diff options
Diffstat (limited to 'Game/Code')
30 files changed, 16209 insertions, 15623 deletions
diff --git a/Game/Code/Classes/TextGL.pas b/Game/Code/Classes/TextGL.pas index 8a702ca7..ee1a74f3 100644 --- a/Game/Code/Classes/TextGL.pas +++ b/Game/Code/Classes/TextGL.pas @@ -1,381 +1,388 @@ -unit TextGL;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-
-uses OpenGL12,
- SDL,
- UTexture,
- Classes,
- ULog;
-
-procedure BuildFont; // Build Our Bitmap Font
-procedure KillFont; // Delete The Font
-function glTextWidth(text: pchar): real; // Returns Text Width
-procedure glPrintDone(text: pchar; Done: real; ColR, ColG, ColB: real);
-procedure glPrintLetter(letter: char);
-procedure glPrintLetterCut(letter: char; Start, Finish: real);
-procedure glPrint(text: pchar); // Custom GL "Print" Routine
-procedure glPrintCut(text: pchar);
-procedure SetFontPos(X, Y: real); // Sets X And Y
-procedure SetFontSize(Size: real);
-procedure SetFontStyle(Style: integer); // sets active font style (normal, bold, etc)
-procedure SetFontItalic(Enable: boolean); // sets italic type letter (works for all fonts)
-procedure SetFontAspectW(Aspect: real);
-
-type
- TTextGL = record
- X: real;
- Y: real;
- Text: string;
- Size: real;
- ColR: real;
- ColG: real;
- ColB: real;
- end;
-
- TFont = record
- Tex: TTexture;
- Width: array[0..255] of byte;
- AspectW: real;
- Centered: boolean;
- Done: real;
- Outline: real;
- Italic: boolean;
- end;
-
-
-var
- base: GLuint; // Base Display List For The Font Set
- Fonts: array of TFont;
- ActFont: integer;
- PColR: real; // temps for glPrintDone
- PColG: real;
- PColB: real;
-
-implementation
-
-uses UMain,
- Windows,
- SysUtils,
- {$IFDEF FPC}
- LResources,
- {$ENDIF}
- UGraphic;
-
-procedure BuildFont; // Build Our Bitmap Font
-
- procedure loadfont( aID : integer; aType, aResourceName : String);
- var
- Rejestr: TResourceStream;
- begin
- {$IFNDEF FPC}
- Rejestr := TResourceStream.Create(HInstance, aResourceName , pchar( aType ) );
- try
- Rejestr.Read(Fonts[ aID ].Width, 256);
- finally
- Rejestr.Free;
- end;
- {$ENDIF}
- end;
-
-var
- font: HFONT; // Windows Font ID
- h_dc: hdc;
- Pet: integer;
-begin
- ActFont := 0;
-
- SetLength(Fonts, 5);
- Fonts[0].Tex := Texture.LoadTexture(true, 'Font', 'PNG', 'Font', 0);
- Fonts[0].Tex.H := 30;
- Fonts[0].AspectW := 0.9;
- Fonts[0].Done := -1;
- Fonts[0].Outline := 0;
-
- Fonts[1].Tex := Texture.LoadTexture(true, 'FontB', 'PNG', 'Font', 0);
- Fonts[1].Tex.H := 30;
- Fonts[1].AspectW := 1;
- Fonts[1].Done := -1;
- Fonts[1].Outline := 0;
-
- Fonts[2].Tex := Texture.LoadTexture(true, 'FontO', 'PNG', 'Font Outline', 0);
- Fonts[2].Tex.H := 30;
- Fonts[2].AspectW := 0.95;
- Fonts[2].Done := -1;
- Fonts[2].Outline := 5;
-
- Fonts[3].Tex := Texture.LoadTexture(true, 'FontO2', 'PNG', 'Font Outline 2', 0);
- Fonts[3].Tex.H := 30;
- Fonts[3].AspectW := 0.95;
- Fonts[3].Done := -1;
- Fonts[3].Outline := 4;
-
-{ Fonts[4].Tex := Texture.LoadTexture('FontO', 'BMP', 'Arrow', 0); // for score screen
- Fonts[4].Tex.H := 30;
- Fonts[4].AspectW := 0.95;
- Fonts[4].Done := -1;
- Fonts[4].Outline := 5;}
-
-
-
- {$IFDEF FPC}
- loadfont( 0, 'DAT', 'eurostar_regular' );
- loadfont( 1, 'DAT', 'eurostar_regular_bold' );
- loadfont( 2, 'DAT', 'Outline 1' );
- loadfont( 3, 'DAT', 'Outline 2' );
- {$ELSE}
- loadfont( 0, 'FNT', 'Font' );
- loadfont( 1, 'FNT', 'FontB' );
- loadfont( 2, 'FNT', 'FontO' );
- loadfont( 3, 'FNT', 'FontO2' );
- {$ENDIF}
-
-
-
-
-{ Rejestr := TResourceStream.Create(HInstance, 'FontO', 'FNT');
- Rejestr.Read(Fonts[4].Width, 256);
- Rejestr.Free;}
-
- for Pet := 0 to 255 do
- Fonts[1].Width[Pet] := Fonts[1].Width[Pet] div 2;
-
- for Pet := 0 to 255 do
- Fonts[2].Width[Pet] := Fonts[2].Width[Pet] div 2 + 2;
-
- for Pet := 0 to 255 do
- Fonts[3].Width[Pet] := Fonts[3].Width[Pet] + 1;
-
-{ for Pet := 0 to 255 do
- Fonts[4].Width[Pet] := Fonts[4].Width[Pet] div 2 + 2;}
-
-end;
-
-procedure KillFont; // Delete The Font
-begin
-// glDeleteLists(base, 256); // Delete All 96 Characters
-end;
-
-function glTextWidth(text: pchar): real;
-var
- Letter: char;
-begin
-// Log.LogStatus(Text, 'glTextWidth');
- Result := 0;
- while (length(text) > 0) do begin
- Letter := Text[0];
- text := pchar(Copy(text, 2, Length(text)-1));
- Result := Result + Fonts[ActFont].Width[Ord(Letter)] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
- end; // while
-end;
-
-procedure glPrintDone(text: pchar; Done: real; ColR, ColG, ColB: real);
-begin
- Fonts[ActFont].Done := Done;
- PColR := ColR;
- PColG := ColG;
- PColB := ColB;
- glPrintCut(text);
- Fonts[ActFont].Done := -1;
-end;
-
-procedure glPrintLetter(Letter: char);
-var
- TexX, TexY: real;
- TexR, TexB: real;
- FWidth: real;
- PL, PT: real;
- PR, PB: real;
- XItal: real; // X shift for italic type letter
-begin
- with Fonts[ActFont].Tex do begin
- FWidth := Fonts[ActFont].Width[Ord(Letter)];
-
- W := FWidth * (H/30) * Fonts[ActFont].AspectW;
-// H := 30;
-
- // set texture positions
- TexX := (ord(Letter) mod 16) * 1/16 + 1/32 - FWidth/1024 - Fonts[ActFont].Outline/1024;
- TexY := (ord(Letter) div 16) * 1/16 + 2/1024; // 2/1024
- TexR := (ord(Letter) mod 16) * 1/16 + 1/32 + FWidth/1024 + Fonts[ActFont].Outline/1024;
- TexB := (1 + ord(Letter) div 16) * 1/16 - 2/1024;
-
- // set vector positions
- PL := X - Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW /2;
- PT := Y;
- PR := PL + W + Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW;
- PB := PT + H;
- if Fonts[ActFont].Italic = false then
- XItal := 0
- else
- XItal := 12;
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(TexX, TexY); glVertex2f(PL+XItal, PT);
- glTexCoord2f(TexX, TexB); glVertex2f(PL, PB);
- glTexCoord2f(TexR, TexB); glVertex2f(PR, PB);
- glTexCoord2f(TexR, TexY); glVertex2f(PR+XItal, PT);
- glEnd;
- X := X + W;
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- end; // with
-end;
-
-procedure glPrintLetterCut(letter: char; Start, Finish: real);
-var
- TexX, TexY: real;
- TexR, TexB: real;
- TexTemp: real;
- FWidth: real;
- PL, PT: real;
- PR, PB: real;
- OutTemp: real;
- XItal: real;
-begin
- with Fonts[ActFont].Tex do begin
- FWidth := Fonts[ActFont].Width[Ord(Letter)];
-
- W := FWidth * (H/30) * Fonts[ActFont].AspectW;
-// H := 30;
- OutTemp := Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW;
-
- // set texture positions
- TexX := (ord(Letter) mod 16) * 1/16 + 1/32 - FWidth/1024 - Fonts[ActFont].Outline/1024;
- TexY := (ord(Letter) div 16) * 1/16 + 2/1024; // 2/1024
- TexR := (ord(Letter) mod 16) * 1/16 + 1/32 + FWidth/1024 + Fonts[ActFont].Outline/1024;
- TexB := (1 + ord(Letter) div 16) * 1/16 - 2/1024;
-
- TexTemp := TexX + Start * (TexR - TexX);
- TexR := TexX + Finish * (TexR - TexX);
- TexX := TexTemp;
-
- // set vector positions
- PL := X - OutTemp / 2 + OutTemp * Start;
- PT := Y;
- PR := PL + (W + OutTemp) * (Finish - Start);
- PB := PT + H;
- if Fonts[ActFont].Italic = false then
- XItal := 0
- else
- XItal := 12;
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(TexX, TexY); glVertex2f(PL+XItal, PT);
- glTexCoord2f(TexX, TexB); glVertex2f(PL, PB);
- glTexCoord2f(TexR, TexB); glVertex2f(PR, PB);
- glTexCoord2f(TexR, TexY); glVertex2f(PR+XItal, PT); // not tested with XItal
- glEnd;
- X := X + W * (Finish - Start);
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- end; // with
-
-end;
-
-procedure glPrint(text: pchar); // Custom GL "Print" Routine
-var
- Letter: char;
-begin
- if (Text = '') then // If There's No Text
- Exit; // Do Nothing
-
- while (length(text) > 0) do begin
- // cut
- Letter := Text[0];
- Text := pchar(Copy(Text, 2, Length(Text)-1));
-
- // print
- glPrintLetter(Letter);
- end; // while
-end;
-
-procedure glPrintCut(text: pchar);
-var
- Letter: char;
- PToDo: real;
- PTotWidth: real;
- PDoingNow: real;
- S: string;
-begin
- if (Text = '') then // If There's No Text
- Exit; // Do Nothing
-
- PTotWidth := glTextWidth(Text);
- PToDo := Fonts[ActFont].Done;
-
- while (length(text) > 0) do begin
- // cut
- Letter := Text[0];
- Text := pchar(Copy(Text, 2, Length(Text)-1));
-
- // analyze
- S := Letter;
- PDoingNow := glTextWidth(pchar(S)) / PTotWidth;
-
- // drawing
- if (PToDo > 0) and (PDoingNow <= PToDo) then
- glPrintLetter(Letter);
-
- if (PToDo > 0) and (PDoingNow > PToDo) then begin
- glPrintLetterCut(Letter, 0, PToDo / PDoingNow);
- glColor3f(PColR, PColG, PColB);
- glPrintLetterCut(Letter, PToDo / PDoingNow, 1);
- end;
-
- if (PToDo <= 0) then
- glPrintLetter(Letter);
-
- PToDo := PToDo - PDoingNow;
-
- end; // while
-end;
-
-
-procedure SetFontPos(X, Y: real);
-begin
- Fonts[ActFont].Tex.X := X;
- Fonts[ActFont].Tex.Y := Y;
-end;
-
-procedure SetFontSize(Size: real);
-begin
- Fonts[ActFont].Tex.H := 30 * (Size/10);
-end;
-
-procedure SetFontStyle(Style: integer);
-begin
- ActFont := Style;
-end;
-
-procedure SetFontItalic(Enable: boolean);
-begin
- Fonts[ActFont].Italic := Enable;
-end;
-
-procedure SetFontAspectW(Aspect: real);
-begin
- Fonts[ActFont].AspectW := Aspect;
-end;
-
-{$IFDEF FPC}
-initialization
- {$I UltraStar.lrs}
-{$ENDIF}
-
-end.
-
-
+unit TextGL; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + + +uses OpenGL12, + SDL, + UTexture, + Classes, + ULog; + +procedure BuildFont; // Build Our Bitmap Font +procedure KillFont; // Delete The Font +function glTextWidth(text: pchar): real; // Returns Text Width +procedure glPrintDone(text: pchar; Done: real; ColR, ColG, ColB: real); +procedure glPrintLetter(letter: char); +procedure glPrintLetterCut(letter: char; Start, Finish: real); +procedure glPrint(text: pchar); // Custom GL "Print" Routine +procedure glPrintCut(text: pchar); +procedure SetFontPos(X, Y: real); // Sets X And Y +procedure SetFontSize(Size: real); +procedure SetFontStyle(Style: integer); // sets active font style (normal, bold, etc) +procedure SetFontItalic(Enable: boolean); // sets italic type letter (works for all fonts) +procedure SetFontAspectW(Aspect: real); + +type + TTextGL = record + X: real; + Y: real; + Text: string; + Size: real; + ColR: real; + ColG: real; + ColB: real; + end; + + TFont = record + Tex: TTexture; + Width: array[0..255] of byte; + AspectW: real; + Centered: boolean; + Done: real; + Outline: real; + Italic: boolean; + end; + + +var + base: GLuint; // Base Display List For The Font Set + Fonts: array of TFont; + ActFont: integer; + PColR: real; // temps for glPrintDone + PColG: real; + PColB: real; + +implementation + +uses UMain, + {$IFDEF win32} + windows, + {$ELSE} + lclintf, + lcltype, + {$ENDIF} + SysUtils, + {$IFDEF FPC} + LResources, + {$ENDIF} + UGraphic; + +procedure BuildFont; // Build Our Bitmap Font + + procedure loadfont( aID : integer; aType, aResourceName : String); + var + Rejestr: TResourceStream; + begin + {$IFNDEF FPC} + Rejestr := TResourceStream.Create(HInstance, aResourceName , pchar( aType ) ); + try + Rejestr.Read(Fonts[ aID ].Width, 256); + finally + Rejestr.Free; + end; + {$ENDIF} + end; + +var + font: HFONT; // Windows Font ID + h_dc: hdc; + Pet: integer; +begin + ActFont := 0; + + SetLength(Fonts, 5); + Fonts[0].Tex := Texture.LoadTexture(true, 'Font', 'PNG', 'Font', 0); + Fonts[0].Tex.H := 30; + Fonts[0].AspectW := 0.9; + Fonts[0].Done := -1; + Fonts[0].Outline := 0; + + Fonts[1].Tex := Texture.LoadTexture(true, 'FontB', 'PNG', 'Font', 0); + Fonts[1].Tex.H := 30; + Fonts[1].AspectW := 1; + Fonts[1].Done := -1; + Fonts[1].Outline := 0; + + Fonts[2].Tex := Texture.LoadTexture(true, 'FontO', 'PNG', 'Font Outline', 0); + Fonts[2].Tex.H := 30; + Fonts[2].AspectW := 0.95; + Fonts[2].Done := -1; + Fonts[2].Outline := 5; + + Fonts[3].Tex := Texture.LoadTexture(true, 'FontO2', 'PNG', 'Font Outline 2', 0); + Fonts[3].Tex.H := 30; + Fonts[3].AspectW := 0.95; + Fonts[3].Done := -1; + Fonts[3].Outline := 4; + +{ Fonts[4].Tex := Texture.LoadTexture('FontO', 'BMP', 'Arrow', 0); // for score screen + Fonts[4].Tex.H := 30; + Fonts[4].AspectW := 0.95; + Fonts[4].Done := -1; + Fonts[4].Outline := 5;} + + + + {$IFDEF FPC} + loadfont( 0, 'DAT', 'eurostar_regular' ); + loadfont( 1, 'DAT', 'eurostar_regular_bold' ); + loadfont( 2, 'DAT', 'Outline 1' ); + loadfont( 3, 'DAT', 'Outline 2' ); + {$ELSE} + loadfont( 0, 'FNT', 'Font' ); + loadfont( 1, 'FNT', 'FontB' ); + loadfont( 2, 'FNT', 'FontO' ); + loadfont( 3, 'FNT', 'FontO2' ); + {$ENDIF} + + + + +{ Rejestr := TResourceStream.Create(HInstance, 'FontO', 'FNT'); + Rejestr.Read(Fonts[4].Width, 256); + Rejestr.Free;} + + for Pet := 0 to 255 do + Fonts[1].Width[Pet] := Fonts[1].Width[Pet] div 2; + + for Pet := 0 to 255 do + Fonts[2].Width[Pet] := Fonts[2].Width[Pet] div 2 + 2; + + for Pet := 0 to 255 do + Fonts[3].Width[Pet] := Fonts[3].Width[Pet] + 1; + +{ for Pet := 0 to 255 do + Fonts[4].Width[Pet] := Fonts[4].Width[Pet] div 2 + 2;} + +end; + +procedure KillFont; // Delete The Font +begin +// glDeleteLists(base, 256); // Delete All 96 Characters +end; + +function glTextWidth(text: pchar): real; +var + Letter: char; +begin +// Log.LogStatus(Text, 'glTextWidth'); + Result := 0; + while (length(text) > 0) do begin + Letter := Text[0]; + text := pchar(Copy(text, 2, Length(text)-1)); + Result := Result + Fonts[ActFont].Width[Ord(Letter)] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW; + end; // while +end; + +procedure glPrintDone(text: pchar; Done: real; ColR, ColG, ColB: real); +begin + Fonts[ActFont].Done := Done; + PColR := ColR; + PColG := ColG; + PColB := ColB; + glPrintCut(text); + Fonts[ActFont].Done := -1; +end; + +procedure glPrintLetter(Letter: char); +var + TexX, TexY: real; + TexR, TexB: real; + FWidth: real; + PL, PT: real; + PR, PB: real; + XItal: real; // X shift for italic type letter +begin + with Fonts[ActFont].Tex do begin + FWidth := Fonts[ActFont].Width[Ord(Letter)]; + + W := FWidth * (H/30) * Fonts[ActFont].AspectW; +// H := 30; + + // set texture positions + TexX := (ord(Letter) mod 16) * 1/16 + 1/32 - FWidth/1024 - Fonts[ActFont].Outline/1024; + TexY := (ord(Letter) div 16) * 1/16 + 2/1024; // 2/1024 + TexR := (ord(Letter) mod 16) * 1/16 + 1/32 + FWidth/1024 + Fonts[ActFont].Outline/1024; + TexB := (1 + ord(Letter) div 16) * 1/16 - 2/1024; + + // set vector positions + PL := X - Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW /2; + PT := Y; + PR := PL + W + Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW; + PB := PT + H; + if Fonts[ActFont].Italic = false then + XItal := 0 + else + XItal := 12; + + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, TexNum); + glBegin(GL_QUADS); + glTexCoord2f(TexX, TexY); glVertex2f(PL+XItal, PT); + glTexCoord2f(TexX, TexB); glVertex2f(PL, PB); + glTexCoord2f(TexR, TexB); glVertex2f(PR, PB); + glTexCoord2f(TexR, TexY); glVertex2f(PR+XItal, PT); + glEnd; + X := X + W; + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + end; // with +end; + +procedure glPrintLetterCut(letter: char; Start, Finish: real); +var + TexX, TexY: real; + TexR, TexB: real; + TexTemp: real; + FWidth: real; + PL, PT: real; + PR, PB: real; + OutTemp: real; + XItal: real; +begin + with Fonts[ActFont].Tex do begin + FWidth := Fonts[ActFont].Width[Ord(Letter)]; + + W := FWidth * (H/30) * Fonts[ActFont].AspectW; +// H := 30; + OutTemp := Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW; + + // set texture positions + TexX := (ord(Letter) mod 16) * 1/16 + 1/32 - FWidth/1024 - Fonts[ActFont].Outline/1024; + TexY := (ord(Letter) div 16) * 1/16 + 2/1024; // 2/1024 + TexR := (ord(Letter) mod 16) * 1/16 + 1/32 + FWidth/1024 + Fonts[ActFont].Outline/1024; + TexB := (1 + ord(Letter) div 16) * 1/16 - 2/1024; + + TexTemp := TexX + Start * (TexR - TexX); + TexR := TexX + Finish * (TexR - TexX); + TexX := TexTemp; + + // set vector positions + PL := X - OutTemp / 2 + OutTemp * Start; + PT := Y; + PR := PL + (W + OutTemp) * (Finish - Start); + PB := PT + H; + if Fonts[ActFont].Italic = false then + XItal := 0 + else + XItal := 12; + + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, TexNum); + glBegin(GL_QUADS); + glTexCoord2f(TexX, TexY); glVertex2f(PL+XItal, PT); + glTexCoord2f(TexX, TexB); glVertex2f(PL, PB); + glTexCoord2f(TexR, TexB); glVertex2f(PR, PB); + glTexCoord2f(TexR, TexY); glVertex2f(PR+XItal, PT); // not tested with XItal + glEnd; + X := X + W * (Finish - Start); + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + end; // with + +end; + +procedure glPrint(text: pchar); // Custom GL "Print" Routine +var + Letter: char; +begin + if (Text = '') then // If There's No Text + Exit; // Do Nothing + + while (length(text) > 0) do begin + // cut + Letter := Text[0]; + Text := pchar(Copy(Text, 2, Length(Text)-1)); + + // print + glPrintLetter(Letter); + end; // while +end; + +procedure glPrintCut(text: pchar); +var + Letter: char; + PToDo: real; + PTotWidth: real; + PDoingNow: real; + S: string; +begin + if (Text = '') then // If There's No Text + Exit; // Do Nothing + + PTotWidth := glTextWidth(Text); + PToDo := Fonts[ActFont].Done; + + while (length(text) > 0) do begin + // cut + Letter := Text[0]; + Text := pchar(Copy(Text, 2, Length(Text)-1)); + + // analyze + S := Letter; + PDoingNow := glTextWidth(pchar(S)) / PTotWidth; + + // drawing + if (PToDo > 0) and (PDoingNow <= PToDo) then + glPrintLetter(Letter); + + if (PToDo > 0) and (PDoingNow > PToDo) then begin + glPrintLetterCut(Letter, 0, PToDo / PDoingNow); + glColor3f(PColR, PColG, PColB); + glPrintLetterCut(Letter, PToDo / PDoingNow, 1); + end; + + if (PToDo <= 0) then + glPrintLetter(Letter); + + PToDo := PToDo - PDoingNow; + + end; // while +end; + + +procedure SetFontPos(X, Y: real); +begin + Fonts[ActFont].Tex.X := X; + Fonts[ActFont].Tex.Y := Y; +end; + +procedure SetFontSize(Size: real); +begin + Fonts[ActFont].Tex.H := 30 * (Size/10); +end; + +procedure SetFontStyle(Style: integer); +begin + ActFont := Style; +end; + +procedure SetFontItalic(Enable: boolean); +begin + Fonts[ActFont].Italic := Enable; +end; + +procedure SetFontAspectW(Aspect: real); +begin + Fonts[ActFont].AspectW := Aspect; +end; + +{$IFDEF FPC} +{$IFDEF win32} +initialization + {$I UltraStar.lrs} +{$ENDIF} +{$ENDIF} + +end. + + diff --git a/Game/Code/Classes/UCommon.pas b/Game/Code/Classes/UCommon.pas index f25e025b..b7ddd7ba 100644 --- a/Game/Code/Classes/UCommon.pas +++ b/Game/Code/Classes/UCommon.pas @@ -1,98 +1,132 @@ -unit UCommon;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-uses
- windows;
-
-{$IFDEF FPC}
-
-type
- TWndMethod = procedure(var Message: TMessage) of object;
-
-function RandomRange(aMin: Integer; aMax: Integer) : Integer;
-function AllocateHWnd(Method: TWndMethod): HWND;
-procedure DeallocateHWnd(Wnd: HWND);
-
-function MaxValue(const Data: array of Double): Double;
-function MinValue(const Data: array of Double): Double;
-{$ENDIF}
-
-implementation
-
-{$IFDEF FPC}
-
-function MaxValue(const Data: array of Double): Double;
-var
- I: Integer;
-begin
- Result := Data[Low(Data)];
- for I := Low(Data) + 1 to High(Data) do
- if Result < Data[I] then
- Result := Data[I];
-end;
-
-function MinValue(const Data: array of Double): Double;
-var
- I: Integer;
-begin
- Result := Data[Low(Data)];
- for I := Low(Data) + 1 to High(Data) do
- if Result > Data[I] then
- Result := Data[I];
-end;
-
-function RandomRange(aMin: Integer; aMax: Integer) : Integer;
-begin
-RandomRange := Random(aMax-aMin) + aMin ;
-end;
-
-
-
-// TODO : JB this is dodgey and bad... find a REAL solution !
-function AllocateHWnd(Method: TWndMethod): HWND;
-var
- TempClass: TWndClass;
- ClassRegistered: Boolean;
-begin
-(*
- UtilWindowClass.hInstance := HInstance;
-{$IFDEF PIC}
- UtilWindowClass.lpfnWndProc := @DefWindowProc;
-{$ENDIF}
- ClassRegistered := GetClassInfo(HInstance, UtilWindowClass.lpszClassName, TempClass);
- if not ClassRegistered or (TempClass.lpfnWndProc <> @DefWindowProc) then
- begin
- if ClassRegistered then
- Windows.UnregisterClass(UtilWindowClass.lpszClassName, HInstance);
- Windows.RegisterClass(UtilWindowClass);
- end;
- Result := CreateWindowEx(WS_EX_TOOLWINDOW, UtilWindowClass.lpszClassName, '', WS_POPUP {+ 0}, 0, 0, 0, 0, 0, 0, HInstance, nil);
-*)
- Result := CreateWindowEx(WS_EX_TOOLWINDOW, '', '', WS_POPUP {+ 0}, 0, 0, 0, 0, 0, 0, HInstance, nil);
-
-(*
- if Assigned(Method) then
- SetWindowLong(Result, GWL_WNDPROC, Longint(MakeObjectInstance(Method)));
-*)
-end;
-
-procedure DeallocateHWnd(Wnd: HWND);
-var
- Instance: Pointer;
-begin
- Instance := Pointer(GetWindowLong(Wnd, GWL_WNDPROC));
- DestroyWindow(Wnd);
-
-// if Instance <> @DefWindowProc then
-// FreeObjectInstance(Instance);
-end;
-
-{$ENDIF}
-
-
-end.
+unit UCommon; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +uses + +{$IFDEF win32} + windows; +{$ELSE} + lcltype, + messages; +{$ENDIF} + +{$IFNDEF win32} +type + hStream = THandle; + HGLRC = THandle; + TLargeInteger = Int64; + TWin32FindData = LongInt; +{$ENDIF} + +{$IFDEF FPC} + +type + TWndMethod = procedure(var Message: TMessage) of object; + +function RandomRange(aMin: Integer; aMax: Integer) : Integer; +//function AllocateHWnd(Method: TWndMethod): HWND; +//procedure DeallocateHWnd(Wnd: HWND); + +function MaxValue(const Data: array of Double): Double; +function MinValue(const Data: array of Double): Double; +{$ENDIF} + +{$IFNDEF win32} +(* + function QueryPerformanceCounter(lpPerformanceCount:TLARGEINTEGER):Bool; + function QueryPerformanceFrequency(lpFrequency:TLARGEINTEGER):Bool; +*) + procedure ZeroMemory( Destination: Pointer; Length: DWORD ); +{$ENDIF} + +implementation + +{$IFNDEF win32} +procedure ZeroMemory( Destination: Pointer; Length: DWORD ); +begin + FillChar( Destination^, Length, 0 ); +end; //ZeroMemory + +(* +function QueryPerformanceCounter(lpPerformanceCount:TLARGEINTEGER):Bool; + + // From http://en.wikipedia.org/wiki/RDTSC + function RDTSC: Int64; register; + asm + rdtsc + end; + +begin + // Use clock_gettime here maybe ... from libc + lpPerformanceCount := RDTSC(); + result := true; +end; + +function QueryPerformanceFrequency(lpFrequency:TLARGEINTEGER):Bool; +begin + lpFrequency := 0; + result := true; +end; +*) +{$ENDIF} + + +{$IFDEF FPC} + +function MaxValue(const Data: array of Double): Double; +var + I: Integer; +begin + Result := Data[Low(Data)]; + for I := Low(Data) + 1 to High(Data) do + if Result < Data[I] then + Result := Data[I]; +end; + +function MinValue(const Data: array of Double): Double; +var + I: Integer; +begin + Result := Data[Low(Data)]; + for I := Low(Data) + 1 to High(Data) do + if Result > Data[I] then + Result := Data[I]; +end; + +function RandomRange(aMin: Integer; aMax: Integer) : Integer; +begin +RandomRange := Random(aMax-aMin) + aMin ; +end; + + +// NOTE !!!!!!!!!! +// AllocateHWnd is in lclintfh.inc + +{ +// TODO : JB this is dodgey and bad... find a REAL solution ! +function AllocateHWnd(Method: TWndMethod): HWND; +var + TempClass: TWndClass; + ClassRegistered: Boolean; +begin + Result := CreateWindowEx(WS_EX_TOOLWINDOW, '', '', WS_POPUP , 0, 0, 0, 0, 0, 0, HInstance, nil); +end; + +procedure DeallocateHWnd(Wnd: HWND); +var + Instance: Pointer; +begin + Instance := Pointer(GetWindowLong(Wnd, GWL_WNDPROC)); + DestroyWindow(Wnd); +end; +} + +{$ENDIF} + + +end. diff --git a/Game/Code/Classes/UCovers.pas b/Game/Code/Classes/UCovers.pas index efed1435..094fe43c 100644 --- a/Game/Code/Classes/UCovers.pas +++ b/Game/Code/Classes/UCovers.pas @@ -1,246 +1,248 @@ -unit UCovers;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-uses OpenGL12,
- Windows,
- Math,
- Classes,
- SysUtils,
- {$IFNDEF FPC}
- Graphics,
- {$ENDIF}
- UThemes,
- UTexture;
-
-type
- TCover = record
- Name: string;
- W: word;
- H: word;
- Size: integer;
- Position: integer; // position of picture in the cache file
-// Data: array of byte;
- end;
-
- TCovers = class
- Cover: array of TCover;
- W: word;
- H: word;
- Size: integer;
- Data: array of byte;
- WritetoFile: Boolean;
-
- constructor Create;
- procedure Load;
- procedure Save;
- procedure AddCover(Name: string);
- function CoverExists(Name: string): boolean;
- function CoverNumber(Name: string): integer;
- procedure PrepareData(Name: string);
- end;
-
-var
- Covers: TCovers;
-
-implementation
-
-uses UMain,
- // UFiles,
- ULog,
- DateUtils;
-
-constructor TCovers.Create;
-begin
- W := 128;
- H := 128;
- Size := W*H*3;
- Load;
- WritetoFile := True;
-end;
-
-procedure TCovers.Load;
-var
- F: File;
- C: integer; // cover number
- W: word;
- H: word;
- Bits: byte;
- NLen: word;
- Name: string;
-// Data: array of byte;
-begin
- if FileExists(GamePath + 'covers.cache') then
- begin
- AssignFile(F, GamePath + 'covers.cache');
- Reset(F, 1);
-
- WritetoFile := not FileIsReadOnly(GamePath + 'covers.cache');
-
- SetLength(Cover, 0);
-
- while not EOF(F) do
- begin
- SetLength(Cover, Length(Cover)+1);
-
- BlockRead(F, W, 2);
- Cover[High(Cover)].W := W;
-
- BlockRead(F, H, 2);
- Cover[High(Cover)].H := H;
-
- BlockRead(F, Bits, 1);
-
- Cover[High(Cover)].Size := W * H * (Bits div 8);
-
- // test
- // W := 128;
- // H := 128;
- // Bits := 24;
- // Seek(F, FilePos(F) + 3);
-
- BlockRead(F, NLen, 2);
- SetLength(Name, NLen);
-
- BlockRead(F, Name[1], NLen);
- Cover[High(Cover)].Name := Name;
-
- Cover[High(Cover)].Position := FilePos(F);
- Seek(F, FilePos(F) + W*H*(Bits div 8));
-
- // SetLength(Cover[High(Cover)].Data, W*H*(Bits div 8));
- // BlockRead(F, Cover[High(Cover)].Data[0], W*H*(Bits div 8));
-
- end; // While
-
- CloseFile(F);
- end; // fileexists
-end;
-
-procedure TCovers.Save;
-var
- F: File;
- C: integer; // cover number
- W: word;
- H: word;
- NLen: word;
- Bits: byte;
-begin
-{ AssignFile(F, GamePath + 'covers.cache');
- Rewrite(F, 1);
-
- Bits := 24;
- for C := 0 to High(Cover) do begin
- W := Cover[C].W;
- H := Cover[C].H;
-
- BlockWrite(F, W, 2);
- BlockWrite(F, H, 2);
- BlockWrite(F, Bits, 1);
-
- NLen := Length(Cover[C].Name);
- BlockWrite(F, NLen, 2);
- BlockWrite(F, Cover[C].Name[1], NLen);
- BlockWrite(F, Cover[C].Data[0], W*H*(Bits div 8));
- end;
-
- CloseFile(F);}
-end;
-
-procedure TCovers.AddCover(Name: string);
-var
- B: integer;
- F: File;
- C: integer; // cover number
- NLen: word;
- Bits: byte;
-begin
- if not CoverExists(Name) then begin
- SetLength(Cover, Length(Cover)+1);
- Cover[High(Cover)].Name := Name;
-
- Cover[High(Cover)].W := W;
- Cover[High(Cover)].H := H;
- Cover[High(Cover)].Size := Size;
-
- // do not copy data. write them directly to file
-// SetLength(Cover[High(Cover)].Data, Size);
-// for B := 0 to Size-1 do
-// Cover[High(Cover)].Data[B] := CacheMipmap[B];
-
- if WritetoFile then
- begin
- AssignFile(F, GamePath + 'covers.cache');
- if FileExists(GamePath + 'covers.cache') then begin
- Reset(F, 1);
- Seek(F, FileSize(F));
- end else
- Rewrite(F, 1);
-
- Bits := 24;
-
- BlockWrite(F, W, 2);
- BlockWrite(F, H, 2);
- BlockWrite(F, Bits, 1);
-
- NLen := Length(Name);
- BlockWrite(F, NLen, 2);
- BlockWrite(F, Name[1], NLen);
-
- Cover[High(Cover)].Position := FilePos(F);
- BlockWrite(F, CacheMipmap[0], W*H*(Bits div 8));
-
- CloseFile(F);
- end;
- end
- else
- Cover[High(Cover)].Position := 0;
-end;
-
-function TCovers.CoverExists(Name: string): boolean;
-var
- C: integer; // cover
-begin
- Result := false;
- C := 0;
- while (C <= High(Cover)) and (Result = false) do begin
- if Cover[C].Name = Name then Result := true;
- Inc(C);
- end;
-end;
-
-function TCovers.CoverNumber(Name: string): integer;
-var
- C: integer;
-begin
- Result := -1;
- C := 0;
- while (C <= High(Cover)) and (Result = -1) do begin
- if Cover[C].Name = Name then Result := C;
- Inc(C);
- end;
-end;
-
-procedure TCovers.PrepareData(Name: string);
-var
- F: File;
- C: integer;
-begin
- if FileExists(GamePath + 'covers.cache') then begin
- AssignFile(F, GamePath + 'covers.cache');
- Reset(F, 1);
-
- C := CoverNumber(Name);
- SetLength(Data, Cover[C].Size);
- if Length(Data) < 6 then beep;
- Seek(F, Cover[C].Position);
- BlockRead(F, Data[0], Cover[C].Size);
- CloseFile(F);
- end;
-end;
-
-end.
+unit UCovers; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +uses OpenGL12, + {$IFDEF win32} + windows, + {$ENDIF} + Math, + Classes, + SysUtils, + {$IFNDEF FPC} + Graphics, + {$ENDIF} + UThemes, + UTexture; + +type + TCover = record + Name: string; + W: word; + H: word; + Size: integer; + Position: integer; // position of picture in the cache file +// Data: array of byte; + end; + + TCovers = class + Cover: array of TCover; + W: word; + H: word; + Size: integer; + Data: array of byte; + WritetoFile: Boolean; + + constructor Create; + procedure Load; + procedure Save; + procedure AddCover(Name: string); + function CoverExists(Name: string): boolean; + function CoverNumber(Name: string): integer; + procedure PrepareData(Name: string); + end; + +var + Covers: TCovers; + +implementation + +uses UMain, + // UFiles, + ULog, + DateUtils; + +constructor TCovers.Create; +begin + W := 128; + H := 128; + Size := W*H*3; + Load; + WritetoFile := True; +end; + +procedure TCovers.Load; +var + F: File; + C: integer; // cover number + W: word; + H: word; + Bits: byte; + NLen: word; + Name: string; +// Data: array of byte; +begin + if FileExists(GamePath + 'covers.cache') then + begin + AssignFile(F, GamePath + 'covers.cache'); + Reset(F, 1); + + WritetoFile := not FileIsReadOnly(GamePath + 'covers.cache'); + + SetLength(Cover, 0); + + while not EOF(F) do + begin + SetLength(Cover, Length(Cover)+1); + + BlockRead(F, W, 2); + Cover[High(Cover)].W := W; + + BlockRead(F, H, 2); + Cover[High(Cover)].H := H; + + BlockRead(F, Bits, 1); + + Cover[High(Cover)].Size := W * H * (Bits div 8); + + // test + // W := 128; + // H := 128; + // Bits := 24; + // Seek(F, FilePos(F) + 3); + + BlockRead(F, NLen, 2); + SetLength(Name, NLen); + + BlockRead(F, Name[1], NLen); + Cover[High(Cover)].Name := Name; + + Cover[High(Cover)].Position := FilePos(F); + Seek(F, FilePos(F) + W*H*(Bits div 8)); + + // SetLength(Cover[High(Cover)].Data, W*H*(Bits div 8)); + // BlockRead(F, Cover[High(Cover)].Data[0], W*H*(Bits div 8)); + + end; // While + + CloseFile(F); + end; // fileexists +end; + +procedure TCovers.Save; +var + F: File; + C: integer; // cover number + W: word; + H: word; + NLen: word; + Bits: byte; +begin +{ AssignFile(F, GamePath + 'covers.cache'); + Rewrite(F, 1); + + Bits := 24; + for C := 0 to High(Cover) do begin + W := Cover[C].W; + H := Cover[C].H; + + BlockWrite(F, W, 2); + BlockWrite(F, H, 2); + BlockWrite(F, Bits, 1); + + NLen := Length(Cover[C].Name); + BlockWrite(F, NLen, 2); + BlockWrite(F, Cover[C].Name[1], NLen); + BlockWrite(F, Cover[C].Data[0], W*H*(Bits div 8)); + end; + + CloseFile(F);} +end; + +procedure TCovers.AddCover(Name: string); +var + B: integer; + F: File; + C: integer; // cover number + NLen: word; + Bits: byte; +begin + if not CoverExists(Name) then begin + SetLength(Cover, Length(Cover)+1); + Cover[High(Cover)].Name := Name; + + Cover[High(Cover)].W := W; + Cover[High(Cover)].H := H; + Cover[High(Cover)].Size := Size; + + // do not copy data. write them directly to file +// SetLength(Cover[High(Cover)].Data, Size); +// for B := 0 to Size-1 do +// Cover[High(Cover)].Data[B] := CacheMipmap[B]; + + if WritetoFile then + begin + AssignFile(F, GamePath + 'covers.cache'); + if FileExists(GamePath + 'covers.cache') then begin + Reset(F, 1); + Seek(F, FileSize(F)); + end else + Rewrite(F, 1); + + Bits := 24; + + BlockWrite(F, W, 2); + BlockWrite(F, H, 2); + BlockWrite(F, Bits, 1); + + NLen := Length(Name); + BlockWrite(F, NLen, 2); + BlockWrite(F, Name[1], NLen); + + Cover[High(Cover)].Position := FilePos(F); + BlockWrite(F, CacheMipmap[0], W*H*(Bits div 8)); + + CloseFile(F); + end; + end + else + Cover[High(Cover)].Position := 0; +end; + +function TCovers.CoverExists(Name: string): boolean; +var + C: integer; // cover +begin + Result := false; + C := 0; + while (C <= High(Cover)) and (Result = false) do begin + if Cover[C].Name = Name then Result := true; + Inc(C); + end; +end; + +function TCovers.CoverNumber(Name: string): integer; +var + C: integer; +begin + Result := -1; + C := 0; + while (C <= High(Cover)) and (Result = -1) do begin + if Cover[C].Name = Name then Result := C; + Inc(C); + end; +end; + +procedure TCovers.PrepareData(Name: string); +var + F: File; + C: integer; +begin + if FileExists(GamePath + 'covers.cache') then begin + AssignFile(F, GamePath + 'covers.cache'); + Reset(F, 1); + + C := CoverNumber(Name); + SetLength(Data, Cover[C].Size); + if Length(Data) < 6 then beep; + Seek(F, Cover[C].Position); + BlockRead(F, Data[0], Cover[C].Size); + CloseFile(F); + end; +end; + +end. diff --git a/Game/Code/Classes/UDLLManager.pas b/Game/Code/Classes/UDLLManager.pas index 0d328c37..d25efb35 100644 --- a/Game/Code/Classes/UDLLManager.pas +++ b/Game/Code/Classes/UDLLManager.pas @@ -1,233 +1,247 @@ -unit UDLLManager;
-
-{$IFDEF FPC}
- {$MODE DELPHI}
-{$ENDIF}
-
-
-interface
-
-uses ModiSDK,
- UFiles;
-
-type
- TDLLMan = class
- private
- hLib: THandle;
- P_Init: fModi_Init;
- P_Draw: fModi_Draw;
- P_Finish: fModi_Finish;
- P_RData: pModi_RData;
- public
- Plugins: array of TPluginInfo;
- PluginPaths: array of String;
- Selected: ^TPluginInfo;
-
- constructor Create;
-
- procedure GetPluginList;
- procedure ClearPluginInfo(No: Cardinal);
- function LoadPluginInfo(Filename: String; No: Cardinal): boolean;
-
- function LoadPlugin(No: Cardinal): boolean;
- procedure UnLoadPlugin;
-
- function PluginInit (const TeamInfo: TTeamInfo; var Playerinfo: TPlayerinfo; const Sentences: TSentences; const LoadTex: fModi_LoadTex; const Print: fModi_Print; LoadSound: fModi_LoadSound; PlaySound: pModi_PlaySound): boolean;
- function PluginDraw (var Playerinfo: TPlayerinfo; const CurSentence: Cardinal): boolean;
- function PluginFinish (var Playerinfo: TPlayerinfo): byte;
- procedure PluginRData (handle: HSTREAM; buffer: Pointer; len: DWORD; user: DWORD);
- end;
-
-var
- DLLMan: TDLLMan;
-
-const DLLPath = 'Plugins\';
-
-implementation
-uses Windows, ULog, SysUtils;
-
-
-constructor TDLLMan.Create;
-begin
- SetLength(Plugins, 0);
- SetLength(PluginPaths, Length(Plugins));
- GetPluginList;
-end;
-
-procedure TDLLMan.GetPluginList;
-var
- SR: TSearchRec;
-begin
-
- if FindFirst(DLLPath + '*.dll', faAnyFile , SR) = 0 then
- begin
- repeat
- SetLength(Plugins, Length(Plugins)+1);
- SetLength(PluginPaths, Length(Plugins));
-
- if LoadPluginInfo(SR.Name, High(Plugins)) then //Loaded succesful
- begin
- PluginPaths[High(PluginPaths)] := SR.Name;
- end
- else //Error Loading
- begin
- SetLength(Plugins, Length(Plugins)-1);
- SetLength(PluginPaths, Length(Plugins));
- end;
-
- until FindNext(SR) <> 0;
- FindClose(SR);
- end;
-end;
-
-procedure TDLLMan.ClearPluginInfo(No: Cardinal);
-begin
- //Set to Party Modi Plugin
- Plugins[No].Typ := 8;
-
- Plugins[No].Name := 'unknown';
- Plugins[No].NumPlayers := 0;
-
- Plugins[No].Creator := 'Nobody';
- Plugins[No].PluginDesc := 'NO_PLUGIN_DESC';
-
- Plugins[No].LoadSong := True;
- Plugins[No].ShowScore := True;
- Plugins[No].ShowBars := False;
- Plugins[No].ShowNotes := True;
- Plugins[No].LoadVideo := True;
- Plugins[No].LoadBack := True;
-
- Plugins[No].TeamModeOnly := False;
- Plugins[No].GetSoundData := False;
- Plugins[No].Dummy := False;
-
-
- Plugins[No].BGShowFull := False;
- Plugins[No].BGShowFull_O := True;
-
- Plugins[No].ShowRateBar:= False;
- Plugins[No].ShowRateBar_O := True;
-
- Plugins[No].EnLineBonus := False;
- Plugins[No].EnLineBonus_O := True;
-end;
-
-function TDLLMan.LoadPluginInfo(Filename: String; No: Cardinal): boolean;
-var
- hLibg: THandle;
- Info: pModi_PluginInfo;
- I: Integer;
-begin
- Result := False;
- //Clear Plugin Info
- ClearPluginInfo(No);
-
- {//Workaround Plugins Loaded 2 Times
- For I := low(PluginPaths) to high(PluginPaths) do
- if (PluginPaths[I] = Filename) then
- exit; }
-
- //Load Libary
- hLibg := LoadLibrary(PChar(DLLPath + Filename));
- //If Loaded
- if (hLibg <> 0) then
- begin
- //Load Info Procedure
- @Info := GetProcAddress (hLibg, PChar('PluginInfo'));
-
- //If Loaded
- if (@Info <> nil) then
- begin
- //Load PluginInfo
- Info (Plugins[No]);
- Result := True;
- end
- else
- Log.LogError('Could not Load Plugin "' + Filename + '": Info Procedure not Found');
-
- FreeLibrary (hLibg);
- end
- else
- Log.LogError('Could not Load Plugin "' + Filename + '": Libary not Loaded');
-end;
-
-function TDLLMan.LoadPlugin(No: Cardinal): boolean;
-begin
- Result := False;
- //Load Libary
- hLib := LoadLibrary(PChar(DLLPath + PluginPaths[No]));
- //If Loaded
- if (hLib <> 0) then
- begin
- //Load Info Procedure
- @P_Init := GetProcAddress (hLib, PChar('Init'));
- @P_Draw := GetProcAddress (hLib, PChar('Draw'));
- @P_Finish := GetProcAddress (hLib, PChar('Finish'));
-
- //If Loaded
- if (@P_Init <> nil) And (@P_Draw <> nil) And (@P_Finish <> nil) then
- begin
- Selected := @Plugins[No];
- Result := True;
- end
- else
- begin
- Log.LogError('Could not Load Plugin "' + PluginPaths[No] + '": Procedures not Found');
-
- end;
- end
- else
- Log.LogError('Could not Load Plugin "' + PluginPaths[No] + '": Libary not Loaded');
-end;
-
-procedure TDLLMan.UnLoadPlugin;
-begin
-if (hLib <> 0) then
- FreeLibrary (hLib);
-
-//Selected := nil;
-@P_Init := nil;
-@P_Draw := nil;
-@P_Finish := nil;
-@P_RData := nil;
-end;
-
-function TDLLMan.PluginInit (const TeamInfo: TTeamInfo; var Playerinfo: TPlayerinfo; const Sentences: TSentences; const LoadTex: fModi_LoadTex; const Print: fModi_Print; LoadSound: fModi_LoadSound; PlaySound: pModi_PlaySound): boolean;
-var
- Methods: TMethodRec;
-begin
- Methods.LoadTex := LoadTex;
- Methods.Print := Print;
- Methods.LoadSound := LoadSound;
- Methods.PlaySound := PlaySound;
-
- if (@P_Init <> nil) then
- Result := P_Init (TeamInfo, PlayerInfo, Sentences, Methods)
- else
- Result := False
-end;
-
-function TDLLMan.PluginDraw (var Playerinfo: TPlayerinfo; const CurSentence: Cardinal): boolean;
-begin
-if (@P_Draw <> nil) then
- Result := P_Draw (PlayerInfo, CurSentence)
-else
- Result := False
-end;
-
-function TDLLMan.PluginFinish (var Playerinfo: TPlayerinfo): byte;
-begin
-if (@P_Finish <> nil) then
- Result := P_Finish (PlayerInfo)
-else
- Result := 0;
-end;
-
-procedure TDLLMan.PluginRData (handle: HSTREAM; buffer: Pointer; len: DWORD; user: DWORD);
-begin
-if (@P_RData <> nil) then
- P_RData (handle, buffer, len, user);
-end;
-
-end.
+unit UDLLManager; + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + + +interface + +uses ModiSDK, + UFiles; + +type + TDLLMan = class + private + hLib: THandle; + P_Init: fModi_Init; + P_Draw: fModi_Draw; + P_Finish: fModi_Finish; + P_RData: pModi_RData; + public + Plugins: array of TPluginInfo; + PluginPaths: array of String; + Selected: ^TPluginInfo; + + constructor Create; + + procedure GetPluginList; + procedure ClearPluginInfo(No: Cardinal); + function LoadPluginInfo(Filename: String; No: Cardinal): boolean; + + function LoadPlugin(No: Cardinal): boolean; + procedure UnLoadPlugin; + + function PluginInit (const TeamInfo: TTeamInfo; var Playerinfo: TPlayerinfo; const Sentences: TSentences; const LoadTex: fModi_LoadTex; const Print: fModi_Print; LoadSound: fModi_LoadSound; PlaySound: pModi_PlaySound): boolean; + function PluginDraw (var Playerinfo: TPlayerinfo; const CurSentence: Cardinal): boolean; + function PluginFinish (var Playerinfo: TPlayerinfo): byte; + procedure PluginRData (handle: HSTREAM; buffer: Pointer; len: DWORD; user: DWORD); + end; + +var + DLLMan: TDLLMan; + +const + {$IFDEF win32} + DLLPath = 'Plugins\'; + DLLExt = '.dll'; + {$ELSE} + DLLPath = 'Plugins/'; + DLLExt = '.so'; + {$ENDIF} + +implementation + +uses {$IFDEF win32} + windows, + {$ELSE} + dynlibs, + {$ENDIF} + ULog, + SysUtils; + + +constructor TDLLMan.Create; +begin + SetLength(Plugins, 0); + SetLength(PluginPaths, Length(Plugins)); + GetPluginList; +end; + +procedure TDLLMan.GetPluginList; +var + SR: TSearchRec; +begin + + if FindFirst(DLLPath + '*' + DLLExt, faAnyFile , SR) = 0 then + begin + repeat + SetLength(Plugins, Length(Plugins)+1); + SetLength(PluginPaths, Length(Plugins)); + + if LoadPluginInfo(SR.Name, High(Plugins)) then //Loaded succesful + begin + PluginPaths[High(PluginPaths)] := SR.Name; + end + else //Error Loading + begin + SetLength(Plugins, Length(Plugins)-1); + SetLength(PluginPaths, Length(Plugins)); + end; + + until FindNext(SR) <> 0; + FindClose(SR); + end; +end; + +procedure TDLLMan.ClearPluginInfo(No: Cardinal); +begin + //Set to Party Modi Plugin + Plugins[No].Typ := 8; + + Plugins[No].Name := 'unknown'; + Plugins[No].NumPlayers := 0; + + Plugins[No].Creator := 'Nobody'; + Plugins[No].PluginDesc := 'NO_PLUGIN_DESC'; + + Plugins[No].LoadSong := True; + Plugins[No].ShowScore := True; + Plugins[No].ShowBars := False; + Plugins[No].ShowNotes := True; + Plugins[No].LoadVideo := True; + Plugins[No].LoadBack := True; + + Plugins[No].TeamModeOnly := False; + Plugins[No].GetSoundData := False; + Plugins[No].Dummy := False; + + + Plugins[No].BGShowFull := False; + Plugins[No].BGShowFull_O := True; + + Plugins[No].ShowRateBar:= False; + Plugins[No].ShowRateBar_O := True; + + Plugins[No].EnLineBonus := False; + Plugins[No].EnLineBonus_O := True; +end; + +function TDLLMan.LoadPluginInfo(Filename: String; No: Cardinal): boolean; +var + hLibg: THandle; + Info: pModi_PluginInfo; + I: Integer; +begin + Result := False; + //Clear Plugin Info + ClearPluginInfo(No); + + {//Workaround Plugins Loaded 2 Times + For I := low(PluginPaths) to high(PluginPaths) do + if (PluginPaths[I] = Filename) then + exit; } + + //Load Libary + hLibg := LoadLibrary(PChar(DLLPath + Filename)); + //If Loaded + if (hLibg <> 0) then + begin + //Load Info Procedure + @Info := GetProcAddress (hLibg, PChar('PluginInfo')); + + //If Loaded + if (@Info <> nil) then + begin + //Load PluginInfo + Info (Plugins[No]); + Result := True; + end + else + Log.LogError('Could not Load Plugin "' + Filename + '": Info Procedure not Found'); + + FreeLibrary (hLibg); + end + else + Log.LogError('Could not Load Plugin "' + Filename + '": Libary not Loaded'); +end; + +function TDLLMan.LoadPlugin(No: Cardinal): boolean; +begin + Result := False; + //Load Libary + hLib := LoadLibrary(PChar(DLLPath + PluginPaths[No])); + //If Loaded + if (hLib <> 0) then + begin + //Load Info Procedure + @P_Init := GetProcAddress (hLib, PChar('Init')); + @P_Draw := GetProcAddress (hLib, PChar('Draw')); + @P_Finish := GetProcAddress (hLib, PChar('Finish')); + + //If Loaded + if (@P_Init <> nil) And (@P_Draw <> nil) And (@P_Finish <> nil) then + begin + Selected := @Plugins[No]; + Result := True; + end + else + begin + Log.LogError('Could not Load Plugin "' + PluginPaths[No] + '": Procedures not Found'); + + end; + end + else + Log.LogError('Could not Load Plugin "' + PluginPaths[No] + '": Libary not Loaded'); +end; + +procedure TDLLMan.UnLoadPlugin; +begin +if (hLib <> 0) then + FreeLibrary (hLib); + +//Selected := nil; +@P_Init := nil; +@P_Draw := nil; +@P_Finish := nil; +@P_RData := nil; +end; + +function TDLLMan.PluginInit (const TeamInfo: TTeamInfo; var Playerinfo: TPlayerinfo; const Sentences: TSentences; const LoadTex: fModi_LoadTex; const Print: fModi_Print; LoadSound: fModi_LoadSound; PlaySound: pModi_PlaySound): boolean; +var + Methods: TMethodRec; +begin + Methods.LoadTex := LoadTex; + Methods.Print := Print; + Methods.LoadSound := LoadSound; + Methods.PlaySound := PlaySound; + + if (@P_Init <> nil) then + Result := P_Init (TeamInfo, PlayerInfo, Sentences, Methods) + else + Result := False +end; + +function TDLLMan.PluginDraw (var Playerinfo: TPlayerinfo; const CurSentence: Cardinal): boolean; +begin +if (@P_Draw <> nil) then + Result := P_Draw (PlayerInfo, CurSentence) +else + Result := False +end; + +function TDLLMan.PluginFinish (var Playerinfo: TPlayerinfo): byte; +begin +if (@P_Finish <> nil) then + Result := P_Finish (PlayerInfo) +else + Result := 0; +end; + +procedure TDLLMan.PluginRData (handle: HSTREAM; buffer: Pointer; len: DWORD; user: DWORD); +begin +if (@P_RData <> nil) then + P_RData (handle, buffer, len, user); +end; + +end. diff --git a/Game/Code/Classes/UDataBase.pas b/Game/Code/Classes/UDataBase.pas index 009d0d63..deee85c0 100644 --- a/Game/Code/Classes/UDataBase.pas +++ b/Game/Code/Classes/UDataBase.pas @@ -1,299 +1,298 @@ -unit UDataBase;
-
-interface
-
-{$IFDEF FPC}
- {$MODE DELPHI}
-{$ENDIF}
-
-
-uses USongs, SQLiteTable3;
-
-//--------------------
-//DataBaseSystem - Class including all DB Methods
-//--------------------
-type
- TStatResult = record
- Case Typ: Byte of
- 0: (Singer: ShortString;
- Score: Word;
- Difficulty: Byte;
- SongArtist: ShortString;
- SongTitle: ShortString);
-
- 1: (Player: ShortString;
- AverageScore: Word);
-
- 2: (Artist: ShortString;
- Title: ShortString;
- TimesSung: Word);
-
- 3: (ArtistName: ShortString;
- TimesSungtot: Word);
- end;
- AStatResult = Array of TStatResult;
-
- TDataBaseSystem = class
- private
- ScoreDB: TSqliteDatabase;
- sFilename: string;
- public
-
-
- property Filename: String read sFilename;
-
- Destructor Free;
-
- Procedure Init(const Filename: string);
- procedure ReadScore(var Song: TSong);
- procedure AddScore(var Song: TSong; Level: integer; Name: string; Score: integer);
- procedure WriteScore(var Song: TSong);
-
- Function GetStats(var Stats: AStatResult; const Typ, Count: Byte; const Page: Cardinal; const Reversed: Boolean): Boolean;
- Function GetTotalEntrys(const Typ: Byte): Cardinal;
- end;
-
-var
- DataBase: TDataBaseSystem;
-
-implementation
-
-uses IniFiles, SysUtils;
-
-//--------------------
-//Create - Opens Database and Create Tables if not Exist
-//--------------------
-
-Procedure TDataBaseSystem.Init(const Filename: string);
-begin
- //Open Database
- ScoreDB := TSqliteDatabase.Create(Filename);
- sFilename := Filename;
-
- try
- //Look for Tables => When not exist Create them
- if not ScoreDB.TableExists('US_Scores') then
- ScoreDB.execsql('CREATE TABLE `US_Scores` (`SongID` INT( 11 ) NOT NULL , `Difficulty` INT( 1 ) NOT NULL , `Player` VARCHAR( 150 ) NOT NULL , `Score` INT( 5 ) NOT NULL );');
-
- if not ScoreDB.TableExists('US_Songs') then
- ScoreDB.execsql('CREATE TABLE `US_Songs` (`ID` INTEGER PRIMARY KEY, `Artist` VARCHAR( 255 ) NOT NULL , `Title` VARCHAR( 255 ) NOT NULL , `TimesPlayed` int(5) NOT NULL );');
- //Not possible because of String Limitation to 255 Chars //Need to rewrite Wrapper
- {if not ScoreDB.TableExists('US_SongCache') then
- ScoreDB.ExecSQL('CREATE TABLE `US_SongCache` (`Path` VARCHAR( 255 ) NOT NULL , `Filename` VARCHAR( 255 ) NOT NULL , `Title` VARCHAR( 255 ) NOT NULL , `Artist` VARCHAR( 255 ) NOT NULL , `Folder` VARCHAR( 255 ) NOT NULL , `Genre` VARCHAR( 255 ) NOT NULL , `Edition` VARCHAR( 255 ) NOT NULL , `Language` VARCHAR( 255 ) NOT NULL , `Creator` VARCHAR( 255 ) NOT NULL , `Cover` VARCHAR( 255 ) NOT NULL , `Background` VARCHAR( 255 ) NOT NULL , `Video` VARCHAR( 255 ) NOT NULL , `VideoGap` FLOAT NOT NULL , `Gap` FLOAT NOT NULL , `Start` FLOAT NOT NULL , `Finish` INT( 11 ) NOT NULL , `BPM` INT( 5 ) NOT NULL , `Relative` BOOLEAN NOT NULL , `NotesGap` INT( 11 ) NOT NULL);');}
-
-
- finally
- //ScoreDB.Free;
- end;
-
-end;
-
-//--------------------
-//Free - Frees Database
-//--------------------
-Destructor TDataBaseSystem.Free;
-begin
- ScoreDB.Free;
-end;
-
-//--------------------
-//ReadScore - Read Scores into SongArray
-//--------------------
-procedure TDataBaseSystem.ReadScore(var Song: TSong);
-var
- TableData: TSqliteTable;
- Dif: Byte;
-begin
- //ScoreDB := TSqliteDatabase.Create(sFilename);
- try
- try
- //Search Song in DB
- TableData := ScoreDB.GetTable('SELECT `Difficulty`, `Player`, `Score` FROM `us_scores` WHERE `SongID` = (SELECT `ID` FROM `us_songs` WHERE `Artist` = "' + Song.Artist + '" AND `Title` = "' + Song.Title + '" LIMIT 1) ORDER BY `Score` DESC LIMIT 15');
- //Empty Old Scores
- SetLength (Song.Score[0], 0);
- SetLength (Song.Score[1], 0);
- SetLength (Song.Score[2], 0);
-
- while not TableData.Eof do//Go through all Entrys
- begin//Add one Entry to Array
- Dif := StrtoInt(TableData.FieldAsString(TableData.FieldIndex['Difficulty']));
- if (Dif>=0) AND (Dif<=2) then
- begin
- SetLength(Song.Score[Dif], Length(Song.Score[Dif]) + 1);
-
- Song.Score[Dif, high(Song.Score[Dif])].Name := TableData.FieldAsString(TableData.FieldIndex['Player']);
- Song.Score[Dif, high(Song.Score[Dif])].Score:= StrtoInt(TableData.FieldAsString(TableData.FieldIndex['Score']));
- end;
- TableData.Next;
- end;
-
- except //Im Fehlerfall
- for Dif := 0 to 2 do
- begin
- SetLength(Song.Score[Dif], 1);
- Song.Score[Dif, 1].Name := 'Error Reading ScoreDB';
- end;
- end;
- finally
- //ScoreDb.Free;
- end;
-end;
-
-//--------------------
-//AddScore - Add one new Score to DB
-//--------------------
-procedure TDataBaseSystem.AddScore(var Song: TSong; Level: integer; Name: string; Score: integer);
-var
-ID: Integer;
-TableData: TSqliteTable;
-begin
- //ScoreDB := TSqliteDatabase.Create(sFilename);
- try
- //Prevent 0 Scores from being added
- if (Score > 0) then
- begin
-
- ID := ScoreDB.GetTableValue('SELECT `ID` FROM `US_Songs` WHERE `Artist` = "' + Song.Artist + '" AND `Title` = "' + Song.Title + '"');
- if ID = 0 then //Song doesn't exist -> Create
- begin
- ScoreDB.ExecSQL ('INSERT INTO `US_Songs` ( `ID` , `Artist` , `Title` , `TimesPlayed` ) VALUES (NULL , "' + Song.Artist + '", "' + Song.Title + '", "0");');
- ID := ScoreDB.GetTableValue('SELECT `ID` FROM `US_Songs` WHERE `Artist` = "' + Song.Artist + '" AND `Title` = "' + Song.Title + '"');
- if ID = 0 then //Could not Create Table
- exit;
- end;
- //Create new Entry
- ScoreDB.ExecSQL('INSERT INTO `US_Scores` ( `SongID` , `Difficulty` , `Player` , `Score` ) VALUES ("' + InttoStr(ID) + '", "' + InttoStr(Level) + '", "' + Name + '", "' + InttoStr(Score) + '");');
-
- //Delete Last Position when there are more than 5 Entrys
- if ScoreDB.GetTableValue('SELECT COUNT(`SongID`) FROM `US_Scores` WHERE `SongID` = "' + InttoStr(ID) + '" AND `Difficulty` = "' + InttoStr(Level) +'"') > 5 then
- begin
- TableData := ScoreDB.GetTable('SELECT `Player`, `Score` FROM `US_Scores` WHERE SongID = "' + InttoStr(ID) + '" AND `Difficulty` = "' + InttoStr(Level) +'" ORDER BY `Score` ASC LIMIT 1');
- ScoreDB.ExecSQL('DELETE FROM `US_Scores` WHERE SongID = "' + InttoStr(ID) + '" AND `Difficulty` = "' + InttoStr(Level) +'" AND `Player` = "' + TableData.FieldAsString(TableData.FieldIndex['Player']) + '" AND `Score` = "' + TableData.FieldAsString(TableData.FieldIndex['Score']) + '"');
- end;
-
- end;
- finally
- //ScoreDB.Free;
- end;
-end;
-
-//--------------------
-//WriteScore - Not needed with new System; But used for Increment Played Count
-//--------------------
-procedure TDataBaseSystem.WriteScore(var Song: TSong);
-begin
- try
- //Increase TimesPlayed
- ScoreDB.ExecSQL ('UPDATE `us_songs` SET `TimesPlayed` = `TimesPlayed` + "1" WHERE `Title` = "' + Song.Title + '" AND `Artist` = "' + Song.Artist + '";');
- except
-
- end;
-end;
-
-//--------------------
-//GetStats - Write some Stats to Array, Returns True if Chossen Page has Entrys
-//Case Typ of
-//0 - Best Scores
-//1 - Best Singers
-//2 - Most sung Songs
-//3 - Most popular Band
-//--------------------
-Function TDataBaseSystem.GetStats(var Stats: AStatResult; const Typ, Count: Byte; const Page: Cardinal; const Reversed: Boolean): Boolean;
-var
- Query: String;
- TableData: TSqliteTable;
-begin
- Result := False;
-
- if (Length(Stats) < Count) then
- Exit;
-
- {Todo:
- Add Prevention that only Players with more than 5 Scores are Selected at Typ 2}
-
- //Create Query
- Case Typ of
- 0: Query := 'SELECT `Player` , `Difficulty` , `Score` , `Artist` , `Title` FROM `US_Scores` INNER JOIN `US_Songs` ON (`SongID` = `ID`) ORDER BY `Score`';
- 1: Query := 'SELECT `Player` , ROUND (Sum(`Score`) / COUNT(`Score`)) FROM `US_Scores` GROUP BY `Player` ORDER BY (Sum(`Score`) / COUNT(`Score`))';
- 2: Query := 'SELECT `Artist` , `Title` , `TimesPlayed` FROM `US_Songs` ORDER BY `TimesPlayed`';
- 3: Query := 'SELECT `Artist` , Sum(`TimesPlayed`) FROM `US_Songs` GROUP BY `Artist` ORDER BY Sum(`TimesPlayed`)';
- end;
-
- //Add Order Direction
- If Reversed then
- Query := Query + ' ASC'
- else
- Query := Query + ' DESC';
-
- //Add Limit
- Query := Query + ' LIMIT ' + InttoStr(Count * Page) + ', ' + InttoStr(Count) + ';';
-
- //Execute Query
- //try
- TableData := ScoreDB.GetTable(Query);
- {except
- exit;
- end;}
-
- //if Result empty -> Exit
- if (TableData.RowCount < 1) then
- exit;
-
- //Copy Result to Stats Array
- while not TableData.Eof do
- begin
- Stats[TableData.Row].Typ := Typ;
-
- Case Typ of
- 0:begin
- Stats[TableData.Row].Singer := TableData.Fields[0];
-
- Stats[TableData.Row].Difficulty := StrtoIntDef(TableData.Fields[1], 0);
-
- Stats[TableData.Row].Score := StrtoIntDef(TableData.Fields[2], 0){TableData.FieldAsInteger(2)};
- Stats[TableData.Row].SongArtist := TableData.Fields[3];
- Stats[TableData.Row].SongTitle := TableData.Fields[4];
- end;
-
- 1:begin
- Stats[TableData.Row].Player := TableData.Fields[0];
- Stats[TableData.Row].AverageScore := StrtoIntDef(TableData.Fields[1], 0);
- end;
-
- 2:begin
- Stats[TableData.Row].Artist := TableData.Fields[0];
- Stats[TableData.Row].Title := TableData.Fields[1];
- Stats[TableData.Row].TimesSung := StrtoIntDef(TableData.Fields[2], 0);
- end;
-
- 3:begin
- Stats[TableData.Row].ArtistName := TableData.Fields[0];
- Stats[TableData.Row].TimesSungtot := StrtoIntDef(TableData.Fields[1], 0);
- end;
-
- end;
-
- TableData.Next;
- end;
-
- Result := True;
-end;
-
-//--------------------
-//GetTotalEntrys - Get Total Num of entrys for a Stats Query
-//--------------------
-Function TDataBaseSystem.GetTotalEntrys(const Typ: Byte): Cardinal;
-var Query: String;
-begin
- //Create Query
- Case Typ of
- 0: Query := 'SELECT COUNT(`SongID`) FROM `US_Scores`;';
- 1: Query := 'SELECT COUNT(DISTINCT `Player`) FROM `US_Scores`;';
- 2: Query := 'SELECT COUNT(`ID`) FROM `US_Songs`;';
- 3: Query := 'SELECT COUNT(DISTINCT `Artist`) FROM `US_Songs`;';
- end;
-
- Result := ScoreDB.GetTableValue(Query);
-end;
-
-end.
+unit UDataBase; + +interface + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + + +uses USongs, SQLiteTable3; + +//-------------------- +//DataBaseSystem - Class including all DB Methods +//-------------------- +type + TStatResult = record + Case Typ: Byte of + 0: (Singer: ShortString; + Score: Word; + Difficulty: Byte; + SongArtist: ShortString; + SongTitle: ShortString); + + 1: (Player: ShortString; + AverageScore: Word); + + 2: (Artist: ShortString; + Title: ShortString; + TimesSung: Word); + + 3: (ArtistName: ShortString; + TimesSungtot: Word); + end; + AStatResult = Array of TStatResult; + + TDataBaseSystem = class + private + ScoreDB: TSqliteDatabase; + sFilename: string; + public + + + property Filename: String read sFilename; + + Destructor Free; + + Procedure Init(const Filename: string); + procedure ReadScore(var Song: TSong); + procedure AddScore(var Song: TSong; Level: integer; Name: string; Score: integer); + procedure WriteScore(var Song: TSong); + + Function GetStats(var Stats: AStatResult; const Typ, Count: Byte; const Page: Cardinal; const Reversed: Boolean): Boolean; + Function GetTotalEntrys(const Typ: Byte): Cardinal; + end; + +var + DataBase: TDataBaseSystem; + +implementation + +uses IniFiles, SysUtils; + +//-------------------- +//Create - Opens Database and Create Tables if not Exist +//-------------------- + +Procedure TDataBaseSystem.Init(const Filename: string); +begin + //Open Database + ScoreDB := TSqliteDatabase.Create(Filename); + sFilename := Filename; + + try + //Look for Tables => When not exist Create them + if not ScoreDB.TableExists('US_Scores') then + ScoreDB.execsql('CREATE TABLE `US_Scores` (`SongID` INT( 11 ) NOT NULL , `Difficulty` INT( 1 ) NOT NULL , `Player` VARCHAR( 150 ) NOT NULL , `Score` INT( 5 ) NOT NULL );'); + + if not ScoreDB.TableExists('US_Songs') then + ScoreDB.execsql('CREATE TABLE `US_Songs` (`ID` INTEGER PRIMARY KEY, `Artist` VARCHAR( 255 ) NOT NULL , `Title` VARCHAR( 255 ) NOT NULL , `TimesPlayed` int(5) NOT NULL );'); + //Not possible because of String Limitation to 255 Chars //Need to rewrite Wrapper + {if not ScoreDB.TableExists('US_SongCache') then + ScoreDB.ExecSQL('CREATE TABLE `US_SongCache` (`Path` VARCHAR( 255 ) NOT NULL , `Filename` VARCHAR( 255 ) NOT NULL , `Title` VARCHAR( 255 ) NOT NULL , `Artist` VARCHAR( 255 ) NOT NULL , `Folder` VARCHAR( 255 ) NOT NULL , `Genre` VARCHAR( 255 ) NOT NULL , `Edition` VARCHAR( 255 ) NOT NULL , `Language` VARCHAR( 255 ) NOT NULL , `Creator` VARCHAR( 255 ) NOT NULL , `Cover` VARCHAR( 255 ) NOT NULL , `Background` VARCHAR( 255 ) NOT NULL , `Video` VARCHAR( 255 ) NOT NULL , `VideoGap` FLOAT NOT NULL , `Gap` FLOAT NOT NULL , `Start` FLOAT NOT NULL , `Finish` INT( 11 ) NOT NULL , `BPM` INT( 5 ) NOT NULL , `Relative` BOOLEAN NOT NULL , `NotesGap` INT( 11 ) NOT NULL);');} + + + finally + //ScoreDB.Free; + end; + +end; + +//-------------------- +//Free - Frees Database +//-------------------- +Destructor TDataBaseSystem.Free; +begin + ScoreDB.Free; +end; + +//-------------------- +//ReadScore - Read Scores into SongArray +//-------------------- +procedure TDataBaseSystem.ReadScore(var Song: TSong); +var + TableData: TSqliteTable; + Dif: Byte; +begin + //ScoreDB := TSqliteDatabase.Create(sFilename); + try + try + //Search Song in DB + TableData := ScoreDB.GetTable('SELECT `Difficulty`, `Player`, `Score` FROM `us_scores` WHERE `SongID` = (SELECT `ID` FROM `us_songs` WHERE `Artist` = "' + Song.Artist + '" AND `Title` = "' + Song.Title + '" LIMIT 1) ORDER BY `Score` DESC LIMIT 15'); + //Empty Old Scores + SetLength (Song.Score[0], 0); + SetLength (Song.Score[1], 0); + SetLength (Song.Score[2], 0); + + while not TableData.Eof do//Go through all Entrys + begin//Add one Entry to Array + Dif := StrtoInt(TableData.FieldAsString(TableData.FieldIndex['Difficulty'])); + if (Dif>=0) AND (Dif<=2) then + begin + SetLength(Song.Score[Dif], Length(Song.Score[Dif]) + 1); + + Song.Score[Dif, high(Song.Score[Dif])].Name := TableData.FieldAsString(TableData.FieldIndex['Player']); + Song.Score[Dif, high(Song.Score[Dif])].Score:= StrtoInt(TableData.FieldAsString(TableData.FieldIndex['Score'])); + end; + TableData.Next; + end; + + except //Im Fehlerfall + for Dif := 0 to 2 do + begin + SetLength(Song.Score[Dif], 1); + Song.Score[Dif, 1].Name := 'Error Reading ScoreDB'; + end; + end; + finally + //ScoreDb.Free; + end; +end; + +//-------------------- +//AddScore - Add one new Score to DB +//-------------------- +procedure TDataBaseSystem.AddScore(var Song: TSong; Level: integer; Name: string; Score: integer); +var +ID: Integer; +TableData: TSqliteTable; +begin + //ScoreDB := TSqliteDatabase.Create(sFilename); + try + //Prevent 0 Scores from being added + if (Score > 0) then + begin + + ID := ScoreDB.GetTableValue('SELECT `ID` FROM `US_Songs` WHERE `Artist` = "' + Song.Artist + '" AND `Title` = "' + Song.Title + '"'); + if ID = 0 then //Song doesn't exist -> Create + begin + ScoreDB.ExecSQL ('INSERT INTO `US_Songs` ( `ID` , `Artist` , `Title` , `TimesPlayed` ) VALUES (NULL , "' + Song.Artist + '", "' + Song.Title + '", "0");'); + ID := ScoreDB.GetTableValue('SELECT `ID` FROM `US_Songs` WHERE `Artist` = "' + Song.Artist + '" AND `Title` = "' + Song.Title + '"'); + if ID = 0 then //Could not Create Table + exit; + end; + //Create new Entry + ScoreDB.ExecSQL('INSERT INTO `US_Scores` ( `SongID` , `Difficulty` , `Player` , `Score` ) VALUES ("' + InttoStr(ID) + '", "' + InttoStr(Level) + '", "' + Name + '", "' + InttoStr(Score) + '");'); + + //Delete Last Position when there are more than 5 Entrys + if ScoreDB.GetTableValue('SELECT COUNT(`SongID`) FROM `US_Scores` WHERE `SongID` = "' + InttoStr(ID) + '" AND `Difficulty` = "' + InttoStr(Level) +'"') > 5 then + begin + TableData := ScoreDB.GetTable('SELECT `Player`, `Score` FROM `US_Scores` WHERE SongID = "' + InttoStr(ID) + '" AND `Difficulty` = "' + InttoStr(Level) +'" ORDER BY `Score` ASC LIMIT 1'); + ScoreDB.ExecSQL('DELETE FROM `US_Scores` WHERE SongID = "' + InttoStr(ID) + '" AND `Difficulty` = "' + InttoStr(Level) +'" AND `Player` = "' + TableData.FieldAsString(TableData.FieldIndex['Player']) + '" AND `Score` = "' + TableData.FieldAsString(TableData.FieldIndex['Score']) + '"'); + end; + + end; + finally + //ScoreDB.Free; + end; +end; + +//-------------------- +//WriteScore - Not needed with new System; But used for Increment Played Count +//-------------------- +procedure TDataBaseSystem.WriteScore(var Song: TSong); +begin + try + //Increase TimesPlayed + ScoreDB.ExecSQL ('UPDATE `us_songs` SET `TimesPlayed` = `TimesPlayed` + "1" WHERE `Title` = "' + Song.Title + '" AND `Artist` = "' + Song.Artist + '";'); + except + + end; +end; + +//-------------------- +//GetStats - Write some Stats to Array, Returns True if Chossen Page has Entrys +//Case Typ of +//0 - Best Scores +//1 - Best Singers +//2 - Most sung Songs +//3 - Most popular Band +//-------------------- +Function TDataBaseSystem.GetStats(var Stats: AStatResult; const Typ, Count: Byte; const Page: Cardinal; const Reversed: Boolean): Boolean; +var + Query: String; + TableData: TSqliteTable; +begin + Result := False; + + if (Length(Stats) < Count) then + Exit; + + {Todo: Add Prevention that only Players with more than 5 Scores are Selected at Typ 2} + + //Create Query + Case Typ of + 0: Query := 'SELECT `Player` , `Difficulty` , `Score` , `Artist` , `Title` FROM `US_Scores` INNER JOIN `US_Songs` ON (`SongID` = `ID`) ORDER BY `Score`'; + 1: Query := 'SELECT `Player` , ROUND (Sum(`Score`) / COUNT(`Score`)) FROM `US_Scores` GROUP BY `Player` ORDER BY (Sum(`Score`) / COUNT(`Score`))'; + 2: Query := 'SELECT `Artist` , `Title` , `TimesPlayed` FROM `US_Songs` ORDER BY `TimesPlayed`'; + 3: Query := 'SELECT `Artist` , Sum(`TimesPlayed`) FROM `US_Songs` GROUP BY `Artist` ORDER BY Sum(`TimesPlayed`)'; + end; + + //Add Order Direction + If Reversed then + Query := Query + ' ASC' + else + Query := Query + ' DESC'; + + //Add Limit + Query := Query + ' LIMIT ' + InttoStr(Count * Page) + ', ' + InttoStr(Count) + ';'; + + //Execute Query + //try + TableData := ScoreDB.GetTable(Query); + {except + exit; + end;} + + //if Result empty -> Exit + if (TableData.RowCount < 1) then + exit; + + //Copy Result to Stats Array + while not TableData.Eof do + begin + Stats[TableData.Row].Typ := Typ; + + Case Typ of + 0:begin + Stats[TableData.Row].Singer := TableData.Fields[0]; + + Stats[TableData.Row].Difficulty := StrtoIntDef(TableData.Fields[1], 0); + + Stats[TableData.Row].Score := StrtoIntDef(TableData.Fields[2], 0){TableData.FieldAsInteger(2)}; + Stats[TableData.Row].SongArtist := TableData.Fields[3]; + Stats[TableData.Row].SongTitle := TableData.Fields[4]; + end; + + 1:begin + Stats[TableData.Row].Player := TableData.Fields[0]; + Stats[TableData.Row].AverageScore := StrtoIntDef(TableData.Fields[1], 0); + end; + + 2:begin + Stats[TableData.Row].Artist := TableData.Fields[0]; + Stats[TableData.Row].Title := TableData.Fields[1]; + Stats[TableData.Row].TimesSung := StrtoIntDef(TableData.Fields[2], 0); + end; + + 3:begin + Stats[TableData.Row].ArtistName := TableData.Fields[0]; + Stats[TableData.Row].TimesSungtot := StrtoIntDef(TableData.Fields[1], 0); + end; + + end; + + TableData.Next; + end; + + Result := True; +end; + +//-------------------- +//GetTotalEntrys - Get Total Num of entrys for a Stats Query +//-------------------- +Function TDataBaseSystem.GetTotalEntrys(const Typ: Byte): Cardinal; +var Query: String; +begin + //Create Query + Case Typ of + 0: Query := 'SELECT COUNT(`SongID`) FROM `US_Scores`;'; + 1: Query := 'SELECT COUNT(DISTINCT `Player`) FROM `US_Scores`;'; + 2: Query := 'SELECT COUNT(`ID`) FROM `US_Songs`;'; + 3: Query := 'SELECT COUNT(DISTINCT `Artist`) FROM `US_Songs`;'; + end; + + Result := ScoreDB.GetTableValue(Query); +end; + +end. diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas index a28f1efc..ef1f2709 100644 --- a/Game/Code/Classes/UDraw.pas +++ b/Game/Code/Classes/UDraw.pas @@ -1,1562 +1,1583 @@ -unit UDraw;
-
-interface
-
-{$IFDEF FPC}
- {$MODE DELPHI}
-{$ENDIF}
-
-uses UThemes,
- ModiSDK,
- UGraphicClasses;
-
-procedure SingDraw;
-procedure SingModiDraw (PlayerInfo: TPlayerInfo);
-procedure SingDrawBackground;
-procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer);
-procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer);
-procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrCzesci: integer);
-procedure SingDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer);
-procedure SingDrawPlayerCzesc(X, Y, W: real; NrGracza: integer; Space: integer);
-procedure SingDrawPlayerBGCzesc(Left, Top, Right: real; NrCzesci, NrGracza: integer; Space: integer);
-
-// TimeBar
-procedure SingDrawTimeBar();
-
-// The Singbar
-procedure SingDrawSingbar(X, Y, W, H: real; Percent: integer);
-
-//Phrasen Bonus - Line Bonus
-procedure SingDrawLineBonus( const X, Y: Single; Color: TRGB; Alpha: Single; Text: string; Age: Integer);
-
-//Draw Editor NoteLines
-procedure EditDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer);
-
-
-type
- TRecR = record
- Top: real;
- Left: real;
- Right: real;
- Bottom: real;
-
- Width: real;
- WMid: real;
- Height: real;
- HMid: real;
-
- Mid: real;
- end;
-
-var
- NotesW: real;
- NotesH: real;
- Starfr: integer;
- StarfrG: integer;
-
- //SingBar
- TickOld: cardinal;
- TickOld2:cardinal;
-
-const
- Przedz = 32;
-
-implementation
-
-uses Windows, OpenGL12, UGraphic, SysUtils, UMusic, URecord, ULog, UScreenSing, UScreenSingModi, ULyrics, UMain, TextGL, UTexture, UDrawTexture, UIni, Math, UDLLManager;
-
-procedure SingDrawBackground;
-var
- Rec: TRecR;
- TexRec: TRecR;
-begin
- if ScreenSing.Tex_Background.TexNum >= 1 then begin
-
- glClearColor (1, 1, 1, 1);
- glColor4f (1, 1, 1, 1);
-
- if (Ini.MovieSize <= 1) then //HalfSize BG
- begin
- (* half screen + gradient *)
- Rec.Top := 110; // 80
- Rec.Bottom := Rec.Top + 20;
- Rec.Left := 0;
- Rec.Right := 800;
-
- TexRec.Top := (Rec.Top / 600) * ScreenSing.Tex_Background.TexH;
- TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH;
- TexRec.Left := 0;
- TexRec.Right := ScreenSing.Tex_Background.TexW;
-
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, ScreenSing.Tex_Background.TexNum);
- glEnable(GL_BLEND);
- glBegin(GL_QUADS);
- (* gradient draw *)
- (* top *)
- glColor4f(1, 1, 1, 0);
- glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top);
- glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top);
- glColor4f(1, 1, 1, 1);
- glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom);
- (* mid *)
- Rec.Top := Rec.Bottom;
- Rec.Bottom := 490 - 20; // 490 - 20
- TexRec.Top := TexRec.Bottom;
- TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH;
- glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top);
- (* bottom *)
- Rec.Top := Rec.Bottom;
- Rec.Bottom := 490; // 490
- TexRec.Top := TexRec.Bottom;
- TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH;
- glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top);
- glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top);
- glColor4f(1, 1, 1, 0);
- glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom);
-
- glEnd;
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
- end
- else //Full Size BG
- begin
- glEnable(GL_TEXTURE_2D);
- glBindTexture(GL_TEXTURE_2D, ScreenSing.Tex_Background.TexNum);
- //glEnable(GL_BLEND);
- glBegin(GL_QUADS);
-
- glTexCoord2f(0, 0); glVertex2f(0, 0);
- glTexCoord2f(0, ScreenSing.Tex_Background.TexH); glVertex2f(0, 600);
- glTexCoord2f( ScreenSing.Tex_Background.TexW, ScreenSing.Tex_Background.TexH); glVertex2f(800, 600);
- glTexCoord2f( ScreenSing.Tex_Background.TexW, 0); glVertex2f(800, 0);
-
- glEnd;
- glDisable(GL_TEXTURE_2D);
- //glDisable(GL_BLEND);
- end;
- end;
-end;
-
-procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer);
-var
- Pet: integer;
-begin;
-// Log.LogStatus('Oscilloscope', 'SingDraw');
- glColor3f(Skin_OscR, Skin_OscG, Skin_OscB);
- {if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then
- glColor3f(1, 1, 1); }
-
- glBegin(GL_LINE_STRIP);
- glVertex2f(X, -Sound[NrSound].BufferArray[1] / $10000 * H + Y + H/2);
- for Pet := 2 to Sound[NrSound].n div 1 do begin
- glVertex2f(X + (Pet-1) * W / (Sound[NrSound].n - 1),
- -Sound[NrSound].BufferArray[Pet] / $10000 * H + Y + H/2);
- end;
- glEnd;
-end;
-
-procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer);
-var
- Pet: integer;
-begin
- glEnable(GL_BLEND);
- glColor4f(Skin_P1_LinesR, Skin_P1_LinesG, Skin_P1_LinesB, 0.4);
- glBegin(GL_LINES);
- for Pet := 0 to 9 do begin
- glVertex2f(Left, Top + Pet * Space);
- glVertex2f(Right, Top + Pet * Space);
- end;
- glEnd;
- glDisable(GL_BLEND);
-end;
-
-procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrCzesci: integer);
-var
- Pet: integer;
- TempR: real;
-begin
- TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote);
- glEnable(GL_BLEND);
- glBegin(GL_LINES);
- for Pet := Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote to Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec do begin
- if (Pet mod Czesci[NrCzesci].Resolution) = Czesci[NrCzesci].NotesGAP then
- glColor4f(0, 0, 0, 1)
- else
- glColor4f(0, 0, 0, 0.3);
- glVertex2f(Left + TempR * (Pet - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote), Top);
- glVertex2f(Left + TempR * (Pet - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote), Top + 135);
- end;
- glEnd;
- glDisable(GL_BLEND);
-end;
-
-// draw blank Notebars
-procedure SingDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer);
-var
- Rec: TRecR;
- Pet: integer;
- TempR: real;
- R,G,B: real;
-
- PlayerNumber: Integer;
-
- GoldenStarPos : real;
-begin
-// We actually don't have a playernumber in this procedure, it should reside in NrCzesci - but it's always set to zero
-// So we exploit this behavior a bit - we give NrCzesci the playernumber, keep it in playernumber - and then we set NrCzesci to zero
-// This could also come quite in handy when we do the duet mode, cause just the notes for the player that has to sing should be drawn then
-// BUT this is not implemented yet, all notes are drawn! :D
-
- PlayerNumber := NrCzesci + 1; // Player 1 is 0
- NrCzesci := 0;
-
-// exploit done
-
- glColor3f(1, 1, 1);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote);
- with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do begin
- for Pet := 0 to HighNut do begin
- with Nuta[Pet] do begin
- if not FreeStyle then begin
-
-
- if Ini.EffectSing = 0 then
- // If Golden note Effect of then Change not Color
- begin
- case Wartosc of
- 1: glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself
- 2: glColor4f(1, 1, 0.3, 1); // no stars, paint yellow -> glColor4f(1, 1, 0.3, 0.85); - we could
- end; // case
- end //Else all Notes same Color
- else
- glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself
- // Czesci == teil, element == piece, element | koniec == ende, schluss
- // lewa czesc - left part
- Rec.Left := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX;
- Rec.Right := Rec.Left + NotesW;
- Rec.Top := Top - (Ton-BaseNote)*Space/2 - NotesH;
- Rec.Bottom := Rec.Top + 2 * NotesH;
- glBindTexture(GL_TEXTURE_2D, Tex_plain_Left[PlayerNumber].TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
-
- //We keep the postion of the top left corner b4 it's overwritten
- GoldenStarPos := Rec.Left;
- //done
-
- // srodkowa czesc - middle part
- Rec.Left := Rec.Right;
- Rec.Right := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX; // Dlugosc == länge
-
- glBindTexture(GL_TEXTURE_2D, Tex_plain_Mid[PlayerNumber].TexNum);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
-
- // prawa czesc - right part
- Rec.Left := Rec.Right;
- Rec.Right := Rec.Right + NotesW;
-
- glBindTexture(GL_TEXTURE_2D, Tex_plain_Right[PlayerNumber].TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
-
- // Golden Star Patch
- if (Wartosc = 2) AND (Ini.EffectSing=1) then
- begin
- GoldenRec.SaveGoldenStarsRec(GoldenStarPos, Rec.Top, Rec.Right, Rec.Bottom);
- end;
-
- end; // if not FreeStyle
- end; // with
- end; // for
- end; // with
-
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
-end;
-
-
-// draw sung notes
-procedure SingDrawPlayerCzesc(X, Y, W: real; NrGracza: integer; Space: integer);
-var
- TempR: real;
- Rec: TRecR;
- N: integer;
- R: real;
- G: real;
- B: real;
- A: real;
- NotesH2: real;
- begin
-// Log.LogStatus('Player notes', 'SingDraw');
-
-// if NrGracza = 0 then LoadColor(R, G, B, 'P1Light')
-// else LoadColor(R, G, B, 'P2Light');
-
-// R := 71/255;
-// G := 175/255;
-// B := 247/255;
-
- glColor3f(1, 1, 1);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
- if Player[NrGracza].IlNut > 0 then
- begin
- TempR := W / (Czesci[0].Czesc[Czesci[0].Akt].Koniec - Czesci[0].Czesc[Czesci[0].Akt].StartNote);
- for N := 0 to Player[NrGracza].HighNut do
- begin
- with Player[NrGracza].Nuta[N] do
- begin
- // Left part of note
- Rec.Left := X + (Start-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR + 0.5 + 10*ScreenX;
- Rec.Right := Rec.Left + NotesW;
-
- // Draw it in half size, if not hit
- if Hit then
- begin
- NotesH2 := NotesH
- end
- else
- begin
- NotesH2 := int(NotesH * 0.65);
- end;
-
- Rec.Top := Y - (Ton-Czesci[0].Czesc[Czesci[0].Akt].BaseNote)*Space/2 - NotesH2;
- Rec.Bottom := Rec.Top + 2 *NotesH2;
-
- // draw the left part
- glColor3f(1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, Tex_Left[NrGracza+1].TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
-
- // Middle part of the note
- Rec.Left := Rec.Right;
- Rec.Right := X + (Start+Dlugosc-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR - NotesW - 0.5 + 10*ScreenX;
-
- // (nowe) - dunno
- if (Start+Dlugosc-1 = Czas.AktBeatD) then
- Rec.Right := Rec.Right - (1-Frac(Czas.MidBeatD)) * TempR;
- // the left note is more right than the right note itself, sounds weird - so we fix that xD
- if Rec.Right <= Rec.Left then Rec.Right := Rec.Left;
-
- // draw the middle part
- glBindTexture(GL_TEXTURE_2D, Tex_Mid[NrGracza+1].TexNum);
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
- glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
- glColor3f(1, 1, 1);
-
- // the right part of the note
- Rec.Left := Rec.Right;
- Rec.Right := Rec.Right + NotesW;
-
- glBindTexture(GL_TEXTURE_2D, Tex_Right[NrGracza+1].TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
-
- // Perfect note is stored
- if Perfect and (Ini.EffectSing=1) then
- begin
- A := 1 - 2*(Czas.Teraz - GetTimeFromBeat(Start+Dlugosc));
- if not (Start+Dlugosc-1 = Czas.AktBeatD) then
-
- //Star animation counter
- //inc(Starfr);
- //Starfr := Starfr mod 128;
- GoldenRec.SavePerfectNotePos(Rec.Left, Rec.Top);
- end;
- end; // with
- end; // for
- // eigentlich brauchen wir hier einen vergleich, um festzustellen, ob wir mit
- // singen schon weiter wären, als bei Rec.Right, _auch, wenn nicht gesungen wird_
-
- // passing on NrGracza... hope this is really something like the player-number, not only
- // some kind of weird index into a colour-table
-
- if (Ini.EffectSing=1) then
- GoldenRec.GoldenNoteTwinkle(Rec.Top,Rec.Bottom,Rec.Right, NrGracza);
- end; // if
-end;
-
-//draw Note glow
-procedure SingDrawPlayerBGCzesc(Left, Top, Right: real; NrCzesci, NrGracza: integer; Space: integer);
-var
- Rec: TRecR;
- Pet: integer;
- TempR: real;
- R,G,B: real;
- X1, X2, X3, X4: real;
- W, H: real;
-begin
- if (Player[NrGracza].ScoreTotalI >= 0) then begin
- glColor4f(1, 1, 1, sqrt((1+sin(Music.Position * 3))/4)/ 2 + 0.5 );
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote);
- with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do begin
- for Pet := 0 to HighNut do begin
- with Nuta[Pet] do begin
- if not FreeStyle then begin
- // begin: 14, 20
- // easy: 6, 11
- W := NotesW * 2 + 2;
- H := NotesH * 1.5 + 3.5;
-
- X2 := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX + 4; // wciecie
- X1 := X2-W;
-
- X3 := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - 0.5 + 10*ScreenX - 4; // wciecie
- X4 := X3+W;
-
- // left
- Rec.Left := X1;
- Rec.Right := X2;
- Rec.Top := Top - (Ton-BaseNote)*Space/2 - H;
- Rec.Bottom := Rec.Top + 2 * H;
-
- glBindTexture(GL_TEXTURE_2D, Tex_BG_Left[NrGracza+1].TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
-
-
- // srodkowa czesc
- Rec.Left := X2;
- Rec.Right := X3;
-
- glBindTexture(GL_TEXTURE_2D, Tex_BG_Mid[NrGracza+1].TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
-
- // prawa czesc
- Rec.Left := X3;
- Rec.Right := X4;
-
- glBindTexture(GL_TEXTURE_2D, Tex_BG_Right[NrGracza+1].TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
- end; // if not FreeStyle
- end; // with
- end; // for
- end; // with
-
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- end;
-end;
-
-procedure SingDraw;
-var
- Pet: integer;
- Pet2: integer;
- TempR: real;
- Rec: TRecR;
- TexRec: TRecR;
- NR: TRecR;
- FS: real;
- BarFrom: integer;
- BarAlpha: real;
- BarWspol: real;
- TempCol: real;
- Tekst: string;
- LyricTemp: string;
- PetCz: integer;
-
- //SingBar Mod
- A: Integer;
- E: Integer;
- I: Integer;
- //end Singbar Mod
-
-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;
-
- // background //BG Fullsize Mod
- //SingDrawBackground;
-
- //TimeBar mod
- SingDrawTimeBar();
- //eoa TimeBar mod
-
- // rysuje paski pod nutami
- if PlayersPlay = 1 then
- SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15);
- if (PlayersPlay = 2) or (PlayersPlay = 4) then begin
- SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15);
- SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15);
- end;
-
- if (PlayersPlay = 3) or (PlayersPlay = 6) then begin
- SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12);
- SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12);
- SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12);
- end;
-
- // rysuje tekst - new Lyric engine
- ScreenSing.LyricMain.Draw;
- ScreenSing.LyricSub.Draw;
-
- // rysuje pasek, podpowiadajacy poczatek spiwania w scenie
- FS := 1.3;
- BarFrom := Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start;
- if BarFrom > 40 then BarFrom := 40;
- if (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more
- (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat > 0) and // przed tekstem
- (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat < 40) then begin // ale nie za wczesnie
- BarWspol := (Czas.MidBeat - (Czesci[0].Czesc[Czesci[0].Akt].StartNote - BarFrom)) / BarFrom;
- Rec.Left := NR.Left + BarWspol *
-// (NR.WMid - Czesci[0].Czesc[Czesci[0].Akt].LyricWidth / 2 * FS - 50);
- (ScreenSing.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX;
- Rec.Right := Rec.Left + 50;
- Rec.Top := Skin_LyricsT + 3;
- Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3;
-{ // zapalanie
- BarAlpha := (BarWspol*10) * 0.5;
- if BarAlpha > 0.5 then BarAlpha := 0.5;
-
- // gaszenie
- if BarWspol > 0.95 then BarAlpha := 0.5 * (1 - (BarWspol - 0.95) * 20);}
-
- //Change fuer Crazy Joker
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum);
- glBegin(GL_QUADS);
- glColor4f(1, 1, 1, 0);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glColor4f(1, 1, 1, 0.5);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
- glDisable(GL_BLEND);
-
- end;
-
- // oscilloscope
- if Ini.Oscilloscope = 1 then begin
- if PlayersPlay = 1 then
- SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
-
- if PlayersPlay = 2 then begin
- SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
- SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
- end;
-
- if PlayersPlay = 4 then begin
- if ScreenAct = 1 then begin
- SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
- SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
- end;
- if ScreenAct = 2 then begin
- SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2);
- SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3);
- end;
- end;
-
- if PlayersPlay = 3 then begin
- SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0);
- SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
- SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
- end;
-
- if PlayersPlay = 6 then begin
- if ScreenAct = 1 then begin
- SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0);
- SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
- SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
- end;
- if ScreenAct = 2 then begin
- SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3);
- SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4);
- SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5);
- end;
- end;
-
- end
-
- //SingBar Mod
- //modded again to make it moveable: it's working, so why try harder
- else if Ini.Oscilloscope = 2 then begin
- A := GetTickCount div 33;
- if A <> Tickold then begin
- Tickold := A;
- for E := 0 to (PlayersPlay - 1) do begin //Set new Pos + Alpha
- I := Player[E].ScorePercentTarget - Player[E].ScorePercent;
- if I > 0 then Inc(Player[E].ScorePercent)
- else if I < 0 then Dec(Player[E].ScorePercent);
- end; //for
- end; //if
-
- if PlayersPlay = 1 then begin
- SingDrawSingbar(Theme.Sing.StaticP1SingBar.x, Theme.Sing.StaticP1SingBar.y, Theme.Sing.StaticP1SingBar.w, Theme.Sing.StaticP1SingBar.h , Player[0].ScorePercent);
- end;
-
- if PlayersPlay = 2 then begin
- SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent);
- SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent);
- end;
-
- if PlayersPlay = 3 then begin
- SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent);
- SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent);
- SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent);
- end;
-
- if PlayersPlay = 4 then begin
- if ScreenAct = 1 then begin
- SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent);
- SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent);
- end;
- if ScreenAct = 2 then begin
- SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[2].ScorePercent);
- SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[3].ScorePercent);
- end;
- end;
-
- if PlayersPlay = 6 then begin
- if ScreenAct = 1 then begin
- SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent);
- SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent);
- SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent);
- end;
- if ScreenAct = 2 then begin
- SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[3].ScorePercent);
- SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[4].ScorePercent);
- SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[5].ScorePercent);
- end;
- end;
- end;
- //end Singbar Mod
-
- //PhrasenBonus - Line Bonus Mod
- if Ini.LineBonus > 0 then begin
- A := GetTickCount div 33;
- if (A <> Tickold2) AND (Player[0].LineBonus_Visible) then begin
- Tickold2 := A;
- for E := 0 to (PlayersPlay - 1) do begin
- //Change Alpha
- Player[E].LineBonus_Alpha := Player[E].LineBonus_Alpha - 0.02;
- if Player[E].LineBonus_Alpha <= 0 then
- begin
- Player[E].LineBonus_Age := 0;
- Player[E].LineBonus_Visible := False
- end
- else
- begin
- inc(Player[E].LineBonus_Age, 1);
- //Change Position
- if (Player[E].LineBonus_PosX < Player[E].LineBonus_TargetX) then
- Player[E].LineBonus_PosX := Player[E].LineBonus_PosX + (2 - Player[E].LineBonus_Alpha * 1.5)
- else if (Player[E].LineBonus_PosX > Player[E].LineBonus_TargetX) then
- Player[E].LineBonus_PosX := Player[E].LineBonus_PosX - (2 - Player[E].LineBonus_Alpha * 1.5);
-
- if (Player[E].LineBonus_PosY < Player[E].LineBonus_TargetY) then
- Player[E].LineBonus_PosY := Player[E].LineBonus_PosY + (2 - Player[E].LineBonus_Alpha * 1.5)
- else if (Player[E].LineBonus_PosY > Player[E].LineBonus_TargetY) then
- Player[E].LineBonus_PosY := Player[E].LineBonus_PosY - (2 - Player[E].LineBonus_Alpha * 1.5);
-
- end; // shift position of the pop up (if not dead)
- end; // loop - for all players
- end; // if - linebonus
-
-
- if PlayersPlay = 1 then begin
- SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
- end
-
- else if PlayersPlay = 2 then begin
- SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
- SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
- end
-
- else if PlayersPlay = 3 then begin
- SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
- SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
- SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
- end
-
- else if PlayersPlay = 4 then begin
- if ScreenAct = 1 then begin
- SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
- SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
- end;
- if ScreenAct = 2 then begin
- SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
- SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text, Player[3].LineBonus_Age);
- end;
- end;
-
- if PlayersPlay = 6 then begin
- if ScreenAct = 1 then begin
- SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
- SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
- SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
- end;
- if ScreenAct = 2 then begin
- SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text, Player[3].LineBonus_Age);
- SingDrawLineBonus( Player[4].LineBonus_PosX, Player[4].LineBonus_PosY, Player[4].LineBonus_Color, Player[4].LineBonus_Alpha, Player[4].LineBonus_Text, Player[4].LineBonus_Age);
- SingDrawLineBonus( Player[5].LineBonus_PosX, Player[5].LineBonus_PosY, Player[5].LineBonus_Color, Player[5].LineBonus_Alpha, Player[5].LineBonus_Text, Player[5].LineBonus_Age);
- end;
- end;
- end;
- //PhrasenBonus - Line Bonus Mod End
-
-// Set the note heights according to the difficulty level
- case Ini.Difficulty of
- 0:
- begin
- NotesH := 11; // 9
- NotesW := 6; // 5
- end;
- 1:
- begin
- NotesH := 8; // 7
- NotesW := 4; // 4
- end;
- 2:
- begin
- NotesH := 5;
- NotesW := 3;
- end;
- end;
-
-// Draw the Notes
- if PlayersPlay = 1 then begin
- SingDrawPlayerBGCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15); // Background glow - colorized in playercolor
- SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); // Plain unsung notes - colorized in playercolor
- SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15); // imho the sung notes
- end;
-
- if (PlayersPlay = 2) then begin
- SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15);
- SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15);
-
- SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
- SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15);
-
- SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
- SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15);
- end;
-
- if PlayersPlay = 3 then begin
- NotesW := NotesW * 0.8;
- NotesH := NotesH * 0.8;
-
- SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12);
- SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12);
- SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12);
-
- SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
- SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 1, 12);
- SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 2, 12);
-
- SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
- SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12);
- SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12);
- end;
-
- if PlayersPlay = 4 then begin
- if ScreenAct = 1 then begin
- SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15);
- SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15);
- end;
- if ScreenAct = 2 then begin
- SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15);
- SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15);
- end;
-
- if ScreenAct = 1 then begin
- SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
- SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15);
- end;
- if ScreenAct = 2 then begin
- SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 2, 15);
- SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 3, 15);
- end;
-
- if ScreenAct = 1 then begin
- SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
- SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15);
- end;
- if ScreenAct = 2 then begin
- SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 2, 15);
- SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 3, 15);
- end;
- end;
-
- if PlayersPlay = 6 then begin
- NotesW := NotesW * 0.8;
- NotesH := NotesH * 0.8;
-
- if ScreenAct = 1 then begin
- SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12);
- SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12);
- SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12);
- end;
- if ScreenAct = 2 then begin
- SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12);
- SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12);
- SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12);
- end;
-
- if ScreenAct = 1 then begin
- SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
- SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 1, 12);
- SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 2, 12);
- end;
- if ScreenAct = 2 then begin
- SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 3, 12);
- SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 4, 12);
- SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 5, 12);
- end;
-
- if ScreenAct = 1 then begin
- SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
- SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12);
- SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12);
- end;
- if ScreenAct = 2 then begin
- SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 3, 12);
- SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 4, 12);
- SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12);
- end;
- end;
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
-end;
-
-// q'n'd for using the game mode dll's
-procedure SingModiDraw (PlayerInfo: TPlayerInfo);
-var
- Pet: integer;
- Pet2: integer;
- TempR: real;
- Rec: TRecR;
- TexRec: TRecR;
- NR: TRecR;
- FS: real;
- BarFrom: integer;
- BarAlpha: real;
- BarWspol: real;
- TempCol: real;
- Tekst: string;
- LyricTemp: string;
- PetCz: integer;
-
- //SingBar Mod
- A: Integer;
- E: Integer;
- I: Integer;
- //end Singbar Mod
-
-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;
-
- // time bar
- SingDrawTimeBar();
-
- if DLLMan.Selected.ShowNotes then
- begin
- if PlayersPlay = 1 then
- SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15);
- if (PlayersPlay = 2) or (PlayersPlay = 4) then begin
- SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15);
- SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15);
- end;
-
- if (PlayersPlay = 3) or (PlayersPlay = 6) then begin
- SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12);
- SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12);
- SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12);
- end;
- end;
-
- // Lyric engine
- ScreenSingModi.LyricMain.Draw;
- ScreenSingModi.LyricSub.Draw;
-
- // rysuje pasek, podpowiadajacy poczatek spiwania w scenie
- FS := 1.3;
- BarFrom := Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start;
- if BarFrom > 40 then BarFrom := 40;
- if (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more
- (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat > 0) and // przed tekstem
- (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat < 40) then begin // ale nie za wczesnie
- BarWspol := (Czas.MidBeat - (Czesci[0].Czesc[Czesci[0].Akt].StartNote - BarFrom)) / BarFrom;
- Rec.Left := NR.Left + BarWspol * (ScreenSingModi.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX;
- Rec.Right := Rec.Left + 50;
- Rec.Top := Skin_LyricsT + 3;
- Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3;
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum);
- glBegin(GL_QUADS);
- glColor4f(1, 1, 1, 0);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glColor4f(1, 1, 1, 0.5);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
- glDisable(GL_BLEND);
- end;
-
- // oscilloscope | the thing that moves when you yell into your mic (imho)
- if (((Ini.Oscilloscope = 1) AND (DLLMan.Selected.ShowRateBar_O)) AND (NOT DLLMan.Selected.ShowRateBar)) then begin
- if PlayersPlay = 1 then
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
-
- if PlayersPlay = 2 then begin
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
- if PlayerInfo.Playerinfo[1].Enabled then
- SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
- end;
-
- if PlayersPlay = 4 then begin
- if ScreenAct = 1 then begin
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0);
- if PlayerInfo.Playerinfo[1].Enabled then
- SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1);
- end;
- if ScreenAct = 2 then begin
- if PlayerInfo.Playerinfo[2].Enabled then
- SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2);
- if PlayerInfo.Playerinfo[3].Enabled then
- SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3);
- end;
- end;
-
- if PlayersPlay = 3 then begin
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0);
- if PlayerInfo.Playerinfo[1].Enabled then
- SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
- if PlayerInfo.Playerinfo[2].Enabled then
- SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
- end;
-
- if PlayersPlay = 6 then begin
- if ScreenAct = 1 then begin
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0);
- if PlayerInfo.Playerinfo[1].Enabled then
- SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1);
- if PlayerInfo.Playerinfo[2].Enabled then
- SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2);
- end;
- if ScreenAct = 2 then begin
- if PlayerInfo.Playerinfo[3].Enabled then
- SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3);
- if PlayerInfo.Playerinfo[4].Enabled then
- SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4);
- if PlayerInfo.Playerinfo[5].Enabled then
- SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5);
- end;
- end;
-
- end
-
- //SingBar Mod
- // seems like we don't want the flicker thing, we want the linebonus rating bar beneath the scores
- else if ((Ini.Oscilloscope = 2) AND (DLLMan.Selected.ShowRateBar_O)) OR (DLLMan.Selected.ShowRateBar) then begin
- A := GetTickCount div 33;
- if A <> Tickold then begin
- Tickold := A;
- for E := 0 to (PlayersPlay - 1) do begin //Set new Pos + Alpha
- I := Player[E].ScorePercentTarget - Player[E].ScorePercent;
- if I > 0 then Inc(Player[E].ScorePercent)
- else if I < 0 then Dec(Player[E].ScorePercent);
- end; //for
- end; //if
-
- if PlayersPlay = 1 then begin
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawSingbar(Theme.Sing.StaticP1SingBar.x, Theme.Sing.StaticP1SingBar.y, Theme.Sing.StaticP1SingBar.w, Theme.Sing.StaticP1SingBar.h , Player[0].ScorePercent);
- end;
-
- if PlayersPlay = 2 then begin
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent);
- if PlayerInfo.Playerinfo[1].Enabled then
- SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent);
- end;
-
- if PlayersPlay = 3 then begin
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent);
- if PlayerInfo.Playerinfo[1].Enabled then
- SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent);
- if PlayerInfo.Playerinfo[2].Enabled then
- SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent);
- end;
-
- if PlayersPlay = 4 then begin
- if ScreenAct = 1 then begin
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent);
- if PlayerInfo.Playerinfo[1].Enabled then
- SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent);
- end;
- if ScreenAct = 2 then begin
- if PlayerInfo.Playerinfo[2].Enabled then
- SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[2].ScorePercent);
- if PlayerInfo.Playerinfo[3].Enabled then
- SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[3].ScorePercent);
- end;
- end;
-
- if PlayersPlay = 6 then begin
- if ScreenAct = 1 then begin
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent);
- if PlayerInfo.Playerinfo[1].Enabled then
- SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent);
- if PlayerInfo.Playerinfo[2].Enabled then
- SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent);
- end;
- if ScreenAct = 2 then begin
- if PlayerInfo.Playerinfo[3].Enabled then
- SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[3].ScorePercent);
- if PlayerInfo.Playerinfo[4].Enabled then
- SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[4].ScorePercent);
- if PlayerInfo.Playerinfo[5].Enabled then
- SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[5].ScorePercent);
- end;
- end;
- end;
- //end Singbar Mod
-
- //PhrasenBonus - Line Bonus Mod
- if ((Ini.LineBonus > 0) AND (DLLMan.Selected.EnLineBonus_O)) OR (DLLMan.Selected.EnLineBonus) then begin
- A := GetTickCount div 33;
- if (A <> Tickold2) AND (Player[0].LineBonus_Visible) then begin
- Tickold2 := A;
- for E := 0 to (PlayersPlay - 1) do begin
- //Change Alpha
- Player[E].LineBonus_Alpha := Player[E].LineBonus_Alpha - 0.02;
-
- if Player[E].LineBonus_Alpha <= 0 then
- begin
- Player[E].LineBonus_Age := 0;
- Player[E].LineBonus_Visible := False
- end
- else
- begin
- inc(Player[E].LineBonus_Age, 1);
- //Change Position
- if (Player[E].LineBonus_PosX < Player[E].LineBonus_TargetX) then // pop up has not yet reached it's position -> blend in
- Player[E].LineBonus_PosX := Player[E].LineBonus_PosX + (2 - Player[E].LineBonus_Alpha * 1.5)
- else if (Player[E].LineBonus_PosX > Player[E].LineBonus_TargetX) then // pop up has reached it's position -> blend out
- Player[E].LineBonus_PosX := Player[E].LineBonus_PosX - (2 - Player[E].LineBonus_Alpha * 1.5);
-
- if (Player[E].LineBonus_PosY < Player[E].LineBonus_TargetY) then
- Player[E].LineBonus_PosY := Player[E].LineBonus_PosY + (2 - Player[E].LineBonus_Alpha * 1.5)
- else if (Player[E].LineBonus_PosY > Player[E].LineBonus_TargetY) then
- Player[E].LineBonus_PosY := Player[E].LineBonus_PosY - (2 - Player[E].LineBonus_Alpha * 1.5);
-
- end; // pop up still visible, has not reached it's position - move it
- end; // loop through all players
- end; // if it's time to draw them
-
- if PlayersPlay = 1 then begin
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
- end
-
- else if PlayersPlay = 2 then begin
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
- if PlayerInfo.Playerinfo[1].Enabled then
- SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
- end
-
- else if PlayersPlay = 3 then begin
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
- if PlayerInfo.Playerinfo[1].Enabled then
- SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
- if PlayerInfo.Playerinfo[2].Enabled then
- SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
- end
-
- else if PlayersPlay = 4 then begin
- if ScreenAct = 1 then begin
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
- if PlayerInfo.Playerinfo[1].Enabled then
- SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
- end;
- if ScreenAct = 2 then begin
- if PlayerInfo.Playerinfo[2].Enabled then
- SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
- if PlayerInfo.Playerinfo[3].Enabled then
- SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text, Player[3].LineBonus_Age);
- end;
- end;
-
- if PlayersPlay = 6 then begin
- if ScreenAct = 1 then begin
- if PlayerInfo.Playerinfo[0].Enabled then
- SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age);
- if PlayerInfo.Playerinfo[1].Enabled then
- SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age);
- if PlayerInfo.Playerinfo[2].Enabled then
- SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age);
- end;
- if ScreenAct = 2 then begin
- if PlayerInfo.Playerinfo[3].Enabled then
- SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text, Player[3].LineBonus_Age);
- if PlayerInfo.Playerinfo[4].Enabled then
- SingDrawLineBonus( Player[4].LineBonus_PosX, Player[4].LineBonus_PosY, Player[4].LineBonus_Color, Player[4].LineBonus_Alpha, Player[4].LineBonus_Text, Player[4].LineBonus_Age);
- if PlayerInfo.Playerinfo[5].Enabled then
- SingDrawLineBonus( Player[5].LineBonus_PosX, Player[5].LineBonus_PosY, Player[5].LineBonus_Color, Player[5].LineBonus_Alpha, Player[5].LineBonus_Text, Player[5].LineBonus_Age);
- end;
- end;
- end;
-//PhrasenBonus - Line Bonus Mod End
-
-// resize the notes according to the difficulty level
- case Ini.Difficulty of
- 0:
- begin
- NotesH := 11; // 9
- NotesW := 6; // 5
- end;
- 1:
- begin
- NotesH := 8; // 7
- NotesW := 4; // 4
- end;
- 2:
- begin
- NotesH := 5;
- NotesW := 3;
- end;
- end;
-
- if (DLLMAn.Selected.ShowNotes And DLLMan.Selected.LoadSong) then
- begin
- if (PlayersPlay = 1) And PlayerInfo.Playerinfo[0].Enabled then begin
- SingDrawPlayerBGCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15);
- SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
- SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15);
- end;
-
- if (PlayersPlay = 2) then begin
- if PlayerInfo.Playerinfo[0].Enabled then
- begin
- SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15);
- SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
- SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
- end;
- if PlayerInfo.Playerinfo[1].Enabled then
- begin
- SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15);
- SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
- SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15);
- end;
-
- end;
-
- if PlayersPlay = 3 then begin
- NotesW := NotesW * 0.8;
- NotesH := NotesH * 0.8;
-
- if PlayerInfo.Playerinfo[0].Enabled then
- begin
- SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12);
- SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
- SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
- end;
-
- if PlayerInfo.Playerinfo[1].Enabled then
- begin
- SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12);
- SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12);
- SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12);
- end;
-
- if PlayerInfo.Playerinfo[2].Enabled then
- begin
- SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12);
- SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12);
- SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12);
- end;
- end;
-
- if PlayersPlay = 4 then begin
- if ScreenAct = 1 then begin
- SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15);
- SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15);
- end;
- if ScreenAct = 2 then begin
- SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15);
- SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15);
- end;
-
- SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15);
- SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15);
-
- if ScreenAct = 1 then begin
- SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15);
- SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15);
- end;
- if ScreenAct = 2 then begin
- SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 2, 15);
- SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 3, 15);
- end;
- end;
-
- if PlayersPlay = 6 then begin
- NotesW := NotesW * 0.8;
- NotesH := NotesH * 0.8;
-
- if ScreenAct = 1 then begin
- SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12);
- SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12);
- SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12);
- end;
- if ScreenAct = 2 then begin
- SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12);
- SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12);
- SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12);
- end;
-
- SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12);
- SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12);
- SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12);
-
- if ScreenAct = 1 then begin
- SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12);
- SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12);
- SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12);
- end;
- if ScreenAct = 2 then begin
- SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 3, 12);
- SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 4, 12);
- SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12);
- end;
- end;
- end;
-
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
-end;
-
-
-//SingBar Mod
-procedure SingDrawSingbar(X, Y, W, H: real; Percent: integer);
-var
- R: Real;
- G: Real;
- B: Real;
- A: cardinal;
- I: Integer;
-
-begin;
-
- //SingBar Background
- glColor4f(1, 1, 1, 0.8);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Back.TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(X, Y);
- glTexCoord2f(0, 1); glVertex2f(X, Y+H);
- glTexCoord2f(1, 1); glVertex2f(X+W, Y+H);
- glTexCoord2f(1, 0); glVertex2f(X+W, Y);
- glEnd;
-
- //SingBar coloured Bar
- Case Percent of
- 0..22: begin
- R := 1;
- G := 0;
- B := 0;
- end;
- 23..42: begin
- R := 1;
- G := ((Percent-23)/100)*5;
- B := 0;
- end;
- 43..57: begin
- R := 1;
- G := 1;
- B := 0;
- end;
- 58..77: begin
- R := 1-(Percent - 58)/100*5;
- G := 1;
- B := 0;
- end;
- 78..99: begin
- R := 0;
- G := 1;
- B := 0;
- end;
- End; //Case
-
- glColor4f(R, G, B, 1);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Bar.TexNum);
- //Size= Player[PlayerNum].ScorePercent of W
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(X, Y);
- glTexCoord2f(0, 1); glVertex2f(X, Y+H);
- glTexCoord2f(1, 1); glVertex2f(X+(W/100 * (Percent +1)), Y+H);
- glTexCoord2f(1, 0); glVertex2f(X+(W/100 * (Percent +1)), Y);
- glEnd;
-
- //SingBar Front
- glColor4f(1, 1, 1, 0.6);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Front.TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(X, Y);
- glTexCoord2f(0, 1); glVertex2f(X, Y+H);
- glTexCoord2f(1, 1); glVertex2f(X+W, Y+H);
- glTexCoord2f(1, 0); glVertex2f(X+W, Y);
- glEnd;
-end;
-//end Singbar Mod
-
-//PhrasenBonus - Line Bonus Pop Up
-procedure SingDrawLineBonus( const X, Y: Single; Color: TRGB; Alpha: Single; Text: string; Age: Integer);
-var
-Length, X2: Real; //Length of Text
-Size: Integer; //Size of Popup
-begin
-if Alpha <> 0 then
-begin
-
-//Set Font Propertys
-SetFontStyle(2); //Font: Outlined1
-if Age < 5 then SetFontSize(Age + 1) else SetFontSize(6);
-SetFontItalic(False);
-
-//Check Font Size
-Length := glTextWidth ( PChar(Text)) + 3; //Little Space for a Better Look ^^
-
-//Text
-SetFontPos (X + 50 - (Length / 2), Y + 12); //Position
-
-
-if Age < 5 then Size := Age * 10 else Size := 50;
-
- //Draw Background
- //glColor4f(Color.R, Color.G, Color.B, Alpha); //Set Color
- glColor4f(1, 1, 1, Alpha);
-
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
-
- //New Method, Not Variable
- glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusBack[2].TexNum);
-
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(X + 50 - Size, Y + 25 - (Size/2));
- glTexCoord2f(0, 1); glVertex2f(X + 50 - Size, Y + 25 + (Size/2));
- glTexCoord2f(1, 1); glVertex2f(X + 50 + Size, Y + 25 + (Size/2));
- glTexCoord2f(1, 0); glVertex2f(X + 50 + Size, Y + 25 - (Size/2));
- glEnd;
-
- glColor4f(1, 1, 1, Alpha); //Set Color
- //Draw Text
- glPrint (PChar(Text));
-end;
-end;
-//PhrasenBonus - Line Bonus Mod
-
-// Draw Note Bars for Editor
-//There are 11 Resons for a new Procdedure:
-// 1. It don't look good when you Draw the Golden Note Star Effect in the Editor
-// 2. You can see the Freestyle Notes in the Editor SemiTransparent
-// 3. Its easier and Faster then changing the old Procedure
-procedure EditDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer);
-var
- Rec: TRecR;
- Pet: integer;
- TempR: real;
-begin
- glColor3f(1, 1, 1);
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote);
- with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do begin
- for Pet := 0 to HighNut do begin
- with Nuta[Pet] do begin
-
- // Golden Note Patch
- case Wartosc of
- 0: glColor4f(1, 1, 1, 0.35);
- 1: glColor4f(1, 1, 1, 0.85);
- 2: glColor4f(1, 1, 0.3, 0.85);
- end; // case
-
-
-
- // lewa czesc - left part
- Rec.Left := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX;
- Rec.Right := Rec.Left + NotesW;
- Rec.Top := Top - (Ton-BaseNote)*Space/2 - NotesH;
- Rec.Bottom := Rec.Top + 2 * NotesH;
- glBindTexture(GL_TEXTURE_2D, Tex_Left[Color].TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
-
- // srodkowa czesc - middle part
- Rec.Left := Rec.Right;
- Rec.Right := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX;
-
- glBindTexture(GL_TEXTURE_2D, Tex_Mid[Color].TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
-
- // prawa czesc - right part
- Rec.Left := Rec.Right;
- Rec.Right := Rec.Right + NotesW;
-
- glBindTexture(GL_TEXTURE_2D, Tex_Right[Color].TexNum);
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top);
- glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom);
- glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom);
- glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top);
- glEnd;
-
- end; // with
- end; // for
- end; // with
-
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
-end;
-
-procedure SingDrawTimeBar();
-var x,y: real;
- width, height: real;
-begin
- x := Theme.Sing.StaticTimeProgress.x;
- y := Theme.Sing.StaticTimeProgress.y;
- width:= Theme.Sing.StaticTimeProgress.w;
- height:= Theme.Sing.StaticTimeProgress.h;
-
- glColor4f(Theme.Sing.StaticTimeProgress.ColR,
- Theme.Sing.StaticTimeProgress.ColG,
- Theme.Sing.StaticTimeProgress.ColB, 1); //Set Color
-
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
-
- glBindTexture(GL_TEXTURE_2D, Tex_TimeProgress.TexNum);
-
- glBegin(GL_QUADS);
- glTexCoord2f(0, 0); glVertex2f(x,y);
- glTexCoord2f((width*(Czas.Teraz/Czas.Razem))/8, 0); glVertex2f(x+width*(Czas.Teraz/Czas.Razem), y);
- glTexCoord2f((width*(Czas.Teraz/Czas.Razem))/8, 1); glVertex2f(x+width*(Czas.Teraz/Czas.Razem), y+height);
- glTexCoord2f(0, 1); glVertex2f(x, y+height);
- glEnd;
-
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
- glcolor4f(1,1,1,1);
-end;
-
-end.
-
+unit UDraw; + +interface + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + +uses UThemes, + ModiSDK, + UGraphicClasses; + +procedure SingDraw; +procedure SingModiDraw (PlayerInfo: TPlayerInfo); +procedure SingDrawBackground; +procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer); +procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer); +procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrCzesci: integer); +procedure SingDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer); +procedure SingDrawPlayerCzesc(X, Y, W: real; NrGracza: integer; Space: integer); +procedure SingDrawPlayerBGCzesc(Left, Top, Right: real; NrCzesci, NrGracza: integer; Space: integer); + +// TimeBar +procedure SingDrawTimeBar(); + +// The Singbar +procedure SingDrawSingbar(X, Y, W, H: real; Percent: integer); + +//Phrasen Bonus - Line Bonus +procedure SingDrawLineBonus( const X, Y: Single; Color: TRGB; Alpha: Single; Text: string; Age: Integer); + +//Draw Editor NoteLines +procedure EditDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer); + + +type + TRecR = record + Top: real; + Left: real; + Right: real; + Bottom: real; + + Width: real; + WMid: real; + Height: real; + HMid: real; + + Mid: real; + end; + +var + NotesW: real; + NotesH: real; + Starfr: integer; + StarfrG: integer; + + //SingBar + TickOld: cardinal; + TickOld2:cardinal; + +const + Przedz = 32; + +implementation + +uses {$IFDEF Win32} + windows, + {$ELSE} + lclintf, + {$ENDIF} + OpenGL12, + UGraphic, + SysUtils, + UMusic, + URecord, + ULog, + UScreenSing, + UScreenSingModi, + ULyrics, + UMain, + TextGL, + UTexture, + UDrawTexture, + UIni, + Math, + UDLLManager; + +procedure SingDrawBackground; +var + Rec: TRecR; + TexRec: TRecR; +begin + if ScreenSing.Tex_Background.TexNum >= 1 then begin + + glClearColor (1, 1, 1, 1); + glColor4f (1, 1, 1, 1); + + if (Ini.MovieSize <= 1) then //HalfSize BG + begin + (* half screen + gradient *) + Rec.Top := 110; // 80 + Rec.Bottom := Rec.Top + 20; + Rec.Left := 0; + Rec.Right := 800; + + TexRec.Top := (Rec.Top / 600) * ScreenSing.Tex_Background.TexH; + TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH; + TexRec.Left := 0; + TexRec.Right := ScreenSing.Tex_Background.TexW; + + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, ScreenSing.Tex_Background.TexNum); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + (* gradient draw *) + (* top *) + glColor4f(1, 1, 1, 0); + glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top); + glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top); + glColor4f(1, 1, 1, 1); + glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom); + (* mid *) + Rec.Top := Rec.Bottom; + Rec.Bottom := 490 - 20; // 490 - 20 + TexRec.Top := TexRec.Bottom; + TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH; + glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top); + (* bottom *) + Rec.Top := Rec.Bottom; + Rec.Bottom := 490; // 490 + TexRec.Top := TexRec.Bottom; + TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH; + glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top); + glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top); + glColor4f(1, 1, 1, 0); + glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom); + + glEnd; + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + end + else //Full Size BG + begin + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, ScreenSing.Tex_Background.TexNum); + //glEnable(GL_BLEND); + glBegin(GL_QUADS); + + glTexCoord2f(0, 0); glVertex2f(0, 0); + glTexCoord2f(0, ScreenSing.Tex_Background.TexH); glVertex2f(0, 600); + glTexCoord2f( ScreenSing.Tex_Background.TexW, ScreenSing.Tex_Background.TexH); glVertex2f(800, 600); + glTexCoord2f( ScreenSing.Tex_Background.TexW, 0); glVertex2f(800, 0); + + glEnd; + glDisable(GL_TEXTURE_2D); + //glDisable(GL_BLEND); + end; + end; +end; + +procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer); +var + Pet: integer; +begin; +// Log.LogStatus('Oscilloscope', 'SingDraw'); + glColor3f(Skin_OscR, Skin_OscG, Skin_OscB); + {if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then + glColor3f(1, 1, 1); } + + glBegin(GL_LINE_STRIP); + glVertex2f(X, -Sound[NrSound].BufferArray[1] / $10000 * H + Y + H/2); + for Pet := 2 to Sound[NrSound].n div 1 do begin + glVertex2f(X + (Pet-1) * W / (Sound[NrSound].n - 1), + -Sound[NrSound].BufferArray[Pet] / $10000 * H + Y + H/2); + end; + glEnd; +end; + +procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer); +var + Pet: integer; +begin + glEnable(GL_BLEND); + glColor4f(Skin_P1_LinesR, Skin_P1_LinesG, Skin_P1_LinesB, 0.4); + glBegin(GL_LINES); + for Pet := 0 to 9 do begin + glVertex2f(Left, Top + Pet * Space); + glVertex2f(Right, Top + Pet * Space); + end; + glEnd; + glDisable(GL_BLEND); +end; + +procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrCzesci: integer); +var + Pet: integer; + TempR: real; +begin + TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote); + glEnable(GL_BLEND); + glBegin(GL_LINES); + for Pet := Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote to Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec do begin + if (Pet mod Czesci[NrCzesci].Resolution) = Czesci[NrCzesci].NotesGAP then + glColor4f(0, 0, 0, 1) + else + glColor4f(0, 0, 0, 0.3); + glVertex2f(Left + TempR * (Pet - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote), Top); + glVertex2f(Left + TempR * (Pet - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote), Top + 135); + end; + glEnd; + glDisable(GL_BLEND); +end; + +// draw blank Notebars +procedure SingDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer); +var + Rec: TRecR; + Pet: integer; + TempR: real; + R,G,B: real; + + PlayerNumber: Integer; + + GoldenStarPos : real; +begin +// We actually don't have a playernumber in this procedure, it should reside in NrCzesci - but it's always set to zero +// So we exploit this behavior a bit - we give NrCzesci the playernumber, keep it in playernumber - and then we set NrCzesci to zero +// This could also come quite in handy when we do the duet mode, cause just the notes for the player that has to sing should be drawn then +// BUT this is not implemented yet, all notes are drawn! :D + + PlayerNumber := NrCzesci + 1; // Player 1 is 0 + NrCzesci := 0; + +// exploit done + + glColor3f(1, 1, 1); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote); + with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do begin + for Pet := 0 to HighNut do begin + with Nuta[Pet] do begin + if not FreeStyle then begin + + + if Ini.EffectSing = 0 then + // If Golden note Effect of then Change not Color + begin + case Wartosc of + 1: glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself + 2: glColor4f(1, 1, 0.3, 1); // no stars, paint yellow -> glColor4f(1, 1, 0.3, 0.85); - we could + end; // case + end //Else all Notes same Color + else + glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself + // Czesci == teil, element == piece, element | koniec == ende, schluss + // lewa czesc - left part + Rec.Left := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX; + Rec.Right := Rec.Left + NotesW; + Rec.Top := Top - (Ton-BaseNote)*Space/2 - NotesH; + Rec.Bottom := Rec.Top + 2 * NotesH; + glBindTexture(GL_TEXTURE_2D, Tex_plain_Left[PlayerNumber].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + //We keep the postion of the top left corner b4 it's overwritten + GoldenStarPos := Rec.Left; + //done + + // srodkowa czesc - middle part + Rec.Left := Rec.Right; + Rec.Right := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX; // Dlugosc == länge + + glBindTexture(GL_TEXTURE_2D, Tex_plain_Mid[PlayerNumber].TexNum); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // prawa czesc - right part + Rec.Left := Rec.Right; + Rec.Right := Rec.Right + NotesW; + + glBindTexture(GL_TEXTURE_2D, Tex_plain_Right[PlayerNumber].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // Golden Star Patch + if (Wartosc = 2) AND (Ini.EffectSing=1) then + begin + GoldenRec.SaveGoldenStarsRec(GoldenStarPos, Rec.Top, Rec.Right, Rec.Bottom); + end; + + end; // if not FreeStyle + end; // with + end; // for + end; // with + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); +end; + + +// draw sung notes +procedure SingDrawPlayerCzesc(X, Y, W: real; NrGracza: integer; Space: integer); +var + TempR: real; + Rec: TRecR; + N: integer; + R: real; + G: real; + B: real; + A: real; + NotesH2: real; + begin +// Log.LogStatus('Player notes', 'SingDraw'); + +// if NrGracza = 0 then LoadColor(R, G, B, 'P1Light') +// else LoadColor(R, G, B, 'P2Light'); + +// R := 71/255; +// G := 175/255; +// B := 247/255; + + glColor3f(1, 1, 1); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + if Player[NrGracza].IlNut > 0 then + begin + TempR := W / (Czesci[0].Czesc[Czesci[0].Akt].Koniec - Czesci[0].Czesc[Czesci[0].Akt].StartNote); + for N := 0 to Player[NrGracza].HighNut do + begin + with Player[NrGracza].Nuta[N] do + begin + // Left part of note + Rec.Left := X + (Start-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR + 0.5 + 10*ScreenX; + Rec.Right := Rec.Left + NotesW; + + // Draw it in half size, if not hit + if Hit then + begin + NotesH2 := NotesH + end + else + begin + NotesH2 := int(NotesH * 0.65); + end; + + Rec.Top := Y - (Ton-Czesci[0].Czesc[Czesci[0].Akt].BaseNote)*Space/2 - NotesH2; + Rec.Bottom := Rec.Top + 2 *NotesH2; + + // draw the left part + glColor3f(1, 1, 1); + glBindTexture(GL_TEXTURE_2D, Tex_Left[NrGracza+1].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // Middle part of the note + Rec.Left := Rec.Right; + Rec.Right := X + (Start+Dlugosc-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR - NotesW - 0.5 + 10*ScreenX; + + // (nowe) - dunno + if (Start+Dlugosc-1 = Czas.AktBeatD) then + Rec.Right := Rec.Right - (1-Frac(Czas.MidBeatD)) * TempR; + // the left note is more right than the right note itself, sounds weird - so we fix that xD + if Rec.Right <= Rec.Left then Rec.Right := Rec.Left; + + // draw the middle part + glBindTexture(GL_TEXTURE_2D, Tex_Mid[NrGracza+1].TexNum); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); + glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(round((Rec.Right-Rec.Left)/32), 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(round((Rec.Right-Rec.Left)/32), 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + glColor3f(1, 1, 1); + + // the right part of the note + Rec.Left := Rec.Right; + Rec.Right := Rec.Right + NotesW; + + glBindTexture(GL_TEXTURE_2D, Tex_Right[NrGracza+1].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // Perfect note is stored + if Perfect and (Ini.EffectSing=1) then + begin + A := 1 - 2*(Czas.Teraz - GetTimeFromBeat(Start+Dlugosc)); + if not (Start+Dlugosc-1 = Czas.AktBeatD) then + + //Star animation counter + //inc(Starfr); + //Starfr := Starfr mod 128; + GoldenRec.SavePerfectNotePos(Rec.Left, Rec.Top); + end; + end; // with + end; // for + // eigentlich brauchen wir hier einen vergleich, um festzustellen, ob wir mit + // singen schon weiter wären, als bei Rec.Right, _auch, wenn nicht gesungen wird_ + + // passing on NrGracza... hope this is really something like the player-number, not only + // some kind of weird index into a colour-table + + if (Ini.EffectSing=1) then + GoldenRec.GoldenNoteTwinkle(Rec.Top,Rec.Bottom,Rec.Right, NrGracza); + end; // if +end; + +//draw Note glow +procedure SingDrawPlayerBGCzesc(Left, Top, Right: real; NrCzesci, NrGracza: integer; Space: integer); +var + Rec: TRecR; + Pet: integer; + TempR: real; + R,G,B: real; + X1, X2, X3, X4: real; + W, H: real; +begin + if (Player[NrGracza].ScoreTotalI >= 0) then begin + glColor4f(1, 1, 1, sqrt((1+sin(Music.Position * 3))/4)/ 2 + 0.5 ); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote); + with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do begin + for Pet := 0 to HighNut do begin + with Nuta[Pet] do begin + if not FreeStyle then begin + // begin: 14, 20 + // easy: 6, 11 + W := NotesW * 2 + 2; + H := NotesH * 1.5 + 3.5; + + X2 := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX + 4; // wciecie + X1 := X2-W; + + X3 := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - 0.5 + 10*ScreenX - 4; // wciecie + X4 := X3+W; + + // left + Rec.Left := X1; + Rec.Right := X2; + Rec.Top := Top - (Ton-BaseNote)*Space/2 - H; + Rec.Bottom := Rec.Top + 2 * H; + + glBindTexture(GL_TEXTURE_2D, Tex_BG_Left[NrGracza+1].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + + // srodkowa czesc + Rec.Left := X2; + Rec.Right := X3; + + glBindTexture(GL_TEXTURE_2D, Tex_BG_Mid[NrGracza+1].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // prawa czesc + Rec.Left := X3; + Rec.Right := X4; + + glBindTexture(GL_TEXTURE_2D, Tex_BG_Right[NrGracza+1].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + end; // if not FreeStyle + end; // with + end; // for + end; // with + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + end; +end; + +procedure SingDraw; +var + Pet: integer; + Pet2: integer; + TempR: real; + Rec: TRecR; + TexRec: TRecR; + NR: TRecR; + FS: real; + BarFrom: integer; + BarAlpha: real; + BarWspol: real; + TempCol: real; + Tekst: string; + LyricTemp: string; + PetCz: integer; + + //SingBar Mod + A: Integer; + E: Integer; + I: Integer; + //end Singbar Mod + +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; + + // background //BG Fullsize Mod + //SingDrawBackground; + + //TimeBar mod + SingDrawTimeBar(); + //eoa TimeBar mod + + // rysuje paski pod nutami + if PlayersPlay = 1 then + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); + if (PlayersPlay = 2) or (PlayersPlay = 4) then begin + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15); + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); + end; + + if (PlayersPlay = 3) or (PlayersPlay = 6) then begin + SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12); + SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12); + SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12); + end; + + // rysuje tekst - new Lyric engine + ScreenSing.LyricMain.Draw; + ScreenSing.LyricSub.Draw; + + // rysuje pasek, podpowiadajacy poczatek spiwania w scenie + FS := 1.3; + BarFrom := Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start; + if BarFrom > 40 then BarFrom := 40; + if (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more + (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat > 0) and // przed tekstem + (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat < 40) then begin // ale nie za wczesnie + BarWspol := (Czas.MidBeat - (Czesci[0].Czesc[Czesci[0].Akt].StartNote - BarFrom)) / BarFrom; + Rec.Left := NR.Left + BarWspol * +// (NR.WMid - Czesci[0].Czesc[Czesci[0].Akt].LyricWidth / 2 * FS - 50); + (ScreenSing.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX; + Rec.Right := Rec.Left + 50; + Rec.Top := Skin_LyricsT + 3; + Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3; +{ // zapalanie + BarAlpha := (BarWspol*10) * 0.5; + if BarAlpha > 0.5 then BarAlpha := 0.5; + + // gaszenie + if BarWspol > 0.95 then BarAlpha := 0.5 * (1 - (BarWspol - 0.95) * 20);} + + //Change fuer Crazy Joker + + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum); + glBegin(GL_QUADS); + glColor4f(1, 1, 1, 0); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glColor4f(1, 1, 1, 0.5); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + glDisable(GL_BLEND); + + end; + + // oscilloscope + if Ini.Oscilloscope = 1 then begin + if PlayersPlay = 1 then + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + + if PlayersPlay = 2 then begin + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); + end; + if ScreenAct = 2 then begin + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2); + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3); + end; + end; + + if PlayersPlay = 3 then begin + SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0); + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0); + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); + end; + if ScreenAct = 2 then begin + SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3); + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4); + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5); + end; + end; + + end + + //SingBar Mod + //modded again to make it moveable: it's working, so why try harder + else if Ini.Oscilloscope = 2 then + begin + A := GetTickCount div 33; + if A <> Tickold then begin + Tickold := A; + for E := 0 to (PlayersPlay - 1) do begin //Set new Pos + Alpha + I := Player[E].ScorePercentTarget - Player[E].ScorePercent; + if I > 0 then Inc(Player[E].ScorePercent) + else if I < 0 then Dec(Player[E].ScorePercent); + end; //for + end; //if + + if PlayersPlay = 1 then begin + SingDrawSingbar(Theme.Sing.StaticP1SingBar.x, Theme.Sing.StaticP1SingBar.y, Theme.Sing.StaticP1SingBar.w, Theme.Sing.StaticP1SingBar.h , Player[0].ScorePercent); + end; + + if PlayersPlay = 2 then begin + SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent); + SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent); + end; + + if PlayersPlay = 3 then begin + SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent); + SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent); + SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent); + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent); + SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent); + end; + if ScreenAct = 2 then begin + SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[2].ScorePercent); + SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[3].ScorePercent); + end; + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent); + SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent); + SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent); + end; + if ScreenAct = 2 then begin + SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[3].ScorePercent); + SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[4].ScorePercent); + SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[5].ScorePercent); + end; + end; + end; + //end Singbar Mod + + //PhrasenBonus - Line Bonus Mod + if Ini.LineBonus > 0 then begin + A := GetTickCount div 33; + if (A <> Tickold2) AND (Player[0].LineBonus_Visible) then begin + Tickold2 := A; + for E := 0 to (PlayersPlay - 1) do begin + //Change Alpha + Player[E].LineBonus_Alpha := Player[E].LineBonus_Alpha - 0.02; + if Player[E].LineBonus_Alpha <= 0 then + begin + Player[E].LineBonus_Age := 0; + Player[E].LineBonus_Visible := False + end + else + begin + inc(Player[E].LineBonus_Age, 1); + //Change Position + if (Player[E].LineBonus_PosX < Player[E].LineBonus_TargetX) then + Player[E].LineBonus_PosX := Player[E].LineBonus_PosX + (2 - Player[E].LineBonus_Alpha * 1.5) + else if (Player[E].LineBonus_PosX > Player[E].LineBonus_TargetX) then + Player[E].LineBonus_PosX := Player[E].LineBonus_PosX - (2 - Player[E].LineBonus_Alpha * 1.5); + + if (Player[E].LineBonus_PosY < Player[E].LineBonus_TargetY) then + Player[E].LineBonus_PosY := Player[E].LineBonus_PosY + (2 - Player[E].LineBonus_Alpha * 1.5) + else if (Player[E].LineBonus_PosY > Player[E].LineBonus_TargetY) then + Player[E].LineBonus_PosY := Player[E].LineBonus_PosY - (2 - Player[E].LineBonus_Alpha * 1.5); + + end; // shift position of the pop up (if not dead) + end; // loop - for all players + end; // if - linebonus + + + if PlayersPlay = 1 then begin + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age); + end + + else if PlayersPlay = 2 then begin + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age); + SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age); + end + + else if PlayersPlay = 3 then begin + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age); + SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age); + SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age); + end + + else if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age); + SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age); + end; + if ScreenAct = 2 then begin + SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age); + SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text, Player[3].LineBonus_Age); + end; + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age); + SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age); + SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age); + end; + if ScreenAct = 2 then begin + SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text, Player[3].LineBonus_Age); + SingDrawLineBonus( Player[4].LineBonus_PosX, Player[4].LineBonus_PosY, Player[4].LineBonus_Color, Player[4].LineBonus_Alpha, Player[4].LineBonus_Text, Player[4].LineBonus_Age); + SingDrawLineBonus( Player[5].LineBonus_PosX, Player[5].LineBonus_PosY, Player[5].LineBonus_Color, Player[5].LineBonus_Alpha, Player[5].LineBonus_Text, Player[5].LineBonus_Age); + end; + end; + end; + //PhrasenBonus - Line Bonus Mod End + +// Set the note heights according to the difficulty level + case Ini.Difficulty of + 0: + begin + NotesH := 11; // 9 + NotesW := 6; // 5 + end; + 1: + begin + NotesH := 8; // 7 + NotesW := 4; // 4 + end; + 2: + begin + NotesH := 5; + NotesW := 3; + end; + end; + +// Draw the Notes + if PlayersPlay = 1 then begin + SingDrawPlayerBGCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15); // Background glow - colorized in playercolor + SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); // Plain unsung notes - colorized in playercolor + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15); // imho the sung notes + end; + + if (PlayersPlay = 2) then begin + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); + + SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); + SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15); + + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); + end; + + if PlayersPlay = 3 then begin + NotesW := NotesW * 0.8; + NotesH := NotesH * 0.8; + + SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); + + SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); + SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 1, 12); + SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 2, 12); + + SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); + end; + if ScreenAct = 2 then begin + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15); + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15); + end; + + if ScreenAct = 1 then begin + SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); + SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 1, 15); + end; + if ScreenAct = 2 then begin + SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 2, 15); + SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 3, 15); + end; + + if ScreenAct = 1 then begin + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); + end; + if ScreenAct = 2 then begin + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 2, 15); + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 3, 15); + end; + end; + + if PlayersPlay = 6 then begin + NotesW := NotesW * 0.8; + NotesH := NotesH * 0.8; + + if ScreenAct = 1 then begin + SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); + end; + if ScreenAct = 2 then begin + SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12); + end; + + if ScreenAct = 1 then begin + SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); + SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 1, 12); + SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 2, 12); + end; + if ScreenAct = 2 then begin + SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 3, 12); + SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 4, 12); + SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 5, 12); + end; + + if ScreenAct = 1 then begin + SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); + end; + if ScreenAct = 2 then begin + SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 3, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 4, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12); + end; + end; + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); +end; + +// q'n'd for using the game mode dll's +procedure SingModiDraw (PlayerInfo: TPlayerInfo); +var + Pet: integer; + Pet2: integer; + TempR: real; + Rec: TRecR; + TexRec: TRecR; + NR: TRecR; + FS: real; + BarFrom: integer; + BarAlpha: real; + BarWspol: real; + TempCol: real; + Tekst: string; + LyricTemp: string; + PetCz: integer; + + //SingBar Mod + A: Integer; + E: Integer; + I: Integer; + //end Singbar Mod + +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; + + // time bar + SingDrawTimeBar(); + + if DLLMan.Selected.ShowNotes then + begin + if PlayersPlay = 1 then + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); + if (PlayersPlay = 2) or (PlayersPlay = 4) then begin + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15); + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); + end; + + if (PlayersPlay = 3) or (PlayersPlay = 6) then begin + SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12); + SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12); + SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12); + end; + end; + + // Lyric engine + ScreenSingModi.LyricMain.Draw; + ScreenSingModi.LyricSub.Draw; + + // rysuje pasek, podpowiadajacy poczatek spiwania w scenie + FS := 1.3; + BarFrom := Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start; + if BarFrom > 40 then BarFrom := 40; + if (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more + (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat > 0) and // przed tekstem + (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat < 40) then begin // ale nie za wczesnie + BarWspol := (Czas.MidBeat - (Czesci[0].Czesc[Czesci[0].Akt].StartNote - BarFrom)) / BarFrom; + Rec.Left := NR.Left + BarWspol * (ScreenSingModi.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX; + Rec.Right := Rec.Left + 50; + Rec.Top := Skin_LyricsT + 3; + Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3; + + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, Tex_Lyric_Help_Bar.TexNum); + glBegin(GL_QUADS); + glColor4f(1, 1, 1, 0); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glColor4f(1, 1, 1, 0.5); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + glDisable(GL_BLEND); + end; + + // oscilloscope | the thing that moves when you yell into your mic (imho) + if (((Ini.Oscilloscope = 1) AND (DLLMan.Selected.ShowRateBar_O)) AND (NOT DLLMan.Selected.ShowRateBar)) then begin + if PlayersPlay = 1 then + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + + if PlayersPlay = 2 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); + end; + if ScreenAct = 2 then begin + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2); + if PlayerInfo.Playerinfo[3].Enabled then + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3); + end; + end; + + if PlayersPlay = 3 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); + end; + if ScreenAct = 2 then begin + if PlayerInfo.Playerinfo[3].Enabled then + SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3); + if PlayerInfo.Playerinfo[4].Enabled then + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4); + if PlayerInfo.Playerinfo[5].Enabled then + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5); + end; + end; + + end + + //SingBar Mod + // seems like we don't want the flicker thing, we want the linebonus rating bar beneath the scores + else if ((Ini.Oscilloscope = 2) AND (DLLMan.Selected.ShowRateBar_O)) OR (DLLMan.Selected.ShowRateBar) then begin + A := GetTickCount div 33; + if A <> Tickold then begin + Tickold := A; + for E := 0 to (PlayersPlay - 1) do begin //Set new Pos + Alpha + I := Player[E].ScorePercentTarget - Player[E].ScorePercent; + if I > 0 then Inc(Player[E].ScorePercent) + else if I < 0 then Dec(Player[E].ScorePercent); + end; //for + end; //if + + if PlayersPlay = 1 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawSingbar(Theme.Sing.StaticP1SingBar.x, Theme.Sing.StaticP1SingBar.y, Theme.Sing.StaticP1SingBar.w, Theme.Sing.StaticP1SingBar.h , Player[0].ScorePercent); + end; + + if PlayersPlay = 2 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent); + end; + + if PlayersPlay = 3 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent); + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent); + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[0].ScorePercent); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[1].ScorePercent); + end; + if ScreenAct = 2 then begin + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawSingbar(Theme.Sing.StaticP1TwoPSingBar.x, Theme.Sing.StaticP1TwoPSingBar.y, Theme.Sing.StaticP1TwoPSingBar.w, Theme.Sing.StaticP1TwoPSingBar.h , Player[2].ScorePercent); + if PlayerInfo.Playerinfo[3].Enabled then + SingDrawSingbar(Theme.Sing.StaticP2RSingBar.x, Theme.Sing.StaticP2RSingBar.y, Theme.Sing.StaticP2RSingBar.w, Theme.Sing.StaticP2RSingBar.h , Player[3].ScorePercent); + end; + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[0].ScorePercent); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[1].ScorePercent); + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[2].ScorePercent); + end; + if ScreenAct = 2 then begin + if PlayerInfo.Playerinfo[3].Enabled then + SingDrawSingbar(Theme.Sing.StaticP1ThreePSingBar.x, Theme.Sing.StaticP1ThreePSingBar.y, Theme.Sing.StaticP1ThreePSingBar.w, Theme.Sing.StaticP1ThreePSingBar.h , Player[3].ScorePercent); + if PlayerInfo.Playerinfo[4].Enabled then + SingDrawSingbar(Theme.Sing.StaticP2MSingBar.x, Theme.Sing.StaticP2MSingBar.y, Theme.Sing.StaticP2MSingBar.w, Theme.Sing.StaticP2MSingBar.h , Player[4].ScorePercent); + if PlayerInfo.Playerinfo[5].Enabled then + SingDrawSingbar(Theme.Sing.StaticP3SingBar.x, Theme.Sing.StaticP3SingBar.y, Theme.Sing.StaticP3SingBar.w, Theme.Sing.StaticP3SingBar.h , Player[5].ScorePercent); + end; + end; + end; + //end Singbar Mod + + //PhrasenBonus - Line Bonus Mod + if ((Ini.LineBonus > 0) AND (DLLMan.Selected.EnLineBonus_O)) OR (DLLMan.Selected.EnLineBonus) then begin + A := GetTickCount div 33; + if (A <> Tickold2) AND (Player[0].LineBonus_Visible) then begin + Tickold2 := A; + for E := 0 to (PlayersPlay - 1) do begin + //Change Alpha + Player[E].LineBonus_Alpha := Player[E].LineBonus_Alpha - 0.02; + + if Player[E].LineBonus_Alpha <= 0 then + begin + Player[E].LineBonus_Age := 0; + Player[E].LineBonus_Visible := False + end + else + begin + inc(Player[E].LineBonus_Age, 1); + //Change Position + if (Player[E].LineBonus_PosX < Player[E].LineBonus_TargetX) then // pop up has not yet reached it's position -> blend in + Player[E].LineBonus_PosX := Player[E].LineBonus_PosX + (2 - Player[E].LineBonus_Alpha * 1.5) + else if (Player[E].LineBonus_PosX > Player[E].LineBonus_TargetX) then // pop up has reached it's position -> blend out + Player[E].LineBonus_PosX := Player[E].LineBonus_PosX - (2 - Player[E].LineBonus_Alpha * 1.5); + + if (Player[E].LineBonus_PosY < Player[E].LineBonus_TargetY) then + Player[E].LineBonus_PosY := Player[E].LineBonus_PosY + (2 - Player[E].LineBonus_Alpha * 1.5) + else if (Player[E].LineBonus_PosY > Player[E].LineBonus_TargetY) then + Player[E].LineBonus_PosY := Player[E].LineBonus_PosY - (2 - Player[E].LineBonus_Alpha * 1.5); + + end; // pop up still visible, has not reached it's position - move it + end; // loop through all players + end; // if it's time to draw them + + if PlayersPlay = 1 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age); + end + + else if PlayersPlay = 2 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age); + end + + else if PlayersPlay = 3 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age); + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age); + end + + else if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age); + end; + if ScreenAct = 2 then begin + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age); + if PlayerInfo.Playerinfo[3].Enabled then + SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text, Player[3].LineBonus_Age); + end; + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text, Player[0].LineBonus_Age); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text, Player[1].LineBonus_Age); + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text, Player[2].LineBonus_Age); + end; + if ScreenAct = 2 then begin + if PlayerInfo.Playerinfo[3].Enabled then + SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text, Player[3].LineBonus_Age); + if PlayerInfo.Playerinfo[4].Enabled then + SingDrawLineBonus( Player[4].LineBonus_PosX, Player[4].LineBonus_PosY, Player[4].LineBonus_Color, Player[4].LineBonus_Alpha, Player[4].LineBonus_Text, Player[4].LineBonus_Age); + if PlayerInfo.Playerinfo[5].Enabled then + SingDrawLineBonus( Player[5].LineBonus_PosX, Player[5].LineBonus_PosY, Player[5].LineBonus_Color, Player[5].LineBonus_Alpha, Player[5].LineBonus_Text, Player[5].LineBonus_Age); + end; + end; + end; +//PhrasenBonus - Line Bonus Mod End + +// resize the notes according to the difficulty level + case Ini.Difficulty of + 0: + begin + NotesH := 11; // 9 + NotesW := 6; // 5 + end; + 1: + begin + NotesH := 8; // 7 + NotesW := 4; // 4 + end; + 2: + begin + NotesH := 5; + NotesW := 3; + end; + end; + + if (DLLMAn.Selected.ShowNotes And DLLMan.Selected.LoadSong) then + begin + if (PlayersPlay = 1) And PlayerInfo.Playerinfo[0].Enabled then begin + SingDrawPlayerBGCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15); + SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15); + end; + + if (PlayersPlay = 2) then begin + if PlayerInfo.Playerinfo[0].Enabled then + begin + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); + SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); + end; + if PlayerInfo.Playerinfo[1].Enabled then + begin + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); + SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); + end; + + end; + + if PlayersPlay = 3 then begin + NotesW := NotesW * 0.8; + NotesH := NotesH * 0.8; + + if PlayerInfo.Playerinfo[0].Enabled then + begin + SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); + SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); + end; + + if PlayerInfo.Playerinfo[1].Enabled then + begin + SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); + SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); + end; + + if PlayerInfo.Playerinfo[2].Enabled then + begin + SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); + SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); + end; + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); + end; + if ScreenAct = 2 then begin + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15); + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15); + end; + + SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); + SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); + + if ScreenAct = 1 then begin + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); + end; + if ScreenAct = 2 then begin + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 2, 15); + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 3, 15); + end; + end; + + if PlayersPlay = 6 then begin + NotesW := NotesW * 0.8; + NotesH := NotesH * 0.8; + + if ScreenAct = 1 then begin + SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); + end; + if ScreenAct = 2 then begin + SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12); + end; + + SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); + SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12); + SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12); + + if ScreenAct = 1 then begin + SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); + end; + if ScreenAct = 2 then begin + SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 3, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 4, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12); + end; + end; + end; + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); +end; + + +//SingBar Mod +procedure SingDrawSingbar(X, Y, W, H: real; Percent: integer); +var + R: Real; + G: Real; + B: Real; + A: cardinal; + I: Integer; + +begin; + + //SingBar Background + glColor4f(1, 1, 1, 0.8); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Back.TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(X, Y); + glTexCoord2f(0, 1); glVertex2f(X, Y+H); + glTexCoord2f(1, 1); glVertex2f(X+W, Y+H); + glTexCoord2f(1, 0); glVertex2f(X+W, Y); + glEnd; + + //SingBar coloured Bar + Case Percent of + 0..22: begin + R := 1; + G := 0; + B := 0; + end; + 23..42: begin + R := 1; + G := ((Percent-23)/100)*5; + B := 0; + end; + 43..57: begin + R := 1; + G := 1; + B := 0; + end; + 58..77: begin + R := 1-(Percent - 58)/100*5; + G := 1; + B := 0; + end; + 78..99: begin + R := 0; + G := 1; + B := 0; + end; + End; //Case + + glColor4f(R, G, B, 1); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Bar.TexNum); + //Size= Player[PlayerNum].ScorePercent of W + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(X, Y); + glTexCoord2f(0, 1); glVertex2f(X, Y+H); + glTexCoord2f(1, 1); glVertex2f(X+(W/100 * (Percent +1)), Y+H); + glTexCoord2f(1, 0); glVertex2f(X+(W/100 * (Percent +1)), Y); + glEnd; + + //SingBar Front + glColor4f(1, 1, 1, 0.6); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Front.TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(X, Y); + glTexCoord2f(0, 1); glVertex2f(X, Y+H); + glTexCoord2f(1, 1); glVertex2f(X+W, Y+H); + glTexCoord2f(1, 0); glVertex2f(X+W, Y); + glEnd; +end; +//end Singbar Mod + +//PhrasenBonus - Line Bonus Pop Up +procedure SingDrawLineBonus( const X, Y: Single; Color: TRGB; Alpha: Single; Text: string; Age: Integer); +var +Length, X2: Real; //Length of Text +Size: Integer; //Size of Popup +begin +if Alpha <> 0 then +begin + +//Set Font Propertys +SetFontStyle(2); //Font: Outlined1 +if Age < 5 then SetFontSize(Age + 1) else SetFontSize(6); +SetFontItalic(False); + +//Check Font Size +Length := glTextWidth ( PChar(Text)) + 3; //Little Space for a Better Look ^^ + +//Text +SetFontPos (X + 50 - (Length / 2), Y + 12); //Position + + +if Age < 5 then Size := Age * 10 else Size := 50; + + //Draw Background + //glColor4f(Color.R, Color.G, Color.B, Alpha); //Set Color + glColor4f(1, 1, 1, Alpha); + + + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + + //New Method, Not Variable + glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusBack[2].TexNum); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(X + 50 - Size, Y + 25 - (Size/2)); + glTexCoord2f(0, 1); glVertex2f(X + 50 - Size, Y + 25 + (Size/2)); + glTexCoord2f(1, 1); glVertex2f(X + 50 + Size, Y + 25 + (Size/2)); + glTexCoord2f(1, 0); glVertex2f(X + 50 + Size, Y + 25 - (Size/2)); + glEnd; + + glColor4f(1, 1, 1, Alpha); //Set Color + //Draw Text + glPrint (PChar(Text)); +end; +end; +//PhrasenBonus - Line Bonus Mod + +// Draw Note Bars for Editor +//There are 11 Resons for a new Procdedure: +// 1. It don't look good when you Draw the Golden Note Star Effect in the Editor +// 2. You can see the Freestyle Notes in the Editor SemiTransparent +// 3. Its easier and Faster then changing the old Procedure +procedure EditDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer); +var + Rec: TRecR; + Pet: integer; + TempR: real; +begin + glColor3f(1, 1, 1); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote); + with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do begin + for Pet := 0 to HighNut do begin + with Nuta[Pet] do begin + + // Golden Note Patch + case Wartosc of + 0: glColor4f(1, 1, 1, 0.35); + 1: glColor4f(1, 1, 1, 0.85); + 2: glColor4f(1, 1, 0.3, 0.85); + end; // case + + + + // lewa czesc - left part + Rec.Left := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX; + Rec.Right := Rec.Left + NotesW; + Rec.Top := Top - (Ton-BaseNote)*Space/2 - NotesH; + Rec.Bottom := Rec.Top + 2 * NotesH; + glBindTexture(GL_TEXTURE_2D, Tex_Left[Color].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // srodkowa czesc - middle part + Rec.Left := Rec.Right; + Rec.Right := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX; + + glBindTexture(GL_TEXTURE_2D, Tex_Mid[Color].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // prawa czesc - right part + Rec.Left := Rec.Right; + Rec.Right := Rec.Right + NotesW; + + glBindTexture(GL_TEXTURE_2D, Tex_Right[Color].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + end; // with + end; // for + end; // with + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); +end; + +procedure SingDrawTimeBar(); +var x,y: real; + width, height: real; +begin + x := Theme.Sing.StaticTimeProgress.x; + y := Theme.Sing.StaticTimeProgress.y; + width:= Theme.Sing.StaticTimeProgress.w; + height:= Theme.Sing.StaticTimeProgress.h; + + glColor4f(Theme.Sing.StaticTimeProgress.ColR, + Theme.Sing.StaticTimeProgress.ColG, + Theme.Sing.StaticTimeProgress.ColB, 1); //Set Color + + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + + glBindTexture(GL_TEXTURE_2D, Tex_TimeProgress.TexNum); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(x,y); + glTexCoord2f((width*(Czas.Teraz/Czas.Razem))/8, 0); glVertex2f(x+width*(Czas.Teraz/Czas.Razem), y); + glTexCoord2f((width*(Czas.Teraz/Czas.Razem))/8, 1); glVertex2f(x+width*(Czas.Teraz/Czas.Razem), y+height); + glTexCoord2f(0, 1); glVertex2f(x, y+height); + glEnd; + + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + glcolor4f(1,1,1,1); +end; + +end. + diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas index eb7dde8e..aaa4b3d7 100644 --- a/Game/Code/Classes/UGraphic.pas +++ b/Game/Code/Classes/UGraphic.pas @@ -1,607 +1,611 @@ -unit UGraphic;
-
-interface
-
-{$IFDEF FPC}
- {$MODE DELPHI}
-{$ENDIF}
-
-uses
- SDL,
- OpenGL12,
- UTexture,
- TextGL,
- ULog,
- SysUtils,
- ULyrics,
- UScreenLoading,
- UScreenWelcome,
- UScreenMain,
- UScreenName,
- UScreenLevel,
- UScreenOptions,
- UScreenOptionsGame,
- UScreenOptionsGraphics,
- UScreenOptionsSound,
- UScreenOptionsLyrics,
- UScreenOptionsThemes,
- UScreenOptionsRecord,
- UScreenOptionsAdvanced,
- UScreenSong,
- UScreenSing,
- UScreenScore,
- UScreenTop5,
- UScreenEditSub,
- UScreenEdit,
- UScreenEditConvert,
- UScreenEditHeader,
- UScreenOpen,
- UThemes,
- USkins,
- UScreenSongMenu,
- UScreenSongJumpto,
- {Party Screens}
- UScreenSingModi,
- UScreenPartyNewRound,
- UScreenPartyScore,
- UScreenPartyOptions,
- UScreenPartyWin,
- UScreenPartyPlayer,
- {Stats Screens}
- UScreenStatMain,
- UScreenStatDetail,
- {CreditsScreen}
- UScreenCredits,
- {Popup for errors, etc.}
- UScreenPopup;
-
-type
- TRecR = record
- Top: real;
- Left: real;
- Right: real;
- Bottom: real;
- end;
-
-var
- Screen: PSDL_Surface;
-
- LoadingThread: PSDL_Thread;
- Mutex: PSDL_Mutex;
-
- RenderW: integer;
- RenderH: integer;
- ScreenW: integer;
- ScreenH: integer;
- Screens: integer;
- ScreenAct: integer;
- ScreenX: integer;
-
- ScreenLoading: TScreenLoading;
- ScreenWelcome: TScreenWelcome;
- ScreenMain: TScreenMain;
- ScreenName: TScreenName;
- ScreenLevel: TScreenLevel;
- ScreenSong: TScreenSong;
- ScreenSing: TScreenSing;
- ScreenScore: TScreenScore;
- ScreenTop5: TScreenTop5;
- ScreenOptions: TScreenOptions;
- ScreenOptionsGame: TScreenOptionsGame;
- ScreenOptionsGraphics: TScreenOptionsGraphics;
- ScreenOptionsSound: TScreenOptionsSound;
- ScreenOptionsLyrics: TScreenOptionsLyrics;
- ScreenOptionsThemes: TScreenOptionsThemes;
- ScreenOptionsRecord: TScreenOptionsRecord;
- ScreenOptionsAdvanced: TScreenOptionsAdvanced;
- ScreenEditSub: TScreenEditSub;
- ScreenEdit: TScreenEdit;
- ScreenEditConvert: TScreenEditConvert;
- ScreenEditHeader: TScreenEditHeader;
- ScreenOpen: TScreenOpen;
-
- ScreenSongMenu: TScreenSongMenu;
- ScreenSongJumpto: TScreenSongJumpto;
-
- //Party Screens
- ScreenSingModi: TScreenSingModi;
- ScreenPartyNewRound: TScreenPartyNewRound;
- ScreenPartyScore: TScreenPartyScore;
- ScreenPartyWin: TScreenPartyWin;
- ScreenPartyOptions: TScreenPartyOptions;
- ScreenPartyPlayer: TScreenPartyPlayer;
-
- //StatsScreens
- ScreenStatMain: TScreenStatMain;
- ScreenStatDetail: TScreenStatDetail;
-
- //CreditsScreen
- ScreenCredits: TScreenCredits;
-
- //popup mod
- ScreenPopupCheck: TScreenPopupCheck;
- ScreenPopupError: TScreenPopupError;
-
- //Notes
- Tex_Left: array[0..6] of TTexture; //rename to tex_note_left
- Tex_Mid: array[0..6] of TTexture; //rename to tex_note_mid
- Tex_Right: array[0..6] of TTexture; //rename to tex_note_right
-
- Tex_plain_Left: array[1..6] of TTexture; //rename to tex_notebg_left
- Tex_plain_Mid: array[1..6] of TTexture; //rename to tex_notebg_mid
- Tex_plain_Right: array[1..6] of TTexture; //rename to tex_notebg_right
-
- Tex_BG_Left: array[1..6] of TTexture; //rename to tex_noteglow_left
- Tex_BG_Mid: array[1..6] of TTexture; //rename to tex_noteglow_mid
- Tex_BG_Right: array[1..6] of TTexture; //rename to tex_noteglow_right
-
- Tex_Note_Star: TTexture;
- Tex_Note_Perfect_Star: TTexture;
-
-
- Tex_Ball: TTexture;
- Tex_Lyric_Help_Bar: TTexture;
- FullScreen: boolean;
-
- Tex_TimeProgress: TTexture;
-
- //Sing Bar Mod
- Tex_SingBar_Back: TTexture;
- Tex_SingBar_Bar: TTexture;
- Tex_SingBar_Front: TTexture;
- //end Singbar Mod
-
- //PhrasenBonus - Line Bonus Mod
- Tex_SingLineBonusBack: array[0..8] of TTexture;
- //End PhrasenBonus - Line Bonus Mod
-
-const
- Skin_BGColorR = 1;
- Skin_BGColorG = 1;
- Skin_BGColorB = 1;
-
- Skin_SpectrumR = 0;
- Skin_SpectrumG = 0;
- Skin_SpectrumB = 0;
-
- Skin_Spectograph1R = 0.6;
- Skin_Spectograph1G = 0.8;
- Skin_Spectograph1B = 1;
-
- Skin_Spectograph2R = 0;
- Skin_Spectograph2G = 0;
- Skin_Spectograph2B = 0.2;
-
- Skin_SzczytR = 0.8;
- Skin_SzczytG = 0;
- Skin_SzczytB = 0;
-
- Skin_SzczytLimitR = 0;
- Skin_SzczytLimitG = 0.8;
- Skin_SzczytLimitB = 0;
-
- Skin_FontR = 0;
- Skin_FontG = 0;
- Skin_FontB = 0;
-
- Skin_FontHighlightR = 0.3; // 0.3
- Skin_FontHighlightG = 0.3; // 0.3
- Skin_FontHighlightB = 1; // 1
-
- Skin_TimeR = 0.25; //0,0,0
- Skin_TimeG = 0.25;
- Skin_TimeB = 0.25;
-
- Skin_OscR = 0;
- Skin_OscG = 0;
- Skin_OscB = 0;
-
- Skin_LyricsT = 494; // 500 / 510 / 400
- Skin_SpectrumT = 470;
- Skin_SpectrumBot = 570;
- Skin_SpectrumH = 100;
-
- Skin_P1_LinesR = 0.5; // 0.6 0.6 1
- Skin_P1_LinesG = 0.5;
- Skin_P1_LinesB = 0.5;
-
- Skin_P2_LinesR = 0.5; // 1 0.6 0.6
- Skin_P2_LinesG = 0.5;
- Skin_P2_LinesB = 0.5;
-
- Skin_P1_NotesB = 250;
- Skin_P2_NotesB = 430; // 430 / 300
-
- Skin_P1_ScoreT = 50;
- Skin_P1_ScoreL = 20;
-
- Skin_P2_ScoreT = 50;
- Skin_P2_ScoreL = 640;
-
-procedure Initialize3D (Title: string);
-procedure Reinitialize3D;
-procedure SwapBuffers;
-
-procedure LoadTextures;
-procedure InitializeScreen;
-procedure LoadLoadingScreen;
-procedure LoadScreens;
-
-function LoadingThreadFunction: integer;
-
-
-implementation
-
-uses UMain,
- UIni,
- UDisplay,
- UCommandLine,
- {$IFNDEF FPC}
- Graphics,
- {$ENDIF}
- Classes,
- Windows;
-
-procedure LoadTextures;
-
-
-var
- P: integer;
- R, G, B: real;
- Col: integer;
-begin
- // zaladowanie tekstur
- Log.LogStatus('Loading Textures', 'LoadTextures');
- Tex_Left[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), 'BMP', 'Transparent', 0); //brauch man die noch?
- Tex_Mid[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), 'BMP', 'Plain', 0); //brauch man die noch?
- Tex_Right[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), 'BMP', 'Transparent', 0); //brauch man die noch?
-
- // P1-6
- for P := 1 to 6 do begin
- LoadColor(R, G, B, 'P' + IntToStr(P) + 'Light');
- Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
- Tex_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), 'PNG', 'Colorized', Col);
- Tex_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), 'PNG', 'Colorized', Col);
- Tex_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), 'PNG', 'Colorized', Col);
-
- Tex_plain_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainLeft')), 'PNG', 'Colorized', Col);
- Tex_plain_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainMid')), 'PNG', 'Colorized', Col);
- Tex_plain_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainRight')), 'PNG', 'Colorized', Col);
-
- Tex_BG_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGLeft')), 'PNG', 'Colorized', Col);
- Tex_BG_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGMid')), 'PNG', 'Colorized', Col);
- Tex_BG_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGRight')), 'PNG', 'Colorized', Col);
- end;
-
- Tex_Note_Perfect_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePerfectStar')), 'JPG', 'Font Black', 0);
- Tex_Note_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteStar')) , 'JPG', 'Alpha Black Colored', $FFFFFF);
- Tex_Ball := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), 'BMP', 'Transparent', $FF00FF);
- Tex_Lyric_Help_Bar := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricHelpBar')), 'BMP', 'Transparent', $FF00FF);
-
-
- //TimeBar mod
- Tex_TimeProgress := Texture.LoadTexture(pchar(Skin.GetTextureFileName('TimeBar')));
- //eoa TimeBar mod
-
- //SingBar Mod
- Tex_SingBar_Back := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBack')), 'JPG', 'Plain', 0);
- Tex_SingBar_Bar := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBar')), 'JPG', 'Plain', 0);
- Tex_SingBar_Front := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarFront')), 'JPG', 'Font', 0);
- //end Singbar Mod
-
- //Line Bonus PopUp
- for P := 0 to 8 do
- begin
- Tex_SingLineBonusBack[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LineBonusBack')), 'PNG', 'Colorized', $FFFFFF);
- end;
- {//Set Texture to Font High
- Tex_SingLineBonusL.H := 32; Tex_SingLineBonusL.W := 8;
- Tex_SingLineBonusM.H := 32; //Tex_SingLineBonusM.TexW := Tex_SingLineBonusM.TexW/2;
- Tex_SingLineBonusR.H := 32; Tex_SingLineBonusR.W := 8; }
- //PhrasenBonus - Line Bonus Mod End
-
- // tworzenie czcionek
- Log.LogStatus('Building Fonts', 'LoadTextures');
- BuildFont;
-end;
-
-procedure Initialize3D (Title: string);
-var
-// Icon: TIcon;
- Res: TResourceStream;
- ISurface: PSDL_Surface;
- Pixel: PByteArray;
- I: Integer;
-begin
- Log.LogStatus('LoadOpenGL', 'Initialize3D');
- Log.BenchmarkStart(2);
-
- LoadOpenGL;
-
- Log.LogStatus('SDL_Init', 'Initialize3D');
- if ( SDL_Init(SDL_INIT_VIDEO or SDL_INIT_AUDIO)= -1 ) then begin
- Log.LogError('SDL_Init Failed', 'Initialize3D');
- exit;
- end;
-
- { //Load Icon
- Res := TResourceStream.CreateFromID(HInstance, 3, RT_ICON);
- Icon := TIcon.Create;
- Icon.LoadFromStream(Res);
- Res.Free;
- Icon.
- //Create icon Surface
- SDL_CreateRGBSurfaceFrom (
- SDL_SWSURFACE,
- Icon.Width,
- Icon.Height,
- 32,
- 128 or 64,
- 32 or 16,
- 8 or 4,
- 2 or 1);
- //SDL_BlitSurface(
-
-
- SDL_WM_SetIcon(SDL_LoadBMP('DEFAULT_WINDOW_ICON'), 0); //}
-
- SDL_WM_SetCaption(PChar(Title), nil);
-
- InitializeScreen;
-
- Log.BenchmarkEnd(2);
- Log.LogBenchmark('--> Setting Screen', 2);
-
- // ladowanie tekstur
- Log.BenchmarkStart(2);
- Texture := TTextureUnit.Create;
- Texture.Limit := 1024*1024;
-
- LoadTextures;
- Log.BenchmarkEnd(2);
- Log.LogBenchmark('--> Loading Textures', 2);
-
- Log.BenchmarkStart(2);
- Lyric := TLyric.Create;
- Log.BenchmarkEnd(2);
- Log.LogBenchmark('--> Loading Fonts', 2);
-
- Log.BenchmarkStart(2);
- Display := TDisplay.Create;
- SDL_EnableUnicode(1);
- Log.BenchmarkEnd(2); Log.LogBenchmark('====> Creating Display', 2);
-
- Log.LogStatus('Loading Screens', 'Initialize3D');
- Log.BenchmarkStart(3);
-
- LoadLoadingScreen;
- // now that we have something to display while loading,
- // start thread that loads the rest of ultrastar
-// Mutex := SDL_CreateMutex;
-// SDL_UnLockMutex(Mutex);
-
- // funktioniert so noch nicht, da der ladethread unverändert auf opengl zugreifen will
- // siehe dazu kommentar unten
- //LoadingThread := SDL_CreateThread(@LoadingThread, nil);
-
- // das hier würde dann im ladethread ausgeführt
- LoadScreens;
-
-
- // TODO!!!!!!1
- // hier käme jetzt eine schleife, die
- // * den ladescreen malt (ab und zu)
- // * den "fortschritt" des ladescreens steuert
- // * zwischendrin schaut, ob der ladethread texturen geladen hat (mutex prüfen) und
- // * die texturen in die opengl lädt, sowie
- // * dem ladethread signalisiert, dass der speicher für die textur
- // zum laden der nächsten textur weiterverwendet werden kann (über weiteren mutex)
- // * über einen 3. mutex so lange läuft, bis der ladethread signalisiert,
- // dass er alles geladen hat fertig ist
- //
- // dafür muss loadtexture so umgeschrieben werden, dass es, statt selbst irgendwelche
- // opengl funktionen aufzurufen, entsprechend mutexe verändert
- // der hauptthread muss auch irgendwoher erfahren, was an opengl funktionen auszuführen ist,
- // mit welchen parametern (texturtyp, entspr. texturobjekt, textur-zwischenspeicher-adresse, ...
-
-
- //wait for loading thread to finish
- // funktioniert so auch noch nicht
- //SDL_WaitThread(LoadingThread, I);
-// SDL_DestroyMutex(Mutex);
-
- Display.ActualScreen^.FadeTo(@ScreenMain);
-
- Log.BenchmarkEnd(2);
- Log.LogBenchmark('--> Loading Screens', 2);
-
- Log.LogStatus('Finish', 'Initialize3D');
-end;
-
-procedure SwapBuffers;
-begin
- SDL_GL_SwapBuffers;
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity;
- glOrtho(0, RenderW, RenderH, 0, -1, 100);
- glMatrixMode(GL_MODELVIEW);
-end;
-
-procedure Reinitialize3D;
-begin
-// InitializeScreen;
-// LoadTextures;
-// LoadScreens;
-end;
-
-procedure InitializeScreen;
-var
- S: string;
- I: integer;
- W, H: integer;
- Depth: Integer;
-begin
- if (Params.Screens <> -1) then
- Screens := Params.Screens + 1
- else
- Screens := Ini.Screens + 1;
-
- SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5);
- SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5);
- SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5);
- SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16);
- SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1);
-
- // If there is a resolution in Parameters, use it, else use the Ini value
- I := Params.Resolution;
- if (I <> -1) then
- S := IResolution[I]
- else
- S := IResolution[Ini.Resolution];
-
- I := Pos('x', S);
- W := StrToInt(Copy(S, 1, I-1)) * Screens;
- H := StrToInt(Copy(S, I+1, 1000));
-
- {if ParamStr(1) = '-fsblack' then begin
- W := 800;
- H := 600;
- end;
- if ParamStr(1) = '-320x240' then begin
- W := 320;
- H := 240;
- end; }
-
- If (Params.Depth <> -1) then
- Depth := Params.Depth
- else
- Depth := Ini.Depth;
-
-
- Log.LogStatus('SDL_SetVideoMode', 'Initialize3D');
-// SDL_SetRefreshrate(85);
-// SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
- if (Ini.FullScreen = 0) and (Not Params.FullScreen) then
- screen := SDL_SetVideoMode(W, H, (Depth+1) * 16, SDL_OPENGL)
- else begin
- screen := SDL_SetVideoMode(W, H, (Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN);
- SDL_ShowCursor(0);
- end;
- if (screen = nil) then begin
- Log.LogError('SDL_SetVideoMode Failed', 'Initialize3D');
- exit;
- end;
-
- // clear screen once window is being shown
- glClearColor(1, 1, 1, 1);
- glClear(GL_COLOR_BUFFER_BIT);
- SwapBuffers;
-
- // zmienne
- RenderW := 800;
- RenderH := 600;
- ScreenW := W;
- ScreenH := H;
-end;
-
-procedure LoadLoadingScreen;
-begin
- ScreenLoading := TScreenLoading.Create;
- ScreenLoading.onShow;
- Display.ActualScreen := @ScreenLoading;
- swapbuffers;
- ScreenLoading.Draw;
- Display.Draw;
- SwapBuffers;
-end;
-
-procedure LoadScreens;
-begin
-{ ScreenLoading := TScreenLoading.Create;
- ScreenLoading.onShow;
- Display.ActualScreen := @ScreenLoading;
- ScreenLoading.Draw;
- Display.Draw;
- SwapBuffers;
-}
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Loading', 3); Log.BenchmarkStart(3);
-{ ScreenWelcome := TScreenWelcome.Create; //'BG', 4, 3);
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Welcome', 3); Log.BenchmarkStart(3);}
- ScreenMain := TScreenMain.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Main', 3); Log.BenchmarkStart(3);
- ScreenName := TScreenName.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Name', 3); Log.BenchmarkStart(3);
- ScreenLevel := TScreenLevel.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Level', 3); Log.BenchmarkStart(3);
- ScreenSong := TScreenSong.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Song', 3); Log.BenchmarkStart(3);
- ScreenSongMenu := TScreenSongMenu.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Song Menu', 3); Log.BenchmarkStart(3);
- ScreenSing := TScreenSing.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Sing', 3); Log.BenchmarkStart(3);
- ScreenScore := TScreenScore.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Score', 3); Log.BenchmarkStart(3);
- ScreenTop5 := TScreenTop5.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Top5', 3); Log.BenchmarkStart(3);
- ScreenOptions := TScreenOptions.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options', 3); Log.BenchmarkStart(3);
- ScreenOptionsGame := TScreenOptionsGame.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Game', 3); Log.BenchmarkStart(3);
- ScreenOptionsGraphics := TScreenOptionsGraphics.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Graphics', 3); Log.BenchmarkStart(3);
- ScreenOptionsSound := TScreenOptionsSound.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Sound', 3); Log.BenchmarkStart(3);
- ScreenOptionsLyrics := TScreenOptionsLyrics.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Lyrics', 3); Log.BenchmarkStart(3);
- ScreenOptionsThemes := TScreenOptionsThemes.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Themes', 3); Log.BenchmarkStart(3);
- ScreenOptionsRecord := TScreenOptionsRecord.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Record', 3); Log.BenchmarkStart(3);
- ScreenOptionsAdvanced := TScreenOptionsAdvanced.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Advanced', 3); Log.BenchmarkStart(3);
- ScreenEditSub := TScreenEditSub.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit Sub', 3); Log.BenchmarkStart(3);
- ScreenEdit := TScreenEdit.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit', 3); Log.BenchmarkStart(3);
- ScreenEditConvert := TScreenEditConvert.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen EditConvert', 3); Log.BenchmarkStart(3);
-// ScreenEditHeader := TScreenEditHeader.Create(Skin.ScoreBG);
-// Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit Header', 3); Log.BenchmarkStart(3);
- ScreenOpen := TScreenOpen.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Open', 3); Log.BenchmarkStart(3);
- ScreenSingModi := TScreenSingModi.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Sing with Modi support', 3); Log.BenchmarkStart(3);
- ScreenSongMenu := TScreenSongMenu.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen SongMenu', 3); Log.BenchmarkStart(3);
- ScreenSongJumpto := TScreenSongJumpto.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen SongJumpto', 3); Log.BenchmarkStart(3);
- ScreenPopupCheck := TScreenPopupCheck.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Popup (Check)', 3); Log.BenchmarkStart(3);
- ScreenPopupError := TScreenPopupError.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Popup (Error)', 3); Log.BenchmarkStart(3);
- ScreenPartyNewRound := TScreenPartyNewRound.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyNewRound', 3); Log.BenchmarkStart(3);
- ScreenPartyScore := TScreenPartyScore.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyScore', 3); Log.BenchmarkStart(3);
- ScreenPartyWin := TScreenPartyWin.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyWin', 3); Log.BenchmarkStart(3);
- ScreenPartyOptions := TScreenPartyOptions.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyOptions', 3); Log.BenchmarkStart(3);
- ScreenPartyPlayer := TScreenPartyPlayer.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyPlayer', 3); Log.BenchmarkStart(3);
- ScreenStatMain := TScreenStatMain.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Stat Main', 3); Log.BenchmarkStart(3);
- ScreenStatDetail := TScreenStatDetail.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Stat Detail', 3); Log.BenchmarkStart(3);
- ScreenCredits := TScreenCredits.Create;
- Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Credits', 3); Log.BenchmarkStart(3);
-
- end;
-
-function LoadingThreadFunction: integer;
-begin
- LoadScreens;
- Result:= 1;
-end;
-
-end.
+unit UGraphic; + +interface + +{$I switches.inc} + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + +uses + SDL, + OpenGL12, + UTexture, + TextGL, + ULog, + SysUtils, + ULyrics, + UScreenLoading, + UScreenWelcome, + UScreenMain, + UScreenName, + UScreenLevel, + UScreenOptions, + UScreenOptionsGame, + UScreenOptionsGraphics, + UScreenOptionsSound, + UScreenOptionsLyrics, + UScreenOptionsThemes, + UScreenOptionsRecord, + UScreenOptionsAdvanced, + UScreenSong, + UScreenSing, + UScreenScore, + UScreenTop5, + UScreenEditSub, + UScreenEdit, + UScreenEditConvert, + UScreenEditHeader, + UScreenOpen, + UThemes, + USkins, + UScreenSongMenu, + UScreenSongJumpto, + {Party Screens} + UScreenSingModi, + UScreenPartyNewRound, + UScreenPartyScore, + UScreenPartyOptions, + UScreenPartyWin, + UScreenPartyPlayer, + {Stats Screens} + UScreenStatMain, + UScreenStatDetail, + {CreditsScreen} + UScreenCredits, + {Popup for errors, etc.} + UScreenPopup; + +type + TRecR = record + Top: real; + Left: real; + Right: real; + Bottom: real; + end; + +var + Screen: PSDL_Surface; + + LoadingThread: PSDL_Thread; + Mutex: PSDL_Mutex; + + RenderW: integer; + RenderH: integer; + ScreenW: integer; + ScreenH: integer; + Screens: integer; + ScreenAct: integer; + ScreenX: integer; + + ScreenLoading: TScreenLoading; + ScreenWelcome: TScreenWelcome; + ScreenMain: TScreenMain; + ScreenName: TScreenName; + ScreenLevel: TScreenLevel; + ScreenSong: TScreenSong; + ScreenSing: TScreenSing; + ScreenScore: TScreenScore; + ScreenTop5: TScreenTop5; + ScreenOptions: TScreenOptions; + ScreenOptionsGame: TScreenOptionsGame; + ScreenOptionsGraphics: TScreenOptionsGraphics; + ScreenOptionsSound: TScreenOptionsSound; + ScreenOptionsLyrics: TScreenOptionsLyrics; + ScreenOptionsThemes: TScreenOptionsThemes; + ScreenOptionsRecord: TScreenOptionsRecord; + ScreenOptionsAdvanced: TScreenOptionsAdvanced; + ScreenEditSub: TScreenEditSub; + ScreenEdit: TScreenEdit; + ScreenEditConvert: TScreenEditConvert; + ScreenEditHeader: TScreenEditHeader; + ScreenOpen: TScreenOpen; + + ScreenSongMenu: TScreenSongMenu; + ScreenSongJumpto: TScreenSongJumpto; + + //Party Screens + ScreenSingModi: TScreenSingModi; + ScreenPartyNewRound: TScreenPartyNewRound; + ScreenPartyScore: TScreenPartyScore; + ScreenPartyWin: TScreenPartyWin; + ScreenPartyOptions: TScreenPartyOptions; + ScreenPartyPlayer: TScreenPartyPlayer; + + //StatsScreens + ScreenStatMain: TScreenStatMain; + ScreenStatDetail: TScreenStatDetail; + + //CreditsScreen + ScreenCredits: TScreenCredits; + + //popup mod + ScreenPopupCheck: TScreenPopupCheck; + ScreenPopupError: TScreenPopupError; + + //Notes + Tex_Left: array[0..6] of TTexture; //rename to tex_note_left + Tex_Mid: array[0..6] of TTexture; //rename to tex_note_mid + Tex_Right: array[0..6] of TTexture; //rename to tex_note_right + + Tex_plain_Left: array[1..6] of TTexture; //rename to tex_notebg_left + Tex_plain_Mid: array[1..6] of TTexture; //rename to tex_notebg_mid + Tex_plain_Right: array[1..6] of TTexture; //rename to tex_notebg_right + + Tex_BG_Left: array[1..6] of TTexture; //rename to tex_noteglow_left + Tex_BG_Mid: array[1..6] of TTexture; //rename to tex_noteglow_mid + Tex_BG_Right: array[1..6] of TTexture; //rename to tex_noteglow_right + + Tex_Note_Star: TTexture; + Tex_Note_Perfect_Star: TTexture; + + + Tex_Ball: TTexture; + Tex_Lyric_Help_Bar: TTexture; + FullScreen: boolean; + + Tex_TimeProgress: TTexture; + + //Sing Bar Mod + Tex_SingBar_Back: TTexture; + Tex_SingBar_Bar: TTexture; + Tex_SingBar_Front: TTexture; + //end Singbar Mod + + //PhrasenBonus - Line Bonus Mod + Tex_SingLineBonusBack: array[0..8] of TTexture; + //End PhrasenBonus - Line Bonus Mod + +const + Skin_BGColorR = 1; + Skin_BGColorG = 1; + Skin_BGColorB = 1; + + Skin_SpectrumR = 0; + Skin_SpectrumG = 0; + Skin_SpectrumB = 0; + + Skin_Spectograph1R = 0.6; + Skin_Spectograph1G = 0.8; + Skin_Spectograph1B = 1; + + Skin_Spectograph2R = 0; + Skin_Spectograph2G = 0; + Skin_Spectograph2B = 0.2; + + Skin_SzczytR = 0.8; + Skin_SzczytG = 0; + Skin_SzczytB = 0; + + Skin_SzczytLimitR = 0; + Skin_SzczytLimitG = 0.8; + Skin_SzczytLimitB = 0; + + Skin_FontR = 0; + Skin_FontG = 0; + Skin_FontB = 0; + + Skin_FontHighlightR = 0.3; // 0.3 + Skin_FontHighlightG = 0.3; // 0.3 + Skin_FontHighlightB = 1; // 1 + + Skin_TimeR = 0.25; //0,0,0 + Skin_TimeG = 0.25; + Skin_TimeB = 0.25; + + Skin_OscR = 0; + Skin_OscG = 0; + Skin_OscB = 0; + + Skin_LyricsT = 494; // 500 / 510 / 400 + Skin_SpectrumT = 470; + Skin_SpectrumBot = 570; + Skin_SpectrumH = 100; + + Skin_P1_LinesR = 0.5; // 0.6 0.6 1 + Skin_P1_LinesG = 0.5; + Skin_P1_LinesB = 0.5; + + Skin_P2_LinesR = 0.5; // 1 0.6 0.6 + Skin_P2_LinesG = 0.5; + Skin_P2_LinesB = 0.5; + + Skin_P1_NotesB = 250; + Skin_P2_NotesB = 430; // 430 / 300 + + Skin_P1_ScoreT = 50; + Skin_P1_ScoreL = 20; + + Skin_P2_ScoreT = 50; + Skin_P2_ScoreL = 640; + +procedure Initialize3D (Title: string); +procedure Reinitialize3D; +procedure SwapBuffers; + +procedure LoadTextures; +procedure InitializeScreen; +procedure LoadLoadingScreen; +procedure LoadScreens; + +function LoadingThreadFunction: integer; + + +implementation + +uses UMain, + UIni, + UDisplay, + UCommandLine, + {$IFNDEF FPC} + Graphics, + {$ENDIF} + {$IFDEF win32} + windows, + {$ENDIF} + Classes; + +procedure LoadTextures; + + +var + P: integer; + R, G, B: real; + Col: integer; +begin + // zaladowanie tekstur + Log.LogStatus('Loading Textures', 'LoadTextures'); + Tex_Left[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), 'BMP', 'Transparent', 0); //brauch man die noch? + Tex_Mid[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), 'BMP', 'Plain', 0); //brauch man die noch? + Tex_Right[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), 'BMP', 'Transparent', 0); //brauch man die noch? + + // P1-6 + for P := 1 to 6 do begin + LoadColor(R, G, B, 'P' + IntToStr(P) + 'Light'); + Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); + Tex_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), 'PNG', 'Colorized', Col); + Tex_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), 'PNG', 'Colorized', Col); + Tex_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), 'PNG', 'Colorized', Col); + + Tex_plain_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainLeft')), 'PNG', 'Colorized', Col); + Tex_plain_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainMid')), 'PNG', 'Colorized', Col); + Tex_plain_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainRight')), 'PNG', 'Colorized', Col); + + Tex_BG_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGLeft')), 'PNG', 'Colorized', Col); + Tex_BG_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGMid')), 'PNG', 'Colorized', Col); + Tex_BG_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGRight')), 'PNG', 'Colorized', Col); + end; + + Tex_Note_Perfect_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePerfectStar')), 'JPG', 'Font Black', 0); + Tex_Note_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteStar')) , 'JPG', 'Alpha Black Colored', $FFFFFF); + Tex_Ball := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), 'BMP', 'Transparent', $FF00FF); + Tex_Lyric_Help_Bar := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricHelpBar')), 'BMP', 'Transparent', $FF00FF); + + + //TimeBar mod + Tex_TimeProgress := Texture.LoadTexture(pchar(Skin.GetTextureFileName('TimeBar'))); + //eoa TimeBar mod + + //SingBar Mod + Tex_SingBar_Back := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBack')), 'JPG', 'Plain', 0); + Tex_SingBar_Bar := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBar')), 'JPG', 'Plain', 0); + Tex_SingBar_Front := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarFront')), 'JPG', 'Font', 0); + //end Singbar Mod + + //Line Bonus PopUp + for P := 0 to 8 do + begin + Tex_SingLineBonusBack[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LineBonusBack')), 'PNG', 'Colorized', $FFFFFF); + end; + {//Set Texture to Font High + Tex_SingLineBonusL.H := 32; Tex_SingLineBonusL.W := 8; + Tex_SingLineBonusM.H := 32; //Tex_SingLineBonusM.TexW := Tex_SingLineBonusM.TexW/2; + Tex_SingLineBonusR.H := 32; Tex_SingLineBonusR.W := 8; } + //PhrasenBonus - Line Bonus Mod End + + // tworzenie czcionek + Log.LogStatus('Building Fonts', 'LoadTextures'); + BuildFont; +end; + +procedure Initialize3D (Title: string); +var +// Icon: TIcon; + Res: TResourceStream; + ISurface: PSDL_Surface; + Pixel: PByteArray; + I: Integer; +begin + Log.LogStatus('LoadOpenGL', 'Initialize3D'); + Log.BenchmarkStart(2); + + LoadOpenGL; + + Log.LogStatus('SDL_Init', 'Initialize3D'); + if ( SDL_Init(SDL_INIT_VIDEO or SDL_INIT_AUDIO)= -1 ) then begin + Log.LogError('SDL_Init Failed', 'Initialize3D'); + exit; + end; + + { //Load Icon + Res := TResourceStream.CreateFromID(HInstance, 3, RT_ICON); + Icon := TIcon.Create; + Icon.LoadFromStream(Res); + Res.Free; + Icon. + //Create icon Surface + SDL_CreateRGBSurfaceFrom ( + SDL_SWSURFACE, + Icon.Width, + Icon.Height, + 32, + 128 or 64, + 32 or 16, + 8 or 4, + 2 or 1); + //SDL_BlitSurface( + + + SDL_WM_SetIcon(SDL_LoadBMP('DEFAULT_WINDOW_ICON'), 0); //} + + SDL_WM_SetCaption(PChar(Title), nil); + + InitializeScreen; + + Log.BenchmarkEnd(2); + Log.LogBenchmark('--> Setting Screen', 2); + + // ladowanie tekstur + Log.BenchmarkStart(2); + Texture := TTextureUnit.Create; + Texture.Limit := 1024*1024; + + LoadTextures; + Log.BenchmarkEnd(2); + Log.LogBenchmark('--> Loading Textures', 2); + + Log.BenchmarkStart(2); + Lyric := TLyric.Create; + Log.BenchmarkEnd(2); + Log.LogBenchmark('--> Loading Fonts', 2); + + Log.BenchmarkStart(2); + Display := TDisplay.Create; + SDL_EnableUnicode(1); + Log.BenchmarkEnd(2); Log.LogBenchmark('====> Creating Display', 2); + + Log.LogStatus('Loading Screens', 'Initialize3D'); + Log.BenchmarkStart(3); + + LoadLoadingScreen; + // now that we have something to display while loading, + // start thread that loads the rest of ultrastar +// Mutex := SDL_CreateMutex; +// SDL_UnLockMutex(Mutex); + + // funktioniert so noch nicht, da der ladethread unverändert auf opengl zugreifen will + // siehe dazu kommentar unten + //LoadingThread := SDL_CreateThread(@LoadingThread, nil); + + // das hier würde dann im ladethread ausgeführt + LoadScreens; + + + // TODO!!!!!!1 + // hier käme jetzt eine schleife, die + // * den ladescreen malt (ab und zu) + // * den "fortschritt" des ladescreens steuert + // * zwischendrin schaut, ob der ladethread texturen geladen hat (mutex prüfen) und + // * die texturen in die opengl lädt, sowie + // * dem ladethread signalisiert, dass der speicher für die textur + // zum laden der nächsten textur weiterverwendet werden kann (über weiteren mutex) + // * über einen 3. mutex so lange läuft, bis der ladethread signalisiert, + // dass er alles geladen hat fertig ist + // + // dafür muss loadtexture so umgeschrieben werden, dass es, statt selbst irgendwelche + // opengl funktionen aufzurufen, entsprechend mutexe verändert + // der hauptthread muss auch irgendwoher erfahren, was an opengl funktionen auszuführen ist, + // mit welchen parametern (texturtyp, entspr. texturobjekt, textur-zwischenspeicher-adresse, ... + + + //wait for loading thread to finish + // funktioniert so auch noch nicht + //SDL_WaitThread(LoadingThread, I); +// SDL_DestroyMutex(Mutex); + + Display.ActualScreen^.FadeTo(@ScreenMain); + + Log.BenchmarkEnd(2); + Log.LogBenchmark('--> Loading Screens', 2); + + Log.LogStatus('Finish', 'Initialize3D'); +end; + +procedure SwapBuffers; +begin + SDL_GL_SwapBuffers; + glMatrixMode(GL_PROJECTION); + glLoadIdentity; + glOrtho(0, RenderW, RenderH, 0, -1, 100); + glMatrixMode(GL_MODELVIEW); +end; + +procedure Reinitialize3D; +begin +// InitializeScreen; +// LoadTextures; +// LoadScreens; +end; + +procedure InitializeScreen; +var + S: string; + I: integer; + W, H: integer; + Depth: Integer; +begin + if (Params.Screens <> -1) then + Screens := Params.Screens + 1 + else + Screens := Ini.Screens + 1; + + SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + + // If there is a resolution in Parameters, use it, else use the Ini value + I := Params.Resolution; + if (I <> -1) then + S := IResolution[I] + else + S := IResolution[Ini.Resolution]; + + I := Pos('x', S); + W := StrToInt(Copy(S, 1, I-1)) * Screens; + H := StrToInt(Copy(S, I+1, 1000)); + + {if ParamStr(1) = '-fsblack' then begin + W := 800; + H := 600; + end; + if ParamStr(1) = '-320x240' then begin + W := 320; + H := 240; + end; } + + If (Params.Depth <> -1) then + Depth := Params.Depth + else + Depth := Ini.Depth; + + + Log.LogStatus('SDL_SetVideoMode', 'Initialize3D'); +// SDL_SetRefreshrate(85); +// SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); + if (Ini.FullScreen = 0) and (Not Params.FullScreen) then + screen := SDL_SetVideoMode(W, H, (Depth+1) * 16, SDL_OPENGL) + else begin + screen := SDL_SetVideoMode(W, H, (Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN); + SDL_ShowCursor(0); + end; + if (screen = nil) then begin + Log.LogError('SDL_SetVideoMode Failed', 'Initialize3D'); + exit; + end; + + // clear screen once window is being shown + glClearColor(1, 1, 1, 1); + glClear(GL_COLOR_BUFFER_BIT); + SwapBuffers; + + // zmienne + RenderW := 800; + RenderH := 600; + ScreenW := W; + ScreenH := H; +end; + +procedure LoadLoadingScreen; +begin + ScreenLoading := TScreenLoading.Create; + ScreenLoading.onShow; + Display.ActualScreen := @ScreenLoading; + swapbuffers; + ScreenLoading.Draw; + Display.Draw; + SwapBuffers; +end; + +procedure LoadScreens; +begin +{ ScreenLoading := TScreenLoading.Create; + ScreenLoading.onShow; + Display.ActualScreen := @ScreenLoading; + ScreenLoading.Draw; + Display.Draw; + SwapBuffers; +} + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Loading', 3); Log.BenchmarkStart(3); +{ ScreenWelcome := TScreenWelcome.Create; //'BG', 4, 3); + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Welcome', 3); Log.BenchmarkStart(3);} + ScreenMain := TScreenMain.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Main', 3); Log.BenchmarkStart(3); + ScreenName := TScreenName.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Name', 3); Log.BenchmarkStart(3); + ScreenLevel := TScreenLevel.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Level', 3); Log.BenchmarkStart(3); + ScreenSong := TScreenSong.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Song', 3); Log.BenchmarkStart(3); + ScreenSongMenu := TScreenSongMenu.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Song Menu', 3); Log.BenchmarkStart(3); + ScreenSing := TScreenSing.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Sing', 3); Log.BenchmarkStart(3); + ScreenScore := TScreenScore.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Score', 3); Log.BenchmarkStart(3); + ScreenTop5 := TScreenTop5.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Top5', 3); Log.BenchmarkStart(3); + ScreenOptions := TScreenOptions.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options', 3); Log.BenchmarkStart(3); + ScreenOptionsGame := TScreenOptionsGame.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Game', 3); Log.BenchmarkStart(3); + ScreenOptionsGraphics := TScreenOptionsGraphics.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Graphics', 3); Log.BenchmarkStart(3); + ScreenOptionsSound := TScreenOptionsSound.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Sound', 3); Log.BenchmarkStart(3); + ScreenOptionsLyrics := TScreenOptionsLyrics.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Lyrics', 3); Log.BenchmarkStart(3); + ScreenOptionsThemes := TScreenOptionsThemes.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Themes', 3); Log.BenchmarkStart(3); + ScreenOptionsRecord := TScreenOptionsRecord.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Record', 3); Log.BenchmarkStart(3); + ScreenOptionsAdvanced := TScreenOptionsAdvanced.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Advanced', 3); Log.BenchmarkStart(3); + ScreenEditSub := TScreenEditSub.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit Sub', 3); Log.BenchmarkStart(3); + ScreenEdit := TScreenEdit.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit', 3); Log.BenchmarkStart(3); + ScreenEditConvert := TScreenEditConvert.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen EditConvert', 3); Log.BenchmarkStart(3); +// ScreenEditHeader := TScreenEditHeader.Create(Skin.ScoreBG); +// Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit Header', 3); Log.BenchmarkStart(3); + ScreenOpen := TScreenOpen.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Open', 3); Log.BenchmarkStart(3); + ScreenSingModi := TScreenSingModi.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Sing with Modi support', 3); Log.BenchmarkStart(3); + ScreenSongMenu := TScreenSongMenu.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen SongMenu', 3); Log.BenchmarkStart(3); + ScreenSongJumpto := TScreenSongJumpto.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen SongJumpto', 3); Log.BenchmarkStart(3); + ScreenPopupCheck := TScreenPopupCheck.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Popup (Check)', 3); Log.BenchmarkStart(3); + ScreenPopupError := TScreenPopupError.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Popup (Error)', 3); Log.BenchmarkStart(3); + ScreenPartyNewRound := TScreenPartyNewRound.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyNewRound', 3); Log.BenchmarkStart(3); + ScreenPartyScore := TScreenPartyScore.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyScore', 3); Log.BenchmarkStart(3); + ScreenPartyWin := TScreenPartyWin.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyWin', 3); Log.BenchmarkStart(3); + ScreenPartyOptions := TScreenPartyOptions.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyOptions', 3); Log.BenchmarkStart(3); + ScreenPartyPlayer := TScreenPartyPlayer.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyPlayer', 3); Log.BenchmarkStart(3); + ScreenStatMain := TScreenStatMain.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Stat Main', 3); Log.BenchmarkStart(3); + ScreenStatDetail := TScreenStatDetail.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Stat Detail', 3); Log.BenchmarkStart(3); + ScreenCredits := TScreenCredits.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Credits', 3); Log.BenchmarkStart(3); + + end; + +function LoadingThreadFunction: integer; +begin + LoadScreens; + Result:= 1; +end; + +end. diff --git a/Game/Code/Classes/UGraphicClasses.pas b/Game/Code/Classes/UGraphicClasses.pas index 761ec058..c04a0ad8 100644 --- a/Game/Code/Classes/UGraphicClasses.pas +++ b/Game/Code/Classes/UGraphicClasses.pas @@ -1,667 +1,678 @@ -// notes:
-unit UGraphicClasses;
-
-interface
-uses UTexture;
-
-const DelayBetweenFrames : Cardinal = 60;
-type
-
- TParticleType=(GoldenNote, PerfectNote, NoteHitTwinkle, PerfectLineTwinkle, ColoredStar, Flare);
-
- TColour3f = Record
- r, g, b: Real;
- end;
-
- TParticle = Class
- X, Y : Real; //Position
- Screen : Integer;
- W, H : Cardinal; //dimensions of particle
- Col : array of TColour3f; // Colour(s) of particle
- Scale : array of Real; // Scaling factors of particle layers
- Frame : Byte; //act. Frame
- Tex : Cardinal; //Tex num from Textur Manager
- Live : Byte; //How many Cycles before Kill
- RecIndex : Integer; //To which rectangle this particle belongs (only GoldenNote)
- StarType : TParticleType; // GoldenNote | PerfectNote | NoteHitTwinkle | PerfectLineTwinkle
- Alpha : Real; // used for fading...
- mX, mY : Real; // movement-vector for PerfectLineTwinkle
- SizeMod : Real; // experimental size modifier
- SurviveSentenceChange : Boolean;
-
- Constructor Create(cX,cY: Real; cScreen: Integer; cLive: Byte; cFrame : integer; cRecArrayIndex : Integer; cStarType : TParticleType; Player: Cardinal);
- Destructor Destroy(); override;
- procedure Draw;
- procedure LiveOn;
- end;
-
- RectanglePositions = Record
- xTop, yTop, xBottom, yBottom : Real;
- TotalStarCount : Integer;
- CurrentStarCount : Integer;
- Screen : Integer;
- end;
-
- PerfectNotePositions = Record
- xPos, yPos : Real;
- Screen : Integer;
- end;
-
- TEffectManager = Class
- Particle : array of TParticle;
- LastTime : Cardinal;
- RecArray : Array of RectanglePositions;
- TwinkleArray : Array[0..5] of Real; // store x-position of last twinkle for every player
- PerfNoteArray : Array of PerfectNotePositions;
-
- FlareTex: TTexture;
-
- constructor Create;
- destructor Destroy; override;
- procedure Draw;
- function Spawn(X, Y: Real;
- Screen: Integer;
- Live: Byte;
- StartFrame: Integer;
- RecArrayIndex: Integer; // this is only used with GoldenNotes
- StarType: TParticleType;
- Player: Cardinal // for PerfectLineTwinkle
- ): Cardinal;
- procedure SpawnRec();
- procedure Kill(index: Cardinal);
- procedure KillAll();
- procedure SentenceChange();
- procedure SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: Real);
- procedure SavePerfectNotePos(Xtop, Ytop: Real);
- procedure GoldenNoteTwinkle(Top,Bottom,Right: Real; Player: Integer);
- procedure SpawnPerfectLineTwinkle();
- end;
-
-var GoldenRec : TEffectManager;
-
-implementation
-
-uses sysutils,
- Windows,
- OpenGl12,
- UIni,
- UMain,
- UThemes,
- USkins,
- UGraphic,
- UDrawTexture,
- UCommon,
- math;
-
-//TParticle
-Constructor TParticle.Create(cX,cY: Real; cScreen: Integer; cLive: Byte; cFrame : integer; cRecArrayIndex : Integer; cStarType : TParticleType; Player: Cardinal);
-begin
- inherited Create;
- // in this constructor we set all initial values for our particle
- X := cX;
- Y := cY;
- Screen := cScreen;
- Live := cLive;
- Frame:= cFrame;
- RecIndex := cRecArrayIndex;
- StarType := cStarType;
- Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
- SetLength(Scale,1);
- Scale[0] := 1;
- SurviveSentenceChange := False;
- SizeMod := 1;
- case cStarType of
- GoldenNote:
- begin
- Tex := Tex_Note_Star.TexNum;
- W := 20;
- H := 20;
- SetLength(Scale,4);
- Scale[1]:=0.8;
- Scale[2]:=0.4;
- Scale[3]:=0.3;
- SetLength(Col,4);
- Col[0].r := 1;
- Col[0].g := 0.7;
- Col[0].b := 0.1;
-
- Col[1].r := 1;
- Col[1].g := 1;
- Col[1].b := 0.4;
-
- Col[2].r := 1;
- Col[2].g := 1;
- Col[2].b := 1;
-
- Col[3].r := 1;
- Col[3].g := 1;
- Col[3].b := 1;
- end;
- PerfectNote:
- begin
- Tex := Tex_Note_Perfect_Star.TexNum;
- W := 30;
- H := 30;
- SetLength(Col,1);
- Col[0].r := 1;
- Col[0].g := 1;
- Col[0].b := 0.95;
- end;
- NoteHitTwinkle:
- begin
- Tex := Tex_Note_Star.TexNum;
- Alpha := (Live/16); // linear fade-out
- W := 15;
- H := 15;
- Setlength(Col,1);
- Col[0].r := 1;
- Col[0].g := 1;
- Col[0].b := RandomRange(10*Live,100)/90; //0.9;
- end;
- PerfectLineTwinkle:
- begin
- Tex := Tex_Note_Star.TexNum;
- W := RandomRange(10,20);
- H := W;
- SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
- SurviveSentenceChange:=True;
- // assign colours according to player given
- SetLength(Scale,3);
- Scale[1]:=0.3;
- Scale[2]:=0.2;
- SetLength(Col,3);
- case Player of
- 0: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P1Light');
- 1: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P2Light');
- 2: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P3Light');
- 3: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P4Light');
- 4: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P5Light');
- 5: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P6Light');
- else LoadColor(Col[0].r,Col[0].g,Col[0].b,'P1Light');
- end;
- Col[1].r := 1;
- Col[1].g := 1;
- Col[1].b := 0.4;
- Col[2].r:=Col[0].r+0.5;
- Col[2].g:=Col[0].g+0.5;
- Col[2].b:=Col[0].b+0.5;
- mX := RandomRange(-5,5);
- mY := RandomRange(-5,5);
- end;
- ColoredStar:
- begin
- Tex := Tex_Note_Star.TexNum;
- W := RandomRange(10,20);
- H := W;
- SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
- SurviveSentenceChange:=True;
- // assign colours according to player given
- SetLength(Scale,1);
- SetLength(Col,1);
- Col[0].b := (Player and $ff)/255;
- Col[0].g := ((Player shr 8) and $ff)/255;
- Col[0].r := ((Player shr 16) and $ff)/255;
- mX := 0;
- mY := 0;
- end;
- Flare:
- begin
- Tex := Tex_Note_Star.TexNum;
- W := 7;
- H := 7;
- SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
- mX := RandomRange(-5,5);
- mY := RandomRange(-5,5);
- SetLength(Scale,4);
- Scale[1]:=0.8;
- Scale[2]:=0.4;
- Scale[3]:=0.3;
- SetLength(Col,4);
- Col[0].r := 1;
- Col[0].g := 0.7;
- Col[0].b := 0.1;
-
- Col[1].r := 1;
- Col[1].g := 1;
- Col[1].b := 0.4;
-
- Col[2].r := 1;
- Col[2].g := 1;
- Col[2].b := 1;
-
- Col[3].r := 1;
- Col[3].g := 1;
- Col[3].b := 1;
-
- end;
- else // just some random default values
- begin
- Tex := Tex_Note_Star.TexNum;
- Alpha := 1;
- W := 20;
- H := 20;
- SetLength(Col,1);
- Col[0].r := 1;
- Col[0].g := 1;
- Col[0].b := 1;
- end;
- end;
-end;
-
-Destructor TParticle.Destroy();
-begin
- SetLength(Scale,0);
- SetLength(Col,0);
- inherited;
-end;
-
-procedure TParticle.LiveOn;
-begin
- //Live = 0 => Live forever <blindy> ?? die werden doch aber im Manager bei Draw getötet, wenns 0 is
- if (Live > 0) then
- Dec(Live);
-
- // animate frames
- Frame := ( Frame + 1 ) mod 16;
-
- // make our particles do funny stuff (besides being animated)
- // changes of any particle-values throughout its life are done here
- case StarType of
- GoldenNote:
- begin
- Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
- end;
- PerfectNote:
- begin
- Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
- end;
- NoteHitTwinkle:
- begin
- Alpha := (Live/10); // linear fade-out
- end;
- PerfectLineTwinkle:
- begin
- Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
- SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
- // move around
- X := X + mX;
- Y := Y + mY;
- end;
- ColoredStar:
- begin
- Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out
- end;
- Flare:
- begin
- Alpha := (-cos((Frame+1)/16*1.7*pi+0.3*pi)+1); // neat fade-in-and-out
- SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1);
- // move around
- X := X + mX;
- Y := Y + mY;
- mY:=mY+1.8;
-// mX:=mX/2;
- end;
- end;
-end;
-
-procedure TParticle.Draw;
-var L: Cardinal;
-begin
- if ScreenAct = Screen then
- // this draws (multiple) texture(s) of our particle
- for L:=0 to High(Col) do
- begin
- glColor4f(Col[L].r, Col[L].g, Col[L].b, Alpha);
-
- glBindTexture(GL_TEXTURE_2D, Tex);
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- begin
- glBegin(GL_QUADS);
- glTexCoord2f((1/16) * Frame, 0); glVertex2f(X-W*Scale[L]*SizeMod, Y-H*Scale[L]*SizeMod);
- glTexCoord2f((1/16) * Frame + (1/16), 0); glVertex2f(X-W*Scale[L]*SizeMod, Y+H*Scale[L]*SizeMod);
- glTexCoord2f((1/16) * Frame + (1/16), 1); glVertex2f(X+W*Scale[L]*SizeMod, Y+H*Scale[L]*SizeMod);
- glTexCoord2f((1/16) * Frame, 1); glVertex2f(X+W*Scale[L]*SizeMod, Y-H*Scale[L]*SizeMod);
- glEnd;
- end;
- end;
- glcolor4f(1,1,1,1);
-end;
-// end of TParticle
-
-// TEffectManager
-
-constructor TEffectManager.Create;
-var c: Cardinal;
-begin
- inherited;
- LastTime := GetTickCount;
- for c:=0 to 5 do
- begin
- TwinkleArray[c] := 0;
- end;
-end;
-
-destructor TEffectManager.Destroy;
-begin
- Killall;
- inherited;
-end;
-
-
-procedure TEffectManager.Draw;
-var
- I: Integer;
- CurrentTime: Cardinal;
-//const
-// DelayBetweenFrames : Cardinal = 100;
-begin
-
- CurrentTime := GetTickCount;
- //Manage particle life
- if (CurrentTime - LastTime) > DelayBetweenFrames then
- begin
- LastTime := CurrentTime;
- for I := 0 to high(Particle) do
- Particle[I].LiveOn;
- end;
-
- I := 0;
- //Kill dead particles
- while (I <= High(Particle)) do
- begin
- if (Particle[I].Live <= 0) then
- begin
- kill(I);
- end
- else
- begin
- inc(I);
- end;
- end;
-
- //Draw
- for I := 0 to high(Particle) do
- begin
- Particle[I].Draw;
- end;
-end;
-
-// this method creates just one particle
-function TEffectManager.Spawn(X, Y: Real; Screen: Integer; Live: Byte; StartFrame : Integer; RecArrayIndex : Integer; StarType : TParticleType; Player: Cardinal): Cardinal;
-begin
- Result := Length(Particle);
- SetLength(Particle, (Result + 1));
- Particle[Result] := TParticle.Create(X, Y, Screen, Live, StartFrame, RecArrayIndex, StarType, Player);
-end;
-
-// manage Sparkling of GoldenNote Bars
-procedure TEffectManager.SpawnRec();
-Var
- Xkatze, Ykatze : Real;
- RandomFrame : Integer;
- P : Integer; // P as seen on TV as Positionman
-begin
-//Spawn a random amount of stars within the given coordinates
-//RandomRange(0,14) <- this one starts at a random frame, 16 is our last frame - would be senseless to start a particle with 16, cause it would be dead at the next frame
-for P:= 0 to high(RecArray) do
- begin
- while (RecArray[P].TotalStarCount > RecArray[P].CurrentStarCount) do
- begin
- Xkatze := RandomRange(Ceil(RecArray[P].xTop), Ceil(RecArray[P].xBottom));
- Ykatze := RandomRange(Ceil(RecArray[P].yTop), Ceil(RecArray[P].yBottom));
- RandomFrame := RandomRange(0,14);
- // Spawn a GoldenNote Particle
- Spawn(Xkatze, Ykatze, RecArray[P].Screen, 16 - RandomFrame, RandomFrame, P, GoldenNote, 0);
- inc(RecArray[P].CurrentStarCount);
- end;
- end;
- draw;
-end;
-
-// kill one particle (with given index in our particle array)
-procedure TEffectManager.Kill(Index: Cardinal);
-var
- LastParticleIndex : Integer;
-begin
-// delete particle indexed by Index,
-// overwrite it's place in our particle-array with the particle stored at the last array index,
-// shorten array
- LastParticleIndex := high(Particle);
- if not(LastParticleIndex = -1) then // is there still a particle to delete?
- begin
- if not(Particle[Index].RecIndex = -1) then // if it is a GoldenNote particle...
- dec(RecArray[Particle[Index].RecIndex].CurrentStarCount); // take care of its associated GoldenRec
- // now get rid of that particle
- Particle[Index].Destroy;
- Particle[Index] := Particle[LastParticleIndex];
- SetLength(Particle, LastParticleIndex);
- end;
-end;
-
-// clean up all particles and management structures
-procedure TEffectManager.KillAll();
-var c: Cardinal;
-begin
-//It's the kill all kennies rotuine
- while Length(Particle) > 0 do // kill all existing particles
- Kill(0);
- SetLength(RecArray,0); // remove GoldenRec positions
- SetLength(PerfNoteArray,0); // remove PerfectNote positions
- for c:=0 to 5 do
- begin
- TwinkleArray[c] := 0; // reset GoldenNoteHit memory
- end;
-end;
-
-procedure TEffectManager.SentenceChange();
-var c: Cardinal;
-begin
- c:=0;
- while c <= High(Particle) do
- begin
- if Particle[c].SurviveSentenceChange then
- inc(c)
- else
- Kill(c);
- end;
- SetLength(RecArray,0); // remove GoldenRec positions
- SetLength(PerfNoteArray,0); // remove PerfectNote positions
- for c:=0 to 5 do
- begin
- TwinkleArray[c] := 0; // reset GoldenNoteHit memory
- end;
-end;
-
-procedure TeffectManager.GoldenNoteTwinkle(Top,Bottom,Right: Real; Player: Integer);
-//Twinkle stars while golden note hit
-// this is called from UDraw.pas, SingDrawPlayerCzesc
-var
- C, P, XKatze, YKatze, LKatze: Integer;
- H: Real;
-begin
- // make sure we spawn only one time at one position
- if (TwinkleArray[Player] < Right) then
- For P := 0 to high(RecArray) do // Are we inside a GoldenNoteRectangle?
- begin
- H := (Top+Bottom)/2; // helper...
- with RecArray[P] do
- if ((xBottom >= Right) and (xTop <= Right) and
- (yTop <= H) and (yBottom >= H))
- and (Screen = ScreenAct) then
- begin
- TwinkleArray[Player] := Right; // remember twinkle position for this player
- for C := 1 to 10 do
- begin
- Ykatze := RandomRange(ceil(Top) , ceil(Bottom));
- XKatze := RandomRange(-7,3);
- LKatze := RandomRange(7,13);
- Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
- end;
- for C := 1 to 3 do
- begin
- Ykatze := RandomRange(ceil(Top)-6 , ceil(Top));
- XKatze := RandomRange(-5,1);
- LKatze := RandomRange(4,7);
- Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
- end;
- for C := 1 to 3 do
- begin
- Ykatze := RandomRange(ceil(Bottom), ceil(Bottom)+6);
- XKatze := RandomRange(-5,1);
- LKatze := RandomRange(4,7);
- Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
- end;
- for C := 1 to 3 do
- begin
- Ykatze := RandomRange(ceil(Top)-10 , ceil(Top)-6);
- XKatze := RandomRange(-5,1);
- LKatze := RandomRange(1,4);
- Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
- end;
- for C := 1 to 3 do
- begin
- Ykatze := RandomRange(ceil(Bottom)+6 , ceil(Bottom)+10);
- XKatze := RandomRange(-5,1);
- LKatze := RandomRange(1,4);
- Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0);
- end;
-
- exit; // found a matching GoldenRec, did spawning stuff... done
- end;
- end;
-end;
-
-procedure TEffectManager.SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: Real);
-var
- P : Integer; // P like used in Positions
- NewIndex : Integer;
-begin
- For P := 0 to high(RecArray) do // Do we already have that "new" position?
- begin
- if (ceil(RecArray[P].xTop) = ceil(Xtop)) and
- (ceil(RecArray[P].yTop) = ceil(Ytop)) and
- (ScreenAct = RecArray[p].Screen) then
- exit; // it's already in the array, so we don't have to create a new one
- end;
-
- // we got a new position, add the new positions to our array
- NewIndex := Length(RecArray);
- SetLength(RecArray, NewIndex + 1);
- RecArray[NewIndex].xTop := Xtop;
- RecArray[NewIndex].yTop := Ytop;
- RecArray[NewIndex].xBottom := Xbottom;
- RecArray[NewIndex].yBottom := Ybottom;
- RecArray[NewIndex].TotalStarCount := ceil(Xbottom - Xtop) div 12 + 3;
- RecArray[NewIndex].CurrentStarCount := 0;
- RecArray[NewIndex].Screen := ScreenAct;
-end;
-
-procedure TEffectManager.SavePerfectNotePos(Xtop, Ytop: Real);
-var
- P : Integer; // P like used in Positions
- NewIndex : Integer;
- RandomFrame : Integer;
- Xkatze, Ykatze : Integer;
-begin
- For P := 0 to high(PerfNoteArray) do // Do we already have that "new" position?
- begin
- with PerfNoteArray[P] do
- if (ceil(xPos) = ceil(Xtop)) and (ceil(yPos) = ceil(Ytop)) and
- (Screen = ScreenAct) then
- exit; // it's already in the array, so we don't have to create a new one
- end; //for
-
- // we got a new position, add the new positions to our array
- NewIndex := Length(PerfNoteArray);
- SetLength(PerfNoteArray, NewIndex + 1);
- PerfNoteArray[NewIndex].xPos := Xtop;
- PerfNoteArray[NewIndex].yPos := Ytop;
- PerfNoteArray[NewIndex].Screen := ScreenAct;
-
- for P:= 0 to 2 do
- begin
- Xkatze := RandomRange(ceil(Xtop) - 5 , ceil(Xtop) + 10);
- Ykatze := RandomRange(ceil(Ytop) - 5 , ceil(Ytop) + 10);
- RandomFrame := RandomRange(0,14);
- Spawn(Xkatze, Ykatze, ScreenAct, 16 - RandomFrame, RandomFrame, -1, PerfectNote, 0);
- end; //for
-
-end;
-
-procedure TEffectManager.SpawnPerfectLineTwinkle();
-var
- P,I,Life: Cardinal;
- Left, Right, Top, Bottom: Cardinal;
- cScreen: Integer;
-begin
-// calculation of coordinates done with hardcoded values like in UDraw.pas
-// might need to be adjusted if drawing of SingScreen is modified
-// coordinates may still be a bit weird and need adjustment
- if Ini.SingWindow = 0 then begin
- Left := 130;
- end else begin
- Left := 30;
- end;
- Right := 770;
- // spawn effect for every player with a perfect line
- for P:=0 to PlayersPlay-1 do
- if Player[P].LastSentencePerfect then
- begin
- // calculate area where notes of this player are drawn
- case PlayersPlay of
- 1: begin
- Bottom:=Skin_P2_NotesB+10;
- Top:=Bottom-105;
- cScreen:=1;
- end;
- 2,4: begin
- case P of
- 0,2: begin
- Bottom:=Skin_P1_NotesB+10;
- Top:=Bottom-105;
- end;
- else begin
- Bottom:=Skin_P2_NotesB+10;
- Top:=Bottom-105;
- end;
- end;
- case P of
- 0,1: cScreen:=1;
- else cScreen:=2;
- end;
- end;
- 3,6: begin
- case P of
- 0,3: begin
- Top:=130;
- Bottom:=Top+85;
- end;
- 1,4: begin
- Top:=255;
- Bottom:=Top+85;
- end;
- 2,5: begin
- Top:=380;
- Bottom:=Top+85;
- end;
- end;
- case P of
- 0,1,2: cScreen:=1;
- else cScreen:=2;
- end;
- end;
- end;
- // spawn Sparkling Stars inside calculated coordinates
- for I:= 0 to 80 do
- begin
- Life:=RandomRange(8,16);
- Spawn(RandomRange(Left,Right), RandomRange(Top,Bottom), cScreen, Life, 16-Life, -1, PerfectLineTwinkle, P);
- end;
- end;
-end;
-
-end.
-
+// notes: +unit UGraphicClasses; + +interface + +{$I switches.inc} + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + +uses UTexture; + +const DelayBetweenFrames : Cardinal = 60; +type + + TParticleType=(GoldenNote, PerfectNote, NoteHitTwinkle, PerfectLineTwinkle, ColoredStar, Flare); + + TColour3f = Record + r, g, b: Real; + end; + + TParticle = Class + X, Y : Real; //Position + Screen : Integer; + W, H : Cardinal; //dimensions of particle + Col : array of TColour3f; // Colour(s) of particle + Scale : array of Real; // Scaling factors of particle layers + Frame : Byte; //act. Frame + Tex : Cardinal; //Tex num from Textur Manager + Live : Byte; //How many Cycles before Kill + RecIndex : Integer; //To which rectangle this particle belongs (only GoldenNote) + StarType : TParticleType; // GoldenNote | PerfectNote | NoteHitTwinkle | PerfectLineTwinkle + Alpha : Real; // used for fading... + mX, mY : Real; // movement-vector for PerfectLineTwinkle + SizeMod : Real; // experimental size modifier + SurviveSentenceChange : Boolean; + + Constructor Create(cX,cY: Real; cScreen: Integer; cLive: Byte; cFrame : integer; cRecArrayIndex : Integer; cStarType : TParticleType; Player: Cardinal); + Destructor Destroy(); override; + procedure Draw; + procedure LiveOn; + end; + + RectanglePositions = Record + xTop, yTop, xBottom, yBottom : Real; + TotalStarCount : Integer; + CurrentStarCount : Integer; + Screen : Integer; + end; + + PerfectNotePositions = Record + xPos, yPos : Real; + Screen : Integer; + end; + + TEffectManager = Class + Particle : array of TParticle; + LastTime : Cardinal; + RecArray : Array of RectanglePositions; + TwinkleArray : Array[0..5] of Real; // store x-position of last twinkle for every player + PerfNoteArray : Array of PerfectNotePositions; + + FlareTex: TTexture; + + constructor Create; + destructor Destroy; override; + procedure Draw; + function Spawn(X, Y: Real; + Screen: Integer; + Live: Byte; + StartFrame: Integer; + RecArrayIndex: Integer; // this is only used with GoldenNotes + StarType: TParticleType; + Player: Cardinal // for PerfectLineTwinkle + ): Cardinal; + procedure SpawnRec(); + procedure Kill(index: Cardinal); + procedure KillAll(); + procedure SentenceChange(); + procedure SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: Real); + procedure SavePerfectNotePos(Xtop, Ytop: Real); + procedure GoldenNoteTwinkle(Top,Bottom,Right: Real; Player: Integer); + procedure SpawnPerfectLineTwinkle(); + end; + +var GoldenRec : TEffectManager; + +implementation + +uses sysutils, + {$IFDEF win32} + windows, + {$ELSE} + lclintf, + {$ENDIF} + OpenGl12, + UIni, + UMain, + UThemes, + USkins, + UGraphic, + UDrawTexture, + UCommon, + math; + +//TParticle +Constructor TParticle.Create(cX,cY: Real; cScreen: Integer; cLive: Byte; cFrame : integer; cRecArrayIndex : Integer; cStarType : TParticleType; Player: Cardinal); +begin + inherited Create; + // in this constructor we set all initial values for our particle + X := cX; + Y := cY; + Screen := cScreen; + Live := cLive; + Frame:= cFrame; + RecIndex := cRecArrayIndex; + StarType := cStarType; + Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out + SetLength(Scale,1); + Scale[0] := 1; + SurviveSentenceChange := False; + SizeMod := 1; + case cStarType of + GoldenNote: + begin + Tex := Tex_Note_Star.TexNum; + W := 20; + H := 20; + SetLength(Scale,4); + Scale[1]:=0.8; + Scale[2]:=0.4; + Scale[3]:=0.3; + SetLength(Col,4); + Col[0].r := 1; + Col[0].g := 0.7; + Col[0].b := 0.1; + + Col[1].r := 1; + Col[1].g := 1; + Col[1].b := 0.4; + + Col[2].r := 1; + Col[2].g := 1; + Col[2].b := 1; + + Col[3].r := 1; + Col[3].g := 1; + Col[3].b := 1; + end; + PerfectNote: + begin + Tex := Tex_Note_Perfect_Star.TexNum; + W := 30; + H := 30; + SetLength(Col,1); + Col[0].r := 1; + Col[0].g := 1; + Col[0].b := 0.95; + end; + NoteHitTwinkle: + begin + Tex := Tex_Note_Star.TexNum; + Alpha := (Live/16); // linear fade-out + W := 15; + H := 15; + Setlength(Col,1); + Col[0].r := 1; + Col[0].g := 1; + Col[0].b := RandomRange(10*Live,100)/90; //0.9; + end; + PerfectLineTwinkle: + begin + Tex := Tex_Note_Star.TexNum; + W := RandomRange(10,20); + H := W; + SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1); + SurviveSentenceChange:=True; + // assign colours according to player given + SetLength(Scale,3); + Scale[1]:=0.3; + Scale[2]:=0.2; + SetLength(Col,3); + case Player of + 0: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P1Light'); + 1: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P2Light'); + 2: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P3Light'); + 3: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P4Light'); + 4: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P5Light'); + 5: LoadColor(Col[0].r,Col[0].g,Col[0].b,'P6Light'); + else LoadColor(Col[0].r,Col[0].g,Col[0].b,'P1Light'); + end; + Col[1].r := 1; + Col[1].g := 1; + Col[1].b := 0.4; + Col[2].r:=Col[0].r+0.5; + Col[2].g:=Col[0].g+0.5; + Col[2].b:=Col[0].b+0.5; + mX := RandomRange(-5,5); + mY := RandomRange(-5,5); + end; + ColoredStar: + begin + Tex := Tex_Note_Star.TexNum; + W := RandomRange(10,20); + H := W; + SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1); + SurviveSentenceChange:=True; + // assign colours according to player given + SetLength(Scale,1); + SetLength(Col,1); + Col[0].b := (Player and $ff)/255; + Col[0].g := ((Player shr 8) and $ff)/255; + Col[0].r := ((Player shr 16) and $ff)/255; + mX := 0; + mY := 0; + end; + Flare: + begin + Tex := Tex_Note_Star.TexNum; + W := 7; + H := 7; + SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1); + mX := RandomRange(-5,5); + mY := RandomRange(-5,5); + SetLength(Scale,4); + Scale[1]:=0.8; + Scale[2]:=0.4; + Scale[3]:=0.3; + SetLength(Col,4); + Col[0].r := 1; + Col[0].g := 0.7; + Col[0].b := 0.1; + + Col[1].r := 1; + Col[1].g := 1; + Col[1].b := 0.4; + + Col[2].r := 1; + Col[2].g := 1; + Col[2].b := 1; + + Col[3].r := 1; + Col[3].g := 1; + Col[3].b := 1; + + end; + else // just some random default values + begin + Tex := Tex_Note_Star.TexNum; + Alpha := 1; + W := 20; + H := 20; + SetLength(Col,1); + Col[0].r := 1; + Col[0].g := 1; + Col[0].b := 1; + end; + end; +end; + +Destructor TParticle.Destroy(); +begin + SetLength(Scale,0); + SetLength(Col,0); + inherited; +end; + +procedure TParticle.LiveOn; +begin + //Live = 0 => Live forever <blindy> ?? die werden doch aber im Manager bei Draw getötet, wenns 0 is + if (Live > 0) then + Dec(Live); + + // animate frames + Frame := ( Frame + 1 ) mod 16; + + // make our particles do funny stuff (besides being animated) + // changes of any particle-values throughout its life are done here + case StarType of + GoldenNote: + begin + Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out + end; + PerfectNote: + begin + Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out + end; + NoteHitTwinkle: + begin + Alpha := (Live/10); // linear fade-out + end; + PerfectLineTwinkle: + begin + Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out + SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1); + // move around + X := X + mX; + Y := Y + mY; + end; + ColoredStar: + begin + Alpha := (-cos((Frame+1)*2*pi/16)+1); // neat fade-in-and-out + end; + Flare: + begin + Alpha := (-cos((Frame+1)/16*1.7*pi+0.3*pi)+1); // neat fade-in-and-out + SizeMod := (-cos((Frame+1)*5*2*pi/16)*0.5+1.1); + // move around + X := X + mX; + Y := Y + mY; + mY:=mY+1.8; +// mX:=mX/2; + end; + end; +end; + +procedure TParticle.Draw; +var L: Cardinal; +begin + if ScreenAct = Screen then + // this draws (multiple) texture(s) of our particle + for L:=0 to High(Col) do + begin + glColor4f(Col[L].r, Col[L].g, Col[L].b, Alpha); + + glBindTexture(GL_TEXTURE_2D, Tex); + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + begin + glBegin(GL_QUADS); + glTexCoord2f((1/16) * Frame, 0); glVertex2f(X-W*Scale[L]*SizeMod, Y-H*Scale[L]*SizeMod); + glTexCoord2f((1/16) * Frame + (1/16), 0); glVertex2f(X-W*Scale[L]*SizeMod, Y+H*Scale[L]*SizeMod); + glTexCoord2f((1/16) * Frame + (1/16), 1); glVertex2f(X+W*Scale[L]*SizeMod, Y+H*Scale[L]*SizeMod); + glTexCoord2f((1/16) * Frame, 1); glVertex2f(X+W*Scale[L]*SizeMod, Y-H*Scale[L]*SizeMod); + glEnd; + end; + end; + glcolor4f(1,1,1,1); +end; +// end of TParticle + +// TEffectManager + +constructor TEffectManager.Create; +var c: Cardinal; +begin + inherited; + LastTime := GetTickCount; + for c:=0 to 5 do + begin + TwinkleArray[c] := 0; + end; +end; + +destructor TEffectManager.Destroy; +begin + Killall; + inherited; +end; + + +procedure TEffectManager.Draw; +var + I: Integer; + CurrentTime: Cardinal; +//const +// DelayBetweenFrames : Cardinal = 100; +begin + + CurrentTime := GetTickCount; + //Manage particle life + if (CurrentTime - LastTime) > DelayBetweenFrames then + begin + LastTime := CurrentTime; + for I := 0 to high(Particle) do + Particle[I].LiveOn; + end; + + I := 0; + //Kill dead particles + while (I <= High(Particle)) do + begin + if (Particle[I].Live <= 0) then + begin + kill(I); + end + else + begin + inc(I); + end; + end; + + //Draw + for I := 0 to high(Particle) do + begin + Particle[I].Draw; + end; +end; + +// this method creates just one particle +function TEffectManager.Spawn(X, Y: Real; Screen: Integer; Live: Byte; StartFrame : Integer; RecArrayIndex : Integer; StarType : TParticleType; Player: Cardinal): Cardinal; +begin + Result := Length(Particle); + SetLength(Particle, (Result + 1)); + Particle[Result] := TParticle.Create(X, Y, Screen, Live, StartFrame, RecArrayIndex, StarType, Player); +end; + +// manage Sparkling of GoldenNote Bars +procedure TEffectManager.SpawnRec(); +Var + Xkatze, Ykatze : Real; + RandomFrame : Integer; + P : Integer; // P as seen on TV as Positionman +begin +//Spawn a random amount of stars within the given coordinates +//RandomRange(0,14) <- this one starts at a random frame, 16 is our last frame - would be senseless to start a particle with 16, cause it would be dead at the next frame +for P:= 0 to high(RecArray) do + begin + while (RecArray[P].TotalStarCount > RecArray[P].CurrentStarCount) do + begin + Xkatze := RandomRange(Ceil(RecArray[P].xTop), Ceil(RecArray[P].xBottom)); + Ykatze := RandomRange(Ceil(RecArray[P].yTop), Ceil(RecArray[P].yBottom)); + RandomFrame := RandomRange(0,14); + // Spawn a GoldenNote Particle + Spawn(Xkatze, Ykatze, RecArray[P].Screen, 16 - RandomFrame, RandomFrame, P, GoldenNote, 0); + inc(RecArray[P].CurrentStarCount); + end; + end; + draw; +end; + +// kill one particle (with given index in our particle array) +procedure TEffectManager.Kill(Index: Cardinal); +var + LastParticleIndex : Integer; +begin +// delete particle indexed by Index, +// overwrite it's place in our particle-array with the particle stored at the last array index, +// shorten array + LastParticleIndex := high(Particle); + if not(LastParticleIndex = -1) then // is there still a particle to delete? + begin + if not(Particle[Index].RecIndex = -1) then // if it is a GoldenNote particle... + dec(RecArray[Particle[Index].RecIndex].CurrentStarCount); // take care of its associated GoldenRec + // now get rid of that particle + Particle[Index].Destroy; + Particle[Index] := Particle[LastParticleIndex]; + SetLength(Particle, LastParticleIndex); + end; +end; + +// clean up all particles and management structures +procedure TEffectManager.KillAll(); +var c: Cardinal; +begin +//It's the kill all kennies rotuine + while Length(Particle) > 0 do // kill all existing particles + Kill(0); + SetLength(RecArray,0); // remove GoldenRec positions + SetLength(PerfNoteArray,0); // remove PerfectNote positions + for c:=0 to 5 do + begin + TwinkleArray[c] := 0; // reset GoldenNoteHit memory + end; +end; + +procedure TEffectManager.SentenceChange(); +var c: Cardinal; +begin + c:=0; + while c <= High(Particle) do + begin + if Particle[c].SurviveSentenceChange then + inc(c) + else + Kill(c); + end; + SetLength(RecArray,0); // remove GoldenRec positions + SetLength(PerfNoteArray,0); // remove PerfectNote positions + for c:=0 to 5 do + begin + TwinkleArray[c] := 0; // reset GoldenNoteHit memory + end; +end; + +procedure TeffectManager.GoldenNoteTwinkle(Top,Bottom,Right: Real; Player: Integer); +//Twinkle stars while golden note hit +// this is called from UDraw.pas, SingDrawPlayerCzesc +var + C, P, XKatze, YKatze, LKatze: Integer; + H: Real; +begin + // make sure we spawn only one time at one position + if (TwinkleArray[Player] < Right) then + For P := 0 to high(RecArray) do // Are we inside a GoldenNoteRectangle? + begin + H := (Top+Bottom)/2; // helper... + with RecArray[P] do + if ((xBottom >= Right) and (xTop <= Right) and + (yTop <= H) and (yBottom >= H)) + and (Screen = ScreenAct) then + begin + TwinkleArray[Player] := Right; // remember twinkle position for this player + for C := 1 to 10 do + begin + Ykatze := RandomRange(ceil(Top) , ceil(Bottom)); + XKatze := RandomRange(-7,3); + LKatze := RandomRange(7,13); + Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0); + end; + for C := 1 to 3 do + begin + Ykatze := RandomRange(ceil(Top)-6 , ceil(Top)); + XKatze := RandomRange(-5,1); + LKatze := RandomRange(4,7); + Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0); + end; + for C := 1 to 3 do + begin + Ykatze := RandomRange(ceil(Bottom), ceil(Bottom)+6); + XKatze := RandomRange(-5,1); + LKatze := RandomRange(4,7); + Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0); + end; + for C := 1 to 3 do + begin + Ykatze := RandomRange(ceil(Top)-10 , ceil(Top)-6); + XKatze := RandomRange(-5,1); + LKatze := RandomRange(1,4); + Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0); + end; + for C := 1 to 3 do + begin + Ykatze := RandomRange(ceil(Bottom)+6 , ceil(Bottom)+10); + XKatze := RandomRange(-5,1); + LKatze := RandomRange(1,4); + Spawn(Ceil(Right)+XKatze, YKatze, ScreenAct, LKatze, 0, -1, NoteHitTwinkle, 0); + end; + + exit; // found a matching GoldenRec, did spawning stuff... done + end; + end; +end; + +procedure TEffectManager.SaveGoldenStarsRec(Xtop, Ytop, Xbottom, Ybottom: Real); +var + P : Integer; // P like used in Positions + NewIndex : Integer; +begin + For P := 0 to high(RecArray) do // Do we already have that "new" position? + begin + if (ceil(RecArray[P].xTop) = ceil(Xtop)) and + (ceil(RecArray[P].yTop) = ceil(Ytop)) and + (ScreenAct = RecArray[p].Screen) then + exit; // it's already in the array, so we don't have to create a new one + end; + + // we got a new position, add the new positions to our array + NewIndex := Length(RecArray); + SetLength(RecArray, NewIndex + 1); + RecArray[NewIndex].xTop := Xtop; + RecArray[NewIndex].yTop := Ytop; + RecArray[NewIndex].xBottom := Xbottom; + RecArray[NewIndex].yBottom := Ybottom; + RecArray[NewIndex].TotalStarCount := ceil(Xbottom - Xtop) div 12 + 3; + RecArray[NewIndex].CurrentStarCount := 0; + RecArray[NewIndex].Screen := ScreenAct; +end; + +procedure TEffectManager.SavePerfectNotePos(Xtop, Ytop: Real); +var + P : Integer; // P like used in Positions + NewIndex : Integer; + RandomFrame : Integer; + Xkatze, Ykatze : Integer; +begin + For P := 0 to high(PerfNoteArray) do // Do we already have that "new" position? + begin + with PerfNoteArray[P] do + if (ceil(xPos) = ceil(Xtop)) and (ceil(yPos) = ceil(Ytop)) and + (Screen = ScreenAct) then + exit; // it's already in the array, so we don't have to create a new one + end; //for + + // we got a new position, add the new positions to our array + NewIndex := Length(PerfNoteArray); + SetLength(PerfNoteArray, NewIndex + 1); + PerfNoteArray[NewIndex].xPos := Xtop; + PerfNoteArray[NewIndex].yPos := Ytop; + PerfNoteArray[NewIndex].Screen := ScreenAct; + + for P:= 0 to 2 do + begin + Xkatze := RandomRange(ceil(Xtop) - 5 , ceil(Xtop) + 10); + Ykatze := RandomRange(ceil(Ytop) - 5 , ceil(Ytop) + 10); + RandomFrame := RandomRange(0,14); + Spawn(Xkatze, Ykatze, ScreenAct, 16 - RandomFrame, RandomFrame, -1, PerfectNote, 0); + end; //for + +end; + +procedure TEffectManager.SpawnPerfectLineTwinkle(); +var + P,I,Life: Cardinal; + Left, Right, Top, Bottom: Cardinal; + cScreen: Integer; +begin +// calculation of coordinates done with hardcoded values like in UDraw.pas +// might need to be adjusted if drawing of SingScreen is modified +// coordinates may still be a bit weird and need adjustment + if Ini.SingWindow = 0 then begin + Left := 130; + end else begin + Left := 30; + end; + Right := 770; + // spawn effect for every player with a perfect line + for P:=0 to PlayersPlay-1 do + if Player[P].LastSentencePerfect then + begin + // calculate area where notes of this player are drawn + case PlayersPlay of + 1: begin + Bottom:=Skin_P2_NotesB+10; + Top:=Bottom-105; + cScreen:=1; + end; + 2,4: begin + case P of + 0,2: begin + Bottom:=Skin_P1_NotesB+10; + Top:=Bottom-105; + end; + else begin + Bottom:=Skin_P2_NotesB+10; + Top:=Bottom-105; + end; + end; + case P of + 0,1: cScreen:=1; + else cScreen:=2; + end; + end; + 3,6: begin + case P of + 0,3: begin + Top:=130; + Bottom:=Top+85; + end; + 1,4: begin + Top:=255; + Bottom:=Top+85; + end; + 2,5: begin + Top:=380; + Bottom:=Top+85; + end; + end; + case P of + 0,1,2: cScreen:=1; + else cScreen:=2; + end; + end; + end; + // spawn Sparkling Stars inside calculated coordinates + for I:= 0 to 80 do + begin + Life:=RandomRange(8,16); + Spawn(RandomRange(Left,Right), RandomRange(Top,Bottom), cScreen, Life, 16-Life, -1, PerfectLineTwinkle, P); + end; + end; +end; + +end. + diff --git a/Game/Code/Classes/UJoystick.pas b/Game/Code/Classes/UJoystick.pas index b0c7b8cc..6b4ea63f 100644 --- a/Game/Code/Classes/UJoystick.pas +++ b/Game/Code/Classes/UJoystick.pas @@ -1,273 +1,282 @@ -unit UJoystick;
-
-interface
-
-uses SDL;
-
-type
- TJoyButton = record
- State: integer;
- Enabled: boolean;
- Type_: byte;
- Sym: cardinal;
- end;
-
- TJoyHatState = record
- State: Boolean;
- LastTick: Cardinal;
- Enabled: boolean;
- Type_: byte;
- Sym: cardinal;
- end;
-
- TJoyUnit = record
- Button: array[0..15] of TJoyButton;
- HatState: Array[0..3] of TJoyHatState;
- end;
-
- TJoy = class
- constructor Create;
- procedure Update;
- end;
-
-var
- Joy: TJoy;
- JoyUnit: TJoyUnit;
- SDL_Joy: PSDL_Joystick;
- JoyEvent: TSDL_Event;
-
-implementation
-
-uses SysUtils, Windows, ULog;
-
-constructor TJoy.Create;
-var
- B, N: integer;
-begin
- //Old Corvus5 Method
- {// joystick support
- SDL_JoystickEventState(SDL_IGNORE);
- SDL_InitSubSystem(SDL_INIT_JOYSTICK);
- if SDL_NumJoysticks <> 1 then beep;
-
- SDL_Joy := SDL_JoystickOpen(0);
- if SDL_Joy = nil then beep;
-
- if SDL_JoystickNumButtons(SDL_Joy) <> 16 then beep;
-
-// SDL_JoystickEventState(SDL_ENABLE);
- // Events don't work - thay hang the whole application with SDL_JoystickEventState(SDL_ENABLE)
-
- // clear states
- for B := 0 to 15 do
- JoyUnit.Button[B].State := 1;
-
- // mapping
- JoyUnit.Button[1].Enabled := true;
- JoyUnit.Button[1].Type_ := SDL_KEYDOWN;
- JoyUnit.Button[1].Sym := SDLK_RETURN;
- JoyUnit.Button[2].Enabled := true;
- JoyUnit.Button[2].Type_ := SDL_KEYDOWN;
- JoyUnit.Button[2].Sym := SDLK_ESCAPE;
-
- JoyUnit.Button[12].Enabled := true;
- JoyUnit.Button[12].Type_ := SDL_KEYDOWN;
- JoyUnit.Button[12].Sym := SDLK_LEFT;
- JoyUnit.Button[13].Enabled := true;
- JoyUnit.Button[13].Type_ := SDL_KEYDOWN;
- JoyUnit.Button[13].Sym := SDLK_DOWN;
- JoyUnit.Button[14].Enabled := true;
- JoyUnit.Button[14].Type_ := SDL_KEYDOWN;
- JoyUnit.Button[14].Sym := SDLK_RIGHT;
- JoyUnit.Button[15].Enabled := true;
- JoyUnit.Button[15].Type_ := SDL_KEYDOWN;
- JoyUnit.Button[15].Sym := SDLK_UP;
- }
- //New Sarutas method
- SDL_JoystickEventState(SDL_IGNORE);
- SDL_InitSubSystem(SDL_INIT_JOYSTICK);
- if SDL_NumJoysticks < 1 then
- begin
- Log.LogError('No Joystick found');
- exit;
- end;
-
-
- SDL_Joy := SDL_JoystickOpen(0);
- if SDL_Joy = nil then
- begin
- Log.LogError('Could not Init Joystick');
- exit;
- end;
- N := SDL_JoystickNumButtons(SDL_Joy);
- //if N < 6 then beep;
-
- for B := 0 to 5 do begin
- JoyUnit.Button[B].Enabled := true;
- JoyUnit.Button[B].State := 1;
- JoyUnit.Button[B].Type_ := SDL_KEYDOWN;
- end;
-
- JoyUnit.Button[0].Sym := SDLK_Return;
- JoyUnit.Button[1].Sym := SDLK_Escape;
- JoyUnit.Button[2].Sym := SDLK_M;
- JoyUnit.Button[3].Sym := SDLK_R;
-
- JoyUnit.Button[4].Sym := SDLK_RETURN;
- JoyUnit.Button[5].Sym := SDLK_ESCAPE;
-
- //Set HatState
- for B := 0 to 3 do begin
- JoyUnit.HatState[B].Enabled := true;
- JoyUnit.HatState[B].State := False;
- JoyUnit.HatState[B].Type_ := SDL_KEYDOWN;
- end;
-
- JoyUnit.HatState[0].Sym := SDLK_UP;
- JoyUnit.HatState[1].Sym := SDLK_RIGHT;
- JoyUnit.HatState[2].Sym := SDLK_DOWN;
- JoyUnit.HatState[3].Sym := SDLK_LEFT;
-end;
-
-procedure TJoy.Update;
-var
- B: integer;
- State: UInt8;
- Tick: Cardinal;
- Axes: Smallint;
-begin
- SDL_JoystickUpdate;
-
- //Manage Buttons
- for B := 0 to 15 do begin
- if (JoyUnit.Button[B].Enabled) and (JoyUnit.Button[B].State <> SDL_JoystickGetButton(SDL_Joy, B)) and (JoyUnit.Button[B].State = 0) then begin
- JoyEvent.type_ := JoyUnit.Button[B].Type_;
- JoyEvent.key.keysym.sym := JoyUnit.Button[B].Sym;
- SDL_PushEvent(@JoyEvent);
- end;
- end;
-
-
- for B := 0 to 15 do begin
- JoyUnit.Button[B].State := SDL_JoystickGetButton(SDL_Joy, B);
- end;
-
- //Get Tick
- Tick := Gettickcount;
-
- //Get CoolieHat
- if (SDL_JoystickNumHats(SDL_Joy)>=1) then
- State := SDL_JoystickGetHat(SDL_Joy, 0)
- else
- State := 0;
-
- //Get Axis
- if (SDL_JoystickNumAxes(SDL_Joy)>=2) then
- begin
- //Down - Up (X- Axis)
- Axes := SDL_JoystickGetAxis(SDL_Joy, 1);
- If Axes >= 15000 then
- State := State or SDL_HAT_Down
- Else If Axes <= -15000 then
- State := State or SDL_HAT_UP;
-
- //Left - Right (Y- Axis)
- Axes := SDL_JoystickGetAxis(SDL_Joy, 0);
- If Axes >= 15000 then
- State := State or SDL_HAT_Right
- Else If Axes <= -15000 then
- State := State or SDL_HAT_Left;
- end;
-
- //Manage Hat and joystick Events
- if (SDL_JoystickNumHats(SDL_Joy)>=1) OR (SDL_JoystickNumAxes(SDL_Joy)>=2) then
- begin
-
- //Up Button
- If (JoyUnit.HatState[0].Enabled) and ((SDL_HAT_UP AND State) = SDL_HAT_UP) then
- begin //IF Button is newly Pressed or if he is Pressed longer than 500 msecs
- if (JoyUnit.HatState[0].State = False) OR (JoyUnit.HatState[0].Lasttick < Tick) then
- begin
- //Set Tick and State
- if JoyUnit.HatState[0].State then
- JoyUnit.HatState[0].Lasttick := Tick + 200
- else
- JoyUnit.HatState[0].Lasttick := Tick + 500;
-
- JoyUnit.HatState[0].State := True;
-
- JoyEvent.type_ := JoyUnit.HatState[0].Type_;
- JoyEvent.key.keysym.sym := JoyUnit.HatState[0].Sym;
- SDL_PushEvent(@JoyEvent);
- end;
- end
- else
- JoyUnit.HatState[0].State := False;
-
- //Right Button
- If (JoyUnit.HatState[1].Enabled) and ((SDL_HAT_RIGHT AND State) = SDL_HAT_RIGHT) then
- begin //IF Button is newly Pressed or if he is Pressed longer than 500 msecs
- if (JoyUnit.HatState[1].State = False) OR (JoyUnit.HatState[1].Lasttick < Tick) then
- begin
- //Set Tick and State
- if JoyUnit.HatState[1].State then
- JoyUnit.HatState[1].Lasttick := Tick + 200
- else
- JoyUnit.HatState[1].Lasttick := Tick + 500;
-
- JoyUnit.HatState[1].State := True;
-
- JoyEvent.type_ := JoyUnit.HatState[1].Type_;
- JoyEvent.key.keysym.sym := JoyUnit.HatState[1].Sym;
- SDL_PushEvent(@JoyEvent);
- end;
- end
- else
- JoyUnit.HatState[1].State := False;
-
- //Down button
- If (JoyUnit.HatState[2].Enabled) and ((SDL_HAT_DOWN AND State) = SDL_HAT_DOWN) then
- begin //IF Button is newly Pressed or if he is Pressed longer than 230 msecs
- if (JoyUnit.HatState[2].State = False) OR (JoyUnit.HatState[2].Lasttick < Tick) then
- begin
- //Set Tick and State
- if JoyUnit.HatState[2].State then
- JoyUnit.HatState[2].Lasttick := Tick + 200
- else
- JoyUnit.HatState[2].Lasttick := Tick + 500;
-
- JoyUnit.HatState[2].State := True;
-
- JoyEvent.type_ := JoyUnit.HatState[2].Type_;
- JoyEvent.key.keysym.sym := JoyUnit.HatState[2].Sym;
- SDL_PushEvent(@JoyEvent);
- end;
- end
- else
- JoyUnit.HatState[2].State := False;
-
- //Left Button
- If (JoyUnit.HatState[3].Enabled) and ((SDL_HAT_LEFT AND State) = SDL_HAT_LEFT) then
- begin //IF Button is newly Pressed or if he is Pressed longer than 230 msecs
- if (JoyUnit.HatState[3].State = False) OR (JoyUnit.HatState[3].Lasttick < Tick) then
- begin
- //Set Tick and State
- if JoyUnit.HatState[3].State then
- JoyUnit.HatState[3].Lasttick := Tick + 200
- else
- JoyUnit.HatState[3].Lasttick := Tick + 500;
-
- JoyUnit.HatState[3].State := True;
-
- JoyEvent.type_ := JoyUnit.HatState[3].Type_;
- JoyEvent.key.keysym.sym := JoyUnit.HatState[3].Sym;
- SDL_PushEvent(@JoyEvent);
- end;
- end
- else
- JoyUnit.HatState[3].State := False;
- end;
-
-end;
-
-end.
+unit UJoystick; + +interface + +{$I switches.inc} + + +uses SDL; + +type + TJoyButton = record + State: integer; + Enabled: boolean; + Type_: byte; + Sym: cardinal; + end; + + TJoyHatState = record + State: Boolean; + LastTick: Cardinal; + Enabled: boolean; + Type_: byte; + Sym: cardinal; + end; + + TJoyUnit = record + Button: array[0..15] of TJoyButton; + HatState: Array[0..3] of TJoyHatState; + end; + + TJoy = class + constructor Create; + procedure Update; + end; + +var + Joy: TJoy; + JoyUnit: TJoyUnit; + SDL_Joy: PSDL_Joystick; + JoyEvent: TSDL_Event; + +implementation + +uses SysUtils, + {$IFDEF win32} + windows, + {$ELSE} + LCLIntf, + {$ENDIF} + ULog; + +constructor TJoy.Create; +var + B, N: integer; +begin + //Old Corvus5 Method + {// joystick support + SDL_JoystickEventState(SDL_IGNORE); + SDL_InitSubSystem(SDL_INIT_JOYSTICK); + if SDL_NumJoysticks <> 1 then beep; + + SDL_Joy := SDL_JoystickOpen(0); + if SDL_Joy = nil then beep; + + if SDL_JoystickNumButtons(SDL_Joy) <> 16 then beep; + +// SDL_JoystickEventState(SDL_ENABLE); + // Events don't work - thay hang the whole application with SDL_JoystickEventState(SDL_ENABLE) + + // clear states + for B := 0 to 15 do + JoyUnit.Button[B].State := 1; + + // mapping + JoyUnit.Button[1].Enabled := true; + JoyUnit.Button[1].Type_ := SDL_KEYDOWN; + JoyUnit.Button[1].Sym := SDLK_RETURN; + JoyUnit.Button[2].Enabled := true; + JoyUnit.Button[2].Type_ := SDL_KEYDOWN; + JoyUnit.Button[2].Sym := SDLK_ESCAPE; + + JoyUnit.Button[12].Enabled := true; + JoyUnit.Button[12].Type_ := SDL_KEYDOWN; + JoyUnit.Button[12].Sym := SDLK_LEFT; + JoyUnit.Button[13].Enabled := true; + JoyUnit.Button[13].Type_ := SDL_KEYDOWN; + JoyUnit.Button[13].Sym := SDLK_DOWN; + JoyUnit.Button[14].Enabled := true; + JoyUnit.Button[14].Type_ := SDL_KEYDOWN; + JoyUnit.Button[14].Sym := SDLK_RIGHT; + JoyUnit.Button[15].Enabled := true; + JoyUnit.Button[15].Type_ := SDL_KEYDOWN; + JoyUnit.Button[15].Sym := SDLK_UP; + } + //New Sarutas method + SDL_JoystickEventState(SDL_IGNORE); + SDL_InitSubSystem(SDL_INIT_JOYSTICK); + if SDL_NumJoysticks < 1 then + begin + Log.LogError('No Joystick found'); + exit; + end; + + + SDL_Joy := SDL_JoystickOpen(0); + if SDL_Joy = nil then + begin + Log.LogError('Could not Init Joystick'); + exit; + end; + N := SDL_JoystickNumButtons(SDL_Joy); + //if N < 6 then beep; + + for B := 0 to 5 do begin + JoyUnit.Button[B].Enabled := true; + JoyUnit.Button[B].State := 1; + JoyUnit.Button[B].Type_ := SDL_KEYDOWN; + end; + + JoyUnit.Button[0].Sym := SDLK_Return; + JoyUnit.Button[1].Sym := SDLK_Escape; + JoyUnit.Button[2].Sym := SDLK_M; + JoyUnit.Button[3].Sym := SDLK_R; + + JoyUnit.Button[4].Sym := SDLK_RETURN; + JoyUnit.Button[5].Sym := SDLK_ESCAPE; + + //Set HatState + for B := 0 to 3 do begin + JoyUnit.HatState[B].Enabled := true; + JoyUnit.HatState[B].State := False; + JoyUnit.HatState[B].Type_ := SDL_KEYDOWN; + end; + + JoyUnit.HatState[0].Sym := SDLK_UP; + JoyUnit.HatState[1].Sym := SDLK_RIGHT; + JoyUnit.HatState[2].Sym := SDLK_DOWN; + JoyUnit.HatState[3].Sym := SDLK_LEFT; +end; + +procedure TJoy.Update; +var + B: integer; + State: UInt8; + Tick: Cardinal; + Axes: Smallint; +begin + SDL_JoystickUpdate; + + //Manage Buttons + for B := 0 to 15 do begin + if (JoyUnit.Button[B].Enabled) and (JoyUnit.Button[B].State <> SDL_JoystickGetButton(SDL_Joy, B)) and (JoyUnit.Button[B].State = 0) then begin + JoyEvent.type_ := JoyUnit.Button[B].Type_; + JoyEvent.key.keysym.sym := JoyUnit.Button[B].Sym; + SDL_PushEvent(@JoyEvent); + end; + end; + + + for B := 0 to 15 do begin + JoyUnit.Button[B].State := SDL_JoystickGetButton(SDL_Joy, B); + end; + + //Get Tick + Tick := Gettickcount; + + //Get CoolieHat + if (SDL_JoystickNumHats(SDL_Joy)>=1) then + State := SDL_JoystickGetHat(SDL_Joy, 0) + else + State := 0; + + //Get Axis + if (SDL_JoystickNumAxes(SDL_Joy)>=2) then + begin + //Down - Up (X- Axis) + Axes := SDL_JoystickGetAxis(SDL_Joy, 1); + If Axes >= 15000 then + State := State or SDL_HAT_Down + Else If Axes <= -15000 then + State := State or SDL_HAT_UP; + + //Left - Right (Y- Axis) + Axes := SDL_JoystickGetAxis(SDL_Joy, 0); + If Axes >= 15000 then + State := State or SDL_HAT_Right + Else If Axes <= -15000 then + State := State or SDL_HAT_Left; + end; + + //Manage Hat and joystick Events + if (SDL_JoystickNumHats(SDL_Joy)>=1) OR (SDL_JoystickNumAxes(SDL_Joy)>=2) then + begin + + //Up Button + If (JoyUnit.HatState[0].Enabled) and ((SDL_HAT_UP AND State) = SDL_HAT_UP) then + begin //IF Button is newly Pressed or if he is Pressed longer than 500 msecs + if (JoyUnit.HatState[0].State = False) OR (JoyUnit.HatState[0].Lasttick < Tick) then + begin + //Set Tick and State + if JoyUnit.HatState[0].State then + JoyUnit.HatState[0].Lasttick := Tick + 200 + else + JoyUnit.HatState[0].Lasttick := Tick + 500; + + JoyUnit.HatState[0].State := True; + + JoyEvent.type_ := JoyUnit.HatState[0].Type_; + JoyEvent.key.keysym.sym := JoyUnit.HatState[0].Sym; + SDL_PushEvent(@JoyEvent); + end; + end + else + JoyUnit.HatState[0].State := False; + + //Right Button + If (JoyUnit.HatState[1].Enabled) and ((SDL_HAT_RIGHT AND State) = SDL_HAT_RIGHT) then + begin //IF Button is newly Pressed or if he is Pressed longer than 500 msecs + if (JoyUnit.HatState[1].State = False) OR (JoyUnit.HatState[1].Lasttick < Tick) then + begin + //Set Tick and State + if JoyUnit.HatState[1].State then + JoyUnit.HatState[1].Lasttick := Tick + 200 + else + JoyUnit.HatState[1].Lasttick := Tick + 500; + + JoyUnit.HatState[1].State := True; + + JoyEvent.type_ := JoyUnit.HatState[1].Type_; + JoyEvent.key.keysym.sym := JoyUnit.HatState[1].Sym; + SDL_PushEvent(@JoyEvent); + end; + end + else + JoyUnit.HatState[1].State := False; + + //Down button + If (JoyUnit.HatState[2].Enabled) and ((SDL_HAT_DOWN AND State) = SDL_HAT_DOWN) then + begin //IF Button is newly Pressed or if he is Pressed longer than 230 msecs + if (JoyUnit.HatState[2].State = False) OR (JoyUnit.HatState[2].Lasttick < Tick) then + begin + //Set Tick and State + if JoyUnit.HatState[2].State then + JoyUnit.HatState[2].Lasttick := Tick + 200 + else + JoyUnit.HatState[2].Lasttick := Tick + 500; + + JoyUnit.HatState[2].State := True; + + JoyEvent.type_ := JoyUnit.HatState[2].Type_; + JoyEvent.key.keysym.sym := JoyUnit.HatState[2].Sym; + SDL_PushEvent(@JoyEvent); + end; + end + else + JoyUnit.HatState[2].State := False; + + //Left Button + If (JoyUnit.HatState[3].Enabled) and ((SDL_HAT_LEFT AND State) = SDL_HAT_LEFT) then + begin //IF Button is newly Pressed or if he is Pressed longer than 230 msecs + if (JoyUnit.HatState[3].State = False) OR (JoyUnit.HatState[3].Lasttick < Tick) then + begin + //Set Tick and State + if JoyUnit.HatState[3].State then + JoyUnit.HatState[3].Lasttick := Tick + 200 + else + JoyUnit.HatState[3].Lasttick := Tick + 500; + + JoyUnit.HatState[3].State := True; + + JoyEvent.type_ := JoyUnit.HatState[3].Type_; + JoyEvent.key.keysym.sym := JoyUnit.HatState[3].Sym; + SDL_PushEvent(@JoyEvent); + end; + end + else + JoyUnit.HatState[3].State := False; + end; + +end; + +end. diff --git a/Game/Code/Classes/ULanguage.pas b/Game/Code/Classes/ULanguage.pas index f693694b..679f6405 100644 --- a/Game/Code/Classes/ULanguage.pas +++ b/Game/Code/Classes/ULanguage.pas @@ -1,234 +1,236 @@ -unit ULanguage;
-
-interface
-
-{$IFDEF FPC}
- {$MODE DELPHI}
-{$ENDIF}
-
-
-type
- TLanguageEntry = record
- ID: string;
- Text: string;
- end;
-
- TLanguageList = record
- Name: string;
- {FileName: string; }
- end;
-
- TLanguage = class
- public
- Entry: array of TLanguageEntry; //Entrys of Chosen Language
- SEntry: array of TLanguageEntry; //Entrys of Standard Language
- CEntry: array of TLanguageEntry; //Constant Entrys e.g. Version
- Implode_Glue1, Implode_Glue2: String;
- public
- List: array of TLanguageList;
-
- constructor Create;
- procedure LoadList;
- function Translate(Text: String): String;
- procedure ChangeLanguage(Language: String);
- procedure AddConst(ID, Text: String);
- procedure ChangeConst(ID, Text: String);
- function Implode(Pieces: Array of String): String;
- end;
-
-var
- Language: TLanguage;
-
-implementation
-
-uses UMain,
- // UFiles,
- UIni,
- IniFiles,
- Classes,
- SysUtils,
- Windows,
- ULog;
-
-//----------
-//Create - Construct Class then LoadList + Standard Language + Set Standard Implode Glues
-//----------
-constructor TLanguage.Create;
-var
- I, J: Integer;
-begin
- LoadList;
-
- //Set Implode Glues for Backward Compatibility
- Implode_Glue1 := ', ';
- Implode_Glue2 := ' and ';
-
- if (Length(List) = 0) then //No Language Files Loaded -> Abort Loading
- Log.CriticalError('Could not load any Language File');
-
- //Standard Language (If a Language File is Incomplete)
- //Then use English Language
- for I := 0 to high(List) do //Search for English Language
- begin
- //English Language Found -> Load
- if Uppercase(List[I].Name) = 'ENGLISH' then
- begin
- ChangeLanguage('English');
-
- SetLength(SEntry, Length(Entry));
- for J := low(Entry) to high(Entry) do
- SEntry[J] := Entry[J];
-
- SetLength(Entry, 0);
-
- Break;
- end;
-
- if (I = high(List)) then
- Log.LogError('English Languagefile missing! No standard Translation loaded');
- end;
- //Standard Language END
-
-end;
-
-//----------
-//LoadList - Parse the Language Dir searching Translations
-//----------
-procedure TLanguage.LoadList;
-var
- SR: TSearchRec; // for parsing directory
-begin
- SetLength(List, 0);
- SetLength(ILanguage, 0);
-
- if FindFirst(LanguagesPath + '*.ini', 0, SR) = 0 then begin
- repeat
- SetLength(List, Length(List)+1);
- SetLength(ILanguage, Length(ILanguage)+1);
- SR.Name := ChangeFileExt(SR.Name, '');
-
- List[High(List)].Name := SR.Name;
- ILanguage[High(ILanguage)] := SR.Name;
-
- until FindNext(SR) <> 0;
- SysUtils.FindClose(SR);
- end; // if FindFirst
-end;
-
-//----------
-//ChangeLanguage - Load the specified LanguageFile
-//----------
-procedure TLanguage.ChangeLanguage(Language: String);
-var
- IniFile: TIniFile;
- E: integer; // entry
- S: TStringList;
-begin
- SetLength(Entry, 0);
- IniFile := TIniFile.Create(LanguagesPath + Language + '.ini');
- S := TStringList.Create;
-
- IniFile.ReadSectionValues('Text', S);
- SetLength(Entry, S.Count);
- for E := 0 to high(Entry) do
- begin
- if S.Names[E] = 'IMPLODE_GLUE1' then
- Implode_Glue1 := S.ValueFromIndex[E]+ ' '
- else if S.Names[E] = 'IMPLODE_GLUE2' then
- Implode_Glue2 := ' ' + S.ValueFromIndex[E] + ' ';
-
- Entry[E].ID := S.Names[E];
- Entry[E].Text := S.ValueFromIndex[E];
- end;
-
- S.Free;
- IniFile.Free;
-end;
-
-//----------
-//Translate - Translate the Text
-//----------
-Function TLanguage.Translate(Text: String): String;
-var
- E: integer; // entry
-begin
- Result := Text;
- Text := Uppercase(Result);
-
- //Const Mod
- for E := 0 to high(CEntry) do
- if Text = CEntry[E].ID then
- begin
- Result := CEntry[E].Text;
- exit;
- end;
- //Const Mod End
-
- for E := 0 to high(Entry) do
- if Text = Entry[E].ID then
- begin
- Result := Entry[E].Text;
- exit;
- end;
-
- //Standard Language (If a Language File is Incomplete)
- //Then use Standard Language
- for E := low(SEntry) to high(SEntry) do
- if Text = SEntry[E].ID then
- begin
- Result := SEntry[E].Text;
- Break;
- end;
- //Standard Language END
-end;
-
-//----------
-//AddConst - Add a Constant ID that will be Translated but not Loaded from the LanguageFile
-//----------
-procedure TLanguage.AddConst (ID, Text: String);
-begin
- SetLength (CEntry, Length(CEntry) + 1);
- CEntry[high(CEntry)].ID := ID;
- CEntry[high(CEntry)].Text := Text;
-end;
-
-//----------
-//ChangeConst - Change a Constant Value by ID
-//----------
-procedure TLanguage.ChangeConst(ID, Text: String);
-var
- I: Integer;
-begin
- for I := 0 to high(CEntry) do
- begin
- if CEntry[I].ID = ID then
- begin
- CEntry[I].Text := Text;
- Break;
- end;
- end;
-end;
-
-//----------
-//Implode - Connect an Array of Strings with ' and ' or ', ' to one String
-//----------
-function TLanguage.Implode(Pieces: Array of String): String;
-var
- I: Integer;
-begin
- Result := '';
- //Go through Pieces
- for I := low(Pieces) to high(Pieces) do
- begin
- //Add Value
- Result := Result + Pieces[I];
-
- //Add Glue
- if (I < high(Pieces) - 1) then
- Result := Result + Implode_Glue1
- else if (I < high(Pieces)) then
- Result := Result + Implode_Glue2;
- end;
-end;
-
-end.
+unit ULanguage; + +interface + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + + +type + TLanguageEntry = record + ID: string; + Text: string; + end; + + TLanguageList = record + Name: string; + {FileName: string; } + end; + + TLanguage = class + public + Entry: array of TLanguageEntry; //Entrys of Chosen Language + SEntry: array of TLanguageEntry; //Entrys of Standard Language + CEntry: array of TLanguageEntry; //Constant Entrys e.g. Version + Implode_Glue1, Implode_Glue2: String; + public + List: array of TLanguageList; + + constructor Create; + procedure LoadList; + function Translate(Text: String): String; + procedure ChangeLanguage(Language: String); + procedure AddConst(ID, Text: String); + procedure ChangeConst(ID, Text: String); + function Implode(Pieces: Array of String): String; + end; + +var + Language: TLanguage; + +implementation + +uses UMain, + // UFiles, + UIni, + IniFiles, + Classes, + SysUtils, + {$IFDEF win32} + windows, + {$ENDIF} + ULog; + +//---------- +//Create - Construct Class then LoadList + Standard Language + Set Standard Implode Glues +//---------- +constructor TLanguage.Create; +var + I, J: Integer; +begin + LoadList; + + //Set Implode Glues for Backward Compatibility + Implode_Glue1 := ', '; + Implode_Glue2 := ' and '; + + if (Length(List) = 0) then //No Language Files Loaded -> Abort Loading + Log.CriticalError('Could not load any Language File'); + + //Standard Language (If a Language File is Incomplete) + //Then use English Language + for I := 0 to high(List) do //Search for English Language + begin + //English Language Found -> Load + if Uppercase(List[I].Name) = 'ENGLISH' then + begin + ChangeLanguage('English'); + + SetLength(SEntry, Length(Entry)); + for J := low(Entry) to high(Entry) do + SEntry[J] := Entry[J]; + + SetLength(Entry, 0); + + Break; + end; + + if (I = high(List)) then + Log.LogError('English Languagefile missing! No standard Translation loaded'); + end; + //Standard Language END + +end; + +//---------- +//LoadList - Parse the Language Dir searching Translations +//---------- +procedure TLanguage.LoadList; +var + SR: TSearchRec; // for parsing directory +begin + SetLength(List, 0); + SetLength(ILanguage, 0); + + if FindFirst(LanguagesPath + '*.ini', 0, SR) = 0 then begin + repeat + SetLength(List, Length(List)+1); + SetLength(ILanguage, Length(ILanguage)+1); + SR.Name := ChangeFileExt(SR.Name, ''); + + List[High(List)].Name := SR.Name; + ILanguage[High(ILanguage)] := SR.Name; + + until FindNext(SR) <> 0; + SysUtils.FindClose(SR); + end; // if FindFirst +end; + +//---------- +//ChangeLanguage - Load the specified LanguageFile +//---------- +procedure TLanguage.ChangeLanguage(Language: String); +var + IniFile: TIniFile; + E: integer; // entry + S: TStringList; +begin + SetLength(Entry, 0); + IniFile := TIniFile.Create(LanguagesPath + Language + '.ini'); + S := TStringList.Create; + + IniFile.ReadSectionValues('Text', S); + SetLength(Entry, S.Count); + for E := 0 to high(Entry) do + begin + if S.Names[E] = 'IMPLODE_GLUE1' then + Implode_Glue1 := S.ValueFromIndex[E]+ ' ' + else if S.Names[E] = 'IMPLODE_GLUE2' then + Implode_Glue2 := ' ' + S.ValueFromIndex[E] + ' '; + + Entry[E].ID := S.Names[E]; + Entry[E].Text := S.ValueFromIndex[E]; + end; + + S.Free; + IniFile.Free; +end; + +//---------- +//Translate - Translate the Text +//---------- +Function TLanguage.Translate(Text: String): String; +var + E: integer; // entry +begin + Result := Text; + Text := Uppercase(Result); + + //Const Mod + for E := 0 to high(CEntry) do + if Text = CEntry[E].ID then + begin + Result := CEntry[E].Text; + exit; + end; + //Const Mod End + + for E := 0 to high(Entry) do + if Text = Entry[E].ID then + begin + Result := Entry[E].Text; + exit; + end; + + //Standard Language (If a Language File is Incomplete) + //Then use Standard Language + for E := low(SEntry) to high(SEntry) do + if Text = SEntry[E].ID then + begin + Result := SEntry[E].Text; + Break; + end; + //Standard Language END +end; + +//---------- +//AddConst - Add a Constant ID that will be Translated but not Loaded from the LanguageFile +//---------- +procedure TLanguage.AddConst (ID, Text: String); +begin + SetLength (CEntry, Length(CEntry) + 1); + CEntry[high(CEntry)].ID := ID; + CEntry[high(CEntry)].Text := Text; +end; + +//---------- +//ChangeConst - Change a Constant Value by ID +//---------- +procedure TLanguage.ChangeConst(ID, Text: String); +var + I: Integer; +begin + for I := 0 to high(CEntry) do + begin + if CEntry[I].ID = ID then + begin + CEntry[I].Text := Text; + Break; + end; + end; +end; + +//---------- +//Implode - Connect an Array of Strings with ' and ' or ', ' to one String +//---------- +function TLanguage.Implode(Pieces: Array of String): String; +var + I: Integer; +begin + Result := ''; + //Go through Pieces + for I := low(Pieces) to high(Pieces) do + begin + //Add Value + Result := Result + Pieces[I]; + + //Add Glue + if (I < high(Pieces) - 1) then + Result := Result + Implode_Glue1 + else if (I < high(Pieces)) then + Result := Result + Implode_Glue2; + end; +end; + +end. diff --git a/Game/Code/Classes/ULight.pas b/Game/Code/Classes/ULight.pas index 74681a85..99edc88c 100644 --- a/Game/Code/Classes/ULight.pas +++ b/Game/Code/Classes/ULight.pas @@ -1,149 +1,162 @@ -unit ULight;
-interface
-{$I switches.inc}
-
-type
- TLight = class
- private
- Enabled: boolean;
- Light: array[0..7] of boolean;
- LightTime: array[0..7] of real; // time to stop, need to call update to change state
- LastTime: real;
- public
- constructor Create;
- procedure Enable;
- procedure SetState(State: integer);
- procedure AutoSetState;
- procedure TurnOn;
- procedure TurnOff;
- procedure LightOne(Number: integer; Time: real);
- procedure Refresh;
- end;
-
-var
- Light: TLight;
-
-const
- Data = $378; // default port address
- Status = Data + 1;
- Control = Data + 2;
-
-implementation
-
-uses
- SysUtils,
- {$IFDEF UseSerialPort}
- zlportio,
- {$ENDIF}
- UTime;
-
-{$IFDEF FPC}
- function GetTime: TDateTime;
- {$IFDEF MSWINDOWS}
- var
- SystemTime: TSystemTime;
- begin
- GetLocalTime(SystemTime);
- with SystemTime do
- Result := EncodeTime(wHour, wMinute, wSecond, wMilliSeconds);
- end;
- {$ENDIF}
- {$IFDEF LINUX}
- var
- T: TTime_T;
- TV: TTimeVal;
- UT: TUnixTime;
- begin
- gettimeofday(TV, nil);
- T := TV.tv_sec;
- localtime_r(@T, UT);
- Result := EncodeTime(UT.tm_hour, UT.tm_min, UT.tm_sec, TV.tv_usec div 1000);
- end;
- {$ENDIF}
-{$ENDIF}
-
-
-constructor TLight.Create;
-begin
- Enabled := false;
-end;
-
-procedure TLight.Enable;
-begin
- Enabled := true;
- LastTime := GetTime;
-end;
-
-procedure TLight.SetState(State: integer);
-begin
- {$IFDEF UseSerialPort}
- if Enabled then
- PortWriteB($378, State);
- {$ENDIF}
-end;
-
-procedure TLight.AutoSetState;
-var
- State: integer;
-begin
- if Enabled then begin
- State := 0;
- if Light[0] then State := State + 2;
- if Light[1] then State := State + 1;
- // etc
- SetState(State);
- end;
-end;
-
-procedure TLight.TurnOn;
-begin
- if Enabled then
- SetState(3);
-end;
-
-procedure TLight.TurnOff;
-begin
- if Enabled then
- SetState(0);
-end;
-
-procedure TLight.LightOne(Number: integer; Time: real);
-begin
- if Enabled then begin
- if Light[Number] = false then begin
- Light[Number] := true;
- AutoSetState;
- end;
-
- LightTime[Number] := GetTime + Time/1000; // [s]
- end;
-end;
-
-procedure TLight.Refresh;
-var
- Time: real;
-// TimeSkip: real;
- L: integer;
-begin
- if Enabled then begin
- Time := GetTime;
-// TimeSkip := Time - LastTime;
- for L := 0 to 7 do begin
- if Light[L] = true then begin
- if LightTime[L] > Time then begin
- // jest jeszcze zapas - bez zmian
- //LightTime[L] := LightTime[L] - TimeSkip;
- end else begin
- // czas minal
- Light[L] := false;
- end;
- end;
- end;
- LastTime := Time;
- AutoSetState;
- end;
-end;
-
-end.
-
-
+unit ULight; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +type + TLight = class + private + Enabled: boolean; + Light: array[0..7] of boolean; + LightTime: array[0..7] of real; // time to stop, need to call update to change state + LastTime: real; + public + constructor Create; + procedure Enable; + procedure SetState(State: integer); + procedure AutoSetState; + procedure TurnOn; + procedure TurnOff; + procedure LightOne(Number: integer; Time: real); + procedure Refresh; + end; + +var + Light: TLight; + +const + Data = $378; // default port address + Status = Data + 1; + Control = Data + 2; + +implementation + +uses + SysUtils, + {$IFDEF UseSerialPort} + zlportio, + {$ENDIF} + {$IFNDEF win32} + libc, + {$ENDIF} + UTime; + +{$IFDEF FPC} + + function GetTime: TDateTime; + {$IFDEF win32} + var + SystemTime: TSystemTime; + begin + GetLocalTime(SystemTime); + with SystemTime do + Result := EncodeTime(wHour, wMinute, wSecond, wMilliSeconds); + end; + {$ELSE} + Type + Time_t = longint; + TTime_T = Time_t; + var + T : TTime_T; + TV: TTimeVal; + UT: TUnixTime; + begin + gettimeofday(TV, nil); + T := TV.tv_sec; + localtime_r(@T, @UT); + Result := EncodeTime(UT.tm_hour, UT.tm_min, UT.tm_sec, TV.tv_usec div 1000); + end; + {$ENDIF} + +{$ENDIF} + + +constructor TLight.Create; +begin + Enabled := false; +end; + +procedure TLight.Enable; +begin + Enabled := true; + LastTime := GetTime; +end; + +procedure TLight.SetState(State: integer); +begin + {$IFDEF UseSerialPort} + if Enabled then + PortWriteB($378, State); + {$ENDIF} +end; + +procedure TLight.AutoSetState; +var + State: integer; +begin + if Enabled then begin + State := 0; + if Light[0] then State := State + 2; + if Light[1] then State := State + 1; + // etc + SetState(State); + end; +end; + +procedure TLight.TurnOn; +begin + if Enabled then + SetState(3); +end; + +procedure TLight.TurnOff; +begin + if Enabled then + SetState(0); +end; + +procedure TLight.LightOne(Number: integer; Time: real); +begin + if Enabled then begin + if Light[Number] = false then begin + Light[Number] := true; + AutoSetState; + end; + + LightTime[Number] := GetTime + Time/1000; // [s] + end; +end; + +procedure TLight.Refresh; +var + Time: real; +// TimeSkip: real; + L: integer; +begin + if Enabled then begin + Time := GetTime; +// TimeSkip := Time - LastTime; + for L := 0 to 7 do begin + if Light[L] = true then begin + if LightTime[L] > Time then begin + // jest jeszcze zapas - bez zmian + //LightTime[L] := LightTime[L] - TimeSkip; + end else begin + // czas minal + Light[L] := false; + end; + end; + end; + LastTime := Time; + AutoSetState; + end; +end; + +end. + + diff --git a/Game/Code/Classes/ULog.pas b/Game/Code/Classes/ULog.pas index d03ad8ed..7c93c6e9 100644 --- a/Game/Code/Classes/ULog.pas +++ b/Game/Code/Classes/ULog.pas @@ -1,243 +1,253 @@ -unit ULog;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-uses Classes;
-
-type
- TLog = class
- BenchmarkTimeStart: array[0..7] of real;
- BenchmarkTimeLength: array[0..7] of real;//TDateTime;
-
- FileBenchmark: TextFile;
- FileBenchmarkO: boolean; // opened
- FileError: TextFile;
- FileErrorO: boolean; // opened
-
- Title: String; //Application Title
-
- //Should Log Files be written
- Enabled: Boolean;
-
- // destuctor
- destructor Free;
-
- // benchmark
- procedure BenchmarkStart(Number: integer);
- procedure BenchmarkEnd(Number: integer);
- procedure LogBenchmark(Text: string; Number: integer);
-
- // error
- procedure LogError(Text: string); overload;
-
- //Critical Error (Halt + MessageBox)
- procedure CriticalError(Text: string);
-
- // voice
- procedure LogVoice(SoundNr: integer);
-
- // compability
- procedure LogStatus(Log1, Log2: string);
- procedure LogError(Log1, Log2: string); overload;
- end;
-
-var
- Log: TLog;
-
-implementation
-
-uses
- Windows,
- SysUtils,
- DateUtils,
-// UFiles,
- UMain,
- URecord,
- UTime,
-// UIni, // JB - Seems to not be needed.
- UCommandLine;
-
-destructor TLog.Free;
-begin
- if FileBenchmarkO then CloseFile(FileBenchmark);
-// if FileAnalyzeO then CloseFile(FileAnalyze);
- if FileErrorO then CloseFile(FileError);
-end;
-
-procedure TLog.BenchmarkStart(Number: integer);
-begin
- BenchmarkTimeStart[Number] := USTime.GetTime; //Time;
-end;
-
-procedure TLog.BenchmarkEnd(Number: integer);
-begin
- BenchmarkTimeLength[Number] := USTime.GetTime {Time} - BenchmarkTimeStart[Number];
-end;
-
-procedure TLog.LogBenchmark(Text: string; Number: integer);
-var
- Minutes: integer;
- Seconds: integer;
- Miliseconds: integer;
-
- MinutesS: string;
- SecondsS: string;
- MilisecondsS: string;
-
- ValueText: string;
-begin
- if Enabled AND (Params.Benchmark) then begin
- if not FileBenchmarkO then begin
- FileBenchmarkO := true;
- AssignFile(FileBenchmark, LogPath + 'Benchmark.log');
- {$I-}
- Rewrite(FileBenchmark);
- if IOResult = 0 then FileBenchmarkO := true;
- {$I+}
-
- //If File is opened write Date to Benchmark File
- If (FileBenchmarkO) then
- begin
- WriteLn(FileBenchmark, Title + ' Benchmark File');
- WriteLn(FileBenchmark, 'Date: ' + DatetoStr(Now) + ' Time: ' + TimetoStr(Now));
- WriteLn(FileBenchmark, '-------------------');
-
- Flush(FileBenchmark);
- end;
- end;
-
- if FileBenchmarkO then begin
- Miliseconds := Trunc(Frac(BenchmarkTimeLength[Number]) * 1000);
- Seconds := Trunc(BenchmarkTimeLength[Number]) mod 60;
- Minutes := Trunc((BenchmarkTimeLength[Number] - Seconds) / 60);
-// ValueText := FloatToStr(BenchmarkTimeLength[Number]);
-
-{ ValueText := FloatToStr(
- SecondOf(BenchmarkTimeLength[Number]) + MilliSecondOf(BenchmarkTimeLength[Number])/1000
- );
- if MinuteOf(BenchmarkTimeLength[Number]) >= 1 then
- ValueText := IntToStr(MinuteOf(BenchmarkTimeLength[Number])) + ':' + ValueText;
- WriteLn(FileBenchmark, Text + ': ' + ValueText + ' seconds');}
-
- if (Minutes = 0) and (Seconds = 0) then begin
- MilisecondsS := IntToStr(Miliseconds);
- ValueText := MilisecondsS + ' miliseconds';
- end;
-
- if (Minutes = 0) and (Seconds >= 1) then begin
- MilisecondsS := IntToStr(Miliseconds);
- while Length(MilisecondsS) < 3 do MilisecondsS := '0' + MilisecondsS;
-
- SecondsS := IntToStr(Seconds);
-
- ValueText := SecondsS + ',' + MilisecondsS + ' seconds';
- end;
-
- if Minutes >= 1 then begin
- MilisecondsS := IntToStr(Miliseconds);
- while Length(MilisecondsS) < 3 do MilisecondsS := '0' + MilisecondsS;
-
- SecondsS := IntToStr(Seconds);
- while Length(SecondsS) < 2 do SecondsS := '0' + SecondsS;
-
- MinutesS := IntToStr(Minutes);
-
- ValueText := MinutesS + ':' + SecondsS + ',' + MilisecondsS + ' minutes';
- end;
-
- WriteLn(FileBenchmark, Text + ': ' + ValueText);
- Flush(FileBenchmark);
- end;
- end;
-end;
-
-procedure TLog.LogError(Text: string);
-begin
- if Enabled AND (not FileErrorO) then begin
- FileErrorO := true;
- AssignFile(FileError, LogPath + 'Error.log');
- {$I-}
- Rewrite(FileError);
- if IOResult = 0 then FileErrorO := true;
- {$I+}
-
- //If File is opened write Date to Error File
- If (FileErrorO) then
- begin
- WriteLn(FileError, Title + ' Error Log');
- WriteLn(FileError, 'Date: ' + DatetoStr(Now) + ' Time: ' + TimetoStr(Now));
- WriteLn(FileError, '-------------------');
-
- Flush(FileError);
- end;
- end;
-
- if FileErrorO then begin
- try
- WriteLn(FileError, Text);
- Flush(FileError);
- except
- FileErrorO := false;
- end;
- end;
-end;
-
-procedure TLog.LogVoice(SoundNr: integer);
-var
- FileVoice: File;
- FS: TFileStream;
- FileName: string;
- Num: integer;
- BL: integer;
-begin
- for Num := 1 to 9999 do begin
- FileName := IntToStr(Num);
- while Length(FileName) < 4 do FileName := '0' + FileName;
- FileName := LogPath + 'Voice' + FileName + '.raw';
- if not FileExists(FileName) then break
- end;
-
-
- FS := TFileStream.Create(FileName, fmCreate);
-
- for BL := 0 to High(Sound[SoundNr].BufferLong) do begin
- Sound[SoundNr].BufferLong[BL].Seek(0, soBeginning);
- FS.CopyFrom(Sound[SoundNr].BufferLong[BL], Sound[SoundNr].BufferLong[BL].Size);
- end;
-
- FS.Free;
-end;
-
-procedure TLog.LogStatus(Log1, Log2: string);
-begin
- //Just for Debugging
- //Comment for Release
- //LogAnalyze (Log2 + ': ' + Log1);
-
- LogError(Log2 + ': ' + Log1);
-end;
-
-procedure TLog.LogError(Log1, Log2: string);
-begin
-//asd
-end;
-
-procedure TLog.CriticalError(Text: string);
-begin
- //Write Error to Logfile:
- LogError (Text);
-
- //Show Errormessage
- Messagebox(0, PChar(Text), PChar(Title), MB_ICONERROR or MB_OK);
-
- //Exit Application
- Halt;
-end;
-
-end.
-
-
+unit ULog; + +interface + +{$I switches.inc} + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +uses Classes; + +type + TLog = class + BenchmarkTimeStart: array[0..7] of real; + BenchmarkTimeLength: array[0..7] of real;//TDateTime; + + FileBenchmark: TextFile; + FileBenchmarkO: boolean; // opened + FileError: TextFile; + FileErrorO: boolean; // opened + + Title: String; //Application Title + + //Should Log Files be written + Enabled: Boolean; + + // destuctor + destructor Free; + + // benchmark + procedure BenchmarkStart(Number: integer); + procedure BenchmarkEnd(Number: integer); + procedure LogBenchmark(Text: string; Number: integer); + + // error + procedure LogError(Text: string); overload; + + //Critical Error (Halt + MessageBox) + procedure CriticalError(Text: string); + + // voice + procedure LogVoice(SoundNr: integer); + + // compability + procedure LogStatus(Log1, Log2: string); + procedure LogError(Log1, Log2: string); overload; + end; + +var + Log: TLog; + +implementation + +uses + {$IFDEF win32} + windows, + {$ENDIF} + SysUtils, + DateUtils, +// UFiles, + UMain, + URecord, + UTime, +// UIni, // JB - Seems to not be needed. + UCommandLine; + +destructor TLog.Free; +begin + if FileBenchmarkO then CloseFile(FileBenchmark); +// if FileAnalyzeO then CloseFile(FileAnalyze); + if FileErrorO then CloseFile(FileError); +end; + +procedure TLog.BenchmarkStart(Number: integer); +begin + BenchmarkTimeStart[Number] := USTime.GetTime; //Time; +end; + +procedure TLog.BenchmarkEnd(Number: integer); +begin + BenchmarkTimeLength[Number] := USTime.GetTime {Time} - BenchmarkTimeStart[Number]; +end; + +procedure TLog.LogBenchmark(Text: string; Number: integer); +var + Minutes: integer; + Seconds: integer; + Miliseconds: integer; + + MinutesS: string; + SecondsS: string; + MilisecondsS: string; + + ValueText: string; +begin + if Enabled AND (Params.Benchmark) then begin + if not FileBenchmarkO then begin + FileBenchmarkO := true; + AssignFile(FileBenchmark, LogPath + 'Benchmark.log'); + {$I-} + Rewrite(FileBenchmark); + if IOResult = 0 then FileBenchmarkO := true; + {$I+} + + //If File is opened write Date to Benchmark File + If (FileBenchmarkO) then + begin + WriteLn(FileBenchmark, Title + ' Benchmark File'); + WriteLn(FileBenchmark, 'Date: ' + DatetoStr(Now) + ' Time: ' + TimetoStr(Now)); + WriteLn(FileBenchmark, '-------------------'); + + Flush(FileBenchmark); + end; + end; + + if FileBenchmarkO then begin + Miliseconds := Trunc(Frac(BenchmarkTimeLength[Number]) * 1000); + Seconds := Trunc(BenchmarkTimeLength[Number]) mod 60; + Minutes := Trunc((BenchmarkTimeLength[Number] - Seconds) / 60); +// ValueText := FloatToStr(BenchmarkTimeLength[Number]); + +{ ValueText := FloatToStr( + SecondOf(BenchmarkTimeLength[Number]) + MilliSecondOf(BenchmarkTimeLength[Number])/1000 + ); + if MinuteOf(BenchmarkTimeLength[Number]) >= 1 then + ValueText := IntToStr(MinuteOf(BenchmarkTimeLength[Number])) + ':' + ValueText; + WriteLn(FileBenchmark, Text + ': ' + ValueText + ' seconds');} + + if (Minutes = 0) and (Seconds = 0) then begin + MilisecondsS := IntToStr(Miliseconds); + ValueText := MilisecondsS + ' miliseconds'; + end; + + if (Minutes = 0) and (Seconds >= 1) then begin + MilisecondsS := IntToStr(Miliseconds); + while Length(MilisecondsS) < 3 do MilisecondsS := '0' + MilisecondsS; + + SecondsS := IntToStr(Seconds); + + ValueText := SecondsS + ',' + MilisecondsS + ' seconds'; + end; + + if Minutes >= 1 then begin + MilisecondsS := IntToStr(Miliseconds); + while Length(MilisecondsS) < 3 do MilisecondsS := '0' + MilisecondsS; + + SecondsS := IntToStr(Seconds); + while Length(SecondsS) < 2 do SecondsS := '0' + SecondsS; + + MinutesS := IntToStr(Minutes); + + ValueText := MinutesS + ':' + SecondsS + ',' + MilisecondsS + ' minutes'; + end; + + WriteLn(FileBenchmark, Text + ': ' + ValueText); + Flush(FileBenchmark); + end; + end; +end; + +procedure TLog.LogError(Text: string); +begin + if Enabled AND (not FileErrorO) then begin + FileErrorO := true; + AssignFile(FileError, LogPath + 'Error.log'); + {$I-} + Rewrite(FileError); + if IOResult = 0 then FileErrorO := true; + {$I+} + + //If File is opened write Date to Error File + If (FileErrorO) then + begin + WriteLn(FileError, Title + ' Error Log'); + WriteLn(FileError, 'Date: ' + DatetoStr(Now) + ' Time: ' + TimetoStr(Now)); + WriteLn(FileError, '-------------------'); + + Flush(FileError); + end; + end; + + if FileErrorO then begin + try + WriteLn(FileError, Text); + Flush(FileError); + except + FileErrorO := false; + end; + end; +end; + +procedure TLog.LogVoice(SoundNr: integer); +var + FileVoice: File; + FS: TFileStream; + FileName: string; + Num: integer; + BL: integer; +begin + for Num := 1 to 9999 do begin + FileName := IntToStr(Num); + while Length(FileName) < 4 do FileName := '0' + FileName; + FileName := LogPath + 'Voice' + FileName + '.raw'; + if not FileExists(FileName) then break + end; + + + FS := TFileStream.Create(FileName, fmCreate); + + for BL := 0 to High(Sound[SoundNr].BufferLong) do begin + Sound[SoundNr].BufferLong[BL].Seek(0, soBeginning); + FS.CopyFrom(Sound[SoundNr].BufferLong[BL], Sound[SoundNr].BufferLong[BL].Size); + end; + + FS.Free; +end; + +procedure TLog.LogStatus(Log1, Log2: string); +begin + //Just for Debugging + //Comment for Release + //LogAnalyze (Log2 + ': ' + Log1); + + LogError(Log2 + ': ' + Log1); +end; + +procedure TLog.LogError(Log1, Log2: string); +begin +//asd +end; + +procedure TLog.CriticalError(Text: string); +begin + //Write Error to Logfile: + LogError (Text); + + {$IFDEF win32} + //Show Errormessage + Messagebox(0, PChar(Text), PChar(Title), MB_ICONERROR or MB_OK); + {$ELSE} + // TODO - JB_Linux handle critical error so user can see message. + writeln( 'Critical ERROR :' ); + writeln( Text ); + {$ENDIF} + + //Exit Application + Halt; +end; + +end. + + diff --git a/Game/Code/Classes/UMain.pas b/Game/Code/Classes/UMain.pas index 646724df..f06345ec 100644 --- a/Game/Code/Classes/UMain.pas +++ b/Game/Code/Classes/UMain.pas @@ -1,781 +1,792 @@ -unit UMain;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses SDL, UGraphic, UMusic, URecord, UTime, SysUtils, UDisplay, UIni, ULog, ULyrics, UScreenSing,
- OpenGL12,
-
- {$IFDEF UseSerialPort}
- zlportio {you can disable it and all PortWriteB calls},
- {$ENDIF}
-
- ULCD, ULight, UThemes{, UScreenPopup};
-
-type
- TPlayer = record
- Name: string;
-
- Score: real;
- ScoreLine: real;
- ScoreGolden: real;
-
- ScoreI: integer;
- ScoreLineI: integer;
- ScoreGoldenI: integer;
- ScoreTotalI: integer;
-
-
-
- //SingBar Mod
- ScoreLast: Real;//Last Line Score
- ScorePercent: integer;//Aktual Fillstate of the SingBar
- ScorePercentTarget: integer;//Target Fillstate of the SingBar
- //end Singbar Mod
-
- //PhrasenBonus - Line Bonus Mod
- LineBonus_PosX: Single;
- LineBonus_PosY: Single;
- LineBonus_Alpha: Single;
- LineBonus_Visible: boolean;
- LineBonus_Text: string;
- LineBonus_Color: TRGB;
- LineBonus_Age: Integer;
- LineBonus_Rating: Integer;
- //Variable vor Positioning -> Set on ScreenShow, different when Playercount Changes
- LineBonus_TargetX: integer;
- LineBonus_TargetY: integer;
- LineBonus_StartX: integer;
- LineBonus_StartY: integer;
- //PhrasenBonus - Line Bonus Mod End
-
- //PerfectLineTwinkle Mod (effect)
- LastSentencePerfect: Boolean;
- //PerfectLineTwinkle Mod end
-
-
-// Meter: real;
-
- HighNut: integer;
- IlNut: integer;
- Nuta: array of record
- Start: integer;
- Dlugosc: integer;
- Detekt: real; // dokladne miejsce, w ktorym wykryto ta nute
- Ton: real;
- Perfect: boolean; // true if the note matches the original one, lit the star
-
-
-
- // Half size Notes Patch
- Hit: boolean; // true if the note Hits the Line
- //end Half size Notes Patch
-
-
-
- end;
- end;
-
-
-var
- //Absolute Paths
- GamePath: string;
- SoundPath: string;
- SongPath: string;
- LogPath: string;
- ThemePath: string;
- ScreenshotsPath: string;
- CoversPath: string;
- LanguagesPath: string;
- PluginPath: string;
- PlayListPath: string;
-
- OGL: Boolean;
- Done: Boolean;
- Event: TSDL_event;
- FileName: string;
- Restart: boolean;
-
- // gracz i jego nuty
- Player: array of TPlayer;
- PlayersPlay: integer;
-
-procedure InitializePaths;
-
-procedure MainLoop;
-procedure CheckEvents;
-procedure Sing(Sender: TScreenSing);
-procedure NewSentence(Sender: TScreenSing);
-procedure NewBeat(Sender: TScreenSing); // executed when on then new beat
-procedure NewBeatC(Sender: TScreenSing); // executed when on then new beat for click
-procedure NewBeatD(Sender: TScreenSing); // executed when on then new beat for detection
-//procedure NewHalf; // executed when in the half between beats
-procedure NewNote(Sender: TScreenSing); // detect note
-function GetMidBeat(Time: real): real;
-function GetTimeFromBeat(Beat: integer): real;
-procedure ClearScores(PlayerNum: integer);
-
-implementation
-uses USongs, UJoystick, math, UCommandLine;
-
-procedure MainLoop;
-var
- Delay: integer;
-begin
- SDL_EnableKeyRepeat(125, 125);
- While not Done do
- Begin
- // joypad
- if (Ini.Joypad = 1) OR (Params.Joypad) then
- Joy.Update;
-
- // keyboard events
- CheckEvents;
-
- // display
- done := not Display.Draw;
- SwapBuffers;
-
- // light
- Light.Refresh;
-
- // delay
- CountMidTime;
-// if 1000*TimeMid > 100 then beep;
- Delay := Floor(1000 / 100 - 1000 * TimeMid);
- if Delay >= 1 then
- SDL_Delay(Delay); // dynamic, maximum is 100 fps
- CountSkipTime;
-
- // reinitialization of graphics
- if Restart then begin
- Reinitialize3D;
- Restart := false;
- end;
-
- End;
- UnloadOpenGL;
-End;
-
-Procedure CheckEvents;
-//var
-// p: pointer;
-Begin
- if not Assigned(Display.NextScreen) then
- While SDL_PollEvent( @event ) = 1 Do
- Begin
-// beep;
- Case Event.type_ Of
- SDL_QUITEV: begin
- Display.Fade := 0;
- Display.NextScreenWithCheck := nil;
- Display.CheckOK := True;
- end;
-{ SDL_MOUSEBUTTONDOWN:
- With Event.button Do
- Begin
- If State = SDL_BUTTON_LEFT Then
- Begin
- //
- End;
- End; // With}
- SDL_KEYDOWN:
- begin
- //ScreenShot hack. If Print is pressed-> Make screenshot and Save to Screenshots Path
- if (Event.key.keysym.sym = SDLK_SYSREQ) then
- Display.ScreenShot
-
- // popup hack... if there is a visible popup then let it handle input instead of underlying screen
- // shoud be done in a way to be sure the topmost popup has preference (maybe error, then check)
- else if (ScreenPopupError <> NIL) and (ScreenPopupError.Visible) then
- done := not ScreenPopupError.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True)
- else if (ScreenPopupCheck <> NIL) AND (ScreenPopupCheck.Visible) then
- done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True)
- // end of popup hack
-
- else
- begin
- // check for Screen want to Exit
- done := Not Display.ActualScreen^.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True);
-
- //If Screen wants to Exit
- if done then
- begin
- //If Question Option is enabled then Show Exit Popup
- if (Ini.AskbeforeDel = 1) then
- begin
- Display.ActualScreen^.CheckFadeTo(NIL,'MSG_QUIT_USDX');
- end
- else //When asking for exit is disabled then simply exit
- begin
- Display.Fade := 0;
- Display.NextScreenWithCheck := nil;
- Display.CheckOK := True;
- end;
- end;
-
- end; // if (Not Display.ActualScreen^.ParseInput(Event.key.keysym.scancode, True)) then
- end;
-// SDL_JOYAXISMOTION:
-// begin
-// beep
-// end;
- SDL_JOYBUTTONDOWN:
- begin
- beep
- end;
- End; // Case Event.type_
- End; // While
-End; // CheckEvents
-
-function GetTimeForBeats(BPM, Beats: real): real;
-begin
- Result := 60 / BPM * Beats;
-end;
-
-function GetBeats(BPM, msTime: real): real;
-begin
- Result := BPM * msTime / 60;
-end;
-
-procedure GetMidBeatSub(BPMNum: integer; var Time: real; var CurBeat: real);
-var
- NewTime: real;
-begin
- if High(AktSong.BPM) = BPMNum then begin
- // last BPM
- CurBeat := AktSong.BPM[BPMNum].StartBeat + GetBeats(AktSong.BPM[BPMNum].BPM, Time);
- Time := 0;
- end else begin
- // not last BPM
- // count how much time is it for start of the new BPM and store it in NewTime
- NewTime := GetTimeForBeats(AktSong.BPM[BPMNum].BPM, AktSong.BPM[BPMNum+1].StartBeat - AktSong.BPM[BPMNum].StartBeat);
-
- // compare it to remaining time
- if (Time - NewTime) > 0 then begin
- // there is still remaining time
- CurBeat := AktSong.BPM[BPMNum].StartBeat;
- Time := Time - NewTime;
- end else begin
- // there is no remaining time
- CurBeat := AktSong.BPM[BPMNum].StartBeat + GetBeats(AktSong.BPM[BPMNum].BPM, Time);
- Time := 0;
- end; // if
- end; // if
-end;
-
-function GetMidBeat(Time: real): real;
-var
- CurBeat: real;
- CurBPM: integer;
-// TopBeat: real;
-// TempBeat: real;
-// TempTime: real;
-begin
- Result := 0;
- if Length(AktSong.BPM) = 1 then Result := Time * AktSong.BPM[0].BPM / 60;
-
- (* 2 BPMs *)
-{ if Length(AktSong.BPM) > 1 then begin
- (* new system *)
- CurBeat := 0;
- TopBeat := GetBeats(AktSong.BPM[0].BPM, Time);
- if TopBeat > AktSong.BPM[1].StartBeat then begin
- // analyze second BPM
- Time := Time - GetTimeForBeats(AktSong.BPM[0].BPM, AktSong.BPM[1].StartBeat - CurBeat);
- CurBeat := AktSong.BPM[1].StartBeat;
- TopBeat := GetBeats(AktSong.BPM[1].BPM, Time);
- Result := CurBeat + TopBeat;
-
- end else begin
- (* pierwszy przedzial *)
- Result := TopBeat;
- end;
- end; // if}
-
- (* more BPMs *)
- if Length(AktSong.BPM) > 1 then begin
-
- CurBeat := 0;
- CurBPM := 0;
- while (Time > 0) do begin
- GetMidBeatSub(CurBPM, Time, CurBeat);
- Inc(CurBPM);
- end;
-
- Result := CurBeat;
- end; // if
-end;
-
-function GetTimeFromBeat(Beat: integer): real;
-var
- CurBPM: integer;
-begin
- Result := 0;
- if Length(AktSong.BPM) = 1 then Result := AktSong.GAP / 1000 + Beat * 60 / AktSong.BPM[0].BPM;
-
- (* more BPMs *)
- if Length(AktSong.BPM) > 1 then begin
- Result := AktSong.GAP / 1000;
- CurBPM := 0;
- while (CurBPM <= High(AktSong.BPM)) and (Beat > AktSong.BPM[CurBPM].StartBeat) do begin
- if (CurBPM < High(AktSong.BPM)) and (Beat >= AktSong.BPM[CurBPM+1].StartBeat) then begin
- // full range
- Result := Result + (60 / AktSong.BPM[CurBPM].BPM) * (AktSong.BPM[CurBPM+1].StartBeat - AktSong.BPM[CurBPM].StartBeat);
- end;
-
- if (CurBPM = High(AktSong.BPM)) or (Beat < AktSong.BPM[CurBPM+1].StartBeat) then begin
- // in the middle
- Result := Result + (60 / AktSong.BPM[CurBPM].BPM) * (Beat - AktSong.BPM[CurBPM].StartBeat);
- end;
- Inc(CurBPM);
- end;
-
-{ while (Time > 0) do begin
- GetMidBeatSub(CurBPM, Time, CurBeat);
- Inc(CurBPM);
- end;}
- end; // if}
-end;
-
-procedure Sing(Sender: TScreenSing);
-var
- Pet: integer;
- PetGr: integer;
- CP: integer;
- Done: real;
- N: integer;
-begin
- Czas.Teraz := Czas.Teraz + TimeSkip;
-
- Czas.OldBeat := Czas.AktBeat;
- Czas.MidBeat := GetMidBeat(Czas.Teraz - (AktSong.Gap{ + 90 I've forgotten for what it is}) / 1000); // new system with variable BPM in function
- Czas.AktBeat := Floor(Czas.MidBeat);
-
-// Czas.OldHalf := Czas.AktHalf;
-// Czas.MidHalf := Czas.MidBeat + 0.5;
-// Czas.AktHalf := Floor(Czas.MidHalf);
-
- Czas.OldBeatC := Czas.AktBeatC;
- Czas.MidBeatC := GetMidBeat(Czas.Teraz - (AktSong.Gap) / 1000);
- Czas.AktBeatC := Floor(Czas.MidBeatC);
-
- Czas.OldBeatD := Czas.AktBeatD;
- Czas.MidBeatD := -0.5+GetMidBeat(Czas.Teraz - (AktSong.Gap + 120 + 20) / 1000); // MidBeat with addition GAP
- Czas.AktBeatD := Floor(Czas.MidBeatD);
- Czas.FracBeatD := Frac(Czas.MidBeatD);
-
- // sentences routines
- for PetGr := 0 to 0 do begin;//High(Gracz) do begin
- CP := PetGr;
- // ustawianie starej czesci
- Czas.OldCzesc := Czesci[CP].Akt;
-
- // wybieranie aktualnej czesci
- for Pet := 0 to Czesci[CP].High do
- if Czas.AktBeat >= Czesci[CP].Czesc[Pet].Start then Czesci[CP].Akt := Pet;
-
- // czysczenie nut gracza, gdy to jest nowa plansza
- // (optymizacja raz na halfbeat jest zla)
- if Czesci[CP].Akt <> Czas.OldCzesc then NewSentence(Sender);
-
- end; // for PetGr
-
- // wykonuje operacje raz na beat
- if (Czas.AktBeat >= 0) and (Czas.OldBeat <> Czas.AktBeat) then
- NewBeat(Sender);
-
- // make some operations on clicks
- if {(Czas.AktBeatC >= 0) and }(Czas.OldBeatC <> Czas.AktBeatC) then
- NewBeatC(Sender);
-
- // make some operations when detecting new voice pitch
- if (Czas.AktBeatD >= 0) and (Czas.OldBeatD <> Czas.AktBeatD) then
- NewBeatD(Sender);
-
- // wykonuje operacje w polowie beatu
-// if (Czas.AktHalf >= 1) and (Czas.OldHalf <> Czas.AktHalf) then
-// NewHalf;
-
- // plynnie przesuwa text
- Done := 1;
- for N := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do
- if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start <= Czas.MidBeat)
- and (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start + Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc >= Czas.MidBeat) then
- Done := (Czas.MidBeat - Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start) / (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc);
-
- N := Czesci[0].Czesc[Czesci[0].Akt].HighNut;
-
- // wylacza ostatnia nute po przejsciu
- if (Ini.LyricsEffect = 1) and (Done = 1) and
- (Czas.MidBeat > Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start + Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc)
- then Sender.LyricMain.Selected := -1;
-
- if Done > 1 then Done := 1;
- Sender.LyricMain.Done := Done;
-
- // use Done with LCD
-{ with ScreenSing do begin
- if LyricMain.Selected >= 0 then begin
- LCD.MoveCursor(1, LyricMain.SelectedLetter + Round((LyricMain.SelectedLength-1) * Done));
- LCD.ShowCursor;
- end;
- end;}
-
-
-end;
-
-procedure NewSentence(Sender: TScreenSing);
-var
-G: Integer;
-begin
- // czyszczenie nut graczy
- for G := 0 to High(Player) do begin
- Player[G].IlNut := 0;
- Player[G].HighNut := -1;
- SetLength(Player[G].Nuta, 0);
- end;
-
- // wstawianie tekstow
- with Sender do begin
- LyricMain.AddCzesc(Czesci[0].Akt);
- if Czesci[0].Akt < Czesci[0].High then
- LyricSub.AddCzesc(Czesci[0].Akt+1)
- else
- LyricSub.Clear;
- end;
-
- Sender.UpdateLCD;
-
- //On Sentence Change...
- Sender.onSentenceChange(Czesci[0].Akt);
-end;
-
-procedure NewBeat(Sender: TScreenSing);
-var
- Pet: integer;
-// TempBeat: integer;
-begin
- // ustawia zaznaczenie tekstu
-// SingScreen.LyricMain.Selected := -1;
- for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do
- if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeat) then begin
- // operates on currently beated note
- Sender.LyricMain.Selected := Pet;
-
-// LCD.MoveCursor(1, ScreenSing.LyricMain.SelectedLetter);
-// LCD.ShowCursor;
-
- LCD.MoveCursorBR(Sender.LyricMain.SelectedLetter);
- LCD.ShowCursor;
-
- end;
-end;
-
-procedure NewBeatC;
-var
- Pet: integer;
-// LPT_1: integer;
-// LPT_2: integer;
-begin
-// LPT_1 := 1;
-// LPT_2 := 1;
-
- // beat click
- if (Ini.BeatClick = 1) and ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod Czesci[0].Resolution = 0) then
- Music.PlayClick;
-
- // debug system on LPT
- if ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod Czesci[0].Resolution = 0) then begin
- //LPT_1 := 0;
-// Light.LightOne(0, 150);
-
- Light.LightOne(1, 200); // beat light
- if ParamStr(1) = '-doublelights' then
- Light.LightOne(0, 200); // beat light
-
-
-{ if ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod (Czesci[0].Resolution * 2) = 0) then
- Light.LightOne(0, 150)
- else
- Light.LightOne(1, 150)}
- end;
-
- for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do
- if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeatC) then begin
- // click assist
- if Ini.ClickAssist = 1 then
- Music.PlayClick;
-
- //LPT_2 := 0;
- if ParamStr(1) <> '-doublelights' then
- Light.LightOne(0, 150); //125
-
-
- // drum machine
-(* TempBeat := Czas.AktBeat;// + 2;
- if (TempBeat mod 8 = 0) then Music.PlayDrum;
- if (TempBeat mod 8 = 4) then Music.PlayClap;
-// if (TempBeat mod 4 = 2) then Music.PlayHihat;
- if (TempBeat mod 4 <> 0) then Music.PlayHihat;*)
- end;
-
- {$IFDEF UseSerialPort}
- // PortWriteB($378, LPT_1 + LPT_2 * 2); // 0 zapala
- {$ENDIF}
-end;
-
-procedure NewBeatD(Sender: TScreenSing);
-begin
- NewNote(Sender);
-end;
-
-//procedure NewHalf;
-//begin
-// NewNote;
-//end;
-
-procedure NewNote(Sender: TScreenSing);
-var
- CP: integer; // current player
- S: integer; // sentence
- SMin: integer;
- SMax: integer;
- SDet: integer; // temporary: sentence of detected note
- Pet: integer;
- Mozna: boolean;
- Nowa: boolean;
- Range: integer;
- NoteHit:boolean;
-begin
-// Log.LogStatus('Beat ' + IntToStr(Czas.AktBeat) + ' HalfBeat ' + IntToStr(Czas.AktHalf), 'NewBeat');
-// beep;
-
- // analizuje dla obu graczy ten sam sygnal (Sound.OneSrcForBoth)
- // albo juz lepiej nie
- for CP := 0 to PlayersPlay-1 do begin
-
- // analyze buffer
- Sound[CP].AnalizujBufor;
-
- // adds some noise
-// Czas.Ton := Czas.Ton + Round(Random(3)) - 1;
-
- // 0.5.0: count min and max sentence range for checking (detection is delayed to the notes we see on the screen)
- SMin := Czesci[0].Akt-1;
- if SMin < 0 then SMin := 0;
- SMax := Czesci[0].Akt;
-
- // check if we can add new note
- Mozna := false;
- SDet:=SMin;
- for S := SMin to SMax do
- for Pet := 0 to Czesci[0].Czesc[S].HighNut do
- if ((Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.AktBeatD)
- and (Czesci[0].Czesc[S].Nuta[Pet].Start + Czesci[0].Czesc[S].Nuta[Pet].Dlugosc - 1 >= Czas.AktBeatD))
- and (not Czesci[0].Czesc[S].Nuta[Pet].FreeStyle) // but don't allow when it's FreeStyle note
- and (Czesci[0].Czesc[S].Nuta[Pet].Dlugosc > 0) // and make sure the note lenghts is at least 1
- then begin
- SDet := S;
- Mozna := true;
- Break;
- end;
-
- S := SDet;
-
-
-
-
-
-// Czas.SzczytJest := true;
-// Czas.Ton := 27;
-
- // gdy moze, to dodaje nute
- if (Sound[CP].SzczytJest) and (Mozna) then begin
- // operowanie na ostatniej nucie
- for Pet := 0 to Czesci[0].Czesc[S].HighNut do
- if (Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.OldBeatD+1)
- and (Czesci[0].Czesc[S].Nuta[Pet].Start +
- Czesci[0].Czesc[S].Nuta[Pet].Dlugosc > Czas.OldBeatD+1) then begin
- // to robi, tylko dla pary nut (oryginalnej i gracza)
-
- // przesuwanie tonu w odpowiednia game
- while (Sound[CP].Ton - Czesci[0].Czesc[S].Nuta[Pet].Ton > 6) do
- Sound[CP].Ton := Sound[CP].Ton - 12;
- while (Sound[CP].Ton - Czesci[0].Czesc[S].Nuta[Pet].Ton < -6) do
- Sound[CP].Ton := Sound[CP].Ton + 12;
-
- // Half size Notes Patch
- NoteHit := false;
-
- //if Ini.Difficulty = 0 then Range := 2;
- //if Ini.Difficulty = 1 then Range := 1;
- //if Ini.Difficulty = 2 then Range := 0;
- Range := 2 - Ini.Difficulty;
- if abs(Czesci[0].Czesc[S].Nuta[Pet].Ton - Sound[CP].Ton) <= Range then begin
- Sound[CP].Ton := Czesci[0].Czesc[S].Nuta[Pet].Ton;
-
-
- // Half size Notes Patch
- NoteHit := true;
-
-
- if (Ini.LineBonus = 0) then
- begin
- // add points without LineBonus
- case Czesci[0].Czesc[S].Nuta[Pet].Wartosc of
- 1: Player[CP].Score := Player[CP].Score + 10000 / Czesci[0].Wartosc *
- Czesci[0].Czesc[S].Nuta[Pet].Wartosc;
- 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 10000 / Czesci[0].Wartosc *
- Czesci[0].Czesc[S].Nuta[Pet].Wartosc;
- end;
- end
- else
- begin
- // add points with Line Bonus
- case Czesci[0].Czesc[S].Nuta[Pet].Wartosc of
- 1: Player[CP].Score := Player[CP].Score + 9000 / Czesci[0].Wartosc *
- Czesci[0].Czesc[S].Nuta[Pet].Wartosc;
- 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 9000 / Czesci[0].Wartosc *
- Czesci[0].Czesc[S].Nuta[Pet].Wartosc;
- end;
- end;
-
- Player[CP].ScoreI := Floor(Player[CP].Score / 10) * 10;
- Player[CP].ScoreGoldenI := Floor(Player[CP].ScoreGolden / 10) * 10;
-
- Player[CP].ScoreTotalI := Player[CP].ScoreI + Player[CP].ScoreGoldenI + Player[CP].ScoreLineI;
- end;
-
- end; // operowanie
-
- // sprawdzanie czy to nowa nuta, czy przedluzenie
- if S = SMax then begin
- Nowa := true;
- // jezeli ostatnia ma ten sam ton
- if (Player[CP].IlNut > 0 ) and (Player[CP].Nuta[Player[CP].HighNut].Ton = Sound[CP].Ton)
- and (Player[CP].Nuta[Player[CP].HighNut].Start + Player[CP].Nuta[Player[CP].HighNut].Dlugosc = Czas.AktBeatD)
- then Nowa := false;
- // jezeli jest jakas nowa nuta na sprawdzanym beacie
- for Pet := 0 to Czesci[0].Czesc[S].HighNut do
- if (Czesci[0].Czesc[S].Nuta[Pet].Start = Czas.AktBeatD) then
- Nowa := true;
-
- // dodawanie nowej nuty
- if Nowa then begin
- // nowa nuta
- Player[CP].IlNut := Player[CP].IlNut + 1;
- Player[CP].HighNut := Player[CP].HighNut + 1;
- SetLength(Player[CP].Nuta, Player[CP].IlNut);
- Player[CP].Nuta[Player[CP].HighNut].Start := Czas.AktBeatD;
- Player[CP].Nuta[Player[CP].HighNut].Dlugosc := 1;
- Player[CP].Nuta[Player[CP].HighNut].Ton := Sound[CP].Ton; // Ton || TonDokl
- Player[CP].Nuta[Player[CP].HighNut].Detekt := Czas.MidBeat;
-
-
- // Half Note Patch
- Player[CP].Nuta[Player[CP].HighNut].Hit := NoteHit;
-
-
- // Log.LogStatus('Nowa Nuta ' + IntToStr(Gracz.Nuta[Gracz.HighNut].Start), 'NewBeat');
-
- end else begin
- // przedluzenie nuty
- Player[CP].Nuta[Player[CP].HighNut].Dlugosc := Player[CP].Nuta[Player[CP].HighNut].Dlugosc + 1;
- end;
-
-
- // check for perfect note and then lit the star (on Draw)
- for Pet := 0 to Czesci[0].Czesc[S].HighNut do
- if (Czesci[0].Czesc[S].Nuta[Pet].Start = Player[CP].Nuta[Player[CP].HighNut].Start)
- and (Czesci[0].Czesc[S].Nuta[Pet].Dlugosc = Player[CP].Nuta[Player[CP].HighNut].Dlugosc)
- and (Czesci[0].Czesc[S].Nuta[Pet].Ton = Player[CP].Nuta[Player[CP].HighNut].Ton) then begin
- Player[CP].Nuta[Player[CP].HighNut].Perfect := true;
- end;
-
- end;// else beep; // if S = SMax
-
- end; // if moze
- end; // for CP
-// Log.LogStatus('EndBeat', 'NewBeat');
-
-//On Sentence End -> For LineBonus + SingBar
-if (sDet >= low(Czesci[0].Czesc)) AND (sDet <= high(Czesci[0].Czesc)) then
-if ((Czesci[0].Czesc[SDet].Nuta[Czesci[0].Czesc[SDet].HighNut].Start + Czesci[0].Czesc[SDet].Nuta[Czesci[0].Czesc[SDet].HighNut].Dlugosc - 1) = Czas.AktBeatD) then
- Sender.onSentenceEnd(sDet);
-
-end;
-
-procedure ClearScores(PlayerNum: integer);
-begin
- Player[PlayerNum].Score := 0;
- Player[PlayerNum].ScoreI := 0;
- Player[PlayerNum].ScoreLine := 0;
- Player[PlayerNum].ScoreLineI := 0;
- Player[PlayerNum].ScoreGolden := 0;
- Player[PlayerNum].ScoreGoldenI := 0;
- Player[PlayerNum].ScoreTotalI := 0;
-
-
- //SingBar Mod
- Player[PlayerNum].ScoreLast := 0;
- Player[PlayerNum].ScorePercent := 50;// Sets to 50% when song starts
- Player[PlayerNum].ScorePercentTarget := 50;// Sets to 50% when song starts
- //end SingBar Mod
-
- //PhrasenBonus - Line Bonus Mod
- Player[PlayerNum].LineBonus_Visible := False; //Hide Line Bonus
- Player[PlayerNum].LineBonus_Alpha := 0;
- Player[PlayerNum].LineBonus_TargetX := 70 + PlayerNum*500;
- Player[PlayerNum].LineBonus_TargetY := 30;
- //PhrasenBonus - Line Bonus Mod End
-end;
-
-//--------------------
-// Function sets all Absolute Paths e.g. Song Path and makes sure the Directorys exist
-//--------------------
-procedure InitializePaths;
-
- // Initialize a Path Variable
- // After Setting Paths, make sure that Paths exist
- function initialize_path( out aPathVar : String; const aLocation : String ): boolean;
- var
- lWriteable: Boolean;
- begin
- aPathVar := aLocation;
-
- If DirectoryExists(aPathVar) then
- lWriteable := ForceDirectories(aPathVar)
- else
- lWriteable := false;
-
- if not lWriteable then
- Log.LogError('Error: Dir ('+ aLocation +') is Readonly');
-
- result := lWriteable;
- end;
-
-begin
-
- GamePath := ExtractFilePath(ParamStr(0));
-
- initialize_path( LogPath , GamePath );
- initialize_path( SoundPath , GamePath + 'Sounds\' );
- initialize_path( SongPath , GamePath + 'Songs\' );
- initialize_path( ThemePath , GamePath + 'Themes\' );
- initialize_path( ScreenshotsPath , GamePath + 'Screenshots\');
- initialize_path( CoversPath , GamePath + 'Covers\' );
- initialize_path( LanguagesPath , GamePath + 'Languages\' );
- initialize_path( PluginPath , GamePath + 'Plugins\' );
- initialize_path( PlaylistPath , GamePath + 'Playlists\' );
-
- DecimalSeparator := ',';
-end;
-
-end.
-
+unit UMain; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SDL, + UGraphic, + UMusic, + URecord, + UTime, + SysUtils, + UDisplay, + UIni, + ULog, + ULyrics, + UScreenSing, + OpenGL12, + {$IFDEF UseSerialPort} + zlportio {you can disable it and all PortWriteB calls}, + {$ENDIF} + ULCD, + ULight, + UThemes; + +type + TPlayer = record + Name: string; + + Score: real; + ScoreLine: real; + ScoreGolden: real; + + ScoreI: integer; + ScoreLineI: integer; + ScoreGoldenI: integer; + ScoreTotalI: integer; + + + + //SingBar Mod + ScoreLast: Real;//Last Line Score + ScorePercent: integer;//Aktual Fillstate of the SingBar + ScorePercentTarget: integer;//Target Fillstate of the SingBar + //end Singbar Mod + + //PhrasenBonus - Line Bonus Mod + LineBonus_PosX: Single; + LineBonus_PosY: Single; + LineBonus_Alpha: Single; + LineBonus_Visible: boolean; + LineBonus_Text: string; + LineBonus_Color: TRGB; + LineBonus_Age: Integer; + LineBonus_Rating: Integer; + //Variable vor Positioning -> Set on ScreenShow, different when Playercount Changes + LineBonus_TargetX: integer; + LineBonus_TargetY: integer; + LineBonus_StartX: integer; + LineBonus_StartY: integer; + //PhrasenBonus - Line Bonus Mod End + + //PerfectLineTwinkle Mod (effect) + LastSentencePerfect: Boolean; + //PerfectLineTwinkle Mod end + + +// Meter: real; + + HighNut: integer; + IlNut: integer; + Nuta: array of record + Start: integer; + Dlugosc: integer; + Detekt: real; // dokladne miejsce, w ktorym wykryto ta nute + Ton: real; + Perfect: boolean; // true if the note matches the original one, lit the star + + + + // Half size Notes Patch + Hit: boolean; // true if the note Hits the Line + //end Half size Notes Patch + + + + end; + end; + + +var + //Absolute Paths + GamePath: string; + SoundPath: string; + SongPath: string; + LogPath: string; + ThemePath: string; + ScreenshotsPath: string; + CoversPath: string; + LanguagesPath: string; + PluginPath: string; + PlayListPath: string; + + OGL: Boolean; + Done: Boolean; + Event: TSDL_event; + FileName: string; + Restart: boolean; + + // gracz i jego nuty + Player: array of TPlayer; + PlayersPlay: integer; + +procedure InitializePaths; + +procedure MainLoop; +procedure CheckEvents; +procedure Sing(Sender: TScreenSing); +procedure NewSentence(Sender: TScreenSing); +procedure NewBeat(Sender: TScreenSing); // executed when on then new beat +procedure NewBeatC(Sender: TScreenSing); // executed when on then new beat for click +procedure NewBeatD(Sender: TScreenSing); // executed when on then new beat for detection +//procedure NewHalf; // executed when in the half between beats +procedure NewNote(Sender: TScreenSing); // detect note +function GetMidBeat(Time: real): real; +function GetTimeFromBeat(Beat: integer): real; +procedure ClearScores(PlayerNum: integer); + +implementation +uses USongs, UJoystick, math, UCommandLine; + +procedure MainLoop; +var + Delay: integer; +begin + SDL_EnableKeyRepeat(125, 125); + While not Done do + Begin + // joypad + if (Ini.Joypad = 1) OR (Params.Joypad) then + Joy.Update; + + // keyboard events + CheckEvents; + + // display + done := not Display.Draw; + SwapBuffers; + + // light + Light.Refresh; + + // delay + CountMidTime; +// if 1000*TimeMid > 100 then beep; + Delay := Floor(1000 / 100 - 1000 * TimeMid); + if Delay >= 1 then + SDL_Delay(Delay); // dynamic, maximum is 100 fps + CountSkipTime; + + // reinitialization of graphics + if Restart then begin + Reinitialize3D; + Restart := false; + end; + + End; + UnloadOpenGL; +End; + +Procedure CheckEvents; +//var +// p: pointer; +Begin + if not Assigned(Display.NextScreen) then + While SDL_PollEvent( @event ) = 1 Do + Begin +// beep; + Case Event.type_ Of + SDL_QUITEV: begin + Display.Fade := 0; + Display.NextScreenWithCheck := nil; + Display.CheckOK := True; + end; +{ SDL_MOUSEBUTTONDOWN: + With Event.button Do + Begin + If State = SDL_BUTTON_LEFT Then + Begin + // + End; + End; // With} + SDL_KEYDOWN: + begin + //ScreenShot hack. If Print is pressed-> Make screenshot and Save to Screenshots Path + if (Event.key.keysym.sym = SDLK_SYSREQ) then + Display.ScreenShot + + // popup hack... if there is a visible popup then let it handle input instead of underlying screen + // shoud be done in a way to be sure the topmost popup has preference (maybe error, then check) + else if (ScreenPopupError <> NIL) and (ScreenPopupError.Visible) then + done := not ScreenPopupError.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True) + else if (ScreenPopupCheck <> NIL) AND (ScreenPopupCheck.Visible) then + done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True) + // end of popup hack + + else + begin + // check for Screen want to Exit + done := Not Display.ActualScreen^.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True); + + //If Screen wants to Exit + if done then + begin + //If Question Option is enabled then Show Exit Popup + if (Ini.AskbeforeDel = 1) then + begin + Display.ActualScreen^.CheckFadeTo(NIL,'MSG_QUIT_USDX'); + end + else //When asking for exit is disabled then simply exit + begin + Display.Fade := 0; + Display.NextScreenWithCheck := nil; + Display.CheckOK := True; + end; + end; + + end; // if (Not Display.ActualScreen^.ParseInput(Event.key.keysym.scancode, True)) then + end; +// SDL_JOYAXISMOTION: +// begin +// beep +// end; + SDL_JOYBUTTONDOWN: + begin + beep + end; + End; // Case Event.type_ + End; // While +End; // CheckEvents + +function GetTimeForBeats(BPM, Beats: real): real; +begin + Result := 60 / BPM * Beats; +end; + +function GetBeats(BPM, msTime: real): real; +begin + Result := BPM * msTime / 60; +end; + +procedure GetMidBeatSub(BPMNum: integer; var Time: real; var CurBeat: real); +var + NewTime: real; +begin + if High(AktSong.BPM) = BPMNum then begin + // last BPM + CurBeat := AktSong.BPM[BPMNum].StartBeat + GetBeats(AktSong.BPM[BPMNum].BPM, Time); + Time := 0; + end else begin + // not last BPM + // count how much time is it for start of the new BPM and store it in NewTime + NewTime := GetTimeForBeats(AktSong.BPM[BPMNum].BPM, AktSong.BPM[BPMNum+1].StartBeat - AktSong.BPM[BPMNum].StartBeat); + + // compare it to remaining time + if (Time - NewTime) > 0 then begin + // there is still remaining time + CurBeat := AktSong.BPM[BPMNum].StartBeat; + Time := Time - NewTime; + end else begin + // there is no remaining time + CurBeat := AktSong.BPM[BPMNum].StartBeat + GetBeats(AktSong.BPM[BPMNum].BPM, Time); + Time := 0; + end; // if + end; // if +end; + +function GetMidBeat(Time: real): real; +var + CurBeat: real; + CurBPM: integer; +// TopBeat: real; +// TempBeat: real; +// TempTime: real; +begin + Result := 0; + if Length(AktSong.BPM) = 1 then Result := Time * AktSong.BPM[0].BPM / 60; + + (* 2 BPMs *) +{ if Length(AktSong.BPM) > 1 then begin + (* new system *) + CurBeat := 0; + TopBeat := GetBeats(AktSong.BPM[0].BPM, Time); + if TopBeat > AktSong.BPM[1].StartBeat then begin + // analyze second BPM + Time := Time - GetTimeForBeats(AktSong.BPM[0].BPM, AktSong.BPM[1].StartBeat - CurBeat); + CurBeat := AktSong.BPM[1].StartBeat; + TopBeat := GetBeats(AktSong.BPM[1].BPM, Time); + Result := CurBeat + TopBeat; + + end else begin + (* pierwszy przedzial *) + Result := TopBeat; + end; + end; // if} + + (* more BPMs *) + if Length(AktSong.BPM) > 1 then begin + + CurBeat := 0; + CurBPM := 0; + while (Time > 0) do begin + GetMidBeatSub(CurBPM, Time, CurBeat); + Inc(CurBPM); + end; + + Result := CurBeat; + end; // if +end; + +function GetTimeFromBeat(Beat: integer): real; +var + CurBPM: integer; +begin + Result := 0; + if Length(AktSong.BPM) = 1 then Result := AktSong.GAP / 1000 + Beat * 60 / AktSong.BPM[0].BPM; + + (* more BPMs *) + if Length(AktSong.BPM) > 1 then begin + Result := AktSong.GAP / 1000; + CurBPM := 0; + while (CurBPM <= High(AktSong.BPM)) and (Beat > AktSong.BPM[CurBPM].StartBeat) do begin + if (CurBPM < High(AktSong.BPM)) and (Beat >= AktSong.BPM[CurBPM+1].StartBeat) then begin + // full range + Result := Result + (60 / AktSong.BPM[CurBPM].BPM) * (AktSong.BPM[CurBPM+1].StartBeat - AktSong.BPM[CurBPM].StartBeat); + end; + + if (CurBPM = High(AktSong.BPM)) or (Beat < AktSong.BPM[CurBPM+1].StartBeat) then begin + // in the middle + Result := Result + (60 / AktSong.BPM[CurBPM].BPM) * (Beat - AktSong.BPM[CurBPM].StartBeat); + end; + Inc(CurBPM); + end; + +{ while (Time > 0) do begin + GetMidBeatSub(CurBPM, Time, CurBeat); + Inc(CurBPM); + end;} + end; // if} +end; + +procedure Sing(Sender: TScreenSing); +var + Pet: integer; + PetGr: integer; + CP: integer; + Done: real; + N: integer; +begin + Czas.Teraz := Czas.Teraz + TimeSkip; + + Czas.OldBeat := Czas.AktBeat; + Czas.MidBeat := GetMidBeat(Czas.Teraz - (AktSong.Gap{ + 90 I've forgotten for what it is}) / 1000); // new system with variable BPM in function + Czas.AktBeat := Floor(Czas.MidBeat); + +// Czas.OldHalf := Czas.AktHalf; +// Czas.MidHalf := Czas.MidBeat + 0.5; +// Czas.AktHalf := Floor(Czas.MidHalf); + + Czas.OldBeatC := Czas.AktBeatC; + Czas.MidBeatC := GetMidBeat(Czas.Teraz - (AktSong.Gap) / 1000); + Czas.AktBeatC := Floor(Czas.MidBeatC); + + Czas.OldBeatD := Czas.AktBeatD; + Czas.MidBeatD := -0.5+GetMidBeat(Czas.Teraz - (AktSong.Gap + 120 + 20) / 1000); // MidBeat with addition GAP + Czas.AktBeatD := Floor(Czas.MidBeatD); + Czas.FracBeatD := Frac(Czas.MidBeatD); + + // sentences routines + for PetGr := 0 to 0 do begin;//High(Gracz) do begin + CP := PetGr; + // ustawianie starej czesci + Czas.OldCzesc := Czesci[CP].Akt; + + // wybieranie aktualnej czesci + for Pet := 0 to Czesci[CP].High do + if Czas.AktBeat >= Czesci[CP].Czesc[Pet].Start then Czesci[CP].Akt := Pet; + + // czysczenie nut gracza, gdy to jest nowa plansza + // (optymizacja raz na halfbeat jest zla) + if Czesci[CP].Akt <> Czas.OldCzesc then NewSentence(Sender); + + end; // for PetGr + + // wykonuje operacje raz na beat + if (Czas.AktBeat >= 0) and (Czas.OldBeat <> Czas.AktBeat) then + NewBeat(Sender); + + // make some operations on clicks + if {(Czas.AktBeatC >= 0) and }(Czas.OldBeatC <> Czas.AktBeatC) then + NewBeatC(Sender); + + // make some operations when detecting new voice pitch + if (Czas.AktBeatD >= 0) and (Czas.OldBeatD <> Czas.AktBeatD) then + NewBeatD(Sender); + + // wykonuje operacje w polowie beatu +// if (Czas.AktHalf >= 1) and (Czas.OldHalf <> Czas.AktHalf) then +// NewHalf; + + // plynnie przesuwa text + Done := 1; + for N := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do + if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start <= Czas.MidBeat) + and (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start + Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc >= Czas.MidBeat) then + Done := (Czas.MidBeat - Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start) / (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc); + + N := Czesci[0].Czesc[Czesci[0].Akt].HighNut; + + // wylacza ostatnia nute po przejsciu + if (Ini.LyricsEffect = 1) and (Done = 1) and + (Czas.MidBeat > Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start + Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc) + then Sender.LyricMain.Selected := -1; + + if Done > 1 then Done := 1; + Sender.LyricMain.Done := Done; + + // use Done with LCD +{ with ScreenSing do begin + if LyricMain.Selected >= 0 then begin + LCD.MoveCursor(1, LyricMain.SelectedLetter + Round((LyricMain.SelectedLength-1) * Done)); + LCD.ShowCursor; + end; + end;} + + +end; + +procedure NewSentence(Sender: TScreenSing); +var +G: Integer; +begin + // czyszczenie nut graczy + for G := 0 to High(Player) do begin + Player[G].IlNut := 0; + Player[G].HighNut := -1; + SetLength(Player[G].Nuta, 0); + end; + + // wstawianie tekstow + with Sender do begin + LyricMain.AddCzesc(Czesci[0].Akt); + if Czesci[0].Akt < Czesci[0].High then + LyricSub.AddCzesc(Czesci[0].Akt+1) + else + LyricSub.Clear; + end; + + Sender.UpdateLCD; + + //On Sentence Change... + Sender.onSentenceChange(Czesci[0].Akt); +end; + +procedure NewBeat(Sender: TScreenSing); +var + Pet: integer; +// TempBeat: integer; +begin + // ustawia zaznaczenie tekstu +// SingScreen.LyricMain.Selected := -1; + for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do + if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeat) then begin + // operates on currently beated note + Sender.LyricMain.Selected := Pet; + +// LCD.MoveCursor(1, ScreenSing.LyricMain.SelectedLetter); +// LCD.ShowCursor; + + LCD.MoveCursorBR(Sender.LyricMain.SelectedLetter); + LCD.ShowCursor; + + end; +end; + +procedure NewBeatC; +var + Pet: integer; +// LPT_1: integer; +// LPT_2: integer; +begin +// LPT_1 := 1; +// LPT_2 := 1; + + // beat click + if (Ini.BeatClick = 1) and ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod Czesci[0].Resolution = 0) then + Music.PlayClick; + + // debug system on LPT + if ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod Czesci[0].Resolution = 0) then begin + //LPT_1 := 0; +// Light.LightOne(0, 150); + + Light.LightOne(1, 200); // beat light + if ParamStr(1) = '-doublelights' then + Light.LightOne(0, 200); // beat light + + +{ if ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod (Czesci[0].Resolution * 2) = 0) then + Light.LightOne(0, 150) + else + Light.LightOne(1, 150)} + end; + + for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do + if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeatC) then begin + // click assist + if Ini.ClickAssist = 1 then + Music.PlayClick; + + //LPT_2 := 0; + if ParamStr(1) <> '-doublelights' then + Light.LightOne(0, 150); //125 + + + // drum machine +(* TempBeat := Czas.AktBeat;// + 2; + if (TempBeat mod 8 = 0) then Music.PlayDrum; + if (TempBeat mod 8 = 4) then Music.PlayClap; +// if (TempBeat mod 4 = 2) then Music.PlayHihat; + if (TempBeat mod 4 <> 0) then Music.PlayHihat;*) + end; + + {$IFDEF UseSerialPort} + // PortWriteB($378, LPT_1 + LPT_2 * 2); // 0 zapala + {$ENDIF} +end; + +procedure NewBeatD(Sender: TScreenSing); +begin + NewNote(Sender); +end; + +//procedure NewHalf; +//begin +// NewNote; +//end; + +procedure NewNote(Sender: TScreenSing); +var + CP: integer; // current player + S: integer; // sentence + SMin: integer; + SMax: integer; + SDet: integer; // temporary: sentence of detected note + Pet: integer; + Mozna: boolean; + Nowa: boolean; + Range: integer; + NoteHit:boolean; +begin +// Log.LogStatus('Beat ' + IntToStr(Czas.AktBeat) + ' HalfBeat ' + IntToStr(Czas.AktHalf), 'NewBeat'); +// beep; + + // analizuje dla obu graczy ten sam sygnal (Sound.OneSrcForBoth) + // albo juz lepiej nie + for CP := 0 to PlayersPlay-1 do begin + + // analyze buffer + Sound[CP].AnalizujBufor; + + // adds some noise +// Czas.Ton := Czas.Ton + Round(Random(3)) - 1; + + // 0.5.0: count min and max sentence range for checking (detection is delayed to the notes we see on the screen) + SMin := Czesci[0].Akt-1; + if SMin < 0 then SMin := 0; + SMax := Czesci[0].Akt; + + // check if we can add new note + Mozna := false; + SDet:=SMin; + for S := SMin to SMax do + for Pet := 0 to Czesci[0].Czesc[S].HighNut do + if ((Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.AktBeatD) + and (Czesci[0].Czesc[S].Nuta[Pet].Start + Czesci[0].Czesc[S].Nuta[Pet].Dlugosc - 1 >= Czas.AktBeatD)) + and (not Czesci[0].Czesc[S].Nuta[Pet].FreeStyle) // but don't allow when it's FreeStyle note + and (Czesci[0].Czesc[S].Nuta[Pet].Dlugosc > 0) // and make sure the note lenghts is at least 1 + then begin + SDet := S; + Mozna := true; + Break; + end; + + S := SDet; + + + + + +// Czas.SzczytJest := true; +// Czas.Ton := 27; + + // gdy moze, to dodaje nute + if (Sound[CP].SzczytJest) and (Mozna) then begin + // operowanie na ostatniej nucie + for Pet := 0 to Czesci[0].Czesc[S].HighNut do + if (Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.OldBeatD+1) + and (Czesci[0].Czesc[S].Nuta[Pet].Start + + Czesci[0].Czesc[S].Nuta[Pet].Dlugosc > Czas.OldBeatD+1) then begin + // to robi, tylko dla pary nut (oryginalnej i gracza) + + // przesuwanie tonu w odpowiednia game + while (Sound[CP].Ton - Czesci[0].Czesc[S].Nuta[Pet].Ton > 6) do + Sound[CP].Ton := Sound[CP].Ton - 12; + while (Sound[CP].Ton - Czesci[0].Czesc[S].Nuta[Pet].Ton < -6) do + Sound[CP].Ton := Sound[CP].Ton + 12; + + // Half size Notes Patch + NoteHit := false; + + //if Ini.Difficulty = 0 then Range := 2; + //if Ini.Difficulty = 1 then Range := 1; + //if Ini.Difficulty = 2 then Range := 0; + Range := 2 - Ini.Difficulty; + if abs(Czesci[0].Czesc[S].Nuta[Pet].Ton - Sound[CP].Ton) <= Range then begin + Sound[CP].Ton := Czesci[0].Czesc[S].Nuta[Pet].Ton; + + + // Half size Notes Patch + NoteHit := true; + + + if (Ini.LineBonus = 0) then + begin + // add points without LineBonus + case Czesci[0].Czesc[S].Nuta[Pet].Wartosc of + 1: Player[CP].Score := Player[CP].Score + 10000 / Czesci[0].Wartosc * + Czesci[0].Czesc[S].Nuta[Pet].Wartosc; + 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 10000 / Czesci[0].Wartosc * + Czesci[0].Czesc[S].Nuta[Pet].Wartosc; + end; + end + else + begin + // add points with Line Bonus + case Czesci[0].Czesc[S].Nuta[Pet].Wartosc of + 1: Player[CP].Score := Player[CP].Score + 9000 / Czesci[0].Wartosc * + Czesci[0].Czesc[S].Nuta[Pet].Wartosc; + 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 9000 / Czesci[0].Wartosc * + Czesci[0].Czesc[S].Nuta[Pet].Wartosc; + end; + end; + + Player[CP].ScoreI := Floor(Player[CP].Score / 10) * 10; + Player[CP].ScoreGoldenI := Floor(Player[CP].ScoreGolden / 10) * 10; + + Player[CP].ScoreTotalI := Player[CP].ScoreI + Player[CP].ScoreGoldenI + Player[CP].ScoreLineI; + end; + + end; // operowanie + + // sprawdzanie czy to nowa nuta, czy przedluzenie + if S = SMax then begin + Nowa := true; + // jezeli ostatnia ma ten sam ton + if (Player[CP].IlNut > 0 ) and (Player[CP].Nuta[Player[CP].HighNut].Ton = Sound[CP].Ton) + and (Player[CP].Nuta[Player[CP].HighNut].Start + Player[CP].Nuta[Player[CP].HighNut].Dlugosc = Czas.AktBeatD) + then Nowa := false; + // jezeli jest jakas nowa nuta na sprawdzanym beacie + for Pet := 0 to Czesci[0].Czesc[S].HighNut do + if (Czesci[0].Czesc[S].Nuta[Pet].Start = Czas.AktBeatD) then + Nowa := true; + + // dodawanie nowej nuty + if Nowa then begin + // nowa nuta + Player[CP].IlNut := Player[CP].IlNut + 1; + Player[CP].HighNut := Player[CP].HighNut + 1; + SetLength(Player[CP].Nuta, Player[CP].IlNut); + Player[CP].Nuta[Player[CP].HighNut].Start := Czas.AktBeatD; + Player[CP].Nuta[Player[CP].HighNut].Dlugosc := 1; + Player[CP].Nuta[Player[CP].HighNut].Ton := Sound[CP].Ton; // Ton || TonDokl + Player[CP].Nuta[Player[CP].HighNut].Detekt := Czas.MidBeat; + + + // Half Note Patch + Player[CP].Nuta[Player[CP].HighNut].Hit := NoteHit; + + + // Log.LogStatus('Nowa Nuta ' + IntToStr(Gracz.Nuta[Gracz.HighNut].Start), 'NewBeat'); + + end else begin + // przedluzenie nuty + Player[CP].Nuta[Player[CP].HighNut].Dlugosc := Player[CP].Nuta[Player[CP].HighNut].Dlugosc + 1; + end; + + + // check for perfect note and then lit the star (on Draw) + for Pet := 0 to Czesci[0].Czesc[S].HighNut do + if (Czesci[0].Czesc[S].Nuta[Pet].Start = Player[CP].Nuta[Player[CP].HighNut].Start) + and (Czesci[0].Czesc[S].Nuta[Pet].Dlugosc = Player[CP].Nuta[Player[CP].HighNut].Dlugosc) + and (Czesci[0].Czesc[S].Nuta[Pet].Ton = Player[CP].Nuta[Player[CP].HighNut].Ton) then begin + Player[CP].Nuta[Player[CP].HighNut].Perfect := true; + end; + + end;// else beep; // if S = SMax + + end; // if moze + end; // for CP +// Log.LogStatus('EndBeat', 'NewBeat'); + +//On Sentence End -> For LineBonus + SingBar +if (sDet >= low(Czesci[0].Czesc)) AND (sDet <= high(Czesci[0].Czesc)) then +if ((Czesci[0].Czesc[SDet].Nuta[Czesci[0].Czesc[SDet].HighNut].Start + Czesci[0].Czesc[SDet].Nuta[Czesci[0].Czesc[SDet].HighNut].Dlugosc - 1) = Czas.AktBeatD) then + Sender.onSentenceEnd(sDet); + +end; + +procedure ClearScores(PlayerNum: integer); +begin + Player[PlayerNum].Score := 0; + Player[PlayerNum].ScoreI := 0; + Player[PlayerNum].ScoreLine := 0; + Player[PlayerNum].ScoreLineI := 0; + Player[PlayerNum].ScoreGolden := 0; + Player[PlayerNum].ScoreGoldenI := 0; + Player[PlayerNum].ScoreTotalI := 0; + + + //SingBar Mod + Player[PlayerNum].ScoreLast := 0; + Player[PlayerNum].ScorePercent := 50;// Sets to 50% when song starts + Player[PlayerNum].ScorePercentTarget := 50;// Sets to 50% when song starts + //end SingBar Mod + + //PhrasenBonus - Line Bonus Mod + Player[PlayerNum].LineBonus_Visible := False; //Hide Line Bonus + Player[PlayerNum].LineBonus_Alpha := 0; + Player[PlayerNum].LineBonus_TargetX := 70 + PlayerNum*500; + Player[PlayerNum].LineBonus_TargetY := 30; + //PhrasenBonus - Line Bonus Mod End +end; + +//-------------------- +// Function sets all Absolute Paths e.g. Song Path and makes sure the Directorys exist +//-------------------- +procedure InitializePaths; + + // Initialize a Path Variable + // After Setting Paths, make sure that Paths exist + function initialize_path( out aPathVar : String; const aLocation : String ): boolean; + var + lWriteable: Boolean; + begin + aPathVar := aLocation; + + If DirectoryExists(aPathVar) then + lWriteable := ForceDirectories(aPathVar) + else + lWriteable := false; + + if not lWriteable then + Log.LogError('Error: Dir ('+ aLocation +') is Readonly'); + + result := lWriteable; + end; + +begin + + GamePath := ExtractFilePath(ParamStr(0)); + + initialize_path( LogPath , GamePath ); + initialize_path( SoundPath , GamePath + 'Sounds' + PathDelim ); + initialize_path( SongPath , GamePath + 'Songs' + PathDelim ); + initialize_path( ThemePath , GamePath + 'Themes' + PathDelim ); + initialize_path( ScreenshotsPath , GamePath + 'Screenshots' + PathDelim ); + initialize_path( CoversPath , GamePath + 'Covers' + PathDelim ); + initialize_path( LanguagesPath , GamePath + 'Languages' + PathDelim ); + initialize_path( PluginPath , GamePath + 'Plugins' + PathDelim ); + initialize_path( PlaylistPath , GamePath + 'Playlists' + PathDelim ); + + DecimalSeparator := ','; +end; + +end. + diff --git a/Game/Code/Classes/UMusic.pas b/Game/Code/Classes/UMusic.pas index be585ee1..e2e1f27e 100644 --- a/Game/Code/Classes/UMusic.pas +++ b/Game/Code/Classes/UMusic.pas @@ -1,625 +1,731 @@ -unit UMusic;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-
-uses Classes,
- Windows,
- Messages,
- SysUtils,
- {$IFNDEF FPC}
- Forms,
- {$ENDIF}
- ULog,
- USongs,
- Bass;
-
-procedure InitializeSound;
-
-type
- TSoundCard = record
- Name: string;
- Source: array of string;
- end;
-
- TFFTData = array [0..256] of Single;
-
- TCustomSoundEntry = record
- Filename: String;
- Handle: hStream;
- end;
-
-
- TMusic = class
- private
- BassStart: hStream; // Wait, I've replaced this with BASS
- BassBack: hStream; // It has almost all features we need
- BassSwoosh: hStream;
- BassChange: hStream; // Almost? It aleady has them all :)
- BassOption: hStream;
- BassClick: hStream;
- BassDrum: hStream;
- BassHihat: hStream;
- BassClap: hStream;
- BassShuffle: hStream;
-
- //Custom Sounds
- CustomSounds: array of TCustomSoundEntry;
-
-
- Loaded: boolean;
- Loop: boolean;
- public
- Bass: hStream;
- procedure InitializePlayback;
- procedure InitializeRecord;
- procedure SetVolume(Volume: integer);
- procedure SetMusicVolume(Volume: integer);
- procedure SetLoop(Enabled: boolean);
- function Open(Name: string): boolean; // true if succeed
- procedure Rewind;
- procedure MoveTo(Time: real);
- procedure Play;
- procedure Pause; //Pause Mod
- procedure Stop;
- procedure Close;
- function Finished: boolean;
- function Length: real;
- function Position: real;
- procedure PlayStart;
- procedure PlayBack;
- procedure PlaySwoosh;
- procedure PlayChange;
- procedure PlayOption;
- procedure PlayClick;
- procedure PlayDrum;
- procedure PlayHihat;
- procedure PlayClap;
- procedure PlayShuffle;
- procedure StopShuffle;
- procedure CaptureStart;
- procedure CaptureStop;
- procedure CaptureCard(RecordI, PlayerLeft, PlayerRight: byte);
- procedure StopCard(Card: byte);
- function LoadSoundFromFile(var hStream: hStream; Name: string): boolean;
-
- //Equalizer
- function GetFFTData: TFFTData;
-
- //Custom Sounds
- function LoadCustomSound(const Filename: String): Cardinal;
- procedure PlayCustomSound(const Index: Cardinal);
-
-end;
-
-const
- RecordSystem = 1;
-
-type
- TMuzyka = record
- Path: string;
- Start: integer; // start of song in ms
- IlNut: integer;
- DlugoscNut: integer;
- end;
-
- TCzesci = record
- Akt: integer; // aktualna czesc utworu do rysowania
- High: integer;
- Ilosc: integer;
- Resolution: integer;
- NotesGAP: integer;
- Wartosc: integer;
- Czesc: array of record
- Start: integer;
- StartNote: integer;
- Lyric: string;
- LyricWidth: real;
- Koniec: integer;
- BaseNote: integer;
- HighNut: integer;
- IlNut: integer;
- TotalNotes: integer;
- Nuta: array of record
- Color: integer;
- Start: integer;
- Dlugosc: integer;
- Ton: integer;
- TonGamy: integer;
- Tekst: string;
- FreeStyle: boolean;
- Wartosc: integer; // zwykla nuta x1, zlota nuta x2
- end;
- end;
- end;
-
- TCzas = record // wszystko, co dotyczy aktualnej klatki
- OldBeat: integer; // poprzednio wykryty beat w utworze
- AktBeat: integer; // aktualny beat w utworze
- MidBeat: real; // dokladny AktBeat
-
- // now we use this for super synchronization!
- // only used when analyzing voice
- OldBeatD: integer; // poprzednio wykryty beat w utworze
- AktBeatD: integer; // aktualny beat w utworze
- MidBeatD: real; // dokladny AktBeatD
- FracBeatD: real; // fractional part of MidBeatD
-
- // we use this for audiable clicks
- OldBeatC: integer; // poprzednio wykryty beat w utworze
- AktBeatC: integer; // aktualny beat w utworze
- MidBeatC: real; // dokladny AktBeatC
- FracBeatC: real; // fractional part of MidBeatC
-
-
- OldCzesc: integer; // poprzednio wyswietlana czesc
- // akt jest w czesci.akt
-
- Teraz: real; // aktualny czas w utworze
- Razem: real; // caly czas utworu
- end;
-
-var
- Music: TMusic;
-
- // muzyka
- Muzyka: TMuzyka;
-
- // czesci z nutami;
- Czesci: array of TCzesci;
-
- // czas
- Czas: TCzas;
-
- fHWND: Thandle;
-
-type
- TMPModes = (mpNotReady, mpStopped, mpPlaying, mpRecording, mpSeeking,
- mpPaused, mpOpen);
-
-const
- ModeStr: array[TMPModes] of string = ('Not ready', 'Stopped', 'Playing', 'Recording', 'Seeking', 'Paused', 'Open');
-
-implementation
-
-uses UCommon,
- UGraphic,
- URecord,
- UFiles,
- UIni,
- UMain,
- UThemes;
-
-procedure InitializeSound;
-begin
- Log.LogStatus('Initializing Playback', 'InitializeSound'); Music.InitializePlayback;
- Log.LogStatus('Initializing Record', 'InitializeSound'); Music.InitializeRecord;
-end;
-
-procedure TMusic.InitializePlayback;
-var
- Pet: integer;
- S: integer;
-begin
- Log.BenchmarkStart(4);
- Log.LogStatus('Initializing Playback Subsystem', 'Music Initialize');
-
- Loaded := false;
- Loop := false;
-
- fHWND := AllocateHWND( nil); // TODO : JB - can we do something different here ?? lazarus didnt like this function
-
- if not BASS_Init(1, 44100, 0, fHWND, nil) then
- begin
- {$IFNDEF FPC}
- // TODO : JB find a way to do this nice..
- Application.MessageBox ('Could not initialize BASS', 'Error');
- {$ENDIF}
- Exit;
- end;
-
- Log.BenchmarkEnd(4); Log.LogBenchmark('--> Bass Init', 4);
-
- // config playing buffer
-// BASS_SetConfig(BASS_CONFIG_UPDATEPERIOD, 10);
-// BASS_SetConfig(BASS_CONFIG_BUFFER, 100);
-
- Log.LogStatus('Loading Sounds', 'Music Initialize');
-
- Log.BenchmarkStart(4);
- LoadSoundFromFile(BassStart, SoundPath + 'Common Start.mp3');
- LoadSoundFromFile(BassBack, SoundPath + 'Common Back.mp3');
- LoadSoundFromFile(BassSwoosh, SoundPath + 'menu swoosh.mp3');
- LoadSoundFromFile(BassChange, SoundPath + 'select music change music 50.mp3');
- LoadSoundFromFile(BassOption, SoundPath + 'option change col.mp3');
- LoadSoundFromFile(BassClick, SoundPath + 'rimshot022b.mp3');
-
-// LoadSoundFromFile(BassDrum, SoundPath + 'bassdrumhard076b.mp3');
-// LoadSoundFromFile(BassHihat, SoundPath + 'hihatclosed068b.mp3');
-// LoadSoundFromFile(BassClap, SoundPath + 'claps050b.mp3');
-
-// LoadSoundFromFile(BassShuffle, SoundPath + 'Shuffle.mp3');
-
- Log.BenchmarkEnd(4); Log.LogBenchmark('--> Loading Sounds', 4);
-end;
-
-procedure TMusic.InitializeRecord;
-var
- S: integer;
- device: integer;
- descr: string;
- input: integer;
- input2: integer;
- flags: integer;
- mic: array[0..15] of integer;
- SC: integer; // soundcard
- SCI: integer; // soundcard input
-begin
- if RecordSystem = 1 then begin
- SetLength(Sound, 6 {max players});//Ini.Players+1);
- for S := 0 to High(Sound) do begin //Ini.Players do begin
- Sound[S] := TSound.Create;
- Sound[S].Num := S;
- Sound[S].BufferNew := TMemoryStream.Create;
- SetLength(Sound[S].BufferLong, 1);
- Sound[S].BufferLong[0] := TMemoryStream.Create;
- Sound[S].n := 4*1024;
- end;
-
-
- // check for recording devices;
- {device := 0;
- descr := BASS_RecordGetDeviceDescription(device);
-
- SetLength(SoundCard, 0);
- while (descr <> '') do begin
- SC := High(SoundCard) + 1;
- SetLength(SoundCard, SC+1);
-
- Log.LogAnalyze('Device #'+IntToStr(device)+': '+ descr);
- SoundCard[SC].Description := Descr;
-
- // check for recording inputs
- mic[device] := -1; // default to no change
- input := 0;
- BASS_RecordInit(device);
- Log.LogAnalyze('Input #' + IntToStr(Input) + ': ' + BASS_RecordGetInputName(input));
- flags := BASS_RecordGetInput(input);
-
- SetLength(SoundCard[SC].Input, 0);
- while (flags <> -1) do begin
- SCI := High(SoundCard[SC].Input) + 1;
- SetLength(SoundCard[SC].Input, SCI+1);
-
- Log.LogAnalyze('Input #' + IntToStr(Input) + ': ' + BASS_RecordGetInputName(input));
- SoundCard[SC].Input[SCI].Name := BASS_RecordGetInputName(Input);
-
- if (flags and BASS_INPUT_TYPE_MASK) = BASS_INPUT_TYPE_MIC then begin
- mic[device] := input; // auto set microphone
- end;
- Inc(Input);
- flags := BASS_RecordGetInput(input);
- end;
-
- if mic[device] <> -1 then begin
- Log.LogAnalyze('Found the mic at input ' + IntToStr(Mic[device]))
- end else begin
- Log.LogAnalyze('Mic not found');
- mic[device] := 0; // setting to the first one (for kxproject)
- end;
- SoundCard[SC].InputSeleceted := Mic[Device];
-
-
- BASS_RecordFree;
-
- inc(Device);
- descr := BASS_RecordGetDeviceDescription(Device);
- end; // while}
- end; // if
-end;
-
-procedure TMusic.SetVolume(Volume: integer);
-begin
- //Old Sets Wave Volume
- //BASS_SetVolume(Volume);
- //New: Sets Volume only for this Application
- BASS_SetConfig(BASS_CONFIG_GVOL_SAMPLE, Volume);
- BASS_SetConfig(BASS_CONFIG_GVOL_STREAM, Volume);
- BASS_SetConfig(BASS_CONFIG_GVOL_MUSIC, Volume);
-end;
-
-procedure TMusic.SetMusicVolume(Volume: Integer);
-begin
- //Max Volume Prevention
- if Volume > 100 then
- Volume := 100;
-
- //Set Volume
- BASS_ChannelSetAttributes (Bass, -1, Volume, -101);
-end;
-
-procedure TMusic.SetLoop(Enabled: boolean);
-begin
- Loop := Enabled;
-end;
-
-function TMusic.Open(Name: string): boolean;
-begin
- Loaded := false;
- if FileExists(Name) then begin
- Bass := Bass_StreamCreateFile(false, pchar(Name), 0, 0, 0);
- Loaded := true;
- //Set Max Volume
- SetMusicVolume (100);
- end;
-
- Result := Loaded;
-end;
-
-procedure TMusic.Rewind;
-begin
- if Loaded then begin
- end;
-end;
-
-procedure TMusic.MoveTo(Time: real);
-var
- bytes: integer;
-begin
- bytes := BASS_ChannelSeconds2Bytes(Bass, Time);
- BASS_ChannelSetPosition(Bass, bytes);
-end;
-
-procedure TMusic.Play;
-begin
- if Loaded then
- begin
- if Loop then
- BASS_ChannelPlay(Bass, True); // start from beginning... actually bass itself does not loop, nor does this TMusic Class
-
- BASS_ChannelPlay(Bass, False); // for setting position before playing
- end;
-end;
-
-procedure TMusic.Pause; //Pause Mod
-begin
- if Loaded then begin
- BASS_ChannelPause(Bass); // Pauses Song
- end;
-end;
-
-procedure TMusic.Stop;
-begin
- Bass_ChannelStop(Bass);
-end;
-
-procedure TMusic.Close;
-begin
- Bass_StreamFree(Bass);
-end;
-
-function TMusic.Length: real;
-var
- bytes: integer;
-begin
- Result := 60;
-
- bytes := BASS_ChannelGetLength(Bass);
- Result := BASS_ChannelBytes2Seconds(Bass, bytes);
-end;
-
-function TMusic.Position: real;
-var
- bytes: integer;
-begin
- Result := 0;
- bytes := BASS_ChannelGetPosition(BASS);
- Result := BASS_ChannelBytes2Seconds(BASS, bytes);
-end;
-
-function TMusic.Finished: boolean;
-begin
- Result := false;
-
- if BASS_ChannelIsActive(BASS) = BASS_ACTIVE_STOPPED then
- begin
- Result := true;
- end;
-end;
-
-procedure TMusic.PlayStart;
-begin
- BASS_ChannelPlay(BassStart, True);
-end;
-
-procedure TMusic.PlayBack;
-begin
- BASS_ChannelPlay(BassBack, True);// then
-end;
-
-procedure TMusic.PlaySwoosh;
-begin
- BASS_ChannelPlay(BassSwoosh, True);
-end;
-
-procedure TMusic.PlayChange;
-begin
- BASS_ChannelPlay(BassChange, True);
-end;
-
-procedure TMusic.PlayOption;
-begin
- BASS_ChannelPlay(BassOption, True);
-end;
-
-procedure TMusic.PlayClick;
-begin
- BASS_ChannelPlay(BassClick, True);
-end;
-
-procedure TMusic.PlayDrum;
-begin
- BASS_ChannelPlay(BassDrum, True);
-end;
-
-procedure TMusic.PlayHihat;
-begin
- BASS_ChannelPlay(BassHihat, True);
-end;
-
-procedure TMusic.PlayClap;
-begin
- BASS_ChannelPlay(BassClap, True);
-end;
-
-procedure TMusic.PlayShuffle;
-begin
- BASS_ChannelPlay(BassShuffle, True);
-end;
-
-procedure TMusic.StopShuffle;
-begin
- BASS_ChannelStop(BassShuffle);
-end;
-
-procedure TMusic.CaptureStart;
-var
- S: integer;
- SC: integer;
- P1: integer;
- P2: integer;
-begin
- for S := 0 to High(Sound) do
- Sound[S].BufferLong[0].Clear;
-
- for SC := 0 to High(Ini.CardList) do begin
- P1 := Ini.CardList[SC].ChannelL;
- P2 := Ini.CardList[SC].ChannelR;
- if P1 > PlayersPlay then P1 := 0;
- if P2 > PlayersPlay then P2 := 0;
- if (P1 > 0) or (P2 > 0) then
- CaptureCard(SC, P1, P2);
- end;
-end;
-
-procedure TMusic.CaptureStop;
-var
- SC: integer;
- P1: integer;
- P2: integer;
-begin
-
- for SC := 0 to High(Ini.CardList) do begin
- P1 := Ini.CardList[SC].ChannelL;
- P2 := Ini.CardList[SC].ChannelR;
- if P1 > PlayersPlay then P1 := 0;
- if P2 > PlayersPlay then P2 := 0;
- if (P1 > 0) or (P2 > 0) then StopCard(SC);
- end;
-
-end;
-
-//procedure TMusic.CaptureCard(RecordI, SoundNum, PlayerLeft, PlayerRight: byte);
-procedure TMusic.CaptureCard(RecordI, PlayerLeft, PlayerRight: byte);
-var
- Error: integer;
- ErrorMsg: string;
-begin
- if not BASS_RecordInit(RecordI) then begin
- Error := BASS_ErrorGetCode;
-
- ErrorMsg := IntToStr(Error);
- if Error = BASS_ERROR_DX then ErrorMsg := 'No DX5';
- if Error = BASS_ERROR_ALREADY then ErrorMsg := 'The device has already been initialized';
- if Error = BASS_ERROR_DEVICE then ErrorMsg := 'The device number specified is invalid';
- if Error = BASS_ERROR_DRIVER then ErrorMsg := 'There is no available device driver';
-
- {Log.LogAnalyze('Error initializing record [' + IntToStr(RecordI) + ', '
- + IntToStr(PlayerLeft) + ', '+ IntToStr(PlayerRight) + ']: '
- + ErrorMsg);}
- Log.LogError('Error initializing record [' + IntToStr(RecordI) + ', '
- + IntToStr(PlayerLeft) + ', '+ IntToStr(PlayerRight) + ']: '
- + ErrorMsg);
- Log.LogError('Music -> CaptureCard: Error initializing record: ' + ErrorMsg);
-
-
- end
- else
- begin
- Recording.SoundCard[RecordI].BassRecordStream := BASS_RecordStart(44100, 2, MakeLong(0, 20) , @GetMicrophone, PlayerLeft + PlayerRight*256);
- end;
-end;
-
-procedure TMusic.StopCard(Card: byte);
-begin
- BASS_RecordSetDevice(Card);
- BASS_RecordFree;
-end;
-
-function TMusic.LoadSoundFromFile(var hStream: hStream; Name: string): boolean;
-var
- L: Integer;
-begin
- if FileExists(Name) then begin
- Log.LogStatus('Loading Sound: "' + Name + '"', 'LoadSoundFromFile');
- try
- hStream := BASS_StreamCreateFile(False, pchar(Name), 0, 0, 0);
- //Add CustomSound
- L := High(CustomSounds) + 1;
- SetLength (CustomSounds, L + 1);
- CustomSounds[L].Filename := Name;
- CustomSounds[L].Handle := hStream;
- except
- Log.LogError('Failed to open using BASS', 'LoadSoundFromFile');
- end;
- end else begin
- Log.LogError('Sound not found: "' + Name + '"', 'LoadSoundFromFile');
- exit;
- end;
-end;
-
-//Equalizer
-function TMusic.GetFFTData: TFFTData;
-var
-Data: TFFTData;
-begin
- //Get Channel Data Mono and 256 Values
- BASS_ChannelGetData(Bass, @Result, BASS_DATA_FFT512);
- //Result := Data;
-end;
-
-function TMusic.LoadCustomSound(const Filename: String): Cardinal;
-var
- S: hStream;
- I: Integer;
- F: String;
-begin
- //Search for Sound in already loaded Sounds
- F := UpperCase(SoundPath + FileName);
- For I := 0 to High(CustomSounds) do
- begin
- if (UpperCase(CustomSounds[I].Filename) = F) then
- begin
- Result := I;
- Exit;
- end;
- end;
-
- if LoadSoundFromFile(S, SoundPath + Filename) then
- Result := High(CustomSounds)
- else
- Result := 0;
-end;
-
-procedure TMusic.PlayCustomSound(const Index: Cardinal);
-begin
-if Index <= High(CustomSounds) then
- BASS_ChannelPlay(CustomSounds[Index].Handle, True);
-end;
-
-
-end.
+unit UMusic; + +interface + +{$I switches.inc} + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + + +uses Classes, + {$IFDEF win32} + windows, + {$ENDIF} + UCommon, + Messages, + SysUtils, + {$IFNDEF FPC} + Forms, + {$ENDIF} + {$IFDEF useBASS} + bass, + {$ENDIF} + ULog, + USongs; + + +procedure InitializeSound; + +type + TSoundCard = record + Name: string; + Source: array of string; + end; + + TFFTData = array [0..256] of Single; + + TCustomSoundEntry = record + Filename : String; + Handle : hStream; + end; + + + TMusic = class + private + BassStart: hStream; // Wait, I've replaced this with BASS + BassBack: hStream; // It has almost all features we need + BassSwoosh: hStream; + BassChange: hStream; // Almost? It aleady has them all :) + BassOption: hStream; + BassClick: hStream; + BassDrum: hStream; + BassHihat: hStream; + BassClap: hStream; + BassShuffle: hStream; + + //Custom Sounds + CustomSounds: array of TCustomSoundEntry; + + + Loaded: boolean; + Loop: boolean; + public + Bass: hStream; + procedure InitializePlayback; + procedure InitializeRecord; + procedure SetVolume(Volume: integer); + procedure SetMusicVolume(Volume: integer); + procedure SetLoop(Enabled: boolean); + function Open(Name: string): boolean; // true if succeed + procedure Rewind; + procedure MoveTo(Time: real); + procedure Play; + procedure Pause; //Pause Mod + procedure Stop; + procedure Close; + function Finished: boolean; + function Length: real; + function Position: real; + procedure PlayStart; + procedure PlayBack; + procedure PlaySwoosh; + procedure PlayChange; + procedure PlayOption; + procedure PlayClick; + procedure PlayDrum; + procedure PlayHihat; + procedure PlayClap; + procedure PlayShuffle; + procedure StopShuffle; + procedure CaptureStart; + procedure CaptureStop; + procedure CaptureCard(RecordI, PlayerLeft, PlayerRight: byte); + procedure StopCard(Card: byte); + function LoadSoundFromFile(var hStream: hStream; Name: string): boolean; + + //Equalizer + function GetFFTData: TFFTData; + + //Custom Sounds + function LoadCustomSound(const Filename: String): Cardinal; + procedure PlayCustomSound(const Index: Cardinal); + +end; + +const + RecordSystem = 1; + +type + TMuzyka = record + Path: string; + Start: integer; // start of song in ms + IlNut: integer; + DlugoscNut: integer; + end; + + TCzesci = record + Akt: integer; // aktualna czesc utworu do rysowania + High: integer; + Ilosc: integer; + Resolution: integer; + NotesGAP: integer; + Wartosc: integer; + Czesc: array of record + Start: integer; + StartNote: integer; + Lyric: string; + LyricWidth: real; + Koniec: integer; + BaseNote: integer; + HighNut: integer; + IlNut: integer; + TotalNotes: integer; + Nuta: array of record + Color: integer; + Start: integer; + Dlugosc: integer; + Ton: integer; + TonGamy: integer; + Tekst: string; + FreeStyle: boolean; + Wartosc: integer; // zwykla nuta x1, zlota nuta x2 + end; + end; + end; + + TCzas = record // wszystko, co dotyczy aktualnej klatki + OldBeat: integer; // poprzednio wykryty beat w utworze + AktBeat: integer; // aktualny beat w utworze + MidBeat: real; // dokladny AktBeat + + // now we use this for super synchronization! + // only used when analyzing voice + OldBeatD: integer; // poprzednio wykryty beat w utworze + AktBeatD: integer; // aktualny beat w utworze + MidBeatD: real; // dokladny AktBeatD + FracBeatD: real; // fractional part of MidBeatD + + // we use this for audiable clicks + OldBeatC: integer; // poprzednio wykryty beat w utworze + AktBeatC: integer; // aktualny beat w utworze + MidBeatC: real; // dokladny AktBeatC + FracBeatC: real; // fractional part of MidBeatC + + + OldCzesc: integer; // poprzednio wyswietlana czesc + // akt jest w czesci.akt + + Teraz: real; // aktualny czas w utworze + Razem: real; // caly czas utworu + end; + +var + Music: TMusic; + + // muzyka + Muzyka: TMuzyka; + + // czesci z nutami; + Czesci: array of TCzesci; + + // czas + Czas: TCzas; + + fHWND: Thandle; + +type + TMPModes = (mpNotReady, mpStopped, mpPlaying, mpRecording, mpSeeking, + mpPaused, mpOpen); + +const + ModeStr: array[TMPModes] of string = ('Not ready', 'Stopped', 'Playing', 'Recording', 'Seeking', 'Paused', 'Open'); + +implementation + +uses + {$IFDEF FPC} + lclintf, + {$ENDIF} + UGraphic, + URecord, + UFiles, + UIni, + UMain, + UThemes; + +procedure InitializeSound; +begin + Log.LogStatus('Initializing Playback', 'InitializeSound'); Music.InitializePlayback; + Log.LogStatus('Initializing Record', 'InitializeSound'); Music.InitializeRecord; +end; + +procedure TMusic.InitializePlayback; +var + Pet: integer; + S: integer; +begin + Log.BenchmarkStart(4); + Log.LogStatus('Initializing Playback Subsystem', 'Music Initialize'); + + Loaded := false; + Loop := false; + + fHWND := AllocateHWND( nil); // TODO : JB_lazarus - can we do something different here ?? lazarus didnt like this function + + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + if not BASS_Init(1, 44100, 0, fHWND, nil) then + begin + {$IFNDEF FPC} + // TODO : JB_lazarus find a way to do this nice.. + Application.MessageBox ('Could not initialize BASS', 'Error'); + {$ENDIF} + Exit; + end; + {$ENDIF} + + Log.BenchmarkEnd(4); Log.LogBenchmark('--> Bass Init', 4); + + // config playing buffer +// BASS_SetConfig(BASS_CONFIG_UPDATEPERIOD, 10); +// BASS_SetConfig(BASS_CONFIG_BUFFER, 100); + + Log.LogStatus('Loading Sounds', 'Music Initialize'); + + Log.BenchmarkStart(4); + LoadSoundFromFile(BassStart, SoundPath + 'Common Start.mp3'); + LoadSoundFromFile(BassBack, SoundPath + 'Common Back.mp3'); + LoadSoundFromFile(BassSwoosh, SoundPath + 'menu swoosh.mp3'); + LoadSoundFromFile(BassChange, SoundPath + 'select music change music 50.mp3'); + LoadSoundFromFile(BassOption, SoundPath + 'option change col.mp3'); + LoadSoundFromFile(BassClick, SoundPath + 'rimshot022b.mp3'); + +// LoadSoundFromFile(BassDrum, SoundPath + 'bassdrumhard076b.mp3'); +// LoadSoundFromFile(BassHihat, SoundPath + 'hihatclosed068b.mp3'); +// LoadSoundFromFile(BassClap, SoundPath + 'claps050b.mp3'); + +// LoadSoundFromFile(BassShuffle, SoundPath + 'Shuffle.mp3'); + + Log.BenchmarkEnd(4); Log.LogBenchmark('--> Loading Sounds', 4); +end; + +procedure TMusic.InitializeRecord; +var + S: integer; + device: integer; + descr: string; + input: integer; + input2: integer; + flags: integer; + mic: array[0..15] of integer; + SC: integer; // soundcard + SCI: integer; // soundcard input +begin + if RecordSystem = 1 then begin + SetLength(Sound, 6 {max players});//Ini.Players+1); + for S := 0 to High(Sound) do begin //Ini.Players do begin + Sound[S] := TSound.Create; + Sound[S].Num := S; + Sound[S].BufferNew := TMemoryStream.Create; + SetLength(Sound[S].BufferLong, 1); + Sound[S].BufferLong[0] := TMemoryStream.Create; + Sound[S].n := 4*1024; + end; + + + // check for recording devices; + {device := 0; + descr := BASS_RecordGetDeviceDescription(device); + + SetLength(SoundCard, 0); + while (descr <> '') do begin + SC := High(SoundCard) + 1; + SetLength(SoundCard, SC+1); + + Log.LogAnalyze('Device #'+IntToStr(device)+': '+ descr); + SoundCard[SC].Description := Descr; + + // check for recording inputs + mic[device] := -1; // default to no change + input := 0; + BASS_RecordInit(device); + Log.LogAnalyze('Input #' + IntToStr(Input) + ': ' + BASS_RecordGetInputName(input)); + flags := BASS_RecordGetInput(input); + + SetLength(SoundCard[SC].Input, 0); + while (flags <> -1) do begin + SCI := High(SoundCard[SC].Input) + 1; + SetLength(SoundCard[SC].Input, SCI+1); + + Log.LogAnalyze('Input #' + IntToStr(Input) + ': ' + BASS_RecordGetInputName(input)); + SoundCard[SC].Input[SCI].Name := BASS_RecordGetInputName(Input); + + if (flags and BASS_INPUT_TYPE_MASK) = BASS_INPUT_TYPE_MIC then begin + mic[device] := input; // auto set microphone + end; + Inc(Input); + flags := BASS_RecordGetInput(input); + end; + + if mic[device] <> -1 then begin + Log.LogAnalyze('Found the mic at input ' + IntToStr(Mic[device])) + end else begin + Log.LogAnalyze('Mic not found'); + mic[device] := 0; // setting to the first one (for kxproject) + end; + SoundCard[SC].InputSeleceted := Mic[Device]; + + + BASS_RecordFree; + + inc(Device); + descr := BASS_RecordGetDeviceDescription(Device); + end; // while} + end; // if +end; + +procedure TMusic.SetVolume(Volume: integer); +begin + //Old Sets Wave Volume + //BASS_SetVolume(Volume); + //New: Sets Volume only for this Application + + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + BASS_SetConfig(BASS_CONFIG_GVOL_SAMPLE, Volume); + BASS_SetConfig(BASS_CONFIG_GVOL_STREAM, Volume); + BASS_SetConfig(BASS_CONFIG_GVOL_MUSIC, Volume); + {$ENDIF} +end; + +procedure TMusic.SetMusicVolume(Volume: Integer); +begin + //Max Volume Prevention + if Volume > 100 then + Volume := 100; + + //Set Volume + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + BASS_ChannelSetAttributes (Bass, -1, Volume, -101); + {$ENDIF} +end; + +procedure TMusic.SetLoop(Enabled: boolean); +begin + Loop := Enabled; +end; + +function TMusic.Open(Name: string): boolean; +begin + Loaded := false; + if FileExists(Name) then + begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + Bass := Bass_StreamCreateFile(false, pchar(Name), 0, 0, 0); + {$ENDIF} + + Loaded := true; + //Set Max Volume + SetMusicVolume (100); + end; + + Result := Loaded; +end; + +procedure TMusic.Rewind; +begin + if Loaded then begin + end; +end; + +procedure TMusic.MoveTo(Time: real); +var + bytes: integer; +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + bytes := BASS_ChannelSeconds2Bytes(Bass, Time); + BASS_ChannelSetPosition(Bass, bytes); + {$ENDIF} +end; + +procedure TMusic.Play; +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + if Loaded then + begin + if Loop then + BASS_ChannelPlay(Bass, True); // start from beginning... actually bass itself does not loop, nor does this TMusic Class + + BASS_ChannelPlay(Bass, False); // for setting position before playing + end; + {$ENDIF} +end; + +procedure TMusic.Pause; //Pause Mod +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + if Loaded then begin + BASS_ChannelPause(Bass); // Pauses Song + end; + {$ENDIF} +end; + +procedure TMusic.Stop; +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + Bass_ChannelStop(Bass); + {$ENDIF} +end; + +procedure TMusic.Close; +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + Bass_StreamFree(Bass); + {$ENDIF} +end; + +function TMusic.Length: real; +var + bytes: integer; +begin + Result := 60; + + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + bytes := BASS_ChannelGetLength(Bass); + Result := BASS_ChannelBytes2Seconds(Bass, bytes); + {$ENDIF} +end; + +function TMusic.Position: real; +var + bytes: integer; +begin + Result := 0; + + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + bytes := BASS_ChannelGetPosition(BASS); + Result := BASS_ChannelBytes2Seconds(BASS, bytes); + {$ENDIF} +end; + +function TMusic.Finished: boolean; +begin + Result := false; + + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + if BASS_ChannelIsActive(BASS) = BASS_ACTIVE_STOPPED then + begin + Result := true; + end; + {$ENDIF} +end; + +procedure TMusic.PlayStart; +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + BASS_ChannelPlay(BassStart, True); + {$ENDIF} +end; + +procedure TMusic.PlayBack; +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + BASS_ChannelPlay(BassBack, True);// then + {$ENDIF} +end; + +procedure TMusic.PlaySwoosh; +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + BASS_ChannelPlay(BassSwoosh, True); + {$ENDIF} +end; + +procedure TMusic.PlayChange; +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + BASS_ChannelPlay(BassChange, True); + {$ENDIF} +end; + +procedure TMusic.PlayOption; +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + BASS_ChannelPlay(BassOption, True); + {$ENDIF} +end; + +procedure TMusic.PlayClick; +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + BASS_ChannelPlay(BassClick, True); + {$ENDIF} +end; + +procedure TMusic.PlayDrum; +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + BASS_ChannelPlay(BassDrum, True); + {$ENDIF} +end; + +procedure TMusic.PlayHihat; +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + BASS_ChannelPlay(BassHihat, True); + {$ENDIF} +end; + +procedure TMusic.PlayClap; +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + BASS_ChannelPlay(BassClap, True); + {$ENDIF} +end; + +procedure TMusic.PlayShuffle; +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + BASS_ChannelPlay(BassShuffle, True); + {$ENDIF} +end; + +procedure TMusic.StopShuffle; +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + BASS_ChannelStop(BassShuffle); + {$ENDIF} +end; + +procedure TMusic.CaptureStart; +var + S: integer; + SC: integer; + P1: integer; + P2: integer; +begin + for S := 0 to High(Sound) do + Sound[S].BufferLong[0].Clear; + + for SC := 0 to High(Ini.CardList) do begin + P1 := Ini.CardList[SC].ChannelL; + P2 := Ini.CardList[SC].ChannelR; + if P1 > PlayersPlay then P1 := 0; + if P2 > PlayersPlay then P2 := 0; + if (P1 > 0) or (P2 > 0) then + CaptureCard(SC, P1, P2); + end; +end; + +procedure TMusic.CaptureStop; +var + SC: integer; + P1: integer; + P2: integer; +begin + + for SC := 0 to High(Ini.CardList) do begin + P1 := Ini.CardList[SC].ChannelL; + P2 := Ini.CardList[SC].ChannelR; + if P1 > PlayersPlay then P1 := 0; + if P2 > PlayersPlay then P2 := 0; + if (P1 > 0) or (P2 > 0) then StopCard(SC); + end; + +end; + +//procedure TMusic.CaptureCard(RecordI, SoundNum, PlayerLeft, PlayerRight: byte); +procedure TMusic.CaptureCard(RecordI, PlayerLeft, PlayerRight: byte); +var + Error: integer; + ErrorMsg: string; +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + + if not BASS_RecordInit(RecordI) then begin + Error := BASS_ErrorGetCode; + + ErrorMsg := IntToStr(Error); + if Error = BASS_ERROR_DX then ErrorMsg := 'No DX5'; + if Error = BASS_ERROR_ALREADY then ErrorMsg := 'The device has already been initialized'; + if Error = BASS_ERROR_DEVICE then ErrorMsg := 'The device number specified is invalid'; + if Error = BASS_ERROR_DRIVER then ErrorMsg := 'There is no available device driver'; + + {Log.LogAnalyze('Error initializing record [' + IntToStr(RecordI) + ', ' + + IntToStr(PlayerLeft) + ', '+ IntToStr(PlayerRight) + ']: ' + + ErrorMsg);} + Log.LogError('Error initializing record [' + IntToStr(RecordI) + ', ' + + IntToStr(PlayerLeft) + ', '+ IntToStr(PlayerRight) + ']: ' + + ErrorMsg); + Log.LogError('Music -> CaptureCard: Error initializing record: ' + ErrorMsg); + + + end + else + begin + Recording.SoundCard[RecordI].BassRecordStream := BASS_RecordStart(44100, 2, MakeLong(0, 20) , @GetMicrophone, PlayerLeft + PlayerRight*256); + end; + + {$ENDIF} +end; + +procedure TMusic.StopCard(Card: byte); +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + BASS_RecordSetDevice(Card); + BASS_RecordFree; + {$ENDIF} +end; + +function TMusic.LoadSoundFromFile(var hStream: hStream; Name: string): boolean; +var + L: Integer; +begin + if FileExists(Name) then begin + Log.LogStatus('Loading Sound: "' + Name + '"', 'LoadSoundFromFile'); + try + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + hStream := BASS_StreamCreateFile(False, pchar(Name), 0, 0, 0); + {$ENDIF} + + //Add CustomSound + L := High(CustomSounds) + 1; + SetLength (CustomSounds, L + 1); + CustomSounds[L].Filename := Name; + CustomSounds[L].Handle := hStream; + except + Log.LogError('Failed to open using BASS', 'LoadSoundFromFile'); + end; + end else begin + Log.LogError('Sound not found: "' + Name + '"', 'LoadSoundFromFile'); + exit; + end; +end; + +//Equalizer +function TMusic.GetFFTData: TFFTData; +var +Data: TFFTData; +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + + //Get Channel Data Mono and 256 Values + BASS_ChannelGetData(Bass, @Result, BASS_DATA_FFT512); + //Result := Data; + + {$ENDIF} +end; + +function TMusic.LoadCustomSound(const Filename: String): Cardinal; +var + S: hStream; + I: Integer; + F: String; +begin + //Search for Sound in already loaded Sounds + F := UpperCase(SoundPath + FileName); + For I := 0 to High(CustomSounds) do + begin + if (UpperCase(CustomSounds[I].Filename) = F) then + begin + Result := I; + Exit; + end; + end; + + if LoadSoundFromFile(S, SoundPath + Filename) then + Result := High(CustomSounds) + else + Result := 0; +end; + +procedure TMusic.PlayCustomSound(const Index: Cardinal); +begin + {$IFDEF useBASS} + // TODO : jb_linux replace with something other than bass + + if Index <= High(CustomSounds) then + BASS_ChannelPlay(CustomSounds[Index].Handle, True); + + {$ENDIF} +end; + + +end. diff --git a/Game/Code/Classes/URecord.pas b/Game/Code/Classes/URecord.pas index 03c87a35..d22e20d3 100644 --- a/Game/Code/Classes/URecord.pas +++ b/Game/Code/Classes/URecord.pas @@ -1,347 +1,359 @@ -unit URecord;
-
-interface
-
-uses Classes,
- Math,
- SysUtils,
- UMusic,
- UIni,
- BASS;
-
-type
- TSound = class
- BufferNew: TMemoryStream; // buffer for newest sample
- BufferArray: array[1..4096] of smallint; // (Signal) newest 4096 samples
- BufferLong: array of TMemoryStream; // full buffer
-
- Num: integer;
- n: integer; // length of Signal to analyze
-
- // pitch detection
- SzczytJest: boolean; // czy jest szczyt
- Szczyt: integer; // pozycja szczytu na osi poziomej
- TonDokl: real; // ton aktualnego szczytu
- Ton: integer; // ton bez ulamka
- TonGamy: integer; // ton w gamie. wartosci: 0-11
- Skala: real; // skala FFT
-
- // procedures
- procedure ProcessNewBuffer;
- procedure AnalizujBufor; // use to analyze sound from buffers to get new pitch
- procedure AnalizujByAutocorrelation; // we call it to analyze sound by checking Autocorrelation
- function AnalyzeAutocorrelationFreq(Freq: real): real; // use this to check one frequency by Autocorrelation
- end;
-
- TSoundCardInput = record
- Name: string;
- end;
-
- TSoundCard = record
- // here can be the soundcard information - whole database from which user will select recording source
- Description: string;
- Input: array of TSoundCardInput;
- InputSelected: integer;
- MicInput: Integer;
-
- // bass record
- BassRecordStream: hStream;
- end;
-
- TRecord = class
- SoundCard: array of TSoundCard;
- constructor Create;
- end;
-
- smallintarray = array [0..maxInt shr 1-1] of smallInt;
- psmallintarray = ^smallintarray;
-
- // procedures - bass record
- function GetMicrophone(handle: HSTREAM; buffer: Pointer; len: DWORD; user: DWORD): boolean; stdcall;
-
-
-var
- Sound: array of TSound;
- SoundCard: array of TSoundCard;
- Poz: integer;
- Recording: TRecord;
-
-implementation
-uses UMain;
-
-procedure TSound.ProcessNewBuffer;
-var
- S: integer;
- L: integer;
- A: integer;
-begin
- // process BufferArray
- S := 0;
- L := BufferNew.Size div 2;
- if L > n then begin
- S := L - n;
- L := n;
- end;
-
- // copy to array
- for A := L+1 to n do
- BufferArray[A-L] := BufferArray[A];
-
- BufferNew.Seek(2*S, soBeginning);
- BufferNew.ReadBuffer(BufferArray[1+n-L], 2*L);
-
- // process BufferLong
- if Ini.SavePlayback = 1 then
- begin
- BufferNew.Seek(0, soBeginning);
- BufferLong[0].CopyFrom(BufferNew, BufferNew.Size);
- end;
-end;
-
-procedure TSound.AnalizujBufor;
-begin
- AnalizujByAutocorrelation;
-end;
-
-procedure TSound.AnalizujByAutocorrelation;
-var
- T: integer; // tone
- F: real; // freq
- Wages: array[0..35] of real; // wages
- MaxT: integer; // max tone
- MaxW: real; // max wage
- V: real; // volume
- MaxV: real; // max volume
- S: integer; // Signal
- Threshold: real; // threshold
-begin
- SzczytJest := false;
-
- // find maximum volume of first 1024 words of signal
- MaxV := 0;
- for S := 1 to 1024 do // 0.5.2: fix. was from 0 to 1023
- begin
- V := Abs(BufferArray[S]) / $10000;
-
- if V > MaxV then
- MaxV := V;
- end;
-
- // prepare to analyze
- MaxW := 0;
-
- // analyze all 12 halftones
- for T := 0 to 35 do // to 11, then 23, now 35 (for Whitney and my high voice)
- begin
- F := 130.81*Power(1.05946309436, T)/2; // let's analyze below 130.81
- Wages[T] := AnalyzeAutocorrelationFreq(F);
-
- if Wages[T] > MaxW then
- begin // this frequency has better wage
- MaxW := Wages[T];
- MaxT := T;
- end;
- end; // for T
-
- Threshold := 0.1;
- case Ini.Threshold of
- 0: Threshold := 0.05;
- 1: Threshold := 0.1;
- 2: Threshold := 0.15;
- 3: Threshold := 0.2;
- end;
-
- if MaxV >= Threshold then
- begin // found acceptable volume // 0.1
- SzczytJest := true;
- TonGamy := MaxT mod 12;
- Ton := MaxT mod 12;
- end;
-
-end;
-
-function TSound.AnalyzeAutocorrelationFreq(Freq: real): real; // result medium difference
-var
- Count: real;
- Src: integer;
- Dst: integer;
- Move: integer;
- Il: integer; // how many counts were done
-begin
- // we use Signal as source
- Count := 0;
- Il := 0;
- Src := 1;
- Move := Round(44100/Freq);
- Dst := Src + Move;
-
- // ver 2 - compare in vertical
- while (Dst < n) do
- begin // process up to n (4KB) of Signal
- Count := Count + Abs(BufferArray[Src] - BufferArray[Dst]) / $10000;
- Inc(Src);
- Inc(Dst);
- Inc(Il);
- end;
-
- Result := 1 - Count / Il;
-end;
-
-function GetMicrophone(handle: HSTREAM; buffer: Pointer; len: DWORD; user: DWORD): boolean; stdcall;
-var
- L: integer;
- S: integer;
- PB: pbytearray;
- PSI: psmallintarray;
- I: integer;
- Skip: integer;
- P1: integer;
- P2: integer;
- Boost: byte;
-begin
- // set boost
- case Ini.MicBoost of
- 0: Boost := 1;
- 1: Boost := 2;
- 2: Boost := 4;
- 3: Boost := 8;
- end;
-
- // boost buffer
- L := Len div 2; // number of samples
- PSI := Buffer;
- for S := 0 to L-1 do
- begin
- I := PSI^[S] * Boost;
- if I > 32767 then I := 32767; // 0.5.0: limit
- if I < -32768 then I := -32768; // 0.5.0: limit
- PSI^[S] := I;
- end;
-
- // decode user
- P1 := (user and 255) - 1;
- P2 := (user div 256) - 1;
-
-
- // 2 players USB mic, left channel
- if P1 >= 0 then
- begin
- L := Len div 4; // number of samples
- PB := Buffer;
-
- Sound[P1].BufferNew.Clear; // 0.5.2: problem on exiting
- for S := 1 to L do
- begin
- Sound[P1].BufferNew.Write(PB[(S-1)*4], 2);
- end;
- Sound[P1].ProcessNewBuffer;
- end;
-
- // 2 players USB mic, right channel
- Skip := 2;
-
- if P2 >= 0 then
- begin
- L := Len div 4; // number of samples
- PB := Buffer;
- Sound[P2].BufferNew.Clear;
- for S := 1 to L do
- begin
- Sound[P2].BufferNew.Write(PB[Skip + (S-1)*4], 2);
- end;
- Sound[P2].ProcessNewBuffer;
- end;
-
- Result := true;
-end;
-
-constructor TRecord.Create;
-var
- SC: integer; // soundcard
- SCI: integer; // soundcard input
- Descr: string;
- InputName: PChar;
- Flags: integer;
- No: integer;
-
- function isDuplicate(Desc: String): Boolean;
- var
- I: Integer;
- begin
- Result := False;
- //Check for Soundcard with same Description
- For I := 0 to SC-1 do
- begin
- if (SoundCard[I].Description = Desc) then
- begin
- Result := True;
- Break;
- end;
- end;
- end;
-
-begin
- // checks for recording devices and puts them into array;
- SetLength(SoundCard, 0);
-
- SC := 0;
- Descr := BASS_RecordGetDeviceDescription(SC);
-
- while (Descr <> '') do
- begin
-
- //If there is another SoundCard with the Same ID, Search an available Name
- if (IsDuplicate(Descr)) then
- begin
- No:= 1; //Count of SoundCards with same Name
- Repeat
- Inc(No)
- Until not IsDuplicate(Descr + ' (' + InttoStr(No) + ')');
-
- //Set Description
- Descr := Descr + ' (' + InttoStr(No) + ')';
- end;
-
- SetLength(SoundCard, SC+1);
-
- SoundCard[SC].Description := Descr;
-
- //Get Recording Inputs
- SCI := 0;
- BASS_RecordInit(SC);
-
- InputName := BASS_RecordGetInputName(SCI);
-
- SetLength(SoundCard[SC].Input, 1);
- SoundCard[SC].Input[SCI].Name := InputName;
-
- // process each input
- while (InputName <> nil) do
- begin
- Flags := BASS_RecordGetInput(SCI);
- if (SCI >= 1) {AND (Flags AND BASS_INPUT_OFF = 0)} then
- begin
- SetLength(SoundCard[SC].Input, SCI+1);
- SoundCard[SC].Input[SCI].Name := InputName;
- end;
-
- //Set Mic Index
- if ((Flags and BASS_INPUT_TYPE_MIC) = 1) then
- SoundCard[SC].MicInput := SCI;
-
- Inc(SCI);
- InputName := BASS_RecordGetInputName(SCI);
- end;
-
- BASS_RecordFree;
-
- Inc(SC);
- Descr := BASS_RecordGetDeviceDescription(SC);
- end; // while
-end;
-
-
-end.
-
-
-
+unit URecord; + +interface + +{$I switches.inc} + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +uses Classes, + Math, + SysUtils, + {$IFDEF useBASS} + bass, + {$ENDIF} + UCommon, + UMusic, + UIni; + +type + TSound = class + BufferNew: TMemoryStream; // buffer for newest sample + BufferArray: array[1..4096] of smallint; // (Signal) newest 4096 samples + BufferLong: array of TMemoryStream; // full buffer + + Num: integer; + n: integer; // length of Signal to analyze + + // pitch detection + SzczytJest: boolean; // czy jest szczyt + Szczyt: integer; // pozycja szczytu na osi poziomej + TonDokl: real; // ton aktualnego szczytu + Ton: integer; // ton bez ulamka + TonGamy: integer; // ton w gamie. wartosci: 0-11 + Skala: real; // skala FFT + + // procedures + procedure ProcessNewBuffer; + procedure AnalizujBufor; // use to analyze sound from buffers to get new pitch + procedure AnalizujByAutocorrelation; // we call it to analyze sound by checking Autocorrelation + function AnalyzeAutocorrelationFreq(Freq: real): real; // use this to check one frequency by Autocorrelation + end; + + TSoundCardInput = record + Name: string; + end; + + TSoundCard = record + // here can be the soundcard information - whole database from which user will select recording source + Description: string; + Input: array of TSoundCardInput; + InputSelected: integer; + MicInput: Integer; + + // bass record + BassRecordStream: hStream; + end; + + TRecord = class + SoundCard: array of TSoundCard; + constructor Create; + end; + + smallintarray = array [0..maxInt shr 1-1] of smallInt; + psmallintarray = ^smallintarray; + + // procedures - bass record + function GetMicrophone(handle: HSTREAM; buffer: Pointer; len: DWORD; user: DWORD): boolean; stdcall; + + +var + Sound: array of TSound; + SoundCard: array of TSoundCard; + Poz: integer; + Recording: TRecord; + +implementation +uses UMain; + +procedure TSound.ProcessNewBuffer; +var + S: integer; + L: integer; + A: integer; +begin + // process BufferArray + S := 0; + L := BufferNew.Size div 2; + if L > n then begin + S := L - n; + L := n; + end; + + // copy to array + for A := L+1 to n do + BufferArray[A-L] := BufferArray[A]; + + BufferNew.Seek(2*S, soBeginning); + BufferNew.ReadBuffer(BufferArray[1+n-L], 2*L); + + // process BufferLong + if Ini.SavePlayback = 1 then + begin + BufferNew.Seek(0, soBeginning); + BufferLong[0].CopyFrom(BufferNew, BufferNew.Size); + end; +end; + +procedure TSound.AnalizujBufor; +begin + AnalizujByAutocorrelation; +end; + +procedure TSound.AnalizujByAutocorrelation; +var + T: integer; // tone + F: real; // freq + Wages: array[0..35] of real; // wages + MaxT: integer; // max tone + MaxW: real; // max wage + V: real; // volume + MaxV: real; // max volume + S: integer; // Signal + Threshold: real; // threshold +begin + SzczytJest := false; + + // find maximum volume of first 1024 words of signal + MaxV := 0; + for S := 1 to 1024 do // 0.5.2: fix. was from 0 to 1023 + begin + V := Abs(BufferArray[S]) / $10000; + + if V > MaxV then + MaxV := V; + end; + + // prepare to analyze + MaxW := 0; + + // analyze all 12 halftones + for T := 0 to 35 do // to 11, then 23, now 35 (for Whitney and my high voice) + begin + F := 130.81*Power(1.05946309436, T)/2; // let's analyze below 130.81 + Wages[T] := AnalyzeAutocorrelationFreq(F); + + if Wages[T] > MaxW then + begin // this frequency has better wage + MaxW := Wages[T]; + MaxT := T; + end; + end; // for T + + Threshold := 0.1; + case Ini.Threshold of + 0: Threshold := 0.05; + 1: Threshold := 0.1; + 2: Threshold := 0.15; + 3: Threshold := 0.2; + end; + + if MaxV >= Threshold then + begin // found acceptable volume // 0.1 + SzczytJest := true; + TonGamy := MaxT mod 12; + Ton := MaxT mod 12; + end; + +end; + +function TSound.AnalyzeAutocorrelationFreq(Freq: real): real; // result medium difference +var + Count: real; + Src: integer; + Dst: integer; + Move: integer; + Il: integer; // how many counts were done +begin + // we use Signal as source + Count := 0; + Il := 0; + Src := 1; + Move := Round(44100/Freq); + Dst := Src + Move; + + // ver 2 - compare in vertical + while (Dst < n) do + begin // process up to n (4KB) of Signal + Count := Count + Abs(BufferArray[Src] - BufferArray[Dst]) / $10000; + Inc(Src); + Inc(Dst); + Inc(Il); + end; + + Result := 1 - Count / Il; +end; + +function GetMicrophone(handle: HSTREAM; buffer: Pointer; len: DWORD; user: DWORD): boolean; stdcall; +var + L: integer; + S: integer; + PB: pbytearray; + PSI: psmallintarray; + I: integer; + Skip: integer; + P1: integer; + P2: integer; + Boost: byte; +begin + // set boost + case Ini.MicBoost of + 0: Boost := 1; + 1: Boost := 2; + 2: Boost := 4; + 3: Boost := 8; + end; + + // boost buffer + L := Len div 2; // number of samples + PSI := Buffer; + for S := 0 to L-1 do + begin + I := PSI^[S] * Boost; + if I > 32767 then I := 32767; // 0.5.0: limit + if I < -32768 then I := -32768; // 0.5.0: limit + PSI^[S] := I; + end; + + // decode user + P1 := (user and 255) - 1; + P2 := (user div 256) - 1; + + + // 2 players USB mic, left channel + if P1 >= 0 then + begin + L := Len div 4; // number of samples + PB := Buffer; + + Sound[P1].BufferNew.Clear; // 0.5.2: problem on exiting + for S := 1 to L do + begin + Sound[P1].BufferNew.Write(PB[(S-1)*4], 2); + end; + Sound[P1].ProcessNewBuffer; + end; + + // 2 players USB mic, right channel + Skip := 2; + + if P2 >= 0 then + begin + L := Len div 4; // number of samples + PB := Buffer; + Sound[P2].BufferNew.Clear; + for S := 1 to L do + begin + Sound[P2].BufferNew.Write(PB[Skip + (S-1)*4], 2); + end; + Sound[P2].ProcessNewBuffer; + end; + + Result := true; +end; + +constructor TRecord.Create; +var + SC: integer; // soundcard + SCI: integer; // soundcard input + Descr: string; + InputName: PChar; + Flags: integer; + No: integer; + + function isDuplicate(Desc: String): Boolean; + var + I: Integer; + begin + Result := False; + //Check for Soundcard with same Description + For I := 0 to SC-1 do + begin + if (SoundCard[I].Description = Desc) then + begin + Result := True; + Break; + end; + end; + end; + +begin + // TODO : JB_linux - Reimplement recording, without bass for linux + {$IFDEF useBASS} + // checks for recording devices and puts them into array; + SetLength(SoundCard, 0); + + SC := 0; + Descr := BASS_RecordGetDeviceDescription(SC); + + while (Descr <> '') do + begin + + //If there is another SoundCard with the Same ID, Search an available Name + if (IsDuplicate(Descr)) then + begin + No:= 1; //Count of SoundCards with same Name + Repeat + Inc(No) + Until not IsDuplicate(Descr + ' (' + InttoStr(No) + ')'); + + //Set Description + Descr := Descr + ' (' + InttoStr(No) + ')'; + end; + + SetLength(SoundCard, SC+1); + + SoundCard[SC].Description := Descr; + + //Get Recording Inputs + SCI := 0; + BASS_RecordInit(SC); + + InputName := BASS_RecordGetInputName(SCI); + + SetLength(SoundCard[SC].Input, 1); + SoundCard[SC].Input[SCI].Name := InputName; + + // process each input + while (InputName <> nil) do + begin + Flags := BASS_RecordGetInput(SCI); + if (SCI >= 1) {AND (Flags AND BASS_INPUT_OFF = 0)} then + begin + SetLength(SoundCard[SC].Input, SCI+1); + SoundCard[SC].Input[SCI].Name := InputName; + end; + + //Set Mic Index + if ((Flags and BASS_INPUT_TYPE_MIC) = 1) then + SoundCard[SC].MicInput := SCI; + + Inc(SCI); + InputName := BASS_RecordGetInputName(SCI); + end; + + BASS_RecordFree; + + Inc(SC); + Descr := BASS_RecordGetDeviceDescription(SC); + end; // while + {$ENDIF} +end; + + +end. + + + diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas index 7f0b85c0..1bc4c558 100644 --- a/Game/Code/Classes/UTexture.pas +++ b/Game/Code/Classes/UTexture.pas @@ -1,1028 +1,1043 @@ -unit UTexture;
-
-// Plain (alpha = 1)
-// Transparent
-// Transparent Range
-// Font (white is drawn, black is transparent)
-// Font Outline (Font with darker outline)
-// Font Outline 2 (Font with darker outline)
-// Font Black (black is drawn, white is transparent)
-// Font Gray (gray is drawn, white is transparent)
-// Arrow (for arrows, white is white, gray has color, black is transparent);
-
-interface
-
-{$IFDEF FPC}
- {$MODE DELPHI}
-{$ENDIF}
-
-uses OpenGL12,
- Windows,
- Math,
- Classes,
- SysUtils,
- {$IFDEF FPC}
- ulazjpeg,
- {$ELSE}
- Graphics,
- JPEG,
- PNGImage,
- {$ENDIF}
- UCommon,
- UThemes;
-
-
-procedure glGenTextures(n: GLsizei; var textures: GLuint); stdcall; external opengl32;
-
-type
- TTexture = record
- TexNum: integer;
- X: real;
- Y: real;
- Z: real; // new
- W: real;
- H: real;
- ScaleW: real; // for dynamic scalling while leaving width constant
- ScaleH: real; // for dynamic scalling while leaving height constant
- Rot: real; // 0 - 2*pi
- Int: real; // intensity
- ColR: real;
- ColG: real;
- ColB: real;
- TexW: real; // used?
- TexH: real; // used?
- TexX1: real;
- TexY1: real;
- TexX2: real;
- TexY2: real;
- Alpha: real;
- Name: string; // 0.5.0: experimental for handling cache images. maybe it's useful for dynamic skins
- end;
-
- TTextureEntry = record
- Name: string;
- Typ: string;
-
- // we use normal TTexture, it's easier to implement and if needed - we copy ready data
- Texture: TTexture;
- TextureCache: TTexture; // 0.5.0
- end;
-
- TTextureDatabase = record
- Texture: array of TTextureEntry;
- end;
-
- TTextureUnit = class
- Limit: integer;
- CreateCacheMipmap: boolean;
-
-// function GetNumberFor
- function GetTexture(Name, Typ: string): TTexture; overload;
- function GetTexture(Name, Typ: string; FromCache: boolean): TTexture; overload;
- function FindTexture(Name: string): integer;
- function LoadTexture(FromRegistry: boolean; Identifier, Format, Typ: PChar; Col: LongWord): TTexture; overload;
- function LoadTexture(Identifier, Format, Typ: PChar; Col: LongWord): TTexture; overload;
- function LoadTexture(Identifier: string): TTexture; overload;
- function CreateTexture(var Data: array of byte; Name: string; W, H: word; Bits: byte): TTexture;
- procedure UnloadTexture(Name: string; FromCache: boolean);
- end;
-
-var
- lasthue: double;
- Texture: TTextureUnit;
- TextureDatabase: TTextureDatabase;
-
- PrintScreenData: array[0..1024*768-1] of longword;
-
- ActTex: GLuint;//integer;
-
- TexOrigW: integer;
- TexOrigH: integer;
- TexNewW: integer;
- TexNewH: integer;
-
- TexFitW: integer;
- TexFitH: integer; // new for limit
-
- TextureD8: array[1..1024*1024] of byte; // 1MB
- TextureD16: array[1..1024*1024, 1..2] of byte; // luminance/alpha tex (2MB)
- TextureD24: array[1..1024*1024, 1..3] of byte; // normal 24-bit tex (3MB)
- TextureD242: array[1..512*512, 1..3] of byte; // normal 24-bit tex (0,75MB)
- TextureD32: array[1..1024*1024, 1..4] of byte; // transparent 32-bit tex (4MB)
- // total 40MB at 2048*2048
- // total 10MB at 1024*1024
-
- Mipmapping: Boolean;
-
- CacheMipmap: array[0..256*256*3-1] of byte; // 3KB
-
-
-implementation
-uses ULog, DateUtils, UCovers, StrUtils;
-
-function TTextureUnit.GetTexture(Name, Typ: string): TTexture;
-begin
- Result := GetTexture(Name, Typ, true);
-end;
-
-function TTextureUnit.GetTexture(Name, Typ: string; FromCache: boolean): TTexture;
-var
- T: integer; // texture
- C: integer; // cover
- Data: array of byte;
-begin
- // find texture entry
- T := FindTexture(Name);
-
- if T = -1 then begin
- // create texture entry
- T := Length(TextureDatabase.Texture);
- SetLength(TextureDatabase.Texture, T+1);
- TextureDatabase.Texture[T].Name := Name;
- TextureDatabase.Texture[T].Typ := Typ;
-
- // inform database that no textures have been loaded into memory
- TextureDatabase.Texture[T].Texture.TexNum := -1;
- TextureDatabase.Texture[T].TextureCache.TexNum := -1;
- end;
-
- // use preloaded texture
- if (not FromCache) or (FromCache and not Covers.CoverExists(Name)) then begin
- // use full texture
- if TextureDatabase.Texture[T].Texture.TexNum = -1 then begin
- // load texture
- TextureDatabase.Texture[T].Texture := LoadTexture(false, pchar(Name), 'JPG', pchar(Typ), $0);
- end;
-
- // use texture
- Result := TextureDatabase.Texture[T].Texture;
-
- end;
-
- if FromCache and Covers.CoverExists(Name) then begin
- // use cache texture
- C := Covers.CoverNumber(Name);
-
- if TextureDatabase.Texture[T].TextureCache.TexNum = -1 then begin
- // load texture
- Covers.PrepareData(Name);
- TextureDatabase.Texture[T].TextureCache := CreateTexture(Covers.Data, Name, Covers.Cover[C].W, Covers.Cover[C].H, 24);
- end;
-
- // use texture
- Result := TextureDatabase.Texture[T].TextureCache;
- end;
-end;
-
-function TTextureUnit.FindTexture(Name: string): integer;
-var
- T: integer; // texture
-begin
- Result := -1;
- for T := 0 to high(TextureDatabase.Texture) do
- if TextureDatabase.Texture[T].Name = Name then
- Result := T;
-end;
-
-// expects: src, dst: pointers to r,g,b,a
-// hue: new hue within range [0.0-6.0)
-procedure ColorizeCopy(Src, Dst: PByteArray; hue: Double); overload;
-var
- i,j,k: Cardinal;
- clr, hls: array[0..2] of Double;
- delta, f, p, q, t: Double;
-begin
- hls[0]:=hue;
-
- clr[0] := src[0]/255;
- clr[1] := src[1]/255;
- clr[2] := src[2]/255;
-
- //calculate luminance and saturation from rgb
- hls[1] := maxvalue(clr); //l:=...
- delta := hls[1] - minvalue(clr);
-
- if hls[1] = 0.0 then
- hls[2] := 0.0
- else
- hls[2] := delta/hls[1]; //v:=...
-
- // calc new rgb from our hls (h from color, l ans s from pixel)
-// if (hls[1]<>0.0) and (hls[2]<>0.0) then // only if colorizing makes sense
- begin
- k:=trunc(hls[0]);
- f:=hls[0]-k;
- p:=hls[1]*(1.0-hls[2]);
- q:=hls[1]*(1.0-(hls[2]*f));
- t:=hls[1]*(1.0-(hls[2]*(1.0-f)));
- case k of
- 0: begin clr[0]:=hls[1]; clr[1]:=t; clr[2]:=p; end;
- 1: begin clr[0]:=q; clr[1]:=hls[1]; clr[2]:=p; end;
- 2: begin clr[0]:=p; clr[1]:=hls[1]; clr[2]:=t; end;
- 3: begin clr[0]:=p; clr[1]:=q; clr[2]:=hls[1]; end;
- 4: begin clr[0]:=t; clr[1]:=p; clr[2]:=hls[1]; end;
- 5: begin clr[0]:=hls[1]; clr[1]:=p; clr[2]:=q; end;
- end;
- // and store new rgb back into the image
- dst[0]:=floor(255*clr[0]);
- dst[1]:=floor(255*clr[1]);
- dst[2]:=floor(255*clr[2]);
- dst[3]:=src[3];
- end;
-end;
-
-// expects: src: $rrggbb
-// dst: pointer to r,g,b,a
-// hue: new hue within range [0.0-6.0)
-procedure ColorizeCopy(Src: Cardinal; Dst: PByteArray; hue: Double); overload;
-var
- i,j,k: Cardinal;
- clr, hls: array[0..2] of Double;
- delta, f, p, q, t: Double;
-begin
- hls[0]:=hue;
-
- clr[0]:=((src shr 16) and $ff)/255;
- clr[1]:=((src shr 8) and $ff)/255;
- clr[2]:=(src and $ff)/255;
- //calculate luminance and saturation from rgb
- hls[1]:=maxvalue(clr); //l:=...
- delta:=hls[1]-minvalue(clr);
- if hls[1]=0.0 then hls[2]:=0.0 else hls[2]:=delta/hls[1]; //v:=...
- // calc new rgb from our hls (h from color, l ans s from pixel)
-// if (hls[1]<>0.0) and (hls[2]<>0.0) then // only if colorizing makes sense
- begin
- k:=trunc(hls[0]);
- f:=hls[0]-k;
- p:=hls[1]*(1.0-hls[2]);
- q:=hls[1]*(1.0-(hls[2]*f));
- t:=hls[1]*(1.0-(hls[2]*(1.0-f)));
- case k of
- 0: begin clr[0]:=hls[1]; clr[1]:=t; clr[2]:=p; end;
- 1: begin clr[0]:=q; clr[1]:=hls[1]; clr[2]:=p; end;
- 2: begin clr[0]:=p; clr[1]:=hls[1]; clr[2]:=t; end;
- 3: begin clr[0]:=p; clr[1]:=q; clr[2]:=hls[1]; end;
- 4: begin clr[0]:=t; clr[1]:=p; clr[2]:=hls[1]; end;
- 5: begin clr[0]:=hls[1]; clr[1]:=p; clr[2]:=q; end;
- end;
- // and store new rgb back into the image
- dst[0]:=floor(255*clr[0]);
- dst[1]:=floor(255*clr[1]);
- dst[2]:=floor(255*clr[2]);
- dst[3]:=255;
- end;
-end;
-//returns hue within range [0.0-6.0)
-function col2h(Color:Cardinal):double;
-var
- clr,hls: array[0..2] of double;
- delta: double;
-begin
- clr[0]:=((Color and $ff0000) shr 16)/255;
- clr[1]:=((Color and $ff00) shr 8)/255;
- clr[2]:=(Color and $ff)/255;
- hls[1]:=maxvalue(clr);
- delta:=hls[1]-minvalue(clr);
- if clr[0]=hls[1] then hls[0]:=(clr[1]-clr[2])/delta
- else if clr[1]=hls[1] then hls[0]:=2.0+(clr[2]-clr[0])/delta
- else if clr[2]=hls[1] then hls[0]:=4.0+(clr[0]-clr[1])/delta;
- if hls[0]<0.0 then hls[0]:=hls[0]+6.0;
- if hls[0]=6.0 then hls[0]:=0.0;
- col2h:=hls[0];
-end;
-
-
-function TTextureUnit.LoadTexture(FromRegistry: boolean; Identifier, Format, Typ: PChar; Col: LongWord): TTexture;
-var
- Res: TResourceStream;
- TextureB: TBitmap;
- TextureJ: TJPEGImage;
- {$IFNDEF FPC}
- TexturePNG: TPNGObject;
- {$ENDIF}
-
- TextureAlpha: array of byte;
- AlphaPtr: PByte;
- TransparentColor: TColor;
- PixelColor: TColor;
-
- Position: integer;
- Position2: integer;
- Pix: integer;
- ColInt: real;
- PPix: PByteArray;
- TempA: integer;
- Error: integer;
- SkipX: integer;
- myAlpha: Real;
- myRGBABitmap: array of byte;
- RGBPtr: PByte;
- myHue: Double;
-begin
- {$IFNDEF FPC} // TODO : JB eeeew this is a nasty one...
- // but lazarus implementation scanlines is different :(
- // need to implement as per
- // http://www.lazarus.freepascal.org/index.php?name=PNphpBB2&file=viewtopic&p=18512
- // http://www.lazarus.freepascal.org/index.php?name=PNphpBB2&file=viewtopic&p=10797
- // http://wiki.lazarus.freepascal.org/Developing_with_Graphics
- Log.BenchmarkStart(4);
- Mipmapping := true;
-
- if FromRegistry then begin
- try
- Res := TResourceStream.Create(HInstance, Identifier, Format);
- except
- beep;
- Exit;
- end;
- end;
-
- // filetype "detection"
- if (not FromRegistry) and (FileExists(Identifier)) then begin
- Format:='';
- Format := PAnsichar(UpperCase(RightStr(ExtractFileExt(Identifier),3)));
- end;
-// else Format:='JPG';
-// if not ((Format='BMP')or(Format='JPG')or(Format='PNG')) then Format:='JPG';
-
- if FromRegistry or ((not FromRegistry) and FileExists(Identifier)) then begin
- TextureB := TBitmap.Create;
-
- if Format = 'BMP' then
- begin
- if FromRegistry then
- TextureB.LoadFromStream(Res)
- else
- TextureB.LoadFromFile(Identifier);
- end
- else
- if Format = 'JPG' then
- begin
- TextureJ := TJPEGImage.Create;
-
- if FromRegistry then
- TextureJ.LoadFromStream(Res)
- else
- begin
- if FileExists(Identifier) then
- TextureJ.LoadFromFile(Identifier)
- else
- Exit;
- end;
-
- TextureB.Assign(TextureJ);
- TextureJ.Free;
- end
- else if Format = 'PNG' then
- begin
- {$IFNDEF FPC}
- // TODO : JB - fix this for lazarus..
- TexturePNG := TPNGObject.Create;
- if FromRegistry then
- TexturePNG.LoadFromStream(Res)
- else
- begin
- if FileExists(Identifier) then
- TexturePNG.LoadFromFile(Identifier)
- else
- Exit;
- end;
-
- TextureB.Assign(TexturePNG);
- // transparent png hack start (part 1 of 2)
- if ((Typ = 'Transparent') or (Typ = 'Colorized')) and (TexturePNG.TransparencyMode = ptmPartial) then
- begin
- setlength(TextureAlpha, TextureB.Width*TextureB.Height);
- setlength(MyRGBABitmap,TextureB.Width*TextureB.Height*4);
- if (TexturePNG.Header.ColorType = COLOR_GRAYSCALEALPHA) or
- (TexturePNG.Header.ColorType = COLOR_RGBALPHA) then
- begin
- // i would have preferred english variables here but i use Position because i'm lazy
- for Position := 0 to TextureB.Height - 1 do
- begin
- AlphaPtr := PByte(TexturePNG.AlphaScanline[Position]);
- RGBPtr:=PByte(TexturePNG.Scanline[Position]);
- for Position2 := 0 to TextureB.Width - 1 do
- begin
- TextureAlpha[Position*TextureB.Width+Position2]:= AlphaPtr^;
- MyRGBABitmap[(Position*TextureB.Width+Position2)*4]:= RGBPtr^;
- Inc(RGBPtr);
- MyRGBABitmap[(Position*TextureB.Width+Position2)*4+1]:= RGBPtr^;
- Inc(RGBPtr);
- MyRGBABitmap[(Position*TextureB.Width+Position2)*4+2]:= RGBPtr^;
- Inc(RGBPtr);
- MyRGBABitmap[(Position*TextureB.Width+Position2)*4+3]:= AlphaPtr^;
-// Inc(RGBPtr);
- Inc(AlphaPtr);
- end;
- end;
- end;
- end else
- setlength(TextureAlpha,0); // just no special transparency for unimplemented transparency types (ptmBit)
- // transparent png hack end
- TexturePNG.Free;
- {$ENDIF}
- end;
-
- if FromRegistry then Res.Free;
-
- if (TextureB.Width > 1024) or (TextureB.Height > 1024) then begin // will be fixed in 0.5.1 and dynamically extended to 8192x8192 depending on the driver
- Log.LogError('Image ' + Identifier + ' is too big (' + IntToStr(TextureB.Width) + 'x' + IntToStr(TextureB.Height) + ')');
- Result.TexNum := -1;
- end else begin
-
- glGenTextures(1, ActTex);
- glBindTexture(GL_TEXTURE_2D, ActTex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- if Typ = 'Plain' then begin
- // dimensions
- TexOrigW := TextureB.Width;
- TexOrigH := TextureB.Height;
- TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
- TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
-
- // copy and process pixeldata
- TextureB.PixelFormat := pf24bit;
-{ if (TextureB.PixelFormat = pf8bit) then begin
- for Position := 0 to TexOrigH-1 do begin
- for Position2 := 0 to TexOrigW-1 do begin
- Pix := TextureB.Canvas.Pixels[Position2, Position];
- TextureD24[Position*TexNewW + Position2+1, 1] := Pix;
- TextureD24[Position*TexNewW + Position2+1, 2] := Pix div 256;
- TextureD24[Position*TexNewW + Position2+1, 3] := Pix div (256*256);
- end;
- end;
- end;}
- if (TexOrigW <= Limit) and (TexOrigW <= Limit) then begin
- if (TextureB.PixelFormat = pf24bit) then begin
- for Position := 0 to TexOrigH-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TexOrigW-1 do begin
- TextureD24[Position*TexNewW + Position2+1, 1] := PPix[Position2*3+2];
- TextureD24[Position*TexNewW + Position2+1, 2] := PPix[Position2*3+1];
- TextureD24[Position*TexNewW + Position2+1, 3] := PPix[Position2*3];
- end;
- end;
- end;
- end else begin
- // limit
- TexFitW := 4 * (TexOrigW div 4); // fix for bug in gluScaleImage
- TexFitH := TexOrigH;
- if (TextureB.PixelFormat = pf24bit) then begin
- for Position := 0 to TexOrigH-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TexOrigW-1 do begin
- TextureD24[Position*TexFitW + Position2+1, 1] := PPix[Position2*3+2];
- TextureD24[Position*TexFitW + Position2+1, 2] := PPix[Position2*3+1];
- TextureD24[Position*TexFitW + Position2+1, 3] := PPix[Position2*3];
- end;
- end;
- end;
- gluScaleImage(GL_RGB, TexFitW, TexFitH, GL_UNSIGNED_BYTE, @TextureD24,
- Limit, Limit, GL_UNSIGNED_BYTE, @TextureD24); // takes some time
-
- TexNewW := Limit;
- TexNewH := Limit;
- TexOrigW := Limit;
- TexOrigH := Limit;
- end;
-
- // creating cache mipmap
- if CreateCacheMipmap then begin
- if (TexOrigW <> TexNewW) or (TexOrigH <> TexNewH) then begin
- // texture only uses some of it's space. there's a need for resize to fit full size
- // and get best quality
- TexFitW := 4 * (TexOrigW div 4); // 0.5.0: fix for bug in gluScaleImage
- SkipX := (TexOrigW div 2) mod 2; // 0.5.0: try to center image
-
- TexFitH := TexOrigH;
- for Position := 0 to TexOrigH-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TexOrigW-1 do begin
- TextureD242[Position*TexFitW + Position2+1, 1] := PPix[(Position2+SkipX)*3+2];
- TextureD242[Position*TexFitW + Position2+1, 2] := PPix[(Position2+SkipX)*3+1];
- TextureD242[Position*TexFitW + Position2+1, 3] := PPix[(Position2+SkipX)*3];
- end;
- end;
- gluScaleImage(GL_RGB, TexFitW, TexFitH, GL_UNSIGNED_BYTE, @TextureD242,
- Covers.W, Covers.H, GL_UNSIGNED_BYTE, @CacheMipmap[0]); // takes some time
-
- end else begin
- // texture fits perfectly
- gluScaleImage(GL_RGB, TexOrigW, TexOrigH, GL_UNSIGNED_BYTE, @TextureD24,
- Covers.W, Covers.H, GL_UNSIGNED_BYTE, @CacheMipmap[0]); // takes some time
- end;
- end;
-
- glTexImage2D(GL_TEXTURE_2D, 0, 3, TexNewW, TexNewH, 0, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24);
- if Mipmapping then begin
- Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TexNewW, TexNewH, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24);
- if Error > 0 then beep;
- end
- end;
-
- if Typ = 'Transparent' then begin
- // dimensions
- TexOrigW := TextureB.Width;
- TexOrigH := TextureB.Height;
- TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
- TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
- TextureB.Width := TexNewW;
- TextureB.Height := TexNewH;
-
- // copy and process pixeldata
- for Position := 0 to TexOrigH-1 do begin
- for Position2 := 0 to TexOrigW-1 do begin
- Pix := TextureB.Canvas.Pixels[Position2, Position];
- // ,- part of transparent png hack
- if ((Pix = $fefefe) or (Pix = Col)) and (length(TextureAlpha)=0) then begin //Small fix, that caused artefacts to be drawn (#fe == dec254)
- TextureD32[Position*TexNewW + Position2 + 1, 1] := 0;
- TextureD32[Position*TexNewW + Position2 + 1, 2] := 0;
- TextureD32[Position*TexNewW + Position2 + 1, 3] := 0;
- TextureD32[Position*TexNewW + Position2 + 1, 4] := 0;
- end else if (Format = 'PNG') and (length(TextureAlpha) <> 0) then begin
- myAlpha:=TextureAlpha[Position*TexOrigW+Position2];
- TextureD32[Position*TexNewW + Position2+1, 1] := MyRGBABitmap[(Position*TexOrigW+Position2)*4+2];
- TextureD32[Position*TexNewW + Position2+1, 2] := MyRGBABitmap[(Position*TexOrigW+Position2)*4+1];
- TextureD32[Position*TexNewW + Position2+1, 3] := MyRGBABitmap[(Position*TexOrigW+Position2)*4];
- TextureD32[Position*TexNewW+Position2+1,4]:=MyRGBABitmap[(Position*TexOrigW+Position2)*4+3];
- end else begin
- TextureD32[Position*TexNewW + Position2+1, 1] := (Pix and $ff);
- TextureD32[Position*TexNewW + Position2+1, 2] := ((Pix shr 8) and $ff);
- TextureD32[Position*TexNewW + Position2+1, 3] := ((Pix shr 16) and $ff);
- TextureD32[Position*TexNewW + Position2+1, 4] := 255;
- end;
- end;
- end;
- setlength(TextureAlpha,0);
- setlength(MyRGBABitmap,0);
- glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
-{ if Mipmapping then begin
- Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
- if Error > 0 then beep;
- end;}
- end;
-
-// The new awesomeness of colorized pngs starts here
-// We're the first who had this feature, so give credit when you copy+paste :P
- if Typ = 'Colorized' then begin
- // dimensions
- TexOrigW := TextureB.Width;
- TexOrigH := TextureB.Height;
- TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
- TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
- TextureB.Width := TexNewW;
- TextureB.Height := TexNewH;
-
- myHue:=col2h(Col);
- // copy and process pixeldata
- for Position := 0 to TexOrigH-1 do begin
- for Position2 := 0 to TexOrigW-1 do begin
- Pix := TextureB.Canvas.Pixels[Position2, Position];
- if (Format = 'PNG') and (length(MyRGBABitmap) <> 0) then
- ColorizeCopy(@MyRGBABitmap[(Position*TexOrigW+Position2)*4],
- @TextureD32[Position*TexNewW + Position2+1, 1],
- myHue)
- else
- ColorizeCopy(Pix,
- @TextureD32[Position*TexNewW + Position2+1, 1],
- myHue);
- end;
- end;
-
- setlength(TextureAlpha,0);
- setlength(MyRGBABitmap,0);
- glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
- end;
-// eoa COLORIZE
-
- if Typ = 'Transparent Range' then begin
- // dimensions
- TexOrigW := TextureB.Width;
- TexOrigH := TextureB.Height;
- TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
- TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
- TextureB.Width := TexNewW;
- TextureB.Height := TexNewH;
- // copy and process pixeldata
- for Position := 0 to TexOrigH-1 do begin
- for Position2 := 0 to TexOrigW-1 do begin
- Pix := TextureB.Canvas.Pixels[Position2, Position];
- TextureD32[Position*TexNewW + Position2+1, 1] := Pix;
- TextureD32[Position*TexNewW + Position2+1, 2] := Pix div 256;
- TextureD32[Position*TexNewW + Position2+1, 3] := Pix div (256*256);
- TextureD32[Position*TexNewW + Position2+1, 4] := 256 - Pix div 256;
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
-{ if Mipmapping then begin
- Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
- if Error > 0 then beep;
- end;}
- end;
-
- if Typ = 'Font' then begin
- TextureB.PixelFormat := pf24bit;
- for Position := 0 to TextureB.Height-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TextureB.Width-1 do begin
- Pix := PPix[Position2 * 3];
- TextureD16[Position*TextureB.Width + Position2 + 1, 1] := 255;
- TextureD16[Position*TextureB.Width + Position2 + 1, 2] := Pix;
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
-
- if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- if Mipmapping then begin
- Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 2, TextureB.Width, TextureB.Height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
- if Error > 0 then beep;
- end;
- end;
-
- if Typ = 'Font Outline' then begin
- TextureB.PixelFormat := pf24bit;
- for Position := 0 to TextureB.Height-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TextureB.Width-1 do begin
- Pix := PPix[Position2 * 3];
-
- Col := Pix;
- if Col < 127 then Col := 127;
-
- TempA := Pix;
- if TempA >= 95 then TempA := 255;
- if TempA >= 31 then TempA := 255;
- if Pix < 95 then TempA := (Pix * 256) div 96;
-
-
- TextureD16[Position*TextureB.Width + Position2 + 1, 1] := Col;
- TextureD16[Position*TextureB.Width + Position2 + 1, 2] := TempA;
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
-
- if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- if Mipmapping then begin
- Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 2, TextureB.Width, TextureB.Height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
- if Error > 0 then beep;
- end;
- end;
-
- if Typ = 'Font Outline 2' then begin
- TextureB.PixelFormat := pf24bit;
- for Position := 0 to TextureB.Height-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TextureB.Width-1 do begin
- Pix := PPix[Position2 * 3];
-
- Col := Pix;
- if Col < 31 then Col := 31;
-
- TempA := Pix;
- if TempA >= 31 then TempA := 255;
- if Pix < 31 then TempA := Pix * (256 div 32);
-
- TextureD16[Position*TextureB.Width + Position2 + 1, 1] := Col;
- TextureD16[Position*TextureB.Width + Position2 + 1, 2] := TempA;
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
-
- if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- if Mipmapping then begin
- Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 2, TextureB.Width, TextureB.Height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
- if Error > 0 then beep;
- end;
- end;
-
- if Typ = 'Font Black' then begin
- // normalnie 0,125s bez niczego 0,015s - 0,030s z pix 0,125s <-- ???
- // dimensions
- TextureB.PixelFormat := pf24bit;
- TexOrigW := TextureB.Width;
- TexOrigH := TextureB.Height;
- TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
- TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
- TextureB.Width := TexNewW;
- TextureB.Height := TexNewH;
- // copy and process pixeldata
- for Position := 0 to TextureB.Height-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TextureB.Width-1 do begin
- Pix := PPix[Position2*3];
- TextureD32[Position*TextureB.Width + Position2 + 1, 1] := 255;
- TextureD32[Position*TextureB.Width + Position2 + 1, 2] := 255;
- TextureD32[Position*TextureB.Width + Position2 + 1, 3] := 255;
- TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256);
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
- end;
-
- if Typ = 'Alpha Black Colored' then begin
- TextureB.PixelFormat := pf24bit;
- TexOrigW := TextureB.Width;
- TexOrigH := TextureB.Height;
- TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
- TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
- TextureB.Width := TexNewW;
- TextureB.Height := TexNewH;
- // copy and process pixeldata
- for Position := 0 to TextureB.Height-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TextureB.Width-1 do begin
- Pix := PPix[Position2*3];
- TextureD32[Position*TextureB.Width + Position2 + 1, 1] := (Col div $10000) and $FF;
- TextureD32[Position*TextureB.Width + Position2 + 1, 2] := (Col div $100) and $FF;
- TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Col and $FF;
- TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256);
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
- end;
-
- if Typ = 'Font Gray' then begin
- // dimensions
- TexOrigW := TextureB.Width;
- TexOrigH := TextureB.Height;
- TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
- TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
- TextureB.Width := TexNewW;
- TextureB.Height := TexNewH;
- // copy and process pixeldata
- for Position := 0 to TextureB.Height-1 do begin
- for Position2 := 0 to TextureB.Width-1 do begin
- Pix := TextureB.Canvas.Pixels[Position2, Position];
- TextureD32[Position*TextureB.Width + Position2 + 1, 1] := 127;
- TextureD32[Position*TextureB.Width + Position2 + 1, 2] := 127;
- TextureD32[Position*TextureB.Width + Position2 + 1, 3] := 127;
- TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256);
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
-{ if Mipmapping then begin
- Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
- if Error > 0 then beep;
- end;}
- end;
-
- if Typ = 'Arrow' then begin
- TextureB.PixelFormat := pf24bit;
- for Position := 0 to TextureB.Height-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TextureB.Width-1 do begin
- Pix := PPix[Position2 * 3];
-
- // transparency
- if Pix >= 127 then TempA := 255;
- if Pix < 127 then TempA := Pix * 2;
-
- // ColInt = color intensity
- if Pix < 127 then ColInt := 1;
- if Pix >= 127 then ColInt := 2 - Pix / 128;
- //0.75, 0.6, 0.25
-
- TextureD32[Position*TextureB.Width + Position2 + 1, 1] := Round(ColInt * 0.75 * 255 + (1 - ColInt) * 255);
- TextureD32[Position*TextureB.Width + Position2 + 1, 2] := Round(ColInt * 0.6 * 255 + (1 - ColInt) * 255);
- TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Round(ColInt * 0.25 * 255 + (1 - ColInt) * 255);
- TextureD32[Position*TextureB.Width + Position2 + 1, 4] := TempA;
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
-
- if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- if Mipmapping then begin
- Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
- if Error > 0 then beep;
- end;
- end;
-
- if Typ = 'Note Plain' then begin
- for Position := 0 to TextureB.Height-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TextureB.Width-1 do begin
-
-
-
- // Skin Patch
- // 0-191= Fade Black to Col, 192= Col, 193-254 Fade Col to White, 255= White
- case PPix[Position2*3] of
- 0..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Position2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Position2*3]) div $Bf) + (((Col and $FF) * PPix[Position2*3]) div $Bf);
- 192: Pix := Col;
- 193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Position2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF));
- 255: Pix := $FFFFFF;
- end;
-// 0.5.0. Original
-// case PPix[Position2*3] of
-// 128: Pix := $10000 * ((Col div $10000) div 2) + $100 * (((Col div $100) and $FF) div 2) + (Col and $FF) div 2;
-// 192: Pix := Col;
-// 255: Pix := $FFFFFF;
-// end;
-
-
-
-
-
- TextureD24[Position*TextureB.Width + Position2 + 1, 1] := Pix div $10000;
- TextureD24[Position*TextureB.Width + Position2 + 1, 2] := (Pix div $100) and $FF;
- TextureD24[Position*TextureB.Width + Position2 + 1, 3] := Pix and $FF;
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureB.Width, TextureB.Height, 0, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24);
- end;
-
- if Typ = 'Note Transparent' then begin
- for Position := 0 to TextureB.Height-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TextureB.Width-1 do begin
- TempA := 255;
-
-
-
- //Skin Patch
- // 0= Transparent, 1-191= Fade Black to Col, 192= Col, 193-254 Fade Col to White, 255= White
- case PPix[Position2*3] of
- 0: TempA := 0;
- 1..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Position2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Position2*3]) div $Bf) + (((Col and $FF) * PPix[Position2*3]) div $Bf);
- 192: Pix := Col;
- 193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Position2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF));
- 255: Pix := $FFFFFF;
- end;
-// 0.5.0 Original
-// case PPix[Position2*3] of
-// 0: TempA := 0;
-// 128: Pix := $10000 * ((Col div $10000) div 2) + $100 * (((Col div $100) and $FF) div 2) + (Col and $FF) div 2;
-// 192: Pix := Col;
-// 255: Pix := $FFFFFF;
-// end;
-
-
-
-
- TextureD32[Position*TextureB.Width + Position2 + 1, 1] := Pix div $10000;
- TextureD32[Position*TextureB.Width + Position2 + 1, 2] := (Pix div $100) and $FF;
- TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Pix and $FF;
- TextureD32[Position*TextureB.Width + Position2 + 1, 4] := TempA;
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
- end;
-
- TextureB.Free;
- Result.X := 0;
- Result.Y := 0;
- Result.W := 0;
- Result.H := 0;
- Result.ScaleW := 1;
- Result.ScaleH := 1;
- Result.Rot := 0;
- Result.TexNum := ActTex;
- Result.TexW := TexOrigW / TexNewW;
- Result.TexH := TexOrigH / TexNewH;
-
- Result.Int := 1;
- Result.ColR := 1;
- Result.ColG := 1;
- Result.ColB := 1;
- Result.Alpha := 1;
-
- // 0.4.2 new test - default use whole texure, taking TexW and TexH as const and changing these
- Result.TexX1 := 0;
- Result.TexY1 := 0;
- Result.TexX2 := 1;
- Result.TexY2 := 1;
-
- // 0.5.0
- Result.Name := Identifier;
-
- end;
-
- Log.BenchmarkEnd(4);
- if Log.BenchmarkTimeLength[4] >= 1 then
- Log.LogBenchmark('**********> Texture Load Time Warning - ' + Format + '/' + Identifier + '/' + Typ, 4);
-
- end; // logerror
- {$ENDIF}
-end;
-
-{procedure ResizeTexture(s: pbytearray; d: pbytearray);
-var
- Position: integer;
- Position2: integer;
-begin
- for Position := 0 to TexNewH*4-1 do
- for Position2 := 0 to TexNewW-1 do
- d[Position*TexNewW + Position2] := 0;
-
- for Position := 0 to TexOrigH-1 do begin
- for Position2 := 0 to TexOrigW-1 do begin
- d[(Position*TexNewW + Position2)*4] := Paleta[s[Position*TexOrigW + Position2], 1];
- d[(Position*TexNewW + Position2)*4+1] := Paleta[s[Position*TexOrigW + Position2], 2];
- d[(Position*TexNewW + Position2)*4+2] := Paleta[s[Position*TexOrigW + Position2], 3];
- d[(Position*TexNewW + Position2)*4+3] := Paleta[s[Position*TexOrigW + Position2], 4];
- end;
- end;
-end;}
-
-{procedure SetTexture(p: pointer);
-begin
- glGenTextures(1, Tekstur);
- glBindTexture(GL_TEXTURE_2D, Tekstur);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, p);
-end;}
-
-function TTextureUnit.LoadTexture(Identifier, Format, Typ: PChar; Col: LongWord): TTexture;
-begin
- Result := LoadTexture(false, Identifier, Format, Typ, Col);
-// Result := LoadTexture(SkinReg, Identifier, Format, Typ, Col); // default to SkinReg
-
-end;
-
-function TTextureUnit.LoadTexture(Identifier: string): TTexture;
-begin
- Result := LoadTexture(false, pchar(Identifier), 'JPG', 'Plain', 0);
-end;
-
-function TTextureUnit.CreateTexture(var Data: array of byte; Name: string; W, H: word; Bits: byte): TTexture;
-var
- Position: integer;
- Position2: integer;
- Pix: integer;
- ColInt: real;
- PPix: PByteArray;
- TempA: integer;
- Error: integer;
-begin
- Mipmapping := false;
-
- glGenTextures(1, ActTex); // ActText = new texture number
- glBindTexture(GL_TEXTURE_2D, ActTex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- glTexImage2D(GL_TEXTURE_2D, 0, 3, W, H, 0, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]);
- if Mipmapping then begin
- Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 3, W, H, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]);
- if Error > 0 then beep;
- end;
-
- Result.X := 0;
- Result.Y := 0;
- Result.W := 0;
- Result.H := 0;
- Result.ScaleW := 1;
- Result.ScaleH := 1;
- Result.Rot := 0;
- Result.TexNum := ActTex;
- Result.TexW := 1;
- Result.TexH := 1;
-
- Result.Int := 1;
- Result.ColR := 1;
- Result.ColG := 1;
- Result.ColB := 1;
- Result.Alpha := 1;
-
- // 0.4.2 new test - default use whole texure, taking TexW and TexH as const and changing these
- Result.TexX1 := 0;
- Result.TexY1 := 0;
- Result.TexX2 := 1;
- Result.TexY2 := 1;
-
- // 0.5.0
- Result.Name := Name;
-end;
-
-procedure TTextureUnit.UnloadTexture(Name: string; FromCache: boolean);
-var
- T: integer;
- TexNum: GLuint;
-begin
- T := FindTexture(Name);
-
- if not FromCache then begin
- TexNum := TextureDatabase.Texture[T].Texture.TexNum;
- if TexNum >= 0 then begin
- glDeleteTextures(1, @TexNum);
- TextureDatabase.Texture[T].Texture.TexNum := -1;
-// Log.LogError('Unload texture no '+IntToStr(TexNum));
- end;
- end else begin
- TexNum := TextureDatabase.Texture[T].TextureCache.TexNum;
- if TexNum >= 0 then begin
- glDeleteTextures(1, @TexNum);
- TextureDatabase.Texture[T].TextureCache.TexNum := -1;
-// Log.LogError('Unload texture cache no '+IntToStr(TexNum));
- end;
- end;
-end;
-
-end.
+unit UTexture; + +// Plain (alpha = 1) +// Transparent +// Transparent Range +// Font (white is drawn, black is transparent) +// Font Outline (Font with darker outline) +// Font Outline 2 (Font with darker outline) +// Font Black (black is drawn, white is transparent) +// Font Gray (gray is drawn, white is transparent) +// Arrow (for arrows, white is white, gray has color, black is transparent); + +interface + +{$I switches.inc} + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + +uses OpenGL12, + {$IFDEF win32} + windows, + {$ENDIF} + Math, + Classes, + SysUtils, + {$IFDEF FPC} + ulazjpeg, + {$ELSE} + JPEG, + PNGImage, + {$ENDIF} + Graphics, + UCommon, + UThemes; + + + {$IFDEF Win32} + procedure glGenTextures(n: GLsizei; var textures: GLuint); stdcall; external opengl32; + + {$ELSE} + {$ifdef darwin} + const opengl32 = '/System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib'; + {$ELSE} + const opengl32 = 'libGL.so' ; // YES Capital GL + {$ENDIF} + + procedure glGenTextures(n: GLsizei; var textures: GLuint); stdcall; external opengl32; + {$ENDIF} + +type + TTexture = record + TexNum: integer; + X: real; + Y: real; + Z: real; // new + W: real; + H: real; + ScaleW: real; // for dynamic scalling while leaving width constant + ScaleH: real; // for dynamic scalling while leaving height constant + Rot: real; // 0 - 2*pi + Int: real; // intensity + ColR: real; + ColG: real; + ColB: real; + TexW: real; // used? + TexH: real; // used? + TexX1: real; + TexY1: real; + TexX2: real; + TexY2: real; + Alpha: real; + Name: string; // 0.5.0: experimental for handling cache images. maybe it's useful for dynamic skins + end; + + TTextureEntry = record + Name: string; + Typ: string; + + // we use normal TTexture, it's easier to implement and if needed - we copy ready data + Texture: TTexture; + TextureCache: TTexture; // 0.5.0 + end; + + TTextureDatabase = record + Texture: array of TTextureEntry; + end; + + TTextureUnit = class + Limit: integer; + CreateCacheMipmap: boolean; + +// function GetNumberFor + function GetTexture(Name, Typ: string): TTexture; overload; + function GetTexture(Name, Typ: string; FromCache: boolean): TTexture; overload; + function FindTexture(Name: string): integer; + function LoadTexture(FromRegistry: boolean; Identifier, Format, Typ: PChar; Col: LongWord): TTexture; overload; + function LoadTexture(Identifier, Format, Typ: PChar; Col: LongWord): TTexture; overload; + function LoadTexture(Identifier: string): TTexture; overload; + function CreateTexture(var Data: array of byte; Name: string; W, H: word; Bits: byte): TTexture; + procedure UnloadTexture(Name: string; FromCache: boolean); + end; + +var + lasthue: double; + Texture: TTextureUnit; + TextureDatabase: TTextureDatabase; + + PrintScreenData: array[0..1024*768-1] of longword; + + ActTex: GLuint;//integer; + + TexOrigW: integer; + TexOrigH: integer; + TexNewW: integer; + TexNewH: integer; + + TexFitW: integer; + TexFitH: integer; // new for limit + + TextureD8: array[1..1024*1024] of byte; // 1MB + TextureD16: array[1..1024*1024, 1..2] of byte; // luminance/alpha tex (2MB) + TextureD24: array[1..1024*1024, 1..3] of byte; // normal 24-bit tex (3MB) + TextureD242: array[1..512*512, 1..3] of byte; // normal 24-bit tex (0,75MB) + TextureD32: array[1..1024*1024, 1..4] of byte; // transparent 32-bit tex (4MB) + // total 40MB at 2048*2048 + // total 10MB at 1024*1024 + + Mipmapping: Boolean; + + CacheMipmap: array[0..256*256*3-1] of byte; // 3KB + + +implementation +uses ULog, DateUtils, UCovers, StrUtils; + +function TTextureUnit.GetTexture(Name, Typ: string): TTexture; +begin + Result := GetTexture(Name, Typ, true); +end; + +function TTextureUnit.GetTexture(Name, Typ: string; FromCache: boolean): TTexture; +var + T: integer; // texture + C: integer; // cover + Data: array of byte; +begin + // find texture entry + T := FindTexture(Name); + + if T = -1 then begin + // create texture entry + T := Length(TextureDatabase.Texture); + SetLength(TextureDatabase.Texture, T+1); + TextureDatabase.Texture[T].Name := Name; + TextureDatabase.Texture[T].Typ := Typ; + + // inform database that no textures have been loaded into memory + TextureDatabase.Texture[T].Texture.TexNum := -1; + TextureDatabase.Texture[T].TextureCache.TexNum := -1; + end; + + // use preloaded texture + if (not FromCache) or (FromCache and not Covers.CoverExists(Name)) then begin + // use full texture + if TextureDatabase.Texture[T].Texture.TexNum = -1 then begin + // load texture + TextureDatabase.Texture[T].Texture := LoadTexture(false, pchar(Name), 'JPG', pchar(Typ), $0); + end; + + // use texture + Result := TextureDatabase.Texture[T].Texture; + + end; + + if FromCache and Covers.CoverExists(Name) then begin + // use cache texture + C := Covers.CoverNumber(Name); + + if TextureDatabase.Texture[T].TextureCache.TexNum = -1 then begin + // load texture + Covers.PrepareData(Name); + TextureDatabase.Texture[T].TextureCache := CreateTexture(Covers.Data, Name, Covers.Cover[C].W, Covers.Cover[C].H, 24); + end; + + // use texture + Result := TextureDatabase.Texture[T].TextureCache; + end; +end; + +function TTextureUnit.FindTexture(Name: string): integer; +var + T: integer; // texture +begin + Result := -1; + for T := 0 to high(TextureDatabase.Texture) do + if TextureDatabase.Texture[T].Name = Name then + Result := T; +end; + +// expects: src, dst: pointers to r,g,b,a +// hue: new hue within range [0.0-6.0) +procedure ColorizeCopy(Src, Dst: PByteArray; hue: Double); overload; +var + i,j,k: Cardinal; + clr, hls: array[0..2] of Double; + delta, f, p, q, t: Double; +begin + hls[0]:=hue; + + clr[0] := src[0]/255; + clr[1] := src[1]/255; + clr[2] := src[2]/255; + + //calculate luminance and saturation from rgb + hls[1] := maxvalue(clr); //l:=... + delta := hls[1] - minvalue(clr); + + if hls[1] = 0.0 then + hls[2] := 0.0 + else + hls[2] := delta/hls[1]; //v:=... + + // calc new rgb from our hls (h from color, l ans s from pixel) +// if (hls[1]<>0.0) and (hls[2]<>0.0) then // only if colorizing makes sense + begin + k:=trunc(hls[0]); + f:=hls[0]-k; + p:=hls[1]*(1.0-hls[2]); + q:=hls[1]*(1.0-(hls[2]*f)); + t:=hls[1]*(1.0-(hls[2]*(1.0-f))); + case k of + 0: begin clr[0]:=hls[1]; clr[1]:=t; clr[2]:=p; end; + 1: begin clr[0]:=q; clr[1]:=hls[1]; clr[2]:=p; end; + 2: begin clr[0]:=p; clr[1]:=hls[1]; clr[2]:=t; end; + 3: begin clr[0]:=p; clr[1]:=q; clr[2]:=hls[1]; end; + 4: begin clr[0]:=t; clr[1]:=p; clr[2]:=hls[1]; end; + 5: begin clr[0]:=hls[1]; clr[1]:=p; clr[2]:=q; end; + end; + // and store new rgb back into the image + dst[0]:=floor(255*clr[0]); + dst[1]:=floor(255*clr[1]); + dst[2]:=floor(255*clr[2]); + dst[3]:=src[3]; + end; +end; + +// expects: src: $rrggbb +// dst: pointer to r,g,b,a +// hue: new hue within range [0.0-6.0) +procedure ColorizeCopy(Src: Cardinal; Dst: PByteArray; hue: Double); overload; +var + i,j,k: Cardinal; + clr, hls: array[0..2] of Double; + delta, f, p, q, t: Double; +begin + hls[0]:=hue; + + clr[0]:=((src shr 16) and $ff)/255; + clr[1]:=((src shr 8) and $ff)/255; + clr[2]:=(src and $ff)/255; + //calculate luminance and saturation from rgb + hls[1]:=maxvalue(clr); //l:=... + delta:=hls[1]-minvalue(clr); + if hls[1]=0.0 then hls[2]:=0.0 else hls[2]:=delta/hls[1]; //v:=... + // calc new rgb from our hls (h from color, l ans s from pixel) +// if (hls[1]<>0.0) and (hls[2]<>0.0) then // only if colorizing makes sense + begin + k:=trunc(hls[0]); + f:=hls[0]-k; + p:=hls[1]*(1.0-hls[2]); + q:=hls[1]*(1.0-(hls[2]*f)); + t:=hls[1]*(1.0-(hls[2]*(1.0-f))); + case k of + 0: begin clr[0]:=hls[1]; clr[1]:=t; clr[2]:=p; end; + 1: begin clr[0]:=q; clr[1]:=hls[1]; clr[2]:=p; end; + 2: begin clr[0]:=p; clr[1]:=hls[1]; clr[2]:=t; end; + 3: begin clr[0]:=p; clr[1]:=q; clr[2]:=hls[1]; end; + 4: begin clr[0]:=t; clr[1]:=p; clr[2]:=hls[1]; end; + 5: begin clr[0]:=hls[1]; clr[1]:=p; clr[2]:=q; end; + end; + // and store new rgb back into the image + dst[0]:=floor(255*clr[0]); + dst[1]:=floor(255*clr[1]); + dst[2]:=floor(255*clr[2]); + dst[3]:=255; + end; +end; +//returns hue within range [0.0-6.0) +function col2h(Color:Cardinal):double; +var + clr,hls: array[0..2] of double; + delta: double; +begin + clr[0]:=((Color and $ff0000) shr 16)/255; + clr[1]:=((Color and $ff00) shr 8)/255; + clr[2]:=(Color and $ff)/255; + hls[1]:=maxvalue(clr); + delta:=hls[1]-minvalue(clr); + if clr[0]=hls[1] then hls[0]:=(clr[1]-clr[2])/delta + else if clr[1]=hls[1] then hls[0]:=2.0+(clr[2]-clr[0])/delta + else if clr[2]=hls[1] then hls[0]:=4.0+(clr[0]-clr[1])/delta; + if hls[0]<0.0 then hls[0]:=hls[0]+6.0; + if hls[0]=6.0 then hls[0]:=0.0; + col2h:=hls[0]; +end; + + +function TTextureUnit.LoadTexture(FromRegistry: boolean; Identifier, Format, Typ: PChar; Col: LongWord): TTexture; +var + Res: TResourceStream; + TextureB: TBitmap; + TextureJ: TJPEGImage; + {$IFNDEF FPC} + TexturePNG: TPNGObject; + {$ENDIF} + + TextureAlpha: array of byte; + AlphaPtr: PByte; + TransparentColor: TColor; + PixelColor: TColor; + + Position: integer; + Position2: integer; + Pix: integer; + ColInt: real; + PPix: PByteArray; + TempA: integer; + Error: integer; + SkipX: integer; + myAlpha: Real; + myRGBABitmap: array of byte; + RGBPtr: PByte; + myHue: Double; +begin + {$IFNDEF FPC} // TODO : JB_lazarus eeeew this is a nasty one... + // but lazarus implementation scanlines is different :( + // need to implement as per + // http://www.lazarus.freepascal.org/index.php?name=PNphpBB2&file=viewtopic&p=18512 + // http://www.lazarus.freepascal.org/index.php?name=PNphpBB2&file=viewtopic&p=10797 + // http://wiki.lazarus.freepascal.org/Developing_with_Graphics + Log.BenchmarkStart(4); + Mipmapping := true; + + if FromRegistry then begin + try + Res := TResourceStream.Create(HInstance, Identifier, Format); + except + beep; + Exit; + end; + end; + + // filetype "detection" + if (not FromRegistry) and (FileExists(Identifier)) then begin + Format:=''; + Format := PAnsichar(UpperCase(RightStr(ExtractFileExt(Identifier),3))); + end; +// else Format:='JPG'; +// if not ((Format='BMP')or(Format='JPG')or(Format='PNG')) then Format:='JPG'; + + if FromRegistry or ((not FromRegistry) and FileExists(Identifier)) then begin + TextureB := TBitmap.Create; + + if Format = 'BMP' then + begin + if FromRegistry then + TextureB.LoadFromStream(Res) + else + TextureB.LoadFromFile(Identifier); + end + else + if Format = 'JPG' then + begin + TextureJ := TJPEGImage.Create; + + if FromRegistry then + TextureJ.LoadFromStream(Res) + else + begin + if FileExists(Identifier) then + TextureJ.LoadFromFile(Identifier) + else + Exit; + end; + + TextureB.Assign(TextureJ); + TextureJ.Free; + end + else if Format = 'PNG' then + begin + {$IFNDEF FPC} + // TODO : JB_lazarus - fix this for lazarus.. + TexturePNG := TPNGObject.Create; + if FromRegistry then + TexturePNG.LoadFromStream(Res) + else + begin + if FileExists(Identifier) then + TexturePNG.LoadFromFile(Identifier) + else + Exit; + end; + + TextureB.Assign(TexturePNG); + // transparent png hack start (part 1 of 2) + if ((Typ = 'Transparent') or (Typ = 'Colorized')) and (TexturePNG.TransparencyMode = ptmPartial) then + begin + setlength(TextureAlpha, TextureB.Width*TextureB.Height); + setlength(MyRGBABitmap,TextureB.Width*TextureB.Height*4); + if (TexturePNG.Header.ColorType = COLOR_GRAYSCALEALPHA) or + (TexturePNG.Header.ColorType = COLOR_RGBALPHA) then + begin + // i would have preferred english variables here but i use Position because i'm lazy + for Position := 0 to TextureB.Height - 1 do + begin + AlphaPtr := PByte(TexturePNG.AlphaScanline[Position]); + RGBPtr:=PByte(TexturePNG.Scanline[Position]); + for Position2 := 0 to TextureB.Width - 1 do + begin + TextureAlpha[Position*TextureB.Width+Position2]:= AlphaPtr^; + MyRGBABitmap[(Position*TextureB.Width+Position2)*4]:= RGBPtr^; + Inc(RGBPtr); + MyRGBABitmap[(Position*TextureB.Width+Position2)*4+1]:= RGBPtr^; + Inc(RGBPtr); + MyRGBABitmap[(Position*TextureB.Width+Position2)*4+2]:= RGBPtr^; + Inc(RGBPtr); + MyRGBABitmap[(Position*TextureB.Width+Position2)*4+3]:= AlphaPtr^; +// Inc(RGBPtr); + Inc(AlphaPtr); + end; + end; + end; + end else + setlength(TextureAlpha,0); // just no special transparency for unimplemented transparency types (ptmBit) + // transparent png hack end + TexturePNG.Free; + {$ENDIF} + end; + + if FromRegistry then Res.Free; + + if (TextureB.Width > 1024) or (TextureB.Height > 1024) then begin // will be fixed in 0.5.1 and dynamically extended to 8192x8192 depending on the driver + Log.LogError('Image ' + Identifier + ' is too big (' + IntToStr(TextureB.Width) + 'x' + IntToStr(TextureB.Height) + ')'); + Result.TexNum := -1; + end else begin + + glGenTextures(1, ActTex); + glBindTexture(GL_TEXTURE_2D, ActTex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + if Typ = 'Plain' then begin + // dimensions + TexOrigW := TextureB.Width; + TexOrigH := TextureB.Height; + TexNewW := Round(Power(2, Ceil(Log2(TexOrigW)))); + TexNewH := Round(Power(2, Ceil(Log2(TexOrigH)))); + + // copy and process pixeldata + TextureB.PixelFormat := pf24bit; +{ if (TextureB.PixelFormat = pf8bit) then begin + for Position := 0 to TexOrigH-1 do begin + for Position2 := 0 to TexOrigW-1 do begin + Pix := TextureB.Canvas.Pixels[Position2, Position]; + TextureD24[Position*TexNewW + Position2+1, 1] := Pix; + TextureD24[Position*TexNewW + Position2+1, 2] := Pix div 256; + TextureD24[Position*TexNewW + Position2+1, 3] := Pix div (256*256); + end; + end; + end;} + if (TexOrigW <= Limit) and (TexOrigW <= Limit) then begin + if (TextureB.PixelFormat = pf24bit) then begin + for Position := 0 to TexOrigH-1 do begin + PPix := TextureB.ScanLine[Position]; + for Position2 := 0 to TexOrigW-1 do begin + TextureD24[Position*TexNewW + Position2+1, 1] := PPix[Position2*3+2]; + TextureD24[Position*TexNewW + Position2+1, 2] := PPix[Position2*3+1]; + TextureD24[Position*TexNewW + Position2+1, 3] := PPix[Position2*3]; + end; + end; + end; + end else begin + // limit + TexFitW := 4 * (TexOrigW div 4); // fix for bug in gluScaleImage + TexFitH := TexOrigH; + if (TextureB.PixelFormat = pf24bit) then begin + for Position := 0 to TexOrigH-1 do begin + PPix := TextureB.ScanLine[Position]; + for Position2 := 0 to TexOrigW-1 do begin + TextureD24[Position*TexFitW + Position2+1, 1] := PPix[Position2*3+2]; + TextureD24[Position*TexFitW + Position2+1, 2] := PPix[Position2*3+1]; + TextureD24[Position*TexFitW + Position2+1, 3] := PPix[Position2*3]; + end; + end; + end; + gluScaleImage(GL_RGB, TexFitW, TexFitH, GL_UNSIGNED_BYTE, @TextureD24, + Limit, Limit, GL_UNSIGNED_BYTE, @TextureD24); // takes some time + + TexNewW := Limit; + TexNewH := Limit; + TexOrigW := Limit; + TexOrigH := Limit; + end; + + // creating cache mipmap + if CreateCacheMipmap then begin + if (TexOrigW <> TexNewW) or (TexOrigH <> TexNewH) then begin + // texture only uses some of it's space. there's a need for resize to fit full size + // and get best quality + TexFitW := 4 * (TexOrigW div 4); // 0.5.0: fix for bug in gluScaleImage + SkipX := (TexOrigW div 2) mod 2; // 0.5.0: try to center image + + TexFitH := TexOrigH; + for Position := 0 to TexOrigH-1 do begin + PPix := TextureB.ScanLine[Position]; + for Position2 := 0 to TexOrigW-1 do begin + TextureD242[Position*TexFitW + Position2+1, 1] := PPix[(Position2+SkipX)*3+2]; + TextureD242[Position*TexFitW + Position2+1, 2] := PPix[(Position2+SkipX)*3+1]; + TextureD242[Position*TexFitW + Position2+1, 3] := PPix[(Position2+SkipX)*3]; + end; + end; + gluScaleImage(GL_RGB, TexFitW, TexFitH, GL_UNSIGNED_BYTE, @TextureD242, + Covers.W, Covers.H, GL_UNSIGNED_BYTE, @CacheMipmap[0]); // takes some time + + end else begin + // texture fits perfectly + gluScaleImage(GL_RGB, TexOrigW, TexOrigH, GL_UNSIGNED_BYTE, @TextureD24, + Covers.W, Covers.H, GL_UNSIGNED_BYTE, @CacheMipmap[0]); // takes some time + end; + end; + + glTexImage2D(GL_TEXTURE_2D, 0, 3, TexNewW, TexNewH, 0, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24); + if Mipmapping then begin + Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TexNewW, TexNewH, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24); + if Error > 0 then beep; + end + end; + + if Typ = 'Transparent' then begin + // dimensions + TexOrigW := TextureB.Width; + TexOrigH := TextureB.Height; + TexNewW := Round(Power(2, Ceil(Log2(TexOrigW)))); + TexNewH := Round(Power(2, Ceil(Log2(TexOrigH)))); + TextureB.Width := TexNewW; + TextureB.Height := TexNewH; + + // copy and process pixeldata + for Position := 0 to TexOrigH-1 do begin + for Position2 := 0 to TexOrigW-1 do begin + Pix := TextureB.Canvas.Pixels[Position2, Position]; + // ,- part of transparent png hack + if ((Pix = $fefefe) or (Pix = Col)) and (length(TextureAlpha)=0) then begin //Small fix, that caused artefacts to be drawn (#fe == dec254) + TextureD32[Position*TexNewW + Position2 + 1, 1] := 0; + TextureD32[Position*TexNewW + Position2 + 1, 2] := 0; + TextureD32[Position*TexNewW + Position2 + 1, 3] := 0; + TextureD32[Position*TexNewW + Position2 + 1, 4] := 0; + end else if (Format = 'PNG') and (length(TextureAlpha) <> 0) then begin + myAlpha:=TextureAlpha[Position*TexOrigW+Position2]; + TextureD32[Position*TexNewW + Position2+1, 1] := MyRGBABitmap[(Position*TexOrigW+Position2)*4+2]; + TextureD32[Position*TexNewW + Position2+1, 2] := MyRGBABitmap[(Position*TexOrigW+Position2)*4+1]; + TextureD32[Position*TexNewW + Position2+1, 3] := MyRGBABitmap[(Position*TexOrigW+Position2)*4]; + TextureD32[Position*TexNewW+Position2+1,4]:=MyRGBABitmap[(Position*TexOrigW+Position2)*4+3]; + end else begin + TextureD32[Position*TexNewW + Position2+1, 1] := (Pix and $ff); + TextureD32[Position*TexNewW + Position2+1, 2] := ((Pix shr 8) and $ff); + TextureD32[Position*TexNewW + Position2+1, 3] := ((Pix shr 16) and $ff); + TextureD32[Position*TexNewW + Position2+1, 4] := 255; + end; + end; + end; + setlength(TextureAlpha,0); + setlength(MyRGBABitmap,0); + glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); +{ if Mipmapping then begin + Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); + if Error > 0 then beep; + end;} + end; + +// The new awesomeness of colorized pngs starts here +// We're the first who had this feature, so give credit when you copy+paste :P + if Typ = 'Colorized' then begin + // dimensions + TexOrigW := TextureB.Width; + TexOrigH := TextureB.Height; + TexNewW := Round(Power(2, Ceil(Log2(TexOrigW)))); + TexNewH := Round(Power(2, Ceil(Log2(TexOrigH)))); + TextureB.Width := TexNewW; + TextureB.Height := TexNewH; + + myHue:=col2h(Col); + // copy and process pixeldata + for Position := 0 to TexOrigH-1 do begin + for Position2 := 0 to TexOrigW-1 do begin + Pix := TextureB.Canvas.Pixels[Position2, Position]; + if (Format = 'PNG') and (length(MyRGBABitmap) <> 0) then + ColorizeCopy(@MyRGBABitmap[(Position*TexOrigW+Position2)*4], + @TextureD32[Position*TexNewW + Position2+1, 1], + myHue) + else + ColorizeCopy(Pix, + @TextureD32[Position*TexNewW + Position2+1, 1], + myHue); + end; + end; + + setlength(TextureAlpha,0); + setlength(MyRGBABitmap,0); + glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); + end; +// eoa COLORIZE + + if Typ = 'Transparent Range' then begin + // dimensions + TexOrigW := TextureB.Width; + TexOrigH := TextureB.Height; + TexNewW := Round(Power(2, Ceil(Log2(TexOrigW)))); + TexNewH := Round(Power(2, Ceil(Log2(TexOrigH)))); + TextureB.Width := TexNewW; + TextureB.Height := TexNewH; + // copy and process pixeldata + for Position := 0 to TexOrigH-1 do begin + for Position2 := 0 to TexOrigW-1 do begin + Pix := TextureB.Canvas.Pixels[Position2, Position]; + TextureD32[Position*TexNewW + Position2+1, 1] := Pix; + TextureD32[Position*TexNewW + Position2+1, 2] := Pix div 256; + TextureD32[Position*TexNewW + Position2+1, 3] := Pix div (256*256); + TextureD32[Position*TexNewW + Position2+1, 4] := 256 - Pix div 256; + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); +{ if Mipmapping then begin + Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); + if Error > 0 then beep; + end;} + end; + + if Typ = 'Font' then begin + TextureB.PixelFormat := pf24bit; + for Position := 0 to TextureB.Height-1 do begin + PPix := TextureB.ScanLine[Position]; + for Position2 := 0 to TextureB.Width-1 do begin + Pix := PPix[Position2 * 3]; + TextureD16[Position*TextureB.Width + Position2 + 1, 1] := 255; + TextureD16[Position*TextureB.Width + Position2 + 1, 2] := Pix; + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); + + if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + if Mipmapping then begin + Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 2, TextureB.Width, TextureB.Height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); + if Error > 0 then beep; + end; + end; + + if Typ = 'Font Outline' then begin + TextureB.PixelFormat := pf24bit; + for Position := 0 to TextureB.Height-1 do begin + PPix := TextureB.ScanLine[Position]; + for Position2 := 0 to TextureB.Width-1 do begin + Pix := PPix[Position2 * 3]; + + Col := Pix; + if Col < 127 then Col := 127; + + TempA := Pix; + if TempA >= 95 then TempA := 255; + if TempA >= 31 then TempA := 255; + if Pix < 95 then TempA := (Pix * 256) div 96; + + + TextureD16[Position*TextureB.Width + Position2 + 1, 1] := Col; + TextureD16[Position*TextureB.Width + Position2 + 1, 2] := TempA; + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); + + if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + if Mipmapping then begin + Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 2, TextureB.Width, TextureB.Height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); + if Error > 0 then beep; + end; + end; + + if Typ = 'Font Outline 2' then begin + TextureB.PixelFormat := pf24bit; + for Position := 0 to TextureB.Height-1 do begin + PPix := TextureB.ScanLine[Position]; + for Position2 := 0 to TextureB.Width-1 do begin + Pix := PPix[Position2 * 3]; + + Col := Pix; + if Col < 31 then Col := 31; + + TempA := Pix; + if TempA >= 31 then TempA := 255; + if Pix < 31 then TempA := Pix * (256 div 32); + + TextureD16[Position*TextureB.Width + Position2 + 1, 1] := Col; + TextureD16[Position*TextureB.Width + Position2 + 1, 2] := TempA; + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); + + if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + if Mipmapping then begin + Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 2, TextureB.Width, TextureB.Height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); + if Error > 0 then beep; + end; + end; + + if Typ = 'Font Black' then begin + // normalnie 0,125s bez niczego 0,015s - 0,030s z pix 0,125s <-- ??? + // dimensions + TextureB.PixelFormat := pf24bit; + TexOrigW := TextureB.Width; + TexOrigH := TextureB.Height; + TexNewW := Round(Power(2, Ceil(Log2(TexOrigW)))); + TexNewH := Round(Power(2, Ceil(Log2(TexOrigH)))); + TextureB.Width := TexNewW; + TextureB.Height := TexNewH; + // copy and process pixeldata + for Position := 0 to TextureB.Height-1 do begin + PPix := TextureB.ScanLine[Position]; + for Position2 := 0 to TextureB.Width-1 do begin + Pix := PPix[Position2*3]; + TextureD32[Position*TextureB.Width + Position2 + 1, 1] := 255; + TextureD32[Position*TextureB.Width + Position2 + 1, 2] := 255; + TextureD32[Position*TextureB.Width + Position2 + 1, 3] := 255; + TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256); + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); + end; + + if Typ = 'Alpha Black Colored' then begin + TextureB.PixelFormat := pf24bit; + TexOrigW := TextureB.Width; + TexOrigH := TextureB.Height; + TexNewW := Round(Power(2, Ceil(Log2(TexOrigW)))); + TexNewH := Round(Power(2, Ceil(Log2(TexOrigH)))); + TextureB.Width := TexNewW; + TextureB.Height := TexNewH; + // copy and process pixeldata + for Position := 0 to TextureB.Height-1 do begin + PPix := TextureB.ScanLine[Position]; + for Position2 := 0 to TextureB.Width-1 do begin + Pix := PPix[Position2*3]; + TextureD32[Position*TextureB.Width + Position2 + 1, 1] := (Col div $10000) and $FF; + TextureD32[Position*TextureB.Width + Position2 + 1, 2] := (Col div $100) and $FF; + TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Col and $FF; + TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256); + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); + end; + + if Typ = 'Font Gray' then begin + // dimensions + TexOrigW := TextureB.Width; + TexOrigH := TextureB.Height; + TexNewW := Round(Power(2, Ceil(Log2(TexOrigW)))); + TexNewH := Round(Power(2, Ceil(Log2(TexOrigH)))); + TextureB.Width := TexNewW; + TextureB.Height := TexNewH; + // copy and process pixeldata + for Position := 0 to TextureB.Height-1 do begin + for Position2 := 0 to TextureB.Width-1 do begin + Pix := TextureB.Canvas.Pixels[Position2, Position]; + TextureD32[Position*TextureB.Width + Position2 + 1, 1] := 127; + TextureD32[Position*TextureB.Width + Position2 + 1, 2] := 127; + TextureD32[Position*TextureB.Width + Position2 + 1, 3] := 127; + TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256); + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); +{ if Mipmapping then begin + Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); + if Error > 0 then beep; + end;} + end; + + if Typ = 'Arrow' then begin + TextureB.PixelFormat := pf24bit; + for Position := 0 to TextureB.Height-1 do begin + PPix := TextureB.ScanLine[Position]; + for Position2 := 0 to TextureB.Width-1 do begin + Pix := PPix[Position2 * 3]; + + // transparency + if Pix >= 127 then TempA := 255; + if Pix < 127 then TempA := Pix * 2; + + // ColInt = color intensity + if Pix < 127 then ColInt := 1; + if Pix >= 127 then ColInt := 2 - Pix / 128; + //0.75, 0.6, 0.25 + + TextureD32[Position*TextureB.Width + Position2 + 1, 1] := Round(ColInt * 0.75 * 255 + (1 - ColInt) * 255); + TextureD32[Position*TextureB.Width + Position2 + 1, 2] := Round(ColInt * 0.6 * 255 + (1 - ColInt) * 255); + TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Round(ColInt * 0.25 * 255 + (1 - ColInt) * 255); + TextureD32[Position*TextureB.Width + Position2 + 1, 4] := TempA; + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); + + if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + if Mipmapping then begin + Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); + if Error > 0 then beep; + end; + end; + + if Typ = 'Note Plain' then begin + for Position := 0 to TextureB.Height-1 do begin + PPix := TextureB.ScanLine[Position]; + for Position2 := 0 to TextureB.Width-1 do begin + + + + // Skin Patch + // 0-191= Fade Black to Col, 192= Col, 193-254 Fade Col to White, 255= White + case PPix[Position2*3] of + 0..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Position2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Position2*3]) div $Bf) + (((Col and $FF) * PPix[Position2*3]) div $Bf); + 192: Pix := Col; + 193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Position2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF)); + 255: Pix := $FFFFFF; + end; +// 0.5.0. Original +// case PPix[Position2*3] of +// 128: Pix := $10000 * ((Col div $10000) div 2) + $100 * (((Col div $100) and $FF) div 2) + (Col and $FF) div 2; +// 192: Pix := Col; +// 255: Pix := $FFFFFF; +// end; + + + + + + TextureD24[Position*TextureB.Width + Position2 + 1, 1] := Pix div $10000; + TextureD24[Position*TextureB.Width + Position2 + 1, 2] := (Pix div $100) and $FF; + TextureD24[Position*TextureB.Width + Position2 + 1, 3] := Pix and $FF; + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureB.Width, TextureB.Height, 0, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24); + end; + + if Typ = 'Note Transparent' then begin + for Position := 0 to TextureB.Height-1 do begin + PPix := TextureB.ScanLine[Position]; + for Position2 := 0 to TextureB.Width-1 do begin + TempA := 255; + + + + //Skin Patch + // 0= Transparent, 1-191= Fade Black to Col, 192= Col, 193-254 Fade Col to White, 255= White + case PPix[Position2*3] of + 0: TempA := 0; + 1..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Position2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Position2*3]) div $Bf) + (((Col and $FF) * PPix[Position2*3]) div $Bf); + 192: Pix := Col; + 193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Position2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF)); + 255: Pix := $FFFFFF; + end; +// 0.5.0 Original +// case PPix[Position2*3] of +// 0: TempA := 0; +// 128: Pix := $10000 * ((Col div $10000) div 2) + $100 * (((Col div $100) and $FF) div 2) + (Col and $FF) div 2; +// 192: Pix := Col; +// 255: Pix := $FFFFFF; +// end; + + + + + TextureD32[Position*TextureB.Width + Position2 + 1, 1] := Pix div $10000; + TextureD32[Position*TextureB.Width + Position2 + 1, 2] := (Pix div $100) and $FF; + TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Pix and $FF; + TextureD32[Position*TextureB.Width + Position2 + 1, 4] := TempA; + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); + end; + + TextureB.Free; + Result.X := 0; + Result.Y := 0; + Result.W := 0; + Result.H := 0; + Result.ScaleW := 1; + Result.ScaleH := 1; + Result.Rot := 0; + Result.TexNum := ActTex; + Result.TexW := TexOrigW / TexNewW; + Result.TexH := TexOrigH / TexNewH; + + Result.Int := 1; + Result.ColR := 1; + Result.ColG := 1; + Result.ColB := 1; + Result.Alpha := 1; + + // 0.4.2 new test - default use whole texure, taking TexW and TexH as const and changing these + Result.TexX1 := 0; + Result.TexY1 := 0; + Result.TexX2 := 1; + Result.TexY2 := 1; + + // 0.5.0 + Result.Name := Identifier; + + end; + + Log.BenchmarkEnd(4); + if Log.BenchmarkTimeLength[4] >= 1 then + Log.LogBenchmark('**********> Texture Load Time Warning - ' + Format + '/' + Identifier + '/' + Typ, 4); + + end; // logerror + {$ENDIF} +end; + +{procedure ResizeTexture(s: pbytearray; d: pbytearray); +var + Position: integer; + Position2: integer; +begin + for Position := 0 to TexNewH*4-1 do + for Position2 := 0 to TexNewW-1 do + d[Position*TexNewW + Position2] := 0; + + for Position := 0 to TexOrigH-1 do begin + for Position2 := 0 to TexOrigW-1 do begin + d[(Position*TexNewW + Position2)*4] := Paleta[s[Position*TexOrigW + Position2], 1]; + d[(Position*TexNewW + Position2)*4+1] := Paleta[s[Position*TexOrigW + Position2], 2]; + d[(Position*TexNewW + Position2)*4+2] := Paleta[s[Position*TexOrigW + Position2], 3]; + d[(Position*TexNewW + Position2)*4+3] := Paleta[s[Position*TexOrigW + Position2], 4]; + end; + end; +end;} + +{procedure SetTexture(p: pointer); +begin + glGenTextures(1, Tekstur); + glBindTexture(GL_TEXTURE_2D, Tekstur); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, p); +end;} + +function TTextureUnit.LoadTexture(Identifier, Format, Typ: PChar; Col: LongWord): TTexture; +begin + Result := LoadTexture(false, Identifier, Format, Typ, Col); +// Result := LoadTexture(SkinReg, Identifier, Format, Typ, Col); // default to SkinReg + +end; + +function TTextureUnit.LoadTexture(Identifier: string): TTexture; +begin + Result := LoadTexture(false, pchar(Identifier), 'JPG', 'Plain', 0); +end; + +function TTextureUnit.CreateTexture(var Data: array of byte; Name: string; W, H: word; Bits: byte): TTexture; +var + Position: integer; + Position2: integer; + Pix: integer; + ColInt: real; + PPix: PByteArray; + TempA: integer; + Error: integer; +begin + Mipmapping := false; + + glGenTextures(1, ActTex); // ActText = new texture number + glBindTexture(GL_TEXTURE_2D, ActTex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); + + glTexImage2D(GL_TEXTURE_2D, 0, 3, W, H, 0, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]); + if Mipmapping then begin + Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 3, W, H, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]); + if Error > 0 then beep; + end; + + Result.X := 0; + Result.Y := 0; + Result.W := 0; + Result.H := 0; + Result.ScaleW := 1; + Result.ScaleH := 1; + Result.Rot := 0; + Result.TexNum := ActTex; + Result.TexW := 1; + Result.TexH := 1; + + Result.Int := 1; + Result.ColR := 1; + Result.ColG := 1; + Result.ColB := 1; + Result.Alpha := 1; + + // 0.4.2 new test - default use whole texure, taking TexW and TexH as const and changing these + Result.TexX1 := 0; + Result.TexY1 := 0; + Result.TexX2 := 1; + Result.TexY2 := 1; + + // 0.5.0 + Result.Name := Name; +end; + +procedure TTextureUnit.UnloadTexture(Name: string; FromCache: boolean); +var + T: integer; + TexNum: GLuint; +begin + T := FindTexture(Name); + + if not FromCache then begin + TexNum := TextureDatabase.Texture[T].Texture.TexNum; + if TexNum >= 0 then begin + glDeleteTextures(1, @TexNum); + TextureDatabase.Texture[T].Texture.TexNum := -1; +// Log.LogError('Unload texture no '+IntToStr(TexNum)); + end; + end else begin + TexNum := TextureDatabase.Texture[T].TextureCache.TexNum; + if TexNum >= 0 then begin + glDeleteTextures(1, @TexNum); + TextureDatabase.Texture[T].TextureCache.TexNum := -1; +// Log.LogError('Unload texture cache no '+IntToStr(TexNum)); + end; + end; +end; + +end. diff --git a/Game/Code/Classes/UTime.pas b/Game/Code/Classes/UTime.pas index 29e972ae..87d4f922 100644 --- a/Game/Code/Classes/UTime.pas +++ b/Game/Code/Classes/UTime.pas @@ -1,81 +1,131 @@ -unit UTime;
-
-interface
-
-type
- TTime = class
- constructor Create;
- function GetTime: real;
- end;
-
-procedure CountSkipTimeSet;
-procedure CountSkipTime;
-procedure CountMidTime;
-procedure TimeSleep(ms: real);
-
-var
- USTime: TTime;
-
- TimeFreq: int64;
- TimeNew: int64;
- TimeOld: int64;
- TimeSkip: real;
- TimeMid: real;
- TimeMidTemp: int64;
-
-implementation
-
-uses Windows;
-
-constructor TTime.Create;
-begin
- CountSkipTimeSet;
-end;
-
-procedure CountSkipTimeSet;
-begin
- QueryPerformanceFrequency(TimeFreq);
- QueryPerformanceCounter(TimeNew);
-end;
-
-procedure CountSkipTime;
-begin
- TimeOld := TimeNew;
- QueryPerformanceCounter(TimeNew);
- TimeSkip := (TimeNew-TimeOld)/TimeFreq;
-end;
-
-procedure CountMidTime;
-begin
- QueryPerformanceCounter(TimeMidTemp);
- TimeMid := (TimeMidTemp-TimeNew)/TimeFreq;
-end;
-
-procedure TimeSleep(ms: real);
-var
- TimeStart: int64;
- TimeHalf: int64;
- Time: real;
- Stop: boolean;
-begin
- QueryPerformanceCounter(TimeStart);
-
- Stop := false;
- while (not Stop) do begin
- QueryPerformanceCounter(TimeHalf);
- Time := 1000 * (TimeHalf-TimeStart)/TimeFreq;
- if Time > ms then Stop := true;
- end;
-
-end;
-
-function TTime.GetTime: real;
-var
- TimeTemp: int64;
-begin
- QueryPerformanceCounter(TimeTemp);
- Result := TimeTemp/TimeFreq;
-end;
-
-
-end.
+unit UTime; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +type + TTime = class + constructor Create; + function GetTime: real; + end; + +procedure CountSkipTimeSet; +procedure CountSkipTime; +procedure CountMidTime; +procedure TimeSleep(ms: real); + +var + USTime: TTime; + + TimeFreq: int64; + TimeNew: int64; + TimeOld: int64; + TimeSkip: real; + TimeMid: real; + TimeMidTemp: int64; + +implementation + +uses + {$IFDEF win32} + windows, + {$ELSE} + libc, + time, + {$ENDIF} + ucommon; + + +// -- ON Linux it MAY Be better to use ... clock_gettime() instead of CurrentSec100OfDay +// who knows how fast or slow that function is ! +// but this gets a compile for now .. :) + +constructor TTime.Create; +begin + CountSkipTimeSet; +end; + +procedure CountSkipTimeSet; +begin + {$IFDEF win32} + QueryPerformanceFrequency(TimeFreq); + QueryPerformanceCounter(TimeNew); + {$ELSE} + TimeNew := CurrentSec100OfDay(); // TODO - JB_Linux will prob need looking at + TimeFreq := 0; + {$ENDIF} +end; + +procedure CountSkipTime; +begin + TimeOld := TimeNew; + + {$IFDEF win32} + QueryPerformanceCounter(TimeNew); + {$ELSE} + TimeNew := CurrentSec100OfDay(); // TODO - JB_Linux will prob need looking at + {$ENDIF} + + TimeSkip := (TimeNew-TimeOld)/TimeFreq; +end; + +procedure CountMidTime; +begin + {$IFDEF win32} + QueryPerformanceCounter(TimeMidTemp); + TimeMid := (TimeMidTemp-TimeNew)/TimeFreq; + {$ELSE} + TimeMidTemp := CurrentSec100OfDay(); + TimeMid := (TimeMidTemp-TimeNew); // TODO - JB_Linux will prob need looking at + {$ENDIF} +end; + +procedure TimeSleep(ms: real); +var + TimeStart: int64; + TimeHalf: int64; + Time: real; + Stop: boolean; +begin + {$IFDEF win32} + QueryPerformanceCounter(TimeStart); + {$ELSE} + TimeStart := CurrentSec100OfDay(); // TODO - JB_Linux will prob need looking at + {$ENDIF} + + + Stop := false; + while (not Stop) do + begin + {$IFDEF win32} + QueryPerformanceCounter(TimeHalf); + Time := 1000 * (TimeHalf-TimeStart)/TimeFreq; + {$ELSE} + TimeHalf := CurrentSec100OfDay(); + Time := 1000 * (TimeHalf-TimeStart); // TODO - JB_Linux will prob need looking at + {$ENDIF} + + if Time > ms then + Stop := true; + end; + +end; + +function TTime.GetTime: real; +var + TimeTemp: int64; +begin + {$IFDEF win32} + QueryPerformanceCounter(TimeTemp); + Result := TimeTemp / TimeFreq; + {$ELSE} + TimeTemp := CurrentSec100OfDay(); + Result := TimeTemp; // TODO - JB_Linux will prob need looking at + {$ENDIF} +end; + + +end. diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas index ed65d62d..6181fab1 100644 --- a/Game/Code/Menu/UDisplay.pas +++ b/Game/Code/Menu/UDisplay.pas @@ -1,460 +1,469 @@ -unit UDisplay;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-uses Windows,
- SDL,
- UMenu,
- OpenGL12,
- SysUtils;
-
-type
- TDisplay = class
- ActualScreen: PMenu;
- NextScreen: PMenu;
-
- //fade-to-black-hack
- BlackScreen: Boolean;
- //popup hack
- NextScreenWithCheck: Pmenu;
- CheckOK: Boolean;
-
- h_DC: HDC;
- h_RC: HGLRC;
-
- Fade: Real;
- // fade-mod
- doFade: Boolean;
- canFade: Boolean;
- myFade: integer;
- lastTime: Cardinal;
- pTexData : Pointer;
- pTex : array[1..2] of glUInt;
- // end
-
- //FPS Counter
- FPSCounter: Cardinal;
- LastFPS: Cardinal;
- NextFPSSwap:Cardinal;
-
- //For Debug OSD
- OSD_LastError: String;
-
- function Draw: Boolean;
- procedure PrintScreen;
- constructor Create;
- // fade mod
- destructor Destroy; override;
- // end
- procedure ScreenShot;
-
- procedure DrawDebugInformation;
- end;
-
-var
- Display: TDisplay;
-
-implementation
-
-uses
- {$IFDEF FPC}
- ulazjpeg,
- {$ELSE}
- JPEG,
- {$ENDIF}
- graphics,
- TextGL,
- // UFiles,
- UMain,
- UTexture,
- UIni,
- UGraphic,
- UTime,
- UCommandLine;
-
-constructor TDisplay.Create;
-var i: integer;
-begin
- inherited Create;
-
- //popup hack
- CheckOK:=False;
- NextScreen:=NIL;
- NextScreenWithCheck:=NIL;
- BlackScreen:=False;
-
- // fade mod
- myfade:=0;
-
- if Ini.ScreenFade=1 then
- doFade:=True
- else
- doFade:=False;
-
- canFade:=True;
- // generate texture for fading between screens
- GetMem(pTexData, 512*512*4);
- if pTexData <> NIL then
- for i:= 1 to 2 do
- begin
- glGenTextures(1, pTex[i]);
- if glGetError <> GL_NO_ERROR then canFade := False;
- glBindTexture(GL_TEXTURE_2D, pTex[i]);
- if glGetError <> GL_NO_ERROR then canFade := False;
- glTexImage2D(GL_TEXTURE_2D, 0, 4, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData);
- if glGetError <> GL_NO_ERROR then canFade := False;
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- if glGetError <> GL_NO_ERROR then canFade := False;
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- if glGetError <> GL_NO_ERROR then canFade := False;
- end
- else
- begin
- canFade:=False;
- end;
- FreeMem(pTexData);
- // end
-
- //Set LastError for OSD to No Error
- OSD_LastError := 'No Errors';
-end;
-
-// fade mod
-destructor TDisplay.Destroy;
-begin
- if canFade then
- glDeleteTextures(1,@pTex);
- inherited Destroy;
-end;
-// end
-
-function TDisplay.Draw: Boolean;
-var
- S: integer;
- Col: Real;
- // fade mod
- myFade2: Real;
- currentTime: Cardinal;
- glError: glEnum;
- glErrorStr: String;
- // end
-begin
- Result := True;
-
- Col := 1;
- {if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then
- Col := 0; }
-
- glClearColor(Col, Col, Col , 0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
-
- for S := 1 to Screens do begin
- ScreenAct := S;
-
-// if Screens = 1 then ScreenX := 0;
-// if (Screens = 2) and (S = 1) then ScreenX := -1;
-// if (Screens = 2) and (S = 2) then ScreenX := 1;
- ScreenX := 0;
-
- if S = 2 then TimeSkip := 0 else;
- glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
-
- //popup hack
- // check was successful... move on
- if CheckOK then
- if assigned (NextScreenWithCheck)then
- begin
- NextScreen:=NextScreenWithCheck;
- NextScreenWithCheck := NIL;
- CheckOk:=False;
- end
- else
- BlackScreen:=True; // end of game - fade to black before exit
- //end popup hack
-
-// ActualScreen.SetAnimationProgress(1);
- if (not assigned (NextScreen)) and (not BlackScreen) then begin
- ActualScreen.Draw;
- //popup mod
- if ScreenPopupError <> NIL then if ScreenPopupError.Visible then ScreenPopupError.Draw else
- if ScreenPopupCheck <> NIL then if ScreenPopupCheck.Visible then ScreenPopupCheck.Draw;
- //popup end
- // fade mod
- myfade:=0;
- if (Ini.ScreenFade=1) and canFade then
- doFade:=True
- else if Ini.ScreenFade=0 then
- doFade:=False;
- // end
- end
- else
- begin
- // check if we had an initialization error (canfade=false, dofade=true)
- if doFade and not canFade then begin
- doFade:=False; //disable fading
-// ScreenPopupError.ShowPopup('Error initializing\nfade texture\n\nfading\ndisabled'); //show error message
- end;
- if doFade and canFade then
- begin
- // fade mod
- //Create Fading texture if we're just starting
- if myfade = 0 then
- begin
- glViewPort(0, 0, 512, 512);
- ActualScreen.Draw;
- glBindTexture(GL_TEXTURE_2D, pTex[S]);
- glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 512, 512, 0);
- glError:=glGetError;
- if glError <> GL_NO_ERROR then
- begin
- canFade := False;
- case glError of
- GL_INVALID_ENUM: glErrorStr:='INVALID_ENUM';
- GL_INVALID_VALUE: glErrorStr:='INVALID_VALUE';
- GL_INVALID_OPERATION: glErrorStr:='INVALID_OPERATION';
- GL_STACK_OVERFLOW: glErrorStr:='STACK_OVERFLOW';
- GL_STACK_UNDERFLOW: glErrorStr:='STACK_UNDERFLOW';
- GL_OUT_OF_MEMORY: glErrorStr:='OUT_OF_MEMORY';
- else glErrorStr:='unknown error';
- end;
-// ScreenPopupError.ShowPopup('Error copying\nfade texture\n('+glErrorStr+')\nfading\ndisabled'); //show error message
- end;
- glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH);
- // blackscreen-hack
- if not BlackScreen then
- NextScreen.onShow;
- lastTime:=GetTickCount;
- if (S=2) or (Screens = 1) then
- myfade:=myfade+1;
- end; // end texture creation in first fading step
-
- //do some time-based fading
- currentTime:=GetTickCount;
- if (currentTime > lastTime+30) and (S=1) then
- begin
- myfade:=myfade+4;
- lastTime:=currentTime;
- end;
-
-// LastFade := Fade; // whatever
-// Fade := Fade -0.999; // start fading out
-
-
-// ActualScreen.ShowFinish := false; // no purpose?
-
-// ActualScreen.SetAnimationProgress(Fade-1); // nop?
-
- // blackscreen-hack
- if not BlackScreen then
- NextScreen.Draw // draw next screen
- else if ScreenAct=1 then begin
- glClearColor(0, 0, 0 , 0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- end;
-
- // and draw old screen over it... slowly fading out
- myfade2:=(myfade*myfade)/10000;
- glBindTexture(GL_TEXTURE_2D, pTex[S]);
- glColor4f(1, 1, 1, (1000-myfade*myfade)/1000); // strange calculation - alpha gets negative... but looks good this way
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glBegin(GL_QUADS);
- glTexCoord2f(0+myfade2,0+myfade2);glVertex2f(0, 600);
- glTexCoord2f(0+myfade2,1-myfade2);glVertex2f(0, 0);
- glTexCoord2f(1-myfade2,1-myfade2);glVertex2f(800, 0);
- glTexCoord2f(1-myfade2,0+myfade2);glVertex2f(800, 600);
- glEnd;
- glDisable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- end
- else
- // blackscreen hack
- if not BlackScreen then
- NextScreen.OnShow;
-
-
- if ((myfade > 40) or (not doFade) or (not canFade)) And (S = 1) then begin // fade out complete...
- myFade:=0;
- ActualScreen.onHide;
- ActualScreen.ShowFinish:=False;
- ActualScreen:=NextScreen;
- NextScreen := nil;
- if not blackscreen then
- begin
- ActualScreen.onShowFinish;
- ActualScreen.ShowFinish := true;
- end
- else
- begin
- Result:=False;
- Break;
- end;
- // end of fade mod
- end;
- end; // if
-
- //Draw OSD only on first Screen if Debug Mode is enabled
- if ((Ini.Debug = 1) OR (Params.Debug)) AND (S=1) then
- DrawDebugInformation;
-
- end; // for
-// SwapBuffers(h_DC);
-end;
-
-{function TDisplay.Fade(FadeIn : Boolean; Steps : UInt8): UInt8;
-begin
- Self.FadeIn := FadeIn;
- FadeStep := (SizeOf(FadeStep) * $FF) div Steps;
- ActualStep := $FF;
- Result := $FF div FadeStep;
-end;}
-
-procedure TDisplay.PrintScreen;
-var
- Bitmap: TBitmap;
- Jpeg: TJpegImage;
- X, Y: integer;
- Num: integer;
- FileName: string;
-begin
- for Num := 1 to 9999 do begin
- FileName := IntToStr(Num);
- while Length(FileName) < 4 do FileName := '0' + FileName;
- FileName := ScreenshotsPath + 'screenshot' + FileName + '.jpg';
- if not FileExists(FileName) then break
- end;
-
- glReadPixels(0, 0, ScreenW, ScreenH, GL_RGBA, GL_UNSIGNED_BYTE, @PrintScreenData[0]);
- Bitmap := TBitmap.Create;
- Bitmap.Width := ScreenW;
- Bitmap.Height := ScreenH;
-
- for Y := 0 to ScreenH-1 do
- for X := 0 to ScreenW-1 do
- Bitmap.Canvas.Pixels[X, Y] := PrintScreenData[(ScreenH-1-Y) * ScreenW + X] and $00FFFFFF;
-
- Jpeg := TJpegImage.Create;
- Jpeg.Assign(Bitmap);
- Bitmap.Free;
- Jpeg.CompressionQuality := 95;//90;
- Jpeg.SaveToFile(FileName);
- Jpeg.Free;
-end;
-
-procedure TDisplay.ScreenShot;
- var F : file;
- FileInfo: BITMAPINFOHEADER;
- FileHeader : BITMAPFILEHEADER;
- pPicData:Pointer;
- FileName: String;
- Num: Integer;
-begin
- //bilddatei Suchen
- for Num := 1 to 9999 do begin
- FileName := IntToStr(Num);
- while Length(FileName) < 4 do FileName := '0' + FileName;
- FileName := ScreenshotsPath + FileName + '.BMP';
- if not FileExists(FileName) then break
- end;
-
- //Speicher für die Speicherung der Header-Informationen vorbereiten
- ZeroMemory(@FileHeader, SizeOf(BITMAPFILEHEADER));
- ZeroMemory(@FileInfo, SizeOf(BITMAPINFOHEADER));
-
- //Initialisieren der Daten des Headers
- FileHeader.bfType := 19778; //$4D42 = 'BM'
- FileHeader.bfOffBits := SizeOf(BITMAPINFOHEADER)+SizeOf(BITMAPFILEHEADER);
-
- //Schreiben der Bitmap-Informationen
- FileInfo.biSize := SizeOf(BITMAPINFOHEADER);
- FileInfo.biWidth := ScreenW;
- FileInfo.biHeight := ScreenH;
- FileInfo.biPlanes := 1;
- FileInfo.biBitCount := 32;
- FileInfo.biSizeImage := FileInfo.biWidth*FileInfo.biHeight*(FileInfo.biBitCount div 8);
-
- //Größenangabe auch in den Header übernehmen
- FileHeader.bfSize := FileHeader.bfOffBits + FileInfo.biSizeImage;
-
- //Speicher für die Bilddaten reservieren
- GetMem(pPicData, FileInfo.biSizeImage);
- try
- //Bilddaten von OpenGL anfordern (siehe oben)
- glReadPixels(0, 0, ScreenW, ScreenH, GL_BGRA, GL_UNSIGNED_BYTE, pPicData);
-
- //Und den ganzen Müll in die Datei schieben ;-)
- //Moderne Leute nehmen dafür auch Streams ...
- AssignFile(f, Filename);
- Rewrite( f,1 );
- try
- BlockWrite(F, FileHeader, SizeOf(BITMAPFILEHEADER));
- BlockWrite(F, FileInfo, SizeOf(BITMAPINFOHEADER));
- BlockWrite(F, pPicData^, FileInfo.biSizeImage );
- finally
- CloseFile(f);
- end;
- finally
- //Und den angeforderten Speicher wieder freigeben ...
- FreeMem(pPicData, FileInfo.biSizeImage);
- end;
-end;
-
-//------------
-// DrawDebugInformation - Procedure draw FPS and some other Informations on Screen
-//------------
-procedure TDisplay.DrawDebugInformation;
-var Ticks: Cardinal;
-begin
- //Some White Background for information
- glEnable(GL_BLEND);
- glDisable(GL_TEXTURE_2D);
- glColor4f(1, 1, 1, 0.5);
- glBegin(GL_QUADS);
- glVertex2f(690, 44);
- glVertex2f(690, 0);
- glVertex2f(800, 0);
- glVertex2f(800, 44);
- glEnd;
- glDisable(GL_BLEND);
-
- //Set Font Specs
- SetFontStyle(0);
- SetFontSize(7);
- SetFontItalic(False);
- glColor4f(0, 0, 0, 1);
-
- //Calculate FPS
- Ticks := GetTickCount;
- if (Ticks >= NextFPSSwap) then
- begin
- LastFPS := FPSCounter * 4;
- FPSCounter := 0;
- NextFPSSwap := Ticks + 250;
- end;
-
- Inc(FPSCounter);
-
- //Draw Text
-
- //FPS
- SetFontPos(695, 0);
- glPrint (PChar('FPS: ' + InttoStr(LastFPS)));
-
- //RSpeed
- SetFontPos(695, 13);
- glPrint (PChar('RSpeed: ' + InttoStr(Round(1000 * TimeMid))));
-
- //LastError
- SetFontPos(695, 26);
- glColor4f(1, 0, 0, 1);
- glPrint (PChar(OSD_LastError));
-
- glColor4f(1, 1, 1, 1);
-end;
-
-end.
+unit UDisplay; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +uses {$IFDEF win32} + windows, + {$ELSE} + LCLType, + {$ENDIF} + ucommon, + SDL, + UMenu, + OpenGL12, + SysUtils; + +type + TDisplay = class + ActualScreen: PMenu; + NextScreen: PMenu; + + //fade-to-black-hack + BlackScreen: Boolean; + //popup hack + NextScreenWithCheck: Pmenu; + CheckOK: Boolean; + + h_DC: HDC; + h_RC: HGLRC; + + Fade: Real; + // fade-mod + doFade: Boolean; + canFade: Boolean; + myFade: integer; + lastTime: Cardinal; + pTexData : Pointer; + pTex : array[1..2] of glUInt; + // end + + //FPS Counter + FPSCounter: Cardinal; + LastFPS: Cardinal; + NextFPSSwap:Cardinal; + + //For Debug OSD + OSD_LastError: String; + + function Draw: Boolean; + procedure PrintScreen; + constructor Create; + // fade mod + destructor Destroy; override; + // end + procedure ScreenShot; + + procedure DrawDebugInformation; + end; + +var + Display: TDisplay; + +implementation + +uses + {$IFDEF FPC} + ulazjpeg, + {$ELSE} + JPEG, + {$ENDIF} + {$IFNDEF win32} + lclintf, + {$ENDIF} + graphics, + TextGL, + // UFiles, + UMain, + UTexture, + UIni, + UGraphic, + UTime, + UCommandLine; + +constructor TDisplay.Create; +var i: integer; +begin + inherited Create; + + //popup hack + CheckOK:=False; + NextScreen:=NIL; + NextScreenWithCheck:=NIL; + BlackScreen:=False; + + // fade mod + myfade:=0; + + if Ini.ScreenFade=1 then + doFade:=True + else + doFade:=False; + + canFade:=True; + // generate texture for fading between screens + GetMem(pTexData, 512*512*4); + if pTexData <> NIL then + for i:= 1 to 2 do + begin + glGenTextures(1, pTex[i]); + if glGetError <> GL_NO_ERROR then canFade := False; + glBindTexture(GL_TEXTURE_2D, pTex[i]); + if glGetError <> GL_NO_ERROR then canFade := False; + glTexImage2D(GL_TEXTURE_2D, 0, 4, 512, 512, 0, GL_RGBA, GL_UNSIGNED_BYTE, pTexData); + if glGetError <> GL_NO_ERROR then canFade := False; + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + if glGetError <> GL_NO_ERROR then canFade := False; + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + if glGetError <> GL_NO_ERROR then canFade := False; + end + else + begin + canFade:=False; + end; + FreeMem(pTexData); + // end + + //Set LastError for OSD to No Error + OSD_LastError := 'No Errors'; +end; + +// fade mod +destructor TDisplay.Destroy; +begin + if canFade then + glDeleteTextures(1,@pTex); + inherited Destroy; +end; +// end + +function TDisplay.Draw: Boolean; +var + S: integer; + Col: Real; + // fade mod + myFade2: Real; + currentTime: Cardinal; + glError: glEnum; + glErrorStr: String; + // end +begin + Result := True; + + Col := 1; + {if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then + Col := 0; } + + glClearColor(Col, Col, Col , 0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + for S := 1 to Screens do begin + ScreenAct := S; + +// if Screens = 1 then ScreenX := 0; +// if (Screens = 2) and (S = 1) then ScreenX := -1; +// if (Screens = 2) and (S = 2) then ScreenX := 1; + ScreenX := 0; + + if S = 2 then TimeSkip := 0 else; + glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH); + + //popup hack + // check was successful... move on + if CheckOK then + if assigned (NextScreenWithCheck)then + begin + NextScreen:=NextScreenWithCheck; + NextScreenWithCheck := NIL; + CheckOk:=False; + end + else + BlackScreen:=True; // end of game - fade to black before exit + //end popup hack + +// ActualScreen.SetAnimationProgress(1); + if (not assigned (NextScreen)) and (not BlackScreen) then begin + ActualScreen.Draw; + //popup mod + if ScreenPopupError <> NIL then if ScreenPopupError.Visible then ScreenPopupError.Draw else + if ScreenPopupCheck <> NIL then if ScreenPopupCheck.Visible then ScreenPopupCheck.Draw; + //popup end + // fade mod + myfade:=0; + if (Ini.ScreenFade=1) and canFade then + doFade:=True + else if Ini.ScreenFade=0 then + doFade:=False; + // end + end + else + begin + // check if we had an initialization error (canfade=false, dofade=true) + if doFade and not canFade then begin + doFade:=False; //disable fading +// ScreenPopupError.ShowPopup('Error initializing\nfade texture\n\nfading\ndisabled'); //show error message + end; + if doFade and canFade then + begin + // fade mod + //Create Fading texture if we're just starting + if myfade = 0 then + begin + glViewPort(0, 0, 512, 512); + ActualScreen.Draw; + glBindTexture(GL_TEXTURE_2D, pTex[S]); + glCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 0, 0, 512, 512, 0); + glError:=glGetError; + if glError <> GL_NO_ERROR then + begin + canFade := False; + case glError of + GL_INVALID_ENUM: glErrorStr:='INVALID_ENUM'; + GL_INVALID_VALUE: glErrorStr:='INVALID_VALUE'; + GL_INVALID_OPERATION: glErrorStr:='INVALID_OPERATION'; + GL_STACK_OVERFLOW: glErrorStr:='STACK_OVERFLOW'; + GL_STACK_UNDERFLOW: glErrorStr:='STACK_UNDERFLOW'; + GL_OUT_OF_MEMORY: glErrorStr:='OUT_OF_MEMORY'; + else glErrorStr:='unknown error'; + end; +// ScreenPopupError.ShowPopup('Error copying\nfade texture\n('+glErrorStr+')\nfading\ndisabled'); //show error message + end; + glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH); + // blackscreen-hack + if not BlackScreen then + NextScreen.onShow; + + lastTime:=GetTickCount; + if (S=2) or (Screens = 1) then + myfade:=myfade+1; + end; // end texture creation in first fading step + + //do some time-based fading + currentTime:=GetTickCount; + if (currentTime > lastTime+30) and (S=1) then + begin + myfade:=myfade+4; + lastTime:=currentTime; + end; + +// LastFade := Fade; // whatever +// Fade := Fade -0.999; // start fading out + + +// ActualScreen.ShowFinish := false; // no purpose? + +// ActualScreen.SetAnimationProgress(Fade-1); // nop? + + // blackscreen-hack + if not BlackScreen then + NextScreen.Draw // draw next screen + else if ScreenAct=1 then begin + glClearColor(0, 0, 0 , 0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + end; + + // and draw old screen over it... slowly fading out + myfade2:=(myfade*myfade)/10000; + glBindTexture(GL_TEXTURE_2D, pTex[S]); + glColor4f(1, 1, 1, (1000-myfade*myfade)/1000); // strange calculation - alpha gets negative... but looks good this way + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glTexCoord2f(0+myfade2,0+myfade2);glVertex2f(0, 600); + glTexCoord2f(0+myfade2,1-myfade2);glVertex2f(0, 0); + glTexCoord2f(1-myfade2,1-myfade2);glVertex2f(800, 0); + glTexCoord2f(1-myfade2,0+myfade2);glVertex2f(800, 600); + glEnd; + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + end + else + // blackscreen hack + if not BlackScreen then + NextScreen.OnShow; + + + if ((myfade > 40) or (not doFade) or (not canFade)) And (S = 1) then begin // fade out complete... + myFade:=0; + ActualScreen.onHide; + ActualScreen.ShowFinish:=False; + ActualScreen:=NextScreen; + NextScreen := nil; + if not blackscreen then + begin + ActualScreen.onShowFinish; + ActualScreen.ShowFinish := true; + end + else + begin + Result:=False; + Break; + end; + // end of fade mod + end; + end; // if + + //Draw OSD only on first Screen if Debug Mode is enabled + if ((Ini.Debug = 1) OR (Params.Debug)) AND (S=1) then + DrawDebugInformation; + + end; // for +// SwapBuffers(h_DC); +end; + +{function TDisplay.Fade(FadeIn : Boolean; Steps : UInt8): UInt8; +begin + Self.FadeIn := FadeIn; + FadeStep := (SizeOf(FadeStep) * $FF) div Steps; + ActualStep := $FF; + Result := $FF div FadeStep; +end;} + +procedure TDisplay.PrintScreen; +var + Bitmap: TBitmap; + Jpeg: TJpegImage; + X, Y: integer; + Num: integer; + FileName: string; +begin + for Num := 1 to 9999 do begin + FileName := IntToStr(Num); + while Length(FileName) < 4 do FileName := '0' + FileName; + FileName := ScreenshotsPath + 'screenshot' + FileName + '.jpg'; + if not FileExists(FileName) then break + end; + + glReadPixels(0, 0, ScreenW, ScreenH, GL_RGBA, GL_UNSIGNED_BYTE, @PrintScreenData[0]); + Bitmap := TBitmap.Create; + Bitmap.Width := ScreenW; + Bitmap.Height := ScreenH; + + for Y := 0 to ScreenH-1 do + for X := 0 to ScreenW-1 do + Bitmap.Canvas.Pixels[X, Y] := PrintScreenData[(ScreenH-1-Y) * ScreenW + X] and $00FFFFFF; + + Jpeg := TJpegImage.Create; + Jpeg.Assign(Bitmap); + Bitmap.Free; + Jpeg.CompressionQuality := 95;//90; + Jpeg.SaveToFile(FileName); + Jpeg.Free; +end; + +procedure TDisplay.ScreenShot; + var F : file; + FileInfo: BITMAPINFOHEADER; + FileHeader : BITMAPFILEHEADER; + pPicData:Pointer; + FileName: String; + Num: Integer; +begin + //bilddatei Suchen + for Num := 1 to 9999 do begin + FileName := IntToStr(Num); + while Length(FileName) < 4 do FileName := '0' + FileName; + FileName := ScreenshotsPath + FileName + '.BMP'; + if not FileExists(FileName) then break + end; + + //Speicher für die Speicherung der Header-Informationen vorbereiten + ZeroMemory(@FileHeader, SizeOf(BITMAPFILEHEADER)); + ZeroMemory(@FileInfo , SizeOf(BITMAPINFOHEADER)); + + //Initialisieren der Daten des Headers + FileHeader.bfType := 19778; //$4D42 = 'BM' + FileHeader.bfOffBits := SizeOf(BITMAPINFOHEADER)+SizeOf(BITMAPFILEHEADER); + + //Schreiben der Bitmap-Informationen + FileInfo.biSize := SizeOf(BITMAPINFOHEADER); + FileInfo.biWidth := ScreenW; + FileInfo.biHeight := ScreenH; + FileInfo.biPlanes := 1; + FileInfo.biBitCount := 32; + FileInfo.biSizeImage := FileInfo.biWidth*FileInfo.biHeight*(FileInfo.biBitCount div 8); + + //Größenangabe auch in den Header übernehmen + FileHeader.bfSize := FileHeader.bfOffBits + FileInfo.biSizeImage; + + //Speicher für die Bilddaten reservieren + GetMem(pPicData, FileInfo.biSizeImage); + try + //Bilddaten von OpenGL anfordern (siehe oben) + glReadPixels(0, 0, ScreenW, ScreenH, GL_BGRA, GL_UNSIGNED_BYTE, pPicData); + + //Und den ganzen Müll in die Datei schieben ;-) + //Moderne Leute nehmen dafür auch Streams ... + AssignFile(f, Filename); + Rewrite( f,1 ); + try + BlockWrite(F, FileHeader, SizeOf(BITMAPFILEHEADER)); + BlockWrite(F, FileInfo, SizeOf(BITMAPINFOHEADER)); + BlockWrite(F, pPicData^, FileInfo.biSizeImage ); + finally + CloseFile(f); + end; + finally + //Und den angeforderten Speicher wieder freigeben ... + FreeMem(pPicData, FileInfo.biSizeImage); + end; +end; + +//------------ +// DrawDebugInformation - Procedure draw FPS and some other Informations on Screen +//------------ +procedure TDisplay.DrawDebugInformation; +var Ticks: Cardinal; +begin + //Some White Background for information + glEnable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + glColor4f(1, 1, 1, 0.5); + glBegin(GL_QUADS); + glVertex2f(690, 44); + glVertex2f(690, 0); + glVertex2f(800, 0); + glVertex2f(800, 44); + glEnd; + glDisable(GL_BLEND); + + //Set Font Specs + SetFontStyle(0); + SetFontSize(7); + SetFontItalic(False); + glColor4f(0, 0, 0, 1); + + //Calculate FPS + Ticks := GetTickCount; + if (Ticks >= NextFPSSwap) then + begin + LastFPS := FPSCounter * 4; + FPSCounter := 0; + NextFPSSwap := Ticks + 250; + end; + + Inc(FPSCounter); + + //Draw Text + + //FPS + SetFontPos(695, 0); + glPrint (PChar('FPS: ' + InttoStr(LastFPS))); + + //RSpeed + SetFontPos(695, 13); + glPrint (PChar('RSpeed: ' + InttoStr(Round(1000 * TimeMid)))); + + //LastError + SetFontPos(695, 26); + glColor4f(1, 0, 0, 1); + glPrint (PChar(OSD_LastError)); + + glColor4f(1, 1, 1, 1); +end; + +end. diff --git a/Game/Code/Menu/UMenuButton.pas b/Game/Code/Menu/UMenuButton.pas index f3b00830..af4f69ee 100644 --- a/Game/Code/Menu/UMenuButton.pas +++ b/Game/Code/Menu/UMenuButton.pas @@ -1,565 +1,572 @@ -unit UMenuButton;
-
-interface
-uses TextGL, UTexture, OpenGL12, UMenuText;
-
-type
- CButton = class of TButton;
- TButton = class
- protected
- SelectBool: Boolean;
-
- FadeProgress: Real;
- FadeLastTick: Cardinal;
-
- DeSelectW: Real;
- DeSelectH: Real;
- PosX: Real;
- PosY: Real;
-
- constructor Create(); overload;
-
- public
- Text: Array of TText;
- Texture: TTexture; // Button Screen position and size
- Texture2: TTexture; // second texture only used for fading full resolution covers
- //colorized hack
- Colorized: Boolean;
- DeSelectTexture: TTexture; // texture for colorized hack
-
- FadeTex: TTexture; //Texture for beautiful fading
- FadeTexPos: byte; //Pos of the FadeTexture (0: Top, 1: Left, 2: Bottom, 3: Right)
-// Texture2Blend: real; // blending factor for second texture (0=invisible, 1=visible)
- // now uses alpha
-
- DeselectType: integer; // not used yet
- Visible: boolean;
- //Reflection Mod
- Reflection: boolean;
- Reflectionspacing: Real;
- DeSelectReflectionspacing: Real;
-
- //Fade Mod
- Fade: Boolean;
- FadeText: Boolean;
-
- Selectable: boolean;
-
- //No of the Parent Collection, 0 if in no Collection
- Parent: Byte;
-
- SelectColR: real;
- SelectColG: real;
- SelectColB: real;
- SelectInt: real;
- SelectTInt: real;
- //Fade Mod
- SelectW: real;
- SelectH: real;
-
- DeselectColR: real;
- DeselectColG: real;
- DeselectColB: real;
- DeselectInt: real;
- DeselectTInt: real;
-
- procedure SetY(Value: real);
- procedure SetX(Value: real);
- procedure SetW(Value: real);
- procedure SetH(Value: real);
-
- procedure SetSelect(Value: Boolean); virtual;
- property X: real read PosX write SetX;
- property Y: real read PosY write SetY;
- property Z: real read Texture.z write Texture.z;
- property W: real read DeSelectW write SetW;
- property H: real read DeSelectH write SetH;
- property Selected: Boolean read SelectBool write SetSelect;
-
- procedure Draw; virtual;
-
- constructor Create(Textura: TTexture); overload;
- constructor Create(Textura, DSTexture: TTexture); overload;
- destructor Destroy; override;
- end;
-
-implementation
-uses UDrawTexture, SysUtils, windows;
-
-procedure TButton.SetX(Value: real);
-{var
- dx: real;
- T: integer; // text}
-begin
- {dY := Value - Texture.y;
-
- Texture.X := Value;
-
- for T := 0 to High(Text) do
- Text[T].X := Text[T].X + dY;}
-
- PosX := Value;
- if (FadeTex.TexNum = -1) then
- Texture.X := Value;
-
-end;
-
-procedure TButton.SetY(Value: real);
-{var
- dY: real;
- T: integer; // text}
-begin
- {dY := Value - PosY;
-
-
- for T := 0 to High(Text) do
- Text[T].Y := Text[T].Y + dY;}
-
- PosY := Value;
- if (FadeTex.TexNum = -1) then
- Texture.y := Value;
-end;
-
-procedure TButton.SetW(Value: real);
-begin
- if SelectW = DeSelectW then
- SelectW := Value;
-
- DeSelectW := Value;
-
- if Not Fade then
- begin
- if SelectBool then
- Texture.W := SelectW
- else
- Texture.W := DeSelectW;
- end;
-end;
-
-procedure TButton.SetH(Value: real);
-begin
- if SelectH = DeSelectH then
- SelectH := Value;
-
- DeSelectH := Value;
-
- if Not Fade then
- begin
- if SelectBool then
- Texture.H := SelectH
- else
- Texture.H := DeSelectH;
- end;
-end;
-
-procedure TButton.SetSelect(Value : Boolean);
-var
- T: integer;
-begin
- SelectBool := Value;
- if (Value) then begin
- Texture.ColR := SelectColR;
- Texture.ColG := SelectColG;
- Texture.ColB := SelectColB;
- Texture.Int := SelectInt;
-
- Texture2.ColR := SelectColR;
- Texture2.ColG := SelectColG;
- Texture2.ColB := SelectColB;
- Texture2.Int := SelectInt;
-
- for T := 0 to High(Text) do
- Text[T].Int := SelectTInt;
-
- //Fade Mod
- if Fade then
- begin
- if (FadeProgress <= 0) then
- FadeProgress := 0.125;
- end
- else
- begin
- Texture.W := SelectW;
- Texture.H := SelectH;
- end;
- end else begin
- Texture.ColR := DeselectColR;
- Texture.ColG := DeselectColG;
- Texture.ColB := DeselectColB;
- Texture.Int := DeselectInt;
-
- Texture2.ColR := DeselectColR;
- Texture2.ColG := DeselectColG;
- Texture2.ColB := DeselectColB;
- Texture2.Int := DeselectInt;
-
- for T := 0 to High(Text) do
- Text[T].Int := DeselectTInt;
-
- //Fade Mod
- if Fade then
- begin
- if (FadeProgress >= 1) then
- FadeProgress := 0.875;
- end
- else
- begin
- Texture.W := DeSelectW;
- Texture.H := DeSelectH;
- end;
- end;
-end;
-
-constructor TButton.Create();
-begin
- inherited Create;
- // We initialize all to 0, nil or false
- Visible := true;
- SelectBool := false;
- DeselectType := 0;
- Selectable := true;
- //Reflection Mod
- Reflection := true;
-
- //colorized hack
- Colorized:=False;
-
- // Default
-// SelectInt := 1;
-// DeselectInt := 0.5;
-
-{ SelectColR := 0.5;
- SelectColG := 0.75;
- SelectColB := 0;
- SelectInt := 1;
- SelectTInt := 1;
-
- DeselectColR := 1;
- DeselectColG := 1;
- DeselectColB := 1;
- DeselectInt := 0.5;
- DeselectTInt := 1;}
-
- SelectColR := 1;
- SelectColG := 1;
- SelectColB := 1;
- SelectInt := 1;
- SelectTInt := 1;
-
- DeselectColR := 1;
- DeselectColG := 1;
- DeselectColB := 1;
- DeselectInt := 0.5;
- DeselectTInt := 1;
-
- FadeTex.TexNum := -1;
-
- FadeProgress := 0;
- Fade := False;
- FadeText := False;
- SelectW := DeSelectW;
- SelectH := DeSelectH;
-
- PosX := 0;
- PosY := 0;
-
- Parent := 0;
-end;
-
-// ***** Public methods ****** //
-
-procedure TButton.Draw;
-var
- T: integer;
- Tick: Cardinal;
- Spacing: Real;
-begin
- if Visible then begin
- //Fade Mod
- T:=0;
- if Fade then
- begin
- if (FadeProgress < 1) and (FadeProgress > 0) then
- begin
- Tick := GetTickCount div 16;
- if (Tick <> FadeLastTick) then
- begin
- FadeLastTick := Tick;
- if SelectBool then
- FadeProgress := FadeProgress + 0.125
- else
- FadeProgress := FadeProgress - 0.125;
-
- if (FadeText) then
- begin
- For T := 0 to high(Text) do
- begin
- Text[T].MoveX := (SelectW - DeSelectW) * FadeProgress;
- Text[T].MoveY := (SelectH - DeSelectH) * FadeProgress;
- end;
- end;
- end;
- end;
- //Method without Fade Texture
- if (FadeTex.TexNum = -1) then
- begin
- Texture.W := DeSelectW + (SelectW - DeSelectW) * FadeProgress;
- Texture.H := DeSelectH + (SelectH - DeSelectH) * FadeProgress;
- DeselectTexture.W := Texture.W;
- DeselectTexture.H := Texture.H;
- end
- else //method with Fade Texture
- begin
- Texture.W := DeSelectW;
- Texture.H := DeSelectH;
- DeselectTexture.W := Texture.W;
- DeselectTexture.H := Texture.H;
-
- FadeTex.ColR := Texture.ColR;
- FadeTex.ColG := Texture.ColG;
- FadeTex.ColB := Texture.ColB;
- FadeTex.Int := Texture.Int;
-
- FadeTex.Z := Texture.Z;
-
- FadeTex.Alpha := Texture.Alpha;
- FadeTex.TexX1 := 0;
- FadeTex.TexX2 := 1;
- FadeTex.TexY1 := 0;
- FadeTex.TexY2 := 1;
-
- Case FadeTexPos of
- 0: //FadeTex on Top
- begin
- //Standard Texture
- Texture.X := PosX;
- Texture.Y := PosY + (SelectH - DeSelectH) * FadeProgress;
- DeselectTexture.X := Texture.X;
- DeselectTexture.Y := Texture.Y;
- //Fade Tex
- FadeTex.X := PosX;
- FadeTex.Y := PosY;
- FadeTex.W := Texture.W;
- FadeTex.H := (SelectH - DeSelectH) * FadeProgress;
- FadeTex.ScaleW := Texture.ScaleW;
- //Some Hack that Fixes a little Space between both Textures
- FadeTex.TexY2 := 0.9;
- end;
- 1: //FadeTex on Left
- begin
- //Standard Texture
- Texture.X := PosX + (SelectW - DeSelectW) * FadeProgress;
- Texture.Y := PosY;
- DeselectTexture.X := Texture.X;
- DeselectTexture.Y := Texture.Y;
- //Fade Tex
- FadeTex.X := PosX;
- FadeTex.Y := PosY;
- FadeTex.H := Texture.H;
- FadeTex.W := (SelectW - DeSelectW) * FadeProgress;
- FadeTex.ScaleH := Texture.ScaleH;
- //Some Hack that Fixes a little Space between both Textures
- FadeTex.TexX2 := 0.9;
- end;
- 2: //FadeTex on Bottom
- begin
- //Standard Texture
- Texture.X := PosX;
- Texture.Y := PosY;
- DeselectTexture.X := Texture.X;
- DeselectTexture.Y := Texture.Y;
- //Fade Tex
- FadeTex.X := PosX;
- FadeTex.Y := PosY + (SelectH - DeSelectH) * FadeProgress;;
- FadeTex.W := Texture.W;
- FadeTex.H := (SelectH - DeSelectH) * FadeProgress;
- FadeTex.ScaleW := Texture.ScaleW;
- //Some Hack that Fixes a little Space between both Textures
- FadeTex.TexY1 := 0.1;
- end;
- 3: //FadeTex on Right
- begin
- //Standard Texture
- Texture.X := PosX;
- Texture.Y := PosY;
- DeselectTexture.X := Texture.X;
- DeselectTexture.Y := Texture.Y;
- //Fade Tex
- FadeTex.X := PosX + (SelectW - DeSelectW) * FadeProgress;
- FadeTex.Y := PosY;
- FadeTex.H := Texture.H;
- FadeTex.W := (SelectW - DeSelectW) * FadeProgress;
- FadeTex.ScaleH := Texture.ScaleH;
- //Some Hack that Fixes a little Space between both Textures
- FadeTex.TexX1 := 0.1;
- end;
- end;
- end;
- end
- else if (FadeText) then
- begin
- Text[T].MoveX := (SelectW - DeSelectW);
- Text[T].MoveY := (SelectH - DeSelectH);
- end;
-
- if SelectBool or (FadeProgress > 0) or not Colorized then
- DrawTexture(Texture)
- else
- DrawTexture(DeselectTexture);
-
- //Draw FadeTex
- if (FadeTex.TexNum <> -1) then
- DrawTexture(FadeTex);
-
- if Texture2.Alpha > 0 then begin
- Texture2.ScaleW := Texture.ScaleW;
- Texture2.ScaleH := Texture.ScaleH;
-
- Texture2.X := Texture.X;
- Texture2.Y := Texture.Y;
- Texture2.W := Texture.W;
- Texture2.H := Texture.H;
-
- Texture2.ColR := Texture.ColR;
- Texture2.ColG := Texture.ColG;
- Texture2.ColB := Texture.ColB;
- Texture2.Int := Texture.Int;
-
- Texture2.Z := Texture.Z;
-
- DrawTexture(Texture2);
- end;
-
- //Reflection Mod
- if (Reflection) then // Draw Reflections
- begin
- if (FadeProgress <> 0) AND (FadeProgress <> 1) then
- begin
- Spacing := DeSelectReflectionspacing - (DeSelectReflectionspacing - Reflectionspacing) * FadeProgress;
- end
- else if SelectBool then
- Spacing := Reflectionspacing
- else
- Spacing := DeSelectReflectionspacing;
-
- if SelectBool or not Colorized then
- with Texture do
- begin
- //Bind Tex and GL Attributes
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
-
- glDepthRange(0, 10);
- glDepthFunc(GL_LEQUAL);
- glEnable(GL_DEPTH_TEST);
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, TexNum);
-
- //Draw
- glBegin(GL_QUADS);//Top Left
- glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3);
- glTexCoord2f(TexX1*TexW, TexY2*TexH);
- glVertex3f(x, y+h*scaleH+ Spacing, z);
-
- //Bottom Left
- glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
- glTexCoord2f(TexX1*TexW, TexY1+TexH*0.5);
- glVertex3f(x, y+h*scaleH + h*scaleH/2 + Spacing, z);
-
-
- //Bottom Right
- glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
- glTexCoord2f(TexX2*TexW, TexY1+TexH*0.5);
- glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Spacing, z);
-
- //Top Right
- glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3);
- glTexCoord2f(TexX2*TexW, TexY2*TexH);
- glVertex3f(x+w*scaleW, y+h*scaleH + Spacing, z);
- glEnd;
-
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_BLEND);
- end else
- with DeselectTexture do
- begin
- //Bind Tex and GL Attributes
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
-
- glDepthRange(0, 10);
- glDepthFunc(GL_LEQUAL);
- glEnable(GL_DEPTH_TEST);
-
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glBindTexture(GL_TEXTURE_2D, TexNum);
-
- //Draw
- glBegin(GL_QUADS);//Top Left
- glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3);
- glTexCoord2f(TexX1*TexW, TexY2*TexH);
- glVertex3f(x, y+h*scaleH+ Spacing, z);
-
- //Bottom Left
- glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
- glTexCoord2f(TexX1*TexW, TexY1+TexH*0.5);
- glVertex3f(x, y+h*scaleH + h*scaleH/2 + Spacing, z);
-
-
- //Bottom Right
- glColor4f(ColR * Int, ColG * Int, ColB * Int, 0);
- glTexCoord2f(TexX2*TexW, TexY1+TexH*0.5);
- glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Spacing, z);
-
- //Top Right
- glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3);
- glTexCoord2f(TexX2*TexW, TexY2*TexH);
- glVertex3f(x+w*scaleW, y+h*scaleH + Spacing, z);
- glEnd;
-
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_BLEND);
- end;
- end;
-
- for T := 0 to High(Text) do begin
- Text[T].Draw;
- end;
- end;
-end;
-
-// ***** ****** //
-
-destructor TButton.Destroy;
-begin
- inherited;
-end;
-
-constructor TButton.Create(Textura: TTexture);
-begin
- Create();
- Texture := Textura;
- DeselectTexture:=Textura;
- Texture.ColR := 0;
- Texture.ColG := 0.5;
- Texture.ColB := 0;
- Texture.Int := 1;
- Colorized:=False;
-end;
-
-constructor TButton.Create(Textura, DSTexture: TTexture);
-begin
- Create();
- Texture := Textura;
- DeselectTexture := DSTexture;
- Texture.ColR := 1;
- Texture.ColG := 1;
- Texture.ColB := 1;
- Texture.Int := 1;
- Colorized:=True;
-end;
-
-end.
+unit UMenuButton; + +interface +uses TextGL, UTexture, OpenGL12, UMenuText; + +type + CButton = class of TButton; + TButton = class + protected + SelectBool: Boolean; + + FadeProgress: Real; + FadeLastTick: Cardinal; + + DeSelectW: Real; + DeSelectH: Real; + PosX: Real; + PosY: Real; + + constructor Create(); overload; + + public + Text: Array of TText; + Texture: TTexture; // Button Screen position and size + Texture2: TTexture; // second texture only used for fading full resolution covers + //colorized hack + Colorized: Boolean; + DeSelectTexture: TTexture; // texture for colorized hack + + FadeTex: TTexture; //Texture for beautiful fading + FadeTexPos: byte; //Pos of the FadeTexture (0: Top, 1: Left, 2: Bottom, 3: Right) +// Texture2Blend: real; // blending factor for second texture (0=invisible, 1=visible) + // now uses alpha + + DeselectType: integer; // not used yet + Visible: boolean; + //Reflection Mod + Reflection: boolean; + Reflectionspacing: Real; + DeSelectReflectionspacing: Real; + + //Fade Mod + Fade: Boolean; + FadeText: Boolean; + + Selectable: boolean; + + //No of the Parent Collection, 0 if in no Collection + Parent: Byte; + + SelectColR: real; + SelectColG: real; + SelectColB: real; + SelectInt: real; + SelectTInt: real; + //Fade Mod + SelectW: real; + SelectH: real; + + DeselectColR: real; + DeselectColG: real; + DeselectColB: real; + DeselectInt: real; + DeselectTInt: real; + + procedure SetY(Value: real); + procedure SetX(Value: real); + procedure SetW(Value: real); + procedure SetH(Value: real); + + procedure SetSelect(Value: Boolean); virtual; + property X: real read PosX write SetX; + property Y: real read PosY write SetY; + property Z: real read Texture.z write Texture.z; + property W: real read DeSelectW write SetW; + property H: real read DeSelectH write SetH; + property Selected: Boolean read SelectBool write SetSelect; + + procedure Draw; virtual; + + constructor Create(Textura: TTexture); overload; + constructor Create(Textura, DSTexture: TTexture); overload; + destructor Destroy; override; + end; + +implementation + +uses SysUtils, + {$IFDEF win32} + windows, + {$ELSE} + lclintf, + {$ENDIF} + UDrawTexture; + +procedure TButton.SetX(Value: real); +{var + dx: real; + T: integer; // text} +begin + {dY := Value - Texture.y; + + Texture.X := Value; + + for T := 0 to High(Text) do + Text[T].X := Text[T].X + dY;} + + PosX := Value; + if (FadeTex.TexNum = -1) then + Texture.X := Value; + +end; + +procedure TButton.SetY(Value: real); +{var + dY: real; + T: integer; // text} +begin + {dY := Value - PosY; + + + for T := 0 to High(Text) do + Text[T].Y := Text[T].Y + dY;} + + PosY := Value; + if (FadeTex.TexNum = -1) then + Texture.y := Value; +end; + +procedure TButton.SetW(Value: real); +begin + if SelectW = DeSelectW then + SelectW := Value; + + DeSelectW := Value; + + if Not Fade then + begin + if SelectBool then + Texture.W := SelectW + else + Texture.W := DeSelectW; + end; +end; + +procedure TButton.SetH(Value: real); +begin + if SelectH = DeSelectH then + SelectH := Value; + + DeSelectH := Value; + + if Not Fade then + begin + if SelectBool then + Texture.H := SelectH + else + Texture.H := DeSelectH; + end; +end; + +procedure TButton.SetSelect(Value : Boolean); +var + T: integer; +begin + SelectBool := Value; + if (Value) then begin + Texture.ColR := SelectColR; + Texture.ColG := SelectColG; + Texture.ColB := SelectColB; + Texture.Int := SelectInt; + + Texture2.ColR := SelectColR; + Texture2.ColG := SelectColG; + Texture2.ColB := SelectColB; + Texture2.Int := SelectInt; + + for T := 0 to High(Text) do + Text[T].Int := SelectTInt; + + //Fade Mod + if Fade then + begin + if (FadeProgress <= 0) then + FadeProgress := 0.125; + end + else + begin + Texture.W := SelectW; + Texture.H := SelectH; + end; + end else begin + Texture.ColR := DeselectColR; + Texture.ColG := DeselectColG; + Texture.ColB := DeselectColB; + Texture.Int := DeselectInt; + + Texture2.ColR := DeselectColR; + Texture2.ColG := DeselectColG; + Texture2.ColB := DeselectColB; + Texture2.Int := DeselectInt; + + for T := 0 to High(Text) do + Text[T].Int := DeselectTInt; + + //Fade Mod + if Fade then + begin + if (FadeProgress >= 1) then + FadeProgress := 0.875; + end + else + begin + Texture.W := DeSelectW; + Texture.H := DeSelectH; + end; + end; +end; + +constructor TButton.Create(); +begin + inherited Create; + // We initialize all to 0, nil or false + Visible := true; + SelectBool := false; + DeselectType := 0; + Selectable := true; + //Reflection Mod + Reflection := true; + + //colorized hack + Colorized:=False; + + // Default +// SelectInt := 1; +// DeselectInt := 0.5; + +{ SelectColR := 0.5; + SelectColG := 0.75; + SelectColB := 0; + SelectInt := 1; + SelectTInt := 1; + + DeselectColR := 1; + DeselectColG := 1; + DeselectColB := 1; + DeselectInt := 0.5; + DeselectTInt := 1;} + + SelectColR := 1; + SelectColG := 1; + SelectColB := 1; + SelectInt := 1; + SelectTInt := 1; + + DeselectColR := 1; + DeselectColG := 1; + DeselectColB := 1; + DeselectInt := 0.5; + DeselectTInt := 1; + + FadeTex.TexNum := -1; + + FadeProgress := 0; + Fade := False; + FadeText := False; + SelectW := DeSelectW; + SelectH := DeSelectH; + + PosX := 0; + PosY := 0; + + Parent := 0; +end; + +// ***** Public methods ****** // + +procedure TButton.Draw; +var + T: integer; + Tick: Cardinal; + Spacing: Real; +begin + if Visible then begin + //Fade Mod + T:=0; + if Fade then + begin + if (FadeProgress < 1) and (FadeProgress > 0) then + begin + Tick := GetTickCount div 16; + if (Tick <> FadeLastTick) then + begin + FadeLastTick := Tick; + if SelectBool then + FadeProgress := FadeProgress + 0.125 + else + FadeProgress := FadeProgress - 0.125; + + if (FadeText) then + begin + For T := 0 to high(Text) do + begin + Text[T].MoveX := (SelectW - DeSelectW) * FadeProgress; + Text[T].MoveY := (SelectH - DeSelectH) * FadeProgress; + end; + end; + end; + end; + //Method without Fade Texture + if (FadeTex.TexNum = -1) then + begin + Texture.W := DeSelectW + (SelectW - DeSelectW) * FadeProgress; + Texture.H := DeSelectH + (SelectH - DeSelectH) * FadeProgress; + DeselectTexture.W := Texture.W; + DeselectTexture.H := Texture.H; + end + else //method with Fade Texture + begin + Texture.W := DeSelectW; + Texture.H := DeSelectH; + DeselectTexture.W := Texture.W; + DeselectTexture.H := Texture.H; + + FadeTex.ColR := Texture.ColR; + FadeTex.ColG := Texture.ColG; + FadeTex.ColB := Texture.ColB; + FadeTex.Int := Texture.Int; + + FadeTex.Z := Texture.Z; + + FadeTex.Alpha := Texture.Alpha; + FadeTex.TexX1 := 0; + FadeTex.TexX2 := 1; + FadeTex.TexY1 := 0; + FadeTex.TexY2 := 1; + + Case FadeTexPos of + 0: //FadeTex on Top + begin + //Standard Texture + Texture.X := PosX; + Texture.Y := PosY + (SelectH - DeSelectH) * FadeProgress; + DeselectTexture.X := Texture.X; + DeselectTexture.Y := Texture.Y; + //Fade Tex + FadeTex.X := PosX; + FadeTex.Y := PosY; + FadeTex.W := Texture.W; + FadeTex.H := (SelectH - DeSelectH) * FadeProgress; + FadeTex.ScaleW := Texture.ScaleW; + //Some Hack that Fixes a little Space between both Textures + FadeTex.TexY2 := 0.9; + end; + 1: //FadeTex on Left + begin + //Standard Texture + Texture.X := PosX + (SelectW - DeSelectW) * FadeProgress; + Texture.Y := PosY; + DeselectTexture.X := Texture.X; + DeselectTexture.Y := Texture.Y; + //Fade Tex + FadeTex.X := PosX; + FadeTex.Y := PosY; + FadeTex.H := Texture.H; + FadeTex.W := (SelectW - DeSelectW) * FadeProgress; + FadeTex.ScaleH := Texture.ScaleH; + //Some Hack that Fixes a little Space between both Textures + FadeTex.TexX2 := 0.9; + end; + 2: //FadeTex on Bottom + begin + //Standard Texture + Texture.X := PosX; + Texture.Y := PosY; + DeselectTexture.X := Texture.X; + DeselectTexture.Y := Texture.Y; + //Fade Tex + FadeTex.X := PosX; + FadeTex.Y := PosY + (SelectH - DeSelectH) * FadeProgress;; + FadeTex.W := Texture.W; + FadeTex.H := (SelectH - DeSelectH) * FadeProgress; + FadeTex.ScaleW := Texture.ScaleW; + //Some Hack that Fixes a little Space between both Textures + FadeTex.TexY1 := 0.1; + end; + 3: //FadeTex on Right + begin + //Standard Texture + Texture.X := PosX; + Texture.Y := PosY; + DeselectTexture.X := Texture.X; + DeselectTexture.Y := Texture.Y; + //Fade Tex + FadeTex.X := PosX + (SelectW - DeSelectW) * FadeProgress; + FadeTex.Y := PosY; + FadeTex.H := Texture.H; + FadeTex.W := (SelectW - DeSelectW) * FadeProgress; + FadeTex.ScaleH := Texture.ScaleH; + //Some Hack that Fixes a little Space between both Textures + FadeTex.TexX1 := 0.1; + end; + end; + end; + end + else if (FadeText) then + begin + Text[T].MoveX := (SelectW - DeSelectW); + Text[T].MoveY := (SelectH - DeSelectH); + end; + + if SelectBool or (FadeProgress > 0) or not Colorized then + DrawTexture(Texture) + else + DrawTexture(DeselectTexture); + + //Draw FadeTex + if (FadeTex.TexNum <> -1) then + DrawTexture(FadeTex); + + if Texture2.Alpha > 0 then begin + Texture2.ScaleW := Texture.ScaleW; + Texture2.ScaleH := Texture.ScaleH; + + Texture2.X := Texture.X; + Texture2.Y := Texture.Y; + Texture2.W := Texture.W; + Texture2.H := Texture.H; + + Texture2.ColR := Texture.ColR; + Texture2.ColG := Texture.ColG; + Texture2.ColB := Texture.ColB; + Texture2.Int := Texture.Int; + + Texture2.Z := Texture.Z; + + DrawTexture(Texture2); + end; + + //Reflection Mod + if (Reflection) then // Draw Reflections + begin + if (FadeProgress <> 0) AND (FadeProgress <> 1) then + begin + Spacing := DeSelectReflectionspacing - (DeSelectReflectionspacing - Reflectionspacing) * FadeProgress; + end + else if SelectBool then + Spacing := Reflectionspacing + else + Spacing := DeSelectReflectionspacing; + + if SelectBool or not Colorized then + with Texture do + begin + //Bind Tex and GL Attributes + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + + glDepthRange(0, 10); + glDepthFunc(GL_LEQUAL); + glEnable(GL_DEPTH_TEST); + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, TexNum); + + //Draw + glBegin(GL_QUADS);//Top Left + glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3); + glTexCoord2f(TexX1*TexW, TexY2*TexH); + glVertex3f(x, y+h*scaleH+ Spacing, z); + + //Bottom Left + glColor4f(ColR * Int, ColG * Int, ColB * Int, 0); + glTexCoord2f(TexX1*TexW, TexY1+TexH*0.5); + glVertex3f(x, y+h*scaleH + h*scaleH/2 + Spacing, z); + + + //Bottom Right + glColor4f(ColR * Int, ColG * Int, ColB * Int, 0); + glTexCoord2f(TexX2*TexW, TexY1+TexH*0.5); + glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Spacing, z); + + //Top Right + glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3); + glTexCoord2f(TexX2*TexW, TexY2*TexH); + glVertex3f(x+w*scaleW, y+h*scaleH + Spacing, z); + glEnd; + + glDisable(GL_TEXTURE_2D); + glDisable(GL_DEPTH_TEST); + glDisable(GL_BLEND); + end else + with DeselectTexture do + begin + //Bind Tex and GL Attributes + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + + glDepthRange(0, 10); + glDepthFunc(GL_LEQUAL); + glEnable(GL_DEPTH_TEST); + + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, TexNum); + + //Draw + glBegin(GL_QUADS);//Top Left + glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3); + glTexCoord2f(TexX1*TexW, TexY2*TexH); + glVertex3f(x, y+h*scaleH+ Spacing, z); + + //Bottom Left + glColor4f(ColR * Int, ColG * Int, ColB * Int, 0); + glTexCoord2f(TexX1*TexW, TexY1+TexH*0.5); + glVertex3f(x, y+h*scaleH + h*scaleH/2 + Spacing, z); + + + //Bottom Right + glColor4f(ColR * Int, ColG * Int, ColB * Int, 0); + glTexCoord2f(TexX2*TexW, TexY1+TexH*0.5); + glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + Spacing, z); + + //Top Right + glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3); + glTexCoord2f(TexX2*TexW, TexY2*TexH); + glVertex3f(x+w*scaleW, y+h*scaleH + Spacing, z); + glEnd; + + glDisable(GL_TEXTURE_2D); + glDisable(GL_DEPTH_TEST); + glDisable(GL_BLEND); + end; + end; + + for T := 0 to High(Text) do begin + Text[T].Draw; + end; + end; +end; + +// ***** ****** // + +destructor TButton.Destroy; +begin + inherited; +end; + +constructor TButton.Create(Textura: TTexture); +begin + Create(); + Texture := Textura; + DeselectTexture:=Textura; + Texture.ColR := 0; + Texture.ColG := 0.5; + Texture.ColB := 0; + Texture.Int := 1; + Colorized:=False; +end; + +constructor TButton.Create(Textura, DSTexture: TTexture); +begin + Create(); + Texture := Textura; + DeselectTexture := DSTexture; + Texture.ColR := 1; + Texture.ColG := 1; + Texture.ColB := 1; + Texture.Int := 1; + Colorized:=True; +end; + +end. diff --git a/Game/Code/Menu/UMenuText.pas b/Game/Code/Menu/UMenuText.pas index cba237b8..d1c8b7b1 100644 --- a/Game/Code/Menu/UMenuText.pas +++ b/Game/Code/Menu/UMenuText.pas @@ -1,329 +1,339 @@ -unit UMenuText;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-uses TextGL, UTexture, OpenGL12, SysUtils;
-
-type
- TText = class
- private
- SelectBool: boolean;
- TextString: String;
- TextTiles: Array of String;
-
- STicks: Cardinal;
- SelectBlink: Boolean;
- public
- X: real;
- Y: real;
- MoveX: real; //Some Modifier for X - Position that don't Affect the Real Y
- MoveY: real; //Some Modifier for Y - Position that don't Affect the Real Y
- W: real; // if text is wider than W then it is breaked
-// H: real;
- Size: real;
- ColR: real;
- ColG: real;
- ColB: real;
- Alpha: real;
- Int: real;
- Style: integer;
- Visible: boolean;
- Align: integer; // 0 = left, 1 = center, 2 = right
-
- procedure SetSelect(Value: Boolean);
- property Selected: Boolean read SelectBool write SetSelect;
-
- procedure SetText(Value: String);
- property Text: String read TextString write SetText;
-
- procedure DeleteLastL; //Procedure to Delete Last Letter
-
- procedure Draw;
- constructor Create; overload;
- constructor Create(X, Y: real; Tekst: string); overload;
- constructor Create(ParX, ParY, ParW: real; ParStyle: integer; ParSize, ParColR, ParColG, ParColB: real; ParAlign: integer; ParTekst: string); overload;
- end;
-
-implementation
-uses UGraphic, StrUtils, Windows;
-
-procedure TText.SetSelect(Value: Boolean);
-begin
- SelectBool := Value;
-
- //Set Cursor Visible
- SelectBlink := True;
- STicks := GettickCount div 550;
-end;
-
-procedure TText.SetText(Value: String);
-var
- NextPos: Cardinal; //NextPos of a Space etc.
- LastPos: Cardinal; //LastPos "
- LastBreak: Cardinal; //Last Break
- isBreak: Boolean; //True if the Break is not Caused because the Text is out of the area
- FirstWord: Word; //Is First Word after Break?
- Len: Word; //Length of the Tiles Array
- Function Smallest(const A, B: Cardinal):Cardinal;
- begin
- if (A < B) then
- Result := A
- else
- Result := B;
- end;
-
- Function GetNextPos: Boolean;
- var
- T1, T2, T3: Cardinal;
- begin
- LastPos := NextPos;
-
- //Next Space (If Width is given)
- if (W > 0) then
- T1 := PosEx(' ', Value, LastPos + 1)
- else T1 := Length(Value);
-
- {//Next -
- T2 := PosEx('-', Value, LastPos + 1);}
-
- //Next Break
- T3 := PosEx('\n', Value, LastPos + 1);
-
- if T1 = 0 then
- T1 := Length(Value);
- {if T2 = 0 then
- T2 := Length(Value); }
- if T3 = 0 then
- T3 := Length(Value);
-
- //Get Nearest Pos
- NextPos := Smallest(T1, T3{Smallest(T2, T3)});
-
- if (LastPos = Length(Value)) then
- NextPos := 0;
-
- isBreak := (NextPos = T3) AND (NextPos <> Length(Value));
- Result := (NextPos <> 0);
- end;
- procedure AddBreak(const From, bTo: Cardinal);
- begin
- if (isBreak) OR (bTo - From >= 1) then
- begin
- Inc(Len);
- SetLength (TextTiles, Len);
- TextTiles[Len-1] := Trim(Copy(Value, From, bTo - From));
-
- if isBreak then
- LastBreak := bTo + 2
- else
- LastBreak := bTo + 1;
- FirstWord := 0;
- end;
- end;
-begin
- //Set TExtstring
- TextString := Value;
-
- //Set Cursor Visible
- SelectBlink := True;
- STicks := GettickCount div 550;
-
- //Exit if there is no Need to Create Tiles
- If (W <= 0) and (Pos('\n', Value) = 0) then
- begin
- SetLength (TextTiles, 1);
- TextTiles[0] := Value;
- Exit;
- end;
-
- //Create Tiles
- //Reset Text Array
- SetLength (TextTiles, 0);
- Len := 0;
-
- //Reset Counter Vars
- LastPos := 1;
- NextPos := 1;
- LastBreak := 1;
- FirstWord := 1;
-
-
- if (W > 0) then
- begin
- //Set Font Propertys
- SetFontStyle(Style);
- SetFontSize(Size);
- end;
-
- //go Through Text
- While (GetNextPos) do
- begin
- //Break in Text
- if isBreak then
- begin
- //Look for Break before the Break
- if (glTextWidth(PChar(Copy(Value, LastBreak, NextPos - LastBreak + 1))) > W) AND (NextPos-LastPos > 1) then
- begin
- isBreak := False;
- //Not the First word after Break, so we don't have to break within a word
- if (FirstWord > 1) then
- begin
- //Add Break before actual Position, because there the Text fits the Area
- AddBreak(LastBreak, LastPos);
- end
- else //First Word after Break Break within the Word
- begin
- //ToDo
- //AddBreak(LastBreak, LastBreak + 155);
- end;
- end;
-
- isBreak := True;
- //Add Break from Text
- AddBreak(LastBreak, NextPos);
- end
- //Text comes out of the Text Area -> CreateBreak
- else if (glTextWidth(PChar(Copy(Value, LastBreak, NextPos - LastBreak + 1))) > W) then
- begin
- //Not the First word after Break, so we don't have to break within a word
- if (FirstWord > 1) then
- begin
- //Add Break before actual Position, because there the Text fits the Area
- AddBreak(LastBreak, LastPos);
- end
- else //First Word after Break -> Break within the Word
- begin
- //ToDo
- //AddBreak(LastBreak, LastBreak + 155);
- end;
- end;
- //end;
- Inc(FirstWord)
- end;
- //Add Ending
- AddBreak(LastBreak, Length(Value)+1);
-end;
-
-Procedure TText.DeleteLastL;
-var
- S: String;
- L: Integer;
-begin
- S := TextString;
- L := Length(S);
- if (L > 0) then
- SetLength(S, L-1);
-
- SetText(S);
-end;
-
-procedure TText.Draw;
-var
- X2, Y2: real;
- Text2: string;
- I: Integer;
-begin
- if Visible then begin
- SetFontStyle(Style);
- SetFontSize(Size);
- SetFontItalic(False);
- glColor4f(ColR*Int, ColG*Int, ColB*Int, Alpha);
-
- //If Selected Set Blink...
- if SelectBool then
- begin
- I := Gettickcount div 550;
- if I <> STicks then
- begin //Change Visability
- STicks := I;
- SelectBlink := Not SelectBlink;
- end;
- end;
-
- {if (False) then //No Width set Draw as one Long String
- begin
- if not (SelectBool AND SelectBlink) then
- Text2 := Text
- else
- Text2 := Text + '|';
-
- case Align of
- 0: X2 := X;
- 1: X2 := X - glTextWidth(pchar(Text2))/2;
- 2: X2 := X - glTextWidth(pchar(Text2));
- end;
-
- SetFontPos(X2, Y);
- glPrint(PChar(Text2));
- SetFontStyle(0); // reset to default
- end
- else
- begin}
- //Now Use allways:
- //Draw Text as Many Strings
- Y2 := Y + MoveY;
- for I := 0 to high(TextTiles) do
- begin
- if (not (SelectBool AND SelectBlink)) OR (I <> high(TextTiles)) then
- Text2 := TextTiles[I]
- else
- Text2 := TextTiles[I] + '|';
-
- case Align of
- 0: X2 := X + MoveX;
- 1: X2 := X + MoveX - glTextWidth(pchar(Text2))/2;
- 2: X2 := X + MoveX - glTextWidth(pchar(Text2));
- end;
-
- SetFontPos(X2, Y2);
- glPrint(PChar(Text2));
-
- {if Size >= 10 then
- Y2 := Y2 + Size * 2.8
- else}
- if (Style = 1) then
- Y2 := Y2 + Size * 2.8
- else
- Y2 := Y2 + Size * 2.15;
- end;
- SetFontStyle(0); // reset to default
-
- //end;
- end;
-end;
-
-constructor TText.Create;
-begin
- Create(0, 0, '');
-end;
-
-constructor TText.Create(X, Y: real; Tekst: string);
-begin
- Create(X, Y, 0, 0, 10, 0, 0, 0, 0, Tekst);
-end;
-
-constructor TText.Create(ParX, ParY, ParW: real; ParStyle: integer; ParSize, ParColR, ParColG, ParColB: real; ParAlign: integer; ParTekst: string);
-begin
- inherited Create;
- Alpha := 1;
- X := ParX;
- Y := ParY;
- W := ParW;
- Style := ParStyle;
- Size := ParSize;
- Text := ParTekst;
- ColR := ParColR;
- ColG := ParColG;
- ColB := ParColB;
- Int := 1;
- Align := ParAlign;
- SelectBool := false;
- Visible := true;
-end;
-
-
-end.
+unit UMenuText; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +uses TextGL, + UTexture, + OpenGL12, + SysUtils; + +type + TText = class + private + SelectBool: boolean; + TextString: String; + TextTiles: Array of String; + + STicks: Cardinal; + SelectBlink: Boolean; + public + X: real; + Y: real; + MoveX: real; //Some Modifier for X - Position that don't Affect the Real Y + MoveY: real; //Some Modifier for Y - Position that don't Affect the Real Y + W: real; // if text is wider than W then it is breaked +// H: real; + Size: real; + ColR: real; + ColG: real; + ColB: real; + Alpha: real; + Int: real; + Style: integer; + Visible: boolean; + Align: integer; // 0 = left, 1 = center, 2 = right + + procedure SetSelect(Value: Boolean); + property Selected: Boolean read SelectBool write SetSelect; + + procedure SetText(Value: String); + property Text: String read TextString write SetText; + + procedure DeleteLastL; //Procedure to Delete Last Letter + + procedure Draw; + constructor Create; overload; + constructor Create(X, Y: real; Tekst: string); overload; + constructor Create(ParX, ParY, ParW: real; ParStyle: integer; ParSize, ParColR, ParColG, ParColB: real; ParAlign: integer; ParTekst: string); overload; + end; + +implementation + +uses UGraphic, + {$IFDEF win32} + windows, + {$ELSE} + lclintf, + {$ENDIF} + StrUtils; + +procedure TText.SetSelect(Value: Boolean); +begin + SelectBool := Value; + + //Set Cursor Visible + SelectBlink := True; + STicks := GettickCount div 550; +end; + +procedure TText.SetText(Value: String); +var + NextPos: Cardinal; //NextPos of a Space etc. + LastPos: Cardinal; //LastPos " + LastBreak: Cardinal; //Last Break + isBreak: Boolean; //True if the Break is not Caused because the Text is out of the area + FirstWord: Word; //Is First Word after Break? + Len: Word; //Length of the Tiles Array + Function Smallest(const A, B: Cardinal):Cardinal; + begin + if (A < B) then + Result := A + else + Result := B; + end; + + Function GetNextPos: Boolean; + var + T1, T2, T3: Cardinal; + begin + LastPos := NextPos; + + //Next Space (If Width is given) + if (W > 0) then + T1 := PosEx(' ', Value, LastPos + 1) + else T1 := Length(Value); + + {//Next - + T2 := PosEx('-', Value, LastPos + 1);} + + //Next Break + T3 := PosEx('\n', Value, LastPos + 1); + + if T1 = 0 then + T1 := Length(Value); + {if T2 = 0 then + T2 := Length(Value); } + if T3 = 0 then + T3 := Length(Value); + + //Get Nearest Pos + NextPos := Smallest(T1, T3{Smallest(T2, T3)}); + + if (LastPos = Length(Value)) then + NextPos := 0; + + isBreak := (NextPos = T3) AND (NextPos <> Length(Value)); + Result := (NextPos <> 0); + end; + procedure AddBreak(const From, bTo: Cardinal); + begin + if (isBreak) OR (bTo - From >= 1) then + begin + Inc(Len); + SetLength (TextTiles, Len); + TextTiles[Len-1] := Trim(Copy(Value, From, bTo - From)); + + if isBreak then + LastBreak := bTo + 2 + else + LastBreak := bTo + 1; + FirstWord := 0; + end; + end; +begin + //Set TExtstring + TextString := Value; + + //Set Cursor Visible + SelectBlink := True; + STicks := GettickCount div 550; + + //Exit if there is no Need to Create Tiles + If (W <= 0) and (Pos('\n', Value) = 0) then + begin + SetLength (TextTiles, 1); + TextTiles[0] := Value; + Exit; + end; + + //Create Tiles + //Reset Text Array + SetLength (TextTiles, 0); + Len := 0; + + //Reset Counter Vars + LastPos := 1; + NextPos := 1; + LastBreak := 1; + FirstWord := 1; + + + if (W > 0) then + begin + //Set Font Propertys + SetFontStyle(Style); + SetFontSize(Size); + end; + + //go Through Text + While (GetNextPos) do + begin + //Break in Text + if isBreak then + begin + //Look for Break before the Break + if (glTextWidth(PChar(Copy(Value, LastBreak, NextPos - LastBreak + 1))) > W) AND (NextPos-LastPos > 1) then + begin + isBreak := False; + //Not the First word after Break, so we don't have to break within a word + if (FirstWord > 1) then + begin + //Add Break before actual Position, because there the Text fits the Area + AddBreak(LastBreak, LastPos); + end + else //First Word after Break Break within the Word + begin + //ToDo + //AddBreak(LastBreak, LastBreak + 155); + end; + end; + + isBreak := True; + //Add Break from Text + AddBreak(LastBreak, NextPos); + end + //Text comes out of the Text Area -> CreateBreak + else if (glTextWidth(PChar(Copy(Value, LastBreak, NextPos - LastBreak + 1))) > W) then + begin + //Not the First word after Break, so we don't have to break within a word + if (FirstWord > 1) then + begin + //Add Break before actual Position, because there the Text fits the Area + AddBreak(LastBreak, LastPos); + end + else //First Word after Break -> Break within the Word + begin + //ToDo + //AddBreak(LastBreak, LastBreak + 155); + end; + end; + //end; + Inc(FirstWord) + end; + //Add Ending + AddBreak(LastBreak, Length(Value)+1); +end; + +Procedure TText.DeleteLastL; +var + S: String; + L: Integer; +begin + S := TextString; + L := Length(S); + if (L > 0) then + SetLength(S, L-1); + + SetText(S); +end; + +procedure TText.Draw; +var + X2, Y2: real; + Text2: string; + I: Integer; +begin + if Visible then begin + SetFontStyle(Style); + SetFontSize(Size); + SetFontItalic(False); + glColor4f(ColR*Int, ColG*Int, ColB*Int, Alpha); + + //If Selected Set Blink... + if SelectBool then + begin + I := Gettickcount div 550; + if I <> STicks then + begin //Change Visability + STicks := I; + SelectBlink := Not SelectBlink; + end; + end; + + {if (False) then //No Width set Draw as one Long String + begin + if not (SelectBool AND SelectBlink) then + Text2 := Text + else + Text2 := Text + '|'; + + case Align of + 0: X2 := X; + 1: X2 := X - glTextWidth(pchar(Text2))/2; + 2: X2 := X - glTextWidth(pchar(Text2)); + end; + + SetFontPos(X2, Y); + glPrint(PChar(Text2)); + SetFontStyle(0); // reset to default + end + else + begin} + //Now Use allways: + //Draw Text as Many Strings + Y2 := Y + MoveY; + for I := 0 to high(TextTiles) do + begin + if (not (SelectBool AND SelectBlink)) OR (I <> high(TextTiles)) then + Text2 := TextTiles[I] + else + Text2 := TextTiles[I] + '|'; + + case Align of + 0: X2 := X + MoveX; + 1: X2 := X + MoveX - glTextWidth(pchar(Text2))/2; + 2: X2 := X + MoveX - glTextWidth(pchar(Text2)); + end; + + SetFontPos(X2, Y2); + glPrint(PChar(Text2)); + + {if Size >= 10 then + Y2 := Y2 + Size * 2.8 + else} + if (Style = 1) then + Y2 := Y2 + Size * 2.8 + else + Y2 := Y2 + Size * 2.15; + end; + SetFontStyle(0); // reset to default + + //end; + end; +end; + +constructor TText.Create; +begin + Create(0, 0, ''); +end; + +constructor TText.Create(X, Y: real; Tekst: string); +begin + Create(X, Y, 0, 0, 10, 0, 0, 0, 0, Tekst); +end; + +constructor TText.Create(ParX, ParY, ParW: real; ParStyle: integer; ParSize, ParColR, ParColG, ParColB: real; ParAlign: integer; ParTekst: string); +begin + inherited Create; + Alpha := 1; + X := ParX; + Y := ParY; + W := ParW; + Style := ParStyle; + Size := ParSize; + Text := ParTekst; + ColR := ParColR; + ColG := ParColG; + ColB := ParColB; + Int := 1; + Align := ParAlign; + SelectBool := false; + Visible := true; +end; + + +end. diff --git a/Game/Code/Screens/UScreenCredits.pas b/Game/Code/Screens/UScreenCredits.pas index 3b1efc6e..b931f461 100644 --- a/Game/Code/Screens/UScreenCredits.pas +++ b/Game/Code/Screens/UScreenCredits.pas @@ -1,1092 +1,1105 @@ -unit UScreenCredits;
-
-interface
-
-uses
- UMenu, SDL, UDisplay, UTexture, OpenGL12, UMusic, UFiles, SysUtils, UThemes, ULCD, ULight, UGraphicClasses;
-
-type
- TCreditsStages=(InitialDelay,Intro,MainPart,Outro);
-
- TScreenCredits = class(TMenu)
- public
-
- Credits_X: Real;
- Credits_Time: Cardinal;
- Credits_Alpha: Cardinal;
- CTime: Cardinal;
- CTime_hold: Cardinal;
- ESC_Alpha: Integer;
-
- credits_entry_tex: TTexture;
- credits_entry_dx_tex: TTexture;
- credits_bg_tex: TTexture;
- credits_bg_ovl: TTexture;
-// credits_bg_logo: TTexture;
- credits_bg_scrollbox_left: TTexture;
- credits_blindguard: TTexture;
- credits_blindy: TTexture;
- credits_canni: TTexture;
- credits_commandio: TTexture;
- credits_lazyjoker: TTexture;
- credits_mog: TTexture;
- credits_mota: TTexture;
- credits_skillmaster: TTexture;
- credits_whiteshark: TTexture;
- intro_layer01: TTexture;
- intro_layer02: TTexture;
- intro_layer03: TTexture;
- intro_layer04: TTexture;
- intro_layer05: TTexture;
- intro_layer06: TTexture;
- intro_layer07: TTexture;
- intro_layer08: TTexture;
- intro_layer09: TTexture;
- outro_bg: TTexture;
- outro_esc: TTexture;
- outro_exd: TTexture;
-
- deluxe_slidein: cardinal;
-
- CurrentScrollText: String;
- NextScrollUpdate: Real;
- EndofLastScrollingPart: Cardinal;
- CurrentScrollStart, CurrentScrollEnd: Integer;
-
- CRDTS_Stage: TCreditsStages;
-
- myTex: glUint;
-
- Fadeout: boolean;
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- function Draw: boolean; override;
- procedure onShow; override;
- procedure onHide; override;
- procedure DrawCredits;
- procedure Draw_FunkyText;
- end;
-
-const
- Funky_Text: AnsiString =
- 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you´re hearing, '+
- 'all the people who put massive effort and work in new songs (don´t forget UltraStar w/o songs would be nothing), ppl from '+
- 'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+
- 'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..';
-
-
- Timings: array[0..21] of Cardinal=(
- 20, // 0 Delay vor Start
-
- 149, // 1 Ende erster Intro Zoom
- 155, // 2 Start 2. Action im Intro
- 170, // 3 Ende Separation im Intro
- 271, // 4 Anfang Zoomout im Intro
- 0, // 5 unused
- 261, // 6 Start fade-to-white im Intro
-
- 271, // 7 Start Main Part
- 280, // 8 Start On-Beat-Sternchen Main Part
-
- 396, // 9 Start BlindGuard
- 666, // 10 Start blindy
- 936, // 11 Start Canni
- 1206, // 12 Start Commandio
- 1476, // 13 Start LazyJoker
- 1746, // 14 Start Mog
- 2016, // 15 Start Mota
- 2286, // 16 Start SkillMaster
- 2556, // 17 Start WhiteShark
- 2826, // 18 Ende Whiteshark
- 3096, // 19 Start FadeOut Mainscreen
- 3366, // 20 Ende Credits Tune
- 60); // 21 start flare im intro
-
-implementation
-
-uses Windows,
- UGraphic,
- UMain,
- UIni,
- USongs,
- Textgl,
- ULanguage,
- UCommon,
- Math;
-
-
-function TScreenCredits.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- FadeTo(@ScreenMain);
- Music.PlayBack;
- end;
-{ SDLK_SPACE:
- begin
- setlength(CTime_hold,length(CTime_hold)+1);
- CTime_hold[high(CTime_hold)]:=CTime;
- end;
-}
- end;//esac
- end; //fi
-end;
-
-constructor TScreenCredits.Create;
-begin
- inherited Create;
- credits_bg_tex := Texture.LoadTexture(true, 'CRDTS_BG', 'PNG', 'Plain', 0);
- credits_bg_ovl := Texture.LoadTexture(true, 'CRDTS_OVL', 'PNG', 'Transparent', 0);
-
- credits_blindguard := Texture.LoadTexture(true, 'CRDTS_blindguard', 'PNG', 'Font Black', 0);
- credits_blindy := Texture.LoadTexture(true, 'CRDTS_blindy', 'PNG', 'Font Black', 0);
- credits_canni := Texture.LoadTexture(true, 'CRDTS_canni', 'PNG', 'Font Black', 0);
- credits_commandio := Texture.LoadTexture(true, 'CRDTS_commandio', 'PNG', 'Font Black', 0);
- credits_lazyjoker := Texture.LoadTexture(true, 'CRDTS_lazyjoker', 'PNG', 'Font Black', 0);
- credits_mog := Texture.LoadTexture(true, 'CRDTS_mog', 'PNG', 'Font Black', 0);
- credits_mota := Texture.LoadTexture(true, 'CRDTS_mota', 'PNG', 'Font Black', 0);
- credits_skillmaster := Texture.LoadTexture(true, 'CRDTS_skillmaster', 'PNG', 'Font Black', 0);
- credits_whiteshark := Texture.LoadTexture(true, 'CRDTS_whiteshark', 'PNG', 'Font Black', 0);
-
- intro_layer01 := Texture.LoadTexture(true, 'INTRO_L01', 'PNG', 'Transparent', 0);
- intro_layer02 := Texture.LoadTexture(true, 'INTRO_L02', 'PNG', 'Transparent', 0);
- intro_layer03 := Texture.LoadTexture(true, 'INTRO_L03', 'PNG', 'Transparent', 0);
- intro_layer04 := Texture.LoadTexture(true, 'INTRO_L04', 'PNG', 'Transparent', 0);
- intro_layer05 := Texture.LoadTexture(true, 'INTRO_L05', 'PNG', 'Transparent', 0);
- intro_layer06 := Texture.LoadTexture(true, 'INTRO_L06', 'PNG', 'Transparent', 0);
- intro_layer07 := Texture.LoadTexture(true, 'INTRO_L07', 'PNG', 'Transparent', 0);
- intro_layer08 := Texture.LoadTexture(true, 'INTRO_L08', 'PNG', 'Transparent', 0);
- intro_layer09 := Texture.LoadTexture(true, 'INTRO_L09', 'PNG', 'Transparent', 0);
-
- outro_bg := Texture.LoadTexture(true, 'OUTRO_BG', 'PNG', 'Plain', 0);
- outro_esc := Texture.LoadTexture(true, 'OUTRO_ESC', 'PNG', 'Transparent', 0);
- outro_exd := Texture.LoadTexture(true, 'OUTRO_EXD', 'PNG', 'Transparent', 0);
-
- CRDTS_Stage:=InitialDelay;
-end;
-
-function TScreenCredits.Draw: boolean;
-begin
- DrawCredits;
- Draw:=true;
-end;
-
-procedure TScreenCredits.onShow;
-begin
- CRDTS_Stage:=InitialDelay;
- Credits_X := 580;
- deluxe_slidein := 0;
- Credits_Alpha := 0;
- //Music.SetLoop(true); Loop looped ned, so ne scheisse
- Music.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!!
-// Music.Play;
- CTime:=0;
-// setlength(CTime_hold,0);
-end;
-
-procedure TScreenCredits.onHide;
-begin
- Music.Stop;
-end;
-
-Procedure TScreenCredits.Draw_FunkyText;
-var
- S: Integer;
- X,Y,A: Real;
- visibleText: PChar;
-begin
- SetFontSize(10);
- //Init ScrollingText
- if (CTime = Timings[7]) then
- begin
- //Set Position of Text
- Credits_X := 600;
- CurrentScrollStart:=1;
- CurrentScrollEnd:=1;
- end;
-
- if (CTime > Timings[7]) and (CurrentScrollStart < length(Funky_Text)) then
- begin
- X:=0;
- visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd));
- for S := 0 to length(visibleText)-1 do begin
- Y:=abs(sin((Credits_X+X)*0.93{*(((Credits_X+X))/1200)}/100*pi));
- SetFontPos(Credits_X+X,538-Y*(Credits_X+X)*(Credits_X+X)*(Credits_X+X)/1000000);
- A:=0;
- if (Credits_X+X < 15) then A:=0;
- if (Credits_X+X >=15) then A:=Credits_X+X-15;
- if Credits_X+X > 32 then A:=17;
- glColor4f( 230/255-40/255+Y*(Credits_X+X)/900, 200/255-30/255+Y*(Credits_X+X)/1000, 155/255-20/255+Y*(Credits_X+X)/1100, A/17);
- glPrintLetter(visibleText[S]);
- X := X + Fonts[ActFont].Width[Ord(visibleText[S])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
- end;
- if (Credits_X<0) and (CurrentScrollStart < length(Funky_Text)) then begin
- Credits_X:=Credits_X + Fonts[ActFont].Width[Ord(Funky_Text[CurrentScrollStart])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
- inc(CurrentScrollStart);
- end;
- visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd));
- if (Credits_X+glTextWidth(visibleText) < 600) and (CurrentScrollEnd < length(Funky_Text)) then begin
- inc(CurrentScrollEnd);
- end;
- end;
-{ // timing hack
- X:=5;
- SetFontStyle (2);
- SetFontItalic(False);
- SetFontSize(9);
- glColor4f(1, 1, 1, 1);
- for S:=0 to high(CTime_hold) do begin
- visibleText:=pchar(inttostr(CTime_hold[S]));
- SetFontPos (500, X);
- glPrint (Addr(visibleText[0]));
- X:=X+20;
- end;}
-end;
-
-procedure Start3D;
-begin
- glMatrixMode(GL_PROJECTION);
- glPushMatrix;
- glLoadIdentity;
- glFrustum(-0.3*4/3,0.3*4/3,-0.3,0.3,1,1000);
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity;
-end;
-procedure End3D;
-begin
- glMatrixMode(GL_PROJECTION);
- glPopMatrix;
- glMatrixMode(GL_MODELVIEW);
-end;
-
-procedure TScreenCredits.DrawCredits;
-var
- T,I: Cardinal;
- X: Real;
- Ver: PChar;
- RuntimeStr: AnsiString;
- Data: TFFTData;
- j,k,l:cardinal;
- f,g,h: Real;
- STime:cardinal;
- Delay:cardinal;
-
- myPixel: longword;
- myColor: Cardinal;
- myScale: Real;
- myAngle: Real;
-
-
-const myLogoCoords: Array[0..27,0..1] of Cardinal = ((39,32),(84,32),(100,16),(125,24),
- (154,31),(156,58),(168,32),(203,36),
- (258,34),(251,50),(274,93),(294,84),
- (232,54),(278,62),(319,34),(336,92),
- (347,23),(374,32),(377,58),(361,83),
- (385,91),(405,91),(429,35),(423,51),
- (450,32),(485,34),(444,91),(486,93));
-
-begin
-//dis does teh muiwk y0r
-Data := Music.GetFFTData;
-
-
-
- T := GetTickCount div 33;
- if T <> Credits_Time then
- begin
- Credits_Time := T;
- inc(CTime);
- inc(CTime_hold);
- Credits_X := Credits_X-2;
- if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then
- begin
-// CTime:=Timings[20];
-// CRDTS_Stage:=Outro;
-
- CRDTS_Stage:=Intro;
- CTime:=0;
- Music.Play;
-
- end;
- if (CRDTS_Stage=Intro) and (CTime=Timings[7]) then
- begin
- CRDTS_Stage:=MainPart;
- end;
- if (CRDTS_Stage=MainPart) and (CTime=Timings[20]) then
- begin
- CRDTS_Stage:=Outro;
- end;
- end;
-
- //draw background
- if CRDTS_Stage=InitialDelay then
- begin
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
- end
- else
- if CRDTS_Stage=Intro then
- begin
- Start3D;
- glPushMatrix;
-
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
-
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- if CTime < Timings[1] then begin
- myScale:= 0.5+0.5*(Timings[1]-CTime)/(Timings[1]); // slowly move layers together
- myAngle:=cos((CTime)*pi/((Timings[1])*2)); // and make logo face towards camera
- end else begin // this is the part when the logo stands still
- myScale:=0.5;
- myAngle:=0;
- end;
- if CTime > Timings[2] then begin
- myScale:= 0.5+0.5*(CTime-Timings[2])/(Timings[3]-Timings[2]); // get some space between layers
- myAngle:=0;
- end;
-// if CTime > Timings[3] then myScale:=1; // keep the space between layers
- glTranslatef(0,0,-5+0.5*myScale);
- if CTime > Timings[3] then myScale:=1; // keep the space between layers
- if CTime > Timings[3] then begin // make logo rotate left and grow
-// myScale:=(CTime-Timings[4])/(Timings[7]-Timings[4]);
- glRotatef(20*sqr(CTime-Timings[3])/sqr((Timings[7]-Timings[3])/2),0,0,1);
- glScalef(1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1);
- end;
- if CTime < Timings[2] then
- glRotatef(30*myAngle,0.5*myScale+myScale,1+myScale,0);
-// glScalef(0.5,0.5,0.5);
- glScalef(4/3,-1,1);
- glColor4f(1, 1, 1, 1);
-
- glBindTexture(GL_TEXTURE_2D, intro_layer01.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, -0.4 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, -0.4 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, -0.4 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, -0.4 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, -0.3 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, -0.3 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, -0.3 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, -0.3 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, -0.2 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, -0.2 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, -0.2 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, -0.2 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, -0.1 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, -0.1 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, -0.1 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, -0.1 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0.1 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0.1 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0.1 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0.1 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0.2 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0.2 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0.2 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0.2 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0.3 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0.3 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0.3 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0.3 * myScale);
- glEnd;
- glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex3f(-1, -1, 0.22 * myScale);
- glTexCoord2f(0,1);glVertex3f(-1, 1, 0.22 * myScale);
- glTexCoord2f(1,1); glVertex3f(1, 1, 0.22 * myScale);
- glTexCoord2f(1,0);glVertex3f(1, -1, 0.22 * myScale);
- glEnd;
- gldisable(gl_texture_2d);
- glDisable(GL_BLEND);
-
- glPopMatrix;
- End3D;
-
- // do some sparkling effects
- if (CTime < Timings[1]) and (CTime > Timings[21]) then
- begin
- for k:=1 to 3 do begin
- l:=410+floor((CTime-Timings[21])/(Timings[1]-Timings[21])*(536-410))+RandomRange(-5,5);
- j:=floor((Timings[1]-CTime)/22)+RandomRange(285,301);
- GoldenRec.Spawn(l, j, 1, 16, 0, -1, Flare, 0);
- end;
- end;
-
- // fade to white at end
- if Ctime > Timings[6] then
- begin
- glColor4f(1,1,1,sqr(Ctime-Timings[6])*(Ctime-Timings[6])/sqr(Timings[7]-Timings[6]));
- glEnable(GL_BLEND);
- glBegin(GL_QUADS);
- glVertex2f(0,0);
- glVertex2f(0,600);
- glVertex2f(800,600);
- glVertex2f(800,0);
- glEnd;
- glDisable(GL_BLEND);
- end;
-
- end;
- if (CRDTS_Stage=MainPart) then
- // main credits screen background, scroller, logo and girl
- begin
-
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- glColor4f(1, 1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, credits_bg_tex.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(0, 0);
- glTexCoord2f(0,600/1024);glVertex2f(0, 600);
- glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600);
- glTexCoord2f(800/1024,0);glVertex2f(800, 0);
- glEnd;
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
-
- // draw scroller
- Draw_FunkyText;
-
-//#########################################################################
-// draw credits names
-
-// BlindGuard (von links oben reindrehen, nach rechts unten rausdrehen)
- STime:=Timings[9]-10;
- Delay:=Timings[10]-Timings[9];
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(0,329,0);
- if CTime <= STime+10 then begin glrotatef((CTime-STime)*9+270,0,0,1);end;
- gltranslatef(223,0,0);
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- gltranslatef(223,0,0);
- glrotatef((integer(CTime)-(integer(STime+Delay)-10))*-9,0,0,1);
- gltranslatef(-223,0,0);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_blindguard.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Blindy (zoom von 0 auf volle grösse und drehung, zoom auf doppelte grösse und nach rechts oben schieben)
- STime:=Timings[10]-10;
- Delay:=Timings[11]-Timings[10]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+20) and (CTime<=STime+22) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+20 then begin
- j:=CTime-Stime;
- glscalef(j*j/400,j*j/400,j*j/400);
- glrotatef(j*18.0,0,0,1);
- end;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- f:=j*10.0;
- gltranslatef(f*3,-f,0);
- glscalef(1+j/10,1+j/10,1+j/10);
- glrotatef(j*9.0,0,0,1);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_blindy.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Canni (von links reinschieben, nach rechts oben rausschieben)
- STime:=Timings[11]-10;
- Delay:=Timings[12]-Timings[11]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then begin
- gltranslatef(((CTime-STime)*21.0)-210,0,0);
- end;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=(CTime-(STime+Delay-10))*21;
- gltranslatef(j,-j/2,0);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_canni.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Commandio (von unten reinklappen, nach rechts oben rausklappen)
- STime:=Timings[12]-10;
- Delay:=Timings[13]-Timings[12];
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then
- f:=258.0-25.8*(CTime-STime)
- else
- f:=0;
- g:=0;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- g:=32.6*j;
- end;
- glBindTexture(GL_TEXTURE_2D, credits_commandio.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163+g-f*1.5, -129+f*1.5-g/2);
- glTexCoord2f(0,1);glVertex2f(-163+g*1.5, 129-(g*1.5*258/326));
- glTexCoord2f(1,1); glVertex2f(163+g, 129+g/4);
- glTexCoord2f(1,0);glVertex2f(163+f*1.5+g/4, -129+f*1.5-g/4);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// lazy joker (just scrolls from left to right, no twinkling stars, no on-beat flashing)
- STime:=Timings[13]-35;
- Delay:=Timings[14]-Timings[13]+5;
- if CTime > STime then
- begin
- k:=0;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)>10) and ((CTime-STime)<20) then ESC_Alpha:=20;
- ESC_Alpha:=10;
- f:=CTime-STime;
- if CTime <=STime+40 then j:=CTime-STime else j:=40;
- if (CTime >=STime+Delay-40) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j*j/1600);
-
- glPushMatrix;
- gltranslatef(180+(f-70),329,0);
- glBindTexture(GL_TEXTURE_2D, credits_lazyjoker.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Mog (von links reinklappen, nach rechts unten rausklappen)
- STime:=Timings[14]-10;
- Delay:=Timings[15]-Timings[14]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then
- f:=326.0-32.6*(CTime-STime)
- else
- f:=0;
-
- g:=0;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- g:=32.6*j;
- end;
- glBindTexture(GL_TEXTURE_2D, credits_mog.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163+g*1.5, -129+g*1.5);
- glTexCoord2f(0,1);glVertex2f(-163+g*1.2, 129+g);
- glTexCoord2f(1,1); glVertex2f(163-f+g/2, 129+f*1.5+g/4);
- glTexCoord2f(1,0);glVertex2f(163-f+g*1.5, -129-f*1.5);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Mota (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen)
- STime:=Timings[15]-10;
- Delay:=Timings[16]-Timings[15]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then begin
- gltranslatef(223,0,0);
- glrotatef((10-(CTime-STime))*9,0,0,1);
- gltranslatef(-223,0,0);
- end;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- f:=j*10.0;
- gltranslatef(-f*2,-f,0);
- glscalef(1-j/10,1-j/10,1-j/10);
- glrotatef(-j*9.0,0,0,1);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_mota.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// Skillmaster (von rechts unten reinschieben, nach rechts oben rausdrehen)
- STime:=Timings[16]-10;
- Delay:=Timings[17]-Timings[16]+5;
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then begin
- j:=STime+10-CTime;
- f:=j*10.0;
- gltranslatef(+f*2,+f/2,0);
- end;
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- gltranslatef(0,-223,0);
- glrotatef(integer(j)*-9,0,0,1);
- gltranslatef(0,223,0);
- glrotatef(j*9,0,0,1);
- end;
- glBindTexture(GL_TEXTURE_2D, credits_skillmaster.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163, -129);
- glTexCoord2f(0,1);glVertex2f(-163, 129);
- glTexCoord2f(1,1); glVertex2f(163, 129);
- glTexCoord2f(1,0);glVertex2f(163, -129);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-// WhiteShark (von links unten reinklappen, nach rechts oben rausklappen)
- STime:=Timings[17]-10;
- Delay:=Timings[18]-Timings[17];
- if CTime > STime then
- begin
- k:=0;
- ESC_Alpha:=20;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha);
- if ESC_Alpha >20 then ESC_Alpha:=20;
- if ((CTime-STime)<20) then ESC_Alpha:=20;
- if CTime <=STime+10 then j:=CTime-STime else j:=10;
- if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0;
- glColor4f(1, 1, 1, ESC_Alpha/20*j/10);
-
- if (CTime >= STime+10) and (CTime<=STime+12) then begin
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1);
- GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5);
- end;
-
- glPushMatrix;
- gltranslatef(223,329,0);
- if CTime <= STime+10 then
- f:=326.0-32.6*(CTime-STime)
- else
- f:=0;
-
- if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin
- j:=CTime-(STime+Delay-10);
- g:=32.6*j;
- end else
- g:=0;
- glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(-163-f+g, -129+f/4-g/2);
- glTexCoord2f(0,1);glVertex2f(-163-f/4+g, 129+g/2+f/4);
- glTexCoord2f(1,1); glVertex2f(163-f*1.2+g/4, 129+f/2-g/4);
- glTexCoord2f(1,0);glVertex2f(163-f*1.5+g/4, -129+f*1.5+g/4);
- glEnd;
- gldisable(gl_texture_2d);
- gldisable(GL_BLEND);
- glPopMatrix;
- end;
-
-
-// ####################################################################
-// do some twinkle stuff (kinda on beat)
- if (CTime>Timings[8]) and (CTime < Timings[19]) then begin
- k:=0;
- for j:=0 to 40 do
- if Data[j]>=Data[k] then k:=j;
- if Data[k]>0.2 then begin
- l:=RandomRange(6,16);
- j:=RandomRange(0,27);
- GoldenRec.Spawn(myLogoCoords[j,0], myLogoCoords[j,1], 16-l, l, 0, -1, PerfectNote, 0);
- end;
- end;
-
-//#################################################
-// draw the rest of the main screen (girl and logo
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
- glColor4f(1, 1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, credits_bg_ovl.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(800-393, 0);
- glTexCoord2f(0,600/1024);glVertex2f(800-393, 600);
- glTexCoord2f(393/512,600/1024); glVertex2f(800, 600);
- glTexCoord2f(393/512,0);glVertex2f(800, 0);
- glEnd;
-{ glBindTexture(GL_TEXTURE_2D, credits_bg_logo.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(0, 0);
- glTexCoord2f(0,112/128);glVertex2f(0, 112);
- glTexCoord2f(497/512,112/128); glVertex2f(497, 112);
- glTexCoord2f(497/512,0);glVertex2f(497, 0);
- glEnd;
-}
- gldisable(gl_texture_2d);
- glDisable(GL_BLEND);
-
- // fade out at end of main part
- if Ctime > Timings[19] then
- begin
- glColor4f(0,0,0,(Ctime-Timings[19])/(Timings[20]-Timings[19]));
- glEnable(GL_BLEND);
- glBegin(GL_QUADS);
- glVertex2f(0,0);
- glVertex2f(0,600);
- glVertex2f(800,600);
- glVertex2f(800,0);
- glEnd;
- glDisable(GL_BLEND);
- end;
- end
- else
- if (CRDTS_Stage=Outro) then
- begin
- if CTime=Timings[20] then begin
- CTime_hold:=0;
- Music.Stop;
- Music.Open(soundpath + 'credits-outro-tune.mp3');
- Music.Play;
- Music.SetVolume(20);
- Music.SetLoop(True);
- end;
- if CTime_hold > 231 then begin
- Music.Play;
- Ctime_hold:=0;
- end;
- glClearColor(0,0,0,0);
- glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT);
-
- // do something useful
- // outro background
- glEnable(GL_TEXTURE_2D);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- glEnable(GL_BLEND);
-
- glColor4f(1, 1, 1, 1);
- glBindTexture(GL_TEXTURE_2D, outro_bg.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(0, 0);
- glTexCoord2f(0,600/1024);glVertex2f(0, 600);
- glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600);
- glTexCoord2f(800/1024,0);glVertex2f(800, 0);
- glEnd;
-
- //outro overlays
- glColor4f(1, 1, 1, (1+sin(CTime/15))/3+1/3);
- glBindTexture(GL_TEXTURE_2D, outro_esc.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(0, 0);
- glTexCoord2f(0,223/256);glVertex2f(0, 223);
- glTexCoord2f(487/512,223/256); glVertex2f(487, 223);
- glTexCoord2f(487/512,0);glVertex2f(487, 0);
- glEnd;
-
- ESC_Alpha:=20;
- if (RandomRange(0,20) > 18) and (ESC_Alpha=20) then
- ESC_Alpha:=0
- else inc(ESC_Alpha);
- if ESC_Alpha > 20 then ESC_Alpha:=20;
- glColor4f(1, 1, 1, ESC_Alpha/20);
- glBindTexture(GL_TEXTURE_2D, outro_exd.TexNum);
- glbegin(gl_quads);
- glTexCoord2f(0,0);glVertex2f(800-310, 600-247);
- glTexCoord2f(0,247/256);glVertex2f(800-310, 600);
- glTexCoord2f(310/512,247/256); glVertex2f(800, 600);
- glTexCoord2f(310/512,0);glVertex2f(800, 600-247);
- glEnd;
- glDisable(GL_TEXTURE_2D);
- glDisable(GL_BLEND);
-
- // outro scrollers?
- // ...
- end;
-
-{ // draw credits runtime counter
- SetFontStyle (2);
- SetFontItalic(False);
- SetFontSize(9);
- SetFontPos (5, 5);
- glColor4f(1, 1, 1, 1);
-// RuntimeStr:='CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10);
- RuntimeStr:='CTime: '+inttostr(CTime);
- glPrint (Addr(RuntimeStr[1]));
-}
- // make the stars shine
- GoldenRec.Draw;
-end;
-
-end.
+unit UScreenCredits; + +interface + +uses + UMenu, + SDL, + UDisplay, + UTexture, + OpenGL12, + UMusic, + UFiles, + SysUtils, + UThemes, + ULCD, + ULight, + UGraphicClasses; + +type + TCreditsStages=(InitialDelay,Intro,MainPart,Outro); + + TScreenCredits = class(TMenu) + public + + Credits_X: Real; + Credits_Time: Cardinal; + Credits_Alpha: Cardinal; + CTime: Cardinal; + CTime_hold: Cardinal; + ESC_Alpha: Integer; + + credits_entry_tex: TTexture; + credits_entry_dx_tex: TTexture; + credits_bg_tex: TTexture; + credits_bg_ovl: TTexture; +// credits_bg_logo: TTexture; + credits_bg_scrollbox_left: TTexture; + credits_blindguard: TTexture; + credits_blindy: TTexture; + credits_canni: TTexture; + credits_commandio: TTexture; + credits_lazyjoker: TTexture; + credits_mog: TTexture; + credits_mota: TTexture; + credits_skillmaster: TTexture; + credits_whiteshark: TTexture; + intro_layer01: TTexture; + intro_layer02: TTexture; + intro_layer03: TTexture; + intro_layer04: TTexture; + intro_layer05: TTexture; + intro_layer06: TTexture; + intro_layer07: TTexture; + intro_layer08: TTexture; + intro_layer09: TTexture; + outro_bg: TTexture; + outro_esc: TTexture; + outro_exd: TTexture; + + deluxe_slidein: cardinal; + + CurrentScrollText: String; + NextScrollUpdate: Real; + EndofLastScrollingPart: Cardinal; + CurrentScrollStart, CurrentScrollEnd: Integer; + + CRDTS_Stage: TCreditsStages; + + myTex: glUint; + + Fadeout: boolean; + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + procedure onShow; override; + procedure onHide; override; + procedure DrawCredits; + procedure Draw_FunkyText; + end; + +const + Funky_Text: AnsiString = + 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you´re hearing, '+ + 'all the people who put massive effort and work in new songs (don´t forget UltraStar w/o songs would be nothing), ppl from '+ + 'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+ + 'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..'; + + + Timings: array[0..21] of Cardinal=( + 20, // 0 Delay vor Start + + 149, // 1 Ende erster Intro Zoom + 155, // 2 Start 2. Action im Intro + 170, // 3 Ende Separation im Intro + 271, // 4 Anfang Zoomout im Intro + 0, // 5 unused + 261, // 6 Start fade-to-white im Intro + + 271, // 7 Start Main Part + 280, // 8 Start On-Beat-Sternchen Main Part + + 396, // 9 Start BlindGuard + 666, // 10 Start blindy + 936, // 11 Start Canni + 1206, // 12 Start Commandio + 1476, // 13 Start LazyJoker + 1746, // 14 Start Mog + 2016, // 15 Start Mota + 2286, // 16 Start SkillMaster + 2556, // 17 Start WhiteShark + 2826, // 18 Ende Whiteshark + 3096, // 19 Start FadeOut Mainscreen + 3366, // 20 Ende Credits Tune + 60); // 21 start flare im intro + +implementation + +uses {$IFDEF win32} + windows, + {$ELSE} + lclintf, + {$ENDIF} + UGraphic, + UMain, + UIni, + USongs, + Textgl, + ULanguage, + UCommon, + Math; + + +function TScreenCredits.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + FadeTo(@ScreenMain); + Music.PlayBack; + end; +{ SDLK_SPACE: + begin + setlength(CTime_hold,length(CTime_hold)+1); + CTime_hold[high(CTime_hold)]:=CTime; + end; +} + end;//esac + end; //fi +end; + +constructor TScreenCredits.Create; +begin + inherited Create; + credits_bg_tex := Texture.LoadTexture(true, 'CRDTS_BG', 'PNG', 'Plain', 0); + credits_bg_ovl := Texture.LoadTexture(true, 'CRDTS_OVL', 'PNG', 'Transparent', 0); + + credits_blindguard := Texture.LoadTexture(true, 'CRDTS_blindguard', 'PNG', 'Font Black', 0); + credits_blindy := Texture.LoadTexture(true, 'CRDTS_blindy', 'PNG', 'Font Black', 0); + credits_canni := Texture.LoadTexture(true, 'CRDTS_canni', 'PNG', 'Font Black', 0); + credits_commandio := Texture.LoadTexture(true, 'CRDTS_commandio', 'PNG', 'Font Black', 0); + credits_lazyjoker := Texture.LoadTexture(true, 'CRDTS_lazyjoker', 'PNG', 'Font Black', 0); + credits_mog := Texture.LoadTexture(true, 'CRDTS_mog', 'PNG', 'Font Black', 0); + credits_mota := Texture.LoadTexture(true, 'CRDTS_mota', 'PNG', 'Font Black', 0); + credits_skillmaster := Texture.LoadTexture(true, 'CRDTS_skillmaster', 'PNG', 'Font Black', 0); + credits_whiteshark := Texture.LoadTexture(true, 'CRDTS_whiteshark', 'PNG', 'Font Black', 0); + + intro_layer01 := Texture.LoadTexture(true, 'INTRO_L01', 'PNG', 'Transparent', 0); + intro_layer02 := Texture.LoadTexture(true, 'INTRO_L02', 'PNG', 'Transparent', 0); + intro_layer03 := Texture.LoadTexture(true, 'INTRO_L03', 'PNG', 'Transparent', 0); + intro_layer04 := Texture.LoadTexture(true, 'INTRO_L04', 'PNG', 'Transparent', 0); + intro_layer05 := Texture.LoadTexture(true, 'INTRO_L05', 'PNG', 'Transparent', 0); + intro_layer06 := Texture.LoadTexture(true, 'INTRO_L06', 'PNG', 'Transparent', 0); + intro_layer07 := Texture.LoadTexture(true, 'INTRO_L07', 'PNG', 'Transparent', 0); + intro_layer08 := Texture.LoadTexture(true, 'INTRO_L08', 'PNG', 'Transparent', 0); + intro_layer09 := Texture.LoadTexture(true, 'INTRO_L09', 'PNG', 'Transparent', 0); + + outro_bg := Texture.LoadTexture(true, 'OUTRO_BG', 'PNG', 'Plain', 0); + outro_esc := Texture.LoadTexture(true, 'OUTRO_ESC', 'PNG', 'Transparent', 0); + outro_exd := Texture.LoadTexture(true, 'OUTRO_EXD', 'PNG', 'Transparent', 0); + + CRDTS_Stage:=InitialDelay; +end; + +function TScreenCredits.Draw: boolean; +begin + DrawCredits; + Draw:=true; +end; + +procedure TScreenCredits.onShow; +begin + CRDTS_Stage:=InitialDelay; + Credits_X := 580; + deluxe_slidein := 0; + Credits_Alpha := 0; + //Music.SetLoop(true); Loop looped ned, so ne scheisse + Music.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!! +// Music.Play; + CTime:=0; +// setlength(CTime_hold,0); +end; + +procedure TScreenCredits.onHide; +begin + Music.Stop; +end; + +Procedure TScreenCredits.Draw_FunkyText; +var + S: Integer; + X,Y,A: Real; + visibleText: PChar; +begin + SetFontSize(10); + //Init ScrollingText + if (CTime = Timings[7]) then + begin + //Set Position of Text + Credits_X := 600; + CurrentScrollStart:=1; + CurrentScrollEnd:=1; + end; + + if (CTime > Timings[7]) and (CurrentScrollStart < length(Funky_Text)) then + begin + X:=0; + visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd)); + for S := 0 to length(visibleText)-1 do begin + Y:=abs(sin((Credits_X+X)*0.93{*(((Credits_X+X))/1200)}/100*pi)); + SetFontPos(Credits_X+X,538-Y*(Credits_X+X)*(Credits_X+X)*(Credits_X+X)/1000000); + A:=0; + if (Credits_X+X < 15) then A:=0; + if (Credits_X+X >=15) then A:=Credits_X+X-15; + if Credits_X+X > 32 then A:=17; + glColor4f( 230/255-40/255+Y*(Credits_X+X)/900, 200/255-30/255+Y*(Credits_X+X)/1000, 155/255-20/255+Y*(Credits_X+X)/1100, A/17); + glPrintLetter(visibleText[S]); + X := X + Fonts[ActFont].Width[Ord(visibleText[S])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW; + end; + if (Credits_X<0) and (CurrentScrollStart < length(Funky_Text)) then begin + Credits_X:=Credits_X + Fonts[ActFont].Width[Ord(Funky_Text[CurrentScrollStart])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW; + inc(CurrentScrollStart); + end; + visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd)); + if (Credits_X+glTextWidth(visibleText) < 600) and (CurrentScrollEnd < length(Funky_Text)) then begin + inc(CurrentScrollEnd); + end; + end; +{ // timing hack + X:=5; + SetFontStyle (2); + SetFontItalic(False); + SetFontSize(9); + glColor4f(1, 1, 1, 1); + for S:=0 to high(CTime_hold) do begin + visibleText:=pchar(inttostr(CTime_hold[S])); + SetFontPos (500, X); + glPrint (Addr(visibleText[0])); + X:=X+20; + end;} +end; + +procedure Start3D; +begin + glMatrixMode(GL_PROJECTION); + glPushMatrix; + glLoadIdentity; + glFrustum(-0.3*4/3,0.3*4/3,-0.3,0.3,1,1000); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity; +end; +procedure End3D; +begin + glMatrixMode(GL_PROJECTION); + glPopMatrix; + glMatrixMode(GL_MODELVIEW); +end; + +procedure TScreenCredits.DrawCredits; +var + T,I: Cardinal; + X: Real; + Ver: PChar; + RuntimeStr: AnsiString; + Data: TFFTData; + j,k,l:cardinal; + f,g,h: Real; + STime:cardinal; + Delay:cardinal; + + myPixel: longword; + myColor: Cardinal; + myScale: Real; + myAngle: Real; + + +const myLogoCoords: Array[0..27,0..1] of Cardinal = ((39,32),(84,32),(100,16),(125,24), + (154,31),(156,58),(168,32),(203,36), + (258,34),(251,50),(274,93),(294,84), + (232,54),(278,62),(319,34),(336,92), + (347,23),(374,32),(377,58),(361,83), + (385,91),(405,91),(429,35),(423,51), + (450,32),(485,34),(444,91),(486,93)); + +begin + //dis does teh muiwk y0r + Data := Music.GetFFTData; + + T := GetTickCount div 33; + if T <> Credits_Time then + begin + Credits_Time := T; + inc(CTime); + inc(CTime_hold); + Credits_X := Credits_X-2; + if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then + begin +// CTime:=Timings[20]; +// CRDTS_Stage:=Outro; + + CRDTS_Stage:=Intro; + CTime:=0; + Music.Play; + + end; + if (CRDTS_Stage=Intro) and (CTime=Timings[7]) then + begin + CRDTS_Stage:=MainPart; + end; + if (CRDTS_Stage=MainPart) and (CTime=Timings[20]) then + begin + CRDTS_Stage:=Outro; + end; + end; + + //draw background + if CRDTS_Stage=InitialDelay then + begin + glClearColor(0,0,0,0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + end + else + if CRDTS_Stage=Intro then + begin + Start3D; + glPushMatrix; + + glClearColor(0,0,0,0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + if CTime < Timings[1] then begin + myScale:= 0.5+0.5*(Timings[1]-CTime)/(Timings[1]); // slowly move layers together + myAngle:=cos((CTime)*pi/((Timings[1])*2)); // and make logo face towards camera + end else begin // this is the part when the logo stands still + myScale:=0.5; + myAngle:=0; + end; + if CTime > Timings[2] then begin + myScale:= 0.5+0.5*(CTime-Timings[2])/(Timings[3]-Timings[2]); // get some space between layers + myAngle:=0; + end; +// if CTime > Timings[3] then myScale:=1; // keep the space between layers + glTranslatef(0,0,-5+0.5*myScale); + if CTime > Timings[3] then myScale:=1; // keep the space between layers + if CTime > Timings[3] then begin // make logo rotate left and grow +// myScale:=(CTime-Timings[4])/(Timings[7]-Timings[4]); + glRotatef(20*sqr(CTime-Timings[3])/sqr((Timings[7]-Timings[3])/2),0,0,1); + glScalef(1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1); + end; + if CTime < Timings[2] then + glRotatef(30*myAngle,0.5*myScale+myScale,1+myScale,0); +// glScalef(0.5,0.5,0.5); + glScalef(4/3,-1,1); + glColor4f(1, 1, 1, 1); + + glBindTexture(GL_TEXTURE_2D, intro_layer01.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, -0.4 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, -0.4 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, -0.4 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, -0.4 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, -0.3 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, -0.3 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, -0.3 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, -0.3 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, -0.2 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, -0.2 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, -0.2 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, -0.2 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, -0.1 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, -0.1 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, -0.1 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, -0.1 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0.1 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0.1 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0.1 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0.1 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0.2 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0.2 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0.2 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0.2 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0.3 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0.3 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0.3 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0.3 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0.22 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0.22 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0.22 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0.22 * myScale); + glEnd; + gldisable(gl_texture_2d); + glDisable(GL_BLEND); + + glPopMatrix; + End3D; + + // do some sparkling effects + if (CTime < Timings[1]) and (CTime > Timings[21]) then + begin + for k:=1 to 3 do begin + l:=410+floor((CTime-Timings[21])/(Timings[1]-Timings[21])*(536-410))+RandomRange(-5,5); + j:=floor((Timings[1]-CTime)/22)+RandomRange(285,301); + GoldenRec.Spawn(l, j, 1, 16, 0, -1, Flare, 0); + end; + end; + + // fade to white at end + if Ctime > Timings[6] then + begin + glColor4f(1,1,1,sqr(Ctime-Timings[6])*(Ctime-Timings[6])/sqr(Timings[7]-Timings[6])); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glVertex2f(0,0); + glVertex2f(0,600); + glVertex2f(800,600); + glVertex2f(800,0); + glEnd; + glDisable(GL_BLEND); + end; + + end; + if (CRDTS_Stage=MainPart) then + // main credits screen background, scroller, logo and girl + begin + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, credits_bg_tex.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(0, 0); + glTexCoord2f(0,600/1024);glVertex2f(0, 600); + glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600); + glTexCoord2f(800/1024,0);glVertex2f(800, 0); + glEnd; + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + // draw scroller + Draw_FunkyText; + +//######################################################################### +// draw credits names + +// BlindGuard (von links oben reindrehen, nach rechts unten rausdrehen) + STime:=Timings[9]-10; + Delay:=Timings[10]-Timings[9]; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(0,329,0); + if CTime <= STime+10 then begin glrotatef((CTime-STime)*9+270,0,0,1);end; + gltranslatef(223,0,0); + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + gltranslatef(223,0,0); + glrotatef((integer(CTime)-(integer(STime+Delay)-10))*-9,0,0,1); + gltranslatef(-223,0,0); + end; + glBindTexture(GL_TEXTURE_2D, credits_blindguard.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Blindy (zoom von 0 auf volle grösse und drehung, zoom auf doppelte grösse und nach rechts oben schieben) + STime:=Timings[10]-10; + Delay:=Timings[11]-Timings[10]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+20) and (CTime<=STime+22) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+20 then begin + j:=CTime-Stime; + glscalef(j*j/400,j*j/400,j*j/400); + glrotatef(j*18.0,0,0,1); + end; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + f:=j*10.0; + gltranslatef(f*3,-f,0); + glscalef(1+j/10,1+j/10,1+j/10); + glrotatef(j*9.0,0,0,1); + end; + glBindTexture(GL_TEXTURE_2D, credits_blindy.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Canni (von links reinschieben, nach rechts oben rausschieben) + STime:=Timings[11]-10; + Delay:=Timings[12]-Timings[11]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then begin + gltranslatef(((CTime-STime)*21.0)-210,0,0); + end; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=(CTime-(STime+Delay-10))*21; + gltranslatef(j,-j/2,0); + end; + glBindTexture(GL_TEXTURE_2D, credits_canni.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Commandio (von unten reinklappen, nach rechts oben rausklappen) + STime:=Timings[12]-10; + Delay:=Timings[13]-Timings[12]; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then + f:=258.0-25.8*(CTime-STime) + else + f:=0; + g:=0; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + g:=32.6*j; + end; + glBindTexture(GL_TEXTURE_2D, credits_commandio.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163+g-f*1.5, -129+f*1.5-g/2); + glTexCoord2f(0,1);glVertex2f(-163+g*1.5, 129-(g*1.5*258/326)); + glTexCoord2f(1,1); glVertex2f(163+g, 129+g/4); + glTexCoord2f(1,0);glVertex2f(163+f*1.5+g/4, -129+f*1.5-g/4); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// lazy joker (just scrolls from left to right, no twinkling stars, no on-beat flashing) + STime:=Timings[13]-35; + Delay:=Timings[14]-Timings[13]+5; + if CTime > STime then + begin + k:=0; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)>10) and ((CTime-STime)<20) then ESC_Alpha:=20; + ESC_Alpha:=10; + f:=CTime-STime; + if CTime <=STime+40 then j:=CTime-STime else j:=40; + if (CTime >=STime+Delay-40) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j*j/1600); + + glPushMatrix; + gltranslatef(180+(f-70),329,0); + glBindTexture(GL_TEXTURE_2D, credits_lazyjoker.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Mog (von links reinklappen, nach rechts unten rausklappen) + STime:=Timings[14]-10; + Delay:=Timings[15]-Timings[14]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then + f:=326.0-32.6*(CTime-STime) + else + f:=0; + + g:=0; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + g:=32.6*j; + end; + glBindTexture(GL_TEXTURE_2D, credits_mog.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163+g*1.5, -129+g*1.5); + glTexCoord2f(0,1);glVertex2f(-163+g*1.2, 129+g); + glTexCoord2f(1,1); glVertex2f(163-f+g/2, 129+f*1.5+g/4); + glTexCoord2f(1,0);glVertex2f(163-f+g*1.5, -129-f*1.5); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Mota (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen) + STime:=Timings[15]-10; + Delay:=Timings[16]-Timings[15]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then begin + gltranslatef(223,0,0); + glrotatef((10-(CTime-STime))*9,0,0,1); + gltranslatef(-223,0,0); + end; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + f:=j*10.0; + gltranslatef(-f*2,-f,0); + glscalef(1-j/10,1-j/10,1-j/10); + glrotatef(-j*9.0,0,0,1); + end; + glBindTexture(GL_TEXTURE_2D, credits_mota.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Skillmaster (von rechts unten reinschieben, nach rechts oben rausdrehen) + STime:=Timings[16]-10; + Delay:=Timings[17]-Timings[16]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then begin + j:=STime+10-CTime; + f:=j*10.0; + gltranslatef(+f*2,+f/2,0); + end; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + gltranslatef(0,-223,0); + glrotatef(integer(j)*-9,0,0,1); + gltranslatef(0,223,0); + glrotatef(j*9,0,0,1); + end; + glBindTexture(GL_TEXTURE_2D, credits_skillmaster.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// WhiteShark (von links unten reinklappen, nach rechts oben rausklappen) + STime:=Timings[17]-10; + Delay:=Timings[18]-Timings[17]; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then + f:=326.0-32.6*(CTime-STime) + else + f:=0; + + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + g:=32.6*j; + end else + g:=0; + glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163-f+g, -129+f/4-g/2); + glTexCoord2f(0,1);glVertex2f(-163-f/4+g, 129+g/2+f/4); + glTexCoord2f(1,1); glVertex2f(163-f*1.2+g/4, 129+f/2-g/4); + glTexCoord2f(1,0);glVertex2f(163-f*1.5+g/4, -129+f*1.5+g/4); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + + +// #################################################################### +// do some twinkle stuff (kinda on beat) + if (CTime>Timings[8]) and (CTime < Timings[19]) then begin + k:=0; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.2 then begin + l:=RandomRange(6,16); + j:=RandomRange(0,27); + GoldenRec.Spawn(myLogoCoords[j,0], myLogoCoords[j,1], 16-l, l, 0, -1, PerfectNote, 0); + end; + end; + +//################################################# +// draw the rest of the main screen (girl and logo + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, credits_bg_ovl.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(800-393, 0); + glTexCoord2f(0,600/1024);glVertex2f(800-393, 600); + glTexCoord2f(393/512,600/1024); glVertex2f(800, 600); + glTexCoord2f(393/512,0);glVertex2f(800, 0); + glEnd; +{ glBindTexture(GL_TEXTURE_2D, credits_bg_logo.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(0, 0); + glTexCoord2f(0,112/128);glVertex2f(0, 112); + glTexCoord2f(497/512,112/128); glVertex2f(497, 112); + glTexCoord2f(497/512,0);glVertex2f(497, 0); + glEnd; +} + gldisable(gl_texture_2d); + glDisable(GL_BLEND); + + // fade out at end of main part + if Ctime > Timings[19] then + begin + glColor4f(0,0,0,(Ctime-Timings[19])/(Timings[20]-Timings[19])); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glVertex2f(0,0); + glVertex2f(0,600); + glVertex2f(800,600); + glVertex2f(800,0); + glEnd; + glDisable(GL_BLEND); + end; + end + else + if (CRDTS_Stage=Outro) then + begin + if CTime=Timings[20] then begin + CTime_hold:=0; + Music.Stop; + Music.Open(soundpath + 'credits-outro-tune.mp3'); + Music.Play; + Music.SetVolume(20); + Music.SetLoop(True); + end; + if CTime_hold > 231 then begin + Music.Play; + Ctime_hold:=0; + end; + glClearColor(0,0,0,0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + // do something useful + // outro background + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, outro_bg.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(0, 0); + glTexCoord2f(0,600/1024);glVertex2f(0, 600); + glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600); + glTexCoord2f(800/1024,0);glVertex2f(800, 0); + glEnd; + + //outro overlays + glColor4f(1, 1, 1, (1+sin(CTime/15))/3+1/3); + glBindTexture(GL_TEXTURE_2D, outro_esc.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(0, 0); + glTexCoord2f(0,223/256);glVertex2f(0, 223); + glTexCoord2f(487/512,223/256); glVertex2f(487, 223); + glTexCoord2f(487/512,0);glVertex2f(487, 0); + glEnd; + + ESC_Alpha:=20; + if (RandomRange(0,20) > 18) and (ESC_Alpha=20) then + ESC_Alpha:=0 + else inc(ESC_Alpha); + if ESC_Alpha > 20 then ESC_Alpha:=20; + glColor4f(1, 1, 1, ESC_Alpha/20); + glBindTexture(GL_TEXTURE_2D, outro_exd.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(800-310, 600-247); + glTexCoord2f(0,247/256);glVertex2f(800-310, 600); + glTexCoord2f(310/512,247/256); glVertex2f(800, 600); + glTexCoord2f(310/512,0);glVertex2f(800, 600-247); + glEnd; + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + // outro scrollers? + // ... + end; + +{ // draw credits runtime counter + SetFontStyle (2); + SetFontItalic(False); + SetFontSize(9); + SetFontPos (5, 5); + glColor4f(1, 1, 1, 1); +// RuntimeStr:='CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10); + RuntimeStr:='CTime: '+inttostr(CTime); + glPrint (Addr(RuntimeStr[1])); +} + // make the stars shine + GoldenRec.Draw; +end; + +end. diff --git a/Game/Code/Screens/UScreenMain.pas b/Game/Code/Screens/UScreenMain.pas index 5af3d4a6..7bcc9e65 100644 --- a/Game/Code/Screens/UScreenMain.pas +++ b/Game/Code/Screens/UScreenMain.pas @@ -1,276 +1,278 @@ -unit UScreenMain;
-
-interface
-
-uses
- UMenu,
- SDL,
- UDisplay,
- UMusic,
- UFiles,
- SysUtils,
- UThemes,
- ULCD,
- ULight;
-
-type
- TScreenMain = class(TMenu)
- public
- TextDescription: integer;
- TextDescriptionLong: integer;
-
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- procedure InteractNext; override;
- procedure InteractPrev; override;
- procedure InteractInc; override;
- procedure InteractDec; override;
- procedure UpdateLCD;
- procedure SetAnimationProgress(Progress: real); override;
- //function Draw: boolean; override;
- end;
-
-implementation
-
-uses Windows,
- UGraphic,
- UMain,
- UIni,
- UTexture,
- USongs,
- Textgl,
-// opengl,
- ULanguage,
- UParty,
- UDLLManager,
- UScreenCredits,
- USkins;
-
-
-function TScreenMain.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-var
-I: Integer;
-SDL_ModState: Word;
-begin
- Result := true;
-
- SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT
- + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT);
-
- //Deactivate Credits when Key is pressed
-// if Credits_Visible then
-// begin
-// Credits_Visible := False;
-// exit;
-// end;
-
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
- SDLK_Q:
- begin
- Result := false;
- end;
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- Result := False;
- end;
-
- SDLK_C:
- begin
- if (SDL_ModState = KMOD_LALT) then
- begin
- //Credits_Y := 600;
- //Credits_Alpha := 0;
- //Credits_Visible := True;
- Music.PlayStart;
- FadeTo(@ScreenCredits);
- end;
- end;
- SDLK_M:
- begin
- if (Ini.Players >= 1) AND (Length(DLLMan.Plugins)>=1) then
- begin
- Music.PlayStart;
- FadeTo(@ScreenPartyOptions);
- end;
- end;
-
- SDLK_S:
- begin
- Music.PlayStart;
- FadeTo(@ScreenStatMain);
- end;
-
- SDLK_E:
- begin
- Music.PlayStart;
- FadeTo(@ScreenEdit);
- end;
-
- SDLK_RETURN:
- begin
- //Solo
- if (Interaction = 0) then
- begin
- if (Length(Songs.Song) >= 1) then
- begin
- Music.PlayStart;
- if (Ini.Players >= 0) and (Ini.Players <= 3) then PlayersPlay := Ini.Players + 1;
- if (Ini.Players = 4) then PlayersPlay := 6;
-
- ScreenName.Goto_SingScreen := False;
- FadeTo(@ScreenName);
- end
- else //show error message
- ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS'));
- end;
-
- //Multi
- if Interaction = 1 then begin
- if (Length(Songs.Song) >= 1) then
- begin
- if (Length(DLLMan.Plugins)>=1) then
- begin
- Music.PlayStart;
- FadeTo(@ScreenPartyOptions);
- end
- else //show error message, No Plugins Loaded
- ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_PLUGINS'));
- end
- else //show error message, No Songs Loaded
- ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS'));
- end;
-
- //Stats
- if Interaction = 2 then begin
- Music.PlayStart;
- FadeTo(@ScreenStatMain);
- end;
-
- //Editor
- if Interaction = 3 then begin
- Music.PlayStart;
- FadeTo(@ScreenEdit);
- end;
-
- //Options
- if Interaction = 4 then begin
- Music.PlayStart;
- FadeTo(@ScreenOptions);
- end;
-
- //Exit
- if Interaction = 5 then begin
- Result := false;
- end;
- 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: InteractInc;
- SDLK_UP: InteractDec;
- SDLK_RIGHT: InteractNext;
- SDLK_LEFT: InteractPrev;
- end;
- end
- else // Key Up
- case PressedKey of
- SDLK_RETURN :
- begin
- end;
- end;
-end;
-
-constructor TScreenMain.Create;
-var
- I: integer;
-begin
- inherited Create;
-
- //----------------
- //Attention ^^:
- //New Creation Order needed because of LoadFromTheme
- //and Button Collections.
- //At First Custom Texts and Statics
- //Then LoadFromTheme
- //after LoadFromTheme the Buttons and Selects
- //----------------
-
-
- TextDescription := AddText(Theme.Main.TextDescription);
- TextDescriptionLong := AddText(Theme.Main.TextDescriptionLong);
-
- LoadFromTheme(Theme.Main);
-
- AddButton(Theme.Main.ButtonSolo);
- AddButton(Theme.Main.ButtonMulti);
- AddButton(Theme.Main.ButtonStat);
- AddButton(Theme.Main.ButtonEditor);
- AddButton(Theme.Main.ButtonOptions);
- AddButton(Theme.Main.ButtonExit);
-
- Interaction := 0;
-end;
-
-procedure TScreenMain.onShow;
-begin
- LCD.WriteText(1, ' Choose mode: ');
- UpdateLCD;
-end;
-
-procedure TScreenMain.InteractNext;
-begin
- inherited InteractNext;
- Text[TextDescription].Text := Theme.Main.Description[Interaction];
- Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction];
- UpdateLCD;
- Light.LightOne(1, 200);
-end;
-
-procedure TScreenMain.InteractPrev;
-begin
- inherited InteractPrev;
- Text[TextDescription].Text := Theme.Main.Description[Interaction];
- Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction];
- UpdateLCD;
- Light.LightOne(0, 200);
-end;
-
-procedure TScreenMain.InteractDec;
-begin
- inherited InteractDec;
- Text[TextDescription].Text := Theme.Main.Description[Interaction];
- Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction];
- UpdateLCD;
- Light.LightOne(0, 200);
-end;
-
-procedure TScreenMain.InteractInc;
-begin
- inherited InteractInc;
- Text[TextDescription].Text := Theme.Main.Description[Interaction];
- Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction];
- UpdateLCD;
- Light.LightOne(1, 200);
-end;
-
-procedure TScreenMain.UpdateLCD;
-begin
- case Interaction of
- 0: LCD.WriteText(2, ' sing ');
- 1: LCD.WriteText(2, ' editor ');
- 2: LCD.WriteText(2, ' options ');
- 3: LCD.WriteText(2, ' exit ');
- end
-end;
-
-procedure TScreenMain.SetAnimationProgress(Progress: real);
-begin
- Static[0].Texture.ScaleW := Progress;
- Static[0].Texture.ScaleH := Progress;
-end;
-end.
+unit UScreenMain; + +interface + +uses + UMenu, + SDL, + UDisplay, + UMusic, + UFiles, + SysUtils, + UThemes, + ULCD, + ULight; + +type + TScreenMain = class(TMenu) + public + TextDescription: integer; + TextDescriptionLong: integer; + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure InteractNext; override; + procedure InteractPrev; override; + procedure InteractInc; override; + procedure InteractDec; override; + procedure UpdateLCD; + procedure SetAnimationProgress(Progress: real); override; + //function Draw: boolean; override; + end; + +implementation + +uses {$IFDEF win32} + windows, + {$ENDIF} + UGraphic, + UMain, + UIni, + UTexture, + USongs, + Textgl, +// opengl, + ULanguage, + UParty, + UDLLManager, + UScreenCredits, + USkins; + + +function TScreenMain.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +var +I: Integer; +SDL_ModState: Word; +begin + Result := true; + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT); + + //Deactivate Credits when Key is pressed +// if Credits_Visible then +// begin +// Credits_Visible := False; +// exit; +// end; + + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Result := False; + end; + + SDLK_C: + begin + if (SDL_ModState = KMOD_LALT) then + begin + //Credits_Y := 600; + //Credits_Alpha := 0; + //Credits_Visible := True; + Music.PlayStart; + FadeTo(@ScreenCredits); + end; + end; + SDLK_M: + begin + if (Ini.Players >= 1) AND (Length(DLLMan.Plugins)>=1) then + begin + Music.PlayStart; + FadeTo(@ScreenPartyOptions); + end; + end; + + SDLK_S: + begin + Music.PlayStart; + FadeTo(@ScreenStatMain); + end; + + SDLK_E: + begin + Music.PlayStart; + FadeTo(@ScreenEdit); + end; + + SDLK_RETURN: + begin + //Solo + if (Interaction = 0) then + begin + if (Length(Songs.Song) >= 1) then + begin + Music.PlayStart; + if (Ini.Players >= 0) and (Ini.Players <= 3) then PlayersPlay := Ini.Players + 1; + if (Ini.Players = 4) then PlayersPlay := 6; + + ScreenName.Goto_SingScreen := False; + FadeTo(@ScreenName); + end + else //show error message + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); + end; + + //Multi + if Interaction = 1 then begin + if (Length(Songs.Song) >= 1) then + begin + if (Length(DLLMan.Plugins)>=1) then + begin + Music.PlayStart; + FadeTo(@ScreenPartyOptions); + end + else //show error message, No Plugins Loaded + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_PLUGINS')); + end + else //show error message, No Songs Loaded + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); + end; + + //Stats + if Interaction = 2 then begin + Music.PlayStart; + FadeTo(@ScreenStatMain); + end; + + //Editor + if Interaction = 3 then begin + Music.PlayStart; + FadeTo(@ScreenEdit); + end; + + //Options + if Interaction = 4 then begin + Music.PlayStart; + FadeTo(@ScreenOptions); + end; + + //Exit + if Interaction = 5 then begin + Result := false; + end; + 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: InteractInc; + SDLK_UP: InteractDec; + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end + else // Key Up + case PressedKey of + SDLK_RETURN : + begin + end; + end; +end; + +constructor TScreenMain.Create; +var + I: integer; +begin + inherited Create; + + //---------------- + //Attention ^^: + //New Creation Order needed because of LoadFromTheme + //and Button Collections. + //At First Custom Texts and Statics + //Then LoadFromTheme + //after LoadFromTheme the Buttons and Selects + //---------------- + + + TextDescription := AddText(Theme.Main.TextDescription); + TextDescriptionLong := AddText(Theme.Main.TextDescriptionLong); + + LoadFromTheme(Theme.Main); + + AddButton(Theme.Main.ButtonSolo); + AddButton(Theme.Main.ButtonMulti); + AddButton(Theme.Main.ButtonStat); + AddButton(Theme.Main.ButtonEditor); + AddButton(Theme.Main.ButtonOptions); + AddButton(Theme.Main.ButtonExit); + + Interaction := 0; +end; + +procedure TScreenMain.onShow; +begin + LCD.WriteText(1, ' Choose mode: '); + UpdateLCD; +end; + +procedure TScreenMain.InteractNext; +begin + inherited InteractNext; + Text[TextDescription].Text := Theme.Main.Description[Interaction]; + Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; + UpdateLCD; + Light.LightOne(1, 200); +end; + +procedure TScreenMain.InteractPrev; +begin + inherited InteractPrev; + Text[TextDescription].Text := Theme.Main.Description[Interaction]; + Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; + UpdateLCD; + Light.LightOne(0, 200); +end; + +procedure TScreenMain.InteractDec; +begin + inherited InteractDec; + Text[TextDescription].Text := Theme.Main.Description[Interaction]; + Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; + UpdateLCD; + Light.LightOne(0, 200); +end; + +procedure TScreenMain.InteractInc; +begin + inherited InteractInc; + Text[TextDescription].Text := Theme.Main.Description[Interaction]; + Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; + UpdateLCD; + Light.LightOne(1, 200); +end; + +procedure TScreenMain.UpdateLCD; +begin + case Interaction of + 0: LCD.WriteText(2, ' sing '); + 1: LCD.WriteText(2, ' editor '); + 2: LCD.WriteText(2, ' options '); + 3: LCD.WriteText(2, ' exit '); + end +end; + +procedure TScreenMain.SetAnimationProgress(Progress: real); +begin + Static[0].Texture.ScaleW := Progress; + Static[0].Texture.ScaleH := Progress; +end; +end. diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas index 1dd31ae9..343a2e6d 100644 --- a/Game/Code/Screens/UScreenSing.pas +++ b/Game/Code/Screens/UScreenSing.pas @@ -1,1236 +1,1256 @@ -unit UScreenSing;
-
-interface
-
-{$IFDEF FPC}
- {$MODE DELPHI}
-{$ENDIF}
-
-
-uses UMenu, UMusic, SDL, SysUtils, UFiles, UTime, USongs, UIni, ULog, UTexture, ULyrics,
- TextGL, OpenGL12, BASS, UThemes, ULCD, UGraphicClasses, UVideo;
-
-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;
- StaticP1ScoreBG: integer;
- TextP1: 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;
- StaticP1TwoPScoreBG: integer;
- TextP1TwoP: integer;
- TextP1TwoPScore: integer;
- //shown when game is in 3/6 player modus
- StaticP1ThreeP: integer;
- StaticP1ThreePScoreBG: integer;
- TextP1ThreeP: integer;
- TextP1ThreePScore: integer;
- //eoa
-
- StaticP2R: integer;
- StaticP2RScoreBG: integer;
- TextP2R: integer;
- TextP2RScore: integer;
-
- StaticP2M: integer;
- StaticP2MScoreBG: integer;
- TextP2M: integer;
- TextP2MScore: integer;
-
- StaticP3R: integer;
- StaticP3RScoreBG: integer;
- TextP3R: integer;
- TextP3RScore: integer;
-
- Tex_Background: TTexture;
- FadeOut: boolean;
- LyricMain: TLyric;
- LyricSub: TLyric;
-
- 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)
-
- //OnSentenceEnd for LineBonus + Singbar
- procedure onSentenceEnd(S: Cardinal);
- //OnSentenceChange (for Golden Notes)
- procedure onSentenceChange(S: Cardinal);
- end;
-
-implementation
-uses UGraphic, UDraw, UMain, 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;
- Music.PlayBack;
- FadeTo(@ScreenScore);
- end;
-
- SDLK_P://Pause Mod
- begin
- Pause;
- 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
- Music.Pause;
-
- // pause Video
- if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then
- FFmpegTogglePause;
- end
- else //Pause ausschalten
- begin
- Czas.Teraz := PauseTime; //Position of Notes
-
- // Position of Music
- Music.MoveTo (PauseTime);
- // Play Music
- Music.Play;
-
- // Video
- if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then
- FFmpegTogglePause;
- //SkipSmpeg(PauseTime);
-
- Paused := false;
- end;
-end;
-//Pause Mod End
-
-constructor TScreenSing.Create;
-var
- I: integer;
- P: integer;
-begin
- inherited Create;
-
- LoadFromTheme(Theme.Sing);
-
- //TimeBar
- StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress);
- TextTimeText := AddText(Theme.Sing.TextTimeText);
-
-// 1 player | P1
- StaticP1 := AddStatic(Theme.Sing.StaticP1);
- StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG);
- TextP1 := AddText(Theme.Sing.TextP1);
- TextP1Score := AddText(Theme.Sing.TextP1Score);
- StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar);
-
-// 2 or 4 players | P1
- StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP);
- StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG);
- TextP1TwoP := AddText(Theme.Sing.TextP1TwoP);
- TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore);
- StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);
-
- // | P2
- StaticP2R := AddStatic(Theme.Sing.StaticP2R);
- StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG);
- TextP2R := AddText(Theme.Sing.TextP2R);
- TextP2RScore := AddText(Theme.Sing.TextP2RScore);
- StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);
-
-// 3 or 6 players | P1
- StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP);
- StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG);
- TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP);
- TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore);
- StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar);
-
- // | P2
- StaticP2M := AddStatic(Theme.Sing.StaticP2M);
- StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG);
- TextP2M := AddText(Theme.Sing.TextP2M);
- TextP2MScore := AddText(Theme.Sing.TextP2MScore);
- StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar);
-
- // | P3
- StaticP3R := AddStatic(Theme.Sing.StaticP3R);
- StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG);
- TextP3R := AddText(Theme.Sing.TextP3R);
- TextP3RScore := AddText(Theme.Sing.TextP3RScore);
- StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar);
-
- if ScreenAct = 2 then begin
- // katze und affe
-
- end;
-
- LyricMain := TLyric.Create;
- LyricSub := TLyric.Create;
-
- UVideo.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
-begin
- Log.LogStatus('Begin', 'onShow');
- FadeOut := false; // 0.5.0: early 0.5.0 problems were by this line commented
-
- // 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;
- Static[StaticP1ScoreBG].Visible := V1;
- Text[TextP1].Visible := V1;
- Text[TextP1Score].Visible := V1;
-
-
- //This one is shown in 2/4P mode
- Static[StaticP1TwoP].Visible := V1TwoP;
- Static[StaticP1TwoPScoreBG].Visible := V1TwoP;
- Text[TextP1TwoP].Visible := V1TwoP;
- Text[TextP1TwoPScore].Visible := V1TwoP;
-
- Static[StaticP2R].Visible := V2R;
- Static[StaticP2RScoreBG].Visible := V2R;
- Text[TextP2R].Visible := V2R;
- Text[TextP2RScore].Visible := V2R;
-
-
- //This one is shown in 3/6P mode
- Static[StaticP1ThreeP].Visible := V1ThreeP;
- Static[StaticP1ThreePScoreBG].Visible := V1ThreeP;
- Text[TextP1ThreeP].Visible := V1ThreeP;
- Text[TextP1ThreePScore].Visible := V1ThreeP;
-
- Static[StaticP2M].Visible := V2M;
- Static[StaticP2MScoreBG].Visible := V2M;
- Text[TextP2M].Visible := V2M;
- Text[TextP2MScore].Visible := V2M;
-
- Static[StaticP3R].Visible := V3R;
- Static[StaticP3RScoreBG].Visible := V3R;
- Text[TextP3R].Visible := V3R;
- Text[TextP3RScore].Visible := V3R;
-
- // load notes
- ResetSingTemp;
-// Log.LogWarning(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName, '!!!');
- AktSong := CatSongs.Song[CatSongs.Selected];
- try
- if not LoadSong(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName) 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 = 1 then
- ScreenSong.SelectRandomSong;
- ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG'));
- Exit;
- end;
- except
- //Error Loading Song -> Go back to Song Screen and Show some Error Message
- FadeTo(@ScreenSong);
- //Select New Song in Party Mode
- if ScreenSong.Mode = 1 then
- ScreenSong.SelectRandomSong;
- ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG'));
- Exit;
- end;
- AktSong.Path := CatSongs.Song[CatSongs.Selected].Path;
-// AktSong.GAP := AktSong.GAP + 40 {4096 = 100ms for buffer} + 20 {microphone} + 60000 / AktSong.BPM[0].BPM / 2; // temporary until UMain will be fixed
-
- // set movie
- if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then begin
-(* OpenSmpeg(AktSong.Path + AktSong.Video);
- SkipSmpeg(AktSong.VideoGAP + AktSong.Start);*)
-
- // todo: VideoGap and Start time verwursten
- FFmpegOpenFile(pAnsiChar(AktSong.Path + AktSong.Video));
- FFmpegSkip(AktSong.VideoGAP + AktSong.Start);
- AktSong.VideoLoaded := true;
- end;
-
- // set background
- if (AktSong.Background <> '') and (AktSong.VideoLoaded = false) then
- try
- Tex_Background := Texture.LoadTexture(AktSong.Path + AktSong.Background);
- except
- log.LogError('Background could not be loaded: ' + AktSong.Path + AktSong.Background);
- Tex_Background.TexNum := -1;
- end
- else
- Tex_Background.TexNum := -1;
-
-
-
- // play music (I)
- Music.CaptureStart;
- Music.MoveTo(AktSong.Start);
-// Music.Play;
-
- // prepare timer (I)
-// CountSkipTimeSet;
- Czas.Teraz := AktSong.Start;
- Czas.Razem := Music.Length;
- if (AktSong.Finish > 0) then Czas.Razem := AktSong.Finish / 1000;
- Czas.OldBeat := -1;
- for P := 0 to High(Player) do
- ClearScores(P);
-
- // main text
- LyricMain.Clear;
- LyricMain.X := 400;
- LyricMain.Y := Skin_LyricsT;
- LyricMain.Scale := 1.4; //1.4
- LyricMain.Align := 1;
-
- // sub text
- LyricSub.Clear;
- LyricSub.X := 400;
- LyricSub.Y := Skin_LyricsT + 35; //42 //40
- LyricSub.Align := 1;
-
- // set custom options
- case Ini.LyricsFont of
- 0:
- begin
- LyricMain.FontStyle := 0;
- 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;
- end;
- 2:
- begin
- LyricMain.FontStyle := 3;
- 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: LyricMain.Style := 1; // 0 - one selected, 1 - selected all to the current
- 1: LyricMain.Style := 2;
- 2: LyricMain.Style := 3;
- 3: LyricMain.Style := 4;
- end; // case
-
- // fill texts
- LyricMain.AddCzesc(0);
- LyricMain.Selected := -1;
- LyricSub.AddCzesc(1);
- LyricSub.Selected := -1;
-
- 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 AktSong.VideoLoaded then
- begin
- try
- FFmpegGetFrame(Czas.Teraz);
- FFmpegDrawGL(ScreenAct);
-// PlaySmpeg;
- except
- //If an Error occurs Reading Video: prevent Video from being Drawn again and Close Video
- AktSong.VideoLoaded := False;
- Log.LogError('Error drawing Video, Video has been disabled for this Song/Session.');
- Log.LogError('Corrupted File: ' + AktSong.Video);
- try
-// CloseSmpeg;
- FFmpegClose;
- except
-
- end;
- end;
- end;
-
- // play music (II)
- Music.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;
- Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX;
-
- Text[TextP1].X := Text[TextP1].X + 10*ScreenX;
- Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;
-
-
- Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX;
- Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX;
-
- Text[TextP2R].X := Text[TextP2R].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 AktSong.VideoLoaded 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
- FFmpegGetFrame(Czas.Teraz);
- FFmpegDrawGL(ScreenAct);
- except
- //If an Error occurs drawing: prevent Video from being Drawn again and Close Video
- AktSong.VideoLoaded := False;
- log.LogError('Error drawing Video, Video has been disabled for this Song/Session.');
- Log.LogError('Corrupted File: ' + AktSong.Video);
- try
-// CloseSmpeg;
- FFmpegClose;
- except
-
- 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(AktSong.Finish));
- if ShowFinish then begin
- if (not Music.Finished) and ((AktSong.Finish = 0) or (Czas.Teraz*1000 <= AktSong.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
-
- // 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;
- Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX;
-
- Text[TextP1].X := Text[TextP1].X - 10*ScreenX;
- Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;
-
-
- Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX;
- Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX;
-
- Text[TextP2R].X := Text[TextP2R].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
- Music.CaptureStop;
- Music.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 AktSong.VideoLoaded then begin
-// CloseSmpeg;
- FFmpegClose;
- AktSong.VideoLoaded := false; // to prevent drawing closed video
- end;
-
- SetFontItalic (False);
-end;
-
-procedure TScreenSing.UpdateLCD;
-var
- T: string;
-begin
- 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;
-
- //SingBar Mod
- If ({(Ini.Oscilloscope = 2) and }(Czesci[0].Czesc[S].TotalNotes>0)) then
- begin
- Player[I].ScorePercentTarget := Player[I].ScorePercentTarget + floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 40 - 26);
- if Player[I].ScorePercentTarget < 0 then Player[I].ScorePercentTarget := 0;
- if Player[I].ScorePercentTarget > 99 then Player[I].ScorePercentTarget := 99;
-
- //end Singbar Mod
- end;
-
- //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
-
- //Generate Text
- if A >= 8 then
- Player[I].LineBonus_Text := Theme.Sing.LineBonusText[8]
- else
- Player[I].LineBonus_Text := Theme.Sing.LineBonusText[Floor(A)];
-
- //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;
-
- //Color
- Case Floor(A) of
- 0: begin
- Player[I].LineBonus_Color.R := 1;
- Player[I].LineBonus_Color.G := 0;
- Player[I].LineBonus_Color.B := 0;
- end;
- 1..3: begin
- Player[I].LineBonus_Color.R := 1;
- Player[I].LineBonus_Color.G := (A * 0.25);
- Player[I].LineBonus_Color.B := 0;
- end;
- 4: begin
- Player[I].LineBonus_Color.R := 1;
- Player[I].LineBonus_Color.G := 1;
- Player[I].LineBonus_Color.B := 0;
- end;
- 5..7: begin
- Player[I].LineBonus_Color.R := 1-((a-4)*0.25);
- Player[I].LineBonus_Color.G := 1;
- Player[I].LineBonus_Color.B := 0;
- end;
- 8: begin
- Player[I].LineBonus_Color.R := 0;
- Player[I].LineBonus_Color.G := 1;
- Player[I].LineBonus_Color.B := 0;
- end;
- End; //Case
- //Player[I].LineBonus_Color.B := 0;
- //Player[I].LineBonus_Color.R := (8-A)/8;
- //Player[I].LineBonus_Color.G := A/10;
-
- Player[I].LineBonus_PosX := Player[I].LineBonus_StartX;
- Player[I].LineBonus_PosY := Player[I].LineBonus_StartY;
- Player[I].LineBonus_Alpha := 0.92;
- Player[I].LineBonus_Visible := True;
- Player[I].LineBonus_Age := 1;
- 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
-end;
-
-//Called on Sentence Change S= New Current Sentence
-procedure TScreenSing.onSentenceChange(S: Cardinal);
-begin
- //GoldenStarsTwinkle Mod
- GoldenRec.SentenceChange;
- //GoldenStarsTwinkle Mod End
-end;
-
-end.
+unit UScreenSing; + +interface + +{$I switches.inc} + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + + +uses UMenu, + UMusic, + SDL, + SysUtils, + UFiles, + UTime, + USongs, + UIni, + ULog, + UTexture, + ULyrics, + TextGL, + OpenGL12, + {$IFDEF useBASS} + bass, + {$ENDIF} + UThemes, + ULCD, + UGraphicClasses, + UVideo; + +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; + StaticP1ScoreBG: integer; + TextP1: 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; + StaticP1TwoPScoreBG: integer; + TextP1TwoP: integer; + TextP1TwoPScore: integer; + //shown when game is in 3/6 player modus + StaticP1ThreeP: integer; + StaticP1ThreePScoreBG: integer; + TextP1ThreeP: integer; + TextP1ThreePScore: integer; + //eoa + + StaticP2R: integer; + StaticP2RScoreBG: integer; + TextP2R: integer; + TextP2RScore: integer; + + StaticP2M: integer; + StaticP2MScoreBG: integer; + TextP2M: integer; + TextP2MScore: integer; + + StaticP3R: integer; + StaticP3RScoreBG: integer; + TextP3R: integer; + TextP3RScore: integer; + + Tex_Background: TTexture; + FadeOut: boolean; + LyricMain: TLyric; + LyricSub: TLyric; + + 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) + + //OnSentenceEnd for LineBonus + Singbar + procedure onSentenceEnd(S: Cardinal); + //OnSentenceChange (for Golden Notes) + procedure onSentenceChange(S: Cardinal); + end; + +implementation +uses UGraphic, UDraw, UMain, 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; + Music.PlayBack; + FadeTo(@ScreenScore); + end; + + SDLK_P://Pause Mod + begin + Pause; + 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 + Music.Pause; + + // pause Video + if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then + FFmpegTogglePause; + end + else //Pause ausschalten + begin + Czas.Teraz := PauseTime; //Position of Notes + + // Position of Music + Music.MoveTo (PauseTime); + // Play Music + Music.Play; + + // Video + if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then + FFmpegTogglePause; + //SkipSmpeg(PauseTime); + + Paused := false; + end; +end; +//Pause Mod End + +constructor TScreenSing.Create; +var + I: integer; + P: integer; +begin + inherited Create; + + LoadFromTheme(Theme.Sing); + + //TimeBar + StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress); + TextTimeText := AddText(Theme.Sing.TextTimeText); + +// 1 player | P1 + StaticP1 := AddStatic(Theme.Sing.StaticP1); + StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG); + TextP1 := AddText(Theme.Sing.TextP1); + TextP1Score := AddText(Theme.Sing.TextP1Score); + StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar); + +// 2 or 4 players | P1 + StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP); + StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG); + TextP1TwoP := AddText(Theme.Sing.TextP1TwoP); + TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore); + StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar); + + // | P2 + StaticP2R := AddStatic(Theme.Sing.StaticP2R); + StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG); + TextP2R := AddText(Theme.Sing.TextP2R); + TextP2RScore := AddText(Theme.Sing.TextP2RScore); + StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar); + +// 3 or 6 players | P1 + StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP); + StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG); + TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP); + TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore); + StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar); + + // | P2 + StaticP2M := AddStatic(Theme.Sing.StaticP2M); + StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG); + TextP2M := AddText(Theme.Sing.TextP2M); + TextP2MScore := AddText(Theme.Sing.TextP2MScore); + StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar); + + // | P3 + StaticP3R := AddStatic(Theme.Sing.StaticP3R); + StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG); + TextP3R := AddText(Theme.Sing.TextP3R); + TextP3RScore := AddText(Theme.Sing.TextP3RScore); + StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar); + + if ScreenAct = 2 then begin + // katze und affe + + end; + + LyricMain := TLyric.Create; + LyricSub := TLyric.Create; + + UVideo.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 +begin + Log.LogStatus('Begin', 'onShow'); + FadeOut := false; // 0.5.0: early 0.5.0 problems were by this line commented + + // 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; + Static[StaticP1ScoreBG].Visible := V1; + Text[TextP1].Visible := V1; + Text[TextP1Score].Visible := V1; + + + //This one is shown in 2/4P mode + Static[StaticP1TwoP].Visible := V1TwoP; + Static[StaticP1TwoPScoreBG].Visible := V1TwoP; + Text[TextP1TwoP].Visible := V1TwoP; + Text[TextP1TwoPScore].Visible := V1TwoP; + + Static[StaticP2R].Visible := V2R; + Static[StaticP2RScoreBG].Visible := V2R; + Text[TextP2R].Visible := V2R; + Text[TextP2RScore].Visible := V2R; + + + //This one is shown in 3/6P mode + Static[StaticP1ThreeP].Visible := V1ThreeP; + Static[StaticP1ThreePScoreBG].Visible := V1ThreeP; + Text[TextP1ThreeP].Visible := V1ThreeP; + Text[TextP1ThreePScore].Visible := V1ThreeP; + + Static[StaticP2M].Visible := V2M; + Static[StaticP2MScoreBG].Visible := V2M; + Text[TextP2M].Visible := V2M; + Text[TextP2MScore].Visible := V2M; + + Static[StaticP3R].Visible := V3R; + Static[StaticP3RScoreBG].Visible := V3R; + Text[TextP3R].Visible := V3R; + Text[TextP3RScore].Visible := V3R; + + // load notes + ResetSingTemp; +// Log.LogWarning(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName, '!!!'); + AktSong := CatSongs.Song[CatSongs.Selected]; + try + if not LoadSong(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName) 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 = 1 then + ScreenSong.SelectRandomSong; + ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG')); + Exit; + end; + except + //Error Loading Song -> Go back to Song Screen and Show some Error Message + FadeTo(@ScreenSong); + //Select New Song in Party Mode + if ScreenSong.Mode = 1 then + ScreenSong.SelectRandomSong; + ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG')); + Exit; + end; + AktSong.Path := CatSongs.Song[CatSongs.Selected].Path; +// AktSong.GAP := AktSong.GAP + 40 {4096 = 100ms for buffer} + 20 {microphone} + 60000 / AktSong.BPM[0].BPM / 2; // temporary until UMain will be fixed + + // set movie + if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then begin +(* OpenSmpeg(AktSong.Path + AktSong.Video); + SkipSmpeg(AktSong.VideoGAP + AktSong.Start);*) + + // todo: VideoGap and Start time verwursten + FFmpegOpenFile(pAnsiChar(AktSong.Path + AktSong.Video)); + FFmpegSkip(AktSong.VideoGAP + AktSong.Start); + AktSong.VideoLoaded := true; + end; + + // set background + if (AktSong.Background <> '') and (AktSong.VideoLoaded = false) then + try + Tex_Background := Texture.LoadTexture(AktSong.Path + AktSong.Background); + except + log.LogError('Background could not be loaded: ' + AktSong.Path + AktSong.Background); + Tex_Background.TexNum := -1; + end + else + Tex_Background.TexNum := -1; + + + + // play music (I) + Music.CaptureStart; + Music.MoveTo(AktSong.Start); +// Music.Play; + + // prepare timer (I) +// CountSkipTimeSet; + Czas.Teraz := AktSong.Start; + Czas.Razem := Music.Length; + if (AktSong.Finish > 0) then Czas.Razem := AktSong.Finish / 1000; + Czas.OldBeat := -1; + for P := 0 to High(Player) do + ClearScores(P); + + // main text + LyricMain.Clear; + LyricMain.X := 400; + LyricMain.Y := Skin_LyricsT; + LyricMain.Scale := 1.4; //1.4 + LyricMain.Align := 1; + + // sub text + LyricSub.Clear; + LyricSub.X := 400; + LyricSub.Y := Skin_LyricsT + 35; //42 //40 + LyricSub.Align := 1; + + // set custom options + case Ini.LyricsFont of + 0: + begin + LyricMain.FontStyle := 0; + 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; + end; + 2: + begin + LyricMain.FontStyle := 3; + 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: LyricMain.Style := 1; // 0 - one selected, 1 - selected all to the current + 1: LyricMain.Style := 2; + 2: LyricMain.Style := 3; + 3: LyricMain.Style := 4; + end; // case + + // fill texts + LyricMain.AddCzesc(0); + LyricMain.Selected := -1; + LyricSub.AddCzesc(1); + LyricSub.Selected := -1; + + 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 AktSong.VideoLoaded then + begin + try + FFmpegGetFrame(Czas.Teraz); + FFmpegDrawGL(ScreenAct); +// PlaySmpeg; + except + //If an Error occurs Reading Video: prevent Video from being Drawn again and Close Video + AktSong.VideoLoaded := False; + Log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); + Log.LogError('Corrupted File: ' + AktSong.Video); + try +// CloseSmpeg; + FFmpegClose; + except + + end; + end; + end; + + // play music (II) + Music.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; + Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX; + + Text[TextP1].X := Text[TextP1].X + 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX; + + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX; + Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX; + + Text[TextP2R].X := Text[TextP2R].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 AktSong.VideoLoaded 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 + FFmpegGetFrame(Czas.Teraz); + FFmpegDrawGL(ScreenAct); + except + //If an Error occurs drawing: prevent Video from being Drawn again and Close Video + AktSong.VideoLoaded := False; + log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); + Log.LogError('Corrupted File: ' + AktSong.Video); + try +// CloseSmpeg; + FFmpegClose; + except + + 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(AktSong.Finish)); + if ShowFinish then begin + if (not Music.Finished) and ((AktSong.Finish = 0) or (Czas.Teraz*1000 <= AktSong.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 + + // 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; + Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX; + + Text[TextP1].X := Text[TextP1].X - 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX; + + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX; + Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX; + + Text[TextP2R].X := Text[TextP2R].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 + Music.CaptureStop; + Music.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 AktSong.VideoLoaded then begin +// CloseSmpeg; + FFmpegClose; + AktSong.VideoLoaded := false; // to prevent drawing closed video + end; + + SetFontItalic (False); +end; + +procedure TScreenSing.UpdateLCD; +var + T: string; +begin + 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; + + //SingBar Mod + If ({(Ini.Oscilloscope = 2) and }(Czesci[0].Czesc[S].TotalNotes>0)) then + begin + Player[I].ScorePercentTarget := Player[I].ScorePercentTarget + floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 40 - 26); + if Player[I].ScorePercentTarget < 0 then Player[I].ScorePercentTarget := 0; + if Player[I].ScorePercentTarget > 99 then Player[I].ScorePercentTarget := 99; + + //end Singbar Mod + end; + + //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 + + //Generate Text + if A >= 8 then + Player[I].LineBonus_Text := Theme.Sing.LineBonusText[8] + else + Player[I].LineBonus_Text := Theme.Sing.LineBonusText[Floor(A)]; + + //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; + + //Color + Case Floor(A) of + 0: begin + Player[I].LineBonus_Color.R := 1; + Player[I].LineBonus_Color.G := 0; + Player[I].LineBonus_Color.B := 0; + end; + 1..3: begin + Player[I].LineBonus_Color.R := 1; + Player[I].LineBonus_Color.G := (A * 0.25); + Player[I].LineBonus_Color.B := 0; + end; + 4: begin + Player[I].LineBonus_Color.R := 1; + Player[I].LineBonus_Color.G := 1; + Player[I].LineBonus_Color.B := 0; + end; + 5..7: begin + Player[I].LineBonus_Color.R := 1-((a-4)*0.25); + Player[I].LineBonus_Color.G := 1; + Player[I].LineBonus_Color.B := 0; + end; + 8: begin + Player[I].LineBonus_Color.R := 0; + Player[I].LineBonus_Color.G := 1; + Player[I].LineBonus_Color.B := 0; + end; + End; //Case + //Player[I].LineBonus_Color.B := 0; + //Player[I].LineBonus_Color.R := (8-A)/8; + //Player[I].LineBonus_Color.G := A/10; + + Player[I].LineBonus_PosX := Player[I].LineBonus_StartX; + Player[I].LineBonus_PosY := Player[I].LineBonus_StartY; + Player[I].LineBonus_Alpha := 0.92; + Player[I].LineBonus_Visible := True; + Player[I].LineBonus_Age := 1; + 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 +end; + +//Called on Sentence Change S= New Current Sentence +procedure TScreenSing.onSentenceChange(S: Cardinal); +begin + //GoldenStarsTwinkle Mod + GoldenRec.SentenceChange; + //GoldenStarsTwinkle Mod End +end; + +end. diff --git a/Game/Code/Screens/UScreenSingModi.pas b/Game/Code/Screens/UScreenSingModi.pas index 6d3add87..455d7b40 100644 --- a/Game/Code/Screens/UScreenSingModi.pas +++ b/Game/Code/Screens/UScreenSingModi.pas @@ -1,665 +1,669 @@ -unit UScreenSingModi;
-
-interface
-
-{$IFDEF FPC}
- {$MODE DELPHI}
-{$ENDIF}
-
-uses UMenu,
- UMusic,
- SDL,
- SysUtils,
- UFiles,
- UTime,
- USongs,
- UIni,
- ULog,
- UTexture,
- ULyrics,
- TextGL,
- OpenGL12,
- BASS,
- UThemes,
- ULCD,
- UScreenSing,
- ModiSDK;
-
-type
- TScreenSingModi = class(TScreenSing)
- protected
- //paused: boolean; //Pause Mod
- //PauseTime: Real;
- //NumEmptySentences: integer;
- public
- //TextTime: integer;
-
- //StaticP1: integer;
- //StaticP1ScoreBG: integer;
- //TextP1: integer;
- //TextP1Score: integer;
-
- //StaticP2R: integer;
- //StaticP2RScoreBG: integer;
- //TextP2R: integer;
- //TextP2RScore: integer;
-
- //StaticP2M: integer;
- //StaticP2MScoreBG: integer;
- //TextP2M: integer;
- //TextP2MScore: integer;
-
- //StaticP3R: integer;
- //StaticP3RScoreBG: integer;
- //TextP3R: integer;
- //TextP3RScore: integer;
-
- //Tex_Background: TTexture;
- //FadeOut: boolean;
- //LyricMain: TLyric;
- //LyricSub: TLyric;
- Winner: Byte; //Who Wins
- PlayerInfo: TPlayerInfo;
- TeamInfo: TTeamInfo;
-
- 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; override;
- //procedure UpdateLCD;
- //procedure Pause; //Pause Mod(Toggles Pause)
- end;
-
-//Procedured for Plugin
-function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall;
-//function Translate (const Name: PChar): PChar; stdcall;
-procedure Print (const Style, Size: Byte; const X, Y: Real; const Text: PChar); stdcall; //Procedure to Print Text
-function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound
-procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound
-
-//Utilys
-function ToSentences(Const Czeski: TCzesci): TSentences;
-
-implementation
-uses UGraphic, UDraw, UMain, Classes, URecord, ULanguage, math, UDLLManager, USkins, UGraphicClasses;
-
-// Method for input parsing. If False is returned, GetNextWindow
-// should be checked to know the next window to load;
-function TScreenSingModi.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- Finish;
- Music.PlayBack;
- FadeTo(@ScreenPartyScore);
- end;
-
- else
- Result := inherited ParseInput(PressedKey, ScanCode, PressedDown);
- end;
- end;
-end;
-
-constructor TScreenSingModi.Create;
-begin
- inherited Create;
-
-end;
-
-function ToSentences(Const Czeski: TCzesci): TSentences;
-var
- I, J: Integer;
-begin
- Result.Akt := Czeski.Akt;
- Result.High := Czeski.High;
- Result.Ilosc := Czeski.Ilosc;
- Result.Resolution := Czeski.Resolution;
- Result.NotesGAP := Czeski.NotesGAP;
- Result.TotalLength := Czeski.Wartosc;
-
- SetLength(Result.Sentence, Length(Czeski.Czesc));
- for I := low(Result.Sentence) to high(Result.Sentence) do
- begin
- Result.Sentence[I].Start := Czeski.Czesc[I].Start;
- Result.Sentence[I].StartNote := Czeski.Czesc[I].StartNote;
- Result.Sentence[I].Lyric := Czeski.Czesc[I].Lyric;
- Result.Sentence[I].LyricWidth := Czeski.Czesc[I].LyricWidth;
- Result.Sentence[I].Koniec := Czeski.Czesc[I].Koniec;
- Result.Sentence[I].BaseNote := Czeski.Czesc[I].BaseNote;
- Result.Sentence[I].HighNote := Czeski.Czesc[I].HighNut;
- Result.Sentence[I].IlNut := Czeski.Czesc[I].IlNut;
- Result.Sentence[I].TotalNotes := Czeski.Czesc[I].TotalNotes;
-
- SetLength(Result.Sentence[I].Note, Length(Czeski.Czesc[I].Nuta));
- for J := low(Result.Sentence[I].Note) to high(Result.Sentence[I].Note) do
- begin
- Result.Sentence[I].Note[J].Color := Czeski.Czesc[I].Nuta[J].Color;
- Result.Sentence[I].Note[J].Start := Czeski.Czesc[I].Nuta[J].Start;
- Result.Sentence[I].Note[J].Length := Czeski.Czesc[I].Nuta[J].Dlugosc;
- Result.Sentence[I].Note[J].Ton := Czeski.Czesc[I].Nuta[J].Ton;
- Result.Sentence[I].Note[J].TonGamy := Czeski.Czesc[I].Nuta[J].TonGamy;
- //Result.Sentence[I].Note[J].Text := Czeski.Czesc[I].Nuta[J].Tekst;
- Result.Sentence[I].Note[J].FreeStyle := Czeski.Czesc[I].Nuta[J].FreeStyle;
- Result.Sentence[I].Note[J].Typ := Czeski.Czesc[I].Nuta[J].Wartosc;
- end;
- end;
-end;
-
-procedure TScreenSingModi.onShow;
-var
- I: Integer;
-begin
-
- PlayersPlay := TeamInfo.NumTeams;
-
- if DLLMan.Selected.LoadSong then //Start with Song
- begin
- inherited;
- end
- else //Start Without Song
- begin
- Music.CaptureStart;
- end;
-
-//Set Playerinfo
- PlayerInfo.NumPlayers := PlayersPlay;
- for I := 0 to PlayerInfo.NumPlayers-1 do
- begin
- PlayerInfo.Playerinfo[I].Name := PChar(Ini.Name[I]);
- PlayerInfo.Playerinfo[I].Score := 0;
- PlayerInfo.Playerinfo[I].Bar := 50;
- PlayerInfo.Playerinfo[I].Enabled := True;
- end;
-
- for I := PlayerInfo.NumPlayers to high(PlayerInfo.Playerinfo) do
- begin
- PlayerInfo.Playerinfo[I].Score:= 0;
- PlayerInfo.Playerinfo[I].Bar := 0;
- PlayerInfo.Playerinfo[I].Enabled := False;
- end;
-
- Case PlayersPlay of
- 1: begin
- PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ScoreBG].Texture.X;
- PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ScoreBG].Texture.Y + Static[StaticP1ScoreBG].Texture.H;
- end;
- 2,4: begin
- PlayerInfo.Playerinfo[0].PosX := Static[StaticP1TwoPScoreBG].Texture.X;
- PlayerInfo.Playerinfo[0].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H;
- PlayerInfo.Playerinfo[2].PosX := Static[StaticP1TwoPScoreBG].Texture.X;
- PlayerInfo.Playerinfo[2].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H;
- PlayerInfo.Playerinfo[1].PosX := Static[StaticP2RScoreBG].Texture.X;
- PlayerInfo.Playerinfo[1].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H;
- PlayerInfo.Playerinfo[3].PosX := Static[StaticP2RScoreBG].Texture.X;
- PlayerInfo.Playerinfo[3].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H;
- end;
- 3,6: begin
- PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ThreePScoreBG].Texture.X;
- PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H;
- PlayerInfo.Playerinfo[3].PosX := Static[StaticP1ThreePScoreBG].Texture.X;
- PlayerInfo.Playerinfo[3].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H;
- PlayerInfo.Playerinfo[1].PosX := Static[StaticP2MScoreBG].Texture.X;
- PlayerInfo.Playerinfo[1].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H;
- PlayerInfo.Playerinfo[4].PosX := Static[StaticP2MScoreBG].Texture.X;
- PlayerInfo.Playerinfo[4].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H;
- PlayerInfo.Playerinfo[2].PosX := Static[StaticP3RScoreBG].Texture.X;
- PlayerInfo.Playerinfo[2].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H;
- PlayerInfo.Playerinfo[5].PosX := Static[StaticP3RScoreBG].Texture.X;
- PlayerInfo.Playerinfo[5].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H;
- end;
- end;
-
- // play music (I)
- //Music.CaptureStart;
- //Music.MoveTo(AktSong.Start);
-
- //Init Plugin
- if not DLLMan.PluginInit(TeamInfo, PlayerInfo, ToSentences(Czesci[0]), LoadTex, Print, LoadSound, PlaySound) then
- begin
- //Fehler
- Log.LogError('Could not Init Plugin');
- Halt;
- end;
-
- // Set Background (Little Workaround, maybe change sometime)
- if (DLLMan.Selected.LoadBack) AND (DLLMan.Selected.LoadSong) then
- ScreenSing.Tex_Background := Tex_Background;
-
- Winner := 0;
-
- //Set Score Visibility
- if PlayersPlay = 1 then begin
- Text[TextP1Score].Visible := DLLMan.Selected.ShowScore;
- Static[StaticP1ScoreBG].Visible := DLLMan.Selected.ShowScore;
- end;
-
- if (PlayersPlay = 2) OR (PlayersPlay = 4) then begin
- Text[TextP1TwoPScore].Visible := DLLMan.Selected.ShowScore;
- Static[StaticP1TwoPScoreBG].Visible := DLLMan.Selected.ShowScore;
-
- Text[TextP2RScore].Visible := DLLMan.Selected.ShowScore;
- Static[StaticP2RScoreBG].Visible := DLLMan.Selected.ShowScore;
- end;
-
- if (PlayersPlay = 3) OR (PlayersPlay = 6) then begin
- Text[TextP1ThreePScore].Visible := DLLMan.Selected.ShowScore;
- Static[StaticP1ThreePScoreBG].Visible := DLLMan.Selected.ShowScore;
-
- Text[TextP2MScore].Visible := DLLMan.Selected.ShowScore;
- Static[StaticP2MScoreBG].Visible := DLLMan.Selected.ShowScore;
-
- Text[TextP3RScore].Visible := DLLMan.Selected.ShowScore;
- Static[StaticP3RScoreBG].Visible := DLLMan.Selected.ShowScore;
- end;
-end;
-
-function TScreenSingModi.Draw: boolean;
-var
- Min: integer;
- Sec: integer;
- Tekst: string;
- S, I: integer;
- T: integer;
-begin
-//Set Playerinfo
- PlayerInfo.NumPlayers := PlayersPlay;
- for I := 0 to PlayerInfo.NumPlayers-1 do
- begin
- PlayerInfo.Playerinfo[I].Name := PChar(Player[I].Name);
- if PlayerInfo.Playerinfo[I].Enabled then
- begin
- if (Player[I].ScoreTotalI<=10000) then
- PlayerInfo.Playerinfo[I].Score:= Player[I].ScoreTotalI;
- PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent;
- end;
- end;
-
-//Show Score
-if DLLMan.Selected.ShowScore then
-begin
- //ScoreBG Mod
- // set player colors
- 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;
- //end ScoreBG Mod
-
-// set player names (for 2 screens and only Singstar skin)
- if ScreenAct = 1 then begin
- Text[TextP1].Text := 'P1';
- Text[TextP1TwoP].Text := 'P1'; // added for ps3 skin
- Text[TextP1ThreeP].Text := 'P1'; // added for ps3 skin
- Text[TextP2R].Text := 'P2';
- Text[TextP2M].Text := 'P2';
- Text[TextP3R].Text := 'P3';
- end;
-
- if ScreenAct = 2 then begin
- case PlayersPlay of
- 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 <- and where iss P2M? or P3?
- Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX;
- Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX;
-
- Text[TextP1].X := Text[TextP1].X + 10*ScreenX;
- Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;
-
- Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX;
- Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX;
-
- Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX;
- Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;
-
- // .. 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;
-
-end; //ShowScore
-
- for S := 1 to 1 do
- Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX;
-
- for T := 0 to 1 do
- Text[T].X := Text[T].X + 10*ScreenX;
-
-if DLLMan.Selected.LoadSong then
-begin
- // 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);
-end;
-
- // draw static menu (BG)
- DrawBG;
-
- //Draw Background
- if (DllMan.Selected.LoadSong) AND (DllMan.Selected.LoadBack) then
- SingDrawBackground;
-
- // comment by blindy: wo zum henker wird denn in diesem screen ein video abgespielt?
- // update and draw movie
- // <mog> wie wo wadd? also in der selben funktion in der uscreensing kommt des video in der zeile 995, oder was wollteste wissen? :X
-{ if ShowFinish and AktSong.VideoLoaded AND DllMan.Selected.LoadVideo then begin
- UpdateSmpeg; // this only draws
- end;}
-
- // draw static menu (FG)
- DrawFG;
-
- if ShowFinish then begin
- if DllMan.Selected.LoadSong then
- begin
- if (not Music.Finished) and ((AktSong.Finish = 0) or (Czas.Teraz*1000 <= AktSong.Finish)) then begin
- //Pause Mod:
- if not Paused then
- Sing(Self); // analyze song
- end else begin
- if not FadeOut then begin
- Finish;
- FadeOut := true;
- FadeTo(@ScreenPartyScore);
- end;
- end;
- end;
- end;
-
- // draw custom items
- SingModiDraw(PlayerInfo); // always draw
-
- //GoldenNoteStarsTwinkle Mod
- GoldenRec.SpawnRec;
- //GoldenNoteStarsTwinkle Mod
-
- //Update PlayerInfo
- for I := 0 to PlayerInfo.NumPlayers-1 do
- begin
- if PlayerInfo.Playerinfo[I].Enabled then
- begin
- PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent;
- PlayerInfo.Playerinfo[I].Score := Player[I].ScoreTotalI;
- end;
- end;
-
- if ((ShowFinish) AND (NOT Paused)) then
- begin
- if not DLLMan.PluginDraw(Playerinfo, Czesci[0].Akt) then
- begin
- if not FadeOut then begin
- Finish;
- FadeOut := true;
- FadeTo(@ScreenPartyScore);
- end;
- end;
- end;
-
- //Change PlayerInfo/Changeables
- for I := 0 to PlayerInfo.NumPlayers-1 do
- begin
- if (Player[I].ScoreTotalI <> PlayerInfo.Playerinfo[I].Score) then
- begin
- //Player[I].ScoreTotal := Player[I].ScoreTotal + (PlayerInfo.Playerinfo[I].Score - Player[I].ScoreTotalI);
- Player[I].ScoreTotalI := PlayerInfo.Playerinfo[I].Score;
- end;
- if (PlayerInfo.Playerinfo[I].Bar <> Player[I].ScorePercent) then
- Player[I].ScorePercentTarget := PlayerInfo.Playerinfo[I].Bar;
- end;
-
- // back stereo
- Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX;
- Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX;
-
- Text[TextP1].X := Text[TextP1].X - 10*ScreenX;
- Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;
-
-
- Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX;
- Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX;
-
- Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX;
- Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;
-
-
- for S := 1 to 1 do
- 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 TScreenSingModi.Finish;
-begin
-inherited Finish;
-
-Winner := DllMan.PluginFinish(PlayerInfo);
-
-//Log.LogError('Winner: ' + InttoStr(Winner));
-
-//DLLMan.UnLoadPlugin;
-end;
-
-function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall;
-var
- Texname, EXT: String;
- Tex: TTexture;
-begin
- //Get texture Name
- TexName := Skin.GetTextureFileName(String(Name));
- //Get File Typ
- Ext := ExtractFileExt(TexName);
- if (uppercase(Ext) = '.JPG') then
- Ext := 'JPG'
- else
- Ext := 'BMP';
-
- Tex := Texture.LoadTexture(PChar(TexName), PChar(Ext), Typ, 0);
-
- Result.TexNum := Tex.TexNum;
- Result.W := Tex.W;
- Result.H := Tex.H;
-end;
-{
-function Translate (const Name: PChar): PChar; stdcall;
-begin
- Result := PChar(Language.Translate(String(Name)));
-end; }
-
-procedure Print (const Style, Size: Byte; const X, Y: Real; const Text: PChar); stdcall; //Procedure to Print Text
-begin
- SetFontItalic ((Style and 128) = 128);
- SetFontStyle(Style and 7);
- SetFontSize(Size);
- SetFontPos (X, Y);
- glPrint (PChar(Language.Translate(String(Text))));
-end;
-
-function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound
-begin
- Result := Music.LoadCustomSound(String(Name));
-end;
-
-procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound
-begin
- Music.PlayCustomSound(Index);
-end;
-
-end.
+unit UScreenSingModi; + +interface + +{$I switches.inc} + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + +uses UMenu, + UMusic, + SDL, + SysUtils, + UFiles, + UTime, + USongs, + UIni, + ULog, + UTexture, + ULyrics, + TextGL, + OpenGL12, + {$IFDEF useBASS} + bass, + {$ENDIF} + UThemes, + ULCD, + UScreenSing, + ModiSDK; + +type + TScreenSingModi = class(TScreenSing) + protected + //paused: boolean; //Pause Mod + //PauseTime: Real; + //NumEmptySentences: integer; + public + //TextTime: integer; + + //StaticP1: integer; + //StaticP1ScoreBG: integer; + //TextP1: integer; + //TextP1Score: integer; + + //StaticP2R: integer; + //StaticP2RScoreBG: integer; + //TextP2R: integer; + //TextP2RScore: integer; + + //StaticP2M: integer; + //StaticP2MScoreBG: integer; + //TextP2M: integer; + //TextP2MScore: integer; + + //StaticP3R: integer; + //StaticP3RScoreBG: integer; + //TextP3R: integer; + //TextP3RScore: integer; + + //Tex_Background: TTexture; + //FadeOut: boolean; + //LyricMain: TLyric; + //LyricSub: TLyric; + Winner: Byte; //Who Wins + PlayerInfo: TPlayerInfo; + TeamInfo: TTeamInfo; + + 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; override; + //procedure UpdateLCD; + //procedure Pause; //Pause Mod(Toggles Pause) + end; + +//Procedured for Plugin +function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall; +//function Translate (const Name: PChar): PChar; stdcall; +procedure Print (const Style, Size: Byte; const X, Y: Real; const Text: PChar); stdcall; //Procedure to Print Text +function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound +procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound + +//Utilys +function ToSentences(Const Czeski: TCzesci): TSentences; + +implementation +uses UGraphic, UDraw, UMain, Classes, URecord, ULanguage, math, UDLLManager, USkins, UGraphicClasses; + +// Method for input parsing. If False is returned, GetNextWindow +// should be checked to know the next window to load; +function TScreenSingModi.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Finish; + Music.PlayBack; + FadeTo(@ScreenPartyScore); + end; + + else + Result := inherited ParseInput(PressedKey, ScanCode, PressedDown); + end; + end; +end; + +constructor TScreenSingModi.Create; +begin + inherited Create; + +end; + +function ToSentences(Const Czeski: TCzesci): TSentences; +var + I, J: Integer; +begin + Result.Akt := Czeski.Akt; + Result.High := Czeski.High; + Result.Ilosc := Czeski.Ilosc; + Result.Resolution := Czeski.Resolution; + Result.NotesGAP := Czeski.NotesGAP; + Result.TotalLength := Czeski.Wartosc; + + SetLength(Result.Sentence, Length(Czeski.Czesc)); + for I := low(Result.Sentence) to high(Result.Sentence) do + begin + Result.Sentence[I].Start := Czeski.Czesc[I].Start; + Result.Sentence[I].StartNote := Czeski.Czesc[I].StartNote; + Result.Sentence[I].Lyric := Czeski.Czesc[I].Lyric; + Result.Sentence[I].LyricWidth := Czeski.Czesc[I].LyricWidth; + Result.Sentence[I].Koniec := Czeski.Czesc[I].Koniec; + Result.Sentence[I].BaseNote := Czeski.Czesc[I].BaseNote; + Result.Sentence[I].HighNote := Czeski.Czesc[I].HighNut; + Result.Sentence[I].IlNut := Czeski.Czesc[I].IlNut; + Result.Sentence[I].TotalNotes := Czeski.Czesc[I].TotalNotes; + + SetLength(Result.Sentence[I].Note, Length(Czeski.Czesc[I].Nuta)); + for J := low(Result.Sentence[I].Note) to high(Result.Sentence[I].Note) do + begin + Result.Sentence[I].Note[J].Color := Czeski.Czesc[I].Nuta[J].Color; + Result.Sentence[I].Note[J].Start := Czeski.Czesc[I].Nuta[J].Start; + Result.Sentence[I].Note[J].Length := Czeski.Czesc[I].Nuta[J].Dlugosc; + Result.Sentence[I].Note[J].Ton := Czeski.Czesc[I].Nuta[J].Ton; + Result.Sentence[I].Note[J].TonGamy := Czeski.Czesc[I].Nuta[J].TonGamy; + //Result.Sentence[I].Note[J].Text := Czeski.Czesc[I].Nuta[J].Tekst; + Result.Sentence[I].Note[J].FreeStyle := Czeski.Czesc[I].Nuta[J].FreeStyle; + Result.Sentence[I].Note[J].Typ := Czeski.Czesc[I].Nuta[J].Wartosc; + end; + end; +end; + +procedure TScreenSingModi.onShow; +var + I: Integer; +begin + + PlayersPlay := TeamInfo.NumTeams; + + if DLLMan.Selected.LoadSong then //Start with Song + begin + inherited; + end + else //Start Without Song + begin + Music.CaptureStart; + end; + +//Set Playerinfo + PlayerInfo.NumPlayers := PlayersPlay; + for I := 0 to PlayerInfo.NumPlayers-1 do + begin + PlayerInfo.Playerinfo[I].Name := PChar(Ini.Name[I]); + PlayerInfo.Playerinfo[I].Score := 0; + PlayerInfo.Playerinfo[I].Bar := 50; + PlayerInfo.Playerinfo[I].Enabled := True; + end; + + for I := PlayerInfo.NumPlayers to high(PlayerInfo.Playerinfo) do + begin + PlayerInfo.Playerinfo[I].Score:= 0; + PlayerInfo.Playerinfo[I].Bar := 0; + PlayerInfo.Playerinfo[I].Enabled := False; + end; + + Case PlayersPlay of + 1: begin + PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ScoreBG].Texture.X; + PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ScoreBG].Texture.Y + Static[StaticP1ScoreBG].Texture.H; + end; + 2,4: begin + PlayerInfo.Playerinfo[0].PosX := Static[StaticP1TwoPScoreBG].Texture.X; + PlayerInfo.Playerinfo[0].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H; + PlayerInfo.Playerinfo[2].PosX := Static[StaticP1TwoPScoreBG].Texture.X; + PlayerInfo.Playerinfo[2].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H; + PlayerInfo.Playerinfo[1].PosX := Static[StaticP2RScoreBG].Texture.X; + PlayerInfo.Playerinfo[1].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H; + PlayerInfo.Playerinfo[3].PosX := Static[StaticP2RScoreBG].Texture.X; + PlayerInfo.Playerinfo[3].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H; + end; + 3,6: begin + PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ThreePScoreBG].Texture.X; + PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H; + PlayerInfo.Playerinfo[3].PosX := Static[StaticP1ThreePScoreBG].Texture.X; + PlayerInfo.Playerinfo[3].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H; + PlayerInfo.Playerinfo[1].PosX := Static[StaticP2MScoreBG].Texture.X; + PlayerInfo.Playerinfo[1].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H; + PlayerInfo.Playerinfo[4].PosX := Static[StaticP2MScoreBG].Texture.X; + PlayerInfo.Playerinfo[4].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H; + PlayerInfo.Playerinfo[2].PosX := Static[StaticP3RScoreBG].Texture.X; + PlayerInfo.Playerinfo[2].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H; + PlayerInfo.Playerinfo[5].PosX := Static[StaticP3RScoreBG].Texture.X; + PlayerInfo.Playerinfo[5].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H; + end; + end; + + // play music (I) + //Music.CaptureStart; + //Music.MoveTo(AktSong.Start); + + //Init Plugin + if not DLLMan.PluginInit(TeamInfo, PlayerInfo, ToSentences(Czesci[0]), LoadTex, Print, LoadSound, PlaySound) then + begin + //Fehler + Log.LogError('Could not Init Plugin'); + Halt; + end; + + // Set Background (Little Workaround, maybe change sometime) + if (DLLMan.Selected.LoadBack) AND (DLLMan.Selected.LoadSong) then + ScreenSing.Tex_Background := Tex_Background; + + Winner := 0; + + //Set Score Visibility + if PlayersPlay = 1 then begin + Text[TextP1Score].Visible := DLLMan.Selected.ShowScore; + Static[StaticP1ScoreBG].Visible := DLLMan.Selected.ShowScore; + end; + + if (PlayersPlay = 2) OR (PlayersPlay = 4) then begin + Text[TextP1TwoPScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP1TwoPScoreBG].Visible := DLLMan.Selected.ShowScore; + + Text[TextP2RScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP2RScoreBG].Visible := DLLMan.Selected.ShowScore; + end; + + if (PlayersPlay = 3) OR (PlayersPlay = 6) then begin + Text[TextP1ThreePScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP1ThreePScoreBG].Visible := DLLMan.Selected.ShowScore; + + Text[TextP2MScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP2MScoreBG].Visible := DLLMan.Selected.ShowScore; + + Text[TextP3RScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP3RScoreBG].Visible := DLLMan.Selected.ShowScore; + end; +end; + +function TScreenSingModi.Draw: boolean; +var + Min: integer; + Sec: integer; + Tekst: string; + S, I: integer; + T: integer; +begin +//Set Playerinfo + PlayerInfo.NumPlayers := PlayersPlay; + for I := 0 to PlayerInfo.NumPlayers-1 do + begin + PlayerInfo.Playerinfo[I].Name := PChar(Player[I].Name); + if PlayerInfo.Playerinfo[I].Enabled then + begin + if (Player[I].ScoreTotalI<=10000) then + PlayerInfo.Playerinfo[I].Score:= Player[I].ScoreTotalI; + PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent; + end; + end; + +//Show Score +if DLLMan.Selected.ShowScore then +begin + //ScoreBG Mod + // set player colors + 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; + //end ScoreBG Mod + +// set player names (for 2 screens and only Singstar skin) + if ScreenAct = 1 then begin + Text[TextP1].Text := 'P1'; + Text[TextP1TwoP].Text := 'P1'; // added for ps3 skin + Text[TextP1ThreeP].Text := 'P1'; // added for ps3 skin + Text[TextP2R].Text := 'P2'; + Text[TextP2M].Text := 'P2'; + Text[TextP3R].Text := 'P3'; + end; + + if ScreenAct = 2 then begin + case PlayersPlay of + 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 <- and where iss P2M? or P3? + Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX; + Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX; + + Text[TextP1].X := Text[TextP1].X + 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX; + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX; + Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX; + + Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX; + Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX; + + // .. 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; + +end; //ShowScore + + for S := 1 to 1 do + Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX; + + for T := 0 to 1 do + Text[T].X := Text[T].X + 10*ScreenX; + +if DLLMan.Selected.LoadSong then +begin + // 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); +end; + + // draw static menu (BG) + DrawBG; + + //Draw Background + if (DllMan.Selected.LoadSong) AND (DllMan.Selected.LoadBack) then + SingDrawBackground; + + // comment by blindy: wo zum henker wird denn in diesem screen ein video abgespielt? + // update and draw movie + // <mog> wie wo wadd? also in der selben funktion in der uscreensing kommt des video in der zeile 995, oder was wollteste wissen? :X +{ if ShowFinish and AktSong.VideoLoaded AND DllMan.Selected.LoadVideo then begin + UpdateSmpeg; // this only draws + end;} + + // draw static menu (FG) + DrawFG; + + if ShowFinish then begin + if DllMan.Selected.LoadSong then + begin + if (not Music.Finished) and ((AktSong.Finish = 0) or (Czas.Teraz*1000 <= AktSong.Finish)) then begin + //Pause Mod: + if not Paused then + Sing(Self); // analyze song + end else begin + if not FadeOut then begin + Finish; + FadeOut := true; + FadeTo(@ScreenPartyScore); + end; + end; + end; + end; + + // draw custom items + SingModiDraw(PlayerInfo); // always draw + + //GoldenNoteStarsTwinkle Mod + GoldenRec.SpawnRec; + //GoldenNoteStarsTwinkle Mod + + //Update PlayerInfo + for I := 0 to PlayerInfo.NumPlayers-1 do + begin + if PlayerInfo.Playerinfo[I].Enabled then + begin + PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent; + PlayerInfo.Playerinfo[I].Score := Player[I].ScoreTotalI; + end; + end; + + if ((ShowFinish) AND (NOT Paused)) then + begin + if not DLLMan.PluginDraw(Playerinfo, Czesci[0].Akt) then + begin + if not FadeOut then begin + Finish; + FadeOut := true; + FadeTo(@ScreenPartyScore); + end; + end; + end; + + //Change PlayerInfo/Changeables + for I := 0 to PlayerInfo.NumPlayers-1 do + begin + if (Player[I].ScoreTotalI <> PlayerInfo.Playerinfo[I].Score) then + begin + //Player[I].ScoreTotal := Player[I].ScoreTotal + (PlayerInfo.Playerinfo[I].Score - Player[I].ScoreTotalI); + Player[I].ScoreTotalI := PlayerInfo.Playerinfo[I].Score; + end; + if (PlayerInfo.Playerinfo[I].Bar <> Player[I].ScorePercent) then + Player[I].ScorePercentTarget := PlayerInfo.Playerinfo[I].Bar; + end; + + // back stereo + Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX; + Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX; + + Text[TextP1].X := Text[TextP1].X - 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX; + + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX; + Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX; + + Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX; + Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX; + + + for S := 1 to 1 do + 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 TScreenSingModi.Finish; +begin +inherited Finish; + +Winner := DllMan.PluginFinish(PlayerInfo); + +//Log.LogError('Winner: ' + InttoStr(Winner)); + +//DLLMan.UnLoadPlugin; +end; + +function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall; +var + Texname, EXT: String; + Tex: TTexture; +begin + //Get texture Name + TexName := Skin.GetTextureFileName(String(Name)); + //Get File Typ + Ext := ExtractFileExt(TexName); + if (uppercase(Ext) = '.JPG') then + Ext := 'JPG' + else + Ext := 'BMP'; + + Tex := Texture.LoadTexture(PChar(TexName), PChar(Ext), Typ, 0); + + Result.TexNum := Tex.TexNum; + Result.W := Tex.W; + Result.H := Tex.H; +end; +{ +function Translate (const Name: PChar): PChar; stdcall; +begin + Result := PChar(Language.Translate(String(Name))); +end; } + +procedure Print (const Style, Size: Byte; const X, Y: Real; const Text: PChar); stdcall; //Procedure to Print Text +begin + SetFontItalic ((Style and 128) = 128); + SetFontStyle(Style and 7); + SetFontSize(Size); + SetFontPos (X, Y); + glPrint (PChar(Language.Translate(String(Text)))); +end; + +function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound +begin + Result := Music.LoadCustomSound(String(Name)); +end; + +procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound +begin + Music.PlayCustomSound(Index); +end; + +end. diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas index 7b16c315..569645d4 100644 --- a/Game/Code/Screens/UScreenSong.pas +++ b/Game/Code/Screens/UScreenSong.pas @@ -1,2007 +1,2040 @@ -unit UScreenSong;
-
-interface
-{$I switches.inc}
-
-uses
- UMenu, SDL, UMusic, UFiles, UTime, UDisplay, USongs, SysUtils, ULog, UThemes, UTexture, ULanguage,
- ULCD, ULight, UIni;
-
-type
- TScreenSong = class(TMenu)
- public
- TextArtist: integer;
- TextTitle: integer;
- TextNumber: integer;
-
- //Video Icon Mod
- VideoIcon: Cardinal;
-
- TextCat: integer;
- StaticCat: integer;
-
- SongCurrent: real;
- SongTarget: real;
-
- HighSpeed: boolean;
- CoverFull: boolean;
- CoverTime: real;
- CoverX: integer;
- CoverY: integer;
- CoverW: integer;
- is_jump: boolean; // Jump to Song Mod
- is_jump_title:boolean; //Jump to SOng MOd-YTrue if search for Title
-
- EqualizerBands: array of Byte;
- EqualizerTime: Cardinal;
- EqualizerTime2: Byte;
-
- //Party Mod
- Mode: Byte; //0 = Standard, 1= Go to PartyMode after Selection + Change to Random Song at Show
- //party Statics (Joker)
- StaticTeam1Joker1: Cardinal;
- StaticTeam1Joker2: Cardinal;
- StaticTeam1Joker3: Cardinal;
- StaticTeam1Joker4: Cardinal;
- StaticTeam1Joker5: Cardinal;
-
- StaticTeam2Joker1: Cardinal;
- StaticTeam2Joker2: Cardinal;
- StaticTeam2Joker3: Cardinal;
- StaticTeam2Joker4: Cardinal;
- StaticTeam2Joker5: Cardinal;
-
- StaticTeam3Joker1: Cardinal;
- StaticTeam3Joker2: Cardinal;
- StaticTeam3Joker3: Cardinal;
- StaticTeam3Joker4: Cardinal;
- StaticTeam3Joker5: Cardinal;
-
- StaticParty: Array of Cardinal;
- TextParty: Array of Cardinal;
- StaticNonParty: Array of Cardinal;
- TextNonParty: Array of Cardinal;
-
-
- constructor Create; override;
- procedure SetScroll;
- procedure SetScroll1;
- procedure SetScroll2;
- procedure SetScroll3;
- procedure SetScroll4;
- procedure SetScroll5;
- procedure SetScroll6;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- function Draw: boolean; override;
- procedure onShow; override;
- procedure onHide; override;
- procedure SelectNext;
- procedure SelectPrev;
- procedure UpdateLCD;
- procedure SkipTo(Target: Cardinal);
- procedure FixSelected; //Show Wrong Song when Tabs on Fix
- procedure FixSelected2; //Show Wrong Song when Tabs on Fix
- procedure ShowCatTL(Cat: Integer);// Show Cat in Top left
- procedure ShowCatTLCustom(Caption: String);// Show Custom Text in Top left
- procedure HideCatTL;// Show Cat in Tob left
- procedure Refresh; //Refresh Song Sorting
- procedure DrawEqualizer;
- procedure ChangeMusic;
- //Party Mode
- procedure SelectRandomSong;
- procedure SetJoker;
- procedure SetStatics;
- //procedures for Menu
- procedure StartSong;
- procedure OpenEditor;
- procedure DoJoker(Team: Byte);
- procedure SelectPlayers;
-
- procedure UnLoadDetailedCover;
-
- //Extensions
- procedure DrawExtensions;
- end;
-
-implementation
-uses UGraphic, UMain, UCovers, math, OpenGL12, Windows, USkins, UDLLManager, UParty, UPlaylist, UScreenSongMenu;
-
-// ***** Public methods ****** //
-
-//Show Wrong Song when Tabs on Fix
-procedure TScreenSong.FixSelected;
-var I, I2: Integer;
- begin
- if CatSongs.VisibleSongs > 0 then
- begin
- I2:= 0;
- for I := low(CatSongs.Song) to High(Catsongs.Song) do
- begin
- if CatSongs.Song[I].Visible then
- inc(I2);
-
- if I = Interaction - 1 then
- break;
- end;
-
- SongCurrent := I2;
- SongTarget := I2;
- end;
- end;
-
-procedure TScreenSong.FixSelected2;
-var I, I2: Integer;
- begin
- if CatSongs.VisibleSongs > 0 then
- begin
- I2:= 0;
- for I := low(CatSongs.Song) to High(Catsongs.Song) do
- begin
- if CatSongs.Song[I].Visible then
- inc(I2);
-
- if I = Interaction - 1 then
- break;
- end;
-
- SongTarget := I2;
- end;
- end;
-//Show Wrong Song when Tabs on Fix End
-
- procedure TScreenSong.ShowCatTLCustom(Caption: String);// Show Custom Text in Top left
- begin
- Text[TextCat].Text := Caption;
- Text[TextCat].Visible := true;
- Static[StaticCat].Visible := False;
- end;
-
- //Show Cat in Top Left Mod
- procedure TScreenSong.ShowCatTL(Cat: Integer);
- begin
- //Change
- Text[TextCat].Text := CatSongs.Song[Cat].Artist;
- //showmessage(CatSongs.Song[Cat].Path + CatSongs.Song[Cat].Cover);
- //Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', true);
-
- Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', true);
- //Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', false);
- //Button[Cat].
- //Cover
-
-
- //Show
- Text[TextCat].Visible := true;
- Static[StaticCat].Visible := True;
- end;
-
- procedure TScreenSong.HideCatTL;
- begin
- //Hide
- //Text[TextCat].Visible := false;
- Static[StaticCat].Visible := false;
- //New -> Show Text specified in Theme
- Text[TextCat].Visible := True;
- Text[TextCat].Text := Theme.Song.TextCat.Text;
- end;
- //Show Cat in Top Left Mod End
-
-
-// Method for input parsing. If False is returned, GetNextWindow
-// should be checked to know the next window to load;
-function TScreenSong.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-var
- I: integer;
- I2: integer;
- HS: integer;
- SDL_ModState: Word;
- Letter: Char;
-begin
- Result := true;
-
- //Song Screen Extensions (Jumpto + Menu)
- if (ScreenSongMenu.Visible) then
- begin
- Result := ScreenSongMenu.ParseInput(PressedKey, ScanCode, PressedDown);
- Exit;
- end
- else if (ScreenSongJumpto.Visible) then
- begin
- Result := ScreenSongJumpto.ParseInput(PressedKey, ScanCode, PressedDown);
- Exit;
- end;
-
- If (PressedDown) Then
- begin // Key Down
-
- SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT
- + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT);
-
- //Jump to Artist/Titel
- if (SDL_ModState and KMOD_LALT <> 0) AND (Mode = 0) AND (PressedKey >= SDLK_A) AND (PressedKey <= SDLK_Z) then
- begin
- Letter := UpCase(Chr(ScanCode));
- I2 := Length(CatSongs.Song);
-
- //Jump To Titel
- if (SDL_ModState = KMOD_LALT or KMOD_LSHIFT) then
- begin
- For I := 1 to high(CatSongs.Song) do
- begin
- if (CatSongs.Song[(I + Interaction) mod I2].Visible) AND (Length(CatSongs.Song[(I + Interaction) mod I2].Title)>0) AND (UpCase(CatSongs.Song[(I + Interaction) mod I2].Title[1]) = Letter) then
- begin
- SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2));
-
- Music.PlayChange;
-
- ChangeMusic;
- SetScroll4;
- UpdateLCD;
- //Break and Exit
- Exit;
- end;
- end;
- end
- //Jump to Artist
- else if (SDL_ModState = KMOD_LALT) then
- begin
- For I := 1 to high(CatSongs.Song) do
- begin
- if (CatSongs.Song[(I + Interaction) mod I2].Visible) AND (Length(CatSongs.Song[(I + Interaction) mod I2].Artist)>0) AND (UpCase(CatSongs.Song[(I + Interaction) mod I2].Artist[1]) = Letter) then
- begin
- SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2));
-
- Music.PlayChange;
-
- ChangeMusic;
- SetScroll4;
- UpdateLCD;
-
- //Break and Exit
- Exit;
- end;
- end;
- end;
- Exit;
- end;
-
- case PressedKey of
- SDLK_Q:
- begin
- Result := false;
- end;
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- if (Mode = 0) then
- begin
- //On Escape goto Cat-List Hack
- if (Ini.Tabs_at_startup = 1) AND (CatSongs.CatNumShow <> -1) then
- begin
- //Find Category
- I := Interaction;
- while not catsongs.Song[I].Main do
- begin
- Dec (I);
- if (I < low(catsongs.Song)) then
- break;
- end;
- if (I<= 1) then
- Interaction := high(catsongs.Song)
- else
- Interaction := I - 1;
-
- //Stop Music
- Music.Stop;
-
- CatSongs.ShowCategoryList;
-
- //Show Cat in Top Left Mod
- HideCatTL;
-
-
- //Show Wrong Song when Tabs on Fix
- SelectNext;
- FixSelected;
- //SelectPrev;
- //CatSongs.Song[0].Visible := False;
- end
- else
- begin
- //On Escape goto Cat-List Hack End
- //Tabs off and in Search or Playlist -> Go back to Song view
- if (CatSongs.CatNumShow < -1) then
- begin
- //Atm: Set Empty Filter
- CatSongs.SetFilter('', 0);
-
- //Show Cat in Top Left Mod
- HideCatTL;
- Interaction := 0;
-
- //Show Wrong Song when Tabs on Fix
- SelectNext;
- FixSelected;
-
- ChangeMusic;
- end
- else
- begin
- Music.Stop;
- Music.PlayBack;
-
- FadeTo(@ScreenMain);
- end;
-
- end;
- end
- //When in party Mode then Ask before Close
- else if (Mode = 1) then
- begin
- Music.PlayBack;
- CheckFadeTo(@ScreenMain,'MSG_END_PARTY');
- end;
- end;
- SDLK_RETURN:
- begin
- if Length(Songs.Song) > 0 then
- begin
- {$IFDEF UseSerialPort}
- // PortWriteB($378, 0);
- {$ENDIF}
- if CatSongs.Song[Interaction].Main then
- begin // clicked on Category Button
-
- //Show Cat in Top Left Mod
- ShowCatTL (Interaction);
-
- //I := CatSongs.VisibleIndex(Interaction);
- CatSongs.ClickCategoryButton(Interaction);
- {I2 := CatSongs.VisibleIndex(Interaction);
- SongCurrent := SongCurrent - I + I2;
- SongTarget := SongTarget - I + I2; }
-
-// if I<>I2 then beep;
- // SetScroll4;
-
- //Show Wrong Song when Tabs on Fix
- SelectNext;
- FixSelected;
-
- //Play Music:
- ChangeMusic;
-
- end else begin // clicked on song
- if (Mode = 0) then //Normal Mode -> Start Song
- begin
- //Do the Action that is specified in Ini
- case Ini.OnSongClick of
- 0: StartSong;
- 1: SelectPlayers;
- 2:begin
- If (CatSongs.CatNumShow = -3) then
- ScreenSongMenu.MenuShow(SM_Playlist)
- else
- ScreenSongMenu.MenuShow(SM_Main);
- end;
- end;
- end
- else if (Mode = 1) then //PartyMode -> Show Menu
- begin
- if (Ini.PartyPopup = 1) then
- ScreenSongMenu.MenuShow(SM_Party_Main)
- else
- ScreenSong.StartSong;
- end;
- end;
- end;
- end;
-
- SDLK_M: //Show SongMenu
- begin
- if (Length(Songs.Song) > 0) then begin
- if (Mode = 0) then begin
- if not CatSongs.Song[Interaction].Main then begin // clicked on Song
- if CatSongs.CatNumShow = -3 then
- ScreenSongMenu.MenuShow(SM_Playlist)
- else
- ScreenSongMenu.MenuShow(SM_Main);
- end
- else
- begin
- ScreenSongMenu.MenuShow(SM_Playlist_Load);
- end;
- end //Party Mode -> Show Party Menu
- else ScreenSongMenu.MenuShow(SM_Party_Main);
- end;
- end;
-
- SDLK_P: //Show Playlist Menu
- begin
- if (Length(Songs.Song) > 0) AND (Mode = 0) then begin
- ScreenSongMenu.MenuShow(SM_Playlist_Load);
- end;
- end;
-
- SDLK_J: //Show Jumpto Menu
- begin
- if (Length(Songs.Song) > 0) AND (Mode = 0) then
- begin
- ScreenSongJumpto.Visible := True;
- end;
- end;
-
- SDLK_DOWN:
- begin
- if (Mode = 0) then
- begin
- //Only Change Cat when not in Playlist or Search Mode
- if (CatSongs.CatNumShow > -2) then
- begin
- //Cat Change Hack
- if Ini.Tabs_at_startup = 1 then
- begin
- I := Interaction;
- if I <= 0 then I := 1;
-
- while not catsongs.Song[I].Main do
- begin
- Inc (I);
- if (I > high(catsongs.Song)) then
- I := low(catsongs.Song);
- end;
-
- Interaction := I;
-
- //Show Cat in Top Left Mod
- ShowCatTL (Interaction);
-
- CatSongs.ClickCategoryButton(Interaction);
- SelectNext;
- FixSelected;
-
- //Play Music:
- Music.PlayChange;
- ChangeMusic;
-
- end;
-
- //
- //Cat Change Hack End}
- end;
- end;
- end;
- SDLK_UP:
- begin
- if (Mode = 0) then
- begin
- //Only Change Cat when not in Playlist or Search Mode
- if (CatSongs.CatNumShow > -2) then
- begin
- //Cat Change Hack
- if Ini.Tabs_at_startup = 1 then
- begin
- I := Interaction;
- I2 := 0;
- if I <= 0 then I := 1;
-
- while not catsongs.Song[I].Main or (I2 = 0) do
- begin
- if catsongs.Song[I].Main then
- Inc(I2);
- Dec (I);
- if (I < low(catsongs.Song)) then
- I := high(catsongs.Song);
- end;
-
- Interaction := I;
-
- //Show Cat in Top Left Mod
- ShowCatTL (I);
-
- CatSongs.ClickCategoryButton(I);
- SelectNext;
- FixSelected;
-
- //Play Music:
- Music.PlayChange;
- ChangeMusic;
- end;
- end;
- //Cat Change Hack End}
- end;
- end;
-
- SDLK_RIGHT:
- begin
- if (Length(Songs.Song) > 0) AND (Mode = 0) then begin
- Music.PlayChange;
- SelectNext;
-// InteractNext;
-// SongTarget := Interaction;
- ChangeMusic;
- SetScroll4;
- UpdateLCD;
- Light.LightOne(1, 200);
- end;
- end;
-
- SDLK_LEFT:
- begin
- if (Length(Songs.Song) > 0)AND (Mode = 0) then begin
- Music.PlayChange;
- SelectPrev;
- ChangeMusic;
- SetScroll4;
- UpdateLCD;
- Light.LightOne(0, 200);
- end;
- end;
-
- SDLK_E:
- begin
- OpenEditor;
- end;
-
- SDLK_R:
- begin
- if (Length(Songs.Song) > 0) AND (Mode = 0) then begin
-
- if (SDL_ModState = KMOD_LSHIFT) AND (Ini.Tabs_at_startup = 1) then //Random Category
- begin
- I2 := 0; //Count Cats
- for I:= low(CatSongs.Song) to high (CatSongs.Song) do
- if CatSongs.Song[I].Main then Inc(I2);
-
- I2 := Random (I2)+1; //Zufall
-
- //Find Cat:
- for I:= low(CatSongs.Song) to high (CatSongs.Song) do
- begin
- if CatSongs.Song[I].Main then
- Dec(I2);
- if (I2<=0) then
- begin
- //Show Cat in Top Left Mod
- ShowCatTL (I);
-
- Interaction := I;
-
- CatSongs.ShowCategoryList;
- CatSongs.ClickCategoryButton(I);
- SelectNext;
- FixSelected;
- break;
- end;
- end;
-
-
- end
- else if (SDL_ModState = KMOD_LCTRL) AND (Ini.Tabs_at_startup = 1) then //random in All Categorys
- begin
- repeat
- I2 := Random(high(CatSongs.Song)+1) - low(CatSongs.Song)+1;
- until CatSongs.Song[I2].Main = false;
-
- //Search Cat
- for I := I2 downto low(CatSongs.Song) do
- begin
- if CatSongs.Song[I].Main then
- break;
- end;
- //In I ist jetzt die Kategorie in I2 der Song
-
- //Choose Cat
- CatSongs.ShowCategoryList;
-
- //Show Cat in Top Left Mod
- ShowCatTL (I);
-
- CatSongs.ClickCategoryButton(I);
- SelectNext;
-
- //Fix: Not Existing Song selected:
- //if (I+1=I2) then Inc(I2);
-
- //Choose Song
- SkipTo(I2-I);
-
- end
- else //Random in one Category
- begin
- SkipTo(Random(CatSongs.VisibleSongs));
- end;
- Music.PlayChange;
-
- ChangeMusic;
- SetScroll4;
- UpdateLCD;
- end;
- end;
-
- SDLK_1:
- begin //Jocker
- if (Mode = 1) AND (PartySession.Teams.NumTeams >= 1) AND (PartySession.Teams.Teaminfo[0].Joker > 0) then
- begin
- //Joker spielen
- Dec(PartySession.Teams.Teaminfo[0].Joker);
- SelectRandomSong;
- SetJoker;
- end;
- end;
-
- SDLK_2:
- begin //Jocker
- if (Mode = 1) AND (PartySession.Teams.NumTeams >= 2) AND (PartySession.Teams.Teaminfo[1].Joker > 0) then
- begin
- //Joker spielen
- Dec(PartySession.Teams.Teaminfo[1].Joker);
- SelectRandomSong;
- SetJoker;
- end;
- end;
-
- SDLK_3:
- begin //Jocker
- if (Mode = 1) AND (PartySession.Teams.NumTeams >= 3) AND (PartySession.Teams.Teaminfo[2].Joker > 0) then
- begin
- //Joker spielen
- Dec(PartySession.Teams.Teaminfo[2].Joker);
- SelectRandomSong;
- SetJoker;
- end;
- end;
- end;
- end;
-end;
-
-constructor TScreenSong.Create;
-var
- Pet: integer;
- I: integer;
-Label CreateSongButtons;
-begin
- inherited Create;
-
- LoadFromTheme(Theme.Song);
-
- TextArtist := AddText(Theme.Song.TextArtist);
- TextTitle := AddText(Theme.Song.TextTitle);
- TextNumber := AddText(Theme.Song.TextNumber);
-
- //Show Cat in Top Left mod
- TextCat := AddText(Theme.Song.TextCat);
- StaticCat := AddStatic(Theme.Song.StaticCat);
-
- //Show Video Icon Mod
- VideoIcon := AddStatic(Theme.Song.VideoIcon);
-
- //Party Mode
- StaticTeam1Joker1 := AddStatic(Theme.Song.StaticTeam1Joker1);
- StaticTeam1Joker2 := AddStatic(Theme.Song.StaticTeam1Joker2);
- StaticTeam1Joker3 := AddStatic(Theme.Song.StaticTeam1Joker3);
- StaticTeam1Joker4 := AddStatic(Theme.Song.StaticTeam1Joker4);
- StaticTeam1Joker5 := AddStatic(Theme.Song.StaticTeam1Joker5);
-
- StaticTeam2Joker1 := AddStatic(Theme.Song.StaticTeam2Joker1);
- StaticTeam2Joker2 := AddStatic(Theme.Song.StaticTeam2Joker2);
- StaticTeam2Joker3 := AddStatic(Theme.Song.StaticTeam2Joker3);
- StaticTeam2Joker4 := AddStatic(Theme.Song.StaticTeam2Joker4);
- StaticTeam2Joker5 := AddStatic(Theme.Song.StaticTeam2Joker5);
-
- StaticTeam3Joker1 := AddStatic(Theme.Song.StaticTeam3Joker1);
- StaticTeam3Joker2 := AddStatic(Theme.Song.StaticTeam3Joker2);
- StaticTeam3Joker3 := AddStatic(Theme.Song.StaticTeam3Joker3);
- StaticTeam3Joker4 := AddStatic(Theme.Song.StaticTeam3Joker4);
- StaticTeam3Joker5 := AddStatic(Theme.Song.StaticTeam3Joker5);
-
- //Load Party or NonParty specific Statics and Texts
- SetLength(StaticParty, Length(Theme.Song.StaticParty));
- for I := 0 to High(Theme.Song.StaticParty) do
- StaticParty[I] := AddStatic(Theme.Song.StaticParty[I]);
-
- SetLength(TextParty, Length(Theme.Song.TextParty));
- for I := 0 to High(Theme.Song.TextParty) do
- TextParty[I] := AddText(Theme.Song.TextParty[I]);
-
- SetLength(StaticNonParty, Length(Theme.Song.StaticNonParty));
- for I := 0 to High(Theme.Song.StaticNonParty) do
- StaticNonParty[I] := AddStatic(Theme.Song.StaticNonParty[I]);
-
- SetLength(TextNonParty, Length(Theme.Song.TextNonParty));
- for I := 0 to High(Theme.Song.TextNonParty) do
- TextNonParty[I] := AddText(Theme.Song.TextNonParty[I]);
-
- // Song List
-// Songs.LoadSongList; // moved to the UltraStar unit
- CatSongs.Refresh;
-
- if (length(CatSongs.Song) > 0) then
- begin
- //Set Length of Button Array one Time Instead of one time for every Song
- SetButtonLength(Length(CatSongs.Song));
-
- I := 0;
- CreateSongButtons:
-
- try
- for Pet := I to High(CatSongs.Song) do begin // creating all buttons
- // new
- Texture.Limit := 512;// 256 0.4.2 value, 512 in 0.5.0
-
- if not FileExists(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover) then
- CatSongs.Song[Pet].Cover := ''; // 0.5.0: if cover not found then show 'no cover'
-
- if CatSongs.Song[Pet].Cover = '' then
- AddButton(300 + Pet*250, 140, 200, 200, Skin.GetTextureFileName('SongCover'), 'JPG', 'Plain', Theme.Song.Cover.Reflections)
- else begin
- // cache texture if there is a need to this
- if not Covers.CoverExists(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover) then begin
- Texture.CreateCacheMipmap := true;
- Texture.GetTexture(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, 'Plain', true); // preloads textures and creates cache mipmap
- Texture.CreateCacheMipmap := false;
-
- // puts this texture to the cache file
- Covers.AddCover(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover);
-
- // unload full size texture
- Texture.UnloadTexture(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, false);
-
- // we should also add mipmap texture by calling createtexture and use mipmap cache as data source
- end;
-
- // and now load it from cache file (small place for the optimization by eliminating reading it from file, but not here)
- AddButton(300 + Pet*250, 140, 200, 200, CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, 'JPG', 'Plain', Theme.Song.Cover.Reflections);
- end;
- Texture.Limit := 1024*1024;
- I := -1;
- end;
- except
- //When Error is reported the First time for this Song
- if (I <> Pet) then
- begin
- //Some Error reporting:
- Log.LogError('Could not load Cover: ' + CatSongs.Song[Pet].Cover);
-
- //Change Cover to NoCover and Continue Loading
- CatSongs.Song[Pet].Cover := '';
- I := Pet;
- end
- else //when Error occurs Multiple Times(NoSong Cover is damaged), then start loading next Song
- begin
- Log.LogError('NoCover Cover is damaged!');
- try
- AddButton(300 + Pet*250, 140, 200, 200, '', 'JPG', 'Plain', Theme.Song.Cover.Reflections);
- except
- Messagebox(0, PChar('No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.'), PChar(Language.Translate('US_VERSION')), MB_ICONERROR or MB_OK);
- Halt;
- end;
- I := Pet + 1;
- end;
- end;
-
- if (I <> -1) then
- GoTo CreateSongButtons;
-
- end;
-
- // Randomize Patch
- Randomize;
- //Equalizer
- SetLength(EqualizerBands, Theme.Song.Equalizer.Bands);
- //ClearArray
- For I := low(EqualizerBands) to high(EqualizerBands) do
- EqualizerBands[I] := 3;
-
- if (Length(CatSongs.Song) > 0) then
- Interaction := 0;
-end;
-
-procedure TScreenSong.SetScroll;
-var
- VS, B: Integer;
-begin
- VS := CatSongs.VisibleSongs;
- if VS > 0 then
- begin
- //Set Positions
- Case Theme.Song.Cover.Style of
- 3: SetScroll3;
- 5:begin
- if VS > 5 then
- SetScroll5
- else
- SetScroll4;
- end;
- 6: SetScroll6;
- else SetScroll4;
- end;
- //Set Visibility of Video Icon
- Static[VideoIcon].Visible := (CatSongs.Song[Interaction].Video <> '');
-
- //Set Texts:
- Text[TextArtist].Text := CatSongs.Song[Interaction].Artist;
- Text[TextTitle].Text := CatSongs.Song[Interaction].Title;
- if (Ini.Tabs_at_startup = 1) And (CatSongs.CatNumShow = -1) then
- begin
- Text[TextNumber].Text := IntToStr(CatSongs.Song[Interaction].OrderNum) + '/' + IntToStr(CatSongs.CatCount);
- Text[TextTitle].Text := '(' + IntToStr(CatSongs.Song[Interaction].CatNumber) + ' ' + Language.Translate('SING_SONGS_IN_CAT') + ')';
- end
- else if (CatSongs.CatNumShow = -2) then
- Text[TextNumber].Text := IntToStr(CatSongs.VisibleIndex(Interaction)+1) + '/' + IntToStr(VS)
- else if (CatSongs.CatNumShow = -3) then
- Text[TextNumber].Text := IntToStr(CatSongs.VisibleIndex(Interaction)+1) + '/' + IntToStr(VS)
- else if (Ini.Tabs_at_startup = 1) then
- Text[TextNumber].Text := IntToStr(CatSongs.Song[Interaction].CatNumber) + '/' + IntToStr(CatSongs.Song[Interaction - CatSongs.Song[Interaction].CatNumber].CatNumber)
- else
- Text[TextNumber].Text := IntToStr(Interaction+1) + '/' + IntToStr(Length(CatSongs.Song));
- end
- else
- begin
- Text[TextNumber].Text := '0/0';
- Text[TextArtist].Text := '';
- Text[TextTitle].Text := '';
- for B := 0 to High(Button) do
- Button[B].Visible := False;
-
- end;
-end;
-
-procedure TScreenSong.SetScroll1;
-var
- B: integer; // button
- BMin: integer; // button min
- BMax: integer; // button max
- Src: integer;
-// Dst: integer;
- Count: integer; // Dst is not used. Count is used.
- Ready: boolean;
-
- VisCount: integer; // count of visible (or selectable) buttons
- VisInt: integer; // visible position of interacted button
- Typ: integer; // 0 when all songs fits the screen
- Placed: integer; // number of placed visible buttons
-begin
-// Src := 0;
-// Dst := -1;
- Count := 1;
- Typ := 0;
- Ready := false;
- Placed := 0;
-
- VisCount := 0;
- for B := 0 to High(Button) do
- if CatSongs.Song[B].Visible then Inc(VisCount);
-
- VisInt := 0;
- for B := 0 to Interaction-1 do
- if CatSongs.Song[B].Visible then Inc(VisInt);
-
-
- if VisCount <= 6 then begin
- Typ := 0;
- end else begin
- if VisInt <= 3 then begin
- Typ := 1;
- Count := 7;
- Ready := true;
- end;
-
- if (VisCount - VisInt) <= 3 then begin
- Typ := 2;
- Count := 7;
- Ready := true;
- end;
-
- if not Ready then begin
- Typ := 3;
- Src := Interaction;
- end;
- end;
-
-
-
- // hide all buttons
- for B := 0 to High(Button) do begin
- Button[B].Visible := false;
- Button[B].Selectable := CatSongs.Song[B].Visible;
- end;
-
-{ for B := Src to Dst do begin
-// Button[B].Visible := true;
- Button[B].Visible := CatSongs.Song[B].Visible;
- Button[B].Selectable := Button[B].Visible;
- Button[B].Y := 140 + (B-Src) * 60;
- end;}
-
-
- if Typ = 0 then begin
- for B := 0 to High(Button) do begin
- if CatSongs.Song[B].Visible then begin
- Button[B].Visible := true;
- Button[B].Y := 140 + (Placed) * 60;
- Inc(Placed);
- end;
- end;
- end;
-
- if Typ = 1 then begin
- B := 0;
- while (Count > 0) do begin
- if CatSongs.Song[B].Visible then begin
- Button[B].Visible := true;
- Button[B].Y := 140 + (Placed) * 60;
- Inc(Placed);
- Dec(Count);
- end;
- Inc(B);
- end;
- end;
-
- if Typ = 2 then begin
- B := High(Button);
- while (Count > 0) do begin
- if CatSongs.Song[B].Visible then begin
- Button[B].Visible := true;
- Button[B].Y := 140 + (6-Placed) * 60;
- Inc(Placed);
- Dec(Count);
- end;
- Dec(B);
- end;
- end;
-
- if Typ = 3 then begin
- B := Src;
- Count := 4;
- while (Count > 0) do begin
- if CatSongs.Song[B].Visible then begin
- Button[B].Visible := true;
- Button[B].Y := 140 + (3+Placed) * 60;
- Inc(Placed);
- Dec(Count);
- end;
- Inc(B);
- end;
-
- B := Src-1;
- Placed := 0;
- Count := 3;
- while (Count > 0) do begin
- if CatSongs.Song[B].Visible then begin
- Button[B].Visible := true;
- Button[B].Y := 140 + (2-Placed) * 60;
- Inc(Placed);
- Dec(Count);
- end;
- Dec(B);
- end;
-
- end;
-
- if Length(Button) > 0 then
- Static[1].Texture.Y := Button[Interaction].Y - 5; // selection texture
-end;
-
-procedure TScreenSong.SetScroll2;
-var
- B: integer;
- Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu
- Wsp2: real;
-begin
- // liniowe
- for B := 0 to High(Button) do
- Button[B].X := 300 + (B - Interaction) * 260;
-
- if Length(Button) >= 3 then begin
- if Interaction = 0 then
- Button[High(Button)].X := 300 - 260;
-
- if Interaction = High(Button) then
- Button[0].X := 300 + 260;
- end;
-
- // kolowe
-{ for B := 0 to High(Button) do begin
- Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd.
- Wsp2 := Wsp / Length(Button);
- Button[B].X := 300 + 10000 * sin(2*pi*Wsp2);
-// Button[B].Y := 140 + 50 * ;
- end;}
-end;
-
-procedure TScreenSong.SetScroll3; // with slide
-var
- B: integer;
- Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu
- Wsp2: real;
-begin
- SongTarget := Interaction;
-
- // liniowe
- for B := 0 to High(Button) do
- begin
- Button[B].X := 300 + (B - SongCurrent) * 260;
- if (Button[B].X < -Button[B].W) OR (Button[B].X > 800) then
- Button[B].Visible := False
- else
- Button[B].Visible := True;
- end;
-
-{ if Length(Button) >= 3 then begin
- if Interaction = 0 then
- Button[High(Button)].X := 300 - 260;
-
- if Interaction = High(Button) then
- Button[0].X := 300 + 260;
- end;}
-
- // kolowe
-{ for B := 0 to High(Button) do begin
- Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd.
- Wsp2 := Wsp / Length(Button);
- Button[B].X := 300 + 10000 * sin(2*pi*Wsp2);
-// Button[B].Y := 140 + 50 * ;
- end;}
-end;
-
-procedure TScreenSong.SetScroll4; // rotate
-var
- B: integer;
- Wsp: real;
- Z, Z2: real;
- VS: integer;
-begin
- VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important
-
- // kolowe
- for B := 0 to High(Button) do begin
- Button[B].Visible := CatSongs.Song[B].Visible; // nowe
- if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed
-
- Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms
-
- Z := (1 + cos(Wsp)) / 2;
- Z2 := (1 + 2*Z) / 3;
-
-
- Button[B].X := Theme.Song.Cover.X + (0.185 * Theme.Song.Cover.H * VS * sin(Wsp)) * Z2 - ((Button[B].H - Theme.Song.Cover.H)/2); // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs
- Button[B].Z := Z / 2 + 0.3;
-
- Button[B].W := Theme.Song.Cover.H * Z2;
-
-// Button[B].Y := {50 +} 140 + 50 - 50 * Z2;
- Button[B].Y := Theme.Song.Cover.Y + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7 ;
- Button[B].H := Button[B].W;
- end;
- end;
-end;
-
-(*
-procedure TScreenSong.SetScroll4; // rotate
-var
- B: integer;
- Wsp: real;
- Z: real;
- Z2, Z3: real;
- VS: integer;
- function modreal (const X, Y: real):real;
- begin
- Result := Frac(x / y) * y;
- if Result < -3 then
- Result := Result + Y
- else if Result > 3 then
- Result := Result - Y;
- end;
-begin
- VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important
- Z3 := 1;
- if VS < 12 then
- Z2 := VS
- else
- Z2 := 12;
-
- // kolowe
- for B := 0 to High(Button) do begin
- Button[B].Visible := CatSongs.Song[B].Visible; // nowe
- if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed
- if ((ModReal(CatSongs.VisibleIndex(B) - SongCurrent, VS)>-3) AND (ModReal(CatSongs.VisibleIndex(B) - SongCurrent, VS)<3)) then
- begin
- if CatSongs.VisibleIndex(B)> SongCurrent then
- Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / Z2
- else
- Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / Z2;
-
- Z3 := 2;
- Z := (1 + cos(Wsp)) / 2;
- //Z2 := (1 + 2*Z) / 3;
- //Z2 := (0.5 + Z/2);
- //Z2 := sin(Wsp);
-
- //Z2 := Power (Z2,Z3);
-
- Button[B].W := Theme.Song.CoverW * Power(cos(Wsp), Z3);//Power(Z2, 3);
-
- //Button[B].X := Theme.Song.CoverX + ({Theme.Song.CoverX + Theme.Song.CoverW/2 + Theme.Song.CoverW*0.18 * VS {CatSongs.VisibleSongs {Length(Button) * sin(Wsp) {- Theme.Song.CoverX - Theme.Song.CoverW) * Z2; // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs
- if (sin(Wsp)<0) then
- Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX + Theme.Song.CoverW - Button[B].W
- else //*Theme.Song.CoverW*0.004*Z3
- Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX;
- Button[B].Z := Z-0.00001;
-
-// Button[B].Y := {50 + 140 + 50 - 50 * Z2;
- // Button[B].Y := (Theme.Song.CoverY + 40 + 50 - 50 * Z2);
- Button[B].Y := (Theme.Song.CoverY + Theme.Song.CoverW - Button[B].W);
- Button[B].H := Button[B].W;
- Button[B].Visible := True;
- end
- {else if (((CatSongs.VisibleIndex(B) - SongCurrent)>-3) AND ((CatSongs.VisibleIndex(B) - SongCurrent)<3)) OR ((round (CatSongs.VisibleIndex(B) - SongCurrent) mod VS > -3) AND ((CatSongs.VisibleIndex(B) - SongCurrent)<3)) then
- begin
- Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / 12 ;// 0.5.0 (II): takes another 16ms
-
- Z := (1 + cos(Wsp)) / 2 -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers
-
- Button[B].W := Theme.Song.CoverW * Power(cos(Wsp), Z3);//Power(Z2, 3);
-
- if (sin(Wsp)<0) then
- Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX + Theme.Song.CoverW - Button[B].W
- else
- Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX;
-
- Button[B].Z := Z;
-
- Button[B].Y := (Theme.Song.CoverY + Theme.Song.CoverW - Button[B].W);
-
- Button[B].H := Button[B].W;
- Button[B].Visible := True;
- end
- else Button[B].Visible := False;
- end;
- end;
-end; *)
-
-procedure TScreenSong.SetScroll5; // rotate
-var
- B: integer;
- Angle: real;
- Pos: Real;
- VS: integer;
- diff: real;
- X: Real;
- helper: real;
-begin
- VS := CatSongs.VisibleSongs; // cache Visible Songs
- {Vars
- Theme.Song.CoverW: Radius des Kreises
- Theme.Song.CoverX: X Pos Linke Kante des gewählten Covers
- Theme.Song.CoverX: Y Pos Obere Kante des gewählten Covers
- Theme.Song.CoverH: Höhe der Cover
-
- (CatSongs.VisibleIndex(B) - SongCurrent)/VS = Abstand zum MIttleren Cover in %
- }
-
- //Change Pos of all Buttons
- for B := low(Button) to high(Button) do
- begin
- Button[B].Visible := CatSongs.Song[B].Visible; //Adjust Visibility
- if Button[B].Visible then //Only Change Pos for Visible Buttons
- begin
- Pos := (CatSongs.VisibleIndex(B) - SongCurrent);
- if (Pos < -VS/2) then
- Pos := Pos + VS
- else if (Pos > VS/2) then
- Pos := Pos - VS;
-
- if (Abs(Pos) < 2.5) then {fixed Positions}
- begin
- Angle := Pi * (Pos / 5);
-// Button[B].Visible := False;
-
- Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8));//Power(Z2, 3);
-
-// Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
- Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
-
- Button[B].Z := 0.95 - Abs(Pos) * 0.01;
-
- Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Abs(Theme.Song.Cover.H * cos(Angle))) * 0.5);
-
- Button[B].W := Button[B].H;
-
- Diff := (Button[B].H - Theme.Song.Cover.H)/2;
-
-
- X := Sin(Angle*1.3)*0.9;
-
- Button[B].X := Theme.Song.Cover.X + Theme.Song.Cover.W * X - Diff;
-
- end
- else
- begin {Behind the Front Covers}
-
- // limit-bg-covers hack
- if (abs(abs(Pos)-VS/2)>10) then Button[B].Visible:=False;
- // end of limit-bg-covers hack
-
- if Pos < 0 then
- Pos := (Pos - VS/2)/VS
- else
- Pos := (Pos + VS/2)/VS;
-
- Angle := pi * Pos*2;
- if VS > 24 then
- begin
- if Angle < 0 then helper:=-1 else helper:=1;
- Angle:=2*pi-abs(Angle);
- Angle:=Angle*(VS/24);
- Angle:=(2*pi-Angle)*helper;
- end;
-
- Button[B].Z := (0.4 - Abs(Pos/4)) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers
-
- Button[B].H :=0.6*(Theme.Song.Cover.H-Abs(Theme.Song.Cover.H * cos(Angle/2)*0.8));//Power(Z2, 3);
-
- Button[B].W := Button[B].H;
-
- Button[B].Y := Theme.Song.Cover.Y - (Button[B].H - Theme.Song.Cover.H)*0.75;
-
-// Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
- Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
-
- Diff := (Button[B].H - Theme.Song.Cover.H)/2;
-
- Button[B].X := Theme.Song.Cover.X+Theme.Song.Cover.H/2-Button[b].H/2+Theme.Song.Cover.W/320*((Theme.Song.Cover.H)*sin(Angle/2)*1.52);
-
- end;
-
- //Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H)/1.5); //Cover at down border of the change field
-// Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H) * 0.7);
-
- end;
- end;
-end;
-
-procedure TScreenSong.SetScroll6; // rotate (slotmachine style)
-var
- B: integer;
- Angle: real;
- Pos: Real;
- VS: integer;
- diff: real;
- X: Real;
- Wsp: real;
- Z, Z2: real;
-begin
- VS := CatSongs.VisibleSongs; // cache Visible Songs
- if VS <=5 then begin
- // kolowe
- for B := 0 to High(Button) do
- begin
- Button[B].Visible := CatSongs.Song[B].Visible; // nowe
- if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed
-
- Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms
-
- Z := (1 + cos(Wsp)) / 2;
- Z2 := (1 + 2*Z) / 3;
-
-
- Button[B].Y := Theme.Song.Cover.Y + (0.185 * Theme.Song.Cover.H * VS * sin(Wsp)) * Z2 - ((Button[B].H - Theme.Song.Cover.H)/2); // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs
- Button[B].Z := Z / 2 + 0.3;
-
- Button[B].W := Theme.Song.Cover.H * Z2;
-
-// Button[B].Y := {50 +} 140 + 50 - 50 * Z2;
- Button[B].X := Theme.Song.Cover.X + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7 ;
- Button[B].H := Button[B].W;
- end;
- end;
- end
- else begin
-
- //Change Pos of all Buttons
- for B := low(Button) to high(Button) do
- begin
- Button[B].Visible := CatSongs.Song[B].Visible; //Adjust Visibility
- if Button[B].Visible then //Only Change Pos for Visible Buttons
- begin
- Pos := (CatSongs.VisibleIndex(B) - SongCurrent);
- if (Pos < -VS/2) then
- Pos := Pos + VS
- else if (Pos > VS/2) then
- Pos := Pos - VS;
-
- if (Abs(Pos) < 2.5) then {fixed Positions}
- begin
- Angle := Pi * (Pos / 5);
-// Button[B].Visible := False;
-
- Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8));//Power(Z2, 3);
-
- Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
-
- Button[B].Z := 0.95 - Abs(Pos) * 0.01;
-
- Button[B].X := (Theme.Song.Cover.X + (Theme.Song.Cover.H - Abs(Theme.Song.Cover.H * cos(Angle))) * 0.5);
-
- Button[B].W := Button[B].H;
-
- Diff := (Button[B].H - Theme.Song.Cover.H)/2;
-
-
- X := Sin(Angle*1.3)*0.9;
-
- Button[B].Y := Theme.Song.Cover.Y + Theme.Song.Cover.W * X - Diff;
- end
- else
- begin {Behind the Front Covers}
-
- // limit-bg-covers hack
- if (abs(VS/2-abs(Pos))>10) then Button[B].Visible:=False;
- if VS > 25 then VS:=25;
- // end of limit-bg-covers hack
-
- if Pos < 0 then
- Pos := (Pos - VS/2)/VS
- else
- Pos := (Pos + VS/2)/VS;
-
- Angle := pi * Pos*2;
-
- Button[B].Z := (0.4 - Abs(Pos/4)) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers
-
- Button[B].H :=0.6*(Theme.Song.Cover.H-Abs(Theme.Song.Cover.H * cos(Angle/2)*0.8));//Power(Z2, 3);
-
- Button[B].W := Button[B].H;
-
- Button[B].X := Theme.Song.Cover.X - (Button[B].H - Theme.Song.Cover.H)*0.5;
-
-
- Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H;
-
- Button[B].Y := Theme.Song.Cover.Y+Theme.Song.Cover.H/2-Button[b].H/2+Theme.Song.Cover.W/320*(Theme.Song.Cover.H*sin(Angle/2)*1.52);
- end;
- end;
- end;
- end;
-end;
-
-
-procedure TScreenSong.onShow;
-begin
- Music.Stop;
-
- if Ini.Players <= 3 then PlayersPlay := Ini.Players + 1;
- if Ini.Players = 4 then PlayersPlay := 6;
-
- //Cat Mod etc
- if (Ini.Tabs_at_startup = 1) AND (CatSongs.CatNumShow = -1) then
- begin
- CatSongs.ShowCategoryList;
- FixSelected;
- //Show Cat in Top Left Mod
- HideCatTL;
- end;
-
-
- if Length(CatSongs.Song) > 0 then begin
- //Load Music only when Song Preview is activated
- if (Ini.PreviewVolume <> 0) then
- begin
- Music.SetLoop(false);
- Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3);
- Music.MoveTo(Music.Length / 4);
- Music.Play;
-
- //Set Preview Volume
- Music.SetMusicVolume (Ini.PreviewVolume * 10);
- {//if Music Fade is activated, Set Volume to 0 %
- if (Ini.PreviewFading <> 0) then
- Music.SetMusicVolume(0);}
- end;
-
- SetScroll;
- UpdateLCD;
- end;
-
- //Playlist Mode
- if (Mode = 0) then
- begin
- //If Playlist Shown -> Select Next automatically
- if (CatSongs.CatNumShow = -3) then
- begin
- SelectNext;
- ChangeMusic;
- end;
- end
- //Party Mode
- else if (Mode = 1) then
- begin
-
- SelectRandomSong;
- //Show Menu directly in PartyMode
- //But only if selected in Options
- if (Ini.PartyPopup = 1) then
- begin
- ScreenSongMenu.MenuShow(SM_Party_Main);
- end;
-
-
- end;
-
- SetJoker;
- SetStatics;
-end;
-
-procedure TScreenSong.onHide;
-begin
- //When Music Fading is activated, Turn Music to 100 %
- If (Ini.PreviewVolume <> 100) or (Ini.PreviewFading <> 0) then
- Music.SetMusicVolume(100);
-
- //If Preview is deactivated: Load MUsicfile now
- If (Ini.PreviewVolume = 0) then
- Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3);
-
- //When hide then Stop Music (For Party Mode Popup on Exit)
- if (Display.NextScreen <> @ScreenSing) and (Display.NextScreen <> @ScreenSingModi) and (Music <> nil) then
- Music.Stop;
-end;
-
-procedure TScreenSong.DrawExtensions;
-begin
- //Draw Song Menu
- if (ScreenSongMenu.Visible) then
- begin
- ScreenSongMenu.Draw;
- end
- else if (ScreenSongJumpto.Visible) then
- begin
- ScreenSongJumpto.Draw;
- end
-end;
-
-function TScreenSong.Draw: boolean;
-var
- dx: real;
- dt: real;
- I: Integer;
-begin
- dx := SongTarget-SongCurrent;
- dt := TimeSkip*7;
- if dt > 1 then dt := 1;
- SongCurrent := SongCurrent + dx*dt;
-
-{ if SongCurrent > Catsongs.VisibleSongs then begin
- SongCurrent := SongCurrent - Catsongs.VisibleSongs;
- SongTarget := SongTarget - Catsongs.VisibleSongs;
- end;}
-
-// Log.BenchmarkStart(5);
- SetScroll;
-// Log.BenchmarkEnd(5);
-// Log.LogBenchmark('SetScroll4', 5);
-
- //Fading Functions, Only if Covertime is under 5 Seconds
- If (CoverTime < 5) then
- begin
- // 0.5.0: cover fade
- if (CoverTime < 1) and (CoverTime + TimeSkip >= 1) then begin
- // load new texture
- Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false);
- Button[Interaction].Texture.Alpha := 1;
- Button[Interaction].Texture2 := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false);
- Button[Interaction].Texture2.Alpha := 1;
- end;
-
- //Song Fade
- if (CatSongs.VisibleSongs > 0) AND (Ini.PreviewVolume <> 0) AND (Not CatSongs.Song[Interaction].Main) AND (Ini.PreviewFading <> 0) then
- begin
- //Start Song Fade after a little Time, to prevent Song to be Played on Scrolling
- if (CoverTime < 0.2) and (CoverTime + TimeSkip >= 0.2) then
- Music.Play;
-
- //Update Song Volume
- if (CoverTime < Ini.PreviewFading) then
- Music.SetMusicVolume(Round (CoverTime * Ini.PreviewVolume / Ini.PreviewFading * 10))
- else
- Music.SetMusicVolume(Ini.PreviewVolume * 10);
-
- end;
-
-
- //Update Fading Time
- CoverTime := CoverTime + TimeSkip;
-
- //Update Fading Texture
- Button[Interaction].Texture2.Alpha := (CoverTime - 1) * 1.5;
- if Button[Interaction].Texture2.Alpha > 1 then Button[Interaction].Texture2.Alpha := 1;
-
- end;
-
- //inherited Draw;
- //heres a little Hack, that causes the Statics
- //are Drawn after the Buttons because of some Blending Problems.
- //This should cause no Problems because all Buttons on this screen
- //Has Z Position.
- //Draw BG
- DrawBG;
-
- //Instead of Draw FG Procedure:
- //We draw Buttons for our own
- for I := 0 to Length(Button) - 1 do
- Button[I].Draw;
-
- // Statics
- for I := 0 to Length(Static) - 1 do
- Static[I].Draw;
-
- // and texts
- for I := 0 to Length(Text) - 1 do
- Text[I].Draw;
-
-
- //Draw Equalizer
- if Theme.Song.Equalizer.Visible then
- DrawEqualizer;
-
- DrawExtensions;
-
-end;
-
-procedure TScreenSong.SelectNext;
-var
- Skip: integer;
- I: integer;
- VS: Integer;
-begin
- VS := CatSongs.VisibleSongs;
-
- if VS > 0 then
- begin
- UnLoadDetailedCover;
-
- Skip := 1;
-
- // this 1 could be changed by CatSongs.FindNextVisible
- while (not CatSongs.Song[(Interaction + Skip) mod Length(Interactions)].Visible) do Inc(Skip);
-
- SongTarget := SongTarget + 1;//Skip;
-
- Interaction := (Interaction + Skip) mod Length(Interactions);
-
- // try to keep all at the beginning
- if SongTarget > VS-1 then begin
- SongTarget := SongTarget - VS;
- SongCurrent := SongCurrent - VS;
- end;
-
- end;
- // Interaction -> Button, ktorego okladke przeczytamy
- // Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false); // 0.5.0: show uncached texture
-end;
-
-procedure TScreenSong.SelectPrev;
-var
- Skip: integer;
- I: integer;
- VS: Integer;
-begin
- VS := CatSongs.VisibleSongs;
-
- if VS > 0 then
- begin
- UnLoadDetailedCover;
-
- Skip := 1;
-
- while (not CatSongs.Song[(Interaction - Skip + Length(Interactions)) mod Length(Interactions)].Visible) do Inc(Skip);
- SongTarget := SongTarget - 1;//Skip;
-
- Interaction := (Interaction - Skip + Length(Interactions)) mod Length(Interactions);
-
- // try to keep all at the beginning
- if SongTarget < 0 then begin
- SongTarget := SongTarget + CatSongs.VisibleSongs;
- SongCurrent := SongCurrent + CatSongs.VisibleSongs;
- end;
-
- // Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false); // 0.5.0: show uncached texture
- end;
-end;
-
-procedure TScreenSong.UpdateLCD;
-begin
- LCD.HideCursor;
- LCD.Clear;
- LCD.WriteText(1, Text[TextArtist].Text);
- LCD.WriteText(2, Text[TextTitle].Text);
-end;
-
-//Procedure Change current played Preview
-procedure TScreenSong.ChangeMusic;
-begin
- //When Music Preview is avtivated -> then Change Music
- if (Ini.PreviewVolume <> 0) then
- begin
- if (NOT CatSongs.Song[Interaction].Main) AND(CatSongs.VisibleSongs > 0) then
- begin
- Music.Close;
- if Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3) then begin
- Music.MoveTo(Music.Length / 4);
- //If Song Fading is activated then don't Play directly, and Set Volume to Null, else Play normal
- if (Ini.PreviewFading = 0) then
- Music.Play
- else
- Music.SetMusicVolume(0);
- end;
- end
- else
- Music.Stop;
- end;
-end;
-
-procedure TScreenSong.SkipTo(Target: Cardinal); // 0.5.0
-var
- Skip: integer;
- I: integer;
-begin
- UnLoadDetailedCover;
-
- Interaction := High(CatSongs.Song);
- SongTarget := 0;
-
- for I := 1 to Target+1 do
- SelectNext;
-
- FixSelected2;
-end;
-
-procedure TScreenSong.DrawEqualizer;
-var
- Data: TFFTData; //Audio Data
- I, J: Integer;
- Res: byte;
- A, B: Integer;
- PosX, PosY: Integer;
- Pos: Real;
-begin
-if (not Music.Finished) AND (Theme.Song.Equalizer.Length > 0) then
-begin
-
-
- A := GetTickCount div 44;
-
- if (A <> EqualizerTime) then
- begin
- EqualizerTime := A;
- Data := Music.GetFFTData;
-
- B:=0;
- Pos := 0;
- Res := ceil(92/Theme.Song.Equalizer.Bands);//How much channels are used for one Band
-
- //Change Lengths
- for I := 0 to (Res * Theme.Song.Equalizer.Bands - 1) do
- begin
- A := floor(I/Res);
-
- if (A<>B) then //Band changed
- begin
- if (Pos <= Theme.Song.Equalizer.Length) then
- begin
- if ((Pos < EqualizerBands[B]) AND (EqualizerBands[B]>1)) then
- EqualizerBands[B] := EqualizerBands[B] - 1
- else
- EqualizerBands[B] := floor(Pos);
- end
- else
- EqualizerBands[B] := 1;
-
- B := A;
- Pos := 0;
- end;
-
- if I > 35 then
- Data[i] := Data[i] * 8
- else if I > 11 then
- Data[i] := Data[i] * 4.5
- else
- Data[i] := Data[i] * 1.1;
-
- if (Data[i] >= 1) then
- Data[i] := 0.9999999999999;
-
- if Data[i]*Theme.Song.Equalizer.Length > Pos then
- Pos := Data[i]*Theme.Song.Equalizer.Length;
- end;
-
- //Change Last Band
- if (EqualizerBands[B] <= Theme.Song.Equalizer.Length) then
- begin
- if ((Pos < EqualizerBands[B]) AND (EqualizerBands[B]>1)) then
- EqualizerBands[B] := EqualizerBands[B] - 1
- else
- EqualizerBands[B] := floor(Pos)
- end
- else
- EqualizerBands[B] := 1;
- end;
-
- //Draw every Channel
- glColor4f(Theme.Song.Equalizer.ColR, Theme.Song.Equalizer.ColG, Theme.Song.Equalizer.ColB, Theme.Song.Equalizer.Alpha); //Set Color
- glDisable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
-
- PosY := Theme.Song.Equalizer.Y;
- PosX := Theme.Song.Equalizer.X;
-
- For I := 0 to Theme.Song.Equalizer.Bands-1 do
- begin
- if Theme.Song.Equalizer.Direction then
- PosY := Theme.Song.Equalizer.Y //+ (Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space) * Theme.Song.Equalizer.Length
- else
- PosX := Theme.Song.Equalizer.X;
- //Draw for every visible quad
- for J := 1 to EqualizerBands[I] do
- begin
- glBegin(GL_QUADS);
- glVertex3f(PosX, PosY, Theme.Song.Equalizer.Z);
- glVertex3f(PosX, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z);
- glVertex3f(PosX+Theme.Song.Equalizer.W, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z);
- glVertex3f(PosX+Theme.Song.Equalizer.W, PosY, Theme.Song.Equalizer.Z);
- glEnd;
-
- if Theme.Song.Equalizer.Direction then //Vertically
- PosY := PosY - Theme.Song.Equalizer.H - Theme.Song.Equalizer.Space
- else //Horizontally
- PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space;
- end;
- if Theme.Song.Equalizer.Direction then //Horizontally
- PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space
- else //Vertically
- PosY := PosY + Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space;
- end;
-end;
-end;
-
-Procedure TScreenSong.SelectRandomSong;
-var
- I, I2: Integer;
-begin
- Case PlaylistMan.Mode of
- 0: //All Songs Just Select Random Song
- begin
- //When Tabs are activated then use Tab Method
- if (Ini.Tabs_at_startup = 1) then
- begin
- repeat
- I2 := Random(high(CatSongs.Song)+1) - low(CatSongs.Song)+1;
- until CatSongs.Song[I2].Main = false;
-
- //Search Cat
- for I := I2 downto low(CatSongs.Song) do
- begin
- if CatSongs.Song[I].Main then
- break;
- end;
- //In I ist jetzt die Kategorie in I2 der Song
- //I is the CatNum, I2 is the No of the Song within this Cat
-
- //Choose Cat
- CatSongs.ShowCategoryList;
-
- //Show Cat in Top Left Mod
- ShowCatTL (I);
-
- CatSongs.ClickCategoryButton(I);
- SelectNext;
-
- //Choose Song
- SkipTo(I2-I);
- end
- //When Tabs are deactivated use easy Method
- else
- SkipTo(Random(CatSongs.VisibleSongs));
- end;
- 1: //One Category Select Category and Select Random Song
- begin
- CatSongs.ShowCategoryList;
- CatSongs.ClickCategoryButton(PlaylistMan.CurPlayList);
- ShowCatTL(PlaylistMan.CurPlayList);
-
- SelectNext;
- FixSelected2;
-
- SkipTo(Random(CatSongs.VisibleSongs));
- end;
- 2: //Playlist: Select Playlist and Select Random Song
- begin
- PlaylistMan.SetPlayList(PlaylistMan.CurPlayList);
-
- SkipTo(Random(CatSongs.VisibleSongs));
- FixSelected2;
- end;
- end;
-
- Music.PlayChange;
- ChangeMusic;
- SetScroll;
- UpdateLCD;
-end;
-
-procedure TScreenSong.SetJoker;
-begin
- //If Party Mode
- if Mode = 1 then //Show Joker that are available
- begin
- if (PartySession.Teams.NumTeams >= 1) then
- begin
- Static[StaticTeam1Joker1].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 1);
- Static[StaticTeam1Joker2].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 2);
- Static[StaticTeam1Joker3].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 3);
- Static[StaticTeam1Joker4].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 4);
- Static[StaticTeam1Joker5].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 5);
- end
- else
- begin
- Static[StaticTeam1Joker1].Visible := False;
- Static[StaticTeam1Joker2].Visible := False;
- Static[StaticTeam1Joker3].Visible := False;
- Static[StaticTeam1Joker4].Visible := False;
- Static[StaticTeam1Joker5].Visible := False;
- end;
-
- if (PartySession.Teams.NumTeams >= 2) then
- begin
- Static[StaticTeam2Joker1].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 1);
- Static[StaticTeam2Joker2].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 2);
- Static[StaticTeam2Joker3].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 3);
- Static[StaticTeam2Joker4].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 4);
- Static[StaticTeam2Joker5].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 5);
- end
- else
- begin
- Static[StaticTeam2Joker1].Visible := False;
- Static[StaticTeam2Joker2].Visible := False;
- Static[StaticTeam2Joker3].Visible := False;
- Static[StaticTeam2Joker4].Visible := False;
- Static[StaticTeam2Joker5].Visible := False;
- end;
-
- if (PartySession.Teams.NumTeams >= 3) then
- begin
- Static[StaticTeam3Joker1].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 1);
- Static[StaticTeam3Joker2].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 2);
- Static[StaticTeam3Joker3].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 3);
- Static[StaticTeam3Joker4].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 4);
- Static[StaticTeam3Joker5].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 5);
- end
- else
- begin
- Static[StaticTeam3Joker1].Visible := False;
- Static[StaticTeam3Joker2].Visible := False;
- Static[StaticTeam3Joker3].Visible := False;
- Static[StaticTeam3Joker4].Visible := False;
- Static[StaticTeam3Joker5].Visible := False;
- end;
- end
- else
- begin //Hide all
- Static[StaticTeam1Joker1].Visible := False;
- Static[StaticTeam1Joker2].Visible := False;
- Static[StaticTeam1Joker3].Visible := False;
- Static[StaticTeam1Joker4].Visible := False;
- Static[StaticTeam1Joker5].Visible := False;
-
- Static[StaticTeam2Joker1].Visible := False;
- Static[StaticTeam2Joker2].Visible := False;
- Static[StaticTeam2Joker3].Visible := False;
- Static[StaticTeam2Joker4].Visible := False;
- Static[StaticTeam2Joker5].Visible := False;
-
- Static[StaticTeam3Joker1].Visible := False;
- Static[StaticTeam3Joker2].Visible := False;
- Static[StaticTeam3Joker3].Visible := False;
- Static[StaticTeam3Joker4].Visible := False;
- Static[StaticTeam3Joker5].Visible := False;
- end;
-end;
-
-procedure TScreenSong.SetStatics;
-var
- I: Integer;
- Visible: Boolean;
-begin
- //Set Visibility of Party Statics and Text
- Visible := (Mode = 1);
-
- For I := 0 to high(StaticParty) do
- Static[StaticParty[I]].Visible := Visible;
-
- For I := 0 to high(TextParty) do
- Text[TextParty[I]].Visible := Visible;
-
- //Set Visibility of Non Party Statics and Text
- Visible := not Visible;
-
- For I := 0 to high(StaticNonParty) do
- Static[StaticNonParty[I]].Visible := Visible;
-
- For I := 0 to high(TextNonParty) do
- Text[TextNonParty[I]].Visible := Visible;
-end;
-
-//Procedures for Menu
-
-procedure TScreenSong.StartSong;
-begin
- CatSongs.Selected := Interaction;
- Music.Stop;
- //Party Mode
- if (Mode = 1) then
- begin
- FadeTo(@ScreenSingModi);
- end
- else
- begin
- FadeTo(@ScreenSing);
- end;
-end;
-
-procedure TScreenSong.SelectPlayers;
-begin
- CatSongs.Selected := Interaction;
- Music.Stop;
-
- ScreenName.Goto_SingScreen := True;
- FadeTo(@ScreenName);
-end;
-
-procedure TScreenSong.OpenEditor;
-begin
- if (Length(Songs.Song) > 0) and (not CatSongs.Song[Interaction].Main) AND (Mode = 0) then begin
- Music.Stop;
- Music.PlayStart;
- ScreenEditSub.Path := CatSongs.Song[Interaction].Path;
- ScreenEditSub.FileName := CatSongs.Song[Interaction].FileName;
- FadeTo(@ScreenEditSub);
- end;
-end;
-
-//Team No of Team (0-5)
-procedure TScreenSong.DoJoker (Team: Byte);
-begin
- if (Mode = 1) AND (PartySession.Teams.NumTeams >= Team + 1) AND (PartySession.Teams.Teaminfo[Team].Joker > 0) then
- begin
- //Joker spielen
- Dec(PartySession.Teams.Teaminfo[Team].Joker);
- SelectRandomSong;
- SetJoker;
- end;
-end;
-
-//Detailed Cover Unloading. Unloads the Detailed, uncached Cover of the cur. Song
-procedure TScreenSong.UnLoadDetailedCover;
-begin
- CoverTime := 0;
-
- Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', true); // 0.5.0: show cached texture
- Button[Interaction].Texture2.Alpha := 0;
-
- if Button[Interaction].Texture.Name <> Skin.GetTextureFileName('SongCover') then
- Texture.UnloadTexture(Button[Interaction].Texture.Name, false);
-end;
-
-procedure TScreenSong.Refresh;
-begin {
-CatSongs.Refresh;
-CatSongs.ShowCategoryList;
-Interaction := 0;
-SelectNext;
-FixSelected; }
-
-end;
-
-end.
+unit UScreenSong; + +interface +{$I switches.inc} + +uses + UMenu, + SDL, + UMusic, + UFiles, + UTime, + UDisplay, + USongs, + SysUtils, + ULog, + UThemes, + UTexture, + ULanguage, + ULCD, + ULight, + UIni; + +type + TScreenSong = class(TMenu) + public + TextArtist: integer; + TextTitle: integer; + TextNumber: integer; + + //Video Icon Mod + VideoIcon: Cardinal; + + TextCat: integer; + StaticCat: integer; + + SongCurrent: real; + SongTarget: real; + + HighSpeed: boolean; + CoverFull: boolean; + CoverTime: real; + CoverX: integer; + CoverY: integer; + CoverW: integer; + is_jump: boolean; // Jump to Song Mod + is_jump_title:boolean; //Jump to SOng MOd-YTrue if search for Title + + EqualizerBands: array of Byte; + EqualizerTime: Cardinal; + EqualizerTime2: Byte; + + //Party Mod + Mode: Byte; //0 = Standard, 1= Go to PartyMode after Selection + Change to Random Song at Show + //party Statics (Joker) + StaticTeam1Joker1: Cardinal; + StaticTeam1Joker2: Cardinal; + StaticTeam1Joker3: Cardinal; + StaticTeam1Joker4: Cardinal; + StaticTeam1Joker5: Cardinal; + + StaticTeam2Joker1: Cardinal; + StaticTeam2Joker2: Cardinal; + StaticTeam2Joker3: Cardinal; + StaticTeam2Joker4: Cardinal; + StaticTeam2Joker5: Cardinal; + + StaticTeam3Joker1: Cardinal; + StaticTeam3Joker2: Cardinal; + StaticTeam3Joker3: Cardinal; + StaticTeam3Joker4: Cardinal; + StaticTeam3Joker5: Cardinal; + + StaticParty: Array of Cardinal; + TextParty: Array of Cardinal; + StaticNonParty: Array of Cardinal; + TextNonParty: Array of Cardinal; + + + constructor Create; override; + procedure SetScroll; + procedure SetScroll1; + procedure SetScroll2; + procedure SetScroll3; + procedure SetScroll4; + procedure SetScroll5; + procedure SetScroll6; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + procedure onShow; override; + procedure onHide; override; + procedure SelectNext; + procedure SelectPrev; + procedure UpdateLCD; + procedure SkipTo(Target: Cardinal); + procedure FixSelected; //Show Wrong Song when Tabs on Fix + procedure FixSelected2; //Show Wrong Song when Tabs on Fix + procedure ShowCatTL(Cat: Integer);// Show Cat in Top left + procedure ShowCatTLCustom(Caption: String);// Show Custom Text in Top left + procedure HideCatTL;// Show Cat in Tob left + procedure Refresh; //Refresh Song Sorting + procedure DrawEqualizer; + procedure ChangeMusic; + //Party Mode + procedure SelectRandomSong; + procedure SetJoker; + procedure SetStatics; + //procedures for Menu + procedure StartSong; + procedure OpenEditor; + procedure DoJoker(Team: Byte); + procedure SelectPlayers; + + procedure UnLoadDetailedCover; + + //Extensions + procedure DrawExtensions; + end; + +implementation +uses UGraphic, + UMain, + UCovers, + math, + OpenGL12, + {$IFDEF win32} + windows, + {$ELSE} + lclintf, + {$ENDIF} + USkins, + UDLLManager, + UParty, + UPlaylist, + UScreenSongMenu; + +// ***** Public methods ****** // + +//Show Wrong Song when Tabs on Fix +procedure TScreenSong.FixSelected; +var I, I2: Integer; + begin + if CatSongs.VisibleSongs > 0 then + begin + I2:= 0; + for I := low(CatSongs.Song) to High(Catsongs.Song) do + begin + if CatSongs.Song[I].Visible then + inc(I2); + + if I = Interaction - 1 then + break; + end; + + SongCurrent := I2; + SongTarget := I2; + end; + end; + +procedure TScreenSong.FixSelected2; +var I, I2: Integer; + begin + if CatSongs.VisibleSongs > 0 then + begin + I2:= 0; + for I := low(CatSongs.Song) to High(Catsongs.Song) do + begin + if CatSongs.Song[I].Visible then + inc(I2); + + if I = Interaction - 1 then + break; + end; + + SongTarget := I2; + end; + end; +//Show Wrong Song when Tabs on Fix End + + procedure TScreenSong.ShowCatTLCustom(Caption: String);// Show Custom Text in Top left + begin + Text[TextCat].Text := Caption; + Text[TextCat].Visible := true; + Static[StaticCat].Visible := False; + end; + + //Show Cat in Top Left Mod + procedure TScreenSong.ShowCatTL(Cat: Integer); + begin + //Change + Text[TextCat].Text := CatSongs.Song[Cat].Artist; + //showmessage(CatSongs.Song[Cat].Path + CatSongs.Song[Cat].Cover); + //Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', true); + + Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', true); + //Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', false); + //Button[Cat]. + //Cover + + + //Show + Text[TextCat].Visible := true; + Static[StaticCat].Visible := True; + end; + + procedure TScreenSong.HideCatTL; + begin + //Hide + //Text[TextCat].Visible := false; + Static[StaticCat].Visible := false; + //New -> Show Text specified in Theme + Text[TextCat].Visible := True; + Text[TextCat].Text := Theme.Song.TextCat.Text; + end; + //Show Cat in Top Left Mod End + + +// Method for input parsing. If False is returned, GetNextWindow +// should be checked to know the next window to load; +function TScreenSong.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +var + I: integer; + I2: integer; + HS: integer; + SDL_ModState: Word; + Letter: Char; +begin + Result := true; + + //Song Screen Extensions (Jumpto + Menu) + if (ScreenSongMenu.Visible) then + begin + Result := ScreenSongMenu.ParseInput(PressedKey, ScanCode, PressedDown); + Exit; + end + else if (ScreenSongJumpto.Visible) then + begin + Result := ScreenSongJumpto.ParseInput(PressedKey, ScanCode, PressedDown); + Exit; + end; + + If (PressedDown) Then + begin // Key Down + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT); + + //Jump to Artist/Titel + if (SDL_ModState and KMOD_LALT <> 0) AND (Mode = 0) AND (PressedKey >= SDLK_A) AND (PressedKey <= SDLK_Z) then + begin + Letter := UpCase(Chr(ScanCode)); + I2 := Length(CatSongs.Song); + + //Jump To Titel + if (SDL_ModState = KMOD_LALT or KMOD_LSHIFT) then + begin + For I := 1 to high(CatSongs.Song) do + begin + if (CatSongs.Song[(I + Interaction) mod I2].Visible) AND (Length(CatSongs.Song[(I + Interaction) mod I2].Title)>0) AND (UpCase(CatSongs.Song[(I + Interaction) mod I2].Title[1]) = Letter) then + begin + SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2)); + + Music.PlayChange; + + ChangeMusic; + SetScroll4; + UpdateLCD; + //Break and Exit + Exit; + end; + end; + end + //Jump to Artist + else if (SDL_ModState = KMOD_LALT) then + begin + For I := 1 to high(CatSongs.Song) do + begin + if (CatSongs.Song[(I + Interaction) mod I2].Visible) AND (Length(CatSongs.Song[(I + Interaction) mod I2].Artist)>0) AND (UpCase(CatSongs.Song[(I + Interaction) mod I2].Artist[1]) = Letter) then + begin + SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2)); + + Music.PlayChange; + + ChangeMusic; + SetScroll4; + UpdateLCD; + + //Break and Exit + Exit; + end; + end; + end; + Exit; + end; + + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + if (Mode = 0) then + begin + //On Escape goto Cat-List Hack + if (Ini.Tabs_at_startup = 1) AND (CatSongs.CatNumShow <> -1) then + begin + //Find Category + I := Interaction; + while not catsongs.Song[I].Main do + begin + Dec (I); + if (I < low(catsongs.Song)) then + break; + end; + if (I<= 1) then + Interaction := high(catsongs.Song) + else + Interaction := I - 1; + + //Stop Music + Music.Stop; + + CatSongs.ShowCategoryList; + + //Show Cat in Top Left Mod + HideCatTL; + + + //Show Wrong Song when Tabs on Fix + SelectNext; + FixSelected; + //SelectPrev; + //CatSongs.Song[0].Visible := False; + end + else + begin + //On Escape goto Cat-List Hack End + //Tabs off and in Search or Playlist -> Go back to Song view + if (CatSongs.CatNumShow < -1) then + begin + //Atm: Set Empty Filter + CatSongs.SetFilter('', 0); + + //Show Cat in Top Left Mod + HideCatTL; + Interaction := 0; + + //Show Wrong Song when Tabs on Fix + SelectNext; + FixSelected; + + ChangeMusic; + end + else + begin + Music.Stop; + Music.PlayBack; + + FadeTo(@ScreenMain); + end; + + end; + end + //When in party Mode then Ask before Close + else if (Mode = 1) then + begin + Music.PlayBack; + CheckFadeTo(@ScreenMain,'MSG_END_PARTY'); + end; + end; + SDLK_RETURN: + begin + if Length(Songs.Song) > 0 then + begin + {$IFDEF UseSerialPort} + // PortWriteB($378, 0); + {$ENDIF} + if CatSongs.Song[Interaction].Main then + begin // clicked on Category Button + + //Show Cat in Top Left Mod + ShowCatTL (Interaction); + + //I := CatSongs.VisibleIndex(Interaction); + CatSongs.ClickCategoryButton(Interaction); + {I2 := CatSongs.VisibleIndex(Interaction); + SongCurrent := SongCurrent - I + I2; + SongTarget := SongTarget - I + I2; } + +// if I<>I2 then beep; + // SetScroll4; + + //Show Wrong Song when Tabs on Fix + SelectNext; + FixSelected; + + //Play Music: + ChangeMusic; + + end else begin // clicked on song + if (Mode = 0) then //Normal Mode -> Start Song + begin + //Do the Action that is specified in Ini + case Ini.OnSongClick of + 0: StartSong; + 1: SelectPlayers; + 2:begin + If (CatSongs.CatNumShow = -3) then + ScreenSongMenu.MenuShow(SM_Playlist) + else + ScreenSongMenu.MenuShow(SM_Main); + end; + end; + end + else if (Mode = 1) then //PartyMode -> Show Menu + begin + if (Ini.PartyPopup = 1) then + ScreenSongMenu.MenuShow(SM_Party_Main) + else + ScreenSong.StartSong; + end; + end; + end; + end; + + SDLK_M: //Show SongMenu + begin + if (Length(Songs.Song) > 0) then begin + if (Mode = 0) then begin + if not CatSongs.Song[Interaction].Main then begin // clicked on Song + if CatSongs.CatNumShow = -3 then + ScreenSongMenu.MenuShow(SM_Playlist) + else + ScreenSongMenu.MenuShow(SM_Main); + end + else + begin + ScreenSongMenu.MenuShow(SM_Playlist_Load); + end; + end //Party Mode -> Show Party Menu + else ScreenSongMenu.MenuShow(SM_Party_Main); + end; + end; + + SDLK_P: //Show Playlist Menu + begin + if (Length(Songs.Song) > 0) AND (Mode = 0) then begin + ScreenSongMenu.MenuShow(SM_Playlist_Load); + end; + end; + + SDLK_J: //Show Jumpto Menu + begin + if (Length(Songs.Song) > 0) AND (Mode = 0) then + begin + ScreenSongJumpto.Visible := True; + end; + end; + + SDLK_DOWN: + begin + if (Mode = 0) then + begin + //Only Change Cat when not in Playlist or Search Mode + if (CatSongs.CatNumShow > -2) then + begin + //Cat Change Hack + if Ini.Tabs_at_startup = 1 then + begin + I := Interaction; + if I <= 0 then I := 1; + + while not catsongs.Song[I].Main do + begin + Inc (I); + if (I > high(catsongs.Song)) then + I := low(catsongs.Song); + end; + + Interaction := I; + + //Show Cat in Top Left Mod + ShowCatTL (Interaction); + + CatSongs.ClickCategoryButton(Interaction); + SelectNext; + FixSelected; + + //Play Music: + Music.PlayChange; + ChangeMusic; + + end; + + // + //Cat Change Hack End} + end; + end; + end; + SDLK_UP: + begin + if (Mode = 0) then + begin + //Only Change Cat when not in Playlist or Search Mode + if (CatSongs.CatNumShow > -2) then + begin + //Cat Change Hack + if Ini.Tabs_at_startup = 1 then + begin + I := Interaction; + I2 := 0; + if I <= 0 then I := 1; + + while not catsongs.Song[I].Main or (I2 = 0) do + begin + if catsongs.Song[I].Main then + Inc(I2); + Dec (I); + if (I < low(catsongs.Song)) then + I := high(catsongs.Song); + end; + + Interaction := I; + + //Show Cat in Top Left Mod + ShowCatTL (I); + + CatSongs.ClickCategoryButton(I); + SelectNext; + FixSelected; + + //Play Music: + Music.PlayChange; + ChangeMusic; + end; + end; + //Cat Change Hack End} + end; + end; + + SDLK_RIGHT: + begin + if (Length(Songs.Song) > 0) AND (Mode = 0) then begin + Music.PlayChange; + SelectNext; +// InteractNext; +// SongTarget := Interaction; + ChangeMusic; + SetScroll4; + UpdateLCD; + Light.LightOne(1, 200); + end; + end; + + SDLK_LEFT: + begin + if (Length(Songs.Song) > 0)AND (Mode = 0) then begin + Music.PlayChange; + SelectPrev; + ChangeMusic; + SetScroll4; + UpdateLCD; + Light.LightOne(0, 200); + end; + end; + + SDLK_E: + begin + OpenEditor; + end; + + SDLK_R: + begin + if (Length(Songs.Song) > 0) AND (Mode = 0) then begin + + if (SDL_ModState = KMOD_LSHIFT) AND (Ini.Tabs_at_startup = 1) then //Random Category + begin + I2 := 0; //Count Cats + for I:= low(CatSongs.Song) to high (CatSongs.Song) do + if CatSongs.Song[I].Main then Inc(I2); + + I2 := Random (I2)+1; //Zufall + + //Find Cat: + for I:= low(CatSongs.Song) to high (CatSongs.Song) do + begin + if CatSongs.Song[I].Main then + Dec(I2); + if (I2<=0) then + begin + //Show Cat in Top Left Mod + ShowCatTL (I); + + Interaction := I; + + CatSongs.ShowCategoryList; + CatSongs.ClickCategoryButton(I); + SelectNext; + FixSelected; + break; + end; + end; + + + end + else if (SDL_ModState = KMOD_LCTRL) AND (Ini.Tabs_at_startup = 1) then //random in All Categorys + begin + repeat + I2 := Random(high(CatSongs.Song)+1) - low(CatSongs.Song)+1; + until CatSongs.Song[I2].Main = false; + + //Search Cat + for I := I2 downto low(CatSongs.Song) do + begin + if CatSongs.Song[I].Main then + break; + end; + //In I ist jetzt die Kategorie in I2 der Song + + //Choose Cat + CatSongs.ShowCategoryList; + + //Show Cat in Top Left Mod + ShowCatTL (I); + + CatSongs.ClickCategoryButton(I); + SelectNext; + + //Fix: Not Existing Song selected: + //if (I+1=I2) then Inc(I2); + + //Choose Song + SkipTo(I2-I); + + end + else //Random in one Category + begin + SkipTo(Random(CatSongs.VisibleSongs)); + end; + Music.PlayChange; + + ChangeMusic; + SetScroll4; + UpdateLCD; + end; + end; + + SDLK_1: + begin //Jocker + if (Mode = 1) AND (PartySession.Teams.NumTeams >= 1) AND (PartySession.Teams.Teaminfo[0].Joker > 0) then + begin + //Joker spielen + Dec(PartySession.Teams.Teaminfo[0].Joker); + SelectRandomSong; + SetJoker; + end; + end; + + SDLK_2: + begin //Jocker + if (Mode = 1) AND (PartySession.Teams.NumTeams >= 2) AND (PartySession.Teams.Teaminfo[1].Joker > 0) then + begin + //Joker spielen + Dec(PartySession.Teams.Teaminfo[1].Joker); + SelectRandomSong; + SetJoker; + end; + end; + + SDLK_3: + begin //Jocker + if (Mode = 1) AND (PartySession.Teams.NumTeams >= 3) AND (PartySession.Teams.Teaminfo[2].Joker > 0) then + begin + //Joker spielen + Dec(PartySession.Teams.Teaminfo[2].Joker); + SelectRandomSong; + SetJoker; + end; + end; + end; + end; +end; + +constructor TScreenSong.Create; +var + Pet: integer; + I: integer; +Label CreateSongButtons; +begin + inherited Create; + + LoadFromTheme(Theme.Song); + + TextArtist := AddText(Theme.Song.TextArtist); + TextTitle := AddText(Theme.Song.TextTitle); + TextNumber := AddText(Theme.Song.TextNumber); + + //Show Cat in Top Left mod + TextCat := AddText(Theme.Song.TextCat); + StaticCat := AddStatic(Theme.Song.StaticCat); + + //Show Video Icon Mod + VideoIcon := AddStatic(Theme.Song.VideoIcon); + + //Party Mode + StaticTeam1Joker1 := AddStatic(Theme.Song.StaticTeam1Joker1); + StaticTeam1Joker2 := AddStatic(Theme.Song.StaticTeam1Joker2); + StaticTeam1Joker3 := AddStatic(Theme.Song.StaticTeam1Joker3); + StaticTeam1Joker4 := AddStatic(Theme.Song.StaticTeam1Joker4); + StaticTeam1Joker5 := AddStatic(Theme.Song.StaticTeam1Joker5); + + StaticTeam2Joker1 := AddStatic(Theme.Song.StaticTeam2Joker1); + StaticTeam2Joker2 := AddStatic(Theme.Song.StaticTeam2Joker2); + StaticTeam2Joker3 := AddStatic(Theme.Song.StaticTeam2Joker3); + StaticTeam2Joker4 := AddStatic(Theme.Song.StaticTeam2Joker4); + StaticTeam2Joker5 := AddStatic(Theme.Song.StaticTeam2Joker5); + + StaticTeam3Joker1 := AddStatic(Theme.Song.StaticTeam3Joker1); + StaticTeam3Joker2 := AddStatic(Theme.Song.StaticTeam3Joker2); + StaticTeam3Joker3 := AddStatic(Theme.Song.StaticTeam3Joker3); + StaticTeam3Joker4 := AddStatic(Theme.Song.StaticTeam3Joker4); + StaticTeam3Joker5 := AddStatic(Theme.Song.StaticTeam3Joker5); + + //Load Party or NonParty specific Statics and Texts + SetLength(StaticParty, Length(Theme.Song.StaticParty)); + for I := 0 to High(Theme.Song.StaticParty) do + StaticParty[I] := AddStatic(Theme.Song.StaticParty[I]); + + SetLength(TextParty, Length(Theme.Song.TextParty)); + for I := 0 to High(Theme.Song.TextParty) do + TextParty[I] := AddText(Theme.Song.TextParty[I]); + + SetLength(StaticNonParty, Length(Theme.Song.StaticNonParty)); + for I := 0 to High(Theme.Song.StaticNonParty) do + StaticNonParty[I] := AddStatic(Theme.Song.StaticNonParty[I]); + + SetLength(TextNonParty, Length(Theme.Song.TextNonParty)); + for I := 0 to High(Theme.Song.TextNonParty) do + TextNonParty[I] := AddText(Theme.Song.TextNonParty[I]); + + // Song List +// Songs.LoadSongList; // moved to the UltraStar unit + CatSongs.Refresh; + + if (length(CatSongs.Song) > 0) then + begin + //Set Length of Button Array one Time Instead of one time for every Song + SetButtonLength(Length(CatSongs.Song)); + + I := 0; + CreateSongButtons: + + try + for Pet := I to High(CatSongs.Song) do begin // creating all buttons + // new + Texture.Limit := 512;// 256 0.4.2 value, 512 in 0.5.0 + + if not FileExists(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover) then + CatSongs.Song[Pet].Cover := ''; // 0.5.0: if cover not found then show 'no cover' + + if CatSongs.Song[Pet].Cover = '' then + AddButton(300 + Pet*250, 140, 200, 200, Skin.GetTextureFileName('SongCover'), 'JPG', 'Plain', Theme.Song.Cover.Reflections) + else begin + // cache texture if there is a need to this + if not Covers.CoverExists(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover) then begin + Texture.CreateCacheMipmap := true; + Texture.GetTexture(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, 'Plain', true); // preloads textures and creates cache mipmap + Texture.CreateCacheMipmap := false; + + // puts this texture to the cache file + Covers.AddCover(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover); + + // unload full size texture + Texture.UnloadTexture(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, false); + + // we should also add mipmap texture by calling createtexture and use mipmap cache as data source + end; + + // and now load it from cache file (small place for the optimization by eliminating reading it from file, but not here) + AddButton(300 + Pet*250, 140, 200, 200, CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, 'JPG', 'Plain', Theme.Song.Cover.Reflections); + end; + Texture.Limit := 1024*1024; + I := -1; + end; + except + //When Error is reported the First time for this Song + if (I <> Pet) then + begin + //Some Error reporting: + Log.LogError('Could not load Cover: ' + CatSongs.Song[Pet].Cover); + + //Change Cover to NoCover and Continue Loading + CatSongs.Song[Pet].Cover := ''; + I := Pet; + end + else //when Error occurs Multiple Times(NoSong Cover is damaged), then start loading next Song + begin + Log.LogError('NoCover Cover is damaged!'); + try + AddButton(300 + Pet*250, 140, 200, 200, '', 'JPG', 'Plain', Theme.Song.Cover.Reflections); + except + {$IFDEF win32} + Messagebox(0, PChar('No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.'), PChar(Language.Translate('US_VERSION')), MB_ICONERROR or MB_OK); + {$ELSE} + // TODO : JB_linux - better handle this message and display to user.. + writeln( 'No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.'); + Log.LogError( 'No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.' ); + {$ENDIF} + Halt; + end; + I := Pet + 1; + end; + end; + + if (I <> -1) then + GoTo CreateSongButtons; + + end; + + // Randomize Patch + Randomize; + //Equalizer + SetLength(EqualizerBands, Theme.Song.Equalizer.Bands); + //ClearArray + For I := low(EqualizerBands) to high(EqualizerBands) do + EqualizerBands[I] := 3; + + if (Length(CatSongs.Song) > 0) then + Interaction := 0; +end; + +procedure TScreenSong.SetScroll; +var + VS, B: Integer; +begin + VS := CatSongs.VisibleSongs; + if VS > 0 then + begin + //Set Positions + Case Theme.Song.Cover.Style of + 3: SetScroll3; + 5:begin + if VS > 5 then + SetScroll5 + else + SetScroll4; + end; + 6: SetScroll6; + else SetScroll4; + end; + //Set Visibility of Video Icon + Static[VideoIcon].Visible := (CatSongs.Song[Interaction].Video <> ''); + + //Set Texts: + Text[TextArtist].Text := CatSongs.Song[Interaction].Artist; + Text[TextTitle].Text := CatSongs.Song[Interaction].Title; + if (Ini.Tabs_at_startup = 1) And (CatSongs.CatNumShow = -1) then + begin + Text[TextNumber].Text := IntToStr(CatSongs.Song[Interaction].OrderNum) + '/' + IntToStr(CatSongs.CatCount); + Text[TextTitle].Text := '(' + IntToStr(CatSongs.Song[Interaction].CatNumber) + ' ' + Language.Translate('SING_SONGS_IN_CAT') + ')'; + end + else if (CatSongs.CatNumShow = -2) then + Text[TextNumber].Text := IntToStr(CatSongs.VisibleIndex(Interaction)+1) + '/' + IntToStr(VS) + else if (CatSongs.CatNumShow = -3) then + Text[TextNumber].Text := IntToStr(CatSongs.VisibleIndex(Interaction)+1) + '/' + IntToStr(VS) + else if (Ini.Tabs_at_startup = 1) then + Text[TextNumber].Text := IntToStr(CatSongs.Song[Interaction].CatNumber) + '/' + IntToStr(CatSongs.Song[Interaction - CatSongs.Song[Interaction].CatNumber].CatNumber) + else + Text[TextNumber].Text := IntToStr(Interaction+1) + '/' + IntToStr(Length(CatSongs.Song)); + end + else + begin + Text[TextNumber].Text := '0/0'; + Text[TextArtist].Text := ''; + Text[TextTitle].Text := ''; + for B := 0 to High(Button) do + Button[B].Visible := False; + + end; +end; + +procedure TScreenSong.SetScroll1; +var + B: integer; // button + BMin: integer; // button min + BMax: integer; // button max + Src: integer; +// Dst: integer; + Count: integer; // Dst is not used. Count is used. + Ready: boolean; + + VisCount: integer; // count of visible (or selectable) buttons + VisInt: integer; // visible position of interacted button + Typ: integer; // 0 when all songs fits the screen + Placed: integer; // number of placed visible buttons +begin +// Src := 0; +// Dst := -1; + Count := 1; + Typ := 0; + Ready := false; + Placed := 0; + + VisCount := 0; + for B := 0 to High(Button) do + if CatSongs.Song[B].Visible then Inc(VisCount); + + VisInt := 0; + for B := 0 to Interaction-1 do + if CatSongs.Song[B].Visible then Inc(VisInt); + + + if VisCount <= 6 then begin + Typ := 0; + end else begin + if VisInt <= 3 then begin + Typ := 1; + Count := 7; + Ready := true; + end; + + if (VisCount - VisInt) <= 3 then begin + Typ := 2; + Count := 7; + Ready := true; + end; + + if not Ready then begin + Typ := 3; + Src := Interaction; + end; + end; + + + + // hide all buttons + for B := 0 to High(Button) do begin + Button[B].Visible := false; + Button[B].Selectable := CatSongs.Song[B].Visible; + end; + +{ for B := Src to Dst do begin +// Button[B].Visible := true; + Button[B].Visible := CatSongs.Song[B].Visible; + Button[B].Selectable := Button[B].Visible; + Button[B].Y := 140 + (B-Src) * 60; + end;} + + + if Typ = 0 then begin + for B := 0 to High(Button) do begin + if CatSongs.Song[B].Visible then begin + Button[B].Visible := true; + Button[B].Y := 140 + (Placed) * 60; + Inc(Placed); + end; + end; + end; + + if Typ = 1 then begin + B := 0; + while (Count > 0) do begin + if CatSongs.Song[B].Visible then begin + Button[B].Visible := true; + Button[B].Y := 140 + (Placed) * 60; + Inc(Placed); + Dec(Count); + end; + Inc(B); + end; + end; + + if Typ = 2 then begin + B := High(Button); + while (Count > 0) do begin + if CatSongs.Song[B].Visible then begin + Button[B].Visible := true; + Button[B].Y := 140 + (6-Placed) * 60; + Inc(Placed); + Dec(Count); + end; + Dec(B); + end; + end; + + if Typ = 3 then begin + B := Src; + Count := 4; + while (Count > 0) do begin + if CatSongs.Song[B].Visible then begin + Button[B].Visible := true; + Button[B].Y := 140 + (3+Placed) * 60; + Inc(Placed); + Dec(Count); + end; + Inc(B); + end; + + B := Src-1; + Placed := 0; + Count := 3; + while (Count > 0) do begin + if CatSongs.Song[B].Visible then begin + Button[B].Visible := true; + Button[B].Y := 140 + (2-Placed) * 60; + Inc(Placed); + Dec(Count); + end; + Dec(B); + end; + + end; + + if Length(Button) > 0 then + Static[1].Texture.Y := Button[Interaction].Y - 5; // selection texture +end; + +procedure TScreenSong.SetScroll2; +var + B: integer; + Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu + Wsp2: real; +begin + // liniowe + for B := 0 to High(Button) do + Button[B].X := 300 + (B - Interaction) * 260; + + if Length(Button) >= 3 then begin + if Interaction = 0 then + Button[High(Button)].X := 300 - 260; + + if Interaction = High(Button) then + Button[0].X := 300 + 260; + end; + + // kolowe +{ for B := 0 to High(Button) do begin + Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd. + Wsp2 := Wsp / Length(Button); + Button[B].X := 300 + 10000 * sin(2*pi*Wsp2); +// Button[B].Y := 140 + 50 * ; + end;} +end; + +procedure TScreenSong.SetScroll3; // with slide +var + B: integer; + Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu + Wsp2: real; +begin + SongTarget := Interaction; + + // liniowe + for B := 0 to High(Button) do + begin + Button[B].X := 300 + (B - SongCurrent) * 260; + if (Button[B].X < -Button[B].W) OR (Button[B].X > 800) then + Button[B].Visible := False + else + Button[B].Visible := True; + end; + +{ if Length(Button) >= 3 then begin + if Interaction = 0 then + Button[High(Button)].X := 300 - 260; + + if Interaction = High(Button) then + Button[0].X := 300 + 260; + end;} + + // kolowe +{ for B := 0 to High(Button) do begin + Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd. + Wsp2 := Wsp / Length(Button); + Button[B].X := 300 + 10000 * sin(2*pi*Wsp2); +// Button[B].Y := 140 + 50 * ; + end;} +end; + +procedure TScreenSong.SetScroll4; // rotate +var + B: integer; + Wsp: real; + Z, Z2: real; + VS: integer; +begin + VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important + + // kolowe + for B := 0 to High(Button) do begin + Button[B].Visible := CatSongs.Song[B].Visible; // nowe + if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed + + Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms + + Z := (1 + cos(Wsp)) / 2; + Z2 := (1 + 2*Z) / 3; + + + Button[B].X := Theme.Song.Cover.X + (0.185 * Theme.Song.Cover.H * VS * sin(Wsp)) * Z2 - ((Button[B].H - Theme.Song.Cover.H)/2); // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs + Button[B].Z := Z / 2 + 0.3; + + Button[B].W := Theme.Song.Cover.H * Z2; + +// Button[B].Y := {50 +} 140 + 50 - 50 * Z2; + Button[B].Y := Theme.Song.Cover.Y + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7 ; + Button[B].H := Button[B].W; + end; + end; +end; + +(* +procedure TScreenSong.SetScroll4; // rotate +var + B: integer; + Wsp: real; + Z: real; + Z2, Z3: real; + VS: integer; + function modreal (const X, Y: real):real; + begin + Result := Frac(x / y) * y; + if Result < -3 then + Result := Result + Y + else if Result > 3 then + Result := Result - Y; + end; +begin + VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important + Z3 := 1; + if VS < 12 then + Z2 := VS + else + Z2 := 12; + + // kolowe + for B := 0 to High(Button) do begin + Button[B].Visible := CatSongs.Song[B].Visible; // nowe + if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed + if ((ModReal(CatSongs.VisibleIndex(B) - SongCurrent, VS)>-3) AND (ModReal(CatSongs.VisibleIndex(B) - SongCurrent, VS)<3)) then + begin + if CatSongs.VisibleIndex(B)> SongCurrent then + Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / Z2 + else + Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / Z2; + + Z3 := 2; + Z := (1 + cos(Wsp)) / 2; + //Z2 := (1 + 2*Z) / 3; + //Z2 := (0.5 + Z/2); + //Z2 := sin(Wsp); + + //Z2 := Power (Z2,Z3); + + Button[B].W := Theme.Song.CoverW * Power(cos(Wsp), Z3);//Power(Z2, 3); + + //Button[B].X := Theme.Song.CoverX + ({Theme.Song.CoverX + Theme.Song.CoverW/2 + Theme.Song.CoverW*0.18 * VS {CatSongs.VisibleSongs {Length(Button) * sin(Wsp) {- Theme.Song.CoverX - Theme.Song.CoverW) * Z2; // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs + if (sin(Wsp)<0) then + Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX + Theme.Song.CoverW - Button[B].W + else //*Theme.Song.CoverW*0.004*Z3 + Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX; + Button[B].Z := Z-0.00001; + +// Button[B].Y := {50 + 140 + 50 - 50 * Z2; + // Button[B].Y := (Theme.Song.CoverY + 40 + 50 - 50 * Z2); + Button[B].Y := (Theme.Song.CoverY + Theme.Song.CoverW - Button[B].W); + Button[B].H := Button[B].W; + Button[B].Visible := True; + end + {else if (((CatSongs.VisibleIndex(B) - SongCurrent)>-3) AND ((CatSongs.VisibleIndex(B) - SongCurrent)<3)) OR ((round (CatSongs.VisibleIndex(B) - SongCurrent) mod VS > -3) AND ((CatSongs.VisibleIndex(B) - SongCurrent)<3)) then + begin + Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / 12 ;// 0.5.0 (II): takes another 16ms + + Z := (1 + cos(Wsp)) / 2 -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers + + Button[B].W := Theme.Song.CoverW * Power(cos(Wsp), Z3);//Power(Z2, 3); + + if (sin(Wsp)<0) then + Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX + Theme.Song.CoverW - Button[B].W + else + Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX; + + Button[B].Z := Z; + + Button[B].Y := (Theme.Song.CoverY + Theme.Song.CoverW - Button[B].W); + + Button[B].H := Button[B].W; + Button[B].Visible := True; + end + else Button[B].Visible := False; + end; + end; +end; *) + +procedure TScreenSong.SetScroll5; // rotate +var + B: integer; + Angle: real; + Pos: Real; + VS: integer; + diff: real; + X: Real; + helper: real; +begin + VS := CatSongs.VisibleSongs; // cache Visible Songs + {Vars + Theme.Song.CoverW: Radius des Kreises + Theme.Song.CoverX: X Pos Linke Kante des gewählten Covers + Theme.Song.CoverX: Y Pos Obere Kante des gewählten Covers + Theme.Song.CoverH: Höhe der Cover + + (CatSongs.VisibleIndex(B) - SongCurrent)/VS = Abstand zum MIttleren Cover in % + } + + //Change Pos of all Buttons + for B := low(Button) to high(Button) do + begin + Button[B].Visible := CatSongs.Song[B].Visible; //Adjust Visibility + if Button[B].Visible then //Only Change Pos for Visible Buttons + begin + Pos := (CatSongs.VisibleIndex(B) - SongCurrent); + if (Pos < -VS/2) then + Pos := Pos + VS + else if (Pos > VS/2) then + Pos := Pos - VS; + + if (Abs(Pos) < 2.5) then {fixed Positions} + begin + Angle := Pi * (Pos / 5); +// Button[B].Visible := False; + + Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8));//Power(Z2, 3); + +// Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + + Button[B].Z := 0.95 - Abs(Pos) * 0.01; + + Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Abs(Theme.Song.Cover.H * cos(Angle))) * 0.5); + + Button[B].W := Button[B].H; + + Diff := (Button[B].H - Theme.Song.Cover.H)/2; + + + X := Sin(Angle*1.3)*0.9; + + Button[B].X := Theme.Song.Cover.X + Theme.Song.Cover.W * X - Diff; + + end + else + begin {Behind the Front Covers} + + // limit-bg-covers hack + if (abs(abs(Pos)-VS/2)>10) then Button[B].Visible:=False; + // end of limit-bg-covers hack + + if Pos < 0 then + Pos := (Pos - VS/2)/VS + else + Pos := (Pos + VS/2)/VS; + + Angle := pi * Pos*2; + if VS > 24 then + begin + if Angle < 0 then helper:=-1 else helper:=1; + Angle:=2*pi-abs(Angle); + Angle:=Angle*(VS/24); + Angle:=(2*pi-Angle)*helper; + end; + + Button[B].Z := (0.4 - Abs(Pos/4)) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers + + Button[B].H :=0.6*(Theme.Song.Cover.H-Abs(Theme.Song.Cover.H * cos(Angle/2)*0.8));//Power(Z2, 3); + + Button[B].W := Button[B].H; + + Button[B].Y := Theme.Song.Cover.Y - (Button[B].H - Theme.Song.Cover.H)*0.75; + +// Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + + Diff := (Button[B].H - Theme.Song.Cover.H)/2; + + Button[B].X := Theme.Song.Cover.X+Theme.Song.Cover.H/2-Button[b].H/2+Theme.Song.Cover.W/320*((Theme.Song.Cover.H)*sin(Angle/2)*1.52); + + end; + + //Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H)/1.5); //Cover at down border of the change field +// Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H) * 0.7); + + end; + end; +end; + +procedure TScreenSong.SetScroll6; // rotate (slotmachine style) +var + B: integer; + Angle: real; + Pos: Real; + VS: integer; + diff: real; + X: Real; + Wsp: real; + Z, Z2: real; +begin + VS := CatSongs.VisibleSongs; // cache Visible Songs + if VS <=5 then begin + // kolowe + for B := 0 to High(Button) do + begin + Button[B].Visible := CatSongs.Song[B].Visible; // nowe + if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed + + Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms + + Z := (1 + cos(Wsp)) / 2; + Z2 := (1 + 2*Z) / 3; + + + Button[B].Y := Theme.Song.Cover.Y + (0.185 * Theme.Song.Cover.H * VS * sin(Wsp)) * Z2 - ((Button[B].H - Theme.Song.Cover.H)/2); // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs + Button[B].Z := Z / 2 + 0.3; + + Button[B].W := Theme.Song.Cover.H * Z2; + +// Button[B].Y := {50 +} 140 + 50 - 50 * Z2; + Button[B].X := Theme.Song.Cover.X + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7 ; + Button[B].H := Button[B].W; + end; + end; + end + else begin + + //Change Pos of all Buttons + for B := low(Button) to high(Button) do + begin + Button[B].Visible := CatSongs.Song[B].Visible; //Adjust Visibility + if Button[B].Visible then //Only Change Pos for Visible Buttons + begin + Pos := (CatSongs.VisibleIndex(B) - SongCurrent); + if (Pos < -VS/2) then + Pos := Pos + VS + else if (Pos > VS/2) then + Pos := Pos - VS; + + if (Abs(Pos) < 2.5) then {fixed Positions} + begin + Angle := Pi * (Pos / 5); +// Button[B].Visible := False; + + Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8));//Power(Z2, 3); + + Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + + Button[B].Z := 0.95 - Abs(Pos) * 0.01; + + Button[B].X := (Theme.Song.Cover.X + (Theme.Song.Cover.H - Abs(Theme.Song.Cover.H * cos(Angle))) * 0.5); + + Button[B].W := Button[B].H; + + Diff := (Button[B].H - Theme.Song.Cover.H)/2; + + + X := Sin(Angle*1.3)*0.9; + + Button[B].Y := Theme.Song.Cover.Y + Theme.Song.Cover.W * X - Diff; + end + else + begin {Behind the Front Covers} + + // limit-bg-covers hack + if (abs(VS/2-abs(Pos))>10) then Button[B].Visible:=False; + if VS > 25 then VS:=25; + // end of limit-bg-covers hack + + if Pos < 0 then + Pos := (Pos - VS/2)/VS + else + Pos := (Pos + VS/2)/VS; + + Angle := pi * Pos*2; + + Button[B].Z := (0.4 - Abs(Pos/4)) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers + + Button[B].H :=0.6*(Theme.Song.Cover.H-Abs(Theme.Song.Cover.H * cos(Angle/2)*0.8));//Power(Z2, 3); + + Button[B].W := Button[B].H; + + Button[B].X := Theme.Song.Cover.X - (Button[B].H - Theme.Song.Cover.H)*0.5; + + + Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + + Button[B].Y := Theme.Song.Cover.Y+Theme.Song.Cover.H/2-Button[b].H/2+Theme.Song.Cover.W/320*(Theme.Song.Cover.H*sin(Angle/2)*1.52); + end; + end; + end; + end; +end; + + +procedure TScreenSong.onShow; +begin + Music.Stop; + + if Ini.Players <= 3 then PlayersPlay := Ini.Players + 1; + if Ini.Players = 4 then PlayersPlay := 6; + + //Cat Mod etc + if (Ini.Tabs_at_startup = 1) AND (CatSongs.CatNumShow = -1) then + begin + CatSongs.ShowCategoryList; + FixSelected; + //Show Cat in Top Left Mod + HideCatTL; + end; + + + if Length(CatSongs.Song) > 0 then begin + //Load Music only when Song Preview is activated + if (Ini.PreviewVolume <> 0) then + begin + Music.SetLoop(false); + Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3); + Music.MoveTo(Music.Length / 4); + Music.Play; + + //Set Preview Volume + Music.SetMusicVolume (Ini.PreviewVolume * 10); + {//if Music Fade is activated, Set Volume to 0 % + if (Ini.PreviewFading <> 0) then + Music.SetMusicVolume(0);} + end; + + SetScroll; + UpdateLCD; + end; + + //Playlist Mode + if (Mode = 0) then + begin + //If Playlist Shown -> Select Next automatically + if (CatSongs.CatNumShow = -3) then + begin + SelectNext; + ChangeMusic; + end; + end + //Party Mode + else if (Mode = 1) then + begin + + SelectRandomSong; + //Show Menu directly in PartyMode + //But only if selected in Options + if (Ini.PartyPopup = 1) then + begin + ScreenSongMenu.MenuShow(SM_Party_Main); + end; + + + end; + + SetJoker; + SetStatics; +end; + +procedure TScreenSong.onHide; +begin + //When Music Fading is activated, Turn Music to 100 % + If (Ini.PreviewVolume <> 100) or (Ini.PreviewFading <> 0) then + Music.SetMusicVolume(100); + + //If Preview is deactivated: Load MUsicfile now + If (Ini.PreviewVolume = 0) then + Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3); + + //When hide then Stop Music (For Party Mode Popup on Exit) + if (Display.NextScreen <> @ScreenSing) and (Display.NextScreen <> @ScreenSingModi) and (Music <> nil) then + Music.Stop; +end; + +procedure TScreenSong.DrawExtensions; +begin + //Draw Song Menu + if (ScreenSongMenu.Visible) then + begin + ScreenSongMenu.Draw; + end + else if (ScreenSongJumpto.Visible) then + begin + ScreenSongJumpto.Draw; + end +end; + +function TScreenSong.Draw: boolean; +var + dx: real; + dt: real; + I: Integer; +begin + dx := SongTarget-SongCurrent; + dt := TimeSkip*7; + if dt > 1 then dt := 1; + SongCurrent := SongCurrent + dx*dt; + +{ if SongCurrent > Catsongs.VisibleSongs then begin + SongCurrent := SongCurrent - Catsongs.VisibleSongs; + SongTarget := SongTarget - Catsongs.VisibleSongs; + end;} + +// Log.BenchmarkStart(5); + SetScroll; +// Log.BenchmarkEnd(5); +// Log.LogBenchmark('SetScroll4', 5); + + //Fading Functions, Only if Covertime is under 5 Seconds + If (CoverTime < 5) then + begin + // 0.5.0: cover fade + if (CoverTime < 1) and (CoverTime + TimeSkip >= 1) then begin + // load new texture + Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false); + Button[Interaction].Texture.Alpha := 1; + Button[Interaction].Texture2 := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false); + Button[Interaction].Texture2.Alpha := 1; + end; + + //Song Fade + if (CatSongs.VisibleSongs > 0) AND (Ini.PreviewVolume <> 0) AND (Not CatSongs.Song[Interaction].Main) AND (Ini.PreviewFading <> 0) then + begin + //Start Song Fade after a little Time, to prevent Song to be Played on Scrolling + if (CoverTime < 0.2) and (CoverTime + TimeSkip >= 0.2) then + Music.Play; + + //Update Song Volume + if (CoverTime < Ini.PreviewFading) then + Music.SetMusicVolume(Round (CoverTime * Ini.PreviewVolume / Ini.PreviewFading * 10)) + else + Music.SetMusicVolume(Ini.PreviewVolume * 10); + + end; + + + //Update Fading Time + CoverTime := CoverTime + TimeSkip; + + //Update Fading Texture + Button[Interaction].Texture2.Alpha := (CoverTime - 1) * 1.5; + if Button[Interaction].Texture2.Alpha > 1 then Button[Interaction].Texture2.Alpha := 1; + + end; + + //inherited Draw; + //heres a little Hack, that causes the Statics + //are Drawn after the Buttons because of some Blending Problems. + //This should cause no Problems because all Buttons on this screen + //Has Z Position. + //Draw BG + DrawBG; + + //Instead of Draw FG Procedure: + //We draw Buttons for our own + for I := 0 to Length(Button) - 1 do + Button[I].Draw; + + // Statics + for I := 0 to Length(Static) - 1 do + Static[I].Draw; + + // and texts + for I := 0 to Length(Text) - 1 do + Text[I].Draw; + + + //Draw Equalizer + if Theme.Song.Equalizer.Visible then + DrawEqualizer; + + DrawExtensions; + +end; + +procedure TScreenSong.SelectNext; +var + Skip: integer; + I: integer; + VS: Integer; +begin + VS := CatSongs.VisibleSongs; + + if VS > 0 then + begin + UnLoadDetailedCover; + + Skip := 1; + + // this 1 could be changed by CatSongs.FindNextVisible + while (not CatSongs.Song[(Interaction + Skip) mod Length(Interactions)].Visible) do Inc(Skip); + + SongTarget := SongTarget + 1;//Skip; + + Interaction := (Interaction + Skip) mod Length(Interactions); + + // try to keep all at the beginning + if SongTarget > VS-1 then begin + SongTarget := SongTarget - VS; + SongCurrent := SongCurrent - VS; + end; + + end; + // Interaction -> Button, ktorego okladke przeczytamy + // Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false); // 0.5.0: show uncached texture +end; + +procedure TScreenSong.SelectPrev; +var + Skip: integer; + I: integer; + VS: Integer; +begin + VS := CatSongs.VisibleSongs; + + if VS > 0 then + begin + UnLoadDetailedCover; + + Skip := 1; + + while (not CatSongs.Song[(Interaction - Skip + Length(Interactions)) mod Length(Interactions)].Visible) do Inc(Skip); + SongTarget := SongTarget - 1;//Skip; + + Interaction := (Interaction - Skip + Length(Interactions)) mod Length(Interactions); + + // try to keep all at the beginning + if SongTarget < 0 then begin + SongTarget := SongTarget + CatSongs.VisibleSongs; + SongCurrent := SongCurrent + CatSongs.VisibleSongs; + end; + + // Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false); // 0.5.0: show uncached texture + end; +end; + +procedure TScreenSong.UpdateLCD; +begin + LCD.HideCursor; + LCD.Clear; + LCD.WriteText(1, Text[TextArtist].Text); + LCD.WriteText(2, Text[TextTitle].Text); +end; + +//Procedure Change current played Preview +procedure TScreenSong.ChangeMusic; +begin + //When Music Preview is avtivated -> then Change Music + if (Ini.PreviewVolume <> 0) then + begin + if (NOT CatSongs.Song[Interaction].Main) AND(CatSongs.VisibleSongs > 0) then + begin + Music.Close; + if Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3) then begin + Music.MoveTo(Music.Length / 4); + //If Song Fading is activated then don't Play directly, and Set Volume to Null, else Play normal + if (Ini.PreviewFading = 0) then + Music.Play + else + Music.SetMusicVolume(0); + end; + end + else + Music.Stop; + end; +end; + +procedure TScreenSong.SkipTo(Target: Cardinal); // 0.5.0 +var + Skip: integer; + I: integer; +begin + UnLoadDetailedCover; + + Interaction := High(CatSongs.Song); + SongTarget := 0; + + for I := 1 to Target+1 do + SelectNext; + + FixSelected2; +end; + +procedure TScreenSong.DrawEqualizer; +var + Data: TFFTData; //Audio Data + I, J: Integer; + Res: byte; + A, B: Integer; + PosX, PosY: Integer; + Pos: Real; +begin +if (not Music.Finished) AND (Theme.Song.Equalizer.Length > 0) then +begin + + + A := GetTickCount div 44; + + if (A <> EqualizerTime) then + begin + EqualizerTime := A; + Data := Music.GetFFTData; + + B:=0; + Pos := 0; + Res := ceil(92/Theme.Song.Equalizer.Bands);//How much channels are used for one Band + + //Change Lengths + for I := 0 to (Res * Theme.Song.Equalizer.Bands - 1) do + begin + A := floor(I/Res); + + if (A<>B) then //Band changed + begin + if (Pos <= Theme.Song.Equalizer.Length) then + begin + if ((Pos < EqualizerBands[B]) AND (EqualizerBands[B]>1)) then + EqualizerBands[B] := EqualizerBands[B] - 1 + else + EqualizerBands[B] := floor(Pos); + end + else + EqualizerBands[B] := 1; + + B := A; + Pos := 0; + end; + + if I > 35 then + Data[i] := Data[i] * 8 + else if I > 11 then + Data[i] := Data[i] * 4.5 + else + Data[i] := Data[i] * 1.1; + + if (Data[i] >= 1) then + Data[i] := 0.9999999999999; + + if Data[i]*Theme.Song.Equalizer.Length > Pos then + Pos := Data[i]*Theme.Song.Equalizer.Length; + end; + + //Change Last Band + if (EqualizerBands[B] <= Theme.Song.Equalizer.Length) then + begin + if ((Pos < EqualizerBands[B]) AND (EqualizerBands[B]>1)) then + EqualizerBands[B] := EqualizerBands[B] - 1 + else + EqualizerBands[B] := floor(Pos) + end + else + EqualizerBands[B] := 1; + end; + + //Draw every Channel + glColor4f(Theme.Song.Equalizer.ColR, Theme.Song.Equalizer.ColG, Theme.Song.Equalizer.ColB, Theme.Song.Equalizer.Alpha); //Set Color + glDisable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + + PosY := Theme.Song.Equalizer.Y; + PosX := Theme.Song.Equalizer.X; + + For I := 0 to Theme.Song.Equalizer.Bands-1 do + begin + if Theme.Song.Equalizer.Direction then + PosY := Theme.Song.Equalizer.Y //+ (Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space) * Theme.Song.Equalizer.Length + else + PosX := Theme.Song.Equalizer.X; + //Draw for every visible quad + for J := 1 to EqualizerBands[I] do + begin + glBegin(GL_QUADS); + glVertex3f(PosX, PosY, Theme.Song.Equalizer.Z); + glVertex3f(PosX, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z); + glVertex3f(PosX+Theme.Song.Equalizer.W, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z); + glVertex3f(PosX+Theme.Song.Equalizer.W, PosY, Theme.Song.Equalizer.Z); + glEnd; + + if Theme.Song.Equalizer.Direction then //Vertically + PosY := PosY - Theme.Song.Equalizer.H - Theme.Song.Equalizer.Space + else //Horizontally + PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space; + end; + if Theme.Song.Equalizer.Direction then //Horizontally + PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space + else //Vertically + PosY := PosY + Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space; + end; +end; +end; + +Procedure TScreenSong.SelectRandomSong; +var + I, I2: Integer; +begin + Case PlaylistMan.Mode of + 0: //All Songs Just Select Random Song + begin + //When Tabs are activated then use Tab Method + if (Ini.Tabs_at_startup = 1) then + begin + repeat + I2 := Random(high(CatSongs.Song)+1) - low(CatSongs.Song)+1; + until CatSongs.Song[I2].Main = false; + + //Search Cat + for I := I2 downto low(CatSongs.Song) do + begin + if CatSongs.Song[I].Main then + break; + end; + //In I ist jetzt die Kategorie in I2 der Song + //I is the CatNum, I2 is the No of the Song within this Cat + + //Choose Cat + CatSongs.ShowCategoryList; + + //Show Cat in Top Left Mod + ShowCatTL (I); + + CatSongs.ClickCategoryButton(I); + SelectNext; + + //Choose Song + SkipTo(I2-I); + end + //When Tabs are deactivated use easy Method + else + SkipTo(Random(CatSongs.VisibleSongs)); + end; + 1: //One Category Select Category and Select Random Song + begin + CatSongs.ShowCategoryList; + CatSongs.ClickCategoryButton(PlaylistMan.CurPlayList); + ShowCatTL(PlaylistMan.CurPlayList); + + SelectNext; + FixSelected2; + + SkipTo(Random(CatSongs.VisibleSongs)); + end; + 2: //Playlist: Select Playlist and Select Random Song + begin + PlaylistMan.SetPlayList(PlaylistMan.CurPlayList); + + SkipTo(Random(CatSongs.VisibleSongs)); + FixSelected2; + end; + end; + + Music.PlayChange; + ChangeMusic; + SetScroll; + UpdateLCD; +end; + +procedure TScreenSong.SetJoker; +begin + //If Party Mode + if Mode = 1 then //Show Joker that are available + begin + if (PartySession.Teams.NumTeams >= 1) then + begin + Static[StaticTeam1Joker1].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 1); + Static[StaticTeam1Joker2].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 2); + Static[StaticTeam1Joker3].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 3); + Static[StaticTeam1Joker4].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 4); + Static[StaticTeam1Joker5].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 5); + end + else + begin + Static[StaticTeam1Joker1].Visible := False; + Static[StaticTeam1Joker2].Visible := False; + Static[StaticTeam1Joker3].Visible := False; + Static[StaticTeam1Joker4].Visible := False; + Static[StaticTeam1Joker5].Visible := False; + end; + + if (PartySession.Teams.NumTeams >= 2) then + begin + Static[StaticTeam2Joker1].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 1); + Static[StaticTeam2Joker2].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 2); + Static[StaticTeam2Joker3].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 3); + Static[StaticTeam2Joker4].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 4); + Static[StaticTeam2Joker5].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 5); + end + else + begin + Static[StaticTeam2Joker1].Visible := False; + Static[StaticTeam2Joker2].Visible := False; + Static[StaticTeam2Joker3].Visible := False; + Static[StaticTeam2Joker4].Visible := False; + Static[StaticTeam2Joker5].Visible := False; + end; + + if (PartySession.Teams.NumTeams >= 3) then + begin + Static[StaticTeam3Joker1].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 1); + Static[StaticTeam3Joker2].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 2); + Static[StaticTeam3Joker3].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 3); + Static[StaticTeam3Joker4].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 4); + Static[StaticTeam3Joker5].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 5); + end + else + begin + Static[StaticTeam3Joker1].Visible := False; + Static[StaticTeam3Joker2].Visible := False; + Static[StaticTeam3Joker3].Visible := False; + Static[StaticTeam3Joker4].Visible := False; + Static[StaticTeam3Joker5].Visible := False; + end; + end + else + begin //Hide all + Static[StaticTeam1Joker1].Visible := False; + Static[StaticTeam1Joker2].Visible := False; + Static[StaticTeam1Joker3].Visible := False; + Static[StaticTeam1Joker4].Visible := False; + Static[StaticTeam1Joker5].Visible := False; + + Static[StaticTeam2Joker1].Visible := False; + Static[StaticTeam2Joker2].Visible := False; + Static[StaticTeam2Joker3].Visible := False; + Static[StaticTeam2Joker4].Visible := False; + Static[StaticTeam2Joker5].Visible := False; + + Static[StaticTeam3Joker1].Visible := False; + Static[StaticTeam3Joker2].Visible := False; + Static[StaticTeam3Joker3].Visible := False; + Static[StaticTeam3Joker4].Visible := False; + Static[StaticTeam3Joker5].Visible := False; + end; +end; + +procedure TScreenSong.SetStatics; +var + I: Integer; + Visible: Boolean; +begin + //Set Visibility of Party Statics and Text + Visible := (Mode = 1); + + For I := 0 to high(StaticParty) do + Static[StaticParty[I]].Visible := Visible; + + For I := 0 to high(TextParty) do + Text[TextParty[I]].Visible := Visible; + + //Set Visibility of Non Party Statics and Text + Visible := not Visible; + + For I := 0 to high(StaticNonParty) do + Static[StaticNonParty[I]].Visible := Visible; + + For I := 0 to high(TextNonParty) do + Text[TextNonParty[I]].Visible := Visible; +end; + +//Procedures for Menu + +procedure TScreenSong.StartSong; +begin + CatSongs.Selected := Interaction; + Music.Stop; + //Party Mode + if (Mode = 1) then + begin + FadeTo(@ScreenSingModi); + end + else + begin + FadeTo(@ScreenSing); + end; +end; + +procedure TScreenSong.SelectPlayers; +begin + CatSongs.Selected := Interaction; + Music.Stop; + + ScreenName.Goto_SingScreen := True; + FadeTo(@ScreenName); +end; + +procedure TScreenSong.OpenEditor; +begin + if (Length(Songs.Song) > 0) and (not CatSongs.Song[Interaction].Main) AND (Mode = 0) then begin + Music.Stop; + Music.PlayStart; + ScreenEditSub.Path := CatSongs.Song[Interaction].Path; + ScreenEditSub.FileName := CatSongs.Song[Interaction].FileName; + FadeTo(@ScreenEditSub); + end; +end; + +//Team No of Team (0-5) +procedure TScreenSong.DoJoker (Team: Byte); +begin + if (Mode = 1) AND (PartySession.Teams.NumTeams >= Team + 1) AND (PartySession.Teams.Teaminfo[Team].Joker > 0) then + begin + //Joker spielen + Dec(PartySession.Teams.Teaminfo[Team].Joker); + SelectRandomSong; + SetJoker; + end; +end; + +//Detailed Cover Unloading. Unloads the Detailed, uncached Cover of the cur. Song +procedure TScreenSong.UnLoadDetailedCover; +begin + CoverTime := 0; + + Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', true); // 0.5.0: show cached texture + Button[Interaction].Texture2.Alpha := 0; + + if Button[Interaction].Texture.Name <> Skin.GetTextureFileName('SongCover') then + Texture.UnloadTexture(Button[Interaction].Texture.Name, false); +end; + +procedure TScreenSong.Refresh; +begin { +CatSongs.Refresh; +CatSongs.ShowCategoryList; +Interaction := 0; +SelectNext; +FixSelected; } + +end; + +end. diff --git a/Game/Code/Screens/UScreenSongMenu.pas b/Game/Code/Screens/UScreenSongMenu.pas index 41432356..ce331e2f 100644 --- a/Game/Code/Screens/UScreenSongMenu.pas +++ b/Game/Code/Screens/UScreenSongMenu.pas @@ -1,619 +1,632 @@ -unit UScreenSongMenu;
-
-interface
-
-{$IFDEF FPC}
- {$MODE DELPHI}
-{$ENDIF}
-
-uses
- UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes;
-
-type
- TScreenSongMenu = class(TMenu)
- private
- CurMenu: Byte; //Num of the cur. Shown Menu
- public
- Visible: Boolean; //Whether the Menu should be Drawn
-
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- function Draw: boolean; override;
- procedure MenuShow(sMenu: Byte);
- procedure HandleReturn;
- end;
-
-const
- SM_Main = 1;
-
- SM_PlayList = 64 or 1;
- SM_Playlist_Add = 64 or 2;
- SM_Playlist_New = 64 or 3;
-
- SM_Playlist_DelItem = 64 or 5;
-
- SM_Playlist_Load = 64 or 8 or 1;
- SM_Playlist_Del = 64 or 8 or 5;
-
-
- SM_Party_Main = 128 or 1;
- SM_Party_Joker = 128 or 2;
-
-var
- ISelections: Array of String;
- SelectValue: Integer;
-
-
-implementation
-
-uses UGraphic, UMain, UIni, UTexture, ULanguage, UParty, UPlaylist, USongs;
-
-function TScreenSongMenu.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- if (CurMenu = SM_Playlist_New) AND (Interaction=0) then
- begin
- case PressedKey of
- SDLK_0..SDLK_9, SDLK_A..SDLK_Z, SDLK_SPACE, SDLK_MINUS, SDLK_EXCLAIM, SDLK_COMMA, SDLK_SLASH, SDLK_ASTERISK, SDLK_QUESTION, SDLK_QUOTE, SDLK_QUOTEDBL:
- begin
- Button[Interaction].Text[0].Text := Button[Interaction].Text[0].Text + chr(ScanCode);
- exit;
- end;
-
- SDLK_BACKSPACE:
- begin
- Button[Interaction].Text[0].DeleteLastL;
- exit;
- end;
- end;
- end;
-
- case PressedKey of
- SDLK_Q:
- begin
- Result := false;
- end;
-
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- Music.PlayBack;
- Visible := False;
- end;
-
- SDLK_RETURN:
- begin
- HandleReturn;
- end;
-
- SDLK_DOWN: InteractNext;
- SDLK_UP: InteractPrev;
-
- SDLK_RIGHT:
- begin
- if (Interaction=3) then
- InteractInc;
- end;
- SDLK_LEFT:
- begin
- if (Interaction=3) then
- InteractDec;
- end;
-
- SDLK_1:
- begin //Jocker
- //Joker spielen
- case CurMenu of
- SM_Party_Main:
- begin
- ScreenSong.DoJoker(0)
- end;
- end;
- end;
- SDLK_2:
- begin //Jocker
- //Joker spielen
- case CurMenu of
- SM_Party_Main:
- begin
- ScreenSong.DoJoker(1)
- end;
- end;
- end;
- SDLK_3:
- begin //Jocker
- //Joker spielen
- case CurMenu of
- SM_Party_Main:
- begin
- ScreenSong.DoJoker(2)
- end;
- end;
- end;
-
-
- end;
- end;
-end;
-
-constructor TScreenSongMenu.Create;
-var
- I: integer;
-begin
- inherited Create;
-
- //Create Dummy SelectSlide Entrys
- SetLength(ISelections, 1);
- ISelections[0] := 'Dummy';
-
-
- AddText(Theme.SongMenu.TextMenu);
-
- LoadFromTheme(Theme.SongMenu);
-
- AddButton(Theme.SongMenu.Button1);
- if (Length(Button[0].Text) = 0) then
- AddButtonText(14, 20, 'Button 1');
-
- AddButton(Theme.SongMenu.Button2);
- if (Length(Button[1].Text) = 0) then
- AddButtonText(14, 20, 'Button 2');
-
- AddButton(Theme.SongMenu.Button3);
- if (Length(Button[2].Text) = 0) then
- AddButtonText(14, 20, 'Button 3');
-
- AddSelectSlide(Theme.SongMenu.SelectSlide3, SelectValue, ISelections);
-
- AddButton(Theme.SongMenu.Button4);
- if (Length(Button[3].Text) = 0) then
- AddButtonText(14, 20, 'Button 4');
-
-
- Interaction := 0;
-end;
-
-function TScreenSongMenu.Draw: boolean;
-begin
- inherited Draw;
-end;
-
-procedure TScreenSongMenu.onShow;
-begin
-
-end;
-
-procedure TScreenSongMenu.MenuShow(sMenu: Byte);
-begin
- Interaction := 0; //Reset Interaction
- Visible := True; //Set Visible
- Case sMenu of
- SM_Main:
- begin
- CurMenu := sMenu;
- Text[0].Text := Language.Translate('SONG_MENU_NAME_MAIN');
-
- Button[0].Visible := True;
- Button[1].Visible := True;
- Button[2].Visible := True;
- Button[3].Visible := True;
- SelectsS[0].Visible := False;
-
- Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY');
- Button[1].Text[0].Text := Language.Translate('SONG_MENU_CHANGEPLAYERS');
- Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD');
- Button[3].Text[0].Text := Language.Translate('SONG_MENU_EDIT');
- end;
-
- SM_PlayList:
- begin
- CurMenu := sMenu;
- Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST');
-
- Button[0].Visible := True;
- Button[1].Visible := True;
- Button[2].Visible := True;
- Button[3].Visible := True;
- SelectsS[0].Visible := False;
-
- Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY');
- Button[1].Text[0].Text := Language.Translate('SONG_MENU_CHANGEPLAYERS');
- Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_DEL');
- Button[3].Text[0].Text := Language.Translate('SONG_MENU_EDIT');
- end;
-
- SM_Playlist_Add:
- begin
- CurMenu := sMenu;
- Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_ADD');
-
- Button[0].Visible := True;
- Button[1].Visible := False;
- Button[2].Visible := False;
- Button[3].Visible := True;
- SelectsS[0].Visible := True;
-
- Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD_NEW');
- Button[3].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD_EXISTING');
-
- SetLength(ISelections, Length(PlaylistMan.Playlists));
- PlaylistMan.GetNames(ISelections);
-
- if (Length(ISelections)>=1) then
- begin
- UpdateSelectSlideOptions(Theme.SongMenu.SelectSlide3, 0, ISelections, SelectValue);
- end
- else
- begin
- Button[3].Visible := False;
- SelectsS[0].Visible := False;
- Button[2].Visible := True;
- Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NOEXISTING');
- end;
- end;
-
- SM_Playlist_New:
- begin
- CurMenu := sMenu;
- Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_NEW');
-
- Button[0].Visible := True;
- Button[1].Visible := False;
- Button[2].Visible := True;
- Button[3].Visible := True;
- SelectsS[0].Visible := False;
-
- Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NEW_UNNAMED');
- Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NEW_CREATE');
- Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL');
- end;
-
- SM_Playlist_DelItem:
- begin
- CurMenu := sMenu;
- Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_DELITEM');
-
- Button[0].Visible := True;
- Button[1].Visible := False;
- Button[2].Visible := False;
- Button[3].Visible := True;
- SelectsS[0].Visible := False;
-
- Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES');
- Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL');
- end;
-
- SM_Playlist_Load:
- begin
- CurMenu := sMenu;
- Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_LOAD');
-
- //Show Delete Curent Playlist Button when Playlist is opened
- Button[0].Visible := (CatSongs.CatNumShow = -3);
-
- Button[1].Visible := False;
- Button[2].Visible := False;
- Button[3].Visible := True;
- SelectsS[0].Visible := True;
-
- Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_DELCURRENT');
- Button[3].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_LOAD');
-
- SetLength(ISelections, Length(PlaylistMan.Playlists));
- PlaylistMan.GetNames(ISelections);
-
- if (Length(ISelections)>=1) then
- begin
- UpdateSelectSlideOptions(Theme.SongMenu.SelectSlide3, 0, ISelections, SelectValue);
- Interaction := 3;
- end
- else
- begin
- Button[3].Visible := False;
- SelectsS[0].Visible := False;
- Button[2].Visible := True;
- Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NOEXISTING');
- Interaction := 2;
- end;
- end;
-
- SM_Playlist_Del:
- begin
- CurMenu := sMenu;
- Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_DEL');
-
- Button[0].Visible := True;
- Button[1].Visible := False;
- Button[2].Visible := False;
- Button[3].Visible := True;
- SelectsS[0].Visible := False;
-
- Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES');
- Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL');
- end;
-
-
- SM_Party_Main:
- begin
- CurMenu := sMenu;
- Text[0].Text := Language.Translate('SONG_MENU_NAME_PARTY_MAIN');
-
- Button[0].Visible := True;
- Button[1].Visible := False;
- Button[2].Visible := False;
- Button[3].Visible := True;
- SelectsS[0].Visible := False;
-
- Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY');
- //Button[1].Text[0].Text := Language.Translate('SONG_MENU_JOKER');
- //Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYMODI');
- Button[3].Text[0].Text := Language.Translate('SONG_MENU_JOKER');
- end;
-
- SM_Party_Joker:
- begin
- CurMenu := sMenu;
- Text[0].Text := Language.Translate('SONG_MENU_NAME_PARTY_JOKER');
-
- Button[0].Visible := (PartySession.Teams.NumTeams >= 1) AND (PartySession.Teams.Teaminfo[0].Joker > 0);
- Button[1].Visible := (PartySession.Teams.NumTeams >= 2) AND (PartySession.Teams.Teaminfo[1].Joker > 0);
- Button[2].Visible := (PartySession.Teams.NumTeams >= 3) AND (PartySession.Teams.Teaminfo[2].Joker > 0);
- Button[3].Visible := True;
- SelectsS[0].Visible := False;
-
- Button[0].Text[0].Text := String(PartySession.Teams.Teaminfo[0].Name);
- Button[1].Text[0].Text := String(PartySession.Teams.Teaminfo[1].Name);
- Button[2].Text[0].Text := String(PartySession.Teams.Teaminfo[2].Name);
- Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL');
-
- //Set right Interaction
- if (not Button[0].Visible) then
- begin
- if (not Button[1].Visible) then
- begin
- if (not Button[2].Visible) then
- begin
- Interaction := 4;
- end
- else Interaction := 2;
- end
- else Interaction := 1;
- end;
-
- end;
- end;
-end;
-
-procedure TScreenSongMenu.HandleReturn;
-begin
- Case CurMenu of
- SM_Main:
- begin
- Case Interaction of
- 0: //Button 1
- begin
- ScreenSong.StartSong;
- Visible := False;
- end;
-
- 1: //Button 2
- begin
- //Select New Players then Sing:
- ScreenSong.SelectPlayers;
- Visible := False;
- end;
-
- 2: //Button 3
- begin
- //Show add to Playlist Menu
- MenuShow(SM_Playlist_Add);
- end;
-
- 3: //SelectSlide 3
- begin
- //Dummy
- end;
-
- 4: //Button 4
- begin
- ScreenSong.OpenEditor;
- Visible := False;
- end;
- end;
- end;
-
- SM_PlayList:
- begin
- Visible := False;
- Case Interaction of
- 0: //Button 1
- begin
- ScreenSong.StartSong;
- Visible := False;
- end;
-
- 1: //Button 2
- begin
- //Select New Players then Sing:
- ScreenSong.SelectPlayers;
- Visible := False;
- end;
-
- 2: //Button 3
- begin
- //Show add to Playlist Menu
- MenuShow(SM_Playlist_DelItem);
- end;
-
- 3: //SelectSlide 3
- begin
- //Dummy
- end;
-
- 4: //Button 4
- begin
- ScreenSong.OpenEditor;
- Visible := False;
- end;
- end;
- end;
-
- SM_Playlist_Add:
- begin
- Case Interaction of
- 0: //Button 1
- begin
- MenuShow(SM_Playlist_New);
- end;
-
- 3: //SelectSlide 3
- begin
- //Dummy
- end;
-
- 4: //Button 4
- begin
- PlaylistMan.AddItem(ScreenSong.Interaction, SelectValue);
- Visible := False;
- end;
- end;
- end;
-
- SM_Playlist_New:
- begin
- Case Interaction of
- 0: //Button 1
- begin
- //Nothing, Button for Entering Name
- end;
-
- 2: //Button 3
- begin
- //Create Playlist and Add Song
- PlaylistMan.AddItem(
- ScreenSong.Interaction,
- PlaylistMan.AddPlaylist(Button[0].Text[0].Text));
- Visible := False;
- end;
-
- 3: //SelectSlide 3
- begin
- //Cancel -> Go back to Add screen
- MenuShow(SM_Playlist_Add);
- end;
-
- 4: //Button 4
- begin
- Visible := False;
- end;
- end;
- end;
-
- SM_Playlist_DelItem:
- begin
- Visible := False;
- Case Interaction of
- 0: //Button 1
- begin
- //Delete
- PlayListMan.DelItem(PlayListMan.GetIndexbySongID(ScreenSong.Interaction));
- Visible := False;
- end;
-
- 4: //Button 4
- begin
- MenuShow(SM_Playlist);
- end;
- end;
- end;
-
- SM_Playlist_Load:
- begin
- Case Interaction of
- 0: //Button 1 (Delete Playlist)
- begin
- MenuShow(SM_Playlist_Del);
- end;
- 4: //Button 4
- begin
- //Load Playlist
- PlaylistMan.SetPlayList(SelectValue);
- Visible := False;
- end;
- end;
- end;
-
- SM_Playlist_Del:
- begin
- Visible := False;
- Case Interaction of
- 0: //Button 1
- begin
- //Delete
- PlayListMan.DelPlaylist(PlaylistMan.CurPlayList);
- Visible := False;
- end;
-
- 4: //Button 4
- begin
- MenuShow(SM_Playlist_Load);
- end;
- end;
- end;
-
- SM_Party_Main:
- begin
- Case Interaction of
- 0: //Button 1
- begin
- //Start Singing
- ScreenSong.StartSong;
- Visible := False;
- end;
-
- 4: //Button 4
- begin
- //Joker
- MenuShow(SM_Party_Joker);
- end;
- end;
- end;
-
- SM_Party_Joker:
- begin
- Visible := False;
- Case Interaction of
- 0: //Button 1
- begin
- //Joker Team 1
- ScreenSong.DoJoker(0);
- end;
-
- 1: //Button 2
- begin
- //Joker Team 2
- ScreenSong.DoJoker(1);
- end;
-
- 2: //Button 3
- begin
- //Joker Team 3
- ScreenSong.DoJoker(2);
- end;
-
- 4: //Button 4
- begin
- //Cancel... (Fo back to old Menu)
- MenuShow(SM_Party_Main);
- end;
- end;
- end;
- end;
-end;
-
-end.
-
+unit UScreenSongMenu; + +interface + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + +uses + UMenu, + SDL, + UDisplay, + UMusic, + UFiles, + SysUtils, + UThemes; + +type + TScreenSongMenu = class(TMenu) + private + CurMenu: Byte; //Num of the cur. Shown Menu + public + Visible: Boolean; //Whether the Menu should be Drawn + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + function Draw: boolean; override; + procedure MenuShow(sMenu: Byte); + procedure HandleReturn; + end; + +const + SM_Main = 1; + + SM_PlayList = 64 or 1; + SM_Playlist_Add = 64 or 2; + SM_Playlist_New = 64 or 3; + + SM_Playlist_DelItem = 64 or 5; + + SM_Playlist_Load = 64 or 8 or 1; + SM_Playlist_Del = 64 or 8 or 5; + + + SM_Party_Main = 128 or 1; + SM_Party_Joker = 128 or 2; + +var + ISelections: Array of String; + SelectValue: Integer; + + +implementation + +uses UGraphic, + UMain, + UIni, + UTexture, + ULanguage, + UParty, + UPlaylist, + USongs; + +function TScreenSongMenu.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + if (CurMenu = SM_Playlist_New) AND (Interaction=0) then + begin + case PressedKey of + SDLK_0..SDLK_9, SDLK_A..SDLK_Z, SDLK_SPACE, SDLK_MINUS, SDLK_EXCLAIM, SDLK_COMMA, SDLK_SLASH, SDLK_ASTERISK, SDLK_QUESTION, SDLK_QUOTE, SDLK_QUOTEDBL: + begin + Button[Interaction].Text[0].Text := Button[Interaction].Text[0].Text + chr(ScanCode); + exit; + end; + + SDLK_BACKSPACE: + begin + Button[Interaction].Text[0].DeleteLastL; + exit; + end; + end; + end; + + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Music.PlayBack; + Visible := False; + end; + + SDLK_RETURN: + begin + HandleReturn; + end; + + SDLK_DOWN: InteractNext; + SDLK_UP: InteractPrev; + + SDLK_RIGHT: + begin + if (Interaction=3) then + InteractInc; + end; + SDLK_LEFT: + begin + if (Interaction=3) then + InteractDec; + end; + + SDLK_1: + begin //Jocker + //Joker spielen + case CurMenu of + SM_Party_Main: + begin + ScreenSong.DoJoker(0) + end; + end; + end; + SDLK_2: + begin //Jocker + //Joker spielen + case CurMenu of + SM_Party_Main: + begin + ScreenSong.DoJoker(1) + end; + end; + end; + SDLK_3: + begin //Jocker + //Joker spielen + case CurMenu of + SM_Party_Main: + begin + ScreenSong.DoJoker(2) + end; + end; + end; + + + end; + end; +end; + +constructor TScreenSongMenu.Create; +var + I: integer; +begin + inherited Create; + + //Create Dummy SelectSlide Entrys + SetLength(ISelections, 1); + ISelections[0] := 'Dummy'; + + + AddText(Theme.SongMenu.TextMenu); + + LoadFromTheme(Theme.SongMenu); + + AddButton(Theme.SongMenu.Button1); + if (Length(Button[0].Text) = 0) then + AddButtonText(14, 20, 'Button 1'); + + AddButton(Theme.SongMenu.Button2); + if (Length(Button[1].Text) = 0) then + AddButtonText(14, 20, 'Button 2'); + + AddButton(Theme.SongMenu.Button3); + if (Length(Button[2].Text) = 0) then + AddButtonText(14, 20, 'Button 3'); + + AddSelectSlide(Theme.SongMenu.SelectSlide3, SelectValue, ISelections); + + AddButton(Theme.SongMenu.Button4); + if (Length(Button[3].Text) = 0) then + AddButtonText(14, 20, 'Button 4'); + + + Interaction := 0; +end; + +function TScreenSongMenu.Draw: boolean; +begin + inherited Draw; +end; + +procedure TScreenSongMenu.onShow; +begin + +end; + +procedure TScreenSongMenu.MenuShow(sMenu: Byte); +begin + Interaction := 0; //Reset Interaction + Visible := True; //Set Visible + Case sMenu of + SM_Main: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_MAIN'); + + Button[0].Visible := True; + Button[1].Visible := True; + Button[2].Visible := True; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY'); + Button[1].Text[0].Text := Language.Translate('SONG_MENU_CHANGEPLAYERS'); + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_EDIT'); + end; + + SM_PlayList: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST'); + + Button[0].Visible := True; + Button[1].Visible := True; + Button[2].Visible := True; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY'); + Button[1].Text[0].Text := Language.Translate('SONG_MENU_CHANGEPLAYERS'); + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_DEL'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_EDIT'); + end; + + SM_Playlist_Add: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_ADD'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := True; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD_NEW'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD_EXISTING'); + + SetLength(ISelections, Length(PlaylistMan.Playlists)); + PlaylistMan.GetNames(ISelections); + + if (Length(ISelections)>=1) then + begin + UpdateSelectSlideOptions(Theme.SongMenu.SelectSlide3, 0, ISelections, SelectValue); + end + else + begin + Button[3].Visible := False; + SelectsS[0].Visible := False; + Button[2].Visible := True; + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NOEXISTING'); + end; + end; + + SM_Playlist_New: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_NEW'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := True; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NEW_UNNAMED'); + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NEW_CREATE'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + end; + + SM_Playlist_DelItem: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_DELITEM'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + end; + + SM_Playlist_Load: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_LOAD'); + + //Show Delete Curent Playlist Button when Playlist is opened + Button[0].Visible := (CatSongs.CatNumShow = -3); + + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := True; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_DELCURRENT'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_LOAD'); + + SetLength(ISelections, Length(PlaylistMan.Playlists)); + PlaylistMan.GetNames(ISelections); + + if (Length(ISelections)>=1) then + begin + UpdateSelectSlideOptions(Theme.SongMenu.SelectSlide3, 0, ISelections, SelectValue); + Interaction := 3; + end + else + begin + Button[3].Visible := False; + SelectsS[0].Visible := False; + Button[2].Visible := True; + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NOEXISTING'); + Interaction := 2; + end; + end; + + SM_Playlist_Del: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_DEL'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + end; + + + SM_Party_Main: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PARTY_MAIN'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY'); + //Button[1].Text[0].Text := Language.Translate('SONG_MENU_JOKER'); + //Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYMODI'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_JOKER'); + end; + + SM_Party_Joker: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PARTY_JOKER'); + + Button[0].Visible := (PartySession.Teams.NumTeams >= 1) AND (PartySession.Teams.Teaminfo[0].Joker > 0); + Button[1].Visible := (PartySession.Teams.NumTeams >= 2) AND (PartySession.Teams.Teaminfo[1].Joker > 0); + Button[2].Visible := (PartySession.Teams.NumTeams >= 3) AND (PartySession.Teams.Teaminfo[2].Joker > 0); + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := String(PartySession.Teams.Teaminfo[0].Name); + Button[1].Text[0].Text := String(PartySession.Teams.Teaminfo[1].Name); + Button[2].Text[0].Text := String(PartySession.Teams.Teaminfo[2].Name); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + + //Set right Interaction + if (not Button[0].Visible) then + begin + if (not Button[1].Visible) then + begin + if (not Button[2].Visible) then + begin + Interaction := 4; + end + else Interaction := 2; + end + else Interaction := 1; + end; + + end; + end; +end; + +procedure TScreenSongMenu.HandleReturn; +begin + Case CurMenu of + SM_Main: + begin + Case Interaction of + 0: //Button 1 + begin + ScreenSong.StartSong; + Visible := False; + end; + + 1: //Button 2 + begin + //Select New Players then Sing: + ScreenSong.SelectPlayers; + Visible := False; + end; + + 2: //Button 3 + begin + //Show add to Playlist Menu + MenuShow(SM_Playlist_Add); + end; + + 3: //SelectSlide 3 + begin + //Dummy + end; + + 4: //Button 4 + begin + ScreenSong.OpenEditor; + Visible := False; + end; + end; + end; + + SM_PlayList: + begin + Visible := False; + Case Interaction of + 0: //Button 1 + begin + ScreenSong.StartSong; + Visible := False; + end; + + 1: //Button 2 + begin + //Select New Players then Sing: + ScreenSong.SelectPlayers; + Visible := False; + end; + + 2: //Button 3 + begin + //Show add to Playlist Menu + MenuShow(SM_Playlist_DelItem); + end; + + 3: //SelectSlide 3 + begin + //Dummy + end; + + 4: //Button 4 + begin + ScreenSong.OpenEditor; + Visible := False; + end; + end; + end; + + SM_Playlist_Add: + begin + Case Interaction of + 0: //Button 1 + begin + MenuShow(SM_Playlist_New); + end; + + 3: //SelectSlide 3 + begin + //Dummy + end; + + 4: //Button 4 + begin + PlaylistMan.AddItem(ScreenSong.Interaction, SelectValue); + Visible := False; + end; + end; + end; + + SM_Playlist_New: + begin + Case Interaction of + 0: //Button 1 + begin + //Nothing, Button for Entering Name + end; + + 2: //Button 3 + begin + //Create Playlist and Add Song + PlaylistMan.AddItem( + ScreenSong.Interaction, + PlaylistMan.AddPlaylist(Button[0].Text[0].Text)); + Visible := False; + end; + + 3: //SelectSlide 3 + begin + //Cancel -> Go back to Add screen + MenuShow(SM_Playlist_Add); + end; + + 4: //Button 4 + begin + Visible := False; + end; + end; + end; + + SM_Playlist_DelItem: + begin + Visible := False; + Case Interaction of + 0: //Button 1 + begin + //Delete + PlayListMan.DelItem(PlayListMan.GetIndexbySongID(ScreenSong.Interaction)); + Visible := False; + end; + + 4: //Button 4 + begin + MenuShow(SM_Playlist); + end; + end; + end; + + SM_Playlist_Load: + begin + Case Interaction of + 0: //Button 1 (Delete Playlist) + begin + MenuShow(SM_Playlist_Del); + end; + 4: //Button 4 + begin + //Load Playlist + PlaylistMan.SetPlayList(SelectValue); + Visible := False; + end; + end; + end; + + SM_Playlist_Del: + begin + Visible := False; + Case Interaction of + 0: //Button 1 + begin + //Delete + PlayListMan.DelPlaylist(PlaylistMan.CurPlayList); + Visible := False; + end; + + 4: //Button 4 + begin + MenuShow(SM_Playlist_Load); + end; + end; + end; + + SM_Party_Main: + begin + Case Interaction of + 0: //Button 1 + begin + //Start Singing + ScreenSong.StartSong; + Visible := False; + end; + + 4: //Button 4 + begin + //Joker + MenuShow(SM_Party_Joker); + end; + end; + end; + + SM_Party_Joker: + begin + Visible := False; + Case Interaction of + 0: //Button 1 + begin + //Joker Team 1 + ScreenSong.DoJoker(0); + end; + + 1: //Button 2 + begin + //Joker Team 2 + ScreenSong.DoJoker(1); + end; + + 2: //Button 3 + begin + //Joker Team 3 + ScreenSong.DoJoker(2); + end; + + 4: //Button 4 + begin + //Cancel... (Fo back to old Menu) + MenuShow(SM_Party_Main); + end; + end; + end; + end; +end; + +end. + diff --git a/Game/Code/Screens/UScreenStatMain.pas b/Game/Code/Screens/UScreenStatMain.pas index f7961727..223ad2b2 100644 --- a/Game/Code/Screens/UScreenStatMain.pas +++ b/Game/Code/Screens/UScreenStatMain.pas @@ -1,231 +1,285 @@ -unit UScreenStatMain;
-
-interface
-
-{$IFDEF FPC}
- {$MODE DELPHI}
-{$ENDIF}
-
-
-uses
- UMenu, SDL, SysUtils, UDisplay, UMusic, UIni, UThemes;
-
-type
- TScreenStatMain = class(TMenu)
- private
- //Some Stat Value that don't need to be calculated 2 times
- SongswithVid: Cardinal;
- public
- TextOverview: integer;
- constructor Create; override;
- function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
- procedure onShow; override;
- procedure SetAnimationProgress(Progress: real); override;
-
- procedure SetOverview;
- end;
-
-implementation
-
-uses UGraphic, UDataBase, USongs, ULanguage, windows, ULog;
-
-function TScreenStatMain.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
-begin
- Result := true;
- If (PressedDown) Then
- begin // Key Down
- case PressedKey of
- SDLK_Q:
- begin
- Result := false;
- end;
-
- SDLK_ESCAPE,
- SDLK_BACKSPACE :
- begin
- Ini.Save;
- Music.PlayBack;
- FadeTo(@ScreenMain);
- end;
- SDLK_RETURN:
- begin
- //Exit Button Pressed
- if Interaction = 4 then begin
- Music.PlayBack;
- FadeTo(@ScreenMain);
- end
- else //One of the Stats Buttons Pressed
- begin
- Music.PlayBack;
- ScreenStatDetail.Typ := Interaction;
- FadeTo(@ScreenStatDetail);
- end;
- end;
- SDLK_LEFT:
- begin
- InteractPrev;
- end;
- SDLK_RIGHT:
- begin
- InteractNext;
- end;
- SDLK_UP:
- begin
- InteractPrev;
- end;
- SDLK_DOWN:
- begin
- InteractNext;
- end;
- end;
- end;
-end;
-
-constructor TScreenStatMain.Create;
-var
- I: integer;
-begin
- inherited Create;
-
- TextOverview := AddText(Theme.StatMain.TextOverview);
-
- LoadFromTheme(Theme.StatMain);
-
- AddButton(Theme.StatMain.ButtonScores);
- if (Length(Button[0].Text)=0) then
- AddButtonText(14, 20, Theme.StatDetail.Description[0]);
-
- AddButton(Theme.StatMain.ButtonSingers);
- if (Length(Button[1].Text)=0) then
- AddButtonText(14, 20, Theme.StatDetail.Description[1]);
-
- AddButton(Theme.StatMain.ButtonSongs);
- if (Length(Button[2].Text)=0) then
- AddButtonText(14, 20, Theme.StatDetail.Description[2]);
-
- AddButton(Theme.StatMain.ButtonBands);
- if (Length(Button[3].Text)=0) then
- AddButtonText(14, 20, Theme.StatDetail.Description[3]);
-
- AddButton(Theme.StatMain.ButtonExit);
- if (Length(Button[4].Text)=0) then
- AddButtonText(14, 20, Theme.Options.Description[4]);
-
- Interaction := 0;
-
- //Set Songs with Vid
- SongswithVid := 0;
- For I := 0 to high(Songs.Song) do
- if (Songs.Song[I].Video <> '') then
- Inc(SongswithVid);
-end;
-
-procedure TScreenStatMain.onShow;
-begin
- //Set Overview Text:
- SetOverview;
-end;
-
-procedure TScreenStatMain.SetOverview;
-var
- Overview, Formatstr: String;
- I: Integer;
- //Some Vars to Save Attributes to
- A1, A2, A3: Integer;
- A4, A5: String;
- Result1, Result2: AStatResult;
- ResetTime: TSystemTime;
- function GetFileCreation(Filename: String): TSystemTime;
- var
- FindData: TWin32FindData;
- Handle: THandle;
- begin
- Handle := FindFirstFile(PChar(Filename), FindData);
- if Handle <> INVALID_HANDLE_VALUE then
- begin
- FileTimeToSystemTime(FindData.ftCreationTime, Result);
- Windows.FindClose(Handle);
- end;
- end;
-begin
- //Song Overview
-
- //Introduction
- Formatstr := Language.Translate ('STAT_OVERVIEW_INTRO');
- {Format:
- %0:d Ultrastar Version
- %1:d Day of Reset (A1)
- %2:d Month of Reset (A2)
- %3:d Year of Reset (A3)}
-
- ResetTime := GetFileCreation(Database.Filename);
-
- A1 := ResetTime.wDay;
- A2 := ResetTime.wMonth;
- A3 := ResetTime.wYear;
- try
- Overview := Format(Formatstr, [Language.Translate('US_VERSION'), A1, A2, A3]);
- except
- on E: EConvertError do
- Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_INTRO": ' + E.Message);
- end;
-
- Formatstr := Language.Translate ('STAT_OVERVIEW_SONG');
- {Format:
- %0:d Count Songs (A1)
- %1:d Count of Sung Songs (A2)
- %2:d Count of UnSung Songs
- %3:d Count of Songs with Video (A3)
- %4:s Name of the most popular Song}
- A1 := Length(Songs.Song);
- A2 := Database.GetTotalEntrys(2);
-
- A3 := SongswithVid;
-
- SetLength(Result1, 1);
- Database.GetStats(Result1, 2, 1, 0, False);
- A4 := Result1[0].Artist;
- A5 := Result1[0].Title;
-
- try
- Overview := Overview + '\n \n' + Format(Formatstr, [A1, A2, A1-A2, A3, A4, A5]);
- except
- on E: EConvertError do
- Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_SONG": ' + E.Message);
- end;
-
- //Player Overview
- Formatstr := Language.Translate ('STAT_OVERVIEW_PLAYER');
- {Format:
- %0:d Count Players (A1)
- %1:s Best Player (Result)
- %2:d Best Players Score
- %3:s Best Score Player (Result2)
- %4:d Best Score}
- A1 := Database.GetTotalEntrys(1);
-
- SetLength(Result1, 1);
- Database.GetStats(Result1, 1, 1, 0, False);
-
- SetLength(Result2, 1);
- Database.GetStats(Result2, 0, 1, 0, False);
-
- try
- Overview := Overview + '\n \n' + Format(Formatstr, [A1, Result1[0].Player, Result1[0].AverageScore, Result2[0].Singer, Result2[0].Score]);
- except
- on E: EConvertError do
- Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_PLAYER": ' + E.Message);
- end;
-
- Text[0].Text := Overview;
-end;
-
-
-procedure TScreenStatMain.SetAnimationProgress(Progress: real);
-var I: Integer;
-begin
- For I := 0 to high(Button) do
- Button[I].Texture.ScaleW := Progress;
-end;
-
-end.
+unit UScreenStatMain; + +interface + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + + +uses + UMenu, + SDL, + SysUtils, + UDisplay, + UMusic, + UIni, + UThemes; + +type + TScreenStatMain = class(TMenu) + private + //Some Stat Value that don't need to be calculated 2 times + SongswithVid: Cardinal; + public + TextOverview: integer; + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure SetAnimationProgress(Progress: real); override; + + procedure SetOverview; + end; + +implementation + +uses UGraphic, + UDataBase, + USongs, + ULanguage, + UCommon, + {$IFDEF win32} + windows, + {$ELSE} + sysconst, + {$ENDIF} + ULog; + +function TScreenStatMain.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Ini.Save; + Music.PlayBack; + FadeTo(@ScreenMain); + end; + SDLK_RETURN: + begin + //Exit Button Pressed + if Interaction = 4 then begin + Music.PlayBack; + FadeTo(@ScreenMain); + end + else //One of the Stats Buttons Pressed + begin + Music.PlayBack; + ScreenStatDetail.Typ := Interaction; + FadeTo(@ScreenStatDetail); + end; + end; + SDLK_LEFT: + begin + InteractPrev; + end; + SDLK_RIGHT: + begin + InteractNext; + end; + SDLK_UP: + begin + InteractPrev; + end; + SDLK_DOWN: + begin + InteractNext; + end; + end; + end; +end; + +constructor TScreenStatMain.Create; +var + I: integer; +begin + inherited Create; + + TextOverview := AddText(Theme.StatMain.TextOverview); + + LoadFromTheme(Theme.StatMain); + + AddButton(Theme.StatMain.ButtonScores); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[0]); + + AddButton(Theme.StatMain.ButtonSingers); + if (Length(Button[1].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[1]); + + AddButton(Theme.StatMain.ButtonSongs); + if (Length(Button[2].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[2]); + + AddButton(Theme.StatMain.ButtonBands); + if (Length(Button[3].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[3]); + + AddButton(Theme.StatMain.ButtonExit); + if (Length(Button[4].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[4]); + + Interaction := 0; + + //Set Songs with Vid + SongswithVid := 0; + For I := 0 to high(Songs.Song) do + if (Songs.Song[I].Video <> '') then + Inc(SongswithVid); +end; + +procedure TScreenStatMain.onShow; +begin + //Set Overview Text: + SetOverview; +end; + +procedure TScreenStatMain.SetOverview; +type + TwSystemTime = record + wYear, + wMonth, + wDayOfWeek, + wDay, + wHour, + wMinute, + wSecond, + wMilliseconds: Word; + end; +var + Overview, Formatstr: String; + I: Integer; + //Some Vars to Save Attributes to + A1, A2, A3: Integer; + A4, A5: String; + Result1, Result2: AStatResult; + ResetTime: TSystemTime; + + {$IFDEF win32} + function GetFileCreation(Filename: String): TSystemTime; + var + FindData: TWin32FindData; + Handle: THandle; + begin + Handle := FindFirstFile(PChar(Filename), FindData); + if Handle <> INVALID_HANDLE_VALUE then + begin + FileTimeToSystemTime(FindData.ftCreationTime, Result); + windows.FindClose(Handle); + end; + end; + + {$ELSE} + + function GetFileCreation(Filename: String): TSystemTime; + Var + F,D : Longint; + Begin + F:=FileCreate( Filename ); + try + D:=FileGetDate(F); + DateTimeToSystemTime( FileDateToDateTime(D) , result); + finally + FileClose(F); + end; + end; + {$ENDIF} + +begin + //Song Overview + + //Introduction + Formatstr := Language.Translate ('STAT_OVERVIEW_INTRO'); + (*Format: + %0:d Ultrastar Version + %1:d Day of Reset (A1) + %2:d Month of Reset (A2) + %3:d Year of Reset (A3)*) + + ResetTime := GetFileCreation(Database.Filename); + + {$IFDEF win32} + A1 := ResetTime.wDay; + A2 := ResetTime.wMonth; + A3 := ResetTime.wYear; + {$ELSE} + A1 := ResetTime.Day; + A2 := ResetTime.Month; + A3 := ResetTime.Year; + {$ENDIF} + + + try + Overview := Format(Formatstr, [Language.Translate('US_VERSION'), A1, A2, A3]); + except + on E: EConvertError do + Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_INTRO": ' + E.Message); + end; + + Formatstr := Language.Translate ('STAT_OVERVIEW_SONG'); + {Format: + %0:d Count Songs (A1) + %1:d Count of Sung Songs (A2) + %2:d Count of UnSung Songs + %3:d Count of Songs with Video (A3) + %4:s Name of the most popular Song} + A1 := Length(Songs.Song); + A2 := Database.GetTotalEntrys(2); + + A3 := SongswithVid; + + SetLength(Result1, 1); + Database.GetStats(Result1, 2, 1, 0, False); + A4 := Result1[0].Artist; + A5 := Result1[0].Title; + + try + Overview := Overview + '\n \n' + Format(Formatstr, [A1, A2, A1-A2, A3, A4, A5]); + except + on E: EConvertError do + Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_SONG": ' + E.Message); + end; + + //Player Overview + Formatstr := Language.Translate ('STAT_OVERVIEW_PLAYER'); + {Format: + %0:d Count Players (A1) + %1:s Best Player (Result) + %2:d Best Players Score + %3:s Best Score Player (Result2) + %4:d Best Score} + A1 := Database.GetTotalEntrys(1); + + SetLength(Result1, 1); + Database.GetStats(Result1, 1, 1, 0, False); + + SetLength(Result2, 1); + Database.GetStats(Result2, 0, 1, 0, False); + + try + Overview := Overview + '\n \n' + Format(Formatstr, [A1, Result1[0].Player, Result1[0].AverageScore, Result2[0].Singer, Result2[0].Score]); + except + on E: EConvertError do + Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_PLAYER": ' + E.Message); + end; + + Text[0].Text := Overview; +end; + + +procedure TScreenStatMain.SetAnimationProgress(Progress: real); +var I: Integer; +begin + For I := 0 to high(Button) do + Button[I].Texture.ScaleW := Progress; +end; + +end. diff --git a/Game/Code/UltraStar.lpi b/Game/Code/UltraStar.lpi index 84980b53..97a25a66 100644 --- a/Game/Code/UltraStar.lpi +++ b/Game/Code/UltraStar.lpi @@ -12,7 +12,7 @@ <MainUnit Value="0"/> <IconPath Value="./"/> <TargetFileExt Value=".exe"/> - <ActiveEditorIndexAtStart Value="5"/> + <ActiveEditorIndexAtStart Value="1"/> </General> <VersionInfo> <ProjectVersion Value=""/> @@ -36,62 +36,62 @@ <PackageName Value="ImagesForLazarus"/> </Item1> </RequiredPackages> - <Units Count="60"> + <Units Count="71"> <Unit0> <Filename Value="UltraStar.lpr"/> <IsPartOfProject Value="True"/> - <CursorPos X="18" Y="36"/> - <TopLine Value="11"/> + <CursorPos X="36" Y="106"/> + <TopLine Value="85"/> <EditorIndex Value="0"/> - <UsageCount Value="72"/> + <UsageCount Value="86"/> <Loaded Value="True"/> </Unit0> <Unit1> <Filename Value="lib/JEDI-SDLv1.0/OpenGL/Pas/opengl12.pas"/> <UnitName Value="opengl12"/> - <CursorPos X="2" Y="256"/> - <TopLine Value="236"/> - <UsageCount Value="6"/> + <CursorPos X="10" Y="269"/> + <TopLine Value="248"/> + <UsageCount Value="10"/> </Unit1> <Unit2> <Filename Value="Classes/UTexture.pas"/> <UnitName Value="UTexture"/> - <CursorPos X="36" Y="458"/> - <TopLine Value="883"/> - <EditorIndex Value="14"/> - <UsageCount Value="12"/> - <Loaded Value="True"/> + <CursorPos X="7" Y="23"/> + <TopLine Value="2"/> + <UsageCount Value="16"/> </Unit2> <Unit3> <Filename Value="Classes/UCommandLine.pas"/> <UnitName Value="UCommandLine"/> <CursorPos X="1" Y="1"/> <TopLine Value="1"/> - <UsageCount Value="33"/> + <UsageCount Value="32"/> </Unit3> <Unit4> <Filename Value="Classes/UIni.pas"/> <UnitName Value="UIni"/> - <CursorPos X="9" Y="7"/> + <CursorPos X="52" Y="33"/> <TopLine Value="1"/> - <UsageCount Value="33"/> + <EditorIndex Value="1"/> + <UsageCount Value="32"/> + <Loaded Value="True"/> </Unit4> <Unit5> <Filename Value="Classes/ULog.pas"/> <UnitName Value="ULog"/> - <CursorPos X="41" Y="204"/> - <TopLine Value="186"/> - <EditorIndex Value="9"/> - <UsageCount Value="11"/> + <CursorPos X="5" Y="5"/> + <TopLine Value="13"/> + <EditorIndex Value="6"/> + <UsageCount Value="12"/> <Loaded Value="True"/> </Unit5> <Unit6> <Filename Value="Classes/UFiles.pas"/> <UnitName Value="UFiles"/> - <CursorPos X="8" Y="132"/> - <TopLine Value="96"/> - <EditorIndex Value="12"/> - <UsageCount Value="12"/> + <CursorPos X="9" Y="56"/> + <TopLine Value="46"/> + <EditorIndex Value="3"/> + <UsageCount Value="11"/> <Loaded Value="True"/> </Unit6> <Unit7> @@ -99,26 +99,28 @@ <UnitName Value="USongs"/> <CursorPos X="57" Y="115"/> <TopLine Value="91"/> - <UsageCount Value="6"/> + <UsageCount Value="5"/> </Unit7> <Unit8> <Filename Value="../../../../../lazarus/fpc/2.0.4/source/rtl/objpas/sysutils/sysinth.inc"/> <CursorPos X="3" Y="95"/> <TopLine Value="75"/> - <UsageCount Value="5"/> + <UsageCount Value="4"/> </Unit8> <Unit9> <Filename Value="Classes/UMain.pas"/> <UnitName Value="UMain"/> - <CursorPos X="5" Y="9"/> - <TopLine Value="1"/> + <CursorPos X="99" Y="785"/> + <TopLine Value="595"/> + <EditorIndex Value="4"/> <UsageCount Value="10"/> + <Loaded Value="True"/> </Unit9> <Unit10> <Filename Value="Classes/UGraphic.pas"/> <UnitName Value="UGraphic"/> - <CursorPos X="3" Y="56"/> - <TopLine Value="19"/> + <CursorPos X="8" Y="245"/> + <TopLine Value="224"/> <UsageCount Value="33"/> </Unit10> <Unit11> @@ -126,169 +128,170 @@ <UnitName Value="UThemes"/> <CursorPos X="29" Y="1746"/> <TopLine Value="1691"/> - <UsageCount Value="10"/> + <UsageCount Value="9"/> </Unit11> <Unit12> <Filename Value="Classes/UCovers.pas"/> <UnitName Value="UCovers"/> - <CursorPos X="12" Y="7"/> + <CursorPos X="7" Y="11"/> <TopLine Value="1"/> - <UsageCount Value="10"/> + <UsageCount Value="11"/> </Unit12> <Unit13> <Filename Value="Classes/UMusic.pas"/> <UnitName Value="UMusic"/> - <CursorPos X="46" Y="219"/> - <TopLine Value="198"/> - <UsageCount Value="10"/> + <CursorPos X="1" Y="14"/> + <TopLine Value="1"/> + <UsageCount Value="15"/> </Unit13> <Unit14> <Filename Value="Classes/ULyrics.pas"/> <UnitName Value="ULyrics"/> <CursorPos X="1" Y="1"/> <TopLine Value="1"/> - <UsageCount Value="6"/> + <UsageCount Value="5"/> </Unit14> <Unit15> <Filename Value="Screens/UScreenLoading.pas"/> <UnitName Value="UScreenLoading"/> <CursorPos X="8" Y="6"/> <TopLine Value="1"/> - <UsageCount Value="6"/> + <UsageCount Value="5"/> </Unit15> <Unit16> <Filename Value="Menu/UMenu.pas"/> <UnitName Value="UMenu"/> <CursorPos X="1" Y="8"/> <TopLine Value="1"/> - <UsageCount Value="10"/> + <UsageCount Value="9"/> </Unit16> <Unit17> <Filename Value="Menu/UMenuText.pas"/> <UnitName Value="UMenuText"/> - <CursorPos X="1" Y="8"/> - <TopLine Value="1"/> - <UsageCount Value="6"/> + <CursorPos X="14" Y="60"/> + <TopLine Value="37"/> + <UsageCount Value="11"/> </Unit17> <Unit18> <Filename Value="Menu/UMenuSelectSlide.pas"/> <UnitName Value="UMenuSelectSlide"/> <CursorPos X="6" Y="12"/> <TopLine Value="2"/> - <UsageCount Value="5"/> + <UsageCount Value="4"/> </Unit18> <Unit19> <Filename Value="Screens/UScreenMain.pas"/> <UnitName Value="UScreenMain"/> - <CursorPos X="3" Y="14"/> - <TopLine Value="1"/> - <UsageCount Value="32"/> + <CursorPos X="13" Y="37"/> + <TopLine Value="16"/> + <UsageCount Value="31"/> </Unit19> <Unit20> <Filename Value="Menu/UDisplay.pas"/> <UnitName Value="UDisplay"/> - <CursorPos X="7" Y="65"/> - <TopLine Value="165"/> - <EditorIndex Value="13"/> - <UsageCount Value="12"/> - <Loaded Value="True"/> + <CursorPos X="54" Y="21"/> + <TopLine Value="1"/> + <UsageCount Value="14"/> </Unit20> <Unit21> <Filename Value="Classes/ULight.pas"/> <UnitName Value="ULight"/> - <CursorPos X="81" Y="55"/> - <TopLine Value="51"/> - <UsageCount Value="5"/> + <CursorPos X="1" Y="1"/> + <TopLine Value="13"/> + <UsageCount Value="10"/> + <Bookmarks Count="1"> + <Item0 X="19" Y="66" ID="1"/> + </Bookmarks> </Unit21> <Unit22> <Filename Value="Screens/UScreenSing.pas"/> <UnitName Value="UScreenSing"/> - <CursorPos X="40" Y="21"/> - <TopLine Value="1"/> - <UsageCount Value="11"/> + <CursorPos X="1" Y="1027"/> + <TopLine Value="1006"/> + <UsageCount Value="10"/> </Unit22> <Unit23> <Filename Value="Classes/UVideo.pas"/> <UnitName Value="UVideo"/> <CursorPos X="1" Y="8"/> <TopLine Value="2"/> - <UsageCount Value="11"/> + <UsageCount Value="10"/> </Unit23> <Unit24> <Filename Value="Screens/UScreenScore.pas"/> <UnitName Value="UScreenScore"/> <CursorPos X="9" Y="7"/> <TopLine Value="1"/> - <UsageCount Value="11"/> + <UsageCount Value="10"/> </Unit24> <Unit25> <Filename Value="Screens/UScreenEditSub.pas"/> <UnitName Value="UScreenEditSub"/> <CursorPos X="11" Y="1339"/> <TopLine Value="1330"/> - <UsageCount Value="11"/> + <UsageCount Value="10"/> </Unit25> <Unit26> <Filename Value="switches.inc"/> - <CursorPos X="10" Y="3"/> + <CursorPos X="19" Y="12"/> <TopLine Value="1"/> - <UsageCount Value="5"/> + <UsageCount Value="11"/> </Unit26> <Unit27> <Filename Value="lib/midi/Midiout.pas"/> <UnitName Value="MidiOut"/> <CursorPos X="1" Y="1"/> <TopLine Value="1"/> - <UsageCount Value="10"/> + <UsageCount Value="9"/> </Unit27> <Unit28> <Filename Value="Screens/UScreenEditConvert.pas"/> <UnitName Value="UScreenEditConvert"/> <CursorPos X="22" Y="26"/> <TopLine Value="1"/> - <EditorIndex Value="10"/> - <UsageCount Value="33"/> - <Loaded Value="True"/> + <UsageCount Value="32"/> </Unit28> <Unit29> <Filename Value="Screens/UScreenSingModi.pas"/> <UnitName Value="UScreenSingModi"/> - <CursorPos X="6" Y="26"/> - <TopLine Value="6"/> - <UsageCount Value="32"/> + <CursorPos X="1" Y="24"/> + <TopLine Value="1"/> + <UsageCount Value="31"/> </Unit29> <Unit30> <Filename Value="Screens/UScreenCredits.pas"/> <UnitName Value="UScreenCredits"/> - <CursorPos X="1" Y="1"/> - <TopLine Value="1"/> + <CursorPos X="13" Y="119"/> + <TopLine Value="98"/> <UsageCount Value="32"/> </Unit30> <Unit31> <Filename Value="Classes/URecord.pas"/> <UnitName Value="URecord"/> - <CursorPos X="1" Y="1"/> - <TopLine Value="1"/> - <UsageCount Value="32"/> + <CursorPos X="21" Y="293"/> + <TopLine Value="271"/> + <UsageCount Value="31"/> </Unit31> <Unit32> <Filename Value="lib/JEDI-SDLv1.0/SDL/Pas/jedi-sdl.inc"/> <CursorPos X="4" Y="237"/> <TopLine Value="217"/> - <UsageCount Value="11"/> + <UsageCount Value="10"/> </Unit32> <Unit33> <Filename Value="../../Modis/SDK/ModiSDK.pas"/> <UnitName Value="ModiSDK"/> - <CursorPos X="41" Y="8"/> - <TopLine Value="1"/> - <UsageCount Value="32"/> + <CursorPos X="79" Y="145"/> + <TopLine Value="104"/> + <EditorIndex Value="2"/> + <UsageCount Value="31"/> + <Loaded Value="True"/> </Unit33> <Unit34> <Filename Value="Classes/UDLLManager.pas"/> <UnitName Value="UDLLManager"/> - <CursorPos X="12" Y="5"/> - <TopLine Value="1"/> + <CursorPos X="7" Y="56"/> + <TopLine Value="25"/> <UsageCount Value="32"/> </Unit34> <Unit35> @@ -296,76 +299,79 @@ <UnitName Value="UPlaylist"/> <CursorPos X="1" Y="1"/> <TopLine Value="1"/> - <UsageCount Value="32"/> + <UsageCount Value="31"/> </Unit35> <Unit36> <Filename Value="Classes/UDataBase.pas"/> <UnitName Value="UDataBase"/> - <CursorPos X="1" Y="8"/> - <TopLine Value="1"/> - <UsageCount Value="32"/> + <CursorPos X="10" Y="211"/> + <TopLine Value="189"/> + <UsageCount Value="31"/> </Unit36> <Unit37> <Filename Value="Screens/UScreenStatMain.pas"/> <UnitName Value="UScreenStatMain"/> - <CursorPos X="1" Y="8"/> - <TopLine Value="1"/> + <CursorPos X="76" Y="167"/> + <TopLine Value="155"/> <UsageCount Value="32"/> + <Bookmarks Count="1"> + <Item0 X="21" Y="216" ID="1"/> + </Bookmarks> </Unit37> <Unit38> <Filename Value="Screens/UScreenPartyOptions.pas"/> <UnitName Value="UScreenPartyOptions"/> <CursorPos X="42" Y="233"/> <TopLine Value="213"/> - <UsageCount Value="32"/> + <UsageCount Value="31"/> </Unit38> <Unit39> <Filename Value="Screens/UScreenPartyNewRound.pas"/> <UnitName Value="UScreenPartyNewRound"/> <CursorPos X="5" Y="422"/> <TopLine Value="382"/> - <UsageCount Value="32"/> + <UsageCount Value="31"/> </Unit39> <Unit40> <Filename Value="Classes/UParty.pas"/> <UnitName Value="UParty"/> <CursorPos X="1" Y="8"/> <TopLine Value="1"/> - <UsageCount Value="32"/> + <UsageCount Value="31"/> </Unit40> <Unit41> <Filename Value="Classes/UDraw.pas"/> <UnitName Value="UDraw"/> - <CursorPos X="1" Y="1"/> - <TopLine Value="1"/> - <UsageCount Value="32"/> + <CursorPos X="7" Y="67"/> + <TopLine Value="43"/> + <UsageCount Value="31"/> </Unit41> <Unit42> <Filename Value="Screens/UScreenSongMenu.pas"/> <UnitName Value="UScreenSongMenu"/> - <CursorPos X="1" Y="5"/> + <CursorPos X="1" Y="1"/> <TopLine Value="1"/> - <UsageCount Value="32"/> + <UsageCount Value="31"/> </Unit42> <Unit43> <Filename Value="Screens/UScreenTop5.pas"/> <UnitName Value="UScreenTop5"/> <CursorPos X="1" Y="1"/> <TopLine Value="1"/> - <UsageCount Value="11"/> + <UsageCount Value="10"/> </Unit43> <Unit44> <Filename Value="Classes/UGraphicClasses.pas"/> <UnitName Value="UGraphicClasses"/> - <CursorPos X="1" Y="1"/> + <CursorPos X="1" Y="7"/> <TopLine Value="1"/> <UsageCount Value="11"/> </Unit44> <Unit45> <Filename Value="Screens/UScreenSong.pas"/> <UnitName Value="UScreenSong"/> - <CursorPos X="13" Y="1162"/> - <TopLine Value="1135"/> + <CursorPos X="13" Y="126"/> + <TopLine Value="105"/> <UsageCount Value="10"/> </Unit45> <Unit46> @@ -373,217 +379,305 @@ <UnitName Value="Delphmcb"/> <CursorPos X="1" Y="1"/> <TopLine Value="1"/> - <UsageCount Value="10"/> + <UsageCount Value="9"/> </Unit46> <Unit47> <Filename Value="Classes/UCommon.pas"/> <UnitName Value="UCommon"/> - <CursorPos X="55" Y="22"/> - <TopLine Value="7"/> - <UsageCount Value="10"/> + <CursorPos X="3" Y="75"/> + <TopLine Value="34"/> + <EditorIndex Value="10"/> + <UsageCount Value="14"/> + <Loaded Value="True"/> </Unit47> <Unit48> <Filename Value="../../../../../lazarus/fpc/2.0.4/source/rtl/objpas/math.pp"/> <UnitName Value="math"/> <CursorPos X="1" Y="1041"/> <TopLine Value="1036"/> - <UsageCount Value="10"/> + <UsageCount Value="9"/> </Unit48> <Unit49> <Filename Value="Classes/Ulazjpeg.pas"/> <UnitName Value="Ulazjpeg"/> <CursorPos X="44" Y="15"/> <TopLine Value="63"/> - 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Value="ULCD"/> + <CursorPos X="1" Y="1"/> + <TopLine Value="1"/> + <UsageCount Value="10"/> + </Unit67> + <Unit68> + <Filename Value="lib/JEDI-SDLv1.0/SDL/Pas/sdl.pas"/> + <UnitName Value="sdl"/> + <CursorPos X="52" Y="2092"/> + <TopLine Value="2071"/> + <UsageCount Value="10"/> + </Unit68> + <Unit69> + <Filename Value="/usr/share/fpcsrc/packages/base/libc/libc.pp"/> + <UnitName Value="libc"/> + <CursorPos X="7" Y="41"/> + <TopLine Value="19"/> + <EditorIndex Value="9"/> + <UsageCount Value="11"/> <Loaded Value="True"/> - </Unit59> + </Unit69> + <Unit70> + <Filename Value="/usr/share/fpcsrc/fv/time.pas"/> + <UnitName Value="Time"/> + <CursorPos X="3" Y="222"/> + <TopLine Value="424"/> + <EditorIndex Value="8"/> + <UsageCount Value="11"/> + <Loaded Value="True"/> + </Unit70> </Units> - <JumpHistory Count="24" HistoryIndex="23"> + <JumpHistory Count="30" HistoryIndex="29"> <Position1> <Filename Value="UltraStar.lpr"/> - <Caret Line="72" Column="32" TopLine="52"/> + <Caret Line="1" Column="1" TopLine="1"/> </Position1> <Position2> - <Filename Value="UltraStar.lpr"/> - <Caret Line="1" Column="1" TopLine="1"/> + <Filename Value="Classes/UTime.pas"/> + <Caret Line="23" Column="97" TopLine="13"/> </Position2> <Position3> <Filename Value="UltraStar.lpr"/> - <Caret Line="66" Column="30" TopLine="44"/> + <Caret Line="193" Column="64" TopLine="180"/> </Position3> <Position4> - <Filename Value="lib/JEDI-SDLv1.0/SDL/Pas/moduleloader.pas"/> + <Filename Value="UltraStar.lpr"/> <Caret Line="1" Column="1" TopLine="1"/> </Position4> <Position5> - <Filename Value="UltraStar.lpr"/> - <Caret Line="16" Column="68" TopLine="1"/> + <Filename Value="Classes/UCommon.pas"/> + <Caret Line="82" Column="96" TopLine="39"/> </Position5> <Position6> - <Filename Value="lib/bass/delphi/bass.pas"/> + <Filename Value="Classes/UCommon.pas"/> <Caret Line="1" Column="1" TopLine="1"/> </Position6> <Position7> - <Filename Value="lib/bass/delphi/bass.pas"/> - <Caret Line="25" Column="55" TopLine="1"/> + <Filename Value="UltraStar.lpr"/> + <Caret Line="98" Column="41" TopLine="77"/> </Position7> <Position8> - <Filename Value="lib/bass/delphi/bass.pas"/> - <Caret Line="968" Column="1" TopLine="925"/> + <Filename Value="UltraStar.lpr"/> + <Caret Line="1" Column="1" TopLine="1"/> </Position8> <Position9> - <Filename Value="lib/bass/delphi/bass.pas"/> - <Caret Line="957" Column="115" TopLine="925"/> + <Filename Value="Classes/UTime.pas"/> + <Caret Line="36" Column="6" TopLine="13"/> </Position9> <Position10> - <Filename Value="lib/ffmpeg/avcodec.pas"/> - <Caret Line="1" Column="1" TopLine="1"/> + <Filename Value="/usr/share/fpcsrc/packages/base/libc/libc.pp"/> + <Caret Line="12" Column="105" TopLine="1"/> </Position10> <Position11> - <Filename Value="lib/ffmpeg/rational.pas"/> - <Caret Line="1" Column="1" TopLine="1"/> + <Filename Value="/usr/share/fpcsrc/packages/base/libc/libc.pp"/> + <Caret Line="39" Column="15" TopLine="18"/> </Position11> <Position12> - <Filename Value="UltraStar.lpr"/> - <Caret Line="41" Column="11" TopLine="2"/> + <Filename Value="Classes/UTime.pas"/> + <Caret Line="37" Column="5" TopLine="13"/> </Position12> <Position13> - <Filename Value="UltraStar.lpr"/> - <Caret Line="1" Column="1" TopLine="1"/> + <Filename Value="/usr/share/fpcsrc/fv/time.pas"/> + <Caret Line="12" Column="46" TopLine="181"/> </Position13> <Position14> - <Filename Value="lib/ffmpeg/opt.pas"/> - <Caret Line="1" Column="1" TopLine="1"/> + <Filename Value="Classes/UTime.pas"/> + <Caret Line="109" Column="109" TopLine="87"/> </Position14> <Position15> - <Filename Value="lib/ffmpeg/avformat.pas"/> - <Caret Line="1" Column="1" TopLine="1"/> + <Filename Value="Classes/ULog.pas"/> + <Caret Line="57" Column="7" TopLine="36"/> </Position15> <Position16> - <Filename Value="lib/ffmpeg/avio.pas"/> - <Caret Line="1" Column="1" TopLine="1"/> + <Filename Value="UltraStar.lpr"/> + <Caret Line="123" Column="88" TopLine="101"/> </Position16> <Position17> - <Filename Value="lib/ffmpeg/avformat.pas"/> - <Caret Line="29" Column="10" TopLine="4"/> + <Filename Value="UltraStar.lpr"/> + <Caret Line="7" Column="26" TopLine="1"/> </Position17> <Position18> - <Filename Value="lib/ffmpeg/avformat.pas"/> - <Caret Line="401" Column="27" TopLine="336"/> + <Filename Value="Classes/ULanguage.pas"/> + <Caret Line="53" Column="56" TopLine="30"/> </Position18> <Position19> - <Filename Value="lib/ffmpeg/avformat.pas"/> - <Caret Line="41" Column="1" TopLine="1"/> + <Filename Value="Classes/ULanguage.pas"/> + <Caret Line="64" Column="22" TopLine="48"/> </Position19> <Position20> - <Filename Value="lib/ffmpeg/avformat.pas"/> - <Caret Line="422" Column="34" TopLine="280"/> + <Filename Value="Classes/ULanguage.pas"/> + <Caret Line="1" Column="1" TopLine="1"/> </Position20> <Position21> - <Filename Value="lib/ffmpeg/avformat.pas"/> - <Caret Line="30" Column="10" TopLine="6"/> + <Filename Value="UltraStar.lpr"/> + <Caret Line="108" Column="47" TopLine="87"/> </Position21> <Position22> - <Filename Value="lib/ffmpeg/avformat.pas"/> - <Caret Line="416" Column="1" TopLine="584"/> + <Filename Value="UltraStar.lpr"/> + <Caret Line="1" Column="1" TopLine="1"/> </Position22> <Position23> - <Filename Value="lib/ffmpeg/avformat.pas"/> - <Caret Line="355" Column="27" TopLine="334"/> + <Filename Value="Classes/UFiles.pas"/> + <Caret Line="118" Column="51" TopLine="96"/> </Position23> <Position24> - <Filename Value="lib/SQLite/SQLiteTable3.pas"/> + <Filename Value="Classes/UFiles.pas"/> <Caret Line="1" Column="1" TopLine="1"/> </Position24> + <Position25> + <Filename Value="Classes/UFiles.pas"/> + <Caret Line="38" Column="16" TopLine="17"/> + </Position25> + <Position26> + <Filename Value="Classes/UMain.pas"/> + <Caret Line="1" Column="1" TopLine="1"/> + </Position26> + <Position27> + <Filename Value="Classes/UMain.pas"/> + <Caret Line="105" Column="16" TopLine="84"/> + </Position27> + <Position28> + <Filename Value="UltraStar.lpr"/> + <Caret Line="103" Column="41" TopLine="82"/> + </Position28> + <Position29> + <Filename Value="UltraStar.lpr"/> + <Caret Line="176" Column="49" TopLine="155"/> + </Position29> + <Position30> + <Filename Value="UltraStar.lpr"/> + <Caret Line="1" Column="1" TopLine="1"/> + </Position30> </JumpHistory> </ProjectOptions> <CompilerOptions> diff --git a/Game/Code/UltraStar.lpr b/Game/Code/UltraStar.lpr index 31207bcb..bb3b50b3 100644 --- a/Game/Code/UltraStar.lpr +++ b/Game/Code/UltraStar.lpr @@ -34,155 +34,154 @@ uses //------------------------------ // SDL / OpenGL - sdl in 'lib\JEDI-SDLv1.0\SDL\Pas\sdl.pas', - moduleloader in 'lib\JEDI-SDLv1.0\SDL\Pas\moduleloader.pas', - opengl12 in 'lib\JEDI-SDLv1.0\OpenGL\Pas\opengl12.pas', + moduleloader in 'lib\JEDI-SDLv1.0\SDL\Pas\moduleloader.pas', + opengl12 in 'lib\JEDI-SDLv1.0\OpenGL\Pas\opengl12.pas', + sdl in 'lib\JEDI-SDLv1.0\SDL\Pas\sdl.pas', // Bass - {$IFDEF win32} - bass in 'lib\bass\delphi\bass.pas', + {$IFDEF UseBASS} + bass in 'lib\bass\delphi\bass.pas', {$ENDIF} // Midi Units {$IFDEF UseMIDIPort} - midiout in 'lib\midi\midiout.pas', - midiin in 'lib\midi\midiin.pas', - Circbuf in 'lib\midi\CIRCBUF.PAS', - MidiType in 'lib\midi\MidiType.PAS', - MidiDefs in 'lib\midi\MidiDefs.PAS', - MidiCons in 'lib\midi\MidiCons.PAS', - MidiFile in 'lib\midi\MidiFile.PAS', - Delphmcb in 'lib\midi\Delphmcb.PAS', + Circbuf in 'lib\midi\CIRCBUF.PAS', + Delphmcb in 'lib\midi\Delphmcb.PAS', + MidiCons in 'lib\midi\MidiCons.PAS', + MidiDefs in 'lib\midi\MidiDefs.PAS', + MidiFile in 'lib\midi\MidiFile.PAS', + midiin in 'lib\midi\midiin.pas', + midiout in 'lib\midi\midiout.pas', + MidiType in 'lib\midi\MidiType.PAS', {$ENDIF} // FFMpeg units - avcodec in 'lib\ffmpeg\avcodec.pas', - avformat in 'lib\ffmpeg\avformat.pas', - avutil in 'lib\ffmpeg\avutil.pas', - rational in 'lib\ffmpeg\rational.pas', - opt in 'lib\ffmpeg\opt.pas', - avio in 'lib\ffmpeg\avio.pas', + avcodec in 'lib\ffmpeg\avcodec.pas', + avformat in 'lib\ffmpeg\avformat.pas', + avio in 'lib\ffmpeg\avio.pas', + avutil in 'lib\ffmpeg\avutil.pas', + opt in 'lib\ffmpeg\opt.pas', + rational in 'lib\ffmpeg\rational.pas', + // Sql Lite - SQLiteTable3 in 'lib\SQLite\SQLiteTable3.pas', - SQLite3 in 'lib\SQLite\SQLite3.pas', + SQLiteTable3 in 'lib\SQLite\SQLiteTable3.pas', + SQLite3 in 'lib\SQLite\SQLite3.pas', //------------------------------ //Includes - Menu System //------------------------------ - UMenu in 'Menu\UMenu.pas', - UDisplay in 'Menu\UDisplay.pas', - UMenuStatic in 'Menu\UMenuStatic.pas', - UMenuText in 'Menu\UMenuText.pas', - UMenuButton in 'Menu\UMenuButton.pas', - UMenuInteract in 'Menu\UMenuInteract.pas', - UMenuSelect in 'Menu\UMenuSelect.pas', - UMenuSelectSlide in 'Menu\UMenuSelectSlide.pas', - UDrawTexture in 'Menu\UDrawTexture.pas', - UMenuButtonCollection in 'Menu\UMenuButtonCollection.pas', - + + UDisplay in 'Menu\UDisplay.pas', + UDrawTexture in 'Menu\UDrawTexture.pas', + UMenu in 'Menu\UMenu.pas', + UMenuButton in 'Menu\UMenuButton.pas', + UMenuButtonCollection in 'Menu\UMenuButtonCollection.pas', + UMenuInteract in 'Menu\UMenuInteract.pas', + UMenuSelect in 'Menu\UMenuSelect.pas', + UMenuSelectSlide in 'Menu\UMenuSelectSlide.pas', + UMenuStatic in 'Menu\UMenuStatic.pas', + UMenuText in 'Menu\UMenuText.pas', //------------------------------ //Includes - Classes //------------------------------ {$IFDEF FPC} - ulazjpeg in 'Classes\ulazjpeg.pas', + ulazjpeg in 'Classes\ulazjpeg.pas', {$ENDIF} - - UCommon in 'Classes\UCommon.pas', - UTime in 'Classes\UTime.pas', - UCommandLine in 'Classes\UCommandLine.pas', - ULog in 'Classes\ULog.pas', - UMain in 'Classes\UMain.pas', - - UIni in 'Classes\UIni.pas', - UTexture in 'Classes\UTexture.pas', - - UGraphic in 'Classes\UGraphic.pas', - UMusic in 'Classes\UMusic.pas', - ULanguage in 'Classes\ULanguage.pas', - UDraw in 'Classes\UDraw.pas', - URecord in 'Classes\URecord.pas', - TextGL in 'Classes\TextGL.pas', - USongs in 'Classes\USongs.pas', - ULyrics in 'Classes\ULyrics.pas', - USkins in 'Classes\USkins.pas', - UThemes in 'Classes\UThemes.pas', - UJoystick in 'Classes\UJoystick.pas', - ULCD in 'Classes\ULCD.pas', - ULight in 'Classes\ULight.pas', - UDataBase in 'Classes\UDataBase.pas', - UCovers in 'Classes\UCovers.pas', - UCatCovers in 'Classes\UCatCovers.pas', - UFiles in 'Classes\UFiles.pas', - UGraphicClasses in 'Classes\UGraphicClasses.pas', - UDLLManager in 'Classes\UDLLManager.pas', - UParty in 'Classes\UParty.pas', - UPlaylist in 'Classes\UPlaylist.pas', + TextGL in 'Classes\TextGL.pas', + UCatCovers in 'Classes\UCatCovers.pas', + UCommandLine in 'Classes\UCommandLine.pas', + UCommon in 'Classes\UCommon.pas', + UCovers in 'Classes\UCovers.pas', + UDataBase in 'Classes\UDataBase.pas', + UDLLManager in 'Classes\UDLLManager.pas', + UDraw in 'Classes\UDraw.pas', + UFiles in 'Classes\UFiles.pas', + UGraphic in 'Classes\UGraphic.pas', + UGraphicClasses in 'Classes\UGraphicClasses.pas', + UIni in 'Classes\UIni.pas', + UJoystick in 'Classes\UJoystick.pas', + ULanguage in 'Classes\ULanguage.pas', + ULCD in 'Classes\ULCD.pas', + ULight in 'Classes\ULight.pas', + ULog in 'Classes\ULog.pas', + ULyrics in 'Classes\ULyrics.pas', + UMain in 'Classes\UMain.pas', + UMusic in 'Classes\UMusic.pas', + UParty in 'Classes\UParty.pas', + UPlaylist in 'Classes\UPlaylist.pas', + URecord in 'Classes\URecord.pas', + USkins in 'Classes\USkins.pas', + USongs in 'Classes\USongs.pas', + UTexture in 'Classes\UTexture.pas', + UThemes in 'Classes\UThemes.pas', + UTime in 'Classes\UTime.pas', + //------------------------------ //Includes - Video Support //------------------------------ - UVideo in 'Classes\UVideo.pas', + UVideo in 'Classes\UVideo.pas', //------------------------------ //Includes - Screens //------------------------------ - UScreenLoading in 'Screens\UScreenLoading.pas', - UScreenWelcome in 'Screens\UScreenWelcome.pas', - UScreenMain in 'Screens\UScreenMain.pas', - UScreenName in 'Screens\UScreenName.pas', - UScreenLevel in 'Screens\UScreenLevel.pas', - UScreenSong in 'Screens\UScreenSong.pas', - UScreenSing in 'Screens\UScreenSing.pas', - UScreenScore in 'Screens\UScreenScore.pas', - UScreenOptions in 'Screens\UScreenOptions.pas', - UScreenOptionsGame in 'Screens\UScreenOptionsGame.pas', - UScreenOptionsGraphics in 'Screens\UScreenOptionsGraphics.pas', - UScreenOptionsSound in 'Screens\UScreenOptionsSound.pas', - UScreenOptionsLyrics in 'Screens\UScreenOptionsLyrics.pas', - UScreenOptionsThemes in 'Screens\UScreenOptionsThemes.pas', - UScreenOptionsRecord in 'Screens\UScreenOptionsRecord.pas', + UScreenCredits in 'Screens\UScreenCredits.pas', + UScreenEdit in 'Screens\UScreenEdit.pas', + UScreenEditConvert in 'Screens\UScreenEditConvert.pas', + UScreenEditHeader in 'Screens\UScreenEditHeader.pas', + UScreenEditSub in 'Screens\UScreenEditSub.pas', + UScreenLevel in 'Screens\UScreenLevel.pas', + UScreenLoading in 'Screens\UScreenLoading.pas', + UScreenMain in 'Screens\UScreenMain.pas', + UScreenName in 'Screens\UScreenName.pas', + UScreenOpen in 'Screens\UScreenOpen.pas', + UScreenOptions in 'Screens\UScreenOptions.pas', UScreenOptionsAdvanced in 'Screens\UScreenOptionsAdvanced.pas', - UScreenEditSub in 'Screens\UScreenEditSub.pas', - UScreenEdit in 'Screens\UScreenEdit.pas', - UScreenEditConvert in 'Screens\UScreenEditConvert.pas', - UScreenEditHeader in 'Screens\UScreenEditHeader.pas', - UScreenOpen in 'Screens\UScreenOpen.pas', - UScreenTop5 in 'Screens\UScreenTop5.pas', - UScreenSongMenu in 'Screens\UScreenSongMenu.pas', - UScreenSongJumpto in 'Screens\UScreenSongJumpto.pas', - UScreenStatMain in 'Screens\UScreenStatMain.pas', - UScreenStatDetail in 'Screens\UScreenStatDetail.pas', - UScreenCredits in 'Screens\UScreenCredits.pas', - UScreenPopup in 'Screens\UScreenPopup.pas', - + UScreenOptionsGame in 'Screens\UScreenOptionsGame.pas', + UScreenOptionsGraphics in 'Screens\UScreenOptionsGraphics.pas', + UScreenOptionsLyrics in 'Screens\UScreenOptionsLyrics.pas', + UScreenOptionsRecord in 'Screens\UScreenOptionsRecord.pas', + UScreenOptionsSound in 'Screens\UScreenOptionsSound.pas', + UScreenOptionsThemes in 'Screens\UScreenOptionsThemes.pas', + UScreenPopup in 'Screens\UScreenPopup.pas', + UScreenScore in 'Screens\UScreenScore.pas', + UScreenSing in 'Screens\UScreenSing.pas', + UScreenSong in 'Screens\UScreenSong.pas', + UScreenSongJumpto in 'Screens\UScreenSongJumpto.pas', + UScreenSongMenu in 'Screens\UScreenSongMenu.pas', + UScreenStatDetail in 'Screens\UScreenStatDetail.pas', + UScreenStatMain in 'Screens\UScreenStatMain.pas', + UScreenTop5 in 'Screens\UScreenTop5.pas', + UScreenWelcome in 'Screens\UScreenWelcome.pas', //------------------------------ //Includes - Screens PartyMode //------------------------------ - UScreenSingModi in 'Screens\UScreenSingModi.pas', - UScreenPartyNewRound in 'Screens\UScreenPartyNewRound.pas', - UScreenPartyScore in 'Screens\UScreenPartyScore.pas', - UScreenPartyPlayer in 'Screens\UScreenPartyPlayer.pas', - UScreenPartyOptions in 'Screens\UScreenPartyOptions.pas', - UScreenPartyWin in 'Screens\UScreenPartyWin.pas', - + UScreenPartyNewRound in 'Screens\UScreenPartyNewRound.pas', + UScreenPartyOptions in 'Screens\UScreenPartyOptions.pas', + UScreenPartyPlayer in 'Screens\UScreenPartyPlayer.pas', + UScreenPartyScore in 'Screens\UScreenPartyScore.pas', + UScreenPartyWin in 'Screens\UScreenPartyWin.pas', + UScreenSingModi in 'Screens\UScreenSingModi.pas', //------------------------------ //Includes - Modi SDK //------------------------------ - ModiSDK in '..\..\Modis\SDK\ModiSDK.pas', + ModiSDK in '..\..\Modis\SDK\ModiSDK.pas', //------------------------------ //Includes - Delphi //------------------------------ + {$IFDEF win32} Windows, + {$ENDIF} SysUtils; const @@ -196,6 +195,7 @@ var begin WndTitle := Version; + {$ifdef Win32} //------------------------------ //Start more than One Time Prevention //------------------------------ @@ -217,6 +217,7 @@ begin else Exit; end; + {$endif} //------------------------------ //StartUp - Create Classes and Load Files diff --git a/Game/Code/switches.inc b/Game/Code/switches.inc index 8bfbff34..0bace1cb 100644 --- a/Game/Code/switches.inc +++ b/Game/Code/switches.inc @@ -1,7 +1,13 @@ -{$IFDEF FPC}
- {$UNDEF UseSerialPort}
- {$UNDEF UseMIDIPort}
-{$ELSE}
- {$DEFINE UseSerialPort}
- {$DEFINE UseMIDIPort}
-{$ENDIF}
+{$IFDEF FPC} + {$UNDEF UseSerialPort} + {$UNDEF UseMIDIPort} +{$ELSE} + {$DEFINE UseSerialPort} + {$DEFINE UseMIDIPort} +{$ENDIF} + +{$IFDEF win32} + {$DEFINE UseBASS} +{$ELSE} + {$UNDEF UseBASS} +{$ENDIF} |