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Diffstat (limited to 'Game/Code/Screens/UScreenSing.pas')
-rw-r--r-- | Game/Code/Screens/UScreenSing.pas | 1379 |
1 files changed, 1379 insertions, 0 deletions
diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas new file mode 100644 index 00000000..2342d371 --- /dev/null +++ b/Game/Code/Screens/UScreenSing.pas @@ -0,0 +1,1379 @@ +unit UScreenSing; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + + +uses UMenu, + UMusic, + SDL, + SysUtils, + UFiles, + UTime, + USongs, + UIni, + ULog, + UTexture, + ULyrics, + TextGL, + OpenGL12, + UThemes, + ULCD, + UGraphicClasses, + USingScores; + +type + TScreenSing = class(TMenu) + protected + paused: boolean; //Pause Mod + PauseTime: Real; + NumEmptySentences: integer; + public + //TextTime: integer; + + //TimeBar mod + StaticTimeProgress: integer; + TextTimeText: integer; + //eoa TimeBar mod + + StaticP1: integer; + TextP1: integer; + {StaticP1ScoreBG: integer; + TextP1Score: integer;} + + {//moveable singbar mod + StaticP1SingBar: integer; + StaticP1ThreePSingBar: integer; + StaticP1TwoPSingBar: integer; + StaticP2RSingBar: integer; + StaticP2MSingBar: integer; + StaticP3SingBar: integer; + //eoa moveable singbar } + + //Added for ps3 skin + //shown when game is in 2/4 player modus + StaticP1TwoP: integer; + TextP1TwoP: integer; + + {StaticP1TwoPScoreBG: integer; + TextP1TwoPScore: integer;} + //shown when game is in 3/6 player modus + StaticP1ThreeP: integer; + TextP1ThreeP: integer; + + {TextP1ThreePScore: integer; + StaticP1ThreePScoreBG: integer; } + //eoa + + StaticP2R: integer; + TextP2R: integer; + + {StaticP2RScoreBG: integer; + TextP2RScore: integer;} + + StaticP2M: integer; + TextP2M: integer; + + {StaticP2MScoreBG: integer; + TextP2MScore: integer; } + + StaticP3R: integer; + TextP3R: integer; + + {StaticP3RScoreBG: integer; + TextP3RScore: integer;} + + Tex_Background: TTexture; + FadeOut: boolean; +// LyricMain: TLyric; +// LyricSub: TLyric; + Lyrics: TLyricEngine; + + //Score Manager: + Scores: TSingScores; + + fShowVisualization : boolean; + fCurrentVideoPlaybackEngine : IVideoPlayback; + + constructor Create; override; + procedure onShow; override; + procedure onShowFinish; override; + + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + + procedure Finish; virtual; + procedure UpdateLCD; + procedure Pause; //Pause Mod(Toggles Pause) + + procedure onSentenceEnd(S: Cardinal); //OnSentenceEnd for LineBonus + Singbar + procedure onSentenceChange(S: Cardinal); //OnSentenceChange (for Golden Notes) + end; + +implementation + +uses UGraphic, + UDraw, + UMain, + USong, + Classes, + URecord, + ULanguage, + math; + +// Method for input parsing. If False is returned, GetNextWindow +// should be checked to know the next window to load; +function TScreenSing.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_Q: + begin + //When not ask before Exit then Finish now + if (Ini.AskbeforeDel <> 1) then + Finish + //else just Pause and let the Popup make the Work + else if not paused then + Pause; + + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + //Record Sound Hack: + //Sound[0].BufferLong + + Finish; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenScore); + end; + + SDLK_P://Pause Mod + begin + Pause; + end; + + SDLK_V: //Show Visualization + begin + fShowVisualization := not fShowVisualization; + + if fShowVisualization then + fCurrentVideoPlaybackEngine := Visualization + else + fCurrentVideoPlaybackEngine := VideoPlayback; + + if fShowVisualization then + fCurrentVideoPlaybackEngine.play; + + end; + + SDLK_TAB: //Change Visualization Preset + begin + if fShowVisualization then + fCurrentVideoPlaybackEngine.Position := now; // move to a random position + end; + + SDLK_RETURN: + begin + end; + + // Up and Down could be done at the same time, + // but I don't want to declare variables inside + // functions like this one, called so many times + SDLK_DOWN : + begin + end; + SDLK_UP : + begin + end; + end; + end; +end; + +//Pause Mod +procedure TScreenSing.Pause; +begin + if not paused then //Pause einschalten + begin + // pause Time + PauseTime := Czas.Teraz; + Paused := true; + + // pause Music + AudioPlayback.Pause; + + // pause Video + if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then + fCurrentVideoPlaybackEngine.Pause; + + end + else //Pause ausschalten + begin + Czas.Teraz := PauseTime; //Position of Notes + + // Position of Music + AudioPlayback.Position := PauseTime; + // Play Music + AudioPlayback.Play; + + // Video + if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then + fCurrentVideoPlaybackEngine.Pause; + + Paused := false; + end; +end; +//Pause Mod End + +constructor TScreenSing.Create; +var + I: integer; + P: integer; +begin + inherited Create; + + fShowVisualization := false; + fCurrentVideoPlaybackEngine := VideoPlayback; + + + //Create Score Class + Scores := TSingScores.Create; + Scores.LoadfromTheme; + + LoadFromTheme(Theme.Sing); + + //TimeBar + StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress); + TextTimeText := AddText(Theme.Sing.TextTimeText); + +// 1 player | P1 + StaticP1 := AddStatic(Theme.Sing.StaticP1); + TextP1 := AddText(Theme.Sing.TextP1); + + {StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG); + TextP1Score := AddText(Theme.Sing.TextP1Score); + StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar);} + +// 2 or 4 players | P1 + StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP); + TextP1TwoP := AddText(Theme.Sing.TextP1TwoP); + + {StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG); + TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore); + StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);} + + // | P2 + StaticP2R := AddStatic(Theme.Sing.StaticP2R); + TextP2R := AddText(Theme.Sing.TextP2R); + + {StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG); + TextP2RScore := AddText(Theme.Sing.TextP2RScore); + StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar); } + +// 3 or 6 players | P1 + StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP); + TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP); + + {StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG); + TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore); + StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar);} + + // | P2 + StaticP2M := AddStatic(Theme.Sing.StaticP2M); + TextP2M := AddText(Theme.Sing.TextP2M); + + {StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG); + TextP2MScore := AddText(Theme.Sing.TextP2MScore); + StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar);} + + // | P3 + StaticP3R := AddStatic(Theme.Sing.StaticP3R); + TextP3R := AddText(Theme.Sing.TextP3R); + + {StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG); + TextP3RScore := AddText(Theme.Sing.TextP3RScore); + StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar);} + + if ScreenAct = 2 then begin + // katze und affe + + end; + + Lyrics := TLyricEngine.Create(80,Skin_LyricsT,640,12,80,Skin_LyricsT+36,640,12); + + fCurrentVideoPlaybackEngine.Init(); +end; + +procedure TScreenSing.onShow; +var + P: integer; + V1: boolean; + V1TwoP: boolean; //added for ps3 skin + V1ThreeP: boolean; //added for ps3 skin + V2R: boolean; + V2M: boolean; + V3R: boolean; + NR: TRecR; //Line Bonus Mod + + Color: TRGB; + + success: boolean; +begin + Log.LogStatus('Begin', 'onShow'); + FadeOut := false; // 0.5.0: early 0.5.0 problems were by this line commented + + // reset video playback engine, to play Video Clip... + fCurrentVideoPlaybackEngine := VideoPlayback; + + //SetUp Score Manager + Scores.ClearPlayers; //Clear Old Player Values + Color.R := 0; Color.G := 0; Color.B := 0; //Dummy atm + For P := 0 to PlayersPlay -1 do //Add new Ones + begin + Scores.AddPlayer(Tex_ScoreBG[P], Color); + end; + + Scores.Init; //Get Positions for Players + + + + // prepare players + SetLength(Player, PlayersPlay); +// Player[0].ScoreTotalI := 0; + + case PlayersPlay of + 1: begin + V1 := true; + V1TwoP := false; + V1ThreeP := false; + V2R := false; + V2M := false; + V3R := false; + end; + 2: begin + V1 := false; + V1TwoP := true; + V1ThreeP := false; + V2R := true; + V2M := false; + V3R := false; + end; + 3: begin + V1 := false; + V1TwoP := false; + V1ThreeP := true; + V2R := false; + V2M := true; + V3R := true; + end; + 4: begin // double screen + V1 := false; + V1TwoP := true; + V1ThreeP := false; + V2R := true; + V2M := false; + V3R := false; + end; + 6: begin // double screen + V1 := false; + V1TwoP := false; + V1ThreeP := true; + V2R := false; + V2M := true; + V3R := true; + end; + + end; + + //This one is shown in 1P mode + Static[StaticP1].Visible := V1; + Text[TextP1].Visible := V1; + + {Static[StaticP1ScoreBG].Visible := V1; + Text[TextP1Score].Visible := V1;} + + + //This one is shown in 2/4P mode + Static[StaticP1TwoP].Visible := V1TwoP; + Text[TextP1TwoP].Visible := V1TwoP; + + {Static[StaticP1TwoPScoreBG].Visible := V1TwoP; + Text[TextP1TwoPScore].Visible := V1TwoP;} + + Static[StaticP2R].Visible := V2R; + Text[TextP2R].Visible := V2R; + + {Static[StaticP2RScoreBG].Visible := V2R; + Text[TextP2RScore].Visible := V2R; } + + + //This one is shown in 3/6P mode + Static[StaticP1ThreeP].Visible := V1ThreeP; + Text[TextP1ThreeP].Visible := V1ThreeP; + + {Static[StaticP1ThreePScoreBG].Visible := V1ThreeP; + Text[TextP1ThreePScore].Visible := V1ThreeP; } + + Static[StaticP2M].Visible := V2M; + Text[TextP2M].Visible := V2M; + + {Static[StaticP2MScoreBG].Visible := V2M; + Text[TextP2MScore].Visible := V2M; } + + Static[StaticP3R].Visible := V3R; + Text[TextP3R].Visible := V3R; + + {Static[StaticP3RScoreBG].Visible := V3R; + Text[TextP3RScore].Visible := V3R; } + + // FIXME: sets Path and Filename to '' + ResetSingTemp; + + CurrentSong := CatSongs.Song[CatSongs.Selected]; + + // FIXME: bad style, put the try-except into LoadSong() and not here + try + success := CurrentSong.LoadSong(); + except + success := false; + end; + if (not success) then + begin + //Error Loading Song -> Go back to Song Screen and Show some Error Message + FadeTo(@ScreenSong); + //Select New Song in Party Mode + if ScreenSong.Mode = smPartyMode then + ScreenSong.SelectRandomSong(); + ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG')); + // FIXME: do we need this? + CurrentSong.Path := CatSongs.Song[CatSongs.Selected].Path; + Exit; + end; + + // set movie + if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then + begin + // todo: VideoGap and Start time verwursten + fCurrentVideoPlaybackEngine.Open( CurrentSong.Path + CurrentSong.Video ); + + fCurrentVideoPlaybackEngine.position := CurrentSong.VideoGAP + CurrentSong.Start; + + CurrentSong.VideoLoaded := true; + end; + + // set background + if (CurrentSong.Background <> '') and (CurrentSong.VideoLoaded = false) then + try + Tex_Background := Texture.LoadTexture(CurrentSong.Path + CurrentSong.Background); + except + log.LogError('Background could not be loaded: ' + CurrentSong.Path + CurrentSong.Background); + Tex_Background.TexNum := -1; + end + else + Tex_Background.TexNum := -1; + + + + // play music (I) + AudioInput.CaptureStart; + AudioPlayback.Position := CurrentSong.Start; +// Music.Play; + + // prepare timer (I) +// CountSkipTimeSet; + Czas.Teraz := CurrentSong.Start; + Czas.Razem := AudioPlayback.Length; + if (CurrentSong.Finish > 0) then Czas.Razem := CurrentSong.Finish / 1000; + Czas.OldBeat := -1; + for P := 0 to High(Player) do + ClearScores(P); + + // main text + Lyrics.Clear (CurrentSong.BPM[0].BPM, CurrentSong.Resolution); + + // set custom options + case Ini.LyricsFont of + 0: + begin + Lyrics.UpperLineSize := 14; + Lyrics.LowerLineSize := 14; + Lyrics.FontStyle := 0; + + Lyrics.LineColor_en.R := Skin_FontR; + Lyrics.LineColor_en.G := Skin_FontG; + Lyrics.LineColor_en.B := Skin_FontB; + Lyrics.LineColor_en.A := 1; + + Lyrics.LineColor_dis.R := 0.4; + Lyrics.LineColor_dis.G := 0.4; + Lyrics.LineColor_dis.B := 0.4; + Lyrics.LineColor_dis.A := 1; + + Lyrics.LineColor_act.R := 5/256; + Lyrics.LineColor_act.G := 163/256; + Lyrics.LineColor_act.B := 210/256; + Lyrics.LineColor_act.A := 1; + +{ LyricSub.FontStyle := 0; + LyricMain.Size := 14; // 13 + LyricSub.Size := 14; // 13 + LyricMain.ColR := Skin_FontR; + LyricMain.ColG := Skin_FontG; + LyricMain.ColB := Skin_FontB; //Change für Crazy Joker + {LyricMain.ColSR := Skin_FontHighlightR; + LyricMain.ColSG := Skin_FontHighlightG; + LyricMain.ColSB := Skin_FontHighlightB;1aa5dc}{ + LyricMain.ColSR := 5/255; //26 + LyricMain.ColSG := 163/255; //165 + LyricMain.ColSB := 210/255; //220 + + LyricSub.ColR := 0.4; //0.6 + LyricSub.ColG := 0.4; //0.6 + LyricSub.ColB := 0.4; //0.6 } + end; + 1: + begin + { LyricMain.FontStyle := 2; + LyricSub.FontStyle := 2; + LyricMain.Size := 14; + LyricSub.Size := 14; + LyricMain.ColR := 0.75; + LyricMain.ColG := 0.75; + LyricMain.ColB := 1; + LyricMain.ColSR := 0.5; + LyricMain.ColSG := 0.5; + LyricMain.ColSB := 1; + LyricSub.ColR := 0.8; + LyricSub.ColG := 0.8; + LyricSub.ColB := 0.8; } + + Lyrics.UpperLineSize := 14; + Lyrics.LowerLineSize := 14; + Lyrics.FontStyle := 2; + + Lyrics.LineColor_en.R := 0.75; + Lyrics.LineColor_en.G := 0.75; + Lyrics.LineColor_en.B := 1; + Lyrics.LineColor_en.A := 1; + + Lyrics.LineColor_dis.R := 0.8; + Lyrics.LineColor_dis.G := 0.8; + Lyrics.LineColor_dis.B := 0.8; + Lyrics.LineColor_dis.A := 1; + + Lyrics.LineColor_act.R := 0.5; + Lyrics.LineColor_act.G := 0.5; + Lyrics.LineColor_act.B := 1; + Lyrics.LineColor_act.A := 1; + end; + 2: + begin + Lyrics.UpperLineSize := 12; + Lyrics.LowerLineSize := 12; + Lyrics.FontStyle := 3; + + Lyrics.LineColor_en.R := 0.75; + Lyrics.LineColor_en.G := 0.75; + Lyrics.LineColor_en.B := 1; + Lyrics.LineColor_en.A := 1; + + Lyrics.LineColor_dis.R := 0.8; + Lyrics.LineColor_dis.G := 0.8; + Lyrics.LineColor_dis.B := 0.8; + Lyrics.LineColor_dis.A := 1; + + Lyrics.LineColor_act.R := 0.5; + Lyrics.LineColor_act.G := 0.5; + Lyrics.LineColor_act.B := 1; + Lyrics.LineColor_act.A := 1; +{ LyricSub.FontStyle := 3; + LyricMain.Size := 12; + LyricSub.Size := 12; + LyricMain.ColR := 0.75; + LyricMain.ColG := 0.75; + LyricMain.ColB := 1; + LyricMain.ColSR := 0.5; + LyricMain.ColSG := 0.5; + LyricMain.ColSB := 1; + LyricSub.ColR := 0.8; + LyricSub.ColG := 0.8; + LyricSub.ColB := 0.8;} + end; + end; // case + + case Ini.LyricsEffect of + 0: Lyrics.HoverEffekt := 1; // 0 - one selected, 1 - selected all to the current + 1: Lyrics.HoverEffekt := 2; + 2: Lyrics.HoverEffekt := 3; + 3: Lyrics.HoverEffekt := 4; + end; // case + + // Add Lines to Lyrics + While (not Lyrics.LineinQueue) AND (Lyrics.LineCounter <= High(Czesci[0].Czesc)) do + Lyrics.AddLine(@Czesci[0].Czesc[Lyrics.LineCounter]); + + UpdateLCD; + + //Deactivate Pause + Paused := False; + + //Kill all Stars not Killed yet + //GoldenStarsTwinkle Mod + GoldenRec.SentenceChange; + //GoldenStarsTwinkle Mod End + + {//Set Position of Line Bonus - PhrasenBonus + if (Ini.LineBonus = 1) then //Show Line Bonus at Scores + begin + Case PlayersPlay of + 1: begin + Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ScoreBG.x; + Player[0].LineBonus_TargetY := Theme.Sing.TextP1Score.Y; + Player[0].LineBonus_StartX := Theme.Sing.StaticP1ScoreBG.x; + Player[0].LineBonus_StartY := Theme.Sing.TextP1Score.Y + 65; + end; + + 2: begin + //P1 + Player[0].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x; + Player[0].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y; + Player[0].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.X; + Player[0].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65; + + //P2 + Player[1].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.X; + Player[1].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y; + Player[1].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.X; + Player[1].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65; + end; + + 3: begin + //P1 + Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x; + Player[0].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y; + Player[0].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x; + Player[0].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65; + + //P2 + Player[1].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x; + Player[1].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y; + Player[1].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x; + Player[1].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65; + + //P3 + Player[2].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x; + Player[2].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y; + Player[2].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x; + Player[2].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65; + end; + + 4: begin + //P1 + Player[0].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x; + Player[0].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y; + Player[0].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.x; + Player[0].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65; + + //P2 + Player[1].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.x; + Player[1].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y; + Player[1].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.x; + Player[1].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65; + + //P3 + Player[2].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x; + Player[2].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y; + Player[2].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.x; + Player[2].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65; + + //P4 + Player[3].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.x; + Player[3].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y; + Player[3].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.x; + Player[3].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65; + end; + + 6: begin + //P1 + Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x; + Player[0].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y; + Player[0].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x; + Player[0].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65; + + //P2 + Player[1].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x; + Player[1].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y; + Player[1].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x; + Player[1].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65; + + //P3 + Player[2].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x; + Player[2].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y; + Player[2].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x; + Player[2].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65; + + //P4 + Player[3].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x; + Player[3].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y; + Player[3].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x; + Player[3].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65; + + //P5 + Player[4].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x; + Player[4].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y; + Player[4].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x; + Player[4].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65; + + //P6 + Player[5].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x; + Player[5].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y; + Player[5].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x; + Player[5].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65; + end; + end; + end + else if (Ini.LineBonus = 2) then //Show Line Bonus at Notes + begin + + // positions + if Ini.SingWindow = 0 then begin + NR.Left := 120; + end else begin + NR.Left := 20; + end; + NR.Right := 780; + + NR.Width := NR.Right - NR.Left; + NR.WMid := NR.Width / 2; + NR.Mid := NR.Left + NR.WMid; + + Case PlayersPlay of + 1: begin + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_StartY := Skin_P2_NotesB - 105; + end; + + 2: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; + end; + + 3: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_TargetY := 120 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_StartY := 120 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_TargetY := 245 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_StartY := 245 + 28; + + //P3 + Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[2].LineBonus_TargetY := 370 - 65 + 28; + Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[2].LineBonus_StartY := 370 + 28; + end; + + 4: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; + + //P3 + Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[2].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; + Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[2].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; + + //P4 + Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[3].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; + Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[3].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; + end; + + 6: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_TargetY := 120 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_StartY := 120 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_TargetY := 245 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_StartY := 245 + 28; + + //P3 + Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[2].LineBonus_TargetY := 370 - 65 + 28; + Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[2].LineBonus_StartY := 370 + 28; + + //P4 + Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[3].LineBonus_TargetY := 120 - 65 + 28; + Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[3].LineBonus_StartY := 120 + 28; + + //P5 + Player[4].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[4].LineBonus_TargetY := 245 - 65 + 28; + Player[4].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[4].LineBonus_StartY := 245 + 28; + + //P6 + Player[5].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[5].LineBonus_TargetY := 370 - 65 + 28; + Player[5].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[5].LineBonus_StartY := 370 + 28; + end; + end; + end; } + + //Set Position of Line Bonus - PhrasenBonus End + //Set Num of Empty Sentences for Phrasen Bonus + NumEmptySentences := 0; + for P := low(Czesci[0].Czesc) to high(Czesci[0].Czesc) do + if Czesci[0].Czesc[P].TotalNotes = 0 then Inc(NumEmptySentences); + + Log.LogStatus('End', 'onShow'); +end; + +procedure TScreenSing.onShowFinish; +begin + // play movie (II) + + if CurrentSong.VideoLoaded then + begin + try + writeln( 'VideoPlayback.FFmpegGetFrame' ); + fCurrentVideoPlaybackEngine.GetFrame(Czas.Teraz); + + writeln( 'VideoPlayback.FFmpegDrawGL' ); + fCurrentVideoPlaybackEngine.DrawGL(ScreenAct); +// PlaySmpeg; + except + + on E : Exception do + begin + //If an Error occurs Reading Video: prevent Video from being Drawn again and Close Video + CurrentSong.VideoLoaded := False; + Log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); + Log.LogError('Error Message : '+ E.message ); + Log.LogError(' In : '+ E.ClassName +' (TScreenSing.onShowFinish)' ); + Log.LogError('Corrupted File: ' + CurrentSong.Video); + try +// CloseSmpeg; + fCurrentVideoPlaybackEngine.Close; + except + + end; + end; + end; + end; + + // play music (II) + AudioPlayback.Play; + + // prepare timer (II) + CountSkipTimeSet; +end; + +function TScreenSing.Draw: boolean; +var + Min: integer; + Sec: integer; + Tekst: string; + Flash: real; + S: integer; + T: integer; +begin + + + + //ScoreBG Mod | den wirren Scheiss hier brauch mer nimmer, wir haben colorized png's - no need for wirrness also + // set player colors - macht nichts weiter als die farben des statics zu wechseln, was zu unschönen effekten bei colorized png führt +{ if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG, + Static[StaticP1TwoP].Texture.ColB, 'P1Dark'); + LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P2Dark'); + + LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG, + Static[StaticP1TwoPScoreBG].Texture.ColB, 'P1Dark'); + LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG, + Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark'); + end; + if ScreenAct = 2 then begin + LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG, + Static[StaticP1TwoP].Texture.ColB, 'P3Dark'); + LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P4Dark'); + + LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG, + Static[StaticP1TwoPScoreBG].Texture.ColB, 'P3Dark'); + LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG, + Static[StaticP2RScoreBG].Texture.ColB, 'P4Dark'); + end; + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG, + Static[StaticP1ThreeP].Texture.ColB, 'P1Dark'); + LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P2Dark'); + LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG, + Static[StaticP3R].Texture.ColB, 'P3Dark'); + + LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG, + Static[StaticP1ThreePScoreBG].Texture.ColB, 'P1Dark'); + LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG, + Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark'); + LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG, + Static[StaticP3RScoreBG].Texture.ColB, 'P3Dark'); + end; + if ScreenAct = 2 then begin + + LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG, + Static[StaticP1ThreeP].Texture.ColB, 'P4Dark'); + LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P5Dark'); + LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG, + Static[StaticP3R].Texture.ColB, 'P6Dark'); + + + LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG, + Static[StaticP1ThreePScoreBG].Texture.ColB, 'P4Dark'); + LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG, + Static[StaticP2RScoreBG].Texture.ColB, 'P5Dark'); + LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG, + Static[StaticP3RScoreBG].Texture.ColB, 'P6Dark'); + end; + end; + } + + // set player names (for 2 screens and only Singstar skin) + if ScreenAct = 1 then begin + Text[TextP1].Text := 'P1'; + Text[TextP1TwoP].Text := 'P1'; + Text[TextP1ThreeP].Text := 'P1'; + Text[TextP2R].Text := 'P2'; + Text[TextP2M].Text := 'P2'; + Text[TextP3R].Text := 'P3'; + end; + + if ScreenAct = 2 then begin + case PlayersPlay of +{ 1: begin + Text[TextP1].Text := 'P2'; + end; + 2: begin + Text[TextP1].Text := 'P3'; + Text[TextP2R].Text := 'P4'; + end; + 3: begin + Text[TextP1].Text := 'P4'; + Text[TextP2M].Text := 'P5'; + Text[TextP3R].Text := 'P6'; + end;} + + 4: begin + Text[TextP1TwoP].Text := 'P3'; + Text[TextP2R].Text := 'P4'; + end; + 6: begin + Text[TextP1ThreeP].Text := 'P4'; + Text[TextP2M].Text := 'P5'; + Text[TextP3R].Text := 'P6'; + end; + end; // case + end; // if + + // stereo + +// weird stuff, maybe this is for "dual screen?", but where is player three then? | okay, i commented the stuff out the other day - nothing was missing on screen w/ 6 players - so do we even need this stuff? +// okay this stuff appears again some lines beneath this one, I commented it out for testing what it does - seems like it's doing nothing +// but I might be wrong, so what is this stuff here doing? O.o + Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX; + + Text[TextP1].X := Text[TextP1].X + 10*ScreenX; + + {Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;} + + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX; + + Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX; + + {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX; + Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;} +// end of weird stuff + + for S := 1 to 1 do //wtf? + Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX; + + for T := 0 to 1 do + Text[T].X := Text[T].X + 10*ScreenX; + + // update static menu with time ... + Min := Round(Czas.Teraz) div 60; + Sec := Round(Czas.Teraz) mod 60; + Text[TextTimeText].Text := ''; + if Min < 10 then Text[TextTimeText].Text := '0'; + Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Min) + ':'; + if Sec < 10 then Text[TextTimeText].Text := Text[TextTimeText].Text + '0'; + Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Sec); + + {// .. and scores + if PlayersPlay = 1 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1Score].Text := Tekst; + end; + + if PlayersPlay = 2 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1TwoPScore].Text := Tekst; + + Tekst := IntToStr(Player[1].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2RScore].Text := Tekst; + end; + + if PlayersPlay = 3 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1ThreePScore].Text := Tekst; + + Tekst := IntToStr(Player[1].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2MScore].Text := Tekst; + + Tekst := IntToStr(Player[2].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP3RScore].Text := Tekst; + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1TwoPScore].Text := Tekst; + + Tekst := IntToStr(Player[1].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2RScore].Text := Tekst; + end; + if ScreenAct = 2 then begin + Tekst := IntToStr(Player[2].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1TwoPScore].Text := Tekst; + + Tekst := IntToStr(Player[3].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2RScore].Text := Tekst; + end; + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1ThreePScore].Text := Tekst; + + Tekst := IntToStr(Player[1].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2MScore].Text := Tekst; + + Tekst := IntToStr(Player[2].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP3RScore].Text := Tekst; + end; + if ScreenAct = 2 then begin + Tekst := IntToStr(Player[3].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1ThreePScore].Text := Tekst; + + Tekst := IntToStr(Player[4].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2MScore].Text := Tekst; + + Tekst := IntToStr(Player[5].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP3RScore].Text := Tekst; + end; + end; } + + // draw static menu (BG) + DrawBG; + //Draw Background + SingDrawBackground; + // update and draw movie + + if ShowFinish and + ( CurrentSong.VideoLoaded or fShowVisualization ) then +// if ShowFinish then + begin +// try +// UpdateSmpeg; // this only draws + // todo: find a way to determine, when a new frame is needed + // toto: same for the need to skip frames + + if assigned( fCurrentVideoPlaybackEngine ) then + begin + fCurrentVideoPlaybackEngine.GetFrame(Czas.Teraz); + fCurrentVideoPlaybackEngine.DrawGL(ScreenAct); + end; + +(* + except + on E : Exception do + begin + + //If an Error occurs drawing: prevent Video from being Drawn again and Close Video + CurrentSong.VideoLoaded := False; + log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); + Log.LogError('Error Message : '+ E.message ); + Log.LogError(' In : '+ E.ClassName +' (TScreenSing.Draw)' ); + + Log.LogError('Corrupted File: ' + CurrentSong.Video); + try +// CloseSmpeg; + fCurrentVideoPlaybackEngine.Close; + except + + end; + end; + end; +*) + + end; + + // draw static menu (FG) + DrawFG; + + // check for music finish +// Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(Czas.Teraz*1000) + ' ' + IntToStr(CurrentSong.Finish)); + if ShowFinish then begin + if (not AudioPlayback.Finished) and ((CurrentSong.Finish = 0) or (Czas.Teraz*1000 <= CurrentSong.Finish)) then begin + //Pause Mod: + if not Paused then + Sing(Self); // analyze song + end else begin +// Log.LogError('End'); + if not FadeOut then begin +// Log.LogError('End2'); + Finish; + FadeOut := true; + FadeTo(@ScreenScore); + end; + end; + end; + + // draw custom items + SingDraw; // always draw + +//GoldenNoteStarsTwinkle Mod + GoldenRec.SpawnRec; +//GoldenNoteStarsTwinkle Mod + + //Draw Scores + Scores.Draw; + + // back stereo + +// weird stuff, maybe this is for "dual screen?", but where is player three then? +// okay this stuff appears again some lines above this one, I commented it out for testing what it does - seems like it's doing nothing +// but I might be wrong, so what is this stuff here doing? O.o + Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX; + Text[TextP1].X := Text[TextP1].X - 10*ScreenX; + + {Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;} + + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX; + Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX; + + {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX; + Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;} +//weird end + + for S := 1 to 1 do // wtf? + Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX; + + for T := 0 to 1 do + Text[T].X := Text[T].X - 10*ScreenX; + +end; + +procedure TScreenSing.Finish; +begin + AudioInput.CaptureStop; + AudioPlayback.Stop; + + if Ini.SavePlayback = 1 then begin + Log.BenchmarkStart(0); + Log.LogVoice(0); + Log.LogVoice(1); + Log.LogVoice(2); + Log.BenchmarkEnd(0); + Log.LogBenchmark('Creating files', 0); + end; + + if CurrentSong.VideoLoaded then + begin +// CloseSmpeg; + fCurrentVideoPlaybackEngine.Close; + CurrentSong.VideoLoaded := false; // to prevent drawing closed video + end; + + SetFontItalic (False); +end; + +procedure TScreenSing.UpdateLCD; +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(S: Cardinal); +var +I: Integer; +A: Real; +B: integer; //Max Points for Notes +begin + + //Check for Empty Sentence + if (Czesci[0].Czesc[S].TotalNotes<=0) then + exit; + + //Set Max Note Points + if (Ini.LineBonus > 0) then + B := 9000 + else + B := 10000; + + for I := 0 to High(Player) do begin + A := Player[I].Score + Player[I].ScoreGolden - Player[I].ScoreLast + 2; + + + //PhrasenBonus - Line Bonus Mod + + //Generate Steps 0 to 8 + A := Floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 8); + + If (Ini.LineBonus > 0) then + begin + //PhrasenBonus give Points + Player[I].ScoreLine := Player[I].ScoreLine + (1000 / (Length(Czesci[0].Czesc) - NumEmptySentences) * A / 8); + Player[I].ScoreLineI := Round(Player[I].ScoreLine / 10) * 10; + //Update Total Score + Player[I].ScoreTotalI := Player[I].ScoreI + Player[I].ScoreGoldenI + Player[I].ScoreLineI; + + //Spawn PopUp + If (A >= 8) then + A := 8 + else IF A < 0 then + A := 0; + + Scores.SpawnPopUp(I, Floor(A), Player[I].ScoreTotalI); + end; + //PhrasenBonus - Line Bonus Mod End// } + + //PerfectLineTwinkle Mod (effect) Pt.1 + If (Ini.EffectSing=1) then + begin + if A >= 8 then Player[I].LastSentencePerfect := True + else Player[I].LastSentencePerfect := False; + end; + //PerfectLineTwinkle Mod end + + //Refresh LastScore + Player[I].ScoreLast := Player[I].Score + Player[I].ScoreGolden; + + end; + + //PerfectLineTwinkle Mod (effect) Pt.2 + if Ini.EffectSing=1 then + GoldenRec.SpawnPerfectLineTwinkle; + //PerfectLineTwinkle Mod end + + + // if we are shoing a visualization... change to a new preset after each sentence.. + // Maybe we should make this less often or something... just a + if fShowVisualization then + fCurrentVideoPlaybackEngine.Position := now; // move to a random position +end; + +//Called on Sentence Change S= New Current Sentence +procedure TScreenSing.onSentenceChange(S: Cardinal); +begin + //GoldenStarsTwinkle Mod + GoldenRec.SentenceChange; + if (Lyrics.LineCounter <= High(Czesci[0].Czesc)) then + begin + Lyrics.AddLine(@Czesci[0].Czesc[Lyrics.LineCounter]); + // 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; + end; + //GoldenStarsTwinkle Mod End +end; + +end. |