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author | s_alexander <s_alexander@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-01-12 17:42:41 +0000 |
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committer | s_alexander <s_alexander@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2010-01-12 17:42:41 +0000 |
commit | 4711217f127aa0c10fa52755fd567c570277a1a1 (patch) | |
tree | 4d1ea2d4d749aa9abe6ba752a2db1b4d06598fea /src | |
parent | 6688ce51e94517e13f99035c8214b2c5f05af79b (diff) | |
download | usdx-4711217f127aa0c10fa52755fd567c570277a1a1.tar.gz usdx-4711217f127aa0c10fa52755fd567c570277a1a1.tar.xz usdx-4711217f127aa0c10fa52755fd567c570277a1a1.zip |
merged lua into trunk
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@2071 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'src')
31 files changed, 7284 insertions, 835 deletions
diff --git a/src/base/UConfig.pas b/src/base/UConfig.pas index f6dc69a5..a24242e8 100644 --- a/src/base/UConfig.pas +++ b/src/base/UConfig.pas @@ -58,7 +58,7 @@ unit UConfig; // not possible to use the version-numbers in this uses-clause. // Example: // interface -// uses +// uses // versions, // include this file // {$IF USE_UNIT_XYZ}xyz;{$IFEND} // Error: USE_UNIT_XYZ not defined // const @@ -68,13 +68,13 @@ unit UConfig; // // Even if this file was an include-file no constants could be declared // before the interface's uses clause. -// In FPC macros {$DEFINE VER:= 3} could be used to declare the version-numbers +// In FPC macros {$DEFINE VER:= 3} could be used to declare the version-numbers // but this is incompatible to Delphi. In addition macros do not allow expand -// arithmetic expressions. Although you can define +// arithmetic expressions. Although you can define // {$DEFINE FPC_VER:= FPC_VERSION*1000000+FPC_RELEASE*1000+FPC_PATCH} // the following check would fail: // {$IF FPC_VERSION_INT >= 002002000} -// would fail because FPC_VERSION_INT is interpreted as a string. +// would fail because FPC_VERSION_INT is interpreted as a string. // // PLEASE consider this if you use version numbers in $IF compiler- // directives. Otherwise you might break portability. @@ -88,7 +88,7 @@ interface {$ENDIF} {$I switches.inc} - + uses SysUtils; @@ -151,7 +151,7 @@ const FPC_RELEASE = 0; FPC_PATCH = 0; {$ENDIF} - + FPC_VERSION_INT = (FPC_VERSION * VERSION_MAJOR) + (FPC_RELEASE * VERSION_MINOR) + (FPC_PATCH * VERSION_RELEASE); @@ -185,13 +185,13 @@ const {$ENDIF} - {$IFDEF HaveProjectM} + {$IFDEF HaveProjectM} PROJECTM_VERSION = (PROJECTM_VERSION_MAJOR * VERSION_MAJOR) + (PROJECTM_VERSION_MINOR * VERSION_MINOR) + (PROJECTM_VERSION_RELEASE * VERSION_RELEASE); {$ENDIF} - {$IFDEF HavePortaudio} + {$IFDEF HavePortaudio} PORTAUDIO_VERSION = (PORTAUDIO_VERSION_MAJOR * VERSION_MAJOR) + (PORTAUDIO_VERSION_MINOR * VERSION_MINOR) + (PORTAUDIO_VERSION_RELEASE * VERSION_RELEASE); @@ -229,4 +229,4 @@ begin ' Build'; end; -end. +end.
\ No newline at end of file diff --git a/src/base/UDraw.pas b/src/base/UDraw.pas index 1783986f..47863f62 100644 --- a/src/base/UDraw.pas +++ b/src/base/UDraw.pas @@ -258,19 +258,21 @@ begin // So we exploit this behavior a bit - we give NrLines the playernumber, keep it in playernumber - and then we set NrLines to zero // This could also come quite in handy when we do the duet mode, cause just the notes for the player that has to sing should be drawn then // BUT this is not implemented yet, all notes are drawn! :D + if (ScreenSing.settings.NotesVisible and (1 shl NrLines) <> 0) then + begin - PlayerNumber := NrLines + 1; // Player 1 is 0 - NrLines := 0; + PlayerNumber := NrLines + 1; // Player 1 is 0 + NrLines := 0; -// exploit done + // exploit done - glColor3f(1, 1, 1); - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glColor3f(1, 1, 1); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - lTmpA := (Right-Left); - lTmpB := (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start); + lTmpA := (Right-Left); + lTmpB := (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start); if ( lTmpA > 0 ) and ( lTmpB > 0 ) then TempR := lTmpA / lTmpB @@ -285,16 +287,17 @@ begin begin if NoteType <> ntFreestyle then begin - if Ini.EffectSing = 0 then - // If Golden note Effect of then Change not Color - begin - case NoteType of - ntNormal: glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself - ntGolden: glColor4f(1, 1, 0.3, 1); // no stars, paint yellow -> glColor4f(1, 1, 0.3, 0.85); - we could + + if Ini.EffectSing = 0 then + // If Golden note Effect of then Change not Color + begin + case NoteType of + ntNormal: glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself + ntGolden: glColor4f(1, 1, 0.3, 1); // no stars, paint yellow -> glColor4f(1, 1, 0.3, 0.85); - we could end; // case - end //Else all Notes same Color - else - glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself + end //Else all Notes same Color + else + glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself // left part Rec.Left := (Start-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX; @@ -309,35 +312,35 @@ begin glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); glEnd; - //We keep the postion of the top left corner b4 it's overwritten + //We keep the postion of the top left corner b4 it's overwritten GoldenStarPos := Rec.Left; - //done + //done - // middle part - Rec.Left := Rec.Right; - Rec.Right := (Start+Length-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left - NotesW - 0.5 + 10*ScreenX; + // middle part + Rec.Left := Rec.Right; + Rec.Right := (Start+Length-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left - NotesW - 0.5 + 10*ScreenX; - glBindTexture(GL_TEXTURE_2D, Tex_plain_Mid[PlayerNumber].TexNum); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); - glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); - glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); - glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom); - glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top); - glEnd; + glBindTexture(GL_TEXTURE_2D, Tex_plain_Mid[PlayerNumber].TexNum); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; // right part Rec.Left := Rec.Right; Rec.Right := Rec.Right + NotesW; - glBindTexture(GL_TEXTURE_2D, Tex_plain_Right[PlayerNumber].TexNum); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); - glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); - glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); - glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); - glEnd; + glBindTexture(GL_TEXTURE_2D, Tex_plain_Right[PlayerNumber].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; // Golden Star Patch if (NoteType = ntGolden) and (Ini.EffectSing=1) then @@ -345,13 +348,14 @@ begin GoldenRec.SaveGoldenStarsRec(GoldenStarPos, Rec.Top, Rec.Right, Rec.Bottom); end; - end; // if not FreeStyle - end; // with - end; // for - end; // with + end; // if not FreeStyle + end; // with + end; // for + end; // with - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + end; end; // draw sung notes @@ -481,7 +485,7 @@ var W, H: real; lTmpA, lTmpB: real; begin - if (Player[PlayerIndex].ScoreTotalInt >= 0) then + if (ScreenSing.settings.NotesVisible and (1 shl PlayerIndex) <> 0) then begin glColor4f(1, 1, 1, sqrt((1+sin( AudioPlayback.Position * 3))/4)/ 2 + 0.5 ); glEnable(GL_TEXTURE_2D); @@ -683,20 +687,25 @@ begin // draw note-lines - if (PlayersPlay = 1) and (Ini.NoteLines = 1) then + // to-do : needs fix when party mode works w/ 2 screens + if (PlayersPlay = 1) and (Ini.NoteLines = 1) and (ScreenSing.settings.NotesVisible and (1) <> 0) then SingDrawNoteLines(NR.Left + 10*ScreenX, Skin_P2_NotesB - 105, NR.Right + 10*ScreenX, 15); if ((PlayersPlay = 2) or (PlayersPlay = 4)) and (Ini.NoteLines = 1) then begin - SingDrawNoteLines(NR.Left + 10*ScreenX, Skin_P1_NotesB - 105, NR.Right + 10*ScreenX, 15); - SingDrawNoteLines(NR.Left + 10*ScreenX, Skin_P2_NotesB - 105, NR.Right + 10*ScreenX, 15); + if (ScreenSing.settings.NotesVisible and (1 shl 0) <> 0) then + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15); + if (ScreenSing.settings.NotesVisible and (1 shl 1) <> 0) then + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); end; - if ((PlayersPlay = 3) or (PlayersPlay = 6)) and (Ini.NoteLines = 1) then - begin - SingDrawNoteLines(NR.Left + 10*ScreenX, 120, NR.Right + 10*ScreenX, 12); - SingDrawNoteLines(NR.Left + 10*ScreenX, 245, NR.Right + 10*ScreenX, 12); - SingDrawNoteLines(NR.Left + 10*ScreenX, 370, NR.Right + 10*ScreenX, 12); + if ((PlayersPlay = 3) or (PlayersPlay = 6)) and (Ini.NoteLines = 1) then begin + if (ScreenSing.settings.NotesVisible and (1 shl 0) <> 0) then + SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12); + if (ScreenSing.settings.NotesVisible and (1 shl 1) <> 0) then + SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12); + if (ScreenSing.settings.NotesVisible and (1 shl 2) <> 0) then + SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12); end; // draw Lyrics @@ -937,7 +946,7 @@ begin end; // Draw Lyrics - ScreenSingModi.Lyrics.Draw(LyricsState.MidBeat); + //ScreenSingModi.Lyrics.Draw(LyricsState.MidBeat); // TODO: Lyrics helper // oscilloscope | the thing that moves when you yell into your mic (imho) diff --git a/src/base/UGraphic.pas b/src/base/UGraphic.pas index b0e5a7d8..f658c800 100644 --- a/src/base/UGraphic.pas +++ b/src/base/UGraphic.pas @@ -77,6 +77,7 @@ uses UScreenPartyOptions, UScreenPartyWin, UScreenPartyPlayer, + UScreenPartyRounds, {Stats Screens} UScreenStatMain, UScreenStatDetail, @@ -133,12 +134,13 @@ var ScreenSongJumpto: TScreenSongJumpto; //Party Screens - ScreenSingModi: TScreenSingModi; + //ScreenSingModi: TScreenSingModi; ScreenPartyNewRound: TScreenPartyNewRound; ScreenPartyScore: TScreenPartyScore; ScreenPartyWin: TScreenPartyWin; ScreenPartyOptions: TScreenPartyOptions; ScreenPartyPlayer: TScreenPartyPlayer; + ScreenPartyRounds: TScreenPartyRounds; //StatsScreens ScreenStatMain: TScreenStatMain; @@ -747,8 +749,8 @@ begin // Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit Header', 3); Log.BenchmarkStart(3); ScreenOpen := TScreenOpen.Create; Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Open', 3); Log.BenchmarkStart(3); - ScreenSingModi := TScreenSingModi.Create; - Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Sing with Modi support', 3); Log.BenchmarkStart(3); + //ScreenSingModi := TScreenSingModi.Create; + //Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Sing with Modi support', 3); Log.BenchmarkStart(3); ScreenSongMenu := TScreenSongMenu.Create; Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen SongMenu', 3); Log.BenchmarkStart(3); ScreenSongJumpto := TScreenSongJumpto.Create; @@ -769,6 +771,8 @@ begin Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyOptions', 3); Log.BenchmarkStart(3); ScreenPartyPlayer := TScreenPartyPlayer.Create; Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyPlayer', 3); Log.BenchmarkStart(3); + ScreenPartyRounds := TScreenPartyRounds.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyRounds', 3); Log.BenchmarkStart(3); ScreenStatMain := TScreenStatMain.Create; Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Stat Main', 3); Log.BenchmarkStart(3); ScreenStatDetail := TScreenStatDetail.Create; @@ -805,7 +809,7 @@ begin ScreenEdit.Destroy; ScreenEditConvert.Destroy; ScreenOpen.Destroy; - ScreenSingModi.Destroy; + //ScreenSingModi.Destroy; ScreenSongMenu.Destroy; ScreenSongJumpto.Destroy; ScreenPopupCheck.Destroy; @@ -816,6 +820,7 @@ begin ScreenPartyWin.Destroy; ScreenPartyOptions.Destroy; ScreenPartyPlayer.Destroy; + ScreenPartyRounds.Destroy; ScreenStatMain.Destroy; ScreenStatDetail.Destroy; end; diff --git a/src/base/UMain.pas b/src/base/UMain.pas index d5e0ccb3..7b082c57 100644 --- a/src/base/UMain.pas +++ b/src/base/UMain.pas @@ -35,6 +35,7 @@ interface uses SysUtils, + SDL; var @@ -89,6 +90,14 @@ uses USongs, UThemes, UParty, + ULuaCore, + UHookableEvent, + ULuaGl, + ULuaLog, + ULuaTexture, + ULuaTextGL, + ULuaParty, + ULuaScreenSing, UTime; procedure Main; @@ -124,6 +133,10 @@ begin SDL_Init(SDL_INIT_VIDEO or SDL_INIT_TIMER); SDL_EnableUnicode(1); + // create luacore first so other classes can register their events + LuaCore := TLuaCore.Create; + + USTime := TTime.Create; VideoBGTimer := TRelativeTimer.Create; @@ -227,13 +240,6 @@ begin 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'); @@ -278,6 +284,29 @@ begin Log.LogBenchmark('Initializing Joystick', 1); end; + // Lua + Log.BenchmarkStart(1); + Party := TPartyGame.Create; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Initializing Party Manager', 1); + + Log.BenchmarkStart(1); + LuaCore.RegisterModule('Log', ULuaLog_Lib_f); + LuaCore.RegisterModule('Gl', ULuaGl_Lib_f); + LuaCore.RegisterModule('TextGl', ULuaTextGl_Lib_f); + LuaCore.RegisterModule('Party', ULuaParty_Lib_f); + LuaCore.RegisterModule('ScreenSing', ULuaScreenSing_Lib_f); + + Log.BenchmarkEnd(1); + Log.LogBenchmark('Initializing LuaCore', 1); + + Log.BenchmarkStart(1); + LuaCore.LoadPlugins; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Lua Plugins', 1); + + LuaCore.DumpPlugins; + Log.BenchmarkEnd(0); Log.LogBenchmark('Loading Time', 0); diff --git a/src/base/UParty.pas b/src/base/UParty.pas index 52eb5a05..94580241 100644 --- a/src/base/UParty.pas +++ b/src/base/UParty.pas @@ -34,355 +34,938 @@ interface {$I switches.inc} uses - ModiSDK; + ULua; type - TRoundInfo = record - Plugin: word; - Winner: byte; + { array holds ids of modes or Party_Round_Random + its length defines the number of rounds + it is used as argument for TPartyGame.StartParty } + ARounds = array of integer; + + { element of APartyTeamRanking returned by TPartyGame.GetTeamRanking + and parameter for TPartyGame.SetWinner } + TParty_TeamRanking = record + Team: Integer; //< id of team + Rank: Integer; //< 1 to Length(Teams) e.g. 1 is for placed first end; + AParty_TeamRanking = array of TParty_TeamRanking; //< returned by TPartyGame.GetTeamRanking - TeamOrderEntry = record - TeamNum: byte; - Score: byte; + TParty_RoundList = record + Index: integer; + Name: UTF8String; end; + AParty_ModeList = array of TParty_RoundList; + + { record used by TPartyGame to store round specific data } + TParty_Round = record + Mode: Integer; + AlreadyPlayed: Boolean; //< true if round was already played + Ranking: AParty_TeamRanking; + RankingSet: Boolean; //< true if Self.Ranking is already set + end; + + TParty_ModeInfo = record + Name: String; // name of this mode + Parent: Integer; // Id of owning plugin + + CanNonParty: Boolean; //< is playable when not in party mode + CanParty: Boolean; //< is playable in party mode + + // one bit in the following settings stands for + // a player or team count + // PlayerCount = 2 or 4 indicates that the mode is playable with 2 and 3 players per team + // TeamCount = 1 or 2 or 4 or 8 or 16 or 32 indicates that the mode is playable with 1 to 6 teams + PlayerCount: Integer; //< playable with one, two, three etc. players per team + TeamCount: Integer; //< playable with one, two, three etc. different teams + + + Functions: record // lua functions that will be called at specific events + BeforeSongSelect: String; // default actions are executed if functions = nil + AfterSongSelect: String; + + BeforeSing: String; + OnSing: String; + AfterSing: String; + end; + end; + + { used by TPartyGame to store player specific data } + TParty_PlayerInfo = record + Name: String; //< Playername + TimesPlayed: Integer; //< How often this Player has Sung + end; + + { used by TPartyGame to store team specific data } + TParty_TeamInfo = record + Name: String; //< name of the Team + Score: Word; //< current score + JokersLeft: Integer; //< jokers this team has left - TeamOrderArray = array[0..5] of byte; + NextPlayer: Integer; //Id of the player that plays the next (the current) song - TPartyPlugin = record - ID: byte; - TimesPlayed: byte; + Players: array of TParty_PlayerInfo; end; - TPartySession = class + TPartyGame = class private - function GetRandomPlayer(Team: byte): byte; - function GetRandomPlugin(Plugins: array of TPartyPlugin): byte; - function IsWinner(Player, Winner: byte): boolean; + bPartyGame: boolean; //< are we playing party or standard mode + CurRound: Integer; //< indicates which of the elements of Rounds is played next (at the moment) + + bPartyStarted: Boolean; + + TimesPlayed: array of Integer; //< times every mode was played in current party game (for random mode calculation) + procedure GenScores; + function GetRandomMode: integer; + function GetRandomPlayer(Team: integer): integer; + + { returns true if a mode is playable with current playerconfig } + function ModePlayable(I: integer): boolean; + + function CallLua(Parent: Integer; Func: String):Boolean; + + procedure SetRankingByScore; public - Teams: TTeamInfo; - Rounds: array of TRoundInfo; - CurRound: byte; + //Teams: TTeamInfo; + Rounds: array of TParty_Round; //< holds info which modes are played in this party game (if started) + Teams: array of TParty_TeamInfo; //< holds info of teams playing in current round (private for easy manipulation of lua functions) + + Modes: array of TParty_ModeInfo; //< holds info of registred party modes + + property CurrentRound: Integer read CurRound; constructor Create; - procedure StartNewParty(NumRounds: byte); - procedure StartRound; - procedure EndRound; - function GetTeamOrder: TeamOrderArray; - function GetWinnerString(Round: byte): UTF8String; + { set the attributes of Info to default values } + procedure DefaultModeInfo(var Info: TParty_ModeInfo); + + { registers a new mode, returns true on success + (mode name does not already exist) } + function RegisterMode(Info: TParty_ModeInfo): Boolean; + + { returns true if modes are available for + players and teams that are currently set + up. if there are no teams set up it returns + if there are any party modes available } + function ModesAvailable: Boolean; + + { returns an array with the name of all available modes (that + are playable with current player configuration } + function GetAvailableModes: AParty_ModeList; + + { clears all party specific data previously stored } + procedure Clear; + + { adds a team to the team array, returning its id + can only be called when game is not already started } + function AddTeam(Name: String): Integer; + + { adds a player to the player array, returning its id + can only be called when game is not already started } + function AddPlayer(Team: Integer; Name: String): Integer; + + { starts a new PartyGame, returns true on success + before a call of this function teams and players + has to be added by AddTeam and AddPlayer } + + function StartGame(Rounds: ARounds): Boolean; + + { sets the winner(s) of current round + returns true on success } + function SetRanking(Ranking: AParty_TeamRanking): Boolean; + + { increases round counter by 1 and clears all round specific information; + returns the number of the current round or -1 if last round has already + been played } + function NextRound: integer; + + { indicates that current round has already been played } + procedure RoundPlayed; + + { true if in a Party Game (not in standard mode) } + property PartyGame: Boolean read BPartyGame; + + + { returns true if last round was already played } + function GameFinished: Boolean; + + { call plugins defined function and/or default procedure + only default procedure is called when no function is defined by plugin + if plugins function returns true then default is called after plugins + function was executed} + procedure CallBeforeSongSelect; + procedure CallAfterSongSelect; + procedure CallBeforeSing; + procedure CallOnSing; + procedure CallAfterSing; + + { returns an array[1..6] of TParty_TeamRanking. + the index stands for the placing, + team is the team number (in the team array) + rank is correct rank if some teams have the + same score. + } + function GetTeamRanking: AParty_TeamRanking; + + { returns a string like "Team 1 (and Team 2) win" } + function GetWinnerString(Round: integer): UTF8String; + + destructor Destroy; end; +const + { minimal amount of teams for party mode } + Party_Teams_Min = 2; + + { maximal amount of teams for party mode } + Party_Teams_Max = 3; + + { minimal amount of players for party mode } + Party_Players_Min = 1; + + { maximal amount of players for party mode } + Party_Players_Max = 4; + + { amount of jokers each team gets at the beginning of the game } + Party_Count_Jokers = 5; + + { to indicate that element (mode) should set randomly in ARounds array } + Party_Round_Random = -1; + + { values for TParty_TeamRanking.Rank } + PR_First = 1; + PR_Second = 2; + PR_Third = 3; + + StandardModus = 0; //Modus Id that will be played in non-party mode + var - PartySession: TPartySession; + Party: TPartyGame; implementation uses - UDLLManager, UGraphic, - UNote, ULanguage, - ULog; + ULog, + ULuaCore, + UDisplay, + USong, + UNote, + SysUtils; -constructor TPartySession.Create; +//------------- +// Just the constructor +//------------- +constructor TPartyGame.Create; begin inherited; + + Clear; end; -//---------- -// Returns a number of a random plugin -//---------- -function TPartySession.GetRandomPlugin(Plugins: array of TPartyPlugin): byte; +destructor TPartyGame.Destroy; +begin + inherited; +end; + +{ clears all party specific data previously stored } +procedure TPartyGame.Clear; + var + I: Integer; +begin + bPartyGame := false; // no party game + CurRound := low(integer); + + bPartyStarted := false; //game not startet + + SetLength(Teams, 0); //remove team info + SetLength(Rounds, 0); //remove round info + + // clear times played + for I := 0 to High(TimesPlayed) do + TimesPlayed[I] := 0; +end; + +{ private: some intelligent randomnes for plugins } +function TPartyGame.GetRandomMode: integer; +var + LowestTP: integer; + NumPwithLTP: integer; + I: integer; + R: integer; +begin + Result := 0; //If there are no matching modes, play first modus + LowestTP := high(Integer); + NumPwithLTP := 0; + + // search for the plugins less played yet + for I := 0 to high(Modes) do + begin + if (ModePlayable(I)) then + begin + if (TimesPlayed[I] < lowestTP) then + begin + lowestTP := TimesPlayed[I]; + NumPwithLTP := 1; + end + else if (TimesPlayed[I] = lowestTP) then + begin + Inc(NumPwithLTP); + end; + end; + end; + + // create random number + R := Random(NumPwithLTP); + + // select the random mode from the modes with less timesplayed + for I := 0 to high(Modes) do + begin + if (TimesPlayed[I] = lowestTP) and (ModePlayable(I)) then + begin + //Plugin found + if (R = 0) then + begin + Result := I; + Inc(TimesPlayed[I]); + Break; + end; + + Dec(R); + end; + end; +end; + +{ private: GetRandomPlayer - returns a random player + that does not play to often ;) } +function TPartyGame.GetRandomPlayer(Team: integer): integer; var - LowestTP: byte; - NumPwithLTP: word; - I: integer; - R: word; + I, R: integer; + lowestTP: Integer; + NumPwithLTP: Integer; begin - LowestTP := high(byte); + LowestTP := high(Integer); NumPwithLTP := 0; + Result := 0; - //Search for Plugins not often played yet - for I := 0 to high(Plugins) do + // search for players that have less played yet + for I := 0 to High(Teams[Team].Players) do begin - if (Plugins[I].TimesPlayed < lowestTP) then + if (Teams[Team].Players[I].TimesPlayed < lowestTP) then begin - lowestTP := Plugins[I].TimesPlayed; + lowestTP := Teams[Team].Players[I].TimesPlayed; NumPwithLTP := 1; end - else if (Plugins[I].TimesPlayed = lowestTP) then + else if (Teams[Team].Players[I].TimesPlayed = lowestTP) then begin Inc(NumPwithLTP); end; end; - //Create random no + // create random number R := Random(NumPwithLTP); - //Search for random plugin - for I := 0 to high(Plugins) do + // search for selected random player + for I := 0 to High(Teams[Team].Players) do begin - if Plugins[I].TimesPlayed = LowestTP then + if Teams[Team].Players[I].TimesPlayed = lowestTP then begin - //Plugin found if (R = 0) then - begin - Result := Plugins[I].ID; - Inc(Plugins[I].TimesPlayed); + begin // found selected player + Result := I; Break; end; + Dec(R); end; end; end; //---------- -//StartNewParty - Reset and prepares for new party +//GenScores - inc scores for cur. round //---------- -procedure TPartySession.StartNewParty(NumRounds: byte); +procedure TPartyGame.GenScores; var - Plugins: array of TPartyPlugin; - TeamMode: boolean; - Len: integer; - I, J: integer; + I: Integer; +begin + if (Length(Teams) = 2) then + begin // score generation for 2 teams, winner gets 1 point + for I := 0 to High(Rounds[CurRound].Ranking) do + if (Rounds[CurRound].Ranking[I].Rank = PR_First) then + Inc(Teams[Rounds[CurRound].Ranking[I].Team].Score); + end + else if (Length(Teams) = 3) then + begin // score generation for 3 teams, + // winner gets 3 points 2nd gets 1 point + for I := 0 to High(Rounds[CurRound].Ranking) do + if (Rounds[CurRound].Ranking[I].Rank = PR_First) then + Inc(Teams[Rounds[CurRound].Ranking[I].Team].Score, 3) + else if (Rounds[CurRound].Ranking[I].Rank = PR_Second) then + Inc(Teams[Rounds[CurRound].Ranking[I].Team].Score); + end +end; + +{ set the attributes of Info to default values } +procedure TPartyGame.DefaultModeInfo(var Info: TParty_ModeInfo); begin - //Set current round to 1 - CurRound := 255; + Info.Name := 'undefined'; + Info.Parent := -1; //< not loaded by plugin (e.g. Duell) + Info.CanNonParty := false; + Info.CanParty := false; + Info.PlayerCount := High(Integer); //< no restrictions either on player count + Info.TeamCount := High(Integer); //< nor on team count + Info.Functions.BeforeSongSelect := ''; //< use default functions + Info.Functions.AfterSongSelect := ''; + Info.Functions.BeforeSing := ''; + Info.Functions.OnSing := ''; + Info.Functions.AfterSing := ''; +end; - PlayersPlay := Teams.NumTeams; +{ registers a new mode, returns true on success + (mode name does not already exist) } +function TPartyGame.RegisterMode(Info: TParty_ModeInfo): Boolean; + var + Len: integer; + LowerName: String; + I: integer; +begin + Result := false; - //Get team-mode and set joker, also set TimesPlayed - TeamMode := true; - for I := 0 to Teams.NumTeams - 1 do + if (Info.Name <> 'undefined') then begin - if Teams.Teaminfo[I].NumPlayers < 2 then + // search for a plugin w/ same name + LowerName := lowercase(Info.Name); // case sensitive search + for I := 0 to high(Modes) do + if (LowerName = lowercase(Modes[I].Name)) then + exit; //< no success (name already exist) + + // add new mode to array and append and clear a new TimesPlayed element + Len := Length(Modes); + SetLength(Modes, Len + 1); + SetLength(TimesPlayed, Len + 1); + + Modes[Len] := Info; + TimesPlayed[Len] := 0; + + Result := True; + end; +end; + +{ returns true if a mode is playable with current playerconfig } +function TPartyGame.ModePlayable(I: integer): boolean; + var + J: integer; +begin + if (Length(Teams) = 0) then + Result := true + else + begin + if (Modes[I].TeamCount and (1 shl (Length(Teams) - 1)) <> 0) then begin - TeamMode := false; + Result := true; + + for J := 0 to High(Teams) do + Result := Result and (Modes[I].PlayerCount and (1 shl (Length(Teams[J].Players) - 1)) <> 0); + end + else + Result := false; + end; +end; + +{ returns true if modes are available for + players and teams that are currently set + up. if there are no teams set up it returns + if there are any party modes available } +function TPartyGame.ModesAvailable: Boolean; + var + I: integer; + CountTeams: integer; +begin + CountTeams := Length(Teams); + if CountTeams = 0 then + begin + Result := (Length(Modes) > 0); + end + else + begin + Result := false; + for I := 0 to High(Modes) do + begin + Result := ModePlayable(I); + + if Result then + Exit; end; - //Set player attributes - for J := 0 to Teams.TeamInfo[I].NumPlayers-1 do + end; +end; + +{ returns an array with the name of all available modes (that + are playable with current player configuration } +function TPartyGame.GetAvailableModes: AParty_ModeList; + var + I: integer; + Len: integer; +begin + Len := 0; + SetLength(Result, Len + 1); + Result[Len].Index := Party_Round_Random; + Result[Len].Name := Language.Translate('MODE_RANDOM_NAME'); + + for I := 0 to High(Modes) do + if (ModePlayable(I)) then begin - Teams.TeamInfo[I].Playerinfo[J].TimesPlayed := 0; + Inc(Len); + SetLength(Result, Len + 1); + Result[Len].Index := I; + Result[Len].Name := Language.Translate('MODE_' + Uppercase(Modes[I].Name) + '_NAME'); end; - Teams.Teaminfo[I].Joker := Round(NumRounds * 0.7); - Teams.Teaminfo[I].Score := 0; +end; + +{ adds a team to the team array, returning its id + can only be called when game is not already started } +function TPartyGame.AddTeam(Name: String): Integer; +begin + Result := -1; + if (not bPartyStarted) and (Length(Name) > 0) and (Length(Teams) < Party_Teams_Max) then + begin + Result := Length(Teams); + SetLength(Teams, Result + 1); + + Teams[Result].Name := Name; + Teams[Result].Score := 0; + Teams[Result].JokersLeft := Party_Count_Jokers; + Teams[Result].NextPlayer := -1; end; +end; + +{ adds a player to the player array, returning its id + can only be called when game is not already started } +function TPartyGame.AddPlayer(Team: Integer; Name: String): Integer; +begin + Result := -1; - //Fill plugin array - SetLength(Plugins, 0); - for I := 0 to high(DLLMan.Plugins) do + if (not bPartyStarted) and (Team >= 0) and (Team <= High(Teams)) and (Length(Teams[Team].Players) < Party_Players_Max) and (Length(Name) > 0) then begin - if TeamMode or (not DLLMan.Plugins[I].TeamModeOnly) then - begin - //Add only those plugins playable with current PlayerConfiguration - Len := Length(Plugins); - SetLength(Plugins, Len + 1); - Plugins[Len].ID := I; - Plugins[Len].TimesPlayed := 0; - end; + // append element to players array + Result := Length(Teams[Team].Players); + SetLength(Teams[Team].Players, Result + 1); + + // fill w/ data + Teams[Team].Players[Result].Name := Name; + Teams[Team].Players[Result].TimesPlayed := 0; end; +end; + +{ starts a new PartyGame, returns true on success + before a call of this function teams and players + has to be added by AddTeam and AddPlayer } +function TPartyGame.StartGame(Rounds: ARounds): Boolean; + var + I: integer; +begin + Result := false; - //Set rounds - if (Length(Plugins) >= 1) then + if (not bPartyStarted) and (Length(Rounds) > 0) and (Length(Teams) >= Party_Teams_Min) then begin - SetLength (Rounds, NumRounds); - for I := 0 to NumRounds - 1 do + // check teams for minimal player count + for I := 0 to High(Teams) do + if (Length(Teams[I].Players) < Party_Players_Min) then + exit; + + // create rounds array + SetLength(Self.Rounds, Length(Rounds)); + + for I := 0 to High(Rounds) do begin - PartySession.Rounds[I].Plugin := GetRandomPlugin(Plugins); - PartySession.Rounds[I].Winner := 255; + // copy round or select a random round + if (Rounds[I] <> Party_Round_Random) and (Rounds[I] >= 0) and (Rounds[I] <= High(Modes)) then + Self.Rounds[I].Mode := Rounds[I] + else + Self.Rounds[I].Mode := GetRandomMode; + + Self.Rounds[I].AlreadyPlayed := false; + Self.Rounds[I].RankingSet := false; + + SetLength(Self.Rounds[I].Ranking, 0); end; + + // get the party started!11 + bPartyStarted := true; + bPartyGame := true; + CurRound := low(integer); //< set not to -1 to indicate that party game is not finished + + // first round + NextRound; + + Result := True; + end; +end; + +{ sets the winner(s) of current round + returns true on success } +function TPartyGame.SetRanking(Ranking: AParty_TeamRanking): Boolean; + var + I, J: Integer; + TeamExists: Integer; + Len: Integer; + Temp: TParty_TeamRanking; +begin + if (bPartyStarted) and (CurRound >= 0) and (CurRound <= High(Rounds)) then + begin + Rounds[CurRound].Ranking := Ranking; + Result := true; + + // look for teams that don't exist + TeamExists := 0; + for I := 0 to High(Rounds[CurRound].Ranking) do + TeamExists := TeamExists or (1 shl (Rounds[CurRound].Ranking[I].Team-1)); + + // create teams that don't exist + Len := Length(Rounds[CurRound].Ranking); + for I := 0 to High(Teams) do + if (TeamExists and (1 shl I) = 0) then + begin + Inc(Len); + SetLength(Rounds[CurRound].Ranking, Len); + Rounds[CurRound].Ranking[Len-1].Team := I + 1; + Rounds[CurRound].Ranking[Len-1].Rank := Length(Teams); + end; + + // we may remove rankings from invalid teams here to + // but at the moment this is not necessary, because the + // functions this function is called from don't create + // invalid rankings + + // bubble sort rankings by team + J := High(Rounds[CurRound].Ranking); + repeat + for I := 0 to J - 1 do + if (Rounds[CurRound].Ranking[I].Team > Rounds[CurRound].Ranking[I+1].Team) then + begin + Temp := Rounds[CurRound].Ranking[I]; + Rounds[CurRound].Ranking[I] := Rounds[CurRound].Ranking[I+1]; + Rounds[CurRound].Ranking[I+1] := Temp; + end; + Dec(J); + until J <= 0; + + //set rounds RankingSet to true + Rounds[CurRound].RankingSet := true; end else - SetLength (Rounds, 0); + Result := false; end; -{** - * Returns a random player to play next round - *} -function TPartySession.GetRandomPlayer(Team: byte): byte; -var - I, R: integer; - LowestTP: byte; - NumPwithLTP: byte; +{ sets ranking of current round by score saved in players array } +procedure TPartyGame.SetRankingByScore; + var + I, J: Integer; + Rank: Integer; + Ranking: AParty_TeamRanking; + Scores: array of Integer; + TmpRanking: TParty_TeamRanking; + TmpScore: Integer; begin - LowestTP := high(byte); - NumPwithLTP := 0; - Result := 0; - - //Search for players that have not often played yet - for I := 0 to Teams.Teaminfo[Team].NumPlayers - 1 do + if (Length(Player) = Length(Teams)) then begin - if (Teams.Teaminfo[Team].Playerinfo[I].TimesPlayed < lowestTP) then + SetLength(Ranking, Length(Teams)); + SetLength(Scores, Length(Teams)); + + // fill ranking array + for I := 0 to High(Ranking) do begin - lowestTP := Teams.Teaminfo[Team].Playerinfo[I].TimesPlayed; - NumPwithLTP := 1; - end - else if (Teams.Teaminfo[Team].Playerinfo[I].TimesPlayed = lowestTP) then + Ranking[I].Team := I; + Ranking[I].Rank := 0; + Scores[I] := Player[I].ScoreTotalInt; + end; + + // bubble sort by score + J := High(Ranking); + repeat + for I := 0 to J - 1 do + if (Scores[I] < Scores[I+1]) then + begin + TmpRanking := Ranking[I]; + Ranking[I] := Ranking[I+1]; + Ranking[I+1] := TmpRanking; + + TmpScore := Scores[I]; + Scores[I] := Scores[I+1]; + Scores[I+1] := TmpScore; + end; + Dec(J); + until J <= 0; + + // set rank field + Rank := 1; //first rank has id 1 + for I := 0 to High(Ranking) do begin - Inc(NumPwithLTP); + Ranking[I].Rank := Rank; + + if (I < High(Ranking)) and (Scores[I] <> Scores[I+1]) then + Inc(Rank); // next rank if next team has different score end; + end + else + SetLength(Ranking, 0); + + SetRanking(Ranking); +end; + +{ increases round counter by 1 and clears all round specific information; + returns the number of the current round or -1 if last round has already + been played } +function TPartyGame.NextRound: integer; + var I: Integer; +begin + // some lines concerning the previous round + if (CurRound >= 0) then + begin + Rounds[CurRound].AlreadyPlayed := true; + + GenScores; end; - //Create random number - R := Random(NumPwithLTP); + // increase round counter + Inc(CurRound); + if (CurRound < -1) then // we start first round + CurRound := 0; - //Search for random player - for I := 0 to Teams.Teaminfo[Team].NumPlayers - 1 do + if (CurRound > High(Rounds)) then + CurRound := -1; //< last round played + + Result := CurRound; + + // some lines concerning the next round + if (CurRound >= 0) then begin - if Teams.Teaminfo[Team].Playerinfo[I].TimesPlayed = lowestTP then - begin - //Player found - if (R = 0) then - begin - Result := I; - Break; - end; - - Dec(R); - end; + // select player + for I := 0 to High(Teams) do + Teams[I].NextPlayer := GetRandomPlayer(I); end; end; -{** - * Prepares ScreenSingModi for next round and loads plugin - *} -procedure TPartySession.StartRound; -var - I: integer; +{ indicates that current round has already been played } +procedure TPartyGame.RoundPlayed; begin - if ((CurRound < high(Rounds)) or (CurRound = high(CurRound))) then + if (bPartyStarted) and (CurRound >= 0) and (CurRound <= High(Rounds)) then begin - // Increase Current Round but not beyond its limit - // CurRound is set to 255 to begin with! - // Ugly solution if you ask me. - if CurRound < high(CurRound) then - Inc(CurRound) - else - CurRound := 0; + // set rounds ranking by score if it was not set by plugin + if (not Rounds[CurRound].RankingSet) then + SetRankingByScore; + + Rounds[CurRound].AlreadyPlayed := True; + end; +end; + +{ returns true if last round was already played } +function TPartyGame.GameFinished: Boolean; +begin + Result := (bPartyStarted and (CurRound = -1)); +end; - Rounds[CurRound].Winner := 255; - DllMan.LoadPlugin(Rounds[CurRound].Plugin); +{ private: calls the specified function Func from lua plugin Parent + if both exist. + return true if default function should be called + (function or plugin does not exist, or function returns + true) } +function TPartyGame.CallLua(Parent: Integer; Func: String):Boolean; + var + P: TLuaPlugin; +begin + // call default function by default + Result := true; - //Select Players - for I := 0 to Teams.NumTeams - 1 do - Teams.Teaminfo[I].CurPlayer := GetRandomPlayer(I); + // check for core plugin and empty function name + if (Parent >= 0) and (Length(Func) > 0) then + begin + // get plugin that registred the mode + P := LuaCore.GetPluginById(Parent); - //Set ScreenSingModie Variables - ScreenSingModi.TeamInfo := Teams; + if (P <> nil) then + begin + if (P.CallFunctionByName(Func, 0, 1)) then + // check result + Result := (lua_toboolean(P.LuaState, 1)); + end; end; end; -//---------- -//EndRound - Get Winner from ScreenSingModi and Save Data to RoundArray -//---------- -procedure TPartySession.EndRound; -var - I: Integer; +{ call plugins defined function and/or default procedure + only default procedure is called when no function is defined by plugin + if plugins function returns true then default is called after plugins + function was executed} +procedure TPartyGame.CallBeforeSongSelect; begin - //Copy Winner - Rounds[CurRound].Winner := ScreenSingModi.Winner; - //Set Scores - GenScores; + if (CurRound >= 0) then + begin + // we set screen song to party mode + // plugin should not have to do this if it + // don't want default procedure to be executed + ScreenSong.Mode := smPartyMode; + + with Modes[Rounds[CurRound].Mode] do + if (CallLua(Parent, Functions.BeforeSongSelect)) then + begin // execute default function: + // display song select screen + Display.FadeTo(@ScreenSong); + end; + end; +end; - //Increase TimesPlayed 4 all Players - For I := 0 to Teams.NumTeams-1 do - Inc(Teams.Teaminfo[I].Playerinfo[Teams.Teaminfo[I].CurPlayer].TimesPlayed); +procedure TPartyGame.CallAfterSongSelect; +begin + if (CurRound >= 0) then + begin + with Modes[Rounds[CurRound].Mode] do + if (CallLua(Parent, Functions.AfterSongSelect)) then + begin // execute default function: + // display sing screen + ScreenSong.StartSong; + end; + end; end; -//---------- -//IsWinner - returns true if the player's bit is set in the winner byte -//---------- -function TPartySession.IsWinner(Player, Winner: byte): boolean; -var - Mask: byte; +procedure TPartyGame.CallBeforeSing; begin - Mask := 1 shl Player; - Result := (Winner and Mask) <> 0; + if (CurRound >= 0) then + begin + with Modes[Rounds[CurRound].Mode] do + if (CallLua(Parent, Functions.BeforeSing)) then + begin // execute default function: + + //nothing atm + { to-do : compartmentalize TSingScreen.OnShow into + functions for init of a specific part of + sing screen. + these functions should be called here before + sing screen is shown, or it should be called + by plugin if it wants to define a custom + singscreen start up. } + + //set correct playersplay + if (bPartyGame) then + PlayersPlay := Length(Teams); + end; + end; end; -//---------- -//GenScores - increase scores for current round -//---------- -procedure TPartySession.GenScores; -var - I: byte; +procedure TPartyGame.CallOnSing; begin - for I := 0 to Teams.NumTeams - 1 do + if (CurRound >= 0) then begin - if isWinner(I, Rounds[CurRound].Winner) then - Inc(Teams.Teaminfo[I].Score); + with Modes[Rounds[CurRound].Mode] do + if (CallLua(Parent, Functions.OnSing)) then + begin // execute default function: + + //nothing atm + end; end; end; -//---------- -//GetTeamOrder - returns the placement of each Team [First Position of Array is Teamnum of first placed Team, ...] -//---------- -function TPartySession.GetTeamOrder: TeamOrderArray; -var - I, J: integer; - ATeams: array [0..5] of TeamOrderEntry; - TempTeam: TeamOrderEntry; +procedure TPartyGame.CallAfterSing; begin - // TODO: PartyMode: Write this in another way, so that teams with the same score get the same place - //Fill Team array - for I := 0 to Teams.NumTeams - 1 do + if (CurRound >= 0) then + begin + with Modes[Rounds[CurRound].Mode] do + if (CallLua(Parent, Functions.AfterSing)) then + begin // execute default function: + + if (bPartyGame) then + // display party score screen + Display.FadeTo(@ScreenPartyScore) + else //display standard score screen + Display.FadeTo(@ScreenScore); + end; + end; +end; + +{ returns an array[1..6] of integer. the index stands for the placing, + value is the team number (in the team array) } +function TPartyGame.GetTeamRanking: AParty_TeamRanking; + var + I, J: Integer; + Temp: TParty_TeamRanking; + Rank: Integer; +begin + SetLength(Result, Length(Teams)); + + // fill ranking array + for I := 0 to High(Result) do begin - ATeams[I].Teamnum := I; - ATeams[I].Score := Teams.Teaminfo[I].Score; + Result[I].Team := I; + Result[I].Rank := 0; end; - //Sort teams - for J := 0 to Teams.NumTeams - 1 do - for I := 1 to Teams.NumTeams - 1 do - if ATeams[I].Score > ATeams[I-1].Score then + // bubble sort by score + J := High(Result); + repeat + for I := 0 to J - 1 do + if (Teams[Result[I].Team].Score < Teams[Result[I+1].Team].Score) then begin - TempTeam := ATeams[I-1]; - ATeams[I-1] := ATeams[I]; - ATeams[I] := TempTeam; + Temp := Result[I]; + Result[I] := Result[I+1]; + Result[I+1] := Temp; end; + Dec(J); + until J <= 0; - //Copy to Result - for I := 0 to Teams.NumTeams-1 do - Result[I] := ATeams[I].TeamNum; + // set rank field + Rank := 1; //first rank has id 1 + for I := 0 to High(Result) do + begin + Result[I].Rank := Rank; + + if (I < High(Result)) and (Teams[Result[I].Team].Score <> Teams[Result[I+1].Team].Score) then + Inc(Rank); // next rank if next team has different score + end; end; -//---------- -//GetWinnerString - Get string with WinnerTeam Name, when there is more than one Winner than Connect with and or , -//---------- -function TPartySession.GetWinnerString(Round: byte): UTF8String; +{ returns a string like "Team 1 (and Team 2) win" + if Round is in range from 0 to high(Rounds) then + result is name of winners of specified round. + if Round is -1 the result is name of winners of + the whole party game} +function TPartyGame.GetWinnerString(Round: integer): UTF8String; var Winners: array of UTF8String; - I: integer; + I: integer; + Ranking: AParty_TeamRanking; begin - Result := Language.Translate('PARTY_NOBODY'); + Result := ''; + Ranking := nil; - if (Round > High(Rounds)) then - exit; - - if (Rounds[Round].Winner = 0) then + if (Round >= 0) and (Round <= High(Rounds)) then begin - exit; - end; + if (not Rounds[Round].AlreadyPlayed) then + Result := Language.Translate('PARTY_NOTPLAYEDYET') + else + Ranking := Rounds[Round].Ranking; + end + else if (Round = -1) then + Ranking := GetTeamRanking; - if (Rounds[Round].Winner = 255) then - begin - Result := Language.Translate('PARTY_NOTPLAYEDYET'); - exit; - end; - SetLength(Winners, 0); - for I := 0 to Teams.NumTeams - 1 do + if (Ranking <> nil) then begin - if isWinner(I, Rounds[Round].Winner) then + SetLength(Winners, 0); + for I := 0 to High(Ranking) do begin - SetLength(Winners, Length(Winners) + 1); - Winners[high(Winners)] := Teams.TeamInfo[I].Name; + if (Ranking[I].Rank = PR_First) and (Ranking[I].Team >= 0) and (Ranking[I].Team <= High(Teams)) then + begin + SetLength(Winners, Length(Winners) + 1); + Winners[high(Winners)] := UTF8String(Teams[Ranking[I].Team].Name); + end; end; + + if (Length(Winners) > 0) then + Result := Language.Implode(Winners); end; - Result := Language.Implode(Winners); + + if (Length(Result) = 0) then + Result := Language.Translate('PARTY_NOBODY'); end; end. diff --git a/src/base/USingScores.pas b/src/base/USingScores.pas index f280900e..6fdfaeb6 100644 --- a/src/base/USingScores.pas +++ b/src/base/USingScores.pas @@ -129,7 +129,7 @@ type //----------- TSingScores = class private - Positions: aScorePosition; + aPositions: aScorePosition; aPlayers: aScorePlayer; oPositionCount: byte; oPlayerCount: byte; @@ -187,6 +187,7 @@ type property PositionCount: byte read oPositionCount; property PlayerCount: byte read oPlayerCount; property Players: aScorePlayer read aPlayers; + property Positions: aScorePosition read aPositions; // constructor just sets some standard settings constructor Create; @@ -286,7 +287,7 @@ procedure TSingScores.AddPosition(const pPosition: PScorePosition); begin if (PositionCount < MaxPositions) then begin - Positions[PositionCount] := pPosition^; + aPositions[PositionCount] := pPosition^; Inc(oPositionCount); end; end; @@ -606,7 +607,7 @@ var for I := 0 to PositionCount - 1 do begin - if ((Positions[I].PlayerCount and bPlayerCount) <> 0) then + if ((aPositions[I].PlayerCount and bPlayerCount) <> 0) then Inc(Result); end; end; @@ -620,7 +621,7 @@ var for I := 0 to PositionCount - 1 do begin - if ((Positions[I].PlayerCount and bPlayerCount) <> 0) then + if ((aPositions[I].PlayerCount and bPlayerCount) <> 0) then begin if (bPlayer = 0) then begin @@ -806,13 +807,13 @@ begin Progress := TimeDiff / Settings.Phase1Time; - W := Positions[PIndex].PUW * Sin(Progress/2*Pi); - H := Positions[PIndex].PUH * Sin(Progress/2*Pi); + W := aPositions[PIndex].PUW * Sin(Progress/2*Pi); + H := aPositions[PIndex].PUH * Sin(Progress/2*Pi); - X := Positions[PIndex].PUStartX + (Positions[PIndex].PUW - W)/2; - Y := Positions[PIndex].PUStartY + (Positions[PIndex].PUH - H)/2; + X := aPositions[PIndex].PUStartX + (aPositions[PIndex].PUW - W)/2; + Y := aPositions[PIndex].PUStartY + (aPositions[PIndex].PUH - H)/2; - FontSize := Round(Progress * Positions[PIndex].PUFontSize); + FontSize := Round(Progress * aPositions[PIndex].PUFontSize); FontOffset := (H - FontSize) / 2; Alpha := 1; end @@ -822,20 +823,20 @@ begin // phase 2 - the moving Progress := (TimeDiff - Settings.Phase1Time) / Settings.Phase2Time; - W := Positions[PIndex].PUW; - H := Positions[PIndex].PUH; + W := aPositions[PIndex].PUW; + H := aPositions[PIndex].PUH; - PosDiff := Positions[PIndex].PUTargetX - Positions[PIndex].PUStartX; + PosDiff := aPositions[PIndex].PUTargetX - aPositions[PIndex].PUStartX; if PosDiff > 0 then PosDiff := PosDiff + W; - X := Positions[PIndex].PUStartX + PosDiff * sqr(Progress); + X := aPositions[PIndex].PUStartX + PosDiff * sqr(Progress); - PosDiff := Positions[PIndex].PUTargetY - Positions[PIndex].PUStartY; + PosDiff := aPositions[PIndex].PUTargetY - aPositions[PIndex].PUStartY; if PosDiff < 0 then - PosDiff := PosDiff + Positions[PIndex].BGH; - Y := Positions[PIndex].PUStartY + PosDiff * sqr(Progress); + PosDiff := PosDiff + aPositions[PIndex].BGH; + Y := aPositions[PIndex].PUStartY + PosDiff * sqr(Progress); - FontSize := Positions[PIndex].PUFontSize; + FontSize := aPositions[PIndex].PUFontSize; FontOffset := (H - FontSize) / 2; Alpha := 1 - 0.3 * Progress; end @@ -868,24 +869,24 @@ begin // set positions etc. Alpha := 0.7 - 0.7 * Progress; - W := Positions[PIndex].PUW; - H := Positions[PIndex].PUH; + W := aPositions[PIndex].PUW; + H := aPositions[PIndex].PUH; - PosDiff := Positions[PIndex].PUTargetX - Positions[PIndex].PUStartX; + PosDiff := aPositions[PIndex].PUTargetX - aPositions[PIndex].PUStartX; if (PosDiff > 0) then PosDiff := W else PosDiff := 0; - X := Positions[PIndex].PUTargetX + PosDiff * Progress; + X := aPositions[PIndex].PUTargetX + PosDiff * Progress; - PosDiff := Positions[PIndex].PUTargetY - Positions[PIndex].PUStartY; + PosDiff := aPositions[PIndex].PUTargetY - aPositions[PIndex].PUStartY; if (PosDiff < 0) then - PosDiff := -Positions[PIndex].BGH + PosDiff := -aPositions[PIndex].BGH else PosDiff := 0; - Y := Positions[PIndex].PUTargetY - PosDiff * (1 - Progress); + Y := aPositions[PIndex].PUTargetY - PosDiff * (1 - Progress); - FontSize := Positions[PIndex].PUFontSize; + FontSize := aPositions[PIndex].PUFontSize; FontOffset := (H - FontSize) / 2; end else @@ -922,7 +923,7 @@ begin glDisable(GL_BLEND); // set font style and size - SetFontStyle(Positions[PIndex].PUFont); + SetFontStyle(aPositions[PIndex].PUFont); SetFontItalic(false); SetFontSize(FontSize); SetFontReflection(false, 0); @@ -958,7 +959,7 @@ 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]; + Position := @aPositions[Players[Index].Position and 127]; // draw scorebg glEnable(GL_TEXTURE_2D); @@ -1010,7 +1011,7 @@ begin Players[index].RBVisible and Players[index].Visible) then begin - Position := @Positions[Players[Index].Position and 127]; + Position := @aPositions[Players[Index].Position and 127]; if (Enabled and Players[Index].Enabled) then begin diff --git a/src/base/UThemes.pas b/src/base/UThemes.pas index 4322815e..2ecaa9f4 100644 --- a/src/base/UThemes.pas +++ b/src/base/UThemes.pas @@ -648,17 +648,17 @@ type SelectLevel: TThemeSelectSlide; SelectPlayList: TThemeSelectSlide; SelectPlayList2: TThemeSelectSlide; - SelectRounds: TThemeSelectSlide; - SelectTeams: TThemeSelectSlide; - SelectPlayers1: TThemeSelectSlide; - SelectPlayers2: TThemeSelectSlide; - SelectPlayers3: TThemeSelectSlide; {ButtonNext: TThemeButton; ButtonPrev: TThemeButton;} end; TThemePartyPlayer = class(TThemeBasic) + SelectTeams: TThemeSelectSlide; + SelectPlayers1: TThemeSelectSlide; + SelectPlayers2: TThemeSelectSlide; + SelectPlayers3: TThemeSelectSlide; + Team1Name: TThemeButton; Player1Name: TThemeButton; Player2Name: TThemeButton; @@ -681,6 +681,11 @@ type ButtonPrev: TThemeButton;} end; + TThemePartyRounds = class(TThemeBasic) + SelectRoundCount: TThemeSelectSlide; + SelectRound: array [0..6] of TThemeSelectSlide; + end; + //Stats Screens TThemeStatMain = class(TThemeBasic) ButtonScores: TThemeButton; @@ -756,6 +761,7 @@ type PartyWin: TThemePartyWin; PartyOptions: TThemePartyOptions; PartyPlayer: TThemePartyPlayer; + PartyRounds: TThemePartyRounds; //Stats Screens: StatMain: TThemeStatMain; @@ -886,6 +892,7 @@ begin PartyScore := TThemePartyScore.Create; PartyOptions := TThemePartyOptions.Create; PartyPlayer := TThemePartyPlayer.Create; + PartyRounds := TThemePartyRounds.Create; //Stats Screens: StatMain := TThemeStatMain.Create; @@ -1435,17 +1442,17 @@ begin ThemeLoadSelectSlide(PartyOptions.SelectLevel, 'PartyOptionsSelectLevel'); ThemeLoadSelectSlide(PartyOptions.SelectPlayList, 'PartyOptionsSelectPlayList'); ThemeLoadSelectSlide(PartyOptions.SelectPlayList2, 'PartyOptionsSelectPlayList2'); - ThemeLoadSelectSlide(PartyOptions.SelectRounds, 'PartyOptionsSelectRounds'); - ThemeLoadSelectSlide(PartyOptions.SelectTeams, 'PartyOptionsSelectTeams'); - ThemeLoadSelectSlide(PartyOptions.SelectPlayers1, 'PartyOptionsSelectPlayers1'); - ThemeLoadSelectSlide(PartyOptions.SelectPlayers2, 'PartyOptionsSelectPlayers2'); - ThemeLoadSelectSlide(PartyOptions.SelectPlayers3, 'PartyOptionsSelectPlayers3'); - {ThemeLoadButton (ButtonNext, 'ButtonNext'); ThemeLoadButton (ButtonPrev, 'ButtonPrev');} //Party Player ThemeLoadBasic(PartyPlayer, 'PartyPlayer'); + + ThemeLoadSelectSlide(PartyPlayer.SelectTeams, 'PartyPlayerSelectTeams'); + ThemeLoadSelectSlide(PartyPlayer.SelectPlayers1, 'PartyPlayerSelectPlayers1'); + ThemeLoadSelectSlide(PartyPlayer.SelectPlayers2, 'PartyPlayerSelectPlayers2'); + ThemeLoadSelectSlide(PartyPlayer.SelectPlayers3, 'PartyPlayerSelectPlayers3'); + ThemeLoadButton(PartyPlayer.Team1Name, 'PartyPlayerTeam1Name'); ThemeLoadButton(PartyPlayer.Player1Name, 'PartyPlayerPlayer1Name'); ThemeLoadButton(PartyPlayer.Player2Name, 'PartyPlayerPlayer2Name'); @@ -1464,6 +1471,13 @@ begin ThemeLoadButton(PartyPlayer.Player11Name, 'PartyPlayerPlayer11Name'); ThemeLoadButton(PartyPlayer.Player12Name, 'PartyPlayerPlayer12Name'); + // Party Rounds + ThemeLoadBasic(PartyRounds, 'PartyRounds'); + + ThemeLoadSelectSlide(PartyRounds.SelectRoundCount, 'PartyRoundsSelectRoundCount'); + for I := 0 to High(PartyRounds.SelectRound) do + ThemeLoadSelectSlide(PartyRounds.SelectRound[I], 'PartyRoundsSelectRound' + IntToStr(I + 1)); + {ThemeLoadButton(ButtonNext, 'PartyPlayerButtonNext'); ThemeLoadButton(ButtonPrev, 'PartyPlayerButtonPrev');} diff --git a/src/lib/Lua/ULua.pas b/src/lib/Lua/ULua.pas new file mode 100644 index 00000000..3da3a275 --- /dev/null +++ b/src/lib/Lua/ULua.pas @@ -0,0 +1,1085 @@ +unit ULua; + +(* + * A complete Pascal wrapper for Lua 5.1 DLL module. + * + * Created by Geo Massar, 2006 + * Distributed as free/open source. + *) + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$IFDEF UNIX} +uses + dl; +{$ENDIF} + +{$DEFINE LUA51} + +type + size_t = type Cardinal; + Psize_t = ^size_t; + PPointer = ^Pointer; + + lua_State = record end; + Plua_State = ^lua_State; + +const +{$IFDEF WIN32} + LuaDLL = 'lua5.1.dll'; +{$ENDIF} +{$IFDEF UNIX} +{$IFDEF DARWIN} + LuaDLL = 'liblua.5.1.dylib'; + {$linklib liblua.5.1} +{$ELSE} + LuaDLL = 'lua5.1.so'; +{$ENDIF} +{$ENDIF} +{$IFDEF MACOS} + SDLgfxLibName = 'lua5.1'; +{$ENDIF} + +(* formats for Lua numbers *) +{$IFNDEF LUA_NUMBER_SCAN} +const + LUA_NUMBER_SCAN = '%lf'; +{$ENDIF} + +{$IFNDEF LUA_NUMBER_FMT} +const + LUA_NUMBER_FMT = '%.14g'; +{$ENDIF} + +(*****************************************************************************) +(* luaconfig.h *) +(*****************************************************************************) + +(* +** $Id: luaconf.h,v 1.81 2006/02/10 17:44:06 roberto Exp $ +** Configuration file for Lua +** See Copyright Notice in lua.h +*) + +(* +** {================================================================== +@@ LUA_NUMBER is the type of numbers in Lua. +** CHANGE the following definitions only if you want to build Lua +** with a number type different from double. You may also need to +** change lua_number2int & lua_number2integer. +** =================================================================== +*) +type + LUA_NUMBER_ = type Double; // ending underscore is needed in Pascal + LUA_INTEGER_ = type Integer; + +(* +@@ LUA_IDSIZE gives the maximum size for the description of the source +@* of a function in debug information. +** CHANGE it if you want a different size. +*) +const + LUA_IDSIZE = 60; + +(* +@@ LUAL_BUFFERSIZE is the buffer size used by the lauxlib buffer system. +*) +const + LUAL_BUFFERSIZE = 1024; + +(* +@@ LUA_PROMPT is the default prompt used by stand-alone Lua. +@@ LUA_PROMPT2 is the default continuation prompt used by stand-alone Lua. +** CHANGE them if you want different prompts. (You can also change the +** prompts dynamically, assigning to globals _PROMPT/_PROMPT2.) +*) +const + LUA_PROMPT = '> '; + LUA_PROMPT2 = '>> '; + +(* +@@ lua_readline defines how to show a prompt and then read a line from +@* the standard input. +@@ lua_saveline defines how to "save" a read line in a "history". +@@ lua_freeline defines how to free a line read by lua_readline. +** CHANGE them if you want to improve this functionality (e.g., by using +** GNU readline and history facilities). +*) +function lua_readline(L : Plua_State; var b : PChar; p : PChar): Boolean; +procedure lua_saveline(L : Plua_State; idx : Integer); +procedure lua_freeline(L : Plua_State; b : PChar); + +(* +@@ lua_stdin_is_tty detects whether the standard input is a 'tty' (that +@* is, whether we're running lua interactively). +** CHANGE it if you have a better definition for non-POSIX/non-Windows +** systems. +*/ +#include <io.h> +#include <stdio.h> +#define lua_stdin_is_tty() _isatty(_fileno(stdin)) +*) +const + lua_stdin_is_tty = TRUE; + +(*****************************************************************************) +(* lua.h *) +(*****************************************************************************) + +(* +** $Id: lua.h,v 1.216 2006/01/10 12:50:13 roberto Exp $ +** Lua - An Extensible Extension Language +** Lua.org, PUC-Rio, Brazil (http://www.lua.org) +** See Copyright Notice at the end of this file +*) + +const + LUA_VERSION = 'Lua 5.1'; + LUA_VERSION_NUM = 501; + LUA_COPYRIGHT = 'Copyright (C) 1994-2006 Tecgraf, PUC-Rio'; + LUA_AUTHORS = 'R. Ierusalimschy, L. H. de Figueiredo & W. Celes'; + + (* mark for precompiled code (`<esc>Lua') *) + LUA_SIGNATURE = #27'Lua'; + + (* option for multiple returns in `lua_pcall' and `lua_call' *) + LUA_MULTRET = -1; + + (* + ** pseudo-indices + *) + LUA_REGISTRYINDEX = -10000; + LUA_ENVIRONINDEX = -10001; + LUA_GLOBALSINDEX = -10002; + +function lua_upvalueindex(idx : Integer) : Integer; // a marco + +const + (* thread status; 0 is OK *) + LUA_YIELD_ = 1; // Note: the ending underscore is needed in Pascal + LUA_ERRRUN = 2; + LUA_ERRSYNTAX = 3; + LUA_ERRMEM = 4; + LUA_ERRERR = 5; + +type + lua_CFunction = function(L : Plua_State) : Integer; cdecl; + + (* + ** functions that read/write blocks when loading/dumping Lua chunks + *) + lua_Reader = function (L : Plua_State; ud : Pointer; + sz : Psize_t) : PChar; cdecl; + lua_Writer = function (L : Plua_State; const p : Pointer; sz : size_t; + ud : Pointer) : Integer; cdecl; + + (* + ** prototype for memory-allocation functions + *) + lua_Alloc = function (ud, ptr : Pointer; + osize, nsize : size_t) : Pointer; cdecl; + +const + (* + ** basic types + *) + LUA_TNONE = -1; + + LUA_TNIL = 0; + LUA_TBOOLEAN = 1; + LUA_TLIGHTUSERDATA = 2; + LUA_TNUMBER = 3; + LUA_TSTRING = 4; + LUA_TTABLE = 5; + LUA_TFUNCTION = 6; + LUA_TUSERDATA = 7; + LUA_TTHREAD = 8; + + (* minimum Lua stack available to a C function *) + LUA_MINSTACK = 20; + +type + (* type of numbers in Lua *) + lua_Number = LUA_NUMBER_; + + (* type for integer functions *) + lua_Integer = LUA_INTEGER_; + +(* +** state manipulation +*) +function lua_newstate(f : lua_Alloc; ud : Pointer) : Plua_State; + cdecl; external LuaDLL; +procedure lua_close(L: Plua_State); + cdecl; external LuaDLL; +function lua_newthread(L : Plua_State) : Plua_State; + cdecl; external LuaDLL; + +function lua_atpanic(L : Plua_State; panicf : lua_CFunction) : lua_CFunction; + cdecl; external LuaDLL; + + +(* +** basic stack manipulation +*) +function lua_gettop(L : Plua_State) : Integer; + cdecl; external LuaDLL; +procedure lua_settop(L : Plua_State; idx : Integer); + cdecl; external LuaDLL; +procedure lua_pushvalue(L : Plua_State; idx : Integer); + cdecl; external LuaDLL; +procedure lua_remove(L : Plua_State; idx : Integer); + cdecl; external LuaDLL; +procedure lua_insert(L : Plua_State; idx : Integer); + cdecl; external LuaDLL; +procedure lua_replace(L : Plua_State; idx : Integer); + cdecl; external LuaDLL; +function lua_checkstack(L : Plua_State; sz : Integer) : LongBool; + cdecl; external LuaDLL; + +procedure lua_xmove(src, dest : Plua_State; n : Integer); + cdecl; external LuaDLL; + + +(* +** access functions (stack -> C) +*) +function lua_isnumber(L : Plua_State; idx : Integer) : LongBool; + cdecl; external LuaDLL; +function lua_isstring(L : Plua_State; idx : Integer) : LongBool; + cdecl; external LuaDLL; +function lua_iscfunction(L : Plua_State; idx : Integer) : LongBool; + cdecl; external LuaDLL; +function lua_isuserdata(L : Plua_State; idx : Integer) : LongBool; + cdecl; external LuaDLL; +function lua_type(L : Plua_State; idx : Integer) : Integer; + cdecl; external LuaDLL; +function lua_typename(L : Plua_State; tp : Integer) : PChar; + cdecl; external LuaDLL; + +function lua_equal(L : Plua_State; idx1, idx2 : Integer) : LongBool; + cdecl; external LuaDLL; +function lua_rawequal(L : Plua_State; idx1, idx2 : Integer) : LongBool; + cdecl; external LuaDLL; +function lua_lessthan(L : Plua_State; idx1, idx2 : Integer) : LongBool; + cdecl; external LuaDLL; + +function lua_tonumber(L : Plua_State; idx : Integer) : lua_Number; + cdecl; external LuaDLL; +function lua_tointeger(L : Plua_State; idx : Integer) : lua_Integer; + cdecl; external LuaDLL; +function lua_toboolean(L : Plua_State; idx : Integer) : LongBool; + cdecl; external LuaDLL; +function lua_tolstring(L : Plua_State; idx : Integer; + len : Psize_t) : PChar; + cdecl; external LuaDLL; +function lua_objlen(L : Plua_State; idx : Integer) : size_t; + cdecl; external LuaDLL; +function lua_tocfunction(L : Plua_State; idx : Integer) : lua_CFunction; + cdecl; external LuaDLL; +function lua_touserdata(L : Plua_State; idx : Integer) : Pointer; + cdecl; external LuaDLL; +function lua_tothread(L : Plua_State; idx : Integer) : Plua_State; + cdecl; external LuaDLL; +function lua_topointer(L : Plua_State; idx : Integer) : Pointer; + cdecl; external LuaDLL; + + +(* +** push functions (C -> stack) +*) +procedure lua_pushnil(L : Plua_State); + cdecl; external LuaDLL; +procedure lua_pushnumber(L : Plua_State; n : lua_Number); + cdecl; external LuaDLL; +procedure lua_pushinteger(L : Plua_State; n : lua_Integer); + cdecl; external LuaDLL; +procedure lua_pushlstring(L : Plua_State; const s : PChar; ls : size_t); + cdecl; external LuaDLL; +procedure lua_pushstring(L : Plua_State; const s : PChar); + cdecl; external LuaDLL; +function lua_pushvfstring(L : Plua_State; + const fmt : PChar; argp : Pointer) : PChar; + cdecl; external LuaDLL; +function lua_pushfstring(L : Plua_State; const fmt : PChar) : PChar; varargs; + cdecl; external LuaDLL; +procedure lua_pushcclosure(L : Plua_State; fn : lua_CFunction; n : Integer); + cdecl; external LuaDLL; +procedure lua_pushboolean(L : Plua_State; b : LongBool); + cdecl; external LuaDLL; +procedure lua_pushlightuserdata(L : Plua_State; p : Pointer); + cdecl; external LuaDLL; +function lua_pushthread(L : Plua_state) : Cardinal; + cdecl; external LuaDLL; + + +(* +** get functions (Lua -> stack) +*) +procedure lua_gettable(L : Plua_State ; idx : Integer); + cdecl; external LuaDLL; +procedure lua_getfield(L : Plua_State; idx : Integer; k : PChar); + cdecl; external LuaDLL; +procedure lua_rawget(L : Plua_State; idx : Integer); + cdecl; external LuaDLL; +procedure lua_rawgeti(L : Plua_State; idx, n : Integer); + cdecl; external LuaDLL; +procedure lua_createtable(L : Plua_State; narr, nrec : Integer); + cdecl; external LuaDLL; +function lua_newuserdata(L : Plua_State; sz : size_t) : Pointer; + cdecl; external LuaDLL; +function lua_getmetatable(L : Plua_State; objindex : Integer) : LongBool; + cdecl; external LuaDLL; +procedure lua_getfenv(L : Plua_State; idx : Integer); + cdecl; external LuaDLL; + + +(* +** set functions (stack -> Lua) +*) +procedure lua_settable(L : Plua_State; idx : Integer); + cdecl; external LuaDLL; +procedure lua_setfield(L : Plua_State; idx : Integer; const k : PChar); + cdecl; external LuaDLL; +procedure lua_rawset(L : Plua_State; idx : Integer); + cdecl; external LuaDLL; +procedure lua_rawseti(L : Plua_State; idx , n: Integer); + cdecl; external LuaDLL; +function lua_setmetatable(L : Plua_State; objindex : Integer): LongBool; + cdecl; external LuaDLL; +function lua_setfenv(L : Plua_State; idx : Integer): LongBool; + cdecl; external LuaDLL; + +(* +** `load' and `call' functions (load and run Lua code) +*) +procedure lua_call(L : Plua_State; nargs, nresults : Integer); + cdecl; external LuaDLL; +function lua_pcall(L : Plua_State; + nargs, nresults, errfunc : Integer) : Integer; + cdecl; external LuaDLL; +function lua_cpcall(L : Plua_State; + func : lua_CFunction; ud : Pointer) : Integer; + cdecl; external LuaDLL; +function lua_load(L : Plua_State; reader : lua_Reader; + dt : Pointer; const chunkname : PChar) : Integer; + cdecl; external LuaDLL; + +function lua_dump(L : Plua_State; writer : lua_Writer; data: Pointer) : Integer; + cdecl; external LuaDLL; + + +(* +** coroutine functions +*) +function lua_yield(L : Plua_State; nresults : Integer) : Integer; + cdecl; external LuaDLL; +function lua_resume(L : Plua_State; narg : Integer) : Integer; + cdecl; external LuaDLL; +function lua_status(L : Plua_State) : Integer; + cdecl; external LuaDLL; + +(* +** garbage-collection functions and options +*) +const + LUA_GCSTOP = 0; + LUA_GCRESTART = 1; + LUA_GCCOLLECT = 2; + LUA_GCCOUNT = 3; + LUA_GCCOUNTB = 4; + LUA_GCSTEP = 5; + LUA_GCSETPAUSE = 6; + LUA_GCSETSTEPMUL = 7; + +function lua_gc(L : Plua_State; what, data : Integer) : Integer; + cdecl; external LuaDLL; + +(* +** miscellaneous functions +*) +function lua_error(L : Plua_State) : Integer; + cdecl; external LuaDLL; + +function lua_next(L : Plua_State; idx : Integer) : Integer; + cdecl; external LuaDLL; + +procedure lua_concat(L : Plua_State; n : Integer); + cdecl; external LuaDLL; + +function lua_getallocf(L : Plua_State; ud : PPointer) : lua_Alloc; + cdecl; external LuaDLL; +procedure lua_setallocf(L : Plua_State; f : lua_Alloc; ud : Pointer); + cdecl; external LuaDLL; + +(* +** =============================================================== +** some useful macros +** =============================================================== +*) +procedure lua_pop(L : Plua_State; n : Integer); + +procedure lua_newtable(L : Plua_State); + +procedure lua_register(L : Plua_State; n : PChar; f : lua_CFunction); + +procedure lua_pushcfunction(L : Plua_State; f : lua_CFunction); + +function lua_strlen(L : Plua_State; idx : Integer) : Integer; + +function lua_isfunction(L : Plua_State; n : Integer) : Boolean; +function lua_istable(L : Plua_State; n : Integer) : Boolean; +function lua_islightuserdata(L : Plua_State; n : Integer) : Boolean; +function lua_isnil(L : Plua_State; n : Integer) : Boolean; +function lua_isboolean(L : Plua_State; n : Integer) : Boolean; +function lua_isthread(L : Plua_State; n : Integer) : Boolean; +function lua_isnone(L : Plua_State; n : Integer) : Boolean; +function lua_isnoneornil(L : Plua_State; n : Integer) : Boolean; + +procedure lua_pushliteral(L : Plua_State; s : PChar); + +procedure lua_setglobal(L : Plua_State; s : PChar); +procedure lua_getglobal(L : Plua_State; s : PChar); + +function lua_tostring(L : Plua_State; idx : Integer) : PChar; + + +(* +** compatibility macros and functions +*) +function lua_open : Plua_State; + +procedure lua_getregistry(L : Plua_State); + +function lua_getgccount(L : Plua_State) : Integer; + +type + lua_Chuckreader = type lua_Reader; + lua_Chuckwriter = type lua_Writer; + +(* ====================================================================== *) + +(* +** {====================================================================== +** Debug API +** ======================================================================= +*) + +(* +** Event codes +*) +const + LUA_HOOKCALL = 0; + LUA_HOOKRET = 1; + LUA_HOOKLINE = 2; + LUA_HOOKCOUNT = 3; + LUA_HOOKTAILRET = 4; + + +(* +** Event masks +*) + LUA_MASKCALL = 1 shl LUA_HOOKCALL; + LUA_MASKRET = 1 shl LUA_HOOKRET; + LUA_MASKLINE = 1 shl LUA_HOOKLINE; + LUA_MASKCOUNT = 1 shl LUA_HOOKCOUNT; + +type + lua_Debug = packed record + event : Integer; + name : PChar; (* (n) *) + namewhat : PChar; (* (n) `global', `local', `field', `method' *) + what : PChar; (* (S) `Lua', `C', `main', `tail' *) + source : PChar; (* (S) *) + currentline : Integer; (* (l) *) + nups : Integer; (* (u) number of upvalues *) + linedefined : Integer; (* (S) *) + short_src : array [0..LUA_IDSIZE-1] of Char; (* (S) *) + (* private part *) + i_ci : Integer; (* active function *) + end; + Plua_Debug = ^lua_Debug; + + (* Functions to be called by the debuger in specific events *) + lua_Hook = procedure (L : Plua_State; ar : Plua_Debug); cdecl; + + +function lua_getstack(L : Plua_State; level : Integer; + ar : Plua_Debug) : Integer; + cdecl; external LuaDLL; +function lua_getinfo(L : Plua_State; const what : PChar; + ar: Plua_Debug): Integer; + cdecl; external LuaDLL; +function lua_getlocal(L : Plua_State; + ar : Plua_Debug; n : Integer) : PChar; + cdecl; external LuaDLL; +function lua_setlocal(L : Plua_State; + ar : Plua_Debug; n : Integer) : PChar; + cdecl; external LuaDLL; +function lua_getupvalue(L : Plua_State; funcindex, n : Integer) : PChar; + cdecl; external LuaDLL; +function lua_setupvalue(L : Plua_State; funcindex, n : Integer) : PChar; + cdecl; external LuaDLL; + +function lua_sethook(L : Plua_State; func : lua_Hook; + mask, count: Integer): Integer; + cdecl; external LuaDLL; +{ +function lua_gethook(L : Plua_State) : lua_Hook; + cdecl; external LuaDLL; +} +function lua_gethookmask(L : Plua_State) : Integer; + cdecl; external LuaDLL; +function lua_gethookcount(L : Plua_State) : Integer; + cdecl; external LuaDLL; + + +(*****************************************************************************) +(* lualib.h *) +(*****************************************************************************) + +(* +** $Id: lualib.h,v 1.36 2005/12/27 17:12:00 roberto Exp $ +** Lua standard libraries +** See Copyright Notice at the end of this file +*) + +const + (* Key to file-handle type *) + LUA_FILEHANDLE = 'FILE*'; + + LUA_COLIBNAME = 'coroutine'; + LUA_TABLIBNAME = 'table'; + LUA_IOLIBNAME = 'io'; + LUA_OSLIBNAME = 'os'; + LUA_STRLIBNAME = 'string'; + LUA_MATHLIBNAME = 'math'; + LUA_DBLIBNAME = 'debug'; + LUA_LOADLIBNAME = 'package'; + +function luaopen_base(L : Plua_State) : Integer; + cdecl; external LuaDLL; + +function luaopen_table(L : Plua_State) : Integer; + cdecl; external LuaDLL; + +function luaopen_io(L : Plua_State) : Integer; + cdecl; external LuaDLL; + +function luaopen_os(L : Plua_State) : Integer; + cdecl; external LuaDLL; + +function luaopen_string(L : Plua_State) : Integer; + cdecl; external LuaDLL; + +function luaopen_math(L : Plua_State) : Integer; + cdecl; external LuaDLL; + +function luaopen_debug(L : Plua_State) : Integer; + cdecl; external LuaDLL; + +function luaopen_package(L : Plua_State) : Integer; + cdecl; external LuaDLL; + +procedure luaL_openlibs(L : Plua_State); + cdecl; external LuaDLL; + +procedure lua_assert(x : Boolean); // a macro + + +(*****************************************************************************) +(* lauxlib.h *) +(*****************************************************************************) + +(* +** $Id: lauxlib.h,v 1.87 2005/12/29 15:32:11 roberto Exp $ +** Auxiliary functions for building Lua libraries +** See Copyright Notice at the end of this file. +*) + +// not compatibility with the behavior of setn/getn in Lua 5.0 +function luaL_getn(L : Plua_State; idx : Integer) : Integer; +procedure luaL_setn(L : Plua_State; i, j : Integer); + +const + LUA_ERRFILE = LUA_ERRERR + 1; + +type + luaL_Reg = packed record + name : PChar; + func : lua_CFunction; + end; + PluaL_Reg = ^luaL_Reg; + + +procedure luaL_openlib(L : Plua_State; const libname : PChar; + const lr : PluaL_Reg; nup : Integer); + cdecl; external LuaDLL; +procedure luaL_register(L : Plua_State; const libname : PChar; + const lr : PluaL_Reg); + cdecl; external LuaDLL; +function luaL_getmetafield(L : Plua_State; obj : Integer; + const e : PChar) : Integer; + cdecl; external LuaDLL; +function luaL_callmeta(L : Plua_State; obj : Integer; + const e : PChar) : Integer; + cdecl; external LuaDLL; +function luaL_typerror(L : Plua_State; narg : Integer; + const tname : PChar) : Integer; + cdecl; external LuaDLL; +function luaL_argerror(L : Plua_State; numarg : Integer; + const extramsg : PChar) : Integer; + cdecl; external LuaDLL; +function luaL_checklstring(L : Plua_State; numArg : Integer; + ls : Psize_t) : PChar; + cdecl; external LuaDLL; +function luaL_optlstring(L : Plua_State; numArg : Integer; + const def: PChar; ls: Psize_t) : PChar; + cdecl; external LuaDLL; +function luaL_checknumber(L : Plua_State; numArg : Integer) : lua_Number; + cdecl; external LuaDLL; +function luaL_optnumber(L : Plua_State; nArg : Integer; + def : lua_Number) : lua_Number; + cdecl; external LuaDLL; + +function luaL_checkinteger(L : Plua_State; numArg : Integer) : lua_Integer; + cdecl; external LuaDLL; +function luaL_optinteger(L : Plua_State; nArg : Integer; + def : lua_Integer) : lua_Integer; + cdecl; external LuaDLL; + +procedure luaL_checkstack(L : Plua_State; sz : Integer; const msg : PChar); + cdecl; external LuaDLL; +procedure luaL_checktype(L : Plua_State; narg, t : Integer); + cdecl; external LuaDLL; +procedure luaL_checkany(L : Plua_State; narg : Integer); + cdecl; external LuaDLL; + +function luaL_newmetatable(L : Plua_State; const tname : PChar) : Integer; + cdecl; external LuaDLL; +function luaL_checkudata(L : Plua_State; ud : Integer; + const tname : PChar) : Pointer; + cdecl; external LuaDLL; + +procedure luaL_where(L : Plua_State; lvl : Integer); + cdecl; external LuaDLL; +function luaL_error(L : Plua_State; const fmt : PChar) : Integer; varargs; + cdecl; external LuaDLL; + +function luaL_checkoption(L : Plua_State; narg : Integer; const def : PChar; + const lst : array of PChar) : Integer; + cdecl; external LuaDLL; + +function luaL_ref(L : Plua_State; t : Integer) : Integer; + cdecl; external LuaDLL; +procedure luaL_unref(L : Plua_State; t, ref : Integer); + cdecl; external LuaDLL; + +function luaL_loadfile(L : Plua_State; const filename : PChar) : Integer; + cdecl; external LuaDLL; +function luaL_loadbuffer(L : Plua_State; const buff : PChar; + sz : size_t; const name: PChar) : Integer; + cdecl; external LuaDLL; + +function luaL_loadstring(L : Plua_State; const s : Pchar) : Integer; + cdecl; external LuaDLL; + +function luaL_newstate : Plua_State; + cdecl; external LuaDLL; + +function luaL_gsub(L : Plua_State; const s, p, r : PChar) : PChar; + cdecl; external LuaDLL; + +function luaL_findtable(L : Plua_State; idx : Integer; + const fname : PChar; szhint : Integer) : PChar; + cdecl; external LuaDLL; + + +(* +** =============================================================== +** some useful macros +** =============================================================== +*) + +function luaL_argcheck(L : Plua_State; cond : Boolean; numarg : Integer; + extramsg : PChar): Integer; +function luaL_checkstring(L : Plua_State; n : Integer) : PChar; +function luaL_optstring(L : Plua_State; n : Integer; d : PChar) : PChar; +function luaL_checkint(L : Plua_State; n : Integer) : Integer; +function luaL_optint(L : Plua_State; n, d : Integer): Integer; +function luaL_checklong(L : Plua_State; n : LongInt) : LongInt; +function luaL_optlong(L : Plua_State; n : Integer; d : LongInt) : LongInt; + +function luaL_typename(L : Plua_State; idx : Integer) : PChar; + +function luaL_dofile(L : Plua_State; fn : PChar) : Integer; + +function luaL_dostring(L : Plua_State; s : PChar) : Integer; + +procedure luaL_getmetatable(L : Plua_State; n : PChar); + +(* not implemented yet +#define luaL_opt(L,f,n,d) (lua_isnoneornil(L,(n)) ? (d) : f(L,(n))) +*) + +(* +** {====================================================== +** Generic Buffer manipulation +** ======================================================= +*) + +type + luaL_Buffer = packed record + p : PChar; (* current position in buffer *) + lvl : Integer; (* number of strings in the stack (level) *) + L : Plua_State; + buffer : array [0..LUAL_BUFFERSIZE-1] of Char; + end; + PluaL_Buffer = ^luaL_Buffer; + +procedure luaL_addchar(B : PluaL_Buffer; c : Char); + +(* compatibility only *) +procedure luaL_putchar(B : PluaL_Buffer; c : Char); + +procedure luaL_addsize(B : PluaL_Buffer; n : Integer); + +procedure luaL_buffinit(L : Plua_State; B : PluaL_Buffer); + cdecl; external LuaDLL; +function luaL_prepbuffer(B : PluaL_Buffer) : PChar; + cdecl; external LuaDLL; +procedure luaL_addlstring(B : PluaL_Buffer; const s : PChar; ls : size_t); + cdecl; external LuaDLL; +procedure luaL_addstring(B : PluaL_Buffer; const s : PChar); + cdecl; external LuaDLL; +procedure luaL_addvalue(B : PluaL_Buffer); + cdecl; external LuaDLL; +procedure luaL_pushresult(B : PluaL_Buffer); + cdecl; external LuaDLL; + +(* ====================================================== *) + + +(* compatibility with ref system *) + +(* pre-defined references *) +const + LUA_NOREF = -2; + LUA_REFNIL = -1; + +function lua_ref(L : Plua_State; lock : Boolean) : Integer; + +procedure lua_unref(L : Plua_State; ref : Integer); + +procedure lua_getref(L : Plua_State; ref : Integer); + + +(******************************************************************************) +(******************************************************************************) +(******************************************************************************) + +implementation + +uses + SysUtils; + +(*****************************************************************************) +(* luaconfig.h *) +(*****************************************************************************) + +function lua_readline(L : Plua_State; var b : PChar; p : PChar): Boolean; +var + s : AnsiString; +begin + Write(p); // show prompt + ReadLn(s); // get line + b := PChar(s); // and return it + lua_readline := (b[0] <> #4); // test for ctrl-D +end; + +procedure lua_saveline(L : Plua_State; idx : Integer); +begin +end; + +procedure lua_freeline(L : Plua_State; b : PChar); +begin +end; + + +(*****************************************************************************) +(* lua.h *) +(*****************************************************************************) + +function lua_upvalueindex(idx : Integer) : Integer; +begin + lua_upvalueindex := LUA_GLOBALSINDEX - idx; +end; + +procedure lua_pop(L : Plua_State; n : Integer); +begin + lua_settop(L, -n - 1); +end; + +procedure lua_newtable(L : Plua_State); +begin + lua_createtable(L, 0, 0); +end; + +procedure lua_register(L : Plua_State; n : PChar; f : lua_CFunction); +begin + lua_pushcfunction(L, f); + lua_setglobal(L, n); +end; + +procedure lua_pushcfunction(L : Plua_State; f : lua_CFunction); +begin + lua_pushcclosure(L, f, 0); +end; + +function lua_strlen(L : Plua_State; idx : Integer) : Integer; +begin + lua_strlen := lua_objlen(L, idx); +end; + +function lua_isfunction(L : Plua_State; n : Integer) : Boolean; +begin + lua_isfunction := lua_type(L, n) = LUA_TFUNCTION; +end; + +function lua_istable(L : Plua_State; n : Integer) : Boolean; +begin + lua_istable := lua_type(L, n) = LUA_TTABLE; +end; + +function lua_islightuserdata(L : Plua_State; n : Integer) : Boolean; +begin + lua_islightuserdata := lua_type(L, n) = LUA_TLIGHTUSERDATA; +end; + +function lua_isnil(L : Plua_State; n : Integer) : Boolean; +begin + lua_isnil := lua_type(L, n) = LUA_TNIL; +end; + +function lua_isboolean(L : Plua_State; n : Integer) : Boolean; +begin + lua_isboolean := lua_type(L, n) = LUA_TBOOLEAN; +end; + +function lua_isthread(L : Plua_State; n : Integer) : Boolean; +begin + lua_isthread := lua_type(L, n) = LUA_TTHREAD; +end; + +function lua_isnone(L : Plua_State; n : Integer) : Boolean; +begin + lua_isnone := lua_type(L, n) = LUA_TNONE; +end; + +function lua_isnoneornil(L : Plua_State; n : Integer) : Boolean; +begin + lua_isnoneornil := lua_type(L, n) <= 0; +end; + +procedure lua_pushliteral(L : Plua_State; s : PChar); +begin + lua_pushlstring(L, s, StrLen(s)); +end; + +procedure lua_setglobal(L : Plua_State; s : PChar); +begin + lua_setfield(L, LUA_GLOBALSINDEX, s); +end; + +procedure lua_getglobal(L: Plua_State; s: PChar); +begin + lua_getfield(L, LUA_GLOBALSINDEX, s); +end; + +function lua_tostring(L : Plua_State; idx : Integer) : PChar; +begin + lua_tostring := lua_tolstring(L, idx, nil); +end; + +function lua_open : Plua_State; +begin + lua_open := luaL_newstate; +end; + +procedure lua_getregistry(L : Plua_State); +begin + lua_pushvalue(L, LUA_REGISTRYINDEX); +end; + +function lua_getgccount(L : Plua_State) : Integer; +begin + lua_getgccount := lua_gc(L, LUA_GCCOUNT, 0); +end; + + +(*****************************************************************************) +(* lualib.h *) +(*****************************************************************************) + +procedure lua_assert(x : Boolean); +begin +end; + + +(*****************************************************************************) +(* lauxlib.h n *) +(*****************************************************************************) + +function luaL_getn(L : Plua_State; idx : Integer) : Integer; +begin + luaL_getn := lua_objlen(L, idx); +end; + +procedure luaL_setn(L : plua_State; i, j : Integer); +begin + (* no op *) +end; + +function luaL_argcheck(L : Plua_State; cond : Boolean; numarg : Integer; + extramsg : PChar): Integer; +begin + if not cond then + luaL_argcheck := luaL_argerror(L, numarg, extramsg) + else + luaL_argcheck := 0; +end; + +function luaL_checkstring(L : Plua_State; n : Integer) : PChar; +begin + luaL_checkstring := luaL_checklstring(L, n, nil); +end; + +function luaL_optstring(L : Plua_State; n : Integer; d : PChar) : PChar; +begin + luaL_optstring := luaL_optlstring(L, n, d, nil); +end; + +function luaL_checkint(L : Plua_State; n : Integer) : Integer; +begin + luaL_checkint := luaL_checkinteger(L, n); +end; + +function luaL_optint(L : Plua_State; n, d : Integer): Integer; +begin + luaL_optint := luaL_optinteger(L, n, d); +end; + +function luaL_checklong(L : Plua_State; n : LongInt) : LongInt; +begin + luaL_checklong := luaL_checkinteger(L, n); +end; + +function luaL_optlong(L : Plua_State; n : Integer; d : LongInt) : LongInt; +begin + luaL_optlong := luaL_optinteger(L, n, d); +end; + +function luaL_typename(L : Plua_State; idx : Integer) : PChar; +begin + luaL_typename := lua_typename( L, lua_type(L, idx) ); +end; + +function luaL_dofile(L : Plua_State; fn : PChar) : Integer; +Var + Res : Integer; +begin + // WC 2007\03\22 - Updated for Delphi + Res := luaL_loadfile(L, fn); + if Res = 0 then + Res := lua_pcall(L, 0, LUA_MULTRET, 0); + Result := Res; +end; + +function luaL_dostring(L : Plua_State; s : PChar) : Integer; +Var + Res : Integer; +begin + // WC 2007\03\22 - Updated for Delphi + Res := luaL_loadstring(L, s); + if Res = 0 then + Res := lua_pcall(L, 0, LUA_MULTRET, 0); + Result := Res; +end; + +procedure luaL_getmetatable(L : Plua_State; n : PChar); +begin + lua_getfield(L, LUA_REGISTRYINDEX, n); +end; + +procedure luaL_addchar(B : PluaL_Buffer; c : Char); +begin + if not(B^.p < B^.buffer + LUAL_BUFFERSIZE) then + luaL_prepbuffer(B); + B^.p^ := c; + Inc(B^.p); +end; + +procedure luaL_putchar(B : PluaL_Buffer; c : Char); +begin + luaL_addchar(B, c); +end; + +procedure luaL_addsize(B : PluaL_Buffer; n : Integer); +begin + Inc(B^.p, n); +end; + +function lua_ref(L : Plua_State; lock : Boolean) : Integer; +begin + if lock then + lua_ref := luaL_ref(L, LUA_REGISTRYINDEX) + else begin + lua_pushstring(L, 'unlocked references are obsolete'); + lua_error(L); + lua_ref := 0; + end; +end; + +procedure lua_unref(L : Plua_State; ref : Integer); +begin + luaL_unref(L, LUA_REGISTRYINDEX, ref); +end; + +procedure lua_getref(L : Plua_State; ref : Integer); +begin + lua_rawgeti(L, LUA_REGISTRYINDEX, ref); +end; + + +(****************************************************************************** +* Original copyright for the lua source and headers: +* 1994-2004 Tecgraf, PUC-Rio. +* www.lua.org. +* +* +* Permission is hereby granted, free of charge, to any person obtaining +* a copy of this software and associated documentation files (the +* "Software"), to deal in the Software without restriction, including +* without limitation the rights to use, copy, modify, merge, publish, +* distribute, sublicense, and/or sell copies of the Software, and to +* permit persons to whom the Software is furnished to do so, subject to +* the following conditions: +* +* The above copyright notice and this permission notice shall be +* included in all copies or substantial portions of the Software. +* +* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, +* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF +* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. +* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY +* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, +* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE +* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. +******************************************************************************) + +end. + diff --git a/src/lua/UHookableEvent.pas b/src/lua/UHookableEvent.pas new file mode 100644 index 00000000..8ad7ea9c --- /dev/null +++ b/src/lua/UHookableEvent.pas @@ -0,0 +1,380 @@ +{* 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 UHookableEvent;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses ULua;
+
+type
+ { Record holding information about a hook of an event }
+ PHook = ^THook;
+ THook = record
+ Handle: Integer; //< Handle to identify the hook, e.g. for unhooking by plugin
+ Parent: Integer; //< Lua Core Handle this hook belongs to
+
+ Func: String; //< Name of the global that holds the function
+
+ Next: PHook; //< Next Hook in list (nil for the first)
+ end;
+
+ { procedure is called before each call to the hooking lua functions, to push values on stack
+ returns the number of pushed arguments}
+ PrepareStackProc = Function(L: PLua_State): Integer;
+
+ { class representing a hookable event }
+ THookableEvent = class
+ private
+ iHandle: Integer; //< used to unregister at lua core
+ LastHook: PHook; //< last hook in hook list, first to be called
+ NextHookHandle: Integer; //< handle to identify next hook
+
+ sName: String; //< the events name
+
+ PrepareStack: PrepareStackProc; //< prepare stack procedure passed to constructor
+ CallinProcess: boolean; //< true if a chain call is in process, to prepare unhooking during calls
+ HooksToRemove: array of PHook; // hooks to delete after chaincall
+
+ procedure RemoveWaitingHooks;
+ public
+ constructor Create(Name: String; const Proc: PrepareStackProc = nil);
+
+ property Name: String read sName; //< returns the events name
+ property Handle: Integer read iHandle; //< returns the events name
+
+ procedure Hook(L: Plua_State; Parent: Integer; Func: String); //< pushes hook object/table to the lua stack
+ procedure UnHook(L: Plua_State; hHook: Integer); //< unhook by plugin. push true or error string to lua stack
+
+ procedure UnHookByParent(Parent: Integer); //< deletes all hooks by a specified parent (unhook by core)
+
+ function CallHookChain(Breakable: Boolean): PLua_State; //< calls the events hookchain. if breakable, plugin can breake the chain by returning a value != 0 or false or nil
+
+ destructor Destroy; override;
+ end;
+
+{ the default function for THookableEvent.PrepareStack it don't pass any arguments }
+function PrepareStack_Dummy(L: PLua_State): Integer;
+
+{ function in resulting hook table. it calls the unhook command of the event on plugins demand }
+function LuaHook_UnHook(L: Plua_State): Integer; cdecl;
+
+implementation
+uses ULuaCore;
+
+constructor THookableEvent.Create(Name: String; const Proc: PrepareStackProc);
+begin
+ inherited Create;
+
+ Self.sName := Name;
+
+ if (@Proc = nil) then
+ Self.PrepareStack := @PrepareStack_Dummy
+ else
+ Self.PrepareStack := Proc;
+
+ //init LastHook pointer w/ nil
+ LastHook := nil;
+ NextHookHandle := 1;
+
+ iHandle := LuaCore.RegisterEvent(Self);
+end;
+
+destructor THookableEvent.Destroy;
+var
+ Prev: PHook;
+ Cur: PHook;
+begin
+ //delete all hooks
+ Cur := LastHook;
+ While (Cur <> nil) do
+ begin
+ Prev := Cur;
+ Cur := Prev.Next;
+
+ Dispose(Prev);
+ end;
+
+ //remove from luacores list
+ LuaCore.UnRegisterEvent(iHandle);
+
+ inherited;
+end;
+
+{ adds hook to events list and pushes hook object/table to the lua stack }
+procedure THookableEvent.Hook(L: PLua_State; Parent: Integer; Func: String);
+ var
+ Item: PHook;
+ P: TLuaPlugin;
+begin
+ P := LuaCore.GetPluginById(Parent);
+ if (P <> nil) then
+ begin
+ // get mem and fill it w/ data
+ New(Item);
+ Item.Handle := NextHookHandle;
+ Inc(NextHookHandle);
+
+ Item.Parent := Parent;
+ Item.Func := Func;
+
+ // add at front of the hook chain
+ Item.Next := LastHook;
+ LastHook := Item;
+
+ //we need 2 free stack slots
+ lua_checkstack(L, 2);
+
+ //create the hook table, we need 2 elements (event name and unhook function)
+ lua_createtable(L, 0, 2);
+
+ //push events name
+ lua_pushstring(L, PAnsiChar(Name));
+
+ //add the name to the table
+ lua_setfield(L, -2, 'Event');
+
+ //push hook id to the stack
+ lua_pushinteger(L, Item.Handle);
+
+ //create a c closure, append one value from stack(the id)
+ //this will pop both, the function and the id
+ lua_pushcclosure(L, LuaHook_UnHook, 1);
+
+ //add the function to our table
+ lua_setfield(L, -2, 'Unhook');
+
+ //the table is left on the stack, it is our result
+ end;
+end;
+
+{ removes hooks in HookstoRemove array from chain }
+procedure THookableEvent.RemoveWaitingHooks;
+ function IsInArray(Cur: PHook): boolean;
+ var I: Integer;
+ begin
+ Result := false;
+ for I := 0 to high(HooksToRemove) do
+ if (HooksToRemove[I] = Cur) then
+ begin
+ Result := true;
+ Break;
+ end;
+ end;
+
+ var
+ Cur, Prev: PHook;
+begin
+ Prev := nil;
+ Cur := LastHook;
+
+ while (Cur <> nil) do
+ begin
+ if (IsInArray(Cur)) then
+ begin //we found the hook
+ if (prev <> nil) then
+ Prev.Next := Cur.Next
+ else //last hook found
+ LastHook := Cur.Next;
+
+ //free hooks memory
+ Dispose(Cur);
+
+ if (prev <> nil) then
+ Cur := Prev.Next
+ else
+ Cur := LastHook;
+ end
+ else
+ begin
+ Prev := Cur;
+ Cur := Prev.Next;
+ end;
+ end;
+
+ SetLength(HooksToRemove, 0);
+end;
+
+{ unhook by plugin. push true or error string to lua stack }
+procedure THookableEvent.UnHook(L: Plua_State; hHook: Integer);
+ var
+ Cur, Prev: PHook;
+ Len: integer;
+begin
+ if (hHook < NextHookHandle) and (hHook > 0) then
+ begin
+ //Search for the Hook
+ Prev := nil;
+ Cur := LastHook;
+
+ while (Cur <> nil) do
+ begin
+ if (Cur.Handle = hHook) then
+ begin //we found the hook
+ if not CallinProcess then
+ begin // => remove it
+ if (prev <> nil) then
+ Prev.Next := Cur.Next
+ else //last hook found
+ LastHook := Cur.Next;
+
+ //free hooks memory
+ Dispose(Cur);
+ end
+ else
+ begin // add to list of hooks to remove
+ Len := Length(HooksToRemove);
+ SetLength(HooksToRemove, Len + 1);
+ HooksToRemove[Len] := Cur;
+ end;
+
+ //indicate success
+ lua_pushboolean(L, True);
+ exit; //break the chain and exit the function
+ end;
+ Prev := Cur;
+ Cur := Prev.Next;
+ end;
+
+ lua_pushstring(L, PAnsiChar('handle already unhooked')); //the error description
+ end
+ else
+ lua_pushstring(L, PAnsiChar('undefined hook handle')); //the error description
+end;
+
+{ deletes all hooks by a specified parent (unhook by core) }
+procedure THookableEvent.UnHookByParent(Parent: Integer);
+ var
+ Cur, Prev: PHook;
+begin
+ Prev := nil;
+ Cur := LastHook;
+
+ While (Cur <> nil) do
+ begin
+ if (Cur.Parent = Parent) then
+ begin //found a hook from parent => remove it
+ if (Prev <> nil) then
+ Prev.Next := Cur.Next
+ Else
+ LastHook := Cur.Next;
+
+ Dispose(Cur);
+
+ if (Prev <> nil) then
+ Cur := Prev.Next
+ else
+ Cur := LastHook;
+ end
+ else //move through the chain
+ begin
+ Prev := Cur;
+ Cur := Prev.Next;
+ end;
+ end;
+end;
+
+{ calls the events hookchain. if breakable, plugin can breake the chain
+ by returning a value
+ breakable is pushed as the first parameter to the hooking functions
+ if chain is broken the LuaStack is returned, with all results left
+ you may call lua_clearstack }
+function THookableEvent.CallHookChain(Breakable: Boolean): Plua_State;
+ var
+ Cur: PHook;
+ P: TLuaPlugin;
+begin
+ Result := nil;
+
+ CallinProcess := true;
+
+ Cur := LastHook;
+ While (Cur <> nil) do
+ begin
+ P := LuaCore.GetPluginById(Cur.Parent);
+ lua_pushboolean(P.LuaState, Breakable);
+
+ if (P.CallFunctionByName(Cur.Func, 1 + PrepareStack(P.LuaState), LUA_MULTRET))
+ and Breakable
+ and (lua_gettop(P.LuaState) > 0) then
+ begin //Chain Broken
+ Result := P.LuaState;
+ Break;
+ end;
+
+ Cur := Cur.Next;
+ end;
+
+ RemoveWaitingHooks;
+ CallinProcess := false;
+end;
+
+{ the default function for THookableEvent.PrepareStack it don't pass any arguments }
+function PrepareStack_Dummy(L: PLua_State): Integer;
+begin
+ Result := 0;
+end;
+
+{ function in resulting hook table. it calls the unhook command of the event on plugins demand }
+function LuaHook_UnHook(L: Plua_State): Integer; cdecl;
+ var
+ Name: string;
+ Event: THookableEvent;
+ hHook: integer;
+begin
+ Result := 0;
+
+ if not lua_isTable(L, 1) then
+ LuaL_Error(L, 'Can''t find hook table in LuaHook_Unhook. Please call Unhook with method seperator (colon) instead of a point.');
+
+ // get event name
+ Lua_GetField(L, 1, 'Event');
+ if not lua_isString(L, -1) then
+ LuaL_Error(L, 'Can''t get event name in LuaHook_Unhook');
+
+ Name := Lua_ToString(L, -1);
+
+ // get event by name
+ Event := LuaCore.GetEventbyName(Name);
+
+ // free stack slots
+ Lua_pop(L, Lua_GetTop(L));
+
+ if (Event = nil) then
+ LuaL_Error(L, PAnsiChar('event ' + Name + ' does not exist (anymore?) in LuaHook_Unhook'));
+
+ // get the hookid
+ hHook := lua_ToInteger(L, lua_upvalueindex(1));
+
+ Event.UnHook(L, hHook);
+end;
+
+end.
\ No newline at end of file diff --git a/src/lua/ULuaCore.pas b/src/lua/ULuaCore.pas new file mode 100644 index 00000000..9b2e08c6 --- /dev/null +++ b/src/lua/ULuaCore.pas @@ -0,0 +1,1014 @@ +{* 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 ULuaCore;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses SysUtils, ULua, UHookableEvent, UPath;
+
+type
+ { this exception is raised when the lua panic function
+ is called. Only in case we use call instead of pcall.
+ it has the lua error string in its message attribute }
+ ELuaException = class(Exception);
+
+ { record represents item of Eventlist of TLuaCore }
+ PEventListItem = ^TEventListItem;
+ TEventListItem = record
+ Event: THookableEvent;
+ Next: PEventListItem;
+ end;
+
+ { record represents a module }
+ TLuaModule = record
+ Name: String;
+ Functions: Array of luaL_reg; //modules functions, w/ trailing nils this time
+ end;
+
+ TLuaPlugin_Status = (psNone, psRunning, psClosed, psErrorOnLoad, psErrorOnCall, psErrorInInit, psErrorOnRun);
+ { class represents a loaded plugin }
+ TLuaPlugin = class
+ private
+ iId: Integer;
+ Filename: IPath;
+ State: Plua_State; //< all functions of this plugin are called with this Lua state
+ bPaused: Boolean; //< If true no lua functions from this state are called
+ ErrorCount: Integer; //< counts the errors that occured during function calls of this plugin
+ ShutDown: Boolean; //< for self shutdown by plugin. true if plugin wants to be unloaded after execution of current function
+
+ sName: String;
+ sVersion: String;
+ sAuthor: String;
+ sURL: String;
+
+ sStatus: TLuaPlugin_Status;
+ public
+ constructor Create(Filename: IPath; Id: Integer);
+
+ property Id: Integer read iId;
+ property Name: String read sName;
+ property Version: String read sVersion;
+ property Author: String read sAuthor;
+ property Url: String read sUrl;
+
+ property Status: TLuaPlugin_Status read sStatus;
+ property CountErrors: Integer read ErrorCount;
+
+ property LuaState: Plua_State read State;
+
+ procedure Load;
+
+ procedure Register(Name, Version, Author, Url: String);
+ function HasRegistred: Boolean;
+
+ procedure PausePlugin(doPause: Boolean);
+ property Paused: boolean read bPaused write PausePlugin;
+
+ procedure ShutMeDown;
+
+ { calls the lua function in the global w/ the given name.
+ the arguments to the function have to be pushed to the stack
+ before calling this function.
+ the arguments and the function will be removed from stack
+ results will not be removed.
+ if result is false there was an error calling the function
+ if ReportErrors is true the errorstring is popped from stack
+ and written to error.log otherwise it is left on stack}
+ function CallFunctionByName(Name: String; const nArgs: Integer = 0; const nResults: Integer = 0; const ReportErrors: Boolean = True): Boolean;
+ procedure ClearStack;
+
+ procedure Unload; //< Destroys the Luastate, and frees as much mem as possible, w/o destroying the class and important information
+
+ destructor Destroy; override;
+ end;
+
+ { class managing the plugins w/ their LuaStates, the events and modules
+ it also offers the usdx table to the plugins w/ some basic functionality
+ like self unload or hook getting}
+ TLuaCore = class
+ private
+ EventList: PEventListItem; //< pointer to first registred Event, ordered by name
+ EventHandles: Array of String; //< Index is Events handle, value is events name. if length(value) is 0 handle is considered unregistred
+
+ Plugins: Array of TLuaPlugin;
+
+ eLoadingFinished: THookableEvent;
+ protected
+ Modules: Array of TLuaModule; //< modules that has been registred, has to be proctected because fucntions of this unit need to get access
+
+ function GetModuleIdByName(Name: String): Integer; //returns id of given module, or -1 if module is not found
+ public
+ constructor Create;
+ destructor Destroy; override;
+
+ procedure LoadPlugins; //< calls LoadPlugin w/ Plugindir and LoadingFinished Eventchain
+
+ procedure BrowseDir(Dir: IPath); //< searches for files w/ extension .usdx in the specified dir and tries to load them w/ lua
+ procedure LoadPlugin(Filename: IPath); //< tries to load filename w/ lua and creates the default usdx lua environment for the plugins state
+
+ function GetPluginByName(Name: String): TLuaPlugin;
+ function GetPluginById(Id: Integer): TLuaPlugin;
+
+ { this function adds a module loader for your functions
+ name is the name the script needs to write in its require()
+ Functions is an array of lua calling compatible functions
+ w/o trailing nils! }
+ procedure RegisterModule(Name: String; const Functions: Array of luaL_reg);
+
+ function RegisterEvent(Event: THookableEvent): Integer; //< adds the event to eventlist and returns its handle
+ procedure UnRegisterEvent(hEvent: Integer); //< removes the event from eventlist by handle
+
+ function GetEventbyName(Name: String): THookableEvent; //< tries to find the event w/ the given name in the list
+ function GetEventbyHandle(hEvent: Integer): THookableEvent; //< tries to find the event w/ the given handle
+
+ procedure UnHookByParent(Parent: Integer); //< remove all hooks by given parent id from all events
+
+ procedure PrepareState(L: Plua_State);
+
+ procedure DumpPlugins; //< prints plugin runtime information w/ Log.LogStatus
+ end;
+
+//some luastyle functions to call from lua scripts
+{ register global, used by plugins to identify
+ register(plugin name, plugin version, [plugin author], [plugin homepage])
+ can only be called once since the global "register" is niled by the function
+ returns true on success. (name does not exist)}
+function TLuaPlugin_Register (L: Plua_State): Integer; cdecl;
+
+{ moduleloader for usdx.* modules
+ stored in package.loaders[3]
+ package.loaders[3] (module name)
+ returns a function to load the requested module or a error
+ description(string) when the module is not found }
+function TLuaCore_ModuleLoader (L: Plua_State): Integer; cdecl;
+
+{ loads module specified by a cfunction upvalue to
+ usdx.modulename and returns it.
+ loadmodule(module name) }
+function TLuaCore_LoadModule (L: Plua_State): Integer; cdecl;
+
+{ custom lua panic function
+ it writes error string to error.log and raises an ELuaException
+ that may be caught }
+function TLua_CustomPanic (L: Plua_State): Integer; cdecl;
+
+{ replacement for luas require function
+ can be called with more than one parameter to require
+ some modules at once. e.g.: require('math', 'Usdx.Log')
+ modules are loaded from right to left
+ unlike standard require the module tables are not returned
+ the standard require function in _require is called by
+ this function }
+function TLua_CustomRequire(L: PLua_State): Integer; cdecl;
+
+
+var
+ LuaCore: TLuaCore;
+
+implementation
+uses
+ StrUtils,
+ ULog,
+ UFilesystem,
+ ULuaUsdx,
+ UPathUtils,
+ ULuaUtils;
+
+constructor TLuaCore.Create;
+begin
+ inherited;
+
+ //init EventList w/ nil
+ EventList := nil;
+
+ eLoadingFinished := nil;
+end;
+
+destructor TLuaCore.Destroy;
+var
+ Cur: PEventListItem;
+ Prev: PEventListItem;
+begin
+ SetLength(EventHandles, 0);
+
+ //delete event list
+ Cur := EventList;
+
+ While(Cur <> nil) do
+ begin
+ Prev := Cur;
+ Cur := Prev.Next;
+
+ Dispose(Prev);
+ end;
+
+ inherited;
+end;
+
+{ calls BrowseDir w/ plugin dir and LoadingFinished eventchain }
+procedure TLuaCore.LoadPlugins;
+begin
+ // we have to create event here, because in create it can
+ // not be registred, because LuaCore is no assigned
+ if (not Assigned(eLoadingFinished)) then
+ eLoadingFinished := THookableEvent.Create('Usdx.LoadingFinished');
+
+ BrowseDir(PluginPath);
+ eLoadingFinished.CallHookChain(false);
+end;
+
+{ searches for files w/ extension .usdx in the specified
+ dir and tries to load them w/ lua }
+procedure TLuaCore.BrowseDir(Dir: IPath);
+ var
+ Iter: IFileIterator;
+ FileInfo: TFileInfo;
+ FileName: IPath;
+ Ext: IPath;
+begin
+ Ext := Path('.usdx');
+
+ // search for all files and directories
+ Iter := FileSystem.FileFind(Dir.Append('*'), faAnyFile);
+ while (Iter.HasNext) do
+ begin
+ FileInfo := Iter.Next;
+ FileName := FileInfo.Name;
+ if ((FileInfo.Attr and faDirectory) <> 0) then
+ begin
+ if (not FileName.Equals('.')) and (not FileName.Equals('..')) then
+ BrowseDir(Dir.Append(FileName));
+ end
+ else
+ begin
+ if (Ext.Equals(FileName.GetExtension(), true)) then
+ begin
+ LoadPlugin(Dir.Append(FileName));
+ end;
+ end;
+ end;
+end;
+
+{ tries to load filename w/ lua and creates the default
+ usdx lua environment for the plugins state }
+procedure TLuaCore.LoadPlugin(Filename: IPath);
+ var
+ Len: Integer;
+begin
+ Len := Length(Plugins);
+ SetLength(Plugins, Len + 1);
+ Plugins[Len] := TLuaPlugin.Create(Filename, Len);
+ Plugins[Len].Load;
+end;
+
+{ returns Plugin on success nil on failure }
+function TLuaCore.GetPluginByName(Name: String): TLuaPlugin;
+ var
+ I: Integer;
+begin
+ Result := nil;
+ Name := lowercase(Name);
+
+ For I := 0 to High(Plugins) do
+ If (lowercase(Plugins[I].Name) = Name) then
+ begin
+ Result := GetPluginById(I);
+ Exit;
+ end;
+end;
+
+{ returns Plugin on success nil on failure }
+function TLuaCore.GetPluginById(Id: Integer): TLuaPlugin;
+begin
+ If (Id >= 0) AND (Id <= High(Plugins)) then
+ Result := Plugins[Id]
+ Else
+ Result := nil;
+end;
+
+{ this function adds a module loader for your functions
+ name is the name the script needs to write in its require()
+ Functions is an array of lua calling compatible functions
+ w/o trailing nils! }
+procedure TLuaCore.RegisterModule(Name: String; const Functions: Array of luaL_reg);
+ var
+ Len: Integer;
+ FuncLen: Integer;
+ I: Integer;
+begin
+ Len := Length(Modules);
+ SetLength(Modules, Len + 1);
+ Modules[Len].Name := Name;
+
+ FuncLen := Length(Functions);
+ SetLength(Modules[Len].Functions, FuncLen + 1);
+
+ For I := 0 to FuncLen-1 do
+ Modules[Len].Functions[I] := Functions[I];
+
+ Modules[Len].Functions[FuncLen].name := nil;
+ Modules[Len].Functions[FuncLen].func := nil;
+end;
+
+{ adds the event to eventlist and returns its handle
+ called by THookableEvent on creation }
+function TLuaCore.RegisterEvent(Event: THookableEvent): Integer;
+var
+ Cur, Prev, Item: PEventListItem;
+begin
+ If (Event <> nil) and (Length(Event.Name) > 0) then
+ begin
+ Result := Length(EventHandles);
+ SetLength(EventHandles, Result + 1); //get Handle and copy it to result
+
+ EventHandles[Result] := Event.Name;
+
+ //create eventlist item
+ New(Item);
+ Item.Event := Event;
+
+ //search for a place for this event in alphabetical order
+ Prev := nil;
+ Cur := EventList;
+
+ While (Cur <> nil) and (CompareStr(Cur.Event.Name, EventHandles[Result]) < 0) do
+ begin
+ Prev := Cur;
+ Cur := Prev.Next;
+ end;
+
+ //found the place => add new item
+ if (Prev <> nil) then
+ Prev.Next := Item
+ else //first item
+ EventList := Item;
+
+ Item.Next := Cur;
+ end
+ else
+ Result := -1;
+end;
+
+{ removes the event from eventlist by handle }
+procedure TLuaCore.UnRegisterEvent(hEvent: Integer);
+ var
+ Cur, Prev: PEventListItem;
+begin
+ If (hEvent >= 0) AND (hEvent <= High(EventHandles)) AND (Length(EventHandles[hEvent]) > 0) then
+ begin //hEvent in bounds and not already deleted
+ //delete from eventlist
+ Prev := nil;
+ Cur := EventList;
+
+ While (Cur <> nil) and (CompareStr(Cur.Event.Name, EventHandles[hEvent]) < 0) do
+ begin
+ Prev := Cur;
+ Cur := Prev.Next;
+ end;
+
+ If (Cur <> nil) and (Cur.Event.Name = EventHandles[hEvent]) then
+ begin //delete if found
+ Prev.Next := Cur.Next; // remove from list
+ Dispose(Cur); // free memory
+ end;
+
+ //delete from handle array
+ EventHandles[hEvent] := '';
+ end;
+end;
+
+{ tries to find the event w/ the given name in the list
+ to-do : use binary search algorithm instead of linear search here
+ check whether this is possible (events are saved in a pointer list) }
+function TLuaCore.GetEventbyName(Name: String): THookableEvent;
+ var
+ Cur: PEventListItem;
+begin
+ Result := nil;
+
+ if (Length(Name) > 0) then
+ begin
+ //search in eventlist
+ Cur := EventList;
+
+ While (Cur <> nil) and (CompareStr(Cur.Event.Name, Name) < 0) do
+ begin
+ Cur := Cur.Next;
+ end;
+
+ If (Cur <> nil) and (Cur.Event.Name = Name) then
+ begin //we found what we want to find
+ Result := Cur.Event;
+ end;
+ end;
+end;
+
+{ tries to find the event w/ the given handle }
+function TLuaCore.GetEventbyHandle(hEvent: Integer): THookableEvent;
+begin
+ If (hEvent >= 0) AND (hEvent <= High(EventHandles)) AND (Length(EventHandles[hEvent]) > 0) then
+ begin //hEvent in bounds and not already deleted
+ Result := GetEventByName(EventHandles[hEvent]);
+ end
+ else
+ Result := nil;
+end;
+
+{ remove all hooks by given parent id from all events }
+procedure TLuaCore.UnHookByParent(Parent: Integer);
+ var
+ Cur: PEventListItem;
+begin
+ if (Parent >= 0) and (Parent <= High(Plugins)) then
+ begin
+ // go through event list
+ Cur := EventList;
+
+ While (Cur <> nil) do
+ begin
+ Cur.Event.UnHookByParent(Parent);
+ Cur := Cur.Next;
+ end;
+ end;
+end;
+
+{ prepares the given already opened Lua state with the
+ basic usdx environment, e.g.: base and package Modules,
+ usdx moduleloader and usdx table }
+procedure TLuaCore.PrepareState(L: Plua_State);
+begin
+ //load basic lib functionality
+ lua_pushcfunction(L, luaopen_base);
+ lua_call(L, 0, 0);
+ lua_pop(L, lua_gettop(L)); //pop the results
+
+ //load module functionality
+ lua_pushcfunction(L, luaopen_package);
+ lua_call(L, 0, 0);
+ lua_pop(L, lua_gettop(L)); //pop the results
+
+ { adds the loader for the other standard lib to package.preload table
+ plugins can call e.g. require('math') if they need math functionality }
+
+ // we need 3 free stack slots
+ lua_checkstack(L, 3);
+
+ // get package table
+ lua_getglobal (L, PChar('package'));
+
+ // get package.preload table
+ lua_getfield (L, -1, PChar('preload'));
+
+ {**** add string lib }
+
+ // push loader function
+ lua_pushcfunction(L, luaopen_string);
+
+ // set package.preload.x loader
+ lua_setfield (L, -2, PChar('string'));
+
+ {**** add table lib }
+
+ // push loader function
+ lua_pushcfunction(L, luaopen_table);
+
+ // set package.preload.x loader
+ lua_setfield (L, -2, PChar('table'));
+
+ {**** add math lib }
+
+ // push loader function
+ lua_pushcfunction(L, luaopen_math);
+
+ // set package.preload.x loader
+ lua_setfield (L, -2, PChar('math'));
+
+ {**** add os lib }
+
+ // push loader function
+ lua_pushcfunction(L, luaopen_os);
+
+ // set package.preload.x loader
+ lua_setfield (L, -2, PChar('os'));
+
+ //pop package.preload table from stack
+ lua_pop(L, 1);
+
+ // get package.loaders table
+ lua_getfield (L, -1, PChar('loaders'));
+
+ {**** Move C-Library and all-in-one module loader backwards,
+ slot 3 is free now }
+ // get package.loaders[4] function
+ lua_pushinteger(L, 5); //push new index
+ lua_pushinteger(L, 4); //push old index
+ lua_gettable (L, -3);
+
+ // and move it to package.loaders[5]
+ lua_settable (L, -3);
+
+ // get package.loaders[3] function
+ lua_pushinteger(L, 4); //push new index
+ lua_pushinteger(L, 3); //push old index
+ lua_gettable (L, -3);
+
+ // and move it to package.loaders[4]
+ lua_settable (L, -3);
+
+ {**** now we add the core module to package.loaders[3] }
+ lua_pushinteger(L, 3); //push new loaders index
+ lua_pushcfunction(L, TLuaCore_ModuleLoader);
+
+ // and move it to package.loaders[3]
+ lua_settable (L, -3);
+
+ //pop both package and package.loaders tables from stack
+ lua_pop(L, 2);
+
+ {**** replace the standard require w/ our custom require function }
+ // first move standard require function to _require
+ lua_getfield(L, LUA_GLOBALSINDEX, PChar('require'));
+ lua_setfield(L, LUA_GLOBALSINDEX, PChar('_require'));
+
+ // then save custom require function to require
+ lua_pushcfunction(L, TLua_CustomRequire);
+ lua_setfield(L, LUA_GLOBALSINDEX, PChar('require'));
+
+ {**** now we create the usdx table }
+ //at first functions from ULuaUsdx
+ luaL_register(L, 'Usdx', @ULuaUsdx_Lib_f[0]);
+end;
+
+{ returns id of given module, or -1 if module is not found }
+function TLuaCore.GetModuleIdByName(Name: String): Integer;
+ var
+ I: Integer;
+begin
+ Result := -1;
+
+ for I := 0 to High(Modules) do
+ if (Modules[I].Name = Name) then
+ begin
+ Result := I;
+ Exit;
+ end;
+end;
+
+{ moduleloader for usdx.* modules
+ stored in package.loaders[3]
+ package.loaders[3] (module name)
+ returns a function to load the requested module or an error
+ description(string) when the module is not found }
+function TLuaCore_ModuleLoader (L: Plua_State): Integer; cdecl;
+ var
+ Name: String;
+ ID: Integer;
+begin
+ Result := 1; //we will return one value in every case (or never return in case of an error)
+
+ if (lua_gettop(L) >= 1) then
+ begin
+ // pop all arguments but the first
+ if (lua_gettop(L) > 1) then
+ lua_pop(L, lua_gettop(L)-1);
+
+
+ if (lua_IsString(L, 1)) then
+ begin //we got the name => go get it
+ Name := lua_toString(L, 1);
+
+ //we need at least 6 letters
+ //and first 5 letters have to be usdx.
+ if (Length(Name) > 5) and (lowercase(copy(Name, 1, 5))='usdx.') then
+ begin
+ ID := LuaCore.GetModuleIdByName(copy(Name, 6, Length(Name) - 5));
+ If (ID >= 0) then
+ begin //found the module -> return loader function
+ lua_pushinteger(L, Id);
+ lua_pushcclosure(L, TLuaCore_LoadModule, 1);
+ //the function is the result, so we leave it on stack
+ end
+ else
+ lua_pushString(L, PChar('usdx module "' + Name + '" couldn''t be found'));
+ end
+ else
+ lua_pushString(L, PChar('module doesn''t have "Usdx." prefix'));
+
+ end
+ else
+ luaL_argerror(L, 1, PChar('string expected'));
+ end
+ else
+ luaL_error(L, PChar('no modulename specified in usdx moduleloader'));
+end;
+
+{ loads module specified by a cfunction upvalue to
+ usdx.modulename and returns it.
+ loadmodule(module name) }
+function TLuaCore_LoadModule (L: Plua_State): Integer; cdecl;
+ var
+ Id: Integer;
+begin
+ if (not lua_isnoneornil(L, lua_upvalueindex(1))) then
+ begin
+ Id := lua_ToInteger(L, lua_upvalueindex(1));
+
+ luaL_register(L, PChar('Usdx.' + LuaCore.Modules[Id].Name), @LuaCore.Modules[Id].Functions[0]);
+
+ // set the modules table as global "modulename"
+ // so it can be accessed either by Usdx.modulename.x() or
+ // by modulename.x()
+ lua_setglobal(L, PChar(LuaCore.Modules[Id].Name));
+
+ // no we net to push the table again to return it
+ lua_getglobal(L, PChar(LuaCore.Modules[Id].Name));
+
+ Result := 1; //return table
+ end
+ else
+ luaL_error(L, PChar('no upvalue found in LuaCore_LoadModule'));
+end;
+
+{ prints plugin runtime information w/ Log.LogStatus }
+procedure TLuaCore.DumpPlugins;
+ function PluginStatusToString(Status: TLuaPlugin_Status): String;
+ begin
+ Case Status of
+ psNone: Result := 'not loaded';
+ psRunning: Result := 'running';
+ psClosed: Result := 'closed';
+ psErrorOnLoad: Result := 'error during load';
+ psErrorOnCall: Result := 'error during call';
+ psErrorInInit: Result := 'error in plugin_init()';
+ psErrorOnRun: Result := 'error on function call';
+ else Result := 'unknown';
+ end;
+ end;
+ var
+ I: Integer;
+begin
+ //print table header
+ Log.LogError(' # ' + #09 + ' name ' + #09 + ' version ' + #09 + ' status ' + #09 + ' paused ' + #09 + ' #errors ', 'plugins');
+
+
+ For I := 0 to High(Plugins) do
+ Log.LogError(' ' + IntToStr(Plugins[I].Id) + ' ' + #09 +
+ ' ' + Plugins[I].Name + ' ' + #09 +
+ ' ' + Plugins[I].Version + ' ' + #09 +
+ ' ' + PluginStatusToString(Plugins[I].Status) + ' ' + #09 +
+ ' ' + BoolToStr(Plugins[I].Paused, true) + ' ' + #09 +
+ ' ' + IntToStr(Plugins[I].CountErrors) + ' ', 'plugins');
+
+ If (High(Plugins)<0) then
+ Log.LogError(' no plugins loaded ');
+end;
+
+// Implementation of TLuaPlugin
+//--------
+constructor TLuaPlugin.Create(Filename: IPath; Id: Integer);
+begin
+ inherited Create;
+ Self.iId := Id;
+ Self.Filename := Filename;
+
+ // set some default attributes
+ Self.bPaused := False;
+ Self.ErrorCount := 0;
+ Self.sName := 'not registred';
+ Self.sStatus := psNone;
+ Self.ShutDown := False;
+
+ State := nil; //< to prevent calls to unopened state
+end;
+
+destructor TLuaPlugin.Destroy;
+begin
+ Unload;
+ inherited;
+end;
+
+{ does the main loading part
+ can not be called by create, because Plugins[Id] isn't defined there }
+procedure TLuaPlugin.Load;
+begin
+ // create Lua state for this plugin
+ State := luaL_newstate;
+
+ //set our custom panic function if s/t went wrong along the init
+ //we don't expect
+ lua_atPanic(State, TLua_CustomPanic);
+
+ if (LuaL_LoadFile(State, PChar(Filename.ToNative)) = 0) then
+ begin // file loaded successful
+ { note: we run the file here, but the environment isn't
+ set up now. it just causes the functions to
+ register in globals and runs the code in the file
+ body. At least there should be no code, it could
+ neither use functions from baselibs nor load libs
+ with require, this code would be useless. }
+ if (lua_pcall(State, 0, 0, 0) = 0) then
+ begin // file called successful
+
+ //let the core prepare our state
+ LuaCore.PrepareState(State);
+
+ // set register function
+ lua_checkstack(State, 2);
+ lua_pushinteger(State, Id);
+ lua_pushcclosure(State, TLuaPlugin_Register, 1);
+ lua_setglobal(State, PChar('register'));
+
+ // write plugin id to registry
+ lua_pushinteger(State, iId);
+ lua_setfield (State, LUA_REGISTRYINDEX, '_USDX_STATE_ID');
+ lua_pop(State, Lua_GetTop(State));
+
+ // now run the plugin_init function
+ // plugin_init() if false or nothing is returned plugin init is aborted
+ if (CallFunctionByName('plugin_init', 0, 1)) then
+ begin
+ If (HasRegistred) AND (sStatus = psNone) AND (lua_toBoolean(State, 1)) then
+ begin
+ sStatus := psRunning;
+ ClearStack;
+ end
+ else
+ Unload;
+ end
+ else
+ begin
+ sStatus := psErrorInInit;
+ Log.LogError('error in plugin_init: ' + Self.Filename.ToNative, 'lua');
+ Unload;
+ end;
+ end
+ else
+ begin
+ sStatus := psErrorOnLoad;
+ Log.LogError(String(lua_toString(State, 1)), 'lua');
+ Log.LogError('unable to call file: ' + Self.Filename.ToNative, 'lua');
+ Unload;
+ end;
+
+ end
+ else
+ begin
+ sStatus := psErrorOnLoad;
+ Log.LogError(String(lua_toString(State, 1)), 'lua');
+ Log.LogError('unable to load file: ' + Self.Filename.ToNative, 'lua');
+ Unload;
+ end;
+end;
+
+procedure TLuaPlugin.Register(Name, Version, Author, Url: String);
+begin
+ sName := Name;
+ sVersion := Version;
+ sAuthor := Author;
+ sURL := Url;
+end;
+
+{ returns true if plugin has called register }
+function TLuaPlugin.HasRegistred: Boolean;
+begin
+ Result := (Self.sName <> 'not registred');
+end;
+
+procedure TLuaPlugin.PausePlugin(doPause: Boolean);
+begin
+ bPaused := doPause;
+end;
+
+{ unload plugin after execution of the current function }
+procedure TLuaPlugin.ShutMeDown;
+begin
+ ShutDown := True;
+end;
+
+{ calls the lua function in the global w/ the given name.
+ the arguments to the function have to be pushed to the stack
+ before calling this function.
+ the arguments and the function will be removed from stack
+ results will not be removed.
+ if result is false there was an error calling the function,
+ if ReportErrors is true the errorstring is popped from stack
+ and written to error.log otherwise it is left on stack}
+function TLuaPlugin.CallFunctionByName(Name: String; const nArgs: Integer; const nResults: Integer; const ReportErrors: Boolean): Boolean;
+begin
+ Result := false;
+ if (State <> nil) then
+ begin
+ if (not bPaused) then
+ begin
+ // we need at least one stack slot free
+ lua_checkstack(State, 1);
+
+ // lua_getglobal(State, PChar(Name)); //this is just a macro:
+ lua_getfield(State, LUA_GLOBALSINDEX, PChar(Name));
+
+ if (lua_isfunction(State, -1)) then
+ begin //we got a function
+ // move function in front of the arguments (if any)
+ if (nArgs > 0) then
+ lua_insert(State, -(nArgs + 1));
+
+ // call it!
+ if (lua_pcall(State, nArgs, nResults, 0) = 0) then
+ Result := true //called w/o errors
+ else //increase error counter
+ Inc (ErrorCount);
+ end
+ else
+ begin //we have to pop the args and the field we pushed from stack
+ lua_pop(State, nArgs + 1);
+ //leave an errormessage on stack
+ lua_pushstring(State, Pchar('could not find function named ' + Name));
+ end;
+ end
+ else
+ begin //we have to pop the args from stack
+ lua_pop(State, nArgs);
+ //leave an errormessage on stack
+ lua_pushstring(State, PChar('plugin paused'));
+ end;
+
+ if (not Result) AND (ReportErrors) then
+ Log.LogError(lua_toString(State, -1), 'lua/' + sName);
+
+ if ShutDown then
+ begin // plugin indicates self shutdown
+ ShutDown := False;
+ Unload;
+ Result := False;
+ end
+ end
+ else
+ begin
+ Log.LogError('trying to call function of closed or not opened lua state', IfThen(HasRegistred, Name, Filename.ToUTF8));
+ end;
+end;
+
+{ removes all values from stack }
+procedure TLuaPlugin.ClearStack;
+begin
+ if (State <> nil) and (lua_gettop(State) > 0) then
+ lua_pop(State, lua_gettop(State));
+end;
+
+{ destroys the lua state, and frees as much mem as possible,
+ w/o destroying the class and important information }
+procedure TLuaPlugin.Unload;
+begin
+ if (State <> nil) then
+ begin
+ if (Status in [psRunning, psErrorOnRun]) then
+ CallFunctionByName('plugin_unload');
+
+ ClearStack;
+ lua_close(State);
+ State := nil; //don't forget to nil it ;)
+
+ LuaCore.UnHookByParent(iId);
+
+ if (sStatus = psRunning) then
+ sStatus := psClosed;
+ end;
+end;
+
+function TLuaPlugin_Register (L: Plua_State): Integer; cdecl;
+ var
+ Id: Integer;
+ P: TLuaPlugin;
+ Name, Version, Author, Url: String;
+begin
+ if (lua_gettop(L) >= 2) then
+ begin // we got at least name and version
+ if (not lua_isNumber(L, lua_upvalueindex(1))) then
+ luaL_Error(L, PChar('upvalue missing'));
+
+ if (not lua_isString(L, 1)) then
+ luaL_ArgError(L, 1, 'string expected');
+
+ if (not lua_isString(L, 2)) then
+ luaL_ArgError(L, 1, 'string expected');
+
+ Id := lua_ToInteger(L, lua_upvalueindex(1));
+
+ //get version and name
+ Name := lua_tostring(L, 1);
+ Version := lua_tostring(L, 2);
+
+ //get optional parameters
+ if (lua_isString(L, 3)) then //author
+ Author := lua_toString(L, 3)
+ else
+ begin
+ Author := 'unknown';
+ end;
+
+ // homepage
+ if (lua_isString(L, 4)) then
+ Url := lua_toString(L, 4)
+ else
+ begin
+ Url := '';
+ end;
+
+ //clear stack
+ if (lua_gettop(L) > 0) then
+ lua_pop(L, lua_gettop(L));
+
+ //call register
+ P := LuaCore.GetPluginById(Id);
+ if (P <> nil) then
+ P.Register(Name, Version, Author, Url)
+ Else
+ luaL_error(L, PChar('wrong id in upstream'));
+
+ // remove function from global register
+ lua_pushnil(L);
+ lua_setglobal(L, PChar('register'));
+
+ // return true
+ Result := 1;
+ lua_pushboolean(L, True);
+ end
+ else
+ luaL_error(L, PChar('not enough arguments, at least 2 expected. in TLuaPlugin_Register'));
+end;
+
+{ custom lua panic function
+ it writes error string to error.log and raises an ELuaException
+ that may be caught }
+function TLua_CustomPanic (L: Plua_State): Integer; cdecl;
+ var
+ Msg: String;
+begin
+ if (lua_isString(L, -1)) then
+ Msg := lua_toString(L, -1)
+ else
+ Msg := 'undefined lua panic';
+
+ Log.LogError(Msg, 'lua');
+
+ raise ELuaException.Create(Msg);;
+
+ Result := 0;
+end;
+
+{ replacement for luas require function
+ can be called with more than one parameter to require
+ some modules at once. e.g.: require('math', 'Usdx.Log')
+ modules are loaded from right to left
+ unlike standard require the module tables are not returned
+ the standard require function in _require is called by
+ this function }
+function TLua_CustomRequire(L: PLua_State): Integer; cdecl;
+begin
+ // no results
+ Result := 0;
+
+ // move through parameters
+ while (lua_getTop(L) >= 1) do
+ begin
+ // get luas require function
+ lua_getfield(L, LUA_GLOBALSINDEX, PChar('_require'));
+
+ // move it under the top param
+ lua_insert(L, -2);
+
+ // call it w/ next param (function + param are poped from stack)
+ lua_call(L, 1, 0);
+ end;
+end;
+
+end.
\ No newline at end of file diff --git a/src/lua/ULuaGl.pas b/src/lua/ULuaGl.pas new file mode 100644 index 00000000..178853b6 --- /dev/null +++ b/src/lua/ULuaGl.pas @@ -0,0 +1,1513 @@ +{* 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 ULuaGl; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SysUtils, + gl, + ULua; + +function luaopen_gl (L: Plua_State): Integer; cdecl; +function ULuaGl_StringToEnum(Str: String): GLenum; + +{ lua lib functions } +function ULuaGl_Begin(L: Plua_State): Integer; cdecl; +function ULuaGl_BindTexture(L: Plua_State): Integer; cdecl; +function ULuaGl_BlendFunc(L: Plua_State): Integer; cdecl; +function ULuaGl_Clear(L: Plua_State): Integer; cdecl; +function ULuaGl_ClearAccum(L: Plua_State): Integer; cdecl; +function ULuaGl_ClearColor(L: Plua_State): Integer; cdecl; +function ULuaGl_Color(L: Plua_State): Integer; cdecl; +function ULuaGl_CullFace(L: Plua_State): Integer; cdecl; +function ULuaGl_DepthFunc(L: Plua_State): Integer; cdecl; +function ULuaGl_DepthRange(L: Plua_State): Integer; cdecl; +function ULuaGl_Disable(L: Plua_State): Integer; cdecl; +function ULuaGl_DisableClientState(L: Plua_State): Integer; cdecl; +function ULuaGl_DrawBuffer(L: Plua_State): Integer; cdecl; +function ULuaGl_Enable(L: Plua_State): Integer; cdecl; +function ULuaGl_EnableClientState(L: Plua_State): Integer; cdecl; +function ULuaGl_End(L: Plua_State): Integer; cdecl; +function ULuaGl_EndList(L: Plua_State): Integer; cdecl; +function ULuaGl_Finish(L: Plua_State): Integer; cdecl; +function ULuaGl_Flush(L: Plua_State): Integer; cdecl; +function ULuaGl_FrontFace(L: Plua_State): Integer; cdecl; +function ULuaGl_InitNames(L: Plua_State): Integer; cdecl; +function ULuaGl_LoadIdentity(L: Plua_State): Integer; cdecl; +function ULuaGl_LogicOp(L: Plua_State): Integer; cdecl; +function ULuaGl_MatrixMode(L: Plua_State): Integer; cdecl; +function ULuaGl_Ortho(L: Plua_State): Integer; cdecl; +function ULuaGl_PopAttrib(L: Plua_State): Integer; cdecl; +function ULuaGl_PopClientAttrib(L: Plua_State): Integer; cdecl; +function ULuaGl_PopMatrix(L: Plua_State): Integer; cdecl; +function ULuaGl_PopName(L: Plua_State): Integer; cdecl; +function ULuaGl_PushMatrix(L: Plua_State): Integer; cdecl; +function ULuaGl_RasterPos(L: Plua_State): Integer; cdecl; +function ULuaGl_ReadBuffer(L: Plua_State): Integer; cdecl; +function ULuaGl_Rect(L: Plua_State): Integer; cdecl; +function ULuaGl_Rotate(L: Plua_State): Integer; cdecl; +function ULuaGl_Scale(L: Plua_State): Integer; cdecl; +function ULuaGl_ShadeModel(L: Plua_State): Integer; cdecl; +function ULuaGl_TexCoord(L: Plua_State): Integer; cdecl; +function ULuaGl_Translate(L: Plua_State): Integer; cdecl; +function ULuaGl_Vertex(L: Plua_State): Integer; cdecl; +function ULuaGl_Viewport(L: Plua_State): Integer; cdecl; +function ULuaGl_Dummy(L: Plua_State): Integer; cdecl; + +const + ULuaGl_Lib_f: array [0..40] of lual_reg = ( + (name:'Begin';func:ULuaGl_Begin), + (name:'BindTexture';func:ULuaGl_BindTexture), + (name:'BlendFunc';func:ULuaGl_BlendFunc), + (name:'Clear';func:ULuaGl_Clear), + (name:'ClearAccum';func:ULuaGl_ClearAccum), + (name:'ClearColor';func:ULuaGl_ClearColor), + (name:'Color';func:ULuaGl_Color), + (name:'CullFace';func:ULuaGl_CullFace), + (name:'DepthFunc';func:ULuaGl_DepthFunc), + (name:'DepthRange';func:ULuaGl_DepthRange), + (name:'Disable';func:ULuaGl_Disable), + (name:'DisableClientState';func:ULuaGl_DisableClientState), + (name:'DrawBuffer';func:ULuaGl_DrawBuffer), + (name:'Enable';func:ULuaGl_Enable), + (name:'EnableClientState';func:ULuaGl_EnableClientState), + (name:'End';func:ULuaGl_End), + (name:'EndList';func:ULuaGl_EndList), + (name:'Finish';func:ULuaGl_Finish), + (name:'Flush';func:ULuaGl_Flush), + (name:'FrontFace';func:ULuaGl_FrontFace), + (name:'InitNames';func:ULuaGl_InitNames), + (name:'LoadIdentity';func:ULuaGl_LoadIdentity), + (name:'LogicOp';func:ULuaGl_LogicOp), + (name:'MatrixMode';func:ULuaGl_MatrixMode), + (name:'Ortho';func:ULuaGl_Ortho), + (name:'PopAttrib';func:ULuaGl_PopAttrib), + (name:'PopClientAttrib';func:ULuaGl_PopClientAttrib), + (name:'PopMatrix';func:ULuaGl_PopMatrix), + (name:'PopName';func:ULuaGl_PopName), + (name:'PushMatrix';func:ULuaGl_PushMatrix), + (name:'RasterPos';func:ULuaGl_RasterPos), + (name:'ReadBuffer';func:ULuaGl_ReadBuffer), + (name:'Rotate';func:ULuaGl_Rotate), + (name:'Rect';func:ULuaGl_Rect), + (name:'Scale';func:ULuaGl_Scale), + (name:'ShadeModel';func:ULuaGl_ShadeModel), + (name:'TexCoord';func:ULuaGl_TexCoord), + (name:'Translate';func:ULuaGl_Translate), + (name:'Vertex';func:ULuaGl_Vertex), + (name:'Viewport';func:ULuaGl_Viewport), + (name:nil;func:nil) + ); + +implementation + +uses + ULog; + +type + TULuaGl_Enums = record + Text: string; + Value: GLenum; + end; +const + ULuaGl_EnumERROR = $fffffffe; + +function ULuaGl_Begin(L: Plua_State): Integer; cdecl; +var + e : GLenum; +begin + e := ULuaGl_StringToEnum(lual_checkstring(L,1)); + + if (e = ULuaGl_EnumERROR) then + luaL_error(L, 'incorrect string argument to function ''gl.Begin'''); + + glBegin(e); + + result:=0; // number of results +end; + +function ULuaGl_BindTexture(L: Plua_State): Integer; cdecl; +var + e : GLenum; +begin + e := ULuaGl_StringToEnum(lual_checkstring(L,1)); + + if (e = ULuaGl_EnumERROR) then + luaL_error(L, 'incorrect string argument to function ''gl.BindTexture'''); + + glBindTexture(e,lual_checkinteger(L,2)); + + result:=0; // number of results +end; + +function ULuaGl_BlendFunc(L: Plua_State): Integer; cdecl; +var + e : GLenum; + f : GLenum; +begin + e := ULuaGl_StringToEnum(lual_checkstring(L,1)); + f := ULuaGl_StringToEnum(lual_checkstring(L,2)); + + if (e = ULuaGl_EnumERROR) or (f = ULuaGl_EnumERROR) then + luaL_error(L, 'incorrect string argument to function ''gl.BlendFunc'''); + + glBlendFunc(e,f); + + result:=0; // number of results +end; + +function ULuaGl_Clear(L: Plua_State): Integer; cdecl; +var + e : GLenum; +begin + e := ULuaGl_StringToEnum(lual_checkstring(L,1)); + + if (e = ULuaGl_EnumERROR) then + luaL_error(L, 'incorrect string argument to function ''gl.Clear'''); + + glClear(e); + + result:=0; // number of results +end; + +function ULuaGl_ClearAccum(L: Plua_State): Integer; cdecl; +var + i: Integer; +begin + if lua_istable(L, 1) then + for i := 1 to lua_objlen(L,1) do + lua_rawgeti(L,1,i); + + if (lua_istable(L, 1) and (lua_objlen(L,1) = 4)) or (lua_gettop(L) = 4) then + glClearAccum(lual_checknumber(L,-4), + lual_checknumber(L,-3), + lual_checknumber(L,-2), + lual_checknumber(L,-1)) + else + luaL_error(L, 'incorrect argument to function ''gl.ClearAccum'''); + result:=0; // number of results +end; + +function ULuaGl_ClearColor(L: Plua_State): Integer; cdecl; +var + i: Integer; +begin + if lua_istable(L, 1) then + for i := 1 to lua_objlen(L,1) do + lua_rawgeti(L,1,i); + + if (lua_istable(L, 1) and (lua_objlen(L,1) = 4)) or (lua_gettop(L) = 4) then + glClearColor(lual_checknumber(L,-4), + lual_checknumber(L,-3), + lual_checknumber(L,-2), + lual_checknumber(L,-1)) + else + luaL_error(L, 'incorrect argument to function ''gl.ClearColor'''); + result:=0; // number of results +end; + +function ULuaGl_Color(L: Plua_State): Integer; cdecl; +var + i: Integer; +begin + if lua_istable(L, 1) then + for i := 1 to lua_objlen(L,1) do + lua_rawgeti(L,1,i); + + if (lua_istable(L, 1) and (lua_objlen(L,1) = 3)) or (lua_gettop(L) = 3) then + glColor3d(GLdouble(lual_checknumber(L,-3)), + GLdouble(lual_checknumber(L,-2)), + GLdouble(lual_checknumber(L,-1))) + else if (lua_istable(L, 1) and (lua_objlen(L,1) = 4)) or (lua_gettop(L) = 4) then + glColor4d(GLdouble(lual_checknumber(L,-4)), + GLdouble(lual_checknumber(L,-3)), + GLdouble(lual_checknumber(L,-2)), + GLdouble(lual_checknumber(L,-1))) + else + luaL_error(L, 'incorrect argument to function ''gl.Color'''); + result:=0; // number of results +end; + +function ULuaGl_CullFace(L: Plua_State): Integer; cdecl; +var + e : GLenum; +begin + e := ULuaGl_StringToEnum(lual_checkstring(L,1)); + + if (e = ULuaGl_EnumERROR) then + luaL_error(L, 'incorrect string argument to function ''gl.CullFace'''); + + glCullFace(e); + + result:=0; // number of results +end; + +function ULuaGl_DepthFunc(L: Plua_State): Integer; cdecl; +var + e : GLenum; +begin + e := ULuaGl_StringToEnum(lual_checkstring(L,1)); + + if (e = ULuaGl_EnumERROR) then + luaL_error(L, 'incorrect string argument to function ''gl.DepthFunc'''); + + glDepthFunc(e); + + result:=0; // number of results +end; + +function ULuaGl_DepthRange(L: Plua_State): Integer; cdecl; +var + i: Integer; +begin + if lua_istable(L, 1) then + for i := 1 to lua_objlen(L,1) do + lua_rawgeti(L,1,i); + + if (lua_istable(L, 1) and (lua_objlen(L,1) = 2)) + or (lua_gettop(L) = 2) then + glDepthRange(lual_checkinteger(L,-2), + lual_checkinteger(L,-1)) + else + luaL_error(L, 'incorrect argument to function ''gl.DepthRange'''); + result:=0; // number of results +end; + +function ULuaGl_Disable(L: Plua_State): Integer; cdecl; +var + e : GLenum; +begin + e := ULuaGl_StringToEnum(lual_checkstring(L,1)); + + if (e = ULuaGl_EnumERROR) then + luaL_error(L, 'incorrect string argument to function ''gl.Disable'''); + + glDisable(e); + + result:=0; // number of results +end; + +function ULuaGl_DisableClientState(L: Plua_State): Integer; cdecl; +var + e : GLenum; +begin + e := ULuaGl_StringToEnum(lual_checkstring(L,1)); + + if (e = ULuaGl_EnumERROR) then + luaL_error(L, 'incorrect string argument to function ''gl.DisableClientState'''); + + glDisableClientState(e); + + result:=0; // number of results +end; + +function ULuaGl_DrawBuffer(L: Plua_State): Integer; cdecl; +var + e : GLenum; +begin + e := ULuaGl_StringToEnum(lual_checkstring(L,1)); + + if (e = ULuaGl_EnumERROR) then + luaL_error(L, 'incorrect string argument to function ''gl.DrawBuffer'''); + + glDrawBuffer(e); + + result:=0; // number of results +end; + +function ULuaGl_Enable(L: Plua_State): Integer; cdecl; +var + e : GLenum; +begin + e := ULuaGl_StringToEnum(lual_checkstring(L,1)); + + if (e = ULuaGl_EnumERROR) then + luaL_error(L, 'incorrect string argument to function ''gl.Enable'''); + + glEnable(e); + result:=0; // number of results +end; + +function ULuaGl_EnableClientState(L: Plua_State): Integer; cdecl; +var + e : GLenum; +begin + e := ULuaGl_StringToEnum(lual_checkstring(L,1)); + + if (e = ULuaGl_EnumERROR) then + luaL_error(L, 'incorrect string argument to function ''gl.EnableClientState'''); + + glEnableClientState(e); + + result:=0; // number of results +end; + +function ULuaGl_End(L: Plua_State): Integer; cdecl; +begin + glEnd(); + result:=0; // number of results +end; + +function ULuaGl_EndList(L: Plua_State): Integer; cdecl; +begin + glEndList(); + result:=0; // number of results +end; + +function ULuaGl_Finish(L: Plua_State): Integer; cdecl; +begin + glFinish(); + result:=0; // number of results +end; + +function ULuaGl_Flush(L: Plua_State): Integer; cdecl; +begin + glFlush(); + result:=0; // number of results +end; + +function ULuaGl_FrontFace(L: Plua_State): Integer; cdecl; +var + e : GLenum; +begin + e := ULuaGl_StringToEnum(lual_checkstring(L,1)); + + if (e = ULuaGl_EnumERROR) then + luaL_error(L, 'incorrect string argument to function ''gl.FrontFace'''); + + glFrontFace(e); + + result:=0; // number of results +end; + +function ULuaGl_InitNames(L: Plua_State): Integer; cdecl; +begin + glInitNames(); + result:=0; // number of results +end; + +function ULuaGl_LoadIdentity(L: Plua_State): Integer; cdecl; +begin + glLoadIdentity(); + result:=0; // number of results +end; + +function ULuaGl_LogicOp(L: Plua_State): Integer; cdecl; +var + e : GLenum; +begin + e := ULuaGl_StringToEnum(lual_checkstring(L,1)); + + if (e = ULuaGl_EnumERROR) then + luaL_error(L, 'incorrect string argument to function ''gl.LogicOp'''); + + glLogicOp(e); + + result:=0; // number of results +end; + +function ULuaGl_MatrixMode(L: Plua_State): Integer; cdecl; +var + e : GLenum; +begin + e := ULuaGl_StringToEnum(lual_checkstring(L,1)); + + if (e = ULuaGl_EnumERROR) then + luaL_error(L, 'incorrect string argument to function ''gl.MatrixMode'''); + + glMatrixMode(e); + + result:=0; // number of results +end; + +function ULuaGl_Ortho(L: Plua_State): Integer; cdecl; +begin + if (lua_gettop(L) = 6) then + glOrtho(lual_checkinteger(L,-6), + lual_checkinteger(L,-5), + lual_checkinteger(L,-4), + lual_checkinteger(L,-3), + lual_checkinteger(L,-2), + lual_checkinteger(L,-1)) + else + luaL_error(L, 'incorrect argument to function ''gl.Ortho'''); + result:=0; // number of results +end; + +function ULuaGl_PopAttrib(L: Plua_State): Integer; cdecl; +begin + glPopAttrib(); + result:=0; // number of results +end; + +function ULuaGl_PopClientAttrib(L: Plua_State): Integer; cdecl; +begin + glPopClientAttrib(); + result:=0; // number of results +end; + +function ULuaGl_PopMatrix(L: Plua_State): Integer; cdecl; +begin + glPopMatrix(); + result:=0; // number of results +end; + +function ULuaGl_PopName(L: Plua_State): Integer; cdecl; +begin + glPopName(); + result:=0; // number of results +end; + +function ULuaGl_PushMatrix(L: Plua_State): Integer; cdecl; +begin + glPopName(); + result:=0; // number of results +end; + +function ULuaGl_RasterPos(L: Plua_State): Integer; cdecl; +var + i: Integer; +begin + if lua_istable(L, 1) then + for i := 1 to lua_objlen(L,1) do + lua_rawgeti(L,1,i); + + if (lua_istable(L, 1) and (lua_objlen(L,1) = 2)) or (lua_gettop(L) = 2) then + glRasterPos2d(GLdouble(lual_checknumber(L,-2)), + GLdouble(lual_checknumber(L,-1))) + else if (lua_istable(L, 1) and (lua_objlen(L,1) = 3)) or (lua_gettop(L) = 3) then + glRasterPos3d(GLdouble(lual_checknumber(L,-3)), + GLdouble(lual_checknumber(L,-2)), + GLdouble(lual_checknumber(L,-1))) + else if (lua_istable(L, 1) and (lua_objlen(L,1) = 4)) or (lua_gettop(L) = 4) then + glRasterPos4d(GLdouble(lual_checknumber(L,-4)), + GLdouble(lual_checknumber(L,-3)), + GLdouble(lual_checknumber(L,-2)), + GLdouble(lual_checknumber(L,-1))) + else + luaL_error(L, 'incorrect argument to function ''gl.RasterPos'''); + result:=0; // number of results +end; + +function ULuaGl_ReadBuffer(L: Plua_State): Integer; cdecl; +var + e : GLenum; +begin + e := ULuaGl_StringToEnum(lual_checkstring(L,1)); + + if (e = ULuaGl_EnumERROR) then + luaL_error(L, 'incorrect string argument to function ''gl.ReadBuffer'''); + + glReadBuffer(e); + + result:=0; // number of results +end; + +function ULuaGl_Rect(L: Plua_State): Integer; cdecl; +var + i: Integer; +begin + if lua_istable(L, 1) and lua_istable(L, 2) then + begin + for i := 1 to lua_objlen(L,1) do + lua_rawgeti(L,1,i); + for i := 1 to lua_objlen(L,2) do + lua_rawgeti(L,2,i); + end; + + if (lua_istable(L, 1) and (lua_objlen(L,1) = 2)) + and (lua_istable(L, 2) and (lua_objlen(L,2) = 2)) + or (lua_gettop(L) = 4) then + glRectD(lual_checknumber(L,-4), + lual_checknumber(L,-3), + lual_checknumber(L,-2), + lual_checknumber(L,-1)) + else + luaL_error(L, 'incorrect argument to function ''gl.Rect'''); + result:=0; // number of results +end; + +function ULuaGl_Rotate(L: Plua_State): Integer; cdecl; +begin + if (lua_gettop(L) = 3) then + glRotated(lual_checkinteger(L,-4), + lual_checkinteger(L,-3), + lual_checkinteger(L,-2), + lual_checkinteger(L,-1)) + else + luaL_error(L, 'incorrect argument to function ''gl.Rotate'''); + result:=0; // number of results +end; + +function ULuaGl_Scale(L: Plua_State): Integer; cdecl; +begin + if (lua_gettop(L) = 3) then + glScaled(lual_checkinteger(L,-3), + lual_checkinteger(L,-2), + lual_checkinteger(L,-1)) + else + luaL_error(L, 'incorrect argument to function ''gl.Scale'''); + result:=0; // number of results +end; + +function ULuaGl_ShadeModel(L: Plua_State): Integer; cdecl; +var + e : GLenum; +begin + e := ULuaGl_StringToEnum(lual_checkstring(L,1)); + + if (e = ULuaGl_EnumERROR) then + luaL_error(L, 'incorrect string argument to function ''gl.ShadeModel'''); + + glShadeModel(e); + + result:=0; // number of results +end; + +function ULuaGl_TexCoord(L: Plua_State): Integer; cdecl; +var + i: Integer; +begin + if lua_istable(L, 1) then + for i := 1 to lua_objlen(L,1) do + lua_rawgeti(L,1,i); + + if (lua_istable(L, 1) and (lua_objlen(L,1) = 1)) or (lua_gettop(L) = 1) then + glTexCoord1d(GLdouble(lual_checknumber(L,-1))) + else if (lua_istable(L, 1) and (lua_objlen(L,1) = 2)) or (lua_gettop(L) = 2) then + glTexCoord2d(GLdouble(lual_checknumber(L,-2)), + GLdouble(lual_checknumber(L,-1))) + else if (lua_istable(L, 1) and (lua_objlen(L,1) = 3)) or (lua_gettop(L) = 3) then + glTexCoord3d(GLdouble(lual_checknumber(L,-3)), + GLdouble(lual_checknumber(L,-2)), + GLdouble(lual_checknumber(L,-1))) + else if (lua_istable(L, 1) and (lua_objlen(L,1) = 4)) or (lua_gettop(L) = 4) then + glTexCoord4d(GLdouble(lual_checknumber(L,-4)), + GLdouble(lual_checknumber(L,-3)), + GLdouble(lual_checknumber(L,-2)), + GLdouble(lual_checknumber(L,-1))) + else + luaL_error(L, 'incorrect argument to function ''gl.TexCoord'''); + result:=0; // number of results +end; + +function ULuaGl_Translate(L: Plua_State): Integer; cdecl; +begin + if (lua_gettop(L) = 3) then + glTranslated(lual_checkinteger(L,-3), + lual_checkinteger(L,-2), + lual_checkinteger(L,-1)) + else + luaL_error(L, 'incorrect argument to function ''gl.Translate'''); + result:=0; // number of results +end; + +function ULuaGl_Vertex(L: Plua_State): Integer; cdecl; +var + i: Integer; +begin + if lua_istable(L, 1) then + for i := 1 to lua_objlen(L,1) do + lua_rawgeti(L,1,i); + + if (lua_istable(L, 1) and (lua_objlen(L,1) = 2)) or (lua_gettop(L) = 2) then + glVertex2d(GLdouble(lual_checknumber(L,-2)), + GLdouble(lual_checknumber(L,-1))) + else if (lua_istable(L, 1) and (lua_objlen(L,1) = 3)) or (lua_gettop(L) = 3) then + glVertex3d(GLdouble(lual_checknumber(L,-3)), + GLdouble(lual_checknumber(L,-2)), + GLdouble(lual_checknumber(L,-1))) + else if (lua_istable(L, 1) and (lua_objlen(L,1) = 4)) or (lua_gettop(L) = 4) then + glVertex4d(GLdouble(lual_checknumber(L,-4)), + GLdouble(lual_checknumber(L,-3)), + GLdouble(lual_checknumber(L,-2)), + GLdouble(lual_checknumber(L,-1))) + else + luaL_error(L, 'incorrect argument to function ''gl.Vertex'''); + result:=0; // number of results +end; + +function ULuaGl_Viewport(L: Plua_State): Integer; cdecl; +var + i: Integer; +begin + if lua_istable(L, 1) and lua_istable(L, 2) then + begin + for i := 1 to lua_objlen(L,1) do + lua_rawgeti(L,1,i); + for i := 1 to lua_objlen(L,2) do + lua_rawgeti(L,2,i); + end; + + if (lua_istable(L, 1) and (lua_objlen(L,1) = 2)) + and (lua_istable(L, 2) and (lua_objlen(L,2) = 2)) + or (lua_gettop(L) = 4) then + glViewport(lual_checkinteger(L,-4), + lual_checkinteger(L,-3), + lual_checkinteger(L,-2), + lual_checkinteger(L,-1)) + else + luaL_error(L, 'incorrect argument to function ''gl.Viewport'''); + result:=0; // number of results +end; + +function ULuaGl_Dummy(L: Plua_State): Integer; cdecl; +begin + result:=0; // number of results +end; + +function luaopen_gl (L: Plua_State): Integer; cdecl; +begin + luaL_register(L,'gl',@ULuaGl_Lib_f[0]); + result:=1; +end; + +(* + glAccum: procedure(op: GLenum; value: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glAlphaFunc: procedure(func: GLenum; ref: GLclampf); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glAreTexturesResident: function (n: GLsizei; const textures: PGLuint; residences: PGLboolean): GLboolean; {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glArrayElement: procedure(i: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glBitmap: procedure (width, height: GLsizei; xorig, yorig: GLfloat; xmove, ymove: GLfloat; const bitmap: PGLubyte); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glCallList: procedure(list: GLuint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glCallLists: procedure(n: GLsizei; atype: GLenum; const lists: Pointer); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glClearDepth: procedure(depth: GLclampd); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glClearIndex: procedure(c: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glClearStencil: procedure(s: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glClipPlane: procedure(plane: GLenum; const equation: PGLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + + glColorMask: procedure(red, green, blue, alpha: GLboolean); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glColorMaterial: procedure(face, mode: GLenum); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glColorPointer: procedure(size: GLint; atype: GLenum; stride: GLsizei; const pointer: Pointer); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glCopyPixels: procedure(x, y: GLint; width, height: GLsizei; atype: GLenum); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glCopyTexImage1D: procedure (target: GLenum; level: GLint; internalFormat: GLenum; x, y: GLint; width: GLsizei; border: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glCopyTexImage2D: procedure(target: GLenum; level: GLint; internalFormat: GLenum; x, y: GLint; width, height: GLsizei; border: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glCopyTexSubImage1D: procedure(target: GLenum; level, xoffset, x, y: GLint; width: GLsizei); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glCopyTexSubImage2D: procedure(target: GLenum; level, xoffset, yoffset, x, y: GLint; width, height: GLsizei); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glDeleteLists: procedure(list: GLuint; range: GLsizei); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glDeleteTextures: procedure(n: GLsizei; const textures: PGLuint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glDepthMask: procedure(flag: GLboolean); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glDrawArrays: procedure(mode: GLenum; first: GLint; count: GLsizei); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glDrawElements: procedure(mode: GLenum; count: GLsizei; atype: GLenum; const indices: Pointer); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glDrawPixels: procedure(width, height: GLsizei; format, atype: GLenum; const pixels: Pointer); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glEdgeFlag: procedure(flag: GLboolean); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glEdgeFlagPointer: procedure(stride: GLsizei; const pointer: Pointer); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glEdgeFlagv: procedure(const flag: PGLboolean); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + + glEvalCoord1d: procedure(u: GLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glEvalCoord1dv: procedure(const u: PGLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glEvalCoord1f: procedure(u: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glEvalCoord1fv: procedure(const u: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glEvalCoord2d: procedure(u, v: GLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glEvalCoord2dv: procedure(const u: PGLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glEvalCoord2f: procedure(u, v: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glEvalCoord2fv: procedure(const u: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + + glEvalMesh1: procedure(mode: GLenum; i1, i2: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glEvalMesh2: procedure(mode: GLenum; i1, i2, j1, j2: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glEvalPoint1: procedure(i: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glEvalPoint2: procedure(i, j: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glFeedbackBuffer: procedure(size: GLsizei; atype: GLenum; buffer: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glFogf: procedure(pname: GLenum; param: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glFogfv: procedure(pname: GLenum; const params: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glFogi: procedure(pname: GLenum; param: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glFogiv: procedure(pname: GLenum; const params: PGLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glFrustum: procedure(left, right, bottom, top, zNear, zFar: GLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGenLists: function(range: GLsizei): GLuint; {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGenTextures: procedure(n: GLsizei; textures: PGLuint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetBooleanv: procedure(pname: GLenum; params: PGLboolean); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetClipPlane: procedure(plane: GLenum; equation: PGLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetDoublev: procedure(pname: GLenum; params: PGLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} +// glGetError: function: GLenum; {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetFloatv: procedure(pname: GLenum; params: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetIntegerv: procedure(pname: GLenum; params: PGLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetLightfv: procedure(light, pname: GLenum; params: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetLightiv: procedure(light, pname: GLenum; params: PGLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetMapdv: procedure(target, query: GLenum; v: PGLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetMapfv: procedure(target, query: GLenum; v: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetMapiv: procedure(target, query: GLenum; v: PGLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetMaterialfv: procedure(face, pname: GLenum; params: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetMaterialiv: procedure(face, pname: GLenum; params: PGLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetPixelMapfv: procedure(map: GLenum; values: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetPixelMapuiv: procedure(map: GLenum; values: PGLuint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetPixelMapusv: procedure(map: GLenum; values: PGLushort); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetPointerv: procedure(pname: GLenum; params: Pointer); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetPolygonStipple: procedure(mask: PGLubyte); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} +/ glGetString: function(name: GLenum): PChar; {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetTexEnvfv: procedure(target, pname: GLenum; params: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetTexEnviv: procedure(target, pname: GLenum; params: PGLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetTexGendv: procedure(coord, pname: GLenum; params: PGLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetTexGenfv: procedure(coord, pname: GLenum; params: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetTexGeniv: procedure(coord, pname: GLenum; params: PGLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetTexImage: procedure(target: GLenum; level: GLint; format: GLenum; atype: GLenum; pixels: Pointer); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetTexLevelParameterfv: procedure(target: GLenum; level: GLint; pname: GLenum; params: Pointer); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetTexLevelParameteriv: procedure(target: GLenum; level: GLint; pname: GLenum; params: PGLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetTexParameterfv: procedure(target, pname: GLenum; params: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glGetTexParameteriv: procedure(target, pname: GLenum; params: PGLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glHint: procedure(target, mode: GLenum); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glIndexMask: procedure(mask: GLuint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + + glIndexPointer: procedure(atype: GLenum; stride: GLsizei; const pointer: Pointer); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glIndexd: procedure(c: GLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glIndexdv: procedure(const c: PGLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glIndexf: procedure(c: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glIndexfv: procedure(const c: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glIndexi: procedure(c: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glIndexiv: procedure(const c: PGLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glIndexs: procedure(c: GLshort); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glIndexsv: procedure(const c: PGLshort); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glIndexub: procedure(c: GLubyte); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glIndexubv: procedure(const c: PGLubyte); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + + glInterleavedArrays: procedure(format: GLenum; stride: GLsizei; const pointer: Pointer); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} +/ glIsEnabled: function(cap: GLenum): GLboolean; {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glIsList: function(list: GLuint): GLboolean; {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glIsTexture: function(texture: GLuint): GLboolean; {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glLightModelf: procedure(pname: GLenum; param: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glLightModelfv: procedure(pname: GLenum; const params: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glLightModeli: procedure(pname: GLenum; param: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glLightModeliv: procedure(pname: GLenum; const params: PGLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glLightf: procedure(light, pname: GLenum; param: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glLightfv: procedure(light, pname: GLenum; const params: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glLighti: procedure(light, pname: GLenum; param: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glLightiv: procedure(light, pname: GLenum; const params: PGLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glLineStipple: procedure(factor: GLint; pattern: GLushort); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glLineWidth: procedure(width: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glListBase: procedure(base: GLuint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glLoadMatrixd: procedure(const m: PGLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glLoadMatrixf: procedure(const m: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glLoadName: procedure(name: GLuint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glMap1d: procedure(target: GLenum; u1, u2: GLdouble; stride, order: GLint; const points: PGLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glMap1f: procedure(target: GLenum; u1, u2: GLfloat; stride, order: GLint; const points: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glMap2d: procedure(target: GLenum; u1, u2: GLdouble; ustride, uorder: GLint; v1, v2: GLdouble; vstride, vorder: GLint; const points: PGLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glMap2f: procedure(target: GLenum; u1, u2: GLfloat; ustride, uorder: GLint; v1, v2: GLfloat; vstride, vorder: GLint; const points: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glMapGrid1d: procedure(un: GLint; u1, u2: GLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glMapGrid1f: procedure(un: GLint; u1, u2: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glMapGrid2d: procedure(un: GLint; u1, u2: GLdouble; vn: GLint; v1, v2: GLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glMapGrid2f: procedure(un: GLint; u1, u2: GLfloat; vn: GLint; v1, v2: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glMaterialf: procedure(face, pname: GLenum; param: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glMaterialfv: procedure(face, pname: GLenum; const params: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glMateriali: procedure(face, pname: GLenum; param: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glMaterialiv: procedure(face, pname: GLenum; const params: PGLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glMultMatrixd: procedure(const m: PGLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glMultMatrixf: procedure(const m: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glNewList: procedure(list: GLuint; mode: GLenum); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glNormal3b: procedure(nx, ny, nz: GLbyte); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glNormal3bv: procedure(const v: PGLbyte); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glNormal3d: procedure(nx, ny, nz: GLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glNormal3dv: procedure(const v: PGLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glNormal3f: procedure(nx, ny, nz: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glNormal3fv: procedure(const v: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glNormal3i: procedure(nx, ny, nz: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glNormal3iv: procedure(const v: PGLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glNormal3s: procedure(nx, ny, nz: GLshort); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glNormal3sv: procedure(const v: PGLshort); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glNormalPointer: procedure(atype: GLenum; stride: GLsizei; const pointer: Pointer); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glPassThrough: procedure(token: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glPixelMapfv: procedure(map: GLenum; mapsize: GLsizei; const values: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glPixelMapuiv: procedure(map: GLenum; mapsize: GLsizei; const values: PGLuint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glPixelMapusv: procedure(map: GLenum; mapsize: GLsizei; const values: PGLushort); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glPixelStoref: procedure(pname: GLenum; param: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glPixelStorei: procedure(pname: GLenum; param: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glPixelTransferf: procedure(pname: GLenum; param: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glPixelTransferi: procedure(pname: GLenum; param: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glPixelZoom: procedure(xfactor, yfactor: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glPointSize: procedure(size: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glPolygonMode: procedure(face, mode: GLenum); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glPolygonOffset: procedure(factor, units: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glPolygonStipple: procedure(const mask: PGLubyte); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glPrioritizeTextures: procedure(n: GLsizei; const textures: PGLuint; const priorities: PGLclampf); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glPushAttrib: procedure(mask: GLbitfield); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glPushClientAttrib: procedure(mask: GLbitfield); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glPushName: procedure(name: GLuint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glReadPixels: procedure(x, y: GLint; width, height: GLsizei; format, atype: GLenum; pixels: Pointer); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + + glRenderMode: function(mode: GLint): GLint; {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glScissor: procedure(x, y: GLint; width, height: GLsizei); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glSelectBuffer: procedure(size: GLsizei; buffer: PGLuint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glStencilFunc: procedure(func: GLenum; ref: GLint; mask: GLuint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glStencilMask: procedure(mask: GLuint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glStencilOp: procedure(fail, zfail, zpass: GLenum); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + + glTexCoordPointer: procedure(size: GLint; atype: GLenum; stride: GLsizei; const pointer: Pointer); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glTexEnvf: procedure(target: GLenum; pname: GLenum; param: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glTexEnvfv: procedure(target: GLenum; pname: GLenum; const params: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glTexEnvi: procedure(target: GLenum; pname: GLenum; param: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glTexEnviv: procedure(target: GLenum; pname: GLenum; const params: PGLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glTexGend: procedure(coord: GLenum; pname: GLenum; param: GLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glTexGendv: procedure(coord: GLenum; pname: GLenum; const params: PGLdouble); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glTexGenf: procedure(coord: GLenum; pname: GLenum; param: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glTexGenfv: procedure(coord: GLenum; pname: GLenum; const params: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glTexGeni: procedure(coord: GLenum; pname: GLenum; param: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glTexGeniv: procedure(coord: GLenum; pname: GLenum; const params: PGLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glTexImage1D: procedure(target: GLenum; level, internalformat: GLint; width: GLsizei; border: GLint; format, atype: GLenum; const pixels: Pointer); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glTexImage2D: procedure(target: GLenum; level, internalformat: GLint; width, height: GLsizei; border: GLint; format, atype: GLenum; const pixels: Pointer); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glTexParameterf: procedure(target: GLenum; pname: GLenum; param: GLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glTexParameterfv: procedure(target: GLenum; pname: GLenum; const params: PGLfloat); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glTexParameteri: procedure(target: GLenum; pname: GLenum; param: GLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glTexParameteriv: procedure(target: GLenum; pname: GLenum; const params: PGLint); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glTexSubImage1D: procedure(target: GLenum; level, xoffset: GLint; width: GLsizei; format, atype: GLenum; const pixels: Pointer); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glTexSubImage2D: procedure(target: GLenum; level, xoffset, yoffset: GLint; width, height: GLsizei; format, atype: GLenum; const pixels: Pointer); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + glVertexPointer: procedure(size: GLint; atype: GLenum; stride: GLsizei; const pointer: Pointer); {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + {$IFDEF WINDOWS} + ChoosePixelFormat: function(DC: HDC; p2: PPixelFormatDescriptor): Integer; {$IFDEF WINDOWS}stdcall;{$ELSE}cdecl;{$ENDIF} + {$ENDIF} + *) + + const + ULuaGl_Enum: array [0..579] of TULuaGl_Enums = ( + (Text:'GL_VERSION_1_1';Value:GL_VERSION_1_1), + (Text:'GL_ACCUM';Value:GL_ACCUM), + (Text:'GL_LOAD';Value:GL_LOAD), + (Text:'GL_RETURN';Value:GL_RETURN), + (Text:'GL_MULT';Value:GL_MULT), + (Text:'GL_ADD';Value:GL_ADD), + (Text:'GL_NEVER';Value:GL_NEVER), + (Text:'GL_LESS';Value:GL_LESS), + (Text:'GL_EQUAL';Value:GL_EQUAL), + (Text:'GL_LEQUAL';Value:GL_LEQUAL), + (Text:'GL_GREATER';Value:GL_GREATER), + (Text:'GL_NOTEQUAL';Value:GL_NOTEQUAL), + (Text:'GL_GEQUAL';Value:GL_GEQUAL), + (Text:'GL_ALWAYS';Value:GL_ALWAYS), + (Text:'GL_CURRENT_BIT';Value:GL_CURRENT_BIT), + (Text:'GL_POINT_BIT';Value:GL_POINT_BIT), + (Text:'GL_LINE_BIT';Value:GL_LINE_BIT), + (Text:'GL_POLYGON_BIT';Value:GL_POLYGON_BIT), + (Text:'GL_POLYGON_STIPPLE_BIT';Value:GL_POLYGON_STIPPLE_BIT), + (Text:'GL_PIXEL_MODE_BIT';Value:GL_PIXEL_MODE_BIT), + (Text:'GL_LIGHTING_BIT';Value:GL_LIGHTING_BIT), + (Text:'GL_FOG_BIT';Value:GL_FOG_BIT), + (Text:'GL_DEPTH_BUFFER_BIT';Value:GL_DEPTH_BUFFER_BIT), + (Text:'GL_ACCUM_BUFFER_BIT';Value:GL_ACCUM_BUFFER_BIT), + (Text:'GL_STENCIL_BUFFER_BIT';Value:GL_STENCIL_BUFFER_BIT), + (Text:'GL_VIEWPORT_BIT';Value:GL_VIEWPORT_BIT), + (Text:'GL_TRANSFORM_BIT';Value:GL_TRANSFORM_BIT), + (Text:'GL_ENABLE_BIT';Value:GL_ENABLE_BIT), + (Text:'GL_COLOR_BUFFER_BIT';Value:GL_COLOR_BUFFER_BIT), + (Text:'GL_HINT_BIT';Value:GL_HINT_BIT), + (Text:'GL_EVAL_BIT';Value:GL_EVAL_BIT), + (Text:'GL_LIST_BIT';Value:GL_LIST_BIT), + (Text:'GL_TEXTURE_BIT';Value:GL_TEXTURE_BIT), + (Text:'GL_SCISSOR_BIT';Value:GL_SCISSOR_BIT), + (Text:'GL_ALL_ATTRIB_BITS';Value:GL_ALL_ATTRIB_BITS), + (Text:'GL_POINTS';Value:GL_POINTS), + (Text:'GL_LINES';Value:GL_LINES), + (Text:'GL_LINE_LOOP';Value:GL_LINE_LOOP), + (Text:'GL_LINE_STRIP';Value:GL_LINE_STRIP), + (Text:'GL_TRIANGLES';Value:GL_TRIANGLES), + (Text:'GL_TRIANGLE_STRIP';Value:GL_TRIANGLE_STRIP), + (Text:'GL_TRIANGLE_FAN';Value:GL_TRIANGLE_FAN), + (Text:'GL_QUADS';Value:GL_QUADS), + (Text:'GL_QUAD_STRIP';Value:GL_QUAD_STRIP), + (Text:'GL_POLYGON';Value:GL_POLYGON), + (Text:'GL_ZERO';Value:GL_ZERO), + (Text:'GL_ONE';Value:GL_ONE), + (Text:'GL_SRC_COLOR';Value:GL_SRC_COLOR), + (Text:'GL_ONE_MINUS_SRC_COLOR';Value:GL_ONE_MINUS_SRC_COLOR), + (Text:'GL_SRC_ALPHA';Value:GL_SRC_ALPHA), + (Text:'GL_ONE_MINUS_SRC_ALPHA';Value:GL_ONE_MINUS_SRC_ALPHA), + (Text:'GL_DST_ALPHA';Value:GL_DST_ALPHA), + (Text:'GL_ONE_MINUS_DST_ALPHA';Value:GL_ONE_MINUS_DST_ALPHA), + (Text:'GL_DST_COLOR';Value:GL_DST_COLOR), + (Text:'GL_ONE_MINUS_DST_COLOR';Value:GL_ONE_MINUS_DST_COLOR), + (Text:'GL_SRC_ALPHA_SATURATE';Value:GL_SRC_ALPHA_SATURATE), + (Text:'GL_TRUE';Value:GL_TRUE), + (Text:'GL_FALSE';Value:GL_FALSE), + (Text:'GL_CLIP_PLANE0';Value:GL_CLIP_PLANE0), + (Text:'GL_CLIP_PLANE1';Value:GL_CLIP_PLANE1), + (Text:'GL_CLIP_PLANE2';Value:GL_CLIP_PLANE2), + (Text:'GL_CLIP_PLANE3';Value:GL_CLIP_PLANE3), + (Text:'GL_CLIP_PLANE4';Value:GL_CLIP_PLANE4), + (Text:'GL_CLIP_PLANE5';Value:GL_CLIP_PLANE5), + (Text:'GL_BYTE';Value:GL_BYTE), + (Text:'GL_UNSIGNED_BYTE';Value:GL_UNSIGNED_BYTE), + (Text:'GL_SHORT';Value:GL_SHORT), + (Text:'GL_UNSIGNED_SHORT';Value:GL_UNSIGNED_SHORT), + (Text:'GL_INT';Value:GL_INT), + (Text:'GL_UNSIGNED_INT';Value:GL_UNSIGNED_INT), + (Text:'GL_FLOAT';Value:GL_FLOAT), + (Text:'GL_2_BYTES';Value:GL_2_BYTES), + (Text:'GL_3_BYTES';Value:GL_3_BYTES), + (Text:'GL_4_BYTES';Value:GL_4_BYTES), + (Text:'GL_DOUBLE';Value:GL_DOUBLE), + (Text:'GL_NONE';Value:GL_NONE), + (Text:'GL_FRONT_LEFT';Value:GL_FRONT_LEFT), + (Text:'GL_FRONT_RIGHT';Value:GL_FRONT_RIGHT), + (Text:'GL_BACK_LEFT';Value:GL_BACK_LEFT), + (Text:'GL_BACK_RIGHT';Value:GL_BACK_RIGHT), + (Text:'GL_FRONT';Value:GL_FRONT), + (Text:'GL_BACK';Value:GL_BACK), + (Text:'GL_LEFT';Value:GL_LEFT), + (Text:'GL_RIGHT';Value:GL_RIGHT), + (Text:'GL_FRONT_AND_BACK';Value:GL_FRONT_AND_BACK), + (Text:'GL_AUX0';Value:GL_AUX0), + (Text:'GL_AUX1';Value:GL_AUX1), + (Text:'GL_AUX2';Value:GL_AUX2), + (Text:'GL_AUX3';Value:GL_AUX3), + (Text:'GL_NO_ERROR';Value:GL_NO_ERROR), + (Text:'GL_INVALID_ENUM';Value:GL_INVALID_ENUM), + (Text:'GL_INVALID_VALUE';Value:GL_INVALID_VALUE), + (Text:'GL_INVALID_OPERATION';Value:GL_INVALID_OPERATION), + (Text:'GL_STACK_OVERFLOW';Value:GL_STACK_OVERFLOW), + (Text:'GL_STACK_UNDERFLOW';Value:GL_STACK_UNDERFLOW), + (Text:'GL_OUT_OF_MEMORY';Value:GL_OUT_OF_MEMORY), + (Text:'GL_2D';Value:GL_2D), + (Text:'GL_3D';Value:GL_3D), + (Text:'GL_3D_COLOR';Value:GL_3D_COLOR), + (Text:'GL_3D_COLOR_TEXTURE';Value:GL_3D_COLOR_TEXTURE), + (Text:'GL_4D_COLOR_TEXTURE';Value:GL_4D_COLOR_TEXTURE), + (Text:'GL_PASS_THROUGH_TOKEN';Value:GL_PASS_THROUGH_TOKEN), + (Text:'GL_POINT_TOKEN';Value:GL_POINT_TOKEN), + (Text:'GL_LINE_TOKEN';Value:GL_LINE_TOKEN), + (Text:'GL_POLYGON_TOKEN';Value:GL_POLYGON_TOKEN), + (Text:'GL_BITMAP_TOKEN';Value:GL_BITMAP_TOKEN), + (Text:'GL_DRAW_PIXEL_TOKEN';Value:GL_DRAW_PIXEL_TOKEN), + (Text:'GL_COPY_PIXEL_TOKEN';Value:GL_COPY_PIXEL_TOKEN), + (Text:'GL_LINE_RESET_TOKEN';Value:GL_LINE_RESET_TOKEN), + (Text:'GL_EXP';Value:GL_EXP), + (Text:'GL_EXP2';Value:GL_EXP2), + (Text:'GL_CW';Value:GL_CW), + (Text:'GL_CCW';Value:GL_CCW), + (Text:'GL_COEFF';Value:GL_COEFF), + (Text:'GL_ORDER';Value:GL_ORDER), + (Text:'GL_DOMAIN';Value:GL_DOMAIN), + (Text:'GL_CURRENT_COLOR';Value:GL_CURRENT_COLOR), + (Text:'GL_CURRENT_INDEX';Value:GL_CURRENT_INDEX), + (Text:'GL_CURRENT_NORMAL';Value:GL_CURRENT_NORMAL), + (Text:'GL_CURRENT_TEXTURE_COORDS';Value:GL_CURRENT_TEXTURE_COORDS), + (Text:'GL_CURRENT_RASTER_COLOR';Value:GL_CURRENT_RASTER_COLOR), + (Text:'GL_CURRENT_RASTER_INDEX';Value:GL_CURRENT_RASTER_INDEX), + (Text:'GL_CURRENT_RASTER_TEXTURE_COORDS';Value:GL_CURRENT_RASTER_TEXTURE_COORDS), + (Text:'GL_CURRENT_RASTER_POSITION';Value:GL_CURRENT_RASTER_POSITION), + (Text:'GL_CURRENT_RASTER_POSITION_VALID';Value:GL_CURRENT_RASTER_POSITION_VALID), + (Text:'GL_CURRENT_RASTER_DISTANCE';Value:GL_CURRENT_RASTER_DISTANCE), + (Text:'GL_POINT_SMOOTH';Value:GL_POINT_SMOOTH), + (Text:'GL_POINT_SIZE';Value:GL_POINT_SIZE), + (Text:'GL_POINT_SIZE_RANGE';Value:GL_POINT_SIZE_RANGE), + (Text:'GL_POINT_SIZE_GRANULARITY';Value:GL_POINT_SIZE_GRANULARITY), + (Text:'GL_LINE_SMOOTH';Value:GL_LINE_SMOOTH), + (Text:'GL_LINE_WIDTH';Value:GL_LINE_WIDTH), + (Text:'GL_LINE_WIDTH_RANGE';Value:GL_LINE_WIDTH_RANGE), + (Text:'GL_LINE_WIDTH_GRANULARITY';Value:GL_LINE_WIDTH_GRANULARITY), + (Text:'GL_LINE_STIPPLE';Value:GL_LINE_STIPPLE), + (Text:'GL_LINE_STIPPLE_PATTERN';Value:GL_LINE_STIPPLE_PATTERN), + (Text:'GL_LINE_STIPPLE_REPEAT';Value:GL_LINE_STIPPLE_REPEAT), + (Text:'GL_LIST_MODE';Value:GL_LIST_MODE), + (Text:'GL_MAX_LIST_NESTING';Value:GL_MAX_LIST_NESTING), + (Text:'GL_LIST_BASE';Value:GL_LIST_BASE), + (Text:'GL_LIST_INDEX';Value:GL_LIST_INDEX), + (Text:'GL_POLYGON_MODE';Value:GL_POLYGON_MODE), + (Text:'GL_POLYGON_SMOOTH';Value:GL_POLYGON_SMOOTH), + (Text:'GL_POLYGON_STIPPLE';Value:GL_POLYGON_STIPPLE), + (Text:'GL_EDGE_FLAG';Value:GL_EDGE_FLAG), + (Text:'GL_CULL_FACE';Value:GL_CULL_FACE), + (Text:'GL_CULL_FACE_MODE';Value:GL_CULL_FACE_MODE), + (Text:'GL_FRONT_FACE';Value:GL_FRONT_FACE), + (Text:'GL_LIGHTING';Value:GL_LIGHTING), + (Text:'GL_LIGHT_MODEL_LOCAL_VIEWER';Value:GL_LIGHT_MODEL_LOCAL_VIEWER), + (Text:'GL_LIGHT_MODEL_TWO_SIDE';Value:GL_LIGHT_MODEL_TWO_SIDE), + (Text:'GL_LIGHT_MODEL_AMBIENT';Value:GL_LIGHT_MODEL_AMBIENT), + (Text:'GL_SHADE_MODEL';Value:GL_SHADE_MODEL), + (Text:'GL_COLOR_MATERIAL_FACE';Value:GL_COLOR_MATERIAL_FACE), + (Text:'GL_COLOR_MATERIAL_PARAMETER';Value:GL_COLOR_MATERIAL_PARAMETER), + (Text:'GL_COLOR_MATERIAL';Value:GL_COLOR_MATERIAL), + (Text:'GL_FOG';Value:GL_FOG), + (Text:'GL_FOG_INDEX';Value:GL_FOG_INDEX), + (Text:'GL_FOG_DENSITY';Value:GL_FOG_DENSITY), + (Text:'GL_FOG_START';Value:GL_FOG_START), + (Text:'GL_FOG_END';Value:GL_FOG_END), + (Text:'GL_FOG_MODE';Value:GL_FOG_MODE), + (Text:'GL_FOG_COLOR';Value:GL_FOG_COLOR), + (Text:'GL_DEPTH_RANGE';Value:GL_DEPTH_RANGE), + (Text:'GL_DEPTH_TEST';Value:GL_DEPTH_TEST), + (Text:'GL_DEPTH_WRITEMASK';Value:GL_DEPTH_WRITEMASK), + (Text:'GL_DEPTH_CLEAR_VALUE';Value:GL_DEPTH_CLEAR_VALUE), + (Text:'GL_DEPTH_FUNC';Value:GL_DEPTH_FUNC), + (Text:'GL_ACCUM_CLEAR_VALUE';Value:GL_ACCUM_CLEAR_VALUE), + (Text:'GL_STENCIL_TEST';Value:GL_STENCIL_TEST), + (Text:'GL_STENCIL_CLEAR_VALUE';Value:GL_STENCIL_CLEAR_VALUE), + (Text:'GL_STENCIL_FUNC';Value:GL_STENCIL_FUNC), + (Text:'GL_STENCIL_VALUE_MASK';Value:GL_STENCIL_VALUE_MASK), + (Text:'GL_STENCIL_FAIL';Value:GL_STENCIL_FAIL), + (Text:'GL_STENCIL_PASS_DEPTH_FAIL';Value:GL_STENCIL_PASS_DEPTH_FAIL), + (Text:'GL_STENCIL_PASS_DEPTH_PASS';Value:GL_STENCIL_PASS_DEPTH_PASS), + (Text:'GL_STENCIL_REF';Value:GL_STENCIL_REF), + (Text:'GL_STENCIL_WRITEMASK';Value:GL_STENCIL_WRITEMASK), + (Text:'GL_MATRIX_MODE';Value:GL_MATRIX_MODE), + (Text:'GL_NORMALIZE';Value:GL_NORMALIZE), + (Text:'GL_VIEWPORT';Value:GL_VIEWPORT), + (Text:'GL_MODELVIEW_STACK_DEPTH';Value:GL_MODELVIEW_STACK_DEPTH), + (Text:'GL_PROJECTION_STACK_DEPTH';Value:GL_PROJECTION_STACK_DEPTH), + (Text:'GL_TEXTURE_STACK_DEPTH';Value:GL_TEXTURE_STACK_DEPTH), + (Text:'GL_MODELVIEW_MATRIX';Value:GL_MODELVIEW_MATRIX), + (Text:'GL_PROJECTION_MATRIX';Value:GL_PROJECTION_MATRIX), + (Text:'GL_TEXTURE_MATRIX';Value:GL_TEXTURE_MATRIX), + (Text:'GL_ATTRIB_STACK_DEPTH';Value:GL_ATTRIB_STACK_DEPTH), + (Text:'GL_CLIENT_ATTRIB_STACK_DEPTH';Value:GL_CLIENT_ATTRIB_STACK_DEPTH), + (Text:'GL_ALPHA_TEST';Value:GL_ALPHA_TEST), + (Text:'GL_ALPHA_TEST_FUNC';Value:GL_ALPHA_TEST_FUNC), + (Text:'GL_ALPHA_TEST_REF';Value:GL_ALPHA_TEST_REF), + (Text:'GL_DITHER';Value:GL_DITHER), + (Text:'GL_BLEND_DST';Value:GL_BLEND_DST), + (Text:'GL_BLEND_SRC';Value:GL_BLEND_SRC), + (Text:'GL_BLEND';Value:GL_BLEND), + (Text:'GL_LOGIC_OP_MODE';Value:GL_LOGIC_OP_MODE), + (Text:'GL_INDEX_LOGIC_OP';Value:GL_INDEX_LOGIC_OP), + (Text:'GL_COLOR_LOGIC_OP';Value:GL_COLOR_LOGIC_OP), + (Text:'GL_AUX_BUFFERS';Value:GL_AUX_BUFFERS), + (Text:'GL_DRAW_BUFFER';Value:GL_DRAW_BUFFER), + (Text:'GL_READ_BUFFER';Value:GL_READ_BUFFER), + (Text:'GL_SCISSOR_BOX';Value:GL_SCISSOR_BOX), + (Text:'GL_SCISSOR_TEST';Value:GL_SCISSOR_TEST), + (Text:'GL_INDEX_CLEAR_VALUE';Value:GL_INDEX_CLEAR_VALUE), + (Text:'GL_INDEX_WRITEMASK';Value:GL_INDEX_WRITEMASK), + (Text:'GL_COLOR_CLEAR_VALUE';Value:GL_COLOR_CLEAR_VALUE), + (Text:'GL_COLOR_WRITEMASK';Value:GL_COLOR_WRITEMASK), + (Text:'GL_INDEX_MODE';Value:GL_INDEX_MODE), + (Text:'GL_RGBA_MODE';Value:GL_RGBA_MODE), + (Text:'GL_DOUBLEBUFFER';Value:GL_DOUBLEBUFFER), + (Text:'GL_STEREO';Value:GL_STEREO), + (Text:'GL_RENDER_MODE';Value:GL_RENDER_MODE), + (Text:'GL_PERSPECTIVE_CORRECTION_HINT';Value:GL_PERSPECTIVE_CORRECTION_HINT), + (Text:'GL_POINT_SMOOTH_HINT';Value:GL_POINT_SMOOTH_HINT), + (Text:'GL_LINE_SMOOTH_HINT';Value:GL_LINE_SMOOTH_HINT), + (Text:'GL_POLYGON_SMOOTH_HINT';Value:GL_POLYGON_SMOOTH_HINT), + (Text:'GL_FOG_HINT';Value:GL_FOG_HINT), + (Text:'GL_TEXTURE_GEN_S';Value:GL_TEXTURE_GEN_S), + (Text:'GL_TEXTURE_GEN_T';Value:GL_TEXTURE_GEN_T), + (Text:'GL_TEXTURE_GEN_R';Value:GL_TEXTURE_GEN_R), + (Text:'GL_TEXTURE_GEN_Q';Value:GL_TEXTURE_GEN_Q), + (Text:'GL_PIXEL_MAP_I_TO_I';Value:GL_PIXEL_MAP_I_TO_I), + (Text:'GL_PIXEL_MAP_S_TO_S';Value:GL_PIXEL_MAP_S_TO_S), + (Text:'GL_PIXEL_MAP_I_TO_R';Value:GL_PIXEL_MAP_I_TO_R), + (Text:'GL_PIXEL_MAP_I_TO_G';Value:GL_PIXEL_MAP_I_TO_G), + (Text:'GL_PIXEL_MAP_I_TO_B';Value:GL_PIXEL_MAP_I_TO_B), + (Text:'GL_PIXEL_MAP_I_TO_A';Value:GL_PIXEL_MAP_I_TO_A), + (Text:'GL_PIXEL_MAP_R_TO_R';Value:GL_PIXEL_MAP_R_TO_R), + (Text:'GL_PIXEL_MAP_G_TO_G';Value:GL_PIXEL_MAP_G_TO_G), + (Text:'GL_PIXEL_MAP_B_TO_B';Value:GL_PIXEL_MAP_B_TO_B), + (Text:'GL_PIXEL_MAP_A_TO_A';Value:GL_PIXEL_MAP_A_TO_A), + (Text:'GL_PIXEL_MAP_I_TO_I_SIZE';Value:GL_PIXEL_MAP_I_TO_I_SIZE), + (Text:'GL_PIXEL_MAP_S_TO_S_SIZE';Value:GL_PIXEL_MAP_S_TO_S_SIZE), + (Text:'GL_PIXEL_MAP_I_TO_R_SIZE';Value:GL_PIXEL_MAP_I_TO_R_SIZE), + (Text:'GL_PIXEL_MAP_I_TO_G_SIZE';Value:GL_PIXEL_MAP_I_TO_G_SIZE), + (Text:'GL_PIXEL_MAP_I_TO_B_SIZE';Value:GL_PIXEL_MAP_I_TO_B_SIZE), + (Text:'GL_PIXEL_MAP_I_TO_A_SIZE';Value:GL_PIXEL_MAP_I_TO_A_SIZE), + (Text:'GL_PIXEL_MAP_R_TO_R_SIZE';Value:GL_PIXEL_MAP_R_TO_R_SIZE), + (Text:'GL_PIXEL_MAP_G_TO_G_SIZE';Value:GL_PIXEL_MAP_G_TO_G_SIZE), + (Text:'GL_PIXEL_MAP_B_TO_B_SIZE';Value:GL_PIXEL_MAP_B_TO_B_SIZE), + (Text:'GL_PIXEL_MAP_A_TO_A_SIZE';Value:GL_PIXEL_MAP_A_TO_A_SIZE), + (Text:'GL_UNPACK_SWAP_BYTES';Value:GL_UNPACK_SWAP_BYTES), + (Text:'GL_UNPACK_LSB_FIRST';Value:GL_UNPACK_LSB_FIRST), + (Text:'GL_UNPACK_ROW_LENGTH';Value:GL_UNPACK_ROW_LENGTH), + (Text:'GL_UNPACK_SKIP_ROWS';Value:GL_UNPACK_SKIP_ROWS), + (Text:'GL_UNPACK_SKIP_PIXELS';Value:GL_UNPACK_SKIP_PIXELS), + (Text:'GL_UNPACK_ALIGNMENT';Value:GL_UNPACK_ALIGNMENT), + (Text:'GL_PACK_SWAP_BYTES';Value:GL_PACK_SWAP_BYTES), + (Text:'GL_PACK_LSB_FIRST';Value:GL_PACK_LSB_FIRST), + (Text:'GL_PACK_ROW_LENGTH';Value:GL_PACK_ROW_LENGTH), + (Text:'GL_PACK_SKIP_ROWS';Value:GL_PACK_SKIP_ROWS), + (Text:'GL_PACK_SKIP_PIXELS';Value:GL_PACK_SKIP_PIXELS), + (Text:'GL_PACK_ALIGNMENT';Value:GL_PACK_ALIGNMENT), + (Text:'GL_MAP_COLOR';Value:GL_MAP_COLOR), + (Text:'GL_MAP_STENCIL';Value:GL_MAP_STENCIL), + (Text:'GL_INDEX_SHIFT';Value:GL_INDEX_SHIFT), + (Text:'GL_INDEX_OFFSET';Value:GL_INDEX_OFFSET), + (Text:'GL_RED_SCALE';Value:GL_RED_SCALE), + (Text:'GL_RED_BIAS';Value:GL_RED_BIAS), + (Text:'GL_ZOOM_X';Value:GL_ZOOM_X), + (Text:'GL_ZOOM_Y';Value:GL_ZOOM_Y), + (Text:'GL_GREEN_SCALE';Value:GL_GREEN_SCALE), + (Text:'GL_GREEN_BIAS';Value:GL_GREEN_BIAS), + (Text:'GL_BLUE_SCALE';Value:GL_BLUE_SCALE), + (Text:'GL_BLUE_BIAS';Value:GL_BLUE_BIAS), + (Text:'GL_ALPHA_SCALE';Value:GL_ALPHA_SCALE), + (Text:'GL_ALPHA_BIAS';Value:GL_ALPHA_BIAS), + (Text:'GL_DEPTH_SCALE';Value:GL_DEPTH_SCALE), + (Text:'GL_DEPTH_BIAS';Value:GL_DEPTH_BIAS), + (Text:'GL_MAX_EVAL_ORDER';Value:GL_MAX_EVAL_ORDER), + (Text:'GL_MAX_LIGHTS';Value:GL_MAX_LIGHTS), + (Text:'GL_MAX_CLIP_PLANES';Value:GL_MAX_CLIP_PLANES), + (Text:'GL_MAX_TEXTURE_SIZE';Value:GL_MAX_TEXTURE_SIZE), + (Text:'GL_MAX_PIXEL_MAP_TABLE';Value:GL_MAX_PIXEL_MAP_TABLE), + (Text:'GL_MAX_ATTRIB_STACK_DEPTH';Value:GL_MAX_ATTRIB_STACK_DEPTH), + (Text:'GL_MAX_MODELVIEW_STACK_DEPTH';Value:GL_MAX_MODELVIEW_STACK_DEPTH), + (Text:'GL_MAX_NAME_STACK_DEPTH';Value:GL_MAX_NAME_STACK_DEPTH), + (Text:'GL_MAX_PROJECTION_STACK_DEPTH';Value:GL_MAX_PROJECTION_STACK_DEPTH), + (Text:'GL_MAX_TEXTURE_STACK_DEPTH';Value:GL_MAX_TEXTURE_STACK_DEPTH), + (Text:'GL_MAX_VIEWPORT_DIMS';Value:GL_MAX_VIEWPORT_DIMS), + (Text:'GL_MAX_CLIENT_ATTRIB_STACK_DEPTH';Value:GL_MAX_CLIENT_ATTRIB_STACK_DEPTH), + (Text:'GL_SUBPIXEL_BITS';Value:GL_SUBPIXEL_BITS), + (Text:'GL_INDEX_BITS';Value:GL_INDEX_BITS), + (Text:'GL_RED_BITS';Value:GL_RED_BITS), + (Text:'GL_GREEN_BITS';Value:GL_GREEN_BITS), + (Text:'GL_BLUE_BITS';Value:GL_BLUE_BITS), + (Text:'GL_ALPHA_BITS';Value:GL_ALPHA_BITS), + (Text:'GL_DEPTH_BITS';Value:GL_DEPTH_BITS), + (Text:'GL_STENCIL_BITS';Value:GL_STENCIL_BITS), + (Text:'GL_ACCUM_RED_BITS';Value:GL_ACCUM_RED_BITS), + (Text:'GL_ACCUM_GREEN_BITS';Value:GL_ACCUM_GREEN_BITS), + (Text:'GL_ACCUM_BLUE_BITS';Value:GL_ACCUM_BLUE_BITS), + (Text:'GL_ACCUM_ALPHA_BITS';Value:GL_ACCUM_ALPHA_BITS), + (Text:'GL_NAME_STACK_DEPTH';Value:GL_NAME_STACK_DEPTH), + (Text:'GL_AUTO_NORMAL';Value:GL_AUTO_NORMAL), + (Text:'GL_MAP1_COLOR_4';Value:GL_MAP1_COLOR_4), + (Text:'GL_MAP1_INDEX';Value:GL_MAP1_INDEX), + (Text:'GL_MAP1_NORMAL';Value:GL_MAP1_NORMAL), + (Text:'GL_MAP1_TEXTURE_COORD_1';Value:GL_MAP1_TEXTURE_COORD_1), + (Text:'GL_MAP1_TEXTURE_COORD_2';Value:GL_MAP1_TEXTURE_COORD_2), + (Text:'GL_MAP1_TEXTURE_COORD_3';Value:GL_MAP1_TEXTURE_COORD_3), + (Text:'GL_MAP1_TEXTURE_COORD_4';Value:GL_MAP1_TEXTURE_COORD_4), + (Text:'GL_MAP1_VERTEX_3';Value:GL_MAP1_VERTEX_3), + (Text:'GL_MAP1_VERTEX_4';Value:GL_MAP1_VERTEX_4), + (Text:'GL_MAP2_COLOR_4';Value:GL_MAP2_COLOR_4), + (Text:'GL_MAP2_INDEX';Value:GL_MAP2_INDEX), + (Text:'GL_MAP2_NORMAL';Value:GL_MAP2_NORMAL), + (Text:'GL_MAP2_TEXTURE_COORD_1';Value:GL_MAP2_TEXTURE_COORD_1), + (Text:'GL_MAP2_TEXTURE_COORD_2';Value:GL_MAP2_TEXTURE_COORD_2), + (Text:'GL_MAP2_TEXTURE_COORD_3';Value:GL_MAP2_TEXTURE_COORD_3), + (Text:'GL_MAP2_TEXTURE_COORD_4';Value:GL_MAP2_TEXTURE_COORD_4), + (Text:'GL_MAP2_VERTEX_3';Value:GL_MAP2_VERTEX_3), + (Text:'GL_MAP2_VERTEX_4';Value:GL_MAP2_VERTEX_4), + (Text:'GL_MAP1_GRID_DOMAIN';Value:GL_MAP1_GRID_DOMAIN), + (Text:'GL_MAP1_GRID_SEGMENTS';Value:GL_MAP1_GRID_SEGMENTS), + (Text:'GL_MAP2_GRID_DOMAIN';Value:GL_MAP2_GRID_DOMAIN), + (Text:'GL_MAP2_GRID_SEGMENTS';Value:GL_MAP2_GRID_SEGMENTS), + (Text:'GL_TEXTURE_1D';Value:GL_TEXTURE_1D), + (Text:'GL_TEXTURE_2D';Value:GL_TEXTURE_2D), + (Text:'GL_FEEDBACK_BUFFER_POINTER';Value:GL_FEEDBACK_BUFFER_POINTER), + (Text:'GL_FEEDBACK_BUFFER_SIZE';Value:GL_FEEDBACK_BUFFER_SIZE), + (Text:'GL_FEEDBACK_BUFFER_TYPE';Value:GL_FEEDBACK_BUFFER_TYPE), + (Text:'GL_SELECTION_BUFFER_POINTER';Value:GL_SELECTION_BUFFER_POINTER), + (Text:'GL_SELECTION_BUFFER_SIZE';Value:GL_SELECTION_BUFFER_SIZE), + (Text:'GL_TEXTURE_WIDTH';Value:GL_TEXTURE_WIDTH), + (Text:'GL_TEXTURE_HEIGHT';Value:GL_TEXTURE_HEIGHT), + (Text:'GL_TEXTURE_INTERNAL_FORMAT';Value:GL_TEXTURE_INTERNAL_FORMAT), + (Text:'GL_TEXTURE_BORDER_COLOR';Value:GL_TEXTURE_BORDER_COLOR), + (Text:'GL_TEXTURE_BORDER';Value:GL_TEXTURE_BORDER), + (Text:'GL_DONT_CARE';Value:GL_DONT_CARE), + (Text:'GL_FASTEST';Value:GL_FASTEST), + (Text:'GL_NICEST';Value:GL_NICEST), + (Text:'GL_LIGHT0';Value:GL_LIGHT0), + (Text:'GL_LIGHT1';Value:GL_LIGHT1), + (Text:'GL_LIGHT2';Value:GL_LIGHT2), + (Text:'GL_LIGHT3';Value:GL_LIGHT3), + (Text:'GL_LIGHT4';Value:GL_LIGHT4), + (Text:'GL_LIGHT5';Value:GL_LIGHT5), + (Text:'GL_LIGHT6';Value:GL_LIGHT6), + (Text:'GL_LIGHT7';Value:GL_LIGHT7), + (Text:'GL_AMBIENT';Value:GL_AMBIENT), + (Text:'GL_DIFFUSE';Value:GL_DIFFUSE), + (Text:'GL_SPECULAR';Value:GL_SPECULAR), + (Text:'GL_POSITION';Value:GL_POSITION), + (Text:'GL_SPOT_DIRECTION';Value:GL_SPOT_DIRECTION), + (Text:'GL_SPOT_EXPONENT';Value:GL_SPOT_EXPONENT), + (Text:'GL_SPOT_CUTOFF';Value:GL_SPOT_CUTOFF), + (Text:'GL_CONSTANT_ATTENUATION';Value:GL_CONSTANT_ATTENUATION), + (Text:'GL_LINEAR_ATTENUATION';Value:GL_LINEAR_ATTENUATION), + (Text:'GL_QUADRATIC_ATTENUATION';Value:GL_QUADRATIC_ATTENUATION), + (Text:'GL_COMPILE';Value:GL_COMPILE), + (Text:'GL_COMPILE_AND_EXECUTE';Value:GL_COMPILE_AND_EXECUTE), + (Text:'GL_CLEAR';Value:GL_CLEAR), + (Text:'GL_AND';Value:GL_AND), + (Text:'GL_AND_REVERSE';Value:GL_AND_REVERSE), + (Text:'GL_COPY';Value:GL_COPY), + (Text:'GL_AND_INVERTED';Value:GL_AND_INVERTED), + (Text:'GL_NOOP';Value:GL_NOOP), + (Text:'GL_XOR';Value:GL_XOR), + (Text:'GL_OR';Value:GL_OR), + (Text:'GL_NOR';Value:GL_NOR), + (Text:'GL_EQUIV';Value:GL_EQUIV), + (Text:'GL_INVERT';Value:GL_INVERT), + (Text:'GL_OR_REVERSE';Value:GL_OR_REVERSE), + (Text:'GL_COPY_INVERTED';Value:GL_COPY_INVERTED), + (Text:'GL_OR_INVERTED';Value:GL_OR_INVERTED), + (Text:'GL_NAND';Value:GL_NAND), + (Text:'GL_SET';Value:GL_SET), + (Text:'GL_EMISSION';Value:GL_EMISSION), + (Text:'GL_SHININESS';Value:GL_SHININESS), + (Text:'GL_AMBIENT_AND_DIFFUSE';Value:GL_AMBIENT_AND_DIFFUSE), + (Text:'GL_COLOR_INDEXES';Value:GL_COLOR_INDEXES), + (Text:'GL_MODELVIEW';Value:GL_MODELVIEW), + (Text:'GL_PROJECTION';Value:GL_PROJECTION), + (Text:'GL_TEXTURE';Value:GL_TEXTURE), + (Text:'GL_COLOR';Value:GL_COLOR), + (Text:'GL_DEPTH';Value:GL_DEPTH), + (Text:'GL_STENCIL';Value:GL_STENCIL), + (Text:'GL_COLOR_INDEX';Value:GL_COLOR_INDEX), + (Text:'GL_STENCIL_INDEX';Value:GL_STENCIL_INDEX), + (Text:'GL_DEPTH_COMPONENT';Value:GL_DEPTH_COMPONENT), + (Text:'GL_RED';Value:GL_RED), + (Text:'GL_GREEN';Value:GL_GREEN), + (Text:'GL_BLUE';Value:GL_BLUE), + (Text:'GL_ALPHA';Value:GL_ALPHA), + (Text:'GL_RGB';Value:GL_RGB), + (Text:'GL_RGBA';Value:GL_RGBA), + (Text:'GL_LUMINANCE';Value:GL_LUMINANCE), + (Text:'GL_LUMINANCE_ALPHA';Value:GL_LUMINANCE_ALPHA), + (Text:'GL_BITMAP';Value:GL_BITMAP), + (Text:'GL_POINT';Value:GL_POINT), + (Text:'GL_LINE';Value:GL_LINE), + (Text:'GL_FILL';Value:GL_FILL), + (Text:'GL_RENDER';Value:GL_RENDER), + (Text:'GL_FEEDBACK';Value:GL_FEEDBACK), + (Text:'GL_SELECT';Value:GL_SELECT), + (Text:'GL_FLAT';Value:GL_FLAT), + (Text:'GL_SMOOTH';Value:GL_SMOOTH), + (Text:'GL_KEEP';Value:GL_KEEP), + (Text:'GL_REPLACE';Value:GL_REPLACE), + (Text:'GL_INCR';Value:GL_INCR), + (Text:'GL_DECR';Value:GL_DECR), + (Text:'GL_VENDOR';Value:GL_VENDOR), + (Text:'GL_RENDERER';Value:GL_RENDERER), + (Text:'GL_VERSION';Value:GL_VERSION), + (Text:'GL_EXTENSIONS';Value:GL_EXTENSIONS), + (Text:'GL_S';Value:GL_S), + (Text:'GL_T';Value:GL_T), + (Text:'GL_R';Value:GL_R), + (Text:'GL_Q';Value:GL_Q), + (Text:'GL_MODULATE';Value:GL_MODULATE), + (Text:'GL_DECAL';Value:GL_DECAL), + (Text:'GL_TEXTURE_ENV_MODE';Value:GL_TEXTURE_ENV_MODE), + (Text:'GL_TEXTURE_ENV_COLOR';Value:GL_TEXTURE_ENV_COLOR), + (Text:'GL_TEXTURE_ENV';Value:GL_TEXTURE_ENV), + (Text:'GL_EYE_LINEAR';Value:GL_EYE_LINEAR), + (Text:'GL_OBJECT_LINEAR';Value:GL_OBJECT_LINEAR), + (Text:'GL_SPHERE_MAP';Value:GL_SPHERE_MAP), + (Text:'GL_TEXTURE_GEN_MODE';Value:GL_TEXTURE_GEN_MODE), + (Text:'GL_OBJECT_PLANE';Value:GL_OBJECT_PLANE), + (Text:'GL_EYE_PLANE';Value:GL_EYE_PLANE), + (Text:'GL_NEAREST';Value:GL_NEAREST), + (Text:'GL_LINEAR';Value:GL_LINEAR), + (Text:'GL_NEAREST_MIPMAP_NEAREST';Value:GL_NEAREST_MIPMAP_NEAREST), + (Text:'GL_LINEAR_MIPMAP_NEAREST';Value:GL_LINEAR_MIPMAP_NEAREST), + (Text:'GL_NEAREST_MIPMAP_LINEAR';Value:GL_NEAREST_MIPMAP_LINEAR), + (Text:'GL_LINEAR_MIPMAP_LINEAR';Value:GL_LINEAR_MIPMAP_LINEAR), + (Text:'GL_TEXTURE_MAG_FILTER';Value:GL_TEXTURE_MAG_FILTER), + (Text:'GL_TEXTURE_MIN_FILTER';Value:GL_TEXTURE_MIN_FILTER), + (Text:'GL_TEXTURE_WRAP_S';Value:GL_TEXTURE_WRAP_S), + (Text:'GL_TEXTURE_WRAP_T';Value:GL_TEXTURE_WRAP_T), + (Text:'GL_CLAMP';Value:GL_CLAMP), + (Text:'GL_REPEAT';Value:GL_REPEAT), + (Text:'GL_CLIENT_PIXEL_STORE_BIT';Value:GL_CLIENT_PIXEL_STORE_BIT), + (Text:'GL_CLIENT_VERTEX_ARRAY_BIT';Value:GL_CLIENT_VERTEX_ARRAY_BIT), + (Text:'GL_CLIENT_ALL_ATTRIB_BITS';Value:GL_CLIENT_ALL_ATTRIB_BITS), + (Text:'GL_POLYGON_OFFSET_FACTOR';Value:GL_POLYGON_OFFSET_FACTOR), + (Text:'GL_POLYGON_OFFSET_UNITS';Value:GL_POLYGON_OFFSET_UNITS), + (Text:'GL_POLYGON_OFFSET_POINT';Value:GL_POLYGON_OFFSET_POINT), + (Text:'GL_POLYGON_OFFSET_LINE';Value:GL_POLYGON_OFFSET_LINE), + (Text:'GL_POLYGON_OFFSET_FILL';Value:GL_POLYGON_OFFSET_FILL), + (Text:'GL_ALPHA4';Value:GL_ALPHA4), + (Text:'GL_ALPHA8';Value:GL_ALPHA8), + (Text:'GL_ALPHA12';Value:GL_ALPHA12), + (Text:'GL_ALPHA16';Value:GL_ALPHA16), + (Text:'GL_LUMINANCE4';Value:GL_LUMINANCE4), + (Text:'GL_LUMINANCE8';Value:GL_LUMINANCE8), + (Text:'GL_LUMINANCE12';Value:GL_LUMINANCE12), + (Text:'GL_LUMINANCE16';Value:GL_LUMINANCE16), + (Text:'GL_LUMINANCE4_ALPHA4';Value:GL_LUMINANCE4_ALPHA4), + (Text:'GL_LUMINANCE6_ALPHA2';Value:GL_LUMINANCE6_ALPHA2), + (Text:'GL_LUMINANCE8_ALPHA8';Value:GL_LUMINANCE8_ALPHA8), + (Text:'GL_LUMINANCE12_ALPHA4';Value:GL_LUMINANCE12_ALPHA4), + (Text:'GL_LUMINANCE12_ALPHA12';Value:GL_LUMINANCE12_ALPHA12), + (Text:'GL_LUMINANCE16_ALPHA16';Value:GL_LUMINANCE16_ALPHA16), + (Text:'GL_INTENSITY';Value:GL_INTENSITY), + (Text:'GL_INTENSITY4';Value:GL_INTENSITY4), + (Text:'GL_INTENSITY8';Value:GL_INTENSITY8), + (Text:'GL_INTENSITY12';Value:GL_INTENSITY12), + (Text:'GL_INTENSITY16';Value:GL_INTENSITY16), + (Text:'GL_R3_G3_B2';Value:GL_R3_G3_B2), + (Text:'GL_RGB4';Value:GL_RGB4), + (Text:'GL_RGB5';Value:GL_RGB5), + (Text:'GL_RGB8';Value:GL_RGB8), + (Text:'GL_RGB10';Value:GL_RGB10), + (Text:'GL_RGB12';Value:GL_RGB12), + (Text:'GL_RGB16';Value:GL_RGB16), + (Text:'GL_RGBA2';Value:GL_RGBA2), + (Text:'GL_RGBA4';Value:GL_RGBA4), + (Text:'GL_RGB5_A1';Value:GL_RGB5_A1), + (Text:'GL_RGBA8';Value:GL_RGBA8), + (Text:'GL_RGB10_A2';Value:GL_RGB10_A2), + (Text:'GL_RGBA12';Value:GL_RGBA12), + (Text:'GL_RGBA16';Value:GL_RGBA16), + (Text:'GL_TEXTURE_RED_SIZE';Value:GL_TEXTURE_RED_SIZE), + (Text:'GL_TEXTURE_GREEN_SIZE';Value:GL_TEXTURE_GREEN_SIZE), + (Text:'GL_TEXTURE_BLUE_SIZE';Value:GL_TEXTURE_BLUE_SIZE), + (Text:'GL_TEXTURE_ALPHA_SIZE';Value:GL_TEXTURE_ALPHA_SIZE), + (Text:'GL_TEXTURE_LUMINANCE_SIZE';Value:GL_TEXTURE_LUMINANCE_SIZE), + (Text:'GL_TEXTURE_INTENSITY_SIZE';Value:GL_TEXTURE_INTENSITY_SIZE), + (Text:'GL_PROXY_TEXTURE_1D';Value:GL_PROXY_TEXTURE_1D), + (Text:'GL_PROXY_TEXTURE_2D';Value:GL_PROXY_TEXTURE_2D), + (Text:'GL_TEXTURE_PRIORITY';Value:GL_TEXTURE_PRIORITY), + (Text:'GL_TEXTURE_RESIDENT';Value:GL_TEXTURE_RESIDENT), + (Text:'GL_TEXTURE_BINDING_1D';Value:GL_TEXTURE_BINDING_1D), + (Text:'GL_TEXTURE_BINDING_2D';Value:GL_TEXTURE_BINDING_2D), + (Text:'GL_VERTEX_ARRAY';Value:GL_VERTEX_ARRAY), + (Text:'GL_NORMAL_ARRAY';Value:GL_NORMAL_ARRAY), + (Text:'GL_COLOR_ARRAY';Value:GL_COLOR_ARRAY), + (Text:'GL_INDEX_ARRAY';Value:GL_INDEX_ARRAY), + (Text:'GL_TEXTURE_COORD_ARRAY';Value:GL_TEXTURE_COORD_ARRAY), + (Text:'GL_EDGE_FLAG_ARRAY';Value:GL_EDGE_FLAG_ARRAY), + (Text:'GL_VERTEX_ARRAY_SIZE';Value:GL_VERTEX_ARRAY_SIZE), + (Text:'GL_VERTEX_ARRAY_TYPE';Value:GL_VERTEX_ARRAY_TYPE), + (Text:'GL_VERTEX_ARRAY_STRIDE';Value:GL_VERTEX_ARRAY_STRIDE), + (Text:'GL_NORMAL_ARRAY_TYPE';Value:GL_NORMAL_ARRAY_TYPE), + (Text:'GL_NORMAL_ARRAY_STRIDE';Value:GL_NORMAL_ARRAY_STRIDE), + (Text:'GL_COLOR_ARRAY_SIZE';Value:GL_COLOR_ARRAY_SIZE), + (Text:'GL_COLOR_ARRAY_TYPE';Value:GL_COLOR_ARRAY_TYPE), + (Text:'GL_COLOR_ARRAY_STRIDE';Value:GL_COLOR_ARRAY_STRIDE), + (Text:'GL_INDEX_ARRAY_TYPE';Value:GL_INDEX_ARRAY_TYPE), + (Text:'GL_INDEX_ARRAY_STRIDE';Value:GL_INDEX_ARRAY_STRIDE), + (Text:'GL_TEXTURE_COORD_ARRAY_SIZE';Value:GL_TEXTURE_COORD_ARRAY_SIZE), + (Text:'GL_TEXTURE_COORD_ARRAY_TYPE';Value:GL_TEXTURE_COORD_ARRAY_TYPE), + (Text:'GL_TEXTURE_COORD_ARRAY_STRIDE';Value:GL_TEXTURE_COORD_ARRAY_STRIDE), + (Text:'GL_EDGE_FLAG_ARRAY_STRIDE';Value:GL_EDGE_FLAG_ARRAY_STRIDE), + (Text:'GL_VERTEX_ARRAY_POINTER';Value:GL_VERTEX_ARRAY_POINTER), + (Text:'GL_NORMAL_ARRAY_POINTER';Value:GL_NORMAL_ARRAY_POINTER), + (Text:'GL_COLOR_ARRAY_POINTER';Value:GL_COLOR_ARRAY_POINTER), + (Text:'GL_INDEX_ARRAY_POINTER';Value:GL_INDEX_ARRAY_POINTER), + (Text:'GL_TEXTURE_COORD_ARRAY_POINTER';Value:GL_TEXTURE_COORD_ARRAY_POINTER), + (Text:'GL_EDGE_FLAG_ARRAY_POINTER';Value:GL_EDGE_FLAG_ARRAY_POINTER), + (Text:'GL_V2F';Value:GL_V2F), + (Text:'GL_V3F';Value:GL_V3F), + (Text:'GL_C4UB_V2F';Value:GL_C4UB_V2F), + (Text:'GL_C4UB_V3F';Value:GL_C4UB_V3F), + (Text:'GL_C3F_V3F';Value:GL_C3F_V3F), + (Text:'GL_N3F_V3F';Value:GL_N3F_V3F), + (Text:'GL_C4F_N3F_V3F';Value:GL_C4F_N3F_V3F), + (Text:'GL_T2F_V3F';Value:GL_T2F_V3F), + (Text:'GL_T4F_V4F';Value:GL_T4F_V4F), + (Text:'GL_T2F_C4UB_V3F';Value:GL_T2F_C4UB_V3F), + (Text:'GL_T2F_C3F_V3F';Value:GL_T2F_C3F_V3F), + (Text:'GL_T2F_N3F_V3F';Value:GL_T2F_N3F_V3F), + (Text:'GL_T2F_C4F_N3F_V3F';Value:GL_T2F_C4F_N3F_V3F), + (Text:'GL_T4F_C4F_N3F_V4F';Value:GL_T4F_C4F_N3F_V4F), + (Text:'GL_EXT_vertex_array';Value:GL_EXT_vertex_array), + (Text:'GL_WIN_swap_hint';Value:GL_WIN_swap_hint), + (Text:'GL_EXT_bgra';Value:GL_EXT_bgra), + (Text:'GL_EXT_paletted_texture';Value:GL_EXT_paletted_texture), + (Text:'GL_VERTEX_ARRAY_EXT';Value:GL_VERTEX_ARRAY_EXT), + (Text:'GL_NORMAL_ARRAY_EXT';Value:GL_NORMAL_ARRAY_EXT), + (Text:'GL_COLOR_ARRAY_EXT';Value:GL_COLOR_ARRAY_EXT), + (Text:'GL_INDEX_ARRAY_EXT';Value:GL_INDEX_ARRAY_EXT), + (Text:'GL_TEXTURE_COORD_ARRAY_EXT';Value:GL_TEXTURE_COORD_ARRAY_EXT), + (Text:'GL_EDGE_FLAG_ARRAY_EXT';Value:GL_EDGE_FLAG_ARRAY_EXT), + (Text:'GL_VERTEX_ARRAY_SIZE_EXT';Value:GL_VERTEX_ARRAY_SIZE_EXT), + (Text:'GL_VERTEX_ARRAY_TYPE_EXT';Value:GL_VERTEX_ARRAY_TYPE_EXT), + (Text:'GL_VERTEX_ARRAY_STRIDE_EXT';Value:GL_VERTEX_ARRAY_STRIDE_EXT), + (Text:'GL_VERTEX_ARRAY_COUNT_EXT';Value:GL_VERTEX_ARRAY_COUNT_EXT), + (Text:'GL_NORMAL_ARRAY_TYPE_EXT';Value:GL_NORMAL_ARRAY_TYPE_EXT), + (Text:'GL_NORMAL_ARRAY_STRIDE_EXT';Value:GL_NORMAL_ARRAY_STRIDE_EXT), + (Text:'GL_NORMAL_ARRAY_COUNT_EXT';Value:GL_NORMAL_ARRAY_COUNT_EXT), + (Text:'GL_COLOR_ARRAY_SIZE_EXT';Value:GL_COLOR_ARRAY_SIZE_EXT), + (Text:'GL_COLOR_ARRAY_TYPE_EXT';Value:GL_COLOR_ARRAY_TYPE_EXT), + (Text:'GL_COLOR_ARRAY_STRIDE_EXT';Value:GL_COLOR_ARRAY_STRIDE_EXT), + (Text:'GL_COLOR_ARRAY_COUNT_EXT';Value:GL_COLOR_ARRAY_COUNT_EXT), + (Text:'GL_INDEX_ARRAY_TYPE_EXT';Value:GL_INDEX_ARRAY_TYPE_EXT), + (Text:'GL_INDEX_ARRAY_STRIDE_EXT';Value:GL_INDEX_ARRAY_STRIDE_EXT), + (Text:'GL_INDEX_ARRAY_COUNT_EXT';Value:GL_INDEX_ARRAY_COUNT_EXT), + (Text:'GL_TEXTURE_COORD_ARRAY_SIZE_EXT';Value:GL_TEXTURE_COORD_ARRAY_SIZE_EXT), + (Text:'GL_TEXTURE_COORD_ARRAY_TYPE_EXT';Value:GL_TEXTURE_COORD_ARRAY_TYPE_EXT), + (Text:'GL_TEXTURE_COORD_ARRAY_STRIDE_EXT';Value:GL_TEXTURE_COORD_ARRAY_STRIDE_EXT), + (Text:'GL_TEXTURE_COORD_ARRAY_COUNT_EXT';Value:GL_TEXTURE_COORD_ARRAY_COUNT_EXT), + (Text:'GL_EDGE_FLAG_ARRAY_STRIDE_EXT';Value:GL_EDGE_FLAG_ARRAY_STRIDE_EXT), + (Text:'GL_EDGE_FLAG_ARRAY_COUNT_EXT';Value:GL_EDGE_FLAG_ARRAY_COUNT_EXT), + (Text:'GL_VERTEX_ARRAY_POINTER_EXT';Value:GL_VERTEX_ARRAY_POINTER_EXT), + (Text:'GL_NORMAL_ARRAY_POINTER_EXT';Value:GL_NORMAL_ARRAY_POINTER_EXT), + (Text:'GL_COLOR_ARRAY_POINTER_EXT';Value:GL_COLOR_ARRAY_POINTER_EXT), + (Text:'GL_INDEX_ARRAY_POINTER_EXT';Value:GL_INDEX_ARRAY_POINTER_EXT), + (Text:'GL_TEXTURE_COORD_ARRAY_POINTER_EXT';Value:GL_TEXTURE_COORD_ARRAY_POINTER_EXT), + (Text:'GL_EDGE_FLAG_ARRAY_POINTER_EXT';Value:GL_EDGE_FLAG_ARRAY_POINTER_EXT), + (Text:'GL_DOUBLE_EXT';Value:GL_DOUBLE_EXT), + (Text:'GL_BGR_EXT';Value:GL_BGR_EXT), + (Text:'GL_BGRA_EXT';Value:GL_BGRA_EXT), + (Text:'GL_COLOR_TABLE_FORMAT_EXT';Value:GL_COLOR_TABLE_FORMAT_EXT), + (Text:'GL_COLOR_TABLE_WIDTH_EXT';Value:GL_COLOR_TABLE_WIDTH_EXT), + (Text:'GL_COLOR_TABLE_RED_SIZE_EXT';Value:GL_COLOR_TABLE_RED_SIZE_EXT), + (Text:'GL_COLOR_TABLE_GREEN_SIZE_EXT';Value:GL_COLOR_TABLE_GREEN_SIZE_EXT), + (Text:'GL_COLOR_TABLE_BLUE_SIZE_EXT';Value:GL_COLOR_TABLE_BLUE_SIZE_EXT), + (Text:'GL_COLOR_TABLE_ALPHA_SIZE_EXT';Value:GL_COLOR_TABLE_ALPHA_SIZE_EXT), + (Text:'GL_COLOR_TABLE_LUMINANCE_SIZE_EXT';Value:GL_COLOR_TABLE_LUMINANCE_SIZE_EXT), + (Text:'GL_COLOR_TABLE_INTENSITY_SIZE_EXT';Value:GL_COLOR_TABLE_INTENSITY_SIZE_EXT), + (Text:'GL_COLOR_INDEX1_EXT';Value:GL_COLOR_INDEX1_EXT), + (Text:'GL_COLOR_INDEX2_EXT';Value:GL_COLOR_INDEX2_EXT), + (Text:'GL_COLOR_INDEX4_EXT';Value:GL_COLOR_INDEX4_EXT), + (Text:'GL_COLOR_INDEX8_EXT';Value:GL_COLOR_INDEX8_EXT), + (Text:'GL_COLOR_INDEX12_EXT';Value:GL_COLOR_INDEX12_EXT), + (Text:'GL_COLOR_INDEX16_EXT';Value:GL_COLOR_INDEX16_EXT) + ); + +function ULuaGl_StringToEnum(Str: String): GLenum; + function GetEnum(const Str: String): GLenum; + var + i : Integer; + begin + for i := 0 to high(ULuaGl_Enum) do + begin + if 0 = AnsiCompareText(Str, ULuaGl_Enum[i].Text) then + begin + Result := ULuaGl_Enum[i].Value; + Exit; + end; + end; + Result := ULuaGl_EnumERROR; + end; + var + i : Integer; + j : Integer; + temp : GLenum; +begin + Result := 0; + j := 1; + for i := 1 to Length(Str) do + begin + if Str[i] = ',' then + begin + temp := GetEnum(Copy(Str,j,i-j)); + if temp <> ULuaGl_EnumERROR then + Result := Result or temp; + j := i + 1; + end; + end; + + temp := GetEnum(Copy(Str,j,MaxInt)); + if (temp = ULuaGl_EnumERROR) then + begin + if Result = 0 then + Result := ULuaGl_EnumERROR; + exit; + end; + Result := Result or temp; +end; +end. + diff --git a/src/lua/ULuaLog.pas b/src/lua/ULuaLog.pas new file mode 100644 index 00000000..95efaa19 --- /dev/null +++ b/src/lua/ULuaLog.pas @@ -0,0 +1,167 @@ +{* 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 ULuaLog; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SysUtils, + ULog, + ULua; + +function luaopen_Log (L: Plua_State): Integer; cdecl; + +function ULuaLog_LogError(L: Plua_State): Integer; cdecl; +function ULuaLog_LogMsg(L: Plua_State): Integer; cdecl; +function ULuaLog_BenchmarkStart(L: Plua_State): Integer; cdecl; +function ULuaLog_BenchmarkEnd(L: Plua_State): Integer; cdecl; +function ULuaLog_LogBenchmark(L: Plua_State): Integer; cdecl; +function ULuaLog_LogDebug(L: Plua_State): Integer; cdecl; +function ULuaLog_LogInfo(L: Plua_State): Integer; cdecl; +function ULuaLog_LogStatus(L: Plua_State): Integer; cdecl; +function ULuaLog_LogWarn(L: Plua_State): Integer; cdecl; +function ULuaLog_LogCritical(L: Plua_State): Integer; cdecl; +function ULuaLog_CriticalError(L: Plua_State): Integer; cdecl; +function ULuaLog_GetLogLevel(L: Plua_State): Integer; cdecl; +function ULuaLog_SetLogLevel(L: Plua_State): Integer; cdecl; + + +const + ULuaLog_Lib_f: array [0..13] of lual_reg = ( + (name:'LogError';func:ULuaLog_LogError), + (name:'LogMsg';func:ULuaLog_LogMsg), + (name:'BenchmarkStart';func:ULuaLog_BenchmarkStart), + (name:'BenchmarkEnd';func:ULuaLog_BenchmarkEnd), + (name:'LogBenchmark';func:ULuaLog_LogBenchmark), + (name:'LogDebug';func:ULuaLog_LogDebug), + (name:'LogInfo';func:ULuaLog_LogInfo), + (name:'LogStatus';func:ULuaLog_LogStatus), + (name:'LogWarn';func:ULuaLog_LogWarn), + (name:'LogCritical';func:ULuaLog_LogCritical), + (name:'CriticalError';func:ULuaLog_CriticalError), + (name:'SetLogLevel';func:ULuaLog_GetLogLevel), + (name:'GetLogLevel';func:ULuaLog_SetLogLevel), + (name:nil;func:nil) + ); + +implementation + +function ULuaLog_LogError(L: Plua_State): Integer; cdecl; +begin + if (lua_gettop(L) > 1) then + Log.LogError(luaL_checkstring(L,-2),luaL_checkstring(L,-1)) + else + Log.LogError(luaL_checkstring(L,-1)); + result:=0; // number of results +end; + +function ULuaLog_LogMsg(L: Plua_State): Integer; cdecl; +begin + if (lua_gettop(L) > 2) then + Log.LogMsg(luaL_checkstring(L,-3),luaL_checkstring(L,-1),luaL_checkinteger(L,-2)) + else + Log.LogMsg(luaL_checkstring(L,-2),luaL_checkinteger(L,-1)); + result:=0; // number of results +end; + +function ULuaLog_BenchmarkStart(L: Plua_State): Integer; cdecl; +begin + Log.BenchmarkStart(luaL_checkinteger(L,-1)); + result:=0; // number of results +end; + +function ULuaLog_BenchmarkEnd(L: Plua_State): Integer; cdecl; +begin + Log.BenchmarkEnd(luaL_checkinteger(L,-1)); + result:=0; // number of results +end; + +function ULuaLog_LogBenchmark(L: Plua_State): Integer; cdecl; +begin + Log.LogBenchmark(luaL_checkstring(L,-2),luaL_checkinteger(L,-1)); + result:=0; // number of results +end; + +function ULuaLog_LogDebug(L: Plua_State): Integer; cdecl; +begin + Log.LogDebug(luaL_checkstring(L,-2),luaL_checkstring(L,-1)); + result:=0; // number of results +end; + +function ULuaLog_LogInfo(L: Plua_State): Integer; cdecl; +begin + Log.LogInfo(luaL_checkstring(L,-2),luaL_checkstring(L,-1)); + result:=0; // number of results +end; + +function ULuaLog_LogStatus(L: Plua_State): Integer; cdecl; +begin + Log.LogStatus(luaL_checkstring(L,-2),luaL_checkstring(L,-1)); + result:=0; // number of results +end; + +function ULuaLog_LogWarn(L: Plua_State): Integer; cdecl; +begin + Log.LogWarn(luaL_checkstring(L,-2),luaL_checkstring(L,-1)); + result:=0; // number of results +end; + +function ULuaLog_LogCritical(L: Plua_State): Integer; cdecl; +begin + Log.LogCritical(luaL_checkstring(L,-2),luaL_checkstring(L,-1)); + result:=0; // number of results +end; + +function ULuaLog_CriticalError(L: Plua_State): Integer; cdecl; +begin + Log.CriticalError(luaL_checkstring(L,-1)); + result:=0; // number of results +end; + +function ULuaLog_GetLogLevel(L: Plua_State): Integer; cdecl; +begin + lua_pushinteger(L,Log.GetLogLevel()); + result:=1; // number of results +end; + +function ULuaLog_SetLogLevel(L: Plua_State): Integer; cdecl; +begin + Log.SetLogLevel(luaL_checkinteger(L,-1)); + result:=0; // number of results +end; + +function luaopen_Log (L: Plua_State): Integer; cdecl; +begin + luaL_register(L,'Log',@ULuaLog_Lib_f[0]); + result:=1; +end; +end. diff --git a/src/lua/ULuaParty.pas b/src/lua/ULuaParty.pas new file mode 100644 index 00000000..883c3aec --- /dev/null +++ b/src/lua/ULuaParty.pas @@ -0,0 +1,389 @@ +{* 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 ULuaParty;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses ULua;
+
+{ lua c functions from Party table. Enables creating of party modes w/ lua scripts }
+
+{ Party.Register - register party mode at party manager
+ arguments: info: table
+ Name: String; //< Name used as identifier (language strings, etc.). Has to be set.
+ CanNonParty: Boolean //< mode is playable when not in party mode. defaulted to false if not set
+ CanParty: Boolean //< mode is playable in party mode. defaulted to false if not set
+ PlayerCount: Table //< playable with one, two, three etc. players per team. defaulted to no restrictions if not set. (use table constructor e.g. {1, 2, 3) means playable w/ 1, 2 or three players)
+ TeamCount: Table //< playable with one, two, three etc. different teams. defaulted to no restrictions if not set. (use table constructor e.g. {1, 2, 3) means playable w/ 1, 2 or three players)
+
+ BeforeSongSelect: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed)
+ AfterSongSelect: String //< name of global that will be called after song is selected (if nil, not callable or returns true, default action will be executed)
+
+ BeforeSing: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed)
+ OnSing: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed)
+ AfterSing: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed)}
+function ULuaParty_Register(L: Plua_State): Integer; cdecl;
+
+{ Party.GameFinished - returns true if no party game is running or all rounds
+ of current game were played }
+function ULuaParty_GameFinished(L: Plua_State): Integer; cdecl;
+
+(* Party.SetRoundRanking - sets ranking of current party round,
+ arguments: Ranking: table
+ ranking of team i is the value (integer from 1 to number of teams) of the
+ table with index [i: number].
+ you may call this function in the following way:
+ Party.SetRoundRanking({3, 1, 2});
+ this means: team 1 is ranked third, team 2 is ranked first and team 3 is
+ ranked second.
+ if no party game is started or party game is finished
+ it will raise an error *)
+function ULuaParty_SetRoundRanking(L: Plua_State): Integer; cdecl;
+
+{ Party.GetTeams - returns a table with all information and structure as
+ in the TPartyGame.Teams array }
+function ULuaParty_GetTeams(L: Plua_State): Integer; cdecl;
+
+{ Party.SetTeams - changes all fields from TPartyGame.Teams that have been
+ set in the table given as first argument}
+function ULuaParty_SetTeams(L: Plua_State): Integer; cdecl;
+
+const
+ ULuaParty_Lib_f: array [0..4] of lual_reg = (
+ (name:'Register'; func:ULuaParty_Register),
+ (name:'GameFinished'; func:ULuaParty_GameFinished),
+ (name:'SetRoundRanking'; func:ULuaParty_SetRoundRanking),
+ (name:'GetTeams'; func:ULuaParty_GetTeams),
+ (name:'SetTeams'; func:ULuaParty_SetTeams)
+ );
+
+implementation
+uses ULuaCore, ULuaUtils, UParty, SysUtils;
+
+
+{ Party.Register - register party mode at party manager
+ arguments: info: table
+ Name: String; //< Name used as identifier (language strings, etc.). Has to be set.
+ CanNonParty: Boolean //< mode is playable when not in party mode. defaulted to false if not set
+ CanParty: Boolean //< mode is playable in party mode. defaulted to false if not set
+ PlayerCount: Table //< playable with one, two, three etc. players per team. defaulted to no restrictions if not set. (use table constructor e.g. {1, 2, 3) means playable w/ 1, 2 or three players)
+ TeamCount: Table //< playable with one, two, three etc. different teams. defaulted to no restrictions if not set. (use table constructor e.g. {1, 2, 3) means playable w/ 1, 2 or three players)
+
+ BeforeSongSelect: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed)
+ AfterSongSelect: String //< name of global that will be called after song is selected (if nil, not callable or returns true, default action will be executed)
+
+ BeforeSing: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed)
+ OnSing: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed)
+ AfterSing: String //< name of global that will be called before song select screen is shown (if nil, not callable or returns true, default action will be executed)}
+function ULuaParty_Register(L: Plua_State): Integer; cdecl;
+ var
+ Info: TParty_ModeInfo;
+ Key: String;
+ P: TLuaPlugin;
+begin
+ Result := 0;
+
+ // check for table on stack
+ luaL_checkType(L, 1, LUA_TTABLE);
+
+ // get parent id
+ P := Lua_GetOwner(L);
+
+
+ // set mode info to default
+ Party.DefaultModeInfo(Info);
+
+
+ // set parent in info rec and pop it from stack
+ Info.Parent := P.Id;
+
+ // go through table elements
+ lua_pushNil(L);
+ while (lua_Next(L, 1) <> 0) do
+ begin
+ Key := lowercase(lua_ToString(L, -2));
+
+ if (Key = 'name') and lua_isString(L, -1) then
+ Info.Name := lua_toString(L, -1)
+ else if (Key = 'cannonparty') and lua_isBoolean(L, -1) then
+ Info.CanNonParty := lua_toBoolean(L, -1)
+ else if (Key = 'canparty') and lua_isBoolean(L, -1) then
+ Info.CanParty := lua_toBoolean(L, -1)
+ else if (Key = 'playercount') and lua_isTable(L, -1) then
+ Info.PlayerCount := lua_toBinInt(L, -1)
+ else if (Key = 'teamcount') and lua_isTable(L, -1) then
+ Info.TeamCount := lua_toBinInt(L, -1)
+ else if (Key = 'beforesongselect') and lua_isString(L, -1) then
+ Info.Functions.BeforeSongSelect := lua_toString(L, -1)
+ else if (Key = 'aftersongselect') and lua_isString(L, -1) then
+ Info.Functions.AfterSongSelect := lua_toString(L, -1)
+ else if (Key = 'beforesing') and lua_isString(L, -1) then
+ Info.Functions.BeforeSing := lua_toString(L, -1)
+ else if (Key = 'onsing') and lua_isString(L, -1) then
+ Info.Functions.OnSing := lua_toString(L, -1)
+ else if (Key = 'aftersing') and lua_isString(L, -1) then
+ Info.Functions.AfterSing := lua_toString(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));
+
+ if not Party.RegisterMode(Info) then
+ luaL_error(L, PChar('can''t register party mode at party manager in Party.Register. Is Info.Name defined or is there another mode with this name?'));
+end;
+
+{ Party.GameFinished - returns true if no party game is running or all rounds
+ of current game were played }
+function ULuaParty_GameFinished(L: Plua_State): Integer; cdecl;
+begin
+ // clear stack
+ lua_pop(L, lua_gettop(L));
+
+ // push result
+ lua_pushBoolean(L, Party.GameFinished);
+
+ //we return one value
+ Result := 1;
+end;
+
+{ Party.SetRoundRanking - sets ranking of current party round,
+ if no party game is started or party game is finished
+ it will raise an error }
+function ULuaParty_SetRoundRanking(L: Plua_State): Integer; cdecl;
+var
+ R: AParty_TeamRanking;
+ I: Integer;
+ Rank: Integer;
+begin
+ Result := 0;
+
+ luaL_checktype(L, 1, LUA_TTABLE);
+
+ lua_checkstack(L, 1);
+
+ SetLength(R, Length(Party.Teams));
+
+ for I := 0 to High(R) do
+ begin
+ lua_pushInteger(L, I);
+ lua_gettable(L, 1);
+
+ R[I].Rank := Length(R);
+ if (lua_isnumber(L, -1)) then
+ begin
+ Rank := lua_toInteger(L, -1);
+ if (Rank >= 1) and (Rank <= Length(R)) then
+ R[I].Rank := Rank;
+ end;
+
+ lua_pop(L, 1);
+ end;
+
+ // pop table
+ lua_pop(L, 1);
+
+ if (not Party.SetRanking(R)) then
+ luaL_error(L, PChar('cann''t set party round ranking. Is party started and not finished yet?'));
+end;
+
+{ Party.GetTeams - returns a table with all information and structure as
+ in the TPartyGame.Teams array }
+function ULuaParty_GetTeams(L: Plua_State): Integer; cdecl;
+ var
+ Team: Integer;
+ Player: Integer;
+begin
+ // clear stack
+ lua_pop(L, lua_gettop(L));
+
+ // ensure we have enough stack slots left
+ lua_checkstack(L, 7);
+
+ // create the table we want to return
+ lua_createtable(L, Length(Party.Teams), 0);
+
+ // add the teams
+ for Team := 0 to High(Party.Teams) do
+ begin
+ // push key for current teams value. lua array beggins at 1
+ lua_pushInteger(L, Team + 1);
+
+ // push table containing team info and players table
+ lua_createtable(L, 0, 5);
+
+ // team name
+ lua_pushString(L, PChar(Party.Teams[Team].Name));
+ lua_setField(L, -2, 'Name');
+
+ // team score
+ lua_pushInteger(L, Party.Teams[Team].Score);
+ lua_setField(L, -2, 'Score');
+
+ // team jokers left
+ lua_pushInteger(L, Party.Teams[Team].JokersLeft);
+ lua_setField(L, -2, 'JokersLeft');
+
+ // team nextPlayer
+ lua_pushInteger(L, Party.Teams[Team].NextPlayer);
+ lua_setField(L, -2, 'NextPlayer');
+
+ // team players table
+ lua_createtable(L, Length(Party.Teams[Team].Players), 0);
+
+ //add players
+ for Player := 0 to High(Party.Teams[Team].Players) do
+ begin
+ // push key for current players value. lua array beggins at 1
+ lua_pushInteger(L, Player + 1);
+
+ // push table containing player info
+ lua_createTable(L, 0, 2);
+
+ // player name
+ lua_PushString(L, PChar(Party.Teams[Team].Players[Player].Name));
+ lua_SetField(L, -2, 'Name');
+
+ // players times played
+ lua_PushInteger(L, Party.Teams[Team].Players[Player].TimesPlayed);
+ lua_SetField(L, -2, 'TimesPlayed');
+
+ // add value - key - pair to teams player table
+ lua_setTable(L, -3);
+ end;
+
+ lua_setField(L, -2, 'Players');
+
+ // add value - key - pair to returned table
+ lua_setTable(L, -3);
+ end;
+
+ // we return 1 value (the first table)
+ Result := 1;
+end;
+
+{ Party.SetTeams - changes all fields from TPartyGame.Teams that have been
+ set in the table given as first argument}
+function ULuaParty_SetTeams(L: Plua_State): Integer; cdecl;
+
+ procedure Do_Player(Team, Player: Integer);
+ var
+ Key: String;
+ begin
+ if (Player >= 0) and (Player <= High(Party.Teams[Team].Players)) then
+ begin
+ // go through table elements
+ lua_pushNil(L);
+ while (lua_Next(L, -2) <> 0) do
+ begin
+ Key := lowercase(lua_ToString(L, -2));
+
+ if (Key = 'name') and lua_isString(L, -1) then
+ Party.Teams[Team].Players[Player].Name := lua_toString(L, -1)
+ else if (Key = 'timesplayed') and lua_isNumber(L, -1) then
+ Party.Teams[Team].Players[Player].TimesPlayed := lua_toInteger(L, -1);
+
+ // pop value from stack so key is on top
+ lua_pop(L, 1);
+ end;
+ end;
+ end;
+
+ procedure Do_Players(Team: Integer);
+ begin
+ // go through table elements
+ lua_pushNil(L);
+ while (lua_Next(L, -2) <> 0) do
+ begin
+ // check if key is a number and value is a table
+ if (lua_isNumber(L, -2)) and (lua_isTable(L, -1)) then
+ Do_Player(Team, lua_toInteger(L, -2));
+
+ // pop value from stack so key is on top
+ lua_pop(L, 1);
+ end;
+ end;
+
+ procedure Do_Team(Team: Integer);
+ var
+ Key: String;
+ begin
+ if (Team >= 0) and (Team <= High(Party.Teams)) then
+ begin
+ // go through table elements
+ lua_pushNil(L);
+ while (lua_Next(L, -2) <> 0) do
+ begin
+ Key := lowercase(lua_ToString(L, -2));
+
+ if (Key = 'name') and lua_isString(L, -1) then
+ Party.Teams[Team].Name := lua_toString(L, -1)
+ else if (Key = 'score') and lua_isNumber(L, -1) then
+ Party.Teams[Team].Score := lua_toInteger(L, -1)
+ else if (Key = 'jokersleft') and lua_isNumber(L, -1) then
+ Party.Teams[Team].JokersLeft := lua_toInteger(L, -1)
+ else if (Key = 'currentplayer') and lua_isNumber(L, -1) then
+ Party.Teams[Team].NextPlayer := lua_toInteger(L, -1)
+ else if (Key = 'players') and lua_isTable(L, -1) then
+ Do_Players(Team);
+
+ // pop value from stack so key is on top
+ lua_pop(L, 1);
+ end;
+ end;
+ end;
+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
+ // check if key is a number and value is a table
+ if (lua_isNumber(L, -2)) and (lua_isTable(L, -1)) then
+ Do_Team(lua_toInteger(L, -2));
+
+ // pop value from stack so key is on top
+ lua_pop(L, 1);
+ end;
+
+ // clear stack from table
+ lua_pop(L, lua_gettop(L));
+end;
+
+end.
\ No newline at end of file diff --git a/src/lua/ULuaScreenSing.pas b/src/lua/ULuaScreenSing.pas new file mode 100644 index 00000000..7e17224c --- /dev/null +++ b/src/lua/ULuaScreenSing.pas @@ -0,0 +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;
+
+end.
\ No newline at end of file diff --git a/src/lua/ULuaTextGL.pas b/src/lua/ULuaTextGL.pas new file mode 100644 index 00000000..1db41b21 --- /dev/null +++ b/src/lua/ULuaTextGL.pas @@ -0,0 +1,147 @@ +{* 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 ULuaTextGL; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + TextGL, + ULua; + +{ TextGl.Pos(X, Y: Float) : sets font position } +function ULuaTextGL_Pos(L: Plua_State): Integer; cdecl; + +{ TextGl.Size(Size: Float) : sets font size } +function ULuaTextGL_Size(L: Plua_State): Integer; cdecl; + +{ TextGl.Style(Style: int) : sets font style (from 0 to 3) } +function ULuaTextGL_Style(L: Plua_State): Integer; cdecl; + +{ TextGl.Italic(isItalic: boolean) : sets if font is italic } +function ULuaTextGL_Italic(L: Plua_State): Integer; cdecl; + +{ TextGl.Width(Text: String) : returns width of Text if printed + w/ current settings in pixels } +function ULuaTextGL_Width(L: Plua_State): Integer; cdecl; + +{ TextGl.Print(Text: String) : prints text to screen w/ current + settings} +function ULuaTextGL_Print(L: Plua_State): Integer; cdecl; + +const + ULuaTextGl_Lib_f: array [0..5] of lual_reg = ( + (name:'Pos'; func:ULuaTextGl_Pos), + (name:'Size'; func:ULuaTextGl_Size), + (name:'Style'; func:ULuaTextGl_Style), + (name:'Italic'; func:ULuaTextGl_Italic), + (name:'Width'; func:ULuaTextGl_Width), + (name:'Print'; func:ULuaTextGl_Print) + ); + + +implementation + +{ TextGl.Pos(X, Y: Float) : sets font position } +function ULuaTextGL_Pos(L: Plua_State): Integer; cdecl; + var X, Y: Double; +begin + X := luaL_checknumber(L, 1); + Y := luaL_checknumber(L, 2); + + SetFontPos(X, Y); + + Result := 0; +end; + +{ TextGl.Size(Size: Float) : sets font size } +function ULuaTextGL_Size(L: Plua_State): Integer; cdecl; + var Size: Double; +begin + Size := luaL_checknumber(L, 1); + + SetFontSize(Size); + + Result := 0; +end; + +{ TextGl.Style(Style: int) : sets font style (from 0 to 3) } +function ULuaTextGL_Style(L: Plua_State): Integer; cdecl; + var Style: Integer; +begin + Style := luaL_checkinteger(L, 1); + + if (Style >= 0) and (Style <= 3) then + SetFontStyle(Style) + else + luaL_ArgError(L, 1, PChar('number from 0 to 3 expected')); + + Result := 0; +end; + +{ TextGl.Italic(isItalic: boolean) : sets if font is italic } +function ULuaTextGL_Italic(L: Plua_State): Integer; cdecl; + var isItalic: Boolean; +begin + luaL_checkany(L, 1); + isItalic := lua_toBoolean(L, 1); + + SetFontItalic(isItalic); + + Result := 0; +end; + +{ TextGl.Width(Text: String) : returns width of Text if printed + w/ current settings in pixels } +function ULuaTextGL_Width(L: Plua_State): Integer; cdecl; + var Text: String; +begin + Text := luaL_checkstring(L, 1); + lua_pop(L, lua_gettop(L)); + + lua_PushNumber(L, glTextWidth(Text)); + + Result := 1; +end; + +{ TextGl.Print(Text: String) : prints text to screen w/ current + settings} +function ULuaTextGL_Print(L: Plua_State): Integer; cdecl; + var Text: String; +begin + Text := luaL_checkstring(L, 1); + + glPrint(Text); + + Result := 0; +end; + +end. diff --git a/src/lua/ULuaTexture.pas b/src/lua/ULuaTexture.pas new file mode 100644 index 00000000..931c0405 --- /dev/null +++ b/src/lua/ULuaTexture.pas @@ -0,0 +1,63 @@ +{* 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 ULuaTexture; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SysUtils, + ULua, + UTexture; + +function luaopen_Texture (L: Plua_State): Integer; cdecl; + +function ULuaTexture_Dummy(L: Plua_State): Integer; cdecl; + +implementation + +function ULuaTexture_Dummy(L: Plua_State): Integer; cdecl; +begin + result:=0; // number of results +end; + +const + ULuaTexture_Lib_f: array [0..1] of lual_reg = ( + (name:'Add';func:ULuaTexture_Dummy), + (name:nil;func:nil) + ); + +function luaopen_Texture (L: Plua_State): Integer; cdecl; +begin + luaL_register(L,'Texture',@ULuaTexture_Lib_f[0]); + result:=1; +end; +end. diff --git a/src/lua/ULuaUsdx.pas b/src/lua/ULuaUsdx.pas new file mode 100644 index 00000000..d92289b1 --- /dev/null +++ b/src/lua/ULuaUsdx.pas @@ -0,0 +1,145 @@ +{* 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 ULuaUsdx;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses ULua;
+
+{ some basic lua c functions from usdx table }
+
+{ Usdx.Time - returns sdl_time to have time numbers comparable with
+ ultrastar deluxe ones. no arguments }
+function ULuaUsdx_Time(L: Plua_State): Integer; cdecl;
+
+{ Usdx.Version - returns Usdx version string (the same that US_Version
+ language-constant does). no arguments }
+function ULuaUsdx_Version(L: Plua_State): Integer; cdecl;
+
+{ Usdx.Hook - returns an hook table with name and Unhook function
+ arguments: event_name: string }
+function ULuaUsdx_Hook(L: Plua_State): Integer; cdecl;
+
+{ Usdx.ShutMeDown - no results, no arguments
+ unloads the calling plugin }
+function ULuaUsdx_ShutMeDown(L: Plua_State): Integer; cdecl;
+
+const
+ ULuaUsdx_Lib_f: array [0..4] of lual_reg = (
+ (name:'Version'; func:ULuaUsdx_Version),
+ (name:'Time'; func:ULuaUsdx_Time),
+ (name:'Hook'; func:ULuaUsdx_Hook),
+ (name:'ShutMeDown'; func:ULuaUsdx_ShutMeDown),
+ (name:nil;func:nil)
+ );
+
+implementation
+uses SDL, ULuaCore, ULuaUtils, UHookableEvent, UConfig;
+
+{ Usdx.Time - returns sdl_time to have time numbers comparable with
+ ultrastar deluxe ones. no arguments }
+function ULuaUsdx_Time(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_pushinteger(L, SDL_GetTicks);
+ Result := 1; //one result
+end;
+
+{ Usdx.Version - returns Usdx version string (the same that US_Version
+ language-constant does). no arguments }
+function ULuaUsdx_Version(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_pushstring(L, PChar(USDXVersionStr()));
+ Result := 1; //one result
+end;
+
+{ Usdx.Hook - returns an hook table with name and Unhook function
+ arguments: event_name: string; function_name: string }
+function ULuaUsdx_Hook(L: Plua_State): Integer; cdecl;
+var
+ EventName: String;
+ FunctionName: String;
+ P: TLuaPlugin;
+ Event: THookableEvent;
+begin
+ EventName := luaL_checkstring(L, 1);
+ FunctionName := luaL_checkstring(L, 2);
+
+ P := Lua_GetOwner(L);
+
+ lua_pop(L, lua_gettop(L)); //clear stack
+
+ Result := 1;
+
+ Event := LuaCore.GetEventByName(EventName);
+ if (Event <> nil) then
+ begin
+ Event.Hook(L, P.Id, FunctionName);
+ end
+ else
+ luaL_error(L, PChar('event does not exist: ' + EventName));
+end;
+
+function ULuaUsdx_ShutMeDown(L: Plua_State): Integer; cdecl;
+ var
+ top: Integer;
+ P: TLuaPlugin;
+begin
+ Result := 0;
+
+ //remove arguments (if any)
+ top := lua_gettop(L);
+
+ if (top > 0) then
+ lua_pop(L, top);
+
+ P := Lua_GetOwner(L);
+
+ P.ShutMeDown;
+end;
+
+end.
\ No newline at end of file diff --git a/src/lua/ULuaUtils.pas b/src/lua/ULuaUtils.pas new file mode 100644 index 00000000..143b34d4 --- /dev/null +++ b/src/lua/ULuaUtils.pas @@ -0,0 +1,186 @@ +{* 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 ULuaUtils;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses ULua, ULuaCore;
+
+{ converts a lua table with a structure like:
+ * = 1 , * = 4 , * = 5
+ to an integer with the value:
+ 0b11001
+ does not pop anything }
+function Lua_ToBinInt(L: PLua_State; idx: Integer): Integer;
+
+{ converts an integer with the value:
+ 0b11001
+ to a lua table with a structure like:
+ * = 1 , * = 4 , * = 5
+ and pushed the table onto the stack }
+procedure Lua_PushBinInt(L: PLua_State; BinInt: Integer);
+
+{ pushes a table with position and size of a rectangle
+ t.x => position of the rectangle in pixels at x-axis
+ t.y => position of the rectangle in pixels at y-axis
+ t.w => width of the rectangle
+ t.h => height of the rectangle }
+procedure Lua_PushRect(L: PLua_State; X, Y, W, H: Double);
+
+{ returns plugin that is the owner of the given state
+ may raise a lua error if the parent id is not found
+ in states registry, if state owner does not exists
+ or is not loaded. So a check for a nil value is not
+ necessary }
+function Lua_GetOwner(L: PLua_State): TLuaPlugin;
+
+{ this is a helper in case an evenet owner don't has no use for the results
+ returns number of popped elements }
+function Lua_ClearStack(L: Plua_State): Integer;
+
+
+implementation
+
+{ converts a lua table with a structure like:
+ * = 1 , * = 4 , * = 5
+ to an integer with the value:
+ 0b11001
+ does not pop anything }
+function Lua_ToBinInt(L: PLua_State; idx: Integer): Integer;
+ var
+ I: Integer;
+begin
+ // default: no bits set
+ Result := 0;
+
+ lua_checkstack(L, 2);
+
+ if (idx < 0) then
+ dec(idx); // we will push one value before using this
+
+ lua_PushNil(L);
+ while (lua_next(L, idx) <> 0) do
+ begin
+ if (lua_isNumber(L, -1)) then
+ begin //check if we got an integer value from 1 to 32
+ I := lua_toInteger(L, -1);
+ if (I >= 1) and (I <= 32) then
+ Result := Result or 1 shl (I - 1);
+ end;
+
+ // pop value, so key is on top
+ lua_pop(L, 1);
+ end;
+end;
+
+{ converts an integer with the value:
+ 0b11001
+ to a lua table with a structure like:
+ * = 1 , * = 4 , * = 5
+ and pushed the table onto the stack }
+procedure Lua_PushBinInt(L: PLua_State; BinInt: Integer);
+var
+ I, Index: Integer;
+begin
+ lua_newTable(L);
+
+
+ Index := 1; //< lua starts w/ index 1
+ for I := 0 to 31 do
+ if (BinInt and (1 shl I) <> 0) then
+ begin
+ lua_pushInteger(L, Index);
+ lua_pushInteger(L, I);
+ lua_settable(L, -3);
+
+ Inc(Index);
+ end;
+end;
+
+{ pushes a table with position and size of a rectangle
+ t.x => position of the rectangle in pixels at x-axis
+ t.y => position of the rectangle in pixels at y-axis
+ t.w => width of the rectangle
+ t.h => height of the rectangle }
+procedure Lua_PushRect(L: PLua_State; X, Y, W, H: Double);
+begin
+ lua_createtable(L, 0, 4); // table w/ 4 record fields
+
+ // x pos
+ lua_pushNumber(L, X);
+ lua_setField(L, -2, 'x');
+
+ // y pos
+ lua_pushNumber(L, Y);
+ lua_setField(L, -2, 'y');
+
+ // width
+ lua_pushNumber(L, W);
+ lua_setField(L, -2, 'w');
+
+ // height
+ lua_pushNumber(L, H);
+ lua_setField(L, -2, 'h');
+end;
+
+{ returns plugin that is the owner of the given state
+ may raise a lua error if the parent id is not found
+ in states registry, if state owner does not exists
+ or is not loaded. So a check for a nil value is not
+ necessary }
+function Lua_GetOwner(L: PLua_State): TLuaPlugin;
+begin
+ lua_checkstack(L, 1);
+
+ lua_getfield (L, LUA_REGISTRYINDEX, '_USDX_STATE_ID');
+ if (not lua_isNumber(L, -1)) then
+ luaL_error(L, 'unable to get _USDX_STATE_ID');
+
+ Result := LuaCore.GetPluginById(lua_toInteger(L, -1));
+
+ lua_pop(L, 1); //< remove state id from stack
+
+ if (Result = nil) then
+ luaL_error(L, '_USDX_STATE_ID has invalid value')
+ else if (Result.Status > psRunning) then
+ luaL_error(L, 'owning plugin is not loaded or already unloaded in Lua_GetOwner');
+end;
+
+{ this is a helper in case an evenet owner don't has no use for the results
+ returns number of popped elements }
+function Lua_ClearStack(L: Plua_State): Integer;
+begin
+ Result := lua_gettop(L);
+ lua_pop(L, Result);
+end;
+
+end.
\ No newline at end of file diff --git a/src/menu/UDisplay.pas b/src/menu/UDisplay.pas index 927a1256..f8f9c43f 100644 --- a/src/menu/UDisplay.pas +++ b/src/menu/UDisplay.pas @@ -40,11 +40,16 @@ uses glu, SysUtils, UMenu, - UPath; + UPath, + UMusic, + UHookableEvent; type TDisplay = class private + ePreDraw: THookableEvent; + eDraw: THookableEvent; + //fade-to-black-hack BlackScreen: boolean; @@ -105,7 +110,11 @@ type { called when left or right mousebutton is pressed or released } procedure OnMouseButton(Pressed: boolean); + { fades to specific screen (playing specified sound) } + function FadeTo(Screen: PMenu; const aSound: TAudioPlaybackStream = nil): PMenu; + { abort fading to the current screen, may be used in OnShow, or during fade process } + procedure AbortScreenChange; { draws software cursor } procedure DrawCursor; @@ -142,6 +151,10 @@ var begin inherited Create; + // create events for plugins + ePreDraw := THookableEvent.Create('Display.PreDraw'); + eDraw := THookableEvent.Create('Display.Draw'); + //popup hack CheckOK := false; NextScreen := nil; @@ -225,6 +238,7 @@ begin if (not assigned(NextScreen)) and (not BlackScreen) then begin + ePreDraw.CallHookChain(false); CurrentScreen.Draw; //popup mod @@ -241,6 +255,8 @@ begin FadeEnabled := true else if (Ini.ScreenFade = 0) then FadeEnabled := false; + + eDraw.CallHookChain(false); end else begin @@ -259,8 +275,11 @@ begin glPushAttrib(GL_VIEWPORT_BIT); glViewPort(0, 0, 512, 512); + // draw screen that will be faded + ePreDraw.CallHookChain(false); CurrentScreen.Draw; + eDraw.CallHookChain(false); // clear OpenGL errors, otherwise fading might be disabled due to some // older errors in previous OpenGL calls. @@ -299,7 +318,11 @@ begin // blackscreen-hack if not BlackScreen then - NextScreen.Draw // draw next screen + begin + ePreDraw.CallHookChain(false); + NextScreen.Draw; // draw next screen + eDraw.CallHookChain(false); + end else if ScreenAct = 1 then begin glClearColor(0, 0, 0 , 0); @@ -540,6 +563,45 @@ begin Result := True; end; +{ abort fading to the next screen, may be used in OnShow, or during fade process } +procedure TDisplay.AbortScreenChange; + var + Temp: PMenu; +begin + // this is some kind of "hack" it is based on the + // code that is used to change the screens in TDisplay.Draw + // we should rewrite this whole behaviour, as it is not well + // structured and not well extendable. Also we should offer + // a possibility to change screens to plugins + // change this code when restructuring is done + if (assigned(NextScreen)) then + begin + // we have to swap the screens + Temp := CurrentScreen; + CurrentScreen := NextScreen; + NextScreen := Temp; + + // and call the OnShow procedure of the previous screen + // because it was already called by default fade procedure + NextScreen.OnShow; + + end; +end; + +{ fades to specific screen (playing specified sound) + returns old screen } +function TDisplay.FadeTo(Screen: PMenu; const aSound: TAudioPlaybackStream = nil): PMenu; +begin + Result := CurrentScreen; + if (Result <> nil) then + begin + if (aSound <> nil) then + Result.FadeTo(Screen, aSound) + else + Result.FadeTo(Screen); + end; +end; + procedure TDisplay.SaveScreenShot; var Num: integer; diff --git a/src/menu/UMenu.pas b/src/menu/UMenu.pas index 659d4213..3ac487de 100644 --- a/src/menu/UMenu.pas +++ b/src/menu/UMenu.pas @@ -1187,8 +1187,8 @@ begin begin if (Display.CurrentScreen = @ScreenSing) then ScreenSing.Finish - else if (Display.CurrentScreen = @ScreenSingModi) then - ScreenSingModi.Finish; + {else if (Display.CurrentScreen = @ScreenSingModi) then + ScreenSingModi.Finish;} end; end else diff --git a/src/screens/UScreenMain.pas b/src/screens/UScreenMain.pas index ca4ba7cc..b342281c 100644 --- a/src/screens/UScreenMain.pas +++ b/src/screens/UScreenMain.pas @@ -153,12 +153,7 @@ begin begin if (Songs.SongList.Count >= 1) then begin - if (Length(DLLMan.Plugins) >= 1) then - begin - FadeTo(@ScreenPartyOptions, SoundLib.Start); - end - else //show error message, No Plugins Loaded - ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_PLUGINS')); + FadeTo(@ScreenPartyOptions, SoundLib.Start); end else //show error message, No Songs Loaded ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); @@ -241,12 +236,18 @@ procedure TScreenMain.OnShow; begin inherited; + {** + * Clean up TPartyGame here + * at the moment there is no better place for this + *} + Party.Clear; + { display cursor (on moved) } Display.SetCursor; -{** - * Start background music - *} + {** + * Start background music + *} SoundLib.StartBgMusic; end; diff --git a/src/screens/UScreenPartyNewRound.pas b/src/screens/UScreenPartyNewRound.pas index c4295502..b52efd21 100644 --- a/src/screens/UScreenPartyNewRound.pas +++ b/src/screens/UScreenPartyNewRound.pas @@ -46,21 +46,9 @@ type TScreenPartyNewRound = class(TMenu) public //Texts: - TextRound1: cardinal; - TextRound2: cardinal; - TextRound3: cardinal; - TextRound4: cardinal; - TextRound5: cardinal; - TextRound6: cardinal; - TextRound7: cardinal; - - TextWinner1: cardinal; - TextWinner2: cardinal; - TextWinner3: cardinal; - TextWinner4: cardinal; - TextWinner5: cardinal; - TextWinner6: cardinal; - TextWinner7: cardinal; + TextRound: array [0..6] of cardinal; + + TextWinner: array [0..6] of cardinal; TextNextRound: cardinal; TextNextRoundNo: cardinal; @@ -69,13 +57,7 @@ type TextNextPlayer3: cardinal; //Statics - StaticRound1: cardinal; - StaticRound2: cardinal; - StaticRound3: cardinal; - StaticRound4: cardinal; - StaticRound5: cardinal; - StaticRound6: cardinal; - StaticRound7: cardinal; + StaticRound: array [0..6] of cardinal; //Scores TextScoreTeam1: cardinal; @@ -144,16 +126,7 @@ begin SDLK_RETURN: begin AudioPlayback.PlaySound(SoundLib.Start); - if DLLMan.Selected.LoadSong then - begin - //Select PartyMode ScreenSong - ScreenSong.Mode := smPartyMode; - FadeTo(@ScreenSong); - end - else - begin - FadeTo(@ScreenSingModi); - end; + Party.CallBeforeSongSelect; end; end; end; @@ -163,21 +136,21 @@ constructor TScreenPartyNewRound.Create; begin inherited Create; - TextRound1 := AddText (Theme.PartyNewRound.TextRound1); - TextRound2 := AddText (Theme.PartyNewRound.TextRound2); - TextRound3 := AddText (Theme.PartyNewRound.TextRound3); - TextRound4 := AddText (Theme.PartyNewRound.TextRound4); - TextRound5 := AddText (Theme.PartyNewRound.TextRound5); - TextRound6 := AddText (Theme.PartyNewRound.TextRound6); - TextRound7 := AddText (Theme.PartyNewRound.TextRound7); - - TextWinner1 := AddText (Theme.PartyNewRound.TextWinner1); - TextWinner2 := AddText (Theme.PartyNewRound.TextWinner2); - TextWinner3 := AddText (Theme.PartyNewRound.TextWinner3); - TextWinner4 := AddText (Theme.PartyNewRound.TextWinner4); - TextWinner5 := AddText (Theme.PartyNewRound.TextWinner5); - TextWinner6 := AddText (Theme.PartyNewRound.TextWinner6); - TextWinner7 := AddText (Theme.PartyNewRound.TextWinner7); + TextRound[0] := AddText (Theme.PartyNewRound.TextRound1); + TextRound[1] := AddText (Theme.PartyNewRound.TextRound2); + TextRound[2] := AddText (Theme.PartyNewRound.TextRound3); + TextRound[3] := AddText (Theme.PartyNewRound.TextRound4); + TextRound[4] := AddText (Theme.PartyNewRound.TextRound5); + TextRound[5] := AddText (Theme.PartyNewRound.TextRound6); + TextRound[6] := AddText (Theme.PartyNewRound.TextRound7); + + TextWinner[0] := AddText (Theme.PartyNewRound.TextWinner1); + TextWinner[1] := AddText (Theme.PartyNewRound.TextWinner2); + TextWinner[2] := AddText (Theme.PartyNewRound.TextWinner3); + TextWinner[3] := AddText (Theme.PartyNewRound.TextWinner4); + TextWinner[4] := AddText (Theme.PartyNewRound.TextWinner5); + TextWinner[5] := AddText (Theme.PartyNewRound.TextWinner6); + TextWinner[6] := AddText (Theme.PartyNewRound.TextWinner7); TextNextRound := AddText (Theme.PartyNewRound.TextNextRound); TextNextRoundNo := AddText (Theme.PartyNewRound.TextNextRoundNo); @@ -185,13 +158,13 @@ begin TextNextPlayer2 := AddText (Theme.PartyNewRound.TextNextPlayer2); TextNextPlayer3 := AddText (Theme.PartyNewRound.TextNextPlayer3); - StaticRound1 := AddStatic (Theme.PartyNewRound.StaticRound1); - StaticRound2 := AddStatic (Theme.PartyNewRound.StaticRound2); - StaticRound3 := AddStatic (Theme.PartyNewRound.StaticRound3); - StaticRound4 := AddStatic (Theme.PartyNewRound.StaticRound4); - StaticRound5 := AddStatic (Theme.PartyNewRound.StaticRound5); - StaticRound6 := AddStatic (Theme.PartyNewRound.StaticRound6); - StaticRound7 := AddStatic (Theme.PartyNewRound.StaticRound7); + StaticRound[0] := AddStatic (Theme.PartyNewRound.StaticRound1); + StaticRound[1] := AddStatic (Theme.PartyNewRound.StaticRound2); + StaticRound[2] := AddStatic (Theme.PartyNewRound.StaticRound3); + StaticRound[3] := AddStatic (Theme.PartyNewRound.StaticRound4); + StaticRound[4] := AddStatic (Theme.PartyNewRound.StaticRound5); + StaticRound[5] := AddStatic (Theme.PartyNewRound.StaticRound6); + StaticRound[6] := AddStatic (Theme.PartyNewRound.StaticRound7); //Scores TextScoreTeam1 := AddText (Theme.PartyNewRound.TextScoreTeam1); @@ -219,18 +192,18 @@ end; procedure TScreenPartyNewRound.OnShow; var I: integer; - function GetTeamPlayers(const Num: byte): UTF8String; + function GetTeamPlayers(const Num: integer): UTF8String; var Players: array of UTF8String; - J: byte; + J: integer; begin - if (Num-1 >= PartySession.Teams.NumTeams) then + if (Num > High(Party.Teams)) or (Num < 0) then exit; //Create Players array - SetLength(Players, PartySession.Teams.TeamInfo[Num-1].NumPlayers); - for J := 0 to PartySession.Teams.TeamInfo[Num-1].NumPlayers-1 do - Players[J] := UTF8String(PartySession.Teams.TeamInfo[Num-1].PlayerInfo[J].Name); + SetLength(Players, Length(Party.Teams[Num].Players)); + For J := 0 to High(Party.Teams[Num].Players) do + Players[J] := UTF8String(Party.Teams[Num].Players[J].Name); //Implode and Return Result := Language.Implode(Players); @@ -238,135 +211,34 @@ var begin inherited; - PartySession.StartRound; - //Set Visibility of Round Infos - I := Length(PartySession.Rounds); - if (I >= 1) then - begin - Static[StaticRound1].Visible := true; - Text[TextRound1].Visible := true; - Text[TextWinner1].Visible := true; - - //Texts: - Text[TextRound1].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[0].Plugin].Name); - Text[TextWinner1].Text := PartySession.GetWinnerString(0); - end - else - begin - Static[StaticRound1].Visible := false; - Text[TextRound1].Visible := false; - Text[TextWinner1].Visible := false; - end; - - if (I >= 2) then - begin - Static[StaticRound2].Visible := true; - Text[TextRound2].Visible := true; - Text[TextWinner2].Visible := true; - - //Texts: - Text[TextRound2].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[1].Plugin].Name); - Text[TextWinner2].Text := PartySession.GetWinnerString(1); - end - else - begin - Static[StaticRound2].Visible := false; - Text[TextRound2].Visible := false; - Text[TextWinner2].Visible := false; - end; - - if (I >= 3) then - begin - Static[StaticRound3].Visible := true; - Text[TextRound3].Visible := true; - Text[TextWinner3].Visible := true; - - //Texts: - Text[TextRound3].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[2].Plugin].Name); - Text[TextWinner3].Text := PartySession.GetWinnerString(2); - end - else - begin - Static[StaticRound3].Visible := false; - Text[TextRound3].Visible := false; - Text[TextWinner3].Visible := false; - end; - - if (I >= 4) then - begin - Static[StaticRound4].Visible := true; - Text[TextRound4].Visible := true; - Text[TextWinner4].Visible := true; - - //Texts: - Text[TextRound4].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[3].Plugin].Name); - Text[TextWinner4].Text := PartySession.GetWinnerString(3); - end - else + for I := 0 to 6 do begin - Static[StaticRound4].Visible := false; - Text[TextRound4].Visible := false; - Text[TextWinner4].Visible := false; - end; - - if (I >= 5) then - begin - Static[StaticRound5].Visible := true; - Text[TextRound5].Visible := true; - Text[TextWinner5].Visible := true; - - //Texts: - Text[TextRound5].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[4].Plugin].Name); - Text[TextWinner5].Text := PartySession.GetWinnerString(4); - end - else - begin - Static[StaticRound5].Visible := false; - Text[TextRound5].Visible := false; - Text[TextWinner5].Visible := false; - end; - - if (I >= 6) then - begin - Static[StaticRound6].Visible := true; - Text[TextRound6].Visible := true; - Text[TextWinner6].Visible := true; - - //Texts: - Text[TextRound6].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[5].Plugin].Name); - Text[TextWinner6].Text := PartySession.GetWinnerString(5); - end - else - begin - Static[StaticRound6].Visible := false; - Text[TextRound6].Visible := false; - Text[TextWinner6].Visible := false; + if (I <= High(Party.Rounds)) then + begin + Static[StaticRound[I]].Visible := True; + Text[TextRound[I]].Visible := True; + Text[TextWinner[I]].Visible := True; + + // update texts: + Text[TextRound[I]].Text := Language.Translate('MODE_' + uppercase(Party.Modes[Party.Rounds[I].Mode].Name) + '_NAME'); + Text[TextWinner[I]].Text := Party.GetWinnerString(I); + end + else + begin + Static[StaticRound[I]].Visible := False; + Text[TextRound[I]].Visible := False; + Text[TextWinner[I]].Visible := False; + end; end; - if (I >= 7) then - begin - Static[StaticRound7].Visible := true; - Text[TextRound7].Visible := true; - Text[TextWinner7].Visible := true; - - //Texts: - Text[TextRound7].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[6].Plugin].Name); - Text[TextWinner7].Text := PartySession.GetWinnerString(6); - end - else - begin - Static[StaticRound7].Visible := false; - Text[TextRound7].Visible := false; - Text[TextWinner7].Visible := false; - end; //Display Scores - if (PartySession.Teams.NumTeams >= 1) then + if (Length(Party.Teams) >= 1) then begin - Text[TextScoreTeam1].Text := InttoStr(PartySession.Teams.TeamInfo[0].Score); - Text[TextNameTeam1].Text := UTF8String(PartySession.Teams.TeamInfo[0].Name); - Text[TextTeam1Players].Text := GetTeamPlayers(1); + Text[TextScoreTeam1].Text := InttoStr(Party.Teams[0].Score); + Text[TextNameTeam1].Text := UTF8String(Party.Teams[0].Name); + Text[TextTeam1Players].Text := GetTeamPlayers(0); Text[TextScoreTeam1].Visible := true; Text[TextNameTeam1].Visible := true; @@ -383,11 +255,11 @@ begin Static[StaticNextPlayer1].Visible := false; end; - if (PartySession.Teams.NumTeams >= 2) then + if (Length(Party.Teams) >= 2) then begin - Text[TextScoreTeam2].Text := InttoStr(PartySession.Teams.TeamInfo[1].Score); - Text[TextNameTeam2].Text := UTF8String(PartySession.Teams.TeamInfo[1].Name); - Text[TextTeam2Players].Text := GetTeamPlayers(2); + Text[TextScoreTeam2].Text := InttoStr(Party.Teams[1].Score); + Text[TextNameTeam2].Text := UTF8String(Party.Teams[1].Name); + Text[TextTeam2Players].Text := GetTeamPlayers(1); Text[TextScoreTeam2].Visible := true; Text[TextNameTeam2].Visible := true; @@ -404,11 +276,11 @@ begin Static[StaticNextPlayer2].Visible := false; end; - if (PartySession.Teams.NumTeams >= 3) then + if (Length(Party.Teams) >= 3) then begin - Text[TextScoreTeam3].Text := InttoStr(PartySession.Teams.TeamInfo[2].Score); - Text[TextNameTeam3].Text := UTF8String(PartySession.Teams.TeamInfo[2].Name); - Text[TextTeam3Players].Text := GetTeamPlayers(3); + Text[TextScoreTeam3].Text := InttoStr(Party.Teams[2].Score); + Text[TextNameTeam3].Text := UTF8String(Party.Teams[2].Name); + Text[TextTeam3Players].Text := GetTeamPlayers(2); Text[TextScoreTeam3].Visible := true; Text[TextNameTeam3].Visible := true; @@ -423,30 +295,30 @@ begin Text[TextTeam3Players].Visible := false; Static[StaticTeam3].Visible := false; Static[StaticNextPlayer3].Visible := false; - end; + end; //nextRound Texts - Text[TextNextRound].Text := Language.Translate(DllMan.Selected.PluginDesc); - Text[TextNextRoundNo].Text := InttoStr(PartySession.CurRound + 1); - if (PartySession.Teams.NumTeams >= 1) then + Text[TextNextRound].Text := Language.Translate('MODE_' + uppercase(Party.Modes[Party.Rounds[Party.CurrentRound].Mode].Name) + '_DESC'); + Text[TextNextRoundNo].Text := InttoStr(Party.CurrentRound + 1); + if (Length(Party.Teams) >= 1) then begin - Text[TextNextPlayer1].Text := PartySession.Teams.Teaminfo[0].Playerinfo[PartySession.Teams.Teaminfo[0].CurPlayer].Name; + Text[TextNextPlayer1].Text := Party.Teams[0].Players[Party.Teams[0].NextPlayer].Name; Text[TextNextPlayer1].Visible := true; end else Text[TextNextPlayer1].Visible := false; - - if (PartySession.Teams.NumTeams >= 2) then + + if (Length(Party.Teams) >= 2) then begin - Text[TextNextPlayer2].Text := PartySession.Teams.Teaminfo[1].Playerinfo[PartySession.Teams.Teaminfo[1].CurPlayer].Name; + Text[TextNextPlayer2].Text := Party.Teams[1].Players[Party.Teams[1].NextPlayer].Name; Text[TextNextPlayer2].Visible := true; end else Text[TextNextPlayer2].Visible := false; - if (PartySession.Teams.NumTeams >= 3) then + if (Length(Party.Teams) >= 3) then begin - Text[TextNextPlayer3].Text := PartySession.Teams.Teaminfo[2].Playerinfo[PartySession.Teams.Teaminfo[2].CurPlayer].Name; + Text[TextNextPlayer3].Text := Party.Teams[2].Players[Party.Teams[2].NextPlayer].Name; Text[TextNextPlayer3].Visible := true; end else diff --git a/src/screens/UScreenPartyOptions.pas b/src/screens/UScreenPartyOptions.pas index 2deffda6..3dce9954 100644 --- a/src/screens/UScreenPartyOptions.pas +++ b/src/screens/UScreenPartyOptions.pas @@ -44,38 +44,26 @@ uses type TScreenPartyOptions = class(TMenu) - public + private SelectLevel: cardinal; SelectPlayList: cardinal; SelectPlayList2: cardinal; SelectRounds: cardinal; - SelectTeams: cardinal; - SelectPlayers1: cardinal; - SelectPlayers2: cardinal; - SelectPlayers3: cardinal; + + IPlaylist: array[0..2] of UTF8String; + IPlaylist2: array of UTF8String; PlayList: integer; PlayList2: integer; - Rounds: integer; - NumTeams: integer; - NumPlayer1, NumPlayer2, NumPlayer3: integer; - + + procedure SetPlaylist2; + public constructor Create; override; function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; procedure OnShow; override; procedure SetAnimationProgress(Progress: real); override; - procedure SetPlaylist2; end; -var - IPlaylist: array[0..2] of UTF8String; - IPlaylist2: array of UTF8String; - - const - ITeams: array[0..1] of UTF8String = ('2', '3'); - IPlayers: array[0..3] of UTF8String = ('1', '2', '3', '4'); - IRounds: array[0..5] of UTF8String = ('2', '3', '4', '5', '6', '7'); - implementation uses @@ -122,27 +110,11 @@ begin //Don'T start when Playlist is Selected and there are no Playlists if (Playlist = 2) and (Length(PlaylistMan.Playlists) = 0) then Exit; - // Don't start when SinglePlayer Teams but only Multiplayer Plugins available - OnlyMultiPlayer := true; - for I := 0 to High(DLLMan.Plugins) do - begin - OnlyMultiPlayer := (OnlyMultiPlayer and DLLMan.Plugins[I].TeamModeOnly); - end; - if (OnlyMultiPlayer) and ((NumPlayer1 = 0) or (NumPlayer2 = 0) or ((NumPlayer3 = 0) and (NumTeams = 1))) then - begin - ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_PLUGINS')); - Exit; - end; + //Save Difficulty Ini.Difficulty := SelectsS[SelectLevel].SelectedOption; Ini.SaveLevel; - //Save Num Teams: - PartySession.Teams.NumTeams := NumTeams + 2; - PartySession.Teams.Teaminfo[0].NumPlayers := NumPlayer1+1; - PartySession.Teams.Teaminfo[1].NumPlayers := NumPlayer2+1; - PartySession.Teams.Teaminfo[2].NumPlayers := NumPlayer3+1; - //Save Playlist PlaylistMan.Mode := TSingMode( Playlist ); PlaylistMan.CurPlayList := High(cardinal); @@ -169,9 +141,6 @@ begin else PlaylistMan.CurPlayList := Playlist2; - //Start Party - PartySession.StartNewParty(Rounds + 2); - AudioPlayback.PlaySound(SoundLib.Start); //Go to Player Screen FadeTo(@ScreenPartyPlayer); @@ -191,10 +160,6 @@ begin if (Interaction = 1) then begin SetPlaylist2; - end //Change Team3 Players visibility - else if (Interaction = 4) then - begin - SelectsS[7].Visible := (NumTeams = 1); end; end; SDLK_LEFT: @@ -206,10 +171,6 @@ begin if (Interaction = 1) then begin SetPlaylist2; - end //Change Team3 Players visibility - else if (Interaction = 4) then - begin - SelectsS[7].Visible := (NumTeams = 1); end; end; end; @@ -229,30 +190,25 @@ begin IPlaylist2[0] := '---'; //Clear all Selects - NumTeams := 0; - NumPlayer1 := 0; - NumPlayer2 := 0; - NumPlayer3 := 0; - Rounds := 5; PlayList := 0; PlayList2 := 0; //Load Screen From Theme LoadFromTheme(Theme.PartyOptions); + Theme.PartyOptions.SelectLevel.oneItemOnly := true; + Theme.PartyOptions.SelectLevel.showArrows := true; SelectLevel := AddSelectSlide(Theme.PartyOptions.SelectLevel, Ini.Difficulty, Theme.ILevel); + + Theme.PartyOptions.SelectPlayList.oneItemOnly := true; + Theme.PartyOptions.SelectPlayList.showArrows := true; SelectPlayList := AddSelectSlide(Theme.PartyOptions.SelectPlayList, PlayList, IPlaylist); + + Theme.PartyOptions.SelectPlayList2.oneItemOnly := true; + Theme.PartyOptions.SelectPlayList2.showArrows := true; SelectPlayList2 := AddSelectSlide(Theme.PartyOptions.SelectPlayList2, PlayList2, IPlaylist2); - SelectRounds := AddSelectSlide(Theme.PartyOptions.SelectRounds, Rounds, IRounds); - SelectTeams := AddSelectSlide(Theme.PartyOptions.SelectTeams, NumTeams, ITeams); - SelectPlayers1 := AddSelectSlide(Theme.PartyOptions.SelectPlayers1, NumPlayer1, IPlayers); - SelectPlayers2 := AddSelectSlide(Theme.PartyOptions.SelectPlayers2, NumPlayer2, IPlayers); - SelectPlayers3 := AddSelectSlide(Theme.PartyOptions.SelectPlayers3, NumPlayer3, IPlayers); Interaction := 0; - - //Hide Team3 Players - SelectsS[7].Visible := false; end; procedure TScreenPartyOptions.SetPlaylist2; @@ -306,7 +262,19 @@ procedure TScreenPartyOptions.OnShow; begin inherited; - Randomize; + Party.Clear; + + // check if there are loaded modes + if Party.ModesAvailable then + begin + // modes are loaded + Randomize; + end + else + begin // no modes found + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_PLUGINS')); + Display.AbortScreenChange; + end; end; procedure TScreenPartyOptions.SetAnimationProgress(Progress: real); diff --git a/src/screens/UScreenPartyPlayer.pas b/src/screens/UScreenPartyPlayer.pas index 887d5202..3fcaa4ba 100644 --- a/src/screens/UScreenPartyPlayer.pas +++ b/src/screens/UScreenPartyPlayer.pas @@ -44,6 +44,14 @@ uses type TScreenPartyPlayer = class(TMenu) + private + CountTeams: integer; + CountPlayer: array [0..2] of integer; + + SelectTeams: cardinal; + SelectPlayers: array [0..2] of cardinal; + procedure UpdateInterface; + procedure UpdateParty; public Team1Name: cardinal; Player1Name: cardinal; @@ -69,6 +77,10 @@ type procedure SetAnimationProgress(Progress: real); override; end; +const + ITeams: array[0..1] of UTF8String = ('2', '3'); + IPlayers: array[0..3] of UTF8String = ('1', '2', '3', '4'); + implementation uses @@ -77,24 +89,92 @@ uses UIni, UTexture, UParty, - UUnicodeUtils; + UUnicodeUtils, + UScreenPartyOptions, + ULanguage; + +procedure TScreenPartyPlayer.UpdateInterface; + var + I: integer; + Btn: integer; +begin + SelectsS[SelectPlayers[2]].Visible := (CountTeams = 1); + + Btn := 0; + for I := 0 to 2 do + begin + if (CountTeams + 1 >= I) then + begin + Button[Btn + 0].Visible := true; + Button[Btn + 1].Visible := (CountPlayer[I] + 1 >= 1); + Button[Btn + 2].Visible := (CountPlayer[I] + 1 >= 2); + Button[Btn + 3].Visible := (CountPlayer[I] + 1 >= 3); + Button[Btn + 4].Visible := (CountPlayer[I] + 1 >= 4); + end + else + begin + Button[Btn + 0].Visible := false; + Button[Btn + 1].Visible := false; + Button[Btn + 2].Visible := false; + Button[Btn + 3].Visible := false; + Button[Btn + 4].Visible := false; + end; + Inc(Btn, 5); + end; +end; + +procedure TScreenPartyPlayer.UpdateParty; + var + I, J: integer; + Rounds: ARounds; +begin + {//Save PlayerNames + for I := 0 to PartySession.Teams.NumTeams-1 do + begin + PartySession.Teams.Teaminfo[I].Name := PChar(Button[I*5].Text[0].Text); + for J := 0 to PartySession.Teams.Teaminfo[I].NumPlayers-1 do + begin + PartySession.Teams.Teaminfo[I].Playerinfo[J].Name := PChar(Button[I*5 + J+1].Text[0].Text); + PartySession.Teams.Teaminfo[I].Playerinfo[J].TimesPlayed := 0; + end; + end; } + + // add teams to party + + for I := 0 to CountTeams + 1 do + begin + Party.AddTeam(Button[I * 5].Text[0].Text); + + for J := 0 to CountPlayer[I] do + Party.AddPlayer(I, Button[I * 5 + 1 + J].Text[0].Text); + end; + + if (Party.ModesAvailable) then + begin //mode for current playersetup available + FadeTo(@ScreenPartyRounds, SoundLib.Start); + end + else + begin + // no mode available for current player setup + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_MODES_FOR_CURRENT_SETUP')); + Party.Clear; + end; +end; function TScreenPartyPlayer.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; var SDL_ModState: word; - I, J: integer; - procedure IntNext; begin repeat InteractNext; - until Button[Interaction].Visible; + until (Interactions[Interaction].Typ <> iButton) or (Button[Interactions[Interaction].Num].Visible); end; procedure IntPrev; begin repeat InteractPrev; - until Button[Interaction].Visible; + until (Interactions[Interaction].Typ <> iButton) or (Button[Interactions[Interaction].Num].Visible); end; begin Result := true; @@ -244,31 +324,31 @@ begin FadeTo(@ScreenPartyOptions); end; - SDLK_RETURN: - begin - - //Save PlayerNames - for I := 0 to PartySession.Teams.NumTeams-1 do - begin - PartySession.Teams.Teaminfo[I].Name := PChar(Button[I*5].Text[0].Text); - for J := 0 to PartySession.Teams.Teaminfo[I].NumPlayers-1 do - begin - PartySession.Teams.Teaminfo[I].Playerinfo[J].Name := PChar(Button[I*5 + J+1].Text[0].Text); - PartySession.Teams.Teaminfo[I].Playerinfo[J].TimesPlayed := 0; - end; - end; - - AudioPlayback.PlaySound(SoundLib.Start); - FadeTo(@ScreenPartyNewRound); - end; + SDLK_RETURN: UpdateParty; // Up and Down could be done at the same time, // but I don't want to declare variables inside // functions like this one, called so many times SDLK_DOWN: IntNext; SDLK_UP: IntPrev; - SDLK_RIGHT: IntNext; - SDLK_LEFT: IntPrev; + SDLK_RIGHT: begin + if (Interaction in [0,2,8,14]) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + + UpdateInterface; + end; + end; + SDLK_LEFT: begin + if (Interaction in [0,2,8,14]) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + + UpdateInterface; + end; + end; end; end; end; @@ -279,25 +359,47 @@ begin LoadFromTheme(Theme.PartyPlayer); + Theme.PartyPlayer.SelectTeams.oneItemOnly := true; + Theme.PartyPlayer.SelectTeams.showArrows := true; + SelectTeams := AddSelectSlide(Theme.PartyPlayer.SelectTeams, CountTeams, ITeams); + Team1Name := AddButton(Theme.PartyPlayer.Team1Name); + Theme.PartyPlayer.SelectPlayers1.oneItemOnly := true; + Theme.PartyPlayer.SelectPlayers1.showArrows := true; + SelectPlayers[0] := AddSelectSlide(Theme.PartyPlayer.SelectPlayers1, CountPlayer[0], IPlayers); + AddButton(Theme.PartyPlayer.Player1Name); AddButton(Theme.PartyPlayer.Player2Name); AddButton(Theme.PartyPlayer.Player3Name); AddButton(Theme.PartyPlayer.Player4Name); Team2Name := AddButton(Theme.PartyPlayer.Team2Name); + Theme.PartyPlayer.SelectPlayers2.oneItemOnly := true; + Theme.PartyPlayer.SelectPlayers2.showArrows := true; + SelectPlayers[1] := AddSelectSlide(Theme.PartyPlayer.SelectPlayers2, CountPlayer[1], IPlayers); + AddButton(Theme.PartyPlayer.Player5Name); AddButton(Theme.PartyPlayer.Player6Name); AddButton(Theme.PartyPlayer.Player7Name); AddButton(Theme.PartyPlayer.Player8Name); Team3Name := AddButton(Theme.PartyPlayer.Team3Name); + Theme.PartyPlayer.SelectPlayers3.oneItemOnly := true; + Theme.PartyPlayer.SelectPlayers3.showArrows := true; + SelectPlayers[2] := AddSelectSlide(Theme.PartyPlayer.SelectPlayers3, CountPlayer[2], IPlayers); + AddButton(Theme.PartyPlayer.Player9Name); AddButton(Theme.PartyPlayer.Player10Name); AddButton(Theme.PartyPlayer.Player11Name); AddButton(Theme.PartyPlayer.Player12Name); Interaction := 0; + + //Clear Selects + CountTeams := 0; + CountPlayer[0] := 0; + CountPlayer[1] := 0; + CountPlayer[2] := 0; end; procedure TScreenPartyPlayer.OnShow; @@ -320,66 +422,18 @@ begin Button[5].Text[0].Text := Ini.NameTeam[1]; Button[10].Text[0].Text := Ini.NameTeam[2]; // Templates for Names Mod end - - if (PartySession.Teams.NumTeams>=1) then - begin - Button[0].Visible := true; - Button[1].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=1); - Button[2].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=2); - Button[3].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=3); - Button[4].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=4); - end - else - begin - Button[0].Visible := false; - Button[1].Visible := false; - Button[2].Visible := false; - Button[3].Visible := false; - Button[4].Visible := false; - end; - if (PartySession.Teams.NumTeams>=2) then - begin - Button[5].Visible := true; - Button[6].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=1); - Button[7].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=2); - Button[8].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=3); - Button[9].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=4); - end - else - begin - Button[5].Visible := false; - Button[6].Visible := false; - Button[7].Visible := false; - Button[8].Visible := false; - Button[9].Visible := false; - end; - - if (PartySession.Teams.NumTeams>=3) then - begin - Button[10].Visible := true; - Button[11].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=1); - Button[12].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=2); - Button[13].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=3); - Button[14].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=4); - end - else - begin - Button[10].Visible := false; - Button[11].Visible := false; - Button[12].Visible := false; - Button[13].Visible := false; - Button[14].Visible := false; - end; + Party.Clear; + UpdateInterface; end; procedure TScreenPartyPlayer.SetAnimationProgress(Progress: real); var I: integer; begin - for I := 0 to high(Button) do - Button[I].Texture.ScaleW := Progress; + {for I := 0 to high(Button) do + Button[I].Texture.ScaleW := Progress; } end; end. diff --git a/src/screens/UScreenPartyRounds.pas b/src/screens/UScreenPartyRounds.pas new file mode 100644 index 00000000..146b8beb --- /dev/null +++ b/src/screens/UScreenPartyRounds.pas @@ -0,0 +1,237 @@ +{* 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/screens/UScreenPartyOptions.pas $
+ * $Id: UScreenPartyOptions.pas 2036 2009-12-14 20:59:44Z whiteshark0 $
+ *}
+
+unit UScreenPartyRounds;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ UMenu,
+ SDL,
+ UDisplay,
+ UMusic,
+ UFiles,
+ SysUtils,
+ UThemes;
+
+type
+ TScreenPartyRounds = class(TMenu)
+ private
+ SelectRoundCount: cardinal;
+ SelectRound: array [0..6] of cardinal;
+
+ RoundCount: integer;
+ Round: array [0..6] of integer;
+
+ IModeNames: array of UTF8String;
+ IModeIDs: array of integer;
+
+ procedure UpdateInterface;
+ procedure StartParty;
+ public
+ constructor Create; override;
+ function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override;
+ procedure OnShow; override;
+ procedure SetAnimationProgress(Progress: real); override;
+ end;
+
+const
+ IRoundCount: array[0..5] of UTF8String = ('2', '3', '4', '5', '6', '7');
+
+implementation
+
+uses
+ UGraphic,
+ UMain,
+ UIni,
+ UTexture,
+ ULanguage,
+ UParty,
+ USong,
+ UDLLManager,
+ UPlaylist,
+ USongs,
+ UUnicodeUtils;
+
+procedure TScreenPartyRounds.UpdateInterface;
+ var
+ I: integer;
+ ActualRounds: integer;
+begin
+ ActualRounds := RoundCount + 2;
+
+ for I := 0 to High(SelectRound) do
+ SelectsS[SelectRound[I]].Visible := (I < ActualRounds);
+end;
+
+procedure TScreenPartyRounds.StartParty;
+ var
+ GameRounds: ARounds;
+ I: integer;
+begin
+ SetLength(GameRounds, RoundCount + 2);
+
+ for I := 0 to High(GameRounds) do
+ GameRounds[I] := IModeIds[Round[I]];
+
+ // start party game
+ if (Party.StartGame(GameRounds)) then
+ begin
+ FadeTo(@ScreenPartyNewRound, SoundLib.Start);
+ end
+ else
+ begin
+ //error starting party game
+ ScreenPopupError.ShowPopup(Language.Translate('ERROR_CAN_NOT_START_PARTY'));
+ end;
+end;
+
+function TScreenPartyRounds.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean;
+var
+ I, J: integer;
+ OnlyMultiPlayer: boolean;
+begin
+ Result := true;
+ if (PressedDown) then
+ begin // Key Down
+ // check normal keys
+ case UCS4UpperCase(CharCode) of
+ Ord('Q'):
+ begin
+ Result := false;
+ Exit;
+ end;
+ end;
+
+ // check special keys
+ case PressedKey of
+ SDLK_ESCAPE,
+ SDLK_BACKSPACE :
+ begin
+ AudioPlayback.PlaySound(SoundLib.Back);
+ FadeTo(@ScreenPartyPlayer);
+ end;
+
+ SDLK_RETURN: StartParty;
+
+ // Up and Down could be done at the same time,
+ // but I don't want to declare variables inside
+ // functions like this one, called so many times
+ SDLK_DOWN: InteractNext;
+ SDLK_UP: InteractPrev;
+ SDLK_RIGHT:
+ begin
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractInc;
+
+ if Interaction = 0 then
+ UpdateInterface;
+ end;
+ SDLK_LEFT:
+ begin
+ AudioPlayback.PlaySound(SoundLib.Option);
+ InteractDec;
+
+ if Interaction = 0 then
+ UpdateInterface;
+ end;
+ end;
+ end;
+end;
+
+constructor TScreenPartyRounds.Create;
+ var
+ I: integer;
+begin
+ inherited Create;
+ RoundCount := 5;
+
+ //Load Screen From Theme
+ LoadFromTheme(Theme.PartyRounds);
+
+ Theme.PartyRounds.SelectRoundCount.oneItemOnly := true;
+ Theme.PartyRounds.SelectRoundCount.showArrows := true;
+ SelectRoundCount := AddSelectSlide(Theme.PartyRounds.SelectRoundCount, RoundCount, IRoundCount);
+
+ SetLength(IModeNames, 1);
+ IModeNames[0] := '---';
+ for I := 0 to high(Theme.PartyRounds.SelectRound) do
+ begin
+ Round[I] := 0;
+ Theme.PartyRounds.SelectRound[I].oneItemOnly := true;
+ Theme.PartyRounds.SelectRound[I].showArrows := true;
+ SelectRound[I] := AddSelectSlide(Theme.PartyRounds.SelectRound[I], Round[I], IModeNames);
+ end;
+
+
+ Interaction := 0;
+end;
+
+procedure TScreenPartyRounds.OnShow;
+ var
+ ModeList: AParty_ModeList;
+ I: integer;
+begin
+ inherited;
+
+ // check if there are loaded modes
+ if Party.ModesAvailable then
+ begin
+ UpdateInterface;
+
+ ModeList := Party.GetAvailableModes;
+ SetLength(IModeNames, Length(ModeList));
+ SetLength(IModeIds, Length(ModeList));
+ for I := 0 to High(ModeList) do
+ begin
+ IModeNames[I] := ModeList[I].Name;
+ IModeIds[I] := ModeList[I].Index;
+ end;
+
+ for I := 0 to High(SelectRound) do
+ UpdateSelectSlideOptions(Theme.PartyRounds.SelectRound[I] , SelectRound[I], IModeNames, Round[I]);
+ end
+ else
+ begin
+ // no mode available for current player setup
+ ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_MODES_FOR_CURRENT_SETUP'));
+ Party.Clear;
+ Display.AbortScreenChange;
+ end;
+end;
+
+procedure TScreenPartyRounds.SetAnimationProgress(Progress: real);
+begin
+ {for I := 0 to 6 do
+ SelectS[I].Texture.ScaleW := Progress;}
+end;
+
+end.
diff --git a/src/screens/UScreenPartyScore.pas b/src/screens/UScreenPartyScore.pas index 2de240b8..e2d4814b 100644 --- a/src/screens/UScreenPartyScore.pas +++ b/src/screens/UScreenPartyScore.pas @@ -103,26 +103,22 @@ begin // check special keys case PressedKey of SDLK_ESCAPE, - SDLK_BACKSPACE : + SDLK_BACKSPACE, + SDLK_RETURN : begin AudioPlayback.PlaySound(SoundLib.Start); - if (PartySession.CurRound < High(PartySession.Rounds)) then - FadeTo(@ScreenPartyNewRound) + + Party.NextRound; //< go to next round + + if (not Party.GameFinished) then + begin + FadeTo(@ScreenPartyNewRound); + end else begin - PartySession.EndRound; FadeTo(@ScreenPartyWin); end; end; - - SDLK_RETURN: - begin - AudioPlayback.PlaySound(SoundLib.Start); - if (PartySession.CurRound < High(PartySession.Rounds)) then - FadeTo(@ScreenPartyNewRound) - else - FadeTo(@ScreenPartyWin); - end; end; end; end; @@ -204,29 +200,18 @@ end; procedure TScreenPartyScore.OnShow; var I, J: integer; - Placings: array [0..5] of byte; + Ranking: AParty_TeamRanking; begin inherited; - //Get Maxscore + // indicate that round is finished + Party.RoundPlayed; - MaxScore := 0; - for I := 0 to ScreenSingModi.PlayerInfo.NumPlayers - 1 do - begin - if (ScreenSingModi.PlayerInfo.Playerinfo[I].Score > MaxScore) then - MaxScore := ScreenSingModi.PlayerInfo.Playerinfo[I].Score; - end; + // get rankings for current round + Ranking := Party.Rounds[Party.CurrentRound].Ranking; - //Get Placings - for I := 0 to ScreenSingModi.PlayerInfo.NumPlayers - 1 do - begin - Placings[I] := 0; - for J := 0 to ScreenSingModi.PlayerInfo.NumPlayers - 1 do - if (ScreenSingModi.PlayerInfo.Playerinfo[J].Score > ScreenSingModi.PlayerInfo.Playerinfo[I].Score) then - Inc(Placings[I]); - end; - //Set Static Length + {//Set Static Length Static[StaticTeam1].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[0].Percentage / 100; Static[StaticTeam2].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[1].Percentage / 100; Static[StaticTeam3].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[2].Percentage / 100; @@ -234,26 +219,26 @@ begin //fix: prevents static from drawn out of bounds. if Static[StaticTeam1].Texture.ScaleW > 99 then Static[StaticTeam1].Texture.ScaleW := 99; if Static[StaticTeam2].Texture.ScaleW > 99 then Static[StaticTeam2].Texture.ScaleW := 99; - if Static[StaticTeam3].Texture.ScaleW > 99 then Static[StaticTeam3].Texture.ScaleW := 99; - - //End Last Round - PartySession.EndRound; + if Static[StaticTeam3].Texture.ScaleW > 99 then Static[StaticTeam3].Texture.ScaleW := 99; } //Set Winnertext - Text[TextWinner].Text := Format(Language.Translate('PARTY_SCORE_WINS'), [PartySession.GetWinnerString(PartySession.CurRound)]); + Text[TextWinner].Text := Format(Language.Translate('PARTY_SCORE_WINS'), [Party.GetWinnerString(Party.CurrentRound)]); - if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then + if (Length(Party.Teams) >= 1) then begin - Text[TextScoreTeam1].Text := InttoStr(ScreenSingModi.PlayerInfo.Playerinfo[0].Score); - Text[TextNameTeam1].Text := UTF8String(ScreenSingModi.TeamInfo.Teaminfo[0].Name); + Text[TextScoreTeam1].Text := InttoStr(Party.Teams[0].Score); + Text[TextNameTeam1].Text := Utf8String(Party.Teams[0].Name); //Set Deco Texture if Theme.PartyScore.DecoTextures.ChangeTextures then begin - Static[StaticTeam1Deco].Texture.TexNum := DecoTex[Placings[0]]; - Static[StaticTeam1Deco].Texture.ColR := DecoColor[Placings[0]].R; - Static[StaticTeam1Deco].Texture.ColG := DecoColor[Placings[0]].G; - Static[StaticTeam1Deco].Texture.ColB := DecoColor[Placings[0]].B; + if (Length(Ranking) >= 1) and (Ranking[0].Rank >= 1) and (Ranking[0].Rank <= Length(DecoTex)) then + begin + Static[StaticTeam1Deco].Texture.TexNum := DecoTex[Ranking[0].Rank-1]; + Static[StaticTeam1Deco].Texture.ColR := DecoColor[Ranking[0].Rank-1].R; + Static[StaticTeam1Deco].Texture.ColG := DecoColor[Ranking[0].Rank-1].G; + Static[StaticTeam1Deco].Texture.ColB := DecoColor[Ranking[0].Rank-1].B; + end; end; Text[TextScoreTeam1].Visible := true; @@ -271,18 +256,21 @@ begin Static[StaticTeam1Deco].Visible := false; end; - if (ScreenSingModi.PlayerInfo.NumPlayers >= 2) then + if (Length(Party.Teams) >= 2) then begin - Text[TextScoreTeam2].Text := InttoStr(ScreenSingModi.PlayerInfo.Playerinfo[1].Score); - Text[TextNameTeam2].Text := UTF8String(ScreenSingModi.TeamInfo.Teaminfo[1].Name); + Text[TextScoreTeam2].Text := InttoStr(Party.Teams[1].Score); + Text[TextNameTeam2].Text := UTF8String(Party.Teams[1].Name); //Set Deco Texture if Theme.PartyScore.DecoTextures.ChangeTextures then begin - Static[StaticTeam2Deco].Texture.TexNum := DecoTex[Placings[1]]; - Static[StaticTeam2Deco].Texture.ColR := DecoColor[Placings[1]].R; - Static[StaticTeam2Deco].Texture.ColG := DecoColor[Placings[1]].G; - Static[StaticTeam2Deco].Texture.ColB := DecoColor[Placings[1]].B; + if (Length(Ranking) >= 2) and (Ranking[1].Rank >= 1) and (Ranking[1].Rank <= Length(DecoTex)) then + begin + Static[StaticTeam2Deco].Texture.TexNum := DecoTex[Ranking[1].Rank-1]; + Static[StaticTeam2Deco].Texture.ColR := DecoColor[Ranking[1].Rank-1].R; + Static[StaticTeam2Deco].Texture.ColG := DecoColor[Ranking[1].Rank-1].G; + Static[StaticTeam2Deco].Texture.ColB := DecoColor[Ranking[1].Rank-1].B; + end; end; Text[TextScoreTeam2].Visible := true; @@ -300,18 +288,21 @@ begin Static[StaticTeam2Deco].Visible := false; end; - if (ScreenSingModi.PlayerInfo.NumPlayers >= 3) then + if (Length(Party.Teams) >= 3) then begin - Text[TextScoreTeam3].Text := InttoStr(ScreenSingModi.PlayerInfo.Playerinfo[2].Score); - Text[TextNameTeam3].Text := UTF8String(ScreenSingModi.TeamInfo.Teaminfo[2].Name); + Text[TextScoreTeam3].Text := InttoStr(Party.Teams[2].Score); + Text[TextNameTeam3].Text := UTF8String(Party.Teams[2].Name); //Set Deco Texture if Theme.PartyScore.DecoTextures.ChangeTextures then begin - Static[StaticTeam3Deco].Texture.TexNum := DecoTex[Placings[2]]; - Static[StaticTeam3Deco].Texture.ColR := DecoColor[Placings[2]].R; - Static[StaticTeam3Deco].Texture.ColG := DecoColor[Placings[2]].G; - Static[StaticTeam3Deco].Texture.ColB := DecoColor[Placings[2]].B; + if (Length(Ranking) >= 3) and (Ranking[2].Rank >= 1) and (Ranking[2].Rank <= Length(DecoTex)) then + begin + Static[StaticTeam3Deco].Texture.TexNum := DecoTex[Ranking[2].Rank-1]; + Static[StaticTeam3Deco].Texture.ColR := DecoColor[Ranking[2].Rank-1].R; + Static[StaticTeam3Deco].Texture.ColG := DecoColor[Ranking[2].Rank-1].G; + Static[StaticTeam3Deco].Texture.ColB := DecoColor[Ranking[2].Rank-1].B; + end; end; Text[TextScoreTeam3].Visible := true; @@ -332,12 +323,12 @@ end; procedure TScreenPartyScore.SetAnimationProgress(Progress: real); begin - if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then + {if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then Static[StaticTeam1].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[0].Percentage / 100; if (ScreenSingModi.PlayerInfo.NumPlayers >= 2) then Static[StaticTeam2].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[1].Percentage / 100; if (ScreenSingModi.PlayerInfo.NumPlayers >= 3) then - Static[StaticTeam3].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[2].Percentage / 100; + Static[StaticTeam3].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[2].Percentage / 100;} end; end. diff --git a/src/screens/UScreenPartyWin.pas b/src/screens/UScreenPartyWin.pas index afa5ce83..18a6e69e 100644 --- a/src/screens/UScreenPartyWin.pas +++ b/src/screens/UScreenPartyWin.pas @@ -94,13 +94,8 @@ begin // check special keys case PressedKey of SDLK_ESCAPE, - SDLK_BACKSPACE : - begin - AudioPlayback.PlaySound(SoundLib.Start); - FadeTo(@ScreenMain); - end; - - SDLK_RETURN: + SDLK_BACKSPACE, + SDLK_RETURN : begin AudioPlayback.PlaySound(SoundLib.Start); FadeTo(@ScreenMain); @@ -139,10 +134,10 @@ end; procedure TScreenPartyWin.OnShow; var - I: integer; - Placing: TeamOrderArray; + I, J: integer; + Ranking: AParty_TeamRanking; - Function GetTeamColor(Team: byte): cardinal; + Function GetTeamColor(Team: integer): cardinal; var NameString: string; begin @@ -154,15 +149,16 @@ var begin inherited; - //Get Team Placing - Placing := PartySession.GetTeamOrder; + // get team ranking + // Ranking is sorted by score + Ranking := Party.GetTeamRanking; //Set Winnertext - Text[TextWinner].Text := Format(Language.Translate('PARTY_SCORE_WINS'), [PartySession.Teams.Teaminfo[Placing[0]].Name]); - if (PartySession.Teams.NumTeams >= 1) then + Text[TextWinner].Text := Format(Language.Translate('PARTY_SCORE_WINS'), [Party.GetWinnerString(-1)]); + if (Length(Party.Teams) >= 1) then begin - Text[TextScoreTeam1].Text := InttoStr(PartySession.Teams.TeamInfo[Placing[0]].Score); - Text[TextNameTeam1].Text := string(PartySession.Teams.TeamInfo[Placing[0]].Name); + Text[TextScoreTeam1].Text := IntToStr(Party.Teams[Ranking[0].Team].Score); + Text[TextNameTeam1].Text := Party.Teams[Ranking[0].Team].Name; Text[TextScoreTeam1].Visible := true; Text[TextNameTeam1].Visible := true; @@ -173,7 +169,7 @@ begin //Set Static Color to Team Color if (Theme.PartyWin.StaticTeam1BG.Color = 'TeamColor') then begin - I := GetTeamColor(Placing[0]); + I := GetTeamColor(Ranking[0].Team); if (I <> -1) then begin Static[StaticTeam1BG].Texture.ColR := Color[I].RGB.R; @@ -184,7 +180,7 @@ begin if (Theme.PartyWin.StaticTeam1.Color = 'TeamColor') then begin - I := GetTeamColor(Placing[0]); + I := GetTeamColor(Ranking[0].Team); if (I <> -1) then begin Static[StaticTeam1].Texture.ColR := Color[I].RGB.R; @@ -202,10 +198,10 @@ begin Static[StaticTeam1Deco].Visible := false; end; - if (PartySession.Teams.NumTeams >= 2) then + if (Length(Party.Teams) >= 2) then begin - Text[TextScoreTeam2].Text := InttoStr(PartySession.Teams.TeamInfo[Placing[1]].Score); - Text[TextNameTeam2].Text := string(PartySession.Teams.TeamInfo[Placing[1]].Name); + Text[TextScoreTeam2].Text := IntToStr(Party.Teams[Ranking[1].Team].Score); + Text[TextNameTeam2].Text := Party.Teams[Ranking[1].Team].Name; Text[TextScoreTeam2].Visible := true; Text[TextNameTeam2].Visible := true; @@ -216,7 +212,7 @@ begin //Set Static Color to Team Color if (Theme.PartyWin.StaticTeam2BG.Color = 'TeamColor') then begin - I := GetTeamColor(Placing[1]); + I := GetTeamColor(Ranking[1].Team); if (I <> -1) then begin Static[StaticTeam2BG].Texture.ColR := Color[I].RGB.R; @@ -227,7 +223,7 @@ begin if (Theme.PartyWin.StaticTeam2.Color = 'TeamColor') then begin - I := GetTeamColor(Placing[1]); + I := GetTeamColor(Ranking[1].Team); if (I <> -1) then begin Static[StaticTeam2].Texture.ColR := Color[I].RGB.R; @@ -245,10 +241,10 @@ begin Static[StaticTeam2Deco].Visible := false; end; - if (PartySession.Teams.NumTeams >= 3) then + if (Length(Party.Teams) >= 3) then begin - Text[TextScoreTeam3].Text := InttoStr(PartySession.Teams.TeamInfo[Placing[2]].Score); - Text[TextNameTeam3].Text := string(PartySession.Teams.TeamInfo[Placing[2]].Name); + Text[TextScoreTeam3].Text := IntToStr(Party.Teams[Ranking[2].Team].Score); + Text[TextNameTeam3].Text := Party.Teams[Ranking[2].Team].Name; Text[TextScoreTeam3].Visible := true; Text[TextNameTeam3].Visible := true; @@ -259,7 +255,7 @@ begin //Set Static Color to Team Color if (Theme.PartyWin.StaticTeam3BG.Color = 'TeamColor') then begin - I := GetTeamColor(Placing[2]); + I := GetTeamColor(Ranking[2].Team); if (I <> -1) then begin Static[StaticTeam3BG].Texture.ColR := Color[I].RGB.R; @@ -270,7 +266,7 @@ begin if (Theme.PartyWin.StaticTeam3.Color = 'TeamColor') then begin - I := GetTeamColor(Placing[2]); + I := GetTeamColor(Ranking[2].Team); if (I <> -1) then begin Static[StaticTeam3].Texture.ColR := Color[I].RGB.R; diff --git a/src/screens/UScreenSing.pas b/src/screens/UScreenSing.pas index 20f3b15e..18496517 100644 --- a/src/screens/UScreenSing.pas +++ b/src/screens/UScreenSing.pas @@ -50,7 +50,8 @@ uses UTexture, UThemes, UPath, - UTime; + UTime, + UHookableEvent; type TLyricsSyncSource = class(TSyncSource) @@ -61,7 +62,9 @@ type TScreenSing = class(TMenu) protected VideoLoaded: boolean; - Paused: boolean; // pause mod + eSongLoaded: THookableEvent; //< event is called after lyrics of a song are loaded on OnShow + protected + Paused: boolean; //pause Mod LyricsSync: TLyricsSyncSource; NumEmptySentences: integer; public @@ -104,6 +107,19 @@ type fShowVisualization: boolean; fCurrentVideoPlaybackEngine: IVideoPlayback; + // some settings to be set by plugins + settings: record + Finish: Boolean; //< if true, screen will finish on next draw + + LyricsVisible: Boolean; //< shows or hides lyrics + NotesVisible: Integer; //< if bit[playernum] is set the notes for the specified player are visible. By default all players notes are visible + + PlayerEnabled: Integer; //< defines whether a player can score atm + end; + procedure ClearSettings; + procedure ApplySettings; //< applies changes of settings record + procedure EndSong; + constructor Create; override; procedure OnShow; override; procedure OnShowFinish; override; @@ -132,6 +148,7 @@ uses URecord, USong, UDisplay, + UParty, UUnicodeUtils; // method for input parsing. if false is returned, getnextwindow @@ -312,6 +329,10 @@ begin Theme.LyricBar.LowerX, Theme.LyricBar.LowerY, Theme.LyricBar.LowerW, Theme.LyricBar.LowerH); LyricsSync := TLyricsSyncSource.Create(); + + eSongLoaded := THookableEvent.Create('ScreenSing.SongLoaded'); + + ClearSettings; end; procedure TScreenSing.OnShow; @@ -334,8 +355,10 @@ begin //the song was sung to the end SungToEnd := false; + ClearSettings; + Party.CallBeforeSing; - // reset video playback engine, to play video clip ... + // reset video playback engine, to play Video Clip... fCurrentVideoPlaybackEngine := VideoPlayback; // setup score manager @@ -443,8 +466,8 @@ begin if (not success) then begin - // error loading song -> go back to song screen and show some error message - FadeTo(@ScreenSong); + // error loading song -> go back to previous screen and show some error message + Display.AbortScreenChange; // select new song in party mode if ScreenSong.Mode = smPartyMode then ScreenSong.SelectRandomSong(); @@ -635,6 +658,8 @@ begin if Lines[0].Line[Index].TotalNotes = 0 then Inc(NumEmptySentences); + eSongLoaded.CallHookChain(False); + Log.LogStatus('End', 'OnShow'); end; @@ -653,6 +678,25 @@ begin CountSkipTimeSet; end; +procedure TScreenSing.ClearSettings; +begin + Settings.Finish := False; + Settings.LyricsVisible := True; + Settings.NotesVisible := high(Integer); + Settings.PlayerEnabled := high(Integer); +end; + +{ applies changes of settings record } +procedure TScreenSing.ApplySettings; +begin + // +end; + +procedure TScreenSing.EndSong; +begin + Settings.Finish := True; +end; + procedure TScreenSing.OnHide; begin // background texture @@ -790,11 +834,14 @@ begin if ShowFinish then begin if (not AudioPlayback.Finished) and ((CurrentSong.Finish = 0) or - (LyricsState.GetCurrentTime() * 1000 <= CurrentSong.Finish)) then + (LyricsState.GetCurrentTime() * 1000 <= CurrentSong.Finish)) and (not Settings.Finish) then begin // analyze song if not paused if (not Paused) then + begin Sing(Self); + Party.CallOnSing; + end; end else begin @@ -802,7 +849,6 @@ begin begin Finish; FadeOut := true; - FadeTo(@ScreenScore); end; end; end; @@ -879,6 +925,8 @@ begin end; SetFontItalic(false); + + Party.CallAfterSing; end; procedure TScreenSing.OnSentenceEnd(SentenceIndex: cardinal); diff --git a/src/screens/UScreenSong.pas b/src/screens/UScreenSong.pas index a2760ae3..5bc42a68 100644 --- a/src/screens/UScreenSong.pas +++ b/src/screens/UScreenSong.pas @@ -145,7 +145,7 @@ type //procedures for Menu procedure StartSong; procedure OpenEditor; - procedure DoJoker(Team: byte); + procedure DoJoker(Team: integer); procedure SelectPlayers; procedure UnloadDetailedCover; @@ -602,7 +602,7 @@ begin if (Ini.PartyPopup = 1) then ScreenSongMenu.MenuShow(SM_Party_Main) else - ScreenSong.StartSong; + Party.CallAfterSongSelect; end; end; end; @@ -717,35 +717,17 @@ begin SDLK_1: begin //Joker - if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= 1) and (PartySession.Teams.Teaminfo[0].Joker > 0) then - begin - //Use Joker - Dec(PartySession.Teams.Teaminfo[0].Joker); - SelectRandomSong; - SetJoker; - end; + DoJoker(0); end; SDLK_2: begin //Joker - if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= 2) and (PartySession.Teams.Teaminfo[1].Joker > 0) then - begin - //Use Joker - Dec(PartySession.Teams.Teaminfo[1].Joker); - SelectRandomSong; - SetJoker; - end; + DoJoker(1); end; SDLK_3: begin //Joker - if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= 3) and (PartySession.Teams.Teaminfo[2].Joker > 0) then - begin - //Use Joker - Dec(PartySession.Teams.Teaminfo[2].Joker); - SelectRandomSong; - SetJoker; - end; + DoJoker(2); end; end; end; // if (PressedDown) @@ -1555,8 +1537,8 @@ begin AudioPlayback.SetVolume(1.0); // if hide then stop music (for party mode popup on exit) - if (Display.NextScreen <> @ScreenSing) and - (Display.NextScreen <> @ScreenSingModi) then + if (Display.NextScreen <> @ScreenSing) {and + (Display.NextScreen <> @ScreenSingModi) }then begin StopMusicPreview(); end; @@ -1883,13 +1865,13 @@ begin // If Party Mode if Mode = smPartyMode then //Show Joker that are available begin - if (PartySession.Teams.NumTeams >= 1) then + if (Length(Party.Teams) >= 1) then begin - Static[StaticTeam1Joker1].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 1); - Static[StaticTeam1Joker2].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 2); - Static[StaticTeam1Joker3].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 3); - Static[StaticTeam1Joker4].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 4); - Static[StaticTeam1Joker5].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 5); + Static[StaticTeam1Joker1].Visible := (Party.Teams[0].JokersLeft >= 1); + Static[StaticTeam1Joker2].Visible := (Party.Teams[0].JokersLeft >= 2); + Static[StaticTeam1Joker3].Visible := (Party.Teams[0].JokersLeft >= 3); + Static[StaticTeam1Joker4].Visible := (Party.Teams[0].JokersLeft >= 4); + Static[StaticTeam1Joker5].Visible := (Party.Teams[0].JokersLeft >= 5); end else begin @@ -1900,13 +1882,13 @@ begin Static[StaticTeam1Joker5].Visible := false; end; - if (PartySession.Teams.NumTeams >= 2) then + if (Length(Party.Teams) >= 2) then begin - Static[StaticTeam2Joker1].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 1); - Static[StaticTeam2Joker2].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 2); - Static[StaticTeam2Joker3].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 3); - Static[StaticTeam2Joker4].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 4); - Static[StaticTeam2Joker5].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 5); + Static[StaticTeam2Joker1].Visible := (Party.Teams[1].JokersLeft >= 1); + Static[StaticTeam2Joker2].Visible := (Party.Teams[1].JokersLeft >= 2); + Static[StaticTeam2Joker3].Visible := (Party.Teams[1].JokersLeft >= 3); + Static[StaticTeam2Joker4].Visible := (Party.Teams[1].JokersLeft >= 4); + Static[StaticTeam2Joker5].Visible := (Party.Teams[1].JokersLeft >= 5); end else begin @@ -1917,13 +1899,13 @@ begin Static[StaticTeam2Joker5].Visible := false; end; - if (PartySession.Teams.NumTeams >= 3) then + if (Length(Party.Teams) >= 3) then begin - Static[StaticTeam3Joker1].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 1); - Static[StaticTeam3Joker2].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 2); - Static[StaticTeam3Joker3].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 3); - Static[StaticTeam3Joker4].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 4); - Static[StaticTeam3Joker5].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 5); + Static[StaticTeam3Joker1].Visible := (Party.Teams[2].JokersLeft >= 1); + Static[StaticTeam3Joker2].Visible := (Party.Teams[2].JokersLeft >= 2); + Static[StaticTeam3Joker3].Visible := (Party.Teams[2].JokersLeft >= 3); + Static[StaticTeam3Joker4].Visible := (Party.Teams[2].JokersLeft >= 4); + Static[StaticTeam3Joker5].Visible := (Party.Teams[2].JokersLeft >= 5); end else begin @@ -1990,7 +1972,7 @@ begin //Party Mode if (Mode = smPartyMode) then begin - FadeTo(@ScreenSingModi); + FadeTo(@ScreenSing); end else begin @@ -2021,14 +2003,14 @@ begin end; //Team No of Team (0-5) -procedure TScreenSong.DoJoker (Team: byte); +procedure TScreenSong.DoJoker (Team: integer); begin if (Mode = smPartyMode) and - (PartySession.Teams.NumTeams >= Team + 1) and - (PartySession.Teams.Teaminfo[Team].Joker > 0) then + (High(Party.Teams) >= Team) and + (Party.Teams[Team].JokersLeft > 0) then begin //Use Joker - Dec(PartySession.Teams.Teaminfo[Team].Joker); + Dec(Party.Teams[Team].JokersLeft); SelectRandomSong; SetJoker; end; diff --git a/src/screens/UScreenSongMenu.pas b/src/screens/UScreenSongMenu.pas index ec893c7a..173ac2c8 100644 --- a/src/screens/UScreenSongMenu.pas +++ b/src/screens/UScreenSongMenu.pas @@ -401,16 +401,19 @@ begin begin CurMenu := sMenu; Text[0].Text := Language.Translate('SONG_MENU_NAME_PARTY_JOKER'); - - Button[0].Visible := (PartySession.Teams.NumTeams >= 1) and (PartySession.Teams.Teaminfo[0].Joker > 0); - Button[1].Visible := (PartySession.Teams.NumTeams >= 2) and (PartySession.Teams.Teaminfo[1].Joker > 0); - Button[2].Visible := (PartySession.Teams.NumTeams >= 3) and (PartySession.Teams.Teaminfo[2].Joker > 0); - Button[3].Visible := true; - SelectsS[0].Visible := false; - - Button[0].Text[0].Text := UTF8String(PartySession.Teams.Teaminfo[0].Name); - Button[1].Text[0].Text := UTF8String(PartySession.Teams.Teaminfo[1].Name); - Button[2].Text[0].Text := UTF8String(PartySession.Teams.Teaminfo[2].Name); + // to-do : Party + Button[0].Visible := (Length(Party.Teams) >= 1) AND (Party.Teams[0].JokersLeft > 0); + Button[1].Visible := (Length(Party.Teams) >= 2) AND (Party.Teams[1].JokersLeft > 0); + Button[2].Visible := (Length(Party.Teams) >= 3) AND (Party.Teams[2].JokersLeft > 0); + Button[3].Visible := True; + SelectsS[0].Visible := False; + + if (Button[0].Visible) then + Button[0].Text[0].Text := UTF8String(Party.Teams[0].Name); + if (Button[1].Visible) then + Button[1].Text[0].Text := UTF8String(Party.Teams[1].Name); + if (Button[2].Visible) then + Button[2].Text[0].Text := UTF8String(Party.Teams[2].Name); Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); // set right interaction @@ -614,7 +617,7 @@ begin 0: // button 1 begin // start singing - ScreenSong.StartSong; + Party.CallAfterSongSelect; Visible := false; end; diff --git a/src/ultrastardx.dpr b/src/ultrastardx.dpr index eca3ecc2..a0ee7c20 100644 --- a/src/ultrastardx.dpr +++ b/src/ultrastardx.dpr @@ -148,6 +148,21 @@ uses {$ENDIF} //------------------------------ + //Includes - Lua Support + //------------------------------ + ULua in 'lib\Lua\ULua.pas', + ULuaUtils in 'lua\ULuaUtils.pas', + ULuaGl in 'lua\ULuaGl.pas', + ULuaLog in 'lua\ULuaLog.pas', + ULuaTextGL in 'lua\ULuaTextGL.pas', + ULuaTexture in 'lua\ULuaTexture.pas', + UHookableEvent in 'lua\UHookableEvent.pas', + ULuaCore in 'lua\ULuaCore.pas', + ULuaUsdx in 'lua\ULuaUsdx.pas', + ULuaParty in 'lua\ULuaParty.pas', + ULuaScreenSing in 'lua\ULuaScreenSing.pas', + + //------------------------------ //Includes - Menu System //------------------------------ UDisplay in 'menu\UDisplay.pas', @@ -322,6 +337,7 @@ uses UScreenPartyScore in 'screens\UScreenPartyScore.pas', UScreenPartyPlayer in 'screens\UScreenPartyPlayer.pas', UScreenPartyOptions in 'screens\UScreenPartyOptions.pas', + UScreenPartyRounds in 'screens\UScreenPartyRounds.pas', UScreenPartyWin in 'screens\UScreenPartyWin.pas', |