diff options
Diffstat (limited to 'Game')
-rw-r--r-- | Game/Code/Screens/UScreenMain.pas | 28 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenOptionsThemes.pas | 2 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenPopup.pas | 4 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenScore.pas | 2048 |
4 files changed, 1020 insertions, 1062 deletions
diff --git a/Game/Code/Screens/UScreenMain.pas b/Game/Code/Screens/UScreenMain.pas index 167d63ef..fd95a768 100644 --- a/Game/Code/Screens/UScreenMain.pas +++ b/Game/Code/Screens/UScreenMain.pas @@ -39,21 +39,19 @@ type implementation -uses {$IFDEF win32} - windows, - {$ENDIF} - UGraphic, - UMain, - UIni, - UTexture, - USongs, - Textgl, -// opengl, - ULanguage, - UParty, - UDLLManager, - UScreenCredits, - USkins; +uses + UGraphic, + UMain, + UIni, + UTexture, + USongs, + Textgl, + //opengl, + ULanguage, + UParty, + UDLLManager, + UScreenCredits, + USkins; function TScreenMain.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; diff --git a/Game/Code/Screens/UScreenOptionsThemes.pas b/Game/Code/Screens/UScreenOptionsThemes.pas index 4e94a09a..22570474 100644 --- a/Game/Code/Screens/UScreenOptionsThemes.pas +++ b/Game/Code/Screens/UScreenOptionsThemes.pas @@ -155,7 +155,7 @@ begin ScreenOptionsThemes := TScreenOptionsThemes.create(); ScreenOptionsThemes.onshow; - Display.ActualScreen := @ScreenOptionsThemes; + Display.CurrentScreen := @ScreenOptionsThemes; ScreenOptionsThemes.Interaction := self.Interaction; ScreenOptionsThemes.Draw; diff --git a/Game/Code/Screens/UScreenPopup.pas b/Game/Code/Screens/UScreenPopup.pas index 628aa556..a02b08a1 100644 --- a/Game/Code/Screens/UScreenPopup.pas +++ b/Game/Code/Screens/UScreenPopup.pas @@ -71,9 +71,9 @@ begin //Hack to Finish Singscreen correct on Exit with Q Shortcut
if (Display.NextScreenWithCheck = NIL) then
begin
- if (Display.ActualScreen = @ScreenSing) then
+ if (Display.CurrentScreen = @ScreenSing) then
ScreenSing.Finish
- else if (Display.ActualScreen = @ScreenSingModi) then
+ else if (Display.CurrentScreen = @ScreenSingModi) then
ScreenSingModi.Finish;
end;
diff --git a/Game/Code/Screens/UScreenScore.pas b/Game/Code/Screens/UScreenScore.pas index bc86c66c..ff0c87e0 100644 --- a/Game/Code/Screens/UScreenScore.pas +++ b/Game/Code/Screens/UScreenScore.pas @@ -1,1044 +1,1004 @@ -unit UScreenScore; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - -uses - UMenu, - SDL, - SysUtils, - UDisplay, - UMusic, - USongs, - UThemes, - OpenGL12, - {$ifdef win32} - Windows, - dialogs, - {$endif} - math, - ULCD, - UTexture; -// OpenGL; - -const - ZBars : real = 0.8; // Z value for the bars - ZRatingPic : real = 0.8; // Z value for the rating pictures - - EaseOut_MaxSteps : real = 40; // that's the speed of the bars (10 is fast | 100 is slower) - -type - TPlayerScoreScreenTexture = record // holds all colorized textures for up to 6 players - //Bar textures - Score_NoteBarLevel_Dark : TTexture; // Note - Score_NoteBarRound_Dark : TTexture; // that's the round thing on top - - Score_NoteBarLevel_Light : TTexture; // LineBonus | Phrasebonus - Score_NoteBarRound_Light : TTexture; - - Score_NoteBarLevel_Lightest : TTexture; // GoldenNotes - Score_NoteBarRound_Lightest : TTexture; - end; - - TPlayerScoreScreenData = record // holds the positions and other data - Bar_X :Real; - Bar_Y :Real; - Bar_Height :Real; // this is the max height of the bar, who knows if there ever will be a theme with different heights :D - Bar_Width :Real; // another rather senseless setting, but you never know what our cool users do with the them :) - - Bar_Actual_Height : Real; // this one holds the actual height of the bar, while we animate it - BarScore_ActualHeight : Real; - BarLine_ActualHeight : Real; - BarGolden_ActualHeight : Real; - end; - - TPlayerScoreRatingPics = record // a fine array of the rating pictures - RatePic_X :Real; - RatePic_Y :Real; - RatePic_Height :Real; - RatePic_Width :Real; - - RateEaseStep : Integer; - RateEaseValue: Real; - end; - - TScreenScore = class(TMenu) - public - aPlayerScoreScreenTextures : array[1..6] of TPlayerScoreScreenTexture; - aPlayerScoreScreenDatas : array[1..6] of TPlayerScoreScreenData; - aPlayerScoreScreenRatings : array[1..6] of TPlayerScoreRatingPics; - - BarScore_EaseOut_Step : real; - BarPhrase_EaseOut_Step : real; - BarGolden_EaseOut_Step : real; - - TextArtist: integer; - TextTitle: integer; - - TextArtistTitle : integer; - - TextName: array[1..6] of integer; - TextScore: array[1..6] of integer; - - TextNotes: array[1..6] of integer; - TextNotesScore: array[1..6] of integer; - TextLineBonus: array[1..6] of integer; - TextLineBonusScore: array[1..6] of integer; - TextGoldenNotes: array[1..6] of integer; - TextGoldenNotesScore: array[1..6] of integer; - TextTotal: array[1..6] of integer; - TextTotalScore: array[1..6] of integer; - - PlayerStatic: array[1..6] of array of integer; - PlayerTexts : array[1..6] of array of integer; - - - StaticBoxLightest: array[1..6] of integer; - StaticBoxLight: array[1..6] of integer; - StaticBoxDark: array[1..6] of integer; - - StaticBackLevel: array[1..6] of integer; - StaticBackLevelRound: array[1..6] of integer; - StaticLevel: array[1..6] of integer; - StaticLevelRound: array[1..6] of integer; - - Animation: real; - Fadeout: boolean; - - TextScore_ActualValue : array[1..6] of integer; - TextPhrase_ActualValue : array[1..6] of integer; - TextGolden_ActualValue : array[1..6] of integer; - - - - constructor Create; override; - function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; - procedure onShow; override; - procedure onShowFinish; override; - function Draw: boolean; override; - procedure FillPlayer(Item, P: integer); - - function EaseBarIn(PlayerNumber : Integer; BarType: String) : real; - function EaseScoreIn(PlayerNumber : Integer; ScoreType: String) : real; - - procedure FillPlayerItems(PlayerNumber : Integer; ScoreType: String); - procedure ShowRating(PlayerNumber: integer); - - function elastique(PlayerNumber : Integer): real; - end; - -implementation - - -uses UGraphic, - UScreenSong, - UMenuStatic, - UTime, - UMain, - UIni, - {$IFNDEF win32} - lclintf, - {$ENDIF} - ULanguage; - -function TScreenScore.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then begin - case PressedKey of - SDLK_Q: - begin - Result := false; - end; - - SDLK_ESCAPE, - SDLK_BACKSPACE : - - begin - if (not Fadeout) then begin -// Music.StopShuffle; - FadeTo(@ScreenTop5); - Fadeout := true; - end; - end; - SDLK_RETURN: - begin - if (not Fadeout) then begin -// Music.StopShuffle; - FadeTo(@ScreenTop5); - Fadeout := true; - end; - end; -{ SDLK_SYSREQ: - begin - beep; - end;} - SDLK_SYSREQ: - begin - Display.PrintScreen; - end; - end; - end; -end; - -constructor TScreenScore.Create; -var - P : integer; - I, C : integer; - ArrayStartModifier : Byte; - -begin - inherited Create; - - LoadFromTheme(Theme.Score); - - TextArtist := AddText(Theme.Score.TextArtist); - TextTitle := AddText(Theme.Score.TextTitle); - TextArtistTitle := AddText(Theme.Score.TextArtistTitle); - - for P := 1 to 6 do - begin - //textures - aPlayerScoreScreenTextures[P].Score_NoteBarLevel_Dark := Tex_Score_NoteBarLevel_Dark[P]; - aPlayerScoreScreenTextures[P].Score_NoteBarRound_Dark := Tex_Score_NoteBarRound_Dark[P]; - - aPlayerScoreScreenTextures[P].Score_NoteBarLevel_Light := Tex_Score_NoteBarLevel_Light[P]; - aPlayerScoreScreenTextures[P].Score_NoteBarRound_Light := Tex_Score_NoteBarRound_Light[P]; - - aPlayerScoreScreenTextures[P].Score_NoteBarLevel_Lightest := Tex_Score_NoteBarLevel_Lightest[P]; - aPlayerScoreScreenTextures[P].Score_NoteBarRound_Lightest := Tex_Score_NoteBarRound_Lightest[P]; - end; - - -//old stuff - - for P := 1 to 6 do - begin - SetLength(PlayerStatic[P], Length(Theme.Score.PlayerStatic[P])); - SetLength(PlayerTexts[P], Length(Theme.Score.PlayerTexts[P])); - - for I := 0 to High(Theme.Score.PlayerStatic[P]) do - PlayerStatic[P, I] := AddStatic(Theme.Score.PlayerStatic[P, I]); - - for C := 0 to High(Theme.Score.PlayerTexts[P]) do - PlayerTexts[P, C] := AddText(Theme.Score.PlayerTexts[P, C]); - - TextName[P] := AddText(Theme.Score.TextName[P]); - TextScore[P] := AddText(Theme.Score.TextScore[P]); - - TextNotes[P] := AddText(Theme.Score.TextNotes[P]); - TextNotesScore[P] := AddText(Theme.Score.TextNotesScore[P]); - TextLineBonus[P] := AddText(Theme.Score.TextLineBonus[P]); - TextLineBonusScore[P] := AddText(Theme.Score.TextLineBonusScore[P]); - TextGoldenNotes[P] := AddText(Theme.Score.TextGoldenNotes[P]); - TextGoldenNotesScore[P] := AddText(Theme.Score.TextGoldenNotesScore[P]); - TextTotal[P] := AddText(Theme.Score.TextTotal[P]); - TextTotalScore[P] := AddText(Theme.Score.TextTotalScore[P]); - - StaticBoxLightest[P] := AddStatic(Theme.Score.StaticBoxLightest[P]); - StaticBoxLight[P] := AddStatic(Theme.Score.StaticBoxLight[P]); - StaticBoxDark[P] := AddStatic(Theme.Score.StaticBoxDark[P]); - - StaticBackLevel[P] := AddStatic(Theme.Score.StaticBackLevel[P]); - StaticBackLevelRound[P] := AddStatic(Theme.Score.StaticBackLevelRound[P]); - StaticLevel[P] := AddStatic(Theme.Score.StaticLevel[P]); - StaticLevelRound[P] := AddStatic(Theme.Score.StaticLevelRound[P]); - end; - -end; - -procedure TScreenScore.onShow; -var - P: integer; // player - PP: integer; // another player variable - S: string; - I: integer; - Lev: real; - Skip: integer; - V: array[1..6] of boolean; // visibility array - MaxH: real; // maximum height of score bar - Wsp: real; - ArrayStartModifier :integer; -begin - inherited; - - case PlayersPlay of - 1: begin - ArrayStartModifier := 0; - end; - 2, 4: begin - ArrayStartModifier := 1; - end; - 3, 6: begin - ArrayStartModifier := 3; - end; - end; - - for P := 1 to PlayersPlay do - begin - // data - aPlayerScoreScreenDatas[P].Bar_X := Theme.Score.StaticBackLevel[P + ArrayStartModifier].X; - aPlayerScoreScreenDatas[P].Bar_Y := Theme.Score.StaticBackLevel[P + ArrayStartModifier].Y; - aPlayerScoreScreenDatas[P].Bar_Height := Theme.Score.StaticBackLevel[P + ArrayStartModifier].H; - aPlayerScoreScreenDatas[P].Bar_Width := Theme.Score.StaticBackLevel[P + ArrayStartModifier].W; - - aPlayerScoreScreenDatas[P].Bar_Actual_Height := 0; - aPlayerScoreScreenDatas[P].BarScore_ActualHeight := 0; - aPlayerScoreScreenDatas[P].BarLine_ActualHeight := 0; - aPlayerScoreScreenDatas[P].BarGolden_ActualHeight := 0; - - // ratings - aPlayerScoreScreenRatings[P].RatePic_X := Theme.Score.StaticRatings[P + ArrayStartModifier].X; - aPlayerScoreScreenRatings[P].RatePic_Y := Theme.Score.StaticRatings[P + ArrayStartModifier].Y; - aPlayerScoreScreenRatings[P].RatePic_Height := Theme.Score.StaticRatings[P + ArrayStartModifier].H; - aPlayerScoreScreenRatings[P].RatePic_Width := Theme.Score.StaticRatings[P + ArrayStartModifier].W; - aPlayerScoreScreenRatings[P].RateEaseStep := 1; - aPlayerScoreScreenRatings[P].RateEaseValue := 20; - end; - - - // Singstar - Fadeout := false; - - Text[TextArtist].Text := CurrentSong.Artist; - Text[TextTitle].Text := CurrentSong.Title; - Text[TextArtistTitle].Text := CurrentSong.Artist + ' - ' + CurrentSong.Title; - - // set visibility - case PlayersPlay of - 1: begin - V[1] := true; - V[2] := false; - V[3] := false; - V[4] := false; - V[5] := false; - V[6] := false; - end; - 2, 4: begin - V[1] := false; - V[2] := true; - V[3] := true; - V[4] := false; - V[5] := false; - V[6] := false; - end; - 3, 6: begin - V[1] := false; - V[2] := false; - V[3] := false; - V[4] := true; - V[5] := true; - V[6] := true; - end; - end; - - for P := 1 to 6 do - begin - Text[TextName[P]].Visible := V[P]; - Text[TextScore[P]].Visible := V[P]; - - // We set alpha to 0 , so we can nicely blend them in when we need them - Text[TextScore[P]].Alpha := 0; - Text[TextNotesScore[P]].Alpha := 0; - Text[TextNotes[P]].Alpha := 0; - Text[TextLineBonus[P]].Alpha := 0; - Text[TextLineBonusScore[P]].Alpha := 0; - Text[TextGoldenNotes[P]].Alpha := 0; - Text[TextGoldenNotesScore[P]].Alpha := 0; - Text[TextTotal[P]].Alpha := 0; - Text[TextTotalScore[P]].Alpha := 0; - Static[StaticBoxLightest[P]].Texture.Alpha := 0; - Static[StaticBoxLight[P]].Texture.Alpha := 0; - Static[StaticBoxDark[P]].Texture.Alpha := 0; - - - Text[TextNotes[P]].Visible := V[P]; - Text[TextNotesScore[P]].Visible := V[P]; - Text[TextLineBonus[P]].Visible := V[P]; - Text[TextLineBonusScore[P]].Visible := V[P]; - Text[TextGoldenNotes[P]].Visible := V[P]; - Text[TextGoldenNotesScore[P]].Visible := V[P]; - Text[TextTotal[P]].Visible := V[P]; - Text[TextTotalScore[P]].Visible := V[P]; - - for I := 0 to high(PlayerStatic[P]) do - Static[PlayerStatic[P, I]].Visible := V[P]; - - for I := 0 to high(PlayerTexts[P]) do - Text[PlayerTexts[P, I]].Visible := V[P]; - - Static[StaticBoxLightest[P]].Visible := V[P]; - Static[StaticBoxLight[P]].Visible := V[P]; - Static[StaticBoxDark[P]].Visible := V[P]; - -// we draw that on our own - Static[StaticBackLevel[P]].Visible := false; - Static[StaticBackLevelRound[P]].Visible := false; - Static[StaticLevel[P]].Visible := false; - Static[StaticLevelRound[P]].Visible := false; - end; -end; - -procedure TScreenScore.onShowFinish; -var - index : integer; -begin -for index := 1 to (PlayersPlay) do - begin - - TextScore_ActualValue[index] := 0; - TextPhrase_ActualValue[index] := 0; - TextGolden_ActualValue[index] := 0; - end; - - BarScore_EaseOut_Step := 1; - BarPhrase_EaseOut_Step := 1; - BarGolden_EaseOut_Step := 1; -end; - -function TScreenScore.Draw: boolean; -var -{ Min: real; - Max: real; - Wsp: real; - Wsp2: real; - Pet: integer;} - - ActualTime, OldTime : Integer; - - Item: integer; - P: integer; - C, I: integer; - - CurTime: Cardinal; - - PlayerCounter : integer; - -begin -{ - - // 0.5.0: try also use 4 players screen with nicks - if PlayersPlay = 4 then begin - for Item := 2 to 3 do begin - if ScreenAct = 1 then P := Item-2; - if ScreenAct = 2 then P := Item; - - FillPlayer(Item, P); - end; - end; - - - // Singstar - let it be...... with 6 statics - if PlayersPlay = 6 then begin - for Item := 4 to 6 do begin - if ScreenAct = 1 then P := Item-4; - if ScreenAct = 2 then P := Item-1; - - FillPlayer(Item, P); - - if ScreenAct = 1 then begin - LoadColor( - Static[StaticBoxLightest[Item]].Texture.ColR, - Static[StaticBoxLightest[Item]].Texture.ColG, - Static[StaticBoxLightest[Item]].Texture.ColB, - 'P1Dark'); - end; - - if ScreenAct = 2 then begin - LoadColor( - Static[StaticBoxLightest[Item]].Texture.ColR, - Static[StaticBoxLightest[Item]].Texture.ColG, - Static[StaticBoxLightest[Item]].Texture.ColB, - 'P4Dark'); - end; - - end; - - - end; -} -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; - *} - -// Let's arise the bars - - ActualTime := GetTickCount div 33; - if ((ActualTime <> OldTime) and ShowFinish )then - begin - OldTime := ActualTime; - - For PlayerCounter := 1 to PlayersPlay do - begin - - // We actually araise them in the right order, but we have to draw them in reverse order (golden -> phrase -> mainscore) - if (BarScore_EaseOut_Step < EaseOut_MaxSteps * 10) - then BarScore_EaseOut_Step := BarScore_EaseOut_Step + 1; - - // PhrasenBonus - if (BarScore_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then - begin - Case BarPhrase_EaseOut_Step < EaseOut_MaxSteps * 10 of - true : BarPhrase_EaseOut_Step := BarPhrase_EaseOut_Step + 1; - end; - - // GoldenNotebonus - if (BarPhrase_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then - begin - Case BarGolden_EaseOut_Step < EaseOut_MaxSteps * 10 of - true : BarGolden_EaseOut_Step := BarGolden_EaseOut_Step + 1; - end; - - //######################## - // Draw golden score bar # - //######################## - - EaseBarIn(PlayerCounter, 'Golden'); // ease bar for golden notes in - EaseScoreIn(PlayerCounter,'Golden'); - - end; - //######################## - // Draw phrase score bar # - //######################## - - EaseBarIn(PlayerCounter, 'Line'); // ease bar for line bonus / phrasenbonus notes in - EaseScoreIn(PlayerCounter,'Line'); - - - end; - //####################### - // Draw plain score bar # - //####################### - - - EaseBarIn(PlayerCounter, 'Note'); // ease bar for all other notes in - EaseScoreIn(PlayerCounter,'Note'); - - - FillPlayerItems(PlayerCounter,'Funky'); - - end; - end; -//todo: i need a clever method to draw statics with their z value - for I := 0 to Length(Static) - 1 do - Static[I].Draw; - for I := 0 to Length(Text) - 1 do - Text[I].Draw; -end; - -procedure TscreenScore.FillPlayerItems(PlayerNumber : Integer; ScoreType: String); -var - ArrayStartModifier : integer; -begin -// okay i hate that as much as you might do too, but there's no way around that yet (imho) -// all statics / texts are loaded at start - so that we have them all even if we change the amount of players -// array overview: - -// 1 Player -> Player[0].Score (The score for one player starts at 0) -// -> Statics[1] (The statics for the one player screen start at 0) -// 2 Player -> Player[0..1].Score -// -> Statics[2..3] -// 3 Player -> Player[0..5].Score -// -> Statics[4..6] - - case PlayersPlay of - 1: begin - ArrayStartModifier := 0; - end; - 2, 4: begin - ArrayStartModifier := 1; - end; - 3, 6: begin - ArrayStartModifier := 3; - end; - end; - -// todo: take the name from player[PlayerNumber].Name instead of the ini when this is done (mog) - Text[TextName[PlayerNumber + ArrayStartModifier]].Text := Ini.Name[PlayerNumber - 1]; -// end todo - - -//golden - Text[TextGoldenNotesScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextGolden_ActualValue[PlayerNumber]); - Text[TextGoldenNotesScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarGolden_EaseOut_Step / 100); - - Static[StaticBoxLightest[PlayerNumber + ArrayStartModifier]].Texture.Alpha := (BarGolden_EaseOut_Step / 100); - Text[TextGoldenNotes[PlayerNumber + ArrayStartModifier]].Alpha := (BarGolden_EaseOut_Step / 100); - - // line bonus - Text[TextLineBonusScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextPhrase_ActualValue[PlayerNumber]); - Text[TextLineBonusScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarPhrase_EaseOut_Step / 100); - - Static[StaticBoxLight[PlayerNumber + ArrayStartModifier]].Texture.Alpha := (BarPhrase_EaseOut_Step / 100); - Text[TextLineBonus[PlayerNumber + ArrayStartModifier]].Alpha := (BarPhrase_EaseOut_Step / 100); - -// plain score - Text[TextNotesScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextScore_ActualValue[PlayerNumber]); - Text[TextNotes[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100); - - Static[StaticBoxDark[PlayerNumber + ArrayStartModifier]].Texture.Alpha := (BarScore_EaseOut_Step / 100); - Text[TextNotesScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100); - -// total score - Text[TextTotalScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextScore_ActualValue[PlayerNumber] + TextPhrase_ActualValue[PlayerNumber] + TextGolden_ActualValue[PlayerNumber]); - Text[TextTotalScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100); - - Text[TextTotal[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100); - - Text[TextTotal[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100); - - if(BarGolden_EaseOut_Step > 100) then - begin - ShowRating(PlayerNumber); - end; - end; - - -procedure TScreenScore.ShowRating(PlayerNumber: integer); -var - ArrayStartModifier : integer; - Rating : integer; - fu : integer; - - Posx : real; - Posy : real; - width : array[1..3] of real; -begin - case PlayersPlay of - 1: begin - ArrayStartModifier := 0; - end; - 2, 4: begin - ArrayStartModifier := 1; - end; - 3, 6: begin - ArrayStartModifier := 3; - end; - end; - - fu := PlayerNumber + ArrayStartModifier; - -//todo: this could break if the width is not given, for instance when there's a skin with no picture for ratings - if ( aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width > 0 ) AND // JB :) - ( aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue > 0 ) then - begin - Text[TextScore[PlayerNumber + ArrayStartModifier]].Alpha := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue / aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width; - end; - -// end todo - {{$IFDEF TRANSLATE} - case (Player[PlayerNumber-1].ScoreTotalI) of - 0..2000: - begin - Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_TONE_DEAF'); - Rating := 0; - end; - 2010..4000: - begin - Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_AMATEUR'); - Rating := 1; - end; - 4010..6000: - begin - Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_RISING_STAR'); - Rating := 2; - end; - 6010..8000: - begin - Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_LEAD_SINGER'); - Rating := 3; - end; - 8010..9000: - begin - Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_HIT_ARTIST'); - Rating := 4; - end; - 9010..9800: - begin - Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_SUPERSTAR'); - Rating := 5; - end; - 9810..10000: - begin - Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_ULTRASTAR'); - Rating := 6; - end; - end; - {{$ELSE}{ - case (Player[P].ScoreTotalI-1) of - 0..2000: Text[TextScore[fu]].Text := 'Tone Deaf'; - 2010..4000: Text[TextScore[fu]].Text := 'Amateur'; - 4010..6000: Text[TextScore[fu]].Text := 'Rising Star'; - 6010..8000: Text[TextScore[fu]].Text := 'Lead Singer'; - 8010..9000: Text[TextScore[fu]].Text := 'Hit Artist'; - 9010..9800: Text[TextScore[fu]].Text := 'Superstar'; - 9810..10000: Text[TextScore[fu]].Text := 'Ultrastar'; - end; - {$ENDIF} - -// Bounce the rating picture in - PosX := aPlayerScoreScreenRatings[PlayerNumber].RatePic_X + (aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width / 2); - PosY := aPlayerScoreScreenRatings[PlayerNumber].RatePic_Y + (aPlayerScoreScreenRatings[PlayerNumber].RatePic_Height / 2); ; - - elastique(PlayerNumber); - - width[PlayerNumber] := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue/2; - - glBindTexture(GL_TEXTURE_2D, Tex_Score_Ratings[Rating].TexNum); - - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(PosX - width[PlayerNumber], PosY - width[PlayerNumber]); - glTexCoord2f(Tex_Score_Ratings[Rating].TexW, 0); glVertex2f(PosX + width[PlayerNumber], PosY - width[PlayerNumber]); - glTexCoord2f(Tex_Score_Ratings[Rating].TexW, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX + width[PlayerNumber], PosY + width[PlayerNumber]); - glTexCoord2f(0, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX - width[PlayerNumber], PosY + width[PlayerNumber]); - glEnd; - - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2d); -end; - - -function TscreenScore.elastique(PlayerNumber : Integer): real; -var - ReturnValue : real; - p, s : real; - - RaiseStep, Actual_Value, MaxVal : real; - EaseOut_Step : integer; -begin - - EaseOut_Step := aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep; - Actual_Value := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue; - MaxVal := aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width; - - RaiseStep := EaseOut_Step; - - if (RaiseStep = 0) - then ReturnValue := MaxVal; - - if ( MaxVal > 0 ) AND // JB :) - ( RaiseStep > 0 ) then - begin - RaiseStep := RaiseStep / MaxVal; - end; - - if (RaiseStep = 1) - then - begin - ReturnValue := MaxVal; - end - else - begin - p := MaxVal * 0.4; - - s := p/(2*PI) * arcsin (1); - ReturnValue := MaxVal * power(2,-5 * RaiseStep) * sin( (RaiseStep * MaxVal - s) * (2 * PI) / p) + MaxVal; - - inc(aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep); - aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue := ReturnValue; - end; - Result := ReturnValue; -end; - - -function TscreenScore.EaseBarIn(PlayerNumber : Integer; BarType: String) : real; -const - RaiseSmoothness : integer = 100; -var - MaxHeight : real; - NewHeight : real; - Width : real; - - Height2Reach : real; - - RaiseStep : real; - - BarStartPosX : Single; - BarStartPosY : Single; - - lTmp : real; - Score : integer; - - //textures - TextureBar : integer; - TextureRound : integer; -begin - - MaxHeight := aPlayerScoreScreenDatas[PlayerNumber].Bar_Height; - Width := aPlayerScoreScreenDatas[PlayerNumber].Bar_Width; - - BarStartPosX := aPlayerScoreScreenDatas[PlayerNumber].Bar_X; - - // The texture starts in the upper left corner, so let's subtract the height - so we can arise it - - // let's get the points according to the bar we draw - // score array starts at 0, which means the score for player 1 is in score[0] - // 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; - RaiseStep := BarScore_EaseOut_Step; - BarStartPosY := aPlayerScoreScreenDatas[PlayerNumber].Bar_Y + MaxHeight; - end; - if (BarType = 'Line') - then - begin - Score := Player[PlayerNumber - 1].ScoreLineI; - RaiseStep := BarPhrase_EaseOut_Step; - BarStartPosY := aPlayerScoreScreenDatas[PlayerNumber].Bar_Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight + MaxHeight; - end; - if (BarType = 'Golden') - then - begin - Score := Player[PlayerNumber - 1].ScoreGoldenI; - RaiseStep := BarGolden_EaseOut_Step; - BarStartPosY := aPlayerScoreScreenDatas[PlayerNumber].Bar_Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight - aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight + MaxHeight; - end; - - // the height dependend of the score - Height2Reach := (Score / 10000) * MaxHeight; - - if (aPlayerScoreScreenDatas[PlayerNumber].Bar_Actual_Height < Height2Reach) then - begin - // Check http://proto.layer51.com/d.aspx?f=400 for more info on easing functions - // Calculate the actual step according to the maxsteps - RaiseStep := RaiseStep / EaseOut_MaxSteps; - - // quadratic easing out - decelerating to zero velocity - // -end_position * current_time * ( current_time - 2 ) + start_postion - lTmp := (-Height2Reach * RaiseStep * (RaiseStep - 20) + BarStartPosY); - - if ( RaiseSmoothness > 0 ) AND ( lTmp > 0 ) - then - begin - NewHeight := lTmp / RaiseSmoothness; - end; - end - else - begin - NewHeight := Height2Reach; - end; - - glColor4f(1, 1, 1, 1); - -// set the texture for the bar - if (BarType = 'Note') - then - begin - glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Dark.TexNum); - end; - if (BarType = 'Line') - then - begin - glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Light.TexNum); - end; - if (BarType = 'Golden') - then - begin - glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Lightest.TexNum); - end; - - //draw it - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex3f(BarStartPosX, BarStartPosY - NewHeight, ZBars); - glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, BarStartPosY - NewHeight, ZBars); - glTexCoord2f(1, 1); glVertex3f(BarStartPosX + Width, BarStartPosY, ZBars); - glTexCoord2f(0, 1); glVertex3f(BarStartPosX, BarStartPosY, ZBars); - glEnd; - - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2d); - - //the round thing on top - if (BarType = 'Note') then - glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Dark.TexNum); - if (BarType = 'Line') then - glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Light.TexNum); - if (BarType = 'Golden') then - glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Lightest.TexNum); - - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex3f(BarStartPosX, (BarStartPosY - Static[StaticLevelRound[PlayerNumber]].Texture.h) - NewHeight, ZBars); - glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, (BarStartPosY - Static[StaticLevelRound[PlayerNumber]].Texture.h) - NewHeight, ZBars); - glTexCoord2f(1, 1); glVertex3f(BarStartPosX + Width, BarStartPosY - NewHeight, ZBars); - glTexCoord2f(0, 1); glVertex3f(BarStartPosX, BarStartPosY - NewHeight, ZBars); - glEnd; - - glDisable(GL_BLEND); - glDisable(GL_TEXTURE_2d); - - if (BarType = 'Note') - then - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight := NewHeight; - if (BarType = 'Line') - then - aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight := NewHeight; - if (BarType = 'Golden') - then - aPlayerScoreScreenDatas[PlayerNumber].BarGolden_ActualHeight := NewHeight; -end; - - -function TScreenScore.EaseScoreIn(PlayerNumber: integer; ScoreType : String) : real; -const - RaiseSmoothness : integer = 100; -var - RaiseStep : Real; - lTmpA : Real; - ScoreReached :Integer; - EaseOut_Step :Real; - ActualScoreValue:integer; -begin - - - if (ScoreType = 'Note') then - begin - EaseOut_Step := BarScore_EaseOut_Step; - ActualScoreValue := TextScore_ActualValue[PlayerNumber]; - ScoreReached := Player[PlayerNumber-1].ScoreI; - end; - if (ScoreType = 'Line') then - begin - EaseOut_Step := BarPhrase_EaseOut_Step; - ActualScoreValue := TextPhrase_ActualValue[PlayerNumber]; - ScoreReached := Player[PlayerNumber-1].ScoreLineI; - end; - if (ScoreType = 'Golden') then - begin - EaseOut_Step := BarGolden_EaseOut_Step; - ActualScoreValue := TextGolden_ActualValue[PlayerNumber]; - ScoreReached := Player[PlayerNumber-1].ScoreGoldenI; - end; - - // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps - RaiseStep := EaseOut_Step; - - if (ActualScoreValue < ScoreReached) then - begin - // Calculate the actual step according to the maxsteps - RaiseStep := RaiseStep / EaseOut_MaxSteps; - - // quadratic easing out - decelerating to zero velocity - // -end_position * current_time * ( current_time - 2 ) + start_postion - lTmpA := (-ScoreReached * RaiseStep * (RaiseStep - 20)); - if ( lTmpA > 0 ) AND - ( RaiseSmoothness > 0 ) THEN - begin - - if (ScoreType = 'Note') then - begin - TextScore_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness); - end; - if (ScoreType = 'Line') then - begin - TextPhrase_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness); - end; - if (ScoreType = 'Golden') then - begin - TextGolden_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness); - end; - - end; - end - else - begin - - if (ScoreType = 'Note') then - begin - TextScore_ActualValue[PlayerNumber] := ScoreReached; - end; - if (ScoreType = 'Line') then - begin - TextPhrase_ActualValue[PlayerNumber] := ScoreReached; - end; - if (ScoreType = 'Golden') then - begin - TextGolden_ActualValue[PlayerNumber] := ScoreReached; - end; - - end; - -end; - -procedure TScreenScore.FillPlayer(Item, P: integer); -var - S: string; -begin - Text[TextName[Item]].Text := Ini.Name[P]; - - S := IntToStr((Round(Player[P].Score) div 10) * 10); - while (Length(S)<4) do S := '0' + S; - Text[TextNotesScore[Item]].Text := S; - -// while (Length(S)<5) do S := '0' + S; -// Text[TextTotalScore[Item]].Text := S; - -//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); - while (Length(S)<5) do S := '0' + S; - Text[TextTotalScore[Item]].Text := S; - - S := IntToStr(Player[P].ScoreLineI); - while (Length(S)<4) do S := '0' + S; - Text[TextLineBonusScore[Item]].Text := S; - - S := IntToStr(Player[P].ScoreGoldenI); - while (Length(S)<4) do S := '0' + S; - Text[TextGoldenNotesScore[Item]].Text := S; -//end of fix - - LoadColor( - Text[TextName[Item]].ColR, - Text[TextName[Item]].ColG, - Text[TextName[Item]].ColB, - 'P' + IntToStr(P+1) + 'Dark'); - { - LoadColor( - Static[StaticBoxLightest[Item]].Texture.ColR, - Static[StaticBoxLightest[Item]].Texture.ColG, - Static[StaticBoxLightest[Item]].Texture.ColB, - 'P' + IntToStr(P+1) + 'Lightest'); - - LoadColor( - Static[StaticBoxLight[Item]].Texture.ColR, - Static[StaticBoxLight[Item]].Texture.ColG, - Static[StaticBoxLight[Item]].Texture.ColB, - 'P' + IntToStr(P+1) + 'Light'); - - LoadColor( - Static[StaticBoxDark[Item]].Texture.ColR, - Static[StaticBoxDark[Item]].Texture.ColG, - Static[StaticBoxDark[Item]].Texture.ColB, - 'P' + IntToStr(P+1) + 'Dark'); - } -end; - -end. +unit UScreenScore;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ UMenu,
+ SDL,
+ SysUtils,
+ UDisplay,
+ UMusic,
+ USongs,
+ UThemes,
+ OpenGL12,
+ math,
+ ULCD,
+ UTexture;
+// OpenGL;
+
+const
+ ZBars : real = 0.8; // Z value for the bars
+ ZRatingPic : real = 0.8; // Z value for the rating pictures
+
+ EaseOut_MaxSteps : real = 40; // that's the speed of the bars (10 is fast | 100 is slower)
+
+type
+ TPlayerScoreScreenTexture = record // holds all colorized textures for up to 6 players
+ //Bar textures
+ Score_NoteBarLevel_Dark : TTexture; // Note
+ Score_NoteBarRound_Dark : TTexture; // that's the round thing on top
+
+ Score_NoteBarLevel_Light : TTexture; // LineBonus | Phrasebonus
+ Score_NoteBarRound_Light : TTexture;
+
+ Score_NoteBarLevel_Lightest : TTexture; // GoldenNotes
+ Score_NoteBarRound_Lightest : TTexture;
+ end;
+
+ TPlayerScoreScreenData = record // holds the positions and other data
+ Bar_X :Real;
+ Bar_Y :Real;
+ Bar_Height :Real; // this is the max height of the bar, who knows if there ever will be a theme with different heights :D
+ Bar_Width :Real; // another rather senseless setting, but you never know what our cool users do with the them :)
+
+ Bar_Actual_Height : Real; // this one holds the actual height of the bar, while we animate it
+ BarScore_ActualHeight : Real;
+ BarLine_ActualHeight : Real;
+ BarGolden_ActualHeight : Real;
+ end;
+
+ TPlayerScoreRatingPics = record // a fine array of the rating pictures
+ RatePic_X :Real;
+ RatePic_Y :Real;
+ RatePic_Height :Real;
+ RatePic_Width :Real;
+
+ RateEaseStep : Integer;
+ RateEaseValue: Real;
+ end;
+
+ TScreenScore = class(TMenu)
+ public
+ aPlayerScoreScreenTextures : array[1..6] of TPlayerScoreScreenTexture;
+ aPlayerScoreScreenDatas : array[1..6] of TPlayerScoreScreenData;
+ aPlayerScoreScreenRatings : array[1..6] of TPlayerScoreRatingPics;
+
+ BarScore_EaseOut_Step : real;
+ BarPhrase_EaseOut_Step : real;
+ BarGolden_EaseOut_Step : real;
+
+ TextArtist: integer;
+ TextTitle: integer;
+
+ TextArtistTitle : integer;
+
+ TextName: array[1..6] of integer;
+ TextScore: array[1..6] of integer;
+
+ TextNotes: array[1..6] of integer;
+ TextNotesScore: array[1..6] of integer;
+ TextLineBonus: array[1..6] of integer;
+ TextLineBonusScore: array[1..6] of integer;
+ TextGoldenNotes: array[1..6] of integer;
+ TextGoldenNotesScore: array[1..6] of integer;
+ TextTotal: array[1..6] of integer;
+ TextTotalScore: array[1..6] of integer;
+
+ PlayerStatic: array[1..6] of array of integer;
+ PlayerTexts : array[1..6] of array of integer;
+
+
+ StaticBoxLightest: array[1..6] of integer;
+ StaticBoxLight: array[1..6] of integer;
+ StaticBoxDark: array[1..6] of integer;
+
+ StaticBackLevel: array[1..6] of integer;
+ StaticBackLevelRound: array[1..6] of integer;
+ StaticLevel: array[1..6] of integer;
+ StaticLevelRound: array[1..6] of integer;
+
+ Animation: real;
+ Fadeout: boolean;
+
+ TextScore_ActualValue : array[1..6] of integer;
+ TextPhrase_ActualValue : array[1..6] of integer;
+ TextGolden_ActualValue : array[1..6] of integer;
+
+
+
+ constructor Create; override;
+ function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override;
+ procedure onShow; override;
+ procedure onShowFinish; override;
+ function Draw: boolean; override;
+ procedure FillPlayer(Item, P: integer);
+
+ function EaseBarIn(PlayerNumber : Integer; BarType: String) : real;
+ function EaseScoreIn(PlayerNumber : Integer; ScoreType: String) : real;
+
+ procedure FillPlayerItems(PlayerNumber : Integer; ScoreType: String);
+ procedure ShowRating(PlayerNumber: integer);
+
+ function elastique(PlayerNumber : Integer): real;
+ end;
+
+implementation
+
+
+uses UGraphic,
+ UScreenSong,
+ UMenuStatic,
+ UTime,
+ UMain,
+ UIni,
+ {$IFDEF win32}
+ Windows,
+ {$ELSE}
+ lclintf,
+ {$ENDIF}
+ ULanguage;
+
+function TScreenScore.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean;
+begin
+ Result := true;
+ If (PressedDown) Then begin
+ case PressedKey of
+ SDLK_Q:
+ begin
+ Result := false;
+ end;
+
+ SDLK_ESCAPE,
+ SDLK_BACKSPACE :
+
+ begin
+ if (not Fadeout) then begin
+// Music.StopShuffle;
+ FadeTo(@ScreenTop5);
+ Fadeout := true;
+ end;
+ end;
+ SDLK_RETURN:
+ begin
+ if (not Fadeout) then begin
+// Music.StopShuffle;
+ FadeTo(@ScreenTop5);
+ Fadeout := true;
+ end;
+ end;
+{ SDLK_SYSREQ:
+ begin
+ beep;
+ end;}
+ SDLK_SYSREQ:
+ begin
+ Display.PrintScreen;
+ end;
+ end;
+ end;
+end;
+
+constructor TScreenScore.Create;
+var
+ P : integer;
+ I, C : integer;
+ ArrayStartModifier : Byte;
+
+begin
+ inherited Create;
+
+ LoadFromTheme(Theme.Score);
+
+ TextArtist := AddText(Theme.Score.TextArtist);
+ TextTitle := AddText(Theme.Score.TextTitle);
+ TextArtistTitle := AddText(Theme.Score.TextArtistTitle);
+
+ for P := 1 to 6 do
+ begin
+ //textures
+ aPlayerScoreScreenTextures[P].Score_NoteBarLevel_Dark := Tex_Score_NoteBarLevel_Dark[P];
+ aPlayerScoreScreenTextures[P].Score_NoteBarRound_Dark := Tex_Score_NoteBarRound_Dark[P];
+
+ aPlayerScoreScreenTextures[P].Score_NoteBarLevel_Light := Tex_Score_NoteBarLevel_Light[P];
+ aPlayerScoreScreenTextures[P].Score_NoteBarRound_Light := Tex_Score_NoteBarRound_Light[P];
+
+ aPlayerScoreScreenTextures[P].Score_NoteBarLevel_Lightest := Tex_Score_NoteBarLevel_Lightest[P];
+ aPlayerScoreScreenTextures[P].Score_NoteBarRound_Lightest := Tex_Score_NoteBarRound_Lightest[P];
+ end;
+
+
+ //old stuff
+
+ for P := 1 to 6 do
+ begin
+ SetLength(PlayerStatic[P], Length(Theme.Score.PlayerStatic[P]));
+ SetLength(PlayerTexts[P], Length(Theme.Score.PlayerTexts[P]));
+
+ for I := 0 to High(Theme.Score.PlayerStatic[P]) do
+ PlayerStatic[P, I] := AddStatic(Theme.Score.PlayerStatic[P, I]);
+
+ for C := 0 to High(Theme.Score.PlayerTexts[P]) do
+ PlayerTexts[P, C] := AddText(Theme.Score.PlayerTexts[P, C]);
+
+ TextName[P] := AddText(Theme.Score.TextName[P]);
+ TextScore[P] := AddText(Theme.Score.TextScore[P]);
+
+ TextNotes[P] := AddText(Theme.Score.TextNotes[P]);
+ TextNotesScore[P] := AddText(Theme.Score.TextNotesScore[P]);
+ TextLineBonus[P] := AddText(Theme.Score.TextLineBonus[P]);
+ TextLineBonusScore[P] := AddText(Theme.Score.TextLineBonusScore[P]);
+ TextGoldenNotes[P] := AddText(Theme.Score.TextGoldenNotes[P]);
+ TextGoldenNotesScore[P] := AddText(Theme.Score.TextGoldenNotesScore[P]);
+ TextTotal[P] := AddText(Theme.Score.TextTotal[P]);
+ TextTotalScore[P] := AddText(Theme.Score.TextTotalScore[P]);
+
+ StaticBoxLightest[P] := AddStatic(Theme.Score.StaticBoxLightest[P]);
+ StaticBoxLight[P] := AddStatic(Theme.Score.StaticBoxLight[P]);
+ StaticBoxDark[P] := AddStatic(Theme.Score.StaticBoxDark[P]);
+
+ StaticBackLevel[P] := AddStatic(Theme.Score.StaticBackLevel[P]);
+ StaticBackLevelRound[P] := AddStatic(Theme.Score.StaticBackLevelRound[P]);
+ StaticLevel[P] := AddStatic(Theme.Score.StaticLevel[P]);
+ StaticLevelRound[P] := AddStatic(Theme.Score.StaticLevelRound[P]);
+ end;
+
+end;
+
+procedure TScreenScore.onShow;
+var
+ P: integer; // player
+ PP: integer; // another player variable
+ S: string;
+ I: integer;
+ Lev: real;
+ Skip: integer;
+ V: array[1..6] of boolean; // visibility array
+ MaxH: real; // maximum height of score bar
+ Wsp: real;
+ ArrayStartModifier :integer;
+begin
+ inherited;
+
+ case PlayersPlay of
+ 1: ArrayStartModifier := 0;
+ 2, 4: ArrayStartModifier := 1;
+ 3, 6: ArrayStartModifier := 3;
+ end;
+
+ for P := 1 to PlayersPlay do
+ begin
+ // data
+ aPlayerScoreScreenDatas[P].Bar_X := Theme.Score.StaticBackLevel[P + ArrayStartModifier].X;
+ aPlayerScoreScreenDatas[P].Bar_Y := Theme.Score.StaticBackLevel[P + ArrayStartModifier].Y;
+ aPlayerScoreScreenDatas[P].Bar_Height := Theme.Score.StaticBackLevel[P + ArrayStartModifier].H;
+ aPlayerScoreScreenDatas[P].Bar_Width := Theme.Score.StaticBackLevel[P + ArrayStartModifier].W;
+
+ aPlayerScoreScreenDatas[P].Bar_Actual_Height := 0;
+ aPlayerScoreScreenDatas[P].BarScore_ActualHeight := 0;
+ aPlayerScoreScreenDatas[P].BarLine_ActualHeight := 0;
+ aPlayerScoreScreenDatas[P].BarGolden_ActualHeight := 0;
+
+ // ratings
+ aPlayerScoreScreenRatings[P].RatePic_X := Theme.Score.StaticRatings[P + ArrayStartModifier].X;
+ aPlayerScoreScreenRatings[P].RatePic_Y := Theme.Score.StaticRatings[P + ArrayStartModifier].Y;
+ aPlayerScoreScreenRatings[P].RatePic_Height := Theme.Score.StaticRatings[P + ArrayStartModifier].H;
+ aPlayerScoreScreenRatings[P].RatePic_Width := Theme.Score.StaticRatings[P + ArrayStartModifier].W;
+ aPlayerScoreScreenRatings[P].RateEaseStep := 1;
+ aPlayerScoreScreenRatings[P].RateEaseValue := 20;
+ end;
+
+
+ // Singstar
+ Fadeout := false;
+
+ Text[TextArtist].Text := CurrentSong.Artist;
+ Text[TextTitle].Text := CurrentSong.Title;
+ Text[TextArtistTitle].Text := CurrentSong.Artist + ' - ' + CurrentSong.Title;
+
+ // set visibility
+ case PlayersPlay of
+ 1: begin
+ V[1] := true;
+ V[2] := false;
+ V[3] := false;
+ V[4] := false;
+ V[5] := false;
+ V[6] := false;
+ end;
+ 2, 4: begin
+ V[1] := false;
+ V[2] := true;
+ V[3] := true;
+ V[4] := false;
+ V[5] := false;
+ V[6] := false;
+ end;
+ 3, 6: begin
+ V[1] := false;
+ V[2] := false;
+ V[3] := false;
+ V[4] := true;
+ V[5] := true;
+ V[6] := true;
+ end;
+ end;
+
+ for P := 1 to 6 do
+ begin
+ Text[TextName[P]].Visible := V[P];
+ Text[TextScore[P]].Visible := V[P];
+
+ // We set alpha to 0 , so we can nicely blend them in when we need them
+ Text[TextScore[P]].Alpha := 0;
+ Text[TextNotesScore[P]].Alpha := 0;
+ Text[TextNotes[P]].Alpha := 0;
+ Text[TextLineBonus[P]].Alpha := 0;
+ Text[TextLineBonusScore[P]].Alpha := 0;
+ Text[TextGoldenNotes[P]].Alpha := 0;
+ Text[TextGoldenNotesScore[P]].Alpha := 0;
+ Text[TextTotal[P]].Alpha := 0;
+ Text[TextTotalScore[P]].Alpha := 0;
+ Static[StaticBoxLightest[P]].Texture.Alpha := 0;
+ Static[StaticBoxLight[P]].Texture.Alpha := 0;
+ Static[StaticBoxDark[P]].Texture.Alpha := 0;
+
+
+ Text[TextNotes[P]].Visible := V[P];
+ Text[TextNotesScore[P]].Visible := V[P];
+ Text[TextLineBonus[P]].Visible := V[P];
+ Text[TextLineBonusScore[P]].Visible := V[P];
+ Text[TextGoldenNotes[P]].Visible := V[P];
+ Text[TextGoldenNotesScore[P]].Visible := V[P];
+ Text[TextTotal[P]].Visible := V[P];
+ Text[TextTotalScore[P]].Visible := V[P];
+
+ for I := 0 to high(PlayerStatic[P]) do
+ Static[PlayerStatic[P, I]].Visible := V[P];
+
+ for I := 0 to high(PlayerTexts[P]) do
+ Text[PlayerTexts[P, I]].Visible := V[P];
+
+ Static[StaticBoxLightest[P]].Visible := V[P];
+ Static[StaticBoxLight[P]].Visible := V[P];
+ Static[StaticBoxDark[P]].Visible := V[P];
+
+ // we draw that on our own
+ Static[StaticBackLevel[P]].Visible := false;
+ Static[StaticBackLevelRound[P]].Visible := false;
+ Static[StaticLevel[P]].Visible := false;
+ Static[StaticLevelRound[P]].Visible := false;
+ end;
+end;
+
+procedure TScreenScore.onShowFinish;
+var
+ index : integer;
+begin
+ for index := 1 to (PlayersPlay) do
+ begin
+ TextScore_ActualValue[index] := 0;
+ TextPhrase_ActualValue[index] := 0;
+ TextGolden_ActualValue[index] := 0;
+ end;
+
+ BarScore_EaseOut_Step := 1;
+ BarPhrase_EaseOut_Step := 1;
+ BarGolden_EaseOut_Step := 1;
+end;
+
+function TScreenScore.Draw: boolean;
+var
+{ Min: real;
+ Max: real;
+ Wsp: real;
+ Wsp2: real;
+ Pet: integer;}
+
+ CurrentTime, OldTime : Integer;
+
+ Item: integer;
+ P: integer;
+ C, I: integer;
+
+ PlayerCounter : integer;
+begin
+{
+
+ // 0.5.0: try also use 4 players screen with nicks
+ if PlayersPlay = 4 then begin
+ for Item := 2 to 3 do begin
+ if ScreenAct = 1 then P := Item-2;
+ if ScreenAct = 2 then P := Item;
+
+ FillPlayer(Item, P);
+ end;
+ end;
+
+
+ // Singstar - let it be...... with 6 statics
+ if PlayersPlay = 6 then begin
+ for Item := 4 to 6 do begin
+ if ScreenAct = 1 then P := Item-4;
+ if ScreenAct = 2 then P := Item-1;
+
+ FillPlayer(Item, P);
+
+ if ScreenAct = 1 then begin
+ LoadColor(
+ Static[StaticBoxLightest[Item]].Texture.ColR,
+ Static[StaticBoxLightest[Item]].Texture.ColG,
+ Static[StaticBoxLightest[Item]].Texture.ColB,
+ 'P1Dark');
+ end;
+
+ if ScreenAct = 2 then begin
+ LoadColor(
+ Static[StaticBoxLightest[Item]].Texture.ColR,
+ Static[StaticBoxLightest[Item]].Texture.ColG,
+ Static[StaticBoxLightest[Item]].Texture.ColB,
+ 'P4Dark');
+ end;
+
+ end;
+
+
+ end;
+}
+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;
+ *}
+
+ // Let's arise the bars
+
+ CurrentTime := GetTickCount div 33; // TODO: use cross-plattform SDL_GetTicks() instead
+ if ((CurrentTime <> OldTime) and ShowFinish ) then
+ begin
+ OldTime := CurrentTime;
+
+ for PlayerCounter := 1 to PlayersPlay do
+ begin
+ // We actually arise them in the right order, but we have to draw them in reverse order (golden -> phrase -> mainscore)
+ if (BarScore_EaseOut_Step < EaseOut_MaxSteps * 10) then
+ BarScore_EaseOut_Step:= BarScore_EaseOut_Step + 1;
+
+ // PhrasenBonus
+ if (BarScore_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then
+ begin
+ if (BarPhrase_EaseOut_Step < EaseOut_MaxSteps * 10) then
+ begin
+ BarPhrase_EaseOut_Step := BarPhrase_EaseOut_Step + 1;
+ end;
+
+ // GoldenNotebonus
+ if (BarPhrase_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then
+ begin
+ if (BarGolden_EaseOut_Step < EaseOut_MaxSteps * 10) then
+ begin
+ BarGolden_EaseOut_Step := BarGolden_EaseOut_Step + 1;
+ end;
+
+ //########################
+ // Draw golden score bar #
+ //########################
+
+ EaseBarIn(PlayerCounter, 'Golden'); // ease bar for golden notes in
+ EaseScoreIn(PlayerCounter,'Golden');
+ end;
+
+ //########################
+ // Draw phrase score bar #
+ //########################
+
+ EaseBarIn(PlayerCounter, 'Line'); // ease bar for line bonus / phrasenbonus notes in
+ EaseScoreIn(PlayerCounter,'Line');
+ end;
+
+ //#######################
+ // Draw plain score bar #
+ //#######################
+
+ EaseBarIn(PlayerCounter, 'Note'); // ease bar for all other notes in
+ EaseScoreIn(PlayerCounter,'Note');
+
+ FillPlayerItems(PlayerCounter,'Funky');
+ end;
+ end;
+
+ //todo: i need a clever method to draw statics with their z value
+ for I := 0 to Length(Static) - 1 do
+ Static[I].Draw;
+ for I := 0 to Length(Text) - 1 do
+ Text[I].Draw;
+end;
+
+procedure TscreenScore.FillPlayerItems(PlayerNumber : Integer; ScoreType: String);
+var
+ ArrayStartModifier : integer;
+begin
+ // okay i hate that as much as you might do too, but there's no way around that yet (imho)
+ // all statics / texts are loaded at start - so that we have them all even if we change the amount of players
+ // array overview:
+
+ // 1 Player -> Player[0].Score (The score for one player starts at 0)
+ // -> Statics[1] (The statics for the one player screen start at 0)
+ // 2 Player -> Player[0..1].Score
+ // -> Statics[2..3]
+ // 3 Player -> Player[0..5].Score
+ // -> Statics[4..6]
+
+ case PlayersPlay of
+ 1: ArrayStartModifier := 0;
+ 2, 4: ArrayStartModifier := 1;
+ 3, 6: ArrayStartModifier := 3;
+ end;
+
+ // todo: take the name from player[PlayerNumber].Name instead of the ini when this is done (mog)
+ Text[TextName[PlayerNumber + ArrayStartModifier]].Text := Ini.Name[PlayerNumber - 1];
+ // end todo
+
+
+ //golden
+ Text[TextGoldenNotesScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextGolden_ActualValue[PlayerNumber]);
+ Text[TextGoldenNotesScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarGolden_EaseOut_Step / 100);
+
+ Static[StaticBoxLightest[PlayerNumber + ArrayStartModifier]].Texture.Alpha := (BarGolden_EaseOut_Step / 100);
+ Text[TextGoldenNotes[PlayerNumber + ArrayStartModifier]].Alpha := (BarGolden_EaseOut_Step / 100);
+
+ // line bonus
+ Text[TextLineBonusScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextPhrase_ActualValue[PlayerNumber]);
+ Text[TextLineBonusScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarPhrase_EaseOut_Step / 100);
+
+ Static[StaticBoxLight[PlayerNumber + ArrayStartModifier]].Texture.Alpha := (BarPhrase_EaseOut_Step / 100);
+ Text[TextLineBonus[PlayerNumber + ArrayStartModifier]].Alpha := (BarPhrase_EaseOut_Step / 100);
+
+ // plain score
+ Text[TextNotesScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextScore_ActualValue[PlayerNumber]);
+ Text[TextNotes[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+
+ Static[StaticBoxDark[PlayerNumber + ArrayStartModifier]].Texture.Alpha := (BarScore_EaseOut_Step / 100);
+ Text[TextNotesScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+
+ // total score
+ Text[TextTotalScore[PlayerNumber + ArrayStartModifier]].Text := IntToStr(TextScore_ActualValue[PlayerNumber] + TextPhrase_ActualValue[PlayerNumber] + TextGolden_ActualValue[PlayerNumber]);
+ Text[TextTotalScore[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+
+ Text[TextTotal[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+
+ Text[TextTotal[PlayerNumber + ArrayStartModifier]].Alpha := (BarScore_EaseOut_Step / 100);
+
+ if(BarGolden_EaseOut_Step > 100) then
+ begin
+ ShowRating(PlayerNumber);
+ end;
+end;
+
+
+procedure TScreenScore.ShowRating(PlayerNumber: integer);
+var
+ ArrayStartModifier : integer;
+ Rating : integer;
+ fu : integer;
+
+ Posx : real;
+ Posy : real;
+ width : array[1..3] of real;
+begin
+ case PlayersPlay of
+ 1: ArrayStartModifier := 0;
+ 2, 4: ArrayStartModifier := 1;
+ 3, 6: ArrayStartModifier := 3;
+ end;
+
+ fu := PlayerNumber + ArrayStartModifier;
+
+ //todo: this could break if the width is not given, for instance when there's a skin with no picture for ratings
+ if ( aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width > 0 ) AND // JB :)
+ ( aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue > 0 ) then
+ begin
+ Text[TextScore[PlayerNumber + ArrayStartModifier]].Alpha :=
+ aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue / aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width;
+ end;
+ // end todo
+
+ {{$IFDEF TRANSLATE}
+ case (Player[PlayerNumber-1].ScoreTotalI) of
+ 0..2000:
+ begin
+ Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_TONE_DEAF');
+ Rating := 0;
+ end;
+ 2010..4000:
+ begin
+ Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_AMATEUR');
+ Rating := 1;
+ end;
+ 4010..6000:
+ begin
+ Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_RISING_STAR');
+ Rating := 2;
+ end;
+ 6010..8000:
+ begin
+ Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_LEAD_SINGER');
+ Rating := 3;
+ end;
+ 8010..9000:
+ begin
+ Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_HIT_ARTIST');
+ Rating := 4;
+ end;
+ 9010..9800:
+ begin
+ Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_SUPERSTAR');
+ Rating := 5;
+ end;
+ 9810..10000:
+ begin
+ Text[TextScore[fu]].Text := Language.Translate('SING_SCORE_ULTRASTAR');
+ Rating := 6;
+ end;
+ end;
+ {{$ELSE}{
+ case (Player[P].ScoreTotalI-1) of
+ 0..2000: Text[TextScore[fu]].Text := 'Tone Deaf';
+ 2010..4000: Text[TextScore[fu]].Text := 'Amateur';
+ 4010..6000: Text[TextScore[fu]].Text := 'Rising Star';
+ 6010..8000: Text[TextScore[fu]].Text := 'Lead Singer';
+ 8010..9000: Text[TextScore[fu]].Text := 'Hit Artist';
+ 9010..9800: Text[TextScore[fu]].Text := 'Superstar';
+ 9810..10000: Text[TextScore[fu]].Text := 'Ultrastar';
+ end;
+ {$ENDIF}
+
+ // Bounce the rating picture in
+ PosX := aPlayerScoreScreenRatings[PlayerNumber].RatePic_X + (aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width / 2);
+ PosY := aPlayerScoreScreenRatings[PlayerNumber].RatePic_Y + (aPlayerScoreScreenRatings[PlayerNumber].RatePic_Height / 2); ;
+
+ elastique(PlayerNumber);
+
+ width[PlayerNumber] := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue/2;
+
+ glBindTexture(GL_TEXTURE_2D, Tex_Score_Ratings[Rating].TexNum);
+
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex2f(PosX - width[PlayerNumber], PosY - width[PlayerNumber]);
+ glTexCoord2f(Tex_Score_Ratings[Rating].TexW, 0); glVertex2f(PosX + width[PlayerNumber], PosY - width[PlayerNumber]);
+ glTexCoord2f(Tex_Score_Ratings[Rating].TexW, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX + width[PlayerNumber], PosY + width[PlayerNumber]);
+ glTexCoord2f(0, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX - width[PlayerNumber], PosY + width[PlayerNumber]);
+ glEnd;
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2d);
+end;
+
+
+function TscreenScore.elastique(PlayerNumber : Integer): real;
+var
+ ReturnValue : real;
+ p, s : real;
+
+ RaiseStep, Actual_Value, MaxVal : real;
+ EaseOut_Step : integer;
+begin
+ EaseOut_Step := aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep;
+ Actual_Value := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue;
+ MaxVal := aPlayerScoreScreenRatings[PlayerNumber].RatePic_Width;
+
+ RaiseStep := EaseOut_Step;
+
+ if (RaiseStep = 0) then
+ ReturnValue := MaxVal;
+
+ if ( MaxVal > 0 ) AND // JB :)
+ ( RaiseStep > 0 ) then
+ begin
+ RaiseStep := RaiseStep / MaxVal;
+ end;
+
+ if (RaiseStep = 1) then
+ begin
+ ReturnValue := MaxVal;
+ end
+ else
+ begin
+ p := MaxVal * 0.4;
+
+ s := p/(2*PI) * arcsin (1);
+ ReturnValue := MaxVal * power(2,-5 * RaiseStep) * sin( (RaiseStep * MaxVal - s) * (2 * PI) / p) + MaxVal;
+
+ inc(aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep);
+ aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue := ReturnValue;
+ end;
+
+ Result := ReturnValue;
+end;
+
+
+function TscreenScore.EaseBarIn(PlayerNumber : Integer; BarType: String) : real;
+const
+ RaiseSmoothness : integer = 100;
+var
+ MaxHeight : real;
+ NewHeight : real;
+ Width : real;
+
+ Height2Reach : real;
+
+ RaiseStep : real;
+
+ BarStartPosX : Single;
+ BarStartPosY : Single;
+
+ lTmp : real;
+ Score : integer;
+
+ //textures
+ TextureBar : integer;
+ TextureRound : integer;
+begin
+ MaxHeight := aPlayerScoreScreenDatas[PlayerNumber].Bar_Height;
+ Width := aPlayerScoreScreenDatas[PlayerNumber].Bar_Width;
+
+ BarStartPosX := aPlayerScoreScreenDatas[PlayerNumber].Bar_X;
+
+ // The texture starts in the upper left corner, so let's subtract the height - so we can arise it
+
+ // let's get the points according to the bar we draw
+ // score array starts at 0, which means the score for player 1 is in score[0]
+ // 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;
+ RaiseStep := BarScore_EaseOut_Step;
+ BarStartPosY := aPlayerScoreScreenDatas[PlayerNumber].Bar_Y + MaxHeight;
+ end;
+ if (BarType = 'Line') then
+ begin
+ Score := Player[PlayerNumber - 1].ScoreLineI;
+ RaiseStep := BarPhrase_EaseOut_Step;
+ BarStartPosY := aPlayerScoreScreenDatas[PlayerNumber].Bar_Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight + MaxHeight;
+ end;
+ if (BarType = 'Golden') then
+ begin
+ Score := Player[PlayerNumber - 1].ScoreGoldenI;
+ RaiseStep := BarGolden_EaseOut_Step;
+ BarStartPosY := aPlayerScoreScreenDatas[PlayerNumber].Bar_Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight - aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight + MaxHeight;
+ end;
+
+ // the height dependend of the score
+ Height2Reach := (Score / 10000) * MaxHeight;
+
+ if (aPlayerScoreScreenDatas[PlayerNumber].Bar_Actual_Height < Height2Reach) then
+ begin
+ // Check http://proto.layer51.com/d.aspx?f=400 for more info on easing functions
+ // Calculate the actual step according to the maxsteps
+ RaiseStep := RaiseStep / EaseOut_MaxSteps;
+
+ // quadratic easing out - decelerating to zero velocity
+ // -end_position * current_time * ( current_time - 2 ) + start_postion
+ lTmp := (-Height2Reach * RaiseStep * (RaiseStep - 20) + BarStartPosY);
+
+ if ( RaiseSmoothness > 0 ) AND ( lTmp > 0 ) then
+ begin
+ NewHeight := lTmp / RaiseSmoothness;
+ end;
+ end
+ else
+ begin
+ NewHeight := Height2Reach;
+ end;
+
+ glColor4f(1, 1, 1, 1);
+
+ // set the texture for the bar
+ if (BarType = 'Note') then
+ begin
+ glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Dark.TexNum);
+ end;
+ if (BarType = 'Line') then
+ begin
+ glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Light.TexNum);
+ end;
+ if (BarType = 'Golden') then
+ begin
+ glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Lightest.TexNum);
+ end;
+
+ //draw it
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex3f(BarStartPosX, BarStartPosY - NewHeight, ZBars);
+ glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, BarStartPosY - NewHeight, ZBars);
+ glTexCoord2f(1, 1); glVertex3f(BarStartPosX + Width, BarStartPosY, ZBars);
+ glTexCoord2f(0, 1); glVertex3f(BarStartPosX, BarStartPosY, ZBars);
+ glEnd;
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2d);
+
+ //the round thing on top
+ if (BarType = 'Note') then
+ glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Dark.TexNum);
+ if (BarType = 'Line') then
+ glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Light.TexNum);
+ if (BarType = 'Golden') then
+ glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Lightest.TexNum);
+
+ glEnable(GL_TEXTURE_2D);
+ glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ glEnable(GL_BLEND);
+
+ glBegin(GL_QUADS);
+ glTexCoord2f(0, 0); glVertex3f(BarStartPosX, (BarStartPosY - Static[StaticLevelRound[PlayerNumber]].Texture.h) - NewHeight, ZBars);
+ glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, (BarStartPosY - Static[StaticLevelRound[PlayerNumber]].Texture.h) - NewHeight, ZBars);
+ glTexCoord2f(1, 1); glVertex3f(BarStartPosX + Width, BarStartPosY - NewHeight, ZBars);
+ glTexCoord2f(0, 1); glVertex3f(BarStartPosX, BarStartPosY - NewHeight, ZBars);
+ glEnd;
+
+ glDisable(GL_BLEND);
+ glDisable(GL_TEXTURE_2d);
+
+ if (BarType = 'Note') then
+ aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight := NewHeight;
+ if (BarType = 'Line') then
+ aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight := NewHeight;
+ if (BarType = 'Golden') then
+ aPlayerScoreScreenDatas[PlayerNumber].BarGolden_ActualHeight := NewHeight;
+end;
+
+
+function TScreenScore.EaseScoreIn(PlayerNumber: integer; ScoreType : String) : real;
+const
+ RaiseSmoothness : integer = 100;
+var
+ RaiseStep : Real;
+ lTmpA : Real;
+ ScoreReached :Integer;
+ EaseOut_Step :Real;
+ ActualScoreValue:integer;
+begin
+ if (ScoreType = 'Note') then
+ begin
+ EaseOut_Step := BarScore_EaseOut_Step;
+ ActualScoreValue := TextScore_ActualValue[PlayerNumber];
+ ScoreReached := Player[PlayerNumber-1].ScoreI;
+ end;
+ if (ScoreType = 'Line') then
+ begin
+ EaseOut_Step := BarPhrase_EaseOut_Step;
+ ActualScoreValue := TextPhrase_ActualValue[PlayerNumber];
+ ScoreReached := Player[PlayerNumber-1].ScoreLineI;
+ end;
+ if (ScoreType = 'Golden') then
+ begin
+ EaseOut_Step := BarGolden_EaseOut_Step;
+ ActualScoreValue := TextGolden_ActualValue[PlayerNumber];
+ ScoreReached := Player[PlayerNumber-1].ScoreGoldenI;
+ end;
+
+ // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps
+ RaiseStep := EaseOut_Step;
+
+ if (ActualScoreValue < ScoreReached) then
+ begin
+ // Calculate the actual step according to the maxsteps
+ RaiseStep := RaiseStep / EaseOut_MaxSteps;
+
+ // quadratic easing out - decelerating to zero velocity
+ // -end_position * current_time * ( current_time - 2 ) + start_postion
+ lTmpA := (-ScoreReached * RaiseStep * (RaiseStep - 20));
+ if ( lTmpA > 0 ) AND
+ ( RaiseSmoothness > 0 ) then
+ begin
+ if (ScoreType = 'Note') then
+ begin
+ TextScore_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness);
+ end;
+ if (ScoreType = 'Line') then
+ begin
+ TextPhrase_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness);
+ end;
+ if (ScoreType = 'Golden') then
+ begin
+ TextGolden_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness);
+ end;
+ end;
+ end
+ else
+ begin
+ if (ScoreType = 'Note') then
+ begin
+ TextScore_ActualValue[PlayerNumber] := ScoreReached;
+ end;
+ if (ScoreType = 'Line') then
+ begin
+ TextPhrase_ActualValue[PlayerNumber] := ScoreReached;
+ end;
+ if (ScoreType = 'Golden') then
+ begin
+ TextGolden_ActualValue[PlayerNumber] := ScoreReached;
+ end;
+ end;
+end;
+
+procedure TScreenScore.FillPlayer(Item, P: integer);
+var
+ S: string;
+begin
+ Text[TextName[Item]].Text := Ini.Name[P];
+
+ S := IntToStr((Round(Player[P].Score) div 10) * 10);
+ while (Length(S)<4) do
+ S := '0' + S;
+ Text[TextNotesScore[Item]].Text := S;
+
+ // while (Length(S)<5) do S := '0' + S;
+ // Text[TextTotalScore[Item]].Text := S;
+
+ //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);
+ while (Length(S)<5) do
+ S := '0' + S;
+ Text[TextTotalScore[Item]].Text := S;
+
+ S := IntToStr(Player[P].ScoreLineI);
+ while (Length(S)<4) do
+ S := '0' + S;
+ Text[TextLineBonusScore[Item]].Text := S;
+
+ S := IntToStr(Player[P].ScoreGoldenI);
+ while (Length(S)<4) do
+ S := '0' + S;
+ Text[TextGoldenNotesScore[Item]].Text := S;
+ //end of fix
+
+ LoadColor(
+ Text[TextName[Item]].ColR,
+ Text[TextName[Item]].ColG,
+ Text[TextName[Item]].ColB,
+ 'P' + IntToStr(P+1) + 'Dark');
+ {
+ LoadColor(
+ Static[StaticBoxLightest[Item]].Texture.ColR,
+ Static[StaticBoxLightest[Item]].Texture.ColG,
+ Static[StaticBoxLightest[Item]].Texture.ColB,
+ 'P' + IntToStr(P+1) + 'Lightest');
+
+ LoadColor(
+ Static[StaticBoxLight[Item]].Texture.ColR,
+ Static[StaticBoxLight[Item]].Texture.ColG,
+ Static[StaticBoxLight[Item]].Texture.ColB,
+ 'P' + IntToStr(P+1) + 'Light');
+
+ LoadColor(
+ Static[StaticBoxDark[Item]].Texture.ColR,
+ Static[StaticBoxDark[Item]].Texture.ColG,
+ Static[StaticBoxDark[Item]].Texture.ColB,
+ 'P' + IntToStr(P+1) + 'Dark');
+ }
+end;
+
+end.
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