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authormogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-09-02 17:25:26 +0000
committermogguh <mogguh@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-09-02 17:25:26 +0000
commit7a01b05b3861a667eb32ce2e0fc88ff3bacb99ae (patch)
tree3ceaf345e679ad993c5e1a78f9b5a84c1f0ac134 /src/base/UMain.pas
parent4859734e7e6699e5c88added2df53ba3ff168300 (diff)
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Moved: The folder classes has been renamed to base
Updated: ultrastardx.dpr has been changed accordingly git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1339 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'src/base/UMain.pas')
-rw-r--r--src/base/UMain.pas1107
1 files changed, 1107 insertions, 0 deletions
diff --git a/src/base/UMain.pas b/src/base/UMain.pas
new file mode 100644
index 00000000..5dacd5f8
--- /dev/null
+++ b/src/base/UMain.pas
@@ -0,0 +1,1107 @@
+unit UMain;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ SysUtils,
+ Classes,
+ SDL,
+ UMusic,
+ URecord,
+ UTime,
+ UDisplay,
+ UIni,
+ ULog,
+ ULyrics,
+ UScreenSing,
+ USong,
+ gl;
+
+type
+ PPLayerNote = ^TPlayerNote;
+ TPlayerNote = record
+ Start: integer;
+ Length: integer;
+ Detect: real; // accurate place, detected in the note
+ Tone: real;
+ Perfect: boolean; // true if the note matches the original one, lit the star
+ Hit: boolean; // true if the note Hits the Line
+ end;
+
+ PPLayer = ^TPlayer;
+ TPlayer = record
+ Name: string;
+
+ // Index in Teaminfo record
+ TeamID: Byte;
+ PlayerID: Byte;
+
+ // Scores
+ Score: real;
+ ScoreLine: real;
+ ScoreGolden: real;
+
+ ScoreInt: integer;
+ ScoreLineInt: integer;
+ ScoreGoldenInt: integer;
+ ScoreTotalInt: integer;
+
+ // LineBonus
+ ScoreLast: Real;//Last Line Score
+
+ // PerfectLineTwinkle (effect)
+ LastSentencePerfect: Boolean;
+
+ HighNote: integer; // index of last note (= High(Note)?)
+ LengthNote: integer; // number of notes (= Length(Note)?).
+ Note: array of TPlayerNote;
+ end;
+
+
+var
+ // Absolute Paths
+ GamePath: string;
+ SoundPath: string;
+ SongPaths: TStringList;
+ LogPath: string;
+ ThemePath: string;
+ SkinsPath: string;
+ ScreenshotsPath: string;
+ CoverPaths: TStringList;
+ LanguagesPath: string;
+ PluginPath: string;
+ VisualsPath: string;
+ ResourcesPath: string;
+ PlayListPath: string;
+
+ Done: Boolean;
+ Event: TSDL_event;
+ // FIXME: ConversionFileName should not be global
+ ConversionFileName: string;
+ Restart: boolean;
+
+ // player and music info
+ Player: array of TPlayer;
+ PlayersPlay: integer;
+
+ CurrentSong : TSong;
+
+const
+ MAX_SONG_SCORE = 10000; // max. achievable points per song
+ MAX_SONG_LINE_BONUS = 1000; // max. achievable line bonus per song
+
+function FindPath(out PathResult: string; const RequestedPath: string; NeedsWritePermission: boolean): boolean;
+procedure InitializePaths;
+procedure AddSongPath(const Path: string);
+
+Procedure Main;
+procedure MainLoop;
+procedure CheckEvents;
+procedure Sing(Screen: TScreenSing);
+procedure NewSentence(Screen: TScreenSing);
+procedure NewBeatClick(Screen: TScreenSing); // executed when on then new beat for click
+procedure NewBeatDetect(Screen: TScreenSing); // executed when on then new beat for detection
+procedure NewNote(Screen: TScreenSing); // detect note
+function GetMidBeat(Time: real): real;
+function GetTimeFromBeat(Beat: integer): real;
+procedure ClearScores(PlayerNum: integer);
+
+implementation
+
+uses
+ Math,
+ StrUtils,
+ USongs,
+ UJoystick,
+ UCommandLine,
+ ULanguage,
+ //SDL_ttf,
+ USkins,
+ UCovers,
+ UCatCovers,
+ UDataBase,
+ UPlaylist,
+ UDLLManager,
+ UParty,
+ UConfig,
+ UCore,
+ UCommon,
+ UGraphic,
+ UGraphicClasses,
+ UPluginDefs,
+ UPlatform,
+ UThemes;
+
+
+
+
+procedure Main;
+var
+ WndTitle: string;
+begin
+ try
+ WndTitle := USDXVersionStr;
+
+ Platform.Init;
+
+ if Platform.TerminateIfAlreadyRunning(WndTitle) then
+ Exit;
+
+ // fix floating-point exceptions (FPE)
+ DisableFloatingPointExceptions();
+ // fix the locale for string-to-float parsing in C-libs
+ SetDefaultNumericLocale();
+
+ // setup separators for parsing
+ // Note: ThousandSeparator must be set because of a bug in TIniFile.ReadFloat
+ ThousandSeparator := ',';
+ DecimalSeparator := '.';
+
+ //------------------------------
+ //StartUp - Create Classes and Load Files
+ //------------------------------
+
+ // Initialize SDL
+ // Without SDL_INIT_TIMER SDL_GetTicks() might return strange values
+ SDL_Init(SDL_INIT_VIDEO or SDL_INIT_TIMER);
+ SDL_EnableUnicode(1);
+
+ USTime := TTime.Create;
+ VideoBGTimer := TRelativeTimer.Create;
+
+ // Commandline Parameter Parser
+ Params := TCMDParams.Create;
+
+ // Log + Benchmark
+ Log := TLog.Create;
+ Log.Title := WndTitle;
+ Log.FileOutputEnabled := not Params.NoLog;
+ Log.BenchmarkStart(0);
+
+ // Language
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Initialize Paths', 'Initialization');
+ InitializePaths;
+ Log.LogStatus('Load Language', 'Initialization');
+ Language := TLanguage.Create;
+
+ // Add Const Values:
+ Language.AddConst('US_VERSION', USDXVersionStr);
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading Language', 1);
+
+ {
+ // SDL_ttf (Not used yet, maybe in version 1.5)
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Initialize SDL_ttf', 'Initialization');
+ TTF_Init();
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Initializing SDL_ttf', 1);
+ }
+
+ // Skin
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Loading Skin List', 'Initialization');
+ Skin := TSkin.Create;
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading Skin List', 1);
+
+ // Ini + Paths
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Load Ini', 'Initialization');
+ Ini := TIni.Create;
+ Ini.Load;
+
+ //it's possible that this is the first run, create a .ini file if neccessary
+ Log.LogStatus('Write Ini', 'Initialization');
+ Ini.Save;
+
+ // Load Languagefile
+ if (Params.Language <> -1) then
+ Language.ChangeLanguage(ILanguage[Params.Language])
+ else
+ Language.ChangeLanguage(ILanguage[Ini.Language]);
+
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading Ini', 1);
+
+ // Sound
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Initialize Sound', 'Initialization');
+ InitializeSound();
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Initializing Sound', 1);
+
+ // Lyrics-engine with media reference timer
+ LyricsState := TLyricsState.Create();
+
+ // Theme
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Load Themes', 'Initialization');
+ Theme := TTheme.Create(ThemePath + ITheme[Ini.Theme] + '.ini', Ini.Color);
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading Themes', 1);
+
+ // Covers Cache
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Creating Covers Cache', 'Initialization');
+ Covers := TCoverDatabase.Create;
+ Log.LogBenchmark('Loading Covers Cache Array', 1);
+ Log.BenchmarkStart(1);
+
+ // Category Covers
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Creating Category Covers Array', 'Initialization');
+ CatCovers:= TCatCovers.Create;
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading Category Covers Array', 1);
+
+ // Songs
+ //Log.BenchmarkStart(1);
+ Log.LogStatus('Creating Song Array', 'Initialization');
+ Songs := TSongs.Create;
+ //Songs.LoadSongList;
+
+ Log.LogStatus('Creating 2nd Song Array', 'Initialization');
+ CatSongs := TCatSongs.Create;
+
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading Songs', 1);
+
+ // PluginManager
+ Log.BenchmarkStart(1);
+ Log.LogStatus('PluginManager', 'Initialization');
+ DLLMan := TDLLMan.Create; // Load PluginList
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading PluginManager', 1);
+
+ {// Party Mode Manager
+ Log.BenchmarkStart(1);
+ Log.LogStatus('PartySession Manager', 'Initialization');
+ PartySession := TPartySession.Create; //Load PartySession
+
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading PartySession Manager', 1); }
+
+ // Graphics
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Initialize 3D', 'Initialization');
+ Initialize3D(WndTitle);
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Initializing 3D', 1);
+
+ // Score Saving System
+ Log.BenchmarkStart(1);
+ Log.LogStatus('DataBase System', 'Initialization');
+ DataBase := TDataBaseSystem.Create;
+
+ if (Params.ScoreFile = '') then
+ DataBase.Init (Platform.GetGameUserPath + 'Ultrastar.db')
+ else
+ DataBase.Init (Params.ScoreFile);
+
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading DataBase System', 1);
+
+ // Playlist Manager
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Playlist Manager', 'Initialization');
+ PlaylistMan := TPlaylistManager.Create;
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading Playlist Manager', 1);
+
+ // GoldenStarsTwinkleMod
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Effect Manager', 'Initialization');
+ GoldenRec := TEffectManager.Create;
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading Particle System', 1);
+
+ // Joypad
+ if (Ini.Joypad = 1) OR (Params.Joypad) then
+ begin
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Initialize Joystick', 'Initialization');
+ Joy := TJoy.Create;
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Initializing Joystick', 1);
+ end;
+
+ Log.BenchmarkEnd(0);
+ Log.LogBenchmark('Loading Time', 0);
+
+ Log.LogStatus('Creating Core', 'Initialization');
+ {Core := TCore.Create(
+ USDXShortVersionStr,
+ MakeVersion(USDX_VERSION_MAJOR,
+ USDX_VERSION_MINOR,
+ USDX_VERSION_RELEASE,
+ chr(0))
+ ); }
+
+ Log.LogStatus('Running Core', 'Initialization');
+ //Core.Run;
+
+ //------------------------------
+ //Start- Mainloop
+ //------------------------------
+ Log.LogStatus('Main Loop', 'Initialization');
+ MainLoop;
+
+ finally
+ //------------------------------
+ //Finish Application
+ //------------------------------
+
+ // TODO:
+ // call an uninitialize routine for every initialize step
+ // or at least use the corresponding Free-Methods
+
+ FinalizeMedia();
+
+ //TTF_Quit();
+ SDL_Quit();
+
+ if assigned(Log) then
+ begin
+ Log.LogStatus('Main Loop', 'Finished');
+ Log.Free;
+ end;
+ end;
+end;
+
+procedure MainLoop;
+var
+ Delay: integer;
+const
+ MAX_FPS = 100;
+begin
+ Delay := 0;
+ SDL_EnableKeyRepeat(125, 125);
+
+ CountSkipTime(); // JB - for some reason this seems to be needed when we use the SDL Timer functions.
+ while not Done do
+ begin
+ // joypad
+ if (Ini.Joypad = 1) or (Params.Joypad) then
+ Joy.Update;
+
+ // keyboard events
+ CheckEvents;
+
+ // display
+ done := not Display.Draw;
+ SwapBuffers;
+
+ // delay
+ CountMidTime;
+
+ Delay := Floor(1000 / MAX_FPS - 1000 * TimeMid);
+
+ if Delay >= 1 then
+ SDL_Delay(Delay); // dynamic, maximum is 100 fps
+
+ CountSkipTime;
+
+ // reinitialization of graphics
+ if Restart then
+ begin
+ Reinitialize3D;
+ Restart := false;
+ end;
+
+ end;
+End;
+
+procedure CheckEvents;
+begin
+ if Assigned(Display.NextScreen) then
+ Exit;
+
+ while SDL_PollEvent( @event ) = 1 do
+ begin
+ case Event.type_ of
+ SDL_QUITEV:
+ begin
+ Display.Fade := 0;
+ Display.NextScreenWithCheck := nil;
+ Display.CheckOK := True;
+ end;
+ {
+ SDL_MOUSEBUTTONDOWN:
+ with Event.button Do
+ begin
+ if State = SDL_BUTTON_LEFT Then
+ begin
+ //
+ end;
+ end;
+ }
+ SDL_VIDEORESIZE:
+ begin
+ ScreenW := Event.resize.w;
+ ScreenH := Event.resize.h;
+ // Note: do NOT call SDL_SetVideoMode on Windows and MacOSX here.
+ // This would create a new OpenGL render-context and all texture data
+ // would be invalidated.
+ // On Linux the mode MUST be resetted, otherwise graphics will be corrupted.
+ {$IFDEF LINUX}
+ if boolean( Ini.FullScreen ) then
+ SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN)
+ else
+ SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE);
+ {$ENDIF}
+ end;
+ SDL_KEYDOWN:
+ begin
+ // remap the "keypad enter" key to the "standard enter" key
+ if (Event.key.keysym.sym = SDLK_KP_ENTER) then
+ Event.key.keysym.sym := SDLK_RETURN;
+
+ if (Event.key.keysym.sym = SDLK_F11) or
+ ((Event.key.keysym.sym = SDLK_RETURN) and
+ ((Event.key.keysym.modifier and KMOD_ALT) <> 0)) then // toggle full screen
+ begin
+ Ini.FullScreen := integer( not boolean( Ini.FullScreen ) );
+
+ // FIXME: SDL_SetVideoMode creates a new OpenGL RC so we have to
+ // reload all texture data (-> whitescreen bug).
+ // Only Linux is able to handle screen-switching this way.
+ {$IFDEF LINUX}
+ if boolean( Ini.FullScreen ) then
+ begin
+ SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN);
+ SDL_ShowCursor(0);
+ end
+ else
+ begin
+ SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE);
+ SDL_ShowCursor(1);
+ end;
+
+ glViewPort(0, 0, ScreenW, ScreenH);
+ {$ENDIF}
+ end
+ // if print is pressed -> make screenshot and save to screenshot path
+ else if (Event.key.keysym.sym = SDLK_SYSREQ) or (Event.key.keysym.sym = SDLK_PRINT) then
+ Display.SaveScreenShot
+ // if there is a visible popup then let it handle input instead of underlying screen
+ // shoud be done in a way to be sure the topmost popup has preference (maybe error, then check)
+ else if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then
+ done := not ScreenPopupError.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True)
+ else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then
+ done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True)
+ else
+ begin
+ // check if screen wants to exit
+ done := not Display.CurrentScreen^.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True);
+
+ // if screen wants to exit
+ if done then
+ begin
+ // if question option is enabled then show exit popup
+ if (Ini.AskbeforeDel = 1) then
+ begin
+ Display.CurrentScreen^.CheckFadeTo(nil,'MSG_QUIT_USDX');
+ end
+ else // if ask-for-exit is disabled then simply exit
+ begin
+ Display.Fade := 0;
+ Display.NextScreenWithCheck := nil;
+ Display.CheckOK := True;
+ end;
+ end;
+
+ end;
+ end;
+ SDL_JOYAXISMOTION:
+ begin
+ // not implemented
+ end;
+ SDL_JOYBUTTONDOWN:
+ begin
+ // not implemented
+ end;
+ end; // case
+ end; // while
+end;
+
+function GetTimeForBeats(BPM, Beats: real): real;
+begin
+ Result := 60 / BPM * Beats;
+end;
+
+function GetBeats(BPM, msTime: real): real;
+begin
+ Result := BPM * msTime / 60;
+end;
+
+procedure GetMidBeatSub(BPMNum: integer; var Time: real; var CurBeat: real);
+var
+ NewTime: real;
+begin
+ if High(CurrentSong.BPM) = BPMNum then
+ begin
+ // last BPM
+ CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time);
+ Time := 0;
+ end
+ else
+ begin
+ // not last BPM
+ // count how much time is it for start of the new BPM and store it in NewTime
+ NewTime := GetTimeForBeats(CurrentSong.BPM[BPMNum].BPM, CurrentSong.BPM[BPMNum+1].StartBeat - CurrentSong.BPM[BPMNum].StartBeat);
+
+ // compare it to remaining time
+ if (Time - NewTime) > 0 then
+ begin
+ // there is still remaining time
+ CurBeat := CurrentSong.BPM[BPMNum].StartBeat;
+ Time := Time - NewTime;
+ end
+ else
+ begin
+ // there is no remaining time
+ CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time);
+ Time := 0;
+ end; // if
+ end; // if
+end;
+
+function GetMidBeat(Time: real): real;
+var
+ CurBeat: real;
+ CurBPM: integer;
+begin
+ // static BPM
+ if Length(CurrentSong.BPM) = 1 then
+ begin
+ Result := Time * CurrentSong.BPM[0].BPM / 60;
+ end
+ // variable BPM
+ else if Length(CurrentSong.BPM) > 1 then
+ begin
+ CurBeat := 0;
+ CurBPM := 0;
+ while (Time > 0) do
+ begin
+ GetMidBeatSub(CurBPM, Time, CurBeat);
+ Inc(CurBPM);
+ end;
+
+ Result := CurBeat;
+ end
+ // invalid BPM
+ else
+ begin
+ Result := 0;
+ end;
+end;
+
+function GetTimeFromBeat(Beat: integer): real;
+var
+ CurBPM: integer;
+begin
+ // static BPM
+ if Length(CurrentSong.BPM) = 1 then
+ begin
+ Result := CurrentSong.GAP / 1000 + Beat * 60 / CurrentSong.BPM[0].BPM;
+ end
+ // variable BPM
+ else if Length(CurrentSong.BPM) > 1 then
+ begin
+ Result := CurrentSong.GAP / 1000;
+ CurBPM := 0;
+ while (CurBPM <= High(CurrentSong.BPM)) and
+ (Beat > CurrentSong.BPM[CurBPM].StartBeat) do
+ begin
+ if (CurBPM < High(CurrentSong.BPM)) and
+ (Beat >= CurrentSong.BPM[CurBPM+1].StartBeat) then
+ begin
+ // full range
+ Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) *
+ (CurrentSong.BPM[CurBPM+1].StartBeat - CurrentSong.BPM[CurBPM].StartBeat);
+ end;
+
+ if (CurBPM = High(CurrentSong.BPM)) or
+ (Beat < CurrentSong.BPM[CurBPM+1].StartBeat) then
+ begin
+ // in the middle
+ Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) *
+ (Beat - CurrentSong.BPM[CurBPM].StartBeat);
+ end;
+ Inc(CurBPM);
+ end;
+
+ {
+ while (Time > 0) do
+ begin
+ GetMidBeatSub(CurBPM, Time, CurBeat);
+ Inc(CurBPM);
+ end;
+ }
+ end
+ // invalid BPM
+ else
+ begin
+ Result := 0;
+ end;
+end;
+
+procedure Sing(Screen: TScreenSing);
+var
+ Count: integer;
+ CountGr: integer;
+ CP: integer;
+ Done: real;
+ N: integer;
+ CurLine: PLine;
+ CurNote: PLineFragment;
+begin
+ LyricsState.UpdateBeats();
+
+ // sentences routines
+ for CountGr := 0 to 0 do //High(Lines)
+ begin;
+ CP := CountGr;
+ // old parts
+ LyricsState.OldLine := Lines[CP].Current;
+
+ // choose current parts
+ for Count := 0 to Lines[CP].High do
+ begin
+ if LyricsState.CurrentBeat >= Lines[CP].Line[Count].Start then
+ Lines[CP].Current := Count;
+ end;
+
+ // clean player note if there is a new line
+ // (optimization on halfbeat time)
+ if Lines[CP].Current <> LyricsState.OldLine then
+ NewSentence(Screen);
+
+ end; // for CountGr
+
+ // make some operations on clicks
+ if {(LyricsState.CurrentBeatC >= 0) and }(LyricsState.OldBeatC <> LyricsState.CurrentBeatC) then
+ NewBeatClick(Screen);
+
+ // make some operations when detecting new voice pitch
+ if (LyricsState.CurrentBeatD >= 0) and (LyricsState.OldBeatD <> LyricsState.CurrentBeatD) then
+ NewBeatDetect(Screen);
+
+ CurLine := @Lines[0].Line[Lines[0].Current];
+
+ // remove moving text
+ Done := 1;
+ for N := 0 to CurLine.HighNote do
+ begin
+ CurNote := @CurLine.Note[N];
+ if (CurNote.Start <= LyricsState.MidBeat) and
+ (CurNote.Start + CurNote.Length >= LyricsState.MidBeat) then
+ begin
+ Done := (LyricsState.MidBeat - CurNote.Start) / CurNote.Length;
+ end;
+ end;
+end;
+
+procedure NewSentence(Screen: TScreenSing);
+var
+ i: Integer;
+begin
+ // clean note of player
+ for i := 0 to High(Player) do
+ begin
+ Player[i].LengthNote := 0;
+ Player[i].HighNote := -1;
+ SetLength(Player[i].Note, 0);
+ end;
+
+ // on sentence change...
+ Screen.onSentenceChange(Lines[0].Current);
+end;
+
+procedure NewBeatClick;
+var
+ Count: integer;
+begin
+ // beat click
+ if ((Ini.BeatClick = 1) and
+ ((LyricsState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0)) then
+ begin
+ AudioPlayback.PlaySound(SoundLib.Click);
+ end;
+
+ for Count := 0 to Lines[0].Line[Lines[0].Current].HighNote do
+ begin
+ if (Lines[0].Line[Lines[0].Current].Note[Count].Start = LyricsState.CurrentBeatC) then
+ begin
+ // click assist
+ if Ini.ClickAssist = 1 then
+ AudioPlayback.PlaySound(SoundLib.Click);
+
+ // drum machine
+ (*
+ TempBeat := LyricsState.CurrentBeat;// + 2;
+ if (TempBeat mod 8 = 0) then Music.PlayDrum;
+ if (TempBeat mod 8 = 4) then Music.PlayClap;
+ //if (TempBeat mod 4 = 2) then Music.PlayHihat;
+ if (TempBeat mod 4 <> 0) then Music.PlayHihat;
+ *)
+ end;
+ end;
+end;
+
+procedure NewBeatDetect(Screen: TScreenSing);
+begin
+ NewNote(Screen);
+end;
+
+procedure NewNote(Screen: TScreenSing);
+var
+ LineFragmentIndex: integer;
+ CurrentLineFragment: PLineFragment;
+ PlayerIndex: integer;
+ CurrentSound: TCaptureBuffer;
+ CurrentPlayer: PPlayer;
+ LastPlayerNote: PPLayerNote;
+ Line: PLine;
+ SentenceIndex: integer;
+ SentenceMin: integer;
+ SentenceMax: integer;
+ SentenceDetected: integer; // sentence of detected note
+ NoteAvailable: boolean;
+ NewNote: boolean;
+ Range: integer;
+ NoteHit: boolean;
+ MaxSongPoints: integer; // max. points for the song (without line bonus)
+ MaxLinePoints: Real; // max. points for the current line
+begin
+ // TODO: add duet mode support
+ // use Lines[LineSetIndex] with LineSetIndex depending on the current player
+
+ // count min and max sentence range for checking (detection is delayed to the notes we see on the screen)
+ SentenceMin := Lines[0].Current-1;
+ if (SentenceMin < 0) then
+ SentenceMin := 0;
+ SentenceMax := Lines[0].Current;
+
+ // check for an active note at the current time defined in the lyrics
+ NoteAvailable := false;
+ SentenceDetected := SentenceMin;
+ for SentenceIndex := SentenceMin to SentenceMax do
+ begin
+ Line := @Lines[0].Line[SentenceIndex];
+ for LineFragmentIndex := 0 to Line.HighNote do
+ begin
+ CurrentLineFragment := @Line.Note[LineFragmentIndex];
+ // check if line is active
+ if ((CurrentLineFragment.Start <= LyricsState.CurrentBeatD) and
+ (CurrentLineFragment.Start + CurrentLineFragment.Length-1 >= LyricsState.CurrentBeatD)) and
+ (CurrentLineFragment.NoteType <> ntFreestyle) and // but ignore FreeStyle notes
+ (CurrentLineFragment.Length > 0) then // and make sure the note lengths is at least 1
+ begin
+ SentenceDetected := SentenceIndex;
+ NoteAvailable := true;
+ Break;
+ end;
+ end;
+ // TODO: break here, if NoteAvailable is true? We would then use the first instead
+ // of the last note matching the current beat if notes overlap. But notes
+ // should not overlap at all.
+ //if (NoteAvailable) then
+ // Break;
+ end;
+
+ // analyze player signals
+ for PlayerIndex := 0 to PlayersPlay-1 do
+ begin
+ CurrentPlayer := @Player[PlayerIndex];
+ CurrentSound := AudioInputProcessor.Sound[PlayerIndex];
+ LastPlayerNote := @CurrentPlayer.Note[CurrentPlayer.HighNote];
+
+ // analyze buffer
+ CurrentSound.AnalyzeBuffer;
+
+ // add some noise
+ // TODO: do we need this?
+ //LyricsState.Tone := LyricsState.Tone + Round(Random(3)) - 1;
+
+ // add note if possible
+ if (CurrentSound.ToneValid and NoteAvailable) then
+ begin
+ Line := @Lines[0].Line[SentenceDetected];
+
+ // process until last note
+ for LineFragmentIndex := 0 to Line.HighNote do
+ begin
+ CurrentLineFragment := @Line.Note[LineFragmentIndex];
+ if (CurrentLineFragment.Start <= LyricsState.OldBeatD+1) and
+ (CurrentLineFragment.Start + CurrentLineFragment.Length > LyricsState.OldBeatD+1) then
+ begin
+ // compare notes (from song-file and from player)
+
+ // move players tone to proper octave
+ while (CurrentSound.Tone - CurrentLineFragment.Tone > 6) do
+ CurrentSound.Tone := CurrentSound.Tone - 12;
+
+ while (CurrentSound.Tone - CurrentLineFragment.Tone < -6) do
+ CurrentSound.Tone := CurrentSound.Tone + 12;
+
+ // half size notes patch
+ NoteHit := false;
+
+ //if Ini.Difficulty = 0 then Range := 2;
+ //if Ini.Difficulty = 1 then Range := 1;
+ //if Ini.Difficulty = 2 then Range := 0;
+ Range := 2 - Ini.Difficulty;
+
+ // check if the player hit the correct tone within the tolerated range
+ if (Abs(CurrentLineFragment.Tone - CurrentSound.Tone) <= Range) then
+ begin
+ // adjust the players tone to the correct one
+ // TODO: do we need to do this?
+ CurrentSound.Tone := CurrentLineFragment.Tone;
+
+ // half size notes patch
+ NoteHit := true;
+
+ if (Ini.LineBonus > 0) then
+ MaxSongPoints := MAX_SONG_SCORE - MAX_SONG_LINE_BONUS
+ else
+ MaxSongPoints := MAX_SONG_SCORE;
+
+ // Note: ScoreValue is the sum of all note values of the song
+ MaxLinePoints := MaxSongPoints / Lines[0].ScoreValue;
+
+ // FIXME: is this correct? Why do we add the points for a whole line
+ // if just one note is correct?
+ case CurrentLineFragment.NoteType of
+ ntNormal: CurrentPlayer.Score := CurrentPlayer.Score + MaxLinePoints;
+ ntGolden: CurrentPlayer.ScoreGolden := CurrentPlayer.ScoreGolden + MaxLinePoints;
+ end;
+
+ CurrentPlayer.ScoreInt := Floor(CurrentPlayer.Score / 10) * 10;
+ CurrentPlayer.ScoreGoldenInt := Floor(CurrentPlayer.ScoreGolden / 10) * 10;
+
+ CurrentPlayer.ScoreTotalInt := CurrentPlayer.ScoreInt +
+ CurrentPlayer.ScoreGoldenInt +
+ CurrentPlayer.ScoreLineInt;
+ end;
+
+ end; // operation
+ end; // for
+
+ // check if we have to add a new note or extend the note's length
+ if (SentenceDetected = SentenceMax) then
+ begin
+ // we will add a new note
+ NewNote := true;
+ // if last has the same tone
+ if ((CurrentPlayer.LengthNote > 0) and
+ (LastPlayerNote.Tone = CurrentSound.Tone) and
+ ((LastPlayerNote.Start + LastPlayerNote.Length) = LyricsState.CurrentBeatD)) then
+ begin
+ NewNote := false;
+ end;
+
+ // if is not as new note to control
+ for LineFragmentIndex := 0 to Line.HighNote do
+ begin
+ if (Line.Note[LineFragmentIndex].Start = LyricsState.CurrentBeatD) then
+ NewNote := true;
+ end;
+
+ // add new note
+ if NewNote then
+ begin
+ // new note
+ Inc(CurrentPlayer.LengthNote);
+ Inc(CurrentPlayer.HighNote);
+ SetLength(CurrentPlayer.Note, CurrentPlayer.LengthNote);
+
+ // update player's last note
+ LastPlayerNote := @CurrentPlayer.Note[CurrentPlayer.HighNote];
+ with LastPlayerNote^ do
+ begin
+ Start := LyricsState.CurrentBeatD;
+ Length := 1;
+ Tone := CurrentSound.Tone; // Tone || ToneAbs
+ Detect := LyricsState.MidBeat;
+ Hit := NoteHit; // half note patch
+ end;
+ end
+ else
+ begin
+ // extend note length
+ Inc(LastPlayerNote.Length);
+ end;
+
+ // check for perfect note and then lit the star (on Draw)
+ for LineFragmentIndex := 0 to Line.HighNote do
+ begin
+ CurrentLineFragment := @Line.Note[LineFragmentIndex];
+ if (CurrentLineFragment.Start = LastPlayerNote.Start) and
+ (CurrentLineFragment.Length = LastPlayerNote.Length) and
+ (CurrentLineFragment.Tone = LastPlayerNote.Tone) then
+ begin
+ LastPlayerNote.Perfect := true;
+ end;
+ end;
+ end; // if SentenceDetected = SentenceMax
+
+ end; // if Detected
+ end; // for PlayerIndex
+
+ //Log.LogStatus('EndBeat', 'NewBeat');
+
+ // on sentence end -> for LineBonus and display of SingBar (rating pop-up)
+ if (SentenceDetected >= Low(Lines[0].Line)) and
+ (SentenceDetected <= High(Lines[0].Line)) then
+ begin
+ Line := @Lines[0].Line[SentenceDetected];
+ CurrentLineFragment := @Line.Note[Line.HighNote];
+ if ((CurrentLineFragment.Start + CurrentLineFragment.Length - 1) = LyricsState.CurrentBeatD) then
+ begin
+ if assigned(Screen) then
+ Screen.OnSentenceEnd(SentenceDetected);
+ end;
+ end;
+
+end;
+
+procedure ClearScores(PlayerNum: integer);
+begin
+ with Player[PlayerNum] do
+ begin
+ Score := 0;
+ ScoreInt := 0;
+ ScoreLine := 0;
+ ScoreLineInt := 0;
+ ScoreGolden := 0;
+ ScoreGoldenInt := 0;
+ ScoreTotalInt := 0;
+ end;
+end;
+
+procedure AddSpecialPath(var PathList: TStringList; const Path: string);
+var
+ I: integer;
+ PathAbs, OldPathAbs: string;
+begin
+ if (PathList = nil) then
+ PathList := TStringList.Create;
+
+ if (Path = '') or not DirectoryExists(Path) then
+ Exit;
+
+ PathAbs := IncludeTrailingPathDelimiter(ExpandFileName(Path));
+
+ // check if path or a part of the path was already added
+ for I := 0 to PathList.Count-1 do
+ begin
+ OldPathAbs := IncludeTrailingPathDelimiter(ExpandFileName(PathList[I]));
+ // check if the new directory is a sub-directory of a previously added one.
+ // This is also true, if both paths point to the same directories.
+ if (AnsiStartsText(OldPathAbs, PathAbs)) then
+ begin
+ // ignore the new path
+ Exit;
+ end;
+
+ // check if a previously added directory is a sub-directory of the new one.
+ if (AnsiStartsText(PathAbs, OldPathAbs)) then
+ begin
+ // replace the old with the new one.
+ PathList[I] := PathAbs;
+ Exit;
+ end;
+ end;
+
+ PathList.Add(PathAbs);
+end;
+
+procedure AddSongPath(const Path: string);
+begin
+ AddSpecialPath(SongPaths, Path);
+end;
+
+procedure AddCoverPath(const Path: string);
+begin
+ AddSpecialPath(CoverPaths, Path);
+end;
+
+(**
+ * Initialize a path variable
+ * After setting paths, make sure that paths exist
+ *)
+function FindPath(out PathResult: string; const RequestedPath: string; NeedsWritePermission: boolean): boolean;
+begin
+ Result := false;
+
+ if (RequestedPath = '') then
+ Exit;
+
+ // Make sure the directory exists
+ if (not ForceDirectories(RequestedPath)) then
+ begin
+ PathResult := '';
+ Exit;
+ end;
+
+ PathResult := IncludeTrailingPathDelimiter(RequestedPath);
+
+ if (NeedsWritePermission) and
+ (FileIsReadOnly(RequestedPath)) then
+ begin
+ Exit;
+ end;
+
+ Result := true;
+end;
+
+(**
+ * Function sets all absolute paths e.g. song path and makes sure the directorys exist
+ *)
+procedure InitializePaths;
+begin
+ // Log directory (must be writable)
+ if (not FindPath(LogPath, Platform.GetLogPath, true)) then
+ begin
+ Log.FileOutputEnabled := false;
+ Log.LogWarn('Log directory "'+ Platform.GetLogPath +'" not available', 'InitializePaths');
+ end;
+
+ FindPath(SoundPath, Platform.GetGameSharedPath + 'sounds', false);
+ FindPath(ThemePath, Platform.GetGameSharedPath + 'themes', false);
+ FindPath(SkinsPath, Platform.GetGameSharedPath + 'themes', false);
+ FindPath(LanguagesPath, Platform.GetGameSharedPath + 'languages', false);
+ FindPath(PluginPath, Platform.GetGameSharedPath + 'plugins', false);
+ FindPath(VisualsPath, Platform.GetGameSharedPath + 'visuals', false);
+ FindPath(ResourcesPath, Platform.GetGameSharedPath + 'resources', false);
+
+ // Playlists are not shared as we need one directory to write too
+ FindPath(PlaylistPath, Platform.GetGameUserPath + 'playlists', true);
+
+ // Screenshot directory (must be writable)
+ if (not FindPath(ScreenshotsPath, Platform.GetGameUserPath + 'screenshots', true)) then
+ begin
+ Log.LogWarn('Screenshot directory "'+ Platform.GetGameUserPath +'" not available', 'InitializePaths');
+ end;
+
+ // Add song paths
+ AddSongPath(Params.SongPath);
+ AddSongPath(Platform.GetGameSharedPath + 'songs');
+ AddSongPath(Platform.GetGameUserPath + 'songs');
+
+ // Add category cover paths
+ AddCoverPath(Platform.GetGameSharedPath + 'covers');
+ AddCoverPath(Platform.GetGameUserPath + 'covers');
+end;
+
+end.