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-rw-r--r--Game/Code/Screens/UScreenMain.pas28
-rw-r--r--Game/Code/Screens/UScreenOptionsThemes.pas2
-rw-r--r--Game/Code/Screens/UScreenPopup.pas4
-rw-r--r--Game/Code/Screens/UScreenScore.pas2048
4 files changed, 1020 insertions, 1062 deletions
diff --git a/Game/Code/Screens/UScreenMain.pas b/Game/Code/Screens/UScreenMain.pas
index 167d63ef..fd95a768 100644
--- a/Game/Code/Screens/UScreenMain.pas
+++ b/Game/Code/Screens/UScreenMain.pas
@@ -39,21 +39,19 @@ type
implementation
-uses {$IFDEF win32}
- windows,
- {$ENDIF}
- UGraphic,
- UMain,
- UIni,
- UTexture,
- USongs,
- Textgl,
-// opengl,
- ULanguage,
- UParty,
- UDLLManager,
- UScreenCredits,
- USkins;
+uses
+ UGraphic,
+ UMain,
+ UIni,
+ UTexture,
+ USongs,
+ Textgl,
+ //opengl,
+ ULanguage,
+ UParty,
+ UDLLManager,
+ UScreenCredits,
+ USkins;
function TScreenMain.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
diff --git a/Game/Code/Screens/UScreenOptionsThemes.pas b/Game/Code/Screens/UScreenOptionsThemes.pas
index 4e94a09a..22570474 100644
--- a/Game/Code/Screens/UScreenOptionsThemes.pas
+++ b/Game/Code/Screens/UScreenOptionsThemes.pas
@@ -155,7 +155,7 @@ begin
ScreenOptionsThemes := TScreenOptionsThemes.create();
ScreenOptionsThemes.onshow;
- Display.ActualScreen := @ScreenOptionsThemes;
+ Display.CurrentScreen := @ScreenOptionsThemes;
ScreenOptionsThemes.Interaction := self.Interaction;
ScreenOptionsThemes.Draw;
diff --git a/Game/Code/Screens/UScreenPopup.pas b/Game/Code/Screens/UScreenPopup.pas
index 628aa556..a02b08a1 100644
--- a/Game/Code/Screens/UScreenPopup.pas
+++ b/Game/Code/Screens/UScreenPopup.pas
@@ -71,9 +71,9 @@ begin
//Hack to Finish Singscreen correct on Exit with Q Shortcut
if (Display.NextScreenWithCheck = NIL) then
begin
- if (Display.ActualScreen = @ScreenSing) then
+ if (Display.CurrentScreen = @ScreenSing) then
ScreenSing.Finish
- else if (Display.ActualScreen = @ScreenSingModi) then
+ else if (Display.CurrentScreen = @ScreenSingModi) then
ScreenSingModi.Finish;
end;
diff --git a/Game/Code/Screens/UScreenScore.pas b/Game/Code/Screens/UScreenScore.pas
index bc86c66c..ff0c87e0 100644
--- a/Game/Code/Screens/UScreenScore.pas
+++ b/Game/Code/Screens/UScreenScore.pas
@@ -1,1044 +1,1004 @@
-unit UScreenScore;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses
- UMenu,
- SDL,
- SysUtils,
- UDisplay,
- UMusic,
- USongs,
- UThemes,
- OpenGL12,
- {$ifdef win32}
- Windows,
- dialogs,
- {$endif}
- math,
- ULCD,
- UTexture;
-// OpenGL;
-
-const
- ZBars : real = 0.8; // Z value for the bars
- ZRatingPic : real = 0.8; // Z value for the rating pictures
-
- EaseOut_MaxSteps : real = 40; // that's the speed of the bars (10 is fast | 100 is slower)
-
-type
- TPlayerScoreScreenTexture = record // holds all colorized textures for up to 6 players
- //Bar textures
- Score_NoteBarLevel_Dark : TTexture; // Note
- Score_NoteBarRound_Dark : TTexture; // that's the round thing on top
-
- Score_NoteBarLevel_Light : TTexture; // LineBonus | Phrasebonus
- Score_NoteBarRound_Light : TTexture;
-
- Score_NoteBarLevel_Lightest : TTexture; // GoldenNotes
- Score_NoteBarRound_Lightest : TTexture;
- end;
-
- TPlayerScoreScreenData = record // holds the positions and other data
- Bar_X :Real;
- Bar_Y :Real;
- Bar_Height :Real; // this is the max height of the bar, who knows if there ever will be a theme with different heights :D
- Bar_Width :Real; // another rather senseless setting, but you never know what our cool users do with the them :)
-
- Bar_Actual_Height : Real; // this one holds the actual height of the bar, while we animate it
- BarScore_ActualHeight : Real;
- BarLine_ActualHeight : Real;
- BarGolden_ActualHeight : Real;
- end;
-
- TPlayerScoreRatingPics = record // a fine array of the rating pictures
- RatePic_X :Real;
- RatePic_Y :Real;
- RatePic_Height :Real;
- RatePic_Width :Real;
-
- RateEaseStep : Integer;
- RateEaseValue: Real;
- end;
-
- TScreenScore = class(TMenu)
- public
- aPlayerScoreScreenTextures : array[1..6] of TPlayerScoreScreenTexture;
- aPlayerScoreScreenDatas : array[1..6] of TPlayerScoreScreenData;
- aPlayerScoreScreenRatings : array[1..6] of TPlayerScoreRatingPics;
-
- BarScore_EaseOut_Step : real;
- BarPhrase_EaseOut_Step : real;
- BarGolden_EaseOut_Step : real;
-
- TextArtist: integer;
- TextTitle: integer;
-
- TextArtistTitle : integer;
-
- TextName: array[1..6] of integer;
- TextScore: array[1..6] of integer;
-
- TextNotes: array[1..6] of integer;
- TextNotesScore: array[1..6] of integer;
- TextLineBonus: array[1..6] of integer;
- TextLineBonusScore: array[1..6] of integer;
- TextGoldenNotes: array[1..6] of integer;
- TextGoldenNotesScore: array[1..6] of integer;
- TextTotal: array[1..6] of integer;
- TextTotalScore: array[1..6] of integer;
-
- PlayerStatic: array[1..6] of array of integer;
- PlayerTexts : array[1..6] of array of integer;
-
-
- StaticBoxLightest: array[1..6] of integer;
- StaticBoxLight: array[1..6] of integer;
- StaticBoxDark: array[1..6] of integer;
-
- StaticBackLevel: array[1..6] of integer;
- StaticBackLevelRound: array[1..6] of integer;
- StaticLevel: array[1..6] of integer;
- StaticLevelRound: array[1..6] of integer;
-
- Animation: real;
- Fadeout: boolean;
-
- TextScore_ActualValue : array[1..6] of integer;
- TextPhrase_ActualValue : array[1..6] of integer;
- TextGolden_ActualValue : array[1..6] of integer;
-
-
-
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- procedure onShowFinish; override;
- function Draw: boolean; override;
- procedure FillPlayer(Item, P: integer);
-
- function EaseBarIn(PlayerNumber : Integer; BarType: String) : real;
- function EaseScoreIn(PlayerNumber : Integer; ScoreType: String) : real;
-
- procedure FillPlayerItems(PlayerNumber : Integer; ScoreType: String);
- procedure ShowRating(PlayerNumber: integer);
-
- function elastique(PlayerNumber : Integer): real;
- end;
-
-implementation
-
-
-uses UGraphic,
- UScreenSong,
- UMenuStatic,
- UTime,
- UMain,
- UIni,
- {$IFNDEF win32}
- lclintf,
- {$ENDIF}
- ULanguage;
-
-function TScreenScore.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then begin
- case PressedKey of
- SDLK_Q:
- begin
- Result := false;
- end;
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
-
- begin
- if (not Fadeout) then begin
-// Music.StopShuffle;
- FadeTo(@ScreenTop5);
- Fadeout := true;
- end;
- end;
- SDLK_RETURN:
- begin
- if (not Fadeout) then begin
-// Music.StopShuffle;
- FadeTo(@ScreenTop5);
- Fadeout := true;
- end;
- end;
-{ SDLK_SYSREQ:
- begin
- beep;
- end;}
- SDLK_SYSREQ:
- begin
- Display.PrintScreen;
- end;
- end;
- end;
-end;
-
-constructor TScreenScore.Create;
-var
- P : integer;
- I, C : integer;
- ArrayStartModifier : Byte;
-
-begin
- inherited Create;
-
- LoadFromTheme(Theme.Score);
-
- TextArtist := AddText(Theme.Score.TextArtist);
- TextTitle := AddText(Theme.Score.TextTitle);
- TextArtistTitle := AddText(Theme.Score.TextArtistTitle);
-
- for P := 1 to 6 do
- begin
- //textures
- aPlayerScoreScreenTextures[P].Score_NoteBarLevel_Dark := Tex_Score_NoteBarLevel_Dark[P];
- aPlayerScoreScreenTextures[P].Score_NoteBarRound_Dark := Tex_Score_NoteBarRound_Dark[P];
-
- aPlayerScoreScreenTextures[P].Score_NoteBarLevel_Light := Tex_Score_NoteBarLevel_Light[P];
- aPlayerScoreScreenTextures[P].Score_NoteBarRound_Light := Tex_Score_NoteBarRound_Light[P];
-
- aPlayerScoreScreenTextures[P].Score_NoteBarLevel_Lightest := Tex_Score_NoteBarLevel_Lightest[P];
- aPlayerScoreScreenTextures[P].Score_NoteBarRound_Lightest := Tex_Score_NoteBarRound_Lightest[P];
- end;
-
-
-//old stuff
-
- for P := 1 to 6 do
- begin
- SetLength(PlayerStatic[P], Length(Theme.Score.PlayerStatic[P]));
- SetLength(PlayerTexts[P], Length(Theme.Score.PlayerTexts[P]));
-
- for I := 0 to High(Theme.Score.PlayerStatic[P]) do
- PlayerStatic[P, I] := AddStatic(Theme.Score.PlayerStatic[P, I]);
-
- for C := 0 to High(Theme.Score.PlayerTexts[P]) do
- PlayerTexts[P, C] := AddText(Theme.Score.PlayerTexts[P, C]);
-
- TextName[P] := AddText(Theme.Score.TextName[P]);
- TextScore[P] := AddText(Theme.Score.TextScore[P]);
-
- TextNotes[P] := AddText(Theme.Score.TextNotes[P]);
- TextNotesScore[P] := AddText(Theme.Score.TextNotesScore[P]);
- TextLineBonus[P] := AddText(Theme.Score.TextLineBonus[P]);
- TextLineBonusScore[P] := AddText(Theme.Score.TextLineBonusScore[P]);
- TextGoldenNotes[P] := AddText(Theme.Score.TextGoldenNotes[P]);
- TextGoldenNotesScore[P] := AddText(Theme.Score.TextGoldenNotesScore[P]);
- TextTotal[P] := AddText(Theme.Score.TextTotal[P]);
- TextTotalScore[P] := AddText(Theme.Score.TextTotalScore[P]);
-
- StaticBoxLightest[P] := AddStatic(Theme.Score.StaticBoxLightest[P]);
- StaticBoxLight[P] := AddStatic(Theme.Score.StaticBoxLight[P]);
- StaticBoxDark[P] := AddStatic(Theme.Score.StaticBoxDark[P]);
-
- StaticBackLevel[P] := AddStatic(Theme.Score.StaticBackLevel[P]);
- StaticBackLevelRound[P] := AddStatic(Theme.Score.StaticBackLevelRound[P]);
- StaticLevel[P] := AddStatic(Theme.Score.StaticLevel[P]);
- StaticLevelRound[P] := AddStatic(Theme.Score.StaticLevelRound[P]);
- end;
-
-end;
-
-procedure TScreenScore.onShow;
-var
- P: integer; // player
- PP: integer; // another player variable
- S: string;
- I: integer;
- Lev: real;
- Skip: integer;
- V: array[1..6] of boolean; // visibility array
- MaxH: real; // maximum height of score bar
- Wsp: real;
- ArrayStartModifier :integer;
-begin
- inherited;
-
- case PlayersPlay of
- 1: begin
- ArrayStartModifier := 0;
- end;
- 2, 4: begin
- ArrayStartModifier := 1;
- end;
- 3, 6: begin
- ArrayStartModifier := 3;
- end;
- end;
-
- for P := 1 to PlayersPlay do
- begin
- // data
- aPlayerScoreScreenDatas[P].Bar_X := Theme.Score.StaticBackLevel[P + ArrayStartModifier].X;
- aPlayerScoreScreenDatas[P].Bar_Y := Theme.Score.StaticBackLevel[P + ArrayStartModifier].Y;
- aPlayerScoreScreenDatas[P].Bar_Height := Theme.Score.StaticBackLevel[P + ArrayStartModifier].H;
- aPlayerScoreScreenDatas[P].Bar_Width := Theme.Score.StaticBackLevel[P + ArrayStartModifier].W;
-
- aPlayerScoreScreenDatas[P].Bar_Actual_Height := 0;
- aPlayerScoreScreenDatas[P].BarScore_ActualHeight := 0;
- aPlayerScoreScreenDatas[P].BarLine_ActualHeight := 0;
- aPlayerScoreScreenDatas[P].BarGolden_ActualHeight := 0;
-
- // ratings
- aPlayerScoreScreenRatings[P].RatePic_X := Theme.Score.StaticRatings[P + ArrayStartModifier].X;
- aPlayerScoreScreenRatings[P].RatePic_Y := Theme.Score.StaticRatings[P + ArrayStartModifier].Y;
- aPlayerScoreScreenRatings[P].RatePic_Height := Theme.Score.StaticRatings[P + ArrayStartModifier].H;
- aPlayerScoreScreenRatings[P].RatePic_Width := Theme.Score.StaticRatings[P + ArrayStartModifier].W;
- aPlayerScoreScreenRatings[P].RateEaseStep := 1;
- aPlayerScoreScreenRatings[P].RateEaseValue := 20;
- end;
-
-
- // Singstar
- Fadeout := false;
-
- Text[TextArtist].Text := CurrentSong.Artist;
- Text[TextTitle].Text := CurrentSong.Title;
- Text[TextArtistTitle].Text := CurrentSong.Artist + ' - ' + CurrentSong.Title;
-
- // set visibility
- case PlayersPlay of
- 1: begin
- V[1] := true;
- V[2] := false;
- V[3] := false;
- V[4] := false;
- V[5] := false;
- V[6] := false;
- end;
- 2, 4: begin
- V[1] := false;
- V[2] := true;
- V[3] := true;
- V[4] := false;
- V[5] := false;
- V[6] := false;
- end;
- 3, 6: begin
- V[1] := false;
- V[2] := false;
- V[3] := false;
- V[4] := true;
- V[5] := true;
- V[6] := true;
- end;
- end;
-
- for P := 1 to 6 do
- begin
- Text[TextName[P]].Visible := V[P];
- Text[TextScore[P]].Visible := V[P];
-
- // We set alpha to 0 , so we can nicely blend them in when we need them
- Text[TextScore[P]].Alpha := 0;
- Text[TextNotesScore[P]].Alpha := 0;
- Text[TextNotes[P]].Alpha := 0;
- Text[TextLineBonus[P]].Alpha := 0;
- Text[TextLineBonusScore[P]].Alpha := 0;
- Text[TextGoldenNotes[P]].Alpha := 0;
- Text[TextGoldenNotesScore[P]].Alpha := 0;
- Text[TextTotal[P]].Alpha := 0;
- Text[TextTotalScore[P]].Alpha := 0;
- Static[StaticBoxLightest[P]].Texture.Alpha := 0;
- Static[StaticBoxLight[P]].Texture.Alpha := 0;
- Static[StaticBoxDark[P]].Texture.Alpha := 0;
-
-
- Text[TextNotes[P]].Visible := V[P];
- Text[TextNotesScore[P]].Visible := V[P];
- Text[TextLineBonus[P]].Visible := V[P];
- Text[TextLineBonusScore[P]].Visible := V[P];
- Text[TextGoldenNotes[P]].Visible := V[P];
- Text[TextGoldenNotesScore[P]].Visible := V[P];
- Text[TextTotal[P]].Visible := V[P];
- Text[TextTotalScore[P]].Visible := V[P];
-
- for I := 0 to high(PlayerStatic[P]) do
- Static[PlayerStatic[P, I]].Visible := V[P];
-
- for I := 0 to high(PlayerTexts[P]) do
- Text[PlayerTexts[P, I]].Visible := V[P];
-
- Static[StaticBoxLightest[P]].Visible := V[P];
- Static[StaticBoxLight[P]].Visible := V[P];
- Static[StaticBoxDark[P]].Visible := V[P];
-
-// we draw that on our own
- Static[StaticBackLevel[P]].Visible := false;
- Static[StaticBackLevelRound[P]].Visible := false;
- Static[StaticLevel[P]].Visible := false;
- Static[StaticLevelRound[P]].Visible := false;
- end;
-end;
-
-procedure TScreenScore.onShowFinish;
-var
- index : integer;
-begin
-for index := 1 to (PlayersPlay) do
- begin
-
- TextScore_ActualValue[index] := 0;
- TextPhrase_ActualValue[index] := 0;
- TextGolden_ActualValue[index] := 0;
- end;
-
- BarScore_EaseOut_Step := 1;
- BarPhrase_EaseOut_Step := 1;
- BarGolden_EaseOut_Step := 1;
-end;
-
-function TScreenScore.Draw: boolean;
-var
-{ Min: real;
- Max: real;
- Wsp: real;
- Wsp2: real;
- Pet: integer;}
-
- ActualTime, OldTime : Integer;
-
- Item: integer;
- P: integer;
- C, I: integer;
-
- CurTime: Cardinal;
-
- PlayerCounter : integer;
-
-begin
-{
-
- // 0.5.0: try also use 4 players screen with nicks
- if PlayersPlay = 4 then begin
- for Item := 2 to 3 do begin
- if ScreenAct = 1 then P := Item-2;
- if ScreenAct = 2 then P := Item;
-
- FillPlayer(Item, P);
- end;
- end;
-
-
- // Singstar - let it be...... with 6 statics
- if PlayersPlay = 6 then begin
- for Item := 4 to 6 do begin
- if ScreenAct = 1 then P := Item-4;
- if ScreenAct = 2 then P := Item-1;
-
- FillPlayer(Item, P);
-
- if ScreenAct = 1 then begin
- LoadColor(
- Static[StaticBoxLightest[Item]].Texture.ColR,
- Static[StaticBoxLightest[Item]].Texture.ColG,
- Static[StaticBoxLightest[Item]].Texture.ColB,
- 'P1Dark');
- end;
-
- if ScreenAct = 2 then begin
- LoadColor(
- Static[StaticBoxLightest[Item]].Texture.ColR,
- Static[StaticBoxLightest[Item]].Texture.ColG,
- Static[StaticBoxLightest[Item]].Texture.ColB,
- 'P4Dark');
- end;
-
- end;
-
-
- end;
-}
-inherited Draw;
- {*
- player[0].ScoreI := 7000;
- player[0].ScoreLineI := 2000;
- player[0].ScoreGoldenI := 1000;
- player[0].ScoreTotalI := 10000;
-
- player[1].ScoreI := 2500;
- player[1].ScoreLineI := 1100;
- player[1].ScoreGoldenI := 900;
- player[1].ScoreTotalI := 4500;
- *}
-
-// Let's arise the bars
-
- ActualTime := GetTickCount div 33;
- if ((ActualTime <> OldTime) and ShowFinish )then
- begin
- OldTime := ActualTime;
-
- For PlayerCounter := 1 to PlayersPlay do
- begin
-
- // We actually araise them in the right order, but we have to draw them in reverse order (golden -> phrase -> mainscore)
- if (BarScore_EaseOut_Step < EaseOut_MaxSteps * 10)
- then BarScore_EaseOut_Step := BarScore_EaseOut_Step + 1;
-
- // PhrasenBonus
- if (BarScore_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then
- begin
- Case BarPhrase_EaseOut_Step < EaseOut_MaxSteps * 10 of
- true : BarPhrase_EaseOut_Step := BarPhrase_EaseOut_Step + 1;
- end;
-
- // GoldenNotebonus
- if (BarPhrase_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then
- begin
- Case BarGolden_EaseOut_Step < EaseOut_MaxSteps * 10 of
- true : BarGolden_EaseOut_Step := BarGolden_EaseOut_Step + 1;
- end;
-
- //########################
- // Draw golden score bar #
- //########################
-
- EaseBarIn(PlayerCounter, 'Golden'); // ease bar for golden notes in
- EaseScoreIn(PlayerCounter,'Golden');
-
- end;
- //########################
- // Draw phrase score bar #
- //########################
-
- EaseBarIn(PlayerCounter, 'Line'); // ease bar for line bonus / phrasenbonus notes in
- EaseScoreIn(PlayerCounter,'Line');
-
-
- end;
- //#######################
- // Draw plain score bar #
- //#######################
-
-
- EaseBarIn(PlayerCounter, 'Note'); // ease bar for all other notes in
- EaseScoreIn(PlayerCounter,'Note');
-
-
- FillPlayerItems(PlayerCounter,'Funky');
-
- end;
- end;
-//todo: i need a clever method to draw statics with their z value
- for I := 0 to Length(Static) - 1 do
- Static[I].Draw;
- for I := 0 to Length(Text) - 1 do
- Text[I].Draw;
-end;
-
-procedure TscreenScore.FillPlayerItems(PlayerNumber : Integer; ScoreType: String);
-var
- ArrayStartModifier : integer;
-begin
-// okay i hate that as much as you might do too, but there's no way around that yet (imho)
-// all statics / texts are loaded at start - so that we have them all even if we change the amount of players
-// array overview:
-
-// 1 Player -> Player[0].Score (The score for one player starts at 0)
-// -> Statics[1] (The statics for the one player screen start at 0)
-// 2 Player -> Player[0..1].Score
-// -> Statics[2..3]
-// 3 Player -> Player[0..5].Score
-// -> Statics[4..6]
-
- case PlayersPlay of
- 1: begin
- ArrayStartModifier := 0;
- end;
- 2, 4: begin
- ArrayStartModifier := 1;
- end;
- 3, 6: begin
- ArrayStartModifier := 3;
- end;
- end;
-
-// todo: take the name from player[PlayerNumber].Name instead of the ini when this is done (mog)
- Text[TextName[PlayerNumber + ArrayStartModifier]].Text := Ini.Name[PlayerNumber - 1];
-// end todo
-
-
-//golden
- Text[TextGoldenNotesScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextGolden_ActualValue[PlayerNumber]);
- Text[TextGoldenNotesScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarGolden_EaseOut_Step / 100);
-
- Static[StaticBoxLightest[PlayerNumber + ArrayStartModifier]].Texture.Alpha := (BarGolden_EaseOut_Step / 100);
- Text[TextGoldenNotes[PlayerNumber + ArrayStartModifier]].Alpha := (BarGolden_EaseOut_Step / 100);
-
- // line bonus
- Text[TextLineBonusScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextPhrase_ActualValue[PlayerNumber]);
- Text[TextLineBonusScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarPhrase_EaseOut_Step / 100);
-
- Static[StaticBoxLight[PlayerNumber + ArrayStartModifier]].Texture.Alpha := (BarPhrase_EaseOut_Step / 100);
- Text[TextLineBonus[PlayerNumber + ArrayStartModifier]].Alpha := (BarPhrase_EaseOut_Step / 100);
-
-// plain score
- Text[TextNotesScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextScore_ActualValue[PlayerNumber]);
- Text[TextNotes[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
-
- Static[StaticBoxDark[PlayerNumber + ArrayStartModifier]].Texture.Alpha := (BarScore_EaseOut_Step / 100);
- Text[TextNotesScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
-
-// total score
- Text[TextTotalScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextScore_ActualValue[PlayerNumber] + TextPhrase_ActualValue[PlayerNumber] + TextGolden_ActualValue[PlayerNumber]);
- Text[TextTotalScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
-
- Text[TextTotal[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
-
- Text[TextTotal[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
-
- if(BarGolden_EaseOut_Step > 100) then
- begin
- ShowRating(PlayerNumber);
- end;
- end;
-
-
-procedure TScreenScore.ShowRating(PlayerNumber: integer);
-var
- ArrayStartModifier : integer;
- Rating : integer;
- fu : integer;
-
- Posx : real;
- Posy : real;
- width : array[1..3] of real;
-begin
- case PlayersPlay of
- 1: begin
- ArrayStartModifier := 0;
- end;
- 2, 4: begin
- ArrayStartModifier := 1;
- end;
- 3, 6: begin
- ArrayStartModifier := 3;
- end;
- end;
-
- fu := PlayerNumber + ArrayStartModifier;
-
-//todo: this could break if the width is not given, for instance when there's a skin with no picture for ratings
- if ( aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width > 0 ) AND // JB :)
- ( aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue > 0 ) then
- begin
- Text[TextScore[PlayerNumber + ArrayStartModifier]].Alpha := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue / aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width;
- end;
-
-// end todo
- {{$IFDEF TRANSLATE}
- case (Player[PlayerNumber-1].ScoreTotalI) of
- 0..2000:
- begin
- Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_TONE_DEAF');
- Rating := 0;
- end;
- 2010..4000:
- begin
- Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_AMATEUR');
- Rating := 1;
- end;
- 4010..6000:
- begin
- Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_RISING_STAR');
- Rating := 2;
- end;
- 6010..8000:
- begin
- Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_LEAD_SINGER');
- Rating := 3;
- end;
- 8010..9000:
- begin
- Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_HIT_ARTIST');
- Rating := 4;
- end;
- 9010..9800:
- begin
- Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_SUPERSTAR');
- Rating := 5;
- end;
- 9810..10000:
- begin
- Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_ULTRASTAR');
- Rating := 6;
- end;
- end;
- {{$ELSE}{
- case (Player[P].ScoreTotalI-1) of
- 0..2000: Text[TextScore[fu]].Text := 'Tone Deaf';
- 2010..4000: Text[TextScore[fu]].Text := 'Amateur';
- 4010..6000: Text[TextScore[fu]].Text := 'Rising Star';
- 6010..8000: Text[TextScore[fu]].Text := 'Lead Singer';
- 8010..9000: Text[TextScore[fu]].Text := 'Hit Artist';
- 9010..9800: Text[TextScore[fu]].Text := 'Superstar';
- 9810..10000: Text[TextScore[fu]].Text := 'Ultrastar';
- end;
- {$ENDIF}
-
-// Bounce the rating picture in
- PosX := aPlayerScoreScreenRatings[PlayerNumber].RatePic_X + (aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width / 2);
- PosY := aPlayerScoreScreenRatings[PlayerNumber].RatePic_Y + (aPlayerScoreScreenRatings[PlayerNumber].RatePic_Height / 2); ;
-
- elastique(PlayerNumber);
-
- width[PlayerNumber] := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue/2;
-
- glBindTexture(GL_TEXTURE_2D, Tex_Score_Ratings[Rating].TexNum);
-
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(PosX - width[PlayerNumber], PosY - width[PlayerNumber]);
- glTexCoord2f(Tex_Score_Ratings[Rating].TexW, 0); glVertex2f(PosX + width[PlayerNumber], PosY - width[PlayerNumber]);
- glTexCoord2f(Tex_Score_Ratings[Rating].TexW, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX + width[PlayerNumber], PosY + width[PlayerNumber]);
- glTexCoord2f(0, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX - width[PlayerNumber], PosY + width[PlayerNumber]);
- glEnd;
-
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2d);
-end;
-
-
-function TscreenScore.elastique(PlayerNumber : Integer): real;
-var
- ReturnValue : real;
- p, s : real;
-
- RaiseStep, Actual_Value, MaxVal : real;
- EaseOut_Step : integer;
-begin
-
- EaseOut_Step := aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep;
- Actual_Value := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue;
- MaxVal := aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width;
-
- RaiseStep := EaseOut_Step;
-
- if (RaiseStep = 0)
- then ReturnValue := MaxVal;
-
- if ( MaxVal > 0 ) AND // JB :)
- ( RaiseStep > 0 ) then
- begin
- RaiseStep := RaiseStep / MaxVal;
- end;
-
- if (RaiseStep = 1)
- then
- begin
- ReturnValue := MaxVal;
- end
- else
- begin
- p := MaxVal * 0.4;
-
- s := p/(2*PI) * arcsin (1);
- ReturnValue := MaxVal * power(2,-5 * RaiseStep) * sin( (RaiseStep * MaxVal - s) * (2 * PI) / p) + MaxVal;
-
- inc(aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep);
- aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue := ReturnValue;
- end;
- Result := ReturnValue;
-end;
-
-
-function TscreenScore.EaseBarIn(PlayerNumber : Integer; BarType: String) : real;
-const
- RaiseSmoothness : integer = 100;
-var
- MaxHeight : real;
- NewHeight : real;
- Width : real;
-
- Height2Reach : real;
-
- RaiseStep : real;
-
- BarStartPosX : Single;
- BarStartPosY : Single;
-
- lTmp : real;
- Score : integer;
-
- //textures
- TextureBar : integer;
- TextureRound : integer;
-begin
-
- MaxHeight := aPlayerScoreScreenDatas[PlayerNumber].Bar_Height;
- Width := aPlayerScoreScreenDatas[PlayerNumber].Bar_Width;
-
- BarStartPosX := aPlayerScoreScreenDatas[PlayerNumber].Bar_X;
-
- // The texture starts in the upper left corner, so let's subtract the height - so we can arise it
-
- // let's get the points according to the bar we draw
- // score array starts at 0, which means the score for player 1 is in score[0]
- // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps
- if (BarType = 'Note')
- then
- begin
- Score := Player[PlayerNumber - 1].ScoreI;
- RaiseStep := BarScore_EaseOut_Step;
- BarStartPosY := aPlayerScoreScreenDatas[PlayerNumber].Bar_Y + MaxHeight;
- end;
- if (BarType = 'Line')
- then
- begin
- Score := Player[PlayerNumber - 1].ScoreLineI;
- RaiseStep := BarPhrase_EaseOut_Step;
- BarStartPosY := aPlayerScoreScreenDatas[PlayerNumber].Bar_Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight + MaxHeight;
- end;
- if (BarType = 'Golden')
- then
- begin
- Score := Player[PlayerNumber - 1].ScoreGoldenI;
- RaiseStep := BarGolden_EaseOut_Step;
- BarStartPosY := aPlayerScoreScreenDatas[PlayerNumber].Bar_Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight - aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight + MaxHeight;
- end;
-
- // the height dependend of the score
- Height2Reach := (Score / 10000) * MaxHeight;
-
- if (aPlayerScoreScreenDatas[PlayerNumber].Bar_Actual_Height < Height2Reach) then
- begin
- // Check http://proto.layer51.com/d.aspx?f=400 for more info on easing functions
- // Calculate the actual step according to the maxsteps
- RaiseStep := RaiseStep / EaseOut_MaxSteps;
-
- // quadratic easing out - decelerating to zero velocity
- // -end_position * current_time * ( current_time - 2 ) + start_postion
- lTmp := (-Height2Reach * RaiseStep * (RaiseStep - 20) + BarStartPosY);
-
- if ( RaiseSmoothness > 0 ) AND ( lTmp > 0 )
- then
- begin
- NewHeight := lTmp / RaiseSmoothness;
- end;
- end
- else
- begin
- NewHeight := Height2Reach;
- end;
-
- glColor4f(1, 1, 1, 1);
-
-// set the texture for the bar
- if (BarType = 'Note')
- then
- begin
- glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Dark.TexNum);
- end;
- if (BarType = 'Line')
- then
- begin
- glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Light.TexNum);
- end;
- if (BarType = 'Golden')
- then
- begin
- glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Lightest.TexNum);
- end;
-
- //draw it
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex3f(BarStartPosX, BarStartPosY - NewHeight, ZBars);
- glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, BarStartPosY - NewHeight, ZBars);
- glTexCoord2f(1, 1); glVertex3f(BarStartPosX + Width, BarStartPosY, ZBars);
- glTexCoord2f(0, 1); glVertex3f(BarStartPosX, BarStartPosY, ZBars);
- glEnd;
-
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2d);
-
- //the round thing on top
- if (BarType = 'Note') then
- glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Dark.TexNum);
- if (BarType = 'Line') then
- glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Light.TexNum);
- if (BarType = 'Golden') then
- glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Lightest.TexNum);
-
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex3f(BarStartPosX, (BarStartPosY - Static[StaticLevelRound[PlayerNumber]].Texture.h) - NewHeight, ZBars);
- glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, (BarStartPosY - Static[StaticLevelRound[PlayerNumber]].Texture.h) - NewHeight, ZBars);
- glTexCoord2f(1, 1); glVertex3f(BarStartPosX + Width, BarStartPosY - NewHeight, ZBars);
- glTexCoord2f(0, 1); glVertex3f(BarStartPosX, BarStartPosY - NewHeight, ZBars);
- glEnd;
-
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2d);
-
- if (BarType = 'Note')
- then
- aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight := NewHeight;
- if (BarType = 'Line')
- then
- aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight := NewHeight;
- if (BarType = 'Golden')
- then
- aPlayerScoreScreenDatas[PlayerNumber].BarGolden_ActualHeight := NewHeight;
-end;
-
-
-function TScreenScore.EaseScoreIn(PlayerNumber: integer; ScoreType : String) : real;
-const
- RaiseSmoothness : integer = 100;
-var
- RaiseStep : Real;
- lTmpA : Real;
- ScoreReached :Integer;
- EaseOut_Step :Real;
- ActualScoreValue:integer;
-begin
-
-
- if (ScoreType = 'Note') then
- begin
- EaseOut_Step := BarScore_EaseOut_Step;
- ActualScoreValue := TextScore_ActualValue[PlayerNumber];
- ScoreReached := Player[PlayerNumber-1].ScoreI;
- end;
- if (ScoreType = 'Line') then
- begin
- EaseOut_Step := BarPhrase_EaseOut_Step;
- ActualScoreValue := TextPhrase_ActualValue[PlayerNumber];
- ScoreReached := Player[PlayerNumber-1].ScoreLineI;
- end;
- if (ScoreType = 'Golden') then
- begin
- EaseOut_Step := BarGolden_EaseOut_Step;
- ActualScoreValue := TextGolden_ActualValue[PlayerNumber];
- ScoreReached := Player[PlayerNumber-1].ScoreGoldenI;
- end;
-
- // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps
- RaiseStep := EaseOut_Step;
-
- if (ActualScoreValue < ScoreReached) then
- begin
- // Calculate the actual step according to the maxsteps
- RaiseStep := RaiseStep / EaseOut_MaxSteps;
-
- // quadratic easing out - decelerating to zero velocity
- // -end_position * current_time * ( current_time - 2 ) + start_postion
- lTmpA := (-ScoreReached * RaiseStep * (RaiseStep - 20));
- if ( lTmpA > 0 ) AND
- ( RaiseSmoothness > 0 ) THEN
- begin
-
- if (ScoreType = 'Note') then
- begin
- TextScore_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness);
- end;
- if (ScoreType = 'Line') then
- begin
- TextPhrase_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness);
- end;
- if (ScoreType = 'Golden') then
- begin
- TextGolden_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness);
- end;
-
- end;
- end
- else
- begin
-
- if (ScoreType = 'Note') then
- begin
- TextScore_ActualValue[PlayerNumber] := ScoreReached;
- end;
- if (ScoreType = 'Line') then
- begin
- TextPhrase_ActualValue[PlayerNumber] := ScoreReached;
- end;
- if (ScoreType = 'Golden') then
- begin
- TextGolden_ActualValue[PlayerNumber] := ScoreReached;
- end;
-
- end;
-
-end;
-
-procedure TScreenScore.FillPlayer(Item, P: integer);
-var
- S: string;
-begin
- Text[TextName[Item]].Text := Ini.Name[P];
-
- S := IntToStr((Round(Player[P].Score) div 10) * 10);
- while (Length(S)<4) do S := '0' + S;
- Text[TextNotesScore[Item]].Text := S;
-
-// while (Length(S)<5) do S := '0' + S;
-// Text[TextTotalScore[Item]].Text := S;
-
-//fixed: line bonus and golden notes don't show up,
-// another bug: total score was shown without added golden-, linebonus
- S := IntToStr(Player[P].ScoreTotalI);
- while (Length(S)<5) do S := '0' + S;
- Text[TextTotalScore[Item]].Text := S;
-
- S := IntToStr(Player[P].ScoreLineI);
- while (Length(S)<4) do S := '0' + S;
- Text[TextLineBonusScore[Item]].Text := S;
-
- S := IntToStr(Player[P].ScoreGoldenI);
- while (Length(S)<4) do S := '0' + S;
- Text[TextGoldenNotesScore[Item]].Text := S;
-//end of fix
-
- LoadColor(
- Text[TextName[Item]].ColR,
- Text[TextName[Item]].ColG,
- Text[TextName[Item]].ColB,
- 'P' + IntToStr(P+1) + 'Dark');
- {
- LoadColor(
- Static[StaticBoxLightest[Item]].Texture.ColR,
- Static[StaticBoxLightest[Item]].Texture.ColG,
- Static[StaticBoxLightest[Item]].Texture.ColB,
- 'P' + IntToStr(P+1) + 'Lightest');
-
- LoadColor(
- Static[StaticBoxLight[Item]].Texture.ColR,
- Static[StaticBoxLight[Item]].Texture.ColG,
- Static[StaticBoxLight[Item]].Texture.ColB,
- 'P' + IntToStr(P+1) + 'Light');
-
- LoadColor(
- Static[StaticBoxDark[Item]].Texture.ColR,
- Static[StaticBoxDark[Item]].Texture.ColG,
- Static[StaticBoxDark[Item]].Texture.ColB,
- 'P' + IntToStr(P+1) + 'Dark');
- }
-end;
-
-end.
+unit UScreenScore;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ UMenu,
+ SDL,
+ SysUtils,
+ UDisplay,
+ UMusic,
+ USongs,
+ UThemes,
+ OpenGL12,
+ math,
+ ULCD,
+ UTexture;
+// OpenGL;
+
+const
+ ZBars : real = 0.8; // Z value for the bars
+ ZRatingPic : real = 0.8; // Z value for the rating pictures
+
+ EaseOut_MaxSteps : real = 40; // that's the speed of the bars (10 is fast | 100 is slower)
+
+type
+ TPlayerScoreScreenTexture = record // holds all colorized textures for up to 6 players
+ //Bar textures
+ Score_NoteBarLevel_Dark : TTexture; // Note
+ Score_NoteBarRound_Dark : TTexture; // that's the round thing on top
+
+ Score_NoteBarLevel_Light : TTexture; // LineBonus | Phrasebonus
+ Score_NoteBarRound_Light : TTexture;
+
+ Score_NoteBarLevel_Lightest : TTexture; // GoldenNotes
+ Score_NoteBarRound_Lightest : TTexture;
+ end;
+
+ TPlayerScoreScreenData = record // holds the positions and other data
+ Bar_X :Real;
+ Bar_Y :Real;
+ Bar_Height :Real; // this is the max height of the bar, who knows if there ever will be a theme with different heights :D
+ Bar_Width :Real; // another rather senseless setting, but you never know what our cool users do with the them :)
+
+ Bar_Actual_Height : Real; // this one holds the actual height of the bar, while we animate it
+ BarScore_ActualHeight : Real;
+ BarLine_ActualHeight : Real;
+ BarGolden_ActualHeight : Real;
+ end;
+
+ TPlayerScoreRatingPics = record // a fine array of the rating pictures
+ RatePic_X :Real;
+ RatePic_Y :Real;
+ RatePic_Height :Real;
+ RatePic_Width :Real;
+
+ RateEaseStep : Integer;
+ RateEaseValue: Real;
+ end;
+
+ TScreenScore = class(TMenu)
+ public
+ aPlayerScoreScreenTextures : array[1..6] of TPlayerScoreScreenTexture;
+ aPlayerScoreScreenDatas : array[1..6] of TPlayerScoreScreenData;
+ aPlayerScoreScreenRatings : array[1..6] of TPlayerScoreRatingPics;
+
+ BarScore_EaseOut_Step : real;
+ BarPhrase_EaseOut_Step : real;
+ BarGolden_EaseOut_Step : real;
+
+ TextArtist: integer;
+ TextTitle: integer;
+
+ TextArtistTitle : integer;
+
+ TextName: array[1..6] of integer;
+ TextScore: array[1..6] of integer;
+
+ TextNotes: array[1..6] of integer;
+ TextNotesScore: array[1..6] of integer;
+ TextLineBonus: array[1..6] of integer;
+ TextLineBonusScore: array[1..6] of integer;
+ TextGoldenNotes: array[1..6] of integer;
+ TextGoldenNotesScore: array[1..6] of integer;
+ TextTotal: array[1..6] of integer;
+ TextTotalScore: array[1..6] of integer;
+
+ PlayerStatic: array[1..6] of array of integer;
+ PlayerTexts : array[1..6] of array of integer;
+
+
+ StaticBoxLightest: array[1..6] of integer;
+ StaticBoxLight: array[1..6] of integer;
+ StaticBoxDark: array[1..6] of integer;
+
+ StaticBackLevel: array[1..6] of integer;
+ StaticBackLevelRound: array[1..6] of integer;
+ StaticLevel: array[1..6] of integer;
+ StaticLevelRound: array[1..6] of integer;
+
+ Animation: real;
+ Fadeout: boolean;
+
+ TextScore_ActualValue : array[1..6] of integer;
+ TextPhrase_ActualValue : array[1..6] of integer;
+ TextGolden_ActualValue : array[1..6] of integer;
+
+
+
+ constructor Create; override;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+ procedure onShow; override;
+ procedure onShowFinish; override;
+ function Draw: boolean; override;
+ procedure FillPlayer(Item, P: integer);
+
+ function EaseBarIn(PlayerNumber : Integer; BarType: String) : real;
+ function EaseScoreIn(PlayerNumber : Integer; ScoreType: String) : real;
+
+ procedure FillPlayerItems(PlayerNumber : Integer; ScoreType: String);
+ procedure ShowRating(PlayerNumber: integer);
+
+ function elastique(PlayerNumber : Integer): real;
+ end;
+
+implementation
+
+
+uses UGraphic,
+ UScreenSong,
+ UMenuStatic,
+ UTime,
+ UMain,
+ UIni,
+ {$IFDEF win32}
+ Windows,
+ {$ELSE}
+ lclintf,
+ {$ENDIF}
+ ULanguage;
+
+function TScreenScore.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
+begin
+ Result := true;
+ If (PressedDown) Then begin
+ case PressedKey of
+ SDLK_Q:
+ begin
+ Result := false;
+ end;
+
+ SDLK_ESCAPE,
+ SDLK_BACKSPACE :
+
+ begin
+ if (not Fadeout) then begin
+// Music.StopShuffle;
+ FadeTo(@ScreenTop5);
+ Fadeout := true;
+ end;
+ end;
+ SDLK_RETURN:
+ begin
+ if (not Fadeout) then begin
+// Music.StopShuffle;
+ FadeTo(@ScreenTop5);
+ Fadeout := true;
+ end;
+ end;
+{ SDLK_SYSREQ:
+ begin
+ beep;
+ end;}
+ SDLK_SYSREQ:
+ begin
+ Display.PrintScreen;
+ end;
+ end;
+ end;
+end;
+
+constructor TScreenScore.Create;
+var
+ P : integer;
+ I, C : integer;
+ ArrayStartModifier : Byte;
+
+begin
+ inherited Create;
+
+ LoadFromTheme(Theme.Score);
+
+ TextArtist := AddText(Theme.Score.TextArtist);
+ TextTitle := AddText(Theme.Score.TextTitle);
+ TextArtistTitle := AddText(Theme.Score.TextArtistTitle);
+
+ for P := 1 to 6 do
+ begin
+ //textures
+ aPlayerScoreScreenTextures[P].Score_NoteBarLevel_Dark := Tex_Score_NoteBarLevel_Dark[P];
+ aPlayerScoreScreenTextures[P].Score_NoteBarRound_Dark := Tex_Score_NoteBarRound_Dark[P];
+
+ aPlayerScoreScreenTextures[P].Score_NoteBarLevel_Light := Tex_Score_NoteBarLevel_Light[P];
+ aPlayerScoreScreenTextures[P].Score_NoteBarRound_Light := Tex_Score_NoteBarRound_Light[P];
+
+ aPlayerScoreScreenTextures[P].Score_NoteBarLevel_Lightest := Tex_Score_NoteBarLevel_Lightest[P];
+ aPlayerScoreScreenTextures[P].Score_NoteBarRound_Lightest := Tex_Score_NoteBarRound_Lightest[P];
+ end;
+
+
+ //old stuff
+
+ for P := 1 to 6 do
+ begin
+ SetLength(PlayerStatic[P], Length(Theme.Score.PlayerStatic[P]));
+ SetLength(PlayerTexts[P], Length(Theme.Score.PlayerTexts[P]));
+
+ for I := 0 to High(Theme.Score.PlayerStatic[P]) do
+ PlayerStatic[P, I] := AddStatic(Theme.Score.PlayerStatic[P, I]);
+
+ for C := 0 to High(Theme.Score.PlayerTexts[P]) do
+ PlayerTexts[P, C] := AddText(Theme.Score.PlayerTexts[P, C]);
+
+ TextName[P] := AddText(Theme.Score.TextName[P]);
+ TextScore[P] := AddText(Theme.Score.TextScore[P]);
+
+ TextNotes[P] := AddText(Theme.Score.TextNotes[P]);
+ TextNotesScore[P] := AddText(Theme.Score.TextNotesScore[P]);
+ TextLineBonus[P] := AddText(Theme.Score.TextLineBonus[P]);
+ TextLineBonusScore[P] := AddText(Theme.Score.TextLineBonusScore[P]);
+ TextGoldenNotes[P] := AddText(Theme.Score.TextGoldenNotes[P]);
+ TextGoldenNotesScore[P] := AddText(Theme.Score.TextGoldenNotesScore[P]);
+ TextTotal[P] := AddText(Theme.Score.TextTotal[P]);
+ TextTotalScore[P] := AddText(Theme.Score.TextTotalScore[P]);
+
+ StaticBoxLightest[P] := AddStatic(Theme.Score.StaticBoxLightest[P]);
+ StaticBoxLight[P] := AddStatic(Theme.Score.StaticBoxLight[P]);
+ StaticBoxDark[P] := AddStatic(Theme.Score.StaticBoxDark[P]);
+
+ StaticBackLevel[P] := AddStatic(Theme.Score.StaticBackLevel[P]);
+ StaticBackLevelRound[P] := AddStatic(Theme.Score.StaticBackLevelRound[P]);
+ StaticLevel[P] := AddStatic(Theme.Score.StaticLevel[P]);
+ StaticLevelRound[P] := AddStatic(Theme.Score.StaticLevelRound[P]);
+ end;
+
+end;
+
+procedure TScreenScore.onShow;
+var
+ P: integer; // player
+ PP: integer; // another player variable
+ S: string;
+ I: integer;
+ Lev: real;
+ Skip: integer;
+ V: array[1..6] of boolean; // visibility array
+ MaxH: real; // maximum height of score bar
+ Wsp: real;
+ ArrayStartModifier :integer;
+begin
+ inherited;
+
+ case PlayersPlay of
+ 1: ArrayStartModifier := 0;
+ 2, 4: ArrayStartModifier := 1;
+ 3, 6: ArrayStartModifier := 3;
+ end;
+
+ for P := 1 to PlayersPlay do
+ begin
+ // data
+ aPlayerScoreScreenDatas[P].Bar_X := Theme.Score.StaticBackLevel[P + ArrayStartModifier].X;
+ aPlayerScoreScreenDatas[P].Bar_Y := Theme.Score.StaticBackLevel[P + ArrayStartModifier].Y;
+ aPlayerScoreScreenDatas[P].Bar_Height := Theme.Score.StaticBackLevel[P + ArrayStartModifier].H;
+ aPlayerScoreScreenDatas[P].Bar_Width := Theme.Score.StaticBackLevel[P + ArrayStartModifier].W;
+
+ aPlayerScoreScreenDatas[P].Bar_Actual_Height := 0;
+ aPlayerScoreScreenDatas[P].BarScore_ActualHeight := 0;
+ aPlayerScoreScreenDatas[P].BarLine_ActualHeight := 0;
+ aPlayerScoreScreenDatas[P].BarGolden_ActualHeight := 0;
+
+ // ratings
+ aPlayerScoreScreenRatings[P].RatePic_X := Theme.Score.StaticRatings[P + ArrayStartModifier].X;
+ aPlayerScoreScreenRatings[P].RatePic_Y := Theme.Score.StaticRatings[P + ArrayStartModifier].Y;
+ aPlayerScoreScreenRatings[P].RatePic_Height := Theme.Score.StaticRatings[P + ArrayStartModifier].H;
+ aPlayerScoreScreenRatings[P].RatePic_Width := Theme.Score.StaticRatings[P + ArrayStartModifier].W;
+ aPlayerScoreScreenRatings[P].RateEaseStep := 1;
+ aPlayerScoreScreenRatings[P].RateEaseValue := 20;
+ end;
+
+
+ // Singstar
+ Fadeout := false;
+
+ Text[TextArtist].Text := CurrentSong.Artist;
+ Text[TextTitle].Text := CurrentSong.Title;
+ Text[TextArtistTitle].Text := CurrentSong.Artist + ' - ' + CurrentSong.Title;
+
+ // set visibility
+ case PlayersPlay of
+ 1: begin
+ V[1] := true;
+ V[2] := false;
+ V[3] := false;
+ V[4] := false;
+ V[5] := false;
+ V[6] := false;
+ end;
+ 2, 4: begin
+ V[1] := false;
+ V[2] := true;
+ V[3] := true;
+ V[4] := false;
+ V[5] := false;
+ V[6] := false;
+ end;
+ 3, 6: begin
+ V[1] := false;
+ V[2] := false;
+ V[3] := false;
+ V[4] := true;
+ V[5] := true;
+ V[6] := true;
+ end;
+ end;
+
+ for P := 1 to 6 do
+ begin
+ Text[TextName[P]].Visible := V[P];
+ Text[TextScore[P]].Visible := V[P];
+
+ // We set alpha to 0 , so we can nicely blend them in when we need them
+ Text[TextScore[P]].Alpha := 0;
+ Text[TextNotesScore[P]].Alpha := 0;
+ Text[TextNotes[P]].Alpha := 0;
+ Text[TextLineBonus[P]].Alpha := 0;
+ Text[TextLineBonusScore[P]].Alpha := 0;
+ Text[TextGoldenNotes[P]].Alpha := 0;
+ Text[TextGoldenNotesScore[P]].Alpha := 0;
+ Text[TextTotal[P]].Alpha := 0;
+ Text[TextTotalScore[P]].Alpha := 0;
+ Static[StaticBoxLightest[P]].Texture.Alpha := 0;
+ Static[StaticBoxLight[P]].Texture.Alpha := 0;
+ Static[StaticBoxDark[P]].Texture.Alpha := 0;
+
+
+ Text[TextNotes[P]].Visible := V[P];
+ Text[TextNotesScore[P]].Visible := V[P];
+ Text[TextLineBonus[P]].Visible := V[P];
+ Text[TextLineBonusScore[P]].Visible := V[P];
+ Text[TextGoldenNotes[P]].Visible := V[P];
+ Text[TextGoldenNotesScore[P]].Visible := V[P];
+ Text[TextTotal[P]].Visible := V[P];
+ Text[TextTotalScore[P]].Visible := V[P];
+
+ for I := 0 to high(PlayerStatic[P]) do
+ Static[PlayerStatic[P, I]].Visible := V[P];
+
+ for I := 0 to high(PlayerTexts[P]) do
+ Text[PlayerTexts[P, I]].Visible := V[P];
+
+ Static[StaticBoxLightest[P]].Visible := V[P];
+ Static[StaticBoxLight[P]].Visible := V[P];
+ Static[StaticBoxDark[P]].Visible := V[P];
+
+ // we draw that on our own
+ Static[StaticBackLevel[P]].Visible := false;
+ Static[StaticBackLevelRound[P]].Visible := false;
+ Static[StaticLevel[P]].Visible := false;
+ Static[StaticLevelRound[P]].Visible := false;
+ end;
+end;
+
+procedure TScreenScore.onShowFinish;
+var
+ index : integer;
+begin
+ for index := 1 to (PlayersPlay) do
+ begin
+ TextScore_ActualValue[index] := 0;
+ TextPhrase_ActualValue[index] := 0;
+ TextGolden_ActualValue[index] := 0;
+ end;
+
+ BarScore_EaseOut_Step := 1;
+ BarPhrase_EaseOut_Step := 1;
+ BarGolden_EaseOut_Step := 1;
+end;
+
+function TScreenScore.Draw: boolean;
+var
+{ Min: real;
+ Max: real;
+ Wsp: real;
+ Wsp2: real;
+ Pet: integer;}
+
+ CurrentTime, OldTime : Integer;
+
+ Item: integer;
+ P: integer;
+ C, I: integer;
+
+ PlayerCounter : integer;
+begin
+{
+
+ // 0.5.0: try also use 4 players screen with nicks
+ if PlayersPlay = 4 then begin
+ for Item := 2 to 3 do begin
+ if ScreenAct = 1 then P := Item-2;
+ if ScreenAct = 2 then P := Item;
+
+ FillPlayer(Item, P);
+ end;
+ end;
+
+
+ // Singstar - let it be...... with 6 statics
+ if PlayersPlay = 6 then begin
+ for Item := 4 to 6 do begin
+ if ScreenAct = 1 then P := Item-4;
+ if ScreenAct = 2 then P := Item-1;
+
+ FillPlayer(Item, P);
+
+ if ScreenAct = 1 then begin
+ LoadColor(
+ Static[StaticBoxLightest[Item]].Texture.ColR,
+ Static[StaticBoxLightest[Item]].Texture.ColG,
+ Static[StaticBoxLightest[Item]].Texture.ColB,
+ 'P1Dark');
+ end;
+
+ if ScreenAct = 2 then begin
+ LoadColor(
+ Static[StaticBoxLightest[Item]].Texture.ColR,
+ Static[StaticBoxLightest[Item]].Texture.ColG,
+ Static[StaticBoxLightest[Item]].Texture.ColB,
+ 'P4Dark');
+ end;
+
+ end;
+
+
+ end;
+}
+inherited Draw;
+ {*
+ player[0].ScoreI := 7000;
+ player[0].ScoreLineI := 2000;
+ player[0].ScoreGoldenI := 1000;
+ player[0].ScoreTotalI := 10000;
+
+ player[1].ScoreI := 2500;
+ player[1].ScoreLineI := 1100;
+ player[1].ScoreGoldenI := 900;
+ player[1].ScoreTotalI := 4500;
+ *}
+
+ // Let's arise the bars
+
+ CurrentTime := GetTickCount div 33; // TODO: use cross-plattform SDL_GetTicks() instead
+ if ((CurrentTime <> OldTime) and ShowFinish ) then
+ begin
+ OldTime := CurrentTime;
+
+ for PlayerCounter := 1 to PlayersPlay do
+ begin
+ // We actually arise them in the right order, but we have to draw them in reverse order (golden -> phrase -> mainscore)
+ if (BarScore_EaseOut_Step < EaseOut_MaxSteps * 10) then
+ BarScore_EaseOut_Step:= BarScore_EaseOut_Step + 1;
+
+ // PhrasenBonus
+ if (BarScore_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then
+ begin
+ if (BarPhrase_EaseOut_Step < EaseOut_MaxSteps * 10) then
+ begin
+ BarPhrase_EaseOut_Step := BarPhrase_EaseOut_Step + 1;
+ end;
+
+ // GoldenNotebonus
+ if (BarPhrase_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then
+ begin
+ if (BarGolden_EaseOut_Step < EaseOut_MaxSteps * 10) then
+ begin
+ BarGolden_EaseOut_Step := BarGolden_EaseOut_Step + 1;
+ end;
+
+ //########################
+ // Draw golden score bar #
+ //########################
+
+ EaseBarIn(PlayerCounter, 'Golden'); // ease bar for golden notes in
+ EaseScoreIn(PlayerCounter,'Golden');
+ end;
+
+ //########################
+ // Draw phrase score bar #
+ //########################
+
+ EaseBarIn(PlayerCounter, 'Line'); // ease bar for line bonus / phrasenbonus notes in
+ EaseScoreIn(PlayerCounter,'Line');
+ end;
+
+ //#######################
+ // Draw plain score bar #
+ //#######################
+
+ EaseBarIn(PlayerCounter, 'Note'); // ease bar for all other notes in
+ EaseScoreIn(PlayerCounter,'Note');
+
+ FillPlayerItems(PlayerCounter,'Funky');
+ end;
+ end;
+
+ //todo: i need a clever method to draw statics with their z value
+ for I := 0 to Length(Static) - 1 do
+ Static[I].Draw;
+ for I := 0 to Length(Text) - 1 do
+ Text[I].Draw;
+end;
+
+procedure TscreenScore.FillPlayerItems(PlayerNumber : Integer; ScoreType: String);
+var
+ ArrayStartModifier : integer;
+begin
+ // okay i hate that as much as you might do too, but there's no way around that yet (imho)
+ // all statics / texts are loaded at start - so that we have them all even if we change the amount of players
+ // array overview:
+
+ // 1 Player -> Player[0].Score (The score for one player starts at 0)
+ // -> Statics[1] (The statics for the one player screen start at 0)
+ // 2 Player -> Player[0..1].Score
+ // -> Statics[2..3]
+ // 3 Player -> Player[0..5].Score
+ // -> Statics[4..6]
+
+ case PlayersPlay of
+ 1: ArrayStartModifier := 0;
+ 2, 4: ArrayStartModifier := 1;
+ 3, 6: ArrayStartModifier := 3;
+ end;
+
+ // todo: take the name from player[PlayerNumber].Name instead of the ini when this is done (mog)
+ Text[TextName[PlayerNumber + ArrayStartModifier]].Text := Ini.Name[PlayerNumber - 1];
+ // end todo
+
+
+ //golden
+ Text[TextGoldenNotesScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextGolden_ActualValue[PlayerNumber]);
+ Text[TextGoldenNotesScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarGolden_EaseOut_Step / 100);
+
+ Static[StaticBoxLightest[PlayerNumber + ArrayStartModifier]].Texture.Alpha := (BarGolden_EaseOut_Step / 100);
+ Text[TextGoldenNotes[PlayerNumber + ArrayStartModifier]].Alpha := (BarGolden_EaseOut_Step / 100);
+
+ // line bonus
+ Text[TextLineBonusScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextPhrase_ActualValue[PlayerNumber]);
+ Text[TextLineBonusScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarPhrase_EaseOut_Step / 100);
+
+ Static[StaticBoxLight[PlayerNumber + ArrayStartModifier]].Texture.Alpha := (BarPhrase_EaseOut_Step / 100);
+ Text[TextLineBonus[PlayerNumber + ArrayStartModifier]].Alpha := (BarPhrase_EaseOut_Step / 100);
+
+ // plain score
+ Text[TextNotesScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextScore_ActualValue[PlayerNumber]);
+ Text[TextNotes[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+
+ Static[StaticBoxDark[PlayerNumber + ArrayStartModifier]].Texture.Alpha := (BarScore_EaseOut_Step / 100);
+ Text[TextNotesScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+
+ // total score
+ Text[TextTotalScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextScore_ActualValue[PlayerNumber] + TextPhrase_ActualValue[PlayerNumber] + TextGolden_ActualValue[PlayerNumber]);
+ Text[TextTotalScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+
+ Text[TextTotal[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+
+ Text[TextTotal[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+
+ if(BarGolden_EaseOut_Step > 100) then
+ begin
+ ShowRating(PlayerNumber);
+ end;
+end;
+
+
+procedure TScreenScore.ShowRating(PlayerNumber: integer);
+var
+ ArrayStartModifier : integer;
+ Rating : integer;
+ fu : integer;
+
+ Posx : real;
+ Posy : real;
+ width : array[1..3] of real;
+begin
+ case PlayersPlay of
+ 1: ArrayStartModifier := 0;
+ 2, 4: ArrayStartModifier := 1;
+ 3, 6: ArrayStartModifier := 3;
+ end;
+
+ fu := PlayerNumber + ArrayStartModifier;
+
+ //todo: this could break if the width is not given, for instance when there's a skin with no picture for ratings
+ if ( aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width > 0 ) AND // JB :)
+ ( aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue > 0 ) then
+ begin
+ Text[TextScore[PlayerNumber + ArrayStartModifier]].Alpha :=
+ aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue / aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width;
+ end;
+ // end todo
+
+ {{$IFDEF TRANSLATE}
+ case (Player[PlayerNumber-1].ScoreTotalI) of
+ 0..2000:
+ begin
+ Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_TONE_DEAF');
+ Rating := 0;
+ end;
+ 2010..4000:
+ begin
+ Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_AMATEUR');
+ Rating := 1;
+ end;
+ 4010..6000:
+ begin
+ Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_RISING_STAR');
+ Rating := 2;
+ end;
+ 6010..8000:
+ begin
+ Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_LEAD_SINGER');
+ Rating := 3;
+ end;
+ 8010..9000:
+ begin
+ Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_HIT_ARTIST');
+ Rating := 4;
+ end;
+ 9010..9800:
+ begin
+ Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_SUPERSTAR');
+ Rating := 5;
+ end;
+ 9810..10000:
+ begin
+ Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_ULTRASTAR');
+ Rating := 6;
+ end;
+ end;
+ {{$ELSE}{
+ case (Player[P].ScoreTotalI-1) of
+ 0..2000: Text[TextScore[fu]].Text := 'Tone Deaf';
+ 2010..4000: Text[TextScore[fu]].Text := 'Amateur';
+ 4010..6000: Text[TextScore[fu]].Text := 'Rising Star';
+ 6010..8000: Text[TextScore[fu]].Text := 'Lead Singer';
+ 8010..9000: Text[TextScore[fu]].Text := 'Hit Artist';
+ 9010..9800: Text[TextScore[fu]].Text := 'Superstar';
+ 9810..10000: Text[TextScore[fu]].Text := 'Ultrastar';
+ end;
+ {$ENDIF}
+
+ // Bounce the rating picture in
+ PosX := aPlayerScoreScreenRatings[PlayerNumber].RatePic_X + (aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width / 2);
+ PosY := aPlayerScoreScreenRatings[PlayerNumber].RatePic_Y + (aPlayerScoreScreenRatings[PlayerNumber].RatePic_Height / 2); ;
+
+ elastique(PlayerNumber);
+
+ width[PlayerNumber] := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue/2;
+
+ glBindTexture(GL_TEXTURE_2D, Tex_Score_Ratings[Rating].TexNum);
+
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(PosX - width[PlayerNumber], PosY - width[PlayerNumber]);
+ glTexCoord2f(Tex_Score_Ratings[Rating].TexW, 0); glVertex2f(PosX + width[PlayerNumber], PosY - width[PlayerNumber]);
+ glTexCoord2f(Tex_Score_Ratings[Rating].TexW, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX + width[PlayerNumber], PosY + width[PlayerNumber]);
+ glTexCoord2f(0, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX - width[PlayerNumber], PosY + width[PlayerNumber]);
+ glEnd;
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2d);
+end;
+
+
+function TscreenScore.elastique(PlayerNumber : Integer): real;
+var
+ ReturnValue : real;
+ p, s : real;
+
+ RaiseStep, Actual_Value, MaxVal : real;
+ EaseOut_Step : integer;
+begin
+ EaseOut_Step := aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep;
+ Actual_Value := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue;
+ MaxVal := aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width;
+
+ RaiseStep := EaseOut_Step;
+
+ if (RaiseStep = 0) then
+ ReturnValue := MaxVal;
+
+ if ( MaxVal > 0 ) AND // JB :)
+ ( RaiseStep > 0 ) then
+ begin
+ RaiseStep := RaiseStep / MaxVal;
+ end;
+
+ if (RaiseStep = 1) then
+ begin
+ ReturnValue := MaxVal;
+ end
+ else
+ begin
+ p := MaxVal * 0.4;
+
+ s := p/(2*PI) * arcsin (1);
+ ReturnValue := MaxVal * power(2,-5 * RaiseStep) * sin( (RaiseStep * MaxVal - s) * (2 * PI) / p) + MaxVal;
+
+ inc(aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep);
+ aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue := ReturnValue;
+ end;
+
+ Result := ReturnValue;
+end;
+
+
+function TscreenScore.EaseBarIn(PlayerNumber : Integer; BarType: String) : real;
+const
+ RaiseSmoothness : integer = 100;
+var
+ MaxHeight : real;
+ NewHeight : real;
+ Width : real;
+
+ Height2Reach : real;
+
+ RaiseStep : real;
+
+ BarStartPosX : Single;
+ BarStartPosY : Single;
+
+ lTmp : real;
+ Score : integer;
+
+ //textures
+ TextureBar : integer;
+ TextureRound : integer;
+begin
+ MaxHeight := aPlayerScoreScreenDatas[PlayerNumber].Bar_Height;
+ Width := aPlayerScoreScreenDatas[PlayerNumber].Bar_Width;
+
+ BarStartPosX := aPlayerScoreScreenDatas[PlayerNumber].Bar_X;
+
+ // The texture starts in the upper left corner, so let's subtract the height - so we can arise it
+
+ // let's get the points according to the bar we draw
+ // score array starts at 0, which means the score for player 1 is in score[0]
+ // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps
+ if (BarType = 'Note') then
+ begin
+ Score := Player[PlayerNumber - 1].ScoreI;
+ RaiseStep := BarScore_EaseOut_Step;
+ BarStartPosY := aPlayerScoreScreenDatas[PlayerNumber].Bar_Y + MaxHeight;
+ end;
+ if (BarType = 'Line') then
+ begin
+ Score := Player[PlayerNumber - 1].ScoreLineI;
+ RaiseStep := BarPhrase_EaseOut_Step;
+ BarStartPosY := aPlayerScoreScreenDatas[PlayerNumber].Bar_Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight + MaxHeight;
+ end;
+ if (BarType = 'Golden') then
+ begin
+ Score := Player[PlayerNumber - 1].ScoreGoldenI;
+ RaiseStep := BarGolden_EaseOut_Step;
+ BarStartPosY := aPlayerScoreScreenDatas[PlayerNumber].Bar_Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight - aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight + MaxHeight;
+ end;
+
+ // the height dependend of the score
+ Height2Reach := (Score / 10000) * MaxHeight;
+
+ if (aPlayerScoreScreenDatas[PlayerNumber].Bar_Actual_Height < Height2Reach) then
+ begin
+ // Check http://proto.layer51.com/d.aspx?f=400 for more info on easing functions
+ // Calculate the actual step according to the maxsteps
+ RaiseStep := RaiseStep / EaseOut_MaxSteps;
+
+ // quadratic easing out - decelerating to zero velocity
+ // -end_position * current_time * ( current_time - 2 ) + start_postion
+ lTmp := (-Height2Reach * RaiseStep * (RaiseStep - 20) + BarStartPosY);
+
+ if ( RaiseSmoothness > 0 ) AND ( lTmp > 0 ) then
+ begin
+ NewHeight := lTmp / RaiseSmoothness;
+ end;
+ end
+ else
+ begin
+ NewHeight := Height2Reach;
+ end;
+
+ glColor4f(1, 1, 1, 1);
+
+ // set the texture for the bar
+ if (BarType = 'Note') then
+ begin
+ glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Dark.TexNum);
+ end;
+ if (BarType = 'Line') then
+ begin
+ glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Light.TexNum);
+ end;
+ if (BarType = 'Golden') then
+ begin
+ glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Lightest.TexNum);
+ end;
+
+ //draw it
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex3f(BarStartPosX, BarStartPosY - NewHeight, ZBars);
+ glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, BarStartPosY - NewHeight, ZBars);
+ glTexCoord2f(1, 1); glVertex3f(BarStartPosX + Width, BarStartPosY, ZBars);
+ glTexCoord2f(0, 1); glVertex3f(BarStartPosX, BarStartPosY, ZBars);
+ glEnd;
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2d);
+
+ //the round thing on top
+ if (BarType = 'Note') then
+ glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Dark.TexNum);
+ if (BarType = 'Line') then
+ glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Light.TexNum);
+ if (BarType = 'Golden') then
+ glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Lightest.TexNum);
+
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex3f(BarStartPosX, (BarStartPosY - Static[StaticLevelRound[PlayerNumber]].Texture.h) - NewHeight, ZBars);
+ glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, (BarStartPosY - Static[StaticLevelRound[PlayerNumber]].Texture.h) - NewHeight, ZBars);
+ glTexCoord2f(1, 1); glVertex3f(BarStartPosX + Width, BarStartPosY - NewHeight, ZBars);
+ glTexCoord2f(0, 1); glVertex3f(BarStartPosX, BarStartPosY - NewHeight, ZBars);
+ glEnd;
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2d);
+
+ if (BarType = 'Note') then
+ aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight := NewHeight;
+ if (BarType = 'Line') then
+ aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight := NewHeight;
+ if (BarType = 'Golden') then
+ aPlayerScoreScreenDatas[PlayerNumber].BarGolden_ActualHeight := NewHeight;
+end;
+
+
+function TScreenScore.EaseScoreIn(PlayerNumber: integer; ScoreType : String) : real;
+const
+ RaiseSmoothness : integer = 100;
+var
+ RaiseStep : Real;
+ lTmpA : Real;
+ ScoreReached :Integer;
+ EaseOut_Step :Real;
+ ActualScoreValue:integer;
+begin
+ if (ScoreType = 'Note') then
+ begin
+ EaseOut_Step := BarScore_EaseOut_Step;
+ ActualScoreValue := TextScore_ActualValue[PlayerNumber];
+ ScoreReached := Player[PlayerNumber-1].ScoreI;
+ end;
+ if (ScoreType = 'Line') then
+ begin
+ EaseOut_Step := BarPhrase_EaseOut_Step;
+ ActualScoreValue := TextPhrase_ActualValue[PlayerNumber];
+ ScoreReached := Player[PlayerNumber-1].ScoreLineI;
+ end;
+ if (ScoreType = 'Golden') then
+ begin
+ EaseOut_Step := BarGolden_EaseOut_Step;
+ ActualScoreValue := TextGolden_ActualValue[PlayerNumber];
+ ScoreReached := Player[PlayerNumber-1].ScoreGoldenI;
+ end;
+
+ // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps
+ RaiseStep := EaseOut_Step;
+
+ if (ActualScoreValue < ScoreReached) then
+ begin
+ // Calculate the actual step according to the maxsteps
+ RaiseStep := RaiseStep / EaseOut_MaxSteps;
+
+ // quadratic easing out - decelerating to zero velocity
+ // -end_position * current_time * ( current_time - 2 ) + start_postion
+ lTmpA := (-ScoreReached * RaiseStep * (RaiseStep - 20));
+ if ( lTmpA > 0 ) AND
+ ( RaiseSmoothness > 0 ) then
+ begin
+ if (ScoreType = 'Note') then
+ begin
+ TextScore_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness);
+ end;
+ if (ScoreType = 'Line') then
+ begin
+ TextPhrase_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness);
+ end;
+ if (ScoreType = 'Golden') then
+ begin
+ TextGolden_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness);
+ end;
+ end;
+ end
+ else
+ begin
+ if (ScoreType = 'Note') then
+ begin
+ TextScore_ActualValue[PlayerNumber] := ScoreReached;
+ end;
+ if (ScoreType = 'Line') then
+ begin
+ TextPhrase_ActualValue[PlayerNumber] := ScoreReached;
+ end;
+ if (ScoreType = 'Golden') then
+ begin
+ TextGolden_ActualValue[PlayerNumber] := ScoreReached;
+ end;
+ end;
+end;
+
+procedure TScreenScore.FillPlayer(Item, P: integer);
+var
+ S: string;
+begin
+ Text[TextName[Item]].Text := Ini.Name[P];
+
+ S := IntToStr((Round(Player[P].Score) div 10) * 10);
+ while (Length(S)<4) do
+ S := '0' + S;
+ Text[TextNotesScore[Item]].Text := S;
+
+ // while (Length(S)<5) do S := '0' + S;
+ // Text[TextTotalScore[Item]].Text := S;
+
+ //fixed: line bonus and golden notes don't show up,
+ // another bug: total score was shown without added golden-, linebonus
+ S := IntToStr(Player[P].ScoreTotalI);
+ while (Length(S)<5) do
+ S := '0' + S;
+ Text[TextTotalScore[Item]].Text := S;
+
+ S := IntToStr(Player[P].ScoreLineI);
+ while (Length(S)<4) do
+ S := '0' + S;
+ Text[TextLineBonusScore[Item]].Text := S;
+
+ S := IntToStr(Player[P].ScoreGoldenI);
+ while (Length(S)<4) do
+ S := '0' + S;
+ Text[TextGoldenNotesScore[Item]].Text := S;
+ //end of fix
+
+ LoadColor(
+ Text[TextName[Item]].ColR,
+ Text[TextName[Item]].ColG,
+ Text[TextName[Item]].ColB,
+ 'P' + IntToStr(P+1) + 'Dark');
+ {
+ LoadColor(
+ Static[StaticBoxLightest[Item]].Texture.ColR,
+ Static[StaticBoxLightest[Item]].Texture.ColG,
+ Static[StaticBoxLightest[Item]].Texture.ColB,
+ 'P' + IntToStr(P+1) + 'Lightest');
+
+ LoadColor(
+ Static[StaticBoxLight[Item]].Texture.ColR,
+ Static[StaticBoxLight[Item]].Texture.ColG,
+ Static[StaticBoxLight[Item]].Texture.ColB,
+ 'P' + IntToStr(P+1) + 'Light');
+
+ LoadColor(
+ Static[StaticBoxDark[Item]].Texture.ColR,
+ Static[StaticBoxDark[Item]].Texture.ColG,
+ Static[StaticBoxDark[Item]].Texture.ColB,
+ 'P' + IntToStr(P+1) + 'Dark');
+ }
+end;
+
+end.