diff options
Diffstat (limited to '')
-rw-r--r-- | Game/Code/Classes/UCovers.pas | 539 | ||||
-rw-r--r-- | Game/Code/Classes/UMain.pas | 1876 | ||||
-rw-r--r-- | Game/Code/Classes/USongs.pas | 2 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenSong.pas | 22 |
4 files changed, 1337 insertions, 1102 deletions
diff --git a/Game/Code/Classes/UCovers.pas b/Game/Code/Classes/UCovers.pas index 1d3f737c..d3665854 100644 --- a/Game/Code/Classes/UCovers.pas +++ b/Game/Code/Classes/UCovers.pas @@ -1,5 +1,23 @@ unit UCovers; +{******************** + UCover + Contains Class managing Covers.Cache File + File Structure: + TCC_FileHeader + + TextureData + * Array of TCC_TextureData + + Indexes + * TCC_FileIndex Header Block + * TCC_FileIndex + * String containing Filename of Last IndexEntry. Ending with #0 + . + . + * TCC_FileIndex Footer Block +*********************} + interface {$IFDEF FPC} @@ -21,23 +39,81 @@ uses OpenGL12, UThemes, UTexture; +const + cCC_CoverW = 128; + cCC_CoverH = 128; + cCC_CoverSize = cCC_CoverW * cCC_CoverH * 3; + cCC_HeaderText = 'USDxCo' + #0 + #1; + cCC_HeaderVersion = 1000; + cCC_IndexIndicator= 'I' + 'N' + 'D' + #0; + type TCover = record Name: string; W: word; H: word; Size: integer; - Position: integer; // position of picture in the cache file + Position: integer; //position of picture in the cache file // Data: array of byte; end; + //------------------------------------------------------------------- + //Covers.Cache File Parts + + TCC_Hash = Array [1..32] of Char; + TCC_FileHeader = record + FileTyp: Array [1..8] of Char; //Some String to detect if this is the file we want to open + Version: DWord; //Version of Covers.Cache File + Hash: TCC_Hash; //Some Randomly Created Alphanumeric String to Identify w/ SongDB + CoverW: Word; //Width of all Covers in Cache + CoverH: Word; //Height of all Covers in Cache + DataStart: Cardinal; //Start Position in Bytes of Data Part + DataLength: Cardinal; //Start Position in Bytes of Data Part + IndexStart: Cardinal; //Start of Index Block in Bytes + end; + + PCC_TextureData = ^TCC_TextureData; + TCC_TextureData = Array [0..cCC_CoverSize - 1] of Byte; + + TCC_FileIndexHeader = record + Indicator: Array [1..4] of Char; //Contains INDE + HighestID: Cardinal; //Highest ID of a Cover + end; + + TCC_FileIndex = record + LastUpdated: Integer; //Time of LastFilechange + DataStart: Cardinal; //Position of TextureData of this Cover in Bytes. + //0 if this is empty slot(Deleted Cover)(Id not available) + //1 if the Texture Data is not already loaded to Cache + //High(Cardinal) if this is IndexFooter + //Filename: String; + end; + + TCC_IndexListItem = record + Filename: String; + TexID: Integer; + FileIndex: TCC_FileIndex; + end; + TCC_IndexList = Array of TCC_IndexListItem; + TCovers = class private - Filename: String; + Filename: String; + + Header: TCC_FileHeader; + HighestID: Integer; + Count: Cardinal; + Index: TCC_IndexList; + IndexNeedRewrite: Boolean; //Index in CacheFile is overwritten by other Data + CacheReadOnly: Boolean; //Cache File is read only - WritetoFile: Boolean; + Function WriteHeader:Boolean; + Function ReadHeader: Boolean; + Function ReadIndex: Boolean; + Function WriteIndex: Boolean; + Function AddTexData(Data: PCC_TextureData): Cardinal; public W: word; H: word; @@ -45,14 +121,15 @@ type Data: array of byte; Cover: array of TCover; - constructor Create; - procedure Load; - procedure Save; + property Hash: TCC_Hash read Header.Hash; + + constructor Create(const Filename: String); + procedure Load(const Filename: String); Function AddCover(FileName: string): Integer; //Returns ID, Checks Cover for Change, Updates Cover if required - function CoverExists(FileName: string): boolean; - function CoverNumber(FileName: string): integer; //Returns ID by FilePath + function CoverExists(FileName: string): Integer; //Returns ID by FilePath procedure PrepareData(FileName: string); Procedure LoadTextures; + Function ReWriteCache: Boolean; //Deletes old cover.cache file and writes new one end; var @@ -65,189 +142,353 @@ uses UMain, ULog, DateUtils; -constructor TCovers.Create; +constructor TCovers.Create(const Filename: String); begin - W := 128; - H := 128; - Size := W*H*3; - Load; - WritetoFile := True; + HighestID := -1; + SetLength(Index, HighestID + 2); + Load(Filename); end; -procedure TCovers.Load; +//---------------------------------------------- +// Some File handling helpers + +//-------- +// Reads and Checks Header. Returns True if Header is correct +//-------- +Function TCovers.ReadHeader: Boolean; var - F: File; - C: integer; // cover number - W: word; - H: word; - Bits: byte; - NLen: word; - Name: string; -// Data: array of byte; + F: File of TCC_FileHeader; begin - if FileExists(GamePath + 'covers.cache') then - begin - AssignFile(F, GamePath + 'covers.cache'); - Reset(F, 1); - - WritetoFile := not FileIsReadOnly(GamePath + 'covers.cache'); - - SetLength(Cover, 0); + try + //Read Header + AssignFile(F, Filename); + + try + Reset(F); + Read(F, Header); + finally + CloseFile(F); + end; - while not EOF(F) do + //Check Header + If (Header.FileTyp = cCC_HeaderText) AND + (Header.Version = cCC_HeaderVersion) then begin - SetLength(Cover, Length(Cover)+1); - - BlockRead(F, W, 2); - Cover[High(Cover)].W := W; - - BlockRead(F, H, 2); - Cover[High(Cover)].H := H; + Result := True; + IndexNeedRewrite := True; + end + Else + Result := False; - BlockRead(F, Bits, 1); - Cover[High(Cover)].Size := W * H * (Bits div 8); - - // test - // W := 128; - // H := 128; - // Bits := 24; - // Seek(F, FilePos(F) + 3); + except + Result := False; + end; +end; - BlockRead(F, NLen, 2); - SetLength(Name, NLen); +//-------- +// Writes Header(Resets File). Returns True if Writing succeed +//-------- +Function TCovers.WriteHeader:Boolean; +var + F: File of TCC_FileHeader; +begin + try + Result := True; + //Read Header + AssignFile(F, Filename); + try + If (not FileExists(Filename)) then + ReWrite(F) + else + Reset(F); + + Write(F, Header); + finally + CloseFile(F); + end; + except + Result := False; + end; +end; - BlockRead(F, Name[1], NLen); - Cover[High(Cover)].Name := Name; +//-------- +// Reads and Checks Index. Returns True if Index is correct +//-------- +Function TCovers.ReadIndex: Boolean; +var + F: File of Byte; + IndexHeader: TCC_FileIndexHeader; + I: Integer; - Cover[High(Cover)].Position := FilePos(F); - Seek(F, FilePos(F) + W*H*(Bits div 8)); + Procedure mReadLn(var S: String); + var J: Integer; + begin + S := ''; + J := 0; + + Repeat + Inc(J); + SetLength(S, J); + Read(F, Byte(S[J])); + Until S[J] = #10 + end; +begin + try + //Read Header + AssignFile(F, Filename); + try + Reset(F); + Seek(F, Header.IndexStart); + + BlockRead(F, IndexHeader, SizeOf(TCC_FileIndexHeader)); + + If (IndexHeader.Indicator = cCC_IndexIndicator) then + begin + Result := False; + + HighestID := IndexHeader.HighestID; + SetLength(Index, HighestID + 2); + + Count := 0; + Result := True; + If (HighestID > 0) then + begin + //Read File Infos until (Eof or Footer) + I := 0; + While (Not Eof(F)) AND ((I <= 0) OR (Index[I].FileIndex.DataStart <> High(Cardinal))) do + begin + If (I > HighestID) then + begin //Header IndexCOunt was wrong, running out of array + Inc(HighestID); + IndexNeedReWrite := True; + SetLength(Index, HighestID + 2); + end; + + BlockRead(F, Index[I].FileIndex, SizeOf(TCC_FileIndex)); + Index[I].TexID := -1; + + If (Index[I].FileIndex.DataStart <> High(Cardinal)) AND (Not Eof(F)) then + begin + //Read Filename + mReadLn(Index[I].Filename); + Inc(Count); + end; + + Inc(I); + end; + + If (Index[HighestID + 1].FileIndex.DataStart = High(Cardinal)) then + begin //No Footer found + IndexNeedReWrite := True; + end; + end; + + end; + + finally + CloseFile(F); + end; + except + Result := False; + end; +end; - // SetLength(Cover[High(Cover)].Data, W*H*(Bits div 8)); - // BlockRead(F, Cover[High(Cover)].Data[0], W*H*(Bits div 8)); +//-------- +// Writes Index. Returns True if Writing succeed +//-------- +Function TCovers.WriteIndex: Boolean; +var + F: File of Byte; + IndexHeader: TCC_FileIndexHeader; + I: Integer; - end; // While + Procedure mWriteLn(var S: String); + var N: Byte; + begin + BlockWrite(F, S, Length(S)); + N := Byte(#10); + Write(F, N); + end; +begin + Result := WriteHeader; - CloseFile(F); - end; // fileexists + If (Result) then + begin + try + //Read Header + AssignFile(F, Filename); + try + Reset(F); + + Seek(F, Header.IndexStart); + //Write Header + IndexHeader.Indicator := cCC_IndexIndicator; + IndexHeader.HighestID := HighestID; + + BlockWrite(F, IndexHeader, SizeOf(TCC_FileIndexHeader)); + + Count := 0; + Result := True; + + //Prepare Footer + Index[HighestID + 1].FileIndex.DataStart := High(Cardinal); + + // Write Fileinfo + For I := 0 to HighestID+1 do + begin + BlockWrite(F, Index[I].FileIndex, SizeOf(TCC_FileIndex)); + mWriteLn(Index[I].Filename); + end; + + finally + CloseFile(F); + end; + except + Result := False; + end; + end; end; -procedure TCovers.Save; +//-------- +// Writes some Texture Data to the End of TextureData Block +//-------- +Function TCovers.AddTexData(Data: PCC_TextureData): Cardinal; var - F: File; - C: integer; // cover number - W: word; - H: word; - NLen: word; - Bits: byte; + F: File of Byte; begin -{ AssignFile(F, GamePath + 'covers.cache'); - Rewrite(F, 1); - - Bits := 24; - for C := 0 to High(Cover) do begin - W := Cover[C].W; - H := Cover[C].H; - - BlockWrite(F, W, 2); - BlockWrite(F, H, 2); - BlockWrite(F, Bits, 1); - - NLen := Length(Cover[C].Name); - BlockWrite(F, NLen, 2); - BlockWrite(F, Cover[C].Name[1], NLen); - BlockWrite(F, Cover[C].Data[0], W*H*(Bits div 8)); - end; + try + AssignFile(F, Filename); + try + Reset(F); + Seek(F, Header.DataStart + Header.DataLength); + + BlockWrite(F, Data, SizeOf(TCC_TextureData)); - CloseFile(F);} + Result := Header.DataStart + Header.DataLength; + Inc(Header.DataLength, SizeOf(TCC_TextureData)); + + Header.IndexStart := Header.DataStart + Header.DataLength + 1; + IndexNeedReWrite := True; + finally + CloseFile(F); + end; + except + Result := 0; + end; end; -Function TCovers.AddCover(FileName: string): Integer; +procedure TCovers.Load(const Filename: String); var - B: integer; - F: File; - C: integer; // cover number - NLen: word; - Bits: byte; + Succeed: Boolean; begin - if not CoverExists(FileName) then + Self.Filename := Filename; + Succeed := False; + If (FileExists(Filename)) then begin - SetLength(Cover, Length(Cover)+1); - Cover[High(Cover)].Name := FileName; - - Cover[High(Cover)].W := W; - Cover[High(Cover)].H := H; - Cover[High(Cover)].Size := Size; - - // do not copy data. write them directly to file -// SetLength(Cover[High(Cover)].Data, Size); -// for B := 0 to Size-1 do -// Cover[High(Cover)].Data[B] := CacheMipmap[B]; - - if WritetoFile then - begin - AssignFile(F, GamePath + 'covers.cache'); - - if FileExists(GamePath + 'covers.cache') then - begin - Reset(F, 1); - Seek(F, FileSize(F)); - end - else + CacheReadOnly := FileisReadOnly(Filename); + If (ReadHeader) then + begin //Header successful read + If (ReadIndex) then begin - Rewrite(F, 1); + Succeed := True; end; + end; + end; - Bits := 24; - - BlockWrite(F, W, 2); - BlockWrite(F, H, 2); - BlockWrite(F, Bits, 1); - - NLen := Length(FileName); - BlockWrite(F, NLen, 2); - BlockWrite(F, FileName[1], NLen); + If not Succeed and not CacheReadOnly then + If not (ReWriteCache) then + CacheReadOnly := True; +end; - Cover[High(Cover)].Position := FilePos(F); - BlockWrite(F, CacheMipmap[0], W*H*(Bits div 8)); +Function TCovers.AddCover(FileName: string): Integer; +var I: Integer; +begin + Result := CoverExists(Filename); + If (Result = -1) then + begin //Add Cover(Does not exist) + If (Count <= HighestID) then + begin //There is an empty slot, Search It + For I := 0 to HighestID do + If (Index[I].FileIndex.DataStart = 0) then + begin //Found the Slot + Result := I; + Break; + end; + end; - CloseFile(F); + If (Result = -1) then + begin //Attach it to the End + Inc(HighestID); + SetLength(Index, HighestID + 2); + Result := HighestID; end; + + Index[Result].Filename := Filename; + Index[Result].TexID := -1; + Index[Result].FileIndex.DataStart := 1; end else - Cover[High(Cover)].Position := 0; + begin //Check if File has Changed + If (Index[Result].FileIndex.LastUpdated < 0) then + begin + + end; + end; end; -function TCovers.CoverExists(FileName: string): boolean; +Function TCovers.CoverExists(FileName: string): integer; var - C: integer; // cover + I: integer; begin - Result := false; - C := 0; - - while (C <= High(Cover)) and (Result = false) do + Result := -1; + {$IFDEF MSWINDOWS} + Filename := Uppercase(Filename); + {$ENDIF} + + For I := 0 to HighestID do begin - if Cover[C].Name = FileName then - Result := true; - - Inc(C); + If (Index[I].FileIndex.DataStart <> 0) AND + {$IFDEF MSWINDOWS} + (Uppercase(Index[I].Filename) = Filename) then + {$ELSE} + (Index[I].Filename = Filename) + {$ENDIF} + begin + Result := I; + Exit; + end; end; end; -function TCovers.CoverNumber(FileName: string): integer; -var - C: integer; -begin - Result := -1; - C := 0; - - while (C <= High(Cover)) and (Result = -1) do +//-------- +// Deletes old cover.cache file and writes new one +//-------- +Function TCovers.ReWriteCache: Boolean; + + Function MakeHash: TCC_Hash; + const AlphaNumeric: Array[0..35] of Char = ('A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9'); + var I: Integer; begin - if Cover[C].Name = FileName then - Result := C; - - Inc(C); + For I := Low(Result) to High(Result) do + Result[I] := AlphaNumeric[Random(Length(AlphaNumeric))]; end; +begin + If not CacheReadOnly then + begin + Header.FileTyp := cCC_HeaderText; + Header.Version := cCC_HeaderVersion; + Header.Hash := MakeHash; + Header.CoverW := cCC_CoverW; + Header.CoverH := cCC_CoverH; + Header.DataStart := SizeOf(TCC_FileHeader) + 4; //Total of 64 Bytes (4 Bytes Space) + Header.DataLength := 0; + Header.IndexStart := Header.DataStart + Header.DataLength + 4; + + Result := WriteIndex; + end + else + Result := False; end; procedure TCovers.PrepareData(FileName: string); @@ -260,7 +501,7 @@ begin AssignFile(F, GamePath + 'covers.cache'); Reset(F, 1); - C := CoverNumber(FileName); + C := CoverExists(FileName); SetLength(Data, Cover[C].Size); if Length(Data) < 6 then Log.LogStatus('Length(Data) < 6', 'TCovers.PrepareData'); diff --git a/Game/Code/Classes/UMain.pas b/Game/Code/Classes/UMain.pas index baefeff8..898c7193 100644 --- a/Game/Code/Classes/UMain.pas +++ b/Game/Code/Classes/UMain.pas @@ -1,873 +1,868 @@ -unit UMain;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses
- SDL,
- UGraphic,
- UMusic,
- URecord,
- UTime,
- SysUtils,
- UDisplay,
- UIni,
- ULog,
- ULyrics,
- UScreenSing,
- USong,
- OpenGL12,
- UThemes;
-
-type
- TPlayer = record
- Name: string;
-
- // Index in Teaminfo record
- TeamID: Byte;
- PlayerID: Byte;
-
- // Scores
- Score: real;
- ScoreLine: real;
- ScoreGolden: real;
-
- ScoreI: integer;
- ScoreLineI: integer;
- ScoreGoldenI: integer;
- ScoreTotalI: integer;
-
- // LineBonus Mod
- ScoreLast: Real;//Last Line Score
-
- // PerfectLineTwinkle Mod (effect)
- LastSentencePerfect: Boolean;
-
- //Meter: real;
-
- HighNote: integer;
- IlNut: integer;
- Note: array of record
- Start: integer;
- Length: integer;
- Detekt: real; // accurate place, detected in the note
- Tone: real;
- Perfect: boolean; // true if the note matches the original one, lit the star
-
- // Half size Notes Patch
- Hit: boolean; // true if the note Hits the Line
- end;
- end;
-
-
-var
- // Absolute Paths
- GamePath: string;
- SoundPath: string;
- SongPath: string;
- LogPath: string;
- ThemePath: string;
- SkinsPath: string;
- ScreenshotsPath: string;
- CoversPath: string;
- LanguagesPath: string;
- PluginPath: string;
- VisualsPath: string;
- PlayListPath: string;
-
- UserSongPath: string = '';
- UserCoversPath: string = '';
- UserPlaylistPath: string = '';
-
- OGL: Boolean;
- Done: Boolean;
- Event: TSDL_event;
- FileName: string;
- Restart: boolean;
-
- // player and music info
- Player: array of TPlayer;
- PlayersPlay: integer;
-
- CurrentSong : TSong;
-
-procedure InitializePaths;
-
-Procedure Main;
-procedure MainLoop;
-procedure CheckEvents;
-procedure Sing(Sender: TScreenSing);
-procedure NewSentence(Sender: TScreenSing);
-procedure NewBeat(Sender: TScreenSing); // executed when on then new beat
-procedure NewBeatC(Sender: TScreenSing); // executed when on then new beat for click
-procedure NewBeatD(Sender: TScreenSing); // executed when on then new beat for detection
-//procedure NewHalf; // executed when in the half between beats
-procedure NewNote(Sender: TScreenSing); // detect note
-function GetMidBeat(Time: real): real;
-function GetTimeFromBeat(Beat: integer): real;
-procedure ClearScores(PlayerNum: integer);
-
-implementation
-
-uses
- USongs,
- UJoystick,
- math,
- UCommandLine,
- ULanguage,
- SDL_ttf,
- USkins,
- UCovers,
- UCatCovers,
- UDataBase,
- UPlaylist,
- UDLLManager,
- UParty,
- UConfig,
- UCore,
- UGraphicClasses,
- UPluginDefs,
- UPlatform;
-
-
-
-
-procedure Main;
-var
- WndTitle: string;
-begin
- try
- WndTitle := USDXVersionStr;
-
- if Platform.TerminateIfAlreadyRunning( {var} WndTitle) then
- Exit;
-
- //------------------------------
- //StartUp - Create Classes and Load Files
- //------------------------------
- USTime := TTime.Create;
-
- // Commandline Parameter Parser
- Params := TCMDParams.Create;
-
- // Log + Benchmark
- Log := TLog.Create;
- Log.Title := WndTitle;
- Log.Enabled := not Params.NoLog;
- Log.BenchmarkStart(0);
-
- // Language
- Log.BenchmarkStart(1);
- Log.LogStatus('Initialize Paths', 'Initialization');
- InitializePaths;
- Log.LogStatus('Load Language', 'Initialization');
- Language := TLanguage.Create;
-
- // Add Const Values:
- Language.AddConst('US_VERSION', USDXVersionStr);
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading Language', 1);
-
- // SDL
- Log.BenchmarkStart(1);
- Log.LogStatus('Initialize SDL', 'Initialization');
- SDL_Init(SDL_INIT_VIDEO);
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Initializing SDL', 1);
-
- // SDL_ttf
- Log.BenchmarkStart(1);
- Log.LogStatus('Initialize SDL_ttf', 'Initialization');
- TTF_Init();
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Initializing SDL_ttf', 1);
-
- // Skin
- Log.BenchmarkStart(1);
- Log.LogStatus('Loading Skin List', 'Initialization');
- Skin := TSkin.Create;
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading Skin List', 1);
-
- // Ini + Paths
- Log.BenchmarkStart(1);
- Log.LogStatus('Load Ini', 'Initialization');
- Ini := TIni.Create;
- Ini.Load;
-
- //Load Languagefile
- if (Params.Language <> -1) then
- Language.ChangeLanguage(ILanguage[Params.Language])
- else
- Language.ChangeLanguage(ILanguage[Ini.Language]);
-
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading Ini', 1);
-
- // Sound
- Log.BenchmarkStart(1);
- Log.LogStatus('Initialize Sound', 'Initialization');
- InitializeSound();
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Initializing Sound', 1);
-
- // Load Sound Settings from Ini
- Log.BenchmarkStart(1);
- Log.LogStatus('Load Sound Settings', 'Initialization');
- Ini.LoadSoundSettings;
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Load Sound Settings', 1);
-
- // Theme
- Log.BenchmarkStart(1);
- Log.LogStatus('Load Themes', 'Initialization');
- Theme := TTheme.Create(ThemePath + ITheme[Ini.Theme] + '.ini', Ini.Color);
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading Themes', 1);
-
- // Covers Cache
- Log.BenchmarkStart(1);
- Log.LogStatus('Creating Covers Cache', 'Initialization');
- Covers := TCovers.Create;
- Log.LogBenchmark('Loading Covers Cache Array', 1);
- Log.BenchmarkStart(1);
-
- // Category Covers
- Log.BenchmarkStart(1);
- Log.LogStatus('Creating Category Covers Array', 'Initialization');
- CatCovers:= TCatCovers.Create;
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading Category Covers Array', 1);
-
- // Songs
- //Log.BenchmarkStart(1);
- Log.LogStatus('Creating Song Array', 'Initialization');
- Songs := TSongs.Create;
- //Songs.LoadSongList;
-
- Log.LogStatus('Creating 2nd Song Array', 'Initialization');
- CatSongs := TCatSongs.Create;
-
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading Songs', 1);
-
- // PluginManager
- Log.BenchmarkStart(1);
- Log.LogStatus('PluginManager', 'Initialization');
- DLLMan := TDLLMan.Create; // Load PluginList
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading PluginManager', 1);
-
- {// Party Mode Manager
- Log.BenchmarkStart(1);
- Log.LogStatus('PartySession Manager', 'Initialization');
- PartySession := TPartySession.Create; //Load PartySession
-
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading PartySession Manager', 1); }
-
- // Graphics
- Log.BenchmarkStart(1);
- Log.LogStatus('Initialize 3D', 'Initialization');
- Initialize3D(WndTitle);
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Initializing 3D', 1);
-
- // Score Saving System
- Log.BenchmarkStart(1);
- Log.LogStatus('DataBase System', 'Initialization');
- DataBase := TDataBaseSystem.Create;
-
- if (Params.ScoreFile = '') then
- DataBase.Init ('Ultrastar.db')
- else
- DataBase.Init (Params.ScoreFile);
-
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading DataBase System', 1);
-
- // Playlist Manager
- Log.BenchmarkStart(1);
- Log.LogStatus('Playlist Manager', 'Initialization');
- PlaylistMan := TPlaylistManager.Create;
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading Playlist Manager', 1);
-
- // GoldenStarsTwinkleMod
- Log.BenchmarkStart(1);
- Log.LogStatus('Effect Manager', 'Initialization');
- GoldenRec := TEffectManager.Create;
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading Particel System', 1);
-
- // Joypad
- if (Ini.Joypad = 1) OR (Params.Joypad) then
- begin
- Log.BenchmarkStart(1);
- Log.LogStatus('Initialize Joystick', 'Initialization');
- Joy := TJoy.Create;
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Initializing Joystick', 1);
- end;
-
- Log.BenchmarkEnd(0);
- Log.LogBenchmark('Loading Time', 0);
-
- Log.LogError('Creating Core');
- Core := TCore.Create(
- USDXShortVersionStr,
- MakeVersion(USDX_VERSION_MAJOR,
- USDX_VERSION_MINOR,
- USDX_VERSION_RELEASE,
- chr(0))
- );
-
- Log.LogError('Running Core');
- Core.Run;
-
- //------------------------------
- //Start- Mainloop
- //------------------------------
- Log.LogStatus('Main Loop', 'Initialization');
- MainLoop;
-
- finally
- //------------------------------
- //Finish Application
- //------------------------------
-
- // TODO:
- // call an uninitialize routine for every initialize step
- // or at least use the corresponding Free-Methods
-
- UnloadOpenGL;
- //TTF_quit();
- SDL_Quit();
-
- (*
- {$ifdef WIN32}
- if assigned(LCD) and (Ini.LPT = 1) then
- LCD.Clear;
- if assigned(Light) and (Ini.LPT = 2) then
- Light.TurnOff;
- {$endif}
- *)
-
- if assigned(Log) then
- begin
- Log.LogStatus('Main Loop', 'Finished');
- Log.Free;
- end;
- end;
-end;
-
-procedure MainLoop;
-var
- Delay: integer;
-begin
- Delay := 0;
- SDL_EnableKeyRepeat(125, 125);
-
- CountSkipTime(); // JB - for some reason this seems to be needed when we use the SDL Timer functions.
- while not Done do
- begin
- // joypad
- if (Ini.Joypad = 1) or (Params.Joypad) then
- Joy.Update;
-
- // keyboard events
- CheckEvents;
-
- // display
- done := not Display.Draw;
- SwapBuffers;
-
- // light
- //Light.Refresh;
-
- // delay
- CountMidTime;
-
- Delay := Floor(1000 / 100 - 1000 * TimeMid);
-
- if Delay >= 1 then
- SDL_Delay(Delay); // dynamic, maximum is 100 fps
-
- CountSkipTime;
-
- // reinitialization of graphics
- if Restart then
- begin
- Reinitialize3D;
- Restart := false;
- end;
-
- end;
-End;
-
-procedure CheckEvents;
-begin
- if Assigned(Display.NextScreen) then
- Exit;
-
- while SDL_PollEvent( @event ) = 1 do
- begin
- case Event.type_ of
- SDL_QUITEV:
- begin
- Display.Fade := 0;
- Display.NextScreenWithCheck := nil;
- Display.CheckOK := True;
- end;
- {
- SDL_MOUSEBUTTONDOWN:
- with Event.button Do
- begin
- if State = SDL_BUTTON_LEFT Then
- begin
- //
- end;
- end;
- }
- SDL_VIDEORESIZE:
- begin
- ScreenW := Event.resize.w;
- ScreenH := Event.resize.h;
-
- screen := SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE);
- end;
- SDL_KEYDOWN:
- begin
- // remap the "keypad enter" key to the "standard enter" key
- if (Event.key.keysym.sym = SDLK_KP_ENTER) then
- Event.key.keysym.sym := SDLK_RETURN;
-
- if (Event.key.keysym.sym = SDLK_F11) or
- ((Event.key.keysym.sym = SDLK_RETURN) and
- ((Event.key.keysym.modifier and KMOD_ALT) <> 0)) then // toggle full screen
- begin
- Ini.FullScreen := integer( not boolean( Ini.FullScreen ) );
-
- if boolean( Ini.FullScreen ) then
- begin
- SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN);
- SDL_ShowCursor(0);
- end
- else
- begin
- SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE);
- SDL_ShowCursor(1);
- end;
-
- glViewPort(0, 0, ScreenW, ScreenH);
- end
- // ScreenShot hack. If Print is pressed-> Make screenshot and Save to Screenshots Path
- else if (Event.key.keysym.sym = SDLK_SYSREQ) or (Event.key.keysym.sym = SDLK_PRINT) then
- Display.ScreenShot
- // popup hack... if there is a visible popup then let it handle input instead of underlying screen
- // shoud be done in a way to be sure the topmost popup has preference (maybe error, then check)
- else if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then
- done := not ScreenPopupError.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True)
- else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then
- done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True)
- // end of popup hack
- else
- begin
- // check for Screen want to Exit
- done := not Display.CurrentScreen^.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True);
-
- // If Screen wants to Exit
- if done then
- begin
- // If Question Option is enabled then Show Exit Popup
- if (Ini.AskbeforeDel = 1) then
- begin
- Display.CurrentScreen^.CheckFadeTo(nil,'MSG_QUIT_USDX');
- end
- else // When asking for exit is disabled then simply exit
- begin
- Display.Fade := 0;
- Display.NextScreenWithCheck := nil;
- Display.CheckOK := True;
- end;
- end;
-
- end;
- end;
- {
- SDL_JOYAXISMOTION:
- begin
- // not implemented
- end;
- }
- SDL_JOYBUTTONDOWN:
- begin
- // not implemented
- end;
- end; // Case
- end; // While
-end;
-
-function GetTimeForBeats(BPM, Beats: real): real;
-begin
- Result := 60 / BPM * Beats;
-end;
-
-function GetBeats(BPM, msTime: real): real;
-begin
- Result := BPM * msTime / 60;
-end;
-
-procedure GetMidBeatSub(BPMNum: integer; var Time: real; var CurBeat: real);
-var
- NewTime: real;
-begin
- if High(CurrentSong.BPM) = BPMNum then
- begin
- // last BPM
- CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time);
- Time := 0;
- end
- else
- begin
- // not last BPM
- // count how much time is it for start of the new BPM and store it in NewTime
- NewTime := GetTimeForBeats(CurrentSong.BPM[BPMNum].BPM, CurrentSong.BPM[BPMNum+1].StartBeat - CurrentSong.BPM[BPMNum].StartBeat);
-
- // compare it to remaining time
- if (Time - NewTime) > 0 then
- begin
- // there is still remaining time
- CurBeat := CurrentSong.BPM[BPMNum].StartBeat;
- Time := Time - NewTime;
- end
- else
- begin
- // there is no remaining time
- CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time);
- Time := 0;
- end; // if
- end; // if
-end;
-
-function GetMidBeat(Time: real): real;
-var
- CurBeat: real;
- CurBPM: integer;
-// TopBeat: real;
-// TempBeat: real;
-// TempTime: real;
-begin
- Result := 0;
- if Length(CurrentSong.BPM) = 1 then
- Result := Time * CurrentSong.BPM[0].BPM / 60;
-
- (* 2 BPMs *)
-{ if Length(CurrentSong.BPM) > 1 then begin
- (* new system *)
- CurBeat := 0;
- TopBeat := GetBeats(CurrentSong.BPM[0].BPM, Time);
- if TopBeat > CurrentSong.BPM[1].StartBeat then begin
- // analyze second BPM
- Time := Time - GetTimeForBeats(CurrentSong.BPM[0].BPM, CurrentSong.BPM[1].StartBeat - CurBeat);
- CurBeat := CurrentSong.BPM[1].StartBeat;
- TopBeat := GetBeats(CurrentSong.BPM[1].BPM, Time);
- Result := CurBeat + TopBeat;
-
- end
- else
- begin
- (* pierwszy przedzial *)
- Result := TopBeat;
- end;
- end;}
-
- (* more BPMs *)
- if Length(CurrentSong.BPM) > 1 then
- begin
- CurBeat := 0;
- CurBPM := 0;
- while (Time > 0) do
- begin
- GetMidBeatSub(CurBPM, Time, CurBeat);
- Inc(CurBPM);
- end;
-
- Result := CurBeat;
- end;
-end;
-
-function GetTimeFromBeat(Beat: integer): real;
-var
- CurBPM: integer;
-begin
- Result := 0;
- if Length(CurrentSong.BPM) = 1 then
- Result := CurrentSong.GAP / 1000 + Beat * 60 / CurrentSong.BPM[0].BPM;
-
- (* more BPMs *)
- if Length(CurrentSong.BPM) > 1 then
- begin
- Result := CurrentSong.GAP / 1000;
- CurBPM := 0;
- while (CurBPM <= High(CurrentSong.BPM)) and
- (Beat > CurrentSong.BPM[CurBPM].StartBeat) do
- begin
- if (CurBPM < High(CurrentSong.BPM)) and
- (Beat >= CurrentSong.BPM[CurBPM+1].StartBeat) then
- begin
- // full range
- Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) *
- (CurrentSong.BPM[CurBPM+1].StartBeat - CurrentSong.BPM[CurBPM].StartBeat);
- end;
-
- if (CurBPM = High(CurrentSong.BPM)) or
- (Beat < CurrentSong.BPM[CurBPM+1].StartBeat) then
- begin
- // in the middle
- Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) *
- (Beat - CurrentSong.BPM[CurBPM].StartBeat);
- end;
- Inc(CurBPM);
- end;
-
- {
- while (Time > 0) do
- begin
- GetMidBeatSub(CurBPM, Time, CurBeat);
- Inc(CurBPM);
- end;
- }
- end; // if}
-end;
-
-procedure Sing(Sender: TScreenSing);
-var
- Count: integer;
- CountGr: integer;
- CP: integer;
- Done: real;
- N: integer;
-begin
- LineState.CurrentTime := LineState.CurrentTime + TimeSkip;
-
- LineState.OldBeat := LineState.CurrentBeat;
- LineState.MidBeat := GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap{ + 90 I've forgotten for what it is}) / 1000); // new system with variable BPM in function
- LineState.CurrentBeat := Floor(LineState.MidBeat);
-
-// LineState.OldHalf := LineState.AktHalf;
-// LineState.MidHalf := LineState.MidBeat + 0.5;
-// LineState.AktHalf := Floor(LineState.MidHalf);
-
- LineState.OldBeatC := LineState.CurrentBeatC;
- LineState.MidBeatC := GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap) / 1000);
- LineState.CurrentBeatC := Floor(LineState.MidBeatC);
-
- LineState.OldBeatD := LineState.CurrentBeatD;
- LineState.MidBeatD := -0.5+GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap + 120 + 20) / 1000); // MidBeat with addition GAP
- LineState.CurrentBeatD := Floor(LineState.MidBeatD);
- LineState.FracBeatD := Frac(LineState.MidBeatD);
-
- // sentences routines
- for CountGr := 0 to 0 do //High(Gracz)
- begin;
- CP := CountGr;
- // ustawianie starej parts
- LineState.OldLine := Lines[CP].Current;
-
- // wybieranie aktualnej parts
- for Count := 0 to Lines[CP].High do
- begin
- if LineState.CurrentBeat >= Lines[CP].Line[Count].Start then
- Lines[CP].Current := Count;
- end;
-
- // czysczenie nut gracza, gdy to jest nowa plansza
- // (optymizacja raz na halfbeat jest zla)
- if Lines[CP].Current <> LineState.OldLine then
- NewSentence(Sender);
-
- end; // for CountGr
-
- // wykonuje operacje raz na beat
- if (LineState.CurrentBeat >= 0) and (LineState.OldBeat <> LineState.CurrentBeat) then
- NewBeat(Sender);
-
- // make some operations on clicks
- if {(LineState.CurrentBeatC >= 0) and }(LineState.OldBeatC <> LineState.CurrentBeatC) then
- NewBeatC(Sender);
-
- // make some operations when detecting new voice pitch
- if (LineState.CurrentBeatD >= 0) and (LineState.OldBeatD <> LineState.CurrentBeatD) then
- NewBeatD(Sender);
-
- // wykonuje operacje w polowie beatu
-// if (LineState.AktHalf >= 1) and (LineState.OldHalf <> LineState.AktHalf) then
-// NewHalf;
-
- // plynnie przesuwa text
- Done := 1;
- for N := 0 to Lines[0].Line[Lines[0].Current].HighNote do
- begin
- if (Lines[0].Line[Lines[0].Current].Note[N].Start <= LineState.MidBeat) and
- (Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Length >= LineState.MidBeat) then
- begin
- Done := (LineState.MidBeat - Lines[0].Line[Lines[0].Current].Note[N].Start) / (Lines[0].Line[Lines[0].Current].Note[N].Length);
- end;
- end;
-
- N := Lines[0].Line[Lines[0].Current].HighNote;
-
- // wylacza ostatnia nute po przejsciu
- {// todo: Lyrics
- if (Ini.LyricsEffect = 1) and (Done = 1) and
- (LineState.MidBeat > Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Length)
- then Sender.LyricMain.Selected := -1;
-
- if Done > 1 then Done := 1;
- Sender.LyricMain.Done := Done; }
-
- // use Done with LCD
-{ with ScreenSing do begin
- if LyricMain.Selected >= 0 then begin
- LCD.MoveCursor(1, LyricMain.SelectedLetter + Round((LyricMain.SelectedLength-1) * Done));
- LCD.ShowCursor;
- end;
- end;}
-
-
-end;
-
-procedure NewSentence(Sender: TScreenSing);
-var
-G: Integer;
-begin
- // czyszczenie nut graczy
- for G := 0 to High(Player) do
- begin
- Player[G].IlNut := 0;
- Player[G].HighNote := -1;
- SetLength(Player[G].Note, 0);
- end;
-
- // Add Words to Lyrics
- with Sender do
- begin
- {LyricMain.AddCzesc(Lines[0].Current);
- if Lines[0].Current < Lines[0].High then
- LyricSub.AddCzesc(Lines[0].Current+1)
- else
- LyricSub.Clear;}
- while (not Lyrics.LineinQueue) and (Lyrics.LineCounter <= High(Lines[0].Line)) do
- Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
- end;
-
- //Sender.UpdateLCD;
-
- //On Sentence Change...
- Sender.onSentenceChange(Lines[0].Current);
-end;
-
-procedure NewBeat(Sender: TScreenSing);
-var
- Count: integer;
-// TempBeat: integer;
-begin
- // ustawia zaznaczenie tekstu
-// SingScreen.LyricMain.Selected := -1;
- for Count := 0 to Lines[0].Line[Lines[0].Current].HighNote do
- if (Lines[0].Line[Lines[0].Current].Note[Count].Start = LineState.CurrentBeat) then
- begin
- // operates on currently beated note
- //Todo: Lyrics
- //Sender.LyricMain.Selected := Count;
-
-// LCD.MoveCursor(1, ScreenSing.LyricMain.SelectedLetter);
-// LCD.ShowCursor;
-
- //LCD.MoveCursorBR(Sender.LyricMain.SelectedLetter);
- //LCD.ShowCursor;
- end;
-end;
-
-procedure NewBeatC;
-var
- Count: integer;
-// LPT_1: integer;
-// LPT_2: integer;
-begin
-// LPT_1 := 1;
-// LPT_2 := 1;
-
- // beat click
- if (Ini.BeatClick = 1) and ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then
- AudioPlayback.PlaySound(SoundLib.Click);
-
- // debug system on LPT
- if ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then
- begin
- //LPT_1 := 0;
-// Light.LightOne(0, 150);
-
- (*
- Light.LightOne(1, 200); // beat light
- if ParamStr(1) = '-doublelights' then
- Light.LightOne(0, 200); // beat light
- *)
-
-
-{ if ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod (Lines[0].Resolution * 2) = 0) then
- Light.LightOne(0, 150)
- else
- Light.LightOne(1, 150)}
- end;
-
- for Count := 0 to Lines[0].Line[Lines[0].Current].HighNote do
- begin
- if (Lines[0].Line[Lines[0].Current].Note[Count].Start = LineState.CurrentBeatC) then
- begin
- // click assist
- if Ini.ClickAssist = 1 then
- AudioPlayback.PlaySound(SoundLib.Click);
-
- //LPT_2 := 0;
- (*
- if ParamStr(1) <> '-doublelights' then
- Light.LightOne(0, 150); //125
- *)
-
- // drum machine
- (*
- TempBeat := LineState.CurrentBeat;// + 2;
- if (TempBeat mod 8 = 0) then Music.PlayDrum;
- if (TempBeat mod 8 = 4) then Music.PlayClap;
-// if (TempBeat mod 4 = 2) then Music.PlayHihat;
- if (TempBeat mod 4 <> 0) then Music.PlayHihat;
- *)
- end;
- end;
-
- {$IFDEF UseSerialPort}
- // PortWriteB($378, LPT_1 + LPT_2 * 2); // 0 zapala
- {$ENDIF}
-end;
-
-procedure NewBeatD(Sender: TScreenSing);
-begin
- NewNote(Sender);
-end;
-
-//procedure NewHalf;
-//begin
-// NewNote;
-//end;
-
-procedure NewNote(Sender: TScreenSing);
+unit UMain; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SDL, + UGraphic, + UMusic, + URecord, + UTime, + SysUtils, + UDisplay, + UIni, + ULog, + ULyrics, + UScreenSing, + USong, + OpenGL12, + UThemes; + +type + TPlayer = record + Name: string; + + // Index in Teaminfo record + TeamID: Byte; + PlayerID: Byte; + + // Scores + Score: real; + ScoreLine: real; + ScoreGolden: real; + + ScoreI: integer; + ScoreLineI: integer; + ScoreGoldenI: integer; + ScoreTotalI: integer; + + // LineBonus Mod + ScoreLast: Real;//Last Line Score + + // PerfectLineTwinkle Mod (effect) + LastSentencePerfect: Boolean; + + //Meter: real; + + HighNote: integer; + IlNut: integer; + Note: array of record + Start: integer; + Length: integer; + Detekt: real; // accurate place, detected in the note + Tone: real; + Perfect: boolean; // true if the note matches the original one, lit the star + + // Half size Notes Patch + Hit: boolean; // true if the note Hits the Line + end; + end; + + +var + // Absolute Paths + GamePath: string; + SoundPath: string; + SongPath: string; + LogPath: string; + ThemePath: string; + SkinsPath: string; + ScreenshotsPath: string; + CoversPath: string; + LanguagesPath: string; + PluginPath: string; + VisualsPath: string; + PlayListPath: string; + + UserSongPath: string = ''; + UserCoversPath: string = ''; + UserPlaylistPath: string = ''; + + OGL: Boolean; + Done: Boolean; + Event: TSDL_event; + FileName: string; + Restart: boolean; + + // player and music info + Player: array of TPlayer; + PlayersPlay: integer; + + CurrentSong : TSong; + +procedure InitializePaths; + +Procedure Main; +procedure MainLoop; +procedure CheckEvents; +procedure Sing(Sender: TScreenSing); +procedure NewSentence(Sender: TScreenSing); +procedure NewBeat(Sender: TScreenSing); // executed when on then new beat +procedure NewBeatC(Sender: TScreenSing); // executed when on then new beat for click +procedure NewBeatD(Sender: TScreenSing); // executed when on then new beat for detection +//procedure NewHalf; // executed when in the half between beats +procedure NewNote(Sender: TScreenSing); // detect note +function GetMidBeat(Time: real): real; +function GetTimeFromBeat(Beat: integer): real; +procedure ClearScores(PlayerNum: integer); + +implementation + +uses + USongs, + UJoystick, + math, + UCommandLine, + ULanguage, + SDL_ttf, + USkins, + UCovers, + UCatCovers, + UDataBase, + UPlaylist, + UDLLManager, + UParty, + UConfig, + UCore, + UGraphicClasses, + UPluginDefs, + UPlatform; + + + + +procedure Main; +var + WndTitle: string; +begin + try + WndTitle := USDXVersionStr; + + if Platform.TerminateIfAlreadyRunning( {var} WndTitle) then + Exit; + + //------------------------------ + //StartUp - Create Classes and Load Files + //------------------------------ + USTime := TTime.Create; + + // Commandline Parameter Parser + Params := TCMDParams.Create; + + // Log + Benchmark + Log := TLog.Create; + Log.Title := WndTitle; + Log.Enabled := not Params.NoLog; + Log.BenchmarkStart(0); + + // Language + Log.BenchmarkStart(1); + Log.LogStatus('Initialize Paths', 'Initialization'); + InitializePaths; + Log.LogStatus('Load Language', 'Initialization'); + Language := TLanguage.Create; + + // Add Const Values: + Language.AddConst('US_VERSION', USDXVersionStr); + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Language', 1); + + // SDL + Log.BenchmarkStart(1); + Log.LogStatus('Initialize SDL', 'Initialization'); + SDL_Init(SDL_INIT_VIDEO); + Log.BenchmarkEnd(1); + Log.LogBenchmark('Initializing SDL', 1); + + // SDL_ttf + Log.BenchmarkStart(1); + Log.LogStatus('Initialize SDL_ttf', 'Initialization'); + TTF_Init(); + Log.BenchmarkEnd(1); + Log.LogBenchmark('Initializing SDL_ttf', 1); + + // Skin + Log.BenchmarkStart(1); + Log.LogStatus('Loading Skin List', 'Initialization'); + Skin := TSkin.Create; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Skin List', 1); + + // Ini + Paths + Log.BenchmarkStart(1); + Log.LogStatus('Load Ini', 'Initialization'); + Ini := TIni.Create; + Ini.Load; + + //Load Languagefile + if (Params.Language <> -1) then + Language.ChangeLanguage(ILanguage[Params.Language]) + else + Language.ChangeLanguage(ILanguage[Ini.Language]); + + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Ini', 1); + + // Sound + Log.BenchmarkStart(1); + Log.LogStatus('Initialize Sound', 'Initialization'); + InitializeSound(); + Log.BenchmarkEnd(1); + Log.LogBenchmark('Initializing Sound', 1); + + // Load Sound Settings from Ini + Log.BenchmarkStart(1); + Log.LogStatus('Load Sound Settings', 'Initialization'); + Ini.LoadSoundSettings; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Load Sound Settings', 1); + + // Theme + Log.BenchmarkStart(1); + Log.LogStatus('Load Themes', 'Initialization'); + Theme := TTheme.Create(ThemePath + ITheme[Ini.Theme] + '.ini', Ini.Color); + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Themes', 1); + + // Covers Cache + Log.BenchmarkStart(1); + Log.LogStatus('Creating Covers Cache', 'Initialization'); + Covers := TCovers.Create('covers.cache'); + Log.LogBenchmark('Loading Covers Cache Array', 1); + Log.BenchmarkStart(1); + + // Category Covers + Log.BenchmarkStart(1); + Log.LogStatus('Creating Category Covers Array', 'Initialization'); + CatCovers:= TCatCovers.Create; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Category Covers Array', 1); + + // Songs + //Log.BenchmarkStart(1); + Log.LogStatus('Creating Song Array', 'Initialization'); + Songs := TSongs.Create; + //Songs.LoadSongList; + + Log.LogStatus('Creating 2nd Song Array', 'Initialization'); + CatSongs := TCatSongs.Create; + + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Songs', 1); + + // PluginManager + Log.BenchmarkStart(1); + Log.LogStatus('PluginManager', 'Initialization'); + DLLMan := TDLLMan.Create; // Load PluginList + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading PluginManager', 1); + + {// Party Mode Manager + Log.BenchmarkStart(1); + Log.LogStatus('PartySession Manager', 'Initialization'); + PartySession := TPartySession.Create; //Load PartySession + + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading PartySession Manager', 1); } + + // Graphics + Log.BenchmarkStart(1); + Log.LogStatus('Initialize 3D', 'Initialization'); + Initialize3D(WndTitle); + Log.BenchmarkEnd(1); + Log.LogBenchmark('Initializing 3D', 1); + + // Score Saving System + Log.BenchmarkStart(1); + Log.LogStatus('DataBase System', 'Initialization'); + DataBase := TDataBaseSystem.Create; + + if (Params.ScoreFile = '') then + DataBase.Init ('Ultrastar.db') + else + DataBase.Init (Params.ScoreFile); + + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading DataBase System', 1); + + // Playlist Manager + Log.BenchmarkStart(1); + Log.LogStatus('Playlist Manager', 'Initialization'); + PlaylistMan := TPlaylistManager.Create; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Playlist Manager', 1); + + // GoldenStarsTwinkleMod + Log.BenchmarkStart(1); + Log.LogStatus('Effect Manager', 'Initialization'); + GoldenRec := TEffectManager.Create; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Particel System', 1); + + // Joypad + if (Ini.Joypad = 1) OR (Params.Joypad) then + begin + Log.BenchmarkStart(1); + Log.LogStatus('Initialize Joystick', 'Initialization'); + Joy := TJoy.Create; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Initializing Joystick', 1); + end; + + Log.BenchmarkEnd(0); + Log.LogBenchmark('Loading Time', 0); + + Log.LogError('Creating Core'); + {Core := TCore.Create( + USDXShortVersionStr, + MakeVersion(USDX_VERSION_MAJOR, + USDX_VERSION_MINOR, + USDX_VERSION_RELEASE, + chr(0)) + ); } + + Log.LogError('Running Core'); + //Core.Run; + + //------------------------------ + //Start- Mainloop + //------------------------------ + Log.LogStatus('Main Loop', 'Initialization'); + MainLoop; + + finally + //------------------------------ + //Finish Application + //------------------------------ + + // TODO: + // call an uninitialize routine for every initialize step + // or at least use the corresponding Free-Methods + + UnloadOpenGL; + //TTF_quit(); + SDL_Quit(); + + (* + {$ifdef WIN32} + if assigned(LCD) and (Ini.LPT = 1) then + LCD.Clear; + if assigned(Light) and (Ini.LPT = 2) then + Light.TurnOff; + {$endif} + *) + + if assigned(Log) then + begin + Log.LogStatus('Main Loop', 'Finished'); + Log.Free; + end; + end; +end; + +procedure MainLoop; +var + Delay: integer; +begin + Delay := 0; + SDL_EnableKeyRepeat(125, 125); + + CountSkipTime(); // JB - for some reason this seems to be needed when we use the SDL Timer functions. + while not Done do + begin + // joypad + if (Ini.Joypad = 1) or (Params.Joypad) then + Joy.Update; + + // keyboard events + CheckEvents; + + // display + done := not Display.Draw; + SwapBuffers; + + // light + //Light.Refresh; + + // delay + CountMidTime; + + Delay := Floor(1000 / 100 - 1000 * TimeMid); + + if Delay >= 1 then + SDL_Delay(Delay); // dynamic, maximum is 100 fps + + CountSkipTime; + + // reinitialization of graphics + if Restart then + begin + Reinitialize3D; + Restart := false; + end; + + end; +End; + +procedure CheckEvents; +begin + if Assigned(Display.NextScreen) then + Exit; + + while SDL_PollEvent( @event ) = 1 do + begin + case Event.type_ of + SDL_QUITEV: + begin + Display.Fade := 0; + Display.NextScreenWithCheck := nil; + Display.CheckOK := True; + end; + { + SDL_MOUSEBUTTONDOWN: + with Event.button Do + begin + if State = SDL_BUTTON_LEFT Then + begin + // + end; + end; + } + SDL_VIDEORESIZE: + begin + ScreenW := Event.resize.w; + ScreenH := Event.resize.h; + + screen := SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE); + end; + SDL_KEYDOWN: + begin + // remap the "keypad enter" key to the "standard enter" key + if (Event.key.keysym.sym = SDLK_KP_ENTER) then + Event.key.keysym.sym := SDLK_RETURN; + + if (Event.key.keysym.sym = SDLK_F11) or + ((Event.key.keysym.sym = SDLK_RETURN) and + ((Event.key.keysym.modifier and KMOD_ALT) <> 0)) then // toggle full screen + begin + Ini.FullScreen := integer( not boolean( Ini.FullScreen ) ); + + if boolean( Ini.FullScreen ) then + begin + SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN); + SDL_ShowCursor(0); + end + else + begin + SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE); + SDL_ShowCursor(1); + end; + + glViewPort(0, 0, ScreenW, ScreenH); + end + // ScreenShot hack. If Print is pressed-> Make screenshot and Save to Screenshots Path + else if (Event.key.keysym.sym = SDLK_SYSREQ) or (Event.key.keysym.sym = SDLK_PRINT) then + Display.ScreenShot + // popup hack... if there is a visible popup then let it handle input instead of underlying screen + // shoud be done in a way to be sure the topmost popup has preference (maybe error, then check) + else if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then + done := not ScreenPopupError.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True) + else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then + done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True) + // end of popup hack + else + begin + // check for Screen want to Exit + done := not Display.CurrentScreen^.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True); + + // If Screen wants to Exit + if done then + begin + // If Question Option is enabled then Show Exit Popup + if (Ini.AskbeforeDel = 1) then + begin + Display.CurrentScreen^.CheckFadeTo(nil,'MSG_QUIT_USDX'); + end + else // When asking for exit is disabled then simply exit + begin + Display.Fade := 0; + Display.NextScreenWithCheck := nil; + Display.CheckOK := True; + end; + end; + + end; + end; + { + SDL_JOYAXISMOTION: + begin + // not implemented + end; + } + SDL_JOYBUTTONDOWN: + begin + // not implemented + end; + end; // Case + end; // While +end; + +function GetTimeForBeats(BPM, Beats: real): real; +begin + Result := 60 / BPM * Beats; +end; + +function GetBeats(BPM, msTime: real): real; +begin + Result := BPM * msTime / 60; +end; + +procedure GetMidBeatSub(BPMNum: integer; var Time: real; var CurBeat: real); +var + NewTime: real; +begin + if High(CurrentSong.BPM) = BPMNum then + begin + // last BPM + CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time); + Time := 0; + end + else + begin + // not last BPM + // count how much time is it for start of the new BPM and store it in NewTime + NewTime := GetTimeForBeats(CurrentSong.BPM[BPMNum].BPM, CurrentSong.BPM[BPMNum+1].StartBeat - CurrentSong.BPM[BPMNum].StartBeat); + + // compare it to remaining time + if (Time - NewTime) > 0 then + begin + // there is still remaining time + CurBeat := CurrentSong.BPM[BPMNum].StartBeat; + Time := Time - NewTime; + end + else + begin + // there is no remaining time + CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time); + Time := 0; + end; // if + end; // if +end; + +function GetMidBeat(Time: real): real; +var + CurBeat: real; + CurBPM: integer; +// TopBeat: real; +// TempBeat: real; +// TempTime: real; +begin + Result := 0; + if Length(CurrentSong.BPM) = 1 then + Result := Time * CurrentSong.BPM[0].BPM / 60; + + (* 2 BPMs *) +{ if Length(CurrentSong.BPM) > 1 then begin + (* new system *) + CurBeat := 0; + TopBeat := GetBeats(CurrentSong.BPM[0].BPM, Time); + if TopBeat > CurrentSong.BPM[1].StartBeat then begin + // analyze second BPM + Time := Time - GetTimeForBeats(CurrentSong.BPM[0].BPM, CurrentSong.BPM[1].StartBeat - CurBeat); + CurBeat := CurrentSong.BPM[1].StartBeat; + TopBeat := GetBeats(CurrentSong.BPM[1].BPM, Time); + Result := CurBeat + TopBeat; + + end + else + begin + (* pierwszy przedzial *) + Result := TopBeat; + end; + end;} + + (* more BPMs *) + if Length(CurrentSong.BPM) > 1 then + begin + CurBeat := 0; + CurBPM := 0; + while (Time > 0) do + begin + GetMidBeatSub(CurBPM, Time, CurBeat); + Inc(CurBPM); + end; + + Result := CurBeat; + end; +end; + +function GetTimeFromBeat(Beat: integer): real; +var + CurBPM: integer; +begin + Result := 0; + if Length(CurrentSong.BPM) = 1 then + Result := CurrentSong.GAP / 1000 + Beat * 60 / CurrentSong.BPM[0].BPM; + + (* more BPMs *) + if Length(CurrentSong.BPM) > 1 then + begin + Result := CurrentSong.GAP / 1000; + CurBPM := 0; + while (CurBPM <= High(CurrentSong.BPM)) and + (Beat > CurrentSong.BPM[CurBPM].StartBeat) do + begin + if (CurBPM < High(CurrentSong.BPM)) and + (Beat >= CurrentSong.BPM[CurBPM+1].StartBeat) then + begin + // full range + Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) * + (CurrentSong.BPM[CurBPM+1].StartBeat - CurrentSong.BPM[CurBPM].StartBeat); + end; + + if (CurBPM = High(CurrentSong.BPM)) or + (Beat < CurrentSong.BPM[CurBPM+1].StartBeat) then + begin + // in the middle + Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) * + (Beat - CurrentSong.BPM[CurBPM].StartBeat); + end; + Inc(CurBPM); + end; + + { + while (Time > 0) do + begin + GetMidBeatSub(CurBPM, Time, CurBeat); + Inc(CurBPM); + end; + } + end; // if} +end; + +procedure Sing(Sender: TScreenSing); +var + Count: integer; + CountGr: integer; + CP: integer; + Done: real; + N: integer; +begin + LineState.CurrentTime := LineState.CurrentTime + TimeSkip; + + LineState.OldBeat := LineState.CurrentBeat; + LineState.MidBeat := GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap{ + 90 I've forgotten for what it is}) / 1000); // new system with variable BPM in function + LineState.CurrentBeat := Floor(LineState.MidBeat); + +// LineState.OldHalf := LineState.AktHalf; +// LineState.MidHalf := LineState.MidBeat + 0.5; +// LineState.AktHalf := Floor(LineState.MidHalf); + + LineState.OldBeatC := LineState.CurrentBeatC; + LineState.MidBeatC := GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap) / 1000); + LineState.CurrentBeatC := Floor(LineState.MidBeatC); + + LineState.OldBeatD := LineState.CurrentBeatD; + LineState.MidBeatD := -0.5+GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap + 120 + 20) / 1000); // MidBeat with addition GAP + LineState.CurrentBeatD := Floor(LineState.MidBeatD); + LineState.FracBeatD := Frac(LineState.MidBeatD); + + // sentences routines + for CountGr := 0 to 0 do //High(Gracz) + begin; + CP := CountGr; + // ustawianie starej parts + LineState.OldLine := Lines[CP].Current; + + // wybieranie aktualnej parts + for Count := 0 to Lines[CP].High do + begin + if LineState.CurrentBeat >= Lines[CP].Line[Count].Start then + Lines[CP].Current := Count; + end; + + // czysczenie nut gracza, gdy to jest nowa plansza + // (optymizacja raz na halfbeat jest zla) + if Lines[CP].Current <> LineState.OldLine then + NewSentence(Sender); + + end; // for CountGr + + // wykonuje operacje raz na beat + if (LineState.CurrentBeat >= 0) and (LineState.OldBeat <> LineState.CurrentBeat) then + NewBeat(Sender); + + // make some operations on clicks + if {(LineState.CurrentBeatC >= 0) and }(LineState.OldBeatC <> LineState.CurrentBeatC) then + NewBeatC(Sender); + + // make some operations when detecting new voice pitch + if (LineState.CurrentBeatD >= 0) and (LineState.OldBeatD <> LineState.CurrentBeatD) then + NewBeatD(Sender); + + // wykonuje operacje w polowie beatu +// if (LineState.AktHalf >= 1) and (LineState.OldHalf <> LineState.AktHalf) then +// NewHalf; + + // plynnie przesuwa text + Done := 1; + for N := 0 to Lines[0].Line[Lines[0].Current].HighNote do + begin + if (Lines[0].Line[Lines[0].Current].Note[N].Start <= LineState.MidBeat) and + (Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Length >= LineState.MidBeat) then + begin + Done := (LineState.MidBeat - Lines[0].Line[Lines[0].Current].Note[N].Start) / (Lines[0].Line[Lines[0].Current].Note[N].Length); + end; + end; + + N := Lines[0].Line[Lines[0].Current].HighNote; + + // wylacza ostatnia nute po przejsciu + {// todo: Lyrics + if (Ini.LyricsEffect = 1) and (Done = 1) and + (LineState.MidBeat > Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Length) + then Sender.LyricMain.Selected := -1; + + if Done > 1 then Done := 1; + Sender.LyricMain.Done := Done; } + + // use Done with LCD +{ with ScreenSing do begin + if LyricMain.Selected >= 0 then begin + LCD.MoveCursor(1, LyricMain.SelectedLetter + Round((LyricMain.SelectedLength-1) * Done)); + LCD.ShowCursor; + end; + end;} + + +end; + +procedure NewSentence(Sender: TScreenSing); +var +G: Integer; +begin + // czyszczenie nut graczy + for G := 0 to High(Player) do + begin + Player[G].IlNut := 0; + Player[G].HighNote := -1; + SetLength(Player[G].Note, 0); + end; + + // Add Words to Lyrics + with Sender do + begin + {LyricMain.AddCzesc(Lines[0].Current); + if Lines[0].Current < Lines[0].High then + LyricSub.AddCzesc(Lines[0].Current+1) + else + LyricSub.Clear;} + while (not Lyrics.LineinQueue) and (Lyrics.LineCounter <= High(Lines[0].Line)) do + Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]); + end; + + //Sender.UpdateLCD; + + //On Sentence Change... + Sender.onSentenceChange(Lines[0].Current); +end; + +procedure NewBeat(Sender: TScreenSing); +var + Count: integer; +// TempBeat: integer; +begin + // ustawia zaznaczenie tekstu +// SingScreen.LyricMain.Selected := -1; + for Count := 0 to Lines[0].Line[Lines[0].Current].HighNote do + if (Lines[0].Line[Lines[0].Current].Note[Count].Start = LineState.CurrentBeat) then + begin + // operates on currently beated note + //Todo: Lyrics + //Sender.LyricMain.Selected := Count; + +// LCD.MoveCursor(1, ScreenSing.LyricMain.SelectedLetter); +// LCD.ShowCursor; + + //LCD.MoveCursorBR(Sender.LyricMain.SelectedLetter); + //LCD.ShowCursor; + end; +end; + +procedure NewBeatC; +var + Count: integer; +// LPT_1: integer; +// LPT_2: integer; +begin +// LPT_1 := 1; +// LPT_2 := 1; + + // beat click + if (Ini.BeatClick = 1) and ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then + AudioPlayback.PlaySound(SoundLib.Click); + + // debug system on LPT + if ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then + begin + //LPT_1 := 0; +// Light.LightOne(0, 150); + + (* + Light.LightOne(1, 200); // beat light + if ParamStr(1) = '-doublelights' then + Light.LightOne(0, 200); // beat light + *) + + +{ if ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod (Lines[0].Resolution * 2) = 0) then + Light.LightOne(0, 150) + else + Light.LightOne(1, 150)} + end; + + for Count := 0 to Lines[0].Line[Lines[0].Current].HighNote do + begin + if (Lines[0].Line[Lines[0].Current].Note[Count].Start = LineState.CurrentBeatC) then + begin + // click assist + if Ini.ClickAssist = 1 then + AudioPlayback.PlaySound(SoundLib.Click); + + //LPT_2 := 0; + (* + if ParamStr(1) <> '-doublelights' then + Light.LightOne(0, 150); //125 + *) + + // drum machine + (* + TempBeat := LineState.CurrentBeat;// + 2; + if (TempBeat mod 8 = 0) then Music.PlayDrum; + if (TempBeat mod 8 = 4) then Music.PlayClap; +// if (TempBeat mod 4 = 2) then Music.PlayHihat; + if (TempBeat mod 4 <> 0) then Music.PlayHihat; + *) + end; + end; + + {$IFDEF UseSerialPort} + // PortWriteB($378, LPT_1 + LPT_2 * 2); // 0 zapala + {$ENDIF} +end; + +procedure NewBeatD(Sender: TScreenSing); +begin + NewNote(Sender); +end; + +procedure NewNote(Sender: TScreenSing); var
CP: integer; // current player
S: integer; // sentence
@@ -1049,74 +1044,73 @@ begin end;
end;
-end;
-
-procedure ClearScores(PlayerNum: integer);
-begin
- Player[PlayerNum].Score := 0;
- Player[PlayerNum].ScoreI := 0;
- Player[PlayerNum].ScoreLine := 0;
- Player[PlayerNum].ScoreLineI := 0;
- Player[PlayerNum].ScoreGolden := 0;
- Player[PlayerNum].ScoreGoldenI := 0;
- Player[PlayerNum].ScoreTotalI := 0;
-end;
-
-//--------------------
-// Function sets all Absolute Paths e.g. Song Path and makes sure the Directorys exist
-//--------------------
-procedure InitializePaths;
-
- // Initialize a Path Variable
- // After Setting Paths, make sure that Paths exist
- function initialize_path( out aPathVar : string; const aLocation : string ): boolean;
- var
- lWriteable: Boolean;
- lAttrib : integer;
- begin
- lWriteable := false;
- aPathVar := aLocation;
-
- // Make sure the directory is needex
- ForceDirectories(aPathVar);
-
- if DirectoryExists(aPathVar) then
- begin
- lAttrib := fileGetAttr(aPathVar);
-
- lWriteable := (lAttrib and faDirectory <> 0) and
- not (lAttrib and faReadOnly <> 0)
- end;
-
- if not lWriteable then
- Log.LogError('Error: Dir ('+ aLocation +') is Readonly');
-
- result := lWriteable;
- end;
-
-begin
- initialize_path( LogPath , Platform.GetLogPath );
- initialize_path( SoundPath , Platform.GetGameSharedPath + 'Sounds' + PathDelim );
- initialize_path( ThemePath , Platform.GetGameSharedPath + 'Themes' + PathDelim );
- initialize_path( SkinsPath , Platform.GetGameSharedPath + 'Skins' + PathDelim );
- initialize_path( LanguagesPath , Platform.GetGameSharedPath + 'Languages' + PathDelim );
- initialize_path( PluginPath , Platform.GetGameSharedPath + 'Plugins' + PathDelim );
- initialize_path( VisualsPath , Platform.GetGameSharedPath + 'Visuals' + PathDelim );
-
- initialize_path( ScreenshotsPath , Platform.GetGameUserPath + 'Screenshots' + PathDelim );
-
- // Users Song Path ....
- initialize_path( UserSongPath , Platform.GetGameUserPath + 'Songs' + PathDelim );
- initialize_path( UserCoversPath , Platform.GetGameUserPath + 'Covers' + PathDelim );
- initialize_path( UserPlaylistPath , Platform.GetGameUserPath + 'Playlists' + PathDelim );
-
- // Shared Song Path ....
- initialize_path( SongPath , Platform.GetGameSharedPath + 'Songs' + PathDelim );
- initialize_path( CoversPath , Platform.GetGameSharedPath + 'Covers' + PathDelim );
- initialize_path( PlaylistPath , Platform.GetGameSharedPath + 'Playlists' + PathDelim );
-
- DecimalSeparator := '.';
-end;
-
-end.
-
+end; + +procedure ClearScores(PlayerNum: integer); +begin + Player[PlayerNum].Score := 0; + Player[PlayerNum].ScoreI := 0; + Player[PlayerNum].ScoreLine := 0; + Player[PlayerNum].ScoreLineI := 0; + Player[PlayerNum].ScoreGolden := 0; + Player[PlayerNum].ScoreGoldenI := 0; + Player[PlayerNum].ScoreTotalI := 0; +end; + +//-------------------- +// Function sets all Absolute Paths e.g. Song Path and makes sure the Directorys exist +//-------------------- +procedure InitializePaths; + + // Initialize a Path Variable + // After Setting Paths, make sure that Paths exist + function initialize_path( out aPathVar : string; const aLocation : string ): boolean; + var + lWriteable: Boolean; + lAttrib : integer; + begin + lWriteable := false; + aPathVar := aLocation; + + // Make sure the directory is needex + ForceDirectories(aPathVar); + + if DirectoryExists(aPathVar) then + begin + lAttrib := fileGetAttr(aPathVar); + + lWriteable := (lAttrib and faDirectory <> 0) and + not (lAttrib and faReadOnly <> 0) + end; + + if not lWriteable then + Log.LogError('Error: Dir ('+ aLocation +') is Readonly'); + + result := lWriteable; + end; + +begin + initialize_path( LogPath , Platform.GetLogPath ); + initialize_path( SoundPath , Platform.GetGameSharedPath + 'Sounds' + PathDelim ); + initialize_path( ThemePath , Platform.GetGameSharedPath + 'Themes' + PathDelim ); + initialize_path( SkinsPath , Platform.GetGameSharedPath + 'Skins' + PathDelim ); + initialize_path( LanguagesPath , Platform.GetGameSharedPath + 'Languages' + PathDelim ); + initialize_path( PluginPath , Platform.GetGameSharedPath + 'Plugins' + PathDelim ); + initialize_path( VisualsPath , Platform.GetGameSharedPath + 'Visuals' + PathDelim ); + + initialize_path( ScreenshotsPath , Platform.GetGameUserPath + 'Screenshots' + PathDelim ); + + // Users Song Path .... + initialize_path( UserSongPath , Platform.GetGameUserPath + 'Songs' + PathDelim ); + initialize_path( UserCoversPath , Platform.GetGameUserPath + 'Covers' + PathDelim ); + initialize_path( UserPlaylistPath , Platform.GetGameUserPath + 'Playlists' + PathDelim ); + + // Shared Song Path .... + initialize_path( SongPath , Platform.GetGameSharedPath + 'Songs' + PathDelim ); + initialize_path( CoversPath , Platform.GetGameSharedPath + 'Covers' + PathDelim ); + initialize_path( PlaylistPath , Platform.GetGameSharedPath + 'Playlists' + PathDelim ); + + DecimalSeparator := '.'; +end; + +end. diff --git a/Game/Code/Classes/USongs.pas b/Game/Code/Classes/USongs.pas index 87497b17..554a6e1e 100644 --- a/Game/Code/Classes/USongs.pas +++ b/Game/Code/Classes/USongs.pas @@ -224,7 +224,7 @@ begin CatCovers.Load; if assigned( Covers ) then - Covers.Load; + Covers.Load('covers.cache'); if assigned(ScreenSong) then begin diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas index b26e1569..15c18a53 100644 --- a/Game/Code/Screens/UScreenSong.pas +++ b/Game/Code/Screens/UScreenSong.pas @@ -794,7 +794,7 @@ var Pet: integer;
Label CreateSongButtons;
begin
- if (length(CatSongs.Song) > 0) then
+ {if (length(CatSongs.Song) > 0) then
begin
//Set Length of Button Array one Time Instead of one time for every Song
SetButtonLength(Length(CatSongs.Song));
@@ -807,30 +807,30 @@ begin // new
Texture.Limit := 512;// 256 0.4.2 value, 512 in 0.5.0
- if not FileExists({CatSongs.Song[Pet].Path + }CatSongs.Song[Pet].Cover) then
+ if not FileExists({CatSongs.Song[Pet].Path + }{CatSongs.Song[Pet].Cover) then
CatSongs.Song[Pet].Cover := ''; // 0.5.0: if cover not found then show 'no cover'
// to - do : new Song management
if CatSongs.Song[Pet].Cover = '' then
AddButton(300 + Pet*250, 140, 200, 200, Skin.GetTextureFileName('SongCover'), TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections)
else begin
// cache texture if there is a need to this
- if not Covers.CoverExists({CatSongs.Song[Pet].Path + }CatSongs.Song[Pet].Cover) then
+ if not Covers.CoverExists({CatSongs.Song[Pet].Path + }{CatSongs.Song[Pet].Cover) then
begin
Texture.CreateCacheMipmap := true;
- Texture.GetTexture({CatSongs.Song[Pet].Path + }CatSongs.Song[Pet].Cover, TEXTURE_TYPE_PLAIN, true); // preloads textures and creates cache mipmap
+ Texture.GetTexture({CatSongs.Song[Pet].Path + }{CatSongs.Song[Pet].Cover, TEXTURE_TYPE_PLAIN, true); // preloads textures and creates cache mipmap
Texture.CreateCacheMipmap := false;
// puts this texture to the cache file
- Covers.AddCover({CatSongs.Song[Pet].Path + }CatSongs.Song[Pet].Cover);
+ Covers.AddCover({CatSongs.Song[Pet].Path + }{CatSongs.Song[Pet].Cover);
// unload full size texture
- Texture.UnloadTexture({CatSongs.Song[Pet].Path + }CatSongs.Song[Pet].Cover, TEXTURE_TYPE_PLAIN, false);
+ Texture.UnloadTexture({CatSongs.Song[Pet].Path + }{CatSongs.Song[Pet].Cover, TEXTURE_TYPE_PLAIN, false);
// we should also add mipmap texture by calling createtexture and use mipmap cache as data source
end;
// and now load it from cache file (small place for the optimization by eliminating reading it from file, but not here)
- AddButton(300 + Pet*250, 140, 200, 200,{ CatSongs.Song[Pet].Path + }CatSongs.Song[Pet].Cover, TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections);
+ AddButton(300 + Pet*250, 140, 200, 200,{ CatSongs.Song[Pet].Path + }{CatSongs.Song[Pet].Cover, TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections);
end;
Texture.Limit := 1024*1024;
I := -1;
@@ -852,14 +852,14 @@ begin try
AddButton(300 + Pet*250, 140, 200, 200, '', TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections);
except
- {$IFDEF MSWINDOWS}
+ {$IFDEF MSWINDOWS}{
Messagebox(0, PChar('No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.'), PChar(Language.Translate('US_VERSION')), MB_ICONERROR or MB_OK);
- {$ELSE}
+ {$ELSE} {
// TODO : JB_linux - better handle this message and display to user..
writeln( 'Cover Image is damaged. Could not Workaround Song Loading, Ultrastar will exit now.');
Log.LogError( 'No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.' );
- {$ENDIF}
+ {$ENDIF} {
Halt;
end;
I := Pet + 1;
@@ -869,7 +869,7 @@ begin if (I <> -1) then
GoTo CreateSongButtons;
- end;
+ end; }
end;
procedure TScreenSong.SetScroll;
|