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-rw-r--r--Game/Code/Classes/TextGL.pas106
-rw-r--r--Game/Code/Classes/UDraw.pas367
-rw-r--r--Game/Code/Classes/UFiles.pas2
-rw-r--r--Game/Code/Classes/UIni.pas15
-rw-r--r--Game/Code/Classes/UMain.pas518
-rw-r--r--Game/Code/Classes/UMusic.pas51
-rw-r--r--Game/Code/Classes/UParty.pas6
-rw-r--r--Game/Code/Classes/USingScores.pas18
-rw-r--r--Game/Code/Screens/UScreenEditConvert.pas8
-rw-r--r--Game/Code/Screens/UScreenEditHeader.pas2
-rw-r--r--Game/Code/Screens/UScreenOpen.pas8
-rw-r--r--Game/Code/Screens/UScreenScore.pas40
-rw-r--r--Game/Code/Screens/UScreenSing.pas345
-rw-r--r--Game/Code/Screens/UScreenSingModi.pas43
-rw-r--r--Game/Code/Screens/UScreenSong.pas593
-rw-r--r--Game/Code/Screens/UScreenTop5.pas2
16 files changed, 1117 insertions, 1007 deletions
diff --git a/Game/Code/Classes/TextGL.pas b/Game/Code/Classes/TextGL.pas
index b21a5237..1396ae1b 100644
--- a/Game/Code/Classes/TextGL.pas
+++ b/Game/Code/Classes/TextGL.pas
@@ -20,23 +20,24 @@ uses
SDL_ttf,
ULog;
-procedure BuildFont; // Build Our Bitmap Font
-procedure KillFont; // Delete The Font
-function glTextWidth(text: pchar): real; // Returns Text Width
+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 glPrint(text: pchar); // custom GL "Print" routine
procedure glPrintCut(text: pchar);
-procedure SetFontPos(X, Y: real); // Sets X And Y
+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 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);
procedure SetFontReflection(Enable:boolean;Spacing: real); // Enables/Disables text reflection
+
// Start of SDL_ttf
function NextPowerOfTwo(Value: integer): integer;
-//Checks if the ttf exists, if yes then a SDL_ttf is returned
+// Checks if the ttf exists, if yes then a SDL_ttf is returned
function LoadFont(FileName: PAnsiChar; PointSize: integer):PTTF_Font;
// Does the renderstuff, color is in $ffeecc style
@@ -69,7 +70,7 @@ type
var
- base: GLuint; // Base Display List For The Font Set
+ base: GLuint; // base display list for the font set
Fonts: array of TFont;
ActFont: integer;
PColR: real; // temps for glPrintDone
@@ -79,6 +80,7 @@ var
// Colours for the reflection
TempColor: array[0..3] of GLfloat;
PTempColor: PGLfloat;
+
implementation
uses
@@ -87,26 +89,26 @@ uses
SysUtils,
UGraphic;
-procedure BuildFont; // Build Our Bitmap Font
-
- procedure loadfont(aID : integer; const aType, aResourceName: string);
- var
- stream: TStream;
+procedure LoadBitmapFontInfo(aID : integer; const aType, aResourceName: string);
+var
+ stream: TStream;
+begin
+ stream := GetResourceStream(aResourceName, aType);
+ if (not assigned(stream)) then
begin
- stream := GetResourceStream(aResourceName, aType);
- if (not assigned(stream)) then
- begin
- Log.LogError('Unknown font['+ inttostr(aID) +': '+aType+']', 'loadfont');
- Exit;
- end;
- try
- stream.Read(Fonts[ aID ].Width, 256);
- except
- Log.LogError('Error while reading font['+ inttostr(aID) +': '+aType+']', 'loadfont');
- end;
- stream.Free;
+ Log.LogError('Unknown font['+ inttostr(aID) +': '+aType+']', 'loadfont');
+ Exit;
end;
+ try
+ stream.Read(Fonts[ aID ].Width, 256);
+ except
+ Log.LogError('Error while reading font['+ inttostr(aID) +': '+aType+']', 'loadfont');
+ end;
+ stream.Free;
+end;
+// Builds bitmap fonts
+procedure BuildFont;
var
Count: integer;
begin
@@ -150,16 +152,11 @@ begin
Fonts[4].Done := -1;
Fonts[4].Outline := 5;}
-
-
- loadfont( 0, 'FNT', 'Font' );
- loadfont( 1, 'FNT', 'FontB' );
- loadfont( 2, 'FNT', 'FontO' );
- loadfont( 3, 'FNT', 'FontO2' );
-
-{ Reg := TResourceStream.Create(HInstance, 'FontO', 'FNT');
- Reg.Read(Fonts[4].Width, 256);
- Reg.Free;}
+ // load font info
+ LoadBitmapFontInfo( 0, 'FNT', 'Font' );
+ LoadBitmapFontInfo( 1, 'FNT', 'FontB' );
+ LoadBitmapFontInfo( 2, 'FNT', 'FontO' );
+ LoadBitmapFontInfo( 3, 'FNT', 'FontO2' );
for Count := 0 to 255 do
Fonts[1].Width[Count] := Fonts[1].Width[Count] div 2;
@@ -175,9 +172,11 @@ begin
end;
-procedure KillFont; // Delete The Font
+// Deletes the font
+procedure KillFont;
begin
-// glDeleteLists(base, 256); // Delete All 96 Characters
+ // delete all characters
+ //glDeleteLists(base, 256);
end;
function glTextWidth(text: pchar): real;
@@ -185,13 +184,10 @@ var
Letter: char;
i: integer;
begin
-// Log.LogStatus(Text, 'glTextWidth');
Result := 0;
- for i := 0 to Length(text) -1 do // Patched by AlexanderS : bug with wrong sliced text lines
+ for i := 0 to Length(text) -1 do
begin
Letter := Text[i];
- // Bugfix: does not work with FPC, probably because a part of text is assigned to itself
- //text := pchar(Copy(text, 2, Length(text)-1));
Result := Result + Fonts[ActFont].Width[Ord(Letter)] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW;
end;
end;
@@ -316,7 +312,7 @@ begin
FWidth := Fonts[ActFont].Width[Ord(Letter)];
W := FWidth * (H/30) * Fonts[ActFont].AspectW;
-// H := 30;
+ //H := 30;
OutTemp := Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW;
// set texture positions
@@ -356,14 +352,14 @@ begin
end;
-procedure glPrint(text: pchar); // Custom GL "Print" Routine
+// Custom GL "Print" Routine
+procedure glPrint(text: pchar);
var
-// Letter : char;
+ //Letter : char;
iPos : integer;
-
begin
if (Text = '') then // If There's No Text
- Exit; // Do Nothing
+ Exit; // Do Nothing
(*
while (length(text) > 0) do
@@ -377,9 +373,9 @@ begin
end; // while
*)
-//Save the actual color and alpha (for reflection)
+ //Save the actual color and alpha (for reflection)
PTempColor:= @TempColor;
-//I've read that glGetFloat is quite slow, but it seems that there is no alternative
+ //I've read that glGetFloat is quite slow, but it seems that there is no alternative
glGetFloatv(GL_CURRENT_COLOR, PTempColor);
// This code is better, because doing a Copy of for every
@@ -393,9 +389,9 @@ begin
end;
-function NextPowerOfTwo(Value: integer): integer;
// tyty to Asphyre
// FIXME: check if the non-asm version is fast enough and use it by default if so
+function NextPowerOfTwo(Value: integer): integer;
begin
Result:= 1;
{$IF Defined(CPUX86_64)}
@@ -465,14 +461,14 @@ begin
clrbg.unused := 0;
sText := RenderText(font, 'katzeeeeeee', $fe198e);
-// sText := TTF_RenderText_Blended( font, 'huuuuuuuuuund', clrFG);
+ //sText := TTF_RenderText_Blended( font, 'huuuuuuuuuund', clrFG);
-// Convert the rendered text to a known format
+ // Convert the rendered text to a known format
w := nextpoweroftwo(sText.w);
h := nextpoweroftwo(sText.h);
intermediary := SDL_CreateRGBSurface(0, w, h, 32,
- $000000ff, $0000ff00, $00ff0000, $ff000000);
+ $000000ff, $0000ff00, $00ff0000, $ff000000);
SDL_SetAlpha(intermediary, 0, 255);
SDL_SetAlpha(sText, 0, 255);
@@ -518,8 +514,8 @@ var
PDoingNow: real;
S: string;
begin
- if (Text = '') then // If There's No Text
- Exit; // Do Nothing
+ if (Text = '') then // If There's No Text
+ Exit; // Do Nothing
PTotWidth := glTextWidth(Text);
PToDo := Fonts[ActFont].Done;
diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas
index 53508baf..d82fef33 100644
--- a/Game/Code/Classes/UDraw.pas
+++ b/Game/Code/Classes/UDraw.pas
@@ -19,8 +19,8 @@ procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer);
procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer);
procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrLines: integer);
procedure SingDrawLine(Left, Top, Right: real; NrLines: integer; Space: integer);
-procedure SingDrawPlayerLine(X, Y, W: real; NrGracza: integer; Space: integer);
-procedure SingDrawPlayerBGLine(Left, Top, Right: real; NrLines, NrGracza: integer; Space: integer);
+procedure SingDrawPlayerLine(X, Y, W: real; PlayerIndex: integer; Space: integer);
+procedure SingDrawPlayerBGLine(Left, Top, Right: real; NrLines, PlayerIndex: integer; Space: integer);
// TimeBar
procedure SingDrawTimeBar();
@@ -338,129 +338,122 @@ end;
// draw sung notes
-procedure SingDrawPlayerLine(X, Y, W: real; NrGracza: integer; Space: integer);
+procedure SingDrawPlayerLine(X, Y, W: real; PlayerIndex: 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');
+ TempR: real;
+ Rec: TRecR;
+ N: integer;
+ R, G, B, 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');
+ //if NrGracza = 0 then LoadColor(R, G, B, 'P1Light')
+ //else LoadColor(R, G, B, 'P2Light');
-// R := 71/255;
-// G := 175/255;
-// B := 247/255;
+ //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
+ //if Player[NrGracza].LengthNote > 0 then
+ begin
+ TempR := W / (Lines[0].Line[Lines[0].Current].End_ - Lines[0].Line[Lines[0].Current].Note[0].Start);
+ for N := 0 to Player[PlayerIndex].HighNote do
begin
- TempR := W / (Lines[0].Line[Lines[0].Current].End_ - Lines[0].Line[Lines[0].Current].Note[0].Start);
- for N := 0 to Player[NrGracza].HighNote do
+ with Player[PlayerIndex].Note[N] do
+ begin
+ // Left part of note
+ Rec.Left := X + (Start-Lines[0].Line[Lines[0].Current].Note[0].Start) * 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 - (Tone-Lines[0].Line[Lines[0].Current].BaseNote)*Space/2 - NotesH2;
+ Rec.Bottom := Rec.Top + 2 *NotesH2;
+
+ // draw the left part
+ glColor3f(1, 1, 1);
+ glBindTexture(GL_TEXTURE_2D, Tex_Left[PlayerIndex+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+Length-Lines[0].Line[Lines[0].Current].Note[0].Start) * TempR - NotesW - 0.5 + 10*ScreenX;
+
+ // (nowe) - dunno
+ if (Start+Length-1 = LineState.CurrentBeatD) then
+ Rec.Right := Rec.Right - (1-Frac(LineState.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[PlayerIndex+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[PlayerIndex+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*(LineState.CurrentTime - GetTimeFromBeat(Start+Length));
+ if not (Start+Length-1 = LineState.CurrentBeatD) then
begin
- with Player[NrGracza].Note[N] do
- begin
- // Left part of note
- Rec.Left := X + (Start-Lines[0].Line[Lines[0].Current].Note[0].Start) * 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 - (Tone-Lines[0].Line[Lines[0].Current].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+Length-Lines[0].Line[Lines[0].Current].Note[0].Start) * TempR - NotesW - 0.5 + 10*ScreenX;
-
- // (nowe) - dunno
- if (Start+Length-1 = LineState.CurrentBeatD) then
- Rec.Right := Rec.Right - (1-Frac(LineState.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*(LineState.CurrentTime - GetTimeFromBeat(Start+Length));
- if not (Start+Length-1 = LineState.CurrentBeatD) 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_
- // English Translation:
- // actually we need a compare here, to determine if the singing process is ahead Rec.Right
- // even if there is no singing
-
-
- // 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);
+ //Star animation counter
+ //inc(Starfr);
+ //Starfr := Starfr mod 128;
+ GoldenRec.SavePerfectNotePos(Rec.Left, Rec.Top);
+ end;
+ end;
+ end; // with
+ end; // for
+
+ // actually we need a comparison here, to determine if the singing process
+ // is ahead Rec.Right even if there is no singing
+
+ if (Ini.EffectSing = 1) then
+ GoldenRec.GoldenNoteTwinkle(Rec.Top,Rec.Bottom,Rec.Right, PlayerIndex);
end; // if
end;
//draw Note glow
-procedure SingDrawPlayerBGLine(Left, Top, Right: real; NrLines, NrGracza: integer; Space: integer);
+procedure SingDrawPlayerBGLine(Left, Top, Right: real; NrLines, PlayerIndex: integer; Space: integer);
var
Rec: TRecR;
Count: integer;
@@ -472,87 +465,89 @@ var
lTmpA ,
lTmpB : real;
begin
- if (Player[NrGracza].ScoreTotalI >= 0) then begin
- glColor4f(1, 1, 1, sqrt((1+sin( AudioPlayback.Position * 3))/4)/ 2 + 0.5 );
- glEnable(GL_TEXTURE_2D);
- glEnable(GL_BLEND);
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
-
-
- lTmpA := (Right-Left);
- lTmpB := (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start);
-
-
- if ( lTmpA > 0 ) AND
- ( lTmpB > 0 ) THEN
- begin
- TempR := lTmpA / lTmpB;
- end
- else
+ if (Player[PlayerIndex].ScoreTotalInt >= 0) then
begin
- TempR := 0;
- end;
-
- with Lines[NrLines].Line[Lines[NrLines].Current] do begin
- for Count := 0 to HighNote do begin
- with Note[Count] do begin
- if NoteType <> ntFreestyle then begin
- // begin: 14, 20
- // easy: 6, 11
- W := NotesW * 2 + 2;
- H := NotesH * 1.5 + 3.5;
-
- X2 := (Start-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX + 4; // wciecie
- X1 := X2-W;
-
- X3 := (Start+Length-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left - 0.5 + 10*ScreenX - 4; // wciecie
- X4 := X3+W;
-
- // left
- Rec.Left := X1;
- Rec.Right := X2;
- Rec.Top := Top - (Tone-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;
+ glColor4f(1, 1, 1, sqrt((1+sin( AudioPlayback.Position * 3))/4)/ 2 + 0.5 );
+ glEnable(GL_TEXTURE_2D);
+ glEnable(GL_BLEND);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- 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;
+ lTmpA := (Right-Left);
+ lTmpB := (Lines[NrLines].Line[Lines[NrLines].Current].End_ - Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start);
- // prawa czesc
- Rec.Left := X3;
- Rec.Right := X4;
+ if ( lTmpA > 0 ) and
+ ( lTmpB > 0 ) then
+ begin
+ TempR := lTmpA / lTmpB;
+ end
+ else
+ begin
+ TempR := 0;
+ end;
- 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 1
+ with Lines[NrLines].Line[Lines[NrLines].Current] do
+ begin
+ for Count := 0 to HighNote do
+ begin
+ with Note[Count] do
+ begin
+ if NoteType <> ntFreestyle then
+ begin
+ // begin: 14, 20
+ // easy: 6, 11
+ W := NotesW * 2 + 2;
+ H := NotesH * 1.5 + 3.5;
+
+ X2 := (Start-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left + 0.5 + 10*ScreenX + 4; // wciecie
+ X1 := X2-W;
+
+ X3 := (Start+Length-Lines[NrLines].Line[Lines[NrLines].Current].Note[0].Start) * TempR + Left - 0.5 + 10*ScreenX - 4; // wciecie
+ X4 := X3+W;
+
+ // left
+ Rec.Left := X1;
+ Rec.Right := X2;
+ Rec.Top := Top - (Tone-BaseNote)*Space/2 - H;
+ Rec.Bottom := Rec.Top + 2 * H;
+
+ glBindTexture(GL_TEXTURE_2D, Tex_BG_Left[PlayerIndex+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[PlayerIndex+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[PlayerIndex+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);
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2D);
end;
end;
diff --git a/Game/Code/Classes/UFiles.pas b/Game/Code/Classes/UFiles.pas
index 6b506574..af434b94 100644
--- a/Game/Code/Classes/UFiles.pas
+++ b/Game/Code/Classes/UFiles.pas
@@ -47,7 +47,7 @@ begin
Lines[Count].Line[0].Lyric := '';
Lines[Count].Line[0].LyricWidth := 0;
Player[Count].Score := 0;
- Player[Count].IlNut := 0;
+ Player[Count].LengthNote := 0;
Player[Count].HighNote := -1;
end;
diff --git a/Game/Code/Classes/UIni.pas b/Game/Code/Classes/UIni.pas
index 0f31649c..5e651be0 100644
--- a/Game/Code/Classes/UIni.pas
+++ b/Game/Code/Classes/UIni.pas
@@ -15,6 +15,21 @@ uses
SysUtils;
type
+ // TInputDeviceConfig stores the configuration for an input device.
+ // Configurations will be stored in the InputDeviceConfig array.
+ // Note that not all devices listed in InputDeviceConfig are active devices.
+ // Some might be unplugged and hence unavailable.
+ // Available devices are held in TAudioInputProcessor.DeviceList. Each
+ // TAudioInputDevice listed there has a CfgIndex field which is the index to
+ // its configuration in the InputDeviceConfig array.
+ // Name:
+ // the name of the input device
+ // Input:
+ // the index of the input source to use for recording
+ // ChannelToPlayerMap:
+ // mapping of recording channels to players, e.g. ChannelToPlayerMap[0] = 2
+ // maps the channel 0 (left) to player 2. A player index of 0 means that
+ // the channel is not assigned to a player.
PInputDeviceConfig = ^TInputDeviceConfig;
TInputDeviceConfig = record
Name: string;
diff --git a/Game/Code/Classes/UMain.pas b/Game/Code/Classes/UMain.pas
index 3e1a4ea1..f83830bb 100644
--- a/Game/Code/Classes/UMain.pas
+++ b/Game/Code/Classes/UMain.pas
@@ -25,6 +25,17 @@ uses
UThemes;
type
+ PPLayerNote = ^TPlayerNote;
+ TPlayerNote = record
+ Start: integer;
+ Length: integer;
+ Detect: real; // accurate place, detected in the note
+ Tone: real;
+ Perfect: boolean; // true if the note matches the original one, lit the star
+ Hit: boolean; // true if the note Hits the Line
+ end;
+
+ PPLayer = ^TPlayer;
TPlayer = record
Name: string;
@@ -37,10 +48,10 @@ type
ScoreLine: real;
ScoreGolden: real;
- ScoreI: integer;
- ScoreLineI: integer;
- ScoreGoldenI: integer;
- ScoreTotalI: integer;
+ ScoreInt: integer;
+ ScoreLineInt: integer;
+ ScoreGoldenInt: integer;
+ ScoreTotalInt: integer;
// LineBonus Mod
ScoreLast: Real;//Last Line Score
@@ -50,18 +61,9 @@ type
//Meter: real;
- HighNote: integer;
- IlNut: integer;
- Note: array of record
- Start: integer;
- Length: integer;
- Detekt: real; // accurate place, detected in the note
- Tone: 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;
+ HighNote: integer; // index of last note (= High(Note)?)
+ LengthNote: integer; // number of notes (= Length(Note)?).
+ Note: array of TPlayerNote;
end;
@@ -85,10 +87,10 @@ var
UserCoversPath: string = '';
UserPlaylistPath: string = '';
- OGL: Boolean;
Done: Boolean;
Event: TSDL_event;
- FileName: string;
+ // FIXME: ConversionFileName should not be global
+ ConversionFileName: string;
Restart: boolean;
// player and music info
@@ -97,18 +99,22 @@ var
CurrentSong : TSong;
+const
+ MAX_SONG_SCORE = 10000; // max. achievable points per song
+ MAX_SONG_LINE_BONUS = 1000; // max. achievable line bonus per song
+
procedure InitializePaths;
Procedure Main;
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 Sing(Screen: TScreenSing);
+procedure NewSentence(Screen: TScreenSing);
+procedure NewBeat(Screen: TScreenSing); // executed when on then new beat
+procedure NewBeatClick(Screen: TScreenSing); // executed when on then new beat for click
+procedure NewBeatDetect(Screen: TScreenSing); // executed when on then new beat for detection
//procedure NewHalf; // executed when in the half between beats
-procedure NewNote(Sender: TScreenSing); // detect note
+procedure NewNote(Screen: TScreenSing); // detect note
function GetMidBeat(Time: real): real;
function GetTimeFromBeat(Beat: integer): real;
procedure ClearScores(PlayerNum: integer);
@@ -206,7 +212,7 @@ begin
Ini := TIni.Create;
Ini.Load;
- //Load Languagefile
+ // Load Languagefile
if (Params.Language <> -1) then
Language.ChangeLanguage(ILanguage[Params.Language])
else
@@ -477,30 +483,29 @@ begin
glViewPort(0, 0, ScreenW, ScreenH);
end
- // ScreenShot hack. If Print is pressed-> Make screenshot and Save to Screenshots Path
+ // if print is pressed -> make screenshot and save to screenshot path
else if (Event.key.keysym.sym = SDLK_SYSREQ) or (Event.key.keysym.sym = SDLK_PRINT) then
Display.SaveScreenShot
- // popup hack... if there is a visible popup then let it handle input instead of underlying screen
+ // 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, WideChar(Event.key.keysym.unicode), True)
else if (ScreenPopupCheck <> nil) and (ScreenPopupCheck.Visible) then
done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True)
- // end of popup hack
else
begin
- // check for Screen want to Exit
+ // check if screen wants to exit
done := not Display.CurrentScreen^.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True);
- // If Screen wants to Exit
+ // if screen wants to exit
if done then
begin
- // If Question Option is enabled then Show Exit Popup
+ // if question option is enabled then show exit popup
if (Ini.AskbeforeDel = 1) then
begin
Display.CurrentScreen^.CheckFadeTo(nil,'MSG_QUIT_USDX');
end
- else // When asking for exit is disabled then simply exit
+ else // if ask-for-exit is disabled then simply exit
begin
Display.Fade := 0;
Display.NextScreenWithCheck := nil;
@@ -510,18 +515,16 @@ begin
end;
end;
- {
SDL_JOYAXISMOTION:
begin
// not implemented
end;
- }
SDL_JOYBUTTONDOWN:
begin
// not implemented
end;
- end; // Case
- end; // While
+ end; // case
+ end; // while
end;
function GetTimeForBeats(BPM, Beats: real): real;
@@ -570,17 +573,18 @@ function GetMidBeat(Time: real): real;
var
CurBeat: real;
CurBPM: integer;
-// TopBeat: real;
-// TempBeat: real;
-// TempTime: real;
+ //TopBeat: real;
+ //TempBeat: real;
+ //TempTime: real;
begin
Result := 0;
if Length(CurrentSong.BPM) = 1 then
Result := Time * CurrentSong.BPM[0].BPM / 60;
- (* 2 BPMs *)
-{ if Length(CurrentSong.BPM) > 1 then begin
- (* new system *)
+ // 2 BPMs
+ {
+ if Length(CurrentSong.BPM) > 1 then begin
+ // new system
CurBeat := 0;
TopBeat := GetBeats(CurrentSong.BPM[0].BPM, Time);
if TopBeat > CurrentSong.BPM[1].StartBeat then begin
@@ -593,12 +597,13 @@ begin
end
else
begin
- (* pierwszy przedzial *)
+ // first part
Result := TopBeat;
end;
- end;}
+ end;
+ }
- (* more BPMs *)
+ // more BPMs
if Length(CurrentSong.BPM) > 1 then
begin
CurBeat := 0;
@@ -621,7 +626,7 @@ begin
if Length(CurrentSong.BPM) = 1 then
Result := CurrentSong.GAP / 1000 + Beat * 60 / CurrentSong.BPM[0].BPM;
- (* more BPMs *)
+ // more BPMs
if Length(CurrentSong.BPM) > 1 then
begin
Result := CurrentSong.GAP / 1000;
@@ -657,7 +662,7 @@ begin
end; // if}
end;
-procedure Sing(Sender: TScreenSing);
+procedure Sing(Screen: TScreenSing);
var
Count: integer;
CountGr: integer;
@@ -666,19 +671,22 @@ var
N: integer;
begin
LineState.OldBeat := LineState.CurrentBeat;
- LineState.MidBeat := GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap{ + 90 I've forgotten for what it is}) / 1000); // new system with variable BPM in function
+ // new system with variable BPM in function
+ LineState.MidBeat := GetMidBeat(LineState.CurrentTime -
+ (CurrentSong.Gap {+ 90 I've forgotten for what it is}) / 1000);
LineState.CurrentBeat := Floor(LineState.MidBeat);
-// LineState.OldHalf := LineState.AktHalf;
-// LineState.MidHalf := LineState.MidBeat + 0.5;
-// LineState.AktHalf := Floor(LineState.MidHalf);
+ //LineState.OldHalf := LineState.AktHalf;
+ //LineState.MidHalf := LineState.MidBeat + 0.5;
+ //LineState.AktHalf := Floor(LineState.MidHalf);
LineState.OldBeatC := LineState.CurrentBeatC;
LineState.MidBeatC := GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap) / 1000);
LineState.CurrentBeatC := Floor(LineState.MidBeatC);
LineState.OldBeatD := LineState.CurrentBeatD;
- LineState.MidBeatD := -0.5+GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap + 120 + 20) / 1000); // MidBeat with addition GAP
+ // MidBeat with additional GAP
+ LineState.MidBeatD := -0.5+GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap + 120 + 20) / 1000);
LineState.CurrentBeatD := Floor(LineState.MidBeatD);
LineState.FracBeatD := Frac(LineState.MidBeatD);
@@ -686,40 +694,40 @@ begin
for CountGr := 0 to 0 do //High(Gracz)
begin;
CP := CountGr;
- // ustawianie starej parts
+ // old parts
LineState.OldLine := Lines[CP].Current;
- // wybieranie aktualnej parts
+ // choose current parts
for Count := 0 to Lines[CP].High do
begin
if LineState.CurrentBeat >= Lines[CP].Line[Count].Start then
Lines[CP].Current := Count;
end;
- // czysczenie nut gracza, gdy to jest nowa plansza
- // (optymizacja raz na halfbeat jest zla)
+ // clean player note if there is a new line
+ // (optimization on halfbeat time)
if Lines[CP].Current <> LineState.OldLine then
- NewSentence(Sender);
+ NewSentence(Screen);
end; // for CountGr
- // wykonuje operacje raz na beat
+ // execute operations on beat
if (LineState.CurrentBeat >= 0) and (LineState.OldBeat <> LineState.CurrentBeat) then
- NewBeat(Sender);
+ NewBeat(Screen);
// make some operations on clicks
if {(LineState.CurrentBeatC >= 0) and }(LineState.OldBeatC <> LineState.CurrentBeatC) then
- NewBeatC(Sender);
+ NewBeatClick(Screen);
// make some operations when detecting new voice pitch
if (LineState.CurrentBeatD >= 0) and (LineState.OldBeatD <> LineState.CurrentBeatD) then
- NewBeatD(Sender);
+ NewBeatDetect(Screen);
- // wykonuje operacje w polowie beatu
+ // execute operations on beat field
// if (LineState.AktHalf >= 1) and (LineState.OldHalf <> LineState.AktHalf) then
// NewHalf;
- // plynnie przesuwa text
+ // remove moving text
Done := 1;
for N := 0 to Lines[0].Line[Lines[0].Current].HighNote do
begin
@@ -732,40 +740,41 @@ begin
N := Lines[0].Line[Lines[0].Current].HighNote;
- // wylacza ostatnia nute po przejsciu
+ // if last note is used
{// todo: Lyrics
if (Ini.LyricsEffect = 1) and (Done = 1) and
(LineState.MidBeat > Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Length)
- then Sender.LyricMain.Selected := -1;
+ then Screen.LyricMain.Selected := -1;
if Done > 1 then Done := 1;
- Sender.LyricMain.Done := Done; }
+ Screen.LyricMain.Done := Done;
+ }
// use Done with LCD
-{ with ScreenSing do begin
+ {
+ 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;
+ }
end;
-procedure NewSentence(Sender: TScreenSing);
+procedure NewSentence(Screen: TScreenSing);
var
-G: Integer;
+ i: Integer;
begin
- // czyszczenie nut graczy
- for G := 0 to High(Player) do
+ // clean note of player
+ for i := 0 to High(Player) do
begin
- Player[G].IlNut := 0;
- Player[G].HighNote := -1;
- SetLength(Player[G].Note, 0);
+ Player[i].LengthNote := 0;
+ Player[i].HighNote := -1;
+ SetLength(Player[i].Note, 0);
end;
- // Add Words to Lyrics
- with Sender do
+ // add words to lyrics
+ with Screen do
begin
{LyricMain.AddCzesc(Lines[0].Current);
if Lines[0].Current < Lines[0].High then
@@ -776,19 +785,19 @@ begin
Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
end;
- //Sender.UpdateLCD;
+ //Screen.UpdateLCD;
- //On Sentence Change...
- Sender.onSentenceChange(Lines[0].Current);
+ // on sentence change...
+ Screen.onSentenceChange(Lines[0].Current);
end;
-procedure NewBeat(Sender: TScreenSing);
+procedure NewBeat(Screen: TScreenSing);
var
Count: integer;
-// TempBeat: integer;
+ //TempBeat: integer;
begin
- // ustawia zaznaczenie tekstu
-// SingScreen.LyricMain.Selected := -1;
+ // add a text mark
+ //SingScreen.LyricMain.Selected := -1;
for Count := 0 to Lines[0].Line[Lines[0].Current].HighNote do
if (Lines[0].Line[Lines[0].Current].Note[Count].Start = LineState.CurrentBeat) then
begin
@@ -796,45 +805,48 @@ begin
//Todo: Lyrics
//Sender.LyricMain.Selected := Count;
-// LCD.MoveCursor(1, ScreenSing.LyricMain.SelectedLetter);
-// LCD.ShowCursor;
+ //LCD.MoveCursor(1, ScreenSing.LyricMain.SelectedLetter);
+ //LCD.ShowCursor;
//LCD.MoveCursorBR(Sender.LyricMain.SelectedLetter);
//LCD.ShowCursor;
end;
end;
-procedure NewBeatC;
+procedure NewBeatClick;
var
Count: integer;
-// LPT_1: integer;
-// LPT_2: integer;
+ //LPT_1: integer;
+ //LPT_2: integer;
begin
-// LPT_1 := 1;
-// LPT_2 := 1;
+ //LPT_1 := 1;
+ //LPT_2 := 1;
// beat click
- if (Ini.BeatClick = 1) and ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then
+ if ((Ini.BeatClick = 1) and
+ ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0)) then
+ begin
AudioPlayback.PlaySound(SoundLib.Click);
+ end;
+ {
// debug system on LPT
if ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then
begin
- //LPT_1 := 0;
-// Light.LightOne(0, 150);
+ 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 ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod (Lines[0].Resolution * 2) = 0) then
+ if ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod (Lines[0].Resolution * 2) = 0) then
Light.LightOne(0, 150)
else
- Light.LightOne(1, 150)}
+ Light.LightOne(1, 150)
end;
+ }
for Count := 0 to Lines[0].Line[Lines[0].Current].HighNote do
begin
@@ -844,113 +856,127 @@ begin
if Ini.ClickAssist = 1 then
AudioPlayback.PlaySound(SoundLib.Click);
+ {
//LPT_2 := 0;
- (*
if ParamStr(1) <> '-doublelights' then
Light.LightOne(0, 150); //125
- *)
+ }
// drum machine
(*
TempBeat := LineState.CurrentBeat;// + 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 = 2) then Music.PlayHihat;
if (TempBeat mod 4 <> 0) then Music.PlayHihat;
*)
end;
end;
{$IFDEF UseSerialPort}
- // PortWriteB($378, LPT_1 + LPT_2 * 2); // 0 zapala
+ // PortWriteB($378, LPT_1 + LPT_2 * 2); // 0 light
{$ENDIF}
end;
-procedure NewBeatD(Sender: TScreenSing);
+procedure NewBeatDetect(Screen: TScreenSing);
begin
- NewNote(Sender);
+ NewNote(Screen);
end;
-procedure NewNote(Sender: TScreenSing);
+procedure NewNote(Screen: TScreenSing);
var
- CP: integer; // current player
- S: integer; // sentence
- SMin: integer;
- SMax: integer;
- SDet: integer; // temporary: sentence of detected note
- Count: integer;
- Mozna: boolean;
- New: boolean;
- Range: integer;
- NoteHit:boolean;
- MaxPoints: integer; // maximal points without line bonus
+ LineFragmentIndex: integer;
+ CurrentLineFragment: PLineFragment;
+ PlayerIndex: integer;
+ CurrentSound: TCaptureBuffer;
+ CurrentPlayer: PPlayer;
+ LastPlayerNote: PPLayerNote;
+ Line: PLine;
+ SentenceIndex: integer;
+ SentenceMin: integer;
+ SentenceMax: integer;
+ SentenceDetected: integer; // sentence of detected note
+ NoteAvailable: boolean;
+ NewNote: boolean;
+ Range: integer;
+ NoteHit: boolean;
+ MaxSongPoints: integer; // max. points for the song (without line bonus)
+ MaxLinePoints: Real; // max. points for the current line
begin
- // Log.LogStatus('Beat ' + IntToStr(LineState.CurrentBeat) + ' HalfBeat ' + IntToStr(LineState.AktHalf), 'NewBeat');
-
- // On linux we get an AV @ NEWNOTE, line 600 of Classes/UMain.pas
- if not assigned( AudioInputProcessor.Sound ) then
- exit;
-
- // analizuje dla obu graczy ten sam sygnal (Sound.OneSrcForBoth)
- // albo juz lepiej nie
- for CP := 0 to PlayersPlay-1 do
- begin
- // analyze buffer
- AudioInputProcessor.Sound[CP].AnalyzeBuffer;
+ //Log.LogStatus('Beat ' + IntToStr(LineState.CurrentBeat) + ' HalfBeat ' + IntToStr(LineState.AktHalf), 'NewBeat');
- // adds some noise
- //LineState.Tone := LineState.Tone + Round(Random(3)) - 1;
+ // TODO: add duet mode support
+ // use Lines[LineSetIndex] with LineSetIndex depending on the current player
- // count min and max sentence range for checking (detection is delayed to the notes we see on the screen)
- SMin := Lines[0].Current-1;
- if SMin < 0 then
- SMin := 0;
- SMax := Lines[0].Current;
+ // count min and max sentence range for checking (detection is delayed to the notes we see on the screen)
+ SentenceMin := Lines[0].Current-1;
+ if (SentenceMin < 0) then
+ SentenceMin := 0;
+ SentenceMax := Lines[0].Current;
- // check if we can add new note
- Mozna := false;
- SDet:=SMin;
- for S := SMin to SMax do
+ // check for an active note at the current time defined in the lyrics
+ NoteAvailable := false;
+ SentenceDetected := SentenceMin;
+ for SentenceIndex := SentenceMin to SentenceMax do
+ begin
+ Line := @Lines[0].Line[SentenceIndex];
+ for LineFragmentIndex := 0 to Line.HighNote do
begin
- for Count := 0 to Lines[0].Line[S].HighNote do
+ CurrentLineFragment := @Line.Note[LineFragmentIndex];
+ // check if line is active
+ if ((CurrentLineFragment.Start <= LineState.CurrentBeatD) and
+ (CurrentLineFragment.Start + CurrentLineFragment.Length-1 >= LineState.CurrentBeatD)) and
+ (CurrentLineFragment.NoteType <> ntFreestyle) and // but ignore FreeStyle notes
+ (CurrentLineFragment.Length > 0) then // and make sure the note lengths is at least 1
begin
- if ((Lines[0].Line[S].Note[Count].Start <= LineState.CurrentBeatD)
- and (Lines[0].Line[S].Note[Count].Start + Lines[0].Line[S].Note[Count].Length - 1 >= LineState.CurrentBeatD))
- and (Lines[0].Line[S].Note[Count].NoteType <> ntFreestyle) // but don't allow when it's FreeStyle note
- and (Lines[0].Line[S].Note[Count].Length > 0) then // and make sure the note lengths is at least 1
- begin
- SDet := S;
- Mozna := true;
- Break;
- end;
+ SentenceDetected := SentenceIndex;
+ NoteAvailable := true;
+ Break;
end;
end;
+ // TODO: break here, if NoteAvailable is true? We would then use the first instead
+ // of the last note matching the current beat if notes overlap. But notes
+ // should not overlap at all.
+ //if (NoteAvailable) then
+ // Break;
+ end;
- S := SDet;
+ // analyze player signals
+ for PlayerIndex := 0 to PlayersPlay-1 do
+ begin
+ CurrentPlayer := @Player[PlayerIndex];
+ CurrentSound := AudioInputProcessor.Sound[PlayerIndex];
+ LastPlayerNote := @CurrentPlayer.Note[CurrentPlayer.HighNote];
- //Czas.SzczytJest := true;
- //Czas.Tone := 27;
+ // analyze buffer
+ CurrentSound.AnalyzeBuffer;
+
+ // add some noise
+ // TODO: do we need this?
+ //LineState.Tone := LineState.Tone + Round(Random(3)) - 1;
- // gdy moze, to dodaje nute - When Mozna, it adds note (?)
- if (AudioInputProcessor.Sound[CP].ToneValid) and (Mozna) then
+ // add note if possible
+ if (CurrentSound.ToneValid and NoteAvailable) then
begin
- // operowanie na ostatniej nucie
- for Count := 0 to Lines[0].Line[S].HighNote do
+ Line := @Lines[0].Line[SentenceDetected];
+
+ // process until last note
+ for LineFragmentIndex := 0 to Line.HighNote do
begin
- if (Lines[0].Line[S].Note[Count].Start <= LineState.OldBeatD+1) and
- (Lines[0].Line[S].Note[Count].Start +
- Lines[0].Line[S].Note[Count].Length > LineState.OldBeatD+1) then
+ CurrentLineFragment := @Line.Note[LineFragmentIndex];
+ if (CurrentLineFragment.Start <= LineState.OldBeatD+1) and
+ (CurrentLineFragment.Start + CurrentLineFragment.Length > LineState.OldBeatD+1) then
begin
- // to robi, tylko dla pary nut (oryginalnej i gracza)
+ // compare notes (from song-file and from player)
- // przesuwanie tonu w odpowiednia game
- while (AudioInputProcessor.Sound[CP].Tone - Lines[0].Line[S].Note[Count].Tone > 6) do
- AudioInputProcessor.Sound[CP].Tone := AudioInputProcessor.Sound[CP].Tone - 12;
+ // move players tone to proper octave
+ while (CurrentSound.Tone - CurrentLineFragment.Tone > 6) do
+ CurrentSound.Tone := CurrentSound.Tone - 12;
- while (AudioInputProcessor.Sound[CP].Tone - Lines[0].Line[S].Note[Count].Tone < -6) do
- AudioInputProcessor.Sound[CP].Tone := AudioInputProcessor.Sound[CP].Tone + 12;
+ while (CurrentSound.Tone - CurrentLineFragment.Tone < -6) do
+ CurrentSound.Tone := CurrentSound.Tone + 12;
- // Half size Notes Patch
+ // half size notes patch
NoteHit := false;
//if Ini.Difficulty = 0 then Range := 2;
@@ -958,96 +984,115 @@ begin
//if Ini.Difficulty = 2 then Range := 0;
Range := 2 - Ini.Difficulty;
- if abs(Lines[0].Line[S].Note[Count].Tone - AudioInputProcessor.Sound[CP].Tone) <= Range then
+ // check if the player hit the correct tone within the tolerated range
+ if (Abs(CurrentLineFragment.Tone - CurrentSound.Tone) <= Range) then
begin
- AudioInputProcessor.Sound[CP].Tone := Lines[0].Line[S].Note[Count].Tone;
+ // adjust the players tone to the correct one
+ // TODO: do we need to do this?
+ CurrentSound.Tone := CurrentLineFragment.Tone;
- // Half size Notes Patch
+ // half size notes patch
NoteHit := true;
-
- MaxPoints := 10000;
- if (Ini.LineBonus <> 0) then
- MaxPoints := 9000;
-
- case Lines[0].Line[S].Note[Count].NoteType of
- ntNormal: Player[CP].Score := Player[CP].Score + MaxPoints / Lines[0].ScoreValue;
- ntGolden: Player[CP].ScoreGolden := Player[CP].ScoreGolden + MaxPoints / Lines[0].ScoreValue;
+
+ if (Ini.LineBonus > 0) then
+ MaxSongPoints := MAX_SONG_SCORE - MAX_SONG_LINE_BONUS
+ else
+ MaxSongPoints := MAX_SONG_SCORE;
+
+ // Note: ScoreValue is the sum of all note values of the song
+ MaxLinePoints := MaxSongPoints / Lines[0].ScoreValue;
+
+ // FIXME: is this correct? Why do we add the points for a whole line
+ // if just one note is correct?
+ case CurrentLineFragment.NoteType of
+ ntNormal: CurrentPlayer.Score := CurrentPlayer.Score + MaxLinePoints;
+ ntGolden: CurrentPlayer.ScoreGolden := CurrentPlayer.ScoreGolden + MaxLinePoints;
end;
- Player[CP].ScoreI := Floor(Player[CP].Score / 10) * 10;
- Player[CP].ScoreGoldenI := Floor(Player[CP].ScoreGolden / 10) * 10;
+ CurrentPlayer.ScoreInt := Floor(CurrentPlayer.Score / 10) * 10;
+ CurrentPlayer.ScoreGoldenInt := Floor(CurrentPlayer.ScoreGolden / 10) * 10;
- Player[CP].ScoreTotalI := Player[CP].ScoreI + Player[CP].ScoreGoldenI + Player[CP].ScoreLineI;
+ CurrentPlayer.ScoreTotalInt := CurrentPlayer.ScoreInt +
+ CurrentPlayer.ScoreGoldenInt +
+ CurrentPlayer.ScoreLineInt;
end;
- end; // operowanie
+ end; // operation
end; // for
- // sprawdzanie czy to nowa nuta, czy przedluzenie
- if S = SMax then
+ // check if we have to add a new note or extend the note's length
+ if (SentenceDetected = SentenceMax) then
begin
- New := true;
+ // we will add a new note
+ NewNote := true;
// if last has the same tone
- if (Player[CP].IlNut > 0 ) and
- (Player[CP].Note[Player[CP].HighNote].Tone = AudioInputProcessor.Sound[CP].Tone) and
- (Player[CP].Note[Player[CP].HighNote].Start + Player[CP].Note[Player[CP].HighNote].Length = LineState.CurrentBeatD) then
+ if ((CurrentPlayer.LengthNote > 0) and
+ (LastPlayerNote.Tone = CurrentSound.Tone) and
+ ((LastPlayerNote.Start + LastPlayerNote.Length) = LineState.CurrentBeatD)) then
begin
- New := false;
+ NewNote := false;
end;
- // if is not as new note to control "beacie" (TODO: translate polish "beacie")
- for Count := 0 to Lines[0].Line[S].HighNote do
+ // if is not as new note to control
+ for LineFragmentIndex := 0 to Line.HighNote do
begin
- if (Lines[0].Line[S].Note[Count].Start = LineState.CurrentBeatD) then
- New := true;
+ if (Line.Note[LineFragmentIndex].Start = LineState.CurrentBeatD) then
+ NewNote := true;
end;
- // dodawanie nowej nuty
- if New then
+ // add new note
+ if NewNote then
begin
- // New Note
- Player[CP].IlNut := Player[CP].IlNut + 1;
- Player[CP].HighNote := Player[CP].HighNote + 1;
- SetLength(Player[CP].Note, Player[CP].IlNut);
- Player[CP].Note[Player[CP].HighNote].Start := LineState.CurrentBeatD;
- Player[CP].Note[Player[CP].HighNote].Length := 1;
- Player[CP].Note[Player[CP].HighNote].Tone := AudioInputProcessor.Sound[CP].Tone; // Ton || TonDokl
- Player[CP].Note[Player[CP].HighNote].Detekt := LineState.MidBeat;
-
- // Half Note Patch
- Player[CP].Note[Player[CP].HighNote].Hit := NoteHit;
-
- //Log.LogStatus('New Note ' + IntToStr(Gracz.Note[Gracz.HighNote].Start), 'NewBeat');
+ // new note
+ Inc(CurrentPlayer.LengthNote);
+ Inc(CurrentPlayer.HighNote);
+ SetLength(CurrentPlayer.Note, CurrentPlayer.LengthNote);
+
+ // update player's last note
+ LastPlayerNote := @CurrentPlayer.Note[CurrentPlayer.HighNote];
+ with LastPlayerNote^ do
+ begin
+ Start := LineState.CurrentBeatD;
+ Length := 1;
+ Tone := CurrentSound.Tone; // Tone || ToneAbs
+ Detect := LineState.MidBeat;
+ Hit := NoteHit; // half note patch
+ end;
end
else
begin
- // przedluzenie nuty
- Player[CP].Note[Player[CP].HighNote].Length := Player[CP].Note[Player[CP].HighNote].Length + 1;
+ // extend note length
+ Inc(LastPlayerNote.Length);
end;
// check for perfect note and then lit the star (on Draw)
- for Count := 0 to Lines[0].Line[S].HighNote do
+ for LineFragmentIndex := 0 to Line.HighNote do
begin
- if (Lines[0].Line[S].Note[Count].Start = Player[CP].Note[Player[CP].HighNote].Start) and
- (Lines[0].Line[S].Note[Count].Length = Player[CP].Note[Player[CP].HighNote].Length) and
- (Lines[0].Line[S].Note[Count].Tone = Player[CP].Note[Player[CP].HighNote].Tone) then
+ CurrentLineFragment := @Line.Note[LineFragmentIndex];
+ if (CurrentLineFragment.Start = LastPlayerNote.Start) and
+ (CurrentLineFragment.Length = LastPlayerNote.Length) and
+ (CurrentLineFragment.Tone = LastPlayerNote.Tone) then
begin
- Player[CP].Note[Player[CP].HighNote].Perfect := true;
+ LastPlayerNote.Perfect := true;
end;
end;
- end; // if S = SMax
+ end; // if SentenceDetected = SentenceMax
+
+ end; // if Detected
+ end; // for PlayerIndex
- end; // if moze
- end; // for CP
- // Log.LogStatus('EndBeat', 'NewBeat');
+ //Log.LogStatus('EndBeat', 'NewBeat');
- //On Sentence End -> For LineBonus + SingBar
- if (sDet >= low(Lines[0].Line)) and (sDet <= high(Lines[0].Line)) then
+ // on sentence end -> for LineBonus and display of SingBar (rating pop-up)
+ if (SentenceDetected >= Low(Lines[0].Line)) and
+ (SentenceDetected <= High(Lines[0].Line)) then
begin
- if assigned( Sender ) and
- ((Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Start + Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Length - 1) = LineState.CurrentBeatD) then
+ Line := @Lines[0].Line[SentenceDetected];
+ CurrentLineFragment := @Line.Note[Line.HighNote];
+ if ((CurrentLineFragment.Start + CurrentLineFragment.Length - 1) = LineState.CurrentBeatD) then
begin
- Sender.onSentenceEnd(sDet);
+ if assigned(Screen) then
+ Screen.OnSentenceEnd(SentenceDetected);
end;
end;
@@ -1055,22 +1100,25 @@ 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;
+ with Player[PlayerNum] do
+ begin
+ Score := 0;
+ ScoreInt := 0;
+ ScoreLine := 0;
+ ScoreLineInt := 0;
+ ScoreGolden := 0;
+ ScoreGoldenInt := 0;
+ ScoreTotalInt := 0;
+ end;
end;
//--------------------
-// Function sets all Absolute Paths e.g. Song Path and makes sure the Directorys exist
+// 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
+ // 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;
diff --git a/Game/Code/Classes/UMusic.pas b/Game/Code/Classes/UMusic.pas
index bad0aa86..35c67ae1 100644
--- a/Game/Code/Classes/UMusic.pas
+++ b/Game/Code/Classes/UMusic.pas
@@ -15,6 +15,25 @@ uses
type
TNoteType = (ntFreestyle, ntNormal, ntGolden);
+ (**
+ * TLineFragment represents a fragment of a lyrics line.
+ * This is a text-fragment (e.g. a syllable) assigned to a note pitch,
+ * represented by a bar in the sing-screen.
+ *)
+ PLineFragment = ^TLineFragment;
+ TLineFragment = record
+ Color: integer;
+ Start: integer; // beat the fragment starts at
+ Length: integer; // length in beats
+ Tone: integer; // full range tone
+ Text: string; // text assigned to this fragment (a syllable, word, etc.)
+ NoteType: TNoteType; // note-type: golden-note/freestyle etc.
+ end;
+
+ (**
+ * TLine represents one lyrics line and consists of multiple
+ * notes.
+ *)
PLine = ^TLine;
TLine = record
Start: integer;
@@ -22,31 +41,31 @@ type
LyricWidth: real;
End_: integer;
BaseNote: integer;
- HighNote: integer;
- TotalNotes: integer;
+ HighNote: integer; // index of last note in line (= High(Note)?)
+ TotalNotes: integer; // value of all notes in the line
LastLine: boolean;
- Note: array of record
- Color: integer;
- Start: integer;
- Length: integer;
- Tone: integer; // full range tone
- Text: string;
- NoteType: TNoteType;
- end;
+ Note: array of TLineFragment;
end;
- ALine = array of TLine; // (TODO: rename to TLineArray)
+ (**
+ * TLines stores sets of lyric lines and information on them.
+ * Normally just one set is defined but in duet mode it might for example
+ * contain two sets.
+ *)
TLines = record
- Current: integer; // for drawing of current line
- High: integer;
+ Current: integer; // for drawing of current line
+ High: integer; // (= High(Line)?)
Number: integer;
Resolution: integer;
NotesGAP: integer;
ScoreValue: integer;
- Line: ALine;
+ Line: array of TLine;
end;
- TLineState = class // all that concerns the current frames
+ (**
+ * TLineState contains all information that concerns the current frames
+ *)
+ TLineState = class
private
Timer: TRelativeTimer; // keeps track of the current time
public
@@ -56,12 +75,14 @@ type
// now we use this for super synchronization!
// only used when analyzing voice
+ // TODO: change ...D to ...Detect(ed)
OldBeatD: integer; // previous discovered beat
CurrentBeatD: integer;
MidBeatD: real; // like CurrentBeatD
FracBeatD: real; // fractional part of MidBeatD
// we use this for audible clicks
+ // TODO: Change ...C to ...Click
OldBeatC: integer; // previous discovered beat
CurrentBeatC: integer;
MidBeatC: real; // like CurrentBeatC
diff --git a/Game/Code/Classes/UParty.pas b/Game/Code/Classes/UParty.pas
index 9fdcf7a6..5b9d2400 100644
--- a/Game/Code/Classes/UParty.pas
+++ b/Game/Code/Classes/UParty.pas
@@ -450,12 +450,12 @@ begin
begin
// to-do : recode Percentage stuff
//PlayerInfo.Playerinfo[I].Percentage := PlayerInfo.Playerinfo[I].Score div 9999;
- if (Player[I].ScoreTotalI > MaxScore) then
+ if (Player[I].ScoreTotalInt > MaxScore) then
begin
- MaxScore := Player[I].ScoreTotalI;
+ MaxScore := Player[I].ScoreTotalInt;
Rounds[CurRound].Winner := 1 shl I;
end
- else if (Player[I].ScoreTotalI = MaxScore) AND (Player[I].ScoreTotalI <> 0) then
+ else if (Player[I].ScoreTotalInt = MaxScore) AND (Player[I].ScoreTotalInt <> 0) then
begin
Rounds[CurRound].Winner := Rounds[CurRound].Winner or (1 shl I);
end;
diff --git a/Game/Code/Classes/USingScores.pas b/Game/Code/Classes/USingScores.pas
index dd326356..645f0f6e 100644
--- a/Game/Code/Classes/USingScores.pas
+++ b/Game/Code/Classes/USingScores.pas
@@ -22,7 +22,7 @@ uses UThemes,
// but not testet yet //
//////////////////////////////////////////////////////////////
-//Some Constances containing Options that could change by time
+//Some constants containing options that could change by time
const
MaxPlayers = 6; //Maximum of Players that could be added
MaxPositions = 6; //Maximum of Score Positions that could be added
@@ -853,14 +853,16 @@ var
Diff: Real;
begin
//Only Draw if Player has a Position
- If Players[Index].Position <> high(byte) then
+ if Players[Index].Position <> high(byte) then
begin
//Only Draw if Player is on Cur Screen
- If ((Players[Index].Position AND 128) = 0) = (ScreenAct = 1) AND (Players[index].RBVisible AND Players[index].Visible) then
+ if (((Players[Index].Position and 128) = 0) = (ScreenAct = 1) and
+ Players[index].RBVisible and
+ Players[index].Visible) then
begin
Position := @Positions[Players[Index].Position and 127];
- If (Enabled AND Players[Index].Enabled) then
+ if (Enabled AND Players[Index].Enabled) then
begin
//Move Position if Enabled
Diff := Players[Index].RBTarget - Players[Index].RBPos;
@@ -871,25 +873,25 @@ begin
end;
//Get Colors for RatingBar
- If Players[index].RBPos <=0.22 then
+ if (Players[index].RBPos <= 0.22) then
begin
R := 1;
G := 0;
B := 0;
end
- Else If Players[index].RBPos <=0.42 then
+ else if (Players[index].RBPos <= 0.42) then
begin
R := 1;
G := Players[index].RBPos*5;
B := 0;
end
- Else If Players[index].RBPos <=0.57 then
+ else if (Players[index].RBPos <= 0.57) then
begin
R := 1;
G := 1;
B := 0;
end
- Else If Players[index].RBPos <=0.77 then
+ else if (Players[index].RBPos <= 0.77) then
begin
R := 1-(Players[index].RBPos-0.57)*5;
G := 1;
diff --git a/Game/Code/Screens/UScreenEditConvert.pas b/Game/Code/Screens/UScreenEditConvert.pas
index 7527dc68..a57e89fb 100644
--- a/Game/Code/Screens/UScreenEditConvert.pas
+++ b/Game/Code/Screens/UScreenEditConvert.pas
@@ -165,7 +165,7 @@ begin
if Interaction = 3 then begin
if SelectedNumber > 0 then begin
Extract;
- SaveSong(Song, Lines, ChangeFileExt(FileName, '.txt'), false);
+ SaveSong(Song, Lines, ChangeFileExt(ConversionFileName, '.txt'), false);
end;
end;
@@ -396,7 +396,7 @@ begin
MidiOut.Open;
// MidiOut.SetVolume(100, 100); // temporary}
- FileName := GamePath + 'file.mid';
+ ConversionFileName := GamePath + 'file.mid';
{$IFDEF UseMIDIPort}
MidiFile := TMidiFile.Create(nil);
{$ENDIF}
@@ -426,9 +426,9 @@ begin
MidiOut.Open;
- if FileExists(FileName) then
+ if FileExists(ConversionFileName) then
begin
- MidiFile.Filename := FileName;
+ MidiFile.Filename := ConversionFileName;
MidiFile.ReadFile;
diff --git a/Game/Code/Screens/UScreenEditHeader.pas b/Game/Code/Screens/UScreenEditHeader.pas
index 9c6ebc8b..2bba36cd 100644
--- a/Game/Code/Screens/UScreenEditHeader.pas
+++ b/Game/Code/Screens/UScreenEditHeader.pas
@@ -275,7 +275,7 @@ begin
end; // if PlaySentence
Text[TextSentence].Text := IntToStr(Czesci[0].Akt + 1) + ' / ' + IntToStr(Czesci[0].Ilosc);
- Text[TextNote].Text := IntToStr(AktNuta + 1) + ' / ' + IntToStr(Czesci[0].Czesc[Czesci[0].Akt].IlNut);
+ Text[TextNote].Text := IntToStr(AktNuta + 1) + ' / ' + IntToStr(Czesci[0].Czesc[Czesci[0].Akt].LengthNote);
// Song info
Text[TextBPM].Text := FloatToStr(CurrentSong.BPM[0].BPM / 4);
diff --git a/Game/Code/Screens/UScreenOpen.pas b/Game/Code/Screens/UScreenOpen.pas
index e409812c..7dbe8743 100644
--- a/Game/Code/Screens/UScreenOpen.pas
+++ b/Game/Code/Screens/UScreenOpen.pas
@@ -61,7 +61,7 @@ begin
SDLK_ESCAPE :
begin
//Empty Filename and go to last Screen
- FileName := '';
+ ConversionFileName := '';
AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(BackScreen);
end;
@@ -70,14 +70,14 @@ begin
begin
if (Interaction = 2) then begin
//Update Filename and go to last Screen
- FileName := Text[TextN].Text;
+ ConversionFileName := Text[TextN].Text;
AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(BackScreen);
end
else if (Interaction = 1) then
begin
//Empty Filename and go to last Screen
- FileName := '';
+ ConversionFileName := '';
AudioPlayback.PlaySound(SoundLib.Back);
FadeTo(BackScreen);
end;
@@ -127,7 +127,7 @@ begin
// file name
AddBox(20, 540, 500, 40);
- TextN := AddText(50, 548, 0, 8, 0, 0, 0, FileName);
+ TextN := AddText(50, 548, 0, 8, 0, 0, 0, ConversionFileName);
AddInteraction(iText, TextN);
// buttons
diff --git a/Game/Code/Screens/UScreenScore.pas b/Game/Code/Screens/UScreenScore.pas
index 606d8366..b47c43f1 100644
--- a/Game/Code/Screens/UScreenScore.pas
+++ b/Game/Code/Screens/UScreenScore.pas
@@ -367,15 +367,15 @@ begin
inherited Draw;
{*
- player[0].ScoreI := 7000;
- player[0].ScoreLineI := 2000;
- player[0].ScoreGoldenI := 1000;
- player[0].ScoreTotalI := 10000;
-
- player[1].ScoreI := 2500;
- player[1].ScoreLineI := 1100;
- player[1].ScoreGoldenI := 900;
- player[1].ScoreTotalI := 4500;
+ player[0].ScoreInt := 7000;
+ player[0].ScoreLineInt := 2000;
+ player[0].ScoreGoldenInt := 1000;
+ player[0].ScoreTotalInt := 10000;
+
+ player[1].ScoreInt := 2500;
+ player[1].ScoreLineInt := 1100;
+ player[1].ScoreGoldenInt := 900;
+ player[1].ScoreTotalInt := 4500;
*}
// Let's start to arise the bars
CurrentTime := SDL_GetTicks();
@@ -486,7 +486,7 @@ begin
ThemeIndex := PlayerNumber + ArrayStartModifier;
- case (Player[PlayerNumber-1].ScoreTotalI) of
+ case (Player[PlayerNumber-1].ScoreTotalInt) of
0..2009:
begin
Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_TONE_DEAF');
@@ -633,25 +633,25 @@ begin
// EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps
if (BarType = 'Note') then
begin
- Score := Player[PlayerNumber - 1].ScoreI;
+ Score := Player[PlayerNumber - 1].ScoreInt;
RaiseStep := BarScore_EaseOut_Step;
BarStartPosY := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].Y + MaxHeight;
end;
if (BarType = 'Line') then
begin
- Score := Player[PlayerNumber - 1].ScoreLineI;
+ Score := Player[PlayerNumber - 1].ScoreLineInt;
RaiseStep := BarPhrase_EaseOut_Step;
BarStartPosY := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight + MaxHeight;
end;
if (BarType = 'Golden') then
begin
- Score := Player[PlayerNumber - 1].ScoreGoldenI;
+ Score := Player[PlayerNumber - 1].ScoreGoldenInt;
RaiseStep := BarGolden_EaseOut_Step;
BarStartPosY := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight - aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight + MaxHeight;
end;
// the height dependend of the score
- Height2Reach := (Score / 10000) * MaxHeight;
+ Height2Reach := (Score / MAX_SONG_SCORE) * MaxHeight;
if (aPlayerScoreScreenDatas[PlayerNumber].Bar_Actual_Height < Height2Reach) then
begin
@@ -751,19 +751,19 @@ begin
begin
EaseOut_Step := BarScore_EaseOut_Step;
ActualScoreValue := TextScore_ActualValue[PlayerNumber];
- ScoreReached := Player[PlayerNumber-1].ScoreI;
+ ScoreReached := Player[PlayerNumber-1].ScoreInt;
end;
if (ScoreType = 'Line') then
begin
EaseOut_Step := BarPhrase_EaseOut_Step;
ActualScoreValue := TextPhrase_ActualValue[PlayerNumber];
- ScoreReached := Player[PlayerNumber-1].ScoreLineI;
+ ScoreReached := Player[PlayerNumber-1].ScoreLineInt;
end;
if (ScoreType = 'Golden') then
begin
EaseOut_Step := BarGolden_EaseOut_Step;
ActualScoreValue := TextGolden_ActualValue[PlayerNumber];
- ScoreReached := Player[PlayerNumber-1].ScoreGoldenI;
+ ScoreReached := Player[PlayerNumber-1].ScoreGoldenInt;
end;
// EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps
@@ -815,17 +815,17 @@ begin
//fixed: line bonus and golden notes don't show up,
// another bug: total score was shown without added golden-, linebonus
- S := IntToStr(Player[P].ScoreTotalI);
+ S := IntToStr(Player[P].ScoreTotalInt);
while (Length(S)<5) do
S := '0' + S;
Text[TextTotalScore[Item]].Text := S;
- S := IntToStr(Player[P].ScoreLineI);
+ S := IntToStr(Player[P].ScoreLineInt);
while (Length(S)<4) do
S := '0' + S;
Text[TextLineBonusScore[Item]].Text := S;
- S := IntToStr(Player[P].ScoreGoldenI);
+ S := IntToStr(Player[P].ScoreGoldenInt);
while (Length(S)<4) do
S := '0' + S;
Text[TextGoldenNotesScore[Item]].Text := S;
diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas
index c97bc691..ad07a081 100644
--- a/Game/Code/Screens/UScreenSing.pas
+++ b/Game/Code/Screens/UScreenSing.pas
@@ -35,10 +35,9 @@ type
public
//TextTime: integer;
- //TimeBar mod
- StaticTimeProgress: integer;
- TextTimeText: integer;
- //eoa TimeBar mod
+ // TimeBar fields
+ StaticTimeProgress: integer;
+ TextTimeText: integer;
StaticP1: integer;
TextP1: integer;
@@ -90,8 +89,8 @@ type
Tex_Background: TTexture;
FadeOut: boolean;
-// LyricMain: TLyric;
-// LyricSub: TLyric;
+ //LyricMain: TLyric;
+ //LyricSub: TLyric;
Lyrics: TLyricEngine;
//Score Manager:
@@ -111,8 +110,8 @@ type
//procedure UpdateLCD; //TODO: maybe LCD Support as Plugin?
procedure Pause; //Pause Mod(Toggles Pause)
- procedure onSentenceEnd(S: Cardinal); //OnSentenceEnd for LineBonus + Singbar
- procedure onSentenceChange(S: Cardinal); //OnSentenceChange (for Golden Notes)
+ procedure OnSentenceEnd(SentenceIndex: Cardinal); //OnSentenceEnd for LineBonus + Singbar
+ procedure OnSentenceChange(SentenceIndex: Cardinal); //OnSentenceChange (for Golden Notes)
end;
implementation
@@ -349,15 +348,17 @@ begin
inherited;
Log.LogStatus('Begin', 'onShow');
- FadeOut := false; // 0.5.0: early 0.5.0 problems were by this line commented
+ FadeOut := false;
// reset video playback engine, to play Video Clip...
fCurrentVideoPlaybackEngine := VideoPlayback;
- //SetUp Score Manager
- Scores.ClearPlayers; //Clear Old Player Values
- Color.R := 0; Color.G := 0; Color.B := 0; //Dummy atm
- For P := 0 to PlayersPlay -1 do //Add new Ones
+ // setup score manager
+ Scores.ClearPlayers; // clear old player values
+ Color.R := 0; Color.G := 0; Color.B := 0; // dummy atm
+
+ // add new players
+ for P := 0 to PlayersPlay-1 do
begin
Scores.AddPlayer(Tex_ScoreBG[P], Color);
end;
@@ -368,7 +369,7 @@ begin
// prepare players
SetLength(Player, PlayersPlay);
-// Player[0].ScoreTotalI := 0;
+ //Player[0].ScoreTotalInt := 0;
case PlayersPlay of
1: begin
@@ -462,20 +463,20 @@ begin
// FIXME: bad style, put the try-except into LoadSong() and not here
try
- //Check if File is XML
- if copy(CurrentSong.FileName,length(CurrentSong.FileName)-3,4) = '.xml'
- then success := CurrentSong.LoadXMLSong()
- else success := CurrentSong.LoadSong();
+ // Check if file is XML
+ if copy(CurrentSong.FileName,length(CurrentSong.FileName)-3,4) = '.xml'
+ then success := CurrentSong.LoadXMLSong()
+ else success := CurrentSong.LoadSong();
except
success := false;
end;
if (not success) then
begin
- //Error Loading Song -> Go back to Song Screen and Show some Error Message
+ // error loading song -> go back to song screen and show some error message
FadeTo(@ScreenSong);
- //Select New Song in Party Mode
- if ScreenSong.Mode = smPartyMode then
+ // select new song in party mode
+ if ScreenSong.Mode = smPartyMode then
ScreenSong.SelectRandomSong();
ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG'));
// FIXME: do we need this?
@@ -485,7 +486,7 @@ begin
- // reset video playback engine, to play Video Clip...
+ // reset video playback engine, to play video clip...
Visualization.Init();
@@ -497,12 +498,9 @@ begin
fShowVisualization := false;
if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then
begin
- // todo: VideoGap and Start time verwursten
-
+ // TODO: use VideoGap and start time
fCurrentVideoPlaybackEngine.Open( CurrentSong.Path + CurrentSong.Video );
-
- fCurrentVideoPlaybackEngine.position := CurrentSong.VideoGAP + CurrentSong.Start;
-
+ fCurrentVideoPlaybackEngine.Position := CurrentSong.VideoGAP + CurrentSong.Start;
CurrentSong.VideoLoaded := true;
end;
@@ -657,21 +655,19 @@ begin
end;
end; // case
- // Add Lines to Lyrics
- While (not Lyrics.LineinQueue) AND (Lyrics.LineCounter <= High(Lines[0].Line)) do
+ // Add lines to lyrics
+ while (not Lyrics.LineinQueue) and (Lyrics.LineCounter <= High(Lines[0].Line)) do
Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
//UpdateLCD; //TODO: maybe LCD Support as Plugin?
- //Deactivate Pause
+ // Deactivate pause
Paused := False;
- //Kill all Stars not Killed yet
- //GoldenStarsTwinkle Mod
- GoldenRec.SentenceChange;
- //GoldenStarsTwinkle Mod End
+ // Kill all stars not killed yet (GoldenStarsTwinkle Mod)
+ GoldenRec.SentenceChange;
- {//Set Position of Line Bonus - PhrasenBonus
+ {//Set Position of Line Bonus - Line Bonus start
if (Ini.LineBonus = 1) then //Show Line Bonus at Scores
begin
Case PlayersPlay of
@@ -904,10 +900,10 @@ begin
end;
end; }
- //Set Position of Line Bonus - PhrasenBonus End
- //Set Num of Empty Sentences for Phrasen Bonus
+ // set Position of Line Bonus - Line Bonus end
+ // set number of empty sentences for Line Bonus
NumEmptySentences := 0;
- for P := low(Lines[0].Line) to high(Lines[0].Line) do
+ for P := Low(Lines[0].Line) to High(Lines[0].Line) do
if Lines[0].Line[P].TotalNotes = 0 then Inc(NumEmptySentences);
Log.LogStatus('End', 'onShow');
@@ -922,24 +918,17 @@ begin
try
fCurrentVideoPlaybackEngine.GetFrame(LineState.CurrentTime);
fCurrentVideoPlaybackEngine.DrawGL(ScreenAct);
-// PlaySmpeg;
- except
-
- on E : Exception do
- begin
- //If an Error occurs Reading Video: prevent Video from being Drawn again and Close Video
+ except on E : Exception do
+ begin
+ //If an error occurs reading video: prevent video from being drawn again and close video
CurrentSong.VideoLoaded := False;
Log.LogError('Error drawing Video, Video has been disabled for this Song/Session.');
Log.LogError('Error Message : '+ E.message );
Log.LogError(' In : '+ E.ClassName +' (TScreenSing.onShowFinish)' );
Log.LogError('Corrupted File: ' + CurrentSong.Video);
- try
-// CloseSmpeg;
- fCurrentVideoPlaybackEngine.Close;
- except
- end;
- end;
+ fCurrentVideoPlaybackEngine.Close;
+ end;
end;
end;
@@ -960,12 +949,12 @@ var
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
+ // ScoreBG Mod
+ // TODO: remove this commented out section as we do not need it anymore.
+ // We use colorized png's now. Set player colors does nothing than changing
+ // the colors of the statics which will lead to ugly effects on colorized pngs
+ {
+ if PlayersPlay = 4 then begin
if ScreenAct = 1 then begin
LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG,
Static[StaticP1TwoP].Texture.ColB, 'P1Dark');
@@ -1038,7 +1027,8 @@ begin
if ScreenAct = 2 then begin
case PlayersPlay of
-{ 1: begin
+ {
+ 1: begin
Text[TextP1].Text := 'P2';
end;
2: begin
@@ -1049,8 +1039,8 @@ begin
Text[TextP1].Text := 'P4';
Text[TextP2M].Text := 'P5';
Text[TextP3R].Text := 'P6';
- end;}
-
+ end;
+ }
4: begin
Text[TextP1TwoP].Text := 'P3';
Text[TextP2R].Text := 'P4';
@@ -1063,11 +1053,15 @@ begin
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
+ ////
+ // dual screen, part 1
+ ////////////////////////
+
+ // Note: ScreenX is the offset of the current screen in dual-screen mode so we
+ // will move the statics and texts to the correct screen here.
+ // FIXME: clean up this weird stuff. Commenting this stuff out, nothing
+ // was missing on screen w/ 6 players - so do we even need this stuff?
Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX;
Text[TextP1].X := Text[TextP1].X + 10*ScreenX;
@@ -1082,7 +1076,8 @@ begin
{Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX;
Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;}
-// end of weird stuff
+
+ // end of weird stuff
Static[1].Texture.X := Static[1].Texture.X + 10*ScreenX;
@@ -1180,31 +1175,28 @@ begin
end; }
// draw static menu (BG)
- //DrawBG; // there is no menu and the animated background brakes the video playback because the timecode is in a different format
- //Draw Background
+ // Note: there is no menu and the animated background brakes the video playback
+ //DrawBG;
+
+ // Draw Background
SingDrawBackground;
+
// update and draw movie
-
- if ShowFinish and
- ( CurrentSong.VideoLoaded or fShowVisualization ) then
-// if ShowFinish then
+ if (ShowFinish and
+ (CurrentSong.VideoLoaded or fShowVisualization)) 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
-
+ //try
+ // TODO: find a way to determine, when a new frame is needed
+ // TODO: same for the need to skip frames
if assigned( fCurrentVideoPlaybackEngine ) then
begin
fCurrentVideoPlaybackEngine.GetFrame(LineState.CurrentTime);
fCurrentVideoPlaybackEngine.DrawGL(ScreenAct);
end;
-
-(*
+ (*
except
on E : Exception do
begin
-
//If an Error occurs drawing: prevent Video from being Drawn again and Close Video
CurrentSong.VideoLoaded := False;
log.LogError('Error drawing Video, Video has been disabled for this Song/Session.');
@@ -1212,53 +1204,54 @@ begin
Log.LogError(' In : '+ E.ClassName +' (TScreenSing.Draw)' );
Log.LogError('Corrupted File: ' + CurrentSong.Video);
- try
-// CloseSmpeg;
- fCurrentVideoPlaybackEngine.Close;
- except
-
- end;
+ fCurrentVideoPlaybackEngine.Close;
end;
end;
-*)
-
+ *)
end;
// draw static menu (FG)
DrawFG;
// check for music finish
-// Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(LineState.CurrentTime*1000) + ' ' + IntToStr(CurrentSong.Finish));
- if ShowFinish then begin
- if (not AudioPlayback.Finished) and ((CurrentSong.Finish = 0) or (LineState.CurrentTime*1000 <= CurrentSong.Finish)) then begin
- //Pause Mod:
- if not Paused then Sing(Self); // analyze song
- end else begin
-// Log.LogError('End');
- if not FadeOut then begin
-// Log.LogError('End2');
- Finish;
- FadeOut := true;
- FadeTo(@ScreenScore);
+ //Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(LineState.CurrentTime*1000) + ' ' + IntToStr(CurrentSong.Finish));
+ if ShowFinish then
+ begin
+ if (not AudioPlayback.Finished) and
+ ((CurrentSong.Finish = 0) or (LineState.CurrentTime*1000 <= CurrentSong.Finish)) then
+ begin
+ // analyze song if not paused
+ if (not Paused) then
+ Sing(Self);
+ end
+ else
+ begin
+ if (not FadeOut) then
+ begin
+ Finish;
+ FadeOut := true;
+ FadeTo(@ScreenScore);
+ end;
end;
end;
- end;
- // draw custom items
- SingDraw; // always draw
+ // always draw custom items
+ SingDraw;
-//GoldenNoteStarsTwinkle Mod
+ //GoldenNoteStarsTwinkle
GoldenRec.SpawnRec;
-//GoldenNoteStarsTwinkle Mod
//Draw Scores
Scores.Draw;
- // back stereo
+ ////
+ // dual screen, part 2
+ ////////////////////////
+
+ // Note: ScreenX is the offset of the current screen in dual-screen mode so we
+ // will move the statics and texts to the correct screen here.
+ // FIXME: clean up this weird stuff
-// weird stuff, maybe this is for "dual screen?", but where is player three then?
-// okay this stuff appears again some lines above this one, I commented it out for testing what it does - seems like it's doing nothing
-// but I might be wrong, so what is this stuff here doing? O.o
Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX;
Text[TextP1].X := Text[TextP1].X - 10*ScreenX;
@@ -1271,22 +1264,23 @@ begin
{Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX;
Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;}
-//weird end
+
+ //end of weird
Static[1].Texture.X := Static[1].Texture.X - 10*ScreenX;
for T := 0 to 1 do
Text[T].X := Text[T].X - 10*ScreenX;
- //Draw Pausepopup
- //I use this workaround that the Static is drawen over the Lyrics, Lines, Scores and Effects
- //maybe someone could find a better solution
+ // Draw Pausepopup
+ // FIXME: this is a workaround that the Static is drawn over the Lyrics, Lines, Scores and Effects
+ // maybe someone could find a better solution
if Paused then
- begin
- Static[StaticPausePopup].Visible := true;
- Static[StaticPausePopup].Draw;
- Static[StaticPausePopup].Visible := false;
- end;
+ begin
+ Static[StaticPausePopup].Visible := true;
+ Static[StaticPausePopup].Draw;
+ Static[StaticPausePopup].Visible := false;
+ end;
end;
@@ -1295,7 +1289,7 @@ begin
AudioInput.CaptureStop;
AudioPlayback.Stop;
- if Ini.SavePlayback = 1 then begin
+ if (Ini.SavePlayback = 1) then begin
Log.BenchmarkStart(0);
Log.LogVoice(0);
Log.LogVoice(1);
@@ -1306,7 +1300,6 @@ begin
if CurrentSong.VideoLoaded then
begin
-// CloseSmpeg;
fCurrentVideoPlaybackEngine.Close;
CurrentSong.VideoLoaded := false; // to prevent drawing closed video
end;
@@ -1333,77 +1326,93 @@ begin
end;
*)
-procedure TScreenSing.onSentenceEnd(S: Cardinal);
+procedure TScreenSing.OnSentenceEnd(SentenceIndex: Cardinal);
var
-I: Integer;
-A: Real;
-B: integer; //Max Points for Notes
+ PlayerIndex: Integer;
+ CurrentPlayer: PPLayer;
+ CurrentScore: Real;
+ Line: PLine;
+ LinePerfection: Real; // perfection of singing performance on the current line
+ Rating: integer;
+ LineScore: Real;
+ LineBonus: Real;
+ MaxSongScore: integer; // max. points for the song (without line bonus)
+ MaxLineScore: Real; // max. points for the current line
+const
+ // TODO: move this to a better place
+ MAX_LINE_RATING = 8; // max. rating for singing performance
begin
+ Line := @Lines[0].Line[SentenceIndex];
- //Check for Empty Sentence
- if (Lines[0].Line[S].TotalNotes<=0) then
- exit;
+ // check for empty sentence
+ if (Line.TotalNotes <= 0) then
+ Exit;
- //Set Max Note Points
- if (Ini.LineBonus > 0) then
- B := 9000
+ // set max song score
+ if (Ini.LineBonus = 0) then
+ MaxSongScore := MAX_SONG_SCORE
else
- B := 10000;
+ MaxSongScore := MAX_SONG_SCORE - MAX_SONG_LINE_BONUS;
- for I := 0 to High(Player) do begin
- A := Player[I].Score + Player[I].ScoreGolden - Player[I].ScoreLast + 2;
+ // Note: ScoreValue is the sum of all note values of the song
+ MaxLineScore := MaxSongScore * (Line.TotalNotes / Lines[0].ScoreValue);
+ for PlayerIndex := 0 to High(Player) do
+ begin
+ CurrentPlayer := @Player[PlayerIndex];
+ CurrentScore := CurrentPlayer.Score + CurrentPlayer.ScoreGolden;
- //PhrasenBonus - Line Bonus Mod
+ // Line Bonus
- //Generate Steps 0 to 8
- A := Floor(A / (B * Lines[0].Line[S].TotalNotes / Lines[0].ScoreValue) * 8);
+ // points for this line
+ LineScore := CurrentScore - CurrentPlayer.ScoreLast;
- If (Ini.LineBonus > 0) then
- begin
- //PhrasenBonus give Points
- Player[I].ScoreLine := Player[I].ScoreLine + (1000 / (Length(Lines[0].Line) - NumEmptySentences) * A / 8);
- Player[I].ScoreLineI := Round(Player[I].ScoreLine / 10) * 10;
- //Update Total Score
- Player[I].ScoreTotalI := Player[I].ScoreI + Player[I].ScoreGoldenI + Player[I].ScoreLineI;
-
- //Spawn PopUp
- If (A >= 8) then
- A := 8
- else IF A < 0 then
- A := 0;
-
- Scores.SpawnPopUp(I, Floor(A), Player[I].ScoreTotalI);
- end;
- //PhrasenBonus - Line Bonus Mod End// }
+ // determine LinePerfection
+ // Note: the "+2" extra points are a little bonus so the player does not
+ // have to be that perfect to reach the bonus steps.
+ LinePerfection := (LineScore + 2) / MaxLineScore;
- //PerfectLineTwinkle Mod (effect) Pt.1
- If (Ini.EffectSing=1) then
+ // clamp LinePerfection to range [0..1]
+ if (LinePerfection < 0) then
+ LinePerfection := 0
+ else if (LinePerfection > 1) then
+ LinePerfection := 1;
+
+ // add line-bonus if enabled
+ if (Ini.LineBonus > 0) then
begin
- if A >= 8 then Player[I].LastSentencePerfect := True
- else Player[I].LastSentencePerfect := False;
+ // line-bonus points (same for each line, no matter how long the line is)
+ LineBonus := MAX_SONG_LINE_BONUS /
+ (Length(Lines[0].Line) - NumEmptySentences);
+ // apply line-bonus
+ CurrentPlayer.ScoreLine := CurrentPlayer.ScoreLine +
+ LineBonus * LinePerfection;
+ CurrentPlayer.ScoreLineInt := Round(CurrentPlayer.ScoreLine / 10) * 10;
+ // update total score
+ CurrentPlayer.ScoreTotalInt := CurrentPlayer.ScoreInt +
+ CurrentPlayer.ScoreGoldenInt +
+ CurrentPlayer.ScoreLineInt;
+
+ // spawn rating pop-up
+ Rating := Round(LinePerfection * MAX_LINE_RATING);
+ Scores.SpawnPopUp(PlayerIndex, Rating, CurrentPlayer.ScoreTotalInt);
end;
- //PerfectLineTwinkle Mod end
- //Refresh LastScore
- Player[I].ScoreLast := Player[I].Score + Player[I].ScoreGolden;
+ // PerfectLineTwinkle (effect), Part 1
+ If (Ini.EffectSing = 1) then
+ CurrentPlayer.LastSentencePerfect := (LinePerfection >= 1);
+ // refresh last score
+ CurrentPlayer.ScoreLast := CurrentScore;
end;
- //PerfectLineTwinkle Mod (effect) Pt.2
- if Ini.EffectSing=1 then
+ // PerfectLineTwinkle (effect), Part 2
+ if (Ini.EffectSing = 1) then
GoldenRec.SpawnPerfectLineTwinkle;
- //PerfectLineTwinkle Mod end
-
-
- // if we are shoing a visualization... change to a new preset after each sentence..
- // Maybe we should make this less often or something... just a
- if fShowVisualization then
- fCurrentVideoPlaybackEngine.Position := now; // move to a random position
end;
//Called on Sentence Change S= New Current Sentence
-procedure TScreenSing.onSentenceChange(S: Cardinal);
+procedure TScreenSing.OnSentenceChange(SentenceIndex: Cardinal);
begin
//GoldenStarsTwinkle Mod
GoldenRec.SentenceChange;
diff --git a/Game/Code/Screens/UScreenSingModi.pas b/Game/Code/Screens/UScreenSingModi.pas
index 4af999f1..f010ec31 100644
--- a/Game/Code/Screens/UScreenSingModi.pas
+++ b/Game/Code/Screens/UScreenSingModi.pas
@@ -289,8 +289,8 @@ 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;
+ if (Player[I].ScoreTotalInt <= MAX_SONG_SCORE) then
+ PlayerInfo.Playerinfo[I].Score:= Player[I].ScoreTotalInt;
PlayerInfo.Playerinfo[I].Bar := Round(Scores.Players[I].RBPos * 100);
end;
end;
@@ -567,7 +567,7 @@ begin
if PlayerInfo.Playerinfo[I].Enabled then
begin
//PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent;
- PlayerInfo.Playerinfo[I].Score := Player[I].ScoreTotalI;
+ PlayerInfo.Playerinfo[I].Score := Player[I].ScoreTotalInt;
end;
end;
@@ -586,10 +586,10 @@ begin
//Change PlayerInfo/Changeables
for I := 0 to PlayerInfo.NumPlayers-1 do
begin
- if (Player[I].ScoreTotalI <> PlayerInfo.Playerinfo[I].Score) then
+ if (Player[I].ScoreTotalInt <> 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;
+ Player[I].ScoreTotalInt := PlayerInfo.Playerinfo[I].Score;
end;
{if (PlayerInfo.Playerinfo[I].Bar <> Player[I].ScorePercent) then
Player[I].ScorePercentTarget := PlayerInfo.Playerinfo[I].Bar; }
@@ -656,7 +656,7 @@ 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
+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);
@@ -665,31 +665,36 @@ begin
glPrint (PChar(Language.Translate(String(Text))));
end;
-function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound
+function LoadSound(const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound
var
- S: TAudioPlaybackStream;
- I: Integer;
- F: String;
+ Stream: TAudioPlaybackStream;
+ i: Integer;
+ Filename: String;
begin
//Search for Sound in already loaded Sounds
- F := UpperCase(SoundPath + FileName);
- For I := 0 to High(CustomSounds) do
+ Filename := UpperCase(SoundPath + Name);
+ for i := 0 to High(CustomSounds) do
begin
- if (UpperCase(CustomSounds[I].Filename) = F) then
+ if (UpperCase(CustomSounds[i].Filename) = Filename) then
begin
- Result := I;
+ Result := i;
Exit;
end;
end;
- S := AudioPlayback.OpenSound(SoundPath + String(Name));
- if (S <> nil) then
- Result := High(CustomSounds)
- else
+ Stream := AudioPlayback.OpenSound(SoundPath + String(Name));
+ if (Stream = nil) then
+ begin
Result := 0;
+ Exit;
+ end;
+
+ SetLength(CustomSounds, Length(CustomSounds)+1);
+ CustomSounds[High(CustomSounds)].Stream := Stream;
+ Result := High(CustomSounds);
end;
-procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound
+procedure PlaySound(const Index: Cardinal); stdcall; //Plays a Custom Sound
begin
if (Index <= High(CustomSounds)) then
AudioPlayback.PlaySound(CustomSounds[Index].Stream);
diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas
index 06314bcd..b790bc36 100644
--- a/Game/Code/Screens/UScreenSong.pas
+++ b/Game/Code/Screens/UScreenSong.pas
@@ -83,10 +83,10 @@ type
StaticTeam3Joker4: Cardinal;
StaticTeam3Joker5: Cardinal;
- StaticParty: Array of Cardinal;
- TextParty: Array of Cardinal;
- StaticNonParty: Array of Cardinal;
- TextNonParty: Array of Cardinal;
+ StaticParty: array of Cardinal;
+ TextParty: array of Cardinal;
+ StaticNonParty: array of Cardinal;
+ TextNonParty: array of Cardinal;
constructor Create; override;
@@ -131,96 +131,95 @@ type
end;
implementation
-uses UGraphic,
- UMain,
- UCovers,
- math,
- gl,
- USkins,
- UDLLManager,
- UParty,
- UPlaylist,
- UScreenSongMenu;
+
+uses
+ UGraphic,
+ UMain,
+ UCovers,
+ math,
+ gl,
+ 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
- if CatSongs.VisibleSongs > 0 then
+ I2:= 0;
+ for I := low(CatSongs.Song) to High(Catsongs.Song) do
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;
+ if CatSongs.Song[I].Visible then
+ inc(I2);
- SongCurrent := I2;
- SongTarget := 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
- if CatSongs.VisibleSongs > 0 then
+ I2:= 0;
+ for I := low(CatSongs.Song) to High(Catsongs.Song) do
begin
- I2:= 0;
- for I := low(CatSongs.Song) to High(Catsongs.Song) do
- begin
- if CatSongs.Song[I].Visible then
- inc(I2);
+ if CatSongs.Song[I].Visible then
+ inc(I2);
- if I = Interaction - 1 then
- break;
- end;
-
- SongTarget := I2;
+ if I = Interaction - 1 then
+ break;
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;
+ SongTarget := I2;
end;
+end;
+//Show Wrong Song when Tabs on Fix 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, TEXTURE_TYPE_PLAIN, true);
+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;
- Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, TEXTURE_TYPE_PLAIN, true);
- //Texture.GetTexture(Button[Cat].Texture.Name, TEXTURE_TYPE_PLAIN, false);
- //Button[Cat].
- //Cover
+//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, TEXTURE_TYPE_PLAIN, true);
+ Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, TEXTURE_TYPE_PLAIN, true);
+ //Texture.GetTexture(Button[Cat].Texture.Name, TEXTURE_TYPE_PLAIN, false);
- //Show
- Text[TextCat].Visible := true;
- Static[StaticCat].Visible := True;
- end;
+ //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
+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
@@ -229,7 +228,6 @@ function TScreenSong.ParseInput(PressedKey: Cardinal; CharCode: WideChar; Presse
var
I: integer;
I2: integer;
-// HS: integer; // Auto Removed, Unused Variable
SDL_ModState: Word;
Letter: WideChar;
begin
@@ -247,14 +245,14 @@ begin
Exit;
end;
- If (PressedDown) Then
+ 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 = smNormal)) then
+ if ((SDL_ModState and KMOD_LALT <> 0) and (Mode = smNormal)) then
begin
if (WideCharUpperCase(CharCode)[1] in ([WideChar('A')..WideChar('Z')]) ) then
begin
@@ -264,10 +262,10 @@ begin
//Jump To Titel
if (SDL_ModState = (KMOD_LALT or KMOD_LSHIFT)) then
begin
- For I := 1 to high(CatSongs.Song) do
+ 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
+ if (CatSongs.Song[(I + Interaction) mod I2].Visible) and
+ (Length(CatSongs.Song[(I + Interaction) mod I2].Title)>0) and
(WideStringUpperCase(CatSongs.Song[(I + Interaction) mod I2].Title)[1] = Letter) then
begin
SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2));
@@ -283,12 +281,12 @@ begin
end;
end
//Jump to Artist
- else if (SDL_ModState = KMOD_LALT) then
+ else if (SDL_ModState = KMOD_LALT) then
begin
- For I := 1 to high(CatSongs.Song) do
+ 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
+ if (CatSongs.Song[(I + Interaction) mod I2].Visible) and
+ (Length(CatSongs.Song[(I + Interaction) mod I2].Artist)>0) and
(WideStringUpperCase(CatSongs.Song[(I + Interaction) mod I2].Artist)[1] = Letter) then
begin
SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2));
@@ -319,9 +317,12 @@ begin
'M': //Show SongMenu
begin
- if (Songs.SongList.Count > 0) then begin
- if (Mode = smNormal) then begin
- if not CatSongs.Song[Interaction].Main then begin // clicked on Song
+ if (Songs.SongList.Count > 0) then
+ begin
+ if (Mode = smNormal) then
+ begin
+ if (not CatSongs.Song[Interaction].Main) then // clicked on Song
+ begin
if CatSongs.CatNumShow = -3 then
ScreenSongMenu.MenuShow(SM_Playlist)
else
@@ -332,14 +333,18 @@ begin
ScreenSongMenu.MenuShow(SM_Playlist_Load);
end;
end //Party Mode -> Show Party Menu
- else ScreenSongMenu.MenuShow(SM_Party_Main);
+ else
+ begin
+ ScreenSongMenu.MenuShow(SM_Party_Main);
+ end;
end;
Exit;
end;
'P': //Show Playlist Menu
begin
- if (Songs.SongList.Count > 0) AND (Mode = smNormal) then begin
+ if (Songs.SongList.Count > 0) and (Mode = smNormal) then
+ begin
ScreenSongMenu.MenuShow(SM_Playlist_Load);
end;
Exit;
@@ -347,7 +352,7 @@ begin
'J': //Show Jumpto Menu
begin
- if (Songs.SongList.Count > 0) AND (Mode = smNormal) then
+ if (Songs.SongList.Count > 0) and (Mode = smNormal) then
begin
ScreenSongJumpto.Visible := True;
end;
@@ -362,67 +367,68 @@ begin
'R':
begin
- if (Songs.SongList.Count > 0) AND (Mode = smNormal) then begin
-
- if (SDL_ModState = KMOD_LSHIFT) AND (Ini.Tabs_at_startup = 1) then //Random Category
+ if (Songs.SongList.Count > 0) and (Mode = smNormal) 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 := 0; //Count Cats
+ for I:= low(CatSongs.Song) to high (CatSongs.Song) do
+ begin
+ if CatSongs.Song[I].Main then
+ Inc(I2);
+ end;
- I2 := Random (I2)+1; //Zufall
+ 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
+ //Find Cat:
+ for I:= low(CatSongs.Song) to high (CatSongs.Song) do
begin
- //Show Cat in Top Left Mod
- ShowCatTL (I);
+ if CatSongs.Song[I].Main then
+ Dec(I2);
+ if (I2<=0) then
+ begin
+ //Show Cat in Top Left Mod
+ ShowCatTL (I);
- Interaction := I;
+ Interaction := I;
- CatSongs.ShowCategoryList;
- CatSongs.ClickCategoryButton(I);
- SelectNext;
- FixSelected;
- break;
+ 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
+ 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;
+ 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
+ //Search Cat
+ for I := I2 downto low(CatSongs.Song) do
begin
if CatSongs.Song[I].Main then
break;
end;
- //In I is now the categorie in I2 the song
+
+ //In I is now the categorie in I2 the song
- //Choose Cat
- CatSongs.ShowCategoryList;
+ //Choose Cat
+ CatSongs.ShowCategoryList;
- //Show Cat in Top Left Mod
+ //Show Cat in Top Left Mod
ShowCatTL (I);
- CatSongs.ClickCategoryButton(I);
- SelectNext;
-
- //Fix: Not Existing Song selected:
- //if (I+1=I2) then Inc(I2);
+ CatSongs.ClickCategoryButton(I);
+ SelectNext;
- //Choose Song
- SkipTo(I2-I);
+ //Fix: Not Existing Song selected:
+ //if (I+1=I2) then Inc(I2);
+ //Choose Song
+ SkipTo(I2-I);
end
else //Random in one Category
begin
@@ -443,74 +449,74 @@ begin
SDLK_ESCAPE,
SDLK_BACKSPACE :
begin
- if (Mode = smNormal) 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
+ if (Mode = smNormal) then
+ begin
+ //On Escape goto Cat-List Hack
+ if (Ini.Tabs_at_startup = 1) and (CatSongs.CatNumShow <> -1) then
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
- AudioPlayback.Stop;
-
- CatSongs.ShowCategoryList;
-
- //Show Cat in Top Left Mod
- HideCatTL;
+ //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
+ AudioPlayback.Stop;
- //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);
+ CatSongs.ShowCategoryList;
//Show Cat in Top Left Mod
HideCatTL;
- Interaction := 0;
+
//Show Wrong Song when Tabs on Fix
SelectNext;
FixSelected;
-
- ChangeMusic;
- end
+ //SelectPrev;
+ //CatSongs.Song[0].Visible := False;
+ end
else
begin
- AudioPlayback.Stop;
- AudioPlayback.PlaySound(SoundLib.Back);
+ //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);
- FadeTo(@ScreenMain);
- end;
+ //Show Cat in Top Left Mod
+ HideCatTL;
+ Interaction := 0;
+ //Show Wrong Song when Tabs on Fix
+ SelectNext;
+ FixSelected;
+
+ ChangeMusic;
+ end
+ else
+ begin
+ AudioPlayback.Stop;
+ AudioPlayback.PlaySound(SoundLib.Back);
+
+ FadeTo(@ScreenMain);
+ end;
+
+ end;
+ end
+ //When in party Mode then Ask before Close
+ else if (Mode = smPartyMode) then
+ begin
+ AudioPlayback.PlaySound(SoundLib.Back);
+ CheckFadeTo(@ScreenMain,'MSG_END_PARTY');
end;
- end
- //When in party Mode then Ask before Close
- else if (Mode = smPartyMode) then
- begin
- AudioPlayback.PlaySound(SoundLib.Back);
- CheckFadeTo(@ScreenMain,'MSG_END_PARTY');
- end;
end;
SDLK_RETURN:
begin
@@ -521,7 +527,6 @@ begin
{$ENDIF}
if CatSongs.Song[Interaction].Main then
begin // clicked on Category Button
-
//Show Cat in Top Left Mod
ShowCatTL (Interaction);
@@ -531,15 +536,14 @@ begin
SongCurrent := SongCurrent - I + I2;
SongTarget := SongTarget - I + I2; }
- // SetScroll4;
-
- //Show Wrong Song when Tabs on Fix
- SelectNext;
- FixSelected;
+ // SetScroll4;
- //Play Music:
- ChangeMusic;
+ //Show Wrong Song when Tabs on Fix
+ SelectNext;
+ FixSelected;
+ //Play Music:
+ ChangeMusic;
end
else
begin // clicked on song
@@ -550,7 +554,7 @@ begin
0: StartSong;
1: SelectPlayers;
2:begin
- If (CatSongs.CatNumShow = -3) then
+ if (CatSongs.CatNumShow = -3) then
ScreenSongMenu.MenuShow(SM_Playlist)
else
ScreenSongMenu.MenuShow(SM_Main);
@@ -651,12 +655,12 @@ begin
SDLK_RIGHT:
begin
- if (Songs.SongList.Count > 0) AND (Mode = smNormal) then
+ if (Songs.SongList.Count > 0) and (Mode = smNormal) then
begin
AudioPlayback.PlaySound(SoundLib.Change);
SelectNext;
-// InteractNext;
-// SongTarget := Interaction;
+ //InteractNext;
+ //SongTarget := Interaction;
ChangeMusic;
SetScroll4;
//UpdateLCD; //TODO: maybe LCD Support as Plugin?
@@ -666,7 +670,8 @@ begin
SDLK_LEFT:
begin
- if (Songs.SongList.Count > 0)AND (Mode = smNormal) then begin
+ if (Songs.SongList.Count > 0)and (Mode = smNormal) then
+ begin
AudioPlayback.PlaySound(SoundLib.Change);
SelectPrev;
ChangeMusic;
@@ -678,7 +683,7 @@ begin
SDLK_1:
begin //Joker // to-do : Party
- {if (Mode = smPartyMode) AND (PartySession.Teams.NumTeams >= 1) AND (PartySession.Teams.Teaminfo[0].Joker > 0) then
+ {if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= 1) and (PartySession.Teams.Teaminfo[0].Joker > 0) then
begin
//Use Joker
Dec(PartySession.Teams.Teaminfo[0].Joker);
@@ -689,7 +694,7 @@ begin
SDLK_2:
begin //Joker
- {if (Mode = smPartyMode) AND (PartySession.Teams.NumTeams >= 2) AND (PartySession.Teams.Teaminfo[1].Joker > 0) then
+ {if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= 2) and (PartySession.Teams.Teaminfo[1].Joker > 0) then
begin
//Use Joker
Dec(PartySession.Teams.Teaminfo[1].Joker);
@@ -700,7 +705,7 @@ begin
SDLK_3:
begin //Joker
- {if (Mode = smPartyMode) AND (PartySession.Teams.NumTeams >= 3) AND (PartySession.Teams.Teaminfo[2].Joker > 0) then
+ {if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= 3) and (PartySession.Teams.Teaminfo[2].Joker > 0) then
begin
//Use Joker
Dec(PartySession.Teams.Teaminfo[2].Joker);
@@ -714,9 +719,7 @@ end;
constructor TScreenSong.Create;
var
-// Pet: integer;
- I: integer;
-//Label CreateSongButtons;
+ i: integer;
begin
inherited Create;
@@ -754,23 +757,23 @@ begin
//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]);
+ 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]);
+ 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]);
+ 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]);
+ 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
+ //Songs.LoadSongList; // moved to the UltraStar unit
CatSongs.Refresh;
GenerateThumbnails();
@@ -919,10 +922,10 @@ end;
procedure TScreenSong.SetScroll1;
var
B: integer; // button
-// BMin: integer; // button min // Auto Removed, Unused Variable
-// BMax: integer; // button max // Auto Removed, Unused Variable
+ //BMin: integer; // button min // Auto Removed, Unused Variable
+ //BMax: integer; // button max // Auto Removed, Unused Variable
Src: integer;
-// Dst: integer;
+ //Dst: integer;
Count: integer; // Dst is not used. Count is used.
Ready: boolean;
@@ -931,8 +934,8 @@ var
Typ: integer; // 0 when all songs fits the screen
Placed: integer; // number of placed visible buttons
begin
-// Src := 0;
-// Dst := -1;
+ //Src := 0;
+ //Dst := -1;
Count := 1;
Typ := 0;
Ready := false;
@@ -976,12 +979,14 @@ begin
Button[B].Selectable := CatSongs.Song[B].Visible;
end;
-{ for B := Src to Dst do begin
-// Button[B].Visible := true;
+ {
+ 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;}
+ end;
+ }
if Typ = 0 then begin
@@ -1055,8 +1060,8 @@ end;
procedure TScreenSong.SetScroll2;
var
B: integer;
-// Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu // Auto Removed, Unused Variable
-// Wsp2: real; // Auto Removed, Unused Variable
+ //Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu
+ //Wsp2: real;
begin
// liniowe
for B := 0 to High(Button) do
@@ -1071,19 +1076,21 @@ begin
end;
// kolowe
-{ for B := 0 to High(Button) do begin
+ {
+ 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;}
+ //Button[B].Y := 140 + 50 * ;
+ end;
+ }
end;
procedure TScreenSong.SetScroll3; // with slide
var
B: integer;
-// Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu // Auto Removed, Unused Variable
-// Wsp2: real; // Auto Removed, Unused Variable
+ //Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu
+ //Wsp2: real;
begin
SongTarget := Interaction;
@@ -1097,21 +1104,25 @@ begin
Button[B].Visible := True;
end;
-{ if Length(Button) >= 3 then begin
+ {
+ 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;}
+ end;
+ }
// kolowe
-{ for B := 0 to High(Button) do begin
+ {
+ 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;}
+ //Button[B].Y := 140 + 50 * ;
+ end;
+ }
end;
procedure TScreenSong.SetScroll4; // rotate
@@ -1139,7 +1150,7 @@ begin
Button[B].W := Theme.Song.Cover.H * Z2;
-// Button[B].Y := {50 +} 140 + 50 - 50 * 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;
@@ -1174,7 +1185,7 @@ begin
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
+ 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
@@ -1198,13 +1209,13 @@ begin
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 := {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
+ {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
@@ -1240,7 +1251,8 @@ var
helper: real;
begin
VS := CatSongs.VisibleSongs; // cache Visible Songs
- {Vars
+ {
+ //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
@@ -1264,11 +1276,11 @@ begin
if (Abs(Pos) < 2.5) then {fixed Positions}
begin
Angle := Pi * (Pos / 5);
-// Button[B].Visible := False;
+ //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].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;
@@ -1314,7 +1326,7 @@ begin
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].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;
@@ -1324,7 +1336,7 @@ begin
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);
+ //Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H) * 0.7);
end;
end;
@@ -1360,7 +1372,7 @@ begin
Button[B].W := Theme.Song.Cover.H * Z2;
-// Button[B].Y := {50 +} 140 + 50 - 50 * 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;
@@ -1383,7 +1395,7 @@ begin
if (Abs(Pos) < 2.5) then {fixed Positions}
begin
Angle := Pi * (Pos / 5);
-// Button[B].Visible := False;
+ //Button[B].Visible := False;
Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8));//Power(Z2, 3);
@@ -1415,7 +1427,7 @@ begin
else
Pos := (Pos + VS/2)/VS;
- Angle := pi * Pos*2;
+ 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
@@ -1446,16 +1458,16 @@ begin
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 (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
+ if Length(CatSongs.Song) > 0 then
+ begin
//Load Music only when Song Preview is activated
if ( Ini.PreviewVolume <> 0 ) then
begin // to - do : new Song management
@@ -1479,7 +1491,6 @@ begin
//Party Mode
else if (Mode = smPartyMode) then
begin
-
SelectRandomSong;
//Show Menu directly in PartyMode
//But only if selected in Options
@@ -1487,8 +1498,6 @@ begin
begin
ScreenSongMenu.MenuShow(SM_Party_Main);
end;
-
-
end;
SetJoker;
@@ -1541,18 +1550,22 @@ begin
SongCurrent := SongCurrent + dx*dt;
-{ if SongCurrent > Catsongs.VisibleSongs then begin
+ {
+ if SongCurrent > Catsongs.VisibleSongs then begin
SongCurrent := SongCurrent - Catsongs.VisibleSongs;
SongTarget := SongTarget - Catsongs.VisibleSongs;
- end;}
+ end;
+ }
+
+ //Log.BenchmarkStart(5);
-// Log.BenchmarkStart(5);
SetScroll;
-// Log.BenchmarkEnd(5);
-// Log.LogBenchmark('SetScroll4', 5);
+
+ //Log.BenchmarkEnd(5);
+ //Log.LogBenchmark('SetScroll4', 5);
//Fading Functions, Only if Covertime is under 5 Seconds
- If (CoverTime < 5) then
+ if (CoverTime < 5) then
begin
// cover fade
if (CoverTime < 1) and (CoverTime + TimeSkip >= 1) then
@@ -1623,7 +1636,6 @@ end;
procedure TScreenSong.SelectNext;
var
Skip: integer;
-// I: integer; // Auto Removed, Unused Variable
VS: Integer;
begin
VS := CatSongs.VisibleSongs;
@@ -1635,7 +1647,8 @@ begin
Skip := 1;
// this 1 could be changed by CatSongs.FindNextVisible
- while (not CatSongs.Song[(Interaction + Skip) mod Length(Interactions)].Visible) do Inc(Skip);
+ while (not CatSongs.Song[(Interaction + Skip) mod Length(Interactions)].Visible) do
+ Inc(Skip);
SongTarget := SongTarget + 1;//Skip;
@@ -1648,14 +1661,14 @@ begin
end;
end;
- // Interaction -> Button, ktorego okladke przeczytamy
- // Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); // 0.5.0: show uncached texture
+
+ // Interaction -> Button, ktorego okladke przeczytamy
+ //Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); // 0.5.0: show uncached texture
end;
procedure TScreenSong.SelectPrev;
var
Skip: integer;
-// I: integer; // Auto Removed, Unused Variable
VS: Integer;
begin
VS := CatSongs.VisibleSongs;
@@ -1739,15 +1752,14 @@ end;
procedure TScreenSong.SkipTo(Target: Cardinal);
var
-// Skip: integer; // Auto Removed, Unused Variable
- I: integer;
+ i: integer;
begin
UnLoadDetailedCover;
Interaction := High(CatSongs.Song);
SongTarget := 0;
- for I := 1 to Target+1 do
+ for i := 1 to Target+1 do
SelectNext;
FixSelected2;
@@ -1762,7 +1774,6 @@ var
CurTime: Cardinal;
PosX, PosY: Integer;
Pos: Real;
-// lTmp : double; // Auto Removed, Unused Variable
begin
// Nothing to do if no music is played or an equalizer bar consists of no block
if (AudioPlayback.Finished or (Theme.Song.Equalizer.Length <= 0)) then
@@ -1864,11 +1875,11 @@ begin
end;
end;
-Procedure TScreenSong.SelectRandomSong;
+procedure TScreenSong.SelectRandomSong;
var
I, I2: Integer;
begin
- Case PlaylistMan.Mode of
+ case PlaylistMan.Mode of
smNormal: //All Songs Just Select Random Song
begin
//When Tabs are activated then use Tab Method
@@ -1931,11 +1942,11 @@ end;
procedure TScreenSong.SetJoker;
begin
-// {//If Party Mode
+ // If Party Mode
// to-do : Party
if Mode = smPartyMode then //Show Joker that are available
begin
-(*
+ (*
if (PartySession.Teams.NumTeams >= 1) then
begin
Static[StaticTeam1Joker1].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 1);
@@ -1986,7 +1997,7 @@ begin
Static[StaticTeam3Joker4].Visible := False;
Static[StaticTeam3Joker5].Visible := False;
end;
-*)
+ *)
end
else
begin //Hide all
@@ -2018,19 +2029,19 @@ begin
//Set Visibility of Party Statics and Text
Visible := (Mode = smPartyMode);
- For I := 0 to high(StaticParty) do
+ for I := 0 to high(StaticParty) do
Static[StaticParty[I]].Visible := Visible;
- For I := 0 to high(TextParty) do
+ 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
+ for I := 0 to high(StaticNonParty) do
Static[StaticNonParty[I]].Visible := Visible;
- For I := 0 to high(TextNonParty) do
+ for I := 0 to high(TextNonParty) do
Text[TextNonParty[I]].Visible := Visible;
end;
@@ -2062,7 +2073,9 @@ end;
procedure TScreenSong.OpenEditor;
begin
- if (Songs.SongList.Count > 0) and (not CatSongs.Song[Interaction].Main) AND (Mode = smNormal) then
+ if (Songs.SongList.Count > 0) and
+ (not CatSongs.Song[Interaction].Main) and
+ (Mode = smNormal) then
begin
AudioPlayback.Stop;
AudioPlayback.PlaySound(SoundLib.Start);
@@ -2074,21 +2087,26 @@ end;
//Team No of Team (0-5)
procedure TScreenSong.DoJoker (Team: Byte);
begin
- {if (Mode = smPartyMode) AND (PartySession.Teams.NumTeams >= Team + 1) AND (PartySession.Teams.Teaminfo[Team].Joker > 0) then
+ {
+ if (Mode = smPartyMode) and
+ (PartySession.Teams.NumTeams >= Team + 1) and
+ (PartySession.Teams.Teaminfo[Team].Joker > 0) then
begin
//Use Joker
Dec(PartySession.Teams.Teaminfo[Team].Joker);
SelectRandomSong;
SetJoker;
- end; }
+ 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, TEXTURE_TYPE_PLAIN, true); // 0.5.0: show cached texture
+
+ // show cached texture
+ Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, true);
Button[Interaction].Texture2.Alpha := 0;
if Button[Interaction].Texture.Name <> Skin.GetTextureFileName('SongCover') then
@@ -2096,13 +2114,14 @@ begin
end;
procedure TScreenSong.Refresh;
-begin {
-CatSongs.Refresh;
-CatSongs.ShowCategoryList;
-Interaction := 0;
-SelectNext;
-FixSelected; }
-
+begin
+ {
+ CatSongs.Refresh;
+ CatSongs.ShowCategoryList;
+ Interaction := 0;
+ SelectNext;
+ FixSelected;
+ }
end;
end.
diff --git a/Game/Code/Screens/UScreenTop5.pas b/Game/Code/Screens/UScreenTop5.pas
index 7ad46d49..18c90f5e 100644
--- a/Game/Code/Screens/UScreenTop5.pas
+++ b/Game/Code/Screens/UScreenTop5.pas
@@ -103,7 +103,7 @@ begin
PMax := Ini.Players;
if Ini.Players = 4 then Ini.Players := 5;
for I := 0 to PMax do
- DataBase.AddScore(CurrentSong, Ini.Difficulty, Ini.Name[I], Round(Player[I].ScoreTotalI));
+ DataBase.AddScore(CurrentSong, Ini.Difficulty, Ini.Name[I], Round(Player[I].ScoreTotalInt));
DataBase.WriteScore(CurrentSong);
DataBase.ReadScore(CurrentSong);