diff options
Diffstat (limited to '')
-rw-r--r-- | Game/Code/Screens/UScreenSing.pas | 112 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenSingModi.pas | 11 |
2 files changed, 60 insertions, 63 deletions
diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas index 6dcec3cb..a78c7ce0 100644 --- a/Game/Code/Screens/UScreenSing.pas +++ b/Game/Code/Screens/UScreenSing.pas @@ -23,7 +23,6 @@ uses UMenu, TextGL, gl, UThemes, - //ULCD, //TODO: maybe LCD Support as Plugin? UGraphicClasses, USingScores; @@ -113,11 +112,10 @@ type function Draw: boolean; override; procedure Finish; virtual; - //procedure UpdateLCD; //TODO: maybe LCD Support as Plugin? - procedure Pause; //Pause Mod(Toggles Pause) + procedure Pause; // Toggle Pause - procedure OnSentenceEnd(SentenceIndex: Cardinal); //OnSentenceEnd for LineBonus + Singbar - procedure OnSentenceChange(SentenceIndex: Cardinal); //OnSentenceChange (for Golden Notes) + procedure OnSentenceEnd(SentenceIndex: Cardinal); // for LineBonus + Singbar + procedure OnSentenceChange(SentenceIndex: Cardinal); // for Golden Notes end; implementation @@ -495,7 +493,6 @@ begin fShowVisualization := false; if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then begin - // TODO: use VideoGap and start time fCurrentVideoPlaybackEngine.Open( CurrentSong.Path + CurrentSong.Video ); fCurrentVideoPlaybackEngine.Position := CurrentSong.VideoGAP + CurrentSong.Start; CurrentSong.VideoLoaded := true; @@ -506,16 +503,21 @@ begin try Tex_Background := Texture.LoadTexture(CurrentSong.Path + CurrentSong.Background); except - log.LogError('Background could not be loaded: ' + CurrentSong.Path + CurrentSong.Background); + Log.LogError('Background could not be loaded: ' + CurrentSong.Path + CurrentSong.Background); Tex_Background.TexNum := 0; end else Tex_Background.TexNum := 0; // prepare lyrics timer - LineState.Pause(); - LineState.CurrentTime := CurrentSong.Start; - LineState.TotalTime := AudioPlayback.Length; + LineState.Reset(); + LineState.SetCurrentTime(CurrentSong.Start); + LineState.StartTime := CurrentSong.Gap; + if (CurrentSong.Finish > 0) then + LineState.TotalTime := CurrentSong.Finish / 1000 + else + LineState.TotalTime := AudioPlayback.Length; + LineState.UpdateBeats(); // prepare music AudioPlayback.Stop(); @@ -526,9 +528,6 @@ begin // prepare and start voice-capture AudioInput.CaptureStart; - if (CurrentSong.Finish > 0) then - LineState.TotalTime := CurrentSong.Finish / 1000; - LineState.OldBeat := -1; for P := 0 to High(Player) do ClearScores(P); @@ -654,11 +653,12 @@ begin end; end; // case - // Add lines to lyrics - while (not Lyrics.LineinQueue) and (Lyrics.LineCounter <= High(Lines[0].Line)) do + // Initialize lyrics by filling its queue + while (not Lyrics.IsQueueFull) and + (Lyrics.LineCounter <= High(Lines[0].Line)) do + begin Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]); - - //UpdateLCD; //TODO: maybe LCD Support as Plugin? + end; // Deactivate pause Paused := False; @@ -928,6 +928,7 @@ var Flash: real; S: integer; T: integer; + CurLyricsTime: real; begin // ScoreBG Mod // TODO: remove this commented out section as we do not need it anymore. @@ -1064,9 +1065,15 @@ begin for T := 0 to 1 do Text[T].X := Text[T].X + 10*ScreenX; + + + // retrieve current lyrics time, we have to store the value to avoid + // that min- and sec-values do not match + CurLyricsTime := LineState.GetCurrentTime(); + Min := Round(CurLyricsTime) div 60; + Sec := Round(CurLyricsTime) mod 60; + // update static menu with time ... - Min := Round(LineState.CurrentTime) div 60; - Sec := Round(LineState.CurrentTime) mod 60; Text[TextTimeText].Text := ''; if Min < 10 then Text[TextTimeText].Text := '0'; Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Min) + ':'; @@ -1167,7 +1174,7 @@ begin begin if assigned( fCurrentVideoPlaybackEngine ) then begin - fCurrentVideoPlaybackEngine.GetFrame(LineState.CurrentTime); + fCurrentVideoPlaybackEngine.GetFrame(LineState.GetCurrentTime()); fCurrentVideoPlaybackEngine.DrawGL(ScreenAct); end; end; @@ -1180,7 +1187,7 @@ begin if ShowFinish then begin if (not AudioPlayback.Finished) and - ((CurrentSong.Finish = 0) or (LineState.CurrentTime*1000 <= CurrentSong.Finish)) then + ((CurrentSong.Finish = 0) or (LineState.GetCurrentTime()*1000 <= CurrentSong.Finish)) then begin // analyze song if not paused if (not Paused) then @@ -1270,25 +1277,6 @@ begin SetFontItalic (False); end; -(* -procedure TScreenSing.UpdateLCD; //TODO: maybe LCD Support as Plugin? -var - T: string; -begin - //Todo: Lyrics -{ LCD.HideCursor; - LCD.Clear; - - T := LyricMain.Text; - if Copy(T, Length(T), 1) <> ' ' then T := T + ' '; - LCD.AddTextBR(T); - - T := LyricSub.Text; - if Copy(T, Length(T), 1) <> ' ' then T := T + ' '; - LCD.AddTextBR(T);} -end; -*) - procedure TScreenSing.OnSentenceEnd(SentenceIndex: Cardinal); var PlayerIndex: Integer; @@ -1374,34 +1362,40 @@ begin GoldenRec.SpawnPerfectLineTwinkle; end; -//Called on Sentence Change S= New Current Sentence +// Called on sentence change +// SentenceIndex: index of the new active sentence procedure TScreenSing.OnSentenceChange(SentenceIndex: Cardinal); +var + LyricEngine: TLyricEngine; begin - //GoldenStarsTwinkle Mod + //GoldenStarsTwinkle GoldenRec.SentenceChange; - if (Lyrics.LineCounter <= High(Lines[0].Line)) then + + // Fill lyrics queue and set upper line to the current sentence + while (Lyrics.GetUpperLineIndex() < SentenceIndex) or + (not Lyrics.IsQueueFull) do begin - Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]); - end - else - Lyrics.AddLine(nil); - - // addline uses display memory - // calling draw makes sure, there's the singscreen in it, when the next - // swap between onscreen and offscreen buffers is done - // (this eliminates the onSentenceChange flickering) - // note: maybe it would be better to make sure, a display redraw is done - // right after the sentence change (before buffer swap) or make sure - // onsentencechange is only called right before calling Display.Draw - // (or whatever it was called) - Draw; + // Add the next line to the queue or a dummy if no more lines are available + if (Lyrics.LineCounter <= High(Lines[0].Line)) then + Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]) + else + Lyrics.AddLine(nil); + end; - //GoldenStarsTwinkle Mod End + // AddLine draws the passed line to the back-buffer of the render context + // and copies it into a texture afterwards (offscreen rendering). + // This leaves an in invalidated screen. Calling Draw() makes sure, + // that the back-buffer stores the sing-screen, when the next + // swap between the back- and front-buffer is done (eliminates flickering) + // + // Note: calling AddLine() right before the regular screen update (Display.Draw) + // would be a better solution. + Draw; end; function TLyricsSyncSource.GetClock(): real; begin - Result := LineState.CurrentTime; + Result := LineState.GetCurrentTime(); end; end. diff --git a/Game/Code/Screens/UScreenSingModi.pas b/Game/Code/Screens/UScreenSingModi.pas index 7606abe6..3eeb0374 100644 --- a/Game/Code/Screens/UScreenSingModi.pas +++ b/Game/Code/Screens/UScreenSingModi.pas @@ -277,8 +277,9 @@ var Min: integer; Sec: integer; Tekst: string; - S, I: integer; + S, I: integer; T: integer; + CurLyricsTime: real; begin Result := false; @@ -511,8 +512,10 @@ begin if DLLMan.Selected.LoadSong then begin // update static menu with time ... - Min := Round(LineState.CurrentTime) div 60; - Sec := Round(LineState.CurrentTime) mod 60; + CurLyricsTime := LineState.GetCurrentTime(); + Min := Round(CurLyricsTime) div 60; + Sec := Round(CurLyricsTime) mod 60; + Text[TextTimeText].Text := ''; if Min < 10 then Text[TextTimeText].Text := '0'; Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Min) + ':'; @@ -540,7 +543,7 @@ begin if ShowFinish then begin if DllMan.Selected.LoadSong then begin - if (not AudioPlayback.Finished) and ((CurrentSong.Finish = 0) or (LineState.CurrentTime*1000 <= CurrentSong.Finish)) then begin + if (not AudioPlayback.Finished) and ((CurrentSong.Finish = 0) or (LineState.GetCurrentTime*1000 <= CurrentSong.Finish)) then begin //Pause Mod: if not Paused then Sing(Self); // analyze song |