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Diffstat (limited to 'src/screens/UScreenScore.pas')
-rw-r--r-- | src/screens/UScreenScore.pas | 848 |
1 files changed, 848 insertions, 0 deletions
diff --git a/src/screens/UScreenScore.pas b/src/screens/UScreenScore.pas new file mode 100644 index 00000000..ab6c020d --- /dev/null +++ b/src/screens/UScreenScore.pas @@ -0,0 +1,848 @@ +unit UScreenScore; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + SysUtils, + UDisplay, + UMusic, + USongs, + UThemes, + gl, + math, + UTexture; + +const + ZBars : real = 0.8; // Z value for the bars + ZRatingPic : real = 0.8; // Z value for the rating pictures + + EaseOut_MaxSteps : real = 10; // that's the speed of the bars (10 is fast | 100 is slower) + + BarRaiseSpeed : cardinal = 0; // Time for raising the bar one step higher (in ms) + +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_Y :Real; + 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 + RateEaseStep : Integer; + RateEaseValue: Real; + end; + + TScreenScore = class(TMenu) + private + BarTime : Cardinal; + ArrayStartModifier : integer; + 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; + + 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; CharCode: WideChar; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure onShowFinish; override; + function Draw: boolean; override; + procedure FillPlayer(Item, P: integer); + + procedure EaseBarIn(PlayerNumber : Integer; BarType: String); + procedure EaseScoreIn(PlayerNumber : Integer; ScoreType: String); + + procedure FillPlayerItems(PlayerNumber : Integer; ScoreType: String); + + + procedure DrawBar(BarType:string; PlayerNumber: integer; BarStartPosY: single; NewHeight: real); + + //Rating Picture + procedure ShowRating(PlayerNumber: integer); + function CalculateBouncing(PlayerNumber : Integer): real; + procedure DrawRating(PlayerNumber:integer;Rating:integer); + end; + +implementation + + +uses UGraphic, + UScreenSong, + UMenuStatic, + UTime, + UMain, + UIni, + ULog, + ULanguage; + +function TScreenScore.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then begin + // check normal keys + case WideCharUpperCase(CharCode)[1] of + 'Q': + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE, + SDLK_RETURN: + begin + FadeTo(@ScreenTop5); + Exit; + end; + + SDLK_SYSREQ: + begin + Display.SaveScreenShot; + end; + end; + end; +end; + +constructor TScreenScore.Create; +var + Player: integer; + Counter: integer; +begin + inherited Create; + + LoadFromTheme(Theme.Score); + + // These two texts arn't used in the deluxe skin + TextArtist := AddText(Theme.Score.TextArtist); + TextTitle := AddText(Theme.Score.TextTitle); + + TextArtistTitle := AddText(Theme.Score.TextArtistTitle); + + for Player := 1 to 6 do + begin + SetLength(PlayerStatic[Player], Length(Theme.Score.PlayerStatic[Player])); + SetLength(PlayerTexts[Player], Length(Theme.Score.PlayerTexts[Player])); + + for Counter := 0 to High(Theme.Score.PlayerStatic[Player]) do + PlayerStatic[Player, Counter] := AddStatic(Theme.Score.PlayerStatic[Player, Counter]); + + for Counter := 0 to High(Theme.Score.PlayerTexts[Player]) do + PlayerTexts[Player, Counter] := AddText(Theme.Score.PlayerTexts[Player, Counter]); + + TextName[Player] := AddText(Theme.Score.TextName[Player]); + TextScore[Player] := AddText(Theme.Score.TextScore[Player]); + + TextNotes[Player] := AddText(Theme.Score.TextNotes[Player]); + TextNotesScore[Player] := AddText(Theme.Score.TextNotesScore[Player]); + TextLineBonus[Player] := AddText(Theme.Score.TextLineBonus[Player]); + TextLineBonusScore[Player] := AddText(Theme.Score.TextLineBonusScore[Player]); + TextGoldenNotes[Player] := AddText(Theme.Score.TextGoldenNotes[Player]); + TextGoldenNotesScore[Player] := AddText(Theme.Score.TextGoldenNotesScore[Player]); + TextTotal[Player] := AddText(Theme.Score.TextTotal[Player]); + TextTotalScore[Player] := AddText(Theme.Score.TextTotalScore[Player]); + + StaticBoxLightest[Player] := AddStatic(Theme.Score.StaticBoxLightest[Player]); + StaticBoxLight[Player] := AddStatic(Theme.Score.StaticBoxLight[Player]); + StaticBoxDark[Player] := AddStatic(Theme.Score.StaticBoxDark[Player]); + + StaticBackLevel[Player] := AddStatic(Theme.Score.StaticBackLevel[Player]); + StaticBackLevelRound[Player] := AddStatic(Theme.Score.StaticBackLevelRound[Player]); + StaticLevel[Player] := AddStatic(Theme.Score.StaticLevel[Player]); + StaticLevelRound[Player] := AddStatic(Theme.Score.StaticLevelRound[Player]); + + //textures + aPlayerScoreScreenTextures[Player].Score_NoteBarLevel_Dark := Tex_Score_NoteBarLevel_Dark[Player]; + aPlayerScoreScreenTextures[Player].Score_NoteBarRound_Dark := Tex_Score_NoteBarRound_Dark[Player]; + + aPlayerScoreScreenTextures[Player].Score_NoteBarLevel_Light := Tex_Score_NoteBarLevel_Light[Player]; + aPlayerScoreScreenTextures[Player].Score_NoteBarRound_Light := Tex_Score_NoteBarRound_Light[Player]; + + aPlayerScoreScreenTextures[Player].Score_NoteBarLevel_Lightest := Tex_Score_NoteBarLevel_Lightest[Player]; + aPlayerScoreScreenTextures[Player].Score_NoteBarRound_Lightest := Tex_Score_NoteBarRound_Lightest[Player]; + end; + +end; + +procedure TScreenScore.onShow; +var + P: integer; // player + I: integer; + V: array[1..6] of boolean; // visibility array + +begin + +{** + * Turn backgroundmusic on + *} + SoundLib.StartBgMusic; + + inherited; + + // all statics / texts are loaded at start - so that we have them all even if we change the amount of players + // To show the corrects statics / text from the them, we simply modify the start of the according arrays + // 1 Player -> Player[0].Score (The score for one player starts at 0) + // -> Statics[1] (The statics for the one player screen start at 1) + // 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; + else + ArrayStartModifier := 0; //this should never happen + end; + + for P := 1 to PlayersPlay do + begin + // data + aPlayerScoreScreenDatas[P].Bar_Y := Theme.Score.StaticBackLevel[P + ArrayStartModifier].Y; + + // ratings + aPlayerScoreScreenRatings[P].RateEaseStep := 1; + aPlayerScoreScreenRatings[P].RateEaseValue := 20; + end; + + + 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 + CurrentTime : Cardinal; + PlayerCounter : integer; +begin + + inherited Draw; +{* + player[0].ScoreInt := 7000; + player[0].ScoreLineInt := 2000; + player[0].ScoreGoldenInt := 1000; + player[0].ScoreTotalInt := 10000; + + player[1].ScoreInt := 2500; + player[1].ScoreLineInt := 1100; + player[1].ScoreGoldenInt := 900; + player[1].ScoreTotalInt := 4500; +*} + // Let's start to arise the bars + CurrentTime := SDL_GetTicks(); + if((CurrentTime >= BarTime) AND ShowFinish) then + begin + BarTime := CurrentTime + BarRaiseSpeed; + + 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 + BarPhrase_EaseOut_Step := BarPhrase_EaseOut_Step + 1; + + + // GoldenNotebonus + if (BarPhrase_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then + begin + if (BarGolden_EaseOut_Step < EaseOut_MaxSteps * 10) then + BarGolden_EaseOut_Step := BarGolden_EaseOut_Step + 1; + + // Draw golden score bar # + EaseBarIn(PlayerCounter, 'Golden'); + EaseScoreIn(PlayerCounter,'Golden'); + end; + + // Draw phrase score bar # + EaseBarIn(PlayerCounter, 'Line'); + EaseScoreIn(PlayerCounter,'Line'); + end; + + // Draw plain score bar # + EaseBarIn(PlayerCounter, 'Note'); + 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; +*) + + Result := true; +end; + +procedure TscreenScore.FillPlayerItems(PlayerNumber : Integer; ScoreType: String); +var + ThemeIndex: integer; +begin + // 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 + + ThemeIndex := PlayerNumber + ArrayStartModifier; + + //golden + Text[TextGoldenNotesScore[ThemeIndex]].Text := IntToStr(TextGolden_ActualValue[PlayerNumber]); + Text[TextGoldenNotesScore[ThemeIndex]].Alpha := (BarGolden_EaseOut_Step / 100); + + Static[StaticBoxLightest[ThemeIndex]].Texture.Alpha := (BarGolden_EaseOut_Step / 100); + Text[TextGoldenNotes[ThemeIndex]].Alpha := (BarGolden_EaseOut_Step / 100); + + // line bonus + Text[TextLineBonusScore[ThemeIndex]].Text := IntToStr(TextPhrase_ActualValue[PlayerNumber]); + Text[TextLineBonusScore[ThemeIndex]].Alpha := (BarPhrase_EaseOut_Step / 100); + + Static[StaticBoxLight[ThemeIndex]].Texture.Alpha := (BarPhrase_EaseOut_Step / 100); + Text[TextLineBonus[ThemeIndex]].Alpha := (BarPhrase_EaseOut_Step / 100); + + // plain score + Text[TextNotesScore[ThemeIndex]].Text := IntToStr(TextScore_ActualValue[PlayerNumber]); + Text[TextNotes[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100); + + Static[StaticBoxDark[ThemeIndex]].Texture.Alpha := (BarScore_EaseOut_Step / 100); + Text[TextNotesScore[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100); + + // total score + Text[TextTotalScore[ThemeIndex]].Text := IntToStr(TextScore_ActualValue[PlayerNumber] + TextPhrase_ActualValue[PlayerNumber] + TextGolden_ActualValue[PlayerNumber]); + Text[TextTotalScore[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100); + + Text[TextTotal[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100); + + Text[TextTotal[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100); + + if(BarGolden_EaseOut_Step = 100) then + begin + ShowRating(PlayerNumber); + end; +end; + + +procedure TScreenScore.ShowRating(PlayerNumber: integer); +var + Rating : integer; + ThemeIndex : integer; +begin + + ThemeIndex := PlayerNumber + ArrayStartModifier; + + case (Player[PlayerNumber-1].ScoreTotalInt) of + 0..2009: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_TONE_DEAF'); + Rating := 0; + end; + 2010..4009: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_AMATEUR'); + Rating := 1; + end; + 4010..5009: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_WANNABE'); + Rating := 2; + end; + 5010..6009: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_HOPEFUL'); + Rating := 3; + end; + 6010..7509: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_RISING_STAR'); + Rating := 4; + end; + 7510..8509: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_LEAD_SINGER'); + Rating := 5; + end; + 8510..9009: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_SUPERSTAR'); + Rating := 6; + end; + 9010..10000: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_ULTRASTAR'); + Rating := 7; + end; + else + Rating := 0; // Cheata :P + end; + + //todo: this could break if the width is not given, for instance when there's a skin with no picture for ratings + if ( Theme.Score.StaticRatings[ThemeIndex].W > 0 ) AND ( aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue > 0 ) then + begin + Text[TextScore[ThemeIndex]].Alpha := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue / Theme.Score.StaticRatings[ThemeIndex].W; + end; + // end todo + + DrawRating(PlayerNumber, Rating); +end; + +procedure TscreenScore.DrawRating(PlayerNumber:integer;Rating:integer); +var + Posx : real; + Posy : real; + Width :real; +begin + + CalculateBouncing(PlayerNumber); + + PosX := Theme.Score.StaticRatings[PlayerNumber + ArrayStartModifier].X + (Theme.Score.StaticRatings[PlayerNumber + ArrayStartModifier].W * 0.5); + PosY := Theme.Score.StaticRatings[PlayerNumber + ArrayStartModifier].Y + (Theme.Score.StaticRatings[PlayerNumber + ArrayStartModifier].H * 0.5); ; + + Width := 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, PosY - Width); + glTexCoord2f(Tex_Score_Ratings[Rating].TexW, 0); glVertex2f(PosX + Width, PosY - Width); + glTexCoord2f(Tex_Score_Ratings[Rating].TexW, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX + Width, PosY + Width); + glTexCoord2f(0, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX - Width, PosY + Width); + glEnd; + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2d); +end; + + + +function TscreenScore.CalculateBouncing(PlayerNumber : Integer): real; +var + ReturnValue : real; + p, s : real; + + RaiseStep, MaxVal : real; + EaseOut_Step : integer; +begin + EaseOut_Step := aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep; + MaxVal := Theme.Score.StaticRatings[PlayerNumber + ArrayStartModifier].W; + + RaiseStep := EaseOut_Step; + + if (MaxVal > 0) AND (RaiseStep > 0) then + RaiseStep := RaiseStep / MaxVal; + + 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; + + +procedure TscreenScore.EaseBarIn(PlayerNumber : Integer; BarType: String); +const + RaiseSmoothness : integer = 100; +var + MaxHeight : real; + NewHeight : real; + + Height2Reach : real; + RaiseStep : real; + BarStartPosY : single; + + lTmp : real; + Score : integer; +begin + MaxHeight := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].H; + + // 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].ScoreInt; + RaiseStep := BarScore_EaseOut_Step; + BarStartPosY := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].Y + MaxHeight; + end + else if (BarType = 'Line') then + begin + Score := Player[PlayerNumber - 1].ScoreLineInt; + RaiseStep := BarPhrase_EaseOut_Step; + BarStartPosY := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight + MaxHeight; + end + else if (BarType = 'Golden') then + begin + Score := Player[PlayerNumber - 1].ScoreGoldenInt; + RaiseStep := BarGolden_EaseOut_Step; + BarStartPosY := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight - aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight + MaxHeight; + end + else + begin + Log.LogCritical('Unknown bar-type: ' + BarType, 'TScreenScore.EaseBarIn'); + Exit; // suppress warnings + end; + + // the height dependend of the score + Height2Reach := (Score / MAX_SONG_SCORE) * 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 + NewHeight := lTmp / RaiseSmoothness; + + end + else + NewHeight := Height2Reach; + + DrawBar(BarType, PlayerNumber, BarStartPosY, NewHeight); + + if (BarType = 'Note') then + aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight := NewHeight + else if (BarType = 'Line') then + aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight := NewHeight + else if (BarType = 'Golden') then + aPlayerScoreScreenDatas[PlayerNumber].BarGolden_ActualHeight := NewHeight; +end; + +procedure TscreenScore.DrawBar(BarType:string; PlayerNumber: integer; BarStartPosY: single; NewHeight: real); +var + Width:real; + BarStartPosX:real; +begin + // this is solely for better readability of the drawing + Width := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].W; + BarStartPosX := Theme.Score.StaticBackLevel[PlayerNumber + ArrayStartModifier].X; + + glColor4f(1, 1, 1, 1); + + // set the texture for the bar + if (BarType = 'Note') then + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Dark.TexNum); + if (BarType = 'Line') then + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Light.TexNum); + if (BarType = 'Golden') then + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Lightest.TexNum); + + //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 + ArrayStartModifier]].Texture.h) - NewHeight, ZBars); + glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, (BarStartPosY - Static[StaticLevelRound[PlayerNumber + ArrayStartModifier]].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); +end; + +procedure TScreenScore.EaseScoreIn(PlayerNumber: integer; ScoreType : String); +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].ScoreInt; + end; + if (ScoreType = 'Line') then + begin + EaseOut_Step := BarPhrase_EaseOut_Step; + ActualScoreValue := TextPhrase_ActualValue[PlayerNumber]; + ScoreReached := Player[PlayerNumber-1].ScoreLineInt; + end; + if (ScoreType = 'Golden') then + begin + EaseOut_Step := BarGolden_EaseOut_Step; + ActualScoreValue := TextGolden_ActualValue[PlayerNumber]; + ScoreReached := Player[PlayerNumber-1].ScoreGoldenInt; + 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 + TextScore_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness); + if (ScoreType = 'Line') then + TextPhrase_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness); + if (ScoreType = 'Golden') then + TextGolden_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness); + end; + end + else + begin + if (ScoreType = 'Note') then + TextScore_ActualValue[PlayerNumber] := ScoreReached; + if (ScoreType = 'Line') then + TextPhrase_ActualValue[PlayerNumber] := ScoreReached; + if (ScoreType = 'Golden') then + TextGolden_ActualValue[PlayerNumber] := ScoreReached; + 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].ScoreTotalInt); + while (Length(S)<5) do + S := '0' + S; + Text[TextTotalScore[Item]].Text := S; + + S := IntToStr(Player[P].ScoreLineInt); + while (Length(S)<4) do + S := '0' + S; + Text[TextLineBonusScore[Item]].Text := S; + + S := IntToStr(Player[P].ScoreGoldenInt); + while (Length(S)<4) do + S := '0' + S; + Text[TextGoldenNotesScore[Item]].Text := S; + //end of fix + + +end; + +end. |