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authork-m_schindler <k-m_schindler@b956fd51-792f-4845-bead-9b4dfca2ff2c>2014-11-22 13:50:25 +0000
committerk-m_schindler <k-m_schindler@b956fd51-792f-4845-bead-9b4dfca2ff2c>2014-11-22 13:50:25 +0000
commitac1f8196a723e587f12ad355669d366f10e06f51 (patch)
treed2965a556a2ca9001f7b0da8580f3b7e97d5a8af /src/lua/ULuaScreenSing.pas
parente727ebce99fef8cd4d4d304702d6d4109e0143f3 (diff)
downloadusdx-ac1f8196a723e587f12ad355669d366f10e06f51.tar.gz
usdx-ac1f8196a723e587f12ad355669d366f10e06f51.tar.xz
usdx-ac1f8196a723e587f12ad355669d366f10e06f51.zip
adjust eol and set svn property svn:eol-style native for all in lua
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@3087 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'src/lua/ULuaScreenSing.pas')
-rw-r--r--src/lua/ULuaScreenSing.pas976
1 files changed, 488 insertions, 488 deletions
diff --git a/src/lua/ULuaScreenSing.pas b/src/lua/ULuaScreenSing.pas
index 7e17224c..8968eb36 100644
--- a/src/lua/ULuaScreenSing.pas
+++ b/src/lua/ULuaScreenSing.pas
@@ -1,489 +1,489 @@
-{* 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: https://ultrastardx.svn.sourceforge.net/svnroot/ultrastardx/branches/experimental/Lua/src/lua/ULuaTexture.pas $
- * $Id: ULuaTexture.pas 1551 2009-01-04 14:08:33Z Hawkear $
- *}
-
-unit ULuaScreenSing;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses
- ULua;
-
-{ returns a table with following structure:
- t[1..playercount] = score of player i }
-function ULuaScreenSing_GetScores(L: Plua_State): Integer; cdecl;
-
-{ returns a table with following structure:
- t[1..playercount] = rating of player i range: [0..1] }
-function ULuaScreenSing_GetRating(L: Plua_State): Integer; cdecl;
-
-{ returns a table with following structure:
- t[1..playercount] = rect of players score background: table(x, y, w, h) }
-function ULuaScreenSing_GetScoreBGRect(L: Plua_State): Integer; cdecl;
-
-{ returns a table with following structure:
- t[1..playercount] = rect of players rating bar: table(x, y, w, h) }
-function ULuaScreenSing_GetRBRect(L: Plua_State): Integer; cdecl;
-
-{ ScreenSing.GetBPM - no arguments
- returns the beats per minutes of the current song in quarts }
-function ULuaScreenSing_GetBPM(L: Plua_State): Integer; cdecl;
-
-{ ScreenSing.BeatsToSeconds(Beats: float)
- returns the time in seconds that the given number of beats (in quarts) last }
-function ULuaScreenSing_BeatsToSeconds(L: Plua_State): Integer; cdecl;
-
-{ ScreenSing.SecondsToBeats(Seconds: float)
- returns the Beats in quarts that the given seconds last }
-function ULuaScreenSing_SecondsToBeats(L: Plua_State): Integer; cdecl;
-
-{ ScreenSing.GetBeat() - returns current beat of lyricstate (in quarts) }
-function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl;
-
-{ finishes current song, if sing screen is not shown it will raise
- an error }
-function ULuaScreenSing_Finish(L: Plua_State): Integer; cdecl;
-
-{ ScreenSing.GetSettings - no arguments
- returns a table filled with the data of TScreenSing.Settings }
-function ULuaScreenSing_GetSettings(L: Plua_State): Integer; cdecl;
-
-{ ScreenSing.SetSettings - arguments: Table
- sets all attributes of TScreenSing.Settings that are
- unequal to nil in Table }
-function ULuaScreenSing_SetSettings(L: Plua_State): Integer; cdecl;
-
-{ ScreenSing.GetSongLines - no arguments
- returns a table filled with lines of the loaded song or
- nil if no song is loaded (singscreen is not displayed)
- structure of returned table:
- array [1.."count of lines"]
- \
- | Start: integer - beat the line is displayed at (on top of lyrics display)
- | Lyric: string - full lyric of the line
- | Notes: array [1.."count notes of this line"]
- \
- | Start: integer - beat the note starts at
- | Length: integer - length in beats
- | Tone: integer - pitch that has to be sung, full range
- | NoteType: integer - 0 for freestyle, 1 for normal, 2 for golden
- | Text: string - text of this fragment }
-function ULuaScreenSing_GetSongLines(L: Plua_State): Integer; cdecl;
-
-const
- ULuaScreenSing_Lib_f: array [0..11] of lual_reg = (
- (name:'GetScores';func:ULuaScreenSing_GetScores),
- (name:'GetRating';func:ULuaScreenSing_GetRating),
- (name:'GetBPM';func:ULuaScreenSing_GetBPM),
- (name:'BeatsToSeconds';func:ULuaScreenSing_BeatsToSeconds),
- (name:'SecondsToBeats';func:ULuaScreenSing_SecondsToBeats),
- (name:'GetBeat';func:ULuaScreenSing_GetBeat),
- (name:'GetScoreBGRect';func:ULuaScreenSing_GetScoreBGRect),
- (name:'GetRBRect';func:ULuaScreenSing_GetRBRect),
- (name:'Finish';func:ULuaScreenSing_Finish),
- (name:'GetSettings';func:ULuaScreenSing_GetSettings),
- (name:'SetSettings';func:ULuaScreenSing_SetSettings),
- (name:'GetSongLines';func:ULuaScreenSing_GetSongLines)
- );
-
-implementation
-uses UScreenSing, UNote, UDisplay, UGraphic, UMusic, ULuaUtils, SysUtils;
-
-{ returns a table with following structure:
- t[1..playercount] = score of player i }
-function ULuaScreenSing_GetScores(L: Plua_State): Integer; cdecl;
- var
- Top: Integer;
- I: Integer;
-begin
- Result := 1;
-
- // pop arguments
- Top := lua_getTop(L);
- if (Top > 0) then
- lua_pop(L, Top);
-
- // create table
- lua_createtable(L, Length(Player), 0);
-
- // fill w/ values
- for I := 0 to High(Player) do
- begin
- lua_pushInteger(L, I + 1);
- lua_pushInteger(L, Player[I].ScoreTotalInt);
-
- lua_settable(L, -3);
- end;
-
- // leave table on stack, it is our result
-end;
-
-{ returns a table with following structure:
- t[1..playercount] = rating of player i range: [0..1] }
-function ULuaScreenSing_GetRating(L: Plua_State): Integer; cdecl;
- var
- Top: Integer;
- I: Integer;
-begin
- Result := 1;
-
- // pop arguments
- Top := lua_getTop(L);
- if (Top > 0) then
- lua_pop(L, Top);
-
- // create table
- lua_createtable(L, Length(Player), 0);
-
- // fill w/ values
- for I := 0 to High(ScreenSing.Scores.Players) do
- begin
- lua_pushInteger(L, I + 1);
- lua_pushNumber(L, ScreenSing.Scores.Players[I].RBPos);
-
- lua_settable(L, -3);
- end;
-
- // leave table on stack, it is our result
-end;
-
-{ ScreenSing.GetBPM - no arguments
- returns the beats per minutes of the current song in quarts }
-function ULuaScreenSing_GetBPM(L: Plua_State): Integer; cdecl;
-begin
- lua_ClearStack(L);
- Result := 1;
-
- if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then
- lua_PushNumber(L, 0) // in case of error
- else if (Length(CurrentSong.BPM) = 1) then
- lua_PushNumber(L, CurrentSong.BPM[0].BPM)
- else
- begin
- // to-do: do this for songs w/ BPM changes
- // or drop support for BPM changes?!
- end;
-end;
-
-{ ScreenSing.BeatsToSeconds(Beats: float)
- returns the time in seconds that the given number of beats (in quarts) last }
-function ULuaScreenSing_BeatsToSeconds(L: Plua_State): Integer; cdecl;
-begin
- Result := 1;
-
- if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then
- lua_PushNumber(L, 0) // in case of error
- else if (Length(CurrentSong.BPM) = 1) then
- lua_PushNumber(L, luaL_CheckNumber(L, 1) * 60 / CurrentSong.BPM[0].BPM)
- else
- begin
- // to-do: do this for songs w/ BPM changes
- // or drop support for BPM changes?!
- end;
-end;
-
-{ ScreenSing.BeatsToSeconds(Seconds: float)
- returns the Beats in quarts that the given seconds last }
-function ULuaScreenSing_SecondsToBeats(L: Plua_State): Integer; cdecl;
-begin
- Result := 1;
-
- if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then
- lua_PushNumber(L, 0)
- else if (Length(CurrentSong.BPM) = 1) then
- lua_PushNumber(L, luaL_CheckNumber(L, 1) * CurrentSong.BPM[0].BPM / 60)
- else
- begin
- // to-do: do this for songs w/ BPM changes
- // or drop support for BPM changes?!
- end;
-end;
-
-{ ScreenSing.GetBeat() - returns current beat of lyricstate (in quarts) }
-function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl;
-var top: Integer;
-begin
- //remove arguments (if any)
- top := lua_gettop(L);
-
- if (top > 0) then
- lua_pop(L, top);
-
- //push result
- lua_pushnumber(L, LyricsState.MidBeat);
- Result := 1; //one result
-end;
-
-{ returns a table with following structure:
- t[1..playercount] = rect of players ScoreBG: table(x, y, w, h) }
-function ULuaScreenSing_GetScoreBGRect(L: Plua_State): Integer; cdecl;
- var
- Top: Integer;
- I: Integer;
-begin
- Result := 1;
-
- // pop arguments
- Top := lua_getTop(L);
- if (Top > 0) then
- lua_pop(L, Top);
-
- // create table
- lua_createtable(L, Length(ScreenSing.Scores.Players), 0);
-
- // fill w/ values
- for I := 0 to High(ScreenSing.Scores.Players) do
- begin
- lua_pushInteger(L, I + 1);
-
- if (ScreenSing.Scores.Players[I].Position = High(Byte)) then
- // player has no position, prevent crash by pushing nil
- lua_pushNil(L)
- else
- with ScreenSing.Scores.Positions[ScreenSing.Scores.Players[I].Position] do
- lua_PushRect(L, BGX, BGY, BGW, BGH);
-
-
- lua_settable(L, -3);
- end;
-
- // leave table on stack, it is our result
-end;
-
-{ returns a table with following structure:
- t[1..playercount] = rect of players rating bar: table(x, y, w, h) }
-function ULuaScreenSing_GetRBRect(L: Plua_State): Integer; cdecl;
- var
- Top: Integer;
- I: Integer;
-begin
- Result := 1;
-
- // pop arguments
- Top := lua_getTop(L);
- if (Top > 0) then
- lua_pop(L, Top);
-
- // create table
- lua_createtable(L, Length(ScreenSing.Scores.Players), 0);
-
- // fill w/ values
- for I := 0 to High(ScreenSing.Scores.Players) do
- begin
- lua_pushInteger(L, I + 1);
-
- if (ScreenSing.Scores.Players[I].Position = High(Byte)) then
- // player has no position, prevent crash by pushing nil
- lua_pushNil(L)
- else
- with ScreenSing.Scores.Positions[ScreenSing.Scores.Players[I].Position] do
- lua_PushRect(L, RBX, RBY, RBW, RBH);
-
-
- lua_settable(L, -3);
- end;
-
- // leave table on stack, it is our result
-end;
-
-{ finishes current song, if sing screen is not shown it will raise
- an error }
-function ULuaScreenSing_Finish(L: Plua_State): Integer; cdecl;
- var Top: Integer;
-begin
- Result := 0;
-
- // pop arguments
- Top := lua_getTop(L);
- if (Top > 0) then
- lua_pop(L, Top);
-
- if (Display.CurrentScreen^ = ScreenSing) then
- begin
- ScreenSing.EndSong;
- end
- else
- LuaL_error(L, 'Usdx.ScreenSing.Finish is called, but sing screen is not shown.');
-end;
-
-{ ScreenSing.GetSettings - no arguments
- returns a table filled with the data of TScreenSing }
-function ULuaScreenSing_GetSettings(L: Plua_State): Integer; cdecl;
- var Top: Integer;
-begin
- // pop arguments
- Top := lua_getTop(L);
- if (Top > 0) then
- lua_pop(L, Top);
-
- lua_createtable(L, 0, 3);
-
- //fill table w/ info
- lua_pushBoolean(L, ScreenSing.Settings.LyricsVisible);
- lua_setField(L, -2, 'LyricsVisible');
-
- lua_pushBinInt(L, ScreenSing.Settings.NotesVisible);
- lua_setField(L, -2, 'NotesVisible');
-
- lua_pushBinInt(L, ScreenSing.Settings.PlayerEnabled);
- lua_setField(L, -2, 'PlayerEnabled');
-
-
- Result := 1;
-end;
-
-{ ScreenSing.SetSettings - arguments: Table
- sets all attributes of TScreenSing.Settings that are
- unequal to nil in Table }
-function ULuaScreenSing_SetSettings(L: Plua_State): Integer; cdecl;
- var
- Key: String;
-begin
- Result := 0;
-
- // check for table on stack
- luaL_checkType(L, 1, LUA_TTABLE);
-
- // go through table elements
- lua_pushNil(L);
- while (lua_Next(L, 1) <> 0) do
- begin
- Key := lowercase(lua_ToString(L, -2));
-
- if (Key = 'lyricsvisible') and (lua_isBoolean(L, -1)) then
- ScreenSing.settings.LyricsVisible := lua_toBoolean(L, -1)
- else if (Key = 'notesvisible') and (lua_isTable(L, -1)) then
- ScreenSing.settings.NotesVisible := lua_toBinInt(L, -1)
- else if (Key = 'playerenabled') and (lua_isTable(L, -1)) then
- ScreenSing.settings.PlayerEnabled := lua_toBinInt(L, -1);
-
- // pop value from stack so key is on top
- lua_pop(L, 1);
- end;
-
- // clear stack from table
- lua_pop(L, lua_gettop(L));
-
- ScreenSing.ApplySettings;
-end;
-
-{ ScreenSing.GetSongLines - no arguments
- returns a table filled with lines of the loaded song or
- nil if no song is loaded (singscreen is not displayed)
- structure of returned table:
- array [1.."count of lines"]
- \
- | Start: integer - beat the line is displayed at (on top of lyrics display)
- | Lyric: string - full lyric of the line
- | Notes: array [1.."count notes of this line"]
- \
- | Start: integer - beat the note starts at
- | Length: integer - length in beats
- | Tone: integer - pitch that has to be sung, full range
- | NoteType: integer - 0 for freestyle, 1 for normal, 2 for golden
- | Text: string - text of this fragment }
-function ULuaScreenSing_GetSongLines(L: Plua_State): Integer; cdecl;
- var
- I, J: Integer;
-begin
- Result := 1;
- if (Length(Lines) >= 1) then
- begin
- lua_ClearStack(L);
-
- if not lua_CheckStack(L, 7) then
- luaL_Error(L, PChar('can''t allocate enough stack space in ULuaScreenSing_GetSongLines'));
-
- // lines array table
- lua_CreateTable(L, Length(Lines[0].Line), 0);
-
- for I := 0 to High(Lines[0].Line) do
- with Lines[0].Line[I] do
- begin
- lua_pushInteger(L, I+1);
-
- // line struct table
- lua_CreateTable(L, 0, 3);
-
- // line start
- lua_PushInteger(L, Start);
- lua_SetField(L, -2, PChar('Start'));
-
- // line lyric
- lua_PushString(L, PChar(Lyric));
- lua_SetField(L, -2, PChar('Lyric'));
-
- //line notes array table
- lua_CreateTable(L, Length(Note), 0);
-
- for J := 0 to High(Note) do
- begin
- lua_PushInteger(L, J + 1);
-
- // note struct table
- lua_CreateTable(L, 0, 5);
-
- // Notes[J+1].Start
- lua_PushInteger(L, Note[J].Start);
- lua_SetField(L, -2, PChar('Start'));
-
- // Notes[J+1].Length
- lua_PushInteger(L, Note[J].Length);
- lua_SetField(L, -2, PChar('Length'));
-
- // Notes[J+1].Tone
- lua_PushInteger(L, Note[J].Tone);
- lua_SetField(L, -2, PChar('Tone'));
-
- // Notes[J+1].NoteType
- lua_PushInteger(L, Integer(Note[J].NoteType));
- lua_SetField(L, -2, PChar('NoteType'));
-
- // Notes[J+1].Text
- lua_PushString(L, PChar(Note[J].Text));
- lua_SetField(L, -2, PChar('Text'));
-
- lua_SetTable(L, -3);
- end;
-
- lua_SetField(L, -2, PChar('Notes'));
-
- // save line to array table
- lua_setTable(L, -3);
- end;
- end
- else
- begin
- lua_ClearStack(L);
- lua_pushNil(L);
- end;
-end;
-
+{* 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: https://ultrastardx.svn.sourceforge.net/svnroot/ultrastardx/branches/experimental/Lua/src/lua/ULuaTexture.pas $
+ * $Id: ULuaTexture.pas 1551 2009-01-04 14:08:33Z Hawkear $
+ *}
+
+unit ULuaScreenSing;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ ULua;
+
+{ returns a table with following structure:
+ t[1..playercount] = score of player i }
+function ULuaScreenSing_GetScores(L: Plua_State): Integer; cdecl;
+
+{ returns a table with following structure:
+ t[1..playercount] = rating of player i range: [0..1] }
+function ULuaScreenSing_GetRating(L: Plua_State): Integer; cdecl;
+
+{ returns a table with following structure:
+ t[1..playercount] = rect of players score background: table(x, y, w, h) }
+function ULuaScreenSing_GetScoreBGRect(L: Plua_State): Integer; cdecl;
+
+{ returns a table with following structure:
+ t[1..playercount] = rect of players rating bar: table(x, y, w, h) }
+function ULuaScreenSing_GetRBRect(L: Plua_State): Integer; cdecl;
+
+{ ScreenSing.GetBPM - no arguments
+ returns the beats per minutes of the current song in quarts }
+function ULuaScreenSing_GetBPM(L: Plua_State): Integer; cdecl;
+
+{ ScreenSing.BeatsToSeconds(Beats: float)
+ returns the time in seconds that the given number of beats (in quarts) last }
+function ULuaScreenSing_BeatsToSeconds(L: Plua_State): Integer; cdecl;
+
+{ ScreenSing.SecondsToBeats(Seconds: float)
+ returns the Beats in quarts that the given seconds last }
+function ULuaScreenSing_SecondsToBeats(L: Plua_State): Integer; cdecl;
+
+{ ScreenSing.GetBeat() - returns current beat of lyricstate (in quarts) }
+function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl;
+
+{ finishes current song, if sing screen is not shown it will raise
+ an error }
+function ULuaScreenSing_Finish(L: Plua_State): Integer; cdecl;
+
+{ ScreenSing.GetSettings - no arguments
+ returns a table filled with the data of TScreenSing.Settings }
+function ULuaScreenSing_GetSettings(L: Plua_State): Integer; cdecl;
+
+{ ScreenSing.SetSettings - arguments: Table
+ sets all attributes of TScreenSing.Settings that are
+ unequal to nil in Table }
+function ULuaScreenSing_SetSettings(L: Plua_State): Integer; cdecl;
+
+{ ScreenSing.GetSongLines - no arguments
+ returns a table filled with lines of the loaded song or
+ nil if no song is loaded (singscreen is not displayed)
+ structure of returned table:
+ array [1.."count of lines"]
+ \
+ | Start: integer - beat the line is displayed at (on top of lyrics display)
+ | Lyric: string - full lyric of the line
+ | Notes: array [1.."count notes of this line"]
+ \
+ | Start: integer - beat the note starts at
+ | Length: integer - length in beats
+ | Tone: integer - pitch that has to be sung, full range
+ | NoteType: integer - 0 for freestyle, 1 for normal, 2 for golden
+ | Text: string - text of this fragment }
+function ULuaScreenSing_GetSongLines(L: Plua_State): Integer; cdecl;
+
+const
+ ULuaScreenSing_Lib_f: array [0..11] of lual_reg = (
+ (name:'GetScores';func:ULuaScreenSing_GetScores),
+ (name:'GetRating';func:ULuaScreenSing_GetRating),
+ (name:'GetBPM';func:ULuaScreenSing_GetBPM),
+ (name:'BeatsToSeconds';func:ULuaScreenSing_BeatsToSeconds),
+ (name:'SecondsToBeats';func:ULuaScreenSing_SecondsToBeats),
+ (name:'GetBeat';func:ULuaScreenSing_GetBeat),
+ (name:'GetScoreBGRect';func:ULuaScreenSing_GetScoreBGRect),
+ (name:'GetRBRect';func:ULuaScreenSing_GetRBRect),
+ (name:'Finish';func:ULuaScreenSing_Finish),
+ (name:'GetSettings';func:ULuaScreenSing_GetSettings),
+ (name:'SetSettings';func:ULuaScreenSing_SetSettings),
+ (name:'GetSongLines';func:ULuaScreenSing_GetSongLines)
+ );
+
+implementation
+uses UScreenSing, UNote, UDisplay, UGraphic, UMusic, ULuaUtils, SysUtils;
+
+{ returns a table with following structure:
+ t[1..playercount] = score of player i }
+function ULuaScreenSing_GetScores(L: Plua_State): Integer; cdecl;
+ var
+ Top: Integer;
+ I: Integer;
+begin
+ Result := 1;
+
+ // pop arguments
+ Top := lua_getTop(L);
+ if (Top > 0) then
+ lua_pop(L, Top);
+
+ // create table
+ lua_createtable(L, Length(Player), 0);
+
+ // fill w/ values
+ for I := 0 to High(Player) do
+ begin
+ lua_pushInteger(L, I + 1);
+ lua_pushInteger(L, Player[I].ScoreTotalInt);
+
+ lua_settable(L, -3);
+ end;
+
+ // leave table on stack, it is our result
+end;
+
+{ returns a table with following structure:
+ t[1..playercount] = rating of player i range: [0..1] }
+function ULuaScreenSing_GetRating(L: Plua_State): Integer; cdecl;
+ var
+ Top: Integer;
+ I: Integer;
+begin
+ Result := 1;
+
+ // pop arguments
+ Top := lua_getTop(L);
+ if (Top > 0) then
+ lua_pop(L, Top);
+
+ // create table
+ lua_createtable(L, Length(Player), 0);
+
+ // fill w/ values
+ for I := 0 to High(ScreenSing.Scores.Players) do
+ begin
+ lua_pushInteger(L, I + 1);
+ lua_pushNumber(L, ScreenSing.Scores.Players[I].RBPos);
+
+ lua_settable(L, -3);
+ end;
+
+ // leave table on stack, it is our result
+end;
+
+{ ScreenSing.GetBPM - no arguments
+ returns the beats per minutes of the current song in quarts }
+function ULuaScreenSing_GetBPM(L: Plua_State): Integer; cdecl;
+begin
+ lua_ClearStack(L);
+ Result := 1;
+
+ if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then
+ lua_PushNumber(L, 0) // in case of error
+ else if (Length(CurrentSong.BPM) = 1) then
+ lua_PushNumber(L, CurrentSong.BPM[0].BPM)
+ else
+ begin
+ // to-do: do this for songs w/ BPM changes
+ // or drop support for BPM changes?!
+ end;
+end;
+
+{ ScreenSing.BeatsToSeconds(Beats: float)
+ returns the time in seconds that the given number of beats (in quarts) last }
+function ULuaScreenSing_BeatsToSeconds(L: Plua_State): Integer; cdecl;
+begin
+ Result := 1;
+
+ if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then
+ lua_PushNumber(L, 0) // in case of error
+ else if (Length(CurrentSong.BPM) = 1) then
+ lua_PushNumber(L, luaL_CheckNumber(L, 1) * 60 / CurrentSong.BPM[0].BPM)
+ else
+ begin
+ // to-do: do this for songs w/ BPM changes
+ // or drop support for BPM changes?!
+ end;
+end;
+
+{ ScreenSing.BeatsToSeconds(Seconds: float)
+ returns the Beats in quarts that the given seconds last }
+function ULuaScreenSing_SecondsToBeats(L: Plua_State): Integer; cdecl;
+begin
+ Result := 1;
+
+ if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then
+ lua_PushNumber(L, 0)
+ else if (Length(CurrentSong.BPM) = 1) then
+ lua_PushNumber(L, luaL_CheckNumber(L, 1) * CurrentSong.BPM[0].BPM / 60)
+ else
+ begin
+ // to-do: do this for songs w/ BPM changes
+ // or drop support for BPM changes?!
+ end;
+end;
+
+{ ScreenSing.GetBeat() - returns current beat of lyricstate (in quarts) }
+function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl;
+var top: Integer;
+begin
+ //remove arguments (if any)
+ top := lua_gettop(L);
+
+ if (top > 0) then
+ lua_pop(L, top);
+
+ //push result
+ lua_pushnumber(L, LyricsState.MidBeat);
+ Result := 1; //one result
+end;
+
+{ returns a table with following structure:
+ t[1..playercount] = rect of players ScoreBG: table(x, y, w, h) }
+function ULuaScreenSing_GetScoreBGRect(L: Plua_State): Integer; cdecl;
+ var
+ Top: Integer;
+ I: Integer;
+begin
+ Result := 1;
+
+ // pop arguments
+ Top := lua_getTop(L);
+ if (Top > 0) then
+ lua_pop(L, Top);
+
+ // create table
+ lua_createtable(L, Length(ScreenSing.Scores.Players), 0);
+
+ // fill w/ values
+ for I := 0 to High(ScreenSing.Scores.Players) do
+ begin
+ lua_pushInteger(L, I + 1);
+
+ if (ScreenSing.Scores.Players[I].Position = High(Byte)) then
+ // player has no position, prevent crash by pushing nil
+ lua_pushNil(L)
+ else
+ with ScreenSing.Scores.Positions[ScreenSing.Scores.Players[I].Position] do
+ lua_PushRect(L, BGX, BGY, BGW, BGH);
+
+
+ lua_settable(L, -3);
+ end;
+
+ // leave table on stack, it is our result
+end;
+
+{ returns a table with following structure:
+ t[1..playercount] = rect of players rating bar: table(x, y, w, h) }
+function ULuaScreenSing_GetRBRect(L: Plua_State): Integer; cdecl;
+ var
+ Top: Integer;
+ I: Integer;
+begin
+ Result := 1;
+
+ // pop arguments
+ Top := lua_getTop(L);
+ if (Top > 0) then
+ lua_pop(L, Top);
+
+ // create table
+ lua_createtable(L, Length(ScreenSing.Scores.Players), 0);
+
+ // fill w/ values
+ for I := 0 to High(ScreenSing.Scores.Players) do
+ begin
+ lua_pushInteger(L, I + 1);
+
+ if (ScreenSing.Scores.Players[I].Position = High(Byte)) then
+ // player has no position, prevent crash by pushing nil
+ lua_pushNil(L)
+ else
+ with ScreenSing.Scores.Positions[ScreenSing.Scores.Players[I].Position] do
+ lua_PushRect(L, RBX, RBY, RBW, RBH);
+
+
+ lua_settable(L, -3);
+ end;
+
+ // leave table on stack, it is our result
+end;
+
+{ finishes current song, if sing screen is not shown it will raise
+ an error }
+function ULuaScreenSing_Finish(L: Plua_State): Integer; cdecl;
+ var Top: Integer;
+begin
+ Result := 0;
+
+ // pop arguments
+ Top := lua_getTop(L);
+ if (Top > 0) then
+ lua_pop(L, Top);
+
+ if (Display.CurrentScreen^ = ScreenSing) then
+ begin
+ ScreenSing.EndSong;
+ end
+ else
+ LuaL_error(L, 'Usdx.ScreenSing.Finish is called, but sing screen is not shown.');
+end;
+
+{ ScreenSing.GetSettings - no arguments
+ returns a table filled with the data of TScreenSing }
+function ULuaScreenSing_GetSettings(L: Plua_State): Integer; cdecl;
+ var Top: Integer;
+begin
+ // pop arguments
+ Top := lua_getTop(L);
+ if (Top > 0) then
+ lua_pop(L, Top);
+
+ lua_createtable(L, 0, 3);
+
+ //fill table w/ info
+ lua_pushBoolean(L, ScreenSing.Settings.LyricsVisible);
+ lua_setField(L, -2, 'LyricsVisible');
+
+ lua_pushBinInt(L, ScreenSing.Settings.NotesVisible);
+ lua_setField(L, -2, 'NotesVisible');
+
+ lua_pushBinInt(L, ScreenSing.Settings.PlayerEnabled);
+ lua_setField(L, -2, 'PlayerEnabled');
+
+
+ Result := 1;
+end;
+
+{ ScreenSing.SetSettings - arguments: Table
+ sets all attributes of TScreenSing.Settings that are
+ unequal to nil in Table }
+function ULuaScreenSing_SetSettings(L: Plua_State): Integer; cdecl;
+ var
+ Key: String;
+begin
+ Result := 0;
+
+ // check for table on stack
+ luaL_checkType(L, 1, LUA_TTABLE);
+
+ // go through table elements
+ lua_pushNil(L);
+ while (lua_Next(L, 1) <> 0) do
+ begin
+ Key := lowercase(lua_ToString(L, -2));
+
+ if (Key = 'lyricsvisible') and (lua_isBoolean(L, -1)) then
+ ScreenSing.settings.LyricsVisible := lua_toBoolean(L, -1)
+ else if (Key = 'notesvisible') and (lua_isTable(L, -1)) then
+ ScreenSing.settings.NotesVisible := lua_toBinInt(L, -1)
+ else if (Key = 'playerenabled') and (lua_isTable(L, -1)) then
+ ScreenSing.settings.PlayerEnabled := lua_toBinInt(L, -1);
+
+ // pop value from stack so key is on top
+ lua_pop(L, 1);
+ end;
+
+ // clear stack from table
+ lua_pop(L, lua_gettop(L));
+
+ ScreenSing.ApplySettings;
+end;
+
+{ ScreenSing.GetSongLines - no arguments
+ returns a table filled with lines of the loaded song or
+ nil if no song is loaded (singscreen is not displayed)
+ structure of returned table:
+ array [1.."count of lines"]
+ \
+ | Start: integer - beat the line is displayed at (on top of lyrics display)
+ | Lyric: string - full lyric of the line
+ | Notes: array [1.."count notes of this line"]
+ \
+ | Start: integer - beat the note starts at
+ | Length: integer - length in beats
+ | Tone: integer - pitch that has to be sung, full range
+ | NoteType: integer - 0 for freestyle, 1 for normal, 2 for golden
+ | Text: string - text of this fragment }
+function ULuaScreenSing_GetSongLines(L: Plua_State): Integer; cdecl;
+ var
+ I, J: Integer;
+begin
+ Result := 1;
+ if (Length(Lines) >= 1) then
+ begin
+ lua_ClearStack(L);
+
+ if not lua_CheckStack(L, 7) then
+ luaL_Error(L, PChar('can''t allocate enough stack space in ULuaScreenSing_GetSongLines'));
+
+ // lines array table
+ lua_CreateTable(L, Length(Lines[0].Line), 0);
+
+ for I := 0 to High(Lines[0].Line) do
+ with Lines[0].Line[I] do
+ begin
+ lua_pushInteger(L, I+1);
+
+ // line struct table
+ lua_CreateTable(L, 0, 3);
+
+ // line start
+ lua_PushInteger(L, Start);
+ lua_SetField(L, -2, PChar('Start'));
+
+ // line lyric
+ lua_PushString(L, PChar(Lyric));
+ lua_SetField(L, -2, PChar('Lyric'));
+
+ //line notes array table
+ lua_CreateTable(L, Length(Note), 0);
+
+ for J := 0 to High(Note) do
+ begin
+ lua_PushInteger(L, J + 1);
+
+ // note struct table
+ lua_CreateTable(L, 0, 5);
+
+ // Notes[J+1].Start
+ lua_PushInteger(L, Note[J].Start);
+ lua_SetField(L, -2, PChar('Start'));
+
+ // Notes[J+1].Length
+ lua_PushInteger(L, Note[J].Length);
+ lua_SetField(L, -2, PChar('Length'));
+
+ // Notes[J+1].Tone
+ lua_PushInteger(L, Note[J].Tone);
+ lua_SetField(L, -2, PChar('Tone'));
+
+ // Notes[J+1].NoteType
+ lua_PushInteger(L, Integer(Note[J].NoteType));
+ lua_SetField(L, -2, PChar('NoteType'));
+
+ // Notes[J+1].Text
+ lua_PushString(L, PChar(Note[J].Text));
+ lua_SetField(L, -2, PChar('Text'));
+
+ lua_SetTable(L, -3);
+ end;
+
+ lua_SetField(L, -2, PChar('Notes'));
+
+ // save line to array table
+ lua_setTable(L, -3);
+ end;
+ end
+ else
+ begin
+ lua_ClearStack(L);
+ lua_pushNil(L);
+ end;
+end;
+
end. \ No newline at end of file