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author | brunzelchen <brunzelchen@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2009-12-09 18:35:28 +0000 |
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committer | brunzelchen <brunzelchen@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2009-12-09 18:35:28 +0000 |
commit | e4f413fdcf003ac0ad20d145f61dd370994e79db (patch) | |
tree | 692f725464654d0a82cdb0888c28e4dd21d68517 /Medley/src/base/USingScores.pas | |
parent | d267ce95e1743fad0d383d1d7fe51e9b8bf5b66f (diff) | |
download | usdx-e4f413fdcf003ac0ad20d145f61dd370994e79db.tar.gz usdx-e4f413fdcf003ac0ad20d145f61dd370994e79db.tar.xz usdx-e4f413fdcf003ac0ad20d145f61dd370994e79db.zip |
just a first experimental version
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/experimental@2011 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r-- | Medley/src/base/USingScores.pas | 1019 |
1 files changed, 1019 insertions, 0 deletions
diff --git a/Medley/src/base/USingScores.pas b/Medley/src/base/USingScores.pas new file mode 100644 index 00000000..ed99e2c5 --- /dev/null +++ b/Medley/src/base/USingScores.pas @@ -0,0 +1,1019 @@ +{* UltraStar Deluxe - Karaoke Game + * + * UltraStar Deluxe is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; see the file COPYING. If not, write to + * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, + * Boston, MA 02110-1301, USA. + * + * $URL$ + * $Id$ + *} + +unit USingScores; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + gl, + UThemes, + UTexture; + +////////////////////////////////////////////////////////////// +// ATTENTION: // +// Enabled flag does not work atm. This should cause popups // +// not to move and scores to stay until re-enabling. // +// To use e.g. in pause mode // +// also invisible flag causes attributes not to change. // +// This should be fixed after next draw when visible = true,// +// but not tested yet // +////////////////////////////////////////////////////////////// + +// some constants containing options that could change by time +const + MaxPlayers = 6; // maximum of players that could be added + MaxPositions = 6; // maximum of score positions that could be added + +type + //----------- + // TScorePlayer - record containing information about a players score + //----------- + TScorePlayer = record + Position: byte; // index of the position where the player should be drawn + Enabled: boolean; // is the score display enabled + Visible: boolean; // is the score display visible + Score: word; // current score of the player + ScoreDisplayed: word; // score cur. displayed (for counting up) + ScoreBG: TTexture; // texture of the players scores bg + Color: TRGB; // the players color + RBPos: real; // cur. percentille of the rating bar + RBTarget: real; // target position of rating bar + RBVisible: boolean; // is rating bar drawn + end; + aScorePlayer = array [0..MaxPlayers-1] of TScorePlayer; + + //----------- + // TScorePosition - record containing information about a score position, that can be used + //----------- + PScorePosition = ^TScorePosition; + TScorePosition = record + // the position is used for which playercount + PlayerCount: byte; + // 1 - 1 player per screen + // 2 - 2 players per screen + // 4 - 3 players per screen + // 6 would be 2 and 3 players per screen + + BGX: real; // x position of the score bg + BGY: real; // y position of the score bg + BGW: real; // width of the score bg + BGH: real; // height of the score bg + + RBX: real; // x position of the rating bar + RBY: real; // y position of the rating bar + RBW: real; // width of the rating bar + RBH: real; // height of the rating bar + + TextX: real; // x position of the score text + TextY: real; // y position of the score text + TextFont: byte; // font of the score text + TextSize: integer; // size of the score text + + PUW: real; // width of the line bonus popup + PUH: real; // height of the line bonus popup + PUFont: byte; // font for the popups + PUFontSize: integer; // font size for the popups + PUStartX: real; // x start position of the line bonus popup + PUStartY: real; // y start position of the line bonus popup + PUTargetX: real; // x target position of the line bonus popup + PUTargetY: real; // y target position of the line bonus popup + end; + aScorePosition = array [0..MaxPositions-1] of TScorePosition; + + //----------- + // TScorePopUp - record containing information about a line bonus popup + // list, next item is saved in next attribute + //----------- + PScorePopUp = ^TScorePopUp; + TScorePopUp = record + Player: byte; // index of the popups player + TimeStamp: cardinal; // timestamp of popups spawn + Rating: integer; // 0 to 8, type of rating (cool, bad, etc.) + ScoreGiven: integer; // score that has already been given to the player + ScoreDiff: integer; // difference between cur score at spawn and old score + Next: PScorePopUp; // next item in list + end; + aScorePopUp = array of TScorePopUp; + + //----------- + // TSingScores - class containing scores positions and drawing scores, rating bar + popups + //----------- + TSingScores = class + private + Positions: aScorePosition; + aPlayers: aScorePlayer; + oPositionCount: byte; + oPlayerCount: byte; + + // saves the first and last popup of the list + FirstPopUp: PScorePopUp; + LastPopUp: PScorePopUp; + + // draws a popup by pointer + procedure DrawPopUp(const PopUp: PScorePopUp); + + // draws a score by playerindex + procedure DrawScore(const Index: integer); + + // draws the rating bar by playerindex + procedure DrawRatingBar(const Index: integer); + + // removes a popup w/o destroying the list + procedure KillPopUp(const last, cur: PScorePopUp); + public + Settings: record // Record containing some Displaying Options + Phase1Time: real; // time for phase 1 to complete (in msecs) + // the plop up of the popup + Phase2Time: real; // time for phase 2 to complete (in msecs) + // the moving (mainly upwards) of the popup + Phase3Time: real; // time for phase 3 to complete (in msecs) + // the fade out and score adding + + PopUpTex: array [0..8] of TTexture; // textures for every popup rating + + RatingBar_BG_Tex: TTexture; // rating bar texs + RatingBar_FG_Tex: TTexture; + RatingBar_Bar_Tex: TTexture; + + end; + + Visible: boolean; // visibility of all scores + Enabled: boolean; // scores are changed, popups are moved etc. + RBVisible: boolean; // visibility of all rating bars + + // properties for reading position and playercount + property PositionCount: byte read oPositionCount; + property PlayerCount: byte read oPlayerCount; + property Players: aScorePlayer read aPlayers; + + // constructor just sets some standard settings + constructor Create; + + // adds a position to array and increases position count + procedure AddPosition(const pPosition: PScorePosition); + + // adds a player to array and increases player count + procedure AddPlayer(const ScoreBG: TTexture; const Color: TRGB; const Score: word = 0; const Enabled: boolean = true; const Visible: boolean = true); + + // change a players visibility, enable + procedure ChangePlayerVisibility(const Index: byte; const pVisible: boolean); + procedure ChangePlayerEnabled(const Index: byte; const pEnabled: boolean); + + // deletes all player information + procedure ClearPlayers; + + // deletes positions and playerinformation + procedure Clear; + + // loads some settings and the positions from theme + procedure LoadfromTheme; + + // has to be called after positions and players have been added, before first call of draw + // it gives every player a score position + procedure Init; + + // spawns a new line bonus popup for the player + procedure SpawnPopUp(const PlayerIndex: byte; const Rating: integer; const Score: integer); + + // removes all popups from mem + procedure KillAllPopUps; + + // draws scores and line bonus popups + procedure Draw; + end; + +implementation + +uses + SysUtils, + SDL, + TextGL, + ULog, + UGraphic; + +{** + * sets some standard settings + *} +constructor TSingScores.Create; +begin + inherited; + + // clear popuplist pointers + FirstPopUp := nil; + LastPopUp := nil; + + // clear variables + Visible := true; + Enabled := true; + RBVisible := true; + + // clear position index + oPositionCount := 0; + oPlayerCount := 0; + + Settings.Phase1Time := 350; // plop it up . -> [ ] + Settings.Phase2Time := 550; // shift it up ^[ ]^ + Settings.Phase3Time := 200; // increase score [s++] + + Settings.PopUpTex[0].TexNum := 0; + Settings.PopUpTex[1].TexNum := 0; + Settings.PopUpTex[2].TexNum := 0; + Settings.PopUpTex[3].TexNum := 0; + Settings.PopUpTex[4].TexNum := 0; + Settings.PopUpTex[5].TexNum := 0; + Settings.PopUpTex[6].TexNum := 0; + Settings.PopUpTex[7].TexNum := 0; + Settings.PopUpTex[8].TexNum := 0; + + Settings.RatingBar_BG_Tex.TexNum := 0; + Settings.RatingBar_FG_Tex.TexNum := 0; + Settings.RatingBar_Bar_Tex.TexNum := 0; +end; + +{** + * adds a position to array and increases position count + *} +procedure TSingScores.AddPosition(const pPosition: PScorePosition); +begin + if (PositionCount < MaxPositions) then + begin + Positions[PositionCount] := pPosition^; + Inc(oPositionCount); + end; +end; + +{** + * adds a player to array and increases player count + *} +procedure TSingScores.AddPlayer(const ScoreBG: TTexture; const Color: TRGB; const Score: word; const Enabled: boolean; const Visible: boolean); +begin + if (PlayerCount < MaxPlayers) then + begin + aPlayers[PlayerCount].Position := High(byte); + aPlayers[PlayerCount].Enabled := Enabled; + aPlayers[PlayerCount].Visible := Visible; + aPlayers[PlayerCount].Score := Score; + aPlayers[PlayerCount].ScoreDisplayed := Score; + aPlayers[PlayerCount].ScoreBG := ScoreBG; + aPlayers[PlayerCount].Color := Color; + aPlayers[PlayerCount].RBPos := 0.5; + aPlayers[PlayerCount].RBTarget := 0.5; + aPlayers[PlayerCount].RBVisible := true; + + Inc(oPlayerCount); + end; +end; + +{** + * change a players visibility + *} +procedure TSingScores.ChangePlayerVisibility(const Index: byte; const pVisible: boolean); +begin + if (Index < MaxPlayers) then + aPlayers[Index].Visible := pVisible; +end; + +{** + * change player enabled + *} +procedure TSingScores.ChangePlayerEnabled(const Index: byte; const pEnabled: boolean); +begin + if (Index < MaxPlayers) then + aPlayers[Index].Enabled := pEnabled; +end; + +{** + * procedure deletes all player information + *} +procedure TSingScores.ClearPlayers; +begin + KillAllPopUps; + oPlayerCount := 0; +end; + +{** + * procedure deletes positions and playerinformation + *} +procedure TSingScores.Clear; +begin + KillAllPopUps; + oPlayerCount := 0; + oPositionCount := 0; +end; + +{** + * procedure loads some settings and the positions from theme + *} +procedure TSingScores.LoadfromTheme; +var + I: integer; + procedure AddbyStatics(const PC: byte; const ScoreStatic, SingBarStatic: TThemeStatic; ScoreText: TThemeText); + var + nPosition: TScorePosition; + begin + nPosition.PlayerCount := PC; // only for one player playing + + nPosition.BGX := ScoreStatic.X; + nPosition.BGY := ScoreStatic.Y; + nPosition.BGW := ScoreStatic.W; + nPosition.BGH := ScoreStatic.H; + + nPosition.TextX := ScoreText.X; + nPosition.TextY := ScoreText.Y; + nPosition.TextFont := ScoreText.Font; + nPosition.TextSize := ScoreText.Size; + + nPosition.RBX := SingBarStatic.X; + nPosition.RBY := SingBarStatic.Y; + nPosition.RBW := SingBarStatic.W; + nPosition.RBH := SingBarStatic.H; + + nPosition.PUW := nPosition.BGW; + nPosition.PUH := nPosition.BGH; + + nPosition.PUFont := 2; + nPosition.PUFontSize := 18; + + nPosition.PUStartX := nPosition.BGX; + nPosition.PUStartY := nPosition.TextY + 65; + + nPosition.PUTargetX := nPosition.BGX; + nPosition.PUTargetY := nPosition.TextY; + + AddPosition(@nPosition); + end; +begin + Clear; + + // set textures + // popup tex + for I := 0 to 8 do + Settings.PopUpTex[I] := Tex_SingLineBonusBack[I]; + + // rating bar tex + Settings.RatingBar_BG_Tex := Tex_SingBar_Back; + Settings.RatingBar_FG_Tex := Tex_SingBar_Front; + Settings.RatingBar_Bar_Tex := Tex_SingBar_Bar; + + // load positions from theme + + // player 1: + AddByStatics(1, Theme.Sing.StaticP1ScoreBG, Theme.Sing.StaticP1SingBar, Theme.Sing.TextP1Score); + AddByStatics(2, Theme.Sing.StaticP1TwoPScoreBG, Theme.Sing.StaticP1TwoPSingBar, Theme.Sing.TextP1TwoPScore); + AddByStatics(4, Theme.Sing.StaticP1ThreePScoreBG, Theme.Sing.StaticP1ThreePSingBar, Theme.Sing.TextP1ThreePScore); + + // player 2: + AddByStatics(2, Theme.Sing.StaticP2RScoreBG, Theme.Sing.StaticP2RSingBar, Theme.Sing.TextP2RScore); + AddByStatics(4, Theme.Sing.StaticP2MScoreBG, Theme.Sing.StaticP2MSingBar, Theme.Sing.TextP2MScore); + + // player 3: + AddByStatics(4, Theme.Sing.StaticP3RScoreBG, Theme.Sing.StaticP3SingBar, Theme.Sing.TextP3RScore); +end; + +{** + * spawns a new line bonus popup for the player + *} +procedure TSingScores.SpawnPopUp(const PlayerIndex: byte; const Rating: integer; const Score: integer); +var + Cur: PScorePopUp; +begin + if (PlayerIndex < PlayerCount) then + begin + // get memory and add data + GetMem(Cur, SizeOf(TScorePopUp)); + + Cur.Player := PlayerIndex; + Cur.TimeStamp := SDL_GetTicks; + + // limit rating value to 0..8 + // a higher value would cause a crash when selecting the bg texture + if (Rating > 8) then + Cur.Rating := 8 + else if (Rating < 0) then + Cur.Rating := 0 + else + Cur.Rating := Rating; + + Cur.ScoreGiven:= 0; + if (Players[PlayerIndex].Score < Score) then + begin + Cur.ScoreDiff := Score - Players[PlayerIndex].Score; + aPlayers[PlayerIndex].Score := Score; + end + else + Cur.ScoreDiff := 0; + Cur.Next := nil; + + // Log.LogError('TSingScores.SpawnPopUp| Player: ' + InttoStr(PlayerIndex) + ', Score: ' + InttoStr(Score) + ', ScoreDiff: ' + InttoStr(Cur.ScoreDiff)); + + // add it to the chain + if (FirstPopUp = nil) then + // the first popup in the list + FirstPopUp := Cur + else + // second or earlier popup + LastPopUp.Next := Cur; + + // set new popup to last popup in the list + LastPopUp := Cur; + end + else + Log.LogError('TSingScores: Try to add popup for non-existing player'); +end; + +{** + * removes a popup w/o destroying the list + *} +procedure TSingScores.KillPopUp(const last, cur: PScorePopUp); +begin + // give player the last points that missing till now + aPlayers[Cur.Player].ScoreDisplayed := aPlayers[Cur.Player].ScoreDisplayed + Cur.ScoreDiff - Cur.ScoreGiven; + + // change bars position + if (Cur.ScoreDiff > 0) THEN + begin // popup w/ scorechange -> give missing percentille + aPlayers[Cur.Player].RBTarget := aPlayers[Cur.Player].RBTarget + + (Cur.ScoreDiff - Cur.ScoreGiven) / Cur.ScoreDiff + * (Cur.Rating / 20 - 0.26); + end + else + begin // popup w/o scorechange -> give complete percentille + aPlayers[Cur.Player].RBTarget := aPlayers[Cur.Player].RBTarget + + (Cur.Rating / 20 - 0.26); + end; + + if (aPlayers[Cur.Player].RBTarget > 1) then + aPlayers[Cur.Player].RBTarget := 1 + else + if (aPlayers[Cur.Player].RBTarget < 0) then + aPlayers[Cur.Player].RBTarget := 0; + + // if this is the first popup => make next popup the first + if (Cur = FirstPopUp) then + FirstPopUp := Cur.Next + // else => remove curent popup from chain + else + Last.Next := Cur.Next; + + // if this is the last popup, make popup before the last + if (Cur = LastPopUp) then + LastPopUp := Last; + + // free the memory + FreeMem(Cur, SizeOf(TScorePopUp)); +end; + +{** + * removes all popups from mem + *} +procedure TSingScores.KillAllPopUps; +var + Cur: PScorePopUp; + Last: PScorePopUp; +begin + Cur := FirstPopUp; + + // remove all popups: + while (Cur <> nil) do + begin + Last := Cur; + Cur := Cur.Next; + FreeMem(Last, SizeOf(TScorePopUp)); + end; + + FirstPopUp := nil; + LastPopUp := nil; +end; + +{** + * has to be called after positions and players have been added, before first call of draw + * it gives each player a score position + *} +procedure TSingScores.Init; +var + PlC: array [0..1] of byte; // playercount first screen and second screen + I, J: integer; + MaxPlayersperScreen: byte; + CurPlayer: byte; + + function GetPositionCountbyPlayerCount(bPlayerCount: byte): byte; + var + I: integer; + begin + Result := 0; + bPlayerCount := 1 shl (bPlayerCount - 1); + + for I := 0 to PositionCount - 1 do + begin + if ((Positions[I].PlayerCount and bPlayerCount) <> 0) then + Inc(Result); + end; + end; + + function GetPositionbyPlayernum(bPlayerCount, bPlayer: byte): byte; + var + I: integer; + begin + bPlayerCount := 1 shl (bPlayerCount - 1); + Result := High(byte); + + for I := 0 to PositionCount - 1 do + begin + if ((Positions[I].PlayerCount and bPlayerCount) <> 0) then + begin + if (bPlayer = 0) then + begin + Result := I; + Break; + end + else + Dec(bPlayer); + end; + end; + end; + +begin + MaxPlayersPerScreen := 0; + + for I := 1 to 6 do + begin + // if there are enough positions -> write to maxplayers + if (GetPositionCountbyPlayerCount(I) = I) then + MaxPlayersPerScreen := I + else + Break; + end; + + // split players to both screens or display on one screen + if (Screens = 2) and (MaxPlayersPerScreen < PlayerCount) then + begin + PlC[0] := PlayerCount div 2 + PlayerCount mod 2; + PlC[1] := PlayerCount div 2; + end + else + begin + PlC[0] := PlayerCount; + PlC[1] := 0; + end; + + // check if there are enough positions for all players + for I := 0 to Screens - 1 do + begin + if (PlC[I] > MaxPlayersperScreen) then + begin + PlC[I] := MaxPlayersperScreen; + Log.LogError('More Players than available Positions, TSingScores'); + end; + end; + + CurPlayer := 0; + // give every player a position + for I := 0 to Screens - 1 do + for J := 0 to PlC[I]-1 do + begin + aPlayers[CurPlayer].Position := GetPositionbyPlayernum(PlC[I], J) or (I shl 7); + // Log.LogError('Player ' + InttoStr(CurPlayer) + ' gets Position: ' + InttoStr(aPlayers[CurPlayer].Position)); + Inc(CurPlayer); + end; +end; + +{** + * draws scores and linebonus popups + *} +procedure TSingScores.Draw; +var + I: integer; + CurTime: cardinal; + CurPopUp, LastPopUp: PScorePopUp; +begin + CurTime := SDL_GetTicks; + + if Visible then + begin + // draw popups + LastPopUp := nil; + CurPopUp := FirstPopUp; + + while (CurPopUp <> nil) do + begin + if (CurTime - CurPopUp.TimeStamp > Settings.Phase1Time + Settings.Phase2Time + Settings.Phase3Time) then + begin + KillPopUp(LastPopUp, CurPopUp); + if (LastPopUp = nil) then + CurPopUp := FirstPopUp + else + CurPopUp := LastPopUp.Next; + end + else + begin + DrawPopUp(CurPopUp); + LastPopUp := CurPopUp; + CurPopUp := LastPopUp.Next; + end; + end; + + + if (RBVisible) then + // draw players w/ rating bar + for I := 0 to PlayerCount-1 do + begin + DrawScore(I); + DrawRatingBar(I); + end + else + // draw players w/o rating bar + for I := 0 to PlayerCount-1 do + begin + DrawScore(I); + end; + + end; // eo visible +end; + +{** + * draws a popup by pointer + *} +procedure TSingScores.DrawPopUp(const PopUp: PScorePopUp); +var + Progress: real; + CurTime: cardinal; + X, Y, W, H, Alpha: real; + FontSize: integer; + FontOffset: real; + TimeDiff: cardinal; + PIndex: byte; + TextLen: real; + ScoretoAdd: word; + PosDiff: real; +begin + if (PopUp <> nil) then + begin + // only draw if player has a position + PIndex := Players[PopUp.Player].Position; + if PIndex <> High(byte) then + begin + // only draw if player is on cur screen + if ((Players[PopUp.Player].Position and 128) = 0) = (ScreenAct = 1) then + begin + CurTime := SDL_GetTicks; + if not (Enabled and Players[PopUp.Player].Enabled) then + // increase timestamp with tiem where there is no movement ... + begin + // Inc(PopUp.TimeStamp, LastRender); + end; + TimeDiff := CurTime - PopUp.TimeStamp; + + // get position of popup + PIndex := PIndex and 127; + + + // check for phase ... + if (TimeDiff <= Settings.Phase1Time) then + begin + // phase 1 - the ploping up + Progress := TimeDiff / Settings.Phase1Time; + + + W := Positions[PIndex].PUW * Sin(Progress/2*Pi); + H := Positions[PIndex].PUH * Sin(Progress/2*Pi); + + X := Positions[PIndex].PUStartX + (Positions[PIndex].PUW - W)/2; + Y := Positions[PIndex].PUStartY + (Positions[PIndex].PUH - H)/2; + + FontSize := Round(Progress * Positions[PIndex].PUFontSize); + FontOffset := (H - FontSize) / 2; + Alpha := 1; + end + + else if (TimeDiff <= Settings.Phase2Time + Settings.Phase1Time) then + begin + // phase 2 - the moving + Progress := (TimeDiff - Settings.Phase1Time) / Settings.Phase2Time; + + W := Positions[PIndex].PUW; + H := Positions[PIndex].PUH; + + PosDiff := Positions[PIndex].PUTargetX - Positions[PIndex].PUStartX; + if PosDiff > 0 then + PosDiff := PosDiff + W; + X := Positions[PIndex].PUStartX + PosDiff * sqr(Progress); + + PosDiff := Positions[PIndex].PUTargetY - Positions[PIndex].PUStartY; + if PosDiff < 0 then + PosDiff := PosDiff + Positions[PIndex].BGH; + Y := Positions[PIndex].PUStartY + PosDiff * sqr(Progress); + + FontSize := Positions[PIndex].PUFontSize; + FontOffset := (H - FontSize) / 2; + Alpha := 1 - 0.3 * Progress; + end + + else + begin + // phase 3 - the fading out + score adding + Progress := (TimeDiff - Settings.Phase1Time - Settings.Phase2Time) / Settings.Phase3Time; + + if (PopUp.Rating > 0) then + begin + // add scores if player enabled + if (Enabled and Players[PopUp.Player].Enabled) then + begin + ScoreToAdd := Round(PopUp.ScoreDiff * Progress) - PopUp.ScoreGiven; + Inc(PopUp.ScoreGiven, ScoreToAdd); + aPlayers[PopUp.Player].ScoreDisplayed := Players[PopUp.Player].ScoreDisplayed + ScoreToAdd; + + // change bar positions + if PopUp.ScoreDiff = 0 then + Log.LogError('TSingScores.DrawPopUp', 'PopUp.ScoreDiff is 0 and we want to divide by it. No idea how this happens.') + else + aPlayers[PopUp.Player].RBTarget := aPlayers[PopUp.Player].RBTarget + ScoreToAdd/PopUp.ScoreDiff * (PopUp.Rating / 20 - 0.26); + if (aPlayers[PopUp.Player].RBTarget > 1) then + aPlayers[PopUp.Player].RBTarget := 1 + else if (aPlayers[PopUp.Player].RBTarget < 0) then + aPlayers[PopUp.Player].RBTarget := 0; + end; + + // set positions etc. + Alpha := 0.7 - 0.7 * Progress; + + W := Positions[PIndex].PUW; + H := Positions[PIndex].PUH; + + PosDiff := Positions[PIndex].PUTargetX - Positions[PIndex].PUStartX; + if (PosDiff > 0) then + PosDiff := W + else + PosDiff := 0; + X := Positions[PIndex].PUTargetX + PosDiff * Progress; + + PosDiff := Positions[PIndex].PUTargetY - Positions[PIndex].PUStartY; + if (PosDiff < 0) then + PosDiff := -Positions[PIndex].BGH + else + PosDiff := 0; + Y := Positions[PIndex].PUTargetY - PosDiff * (1 - Progress); + + FontSize := Positions[PIndex].PUFontSize; + FontOffset := (H - FontSize) / 2; + end + else + begin + // here the effect that should be shown if a popup without score is drawn + // and or spawn with the graphicobjects etc. + // some work for blindy to do :p + + // atm: just let it slide in the scores just like the normal popup + Alpha := 0; + end; + end; + + // draw popup + + if (Alpha > 0) and (Players[PopUp.Player].Visible) then + begin + // draw bg: + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + glColor4f(1,1,1, Alpha); + glBindTexture(GL_TEXTURE_2D, Settings.PopUpTex[PopUp.Rating].TexNum); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(X, Y); + glTexCoord2f(0, Settings.PopUpTex[PopUp.Rating].TexH); glVertex2f(X, Y + H); + glTexCoord2f(Settings.PopUpTex[PopUp.Rating].TexW, Settings.PopUpTex[PopUp.Rating].TexH); glVertex2f(X + W, Y + H); + glTexCoord2f(Settings.PopUpTex[PopUp.Rating].TexW, 0); glVertex2f(X + W, Y); + glEnd; + + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + // set font style and size + SetFontStyle(Positions[PIndex].PUFont); + SetFontItalic(false); + SetFontSize(FontSize); + SetFontReflection(false, 0); + + // draw text + TextLen := glTextWidth(Theme.Sing.LineBonusText[PopUp.Rating]); + + // color and pos + SetFontPos (X + (W - TextLen) / 2, Y + FontOffset); + glColor4f(1, 1, 1, Alpha); + + // draw + glPrint(Theme.Sing.LineBonusText[PopUp.Rating]); + end; // eo alpha check + end; // eo right screen + end; // eo player has position + end + else + Log.LogError('TSingScores: Try to draw a non-existing popup'); +end; + +{** + * draws a score by playerindex + *} +procedure TSingScores.DrawScore(const Index: integer); +var + Position: PScorePosition; + ScoreStr: String; +begin + // only draw if player has a position + if Players[Index].Position <> High(byte) then + begin + // only draw if player is on cur screen + if (((Players[Index].Position and 128) = 0) = (ScreenAct = 1)) and Players[Index].Visible then + begin + Position := @Positions[Players[Index].Position and 127]; + + // draw scorebg + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + glColor4f(1,1,1, 1); + glBindTexture(GL_TEXTURE_2D, Players[Index].ScoreBG.TexNum); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Position.BGX, Position.BGY); + glTexCoord2f(0, Players[Index].ScoreBG.TexH); glVertex2f(Position.BGX, Position.BGY + Position.BGH); + glTexCoord2f(Players[Index].ScoreBG.TexW, Players[Index].ScoreBG.TexH); glVertex2f(Position.BGX + Position.BGW, Position.BGY + Position.BGH); + glTexCoord2f(Players[Index].ScoreBG.TexW, 0); glVertex2f(Position.BGX + Position.BGW, Position.BGY); + glEnd; + + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + // draw score text + SetFontStyle(Position.TextFont); + SetFontItalic(false); + SetFontSize(Position.TextSize); + SetFontPos(Position.TextX, Position.TextY); + SetFontReflection(false, 0); + + ScoreStr := InttoStr(Players[Index].ScoreDisplayed div 10) + '0'; + while (Length(ScoreStr) < 5) do + ScoreStr := '0' + ScoreStr; + + glPrint(ScoreStr); + + end; // eo right screen + end; // eo player has position +end; + + +procedure TSingScores.DrawRatingBar(const Index: integer); +var + Position: PScorePosition; + R, G, B: real; + Size, Diff: real; +begin + // only draw if player has a position + if Players[Index].Position <> High(byte) then + begin + // only draw if player is on cur screen + if (((Players[Index].Position and 128) = 0) = (ScreenAct = 1) and + Players[index].RBVisible and + Players[index].Visible) then + begin + Position := @Positions[Players[Index].Position and 127]; + + if (Enabled and Players[Index].Enabled) then + begin + // move position if enabled + Diff := Players[Index].RBTarget - Players[Index].RBPos; + if (Abs(Diff) < 0.02) then + aPlayers[Index].RBPos := aPlayers[Index].RBTarget + else + aPlayers[Index].RBPos := aPlayers[Index].RBPos + Diff*0.1; + end; + + // get colors for rating bar + if (Players[index].RBPos <= 0.22) then + begin + R := 1; + G := 0; + B := 0; + end + else if (Players[index].RBPos <= 0.42) then + begin + R := 1; + G := Players[index].RBPos * 5; + B := 0; + end + else if (Players[index].RBPos <= 0.57) then + begin + R := 1; + G := 1; + B := 0; + end + else if (Players[index].RBPos <= 0.77) then + begin + R := 1 - (Players[index].RBPos - 0.57) * 5; + G := 1; + B := 0; + end + else + begin + R := 0; + G := 1; + B := 0; + end; + + // enable all glfuncs needed + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + // draw rating bar bg + glColor4f(1, 1, 1, 0.8); + glBindTexture(GL_TEXTURE_2D, Settings.RatingBar_BG_Tex.TexNum); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2f(Position.RBX, Position.RBY); + + glTexCoord2f(0, Settings.RatingBar_BG_Tex.TexH); + glVertex2f(Position.RBX, Position.RBY+Position.RBH); + + glTexCoord2f(Settings.RatingBar_BG_Tex.TexW, Settings.RatingBar_BG_Tex.TexH); + glVertex2f(Position.RBX+Position.RBW, Position.RBY+Position.RBH); + + glTexCoord2f(Settings.RatingBar_BG_Tex.TexW, 0); + glVertex2f(Position.RBX+Position.RBW, Position.RBY); + glEnd; + + // draw rating bar itself + Size := Position.RBX + Position.RBW * Players[Index].RBPos; + glColor4f(R, G, B, 1); + glBindTexture(GL_TEXTURE_2D, Settings.RatingBar_Bar_Tex.TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2f(Position.RBX, Position.RBY); + + glTexCoord2f(0, Settings.RatingBar_Bar_Tex.TexH); + glVertex2f(Position.RBX, Position.RBY + Position.RBH); + + glTexCoord2f(Settings.RatingBar_Bar_Tex.TexW, Settings.RatingBar_Bar_Tex.TexH); + glVertex2f(Size, Position.RBY + Position.RBH); + + glTexCoord2f(Settings.RatingBar_Bar_Tex.TexW, 0); + glVertex2f(Size, Position.RBY); + glEnd; + + // draw rating bar fg (the thing with the 3 lines to get better readability) + glColor4f(1, 1, 1, 0.6); + glBindTexture(GL_TEXTURE_2D, Settings.RatingBar_FG_Tex.TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); + glVertex2f(Position.RBX, Position.RBY); + + glTexCoord2f(0, Settings.RatingBar_FG_Tex.TexH); + glVertex2f(Position.RBX, Position.RBY + Position.RBH); + + glTexCoord2f(Settings.RatingBar_FG_Tex.TexW, Settings.RatingBar_FG_Tex.TexH); + glVertex2f(Position.RBX + Position.RBW, Position.RBY + Position.RBH); + + glTexCoord2f(Settings.RatingBar_FG_Tex.TexW, 0); + glVertex2f(Position.RBX + Position.RBW, Position.RBY); + glEnd; + + // disable all enabled glfuncs + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + end; // eo Right Screen + end; // eo Player has Position +end; + +end. |