theme.Song.Equalizer.W, PosY, Theme.Song.Equalizer.Z);
- glEnd;
-
- if Theme.Song.Equalizer.Direction then //Vertically
- PosY := PosY - Theme.Song.Equalizer.H - Theme.Song.Equalizer.Space
- else //Horizontally
- PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space;
- end;
- if Theme.Song.Equalizer.Direction then //Horizontally
- PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space
- else //Vertically
- PosY := PosY + Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space;
- end;
-end;
-end;
-
-Procedure TScreenSong.SelectRandomSong;
-var
- I, I2: Integer;
-begin
- Case PlaylistMan.Mode of
- 0: //All Songs Just Select Random Song
- begin
- //When Tabs are activated then use Tab Method
- if (Ini.Tabs_at_startup = 1) then
- begin
- repeat
- I2 := Random(high(CatSongs.Song)+1) - low(CatSongs.Song)+1;
- until CatSongs.Song[I2].Main = false;
-
- //Search Cat
- for I := I2 downto low(CatSongs.Song) do
- begin
- if CatSongs.Song[I].Main then
- break;
- end;
- //In I ist jetzt die Kategorie in I2 der Song
- //I is the CatNum, I2 is the No of the Song within this Cat
-
- //Choose Cat
- CatSongs.ShowCategoryList;
-
- //Show Cat in Top Left Mod
- ShowCatTL (I);
-
- CatSongs.ClickCategoryButton(I);
- SelectNext;
-
- //Choose Song
- SkipTo(I2-I);
- end
- //When Tabs are deactivated use easy Method
- else
- SkipTo(Random(CatSongs.VisibleSongs));
- end;
- 1: //One Category Select Category and Select Random Song
- begin
- CatSongs.ShowCategoryList;
- CatSongs.ClickCategoryButton(PlaylistMan.CurPlayList);
- ShowCatTL(PlaylistMan.CurPlayList);
-
- SelectNext;
- FixSelected2;
-
- SkipTo(Random(CatSongs.VisibleSongs));
- end;
- 2: //Playlist: Select Playlist and Select Random Song
- begin
- PlaylistMan.SetPlayList(PlaylistMan.CurPlayList);
-
- SkipTo(Random(CatSongs.VisibleSongs));
- FixSelected2;
- end;
- end;
-
- Music.PlayChange;
- ChangeMusic;
- SetScroll;
- UpdateLCD;
-end;
-
-procedure TScreenSong.SetJoker;
-begin
- //If Party Mode
- if Mode = 1 then //Show Joker that are available
- begin
- if (PartySession.Teams.NumTeams >= 1) then
- begin
- Static[StaticTeam1Joker1].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 1);
- Static[StaticTeam1Joker2].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 2);
- Static[StaticTeam1Joker3].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 3);
- Static[StaticTeam1Joker4].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 4);
- Static[StaticTeam1Joker5].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 5);
- end
- else
- begin
- Static[StaticTeam1Joker1].Visible := False;
- Static[StaticTeam1Joker2].Visible := False;
- Static[StaticTeam1Joker3].Visible := False;
- Static[StaticTeam1Joker4].Visible := False;
- Static[StaticTeam1Joker5].Visible := False;
- end;
-
- if (PartySession.Teams.NumTeams >= 2) then
- begin
- Static[StaticTeam2Joker1].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 1);
- Static[StaticTeam2Joker2].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 2);
- Static[StaticTeam2Joker3].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 3);
- Static[StaticTeam2Joker4].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 4);
- Static[StaticTeam2Joker5].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 5);
- end
- else
- begin
- Static[StaticTeam2Joker1].Visible := False;
- Static[StaticTeam2Joker2].Visible := False;
- Static[StaticTeam2Joker3].Visible := False;
- Static[StaticTeam2Joker4].Visible := False;
- Static[StaticTeam2Joker5].Visible := False;
- end;
-
- if (PartySession.Teams.NumTeams >= 3) then
- begin
- Static[StaticTeam3Joker1].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 1);
- Static[StaticTeam3Joker2].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 2);
- Static[StaticTeam3Joker3].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 3);
- Static[StaticTeam3Joker4].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 4);
- Static[StaticTeam3Joker5].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 5);
- end
- else
- begin
- Static[StaticTeam3Joker1].Visible := False;
- Static[StaticTeam3Joker2].Visible := False;
- Static[StaticTeam3Joker3].Visible := False;
- Static[StaticTeam3Joker4].Visible := False;
- Static[StaticTeam3Joker5].Visible := False;
- end;
- end
- else
- begin //Hide all
- Static[StaticTeam1Joker1].Visible := False;
- Static[StaticTeam1Joker2].Visible := False;
- Static[StaticTeam1Joker3].Visible := False;
- Static[StaticTeam1Joker4].Visible := False;
- Static[StaticTeam1Joker5].Visible := False;
-
- Static[StaticTeam2Joker1].Visible := False;
- Static[StaticTeam2Joker2].Visible := False;
- Static[StaticTeam2Joker3].Visible := False;
- Static[StaticTeam2Joker4].Visible := False;
- Static[StaticTeam2Joker5].Visible := False;
-
- Static[StaticTeam3Joker1].Visible := False;
- Static[StaticTeam3Joker2].Visible := False;
- Static[StaticTeam3Joker3].Visible := False;
- Static[StaticTeam3Joker4].Visible := False;
- Static[StaticTeam3Joker5].Visible := False;
- end;
-end;
-
-procedure TScreenSong.SetStatics;
-var
- I: Integer;
- Visible: Boolean;
-begin
- //Set Visibility of Party Statics and Text
- Visible := (Mode = 1);
-
- For I := 0 to high(StaticParty) do
- Static[StaticParty[I]].Visible := Visible;
-
- For I := 0 to high(TextParty) do
- Text[TextParty[I]].Visible := Visible;
-
- //Set Visibility of Non Party Statics and Text
- Visible := not Visible;
-
- For I := 0 to high(StaticNonParty) do
- Static[StaticNonParty[I]].Visible := Visible;
-
- For I := 0 to high(TextNonParty) do
- Text[TextNonParty[I]].Visible := Visible;
-end;
-
-//Procedures for Menu
-
-procedure TScreenSong.StartSong;
-begin
- CatSongs.Selected := Interaction;
- Music.Stop;
- //Party Mode
- if (Mode = 1) then
- begin
- FadeTo(@ScreenSingModi);
- end
- else
- begin
- FadeTo(@ScreenSing);
- end;
-end;
-
-procedure TScreenSong.SelectPlayers;
-begin
- CatSongs.Selected := Interaction;
- Music.Stop;
-
- ScreenName.Goto_SingScreen := True;
- FadeTo(@ScreenName);
-end;
-
-procedure TScreenSong.OpenEditor;
-begin
- if (Length(Songs.Song) > 0) and (not CatSongs.Song[Interaction].Main) AND (Mode = 0) then begin
- Music.Stop;
- Music.PlayStart;
- ScreenEditSub.Path := CatSongs.Song[Interaction].Path;
- ScreenEditSub.FileName := CatSongs.Song[Interaction].FileName;
- FadeTo(@ScreenEditSub);
- end;
-end;
-
-//Team No of Team (0-5)
-procedure TScreenSong.DoJoker (Team: Byte);
-begin
- if (Mode = 1) AND (PartySession.Teams.NumTeams >= Team + 1) AND (PartySession.Teams.Teaminfo[Team].Joker > 0) then
- begin
- //Joker spielen
- Dec(PartySession.Teams.Teaminfo[Team].Joker);
- SelectRandomSong;
- SetJoker;
- end;
-end;
-
-//Detailed Cover Unloading. Unloads the Detailed, uncached Cover of the cur. Song
-procedure TScreenSong.UnLoadDetailedCover;
-begin
- CoverTime := 0;
-
- Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', true); // 0.5.0: show cached texture
- Button[Interaction].Texture2.Alpha := 0;
-
- if Button[Interaction].Texture.Name <> Skin.GetTextureFileName('SongCover') then
- Texture.UnloadTexture(Button[Interaction].Texture.Name, false);
-end;
-
-procedure TScreenSong.Refresh;
-begin {
-CatSongs.Refresh;
-CatSongs.ShowCategoryList;
-Interaction := 0;
-SelectNext;
-FixSelected; }
-
-end;
-
-end.
+unit UScreenSong; + +interface +{$I switches.inc} + +uses + UMenu, + SDL, + UMusic, + UFiles, + UTime, + UDisplay, + USongs, + SysUtils, + ULog, + UThemes, + UTexture, + ULanguage, + ULCD, + ULight, + UIni; + +type + TScreenSong = class(TMenu) + public + TextArtist: integer; + TextTitle: integer; + TextNumber: integer; + + //Video Icon Mod + VideoIcon: Cardinal; + + TextCat: integer; + StaticCat: integer; + + SongCurrent: real; + SongTarget: real; + + HighSpeed: boolean; + CoverFull: boolean; + CoverTime: real; + CoverX: integer; + CoverY: integer; + CoverW: integer; + is_jump: boolean; // Jump to Song Mod + is_jump_title:boolean; //Jump to SOng MOd-YTrue if search for Title + + EqualizerBands: array of Byte; + EqualizerTime: Cardinal; + EqualizerTime2: Byte; + + //Party Mod + Mode: Byte; //0 = Standard, 1= Go to PartyMode after Selection + Change to Random Song at Show + //party Statics (Joker) + StaticTeam1Joker1: Cardinal; + StaticTeam1Joker2: Cardinal; + StaticTeam1Joker3: Cardinal; + StaticTeam1Joker4: Cardinal; + StaticTeam1Joker5: Cardinal; + + StaticTeam2Joker1: Cardinal; + StaticTeam2Joker2: Cardinal; + StaticTeam2Joker3: Cardinal; + StaticTeam2Joker4: Cardinal; + StaticTeam2Joker5: Cardinal; + + StaticTeam3Joker1: Cardinal; + StaticTeam3Joker2: Cardinal; + StaticTeam3Joker3: Cardinal; + StaticTeam3Joker4: Cardinal; + StaticTeam3Joker5: Cardinal; + + StaticParty: Array of Cardinal; + TextParty: Array of Cardinal; + StaticNonParty: Array of Cardinal; + TextNonParty: Array of Cardinal; + + + constructor Create; override; + procedure SetScroll; + procedure SetScroll1; + procedure SetScroll2; + procedure SetScroll3; + procedure SetScroll4; + procedure SetScroll5; + procedure SetScroll6; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + procedure onShow; override; + procedure onHide; override; + procedure SelectNext; + procedure SelectPrev; + procedure UpdateLCD; + procedure SkipTo(Target: Cardinal); + procedure FixSelected; //Show Wrong Song when Tabs on Fix + procedure FixSelected2; //Show Wrong Song when Tabs on Fix + procedure ShowCatTL(Cat: Integer);// Show Cat in Top left + procedure ShowCatTLCustom(Caption: String);// Show Custom Text in Top left + procedure HideCatTL;// Show Cat in Tob left + procedure Refresh; //Refresh Song Sorting + procedure DrawEqualizer; + procedure ChangeMusic; + //Party Mode + procedure SelectRandomSong; + procedure SetJoker; + procedure SetStatics; + //procedures for Menu + procedure StartSong; + procedure OpenEditor; + procedure DoJoker(Team: Byte); + procedure SelectPlayers; + + procedure UnLoadDetailedCover; + + //Extensions + procedure DrawExtensions; + end; + +implementation +uses UGraphic, + UMain, + UCovers, + math, + OpenGL12, + {$IFDEF win32} + windows, + {$ELSE} + lclintf, + {$ENDIF} + USkins, + UDLLManager, + UParty, + UPlaylist, + UScreenSongMenu; + +// ***** Public methods ****** // + +//Show Wrong Song when Tabs on Fix +procedure TScreenSong.FixSelected; +var I, I2: Integer; + begin + if CatSongs.VisibleSongs > 0 then + begin + I2:= 0; + for I := low(CatSongs.Song) to High(Catsongs.Song) do + begin + if CatSongs.Song[I].Visible then + inc(I2); + + if I = Interaction - 1 then + break; + end; + + SongCurrent := I2; + SongTarget := I2; + end; + end; + +procedure TScreenSong.FixSelected2; +var I, I2: Integer; + begin + if CatSongs.VisibleSongs > 0 then + begin + I2:= 0; + for I := low(CatSongs.Song) to High(Catsongs.Song) do + begin + if CatSongs.Song[I].Visible then + inc(I2); + + if I = Interaction - 1 then + break; + end; + + SongTarget := I2; + end; + end; +//Show Wrong Song when Tabs on Fix End + + procedure TScreenSong.ShowCatTLCustom(Caption: String);// Show Custom Text in Top left + begin + Text[TextCat].Text := Caption; + Text[TextCat].Visible := true; + Static[StaticCat].Visible := False; + end; + + //Show Cat in Top Left Mod + procedure TScreenSong.ShowCatTL(Cat: Integer); + begin + //Change + Text[TextCat].Text := CatSongs.Song[Cat].Artist; + //showmessage(CatSongs.Song[Cat].Path + CatSongs.Song[Cat].Cover); + //Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', true); + + Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', true); + //Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', false); + //Button[Cat]. + //Cover + + + //Show + Text[TextCat].Visible := true; + Static[StaticCat].Visible := True; + end; + + procedure TScreenSong.HideCatTL; + begin + //Hide + //Text[TextCat].Visible := false; + Static[StaticCat].Visible := false; + //New -> Show Text specified in Theme + Text[TextCat].Visible := True; + Text[TextCat].Text := Theme.Song.TextCat.Text; + end; + //Show Cat in Top Left Mod End + + +// Method for input parsing. If False is returned, GetNextWindow +// should be checked to know the next window to load; +function TScreenSong.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +var + I: integer; + I2: integer; + HS: integer; + SDL_ModState: Word; + Letter: Char; +begin + Result := true; + + //Song Screen Extensions (Jumpto + Menu) + if (ScreenSongMenu.Visible) then + begin + Result := ScreenSongMenu.ParseInput(PressedKey, ScanCode, PressedDown); + Exit; + end + else if (ScreenSongJumpto.Visible) then + begin + Result := ScreenSongJumpto.ParseInput(PressedKey, ScanCode, PressedDown); + Exit; + end; + + If (PressedDown) Then + begin // Key Down + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT); + + //Jump to Artist/Titel + if (SDL_ModState and KMOD_LALT <> 0) AND (Mode = 0) AND (PressedKey >= SDLK_A) AND (PressedKey <= SDLK_Z) then + begin + Letter := UpCase(Chr(ScanCode)); + I2 := Length(CatSongs.Song); + + //Jump To Titel + if (SDL_ModState = KMOD_LALT or KMOD_LSHIFT) then + begin + For I := 1 to high(CatSongs.Song) do + begin + if (CatSongs.Song[(I + Interaction) mod I2].Visible) AND (Length(CatSongs.Song[(I + Interaction) mod I2].Title)>0) AND (UpCase(CatSongs.Song[(I + Interaction) mod I2].Title[1]) = Letter) then + begin + SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2)); + + Music.PlayChange; + + ChangeMusic; + SetScroll4; + UpdateLCD; + //Break and Exit + Exit; + end; + end; + end + //Jump to Artist + else if (SDL_ModState = KMOD_LALT) then + begin + For I := 1 to high(CatSongs.Song) do + begin + if (CatSongs.Song[(I + Interaction) mod I2].Visible) AND (Length(CatSongs.Song[(I + Interaction) mod I2].Artist)>0) AND (UpCase(CatSongs.Song[(I + Interaction) mod I2].Artist[1]) = Letter) then + begin + SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2)); + + Music.PlayChange; + + ChangeMusic; + SetScroll4; + UpdateLCD; + + //Break and Exit + Exit; + end; + end; + end; + Exit; + end; + + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + if (Mode = 0) then + begin + //On Escape goto Cat-List Hack + if (Ini.Tabs_at_startup = 1) AND (CatSongs.CatNumShow <> -1) then + begin + //Find Category + I := Interaction; + while not catsongs.Song[I].Main do + begin + Dec (I); + if (I < low(catsongs.Song)) then + break; + end; + if (I<= 1) then + Interaction := high(catsongs.Song) + else + Interaction := I - 1; + + //Stop Music + Music.Stop; + + CatSongs.ShowCategoryList; + + //Show Cat in Top Left Mod + HideCatTL; + + + //Show Wrong Song when Tabs on Fix + SelectNext; + FixSelected; + //SelectPrev; + //CatSongs.Song[0].Visible := False; + end + else + begin + //On Escape goto Cat-List Hack End + //Tabs off and in Search or Playlist -> Go back to Song view + if (CatSongs.CatNumShow < -1) then + begin + //Atm: Set Empty Filter + CatSongs.SetFilter('', 0); + + //Show Cat in Top Left Mod + HideCatTL; + Interaction := 0; + + //Show Wrong Song when Tabs on Fix + SelectNext; + FixSelected; + + ChangeMusic; + end + else + begin + Music.Stop; + Music.PlayBack; + + FadeTo(@ScreenMain); + end; + + end; + end + //When in party Mode then Ask before Close + else if (Mode = 1) then + begin + Music.PlayBack; + CheckFadeTo(@ScreenMain,'MSG_END_PARTY'); + end; + end; + SDLK_RETURN: + begin + if Length(Songs.Song) > 0 then + begin + {$IFDEF UseSerialPort} + // PortWriteB($378, 0); + {$ENDIF} + if CatSongs.Song[Interaction].Main then + begin // clicked on Category Button + + //Show Cat in Top Left Mod + ShowCatTL (Interaction); + + //I := CatSongs.VisibleIndex(Interaction); + CatSongs.ClickCategoryButton(Interaction); + {I2 := CatSongs.VisibleIndex(Interaction); + SongCurrent := SongCurrent - I + I2; + SongTarget := SongTarget - I + I2; } + +// if I<>I2 then beep; + // SetScroll4; + + //Show Wrong Song when Tabs on Fix + SelectNext; + FixSelected; + + //Play Music: + ChangeMusic; + + end else begin // clicked on song + if (Mode = 0) then //Normal Mode -> Start Song + begin + //Do the Action that is specified in Ini + case Ini.OnSongClick of + 0: StartSong; + 1: SelectPlayers; + 2:begin + If (CatSongs.CatNumShow = -3) then + ScreenSongMenu.MenuShow(SM_Playlist) + else + ScreenSongMenu.MenuShow(SM_Main); + end; + end; + end + else if (Mode = 1) then //PartyMode -> Show Menu + begin + if (Ini.PartyPopup = 1) then + ScreenSongMenu.MenuShow(SM_Party_Main) + else + ScreenSong.StartSong; + end; + end; + end; + end; + + SDLK_M: //Show SongMenu + begin + if (Length(Songs.Song) > 0) then begin + if (Mode = 0) then begin + if not CatSongs.Song[Interaction].Main then begin // clicked on Song + if CatSongs.CatNumShow = -3 then + ScreenSongMenu.MenuShow(SM_Playlist) + else + ScreenSongMenu.MenuShow(SM_Main); + end + else + begin + ScreenSongMenu.MenuShow(SM_Playlist_Load); + end; + end //Party Mode -> Show Party Menu + else ScreenSongMenu.MenuShow(SM_Party_Main); + end; + end; + + SDLK_P: //Show Playlist Menu + begin + if (Length(Songs.Song) > 0) AND (Mode = 0) then begin + ScreenSongMenu.MenuShow(SM_Playlist_Load); + end; + end; + + SDLK_J: //Show Jumpto Menu + begin + if (Length(Songs.Song) > 0) AND (Mode = 0) then + begin + ScreenSongJumpto.Visible := True; + end; + end; + + SDLK_DOWN: + begin + if (Mode = 0) then + begin + //Only Change Cat when not in Playlist or Search Mode + if (CatSongs.CatNumShow > -2) then + begin + //Cat Change Hack + if Ini.Tabs_at_startup = 1 then + begin + I := Interaction; + if I <= 0 then I := 1; + + while not catsongs.Song[I].Main do + begin + Inc (I); + if (I > high(catsongs.Song)) then + I := low(catsongs.Song); + end; + + Interaction := I; + + //Show Cat in Top Left Mod + ShowCatTL (Interaction); + + CatSongs.ClickCategoryButton(Interaction); + SelectNext; + FixSelected; + + //Play Music: + Music.PlayChange; + ChangeMusic; + + end; + + // + //Cat Change Hack End} + end; + end; + end; + SDLK_UP: + begin + if (Mode = 0) then + begin + //Only Change Cat when not in Playlist or Search Mode + if (CatSongs.CatNumShow > -2) then + begin + //Cat Change Hack + if Ini.Tabs_at_startup = 1 then + begin + I := Interaction; + I2 := 0; + if I <= 0 then I := 1; + + while not catsongs.Song[I].Main or (I2 = 0) do + begin + if catsongs.Song[I].Main then + Inc(I2); + Dec (I); + if (I < low(catsongs.Song)) then + I := high(catsongs.Song); + end; + + Interaction := I; + + //Show Cat in Top Left Mod + ShowCatTL (I); + + CatSongs.ClickCategoryButton(I); + SelectNext; + FixSelected; + + //Play Music: + Music.PlayChange; + ChangeMusic; + end; + end; + //Cat Change Hack End} + end; + end; + + SDLK_RIGHT: + begin + if (Length(Songs.Song) > 0) AND (Mode = 0) then begin + Music.PlayChange; + SelectNext; +// InteractNext; +// SongTarget := Interaction; + ChangeMusic; + SetScroll4; + UpdateLCD; + Light.LightOne(1, 200); + end; + end; + + SDLK_LEFT: + begin + if (Length(Songs.Song) > 0)AND (Mode = 0) then begin + Music.PlayChange; + SelectPrev; + ChangeMusic; + SetScroll4; + UpdateLCD; + Light.LightOne(0, 200); + end; + end; + + SDLK_E: + begin + OpenEditor; + end; + + SDLK_R: + begin + if (Length(Songs.Song) > 0) AND (Mode = 0) then begin + + if (SDL_ModState = KMOD_LSHIFT) AND (Ini.Tabs_at_startup = 1) then //Random Category + begin + I2 := 0; //Count Cats + for I:= low(CatSongs.Song) to high (CatSongs.Song) do + if CatSongs.Song[I].Main then Inc(I2); + + I2 := Random (I2)+1; //Zufall + + //Find Cat: + for I:= low(CatSongs.Song) to high (CatSongs.Song) do + begin + if CatSongs.Song[I].Main then + Dec(I2); + if (I2<=0) then + begin + //Show Cat in Top Left Mod + ShowCatTL (I); + + Interaction := I; + + CatSongs.ShowCategoryList; + CatSongs.ClickCategoryButton(I); + SelectNext; + FixSelected; + break; + end; + end; + + + end + else if (SDL_ModState = KMOD_LCTRL) AND (Ini.Tabs_at_startup = 1) then //random in All Categorys + begin + repeat + I2 := Random(high(CatSongs.Song)+1) - low(CatSongs.Song)+1; + until CatSongs.Song[I2].Main = false; + + //Search Cat + for I := I2 downto low(CatSongs.Song) do + begin + if CatSongs.Song[I].Main then + break; + end; + //In I ist jetzt die Kategorie in I2 der Song + + //Choose Cat + CatSongs.ShowCategoryList; + + //Show Cat in Top Left Mod + ShowCatTL (I); + + CatSongs.ClickCategoryButton(I); + SelectNext; + + //Fix: Not Existing Song selected: + //if (I+1=I2) then Inc(I2); + + //Choose Song + SkipTo(I2-I); + + end + else //Random in one Category + begin + SkipTo(Random(CatSongs.VisibleSongs)); + end; + Music.PlayChange; + + ChangeMusic; + SetScroll4; + UpdateLCD; + end; + end; + + SDLK_1: + begin //Jocker + if (Mode = 1) AND (PartySession.Teams.NumTeams >= 1) AND (PartySession.Teams.Teaminfo[0].Joker > 0) then + begin + //Joker spielen + Dec(PartySession.Teams.Teaminfo[0].Joker); + SelectRandomSong; + SetJoker; + end; + end; + + SDLK_2: + begin //Jocker + if (Mode = 1) AND (PartySession.Teams.NumTeams >= 2) AND (PartySession.Teams.Teaminfo[1].Joker > 0) then + begin + //Joker spielen + Dec(PartySession.Teams.Teaminfo[1].Joker); + SelectRandomSong; + SetJoker; + end; + end; + + SDLK_3: + begin //Jocker + if (Mode = 1) AND (PartySession.Teams.NumTeams >= 3) AND (PartySession.Teams.Teaminfo[2].Joker > 0) then + begin + //Joker spielen + Dec(PartySession.Teams.Teaminfo[2].Joker); + SelectRandomSong; + SetJoker; + end; + end; + end; + end; +end; + +constructor TScreenSong.Create; +var + Pet: integer; + I: integer; +Label CreateSongButtons; +begin + inherited Create; + + LoadFromTheme(Theme.Song); + + TextArtist := AddText(Theme.Song.TextArtist); + TextTitle := AddText(Theme.Song.TextTitle); + TextNumber := AddText(Theme.Song.TextNumber); + + //Show Cat in Top Left mod + TextCat := AddText(Theme.Song.TextCat); + StaticCat := AddStatic(Theme.Song.StaticCat); + + //Show Video Icon Mod + VideoIcon := AddStatic(Theme.Song.VideoIcon); + + //Party Mode + StaticTeam1Joker1 := AddStatic(Theme.Song.StaticTeam1Joker1); + StaticTeam1Joker2 := AddStatic(Theme.Song.StaticTeam1Joker2); + StaticTeam1Joker3 := AddStatic(Theme.Song.StaticTeam1Joker3); + StaticTeam1Joker4 := AddStatic(Theme.Song.StaticTeam1Joker4); + StaticTeam1Joker5 := AddStatic(Theme.Song.StaticTeam1Joker5); + + StaticTeam2Joker1 := AddStatic(Theme.Song.StaticTeam2Joker1); + StaticTeam2Joker2 := AddStatic(Theme.Song.StaticTeam2Joker2); + StaticTeam2Joker3 := AddStatic(Theme.Song.StaticTeam2Joker3); + StaticTeam2Joker4 := AddStatic(Theme.Song.StaticTeam2Joker4); + StaticTeam2Joker5 := AddStatic(Theme.Song.StaticTeam2Joker5); + + StaticTeam3Joker1 := AddStatic(Theme.Song.StaticTeam3Joker1); + StaticTeam3Joker2 := AddStatic(Theme.Song.StaticTeam3Joker2); + StaticTeam3Joker3 := AddStatic(Theme.Song.StaticTeam3Joker3); + StaticTeam3Joker4 := AddStatic(Theme.Song.StaticTeam3Joker4); + StaticTeam3Joker5 := AddStatic(Theme.Song.StaticTeam3Joker5); + + //Load Party or NonParty specific Statics and Texts + SetLength(StaticParty, Length(Theme.Song.StaticParty)); + for I := 0 to High(Theme.Song.StaticParty) do + StaticParty[I] := AddStatic(Theme.Song.StaticParty[I]); + + SetLength(TextParty, Length(Theme.Song.TextParty)); + for I := 0 to High(Theme.Song.TextParty) do + TextParty[I] := AddText(Theme.Song.TextParty[I]); + + SetLength(StaticNonParty, Length(Theme.Song.StaticNonParty)); + for I := 0 to High(Theme.Song.StaticNonParty) do + StaticNonParty[I] := AddStatic(Theme.Song.StaticNonParty[I]); + + SetLength(TextNonParty, Length(Theme.Song.TextNonParty)); + for I := 0 to High(Theme.Song.TextNonParty) do + TextNonParty[I] := AddText(Theme.Song.TextNonParty[I]); + + // Song List +// Songs.LoadSongList; // moved to the UltraStar unit + CatSongs.Refresh; + + if (length(CatSongs.Song) > 0) then + begin + //Set Length of Button Array one Time Instead of one time for every Song + SetButtonLength(Length(CatSongs.Song)); + + I := 0; + CreateSongButtons: + + try + for Pet := I to High(CatSongs.Song) do begin // creating all buttons + // new + Texture.Limit := 512;// 256 0.4.2 value, 512 in 0.5.0 + + if not FileExists(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover) then + CatSongs.Song[Pet].Cover := ''; // 0.5.0: if cover not found then show 'no cover' + + if CatSongs.Song[Pet].Cover = '' then + AddButton(300 + Pet*250, 140, 200, 200, Skin.GetTextureFileName('SongCover'), 'JPG', 'Plain', Theme.Song.Cover.Reflections) + else begin + // cache texture if there is a need to this + if not Covers.CoverExists(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover) then begin + Texture.CreateCacheMipmap := true; + Texture.GetTexture(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, 'Plain', true); // preloads textures and creates cache mipmap + Texture.CreateCacheMipmap := false; + + // puts this texture to the cache file + Covers.AddCover(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover); + + // unload full size texture + Texture.UnloadTexture(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, false); + + // we should also add mipmap texture by calling createtexture and use mipmap cache as data source + end; + + // and now load it from cache file (small place for the optimization by eliminating reading it from file, but not here) + AddButton(300 + Pet*250, 140, 200, 200, CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, 'JPG', 'Plain', Theme.Song.Cover.Reflections); + end; + Texture.Limit := 1024*1024; + I := -1; + end; + except + //When Error is reported the First time for this Song + if (I <> Pet) then + begin + //Some Error reporting: + Log.LogError('Could not load Cover: ' + CatSongs.Song[Pet].Cover); + + //Change Cover to NoCover and Continue Loading + CatSongs.Song[Pet].Cover := ''; + I := Pet; + end + else //when Error occurs Multiple Times(NoSong Cover is damaged), then start loading next Song + begin + Log.LogError('NoCover Cover is damaged!'); + try + AddButton(300 + Pet*250, 140, 200, 200, '', 'JPG', 'Plain', Theme.Song.Cover.Reflections); + except + {$IFDEF win32} + Messagebox(0, PChar('No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.'), PChar(Language.Translate('US_VERSION')), MB_ICONERROR or MB_OK); + {$ELSE} + // TODO : JB_linux - better handle this message and display to user.. + writeln( 'No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.'); + Log.LogError( 'No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.' ); + {$ENDIF} + Halt; + end; + I := Pet + 1; + end; + end; + + if (I <> -1) then + GoTo CreateSongButtons; + + end; + + // Randomize Patch + Randomize; + //Equalizer + SetLength(EqualizerBands, Theme.Song.Equalizer.Bands); + //ClearArray + For I := low(EqualizerBands) to high(EqualizerBands) do + EqualizerBands[I] := 3; + + if (Length(CatSongs.Song) > 0) then + Interaction := 0; +end; + +procedure TScreenSong.SetScroll; +var + VS, B: Integer; +begin + VS := CatSongs.VisibleSongs; + if VS > 0 then + begin + //Set Positions + Case Theme.Song.Cover.Style of + 3: SetScroll3; + 5:begin + if VS > 5 then + SetScroll5 + else + SetScroll4; + end; + 6: SetScroll6; + else SetScroll4; + end; + //Set Visibility of Video Icon + Static[VideoIcon].Visible := (CatSongs.Song[Interaction].Video <> ''); + + //Set Texts: + Text[TextArtist].Text := CatSongs.Song[Interaction].Artist; + Text[TextTitle].Text := CatSongs.Song[Interaction].Title; + if (Ini.Tabs_at_startup = 1) And (CatSongs.CatNumShow = -1) then + begin + Text[TextNumber].Text := IntToStr(CatSongs.Song[Interaction].OrderNum) + '/' + IntToStr(CatSongs.CatCount); + Text[TextTitle].Text := '(' + IntToStr(CatSongs.Song[Interaction].CatNumber) + ' ' + Language.Translate('SING_SONGS_IN_CAT') + ')'; + end + else if (CatSongs.CatNumShow = -2) then + Text[TextNumber].Text := IntToStr(CatSongs.VisibleIndex(Interaction)+1) + '/' + IntToStr(VS) + else if (CatSongs.CatNumShow = -3) then + Text[TextNumber].Text := IntToStr(CatSongs.VisibleIndex(Interaction)+1) + '/' + IntToStr(VS) + else if (Ini.Tabs_at_startup = 1) then + Text[TextNumber].Text := IntToStr(CatSongs.Song[Interaction].CatNumber) + '/' + IntToStr(CatSongs.Song[Interaction - CatSongs.Song[Interaction].CatNumber].CatNumber) + else + Text[TextNumber].Text := IntToStr(Interaction+1) + '/' + IntToStr(Length(CatSongs.Song)); + end + else + begin + Text[TextNumber].Text := '0/0'; + Text[TextArtist].Text := ''; + Text[TextTitle].Text := ''; + for B := 0 to High(Button) do + Button[B].Visible := False; + + end; +end; + +procedure TScreenSong.SetScroll1; +var + B: integer; // button + BMin: integer; // button min + BMax: integer; // button max + Src: integer; +// Dst: integer; + Count: integer; // Dst is not used. Count is used. + Ready: boolean; + + VisCount: integer; // count of visible (or selectable) buttons + VisInt: integer; // visible position of interacted button + Typ: integer; // 0 when all songs fits the screen + Placed: integer; // number of placed visible buttons +begin +// Src := 0; +// Dst := -1; + Count := 1; + Typ := 0; + Ready := false; + Placed := 0; + + VisCount := 0; + for B := 0 to High(Button) do + if CatSongs.Song[B].Visible then Inc(VisCount); + + VisInt := 0; + for B := 0 to Interaction-1 do + if CatSongs.Song[B].Visible then Inc(VisInt); + + + if VisCount <= 6 then begin + Typ := 0; + end else begin + if VisInt <= 3 then begin + Typ := 1; + Count := 7; + Ready := true; + end; + + if (VisCount - VisInt) <= 3 then begin + Typ := 2; + Count := 7; + Ready := true; + end; + + if not Ready then begin + Typ := 3; + Src := Interaction; + end; + end; + + + + // hide all buttons + for B := 0 to High(Button) do begin + Button[B].Visible := false; + Button[B].Selectable := CatSongs.Song[B].Visible; + end; + +{ for B := Src to Dst do begin +// Button[B].Visible := true; + Button[B].Visible := CatSongs.Song[B].Visible; + Button[B].Selectable := Button[B].Visible; + Button[B].Y := 140 + (B-Src) * 60; + end;} + + + if Typ = 0 then begin + for B := 0 to High(Button) do begin + if CatSongs.Song[B].Visible then begin + Button[B].Visible := true; + Button[B].Y := 140 + (Placed) * 60; + Inc(Placed); + end; + end; + end; + + if Typ = 1 then begin + B := 0; + while (Count > 0) do begin + if CatSongs.Song[B].Visible then begin + Button[B].Visible := true; + Button[B].Y := 140 + (Placed) * 60; + Inc(Placed); + Dec(Count); + end; + Inc(B); + end; + end; + + if Typ = 2 then begin + B := High(Button); + while (Count > 0) do begin + if CatSongs.Song[B].Visible then begin + Button[B].Visible := true; + Button[B].Y := 140 + (6-Placed) * 60; + Inc(Placed); + Dec(Count); + end; + Dec(B); + end; + end; + + if Typ = 3 then begin + B := Src; + Count := 4; + while (Count > 0) do begin + if CatSongs.Song[B].Visible then begin + Button[B].Visible := true; + Button[B].Y := 140 + (3+Placed) * 60; + Inc(Placed); + Dec(Count); + end; + Inc(B); + end; + + B := Src-1; + Placed := 0; + Count := 3; + while (Count > 0) do begin + if CatSongs.Song[B].Visible then begin + Button[B].Visible := true; + Button[B].Y := 140 + (2-Placed) * 60; + Inc(Placed); + Dec(Count); + end; + Dec(B); + end; + + end; + + if Length(Button) > 0 then + Static[1].Texture.Y := Button[Interaction].Y - 5; // selection texture +end; + +procedure TScreenSong.SetScroll2; +var + B: integer; + Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu + Wsp2: real; +begin + // liniowe + for B := 0 to High(Button) do + Button[B].X := 300 + (B - Interaction) * 260; + + if Length(Button) >= 3 then begin + if Interaction = 0 then + Button[High(Button)].X := 300 - 260; + + if Interaction = High(Button) then + Button[0].X := 300 + 260; + end; + + // kolowe +{ for B := 0 to High(Button) do begin + Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd. + Wsp2 := Wsp / Length(Button); + Button[B].X := 300 + 10000 * sin(2*pi*Wsp2); +// Button[B].Y := 140 + 50 * ; + end;} +end; + +procedure TScreenSong.SetScroll3; // with slide +var + B: integer; + Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu + Wsp2: real; +begin + SongTarget := Interaction; + + // liniowe + for B := 0 to High(Button) do + begin + Button[B].X := 300 + (B - SongCurrent) * 260; + if (Button[B].X < -Button[B].W) OR (Button[B].X > 800) then + Button[B].Visible := False + else + Button[B].Visible := True; + end; + +{ if Length(Button) >= 3 then begin + if Interaction = 0 then + Button[High(Button)].X := 300 - 260; + + if Interaction = High(Button) then + Button[0].X := 300 + 260; + end;} + + // kolowe +{ for B := 0 to High(Button) do begin + Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd. + Wsp2 := Wsp / Length(Button); + Button[B].X := 300 + 10000 * sin(2*pi*Wsp2); +// Button[B].Y := 140 + 50 * ; + end;} +end; + +procedure TScreenSong.SetScroll4; // rotate +var + B: integer; + Wsp: real; + Z, Z2: real; + VS: integer; +begin + VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important + + // kolowe + for B := 0 to High(Button) do begin + Button[B].Visible := CatSongs.Song[B].Visible; // nowe + if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed + + Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms + + Z := (1 + cos(Wsp)) / 2; + Z2 := (1 + 2*Z) / 3; + + + Button[B].X := Theme.Song.Cover.X + (0.185 * Theme.Song.Cover.H * VS * sin(Wsp)) * Z2 - ((Button[B].H - Theme.Song.Cover.H)/2); // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs + Button[B].Z := Z / 2 + 0.3; + + Button[B].W := Theme.Song.Cover.H * Z2; + +// Button[B].Y := {50 +} 140 + 50 - 50 * Z2; + Button[B].Y := Theme.Song.Cover.Y + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7 ; + Button[B].H := Button[B].W; + end; + end; +end; + +(* +procedure TScreenSong.SetScroll4; // rotate +var + B: integer; + Wsp: real; + Z: real; + Z2, Z3: real; + VS: integer; + function modreal (const X, Y: real):real; + begin + Result := Frac(x / y) * y; + if Result < -3 then + Result := Result + Y + else if Result > 3 then + Result := Result - Y; + end; +begin + VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important + Z3 := 1; + if VS < 12 then + Z2 := VS + else + Z2 := 12; + + // kolowe + for B := 0 to High(Button) do begin + Button[B].Visible := CatSongs.Song[B].Visible; // nowe + if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed + if ((ModReal(CatSongs.VisibleIndex(B) - SongCurrent, VS)>-3) AND (ModReal(CatSongs.VisibleIndex(B) - SongCurrent, VS)<3)) then + begin + if CatSongs.VisibleIndex(B)> SongCurrent then + Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / Z2 + else + Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / Z2; + + Z3 := 2; + Z := (1 + cos(Wsp)) / 2; + //Z2 := (1 + 2*Z) / 3; + //Z2 := (0.5 + Z/2); + //Z2 := sin(Wsp); + + //Z2 := Power (Z2,Z3); + + Button[B].W := Theme.Song.CoverW * Power(cos(Wsp), Z3);//Power(Z2, 3); + + //Button[B].X := Theme.Song.CoverX + ({Theme.Song.CoverX + Theme.Song.CoverW/2 + Theme.Song.CoverW*0.18 * VS {CatSongs.VisibleSongs {Length(Button) * sin(Wsp) {- Theme.Song.CoverX - Theme.Song.CoverW) * Z2; // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs + if (sin(Wsp)<0) then + Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX + Theme.Song.CoverW - Button[B].W + else //*Theme.Song.CoverW*0.004*Z3 + Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX; + Button[B].Z := Z-0.00001; + +// Button[B].Y := {50 + 140 + 50 - 50 * Z2; + // Button[B].Y := (Theme.Song.CoverY + 40 + 50 - 50 * Z2); + Button[B].Y := (Theme.Song.CoverY + Theme.Song.CoverW - Button[B].W); + Button[B].H := Button[B].W; + Button[B].Visible := True; + end + {else if (((CatSongs.VisibleIndex(B) - SongCurrent)>-3) AND ((CatSongs.VisibleIndex(B) - SongCurrent)<3)) OR ((round (CatSongs.VisibleIndex(B) - SongCurrent) mod VS > -3) AND ((CatSongs.VisibleIndex(B) - SongCurrent)<3)) then + begin + Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / 12 ;// 0.5.0 (II): takes another 16ms + + Z := (1 + cos(Wsp)) / 2 -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers + + Button[B].W := Theme.Song.CoverW * Power(cos(Wsp), Z3);//Power(Z2, 3); + + if (sin(Wsp)<0) then + Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX + Theme.Song.CoverW - Button[B].W + else + Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX; + + Button[B].Z := Z; + + Button[B].Y := (Theme.Song.CoverY + Theme.Song.CoverW - Button[B].W); + + Button[B].H := Button[B].W; + Button[B].Visible := True; + end + else Button[B].Visible := False; + end; + end; +end; *) + +procedure TScreenSong.SetScroll5; // rotate +var + B: integer; + Angle: real; + Pos: Real; + VS: integer; + diff: real; + X: Real; + helper: real; +begin + VS := CatSongs.VisibleSongs; // cache Visible Songs + {Vars + Theme.Song.CoverW: Radius des Kreises + Theme.Song.CoverX: X Pos Linke Kante des gewählten Covers + Theme.Song.CoverX: Y Pos Obere Kante des gewählten Covers + Theme.Song.CoverH: Höhe der Cover + + (CatSongs.VisibleIndex(B) - SongCurrent)/VS = Abstand zum MIttleren Cover in % + } + + //Change Pos of all Buttons + for B := low(Button) to high(Button) do + begin + Button[B].Visible := CatSongs.Song[B].Visible; //Adjust Visibility + if Button[B].Visible then //Only Change Pos for Visible Buttons + begin + Pos := (CatSongs.VisibleIndex(B) - SongCurrent); + if (Pos < -VS/2) then + Pos := Pos + VS + else if (Pos > VS/2) then + Pos := Pos - VS; + + if (Abs(Pos) < 2.5) then {fixed Positions} + begin + Angle := Pi * (Pos / 5); +// Button[B].Visible := False; + + Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8));//Power(Z2, 3); + +// Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + + Button[B].Z := 0.95 - Abs(Pos) * 0.01; + + Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Abs(Theme.Song.Cover.H * cos(Angle))) * 0.5); + + Button[B].W := Button[B].H; + + Diff := (Button[B].H - Theme.Song.Cover.H)/2; + + + X := Sin(Angle*1.3)*0.9; + + Button[B].X := Theme.Song.Cover.X + Theme.Song.Cover.W * X - Diff; + + end + else + begin {Behind the Front Covers} + + // limit-bg-covers hack + if (abs(abs(Pos)-VS/2)>10) then Button[B].Visible:=False; + // end of limit-bg-covers hack + + if Pos < 0 then + Pos := (Pos - VS/2)/VS + else + Pos := (Pos + VS/2)/VS; + + Angle := pi * Pos*2; + if VS > 24 then + begin + if Angle < 0 then helper:=-1 else helper:=1; + Angle:=2*pi-abs(Angle); + Angle:=Angle*(VS/24); + Angle:=(2*pi-Angle)*helper; + end; + + Button[B].Z := (0.4 - Abs(Pos/4)) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers + + Button[B].H :=0.6*(Theme.Song.Cover.H-Abs(Theme.Song.Cover.H * cos(Angle/2)*0.8));//Power(Z2, 3); + + Button[B].W := Button[B].H; + + Button[B].Y := Theme.Song.Cover.Y - (Button[B].H - Theme.Song.Cover.H)*0.75; + +// Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + + Diff := (Button[B].H - Theme.Song.Cover.H)/2; + + Button[B].X := Theme.Song.Cover.X+Theme.Song.Cover.H/2-Button[b].H/2+Theme.Song.Cover.W/320*((Theme.Song.Cover.H)*sin(Angle/2)*1.52); + + end; + + //Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H)/1.5); //Cover at down border of the change field +// Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H) * 0.7); + + end; + end; +end; + +procedure TScreenSong.SetScroll6; // rotate (slotmachine style) +var + B: integer; + Angle: real; + Pos: Real; + VS: integer; + diff: real; + X: Real; + Wsp: real; + Z, Z2: real; +begin + VS := CatSongs.VisibleSongs; // cache Visible Songs + if VS <=5 then begin + // kolowe + for B := 0 to High(Button) do + begin + Button[B].Visible := CatSongs.Song[B].Visible; // nowe + if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed + + Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms + + Z := (1 + cos(Wsp)) / 2; + Z2 := (1 + 2*Z) / 3; + + + Button[B].Y := Theme.Song.Cover.Y + (0.185 * Theme.Song.Cover.H * VS * sin(Wsp)) * Z2 - ((Button[B].H - Theme.Song.Cover.H)/2); // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs + Button[B].Z := Z / 2 + 0.3; + + Button[B].W := Theme.Song.Cover.H * Z2; + +// Button[B].Y := {50 +} 140 + 50 - 50 * Z2; + Button[B].X := Theme.Song.Cover.X + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7 ; + Button[B].H := Button[B].W; + end; + end; + end + else begin + + //Change Pos of all Buttons + for B := low(Button) to high(Button) do + begin + Button[B].Visible := CatSongs.Song[B].Visible; //Adjust Visibility + if Button[B].Visible then //Only Change Pos for Visible Buttons + begin + Pos := (CatSongs.VisibleIndex(B) - SongCurrent); + if (Pos < -VS/2) then + Pos := Pos + VS + else if (Pos > VS/2) then + Pos := Pos - VS; + + if (Abs(Pos) < 2.5) then {fixed Positions} + begin + Angle := Pi * (Pos / 5); +// Button[B].Visible := False; + + Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8));//Power(Z2, 3); + + Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + + Button[B].Z := 0.95 - Abs(Pos) * 0.01; + + Button[B].X := (Theme.Song.Cover.X + (Theme.Song.Cover.H - Abs(Theme.Song.Cover.H * cos(Angle))) * 0.5); + + Button[B].W := Button[B].H; + + Diff := (Button[B].H - Theme.Song.Cover.H)/2; + + + X := Sin(Angle*1.3)*0.9; + + Button[B].Y := Theme.Song.Cover.Y + Theme.Song.Cover.W * X - Diff; + end + else + begin {Behind the Front Covers} + + // limit-bg-covers hack + if (abs(VS/2-abs(Pos))>10) then Button[B].Visible:=False; + if VS > 25 then VS:=25; + // end of limit-bg-covers hack + + if Pos < 0 then + Pos := (Pos - VS/2)/VS + else + Pos := (Pos + VS/2)/VS; + + Angle := pi * Pos*2; + + Button[B].Z := (0.4 - Abs(Pos/4)) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers + + Button[B].H :=0.6*(Theme.Song.Cover.H-Abs(Theme.Song.Cover.H * cos(Angle/2)*0.8));//Power(Z2, 3); + + Button[B].W := Button[B].H; + + Button[B].X := Theme.Song.Cover.X - (Button[B].H - Theme.Song.Cover.H)*0.5; + + + Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + + Button[B].Y := Theme.Song.Cover.Y+Theme.Song.Cover.H/2-Button[b].H/2+Theme.Song.Cover.W/320*(Theme.Song.Cover.H*sin(Angle/2)*1.52); + end; + end; + end; + end; +end; + + +procedure TScreenSong.onShow; +begin + Music.Stop; + + if Ini.Players <= 3 then PlayersPlay := Ini.Players + 1; + if Ini.Players = 4 then PlayersPlay := 6; + + //Cat Mod etc + if (Ini.Tabs_at_startup = 1) AND (CatSongs.CatNumShow = -1) then + begin + CatSongs.ShowCategoryList; + FixSelected; + //Show Cat in Top Left Mod + HideCatTL; + end; + + + if Length(CatSongs.Song) > 0 then begin + //Load Music only when Song Preview is activated + if (Ini.PreviewVolume <> 0) then + begin + Music.SetLoop(false); + Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3); + Music.MoveTo(Music.Length / 4); + Music.Play; + + //Set Preview Volume + Music.SetMusicVolume (Ini.PreviewVolume * 10); + {//if Music Fade is activated, Set Volume to 0 % + if (Ini.PreviewFading <> 0) then + Music.SetMusicVolume(0);} + end; + + SetScroll; + UpdateLCD; + end; + + //Playlist Mode + if (Mode = 0) then + begin + //If Playlist Shown -> Select Next automatically + if (CatSongs.CatNumShow = -3) then + begin + SelectNext; + ChangeMusic; + end; + end + //Party Mode + else if (Mode = 1) then + begin + + SelectRandomSong; + //Show Menu directly in PartyMode + //But only if selected in Options + if (Ini.PartyPopup = 1) then + begin + ScreenSongMenu.MenuShow(SM_Party_Main); + end; + + + end; + + SetJoker; + SetStatics; +end; + +procedure TScreenSong.onHide; +begin + //When Music Fading is activated, Turn Music to 100 % + If (Ini.PreviewVolume <> 100) or (Ini.PreviewFading <> 0) then + Music.SetMusicVolume(100); + + //If Preview is deactivated: Load MUsicfile now + If (Ini.PreviewVolume = 0) then + Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3); + + //When hide then Stop Music (For Party Mode Popup on Exit) + if (Display.NextScreen <> @ScreenSing) and (Display.NextScreen <> @ScreenSingModi) and (Music <> nil) then + Music.Stop; +end; + +procedure TScreenSong.DrawExtensions; +begin + //Draw Song Menu + if (ScreenSongMenu.Visible) then + begin + ScreenSongMenu.Draw; + end + else if (ScreenSongJumpto.Visible) then + begin + ScreenSongJumpto.Draw; + end +end; + +function TScreenSong.Draw: boolean; +var + dx: real; + dt: real; + I: Integer; +begin + dx := SongTarget-SongCurrent; + dt := TimeSkip*7; + if dt > 1 then dt := 1; + SongCurrent := SongCurrent + dx*dt; + +{ if SongCurrent > Catsongs.VisibleSongs then begin + SongCurrent := SongCurrent - Catsongs.VisibleSongs; + SongTarget := SongTarget - Catsongs.VisibleSongs; + end;} + +// Log.BenchmarkStart(5); + SetScroll; +// Log.BenchmarkEnd(5); +// Log.LogBenchmark('SetScroll4', 5); + + //Fading Functions, Only if Covertime is under 5 Seconds + If (CoverTime < 5) then + begin + // 0.5.0: cover fade + if (CoverTime < 1) and (CoverTime + TimeSkip >= 1) then begin + // load new texture + Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false); + Button[Interaction].Texture.Alpha := 1; + Button[Interaction].Texture2 := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false); + Button[Interaction].Texture2.Alpha := 1; + end; + + //Song Fade + if (CatSongs.VisibleSongs > 0) AND (Ini.PreviewVolume <> 0) AND (Not CatSongs.Song[Interaction].Main) AND (Ini.PreviewFading <> 0) then + begin + //Start Song Fade after a little Time, to prevent Song to be Played on Scrolling + if (CoverTime < 0.2) and (CoverTime + TimeSkip >= 0.2) then + Music.Play; + + //Update Song Volume + if (CoverTime < Ini.PreviewFading) then + Music.SetMusicVolume(Round (CoverTime * Ini.PreviewVolume / Ini.PreviewFading * 10)) + else + Music.SetMusicVolume(Ini.PreviewVolume * 10); + + end; + + + //Update Fading Time + CoverTime := CoverTime + TimeSkip; + + //Update Fading Texture + Button[Interaction].Texture2.Alpha := (CoverTime - 1) * 1.5; + if Button[Interaction].Texture2.Alpha > 1 then Button[Interaction].Texture2.Alpha := 1; + + end; + + //inherited Draw; + //heres a little Hack, that causes the Statics + //are Drawn after the Buttons because of some Blending Problems. + //This should cause no Problems because all Buttons on this screen + //Has Z Position. + //Draw BG + DrawBG; + + //Instead of Draw FG Procedure: + //We draw Buttons for our own + for I := 0 to Length(Button) - 1 do + Button[I].Draw; + + // Statics + for I := 0 to Length(Static) - 1 do + Static[I].Draw; + + // and texts + for I := 0 to Length(Text) - 1 do + Text[I].Draw; + + + //Draw Equalizer + if Theme.Song.Equalizer.Visible then + DrawEqualizer; + + DrawExtensions; + +end; + +procedure TScreenSong.SelectNext; +var + Skip: integer; + I: integer; + VS: Integer; +begin + VS := CatSongs.VisibleSongs; + + if VS > 0 then + begin + UnLoadDetailedCover; + + Skip := 1; + + // this 1 could be changed by CatSongs.FindNextVisible + while (not CatSongs.Song[(Interaction + Skip) mod Length(Interactions)].Visible) do Inc(Skip); + + SongTarget := SongTarget + 1;//Skip; + + Interaction := (Interaction + Skip) mod Length(Interactions); + + // try to keep all at the beginning + if SongTarget > VS-1 then begin + SongTarget := SongTarget - VS; + SongCurrent := SongCurrent - VS; + end; + + end; + // Interaction -> Button, ktorego okladke przeczytamy + // Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false); // 0.5.0: show uncached texture +end; + +procedure TScreenSong.SelectPrev; +var + Skip: integer; + I: integer; + VS: Integer; +begin + VS := CatSongs.VisibleSongs; + + if VS > 0 then + begin + UnLoadDetailedCover; + + Skip := 1; + + while (not CatSongs.Song[(Interaction - Skip + Length(Interactions)) mod Length(Interactions)].Visible) do Inc(Skip); + SongTarget := SongTarget - 1;//Skip; + + Interaction := (Interaction - Skip + Length(Interactions)) mod Length(Interactions); + + // try to keep all at the beginning + if SongTarget < 0 then begin + SongTarget := SongTarget + CatSongs.VisibleSongs; + SongCurrent := SongCurrent + CatSongs.VisibleSongs; + end; + + // Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false); // 0.5.0: show uncached texture + end; +end; + +procedure TScreenSong.UpdateLCD; +begin + LCD.HideCursor; + LCD.Clear; + LCD.WriteText(1, Text[TextArtist].Text); + LCD.WriteText(2, Text[TextTitle].Text); +end; + +//Procedure Change current played Preview +procedure TScreenSong.ChangeMusic; +begin + //When Music Preview is avtivated -> then Change Music + if (Ini.PreviewVolume <> 0) then + begin + if (NOT CatSongs.Song[Interaction].Main) AND(CatSongs.VisibleSongs > 0) then + begin + Music.Close; + if Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3) then begin + Music.MoveTo(Music.Length / 4); + //If Song Fading is activated then don't Play directly, and Set Volume to Null, else Play normal + if (Ini.PreviewFading = 0) then + Music.Play + else + Music.SetMusicVolume(0); + end; + end + else + Music.Stop; + end; +end; + +procedure TScreenSong.SkipTo(Target: Cardinal); // 0.5.0 +var + Skip: integer; + I: integer; +begin + UnLoadDetailedCover; + + Interaction := High(CatSongs.Song); + SongTarget := 0; + + for I := 1 to Target+1 do + SelectNext; + + FixSelected2; +end; + +procedure TScreenSong.DrawEqualizer; +var + Data: TFFTData; //Audio Data + I, J: Integer; + Res: byte; + A, B: Integer; + PosX, PosY: Integer; + Pos: Real; +begin +if (not Music.Finished) AND (Theme.Song.Equalizer.Length > 0) then +begin + + + A := GetTickCount div 44; + + if (A <> EqualizerTime) then + begin + EqualizerTime := A; + Data := Music.GetFFTData; + + B:=0; + Pos := 0; + Res := ceil(92/Theme.Song.Equalizer.Bands);//How much channels are used for one Band + + //Change Lengths + for I := 0 to (Res * Theme.Song.Equalizer.Bands - 1) do + begin + A := floor(I/Res); + + if (A<>B) then //Band changed + begin + if (Pos <= Theme.Song.Equalizer.Length) then + begin + if ((Pos < EqualizerBands[B]) AND (EqualizerBands[B]>1)) then + EqualizerBands[B] := EqualizerBands[B] - 1 + else + EqualizerBands[B] := floor(Pos); + end + else + EqualizerBands[B] := 1; + + B := A; + Pos := 0; + end; + + if I > 35 then + Data[i] := Data[i] * 8 + else if I > 11 then + Data[i] := Data[i] * 4.5 + else + Data[i] := Data[i] * 1.1; + + if (Data[i] >= 1) then + Data[i] := 0.9999999999999; + + if Data[i]*Theme.Song.Equalizer.Length > Pos then + Pos := Data[i]*Theme.Song.Equalizer.Length; + end; + + //Change Last Band + if (EqualizerBands[B] <= Theme.Song.Equalizer.Length) then + begin + if ((Pos < EqualizerBands[B]) AND (EqualizerBands[B]>1)) then + EqualizerBands[B] := EqualizerBands[B] - 1 + else + EqualizerBands[B] := floor(Pos) + end + else + EqualizerBands[B] := 1; + end; + + //Draw every Channel + glColor4f(Theme.Song.Equalizer.ColR, Theme.Song.Equalizer.ColG, Theme.Song.Equalizer.ColB, Theme.Song.Equalizer.Alpha); //Set Color + glDisable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + + PosY := Theme.Song.Equalizer.Y; + PosX := Theme.Song.Equalizer.X; + + For I := 0 to Theme.Song.Equalizer.Bands-1 do + begin + if Theme.Song.Equalizer.Direction then + PosY := Theme.Song.Equalizer.Y //+ (Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space) * Theme.Song.Equalizer.Length + else + PosX := Theme.Song.Equalizer.X; + //Draw for every visible quad + for J := 1 to EqualizerBands[I] do + begin + glBegin(GL_QUADS); + glVertex3f(PosX, PosY, Theme.Song.Equalizer.Z); + glVertex3f(PosX, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z); + glVertex3f(PosX+Theme.Song.Equalizer.W, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z); + glVertex3f(PosX+Theme.Song.Equalizer.W, PosY, Theme.Song.Equalizer.Z); + glEnd; + + if Theme.Song.Equalizer.Direction then //Vertically + PosY := PosY - Theme.Song.Equalizer.H - Theme.Song.Equalizer.Space + else //Horizontally + PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space; + end; + if Theme.Song.Equalizer.Direction then //Horizontally + PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space + else //Vertically + PosY := PosY + Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space; + end; +end; +end; + +Procedure TScreenSong.SelectRandomSong; +var + I, I2: Integer; +begin + Case PlaylistMan.Mode of + 0: //All Songs Just Select Random Song + begin + //When Tabs are activated then use Tab Method + if (Ini.Tabs_at_startup = 1) then + begin + repeat + I2 := Random(high(CatSongs.Song)+1) - low(CatSongs.Song)+1; + until CatSongs.Song[I2].Main = false; + + //Search Cat + for I := I2 downto low(CatSongs.Song) do + begin + if CatSongs.Song[I].Main then + break; + end; + //In I ist jetzt die Kategorie in I2 der Song + //I is the CatNum, I2 is the No of the Song within this Cat + + //Choose Cat + CatSongs.ShowCategoryList; + + //Show Cat in Top Left Mod + ShowCatTL (I); + + CatSongs.ClickCategoryButton(I); + SelectNext; + + //Choose Song + SkipTo(I2-I); + end + //When Tabs are deactivated use easy Method + else + SkipTo(Random(CatSongs.VisibleSongs)); + end; + 1: //One Category Select Category and Select Random Song + begin + CatSongs.ShowCategoryList; + CatSongs.ClickCategoryButton(PlaylistMan.CurPlayList); + ShowCatTL(PlaylistMan.CurPlayList); + + SelectNext; + FixSelected2; + + SkipTo(Random(CatSongs.VisibleSongs)); + end; + 2: //Playlist: Select Playlist and Select Random Song + begin + PlaylistMan.SetPlayList(PlaylistMan.CurPlayList); + + SkipTo(Random(CatSongs.VisibleSongs)); + FixSelected2; + end; + end; + + Music.PlayChange; + ChangeMusic; + SetScroll; + UpdateLCD; +end; + +procedure TScreenSong.SetJoker; +begin + //If Party Mode + if Mode = 1 then //Show Joker that are available + begin + if (PartySession.Teams.NumTeams >= 1) then + begin + Static[StaticTeam1Joker1].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 1); + Static[StaticTeam1Joker2].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 2); + Static[StaticTeam1Joker3].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 3); + Static[StaticTeam1Joker4].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 4); + Static[StaticTeam1Joker5].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 5); + end + else + begin + Static[StaticTeam1Joker1].Visible := False; + Static[StaticTeam1Joker2].Visible := False; + Static[StaticTeam1Joker3].Visible := False; + Static[StaticTeam1Joker4].Visible := False; + Static[StaticTeam1Joker5].Visible := False; + end; + + if (PartySession.Teams.NumTeams >= 2) then + begin + Static[StaticTeam2Joker1].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 1); + Static[StaticTeam2Joker2].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 2); + Static[StaticTeam2Joker3].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 3); + Static[StaticTeam2Joker4].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 4); + Static[StaticTeam2Joker5].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 5); + end + else + begin + Static[StaticTeam2Joker1].Visible := False; + Static[StaticTeam2Joker2].Visible := False; + Static[StaticTeam2Joker3].Visible := False; + Static[StaticTeam2Joker4].Visible := False; + Static[StaticTeam2Joker5].Visible := False; + end; + + if (PartySession.Teams.NumTeams >= 3) then + begin + Static[StaticTeam3Joker1].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 1); + Static[StaticTeam3Joker2].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 2); + Static[StaticTeam3Joker3].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 3); + Static[StaticTeam3Joker4].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 4); + Static[StaticTeam3Joker5].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 5); + end + else + begin + Static[StaticTeam3Joker1].Visible := False; + Static[StaticTeam3Joker2].Visible := False; + Static[StaticTeam3Joker3].Visible := False; + Static[StaticTeam3Joker4].Visible := False; + Static[StaticTeam3Joker5].Visible := False; + end; + end + else + begin //Hide all + Static[StaticTeam1Joker1].Visible := False; + Static[StaticTeam1Joker2].Visible := False; + Static[StaticTeam1Joker3].Visible := False; + Static[StaticTeam1Joker4].Visible := False; + Static[StaticTeam1Joker5].Visible := False; + + Static[StaticTeam2Joker1].Visible := False; + Static[StaticTeam2Joker2].Visible := False; + Static[StaticTeam2Joker3].Visible := False; + Static[StaticTeam2Joker4].Visible := False; + Static[StaticTeam2Joker5].Visible := False; + + Static[StaticTeam3Joker1].Visible := False; + Static[StaticTeam3Joker2].Visible := False; + Static[StaticTeam3Joker3].Visible := False; + Static[StaticTeam3Joker4].Visible := False; + Static[StaticTeam3Joker5].Visible := False; + end; +end; + +procedure TScreenSong.SetStatics; +var + I: Integer; + Visible: Boolean; +begin + //Set Visibility of Party Statics and Text + Visible := (Mode = 1); + + For I := 0 to high(StaticParty) do + Static[StaticParty[I]].Visible := Visible; + + For I := 0 to high(TextParty) do + Text[TextParty[I]].Visible := Visible; + + //Set Visibility of Non Party Statics and Text + Visible := not Visible; + + For I := 0 to high(StaticNonParty) do + Static[StaticNonParty[I]].Visible := Visible; + + For I := 0 to high(TextNonParty) do + Text[TextNonParty[I]].Visible := Visible; +end; + +//Procedures for Menu + +procedure TScreenSong.StartSong; +begin + CatSongs.Selected := Interaction; + Music.Stop; + //Party Mode + if (Mode = 1) then + begin + FadeTo(@ScreenSingModi); + end + else + begin + FadeTo(@ScreenSing); + end; +end; + +procedure TScreenSong.SelectPlayers; +begin + CatSongs.Selected := Interaction; + Music.Stop; + + ScreenName.Goto_SingScreen := True; + FadeTo(@ScreenName); +end; + +procedure TScreenSong.OpenEditor; +begin + if (Length(Songs.Song) > 0) and (not CatSongs.Song[Interaction].Main) AND (Mode = 0) then begin + Music.Stop; + Music.PlayStart; + ScreenEditSub.Path := CatSongs.Song[Interaction].Path; + ScreenEditSub.FileName := CatSongs.Song[Interaction].FileName; + FadeTo(@ScreenEditSub); + end; +end; + +//Team No of Team (0-5) +procedure TScreenSong.DoJoker (Team: Byte); +begin + if (Mode = 1) AND (PartySession.Teams.NumTeams >= Team + 1) AND (PartySession.Teams.Teaminfo[Team].Joker > 0) then + begin + //Joker spielen + Dec(PartySession.Teams.Teaminfo[Team].Joker); + SelectRandomSong; + SetJoker; + end; +end; + +//Detailed Cover Unloading. Unloads the Detailed, uncached Cover of the cur. Song +procedure TScreenSong.UnLoadDetailedCover; +begin + CoverTime := 0; + + Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', true); // 0.5.0: show cached texture + Button[Interaction].Texture2.Alpha := 0; + + if Button[Interaction].Texture.Name <> Skin.GetTextureFileName('SongCover') then + Texture.UnloadTexture(Button[Interaction].Texture.Name, false); +end; + +procedure TScreenSong.Refresh; +begin { +CatSongs.Refresh; +CatSongs.ShowCategoryList; +Interaction := 0; +SelectNext; +FixSelected; } + +end; + +end. diff --git a/Game/Code/Screens/UScreenSongMenu.pas b/Game/Code/Screens/UScreenSongMenu.pas index 41432356..ce331e2f 100644 --- a/Game/Code/Screens/UScreenSongMenu.pas +++ b/Game/Code/Screens/UScreenSongMenu.pas @@ -1,619 +1,632 @@ -unit UScreenSongMenu;
-
-interface
-
-{$IFDEF FPC}
- {$MODE DELPHI}
-{$ENDIF}
-
-uses
- UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes;
-
-type
- TScreenSongMenu = class(TMenu)
- private
- CurMenu: Byte; //Num of the cur. Shown Menu
- public
- Visible: Boolean; //Whether the Menu should be Drawn
-
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- function Draw: boolean; override;
- procedure MenuShow(sMenu: Byte);
- procedure HandleReturn;
- end;
-
-const
- SM_Main = 1;
-
- SM_PlayList = 64 or 1;
- SM_Playlist_Add = 64 or 2;
- SM_Playlist_New = 64 or 3;
-
- SM_Playlist_DelItem = 64 or 5;
-
- SM_Playlist_Load = 64 or 8 or 1;
- SM_Playlist_Del = 64 or 8 or 5;
-
-
- SM_Party_Main = 128 or 1;
- SM_Party_Joker = 128 or 2;
-
-var
- ISelections: Array of String;
- SelectValue: Integer;
-
-
-implementation
-
-uses UGraphic, UMain, UIni, UTexture, ULanguage, UParty, UPlaylist, USongs;
-
-function TScreenSongMenu.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- if (CurMenu = SM_Playlist_New) AND (Interaction=0) then
- begin
- case PressedKey of
- SDLK_0..SDLK_9, SDLK_A..SDLK_Z, SDLK_SPACE, SDLK_MINUS, SDLK_EXCLAIM, SDLK_COMMA, SDLK_SLASH, SDLK_ASTERISK, SDLK_QUESTION, SDLK_QUOTE, SDLK_QUOTEDBL:
- begin
- Button[Interaction].Text[0].Text := Button[Interaction].Text[0].Text + chr(ScanCode);
- exit;
- end;
-
- SDLK_BACKSPACE:
- begin
- Button[Interaction].Text[0].DeleteLastL;
- exit;
- end;
- end;
- end;
-
- case PressedKey of
- SDLK_Q:
- begin
- Result := false;
- end;
-
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- Music.PlayBack;
- Visible := False;
- end;
-
- SDLK_RETURN:
- begin
- HandleReturn;
- end;
-
- SDLK_DOWN: InteractNext;
- SDLK_UP: InteractPrev;
-
- SDLK_RIGHT:
- begin
- if (Interaction=3) then
- InteractInc;
- end;
- SDLK_LEFT:
- begin
- if (Interaction=3) then
- InteractDec;
- end;
-
- SDLK_1:
- begin //Jocker
- //Joker spielen
- case CurMenu of
- SM_Party_Main:
- begin
- ScreenSong.DoJoker(0)
- end;
- end;
- end;
- SDLK_2:
- begin //Jocker
- //Joker spielen
- case CurMenu of
- SM_Party_Main:
- begin
- ScreenSong.DoJoker(1)
- end;
- end;
- end;
- SDLK_3:
- begin //Jocker
- //Joker spielen
- case CurMenu of
- SM_Party_Main:
- begin
- ScreenSong.DoJoker(2)
- end;
- end;
- end;
-
-
- end;
- end;
-end;
-
-constructor TScreenSongMenu.Create;
-var
- I: integer;
-begin
- inherited Create;
-
- //Create Dummy SelectSlide Entrys
- SetLength(ISelections, 1);
- ISelections[0] := 'Dummy';
-
-
- AddText(Theme.SongMenu.TextMenu);
-
- LoadFromTheme(Theme.SongMenu);
-
- AddButton(Theme.SongMenu.Button1);
- if (Length(Button[0].Text) = 0) then
- AddButtonText(14, 20, 'Button 1');
-
- AddButton(Theme.SongMenu.Button2);
- if (Length(Button[1].Text) = 0) then
- AddButtonText(14, 20, 'Button 2');
-
- AddButton(Theme.SongMenu.Button3);
- if (Length(Button[2].Text) = 0) then
- AddButtonText(14, 20, 'Button 3');
-
- AddSelectSlide(Theme.SongMenu.SelectSlide3, SelectValue, ISelections);
-
- AddButton(Theme.SongMenu.Button4);
- if (Length(Button[3].Text) = 0) then
- AddButtonText(14, 20, 'Button 4');
-
-
- Interaction := 0;
-end;
-
-function TScreenSongMenu.Draw: boolean;
-begin
- inherited Draw;
-end;
-
-procedure TScreenSongMenu.onShow;
-begin
-
-end;
-
-procedure TScreenSongMenu.MenuShow(sMenu: Byte);
-begin
- Interaction := 0; //Reset Interaction
- Visible := True; //Set Visible
- Case sMenu of
- SM_Main:
- begin
- CurMenu := sMenu;
- Text[0].Text := Language.Translate('SONG_MENU_NAME_MAIN');
-
- Button[0].Visible := True;
- Button[1].Visible := True;
- Button[2].Visible := True;
- Button[3].Visible := True;
- SelectsS[0].Visible := False;
-
- Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY');
- Button[1].Text[0].Text := Language.Translate('SONG_MENU_CHANGEPLAYERS');
- Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD');
- Button[3].Text[0].Text := Language.Translate('SONG_MENU_EDIT');
- end;
-
- SM_PlayList:
- begin
- CurMenu := sMenu;
- Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST');
-
- Button[0].Visible := True;
- Button[1].Visible := True;
- Button[2].Visible := True;
- Button[3].Visible := True;
- SelectsS[0].Visible := False;
-
- Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY');
- Button[1].Text[0].Text := Language.Translate('SONG_MENU_CHANGEPLAYERS');
- Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_DEL');
- Button[3].Text[0].Text := Language.Translate('SONG_MENU_EDIT');
- end;
-
- SM_Playlist_Add:
- begin
- CurMenu := sMenu;
- Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_ADD');
-
- Button[0].Visible := True;
- Button[1].Visible := False;
- Button[2].Visible := False;
- Button[3].Visible := True;
- SelectsS[0].Visible := True;
-
- Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD_NEW');
- Button[3].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD_EXISTING');
-
- SetLength(ISelections, Length(PlaylistMan.Playlists));
- PlaylistMan.GetNames(ISelections);
-
- if (Length(ISelections)>=1) then
- begin
- UpdateSelectSlideOptions(Theme.SongMenu.SelectSlide3, 0, ISelections, SelectValue);
- end
- else
- begin
- Button[3].Visible := False;
- SelectsS[0].Visible := False;
- Button[2].Visible := True;
- Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NOEXISTING');
- end;
- end;
-
- SM_Playlist_New:
- begin
- CurMenu := sMenu;
- Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_NEW');
-
- Button[0].Visible := True;
- Button[1].Visible := False;
- Button[2].Visible := True;
- Button[3].Visible := True;
- SelectsS[0].Visible := False;
-
- Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NEW_UNNAMED');
- Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NEW_CREATE');
- Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL');
- end;
-
- SM_Playlist_DelItem:
- begin
- CurMenu := sMenu;
- Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_DELITEM');
-
- Button[0].Visible := True;
- Button[1].Visible := False;
- Button[2].Visible := False;
- Button[3].Visible := True;
- SelectsS[0].Visible := False;
-
- Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES');
- Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL');
- end;
-
- SM_Playlist_Load:
- begin
- CurMenu := sMenu;
- Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_LOAD');
-
- //Show Delete Curent Playlist Button when Playlist is opened
- Button[0].Visible := (CatSongs.CatNumShow = -3);
-
- Button[1].Visible := False;
- Button[2].Visible := False;
- Button[3].Visible := True;
- SelectsS[0].Visible := True;
-
- Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_DELCURRENT');
- Button[3].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_LOAD');
-
- SetLength(ISelections, Length(PlaylistMan.Playlists));
- PlaylistMan.GetNames(ISelections);
-
- if (Length(ISelections)>=1) then
- begin
- UpdateSelectSlideOptions(Theme.SongMenu.SelectSlide3, 0, ISelections, SelectValue);
- Interaction := 3;
- end
- else
- begin
- Button[3].Visible := False;
- SelectsS[0].Visible := False;
- Button[2].Visible := True;
- Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NOEXISTING');
- Interaction := 2;
- end;
- end;
-
- SM_Playlist_Del:
- begin
- CurMenu := sMenu;
- Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_DEL');
-
- Button[0].Visible := True;
- Button[1].Visible := False;
- Button[2].Visible := False;
- Button[3].Visible := True;
- SelectsS[0].Visible := False;
-
- Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES');
- Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL');
- end;
-
-
- SM_Party_Main:
- begin
- CurMenu := sMenu;
- Text[0].Text := Language.Translate('SONG_MENU_NAME_PARTY_MAIN');
-
- Button[0].Visible := True;
- Button[1].Visible := False;
- Button[2].Visible := False;
- Button[3].Visible := True;
- SelectsS[0].Visible := False;
-
- Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY');
- //Button[1].Text[0].Text := Language.Translate('SONG_MENU_JOKER');
- //Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYMODI');
- Button[3].Text[0].Text := Language.Translate('SONG_MENU_JOKER');
- end;
-
- SM_Party_Joker:
- begin
- CurMenu := sMenu;
- Text[0].Text := Language.Translate('SONG_MENU_NAME_PARTY_JOKER');
-
- Button[0].Visible := (PartySession.Teams.NumTeams >= 1) AND (PartySession.Teams.Teaminfo[0].Joker > 0);
- Button[1].Visible := (PartySession.Teams.NumTeams >= 2) AND (PartySession.Teams.Teaminfo[1].Joker > 0);
- Button[2].Visible := (PartySession.Teams.NumTeams >= 3) AND (PartySession.Teams.Teaminfo[2].Joker > 0);
- Button[3].Visible := True;
- SelectsS[0].Visible := False;
-
- Button[0].Text[0].Text := String(PartySession.Teams.Teaminfo[0].Name);
- Button[1].Text[0].Text := String(PartySession.Teams.Teaminfo[1].Name);
- Button[2].Text[0].Text := String(PartySession.Teams.Teaminfo[2].Name);
- Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL');
-
- //Set right Interaction
- if (not Button[0].Visible) then
- begin
- if (not Button[1].Visible) then
- begin
- if (not Button[2].Visible) then
- begin
- Interaction := 4;
- end
- else Interaction := 2;
- end
- else Interaction := 1;
- end;
-
- end;
- end;
-end;
-
-procedure TScreenSongMenu.HandleReturn;
-begin
- Case CurMenu of
- SM_Main:
- begin
- Case Interaction of
- 0: //Button 1
- begin
- ScreenSong.StartSong;
- Visible := False;
- end;
-
- 1: //Button 2
- begin
- //Select New Players then Sing:
- ScreenSong.SelectPlayers;
- Visible := False;
- end;
-
- 2: //Button 3
- begin
- //Show add to Playlist Menu
- MenuShow(SM_Playlist_Add);
- end;
-
- 3: //SelectSlide 3
- begin
- //Dummy
- end;
-
- 4: //Button 4
- begin
- ScreenSong.OpenEditor;
- Visible := False;
- end;
- end;
- end;
-
- SM_PlayList:
- begin
- Visible := False;
- Case Interaction of
- 0: //Button 1
- begin
- ScreenSong.StartSong;
- Visible := False;
- end;
-
- 1: //Button 2
- begin
- //Select New Players then Sing:
- ScreenSong.SelectPlayers;
- Visible := False;
- end;
-
- 2: //Button 3
- begin
- //Show add to Playlist Menu
- MenuShow(SM_Playlist_DelItem);
- end;
-
- 3: //SelectSlide 3
- begin
- //Dummy
- end;
-
- 4: //Button 4
- begin
- ScreenSong.OpenEditor;
- Visible := False;
- end;
- end;
- end;
-
- SM_Playlist_Add:
- begin
- Case Interaction of
- 0: //Button 1
- begin
- MenuShow(SM_Playlist_New);
- end;
-
- 3: //SelectSlide 3
- begin
- //Dummy
- end;
-
- 4: //Button 4
- begin
- PlaylistMan.AddItem(ScreenSong.Interaction, SelectValue);
- Visible := False;
- end;
- end;
- end;
-
- SM_Playlist_New:
- begin
- Case Interaction of
- 0: //Button 1
- begin
- //Nothing, Button for Entering Name
- end;
-
- 2: //Button 3
- begin
- //Create Playlist and Add Song
- PlaylistMan.AddItem(
- ScreenSong.Interaction,
- PlaylistMan.AddPlaylist(Button[0].Text[0].Text));
- Visible := False;
- end;
-
- 3: //SelectSlide 3
- begin
- //Cancel -> Go back to Add screen
- MenuShow(SM_Playlist_Add);
- end;
-
- 4: //Button 4
- begin
- Visible := False;
- end;
- end;
- end;
-
- SM_Playlist_DelItem:
- begin
- Visible := False;
- Case Interaction of
- 0: //Button 1
- begin
- //Delete
- PlayListMan.DelItem(PlayListMan.GetIndexbySongID(ScreenSong.Interaction));
- Visible := False;
- end;
-
- 4: //Button 4
- begin
- MenuShow(SM_Playlist);
- end;
- end;
- end;
-
- SM_Playlist_Load:
- begin
- Case Interaction of
- 0: //Button 1 (Delete Playlist)
- begin
- MenuShow(SM_Playlist_Del);
- end;
- 4: //Button 4
- begin
- //Load Playlist
- PlaylistMan.SetPlayList(SelectValue);
- Visible := False;
- end;
- end;
- end;
-
- SM_Playlist_Del:
- begin
- Visible := False;
- Case Interaction of
- 0: //Button 1
- begin
- //Delete
- PlayListMan.DelPlaylist(PlaylistMan.CurPlayList);
- Visible := False;
- end;
-
- 4: //Button 4
- begin
- MenuShow(SM_Playlist_Load);
- end;
- end;
- end;
-
- SM_Party_Main:
- begin
- Case Interaction of
- 0: //Button 1
- begin
- //Start Singing
- ScreenSong.StartSong;
- Visible := False;
- end;
-
- 4: //Button 4
- begin
- //Joker
- MenuShow(SM_Party_Joker);
- end;
- end;
- end;
-
- SM_Party_Joker:
- begin
- Visible := False;
- Case Interaction of
- 0: //Button 1
- begin
- //Joker Team 1
- ScreenSong.DoJoker(0);
- end;
-
- 1: //Button 2
- begin
- //Joker Team 2
- ScreenSong.DoJoker(1);
- end;
-
- 2: //Button 3
- begin
- //Joker Team 3
- ScreenSong.DoJoker(2);
- end;
-
- 4: //Button 4
- begin
- //Cancel... (Fo back to old Menu)
- MenuShow(SM_Party_Main);
- end;
- end;
- end;
- end;
-end;
-
-end.
-
+unit UScreenSongMenu; + +interface + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + +uses + UMenu, + SDL, + UDisplay, + UMusic, + UFiles, + SysUtils, + UThemes; + +type + TScreenSongMenu = class(TMenu) + private + CurMenu: Byte; //Num of the cur. Shown Menu + public + Visible: Boolean; //Whether the Menu should be Drawn + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + function Draw: boolean; override; + procedure MenuShow(sMenu: Byte); + procedure HandleReturn; + end; + +const + SM_Main = 1; + + SM_PlayList = 64 or 1; + SM_Playlist_Add = 64 or 2; + SM_Playlist_New = 64 or 3; + + SM_Playlist_DelItem = 64 or 5; + + SM_Playlist_Load = 64 or 8 or 1; + SM_Playlist_Del = 64 or 8 or 5; + + + SM_Party_Main = 128 or 1; + SM_Party_Joker = 128 or 2; + +var + ISelections: Array of String; + SelectValue: Integer; + + +implementation + +uses UGraphic, + UMain, + UIni, + UTexture, + ULanguage, + UParty, + UPlaylist, + USongs; + +function TScreenSongMenu.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + if (CurMenu = SM_Playlist_New) AND (Interaction=0) then + begin + case PressedKey of + SDLK_0..SDLK_9, SDLK_A..SDLK_Z, SDLK_SPACE, SDLK_MINUS, SDLK_EXCLAIM, SDLK_COMMA, SDLK_SLASH, SDLK_ASTERISK, SDLK_QUESTION, SDLK_QUOTE, SDLK_QUOTEDBL: + begin + Button[Interaction].Text[0].Text := Button[Interaction].Text[0].Text + chr(ScanCode); + exit; + end; + + SDLK_BACKSPACE: + begin + Button[Interaction].Text[0].DeleteLastL; + exit; + end; + end; + end; + + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Music.PlayBack; + Visible := False; + end; + + SDLK_RETURN: + begin + HandleReturn; + end; + + SDLK_DOWN: InteractNext; + SDLK_UP: InteractPrev; + + SDLK_RIGHT: + begin + if (Interaction=3) then + InteractInc; + end; + SDLK_LEFT: + begin + if (Interaction=3) then + InteractDec; + end; + + SDLK_1: + begin //Jocker + //Joker spielen + case CurMenu of + SM_Party_Main: + begin + ScreenSong.DoJoker(0) + end; + end; + end; + SDLK_2: + begin //Jocker + //Joker spielen + case CurMenu of + SM_Party_Main: + begin + ScreenSong.DoJoker(1) + end; + end; + end; + SDLK_3: + begin //Jocker + //Joker spielen + case CurMenu of + SM_Party_Main: + begin + ScreenSong.DoJoker(2) + end; + end; + end; + + + end; + end; +end; + +constructor TScreenSongMenu.Create; +var + I: integer; +begin + inherited Create; + + //Create Dummy SelectSlide Entrys + SetLength(ISelections, 1); + ISelections[0] := 'Dummy'; + + + AddText(Theme.SongMenu.TextMenu); + + LoadFromTheme(Theme.SongMenu); + + AddButton(Theme.SongMenu.Button1); + if (Length(Button[0].Text) = 0) then + AddButtonText(14, 20, 'Button 1'); + + AddButton(Theme.SongMenu.Button2); + if (Length(Button[1].Text) = 0) then + AddButtonText(14, 20, 'Button 2'); + + AddButton(Theme.SongMenu.Button3); + if (Length(Button[2].Text) = 0) then + AddButtonText(14, 20, 'Button 3'); + + AddSelectSlide(Theme.SongMenu.SelectSlide3, SelectValue, ISelections); + + AddButton(Theme.SongMenu.Button4); + if (Length(Button[3].Text) = 0) then + AddButtonText(14, 20, 'Button 4'); + + + Interaction := 0; +end; + +function TScreenSongMenu.Draw: boolean; +begin + inherited Draw; +end; + +procedure TScreenSongMenu.onShow; +begin + +end; + +procedure TScreenSongMenu.MenuShow(sMenu: Byte); +begin + Interaction := 0; //Reset Interaction + Visible := True; //Set Visible + Case sMenu of + SM_Main: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_MAIN'); + + Button[0].Visible := True; + Button[1].Visible := True; + Button[2].Visible := True; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY'); + Button[1].Text[0].Text := Language.Translate('SONG_MENU_CHANGEPLAYERS'); + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_EDIT'); + end; + + SM_PlayList: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST'); + + Button[0].Visible := True; + Button[1].Visible := True; + Button[2].Visible := True; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY'); + Button[1].Text[0].Text := Language.Translate('SONG_MENU_CHANGEPLAYERS'); + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_DEL'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_EDIT'); + end; + + SM_Playlist_Add: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_ADD'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := True; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD_NEW'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD_EXISTING'); + + SetLength(ISelections, Length(PlaylistMan.Playlists)); + PlaylistMan.GetNames(ISelections); + + if (Length(ISelections)>=1) then + begin + UpdateSelectSlideOptions(Theme.SongMenu.SelectSlide3, 0, ISelections, SelectValue); + end + else + begin + Button[3].Visible := False; + SelectsS[0].Visible := False; + Button[2].Visible := True; + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NOEXISTING'); + end; + end; + + SM_Playlist_New: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_NEW'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := True; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NEW_UNNAMED'); + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NEW_CREATE'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + end; + + SM_Playlist_DelItem: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_DELITEM'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + end; + + SM_Playlist_Load: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_LOAD'); + + //Show Delete Curent Playlist Button when Playlist is opened + Button[0].Visible := (CatSongs.CatNumShow = -3); + + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := True; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_DELCURRENT'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_LOAD'); + + SetLength(ISelections, Length(PlaylistMan.Playlists)); + PlaylistMan.GetNames(ISelections); + + if (Length(ISelections)>=1) then + begin + UpdateSelectSlideOptions(Theme.SongMenu.SelectSlide3, 0, ISelections, SelectValue); + Interaction := 3; + end + else + begin + Button[3].Visible := False; + SelectsS[0].Visible := False; + Button[2].Visible := True; + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NOEXISTING'); + Interaction := 2; + end; + end; + + SM_Playlist_Del: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_DEL'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + end; + + + SM_Party_Main: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PARTY_MAIN'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY'); + //Button[1].Text[0].Text := Language.Translate('SONG_MENU_JOKER'); + //Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYMODI'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_JOKER'); + end; + + SM_Party_Joker: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PARTY_JOKER'); + + Button[0].Visible := (PartySession.Teams.NumTeams >= 1) AND (PartySession.Teams.Teaminfo[0].Joker > 0); + Button[1].Visible := (PartySession.Teams.NumTeams >= 2) AND (PartySession.Teams.Teaminfo[1].Joker > 0); + Button[2].Visible := (PartySession.Teams.NumTeams >= 3) AND (PartySession.Teams.Teaminfo[2].Joker > 0); + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := String(PartySession.Teams.Teaminfo[0].Name); + Button[1].Text[0].Text := String(PartySession.Teams.Teaminfo[1].Name); + Button[2].Text[0].Text := String(PartySession.Teams.Teaminfo[2].Name); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + + //Set right Interaction + if (not Button[0].Visible) then + begin + if (not Button[1].Visible) then + begin + if (not Button[2].Visible) then + begin + Interaction := 4; + end + else Interaction := 2; + end + else Interaction := 1; + end; + + end; + end; +end; + +procedure TScreenSongMenu.HandleReturn; +begin + Case CurMenu of + SM_Main: + begin + Case Interaction of + 0: //Button 1 + begin + ScreenSong.StartSong; + Visible := False; + end; + + 1: //Button 2 + begin + //Select New Players then Sing: + ScreenSong.SelectPlayers; + Visible := False; + end; + + 2: //Button 3 + begin + //Show add to Playlist Menu + MenuShow(SM_Playlist_Add); + end; + + 3: //SelectSlide 3 + begin + //Dummy + end; + + 4: //Button 4 + begin + ScreenSong.OpenEditor; + Visible := False; + end; + end; + end; + + SM_PlayList: + begin + Visible := False; + Case Interaction of + 0: //Button 1 + begin + ScreenSong.StartSong; + Visible := False; + end; + + 1: //Button 2 + begin + //Select New Players then Sing: + ScreenSong.SelectPlayers; + Visible := False; + end; + + 2: //Button 3 + begin + //Show add to Playlist Menu + MenuShow(SM_Playlist_DelItem); + end; + + 3: //SelectSlide 3 + begin + //Dummy + end; + + 4: //Button 4 + begin + ScreenSong.OpenEditor; + Visible := False; + end; + end; + end; + + SM_Playlist_Add: + begin + Case Interaction of + 0: //Button 1 + begin + MenuShow(SM_Playlist_New); + end; + + 3: //SelectSlide 3 + begin + //Dummy + end; + + 4: //Button 4 + begin + PlaylistMan.AddItem(ScreenSong.Interaction, SelectValue); + Visible := False; + end; + end; + end; + + SM_Playlist_New: + begin + Case Interaction of + 0: //Button 1 + begin + //Nothing, Button for Entering Name + end; + + 2: //Button 3 + begin + //Create Playlist and Add Song + PlaylistMan.AddItem( + ScreenSong.Interaction, + PlaylistMan.AddPlaylist(Button[0].Text[0].Text)); + Visible := False; + end; + + 3: //SelectSlide 3 + begin + //Cancel -> Go back to Add screen + MenuShow(SM_Playlist_Add); + end; + + 4: //Button 4 + begin + Visible := False; + end; + end; + end; + + SM_Playlist_DelItem: + begin + Visible := False; + Case Interaction of + 0: //Button 1 + begin + //Delete + PlayListMan.DelItem(PlayListMan.GetIndexbySongID(ScreenSong.Interaction)); + Visible := False; + end; + + 4: //Button 4 + begin + MenuShow(SM_Playlist); + end; + end; + end; + + SM_Playlist_Load: + begin + Case Interaction of + 0: //Button 1 (Delete Playlist) + begin + MenuShow(SM_Playlist_Del); + end; + 4: //Button 4 + begin + //Load Playlist + PlaylistMan.SetPlayList(SelectValue); + Visible := False; + end; + end; + end; + + SM_Playlist_Del: + begin + Visible := False; + Case Interaction of + 0: //Button 1 + begin + //Delete + PlayListMan.DelPlaylist(PlaylistMan.CurPlayList); + Visible := False; + end; + + 4: //Button 4 + begin + MenuShow(SM_Playlist_Load); + end; + end; + end; + + SM_Party_Main: + begin + Case Interaction of + 0: //Button 1 + begin + //Start Singing + ScreenSong.StartSong; + Visible := False; + end; + + 4: //Button 4 + begin + //Joker + MenuShow(SM_Party_Joker); + end; + end; + end; + + SM_Party_Joker: + begin + Visible := False; + Case Interaction of + 0: //Button 1 + begin + //Joker Team 1 + ScreenSong.DoJoker(0); + end; + + 1: //Button 2 + begin + //Joker Team 2 + ScreenSong.DoJoker(1); + end; + + 2: //Button 3 + begin + //Joker Team 3 + ScreenSong.DoJoker(2); + end; + + 4: //Button 4 + begin + //Cancel... (Fo back to old Menu) + MenuShow(SM_Party_Main); + end; + end; + end; + end; +end; + +end. + diff --git a/Game/Code/Screens/UScreenStatMain.pas b/Game/Code/Screens/UScreenStatMain.pas index f7961727..223ad2b2 100644 --- a/Game/Code/Screens/UScreenStatMain.pas +++ b/Game/Code/Screens/UScreenStatMain.pas @@ -1,231 +1,285 @@ -unit UScreenStatMain;
-
-interface
-
-{$IFDEF FPC}
- {$MODE DELPHI}
-{$ENDIF}
-
-
-uses
- UMenu, SDL, SysUtils, UDisplay, UMusic, UIni, UThemes;
-
-type
- TScreenStatMain = class(TMenu)
- private
- //Some Stat Value that don't need to be calculated 2 times
- SongswithVid: Cardinal;
- public
- TextOverview: integer;
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- procedure SetAnimationProgress(Progress: real); override;
-
- procedure SetOverview;
- end;
-
-implementation
-
-uses UGraphic, UDataBase, USongs, ULanguage, windows, ULog;
-
-function TScreenStatMain.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;
- Music.PlayBack;
- FadeTo(@ScreenMain);
- end;
- SDLK_RETURN:
- begin
- //Exit Button Pressed
- if Interaction = 4 then begin
- Music.PlayBack;
- FadeTo(@ScreenMain);
- end
- else //One of the Stats Buttons Pressed
- begin
- Music.PlayBack;
- ScreenStatDetail.Typ := Interaction;
- FadeTo(@ScreenStatDetail);
- end;
- end;
- SDLK_LEFT:
- begin
- InteractPrev;
- end;
- SDLK_RIGHT:
- begin
- InteractNext;
- end;
- SDLK_UP:
- begin
- InteractPrev;
- end;
- SDLK_DOWN:
- begin
- InteractNext;
- end;
- end;
- end;
-end;
-
-constructor TScreenStatMain.Create;
-var
- I: integer;
-begin
- inherited Create;
-
- TextOverview := AddText(Theme.StatMain.TextOverview);
-
- LoadFromTheme(Theme.StatMain);
-
- AddButton(Theme.StatMain.ButtonScores);
- if (Length(Button[0].Text)=0) then
- AddButtonText(14, 20, Theme.StatDetail.Description[0]);
-
- AddButton(Theme.StatMain.ButtonSingers);
- if (Length(Button[1].Text)=0) then
- AddButtonText(14, 20, Theme.StatDetail.Description[1]);
-
- AddButton(Theme.StatMain.ButtonSongs);
- if (Length(Button[2].Text)=0) then
- AddButtonText(14, 20, Theme.StatDetail.Description[2]);
-
- AddButton(Theme.StatMain.ButtonBands);
- if (Length(Button[3].Text)=0) then
- AddButtonText(14, 20, Theme.StatDetail.Description[3]);
-
- AddButton(Theme.StatMain.ButtonExit);
- if (Length(Button[4].Text)=0) then
- AddButtonText(14, 20, Theme.Options.Description[4]);
-
- Interaction := 0;
-
- //Set Songs with Vid
- SongswithVid := 0;
- For I := 0 to high(Songs.Song) do
- if (Songs.Song[I].Video <> '') then
- Inc(SongswithVid);
-end;
-
-procedure TScreenStatMain.onShow;
-begin
- //Set Overview Text:
- SetOverview;
-end;
-
-procedure TScreenStatMain.SetOverview;
-var
- Overview, Formatstr: String;
- I: Integer;
- //Some Vars to Save Attributes to
- A1, A2, A3: Integer;
- A4, A5: String;
- Result1, Result2: AStatResult;
- ResetTime: TSystemTime;
- function GetFileCreation(Filename: String): TSystemTime;
- var
- FindData: TWin32FindData;
- Handle: THandle;
- begin
- Handle := FindFirstFile(PChar(Filename), FindData);
- if Handle <> INVALID_HANDLE_VALUE then
- begin
- FileTimeToSystemTime(FindData.ftCreationTime, Result);
- Windows.FindClose(Handle);
- end;
- end;
-begin
- //Song Overview
-
- //Introduction
- Formatstr := Language.Translate ('STAT_OVERVIEW_INTRO');
- {Format:
- %0:d Ultrastar Version
- %1:d Day of Reset (A1)
- %2:d Month of Reset (A2)
- %3:d Year of Reset (A3)}
-
- ResetTime := GetFileCreation(Database.Filename);
-
- A1 := ResetTime.wDay;
- A2 := ResetTime.wMonth;
- A3 := ResetTime.wYear;
- try
- Overview := Format(Formatstr, [Language.Translate('US_VERSION'), A1, A2, A3]);
- except
- on E: EConvertError do
- Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_INTRO": ' + E.Message);
- end;
-
- Formatstr := Language.Translate ('STAT_OVERVIEW_SONG');
- {Format:
- %0:d Count Songs (A1)
- %1:d Count of Sung Songs (A2)
- %2:d Count of UnSung Songs
- %3:d Count of Songs with Video (A3)
- %4:s Name of the most popular Song}
- A1 := Length(Songs.Song);
- A2 := Database.GetTotalEntrys(2);
-
- A3 := SongswithVid;
-
- SetLength(Result1, 1);
- Database.GetStats(Result1, 2, 1, 0, False);
- A4 := Result1[0].Artist;
- A5 := Result1[0].Title;
-
- try
- Overview := Overview + '\n \n' + Format(Formatstr, [A1, A2, A1-A2, A3, A4, A5]);
- except
- on E: EConvertError do
- Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_SONG": ' + E.Message);
- end;
-
- //Player Overview
- Formatstr := Language.Translate ('STAT_OVERVIEW_PLAYER');
- {Format:
- %0:d Count Players (A1)
- %1:s Best Player (Result)
- %2:d Best Players Score
- %3:s Best Score Player (Result2)
- %4:d Best Score}
- A1 := Database.GetTotalEntrys(1);
-
- SetLength(Result1, 1);
- Database.GetStats(Result1, 1, 1, 0, False);
-
- SetLength(Result2, 1);
- Database.GetStats(Result2, 0, 1, 0, False);
-
- try
- Overview := Overview + '\n \n' + Format(Formatstr, [A1, Result1[0].Player, Result1[0].AverageScore, Result2[0].Singer, Result2[0].Score]);
- except
- on E: EConvertError do
- Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_PLAYER": ' + E.Message);
- end;
-
- Text[0].Text := Overview;
-end;
-
-
-procedure TScreenStatMain.SetAnimationProgress(Progress: real);
-var I: Integer;
-begin
- For I := 0 to high(Button) do
- Button[I].Texture.ScaleW := Progress;
-end;
-
-end.
+unit UScreenStatMain; + +interface + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + + +uses + UMenu, + SDL, + SysUtils, + UDisplay, + UMusic, + UIni, + UThemes; + +type + TScreenStatMain = class(TMenu) + private + //Some Stat Value that don't need to be calculated 2 times + SongswithVid: Cardinal; + public + TextOverview: integer; + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure SetAnimationProgress(Progress: real); override; + + procedure SetOverview; + end; + +implementation + +uses UGraphic, + UDataBase, + USongs, + ULanguage, + UCommon, + {$IFDEF win32} + windows, + {$ELSE} + sysconst, + {$ENDIF} + ULog; + +function TScreenStatMain.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; + Music.PlayBack; + FadeTo(@ScreenMain); + end; + SDLK_RETURN: + begin + //Exit Button Pressed + if Interaction = 4 then begin + Music.PlayBack; + FadeTo(@ScreenMain); + end + else //One of the Stats Buttons Pressed + begin + Music.PlayBack; + ScreenStatDetail.Typ := Interaction; + FadeTo(@ScreenStatDetail); + end; + end; + SDLK_LEFT: + begin + InteractPrev; + end; + SDLK_RIGHT: + begin + InteractNext; + end; + SDLK_UP: + begin + InteractPrev; + end; + SDLK_DOWN: + begin + InteractNext; + end; + end; + end; +end; + +constructor TScreenStatMain.Create; +var + I: integer; +begin + inherited Create; + + TextOverview := AddText(Theme.StatMain.TextOverview); + + LoadFromTheme(Theme.StatMain); + + AddButton(Theme.StatMain.ButtonScores); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[0]); + + AddButton(Theme.StatMain.ButtonSingers); + if (Length(Button[1].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[1]); + + AddButton(Theme.StatMain.ButtonSongs); + if (Length(Button[2].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[2]); + + AddButton(Theme.StatMain.ButtonBands); + if (Length(Button[3].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[3]); + + AddButton(Theme.StatMain.ButtonExit); + if (Length(Button[4].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[4]); + + Interaction := 0; + + //Set Songs with Vid + SongswithVid := 0; + For I := 0 to high(Songs.Song) do + if (Songs.Song[I].Video <> '') then + Inc(SongswithVid); +end; + +procedure TScreenStatMain.onShow; +begin + //Set Overview Text: + SetOverview; +end; + +procedure TScreenStatMain.SetOverview; +type + TwSystemTime = record + wYear, + wMonth, + wDayOfWeek, + wDay, + wHour, + wMinute, + wSecond, + wMilliseconds: Word; + end; +var + Overview, Formatstr: String; + I: Integer; + //Some Vars to Save Attributes to + A1, A2, A3: Integer; + A4, A5: String; + Result1, Result2: AStatResult; + ResetTime: TSystemTime; + + {$IFDEF win32} + function GetFileCreation(Filename: String): TSystemTime; + var + FindData: TWin32FindData; + Handle: THandle; + begin + Handle := FindFirstFile(PChar(Filename), FindData); + if Handle <> INVALID_HANDLE_VALUE then + begin + FileTimeToSystemTime(FindData.ftCreationTime, Result); + windows.FindClose(Handle); + end; + end; + + {$ELSE} + + function GetFileCreation(Filename: String): TSystemTime; + Var + F,D : Longint; + Begin + F:=FileCreate( Filename ); + try + D:=FileGetDate(F); + DateTimeToSystemTime( FileDateToDateTime(D) , result); + finally + FileClose(F); + end; + end; + {$ENDIF} + +begin + //Song Overview + + //Introduction + Formatstr := Language.Translate ('STAT_OVERVIEW_INTRO'); + (*Format: + %0:d Ultrastar Version + %1:d Day of Reset (A1) + %2:d Month of Reset (A2) + %3:d Year of Reset (A3)*) + + ResetTime := GetFileCreation(Database.Filename); + + {$IFDEF win32} + A1 := ResetTime.wDay; + A2 := ResetTime.wMonth; + A3 := ResetTime.wYear; + {$ELSE} + A1 := ResetTime.Day; + A2 := ResetTime.Month; + A3 := ResetTime.Year; + {$ENDIF} + + + try + Overview := Format(Formatstr, [Language.Translate('US_VERSION'), A1, A2, A3]); + except + on E: EConvertError do + Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_INTRO": ' + E.Message); + end; + + Formatstr := Language.Translate ('STAT_OVERVIEW_SONG'); + {Format: + %0:d Count Songs (A1) + %1:d Count of Sung Songs (A2) + %2:d Count of UnSung Songs + %3:d Count of Songs with Video (A3) + %4:s Name of the most popular Song} + A1 := Length(Songs.Song); + A2 := Database.GetTotalEntrys(2); + + A3 := SongswithVid; + + SetLength(Result1, 1); + Database.GetStats(Result1, 2, 1, 0, False); + A4 := Result1[0].Artist; + A5 := Result1[0].Title; + + try + Overview := Overview + '\n \n' + Format(Formatstr, [A1, A2, A1-A2, A3, A4, A5]); + except + on E: EConvertError do + Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_SONG": ' + E.Message); + end; + + //Player Overview + Formatstr := Language.Translate ('STAT_OVERVIEW_PLAYER'); + {Format: + %0:d Count Players (A1) + %1:s Best Player (Result) + %2:d Best Players Score + %3:s Best Score Player (Result2) + %4:d Best Score} + A1 := Database.GetTotalEntrys(1); + + SetLength(Result1, 1); + Database.GetStats(Result1, 1, 1, 0, False); + + SetLength(Result2, 1); + Database.GetStats(Result2, 0, 1, 0, False); + + try + Overview := Overview + '\n \n' + Format(Formatstr, [A1, Result1[0].Player, Result1[0].AverageScore, Result2[0].Singer, Result2[0].Score]); + except + on E: EConvertError do + Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_PLAYER": ' + E.Message); + end; + + Text[0].Text := Overview; +end; + + +procedure TScreenStatMain.SetAnimationProgress(Progress: real); +var I: Integer; +begin + For I := 0 to high(Button) do + Button[I].Texture.ScaleW := Progress; +end; + +end. |