From 36e04782552fde9e26710f29f453d574b2ee9c0b Mon Sep 17 00:00:00 2001 From: f1fth_freed0m Date: Thu, 6 Mar 2008 02:16:07 +0000 Subject: Translated Some Variables TonGamy to ToneGamus DlugoscNut to NoteLenght Akt to Current AktBeat to CurrentBeat AktBeatD to CurrentBeatD AktBeatC to CurrentBeatC OldCzesc to OldLine Teraz to CurrentTime Razem to TotalTime TCzas to TLineState Czas to LineState git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@916 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Classes/UDraw.pas | 90 ++++++++++++++--------------- Game/Code/Classes/UFiles.pas | 2 +- Game/Code/Classes/UMain.pas | 132 +++++++++++++++++++++---------------------- Game/Code/Classes/UMusic.pas | 60 ++++++++++---------- Game/Code/Classes/USong.pas | 6 +- 5 files changed, 145 insertions(+), 145 deletions(-) (limited to 'Game/Code/Classes') diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas index 8c4f53f3..f64f0389 100644 --- a/Game/Code/Classes/UDraw.pas +++ b/Game/Code/Classes/UDraw.pas @@ -202,16 +202,16 @@ var Pet: integer; TempR: real; begin - TempR := (Right-Left) / (Lines[NrCzesci].Line[Lines[NrCzesci].Akt].End_ - Lines[NrCzesci].Line[Lines[NrCzesci].Akt].StartNote); + TempR := (Right-Left) / (Lines[NrCzesci].Line[Lines[NrCzesci].Current].End_ - Lines[NrCzesci].Line[Lines[NrCzesci].Current].StartNote); glEnable(GL_BLEND); glBegin(GL_LINES); - for Pet := Lines[NrCzesci].Line[Lines[NrCzesci].Akt].StartNote to Lines[NrCzesci].Line[Lines[NrCzesci].Akt].End_ do begin + for Pet := Lines[NrCzesci].Line[Lines[NrCzesci].Current].StartNote to Lines[NrCzesci].Line[Lines[NrCzesci].Current].End_ do begin if (Pet mod Lines[NrCzesci].Resolution) = Lines[NrCzesci].NotesGAP then glColor4f(0, 0, 0, 1) else glColor4f(0, 0, 0, 0.3); - glVertex2f(Left + TempR * (Pet - Lines[NrCzesci].Line[Lines[NrCzesci].Akt].StartNote), Top); - glVertex2f(Left + TempR * (Pet - Lines[NrCzesci].Line[Lines[NrCzesci].Akt].StartNote), Top + 135); + glVertex2f(Left + TempR * (Pet - Lines[NrCzesci].Line[Lines[NrCzesci].Current].StartNote), Top); + glVertex2f(Left + TempR * (Pet - Lines[NrCzesci].Line[Lines[NrCzesci].Current].StartNote), Top + 135); end; glEnd; glDisable(GL_BLEND); @@ -248,7 +248,7 @@ begin glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); lTmpA := (Right-Left); - lTmpB := (Lines[NrCzesci].Line[Lines[NrCzesci].Akt].End_ - Lines[NrCzesci].Line[Lines[NrCzesci].Akt].StartNote); + lTmpB := (Lines[NrCzesci].Line[Lines[NrCzesci].Current].End_ - Lines[NrCzesci].Line[Lines[NrCzesci].Current].StartNote); {$IFDEF LAZARUS} (* @@ -269,7 +269,7 @@ begin end; - with Lines[NrCzesci].Line[Lines[NrCzesci].Akt] do begin + with Lines[NrCzesci].Line[Lines[NrCzesci].Current] do begin for Pet := 0 to HighNote do begin with Note[Pet] do begin if not FreeStyle then begin @@ -287,7 +287,7 @@ begin glColor4f(1, 1, 1, 1); // We set alpha to 1, cause we can control the transparency through the png itself // Czesci == teil, element == piece, element | koniec == end / ending // lewa czesc - left part - Rec.Left := (Start-Lines[NrCzesci].Line[Lines[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX; + Rec.Left := (Start-Lines[NrCzesci].Line[Lines[NrCzesci].Current].StartNote) * TempR + Left + 0.5 + 10*ScreenX; Rec.Right := Rec.Left + NotesW; Rec.Top := Top - (Tone-BaseNote)*Space/2 - NotesH; Rec.Bottom := Rec.Top + 2 * NotesH; @@ -305,7 +305,7 @@ begin // srodkowa czesc - middle part Rec.Left := Rec.Right; - Rec.Right := (Start+Lenght-Lines[NrCzesci].Line[Lines[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX; // Dlugosc == lenght + Rec.Right := (Start+Lenght-Lines[NrCzesci].Line[Lines[NrCzesci].Current].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX; // Dlugosc == lenght glBindTexture(GL_TEXTURE_2D, Tex_plain_Mid[PlayerNumber].TexNum); glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); @@ -373,13 +373,13 @@ var //// if Player[NrGracza].IlNut > 0 then begin - TempR := W / (Lines[0].Line[Lines[0].Akt].End_ - Lines[0].Line[Lines[0].Akt].StartNote); - for N := 0 to Player[NrGracza].HighNut do + TempR := W / (Lines[0].Line[Lines[0].Current].End_ - Lines[0].Line[Lines[0].Current].StartNote); + for N := 0 to Player[NrGracza].HighNote do begin with Player[NrGracza].Note[N] do begin // Left part of note - Rec.Left := X + (Start-Lines[0].Line[Lines[0].Akt].StartNote) * TempR + 0.5 + 10*ScreenX; + Rec.Left := X + (Start-Lines[0].Line[Lines[0].Current].StartNote) * TempR + 0.5 + 10*ScreenX; Rec.Right := Rec.Left + NotesW; // Draw it in half size, if not hit @@ -392,7 +392,7 @@ var NotesH2 := int(NotesH * 0.65); end; - Rec.Top := Y - (Tone-Lines[0].Line[Lines[0].Akt].BaseNote)*Space/2 - NotesH2; + Rec.Top := Y - (Tone-Lines[0].Line[Lines[0].Current].BaseNote)*Space/2 - NotesH2; Rec.Bottom := Rec.Top + 2 *NotesH2; // draw the left part @@ -407,11 +407,11 @@ var // Middle part of the note Rec.Left := Rec.Right; - Rec.Right := X + (Start+Lenght-Lines[0].Line[Lines[0].Akt].StartNote) * TempR - NotesW - 0.5 + 10*ScreenX; + Rec.Right := X + (Start+Lenght-Lines[0].Line[Lines[0].Current].StartNote) * TempR - NotesW - 0.5 + 10*ScreenX; // (nowe) - dunno - if (Start+Lenght-1 = Czas.AktBeatD) then - Rec.Right := Rec.Right - (1-Frac(Czas.MidBeatD)) * TempR; + if (Start+Lenght-1 = LineState.CurrentBeatD) then + Rec.Right := Rec.Right - (1-Frac(LineState.MidBeatD)) * TempR; // the left note is more right than the right note itself, sounds weird - so we fix that xD if Rec.Right <= Rec.Left then Rec.Right := Rec.Left; @@ -442,8 +442,8 @@ var // Perfect note is stored if Perfect and (Ini.EffectSing=1) then begin - A := 1 - 2*(Czas.Teraz - GetTimeFromBeat(Start+Lenght)); - if not (Start+Lenght-1 = Czas.AktBeatD) then + A := 1 - 2*(LineState.CurrentTime - GetTimeFromBeat(Start+Lenght)); + if not (Start+Lenght-1 = LineState.CurrentBeatD) then //Star animation counter //inc(Starfr); @@ -484,7 +484,7 @@ begin lTmpA := (Right-Left); - lTmpB := (Lines[NrCzesci].Line[Lines[NrCzesci].Akt].End_ - Lines[NrCzesci].Line[Lines[NrCzesci].Akt].StartNote); + lTmpB := (Lines[NrCzesci].Line[Lines[NrCzesci].Current].End_ - Lines[NrCzesci].Line[Lines[NrCzesci].Current].StartNote); if ( lTmpA > 0 ) AND @@ -497,7 +497,7 @@ begin TempR := 0; end; - with Lines[NrCzesci].Line[Lines[NrCzesci].Akt] do begin + with Lines[NrCzesci].Line[Lines[NrCzesci].Current] do begin for Pet := 0 to HighNote do begin with Note[Pet] do begin if not FreeStyle then begin @@ -506,10 +506,10 @@ begin W := NotesW * 2 + 2; H := NotesH * 1.5 + 3.5; - X2 := (Start-Lines[NrCzesci].Line[Lines[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX + 4; // wciecie + X2 := (Start-Lines[NrCzesci].Line[Lines[NrCzesci].Current].StartNote) * TempR + Left + 0.5 + 10*ScreenX + 4; // wciecie X1 := X2-W; - X3 := (Start+Lenght-Lines[NrCzesci].Line[Lines[NrCzesci].Akt].StartNote) * TempR + Left - 0.5 + 10*ScreenX - 4; // wciecie + X3 := (Start+Lenght-Lines[NrCzesci].Line[Lines[NrCzesci].Current].StartNote) * TempR + Left - 0.5 + 10*ScreenX - 4; // wciecie X4 := X3+W; // left @@ -617,19 +617,19 @@ begin end; // Draw Lyrics - ScreenSing.Lyrics.Draw(Czas.MidBeat); + ScreenSing.Lyrics.Draw(LineState.MidBeat); // todo: Lyrics { // rysuje pasek, podpowiadajacy poczatek spiwania w scenie FS := 1.3; - BarFrom := Lines[0].Line[Lines[0].Akt].StartNote - Lines[0].Line[Lines[0].Akt].Start; + BarFrom := Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start; if BarFrom > 40 then BarFrom := 40; - if (Lines[0].Line[Lines[0].Akt].StartNote - Lines[0].Line[Lines[0].Akt].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more - (Lines[0].Line[Lines[0].Akt].StartNote - Czas.MidBeat > 0) and // przed tekstem - (Lines[0].Line[Lines[0].Akt].StartNote - Czas.MidBeat < 40) then begin // ale nie za wczesnie - BarWspol := (Czas.MidBeat - (Lines[0].Line[Lines[0].Akt].StartNote - BarFrom)) / BarFrom; + if (Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more + (Lines[0].Line[Lines[0].Current].StartNote - LineState.MidBeat > 0) and // przed tekstem + (Lines[0].Line[Lines[0].Current].StartNote - LineState.MidBeat < 40) then begin // ale nie za wczesnie + BarWspol := (LineState.MidBeat - (Lines[0].Line[Lines[0].Current].StartNote - BarFrom)) / BarFrom; Rec.Left := NR.Left + BarWspol * -// (NR.WMid - Lines[0].Line[Lines[0].Akt].LyricWidth / 2 * FS - 50); +// (NR.WMid - Lines[0].Line[Lines[0].Current].LyricWidth / 2 * FS - 50); (ScreenSing.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX; Rec.Right := Rec.Left + 50; Rec.Top := Skin_LyricsT + 3; @@ -874,17 +874,17 @@ begin end; // Draw Lyrics - ScreenSingModi.Lyrics.Draw(Czas.MidBeat); + ScreenSingModi.Lyrics.Draw(LineState.MidBeat); // todo: Lyrics { // rysuje pasek, podpowiadajacy poczatek spiwania w scenie FS := 1.3; - BarFrom := Lines[0].Line[Lines[0].Akt].StartNote - Lines[0].Line[Lines[0].Akt].Start; + BarFrom := Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start; if BarFrom > 40 then BarFrom := 40; - if (Lines[0].Line[Lines[0].Akt].StartNote - Lines[0].Line[Lines[0].Akt].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more - (Lines[0].Line[Lines[0].Akt].StartNote - Czas.MidBeat > 0) and // przed tekstem - (Lines[0].Line[Lines[0].Akt].StartNote - Czas.MidBeat < 40) then begin // ale nie za wczesnie - BarWspol := (Czas.MidBeat - (Lines[0].Line[Lines[0].Akt].StartNote - BarFrom)) / BarFrom; + if (Lines[0].Line[Lines[0].Current].StartNote - Lines[0].Line[Lines[0].Current].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more + (Lines[0].Line[Lines[0].Current].StartNote - LineState.MidBeat > 0) and // przed tekstem + (Lines[0].Line[Lines[0].Current].StartNote - LineState.MidBeat < 40) then begin // ale nie za wczesnie + BarWspol := (LineState.MidBeat - (Lines[0].Line[Lines[0].Current].StartNote - BarFrom)) / BarFrom; Rec.Left := NR.Left + BarWspol * (ScreenSingModi.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX; Rec.Right := Rec.Left + 50; Rec.Top := Skin_LyricsT + 3; @@ -1239,8 +1239,8 @@ begin glEnable(GL_TEXTURE_2D); glEnable(GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - TempR := (Right-Left) / (Lines[NrCzesci].Line[Lines[NrCzesci].Akt].End_ - Lines[NrCzesci].Line[Lines[NrCzesci].Akt].StartNote); - with Lines[NrCzesci].Line[Lines[NrCzesci].Akt] do begin + TempR := (Right-Left) / (Lines[NrCzesci].Line[Lines[NrCzesci].Current].End_ - Lines[NrCzesci].Line[Lines[NrCzesci].Current].StartNote); + with Lines[NrCzesci].Line[Lines[NrCzesci].Current] do begin for Pet := 0 to HighNote do begin with Note[Pet] do begin @@ -1254,7 +1254,7 @@ begin // lewa czesc - left part - Rec.Left := (Start-Lines[NrCzesci].Line[Lines[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX; + Rec.Left := (Start-Lines[NrCzesci].Line[Lines[NrCzesci].Current].StartNote) * TempR + Left + 0.5 + 10*ScreenX; Rec.Right := Rec.Left + NotesW; Rec.Top := Top - (Tone-BaseNote)*Space/2 - NotesH; Rec.Bottom := Rec.Top + 2 * NotesH; @@ -1268,7 +1268,7 @@ begin // srodkowa czesc - middle part Rec.Left := Rec.Right; - Rec.Right := (Start+Lenght-Lines[NrCzesci].Line[Lines[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX; + Rec.Right := (Start+Lenght-Lines[NrCzesci].Line[Lines[NrCzesci].Current].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX; glBindTexture(GL_TEXTURE_2D, Tex_Mid[Color].TexNum); glBegin(GL_QUADS); @@ -1323,15 +1323,15 @@ begin glTexCoord2f(0, 0); glVertex2f(x,y); - if ( Czas.Teraz > 0 ) AND - ( Czas.Razem > 0 ) THEN + if ( LineState.CurrentTime > 0 ) AND + ( LineState.TotalTime > 0 ) THEN BEGIN - lTmp := Czas.Teraz/Czas.Razem; - glTexCoord2f((width*Czas.Teraz/Czas.Razem)/8, 0); - glVertex2f(x+width*Czas.Teraz/Czas.Razem, y); + lTmp := LineState.CurrentTime/LineState.TotalTime; + glTexCoord2f((width*LineState.CurrentTime/LineState.TotalTime)/8, 0); + glVertex2f(x+width*LineState.CurrentTime/LineState.TotalTime, y); - glTexCoord2f((width*Czas.Teraz/Czas.Razem)/8, 1); - glVertex2f(x+width*Czas.Teraz/Czas.Razem, y+height); + glTexCoord2f((width*LineState.CurrentTime/LineState.TotalTime)/8, 1); + glVertex2f(x+width*LineState.CurrentTime/LineState.TotalTime, y+height); END; glTexCoord2f(0, 1); diff --git a/Game/Code/Classes/UFiles.pas b/Game/Code/Classes/UFiles.pas index 70c97b88..def74c70 100644 --- a/Game/Code/Classes/UFiles.pas +++ b/Game/Code/Classes/UFiles.pas @@ -48,7 +48,7 @@ begin Lines[Pet].Line[0].LyricWidth := 0; Player[pet].Score := 0; Player[pet].IlNut := 0; - Player[pet].HighNut := -1; + Player[pet].HighNote := -1; end; (* FIXME diff --git a/Game/Code/Classes/UMain.pas b/Game/Code/Classes/UMain.pas index 4fab84e7..c13050e5 100644 --- a/Game/Code/Classes/UMain.pas +++ b/Game/Code/Classes/UMain.pas @@ -55,7 +55,7 @@ type //Meter: real; - HighNut: integer; + HighNote: integer; IlNut: integer; Note: array of record Start: integer; @@ -675,79 +675,79 @@ var Done: real; N: integer; begin - Czas.Teraz := Czas.Teraz + TimeSkip; + LineState.CurrentTime := LineState.CurrentTime + TimeSkip; - Czas.OldBeat := Czas.AktBeat; - Czas.MidBeat := GetMidBeat(Czas.Teraz - (CurrentSong.Gap{ + 90 I've forgotten for what it is}) / 1000); // new system with variable BPM in function - Czas.AktBeat := Floor(Czas.MidBeat); + 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); -// Czas.OldHalf := Czas.AktHalf; -// Czas.MidHalf := Czas.MidBeat + 0.5; -// Czas.AktHalf := Floor(Czas.MidHalf); +// LineState.OldHalf := LineState.AktHalf; +// LineState.MidHalf := LineState.MidBeat + 0.5; +// LineState.AktHalf := Floor(LineState.MidHalf); - Czas.OldBeatC := Czas.AktBeatC; - Czas.MidBeatC := GetMidBeat(Czas.Teraz - (CurrentSong.Gap) / 1000); - Czas.AktBeatC := Floor(Czas.MidBeatC); + LineState.OldBeatC := LineState.CurrentBeatC; + LineState.MidBeatC := GetMidBeat(LineState.CurrentTime - (CurrentSong.Gap) / 1000); + LineState.CurrentBeatC := Floor(LineState.MidBeatC); - Czas.OldBeatD := Czas.AktBeatD; - Czas.MidBeatD := -0.5+GetMidBeat(Czas.Teraz - (CurrentSong.Gap + 120 + 20) / 1000); // MidBeat with addition GAP - Czas.AktBeatD := Floor(Czas.MidBeatD); - Czas.FracBeatD := Frac(Czas.MidBeatD); + 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 PetGr := 0 to 0 do //High(Gracz) begin; CP := PetGr; // ustawianie starej parts - Czas.OldCzesc := Lines[CP].Akt; + LineState.OldLine := Lines[CP].Current; // wybieranie aktualnej parts for Pet := 0 to Lines[CP].High do begin - if Czas.AktBeat >= Lines[CP].Line[Pet].Start then - Lines[CP].Akt := Pet; + if LineState.CurrentBeat >= Lines[CP].Line[Pet].Start then + Lines[CP].Current := Pet; end; // czysczenie nut gracza, gdy to jest nowa plansza // (optymizacja raz na halfbeat jest zla) - if Lines[CP].Akt <> Czas.OldCzesc then + if Lines[CP].Current <> LineState.OldLine then NewSentence(Sender); end; // for PetGr // wykonuje operacje raz na beat - if (Czas.AktBeat >= 0) and (Czas.OldBeat <> Czas.AktBeat) then + if (LineState.CurrentBeat >= 0) and (LineState.OldBeat <> LineState.CurrentBeat) then NewBeat(Sender); // make some operations on clicks - if {(Czas.AktBeatC >= 0) and }(Czas.OldBeatC <> Czas.AktBeatC) then + if {(LineState.CurrentBeatC >= 0) and }(LineState.OldBeatC <> LineState.CurrentBeatC) then NewBeatC(Sender); // make some operations when detecting new voice pitch - if (Czas.AktBeatD >= 0) and (Czas.OldBeatD <> Czas.AktBeatD) then + if (LineState.CurrentBeatD >= 0) and (LineState.OldBeatD <> LineState.CurrentBeatD) then NewBeatD(Sender); // wykonuje operacje w polowie beatu -// if (Czas.AktHalf >= 1) and (Czas.OldHalf <> Czas.AktHalf) then +// 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].Akt].HighNote do + for N := 0 to Lines[0].Line[Lines[0].Current].HighNote do begin - if (Lines[0].Line[Lines[0].Akt].Note[N].Start <= Czas.MidBeat) and - (Lines[0].Line[Lines[0].Akt].Note[N].Start + Lines[0].Line[Lines[0].Akt].Note[N].Lenght >= Czas.MidBeat) then + 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].Lenght >= LineState.MidBeat) then begin - Done := (Czas.MidBeat - Lines[0].Line[Lines[0].Akt].Note[N].Start) / (Lines[0].Line[Lines[0].Akt].Note[N].Lenght); + Done := (LineState.MidBeat - Lines[0].Line[Lines[0].Current].Note[N].Start) / (Lines[0].Line[Lines[0].Current].Note[N].Lenght); end; end; - N := Lines[0].Line[Lines[0].Akt].HighNote; + N := Lines[0].Line[Lines[0].Current].HighNote; // wylacza ostatnia nute po przejsciu {// todo: Lyrics if (Ini.LyricsEffect = 1) and (Done = 1) and - (Czas.MidBeat > Lines[0].Line[Lines[0].Akt].Note[N].Start + Lines[0].Line[Lines[0].Akt].Note[N].Lenght) + (LineState.MidBeat > Lines[0].Line[Lines[0].Current].Note[N].Start + Lines[0].Line[Lines[0].Current].Note[N].Lenght) then Sender.LyricMain.Selected := -1; if Done > 1 then Done := 1; @@ -772,16 +772,16 @@ begin for G := 0 to High(Player) do begin Player[G].IlNut := 0; - Player[G].HighNut := -1; + Player[G].HighNote := -1; SetLength(Player[G].Note, 0); end; // Add Words to Lyrics with Sender do begin - {LyricMain.AddCzesc(Lines[0].Akt); - if Lines[0].Akt < Lines[0].High then - LyricSub.AddCzesc(Lines[0].Akt+1) + {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 @@ -791,7 +791,7 @@ begin Sender.UpdateLCD; //On Sentence Change... - Sender.onSentenceChange(Lines[0].Akt); + Sender.onSentenceChange(Lines[0].Current); end; procedure NewBeat(Sender: TScreenSing); @@ -801,8 +801,8 @@ var begin // ustawia zaznaczenie tekstu // SingScreen.LyricMain.Selected := -1; - for Pet := 0 to Lines[0].Line[Lines[0].Akt].HighNote do - if (Lines[0].Line[Lines[0].Akt].Note[Pet].Start = Czas.AktBeat) then + for Pet := 0 to Lines[0].Line[Lines[0].Current].HighNote do + if (Lines[0].Line[Lines[0].Current].Note[Pet].Start = LineState.CurrentBeat) then begin // operates on currently beated note //Todo: Lyrics @@ -826,11 +826,11 @@ begin // LPT_2 := 1; // beat click - if (Ini.BeatClick = 1) and ((Czas.AktBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then + 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 ((Czas.AktBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then + if ((LineState.CurrentBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod Lines[0].Resolution = 0) then begin //LPT_1 := 0; // Light.LightOne(0, 150); @@ -840,15 +840,15 @@ begin Light.LightOne(0, 200); // beat light -{ if ((Czas.AktBeatC + Lines[0].Resolution + Lines[0].NotesGAP) mod (Lines[0].Resolution * 2) = 0) then +{ 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 Pet := 0 to Lines[0].Line[Lines[0].Akt].HighNote do + for Pet := 0 to Lines[0].Line[Lines[0].Current].HighNote do begin - if (Lines[0].Line[Lines[0].Akt].Note[Pet].Start = Czas.AktBeatC) then + if (Lines[0].Line[Lines[0].Current].Note[Pet].Start = LineState.CurrentBeatC) then begin // click assist if Ini.ClickAssist = 1 then @@ -860,7 +860,7 @@ begin // drum machine (* - TempBeat := Czas.AktBeat;// + 2; + 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; @@ -897,7 +897,7 @@ var Range: integer; NoteHit:boolean; begin -// Log.LogStatus('Beat ' + IntToStr(Czas.AktBeat) + ' HalfBeat ' + IntToStr(Czas.AktHalf), 'NewBeat'); +// Log.LogStatus('Beat ' + IntToStr(LineState.CurrentBeat) + ' HalfBeat ' + IntToStr(LineState.AktHalf), 'NewBeat'); // beep; // On linux we get an AV @ NEWNOTE, line 600 of Classes/UMain.pas @@ -912,13 +912,13 @@ begin AudioInputProcessor.Sound[CP].AnalyzeBuffer; // adds some noise - //Czas.Tone := Czas.Tone + Round(Random(3)) - 1; + //LineState.Tone := LineState.Tone + Round(Random(3)) - 1; // count min and max sentence range for checking (detection is delayed to the notes we see on the screen) - SMin := Lines[0].Akt-1; + SMin := Lines[0].Current-1; if SMin < 0 then SMin := 0; - SMax := Lines[0].Akt; + SMax := Lines[0].Current; // check if we can add new note Mozna := false; @@ -927,8 +927,8 @@ begin begin for Pet := 0 to Lines[0].Line[S].HighNote do begin - if ((Lines[0].Line[S].Note[Pet].Start <= Czas.AktBeatD) - and (Lines[0].Line[S].Note[Pet].Start + Lines[0].Line[S].Note[Pet].Lenght - 1 >= Czas.AktBeatD)) + if ((Lines[0].Line[S].Note[Pet].Start <= LineState.CurrentBeatD) + and (Lines[0].Line[S].Note[Pet].Start + Lines[0].Line[S].Note[Pet].Lenght - 1 >= LineState.CurrentBeatD)) and (not Lines[0].Line[S].Note[Pet].FreeStyle) // but don't allow when it's FreeStyle note and (Lines[0].Line[S].Note[Pet].Lenght > 0) then // and make sure the note lenghts is at least 1 begin @@ -950,9 +950,9 @@ begin // operowanie na ostatniej nucie for Pet := 0 to Lines[0].Line[S].HighNote do begin - if (Lines[0].Line[S].Note[Pet].Start <= Czas.OldBeatD+1) and + if (Lines[0].Line[S].Note[Pet].Start <= LineState.OldBeatD+1) and (Lines[0].Line[S].Note[Pet].Start + - Lines[0].Line[S].Note[Pet].Lenght > Czas.OldBeatD+1) then + Lines[0].Line[S].Note[Pet].Lenght > LineState.OldBeatD+1) then begin // to robi, tylko dla pary nut (oryginalnej i gracza) @@ -1014,8 +1014,8 @@ begin Nowa := true; // jezeli ostatnia ma ten sam Tone if (Player[CP].IlNut > 0 ) and - (Player[CP].Note[Player[CP].HighNut].Tone = AudioInputProcessor.Sound[CP].Tone) and - (Player[CP].Note[Player[CP].HighNut].Start + Player[CP].Note[Player[CP].HighNut].Lenght = Czas.AktBeatD) then + (Player[CP].Note[Player[CP].HighNote].Tone = AudioInputProcessor.Sound[CP].Tone) and + (Player[CP].Note[Player[CP].HighNote].Start + Player[CP].Note[Player[CP].HighNote].Lenght = LineState.CurrentBeatD) then begin Nowa := false; end; @@ -1023,7 +1023,7 @@ begin // jezeli jest jakas nowa nuta na sprawdzanym beacie for Pet := 0 to Lines[0].Line[S].HighNote do begin - if (Lines[0].Line[S].Note[Pet].Start = Czas.AktBeatD) then + if (Lines[0].Line[S].Note[Pet].Start = LineState.CurrentBeatD) then Nowa := true; end; @@ -1032,32 +1032,32 @@ begin begin // nowa nuta Player[CP].IlNut := Player[CP].IlNut + 1; - Player[CP].HighNut := Player[CP].HighNut + 1; + Player[CP].HighNote := Player[CP].HighNote + 1; SetLength(Player[CP].Note, Player[CP].IlNut); - Player[CP].Note[Player[CP].HighNut].Start := Czas.AktBeatD; - Player[CP].Note[Player[CP].HighNut].Lenght := 1; - Player[CP].Note[Player[CP].HighNut].Tone := AudioInputProcessor.Sound[CP].Tone; // Ton || TonDokl - Player[CP].Note[Player[CP].HighNut].Detekt := Czas.MidBeat; + Player[CP].Note[Player[CP].HighNote].Start := LineState.CurrentBeatD; + Player[CP].Note[Player[CP].HighNote].Lenght := 1; + Player[CP].Note[Player[CP].HighNote].Tone := AudioInputProcessor.Sound[CP].Tone; // Ton || TonDokl + Player[CP].Note[Player[CP].HighNote].Detekt := LineState.MidBeat; // Half Note Patch - Player[CP].Note[Player[CP].HighNut].Hit := NoteHit; + Player[CP].Note[Player[CP].HighNote].Hit := NoteHit; - //Log.LogStatus('Nowa Nuta ' + IntToStr(Gracz.Note[Gracz.HighNut].Start), 'NewBeat'); + //Log.LogStatus('Nowa Nuta ' + IntToStr(Gracz.Note[Gracz.HighNote].Start), 'NewBeat'); end else begin // przedluzenie nuty - Player[CP].Note[Player[CP].HighNut].Lenght := Player[CP].Note[Player[CP].HighNut].Lenght + 1; + Player[CP].Note[Player[CP].HighNote].Lenght := Player[CP].Note[Player[CP].HighNote].Lenght + 1; end; // check for perfect note and then lit the star (on Draw) for Pet := 0 to Lines[0].Line[S].HighNote do begin - if (Lines[0].Line[S].Note[Pet].Start = Player[CP].Note[Player[CP].HighNut].Start) and - (Lines[0].Line[S].Note[Pet].Lenght = Player[CP].Note[Player[CP].HighNut].Lenght) and - (Lines[0].Line[S].Note[Pet].Tone = Player[CP].Note[Player[CP].HighNut].Tone) then + if (Lines[0].Line[S].Note[Pet].Start = Player[CP].Note[Player[CP].HighNote].Start) and + (Lines[0].Line[S].Note[Pet].Lenght = Player[CP].Note[Player[CP].HighNote].Lenght) and + (Lines[0].Line[S].Note[Pet].Tone = Player[CP].Note[Player[CP].HighNote].Tone) then begin - Player[CP].Note[Player[CP].HighNut].Perfect := true; + Player[CP].Note[Player[CP].HighNote].Perfect := true; end; end; end;// else beep; // if S = SMax @@ -1070,7 +1070,7 @@ begin if (sDet >= low(Lines[0].Line)) and (sDet <= high(Lines[0].Line)) then begin if assigned( Sender ) and - ((Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Start + Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Lenght - 1) = Czas.AktBeatD) then + ((Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Start + Lines[0].Line[SDet].Note[Lines[0].Line[SDet].HighNote].Lenght - 1) = LineState.CurrentBeatD) then begin Sender.onSentenceEnd(sDet); end; diff --git a/Game/Code/Classes/UMusic.pas b/Game/Code/Classes/UMusic.pas index 90e78dd7..2ffe13ce 100644 --- a/Game/Code/Classes/UMusic.pas +++ b/Game/Code/Classes/UMusic.pas @@ -17,10 +17,10 @@ type //http://paste.ubuntu-nl.org/51892/ TMelody = record - Path: string; - Start: integer; // start of song in ms - IlNut: integer; // (TODO: Il = tone, Nut(a) = Note) - DlugoscNut: integer; // (TODO: Dlugosc = length, Nut(a) = Note) + Path: string; + Start: integer; // start of song in ms + IlNut: integer; // (TODO: Il = tone, Nut(a) = Note) + NoteLenght: integer; end; PLine = ^TLine; @@ -29,7 +29,7 @@ type StartNote: integer; Lyric: string; LyricWidth: real; - End_: integer; + End_: integer; BaseNote: integer; HighNote: integer; IlNut: integer; // (TODO: Il = tone, Nut(a) = Note) @@ -37,52 +37,52 @@ type Note: array of record Color: integer; Start: integer; - Lenght: integer; - Tone: integer; // full range tone - TonGamy: integer; // tone unified to one octave (TODO: rename to something meaningful, ToneGamus) - Text: string; // (TODO: rename to Text) + Lenght: integer; + Tone: integer; // full range tone + ToneGamus: integer; // tone unified to one octave + Text: string; FreeStyle: boolean; - NoteType: integer; // normal-note: 1, golden-note: 2 (TODO: wartosc=value, rename to Type_ or Kind?) + NoteType: integer; // normal-note: 1, golden-note: 2 end; end; - ALine = array of TLine; // (TODO: rename to TLineArray) + ALine = array of TLine; // (TODO: rename to TLineArray) // (TCzesci = TSentences) TCzesci changed to TLines because TSentences exist elseware in incompatible form TLines = record - Akt: integer; // for drawing of current line (Akt = Current) + Current: integer; // for drawing of current line High: integer; - Ilosc: integer; // (TODO: Ilosc = Number/Count) + Ilosc: integer; // (TODO: Ilosc = Number/Count) Resolution: integer; NotesGAP: integer; - NoteType: integer; // TODO: rename (wartosc=value) - Line: ALine; // TODO: rename to Sentence or Line - renamed to Line + NoteType: integer; + Line: ALine; end; // (TODO: rename TCzas to something like T(Line/Sentence)Time/TLinePosition/TLineState) // (Czas = time) - TCzas = record // all that concerns the current frames - OldBeat: integer; // previous discovered beat - AktBeat: integer; // current beat (TODO: rename) - MidBeat: real; // like AktBeat + TLineState = record // all that concerns the current frames + OldBeat: integer; // previous discovered beat + CurrentBeat: integer; + MidBeat: real; // like CurrentBeat // now we use this for super synchronization! // only used when analyzing voice OldBeatD: integer; // previous discovered beat - AktBeatD: integer; // current beat (TODO: rename) - MidBeatD: real; // like AktBeatD + CurrentBeatD: integer; + MidBeatD: real; // like CurrentBeatD FracBeatD: real; // fractional part of MidBeatD // we use this for audible clicks OldBeatC: integer; // previous discovered beat - AktBeatC: integer; // current beat (TODO: rename) - MidBeatC: real; // like AktBeatC + CurrentBeatC: integer; + MidBeatC: real; // like CurrentBeatC FracBeatC: real; // fractional part of MidBeatC - OldCzesc: integer; // previous displayed sentence (Czesc = part (here: sentence/line)) + OldLine: integer; // previous displayed sentence - Teraz: real; // (TODO: Teraz = current time) - Razem: real; // (TODO: Razem = total time) + CurrentTime: real; + TotalTime: real; end; @@ -288,13 +288,13 @@ type var // TODO : JB --- THESE SHOULD NOT BE GLOBAL // music - Melody: TMelody; // TODO: rename + Melody: TMelody; // czesci z nutami; - Lines: array of TLines; // TODO: rename to Sentences/Lines + Lines: array of TLines; - // czas - Czas: TCzas; // TODO: rename + // LineState + LineState: TLineState; SoundLib: TSoundLibrary; diff --git a/Game/Code/Classes/USong.pas b/Game/Code/Classes/USong.pas index 5db250c5..a97ea1c9 100644 --- a/Game/Code/Classes/USong.pas +++ b/Game/Code/Classes/USong.pas @@ -227,7 +227,7 @@ begin SetLength(Lines[Pet].Line, 1); Lines[Pet].High := 0; Lines[Pet].Ilosc := 1; - Lines[Pet].Akt := 0; + Lines[Pet].Current := 0; Lines[Pet].Resolution := self.Resolution; Lines[Pet].NotesGAP := self.NotesGAP; Lines[Pet].Line[0].IlNut := 0; @@ -593,7 +593,7 @@ begin end; Note[HighNote].Lenght := DurationP; - Melody.DlugoscNut := Melody.DlugoscNut + Note[HighNote].Lenght; + Melody.NoteLenght := Melody.NoteLenght + Note[HighNote].Lenght; // back to the normal system with normal, golden and now freestyle notes case TypeP of @@ -606,7 +606,7 @@ begin Note[HighNote].Tone := NoteP; if Note[HighNote].Tone < Base[NrCzesci] then Base[NrCzesci] := Note[HighNote].Tone; - Note[HighNote].TonGamy := Note[HighNote].TonGamy mod 12; + Note[HighNote].ToneGamus := Note[HighNote].ToneGamus mod 12; Note[HighNote].Text := Copy(LyricS, 2, 100); Lyric := Lyric + Note[HighNote].Text; -- cgit v1.2.3