diff options
Diffstat (limited to '')
-rw-r--r-- | Game/Code/Screens/UScreenSing.pas | 2860 |
1 files changed, 1430 insertions, 1430 deletions
diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas index f6b5a3c2..7c4d69bd 100644 --- a/Game/Code/Screens/UScreenSing.pas +++ b/Game/Code/Screens/UScreenSing.pas @@ -1,1430 +1,1430 @@ -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, //TODO: maybe LCD Support as Plugin? - 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;} - StaticPausePopup: 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; CharCode: WideChar; PressedDown: Boolean): Boolean; override; - function Draw: boolean; override; - - procedure Finish; virtual; - //procedure UpdateLCD; //TODO: maybe LCD Support as Plugin? - 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; CharCode: WideChar; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - // check normal keys - case WideCharUpperCase(CharCode)[1] of - '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; - Exit; - end; - 'V': //Show Visualization - begin - fShowVisualization := not fShowVisualization; - - if fShowVisualization then - fCurrentVideoPlaybackEngine := Visualization - else - fCurrentVideoPlaybackEngine := VideoPlayback; - - if fShowVisualization then - fCurrentVideoPlaybackEngine.play; - - Exit; - end; - 'P': - begin - Pause; - Exit; - end; - end; - - // check special keys - case PressedKey of - SDLK_ESCAPE, - SDLK_BACKSPACE : - begin - //Record Sound Hack: - //Sound[0].BufferLong - - Finish; - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(@ScreenScore); - end; - - SDLK_SPACE: - begin - Pause; - 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 //enable Pause - begin - // pause Time - PauseTime := LineState.CurrentTime; - Paused := true; - - // pause Music - AudioPlayback.Pause; - - // pause Video - if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then - fCurrentVideoPlaybackEngine.Pause; - - end - else //disable Pause - begin - LineState.CurrentTime := PauseTime; //Position of Notes - - // Position of Music - // FIXME: remove this and provide LineState.CurrentTime as sync-source instead - // so every stream can synch itself - 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);} - - StaticPausePopup := AddStatic(Theme.Sing.PausePopUp); - Static[StaticPausePopup].Visible := false; //Pausepopup is not visibile at the beginning - - if ScreenAct = 2 then begin - // katze und affe - - end; - - Lyrics := TLyricEngine.Create(80,Skin_LyricsT,640,12,80,Skin_LyricsT+36,640,12); - - if assigned( fCurrentVideoPlaybackEngine ) then - 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 - inherited; - - 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 - //Check if File is XML - if copy(CurrentSong.FileName,length(CurrentSong.FileName)-3,4) = '.xml' - then success := CurrentSong.LoadXMLSong() - else 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; - - - - // reset video playback engine, to play Video Clip... - - Visualization.Init(); - - fCurrentVideoPlaybackEngine.Close; - fCurrentVideoPlaybackEngine := VideoPlayback; - - // set movie - CurrentSong.VideoLoaded := false; - fShowVisualization := false; - 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; - LineState.CurrentTime := CurrentSong.Start; - LineState.TotalTime := AudioPlayback.Length; - if (CurrentSong.Finish > 0) then LineState.TotalTime := CurrentSong.Finish / 1000; - LineState.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; - }{ - 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 - - // Add Lines to Lyrics - While (not Lyrics.LineinQueue) AND (Lyrics.LineCounter <= High(Lines[0].Line)) do - Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]); - - //UpdateLCD; //TODO: maybe LCD Support as Plugin? - - //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(Lines[0].Line) to high(Lines[0].Line) do - if Lines[0].Line[P].TotalNotes = 0 then Inc(NumEmptySentences); - - Log.LogStatus('End', 'onShow'); -end; - -procedure TScreenSing.onShowFinish; -begin - // play movie (II) - - if CurrentSong.VideoLoaded then - begin - try - fCurrentVideoPlaybackEngine.GetFrame(LineState.CurrentTime); - 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(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) + ':'; - 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; // there is no menu and the animated background brakes the video playback because the timecode is in a different format - //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(LineState.CurrentTime); - 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(LineState.CurrentTime*1000) + ' ' + IntToStr(CurrentSong.Finish)); - if ShowFinish then begin - if (not AudioPlayback.Finished) and ((CurrentSong.Finish = 0) or (LineState.CurrentTime*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; - - //Draw Pausepopup - //I use this workaround that the Static is drawen over the Lyrics, Lines, Scores and Effects - //maybe someone could find a better solution - if Paused then - begin - Static[StaticPausePopup].Visible := true; - Static[StaticPausePopup].Draw; - Static[StaticPausePopup].Visible := false; - end; - -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; //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(S: Cardinal); -var -I: Integer; -A: Real; -B: integer; //Max Points for Notes -begin - - //Check for Empty Sentence - if (Lines[0].Line[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 * Lines[0].Line[S].TotalNotes / Lines[0].ScoreValue) * 8); - - If (Ini.LineBonus > 0) then - begin - //PhrasenBonus give Points - Player[I].ScoreLine := Player[I].ScoreLine + (1000 / (Length(Lines[0].Line) - 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(Lines[0].Line)) then - 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; - - //GoldenStarsTwinkle Mod End -end; - -end. +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, //TODO: maybe LCD Support as Plugin?
+ 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;}
+ StaticPausePopup: 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; CharCode: WideChar; PressedDown: Boolean): Boolean; override;
+ function Draw: boolean; override;
+
+ procedure Finish; virtual;
+ //procedure UpdateLCD; //TODO: maybe LCD Support as Plugin?
+ 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; CharCode: WideChar; PressedDown: Boolean): Boolean;
+begin
+ Result := true;
+ If (PressedDown) Then
+ begin // Key Down
+ // check normal keys
+ case WideCharUpperCase(CharCode)[1] of
+ '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;
+ Exit;
+ end;
+ 'V': //Show Visualization
+ begin
+ fShowVisualization := not fShowVisualization;
+
+ if fShowVisualization then
+ fCurrentVideoPlaybackEngine := Visualization
+ else
+ fCurrentVideoPlaybackEngine := VideoPlayback;
+
+ if fShowVisualization then
+ fCurrentVideoPlaybackEngine.play;
+
+ Exit;
+ end;
+ 'P':
+ begin
+ Pause;
+ Exit;
+ end;
+ end;
+
+ // check special keys
+ case PressedKey of
+ SDLK_ESCAPE,
+ SDLK_BACKSPACE :
+ begin
+ //Record Sound Hack:
+ //Sound[0].BufferLong
+
+ Finish;
+ AudioPlayback.PlaySound(SoundLib.Back);
+ FadeTo(@ScreenScore);
+ end;
+
+ SDLK_SPACE:
+ begin
+ Pause;
+ 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 //enable Pause
+ begin
+ // pause Time
+ PauseTime := LineState.CurrentTime;
+ Paused := true;
+
+ // pause Music
+ AudioPlayback.Pause;
+
+ // pause Video
+ if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then
+ fCurrentVideoPlaybackEngine.Pause;
+
+ end
+ else //disable Pause
+ begin
+ LineState.CurrentTime := PauseTime; //Position of Notes
+
+ // Position of Music
+ // FIXME: remove this and provide LineState.CurrentTime as sync-source instead
+ // so every stream can synch itself
+ 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);}
+
+ StaticPausePopup := AddStatic(Theme.Sing.PausePopUp);
+ Static[StaticPausePopup].Visible := false; //Pausepopup is not visibile at the beginning
+
+ if ScreenAct = 2 then begin
+ // katze und affe
+
+ end;
+
+ Lyrics := TLyricEngine.Create(80,Skin_LyricsT,640,12,80,Skin_LyricsT+36,640,12);
+
+ if assigned( fCurrentVideoPlaybackEngine ) then
+ 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
+ inherited;
+
+ 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
+ //Check if File is XML
+ if copy(CurrentSong.FileName,length(CurrentSong.FileName)-3,4) = '.xml'
+ then success := CurrentSong.LoadXMLSong()
+ else 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;
+
+
+
+ // reset video playback engine, to play Video Clip...
+
+ Visualization.Init();
+
+ fCurrentVideoPlaybackEngine.Close;
+ fCurrentVideoPlaybackEngine := VideoPlayback;
+
+ // set movie
+ CurrentSong.VideoLoaded := false;
+ fShowVisualization := false;
+ 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 := 0;
+ end
+ else
+ Tex_Background.TexNum := 0;
+
+
+
+ // play music (I)
+ AudioInput.CaptureStart;
+ AudioPlayback.Position := CurrentSong.Start;
+// Music.Play;
+
+ // prepare timer (I)
+// CountSkipTimeSet;
+ LineState.CurrentTime := CurrentSong.Start;
+ LineState.TotalTime := AudioPlayback.Length;
+ if (CurrentSong.Finish > 0) then LineState.TotalTime := CurrentSong.Finish / 1000;
+ LineState.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;
+ }{
+ 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
+
+ // Add Lines to Lyrics
+ While (not Lyrics.LineinQueue) AND (Lyrics.LineCounter <= High(Lines[0].Line)) do
+ Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
+
+ //UpdateLCD; //TODO: maybe LCD Support as Plugin?
+
+ //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(Lines[0].Line) to high(Lines[0].Line) do
+ if Lines[0].Line[P].TotalNotes = 0 then Inc(NumEmptySentences);
+
+ Log.LogStatus('End', 'onShow');
+end;
+
+procedure TScreenSing.onShowFinish;
+begin
+ // play movie (II)
+
+ if CurrentSong.VideoLoaded then
+ begin
+ try
+ fCurrentVideoPlaybackEngine.GetFrame(LineState.CurrentTime);
+ 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(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) + ':';
+ 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; // there is no menu and the animated background brakes the video playback because the timecode is in a different format
+ //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(LineState.CurrentTime);
+ 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(LineState.CurrentTime*1000) + ' ' + IntToStr(CurrentSong.Finish));
+ if ShowFinish then begin
+ if (not AudioPlayback.Finished) and ((CurrentSong.Finish = 0) or (LineState.CurrentTime*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;
+
+ //Draw Pausepopup
+ //I use this workaround that the Static is drawen over the Lyrics, Lines, Scores and Effects
+ //maybe someone could find a better solution
+ if Paused then
+ begin
+ Static[StaticPausePopup].Visible := true;
+ Static[StaticPausePopup].Draw;
+ Static[StaticPausePopup].Visible := false;
+ end;
+
+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; //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(S: Cardinal);
+var
+I: Integer;
+A: Real;
+B: integer; //Max Points for Notes
+begin
+
+ //Check for Empty Sentence
+ if (Lines[0].Line[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 * Lines[0].Line[S].TotalNotes / Lines[0].ScoreValue) * 8);
+
+ If (Ini.LineBonus > 0) then
+ begin
+ //PhrasenBonus give Points
+ Player[I].ScoreLine := Player[I].ScoreLine + (1000 / (Length(Lines[0].Line) - 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(Lines[0].Line)) then
+ 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;
+
+ //GoldenStarsTwinkle Mod End
+end;
+
+end.
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