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-rw-r--r--Game/Code/Classes/UCovers.pas539
-rw-r--r--Game/Code/Classes/UMain.pas1876
-rw-r--r--Game/Code/Classes/USongs.pas2
-rw-r--r--Game/Code/Screens/UScreenSong.pas22
4 files changed, 1337 insertions, 1102 deletions
diff --git a/Game/Code/Classes/UCovers.pas b/Game/Code/Classes/UCovers.pas
index 1d3f737c..d3665854 100644
--- a/Game/Code/Classes/UCovers.pas
+++ b/Game/Code/Classes/UCovers.pas
@@ -1,5 +1,23 @@
unit UCovers;
+{********************
+ UCover
+ Contains Class managing Covers.Cache File
+ File Structure:
+ TCC_FileHeader
+
+ TextureData
+ * Array of TCC_TextureData
+
+ Indexes
+ * TCC_FileIndex Header Block
+ * TCC_FileIndex
+ * String containing Filename of Last IndexEntry. Ending with #0
+ .
+ .
+ * TCC_FileIndex Footer Block
+*********************}
+
interface
{$IFDEF FPC}
@@ -21,23 +39,81 @@ uses OpenGL12,
UThemes,
UTexture;
+const
+ cCC_CoverW = 128;
+ cCC_CoverH = 128;
+ cCC_CoverSize = cCC_CoverW * cCC_CoverH * 3;
+ cCC_HeaderText = 'USDxCo' + #0 + #1;
+ cCC_HeaderVersion = 1000;
+ cCC_IndexIndicator= 'I' + 'N' + 'D' + #0;
+
type
TCover = record
Name: string;
W: word;
H: word;
Size: integer;
- Position: integer; // position of picture in the cache file
+ Position: integer; //position of picture in the cache file
// Data: array of byte;
end;
+ //-------------------------------------------------------------------
+ //Covers.Cache File Parts
+
+ TCC_Hash = Array [1..32] of Char;
+ TCC_FileHeader = record
+ FileTyp: Array [1..8] of Char; //Some String to detect if this is the file we want to open
+ Version: DWord; //Version of Covers.Cache File
+ Hash: TCC_Hash; //Some Randomly Created Alphanumeric String to Identify w/ SongDB
+ CoverW: Word; //Width of all Covers in Cache
+ CoverH: Word; //Height of all Covers in Cache
+ DataStart: Cardinal; //Start Position in Bytes of Data Part
+ DataLength: Cardinal; //Start Position in Bytes of Data Part
+ IndexStart: Cardinal; //Start of Index Block in Bytes
+ end;
+
+ PCC_TextureData = ^TCC_TextureData;
+ TCC_TextureData = Array [0..cCC_CoverSize - 1] of Byte;
+
+ TCC_FileIndexHeader = record
+ Indicator: Array [1..4] of Char; //Contains INDE
+ HighestID: Cardinal; //Highest ID of a Cover
+ end;
+
+ TCC_FileIndex = record
+ LastUpdated: Integer; //Time of LastFilechange
+ DataStart: Cardinal; //Position of TextureData of this Cover in Bytes.
+ //0 if this is empty slot(Deleted Cover)(Id not available)
+ //1 if the Texture Data is not already loaded to Cache
+ //High(Cardinal) if this is IndexFooter
+ //Filename: String;
+ end;
+
+ TCC_IndexListItem = record
+ Filename: String;
+ TexID: Integer;
+ FileIndex: TCC_FileIndex;
+ end;
+ TCC_IndexList = Array of TCC_IndexListItem;
+
TCovers = class
private
- Filename: String;
+ Filename: String;
+
+ Header: TCC_FileHeader;
+ HighestID: Integer;
+ Count: Cardinal;
+ Index: TCC_IndexList;
+ IndexNeedRewrite: Boolean; //Index in CacheFile is overwritten by other Data
+ CacheReadOnly: Boolean; //Cache File is read only
- WritetoFile: Boolean;
+ Function WriteHeader:Boolean;
+ Function ReadHeader: Boolean;
+ Function ReadIndex: Boolean;
+ Function WriteIndex: Boolean;
+ Function AddTexData(Data: PCC_TextureData): Cardinal;
public
W: word;
H: word;
@@ -45,14 +121,15 @@ type
Data: array of byte;
Cover: array of TCover;
- constructor Create;
- procedure Load;
- procedure Save;
+ property Hash: TCC_Hash read Header.Hash;
+
+ constructor Create(const Filename: String);
+ procedure Load(const Filename: String);
Function AddCover(FileName: string): Integer; //Returns ID, Checks Cover for Change, Updates Cover if required
- function CoverExists(FileName: string): boolean;
- function CoverNumber(FileName: string): integer; //Returns ID by FilePath
+ function CoverExists(FileName: string): Integer; //Returns ID by FilePath
procedure PrepareData(FileName: string);
Procedure LoadTextures;
+ Function ReWriteCache: Boolean; //Deletes old cover.cache file and writes new one
end;
var
@@ -65,189 +142,353 @@ uses UMain,
ULog,
DateUtils;
-constructor TCovers.Create;
+constructor TCovers.Create(const Filename: String);
begin
- W := 128;
- H := 128;
- Size := W*H*3;
- Load;
- WritetoFile := True;
+ HighestID := -1;
+ SetLength(Index, HighestID + 2);
+ Load(Filename);
end;
-procedure TCovers.Load;
+//----------------------------------------------
+// Some File handling helpers
+
+//--------
+// Reads and Checks Header. Returns True if Header is correct
+//--------
+Function TCovers.ReadHeader: Boolean;
var
- F: File;
- C: integer; // cover number
- W: word;
- H: word;
- Bits: byte;
- NLen: word;
- Name: string;
-// Data: array of byte;
+ F: File of TCC_FileHeader;
begin
- if FileExists(GamePath + 'covers.cache') then
- begin
- AssignFile(F, GamePath + 'covers.cache');
- Reset(F, 1);
-
- WritetoFile := not FileIsReadOnly(GamePath + 'covers.cache');
-
- SetLength(Cover, 0);
+ try
+ //Read Header
+ AssignFile(F, Filename);
+
+ try
+ Reset(F);
+ Read(F, Header);
+ finally
+ CloseFile(F);
+ end;
- while not EOF(F) do
+ //Check Header
+ If (Header.FileTyp = cCC_HeaderText) AND
+ (Header.Version = cCC_HeaderVersion) then
begin
- SetLength(Cover, Length(Cover)+1);
-
- BlockRead(F, W, 2);
- Cover[High(Cover)].W := W;
-
- BlockRead(F, H, 2);
- Cover[High(Cover)].H := H;
+ Result := True;
+ IndexNeedRewrite := True;
+ end
+ Else
+ Result := False;
- BlockRead(F, Bits, 1);
- Cover[High(Cover)].Size := W * H * (Bits div 8);
-
- // test
- // W := 128;
- // H := 128;
- // Bits := 24;
- // Seek(F, FilePos(F) + 3);
+ except
+ Result := False;
+ end;
+end;
- BlockRead(F, NLen, 2);
- SetLength(Name, NLen);
+//--------
+// Writes Header(Resets File). Returns True if Writing succeed
+//--------
+Function TCovers.WriteHeader:Boolean;
+var
+ F: File of TCC_FileHeader;
+begin
+ try
+ Result := True;
+ //Read Header
+ AssignFile(F, Filename);
+ try
+ If (not FileExists(Filename)) then
+ ReWrite(F)
+ else
+ Reset(F);
+
+ Write(F, Header);
+ finally
+ CloseFile(F);
+ end;
+ except
+ Result := False;
+ end;
+end;
- BlockRead(F, Name[1], NLen);
- Cover[High(Cover)].Name := Name;
+//--------
+// Reads and Checks Index. Returns True if Index is correct
+//--------
+Function TCovers.ReadIndex: Boolean;
+var
+ F: File of Byte;
+ IndexHeader: TCC_FileIndexHeader;
+ I: Integer;
- Cover[High(Cover)].Position := FilePos(F);
- Seek(F, FilePos(F) + W*H*(Bits div 8));
+ Procedure mReadLn(var S: String);
+ var J: Integer;
+ begin
+ S := '';
+ J := 0;
+
+ Repeat
+ Inc(J);
+ SetLength(S, J);
+ Read(F, Byte(S[J]));
+ Until S[J] = #10
+ end;
+begin
+ try
+ //Read Header
+ AssignFile(F, Filename);
+ try
+ Reset(F);
+ Seek(F, Header.IndexStart);
+
+ BlockRead(F, IndexHeader, SizeOf(TCC_FileIndexHeader));
+
+ If (IndexHeader.Indicator = cCC_IndexIndicator) then
+ begin
+ Result := False;
+
+ HighestID := IndexHeader.HighestID;
+ SetLength(Index, HighestID + 2);
+
+ Count := 0;
+ Result := True;
+ If (HighestID > 0) then
+ begin
+ //Read File Infos until (Eof or Footer)
+ I := 0;
+ While (Not Eof(F)) AND ((I <= 0) OR (Index[I].FileIndex.DataStart <> High(Cardinal))) do
+ begin
+ If (I > HighestID) then
+ begin //Header IndexCOunt was wrong, running out of array
+ Inc(HighestID);
+ IndexNeedReWrite := True;
+ SetLength(Index, HighestID + 2);
+ end;
+
+ BlockRead(F, Index[I].FileIndex, SizeOf(TCC_FileIndex));
+ Index[I].TexID := -1;
+
+ If (Index[I].FileIndex.DataStart <> High(Cardinal)) AND (Not Eof(F)) then
+ begin
+ //Read Filename
+ mReadLn(Index[I].Filename);
+ Inc(Count);
+ end;
+
+ Inc(I);
+ end;
+
+ If (Index[HighestID + 1].FileIndex.DataStart = High(Cardinal)) then
+ begin //No Footer found
+ IndexNeedReWrite := True;
+ end;
+ end;
+
+ end;
+
+ finally
+ CloseFile(F);
+ end;
+ except
+ Result := False;
+ end;
+end;
- // SetLength(Cover[High(Cover)].Data, W*H*(Bits div 8));
- // BlockRead(F, Cover[High(Cover)].Data[0], W*H*(Bits div 8));
+//--------
+// Writes Index. Returns True if Writing succeed
+//--------
+Function TCovers.WriteIndex: Boolean;
+var
+ F: File of Byte;
+ IndexHeader: TCC_FileIndexHeader;
+ I: Integer;
- end; // While
+ Procedure mWriteLn(var S: String);
+ var N: Byte;
+ begin
+ BlockWrite(F, S, Length(S));
+ N := Byte(#10);
+ Write(F, N);
+ end;
+begin
+ Result := WriteHeader;
- CloseFile(F);
- end; // fileexists
+ If (Result) then
+ begin
+ try
+ //Read Header
+ AssignFile(F, Filename);
+ try
+ Reset(F);
+
+ Seek(F, Header.IndexStart);
+ //Write Header
+ IndexHeader.Indicator := cCC_IndexIndicator;
+ IndexHeader.HighestID := HighestID;
+
+ BlockWrite(F, IndexHeader, SizeOf(TCC_FileIndexHeader));
+
+ Count := 0;
+ Result := True;
+
+ //Prepare Footer
+ Index[HighestID + 1].FileIndex.DataStart := High(Cardinal);
+
+ // Write Fileinfo
+ For I := 0 to HighestID+1 do
+ begin
+ BlockWrite(F, Index[I].FileIndex, SizeOf(TCC_FileIndex));
+ mWriteLn(Index[I].Filename);
+ end;
+
+ finally
+ CloseFile(F);
+ end;
+ except
+ Result := False;
+ end;
+ end;
end;
-procedure TCovers.Save;
+//--------
+// Writes some Texture Data to the End of TextureData Block
+//--------
+Function TCovers.AddTexData(Data: PCC_TextureData): Cardinal;
var
- F: File;
- C: integer; // cover number
- W: word;
- H: word;
- NLen: word;
- Bits: byte;
+ F: File of Byte;
begin
-{ AssignFile(F, GamePath + 'covers.cache');
- Rewrite(F, 1);
-
- Bits := 24;
- for C := 0 to High(Cover) do begin
- W := Cover[C].W;
- H := Cover[C].H;
-
- BlockWrite(F, W, 2);
- BlockWrite(F, H, 2);
- BlockWrite(F, Bits, 1);
-
- NLen := Length(Cover[C].Name);
- BlockWrite(F, NLen, 2);
- BlockWrite(F, Cover[C].Name[1], NLen);
- BlockWrite(F, Cover[C].Data[0], W*H*(Bits div 8));
- end;
+ try
+ AssignFile(F, Filename);
+ try
+ Reset(F);
+ Seek(F, Header.DataStart + Header.DataLength);
+
+ BlockWrite(F, Data, SizeOf(TCC_TextureData));
- CloseFile(F);}
+ Result := Header.DataStart + Header.DataLength;
+ Inc(Header.DataLength, SizeOf(TCC_TextureData));
+
+ Header.IndexStart := Header.DataStart + Header.DataLength + 1;
+ IndexNeedReWrite := True;
+ finally
+ CloseFile(F);
+ end;
+ except
+ Result := 0;
+ end;
end;
-Function TCovers.AddCover(FileName: string): Integer;
+procedure TCovers.Load(const Filename: String);
var
- B: integer;
- F: File;
- C: integer; // cover number
- NLen: word;
- Bits: byte;
+ Succeed: Boolean;
begin
- if not CoverExists(FileName) then
+ Self.Filename := Filename;
+ Succeed := False;
+ If (FileExists(Filename)) then
begin
- SetLength(Cover, Length(Cover)+1);
- Cover[High(Cover)].Name := FileName;
-
- Cover[High(Cover)].W := W;
- Cover[High(Cover)].H := H;
- Cover[High(Cover)].Size := Size;
-
- // do not copy data. write them directly to file
-// SetLength(Cover[High(Cover)].Data, Size);
-// for B := 0 to Size-1 do
-// Cover[High(Cover)].Data[B] := CacheMipmap[B];
-
- if WritetoFile then
- begin
- AssignFile(F, GamePath + 'covers.cache');
-
- if FileExists(GamePath + 'covers.cache') then
- begin
- Reset(F, 1);
- Seek(F, FileSize(F));
- end
- else
+ CacheReadOnly := FileisReadOnly(Filename);
+ If (ReadHeader) then
+ begin //Header successful read
+ If (ReadIndex) then
begin
- Rewrite(F, 1);
+ Succeed := True;
end;
+ end;
+ end;
- Bits := 24;
-
- BlockWrite(F, W, 2);
- BlockWrite(F, H, 2);
- BlockWrite(F, Bits, 1);
-
- NLen := Length(FileName);
- BlockWrite(F, NLen, 2);
- BlockWrite(F, FileName[1], NLen);
+ If not Succeed and not CacheReadOnly then
+ If not (ReWriteCache) then
+ CacheReadOnly := True;
+end;
- Cover[High(Cover)].Position := FilePos(F);
- BlockWrite(F, CacheMipmap[0], W*H*(Bits div 8));
+Function TCovers.AddCover(FileName: string): Integer;
+var I: Integer;
+begin
+ Result := CoverExists(Filename);
+ If (Result = -1) then
+ begin //Add Cover(Does not exist)
+ If (Count <= HighestID) then
+ begin //There is an empty slot, Search It
+ For I := 0 to HighestID do
+ If (Index[I].FileIndex.DataStart = 0) then
+ begin //Found the Slot
+ Result := I;
+ Break;
+ end;
+ end;
- CloseFile(F);
+ If (Result = -1) then
+ begin //Attach it to the End
+ Inc(HighestID);
+ SetLength(Index, HighestID + 2);
+ Result := HighestID;
end;
+
+ Index[Result].Filename := Filename;
+ Index[Result].TexID := -1;
+ Index[Result].FileIndex.DataStart := 1;
end
else
- Cover[High(Cover)].Position := 0;
+ begin //Check if File has Changed
+ If (Index[Result].FileIndex.LastUpdated < 0) then
+ begin
+
+ end;
+ end;
end;
-function TCovers.CoverExists(FileName: string): boolean;
+Function TCovers.CoverExists(FileName: string): integer;
var
- C: integer; // cover
+ I: integer;
begin
- Result := false;
- C := 0;
-
- while (C <= High(Cover)) and (Result = false) do
+ Result := -1;
+ {$IFDEF MSWINDOWS}
+ Filename := Uppercase(Filename);
+ {$ENDIF}
+
+ For I := 0 to HighestID do
begin
- if Cover[C].Name = FileName then
- Result := true;
-
- Inc(C);
+ If (Index[I].FileIndex.DataStart <> 0) AND
+ {$IFDEF MSWINDOWS}
+ (Uppercase(Index[I].Filename) = Filename) then
+ {$ELSE}
+ (Index[I].Filename = Filename)
+ {$ENDIF}
+ begin
+ Result := I;
+ Exit;
+ end;
end;
end;
-function TCovers.CoverNumber(FileName: string): integer;
-var
- C: integer;
-begin
- Result := -1;
- C := 0;
-
- while (C <= High(Cover)) and (Result = -1) do
+//--------
+// Deletes old cover.cache file and writes new one
+//--------
+Function TCovers.ReWriteCache: Boolean;
+
+ Function MakeHash: TCC_Hash;
+ const AlphaNumeric: Array[0..35] of Char = ('A', 'B', 'C', 'D', 'E', 'F', 'G', 'H', 'I', 'J', 'K', 'L', 'M', 'N', 'O', 'P', 'Q', 'R', 'S', 'T', 'U', 'V', 'W', 'X', 'Y', 'Z', '0', '1', '2', '3', '4', '5', '6', '7', '8', '9');
+ var I: Integer;
begin
- if Cover[C].Name = FileName then
- Result := C;
-
- Inc(C);
+ For I := Low(Result) to High(Result) do
+ Result[I] := AlphaNumeric[Random(Length(AlphaNumeric))];
end;
+begin
+ If not CacheReadOnly then
+ begin
+ Header.FileTyp := cCC_HeaderText;
+ Header.Version := cCC_HeaderVersion;
+ Header.Hash := MakeHash;
+ Header.CoverW := cCC_CoverW;
+ Header.CoverH := cCC_CoverH;
+ Header.DataStart := SizeOf(TCC_FileHeader) + 4; //Total of 64 Bytes (4 Bytes Space)
+ Header.DataLength := 0;
+ Header.IndexStart := Header.DataStart + Header.DataLength + 4;
+
+ Result := WriteIndex;
+ end
+ else
+ Result := False;
end;
procedure TCovers.PrepareData(FileName: string);
@@ -260,7 +501,7 @@ begin
AssignFile(F, GamePath + 'covers.cache');
Reset(F, 1);
- C := CoverNumber(FileName);
+ C := CoverExists(FileName);
SetLength(Data, Cover[C].Size);
if Length(Data) < 6 then
Log.LogStatus('Length(Data) < 6', 'TCovers.PrepareData');
diff --git a/Game/Code/Classes/UMain.pas b/Game/Code/Classes/UMain.pas
index baefeff8..898c7193 100644
--- a/Game/Code/Classes/UMain.pas
+++ b/Game/Code/Classes/UMain.pas
@@ -1,873 +1,868 @@
-unit UMain;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses
- SDL,
- UGraphic,
- UMusic,
- URecord,
- UTime,
- SysUtils,
- UDisplay,
- UIni,
- ULog,
- ULyrics,
- UScreenSing,
- USong,
- OpenGL12,
- UThemes;
-
-type
- TPlayer = record
- Name: string;
-
- // Index in Teaminfo record
- TeamID: Byte;
- PlayerID: Byte;
-
- // Scores
- Score: real;
- ScoreLine: real;
- ScoreGolden: real;
-
- ScoreI: integer;
- ScoreLineI: integer;
- ScoreGoldenI: integer;
- ScoreTotalI: integer;
-
- // LineBonus Mod
- ScoreLast: Real;//Last Line Score
-
- // PerfectLineTwinkle Mod (effect)
- LastSentencePerfect: Boolean;
-
- //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;
- end;
-
-
-var
- // Absolute Paths
- GamePath: string;
- SoundPath: string;
- SongPath: string;
- LogPath: string;
- ThemePath: string;
- SkinsPath: string;
- ScreenshotsPath: string;
- CoversPath: string;
- LanguagesPath: string;
- PluginPath: string;
- VisualsPath: string;
- PlayListPath: string;
-
- UserSongPath: string = '';
- UserCoversPath: string = '';
- UserPlaylistPath: string = '';
-
- OGL: Boolean;
- Done: Boolean;
- Event: TSDL_event;
- FileName: string;
- Restart: boolean;
-
- // player and music info
- Player: array of TPlayer;
- PlayersPlay: integer;
-
- CurrentSong : TSong;
-
-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 NewHalf; // executed when in the half between beats
-procedure NewNote(Sender: TScreenSing); // detect note
-function GetMidBeat(Time: real): real;
-function GetTimeFromBeat(Beat: integer): real;
-procedure ClearScores(PlayerNum: integer);
-
-implementation
-
-uses
- USongs,
- UJoystick,
- math,
- UCommandLine,
- ULanguage,
- SDL_ttf,
- USkins,
- UCovers,
- UCatCovers,
- UDataBase,
- UPlaylist,
- UDLLManager,
- UParty,
- UConfig,
- UCore,
- UGraphicClasses,
- UPluginDefs,
- UPlatform;
-
-
-
-
-procedure Main;
-var
- WndTitle: string;
-begin
- try
- WndTitle := USDXVersionStr;
-
- if Platform.TerminateIfAlreadyRunning( {var} WndTitle) then
- Exit;
-
- //------------------------------
- //StartUp - Create Classes and Load Files
- //------------------------------
- USTime := TTime.Create;
-
- // Commandline Parameter Parser
- Params := TCMDParams.Create;
-
- // Log + Benchmark
- Log := TLog.Create;
- Log.Title := WndTitle;
- Log.Enabled := not Params.NoLog;
- Log.BenchmarkStart(0);
-
- // Language
- Log.BenchmarkStart(1);
- Log.LogStatus('Initialize Paths', 'Initialization');
- InitializePaths;
- Log.LogStatus('Load Language', 'Initialization');
- Language := TLanguage.Create;
-
- // Add Const Values:
- Language.AddConst('US_VERSION', USDXVersionStr);
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading Language', 1);
-
- // SDL
- Log.BenchmarkStart(1);
- Log.LogStatus('Initialize SDL', 'Initialization');
- SDL_Init(SDL_INIT_VIDEO);
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Initializing SDL', 1);
-
- // SDL_ttf
- Log.BenchmarkStart(1);
- Log.LogStatus('Initialize SDL_ttf', 'Initialization');
- TTF_Init();
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Initializing SDL_ttf', 1);
-
- // Skin
- Log.BenchmarkStart(1);
- Log.LogStatus('Loading Skin List', 'Initialization');
- Skin := TSkin.Create;
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading Skin List', 1);
-
- // Ini + Paths
- Log.BenchmarkStart(1);
- Log.LogStatus('Load Ini', 'Initialization');
- Ini := TIni.Create;
- Ini.Load;
-
- //Load Languagefile
- if (Params.Language <> -1) then
- Language.ChangeLanguage(ILanguage[Params.Language])
- else
- Language.ChangeLanguage(ILanguage[Ini.Language]);
-
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading Ini', 1);
-
- // Sound
- Log.BenchmarkStart(1);
- Log.LogStatus('Initialize Sound', 'Initialization');
- InitializeSound();
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Initializing Sound', 1);
-
- // Load Sound Settings from Ini
- Log.BenchmarkStart(1);
- Log.LogStatus('Load Sound Settings', 'Initialization');
- Ini.LoadSoundSettings;
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Load Sound Settings', 1);
-
- // Theme
- Log.BenchmarkStart(1);
- Log.LogStatus('Load Themes', 'Initialization');
- Theme := TTheme.Create(ThemePath + ITheme[Ini.Theme] + '.ini', Ini.Color);
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading Themes', 1);
-
- // Covers Cache
- Log.BenchmarkStart(1);
- Log.LogStatus('Creating Covers Cache', 'Initialization');
- Covers := TCovers.Create;
- Log.LogBenchmark('Loading Covers Cache Array', 1);
- Log.BenchmarkStart(1);
-
- // Category Covers
- Log.BenchmarkStart(1);
- Log.LogStatus('Creating Category Covers Array', 'Initialization');
- CatCovers:= TCatCovers.Create;
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading Category Covers Array', 1);
-
- // Songs
- //Log.BenchmarkStart(1);
- Log.LogStatus('Creating Song Array', 'Initialization');
- Songs := TSongs.Create;
- //Songs.LoadSongList;
-
- Log.LogStatus('Creating 2nd Song Array', 'Initialization');
- CatSongs := TCatSongs.Create;
-
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading Songs', 1);
-
- // PluginManager
- Log.BenchmarkStart(1);
- Log.LogStatus('PluginManager', 'Initialization');
- DLLMan := TDLLMan.Create; // Load PluginList
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading PluginManager', 1);
-
- {// Party Mode Manager
- Log.BenchmarkStart(1);
- Log.LogStatus('PartySession Manager', 'Initialization');
- PartySession := TPartySession.Create; //Load PartySession
-
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading PartySession Manager', 1); }
-
- // Graphics
- Log.BenchmarkStart(1);
- Log.LogStatus('Initialize 3D', 'Initialization');
- Initialize3D(WndTitle);
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Initializing 3D', 1);
-
- // Score Saving System
- Log.BenchmarkStart(1);
- Log.LogStatus('DataBase System', 'Initialization');
- DataBase := TDataBaseSystem.Create;
-
- if (Params.ScoreFile = '') then
- DataBase.Init ('Ultrastar.db')
- else
- DataBase.Init (Params.ScoreFile);
-
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading DataBase System', 1);
-
- // Playlist Manager
- Log.BenchmarkStart(1);
- Log.LogStatus('Playlist Manager', 'Initialization');
- PlaylistMan := TPlaylistManager.Create;
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading Playlist Manager', 1);
-
- // GoldenStarsTwinkleMod
- Log.BenchmarkStart(1);
- Log.LogStatus('Effect Manager', 'Initialization');
- GoldenRec := TEffectManager.Create;
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Loading Particel System', 1);
-
- // Joypad
- if (Ini.Joypad = 1) OR (Params.Joypad) then
- begin
- Log.BenchmarkStart(1);
- Log.LogStatus('Initialize Joystick', 'Initialization');
- Joy := TJoy.Create;
- Log.BenchmarkEnd(1);
- Log.LogBenchmark('Initializing Joystick', 1);
- end;
-
- Log.BenchmarkEnd(0);
- Log.LogBenchmark('Loading Time', 0);
-
- Log.LogError('Creating Core');
- Core := TCore.Create(
- USDXShortVersionStr,
- MakeVersion(USDX_VERSION_MAJOR,
- USDX_VERSION_MINOR,
- USDX_VERSION_RELEASE,
- chr(0))
- );
-
- Log.LogError('Running Core');
- Core.Run;
-
- //------------------------------
- //Start- Mainloop
- //------------------------------
- Log.LogStatus('Main Loop', 'Initialization');
- MainLoop;
-
- finally
- //------------------------------
- //Finish Application
- //------------------------------
-
- // TODO:
- // call an uninitialize routine for every initialize step
- // or at least use the corresponding Free-Methods
-
- UnloadOpenGL;
- //TTF_quit();
- SDL_Quit();
-
- (*
- {$ifdef WIN32}
- if assigned(LCD) and (Ini.LPT = 1) then
- LCD.Clear;
- if assigned(Light) and (Ini.LPT = 2) then
- Light.TurnOff;
- {$endif}
- *)
-
- if assigned(Log) then
- begin
- Log.LogStatus('Main Loop', 'Finished');
- Log.Free;
- end;
- end;
-end;
-
-procedure MainLoop;
-var
- Delay: integer;
-begin
- Delay := 0;
- SDL_EnableKeyRepeat(125, 125);
-
- CountSkipTime(); // JB - for some reason this seems to be needed when we use the SDL Timer functions.
- while not Done do
- begin
- // joypad
- if (Ini.Joypad = 1) or (Params.Joypad) then
- Joy.Update;
-
- // keyboard events
- CheckEvents;
-
- // display
- done := not Display.Draw;
- SwapBuffers;
-
- // light
- //Light.Refresh;
-
- // delay
- CountMidTime;
-
- Delay := Floor(1000 / 100 - 1000 * TimeMid);
-
- if Delay >= 1 then
- SDL_Delay(Delay); // dynamic, maximum is 100 fps
-
- CountSkipTime;
-
- // reinitialization of graphics
- if Restart then
- begin
- Reinitialize3D;
- Restart := false;
- end;
-
- end;
-End;
-
-procedure CheckEvents;
-begin
- if Assigned(Display.NextScreen) then
- Exit;
-
- while SDL_PollEvent( @event ) = 1 do
- begin
- case Event.type_ of
- SDL_QUITEV:
- begin
- Display.Fade := 0;
- Display.NextScreenWithCheck := nil;
- Display.CheckOK := True;
- end;
- {
- SDL_MOUSEBUTTONDOWN:
- with Event.button Do
- begin
- if State = SDL_BUTTON_LEFT Then
- begin
- //
- end;
- end;
- }
- SDL_VIDEORESIZE:
- begin
- ScreenW := Event.resize.w;
- ScreenH := Event.resize.h;
-
- screen := SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE);
- end;
- SDL_KEYDOWN:
- begin
- // remap the "keypad enter" key to the "standard enter" key
- if (Event.key.keysym.sym = SDLK_KP_ENTER) then
- Event.key.keysym.sym := SDLK_RETURN;
-
- if (Event.key.keysym.sym = SDLK_F11) or
- ((Event.key.keysym.sym = SDLK_RETURN) and
- ((Event.key.keysym.modifier and KMOD_ALT) <> 0)) then // toggle full screen
- begin
- Ini.FullScreen := integer( not boolean( Ini.FullScreen ) );
-
- if boolean( Ini.FullScreen ) then
- begin
- SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN);
- SDL_ShowCursor(0);
- end
- else
- begin
- SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE);
- SDL_ShowCursor(1);
- end;
-
- glViewPort(0, 0, ScreenW, ScreenH);
- end
- // ScreenShot hack. If Print is pressed-> Make screenshot and Save to Screenshots Path
- else if (Event.key.keysym.sym = SDLK_SYSREQ) or (Event.key.keysym.sym = SDLK_PRINT) then
- Display.ScreenShot
- // popup hack... if there is a visible popup then let it handle input instead of underlying screen
- // shoud be done in a way to be sure the topmost popup has preference (maybe error, then check)
- else if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then
- done := not ScreenPopupError.ParseInput(Event.key.keysym.sym, 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
- done := not Display.CurrentScreen^.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True);
-
- // If Screen wants to Exit
- if done then
- begin
- // If Question Option is enabled then Show Exit Popup
- if (Ini.AskbeforeDel = 1) then
- begin
- Display.CurrentScreen^.CheckFadeTo(nil,'MSG_QUIT_USDX');
- end
- else // When asking for exit is disabled then simply exit
- begin
- Display.Fade := 0;
- Display.NextScreenWithCheck := nil;
- Display.CheckOK := True;
- end;
- end;
-
- end;
- end;
- {
- SDL_JOYAXISMOTION:
- begin
- // not implemented
- end;
- }
- SDL_JOYBUTTONDOWN:
- begin
- // not implemented
- end;
- end; // Case
- end; // While
-end;
-
-function GetTimeForBeats(BPM, Beats: real): real;
-begin
- Result := 60 / BPM * Beats;
-end;
-
-function GetBeats(BPM, msTime: real): real;
-begin
- Result := BPM * msTime / 60;
-end;
-
-procedure GetMidBeatSub(BPMNum: integer; var Time: real; var CurBeat: real);
-var
- NewTime: real;
-begin
- if High(CurrentSong.BPM) = BPMNum then
- begin
- // last BPM
- CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time);
- Time := 0;
- end
- else
- begin
- // not last BPM
- // count how much time is it for start of the new BPM and store it in NewTime
- NewTime := GetTimeForBeats(CurrentSong.BPM[BPMNum].BPM, CurrentSong.BPM[BPMNum+1].StartBeat - CurrentSong.BPM[BPMNum].StartBeat);
-
- // compare it to remaining time
- if (Time - NewTime) > 0 then
- begin
- // there is still remaining time
- CurBeat := CurrentSong.BPM[BPMNum].StartBeat;
- Time := Time - NewTime;
- end
- else
- begin
- // there is no remaining time
- CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time);
- Time := 0;
- end; // if
- end; // if
-end;
-
-function GetMidBeat(Time: real): real;
-var
- CurBeat: real;
- CurBPM: integer;
-// TopBeat: real;
-// TempBeat: real;
-// TempTime: real;
-begin
- Result := 0;
- if Length(CurrentSong.BPM) = 1 then
- Result := Time * CurrentSong.BPM[0].BPM / 60;
-
- (* 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
- // analyze second BPM
- Time := Time - GetTimeForBeats(CurrentSong.BPM[0].BPM, CurrentSong.BPM[1].StartBeat - CurBeat);
- CurBeat := CurrentSong.BPM[1].StartBeat;
- TopBeat := GetBeats(CurrentSong.BPM[1].BPM, Time);
- Result := CurBeat + TopBeat;
-
- end
- else
- begin
- (* pierwszy przedzial *)
- Result := TopBeat;
- end;
- end;}
-
- (* more BPMs *)
- if Length(CurrentSong.BPM) > 1 then
- begin
- CurBeat := 0;
- CurBPM := 0;
- while (Time > 0) do
- begin
- GetMidBeatSub(CurBPM, Time, CurBeat);
- Inc(CurBPM);
- end;
-
- Result := CurBeat;
- end;
-end;
-
-function GetTimeFromBeat(Beat: integer): real;
-var
- CurBPM: integer;
-begin
- Result := 0;
- if Length(CurrentSong.BPM) = 1 then
- Result := CurrentSong.GAP / 1000 + Beat * 60 / CurrentSong.BPM[0].BPM;
-
- (* more BPMs *)
- if Length(CurrentSong.BPM) > 1 then
- begin
- Result := CurrentSong.GAP / 1000;
- CurBPM := 0;
- while (CurBPM <= High(CurrentSong.BPM)) and
- (Beat > CurrentSong.BPM[CurBPM].StartBeat) do
- begin
- if (CurBPM < High(CurrentSong.BPM)) and
- (Beat >= CurrentSong.BPM[CurBPM+1].StartBeat) then
- begin
- // full range
- Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) *
- (CurrentSong.BPM[CurBPM+1].StartBeat - CurrentSong.BPM[CurBPM].StartBeat);
- end;
-
- if (CurBPM = High(CurrentSong.BPM)) or
- (Beat < CurrentSong.BPM[CurBPM+1].StartBeat) then
- begin
- // in the middle
- Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) *
- (Beat - CurrentSong.BPM[CurBPM].StartBeat);
- end;
- Inc(CurBPM);
- end;
-
- {
- while (Time > 0) do
- begin
- GetMidBeatSub(CurBPM, Time, CurBeat);
- Inc(CurBPM);
- end;
- }
- end; // if}
-end;
-
-procedure Sing(Sender: TScreenSing);
-var
- Count: integer;
- CountGr: integer;
- CP: integer;
- Done: real;
- N: integer;
-begin
- LineState.CurrentTime := LineState.CurrentTime + TimeSkip;
-
- 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
- LineState.CurrentBeat := Floor(LineState.MidBeat);
-
-// 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
- LineState.CurrentBeatD := Floor(LineState.MidBeatD);
- LineState.FracBeatD := Frac(LineState.MidBeatD);
-
- // sentences routines
- for CountGr := 0 to 0 do //High(Gracz)
- begin;
- CP := CountGr;
- // ustawianie starej parts
- LineState.OldLine := Lines[CP].Current;
-
- // wybieranie aktualnej 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)
- if Lines[CP].Current <> LineState.OldLine then
- NewSentence(Sender);
-
- end; // for CountGr
-
- // wykonuje operacje raz na beat
- if (LineState.CurrentBeat >= 0) and (LineState.OldBeat <> LineState.CurrentBeat) then
- NewBeat(Sender);
-
- // make some operations on clicks
- if {(LineState.CurrentBeatC >= 0) and }(LineState.OldBeatC <> LineState.CurrentBeatC) then
- NewBeatC(Sender);
-
- // make some operations when detecting new voice pitch
- if (LineState.CurrentBeatD >= 0) and (LineState.OldBeatD <> LineState.CurrentBeatD) then
- NewBeatD(Sender);
-
- // wykonuje operacje w polowie beatu
-// if (LineState.AktHalf >= 1) and (LineState.OldHalf <> LineState.AktHalf) then
-// NewHalf;
-
- // plynnie przesuwa text
- Done := 1;
- for N := 0 to Lines[0].Line[Lines[0].Current].HighNote do
- begin
- if (Lines[0].Line[Lines[0].Current].Note[N].Start <= LineState.MidBeat) and
- (Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Length >= LineState.MidBeat) then
- begin
- Done := (LineState.MidBeat - Lines[0].Line[Lines[0].Current].Note[N].Start) / (Lines[0].Line[Lines[0].Current].Note[N].Length);
- end;
- end;
-
- N := Lines[0].Line[Lines[0].Current].HighNote;
-
- // wylacza ostatnia nute po przejsciu
- {// 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;
-
- if Done > 1 then Done := 1;
- Sender.LyricMain.Done := Done; }
-
- // use Done with LCD
-{ with ScreenSing do begin
- if LyricMain.Selected >= 0 then begin
- LCD.MoveCursor(1, LyricMain.SelectedLetter + Round((LyricMain.SelectedLength-1) * Done));
- LCD.ShowCursor;
- end;
- end;}
-
-
-end;
-
-procedure NewSentence(Sender: TScreenSing);
-var
-G: Integer;
-begin
- // czyszczenie nut graczy
- for G := 0 to High(Player) do
- begin
- Player[G].IlNut := 0;
- Player[G].HighNote := -1;
- SetLength(Player[G].Note, 0);
- end;
-
- // Add Words to Lyrics
- with Sender do
- begin
- {LyricMain.AddCzesc(Lines[0].Current);
- if Lines[0].Current < Lines[0].High then
- LyricSub.AddCzesc(Lines[0].Current+1)
- else
- LyricSub.Clear;}
- while (not Lyrics.LineinQueue) and (Lyrics.LineCounter <= High(Lines[0].Line)) do
- Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
- end;
-
- //Sender.UpdateLCD;
-
- //On Sentence Change...
- Sender.onSentenceChange(Lines[0].Current);
-end;
-
-procedure NewBeat(Sender: TScreenSing);
-var
- Count: integer;
-// TempBeat: integer;
-begin
- // ustawia zaznaczenie tekstu
-// 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
- // operates on currently beated note
- //Todo: Lyrics
- //Sender.LyricMain.Selected := Count;
-
-// LCD.MoveCursor(1, ScreenSing.LyricMain.SelectedLetter);
-// LCD.ShowCursor;
-
- //LCD.MoveCursorBR(Sender.LyricMain.SelectedLetter);
- //LCD.ShowCursor;
- end;
-end;
-
-procedure NewBeatC;
-var
- Count: integer;
-// LPT_1: integer;
-// LPT_2: integer;
-begin
-// 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
- AudioPlayback.PlaySound(SoundLib.Click);
-
- // 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);
-
- (*
- 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
- Light.LightOne(0, 150)
- else
- Light.LightOne(1, 150)}
- end;
-
- for Count := 0 to Lines[0].Line[Lines[0].Current].HighNote do
- begin
- if (Lines[0].Line[Lines[0].Current].Note[Count].Start = LineState.CurrentBeatC) then
- begin
- // click assist
- 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 <> 0) then Music.PlayHihat;
- *)
- end;
- end;
-
- {$IFDEF UseSerialPort}
- // PortWriteB($378, LPT_1 + LPT_2 * 2); // 0 zapala
- {$ENDIF}
-end;
-
-procedure NewBeatD(Sender: TScreenSing);
-begin
- NewNote(Sender);
-end;
-
-//procedure NewHalf;
-//begin
-// NewNote;
-//end;
-
-procedure NewNote(Sender: TScreenSing);
+unit UMain;
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses
+ SDL,
+ UGraphic,
+ UMusic,
+ URecord,
+ UTime,
+ SysUtils,
+ UDisplay,
+ UIni,
+ ULog,
+ ULyrics,
+ UScreenSing,
+ USong,
+ OpenGL12,
+ UThemes;
+
+type
+ TPlayer = record
+ Name: string;
+
+ // Index in Teaminfo record
+ TeamID: Byte;
+ PlayerID: Byte;
+
+ // Scores
+ Score: real;
+ ScoreLine: real;
+ ScoreGolden: real;
+
+ ScoreI: integer;
+ ScoreLineI: integer;
+ ScoreGoldenI: integer;
+ ScoreTotalI: integer;
+
+ // LineBonus Mod
+ ScoreLast: Real;//Last Line Score
+
+ // PerfectLineTwinkle Mod (effect)
+ LastSentencePerfect: Boolean;
+
+ //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;
+ end;
+
+
+var
+ // Absolute Paths
+ GamePath: string;
+ SoundPath: string;
+ SongPath: string;
+ LogPath: string;
+ ThemePath: string;
+ SkinsPath: string;
+ ScreenshotsPath: string;
+ CoversPath: string;
+ LanguagesPath: string;
+ PluginPath: string;
+ VisualsPath: string;
+ PlayListPath: string;
+
+ UserSongPath: string = '';
+ UserCoversPath: string = '';
+ UserPlaylistPath: string = '';
+
+ OGL: Boolean;
+ Done: Boolean;
+ Event: TSDL_event;
+ FileName: string;
+ Restart: boolean;
+
+ // player and music info
+ Player: array of TPlayer;
+ PlayersPlay: integer;
+
+ CurrentSong : TSong;
+
+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 NewHalf; // executed when in the half between beats
+procedure NewNote(Sender: TScreenSing); // detect note
+function GetMidBeat(Time: real): real;
+function GetTimeFromBeat(Beat: integer): real;
+procedure ClearScores(PlayerNum: integer);
+
+implementation
+
+uses
+ USongs,
+ UJoystick,
+ math,
+ UCommandLine,
+ ULanguage,
+ SDL_ttf,
+ USkins,
+ UCovers,
+ UCatCovers,
+ UDataBase,
+ UPlaylist,
+ UDLLManager,
+ UParty,
+ UConfig,
+ UCore,
+ UGraphicClasses,
+ UPluginDefs,
+ UPlatform;
+
+
+
+
+procedure Main;
+var
+ WndTitle: string;
+begin
+ try
+ WndTitle := USDXVersionStr;
+
+ if Platform.TerminateIfAlreadyRunning( {var} WndTitle) then
+ Exit;
+
+ //------------------------------
+ //StartUp - Create Classes and Load Files
+ //------------------------------
+ USTime := TTime.Create;
+
+ // Commandline Parameter Parser
+ Params := TCMDParams.Create;
+
+ // Log + Benchmark
+ Log := TLog.Create;
+ Log.Title := WndTitle;
+ Log.Enabled := not Params.NoLog;
+ Log.BenchmarkStart(0);
+
+ // Language
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Initialize Paths', 'Initialization');
+ InitializePaths;
+ Log.LogStatus('Load Language', 'Initialization');
+ Language := TLanguage.Create;
+
+ // Add Const Values:
+ Language.AddConst('US_VERSION', USDXVersionStr);
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading Language', 1);
+
+ // SDL
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Initialize SDL', 'Initialization');
+ SDL_Init(SDL_INIT_VIDEO);
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Initializing SDL', 1);
+
+ // SDL_ttf
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Initialize SDL_ttf', 'Initialization');
+ TTF_Init();
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Initializing SDL_ttf', 1);
+
+ // Skin
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Loading Skin List', 'Initialization');
+ Skin := TSkin.Create;
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading Skin List', 1);
+
+ // Ini + Paths
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Load Ini', 'Initialization');
+ Ini := TIni.Create;
+ Ini.Load;
+
+ //Load Languagefile
+ if (Params.Language <> -1) then
+ Language.ChangeLanguage(ILanguage[Params.Language])
+ else
+ Language.ChangeLanguage(ILanguage[Ini.Language]);
+
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading Ini', 1);
+
+ // Sound
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Initialize Sound', 'Initialization');
+ InitializeSound();
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Initializing Sound', 1);
+
+ // Load Sound Settings from Ini
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Load Sound Settings', 'Initialization');
+ Ini.LoadSoundSettings;
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Load Sound Settings', 1);
+
+ // Theme
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Load Themes', 'Initialization');
+ Theme := TTheme.Create(ThemePath + ITheme[Ini.Theme] + '.ini', Ini.Color);
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading Themes', 1);
+
+ // Covers Cache
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Creating Covers Cache', 'Initialization');
+ Covers := TCovers.Create('covers.cache');
+ Log.LogBenchmark('Loading Covers Cache Array', 1);
+ Log.BenchmarkStart(1);
+
+ // Category Covers
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Creating Category Covers Array', 'Initialization');
+ CatCovers:= TCatCovers.Create;
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading Category Covers Array', 1);
+
+ // Songs
+ //Log.BenchmarkStart(1);
+ Log.LogStatus('Creating Song Array', 'Initialization');
+ Songs := TSongs.Create;
+ //Songs.LoadSongList;
+
+ Log.LogStatus('Creating 2nd Song Array', 'Initialization');
+ CatSongs := TCatSongs.Create;
+
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading Songs', 1);
+
+ // PluginManager
+ Log.BenchmarkStart(1);
+ Log.LogStatus('PluginManager', 'Initialization');
+ DLLMan := TDLLMan.Create; // Load PluginList
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading PluginManager', 1);
+
+ {// Party Mode Manager
+ Log.BenchmarkStart(1);
+ Log.LogStatus('PartySession Manager', 'Initialization');
+ PartySession := TPartySession.Create; //Load PartySession
+
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading PartySession Manager', 1); }
+
+ // Graphics
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Initialize 3D', 'Initialization');
+ Initialize3D(WndTitle);
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Initializing 3D', 1);
+
+ // Score Saving System
+ Log.BenchmarkStart(1);
+ Log.LogStatus('DataBase System', 'Initialization');
+ DataBase := TDataBaseSystem.Create;
+
+ if (Params.ScoreFile = '') then
+ DataBase.Init ('Ultrastar.db')
+ else
+ DataBase.Init (Params.ScoreFile);
+
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading DataBase System', 1);
+
+ // Playlist Manager
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Playlist Manager', 'Initialization');
+ PlaylistMan := TPlaylistManager.Create;
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading Playlist Manager', 1);
+
+ // GoldenStarsTwinkleMod
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Effect Manager', 'Initialization');
+ GoldenRec := TEffectManager.Create;
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Loading Particel System', 1);
+
+ // Joypad
+ if (Ini.Joypad = 1) OR (Params.Joypad) then
+ begin
+ Log.BenchmarkStart(1);
+ Log.LogStatus('Initialize Joystick', 'Initialization');
+ Joy := TJoy.Create;
+ Log.BenchmarkEnd(1);
+ Log.LogBenchmark('Initializing Joystick', 1);
+ end;
+
+ Log.BenchmarkEnd(0);
+ Log.LogBenchmark('Loading Time', 0);
+
+ Log.LogError('Creating Core');
+ {Core := TCore.Create(
+ USDXShortVersionStr,
+ MakeVersion(USDX_VERSION_MAJOR,
+ USDX_VERSION_MINOR,
+ USDX_VERSION_RELEASE,
+ chr(0))
+ ); }
+
+ Log.LogError('Running Core');
+ //Core.Run;
+
+ //------------------------------
+ //Start- Mainloop
+ //------------------------------
+ Log.LogStatus('Main Loop', 'Initialization');
+ MainLoop;
+
+ finally
+ //------------------------------
+ //Finish Application
+ //------------------------------
+
+ // TODO:
+ // call an uninitialize routine for every initialize step
+ // or at least use the corresponding Free-Methods
+
+ UnloadOpenGL;
+ //TTF_quit();
+ SDL_Quit();
+
+ (*
+ {$ifdef WIN32}
+ if assigned(LCD) and (Ini.LPT = 1) then
+ LCD.Clear;
+ if assigned(Light) and (Ini.LPT = 2) then
+ Light.TurnOff;
+ {$endif}
+ *)
+
+ if assigned(Log) then
+ begin
+ Log.LogStatus('Main Loop', 'Finished');
+ Log.Free;
+ end;
+ end;
+end;
+
+procedure MainLoop;
+var
+ Delay: integer;
+begin
+ Delay := 0;
+ SDL_EnableKeyRepeat(125, 125);
+
+ CountSkipTime(); // JB - for some reason this seems to be needed when we use the SDL Timer functions.
+ while not Done do
+ begin
+ // joypad
+ if (Ini.Joypad = 1) or (Params.Joypad) then
+ Joy.Update;
+
+ // keyboard events
+ CheckEvents;
+
+ // display
+ done := not Display.Draw;
+ SwapBuffers;
+
+ // light
+ //Light.Refresh;
+
+ // delay
+ CountMidTime;
+
+ Delay := Floor(1000 / 100 - 1000 * TimeMid);
+
+ if Delay >= 1 then
+ SDL_Delay(Delay); // dynamic, maximum is 100 fps
+
+ CountSkipTime;
+
+ // reinitialization of graphics
+ if Restart then
+ begin
+ Reinitialize3D;
+ Restart := false;
+ end;
+
+ end;
+End;
+
+procedure CheckEvents;
+begin
+ if Assigned(Display.NextScreen) then
+ Exit;
+
+ while SDL_PollEvent( @event ) = 1 do
+ begin
+ case Event.type_ of
+ SDL_QUITEV:
+ begin
+ Display.Fade := 0;
+ Display.NextScreenWithCheck := nil;
+ Display.CheckOK := True;
+ end;
+ {
+ SDL_MOUSEBUTTONDOWN:
+ with Event.button Do
+ begin
+ if State = SDL_BUTTON_LEFT Then
+ begin
+ //
+ end;
+ end;
+ }
+ SDL_VIDEORESIZE:
+ begin
+ ScreenW := Event.resize.w;
+ ScreenH := Event.resize.h;
+
+ screen := SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE);
+ end;
+ SDL_KEYDOWN:
+ begin
+ // remap the "keypad enter" key to the "standard enter" key
+ if (Event.key.keysym.sym = SDLK_KP_ENTER) then
+ Event.key.keysym.sym := SDLK_RETURN;
+
+ if (Event.key.keysym.sym = SDLK_F11) or
+ ((Event.key.keysym.sym = SDLK_RETURN) and
+ ((Event.key.keysym.modifier and KMOD_ALT) <> 0)) then // toggle full screen
+ begin
+ Ini.FullScreen := integer( not boolean( Ini.FullScreen ) );
+
+ if boolean( Ini.FullScreen ) then
+ begin
+ SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN);
+ SDL_ShowCursor(0);
+ end
+ else
+ begin
+ SDL_SetVideoMode(ScreenW, ScreenH, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_RESIZABLE);
+ SDL_ShowCursor(1);
+ end;
+
+ glViewPort(0, 0, ScreenW, ScreenH);
+ end
+ // ScreenShot hack. If Print is pressed-> Make screenshot and Save to Screenshots Path
+ else if (Event.key.keysym.sym = SDLK_SYSREQ) or (Event.key.keysym.sym = SDLK_PRINT) then
+ Display.ScreenShot
+ // popup hack... if there is a visible popup then let it handle input instead of underlying screen
+ // shoud be done in a way to be sure the topmost popup has preference (maybe error, then check)
+ else if (ScreenPopupError <> nil) and (ScreenPopupError.Visible) then
+ done := not ScreenPopupError.ParseInput(Event.key.keysym.sym, 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
+ done := not Display.CurrentScreen^.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), True);
+
+ // If Screen wants to Exit
+ if done then
+ begin
+ // If Question Option is enabled then Show Exit Popup
+ if (Ini.AskbeforeDel = 1) then
+ begin
+ Display.CurrentScreen^.CheckFadeTo(nil,'MSG_QUIT_USDX');
+ end
+ else // When asking for exit is disabled then simply exit
+ begin
+ Display.Fade := 0;
+ Display.NextScreenWithCheck := nil;
+ Display.CheckOK := True;
+ end;
+ end;
+
+ end;
+ end;
+ {
+ SDL_JOYAXISMOTION:
+ begin
+ // not implemented
+ end;
+ }
+ SDL_JOYBUTTONDOWN:
+ begin
+ // not implemented
+ end;
+ end; // Case
+ end; // While
+end;
+
+function GetTimeForBeats(BPM, Beats: real): real;
+begin
+ Result := 60 / BPM * Beats;
+end;
+
+function GetBeats(BPM, msTime: real): real;
+begin
+ Result := BPM * msTime / 60;
+end;
+
+procedure GetMidBeatSub(BPMNum: integer; var Time: real; var CurBeat: real);
+var
+ NewTime: real;
+begin
+ if High(CurrentSong.BPM) = BPMNum then
+ begin
+ // last BPM
+ CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time);
+ Time := 0;
+ end
+ else
+ begin
+ // not last BPM
+ // count how much time is it for start of the new BPM and store it in NewTime
+ NewTime := GetTimeForBeats(CurrentSong.BPM[BPMNum].BPM, CurrentSong.BPM[BPMNum+1].StartBeat - CurrentSong.BPM[BPMNum].StartBeat);
+
+ // compare it to remaining time
+ if (Time - NewTime) > 0 then
+ begin
+ // there is still remaining time
+ CurBeat := CurrentSong.BPM[BPMNum].StartBeat;
+ Time := Time - NewTime;
+ end
+ else
+ begin
+ // there is no remaining time
+ CurBeat := CurrentSong.BPM[BPMNum].StartBeat + GetBeats(CurrentSong.BPM[BPMNum].BPM, Time);
+ Time := 0;
+ end; // if
+ end; // if
+end;
+
+function GetMidBeat(Time: real): real;
+var
+ CurBeat: real;
+ CurBPM: integer;
+// TopBeat: real;
+// TempBeat: real;
+// TempTime: real;
+begin
+ Result := 0;
+ if Length(CurrentSong.BPM) = 1 then
+ Result := Time * CurrentSong.BPM[0].BPM / 60;
+
+ (* 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
+ // analyze second BPM
+ Time := Time - GetTimeForBeats(CurrentSong.BPM[0].BPM, CurrentSong.BPM[1].StartBeat - CurBeat);
+ CurBeat := CurrentSong.BPM[1].StartBeat;
+ TopBeat := GetBeats(CurrentSong.BPM[1].BPM, Time);
+ Result := CurBeat + TopBeat;
+
+ end
+ else
+ begin
+ (* pierwszy przedzial *)
+ Result := TopBeat;
+ end;
+ end;}
+
+ (* more BPMs *)
+ if Length(CurrentSong.BPM) > 1 then
+ begin
+ CurBeat := 0;
+ CurBPM := 0;
+ while (Time > 0) do
+ begin
+ GetMidBeatSub(CurBPM, Time, CurBeat);
+ Inc(CurBPM);
+ end;
+
+ Result := CurBeat;
+ end;
+end;
+
+function GetTimeFromBeat(Beat: integer): real;
+var
+ CurBPM: integer;
+begin
+ Result := 0;
+ if Length(CurrentSong.BPM) = 1 then
+ Result := CurrentSong.GAP / 1000 + Beat * 60 / CurrentSong.BPM[0].BPM;
+
+ (* more BPMs *)
+ if Length(CurrentSong.BPM) > 1 then
+ begin
+ Result := CurrentSong.GAP / 1000;
+ CurBPM := 0;
+ while (CurBPM <= High(CurrentSong.BPM)) and
+ (Beat > CurrentSong.BPM[CurBPM].StartBeat) do
+ begin
+ if (CurBPM < High(CurrentSong.BPM)) and
+ (Beat >= CurrentSong.BPM[CurBPM+1].StartBeat) then
+ begin
+ // full range
+ Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) *
+ (CurrentSong.BPM[CurBPM+1].StartBeat - CurrentSong.BPM[CurBPM].StartBeat);
+ end;
+
+ if (CurBPM = High(CurrentSong.BPM)) or
+ (Beat < CurrentSong.BPM[CurBPM+1].StartBeat) then
+ begin
+ // in the middle
+ Result := Result + (60 / CurrentSong.BPM[CurBPM].BPM) *
+ (Beat - CurrentSong.BPM[CurBPM].StartBeat);
+ end;
+ Inc(CurBPM);
+ end;
+
+ {
+ while (Time > 0) do
+ begin
+ GetMidBeatSub(CurBPM, Time, CurBeat);
+ Inc(CurBPM);
+ end;
+ }
+ end; // if}
+end;
+
+procedure Sing(Sender: TScreenSing);
+var
+ Count: integer;
+ CountGr: integer;
+ CP: integer;
+ Done: real;
+ N: integer;
+begin
+ LineState.CurrentTime := LineState.CurrentTime + TimeSkip;
+
+ 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
+ LineState.CurrentBeat := Floor(LineState.MidBeat);
+
+// 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
+ LineState.CurrentBeatD := Floor(LineState.MidBeatD);
+ LineState.FracBeatD := Frac(LineState.MidBeatD);
+
+ // sentences routines
+ for CountGr := 0 to 0 do //High(Gracz)
+ begin;
+ CP := CountGr;
+ // ustawianie starej parts
+ LineState.OldLine := Lines[CP].Current;
+
+ // wybieranie aktualnej 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)
+ if Lines[CP].Current <> LineState.OldLine then
+ NewSentence(Sender);
+
+ end; // for CountGr
+
+ // wykonuje operacje raz na beat
+ if (LineState.CurrentBeat >= 0) and (LineState.OldBeat <> LineState.CurrentBeat) then
+ NewBeat(Sender);
+
+ // make some operations on clicks
+ if {(LineState.CurrentBeatC >= 0) and }(LineState.OldBeatC <> LineState.CurrentBeatC) then
+ NewBeatC(Sender);
+
+ // make some operations when detecting new voice pitch
+ if (LineState.CurrentBeatD >= 0) and (LineState.OldBeatD <> LineState.CurrentBeatD) then
+ NewBeatD(Sender);
+
+ // wykonuje operacje w polowie beatu
+// if (LineState.AktHalf >= 1) and (LineState.OldHalf <> LineState.AktHalf) then
+// NewHalf;
+
+ // plynnie przesuwa text
+ Done := 1;
+ for N := 0 to Lines[0].Line[Lines[0].Current].HighNote do
+ begin
+ if (Lines[0].Line[Lines[0].Current].Note[N].Start <= LineState.MidBeat) and
+ (Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Length >= LineState.MidBeat) then
+ begin
+ Done := (LineState.MidBeat - Lines[0].Line[Lines[0].Current].Note[N].Start) / (Lines[0].Line[Lines[0].Current].Note[N].Length);
+ end;
+ end;
+
+ N := Lines[0].Line[Lines[0].Current].HighNote;
+
+ // wylacza ostatnia nute po przejsciu
+ {// 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;
+
+ if Done > 1 then Done := 1;
+ Sender.LyricMain.Done := Done; }
+
+ // use Done with LCD
+{ with ScreenSing do begin
+ if LyricMain.Selected >= 0 then begin
+ LCD.MoveCursor(1, LyricMain.SelectedLetter + Round((LyricMain.SelectedLength-1) * Done));
+ LCD.ShowCursor;
+ end;
+ end;}
+
+
+end;
+
+procedure NewSentence(Sender: TScreenSing);
+var
+G: Integer;
+begin
+ // czyszczenie nut graczy
+ for G := 0 to High(Player) do
+ begin
+ Player[G].IlNut := 0;
+ Player[G].HighNote := -1;
+ SetLength(Player[G].Note, 0);
+ end;
+
+ // Add Words to Lyrics
+ with Sender do
+ begin
+ {LyricMain.AddCzesc(Lines[0].Current);
+ if Lines[0].Current < Lines[0].High then
+ LyricSub.AddCzesc(Lines[0].Current+1)
+ else
+ LyricSub.Clear;}
+ while (not Lyrics.LineinQueue) and (Lyrics.LineCounter <= High(Lines[0].Line)) do
+ Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]);
+ end;
+
+ //Sender.UpdateLCD;
+
+ //On Sentence Change...
+ Sender.onSentenceChange(Lines[0].Current);
+end;
+
+procedure NewBeat(Sender: TScreenSing);
+var
+ Count: integer;
+// TempBeat: integer;
+begin
+ // ustawia zaznaczenie tekstu
+// 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
+ // operates on currently beated note
+ //Todo: Lyrics
+ //Sender.LyricMain.Selected := Count;
+
+// LCD.MoveCursor(1, ScreenSing.LyricMain.SelectedLetter);
+// LCD.ShowCursor;
+
+ //LCD.MoveCursorBR(Sender.LyricMain.SelectedLetter);
+ //LCD.ShowCursor;
+ end;
+end;
+
+procedure NewBeatC;
+var
+ Count: integer;
+// LPT_1: integer;
+// LPT_2: integer;
+begin
+// 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
+ AudioPlayback.PlaySound(SoundLib.Click);
+
+ // 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);
+
+ (*
+ 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
+ Light.LightOne(0, 150)
+ else
+ Light.LightOne(1, 150)}
+ end;
+
+ for Count := 0 to Lines[0].Line[Lines[0].Current].HighNote do
+ begin
+ if (Lines[0].Line[Lines[0].Current].Note[Count].Start = LineState.CurrentBeatC) then
+ begin
+ // click assist
+ 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 <> 0) then Music.PlayHihat;
+ *)
+ end;
+ end;
+
+ {$IFDEF UseSerialPort}
+ // PortWriteB($378, LPT_1 + LPT_2 * 2); // 0 zapala
+ {$ENDIF}
+end;
+
+procedure NewBeatD(Sender: TScreenSing);
+begin
+ NewNote(Sender);
+end;
+
+procedure NewNote(Sender: TScreenSing);
var
CP: integer; // current player
S: integer; // sentence
@@ -1049,74 +1044,73 @@ begin
end;
end;
-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;
-end;
-
-//--------------------
-// Function sets all Absolute Paths e.g. Song Path and makes sure the Directorys exist
-//--------------------
-procedure InitializePaths;
-
- // Initialize a Path Variable
- // After Setting Paths, make sure that Paths exist
- function initialize_path( out aPathVar : string; const aLocation : string ): boolean;
- var
- lWriteable: Boolean;
- lAttrib : integer;
- begin
- lWriteable := false;
- aPathVar := aLocation;
-
- // Make sure the directory is needex
- ForceDirectories(aPathVar);
-
- if DirectoryExists(aPathVar) then
- begin
- lAttrib := fileGetAttr(aPathVar);
-
- lWriteable := (lAttrib and faDirectory <> 0) and
- not (lAttrib and faReadOnly <> 0)
- end;
-
- if not lWriteable then
- Log.LogError('Error: Dir ('+ aLocation +') is Readonly');
-
- result := lWriteable;
- end;
-
-begin
- initialize_path( LogPath , Platform.GetLogPath );
- initialize_path( SoundPath , Platform.GetGameSharedPath + 'Sounds' + PathDelim );
- initialize_path( ThemePath , Platform.GetGameSharedPath + 'Themes' + PathDelim );
- initialize_path( SkinsPath , Platform.GetGameSharedPath + 'Skins' + PathDelim );
- initialize_path( LanguagesPath , Platform.GetGameSharedPath + 'Languages' + PathDelim );
- initialize_path( PluginPath , Platform.GetGameSharedPath + 'Plugins' + PathDelim );
- initialize_path( VisualsPath , Platform.GetGameSharedPath + 'Visuals' + PathDelim );
-
- initialize_path( ScreenshotsPath , Platform.GetGameUserPath + 'Screenshots' + PathDelim );
-
- // Users Song Path ....
- initialize_path( UserSongPath , Platform.GetGameUserPath + 'Songs' + PathDelim );
- initialize_path( UserCoversPath , Platform.GetGameUserPath + 'Covers' + PathDelim );
- initialize_path( UserPlaylistPath , Platform.GetGameUserPath + 'Playlists' + PathDelim );
-
- // Shared Song Path ....
- initialize_path( SongPath , Platform.GetGameSharedPath + 'Songs' + PathDelim );
- initialize_path( CoversPath , Platform.GetGameSharedPath + 'Covers' + PathDelim );
- initialize_path( PlaylistPath , Platform.GetGameSharedPath + 'Playlists' + PathDelim );
-
- DecimalSeparator := '.';
-end;
-
-end.
-
+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;
+end;
+
+//--------------------
+// Function sets all Absolute Paths e.g. Song Path and makes sure the Directorys exist
+//--------------------
+procedure InitializePaths;
+
+ // Initialize a Path Variable
+ // After Setting Paths, make sure that Paths exist
+ function initialize_path( out aPathVar : string; const aLocation : string ): boolean;
+ var
+ lWriteable: Boolean;
+ lAttrib : integer;
+ begin
+ lWriteable := false;
+ aPathVar := aLocation;
+
+ // Make sure the directory is needex
+ ForceDirectories(aPathVar);
+
+ if DirectoryExists(aPathVar) then
+ begin
+ lAttrib := fileGetAttr(aPathVar);
+
+ lWriteable := (lAttrib and faDirectory <> 0) and
+ not (lAttrib and faReadOnly <> 0)
+ end;
+
+ if not lWriteable then
+ Log.LogError('Error: Dir ('+ aLocation +') is Readonly');
+
+ result := lWriteable;
+ end;
+
+begin
+ initialize_path( LogPath , Platform.GetLogPath );
+ initialize_path( SoundPath , Platform.GetGameSharedPath + 'Sounds' + PathDelim );
+ initialize_path( ThemePath , Platform.GetGameSharedPath + 'Themes' + PathDelim );
+ initialize_path( SkinsPath , Platform.GetGameSharedPath + 'Skins' + PathDelim );
+ initialize_path( LanguagesPath , Platform.GetGameSharedPath + 'Languages' + PathDelim );
+ initialize_path( PluginPath , Platform.GetGameSharedPath + 'Plugins' + PathDelim );
+ initialize_path( VisualsPath , Platform.GetGameSharedPath + 'Visuals' + PathDelim );
+
+ initialize_path( ScreenshotsPath , Platform.GetGameUserPath + 'Screenshots' + PathDelim );
+
+ // Users Song Path ....
+ initialize_path( UserSongPath , Platform.GetGameUserPath + 'Songs' + PathDelim );
+ initialize_path( UserCoversPath , Platform.GetGameUserPath + 'Covers' + PathDelim );
+ initialize_path( UserPlaylistPath , Platform.GetGameUserPath + 'Playlists' + PathDelim );
+
+ // Shared Song Path ....
+ initialize_path( SongPath , Platform.GetGameSharedPath + 'Songs' + PathDelim );
+ initialize_path( CoversPath , Platform.GetGameSharedPath + 'Covers' + PathDelim );
+ initialize_path( PlaylistPath , Platform.GetGameSharedPath + 'Playlists' + PathDelim );
+
+ DecimalSeparator := '.';
+end;
+
+end.
diff --git a/Game/Code/Classes/USongs.pas b/Game/Code/Classes/USongs.pas
index 87497b17..554a6e1e 100644
--- a/Game/Code/Classes/USongs.pas
+++ b/Game/Code/Classes/USongs.pas
@@ -224,7 +224,7 @@ begin
CatCovers.Load;
if assigned( Covers ) then
- Covers.Load;
+ Covers.Load('covers.cache');
if assigned(ScreenSong) then
begin
diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas
index b26e1569..15c18a53 100644
--- a/Game/Code/Screens/UScreenSong.pas
+++ b/Game/Code/Screens/UScreenSong.pas
@@ -794,7 +794,7 @@ var
Pet: integer;
Label CreateSongButtons;
begin
- if (length(CatSongs.Song) > 0) then
+ {if (length(CatSongs.Song) > 0) then
begin
//Set Length of Button Array one Time Instead of one time for every Song
SetButtonLength(Length(CatSongs.Song));
@@ -807,30 +807,30 @@ begin
// new
Texture.Limit := 512;// 256 0.4.2 value, 512 in 0.5.0
- if not FileExists({CatSongs.Song[Pet].Path + }CatSongs.Song[Pet].Cover) then
+ if not FileExists({CatSongs.Song[Pet].Path + }{CatSongs.Song[Pet].Cover) then
CatSongs.Song[Pet].Cover := ''; // 0.5.0: if cover not found then show 'no cover'
// to - do : new Song management
if CatSongs.Song[Pet].Cover = '' then
AddButton(300 + Pet*250, 140, 200, 200, Skin.GetTextureFileName('SongCover'), TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections)
else begin
// cache texture if there is a need to this
- if not Covers.CoverExists({CatSongs.Song[Pet].Path + }CatSongs.Song[Pet].Cover) then
+ if not Covers.CoverExists({CatSongs.Song[Pet].Path + }{CatSongs.Song[Pet].Cover) then
begin
Texture.CreateCacheMipmap := true;
- Texture.GetTexture({CatSongs.Song[Pet].Path + }CatSongs.Song[Pet].Cover, TEXTURE_TYPE_PLAIN, true); // preloads textures and creates cache mipmap
+ Texture.GetTexture({CatSongs.Song[Pet].Path + }{CatSongs.Song[Pet].Cover, TEXTURE_TYPE_PLAIN, true); // preloads textures and creates cache mipmap
Texture.CreateCacheMipmap := false;
// puts this texture to the cache file
- Covers.AddCover({CatSongs.Song[Pet].Path + }CatSongs.Song[Pet].Cover);
+ Covers.AddCover({CatSongs.Song[Pet].Path + }{CatSongs.Song[Pet].Cover);
// unload full size texture
- Texture.UnloadTexture({CatSongs.Song[Pet].Path + }CatSongs.Song[Pet].Cover, TEXTURE_TYPE_PLAIN, false);
+ Texture.UnloadTexture({CatSongs.Song[Pet].Path + }{CatSongs.Song[Pet].Cover, TEXTURE_TYPE_PLAIN, false);
// we should also add mipmap texture by calling createtexture and use mipmap cache as data source
end;
// and now load it from cache file (small place for the optimization by eliminating reading it from file, but not here)
- AddButton(300 + Pet*250, 140, 200, 200,{ CatSongs.Song[Pet].Path + }CatSongs.Song[Pet].Cover, TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections);
+ AddButton(300 + Pet*250, 140, 200, 200,{ CatSongs.Song[Pet].Path + }{CatSongs.Song[Pet].Cover, TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections);
end;
Texture.Limit := 1024*1024;
I := -1;
@@ -852,14 +852,14 @@ begin
try
AddButton(300 + Pet*250, 140, 200, 200, '', TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections);
except
- {$IFDEF MSWINDOWS}
+ {$IFDEF MSWINDOWS}{
Messagebox(0, PChar('No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.'), PChar(Language.Translate('US_VERSION')), MB_ICONERROR or MB_OK);
- {$ELSE}
+ {$ELSE} {
// TODO : JB_linux - better handle this message and display to user..
writeln( 'Cover Image is damaged. Could not Workaround Song Loading, Ultrastar will exit now.');
Log.LogError( 'No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.' );
- {$ENDIF}
+ {$ENDIF} {
Halt;
end;
I := Pet + 1;
@@ -869,7 +869,7 @@ begin
if (I <> -1) then
GoTo CreateSongButtons;
- end;
+ end; }
end;
procedure TScreenSong.SetScroll;