aboutsummaryrefslogtreecommitdiffstats
path: root/Game/Code/Classes
diff options
context:
space:
mode:
Diffstat (limited to 'Game/Code/Classes')
-rw-r--r--Game/Code/Classes/UMain.pas2110
1 files changed, 1057 insertions, 1053 deletions
diff --git a/Game/Code/Classes/UMain.pas b/Game/Code/Classes/UMain.pas
index 801a66db..7b32857b 100644
--- a/Game/Code/Classes/UMain.pas
+++ b/Game/Code/Classes/UMain.pas
@@ -1,1053 +1,1057 @@
-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,
- {$IFDEF UseSerialPort}
- zlportio {you can disable it and all PortWriteB calls},
- {$ENDIF}
- ULCD,
- ULight,
- 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;
- //PerfectLineTwinkle Mod end
-
-
-// Meter: real;
-
- HighNut: integer;
- IlNut: integer;
- Nuta: array of record
- Start: integer;
- Dlugosc: integer;
- Detekt: real; // dokladne miejsce, w ktorym wykryto ta nute
- Ton: 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 Half size Notes Patch
-
-
-
- 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;
- PlayListPath: string;
-
- UserSongPath: string = '';
- UserCoversPath: string = '';
- UserPlaylistPath: string = '';
-
- OGL: Boolean;
- Done: Boolean;
- Event: TSDL_event;
- FileName: string;
- Restart: boolean;
-
- // gracz i jego nuty
- 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, UCore, UGraphicClasses, UPluginDefs, UPlatform;
-
-const
- Version = 'UltraStar Deluxe V 1.10 Alpha Build';
-
-Procedure Main;
-var
- WndTitle: string;
-begin
- try
-
- WndTitle := Version;
-
- 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', Version);
- 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(); //ttf_quit();
- 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);
-
- // Sound
- Log.BenchmarkStart(1);
- Log.LogStatus('Initialize Sound', 'Initialization');
- InitializeSound();
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Initializing Sound', 1);
-
- // Ini + Paths (depends on Sound)
- 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);
-
-
- // LCD
- Log.BenchmarkStart(1);
- Log.LogStatus('Load LCD', 'Initialization');
- LCD := TLCD.Create;
- if Ini.LPT = 1 then begin
- // LCD.HalfInterface := true;
- LCD.Enable;
- LCD.Clear;
- LCD.WriteText(1, ' UltraStar ');
- LCD.WriteText(2, ' Loading... ');
- end;
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading LCD', 1);
-
- // Light
- Log.BenchmarkStart(1);
- Log.LogStatus('Load Light', 'Initialization');
- Light := TLight.Create;
- if Ini.LPT = 2 then begin
- Light.Enable;
- end;
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading Light', 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('Ultrastar Deluxe Beta', MakeVersion(1,1,0, chr(0)));
-
- Log.LogError('Running Core');
- Core.Run;
-
- //------------------------------
- //Start- Mainloop
- //------------------------------
- //Music.SetLoop(true);
- //Music.SetVolume(50);
- //Music.Open(SkinPath + 'Menu Music 3.mp3');
- //Music.Play;
- Log.LogStatus('Main Loop', 'Initialization');
- MainLoop;
-
- finally
- //------------------------------
- //Finish Application
- //------------------------------
-
- {$ifdef WIN32}
- if Ini.LPT = 1 then LCD.Clear;
- if Ini.LPT = 2 then Light.TurnOff;
- {$endif}
-
- Log.LogStatus('Main Loop', 'Finished');
- Log.Free;
- end;
-end;
-
-procedure MainLoop;
-var
- Delay: integer;
-begin
- try
- 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;
-
- finally
- UnloadOpenGL;
- end;
-End;
-
-Procedure CheckEvents;
-//var
-// p: pointer;
-Begin
- if not Assigned(Display.NextScreen) then
- While SDL_PollEvent( @event ) = 1 Do
- Begin
-// beep;
- 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; // With}
- SDL_KEYDOWN:
- begin
- //ScreenShot hack. If Print is pressed-> Make screenshot and Save to Screenshots Path
- 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, Event.key.keysym.unicode, True)
- else if (ScreenPopupCheck <> NIL) AND (ScreenPopupCheck.Visible) then
- done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True)
- // end of popup hack
-
- else
- begin
- // check for Screen want to Exit
- done := Not Display.ActualScreen^.ParseInput(Event.key.keysym.sym, 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.ActualScreen^.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; // if (Not Display.ActualScreen^.ParseInput(Event.key.keysym.scancode, True)) then
- end;
-// SDL_JOYAXISMOTION:
-// begin
-// beep
-// end;
- SDL_JOYBUTTONDOWN:
- begin
- beep
- end;
- End; // Case Event.type_
- End; // While
-End; // CheckEvents
-
-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; // if}
-
- (* 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; // if
-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
- Pet: integer;
- PetGr: integer;
- CP: integer;
- Done: real;
- N: integer;
-begin
- Czas.Teraz := Czas.Teraz + TimeSkip;
-
- Czas.OldBeat := Czas.AktBeat;
- Czas.MidBeat := GetMidBeat(Czas.Teraz - (CurrentSong.Gap{ + 90 I've forgotten for what it is}) / 1000); // new system with variable BPM in function
- Czas.AktBeat := Floor(Czas.MidBeat);
-
-// Czas.OldHalf := Czas.AktHalf;
-// Czas.MidHalf := Czas.MidBeat + 0.5;
-// Czas.AktHalf := Floor(Czas.MidHalf);
-
- Czas.OldBeatC := Czas.AktBeatC;
- Czas.MidBeatC := GetMidBeat(Czas.Teraz - (CurrentSong.Gap) / 1000);
- Czas.AktBeatC := Floor(Czas.MidBeatC);
-
- Czas.OldBeatD := Czas.AktBeatD;
- Czas.MidBeatD := -0.5+GetMidBeat(Czas.Teraz - (CurrentSong.Gap + 120 + 20) / 1000); // MidBeat with addition GAP
- Czas.AktBeatD := Floor(Czas.MidBeatD);
- Czas.FracBeatD := Frac(Czas.MidBeatD);
-
- // sentences routines
- for PetGr := 0 to 0 do begin;//High(Gracz) do begin
- CP := PetGr;
- // ustawianie starej czesci
- Czas.OldCzesc := Czesci[CP].Akt;
-
- // wybieranie aktualnej czesci
- for Pet := 0 to Czesci[CP].High do
- if Czas.AktBeat >= Czesci[CP].Czesc[Pet].Start then Czesci[CP].Akt := Pet;
-
- // czysczenie nut gracza, gdy to jest nowa plansza
- // (optymizacja raz na halfbeat jest zla)
- if Czesci[CP].Akt <> Czas.OldCzesc then NewSentence(Sender);
-
- end; // for PetGr
-
- // wykonuje operacje raz na beat
- if (Czas.AktBeat >= 0) and (Czas.OldBeat <> Czas.AktBeat) then
- NewBeat(Sender);
-
- // make some operations on clicks
- if {(Czas.AktBeatC >= 0) and }(Czas.OldBeatC <> Czas.AktBeatC) then
- NewBeatC(Sender);
-
- // make some operations when detecting new voice pitch
- if (Czas.AktBeatD >= 0) and (Czas.OldBeatD <> Czas.AktBeatD) then
- NewBeatD(Sender);
-
- // wykonuje operacje w polowie beatu
-// if (Czas.AktHalf >= 1) and (Czas.OldHalf <> Czas.AktHalf) then
-// NewHalf;
-
- // plynnie przesuwa text
- Done := 1;
- for N := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do
- if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start <= Czas.MidBeat)
- and (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start + Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc >= Czas.MidBeat) then
- Done := (Czas.MidBeat - Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start) / (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc);
-
- N := Czesci[0].Czesc[Czesci[0].Akt].HighNut;
-
- // wylacza ostatnia nute po przejsciu
- {// todo: Lyrics
- if (Ini.LyricsEffect = 1) and (Done = 1) and
- (Czas.MidBeat > Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start + Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc)
- 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].HighNut := -1;
- SetLength(Player[G].Nuta, 0);
- end;
-
- // Add Words to Lyrics
- with Sender do begin
- {LyricMain.AddCzesc(Czesci[0].Akt);
- if Czesci[0].Akt < Czesci[0].High then
- LyricSub.AddCzesc(Czesci[0].Akt+1)
- else
- LyricSub.Clear;}
- while (not Lyrics.LineinQueue) AND (Lyrics.LineCounter <= High(Czesci[0].Czesc)) do
- Lyrics.AddLine(@Czesci[0].Czesc[Lyrics.LineCounter]);
- end;
-
- Sender.UpdateLCD;
-
- //On Sentence Change...
- Sender.onSentenceChange(Czesci[0].Akt);
-end;
-
-procedure NewBeat(Sender: TScreenSing);
-var
- Pet: integer;
-// TempBeat: integer;
-begin
- // ustawia zaznaczenie tekstu
-// SingScreen.LyricMain.Selected := -1;
- for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do
- if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeat) then begin
- // operates on currently beated note
- //Todo: Lyrics
- //Sender.LyricMain.Selected := Pet;
-
-// LCD.MoveCursor(1, ScreenSing.LyricMain.SelectedLetter);
-// LCD.ShowCursor;
-
- //LCD.MoveCursorBR(Sender.LyricMain.SelectedLetter);
- LCD.ShowCursor;
-
- end;
-end;
-
-procedure NewBeatC;
-var
- Pet: integer;
-// LPT_1: integer;
-// LPT_2: integer;
-begin
-// LPT_1 := 1;
-// LPT_2 := 1;
-
- // beat click
- if (Ini.BeatClick = 1) and ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod Czesci[0].Resolution = 0) then
- AudioPlayback.PlaySound(SoundLib.Click);
-
- // debug system on LPT
- if ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod Czesci[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 ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod (Czesci[0].Resolution * 2) = 0) then
- Light.LightOne(0, 150)
- else
- Light.LightOne(1, 150)}
- end;
-
- for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do
- if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeatC) 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 := Czas.AktBeat;// + 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;
-
- {$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);
-var
- CP: integer; // current player
- S: integer; // sentence
- SMin: integer;
- SMax: integer;
- SDet: integer; // temporary: sentence of detected note
- Pet: integer;
- Mozna: boolean;
- Nowa: boolean;
- Range: integer;
- NoteHit:boolean;
-begin
-// Log.LogStatus('Beat ' + IntToStr(Czas.AktBeat) + ' HalfBeat ' + IntToStr(Czas.AktHalf), 'NewBeat');
-// beep;
-
- // On linux we get an AV @ NEWNOTE, line 600 of Classes/UMain.pas
- if not assigned( AudioInputProcessor.Sound ) then // TODO : JB_Linux ... why is this now not assigned... it was fine a few hours ago..
- exit;
-
- // analizuje dla obu graczy ten sam sygnal (Sound.OneSrcForBoth)
- // albo juz lepiej nie
- for CP := 0 to PlayersPlay-1 do
- begin
-
- // analyze buffer
- AudioInputProcessor.Sound[CP].AnalyzeBuffer;
-
- // adds some noise
-// Czas.Ton := Czas.Ton + Round(Random(3)) - 1;
-
- // 0.5.0: count min and max sentence range for checking (detection is delayed to the notes we see on the screen)
- SMin := Czesci[0].Akt-1;
- if SMin < 0 then SMin := 0;
- SMax := Czesci[0].Akt;
-
- // check if we can add new note
- Mozna := false;
- SDet:=SMin;
- for S := SMin to SMax do
- for Pet := 0 to Czesci[0].Czesc[S].HighNut do
- if ((Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.AktBeatD)
- and (Czesci[0].Czesc[S].Nuta[Pet].Start + Czesci[0].Czesc[S].Nuta[Pet].Dlugosc - 1 >= Czas.AktBeatD))
- and (not Czesci[0].Czesc[S].Nuta[Pet].FreeStyle) // but don't allow when it's FreeStyle note
- and (Czesci[0].Czesc[S].Nuta[Pet].Dlugosc > 0) // and make sure the note lenghts is at least 1
- then begin
- SDet := S;
- Mozna := true;
- Break;
- end;
-
- S := SDet;
-
-
-
-
-
-// Czas.SzczytJest := true;
-// Czas.Ton := 27;
-
- // gdy moze, to dodaje nute
- if (AudioInputProcessor.Sound[CP].ToneValid) and (Mozna) then begin
- // operowanie na ostatniej nucie
- for Pet := 0 to Czesci[0].Czesc[S].HighNut do
- if (Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.OldBeatD+1)
- and (Czesci[0].Czesc[S].Nuta[Pet].Start +
- Czesci[0].Czesc[S].Nuta[Pet].Dlugosc > Czas.OldBeatD+1) then begin
- // to robi, tylko dla pary nut (oryginalnej i gracza)
-
- // przesuwanie tonu w odpowiednia game
- while (AudioInputProcessor.Sound[CP].Tone - Czesci[0].Czesc[S].Nuta[Pet].Ton > 6) do
- AudioInputProcessor.Sound[CP].Tone := AudioInputProcessor.Sound[CP].Tone - 12;
-
- while (AudioInputProcessor.Sound[CP].Tone - Czesci[0].Czesc[S].Nuta[Pet].Ton < -6) do
- AudioInputProcessor.Sound[CP].Tone := AudioInputProcessor.Sound[CP].Tone + 12;
-
- // Half size Notes Patch
- NoteHit := false;
-
- //if Ini.Difficulty = 0 then Range := 2;
- //if Ini.Difficulty = 1 then Range := 1;
- //if Ini.Difficulty = 2 then Range := 0;
- Range := 2 - Ini.Difficulty;
-
- if abs(Czesci[0].Czesc[S].Nuta[Pet].Ton - AudioInputProcessor.Sound[CP].Tone) <= Range then begin
- AudioInputProcessor.Sound[CP].Tone := Czesci[0].Czesc[S].Nuta[Pet].Ton;
-
-
- // Half size Notes Patch
- NoteHit := true;
-
-
- if (Ini.LineBonus = 0) then
- begin
- // add points without LineBonus
- case Czesci[0].Czesc[S].Nuta[Pet].Wartosc of
- 1: Player[CP].Score := Player[CP].Score + 10000 / Czesci[0].Wartosc *
- Czesci[0].Czesc[S].Nuta[Pet].Wartosc;
- 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 10000 / Czesci[0].Wartosc *
- Czesci[0].Czesc[S].Nuta[Pet].Wartosc;
- end;
- end
- else
- begin
- // add points with Line Bonus
- case Czesci[0].Czesc[S].Nuta[Pet].Wartosc of
- 1: Player[CP].Score := Player[CP].Score + 9000 / Czesci[0].Wartosc *
- Czesci[0].Czesc[S].Nuta[Pet].Wartosc;
- 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 9000 / Czesci[0].Wartosc *
- Czesci[0].Czesc[S].Nuta[Pet].Wartosc;
- end;
- end;
-
- Player[CP].ScoreI := Floor(Player[CP].Score / 10) * 10;
- Player[CP].ScoreGoldenI := Floor(Player[CP].ScoreGolden / 10) * 10;
-
- Player[CP].ScoreTotalI := Player[CP].ScoreI + Player[CP].ScoreGoldenI + Player[CP].ScoreLineI;
- end;
-
- end; // operowanie
-
- // sprawdzanie czy to nowa nuta, czy przedluzenie
- if S = SMax then begin
- Nowa := true;
- // jezeli ostatnia ma ten sam ton
- if (Player[CP].IlNut > 0 )
- and (Player[CP].Nuta[Player[CP].HighNut].Ton = AudioInputProcessor.Sound[CP].Tone)
- and (Player[CP].Nuta[Player[CP].HighNut].Start + Player[CP].Nuta[Player[CP].HighNut].Dlugosc = Czas.AktBeatD)
- then Nowa := false;
- // jezeli jest jakas nowa nuta na sprawdzanym beacie
- for Pet := 0 to Czesci[0].Czesc[S].HighNut do
- if (Czesci[0].Czesc[S].Nuta[Pet].Start = Czas.AktBeatD) then
- Nowa := true;
-
- // dodawanie nowej nuty
- if Nowa then begin
- // nowa nuta
- Player[CP].IlNut := Player[CP].IlNut + 1;
- Player[CP].HighNut := Player[CP].HighNut + 1;
- SetLength(Player[CP].Nuta, Player[CP].IlNut);
- Player[CP].Nuta[Player[CP].HighNut].Start := Czas.AktBeatD;
- Player[CP].Nuta[Player[CP].HighNut].Dlugosc := 1;
- Player[CP].Nuta[Player[CP].HighNut].Ton := AudioInputProcessor.Sound[CP].Tone; // Ton || TonDokl
- Player[CP].Nuta[Player[CP].HighNut].Detekt := Czas.MidBeat;
-
-
- // Half Note Patch
- Player[CP].Nuta[Player[CP].HighNut].Hit := NoteHit;
-
-
- // Log.LogStatus('Nowa Nuta ' + IntToStr(Gracz.Nuta[Gracz.HighNut].Start), 'NewBeat');
-
- end else begin
- // przedluzenie nuty
- Player[CP].Nuta[Player[CP].HighNut].Dlugosc := Player[CP].Nuta[Player[CP].HighNut].Dlugosc + 1;
- end;
-
-
- // check for perfect note and then lit the star (on Draw)
- for Pet := 0 to Czesci[0].Czesc[S].HighNut do
- if (Czesci[0].Czesc[S].Nuta[Pet].Start = Player[CP].Nuta[Player[CP].HighNut].Start)
- and (Czesci[0].Czesc[S].Nuta[Pet].Dlugosc = Player[CP].Nuta[Player[CP].HighNut].Dlugosc)
- and (Czesci[0].Czesc[S].Nuta[Pet].Ton = Player[CP].Nuta[Player[CP].HighNut].Ton) then begin
- Player[CP].Nuta[Player[CP].HighNut].Perfect := true;
- end;
-
- end;// else beep; // if S = SMax
-
- end; // if moze
- end; // for CP
-// Log.LogStatus('EndBeat', 'NewBeat');
-
-//On Sentence End -> For LineBonus + SingBar
-if (sDet >= low(Czesci[0].Czesc)) AND (sDet <= high(Czesci[0].Czesc)) then
-if assigned( Sender ) AND
- ((Czesci[0].Czesc[SDet].Nuta[Czesci[0].Czesc[SDet].HighNut].Start + Czesci[0].Czesc[SDet].Nuta[Czesci[0].Czesc[SDet].HighNut].Dlugosc - 1) = Czas.AktBeatD) then
- Sender.onSentenceEnd(sDet);
-
-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( 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.
-
+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,
+ {$IFDEF UseSerialPort}
+ zlportio {you can disable it and all PortWriteB calls},
+ {$ENDIF}
+ ULCD,
+ ULight,
+ 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;
+ //PerfectLineTwinkle Mod end
+
+
+// Meter: real;
+
+ HighNut: integer;
+ IlNut: integer;
+ Nuta: array of record
+ Start: integer;
+ Dlugosc: integer;
+ Detekt: real; // dokladne miejsce, w ktorym wykryto ta nute
+ Ton: 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 Half size Notes Patch
+
+
+
+ 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;
+ PlayListPath: string;
+
+ UserSongPath: string = '';
+ UserCoversPath: string = '';
+ UserPlaylistPath: string = '';
+
+ OGL: Boolean;
+ Done: Boolean;
+ Event: TSDL_event;
+ FileName: string;
+ Restart: boolean;
+
+ // gracz i jego nuty
+ 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, UCore, UGraphicClasses, UPluginDefs, UPlatform;
+
+const
+ Version = 'UltraStar Deluxe V 1.10 Alpha Build';
+
+Procedure Main;
+var
+ WndTitle: string;
+begin
+ try
+
+ WndTitle := Version;
+
+ 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', Version);
+ 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(); //ttf_quit();
+ 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);
+
+ // Sound
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Initialize Sound', 'Initialization');
+ InitializeSound();
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Initializing Sound', 1);
+
+ // Ini + Paths (depends on Sound)
+ 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);
+
+
+ // LCD
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Load LCD', 'Initialization');
+ LCD := TLCD.Create;
+ if Ini.LPT = 1 then begin
+ // LCD.HalfInterface := true;
+ LCD.Enable;
+ LCD.Clear;
+ LCD.WriteText(1, ' UltraStar ');
+ LCD.WriteText(2, ' Loading... ');
+ end;
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading LCD', 1);
+
+ // Light
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Load Light', 'Initialization');
+ Light := TLight.Create;
+ if Ini.LPT = 2 then begin
+ Light.Enable;
+ end;
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading Light', 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('Ultrastar Deluxe Beta', MakeVersion(1,1,0, chr(0)));
+
+ Log.LogError('Running Core');
+ Core.Run;
+
+ //------------------------------
+ //Start- Mainloop
+ //------------------------------
+ //Music.SetLoop(true);
+ //Music.SetVolume(50);
+ //Music.Open(SkinPath + 'Menu Music 3.mp3');
+ //Music.Play;
+ Log.LogStatus('Main Loop', 'Initialization');
+ MainLoop;
+
+ finally
+ //------------------------------
+ //Finish Application
+ //------------------------------
+
+ {$ifdef WIN32}
+ if Ini.LPT = 1 then LCD.Clear;
+ if Ini.LPT = 2 then Light.TurnOff;
+ {$endif}
+
+ Log.LogStatus('Main Loop', 'Finished');
+ Log.Free;
+ end;
+end;
+
+procedure MainLoop;
+var
+ Delay: integer;
+begin
+ try
+ 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;
+
+ finally
+ UnloadOpenGL;
+ end;
+End;
+
+Procedure CheckEvents;
+//var
+// p: pointer;
+Begin
+ if not Assigned(Display.NextScreen) then
+ While SDL_PollEvent( @event ) = 1 Do
+ Begin
+// beep;
+ 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; // With}
+ 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;
+
+ //ScreenShot hack. If Print is pressed-> Make screenshot and Save to Screenshots Path
+ 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, Event.key.keysym.unicode, True)
+ else if (ScreenPopupCheck <> NIL) AND (ScreenPopupCheck.Visible) then
+ done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True)
+ // end of popup hack
+
+ else
+ begin
+ // check for Screen want to Exit
+ done := Not Display.ActualScreen^.ParseInput(Event.key.keysym.sym, 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.ActualScreen^.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; // if (Not Display.ActualScreen^.ParseInput(Event.key.keysym.scancode, True)) then
+ end;
+// SDL_JOYAXISMOTION:
+// begin
+// beep
+// end;
+ SDL_JOYBUTTONDOWN:
+ begin
+ beep
+ end;
+ End; // Case Event.type_
+ End; // While
+End; // CheckEvents
+
+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; // if}
+
+ (* 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; // if
+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
+ Pet: integer;
+ PetGr: integer;
+ CP: integer;
+ Done: real;
+ N: integer;
+begin
+ Czas.Teraz := Czas.Teraz + TimeSkip;
+
+ Czas.OldBeat := Czas.AktBeat;
+ Czas.MidBeat := GetMidBeat(Czas.Teraz - (CurrentSong.Gap{ + 90 I've forgotten for what it is}) / 1000); // new system with variable BPM in function
+ Czas.AktBeat := Floor(Czas.MidBeat);
+
+// Czas.OldHalf := Czas.AktHalf;
+// Czas.MidHalf := Czas.MidBeat + 0.5;
+// Czas.AktHalf := Floor(Czas.MidHalf);
+
+ Czas.OldBeatC := Czas.AktBeatC;
+ Czas.MidBeatC := GetMidBeat(Czas.Teraz - (CurrentSong.Gap) / 1000);
+ Czas.AktBeatC := Floor(Czas.MidBeatC);
+
+ Czas.OldBeatD := Czas.AktBeatD;
+ Czas.MidBeatD := -0.5+GetMidBeat(Czas.Teraz - (CurrentSong.Gap + 120 + 20) / 1000); // MidBeat with addition GAP
+ Czas.AktBeatD := Floor(Czas.MidBeatD);
+ Czas.FracBeatD := Frac(Czas.MidBeatD);
+
+ // sentences routines
+ for PetGr := 0 to 0 do begin;//High(Gracz) do begin
+ CP := PetGr;
+ // ustawianie starej czesci
+ Czas.OldCzesc := Czesci[CP].Akt;
+
+ // wybieranie aktualnej czesci
+ for Pet := 0 to Czesci[CP].High do
+ if Czas.AktBeat >= Czesci[CP].Czesc[Pet].Start then Czesci[CP].Akt := Pet;
+
+ // czysczenie nut gracza, gdy to jest nowa plansza
+ // (optymizacja raz na halfbeat jest zla)
+ if Czesci[CP].Akt <> Czas.OldCzesc then NewSentence(Sender);
+
+ end; // for PetGr
+
+ // wykonuje operacje raz na beat
+ if (Czas.AktBeat >= 0) and (Czas.OldBeat <> Czas.AktBeat) then
+ NewBeat(Sender);
+
+ // make some operations on clicks
+ if {(Czas.AktBeatC >= 0) and }(Czas.OldBeatC <> Czas.AktBeatC) then
+ NewBeatC(Sender);
+
+ // make some operations when detecting new voice pitch
+ if (Czas.AktBeatD >= 0) and (Czas.OldBeatD <> Czas.AktBeatD) then
+ NewBeatD(Sender);
+
+ // wykonuje operacje w polowie beatu
+// if (Czas.AktHalf >= 1) and (Czas.OldHalf <> Czas.AktHalf) then
+// NewHalf;
+
+ // plynnie przesuwa text
+ Done := 1;
+ for N := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do
+ if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start <= Czas.MidBeat)
+ and (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start + Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc >= Czas.MidBeat) then
+ Done := (Czas.MidBeat - Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start) / (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc);
+
+ N := Czesci[0].Czesc[Czesci[0].Akt].HighNut;
+
+ // wylacza ostatnia nute po przejsciu
+ {// todo: Lyrics
+ if (Ini.LyricsEffect = 1) and (Done = 1) and
+ (Czas.MidBeat > Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start + Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc)
+ 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].HighNut := -1;
+ SetLength(Player[G].Nuta, 0);
+ end;
+
+ // Add Words to Lyrics
+ with Sender do begin
+ {LyricMain.AddCzesc(Czesci[0].Akt);
+ if Czesci[0].Akt < Czesci[0].High then
+ LyricSub.AddCzesc(Czesci[0].Akt+1)
+ else
+ LyricSub.Clear;}
+ while (not Lyrics.LineinQueue) AND (Lyrics.LineCounter <= High(Czesci[0].Czesc)) do
+ Lyrics.AddLine(@Czesci[0].Czesc[Lyrics.LineCounter]);
+ end;
+
+ Sender.UpdateLCD;
+
+ //On Sentence Change...
+ Sender.onSentenceChange(Czesci[0].Akt);
+end;
+
+procedure NewBeat(Sender: TScreenSing);
+var
+ Pet: integer;
+// TempBeat: integer;
+begin
+ // ustawia zaznaczenie tekstu
+// SingScreen.LyricMain.Selected := -1;
+ for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do
+ if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeat) then begin
+ // operates on currently beated note
+ //Todo: Lyrics
+ //Sender.LyricMain.Selected := Pet;
+
+// LCD.MoveCursor(1, ScreenSing.LyricMain.SelectedLetter);
+// LCD.ShowCursor;
+
+ //LCD.MoveCursorBR(Sender.LyricMain.SelectedLetter);
+ LCD.ShowCursor;
+
+ end;
+end;
+
+procedure NewBeatC;
+var
+ Pet: integer;
+// LPT_1: integer;
+// LPT_2: integer;
+begin
+// LPT_1 := 1;
+// LPT_2 := 1;
+
+ // beat click
+ if (Ini.BeatClick = 1) and ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod Czesci[0].Resolution = 0) then
+ AudioPlayback.PlaySound(SoundLib.Click);
+
+ // debug system on LPT
+ if ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod Czesci[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 ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod (Czesci[0].Resolution * 2) = 0) then
+ Light.LightOne(0, 150)
+ else
+ Light.LightOne(1, 150)}
+ end;
+
+ for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do
+ if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeatC) 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 := Czas.AktBeat;// + 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;
+
+ {$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);
+var
+ CP: integer; // current player
+ S: integer; // sentence
+ SMin: integer;
+ SMax: integer;
+ SDet: integer; // temporary: sentence of detected note
+ Pet: integer;
+ Mozna: boolean;
+ Nowa: boolean;
+ Range: integer;
+ NoteHit:boolean;
+begin
+// Log.LogStatus('Beat ' + IntToStr(Czas.AktBeat) + ' HalfBeat ' + IntToStr(Czas.AktHalf), 'NewBeat');
+// beep;
+
+ // On linux we get an AV @ NEWNOTE, line 600 of Classes/UMain.pas
+ if not assigned( AudioInputProcessor.Sound ) then // TODO : JB_Linux ... why is this now not assigned... it was fine a few hours ago..
+ exit;
+
+ // analizuje dla obu graczy ten sam sygnal (Sound.OneSrcForBoth)
+ // albo juz lepiej nie
+ for CP := 0 to PlayersPlay-1 do
+ begin
+
+ // analyze buffer
+ AudioInputProcessor.Sound[CP].AnalyzeBuffer;
+
+ // adds some noise
+// Czas.Ton := Czas.Ton + Round(Random(3)) - 1;
+
+ // 0.5.0: count min and max sentence range for checking (detection is delayed to the notes we see on the screen)
+ SMin := Czesci[0].Akt-1;
+ if SMin < 0 then SMin := 0;
+ SMax := Czesci[0].Akt;
+
+ // check if we can add new note
+ Mozna := false;
+ SDet:=SMin;
+ for S := SMin to SMax do
+ for Pet := 0 to Czesci[0].Czesc[S].HighNut do
+ if ((Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.AktBeatD)
+ and (Czesci[0].Czesc[S].Nuta[Pet].Start + Czesci[0].Czesc[S].Nuta[Pet].Dlugosc - 1 >= Czas.AktBeatD))
+ and (not Czesci[0].Czesc[S].Nuta[Pet].FreeStyle) // but don't allow when it's FreeStyle note
+ and (Czesci[0].Czesc[S].Nuta[Pet].Dlugosc > 0) // and make sure the note lenghts is at least 1
+ then begin
+ SDet := S;
+ Mozna := true;
+ Break;
+ end;
+
+ S := SDet;
+
+
+
+
+
+// Czas.SzczytJest := true;
+// Czas.Ton := 27;
+
+ // gdy moze, to dodaje nute
+ if (AudioInputProcessor.Sound[CP].ToneValid) and (Mozna) then begin
+ // operowanie na ostatniej nucie
+ for Pet := 0 to Czesci[0].Czesc[S].HighNut do
+ if (Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.OldBeatD+1)
+ and (Czesci[0].Czesc[S].Nuta[Pet].Start +
+ Czesci[0].Czesc[S].Nuta[Pet].Dlugosc > Czas.OldBeatD+1) then begin
+ // to robi, tylko dla pary nut (oryginalnej i gracza)
+
+ // przesuwanie tonu w odpowiednia game
+ while (AudioInputProcessor.Sound[CP].Tone - Czesci[0].Czesc[S].Nuta[Pet].Ton > 6) do
+ AudioInputProcessor.Sound[CP].Tone := AudioInputProcessor.Sound[CP].Tone - 12;
+
+ while (AudioInputProcessor.Sound[CP].Tone - Czesci[0].Czesc[S].Nuta[Pet].Ton < -6) do
+ AudioInputProcessor.Sound[CP].Tone := AudioInputProcessor.Sound[CP].Tone + 12;
+
+ // Half size Notes Patch
+ NoteHit := false;
+
+ //if Ini.Difficulty = 0 then Range := 2;
+ //if Ini.Difficulty = 1 then Range := 1;
+ //if Ini.Difficulty = 2 then Range := 0;
+ Range := 2 - Ini.Difficulty;
+
+ if abs(Czesci[0].Czesc[S].Nuta[Pet].Ton - AudioInputProcessor.Sound[CP].Tone) <= Range then begin
+ AudioInputProcessor.Sound[CP].Tone := Czesci[0].Czesc[S].Nuta[Pet].Ton;
+
+
+ // Half size Notes Patch
+ NoteHit := true;
+
+
+ if (Ini.LineBonus = 0) then
+ begin
+ // add points without LineBonus
+ case Czesci[0].Czesc[S].Nuta[Pet].Wartosc of
+ 1: Player[CP].Score := Player[CP].Score + 10000 / Czesci[0].Wartosc *
+ Czesci[0].Czesc[S].Nuta[Pet].Wartosc;
+ 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 10000 / Czesci[0].Wartosc *
+ Czesci[0].Czesc[S].Nuta[Pet].Wartosc;
+ end;
+ end
+ else
+ begin
+ // add points with Line Bonus
+ case Czesci[0].Czesc[S].Nuta[Pet].Wartosc of
+ 1: Player[CP].Score := Player[CP].Score + 9000 / Czesci[0].Wartosc *
+ Czesci[0].Czesc[S].Nuta[Pet].Wartosc;
+ 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 9000 / Czesci[0].Wartosc *
+ Czesci[0].Czesc[S].Nuta[Pet].Wartosc;
+ end;
+ end;
+
+ Player[CP].ScoreI := Floor(Player[CP].Score / 10) * 10;
+ Player[CP].ScoreGoldenI := Floor(Player[CP].ScoreGolden / 10) * 10;
+
+ Player[CP].ScoreTotalI := Player[CP].ScoreI + Player[CP].ScoreGoldenI + Player[CP].ScoreLineI;
+ end;
+
+ end; // operowanie
+
+ // sprawdzanie czy to nowa nuta, czy przedluzenie
+ if S = SMax then begin
+ Nowa := true;
+ // jezeli ostatnia ma ten sam ton
+ if (Player[CP].IlNut > 0 )
+ and (Player[CP].Nuta[Player[CP].HighNut].Ton = AudioInputProcessor.Sound[CP].Tone)
+ and (Player[CP].Nuta[Player[CP].HighNut].Start + Player[CP].Nuta[Player[CP].HighNut].Dlugosc = Czas.AktBeatD)
+ then Nowa := false;
+ // jezeli jest jakas nowa nuta na sprawdzanym beacie
+ for Pet := 0 to Czesci[0].Czesc[S].HighNut do
+ if (Czesci[0].Czesc[S].Nuta[Pet].Start = Czas.AktBeatD) then
+ Nowa := true;
+
+ // dodawanie nowej nuty
+ if Nowa then begin
+ // nowa nuta
+ Player[CP].IlNut := Player[CP].IlNut + 1;
+ Player[CP].HighNut := Player[CP].HighNut + 1;
+ SetLength(Player[CP].Nuta, Player[CP].IlNut);
+ Player[CP].Nuta[Player[CP].HighNut].Start := Czas.AktBeatD;
+ Player[CP].Nuta[Player[CP].HighNut].Dlugosc := 1;
+ Player[CP].Nuta[Player[CP].HighNut].Ton := AudioInputProcessor.Sound[CP].Tone; // Ton || TonDokl
+ Player[CP].Nuta[Player[CP].HighNut].Detekt := Czas.MidBeat;
+
+
+ // Half Note Patch
+ Player[CP].Nuta[Player[CP].HighNut].Hit := NoteHit;
+
+
+ // Log.LogStatus('Nowa Nuta ' + IntToStr(Gracz.Nuta[Gracz.HighNut].Start), 'NewBeat');
+
+ end else begin
+ // przedluzenie nuty
+ Player[CP].Nuta[Player[CP].HighNut].Dlugosc := Player[CP].Nuta[Player[CP].HighNut].Dlugosc + 1;
+ end;
+
+
+ // check for perfect note and then lit the star (on Draw)
+ for Pet := 0 to Czesci[0].Czesc[S].HighNut do
+ if (Czesci[0].Czesc[S].Nuta[Pet].Start = Player[CP].Nuta[Player[CP].HighNut].Start)
+ and (Czesci[0].Czesc[S].Nuta[Pet].Dlugosc = Player[CP].Nuta[Player[CP].HighNut].Dlugosc)
+ and (Czesci[0].Czesc[S].Nuta[Pet].Ton = Player[CP].Nuta[Player[CP].HighNut].Ton) then begin
+ Player[CP].Nuta[Player[CP].HighNut].Perfect := true;
+ end;
+
+ end;// else beep; // if S = SMax
+
+ end; // if moze
+ end; // for CP
+// Log.LogStatus('EndBeat', 'NewBeat');
+
+//On Sentence End -> For LineBonus + SingBar
+if (sDet >= low(Czesci[0].Czesc)) AND (sDet <= high(Czesci[0].Czesc)) then
+if assigned( Sender ) AND
+ ((Czesci[0].Czesc[SDet].Nuta[Czesci[0].Czesc[SDet].HighNut].Start + Czesci[0].Czesc[SDet].Nuta[Czesci[0].Czesc[SDet].HighNut].Dlugosc - 1) = Czas.AktBeatD) then
+ Sender.onSentenceEnd(sDet);
+
+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( 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.
+