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author | mogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-02-13 19:58:44 +0000 |
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committer | mogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-02-13 19:58:44 +0000 |
commit | 949fea202f6c963ad6c8a40040e1e9e6f909161b (patch) | |
tree | 9f6f683d203d55e41e5b7483b4038103d471ce76 /Game/Code/Screens | |
parent | 1a7da68ae6e1368dae25821b15318bd1d2d9f88e (diff) | |
parent | efe5b06fd5715f550334692d28c2218896b62ce1 (diff) | |
download | usdx-949fea202f6c963ad6c8a40040e1e9e6f909161b.tar.gz usdx-949fea202f6c963ad6c8a40040e1e9e6f909161b.tar.xz usdx-949fea202f6c963ad6c8a40040e1e9e6f909161b.zip |
First multi platform version, works on Linux and Windows
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/1.1@855 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Screens')
34 files changed, 14567 insertions, 0 deletions
diff --git a/Game/Code/Screens/UScreenCredits.pas b/Game/Code/Screens/UScreenCredits.pas new file mode 100644 index 00000000..925d62cc --- /dev/null +++ b/Game/Code/Screens/UScreenCredits.pas @@ -0,0 +1,1402 @@ +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 $f;
+ helper := helper shr 4;
+ case i2 of
+ 0: tmpstr:=tmpstr+'0';
+ 1: tmpstr:=tmpstr+'1';
+ 2: tmpstr:=tmpstr+'2';
+ 3: tmpstr:=tmpstr+'3';
+ 4: tmpstr:=tmpstr+'4';
+ 5: tmpstr:=tmpstr+'5';
+ 6: tmpstr:=tmpstr+'6';
+ 7: tmpstr:=tmpstr+'7';
+ 8: tmpstr:=tmpstr+'8';
+ 9: tmpstr:=tmpstr+'9';
+ 10: tmpstr:=tmpstr+'a';
+ 11: tmpstr:=tmpstr+'b';
+ 12: tmpstr:=tmpstr+'c';
+ 13: tmpstr:=tmpstr+'d';
+ 14: tmpstr:=tmpstr+'e';
+ 15: tmpstr:=tmpstr+'f';
+ end;
+ end;
+ inttohexstr:=pchar(tmpstr);
+end;
+
+procedure TScreenCredits.onShow;
+begin
+ CRDTS_Stage:=InitialDelay;
+ Credits_X := 580;
+ deluxe_slidein := 0;
+ Credits_Alpha := 0;
+ //Music.SetLoop(true); Loop looped ned, so ne scheisse
+ AudioPlayback.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!!
+// Music.Play;
+ CTime:=0;
+// setlength(CTime_hold,0);
+
+ mysdlimage:=IMG_Load('test.png');
+ if assigned(mysdlimage) then
+ begin
+ {$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)
+ 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)
+ 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)
+ 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)
+ 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)
+ 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)
+ 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)
+ 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)
+ 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 then if CTime <=STime+Delay then begin
+ j:=CTime-(STime+Delay-10);
+ g:=32.6*j;
+ end else
+ g:=0;
+ glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+ glEnable(GL_TEXTURE_2D);
+ glbegin(gl_quads);
+ glTexCoord2f(0,0);glVertex2f(-163-f+g, -129+f/4-g/2);
+ glTexCoord2f(0,1);glVertex2f(-163-f/4+g, 129+g/2+f/4);
+ glTexCoord2f(1,1); glVertex2f(163-f*1.2+g/4, 129+f/2-g/4);
+ glTexCoord2f(1,0);glVertex2f(163-f*1.5+g/4, -129+f*1.5+g/4);
+ glEnd;
+ gldisable(gl_texture_2d);
+ gldisable(GL_BLEND);
+ glPopMatrix;
+ end;
+
+
+ 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/UScreenEdit.pas b/Game/Code/Screens/UScreenEdit.pas new file mode 100644 index 00000000..00feddbf --- /dev/null +++ b/Game/Code/Screens/UScreenEdit.pas @@ -0,0 +1,114 @@ +unit UScreenEdit;
+
+interface
+
+{$I switches.inc}
+
+uses UMenu, SDL, UThemes;
+
+type
+ TScreenEdit = class(TMenu)
+ public
+{ Tex_Background: TTexture;
+ FadeOut: boolean;
+ Path: string;
+ FileName: string;}
+ constructor Create; override;
+ procedure onShow; override;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+{ function Draw: boolean; override;
+ procedure Finish;}
+ end;
+
+implementation
+
+uses UGraphic, UMusic, USkins;
+
+function TScreenEdit.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(@ScreenMain);
+// Result := false;
+ end;
+ SDLK_RETURN:
+ begin
+ if Interaction = 0 then
+ begin
+ AudioPlayback.PlaySound(SoundLib.Start);
+ FadeTo(@ScreenEditConvert);
+ end;
+// if Interaction = 1 then begin
+// Music.PlayStart;
+// FadeTo(@ScreenEditHeader);
+// end;
+
+ if Interaction = 1 then
+ begin
+ AudioPlayback.PlaySound(SoundLib.Back);
+ FadeTo(@ScreenMain);
+ end;
+ end;
+
+ SDLK_DOWN:
+ begin
+ InteractNext;
+ end;
+ SDLK_UP:
+ begin
+ InteractPrev;
+ end;
+ end;
+ end;
+end;
+
+constructor TScreenEdit.Create;
+begin
+ inherited Create;
+ AddButton(400-200, 100 + 0*70, 400, 40, Skin.GetTextureFileName('ButtonF'));
+ AddButtonText(10, 5, 0, 0, 0, 'Convert Midi to Txt');
+// Button[High(Button)].Text[0].Size := 11;
+
+// AddButton(400-200, 100 + 1*60, 400, 40, 'ButtonF');
+// AddButtonText(10, 5, 0, 0, 0, 'Edit Headers');
+
+// AddButton(400-200, 100 + 2*60, 400, 40, 'ButtonF');
+// AddButtonText(10, 5, 0, 0, 0, 'Set GAP');
+
+ AddButton(400-200, 100 + 3*60, 400, 40, Skin.GetTextureFileName('ButtonF'));
+ AddButtonText(10, 5, 0, 0, 0, 'Exit');
+
+end;
+
+procedure TScreenEdit.onShow;
+begin
+// Interaction := 0;
+end;
+
+(*function TScreenEdit.Draw: boolean;
+var
+ Min: integer;
+ Sec: integer;
+ Tekst: string;
+ Pet: integer;
+ AktBeat: integer;
+begin
+end;
+
+procedure TScreenEdit.Finish;
+begin
+//
+end;*)
+
+end.
diff --git a/Game/Code/Screens/UScreenEditConvert.pas b/Game/Code/Screens/UScreenEditConvert.pas new file mode 100644 index 00000000..304c2259 --- /dev/null +++ b/Game/Code/Screens/UScreenEditConvert.pas @@ -0,0 +1,582 @@ +unit UScreenEditConvert; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses UMenu, + SDL, + {$IFDEF UseMIDIPort} + MidiFile, + MidiOut, + {$ENDIF} + ULog, + USongs, + USong, + UMusic, + UThemes; + +type + TNote = record + Event: integer; + EventType: integer; + Channel: integer; + Start: real; + Len: real; + Data1: integer; + Data2: integer; + Str: string; + end; + + TTrack = record + Note: array of TNote; + Name: string; + Hear: boolean; + Status: byte; // 0 - none, 1 - notes, 2 - lyrics, 3 - notes + lyrics + end; + + TNuta = record + Start: integer; + Len: integer; + Tone: integer; + Lyric: string; + NewSentence: boolean; + end; + + TArrayTrack = array of TTrack; + + TScreenEditConvert = class(TMenu) + public + ATrack: TArrayTrack; // actual track +// Track: TArrayTrack; + Channel: TArrayTrack; + ColR: array[0..100] of real; + ColG: array[0..100] of real; + ColB: array[0..100] of real; + Len: real; + Sel: integer; + Selected: boolean; +// FileName: string; + + {$IFDEF UseMIDIPort} + MidiFile: TMidiFile; + MidiTrack: TMidiTrack; + MidiEvent: pMidiEvent; + MidiOut: TMidiOutput; + {$ENDIF} + + Song: TSong; + Czesc: TCzesci; + BPM: real; + Ticks: real; + Nuta: array of TNuta; + + procedure AddLyric(Start: integer; Tekst: string); + procedure Extract; + + {$IFDEF UseMIDIPort} + procedure MidiFile1MidiEvent(event: PMidiEvent); + {$ENDIF} + + function SelectedNumber: integer; + constructor Create; override; + procedure onShow; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + procedure onHide; override; + end; + +implementation +uses UGraphic, + SysUtils, + UDrawTexture, + TextGL, + UFiles, + UMain, + UIni, + OpenGL12, + USkins; + +function TScreenEditConvert.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +var + T: integer; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + {$IFDEF UseMIDIPort} + MidiFile.StopPlaying; + {$ENDIF} + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenEdit); + end; + + SDLK_RETURN: + begin + if Interaction = 0 then + begin + AudioPlayback.PlaySound(SoundLib.Start); + ScreenOpen.BackScreen := @ScreenEditConvert; + FadeTo(@ScreenOpen); + end; + + if Interaction = 1 then + begin + Selected := false; + {$IFDEF UseMIDIPort} + MidiFile.OnMidiEvent := MidiFile1MidiEvent; +// MidiFile.GoToTime(MidiFile.GetTrackLength div 2); + MidiFile.StartPlaying; + {$ENDIF} + end; + + if Interaction = 2 then begin + Selected := true; + {$IFDEF UseMIDIPort} + MidiFile.OnMidiEvent := nil; + {$ENDIF} + {for T := 0 to High(ATrack) do begin + if ATrack[T].Hear then begin + MidiTrack := MidiFile.GetTrack(T); + MidiTrack.OnMidiEvent := MidiFile1MidiEvent; + end; + end; + MidiFile.StartPlaying;//} + end; + + if Interaction = 3 then begin + if SelectedNumber > 0 then begin + Extract; + SaveSong(Song, Czesc, ChangeFileExt(FileName, '.txt'), false); + end; + end; + + end; + + SDLK_SPACE: + begin +// ATrack[Sel].Hear := not ATrack[Sel].Hear; + ATrack[Sel].Status := (ATrack[Sel].Status + 1) mod 4; + +{ if Selected then begin + MidiTrack := MidiFile.GetTrack(Sel); + if Track[Sel].Hear then + MidiTrack.OnMidiEvent := MidiFile1MidiEvent + else + MidiTrack.OnMidiEvent := nil; + end;} + end; + + SDLK_RIGHT: + begin + InteractNext; + end; + + SDLK_LEFT: + begin + InteractPrev; + end; + + SDLK_DOWN: + begin + Inc(Sel); + if Sel > High(ATrack) then Sel := 0; + end; + SDLK_UP: + begin + Dec(Sel); + if Sel < 0 then Sel := High(ATrack); + end; + end; + end; +end; + +procedure TScreenEditConvert.AddLyric(Start: integer; Tekst: string); +var + N: integer; +begin + for N := 0 to High(Nuta) do begin + if Nuta[N].Start = Start then begin + // check for new sentece + if Copy(Tekst, 1, 1) = '\' then Delete(Tekst, 1, 1); + if Copy(Tekst, 1, 1) = '/' then begin + Delete(Tekst, 1, 1); + Nuta[N].NewSentence := true; + end; + + // overwrite lyric od append + if Nuta[N].Lyric = '-' then + Nuta[N].Lyric := Tekst + else + Nuta[N].Lyric := Nuta[N].Lyric + Tekst; + end; + end; +end; + +procedure TScreenEditConvert.Extract; +var + T: integer; + C: integer; + N: integer; + Nu: integer; + NutaTemp: TNuta; + Move: integer; + Max, Min: integer; +begin + // song info + Song.Title := ''; + Song.Artist := ''; + Song.Mp3 := ''; + Song.Resolution := 4; + SetLength(Song.BPM, 1); + Song.BPM[0].BPM := BPM*4; + + SetLength(Nuta, 0); + + // extract notes + for T := 0 to High(ATrack) do begin +// if ATrack[T].Hear then begin + if ((ATrack[T].Status div 1) and 1) = 1 then begin + for N := 0 to High(ATrack[T].Note) do begin + if (ATrack[T].Note[N].EventType = 9) and (ATrack[T].Note[N].Data2 > 0) then begin + Nu := Length(Nuta); + SetLength(Nuta, Nu + 1); + Nuta[Nu].Start := Round(ATrack[T].Note[N].Start / Ticks); + Nuta[Nu].Len := Round(ATrack[T].Note[N].Len / Ticks); + Nuta[Nu].Tone := ATrack[T].Note[N].Data1 - 12*5; + Nuta[Nu].Lyric := '-'; + end; + end; + end; + end; + + // extract lyrics + for T := 0 to High(ATrack) do begin +// if ATrack[T].Hear then begin + if ((ATrack[T].Status div 2) and 1) = 1 then begin + for N := 0 to High(ATrack[T].Note) do begin + if (ATrack[T].Note[N].EventType = 15) then begin +// Log.LogStatus('<' + Track[T].Note[N].Str + '>', 'MIDI'); + AddLyric(Round(ATrack[T].Note[N].Start / Ticks), ATrack[T].Note[N].Str); + end; + end; + end; + end; + + // sort notes + for N := 0 to High(Nuta) do + for Nu := 0 to High(Nuta)-1 do + if Nuta[Nu].Start > Nuta[Nu+1].Start then begin + NutaTemp := Nuta[Nu]; + Nuta[Nu] := Nuta[Nu+1]; + Nuta[Nu+1] := NutaTemp; + end; + + // move to 0 at beginning + Move := Nuta[0].Start; + for N := 0 to High(Nuta) do + Nuta[N].Start := Nuta[N].Start - Move; + + // copy notes + SetLength(Czesc.Czesc, 1); + Czesc.Ilosc := 1; + Czesc.High := 0; + + C := 0; + N := 0; + Czesc.Czesc[C].IlNut := 0; + Czesc.Czesc[C].HighNut := -1; + + for Nu := 0 to High(Nuta) do begin + if Nuta[Nu].NewSentence then begin // nowa linijka + SetLength(Czesc.Czesc, Length(Czesc.Czesc)+1); + Czesc.Ilosc := Czesc.Ilosc + 1; + Czesc.High := Czesc.High + 1; + C := C + 1; + N := 0; + SetLength(Czesc.Czesc[C].Nuta, 0); + Czesc.Czesc[C].IlNut := 0; + Czesc.Czesc[C].HighNut := -1; + + //Calculate Start of the Last Sentence + if (C > 0) and (Nu > 0) then + begin + Max := Nuta[Nu].Start; + Min := Nuta[Nu-1].Start + Nuta[Nu-1].Len; + + case (Max - Min) of + 0: Czesc.Czesc[C].Start := Max; + 1: Czesc.Czesc[C].Start := Max; + 2: Czesc.Czesc[C].Start := Max - 1; + 3: Czesc.Czesc[C].Start := Max - 2; + else + if ((Max - Min) > 4) then + Czesc.Czesc[C].Start := Min + 2 + else + Czesc.Czesc[C].Start := Max; + + end; // case + + end; + end; + + // tworzy miejsce na nowa nute + SetLength(Czesc.Czesc[C].Nuta, Length(Czesc.Czesc[C].Nuta)+1); + Czesc.Czesc[C].IlNut := Czesc.Czesc[C].IlNut + 1; + Czesc.Czesc[C].HighNut := Czesc.Czesc[C].HighNut + 1; + + // dopisuje + Czesc.Czesc[C].Nuta[N].Start := Nuta[Nu].Start; + Czesc.Czesc[C].Nuta[N].Dlugosc := Nuta[Nu].Len; + Czesc.Czesc[C].Nuta[N].Ton := Nuta[Nu].Tone; + Czesc.Czesc[C].Nuta[N].Tekst := Nuta[Nu].Lyric; + //All Notes are Freestyle when Converted Fix: + Czesc.Czesc[C].Nuta[N].Wartosc := 1; + Inc(N); + end; +end; + +function TScreenEditConvert.SelectedNumber: integer; +var + T: integer; // track +begin + Result := 0; + for T := 0 to High(ATrack) do +// if ATrack[T].Hear then Inc(Result); + if ((ATrack[T].Status div 1) and 1) = 1 then Inc(Result); +end; + +{$IFDEF UseMIDIPort} +procedure TScreenEditConvert.MidiFile1MidiEvent(event: PMidiEvent); +begin +// Log.LogStatus(IntToStr(event.event), 'MIDI'); + MidiOut.PutShort(event.event, event.data1, event.data2); +end; +{$ENDIF} + +constructor TScreenEditConvert.Create; +var + P: integer; +begin + inherited Create; + AddButton(40, 20, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(15, 5, 0, 0, 0, 'Open'); +// Button[High(Button)].Text[0].Size := 11; + + AddButton(160, 20, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(25, 5, 0, 0, 0, 'Play'); + + AddButton(280, 20, 200, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(25, 5, 0, 0, 0, 'Play Selected'); + + AddButton(500, 20, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(20, 5, 0, 0, 0, 'Save'); + + +{ MidiOut := TMidiOutput.Create(nil); +// MidiOut.Close; +// MidiOut.DeviceID := 0; + if Ini.Debug = 1 then + MidiOut.ProductName := 'Microsoft GS Wavetable SW Synth'; // for my kxproject without midi table + Log.LogStatus(MidiOut.ProductName, 'MIDI'); + MidiOut.Open; +// MidiOut.SetVolume(100, 100); // temporary} + + FileName := GamePath + 'file.mid'; + {$IFDEF UseMIDIPort} + MidiFile := TMidiFile.Create(nil); + {$ENDIF} + + for P := 0 to 100 do begin + ColR[P] := Random(10)/10; + ColG[P] := Random(10)/10; + ColB[P] := Random(10)/10; + end; + +end; + +procedure TScreenEditConvert.onShow; +var + T: integer; // track + N: integer; // note + C: integer; // channel + CN: integer; // channel note +begin +{$IFDEF UseMIDIPort} + MidiOut := TMidiOutput.Create(nil); + if Ini.Debug = 1 then + MidiOut.ProductName := 'Microsoft GS Wavetable SW Synth'; // for my kxproject without midi table + Log.LogStatus(MidiOut.ProductName, 'MIDI'); + MidiOut.Open; + + + if FileExists(FileName) then + begin + MidiFile.Filename := FileName; + MidiFile.ReadFile; + + + Len := 0; + Sel := 0; + BPM := MidiFile.Bpm; + Ticks := MidiFile.TicksPerQuarter / 4; + +{ for T := 0 to MidiFile.NumberOfTracks-1 do begin + SetLength(Track, Length(Track)+1); + MidiTrack := MidiFile.GetTrack(T); + MidiTrack.OnMidiEvent := MidiFile1MidiEvent; + Track[T].Name := MidiTrack.getName; + + for N := 0 to MidiTrack.getEventCount-1 do begin + SetLength(Track[T].Note, Length(Track[T].Note)+1); + MidiEvent := MidiTrack.GetEvent(N); + Track[T].Note[N].Start := MidiEvent.time; + Track[T].Note[N].Len := MidiEvent.len; + Track[T].Note[N].Event := MidiEvent.event; + Track[T].Note[N].EventType := MidiEvent.event div 16; + Track[T].Note[N].Channel := MidiEvent.event and 15; + Track[T].Note[N].Data1 := MidiEvent.data1; + Track[T].Note[N].Data2 := MidiEvent.data2; + Track[T].Note[N].Str := MidiEvent.str; + + if Track[T].Note[N].Start + Track[T].Note[N].Len > Len then + Len := Track[T].Note[N].Start + Track[T].Note[N].Len; + end; + end;} + + + SetLength(Channel, 16); + for T := 0 to 15 do + begin + Channel[T].Name := IntToStr(T+1); + SetLength(Channel[T].Note, 0); + Channel[T].Status := 0; + end; + + for T := 0 to MidiFile.NumberOfTracks-1 do begin + MidiTrack := MidiFile.GetTrack(T); + MidiTrack.OnMidiEvent := MidiFile1MidiEvent; + + for N := 0 to MidiTrack.getEventCount-1 do begin + MidiEvent := MidiTrack.GetEvent(N); + C := MidiEvent.event and 15; + + CN := Length(Channel[C].Note); + SetLength(Channel[C].Note, CN+1); + + Channel[C].Note[CN].Start := MidiEvent.time; + Channel[C].Note[CN].Len := MidiEvent.len; + Channel[C].Note[CN].Event := MidiEvent.event; + Channel[C].Note[CN].EventType := MidiEvent.event div 16; + Channel[C].Note[CN].Channel := MidiEvent.event and 15; + Channel[C].Note[CN].Data1 := MidiEvent.data1; + Channel[C].Note[CN].Data2 := MidiEvent.data2; + Channel[C].Note[CN].Str := MidiEvent.str; + + if Channel[C].Note[CN].Start + Channel[C].Note[CN].Len > Len then + Len := Channel[C].Note[CN].Start + Channel[C].Note[CN].Len; + end; + end; + ATrack := Channel; + + end; + + Interaction := 0; +{$ENDIF} +end; + +function TScreenEditConvert.Draw: boolean; +var + Pet: integer; + Pet2: integer; + Bottom: real; + X: real; + Y: real; + H: real; + YSkip: real; +begin + // draw static menu + inherited Draw; + + Y := 100; + + H := Length(ATrack)*40; + if H > 480 then H := 480; + Bottom := Y + H; + + YSkip := H / Length(ATrack); + + // select + DrawQuad(10, Y+Sel*YSkip, 780, YSkip, 0.8, 0.8, 0.8); + + // selected - now me use Status System + for Pet := 0 to High(ATrack) do + if ATrack[Pet].Hear then + DrawQuad(10, Y+Pet*YSkip, 50, YSkip, 0.8, 0.3, 0.3); + glColor3f(0, 0, 0); + for Pet := 0 to High(ATrack) do begin + if ((ATrack[Pet].Status div 1) and 1) = 1 then begin + SetFontPos(25, Y + Pet*YSkip + 10); + SetFontSize(5); + glPrint('N'); + end; + if ((ATrack[Pet].Status div 2) and 1) = 1 then begin + SetFontPos(40, Y + Pet*YSkip + 10); + SetFontSize(5); + glPrint('L'); + end; + end; + + DrawLine(10, Y, 10, Bottom, 0, 0, 0); + DrawLine(60, Y, 60, Bottom, 0, 0, 0); + DrawLine(790, Y, 790, Bottom, 0, 0, 0); + + for Pet := 0 to Length(ATrack) do + DrawLine(10, Y+Pet*YSkip, 790, Y+Pet*YSkip, 0, 0, 0); + + for Pet := 0 to High(ATrack) do begin + SetFontPos(11, Y + 10 + Pet*YSkip); + SetFontSize(5); + glPrint(pchar(ATrack[Pet].Name)); + end; + + for Pet := 0 to High(ATrack) do + for Pet2 := 0 to High(ATrack[Pet].Note) do begin + if ATrack[Pet].Note[Pet2].EventType = 9 then + DrawQuad(60 + ATrack[Pet].Note[Pet2].Start/Len * 725, Y + (Pet+1)*YSkip - ATrack[Pet].Note[Pet2].Data1*35/127, 3, 3, ColR[Pet], ColG[Pet], ColB[Pet]); + if ATrack[Pet].Note[Pet2].EventType = 15 then + DrawLine(60 + ATrack[Pet].Note[Pet2].Start/Len * 725, Y + 0.75 * YSkip + Pet*YSkip, 60 + ATrack[Pet].Note[Pet2].Start/Len * 725, Y + YSkip + Pet*YSkip, ColR[Pet], ColG[Pet], ColB[Pet]); + end; + + // playing line + {$IFDEF UseMIDIPort} + X := 60 + MidiFile.GetCurrentTime/MidiFile.GetTrackLength*730; + {$ENDIF} + DrawLine(X, Y, X, Bottom, 0.3, 0.3, 0.3); + + +end; + +procedure TScreenEditConvert.onHide; +begin +{$IFDEF UseMIDIPort} + MidiOut.Close; + MidiOut.Free; +{$ENDIF} +end; + +end. diff --git a/Game/Code/Screens/UScreenEditHeader.pas b/Game/Code/Screens/UScreenEditHeader.pas new file mode 100644 index 00000000..60466a27 --- /dev/null +++ b/Game/Code/Screens/UScreenEditHeader.pas @@ -0,0 +1,373 @@ +unit UScreenEditHeader;
+
+interface
+
+{$I switches.inc}
+
+uses UMenu,
+ SDL,
+ USongs,
+ USong,
+ UThemes;
+
+type
+ TScreenEditHeader = class(TMenu)
+ public
+ AktSong: TSong;
+ TextTitle: integer;
+ TextArtist: integer;
+ TextMp3: integer;
+ TextBackground: integer;
+ TextVideo: integer;
+ TextVideoGAP: integer;
+ TextRelative: integer;
+ TextResolution: integer;
+ TextNotesGAP: integer;
+ TextStart: integer;
+ TextGAP: integer;
+ TextBPM: integer;
+ StaticTitle: integer;
+ StaticArtist: integer;
+ StaticMp3: integer;
+ StaticBackground: integer;
+ StaticVideo: integer;
+ StaticVideoGAP: integer;
+ StaticRelative: integer;
+ StaticResolution: integer;
+ StaticNotesGAP: integer;
+ StaticStart: integer;
+ StaticGAP: integer;
+ StaticBPM: integer;
+ Sel: array[0..11] of boolean;
+ procedure SetRoundButtons;
+
+ constructor Create; override;
+ procedure onShow; override;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+{ function Draw: boolean; override;
+ procedure Finish;}
+ end;
+
+implementation
+
+uses UGraphic, UMusic, SysUtils, UFiles, USkins;
+
+function TScreenEditHeader.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
+var
+ T: integer;
+begin
+ Result := true;
+ If (PressedDown) Then begin // Key Down
+ case PressedKey of
+ SDLK_Q:
+ begin
+ Result := false;
+ end;
+
+ SDLK_ESCAPE :
+ begin
+// Music.PlayBack;
+// FadeTo(@MainScreen);
+ Result := false;
+ end;
+
+ SDLK_RETURN:
+ begin
+ if Interaction = 1 then begin
+// Save;
+ end;
+ end;
+
+ SDLK_RIGHT:
+ begin
+ case Interaction of
+ 0..0: InteractNext;
+ 1: Interaction := 0;
+ end;
+ end;
+
+ SDLK_LEFT:
+ begin
+ case Interaction of
+ 0: Interaction := 1;
+ 1..1: InteractPrev;
+ end;
+ end;
+
+ SDLK_DOWN:
+ begin
+ case Interaction of
+ 0..1: Interaction := 2;
+ 2..12: InteractNext;
+ 13: Interaction := 0;
+ end;
+ end;
+
+ SDLK_UP:
+ begin
+ case Interaction of
+ 0..1: Interaction := 13;
+ 2: Interaction := 0;
+ 3..13: InteractPrev;
+ end;
+ end;
+
+ SDLK_BACKSPACE:
+ begin
+ T := Interaction - 2 + TextTitle;
+ if (Interaction >= 2) and (Interaction <= 13) and (Length(Text[T].Text) >= 1) then begin
+ Text[T].DeleteLastL;
+ SetRoundButtons;
+ end;
+ end;
+
+ end;
+ case ScanCode of
+ 32..255:
+ begin
+ if (Interaction >= 2) and (Interaction <= 13) then begin
+ Text[Interaction - 2 + TextTitle].Text :=
+ Text[Interaction - 2 + TextTitle].Text + chr(ScanCode);
+ SetRoundButtons;
+ end;
+ end;
+ end;
+ end;
+end;
+
+constructor TScreenEditHeader.Create;
+begin
+ inherited Create;
+
+ AddButton(40, 20, 100, 40, Skin.GetTextureFileName('ButtonF'));
+ AddButtonText(15, 5, 'Open');
+
+ AddButton(160, 20, 100, 40, Skin.GetTextureFileName('ButtonF'));
+ AddButtonText(20, 5, 'Save');
+
+ AddBox(80, 60, 640, 550);
+
+ AddText(160, 110 + 0*30, 0, 10, 0, 0, 0, 'Title:');
+ AddText(160, 110 + 1*30, 0, 10, 0, 0, 0, 'Artist:');
+ AddText(160, 110 + 2*30, 0, 10, 0, 0, 0, 'MP3:');
+
+ AddText(160, 110 + 4*30, 0, 10, 0, 0, 0, 'Background:');
+ AddText(160, 110 + 5*30, 0, 10, 0, 0, 0, 'Video:');
+ AddText(160, 110 + 6*30, 0, 10, 0, 0, 0, 'VideoGAP:');
+
+ AddText(160, 110 + 8*30, 0, 10, 0, 0, 0, 'Relative:');
+ AddText(160, 110 + 9*30, 0, 10, 0, 0, 0, 'Resolution:');
+ AddText(160, 110 + 10*30, 0, 10, 0, 0, 0, 'NotesGAP:');
+
+ AddText(160, 110 + 12*30, 0, 10, 0, 0, 0, 'Start:');
+ AddText(160, 110 + 13*30, 0, 10, 0, 0, 0, 'GAP:');
+ AddText(160, 110 + 14*30, 0, 10, 0, 0, 0, 'BPM:');
+
+ TextTitle := AddText(340, 110 + 0*30, 0, 10, 0, 0, 0, '');
+ TextArtist := AddText(340, 110 + 1*30, 0, 10, 0, 0, 0, '');
+ TextMp3 := AddText(340, 110 + 2*30, 0, 10, 0, 0, 0, '');
+
+ TextBackground := AddText(340, 110 + 4*30, 0, 10, 0, 0, 0, '');
+ TextVideo := AddText(340, 110 + 5*30, 0, 10, 0, 0, 0, '');
+ TextVideoGAP := AddText(340, 110 + 6*30, 0, 10, 0, 0, 0, '');
+
+ TextRelative := AddText(340, 110 + 8*30, 0, 10, 0, 0, 0, '');
+ TextResolution := AddText(340, 110 + 9*30, 0, 10, 0, 0, 0, '');
+ TextNotesGAP := AddText(340, 110 + 10*30, 0, 10, 0, 0, 0, '');
+
+ TextStart := AddText(340, 110 + 12*30, 0, 10, 0, 0, 0, '');
+ TextGAP := AddText(340, 110 + 13*30, 0, 10, 0, 0, 0, '');
+ TextBPM := AddText(340, 110 + 14*30, 0, 10, 0, 0, 0, '');
+
+ StaticTitle := AddStatic(130, 115 + 0*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF);
+ StaticArtist := AddStatic(130, 115 + 1*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF);
+ StaticMp3 := AddStatic(130, 115 + 2*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF);
+ StaticBackground := AddStatic(130, 115 + 4*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF);
+ StaticVideo := AddStatic(130, 115 + 5*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF);
+ StaticVideoGAP := AddStatic(130, 115 + 6*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF);
+ StaticRelative := AddStatic(130, 115 + 8*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF);
+ StaticResolution := AddStatic(130, 115 + 9*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF);
+ StaticNotesGAP := AddStatic(130, 115 + 10*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF);
+ StaticStart := AddStatic(130, 115 + 12*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF);
+ StaticGAP := AddStatic(130, 115 + 13*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF);
+ StaticBPM := AddStatic(130, 115 + 14*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF);
+
+ AddInteraction(iText, TextTitle);
+ AddInteraction(iText, TextArtist);
+ AddInteraction(iText, TextMp3);
+ AddInteraction(iText, TextBackground);
+ AddInteraction(iText, TextVideo);
+ AddInteraction(iText, TextVideoGAP);
+ AddInteraction(iText, TextRelative);
+ AddInteraction(iText, TextResolution);
+ AddInteraction(iText, TextNotesGAP);
+ AddInteraction(iText, TextStart);
+ AddInteraction(iText, TextGAP);
+ AddInteraction(iText, TextBPM);
+end;
+
+procedure TScreenEditHeader.onShow;
+begin
+{ if FileExists(FileName) then begin // load file
+ AktSong.FileName := FileName;
+ SkanujPlik(AktSong);
+
+ SetLength(TrueBoolStrs, 1);
+ TrueBoolStrs[0] := 'yes';
+ SetLength(FalseBoolStrs, 1);
+ FalseBoolStrs[0] := 'no';
+
+ Text[TextTitle].Text := AktSong.Title;
+ Text[TextArtist].Text := AktSong.Artist;
+ Text[TextMP3].Text := AktSong.Mp3;
+ Text[TextBackground].Text := AktSong.Background;
+ Text[TextVideo].Text := AktSong.Video;
+ Text[TextVideoGAP].Text := FloatToStr(AktSong.VideoGAP);
+ Text[TextRelative].Text := BoolToStr(AktSong.Relative, true);
+ Text[TextResolution].Text := IntToStr(AktSong.Resolution);
+ Text[TextNotesGAP].Text := IntToStr(AktSong.NotesGAP);
+ Text[TextStart].Text := FloatToStr(AktSong.Start);
+ Text[TextGAP].Text := FloatToStr(AktSong.GAP);
+ Text[TextBPM].Text := FloatToStr(AktSong.BPM[0].BPM);
+ SetRoundButtons;
+ end;}
+
+ Interaction := 0;
+end;
+
+(*function TScreenEdit.Draw: boolean;
+var
+ Min: integer;
+ Sec: integer;
+ Tekst: string;
+ Pet: integer;
+ AktBeat: integer;
+begin
+{ glClearColor(1,1,1,1);
+
+ // control music
+ if PlaySentence then begin
+ // stop the music
+ if (Music.Position > PlayStopTime) then begin
+ Music.Stop;
+ PlaySentence := false;
+ end;
+
+ // click
+ if (Click) and (PlaySentence) then begin
+ AktBeat := Floor(AktSong.BPM[0].BPM * (Music.Position - AktSong.GAP / 1000) / 60);
+ Text[TextDebug].Text := IntToStr(AktBeat);
+ if AktBeat <> LastClick then begin
+ for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do
+ if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = AktBeat) then begin
+ Music.PlayClick;
+ LastClick := AktBeat;
+ end;
+ end;
+ end; // click
+ end; // if PlaySentence
+
+ Text[TextSentence].Text := IntToStr(Czesci[0].Akt + 1) + ' / ' + IntToStr(Czesci[0].Ilosc);
+ Text[TextNote].Text := IntToStr(AktNuta + 1) + ' / ' + IntToStr(Czesci[0].Czesc[Czesci[0].Akt].IlNut);
+
+ // Song info
+ Text[TextBPM].Text := FloatToStr(AktSong.BPM[0].BPM / 4);
+ Text[TextGAP].Text := FloatToStr(AktSong.GAP);
+
+ // Note info
+ Text[TextNStart].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start);
+ Text[TextNDlugosc].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc);
+ Text[TextNTon].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Ton);
+ Text[TextNText].Text := Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Tekst;
+
+ // draw static menu
+ inherited Draw;
+
+ // draw notes
+ SingDrawNoteLines(20, 300, 780, 15);
+ SingDrawBeatDelimeters(40, 300, 760, 0);
+ SingDrawCzesc(40, 405, 760, 0);
+
+ // draw text
+ Lyric.Draw;}
+
+end;*)
+
+procedure TScreenEditHeader.SetRoundButtons;
+begin
+ if Length(Text[TextTitle].Text) > 0 then Static[StaticTitle].Visible := true
+ else Static[StaticTitle].Visible := false;
+
+ if Length(Text[TextArtist].Text) > 0 then Static[StaticArtist].Visible := true
+ else Static[StaticArtist].Visible := false;
+
+ if Length(Text[TextMp3].Text) > 0 then Static[StaticMp3].Visible := true
+ else Static[StaticMp3].Visible := false;
+
+ if Length(Text[TextBackground].Text) > 0 then Static[StaticBackground].Visible := true
+ else Static[StaticBackground].Visible := false;
+
+ if Length(Text[TextVideo].Text) > 0 then Static[StaticVideo].Visible := true
+ else Static[StaticVideo].Visible := false;
+
+ try
+ StrToFloat(Text[TextVideoGAP].Text);
+ if StrToFloat(Text[TextVideoGAP].Text)<> 0 then Static[StaticVideoGAP].Visible := true
+ else Static[StaticVideoGAP].Visible := false;
+ except
+ Static[StaticVideoGAP].Visible := false;
+ end;
+
+ if LowerCase(Text[TextRelative].Text) = 'yes' then Static[StaticRelative].Visible := true
+ else Static[StaticRelative].Visible := false;
+
+ try
+ StrToInt(Text[TextResolution].Text);
+ if (StrToInt(Text[TextResolution].Text) <> 0) and (StrToInt(Text[TextResolution].Text) >= 1)
+ then Static[StaticResolution].Visible := true
+ else Static[StaticResolution].Visible := false;
+ except
+ Static[StaticResolution].Visible := false;
+ end;
+
+ try
+ StrToInt(Text[TextNotesGAP].Text);
+ Static[StaticNotesGAP].Visible := true;
+ except
+ Static[StaticNotesGAP].Visible := false;
+ end;
+
+ // start
+ try
+ StrToFloat(Text[TextStart].Text);
+ if (StrToFloat(Text[TextStart].Text) > 0) then Static[StaticStart].Visible := true
+ else Static[StaticStart].Visible := false;
+ except
+ Static[StaticStart].Visible := false;
+ end;
+
+ // GAP
+ try
+ StrToFloat(Text[TextGAP].Text);
+ Static[StaticGAP].Visible := true;
+ except
+ Static[StaticGAP].Visible := false;
+ end;
+
+ // BPM
+ try
+ StrToFloat(Text[TextBPM].Text);
+ if (StrToFloat(Text[TextBPM].Text) > 0) then Static[StaticBPM].Visible := true
+ else Static[StaticBPM].Visible := false;
+ except
+ Static[StaticBPM].Visible := false;
+ end;
+
+end;
+
+(*procedure TScreenEdit.Finish;
+begin
+//
+end;*)
+
+end.
diff --git a/Game/Code/Screens/UScreenEditSub.pas b/Game/Code/Screens/UScreenEditSub.pas new file mode 100644 index 00000000..60e27245 --- /dev/null +++ b/Game/Code/Screens/UScreenEditSub.pas @@ -0,0 +1,1376 @@ +unit UScreenEditSub; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} +{$I switches.inc} + +uses + UMenu, + UMusic, + SDL, + SysUtils, + UFiles, + UTime, + USongs, + USong, + UIni, + ULog, + UTexture, + UMenuText, + ULyrics_bak, + Math, + OpenGL12, + {$IFDEF UseMIDIPort} + MidiOut, + {$ENDIF} + UThemes; + +type + TScreenEditSub = class(TMenu) + private + //Variable is True if no SOng is loaded + Error: Boolean; + + TextNote: integer; + TextSentence: integer; + TextTitle: integer; + TextArtist: integer; + TextMp3: integer; + TextBPM: integer; + TextGAP: integer; + TextDebug: integer; + TextNStart: integer; + TextNDlugosc: integer; + TextNTon: integer; + TextNText: integer; + AktNuta: integer; + PlaySentence: boolean; + PlaySentenceMidi: boolean; + PlayStopTime: real; + LastClick: integer; + Click: boolean; + CopySrc: integer; + + {$IFDEF UseMIDIPort} + MidiOut: TMidiOutput; + {$endif} + + MidiStart: real; + MidiStop: real; + MidiTime: real; + MidiPos: real; + MidiLastNote: integer; + + TextEditMode: boolean; + + procedure NewBeat; + procedure CzesciDivide; + procedure CzesciMultiply; + procedure LyricsCapitalize; + procedure LyricsCorrectSpaces; + procedure FixTimings; + procedure DivideSentence; + procedure JoinSentence; + procedure DivideNote; + procedure DeleteNote; + procedure TransposeNote(Transpose: integer); + procedure ChangeWholeTone(Tone: integer); + procedure MoveAllToEnd(Move: integer); + procedure MoveTextToRight; + procedure MarkSrc; + procedure PasteText; + procedure CopySentence(Src, Dst: integer); + procedure CopySentences(Src, Dst, Num: integer); + //Note Name Mod + function GetNoteName(Note: Integer): String; + public + Tex_Background: TTexture; + FadeOut: boolean; + constructor Create; override; + procedure onShow; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function ParseInputEditText(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; + function Draw: boolean; override; + procedure onHide; override; + end; + +implementation +uses UGraphic, UDraw, UMain, USkins, ULanguage; + +// Method for input parsing. If False is returned, GetNextWindow +// should be checked to know the next window to load; +function TScreenEditSub.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +var + SDL_ModState: Word; + R: real; +begin + Result := true; + + if TextEditMode then begin + Result := ParseInputEditText(PressedKey, ScanCode, PressedDown); + end else begin + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT {+ KMOD_CAPS}); + + If (PressedDown) then begin // Key Down + case PressedKey of + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + FadeTo(@ScreenSong); + end; + + SDLK_Q: + begin + Result := false; + end; + + SDLK_BACKQUOTE: + begin + // Increase Note Length (same as Alt + Right) + Inc(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc); + if AktNuta = Czesci[0].Czesc[Czesci[0].Akt].HighNut then + Inc(Czesci[0].Czesc[Czesci[0].Akt].Koniec); + end; + + SDLK_EQUALS: + begin + // Increase BPM + if SDL_ModState = 0 then + CurrentSong.BPM[0].BPM := Round((CurrentSong.BPM[0].BPM * 5) + 1) / 5; // (1/20) + if SDL_ModState = KMOD_LSHIFT then + CurrentSong.BPM[0].BPM := CurrentSong.BPM[0].BPM + 4; // (1/1) + if SDL_ModState = KMOD_LCTRL then + CurrentSong.BPM[0].BPM := Round((CurrentSong.BPM[0].BPM * 25) + 1) / 25; // (1/100) + end; + + SDLK_MINUS: + begin + // Decrease BPM + if SDL_ModState = 0 then + CurrentSong.BPM[0].BPM := Round((CurrentSong.BPM[0].BPM * 5) - 1) / 5; + if SDL_ModState = KMOD_LSHIFT then + CurrentSong.BPM[0].BPM := CurrentSong.BPM[0].BPM - 4; + if SDL_ModState = KMOD_LCTRL then + CurrentSong.BPM[0].BPM := Round((CurrentSong.BPM[0].BPM * 25) - 1) / 25; + end; + + SDLK_0: + begin + // Increase GAP + if SDL_ModState = 0 then + CurrentSong.GAP := CurrentSong.GAP + 10; + if SDL_ModState = KMOD_LSHIFT then + CurrentSong.GAP := CurrentSong.GAP + 1000; + end; + + SDLK_9: + begin + // Decrease GAP + if SDL_ModState = 0 then + CurrentSong.GAP := CurrentSong.GAP - 10; + if SDL_ModState = KMOD_LSHIFT then + CurrentSong.GAP := CurrentSong.GAP - 1000; + end; + + SDLK_KP_PLUS: + begin + // Increase tone of all notes + if SDL_ModState = 0 then + ChangeWholeTone(1); + if SDL_ModState = KMOD_LSHIFT then + ChangeWholeTone(12); + end; + + SDLK_KP_MINUS: + begin + // Decrease tone of all notes + if SDL_ModState = 0 then + ChangeWholeTone(-1); + if SDL_ModState = KMOD_LSHIFT then + ChangeWholeTone(-12); + end; + + SDLK_SLASH: + begin + if SDL_ModState = 0 then begin + // Insert start of sentece + if AktNuta > 0 then + DivideSentence; + end; + + if SDL_ModState = KMOD_LSHIFT then begin + // Join next sentence with current + if Czesci[0].Akt < Czesci[0].High then + JoinSentence; + end; + + if SDL_ModState = KMOD_LCTRL then begin + // divide note + DivideNote; + end; + + end; + + SDLK_S: + begin + // Save Song + if SDL_ModState = KMOD_LSHIFT then + SaveSong(CurrentSong, Czesci[0], CurrentSong.Path + CurrentSong.FileName, true) + else + SaveSong(CurrentSong, Czesci[0], CurrentSong.Path + CurrentSong.FileName, false); + + {if SDL_ModState = KMOD_LSHIFT or KMOD_LCTRL + KMOD_LALT then + // Save Song + SaveSongDebug(CurrentSong, Czesci[0], 'C:\song.asm', false);} + + end; + + SDLK_D: + begin + // Divide lengths by 2 + CzesciDivide; + end; + + SDLK_M: + begin + // Multiply lengths by 2 + CzesciMultiply; + end; + + SDLK_C: + begin + // Capitalize letter at the beginning of line + if SDL_ModState = 0 then + LyricsCapitalize; + + // Correct spaces + if SDL_ModState = KMOD_LSHIFT then + LyricsCorrectSpaces; + + // Copy sentence + if SDL_ModState = KMOD_LCTRL then + MarkSrc; + end; + + SDLK_V: + begin + // Paste text + if SDL_ModState = KMOD_LCTRL then begin + if Czesci[0].Czesc[Czesci[0].Akt].IlNut >= Czesci[0].Czesc[CopySrc].IlNut then + PasteText + else + beep; + end; + + if SDL_ModState = KMOD_LCTRL + KMOD_LSHIFT then begin + CopySentence(CopySrc, Czesci[0].Akt); + end; + end; + + SDLK_4: + begin + if SDL_ModState = KMOD_LCTRL + KMOD_LSHIFT then begin + CopySentence(CopySrc, Czesci[0].Akt); + CopySentence(CopySrc+1, Czesci[0].Akt+1); + CopySentence(CopySrc+2, Czesci[0].Akt+2); + CopySentence(CopySrc+3, Czesci[0].Akt+3); + end; + + if SDL_ModState = KMOD_LCTRL + KMOD_LSHIFT + KMOD_LALT then begin + CopySentences(CopySrc, Czesci[0].Akt, 4); + end; + end; + SDLK_5: + begin + if SDL_ModState = KMOD_LCTRL + KMOD_LSHIFT then begin + CopySentence(CopySrc, Czesci[0].Akt); + CopySentence(CopySrc+1, Czesci[0].Akt+1); + CopySentence(CopySrc+2, Czesci[0].Akt+2); + CopySentence(CopySrc+3, Czesci[0].Akt+3); + CopySentence(CopySrc+4, Czesci[0].Akt+4); + end; + + if SDL_ModState = KMOD_LCTRL + KMOD_LSHIFT + KMOD_LALT then begin + CopySentences(CopySrc, Czesci[0].Akt, 5); + end; + end; + + SDLK_T: + begin + // Fixes timings between sentences + FixTimings; + end; + + SDLK_F4: + begin + // Enter Text Edit Mode + TextEditMode := true; + end; + + SDLK_P: + begin + if SDL_ModState = 0 then begin + // Play Sentence + Click := true; + AudioPlayback.Stop; + R := GetTimeFromBeat(Czesci[0].Czesc[Czesci[0].Akt].StartNote); + if R <= AudioPlayback.Length then begin + AudioPlayback.Position := R; + PlayStopTime := GetTimeFromBeat(Czesci[0].Czesc[Czesci[0].Akt].Koniec); + PlaySentence := true; + AudioPlayback.Play; + LastClick := -100; + end; + end; + + if SDL_ModState = KMOD_LSHIFT then begin + PlaySentenceMidi := true; + + MidiTime := USTime.GetTime; + MidiStart := GetTimeFromBeat(Czesci[0].Czesc[Czesci[0].Akt].StartNote); + MidiStop := GetTimeFromBeat(Czesci[0].Czesc[Czesci[0].Akt].Koniec); + + LastClick := -100; + end; + if SDL_ModState = KMOD_LSHIFT or KMOD_LCTRL then begin + PlaySentenceMidi := true; + MidiTime := USTime.GetTime; + MidiStart := GetTimeFromBeat(Czesci[0].Czesc[Czesci[0].Akt].StartNote); + MidiStop := GetTimeFromBeat(Czesci[0].Czesc[Czesci[0].Akt].Koniec); + LastClick := -100; + + PlaySentence := true; + Click := true; + AudioPlayback.Stop; + AudioPlayback.Position := GetTimeFromBeat(Czesci[0].Czesc[Czesci[0].Akt].StartNote)+0{-0.10}; + PlayStopTime := GetTimeFromBeat(Czesci[0].Czesc[Czesci[0].Akt].Koniec)+0; + AudioPlayback.Play; + LastClick := -100; + end; + end; + + SDLK_SPACE: + begin + // Play Sentence + PlaySentenceMidi := false; // stop midi + PlaySentence := true; + Click := false; + AudioPlayback.Stop; + AudioPlayback.Position := GetTimeFromBeat(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start); + PlayStopTime := (GetTimeFromBeat( + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start + + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc)); + AudioPlayback.Play; + LastClick := -100; + end; + + SDLK_RETURN: + begin + end; + + SDLK_LCTRL: + begin + end; + + SDLK_DELETE: + begin + if SDL_ModState = KMOD_LCTRL then begin + // moves text to right in current sentence + DeleteNote; + end; + end; + + SDLK_PERIOD: + begin + // moves text to right in current sentence + MoveTextToRight; + end; + + SDLK_RIGHT: + begin + // right + if SDL_ModState = 0 then begin + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 0; + Inc(AktNuta); + if AktNuta = Czesci[0].Czesc[Czesci[0].Akt].IlNut then AktNuta := 0; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 1; + Lyric.Selected := AktNuta; + end; + + // ctrl + right + if SDL_ModState = KMOD_LCTRL then begin + if Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc > 1 then begin + Dec(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc); + Inc(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start); + if AktNuta = 0 then begin + Inc(Czesci[0].Czesc[Czesci[0].Akt].Start); + Inc(Czesci[0].Czesc[Czesci[0].Akt].StartNote); + end; + end; + end; + + // shift + right + if SDL_ModState = KMOD_LSHIFT then begin + Inc(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start); + if AktNuta = 0 then begin + Inc(Czesci[0].Czesc[Czesci[0].Akt].Start); + Inc(Czesci[0].Czesc[Czesci[0].Akt].StartNote); + end; + if AktNuta = Czesci[0].Czesc[Czesci[0].Akt].HighNut then + Inc(Czesci[0].Czesc[Czesci[0].Akt].Koniec); + end; + + // alt + right + if SDL_ModState = KMOD_LALT then begin + Inc(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc); + if AktNuta = Czesci[0].Czesc[Czesci[0].Akt].HighNut then + Inc(Czesci[0].Czesc[Czesci[0].Akt].Koniec); + end; + + // alt + ctrl + shift + right = move all from cursor to right + if SDL_ModState = KMOD_LALT + KMOD_LCTRL + KMOD_LSHIFT then begin + MoveAllToEnd(1); + end; + + end; + + SDLK_LEFT: + begin + // left + if SDL_ModState = 0 then begin + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 0; + Dec(AktNuta); + if AktNuta = -1 then AktNuta := Czesci[0].Czesc[Czesci[0].Akt].HighNut; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 1; + Lyric.Selected := AktNuta; + end; + + // ctrl + left + if SDL_ModState = KMOD_LCTRL then begin + Dec(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start); + Inc(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc); + if AktNuta = 0 then begin + Dec(Czesci[0].Czesc[Czesci[0].Akt].Start); + Dec(Czesci[0].Czesc[Czesci[0].Akt].StartNote); + end; + end; + + // shift + left + if SDL_ModState = KMOD_LSHIFT then begin + Dec(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start); + + // resizing sentences + if AktNuta = 0 then begin + Dec(Czesci[0].Czesc[Czesci[0].Akt].Start); + Dec(Czesci[0].Czesc[Czesci[0].Akt].StartNote); + end; + + if AktNuta = Czesci[0].Czesc[Czesci[0].Akt].HighNut then + Dec(Czesci[0].Czesc[Czesci[0].Akt].Koniec); + + end; + + // alt + left + if SDL_ModState = KMOD_LALT then begin + if Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc > 1 then begin + Dec(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc); + if AktNuta = Czesci[0].Czesc[Czesci[0].Akt].HighNut then + Dec(Czesci[0].Czesc[Czesci[0].Akt].Koniec); + end; + end; + + // alt + ctrl + shift + right = move all from cursor to left + if SDL_ModState = KMOD_LALT + KMOD_LCTRL + KMOD_LSHIFT then begin + MoveAllToEnd(-1); + end; + + end; + + SDLK_DOWN: + begin + {$IFDEF UseMIDIPort} + // skip to next sentence + if SDL_ModState = 0 then begin + MidiOut.PutShort($81, Czesci[0].Czesc[Czesci[0].Akt].Nuta[MidiLastNote].Ton + 60, 127); + PlaySentenceMidi := false; + + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 0; + Inc(Czesci[0].Akt); + AktNuta := 0; + if Czesci[0].Akt > Czesci[0].High then Czesci[0].Akt := 0; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 1; + + Lyric.AddCzesc(Czesci[0].Akt); + Lyric.Selected := 0; + AudioPlayback.Stop; + PlaySentence := false; + end; + + // decrease tone + if SDL_ModState = KMOD_LCTRL then begin + TransposeNote(-1); + end; + {$endif} + + end; + + SDLK_UP: + begin + {$IFDEF UseMIDIPort} + // skip to previous sentence + if SDL_ModState = 0 then begin + MidiOut.PutShort($81, Czesci[0].Czesc[Czesci[0].Akt].Nuta[MidiLastNote].Ton + 60, 127); + PlaySentenceMidi := false; + + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 0; + Dec(Czesci[0].Akt); + AktNuta := 0; + if Czesci[0].Akt = -1 then Czesci[0].Akt := Czesci[0].High; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 1; + + Lyric.AddCzesc(Czesci[0].Akt); + Lyric.Selected := 0; + AudioPlayback.Stop; + PlaySentence := false; + end; + + // increase tone + if SDL_ModState = KMOD_LCTRL then begin + TransposeNote(1); + end; + {$endif} + end; + + // Golden Note Patch + SDLK_G: + begin + case Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Wartosc of + 0: Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Wartosc := 2; + 1: Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Wartosc := 2; + 2: Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Wartosc := 1; + end; // case + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Freestyle := False; + end; + + // Freestyle Note Patch + SDLK_F: + begin + case Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Wartosc of + 0: + begin; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Wartosc := 1; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Freestyle := False; + end; + 1,2: + begin; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Wartosc := 0; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Freestyle := True; + end; + end; // case + + end; + + + end; + end; + end; // if +end; + +function TScreenEditSub.ParseInputEditText(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +var + SDL_ModState: Word; +begin + // used when in Text Edit Mode + Result := true; + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT {+ KMOD_CAPS}); + + If (PressedDown) Then + begin // Key Down + case PressedKey of + + SDLK_ESCAPE: + begin + FadeTo(@ScreenSong); + end; + SDLK_F4, SDLK_RETURN: + begin + // Exit Text Edit Mode + TextEditMode := false; + end; + 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 + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Tekst := + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Tekst + chr(ScanCode); + end; + SDLK_BACKSPACE: + begin + Delete(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Tekst, + Length(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Tekst), 1); + end; + SDLK_RIGHT: + begin + // right + if SDL_ModState = 0 then begin + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 0; + Inc(AktNuta); + if AktNuta = Czesci[0].Czesc[Czesci[0].Akt].IlNut then AktNuta := 0; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 1; + Lyric.Selected := AktNuta; + end; + end; + SDLK_LEFT: + begin + // left + if SDL_ModState = 0 then begin + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 0; + Dec(AktNuta); + if AktNuta = -1 then AktNuta := Czesci[0].Czesc[Czesci[0].Akt].HighNut; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 1; + Lyric.Selected := AktNuta; + end; + end; + end; + end; +end; + +procedure TScreenEditSub.NewBeat; +begin + // click +{ for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do + if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeat) then begin + // old} +// Music.PlayClick; +end; + +procedure TScreenEditSub.CzesciDivide; +var + C: integer; + N: integer; +begin + CurrentSong.BPM[0].BPM := CurrentSong.BPM[0].BPM / 2; + for C := 0 to Czesci[0].High do begin + Czesci[0].Czesc[C].Start := Czesci[0].Czesc[C].Start div 2; + Czesci[0].Czesc[C].StartNote := Czesci[0].Czesc[C].StartNote div 2; + Czesci[0].Czesc[C].Koniec := Czesci[0].Czesc[C].Koniec div 2; + for N := 0 to Czesci[0].Czesc[C].HighNut do begin + Czesci[0].Czesc[C].Nuta[N].Start := Czesci[0].Czesc[C].Nuta[N].Start div 2; + Czesci[0].Czesc[C].Nuta[N].Dlugosc := Round(Czesci[0].Czesc[C].Nuta[N].Dlugosc / 2); + end; // N + end; // C +end; + +procedure TScreenEditSub.CzesciMultiply; +var + C: integer; + N: integer; +begin + CurrentSong.BPM[0].BPM := CurrentSong.BPM[0].BPM * 2; + for C := 0 to Czesci[0].High do begin + Czesci[0].Czesc[C].Start := Czesci[0].Czesc[C].Start * 2; + Czesci[0].Czesc[C].StartNote := Czesci[0].Czesc[C].StartNote * 2; + Czesci[0].Czesc[C].Koniec := Czesci[0].Czesc[C].Koniec * 2; + for N := 0 to Czesci[0].Czesc[C].HighNut do begin + Czesci[0].Czesc[C].Nuta[N].Start := Czesci[0].Czesc[C].Nuta[N].Start * 2; + Czesci[0].Czesc[C].Nuta[N].Dlugosc := Czesci[0].Czesc[C].Nuta[N].Dlugosc * 2; + end; // N + end; // C +end; + +procedure TScreenEditSub.LyricsCapitalize; +var + C: integer; + N: integer; // temporary + S: string; +begin + // temporary +{ for C := 0 to Czesci[0].High do + for N := 0 to Czesci[0].Czesc[C].HighNut do + Czesci[0].Czesc[C].Nuta[N].Tekst := AnsiLowerCase(Czesci[0].Czesc[C].Nuta[N].Tekst);} + + for C := 0 to Czesci[0].High do begin + S := AnsiUpperCase(Copy(Czesci[0].Czesc[C].Nuta[0].Tekst, 1, 1)); + S := S + Copy(Czesci[0].Czesc[C].Nuta[0].Tekst, 2, Length(Czesci[0].Czesc[C].Nuta[0].Tekst)-1); + Czesci[0].Czesc[C].Nuta[0].Tekst := S; + end; // C +end; + +procedure TScreenEditSub.LyricsCorrectSpaces; +var + C: integer; + N: integer; +begin + for C := 0 to Czesci[0].High do begin + // correct starting spaces in the first word + while Copy(Czesci[0].Czesc[C].Nuta[0].Tekst, 1, 1) = ' ' do + Czesci[0].Czesc[C].Nuta[0].Tekst := Copy(Czesci[0].Czesc[C].Nuta[0].Tekst, 2, 100); + + // move spaces on the start to the end of the previous note + for N := 1 to Czesci[0].Czesc[C].HighNut do begin + while (Copy(Czesci[0].Czesc[C].Nuta[N].Tekst, 1, 1) = ' ') do begin + Czesci[0].Czesc[C].Nuta[N].Tekst := Copy(Czesci[0].Czesc[C].Nuta[N].Tekst, 2, 100); + Czesci[0].Czesc[C].Nuta[N-1].Tekst := Czesci[0].Czesc[C].Nuta[N-1].Tekst + ' '; + end; + end; // N + + // correct '-' to '- ' + for N := 0 to Czesci[0].Czesc[C].HighNut do begin + if Czesci[0].Czesc[C].Nuta[N].Tekst = '-' then + Czesci[0].Czesc[C].Nuta[N].Tekst := '- '; + end; // N + + // add space to the previous note when the current word is '- ' + for N := 1 to Czesci[0].Czesc[C].HighNut do begin + if Czesci[0].Czesc[C].Nuta[N].Tekst = '- ' then + Czesci[0].Czesc[C].Nuta[N-1].Tekst := Czesci[0].Czesc[C].Nuta[N-1].Tekst + ' '; + end; // N + + // correct too many spaces at the end of note + for N := 0 to Czesci[0].Czesc[C].HighNut do begin + while Copy(Czesci[0].Czesc[C].Nuta[N].Tekst, Length(Czesci[0].Czesc[C].Nuta[N].Tekst)-1, 2) = ' ' do + Czesci[0].Czesc[C].Nuta[N].Tekst := Copy(Czesci[0].Czesc[C].Nuta[N].Tekst, 1, Length(Czesci[0].Czesc[C].Nuta[N].Tekst)-1); + end; // N + + // and correct if there is no space at the end of sentence + N := Czesci[0].Czesc[C].HighNut; + if Copy(Czesci[0].Czesc[C].Nuta[N].Tekst, Length(Czesci[0].Czesc[C].Nuta[N].Tekst), 1) <> ' ' then + Czesci[0].Czesc[C].Nuta[N].Tekst := Czesci[0].Czesc[C].Nuta[N].Tekst + ' '; + + end; // C +end; + +procedure TScreenEditSub.FixTimings; +var + C: integer; + S: integer; + Min: integer; + Max: integer; +begin + for C := 1 to Czesci[0].High do begin + with Czesci[0].Czesc[C-1] do begin + Min := Nuta[HighNut].Start + Nuta[HighNut].Dlugosc; + Max := Czesci[0].Czesc[C].StartNote; + case (Max - Min) of + 0: S := Max; + 1: S := Max; + 2: S := Max - 1; + 3: S := Max - 2; + else + if ((Max - Min) > 4) then + S := Min + 2 + else + S := Max; + end; // case + + Czesci[0].Czesc[C].Start := S; + end; // with + end; // for +end; + +procedure TScreenEditSub.DivideSentence; +var + C: integer; + CStart: integer; + CNew: integer; + CLen: integer; + N: integer; + NStart: integer; + NHigh: integer; + NNewL: integer; +begin + // increase sentence length by 1 + CLen := Length(Czesci[0].Czesc); + SetLength(Czesci[0].Czesc, CLen + 1); + Inc(Czesci[0].Ilosc); + Inc(Czesci[0].High); + + // move needed sentences to one forward. newly has the copy of divided sentence + CStart := Czesci[0].Akt; + for C := CLen-1 downto CStart do + Czesci[0].Czesc[C+1] := Czesci[0].Czesc[C]; + + // clear and set new sentence + CNew := CStart + 1; + NStart := AktNuta; + Czesci[0].Czesc[CNew].Start := Czesci[0].Czesc[CStart].Nuta[NStart].Start; + Czesci[0].Czesc[CNew].StartNote := Czesci[0].Czesc[CStart].Nuta[NStart].Start; + Czesci[0].Czesc[CNew].Lyric := ''; + Czesci[0].Czesc[CNew].LyricWidth := 0; + Czesci[0].Czesc[CNew].Koniec := 0; + Czesci[0].Czesc[CNew].BaseNote := 0; // 0.5.0: we modify it later in this procedure + Czesci[0].Czesc[CNew].IlNut := 0; + Czesci[0].Czesc[CNew].HighNut := -1; + SetLength(Czesci[0].Czesc[CNew].Nuta, 0); + + // move right notes to new sentences + NHigh := Czesci[0].Czesc[CStart].HighNut; + for N := NStart to NHigh do begin + NNewL := Czesci[0].Czesc[CNew].IlNut; + SetLength(Czesci[0].Czesc[CNew].Nuta, NNewL + 1); + Czesci[0].Czesc[CNew].Nuta[NNewL] := Czesci[0].Czesc[CStart].Nuta[N]; + + // increase sentence counters + Inc(Czesci[0].Czesc[CNew].IlNut); + Inc(Czesci[0].Czesc[CNew].HighNut); + Czesci[0].Czesc[CNew].Koniec := Czesci[0].Czesc[CNew].Nuta[NNewL].Start + + Czesci[0].Czesc[CNew].Nuta[NNewL].Dlugosc; + end; + + // clear old notes and set sentence counters + Czesci[0].Czesc[CStart].HighNut := NStart - 1; + Czesci[0].Czesc[CStart].IlNut := Czesci[0].Czesc[CStart].HighNut + 1; + Czesci[0].Czesc[CStart].Koniec := Czesci[0].Czesc[CStart].Nuta[NStart-1].Start + + Czesci[0].Czesc[CStart].Nuta[NStart-1].Dlugosc; + SetLength(Czesci[0].Czesc[CStart].Nuta, Czesci[0].Czesc[CStart].IlNut); + + // 0.5.0: modify BaseNote + Czesci[0].Czesc[CNew].BaseNote := 120; + for N := 0 to Czesci[0].Czesc[CNew].IlNut do + if Czesci[0].Czesc[CNew].Nuta[N].Ton < Czesci[0].Czesc[CNew].BaseNote then + Czesci[0].Czesc[CNew].BaseNote := Czesci[0].Czesc[CNew].Nuta[N].Ton; + + Czesci[0].Akt := Czesci[0].Akt + 1; + AktNuta := 0; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 1; + Lyric.AddCzesc(Czesci[0].Akt); + +end; + +procedure TScreenEditSub.JoinSentence; +var + C: integer; + N: integer; + NStart: integer; + NDst: integer; +begin + C := Czesci[0].Akt; + + // set new sentence + NStart := Czesci[0].Czesc[C].IlNut; + Czesci[0].Czesc[C].IlNut := Czesci[0].Czesc[C].IlNut + Czesci[0].Czesc[C+1].IlNut; + Czesci[0].Czesc[C].HighNut := Czesci[0].Czesc[C].HighNut + Czesci[0].Czesc[C+1].IlNut; + SetLength(Czesci[0].Czesc[C].Nuta, Czesci[0].Czesc[C].IlNut); + + // move right notes to new sentences + for N := 0 to Czesci[0].Czesc[C+1].HighNut do begin + NDst := NStart + N; + Czesci[0].Czesc[C].Nuta[NDst] := Czesci[0].Czesc[C+1].Nuta[N]; + end; + + // increase sentence counters + NDst := Czesci[0].Czesc[C].HighNut; + Czesci[0].Czesc[C].Koniec := Czesci[0].Czesc[C].Nuta[NDst].Start + + Czesci[0].Czesc[C].Nuta[NDst].Dlugosc; + + // move needed sentences to one backward. + for C := Czesci[0].Akt + 1 to Czesci[0].High - 1 do + Czesci[0].Czesc[C] := Czesci[0].Czesc[C+1]; + + // increase sentence length by 1 + SetLength(Czesci[0].Czesc, Length(Czesci[0].Czesc) - 1); + Dec(Czesci[0].Ilosc); + Dec(Czesci[0].High); +end; + +procedure TScreenEditSub.DivideNote; +var + C: integer; + N: integer; + NLen: integer; +begin + C := Czesci[0].Akt; + + NLen := Czesci[0].Czesc[C].IlNut + 1; + SetLength(Czesci[0].Czesc[C].Nuta, NLen); + Inc(Czesci[0].Czesc[C].HighNut); + Inc(Czesci[0].Czesc[C].IlNut); + + // we copy all notes including selected one + for N := Czesci[0].Czesc[C].HighNut downto AktNuta+1 do begin + Czesci[0].Czesc[C].Nuta[N] := Czesci[0].Czesc[C].Nuta[N-1]; + end; + + // me slightly modify new note + Czesci[0].Czesc[C].Nuta[AktNuta].Dlugosc := 1; + Inc(Czesci[0].Czesc[C].Nuta[AktNuta+1].Start); + Dec(Czesci[0].Czesc[C].Nuta[AktNuta+1].Dlugosc); + Czesci[0].Czesc[C].Nuta[AktNuta+1].Tekst := '- '; + Czesci[0].Czesc[C].Nuta[AktNuta+1].Color := 0; +end; + +procedure TScreenEditSub.DeleteNote; +var + C: integer; + N: integer; + NLen: integer; +begin + C := Czesci[0].Akt; + + //Do Not delete Last Note + if (Czesci[0].High > 0) OR (Czesci[0].Czesc[C].HighNut > 0) then + begin + + // we copy all notes from the next to the selected one + for N := AktNuta+1 to Czesci[0].Czesc[C].HighNut do begin + Czesci[0].Czesc[C].Nuta[N-1] := Czesci[0].Czesc[C].Nuta[N]; + end; + + NLen := Czesci[0].Czesc[C].IlNut - 1; + + if (NLen > 0) then + begin + SetLength(Czesci[0].Czesc[C].Nuta, NLen); + Dec(Czesci[0].Czesc[C].HighNut); + Dec(Czesci[0].Czesc[C].IlNut); + + + // me slightly modify new note + if AktNuta > Czesci[0].Czesc[C].HighNut then Dec(AktNuta); + Czesci[0].Czesc[C].Nuta[AktNuta].Color := 1; + end + //Last Note of current Sentence Deleted - > Delete Sentence + else + begin + //Move all Sentences after the current to the Left + for N := C+1 to Czesci[0].High do + Czesci[0].Czesc[N-1] := Czesci[0].Czesc[N]; + + //Delete Last Sentence + SetLength(Czesci[0].Czesc, Czesci[0].High); + Czesci[0].High := High(Czesci[0].Czesc); + Czesci[0].Ilosc := Length(Czesci[0].Czesc); + + AktNuta := 0; + if (C > 0) then + Czesci[0].Akt := C - 1 + else + Czesci[0].Akt := 0; + + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 1; + end; + end; +end; + +procedure TScreenEditSub.TransposeNote(Transpose: integer); +begin + Inc(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Ton, Transpose); +end; + +procedure TScreenEditSub.ChangeWholeTone(Tone: integer); +var + C: integer; + N: integer; +begin + for C := 0 to Czesci[0].High do begin + Czesci[0].Czesc[C].BaseNote := Czesci[0].Czesc[C].BaseNote + Tone; + for N := 0 to Czesci[0].Czesc[C].HighNut do + Czesci[0].Czesc[C].Nuta[N].Ton := Czesci[0].Czesc[C].Nuta[N].Ton + Tone; + end; +end; + +procedure TScreenEditSub.MoveAllToEnd(Move: integer); +var + C: integer; + N: integer; + NStart: integer; +begin + for C := Czesci[0].Akt to Czesci[0].High do begin + NStart := 0; + if C = Czesci[0].Akt then NStart := AktNuta; + for N := NStart to Czesci[0].Czesc[C].HighNut do begin + Inc(Czesci[0].Czesc[C].Nuta[N].Start, Move); // move note start + + if N = 0 then begin // fix beginning + Inc(Czesci[0].Czesc[C].Start, Move); + Inc(Czesci[0].Czesc[C].StartNote, Move); + end; + + if N = Czesci[0].Czesc[C].HighNut then // fix ending + Inc(Czesci[0].Czesc[C].Koniec, Move); + + end; // for + end; // for +end; + +procedure TScreenEditSub.MoveTextToRight; +var + C: integer; + N: integer; + NHigh: integer; +begin +{ C := Czesci[0].Akt; + + for N := Czesci[0].Czesc[C].HighNut downto 1 do begin + Czesci[0].Czesc[C].Nuta[N].Tekst := Czesci[0].Czesc[C].Nuta[N-1].Tekst; + end; // for + + Czesci[0].Czesc[C].Nuta[0].Tekst := '- ';} + + C := Czesci[0].Akt; + NHigh := Czesci[0].Czesc[C].HighNut; + + // last word + Czesci[0].Czesc[C].Nuta[NHigh].Tekst := Czesci[0].Czesc[C].Nuta[NHigh-1].Tekst + Czesci[0].Czesc[C].Nuta[NHigh].Tekst; + + // other words + for N := NHigh - 1 downto AktNuta + 1 do begin + Czesci[0].Czesc[C].Nuta[N].Tekst := Czesci[0].Czesc[C].Nuta[N-1].Tekst; + end; // for + Czesci[0].Czesc[C].Nuta[AktNuta].Tekst := '- '; +end; + +procedure TScreenEditSub.MarkSrc; +begin + CopySrc := Czesci[0].Akt; +end; + +procedure TScreenEditSub.PasteText; +var + C: integer; + N: integer; +begin + C := Czesci[0].Akt; + + for N := 0 to Czesci[0].Czesc[CopySrc].HighNut do + Czesci[0].Czesc[C].Nuta[N].Tekst := Czesci[0].Czesc[CopySrc].Nuta[N].Tekst; +end; + +procedure TScreenEditSub.CopySentence(Src, Dst: integer); +var + N: integer; + Time1: integer; + Time2: integer; + TD: integer; +begin + Time1 := Czesci[0].Czesc[Src].Nuta[0].Start; + Time2 := Czesci[0].Czesc[Dst].Nuta[0].Start; + TD := Time2-Time1; + + SetLength(Czesci[0].Czesc[Dst].Nuta, Czesci[0].Czesc[Src].IlNut); + Czesci[0].Czesc[Dst].IlNut := Czesci[0].Czesc[Src].IlNut; + Czesci[0].Czesc[Dst].HighNut := Czesci[0].Czesc[Src].HighNut; + for N := 0 to Czesci[0].Czesc[Src].HighNut do begin + Czesci[0].Czesc[Dst].Nuta[N].Tekst := Czesci[0].Czesc[Src].Nuta[N].Tekst; + Czesci[0].Czesc[Dst].Nuta[N].Dlugosc := Czesci[0].Czesc[Src].Nuta[N].Dlugosc; + Czesci[0].Czesc[Dst].Nuta[N].Ton := Czesci[0].Czesc[Src].Nuta[N].Ton; + Czesci[0].Czesc[Dst].Nuta[N].Start := Czesci[0].Czesc[Src].Nuta[N].Start + TD; + end; + N := Czesci[0].Czesc[Src].HighNut; + Czesci[0].Czesc[Dst].Koniec := Czesci[0].Czesc[Dst].Nuta[N].Start + Czesci[0].Czesc[Dst].Nuta[N].Dlugosc; +end; + +procedure TScreenEditSub.CopySentences(Src, Dst, Num: integer); +var + C: integer; +begin + Lyric := TLyric.Create; + // create place for new sentences + SetLength(Czesci[0].Czesc, Czesci[0].Ilosc + Num - 1); + + // moves sentences next to the destination + for C := Czesci[0].High downto Dst + 1 do begin + Czesci[0].Czesc[C + Num - 1] := Czesci[0].Czesc[C]; + end; + + // prepares new sentences: sets sentence start and create first note + for C := 1 to Num-1 do begin + Czesci[0].Czesc[Dst + C].Start := Czesci[0].Czesc[Dst + C - 1].StartNote + + (Czesci[0].Czesc[Src + C].StartNote - Czesci[0].Czesc[Src + C - 1].StartNote); + SetLength(Czesci[0].Czesc[Dst + C].Nuta, 1); + Czesci[0].Czesc[Dst + C].IlNut := 1; + Czesci[0].Czesc[Dst + C].HighNut := 0; + Czesci[0].Czesc[Dst + C].Nuta[0].Start := Czesci[0].Czesc[Dst + C].Start; + Czesci[0].Czesc[Dst + C].Nuta[0].Dlugosc := 1; + Czesci[0].Czesc[Dst + C].StartNote := Czesci[0].Czesc[Dst + C].Start; + Czesci[0].Czesc[Dst + C].Koniec := Czesci[0].Czesc[Dst + C].Start + 1; + end; + + // increase counters + Czesci[0].Ilosc := Czesci[0].Ilosc + Num - 1; + Czesci[0].High := Czesci[0].High + Num - 1; + + for C := 0 to Num-1 do + CopySentence(Src + C, Dst + C); +end; + + +constructor TScreenEditSub.Create; +begin + inherited Create; + SetLength(Player, 1); + + // linijka + AddStatic(20, 10, 80, 30, 0, 0, 0, Skin.GetTextureFileName('ButtonF'), 'JPG', 'Font Black'); + AddText(40, 17, 1, 6, 1, 1, 1, 'Line'); + TextSentence := AddText(120, 14, 1, 8, 0, 0, 0, '0 / 0'); + + // nuta + AddStatic(220, 10, 80, 30, 0, 0, 0, Skin.GetTextureFileName('ButtonF'), 'JPG', 'Font Black'); + AddText(242, 17, 1, 6, 1, 1, 1, 'Note'); + TextNote := AddText(320, 14, 1, 8, 0, 0, 0, '0 / 0'); + + // file info + AddStatic(150, 50, 500, 150, 0, 0, 0, Skin.GetTextureFileName('Bar'), 'JPG', 'Font Black'); + AddStatic(151, 52, 498, 146, 1, 1, 1, Skin.GetTextureFileName('Bar'), 'JPG', 'Font Black'); + AddText(180, 65, 0, 8, 0, 0, 0, 'Title:'); + AddText(180, 90, 0, 8, 0, 0, 0, 'Artist:'); + AddText(180, 115, 0, 8, 0, 0, 0, 'Mp3:'); + AddText(180, 140, 0, 8, 0, 0, 0, 'BPM:'); + AddText(180, 165, 0, 8, 0, 0, 0, 'GAP:'); + + TextTitle := AddText(250, 65, 0, 8, 0, 0, 0, 'a'); + TextArtist := AddText(250, 90, 0, 8, 0, 0, 0, 'b'); + TextMp3 := AddText(250, 115, 0, 8, 0, 0, 0, 'c'); + TextBPM := AddText(250, 140, 0, 8, 0, 0, 0, 'd'); + TextGAP := AddText(250, 165, 0, 8, 0, 0, 0, 'e'); + +{ AddInteraction(2, TextTitle); + AddInteraction(2, TextArtist); + AddInteraction(2, TextMp3); + AddInteraction(2, TextBPM); + AddInteraction(2, TextGAP);} + + // note info + AddText(20, 190, 0, 8, 0, 0, 0, 'Start:'); + AddText(20, 215, 0, 8, 0, 0, 0, 'Duration:'); + AddText(20, 240, 0, 8, 0, 0, 0, 'Tone:'); + AddText(20, 265, 0, 8, 0, 0, 0, 'Text:'); + + TextNStart := AddText(120, 190, 0, 8, 0, 0, 0, 'a'); + TextNDlugosc := AddText(120, 215, 0, 8, 0, 0, 0, 'b'); + TextNTon := AddText(120, 240, 0, 8, 0, 0, 0, 'c'); + TextNText := AddText(120, 265, 0, 8, 0, 0, 0, 'd'); + + // debug + TextDebug := AddText(30, 550, 0, 8, 0, 0, 0, ''); + +end; + +procedure TScreenEditSub.onShow; +begin + Log.LogStatus('Initializing', 'TEditScreen.onShow'); + + ResetSingTemp; + + try + Error := not CurrentSong.LoadSong(); + except + Error := True; + end; + + if Error then + begin + //Error Loading Song -> Go back to Song Screen and Show some Error Message + FadeTo(@ScreenSong); + ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG')); + Exit; + end + else begin + {$IFDEF UseMIDIPort} + MidiOut := TMidiOutput.Create(nil); + if Ini.Debug = 1 then + MidiOut.ProductName := 'Microsoft GS Wavetable SW Synth'; // for my kxproject without midi table + MidiOut.Open; + {$ENDIF} + Text[TextTitle].Text := CurrentSong.Title; + Text[TextArtist].Text := CurrentSong.Artist; + Text[TextMp3].Text := CurrentSong.Mp3; + + Czesci[0].Akt := 0; + AktNuta := 0; + Czesci[0].Czesc[0].Nuta[0].Color := 1; + + AudioPlayback.Open(CurrentSong.Path + CurrentSong.Mp3); + //Set Down Music Volume for Better hearability of Midi Sounds + //Music.SetVolume(40); + + Lyric.Clear; + Lyric.X := 400; + Lyric.Y := 500; + Lyric.Align := 1; + Lyric.Size := 14; + Lyric.ColR := 0; + Lyric.ColG := 0; + Lyric.ColB := 0; + Lyric.ColSR := Skin_FontHighlightR; + Lyric.ColSG := Skin_FontHighlightG; + Lyric.ColSB := Skin_FontHighlightB; + Lyric.Style := 0; + Lyric.AddCzesc(0); + Lyric.Selected := 0; + + NotesH := 7; + NotesW := 4; + + end; + +// Interaction := 0; + TextEditMode := false; +end; + +function TScreenEditSub.Draw: boolean; +var + Min: integer; + Sec: integer; + Tekst: string; + Pet: integer; + AktBeat: integer; +begin + glClearColor(1,1,1,1); + + // midi music + if PlaySentenceMidi then begin + MidiPos := USTime.GetTime - MidiTime + MidiStart; + + {$IFDEF UseMIDIPort} + // stop the music + if (MidiPos > MidiStop) then begin + MidiOut.PutShort($81, Czesci[0].Czesc[Czesci[0].Akt].Nuta[MidiLastNote].Ton + 60, 127); + PlaySentenceMidi := false; + end; + {$ENDIF} + + // click + AktBeat := Floor(GetMidBeat(MidiPos - CurrentSong.GAP / 1000)); + Text[TextDebug].Text := IntToStr(AktBeat); + + if AktBeat <> LastClick then begin + for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do + if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = AktBeat) then + begin + + {$IFDEF UseMIDIPort} + LastClick := AktBeat; + if Pet > 0 then + MidiOut.PutShort($81, Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet-1].Ton + 60, 127); + MidiOut.PutShort($91, Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Ton + 60, 127); + MidiLastNote := Pet; + {$ENDIF} + + end; + end; + end; // if PlaySentenceMidi + + // mp3 music + if PlaySentence then begin + // stop the music + if (AudioPlayback.Position > PlayStopTime) then + begin + AudioPlayback.Stop; + PlaySentence := false; + end; + + // click + if (Click) and (PlaySentence) then begin +// AktBeat := Floor(CurrentSong.BPM[0].BPM * (Music.Position - CurrentSong.GAP / 1000) / 60); + AktBeat := Floor(GetMidBeat(AudioPlayback.Position - CurrentSong.GAP / 1000)); + Text[TextDebug].Text := IntToStr(AktBeat); + if AktBeat <> LastClick then begin + for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do + if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = AktBeat) then + begin + AudioPlayback.PlaySound(SoundLib.Click); + LastClick := AktBeat; + end; + end; + end; // click + end; // if PlaySentence + + + Text[TextSentence].Text := IntToStr(Czesci[0].Akt + 1) + ' / ' + IntToStr(Czesci[0].Ilosc); + Text[TextNote].Text := IntToStr(AktNuta + 1) + ' / ' + IntToStr(Czesci[0].Czesc[Czesci[0].Akt].IlNut); + + // Song info + Text[TextBPM].Text := FloatToStr(CurrentSong.BPM[0].BPM / 4); + Text[TextGAP].Text := FloatToStr(CurrentSong.GAP); + + //Error reading Variables when no Song is loaded + if not Error then + begin + // Note info + Text[TextNStart].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start); + Text[TextNDlugosc].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc); + Text[TextNTon].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Ton) + ' ( ' + GetNoteName(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Ton) + ' )'; + Text[TextNText].Text := Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Tekst; + end; + + // Text Edit Mode + if TextEditMode then + Text[TextNText].Text := Text[TextNText].Text + '|'; + + // draw static menu + inherited Draw; + + // draw notes + SingDrawNoteLines(20, 300, 780, 15); + //Error Drawing when no Song is loaded + if not Error then + begin + SingDrawBeatDelimeters(40, 300, 760, 0); + EditDrawCzesc(40, 405, 760, 0, 15); + end; + + // draw text + Lyric.Draw; + +end; + +procedure TScreenEditSub.onHide; +begin + {$IFDEF UseMIDIPort} + MidiOut.Close; + MidiOut.Free; + {$ENDIF} + //Music.SetVolume(100); +end; + +function TScreenEditSub.GetNoteName(Note: Integer): String; +var N1, N2: Integer; +begin + if (Note > 0) then + begin + N1 := Note mod 12; + N2 := Note div 12; + end + else + begin + N1 := (Note + (-Trunc(Note/12)+1)*12) mod 12; + N2 := -1; + end; + + + + case N1 of + 0: Result := 'c'; + 1: Result := 'c#'; + 2: Result := 'd'; + 3: Result := 'd#'; + 4: Result := 'e'; + 5: Result := 'f'; + 6: Result := 'f#'; + 7: Result := 'g'; + 8: Result := 'g#'; + 9: Result := 'a'; + 10: Result := 'b'; + 11: Result := 'h'; + end; + + case N2 of + 0: Result := UpperCase(Result); //Normal Uppercase Note, 1: Normal lowercase Note + 2: Result := Result + ''''; //One Striped + 3: Result := Result + ''''''; //Two Striped + 4: Result := Result + ''''''''; //etc. + 5: Result := Result + ''''''''''; + 6: Result := Result + ''''''''''''; + 7: Result := Result + ''''''''''''''; + end; +end; + +end. diff --git a/Game/Code/Screens/UScreenLevel.pas b/Game/Code/Screens/UScreenLevel.pas new file mode 100644 index 00000000..16e24027 --- /dev/null +++ b/Game/Code/Screens/UScreenLevel.pas @@ -0,0 +1,96 @@ +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
+ 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/UScreenLoading.pas b/Game/Code/Screens/UScreenLoading.pas new file mode 100644 index 00000000..63b25d2c --- /dev/null +++ b/Game/Code/Screens/UScreenLoading.pas @@ -0,0 +1,57 @@ +unit UScreenLoading; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + SysUtils, + UThemes, + OpenGL12; + +type + TScreenLoading = class(TMenu) + public + Fadeout: boolean; + constructor Create; override; + procedure onShow; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function GetBGTexNum: GLUInt; + end; + +implementation + +uses UGraphic, + UTime; + +function TScreenLoading.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; +end; + +constructor TScreenLoading.Create; +begin + inherited Create; + + LoadFromTheme(Theme.Loading); + + Fadeout := false; +end; + +procedure TScreenLoading.onShow; +begin +// nothing +end; + +function TScreenLoading.GetBGTexNum: GLUInt; +begin + Result := Self.BackImg.TexNum; +end; + +end. diff --git a/Game/Code/Screens/UScreenMain.pas b/Game/Code/Screens/UScreenMain.pas new file mode 100644 index 00000000..cc2ccc80 --- /dev/null +++ b/Game/Code/Screens/UScreenMain.pas @@ -0,0 +1,280 @@ +unit UScreenMain; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + UDisplay, + UMusic, + UFiles, + SysUtils, + UThemes, + ULCD, + ULight; + +type + TScreenMain = class(TMenu) + public + TextDescription: integer; + TextDescriptionLong: integer; + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure InteractNext; override; + procedure InteractPrev; override; + procedure InteractInc; override; + procedure InteractDec; override; + procedure UpdateLCD; + procedure SetAnimationProgress(Progress: real); override; + //function Draw: boolean; override; + end; + +implementation + +uses {$IFDEF win32} + windows, + {$ENDIF} + UGraphic, + UMain, + UIni, + UTexture, + USongs, + Textgl, +// opengl, + ULanguage, + UParty, + UDLLManager, + UScreenCredits, + USkins; + + +function TScreenMain.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +var +I: Integer; +SDL_ModState: Word; +begin + Result := true; + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT); + + //Deactivate Credits when Key is pressed +// if Credits_Visible then +// begin +// Credits_Visible := False; +// exit; +// end; + + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Result := False; + end; + + SDLK_C: + begin + if (SDL_ModState = KMOD_LALT) then + begin + //Credits_Y := 600; + //Credits_Alpha := 0; + //Credits_Visible := True; + FadeTo(@ScreenCredits , SoundLib.Start ); + end; + end; + SDLK_M: + begin + if (Ini.Players >= 1) AND (Length(DLLMan.Plugins)>=1) then + begin + FadeTo(@ScreenPartyOptions, SoundLib.Start); + end; + end; + + SDLK_S: + begin + FadeTo(@ScreenStatMain, SoundLib.Start); + end; + + SDLK_E: + begin + FadeTo(@ScreenEdit, SoundLib.Start); + end; + + SDLK_RETURN: + begin + //Solo + if (Interaction = 0) then + begin + if (Songs.SongList.Count >= 1) then + begin + if (Ini.Players >= 0) and (Ini.Players <= 3) then PlayersPlay := Ini.Players + 1; + if (Ini.Players = 4) then PlayersPlay := 6; + + ScreenName.Goto_SingScreen := False; + FadeTo(@ScreenName, SoundLib.Start); + end + else //show error message + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); + end; + + //Multi + if Interaction = 1 then + begin + if (Songs.SongList.Count >= 1) then + begin + if (Length(DLLMan.Plugins)>=1) then + begin + FadeTo(@ScreenPartyOptions, SoundLib.Start); + end + else //show error message, No Plugins Loaded + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_PLUGINS')); + end + else //show error message, No Songs Loaded + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); + end; + + //Stats + if Interaction = 2 then + begin + FadeTo(@ScreenStatMain, SoundLib.Start); + end; + + //Editor + if Interaction = 3 then + begin + FadeTo(@ScreenEdit, SoundLib.Start); + end; + + //Options + if Interaction = 4 then + begin + FadeTo(@ScreenOptions, SoundLib.Start); + end; + + //Exit + if Interaction = 5 then + begin + Result := false; + end; + end; + // Up and Down could be done at the same time, + // but I don't want to declare variables inside + // functions like this one, called so many times + SDLK_DOWN: InteractInc; + SDLK_UP: InteractDec; + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end + else // Key Up + case PressedKey of + SDLK_RETURN : + begin + end; + end; +end; + +constructor TScreenMain.Create; +var + I: integer; +begin + inherited Create; + + //---------------- + //Attention ^^: + //New Creation Order needed because of LoadFromTheme + //and Button Collections. + //At First Custom Texts and Statics + //Then LoadFromTheme + //after LoadFromTheme the Buttons and Selects + //---------------- + + + TextDescription := AddText(Theme.Main.TextDescription); + TextDescriptionLong := AddText(Theme.Main.TextDescriptionLong); + + LoadFromTheme(Theme.Main); + + AddButton(Theme.Main.ButtonSolo); + AddButton(Theme.Main.ButtonMulti); + AddButton(Theme.Main.ButtonStat); + AddButton(Theme.Main.ButtonEditor); + AddButton(Theme.Main.ButtonOptions); + AddButton(Theme.Main.ButtonExit); + + Interaction := 0; +end; + +procedure TScreenMain.onShow; +begin + LCD.WriteText(1, ' Choose mode: '); + UpdateLCD; +end; + +procedure TScreenMain.InteractNext; +begin + inherited InteractNext; + Text[TextDescription].Text := Theme.Main.Description[Interaction]; + Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; + UpdateLCD; + Light.LightOne(1, 200); +end; + +procedure TScreenMain.InteractPrev; +begin + inherited InteractPrev; + Text[TextDescription].Text := Theme.Main.Description[Interaction]; + Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; + UpdateLCD; + Light.LightOne(0, 200); +end; + +procedure TScreenMain.InteractDec; +begin + inherited InteractDec; + Text[TextDescription].Text := Theme.Main.Description[Interaction]; + Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; + UpdateLCD; + Light.LightOne(0, 200); +end; + +procedure TScreenMain.InteractInc; +begin + inherited InteractInc; + Text[TextDescription].Text := Theme.Main.Description[Interaction]; + Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; + UpdateLCD; + Light.LightOne(1, 200); +end; + +procedure TScreenMain.UpdateLCD; +begin + case Interaction of + 0: LCD.WriteText(2, ' sing '); + 1: LCD.WriteText(2, ' editor '); + 2: LCD.WriteText(2, ' options '); + 3: LCD.WriteText(2, ' exit '); + end +end; + +procedure TScreenMain.SetAnimationProgress(Progress: real); +begin + Static[0].Texture.ScaleW := Progress; + Static[0].Texture.ScaleH := Progress; +end; +end. diff --git a/Game/Code/Screens/UScreenName.pas b/Game/Code/Screens/UScreenName.pas new file mode 100644 index 00000000..f33d6409 --- /dev/null +++ b/Game/Code/Screens/UScreenName.pas @@ -0,0 +1,236 @@ +unit UScreenName;
+
+interface
+
+{$I switches.inc}
+
+uses
+ UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes;
+
+type
+ TScreenName = class(TMenu)
+ public
+ Goto_SingScreen: Boolean; //If True then next Screen in SingScreen
+ 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;
+
+function TScreenName.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
+var
+ I: integer;
+SDL_ModState: Word;
+begin
+ Result := true;
+ If (PressedDown) Then
+ begin // Key Down
+
+ SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT
+ + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT);
+
+ 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);
+ if GoTo_SingScreen then
+ FadeTo(@ScreenSong)
+ else
+ FadeTo(@ScreenMain);
+ end;
+
+ SDLK_RETURN:
+ begin
+ for I := 1 to 6 do
+ Ini.Name[I-1] := Button[I-1].Text[0].Text;
+ Ini.SaveNames;
+ AudioPlayback.PlaySound(SoundLib.Start);
+
+ if GoTo_SingScreen then
+ FadeTo(@ScreenSing)
+ else
+ FadeTo(@ScreenLevel);
+
+ GoTo_SingScreen := False;
+ 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 TScreenName.Create;
+var
+ I: integer;
+begin
+ inherited Create;
+
+ LoadFromTheme(Theme.Name);
+
+
+ for I := 1 to 6 do
+ AddButton(Theme.Name.ButtonPlayer[I]);
+
+ Interaction := 0;
+end;
+
+procedure TScreenName.onShow;
+var
+ I: integer;
+begin
+ for I := 1 to 6 do
+ Button[I-1].Text[0].Text := Ini.Name[I-1];
+
+ for I := 1 to PlayersPlay do begin
+ Button[I-1].Visible := true;
+ Button[I-1].Selectable := true;
+ end;
+
+ for I := PlayersPlay+1 to 6 do begin
+ Button[I-1].Visible := false;
+ Button[I-1].Selectable := false;
+ end;
+
+end;
+
+procedure TScreenName.SetAnimationProgress(Progress: real);
+var
+ I: integer;
+begin
+ for I := 1 to 6 do
+ Button[I-1].Texture.ScaleW := Progress;
+end;
+
+end.
diff --git a/Game/Code/Screens/UScreenOpen.pas b/Game/Code/Screens/UScreenOpen.pas new file mode 100644 index 00000000..5d78fb31 --- /dev/null +++ b/Game/Code/Screens/UScreenOpen.pas @@ -0,0 +1,168 @@ +unit UScreenOpen;
+
+interface
+
+{$I switches.inc}
+
+uses UMenu, UMusic, SDL, SysUtils, UFiles, UTime, USongs, UIni, ULog, UTexture, UMenuText,
+ ULyrics, Math, OpenGL12, UThemes;
+
+type
+ TScreenOpen = class(TMenu)
+ private
+ TextF: array[0..1] of integer;
+ TextN: integer;
+ public
+ Tex_Background: TTexture;
+ FadeOut: boolean;
+ Path: string;
+ BackScreen: pointer;
+ procedure AddBox(X, Y, W, H: real);
+ constructor Create; override;
+ procedure onShow; override;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+// function Draw: boolean; override;
+// procedure Finish;
+ end;
+
+implementation
+uses UGraphic, UDraw, UMain, USkins;
+
+function TScreenOpen.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
+begin
+ Result := true;
+ if (PressedDown) then begin // Key Down
+ case ScanCode of
+ ord('a')..ord('z'), ord('A')..ord('Z'), ord('0')..ord('9'), 32, ord('-'), ord('.'), ord(':'), ord('\'):
+ begin
+ if Interaction = 0 then begin
+ Text[TextN].Text := Text[TextN].Text + chr(ScanCode);
+ end;
+ end;
+ end;
+
+ case PressedKey of
+ SDLK_Q:
+ begin
+ Result := false;
+ end;
+ 8: // del
+ begin
+ if Interaction = 0 then
+ begin
+ Text[TextN].DeleteLastL;
+ end;
+ end;
+
+
+ SDLK_ESCAPE :
+ begin
+ //Empty Filename and go to last Screen
+ FileName := '';
+ AudioPlayback.PlaySound(SoundLib.Back);
+ FadeTo(BackScreen);
+ end;
+
+ SDLK_RETURN:
+ begin
+ if (Interaction = 2) then begin
+ //Update Filename and go to last Screen
+ FileName := Text[TextN].Text;
+ AudioPlayback.PlaySound(SoundLib.Back);
+ FadeTo(BackScreen);
+ end
+ else if (Interaction = 1) then
+ begin
+ //Empty Filename and go to last Screen
+ FileName := '';
+ AudioPlayback.PlaySound(SoundLib.Back);
+ FadeTo(BackScreen);
+ end;
+ end;
+
+ SDLK_LEFT:
+ begin
+ InteractPrev;
+ end;
+
+ SDLK_RIGHT:
+ begin
+ InteractNext;
+ end;
+
+ SDLK_DOWN:
+ begin
+ end;
+
+ SDLK_UP:
+ begin
+ end;
+ end;
+ end;
+end;
+
+procedure TScreenOpen.AddBox(X, Y, W, H: real);
+begin
+ AddStatic(X, Y, W, H, 0, 0, 0, Skin.GetTextureFileName('Bar'), 'JPG', 'Font Black');
+ AddStatic(X+2, Y+2, W-4, H-4, 1, 1, 1, Skin.GetTextureFileName('Bar'), 'JPG', 'Font Black');
+end;
+
+constructor TScreenOpen.Create;
+begin
+ inherited Create;
+
+ // linijka
+{ AddStatic(20, 10, 80, 30, 0, 0, 0, 'Bar', 'JPG', 'Font Black');
+ AddText(35, 17, 1, 6, 1, 1, 1, 'Linijka');
+ TextSentence := AddText(120, 14, 1, 8, 0, 0, 0, '0 / 0');}
+
+ // file list
+// AddBox(400, 100, 350, 450);
+
+// TextF[0] := AddText(430, 155, 0, 8, 0, 0, 0, 'a');
+// TextF[1] := AddText(430, 180, 0, 8, 0, 0, 0, 'a');
+
+ // file name
+ AddBox(20, 540, 500, 40);
+ TextN := AddText(50, 548, 0, 8, 0, 0, 0, FileName);
+ AddInteraction(iText, TextN);
+
+ // buttons
+ {AddButton(540, 540, 100, 40, Skin.SkinPath + Skin.ButtonF);
+ AddButtonText(10, 5, 0, 0, 0, 'Cancel');
+
+ AddButton(670, 540, 100, 40, Skin.SkinPath + Skin.ButtonF);
+ AddButtonText(30, 5, 0, 0, 0, 'OK');}
+ // buttons
+ AddButton(540, 540, 100, 40, Skin.GetTextureFileName('ButtonF'));
+ AddButtonText(10, 5, 0, 0, 0, 'Cancel');
+
+ AddButton(670, 540, 100, 40, Skin.GetTextureFileName('ButtonF'));
+ AddButtonText(30, 5, 0, 0, 0, 'OK');
+
+
+end;
+
+procedure TScreenOpen.onShow;
+begin
+ Interaction := 0;
+end;
+
+(*function TScreenEditSub.Draw: boolean;
+var
+ Min: integer;
+ Sec: integer;
+ Tekst: string;
+ Pet: integer;
+ AktBeat: integer;
+begin
+
+end;
+
+procedure TScreenEditSub.Finish;
+begin
+//
+end;*)
+
+end.
+
diff --git a/Game/Code/Screens/UScreenOptions.pas b/Game/Code/Screens/UScreenOptions.pas new file mode 100644 index 00000000..4e39fe21 --- /dev/null +++ b/Game/Code/Screens/UScreenOptions.pas @@ -0,0 +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
+//
+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 new file mode 100644 index 00000000..e2c30bf1 --- /dev/null +++ b/Game/Code/Screens/UScreenOptionsAdvanced.pas @@ -0,0 +1,105 @@ +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
+ Interaction := 0;
+end;
+
+end.
diff --git a/Game/Code/Screens/UScreenOptionsGame.pas b/Game/Code/Screens/UScreenOptionsGame.pas new file mode 100644 index 00000000..15b538a5 --- /dev/null +++ b/Game/Code/Screens/UScreenOptionsGame.pas @@ -0,0 +1,112 @@ +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
+// Interaction := 0;
+end;
+
+end.
diff --git a/Game/Code/Screens/UScreenOptionsGraphics.pas b/Game/Code/Screens/UScreenOptionsGraphics.pas new file mode 100644 index 00000000..4ceeeb32 --- /dev/null +++ b/Game/Code/Screens/UScreenOptionsGraphics.pas @@ -0,0 +1,99 @@ +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
+ Interaction := 0;
+end;
+
+end.
diff --git a/Game/Code/Screens/UScreenOptionsLyrics.pas b/Game/Code/Screens/UScreenOptionsLyrics.pas new file mode 100644 index 00000000..7275efed --- /dev/null +++ b/Game/Code/Screens/UScreenOptionsLyrics.pas @@ -0,0 +1,94 @@ +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
+ Interaction := 0;
+end;
+
+end.
diff --git a/Game/Code/Screens/UScreenOptionsRecord.pas b/Game/Code/Screens/UScreenOptionsRecord.pas new file mode 100644 index 00000000..130c3551 --- /dev/null +++ b/Game/Code/Screens/UScreenOptionsRecord.pas @@ -0,0 +1,232 @@ +unit UScreenOptionsRecord;
+
+interface
+
+{$I switches.inc}
+
+uses
+ UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes;
+
+type
+ TScreenOptionsRecord = class(TMenu)
+ private
+ Card: integer; // current input device
+
+ SelectSlideInput: integer;
+ SelectSlideChannelL: integer;
+ SelectSlideChannelR: integer;
+ public
+ constructor Create; override;
+ function Draw: boolean; override;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+ procedure onShow; override;
+ procedure onHide; override;
+ procedure UpdateCard;
+ end;
+
+implementation
+
+uses SysUtils,
+ UGraphic,
+ URecord,
+ UDraw,
+ UMain,
+ ULog;
+
+function TScreenOptionsRecord.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 = 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;
+// if SelInteraction = 0 then UpdateCard;
+ UpdateCard;
+ end;
+ SDLK_LEFT:
+ begin
+ if (SelInteraction >= 0) and (SelInteraction <= 4) then begin
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractDec;
+ end;
+ UpdateCard;
+// if SelInteraction = 0 then UpdateCard;
+ end;
+ end;
+ end;
+end;
+
+constructor TScreenOptionsRecord.Create;
+var
+ SC: integer;
+ SCI: integer;
+ InputDevice: TAudioInputDevice;
+ InputDeviceCfg: PInputDeviceConfig;
+begin
+ inherited Create;
+
+ Card := 0;
+
+ LoadFromTheme(Theme.OptionsRecord);
+
+ SetLength(ICard, Length(AudioInputProcessor.Device));
+ for SC := 0 to High(AudioInputProcessor.Device) do
+ ICard[SC] := AudioInputProcessor.Device[SC].Description;
+
+ if (Card > High(AudioInputProcessor.Device)) then
+ Card := 0;
+
+ if (Length(AudioInputProcessor.Device) > 0) then
+ begin
+ InputDevice := AudioInputProcessor.Device[Card];
+ InputDeviceCfg := @Ini.InputDeviceConfig[InputDevice.CfgIndex];
+
+ SetLength(IInput, Length(InputDevice.Source));
+ for SCI := 0 to High(InputDevice.Source) do
+ IInput[SCI] := InputDevice.Source[SCI].Name;
+
+ AddSelectSlide(Theme.OptionsRecord.SelectSlideCard, Card, ICard);
+
+ SelectSlideInput := AddSelectSlide(Theme.OptionsRecord.SelectSlideInput,
+ InputDeviceCfg^.Input, IInput);
+ SelectSlideChannelL := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelL,
+ InputDeviceCfg^.ChannelToPlayerMap[0], IChannel);
+ SelectSlideChannelR := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelR,
+ InputDeviceCfg^.ChannelToPlayerMap[1], IChannel);
+
+ AddSelect(Theme.OptionsSound.SelectMicBoost, Ini.MicBoost, IMicBoost);
+ end;
+
+ AddButton(Theme.OptionsRecord.ButtonExit);
+ if (Length(Button[0].Text)=0) then
+ AddButtonText(14, 20, Theme.Options.Description[7]);
+
+ Interaction := 0;
+end;
+
+procedure TScreenOptionsRecord.onShow;
+begin
+ Interaction := 0;
+ writeln( 'AudioInput.CaptureStart') ;
+
+ PlayersPlay := 2; // TODO : This needs fixing
+ AudioInput.CaptureStart;
+
+end;
+
+procedure TScreenOptionsRecord.onHide;
+begin
+ AudioInput.CaptureStop;
+end;
+
+procedure TScreenOptionsRecord.UpdateCard;
+var
+ SourceIndex: integer;
+ InputDevice: TAudioInputDevice;
+ InputDeviceCfg: PInputDeviceConfig;
+begin
+ Log.LogStatus('Update input-device', 'TScreenOptionsRecord.UpdateCard') ;
+
+ AudioInput.CaptureStop;
+
+ if (Card > High(AudioInputProcessor.Device)) then
+ Card := 0;
+
+ if (Length(AudioInputProcessor.Device) > 0) then
+ begin
+ InputDevice := AudioInputProcessor.Device[Card];
+ InputDeviceCfg := @Ini.InputDeviceConfig[InputDevice.CfgIndex];
+
+ SetLength(IInput, Length(InputDevice.Source));
+ for SourceIndex := 0 to High(InputDevice.Source) do begin
+ IInput[SourceIndex] := InputDevice.Source[SourceIndex].Name;
+ end;
+
+ UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideInput, SelectSlideInput, IInput,
+ InputDeviceCfg^.Input);
+ UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideChannelL, SelectSlideChannelL, IChannel,
+ InputDeviceCfg^.ChannelToPlayerMap[0]);
+ UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideChannelR, SelectSlideChannelR, IChannel,
+ InputDeviceCfg^.ChannelToPlayerMap[1]);
+ end;
+
+ AudioInput.CaptureStart;
+end;
+
+function TScreenOptionsRecord.Draw: boolean;
+begin
+ DrawBG;
+ DrawFG;
+
+ // TODO : this needs to be positioned correctly
+ if PlayersPlay = 1 then
+ SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
+
+ if PlayersPlay = 2 then begin
+ SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
+ SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
+ end;
+
+ if PlayersPlay = 4 then begin
+ if ScreenAct = 1 then begin
+ SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
+ SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2);
+ SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3);
+ end;
+ end;
+
+ if PlayersPlay = 3 then begin
+ SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0);
+ SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
+ SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
+ end;
+
+ if PlayersPlay = 6 then begin
+ if ScreenAct = 1 then begin
+ SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0);
+ SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
+ SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3);
+ SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4);
+ SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5);
+ end;
+ end;
+
+ Result := True;
+end;
+
+
+end.
diff --git a/Game/Code/Screens/UScreenOptionsSound.pas b/Game/Code/Screens/UScreenOptionsSound.pas new file mode 100644 index 00000000..da5c6e90 --- /dev/null +++ b/Game/Code/Screens/UScreenOptionsSound.pas @@ -0,0 +1,99 @@ +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
+ Interaction := 0;
+end;
+
+end.
diff --git a/Game/Code/Screens/UScreenOptionsThemes.pas b/Game/Code/Screens/UScreenOptionsThemes.pas new file mode 100644 index 00000000..239f98fe --- /dev/null +++ b/Game/Code/Screens/UScreenOptionsThemes.pas @@ -0,0 +1,168 @@ +unit UScreenOptionsThemes; + +interface + +{$I switches.inc} + +uses + SDL, + UMenu, + UDisplay, + UMusic, + UFiles, + UIni, + UThemes; + +type + TScreenOptionsThemes = class(TMenu) + private + procedure ReloadTheme; + public + SkinSelect: Integer; + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure InteractInc; override; + procedure InteractDec; override; + end; + +implementation + +uses UMain, + UGraphic, + USkins; + +function TScreenOptionsThemes.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; + + // Reload all screens, after Theme changed + // Todo : JB - Check if theme was actually changed + UGraphic.UnLoadScreens(); + UGraphic.LoadScreens(); + + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + if SelInteraction = 3 then + begin + Ini.Save; + + // Reload all screens, after Theme changed + // Todo : JB - Check if theme was actually changed + UGraphic.UnLoadScreens(); + UGraphic.LoadScreens(); + + 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; + +procedure TScreenOptionsThemes.InteractInc; +begin + inherited InteractInc; + + //Update Skins + if (SelInteraction = 0) then + begin + Skin.OnThemeChange; + UpdateSelectSlideOptions (Theme.OptionsThemes.SelectSkin, SkinSelect, ISkin, Ini.SkinNo); + end; + + ReloadTheme(); +end; + +procedure TScreenOptionsThemes.InteractDec; +begin + inherited InteractDec; + + //Update Skins + if (SelInteraction = 0 ) then + begin + Skin.OnThemeChange; + UpdateSelectSlideOptions (Theme.OptionsThemes.SelectSkin, SkinSelect, ISkin, Ini.SkinNo); + end; + + ReloadTheme(); +end; + +constructor TScreenOptionsThemes.Create; +var + I: integer; +begin + inherited Create; + + LoadFromTheme(Theme.OptionsThemes); + + AddSelectSlide(Theme.OptionsThemes.SelectTheme, Ini.Theme, ITheme); + + SkinSelect := AddSelectSlide(Theme.OptionsThemes.SelectSkin, Ini.SkinNo, ISkin); + + AddSelectSlide(Theme.OptionsThemes.SelectColor, Ini.Color, IColor); + + AddButton(Theme.OptionsThemes.ButtonExit); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[7]); +end; + +procedure TScreenOptionsThemes.onShow; +begin + Interaction := 0; +end; + +procedure TScreenOptionsThemes.ReloadTheme; +begin + Theme.LoadTheme(ThemePath + ITheme[Ini.Theme] + '.ini', Ini.Color); + + ScreenOptionsThemes := TScreenOptionsThemes.create(); + ScreenOptionsThemes.onshow; + Display.ActualScreen := @ScreenOptionsThemes; + + ScreenOptionsThemes.Interaction := self.Interaction; + ScreenOptionsThemes.Draw; + + + Display.Draw; + SwapBuffers; + + freeandnil( self ); +end; + +end. diff --git a/Game/Code/Screens/UScreenPartyNewRound.pas b/Game/Code/Screens/UScreenPartyNewRound.pas new file mode 100644 index 00000000..198708cc --- /dev/null +++ b/Game/Code/Screens/UScreenPartyNewRound.pas @@ -0,0 +1,433 @@ +unit UScreenPartyNewRound; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes; + +type + TScreenPartyNewRound = class(TMenu) + public + //Texts: + TextRound1: Cardinal; + TextRound2: Cardinal; + TextRound3: Cardinal; + TextRound4: Cardinal; + TextRound5: Cardinal; + TextRound6: Cardinal; + TextRound7: Cardinal; + + TextWinner1: Cardinal; + TextWinner2: Cardinal; + TextWinner3: Cardinal; + TextWinner4: Cardinal; + TextWinner5: Cardinal; + TextWinner6: Cardinal; + TextWinner7: Cardinal; + + TextNextRound: Cardinal; + TextNextRoundNo: Cardinal; + TextNextPlayer1: Cardinal; + TextNextPlayer2: Cardinal; + TextNextPlayer3: Cardinal; + + //Statics + StaticRound1: Cardinal; + StaticRound2: Cardinal; + StaticRound3: Cardinal; + StaticRound4: Cardinal; + StaticRound5: Cardinal; + StaticRound6: Cardinal; + StaticRound7: Cardinal; + + //Scores + TextScoreTeam1: Cardinal; + TextScoreTeam2: Cardinal; + TextScoreTeam3: Cardinal; + TextNameTeam1: Cardinal; + TextNameTeam2: Cardinal; + TextNameTeam3: Cardinal; + + TextTeam1Players: Cardinal; + TextTeam2Players: Cardinal; + TextTeam3Players: Cardinal; + + StaticTeam1: Cardinal; + StaticTeam2: Cardinal; + StaticTeam3: Cardinal; + StaticNextPlayer1: Cardinal; + StaticNextPlayer2: Cardinal; + StaticNextPlayer3: 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, + UDLLManager, + ULanguage, + USong, + ULog; + +function TScreenPartyNewRound.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); + CheckFadeTo(@ScreenMain,'MSG_END_PARTY'); + end; + + SDLK_RETURN: + begin + AudioPlayback.PlaySound(SoundLib.Start); + if DLLMan.Selected.LoadSong then + begin + //Select PartyMode ScreenSong + ScreenSong.Mode := smPartyMode; + FadeTo(@ScreenSong); + end + else + begin + FadeTo(@ScreenSingModi); + end; + end; + end; + end; +end; + +constructor TScreenPartyNewRound.Create; +var + I: integer; +begin + inherited Create; + + TextRound1 := AddText (Theme.PartyNewRound.TextRound1); + TextRound2 := AddText (Theme.PartyNewRound.TextRound2); + TextRound3 := AddText (Theme.PartyNewRound.TextRound3); + TextRound4 := AddText (Theme.PartyNewRound.TextRound4); + TextRound5 := AddText (Theme.PartyNewRound.TextRound5); + TextRound6 := AddText (Theme.PartyNewRound.TextRound6); + TextRound7 := AddText (Theme.PartyNewRound.TextRound7); + + TextWinner1 := AddText (Theme.PartyNewRound.TextWinner1); + TextWinner2 := AddText (Theme.PartyNewRound.TextWinner2); + TextWinner3 := AddText (Theme.PartyNewRound.TextWinner3); + TextWinner4 := AddText (Theme.PartyNewRound.TextWinner4); + TextWinner5 := AddText (Theme.PartyNewRound.TextWinner5); + TextWinner6 := AddText (Theme.PartyNewRound.TextWinner6); + TextWinner7 := AddText (Theme.PartyNewRound.TextWinner7); + + TextNextRound := AddText (Theme.PartyNewRound.TextNextRound); + TextNextRoundNo := AddText (Theme.PartyNewRound.TextNextRoundNo); + TextNextPlayer1 := AddText (Theme.PartyNewRound.TextNextPlayer1); + TextNextPlayer2 := AddText (Theme.PartyNewRound.TextNextPlayer2); + TextNextPlayer3 := AddText (Theme.PartyNewRound.TextNextPlayer3); + + StaticRound1 := AddStatic (Theme.PartyNewRound.StaticRound1); + StaticRound2 := AddStatic (Theme.PartyNewRound.StaticRound2); + StaticRound3 := AddStatic (Theme.PartyNewRound.StaticRound3); + StaticRound4 := AddStatic (Theme.PartyNewRound.StaticRound4); + StaticRound5 := AddStatic (Theme.PartyNewRound.StaticRound5); + StaticRound6 := AddStatic (Theme.PartyNewRound.StaticRound6); + StaticRound7 := AddStatic (Theme.PartyNewRound.StaticRound7); + + //Scores + TextScoreTeam1 := AddText (Theme.PartyNewRound.TextScoreTeam1); + TextScoreTeam2 := AddText (Theme.PartyNewRound.TextScoreTeam2); + TextScoreTeam3 := AddText (Theme.PartyNewRound.TextScoreTeam3); + TextNameTeam1 := AddText (Theme.PartyNewRound.TextNameTeam1); + TextNameTeam2 := AddText (Theme.PartyNewRound.TextNameTeam2); + TextNameTeam3 := AddText (Theme.PartyNewRound.TextNameTeam3); + + //Players + TextTeam1Players := AddText (Theme.PartyNewRound.TextTeam1Players); + TextTeam2Players := AddText (Theme.PartyNewRound.TextTeam2Players); + TextTeam3Players := AddText (Theme.PartyNewRound.TextTeam3Players); + + StaticTeam1 := AddStatic (Theme.PartyNewRound.StaticTeam1); + StaticTeam2 := AddStatic (Theme.PartyNewRound.StaticTeam2); + StaticTeam3 := AddStatic (Theme.PartyNewRound.StaticTeam3); + StaticNextPlayer1 := AddStatic (Theme.PartyNewRound.StaticNextPlayer1); + StaticNextPlayer2 := AddStatic (Theme.PartyNewRound.StaticNextPlayer2); + StaticNextPlayer3 := AddStatic (Theme.PartyNewRound.StaticNextPlayer3); + + LoadFromTheme(Theme.PartyNewRound); +end; + +procedure TScreenPartyNewRound.onShow; +var + I: Integer; + function GetTeamPlayers(const Num: Byte): String; + var + Players: Array of String; + J: Byte; + begin // to-do : Party + if (Num-1 >= {PartySession.Teams.NumTeams}0) then + exit; + + {//Create Players Array + SetLength(Players, PartySession.Teams.TeamInfo[Num-1].NumPlayers); + For J := 0 to PartySession.Teams.TeamInfo[Num-1].NumPlayers-1 do + Players[J] := String(PartySession.Teams.TeamInfo[Num-1].PlayerInfo[J].Name);} + + //Implode and Return + Result := Language.Implode(Players); + end; +begin + // to-do : Party + //PartySession.StartRound; + + //Set Visibility of Round Infos + // to-do : Party + I := {Length(PartySession.Rounds)}0; + if (I >= 1) then + begin + Static[StaticRound1].Visible := True; + Text[TextRound1].Visible := True; + Text[TextWinner1].Visible := True; + + //Texts: + //Text[TextRound1].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[0].Plugin].Name); + //Text[TextWinner1].Text := PartySession.GetWinnerString(0); + end + else + begin + Static[StaticRound1].Visible := False; + Text[TextRound1].Visible := False; + Text[TextWinner1].Visible := False; + end; + + if (I >= 2) then + begin + Static[StaticRound2].Visible := True; + Text[TextRound2].Visible := True; + Text[TextWinner2].Visible := True; + + //Texts: + //Text[TextRound2].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[1].Plugin].Name); + //Text[TextWinner2].Text := PartySession.GetWinnerString(1); + end + else + begin + Static[StaticRound2].Visible := False; + Text[TextRound2].Visible := False; + Text[TextWinner2].Visible := False; + end; + + if (I >= 3) then + begin + Static[StaticRound3].Visible := True; + Text[TextRound3].Visible := True; + Text[TextWinner3].Visible := True; + + //Texts: + //Text[TextRound3].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[2].Plugin].Name); + //Text[TextWinner3].Text := PartySession.GetWinnerString(2); + end + else + begin + Static[StaticRound3].Visible := False; + Text[TextRound3].Visible := False; + Text[TextWinner3].Visible := False; + end; + + if (I >= 4) then + begin + Static[StaticRound4].Visible := True; + Text[TextRound4].Visible := True; + Text[TextWinner4].Visible := True; + + //Texts: + //Text[TextRound4].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[3].Plugin].Name); + //Text[TextWinner4].Text := PartySession.GetWinnerString(3); + end + else + begin + Static[StaticRound4].Visible := False; + Text[TextRound4].Visible := False; + Text[TextWinner4].Visible := False; + end; + + if (I >= 5) then + begin + Static[StaticRound5].Visible := True; + Text[TextRound5].Visible := True; + Text[TextWinner5].Visible := True; + + //Texts: + //Text[TextRound5].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[4].Plugin].Name); + //Text[TextWinner5].Text := PartySession.GetWinnerString(4); + end + else + begin + Static[StaticRound5].Visible := False; + Text[TextRound5].Visible := False; + Text[TextWinner5].Visible := False; + end; + + if (I >= 6) then + begin + Static[StaticRound6].Visible := True; + Text[TextRound6].Visible := True; + Text[TextWinner6].Visible := True; + + //Texts: + //Text[TextRound6].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[5].Plugin].Name); + //Text[TextWinner6].Text := PartySession.GetWinnerString(5); + end + else + begin + Static[StaticRound6].Visible := False; + Text[TextRound6].Visible := False; + Text[TextWinner6].Visible := False; + end; + + if (I >= 7) then + begin + Static[StaticRound7].Visible := True; + Text[TextRound7].Visible := True; + Text[TextWinner7].Visible := True; + + //Texts: + //Text[TextRound7].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[6].Plugin].Name); + //Text[TextWinner7].Text := PartySession.GetWinnerString(6); + end + else + begin + Static[StaticRound7].Visible := False; + Text[TextRound7].Visible := False; + Text[TextWinner7].Visible := False; + end; + + //Display Scores + {if (PartySession.Teams.NumTeams >= 1) then + begin + Text[TextScoreTeam1].Text := InttoStr(PartySession.Teams.TeamInfo[0].Score); + Text[TextNameTeam1].Text := String(PartySession.Teams.TeamInfo[0].Name); + Text[TextTeam1Players].Text := GetTeamPlayers(1); + + Text[TextScoreTeam1].Visible := True; + Text[TextNameTeam1].Visible := True; + Text[TextTeam1Players].Visible := True; + Static[StaticTeam1].Visible := True; + Static[StaticNextPlayer1].Visible := True; + end + else + begin + Text[TextScoreTeam1].Visible := False; + Text[TextNameTeam1].Visible := False; + Text[TextTeam1Players].Visible := False; + Static[StaticTeam1].Visible := False; + Static[StaticNextPlayer1].Visible := False; + end; + + if (PartySession.Teams.NumTeams >= 2) then + begin + Text[TextScoreTeam2].Text := InttoStr(PartySession.Teams.TeamInfo[1].Score); + Text[TextNameTeam2].Text := String(PartySession.Teams.TeamInfo[1].Name); + Text[TextTeam2Players].Text := GetTeamPlayers(2); + + Text[TextScoreTeam2].Visible := True; + Text[TextNameTeam2].Visible := True; + Text[TextTeam2Players].Visible := True; + Static[StaticTeam2].Visible := True; + Static[StaticNextPlayer2].Visible := True; + end + else + begin + Text[TextScoreTeam2].Visible := False; + Text[TextNameTeam2].Visible := False; + Text[TextTeam2Players].Visible := False; + Static[StaticTeam2].Visible := False; + Static[StaticNextPlayer2].Visible := False; + end; + + if (PartySession.Teams.NumTeams >= 3) then + begin + Text[TextScoreTeam3].Text := InttoStr(PartySession.Teams.TeamInfo[2].Score); + Text[TextNameTeam3].Text := String(PartySession.Teams.TeamInfo[2].Name); + Text[TextTeam3Players].Text := GetTeamPlayers(3); + + Text[TextScoreTeam3].Visible := True; + Text[TextNameTeam3].Visible := True; + Text[TextTeam3Players].Visible := True; + Static[StaticTeam3].Visible := True; + Static[StaticNextPlayer3].Visible := True; + end + else + begin + Text[TextScoreTeam3].Visible := False; + Text[TextNameTeam3].Visible := False; + Text[TextTeam3Players].Visible := False; + Static[StaticTeam3].Visible := False; + Static[StaticNextPlayer3].Visible := False; + end; + + //nextRound Texts + Text[TextNextRound].Text := Language.Translate(DllMan.Selected.PluginDesc); + Text[TextNextRoundNo].Text := InttoStr(PartySession.CurRound + 1); + if (PartySession.Teams.NumTeams >= 1) then + begin + Text[TextNextPlayer1].Text := PartySession.Teams.Teaminfo[0].Playerinfo[PartySession.Teams.Teaminfo[0].CurPlayer].Name; + Text[TextNextPlayer1].Visible := True; + end + else + Text[TextNextPlayer1].Visible := False; + + if (PartySession.Teams.NumTeams >= 2) then + begin + Text[TextNextPlayer2].Text := PartySession.Teams.Teaminfo[1].Playerinfo[PartySession.Teams.Teaminfo[1].CurPlayer].Name; + Text[TextNextPlayer2].Visible := True; + end + else + Text[TextNextPlayer2].Visible := False; + + if (PartySession.Teams.NumTeams >= 3) then + begin + Text[TextNextPlayer3].Text := PartySession.Teams.Teaminfo[2].Playerinfo[PartySession.Teams.Teaminfo[2].CurPlayer].Name; + Text[TextNextPlayer3].Visible := True; + end + else + Text[TextNextPlayer3].Visible := False; } + + +// LCD.WriteText(1, ' Choose mode: '); +// UpdateLCD; +end; + +procedure TScreenPartyNewRound.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/UScreenPartyOptions.pas b/Game/Code/Screens/UScreenPartyOptions.pas new file mode 100644 index 00000000..1b5cf976 --- /dev/null +++ b/Game/Code/Screens/UScreenPartyOptions.pas @@ -0,0 +1,273 @@ +unit UScreenPartyOptions; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes; + +type + TScreenPartyOptions = class(TMenu) + public + SelectLevel: Cardinal; + SelectPlayList: Cardinal; + SelectPlayList2: Cardinal; + SelectRounds: Cardinal; + SelectTeams: Cardinal; + SelectPlayers1: Cardinal; + SelectPlayers2: Cardinal; + SelectPlayers3: Cardinal; + + PlayList: Integer; + PlayList2: Integer; + Rounds: Integer; + NumTeams: Integer; + NumPlayer1, NumPlayer2, NumPlayer3: Integer; + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure SetAnimationProgress(Progress: real); override; + procedure SetPlaylist2; + end; + +var + IPlaylist: array[0..2] of String; + IPlaylist2: array of String; +const + ITeams: array[0..1] of String =('2', '3'); + IPlayers: array[0..3] of String =('1', '2', '3', '4'); + IRounds: array[0..5] of String = ('2', '3', '4', '5', '6', '7'); + +implementation + +uses UGraphic, UMain, UIni, UTexture, ULanguage, UParty, USong, UDLLManager, UPlaylist, USongs; + +function TScreenPartyOptions.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; + var + I, J: Integer; + OnlyMultiPlayer: 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(@ScreenMain); + end; + + SDLK_RETURN: + begin + //Don'T start when Playlist is Selected and there are no Playlists + If (Playlist = 2) and (Length(PlaylistMan.Playlists) = 0) then + Exit; + // Don't start when SinglePlayer Teams but only Multiplayer Plugins available + OnlyMultiPlayer:=true;
+ for I := 0 to High(DLLMan.Plugins) do begin
+ OnlyMultiPlayer := (OnlyMultiPlayer AND DLLMan.Plugins[I].TeamModeOnly);
+ end;
+ if (OnlyMultiPlayer) AND ((NumPlayer1 = 0) OR (NumPlayer2 = 0) OR ((NumPlayer3 = 0) AND (NumTeams = 1))) then begin
+ ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_PLUGINS'));
+ Exit;
+ end; + //Save Difficulty + Ini.Difficulty := SelectsS[SelectLevel].SelectedOption; + Ini.SaveLevel; + + + //Save Num Teams: + {PartySession.Teams.NumTeams := NumTeams + 2; + PartySession.Teams.Teaminfo[0].NumPlayers := NumPlayer1+1; + PartySession.Teams.Teaminfo[1].NumPlayers := NumPlayer2+1; + PartySession.Teams.Teaminfo[2].NumPlayers := NumPlayer3+1;} + + //Save Playlist + PlaylistMan.Mode := TSingMode( Playlist ); + PlaylistMan.CurPlayList := High(Cardinal); + //If Category Selected Search Category ID + if Playlist = 1 then + begin + J := -1; + For I := 0 to high(CatSongs.Song) do + begin + if CatSongs.Song[I].Main then + Inc(J); + + if J = Playlist2 then + begin + PlaylistMan.CurPlayList := I; + Break; + end; + end; + + //No Categorys or Invalid Entry + If PlaylistMan.CurPlayList = High(Cardinal) then + Exit; + end + else + PlaylistMan.CurPlayList := Playlist2; + + //Start Party + // to-do : Party + //PartySession.StartNewParty(Rounds + 2); + + AudioPlayback.PlaySound(SoundLib.Start); + //Go to Player Screen + FadeTo(@ScreenPartyPlayer); + 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: + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + + //Change Playlist2 if Playlist is Changed + If (Interaction = 1) then + begin + SetPlaylist2; + end //Change Team3 Players visibility + Else If (Interaction = 4) then + begin + SelectsS[7].Visible := (NumTeams = 1); + end; + end; + SDLK_LEFT: + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + + //Change Playlist2 if Playlist is Changed + If (Interaction = 1) then + begin + SetPlaylist2; + end //Change Team3 Players visibility + Else If (Interaction = 4) then + begin + SelectsS[7].Visible := (NumTeams = 1); + end; + end; + end; + end; +end; + +constructor TScreenPartyOptions.Create; +var + I: integer; +begin + inherited Create; + //Fill IPlaylist + IPlaylist[0] := Language.Translate('PARTY_PLAYLIST_ALL'); + IPlaylist[1] := Language.Translate('PARTY_PLAYLIST_CATEGORY'); + IPlaylist[2] := Language.Translate('PARTY_PLAYLIST_PLAYLIST'); + + //Fill IPlaylist2 + SetLength(IPlaylist2, 1); + IPlaylist2[0] := '---'; + + //Clear all Selects + NumTeams := 0; + NumPlayer1 := 0; + NumPlayer2 := 0; + NumPlayer3 := 0; + Rounds := 5; + PlayList := 0; + PlayList2 := 0; + + //Load Screen From Theme + LoadFromTheme(Theme.PartyOptions); + + SelectLevel := AddSelectSlide (Theme.PartyOptions.SelectLevel, Ini.Difficulty, Theme.ILevel); + SelectPlayList := AddSelectSlide (Theme.PartyOptions.SelectPlayList, PlayList, IPlaylist); + SelectPlayList2 := AddSelectSlide (Theme.PartyOptions.SelectPlayList2, PlayList2, IPlaylist2); + SelectRounds := AddSelectSlide (Theme.PartyOptions.SelectRounds, Rounds, IRounds); + SelectTeams := AddSelectSlide (Theme.PartyOptions.SelectTeams, NumTeams, ITeams); + SelectPlayers1 := AddSelectSlide (Theme.PartyOptions.SelectPlayers1, NumPlayer1, IPlayers); + SelectPlayers2 := AddSelectSlide (Theme.PartyOptions.SelectPlayers2, NumPlayer2, IPlayers); + SelectPlayers3 := AddSelectSlide (Theme.PartyOptions.SelectPlayers3, NumPlayer3, IPlayers); + + Interaction := 0; + + //Hide Team3 Players + SelectsS[7].Visible := False; +end; + +procedure TScreenPartyOptions.SetPlaylist2; +var I: Integer; +begin + Case Playlist of + 0: + begin + SetLength(IPlaylist2, 1); + IPlaylist2[0] := '---'; + end; + 1: + begin + SetLength(IPlaylist2, 0); + For I := 0 to high(CatSongs.Song) do + begin + If (CatSongs.Song[I].Main) then + begin + SetLength(IPlaylist2, Length(IPlaylist2) + 1); + IPlaylist2[high(IPlaylist2)] := CatSongs.Song[I].Artist; + end; + end; + + If (Length(IPlaylist2) = 0) then + begin + SetLength(IPlaylist2, 1); + IPlaylist2[0] := 'No Categories found'; + end; + end; + 2: + begin + if (Length(PlaylistMan.Playlists) > 0) then + begin + SetLength(IPlaylist2, Length(PlaylistMan.Playlists)); + PlaylistMan.GetNames(IPlaylist2); + end + else + begin + SetLength(IPlaylist2, 1); + IPlaylist2[0] := 'No Playlists found'; + end; + end; + end; + + Playlist2 := 0; + UpdateSelectSlideOptions(Theme.PartyOptions.SelectPlayList2, 2, IPlaylist2, Playlist2); +end; + +procedure TScreenPartyOptions.onShow; +begin + Randomize; + +// LCD.WriteText(1, ' Choose mode: '); +// UpdateLCD; +end; + +procedure TScreenPartyOptions.SetAnimationProgress(Progress: real); +begin + {for I := 0 to 6 do + SelectS[I].Texture.ScaleW := Progress;} +end; + +end. diff --git a/Game/Code/Screens/UScreenPartyPlayer.pas b/Game/Code/Screens/UScreenPartyPlayer.pas new file mode 100644 index 00000000..68f76952 --- /dev/null +++ b/Game/Code/Screens/UScreenPartyPlayer.pas @@ -0,0 +1,331 @@ +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);
+
+ 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
+ // 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 new file mode 100644 index 00000000..6b21323b --- /dev/null +++ b/Game/Code/Screens/UScreenPartyScore.pas @@ -0,0 +1,294 @@ +unit UScreenPartyScore;
+
+interface
+
+{$I switches.inc}
+
+uses
+ UMenu, SDL, UDisplay, UMusic, SysUtils, UThemes;
+
+type
+ TScreenPartyScore = 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;
+
+ DecoTex: Array[0..5] of Integer;
+ DecoColor: Array[0..5] of Record
+ R, G, B: Real;
+ end;
+
+ MaxScore: Word;
+
+ 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, UTexture, USkins;
+
+function TScreenPartyScore.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);
+ {if (PartySession.CurRound < High(PartySession.Rounds)) then
+ FadeTo(@ScreenPartyNewRound)
+ else // to-do : Party
+ begin
+ PartySession.EndRound; }
+ FadeTo(@ScreenPartyWin);
+ //end;
+ end;
+
+ SDLK_RETURN:
+ begin
+ AudioPlayback.PlaySound(SoundLib.Start);
+ // to-do : Party
+ {if (PartySession.CurRound < High(PartySession.Rounds)) then
+ FadeTo(@ScreenPartyNewRound)
+ else }
+ FadeTo(@ScreenPartyWin);
+ end;
+ end;
+ end;
+end;
+
+constructor TScreenPartyScore.Create;
+var
+ I: integer;
+ Tex: TTexture;
+ R, G, B: Real;
+ Color: Integer;
+begin
+ inherited Create;
+
+ TextScoreTeam1 := AddText (Theme.PartyScore.TextScoreTeam1);
+ TextScoreTeam2 := AddText (Theme.PartyScore.TextScoreTeam2);
+ TextScoreTeam3 := AddText (Theme.PartyScore.TextScoreTeam3);
+ TextNameTeam1 := AddText (Theme.PartyScore.TextNameTeam1);
+ TextNameTeam2 := AddText (Theme.PartyScore.TextNameTeam2);
+ TextNameTeam3 := AddText (Theme.PartyScore.TextNameTeam3);
+
+ StaticTeam1 := AddStatic (Theme.PartyScore.StaticTeam1);
+ StaticTeam1BG := AddStatic (Theme.PartyScore.StaticTeam1BG);
+ StaticTeam1Deco := AddStatic (Theme.PartyScore.StaticTeam1Deco);
+ StaticTeam2 := AddStatic (Theme.PartyScore.StaticTeam2);
+ StaticTeam2BG := AddStatic (Theme.PartyScore.StaticTeam2BG);
+ StaticTeam2Deco := AddStatic (Theme.PartyScore.StaticTeam2Deco);
+ StaticTeam3 := AddStatic (Theme.PartyScore.StaticTeam3);
+ StaticTeam3BG := AddStatic (Theme.PartyScore.StaticTeam3BG);
+ StaticTeam3Deco := AddStatic (Theme.PartyScore.StaticTeam3Deco);
+
+ TextWinner := AddText (Theme.PartyScore.TextWinner);
+
+ //Load Deco Textures
+ if Theme.PartyScore.DecoTextures.ChangeTextures then
+ begin
+ //Get Color
+ LoadColor(R, G, B, Theme.PartyScore.DecoTextures.FirstColor);
+ Color := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
+ DecoColor[0].R := R;
+ DecoColor[0].G := G;
+ DecoColor[0].B := B;
+
+ //Load Texture
+ Tex := Texture.LoadTexture(pchar(Skin.GetTextureFileName(Theme.PartyScore.DecoTextures.FirstTexture)), 'JPG', PChar(Theme.PartyScore.DecoTextures.FirstTyp), Color);
+ DecoTex[0] := Tex.TexNum;
+
+ //Get Second Color
+ LoadColor(R, G, B, Theme.PartyScore.DecoTextures.SecondColor);
+ Color := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
+ DecoColor[1].R := R;
+ DecoColor[1].G := G;
+ DecoColor[1].B := B;
+
+ //Load Second Texture
+ Tex := Texture.LoadTexture(pchar(Skin.GetTextureFileName(Theme.PartyScore.DecoTextures.SecondTexture)), 'JPG', PChar(Theme.PartyScore.DecoTextures.SecondTyp), Color);
+ DecoTex[1] := Tex.TexNum;
+
+ //Get Third Color
+ LoadColor(R, G, B, Theme.PartyScore.DecoTextures.ThirdColor);
+ Color := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
+ DecoColor[2].R := R;
+ DecoColor[2].G := G;
+ DecoColor[2].B := B;
+
+ //Load Third Texture
+ Tex := Texture.LoadTexture(pchar(Skin.GetTextureFileName(Theme.PartyScore.DecoTextures.ThirdTexture)), 'JPG', PChar(Theme.PartyScore.DecoTextures.ThirdTyp), Color);
+ DecoTex[2] := Tex.TexNum;
+ end;
+
+ LoadFromTheme(Theme.PartyScore);
+end;
+
+procedure TScreenPartyScore.onShow;
+var
+ I, J: Integer;
+ Placings: Array [0..5] of Byte;
+begin
+ //Get Maxscore
+ MaxScore := 0;
+ for I := 0 to ScreenSingModi.PlayerInfo.NumPlayers - 1 do
+ begin
+ if (ScreenSingModi.PlayerInfo.Playerinfo[I].Score > MaxScore) then
+ MaxScore := ScreenSingModi.PlayerInfo.Playerinfo[I].Score;
+ end;
+
+ //Get Placings
+ for I := 0 to ScreenSingModi.PlayerInfo.NumPlayers - 1 do
+ begin
+ Placings[I] := 0;
+ for J := 0 to ScreenSingModi.PlayerInfo.NumPlayers - 1 do
+ If (ScreenSingModi.PlayerInfo.Playerinfo[J].Score > ScreenSingModi.PlayerInfo.Playerinfo[I].Score) then
+ Inc(Placings[I]);
+ end;
+
+
+ //Set Static Length
+ Static[StaticTeam1].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[0].Percentage / 100;
+ Static[StaticTeam2].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[1].Percentage / 100;
+ Static[StaticTeam3].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[2].Percentage / 100;
+
+ //fix: prevents static from drawn out of bounds.
+ if Static[StaticTeam1].Texture.ScaleW > 99 then Static[StaticTeam1].Texture.ScaleW := 99;
+ if Static[StaticTeam2].Texture.ScaleW > 99 then Static[StaticTeam2].Texture.ScaleW := 99;
+ if Static[StaticTeam3].Texture.ScaleW > 99 then Static[StaticTeam3].Texture.ScaleW := 99;
+
+ //End Last Round // to-do : Party
+ //PartySession.EndRound;
+
+ //Set Winnertext
+ //Text[TextWinner].Text := Format(Language.Translate('PARTY_SCORE_WINS'), [PartySession.GetWinnerString(PartySession.CurRound)]);
+
+ if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then
+ begin
+ Text[TextScoreTeam1].Text := InttoStr(ScreenSingModi.PlayerInfo.Playerinfo[0].Score);
+ Text[TextNameTeam1].Text := String(ScreenSingModi.TeamInfo.Teaminfo[0].Name);
+
+ //Set Deco Texture
+ if Theme.PartyScore.DecoTextures.ChangeTextures then
+ begin
+ Static[StaticTeam1Deco].Texture.TexNum := DecoTex[Placings[0]];
+ Static[StaticTeam1Deco].Texture.ColR := DecoColor[Placings[0]].R;
+ Static[StaticTeam1Deco].Texture.ColG := DecoColor[Placings[0]].G;
+ Static[StaticTeam1Deco].Texture.ColB := DecoColor[Placings[0]].B;
+ end;
+
+ Text[TextScoreTeam1].Visible := True;
+ Text[TextNameTeam1].Visible := True;
+ Static[StaticTeam1].Visible := True;
+ Static[StaticTeam1BG].Visible := True;
+ Static[StaticTeam1Deco].Visible := True;
+ 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 (ScreenSingModi.PlayerInfo.NumPlayers >= 2) then
+ begin
+ Text[TextScoreTeam2].Text := InttoStr(ScreenSingModi.PlayerInfo.Playerinfo[1].Score);
+ Text[TextNameTeam2].Text := String(ScreenSingModi.TeamInfo.Teaminfo[1].Name);
+
+ //Set Deco Texture
+ if Theme.PartyScore.DecoTextures.ChangeTextures then
+ begin
+ Static[StaticTeam2Deco].Texture.TexNum := DecoTex[Placings[1]];
+ Static[StaticTeam2Deco].Texture.ColR := DecoColor[Placings[1]].R;
+ Static[StaticTeam2Deco].Texture.ColG := DecoColor[Placings[1]].G;
+ Static[StaticTeam2Deco].Texture.ColB := DecoColor[Placings[1]].B;
+ end;
+
+ Text[TextScoreTeam2].Visible := True;
+ Text[TextNameTeam2].Visible := True;
+ Static[StaticTeam2].Visible := True;
+ Static[StaticTeam2BG].Visible := True;
+ Static[StaticTeam2Deco].Visible := True;
+ 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 (ScreenSingModi.PlayerInfo.NumPlayers >= 3) then
+ begin
+ Text[TextScoreTeam3].Text := InttoStr(ScreenSingModi.PlayerInfo.Playerinfo[2].Score);
+ Text[TextNameTeam3].Text := String(ScreenSingModi.TeamInfo.Teaminfo[2].Name);
+
+ //Set Deco Texture
+ if Theme.PartyScore.DecoTextures.ChangeTextures then
+ begin
+ Static[StaticTeam3Deco].Texture.TexNum := DecoTex[Placings[2]];
+ Static[StaticTeam3Deco].Texture.ColR := DecoColor[Placings[2]].R;
+ Static[StaticTeam3Deco].Texture.ColG := DecoColor[Placings[2]].G;
+ Static[StaticTeam3Deco].Texture.ColB := DecoColor[Placings[2]].B;
+ end;
+
+ Text[TextScoreTeam3].Visible := True;
+ Text[TextNameTeam3].Visible := True;
+ Static[StaticTeam3].Visible := True;
+ Static[StaticTeam3BG].Visible := True;
+ Static[StaticTeam3Deco].Visible := True;
+ 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 TScreenPartyScore.SetAnimationProgress(Progress: real);
+begin
+ if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then
+ Static[StaticTeam1].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[0].Percentage / 100;
+ if (ScreenSingModi.PlayerInfo.NumPlayers >= 2) then
+ Static[StaticTeam2].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[1].Percentage / 100;
+ if (ScreenSingModi.PlayerInfo.NumPlayers >= 3) then
+ Static[StaticTeam3].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[2].Percentage / 100;
+end;
+
+end.
diff --git a/Game/Code/Screens/UScreenPartyWin.pas b/Game/Code/Screens/UScreenPartyWin.pas new file mode 100644 index 00000000..5960db06 --- /dev/null +++ b/Game/Code/Screens/UScreenPartyWin.pas @@ -0,0 +1,259 @@ +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
+ // 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/UScreenPopup.pas b/Game/Code/Screens/UScreenPopup.pas new file mode 100644 index 00000000..402857a9 --- /dev/null +++ b/Game/Code/Screens/UScreenPopup.pas @@ -0,0 +1,247 @@ +unit UScreenPopup;
+
+interface
+
+{$I switches.inc}
+
+uses
+ UMenu, SDL, UMusic, UFiles, SysUtils, UThemes;
+
+type
+ TScreenPopupCheck = class(TMenu)
+ public
+ Visible: Boolean; //Whether the Menu should be Drawn
+
+ constructor Create; override;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+ procedure onShow; override;
+ procedure ShowPopup(msg: String);
+ function Draw: boolean; override;
+ end;
+
+type
+ TScreenPopupError = class(TMenu)
+{ private
+ CurMenu: Byte; //Num of the cur. Shown Menu}
+ public
+ Visible: Boolean; //Whether the Menu should be Drawn
+
+ constructor Create; override;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+ procedure onShow; override;
+ procedure onHide; override;
+ procedure ShowPopup(msg: String);
+ function Draw: boolean; override;
+ end;
+
+var
+// ISelections: Array of String;
+ SelectValue: Integer;
+
+
+implementation
+
+uses UGraphic, UMain, UIni, UTexture, ULanguage, UParty, UPlaylist, UDisplay;
+
+function TScreenPopupCheck.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
+ Display.CheckOK:=False;
+ Display.NextScreenWithCheck:=NIL;
+ Visible:=False;
+ Result := false;
+ end;
+
+ SDLK_RETURN:
+ begin
+ case Interaction of
+ 0: begin
+ //Hack to Finish Singscreen correct on Exit with Q Shortcut
+ if (Display.NextScreenWithCheck = NIL) then
+ begin
+ if (Display.ActualScreen = @ScreenSing) then
+ ScreenSing.Finish
+ else if (Display.ActualScreen = @ScreenSingModi) then
+ ScreenSingModi.Finish;
+ end;
+
+ Display.CheckOK:=True;
+ end;
+ 1: begin
+ Display.CheckOK:=False;
+ Display.NextScreenWithCheck:=NIL;
+ end;
+ end;
+ Visible:=False;
+ Result := false;
+ end;
+
+ SDLK_DOWN: InteractNext;
+ SDLK_UP: InteractPrev;
+
+ SDLK_RIGHT: InteractNext;
+ SDLK_LEFT: InteractPrev;
+ end;
+ end;
+end;
+
+constructor TScreenPopupCheck.Create;
+var
+ I: integer;
+begin
+ inherited Create;
+
+ AddBackground(Theme.CheckPopup.Background.Tex);
+
+ AddButton(Theme.CheckPopup.Button1);
+ if (Length(Button[0].Text) = 0) then
+ AddButtonText(14, 20, 'Button 1');
+
+ AddButton(Theme.CheckPopup.Button2);
+ if (Length(Button[1].Text) = 0) then
+ AddButtonText(14, 20, 'Button 2');
+
+ AddText(Theme.CheckPopup.TextCheck);
+
+ for I := 0 to High(Theme.CheckPopup.Static) do
+ AddStatic(Theme.CheckPopup.Static[I]);
+
+ for I := 0 to High(Theme.CheckPopup.Text) do
+ AddText(Theme.CheckPopup.Text[I]);
+
+ Interaction := 0;
+end;
+
+function TScreenPopupCheck.Draw: boolean;
+begin
+ Draw:=inherited Draw;
+end;
+
+procedure TScreenPopupCheck.onShow;
+begin
+
+end;
+
+procedure TScreenPopupCheck.ShowPopup(msg: String);
+begin
+ Interaction := 0; //Reset Interaction
+ Visible := True; //Set Visible
+
+ Text[0].Text := Language.Translate(msg);
+
+ Button[0].Visible := True;
+ Button[1].Visible := True;
+
+ Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES');
+ Button[1].Text[0].Text := Language.Translate('SONG_MENU_NO');
+end;
+
+// error popup
+
+function TScreenPopupError.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
+ Visible:=False;
+ Result := false;
+ end;
+
+ SDLK_RETURN:
+ begin
+ Visible:=False;
+ Result := false;
+ end;
+
+ SDLK_DOWN: InteractNext;
+ SDLK_UP: InteractPrev;
+
+ SDLK_RIGHT: InteractNext;
+ SDLK_LEFT: InteractPrev;
+ end;
+ end;
+end;
+
+constructor TScreenPopupError.Create;
+var
+ I: integer;
+begin
+ inherited Create;
+
+ AddBackground(Theme.CheckPopup.Background.Tex);
+
+ AddButton(Theme.ErrorPopup.Button1);
+ if (Length(Button[0].Text) = 0) then
+ AddButtonText(14, 20, 'Button 1');
+
+ AddText(Theme.ErrorPopup.TextError);
+
+ for I := 0 to High(Theme.ErrorPopup.Static) do
+ AddStatic(Theme.ErrorPopup.Static[I]);
+
+ for I := 0 to High(Theme.ErrorPopup.Text) do
+ AddText(Theme.ErrorPopup.Text[I]);
+
+ Interaction := 0;
+end;
+
+function TScreenPopupError.Draw: boolean;
+begin
+ Draw:=inherited Draw;
+end;
+
+procedure TScreenPopupError.onShow;
+begin
+
+end;
+
+procedure TScreenPopupError.onHide;
+begin
+end;
+
+procedure TScreenPopupError.ShowPopup(msg: String);
+begin
+ Interaction := 0; //Reset Interaction
+ Visible := True; //Set Visible
+
+{ //dirty hack... Text[0] is invisible for some strange reason
+ for i:=1 to high(Text) do
+ if i-1 <= high(msg) then
+ begin
+ Text[i].Visible:=True;
+ Text[i].Text := msg[i-1];
+ end
+ else
+ begin
+ Text[i].Visible:=False;
+ end;}
+ Text[0].Text:=msg;
+
+ Button[0].Visible := True;
+
+ Button[0].Text[0].Text := 'OK';
+end;
+
+end.
diff --git a/Game/Code/Screens/UScreenScore.pas b/Game/Code/Screens/UScreenScore.pas new file mode 100644 index 00000000..c53844f5 --- /dev/null +++ b/Game/Code/Screens/UScreenScore.pas @@ -0,0 +1,1043 @@ +unit UScreenScore; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + SysUtils, + UDisplay, + UMusic, + USongs, + UThemes, + OpenGL12, + {$ifdef win32} + Windows, + dialogs, + {$endif} + math, + ULCD, + UTexture; +// OpenGL; + +const + ZBars : real = 0.8; // Z value for the bars + ZRatingPic : real = 0.8; // Z value for the rating pictures + + EaseOut_MaxSteps : real = 40; // that's the speed of the bars (10 is fast | 100 is slower) + +type + TPlayerScoreScreenTexture = record // holds all colorized textures for up to 6 players + //Bar textures + Score_NoteBarLevel_Dark : TTexture; // Note + Score_NoteBarRound_Dark : TTexture; // that's the round thing on top + + Score_NoteBarLevel_Light : TTexture; // LineBonus | Phrasebonus + Score_NoteBarRound_Light : TTexture; + + Score_NoteBarLevel_Lightest : TTexture; // GoldenNotes + Score_NoteBarRound_Lightest : TTexture; + end; + + TPlayerScoreScreenData = record // holds the positions and other data + Bar_X :Real; + Bar_Y :Real; + Bar_Height :Real; // this is the max height of the bar, who knows if there ever will be a theme with different heights :D + Bar_Width :Real; // another rather senseless setting, but you never know what our cool users do with the them :) + + Bar_Actual_Height : Real; // this one holds the actual height of the bar, while we animate it + BarScore_ActualHeight : Real; + BarLine_ActualHeight : Real; + BarGolden_ActualHeight : Real; + end; + + TPlayerScoreRatingPics = record // a fine array of the rating pictures + RatePic_X :Real; + RatePic_Y :Real; + RatePic_Height :Real; + RatePic_Width :Real; + + RateEaseStep : Integer; + RateEaseValue: Real; + end; + + TScreenScore = class(TMenu) + public + aPlayerScoreScreenTextures : array[1..6] of TPlayerScoreScreenTexture; + aPlayerScoreScreenDatas : array[1..6] of TPlayerScoreScreenData; + aPlayerScoreScreenRatings : array[1..6] of TPlayerScoreRatingPics; + + BarScore_EaseOut_Step : real; + BarPhrase_EaseOut_Step : real; + BarGolden_EaseOut_Step : real; + + TextArtist: integer; + TextTitle: integer; + + TextArtistTitle : integer; + + TextName: array[1..6] of integer; + TextScore: array[1..6] of integer; + + TextNotes: array[1..6] of integer; + TextNotesScore: array[1..6] of integer; + TextLineBonus: array[1..6] of integer; + TextLineBonusScore: array[1..6] of integer; + TextGoldenNotes: array[1..6] of integer; + TextGoldenNotesScore: array[1..6] of integer; + TextTotal: array[1..6] of integer; + TextTotalScore: array[1..6] of integer; + + PlayerStatic: array[1..6] of array of integer; + PlayerTexts : array[1..6] of array of integer; + + + StaticBoxLightest: array[1..6] of integer; + StaticBoxLight: array[1..6] of integer; + StaticBoxDark: array[1..6] of integer; + + StaticBackLevel: array[1..6] of integer; + StaticBackLevelRound: array[1..6] of integer; + StaticLevel: array[1..6] of integer; + StaticLevelRound: array[1..6] of integer; + + Animation: real; + Fadeout: boolean; + + TextScore_ActualValue : array[1..6] of integer; + TextPhrase_ActualValue : array[1..6] of integer; + TextGolden_ActualValue : array[1..6] of integer; + + + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure onShowFinish; override; + function Draw: boolean; override; + procedure FillPlayer(Item, P: integer); + + function EaseBarIn(PlayerNumber : Integer; BarType: String) : real; + function EaseScoreIn(PlayerNumber : Integer; ScoreType: String) : real; + + procedure FillPlayerItems(PlayerNumber : Integer; ScoreType: String); + procedure ShowRating(PlayerNumber: integer); + + function elastique(PlayerNumber : Integer): real; + end; + +implementation + + +uses UGraphic, + UScreenSong, + UMenuStatic, + UTime, + UMain, + UIni, + {$IFNDEF win32} + lclintf, + {$ENDIF} + ULanguage; + +function TScreenScore.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then begin + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + + begin + if (not Fadeout) then begin +// Music.StopShuffle; + FadeTo(@ScreenTop5); + Fadeout := true; + end; + end; + SDLK_RETURN: + begin + if (not Fadeout) then begin +// Music.StopShuffle; + FadeTo(@ScreenTop5); + Fadeout := true; + end; + end; +{ SDLK_SYSREQ: + begin + beep; + end;} + SDLK_SYSREQ: + begin + Display.PrintScreen; + end; + end; + end; +end; + +constructor TScreenScore.Create; +var + P : integer; + I, C : integer; + ArrayStartModifier : Byte; + +begin + inherited Create; + + LoadFromTheme(Theme.Score); + + TextArtist := AddText(Theme.Score.TextArtist); + TextTitle := AddText(Theme.Score.TextTitle); + TextArtistTitle := AddText(Theme.Score.TextArtistTitle); + + for P := 1 to 6 do + begin + //textures + aPlayerScoreScreenTextures[P].Score_NoteBarLevel_Dark := Tex_Score_NoteBarLevel_Dark[P]; + aPlayerScoreScreenTextures[P].Score_NoteBarRound_Dark := Tex_Score_NoteBarRound_Dark[P]; + + aPlayerScoreScreenTextures[P].Score_NoteBarLevel_Light := Tex_Score_NoteBarLevel_Light[P]; + aPlayerScoreScreenTextures[P].Score_NoteBarRound_Light := Tex_Score_NoteBarRound_Light[P]; + + aPlayerScoreScreenTextures[P].Score_NoteBarLevel_Lightest := Tex_Score_NoteBarLevel_Lightest[P]; + aPlayerScoreScreenTextures[P].Score_NoteBarRound_Lightest := Tex_Score_NoteBarRound_Lightest[P]; + end; + + +//old stuff + + for P := 1 to 6 do + begin + SetLength(PlayerStatic[P], Length(Theme.Score.PlayerStatic[P])); + SetLength(PlayerTexts[P], Length(Theme.Score.PlayerTexts[P])); + + for I := 0 to High(Theme.Score.PlayerStatic[P]) do + PlayerStatic[P, I] := AddStatic(Theme.Score.PlayerStatic[P, I]); + + for C := 0 to High(Theme.Score.PlayerTexts[P]) do + PlayerTexts[P, C] := AddText(Theme.Score.PlayerTexts[P, C]); + + TextName[P] := AddText(Theme.Score.TextName[P]); + TextScore[P] := AddText(Theme.Score.TextScore[P]); + + TextNotes[P] := AddText(Theme.Score.TextNotes[P]); + TextNotesScore[P] := AddText(Theme.Score.TextNotesScore[P]); + TextLineBonus[P] := AddText(Theme.Score.TextLineBonus[P]); + TextLineBonusScore[P] := AddText(Theme.Score.TextLineBonusScore[P]); + TextGoldenNotes[P] := AddText(Theme.Score.TextGoldenNotes[P]); + TextGoldenNotesScore[P] := AddText(Theme.Score.TextGoldenNotesScore[P]); + TextTotal[P] := AddText(Theme.Score.TextTotal[P]); + TextTotalScore[P] := AddText(Theme.Score.TextTotalScore[P]); + + StaticBoxLightest[P] := AddStatic(Theme.Score.StaticBoxLightest[P]); + StaticBoxLight[P] := AddStatic(Theme.Score.StaticBoxLight[P]); + StaticBoxDark[P] := AddStatic(Theme.Score.StaticBoxDark[P]); + + StaticBackLevel[P] := AddStatic(Theme.Score.StaticBackLevel[P]); + StaticBackLevelRound[P] := AddStatic(Theme.Score.StaticBackLevelRound[P]); + StaticLevel[P] := AddStatic(Theme.Score.StaticLevel[P]); + StaticLevelRound[P] := AddStatic(Theme.Score.StaticLevelRound[P]); + end; + +end; + +procedure TScreenScore.onShow; +var + P: integer; // player + PP: integer; // another player variable + S: string; + I: integer; + Lev: real; + Skip: integer; + V: array[1..6] of boolean; // visibility array + MaxH: real; // maximum height of score bar + Wsp: real; + ArrayStartModifier :integer; +begin + + case PlayersPlay of + 1: begin + ArrayStartModifier := 0; + end; + 2, 4: begin + ArrayStartModifier := 1; + end; + 3, 6: begin + ArrayStartModifier := 3; + end; + end; + + for P := 1 to PlayersPlay do + begin + // data + aPlayerScoreScreenDatas[P].Bar_X := Theme.Score.StaticBackLevel[P + ArrayStartModifier].X; + aPlayerScoreScreenDatas[P].Bar_Y := Theme.Score.StaticBackLevel[P + ArrayStartModifier].Y; + aPlayerScoreScreenDatas[P].Bar_Height := Theme.Score.StaticBackLevel[P + ArrayStartModifier].H; + aPlayerScoreScreenDatas[P].Bar_Width := Theme.Score.StaticBackLevel[P + ArrayStartModifier].W; + + aPlayerScoreScreenDatas[P].Bar_Actual_Height := 0; + aPlayerScoreScreenDatas[P].BarScore_ActualHeight := 0; + aPlayerScoreScreenDatas[P].BarLine_ActualHeight := 0; + aPlayerScoreScreenDatas[P].BarGolden_ActualHeight := 0; + + // ratings + aPlayerScoreScreenRatings[P].RatePic_X := Theme.Score.StaticRatings[P + ArrayStartModifier].X; + aPlayerScoreScreenRatings[P].RatePic_Y := Theme.Score.StaticRatings[P + ArrayStartModifier].Y; + aPlayerScoreScreenRatings[P].RatePic_Height := Theme.Score.StaticRatings[P + ArrayStartModifier].H; + aPlayerScoreScreenRatings[P].RatePic_Width := Theme.Score.StaticRatings[P + ArrayStartModifier].W; + aPlayerScoreScreenRatings[P].RateEaseStep := 1; + aPlayerScoreScreenRatings[P].RateEaseValue := 20; + end; + + + // Singstar + Fadeout := false; + + Text[TextArtist].Text := CurrentSong.Artist; + Text[TextTitle].Text := CurrentSong.Title; + Text[TextArtistTitle].Text := CurrentSong.Artist + ' - ' + CurrentSong.Title; + + // set visibility + case PlayersPlay of + 1: begin + V[1] := true; + V[2] := false; + V[3] := false; + V[4] := false; + V[5] := false; + V[6] := false; + end; + 2, 4: begin + V[1] := false; + V[2] := true; + V[3] := true; + V[4] := false; + V[5] := false; + V[6] := false; + end; + 3, 6: begin + V[1] := false; + V[2] := false; + V[3] := false; + V[4] := true; + V[5] := true; + V[6] := true; + end; + end; + + for P := 1 to 6 do + begin + Text[TextName[P]].Visible := V[P]; + Text[TextScore[P]].Visible := V[P]; + + // We set alpha to 0 , so we can nicely blend them in when we need them + Text[TextScore[P]].Alpha := 0; + Text[TextNotesScore[P]].Alpha := 0; + Text[TextNotes[P]].Alpha := 0; + Text[TextLineBonus[P]].Alpha := 0; + Text[TextLineBonusScore[P]].Alpha := 0; + Text[TextGoldenNotes[P]].Alpha := 0; + Text[TextGoldenNotesScore[P]].Alpha := 0; + Text[TextTotal[P]].Alpha := 0; + Text[TextTotalScore[P]].Alpha := 0; + Static[StaticBoxLightest[P]].Texture.Alpha := 0; + Static[StaticBoxLight[P]].Texture.Alpha := 0; + Static[StaticBoxDark[P]].Texture.Alpha := 0; + + + Text[TextNotes[P]].Visible := V[P]; + Text[TextNotesScore[P]].Visible := V[P]; + Text[TextLineBonus[P]].Visible := V[P]; + Text[TextLineBonusScore[P]].Visible := V[P]; + Text[TextGoldenNotes[P]].Visible := V[P]; + Text[TextGoldenNotesScore[P]].Visible := V[P]; + Text[TextTotal[P]].Visible := V[P]; + Text[TextTotalScore[P]].Visible := V[P]; + + for I := 0 to high(PlayerStatic[P]) do + Static[PlayerStatic[P, I]].Visible := V[P]; + + for I := 0 to high(PlayerTexts[P]) do + Text[PlayerTexts[P, I]].Visible := V[P]; + + Static[StaticBoxLightest[P]].Visible := V[P]; + Static[StaticBoxLight[P]].Visible := V[P]; + Static[StaticBoxDark[P]].Visible := V[P]; + +// we draw that on our own + Static[StaticBackLevel[P]].Visible := false; + Static[StaticBackLevelRound[P]].Visible := false; + Static[StaticLevel[P]].Visible := false; + Static[StaticLevelRound[P]].Visible := false; + end; +end; + +procedure TScreenScore.onShowFinish; +var + index : integer; +begin +for index := 1 to (PlayersPlay) do + begin + + TextScore_ActualValue[index] := 0; + TextPhrase_ActualValue[index] := 0; + TextGolden_ActualValue[index] := 0; + end; + + BarScore_EaseOut_Step := 1; + BarPhrase_EaseOut_Step := 1; + BarGolden_EaseOut_Step := 1; +end; + +function TScreenScore.Draw: boolean; +var +{ Min: real; + Max: real; + Wsp: real; + Wsp2: real; + Pet: integer;} + + ActualTime, OldTime : Integer; + + Item: integer; + P: integer; + C, I: integer; + + CurTime: Cardinal; + + PlayerCounter : integer; + +begin +{ + + // 0.5.0: try also use 4 players screen with nicks + if PlayersPlay = 4 then begin + for Item := 2 to 3 do begin + if ScreenAct = 1 then P := Item-2; + if ScreenAct = 2 then P := Item; + + FillPlayer(Item, P); + end; + end; + + + // Singstar - let it be...... with 6 statics + if PlayersPlay = 6 then begin + for Item := 4 to 6 do begin + if ScreenAct = 1 then P := Item-4; + if ScreenAct = 2 then P := Item-1; + + FillPlayer(Item, P); + + if ScreenAct = 1 then begin + LoadColor( + Static[StaticBoxLightest[Item]].Texture.ColR, + Static[StaticBoxLightest[Item]].Texture.ColG, + Static[StaticBoxLightest[Item]].Texture.ColB, + 'P1Dark'); + end; + + if ScreenAct = 2 then begin + LoadColor( + Static[StaticBoxLightest[Item]].Texture.ColR, + Static[StaticBoxLightest[Item]].Texture.ColG, + Static[StaticBoxLightest[Item]].Texture.ColB, + 'P4Dark'); + end; + + end; + + + end; +} +inherited Draw; + {* + player[0].ScoreI := 7000; + player[0].ScoreLineI := 2000; + player[0].ScoreGoldenI := 1000; + player[0].ScoreTotalI := 10000; + + player[1].ScoreI := 2500; + player[1].ScoreLineI := 1100; + player[1].ScoreGoldenI := 900; + player[1].ScoreTotalI := 4500; + *} + +// Let's arise the bars + + ActualTime := GetTickCount div 33; + if ((ActualTime <> OldTime) and ShowFinish )then + begin + OldTime := ActualTime; + + For PlayerCounter := 1 to PlayersPlay do + begin + + // We actually araise them in the right order, but we have to draw them in reverse order (golden -> phrase -> mainscore) + if (BarScore_EaseOut_Step < EaseOut_MaxSteps * 10) + then BarScore_EaseOut_Step := BarScore_EaseOut_Step + 1; + + // PhrasenBonus + if (BarScore_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then + begin + Case BarPhrase_EaseOut_Step < EaseOut_MaxSteps * 10 of + true : BarPhrase_EaseOut_Step := BarPhrase_EaseOut_Step + 1; + end; + + // GoldenNotebonus + if (BarPhrase_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then + begin + Case BarGolden_EaseOut_Step < EaseOut_MaxSteps * 10 of + true : BarGolden_EaseOut_Step := BarGolden_EaseOut_Step + 1; + end; + + //######################## + // Draw golden score bar # + //######################## + + EaseBarIn(PlayerCounter, 'Golden'); // ease bar for golden notes in + EaseScoreIn(PlayerCounter,'Golden'); + + end; + //######################## + // Draw phrase score bar # + //######################## + + EaseBarIn(PlayerCounter, 'Line'); // ease bar for line bonus / phrasenbonus notes in + EaseScoreIn(PlayerCounter,'Line'); + + + end; + //####################### + // Draw plain score bar # + //####################### + + + EaseBarIn(PlayerCounter, 'Note'); // ease bar for all other notes in + EaseScoreIn(PlayerCounter,'Note'); + + + FillPlayerItems(PlayerCounter,'Funky'); + + end; + end; +//todo: i need a clever method to draw statics with their z value + for I := 0 to Length(Static) - 1 do + Static[I].Draw; + for I := 0 to Length(Text) - 1 do + Text[I].Draw; +end; + +procedure TscreenScore.FillPlayerItems(PlayerNumber : Integer; ScoreType: String); +var + ArrayStartModifier : integer; +begin +// okay i hate that as much as you might do too, but there's no way around that yet (imho) +// all statics / texts are loaded at start - so that we have them all even if we change the amount of players +// array overview: + +// 1 Player -> Player[0].Score (The score for one player starts at 0) +// -> Statics[1] (The statics for the one player screen start at 0) +// 2 Player -> Player[0..1].Score +// -> Statics[2..3] +// 3 Player -> Player[0..5].Score +// -> Statics[4..6] + + case PlayersPlay of + 1: begin + ArrayStartModifier := 0; + end; + 2, 4: begin + ArrayStartModifier := 1; + end; + 3, 6: begin + ArrayStartModifier := 3; + end; + end; + +// todo: take the name from player[PlayerNumber].Name instead of the ini when this is done (mog) + Text[TextName[PlayerNumber + ArrayStartModifier]].Text := Ini.Name[PlayerNumber - 1]; +// end todo + + +//golden + Text[TextGoldenNotesScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextGolden_ActualValue[PlayerNumber]); + Text[TextGoldenNotesScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarGolden_EaseOut_Step / 100); + + Static[StaticBoxLightest[PlayerNumber + ArrayStartModifier]].Texture.Alpha := (BarGolden_EaseOut_Step / 100); + Text[TextGoldenNotes[PlayerNumber + ArrayStartModifier]].Alpha := (BarGolden_EaseOut_Step / 100); + + // line bonus + Text[TextLineBonusScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextPhrase_ActualValue[PlayerNumber]); + Text[TextLineBonusScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarPhrase_EaseOut_Step / 100); + + Static[StaticBoxLight[PlayerNumber + ArrayStartModifier]].Texture.Alpha := (BarPhrase_EaseOut_Step / 100); + Text[TextLineBonus[PlayerNumber + ArrayStartModifier]].Alpha := (BarPhrase_EaseOut_Step / 100); + +// plain score + Text[TextNotesScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextScore_ActualValue[PlayerNumber]); + Text[TextNotes[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100); + + Static[StaticBoxDark[PlayerNumber + ArrayStartModifier]].Texture.Alpha := (BarScore_EaseOut_Step / 100); + Text[TextNotesScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100); + +// total score + Text[TextTotalScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextScore_ActualValue[PlayerNumber] + TextPhrase_ActualValue[PlayerNumber] + TextGolden_ActualValue[PlayerNumber]); + Text[TextTotalScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100); + + Text[TextTotal[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100); + + Text[TextTotal[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100); + + if(BarGolden_EaseOut_Step > 100) then + begin + ShowRating(PlayerNumber); + end; + end; + + +procedure TScreenScore.ShowRating(PlayerNumber: integer); +var + ArrayStartModifier : integer; + Rating : integer; + fu : integer; + + Posx : real; + Posy : real; + width : array[1..3] of real; +begin + case PlayersPlay of + 1: begin + ArrayStartModifier := 0; + end; + 2, 4: begin + ArrayStartModifier := 1; + end; + 3, 6: begin + ArrayStartModifier := 3; + end; + end; + + fu := PlayerNumber + ArrayStartModifier; + +//todo: this could break if the width is not given, for instance when there's a skin with no picture for ratings + if ( aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width > 0 ) AND // JB :) + ( aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue > 0 ) then + begin + Text[TextScore[PlayerNumber + ArrayStartModifier]].Alpha := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue / aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width; + end; + +// end todo + {{$IFDEF TRANSLATE} + case (Player[PlayerNumber-1].ScoreTotalI) of + 0..2000: + begin + Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_TONE_DEAF'); + Rating := 0; + end; + 2010..4000: + begin + Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_AMATEUR'); + Rating := 1; + end; + 4010..6000: + begin + Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_RISING_STAR'); + Rating := 2; + end; + 6010..8000: + begin + Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_LEAD_SINGER'); + Rating := 3; + end; + 8010..9000: + begin + Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_HIT_ARTIST'); + Rating := 4; + end; + 9010..9800: + begin + Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_SUPERSTAR'); + Rating := 5; + end; + 9810..10000: + begin + Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_ULTRASTAR'); + Rating := 6; + end; + end; + {{$ELSE}{ + case (Player[P].ScoreTotalI-1) of + 0..2000: Text[TextScore[fu]].Text := 'Tone Deaf'; + 2010..4000: Text[TextScore[fu]].Text := 'Amateur'; + 4010..6000: Text[TextScore[fu]].Text := 'Rising Star'; + 6010..8000: Text[TextScore[fu]].Text := 'Lead Singer'; + 8010..9000: Text[TextScore[fu]].Text := 'Hit Artist'; + 9010..9800: Text[TextScore[fu]].Text := 'Superstar'; + 9810..10000: Text[TextScore[fu]].Text := 'Ultrastar'; + end; + {$ENDIF} + +// Bounce the rating picture in + PosX := aPlayerScoreScreenRatings[PlayerNumber].RatePic_X + (aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width / 2); + PosY := aPlayerScoreScreenRatings[PlayerNumber].RatePic_Y + (aPlayerScoreScreenRatings[PlayerNumber].RatePic_Height / 2); ; + + elastique(PlayerNumber); + + width[PlayerNumber] := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue/2; + + glBindTexture(GL_TEXTURE_2D, Tex_Score_Ratings[Rating].TexNum); + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(PosX - width[PlayerNumber], PosY - width[PlayerNumber]); + glTexCoord2f(Tex_Score_Ratings[Rating].TexW, 0); glVertex2f(PosX + width[PlayerNumber], PosY - width[PlayerNumber]); + glTexCoord2f(Tex_Score_Ratings[Rating].TexW, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX + width[PlayerNumber], PosY + width[PlayerNumber]); + glTexCoord2f(0, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX - width[PlayerNumber], PosY + width[PlayerNumber]); + glEnd; + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2d); +end; + + +function TscreenScore.elastique(PlayerNumber : Integer): real; +var + ReturnValue : real; + p, s : real; + + RaiseStep, Actual_Value, MaxVal : real; + EaseOut_Step : integer; +begin + + EaseOut_Step := aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep; + Actual_Value := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue; + MaxVal := aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width; + + RaiseStep := EaseOut_Step; + + if (RaiseStep = 0) + then ReturnValue := MaxVal; + + if ( MaxVal > 0 ) AND // JB :) + ( RaiseStep > 0 ) then + begin + RaiseStep := RaiseStep / MaxVal; + end; + + if (RaiseStep = 1) + then + begin + ReturnValue := MaxVal; + end + else + begin + p := MaxVal * 0.4; + + s := p/(2*PI) * arcsin (1); + ReturnValue := MaxVal * power(2,-5 * RaiseStep) * sin( (RaiseStep * MaxVal - s) * (2 * PI) / p) + MaxVal; + + inc(aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep); + aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue := ReturnValue; + end; + Result := ReturnValue; +end; + + +function TscreenScore.EaseBarIn(PlayerNumber : Integer; BarType: String) : real; +const + RaiseSmoothness : integer = 100; +var + MaxHeight : real; + NewHeight : real; + Width : real; + + Height2Reach : real; + + RaiseStep : real; + + BarStartPosX : Single; + BarStartPosY : Single; + + lTmp : real; + Score : integer; + + //textures + TextureBar : integer; + TextureRound : integer; +begin + + MaxHeight := aPlayerScoreScreenDatas[PlayerNumber].Bar_Height; + Width := aPlayerScoreScreenDatas[PlayerNumber].Bar_Width; + + BarStartPosX := aPlayerScoreScreenDatas[PlayerNumber].Bar_X; + + // The texture starts in the upper left corner, so let's subtract the height - so we can arise it + + // let's get the points according to the bar we draw + // score array starts at 0, which means the score for player 1 is in score[0] + // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps + if (BarType = 'Note') + then + begin + Score := Player[PlayerNumber - 1].ScoreI; + RaiseStep := BarScore_EaseOut_Step; + BarStartPosY := aPlayerScoreScreenDatas[PlayerNumber].Bar_Y + MaxHeight; + end; + if (BarType = 'Line') + then + begin + Score := Player[PlayerNumber - 1].ScoreLineI; + RaiseStep := BarPhrase_EaseOut_Step; + BarStartPosY := aPlayerScoreScreenDatas[PlayerNumber].Bar_Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight + MaxHeight; + end; + if (BarType = 'Golden') + then + begin + Score := Player[PlayerNumber - 1].ScoreGoldenI; + RaiseStep := BarGolden_EaseOut_Step; + BarStartPosY := aPlayerScoreScreenDatas[PlayerNumber].Bar_Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight - aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight + MaxHeight; + end; + + // the height dependend of the score + Height2Reach := (Score / 10000) * MaxHeight; + + if (aPlayerScoreScreenDatas[PlayerNumber].Bar_Actual_Height < Height2Reach) then + begin + // Check http://proto.layer51.com/d.aspx?f=400 for more info on easing functions + // Calculate the actual step according to the maxsteps + RaiseStep := RaiseStep / EaseOut_MaxSteps; + + // quadratic easing out - decelerating to zero velocity + // -end_position * current_time * ( current_time - 2 ) + start_postion + lTmp := (-Height2Reach * RaiseStep * (RaiseStep - 20) + BarStartPosY); + + if ( RaiseSmoothness > 0 ) AND ( lTmp > 0 ) + then + begin + NewHeight := lTmp / RaiseSmoothness; + end; + end + else + begin + NewHeight := Height2Reach; + end; + + glColor4f(1, 1, 1, 1); + +// set the texture for the bar + if (BarType = 'Note') + then + begin + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Dark.TexNum); + end; + if (BarType = 'Line') + then + begin + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Light.TexNum); + end; + if (BarType = 'Golden') + then + begin + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Lightest.TexNum); + end; + + //draw it + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex3f(BarStartPosX, BarStartPosY - NewHeight, ZBars); + glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, BarStartPosY - NewHeight, ZBars); + glTexCoord2f(1, 1); glVertex3f(BarStartPosX + Width, BarStartPosY, ZBars); + glTexCoord2f(0, 1); glVertex3f(BarStartPosX, BarStartPosY, ZBars); + glEnd; + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2d); + + //the round thing on top + if (BarType = 'Note') then + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Dark.TexNum); + if (BarType = 'Line') then + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Light.TexNum); + if (BarType = 'Golden') then + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Lightest.TexNum); + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex3f(BarStartPosX, (BarStartPosY - Static[StaticLevelRound[PlayerNumber]].Texture.h) - NewHeight, ZBars); + glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, (BarStartPosY - Static[StaticLevelRound[PlayerNumber]].Texture.h) - NewHeight, ZBars); + glTexCoord2f(1, 1); glVertex3f(BarStartPosX + Width, BarStartPosY - NewHeight, ZBars); + glTexCoord2f(0, 1); glVertex3f(BarStartPosX, BarStartPosY - NewHeight, ZBars); + glEnd; + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2d); + + if (BarType = 'Note') + then + aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight := NewHeight; + if (BarType = 'Line') + then + aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight := NewHeight; + if (BarType = 'Golden') + then + aPlayerScoreScreenDatas[PlayerNumber].BarGolden_ActualHeight := NewHeight; +end; + + +function TScreenScore.EaseScoreIn(PlayerNumber: integer; ScoreType : String) : real; +const + RaiseSmoothness : integer = 100; +var + RaiseStep : Real; + lTmpA : Real; + ScoreReached :Integer; + EaseOut_Step :Real; + ActualScoreValue:integer; +begin + + + if (ScoreType = 'Note') then + begin + EaseOut_Step := BarScore_EaseOut_Step; + ActualScoreValue := TextScore_ActualValue[PlayerNumber]; + ScoreReached := Player[PlayerNumber-1].ScoreI; + end; + if (ScoreType = 'Line') then + begin + EaseOut_Step := BarPhrase_EaseOut_Step; + ActualScoreValue := TextPhrase_ActualValue[PlayerNumber]; + ScoreReached := Player[PlayerNumber-1].ScoreLineI; + end; + if (ScoreType = 'Golden') then + begin + EaseOut_Step := BarGolden_EaseOut_Step; + ActualScoreValue := TextGolden_ActualValue[PlayerNumber]; + ScoreReached := Player[PlayerNumber-1].ScoreGoldenI; + end; + + // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps + RaiseStep := EaseOut_Step; + + if (ActualScoreValue < ScoreReached) then + begin + // Calculate the actual step according to the maxsteps + RaiseStep := RaiseStep / EaseOut_MaxSteps; + + // quadratic easing out - decelerating to zero velocity + // -end_position * current_time * ( current_time - 2 ) + start_postion + lTmpA := (-ScoreReached * RaiseStep * (RaiseStep - 20)); + if ( lTmpA > 0 ) AND + ( RaiseSmoothness > 0 ) THEN + begin + + if (ScoreType = 'Note') then + begin + TextScore_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness); + end; + if (ScoreType = 'Line') then + begin + TextPhrase_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness); + end; + if (ScoreType = 'Golden') then + begin + TextGolden_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness); + end; + + end; + end + else + begin + + if (ScoreType = 'Note') then + begin + TextScore_ActualValue[PlayerNumber] := ScoreReached; + end; + if (ScoreType = 'Line') then + begin + TextPhrase_ActualValue[PlayerNumber] := ScoreReached; + end; + if (ScoreType = 'Golden') then + begin + TextGolden_ActualValue[PlayerNumber] := ScoreReached; + end; + + end; + +end; + +procedure TScreenScore.FillPlayer(Item, P: integer); +var + S: string; +begin + Text[TextName[Item]].Text := Ini.Name[P]; + + S := IntToStr((Round(Player[P].Score) div 10) * 10); + while (Length(S)<4) do S := '0' + S; + Text[TextNotesScore[Item]].Text := S; + +// while (Length(S)<5) do S := '0' + S; +// Text[TextTotalScore[Item]].Text := S; + +//fixed: line bonus and golden notes don't show up, +// another bug: total score was shown without added golden-, linebonus + S := IntToStr(Player[P].ScoreTotalI); + while (Length(S)<5) do S := '0' + S; + Text[TextTotalScore[Item]].Text := S; + + S := IntToStr(Player[P].ScoreLineI); + while (Length(S)<4) do S := '0' + S; + Text[TextLineBonusScore[Item]].Text := S; + + S := IntToStr(Player[P].ScoreGoldenI); + while (Length(S)<4) do S := '0' + S; + Text[TextGoldenNotesScore[Item]].Text := S; +//end of fix + + LoadColor( + Text[TextName[Item]].ColR, + Text[TextName[Item]].ColG, + Text[TextName[Item]].ColB, + 'P' + IntToStr(P+1) + 'Dark'); + { + LoadColor( + Static[StaticBoxLightest[Item]].Texture.ColR, + Static[StaticBoxLightest[Item]].Texture.ColG, + Static[StaticBoxLightest[Item]].Texture.ColB, + 'P' + IntToStr(P+1) + 'Lightest'); + + LoadColor( + Static[StaticBoxLight[Item]].Texture.ColR, + Static[StaticBoxLight[Item]].Texture.ColG, + Static[StaticBoxLight[Item]].Texture.ColB, + 'P' + IntToStr(P+1) + 'Light'); + + LoadColor( + Static[StaticBoxDark[Item]].Texture.ColR, + Static[StaticBoxDark[Item]].Texture.ColG, + Static[StaticBoxDark[Item]].Texture.ColB, + 'P' + IntToStr(P+1) + 'Dark'); + } +end; + +end. diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas new file mode 100644 index 00000000..2342d371 --- /dev/null +++ b/Game/Code/Screens/UScreenSing.pas @@ -0,0 +1,1379 @@ +unit UScreenSing; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + + +uses UMenu, + UMusic, + SDL, + SysUtils, + UFiles, + UTime, + USongs, + UIni, + ULog, + UTexture, + ULyrics, + TextGL, + OpenGL12, + UThemes, + ULCD, + UGraphicClasses, + USingScores; + +type + TScreenSing = class(TMenu) + protected + paused: boolean; //Pause Mod + PauseTime: Real; + NumEmptySentences: integer; + public + //TextTime: integer; + + //TimeBar mod + StaticTimeProgress: integer; + TextTimeText: integer; + //eoa TimeBar mod + + StaticP1: integer; + TextP1: integer; + {StaticP1ScoreBG: integer; + TextP1Score: integer;} + + {//moveable singbar mod + StaticP1SingBar: integer; + StaticP1ThreePSingBar: integer; + StaticP1TwoPSingBar: integer; + StaticP2RSingBar: integer; + StaticP2MSingBar: integer; + StaticP3SingBar: integer; + //eoa moveable singbar } + + //Added for ps3 skin + //shown when game is in 2/4 player modus + StaticP1TwoP: integer; + TextP1TwoP: integer; + + {StaticP1TwoPScoreBG: integer; + TextP1TwoPScore: integer;} + //shown when game is in 3/6 player modus + StaticP1ThreeP: integer; + TextP1ThreeP: integer; + + {TextP1ThreePScore: integer; + StaticP1ThreePScoreBG: integer; } + //eoa + + StaticP2R: integer; + TextP2R: integer; + + {StaticP2RScoreBG: integer; + TextP2RScore: integer;} + + StaticP2M: integer; + TextP2M: integer; + + {StaticP2MScoreBG: integer; + TextP2MScore: integer; } + + StaticP3R: integer; + TextP3R: integer; + + {StaticP3RScoreBG: integer; + TextP3RScore: integer;} + + Tex_Background: TTexture; + FadeOut: boolean; +// LyricMain: TLyric; +// LyricSub: TLyric; + Lyrics: TLyricEngine; + + //Score Manager: + Scores: TSingScores; + + fShowVisualization : boolean; + fCurrentVideoPlaybackEngine : IVideoPlayback; + + constructor Create; override; + procedure onShow; override; + procedure onShowFinish; override; + + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + + procedure Finish; virtual; + procedure UpdateLCD; + procedure Pause; //Pause Mod(Toggles Pause) + + procedure onSentenceEnd(S: Cardinal); //OnSentenceEnd for LineBonus + Singbar + procedure onSentenceChange(S: Cardinal); //OnSentenceChange (for Golden Notes) + end; + +implementation + +uses UGraphic, + UDraw, + UMain, + USong, + Classes, + URecord, + ULanguage, + math; + +// Method for input parsing. If False is returned, GetNextWindow +// should be checked to know the next window to load; +function TScreenSing.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_Q: + begin + //When not ask before Exit then Finish now + if (Ini.AskbeforeDel <> 1) then + Finish + //else just Pause and let the Popup make the Work + else if not paused then + Pause; + + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + //Record Sound Hack: + //Sound[0].BufferLong + + Finish; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenScore); + end; + + SDLK_P://Pause Mod + begin + Pause; + end; + + SDLK_V: //Show Visualization + begin + fShowVisualization := not fShowVisualization; + + if fShowVisualization then + fCurrentVideoPlaybackEngine := Visualization + else + fCurrentVideoPlaybackEngine := VideoPlayback; + + if fShowVisualization then + fCurrentVideoPlaybackEngine.play; + + end; + + SDLK_TAB: //Change Visualization Preset + begin + if fShowVisualization then + fCurrentVideoPlaybackEngine.Position := now; // move to a random position + end; + + SDLK_RETURN: + begin + end; + + // Up and Down could be done at the same time, + // but I don't want to declare variables inside + // functions like this one, called so many times + SDLK_DOWN : + begin + end; + SDLK_UP : + begin + end; + end; + end; +end; + +//Pause Mod +procedure TScreenSing.Pause; +begin + if not paused then //Pause einschalten + begin + // pause Time + PauseTime := Czas.Teraz; + Paused := true; + + // pause Music + AudioPlayback.Pause; + + // pause Video + if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then + fCurrentVideoPlaybackEngine.Pause; + + end + else //Pause ausschalten + begin + Czas.Teraz := PauseTime; //Position of Notes + + // Position of Music + AudioPlayback.Position := PauseTime; + // Play Music + AudioPlayback.Play; + + // Video + if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then + fCurrentVideoPlaybackEngine.Pause; + + Paused := false; + end; +end; +//Pause Mod End + +constructor TScreenSing.Create; +var + I: integer; + P: integer; +begin + inherited Create; + + fShowVisualization := false; + fCurrentVideoPlaybackEngine := VideoPlayback; + + + //Create Score Class + Scores := TSingScores.Create; + Scores.LoadfromTheme; + + LoadFromTheme(Theme.Sing); + + //TimeBar + StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress); + TextTimeText := AddText(Theme.Sing.TextTimeText); + +// 1 player | P1 + StaticP1 := AddStatic(Theme.Sing.StaticP1); + TextP1 := AddText(Theme.Sing.TextP1); + + {StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG); + TextP1Score := AddText(Theme.Sing.TextP1Score); + StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar);} + +// 2 or 4 players | P1 + StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP); + TextP1TwoP := AddText(Theme.Sing.TextP1TwoP); + + {StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG); + TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore); + StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);} + + // | P2 + StaticP2R := AddStatic(Theme.Sing.StaticP2R); + TextP2R := AddText(Theme.Sing.TextP2R); + + {StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG); + TextP2RScore := AddText(Theme.Sing.TextP2RScore); + StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar); } + +// 3 or 6 players | P1 + StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP); + TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP); + + {StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG); + TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore); + StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar);} + + // | P2 + StaticP2M := AddStatic(Theme.Sing.StaticP2M); + TextP2M := AddText(Theme.Sing.TextP2M); + + {StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG); + TextP2MScore := AddText(Theme.Sing.TextP2MScore); + StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar);} + + // | P3 + StaticP3R := AddStatic(Theme.Sing.StaticP3R); + TextP3R := AddText(Theme.Sing.TextP3R); + + {StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG); + TextP3RScore := AddText(Theme.Sing.TextP3RScore); + StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar);} + + if ScreenAct = 2 then begin + // katze und affe + + end; + + Lyrics := TLyricEngine.Create(80,Skin_LyricsT,640,12,80,Skin_LyricsT+36,640,12); + + fCurrentVideoPlaybackEngine.Init(); +end; + +procedure TScreenSing.onShow; +var + P: integer; + V1: boolean; + V1TwoP: boolean; //added for ps3 skin + V1ThreeP: boolean; //added for ps3 skin + V2R: boolean; + V2M: boolean; + V3R: boolean; + NR: TRecR; //Line Bonus Mod + + Color: TRGB; + + success: boolean; +begin + Log.LogStatus('Begin', 'onShow'); + FadeOut := false; // 0.5.0: early 0.5.0 problems were by this line commented + + // reset video playback engine, to play Video Clip... + fCurrentVideoPlaybackEngine := VideoPlayback; + + //SetUp Score Manager + Scores.ClearPlayers; //Clear Old Player Values + Color.R := 0; Color.G := 0; Color.B := 0; //Dummy atm + For P := 0 to PlayersPlay -1 do //Add new Ones + begin + Scores.AddPlayer(Tex_ScoreBG[P], Color); + end; + + Scores.Init; //Get Positions for Players + + + + // prepare players + SetLength(Player, PlayersPlay); +// Player[0].ScoreTotalI := 0; + + case PlayersPlay of + 1: begin + V1 := true; + V1TwoP := false; + V1ThreeP := false; + V2R := false; + V2M := false; + V3R := false; + end; + 2: begin + V1 := false; + V1TwoP := true; + V1ThreeP := false; + V2R := true; + V2M := false; + V3R := false; + end; + 3: begin + V1 := false; + V1TwoP := false; + V1ThreeP := true; + V2R := false; + V2M := true; + V3R := true; + end; + 4: begin // double screen + V1 := false; + V1TwoP := true; + V1ThreeP := false; + V2R := true; + V2M := false; + V3R := false; + end; + 6: begin // double screen + V1 := false; + V1TwoP := false; + V1ThreeP := true; + V2R := false; + V2M := true; + V3R := true; + end; + + end; + + //This one is shown in 1P mode + Static[StaticP1].Visible := V1; + Text[TextP1].Visible := V1; + + {Static[StaticP1ScoreBG].Visible := V1; + Text[TextP1Score].Visible := V1;} + + + //This one is shown in 2/4P mode + Static[StaticP1TwoP].Visible := V1TwoP; + Text[TextP1TwoP].Visible := V1TwoP; + + {Static[StaticP1TwoPScoreBG].Visible := V1TwoP; + Text[TextP1TwoPScore].Visible := V1TwoP;} + + Static[StaticP2R].Visible := V2R; + Text[TextP2R].Visible := V2R; + + {Static[StaticP2RScoreBG].Visible := V2R; + Text[TextP2RScore].Visible := V2R; } + + + //This one is shown in 3/6P mode + Static[StaticP1ThreeP].Visible := V1ThreeP; + Text[TextP1ThreeP].Visible := V1ThreeP; + + {Static[StaticP1ThreePScoreBG].Visible := V1ThreeP; + Text[TextP1ThreePScore].Visible := V1ThreeP; } + + Static[StaticP2M].Visible := V2M; + Text[TextP2M].Visible := V2M; + + {Static[StaticP2MScoreBG].Visible := V2M; + Text[TextP2MScore].Visible := V2M; } + + Static[StaticP3R].Visible := V3R; + Text[TextP3R].Visible := V3R; + + {Static[StaticP3RScoreBG].Visible := V3R; + Text[TextP3RScore].Visible := V3R; } + + // FIXME: sets Path and Filename to '' + ResetSingTemp; + + CurrentSong := CatSongs.Song[CatSongs.Selected]; + + // FIXME: bad style, put the try-except into LoadSong() and not here + try + success := CurrentSong.LoadSong(); + except + success := false; + end; + if (not success) then + begin + //Error Loading Song -> Go back to Song Screen and Show some Error Message + FadeTo(@ScreenSong); + //Select New Song in Party Mode + if ScreenSong.Mode = smPartyMode then + ScreenSong.SelectRandomSong(); + ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG')); + // FIXME: do we need this? + CurrentSong.Path := CatSongs.Song[CatSongs.Selected].Path; + Exit; + end; + + // set movie + if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then + begin + // todo: VideoGap and Start time verwursten + fCurrentVideoPlaybackEngine.Open( CurrentSong.Path + CurrentSong.Video ); + + fCurrentVideoPlaybackEngine.position := CurrentSong.VideoGAP + CurrentSong.Start; + + CurrentSong.VideoLoaded := true; + end; + + // set background + if (CurrentSong.Background <> '') and (CurrentSong.VideoLoaded = false) then + try + Tex_Background := Texture.LoadTexture(CurrentSong.Path + CurrentSong.Background); + except + log.LogError('Background could not be loaded: ' + CurrentSong.Path + CurrentSong.Background); + Tex_Background.TexNum := -1; + end + else + Tex_Background.TexNum := -1; + + + + // play music (I) + AudioInput.CaptureStart; + AudioPlayback.Position := CurrentSong.Start; +// Music.Play; + + // prepare timer (I) +// CountSkipTimeSet; + Czas.Teraz := CurrentSong.Start; + Czas.Razem := AudioPlayback.Length; + if (CurrentSong.Finish > 0) then Czas.Razem := CurrentSong.Finish / 1000; + Czas.OldBeat := -1; + for P := 0 to High(Player) do + ClearScores(P); + + // main text + Lyrics.Clear (CurrentSong.BPM[0].BPM, CurrentSong.Resolution); + + // set custom options + case Ini.LyricsFont of + 0: + begin + Lyrics.UpperLineSize := 14; + Lyrics.LowerLineSize := 14; + Lyrics.FontStyle := 0; + + Lyrics.LineColor_en.R := Skin_FontR; + Lyrics.LineColor_en.G := Skin_FontG; + Lyrics.LineColor_en.B := Skin_FontB; + Lyrics.LineColor_en.A := 1; + + Lyrics.LineColor_dis.R := 0.4; + Lyrics.LineColor_dis.G := 0.4; + Lyrics.LineColor_dis.B := 0.4; + Lyrics.LineColor_dis.A := 1; + + Lyrics.LineColor_act.R := 5/256; + Lyrics.LineColor_act.G := 163/256; + Lyrics.LineColor_act.B := 210/256; + Lyrics.LineColor_act.A := 1; + +{ LyricSub.FontStyle := 0; + LyricMain.Size := 14; // 13 + LyricSub.Size := 14; // 13 + LyricMain.ColR := Skin_FontR; + LyricMain.ColG := Skin_FontG; + LyricMain.ColB := Skin_FontB; //Change für Crazy Joker + {LyricMain.ColSR := Skin_FontHighlightR; + LyricMain.ColSG := Skin_FontHighlightG; + LyricMain.ColSB := Skin_FontHighlightB;1aa5dc}{ + LyricMain.ColSR := 5/255; //26 + LyricMain.ColSG := 163/255; //165 + LyricMain.ColSB := 210/255; //220 + + LyricSub.ColR := 0.4; //0.6 + LyricSub.ColG := 0.4; //0.6 + LyricSub.ColB := 0.4; //0.6 } + end; + 1: + begin + { LyricMain.FontStyle := 2; + LyricSub.FontStyle := 2; + LyricMain.Size := 14; + LyricSub.Size := 14; + LyricMain.ColR := 0.75; + LyricMain.ColG := 0.75; + LyricMain.ColB := 1; + LyricMain.ColSR := 0.5; + LyricMain.ColSG := 0.5; + LyricMain.ColSB := 1; + LyricSub.ColR := 0.8; + LyricSub.ColG := 0.8; + LyricSub.ColB := 0.8; } + + Lyrics.UpperLineSize := 14; + Lyrics.LowerLineSize := 14; + Lyrics.FontStyle := 2; + + Lyrics.LineColor_en.R := 0.75; + Lyrics.LineColor_en.G := 0.75; + Lyrics.LineColor_en.B := 1; + Lyrics.LineColor_en.A := 1; + + Lyrics.LineColor_dis.R := 0.8; + Lyrics.LineColor_dis.G := 0.8; + Lyrics.LineColor_dis.B := 0.8; + Lyrics.LineColor_dis.A := 1; + + Lyrics.LineColor_act.R := 0.5; + Lyrics.LineColor_act.G := 0.5; + Lyrics.LineColor_act.B := 1; + Lyrics.LineColor_act.A := 1; + end; + 2: + begin + Lyrics.UpperLineSize := 12; + Lyrics.LowerLineSize := 12; + Lyrics.FontStyle := 3; + + Lyrics.LineColor_en.R := 0.75; + Lyrics.LineColor_en.G := 0.75; + Lyrics.LineColor_en.B := 1; + Lyrics.LineColor_en.A := 1; + + Lyrics.LineColor_dis.R := 0.8; + Lyrics.LineColor_dis.G := 0.8; + Lyrics.LineColor_dis.B := 0.8; + Lyrics.LineColor_dis.A := 1; + + Lyrics.LineColor_act.R := 0.5; + Lyrics.LineColor_act.G := 0.5; + Lyrics.LineColor_act.B := 1; + Lyrics.LineColor_act.A := 1; +{ LyricSub.FontStyle := 3; + LyricMain.Size := 12; + LyricSub.Size := 12; + LyricMain.ColR := 0.75; + LyricMain.ColG := 0.75; + LyricMain.ColB := 1; + LyricMain.ColSR := 0.5; + LyricMain.ColSG := 0.5; + LyricMain.ColSB := 1; + LyricSub.ColR := 0.8; + LyricSub.ColG := 0.8; + LyricSub.ColB := 0.8;} + end; + end; // case + + case Ini.LyricsEffect of + 0: Lyrics.HoverEffekt := 1; // 0 - one selected, 1 - selected all to the current + 1: Lyrics.HoverEffekt := 2; + 2: Lyrics.HoverEffekt := 3; + 3: Lyrics.HoverEffekt := 4; + end; // case + + // Add Lines to Lyrics + While (not Lyrics.LineinQueue) AND (Lyrics.LineCounter <= High(Czesci[0].Czesc)) do + Lyrics.AddLine(@Czesci[0].Czesc[Lyrics.LineCounter]); + + UpdateLCD; + + //Deactivate Pause + Paused := False; + + //Kill all Stars not Killed yet + //GoldenStarsTwinkle Mod + GoldenRec.SentenceChange; + //GoldenStarsTwinkle Mod End + + {//Set Position of Line Bonus - PhrasenBonus + if (Ini.LineBonus = 1) then //Show Line Bonus at Scores + begin + Case PlayersPlay of + 1: begin + Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ScoreBG.x; + Player[0].LineBonus_TargetY := Theme.Sing.TextP1Score.Y; + Player[0].LineBonus_StartX := Theme.Sing.StaticP1ScoreBG.x; + Player[0].LineBonus_StartY := Theme.Sing.TextP1Score.Y + 65; + end; + + 2: begin + //P1 + Player[0].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x; + Player[0].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y; + Player[0].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.X; + Player[0].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65; + + //P2 + Player[1].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.X; + Player[1].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y; + Player[1].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.X; + Player[1].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65; + end; + + 3: begin + //P1 + Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x; + Player[0].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y; + Player[0].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x; + Player[0].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65; + + //P2 + Player[1].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x; + Player[1].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y; + Player[1].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x; + Player[1].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65; + + //P3 + Player[2].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x; + Player[2].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y; + Player[2].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x; + Player[2].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65; + end; + + 4: begin + //P1 + Player[0].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x; + Player[0].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y; + Player[0].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.x; + Player[0].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65; + + //P2 + Player[1].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.x; + Player[1].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y; + Player[1].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.x; + Player[1].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65; + + //P3 + Player[2].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x; + Player[2].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y; + Player[2].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.x; + Player[2].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65; + + //P4 + Player[3].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.x; + Player[3].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y; + Player[3].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.x; + Player[3].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65; + end; + + 6: begin + //P1 + Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x; + Player[0].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y; + Player[0].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x; + Player[0].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65; + + //P2 + Player[1].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x; + Player[1].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y; + Player[1].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x; + Player[1].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65; + + //P3 + Player[2].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x; + Player[2].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y; + Player[2].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x; + Player[2].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65; + + //P4 + Player[3].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x; + Player[3].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y; + Player[3].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x; + Player[3].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65; + + //P5 + Player[4].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x; + Player[4].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y; + Player[4].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x; + Player[4].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65; + + //P6 + Player[5].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x; + Player[5].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y; + Player[5].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x; + Player[5].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65; + end; + end; + end + else if (Ini.LineBonus = 2) then //Show Line Bonus at Notes + begin + + // positions + if Ini.SingWindow = 0 then begin + NR.Left := 120; + end else begin + NR.Left := 20; + end; + NR.Right := 780; + + NR.Width := NR.Right - NR.Left; + NR.WMid := NR.Width / 2; + NR.Mid := NR.Left + NR.WMid; + + Case PlayersPlay of + 1: begin + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_StartY := Skin_P2_NotesB - 105; + end; + + 2: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; + end; + + 3: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_TargetY := 120 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_StartY := 120 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_TargetY := 245 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_StartY := 245 + 28; + + //P3 + Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[2].LineBonus_TargetY := 370 - 65 + 28; + Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[2].LineBonus_StartY := 370 + 28; + end; + + 4: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; + + //P3 + Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[2].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; + Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[2].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; + + //P4 + Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[3].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; + Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[3].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; + end; + + 6: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_TargetY := 120 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_StartY := 120 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_TargetY := 245 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_StartY := 245 + 28; + + //P3 + Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[2].LineBonus_TargetY := 370 - 65 + 28; + Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[2].LineBonus_StartY := 370 + 28; + + //P4 + Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[3].LineBonus_TargetY := 120 - 65 + 28; + Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[3].LineBonus_StartY := 120 + 28; + + //P5 + Player[4].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[4].LineBonus_TargetY := 245 - 65 + 28; + Player[4].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[4].LineBonus_StartY := 245 + 28; + + //P6 + Player[5].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[5].LineBonus_TargetY := 370 - 65 + 28; + Player[5].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[5].LineBonus_StartY := 370 + 28; + end; + end; + end; } + + //Set Position of Line Bonus - PhrasenBonus End + //Set Num of Empty Sentences for Phrasen Bonus + NumEmptySentences := 0; + for P := low(Czesci[0].Czesc) to high(Czesci[0].Czesc) do + if Czesci[0].Czesc[P].TotalNotes = 0 then Inc(NumEmptySentences); + + Log.LogStatus('End', 'onShow'); +end; + +procedure TScreenSing.onShowFinish; +begin + // play movie (II) + + if CurrentSong.VideoLoaded then + begin + try + writeln( 'VideoPlayback.FFmpegGetFrame' ); + fCurrentVideoPlaybackEngine.GetFrame(Czas.Teraz); + + writeln( 'VideoPlayback.FFmpegDrawGL' ); + fCurrentVideoPlaybackEngine.DrawGL(ScreenAct); +// PlaySmpeg; + except + + on E : Exception do + begin + //If an Error occurs Reading Video: prevent Video from being Drawn again and Close Video + CurrentSong.VideoLoaded := False; + Log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); + Log.LogError('Error Message : '+ E.message ); + Log.LogError(' In : '+ E.ClassName +' (TScreenSing.onShowFinish)' ); + Log.LogError('Corrupted File: ' + CurrentSong.Video); + try +// CloseSmpeg; + fCurrentVideoPlaybackEngine.Close; + except + + end; + end; + end; + end; + + // play music (II) + AudioPlayback.Play; + + // prepare timer (II) + CountSkipTimeSet; +end; + +function TScreenSing.Draw: boolean; +var + Min: integer; + Sec: integer; + Tekst: string; + Flash: real; + S: integer; + T: integer; +begin + + + + //ScoreBG Mod | den wirren Scheiss hier brauch mer nimmer, wir haben colorized png's - no need for wirrness also + // set player colors - macht nichts weiter als die farben des statics zu wechseln, was zu unschönen effekten bei colorized png führt +{ if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG, + Static[StaticP1TwoP].Texture.ColB, 'P1Dark'); + LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P2Dark'); + + LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG, + Static[StaticP1TwoPScoreBG].Texture.ColB, 'P1Dark'); + LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG, + Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark'); + end; + if ScreenAct = 2 then begin + LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG, + Static[StaticP1TwoP].Texture.ColB, 'P3Dark'); + LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P4Dark'); + + LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG, + Static[StaticP1TwoPScoreBG].Texture.ColB, 'P3Dark'); + LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG, + Static[StaticP2RScoreBG].Texture.ColB, 'P4Dark'); + end; + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG, + Static[StaticP1ThreeP].Texture.ColB, 'P1Dark'); + LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P2Dark'); + LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG, + Static[StaticP3R].Texture.ColB, 'P3Dark'); + + LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG, + Static[StaticP1ThreePScoreBG].Texture.ColB, 'P1Dark'); + LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG, + Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark'); + LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG, + Static[StaticP3RScoreBG].Texture.ColB, 'P3Dark'); + end; + if ScreenAct = 2 then begin + + LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG, + Static[StaticP1ThreeP].Texture.ColB, 'P4Dark'); + LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P5Dark'); + LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG, + Static[StaticP3R].Texture.ColB, 'P6Dark'); + + + LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG, + Static[StaticP1ThreePScoreBG].Texture.ColB, 'P4Dark'); + LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG, + Static[StaticP2RScoreBG].Texture.ColB, 'P5Dark'); + LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG, + Static[StaticP3RScoreBG].Texture.ColB, 'P6Dark'); + end; + end; + } + + // set player names (for 2 screens and only Singstar skin) + if ScreenAct = 1 then begin + Text[TextP1].Text := 'P1'; + Text[TextP1TwoP].Text := 'P1'; + Text[TextP1ThreeP].Text := 'P1'; + Text[TextP2R].Text := 'P2'; + Text[TextP2M].Text := 'P2'; + Text[TextP3R].Text := 'P3'; + end; + + if ScreenAct = 2 then begin + case PlayersPlay of +{ 1: begin + Text[TextP1].Text := 'P2'; + end; + 2: begin + Text[TextP1].Text := 'P3'; + Text[TextP2R].Text := 'P4'; + end; + 3: begin + Text[TextP1].Text := 'P4'; + Text[TextP2M].Text := 'P5'; + Text[TextP3R].Text := 'P6'; + end;} + + 4: begin + Text[TextP1TwoP].Text := 'P3'; + Text[TextP2R].Text := 'P4'; + end; + 6: begin + Text[TextP1ThreeP].Text := 'P4'; + Text[TextP2M].Text := 'P5'; + Text[TextP3R].Text := 'P6'; + end; + end; // case + end; // if + + // stereo + +// weird stuff, maybe this is for "dual screen?", but where is player three then? | okay, i commented the stuff out the other day - nothing was missing on screen w/ 6 players - so do we even need this stuff? +// okay this stuff appears again some lines beneath this one, I commented it out for testing what it does - seems like it's doing nothing +// but I might be wrong, so what is this stuff here doing? O.o + Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX; + + Text[TextP1].X := Text[TextP1].X + 10*ScreenX; + + {Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;} + + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX; + + Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX; + + {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX; + Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;} +// end of weird stuff + + for S := 1 to 1 do //wtf? + Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX; + + for T := 0 to 1 do + Text[T].X := Text[T].X + 10*ScreenX; + + // update static menu with time ... + Min := Round(Czas.Teraz) div 60; + Sec := Round(Czas.Teraz) mod 60; + Text[TextTimeText].Text := ''; + if Min < 10 then Text[TextTimeText].Text := '0'; + Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Min) + ':'; + if Sec < 10 then Text[TextTimeText].Text := Text[TextTimeText].Text + '0'; + Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Sec); + + {// .. and scores + if PlayersPlay = 1 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1Score].Text := Tekst; + end; + + if PlayersPlay = 2 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1TwoPScore].Text := Tekst; + + Tekst := IntToStr(Player[1].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2RScore].Text := Tekst; + end; + + if PlayersPlay = 3 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1ThreePScore].Text := Tekst; + + Tekst := IntToStr(Player[1].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2MScore].Text := Tekst; + + Tekst := IntToStr(Player[2].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP3RScore].Text := Tekst; + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1TwoPScore].Text := Tekst; + + Tekst := IntToStr(Player[1].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2RScore].Text := Tekst; + end; + if ScreenAct = 2 then begin + Tekst := IntToStr(Player[2].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1TwoPScore].Text := Tekst; + + Tekst := IntToStr(Player[3].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2RScore].Text := Tekst; + end; + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1ThreePScore].Text := Tekst; + + Tekst := IntToStr(Player[1].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2MScore].Text := Tekst; + + Tekst := IntToStr(Player[2].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP3RScore].Text := Tekst; + end; + if ScreenAct = 2 then begin + Tekst := IntToStr(Player[3].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1ThreePScore].Text := Tekst; + + Tekst := IntToStr(Player[4].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2MScore].Text := Tekst; + + Tekst := IntToStr(Player[5].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP3RScore].Text := Tekst; + end; + end; } + + // draw static menu (BG) + DrawBG; + //Draw Background + SingDrawBackground; + // update and draw movie + + if ShowFinish and + ( CurrentSong.VideoLoaded or fShowVisualization ) then +// if ShowFinish then + begin +// try +// UpdateSmpeg; // this only draws + // todo: find a way to determine, when a new frame is needed + // toto: same for the need to skip frames + + if assigned( fCurrentVideoPlaybackEngine ) then + begin + fCurrentVideoPlaybackEngine.GetFrame(Czas.Teraz); + fCurrentVideoPlaybackEngine.DrawGL(ScreenAct); + end; + +(* + except + on E : Exception do + begin + + //If an Error occurs drawing: prevent Video from being Drawn again and Close Video + CurrentSong.VideoLoaded := False; + log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); + Log.LogError('Error Message : '+ E.message ); + Log.LogError(' In : '+ E.ClassName +' (TScreenSing.Draw)' ); + + Log.LogError('Corrupted File: ' + CurrentSong.Video); + try +// CloseSmpeg; + fCurrentVideoPlaybackEngine.Close; + except + + end; + end; + end; +*) + + end; + + // draw static menu (FG) + DrawFG; + + // check for music finish +// Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(Czas.Teraz*1000) + ' ' + IntToStr(CurrentSong.Finish)); + if ShowFinish then begin + if (not AudioPlayback.Finished) and ((CurrentSong.Finish = 0) or (Czas.Teraz*1000 <= CurrentSong.Finish)) then begin + //Pause Mod: + if not Paused then + Sing(Self); // analyze song + end else begin +// Log.LogError('End'); + if not FadeOut then begin +// Log.LogError('End2'); + Finish; + FadeOut := true; + FadeTo(@ScreenScore); + end; + end; + end; + + // draw custom items + SingDraw; // always draw + +//GoldenNoteStarsTwinkle Mod + GoldenRec.SpawnRec; +//GoldenNoteStarsTwinkle Mod + + //Draw Scores + Scores.Draw; + + // back stereo + +// weird stuff, maybe this is for "dual screen?", but where is player three then? +// okay this stuff appears again some lines above this one, I commented it out for testing what it does - seems like it's doing nothing +// but I might be wrong, so what is this stuff here doing? O.o + Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX; + Text[TextP1].X := Text[TextP1].X - 10*ScreenX; + + {Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;} + + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX; + Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX; + + {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX; + Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;} +//weird end + + for S := 1 to 1 do // wtf? + Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX; + + for T := 0 to 1 do + Text[T].X := Text[T].X - 10*ScreenX; + +end; + +procedure TScreenSing.Finish; +begin + AudioInput.CaptureStop; + AudioPlayback.Stop; + + if Ini.SavePlayback = 1 then begin + Log.BenchmarkStart(0); + Log.LogVoice(0); + Log.LogVoice(1); + Log.LogVoice(2); + Log.BenchmarkEnd(0); + Log.LogBenchmark('Creating files', 0); + end; + + if CurrentSong.VideoLoaded then + begin +// CloseSmpeg; + fCurrentVideoPlaybackEngine.Close; + CurrentSong.VideoLoaded := false; // to prevent drawing closed video + end; + + SetFontItalic (False); +end; + +procedure TScreenSing.UpdateLCD; +var + T: string; +begin + //Todo: Lyrics +{ LCD.HideCursor; + LCD.Clear; + + T := LyricMain.Text; + if Copy(T, Length(T), 1) <> ' ' then T := T + ' '; + LCD.AddTextBR(T); + + T := LyricSub.Text; + if Copy(T, Length(T), 1) <> ' ' then T := T + ' '; + LCD.AddTextBR(T);} +end; + +procedure TScreenSing.onSentenceEnd(S: Cardinal); +var +I: Integer; +A: Real; +B: integer; //Max Points for Notes +begin + + //Check for Empty Sentence + if (Czesci[0].Czesc[S].TotalNotes<=0) then + exit; + + //Set Max Note Points + if (Ini.LineBonus > 0) then + B := 9000 + else + B := 10000; + + for I := 0 to High(Player) do begin + A := Player[I].Score + Player[I].ScoreGolden - Player[I].ScoreLast + 2; + + + //PhrasenBonus - Line Bonus Mod + + //Generate Steps 0 to 8 + A := Floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 8); + + If (Ini.LineBonus > 0) then + begin + //PhrasenBonus give Points + Player[I].ScoreLine := Player[I].ScoreLine + (1000 / (Length(Czesci[0].Czesc) - NumEmptySentences) * A / 8); + Player[I].ScoreLineI := Round(Player[I].ScoreLine / 10) * 10; + //Update Total Score + Player[I].ScoreTotalI := Player[I].ScoreI + Player[I].ScoreGoldenI + Player[I].ScoreLineI; + + //Spawn PopUp + If (A >= 8) then + A := 8 + else IF A < 0 then + A := 0; + + Scores.SpawnPopUp(I, Floor(A), Player[I].ScoreTotalI); + end; + //PhrasenBonus - Line Bonus Mod End// } + + //PerfectLineTwinkle Mod (effect) Pt.1 + If (Ini.EffectSing=1) then + begin + if A >= 8 then Player[I].LastSentencePerfect := True + else Player[I].LastSentencePerfect := False; + end; + //PerfectLineTwinkle Mod end + + //Refresh LastScore + Player[I].ScoreLast := Player[I].Score + Player[I].ScoreGolden; + + end; + + //PerfectLineTwinkle Mod (effect) Pt.2 + if Ini.EffectSing=1 then + GoldenRec.SpawnPerfectLineTwinkle; + //PerfectLineTwinkle Mod end + + + // if we are shoing a visualization... change to a new preset after each sentence.. + // Maybe we should make this less often or something... just a + if fShowVisualization then + fCurrentVideoPlaybackEngine.Position := now; // move to a random position +end; + +//Called on Sentence Change S= New Current Sentence +procedure TScreenSing.onSentenceChange(S: Cardinal); +begin + //GoldenStarsTwinkle Mod + GoldenRec.SentenceChange; + if (Lyrics.LineCounter <= High(Czesci[0].Czesc)) then + begin + Lyrics.AddLine(@Czesci[0].Czesc[Lyrics.LineCounter]); + // addline uses display memory + // calling draw makes sure, there's the singscreen in it, when the next + // swap between onscreen and offscreen buffers is done + // (this eliminates the onSentenceChange flickering) + // note: maybe it would be better to make sure, a display redraw is done + // right after the sentence change (before buffer swap) or make sure + // onsentencechange is only called right before calling Display.Draw + // (or whatever it was called) + Draw; + end; + //GoldenStarsTwinkle Mod End +end; + +end. diff --git a/Game/Code/Screens/UScreenSingModi.pas b/Game/Code/Screens/UScreenSingModi.pas new file mode 100644 index 00000000..ed827ec8 --- /dev/null +++ b/Game/Code/Screens/UScreenSingModi.pas @@ -0,0 +1,699 @@ +unit UScreenSingModi; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + + +uses UMenu, + UMusic, + SDL, + SysUtils, + UFiles, + UTime, + USongs, + UIni, + ULog, + UTexture, + ULyrics, + TextGL, + OpenGL12, + + UThemes, + ULCD, + UScreenSing, + ModiSDK; + +type + TScreenSingModi = class(TScreenSing) + protected + //paused: boolean; //Pause Mod + //PauseTime: Real; + //NumEmptySentences: integer; + public + //TextTime: integer; + + //StaticP1: integer; + //StaticP1ScoreBG: integer; + //TextP1: integer; + //TextP1Score: integer; + + //StaticP2R: integer; + //StaticP2RScoreBG: integer; + //TextP2R: integer; + //TextP2RScore: integer; + + //StaticP2M: integer; + //StaticP2MScoreBG: integer; + //TextP2M: integer; + //TextP2MScore: integer; + + //StaticP3R: integer; + //StaticP3RScoreBG: integer; + //TextP3R: integer; + //TextP3RScore: integer; + + //Tex_Background: TTexture; + //FadeOut: boolean; + //LyricMain: TLyric; + //LyricSub: TLyric; + Winner: Byte; //Who Wins + PlayerInfo: TPlayerInfo; + TeamInfo: TTeamInfo; + + constructor Create; override; + procedure onShow; override; + //procedure onShowFinish; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + procedure Finish; override; + //procedure UpdateLCD; + //procedure Pause; //Pause Mod(Toggles Pause) + end; + +type + TCustomSoundEntry = record
+ Filename : String;
+ Stream : TAudioPlaybackStream;
+ end;
+
+var + //Custom Sounds + CustomSounds: array of TCustomSoundEntry; + +//Procedured for Plugin +function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall; +//function Translate (const Name: PChar): PChar; stdcall; +procedure Print (const Style, Size: Byte; const X, Y: Real; const Text: PChar); stdcall; //Procedure to Print Text +function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound +procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound + +//Utilys +function ToSentences(Const Czeski: TCzesci): TSentences; + +implementation +uses UGraphic, UDraw, UMain, Classes, URecord, ULanguage, math, UDLLManager, USkins, UGraphicClasses; + +// Method for input parsing. If False is returned, GetNextWindow +// should be checked to know the next window to load; +function TScreenSingModi.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Finish; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenPartyScore); + end; + + else + Result := inherited ParseInput(PressedKey, ScanCode, PressedDown); + end; + end; +end; + +constructor TScreenSingModi.Create; +begin + inherited Create; + +end; + +function ToSentences(Const Czeski: TCzesci): TSentences; +var + I, J: Integer; +begin + Result.Akt := Czeski.Akt; + Result.High := Czeski.High; + Result.Ilosc := Czeski.Ilosc; + Result.Resolution := Czeski.Resolution; + Result.NotesGAP := Czeski.NotesGAP; + Result.TotalLength := Czeski.Wartosc; + + SetLength(Result.Sentence, Length(Czeski.Czesc)); + for I := low(Result.Sentence) to high(Result.Sentence) do + begin + Result.Sentence[I].Start := Czeski.Czesc[I].Start; + Result.Sentence[I].StartNote := Czeski.Czesc[I].StartNote; + Result.Sentence[I].Lyric := Czeski.Czesc[I].Lyric; + Result.Sentence[I].LyricWidth := Czeski.Czesc[I].LyricWidth; + Result.Sentence[I].Koniec := Czeski.Czesc[I].Koniec; + Result.Sentence[I].BaseNote := Czeski.Czesc[I].BaseNote; + Result.Sentence[I].HighNote := Czeski.Czesc[I].HighNut; + Result.Sentence[I].IlNut := Czeski.Czesc[I].IlNut; + Result.Sentence[I].TotalNotes := Czeski.Czesc[I].TotalNotes; + + SetLength(Result.Sentence[I].Note, Length(Czeski.Czesc[I].Nuta)); + for J := low(Result.Sentence[I].Note) to high(Result.Sentence[I].Note) do + begin + Result.Sentence[I].Note[J].Color := Czeski.Czesc[I].Nuta[J].Color; + Result.Sentence[I].Note[J].Start := Czeski.Czesc[I].Nuta[J].Start; + Result.Sentence[I].Note[J].Length := Czeski.Czesc[I].Nuta[J].Dlugosc; + Result.Sentence[I].Note[J].Ton := Czeski.Czesc[I].Nuta[J].Ton; + Result.Sentence[I].Note[J].TonGamy := Czeski.Czesc[I].Nuta[J].TonGamy; + //Result.Sentence[I].Note[J].Text := Czeski.Czesc[I].Nuta[J].Tekst; + Result.Sentence[I].Note[J].FreeStyle := Czeski.Czesc[I].Nuta[J].FreeStyle; + Result.Sentence[I].Note[J].Typ := Czeski.Czesc[I].Nuta[J].Wartosc; + end; + end; +end; + +procedure TScreenSingModi.onShow; +var + I: Integer; +begin + + PlayersPlay := TeamInfo.NumTeams; + + if DLLMan.Selected.LoadSong then //Start with Song + begin + inherited; + end + else //Start Without Song + begin + AudioInput.CaptureStart; + end; + +//Set Playerinfo + PlayerInfo.NumPlayers := PlayersPlay; + for I := 0 to PlayerInfo.NumPlayers-1 do + begin + PlayerInfo.Playerinfo[I].Name := PChar(Ini.Name[I]); + PlayerInfo.Playerinfo[I].Score := 0; + PlayerInfo.Playerinfo[I].Bar := 50; + PlayerInfo.Playerinfo[I].Enabled := True; + end; + + for I := PlayerInfo.NumPlayers to high(PlayerInfo.Playerinfo) do + begin + PlayerInfo.Playerinfo[I].Score:= 0; + PlayerInfo.Playerinfo[I].Bar := 0; + PlayerInfo.Playerinfo[I].Enabled := False; + end; + + {Case PlayersPlay of + 1: begin + PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ScoreBG].Texture.X; + PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ScoreBG].Texture.Y + Static[StaticP1ScoreBG].Texture.H; + end; + 2,4: begin + PlayerInfo.Playerinfo[0].PosX := Static[StaticP1TwoPScoreBG].Texture.X; + PlayerInfo.Playerinfo[0].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H; + PlayerInfo.Playerinfo[2].PosX := Static[StaticP1TwoPScoreBG].Texture.X; + PlayerInfo.Playerinfo[2].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H; + PlayerInfo.Playerinfo[1].PosX := Static[StaticP2RScoreBG].Texture.X; + PlayerInfo.Playerinfo[1].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H; + PlayerInfo.Playerinfo[3].PosX := Static[StaticP2RScoreBG].Texture.X; + PlayerInfo.Playerinfo[3].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H; + end; + 3,6: begin + PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ThreePScoreBG].Texture.X; + PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H; + PlayerInfo.Playerinfo[3].PosX := Static[StaticP1ThreePScoreBG].Texture.X; + PlayerInfo.Playerinfo[3].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H; + PlayerInfo.Playerinfo[1].PosX := Static[StaticP2MScoreBG].Texture.X; + PlayerInfo.Playerinfo[1].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H; + PlayerInfo.Playerinfo[4].PosX := Static[StaticP2MScoreBG].Texture.X; + PlayerInfo.Playerinfo[4].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H; + PlayerInfo.Playerinfo[2].PosX := Static[StaticP3RScoreBG].Texture.X; + PlayerInfo.Playerinfo[2].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H; + PlayerInfo.Playerinfo[5].PosX := Static[StaticP3RScoreBG].Texture.X; + PlayerInfo.Playerinfo[5].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H; + end; + end; } + + // play music (I) + //Music.CaptureStart; + //Music.MoveTo(AktSong.Start); + + //Init Plugin + if not DLLMan.PluginInit(TeamInfo, PlayerInfo, ToSentences(Czesci[0]), LoadTex, Print, LoadSound, PlaySound) then + begin + //Fehler + Log.LogError('Could not Init Plugin'); + Halt; + end; + + // Set Background (Little Workaround, maybe change sometime) + if (DLLMan.Selected.LoadBack) AND (DLLMan.Selected.LoadSong) then + ScreenSing.Tex_Background := Tex_Background; + + Winner := 0; + + //Set Score Visibility + {if PlayersPlay = 1 then begin + Text[TextP1Score].Visible := DLLMan.Selected.ShowScore; + Static[StaticP1ScoreBG].Visible := DLLMan.Selected.ShowScore; + end; + + if (PlayersPlay = 2) OR (PlayersPlay = 4) then begin + Text[TextP1TwoPScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP1TwoPScoreBG].Visible := DLLMan.Selected.ShowScore; + + Text[TextP2RScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP2RScoreBG].Visible := DLLMan.Selected.ShowScore; + end; + + if (PlayersPlay = 3) OR (PlayersPlay = 6) then begin + Text[TextP1ThreePScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP1ThreePScoreBG].Visible := DLLMan.Selected.ShowScore; + + Text[TextP2MScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP2MScoreBG].Visible := DLLMan.Selected.ShowScore; + + Text[TextP3RScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP3RScoreBG].Visible := DLLMan.Selected.ShowScore; + end; } +end; + +function TScreenSingModi.Draw: boolean; +var + Min: integer; + Sec: integer; + Tekst: string; + S, I: integer; + T: integer; +begin +//Set Playerinfo + PlayerInfo.NumPlayers := PlayersPlay; + for I := 0 to PlayerInfo.NumPlayers-1 do + begin + PlayerInfo.Playerinfo[I].Name := PChar(Player[I].Name); + if PlayerInfo.Playerinfo[I].Enabled then + begin + if (Player[I].ScoreTotalI<=10000) then + PlayerInfo.Playerinfo[I].Score:= Player[I].ScoreTotalI; + PlayerInfo.Playerinfo[I].Bar := Round(Scores.Players[I].RBPos * 100); + end; + end; + +//Show Score +if DLLMan.Selected.ShowScore then +begin + {//ScoreBG Mod + // set player colors + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG, + Static[StaticP1TwoP].Texture.ColB, 'P1Dark'); + LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P2Dark'); + + + + LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG, + Static[StaticP1TwoPScoreBG].Texture.ColB, 'P1Dark'); + LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG, + Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark'); + + + + end; + if ScreenAct = 2 then begin + LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG, + Static[StaticP1TwoP].Texture.ColB, 'P3Dark'); + LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P4Dark'); + + + + LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG, + Static[StaticP1TwoPScoreBG].Texture.ColB, 'P3Dark'); + LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG, + Static[StaticP2RScoreBG].Texture.ColB, 'P4Dark'); + + + + end; + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG, + Static[StaticP1ThreeP].Texture.ColB, 'P1Dark'); + LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P2Dark'); + LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG, + Static[StaticP3R].Texture.ColB, 'P3Dark'); + + + + LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG, + Static[StaticP1ThreePScoreBG].Texture.ColB, 'P1Dark'); + LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG, + Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark'); + LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG, + Static[StaticP3RScoreBG].Texture.ColB, 'P3Dark'); + + + + end; + if ScreenAct = 2 then begin + LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG, + Static[StaticP1ThreeP].Texture.ColB, 'P4Dark'); + LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P5Dark'); + LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG, + Static[StaticP3R].Texture.ColB, 'P6Dark'); + + + + + LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG, + Static[StaticP1ThreePScoreBG].Texture.ColB, 'P4Dark'); + LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG, + Static[StaticP2RScoreBG].Texture.ColB, 'P5Dark'); + LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG, + Static[StaticP3RScoreBG].Texture.ColB, 'P6Dark'); + + + + + end; + end; + //end ScoreBG Mod } + +// set player names (for 2 screens and only Singstar skin) + if ScreenAct = 1 then begin + Text[TextP1].Text := 'P1'; + Text[TextP1TwoP].Text := 'P1'; // added for ps3 skin + Text[TextP1ThreeP].Text := 'P1'; // added for ps3 skin + Text[TextP2R].Text := 'P2'; + Text[TextP2M].Text := 'P2'; + Text[TextP3R].Text := 'P3'; + end; + + if ScreenAct = 2 then begin + case PlayersPlay of + 4: begin + Text[TextP1TwoP].Text := 'P3'; + Text[TextP2R].Text := 'P4'; + end; + 6: begin + Text[TextP1ThreeP].Text := 'P4'; + Text[TextP2M].Text := 'P5'; + Text[TextP3R].Text := 'P6'; + end; + end; // case + end; // if + + + // stereo <- and where iss P2M? or P3? + Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX; + Text[TextP1].X := Text[TextP1].X + 10*ScreenX; + + {Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;} + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX; + Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX; + + {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX; + Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;} + + // .. and scores + {if PlayersPlay = 1 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1Score].Text := Tekst; + end; + + if PlayersPlay = 2 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1TwoPScore].Text := Tekst; + + Tekst := IntToStr(Player[1].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2RScore].Text := Tekst; + end; + + if PlayersPlay = 3 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1ThreePScore].Text := Tekst; + + Tekst := IntToStr(Player[1].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2MScore].Text := Tekst; + + Tekst := IntToStr(Player[2].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP3RScore].Text := Tekst; + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1TwoPScore].Text := Tekst; + + Tekst := IntToStr(Player[1].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2RScore].Text := Tekst; + end; + if ScreenAct = 2 then begin + Tekst := IntToStr(Player[2].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1TwoPScore].Text := Tekst; + + Tekst := IntToStr(Player[3].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2RScore].Text := Tekst; + end; + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1ThreePScore].Text := Tekst; + + Tekst := IntToStr(Player[1].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2MScore].Text := Tekst; + + Tekst := IntToStr(Player[2].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP3RScore].Text := Tekst; + end; + if ScreenAct = 2 then begin + Tekst := IntToStr(Player[3].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1ThreePScore].Text := Tekst; + + Tekst := IntToStr(Player[4].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2MScore].Text := Tekst; + + Tekst := IntToStr(Player[5].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP3RScore].Text := Tekst; + end; + end; } + +end; //ShowScore + + for S := 1 to 1 do + Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX; + + for T := 0 to 1 do + Text[T].X := Text[T].X + 10*ScreenX; + +if DLLMan.Selected.LoadSong then +begin + // update static menu with time ... + Min := Round(Czas.Teraz) div 60; + Sec := Round(Czas.Teraz) mod 60; + Text[TextTimeText].Text := ''; + if Min < 10 then Text[TextTimeText].Text := '0'; + Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Min) + ':'; + if Sec < 10 then Text[TextTimeText].Text := Text[TextTimeText].Text + '0'; + Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Sec); +end; + + // draw static menu (BG) + DrawBG; + + //Draw Background + if (DllMan.Selected.LoadSong) AND (DllMan.Selected.LoadBack) then + SingDrawBackground; + + // comment by blindy: wo zum henker wird denn in diesem screen ein video abgespielt? + // update and draw movie + // <mog> wie wo wadd? also in der selben funktion in der uscreensing kommt des video in der zeile 995, oder was wollteste wissen? :X +{ if ShowFinish and CurrentSong.VideoLoaded AND DllMan.Selected.LoadVideo then begin + UpdateSmpeg; // this only draws + end;} + + // draw static menu (FG) + DrawFG; + + if ShowFinish then begin + if DllMan.Selected.LoadSong then + begin + if (not AudioPlayback.Finished) and ((CurrentSong.Finish = 0) or (Czas.Teraz*1000 <= CurrentSong.Finish)) then begin + //Pause Mod: + if not Paused then + Sing(Self); // analyze song + end else begin + if not FadeOut then begin + Finish; + FadeOut := true; + FadeTo(@ScreenPartyScore); + end; + end; + end; + end; + + // draw custom items + SingModiDraw(PlayerInfo); // always draw + + //GoldenNoteStarsTwinkle Mod + GoldenRec.SpawnRec; + //GoldenNoteStarsTwinkle Mod + + //Update PlayerInfo + for I := 0 to PlayerInfo.NumPlayers-1 do + begin + if PlayerInfo.Playerinfo[I].Enabled then + begin + //PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent; + PlayerInfo.Playerinfo[I].Score := Player[I].ScoreTotalI; + end; + end; + + if ((ShowFinish) AND (NOT Paused)) then + begin + if not DLLMan.PluginDraw(Playerinfo, Czesci[0].Akt) then + begin + if not FadeOut then begin + Finish; + FadeOut := true; + FadeTo(@ScreenPartyScore); + end; + end; + end; + + //Change PlayerInfo/Changeables + for I := 0 to PlayerInfo.NumPlayers-1 do + begin + if (Player[I].ScoreTotalI <> PlayerInfo.Playerinfo[I].Score) then + begin + //Player[I].ScoreTotal := Player[I].ScoreTotal + (PlayerInfo.Playerinfo[I].Score - Player[I].ScoreTotalI); + Player[I].ScoreTotalI := PlayerInfo.Playerinfo[I].Score; + end; + {if (PlayerInfo.Playerinfo[I].Bar <> Player[I].ScorePercent) then + Player[I].ScorePercentTarget := PlayerInfo.Playerinfo[I].Bar; } + end; + + // back stereo + Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX; + Text[TextP1].X := Text[TextP1].X - 10*ScreenX; + + {Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;} + + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX; + Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX; + + {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX; + Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;} + + + for S := 1 to 1 do + Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX; + + for T := 0 to 1 do + Text[T].X := Text[T].X - 10*ScreenX; + + +end; + +procedure TScreenSingModi.Finish; +begin +inherited Finish; + +Winner := DllMan.PluginFinish(PlayerInfo); + +//Log.LogError('Winner: ' + InttoStr(Winner)); + +//DLLMan.UnLoadPlugin; +end; + +function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall; +var + Texname, EXT: String; + Tex: TTexture; +begin + //Get texture Name + TexName := Skin.GetTextureFileName(String(Name)); + //Get File Typ + Ext := ExtractFileExt(TexName); + if (uppercase(Ext) = '.JPG') then + Ext := 'JPG' + else + Ext := 'BMP'; + + Tex := Texture.LoadTexture(PChar(TexName), PChar(Ext), Typ, 0); + + Result.TexNum := Tex.TexNum; + Result.W := Tex.W; + Result.H := Tex.H; +end; +{ +function Translate (const Name: PChar): PChar; stdcall; +begin + Result := PChar(Language.Translate(String(Name))); +end; } + +procedure Print (const Style, Size: Byte; const X, Y: Real; const Text: PChar); stdcall; //Procedure to Print Text +begin + SetFontItalic ((Style and 128) = 128); + SetFontStyle(Style and 7); + SetFontSize(Size); + SetFontPos (X, Y); + glPrint (PChar(Language.Translate(String(Text)))); +end; + +function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound +var + S: TAudioPlaybackStream; + I: Integer; + F: String; +begin + //Search for Sound in already loaded Sounds + F := UpperCase(SoundPath + FileName); + For I := 0 to High(CustomSounds) do + begin + if (UpperCase(CustomSounds[I].Filename) = F) then + begin + Result := I; + Exit; + end; + end; + + S := AudioPlayback.OpenSound(SoundPath + String(Name)); + if (S <> nil) then + Result := High(CustomSounds) + else + Result := 0; +end; + +procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound +begin + if (Index <= High(CustomSounds)) then + AudioPlayback.PlaySound(CustomSounds[Index].Stream); +end; + +end. + diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas new file mode 100644 index 00000000..b142b4dc --- /dev/null +++ b/Game/Code/Screens/UScreenSong.pas @@ -0,0 +1,2172 @@ +unit UScreenSong;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+
+uses
+ UMenu,
+ SDL,
+ UMusic,
+ UFiles,
+ UTime,
+ UDisplay,
+ USongs,
+ SysUtils,
+ ULog,
+ UThemes,
+ UTexture,
+ ULanguage,
+ ULCD,
+ ULight,
+ USong,
+ UIni;
+
+type
+ TScreenSong = class(TMenu)
+ private
+ EqualizerData: TFFTData; // moved here to avoid stack overflows
+ EqualizerBands: array of Byte;
+ EqualizerTime: Cardinal;
+ EqualizerTime2: Byte;
+ public
+ TextArtist: integer;
+ TextTitle: integer;
+ TextNumber: integer;
+
+ //Video Icon Mod
+ VideoIcon: Cardinal;
+
+ TextCat: integer;
+ StaticCat: integer;
+
+ SongCurrent: real;
+ SongTarget: real;
+
+ HighSpeed: boolean;
+ CoverFull: boolean;
+ CoverTime: real;
+ CoverX: integer;
+ CoverY: integer;
+ CoverW: integer;
+ is_jump: boolean; // Jump to Song Mod
+ is_jump_title:boolean; //Jump to SOng MOd-YTrue if search for Title
+
+ //Party Mod
+ Mode: TSingMode;
+
+ //party Statics (Joker)
+ StaticTeam1Joker1: Cardinal;
+ StaticTeam1Joker2: Cardinal;
+ StaticTeam1Joker3: Cardinal;
+ StaticTeam1Joker4: Cardinal;
+ StaticTeam1Joker5: Cardinal;
+
+ StaticTeam2Joker1: Cardinal;
+ StaticTeam2Joker2: Cardinal;
+ StaticTeam2Joker3: Cardinal;
+ StaticTeam2Joker4: Cardinal;
+ StaticTeam2Joker5: Cardinal;
+
+ StaticTeam3Joker1: Cardinal;
+ StaticTeam3Joker2: Cardinal;
+ StaticTeam3Joker3: Cardinal;
+ StaticTeam3Joker4: Cardinal;
+ StaticTeam3Joker5: Cardinal;
+
+ StaticParty: Array of Cardinal;
+ TextParty: Array of Cardinal;
+ StaticNonParty: Array of Cardinal;
+ TextNonParty: Array of Cardinal;
+
+
+ constructor Create; override;
+ procedure SetScroll;
+ procedure SetScroll1;
+ procedure SetScroll2;
+ procedure SetScroll3;
+ procedure SetScroll4;
+ procedure SetScroll5;
+ procedure SetScroll6;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+ function Draw: boolean; override;
+ procedure GenerateThumbnails();
+ procedure onShow; override;
+ procedure onHide; override;
+ procedure SelectNext;
+ procedure SelectPrev;
+ procedure UpdateLCD;
+ procedure SkipTo(Target: Cardinal);
+ procedure FixSelected; //Show Wrong Song when Tabs on Fix
+ procedure FixSelected2; //Show Wrong Song when Tabs on Fix
+ procedure ShowCatTL(Cat: Integer);// Show Cat in Top left
+ procedure ShowCatTLCustom(Caption: String);// Show Custom Text in Top left
+ procedure HideCatTL;// Show Cat in Tob left
+ procedure Refresh; //Refresh Song Sorting
+ procedure DrawEqualizer;
+ procedure ChangeMusic;
+ //Party Mode
+ procedure SelectRandomSong;
+ procedure SetJoker;
+ procedure SetStatics;
+ //procedures for Menu
+ procedure StartSong;
+ procedure OpenEditor;
+ procedure DoJoker(Team: Byte);
+ procedure SelectPlayers;
+
+ procedure UnLoadDetailedCover;
+
+ //Extensions
+ procedure DrawExtensions;
+ end;
+
+implementation
+uses UGraphic,
+ UMain,
+ UCovers,
+ math,
+ OpenGL12,
+ {$IFDEF win32}
+ windows,
+ {$ELSE}
+ lclintf,
+ {$ENDIF}
+ USkins,
+ UDLLManager,
+ UParty,
+ UPlaylist,
+ UScreenSongMenu;
+
+// ***** Public methods ****** //
+
+//Show Wrong Song when Tabs on Fix
+procedure TScreenSong.FixSelected;
+var I, I2: Integer;
+ begin
+ if CatSongs.VisibleSongs > 0 then
+ begin
+ I2:= 0;
+ for I := low(CatSongs.Song) to High(Catsongs.Song) do
+ begin
+ if CatSongs.Song[I].Visible then
+ inc(I2);
+
+ if I = Interaction - 1 then
+ break;
+ end;
+
+ SongCurrent := I2;
+ SongTarget := I2;
+ end;
+ end;
+
+procedure TScreenSong.FixSelected2;
+var I, I2: Integer;
+ begin
+ if CatSongs.VisibleSongs > 0 then
+ begin
+ I2:= 0;
+ for I := low(CatSongs.Song) to High(Catsongs.Song) do
+ begin
+ if CatSongs.Song[I].Visible then
+ inc(I2);
+
+ if I = Interaction - 1 then
+ break;
+ end;
+
+ SongTarget := I2;
+ end;
+ end;
+//Show Wrong Song when Tabs on Fix End
+
+ procedure TScreenSong.ShowCatTLCustom(Caption: String);// Show Custom Text in Top left
+ begin
+ Text[TextCat].Text := Caption;
+ Text[TextCat].Visible := true;
+ Static[StaticCat].Visible := False;
+ end;
+
+ //Show Cat in Top Left Mod
+ procedure TScreenSong.ShowCatTL(Cat: Integer);
+ begin
+ //Change
+ Text[TextCat].Text := CatSongs.Song[Cat].Artist;
+ //showmessage(CatSongs.Song[Cat].Path + CatSongs.Song[Cat].Cover);
+ //Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', true);
+
+ Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', true);
+ //Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', false);
+ //Button[Cat].
+ //Cover
+
+
+ //Show
+ Text[TextCat].Visible := true;
+ Static[StaticCat].Visible := True;
+ end;
+
+ procedure TScreenSong.HideCatTL;
+ begin
+ //Hide
+ //Text[TextCat].Visible := false;
+ Static[StaticCat].Visible := false;
+ //New -> Show Text specified in Theme
+ Text[TextCat].Visible := True;
+ Text[TextCat].Text := Theme.Song.TextCat.Text;
+ end;
+ //Show Cat in Top Left Mod End
+
+
+// Method for input parsing. If False is returned, GetNextWindow
+// should be checked to know the next window to load;
+function TScreenSong.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
+var
+ I: integer;
+ I2: integer;
+ HS: integer;
+ SDL_ModState: Word;
+ Letter: Char;
+begin
+ Result := true;
+
+ //Song Screen Extensions (Jumpto + Menu)
+ if (ScreenSongMenu.Visible) then
+ begin
+ Result := ScreenSongMenu.ParseInput(PressedKey, ScanCode, PressedDown);
+ Exit;
+ end
+ else if (ScreenSongJumpto.Visible) then
+ begin
+ Result := ScreenSongJumpto.ParseInput(PressedKey, ScanCode, PressedDown);
+ Exit;
+ end;
+
+ If (PressedDown) Then
+ begin // Key Down
+
+ SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT
+ + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT);
+
+ //Jump to Artist/Titel
+ if (SDL_ModState and KMOD_LALT <> 0) AND (Mode = smNormal) AND (PressedKey >= SDLK_A) AND (PressedKey <= SDLK_Z) then
+ begin
+ Letter := UpCase(Chr(ScanCode));
+ I2 := Length(CatSongs.Song);
+
+ //Jump To Titel
+ if (SDL_ModState = KMOD_LALT or KMOD_LSHIFT) then
+ begin
+ For I := 1 to high(CatSongs.Song) do
+ begin
+ if (CatSongs.Song[(I + Interaction) mod I2].Visible) AND
+ (Length(CatSongs.Song[(I + Interaction) mod I2].Title)>0) AND
+ (widechar(UpperCase(CatSongs.Song[(I + Interaction) mod I2].Title)[1]) = widechar(Letter)) then
+ begin
+ SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2));
+
+ AudioPlayback.PlaySound(SoundLib.Change);
+
+ ChangeMusic;
+ SetScroll4;
+ UpdateLCD;
+ //Break and Exit
+ Exit;
+ end;
+ end;
+ end
+ //Jump to Artist
+ else if (SDL_ModState = KMOD_LALT) then
+ begin
+ For I := 1 to high(CatSongs.Song) do
+ begin
+ if (CatSongs.Song[(I + Interaction) mod I2].Visible) AND
+ (Length(CatSongs.Song[(I + Interaction) mod I2].Artist)>0) AND
+ (widechar(uppercase(CatSongs.Song[(I + Interaction) mod I2].Artist)[1]) = widechar(Letter)) then
+ begin
+ SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2));
+
+ AudioPlayback.PlaySound(SoundLib.Change);
+
+ ChangeMusic;
+ SetScroll4;
+ UpdateLCD;
+
+ //Break and Exit
+ Exit;
+ end;
+ end;
+ end;
+ Exit;
+ end;
+
+ case PressedKey of
+ SDLK_Q:
+ begin
+ Result := false;
+ end;
+
+ SDLK_ESCAPE,
+ SDLK_BACKSPACE :
+ begin
+ if (Mode = smNormal) then
+ begin
+ //On Escape goto Cat-List Hack
+ if (Ini.Tabs_at_startup = 1) AND (CatSongs.CatNumShow <> -1) then
+ begin
+ //Find Category
+ I := Interaction;
+ while not catsongs.Song[I].Main do
+ begin
+ Dec (I);
+ if (I < low(catsongs.Song)) then
+ break;
+ end;
+ if (I<= 1) then
+ Interaction := high(catsongs.Song)
+ else
+ Interaction := I - 1;
+
+ //Stop Music
+ AudioPlayback.Stop;
+
+ CatSongs.ShowCategoryList;
+
+ //Show Cat in Top Left Mod
+ HideCatTL;
+
+
+ //Show Wrong Song when Tabs on Fix
+ SelectNext;
+ FixSelected;
+ //SelectPrev;
+ //CatSongs.Song[0].Visible := False;
+ end
+ else
+ begin
+ //On Escape goto Cat-List Hack End
+ //Tabs off and in Search or Playlist -> Go back to Song view
+ if (CatSongs.CatNumShow < -1) then
+ begin
+ //Atm: Set Empty Filter
+ CatSongs.SetFilter('', 0);
+
+ //Show Cat in Top Left Mod
+ HideCatTL;
+ Interaction := 0;
+
+ //Show Wrong Song when Tabs on Fix
+ SelectNext;
+ FixSelected;
+
+ ChangeMusic;
+ end
+ else
+ begin
+ AudioPlayback.Stop;
+ AudioPlayback.PlaySound(SoundLib.Back);
+
+ FadeTo(@ScreenMain);
+ end;
+
+ end;
+ end
+ //When in party Mode then Ask before Close
+ else if (Mode = smPartyMode) then
+ begin
+ AudioPlayback.PlaySound(SoundLib.Back);
+ CheckFadeTo(@ScreenMain,'MSG_END_PARTY');
+ end;
+ end;
+ SDLK_RETURN:
+ begin
+ if Songs.SongList.Count > 0 then
+ begin
+ {$IFDEF UseSerialPort}
+ // PortWriteB($378, 0);
+ {$ENDIF}
+ if CatSongs.Song[Interaction].Main then
+ begin // clicked on Category Button
+
+ //Show Cat in Top Left Mod
+ ShowCatTL (Interaction);
+
+ //I := CatSongs.VisibleIndex(Interaction);
+ CatSongs.ClickCategoryButton(Interaction);
+ {I2 := CatSongs.VisibleIndex(Interaction);
+ SongCurrent := SongCurrent - I + I2;
+ SongTarget := SongTarget - I + I2; }
+
+// if I<>I2 then beep;
+ // SetScroll4;
+
+ //Show Wrong Song when Tabs on Fix
+ SelectNext;
+ FixSelected;
+
+ //Play Music:
+ ChangeMusic;
+
+ end
+ else
+ begin // clicked on song
+ if (Mode = smNormal) then //Normal Mode -> Start Song
+ begin
+ //Do the Action that is specified in Ini
+ case Ini.OnSongClick of
+ 0: StartSong;
+ 1: SelectPlayers;
+ 2:begin
+ If (CatSongs.CatNumShow = -3) then
+ ScreenSongMenu.MenuShow(SM_Playlist)
+ else
+ ScreenSongMenu.MenuShow(SM_Main);
+ end;
+ end;
+ end
+ else if (Mode = smPartyMode) then //PartyMode -> Show Menu
+ begin
+ if (Ini.PartyPopup = 1) then
+ ScreenSongMenu.MenuShow(SM_Party_Main)
+ else
+ ScreenSong.StartSong;
+ end;
+ end;
+ end;
+ end;
+
+ SDLK_M: //Show SongMenu
+ begin
+ if (Songs.SongList.Count > 0) then begin
+ if (Mode = smNormal) then begin
+ if not CatSongs.Song[Interaction].Main then begin // clicked on Song
+ if CatSongs.CatNumShow = -3 then
+ ScreenSongMenu.MenuShow(SM_Playlist)
+ else
+ ScreenSongMenu.MenuShow(SM_Main);
+ end
+ else
+ begin
+ ScreenSongMenu.MenuShow(SM_Playlist_Load);
+ end;
+ end //Party Mode -> Show Party Menu
+ else ScreenSongMenu.MenuShow(SM_Party_Main);
+ end;
+ end;
+
+ SDLK_P: //Show Playlist Menu
+ begin
+ if (Songs.SongList.Count > 0) AND (Mode = smNormal) then begin
+ ScreenSongMenu.MenuShow(SM_Playlist_Load);
+ end;
+ end;
+
+ SDLK_J: //Show Jumpto Menu
+ begin
+ if (Songs.SongList.Count > 0) AND (Mode = smNormal) then
+ begin
+ ScreenSongJumpto.Visible := True;
+ end;
+ end;
+
+ SDLK_DOWN:
+ begin
+ if (Mode = smNormal) then
+ begin
+ //Only Change Cat when not in Playlist or Search Mode
+ if (CatSongs.CatNumShow > -2) then
+ begin
+ //Cat Change Hack
+ if Ini.Tabs_at_startup = 1 then
+ begin
+ I := Interaction;
+ if I <= 0 then I := 1;
+
+ while not catsongs.Song[I].Main do
+ begin
+ Inc (I);
+ if (I > high(catsongs.Song)) then
+ I := low(catsongs.Song);
+ end;
+
+ Interaction := I;
+
+ //Show Cat in Top Left Mod
+ ShowCatTL (Interaction);
+
+ CatSongs.ClickCategoryButton(Interaction);
+ SelectNext;
+ FixSelected;
+
+ //Play Music:
+ AudioPlayback.PlaySound(SoundLib.Change);
+ ChangeMusic;
+
+ end;
+
+ //
+ //Cat Change Hack End}
+ end;
+ end;
+ end;
+ SDLK_UP:
+ begin
+ if (Mode = smNormal) then
+ begin
+ //Only Change Cat when not in Playlist or Search Mode
+ if (CatSongs.CatNumShow > -2) then
+ begin
+ //Cat Change Hack
+ if Ini.Tabs_at_startup = 1 then
+ begin
+ I := Interaction;
+ I2 := 0;
+ if I <= 0 then I := 1;
+
+ while not catsongs.Song[I].Main or (I2 = 0) do
+ begin
+ if catsongs.Song[I].Main then
+ Inc(I2);
+ Dec (I);
+ if (I < low(catsongs.Song)) then
+ I := high(catsongs.Song);
+ end;
+
+ Interaction := I;
+
+ //Show Cat in Top Left Mod
+ ShowCatTL (I);
+
+ CatSongs.ClickCategoryButton(I);
+ SelectNext;
+ FixSelected;
+
+ //Play Music:
+ AudioPlayback.PlaySound(SoundLib.Change);
+ ChangeMusic;
+ end;
+ end;
+ //Cat Change Hack End}
+ end;
+ end;
+
+ SDLK_RIGHT:
+ begin
+ if (Songs.SongList.Count > 0) AND (Mode = smNormal) then
+ begin
+ AudioPlayback.PlaySound(SoundLib.Change);
+ SelectNext;
+// InteractNext;
+// SongTarget := Interaction;
+ ChangeMusic;
+ SetScroll4;
+ UpdateLCD;
+ Light.LightOne(1, 200);
+ end;
+ end;
+
+ SDLK_LEFT:
+ begin
+ if (Songs.SongList.Count > 0)AND (Mode = smNormal) then begin
+ AudioPlayback.PlaySound(SoundLib.Change);
+ SelectPrev;
+ ChangeMusic;
+ SetScroll4;
+ UpdateLCD;
+ Light.LightOne(0, 200);
+ end;
+ end;
+
+ SDLK_E:
+ begin
+ OpenEditor;
+ end;
+
+ SDLK_R:
+ begin
+ if (Songs.SongList.Count > 0) AND (Mode = smNormal) then begin
+
+ if (SDL_ModState = KMOD_LSHIFT) AND (Ini.Tabs_at_startup = 1) then //Random Category
+ begin
+ I2 := 0; //Count Cats
+ for I:= low(CatSongs.Song) to high (CatSongs.Song) do
+ if CatSongs.Song[I].Main then Inc(I2);
+
+ I2 := Random (I2)+1; //Zufall
+
+ //Find Cat:
+ for I:= low(CatSongs.Song) to high (CatSongs.Song) do
+ begin
+ if CatSongs.Song[I].Main then
+ Dec(I2);
+ if (I2<=0) then
+ begin
+ //Show Cat in Top Left Mod
+ ShowCatTL (I);
+
+ Interaction := I;
+
+ CatSongs.ShowCategoryList;
+ CatSongs.ClickCategoryButton(I);
+ SelectNext;
+ FixSelected;
+ break;
+ end;
+ end;
+
+
+ end
+ else if (SDL_ModState = KMOD_LCTRL) AND (Ini.Tabs_at_startup = 1) then //random in All Categorys
+ begin
+ repeat
+ I2 := Random(high(CatSongs.Song)+1) - low(CatSongs.Song)+1;
+ until CatSongs.Song[I2].Main = false;
+
+ //Search Cat
+ for I := I2 downto low(CatSongs.Song) do
+ begin
+ if CatSongs.Song[I].Main then
+ break;
+ end;
+ //In I ist jetzt die Kategorie in I2 der Song
+
+ //Choose Cat
+ CatSongs.ShowCategoryList;
+
+ //Show Cat in Top Left Mod
+ ShowCatTL (I);
+
+ CatSongs.ClickCategoryButton(I);
+ SelectNext;
+
+ //Fix: Not Existing Song selected:
+ //if (I+1=I2) then Inc(I2);
+
+ //Choose Song
+ SkipTo(I2-I);
+
+ end
+ else //Random in one Category
+ begin
+ SkipTo(Random(CatSongs.VisibleSongs));
+ end;
+ AudioPlayback.PlaySound(SoundLib.Change);
+
+ ChangeMusic;
+ SetScroll4;
+ UpdateLCD;
+ end;
+ end;
+
+ SDLK_1:
+ begin //Jocker // to-do : Party
+ {if (Mode = smPartyMode) AND (PartySession.Teams.NumTeams >= 1) AND (PartySession.Teams.Teaminfo[0].Joker > 0) then
+ begin
+ //Joker spielen
+ Dec(PartySession.Teams.Teaminfo[0].Joker);
+ SelectRandomSong;
+ SetJoker;
+ end; }
+ end;
+
+ SDLK_2:
+ begin //Jocker
+ {if (Mode = smPartyMode) AND (PartySession.Teams.NumTeams >= 2) AND (PartySession.Teams.Teaminfo[1].Joker > 0) then
+ begin
+ //Joker spielen
+ Dec(PartySession.Teams.Teaminfo[1].Joker);
+ SelectRandomSong;
+ SetJoker;
+ end; }
+ end;
+
+ SDLK_3:
+ begin //Jocker
+ {if (Mode = smPartyMode) AND (PartySession.Teams.NumTeams >= 3) AND (PartySession.Teams.Teaminfo[2].Joker > 0) then
+ begin
+ //Joker spielen
+ Dec(PartySession.Teams.Teaminfo[2].Joker);
+ SelectRandomSong;
+ SetJoker;
+ end; }
+ end;
+ end;
+ end;
+end;
+
+constructor TScreenSong.Create;
+var
+// Pet: integer;
+ I: integer;
+//Label CreateSongButtons;
+begin
+ inherited Create;
+
+ LoadFromTheme(Theme.Song);
+
+ TextArtist := AddText(Theme.Song.TextArtist);
+ TextTitle := AddText(Theme.Song.TextTitle);
+ TextNumber := AddText(Theme.Song.TextNumber);
+
+ //Show Cat in Top Left mod
+ TextCat := AddText(Theme.Song.TextCat);
+ StaticCat := AddStatic(Theme.Song.StaticCat);
+
+ //Show Video Icon Mod
+ VideoIcon := AddStatic(Theme.Song.VideoIcon);
+
+ //Party Mode
+ StaticTeam1Joker1 := AddStatic(Theme.Song.StaticTeam1Joker1);
+ StaticTeam1Joker2 := AddStatic(Theme.Song.StaticTeam1Joker2);
+ StaticTeam1Joker3 := AddStatic(Theme.Song.StaticTeam1Joker3);
+ StaticTeam1Joker4 := AddStatic(Theme.Song.StaticTeam1Joker4);
+ StaticTeam1Joker5 := AddStatic(Theme.Song.StaticTeam1Joker5);
+
+ StaticTeam2Joker1 := AddStatic(Theme.Song.StaticTeam2Joker1);
+ StaticTeam2Joker2 := AddStatic(Theme.Song.StaticTeam2Joker2);
+ StaticTeam2Joker3 := AddStatic(Theme.Song.StaticTeam2Joker3);
+ StaticTeam2Joker4 := AddStatic(Theme.Song.StaticTeam2Joker4);
+ StaticTeam2Joker5 := AddStatic(Theme.Song.StaticTeam2Joker5);
+
+ StaticTeam3Joker1 := AddStatic(Theme.Song.StaticTeam3Joker1);
+ StaticTeam3Joker2 := AddStatic(Theme.Song.StaticTeam3Joker2);
+ StaticTeam3Joker3 := AddStatic(Theme.Song.StaticTeam3Joker3);
+ StaticTeam3Joker4 := AddStatic(Theme.Song.StaticTeam3Joker4);
+ StaticTeam3Joker5 := AddStatic(Theme.Song.StaticTeam3Joker5);
+
+ //Load Party or NonParty specific Statics and Texts
+ SetLength(StaticParty, Length(Theme.Song.StaticParty));
+ for I := 0 to High(Theme.Song.StaticParty) do
+ StaticParty[I] := AddStatic(Theme.Song.StaticParty[I]);
+
+ SetLength(TextParty, Length(Theme.Song.TextParty));
+ for I := 0 to High(Theme.Song.TextParty) do
+ TextParty[I] := AddText(Theme.Song.TextParty[I]);
+
+ SetLength(StaticNonParty, Length(Theme.Song.StaticNonParty));
+ for I := 0 to High(Theme.Song.StaticNonParty) do
+ StaticNonParty[I] := AddStatic(Theme.Song.StaticNonParty[I]);
+
+ SetLength(TextNonParty, Length(Theme.Song.TextNonParty));
+ for I := 0 to High(Theme.Song.TextNonParty) do
+ TextNonParty[I] := AddText(Theme.Song.TextNonParty[I]);
+
+ // Song List
+// Songs.LoadSongList; // moved to the UltraStar unit
+ CatSongs.Refresh;
+
+ GenerateThumbnails();
+(*
+ if (length(CatSongs.Song) > 0) then
+ begin
+ //Set Length of Button Array one Time Instead of one time for every Song
+ SetButtonLength(Length(CatSongs.Song));
+
+ I := 0;
+ CreateSongButtons:
+
+ try
+ for Pet := I to High(CatSongs.Song) do begin // creating all buttons
+ // new
+ Texture.Limit := 512;// 256 0.4.2 value, 512 in 0.5.0
+
+ if not FileExists(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover) then
+ CatSongs.Song[Pet].Cover := ''; // 0.5.0: if cover not found then show 'no cover'
+
+ if CatSongs.Song[Pet].Cover = '' then
+ AddButton(300 + Pet*250, 140, 200, 200, Skin.GetTextureFileName('SongCover'), 'JPG', 'Plain', Theme.Song.Cover.Reflections)
+ else begin
+ // cache texture if there is a need to this
+ if not Covers.CoverExists(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover) then
+ begin
+ Texture.CreateCacheMipmap := true;
+ Texture.GetTexture(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, 'Plain', true); // preloads textures and creates cache mipmap
+ Texture.CreateCacheMipmap := false;
+
+ // puts this texture to the cache file
+ Covers.AddCover(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover);
+
+ // unload full size texture
+ Texture.UnloadTexture(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, false);
+
+ // we should also add mipmap texture by calling createtexture and use mipmap cache as data source
+ end;
+
+ // and now load it from cache file (small place for the optimization by eliminating reading it from file, but not here)
+ AddButton(300 + Pet*250, 140, 200, 200, CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, 'JPG', 'Plain', Theme.Song.Cover.Reflections);
+ end;
+ Texture.Limit := 1024*1024;
+ I := -1;
+ end;
+ except
+ //When Error is reported the First time for this Song
+ if (I <> Pet) then
+ begin
+ //Some Error reporting:
+ Log.LogError('Could not load Cover: ' + CatSongs.Song[Pet].Cover);
+
+ //Change Cover to NoCover and Continue Loading
+ CatSongs.Song[Pet].Cover := '';
+ I := Pet;
+ end
+ else //when Error occurs Multiple Times(NoSong Cover is damaged), then start loading next Song
+ begin
+ Log.LogError('NoCover Cover is damaged!');
+ try
+ AddButton(300 + Pet*250, 140, 200, 200, '', 'JPG', 'Plain', Theme.Song.Cover.Reflections);
+ except
+ {$IFDEF MSWINDOWS}
+ Messagebox(0, PChar('No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.'), PChar(Language.Translate('US_VERSION')), MB_ICONERROR or MB_OK);
+ {$ELSE}
+ // TODO : JB_linux - better handle this message and display to user..
+ writeln( 'No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.');
+ Log.LogError( 'No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.' );
+ {$ENDIF}
+ Halt;
+ end;
+ I := Pet + 1;
+ end;
+ end;
+
+ if (I <> -1) then
+ GoTo CreateSongButtons;
+
+ end;
+*)
+
+ // Randomize Patch
+ Randomize;
+ //Equalizer
+ SetLength(EqualizerBands, Theme.Song.Equalizer.Bands);
+ //ClearArray
+ For I := low(EqualizerBands) to high(EqualizerBands) do
+ EqualizerBands[I] := 3;
+
+ if (Length(CatSongs.Song) > 0) then
+ Interaction := 0;
+end;
+
+procedure TScreenSong.GenerateThumbnails();
+var
+ I : Integer;
+ Pet: integer;
+Label CreateSongButtons;
+begin
+ if (length(CatSongs.Song) > 0) then
+ begin
+ //Set Length of Button Array one Time Instead of one time for every Song
+ SetButtonLength(Length(CatSongs.Song));
+
+ I := 0;
+ CreateSongButtons:
+
+ try
+ for Pet := I to High(CatSongs.Song) do begin // creating all buttons
+ // new
+ Texture.Limit := 512;// 256 0.4.2 value, 512 in 0.5.0
+
+ if not FileExists(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover) then
+ CatSongs.Song[Pet].Cover := ''; // 0.5.0: if cover not found then show 'no cover'
+
+ if CatSongs.Song[Pet].Cover = '' then
+ AddButton(300 + Pet*250, 140, 200, 200, Skin.GetTextureFileName('SongCover'), 'JPG', 'Plain', Theme.Song.Cover.Reflections)
+ else begin
+ // cache texture if there is a need to this
+ if not Covers.CoverExists(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover) then
+ begin
+ Texture.CreateCacheMipmap := true;
+ Texture.GetTexture(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, 'Plain', true); // preloads textures and creates cache mipmap
+ Texture.CreateCacheMipmap := false;
+
+ // puts this texture to the cache file
+ Covers.AddCover(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover);
+
+ // unload full size texture
+ Texture.UnloadTexture(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, false);
+
+ // we should also add mipmap texture by calling createtexture and use mipmap cache as data source
+ end;
+
+ // and now load it from cache file (small place for the optimization by eliminating reading it from file, but not here)
+ AddButton(300 + Pet*250, 140, 200, 200, CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, 'JPG', 'Plain', Theme.Song.Cover.Reflections);
+ end;
+ Texture.Limit := 1024*1024;
+ I := -1;
+ end;
+ except
+ //When Error is reported the First time for this Song
+ if (I <> Pet) then
+ begin
+ //Some Error reporting:
+ Log.LogError('Could not load Cover: ' + CatSongs.Song[Pet].Cover);
+
+ //Change Cover to NoCover and Continue Loading
+ CatSongs.Song[Pet].Cover := '';
+ I := Pet;
+ end
+ else //when Error occurs Multiple Times(NoSong Cover is damaged), then start loading next Song
+ begin
+ Log.LogError('NoCover Cover is damaged!');
+ try
+ AddButton(300 + Pet*250, 140, 200, 200, '', 'JPG', 'Plain', Theme.Song.Cover.Reflections);
+ except
+ {$IFDEF MSWINDOWS}
+ Messagebox(0, PChar('No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.'), PChar(Language.Translate('US_VERSION')), MB_ICONERROR or MB_OK);
+ {$ELSE}
+ // TODO : JB_linux - better handle this message and display to user..
+ writeln( 'No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.');
+ Log.LogError( 'No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.' );
+ {$ENDIF}
+ Halt;
+ end;
+ I := Pet + 1;
+ end;
+ end;
+
+ if (I <> -1) then
+ GoTo CreateSongButtons;
+
+ end;
+end;
+
+procedure TScreenSong.SetScroll;
+var
+ VS, B: Integer;
+begin
+ VS := CatSongs.VisibleSongs;
+ if VS > 0 then
+ begin
+ //Set Positions
+ Case Theme.Song.Cover.Style of
+ 3: SetScroll3;
+ 5:begin
+ if VS > 5 then
+ SetScroll5
+ else
+ SetScroll4;
+ end;
+ 6: SetScroll6;
+ else SetScroll4;
+ end;
+ //Set Visibility of Video Icon
+ Static[VideoIcon].Visible := (CatSongs.Song[Interaction].Video <> '');
+
+ //Set Texts:
+ Text[TextArtist].Text := CatSongs.Song[Interaction].Artist;
+ Text[TextTitle].Text := CatSongs.Song[Interaction].Title;
+ if (Ini.Tabs_at_startup = 1) And (CatSongs.CatNumShow = -1) then
+ begin
+ Text[TextNumber].Text := IntToStr(CatSongs.Song[Interaction].OrderNum) + '/' + IntToStr(CatSongs.CatCount);
+ Text[TextTitle].Text := '(' + IntToStr(CatSongs.Song[Interaction].CatNumber) + ' ' + Language.Translate('SING_SONGS_IN_CAT') + ')';
+ end
+ else if (CatSongs.CatNumShow = -2) then
+ Text[TextNumber].Text := IntToStr(CatSongs.VisibleIndex(Interaction)+1) + '/' + IntToStr(VS)
+ else if (CatSongs.CatNumShow = -3) then
+ Text[TextNumber].Text := IntToStr(CatSongs.VisibleIndex(Interaction)+1) + '/' + IntToStr(VS)
+ else if (Ini.Tabs_at_startup = 1) then
+ Text[TextNumber].Text := IntToStr(CatSongs.Song[Interaction].CatNumber) + '/' + IntToStr(CatSongs.Song[Interaction - CatSongs.Song[Interaction].CatNumber].CatNumber)
+ else
+ Text[TextNumber].Text := IntToStr(Interaction+1) + '/' + IntToStr(Length(CatSongs.Song));
+ end
+ else
+ begin
+ Text[TextNumber].Text := '0/0';
+ Text[TextArtist].Text := '';
+ Text[TextTitle].Text := '';
+ for B := 0 to High(Button) do
+ Button[B].Visible := False;
+
+ end;
+end;
+
+procedure TScreenSong.SetScroll1;
+var
+ B: integer; // button
+ BMin: integer; // button min
+ BMax: integer; // button max
+ Src: integer;
+// Dst: integer;
+ Count: integer; // Dst is not used. Count is used.
+ Ready: boolean;
+
+ VisCount: integer; // count of visible (or selectable) buttons
+ VisInt: integer; // visible position of interacted button
+ Typ: integer; // 0 when all songs fits the screen
+ Placed: integer; // number of placed visible buttons
+begin
+// Src := 0;
+// Dst := -1;
+ Count := 1;
+ Typ := 0;
+ Ready := false;
+ Placed := 0;
+
+ VisCount := 0;
+ for B := 0 to High(Button) do
+ if CatSongs.Song[B].Visible then Inc(VisCount);
+
+ VisInt := 0;
+ for B := 0 to Interaction-1 do
+ if CatSongs.Song[B].Visible then Inc(VisInt);
+
+
+ if VisCount <= 6 then begin
+ Typ := 0;
+ end else begin
+ if VisInt <= 3 then begin
+ Typ := 1;
+ Count := 7;
+ Ready := true;
+ end;
+
+ if (VisCount - VisInt) <= 3 then begin
+ Typ := 2;
+ Count := 7;
+ Ready := true;
+ end;
+
+ if not Ready then begin
+ Typ := 3;
+ Src := Interaction;
+ end;
+ end;
+
+
+
+ // hide all buttons
+ for B := 0 to High(Button) do begin
+ Button[B].Visible := false;
+ Button[B].Selectable := CatSongs.Song[B].Visible;
+ end;
+
+{ for B := Src to Dst do begin
+// Button[B].Visible := true;
+ Button[B].Visible := CatSongs.Song[B].Visible;
+ Button[B].Selectable := Button[B].Visible;
+ Button[B].Y := 140 + (B-Src) * 60;
+ end;}
+
+
+ if Typ = 0 then begin
+ for B := 0 to High(Button) do begin
+ if CatSongs.Song[B].Visible then begin
+ Button[B].Visible := true;
+ Button[B].Y := 140 + (Placed) * 60;
+ Inc(Placed);
+ end;
+ end;
+ end;
+
+ if Typ = 1 then begin
+ B := 0;
+ while (Count > 0) do begin
+ if CatSongs.Song[B].Visible then begin
+ Button[B].Visible := true;
+ Button[B].Y := 140 + (Placed) * 60;
+ Inc(Placed);
+ Dec(Count);
+ end;
+ Inc(B);
+ end;
+ end;
+
+ if Typ = 2 then begin
+ B := High(Button);
+ while (Count > 0) do begin
+ if CatSongs.Song[B].Visible then begin
+ Button[B].Visible := true;
+ Button[B].Y := 140 + (6-Placed) * 60;
+ Inc(Placed);
+ Dec(Count);
+ end;
+ Dec(B);
+ end;
+ end;
+
+ if Typ = 3 then begin
+ B := Src;
+ Count := 4;
+ while (Count > 0) do begin
+ if CatSongs.Song[B].Visible then begin
+ Button[B].Visible := true;
+ Button[B].Y := 140 + (3+Placed) * 60;
+ Inc(Placed);
+ Dec(Count);
+ end;
+ Inc(B);
+ end;
+
+ B := Src-1;
+ Placed := 0;
+ Count := 3;
+ while (Count > 0) do begin
+ if CatSongs.Song[B].Visible then begin
+ Button[B].Visible := true;
+ Button[B].Y := 140 + (2-Placed) * 60;
+ Inc(Placed);
+ Dec(Count);
+ end;
+ Dec(B);
+ end;
+
+ end;
+
+ if Length(Button) > 0 then
+ Static[1].Texture.Y := Button[Interaction].Y - 5; // selection texture
+end;
+
+procedure TScreenSong.SetScroll2;
+var
+ B: integer;
+ Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu
+ Wsp2: real;
+begin
+ // liniowe
+ for B := 0 to High(Button) do
+ Button[B].X := 300 + (B - Interaction) * 260;
+
+ if Length(Button) >= 3 then begin
+ if Interaction = 0 then
+ Button[High(Button)].X := 300 - 260;
+
+ if Interaction = High(Button) then
+ Button[0].X := 300 + 260;
+ end;
+
+ // kolowe
+{ for B := 0 to High(Button) do begin
+ Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd.
+ Wsp2 := Wsp / Length(Button);
+ Button[B].X := 300 + 10000 * sin(2*pi*Wsp2);
+// Button[B].Y := 140 + 50 * ;
+ end;}
+end;
+
+procedure TScreenSong.SetScroll3; // with slide
+var
+ B: integer;
+ Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu
+ Wsp2: real;
+begin
+ SongTarget := Interaction;
+
+ // liniowe
+ for B := 0 to High(Button) do
+ begin
+ Button[B].X := 300 + (B - SongCurrent) * 260;
+ if (Button[B].X < -Button[B].W) OR (Button[B].X > 800) then
+ Button[B].Visible := False
+ else
+ Button[B].Visible := True;
+ end;
+
+{ if Length(Button) >= 3 then begin
+ if Interaction = 0 then
+ Button[High(Button)].X := 300 - 260;
+
+ if Interaction = High(Button) then
+ Button[0].X := 300 + 260;
+ end;}
+
+ // kolowe
+{ for B := 0 to High(Button) do begin
+ Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd.
+ Wsp2 := Wsp / Length(Button);
+ Button[B].X := 300 + 10000 * sin(2*pi*Wsp2);
+// Button[B].Y := 140 + 50 * ;
+ end;}
+end;
+
+procedure TScreenSong.SetScroll4; // rotate
+var
+ B: integer;
+ Wsp: real;
+ Z, Z2: real;
+ VS: integer;
+begin
+ VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important
+
+ // kolowe
+ for B := 0 to High(Button) do begin
+ Button[B].Visible := CatSongs.Song[B].Visible; // nowe
+ if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed
+
+ Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms
+
+ Z := (1 + cos(Wsp)) / 2;
+ Z2 := (1 + 2*Z) / 3;
+
+
+ Button[B].X := Theme.Song.Cover.X + (0.185 * Theme.Song.Cover.H * VS * sin(Wsp)) * Z2 - ((Button[B].H - Theme.Song.Cover.H)/2); // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs
+ Button[B].Z := Z / 2 + 0.3;
+
+ Button[B].W := Theme.Song.Cover.H * Z2;
+
+// Button[B].Y := {50 +} 140 + 50 - 50 * Z2;
+ Button[B].Y := Theme.Song.Cover.Y + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7 ;
+ Button[B].H := Button[B].W;
+ end;
+ end;
+end;
+
+(*
+procedure TScreenSong.SetScroll4; // rotate
+var
+ B: integer;
+ Wsp: real;
+ Z: real;
+ Z2, Z3: real;
+ VS: integer;
+ function modreal (const X, Y: real):real;
+ begin
+ Result := Frac(x / y) * y;
+ if Result < -3 then
+ Result := Result + Y
+ else if Result > 3 then
+ Result := Result - Y;
+ end;
+begin
+ VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important
+ Z3 := 1;
+ if VS < 12 then
+ Z2 := VS
+ else
+ Z2 := 12;
+
+ // kolowe
+ for B := 0 to High(Button) do begin
+ Button[B].Visible := CatSongs.Song[B].Visible; // nowe
+ if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed
+ if ((ModReal(CatSongs.VisibleIndex(B) - SongCurrent, VS)>-3) AND (ModReal(CatSongs.VisibleIndex(B) - SongCurrent, VS)<3)) then
+ begin
+ if CatSongs.VisibleIndex(B)> SongCurrent then
+ Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / Z2
+ else
+ Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / Z2;
+
+ Z3 := 2;
+ Z := (1 + cos(Wsp)) / 2;
+ //Z2 := (1 + 2*Z) / 3;
+ //Z2 := (0.5 + Z/2);
+ //Z2 := sin(Wsp);
+
+ //Z2 := Power (Z2,Z3);
+
+ Button[B].W := Theme.Song.CoverW * Power(cos(Wsp), Z3);//Power(Z2, 3);
+
+ //Button[B].X := Theme.Song.CoverX + ({Theme.Song.CoverX + Theme.Song.CoverW/2 + Theme.Song.CoverW*0.18 * VS {CatSongs.VisibleSongs {Length(Button) * sin(Wsp) {- Theme.Song.CoverX - Theme.Song.CoverW) * Z2; // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs
+ if (sin(Wsp)<0) then
+ Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX + Theme.Song.CoverW - Button[B].W
+ else //*Theme.Song.CoverW*0.004*Z3
+ Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX;
+ Button[B].Z := Z-0.00001;
+
+// Button[B].Y := {50 + 140 + 50 - 50 * Z2;
+ // Button[B].Y := (Theme.Song.CoverY + 40 + 50 - 50 * Z2);
+ Button[B].Y := (Theme.Song.CoverY + Theme.Song.CoverW - Button[B].W);
+ Button[B].H := Button[B].W;
+ Button[B].Visible := True;
+ end
+ {else if (((CatSongs.VisibleIndex(B) - SongCurrent)>-3) AND ((CatSongs.VisibleIndex(B) - SongCurrent)<3)) OR ((round (CatSongs.VisibleIndex(B) - SongCurrent) mod VS > -3) AND ((CatSongs.VisibleIndex(B) - SongCurrent)<3)) then
+ begin
+ Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / 12 ;// 0.5.0 (II): takes another 16ms
+
+ Z := (1 + cos(Wsp)) / 2 -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers
+
+ Button[B].W := Theme.Song.CoverW * Power(cos(Wsp), Z3);//Power(Z2, 3);
+
+ if (sin(Wsp)<0) then
+ Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX + Theme.Song.CoverW - Button[B].W
+ else
+ Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX;
+
+ Button[B].Z := Z;
+
+ Button[B].Y := (Theme.Song.CoverY + Theme.Song.CoverW - Button[B].W);
+
+ Button[B].H := Button[B].W;
+ Button[B].Visible := True;
+ end
+ else Button[B].Visible := False;
+ end;
+ end;
+end; *)
+
+procedure TScreenSong.SetScroll5; // rotate
+var
+ B: integer;
+ Angle: real;
+ Pos: Real;
+ VS: integer;
+ diff: real;
+ X: Real;
+ helper: real;
+begin
+ VS := CatSongs.VisibleSongs; // cache Visible Songs
+ {Vars
+ Theme.Song.CoverW: Radius des Kreises
+ Theme.Song.CoverX: X Pos Linke Kante des gewählten Covers
+ Theme.Song.CoverX: Y Pos Obere Kante des gewählten Covers
+ Theme.Song.CoverH: Höhe der Cover
+
+ (CatSongs.VisibleIndex(B) - SongCurrent)/VS = Abstand zum MIttleren Cover in %
+ }
+
+ //Change Pos of all Buttons
+ for B := low(Button) to high(Button) do
+ begin
+ Button[B].Visible := CatSongs.Song[B].Visible; //Adjust Visibility
+ if Button[B].Visible then //Only Change Pos for Visible Buttons
+ begin
+ Pos := (CatSongs.VisibleIndex(B) - SongCurrent);
+ if (Pos < -VS/2) then
+ Pos := Pos + VS
+ else if (Pos > VS/2) then
+ Pos := Pos - VS;
+
+ if (Abs(Pos) < 2.5) then {fixed Positions}
+ begin
+ Angle := Pi * (Pos / 5);
+// Button[B].Visible := False;
+
+ Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8));//Power(Z2, 3);
+
+// Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
+ Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
+
+ Button[B].Z := 0.95 - Abs(Pos) * 0.01;
+
+ Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Abs(Theme.Song.Cover.H * cos(Angle))) * 0.5);
+
+ Button[B].W := Button[B].H;
+
+ Diff := (Button[B].H - Theme.Song.Cover.H)/2;
+
+
+ X := Sin(Angle*1.3)*0.9;
+
+ Button[B].X := Theme.Song.Cover.X + Theme.Song.Cover.W * X - Diff;
+
+ end
+ else
+ begin {Behind the Front Covers}
+
+ // limit-bg-covers hack
+ if (abs(abs(Pos)-VS/2)>10) then Button[B].Visible:=False;
+ // end of limit-bg-covers hack
+
+ if Pos < 0 then
+ Pos := (Pos - VS/2)/VS
+ else
+ Pos := (Pos + VS/2)/VS;
+
+ Angle := pi * Pos*2;
+ if VS > 24 then
+ begin
+ if Angle < 0 then helper:=-1 else helper:=1;
+ Angle:=2*pi-abs(Angle);
+ Angle:=Angle*(VS/24);
+ Angle:=(2*pi-Angle)*helper;
+ end;
+
+ Button[B].Z := (0.4 - Abs(Pos/4)) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers
+
+ Button[B].H :=0.6*(Theme.Song.Cover.H-Abs(Theme.Song.Cover.H * cos(Angle/2)*0.8));//Power(Z2, 3);
+
+ Button[B].W := Button[B].H;
+
+ Button[B].Y := Theme.Song.Cover.Y - (Button[B].H - Theme.Song.Cover.H)*0.75;
+
+// Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
+ Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
+
+ Diff := (Button[B].H - Theme.Song.Cover.H)/2;
+
+ Button[B].X := Theme.Song.Cover.X+Theme.Song.Cover.H/2-Button[b].H/2+Theme.Song.Cover.W/320*((Theme.Song.Cover.H)*sin(Angle/2)*1.52);
+
+ end;
+
+ //Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H)/1.5); //Cover at down border of the change field
+// Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H) * 0.7);
+
+ end;
+ end;
+end;
+
+procedure TScreenSong.SetScroll6; // rotate (slotmachine style)
+var
+ B: integer;
+ Angle: real;
+ Pos: Real;
+ VS: integer;
+ diff: real;
+ X: Real;
+ Wsp: real;
+ Z, Z2: real;
+begin
+ VS := CatSongs.VisibleSongs; // cache Visible Songs
+ if VS <=5 then begin
+ // kolowe
+ for B := 0 to High(Button) do
+ begin
+ Button[B].Visible := CatSongs.Song[B].Visible; // nowe
+ if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed
+
+ Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms
+
+ Z := (1 + cos(Wsp)) / 2;
+ Z2 := (1 + 2*Z) / 3;
+
+
+ Button[B].Y := Theme.Song.Cover.Y + (0.185 * Theme.Song.Cover.H * VS * sin(Wsp)) * Z2 - ((Button[B].H - Theme.Song.Cover.H)/2); // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs
+ Button[B].Z := Z / 2 + 0.3;
+
+ Button[B].W := Theme.Song.Cover.H * Z2;
+
+// Button[B].Y := {50 +} 140 + 50 - 50 * Z2;
+ Button[B].X := Theme.Song.Cover.X + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7 ;
+ Button[B].H := Button[B].W;
+ end;
+ end;
+ end
+ else begin
+
+ //Change Pos of all Buttons
+ for B := low(Button) to high(Button) do
+ begin
+ Button[B].Visible := CatSongs.Song[B].Visible; //Adjust Visibility
+ if Button[B].Visible then //Only Change Pos for Visible Buttons
+ begin
+ Pos := (CatSongs.VisibleIndex(B) - SongCurrent);
+ if (Pos < -VS/2) then
+ Pos := Pos + VS
+ else if (Pos > VS/2) then
+ Pos := Pos - VS;
+
+ if (Abs(Pos) < 2.5) then {fixed Positions}
+ begin
+ Angle := Pi * (Pos / 5);
+// Button[B].Visible := False;
+
+ Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8));//Power(Z2, 3);
+
+ Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
+
+ Button[B].Z := 0.95 - Abs(Pos) * 0.01;
+
+ Button[B].X := (Theme.Song.Cover.X + (Theme.Song.Cover.H - Abs(Theme.Song.Cover.H * cos(Angle))) * 0.5);
+
+ Button[B].W := Button[B].H;
+
+ Diff := (Button[B].H - Theme.Song.Cover.H)/2;
+
+
+ X := Sin(Angle*1.3)*0.9;
+
+ Button[B].Y := Theme.Song.Cover.Y + Theme.Song.Cover.W * X - Diff;
+ end
+ else
+ begin {Behind the Front Covers}
+
+ // limit-bg-covers hack
+ if (abs(VS/2-abs(Pos))>10) then Button[B].Visible:=False;
+ if VS > 25 then VS:=25;
+ // end of limit-bg-covers hack
+
+ if Pos < 0 then
+ Pos := (Pos - VS/2)/VS
+ else
+ Pos := (Pos + VS/2)/VS;
+
+ Angle := pi * Pos*2;
+
+ Button[B].Z := (0.4 - Abs(Pos/4)) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers
+
+ Button[B].H :=0.6*(Theme.Song.Cover.H-Abs(Theme.Song.Cover.H * cos(Angle/2)*0.8));//Power(Z2, 3);
+
+ Button[B].W := Button[B].H;
+
+ Button[B].X := Theme.Song.Cover.X - (Button[B].H - Theme.Song.Cover.H)*0.5;
+
+
+ Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
+
+ Button[B].Y := Theme.Song.Cover.Y+Theme.Song.Cover.H/2-Button[b].H/2+Theme.Song.Cover.W/320*(Theme.Song.Cover.H*sin(Angle/2)*1.52);
+ end;
+ end;
+ end;
+ end;
+end;
+
+
+procedure TScreenSong.onShow;
+begin
+ AudioPlayback.Stop;
+
+ if Ini.Players <= 3 then PlayersPlay := Ini.Players + 1;
+ if Ini.Players = 4 then PlayersPlay := 6;
+
+ //Cat Mod etc
+ if (Ini.Tabs_at_startup = 1) AND (CatSongs.CatNumShow = -1) then
+ begin
+ CatSongs.ShowCategoryList;
+ FixSelected;
+ //Show Cat in Top Left Mod
+ HideCatTL;
+ end;
+
+
+ if Length(CatSongs.Song) > 0 then begin
+ //Load Music only when Song Preview is activated
+ if ( Ini.PreviewVolume <> 0 ) then
+ begin
+ if(AudioPlayback.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3)) then
+ begin
+ AudioPlayback.SetLoop(false);
+ AudioPlayback.Position := AudioPlayback.Length / 4;
+ AudioPlayback.Play;
+
+ //Set Preview Volume
+ AudioPlayback.SetMusicVolume (Ini.PreviewVolume * 10);
+ {//if Music Fade is activated, Set Volume to 0 %
+ if (Ini.PreviewFading <> 0) then
+ Music.SetMusicVolume(0);}
+ end;
+ end;
+
+ SetScroll;
+ UpdateLCD;
+ end;
+
+ //Playlist Mode
+ if (Mode = smNormal) then
+ begin
+ //If Playlist Shown -> Select Next automatically
+ if (CatSongs.CatNumShow = -3) then
+ begin
+ SelectNext;
+ ChangeMusic;
+ end;
+ end
+ //Party Mode
+ else if (Mode = smPartyMode) then
+ begin
+
+ SelectRandomSong;
+ //Show Menu directly in PartyMode
+ //But only if selected in Options
+ if (Ini.PartyPopup = 1) then
+ begin
+ ScreenSongMenu.MenuShow(SM_Party_Main);
+ end;
+
+
+ end;
+
+ SetJoker;
+ SetStatics;
+end;
+
+procedure TScreenSong.onHide;
+begin
+ //When Music Fading is activated, Turn Music to 100 %
+ If (Ini.PreviewVolume <> 100) or (Ini.PreviewFading <> 0) then
+ AudioPlayback.SetMusicVolume(100);
+
+ //If Preview is deactivated: Load MUsicfile now
+ If (Ini.PreviewVolume = 0) then
+ AudioPlayback.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3);
+
+ //When hide then Stop Music (For Party Mode Popup on Exit)
+ if (Display.NextScreen <> @ScreenSing) and (Display.NextScreen <> @ScreenSingModi) and (AudioPlayback <> nil) then
+ AudioPlayback.Stop;
+end;
+
+procedure TScreenSong.DrawExtensions;
+begin
+ //Draw Song Menu
+ if (ScreenSongMenu.Visible) then
+ begin
+ ScreenSongMenu.Draw;
+ end
+ else if (ScreenSongJumpto.Visible) then
+ begin
+ ScreenSongJumpto.Draw;
+ end
+end;
+
+function TScreenSong.Draw: boolean;
+var
+ dx: real;
+ dt: real;
+ I: Integer;
+begin
+ dx := SongTarget-SongCurrent;
+ dt := TimeSkip * 7;
+
+// writeln( 'TScreenSong.Draw '+ inttostr(trunc(TimeSkip)) );
+
+ if dt > 1 then
+ dt := 1;
+
+ SongCurrent := SongCurrent + dx*dt;
+
+{ if SongCurrent > Catsongs.VisibleSongs then begin
+ SongCurrent := SongCurrent - Catsongs.VisibleSongs;
+ SongTarget := SongTarget - Catsongs.VisibleSongs;
+ end;}
+
+// Log.BenchmarkStart(5);
+ SetScroll;
+// Log.BenchmarkEnd(5);
+// Log.LogBenchmark('SetScroll4', 5);
+
+ //Fading Functions, Only if Covertime is under 5 Seconds
+ If (CoverTime < 5) then
+ begin
+ // 0.5.0: cover fade
+ if (CoverTime < 1) and (CoverTime + TimeSkip >= 1) then
+ begin
+ // load new texture
+ Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false);
+ Button[Interaction].Texture.Alpha := 1;
+ Button[Interaction].Texture2 := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false);
+ Button[Interaction].Texture2.Alpha := 1;
+ end;
+
+ //Song Fade
+ if (CatSongs.VisibleSongs > 0) AND (Ini.PreviewVolume <> 0) AND (Not CatSongs.Song[Interaction].Main) AND (Ini.PreviewFading <> 0) then
+ begin
+ //Start Song Fade after a little Time, to prevent Song to be Played on Scrolling
+ if (CoverTime < 0.2) and (CoverTime + TimeSkip >= 0.2) then
+ AudioPlayback.Play;
+
+ //Update Song Volume
+ if (CoverTime < Ini.PreviewFading) then
+ AudioPlayback.SetMusicVolume(Round (CoverTime * Ini.PreviewVolume / Ini.PreviewFading * 10))
+ else
+ AudioPlayback.SetMusicVolume(Ini.PreviewVolume * 10);
+
+ end;
+
+
+ //Update Fading Time
+ CoverTime := CoverTime + TimeSkip;
+
+ //Update Fading Texture
+ Button[Interaction].Texture2.Alpha := (CoverTime - 1) * 1.5;
+ if Button[Interaction].Texture2.Alpha > 1 then Button[Interaction].Texture2.Alpha := 1;
+
+ end;
+
+ //inherited Draw;
+ //heres a little Hack, that causes the Statics
+ //are Drawn after the Buttons because of some Blending Problems.
+ //This should cause no Problems because all Buttons on this screen
+ //Has Z Position.
+ //Draw BG
+ DrawBG;
+
+ //Instead of Draw FG Procedure:
+ //We draw Buttons for our own
+ for I := 0 to Length(Button) - 1 do
+ Button[I].Draw;
+
+ // Statics
+ for I := 0 to Length(Static) - 1 do
+ Static[I].Draw;
+
+ // and texts
+ for I := 0 to Length(Text) - 1 do
+ Text[I].Draw;
+
+
+ //Draw Equalizer
+ if Theme.Song.Equalizer.Visible then
+ DrawEqualizer;
+
+ DrawExtensions;
+
+end;
+
+procedure TScreenSong.SelectNext;
+var
+ Skip: integer;
+ I: integer;
+ VS: Integer;
+begin
+ VS := CatSongs.VisibleSongs;
+
+ if VS > 0 then
+ begin
+ UnLoadDetailedCover;
+
+ Skip := 1;
+
+ // this 1 could be changed by CatSongs.FindNextVisible
+ while (not CatSongs.Song[(Interaction + Skip) mod Length(Interactions)].Visible) do Inc(Skip);
+
+ SongTarget := SongTarget + 1;//Skip;
+
+ Interaction := (Interaction + Skip) mod Length(Interactions);
+
+ // try to keep all at the beginning
+ if SongTarget > VS-1 then begin
+ SongTarget := SongTarget - VS;
+ SongCurrent := SongCurrent - VS;
+ end;
+
+ end;
+ // Interaction -> Button, ktorego okladke przeczytamy
+ // Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false); // 0.5.0: show uncached texture
+end;
+
+procedure TScreenSong.SelectPrev;
+var
+ Skip: integer;
+ I: integer;
+ VS: Integer;
+begin
+ VS := CatSongs.VisibleSongs;
+
+ if VS > 0 then
+ begin
+ UnLoadDetailedCover;
+
+ Skip := 1;
+
+ while (not CatSongs.Song[(Interaction - Skip + Length(Interactions)) mod Length(Interactions)].Visible) do Inc(Skip);
+ SongTarget := SongTarget - 1;//Skip;
+
+ Interaction := (Interaction - Skip + Length(Interactions)) mod Length(Interactions);
+
+ // try to keep all at the beginning
+ if SongTarget < 0 then begin
+ SongTarget := SongTarget + CatSongs.VisibleSongs;
+ SongCurrent := SongCurrent + CatSongs.VisibleSongs;
+ end;
+
+ // Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false); // 0.5.0: show uncached texture
+ end;
+end;
+
+procedure TScreenSong.UpdateLCD;
+begin
+ LCD.HideCursor;
+ LCD.Clear;
+ LCD.WriteText(1, Text[TextArtist].Text);
+ LCD.WriteText(2, Text[TextTitle].Text);
+end;
+
+//Procedure Change current played Preview
+procedure TScreenSong.ChangeMusic;
+begin
+ //When Music Preview is avtivated -> then Change Music
+ if (Ini.PreviewVolume <> 0) then
+ begin
+ if (NOT CatSongs.Song[Interaction].Main) AND(CatSongs.VisibleSongs > 0) then
+ begin
+ AudioPlayback.Close;
+ if AudioPlayback.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3) then begin
+ AudioPlayback.Position := AudioPlayback.Length / 4;
+ //If Song Fading is activated then don't Play directly, and Set Volume to Null, else Play normal
+ if (Ini.PreviewFading = 0) then
+ AudioPlayback.Play
+ else
+ AudioPlayback.SetMusicVolume(0);
+ end;
+ end
+ else
+ AudioPlayback.Stop;
+ end;
+end;
+
+procedure TScreenSong.SkipTo(Target: Cardinal); // 0.5.0
+var
+ Skip: integer;
+ I: integer;
+begin
+ UnLoadDetailedCover;
+
+ Interaction := High(CatSongs.Song);
+ SongTarget := 0;
+
+ for I := 1 to Target+1 do
+ SelectNext;
+
+ FixSelected2;
+end;
+
+procedure TScreenSong.DrawEqualizer;
+var
+ I, J: Integer;
+ Res: byte;
+ A, B: Integer;
+ PosX, PosY: Integer;
+ Pos: Real;
+ lTmp : double;
+begin
+
+if (not AudioPlayback.Finished) AND (Theme.Song.Equalizer.Length > 0) then
+begin
+
+ {$ifdef win32}
+ A := GetTickCount div 44;
+
+ if (A <> EqualizerTime) then
+ begin
+ EqualizerTime := A;
+ AudioPlayback.GetFFTData(EqualizerData);
+
+ B := 0;
+ Pos := 0;
+ Res := ceil(92/Theme.Song.Equalizer.Bands);//How much channels are used for one Band
+
+ //Change Lengths
+ for I := 0 to (Res * Theme.Song.Equalizer.Bands - 1) do
+ begin
+ A := floor(I/Res);
+
+ if (A<>B) then //Band changed
+ begin
+ if (Pos <= Theme.Song.Equalizer.Length) then
+ begin
+ if ((Pos < EqualizerBands[B]) AND (EqualizerBands[B]>1)) then
+ EqualizerBands[B] := EqualizerBands[B] - 1
+ else
+ EqualizerBands[B] := floor(Pos);
+ end
+ else
+ EqualizerBands[B] := 1;
+
+ B := A;
+ Pos := 0;
+ end;
+
+ if I > 35 then
+ EqualizerData[i] := EqualizerData[i] * 8
+ else if I > 11 then
+ EqualizerData[i] := EqualizerData[i] * 4.5
+ else
+ EqualizerData[i] := EqualizerData[i] * 1.1;
+
+ if (EqualizerData[i] >= 1) then
+ EqualizerData[i] := 0.9999999999999;
+
+ try
+ if ( assigned( Theme ) ) AND
+ ( assigned( Theme.Song ) ) AND
+ ( i < length( EqualizerData ) ) THEN
+ begin
+ if single( EqualizerData[i] ) > 1 then
+ begin
+ lTmp := Single(EqualizerData[i]) * Theme.Song.Equalizer.Length;
+ if lTmp > Pos then
+ Pos := lTmp;
+ end;
+ end;
+ except
+ {$IFDEF FPC}
+ on E:EInvalidOp do
+ writeln( 'UScreenSong - DOH !!!! ('+inttostr(i)+' '+ inttostr( integer( EqualizerData[i] ) )+' * '+ ')' );
+ {$ENDIF}
+ end
+
+ end;
+
+ //Change Last Band
+ if (EqualizerBands[B] <= Theme.Song.Equalizer.Length) then
+ begin
+ if ((Pos < EqualizerBands[B]) AND (EqualizerBands[B]>1)) then
+ EqualizerBands[B] := EqualizerBands[B] - 1
+ else
+ EqualizerBands[B] := floor(Pos)
+ end
+ else
+ EqualizerBands[B] := 1;
+ end;
+ {$endif}
+
+ //Draw every Channel
+ glColor4f(Theme.Song.Equalizer.ColR, Theme.Song.Equalizer.ColG, Theme.Song.Equalizer.ColB, Theme.Song.Equalizer.Alpha); //Set Color
+ glDisable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+
+ PosY := Theme.Song.Equalizer.Y;
+ PosX := Theme.Song.Equalizer.X;
+
+ For I := 0 to Theme.Song.Equalizer.Bands-1 do
+ begin
+ if Theme.Song.Equalizer.Direction then
+ PosY := Theme.Song.Equalizer.Y //+ (Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space) * Theme.Song.Equalizer.Length
+ else
+ PosX := Theme.Song.Equalizer.X;
+ //Draw for every visible quad
+ for J := 1 to EqualizerBands[I] do
+ begin
+ glBegin(GL_QUADS);
+ glVertex3f(PosX, PosY, Theme.Song.Equalizer.Z);
+ glVertex3f(PosX, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z);
+ glVertex3f(PosX+Theme.Song.Equalizer.W, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z);
+ glVertex3f(PosX+Theme.Song.Equalizer.W, PosY, Theme.Song.Equalizer.Z);
+ glEnd;
+
+ if Theme.Song.Equalizer.Direction then //Vertically
+ PosY := PosY - Theme.Song.Equalizer.H - Theme.Song.Equalizer.Space
+ else //Horizontally
+ PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space;
+ end;
+ if Theme.Song.Equalizer.Direction then //Horizontally
+ PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space
+ else //Vertically
+ PosY := PosY + Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space;
+ end;
+end;
+end;
+
+Procedure TScreenSong.SelectRandomSong;
+var
+ I, I2: Integer;
+begin
+ Case PlaylistMan.Mode of
+ smNormal: //All Songs Just Select Random Song
+ begin
+ //When Tabs are activated then use Tab Method
+ if (Ini.Tabs_at_startup = 1) then
+ begin
+ repeat
+ I2 := Random(high(CatSongs.Song)+1) - low(CatSongs.Song)+1;
+ until CatSongs.Song[I2].Main = false;
+
+ //Search Cat
+ for I := I2 downto low(CatSongs.Song) do
+ begin
+ if CatSongs.Song[I].Main then
+ break;
+ end;
+ //In I ist jetzt die Kategorie in I2 der Song
+ //I is the CatNum, I2 is the No of the Song within this Cat
+
+ //Choose Cat
+ CatSongs.ShowCategoryList;
+
+ //Show Cat in Top Left Mod
+ ShowCatTL (I);
+
+ CatSongs.ClickCategoryButton(I);
+ SelectNext;
+
+ //Choose Song
+ SkipTo(I2-I);
+ end
+ //When Tabs are deactivated use easy Method
+ else
+ SkipTo(Random(CatSongs.VisibleSongs));
+ end;
+ smPartyMode: //One Category Select Category and Select Random Song
+ begin
+ CatSongs.ShowCategoryList;
+ CatSongs.ClickCategoryButton(PlaylistMan.CurPlayList);
+ ShowCatTL(PlaylistMan.CurPlayList);
+
+ SelectNext;
+ FixSelected2;
+
+ SkipTo(Random(CatSongs.VisibleSongs));
+ end;
+ smPlaylistRandom: //Playlist: Select Playlist and Select Random Song
+ begin
+ PlaylistMan.SetPlayList(PlaylistMan.CurPlayList);
+
+ SkipTo(Random(CatSongs.VisibleSongs));
+ FixSelected2;
+ end;
+ end;
+
+ AudioPlayback.PlaySound(SoundLib.Change);
+ ChangeMusic;
+ SetScroll;
+ UpdateLCD;
+end;
+
+procedure TScreenSong.SetJoker;
+begin
+ {//If Party Mode
+ // to-do : Party
+ if Mode = smPartyMode then //Show Joker that are available
+ begin
+ if (PartySession.Teams.NumTeams >= 1) then
+ begin
+ Static[StaticTeam1Joker1].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 1);
+ Static[StaticTeam1Joker2].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 2);
+ Static[StaticTeam1Joker3].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 3);
+ Static[StaticTeam1Joker4].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 4);
+ Static[StaticTeam1Joker5].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 5);
+ end
+ else
+ begin
+ Static[StaticTeam1Joker1].Visible := False;
+ Static[StaticTeam1Joker2].Visible := False;
+ Static[StaticTeam1Joker3].Visible := False;
+ Static[StaticTeam1Joker4].Visible := False;
+ Static[StaticTeam1Joker5].Visible := False;
+ end;
+
+ if (PartySession.Teams.NumTeams >= 2) then
+ begin
+ Static[StaticTeam2Joker1].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 1);
+ Static[StaticTeam2Joker2].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 2);
+ Static[StaticTeam2Joker3].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 3);
+ Static[StaticTeam2Joker4].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 4);
+ Static[StaticTeam2Joker5].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 5);
+ end
+ else
+ begin
+ Static[StaticTeam2Joker1].Visible := False;
+ Static[StaticTeam2Joker2].Visible := False;
+ Static[StaticTeam2Joker3].Visible := False;
+ Static[StaticTeam2Joker4].Visible := False;
+ Static[StaticTeam2Joker5].Visible := False;
+ end;
+
+ if (PartySession.Teams.NumTeams >= 3) then
+ begin
+ Static[StaticTeam3Joker1].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 1);
+ Static[StaticTeam3Joker2].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 2);
+ Static[StaticTeam3Joker3].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 3);
+ Static[StaticTeam3Joker4].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 4);
+ Static[StaticTeam3Joker5].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 5);
+ end
+ else
+ begin
+ Static[StaticTeam3Joker1].Visible := False;
+ Static[StaticTeam3Joker2].Visible := False;
+ Static[StaticTeam3Joker3].Visible := False;
+ Static[StaticTeam3Joker4].Visible := False;
+ Static[StaticTeam3Joker5].Visible := False;
+ end;
+ end
+ else
+ begin //Hide all
+ Static[StaticTeam1Joker1].Visible := False;
+ Static[StaticTeam1Joker2].Visible := False;
+ Static[StaticTeam1Joker3].Visible := False;
+ Static[StaticTeam1Joker4].Visible := False;
+ Static[StaticTeam1Joker5].Visible := False;
+
+ Static[StaticTeam2Joker1].Visible := False;
+ Static[StaticTeam2Joker2].Visible := False;
+ Static[StaticTeam2Joker3].Visible := False;
+ Static[StaticTeam2Joker4].Visible := False;
+ Static[StaticTeam2Joker5].Visible := False;
+
+ Static[StaticTeam3Joker1].Visible := False;
+ Static[StaticTeam3Joker2].Visible := False;
+ Static[StaticTeam3Joker3].Visible := False;
+ Static[StaticTeam3Joker4].Visible := False;
+ Static[StaticTeam3Joker5].Visible := False;
+ end; }
+end;
+
+procedure TScreenSong.SetStatics;
+var
+ I: Integer;
+ Visible: Boolean;
+begin
+ //Set Visibility of Party Statics and Text
+ Visible := (Mode = smPartyMode);
+
+ For I := 0 to high(StaticParty) do
+ Static[StaticParty[I]].Visible := Visible;
+
+ For I := 0 to high(TextParty) do
+ Text[TextParty[I]].Visible := Visible;
+
+ //Set Visibility of Non Party Statics and Text
+ Visible := not Visible;
+
+ For I := 0 to high(StaticNonParty) do
+ Static[StaticNonParty[I]].Visible := Visible;
+
+ For I := 0 to high(TextNonParty) do
+ Text[TextNonParty[I]].Visible := Visible;
+end;
+
+//Procedures for Menu
+
+procedure TScreenSong.StartSong;
+begin
+ CatSongs.Selected := Interaction;
+ AudioPlayback.Stop;
+ //Party Mode
+ if (Mode = smPartyMode) then
+ begin
+ FadeTo(@ScreenSingModi);
+ end
+ else
+ begin
+ FadeTo(@ScreenSing);
+ end;
+end;
+
+procedure TScreenSong.SelectPlayers;
+begin
+ CatSongs.Selected := Interaction;
+ AudioPlayback.Stop;
+
+ ScreenName.Goto_SingScreen := True;
+ FadeTo(@ScreenName);
+end;
+
+procedure TScreenSong.OpenEditor;
+begin
+ if (Songs.SongList.Count > 0) and (not CatSongs.Song[Interaction].Main) AND (Mode = smNormal) then
+ begin
+ AudioPlayback.Stop;
+ AudioPlayback.PlaySound(SoundLib.Start);
+ CurrentSong := CatSongs.Song[Interaction];
+ FadeTo(@ScreenEditSub);
+ end;
+end;
+
+//Team No of Team (0-5)
+procedure TScreenSong.DoJoker (Team: Byte);
+begin
+ {if (Mode = smPartyMode) AND (PartySession.Teams.NumTeams >= Team + 1) AND (PartySession.Teams.Teaminfo[Team].Joker > 0) then
+ begin
+ //Joker spielen
+ Dec(PartySession.Teams.Teaminfo[Team].Joker);
+ SelectRandomSong;
+ SetJoker;
+ end; }
+end;
+
+//Detailed Cover Unloading. Unloads the Detailed, uncached Cover of the cur. Song
+procedure TScreenSong.UnLoadDetailedCover;
+begin
+ CoverTime := 0;
+
+ Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', true); // 0.5.0: show cached texture
+ Button[Interaction].Texture2.Alpha := 0;
+
+ if Button[Interaction].Texture.Name <> Skin.GetTextureFileName('SongCover') then
+ Texture.UnloadTexture(Button[Interaction].Texture.Name, false);
+end;
+
+procedure TScreenSong.Refresh;
+begin {
+CatSongs.Refresh;
+CatSongs.ShowCategoryList;
+Interaction := 0;
+SelectNext;
+FixSelected; }
+
+end;
+
+end.
diff --git a/Game/Code/Screens/UScreenSongJumpto.pas b/Game/Code/Screens/UScreenSongJumpto.pas new file mode 100644 index 00000000..dfa90009 --- /dev/null +++ b/Game/Code/Screens/UScreenSongJumpto.pas @@ -0,0 +1,205 @@ +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
+ //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.
diff --git a/Game/Code/Screens/UScreenSongMenu.pas b/Game/Code/Screens/UScreenSongMenu.pas new file mode 100644 index 00000000..ae0bc9ba --- /dev/null +++ b/Game/Code/Screens/UScreenSongMenu.pas @@ -0,0 +1,634 @@ +unit UScreenSongMenu; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + UDisplay, + UMusic, + UFiles, + SysUtils, + UThemes; + +type + TScreenSongMenu = class(TMenu) + private + CurMenu: Byte; //Num of the cur. Shown Menu + public + Visible: Boolean; //Whether the Menu should be Drawn + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + function Draw: boolean; override; + procedure MenuShow(sMenu: Byte); + procedure HandleReturn; + end; + +const + SM_Main = 1; + + SM_PlayList = 64 or 1; + SM_Playlist_Add = 64 or 2; + SM_Playlist_New = 64 or 3; + + SM_Playlist_DelItem = 64 or 5; + + SM_Playlist_Load = 64 or 8 or 1; + SM_Playlist_Del = 64 or 8 or 5; + + + SM_Party_Main = 128 or 1; + SM_Party_Joker = 128 or 2; + +var + ISelections: Array of String; + SelectValue: Integer; + + +implementation + +uses UGraphic, + UMain, + UIni, + UTexture, + ULanguage, + UParty, + UPlaylist, + USongs; + +function TScreenSongMenu.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + if (CurMenu = SM_Playlist_New) AND (Interaction=0) then + begin + case PressedKey of + SDLK_0..SDLK_9, SDLK_A..SDLK_Z, SDLK_SPACE, SDLK_MINUS, SDLK_EXCLAIM, SDLK_COMMA, SDLK_SLASH, SDLK_ASTERISK, SDLK_QUESTION, SDLK_QUOTE, SDLK_QUOTEDBL: + begin + Button[Interaction].Text[0].Text := Button[Interaction].Text[0].Text + chr(ScanCode); + exit; + end; + + SDLK_BACKSPACE: + begin + Button[Interaction].Text[0].DeleteLastL; + exit; + end; + end; + end; + + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + AudioPlayback.PlaySound(SoundLib.Back); + Visible := False; + end; + + SDLK_RETURN: + begin + HandleReturn; + end; + + SDLK_DOWN: InteractNext; + SDLK_UP: InteractPrev; + + SDLK_RIGHT: + begin + if (Interaction=3) then + InteractInc; + end; + SDLK_LEFT: + begin + if (Interaction=3) then + InteractDec; + end; + + SDLK_1: + begin //Jocker + //Joker spielen + case CurMenu of + SM_Party_Main: + begin + ScreenSong.DoJoker(0) + end; + end; + end; + SDLK_2: + begin //Jocker + //Joker spielen + case CurMenu of + SM_Party_Main: + begin + ScreenSong.DoJoker(1) + end; + end; + end; + SDLK_3: + begin //Jocker + //Joker spielen + case CurMenu of + SM_Party_Main: + begin + ScreenSong.DoJoker(2) + end; + end; + end; + + + end; + end; +end; + +constructor TScreenSongMenu.Create; +var + I: integer; +begin + inherited Create; + + //Create Dummy SelectSlide Entrys + SetLength(ISelections, 1); + ISelections[0] := 'Dummy'; + + + AddText(Theme.SongMenu.TextMenu); + + LoadFromTheme(Theme.SongMenu); + + AddButton(Theme.SongMenu.Button1); + if (Length(Button[0].Text) = 0) then + AddButtonText(14, 20, 'Button 1'); + + AddButton(Theme.SongMenu.Button2); + if (Length(Button[1].Text) = 0) then + AddButtonText(14, 20, 'Button 2'); + + AddButton(Theme.SongMenu.Button3); + if (Length(Button[2].Text) = 0) then + AddButtonText(14, 20, 'Button 3'); + + AddSelectSlide(Theme.SongMenu.SelectSlide3, SelectValue, ISelections); + + AddButton(Theme.SongMenu.Button4); + if (Length(Button[3].Text) = 0) then + AddButtonText(14, 20, 'Button 4'); + + + Interaction := 0; +end; + +function TScreenSongMenu.Draw: boolean; +begin + inherited Draw; +end; + +procedure TScreenSongMenu.onShow; +begin + +end; + +procedure TScreenSongMenu.MenuShow(sMenu: Byte); +begin + Interaction := 0; //Reset Interaction + Visible := True; //Set Visible + Case sMenu of + SM_Main: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_MAIN'); + + Button[0].Visible := True; + Button[1].Visible := True; + Button[2].Visible := True; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY'); + Button[1].Text[0].Text := Language.Translate('SONG_MENU_CHANGEPLAYERS'); + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_EDIT'); + end; + + SM_PlayList: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST'); + + Button[0].Visible := True; + Button[1].Visible := True; + Button[2].Visible := True; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY'); + Button[1].Text[0].Text := Language.Translate('SONG_MENU_CHANGEPLAYERS'); + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_DEL'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_EDIT'); + end; + + SM_Playlist_Add: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_ADD'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := True; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD_NEW'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD_EXISTING'); + + SetLength(ISelections, Length(PlaylistMan.Playlists)); + PlaylistMan.GetNames(ISelections); + + if (Length(ISelections)>=1) then + begin + UpdateSelectSlideOptions(Theme.SongMenu.SelectSlide3, 0, ISelections, SelectValue); + end + else + begin + Button[3].Visible := False; + SelectsS[0].Visible := False; + Button[2].Visible := True; + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NOEXISTING'); + end; + end; + + SM_Playlist_New: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_NEW'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := True; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NEW_UNNAMED'); + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NEW_CREATE'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + end; + + SM_Playlist_DelItem: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_DELITEM'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + end; + + SM_Playlist_Load: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_LOAD'); + + //Show Delete Curent Playlist Button when Playlist is opened + Button[0].Visible := (CatSongs.CatNumShow = -3); + + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := True; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_DELCURRENT'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_LOAD'); + + SetLength(ISelections, Length(PlaylistMan.Playlists)); + PlaylistMan.GetNames(ISelections); + + if (Length(ISelections)>=1) then + begin + UpdateSelectSlideOptions(Theme.SongMenu.SelectSlide3, 0, ISelections, SelectValue); + Interaction := 3; + end + else + begin + Button[3].Visible := False; + SelectsS[0].Visible := False; + Button[2].Visible := True; + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NOEXISTING'); + Interaction := 2; + end; + end; + + SM_Playlist_Del: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_DEL'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + end; + + + SM_Party_Main: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PARTY_MAIN'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY'); + //Button[1].Text[0].Text := Language.Translate('SONG_MENU_JOKER'); + //Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYMODI'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_JOKER'); + end; + + SM_Party_Joker: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PARTY_JOKER'); + // to-do : Party + {Button[0].Visible := (PartySession.Teams.NumTeams >= 1) AND (PartySession.Teams.Teaminfo[0].Joker > 0); + Button[1].Visible := (PartySession.Teams.NumTeams >= 2) AND (PartySession.Teams.Teaminfo[1].Joker > 0); + Button[2].Visible := (PartySession.Teams.NumTeams >= 3) AND (PartySession.Teams.Teaminfo[2].Joker > 0);} + Button[3].Visible := True; + SelectsS[0].Visible := False; + + {Button[0].Text[0].Text := String(PartySession.Teams.Teaminfo[0].Name); + Button[1].Text[0].Text := String(PartySession.Teams.Teaminfo[1].Name); + Button[2].Text[0].Text := String(PartySession.Teams.Teaminfo[2].Name);} + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + + //Set right Interaction + if (not Button[0].Visible) then + begin + if (not Button[1].Visible) then + begin + if (not Button[2].Visible) then + begin + Interaction := 4; + end + else Interaction := 2; + end + else Interaction := 1; + end; + + end; + end; +end; + +procedure TScreenSongMenu.HandleReturn; +begin + Case CurMenu of + SM_Main: + begin + Case Interaction of + 0: //Button 1 + begin + ScreenSong.StartSong; + Visible := False; + end; + + 1: //Button 2 + begin + //Select New Players then Sing: + ScreenSong.SelectPlayers; + Visible := False; + end; + + 2: //Button 3 + begin + //Show add to Playlist Menu + MenuShow(SM_Playlist_Add); + end; + + 3: //SelectSlide 3 + begin + //Dummy + end; + + 4: //Button 4 + begin + ScreenSong.OpenEditor; + Visible := False; + end; + end; + end; + + SM_PlayList: + begin + Visible := False; + Case Interaction of + 0: //Button 1 + begin + ScreenSong.StartSong; + Visible := False; + end; + + 1: //Button 2 + begin + //Select New Players then Sing: + ScreenSong.SelectPlayers; + Visible := False; + end; + + 2: //Button 3 + begin + //Show add to Playlist Menu + MenuShow(SM_Playlist_DelItem); + end; + + 3: //SelectSlide 3 + begin + //Dummy + end; + + 4: //Button 4 + begin + ScreenSong.OpenEditor; + Visible := False; + end; + end; + end; + + SM_Playlist_Add: + begin + Case Interaction of + 0: //Button 1 + begin + MenuShow(SM_Playlist_New); + end; + + 3: //SelectSlide 3 + begin + //Dummy + end; + + 4: //Button 4 + begin + PlaylistMan.AddItem(ScreenSong.Interaction, SelectValue); + Visible := False; + end; + end; + end; + + SM_Playlist_New: + begin + Case Interaction of + 0: //Button 1 + begin + //Nothing, Button for Entering Name + end; + + 2: //Button 3 + begin + //Create Playlist and Add Song + PlaylistMan.AddItem( + ScreenSong.Interaction, + PlaylistMan.AddPlaylist(Button[0].Text[0].Text)); + Visible := False; + end; + + 3: //SelectSlide 3 + begin + //Cancel -> Go back to Add screen + MenuShow(SM_Playlist_Add); + end; + + 4: //Button 4 + begin + Visible := False; + end; + end; + end; + + SM_Playlist_DelItem: + begin + Visible := False; + Case Interaction of + 0: //Button 1 + begin + //Delete + PlayListMan.DelItem(PlayListMan.GetIndexbySongID(ScreenSong.Interaction)); + Visible := False; + end; + + 4: //Button 4 + begin + MenuShow(SM_Playlist); + end; + end; + end; + + SM_Playlist_Load: + begin + Case Interaction of + 0: //Button 1 (Delete Playlist) + begin + MenuShow(SM_Playlist_Del); + end; + 4: //Button 4 + begin + //Load Playlist + PlaylistMan.SetPlayList(SelectValue); + Visible := False; + end; + end; + end; + + SM_Playlist_Del: + begin + Visible := False; + Case Interaction of + 0: //Button 1 + begin + //Delete + PlayListMan.DelPlaylist(PlaylistMan.CurPlayList); + Visible := False; + end; + + 4: //Button 4 + begin + MenuShow(SM_Playlist_Load); + end; + end; + end; + + SM_Party_Main: + begin + Case Interaction of + 0: //Button 1 + begin + //Start Singing + ScreenSong.StartSong; + Visible := False; + end; + + 4: //Button 4 + begin + //Joker + MenuShow(SM_Party_Joker); + end; + end; + end; + + SM_Party_Joker: + begin + Visible := False; + Case Interaction of + 0: //Button 1 + begin + //Joker Team 1 + ScreenSong.DoJoker(0); + end; + + 1: //Button 2 + begin + //Joker Team 2 + ScreenSong.DoJoker(1); + end; + + 2: //Button 3 + begin + //Joker Team 3 + ScreenSong.DoJoker(2); + end; + + 4: //Button 4 + begin + //Cancel... (Fo back to old Menu) + MenuShow(SM_Party_Main); + end; + end; + end; + end; +end; + +end. + diff --git a/Game/Code/Screens/UScreenStatDetail.pas b/Game/Code/Screens/UScreenStatDetail.pas new file mode 100644 index 00000000..d793baf0 --- /dev/null +++ b/Game/Code/Screens/UScreenStatDetail.pas @@ -0,0 +1,250 @@ +unit UScreenStatDetail;
+
+interface
+
+{$I switches.inc}
+
+uses
+ UMenu, SDL, SysUtils, UDisplay, UMusic, UIni, UThemes;
+
+type
+ TScreenStatDetail = class(TMenu)
+ public
+ Typ: Byte;
+ Page: CardinaL;
+ Count: Byte;
+ Reversed: Boolean;
+
+ TotEntrys: Cardinal;
+ TotPages: Cardinal;
+
+
+ constructor Create; override;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+ procedure onShow; override;
+ procedure SetAnimationProgress(Progress: real); override;
+
+ procedure SetTitle;
+ Procedure SetPage(NewPage: Cardinal);
+ end;
+
+implementation
+
+{Stat Screens:
+ 0 - Best Scores
+ 1 - Best Singers
+ 2 - Most sung Songs
+ 3 - Most popular Band
+}
+
+uses UGraphic, UDataBase, ULanguage, math, ULog;
+
+function TScreenStatDetail.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(@ScreenStatMain);
+ end;
+ SDLK_RETURN:
+ begin
+ if Interaction = 0 then begin
+ //Next Page
+ SetPage(Page+1);
+ end;
+
+ if Interaction = 1 then begin
+ //Previous Page
+ if (Page > 0) then
+ SetPage(Page-1);
+ end;
+
+ if Interaction = 2 then begin
+ //Reverse Order
+ Reversed := not Reversed;
+ SetPage(Page);
+ end;
+
+ if Interaction = 3 then begin
+ AudioPlayback.PlaySound(SoundLib.Back);
+ FadeTo(@ScreenStatMain);
+ end;
+ end;
+ SDLK_LEFT:
+ begin
+ InteractPrev;
+ end;
+ SDLK_RIGHT:
+ begin
+ InteractNext;
+ end;
+ SDLK_UP:
+ begin
+ InteractPrev;
+ end;
+ SDLK_DOWN:
+ begin
+ InteractNext;
+ end;
+ end;
+ end;
+end;
+
+constructor TScreenStatDetail.Create;
+var
+ I: integer;
+begin
+ inherited Create;
+
+ for I := 0 to High(Theme.StatDetail.TextList) do
+ AddText(Theme.StatDetail.TextList[I]);
+
+ Count := Length(Theme.StatDetail.TextList);
+
+ AddText(Theme.StatDetail.TextDescription);
+ AddText(Theme.StatDetail.TextPage);
+
+ LoadFromTheme(Theme.StatDetail);
+
+ AddButton(Theme.StatDetail.ButtonNext);
+ if (Length(Button[0].Text)=0) then
+ AddButtonText(14, 20, Language.Translate('STAT_NEXT'));
+
+ AddButton(Theme.StatDetail.ButtonPrev);
+ if (Length(Button[1].Text)=0) then
+ AddButtonText(14, 20, Language.Translate('STAT_PREV'));
+
+ AddButton(Theme.StatDetail.ButtonReverse);
+ if (Length(Button[2].Text)=0) then
+ AddButtonText(14, 20, Language.Translate('STAT_REVERSE'));
+
+ AddButton(Theme.StatDetail.ButtonExit);
+ if (Length(Button[3].Text)=0) then
+ AddButtonText(14, 20, Theme.Options.Description[7]);
+
+ Interaction := 0;
+ Typ := 0;
+end;
+
+procedure TScreenStatDetail.onShow;
+begin
+ //Set Tot Entrys and PAges
+ TotEntrys := DataBase.GetTotalEntrys(Typ);
+ TotPages := Ceil(TotEntrys / Count);
+ //Show correct Title
+ SetTitle;
+ //Show First Page
+ Reversed := False;
+ SetPage(0);
+end;
+
+procedure TScreenStatDetail.SetTitle;
+begin
+ //Set Title
+ Case Reversed of
+ True: Text[Count].Text := Theme.StatDetail.DescriptionR[Typ];
+ False: Text[Count].Text := Theme.StatDetail.Description[Typ];
+ end;
+end;
+
+Procedure TScreenStatDetail.SetPage(NewPage: Cardinal);
+var
+ Result: AStatResult;
+ I: Integer;
+ FormatStr: String;
+ PerPage: Byte;
+begin
+ SetLength(Result, Count);
+ if (Database.GetStats(Result, Typ, Count, NewPage, Reversed)) then
+ begin
+ Page := NewPage;
+
+ FormatStr := Theme.StatDetail.FormatStr[Typ];
+
+ //refresh Texts
+ For I := 0 to Count-1 do
+ begin
+ try
+ case Typ of
+ 0:begin //Best Scores
+ //Set Texts
+ if (Result[I].Score>0) then
+ Text[I].Text := Format(FormatStr, [Result[I].Singer,
+ Result[I].Score,
+ Theme.ILevel[Result[I].Difficulty],
+ Result[I].SongArtist,
+ Result[I].SongTitle])
+ else
+ Text[I].Text := '';
+ end;
+
+ 1:begin //Best Singers
+ //Set Texts
+ if (Result[I].AverageScore>0) then
+ Text[I].Text := Format(FormatStr, [Result[I].Player,
+ Result[I].AverageScore])
+ else
+ Text[I].Text := '';
+ end;
+
+ 2:begin //Popular Songs
+ //Set Texts
+ if (Result[I].Artist<>'') then
+ Text[I].Text := Format(FormatStr, [Result[I].Artist,
+ Result[I].Title,
+ Result[I].TimesSung])
+ else
+ Text[I].Text := '';
+ end;
+
+ 3:begin //Popular Bands
+ //Set Texts
+ if (Result[I].ArtistName<>'') then
+ Text[I].Text := Format(FormatStr, [Result[I].ArtistName,
+ Result[I].TimesSungtot])
+ else
+ Text[I].Text := '';
+ end;
+ end;
+ except
+ on E: EConvertError do
+ Log.LogError('Error Parsing FormatString in UScreenStatDetail: ' + E.Message);
+ end;
+ end;
+
+ if (Page + 1 = TotPages) AND (TotEntrys Mod Count <> 0) then
+ PerPage := (TotEntrys Mod Count)
+ else
+ PerPage := Count;
+
+ Text[Count+1].Text := Format(Theme.StatDetail.PageStr, [Page + 1,
+ TotPages,
+ PerPage,
+ TotEntrys]);
+
+ //Show correct Title
+ SetTitle;
+
+ end;
+
+end;
+
+
+procedure TScreenStatDetail.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/UScreenStatMain.pas b/Game/Code/Screens/UScreenStatMain.pas new file mode 100644 index 00000000..53154d6e --- /dev/null +++ b/Game/Code/Screens/UScreenStatMain.pas @@ -0,0 +1,288 @@ +unit UScreenStatMain; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + SysUtils, + UDisplay, + UMusic, + UIni, + UThemes; + +type + TScreenStatMain = class(TMenu) + private + //Some Stat Value that don't need to be calculated 2 times + SongswithVid: Cardinal; + public + TextOverview: integer; + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure SetAnimationProgress(Progress: real); override; + + procedure SetOverview; + end; + +implementation + +uses UGraphic, + UDataBase, + USongs, + USong, + ULanguage, + UCommon, + {$IFDEF win32} + windows, + {$ELSE} + sysconst, + {$ENDIF} + ULog; + +function TScreenStatMain.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenMain); + end; + SDLK_RETURN: + begin + //Exit Button Pressed + if Interaction = 4 then + begin + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenMain); + end + else //One of the Stats Buttons Pressed + begin + AudioPlayback.PlaySound(SoundLib.Back); + ScreenStatDetail.Typ := Interaction; + FadeTo(@ScreenStatDetail); + end; + end; + SDLK_LEFT: + begin + InteractPrev; + end; + SDLK_RIGHT: + begin + InteractNext; + end; + SDLK_UP: + begin + InteractPrev; + end; + SDLK_DOWN: + begin + InteractNext; + end; + end; + end; +end; + +constructor TScreenStatMain.Create; +var + I: integer; +begin + inherited Create; + + TextOverview := AddText(Theme.StatMain.TextOverview); + + LoadFromTheme(Theme.StatMain); + + AddButton(Theme.StatMain.ButtonScores); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[0]); + + AddButton(Theme.StatMain.ButtonSingers); + if (Length(Button[1].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[1]); + + AddButton(Theme.StatMain.ButtonSongs); + if (Length(Button[2].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[2]); + + AddButton(Theme.StatMain.ButtonBands); + if (Length(Button[3].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[3]); + + AddButton(Theme.StatMain.ButtonExit); + if (Length(Button[4].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[4]); + + Interaction := 0; + + //Set Songs with Vid + SongswithVid := 0; + For I := 0 to Songs.SongList.Count -1 do + if (TSong(Songs.SongList[I]).Video <> '') then + Inc(SongswithVid); +end; + +procedure TScreenStatMain.onShow; +begin + //Set Overview Text: + SetOverview; +end; + +procedure TScreenStatMain.SetOverview; +type + TwSystemTime = record + wYear, + wMonth, + wDayOfWeek, + wDay, + wHour, + wMinute, + wSecond, + wMilliseconds: Word; + end; +var + Overview, Formatstr: String; + I: Integer; + //Some Vars to Save Attributes to + A1, A2, A3: Integer; + A4, A5: String; + Result1, Result2: AStatResult; + ResetTime: TSystemTime; + + {$IFDEF MSWINDOWS} + function GetFileCreation(Filename: String): TSystemTime; + var + FindData: TWin32FindData; + Handle: THandle; + begin + Handle := FindFirstFile(PChar(Filename), FindData); + if Handle <> INVALID_HANDLE_VALUE then + begin + FileTimeToSystemTime(FindData.ftCreationTime, Result); + windows.FindClose(Handle); + end; + end; + + {$ELSE} + + function GetFileCreation(Filename: String): TSystemTime; + Var + F,D : Longint; + Begin + F:=FileCreate( Filename ); + try + D:=FileGetDate(F); + DateTimeToSystemTime( FileDateToDateTime(D) , result); + finally + FileClose(F); + end; + end; + {$ENDIF} + +begin + //Song Overview + + //Introduction + Formatstr := Language.Translate ('STAT_OVERVIEW_INTRO'); + (*Format: + %0:d Ultrastar Version + %1:d Day of Reset (A1) + %2:d Month of Reset (A2) + %3:d Year of Reset (A3)*) + + ResetTime := GetFileCreation(Database.Filename); + + {$IFDEF MSWINDOWS} + A1 := ResetTime.wDay; + A2 := ResetTime.wMonth; + A3 := ResetTime.wYear; + {$ELSE} + A1 := ResetTime.Day; + A2 := ResetTime.Month; + A3 := ResetTime.Year; + {$ENDIF} + + + try + Overview := Format(Formatstr, [Language.Translate('US_VERSION'), A1, A2, A3]); + except + on E: EConvertError do + Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_INTRO": ' + E.Message); + end; + + Formatstr := Language.Translate ('STAT_OVERVIEW_SONG'); + {Format: + %0:d Count Songs (A1) + %1:d Count of Sung Songs (A2) + %2:d Count of UnSung Songs + %3:d Count of Songs with Video (A3) + %4:s Name of the most popular Song} + A1 := Songs.SongList.Count; + A2 := Database.GetTotalEntrys(2); + + A3 := SongswithVid; + + SetLength(Result1, 1); + Database.GetStats(Result1, 2, 1, 0, False); + A4 := Result1[0].Artist; + A5 := Result1[0].Title; + + try + Overview := Overview + '\n \n' + Format(Formatstr, [A1, A2, A1-A2, A3, A4, A5]); + except + on E: EConvertError do + Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_SONG": ' + E.Message); + end; + + //Player Overview + Formatstr := Language.Translate ('STAT_OVERVIEW_PLAYER'); + {Format: + %0:d Count Players (A1) + %1:s Best Player (Result) + %2:d Best Players Score + %3:s Best Score Player (Result2) + %4:d Best Score} + A1 := Database.GetTotalEntrys(1); + + SetLength(Result1, 1); + Database.GetStats(Result1, 1, 1, 0, False); + + SetLength(Result2, 1); + Database.GetStats(Result2, 0, 1, 0, False); + + try + Overview := Overview + '\n \n' + Format(Formatstr, [A1, Result1[0].Player, Result1[0].AverageScore, Result2[0].Singer, Result2[0].Score]); + except + on E: EConvertError do + Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_PLAYER": ' + E.Message); + end; + + Text[0].Text := Overview; +end; + + +procedure TScreenStatMain.SetAnimationProgress(Progress: real); +var I: Integer; +begin + For I := 0 to high(Button) do + Button[I].Texture.ScaleW := Progress; +end; + +end. diff --git a/Game/Code/Screens/UScreenTop5.pas b/Game/Code/Screens/UScreenTop5.pas new file mode 100644 index 00000000..207f6ee6 --- /dev/null +++ b/Game/Code/Screens/UScreenTop5.pas @@ -0,0 +1,169 @@ +unit UScreenTop5; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, SDL, SysUtils, UDisplay, UMusic, USongs, UThemes, ULCD; + +type + TScreenTop5 = class(TMenu) + public + TextLevel: integer; + TextArtistTitle: integer; + + StaticNumber: array[1..5] of integer; + TextNumber: array[1..5] of integer; + TextName: array[1..5] of integer; + TextScore: array[1..5] of integer; + + Fadeout: boolean; + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + function Draw: boolean; override; + end; + +implementation + +uses UGraphic, UDataBase, UMain, UIni; + +function TScreenTop5.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then begin + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + + SDLK_ESCAPE, + SDLK_BACKSPACE, + SDLK_RETURN: + begin + if (not Fadeout) then begin + FadeTo(@ScreenSong); + Fadeout := true; + end; + end; + SDLK_SYSREQ: + begin + Display.PrintScreen; + end; + end; + end; +end; + +constructor TScreenTop5.Create; +var + I: integer; +begin + inherited Create; + + LoadFromTheme(Theme.Top5); + + + TextLevel := AddText(Theme.Top5.TextLevel); + TextArtistTitle := AddText(Theme.Top5.TextArtistTitle); + + for I := 0 to 4 do + StaticNumber[I+1] := AddStatic( Theme.Top5.StaticNumber[I] ); + + for I := 0 to 4 do + TextNumber[I+1] := AddText(Theme.Top5.TextNumber[I]); + for I := 0 to 4 do + TextName[I+1] := AddText(Theme.Top5.TextName[I]); + for I := 0 to 4 do + TextScore[I+1] := AddText(Theme.Top5.TextScore[I]); + +end; + +procedure TScreenTop5.onShow; +var + I: integer; + PMax: integer; +begin + Fadeout := false; + + //ReadScore(CurrentSong); + + PMax := Ini.Players; + if Ini.Players = 4 then Ini.Players := 5; + for I := 0 to PMax do + DataBase.AddScore(CurrentSong, Ini.Difficulty, Ini.Name[I], Round(Player[I].ScoreTotalI)); + + DataBase.WriteScore(CurrentSong); + DataBase.ReadScore(CurrentSong); + + Text[TextArtistTitle].Text := CurrentSong.Artist + ' - ' + CurrentSong.Title; + + for I := 1 to Length(CurrentSong.Score[Ini.Difficulty]) do begin + Static[StaticNumber[I]].Visible := true; + Text[TextNumber[I]].Visible := true; + Text[TextName[I]].Visible := true; + Text[TextScore[I]].Visible := true; + + Text[TextName[I]].Text := CurrentSong.Score[Ini.Difficulty, I-1].Name; + Text[TextScore[I]].Text := IntToStr(CurrentSong.Score[Ini.Difficulty, I-1].Score); + end; + + for I := Length(CurrentSong.Score[Ini.Difficulty])+1 to 5 do begin + Static[StaticNumber[I]].Visible := false; + Text[TextNumber[I]].Visible := false; + Text[TextName[I]].Visible := false; + Text[TextScore[I]].Visible := false; + end; + + Text[TextLevel].Text := IDifficulty[Ini.Difficulty]; +end; + +function TScreenTop5.Draw: boolean; +//var +{ Min: real; + Max: real; + Wsp: real; + Wsp2: real; + Pet: integer;} + +{ Item: integer; + P: integer; + C: integer;} +begin + // Singstar - let it be...... with 6 statics +(* if PlayersPlay = 6 then begin + for Item := 4 to 6 do begin + if ScreenAct = 1 then P := Item-4; + if ScreenAct = 2 then P := Item-1; + + FillPlayer(Item, P); + +{ if ScreenAct = 1 then begin + LoadColor( + Static[StaticBoxLightest[Item]].Texture.ColR, + Static[StaticBoxLightest[Item]].Texture.ColG, + Static[StaticBoxLightest[Item]].Texture.ColB, + 'P1Dark'); + end; + + if ScreenAct = 2 then begin + LoadColor( + Static[StaticBoxLightest[Item]].Texture.ColR, + Static[StaticBoxLightest[Item]].Texture.ColG, + Static[StaticBoxLightest[Item]].Texture.ColB, + 'P4Dark'); + end; } + + end; + end; *) + + inherited Draw; +end; + +end. diff --git a/Game/Code/Screens/UScreenWelcome.pas b/Game/Code/Screens/UScreenWelcome.pas new file mode 100644 index 00000000..fc088458 --- /dev/null +++ b/Game/Code/Screens/UScreenWelcome.pas @@ -0,0 +1,120 @@ +unit UScreenWelcome;
+
+interface
+
+{$I switches.inc}
+
+uses
+ UMenu, SDL, SysUtils, UThemes;
+
+type
+ TScreenWelcome = class(TMenu)
+ public
+ Animation: real;
+ Fadeout: boolean;
+ constructor Create; override;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+ function Draw: boolean; override;
+ procedure onShow; override;
+ end;
+
+implementation
+
+uses UGraphic, UTime, USkins;
+
+function TScreenWelcome.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
+begin
+ Result := true;
+ If (PressedDown) Then begin
+ case PressedKey of
+ SDLK_ESCAPE,
+ SDLK_BACKSPACE :
+ begin
+ Result := False;
+ end;
+ SDLK_RETURN:
+ begin
+ FadeTo(@ScreenMain);
+ Fadeout := true;
+ end;
+ end;
+ end;
+end;
+
+constructor TScreenWelcome.Create;
+begin
+ inherited Create;
+ AddStatic(-10, -10, 0, 0, 1, 1, 1, Skin.GetTextureFileName('ButtonAlt') , 'JPG', 'Transparent');
+ AddStatic(-500, 440, 200, 5, 0, 0, 0, Skin.GetTextureFileName('Rectangle'), 'JPG', 'Font Black');
+ AddStatic(-500, 472, 200, 5, 0, 0, 0, Skin.GetTextureFileName('Rectangle'), 'JPG', 'Font Black');
+ AddStatic(-500, 504, 200, 5, 0, 0, 0, Skin.GetTextureFileName('Rectangle'), 'JPG', 'Font Black');
+ AddStatic(-500, 536, 200, 5, 0, 0, 0, Skin.GetTextureFileName('Rectangle'), 'JPG', 'Font Black');
+ AddStatic(-500, 568, 200, 5, 0, 0, 0, Skin.GetTextureFileName('Rectangle'), 'JPG', 'Font Black');
+ Animation := 0;
+ Fadeout := false;
+end;
+
+procedure TScreenWelcome.onShow;
+begin
+ CountSkipTimeSet;
+end;
+
+function TScreenWelcome.Draw: boolean;
+var
+ Min: real;
+ Max: real;
+ Wsp: real;
+ Pet: integer;
+begin
+ // star animation
+ Animation := Animation + TimeSkip*1000;
+
+ // draw nothing
+ Min := 0; Max := 1000;
+ if (Animation >= Min) and (Animation < Max) then begin
+ end;
+
+ // popup
+ Min := 1000; Max := 1120;
+ if (Animation >= Min) and (Animation < Max) then begin
+ Wsp := (Animation - Min) / (Max - Min);
+ Static[0].Texture.X := 600;
+ Static[0].Texture.Y := 600 - Wsp * 230;
+ Static[0].Texture.W := 200;
+ Static[0].Texture.H := Wsp * 230;
+ end;
+
+ // bounce
+ Min := 1120; Max := 1200;
+ if (Animation >= Min) and (Animation < Max) then begin
+ Wsp := (Animation - Min) / (Max - Min);
+ Static[0].Texture.Y := 370 + Wsp * 50;
+ Static[0].Texture.H := 230 - Wsp * 50;
+ end;
+
+ // run
+ Min := 1500; Max := 3500;
+ if (Animation >= Min) and (Animation < Max) then begin
+ Wsp := (Animation - Min) / (Max - Min);
+
+ Static[0].Texture.X := 600 - Wsp * 1400;
+ Static[0].Texture.H := 180;
+
+
+ for Pet := 1 to 5 do begin
+ Static[Pet].Texture.X := 770 - Wsp * 1400;
+ Static[Pet].Texture.W := 150 + Wsp * 200;
+ Static[Pet].Texture.Alpha := Wsp * 0.5;
+ end;
+ end;
+
+ Min := 3500;
+ if (Animation >= Min) and (not Fadeout) then begin
+ FadeTo(@ScreenMain);
+ Fadeout := true;
+ end;
+
+ inherited Draw;
+end;
+
+end.
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