diff options
Diffstat (limited to 'src/screens')
-rw-r--r-- | src/screens/UScreenScore.pas | 225 |
1 files changed, 221 insertions, 4 deletions
diff --git a/src/screens/UScreenScore.pas b/src/screens/UScreenScore.pas index 40fe8fbc..41954850 100644 --- a/src/screens/UScreenScore.pas +++ b/src/screens/UScreenScore.pas @@ -65,6 +65,8 @@ type Score_NoteBarLevel_Lightest: TTexture; // GoldenNotes Score_NoteBarRound_Lightest: TTexture; + + Player_Id_Box: TTexture; // boxes with player numbers end; TPlayerScoreScreenData = record // holds the positions and other data @@ -89,10 +91,8 @@ type APlayerPositionMap = array of TPlayerPositionMap; { textures for playerstatics of seconds screen players } - TPlayerStaticTexture = class - Tex: TTexture; - Player: integer; // 0..5 playernumber - + TPlayerStaticTexture = record + Tex: TTexture; end; TScreenScore = class(TMenu) @@ -129,17 +129,38 @@ type TextTotalScore: array[1..6] of integer; PlayerStatic: array[1..6] of array of integer; + { texture pairs for swapping when screens = 2 + first array level: index of player ( actually this is a position + 1 - Player 1 if PlayersPlay = 1 <- we don't need swapping here + 2..3 - Player 1 and 2 or 3 and 4 if PlayersPlay = 2 or 4 + 4..6 - Player 1 - 3 or 4 - 6 if PlayersPlay = 3 or 6 ) + second array level: different playerstatics for positions + third array level: texture for screen 1 or 2 } + PlayerStaticTextures: array[1..6] of array of array [1..2] of TPlayerStaticTexture; 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; + { texture pairs for swapping when screens = 2 + for boxes + first array level: index of player ( actually this is a position + 1 - Player 1 if PlayersPlay = 1 <- we don't need swapping here + 2..3 - Player 1 and 2 or 3 and 4 if PlayersPlay = 2 or 4 + 4..6 - Player 1 - 3 or 4 - 6 if PlayersPlay = 3 or 6 ) + second array level: different boxes for positions (0: lightest; 1: light; 2: dark) + third array level: texture for screen 1 or 2 } + PlayerBoxTextures: array[1..6] of array[0..2] of array [1..2] of TPlayerStaticTexture; StaticBackLevel: array[1..6] of integer; StaticBackLevelRound: array[1..6] of integer; StaticLevel: array[1..6] of integer; StaticLevelRound: array[1..6] of integer; + { statics with players ids } + StaticPlayerIdBox: array[1..6] of integer; + TexturePlayerIdBox: array[1..6] of TTexture; + Animation: real; TextScore_ActualValue: array[1..6] of integer; @@ -168,6 +189,10 @@ type procedure ShowRating(PlayerNumber: integer); function CalculateBouncing(PlayerNumber: integer): real; procedure DrawRating(PlayerNumber: integer; Rating: integer); + + { for player static texture swapping } + procedure LoadSwapTextures; + procedure SwapToScreen(Screen: integer); public constructor Create; override; function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; @@ -185,6 +210,7 @@ uses UMenuStatic, UTime, UIni, + USkins, ULog, ULanguage, UNote, @@ -232,6 +258,188 @@ begin end; end; +procedure TScreenScore.LoadSwapTextures; + var + P, I: integer; + PlayerNum, PlayerNum2: integer; + Color: string; + R, G, B: real; + StaticNum: integer; + ThemeStatic: TThemeStatic; +begin + { we only need to load swapping textures if in dualscreen mode } + if Screens = 2 then + begin + { load swapping textures for custom statics } + for P := low(PlayerStatic) to High(PlayerStatic) do + begin + SetLength(PlayerStaticTextures[P], Length(PlayerStatic[P])); + + { get the players that actually are on this position } + case P of + 1: begin + PlayerNum := 1; + PlayerNum2 := 1; + end; + + 2, 3: begin + PlayerNum := P - 1; + PlayerNum2 := PlayerNum + 2; + end; + + 4..6: begin + PlayerNum := P - 3; + PlayerNum2 := PlayerNum + 3; + end; + end; + + for I := 0 to High(PlayerStatic[P]) do + begin + // copy current statics texture to texture for screen 1 + PlayerStaticTextures[P, I, 1].Tex := Static[PlayerStatic[P, I]].Texture; + + // fallback to first screen texture for 2nd screen + PlayerStaticTextures[P, I, 2].Tex := PlayerStaticTextures[P, I, 1].Tex; + + { texture for second screen } + { we only change color for statics with playercolor + and with Texture type colorized + also we don't need to swap for one player position } + if (P <> 1) and + (Theme.Score.PlayerStatic[P, I].Typ = Texture_Type_Colorized) and + (Length(Theme.Score.PlayerStatic[P, I].Color) >= 2) and + (copy(Theme.Score.PlayerStatic[P, I].Color, 1, 2) = 'P' + IntToStr(PlayerNum)) then + begin + // get the color + Color := Theme.Score.PlayerStatic[P, I].Color; + Color[2] := IntToStr(PlayerNum2)[1]; + LoadColor(R, G, B, Color); + + with Theme.Score.PlayerStatic[P, I] do + PlayerStaticTextures[P, I, 2].Tex := Texture.GetTexture(Skin.GetTextureFileName(Tex), Typ, RGBFloatToInt(R, G, B)); + + PlayerStaticTextures[P, I, 2].Tex.X := Static[PlayerStatic[P, I]].Texture.X; + PlayerStaticTextures[P, I, 2].Tex.Y := Static[PlayerStatic[P, I]].Texture.Y; + PlayerStaticTextures[P, I, 2].Tex.W := Static[PlayerStatic[P, I]].Texture.W; + PlayerStaticTextures[P, I, 2].Tex.H := Static[PlayerStatic[P, I]].Texture.H; + end; + end; + end; + + { load swap textures for boxes } + for P := low(PlayerBoxTextures) to High(PlayerBoxTextures) do + begin + { get the players that actually are on this position } + case P of + 1: begin + PlayerNum := 1; + PlayerNum2 := 1; + end; + + 2, 3: begin + PlayerNum := P - 1; + PlayerNum2 := PlayerNum + 2; + end; + + 4..6: begin + PlayerNum := P - 3; + PlayerNum2 := PlayerNum + 3; + end; + end; + + for I := 0 to High(PlayerBoxTextures[P]) do + begin + case I of + 0: begin + StaticNum := StaticBoxLightest[P]; + ThemeStatic := Theme.Score.StaticBoxLightest[P]; + end; + 1: begin + StaticNum := StaticBoxLight[P]; + ThemeStatic := Theme.Score.StaticBoxLight[P]; + end; + 2: begin + StaticNum := StaticBoxDark[P]; + ThemeStatic := Theme.Score.StaticBoxDark[P]; + end; + end; + // copy current statics texture to texture for screen 1 + PlayerBoxTextures[P, I, 1].Tex := Static[StaticNum].Texture; + + // fallback to first screen texture for 2nd screen + PlayerBoxTextures[P, I, 2].Tex := PlayerBoxTextures[P, I, 1].Tex; + + { texture for second screen } + { we only change color for statics with playercolor + and with Texture type colorized + also we don't need to swap for one player position } + if (P <> 1) and + (ThemeStatic.Typ = Texture_Type_Colorized) and + (Length(ThemeStatic.Color) >= 2) and + (copy(ThemeStatic.Color, 1, 2) = 'P' + IntToStr(PlayerNum)) then + begin + // get the color + Color := ThemeStatic.Color; + Color[2] := IntToStr(PlayerNum2)[1]; + LoadColor(R, G, B, Color); + + with ThemeStatic do + PlayerBoxTextures[P, I, 2].Tex := Texture.GetTexture(Skin.GetTextureFileName(Tex), Typ, RGBFloatToInt(R, G, B)); + + PlayerBoxTextures[P, I, 2].Tex.X := Static[StaticNum].Texture.X; + PlayerBoxTextures[P, I, 2].Tex.Y := Static[StaticNum].Texture.Y; + PlayerBoxTextures[P, I, 2].Tex.W := Static[StaticNum].Texture.W; + PlayerBoxTextures[P, I, 2].Tex.H := Static[StaticNum].Texture.H; + end; + end; + end; + end; +end; + +procedure TScreenScore.SwapToScreen(Screen: integer); + var + P, I: integer; +begin + { if screens = 2 and playerplay <= 3 the 2nd screen shows the + textures of screen 1 } + if (PlayersPlay <= 3) and (Screen = 2) then + Screen := 1; + + { set correct box textures } + for I := 0 to High(PlayerPositionMap) do + begin + if (PlayerPositionMap[I].Position > 0) and ((ScreenAct = PlayerPositionMap[I].Screen) or (PlayerPositionMap[I].BothScreens)) then + begin + // we just set the texture specific stuff + // so we don't overwrite e.g. width and height + with Static[StaticPlayerIdBox[PlayerPositionMap[I].Position]].Texture do + begin + TexNum := aPlayerScoreScreenTextures[I+1].Player_Id_Box.TexNum; + TexW := aPlayerScoreScreenTextures[I+1].Player_Id_Box.TexW; + TexH := aPlayerScoreScreenTextures[I+1].Player_Id_Box.TexH; + end; + end; + end; + + if (Screens = 2) then + begin + { to keep it simple we just swap all statics, not just the shown ones } + for P := Low(PlayerStatic) to High(PlayerStatic) do + for I := 0 to High(PlayerStatic[P]) do + begin + Static[PlayerStatic[P, I]].Texture := PlayerStaticTextures[P, I, Screen].Tex; + end; + + { box statics } + for P := Low(PlayerStatic) to High(PlayerStatic) do + begin + Static[StaticBoxLightest[P]].Texture := PlayerBoxTextures[P, 0, Screen].Tex; + Static[StaticBoxLight[P]].Texture := PlayerBoxTextures[P, 1, Screen].Tex; + Static[StaticBoxDark[P]].Texture := PlayerBoxTextures[P, 2, Screen].Tex; + end; + end; +end; + constructor TScreenScore.Create; var Player: integer; @@ -255,6 +463,8 @@ begin 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]); @@ -278,6 +488,7 @@ begin StaticBackLevelRound[Player] := AddStatic(Theme.Score.StaticBackLevelRound[Player]); StaticLevel[Player] := AddStatic(Theme.Score.StaticLevel[Player]); StaticLevelRound[Player] := AddStatic(Theme.Score.StaticLevelRound[Player]); + StaticPlayerIdBox[Player] := AddStatic(Theme.Score.StaticPlayerIdBox[Player]); //textures aPlayerScoreScreenTextures[Player].Score_NoteBarLevel_Dark := Tex_Score_NoteBarLevel_Dark[Player]; @@ -288,8 +499,10 @@ begin aPlayerScoreScreenTextures[Player].Score_NoteBarLevel_Lightest := Tex_Score_NoteBarLevel_Lightest[Player]; aPlayerScoreScreenTextures[Player].Score_NoteBarRound_Lightest := Tex_Score_NoteBarRound_Lightest[Player]; + aPlayerScoreScreenTextures[Player].Player_Id_Box := Texture.GetTexture(Skin.GetTextureFileName('PlayerIDBox0' + IntToStr(Player)), Texture_Type_Transparent); end; + LoadSwapTextures; end; procedure TScreenScore.MapPlayersToPosition; @@ -495,6 +708,8 @@ begin Static[StaticBoxLight[P]].Visible := V[P]; Static[StaticBoxDark[P]].Visible := V[P]; + Static[StaticPlayerIdBox[P]].Visible := V[P]; + // we draw that on our own Static[StaticBackLevel[P]].Visible := false; Static[StaticBackLevelRound[P]].Visible := false; @@ -536,6 +751,8 @@ begin player[1].ScoreGoldenInt := 900; player[1].ScoreTotalInt := 4500; //*} + // swap static textures to current screen ones + SwapToScreen(ScreenAct); //Draw the Background DrawBG; |