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-rw-r--r--src/base/UMain.pas527
1 files changed, 7 insertions, 520 deletions
diff --git a/src/base/UMain.pas b/src/base/UMain.pas
index 7cd69c24..f7dc6ef3 100644
--- a/src/base/UMain.pas
+++ b/src/base/UMain.pas
@@ -48,71 +48,14 @@ uses
USong,
gl;
-type
- PPLayerNote = ^TPlayerNote;
- TPlayerNote = record
- Start: integer;
- Length: integer;
- Detect: real; // accurate place, detected in the note
- Tone: real;
- Perfect: boolean; // true if the note matches the original one, light the star
- Hit: boolean; // true if the note hits the line
- end;
-
- PPLayer = ^TPlayer;
- TPlayer = record
- Name: string;
-
- // Index in Teaminfo record
- TeamID: byte;
- PlayerID: byte;
-
- // Scores
- Score: real;
- ScoreLine: real;
- ScoreGolden: real;
-
- ScoreInt: integer;
- ScoreLineInt: integer;
- ScoreGoldenInt: integer;
- ScoreTotalInt: integer;
-
- // LineBonus
- ScoreLast: real; // Last Line Score
-
- // PerfectLineTwinkle (effect)
- LastSentencePerfect: boolean;
-
- HighNote: integer; // index of last note (= High(Note)?)
- LengthNote: integer; // number of notes (= Length(Note)?).
- Note: array of TPlayerNote;
- end;
-
var
- Done: boolean;
- Restart: boolean;
-
- // player and music info
- Player: array of TPlayer;
- PlayersPlay: integer;
-
- CurrentSong: TSong;
-
-const
- MAX_SONG_SCORE = 10000; // max. achievable points per song
- MAX_SONG_LINE_BONUS = 1000; // max. achievable line bonus per song
+ Done: boolean;
+ Restart: boolean;
procedure Main;
procedure MainLoop;
procedure CheckEvents;
-procedure Sing(Screen: TScreenSing);
-procedure NewSentence(Screen: TScreenSing);
-procedure NewBeatClick(Screen: TScreenSing); // executed when on then new beat for click
-procedure NewBeatDetect(Screen: TScreenSing); // executed when on then new beat for detection
-procedure NewNote(Screen: TScreenSing); // detect note
-function GetMidBeat(Time: real): real;
-function GetTimeFromBeat(Beat: integer): real;
type
TMainThreadExecProc = procedure(Data: Pointer);
@@ -417,7 +360,7 @@ begin
CheckEvents;
// display
- done := not Display.Draw;
+ Done := not Display.Draw;
SwapBuffers;
// delay
@@ -519,16 +462,16 @@ begin
// 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)
+ 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)
+ Done := not ScreenPopupCheck.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), true)
else
begin
// check if screen wants to exit
- done := not Display.CurrentScreen^.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), true);
+ Done := not Display.CurrentScreen^.ParseInput(Event.key.keysym.sym, WideChar(Event.key.keysym.unicode), true);
// if screen wants to exit
- if done then
+ if Done then
begin
// if question option is enabled then show exit popup
if (Ini.AskbeforeDel = 1) then
@@ -576,460 +519,4 @@ begin
SDL_PushEvent(@Event);
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;
-begin
- // static BPM
- if Length(CurrentSong.BPM) = 1 then
- begin
- Result := Time * CurrentSong.BPM[0].BPM / 60;
- end
- // variable BPM
- else 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
- // invalid BPM
- else
- begin
- Result := 0;
- end;
-end;
-
-function GetTimeFromBeat(Beat: integer): real;
-var
- CurBPM: integer;
-begin
- // static BPM
- if Length(CurrentSong.BPM) = 1 then
- begin
- Result := CurrentSong.GAP / 1000 + Beat * 60 / CurrentSong.BPM[0].BPM;
- end
- // variable BPM
- else 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
- // invalid BPM
- else
- begin
- Result := 0;
- end;
-end;
-
-procedure Sing(Screen: TScreenSing);
-var
- Count: integer;
- CountGr: integer;
- CP: integer;
- N: integer;
-begin
- LyricsState.UpdateBeats();
-
- // sentences routines
- for CountGr := 0 to 0 do //High(Lines)
- begin;
- CP := CountGr;
- // old parts
- LyricsState.OldLine := Lines[CP].Current;
-
- // choose current parts
- for Count := 0 to Lines[CP].High do
- begin
- if LyricsState.CurrentBeat >= Lines[CP].Line[Count].Start then
- Lines[CP].Current := Count;
- end;
-
- // clean player note if there is a new line
- // (optimization on halfbeat time)
- if Lines[CP].Current <> LyricsState.OldLine then
- NewSentence(Screen);
-
- end; // for CountGr
-
- // make some operations on clicks
- if {(LyricsState.CurrentBeatC >= 0) and }(LyricsState.OldBeatC <> LyricsState.CurrentBeatC) then
- NewBeatClick(Screen);
-
- // make some operations when detecting new voice pitch
- if (LyricsState.CurrentBeatD >= 0) and (LyricsState.OldBeatD <> LyricsState.CurrentBeatD) then
- NewBeatDetect(Screen);
-end;
-
-procedure NewSentence(Screen: TScreenSing);
-var
- i: integer;
-begin
- // clean note of player
- for i := 0 to High(Player) do
- begin
- Player[i].LengthNote := 0;
- Player[i].HighNote := -1;
- SetLength(Player[i].Note, 0);
- end;
-
- // on sentence change...
- Screen.onSentenceChange(Lines[0].Current);
-end;
-
-procedure NewBeatClick;
-var
- Count: integer;
-begin
- // beat click
- if ((Ini.BeatClick = 1) and
- ((LyricsState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0)) then
- begin
- AudioPlayback.PlaySound(SoundLib.Click);
- end;
-
- for Count := 0 to Lines[0].Line[Lines[0].Current].HighNote do
- begin
- if (Lines[0].Line[Lines[0].Current].Note[Count].Start = LyricsState.CurrentBeatC) then
- begin
- // click assist
- if Ini.ClickAssist = 1 then
- AudioPlayback.PlaySound(SoundLib.Click);
-
- // drum machine
- (*
- TempBeat := LyricsState.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;
-end;
-
-procedure NewBeatDetect(Screen: TScreenSing);
-begin
- NewNote(Screen);
-end;
-
-procedure NewNote(Screen: TScreenSing);
-var
- LineFragmentIndex: integer;
- CurrentLineFragment: PLineFragment;
- PlayerIndex: integer;
- CurrentSound: TCaptureBuffer;
- CurrentPlayer: PPlayer;
- LastPlayerNote: PPlayerNote;
- Line: PLine;
- SentenceIndex: integer;
- SentenceMin: integer;
- SentenceMax: integer;
- SentenceDetected: integer; // sentence of detected note
- NoteAvailable: boolean;
- NewNote: boolean;
- Range: integer;
- NoteHit: boolean;
- MaxSongPoints: integer; // max. points for the song (without line bonus)
- CurNotePoints: real; // Points for the cur. Note (PointsperNote * ScoreFactor[CurNote])
-begin
- // TODO: add duet mode support
- // use Lines[LineSetIndex] with LineSetIndex depending on the current player
-
- // count min and max sentence range for checking
- // (detection is delayed to the notes we see on the screen)
- SentenceMin := Lines[0].Current-1;
- if (SentenceMin < 0) then
- SentenceMin := 0;
- SentenceMax := Lines[0].Current;
-
- // check for an active note at the current time defined in the lyrics
- NoteAvailable := false;
- SentenceDetected := SentenceMin;
- for SentenceIndex := SentenceMin to SentenceMax do
- begin
- Line := @Lines[0].Line[SentenceIndex];
- for LineFragmentIndex := 0 to Line.HighNote do
- begin
- CurrentLineFragment := @Line.Note[LineFragmentIndex];
- // check if line is active
- if ((CurrentLineFragment.Start <= LyricsState.CurrentBeatD) and
- (CurrentLineFragment.Start + CurrentLineFragment.Length-1 >= LyricsState.CurrentBeatD)) and
- (CurrentLineFragment.NoteType <> ntFreestyle) and // but ignore FreeStyle notes
- (CurrentLineFragment.Length > 0) then // and make sure the note length is at least 1
- begin
- SentenceDetected := SentenceIndex;
- NoteAvailable := true;
- Break;
- end;
- end;
- // TODO: break here, if NoteAvailable is true? We would then use the first instead
- // of the last note matching the current beat if notes overlap. But notes
- // should not overlap at all.
- // if (NoteAvailable) then
- // Break;
- end;
-
- // analyze player signals
- for PlayerIndex := 0 to PlayersPlay-1 do
- begin
- CurrentPlayer := @Player[PlayerIndex];
- CurrentSound := AudioInputProcessor.Sound[PlayerIndex];
-
- // at the beginning of the song there is no previous note
- if (Length(CurrentPlayer.Note) > 0) then
- LastPlayerNote := @CurrentPlayer.Note[CurrentPlayer.HighNote]
- else
- LastPlayerNote := nil;
-
- // analyze buffer
- CurrentSound.AnalyzeBuffer;
-
- // add some noise
- // TODO: do we need this?
- //LyricsState.Tone := LyricsState.Tone + Round(Random(3)) - 1;
-
- // add note if possible
- if (CurrentSound.ToneValid and NoteAvailable) then
- begin
- Line := @Lines[0].Line[SentenceDetected];
-
- // process until last note
- for LineFragmentIndex := 0 to Line.HighNote do
- begin
- CurrentLineFragment := @Line.Note[LineFragmentIndex];
- if (CurrentLineFragment.Start <= LyricsState.OldBeatD+1) and
- (CurrentLineFragment.Start + CurrentLineFragment.Length > LyricsState.OldBeatD+1) then
- begin
- // compare notes (from song-file and from player)
-
- // move players tone to proper octave
- while (CurrentSound.Tone - CurrentLineFragment.Tone > 6) do
- CurrentSound.Tone := CurrentSound.Tone - 12;
-
- while (CurrentSound.Tone - CurrentLineFragment.Tone < -6) do
- CurrentSound.Tone := CurrentSound.Tone + 12;
-
- // half size notes patch
- NoteHit := false;
-
- // if Ini.Difficulty = 0 then Range := 2;
- // if Ini.Difficulty = 1 then Range := 1;
- // if Ini.Difficulty = 2 then Range := 0;
- Range := 2 - Ini.Difficulty;
-
- // check if the player hit the correct tone within the tolerated range
- if (Abs(CurrentLineFragment.Tone - CurrentSound.Tone) <= Range) then
- begin
- // adjust the players tone to the correct one
- // TODO: do we need to do this?
- // Philipp: I think we do, at least when we draw the notes.
- // Otherwise the notehit thing would be shifted to the
- // correct unhit note. I think this will look kind of strange.
- CurrentSound.Tone := CurrentLineFragment.Tone;
-
- // half size notes patch
- NoteHit := true;
-
- if (Ini.LineBonus > 0) then
- MaxSongPoints := MAX_SONG_SCORE - MAX_SONG_LINE_BONUS
- else
- MaxSongPoints := MAX_SONG_SCORE;
-
- // Note: ScoreValue is the sum of all note values of the song
- // (MaxSongPoints / ScoreValue) is the points that a player
- // gets for a hit of one beat of a normal note
- // CurNotePoints is the amount of points that is meassured
- // for a hit of the note per full beat
- CurNotePoints := (MaxSongPoints / Lines[0].ScoreValue) * ScoreFactor[CurrentLineFragment.NoteType];
-
- case CurrentLineFragment.NoteType of
- ntNormal: CurrentPlayer.Score := CurrentPlayer.Score + CurNotePoints;
- ntGolden: CurrentPlayer.ScoreGolden := CurrentPlayer.ScoreGolden + CurNotePoints;
- end;
-
- // a problem if we use floor instead of round is that a score of
- // 10000 points is only possible if the last digit of the total points
- // for golden and normal notes is 0.
- // if we use round, the max score is 10000 for most songs
- // but a score of 10010 is possible if the last digit of the total
- // points for golden and normal notes is 5
- // the best solution is to use round for one of these scores
- // and round the other score in the opposite direction
- // so we assure that the highest possible score is 10000 in every case.
- CurrentPlayer.ScoreInt := round(CurrentPlayer.Score / 10) * 10;
-
- if (CurrentPlayer.ScoreInt < CurrentPlayer.Score) then
- //normal score is floored so we have to ceil golden notes score
- CurrentPlayer.ScoreGoldenInt := ceil(CurrentPlayer.ScoreGolden / 10) * 10
- else
- //normal score is ceiled so we have to floor golden notes score
- CurrentPlayer.ScoreGoldenInt := floor(CurrentPlayer.ScoreGolden / 10) * 10;
-
-
- CurrentPlayer.ScoreTotalInt := CurrentPlayer.ScoreInt +
- CurrentPlayer.ScoreGoldenInt +
- CurrentPlayer.ScoreLineInt;
- end;
-
- end; // operation
- end; // for
-
- // check if we have to add a new note or extend the note's length
- if (SentenceDetected = SentenceMax) then
- begin
- // we will add a new note
- NewNote := true;
-
- // if previous note (if any) was the same, extend previous note
- if ((CurrentPlayer.LengthNote > 0) and
- (LastPlayerNote <> nil) and
- (LastPlayerNote.Tone = CurrentSound.Tone) and
- ((LastPlayerNote.Start + LastPlayerNote.Length) = LyricsState.CurrentBeatD)) then
- begin
- NewNote := false;
- end;
-
- // if is not as new note to control
- for LineFragmentIndex := 0 to Line.HighNote do
- begin
- if (Line.Note[LineFragmentIndex].Start = LyricsState.CurrentBeatD) then
- NewNote := true;
- end;
-
- // add new note
- if NewNote then
- begin
- // new note
- Inc(CurrentPlayer.LengthNote);
- Inc(CurrentPlayer.HighNote);
- SetLength(CurrentPlayer.Note, CurrentPlayer.LengthNote);
-
- // update player's last note
- LastPlayerNote := @CurrentPlayer.Note[CurrentPlayer.HighNote];
- with LastPlayerNote^ do
- begin
- Start := LyricsState.CurrentBeatD;
- Length := 1;
- Tone := CurrentSound.Tone; // Tone || ToneAbs
- Detect := LyricsState.MidBeat;
- Hit := NoteHit; // half note patch
- end;
- end
- else
- begin
- // extend note length
- if (LastPlayerNote <> nil) then
- Inc(LastPlayerNote.Length);
- end;
-
- // check for perfect note and then light the star (on Draw)
- for LineFragmentIndex := 0 to Line.HighNote do
- begin
- CurrentLineFragment := @Line.Note[LineFragmentIndex];
- if (CurrentLineFragment.Start = LastPlayerNote.Start) and
- (CurrentLineFragment.Length = LastPlayerNote.Length) and
- (CurrentLineFragment.Tone = LastPlayerNote.Tone) then
- begin
- LastPlayerNote.Perfect := true;
- end;
- end;
- end; // if SentenceDetected = SentenceMax
-
- end; // if Detected
- end; // for PlayerIndex
-
- //Log.LogStatus('EndBeat', 'NewBeat');
-
- // on sentence end -> for LineBonus and display of SingBar (rating pop-up)
- if (SentenceDetected >= Low(Lines[0].Line)) and
- (SentenceDetected <= High(Lines[0].Line)) then
- begin
- Line := @Lines[0].Line[SentenceDetected];
- CurrentLineFragment := @Line.Note[Line.HighNote];
- if ((CurrentLineFragment.Start + CurrentLineFragment.Length - 1) = LyricsState.CurrentBeatD) then
- begin
- if assigned(Screen) then
- Screen.OnSentenceEnd(SentenceDetected);
- end;
- end;
-
-end;
-
end.