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author | s_alexander <s_alexander@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-03-14 03:15:16 +0000 |
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committer | s_alexander <s_alexander@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-03-14 03:15:16 +0000 |
commit | 3206170f01b1ae102b94ecf4f65647d86312edc2 (patch) | |
tree | 263d076f7157d46ae9ed787c2730a1ce326182f4 /Game | |
parent | 0ce8f19e59d386553bfcd5c321624c0abb63f00b (diff) | |
download | usdx-3206170f01b1ae102b94ecf4f65647d86312edc2.tar.gz usdx-3206170f01b1ae102b94ecf4f65647d86312edc2.tar.xz usdx-3206170f01b1ae102b94ecf4f65647d86312edc2.zip |
new lyric effect: slide
a lot lyric fixes
change the resolution/fullscreen mode on exit the options menu
some code improvements
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@957 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game')
-rw-r--r-- | Game/Code/Classes/UGraphic.pas | 6 | ||||
-rw-r--r-- | Game/Code/Classes/UIni.pas | 2 | ||||
-rw-r--r-- | Game/Code/Classes/ULyrics.pas | 389 | ||||
-rw-r--r-- | Game/Code/Classes/UMusic.pas | 1 | ||||
-rw-r--r-- | Game/Code/Classes/USong.pas | 9 | ||||
-rw-r--r-- | Game/Code/Classes/UThemes.pas | 4 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenOptionsGraphics.pas | 203 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenOptionsLyrics.pas | 192 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenSing.pas | 43 |
9 files changed, 465 insertions, 384 deletions
diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas index f681626d..3203d417 100644 --- a/Game/Code/Classes/UGraphic.pas +++ b/Game/Code/Classes/UGraphic.pas @@ -564,9 +564,9 @@ end; procedure Reinitialize3D; begin -// InitializeScreen; -// LoadTextures; -// LoadScreens; + InitializeScreen; + LoadTextures; + LoadScreens; end; procedure InitializeScreen; diff --git a/Game/Code/Classes/UIni.pas b/Game/Code/Classes/UIni.pas index 1bfea7a5..5330f45f 100644 --- a/Game/Code/Classes/UIni.pas +++ b/Game/Code/Classes/UIni.pas @@ -163,7 +163,7 @@ const ILyricsFont: array[0..2] of string = ('Plain', 'OLine1', 'OLine2');
- ILyricsEffect: array[0..3] of string = ('Simple', 'Zoom', 'Slide', 'Ball');
+ ILyricsEffect: array[0..4] of string = ('Simple', 'Zoom', 'Slide', 'Ball', 'Shift');
ISolmization: array[0..3] of string = ('Off', 'Euro', 'Jap', 'American');
IColor: array[0..8] of string = ('Blue', 'Green', 'Pink', 'Red', 'Violet', 'Orange', 'Yellow', 'Brown', 'Black');
diff --git a/Game/Code/Classes/ULyrics.pas b/Game/Code/Classes/ULyrics.pas index b720b6f8..4b456b4d 100644 --- a/Game/Code/Classes/ULyrics.pas +++ b/Game/Code/Classes/ULyrics.pas @@ -17,28 +17,28 @@ type TLyricWord = record X: Real; // left corner Width: Real; // width - TexPos: Real; // left corner in texture (0 to 1) - TexWidth: Real; // width (0 to 1) Start: Cardinal; // start of the word in quarters (beats) Length: Cardinal; // length of the word in quarters Text: String; // text - Freestyle: Boolean; // freestyle? + Freestyle: Boolean; // is freestyle? end; ALyricWord = array of TLyricWord; PLyricLine = ^TLyricLine; TLyricLine = record - Text: String; // text - Tex: glUInt; // texture of the text - Width: Real; // width - Size: Byte; // fontsize - Words: ALyricWord; // words in this line - CurWord: Integer; // current active word idx (only valid if line is active) - Start: Cardinal; // start of this line in quarters - Length: Cardinal; // length in quarters - Freestyle: Boolean; // complete line is freestyle? - Players: Byte; // players that should sing that line (bitset, Player1: 1, Player2: 2, Player3: 4) - Done: Boolean; // is sentence already sung? + Text: String; // text + Tex: glUInt; // texture of the text + Width: Real; // width + Size: Byte; // fontsize + Words: ALyricWord; // words in this line + CurWord: Integer; // current active word idx (only valid if line is active) + Start: Cardinal; // start of this line in quarters + Length: Cardinal; // length in quarters + HasFreestyle: Boolean; // one or more word are freestyle? + CountFreestyle: Integer; // how often there is a change from freestyle to non freestyle in this line + Players: Byte; // players that should sing that line (bitset, Player1: 1, Player2: 2, Player3: 4) + Done: Boolean; // is sentence already sung? + LastLine: Boolean; // is this the last line ob the song? end; TLyricEngine = class @@ -51,7 +51,7 @@ type PUpperLine, PLowerLine, PQueueLine: PLyricLine; IndicatorTex: TTexture; // texture for lyric indikator - BallTex: TTexture; // texture of the ball for the lyric effekt + BallTex: TTexture; // texture of the ball for the lyric effect inQueue: Boolean; // is line in queue LCounter: Word; // line counter @@ -66,7 +66,7 @@ type procedure DrawLyrics (Beat: Real); procedure DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real); procedure DrawPlayerIcon(const Player: Byte; const Enabled: Boolean; const X, Y, Size, Alpha: Real); - procedure DrawBall(const XBall, YBall:Real); + procedure DrawBall(const XBall, YBall, Alpha:Real); public // positions, line specific settings @@ -87,16 +87,9 @@ type FontStyle: Byte; //Font for the Lyric Text FontReSize: Boolean; //ReSize Lyrics if they don't fit Screen - - HoverEffekt: Byte; //effekt of hovering active words: - // 1 - simple (only current word is highlighted) - // 2 - zoom (current word is highlighted and zoomed bigger) - // 3 - slide (highlight the line up to the current position - like a progress bar) - // 4 - ball (current word is highlighted and ball is jumpung over that word) - { // currently not used - FadeInEffekt: Byte; //Effekt for Line Fading in: 0: No Effekt; 1: Fade Effekt; 2: Move Upwards from Bottom to Pos - FadeOutEffekt: Byte; //Effekt for Line Fading out: 0: No Effekt; 1: Fade Effekt; 2: Move Upwards + FadeInEffect: Byte; //Effect for Line Fading in: 0: No Effect; 1: Fade Effect; 2: Move Upwards from Bottom to Pos + FadeOutEffect: Byte; //Effect for Line Fading out: 0: No Effect; 1: Fade Effect; 2: Move Upwards } UseLinearFilter:Boolean; //Should Linear Tex Filter be used @@ -130,7 +123,8 @@ uses SysUtils, UGraphic, UDisplay, dialogs, - math; + math, + UIni; //----------- //Helper procs to use TRGB in Opengl ...maybe this should be somewhere else @@ -140,11 +134,21 @@ begin glColor3f(Color.R, Color.G, Color.B); end; +procedure glColorRGB(Color: TRGB; Alpha: Real); overload; +begin + glColor4f(Color.R, Color.G, Color.B, Alpha); +end; + procedure glColorRGB(Color: TRGBA); overload; begin glColor4f(Color.R, Color.G, Color.B, Color.A); end; +procedure glColorRGB(Color: TRGBA; Alpha: Real); overload; +begin + glColor4f(Color.R, Color.G, Color.B, Min(Color.A, Alpha)); +end; + //--------------- @@ -235,33 +239,36 @@ var var PTexData: Pointer; begin - // get memory - GetMem(pTexData, 1024*64*4); + try + // get memory + GetMem(pTexData, 1024*64*4); - // generate and bind Texture - glGenTextures(1, @Result); - glBindTexture(GL_TEXTURE_2D, Result); + // generate and bind Texture + glGenTextures(1, @Result); + glBindTexture(GL_TEXTURE_2D, Result); - // get texture memeory - glTexImage2D(GL_TEXTURE_2D, 0, 4, 1024, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + // get texture memeory + glTexImage2D(GL_TEXTURE_2D, 0, 4, 1024, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - if UseLinearFilter then - begin - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - end; + if UseLinearFilter then + begin + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + end; - // free unused memory - FreeMem(pTexData); + finally + // free unused memory + FreeMem(pTexData); + end; end; begin - // lyric indikator (bar that indicates when the line start) + // lyric indicator (bar that indicates when the line start) IndicatorTex := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricHelpBar')), 'BMP', 'Transparent', $FF00FF); - // ball for current word hover in ball effekt + // ball for current word hover in ball effect BallTex := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), 'PNG', 'Transparent', 0); // duet mode: load player icon @@ -289,6 +296,17 @@ var PosX: Real; I: Integer; + + function CalcWidth(LyricLine: PLyricLine): Real; + begin + Result := glTextWidth(PChar(LyricLine.Text)); + + Result := Result + (LyricLine.CountFreestyle * 10); + + // if the line ends with a freestyle not, then leave the place to finish to draw the text italic + if (LyricLine.Words[High(LyricLine.Words)].Freestyle) then + Result := Result + 12; + end; begin // only add lines, if there is space If not LineinQueue then @@ -316,16 +334,28 @@ begin end; // sentence has notes? - If (Length(Line.Note) > 0) then + If Line = nil then + begin + // reset all values, if the new line is nil (lines after the last line) + LyricLine.Start := -1; + LyricLine.Length := -1; + LyricLine.CurWord := -1; + LyricLine.LastLine := False; + LyricLine.Width := -1; + SetLength(LyricLine.Words, 0); + end + else if Length(Line.Note) > 0 then begin // copy values from SongLine to LyricLine CountNotes := High(Line.Note); LyricLine.Start := Line.Note[0].Start; LyricLine.Length := Line.Note[CountNotes].Start + Line.Note[CountNotes].Lenght - LyricLine.Start; LyricLine.CurWord := -1; + LyricLine.LastLine := Line.LastLine; // default values - set later - LyricLine.Freestyle := True; + LyricLine.HasFreestyle := False; + LyricLine.CountFreestyle := 0; LyricLine.Text := ''; // duet mode: players of that line @@ -340,10 +370,13 @@ begin LyricLine.Words[I].Text := Line.Note[I].Text; LyricLine.Words[I].Freestyle := Line.Note[I].FreeStyle; - LyricLine.Freestyle := LyricLine.Freestyle AND Line.Note[I].FreeStyle; - LyricLine.Text := LyricLine.Text + LyricLine.Words[I].Text + LyricLine.HasFreestyle := LyricLine.HasFreestyle OR Line.Note[I].FreeStyle; + LyricLine.Text := LyricLine.Text + LyricLine.Words[I].Text; + + if (I > 0) AND LyricLine.Words[I-1].Freestyle AND not LyricLine.Words[I].Freestyle then + Inc(LyricLine.CountFreestyle); end; - + // set font params SetFontStyle(FontStyle); SetFontPos(0, 0); @@ -353,7 +386,7 @@ begin glColor4f(1, 1, 1, 1); // change fontsize to fit the screen - LyricLine.Width := glTextWidth(PChar(LyricLine.Text)); + LyricLine.Width := CalcWidth(LyricLine); while (LyricLine.Width > UpperLineW) do begin Dec(LyricLine.Size); @@ -362,46 +395,61 @@ begin Break; SetFontSize(LyricLine.Size); - LyricLine.Width := glTextWidth(PChar(LyricLine.Text)); + LyricLine.Width := CalcWidth(LyricLine); end; + // create LyricTexture - prepare OpenGL + glGetIntegerv(GL_VIEWPORT, @ViewPort); + glClearColor(0.0,0.0,0.0,0.0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + glViewPort(0,0,800,600); + // set word positions and line size PosX := 0; for I := 0 to High(LyricLine.Words) do begin - LyricLine.Words[I].X := PosX; - LyricLine.Words[I].Width := glTextWidth(PChar(LyricLine.Words[I].Text)); - LyricLine.Words[I].TexPos := (PosX+1) / 1024; - LyricLine.Words[I].TexWidth := (LyricLine.Words[I].Width-1) / 1024; + with LyricLine.Words[I] do + begin + SetFontItalic(Freestyle); + + X := PosX; + + //Draw Lyrics + SetFontPos(PosX, 0); + glPrint(PChar(Text)); - PosX := PosX + LyricLine.Words[I].Width; + Width := glTextWidth(PChar(Text)); + if (I < High(LyricLine.Words)) AND Freestyle AND not LyricLine.Words[I+1].Freestyle then + Width := Width + 10 + else + if (I = High(LyricLine.Words)) AND Freestyle then + Width := Width + 12; + PosX := PosX + Width; + end; end; - + end + else + begin // create LyricTexture - prepare OpenGL glGetIntegerv(GL_VIEWPORT, @ViewPort); glClearColor(0.0,0.0,0.0,0.0); glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); glViewPort(0,0,800,600); - - //Draw Lyrics - SetFontPos(0, 0); - glPrint(PChar(LyricLine.Text)); - - Display.ScreenShot; - - //Copy to Texture - glEnable(GL_ALPHA); - glBindTexture(GL_TEXTURE_2D, LyricLine.Tex); - glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 600-64, 1024, 64, 0); - glDisable(GL_ALPHA); - - //Clear Buffer - glClearColor(0,0,0,0); - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); - - glViewPort(ViewPort[0], ViewPort[1], ViewPort[2], ViewPort[3]); - end; + + Display.ScreenShot; + + //Copy to Texture + glEnable(GL_ALPHA); + glBindTexture(GL_TEXTURE_2D, LyricLine.Tex); + glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 600-64, 1024, 64, 0); + glDisable(GL_ALPHA); + + //Clear Buffer + glClearColor(0,0,0,0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + glViewPort(ViewPort[0], ViewPort[1], ViewPort[2], ViewPort[3]); //Increase the Counter Inc(LCounter); @@ -437,45 +485,50 @@ begin True: IEnabled := 0; False: IEnabled := 1; end; + + try + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, PlayerIconTex[Player][IEnabled].TexNum); - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindTexture(GL_TEXTURE_2D, PlayerIconTex[Player][IEnabled].TexNum); - - glColor4f(1,1,1,Alpha); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(X, Y); - glTexCoord2f(0, 1); glVertex2f(X, Y + Size); - glTexCoord2f(1, 1); glVertex2f(X + Size, Y + Size); - glTexCoord2f(1, 0); glVertex2f(X + Size, Y); - glEnd; - + glColor4f(1,1,1,Alpha); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(X, Y); + glTexCoord2f(0, 1); glVertex2f(X, Y + Size); + glTexCoord2f(1, 1); glVertex2f(X + Size, Y + Size); + glTexCoord2f(1, 0); glVertex2f(X + Size, Y); + glEnd; - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); + finally + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + end; end; //--------------- // DrawBall(private) - Helper for Draw; Draws the Ball over the LyricLine if needed //--------------- -procedure TLyricEngine.DrawBall(const XBall, YBall:Real); +procedure TLyricEngine.DrawBall(const XBall, YBall, Alpha:Real); begin - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glBindTexture(GL_TEXTURE_2D, BallTex.TexNum); + try + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, BallTex.TexNum); - glColor3f(1,1,1); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(XBall - 10, YBall); - glTexCoord2f(0, 1); glVertex2f(XBall - 10, YBall + 20); - glTexCoord2f(1, 1); glVertex2f(XBall + 10, YBall + 20); - glTexCoord2f(1, 0); glVertex2f(XBall + 10, YBall); - glEnd; - - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); + glColor4f(1,1,1, Alpha); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(XBall - 10, YBall); + glTexCoord2f(0, 1); glVertex2f(XBall - 10, YBall + 20); + glTexCoord2f(1, 1); glVertex2f(XBall + 10, YBall + 20); + glTexCoord2f(1, 0); glVertex2f(XBall + 10, YBall); + glEnd; + + finally + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + end; end; //--------------- @@ -483,19 +536,24 @@ end; //--------------- procedure TLyricEngine.DrawLyricsLine(const X, W, Y: Real; Size: Byte; const Line: PLyricLine; Beat: Real); var - CurWordStartTx, CurWordEndTx: Real; // texture-coordinates of start and end of current word CurWordStart, CurWordEnd: Real; // screen coordinates of current word and the rest of the sentence + FreestyleDiff: Integer; // difference between top and bottom coordiantes for freestyle lyrics Progress: Real; // progress of singing the current word LyricX: Real; // left LyricX2: Real; // right LyricY: Real; // top LyricsHeight: Real; // height the lyrics are displayed + Alpha: Real; // alphalevel to fade out at end {// duet mode IconSize: Real; // size of player icons IconAlpha: Real; // alpha level of player icons } begin + // lines with a width lower than 0, have not to be draw + if Line^.Width < 0 then + exit; + // this is actually a bit more than the real font size // it helps adjusting the "zoom-center" LyricsHeight:=30 * (Line^.Size/10)+16; @@ -510,14 +568,15 @@ begin DrawPlayerIcon (2, True, X + (IconSize + 1)*2, Y + (42 - IconSize) / 2, IconSize, IconAlpha); } - LyricX := X+W/2; - LyricX2 := LyricX + Line^.Width/2; - LyricX := LyricX - Line^.Width/2; - + LyricX := X+W/2 - Line^.Width/2; + LyricX2 := LyricX + Line^.Width; + // maybe center smaller lines LyricY := Y; //LyricY := Y + ((Size / Line.Size - 1) * LyricsHeight) / 2; - + + Alpha := 1; + // word in the sentence is active? if (Line^.Start < Beat) then begin @@ -527,46 +586,59 @@ begin // if not, we proceed to the next word if Line^.CurWord = -1 then Line^.CurWord:=0; + + if (Line^.CurWord < High(Line^.Words)) AND (Beat >= (Line^.Words[Line^.CurWord + 1].Start)) then + Line^.CurWord:=Line^.CurWord+1; - if not ((Beat < (Line^.Words[Line^.CurWord].Start+Line^.Words[Line^.CurWord].Length))) then - Line^.CurWord:=Line^.CurWord+1; + FreestyleDiff := 0; // last word of this line finished, but this line did not hide if (Line^.CurWord > High(Line^.Words)) then begin - with Line^.Words[High(Line^.Words)] do + CurWordStart := Line^.Words[High(Line^.Words)].X + Line^.Words[High(Line^.Words)].Width; + CurWordEnd := CurWordStart; + + // fade out last line + if Line^.LastLine then begin - CurWordStartTx := TexPos + TexWidth; - CurWordEndTx := CurWordStartTx; - CurWordStart := X + Width; - CurWordEnd := CurWordStart; + Alpha := 1 - (Beat - (Line^.Words[High(Line^.Words)].Start + Line^.Words[High(Line^.Words)].Length)) / 15; + if (Alpha < 0) then + Alpha := 0; end; end else begin with Line^.Words[Line^.CurWord] do begin - Progress:=(Beat-Start)/Length; + Progress := (Beat - Start) / Length; if Progress >= 1 then Progress := 1; if Progress <= 0 then Progress := 0; - CurWordStartTx:=TexPos; - CurWordEndTx:=TexPos+TexWidth; CurWordStart:=X; CurWordEnd:=X+Width; // Slide Effect // simply paint the active texture to the current position - if HoverEffekt = 3 then + if Ini.LyricsEffect = 2 then begin - CurWordStartTx := CurWordStartTx + TexWidth * progress; - CurWordEndTx := CurWordStartTx; CurWordStart := CurWordStart + Width * progress; CurWordEnd := CurWordStart; end; + + if (Line^.CurWord < High(Line^.Words)) AND Freestyle AND not Line^.Words[Line^.CurWord + 1].Freestyle then + begin + FreestyleDiff := 2; + end + else + if Freestyle then + begin + FreestyleDiff := 12; + CurWordStart := CurWordStart - 1; + CurWordEnd := CurWordEnd - 2; + end; end; end; @@ -576,65 +648,72 @@ begin glBindTexture(GL_TEXTURE_2D, Line^.Tex); // draw sentence up to current word - if HoverEffekt = 4 then + if (Ini.LyricsEffect = 3) or (Ini.LyricsEffect = 4) then // ball lyric effect - only highlight current word and not that ones before in this line - glColorRGB(LineColor_en) + glColorRGB(LineColor_en, Alpha) else - glColorRGB(LineColor_act); + glColorRGB(LineColor_act, Alpha); glBegin(GL_QUADS); glTexCoord2f(0, 1); glVertex2f(LyricX, LyricY); glTexCoord2f(0, 1-LyricsHeight/64); glVertex2f(LyricX, LyricY + LyricsHeight); - glTexCoord2f(CurWordStartTx, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordStart, LyricY + LyricsHeight); - glTexCoord2f(CurWordStartTx, 1); glVertex2f(LyricX+CurWordStart, LyricY); + glTexCoord2f(CurWordStart/1024, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordStart, LyricY + LyricsHeight); + glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordStart+FreestyleDiff, LyricY); glEnd; // draw active word: - // type 1: simple lyric effect - // type 4: ball lyric effect + // type 0: simple lyric effect + // type 3: ball lyric effect + // type 4: shift lyric effect // only change the color of the current word - if (HoverEffekt = 1) or (HoverEffekt = 4) then + if (Ini.LyricsEffect = 0) or (Ini.LyricsEffect = 3) or (Ini.LyricsEffect = 4) then begin { // maybe fade in? glColor4f(LineColor_en.r,LineColor_en.g,LineColor_en.b,1-progress); glBegin(GL_QUADS); - glTexCoord2f(CurWordStartTx, 1); glVertex2f(LyricX+CurWordStart, Y); - glTexCoord2f(CurWordStartTx, 0); glVertex2f(LyricX+CurWordStart, Y + 64); - glTexCoord2f(CurWordEndTx, 0); glVertex2f(LyricX+CurWordEnd, Y + 64); - glTexCoord2f(CurWordEndTx, 1); glVertex2f(LyricX+CurWordEnd, Y); + glTexCoord2f(CurWordStart/1024, 1); glVertex2f(LyricX+CurWordStart, Y); + glTexCoord2f(CurWordStart/1024, 0); glVertex2f(LyricX+CurWordStart, Y + 64); + glTexCoord2f(CurWordEnd/1024, 0); glVertex2f(LyricX+CurWordEnd, Y + 64); + glTexCoord2f(CurWordEnd/1024, 1); glVertex2f(LyricX+CurWordEnd, Y); glEnd; } + if (Ini.LyricsEffect = 4) then + LyricY := LyricY - 8 * (1-progress); + glColor3f(LineColor_act.r,LineColor_act.g,LineColor_act.b); glBegin(GL_QUADS); - glTexCoord2f(CurWordStartTx, 1); glVertex2f(LyricX+CurWordStart, LyricY); - glTexCoord2f(CurWordStartTx, 0); glVertex2f(LyricX+CurWordStart, LyricY + 64); - glTexCoord2f(CurWordEndTx, 0); glVertex2f(LyricX+CurWordEnd, LyricY + 64); - glTexCoord2f(CurWordEndTx, 1); glVertex2f(LyricX+CurWordEnd, LyricY); + glTexCoord2f((CurWordStart+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordStart+FreestyleDiff, LyricY); + glTexCoord2f(CurWordStart/1024, 0); glVertex2f(LyricX+CurWordStart, LyricY + 64); + glTexCoord2f(CurWordEnd/1024, 0); glVertex2f(LyricX+CurWordEnd, LyricY + 64); + glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordEnd+FreestyleDiff, LyricY); glEnd; + + if (Ini.LyricsEffect = 4) then + LyricY := LyricY + 8 * (1-progress); end // draw active word: - // type 2: zoom lyric effect + // type 1: zoom lyric effect // change color and zoom current word - else if HoverEffekt = 2 then + else if Ini.LyricsEffect = 1 then begin glPushMatrix; glTranslatef(LyricX+CurWordStart+(CurWordEnd-CurWordStart)/2,LyricY+LyricsHeight/2,0); glScalef(1.0+(1-progress)/2,1.0+(1-progress)/2,1.0); glColor4f(LineColor_en.r,LineColor_en.g,LineColor_en.b,1-progress); glBegin(GL_QUADS); - glTexCoord2f(CurWordStartTx+0.0001, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2, -LyricsHeight/2); - glTexCoord2f(CurWordStartTx+0.0001, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2); - glTexCoord2f(CurWordEndTx-0.0001, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2); - glTexCoord2f(CurWordEndTx-0.0001, 1); glVertex2f((CurWordEnd-CurWordStart)/2, -LyricsHeight/2); + glTexCoord2f((CurWordStart+FreestyleDiff)/1024+0.0001, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2); + glTexCoord2f(CurWordStart/1024+0.0001, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2); + glTexCoord2f(CurWordEnd/1024-0.0001, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2); + glTexCoord2f((CurWordEnd+FreestyleDiff)/1024-0.0001, 1); glVertex2f((CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2); glEnd; glColor4f(LineColor_act.r,LineColor_act.g,LineColor_act.b,1); glBegin(GL_QUADS); - glTexCoord2f(CurWordStartTx+0.0001, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2, -LyricsHeight/2); - glTexCoord2f(CurWordStartTx+0.0001, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2); - glTexCoord2f(CurWordEndTx-0.0001, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2); - glTexCoord2f(CurWordEndTx-0.0001, 1); glVertex2f((CurWordEnd-CurWordStart)/2, -LyricsHeight/2); + glTexCoord2f((CurWordStart+FreestyleDiff)/1024+0.0001, 1); glVertex2f(-(CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2); + glTexCoord2f(CurWordStart/1024+0.0001, 1-LyricsHeight/64); glVertex2f(-(CurWordEnd-CurWordStart)/2, + LyricsHeight/2); + glTexCoord2f(CurWordEnd/1024-0.0001, 1-LyricsHeight/64); glVertex2f((CurWordEnd-CurWordStart)/2, + LyricsHeight/2); + glTexCoord2f((CurWordEnd+FreestyleDiff)/1024-0.0001, 1); glVertex2f((CurWordEnd-CurWordStart)/2+FreestyleDiff, -LyricsHeight/2); glEnd; glPopMatrix; end; @@ -642,8 +721,8 @@ begin // draw rest of sentence glColorRGB(LineColor_en); glBegin(GL_QUADS); - glTexCoord2f(CurWordEndTx, 1); glVertex2f(LyricX+CurWordEnd, LyricY); - glTexCoord2f(CurWordEndTx, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordEnd, LyricY + LyricsHeight); + glTexCoord2f((CurWordEnd+FreestyleDiff)/1024, 1); glVertex2f(LyricX+CurWordEnd+FreestyleDiff, LyricY); + glTexCoord2f(CurWordEnd/1024, 1-LyricsHeight/64); glVertex2f(LyricX+CurWordEnd, LyricY + LyricsHeight); glTexCoord2f(Line^.Width/1024, 1-LyricsHeight/64); glVertex2f(LyricX2, LyricY + LyricsHeight); glTexCoord2f(Line^.Width/1024, 1); glVertex2f(LyricX2, LyricY); glEnd; @@ -652,8 +731,8 @@ begin glDisable(GL_TEXTURE_2D); glDisable(GL_BLEND); - if HoverEffekt = 4 then - DrawBall(LyricX + CurWordStart + (CurWordEnd - CurWordStart) * progress, LyricY - 15 - 15*sin(progress * pi)); + if Ini.LyricsEffect = 3 then + DrawBall(LyricX + CurWordStart + (CurWordEnd - CurWordStart) * progress, LyricY - 15 - 15*sin(progress * pi), Alpha); end else begin diff --git a/Game/Code/Classes/UMusic.pas b/Game/Code/Classes/UMusic.pas index e2538c9d..4406ac21 100644 --- a/Game/Code/Classes/UMusic.pas +++ b/Game/Code/Classes/UMusic.pas @@ -34,6 +34,7 @@ type HighNote: integer;
IlNut: integer; // (TODO: Il = tone, Nut(a) = Note)
TotalNotes: integer;
+ LastLine: boolean;
Note: array of record
Color: integer;
Start: integer;
diff --git a/Game/Code/Classes/USong.pas b/Game/Code/Classes/USong.pas index 0ac8e841..a3a72107 100644 --- a/Game/Code/Classes/USong.pas +++ b/Game/Code/Classes/USong.pas @@ -232,6 +232,7 @@ begin Lines[Count].NotesGAP := self.NotesGAP; Lines[Count].Line[0].IlNut := 0; Lines[Count].Line[0].HighNote := -1; + Lines[Count].Line[0].LastLine := False; end; // TempC := ':'; @@ -318,7 +319,11 @@ begin Read(SongFile, TempC); Inc(FileLineNo); end; // while} - + + for Count := 0 to High(Lines) do begin + Lines[Count].Line[High(Lines[Count].Line)].LastLine := True; + end; + CloseFile(SongFile); except try @@ -652,6 +657,8 @@ begin end else Lines[LineNumberP].Line[Lines[LineNumberP].High].Start := Param1; + + Lines[LineNumberP].Line[Lines[LineNumberP].High].LastLine := False; Base[LineNumberP] := 100; // high number end; diff --git a/Game/Code/Classes/UThemes.pas b/Game/Code/Classes/UThemes.pas index dcdb8681..0eb3627f 100644 --- a/Game/Code/Classes/UThemes.pas +++ b/Game/Code/Classes/UThemes.pas @@ -413,7 +413,7 @@ type TThemeOptionsLyrics = class(TThemeBasic) SelectLyricsFont: TThemeSelect; - SelectLyricsEffect: TThemeSelect; + SelectLyricsEffect: TThemeSelectSlide; SelectSolmization: TThemeSelect; ButtonExit: TThemeButton; end; @@ -1171,7 +1171,7 @@ begin ThemeLoadBasic(OptionsLyrics, 'OptionsLyrics'); ThemeLoadSelect(OptionsLyrics.SelectLyricsFont, 'OptionsLyricsSelectLyricsFont'); - ThemeLoadSelect(OptionsLyrics.SelectLyricsEffect, 'OptionsLyricsSelectLyricsEffect'); + ThemeLoadSelectSlide(OptionsLyrics.SelectLyricsEffect, 'OptionsLyricsSelectLyricsEffect'); ThemeLoadSelect(OptionsLyrics.SelectSolmization, 'OptionsLyricsSelectSolmization'); ThemeLoadButton(OptionsLyrics.ButtonExit, 'OptionsLyricsButtonExit'); diff --git a/Game/Code/Screens/UScreenOptionsGraphics.pas b/Game/Code/Screens/UScreenOptionsGraphics.pas index ea14a419..8b6e8454 100644 --- a/Game/Code/Screens/UScreenOptionsGraphics.pas +++ b/Game/Code/Screens/UScreenOptionsGraphics.pas @@ -1,101 +1,102 @@ -unit UScreenOptionsGraphics; - -interface - -{$I switches.inc} - -uses - UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes; - -type - TScreenOptionsGraphics = class(TMenu) - public - constructor Create; override; - function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; - procedure onShow; override; - end; - -implementation - -uses UGraphic, UMain; - -function TScreenOptionsGraphics.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - case PressedKey of - SDLK_Q: - begin - Result := false; - end; - - SDLK_ESCAPE, - SDLK_BACKSPACE : - begin - Ini.Save; - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(@ScreenOptions); - end; - SDLK_RETURN: - begin -{ if SelInteraction <= 1 then begin - Restart := true; - end;} - if SelInteraction = 5 then begin - Ini.Save; - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(@ScreenOptions); - end; - end; - SDLK_DOWN: - InteractNext; - SDLK_UP : - InteractPrev; - SDLK_RIGHT: - begin - if (SelInteraction >= 0) and (SelInteraction <= 4) then begin - AudioPlayback.PlaySound(SoundLib.Option); - InteractInc; - end; - end; - SDLK_LEFT: - begin - if (SelInteraction >= 0) and (SelInteraction <= 4) then begin - AudioPlayback.PlaySound(SoundLib.Option); - InteractDec; - end; - end; - end; - end; -end; - -constructor TScreenOptionsGraphics.Create; -//var -// I: integer; // Auto Removed, Unused Variable -begin - inherited Create; - - LoadFromTheme(Theme.OptionsGraphics); - - AddSelectSlide(Theme.OptionsGraphics.SelectSlideResolution, Ini.Resolution, IResolution); - AddSelect(Theme.OptionsGraphics.SelectFullscreen, Ini.Fullscreen, IFullscreen); - AddSelect(Theme.OptionsGraphics.SelectDepth, Ini.Depth, IDepth); - AddSelect(Theme.OptionsGraphics.SelectOscilloscope, Ini.Oscilloscope, IOscilloscope); - AddSelect(Theme.OptionsGraphics.SelectMovieSize, Ini.MovieSize, IMovieSize); - - - AddButton(Theme.OptionsGraphics.ButtonExit); - if (Length(Button[0].Text)=0) then - AddButtonText(14, 20, Theme.Options.Description[7]); - -end; - -procedure TScreenOptionsGraphics.onShow; -begin - inherited; - - Interaction := 0; -end; - -end. +unit UScreenOptionsGraphics;
+
+interface
+
+{$I switches.inc}
+
+uses
+ UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes;
+
+type
+ TScreenOptionsGraphics = class(TMenu)
+ public
+ constructor Create; override;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+ procedure onShow; override;
+ end;
+
+implementation
+
+uses UGraphic, UMain;
+
+function TScreenOptionsGraphics.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
+begin
+ Result := true;
+ If (PressedDown) Then
+ begin // Key Down
+ case PressedKey of
+ SDLK_Q:
+ begin
+ Result := false;
+ end;
+
+ SDLK_ESCAPE,
+ SDLK_BACKSPACE :
+ begin
+ Ini.Save;
+ AudioPlayback.PlaySound(SoundLib.Back);
+ FadeTo(@ScreenOptions);
+ end;
+ SDLK_RETURN:
+ begin
+{ if SelInteraction <= 1 then begin
+ Restart := true;
+ end;}
+ if SelInteraction = 5 then begin
+ Ini.Save;
+ AudioPlayback.PlaySound(SoundLib.Back);
+ Reinitialize3D();
+ FadeTo(@ScreenOptions);
+ end;
+ end;
+ SDLK_DOWN:
+ InteractNext;
+ SDLK_UP :
+ InteractPrev;
+ SDLK_RIGHT:
+ begin
+ if (SelInteraction >= 0) and (SelInteraction <= 4) then begin
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractInc;
+ end;
+ end;
+ SDLK_LEFT:
+ begin
+ if (SelInteraction >= 0) and (SelInteraction <= 4) then begin
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractDec;
+ end;
+ end;
+ end;
+ end;
+end;
+
+constructor TScreenOptionsGraphics.Create;
+//var
+// I: integer; // Auto Removed, Unused Variable
+begin
+ inherited Create;
+
+ LoadFromTheme(Theme.OptionsGraphics);
+
+ AddSelectSlide(Theme.OptionsGraphics.SelectSlideResolution, Ini.Resolution, IResolution);
+ AddSelect(Theme.OptionsGraphics.SelectFullscreen, Ini.Fullscreen, IFullscreen);
+ AddSelect(Theme.OptionsGraphics.SelectDepth, Ini.Depth, IDepth);
+ AddSelect(Theme.OptionsGraphics.SelectOscilloscope, Ini.Oscilloscope, IOscilloscope);
+ AddSelect(Theme.OptionsGraphics.SelectMovieSize, Ini.MovieSize, IMovieSize);
+
+
+ AddButton(Theme.OptionsGraphics.ButtonExit);
+ if (Length(Button[0].Text)=0) then
+ AddButtonText(14, 20, Theme.Options.Description[7]);
+
+end;
+
+procedure TScreenOptionsGraphics.onShow;
+begin
+ inherited;
+
+ Interaction := 0;
+end;
+
+end.
diff --git a/Game/Code/Screens/UScreenOptionsLyrics.pas b/Game/Code/Screens/UScreenOptionsLyrics.pas index 713726f1..648795a3 100644 --- a/Game/Code/Screens/UScreenOptionsLyrics.pas +++ b/Game/Code/Screens/UScreenOptionsLyrics.pas @@ -1,96 +1,96 @@ -unit UScreenOptionsLyrics; - -interface - -{$I switches.inc} - -uses - UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes; - -type - TScreenOptionsLyrics = class(TMenu) - public - constructor Create; override; - function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; - procedure onShow; override; - end; - -implementation - -uses UGraphic; - -function TScreenOptionsLyrics.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - case PressedKey of - SDLK_Q: - begin - Result := false; - end; - - SDLK_ESCAPE, - SDLK_BACKSPACE : - begin - Ini.Save; - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(@ScreenOptions); - end; - SDLK_RETURN: - begin - if SelInteraction = 3 then begin - Ini.Save; - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(@ScreenOptions); - end; - end; - SDLK_DOWN: - InteractNext; - SDLK_UP : - InteractPrev; - SDLK_RIGHT: - begin - if (SelInteraction >= 0) and (SelInteraction <= 2) then begin - AudioPlayback.PlaySound(SoundLib.Option); - InteractInc; - end; - end; - SDLK_LEFT: - begin - if (SelInteraction >= 0) and (SelInteraction <= 2) then begin - AudioPlayback.PlaySound(SoundLib.Option); - InteractDec; - end; - end; - end; - end; -end; - -constructor TScreenOptionsLyrics.Create; -//var -// I: integer; // Auto Removed, Unused Variable -begin - inherited Create; - - LoadFromTheme(Theme.OptionsLyrics); - - AddSelect(Theme.OptionsLyrics.SelectLyricsFont, Ini.LyricsFont, ILyricsFont); - AddSelect(Theme.OptionsLyrics.SelectLyricsEffect, Ini.LyricsEffect, ILyricsEffect); - AddSelect(Theme.OptionsLyrics.SelectSolmization, Ini.Solmization, ISolmization); - - - AddButton(Theme.OptionsLyrics.ButtonExit); - if (Length(Button[0].Text)=0) then - AddButtonText(14, 20, Theme.Options.Description[7]); - -end; - -procedure TScreenOptionsLyrics.onShow; -begin - inherited; - - Interaction := 0; -end; - -end. +unit UScreenOptionsLyrics;
+
+interface
+
+{$I switches.inc}
+
+uses
+ UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes;
+
+type
+ TScreenOptionsLyrics = class(TMenu)
+ public
+ constructor Create; override;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+ procedure onShow; override;
+ end;
+
+implementation
+
+uses UGraphic;
+
+function TScreenOptionsLyrics.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
+begin
+ Result := true;
+ If (PressedDown) Then
+ begin // Key Down
+ case PressedKey of
+ SDLK_Q:
+ begin
+ Result := false;
+ end;
+
+ SDLK_ESCAPE,
+ SDLK_BACKSPACE :
+ begin
+ Ini.Save;
+ AudioPlayback.PlaySound(SoundLib.Back);
+ FadeTo(@ScreenOptions);
+ end;
+ SDLK_RETURN:
+ begin
+ if SelInteraction = 3 then begin
+ Ini.Save;
+ AudioPlayback.PlaySound(SoundLib.Back);
+ FadeTo(@ScreenOptions);
+ end;
+ end;
+ SDLK_DOWN:
+ InteractNext;
+ SDLK_UP :
+ InteractPrev;
+ SDLK_RIGHT:
+ begin
+ if (SelInteraction >= 0) and (SelInteraction <= 2) then begin
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractInc;
+ end;
+ end;
+ SDLK_LEFT:
+ begin
+ if (SelInteraction >= 0) and (SelInteraction <= 2) then begin
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractDec;
+ end;
+ end;
+ end;
+ end;
+end;
+
+constructor TScreenOptionsLyrics.Create;
+//var
+// I: integer; // Auto Removed, Unused Variable
+begin
+ inherited Create;
+
+ LoadFromTheme(Theme.OptionsLyrics);
+
+ AddSelect(Theme.OptionsLyrics.SelectLyricsFont, Ini.LyricsFont, ILyricsFont);
+ AddSelectSlide(Theme.OptionsLyrics.SelectLyricsEffect, Ini.LyricsEffect, ILyricsEffect);
+ AddSelect(Theme.OptionsLyrics.SelectSolmization, Ini.Solmization, ISolmization);
+
+
+ AddButton(Theme.OptionsLyrics.ButtonExit);
+ if (Length(Button[0].Text)=0) then
+ AddButtonText(14, 20, Theme.Options.Description[7]);
+
+end;
+
+procedure TScreenOptionsLyrics.onShow;
+begin
+ inherited;
+
+ Interaction := 0;
+end;
+
+end.
diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas index 4293d148..ad8325a2 100644 --- a/Game/Code/Screens/UScreenSing.pas +++ b/Game/Code/Screens/UScreenSing.pas @@ -158,11 +158,7 @@ begin FadeTo(@ScreenScore); end; - SDLK_P://Pause Mod - begin - Pause; - end; - + SDLK_P, SDLK_SPACE://Pause Mod begin Pause; @@ -635,17 +631,10 @@ begin end; end; // case - case Ini.LyricsEffect of - 0: Lyrics.HoverEffekt := 1; // 0 - one selected, 1 - selected all to the current - 1: Lyrics.HoverEffekt := 2; - 2: Lyrics.HoverEffekt := 3; - 3: Lyrics.HoverEffekt := 4; - end; // case - // Add Lines to Lyrics While (not Lyrics.LineinQueue) AND (Lyrics.LineCounter <= High(Lines[0].Line)) do - Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]); - + Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]); + //UpdateLCD; //TODO: maybe LCD Support as Plugin? //Deactivate Pause @@ -1399,17 +1388,21 @@ begin GoldenRec.SentenceChange; if (Lyrics.LineCounter <= High(Lines[0].Line)) then begin - Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]); - // addline uses display memory - // calling draw makes sure, there's the singscreen in it, when the next - // swap between onscreen and offscreen buffers is done - // (this eliminates the onSentenceChange flickering) - // note: maybe it would be better to make sure, a display redraw is done - // right after the sentence change (before buffer swap) or make sure - // onsentencechange is only called right before calling Display.Draw - // (or whatever it was called) - Draw; - end; + Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]); + end + else + Lyrics.AddLine(nil); + + // addline uses display memory + // calling draw makes sure, there's the singscreen in it, when the next + // swap between onscreen and offscreen buffers is done + // (this eliminates the onSentenceChange flickering) + // note: maybe it would be better to make sure, a display redraw is done + // right after the sentence change (before buffer swap) or make sure + // onsentencechange is only called right before calling Display.Draw + // (or whatever it was called) + Draw; + //GoldenStarsTwinkle Mod End end; |