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authormogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-09-10 13:06:56 +0000
committermogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c>2007-09-10 13:06:56 +0000
commit13666b8a713f7f46d1db186ba147aa91984ddb0f (patch)
treec397095dd555770c2f41ed953524f1aafdbd61c7 /Game/Code
parentf280901b6bf6e85eccd885e18e5680253a763f43 (diff)
downloadusdx-13666b8a713f7f46d1db186ba147aa91984ddb0f.tar.gz
usdx-13666b8a713f7f46d1db186ba147aa91984ddb0f.tar.xz
usdx-13666b8a713f7f46d1db186ba147aa91984ddb0f.zip
Overall look: ScoreBGs and playerboxes (p1, p2,..) are now drawn as colorized pngs. Notes are drawn with 3 textures instead of 2: bg_glow, notebg (unsung) and note hit (sung) - these are colorized pngs - textures will come in the following commit.
Known Bugs: - ScoreBGs are not yet drawn in playercolor (only affects player count > 3) - Phrasen bonus pop up, indexes are not yet filled with usable data, therefore textures are not yet loaded correctly - Linebonus not yet done git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@382 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code')
-rw-r--r--Game/Code/Classes/UDraw.pas612
-rw-r--r--Game/Code/Classes/UGraphic.pas47
-rw-r--r--Game/Code/Classes/UMain.pas2
-rw-r--r--Game/Code/Classes/UThemes.pas301
-rw-r--r--Game/Code/Screens/UScreenSing.pas393
-rw-r--r--Game/Code/Screens/UScreenSingModi.pas1
6 files changed, 527 insertions, 829 deletions
diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas
index 8945e591..8cfa8d7e 100644
--- a/Game/Code/Classes/UDraw.pas
+++ b/Game/Code/Classes/UDraw.pas
@@ -1,7 +1,7 @@
unit UDraw;
interface
-uses UThemes, ModiSDK, UGraphicClasses;
+uses UThemes, ModiSDK, UGraphicClasses, dialogs;
procedure SingDraw;
procedure SingModiDraw (PlayerInfo: TPlayerInfo);
@@ -13,14 +13,9 @@ procedure SingDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: intege
procedure SingDrawPlayerCzesc(X, Y, W: real; NrGracza: integer; Space: integer);
procedure SingDrawPlayerBGCzesc(Left, Top, Right: real; NrCzesci, NrGracza: integer; Space: integer);
-// TimeBar mod
+// TimeBar
procedure SingDrawTimeBar();
-// eoa TimeBar mod
-{ for no use since we have UGraphicClasses
-procedure SingDrawStar(X, Y, A: real);
-procedure SingGoldenStar(X, Y, A: real);
-}
// The Singbar
procedure SingDrawSingbar(X, Y, W, H: real; Percent: integer);
@@ -52,15 +47,9 @@ var
Starfr: integer;
StarfrG: integer;
-
-
- //SingBar Mod
+ //SingBar
TickOld: cardinal;
TickOld2:cardinal;
- //end Singbar Mod
-
-
-
const
Przedz = 32;
@@ -208,8 +197,20 @@ var
TempR: real;
R,G,B: real;
+ PlayerNumber: Integer;
+
GoldenStarPos : real;
begin
+// We actually don't have a playernumber in this procedure, it should reside in NrCzesci - but it's always set to zero
+// So we exploit this behavior a bit - we give NrCzesci the playernumber, keep it in playernumber - and then we set NrCzesci to zero
+// This could also come quite in handy when we do the duet mode, cause just the notes for the player that has to sing should be drawn then
+// BUT this is not implemented yet, all notes are drawn! :D
+
+ PlayerNumber := NrCzesci + 1; // Player 1 is 0
+ NrCzesci := 0;
+
+// exploit done
+
glColor3f(1, 1, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
@@ -225,19 +226,19 @@ begin
// If Golden note Effect of then Change not Color
begin
case Wartosc of
- 1: glColor4f(1, 1, 1, 0.85);
- 2: glColor4f(1, 1, 0.3, 0.85); // no stars, paint yellow -> glColor4f(1, 1, 0.3, 0.85);
+ 1: glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself
+ 2: glColor4f(1, 1, 0.3, 1); // no stars, paint yellow -> glColor4f(1, 1, 0.3, 0.85); - we could
end; // case
end //Else all Notes same Color
else
- glColor4f(1, 1, 1, 0.85);
-
+ glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself
+ // Czesci == teil, element == piece, element | koniec == ende, schluss
// lewa czesc - left part
Rec.Left := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX;
Rec.Right := Rec.Left + NotesW;
Rec.Top := Top - (Ton-BaseNote)*Space/2 - NotesH;
Rec.Bottom := Rec.Top + 2 * NotesH;
- glBindTexture(GL_TEXTURE_2D, Tex_Left[Color].TexNum);
+ glBindTexture(GL_TEXTURE_2D, Tex_plain_Left[PlayerNumber].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
@@ -249,12 +250,11 @@ begin
GoldenStarPos := Rec.Left;
//done
-
// srodkowa czesc - middle part
Rec.Left := Rec.Right;
- Rec.Right := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX;
+ Rec.Right := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX; // Dlugosc == länge
- glBindTexture(GL_TEXTURE_2D, Tex_Mid[Color].TexNum);
+ glBindTexture(GL_TEXTURE_2D, Tex_plain_Mid[PlayerNumber].TexNum);
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
glBegin(GL_QUADS);
@@ -268,7 +268,7 @@ begin
Rec.Left := Rec.Right;
Rec.Right := Rec.Right + NotesW;
- glBindTexture(GL_TEXTURE_2D, Tex_Right[Color].TexNum);
+ glBindTexture(GL_TEXTURE_2D, Tex_plain_Right[PlayerNumber].TexNum);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
@@ -313,134 +313,100 @@ var
// G := 175/255;
// B := 247/255;
-
glColor3f(1, 1, 1);
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- if Player[NrGracza].IlNut > 0 then begin
- TempR := W / (Czesci[0].Czesc[Czesci[0].Akt].Koniec - Czesci[0].Czesc[Czesci[0].Akt].StartNote);
- for N := 0 to Player[NrGracza].HighNut do begin
- with Player[NrGracza].Nuta[N] do begin
- // lewa czesc
- Rec.Left := X + (Start-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR + 0.5 + 10*ScreenX;
- Rec.Right := Rec.Left + NotesW;
-
-
- // Half size Notes Patch
- if Hit then begin
- NotesH2 := NotesH
- end else begin
- NotesH2 := int(NotesH * 0.65);
- end; //if
-
-
-
- // if True then
- Rec.Top := Y - (Ton-Czesci[0].Czesc[Czesci[0].Akt].BaseNote)*Space/2 - NotesH2;
- Rec.Bottom := Rec.Top + 2 *NotesH2;
-
- glColor3f(1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, Tex_Left[NrGracza+1].TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
-
- // srodkowa czesc
- Rec.Left := Rec.Right;
- Rec.Right := X + (Start+Dlugosc-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR - NotesW - 0.5 + 10*ScreenX;
- // (nowe)
- if (Start+Dlugosc-1 = Czas.AktBeatD) then
- Rec.Right := Rec.Right - (1-Frac(Czas.MidBeatD)) * TempR;
-
- if Rec.Right <= Rec.Left then Rec.Right := Rec.Left;
-
-
-// glColor3f(R, G, B);
-// glBindTexture(GL_TEXTURE_2D, Tex_MidGray.TexNum);
- glBindTexture(GL_TEXTURE_2D, Tex_Mid[NrGracza+1].TexNum);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
- glColor3f(1, 1, 1);
-
- // prawa czesc
- Rec.Left := Rec.Right;
- Rec.Right := Rec.Right + NotesW;
-
- glBindTexture(GL_TEXTURE_2D, Tex_Right[NrGracza+1].TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
-
-
- //Rec.Right := X + (Start+Dlugosc-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR - NotesW - 0.5 + 10*ScreenX;
- //if (Start+Dlugosc-1 = Czas.AktBeatD) then
- if Perfect and (Ini.EffectSing=1) then begin
-// A := sqrt((1+sin(Music.Position * 3))/2);
- A := 1 - 2*(Czas.Teraz - GetTimeFromBeat(Start+Dlugosc));
- if not (Start+Dlugosc-1 = Czas.AktBeatD) then
-
- //Star animation counter
- //inc(Starfr);
- //Starfr := Starfr mod 128;
- GoldenRec.SavePerfectNotePos(Rec.Left, Rec.Top);
- { SingDrawStar(Rec.Left+2, Rec.Top+4, A);}
- end;
-
- // detekt
-{ Rec.Left := Round((Detekt-Czesci.Czesc[Czesci.Akt].Start) * TempR) + 130;
- glColor3f(1, 0.2, 0.2);
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- glBegin(GL_QUADS);
- glVertex(Rec.Left, Rec.Top-5);
- glVertex(Rec.Left, Rec.Bottom+5);
- glVertex(Rec.Left+1, Rec.Bottom+5);
- glVertex(Rec.Left+1, Rec.Top-5);
- glEnd;
- glColor3f(1, 1, 1);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);}
-
- // detekt + FFT length
-{ Rec.Right := (Detekt-Czesci.Czesc[Czesci.Akt].Start) * TempR + 130;
- // TempR = dlugosc 1 kostki
- // 60 * 4 / BPM = czas w sekundach na 1 kostke, np. 0,4s
- // 4096 / 44100 = czas jednego sampla FFT, np. 0,1s
- // ile to ma kostek? np. 0.25
- // (4096 / 44100) / (60 * 4 / BPM), np. 0,1s / 0,4s = 0.25
- // * TempR = dlugosc sampla FFT
- Rec.Left := Rec.Right - (Sound.n / 44100) / (60 * 4 / Muzyka.BPM) * TempR;
-
- glColor3f(1, 0.2, 0.2);
- glVertex(Rec.Left, Rec.Top-4);
- glVertex(Rec.Left, Rec.Bottom+4);
- glVertex(Rec.Right, Rec.Bottom+4);
- glVertex(Rec.Right, Rec.Top-4);}
-
- end; // with
- end; // for
+ if Player[NrGracza].IlNut > 0 then
+ begin
+ TempR := W / (Czesci[0].Czesc[Czesci[0].Akt].Koniec - Czesci[0].Czesc[Czesci[0].Akt].StartNote);
+ for N := 0 to Player[NrGracza].HighNut do
+ begin
+ with Player[NrGracza].Nuta[N] do
+ begin
+ // Left part of note
+ Rec.Left := X + (Start-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR + 0.5 + 10*ScreenX;
+ Rec.Right := Rec.Left + NotesW;
+
+ // Draw it in half size, if not hit
+ if Hit then
+ begin
+ NotesH2 := NotesH
+ end
+ else
+ begin
+ NotesH2 := int(NotesH * 0.65);
+ end;
+
+ Rec.Top := Y - (Ton-Czesci[0].Czesc[Czesci[0].Akt].BaseNote)*Space/2 - NotesH2;
+ Rec.Bottom := Rec.Top + 2 *NotesH2;
+
+ // draw the left part
+ glColor3f(1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, Tex_Left[NrGracza+1].TexNum);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+
+ // Middle part of the note
+ Rec.Left := Rec.Right;
+ Rec.Right := X + (Start+Dlugosc-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR - NotesW - 0.5 + 10*ScreenX;
+
+ // (nowe) - dunno
+ if (Start+Dlugosc-1 = Czas.AktBeatD) then
+ Rec.Right := Rec.Right - (1-Frac(Czas.MidBeatD)) * TempR;
+ // the left note is more right than the right note itself, sounds weird - so we fix that xD
+ if Rec.Right <= Rec.Left then Rec.Right := Rec.Left;
+
+ // draw the middle part
+ glBindTexture(GL_TEXTURE_2D, Tex_Mid[NrGracza+1].TexNum);
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
+ glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+ glColor3f(1, 1, 1);
+
+ // the right part of the note
+ Rec.Left := Rec.Right;
+ Rec.Right := Rec.Right + NotesW;
+
+ glBindTexture(GL_TEXTURE_2D, Tex_Right[NrGracza+1].TexNum);
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+
+ // Perfect note is stored
+ if Perfect and (Ini.EffectSing=1) then
+ begin
+ A := 1 - 2*(Czas.Teraz - GetTimeFromBeat(Start+Dlugosc));
+ if not (Start+Dlugosc-1 = Czas.AktBeatD) then
+
+ //Star animation counter
+ //inc(Starfr);
+ //Starfr := Starfr mod 128;
+ GoldenRec.SavePerfectNotePos(Rec.Left, Rec.Top);
+ end;
+ end; // with
+ end; // for
// eigentlich brauchen wir hier einen vergleich, um festzustellen, ob wir mit
// singen schon weiter wären, als bei Rec.Right, _auch, wenn nicht gesungen wird_
// passing on NrGracza... hope this is really something like the player-number, not only
// some kind of weird index into a colour-table
- if (Ini.EffectSing=1) then
- GoldenRec.GoldenNoteTwinkle(Rec.Top,Rec.Bottom,Rec.Right, NrGracza);
+ if (Ini.EffectSing=1) then
+ GoldenRec.GoldenNoteTwinkle(Rec.Top,Rec.Bottom,Rec.Right, NrGracza);
end; // if
end;
@@ -523,64 +489,6 @@ begin
end;
end;
-{not used anymore tough we have UGraphicClasses
-procedure SingDrawStar(X, Y, A: real);
-var
- TempR: real;
- W, H: real;
- Starframe: real;
- begin
- W := 32;
- H := 32;
-
-// Golden Star Patch
-// case Z of
-// 1: glColor4f(1, 1, 1, A);
-// 2: glColor4f(1, 1, 0.3, A);
-// end; // case
-
- glColor4f(1, 1, 1, A);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, Tex_Note_Star.TexNum);
-
- Starframe := 15 - ((GetTickCount div 33) mod 16);
-
- glBegin(GL_QUADS);
- glTexCoord2f((1/16) * Starframe, 0); glVertex2f(X-W, Y-H);
- glTexCoord2f((1/16) * Starframe + (1/16), 0); glVertex2f(X-W, Y+H);
- glTexCoord2f((1/16) * Starframe + (1/16), 1); glVertex2f(X+W, Y+H);
- glTexCoord2f((1/16) * Starframe, 1); glVertex2f(X+W, Y-H);
- glEnd;
-end;
-}
-
-{not used anymore tough we have UGraphicClasses
-procedure SingGoldenStar(X, Y, A: real);
-var
- TempR: real;
- W, H: real;
- StarfrG2: real;
- begin
- W := 16;
- H := 16;
- glColor4f(1, 1, 0.3, A);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, Tex_Note_Star.TexNum);
- StarfrG2 := 15 - ((GetTickCount div 67) mod 16);
- glBegin(GL_QUADS);
- //x1
- glTexCoord2f((1/16) * StarfrG2, 0); glVertex2f(X-W, Y-H);
- glTexCoord2f((1/16) * StarfrG2 + (1/16), 0); glVertex2f(X-W, Y+H);
- glTexCoord2f((1/16) * StarfrG2 + (1/16), 1); glVertex2f(X+W, Y+H);
- glTexCoord2f((1/16) * StarfrG2, 1); glVertex2f(X+W, Y-H);
- glEnd;
-end;
-}
-
procedure SingDraw;
var
Pet: integer;
@@ -598,16 +506,12 @@ var
LyricTemp: string;
PetCz: integer;
-
-
//SingBar Mod
A: Integer;
E: Integer;
I: Integer;
//end Singbar Mod
-
-
begin
// positions
if Ini.SingWindow = 0 then begin
@@ -739,51 +643,40 @@ begin
else if I < 0 then Dec(Player[E].ScorePercent);
end; //for
end; //if
+
if PlayersPlay = 1 then begin
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1SingBar.x, Theme.Sing.StaticP1SingBar.y, Theme.Sing.StaticP1SingBar.w, Theme.Sing.StaticP1SingBar.h , Player[0].ScorePercent);
- end;
+ end;
+
if PlayersPlay = 2 then begin
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
- //SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent);
- end;
+ end;
+
if PlayersPlay = 3 then begin
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
- //SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
- //SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent);
end;
+
if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
- //SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
- SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent);
- SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent);
+ SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent);
+ SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent);
end;
if ScreenAct = 2 then begin
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent);
- //SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[3].ScorePercent);
- SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[2].ScorePercent);
- SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[3].ScorePercent);
+ SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[2].ScorePercent);
+ SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[3].ScorePercent);
end;
end;
+
if PlayersPlay = 6 then begin
if ScreenAct = 1 then begin
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
- //SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
- //SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent);
end;
if ScreenAct = 2 then begin
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[3].ScorePercent);
- //SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[4].ScorePercent);
- //SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[5].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[3].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[4].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[5].ScorePercent);
@@ -798,53 +691,58 @@ begin
if (A <> Tickold2) AND (Player[0].LineBonus_Visible) then begin
Tickold2 := A;
for E := 0 to (PlayersPlay - 1) do begin
- //Change Alpha
- Player[E].LineBonus_Alpha := Player[E].LineBonus_Alpha - 0.02;
+ //Change Alpha
+ Player[E].LineBonus_Alpha := Player[E].LineBonus_Alpha - 0.02;
if Player[E].LineBonus_Alpha <= 0 then
begin
Player[E].LineBonus_Age := 0;
Player[E].LineBonus_Visible := False
end
else
- begin
- inc(Player[E].LineBonus_Age, 1);
- //Change Position
- if (Player[E].LineBonus_PosX < Player[E].LineBonus_TargetX) then
- Player[E].LineBonus_PosX := Player[E].LineBonus_PosX + (2 - Player[E].LineBonus_Alpha * 1.5)
- else if (Player[E].LineBonus_PosX > Player[E].LineBonus_TargetX) then
- Player[E].LineBonus_PosX := Player[E].LineBonus_PosX - (2 - Player[E].LineBonus_Alpha * 1.5);
-
- if (Player[E].LineBonus_PosY < Player[E].LineBonus_TargetY) then
- Player[E].LineBonus_PosY := Player[E].LineBonus_PosY + (2 - Player[E].LineBonus_Alpha * 1.5)
- else if (Player[E].LineBonus_PosY > Player[E].LineBonus_TargetY) then
- Player[E].LineBonus_PosY := Player[E].LineBonus_PosY - (2 - Player[E].LineBonus_Alpha * 1.5);
+ begin
+ inc(Player[E].LineBonus_Age, 1);
+ //Change Position
+ if (Player[E].LineBonus_PosX < Player[E].LineBonus_TargetX) then
+ Player[E].LineBonus_PosX := Player[E].LineBonus_PosX + (2 - Player[E].LineBonus_Alpha * 1.5)
+ else if (Player[E].LineBonus_PosX > Player[E].LineBonus_TargetX) then
+ Player[E].LineBonus_PosX := Player[E].LineBonus_PosX - (2 - Player[E].LineBonus_Alpha * 1.5);
- end;
- end;
- end; //if
+ if (Player[E].LineBonus_PosY < Player[E].LineBonus_TargetY) then
+ Player[E].LineBonus_PosY := Player[E].LineBonus_PosY + (2 - Player[E].LineBonus_Alpha * 1.5)
+ else if (Player[E].LineBonus_PosY > Player[E].LineBonus_TargetY) then
+ Player[E].LineBonus_PosY := Player[E].LineBonus_PosY - (2 - Player[E].LineBonus_Alpha * 1.5);
- if PlayersPlay = 1 then begin
+ end; // shift position of the pop up (if not dead)
+ end; // loop - for all players
+ end; // if - linebonus
+
+
+ if PlayersPlay = 1 then begin
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
- end
- else if PlayersPlay = 2 then begin
+ end
+
+ else if PlayersPlay = 2 then begin
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
end
+
else if PlayersPlay = 3 then begin
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
end
+
else if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
- SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
- SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
+ SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
+ SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
end;
if ScreenAct = 2 then begin
- SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
- SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text, Player[3].LineBonus_Age);
+ SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
+ SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text, Player[3].LineBonus_Age);
end;
end;
+
if PlayersPlay = 6 then begin
if ScreenAct = 1 then begin
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
@@ -860,9 +758,7 @@ begin
end;
//PhrasenBonus - Line Bonus Mod End
-
- // rysuje paski
-// Log.LogStatus('Original notes', 'SingDraw');
+// Set the note heights according to the difficulty level
case Ini.Difficulty of
0:
begin
@@ -881,10 +777,11 @@ begin
end;
end;
+// Draw the Notes
if PlayersPlay = 1 then begin
- SingDrawPlayerBGCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15);
- SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
- SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15);
+ SingDrawPlayerBGCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15); // Background glow - colorized in playercolor
+ SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); // Plain unsung notes - colorized in playercolor
+ SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15); // imho the sung notes
end;
if (PlayersPlay = 2) then begin
@@ -892,7 +789,7 @@ begin
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15);
SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
- SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
+ SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15);
@@ -907,8 +804,8 @@ begin
SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12);
SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
- SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12);
- SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12);
+ SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 1, 12);
+ SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 2, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12);
@@ -925,8 +822,14 @@ begin
SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15);
end;
- SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
- SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
+ if ScreenAct = 1 then begin
+ SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
+ SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 2, 15);
+ SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 3, 15);
+ end;
if ScreenAct = 1 then begin
SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
@@ -953,9 +856,16 @@ begin
SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12);
end;
- SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
- SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12);
- SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12);
+ if ScreenAct = 1 then begin
+ SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
+ SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 1, 12);
+ SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 2, 12);
+ end;
+ if ScreenAct = 2 then begin
+ SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 3, 12);
+ SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 4, 12);
+ SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 5, 12);
+ end;
if ScreenAct = 1 then begin
SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
@@ -968,11 +878,11 @@ begin
SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12);
end;
end;
-
glDisable(GL_BLEND);
glDisable(GL_TEXTURE_2D);
end;
+// q'n'd for using the game mode dll's
procedure SingModiDraw (PlayerInfo: TPlayerInfo);
var
Pet: integer;
@@ -990,16 +900,12 @@ var
LyricTemp: string;
PetCz: integer;
-
-
//SingBar Mod
A: Integer;
E: Integer;
I: Integer;
//end Singbar Mod
-
-
begin
// positions
if Ini.SingWindow = 0 then begin
@@ -1007,22 +913,17 @@ begin
end else begin
NR.Left := 20;
end;
- NR.Right := 780;
+ NR.Right := 780;
NR.Width := NR.Right - NR.Left;
- NR.WMid := NR.Width / 2;
- NR.Mid := NR.Left + NR.WMid;
-
- // background //BG Fullsize Mod
- //SingDrawBackground;
+ NR.WMid := NR.Width / 2;
+ NR.Mid := NR.Left + NR.WMid;
// time bar
-// Log.LogStatus('Time Bar', 'SingDraw');
SingDrawTimeBar();
if DLLMan.Selected.ShowNotes then
begin
- // rysuje paski pod nutami
if PlayersPlay = 1 then
SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15);
if (PlayersPlay = 2) or (PlayersPlay = 4) then begin
@@ -1037,7 +938,7 @@ begin
end;
end;
- // rysuje tekst - new Lyric engine
+ // Lyric engine
ScreenSingModi.LyricMain.Draw;
ScreenSingModi.LyricSub.Draw;
@@ -1046,40 +947,30 @@ begin
BarFrom := Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start;
if BarFrom > 40 then BarFrom := 40;
if (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more
- (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat > 0) and // przed tekstem
- (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat < 40) then begin // ale nie za wczesnie
- BarWspol := (Czas.MidBeat - (Czesci[0].Czesc[Czesci[0].Akt].StartNote - BarFrom)) / BarFrom;
- Rec.Left := NR.Left + BarWspol *
- // (NR.WMid - Czesci[0].Czesc[Czesci[0].Akt].LyricWidth / 2 * FS - 50);
- (ScreenSingModi.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX;
- Rec.Right := Rec.Left + 50;
- Rec.Top := Skin_LyricsT + 3;
- Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3;
-{ // zapalanie
- BarAlpha := (BarWspol*10) * 0.5;
- if BarAlpha > 0.5 then BarAlpha := 0.5;
-
- // gaszenie
- if BarWspol > 0.95 then BarAlpha := 0.5 * (1 - (BarWspol - 0.95) * 20);}
-
- //Change fuer Crazy Joker
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum);
- glBegin(GL_QUADS);
- glColor4f(1, 1, 1, 0);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glColor4f(1, 1, 1, 0.5);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
- glDisable(GL_BLEND);
+ (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat > 0) and // przed tekstem
+ (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat < 40) then begin // ale nie za wczesnie
+ BarWspol := (Czas.MidBeat - (Czesci[0].Czesc[Czesci[0].Akt].StartNote - BarFrom)) / BarFrom;
+ Rec.Left := NR.Left + BarWspol * (ScreenSingModi.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX;
+ Rec.Right := Rec.Left + 50;
+ Rec.Top := Skin_LyricsT + 3;
+ Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3;
+
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum);
+ glBegin(GL_QUADS);
+ glColor4f(1, 1, 1, 0);
+ glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
+ glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
+ glColor4f(1, 1, 1, 0.5);
+ glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
+ glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
+ glEnd;
+ glDisable(GL_BLEND);
end;
- // oscilloscope
+ // oscilloscope | the thing that moves when you yell into your mic (imho)
if (((Ini.Oscilloscope = 1) AND (DLLMan.Selected.ShowRateBar_O)) AND (NOT DLLMan.Selected.ShowRateBar)) then begin
if PlayersPlay = 1 then
if PlayerInfo.Playerinfo[0].Enabled then
@@ -1138,80 +1029,69 @@ begin
end
//SingBar Mod
- // was fürn sinn hattn der quark hier?
+ // seems like we don't want the flicker thing, we want the linebonus rating bar beneath the scores
else if ((Ini.Oscilloscope = 2) AND (DLLMan.Selected.ShowRateBar_O)) OR (DLLMan.Selected.ShowRateBar) then begin
A := GetTickCount div 33;
if A <> Tickold then begin
Tickold := A;
for E := 0 to (PlayersPlay - 1) do begin //Set new Pos + Alpha
I := Player[E].ScorePercentTarget - Player[E].ScorePercent;
- if I > 0 then Inc(Player[E].ScorePercent)
- else if I < 0 then Dec(Player[E].ScorePercent);
+ if I > 0 then Inc(Player[E].ScorePercent)
+ else if I < 0 then Dec(Player[E].ScorePercent);
end; //for
end; //if
+
if PlayersPlay = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1SingBar.x, Theme.Sing.StaticP1SingBar.y, Theme.Sing.StaticP1SingBar.w, Theme.Sing.StaticP1SingBar.h , Player[0].ScorePercent);
- end;
+ end;
+
if PlayersPlay = 2 then begin
if PlayerInfo.Playerinfo[0].Enabled then
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent);
if PlayerInfo.Playerinfo[1].Enabled then
- //SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent);
- end;
+ end;
+
if PlayersPlay = 3 then begin
if PlayerInfo.Playerinfo[0].Enabled then
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent);
if PlayerInfo.Playerinfo[1].Enabled then
- //SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent);
if PlayerInfo.Playerinfo[2].Enabled then
- //SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent);
end;
+
if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent);
if PlayerInfo.Playerinfo[1].Enabled then
- //SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent);
end;
if ScreenAct = 2 then begin
if PlayerInfo.Playerinfo[2].Enabled then
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[2].ScorePercent);
if PlayerInfo.Playerinfo[3].Enabled then
- //SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[3].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[3].ScorePercent);
end;
end;
+
if PlayersPlay = 6 then begin
if ScreenAct = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent);
if PlayerInfo.Playerinfo[1].Enabled then
- //SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent);
if PlayerInfo.Playerinfo[2].Enabled then
- //SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent);
end;
if ScreenAct = 2 then begin
if PlayerInfo.Playerinfo[3].Enabled then
- //SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[3].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[3].ScorePercent);
if PlayerInfo.Playerinfo[4].Enabled then
- //SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[4].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[4].ScorePercent);
if PlayerInfo.Playerinfo[5].Enabled then
- //SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[5].ScorePercent);
SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[5].ScorePercent);
end;
end;
@@ -1227,43 +1107,42 @@ begin
//Change Alpha
Player[E].LineBonus_Alpha := Player[E].LineBonus_Alpha - 0.02;
-
if Player[E].LineBonus_Alpha <= 0 then
begin
- Player[E].LineBonus_Age := 0;
- Player[E].LineBonus_Visible := False
-
+ Player[E].LineBonus_Age := 0;
+ Player[E].LineBonus_Visible := False
end
else
- begin
- inc(Player[E].LineBonus_Age, 1);
-
- //Change Position
- if (Player[E].LineBonus_PosX < Player[E].LineBonus_TargetX) then
- Player[E].LineBonus_PosX := Player[E].LineBonus_PosX + (2 - Player[E].LineBonus_Alpha * 1.5)
- else if (Player[E].LineBonus_PosX > Player[E].LineBonus_TargetX) then
- Player[E].LineBonus_PosX := Player[E].LineBonus_PosX - (2 - Player[E].LineBonus_Alpha * 1.5);
-
- if (Player[E].LineBonus_PosY < Player[E].LineBonus_TargetY) then
- Player[E].LineBonus_PosY := Player[E].LineBonus_PosY + (2 - Player[E].LineBonus_Alpha * 1.5)
- else if (Player[E].LineBonus_PosY > Player[E].LineBonus_TargetY) then
- Player[E].LineBonus_PosY := Player[E].LineBonus_PosY - (2 - Player[E].LineBonus_Alpha * 1.5);
-
- end;
- end;
- end; //if
-
- if PlayersPlay = 1 then begin
+ begin
+ inc(Player[E].LineBonus_Age, 1);
+ //Change Position
+ if (Player[E].LineBonus_PosX < Player[E].LineBonus_TargetX) then // pop up has not yet reached it's position -> blend in
+ Player[E].LineBonus_PosX := Player[E].LineBonus_PosX + (2 - Player[E].LineBonus_Alpha * 1.5)
+ else if (Player[E].LineBonus_PosX > Player[E].LineBonus_TargetX) then // pop up has reached it's position -> blend out
+ Player[E].LineBonus_PosX := Player[E].LineBonus_PosX - (2 - Player[E].LineBonus_Alpha * 1.5);
+
+ if (Player[E].LineBonus_PosY < Player[E].LineBonus_TargetY) then
+ Player[E].LineBonus_PosY := Player[E].LineBonus_PosY + (2 - Player[E].LineBonus_Alpha * 1.5)
+ else if (Player[E].LineBonus_PosY > Player[E].LineBonus_TargetY) then
+ Player[E].LineBonus_PosY := Player[E].LineBonus_PosY - (2 - Player[E].LineBonus_Alpha * 1.5);
+
+ end; // pop up still visible, has not reached it's position - move it
+ end; // loop through all players
+ end; // if it's time to draw them
+
+ if PlayersPlay = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
- end
- else if PlayersPlay = 2 then begin
+ end
+
+ else if PlayersPlay = 2 then begin
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
if PlayerInfo.Playerinfo[1].Enabled then
SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
- end
- else if PlayersPlay = 3 then begin
+ end
+
+ else if PlayersPlay = 3 then begin
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
if PlayerInfo.Playerinfo[1].Enabled then
@@ -1271,7 +1150,8 @@ begin
if PlayerInfo.Playerinfo[2].Enabled then
SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
end
- else if PlayersPlay = 4 then begin
+
+ else if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
@@ -1285,6 +1165,7 @@ begin
SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text, Player[3].LineBonus_Age);
end;
end;
+
if PlayersPlay = 6 then begin
if ScreenAct = 1 then begin
if PlayerInfo.Playerinfo[0].Enabled then
@@ -1304,11 +1185,9 @@ begin
end;
end;
end;
- //PhrasenBonus - Line Bonus Mod End
-
+//PhrasenBonus - Line Bonus Mod End
- // rysuje paski
-// Log.LogStatus('Original notes', 'SingDraw');
+// resize the notes according to the difficulty level
case Ini.Difficulty of
0:
begin
@@ -1518,11 +1397,11 @@ begin;
end;
//end Singbar Mod
-//PhrasenBonus - Line Bonus Mod
+//PhrasenBonus - Line Bonus Pop Up
procedure SingDrawLineBonus( const X, Y: Single; Color: TRGB; Alpha: Single; Text: string; Age: Integer);
var
Length, X2: Real; //Length of Text
-Size: Integer; //Size of Popup
+Size: Integer; //Size of Popup
begin
if Alpha <> 0 then
begin
@@ -1542,14 +1421,17 @@ SetFontPos (X + 50 - (Length / 2), Y + 12); //Position
if Age < 5 then Size := Age * 10 else Size := 50;
//Draw Background
- glColor4f(Color.R, Color.G, Color.B, Alpha); //Set Color
+ //glColor4f(Color.R, Color.G, Color.B, Alpha); //Set Color
+ glColor4f(1, 1, 1, Alpha);
+
+
glEnable(GL_TEXTURE_2D);
glEnable(GL_BLEND);
//glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
//New Method, Not Variable
- glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusBack.TexNum);
+ glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusBack[2]);
glBegin(GL_QUADS);
glTexCoord2f(0, 0); glVertex2f(X + 50 - Size, Y + 25 - (Size/2));
diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas
index a79a16a2..79f82438 100644
--- a/Game/Code/Classes/UGraphic.pas
+++ b/Game/Code/Classes/UGraphic.pas
@@ -80,13 +80,17 @@ var
ScreenPopupError: TScreenPopupError;
//Notes
- Tex_Left: array[0..6] of TTexture;
- Tex_Mid: array[0..6] of TTexture;
- Tex_Right: array[0..6] of TTexture;
+ Tex_Left: array[0..6] of TTexture; //rename to tex_note_left
+ Tex_Mid: array[0..6] of TTexture; //rename to tex_note_mid
+ Tex_Right: array[0..6] of TTexture; //rename to tex_note_right
- Tex_BG_Left: array[1..6] of TTexture;
- Tex_BG_Mid: array[1..6] of TTexture;
- Tex_BG_Right: array[1..6] of TTexture;
+ Tex_plain_Left: array[1..6] of TTexture; //rename to tex_notebg_left
+ Tex_plain_Mid: array[1..6] of TTexture; //rename to tex_notebg_mid
+ Tex_plain_Right: array[1..6] of TTexture; //rename to tex_notebg_right
+
+ Tex_BG_Left: array[1..6] of TTexture; //rename to tex_noteglow_left
+ Tex_BG_Mid: array[1..6] of TTexture; //rename to tex_noteglow_mid
+ Tex_BG_Right: array[1..6] of TTexture; //rename to tex_noteglow_right
Tex_Note_Star: TTexture;
Tex_Note_Perfect_Star: TTexture;
@@ -105,7 +109,7 @@ var
//end Singbar Mod
//PhrasenBonus - Line Bonus Mod
- Tex_SingLineBonusBack: TTexture;
+ Tex_SingLineBonusBack: array[0..8] of TTexture;
//End PhrasenBonus - Line Bonus Mod
const
@@ -194,21 +198,25 @@ var
begin
// zaladowanie tekstur
Log.LogStatus('Loading Textures', 'LoadTextures');
- Tex_Left[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), 'BMP', 'Transparent', 0);
- Tex_Mid[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), 'BMP', 'Plain', 0);
- Tex_Right[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), 'BMP', 'Transparent', 0);
+ Tex_Left[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), 'BMP', 'Transparent', 0); //brauch man die noch?
+ Tex_Mid[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), 'BMP', 'Plain', 0); //brauch man die noch?
+ Tex_Right[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), 'BMP', 'Transparent', 0); //brauch man die noch?
// P1-6
for P := 1 to 6 do begin
LoadColor(R, G, B, 'P' + IntToStr(P) + 'Light');
Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
- Tex_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), 'BMP', 'Note Transparent', Col);
- Tex_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), 'BMP', 'Note Plain', Col);
- Tex_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), 'BMP', 'Note Transparent', Col);
+ Tex_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), 'PNG', 'Colorized', Col);
+ Tex_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), 'PNG', 'Colorized', Col);
+ Tex_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), 'PNG', 'Colorized', Col);
+
+ Tex_plain_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainLeft')), 'PNG', 'Colorized', Col);
+ Tex_plain_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainMid')), 'PNG', 'Colorized', Col);
+ Tex_plain_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainRight')), 'PNG', 'Colorized', Col);
- Tex_BG_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGLeft')), 'BMP', 'Alpha Black Colored', Col);
- Tex_BG_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGMid')), 'BMP', 'Alpha Black Colored', Col);
- Tex_BG_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGRight')), 'BMP', 'Alpha Black Colored', Col);
+ Tex_BG_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGLeft')), 'PNG', 'Colorized', Col);
+ Tex_BG_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGMid')), 'PNG', 'Colorized', Col);
+ Tex_BG_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGRight')), 'PNG', 'Colorized', Col);
end;
Tex_Note_Perfect_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePerfectStar')), 'JPG', 'Font Black', 0);
@@ -227,8 +235,11 @@ begin
Tex_SingBar_Front := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarFront')), 'JPG', 'Font', 0);
//end Singbar Mod
- //PhrasenBonus - Line Bonus Mod
- Tex_SingLineBonusBack := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LineBonusBack')), 'JPG', 'Font Black', 0);
+ //Line Bonus PopUp
+ for P := 0 to 9 do
+ begin
+ Tex_SingLineBonusBack[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LineBonusBack')), 'PNG', 'Colorized', $FFFFFF);
+ end;
{//Set Texture to Font High
Tex_SingLineBonusL.H := 32; Tex_SingLineBonusL.W := 8;
Tex_SingLineBonusM.H := 32; //Tex_SingLineBonusM.TexW := Tex_SingLineBonusM.TexW/2;
diff --git a/Game/Code/Classes/UMain.pas b/Game/Code/Classes/UMain.pas
index 3a1c9dd4..98e1acb4 100644
--- a/Game/Code/Classes/UMain.pas
+++ b/Game/Code/Classes/UMain.pas
@@ -33,7 +33,7 @@ type
LineBonus_Text: string;
LineBonus_Color: TRGB;
LineBonus_Age: Integer;
-
+ LineBonus_Rating: Integer;
//Variable vor Positioning -> Set on ScreenShow, different when Playercount Changes
LineBonus_TargetX: integer;
LineBonus_TargetY: integer;
diff --git a/Game/Code/Classes/UThemes.pas b/Game/Code/Classes/UThemes.pas
index b55a84dc..b883363f 100644
--- a/Game/Code/Classes/UThemes.pas
+++ b/Game/Code/Classes/UThemes.pas
@@ -12,65 +12,6 @@ type
B: single;
end;
- {TSkin = record
- GrayLeft: string;
- GrayMid: string;
- GrayRight: string;
-
- NoteBGLeft: string;
- NoteBGMid: string;
- NoteBGRight: string;
-
- NoteStar: string;
-
- Ball: string;
-
-
-
- //SingBar Mod
- SingBarBack: string;
- SingBarBar: string;
- SingBarFront: string;
- //end Singbar Mod
-
- //PhrasenBonus - Line Bonus Mod
- SingLineBonusBack: string;
- //PhrasenBonus - Line Bonus Mod
-
-
-
- WelcomeBG: string;
-
- Background: string;
- ScoreBG: string;
- MainStart: string;
- MainEditor: string;
- MainOptions: string;
- MainExit: string;
- MainBar: string;
- Cursor: string;
-
- SongFade: string;
- SongCover: string;
- SongSelection: string;
-
- SelectSong: string;
- Button: string;
- Bar: string;
- P: string;
- Arrow: string;
- Arrow2: string;
- ButtonF: string;
- Star: string;
- Line: string;
-
-// ThemePath: string;
- SkinReg: boolean;
- SkinName: string;
- SkinPath: string;
- SkinColor: integer;
- end;}
-
TThemeBackground = record
Tex: string;
end;
@@ -315,7 +256,7 @@ type
//TimeBar mod
StaticTimeProgress: TThemeStatic;
- TextTimeText : TThemeText;
+ TextTimeText : TThemeText;
//eoa TimeBar mod
StaticP1: TThemeStatic;
@@ -838,60 +779,6 @@ begin
LoadTheme(FileName, Color);
-
- {Skin.GrayLeft := 'Left Gray.bmp';
- Skin.GrayMid := 'Mid Gray.bmp';
- Skin.GrayRight := 'Right Gray.bmp';
-
- Skin.NoteBGLeft := 'Note BG Left.bmp';
- Skin.NoteBGMid := 'Note BG Mid.bmp';
- Skin.NoteBGRight := 'Note BG Right.bmp';
-
- Skin.NoteStar := 'Note Star.jpg';
-
-
-
- //SingBar Mod
- Skin.SingBarBack := 'Sing Bar Back.jpg';
- Skin.SingBarBar := 'Sing Bar Bar.jpg';
- Skin.SingBarFront := 'Sing Bar Front.jpg';
- //end Singbar Mod
-
- //PhrasenBonus - Line Bonus Mod
- Skin.SingLineBonusBack := 'Line Bonus PopUp.jpg';
-
-
-
-
-{ Skin.WelcomeBG := SkinPath + 'Welcome BG.jpg';
-// Skin.Background := SkinPath + 'Background.jpg';
- Skin.ScoreBG := SkinPath + 'Score BG.jpg';
-// Skin.GameStart := SkinPath + 'Game Start.jpg';
-// Skin.Editor := SkinPath + 'Editor.jpg';
-// Skin.Options := SkinPath + 'Options.jpg';
-// Skin.Exit := SkinPath + 'Exit.jpg';
-
- Skin.MainStart := SkinPath + 'Main Solo.jpg';
- Skin.MainEditor := SkinPath + 'Main Multi.jpg';
- Skin.MainOptions := SkinPath + 'Main Options.jpg';
- Skin.MainExit := SkinPath + 'Main Exit.jpg';
- Skin.MainBar := SkinPath + 'Main Bar.jpg';
- Skin.Cursor := SkinPath + 'Main Cursor.jpg';
-
- Skin.SongFade := SkinPath + 'Song Fade.jpg';}{
- Skin.SongCover := 'Song Cover.jpg';
- {Skin.SongSelection := SkinPath + 'Song Selection.jpg';
-
- Skin.SelectSong := SkinPath + 'Select Song.jpg';}{
-// Skin.Button := SkinPath + 'MusicWheelItem song.jpg';
- Skin.Bar := 'Bar.jpg';
-{ Skin.P := SkinPath + 'P.jpg';
- Skin.Arrow := SkinPath + 'Arrow.jpg';
- Skin.Arrow2 := SkinPath + 'Arrow 2.jpg';}{
- Skin.ButtonF := 'Button.jpg';
- Skin.Ball := 'Ball3.bmp';
-{ Skin.Star := SkinPath + 'Star.bmp';
- Skin.Line := SkinPath + 'Line.jpg';}
end;
@@ -1144,51 +1031,51 @@ begin
ThemeLoadText(Score.TextArtistTitle, 'ScoreTextArtistTitle');
for I := 1 to 6 do begin
- ThemeLoadStatics(Score.PlayerStatic[I], 'ScorePlayer' + IntToStr(I) + 'Static');
- ThemeLoadTexts(Score.PlayerTexts[I], 'ScorePlayer' + IntToStr(I) + 'Text');
-
- ThemeLoadText(Score.TextName[I], 'ScoreTextName' + IntToStr(I));
- ThemeLoadText(Score.TextScore[I], 'ScoreTextScore' + IntToStr(I));
- ThemeLoadText(Score.TextNotes[I], 'ScoreTextNotes' + IntToStr(I));
- ThemeLoadText(Score.TextNotesScore[I], 'ScoreTextNotesScore' + IntToStr(I));
- ThemeLoadText(Score.TextLineBonus[I], 'ScoreTextLineBonus' + IntToStr(I));
- ThemeLoadText(Score.TextLineBonusScore[I], 'ScoreTextLineBonusScore' + IntToStr(I));
- ThemeLoadText(Score.TextGoldenNotes[I], 'ScoreTextGoldenNotes' + IntToStr(I));
- ThemeLoadText(Score.TextGoldenNotesScore[I], 'ScoreTextGoldenNotesScore' + IntToStr(I));
- ThemeLoadText(Score.TextTotal[I], 'ScoreTextTotal' + IntToStr(I));
- ThemeLoadText(Score.TextTotalScore[I], 'ScoreTextTotalScore' + IntToStr(I));
-
- ThemeLoadStatic(Score.StaticBoxLightest[I], 'ScoreStaticBoxLightest' + IntToStr(I));
- ThemeLoadStatic(Score.StaticBoxLight[I], 'ScoreStaticBoxLight' + IntToStr(I));
- ThemeLoadStatic(Score.StaticBoxDark[I], 'ScoreStaticBoxDark' + IntToStr(I));
-
- ThemeLoadStatic(Score.StaticBackLevel[I], 'ScoreStaticBackLevel' + IntToStr(I));
+ ThemeLoadStatics(Score.PlayerStatic[I], 'ScorePlayer' + IntToStr(I) + 'Static');
+ ThemeLoadTexts(Score.PlayerTexts[I], 'ScorePlayer' + IntToStr(I) + 'Text');
+
+ ThemeLoadText(Score.TextName[I], 'ScoreTextName' + IntToStr(I));
+ ThemeLoadText(Score.TextScore[I], 'ScoreTextScore' + IntToStr(I));
+ ThemeLoadText(Score.TextNotes[I], 'ScoreTextNotes' + IntToStr(I));
+ ThemeLoadText(Score.TextNotesScore[I], 'ScoreTextNotesScore' + IntToStr(I));
+ ThemeLoadText(Score.TextLineBonus[I], 'ScoreTextLineBonus' + IntToStr(I));
+ ThemeLoadText(Score.TextLineBonusScore[I], 'ScoreTextLineBonusScore' + IntToStr(I));
+ ThemeLoadText(Score.TextGoldenNotes[I], 'ScoreTextGoldenNotes' + IntToStr(I));
+ ThemeLoadText(Score.TextGoldenNotesScore[I], 'ScoreTextGoldenNotesScore' + IntToStr(I));
+ ThemeLoadText(Score.TextTotal[I], 'ScoreTextTotal' + IntToStr(I));
+ ThemeLoadText(Score.TextTotalScore[I], 'ScoreTextTotalScore' + IntToStr(I));
+
+ ThemeLoadStatic(Score.StaticBoxLightest[I], 'ScoreStaticBoxLightest' + IntToStr(I));
+ ThemeLoadStatic(Score.StaticBoxLight[I], 'ScoreStaticBoxLight' + IntToStr(I));
+ ThemeLoadStatic(Score.StaticBoxDark[I], 'ScoreStaticBoxDark' + IntToStr(I));
+
+ ThemeLoadStatic(Score.StaticBackLevel[I], 'ScoreStaticBackLevel' + IntToStr(I));
ThemeLoadStatic(Score.StaticBackLevelRound[I], 'ScoreStaticBackLevelRound' + IntToStr(I));
- ThemeLoadStatic(Score.StaticLevel[I], 'ScoreStaticLevel' + IntToStr(I));
- ThemeLoadStatic(Score.StaticLevelRound[I], 'ScoreStaticLevelRound' + IntToStr(I));
+ ThemeLoadStatic(Score.StaticLevel[I], 'ScoreStaticLevel' + IntToStr(I));
+ ThemeLoadStatic(Score.StaticLevelRound[I], 'ScoreStaticLevelRound' + IntToStr(I));
end;
// Top5
ThemeLoadBasic(Top5, 'Top5');
- ThemeLoadText(Top5.TextLevel, 'Top5TextLevel');
+ ThemeLoadText(Top5.TextLevel, 'Top5TextLevel');
ThemeLoadText(Top5.TextArtistTitle, 'Top5TextArtistTitle');
ThemeLoadStatics(Top5.StaticNumber, 'Top5StaticNumber');
- ThemeLoadTexts(Top5.TextNumber, 'Top5TextNumber');
- ThemeLoadTexts(Top5.TextName, 'Top5TextName');
- ThemeLoadTexts(Top5.TextScore, 'Top5TextScore');
+ ThemeLoadTexts(Top5.TextNumber, 'Top5TextNumber');
+ ThemeLoadTexts(Top5.TextName, 'Top5TextName');
+ ThemeLoadTexts(Top5.TextScore, 'Top5TextScore');
// Options
ThemeLoadBasic(Options, 'Options');
- ThemeLoadButton(Options.ButtonGame, 'OptionsButtonGame');
+ ThemeLoadButton(Options.ButtonGame, 'OptionsButtonGame');
ThemeLoadButton(Options.ButtonGraphics, 'OptionsButtonGraphics');
- ThemeLoadButton(Options.ButtonSound, 'OptionsButtonSound');
- ThemeLoadButton(Options.ButtonLyrics, 'OptionsButtonLyrics');
- ThemeLoadButton(Options.ButtonThemes, 'OptionsButtonThemes');
- ThemeLoadButton(Options.ButtonRecord, 'OptionsButtonRecord');
+ ThemeLoadButton(Options.ButtonSound, 'OptionsButtonSound');
+ ThemeLoadButton(Options.ButtonLyrics, 'OptionsButtonLyrics');
+ ThemeLoadButton(Options.ButtonThemes, 'OptionsButtonThemes');
+ ThemeLoadButton(Options.ButtonRecord, 'OptionsButtonRecord');
ThemeLoadButton(Options.ButtonAdvanced, 'OptionsButtonAdvanced');
- ThemeLoadButton(Options.ButtonExit, 'OptionsButtonExit');
+ ThemeLoadButton(Options.ButtonExit, 'OptionsButtonExit');
{{$IFDEF TRANSLATE}
Options.Description[0] := Language.Translate('SING_OPTIONS_GAME');
@@ -1207,32 +1094,32 @@ begin
// Options Game
ThemeLoadBasic(OptionsGame, 'OptionsGame');
- ThemeLoadSelect(OptionsGame.SelectPlayers, 'OptionsGameSelectPlayers');
- ThemeLoadSelect(OptionsGame.SelectDifficulty, 'OptionsGameSelectDifficulty');
+ ThemeLoadSelect(OptionsGame.SelectPlayers, 'OptionsGameSelectPlayers');
+ ThemeLoadSelect(OptionsGame.SelectDifficulty, 'OptionsGameSelectDifficulty');
ThemeLoadSelectSlide(OptionsGame.SelectLanguage, 'OptionsGameSelectSlideLanguage');
- ThemeLoadSelect(OptionsGame.SelectTabs, 'OptionsGameSelectTabs');
- ThemeLoadSelectSlide(OptionsGame.SelectSorting, 'OptionsGameSelectSlideSorting');
- ThemeLoadSelect(OptionsGame.SelectDebug, 'OptionsGameSelectDebug');
- ThemeLoadButton(OptionsGame.ButtonExit, 'OptionsGameButtonExit');
+ ThemeLoadSelect(OptionsGame.SelectTabs, 'OptionsGameSelectTabs');
+ ThemeLoadSelectSlide(OptionsGame.SelectSorting, 'OptionsGameSelectSlideSorting');
+ ThemeLoadSelect(OptionsGame.SelectDebug, 'OptionsGameSelectDebug');
+ ThemeLoadButton(OptionsGame.ButtonExit, 'OptionsGameButtonExit');
// Options Graphics
ThemeLoadBasic(OptionsGraphics, 'OptionsGraphics');
- ThemeLoadSelect(OptionsGraphics.SelectFullscreen, 'OptionsGraphicsSelectFullscreen');
+ ThemeLoadSelect(OptionsGraphics.SelectFullscreen, 'OptionsGraphicsSelectFullscreen');
ThemeLoadSelectSlide(OptionsGraphics.SelectSlideResolution, 'OptionsGraphicsSelectSlideResolution');
- ThemeLoadSelect(OptionsGraphics.SelectDepth, 'OptionsGraphicsSelectDepth');
- ThemeLoadSelect(OptionsGraphics.SelectOscilloscope, 'OptionsGraphicsSelectOscilloscope');
- ThemeLoadSelect(OptionsGraphics.SelectLineBonus, 'OptionsGraphicsSelectLineBonus');
- ThemeLoadSelect(OptionsGraphics.SelectMovieSize, 'OptionsGraphicsSelectMovieSize');
- ThemeLoadButton(OptionsGraphics.ButtonExit, 'OptionsGraphicsButtonExit');
+ ThemeLoadSelect(OptionsGraphics.SelectDepth, 'OptionsGraphicsSelectDepth');
+ ThemeLoadSelect(OptionsGraphics.SelectOscilloscope, 'OptionsGraphicsSelectOscilloscope');
+ ThemeLoadSelect(OptionsGraphics.SelectLineBonus, 'OptionsGraphicsSelectLineBonus');
+ ThemeLoadSelect(OptionsGraphics.SelectMovieSize, 'OptionsGraphicsSelectMovieSize');
+ ThemeLoadButton(OptionsGraphics.ButtonExit, 'OptionsGraphicsButtonExit');
// Options Sound
ThemeLoadBasic(OptionsSound, 'OptionsSound');
- ThemeLoadSelect(OptionsSound.SelectMicBoost, 'OptionsSoundSelectMicBoost');
+ ThemeLoadSelect(OptionsSound.SelectMicBoost, 'OptionsSoundSelectMicBoost');
ThemeLoadSelect(OptionsSound.SelectClickAssist, 'OptionsSoundSelectClickAssist');
- ThemeLoadSelect(OptionsSound.SelectBeatClick, 'OptionsSoundSelectBeatClick');
- ThemeLoadSelect(OptionsSound.SelectThreshold, 'OptionsSoundSelectThreshold');
+ ThemeLoadSelect(OptionsSound.SelectBeatClick, 'OptionsSoundSelectBeatClick');
+ ThemeLoadSelect(OptionsSound.SelectThreshold, 'OptionsSoundSelectThreshold');
//Song Preview
ThemeLoadSelectSlide(OptionsSound.SelectSlidePreviewVolume, 'OptionsSoundSelectSlidePreviewVolume');
ThemeLoadSelectSlide(OptionsSound.SelectSlidePreviewFading, 'OptionsSoundSelectSlidePreviewFading');
@@ -1242,39 +1129,39 @@ begin
// Options Lyrics
ThemeLoadBasic(OptionsLyrics, 'OptionsLyrics');
- ThemeLoadSelect(OptionsLyrics.SelectLyricsFont, 'OptionsLyricsSelectLyricsFont');
+ ThemeLoadSelect(OptionsLyrics.SelectLyricsFont, 'OptionsLyricsSelectLyricsFont');
ThemeLoadSelect(OptionsLyrics.SelectLyricsEffect, 'OptionsLyricsSelectLyricsEffect');
- ThemeLoadSelect(OptionsLyrics.SelectSolmization, 'OptionsLyricsSelectSolmization');
- ThemeLoadButton(OptionsLyrics.ButtonExit, 'OptionsLyricsButtonExit');
+ ThemeLoadSelect(OptionsLyrics.SelectSolmization, 'OptionsLyricsSelectSolmization');
+ ThemeLoadButton(OptionsLyrics.ButtonExit, 'OptionsLyricsButtonExit');
// Options Themes
ThemeLoadBasic(OptionsThemes, 'OptionsThemes');
ThemeLoadSelectSlide(OptionsThemes.SelectTheme, 'OptionsThemesSelectTheme');
- ThemeLoadSelectSlide(OptionsThemes.SelectSkin, 'OptionsThemesSelectSkin');
+ ThemeLoadSelectSlide(OptionsThemes.SelectSkin, 'OptionsThemesSelectSkin');
ThemeLoadSelectSlide(OptionsThemes.SelectColor, 'OptionsThemesSelectColor');
- ThemeLoadButton(OptionsThemes.ButtonExit, 'OptionsThemesButtonExit');
+ ThemeLoadButton(OptionsThemes.ButtonExit, 'OptionsThemesButtonExit');
// Options Record
ThemeLoadBasic(OptionsRecord, 'OptionsRecord');
- ThemeLoadSelectSlide(OptionsRecord.SelectSlideCard, 'OptionsRecordSelectSlideCard');
- ThemeLoadSelectSlide(OptionsRecord.SelectSlideInput, 'OptionsRecordSelectSlideInput');
+ ThemeLoadSelectSlide(OptionsRecord.SelectSlideCard, 'OptionsRecordSelectSlideCard');
+ ThemeLoadSelectSlide(OptionsRecord.SelectSlideInput, 'OptionsRecordSelectSlideInput');
ThemeLoadSelectSlide(OptionsRecord.SelectSlideChannelL, 'OptionsRecordSelectSlideChannelL');
ThemeLoadSelectSlide(OptionsRecord.SelectSlideChannelR, 'OptionsRecordSelectSlideChannelR');
- ThemeLoadButton(OptionsRecord.ButtonExit, 'OptionsRecordButtonExit');
+ ThemeLoadButton(OptionsRecord.ButtonExit, 'OptionsRecordButtonExit');
//Options Advanced
ThemeLoadBasic(OptionsAdvanced, 'OptionsAdvanced');
ThemeLoadSelect (OptionsAdvanced.SelectLoadAnimation, 'OptionsAdvancedSelectLoadAnimation');
- ThemeLoadSelect (OptionsAdvanced.SelectScreenFade, 'OptionsAdvancedSelectScreenFade');
- ThemeLoadSelect (OptionsAdvanced.SelectEffectSing, 'OptionsAdvancedSelectEffectSing');
- ThemeLoadSelect (OptionsAdvanced.SelectLineBonus, 'OptionsAdvancedSelectLineBonus');
- ThemeLoadSelectSlide (OptionsAdvanced.SelectOnSongClick, 'OptionsAdvancedSelectSlideOnSongClick');
- ThemeLoadSelect (OptionsAdvanced.SelectAskbeforeDel, 'OptionsAdvancedSelectAskbeforeDel');
- ThemeLoadSelect (OptionsAdvanced.SelectPartyPopup, 'OptionsAdvancedSelectPartyPopup');
- ThemeLoadButton (OptionsAdvanced.ButtonExit, 'OptionsAdvancedButtonExit');
+ ThemeLoadSelect (OptionsAdvanced.SelectScreenFade, 'OptionsAdvancedSelectScreenFade');
+ ThemeLoadSelect (OptionsAdvanced.SelectEffectSing, 'OptionsAdvancedSelectEffectSing');
+ ThemeLoadSelect (OptionsAdvanced.SelectLineBonus, 'OptionsAdvancedSelectLineBonus');
+ ThemeLoadSelectSlide (OptionsAdvanced.SelectOnSongClick, 'OptionsAdvancedSelectSlideOnSongClick');
+ ThemeLoadSelect (OptionsAdvanced.SelectAskbeforeDel, 'OptionsAdvancedSelectAskbeforeDel');
+ ThemeLoadSelect (OptionsAdvanced.SelectPartyPopup, 'OptionsAdvancedSelectPartyPopup');
+ ThemeLoadButton (OptionsAdvanced.ButtonExit, 'OptionsAdvancedButtonExit');
//error and check popup
ThemeLoadBasic (ErrorPopup, 'ErrorPopup');
@@ -1381,41 +1268,41 @@ begin
//Load Party Score DecoTextures Object
PartyScore.DecoTextures.ChangeTextures := (ThemeIni.ReadInteger('PartyScoreDecoTextures', 'ChangeTextures', 0) = 1);
- PartyScore.DecoTextures.FirstTexture := ThemeIni.ReadString('PartyScoreDecoTextures', 'FirstTexture', '');
- PartyScore.DecoTextures.FirstTyp := ThemeIni.ReadString('PartyScoreDecoTextures', 'FirstTyp', 'Note Black');
- PartyScore.DecoTextures.FirstColor := ThemeIni.ReadString('PartyScoreDecoTextures', 'FirstColor', 'Black');
+ PartyScore.DecoTextures.FirstTexture := ThemeIni.ReadString('PartyScoreDecoTextures', 'FirstTexture', '');
+ PartyScore.DecoTextures.FirstTyp := ThemeIni.ReadString('PartyScoreDecoTextures', 'FirstTyp', 'Note Black');
+ PartyScore.DecoTextures.FirstColor := ThemeIni.ReadString('PartyScoreDecoTextures', 'FirstColor', 'Black');
- PartyScore.DecoTextures.SecondTexture := ThemeIni.ReadString('PartyScoreDecoTextures', 'SecondTexture', '');
- PartyScore.DecoTextures.SecondTyp := ThemeIni.ReadString('PartyScoreDecoTextures', 'SecondTyp', 'Note Black');
- PartyScore.DecoTextures.SecondColor := ThemeIni.ReadString('PartyScoreDecoTextures', 'SecondColor', 'Black');
+ PartyScore.DecoTextures.SecondTexture := ThemeIni.ReadString('PartyScoreDecoTextures', 'SecondTexture', '');
+ PartyScore.DecoTextures.SecondTyp := ThemeIni.ReadString('PartyScoreDecoTextures', 'SecondTyp', 'Note Black');
+ PartyScore.DecoTextures.SecondColor := ThemeIni.ReadString('PartyScoreDecoTextures', 'SecondColor', 'Black');
- PartyScore.DecoTextures.ThirdTexture := ThemeIni.ReadString('PartyScoreDecoTextures', 'ThirdTexture', '');
- PartyScore.DecoTextures.ThirdTyp := ThemeIni.ReadString('PartyScoreDecoTextures', 'ThirdTyp', 'Note Black');
- PartyScore.DecoTextures.ThirdColor := ThemeIni.ReadString('PartyScoreDecoTextures', 'ThirdColor', 'Black');
+ PartyScore.DecoTextures.ThirdTexture := ThemeIni.ReadString('PartyScoreDecoTextures', 'ThirdTexture', '');
+ PartyScore.DecoTextures.ThirdTyp := ThemeIni.ReadString('PartyScoreDecoTextures', 'ThirdTyp', 'Note Black');
+ PartyScore.DecoTextures.ThirdColor := ThemeIni.ReadString('PartyScoreDecoTextures', 'ThirdColor', 'Black');
ThemeLoadText (PartyScore.TextWinner, 'PartyScoreTextWinner');
//Party Win
ThemeLoadBasic(PartyWin, 'PartyWin');
- ThemeLoadText (PartyWin.TextScoreTeam1, 'PartyWinTextScoreTeam1');
- ThemeLoadText (PartyWin.TextScoreTeam2, 'PartyWinTextScoreTeam2');
- ThemeLoadText (PartyWin.TextScoreTeam3, 'PartyWinTextScoreTeam3');
- ThemeLoadText (PartyWin.TextNameTeam1, 'PartyWinTextNameTeam1');
- ThemeLoadText (PartyWin.TextNameTeam2, 'PartyWinTextNameTeam2');
- ThemeLoadText (PartyWin.TextNameTeam3, 'PartyWinTextNameTeam3');
+ ThemeLoadText (PartyWin.TextScoreTeam1, 'PartyWinTextScoreTeam1');
+ ThemeLoadText (PartyWin.TextScoreTeam2, 'PartyWinTextScoreTeam2');
+ ThemeLoadText (PartyWin.TextScoreTeam3, 'PartyWinTextScoreTeam3');
+ ThemeLoadText (PartyWin.TextNameTeam1, 'PartyWinTextNameTeam1');
+ ThemeLoadText (PartyWin.TextNameTeam2, 'PartyWinTextNameTeam2');
+ ThemeLoadText (PartyWin.TextNameTeam3, 'PartyWinTextNameTeam3');
- ThemeLoadStatic (PartyWin.StaticTeam1, 'PartyWinStaticTeam1');
- ThemeLoadStatic (PartyWin.StaticTeam1BG, 'PartyWinStaticTeam1BG');
+ ThemeLoadStatic (PartyWin.StaticTeam1, 'PartyWinStaticTeam1');
+ ThemeLoadStatic (PartyWin.StaticTeam1BG, 'PartyWinStaticTeam1BG');
ThemeLoadStatic (PartyWin.StaticTeam1Deco, 'PartyWinStaticTeam1Deco');
- ThemeLoadStatic (PartyWin.StaticTeam2, 'PartyWinStaticTeam2');
- ThemeLoadStatic (PartyWin.StaticTeam2BG, 'PartyWinStaticTeam2BG');
+ ThemeLoadStatic (PartyWin.StaticTeam2, 'PartyWinStaticTeam2');
+ ThemeLoadStatic (PartyWin.StaticTeam2BG, 'PartyWinStaticTeam2BG');
ThemeLoadStatic (PartyWin.StaticTeam2Deco, 'PartyWinStaticTeam2Deco');
- ThemeLoadStatic (PartyWin.StaticTeam3, 'PartyWinStaticTeam3');
- ThemeLoadStatic (PartyWin.StaticTeam3BG, 'PartyWinStaticTeam3BG');
+ ThemeLoadStatic (PartyWin.StaticTeam3, 'PartyWinStaticTeam3');
+ ThemeLoadStatic (PartyWin.StaticTeam3BG, 'PartyWinStaticTeam3BG');
ThemeLoadStatic (PartyWin.StaticTeam3Deco, 'PartyWinStaticTeam3Deco');
- ThemeLoadText (PartyWin.TextWinner, 'PartyWinTextWinner');
+ ThemeLoadText (PartyWin.TextWinner, 'PartyWinTextWinner');
//Party Options
ThemeLoadBasic(PartyOptions, 'PartyOptions');
@@ -1580,11 +1467,11 @@ begin
ThemeStatic.X := ThemeIni.ReadInteger(Name, 'X', 0);
ThemeStatic.Y := ThemeIni.ReadInteger(Name, 'Y', 0);
- ThemeStatic.Z := ThemeIni.ReadFloat(Name, 'Z', 0);
+ ThemeStatic.Z := ThemeIni.ReadFloat (Name, 'Z', 0);
ThemeStatic.W := ThemeIni.ReadInteger(Name, 'W', 0);
ThemeStatic.H := ThemeIni.ReadInteger(Name, 'H', 0);
- ThemeStatic.Typ := ThemeIni.ReadString(Name, 'Type', '');
+ ThemeStatic.Typ := ThemeIni.ReadString(Name, 'Type', '');
ThemeStatic.Color := ThemeIni.ReadString(Name, 'Color', '');
C := ColorExists(ThemeStatic.Color);
@@ -1600,7 +1487,7 @@ begin
ThemeStatic.TexY2 := ThemeIni.ReadFloat(Name, 'TexY2', 1);
//Reflection Mod
- ThemeStatic.Reflection := (ThemeIni.ReadInteger(Name, 'Reflection', 0) = 1);
+ ThemeStatic.Reflection := (ThemeIni.ReadInteger(Name, 'Reflection', 0) = 1);
ThemeStatic.ReflectionSpacing := ThemeIni.ReadFloat(Name, 'ReflectionSpacing', 15);
DecimalSeparator := ',';
@@ -1704,7 +1591,7 @@ begin
ThemeButton.SelectW := ThemeIni.ReadInteger (Name, 'SelectW', ThemeButton.W);
ThemeButton.DeSelectReflectionspacing := ThemeIni.ReadFloat(Name, 'DeSelectReflectionSpacing', ThemeButton.Reflectionspacing);
-
+
ThemeButton.Fade := (ThemeIni.ReadInteger(Name, 'Fade', 0) = 1);
ThemeButton.FadeText := (ThemeIni.ReadInteger(Name, 'FadeText', 0) = 1);
@@ -2049,18 +1936,6 @@ begin
//New Theme-Color Patch End
end;
-
- // pink
-// Col := clRed;
-// Color[C].ColR := (32 + Col and $FF) / (255 + 32);
-// Color[C].ColG := (32 + Col div 256 and $FF) / (255 + 32);
-// Color[C].ColB := (32 + Col div (256*256) and $FF) / (255 + 32);
-
- // purple
-// Color[C].ColR := 220/255;
-// Color[C].ColG := 95/255;
-// Color[C].ColB := 220/255;}
-
end;
function ColorSqrt(RGB: TRGB): TRGB;
diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas
index deaff447..a5f6a317 100644
--- a/Game/Code/Screens/UScreenSing.pas
+++ b/Game/Code/Screens/UScreenSing.pas
@@ -141,24 +141,34 @@ end;
procedure TScreenSing.Pause;
begin
if not paused then //Pause einschalten
- begin
- PauseTime := Czas.Teraz;
- Paused := true;
- //stop Music
- Music.Pause;
- if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then //Video
- FFmpegTogglePause;//PauseSmpeg; //Video
- end
- else //Pause ausschalten
- begin
- Czas.Teraz := PauseTime; //Position of Notes
- Music.MoveTo (PauseTime);//Position of Music
- Music.Play; //Play Music
- if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then //Video
- FFmpegTogglePause;//PlaySmpeg;
+ begin
+ // pause Time
+ PauseTime := Czas.Teraz;
+ Paused := true;
+
+ // pause Music
+ Music.Pause;
+
+ // pause Video
+ if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then
+ FFmpegTogglePause;
+ end
+ else //Pause ausschalten
+ begin
+ Czas.Teraz := PauseTime; //Position of Notes
+
+ // Position of Music
+ Music.MoveTo (PauseTime);
+ // Play Music
+ Music.Play;
+
+ // Video
+ if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then
+ FFmpegTogglePause;
//SkipSmpeg(PauseTime);
- Paused := false;
- end;
+
+ Paused := false;
+ end;
end;
//Pause Mod End
@@ -171,59 +181,60 @@ begin
LoadFromTheme(Theme.Sing);
- // time
- //TextTime := AddText(75, 14, 1, 8, 0.25, 0.25, 0.25, '00:00');
-
- //TimeBar mod
- StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress);
- TextTimeText := AddText(Theme.Sing.TextTimeText);
- //eoa TimeBar mod
-
- StaticP1 := AddStatic(Theme.Sing.StaticP1);
- StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG);
- TextP1 := AddText(Theme.Sing.TextP1);
- TextP1Score := AddText(Theme.Sing.TextP1Score);
-
- //moveable singbar mod
- StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar);
- StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar);
- StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);
- StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);
- StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar);
- StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar);
- //eoa moveable singbar
-
- //Added for ps3 skin
- //This one is shown in 2/4P mode
- StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP);
- StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG);
- TextP1TwoP := AddText(Theme.Sing.TextP1TwoP);
- TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore);
-
- //This one is shown in 3/6P mode
- StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP);
+ //TimeBar
+ StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress);
+ TextTimeText := AddText(Theme.Sing.TextTimeText);
+
+// 1 player | P1
+ StaticP1 := AddStatic(Theme.Sing.StaticP1);
+ StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG);
+ TextP1 := AddText(Theme.Sing.TextP1);
+ TextP1Score := AddText(Theme.Sing.TextP1Score);
+ StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar);
+
+// 2 or 4 players | P1
+ StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP);
+ StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG);
+ TextP1TwoP := AddText(Theme.Sing.TextP1TwoP);
+ TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore);
+ StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);
+
+ // | P2
+ StaticP2R := AddStatic(Theme.Sing.StaticP2R);
+ StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG);
+ TextP2R := AddText(Theme.Sing.TextP2R);
+ TextP2RScore := AddText(Theme.Sing.TextP2RScore);
+ StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);
+
+// 3 or 6 players | P1
+ StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP);
StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG);
- TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP);
- TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore);
- //eoa
-
- StaticP2R := AddStatic(Theme.Sing.StaticP2R);
- StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG);
- TextP2R := AddText(Theme.Sing.TextP2R);
- TextP2RScore := AddText(Theme.Sing.TextP2RScore);
-
- StaticP2M := AddStatic(Theme.Sing.StaticP2M);
- StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG);
- TextP2M := AddText(Theme.Sing.TextP2M);
- TextP2MScore := AddText(Theme.Sing.TextP2MScore);
-
- StaticP3R := AddStatic(Theme.Sing.StaticP3R);
- StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG);
- TextP3R := AddText(Theme.Sing.TextP3R);
- TextP3RScore := AddText(Theme.Sing.TextP3RScore);
-
- LyricMain := TLyric.Create;
- LyricSub := TLyric.Create;
+ TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP);
+ TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore);
+ StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar);
+
+ // | P2
+ StaticP2M := AddStatic(Theme.Sing.StaticP2M);
+ StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG);
+ TextP2M := AddText(Theme.Sing.TextP2M);
+ TextP2MScore := AddText(Theme.Sing.TextP2MScore);
+ StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar);
+
+ // | P3
+ StaticP3R := AddStatic(Theme.Sing.StaticP3R);
+ StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG);
+ TextP3R := AddText(Theme.Sing.TextP3R);
+ TextP3RScore := AddText(Theme.Sing.TextP3RScore);
+ StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar);
+
+ if ScreenAct = 2 then begin
+ // katze und affe
+
+ end;
+
+ LyricMain := TLyric.Create;
+ LyricSub := TLyric.Create;
+
UVideo.Init;
end;
@@ -245,44 +256,43 @@ begin
SetLength(Player, PlayersPlay);
// Player[0].ScoreTotalI := 0;
-
case PlayersPlay of
1: begin
V1 := true;
- V1TwoP := false; //added for ps3 skin
- V1ThreeP := false; //added for ps3 skin
+ V1TwoP := false;
+ V1ThreeP := false;
V2R := false;
V2M := false;
V3R := false;
end;
2: begin
V1 := false;
- V1TwoP := true; //added for ps3 skin
- V1ThreeP := false; //added for ps3 skin
+ V1TwoP := true;
+ V1ThreeP := false;
V2R := true;
V2M := false;
V3R := false;
end;
3: begin
V1 := false;
- V1TwoP := false; //added for ps3 skin
- V1ThreeP := true; //added for ps3 skin
+ V1TwoP := false;
+ V1ThreeP := true;
V2R := false;
V2M := true;
V3R := true;
end;
4: begin // double screen
V1 := false;
- V1TwoP := true; //added for ps3 skin
- V1ThreeP := false; //added for ps3 skin
+ V1TwoP := true;
+ V1ThreeP := false;
V2R := true;
V2M := false;
V3R := false;
end;
6: begin // double screen
V1 := false;
- V1TwoP := false; //added for ps3 skin
- V1ThreeP := true; //added for ps3 skin
+ V1TwoP := false;
+ V1ThreeP := true;
V2R := false;
V2M := true;
V3R := true;
@@ -290,38 +300,40 @@ begin
end;
- //Added for ps3 skin
//This one is shown in 1P mode
- Static[StaticP1].Visible := V1;
- Static[StaticP1ScoreBG].Visible := V1;
- Text[TextP1].Visible := V1;
- Text[TextP1Score].Visible := V1;
+ Static[StaticP1].Visible := V1;
+ Static[StaticP1ScoreBG].Visible := V1;
+ Text[TextP1].Visible := V1;
+ Text[TextP1Score].Visible := V1;
+
+
//This one is shown in 2/4P mode
- Static[StaticP1TwoP].Visible := V1TwoP;
- Static[StaticP1TwoPScoreBG].Visible := V1TwoP;
- Text[TextP1TwoP].Visible := V1TwoP;
- Text[TextP1TwoPScore].Visible := V1TwoP;
+ Static[StaticP1TwoP].Visible := V1TwoP;
+ Static[StaticP1TwoPScoreBG].Visible := V1TwoP;
+ Text[TextP1TwoP].Visible := V1TwoP;
+ Text[TextP1TwoPScore].Visible := V1TwoP;
+
+ Static[StaticP2R].Visible := V2R;
+ Static[StaticP2RScoreBG].Visible := V2R;
+ Text[TextP2R].Visible := V2R;
+ Text[TextP2RScore].Visible := V2R;
+
+
//This one is shown in 3/6P mode
- Static[StaticP1ThreeP].Visible := V1ThreeP;
+ Static[StaticP1ThreeP].Visible := V1ThreeP;
Static[StaticP1ThreePScoreBG].Visible := V1ThreeP;
- Text[TextP1ThreeP].Visible := V1ThreeP;
- Text[TextP1ThreePScore].Visible := V1ThreeP;
- //eoa
+ Text[TextP1ThreeP].Visible := V1ThreeP;
+ Text[TextP1ThreePScore].Visible := V1ThreeP;
- Static[StaticP2R].Visible := V2R;
- Static[StaticP2RScoreBG].Visible := V2R;
- Text[TextP2R].Visible := V2R;
- Text[TextP2RScore].Visible := V2R;
+ Static[StaticP2M].Visible := V2M;
+ Static[StaticP2MScoreBG].Visible := V2M;
+ Text[TextP2M].Visible := V2M;
+ Text[TextP2MScore].Visible := V2M;
- Static[StaticP2M].Visible := V2M;
- Static[StaticP2MScoreBG].Visible := V2M;
- Text[TextP2M].Visible := V2M;
- Text[TextP2MScore].Visible := V2M;
-
- Static[StaticP3R].Visible := V3R;
- Static[StaticP3RScoreBG].Visible := V3R;
- Text[TextP3R].Visible := V3R;
- Text[TextP3RScore].Visible := V3R;
+ Static[StaticP3R].Visible := V3R;
+ Static[StaticP3RScoreBG].Visible := V3R;
+ Text[TextP3R].Visible := V3R;
+ Text[TextP3RScore].Visible := V3R;
// load notes
ResetSingTemp;
@@ -479,21 +491,6 @@ begin
GoldenRec.SentenceChange;
//GoldenStarsTwinkle Mod End
- {Static[StaticP2R].Visible := V2R;
- Static[StaticP2RScoreBG].Visible := V2R;
- Text[TextP2R].Visible := V2R;
- Text[TextP2RScore].Visible := V2R;
-
- Static[StaticP2M].Visible := V2M;
- Static[StaticP2MScoreBG].Visible := V2M;
- Text[TextP2M].Visible := V2M;
- Text[TextP2MScore].Visible := V2M;
-
- Static[StaticP3R].Visible := V3R;
- Static[StaticP3RScoreBG].Visible := V3R;
- Text[TextP3R].Visible := V3R;
- Text[TextP3RScore].Visible := V3R;}
-
//Set Position of Line Bonus - PhrasenBonus
if (Ini.LineBonus = 1) then //Show Line Bonus at Scores
begin
@@ -606,9 +603,6 @@ begin
end
else if (Ini.LineBonus = 2) then //Show Line Bonus at Notes
begin
- //SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12);
- //SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12);
- //SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12);
// positions
if Ini.SingWindow = 0 then begin
@@ -781,24 +775,19 @@ begin
- //ScoreBG Mod
- // set player colors
- if PlayersPlay = 4 then 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,
@@ -806,110 +795,57 @@ begin
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,
+ 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');
+ 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,
+ 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,
+ 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;
-
-//Original 0.5.0
-{ // set player colors
- if PlayersPlay = 4 then begin
- if ScreenAct = 1 then begin
- //LoadColor(Static[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG,
- //Static[StaticP1].Texture.ColB, 'P1Dark');
-// LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG,
- // Static[StaticP2R].Texture.ColB, 'P2Dark');
- end;
- if ScreenAct = 2 then begin
- LoadColor(Static[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG,
- Static[StaticP1].Texture.ColB, 'P3Dark');
- LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG,
- Static[StaticP2R].Texture.ColB, 'P4Dark');
end;
end;
-
- if PlayersPlay = 6 then begin
- if ScreenAct = 1 then begin
- LoadColor(Static[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG,
- Static[StaticP1].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');
- end;
- if ScreenAct = 2 then begin
- LoadColor(Static[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG,
- Static[StaticP1].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');
- 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';
+ 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
@@ -928,35 +864,37 @@ begin
end;}
4: begin
- Text[TextP1TwoP].Text := 'P3';
- Text[TextP2R].Text := 'P4';
+ Text[TextP1TwoP].Text := 'P3';
+ Text[TextP2R].Text := 'P4';
end;
6: begin
Text[TextP1ThreeP].Text := 'P4';
- Text[TextP2M].Text := 'P5';
- Text[TextP3R].Text := 'P6';
+ 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?
- Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX;
- Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX;
+// weird stuff, maybe this is for "dual screen?", but where is player three then? | okay, i commented the stuff out the other day - nothing was missing on screen w/ 6 players - so do we even need this stuff?
+// okay this stuff appears again some lines beneath this one, I commented it out for testing what it does - seems like it's doing nothing
+// but I might be wrong, so what is this stuff here doing? O.o
+ Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX;
+ Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX;
- Text[TextP1].X := Text[TextP1].X + 10*ScreenX;
- Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;
+ Text[TextP1].X := Text[TextP1].X + 10*ScreenX;
+ Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;
- Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX;
+ Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX;
Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX;
- Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX;
- Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;
+ Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX;
+ Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;
// end of weird stuff
- for S := 1 to 1 do
+ for S := 1 to 1 do //wtf?
Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX;
for T := 0 to 1 do
@@ -1052,17 +990,6 @@ begin
end;
end;
-
- // beat flash
-{ Flash := 1 - (Czas.MidBeat - Czas.AktBeat);
- if (Czas.AktBeat + AktSong.NotesGAP) mod AktSong.Resolution = 0 then Flash := 1
- else Flash := 0;
- if Czas.AktBeat < 0 then Flash := 0;
- glClearColor(Flash, Flash, Flash, 1);}
-
- // beat sound
-// if (Ini.BeatClick = 1) and (Flash = 1) and (Czas.AktBeat <> Czas.OldBeat) then Music.PlayClick;
-
// draw static menu (BG)
DrawBG;
//Draw Background
@@ -1120,21 +1047,23 @@ begin
// back stereo
// weird stuff, maybe this is for "dual screen?", but where is player three then?
- Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX;
- Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX;
+// okay this stuff appears again some lines above this one, I commented it out for testing what it does - seems like it's doing nothing
+// but I might be wrong, so what is this stuff here doing? O.o
+ Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX;
+ Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX;
- Text[TextP1].X := Text[TextP1].X - 10*ScreenX;
- Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;
+ Text[TextP1].X := Text[TextP1].X - 10*ScreenX;
+ Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;
- Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX;
+ Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX;
Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX;
- Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX;
- Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;
+ Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX;
+ Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;
//weird end
- for S := 1 to 1 do
+ for S := 1 to 1 do // wtf?
Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX;
for T := 0 to 1 do
@@ -1205,7 +1134,7 @@ begin
If ({(Ini.Oscilloscope = 2) and }(Czesci[0].Czesc[S].TotalNotes>0)) then
begin
Player[I].ScorePercentTarget := Player[I].ScorePercentTarget + floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 40 - 26);
- if Player[I].ScorePercentTarget < 0 then Player[I].ScorePercentTarget := 0;
+ if Player[I].ScorePercentTarget < 0 then Player[I].ScorePercentTarget := 0;
if Player[I].ScorePercentTarget > 99 then Player[I].ScorePercentTarget := 99;
//end Singbar Mod
diff --git a/Game/Code/Screens/UScreenSingModi.pas b/Game/Code/Screens/UScreenSingModi.pas
index 0305315f..20ad0957 100644
--- a/Game/Code/Screens/UScreenSingModi.pas
+++ b/Game/Code/Screens/UScreenSingModi.pas
@@ -945,6 +945,7 @@ end;
// comment by blindy: wo zum henker wird denn in diesem screen ein video abgespielt?
// update and draw movie
+ // <mog> wie wo wadd? also in der selben funktion in der uscreensing kommt des video in der zeile 995, oder was wollteste wissen? :X
{ if ShowFinish and AktSong.VideoLoaded AND DllMan.Selected.LoadVideo then begin
UpdateSmpeg; // this only draws
end;}