diff options
author | jaybinks <jaybinks@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-03-10 02:13:08 +0000 |
---|---|---|
committer | jaybinks <jaybinks@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-03-10 02:13:08 +0000 |
commit | 7ede07ea15a9c91f980a25ed6afbdf45987e7fcd (patch) | |
tree | d3fe7a0576b2b9f0b22c1baaad451bc6d44affcb /Game/Code/Screens | |
parent | 07d79daa7ca0af3cd24820242a3428fb18f3403b (diff) | |
download | usdx-7ede07ea15a9c91f980a25ed6afbdf45987e7fcd.tar.gz usdx-7ede07ea15a9c91f980a25ed6afbdf45987e7fcd.tar.xz usdx-7ede07ea15a9c91f980a25ed6afbdf45987e7fcd.zip |
auto removed a bunch of unused local variables
( removed with a script parsing compiler output )
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@950 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Screens')
-rw-r--r-- | Game/Code/Screens/UScreenCredits.pas | 2818 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenLevel.pas | 196 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenOptions.pas | 356 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenOptionsAdvanced.pas | 214 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenOptionsGame.pas | 228 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenOptionsGraphics.pas | 202 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenOptionsLyrics.pas | 192 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenOptionsSound.pas | 202 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenPartyPlayer.pas | 670 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenPartyScore.pas | 2 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenPartyWin.pas | 524 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenScore.pas | 4 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenSong.pas | 22 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenSongJumpto.pas | 414 |
14 files changed, 3023 insertions, 3021 deletions
diff --git a/Game/Code/Screens/UScreenCredits.pas b/Game/Code/Screens/UScreenCredits.pas index 254f9357..e12a54e3 100644 --- a/Game/Code/Screens/UScreenCredits.pas +++ b/Game/Code/Screens/UScreenCredits.pas @@ -1,1409 +1,1409 @@ -unit UScreenCredits;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-
-uses
- UMenu,
- SDL,
- SDL_Image,
- 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;
- mysdlimage,myconvertedsdlimage: PSDL_Surface;
-
- 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
-
-
- sdl32bpprgba: TSDL_Pixelformat=(palette: nil;
- BitsPerPixel: 32;
- BytesPerPixel: 4;
- Rloss: 0;
- Gloss: 0;
- Bloss: 0;
- Aloss: 0;
- Rshift: 0;
- Gshift: 8;
- Bshift: 16;
- Ashift: 24;
- Rmask: $000000ff;
- Gmask: $0000ff00;
- Bmask: $00ff0000;
- Amask: $ff000000;
- colorkey: 0;
- alpha: 255 );
-
-
-implementation
-
-uses {$IFDEF win32}
- windows,
- {$ELSE}
- lclintf,
- {$ENDIF}
- ULog,
- UGraphic,
- UMain,
- UIni,
- USongs,
- Textgl,
- ULanguage,
- UCommon,
- Math,
- dialogs;
-
-
-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);
- AudioPlayback.PlaySound(SoundLib.Back);
- 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;
-
-function pixfmt_eq(fmt1,fmt2: TSDL_Pixelformat): boolean;
-begin
- if (fmt1.BitsPerPixel = fmt2.BitsPerPixel) and
- (fmt1.BytesPerPixel = fmt2.BytesPerPixel) and
- (fmt1.Rloss = fmt2.Rloss) and
- (fmt1.Gloss = fmt2.Gloss) and
- (fmt1.Bloss = fmt2.Bloss) and
- (fmt1.Rmask = fmt2.Rmask) and
- (fmt1.Gmask = fmt2.Gmask) and
- (fmt1.Bmask = fmt2.Bmask) and
- (fmt1.Rshift = fmt2.Rshift) and
- (fmt1.Gshift = fmt2.Gshift) and
- (fmt1.Bshift = fmt2.Bshift)
- then
- pixfmt_eq:=True
- else
- pixfmt_eq:=False;
-end;
-
-function inttohexstr(i: cardinal):pchar;
-var helper, i2, c:cardinal;
- tmpstr: string;
-begin
- helper:=0;
- i2:=i;
- tmpstr:='';
- for c:=1 to 8 do
- begin
- helper:=(helper shl 4) or (i2 and $f);
- i2:=i2 shr 4;
- end;
- for c:=1 to 8 do
- begin
- i2:=helper and $f;
- helper := helper shr 4;
- case i2 of
- 0: tmpstr:=tmpstr+'0';
- 1: tmpstr:=tmpstr+'1';
- 2: tmpstr:=tmpstr+'2';
- 3: tmpstr:=tmpstr+'3';
- 4: tmpstr:=tmpstr+'4';
- 5: tmpstr:=tmpstr+'5';
- 6: tmpstr:=tmpstr+'6';
- 7: tmpstr:=tmpstr+'7';
- 8: tmpstr:=tmpstr+'8';
- 9: tmpstr:=tmpstr+'9';
- 10: tmpstr:=tmpstr+'a';
- 11: tmpstr:=tmpstr+'b';
- 12: tmpstr:=tmpstr+'c';
- 13: tmpstr:=tmpstr+'d';
- 14: tmpstr:=tmpstr+'e';
- 15: tmpstr:=tmpstr+'f';
- end;
- end;
- inttohexstr:=pchar(tmpstr);
-end;
-
-procedure TScreenCredits.onShow;
-begin
- inherited;
-
- CRDTS_Stage:=InitialDelay;
- Credits_X := 580;
- deluxe_slidein := 0;
- Credits_Alpha := 0;
- //Music.SetLoop(true); Loop looped ned, so ne scheisse - loop loops not, shit
- AudioPlayback.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!! - thank you wetü
-// Music.Play;
- CTime:=0;
-// setlength(CTime_hold,0);
-
- mysdlimage:=IMG_Load('test.png');
- if assigned(mysdlimage) then
- begin
- {$IFNDEF FPC}
- showmessage('opened image via SDL_Image'+#13#10+
- 'Width: '+inttostr(mysdlimage^.w)+#13#10+
- 'Height: '+inttostr(mysdlimage^.h)+#13#10+
- 'BitsPP: '+inttostr(mysdlimage^.format.BitsPerPixel)+#13#10+
- 'BytesPP: '+inttostr(mysdlimage^.format.BytesPerPixel)+#13#10+
- 'Rloss: '+inttostr(mysdlimage^.format.Rloss)+#13#10+
- 'Gloss: '+inttostr(mysdlimage^.format.Gloss)+#13#10+
- 'Bloss: '+inttostr(mysdlimage^.format.Bloss)+#13#10+
- 'Aloss: '+inttostr(mysdlimage^.format.Aloss)+#13#10+
- 'Rshift: '+inttostr(mysdlimage^.format.Rshift)+#13#10+
- 'Gshift: '+inttostr(mysdlimage^.format.Gshift)+#13#10+
- 'Bshift: '+inttostr(mysdlimage^.format.Bshift)+#13#10+
- 'Ashift: '+inttostr(mysdlimage^.format.Ashift)+#13#10+
- 'Rmask: '+inttohexstr(mysdlimage^.format.Rmask)+#13#10+
- 'Gmask: '+inttohexstr(mysdlimage^.format.Gmask)+#13#10+
- 'Bmask: '+inttohexstr(mysdlimage^.format.Bmask)+#13#10+
- 'Amask: '+inttohexstr(mysdlimage^.format.Amask)+#13#10+
- 'ColKey: '+inttostr(mysdlimage^.format.Colorkey)+#13#10+
- 'Alpha: '+inttostr(mysdlimage^.format.Alpha));
-
- if pixfmt_eq(mysdlimage^.format^,sdl32bpprgba) then
- showmessage('equal pixelformats')
- else
- showmessage('different pixelformats');
- {$ENDIF}
-
- myconvertedsdlimage:=SDL_ConvertSurface(mysdlimage,@sdl32bpprgba,SDL_SWSURFACE);
- glGenTextures(1,@myTex);
- glBindTexture(GL_TEXTURE_2D, myTex);
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- glTexImage2D( GL_TEXTURE_2D, 0, 4, myconvertedsdlimage^.w, myconvertedsdlimage^.h, 0,
- GL_RGBA, GL_UNSIGNED_BYTE, myconvertedsdlimage^.pixels );
- SDL_FreeSurface(mysdlimage);
- SDL_FreeSurface(myconvertedsdlimage);
- end
- else
- {$IFDEF FPC}
- writeln( 'could not open file - test.png');
- {$ELSE}
- showmessage('could not open file - test.png');
- {$ENDIF}
-
-end;
-
-procedure TScreenCredits.onHide;
-begin
- AudioPlayback.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
- AudioPlayback.GetFFTData(Data);
-
- Log.LogStatus('',' JB-1');
-
- T := GetTickCount div 33;
- if T <> Credits_Time then
- begin
- Credits_Time := T;
- inc(CTime);
- inc(CTime_hold);
- Credits_X := Credits_X-2;
-
- Log.LogStatus('',' JB-2');
- if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then
- begin
-// CTime:=Timings[20];
-// CRDTS_Stage:=Outro;
-
- CRDTS_Stage:=Intro;
- CTime:=0;
- AudioPlayback.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;
-
- Log.LogStatus('',' JB-3');
-
- //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
-
-
-Log.LogStatus('',' JB-4');
-
-// BlindGuard (von links oben reindrehen, nach rechts unten rausdrehen) - (rotate in from upper left, rotate out to lower right)
- STime:=Timings[9]-10;
- Delay:=Timings[10]-Timings[9];
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
- 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) - (zoom from 0 to full size and rotation, zoom zo doubble size and shift to upper right)
- STime:=Timings[10]-10;
- Delay:=Timings[11]-Timings[10]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- 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) - (shift in from left, shift out to upper right)
- STime:=Timings[11]-10;
- Delay:=Timings[12]-Timings[11]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- 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) - (flip in from down, flip out to upper right)
- STime:=Timings[12]-10;
- Delay:=Timings[13]-Timings[12];
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- 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;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- 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) - (flip in from right, flip out to lower right)
- STime:=Timings[14]-10;
- Delay:=Timings[15]-Timings[14]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- 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) - (rotate in from upper right, shift out to lower left while shrinking and rotateing)
- STime:=Timings[15]-10;
- Delay:=Timings[16]-Timings[15]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- 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) - (shift in from lower right, rotate out to upper right)
- STime:=Timings[16]-10;
- Delay:=Timings[17]-Timings[16]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- 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) - (flip in from lower left, flip out to upper right)
- STime:=Timings[17]-10;
- Delay:=Timings[18]-Timings[17];
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
-
- 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) and (CTime <= STime+Delay) then
- begin
- j:=CTime-(STime+Delay-10);
- g:=32.6*j;
- end
- else
- begin
- g:=0;
- end;
-
- 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;
-
-
- Log.LogStatus('',' JB-103');
-
-// ####################################################################
-// do some twinkle stuff (kinda on beat)
- if (CTime > Timings[8] ) and
- (CTime < Timings[19] ) then
- begin
- k := 0;
-
- try
- for j:=0 to 40 do
- begin
- if ( j < length( Data ) ) AND
- ( k < length( Data ) ) then
- begin
- if Data[j] >= Data[k] then
- k:=j;
- end;
- end;
- except
- end;
-
- 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;
- AudioPlayback.Stop;
- AudioPlayback.Open(soundpath + 'credits-outro-tune.mp3');
- AudioPlayback.Play;
- AudioPlayback.SetVolume(20);
- AudioPlayback.SetLoop(True);
- end;
- if CTime_hold > 231 then begin
- AudioPlayback.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]));
-}
-
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glColor4f(1, 1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, myTex);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(100, 100);
- glTexCoord2f(0,1);glVertex2f(100, 200);
- glTexCoord2f(1,1); glVertex2f(200, 200);
- glTexCoord2f(1,0);glVertex2f(200, 100);
- glEnd;
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
-
-
- // make the stars shine
- GoldenRec.Draw;
-end;
-
-end.
+unit UScreenCredits; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + + +uses + UMenu, + SDL, + SDL_Image, + 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; + mysdlimage,myconvertedsdlimage: PSDL_Surface; + + 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 + + + sdl32bpprgba: TSDL_Pixelformat=(palette: nil; + BitsPerPixel: 32; + BytesPerPixel: 4; + Rloss: 0; + Gloss: 0; + Bloss: 0; + Aloss: 0; + Rshift: 0; + Gshift: 8; + Bshift: 16; + Ashift: 24; + Rmask: $000000ff; + Gmask: $0000ff00; + Bmask: $00ff0000; + Amask: $ff000000; + colorkey: 0; + alpha: 255 ); + + +implementation + +uses {$IFDEF win32} + windows, + {$ELSE} + lclintf, + {$ENDIF} + ULog, + UGraphic, + UMain, + UIni, + USongs, + Textgl, + ULanguage, + UCommon, + Math, + dialogs; + + +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); + AudioPlayback.PlaySound(SoundLib.Back); + 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; + +function pixfmt_eq(fmt1,fmt2: TSDL_Pixelformat): boolean; +begin + if (fmt1.BitsPerPixel = fmt2.BitsPerPixel) and + (fmt1.BytesPerPixel = fmt2.BytesPerPixel) and + (fmt1.Rloss = fmt2.Rloss) and + (fmt1.Gloss = fmt2.Gloss) and + (fmt1.Bloss = fmt2.Bloss) and + (fmt1.Rmask = fmt2.Rmask) and + (fmt1.Gmask = fmt2.Gmask) and + (fmt1.Bmask = fmt2.Bmask) and + (fmt1.Rshift = fmt2.Rshift) and + (fmt1.Gshift = fmt2.Gshift) and + (fmt1.Bshift = fmt2.Bshift) + then + pixfmt_eq:=True + else + pixfmt_eq:=False; +end; + +function inttohexstr(i: cardinal):pchar; +var helper, i2, c:cardinal; + tmpstr: string; +begin + helper:=0; + i2:=i; + tmpstr:=''; + for c:=1 to 8 do + begin + helper:=(helper shl 4) or (i2 and $f); + i2:=i2 shr 4; + end; + for c:=1 to 8 do + begin + i2:=helper and $f; + helper := helper shr 4; + case i2 of + 0: tmpstr:=tmpstr+'0'; + 1: tmpstr:=tmpstr+'1'; + 2: tmpstr:=tmpstr+'2'; + 3: tmpstr:=tmpstr+'3'; + 4: tmpstr:=tmpstr+'4'; + 5: tmpstr:=tmpstr+'5'; + 6: tmpstr:=tmpstr+'6'; + 7: tmpstr:=tmpstr+'7'; + 8: tmpstr:=tmpstr+'8'; + 9: tmpstr:=tmpstr+'9'; + 10: tmpstr:=tmpstr+'a'; + 11: tmpstr:=tmpstr+'b'; + 12: tmpstr:=tmpstr+'c'; + 13: tmpstr:=tmpstr+'d'; + 14: tmpstr:=tmpstr+'e'; + 15: tmpstr:=tmpstr+'f'; + end; + end; + inttohexstr:=pchar(tmpstr); +end; + +procedure TScreenCredits.onShow; +begin + inherited; + + CRDTS_Stage:=InitialDelay; + Credits_X := 580; + deluxe_slidein := 0; + Credits_Alpha := 0; + //Music.SetLoop(true); Loop looped ned, so ne scheisse - loop loops not, shit + AudioPlayback.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!! - thank you wetü +// Music.Play; + CTime:=0; +// setlength(CTime_hold,0); + + mysdlimage:=IMG_Load('test.png'); + if assigned(mysdlimage) then + begin + {$IFNDEF FPC} + showmessage('opened image via SDL_Image'+#13#10+ + 'Width: '+inttostr(mysdlimage^.w)+#13#10+ + 'Height: '+inttostr(mysdlimage^.h)+#13#10+ + 'BitsPP: '+inttostr(mysdlimage^.format.BitsPerPixel)+#13#10+ + 'BytesPP: '+inttostr(mysdlimage^.format.BytesPerPixel)+#13#10+ + 'Rloss: '+inttostr(mysdlimage^.format.Rloss)+#13#10+ + 'Gloss: '+inttostr(mysdlimage^.format.Gloss)+#13#10+ + 'Bloss: '+inttostr(mysdlimage^.format.Bloss)+#13#10+ + 'Aloss: '+inttostr(mysdlimage^.format.Aloss)+#13#10+ + 'Rshift: '+inttostr(mysdlimage^.format.Rshift)+#13#10+ + 'Gshift: '+inttostr(mysdlimage^.format.Gshift)+#13#10+ + 'Bshift: '+inttostr(mysdlimage^.format.Bshift)+#13#10+ + 'Ashift: '+inttostr(mysdlimage^.format.Ashift)+#13#10+ + 'Rmask: '+inttohexstr(mysdlimage^.format.Rmask)+#13#10+ + 'Gmask: '+inttohexstr(mysdlimage^.format.Gmask)+#13#10+ + 'Bmask: '+inttohexstr(mysdlimage^.format.Bmask)+#13#10+ + 'Amask: '+inttohexstr(mysdlimage^.format.Amask)+#13#10+ + 'ColKey: '+inttostr(mysdlimage^.format.Colorkey)+#13#10+ + 'Alpha: '+inttostr(mysdlimage^.format.Alpha)); + + if pixfmt_eq(mysdlimage^.format^,sdl32bpprgba) then + showmessage('equal pixelformats') + else + showmessage('different pixelformats'); + {$ENDIF} + + myconvertedsdlimage:=SDL_ConvertSurface(mysdlimage,@sdl32bpprgba,SDL_SWSURFACE); + glGenTextures(1,@myTex); + glBindTexture(GL_TEXTURE_2D, myTex); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glTexImage2D( GL_TEXTURE_2D, 0, 4, myconvertedsdlimage^.w, myconvertedsdlimage^.h, 0, + GL_RGBA, GL_UNSIGNED_BYTE, myconvertedsdlimage^.pixels ); + SDL_FreeSurface(mysdlimage); + SDL_FreeSurface(myconvertedsdlimage); + end + else + {$IFDEF FPC} + writeln( 'could not open file - test.png'); + {$ELSE} + showmessage('could not open file - test.png'); + {$ENDIF} + +end; + +procedure TScreenCredits.onHide; +begin + AudioPlayback.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; // Auto Removed, Unused Variable (I) // Auto Removed, Unused Variable (I) +// X: Real; // Auto Removed, Unused Variable +// Ver: PChar; // Auto Removed, Unused Variable +// RuntimeStr: AnsiString; // Auto Removed, Unused Variable + Data: TFFTData; + j,k,l:cardinal; +f,g{*, h*}: Real; // Auto Removed, Unused Variable (h) // Auto Removed, Unused Variable (h) + STime:cardinal; + Delay:cardinal; + +// myPixel: longword; // Auto Removed, Unused Variable +// myColor: Cardinal; // Auto Removed, Unused Variable + 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 + AudioPlayback.GetFFTData(Data); + + Log.LogStatus('',' JB-1'); + + T := GetTickCount div 33; + if T <> Credits_Time then + begin + Credits_Time := T; + inc(CTime); + inc(CTime_hold); + Credits_X := Credits_X-2; + + Log.LogStatus('',' JB-2'); + if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then + begin +// CTime:=Timings[20]; +// CRDTS_Stage:=Outro; + + CRDTS_Stage:=Intro; + CTime:=0; + AudioPlayback.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; + + Log.LogStatus('',' JB-3'); + + //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 + + +Log.LogStatus('',' JB-4'); + +// BlindGuard (von links oben reindrehen, nach rechts unten rausdrehen) - (rotate in from upper left, rotate out to lower right) + STime:=Timings[9]-10; + Delay:=Timings[10]-Timings[9]; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + 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) - (zoom from 0 to full size and rotation, zoom zo doubble size and shift to upper right) + STime:=Timings[10]-10; + Delay:=Timings[11]-Timings[10]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + + 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) - (shift in from left, shift out to upper right) + STime:=Timings[11]-10; + Delay:=Timings[12]-Timings[11]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + + 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) - (flip in from down, flip out to upper right) + STime:=Timings[12]-10; + Delay:=Timings[13]-Timings[12]; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + + 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; + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + + 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) - (flip in from right, flip out to lower right) + STime:=Timings[14]-10; + Delay:=Timings[15]-Timings[14]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + + 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) - (rotate in from upper right, shift out to lower left while shrinking and rotateing) + STime:=Timings[15]-10; + Delay:=Timings[16]-Timings[15]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + + 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) - (shift in from lower right, rotate out to upper right) + STime:=Timings[16]-10; + Delay:=Timings[17]-Timings[16]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + + 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) - (flip in from lower left, flip out to upper right) + STime:=Timings[17]-10; + Delay:=Timings[18]-Timings[17]; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + + 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) and (CTime <= STime+Delay) then + begin + j:=CTime-(STime+Delay-10); + g:=32.6*j; + end + else + begin + g:=0; + end; + + 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; + + + Log.LogStatus('',' JB-103'); + +// #################################################################### +// do some twinkle stuff (kinda on beat) + if (CTime > Timings[8] ) and + (CTime < Timings[19] ) then + begin + k := 0; + + try + for j:=0 to 40 do + begin + if ( j < length( Data ) ) AND + ( k < length( Data ) ) then + begin + if Data[j] >= Data[k] then + k:=j; + end; + end; + except + end; + + 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; + AudioPlayback.Stop; + AudioPlayback.Open(soundpath + 'credits-outro-tune.mp3'); + AudioPlayback.Play; + AudioPlayback.SetVolume(20); + AudioPlayback.SetLoop(True); + end; + if CTime_hold > 231 then begin + AudioPlayback.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])); +} + + + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, myTex); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(100, 100); + glTexCoord2f(0,1);glVertex2f(100, 200); + glTexCoord2f(1,1); glVertex2f(200, 200); + glTexCoord2f(1,0);glVertex2f(200, 100); + glEnd; + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + + // make the stars shine + GoldenRec.Draw; +end; + +end. diff --git a/Game/Code/Screens/UScreenLevel.pas b/Game/Code/Screens/UScreenLevel.pas index d1910d5f..dc14a278 100644 --- a/Game/Code/Screens/UScreenLevel.pas +++ b/Game/Code/Screens/UScreenLevel.pas @@ -1,98 +1,98 @@ -unit UScreenLevel;
-
-interface
-
-{$I switches.inc}
-
-uses
- UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes;
-
-type
- TScreenLevel = class(TMenu)
- public
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- procedure SetAnimationProgress(Progress: real); override;
- end;
-
-implementation
-
-uses UGraphic,
- UMain,
- UIni,
- USong,
- UTexture;
-
-function TScreenLevel.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
- SDLK_Q:
- begin
- Result := false;
- end;
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- AudioPlayback.PlaySound(SoundLib.Back);
- FadeTo(@ScreenName);
- end;
-
- SDLK_RETURN:
- begin
- Ini.Difficulty := Interaction;
- Ini.SaveLevel;
- AudioPlayback.PlaySound(SoundLib.Start);
- //Set Standard Mode
- ScreenSong.Mode := smNormal;
- FadeTo(@ScreenSong);
- end;
-
- // Up and Down could be done at the same time,
- // but I don't want to declare variables inside
- // functions like this one, called so many times
- SDLK_DOWN: InteractNext;
- SDLK_UP: InteractPrev;
- SDLK_RIGHT: InteractNext;
- SDLK_LEFT: InteractPrev;
- end;
- end;
-end;
-
-constructor TScreenLevel.Create;
-var
- I: integer;
-begin
- inherited Create;
-
- LoadFromTheme(Theme.Level);
-
- AddButton(Theme.Level.ButtonEasy);
- AddButton(Theme.Level.ButtonMedium);
- AddButton(Theme.Level.ButtonHard);
-
- Interaction := 0;
-end;
-
-procedure TScreenLevel.onShow;
-begin
- inherited;
-
- Interaction := Ini.Difficulty;
-
-// LCD.WriteText(1, ' Choose mode: ');
-// UpdateLCD;
-end;
-
-procedure TScreenLevel.SetAnimationProgress(Progress: real);
-begin
- Button[0].Texture.ScaleW := Progress;
- Button[1].Texture.ScaleW := Progress;
- Button[2].Texture.ScaleW := Progress;
-end;
-
-end.
+unit UScreenLevel; + +interface + +{$I switches.inc} + +uses + UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes; + +type + TScreenLevel = class(TMenu) + public + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses UGraphic, + UMain, + UIni, + USong, + UTexture; + +function TScreenLevel.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 + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenName); + end; + + SDLK_RETURN: + begin + Ini.Difficulty := Interaction; + Ini.SaveLevel; + AudioPlayback.PlaySound(SoundLib.Start); + //Set Standard Mode + ScreenSong.Mode := smNormal; + FadeTo(@ScreenSong); + 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: InteractNext; + SDLK_UP: InteractPrev; + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end; +end; + +constructor TScreenLevel.Create; +//var +// I: integer; // Auto Removed, Unused Variable +begin + inherited Create; + + LoadFromTheme(Theme.Level); + + AddButton(Theme.Level.ButtonEasy); + AddButton(Theme.Level.ButtonMedium); + AddButton(Theme.Level.ButtonHard); + + Interaction := 0; +end; + +procedure TScreenLevel.onShow; +begin + inherited; + + Interaction := Ini.Difficulty; + +// LCD.WriteText(1, ' Choose mode: '); +// UpdateLCD; +end; + +procedure TScreenLevel.SetAnimationProgress(Progress: real); +begin + Button[0].Texture.ScaleW := Progress; + Button[1].Texture.ScaleW := Progress; + Button[2].Texture.ScaleW := Progress; +end; + +end. diff --git a/Game/Code/Screens/UScreenOptions.pas b/Game/Code/Screens/UScreenOptions.pas index 8c5e67df..0c4ee173 100644 --- a/Game/Code/Screens/UScreenOptions.pas +++ b/Game/Code/Screens/UScreenOptions.pas @@ -1,178 +1,178 @@ -unit UScreenOptions;
-
-interface
-
-{$I switches.inc}
-
-uses
- UMenu, SDL, SysUtils, UDisplay, UMusic, UFiles, UIni, UThemes;
-
-type
- TScreenOptions = class(TMenu)
- public
- TextDescription: integer;
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- procedure InteractNext; override;
- procedure InteractPrev; override;
- procedure SetAnimationProgress(Progress: real); override;
- end;
-
-implementation
-
-uses UGraphic;
-
-function TScreenOptions.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
- SDLK_Q:
- begin
- Result := false;
- end;
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- Ini.Save;
- AudioPlayback.PlaySound(SoundLib.Back);
- FadeTo(@ScreenMain);
- end;
- SDLK_RETURN:
- begin
- if SelInteraction = 0 then
- begin
- AudioPlayback.PlaySound(SoundLib.Start);
- FadeTo(@ScreenOptionsGame);
- end;
-
- if SelInteraction = 1 then
- begin
- AudioPlayback.PlaySound(SoundLib.Start);
- FadeTo(@ScreenOptionsGraphics);
- end;
-
- if SelInteraction = 2 then
- begin
- AudioPlayback.PlaySound(SoundLib.Start);
- FadeTo(@ScreenOptionsSound);
- end;
-
- if SelInteraction = 3 then
- begin
- AudioPlayback.PlaySound(SoundLib.Start);
- FadeTo(@ScreenOptionsLyrics);
- end;
-
- if SelInteraction = 4 then
- begin
- AudioPlayback.PlaySound(SoundLib.Start);
- FadeTo(@ScreenOptionsThemes);
- end;
-
- if SelInteraction = 5 then
- begin
- AudioPlayback.PlaySound(SoundLib.Start);
- FadeTo(@ScreenOptionsRecord);
- end;
-
- if SelInteraction = 6 then
- begin
- AudioPlayback.PlaySound(SoundLib.Start);
- FadeTo(@ScreenOptionsAdvanced);
- end;
-
- if SelInteraction = 7 then
- begin
- Ini.Save;
- AudioPlayback.PlaySound(SoundLib.Back);
- FadeTo(@ScreenMain);
- end;
- end;
- SDLK_DOWN: InteractInc;
- SDLK_UP: InteractDec;
- SDLK_RIGHT: InteractNext;
- SDLK_LEFT: InteractPrev;
- end;
- end;
-end;
-
-constructor TScreenOptions.Create;
-var
- I: integer;
-begin
- inherited Create;
-
- TextDescription := AddText(Theme.Options.TextDescription);
-
- LoadFromTheme(Theme.Options);
-
- AddButton(Theme.Options.ButtonGame);
- if (Length(Button[0].Text)=0) then
- AddButtonText(14, 20, Theme.Options.Description[0]);
-
- AddButton(Theme.Options.ButtonGraphics);
- if (Length(Button[1].Text)=0) then
- AddButtonText(14, 20, Theme.Options.Description[1]);
-
- AddButton(Theme.Options.ButtonSound);
- if (Length(Button[2].Text)=0) then
- AddButtonText(14, 20, Theme.Options.Description[2]);
-
- AddButton(Theme.Options.ButtonLyrics);
- if (Length(Button[3].Text)=0) then
- AddButtonText(14, 20, Theme.Options.Description[3]);
-
- AddButton(Theme.Options.ButtonThemes);
- if (Length(Button[4].Text)=0) then
- AddButtonText(14, 20, Theme.Options.Description[4]);
-
- AddButton(Theme.Options.ButtonRecord);
- if (Length(Button[5].Text)=0) then
- AddButtonText(14, 20, Theme.Options.Description[5]);
-
- AddButton(Theme.Options.ButtonAdvanced);
- if (Length(Button[6].Text)=0) then
- AddButtonText(14, 20, Theme.Options.Description[6]);
-
- AddButton(Theme.Options.ButtonExit);
- if (Length(Button[7].Text)=0) then
- AddButtonText(14, 20, Theme.Options.Description[7]);
-
- Interaction := 0;
-end;
-
-procedure TScreenOptions.onShow;
-begin
- inherited;
-end;
-
-procedure TScreenOptions.InteractNext;
-begin
- inherited InteractNext;
- Text[TextDescription].Text := Theme.Options.Description[Interaction];
-end;
-
-procedure TScreenOptions.InteractPrev;
-begin
- inherited InteractPrev;
- Text[TextDescription].Text := Theme.Options.Description[Interaction];
-end;
-
-
-procedure TScreenOptions.SetAnimationProgress(Progress: real);
-begin
- Button[0].Texture.ScaleW := Progress;
- Button[1].Texture.ScaleW := Progress;
- Button[2].Texture.ScaleW := Progress;
- Button[3].Texture.ScaleW := Progress;
- Button[4].Texture.ScaleW := Progress;
- Button[5].Texture.ScaleW := Progress;
- Button[6].Texture.ScaleW := Progress;
- Button[7].Texture.ScaleW := Progress;
-end;
-
-end.
+unit UScreenOptions; + +interface + +{$I switches.inc} + +uses + UMenu, SDL, SysUtils, UDisplay, UMusic, UFiles, UIni, UThemes; + +type + TScreenOptions = class(TMenu) + public + TextDescription: integer; + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure InteractNext; override; + procedure InteractPrev; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses UGraphic; + +function TScreenOptions.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenMain); + end; + SDLK_RETURN: + begin + if SelInteraction = 0 then + begin + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenOptionsGame); + end; + + if SelInteraction = 1 then + begin + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenOptionsGraphics); + end; + + if SelInteraction = 2 then + begin + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenOptionsSound); + end; + + if SelInteraction = 3 then + begin + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenOptionsLyrics); + end; + + if SelInteraction = 4 then + begin + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenOptionsThemes); + end; + + if SelInteraction = 5 then + begin + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenOptionsRecord); + end; + + if SelInteraction = 6 then + begin + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenOptionsAdvanced); + end; + + if SelInteraction = 7 then + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenMain); + end; + end; + SDLK_DOWN: InteractInc; + SDLK_UP: InteractDec; + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end; +end; + +constructor TScreenOptions.Create; +//var +// I: integer; // Auto Removed, Unused Variable +begin + inherited Create; + + TextDescription := AddText(Theme.Options.TextDescription); + + LoadFromTheme(Theme.Options); + + AddButton(Theme.Options.ButtonGame); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[0]); + + AddButton(Theme.Options.ButtonGraphics); + if (Length(Button[1].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[1]); + + AddButton(Theme.Options.ButtonSound); + if (Length(Button[2].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[2]); + + AddButton(Theme.Options.ButtonLyrics); + if (Length(Button[3].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[3]); + + AddButton(Theme.Options.ButtonThemes); + if (Length(Button[4].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[4]); + + AddButton(Theme.Options.ButtonRecord); + if (Length(Button[5].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[5]); + + AddButton(Theme.Options.ButtonAdvanced); + if (Length(Button[6].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[6]); + + AddButton(Theme.Options.ButtonExit); + if (Length(Button[7].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[7]); + + Interaction := 0; +end; + +procedure TScreenOptions.onShow; +begin + inherited; +end; + +procedure TScreenOptions.InteractNext; +begin + inherited InteractNext; + Text[TextDescription].Text := Theme.Options.Description[Interaction]; +end; + +procedure TScreenOptions.InteractPrev; +begin + inherited InteractPrev; + Text[TextDescription].Text := Theme.Options.Description[Interaction]; +end; + + +procedure TScreenOptions.SetAnimationProgress(Progress: real); +begin + Button[0].Texture.ScaleW := Progress; + Button[1].Texture.ScaleW := Progress; + Button[2].Texture.ScaleW := Progress; + Button[3].Texture.ScaleW := Progress; + Button[4].Texture.ScaleW := Progress; + Button[5].Texture.ScaleW := Progress; + Button[6].Texture.ScaleW := Progress; + Button[7].Texture.ScaleW := Progress; +end; + +end. diff --git a/Game/Code/Screens/UScreenOptionsAdvanced.pas b/Game/Code/Screens/UScreenOptionsAdvanced.pas index 7ca0fc05..de02f107 100644 --- a/Game/Code/Screens/UScreenOptionsAdvanced.pas +++ b/Game/Code/Screens/UScreenOptionsAdvanced.pas @@ -1,107 +1,107 @@ -unit UScreenOptionsAdvanced;
-
-interface
-
-{$I switches.inc}
-
-uses
- UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes;
-
-type
- TScreenOptionsAdvanced = class(TMenu)
- public
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- end;
-
-implementation
-
-uses UGraphic;
-
-function TScreenOptionsAdvanced.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
- SDLK_Q:
- begin
- Result := false;
- end;
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- Ini.Save;
- AudioPlayback.PlaySound(SoundLib.Back);
- FadeTo(@ScreenOptions);
- end;
- SDLK_RETURN:
- begin
- //SelectLoadAnimation Hidden because it is useless atm
- //if SelInteraction = 7 then begin
- if SelInteraction = 6 then begin
- Ini.Save;
- AudioPlayback.PlaySound(SoundLib.Back);
- FadeTo(@ScreenOptions);
- end;
- end;
- SDLK_DOWN:
- InteractNext;
- SDLK_UP :
- InteractPrev;
- SDLK_RIGHT:
- begin
- //SelectLoadAnimation Hidden because it is useless atm
- //if (SelInteraction >= 0) and (SelInteraction <= 6) then begin
- if (SelInteraction >= 0) and (SelInteraction <= 5) then begin
- AudioPlayback.PlaySound(SoundLib.Option);
- InteractInc;
- end;
- end;
- SDLK_LEFT:
- begin
- //SelectLoadAnimation Hidden because it is useless atm
- //if (SelInteraction >= 0) and (SelInteraction <= 6) then begin
- if (SelInteraction >= 0) and (SelInteraction <= 5) then begin
- AudioPlayback.PlaySound(SoundLib.Option);
- InteractDec;
- end;
- end;
- end;
- end;
-end;
-
-constructor TScreenOptionsAdvanced.Create;
-var
- I: integer;
-begin
- inherited Create;
-
- LoadFromTheme(Theme.OptionsAdvanced);
-
- //SelectLoadAnimation Hidden because it is useless atm
- //AddSelect(Theme.OptionsAdvanced.SelectLoadAnimation, Ini.LoadAnimation, ILoadAnimation);
- AddSelect(Theme.OptionsAdvanced.SelectScreenFade, Ini.ScreenFade, IScreenFade);
- AddSelect(Theme.OptionsAdvanced.SelectEffectSing, Ini.EffectSing, IEffectSing);
- AddSelect(Theme.OptionsAdvanced.SelectLineBonus, Ini.LineBonus, ILineBonus);
- AddSelectSlide(Theme.OptionsAdvanced.SelectOnSongClick, Ini.OnSongClick, IOnSongClick);
- AddSelect(Theme.OptionsAdvanced.SelectAskbeforeDel, Ini.AskbeforeDel, IAskbeforeDel);
- AddSelect(Theme.OptionsAdvanced.SelectPartyPopup, Ini.PartyPopup, IPartyPopup);
-
- AddButton(Theme.OptionsAdvanced.ButtonExit);
- if (Length(Button[0].Text)=0) then
- AddButtonText(14, 20, Theme.Options.Description[7]);
-
- Interaction := 0;
-end;
-
-procedure TScreenOptionsAdvanced.onShow;
-begin
- inherited;
-
- Interaction := 0;
-end;
-
-end.
+unit UScreenOptionsAdvanced; + +interface + +{$I switches.inc} + +uses + UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes; + +type + TScreenOptionsAdvanced = class(TMenu) + public + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + end; + +implementation + +uses UGraphic; + +function TScreenOptionsAdvanced.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + //SelectLoadAnimation Hidden because it is useless atm + //if SelInteraction = 7 then begin + if SelInteraction = 6 then begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + //SelectLoadAnimation Hidden because it is useless atm + //if (SelInteraction >= 0) and (SelInteraction <= 6) then begin + if (SelInteraction >= 0) and (SelInteraction <= 5) then begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + end; + end; + SDLK_LEFT: + begin + //SelectLoadAnimation Hidden because it is useless atm + //if (SelInteraction >= 0) and (SelInteraction <= 6) then begin + if (SelInteraction >= 0) and (SelInteraction <= 5) then begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + end; + end; + end; + end; +end; + +constructor TScreenOptionsAdvanced.Create; +//var +// I: integer; // Auto Removed, Unused Variable +begin + inherited Create; + + LoadFromTheme(Theme.OptionsAdvanced); + + //SelectLoadAnimation Hidden because it is useless atm + //AddSelect(Theme.OptionsAdvanced.SelectLoadAnimation, Ini.LoadAnimation, ILoadAnimation); + AddSelect(Theme.OptionsAdvanced.SelectScreenFade, Ini.ScreenFade, IScreenFade); + AddSelect(Theme.OptionsAdvanced.SelectEffectSing, Ini.EffectSing, IEffectSing); + AddSelect(Theme.OptionsAdvanced.SelectLineBonus, Ini.LineBonus, ILineBonus); + AddSelectSlide(Theme.OptionsAdvanced.SelectOnSongClick, Ini.OnSongClick, IOnSongClick); + AddSelect(Theme.OptionsAdvanced.SelectAskbeforeDel, Ini.AskbeforeDel, IAskbeforeDel); + AddSelect(Theme.OptionsAdvanced.SelectPartyPopup, Ini.PartyPopup, IPartyPopup); + + AddButton(Theme.OptionsAdvanced.ButtonExit); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[7]); + + Interaction := 0; +end; + +procedure TScreenOptionsAdvanced.onShow; +begin + inherited; + + Interaction := 0; +end; + +end. diff --git a/Game/Code/Screens/UScreenOptionsGame.pas b/Game/Code/Screens/UScreenOptionsGame.pas index 394b28a2..d16db3f4 100644 --- a/Game/Code/Screens/UScreenOptionsGame.pas +++ b/Game/Code/Screens/UScreenOptionsGame.pas @@ -1,114 +1,114 @@ -unit UScreenOptionsGame;
-
-interface
-
-{$I switches.inc}
-
-uses
- UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes, USongs;
-
-type
- TScreenOptionsGame = class(TMenu)
- public
- old_Tabs, old_Sorting: integer;
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- procedure RefreshSongs;
- end;
-
-implementation
-
-uses UGraphic;
-
-function TScreenOptionsGame.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
- AudioPlayback.PlaySound(SoundLib.Back);
- RefreshSongs;
- FadeTo(@ScreenOptions);
- end;
- SDLK_RETURN:
- begin
- if SelInteraction = 6 then begin
- AudioPlayback.PlaySound(SoundLib.Back);
- RefreshSongs;
- FadeTo(@ScreenOptions);
- end;
- end;
- SDLK_DOWN:
- InteractNext;
- SDLK_UP :
- InteractPrev;
- SDLK_RIGHT:
- begin
- if (SelInteraction >= 0) and (SelInteraction <= 5) then
- begin
- AudioPlayback.PlaySound(SoundLib.Option);
- InteractInc;
- end;
- end;
- SDLK_LEFT:
- begin
- if (SelInteraction >= 0) and (SelInteraction <= 5) then
- begin
- AudioPlayback.PlaySound(SoundLib.Option);
- InteractDec;
- end;
- end;
- end;
- end;
-end;
-
-constructor TScreenOptionsGame.Create;
-var
- I: integer;
-begin
- inherited Create;
-
- LoadFromTheme(Theme.OptionsGame);
-
- //Refresh Songs Patch
- old_Sorting := Ini.Sorting;
- old_Tabs := Ini.Tabs;
-
- AddSelect(Theme.OptionsGame.SelectPlayers, Ini.Players, IPlayers);
- AddSelect(Theme.OptionsGame.SelectDifficulty, Ini.Difficulty, IDifficulty);
- AddSelectSlide(Theme.OptionsGame.SelectLanguage, Ini.Language, ILanguage);
- AddSelect(Theme.OptionsGame.SelectTabs, Ini.Tabs, ITabs);
- AddSelectSlide(Theme.OptionsGame.SelectSorting, Ini.Sorting, ISorting);
- AddSelect(Theme.OptionsGame.SelectDebug, Ini.Debug, IDebug);
-
-
- AddButton(Theme.OptionsGame.ButtonExit);
- if (Length(Button[0].Text)=0) then
- AddButtonText(14, 20, Theme.Options.Description[7]);
-
-end;
-
-//Refresh Songs Patch
-procedure TScreenOptionsGame.RefreshSongs;
-begin
-if (ini.Sorting <> old_Sorting) or (ini.Tabs <> old_Tabs) then
- ScreenSong.Refresh;
-end;
-
-procedure TScreenOptionsGame.onShow;
-begin
- inherited;
-
-// Interaction := 0;
-end;
-
-end.
+unit UScreenOptionsGame; + +interface + +{$I switches.inc} + +uses + UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes, USongs; + +type + TScreenOptionsGame = class(TMenu) + public + old_Tabs, old_Sorting: integer; + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure RefreshSongs; + end; + +implementation + +uses UGraphic; + +function TScreenOptionsGame.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 + AudioPlayback.PlaySound(SoundLib.Back); + RefreshSongs; + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + if SelInteraction = 6 then begin + AudioPlayback.PlaySound(SoundLib.Back); + RefreshSongs; + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 5) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + end; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 5) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + end; + end; + end; + end; +end; + +constructor TScreenOptionsGame.Create; +//var +// I: integer; // Auto Removed, Unused Variable +begin + inherited Create; + + LoadFromTheme(Theme.OptionsGame); + + //Refresh Songs Patch + old_Sorting := Ini.Sorting; + old_Tabs := Ini.Tabs; + + AddSelect(Theme.OptionsGame.SelectPlayers, Ini.Players, IPlayers); + AddSelect(Theme.OptionsGame.SelectDifficulty, Ini.Difficulty, IDifficulty); + AddSelectSlide(Theme.OptionsGame.SelectLanguage, Ini.Language, ILanguage); + AddSelect(Theme.OptionsGame.SelectTabs, Ini.Tabs, ITabs); + AddSelectSlide(Theme.OptionsGame.SelectSorting, Ini.Sorting, ISorting); + AddSelect(Theme.OptionsGame.SelectDebug, Ini.Debug, IDebug); + + + AddButton(Theme.OptionsGame.ButtonExit); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[7]); + +end; + +//Refresh Songs Patch +procedure TScreenOptionsGame.RefreshSongs; +begin +if (ini.Sorting <> old_Sorting) or (ini.Tabs <> old_Tabs) then + ScreenSong.Refresh; +end; + +procedure TScreenOptionsGame.onShow; +begin + inherited; + +// Interaction := 0; +end; + +end. diff --git a/Game/Code/Screens/UScreenOptionsGraphics.pas b/Game/Code/Screens/UScreenOptionsGraphics.pas index 607501f1..ea14a419 100644 --- a/Game/Code/Screens/UScreenOptionsGraphics.pas +++ b/Game/Code/Screens/UScreenOptionsGraphics.pas @@ -1,101 +1,101 @@ -unit UScreenOptionsGraphics;
-
-interface
-
-{$I switches.inc}
-
-uses
- UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes;
-
-type
- TScreenOptionsGraphics = class(TMenu)
- public
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- end;
-
-implementation
-
-uses UGraphic, UMain;
-
-function TScreenOptionsGraphics.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
- SDLK_Q:
- begin
- Result := false;
- end;
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- Ini.Save;
- AudioPlayback.PlaySound(SoundLib.Back);
- FadeTo(@ScreenOptions);
- end;
- SDLK_RETURN:
- begin
-{ if SelInteraction <= 1 then begin
- Restart := true;
- end;}
- if SelInteraction = 5 then begin
- Ini.Save;
- AudioPlayback.PlaySound(SoundLib.Back);
- FadeTo(@ScreenOptions);
- end;
- end;
- SDLK_DOWN:
- InteractNext;
- SDLK_UP :
- InteractPrev;
- SDLK_RIGHT:
- begin
- if (SelInteraction >= 0) and (SelInteraction <= 4) then begin
- AudioPlayback.PlaySound(SoundLib.Option);
- InteractInc;
- end;
- end;
- SDLK_LEFT:
- begin
- if (SelInteraction >= 0) and (SelInteraction <= 4) then begin
- AudioPlayback.PlaySound(SoundLib.Option);
- InteractDec;
- end;
- end;
- end;
- end;
-end;
-
-constructor TScreenOptionsGraphics.Create;
-var
- I: integer;
-begin
- inherited Create;
-
- LoadFromTheme(Theme.OptionsGraphics);
-
- AddSelectSlide(Theme.OptionsGraphics.SelectSlideResolution, Ini.Resolution, IResolution);
- AddSelect(Theme.OptionsGraphics.SelectFullscreen, Ini.Fullscreen, IFullscreen);
- AddSelect(Theme.OptionsGraphics.SelectDepth, Ini.Depth, IDepth);
- AddSelect(Theme.OptionsGraphics.SelectOscilloscope, Ini.Oscilloscope, IOscilloscope);
- AddSelect(Theme.OptionsGraphics.SelectMovieSize, Ini.MovieSize, IMovieSize);
-
-
- AddButton(Theme.OptionsGraphics.ButtonExit);
- if (Length(Button[0].Text)=0) then
- AddButtonText(14, 20, Theme.Options.Description[7]);
-
-end;
-
-procedure TScreenOptionsGraphics.onShow;
-begin
- inherited;
-
- Interaction := 0;
-end;
-
-end.
+unit UScreenOptionsGraphics; + +interface + +{$I switches.inc} + +uses + UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes; + +type + TScreenOptionsGraphics = class(TMenu) + public + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + end; + +implementation + +uses UGraphic, UMain; + +function TScreenOptionsGraphics.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin +{ if SelInteraction <= 1 then begin + Restart := true; + end;} + if SelInteraction = 5 then begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 4) then begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + end; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 4) then begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + end; + end; + end; + end; +end; + +constructor TScreenOptionsGraphics.Create; +//var +// I: integer; // Auto Removed, Unused Variable +begin + inherited Create; + + LoadFromTheme(Theme.OptionsGraphics); + + AddSelectSlide(Theme.OptionsGraphics.SelectSlideResolution, Ini.Resolution, IResolution); + AddSelect(Theme.OptionsGraphics.SelectFullscreen, Ini.Fullscreen, IFullscreen); + AddSelect(Theme.OptionsGraphics.SelectDepth, Ini.Depth, IDepth); + AddSelect(Theme.OptionsGraphics.SelectOscilloscope, Ini.Oscilloscope, IOscilloscope); + AddSelect(Theme.OptionsGraphics.SelectMovieSize, Ini.MovieSize, IMovieSize); + + + AddButton(Theme.OptionsGraphics.ButtonExit); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[7]); + +end; + +procedure TScreenOptionsGraphics.onShow; +begin + inherited; + + Interaction := 0; +end; + +end. diff --git a/Game/Code/Screens/UScreenOptionsLyrics.pas b/Game/Code/Screens/UScreenOptionsLyrics.pas index b3e6b5f2..713726f1 100644 --- a/Game/Code/Screens/UScreenOptionsLyrics.pas +++ b/Game/Code/Screens/UScreenOptionsLyrics.pas @@ -1,96 +1,96 @@ -unit UScreenOptionsLyrics;
-
-interface
-
-{$I switches.inc}
-
-uses
- UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes;
-
-type
- TScreenOptionsLyrics = class(TMenu)
- public
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- end;
-
-implementation
-
-uses UGraphic;
-
-function TScreenOptionsLyrics.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
- SDLK_Q:
- begin
- Result := false;
- end;
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- Ini.Save;
- AudioPlayback.PlaySound(SoundLib.Back);
- FadeTo(@ScreenOptions);
- end;
- SDLK_RETURN:
- begin
- if SelInteraction = 3 then begin
- Ini.Save;
- AudioPlayback.PlaySound(SoundLib.Back);
- FadeTo(@ScreenOptions);
- end;
- end;
- SDLK_DOWN:
- InteractNext;
- SDLK_UP :
- InteractPrev;
- SDLK_RIGHT:
- begin
- if (SelInteraction >= 0) and (SelInteraction <= 2) then begin
- AudioPlayback.PlaySound(SoundLib.Option);
- InteractInc;
- end;
- end;
- SDLK_LEFT:
- begin
- if (SelInteraction >= 0) and (SelInteraction <= 2) then begin
- AudioPlayback.PlaySound(SoundLib.Option);
- InteractDec;
- end;
- end;
- end;
- end;
-end;
-
-constructor TScreenOptionsLyrics.Create;
-var
- I: integer;
-begin
- inherited Create;
-
- LoadFromTheme(Theme.OptionsLyrics);
-
- AddSelect(Theme.OptionsLyrics.SelectLyricsFont, Ini.LyricsFont, ILyricsFont);
- AddSelect(Theme.OptionsLyrics.SelectLyricsEffect, Ini.LyricsEffect, ILyricsEffect);
- AddSelect(Theme.OptionsLyrics.SelectSolmization, Ini.Solmization, ISolmization);
-
-
- AddButton(Theme.OptionsLyrics.ButtonExit);
- if (Length(Button[0].Text)=0) then
- AddButtonText(14, 20, Theme.Options.Description[7]);
-
-end;
-
-procedure TScreenOptionsLyrics.onShow;
-begin
- inherited;
-
- Interaction := 0;
-end;
-
-end.
+unit UScreenOptionsLyrics; + +interface + +{$I switches.inc} + +uses + UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes; + +type + TScreenOptionsLyrics = class(TMenu) + public + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + end; + +implementation + +uses UGraphic; + +function TScreenOptionsLyrics.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + if SelInteraction = 3 then begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 2) then begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + end; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 2) then begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + end; + end; + end; + end; +end; + +constructor TScreenOptionsLyrics.Create; +//var +// I: integer; // Auto Removed, Unused Variable +begin + inherited Create; + + LoadFromTheme(Theme.OptionsLyrics); + + AddSelect(Theme.OptionsLyrics.SelectLyricsFont, Ini.LyricsFont, ILyricsFont); + AddSelect(Theme.OptionsLyrics.SelectLyricsEffect, Ini.LyricsEffect, ILyricsEffect); + AddSelect(Theme.OptionsLyrics.SelectSolmization, Ini.Solmization, ISolmization); + + + AddButton(Theme.OptionsLyrics.ButtonExit); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[7]); + +end; + +procedure TScreenOptionsLyrics.onShow; +begin + inherited; + + Interaction := 0; +end; + +end. diff --git a/Game/Code/Screens/UScreenOptionsSound.pas b/Game/Code/Screens/UScreenOptionsSound.pas index 6fe50793..ae483f0c 100644 --- a/Game/Code/Screens/UScreenOptionsSound.pas +++ b/Game/Code/Screens/UScreenOptionsSound.pas @@ -1,101 +1,101 @@ -unit UScreenOptionsSound;
-
-interface
-
-{$I switches.inc}
-
-uses
- UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes;
-
-type
- TScreenOptionsSound = class(TMenu)
- public
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- end;
-
-implementation
-
-uses UGraphic;
-
-function TScreenOptionsSound.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
- SDLK_Q:
- begin
- Result := false;
- end;
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- Ini.Save;
- AudioPlayback.PlaySound(SoundLib.Back);
- FadeTo(@ScreenOptions);
- end;
- SDLK_RETURN:
- begin
- if SelInteraction = 6 then begin
- Ini.Save;
- AudioPlayback.PlaySound(SoundLib.Back);
- FadeTo(@ScreenOptions);
- end;
- end;
- SDLK_DOWN:
- InteractNext;
- SDLK_UP :
- InteractPrev;
- SDLK_RIGHT:
- begin
- if (SelInteraction >= 0) and (SelInteraction <= 6) then begin
- AudioPlayback.PlaySound(SoundLib.Option);
- InteractInc;
- end;
- end;
- SDLK_LEFT:
- begin
- if (SelInteraction >= 0) and (SelInteraction <= 6) then begin
- AudioPlayback.PlaySound(SoundLib.Option);
- InteractDec;
- end;
- end;
- end;
- end;
-end;
-
-constructor TScreenOptionsSound.Create;
-var
- I: integer;
-begin
- inherited Create;
-
- LoadFromTheme(Theme.OptionsSound);
-
- AddSelect(Theme.OptionsSound.SelectMicBoost, Ini.MicBoost, IMicBoost); // TODO - This need moving to ScreenOptionsRecord
- AddSelect(Theme.OptionsSound.SelectClickAssist, Ini.ClickAssist, IClickAssist);
- AddSelect(Theme.OptionsSound.SelectBeatClick, Ini.BeatClick, IBeatClick);
- AddSelect(Theme.OptionsSound.SelectThreshold, Ini.Threshold, IThreshold);
-
- //Song Preview
- AddSelectSlide(Theme.OptionsSound.SelectSlidePreviewVolume, Ini.PreviewVolume, IPreviewVolume);
- AddSelectSlide(Theme.OptionsSound.SelectSlidePreviewFading, Ini.PreviewFading, IPreviewFading);
-
- AddButton(Theme.OptionsSound.ButtonExit);
- if (Length(Button[0].Text)=0) then
- AddButtonText(14, 20, Theme.Options.Description[7]);
-
- Interaction := 0;
-end;
-
-procedure TScreenOptionsSound.onShow;
-begin
- inherited;
-
- Interaction := 0;
-end;
-
-end.
+unit UScreenOptionsSound; + +interface + +{$I switches.inc} + +uses + UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes; + +type + TScreenOptionsSound = class(TMenu) + public + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + end; + +implementation + +uses UGraphic; + +function TScreenOptionsSound.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + if SelInteraction = 6 then begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 6) then begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + end; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 6) then begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + end; + end; + end; + end; +end; + +constructor TScreenOptionsSound.Create; +//var +// I: integer; // Auto Removed, Unused Variable +begin + inherited Create; + + LoadFromTheme(Theme.OptionsSound); + + AddSelect(Theme.OptionsSound.SelectMicBoost, Ini.MicBoost, IMicBoost); // TODO - This need moving to ScreenOptionsRecord + AddSelect(Theme.OptionsSound.SelectClickAssist, Ini.ClickAssist, IClickAssist); + AddSelect(Theme.OptionsSound.SelectBeatClick, Ini.BeatClick, IBeatClick); + AddSelect(Theme.OptionsSound.SelectThreshold, Ini.Threshold, IThreshold); + + //Song Preview + AddSelectSlide(Theme.OptionsSound.SelectSlidePreviewVolume, Ini.PreviewVolume, IPreviewVolume); + AddSelectSlide(Theme.OptionsSound.SelectSlidePreviewFading, Ini.PreviewFading, IPreviewFading); + + AddButton(Theme.OptionsSound.ButtonExit); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[7]); + + Interaction := 0; +end; + +procedure TScreenOptionsSound.onShow; +begin + inherited; + + Interaction := 0; +end; + +end. diff --git a/Game/Code/Screens/UScreenPartyPlayer.pas b/Game/Code/Screens/UScreenPartyPlayer.pas index 8897de0a..e696ae73 100644 --- a/Game/Code/Screens/UScreenPartyPlayer.pas +++ b/Game/Code/Screens/UScreenPartyPlayer.pas @@ -1,335 +1,335 @@ -unit UScreenPartyPlayer;
-
-Interface
-
-{$I switches.inc}
-
-uses
- UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes;
-
-type
- TScreenPartyPlayer = class(TMenu)
- public
- Team1Name: Cardinal;
- Player1Name: Cardinal;
- Player2Name: Cardinal;
- Player3Name: Cardinal;
- Player4Name: Cardinal;
-
- Team2Name: Cardinal;
- Player5Name: Cardinal;
- Player6Name: Cardinal;
- Player7Name: Cardinal;
- Player8Name: Cardinal;
-
- Team3Name: Cardinal;
- Player9Name: Cardinal;
- Player10Name: Cardinal;
- Player11Name: Cardinal;
- Player12Name: Cardinal;
-
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- procedure SetAnimationProgress(Progress: real); override;
- end;
-
-implementation
-
-uses UGraphic, UMain, UIni, UTexture, UParty;
-
-function TScreenPartyPlayer.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-var
- I, J: integer;
- SDL_ModState: Word;
- procedure IntNext;
- begin
- repeat
- InteractNext;
- until Button[Interaction].Visible;
- end;
- procedure IntPrev;
- begin
- repeat
- InteractPrev;
- until Button[Interaction].Visible;
- end;
-begin
- Result := true;
-
- if (PressedDown) then
- SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT
- + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT)
- else
- SDL_ModState := 0;
-
- begin // Key Down
- 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);
- end;
-
- // Templates for Names Mod
- SDLK_F1:
- if (SDL_ModState = KMOD_LALT) then
- begin
- Ini.NameTemplate[0] := Button[Interaction].Text[0].Text;
- end
- else
- begin
- Button[Interaction].Text[0].Text := Ini.NameTemplate[0];
- end;
- SDLK_F2:
- if (SDL_ModState = KMOD_LALT) then
- begin
- Ini.NameTemplate[1] := Button[Interaction].Text[0].Text;
- end
- else
- begin
- Button[Interaction].Text[0].Text := Ini.NameTemplate[1];
- end;
- SDLK_F3:
- if (SDL_ModState = KMOD_LALT) then
- begin
- Ini.NameTemplate[2] := Button[Interaction].Text[0].Text;
- end
- else
- begin
- Button[Interaction].Text[0].Text := Ini.NameTemplate[2];
- end;
- SDLK_F4:
- if (SDL_ModState = KMOD_LALT) then
- begin
- Ini.NameTemplate[3] := Button[Interaction].Text[0].Text;
- end
- else
- begin
- Button[Interaction].Text[0].Text := Ini.NameTemplate[3];
- end;
- SDLK_F5:
- if (SDL_ModState = KMOD_LALT) then
- begin
- Ini.NameTemplate[4] := Button[Interaction].Text[0].Text;
- end
- else
- begin
- Button[Interaction].Text[0].Text := Ini.NameTemplate[4];
- end;
- SDLK_F6:
- if (SDL_ModState = KMOD_LALT) then
- begin
- Ini.NameTemplate[5] := Button[Interaction].Text[0].Text;
- end
- else
- begin
- Button[Interaction].Text[0].Text := Ini.NameTemplate[5];
- end;
- SDLK_F7:
- if (SDL_ModState = KMOD_LALT) then
- begin
- Ini.NameTemplate[6] := Button[Interaction].Text[0].Text;
- end
- else
- begin
- Button[Interaction].Text[0].Text := Ini.NameTemplate[6];
- end;
- SDLK_F8:
- if (SDL_ModState = KMOD_LALT) then
- begin
- Ini.NameTemplate[7] := Button[Interaction].Text[0].Text;
- end
- else
- begin
- Button[Interaction].Text[0].Text := Ini.NameTemplate[7];
- end;
- SDLK_F9:
- if (SDL_ModState = KMOD_LALT) then
- begin
- Ini.NameTemplate[8] := Button[Interaction].Text[0].Text;
- end
- else
- begin
- Button[Interaction].Text[0].Text := Ini.NameTemplate[8];
- end;
- SDLK_F10:
- if (SDL_ModState = KMOD_LALT) then
- begin
- Ini.NameTemplate[9] := Button[Interaction].Text[0].Text;
- end
- else
- begin
- Button[Interaction].Text[0].Text := Ini.NameTemplate[9];
- end;
- SDLK_F11:
- if (SDL_ModState = KMOD_LALT) then
- begin
- Ini.NameTemplate[10] := Button[Interaction].Text[0].Text;
- end
- else
- begin
- Button[Interaction].Text[0].Text := Ini.NameTemplate[10];
- end;
- SDLK_F12:
- if (SDL_ModState = KMOD_LALT) then
- begin
- Ini.NameTemplate[11] := Button[Interaction].Text[0].Text;
- end
- else
- begin
- Button[Interaction].Text[0].Text := Ini.NameTemplate[11];
- end;
-
- SDLK_BACKSPACE:
- begin
- Button[Interaction].Text[0].DeleteLastL;
- end;
-
- SDLK_ESCAPE:
- begin
- Ini.SaveNames;
- AudioPlayback.PlaySound(SoundLib.Back);
- FadeTo(@ScreenPartyOptions);
- end;
-
- SDLK_RETURN:
- begin
-
- {//Save PlayerNames
- for I := 0 to PartySession.Teams.NumTeams-1 do
- begin
- PartySession.Teams.Teaminfo[I].Name := PChar(Button[I*5].Text[0].Text);
- for J := 0 to PartySession.Teams.Teaminfo[I].NumPlayers-1 do
- begin
- PartySession.Teams.Teaminfo[I].Playerinfo[J].Name := PChar(Button[I*5 + J+1].Text[0].Text);
- PartySession.Teams.Teaminfo[I].Playerinfo[J].TimesPlayed := 0;
- end;
- end;
-
- AudioPlayback.PlayStart;
- FadeTo(@ScreenPartyNewRound);}
- 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: IntNext;
- SDLK_UP: IntPrev;
- SDLK_RIGHT: IntNext;
- SDLK_LEFT: IntPrev;
- end;
- end;
-end;
-
-constructor TScreenPartyPlayer.Create;
-var
- I: integer;
-begin
- inherited Create;
-
- LoadFromTheme(Theme.PartyPlayer);
-
- Team1Name := AddButton(Theme.PartyPlayer.Team1Name);
- AddButton(Theme.PartyPlayer.Player1Name);
- AddButton(Theme.PartyPlayer.Player2Name);
- AddButton(Theme.PartyPlayer.Player3Name);
- AddButton(Theme.PartyPlayer.Player4Name);
-
- Team2Name := AddButton(Theme.PartyPlayer.Team2Name);
- AddButton(Theme.PartyPlayer.Player5Name);
- AddButton(Theme.PartyPlayer.Player6Name);
- AddButton(Theme.PartyPlayer.Player7Name);
- AddButton(Theme.PartyPlayer.Player8Name);
-
- Team3Name := AddButton(Theme.PartyPlayer.Team3Name);
- AddButton(Theme.PartyPlayer.Player9Name);
- AddButton(Theme.PartyPlayer.Player10Name);
- AddButton(Theme.PartyPlayer.Player11Name);
- AddButton(Theme.PartyPlayer.Player12Name);
-
- Interaction := 0;
-end;
-
-procedure TScreenPartyPlayer.onShow;
-var
- I: integer;
-begin
- inherited;
-
- // Templates for Names Mod
- for I := 1 to 4 do
- Button[I].Text[0].Text := Ini.Name[I-1];
-
- for I := 6 to 9 do
- Button[I].Text[0].Text := Ini.Name[I-2];
-
- for I := 11 to 14 do
- Button[I].Text[0].Text := Ini.Name[I-3];
-
- Button[0].Text[0].Text := Ini.NameTeam[0];
- Button[5].Text[0].Text := Ini.NameTeam[1];
- Button[10].Text[0].Text := Ini.NameTeam[2];
- // Templates for Names Mod end
-
- {If (PartySession.Teams.NumTeams>=1) then
- begin
- Button[0].Visible := True;
- Button[1].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=1);
- Button[2].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=2);
- Button[3].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=3);
- Button[4].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=4);
- end
- else
- begin
- Button[0].Visible := False;
- Button[1].Visible := False;
- Button[2].Visible := False;
- Button[3].Visible := False;
- Button[4].Visible := False;
- end;
-
- If (PartySession.Teams.NumTeams>=2) then
- begin
- Button[5].Visible := True;
- Button[6].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=1);
- Button[7].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=2);
- Button[8].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=3);
- Button[9].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=4);
- end
- else
- begin
- Button[5].Visible := False;
- Button[6].Visible := False;
- Button[7].Visible := False;
- Button[8].Visible := False;
- Button[9].Visible := False;
- end;
-
- If (PartySession.Teams.NumTeams>=3) then
- begin
- Button[10].Visible := True;
- Button[11].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=1);
- Button[12].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=2);
- Button[13].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=3);
- Button[14].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=4);
- end
- else
- begin
- Button[10].Visible := False;
- Button[11].Visible := False;
- Button[12].Visible := False;
- Button[13].Visible := False;
- Button[14].Visible := False;
- end; }
-
-end;
-
-procedure TScreenPartyPlayer.SetAnimationProgress(Progress: real);
-var
- I: integer;
-begin
- for I := 0 to high(Button) do
- Button[I].Texture.ScaleW := Progress;
-end;
-
-end.
+unit UScreenPartyPlayer; + +Interface + +{$I switches.inc} + +uses + UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes; + +type + TScreenPartyPlayer = class(TMenu) + public + Team1Name: Cardinal; + Player1Name: Cardinal; + Player2Name: Cardinal; + Player3Name: Cardinal; + Player4Name: Cardinal; + + Team2Name: Cardinal; + Player5Name: Cardinal; + Player6Name: Cardinal; + Player7Name: Cardinal; + Player8Name: Cardinal; + + Team3Name: Cardinal; + Player9Name: Cardinal; + Player10Name: Cardinal; + Player11Name: Cardinal; + Player12Name: Cardinal; + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses UGraphic, UMain, UIni, UTexture, UParty; + +function TScreenPartyPlayer.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +var +{*I, *}J: integer; // Auto Removed, Unused Variable (I) + SDL_ModState: Word; + procedure IntNext; + begin + repeat + InteractNext; + until Button[Interaction].Visible; + end; + procedure IntPrev; + begin + repeat + InteractPrev; + until Button[Interaction].Visible; + end; +begin + Result := true; + + if (PressedDown) then + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT) + else + SDL_ModState := 0; + + begin // Key Down + 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); + end; + + // Templates for Names Mod + SDLK_F1: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[0] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[0]; + end; + SDLK_F2: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[1] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[1]; + end; + SDLK_F3: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[2] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[2]; + end; + SDLK_F4: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[3] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[3]; + end; + SDLK_F5: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[4] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[4]; + end; + SDLK_F6: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[5] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[5]; + end; + SDLK_F7: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[6] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[6]; + end; + SDLK_F8: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[7] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[7]; + end; + SDLK_F9: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[8] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[8]; + end; + SDLK_F10: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[9] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[9]; + end; + SDLK_F11: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[10] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[10]; + end; + SDLK_F12: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[11] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[11]; + end; + + SDLK_BACKSPACE: + begin + Button[Interaction].Text[0].DeleteLastL; + end; + + SDLK_ESCAPE: + begin + Ini.SaveNames; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenPartyOptions); + end; + + SDLK_RETURN: + begin + + {//Save PlayerNames + for I := 0 to PartySession.Teams.NumTeams-1 do + begin + PartySession.Teams.Teaminfo[I].Name := PChar(Button[I*5].Text[0].Text); + for J := 0 to PartySession.Teams.Teaminfo[I].NumPlayers-1 do + begin + PartySession.Teams.Teaminfo[I].Playerinfo[J].Name := PChar(Button[I*5 + J+1].Text[0].Text); + PartySession.Teams.Teaminfo[I].Playerinfo[J].TimesPlayed := 0; + end; + end; + + AudioPlayback.PlayStart; + FadeTo(@ScreenPartyNewRound);} + 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: IntNext; + SDLK_UP: IntPrev; + SDLK_RIGHT: IntNext; + SDLK_LEFT: IntPrev; + end; + end; +end; + +constructor TScreenPartyPlayer.Create; +//var +// I: integer; // Auto Removed, Unused Variable +begin + inherited Create; + + LoadFromTheme(Theme.PartyPlayer); + + Team1Name := AddButton(Theme.PartyPlayer.Team1Name); + AddButton(Theme.PartyPlayer.Player1Name); + AddButton(Theme.PartyPlayer.Player2Name); + AddButton(Theme.PartyPlayer.Player3Name); + AddButton(Theme.PartyPlayer.Player4Name); + + Team2Name := AddButton(Theme.PartyPlayer.Team2Name); + AddButton(Theme.PartyPlayer.Player5Name); + AddButton(Theme.PartyPlayer.Player6Name); + AddButton(Theme.PartyPlayer.Player7Name); + AddButton(Theme.PartyPlayer.Player8Name); + + Team3Name := AddButton(Theme.PartyPlayer.Team3Name); + AddButton(Theme.PartyPlayer.Player9Name); + AddButton(Theme.PartyPlayer.Player10Name); + AddButton(Theme.PartyPlayer.Player11Name); + AddButton(Theme.PartyPlayer.Player12Name); + + Interaction := 0; +end; + +procedure TScreenPartyPlayer.onShow; +var + I: integer; +begin + inherited; + + // Templates for Names Mod + for I := 1 to 4 do + Button[I].Text[0].Text := Ini.Name[I-1]; + + for I := 6 to 9 do + Button[I].Text[0].Text := Ini.Name[I-2]; + + for I := 11 to 14 do + Button[I].Text[0].Text := Ini.Name[I-3]; + + Button[0].Text[0].Text := Ini.NameTeam[0]; + Button[5].Text[0].Text := Ini.NameTeam[1]; + Button[10].Text[0].Text := Ini.NameTeam[2]; + // Templates for Names Mod end + + {If (PartySession.Teams.NumTeams>=1) then + begin + Button[0].Visible := True; + Button[1].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=1); + Button[2].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=2); + Button[3].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=3); + Button[4].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=4); + end + else + begin + Button[0].Visible := False; + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := False; + Button[4].Visible := False; + end; + + If (PartySession.Teams.NumTeams>=2) then + begin + Button[5].Visible := True; + Button[6].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=1); + Button[7].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=2); + Button[8].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=3); + Button[9].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=4); + end + else + begin + Button[5].Visible := False; + Button[6].Visible := False; + Button[7].Visible := False; + Button[8].Visible := False; + Button[9].Visible := False; + end; + + If (PartySession.Teams.NumTeams>=3) then + begin + Button[10].Visible := True; + Button[11].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=1); + Button[12].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=2); + Button[13].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=3); + Button[14].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=4); + end + else + begin + Button[10].Visible := False; + Button[11].Visible := False; + Button[12].Visible := False; + Button[13].Visible := False; + Button[14].Visible := False; + end; } + +end; + +procedure TScreenPartyPlayer.SetAnimationProgress(Progress: real); +var + I: integer; +begin + for I := 0 to high(Button) do + Button[I].Texture.ScaleW := Progress; +end; + +end. diff --git a/Game/Code/Screens/UScreenPartyScore.pas b/Game/Code/Screens/UScreenPartyScore.pas index aeffda8d..8414dbc3 100644 --- a/Game/Code/Screens/UScreenPartyScore.pas +++ b/Game/Code/Screens/UScreenPartyScore.pas @@ -84,7 +84,7 @@ end; constructor TScreenPartyScore.Create;
var
- I: integer;
+// I: integer; // Auto Removed, Unused Variable
Tex: TTexture;
R, G, B: Real;
Color: Integer;
diff --git a/Game/Code/Screens/UScreenPartyWin.pas b/Game/Code/Screens/UScreenPartyWin.pas index 91e0edc6..002741df 100644 --- a/Game/Code/Screens/UScreenPartyWin.pas +++ b/Game/Code/Screens/UScreenPartyWin.pas @@ -1,261 +1,263 @@ -unit UScreenPartyWin;
-
-interface
-
-{$I switches.inc}
-
-uses
- UMenu, SDL, UDisplay, UMusic, SysUtils, UThemes;
-
-type
- TScreenPartyWin = class(TMenu)
- public
- TextScoreTeam1: Cardinal;
- TextScoreTeam2: Cardinal;
- TextScoreTeam3: Cardinal;
- TextNameTeam1: Cardinal;
- TextNameTeam2: Cardinal;
- TextNameTeam3: Cardinal;
- StaticTeam1: Cardinal;
- StaticTeam1BG: Cardinal;
- StaticTeam1Deco: Cardinal;
- StaticTeam2: Cardinal;
- StaticTeam2BG: Cardinal;
- StaticTeam2Deco: Cardinal;
- StaticTeam3: Cardinal;
- StaticTeam3BG: Cardinal;
- StaticTeam3Deco: Cardinal;
- TextWinner: Cardinal;
-
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- procedure SetAnimationProgress(Progress: real); override;
- end;
-
-implementation
-
-uses UGraphic, UMain, UParty, UScreenSingModi, ULanguage;
-
-function TScreenPartyWin.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
- AudioPlayback.PlaySound(SoundLib.Start);
- FadeTo(@ScreenMain);
- end;
-
- SDLK_RETURN:
- begin
- AudioPlayback.PlaySound(SoundLib.Start);
- FadeTo(@ScreenMain);
- end;
- end;
- end;
-end;
-
-constructor TScreenPartyWin.Create;
-var
- I: integer;
-begin
- inherited Create;
-
- TextScoreTeam1 := AddText (Theme.PartyWin.TextScoreTeam1);
- TextScoreTeam2 := AddText (Theme.PartyWin.TextScoreTeam2);
- TextScoreTeam3 := AddText (Theme.PartyWin.TextScoreTeam3);
- TextNameTeam1 := AddText (Theme.PartyWin.TextNameTeam1);
- TextNameTeam2 := AddText (Theme.PartyWin.TextNameTeam2);
- TextNameTeam3 := AddText (Theme.PartyWin.TextNameTeam3);
-
- StaticTeam1 := AddStatic (Theme.PartyWin.StaticTeam1);
- StaticTeam1BG := AddStatic (Theme.PartyWin.StaticTeam1BG);
- StaticTeam1Deco := AddStatic (Theme.PartyWin.StaticTeam1Deco);
- StaticTeam2 := AddStatic (Theme.PartyWin.StaticTeam2);
- StaticTeam2BG := AddStatic (Theme.PartyWin.StaticTeam2BG);
- StaticTeam2Deco := AddStatic (Theme.PartyWin.StaticTeam2Deco);
- StaticTeam3 := AddStatic (Theme.PartyWin.StaticTeam3);
- StaticTeam3BG := AddStatic (Theme.PartyWin.StaticTeam3BG);
- StaticTeam3Deco := AddStatic (Theme.PartyWin.StaticTeam3Deco);
-
- TextWinner := AddText (Theme.PartyWin.TextWinner);
-
- LoadFromTheme(Theme.PartyWin);
-end;
-
-procedure TScreenPartyWin.onShow;
-var
- I: Integer;
- Placing: Integer;
- Function GetTeamColor(Team: Byte): Cardinal;
- var
- NameString: String;
- begin
- NameString := 'P' + InttoStr(Team+1) + 'Dark';
-
- Result := ColorExists(NameString);
- end;
-begin
- inherited;
-
- // to-do : Party
- //Get Team Placing
- //Placing := PartySession.GetTeamOrder;
-
- //Set Winnertext
- //Text[TextWinner].Text := Format(Language.Translate('PARTY_SCORE_WINS'), [PartySession.Teams.Teaminfo[Placing[0]].Name]);
- {if (PartySession.Teams.NumTeams >= 1) then
- begin
- Text[TextScoreTeam1].Text := InttoStr(PartySession.Teams.TeamInfo[Placing[0]].Score);
- Text[TextNameTeam1].Text := String(PartySession.Teams.TeamInfo[Placing[0]].Name);
-
- Text[TextScoreTeam1].Visible := True;
- Text[TextNameTeam1].Visible := True;
- Static[StaticTeam1].Visible := True;
- Static[StaticTeam1BG].Visible := True;
- Static[StaticTeam1Deco].Visible := True;
-
- //Set Static Color to Team Color
- If (Theme.PartyWin.StaticTeam1BG.Color = 'TeamColor') then
- begin
- I := GetTeamColor(Placing[0]);
- if (I <> -1) then
- begin
- Static[StaticTeam1BG].Texture.ColR := Color[I].RGB.R;
- Static[StaticTeam1BG].Texture.ColG := Color[I].RGB.G;
- Static[StaticTeam1BG].Texture.ColB := Color[I].RGB.B;
- end;
- end;
-
- If (Theme.PartyWin.StaticTeam1.Color = 'TeamColor') then
- begin
- I := GetTeamColor(Placing[0]);
- if (I <> -1) then
- begin
- Static[StaticTeam1].Texture.ColR := Color[I].RGB.R;
- Static[StaticTeam1].Texture.ColG := Color[I].RGB.G;
- Static[StaticTeam1].Texture.ColB := Color[I].RGB.B;
- end;
- end;
- end
- else
- begin
- Text[TextScoreTeam1].Visible := False;
- Text[TextNameTeam1].Visible := False;
- Static[StaticTeam1].Visible := False;
- Static[StaticTeam1BG].Visible := False;
- Static[StaticTeam1Deco].Visible := False;
- end;
-
- if (PartySession.Teams.NumTeams >= 2) then
- begin
- Text[TextScoreTeam2].Text := InttoStr(PartySession.Teams.TeamInfo[Placing[1]].Score);
- Text[TextNameTeam2].Text := String(PartySession.Teams.TeamInfo[Placing[1]].Name);
-
- Text[TextScoreTeam2].Visible := True;
- Text[TextNameTeam2].Visible := True;
- Static[StaticTeam2].Visible := True;
- Static[StaticTeam2BG].Visible := True;
- Static[StaticTeam2Deco].Visible := True;
-
- //Set Static Color to Team Color
- If (Theme.PartyWin.StaticTeam2BG.Color = 'TeamColor') then
- begin
- I := GetTeamColor(Placing[1]);
- if (I <> -1) then
- begin
- Static[StaticTeam2BG].Texture.ColR := Color[I].RGB.R;
- Static[StaticTeam2BG].Texture.ColG := Color[I].RGB.G;
- Static[StaticTeam2BG].Texture.ColB := Color[I].RGB.B;
- end;
- end;
-
- If (Theme.PartyWin.StaticTeam2.Color = 'TeamColor') then
- begin
- I := GetTeamColor(Placing[1]);
- if (I <> -1) then
- begin
- Static[StaticTeam2].Texture.ColR := Color[I].RGB.R;
- Static[StaticTeam2].Texture.ColG := Color[I].RGB.G;
- Static[StaticTeam2].Texture.ColB := Color[I].RGB.B;
- end;
- end;
- end
- else
- begin
- Text[TextScoreTeam2].Visible := False;
- Text[TextNameTeam2].Visible := False;
- Static[StaticTeam2].Visible := False;
- Static[StaticTeam2BG].Visible := False;
- Static[StaticTeam2Deco].Visible := False;
- end;
-
- if (PartySession.Teams.NumTeams >= 3) then
- begin
- Text[TextScoreTeam3].Text := InttoStr(PartySession.Teams.TeamInfo[Placing[2]].Score);
- Text[TextNameTeam3].Text := String(PartySession.Teams.TeamInfo[Placing[2]].Name);
-
- Text[TextScoreTeam3].Visible := True;
- Text[TextNameTeam3].Visible := True;
- Static[StaticTeam3].Visible := True;
- Static[StaticTeam3BG].Visible := True;
- Static[StaticTeam3Deco].Visible := True;
-
- //Set Static Color to Team Color
- If (Theme.PartyWin.StaticTeam3BG.Color = 'TeamColor') then
- begin
- I := GetTeamColor(Placing[2]);
- if (I <> -1) then
- begin
- Static[StaticTeam3BG].Texture.ColR := Color[I].RGB.R;
- Static[StaticTeam3BG].Texture.ColG := Color[I].RGB.G;
- Static[StaticTeam3BG].Texture.ColB := Color[I].RGB.B;
- end;
- end;
-
- If (Theme.PartyWin.StaticTeam3.Color = 'TeamColor') then
- begin
- I := GetTeamColor(Placing[2]);
- if (I <> -1) then
- begin
- Static[StaticTeam3].Texture.ColR := Color[I].RGB.R;
- Static[StaticTeam3].Texture.ColG := Color[I].RGB.G;
- Static[StaticTeam3].Texture.ColB := Color[I].RGB.B;
- end;
- end;
- end
- else
- begin
- Text[TextScoreTeam3].Visible := False;
- Text[TextNameTeam3].Visible := False;
- Static[StaticTeam3].Visible := False;
- Static[StaticTeam3BG].Visible := False;
- Static[StaticTeam3Deco].Visible := False;
- end; }
-
-
-// LCD.WriteText(1, ' Choose mode: ');
-// UpdateLCD;
-end;
-
-procedure TScreenPartyWin.SetAnimationProgress(Progress: real);
-begin
- {if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then
- Static[StaticTeam1].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[0].Score / maxScore;
- if (ScreenSingModi.PlayerInfo.NumPlayers >= 2) then
- Static[StaticTeam2].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[1].Score / maxScore;
- if (ScreenSingModi.PlayerInfo.NumPlayers >= 3) then
- Static[StaticTeam3].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[2].Score / maxScore;}
-end;
-
-end.
+unit UScreenPartyWin; + +interface + +{$I switches.inc} + +uses + UMenu, SDL, UDisplay, UMusic, SysUtils, UThemes; + +type + TScreenPartyWin = class(TMenu) + public + TextScoreTeam1: Cardinal; + TextScoreTeam2: Cardinal; + TextScoreTeam3: Cardinal; + TextNameTeam1: Cardinal; + TextNameTeam2: Cardinal; + TextNameTeam3: Cardinal; + StaticTeam1: Cardinal; + StaticTeam1BG: Cardinal; + StaticTeam1Deco: Cardinal; + StaticTeam2: Cardinal; + StaticTeam2BG: Cardinal; + StaticTeam2Deco: Cardinal; + StaticTeam3: Cardinal; + StaticTeam3BG: Cardinal; + StaticTeam3Deco: Cardinal; + TextWinner: Cardinal; + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses UGraphic, UMain, UParty, UScreenSingModi, ULanguage; + +function TScreenPartyWin.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 + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenMain); + end; + + SDLK_RETURN: + begin + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenMain); + end; + end; + end; +end; + +constructor TScreenPartyWin.Create; +//var +// I: integer; // Auto Removed, Unused Variable +begin + inherited Create; + + TextScoreTeam1 := AddText (Theme.PartyWin.TextScoreTeam1); + TextScoreTeam2 := AddText (Theme.PartyWin.TextScoreTeam2); + TextScoreTeam3 := AddText (Theme.PartyWin.TextScoreTeam3); + TextNameTeam1 := AddText (Theme.PartyWin.TextNameTeam1); + TextNameTeam2 := AddText (Theme.PartyWin.TextNameTeam2); + TextNameTeam3 := AddText (Theme.PartyWin.TextNameTeam3); + + StaticTeam1 := AddStatic (Theme.PartyWin.StaticTeam1); + StaticTeam1BG := AddStatic (Theme.PartyWin.StaticTeam1BG); + StaticTeam1Deco := AddStatic (Theme.PartyWin.StaticTeam1Deco); + StaticTeam2 := AddStatic (Theme.PartyWin.StaticTeam2); + StaticTeam2BG := AddStatic (Theme.PartyWin.StaticTeam2BG); + StaticTeam2Deco := AddStatic (Theme.PartyWin.StaticTeam2Deco); + StaticTeam3 := AddStatic (Theme.PartyWin.StaticTeam3); + StaticTeam3BG := AddStatic (Theme.PartyWin.StaticTeam3BG); + StaticTeam3Deco := AddStatic (Theme.PartyWin.StaticTeam3Deco); + + TextWinner := AddText (Theme.PartyWin.TextWinner); + + LoadFromTheme(Theme.PartyWin); +end; + +procedure TScreenPartyWin.onShow; +//var +// I: Integer; // Auto Removed, Unused Variable +// Placing: Integer; // Auto Removed, Unused Variable + + Function GetTeamColor(Team: Byte): Cardinal; + var + NameString: String; + begin + NameString := 'P' + InttoStr(Team+1) + 'Dark'; + + Result := ColorExists(NameString); + end; + +begin + inherited; + + // to-do : Party + //Get Team Placing + //Placing := PartySession.GetTeamOrder; + + //Set Winnertext + //Text[TextWinner].Text := Format(Language.Translate('PARTY_SCORE_WINS'), [PartySession.Teams.Teaminfo[Placing[0]].Name]); + {if (PartySession.Teams.NumTeams >= 1) then + begin + Text[TextScoreTeam1].Text := InttoStr(PartySession.Teams.TeamInfo[Placing[0]].Score); + Text[TextNameTeam1].Text := String(PartySession.Teams.TeamInfo[Placing[0]].Name); + + Text[TextScoreTeam1].Visible := True; + Text[TextNameTeam1].Visible := True; + Static[StaticTeam1].Visible := True; + Static[StaticTeam1BG].Visible := True; + Static[StaticTeam1Deco].Visible := True; + + //Set Static Color to Team Color + If (Theme.PartyWin.StaticTeam1BG.Color = 'TeamColor') then + begin + I := GetTeamColor(Placing[0]); + if (I <> -1) then + begin + Static[StaticTeam1BG].Texture.ColR := Color[I].RGB.R; + Static[StaticTeam1BG].Texture.ColG := Color[I].RGB.G; + Static[StaticTeam1BG].Texture.ColB := Color[I].RGB.B; + end; + end; + + If (Theme.PartyWin.StaticTeam1.Color = 'TeamColor') then + begin + I := GetTeamColor(Placing[0]); + if (I <> -1) then + begin + Static[StaticTeam1].Texture.ColR := Color[I].RGB.R; + Static[StaticTeam1].Texture.ColG := Color[I].RGB.G; + Static[StaticTeam1].Texture.ColB := Color[I].RGB.B; + end; + end; + end + else + begin + Text[TextScoreTeam1].Visible := False; + Text[TextNameTeam1].Visible := False; + Static[StaticTeam1].Visible := False; + Static[StaticTeam1BG].Visible := False; + Static[StaticTeam1Deco].Visible := False; + end; + + if (PartySession.Teams.NumTeams >= 2) then + begin + Text[TextScoreTeam2].Text := InttoStr(PartySession.Teams.TeamInfo[Placing[1]].Score); + Text[TextNameTeam2].Text := String(PartySession.Teams.TeamInfo[Placing[1]].Name); + + Text[TextScoreTeam2].Visible := True; + Text[TextNameTeam2].Visible := True; + Static[StaticTeam2].Visible := True; + Static[StaticTeam2BG].Visible := True; + Static[StaticTeam2Deco].Visible := True; + + //Set Static Color to Team Color + If (Theme.PartyWin.StaticTeam2BG.Color = 'TeamColor') then + begin + I := GetTeamColor(Placing[1]); + if (I <> -1) then + begin + Static[StaticTeam2BG].Texture.ColR := Color[I].RGB.R; + Static[StaticTeam2BG].Texture.ColG := Color[I].RGB.G; + Static[StaticTeam2BG].Texture.ColB := Color[I].RGB.B; + end; + end; + + If (Theme.PartyWin.StaticTeam2.Color = 'TeamColor') then + begin + I := GetTeamColor(Placing[1]); + if (I <> -1) then + begin + Static[StaticTeam2].Texture.ColR := Color[I].RGB.R; + Static[StaticTeam2].Texture.ColG := Color[I].RGB.G; + Static[StaticTeam2].Texture.ColB := Color[I].RGB.B; + end; + end; + end + else + begin + Text[TextScoreTeam2].Visible := False; + Text[TextNameTeam2].Visible := False; + Static[StaticTeam2].Visible := False; + Static[StaticTeam2BG].Visible := False; + Static[StaticTeam2Deco].Visible := False; + end; + + if (PartySession.Teams.NumTeams >= 3) then + begin + Text[TextScoreTeam3].Text := InttoStr(PartySession.Teams.TeamInfo[Placing[2]].Score); + Text[TextNameTeam3].Text := String(PartySession.Teams.TeamInfo[Placing[2]].Name); + + Text[TextScoreTeam3].Visible := True; + Text[TextNameTeam3].Visible := True; + Static[StaticTeam3].Visible := True; + Static[StaticTeam3BG].Visible := True; + Static[StaticTeam3Deco].Visible := True; + + //Set Static Color to Team Color + If (Theme.PartyWin.StaticTeam3BG.Color = 'TeamColor') then + begin + I := GetTeamColor(Placing[2]); + if (I <> -1) then + begin + Static[StaticTeam3BG].Texture.ColR := Color[I].RGB.R; + Static[StaticTeam3BG].Texture.ColG := Color[I].RGB.G; + Static[StaticTeam3BG].Texture.ColB := Color[I].RGB.B; + end; + end; + + If (Theme.PartyWin.StaticTeam3.Color = 'TeamColor') then + begin + I := GetTeamColor(Placing[2]); + if (I <> -1) then + begin + Static[StaticTeam3].Texture.ColR := Color[I].RGB.R; + Static[StaticTeam3].Texture.ColG := Color[I].RGB.G; + Static[StaticTeam3].Texture.ColB := Color[I].RGB.B; + end; + end; + end + else + begin + Text[TextScoreTeam3].Visible := False; + Text[TextNameTeam3].Visible := False; + Static[StaticTeam3].Visible := False; + Static[StaticTeam3BG].Visible := False; + Static[StaticTeam3Deco].Visible := False; + end; } + + +// LCD.WriteText(1, ' Choose mode: '); +// UpdateLCD; +end; + +procedure TScreenPartyWin.SetAnimationProgress(Progress: real); +begin + {if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then + Static[StaticTeam1].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[0].Score / maxScore; + if (ScreenSingModi.PlayerInfo.NumPlayers >= 2) then + Static[StaticTeam2].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[1].Score / maxScore; + if (ScreenSingModi.PlayerInfo.NumPlayers >= 3) then + Static[StaticTeam3].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[2].Score / maxScore;} +end; + +end. diff --git a/Game/Code/Screens/UScreenScore.pas b/Game/Code/Screens/UScreenScore.pas index f7e641d6..5bba9691 100644 --- a/Game/Code/Screens/UScreenScore.pas +++ b/Game/Code/Screens/UScreenScore.pas @@ -761,8 +761,8 @@ var Score : integer;
//textures
- TextureBar : integer;
- TextureRound : integer;
+// TextureBar : integer; // Auto Removed, Unused Variable
+// TextureRound : integer; // Auto Removed, Unused Variable
begin
MaxHeight := aPlayerScoreScreenDatas[PlayerNumber].Bar_Height;
Width := aPlayerScoreScreenDatas[PlayerNumber].Bar_Width;
diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas index 09844f9b..f481bad6 100644 --- a/Game/Code/Screens/UScreenSong.pas +++ b/Game/Code/Screens/UScreenSong.pas @@ -229,7 +229,7 @@ function TScreenSong.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDow var
I: integer;
I2: integer;
- HS: integer;
+// HS: integer; // Auto Removed, Unused Variable
SDL_ModState: Word;
Letter: Char;
begin
@@ -987,8 +987,8 @@ end; procedure TScreenSong.SetScroll1;
var
B: integer; // button
- BMin: integer; // button min
- BMax: integer; // button max
+// BMin: integer; // button min // Auto Removed, Unused Variable
+// BMax: integer; // button max // Auto Removed, Unused Variable
Src: integer;
// Dst: integer;
Count: integer; // Dst is not used. Count is used.
@@ -1123,8 +1123,8 @@ end; procedure TScreenSong.SetScroll2;
var
B: integer;
- Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu
- Wsp2: real;
+// Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu // Auto Removed, Unused Variable
+// Wsp2: real; // Auto Removed, Unused Variable
begin
// liniowe
for B := 0 to High(Button) do
@@ -1150,8 +1150,8 @@ end; procedure TScreenSong.SetScroll3; // with slide
var
B: integer;
- Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu
- Wsp2: real;
+// Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu // Auto Removed, Unused Variable
+// Wsp2: real; // Auto Removed, Unused Variable
begin
SongTarget := Interaction;
@@ -1699,7 +1699,7 @@ end; procedure TScreenSong.SelectNext;
var
Skip: integer;
- I: integer;
+// I: integer; // Auto Removed, Unused Variable
VS: Integer;
begin
VS := CatSongs.VisibleSongs;
@@ -1731,7 +1731,7 @@ end; procedure TScreenSong.SelectPrev;
var
Skip: integer;
- I: integer;
+// I: integer; // Auto Removed, Unused Variable
VS: Integer;
begin
VS := CatSongs.VisibleSongs;
@@ -1790,7 +1790,7 @@ end; procedure TScreenSong.SkipTo(Target: Cardinal); // 0.5.0
var
- Skip: integer;
+// Skip: integer; // Auto Removed, Unused Variable
I: integer;
begin
UnLoadDetailedCover;
@@ -1813,7 +1813,7 @@ var CurTime: Cardinal;
PosX, PosY: Integer;
Pos: Real;
- lTmp : double;
+// lTmp : double; // Auto Removed, Unused Variable
begin
// Nothing to do if no music is played or an equalizer bar consists of no block
if (AudioPlayback.Finished or (Theme.Song.Equalizer.Length <= 0)) then
diff --git a/Game/Code/Screens/UScreenSongJumpto.pas b/Game/Code/Screens/UScreenSongJumpto.pas index 1699e36f..bb9475cc 100644 --- a/Game/Code/Screens/UScreenSongJumpto.pas +++ b/Game/Code/Screens/UScreenSongJumpto.pas @@ -1,207 +1,207 @@ -unit UScreenSongJumpto;
-
-interface
-
-{$I switches.inc}
-
-uses
- UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes;
-
-type
- TScreenSongJumpto = class(TMenu)
- private
- //For ChangeMusic
- LastPlayed: Integer;
- VisibleBool: Boolean;
- public
- VisSongs: Integer;
-
- constructor Create; override;
-
- //Visible //Whether the Menu should be Drawn
- //Whether the Menu should be Drawn
- procedure SetVisible(Value: Boolean);
- property Visible: Boolean read VisibleBool write SetVisible;
-
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- function Draw: boolean; override;
-
- procedure SetTextFound(const Count: Cardinal);
- end;
-
-var
- IType: Array [0..2] of String;
- SelectType: Integer;
-
-
-implementation
-
-uses UGraphic, UMain, UIni, UTexture, ULanguage, UParty, USongs, UScreenSong, ULog;
-
-function TScreenSongJumpto.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- 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, SDLK_LEFTBRACKET, SDLK_SEMICOLON:
- begin
- if Interaction = 0 then
- begin
- Button[0].Text[0].Text := Button[0].Text[0].Text + chr(ScanCode);
- SetTextFound(CatSongs.SetFilter(Button[0].Text[0].Text, SelectType));
- end;
- end;
-
- SDLK_BACKSPACE:
- begin
- if (Interaction = 0) AND (Length(Button[0].Text[0].Text) > 0) then
- begin
- Button[0].Text[0].DeleteLastL;
- SetTextFound(CatSongs.SetFilter(Button[0].Text[0].Text, SelectType));
- end;
- end;
-
- SDLK_RETURN,
- SDLK_ESCAPE:
- begin
- Visible := False;
- AudioPlayback.PlaySound(SoundLib.Back);
- if (VisSongs = 0) AND (Length(Button[0].Text[0].Text) > 0) then
- begin
- ScreenSong.UnLoadDetailedCover;
- Button[0].Text[0].Text := '';
- CatSongs.SetFilter('', 0);
- SetTextFound(0);
- 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:
- begin
- {SelectNext;
- Button[0].Text[0].Selected := (Interaction = 0);}
- end;
-
- SDLK_UP:
- begin
- {SelectPrev;
- Button[0].Text[0].Selected := (Interaction = 0); }
- end;
-
- SDLK_RIGHT:
- begin
- Interaction := 1;
- InteractInc;
- if (Length(Button[0].Text[0].Text) > 0) then
- SetTextFound(CatSongs.SetFilter(Button[0].Text[0].Text, SelectType));
- Interaction := 0;
- end;
- SDLK_LEFT:
- begin
- Interaction := 1;
- InteractDec;
- if (Length(Button[0].Text[0].Text) > 0) then
- SetTextFound(CatSongs.SetFilter(Button[0].Text[0].Text, SelectType));
- Interaction := 0;
- end;
- end;
- end;
-end;
-
-constructor TScreenSongJumpto.Create;
-var
- I: integer;
-begin
- inherited Create;
-
- AddText(Theme.SongJumpto.TextFound);
-
- LoadFromTheme(Theme.SongJumpto);
-
- AddButton(Theme.SongJumpto.ButtonSearchText);
- if (Length(Button[0].Text) = 0) then
- AddButtonText(14, 20, '');
-
- SelectType := 0;
- AddSelectSlide(Theme.SongJumpto.SelectSlideType, SelectType, Theme.SongJumpto.IType);
-
-
- Interaction := 0;
- LastPlayed := 0;
-end;
-
-procedure TScreenSongJumpto.SetVisible(Value: Boolean);
-begin
-//If change from unvisible to Visible then OnShow
- if (VisibleBool = False) AND (Value = True) then
- OnShow;
-
- VisibleBool := Value;
-end;
-
-procedure TScreenSongJumpto.onShow;
-begin
- inherited;
-
- //Reset Screen if no Old Search is Displayed
- if (CatSongs.CatNumShow <> -2) then
- begin
- SelectsS[0].SetSelectOpt(0);
-
- Button[0].Text[0].Text := '';
- Text[0].Text := Theme.SongJumpto.NoSongsFound;
- end;
-
- //Select Input
- Interaction := 0;
- Button[0].Text[0].Selected := True;
-
- LastPlayed := ScreenSong.Interaction;
-end;
-
-function TScreenSongJumpto.Draw: boolean;
-begin
- Result := inherited Draw;
-end;
-
-procedure TScreenSongJumpto.SetTextFound(const Count: Cardinal);
-begin
- if (Count = 0) then
- begin
- Text[0].Text := Theme.SongJumpto.NoSongsFound;
- if (Length(Button[0].Text[0].Text) = 0) then
- ScreenSong.HideCatTL
- else
- ScreenSong.ShowCatTLCustom(Format(Theme.SongJumpto.CatText, [Button[0].Text[0].Text]));
- end
- else
- begin
- Text[0].Text := Format(Theme.SongJumpto.SongsFound, [Count]);
-
- //Set CatTopLeftText
- ScreenSong.ShowCatTLCustom(Format(Theme.SongJumpto.CatText, [Button[0].Text[0].Text]));
- end;
-
-
- //Set visSongs
- VisSongs := Count;
-
- //Fix SongSelection
- ScreenSong.Interaction := high(CatSongs.Song);
- ScreenSong.SelectNext;
- ScreenSong.FixSelected;
-
- //Play Correct Music
- if (ScreenSong.Interaction <> LastPlayed) then
- begin
- LastPlayed := ScreenSong.Interaction;
-
- ScreenSong.ChangeMusic;
- end;
-end;
-
-end.
+unit UScreenSongJumpto; + +interface + +{$I switches.inc} + +uses + UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes; + +type + TScreenSongJumpto = class(TMenu) + private + //For ChangeMusic + LastPlayed: Integer; + VisibleBool: Boolean; + public + VisSongs: Integer; + + constructor Create; override; + + //Visible //Whether the Menu should be Drawn + //Whether the Menu should be Drawn + procedure SetVisible(Value: Boolean); + property Visible: Boolean read VisibleBool write SetVisible; + + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + function Draw: boolean; override; + + procedure SetTextFound(const Count: Cardinal); + end; + +var + IType: Array [0..2] of String; + SelectType: Integer; + + +implementation + +uses UGraphic, UMain, UIni, UTexture, ULanguage, UParty, USongs, UScreenSong, ULog; + +function TScreenSongJumpto.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + 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, SDLK_LEFTBRACKET, SDLK_SEMICOLON: + begin + if Interaction = 0 then + begin + Button[0].Text[0].Text := Button[0].Text[0].Text + chr(ScanCode); + SetTextFound(CatSongs.SetFilter(Button[0].Text[0].Text, SelectType)); + end; + end; + + SDLK_BACKSPACE: + begin + if (Interaction = 0) AND (Length(Button[0].Text[0].Text) > 0) then + begin + Button[0].Text[0].DeleteLastL; + SetTextFound(CatSongs.SetFilter(Button[0].Text[0].Text, SelectType)); + end; + end; + + SDLK_RETURN, + SDLK_ESCAPE: + begin + Visible := False; + AudioPlayback.PlaySound(SoundLib.Back); + if (VisSongs = 0) AND (Length(Button[0].Text[0].Text) > 0) then + begin + ScreenSong.UnLoadDetailedCover; + Button[0].Text[0].Text := ''; + CatSongs.SetFilter('', 0); + SetTextFound(0); + 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: + begin + {SelectNext; + Button[0].Text[0].Selected := (Interaction = 0);} + end; + + SDLK_UP: + begin + {SelectPrev; + Button[0].Text[0].Selected := (Interaction = 0); } + end; + + SDLK_RIGHT: + begin + Interaction := 1; + InteractInc; + if (Length(Button[0].Text[0].Text) > 0) then + SetTextFound(CatSongs.SetFilter(Button[0].Text[0].Text, SelectType)); + Interaction := 0; + end; + SDLK_LEFT: + begin + Interaction := 1; + InteractDec; + if (Length(Button[0].Text[0].Text) > 0) then + SetTextFound(CatSongs.SetFilter(Button[0].Text[0].Text, SelectType)); + Interaction := 0; + end; + end; + end; +end; + +constructor TScreenSongJumpto.Create; +//var +// I: integer; // Auto Removed, Unused Variable +begin + inherited Create; + + AddText(Theme.SongJumpto.TextFound); + + LoadFromTheme(Theme.SongJumpto); + + AddButton(Theme.SongJumpto.ButtonSearchText); + if (Length(Button[0].Text) = 0) then + AddButtonText(14, 20, ''); + + SelectType := 0; + AddSelectSlide(Theme.SongJumpto.SelectSlideType, SelectType, Theme.SongJumpto.IType); + + + Interaction := 0; + LastPlayed := 0; +end; + +procedure TScreenSongJumpto.SetVisible(Value: Boolean); +begin +//If change from unvisible to Visible then OnShow + if (VisibleBool = False) AND (Value = True) then + OnShow; + + VisibleBool := Value; +end; + +procedure TScreenSongJumpto.onShow; +begin + inherited; + + //Reset Screen if no Old Search is Displayed + if (CatSongs.CatNumShow <> -2) then + begin + SelectsS[0].SetSelectOpt(0); + + Button[0].Text[0].Text := ''; + Text[0].Text := Theme.SongJumpto.NoSongsFound; + end; + + //Select Input + Interaction := 0; + Button[0].Text[0].Selected := True; + + LastPlayed := ScreenSong.Interaction; +end; + +function TScreenSongJumpto.Draw: boolean; +begin + Result := inherited Draw; +end; + +procedure TScreenSongJumpto.SetTextFound(const Count: Cardinal); +begin + if (Count = 0) then + begin + Text[0].Text := Theme.SongJumpto.NoSongsFound; + if (Length(Button[0].Text[0].Text) = 0) then + ScreenSong.HideCatTL + else + ScreenSong.ShowCatTLCustom(Format(Theme.SongJumpto.CatText, [Button[0].Text[0].Text])); + end + else + begin + Text[0].Text := Format(Theme.SongJumpto.SongsFound, [Count]); + + //Set CatTopLeftText + ScreenSong.ShowCatTLCustom(Format(Theme.SongJumpto.CatText, [Button[0].Text[0].Text])); + end; + + + //Set visSongs + VisSongs := Count; + + //Fix SongSelection + ScreenSong.Interaction := high(CatSongs.Song); + ScreenSong.SelectNext; + ScreenSong.FixSelected; + + //Play Correct Music + if (ScreenSong.Interaction <> LastPlayed) then + begin + LastPlayed := ScreenSong.Interaction; + + ScreenSong.ChangeMusic; + end; +end; + +end. |