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-rw-r--r--Game/Code/Screens/UScreenSing.pas112
1 files changed, 53 insertions, 59 deletions
diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas
index 6dcec3cb..a78c7ce0 100644
--- a/Game/Code/Screens/UScreenSing.pas
+++ b/Game/Code/Screens/UScreenSing.pas
@@ -23,7 +23,6 @@ uses UMenu,
TextGL,
gl,
UThemes,
- //ULCD, //TODO: maybe LCD Support as Plugin?
UGraphicClasses,
USingScores;
@@ -113,11 +112,10 @@ type
function Draw: boolean; override;
procedure Finish; virtual;
- //procedure UpdateLCD; //TODO: maybe LCD Support as Plugin?
- procedure Pause; //Pause Mod(Toggles Pause)
+ procedure Pause; // Toggle Pause
- procedure OnSentenceEnd(SentenceIndex: Cardinal); //OnSentenceEnd for LineBonus + Singbar
- procedure OnSentenceChange(SentenceIndex: Cardinal); //OnSentenceChange (for Golden Notes)
+ procedure OnSentenceEnd(SentenceIndex: Cardinal); // for LineBonus + Singbar
+ procedure OnSentenceChange(SentenceIndex: Cardinal); // for Golden Notes
end;
implementation
@@ -495,7 +493,6 @@ begin
fShowVisualization := false;
if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then
begin
- // TODO: use VideoGap and start time
fCurrentVideoPlaybackEngine.Open( CurrentSong.Path + CurrentSong.Video );
fCurrentVideoPlaybackEngine.Position := CurrentSong.VideoGAP + CurrentSong.Start;
CurrentSong.VideoLoaded := true;
@@ -506,16 +503,21 @@ begin
try
Tex_Background := Texture.LoadTexture(CurrentSong.Path + CurrentSong.Background);
except
- log.LogError('Background could not be loaded: ' + CurrentSong.Path + CurrentSong.Background);
+ Log.LogError('Background could not be loaded: ' + CurrentSong.Path + CurrentSong.Background);
Tex_Background.TexNum := 0;
end
else
Tex_Background.TexNum := 0;
// prepare lyrics timer
- LineState.Pause();
- LineState.CurrentTime := CurrentSong.Start;
- LineState.TotalTime := AudioPlayback.Length;
+ LineState.Reset();
+ LineState.SetCurrentTime(CurrentSong.Start);
+ LineState.StartTime := CurrentSong.Gap;
+ if (CurrentSong.Finish > 0) then
+ LineState.TotalTime := CurrentSong.Finish / 1000
+ else
+ LineState.TotalTime := AudioPlayback.Length;
+ LineState.UpdateBeats();
// prepare music
AudioPlayback.Stop();
@@ -526,9 +528,6 @@ begin
// prepare and start voice-capture
AudioInput.CaptureStart;
- if (CurrentSong.Finish > 0) then
- LineState.TotalTime := CurrentSong.Finish / 1000;
- LineState.OldBeat := -1;
for P := 0 to High(Player) do
ClearScores(P);
@@ -654,11 +653,12 @@ begin
end;
end; // case
- // Add lines to lyrics
- while (not Lyrics.LineinQueue) and (Lyrics.LineCounter <= High(Lines[0].Line)) do
+ // Initialize lyrics by filling its queue
+ while (not Lyrics.IsQueueFull) and
+ (Lyrics.LineCounter <= High(Lines[0].Line)) do
+ begin
Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
-
- //UpdateLCD; //TODO: maybe LCD Support as Plugin?
+ end;
// Deactivate pause
Paused := False;
@@ -928,6 +928,7 @@ var
Flash: real;
S: integer;
T: integer;
+ CurLyricsTime: real;
begin
// ScoreBG Mod
// TODO: remove this commented out section as we do not need it anymore.
@@ -1064,9 +1065,15 @@ begin
for T := 0 to 1 do
Text[T].X := Text[T].X + 10*ScreenX;
+
+
+ // retrieve current lyrics time, we have to store the value to avoid
+ // that min- and sec-values do not match
+ CurLyricsTime := LineState.GetCurrentTime();
+ Min := Round(CurLyricsTime) div 60;
+ Sec := Round(CurLyricsTime) mod 60;
+
// update static menu with time ...
- Min := Round(LineState.CurrentTime) div 60;
- Sec := Round(LineState.CurrentTime) mod 60;
Text[TextTimeText].Text := '';
if Min < 10 then Text[TextTimeText].Text := '0';
Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Min) + ':';
@@ -1167,7 +1174,7 @@ begin
begin
if assigned( fCurrentVideoPlaybackEngine ) then
begin
- fCurrentVideoPlaybackEngine.GetFrame(LineState.CurrentTime);
+ fCurrentVideoPlaybackEngine.GetFrame(LineState.GetCurrentTime());
fCurrentVideoPlaybackEngine.DrawGL(ScreenAct);
end;
end;
@@ -1180,7 +1187,7 @@ begin
if ShowFinish then
begin
if (not AudioPlayback.Finished) and
- ((CurrentSong.Finish = 0) or (LineState.CurrentTime*1000 <= CurrentSong.Finish)) then
+ ((CurrentSong.Finish = 0) or (LineState.GetCurrentTime()*1000 <= CurrentSong.Finish)) then
begin
// analyze song if not paused
if (not Paused) then
@@ -1270,25 +1277,6 @@ begin
SetFontItalic (False);
end;
-(*
-procedure TScreenSing.UpdateLCD; //TODO: maybe LCD Support as Plugin?
-var
- T: string;
-begin
- //Todo: Lyrics
-{ LCD.HideCursor;
- LCD.Clear;
-
- T := LyricMain.Text;
- if Copy(T, Length(T), 1) <> ' ' then T := T + ' ';
- LCD.AddTextBR(T);
-
- T := LyricSub.Text;
- if Copy(T, Length(T), 1) <> ' ' then T := T + ' ';
- LCD.AddTextBR(T);}
-end;
-*)
-
procedure TScreenSing.OnSentenceEnd(SentenceIndex: Cardinal);
var
PlayerIndex: Integer;
@@ -1374,34 +1362,40 @@ begin
GoldenRec.SpawnPerfectLineTwinkle;
end;
-//Called on Sentence Change S= New Current Sentence
+// Called on sentence change
+// SentenceIndex: index of the new active sentence
procedure TScreenSing.OnSentenceChange(SentenceIndex: Cardinal);
+var
+ LyricEngine: TLyricEngine;
begin
- //GoldenStarsTwinkle Mod
+ //GoldenStarsTwinkle
GoldenRec.SentenceChange;
- if (Lyrics.LineCounter <= High(Lines[0].Line)) then
+
+ // Fill lyrics queue and set upper line to the current sentence
+ while (Lyrics.GetUpperLineIndex() < SentenceIndex) or
+ (not Lyrics.IsQueueFull) do
begin
- Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
- end
- else
- Lyrics.AddLine(nil);
-
- // addline uses display memory
- // calling draw makes sure, there's the singscreen in it, when the next
- // swap between onscreen and offscreen buffers is done
- // (this eliminates the onSentenceChange flickering)
- // note: maybe it would be better to make sure, a display redraw is done
- // right after the sentence change (before buffer swap) or make sure
- // onsentencechange is only called right before calling Display.Draw
- // (or whatever it was called)
- Draw;
+ // Add the next line to the queue or a dummy if no more lines are available
+ if (Lyrics.LineCounter <= High(Lines[0].Line)) then
+ Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter])
+ else
+ Lyrics.AddLine(nil);
+ end;
- //GoldenStarsTwinkle Mod End
+ // AddLine draws the passed line to the back-buffer of the render context
+ // and copies it into a texture afterwards (offscreen rendering).
+ // This leaves an in invalidated screen. Calling Draw() makes sure,
+ // that the back-buffer stores the sing-screen, when the next
+ // swap between the back- and front-buffer is done (eliminates flickering)
+ //
+ // Note: calling AddLine() right before the regular screen update (Display.Draw)
+ // would be a better solution.
+ Draw;
end;
function TLyricsSyncSource.GetClock(): real;
begin
- Result := LineState.CurrentTime;
+ Result := LineState.GetCurrentTime();
end;
end.