diff options
Diffstat (limited to 'Lua')
-rw-r--r-- | Lua/src/lua/ULuaScreenSing.pas | 205 |
1 files changed, 191 insertions, 14 deletions
diff --git a/Lua/src/lua/ULuaScreenSing.pas b/Lua/src/lua/ULuaScreenSing.pas index c205b65b..418d4abd 100644 --- a/Lua/src/lua/ULuaScreenSing.pas +++ b/Lua/src/lua/ULuaScreenSing.pas @@ -52,7 +52,19 @@ function ULuaScreenSing_GetScoreBGRect(L: Plua_State): Integer; cdecl; t[1..playercount] = rect of players rating bar: table(x, y, w, h) }
function ULuaScreenSing_GetRBRect(L: Plua_State): Integer; cdecl;
-{ ScreenSing.GetBeat() - returns current beat of lyricstate }
+{ ScreenSing.GetBPM - no arguments
+ returns the beats per minutes of the current song in quarts }
+function ULuaScreenSing_GetBPM(L: Plua_State): Integer; cdecl;
+
+{ ScreenSing.BeatsToSeconds(Beats: float)
+ returns the time in seconds that the given number of beats (in quarts) last }
+function ULuaScreenSing_BeatsToSeconds(L: Plua_State): Integer; cdecl;
+
+{ ScreenSing.SecondsToBeats(Seconds: float)
+ returns the Beats in quarts that the given seconds last }
+function ULuaScreenSing_SecondsToBeats(L: Plua_State): Integer; cdecl;
+
+{ ScreenSing.GetBeat() - returns current beat of lyricstate (in quarts) }
function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl;
{ finishes current song, if sing screen is not shown it will raise
@@ -60,7 +72,7 @@ function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl; function ULuaScreenSing_Finish(L: Plua_State): Integer; cdecl;
{ ScreenSing.GetSettings - no arguments
- returns a table filled with the data of TScreenSing }
+ returns a table filled with the data of TScreenSing.Settings }
function ULuaScreenSing_GetSettings(L: Plua_State): Integer; cdecl;
{ ScreenSing.SetSettings - arguments: Table
@@ -68,16 +80,37 @@ function ULuaScreenSing_GetSettings(L: Plua_State): Integer; cdecl; unequal to nil in Table }
function ULuaScreenSing_SetSettings(L: Plua_State): Integer; cdecl;
+{ ScreenSing.GetSongLines - no arguments
+ returns a table filled with lines of the loaded song or
+ nil if no song is loaded (singscreen is not displayed)
+ structure of returned table:
+ array [1.."count of lines"]
+ \
+ | Start: integer - beat the line is displayed at (on top of lyrics display)
+ | Lyric: string - full lyric of the line
+ | Notes: array [1.."count notes of this line"]
+ \
+ | Start: integer - beat the note starts at
+ | Length: integer - length in beats
+ | Tone: integer - pitch that has to be sung, full range
+ | NoteType: integer - 0 for freestyle, 1 for normal, 2 for golden
+ | Text: string - text of this fragment }
+function ULuaScreenSing_GetSongLines(L: Plua_State): Integer; cdecl;
+
const
- ULuaScreenSing_Lib_f: array [0..7] of lual_reg = (
+ ULuaScreenSing_Lib_f: array [0..11] of lual_reg = (
(name:'GetScores';func:ULuaScreenSing_GetScores),
(name:'GetRating';func:ULuaScreenSing_GetRating),
+ (name:'GetBPM';func:ULuaScreenSing_GetBPM),
+ (name:'BeatsToSeconds';func:ULuaScreenSing_BeatsToSeconds),
+ (name:'SecondsToBeats';func:ULuaScreenSing_SecondsToBeats),
(name:'GetBeat';func:ULuaScreenSing_GetBeat),
(name:'GetScoreBGRect';func:ULuaScreenSing_GetScoreBGRect),
(name:'GetRBRect';func:ULuaScreenSing_GetRBRect),
(name:'Finish';func:ULuaScreenSing_Finish),
(name:'GetSettings';func:ULuaScreenSing_GetSettings),
- (name:'SetSettings';func:ULuaScreenSing_SetSettings)
+ (name:'SetSettings';func:ULuaScreenSing_SetSettings),
+ (name:'GetSongLines';func:ULuaScreenSing_GetSongLines)
);
implementation
@@ -141,6 +174,73 @@ begin // leave table on stack, it is our result
end;
+{ ScreenSing.GetBPM - no arguments
+ returns the beats per minutes of the current song in quarts }
+function ULuaScreenSing_GetBPM(L: Plua_State): Integer; cdecl;
+begin
+ lua_ClearStack(L);
+ Result := 1;
+
+ if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then
+ lua_PushNumber(L, 0) // in case of error
+ else if (Length(CurrentSong.BPM) = 1) then
+ lua_PushNumber(L, CurrentSong.BPM[0].BPM)
+ else
+ begin
+ // to-do: do this for songs w/ BPM changes
+ // or drop support for BPM changes?!
+ end;
+end;
+
+{ ScreenSing.BeatsToSeconds(Beats: float)
+ returns the time in seconds that the given number of beats (in quarts) last }
+function ULuaScreenSing_BeatsToSeconds(L: Plua_State): Integer; cdecl;
+begin
+ Result := 1;
+
+ if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then
+ lua_PushNumber(L, 0) // in case of error
+ else if (Length(CurrentSong.BPM) = 1) then
+ lua_PushNumber(L, luaL_CheckNumber(L, 1) * 60 / CurrentSong.BPM[0].BPM)
+ else
+ begin
+ // to-do: do this for songs w/ BPM changes
+ // or drop support for BPM changes?!
+ end;
+end;
+
+{ ScreenSing.BeatsToSeconds(Seconds: float)
+ returns the Beats in quarts that the given seconds last }
+function ULuaScreenSing_SecondsToBeats(L: Plua_State): Integer; cdecl;
+begin
+ Result := 1;
+
+ if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then
+ lua_PushNumber(L, 0)
+ else if (Length(CurrentSong.BPM) = 1) then
+ lua_PushNumber(L, luaL_CheckNumber(L, 1) * CurrentSong.BPM[0].BPM / 60
+ else
+ begin
+ // to-do: do this for songs w/ BPM changes
+ // or drop support for BPM changes?!
+ end;
+end;
+
+{ ScreenSing.GetBeat() - returns current beat of lyricstate (in quarts) }
+function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl;
+var top: Integer;
+begin
+ //remove arguments (if any)
+ top := lua_gettop(L);
+
+ if (top > 0) then
+ lua_pop(L, top);
+
+ //push result
+ lua_pushnumber(L, LyricsState.MidBeat);
+ Result := 1; //one result
+end;
+
{ returns a table with following structure:
t[1..playercount] = rect of players ScoreBG: table(x, y, w, h) }
function ULuaScreenSing_GetScoreBGRect(L: Plua_State): Integer; cdecl;
@@ -294,19 +394,96 @@ begin ScreenSing.ApplySettings;
end;
-{ ScreenSing.GetBeat() - returns current beat of lyricstate }
-function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl;
-var top: Integer;
+{ ScreenSing.GetSongLines - no arguments
+ returns a table filled with lines of the loaded song or
+ nil if no song is loaded (singscreen is not displayed)
+ structure of returned table:
+ array [1.."count of lines"]
+ \
+ | Start: integer - beat the line is displayed at (on top of lyrics display)
+ | Lyric: string - full lyric of the line
+ | Notes: array [1.."count notes of this line"]
+ \
+ | Start: integer - beat the note starts at
+ | Length: integer - length in beats
+ | Tone: integer - pitch that has to be sung, full range
+ | NoteType: integer - 0 for freestyle, 1 for normal, 2 for golden
+ | Text: string - text of this fragment }
+function ULuaScreenSing_GetSongLines(L: Plua_State): Integer; cdecl;
+ var
+ I, J: Integer;
begin
- //remove arguments (if any)
- top := lua_gettop(L);
+ Result := 1;
+ if (Display.CurrentScreen = @ScreenSing) and (Length(Lines) >= 1) then
+ begin
+ lua_ClearStack(L);
- if (top > 0) then
- lua_pop(L, top);
+ if not lua_CheckStack(L, 7) then
+ luaL_Error(L, PChar('can''t allocate enough stack space in ULuaScreenSing_GetSongLines'));
- //push result
- lua_pushnumber(L, LyricsState.MidBeat);
- Result := 1; //one result
+ // lines array table
+ lua_CreateTable(L, Length(Lines[0].Line), 0);
+
+ for I := 0 to High(Lines[0].Line) do
+ with Lines[0].Line[I] do
+ begin
+ lua_pushInteger(L, I+1);
+
+ // line struct table
+ lua_CreateTable(L, 0, 3);
+
+ // line start
+ lua_PushInteger(L, Start);
+ lua_SetField(L, -2, PChar('Start'));
+
+ // line lyric
+ lua_PushString(L, PChar(Lyric));
+ lua_SetField(L, -2, PChar('Lyric'));
+
+ //line notes array table
+ lua_CreateTable(L, Length(Note), 0);
+
+ for J := 0 to High(Note) do
+ begin
+ lua_PushInteger(L, J + 1);
+
+ // note struct table
+ lua_CreateTable(L, 0, 5);
+
+ // Notes[J+1].Start
+ lua_PushInteger(L, Note[J].Start);
+ lua_SetField(L, -2, PChar('Start'));
+
+ // Notes[J+1].Length
+ lua_PushInteger(L, Note[J].Length);
+ lua_SetField(L, -2, PChar('Length'));
+
+ // Notes[J+1].Tone
+ lua_PushInteger(L, Note[J].Tone);
+ lua_SetField(L, -2, PChar('Tone'));
+
+ // Notes[J+1].NoteType
+ lua_PushInteger(L, Integer(Note[J].NoteType));
+ lua_SetField(L, -2, PChar('NoteType'));
+
+ // Notes[J+1].Text
+ lua_PushString(L, PChar(Note[J].Text));
+ lua_SetField(L, -2, PChar('Text'));
+
+ lua_SetTable(L, -3);
+ end;
+
+ lua_SetField(L, -2, PChar('Notes'));
+
+ // save line to array table
+ lua_setTable(L, -3);
+ end;
+ end
+ else
+ begin
+ lua_ClearStack(L);
+ lua_pushNil(L);
+ end;
end;
end.
\ No newline at end of file |