From 46bb010ca7c5eb04551c030105f9999ca80e472f Mon Sep 17 00:00:00 2001 From: tobigun Date: Sun, 8 Jun 2008 15:33:48 +0000 Subject: - set svn:eol-style to native - removed some svn:executable properties from non-executable files git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1144 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Screens/UScreenEdit.pas | 242 +- Game/Code/Screens/UScreenEditHeader.pas | 760 ++--- Game/Code/Screens/UScreenName.pas | 486 +-- Game/Code/Screens/UScreenOpen.pas | 346 +-- Game/Code/Screens/UScreenOptionsGraphics.pas | 214 +- Game/Code/Screens/UScreenOptionsLyrics.pas | 204 +- Game/Code/Screens/UScreenOptionsRecord.pas | 1512 ++++----- Game/Code/Screens/UScreenPartyPlayer.pas | 6 +- Game/Code/Screens/UScreenPartyScore.pas | 604 ++-- Game/Code/Screens/UScreenPopup.pas | 504 +-- Game/Code/Screens/UScreenScore.pas | 1674 +++++----- Game/Code/Screens/UScreenSing.pas | 2878 ++++++++--------- Game/Code/Screens/UScreenSingModi.pas | 10 +- Game/Code/Screens/UScreenSong.pas | 4260 +++++++++++++------------- Game/Code/Screens/UScreenStatDetail.pas | 514 ++-- Game/Code/Screens/UScreenWelcome.pas | 244 +- 16 files changed, 7229 insertions(+), 7229 deletions(-) (limited to 'Game/Code/Screens') diff --git a/Game/Code/Screens/UScreenEdit.pas b/Game/Code/Screens/UScreenEdit.pas index 492191ee..bf664eb1 100644 --- a/Game/Code/Screens/UScreenEdit.pas +++ b/Game/Code/Screens/UScreenEdit.pas @@ -1,121 +1,121 @@ -unit UScreenEdit; - -interface - -{$I switches.inc} - -uses UMenu, SDL, UThemes; - -type - TScreenEdit = class(TMenu) - public -{ Tex_Background: TTexture; - FadeOut: boolean; - Path: string; - FileName: string;} - constructor Create; override; - procedure onShow; override; - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; -{ function Draw: boolean; override; - procedure Finish;} - end; - -implementation - -uses UGraphic, UMusic, USkins, SysUtils; - -function TScreenEdit.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - // 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 : - begin - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(@ScreenMain); -// Result := false; - end; - SDLK_RETURN: - begin - if Interaction = 0 then - begin - AudioPlayback.PlaySound(SoundLib.Start); - FadeTo(@ScreenEditConvert); - end; -// if Interaction = 1 then begin -// Music.PlayStart; -// FadeTo(@ScreenEditHeader); -// end; - - if Interaction = 1 then - begin - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(@ScreenMain); - end; - end; - - SDLK_DOWN: - begin - InteractNext; - end; - SDLK_UP: - begin - InteractPrev; - end; - end; - end; -end; - -constructor TScreenEdit.Create; -begin - inherited Create; - AddButton(400-200, 100 + 0*70, 400, 40, Skin.GetTextureFileName('ButtonF')); - AddButtonText(10, 5, 0, 0, 0, 'Convert Midi to Txt'); -// Button[High(Button)].Text[0].Size := 11; - -// AddButton(400-200, 100 + 1*60, 400, 40, 'ButtonF'); -// AddButtonText(10, 5, 0, 0, 0, 'Edit Headers'); - -// AddButton(400-200, 100 + 2*60, 400, 40, 'ButtonF'); -// AddButtonText(10, 5, 0, 0, 0, 'Set GAP'); - - AddButton(400-200, 100 + 3*60, 400, 40, Skin.GetTextureFileName('ButtonF')); - AddButtonText(10, 5, 0, 0, 0, 'Exit'); - -end; - -procedure TScreenEdit.onShow; -begin - inherited; - -// Interaction := 0; -end; - -(*function TScreenEdit.Draw: boolean; -var - Min: integer; - Sec: integer; - Tekst: string; - Pet: integer; - AktBeat: integer; -begin -end; - -procedure TScreenEdit.Finish; -begin -// -end;*) - -end. +unit UScreenEdit; + +interface + +{$I switches.inc} + +uses UMenu, SDL, UThemes; + +type + TScreenEdit = class(TMenu) + public +{ Tex_Background: TTexture; + FadeOut: boolean; + Path: string; + FileName: string;} + constructor Create; override; + procedure onShow; override; + function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; +{ function Draw: boolean; override; + procedure Finish;} + end; + +implementation + +uses UGraphic, UMusic, USkins, SysUtils; + +function TScreenEdit.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + // 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 : + begin + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenMain); +// Result := false; + end; + SDLK_RETURN: + begin + if Interaction = 0 then + begin + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenEditConvert); + end; +// if Interaction = 1 then begin +// Music.PlayStart; +// FadeTo(@ScreenEditHeader); +// end; + + if Interaction = 1 then + begin + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenMain); + end; + end; + + SDLK_DOWN: + begin + InteractNext; + end; + SDLK_UP: + begin + InteractPrev; + end; + end; + end; +end; + +constructor TScreenEdit.Create; +begin + inherited Create; + AddButton(400-200, 100 + 0*70, 400, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(10, 5, 0, 0, 0, 'Convert Midi to Txt'); +// Button[High(Button)].Text[0].Size := 11; + +// AddButton(400-200, 100 + 1*60, 400, 40, 'ButtonF'); +// AddButtonText(10, 5, 0, 0, 0, 'Edit Headers'); + +// AddButton(400-200, 100 + 2*60, 400, 40, 'ButtonF'); +// AddButtonText(10, 5, 0, 0, 0, 'Set GAP'); + + AddButton(400-200, 100 + 3*60, 400, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(10, 5, 0, 0, 0, 'Exit'); + +end; + +procedure TScreenEdit.onShow; +begin + inherited; + +// Interaction := 0; +end; + +(*function TScreenEdit.Draw: boolean; +var + Min: integer; + Sec: integer; + Tekst: string; + Pet: integer; + AktBeat: integer; +begin +end; + +procedure TScreenEdit.Finish; +begin +// +end;*) + +end. diff --git a/Game/Code/Screens/UScreenEditHeader.pas b/Game/Code/Screens/UScreenEditHeader.pas index 2bba36cd..28bf7682 100644 --- a/Game/Code/Screens/UScreenEditHeader.pas +++ b/Game/Code/Screens/UScreenEditHeader.pas @@ -1,380 +1,380 @@ -unit UScreenEditHeader; - -interface - -{$I switches.inc} - -uses UMenu, - SDL, - USongs, - USong, - UThemes; - -type - TScreenEditHeader = class(TMenu) - public - CurrentSong: TSong; - TextTitle: integer; - TextArtist: integer; - TextMp3: integer; - TextBackground: integer; - TextVideo: integer; - TextVideoGAP: integer; - TextRelative: integer; - TextResolution: integer; - TextNotesGAP: integer; - TextStart: integer; - TextGAP: integer; - TextBPM: integer; - StaticTitle: integer; - StaticArtist: integer; - StaticMp3: integer; - StaticBackground: integer; - StaticVideo: integer; - StaticVideoGAP: integer; - StaticRelative: integer; - StaticResolution: integer; - StaticNotesGAP: integer; - StaticStart: integer; - StaticGAP: integer; - StaticBPM: integer; - Sel: array[0..11] of boolean; - procedure SetRoundButtons; - - constructor Create; override; - procedure onShow; override; - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; -{ function Draw: boolean; override; - procedure Finish;} - end; - -implementation - -uses UGraphic, UMusic, SysUtils, UFiles, USkins, UTexture; - -function TScreenEditHeader.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; -var - T: integer; -begin - Result := true; - If (PressedDown) Then begin // Key Down - // check normal keys - case WideCharUpperCase(CharCode)[1] of - 'Q': - begin - Result := false; - Exit; - end; - end; - - // check special keys - case PressedKey of - SDLK_ESCAPE : - begin -// Music.PlayBack; -// FadeTo(@MainScreen); - Result := false; - end; - - SDLK_RETURN: - begin - if Interaction = 1 then begin -// Save; - end; - end; - - SDLK_RIGHT: - begin - case Interaction of - 0..0: InteractNext; - 1: Interaction := 0; - end; - end; - - SDLK_LEFT: - begin - case Interaction of - 0: Interaction := 1; - 1..1: InteractPrev; - end; - end; - - SDLK_DOWN: - begin - case Interaction of - 0..1: Interaction := 2; - 2..12: InteractNext; - 13: Interaction := 0; - end; - end; - - SDLK_UP: - begin - case Interaction of - 0..1: Interaction := 13; - 2: Interaction := 0; - 3..13: InteractPrev; - end; - end; - - SDLK_BACKSPACE: - begin - T := Interaction - 2 + TextTitle; - if (Interaction >= 2) and (Interaction <= 13) and (Length(Text[T].Text) >= 1) then begin - Text[T].DeleteLastL; - SetRoundButtons; - end; - end; - - end; - case CharCode of - #32..#255: - begin - if (Interaction >= 2) and (Interaction <= 13) then begin - Text[Interaction - 2 + TextTitle].Text := - Text[Interaction - 2 + TextTitle].Text + CharCode; - SetRoundButtons; - end; - end; - end; - end; -end; - -constructor TScreenEditHeader.Create; -begin - inherited Create; - - AddButton(40, 20, 100, 40, Skin.GetTextureFileName('ButtonF')); - AddButtonText(15, 5, 'Open'); - - AddButton(160, 20, 100, 40, Skin.GetTextureFileName('ButtonF')); - AddButtonText(20, 5, 'Save'); - - AddBox(80, 60, 640, 550); - - AddText(160, 110 + 0*30, 0, 10, 0, 0, 0, 'Title:'); - AddText(160, 110 + 1*30, 0, 10, 0, 0, 0, 'Artist:'); - AddText(160, 110 + 2*30, 0, 10, 0, 0, 0, 'MP3:'); - - AddText(160, 110 + 4*30, 0, 10, 0, 0, 0, 'Background:'); - AddText(160, 110 + 5*30, 0, 10, 0, 0, 0, 'Video:'); - AddText(160, 110 + 6*30, 0, 10, 0, 0, 0, 'VideoGAP:'); - - AddText(160, 110 + 8*30, 0, 10, 0, 0, 0, 'Relative:'); - AddText(160, 110 + 9*30, 0, 10, 0, 0, 0, 'Resolution:'); - AddText(160, 110 + 10*30, 0, 10, 0, 0, 0, 'NotesGAP:'); - - AddText(160, 110 + 12*30, 0, 10, 0, 0, 0, 'Start:'); - AddText(160, 110 + 13*30, 0, 10, 0, 0, 0, 'GAP:'); - AddText(160, 110 + 14*30, 0, 10, 0, 0, 0, 'BPM:'); - - TextTitle := AddText(340, 110 + 0*30, 0, 10, 0, 0, 0, ''); - TextArtist := AddText(340, 110 + 1*30, 0, 10, 0, 0, 0, ''); - TextMp3 := AddText(340, 110 + 2*30, 0, 10, 0, 0, 0, ''); - - TextBackground := AddText(340, 110 + 4*30, 0, 10, 0, 0, 0, ''); - TextVideo := AddText(340, 110 + 5*30, 0, 10, 0, 0, 0, ''); - TextVideoGAP := AddText(340, 110 + 6*30, 0, 10, 0, 0, 0, ''); - - TextRelative := AddText(340, 110 + 8*30, 0, 10, 0, 0, 0, ''); - TextResolution := AddText(340, 110 + 9*30, 0, 10, 0, 0, 0, ''); - TextNotesGAP := AddText(340, 110 + 10*30, 0, 10, 0, 0, 0, ''); - - TextStart := AddText(340, 110 + 12*30, 0, 10, 0, 0, 0, ''); - TextGAP := AddText(340, 110 + 13*30, 0, 10, 0, 0, 0, ''); - TextBPM := AddText(340, 110 + 14*30, 0, 10, 0, 0, 0, ''); - - StaticTitle := AddStatic(130, 115 + 0*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); - StaticArtist := AddStatic(130, 115 + 1*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); - StaticMp3 := AddStatic(130, 115 + 2*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); - StaticBackground := AddStatic(130, 115 + 4*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); - StaticVideo := AddStatic(130, 115 + 5*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); - StaticVideoGAP := AddStatic(130, 115 + 6*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); - StaticRelative := AddStatic(130, 115 + 8*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); - StaticResolution := AddStatic(130, 115 + 9*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); - StaticNotesGAP := AddStatic(130, 115 + 10*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); - StaticStart := AddStatic(130, 115 + 12*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); - StaticGAP := AddStatic(130, 115 + 13*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); - StaticBPM := AddStatic(130, 115 + 14*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); - - AddInteraction(iText, TextTitle); - AddInteraction(iText, TextArtist); - AddInteraction(iText, TextMp3); - AddInteraction(iText, TextBackground); - AddInteraction(iText, TextVideo); - AddInteraction(iText, TextVideoGAP); - AddInteraction(iText, TextRelative); - AddInteraction(iText, TextResolution); - AddInteraction(iText, TextNotesGAP); - AddInteraction(iText, TextStart); - AddInteraction(iText, TextGAP); - AddInteraction(iText, TextBPM); -end; - -procedure TScreenEditHeader.onShow; -begin - inherited; - -{ if FileExists(FileName) then begin // load file - CurrentSong.FileName := FileName; - SkanujPlik(CurrentSong); - - SetLength(TrueBoolStrs, 1); - TrueBoolStrs[0] := 'yes'; - SetLength(FalseBoolStrs, 1); - FalseBoolStrs[0] := 'no'; - - Text[TextTitle].Text := CurrentSong.Title; - Text[TextArtist].Text := CurrentSong.Artist; - Text[TextMP3].Text := CurrentSong.Mp3; - Text[TextBackground].Text := CurrentSong.Background; - Text[TextVideo].Text := CurrentSong.Video; - Text[TextVideoGAP].Text := FloatToStr(CurrentSong.VideoGAP); - Text[TextRelative].Text := BoolToStr(CurrentSong.Relative, true); - Text[TextResolution].Text := IntToStr(CurrentSong.Resolution); - Text[TextNotesGAP].Text := IntToStr(CurrentSong.NotesGAP); - Text[TextStart].Text := FloatToStr(CurrentSong.Start); - Text[TextGAP].Text := FloatToStr(CurrentSong.GAP); - Text[TextBPM].Text := FloatToStr(CurrentSong.BPM[0].BPM); - SetRoundButtons; - end;} - - Interaction := 0; -end; - -(*function TScreenEdit.Draw: boolean; -var - Min: integer; - Sec: integer; - Tekst: string; - Pet: integer; - AktBeat: integer; -begin -{ glClearColor(1,1,1,1); - - // control music - if PlaySentence then begin - // stop the music - if (Music.Position > PlayStopTime) then begin - Music.Stop; - PlaySentence := false; - end; - - // click - if (Click) and (PlaySentence) then begin - AktBeat := Floor(CurrentSong.BPM[0].BPM * (Music.Position - CurrentSong.GAP / 1000) / 60); - Text[TextDebug].Text := IntToStr(AktBeat); - if AktBeat <> LastClick then begin - for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do - if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = AktBeat) then begin - Music.PlayClick; - LastClick := AktBeat; - end; - end; - end; // click - end; // if PlaySentence - - Text[TextSentence].Text := IntToStr(Czesci[0].Akt + 1) + ' / ' + IntToStr(Czesci[0].Ilosc); - Text[TextNote].Text := IntToStr(AktNuta + 1) + ' / ' + IntToStr(Czesci[0].Czesc[Czesci[0].Akt].LengthNote); - - // Song info - Text[TextBPM].Text := FloatToStr(CurrentSong.BPM[0].BPM / 4); - Text[TextGAP].Text := FloatToStr(CurrentSong.GAP); - - // Note info - Text[TextNStart].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start); - Text[TextNDlugosc].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc); - Text[TextNTon].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Ton); - Text[TextNText].Text := Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Tekst; - - // draw static menu - inherited Draw; - - // draw notes - SingDrawNoteLines(20, 300, 780, 15); - SingDrawBeatDelimeters(40, 300, 760, 0); - SingDrawCzesc(40, 405, 760, 0); - - // draw text - Lyric.Draw;} - -end;*) - -procedure TScreenEditHeader.SetRoundButtons; -begin - if Length(Text[TextTitle].Text) > 0 then Static[StaticTitle].Visible := true - else Static[StaticTitle].Visible := false; - - if Length(Text[TextArtist].Text) > 0 then Static[StaticArtist].Visible := true - else Static[StaticArtist].Visible := false; - - if Length(Text[TextMp3].Text) > 0 then Static[StaticMp3].Visible := true - else Static[StaticMp3].Visible := false; - - if Length(Text[TextBackground].Text) > 0 then Static[StaticBackground].Visible := true - else Static[StaticBackground].Visible := false; - - if Length(Text[TextVideo].Text) > 0 then Static[StaticVideo].Visible := true - else Static[StaticVideo].Visible := false; - - try - StrToFloat(Text[TextVideoGAP].Text); - if StrToFloat(Text[TextVideoGAP].Text)<> 0 then Static[StaticVideoGAP].Visible := true - else Static[StaticVideoGAP].Visible := false; - except - Static[StaticVideoGAP].Visible := false; - end; - - if LowerCase(Text[TextRelative].Text) = 'yes' then Static[StaticRelative].Visible := true - else Static[StaticRelative].Visible := false; - - try - StrToInt(Text[TextResolution].Text); - if (StrToInt(Text[TextResolution].Text) <> 0) and (StrToInt(Text[TextResolution].Text) >= 1) - then Static[StaticResolution].Visible := true - else Static[StaticResolution].Visible := false; - except - Static[StaticResolution].Visible := false; - end; - - try - StrToInt(Text[TextNotesGAP].Text); - Static[StaticNotesGAP].Visible := true; - except - Static[StaticNotesGAP].Visible := false; - end; - - // start - try - StrToFloat(Text[TextStart].Text); - if (StrToFloat(Text[TextStart].Text) > 0) then Static[StaticStart].Visible := true - else Static[StaticStart].Visible := false; - except - Static[StaticStart].Visible := false; - end; - - // GAP - try - StrToFloat(Text[TextGAP].Text); - Static[StaticGAP].Visible := true; - except - Static[StaticGAP].Visible := false; - end; - - // BPM - try - StrToFloat(Text[TextBPM].Text); - if (StrToFloat(Text[TextBPM].Text) > 0) then Static[StaticBPM].Visible := true - else Static[StaticBPM].Visible := false; - except - Static[StaticBPM].Visible := false; - end; - -end; - -(*procedure TScreenEdit.Finish; -begin -// -end;*) - -end. +unit UScreenEditHeader; + +interface + +{$I switches.inc} + +uses UMenu, + SDL, + USongs, + USong, + UThemes; + +type + TScreenEditHeader = class(TMenu) + public + CurrentSong: TSong; + TextTitle: integer; + TextArtist: integer; + TextMp3: integer; + TextBackground: integer; + TextVideo: integer; + TextVideoGAP: integer; + TextRelative: integer; + TextResolution: integer; + TextNotesGAP: integer; + TextStart: integer; + TextGAP: integer; + TextBPM: integer; + StaticTitle: integer; + StaticArtist: integer; + StaticMp3: integer; + StaticBackground: integer; + StaticVideo: integer; + StaticVideoGAP: integer; + StaticRelative: integer; + StaticResolution: integer; + StaticNotesGAP: integer; + StaticStart: integer; + StaticGAP: integer; + StaticBPM: integer; + Sel: array[0..11] of boolean; + procedure SetRoundButtons; + + constructor Create; override; + procedure onShow; override; + function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; +{ function Draw: boolean; override; + procedure Finish;} + end; + +implementation + +uses UGraphic, UMusic, SysUtils, UFiles, USkins, UTexture; + +function TScreenEditHeader.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; +var + T: integer; +begin + Result := true; + If (PressedDown) Then begin // Key Down + // check normal keys + case WideCharUpperCase(CharCode)[1] of + 'Q': + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE : + begin +// Music.PlayBack; +// FadeTo(@MainScreen); + Result := false; + end; + + SDLK_RETURN: + begin + if Interaction = 1 then begin +// Save; + end; + end; + + SDLK_RIGHT: + begin + case Interaction of + 0..0: InteractNext; + 1: Interaction := 0; + end; + end; + + SDLK_LEFT: + begin + case Interaction of + 0: Interaction := 1; + 1..1: InteractPrev; + end; + end; + + SDLK_DOWN: + begin + case Interaction of + 0..1: Interaction := 2; + 2..12: InteractNext; + 13: Interaction := 0; + end; + end; + + SDLK_UP: + begin + case Interaction of + 0..1: Interaction := 13; + 2: Interaction := 0; + 3..13: InteractPrev; + end; + end; + + SDLK_BACKSPACE: + begin + T := Interaction - 2 + TextTitle; + if (Interaction >= 2) and (Interaction <= 13) and (Length(Text[T].Text) >= 1) then begin + Text[T].DeleteLastL; + SetRoundButtons; + end; + end; + + end; + case CharCode of + #32..#255: + begin + if (Interaction >= 2) and (Interaction <= 13) then begin + Text[Interaction - 2 + TextTitle].Text := + Text[Interaction - 2 + TextTitle].Text + CharCode; + SetRoundButtons; + end; + end; + end; + end; +end; + +constructor TScreenEditHeader.Create; +begin + inherited Create; + + AddButton(40, 20, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(15, 5, 'Open'); + + AddButton(160, 20, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(20, 5, 'Save'); + + AddBox(80, 60, 640, 550); + + AddText(160, 110 + 0*30, 0, 10, 0, 0, 0, 'Title:'); + AddText(160, 110 + 1*30, 0, 10, 0, 0, 0, 'Artist:'); + AddText(160, 110 + 2*30, 0, 10, 0, 0, 0, 'MP3:'); + + AddText(160, 110 + 4*30, 0, 10, 0, 0, 0, 'Background:'); + AddText(160, 110 + 5*30, 0, 10, 0, 0, 0, 'Video:'); + AddText(160, 110 + 6*30, 0, 10, 0, 0, 0, 'VideoGAP:'); + + AddText(160, 110 + 8*30, 0, 10, 0, 0, 0, 'Relative:'); + AddText(160, 110 + 9*30, 0, 10, 0, 0, 0, 'Resolution:'); + AddText(160, 110 + 10*30, 0, 10, 0, 0, 0, 'NotesGAP:'); + + AddText(160, 110 + 12*30, 0, 10, 0, 0, 0, 'Start:'); + AddText(160, 110 + 13*30, 0, 10, 0, 0, 0, 'GAP:'); + AddText(160, 110 + 14*30, 0, 10, 0, 0, 0, 'BPM:'); + + TextTitle := AddText(340, 110 + 0*30, 0, 10, 0, 0, 0, ''); + TextArtist := AddText(340, 110 + 1*30, 0, 10, 0, 0, 0, ''); + TextMp3 := AddText(340, 110 + 2*30, 0, 10, 0, 0, 0, ''); + + TextBackground := AddText(340, 110 + 4*30, 0, 10, 0, 0, 0, ''); + TextVideo := AddText(340, 110 + 5*30, 0, 10, 0, 0, 0, ''); + TextVideoGAP := AddText(340, 110 + 6*30, 0, 10, 0, 0, 0, ''); + + TextRelative := AddText(340, 110 + 8*30, 0, 10, 0, 0, 0, ''); + TextResolution := AddText(340, 110 + 9*30, 0, 10, 0, 0, 0, ''); + TextNotesGAP := AddText(340, 110 + 10*30, 0, 10, 0, 0, 0, ''); + + TextStart := AddText(340, 110 + 12*30, 0, 10, 0, 0, 0, ''); + TextGAP := AddText(340, 110 + 13*30, 0, 10, 0, 0, 0, ''); + TextBPM := AddText(340, 110 + 14*30, 0, 10, 0, 0, 0, ''); + + StaticTitle := AddStatic(130, 115 + 0*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticArtist := AddStatic(130, 115 + 1*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticMp3 := AddStatic(130, 115 + 2*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticBackground := AddStatic(130, 115 + 4*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticVideo := AddStatic(130, 115 + 5*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticVideoGAP := AddStatic(130, 115 + 6*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticRelative := AddStatic(130, 115 + 8*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticResolution := AddStatic(130, 115 + 9*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticNotesGAP := AddStatic(130, 115 + 10*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticStart := AddStatic(130, 115 + 12*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticGAP := AddStatic(130, 115 + 13*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticBPM := AddStatic(130, 115 + 14*30, 20, 20, 1, 1, 1, 'RoundButton', TEXTURE_TYPE_TRANSPARENT, $FF00FF); + + AddInteraction(iText, TextTitle); + AddInteraction(iText, TextArtist); + AddInteraction(iText, TextMp3); + AddInteraction(iText, TextBackground); + AddInteraction(iText, TextVideo); + AddInteraction(iText, TextVideoGAP); + AddInteraction(iText, TextRelative); + AddInteraction(iText, TextResolution); + AddInteraction(iText, TextNotesGAP); + AddInteraction(iText, TextStart); + AddInteraction(iText, TextGAP); + AddInteraction(iText, TextBPM); +end; + +procedure TScreenEditHeader.onShow; +begin + inherited; + +{ if FileExists(FileName) then begin // load file + CurrentSong.FileName := FileName; + SkanujPlik(CurrentSong); + + SetLength(TrueBoolStrs, 1); + TrueBoolStrs[0] := 'yes'; + SetLength(FalseBoolStrs, 1); + FalseBoolStrs[0] := 'no'; + + Text[TextTitle].Text := CurrentSong.Title; + Text[TextArtist].Text := CurrentSong.Artist; + Text[TextMP3].Text := CurrentSong.Mp3; + Text[TextBackground].Text := CurrentSong.Background; + Text[TextVideo].Text := CurrentSong.Video; + Text[TextVideoGAP].Text := FloatToStr(CurrentSong.VideoGAP); + Text[TextRelative].Text := BoolToStr(CurrentSong.Relative, true); + Text[TextResolution].Text := IntToStr(CurrentSong.Resolution); + Text[TextNotesGAP].Text := IntToStr(CurrentSong.NotesGAP); + Text[TextStart].Text := FloatToStr(CurrentSong.Start); + Text[TextGAP].Text := FloatToStr(CurrentSong.GAP); + Text[TextBPM].Text := FloatToStr(CurrentSong.BPM[0].BPM); + SetRoundButtons; + end;} + + Interaction := 0; +end; + +(*function TScreenEdit.Draw: boolean; +var + Min: integer; + Sec: integer; + Tekst: string; + Pet: integer; + AktBeat: integer; +begin +{ glClearColor(1,1,1,1); + + // control music + if PlaySentence then begin + // stop the music + if (Music.Position > PlayStopTime) then begin + Music.Stop; + PlaySentence := false; + end; + + // click + if (Click) and (PlaySentence) then begin + AktBeat := Floor(CurrentSong.BPM[0].BPM * (Music.Position - CurrentSong.GAP / 1000) / 60); + Text[TextDebug].Text := IntToStr(AktBeat); + if AktBeat <> LastClick then begin + for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do + if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = AktBeat) then begin + Music.PlayClick; + LastClick := AktBeat; + end; + end; + end; // click + end; // if PlaySentence + + Text[TextSentence].Text := IntToStr(Czesci[0].Akt + 1) + ' / ' + IntToStr(Czesci[0].Ilosc); + Text[TextNote].Text := IntToStr(AktNuta + 1) + ' / ' + IntToStr(Czesci[0].Czesc[Czesci[0].Akt].LengthNote); + + // Song info + Text[TextBPM].Text := FloatToStr(CurrentSong.BPM[0].BPM / 4); + Text[TextGAP].Text := FloatToStr(CurrentSong.GAP); + + // Note info + Text[TextNStart].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start); + Text[TextNDlugosc].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc); + Text[TextNTon].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Ton); + Text[TextNText].Text := Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Tekst; + + // draw static menu + inherited Draw; + + // draw notes + SingDrawNoteLines(20, 300, 780, 15); + SingDrawBeatDelimeters(40, 300, 760, 0); + SingDrawCzesc(40, 405, 760, 0); + + // draw text + Lyric.Draw;} + +end;*) + +procedure TScreenEditHeader.SetRoundButtons; +begin + if Length(Text[TextTitle].Text) > 0 then Static[StaticTitle].Visible := true + else Static[StaticTitle].Visible := false; + + if Length(Text[TextArtist].Text) > 0 then Static[StaticArtist].Visible := true + else Static[StaticArtist].Visible := false; + + if Length(Text[TextMp3].Text) > 0 then Static[StaticMp3].Visible := true + else Static[StaticMp3].Visible := false; + + if Length(Text[TextBackground].Text) > 0 then Static[StaticBackground].Visible := true + else Static[StaticBackground].Visible := false; + + if Length(Text[TextVideo].Text) > 0 then Static[StaticVideo].Visible := true + else Static[StaticVideo].Visible := false; + + try + StrToFloat(Text[TextVideoGAP].Text); + if StrToFloat(Text[TextVideoGAP].Text)<> 0 then Static[StaticVideoGAP].Visible := true + else Static[StaticVideoGAP].Visible := false; + except + Static[StaticVideoGAP].Visible := false; + end; + + if LowerCase(Text[TextRelative].Text) = 'yes' then Static[StaticRelative].Visible := true + else Static[StaticRelative].Visible := false; + + try + StrToInt(Text[TextResolution].Text); + if (StrToInt(Text[TextResolution].Text) <> 0) and (StrToInt(Text[TextResolution].Text) >= 1) + then Static[StaticResolution].Visible := true + else Static[StaticResolution].Visible := false; + except + Static[StaticResolution].Visible := false; + end; + + try + StrToInt(Text[TextNotesGAP].Text); + Static[StaticNotesGAP].Visible := true; + except + Static[StaticNotesGAP].Visible := false; + end; + + // start + try + StrToFloat(Text[TextStart].Text); + if (StrToFloat(Text[TextStart].Text) > 0) then Static[StaticStart].Visible := true + else Static[StaticStart].Visible := false; + except + Static[StaticStart].Visible := false; + end; + + // GAP + try + StrToFloat(Text[TextGAP].Text); + Static[StaticGAP].Visible := true; + except + Static[StaticGAP].Visible := false; + end; + + // BPM + try + StrToFloat(Text[TextBPM].Text); + if (StrToFloat(Text[TextBPM].Text) > 0) then Static[StaticBPM].Visible := true + else Static[StaticBPM].Visible := false; + except + Static[StaticBPM].Visible := false; + end; + +end; + +(*procedure TScreenEdit.Finish; +begin +// +end;*) + +end. diff --git a/Game/Code/Screens/UScreenName.pas b/Game/Code/Screens/UScreenName.pas index 6a5ef4c5..f2d59f05 100644 --- a/Game/Code/Screens/UScreenName.pas +++ b/Game/Code/Screens/UScreenName.pas @@ -1,243 +1,243 @@ -unit UScreenName; - -interface - -{$I switches.inc} - -uses - UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes; - -type - TScreenName = class(TMenu) - public - Goto_SingScreen: Boolean; //If True then next Screen in SingScreen - constructor Create; override; - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; - procedure onShow; override; - procedure SetAnimationProgress(Progress: real); override; - end; - -implementation - -uses UGraphic, UMain, UIni, UTexture, UCommon; - - -function TScreenName.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; -var - I: integer; -SDL_ModState: Word; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - - SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT - + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT); - - // check normal keys - if (IsAlphaNumericChar(CharCode) or - {(CharCode in [' ','-','_','!',',','<','/','*','?','''','"']))} IsPunctuationChar(CharCode)) then - begin - Button[Interaction].Text[0].Text := Button[Interaction].Text[0].Text + CharCode; - Exit; - end; - - // check special keys - case PressedKey of - // Templates for Names Mod - SDLK_F1: - if (SDL_ModState = KMOD_LALT) then - begin - Ini.NameTemplate[0] := Button[Interaction].Text[0].Text; - end - else - begin - Button[Interaction].Text[0].Text := Ini.NameTemplate[0]; - end; - SDLK_F2: - if (SDL_ModState = KMOD_LALT) then - begin - Ini.NameTemplate[1] := Button[Interaction].Text[0].Text; - end - else - begin - Button[Interaction].Text[0].Text := Ini.NameTemplate[1]; - end; - SDLK_F3: - if (SDL_ModState = KMOD_LALT) then - begin - Ini.NameTemplate[2] := Button[Interaction].Text[0].Text; - end - else - begin - Button[Interaction].Text[0].Text := Ini.NameTemplate[2]; - end; - SDLK_F4: - if (SDL_ModState = KMOD_LALT) then - begin - Ini.NameTemplate[3] := Button[Interaction].Text[0].Text; - end - else - begin - Button[Interaction].Text[0].Text := Ini.NameTemplate[3]; - end; - SDLK_F5: - if (SDL_ModState = KMOD_LALT) then - begin - Ini.NameTemplate[4] := Button[Interaction].Text[0].Text; - end - else - begin - Button[Interaction].Text[0].Text := Ini.NameTemplate[4]; - end; - SDLK_F6: - if (SDL_ModState = KMOD_LALT) then - begin - Ini.NameTemplate[5] := Button[Interaction].Text[0].Text; - end - else - begin - Button[Interaction].Text[0].Text := Ini.NameTemplate[5]; - end; - SDLK_F7: - if (SDL_ModState = KMOD_LALT) then - begin - Ini.NameTemplate[6] := Button[Interaction].Text[0].Text; - end - else - begin - Button[Interaction].Text[0].Text := Ini.NameTemplate[6]; - end; - SDLK_F8: - if (SDL_ModState = KMOD_LALT) then - begin - Ini.NameTemplate[7] := Button[Interaction].Text[0].Text; - end - else - begin - Button[Interaction].Text[0].Text := Ini.NameTemplate[7]; - end; - SDLK_F9: - if (SDL_ModState = KMOD_LALT) then - begin - Ini.NameTemplate[8] := Button[Interaction].Text[0].Text; - end - else - begin - Button[Interaction].Text[0].Text := Ini.NameTemplate[8]; - end; - SDLK_F10: - if (SDL_ModState = KMOD_LALT) then - begin - Ini.NameTemplate[9] := Button[Interaction].Text[0].Text; - end - else - begin - Button[Interaction].Text[0].Text := Ini.NameTemplate[9]; - end; - SDLK_F11: - if (SDL_ModState = KMOD_LALT) then - begin - Ini.NameTemplate[10] := Button[Interaction].Text[0].Text; - end - else - begin - Button[Interaction].Text[0].Text := Ini.NameTemplate[10]; - end; - SDLK_F12: - if (SDL_ModState = KMOD_LALT) then - begin - Ini.NameTemplate[11] := Button[Interaction].Text[0].Text; - end - else - begin - Button[Interaction].Text[0].Text := Ini.NameTemplate[11]; - end; - - - SDLK_BACKSPACE: - begin - Button[Interaction].Text[0].DeleteLastL; - end; - - SDLK_ESCAPE : - begin - Ini.SaveNames; - AudioPlayback.PlaySound(SoundLib.Back); - if GoTo_SingScreen then - FadeTo(@ScreenSong) - else - FadeTo(@ScreenMain); - end; - - SDLK_RETURN: - begin - for I := 1 to 6 do - Ini.Name[I-1] := Button[I-1].Text[0].Text; - Ini.SaveNames; - AudioPlayback.PlaySound(SoundLib.Start); - - if GoTo_SingScreen then - FadeTo(@ScreenSing) - else - FadeTo(@ScreenLevel); - - GoTo_SingScreen := False; - end; - - // Up and Down could be done at the same time, - // but I don't want to declare variables inside - // functions like this one, called so many times - SDLK_DOWN: InteractNext; - SDLK_UP: InteractPrev; - SDLK_RIGHT: InteractNext; - SDLK_LEFT: InteractPrev; - end; - end; -end; - -constructor TScreenName.Create; -var - I: integer; -begin - inherited Create; - - LoadFromTheme(Theme.Name); - - - for I := 1 to 6 do - AddButton(Theme.Name.ButtonPlayer[I]); - - Interaction := 0; -end; - -procedure TScreenName.onShow; -var - I: integer; -begin - inherited; - - for I := 1 to 6 do - Button[I-1].Text[0].Text := Ini.Name[I-1]; - - for I := 1 to PlayersPlay do begin - Button[I-1].Visible := true; - Button[I-1].Selectable := true; - end; - - for I := PlayersPlay+1 to 6 do begin - Button[I-1].Visible := false; - Button[I-1].Selectable := false; - end; - -end; - -procedure TScreenName.SetAnimationProgress(Progress: real); -var - I: integer; -begin - for I := 1 to 6 do - Button[I-1].Texture.ScaleW := Progress; -end; - -end. +unit UScreenName; + +interface + +{$I switches.inc} + +uses + UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes; + +type + TScreenName = class(TMenu) + public + Goto_SingScreen: Boolean; //If True then next Screen in SingScreen + constructor Create; override; + function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses UGraphic, UMain, UIni, UTexture, UCommon; + + +function TScreenName.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; +var + I: integer; +SDL_ModState: Word; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT); + + // check normal keys + if (IsAlphaNumericChar(CharCode) or + {(CharCode in [' ','-','_','!',',','<','/','*','?','''','"']))} IsPunctuationChar(CharCode)) then + begin + Button[Interaction].Text[0].Text := Button[Interaction].Text[0].Text + CharCode; + Exit; + end; + + // check special keys + case PressedKey of + // Templates for Names Mod + SDLK_F1: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[0] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[0]; + end; + SDLK_F2: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[1] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[1]; + end; + SDLK_F3: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[2] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[2]; + end; + SDLK_F4: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[3] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[3]; + end; + SDLK_F5: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[4] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[4]; + end; + SDLK_F6: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[5] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[5]; + end; + SDLK_F7: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[6] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[6]; + end; + SDLK_F8: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[7] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[7]; + end; + SDLK_F9: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[8] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[8]; + end; + SDLK_F10: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[9] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[9]; + end; + SDLK_F11: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[10] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[10]; + end; + SDLK_F12: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[11] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[11]; + end; + + + SDLK_BACKSPACE: + begin + Button[Interaction].Text[0].DeleteLastL; + end; + + SDLK_ESCAPE : + begin + Ini.SaveNames; + AudioPlayback.PlaySound(SoundLib.Back); + if GoTo_SingScreen then + FadeTo(@ScreenSong) + else + FadeTo(@ScreenMain); + end; + + SDLK_RETURN: + begin + for I := 1 to 6 do + Ini.Name[I-1] := Button[I-1].Text[0].Text; + Ini.SaveNames; + AudioPlayback.PlaySound(SoundLib.Start); + + if GoTo_SingScreen then + FadeTo(@ScreenSing) + else + FadeTo(@ScreenLevel); + + GoTo_SingScreen := False; + end; + + // Up and Down could be done at the same time, + // but I don't want to declare variables inside + // functions like this one, called so many times + SDLK_DOWN: InteractNext; + SDLK_UP: InteractPrev; + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end; +end; + +constructor TScreenName.Create; +var + I: integer; +begin + inherited Create; + + LoadFromTheme(Theme.Name); + + + for I := 1 to 6 do + AddButton(Theme.Name.ButtonPlayer[I]); + + Interaction := 0; +end; + +procedure TScreenName.onShow; +var + I: integer; +begin + inherited; + + for I := 1 to 6 do + Button[I-1].Text[0].Text := Ini.Name[I-1]; + + for I := 1 to PlayersPlay do begin + Button[I-1].Visible := true; + Button[I-1].Selectable := true; + end; + + for I := PlayersPlay+1 to 6 do begin + Button[I-1].Visible := false; + Button[I-1].Selectable := false; + end; + +end; + +procedure TScreenName.SetAnimationProgress(Progress: real); +var + I: integer; +begin + for I := 1 to 6 do + Button[I-1].Texture.ScaleW := Progress; +end; + +end. diff --git a/Game/Code/Screens/UScreenOpen.pas b/Game/Code/Screens/UScreenOpen.pas index 7dbe8743..186b9b47 100644 --- a/Game/Code/Screens/UScreenOpen.pas +++ b/Game/Code/Screens/UScreenOpen.pas @@ -1,173 +1,173 @@ -unit UScreenOpen; - -interface - -{$I switches.inc} - -uses UMenu, UMusic, SDL, SysUtils, UFiles, UTime, USongs, UIni, ULog, UTexture, UMenuText, - ULyrics, Math, gl, UThemes; - -type - TScreenOpen = class(TMenu) - private - TextF: array[0..1] of integer; - TextN: integer; - public - Tex_Background: TTexture; - FadeOut: boolean; - Path: string; - BackScreen: pointer; - procedure AddBox(X, Y, W, H: real); - constructor Create; override; - procedure onShow; override; - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; -// function Draw: boolean; override; -// procedure Finish; - end; - -implementation -uses UGraphic, UDraw, UMain, USkins; - -function TScreenOpen.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; -begin - Result := true; - - if (PressedDown) then begin // Key Down - // check normal keys - case CharCode of - '0'..'9', 'a'..'z', 'A'..'Z', ' ', '-', '.', ':', '\': - begin - if Interaction = 0 then begin - Text[TextN].Text := Text[TextN].Text + CharCode; - end; - end; - end; - - // check special keys - case PressedKey of - SDLK_Q: - begin - Result := false; - end; - 8: // del - begin - if Interaction = 0 then - begin - Text[TextN].DeleteLastL; - end; - end; - - - SDLK_ESCAPE : - begin - //Empty Filename and go to last Screen - ConversionFileName := ''; - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(BackScreen); - end; - - SDLK_RETURN: - begin - if (Interaction = 2) then begin - //Update Filename and go to last Screen - ConversionFileName := Text[TextN].Text; - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(BackScreen); - end - else if (Interaction = 1) then - begin - //Empty Filename and go to last Screen - ConversionFileName := ''; - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(BackScreen); - end; - end; - - SDLK_LEFT: - begin - InteractPrev; - end; - - SDLK_RIGHT: - begin - InteractNext; - end; - - SDLK_DOWN: - begin - end; - - SDLK_UP: - begin - end; - end; - end; -end; - -procedure TScreenOpen.AddBox(X, Y, W, H: real); -begin - AddStatic(X, Y, W, H, 0, 0, 0, Skin.GetTextureFileName('MainBar'), TEXTURE_TYPE_COLORIZED); - AddStatic(X+2, Y+2, W-4, H-4, 1, 1, 1, Skin.GetTextureFileName('MainBar'), TEXTURE_TYPE_COLORIZED); -end; - -constructor TScreenOpen.Create; -begin - inherited Create; - - // linijka -{ AddStatic(20, 10, 80, 30, 0, 0, 0, 'MainBar', 'JPG', TEXTURE_TYPE_COLORIZED); - AddText(35, 17, 1, 6, 1, 1, 1, 'Linijka'); - TextSentence := AddText(120, 14, 1, 8, 0, 0, 0, '0 / 0');} - - // file list -// AddBox(400, 100, 350, 450); - -// TextF[0] := AddText(430, 155, 0, 8, 0, 0, 0, 'a'); -// TextF[1] := AddText(430, 180, 0, 8, 0, 0, 0, 'a'); - - // file name - AddBox(20, 540, 500, 40); - TextN := AddText(50, 548, 0, 8, 0, 0, 0, ConversionFileName); - AddInteraction(iText, TextN); - - // buttons - {AddButton(540, 540, 100, 40, Skin.SkinPath + Skin.ButtonF); - AddButtonText(10, 5, 0, 0, 0, 'Cancel'); - - AddButton(670, 540, 100, 40, Skin.SkinPath + Skin.ButtonF); - AddButtonText(30, 5, 0, 0, 0, 'OK');} - // buttons - AddButton(540, 540, 100, 40, Skin.GetTextureFileName('ButtonF')); - AddButtonText(10, 5, 0, 0, 0, 'Cancel'); - - AddButton(670, 540, 100, 40, Skin.GetTextureFileName('ButtonF')); - AddButtonText(30, 5, 0, 0, 0, 'OK'); - - -end; - -procedure TScreenOpen.onShow; -begin - inherited; - - Interaction := 0; -end; - -(*function TScreenEditSub.Draw: boolean; -var - Min: integer; - Sec: integer; - Tekst: string; - Pet: integer; - AktBeat: integer; -begin - -end; - -procedure TScreenEditSub.Finish; -begin -// -end;*) - -end. - +unit UScreenOpen; + +interface + +{$I switches.inc} + +uses UMenu, UMusic, SDL, SysUtils, UFiles, UTime, USongs, UIni, ULog, UTexture, UMenuText, + ULyrics, Math, gl, UThemes; + +type + TScreenOpen = class(TMenu) + private + TextF: array[0..1] of integer; + TextN: integer; + public + Tex_Background: TTexture; + FadeOut: boolean; + Path: string; + BackScreen: pointer; + procedure AddBox(X, Y, W, H: real); + constructor Create; override; + procedure onShow; override; + function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; +// function Draw: boolean; override; +// procedure Finish; + end; + +implementation +uses UGraphic, UDraw, UMain, USkins; + +function TScreenOpen.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; +begin + Result := true; + + if (PressedDown) then begin // Key Down + // check normal keys + case CharCode of + '0'..'9', 'a'..'z', 'A'..'Z', ' ', '-', '.', ':', '\': + begin + if Interaction = 0 then begin + Text[TextN].Text := Text[TextN].Text + CharCode; + end; + end; + end; + + // check special keys + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + 8: // del + begin + if Interaction = 0 then + begin + Text[TextN].DeleteLastL; + end; + end; + + + SDLK_ESCAPE : + begin + //Empty Filename and go to last Screen + ConversionFileName := ''; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(BackScreen); + end; + + SDLK_RETURN: + begin + if (Interaction = 2) then begin + //Update Filename and go to last Screen + ConversionFileName := Text[TextN].Text; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(BackScreen); + end + else if (Interaction = 1) then + begin + //Empty Filename and go to last Screen + ConversionFileName := ''; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(BackScreen); + end; + end; + + SDLK_LEFT: + begin + InteractPrev; + end; + + SDLK_RIGHT: + begin + InteractNext; + end; + + SDLK_DOWN: + begin + end; + + SDLK_UP: + begin + end; + end; + end; +end; + +procedure TScreenOpen.AddBox(X, Y, W, H: real); +begin + AddStatic(X, Y, W, H, 0, 0, 0, Skin.GetTextureFileName('MainBar'), TEXTURE_TYPE_COLORIZED); + AddStatic(X+2, Y+2, W-4, H-4, 1, 1, 1, Skin.GetTextureFileName('MainBar'), TEXTURE_TYPE_COLORIZED); +end; + +constructor TScreenOpen.Create; +begin + inherited Create; + + // linijka +{ AddStatic(20, 10, 80, 30, 0, 0, 0, 'MainBar', 'JPG', TEXTURE_TYPE_COLORIZED); + AddText(35, 17, 1, 6, 1, 1, 1, 'Linijka'); + TextSentence := AddText(120, 14, 1, 8, 0, 0, 0, '0 / 0');} + + // file list +// AddBox(400, 100, 350, 450); + +// TextF[0] := AddText(430, 155, 0, 8, 0, 0, 0, 'a'); +// TextF[1] := AddText(430, 180, 0, 8, 0, 0, 0, 'a'); + + // file name + AddBox(20, 540, 500, 40); + TextN := AddText(50, 548, 0, 8, 0, 0, 0, ConversionFileName); + AddInteraction(iText, TextN); + + // buttons + {AddButton(540, 540, 100, 40, Skin.SkinPath + Skin.ButtonF); + AddButtonText(10, 5, 0, 0, 0, 'Cancel'); + + AddButton(670, 540, 100, 40, Skin.SkinPath + Skin.ButtonF); + AddButtonText(30, 5, 0, 0, 0, 'OK');} + // buttons + AddButton(540, 540, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(10, 5, 0, 0, 0, 'Cancel'); + + AddButton(670, 540, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(30, 5, 0, 0, 0, 'OK'); + + +end; + +procedure TScreenOpen.onShow; +begin + inherited; + + Interaction := 0; +end; + +(*function TScreenEditSub.Draw: boolean; +var + Min: integer; + Sec: integer; + Tekst: string; + Pet: integer; + AktBeat: integer; +begin + +end; + +procedure TScreenEditSub.Finish; +begin +// +end;*) + +end. + diff --git a/Game/Code/Screens/UScreenOptionsGraphics.pas b/Game/Code/Screens/UScreenOptionsGraphics.pas index 0a736a9d..d88753f2 100644 --- a/Game/Code/Screens/UScreenOptionsGraphics.pas +++ b/Game/Code/Screens/UScreenOptionsGraphics.pas @@ -1,107 +1,107 @@ -unit UScreenOptionsGraphics; - -interface - -{$I switches.inc} - -uses - UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes; - -type - TScreenOptionsGraphics = class(TMenu) - public - constructor Create; override; - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; - procedure onShow; override; - end; - -implementation - -uses UGraphic, UMain, SysUtils; - -function TScreenOptionsGraphics.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - // 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 : - begin - Ini.Save; - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(@ScreenOptions); - end; - SDLK_RETURN: - begin -{ if SelInteraction <= 1 then begin - Restart := true; - end;} - if SelInteraction = 5 then begin - Ini.Save; - AudioPlayback.PlaySound(SoundLib.Back); - Reinitialize3D(); - FadeTo(@ScreenOptions); - end; - end; - SDLK_DOWN: - InteractNext; - SDLK_UP : - InteractPrev; - SDLK_RIGHT: - begin - if (SelInteraction >= 0) and (SelInteraction <= 4) then begin - AudioPlayback.PlaySound(SoundLib.Option); - InteractInc; - end; - end; - SDLK_LEFT: - begin - if (SelInteraction >= 0) and (SelInteraction <= 4) then begin - AudioPlayback.PlaySound(SoundLib.Option); - InteractDec; - end; - end; - end; - end; -end; - -constructor TScreenOptionsGraphics.Create; -//var -// I: integer; // Auto Removed, Unused Variable -begin - inherited Create; - - LoadFromTheme(Theme.OptionsGraphics); - - AddSelectSlide(Theme.OptionsGraphics.SelectSlideResolution, Ini.Resolution, IResolution); - AddSelect(Theme.OptionsGraphics.SelectFullscreen, Ini.Fullscreen, IFullscreen); - AddSelect(Theme.OptionsGraphics.SelectDepth, Ini.Depth, IDepth); - AddSelect(Theme.OptionsGraphics.SelectOscilloscope, Ini.Oscilloscope, IOscilloscope); - AddSelect(Theme.OptionsGraphics.SelectMovieSize, Ini.MovieSize, IMovieSize); - - - AddButton(Theme.OptionsGraphics.ButtonExit); - if (Length(Button[0].Text)=0) then - AddButtonText(14, 20, Theme.Options.Description[7]); - -end; - -procedure TScreenOptionsGraphics.onShow; -begin - inherited; - - Interaction := 0; -end; - -end. +unit UScreenOptionsGraphics; + +interface + +{$I switches.inc} + +uses + UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes; + +type + TScreenOptionsGraphics = class(TMenu) + public + constructor Create; override; + function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + end; + +implementation + +uses UGraphic, UMain, SysUtils; + +function TScreenOptionsGraphics.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + // 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 : + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin +{ if SelInteraction <= 1 then begin + Restart := true; + end;} + if SelInteraction = 5 then begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + Reinitialize3D(); + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 4) then begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + end; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 4) then begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + end; + end; + end; + end; +end; + +constructor TScreenOptionsGraphics.Create; +//var +// I: integer; // Auto Removed, Unused Variable +begin + inherited Create; + + LoadFromTheme(Theme.OptionsGraphics); + + AddSelectSlide(Theme.OptionsGraphics.SelectSlideResolution, Ini.Resolution, IResolution); + AddSelect(Theme.OptionsGraphics.SelectFullscreen, Ini.Fullscreen, IFullscreen); + AddSelect(Theme.OptionsGraphics.SelectDepth, Ini.Depth, IDepth); + AddSelect(Theme.OptionsGraphics.SelectOscilloscope, Ini.Oscilloscope, IOscilloscope); + AddSelect(Theme.OptionsGraphics.SelectMovieSize, Ini.MovieSize, IMovieSize); + + + AddButton(Theme.OptionsGraphics.ButtonExit); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[7]); + +end; + +procedure TScreenOptionsGraphics.onShow; +begin + inherited; + + Interaction := 0; +end; + +end. diff --git a/Game/Code/Screens/UScreenOptionsLyrics.pas b/Game/Code/Screens/UScreenOptionsLyrics.pas index a314f2f3..dec3b00c 100644 --- a/Game/Code/Screens/UScreenOptionsLyrics.pas +++ b/Game/Code/Screens/UScreenOptionsLyrics.pas @@ -1,102 +1,102 @@ -unit UScreenOptionsLyrics; - -interface - -{$I switches.inc} - -uses - UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes; - -type - TScreenOptionsLyrics = class(TMenu) - public - constructor Create; override; - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; - procedure onShow; override; - end; - -implementation - -uses UGraphic, SysUtils; - -function TScreenOptionsLyrics.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - // 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 : - begin - Ini.Save; - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(@ScreenOptions); - end; - SDLK_RETURN: - begin - if SelInteraction = 4 then begin - Ini.Save; - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(@ScreenOptions); - end; - end; - SDLK_DOWN: - InteractNext; - SDLK_UP : - InteractPrev; - SDLK_RIGHT: - begin - if (SelInteraction >= 0) and (SelInteraction <= 3) then begin - AudioPlayback.PlaySound(SoundLib.Option); - InteractInc; - end; - end; - SDLK_LEFT: - begin - if (SelInteraction >= 0) and (SelInteraction <= 3) then begin - AudioPlayback.PlaySound(SoundLib.Option); - InteractDec; - end; - end; - end; - end; -end; - -constructor TScreenOptionsLyrics.Create; -//var -// I: integer; // Auto Removed, Unused Variable -begin - inherited Create; - - LoadFromTheme(Theme.OptionsLyrics); - - AddSelect(Theme.OptionsLyrics.SelectLyricsFont, Ini.LyricsFont, ILyricsFont); - AddSelectSlide(Theme.OptionsLyrics.SelectLyricsEffect, Ini.LyricsEffect, ILyricsEffect); - AddSelect(Theme.OptionsLyrics.SelectSolmization, Ini.Solmization, ISolmization); - AddSelect(Theme.OptionsLyrics.SelectNoteLines, Ini.NoteLines, INoteLines); - - - AddButton(Theme.OptionsLyrics.ButtonExit); - if (Length(Button[0].Text)=0) then - AddButtonText(14, 20, Theme.Options.Description[7]); - -end; - -procedure TScreenOptionsLyrics.onShow; -begin - inherited; - - Interaction := 0; -end; - -end. +unit UScreenOptionsLyrics; + +interface + +{$I switches.inc} + +uses + UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes; + +type + TScreenOptionsLyrics = class(TMenu) + public + constructor Create; override; + function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + end; + +implementation + +uses UGraphic, SysUtils; + +function TScreenOptionsLyrics.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + // 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 : + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + if SelInteraction = 4 then begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 3) then begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + end; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 3) then begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + end; + end; + end; + end; +end; + +constructor TScreenOptionsLyrics.Create; +//var +// I: integer; // Auto Removed, Unused Variable +begin + inherited Create; + + LoadFromTheme(Theme.OptionsLyrics); + + AddSelect(Theme.OptionsLyrics.SelectLyricsFont, Ini.LyricsFont, ILyricsFont); + AddSelectSlide(Theme.OptionsLyrics.SelectLyricsEffect, Ini.LyricsEffect, ILyricsEffect); + AddSelect(Theme.OptionsLyrics.SelectSolmization, Ini.Solmization, ISolmization); + AddSelect(Theme.OptionsLyrics.SelectNoteLines, Ini.NoteLines, INoteLines); + + + AddButton(Theme.OptionsLyrics.ButtonExit); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[7]); + +end; + +procedure TScreenOptionsLyrics.onShow; +begin + inherited; + + Interaction := 0; +end; + +end. diff --git a/Game/Code/Screens/UScreenOptionsRecord.pas b/Game/Code/Screens/UScreenOptionsRecord.pas index 8db5ede9..0e6a6842 100644 --- a/Game/Code/Screens/UScreenOptionsRecord.pas +++ b/Game/Code/Screens/UScreenOptionsRecord.pas @@ -1,756 +1,756 @@ -unit UScreenOptionsRecord; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - -uses - UThemes, - UMusic, - URecord, - UMenu; - -type - TDrawState = record - ChannelIndex: integer; - R, G, B: real; // mapped player color (normal) - RD, GD, BD: real; // mapped player color (dark) - end; - - TPeakInfo = record - Volume: single; - Time: cardinal; - end; - - TScreenOptionsRecord = class(TMenu) - private - // max. count of input-channels determined for all devices - MaxChannelCount: integer; - - // current input device - CurrentDeviceIndex: integer; - PreviewDeviceIndex: integer; - - // string arrays for select-slide options - InputSourceNames: array of string; - InputDeviceNames: array of string; - - // dynamic generated themes for channel select-sliders - SelectSlideChannelTheme: array of TThemeSelectSlide; - - // indices for widget-updates - SelectInputSourceID: integer; - SelectSlideChannelID: array of integer; - TextPitchID: array of integer; - - // interaction IDs - ExitButtonIID: integer; - - // dummy data for non-available channels - ChannelToPlayerMapDummy: integer; - - // preview channel-buffers - PreviewChannel: array of TCaptureBuffer; - ChannelPeak: array of TPeakInfo; - - // Device source volume - SourceVolume: single; - NextVolumePollTime: cardinal; - - procedure StartPreview; - procedure StopPreview; - procedure UpdateInputDevice; - procedure ChangeVolume(VolumeChange: single); - procedure DrawVolume(x, y, Width, Height: single); - procedure DrawVUMeter(const State: TDrawState; x, y, Width, Height: single); - procedure DrawPitch(const State: TDrawState; x, y, Width, Height: single); - public - constructor Create; override; - function Draw: boolean; override; - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; - procedure onShow; override; - procedure onHide; override; - end; - -const - PeakDecay = 0.2; // strength of peak-decay (reduction after one sec) - -const - BarHeight = 11; // height of each bar (volume/vu-meter/pitch) - BarUpperSpacing = 1; // spacing between a bar-area and the previous widget - BarLowerSpacing = 3; // spacing between a bar-area and the next widget - SourceBarsTotalHeight = BarHeight + BarUpperSpacing + BarLowerSpacing; - ChannelBarsTotalHeight = 2*BarHeight + BarUpperSpacing + BarLowerSpacing; - -implementation - -uses - SysUtils, - Math, - SDL, - gl, - UGraphic, - UDraw, - UMain, - UMenuSelectSlide, - UMenuText, - UFiles, - UDisplay, - UIni, - ULog; - -function TScreenOptionsRecord.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - // check normal keys - case WideCharUpperCase(CharCode)[1] of - 'Q': - begin - Result := false; - Exit; - end; - '+': - begin - // FIXME: add a nice volume-slider instead - // or at least provide visualization and acceleration if the user holds the key pressed. - ChangeVolume(0.02); - end; - '-': - begin - // FIXME: add a nice volume-slider instead - // or at least provide visualization and acceleration if the user holds the key pressed. - ChangeVolume(-0.02); - end; - 'T': - begin - if ((SDL_GetModState() and KMOD_SHIFT) <> 0) then - Ini.ThresholdIndex := (Ini.ThresholdIndex + Length(IThresholdVals) - 1) mod Length(IThresholdVals) - else - Ini.ThresholdIndex := (Ini.ThresholdIndex + 1) mod Length(IThresholdVals); - end; - end; - - // check special keys - case PressedKey of - SDLK_ESCAPE, - SDLK_BACKSPACE: - begin - Ini.Save; - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(@ScreenOptions); - end; - SDLK_RETURN: - begin - if (SelInteraction = ExitButtonIID) then - begin - Ini.Save; - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(@ScreenOptions); - end; - end; - SDLK_DOWN: - InteractNext; - SDLK_UP : - InteractPrev; - SDLK_RIGHT: - begin - if (SelInteraction >= 0) and (SelInteraction < ExitButtonIID) then - begin - AudioPlayback.PlaySound(SoundLib.Option); - InteractInc; - end; - UpdateInputDevice; - end; - SDLK_LEFT: - begin - if (SelInteraction >= 0) and (SelInteraction < ExitButtonIID) then - begin - AudioPlayback.PlaySound(SoundLib.Option); - InteractDec; - end; - UpdateInputDevice; - end; - end; - end; -end; - -constructor TScreenOptionsRecord.Create; -var - DeviceIndex: integer; - SourceIndex: integer; - ChannelIndex: integer; - InputDevice: TAudioInputDevice; - InputDeviceCfg: PInputDeviceConfig; - ChannelTheme: ^TThemeSelectSlide; - ButtonTheme: TThemeButton; - WidgetYPos: integer; -begin - inherited Create; - - LoadFromTheme(Theme.OptionsRecord); - - // set CurrentDeviceIndex to a valid device - if (Length(AudioInputProcessor.DeviceList) > 0) then - CurrentDeviceIndex := 0 - else - CurrentDeviceIndex := -1; - - PreviewDeviceIndex := -1; - - WidgetYPos := 0; - - // init sliders if at least one device was detected - if (Length(AudioInputProcessor.DeviceList) > 0) then - begin - InputDevice := AudioInputProcessor.DeviceList[CurrentDeviceIndex]; - InputDeviceCfg := @Ini.InputDeviceConfig[InputDevice.CfgIndex]; - - // init device-selection slider - SetLength(InputDeviceNames, Length(AudioInputProcessor.DeviceList)); - for DeviceIndex := 0 to High(AudioInputProcessor.DeviceList) do - begin - InputDeviceNames[DeviceIndex] := AudioInputProcessor.DeviceList[DeviceIndex].Name; - end; - // add device-selection slider (InteractionID: 0) - AddSelectSlide(Theme.OptionsRecord.SelectSlideCard, CurrentDeviceIndex, InputDeviceNames); - - // init source-selection slider - SetLength(InputSourceNames, Length(InputDevice.Source)); - for SourceIndex := 0 to High(InputDevice.Source) do - begin - InputSourceNames[SourceIndex] := InputDevice.Source[SourceIndex].Name; - end; - // add source-selection slider (InteractionID: 1) - SelectInputSourceID := AddSelectSlide(Theme.OptionsRecord.SelectSlideInput, - InputDeviceCfg.Input, InputSourceNames); - - // add space for source volume bar - WidgetYPos := Theme.OptionsRecord.SelectSlideInput.Y + - Theme.OptionsRecord.SelectSlideInput.H + - SourceBarsTotalHeight; - - // find max. channel count of all devices - MaxChannelCount := 0; - for DeviceIndex := 0 to High(AudioInputProcessor.DeviceList) do - begin - if (AudioInputProcessor.DeviceList[DeviceIndex].AudioFormat.Channels > MaxChannelCount) then - MaxChannelCount := AudioInputProcessor.DeviceList[DeviceIndex].AudioFormat.Channels; - end; - - // init channel-to-player mapping sliders - SetLength(SelectSlideChannelID, MaxChannelCount); - SetLength(SelectSlideChannelTheme, MaxChannelCount); - SetLength(TextPitchID, MaxChannelCount); - - for ChannelIndex := 0 to MaxChannelCount-1 do - begin - // copy reference slide - SelectSlideChannelTheme[ChannelIndex] := - Theme.OptionsRecord.SelectSlideChannel; - // set current channel-theme - ChannelTheme := @SelectSlideChannelTheme[ChannelIndex]; - // adjust vertical position - ChannelTheme.Y := WidgetYPos; - // calc size of next slide (add space for bars) - WidgetYPos := WidgetYPos + ChannelTheme.H + ChannelBarsTotalHeight; - // append channel index to name - ChannelTheme.Text := ChannelTheme.Text + IntToStr(ChannelIndex+1); - - // add tone-pitch label - TextPitchID[ChannelIndex] := AddText( - ChannelTheme.X + ChannelTheme.W, - ChannelTheme.Y + ChannelTheme.H/2, - '-'); - - // show/hide widgets depending on whether the channel exists - if (ChannelIndex < Length(InputDeviceCfg.ChannelToPlayerMap)) then - begin - // current device has this channel - - // add slider - SelectSlideChannelID[ChannelIndex] := AddSelectSlide(ChannelTheme^, - InputDeviceCfg.ChannelToPlayerMap[ChannelIndex], IChannelPlayer); - end - else - begin - // current device does not have that many channels - - // add slider but hide it and assign a dummy variable to it - SelectSlideChannelID[ChannelIndex] := AddSelectSlide(ChannelTheme^, - ChannelToPlayerMapDummy, IChannelPlayer); - SelectsS[SelectSlideChannelID[ChannelIndex]].Visible := false; - - // hide pitch label - Text[TextPitchID[ChannelIndex]].Visible := false; - end; - end; - end; - - // add Exit-button - ButtonTheme := Theme.OptionsRecord.ButtonExit; - // adjust button position - if (WidgetYPos <> 0) then - ButtonTheme.Y := WidgetYPos; - AddButton(ButtonTheme); - if (Length(Button[0].Text) = 0) then - AddButtonText(14, 20, Theme.Options.Description[7]); - // store InteractionID - if (Length(AudioInputProcessor.DeviceList) > 0) then - ExitButtonIID := MaxChannelCount + 2 - else - ExitButtonIID := 0; - - // set focus - Interaction := 0; -end; - -procedure TScreenOptionsRecord.UpdateInputDevice; -var - SourceIndex: integer; - InputDevice: TAudioInputDevice; - InputDeviceCfg: PInputDeviceConfig; - ChannelIndex: integer; -begin - //Log.LogStatus('Update input-device', 'TScreenOptionsRecord.UpdateCard') ; - - StopPreview(); - - // set CurrentDeviceIndex to a valid device - if (CurrentDeviceIndex > High(AudioInputProcessor.DeviceList)) then - CurrentDeviceIndex := 0; - - // update sliders if at least one device was detected - if (Length(AudioInputProcessor.DeviceList) > 0) then - begin - InputDevice := AudioInputProcessor.DeviceList[CurrentDeviceIndex]; - InputDeviceCfg := @Ini.InputDeviceConfig[InputDevice.CfgIndex]; - - // update source-selection slider - SetLength(InputSourceNames, Length(InputDevice.Source)); - for SourceIndex := 0 to High(InputDevice.Source) do - begin - InputSourceNames[SourceIndex] := InputDevice.Source[SourceIndex].Name; - end; - UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideInput, SelectInputSourceID, - InputSourceNames, InputDeviceCfg.Input); - - // update channel-to-player mapping sliders - for ChannelIndex := 0 to MaxChannelCount-1 do - begin - // show/hide widgets depending on whether the channel exists - if (ChannelIndex < Length(InputDeviceCfg.ChannelToPlayerMap)) then - begin - // current device has this channel - - // show slider - UpdateSelectSlideOptions(SelectSlideChannelTheme[ChannelIndex], - SelectSlideChannelID[ChannelIndex], IChannelPlayer, - InputDeviceCfg.ChannelToPlayerMap[ChannelIndex]); - SelectsS[SelectSlideChannelID[ChannelIndex]].Visible := true; - - // show pitch label - Text[TextPitchID[ChannelIndex]].Visible := true; - end - else - begin - // current device does not have that many channels - - // hide slider and assign a dummy variable to it - UpdateSelectSlideOptions(SelectSlideChannelTheme[ChannelIndex], - SelectSlideChannelID[ChannelIndex], IChannelPlayer, - ChannelToPlayerMapDummy); - SelectsS[SelectSlideChannelID[ChannelIndex]].Visible := false; - - // hide pitch label - Text[TextPitchID[ChannelIndex]].Visible := false; - end; - end; - end; - - StartPreview(); -end; - -procedure TScreenOptionsRecord.ChangeVolume(VolumeChange: single); -var - InputDevice: TAudioInputDevice; - Volume: single; -begin - // validate CurrentDeviceIndex - if ((CurrentDeviceIndex < 0) or - (CurrentDeviceIndex > High(AudioInputProcessor.DeviceList))) then - begin - Exit; - end; - - InputDevice := AudioInputProcessor.DeviceList[CurrentDeviceIndex]; - if not assigned(InputDevice) then - Exit; - - // set new volume - Volume := InputDevice.GetVolume() + VolumeChange; - InputDevice.SetVolume(Volume); - //DebugWriteln('Volume: ' + floattostr(InputDevice.GetVolume)); - - // volume must be polled again - NextVolumePollTime := 0; -end; - -procedure TScreenOptionsRecord.onShow; -var - ChannelIndex: integer; -begin - inherited; - - Interaction := 0; - - // create preview sound-buffers - SetLength(PreviewChannel, MaxChannelCount); - for ChannelIndex := 0 to High(PreviewChannel) do - PreviewChannel[ChannelIndex] := TCaptureBuffer.Create(); - - SetLength(ChannelPeak, MaxChannelCount); - - StartPreview(); -end; - -procedure TScreenOptionsRecord.onHide; -var - ChannelIndex: integer; -begin - StopPreview(); - - // free preview buffers - for ChannelIndex := 0 to High(PreviewChannel) do - PreviewChannel[ChannelIndex].Free; - SetLength(PreviewChannel, 0); - SetLength(ChannelPeak, 0); -end; - -procedure TScreenOptionsRecord.StartPreview; -var - ChannelIndex: integer; - Device: TAudioInputDevice; -begin - if ((CurrentDeviceIndex >= 0) and - (CurrentDeviceIndex <= High(AudioInputProcessor.DeviceList))) then - begin - Device := AudioInputProcessor.DeviceList[CurrentDeviceIndex]; - // set preview channel as active capture channel - for ChannelIndex := 0 to High(Device.CaptureChannel) do - begin - PreviewChannel[ChannelIndex].Clear(); - Device.LinkCaptureBuffer(ChannelIndex, PreviewChannel[ChannelIndex]); - FillChar(ChannelPeak[ChannelIndex], SizeOf(TPeakInfo), 0); - end; - Device.Start(); - PreviewDeviceIndex := CurrentDeviceIndex; - - // volume must be polled again - NextVolumePollTime := 0; - end; -end; - -procedure TScreenOptionsRecord.StopPreview; -var - ChannelIndex: integer; - Device: TAudioInputDevice; -begin - if ((PreviewDeviceIndex >= 0) and - (PreviewDeviceIndex <= High(AudioInputProcessor.DeviceList))) then - begin - Device := AudioInputProcessor.DeviceList[PreviewDeviceIndex]; - Device.Stop; - for ChannelIndex := 0 to High(Device.CaptureChannel) do - Device.CaptureChannel[ChannelIndex] := nil; - end; - PreviewDeviceIndex := -1; -end; - - -procedure TScreenOptionsRecord.DrawVolume(x, y, Width, Height: single); -var - x1, y1, x2, y2: single; - VolBarInnerWidth: integer; -const - VolBarInnerHSpacing = 2; - VolBarInnerVSpacing = 1; -begin - // coordinates for black rect - x1 := x; - y1 := y; - x2 := x1 + Width; - y2 := y1 + Height; - - // draw black background-rect - glColor4f(0, 0, 0, 0.8); - glBegin(GL_QUADS); - glVertex2f(x1, y1); - glVertex2f(x2, y1); - glVertex2f(x2, y2); - glVertex2f(x1, y2); - glEnd(); - - VolBarInnerWidth := Trunc(Width - 2*VolBarInnerHSpacing); - - // coordinates for first half of the volume bar - x1 := x + VolBarInnerHSpacing; - x2 := x1 + VolBarInnerWidth * SourceVolume; - y1 := y1 + VolBarInnerVSpacing; - y2 := y2 - VolBarInnerVSpacing; - - // draw volume-bar - glBegin(GL_QUADS); - // draw volume bar - glColor3f(0.4, 0.3, 0.3); - glVertex2f(x1, y1); - glVertex2f(x1, y2); - glColor3f(1, 0.1, 0.1); - glVertex2f(x2, y2); - glVertex2f(x2, y1); - glEnd(); - - { not needed anymore - // coordinates for separator - x1 := x + VolBarInnerHSpacing; - x2 := x1 + VolBarInnerWidth; - - // draw separator - glBegin(GL_LINE_STRIP); - glColor4f(0.1, 0.1, 0.1, 0.2); - glVertex2f(x1, y2); - glColor4f(0.4, 0.4, 0.4, 0.2); - glVertex2f((x1+x2)/2, y2); - glColor4f(0.1, 0.1, 0.1, 0.2); - glVertex2f(x2, y2); - glEnd(); - } -end; - -procedure TScreenOptionsRecord.DrawVUMeter(const State: TDrawState; x, y, Width, Height: single); -var - x1, y1, x2, y2: single; - Volume, PeakVolume: single; - Delta: single; - VolBarInnerWidth: integer; -const - VolBarInnerHSpacing = 2; - VolBarInnerVSpacing = 1; -begin - // coordinates for black rect - x1 := x; - y1 := y; - x2 := x1 + Width; - y2 := y1 + Height; - - // draw black background-rect - glColor4f(0, 0, 0, 0.8); - glBegin(GL_QUADS); - glVertex2f(x1, y1); - glVertex2f(x2, y1); - glVertex2f(x2, y2); - glVertex2f(x1, y2); - glEnd(); - - VolBarInnerWidth := Trunc(Width - 2*VolBarInnerHSpacing); - - // vertical positions - y1 := y1 + VolBarInnerVSpacing; - y2 := y2 - VolBarInnerVSpacing; - - // coordinates for bevel - x1 := x + VolBarInnerHSpacing; - x2 := x1 + VolBarInnerWidth; - - glBegin(GL_QUADS); - Volume := PreviewChannel[State.ChannelIndex].MaxSampleVolume(); - - // coordinates for volume bar - x1 := x + VolBarInnerHSpacing; - x2 := x1 + VolBarInnerWidth * Volume; - - // draw volume bar - glColor3f(State.RD, State.GD, State.BD); - glVertex2f(x1, y1); - glVertex2f(x1, y2); - glColor3f(State.R, State.G, State.B); - glVertex2f(x2, y2); - glVertex2f(x2, y1); - - Delta := (SDL_GetTicks() - ChannelPeak[State.ChannelIndex].Time)/1000; - PeakVolume := ChannelPeak[State.ChannelIndex].Volume - Delta*Delta*PeakDecay; - - // determine new peak-volume - if (Volume > PeakVolume) then - begin - PeakVolume := Volume; - ChannelPeak[State.ChannelIndex].Volume := Volume; - ChannelPeak[State.ChannelIndex].Time := SDL_GetTicks(); - end; - - x1 := x + VolBarInnerHSpacing + VolBarInnerWidth * PeakVolume; - x2 := x1 + 2; - - // draw peak - glColor3f(0.8, 0.8, 0.8); - glVertex2f(x1, y1); - glVertex2f(x1, y2); - glVertex2f(x2, y2); - glVertex2f(x2, y1); - - // draw threshold - x1 := x + VolBarInnerHSpacing; - x2 := x1 + VolBarInnerWidth * IThresholdVals[Ini.ThresholdIndex]; - - glColor4f(0.3, 0.3, 0.3, 0.6); - glVertex2f(x1, y1); - glVertex2f(x1, y2); - glVertex2f(x2, y2); - glVertex2f(x2, y1); - glEnd(); -end; - -procedure TScreenOptionsRecord.DrawPitch(const State: TDrawState; x, y, Width, Height: single); -var - x1, y1, x2, y2: single; - i: integer; - ToneBoxWidth: real; -const - PitchBarInnerHSpacing = 2; - PitchBarInnerVSpacing = 1; -begin - // calc tone pitch - PreviewChannel[State.ChannelIndex].AnalyzeBuffer(); - - // coordinates for black rect - x1 := x; - y1 := y; - x2 := x + Width; - y2 := y + Height; - - // draw black background-rect - glColor4f(0, 0, 0, 0.8); - glBegin(GL_QUADS); - glVertex2f(x1, y1); - glVertex2f(x2, y1); - glVertex2f(x2, y2); - glVertex2f(x1, y2); - glEnd(); - - // coordinates for tone boxes - ToneBoxWidth := Width / NumHalftones; - y1 := y1 + PitchBarInnerVSpacing; - y2 := y2 - PitchBarInnerVSpacing; - - glBegin(GL_QUADS); - // draw tone boxes - for i := 0 to NumHalftones-1 do - begin - x1 := x + i * ToneBoxWidth + PitchBarInnerHSpacing; - x2 := x1 + ToneBoxWidth - 2*PitchBarInnerHSpacing; - - if ((PreviewChannel[State.ChannelIndex].ToneValid) and - (PreviewChannel[State.ChannelIndex].ToneAbs = i)) then - begin - // highlight current tone-pitch - glColor3f(1, i / (NumHalftones-1), 0) - end - else - begin - // grey other tone-pitches - glColor3f(0.3, i / (NumHalftones-1) * 0.3, 0); - end; - - glVertex2f(x1, y1); - glVertex2f(x2, y1); - glVertex2f(x2, y2); - glVertex2f(x1, y2); - end; - glEnd(); - - // update tone-pitch label - Text[TextPitchID[State.ChannelIndex]].Text := - PreviewChannel[State.ChannelIndex].ToneString; -end; - -function TScreenOptionsRecord.Draw: boolean; -var - i: integer; - Device: TAudioInputDevice; - DeviceCfg: PInputDeviceConfig; - SelectSlide: TSelectSlide; - BarXOffset, BarYOffset, BarWidth: real; - ChannelIndex: integer; - State: TDrawState; -begin - DrawBG; - DrawFG; - - if ((PreviewDeviceIndex >= 0) and - (PreviewDeviceIndex <= High(AudioInputProcessor.DeviceList))) then - begin - Device := AudioInputProcessor.DeviceList[PreviewDeviceIndex]; - DeviceCfg := @Ini.InputDeviceConfig[Device.CfgIndex]; - - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - // update source volume - if (SDL_GetTicks() >= NextVolumePollTime) then - begin - NextVolumePollTime := SDL_GetTicks() + 500; // next poll in 500ms - SourceVolume := Device.GetVolume(); - end; - - // get source select slide - SelectSlide := SelectsS[SelectInputSourceID]; - BarXOffset := SelectSlide.TextureSBG.X; - BarYOffset := SelectSlide.TextureSBG.Y + SelectSlide.TextureSBG.H + BarUpperSpacing; - BarWidth := SelectSlide.TextureSBG.W; - DrawVolume(SelectSlide.TextureSBG.X, BarYOffset, BarWidth, BarHeight); - - for ChannelIndex := 0 to High(Device.CaptureChannel) do - begin - // load player color mapped to current input channel - if (DeviceCfg.ChannelToPlayerMap[ChannelIndex] > 0) then - begin - // set mapped channel to corresponding player-color - LoadColor(State.R, State.G, State.B, 'P'+ IntToStr(DeviceCfg.ChannelToPlayerMap[ChannelIndex]) + 'Dark'); - end - else - begin - // set non-mapped channel to white - State.R := 1; State.G := 1; State.B := 1; - end; - - // dark player colors - State.RD := 0.2 * State.R; - State.GD := 0.2 * State.G; - State.BD := 0.2 * State.B; - - // channel select slide - SelectSlide := SelectsS[SelectSlideChannelID[ChannelIndex]]; - - BarXOffset := SelectSlide.TextureSBG.X; - BarYOffset := SelectSlide.TextureSBG.Y + SelectSlide.TextureSBG.H + BarUpperSpacing; - BarWidth := SelectSlide.TextureSBG.W; - - State.ChannelIndex := ChannelIndex; - - DrawVUMeter(State, BarXOffset, BarYOffset, BarWidth, BarHeight); - DrawPitch(State, BarXOffset, BarYOffset+BarHeight, BarWidth, BarHeight); - end; - - glDisable(GL_BLEND); - end; - - Result := True; -end; - - -end. +unit UScreenOptionsRecord; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UThemes, + UMusic, + URecord, + UMenu; + +type + TDrawState = record + ChannelIndex: integer; + R, G, B: real; // mapped player color (normal) + RD, GD, BD: real; // mapped player color (dark) + end; + + TPeakInfo = record + Volume: single; + Time: cardinal; + end; + + TScreenOptionsRecord = class(TMenu) + private + // max. count of input-channels determined for all devices + MaxChannelCount: integer; + + // current input device + CurrentDeviceIndex: integer; + PreviewDeviceIndex: integer; + + // string arrays for select-slide options + InputSourceNames: array of string; + InputDeviceNames: array of string; + + // dynamic generated themes for channel select-sliders + SelectSlideChannelTheme: array of TThemeSelectSlide; + + // indices for widget-updates + SelectInputSourceID: integer; + SelectSlideChannelID: array of integer; + TextPitchID: array of integer; + + // interaction IDs + ExitButtonIID: integer; + + // dummy data for non-available channels + ChannelToPlayerMapDummy: integer; + + // preview channel-buffers + PreviewChannel: array of TCaptureBuffer; + ChannelPeak: array of TPeakInfo; + + // Device source volume + SourceVolume: single; + NextVolumePollTime: cardinal; + + procedure StartPreview; + procedure StopPreview; + procedure UpdateInputDevice; + procedure ChangeVolume(VolumeChange: single); + procedure DrawVolume(x, y, Width, Height: single); + procedure DrawVUMeter(const State: TDrawState; x, y, Width, Height: single); + procedure DrawPitch(const State: TDrawState; x, y, Width, Height: single); + public + constructor Create; override; + function Draw: boolean; override; + function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure onHide; override; + end; + +const + PeakDecay = 0.2; // strength of peak-decay (reduction after one sec) + +const + BarHeight = 11; // height of each bar (volume/vu-meter/pitch) + BarUpperSpacing = 1; // spacing between a bar-area and the previous widget + BarLowerSpacing = 3; // spacing between a bar-area and the next widget + SourceBarsTotalHeight = BarHeight + BarUpperSpacing + BarLowerSpacing; + ChannelBarsTotalHeight = 2*BarHeight + BarUpperSpacing + BarLowerSpacing; + +implementation + +uses + SysUtils, + Math, + SDL, + gl, + UGraphic, + UDraw, + UMain, + UMenuSelectSlide, + UMenuText, + UFiles, + UDisplay, + UIni, + ULog; + +function TScreenOptionsRecord.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + // check normal keys + case WideCharUpperCase(CharCode)[1] of + 'Q': + begin + Result := false; + Exit; + end; + '+': + begin + // FIXME: add a nice volume-slider instead + // or at least provide visualization and acceleration if the user holds the key pressed. + ChangeVolume(0.02); + end; + '-': + begin + // FIXME: add a nice volume-slider instead + // or at least provide visualization and acceleration if the user holds the key pressed. + ChangeVolume(-0.02); + end; + 'T': + begin + if ((SDL_GetModState() and KMOD_SHIFT) <> 0) then + Ini.ThresholdIndex := (Ini.ThresholdIndex + Length(IThresholdVals) - 1) mod Length(IThresholdVals) + else + Ini.ThresholdIndex := (Ini.ThresholdIndex + 1) mod Length(IThresholdVals); + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE: + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + if (SelInteraction = ExitButtonIID) then + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction < ExitButtonIID) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + end; + UpdateInputDevice; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction < ExitButtonIID) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + end; + UpdateInputDevice; + end; + end; + end; +end; + +constructor TScreenOptionsRecord.Create; +var + DeviceIndex: integer; + SourceIndex: integer; + ChannelIndex: integer; + InputDevice: TAudioInputDevice; + InputDeviceCfg: PInputDeviceConfig; + ChannelTheme: ^TThemeSelectSlide; + ButtonTheme: TThemeButton; + WidgetYPos: integer; +begin + inherited Create; + + LoadFromTheme(Theme.OptionsRecord); + + // set CurrentDeviceIndex to a valid device + if (Length(AudioInputProcessor.DeviceList) > 0) then + CurrentDeviceIndex := 0 + else + CurrentDeviceIndex := -1; + + PreviewDeviceIndex := -1; + + WidgetYPos := 0; + + // init sliders if at least one device was detected + if (Length(AudioInputProcessor.DeviceList) > 0) then + begin + InputDevice := AudioInputProcessor.DeviceList[CurrentDeviceIndex]; + InputDeviceCfg := @Ini.InputDeviceConfig[InputDevice.CfgIndex]; + + // init device-selection slider + SetLength(InputDeviceNames, Length(AudioInputProcessor.DeviceList)); + for DeviceIndex := 0 to High(AudioInputProcessor.DeviceList) do + begin + InputDeviceNames[DeviceIndex] := AudioInputProcessor.DeviceList[DeviceIndex].Name; + end; + // add device-selection slider (InteractionID: 0) + AddSelectSlide(Theme.OptionsRecord.SelectSlideCard, CurrentDeviceIndex, InputDeviceNames); + + // init source-selection slider + SetLength(InputSourceNames, Length(InputDevice.Source)); + for SourceIndex := 0 to High(InputDevice.Source) do + begin + InputSourceNames[SourceIndex] := InputDevice.Source[SourceIndex].Name; + end; + // add source-selection slider (InteractionID: 1) + SelectInputSourceID := AddSelectSlide(Theme.OptionsRecord.SelectSlideInput, + InputDeviceCfg.Input, InputSourceNames); + + // add space for source volume bar + WidgetYPos := Theme.OptionsRecord.SelectSlideInput.Y + + Theme.OptionsRecord.SelectSlideInput.H + + SourceBarsTotalHeight; + + // find max. channel count of all devices + MaxChannelCount := 0; + for DeviceIndex := 0 to High(AudioInputProcessor.DeviceList) do + begin + if (AudioInputProcessor.DeviceList[DeviceIndex].AudioFormat.Channels > MaxChannelCount) then + MaxChannelCount := AudioInputProcessor.DeviceList[DeviceIndex].AudioFormat.Channels; + end; + + // init channel-to-player mapping sliders + SetLength(SelectSlideChannelID, MaxChannelCount); + SetLength(SelectSlideChannelTheme, MaxChannelCount); + SetLength(TextPitchID, MaxChannelCount); + + for ChannelIndex := 0 to MaxChannelCount-1 do + begin + // copy reference slide + SelectSlideChannelTheme[ChannelIndex] := + Theme.OptionsRecord.SelectSlideChannel; + // set current channel-theme + ChannelTheme := @SelectSlideChannelTheme[ChannelIndex]; + // adjust vertical position + ChannelTheme.Y := WidgetYPos; + // calc size of next slide (add space for bars) + WidgetYPos := WidgetYPos + ChannelTheme.H + ChannelBarsTotalHeight; + // append channel index to name + ChannelTheme.Text := ChannelTheme.Text + IntToStr(ChannelIndex+1); + + // add tone-pitch label + TextPitchID[ChannelIndex] := AddText( + ChannelTheme.X + ChannelTheme.W, + ChannelTheme.Y + ChannelTheme.H/2, + '-'); + + // show/hide widgets depending on whether the channel exists + if (ChannelIndex < Length(InputDeviceCfg.ChannelToPlayerMap)) then + begin + // current device has this channel + + // add slider + SelectSlideChannelID[ChannelIndex] := AddSelectSlide(ChannelTheme^, + InputDeviceCfg.ChannelToPlayerMap[ChannelIndex], IChannelPlayer); + end + else + begin + // current device does not have that many channels + + // add slider but hide it and assign a dummy variable to it + SelectSlideChannelID[ChannelIndex] := AddSelectSlide(ChannelTheme^, + ChannelToPlayerMapDummy, IChannelPlayer); + SelectsS[SelectSlideChannelID[ChannelIndex]].Visible := false; + + // hide pitch label + Text[TextPitchID[ChannelIndex]].Visible := false; + end; + end; + end; + + // add Exit-button + ButtonTheme := Theme.OptionsRecord.ButtonExit; + // adjust button position + if (WidgetYPos <> 0) then + ButtonTheme.Y := WidgetYPos; + AddButton(ButtonTheme); + if (Length(Button[0].Text) = 0) then + AddButtonText(14, 20, Theme.Options.Description[7]); + // store InteractionID + if (Length(AudioInputProcessor.DeviceList) > 0) then + ExitButtonIID := MaxChannelCount + 2 + else + ExitButtonIID := 0; + + // set focus + Interaction := 0; +end; + +procedure TScreenOptionsRecord.UpdateInputDevice; +var + SourceIndex: integer; + InputDevice: TAudioInputDevice; + InputDeviceCfg: PInputDeviceConfig; + ChannelIndex: integer; +begin + //Log.LogStatus('Update input-device', 'TScreenOptionsRecord.UpdateCard') ; + + StopPreview(); + + // set CurrentDeviceIndex to a valid device + if (CurrentDeviceIndex > High(AudioInputProcessor.DeviceList)) then + CurrentDeviceIndex := 0; + + // update sliders if at least one device was detected + if (Length(AudioInputProcessor.DeviceList) > 0) then + begin + InputDevice := AudioInputProcessor.DeviceList[CurrentDeviceIndex]; + InputDeviceCfg := @Ini.InputDeviceConfig[InputDevice.CfgIndex]; + + // update source-selection slider + SetLength(InputSourceNames, Length(InputDevice.Source)); + for SourceIndex := 0 to High(InputDevice.Source) do + begin + InputSourceNames[SourceIndex] := InputDevice.Source[SourceIndex].Name; + end; + UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideInput, SelectInputSourceID, + InputSourceNames, InputDeviceCfg.Input); + + // update channel-to-player mapping sliders + for ChannelIndex := 0 to MaxChannelCount-1 do + begin + // show/hide widgets depending on whether the channel exists + if (ChannelIndex < Length(InputDeviceCfg.ChannelToPlayerMap)) then + begin + // current device has this channel + + // show slider + UpdateSelectSlideOptions(SelectSlideChannelTheme[ChannelIndex], + SelectSlideChannelID[ChannelIndex], IChannelPlayer, + InputDeviceCfg.ChannelToPlayerMap[ChannelIndex]); + SelectsS[SelectSlideChannelID[ChannelIndex]].Visible := true; + + // show pitch label + Text[TextPitchID[ChannelIndex]].Visible := true; + end + else + begin + // current device does not have that many channels + + // hide slider and assign a dummy variable to it + UpdateSelectSlideOptions(SelectSlideChannelTheme[ChannelIndex], + SelectSlideChannelID[ChannelIndex], IChannelPlayer, + ChannelToPlayerMapDummy); + SelectsS[SelectSlideChannelID[ChannelIndex]].Visible := false; + + // hide pitch label + Text[TextPitchID[ChannelIndex]].Visible := false; + end; + end; + end; + + StartPreview(); +end; + +procedure TScreenOptionsRecord.ChangeVolume(VolumeChange: single); +var + InputDevice: TAudioInputDevice; + Volume: single; +begin + // validate CurrentDeviceIndex + if ((CurrentDeviceIndex < 0) or + (CurrentDeviceIndex > High(AudioInputProcessor.DeviceList))) then + begin + Exit; + end; + + InputDevice := AudioInputProcessor.DeviceList[CurrentDeviceIndex]; + if not assigned(InputDevice) then + Exit; + + // set new volume + Volume := InputDevice.GetVolume() + VolumeChange; + InputDevice.SetVolume(Volume); + //DebugWriteln('Volume: ' + floattostr(InputDevice.GetVolume)); + + // volume must be polled again + NextVolumePollTime := 0; +end; + +procedure TScreenOptionsRecord.onShow; +var + ChannelIndex: integer; +begin + inherited; + + Interaction := 0; + + // create preview sound-buffers + SetLength(PreviewChannel, MaxChannelCount); + for ChannelIndex := 0 to High(PreviewChannel) do + PreviewChannel[ChannelIndex] := TCaptureBuffer.Create(); + + SetLength(ChannelPeak, MaxChannelCount); + + StartPreview(); +end; + +procedure TScreenOptionsRecord.onHide; +var + ChannelIndex: integer; +begin + StopPreview(); + + // free preview buffers + for ChannelIndex := 0 to High(PreviewChannel) do + PreviewChannel[ChannelIndex].Free; + SetLength(PreviewChannel, 0); + SetLength(ChannelPeak, 0); +end; + +procedure TScreenOptionsRecord.StartPreview; +var + ChannelIndex: integer; + Device: TAudioInputDevice; +begin + if ((CurrentDeviceIndex >= 0) and + (CurrentDeviceIndex <= High(AudioInputProcessor.DeviceList))) then + begin + Device := AudioInputProcessor.DeviceList[CurrentDeviceIndex]; + // set preview channel as active capture channel + for ChannelIndex := 0 to High(Device.CaptureChannel) do + begin + PreviewChannel[ChannelIndex].Clear(); + Device.LinkCaptureBuffer(ChannelIndex, PreviewChannel[ChannelIndex]); + FillChar(ChannelPeak[ChannelIndex], SizeOf(TPeakInfo), 0); + end; + Device.Start(); + PreviewDeviceIndex := CurrentDeviceIndex; + + // volume must be polled again + NextVolumePollTime := 0; + end; +end; + +procedure TScreenOptionsRecord.StopPreview; +var + ChannelIndex: integer; + Device: TAudioInputDevice; +begin + if ((PreviewDeviceIndex >= 0) and + (PreviewDeviceIndex <= High(AudioInputProcessor.DeviceList))) then + begin + Device := AudioInputProcessor.DeviceList[PreviewDeviceIndex]; + Device.Stop; + for ChannelIndex := 0 to High(Device.CaptureChannel) do + Device.CaptureChannel[ChannelIndex] := nil; + end; + PreviewDeviceIndex := -1; +end; + + +procedure TScreenOptionsRecord.DrawVolume(x, y, Width, Height: single); +var + x1, y1, x2, y2: single; + VolBarInnerWidth: integer; +const + VolBarInnerHSpacing = 2; + VolBarInnerVSpacing = 1; +begin + // coordinates for black rect + x1 := x; + y1 := y; + x2 := x1 + Width; + y2 := y1 + Height; + + // draw black background-rect + glColor4f(0, 0, 0, 0.8); + glBegin(GL_QUADS); + glVertex2f(x1, y1); + glVertex2f(x2, y1); + glVertex2f(x2, y2); + glVertex2f(x1, y2); + glEnd(); + + VolBarInnerWidth := Trunc(Width - 2*VolBarInnerHSpacing); + + // coordinates for first half of the volume bar + x1 := x + VolBarInnerHSpacing; + x2 := x1 + VolBarInnerWidth * SourceVolume; + y1 := y1 + VolBarInnerVSpacing; + y2 := y2 - VolBarInnerVSpacing; + + // draw volume-bar + glBegin(GL_QUADS); + // draw volume bar + glColor3f(0.4, 0.3, 0.3); + glVertex2f(x1, y1); + glVertex2f(x1, y2); + glColor3f(1, 0.1, 0.1); + glVertex2f(x2, y2); + glVertex2f(x2, y1); + glEnd(); + + { not needed anymore + // coordinates for separator + x1 := x + VolBarInnerHSpacing; + x2 := x1 + VolBarInnerWidth; + + // draw separator + glBegin(GL_LINE_STRIP); + glColor4f(0.1, 0.1, 0.1, 0.2); + glVertex2f(x1, y2); + glColor4f(0.4, 0.4, 0.4, 0.2); + glVertex2f((x1+x2)/2, y2); + glColor4f(0.1, 0.1, 0.1, 0.2); + glVertex2f(x2, y2); + glEnd(); + } +end; + +procedure TScreenOptionsRecord.DrawVUMeter(const State: TDrawState; x, y, Width, Height: single); +var + x1, y1, x2, y2: single; + Volume, PeakVolume: single; + Delta: single; + VolBarInnerWidth: integer; +const + VolBarInnerHSpacing = 2; + VolBarInnerVSpacing = 1; +begin + // coordinates for black rect + x1 := x; + y1 := y; + x2 := x1 + Width; + y2 := y1 + Height; + + // draw black background-rect + glColor4f(0, 0, 0, 0.8); + glBegin(GL_QUADS); + glVertex2f(x1, y1); + glVertex2f(x2, y1); + glVertex2f(x2, y2); + glVertex2f(x1, y2); + glEnd(); + + VolBarInnerWidth := Trunc(Width - 2*VolBarInnerHSpacing); + + // vertical positions + y1 := y1 + VolBarInnerVSpacing; + y2 := y2 - VolBarInnerVSpacing; + + // coordinates for bevel + x1 := x + VolBarInnerHSpacing; + x2 := x1 + VolBarInnerWidth; + + glBegin(GL_QUADS); + Volume := PreviewChannel[State.ChannelIndex].MaxSampleVolume(); + + // coordinates for volume bar + x1 := x + VolBarInnerHSpacing; + x2 := x1 + VolBarInnerWidth * Volume; + + // draw volume bar + glColor3f(State.RD, State.GD, State.BD); + glVertex2f(x1, y1); + glVertex2f(x1, y2); + glColor3f(State.R, State.G, State.B); + glVertex2f(x2, y2); + glVertex2f(x2, y1); + + Delta := (SDL_GetTicks() - ChannelPeak[State.ChannelIndex].Time)/1000; + PeakVolume := ChannelPeak[State.ChannelIndex].Volume - Delta*Delta*PeakDecay; + + // determine new peak-volume + if (Volume > PeakVolume) then + begin + PeakVolume := Volume; + ChannelPeak[State.ChannelIndex].Volume := Volume; + ChannelPeak[State.ChannelIndex].Time := SDL_GetTicks(); + end; + + x1 := x + VolBarInnerHSpacing + VolBarInnerWidth * PeakVolume; + x2 := x1 + 2; + + // draw peak + glColor3f(0.8, 0.8, 0.8); + glVertex2f(x1, y1); + glVertex2f(x1, y2); + glVertex2f(x2, y2); + glVertex2f(x2, y1); + + // draw threshold + x1 := x + VolBarInnerHSpacing; + x2 := x1 + VolBarInnerWidth * IThresholdVals[Ini.ThresholdIndex]; + + glColor4f(0.3, 0.3, 0.3, 0.6); + glVertex2f(x1, y1); + glVertex2f(x1, y2); + glVertex2f(x2, y2); + glVertex2f(x2, y1); + glEnd(); +end; + +procedure TScreenOptionsRecord.DrawPitch(const State: TDrawState; x, y, Width, Height: single); +var + x1, y1, x2, y2: single; + i: integer; + ToneBoxWidth: real; +const + PitchBarInnerHSpacing = 2; + PitchBarInnerVSpacing = 1; +begin + // calc tone pitch + PreviewChannel[State.ChannelIndex].AnalyzeBuffer(); + + // coordinates for black rect + x1 := x; + y1 := y; + x2 := x + Width; + y2 := y + Height; + + // draw black background-rect + glColor4f(0, 0, 0, 0.8); + glBegin(GL_QUADS); + glVertex2f(x1, y1); + glVertex2f(x2, y1); + glVertex2f(x2, y2); + glVertex2f(x1, y2); + glEnd(); + + // coordinates for tone boxes + ToneBoxWidth := Width / NumHalftones; + y1 := y1 + PitchBarInnerVSpacing; + y2 := y2 - PitchBarInnerVSpacing; + + glBegin(GL_QUADS); + // draw tone boxes + for i := 0 to NumHalftones-1 do + begin + x1 := x + i * ToneBoxWidth + PitchBarInnerHSpacing; + x2 := x1 + ToneBoxWidth - 2*PitchBarInnerHSpacing; + + if ((PreviewChannel[State.ChannelIndex].ToneValid) and + (PreviewChannel[State.ChannelIndex].ToneAbs = i)) then + begin + // highlight current tone-pitch + glColor3f(1, i / (NumHalftones-1), 0) + end + else + begin + // grey other tone-pitches + glColor3f(0.3, i / (NumHalftones-1) * 0.3, 0); + end; + + glVertex2f(x1, y1); + glVertex2f(x2, y1); + glVertex2f(x2, y2); + glVertex2f(x1, y2); + end; + glEnd(); + + // update tone-pitch label + Text[TextPitchID[State.ChannelIndex]].Text := + PreviewChannel[State.ChannelIndex].ToneString; +end; + +function TScreenOptionsRecord.Draw: boolean; +var + i: integer; + Device: TAudioInputDevice; + DeviceCfg: PInputDeviceConfig; + SelectSlide: TSelectSlide; + BarXOffset, BarYOffset, BarWidth: real; + ChannelIndex: integer; + State: TDrawState; +begin + DrawBG; + DrawFG; + + if ((PreviewDeviceIndex >= 0) and + (PreviewDeviceIndex <= High(AudioInputProcessor.DeviceList))) then + begin + Device := AudioInputProcessor.DeviceList[PreviewDeviceIndex]; + DeviceCfg := @Ini.InputDeviceConfig[Device.CfgIndex]; + + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + // update source volume + if (SDL_GetTicks() >= NextVolumePollTime) then + begin + NextVolumePollTime := SDL_GetTicks() + 500; // next poll in 500ms + SourceVolume := Device.GetVolume(); + end; + + // get source select slide + SelectSlide := SelectsS[SelectInputSourceID]; + BarXOffset := SelectSlide.TextureSBG.X; + BarYOffset := SelectSlide.TextureSBG.Y + SelectSlide.TextureSBG.H + BarUpperSpacing; + BarWidth := SelectSlide.TextureSBG.W; + DrawVolume(SelectSlide.TextureSBG.X, BarYOffset, BarWidth, BarHeight); + + for ChannelIndex := 0 to High(Device.CaptureChannel) do + begin + // load player color mapped to current input channel + if (DeviceCfg.ChannelToPlayerMap[ChannelIndex] > 0) then + begin + // set mapped channel to corresponding player-color + LoadColor(State.R, State.G, State.B, 'P'+ IntToStr(DeviceCfg.ChannelToPlayerMap[ChannelIndex]) + 'Dark'); + end + else + begin + // set non-mapped channel to white + State.R := 1; State.G := 1; State.B := 1; + end; + + // dark player colors + State.RD := 0.2 * State.R; + State.GD := 0.2 * State.G; + State.BD := 0.2 * State.B; + + // channel select slide + SelectSlide := SelectsS[SelectSlideChannelID[ChannelIndex]]; + + BarXOffset := SelectSlide.TextureSBG.X; + BarYOffset := SelectSlide.TextureSBG.Y + SelectSlide.TextureSBG.H + BarUpperSpacing; + BarWidth := SelectSlide.TextureSBG.W; + + State.ChannelIndex := ChannelIndex; + + DrawVUMeter(State, BarXOffset, BarYOffset, BarWidth, BarHeight); + DrawPitch(State, BarXOffset, BarYOffset+BarHeight, BarWidth, BarHeight); + end; + + glDisable(GL_BLEND); + end; + + Result := True; +end; + + +end. diff --git a/Game/Code/Screens/UScreenPartyPlayer.pas b/Game/Code/Screens/UScreenPartyPlayer.pas index c8600c9b..fa717677 100644 --- a/Game/Code/Screens/UScreenPartyPlayer.pas +++ b/Game/Code/Screens/UScreenPartyPlayer.pas @@ -65,15 +65,15 @@ begin begin // Key Down // check normal keys - case CharCode of + case CharCode of '0'..'9', 'a'..'z', 'A'..'Z', ' ', '-', '_', '!', ',', '<', '/', '*', '?', '''', '"': begin Button[Interaction].Text[0].Text := Button[Interaction].Text[0].Text + CharCode; Exit; end; end; - - // check special keys + + // check special keys case PressedKey of // Templates for Names Mod SDLK_F1: diff --git a/Game/Code/Screens/UScreenPartyScore.pas b/Game/Code/Screens/UScreenPartyScore.pas index e7b53196..176a94b2 100644 --- a/Game/Code/Screens/UScreenPartyScore.pas +++ b/Game/Code/Screens/UScreenPartyScore.pas @@ -1,302 +1,302 @@ -unit UScreenPartyScore; - -interface - -{$I switches.inc} - -uses - UMenu, SDL, UDisplay, UMusic, SysUtils, UThemes; - -type - TScreenPartyScore = class(TMenu) - public - TextScoreTeam1: Cardinal; - TextScoreTeam2: Cardinal; - TextScoreTeam3: Cardinal; - TextNameTeam1: Cardinal; - TextNameTeam2: Cardinal; - TextNameTeam3: Cardinal; - StaticTeam1: Cardinal; - StaticTeam1BG: Cardinal; - StaticTeam1Deco: Cardinal; - StaticTeam2: Cardinal; - StaticTeam2BG: Cardinal; - StaticTeam2Deco: Cardinal; - StaticTeam3: Cardinal; - StaticTeam3BG: Cardinal; - StaticTeam3Deco: Cardinal; - TextWinner: Cardinal; - - DecoTex: Array[0..5] of Integer; - DecoColor: Array[0..5] of Record - R, G, B: Real; - end; - - MaxScore: Word; - - constructor Create; override; - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; - procedure onShow; override; - procedure SetAnimationProgress(Progress: real); override; - end; - -implementation - -uses UGraphic, UMain, UParty, UScreenSingModi, ULanguage, UTexture, USkins; - -function TScreenPartyScore.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - // 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 : - begin - AudioPlayback.PlaySound(SoundLib.Start); - {if (PartySession.CurRound < High(PartySession.Rounds)) then - FadeTo(@ScreenPartyNewRound) - else // to-do : Party - begin - PartySession.EndRound; } - FadeTo(@ScreenPartyWin); - //end; - end; - - SDLK_RETURN: - begin - AudioPlayback.PlaySound(SoundLib.Start); - // to-do : Party - {if (PartySession.CurRound < High(PartySession.Rounds)) then - FadeTo(@ScreenPartyNewRound) - else } - FadeTo(@ScreenPartyWin); - end; - end; - end; -end; - -constructor TScreenPartyScore.Create; -var -// I: integer; // Auto Removed, Unused Variable - Tex: TTexture; - R, G, B: Real; - Color: Integer; -begin - inherited Create; - - TextScoreTeam1 := AddText (Theme.PartyScore.TextScoreTeam1); - TextScoreTeam2 := AddText (Theme.PartyScore.TextScoreTeam2); - TextScoreTeam3 := AddText (Theme.PartyScore.TextScoreTeam3); - TextNameTeam1 := AddText (Theme.PartyScore.TextNameTeam1); - TextNameTeam2 := AddText (Theme.PartyScore.TextNameTeam2); - TextNameTeam3 := AddText (Theme.PartyScore.TextNameTeam3); - - StaticTeam1 := AddStatic (Theme.PartyScore.StaticTeam1); - StaticTeam1BG := AddStatic (Theme.PartyScore.StaticTeam1BG); - StaticTeam1Deco := AddStatic (Theme.PartyScore.StaticTeam1Deco); - StaticTeam2 := AddStatic (Theme.PartyScore.StaticTeam2); - StaticTeam2BG := AddStatic (Theme.PartyScore.StaticTeam2BG); - StaticTeam2Deco := AddStatic (Theme.PartyScore.StaticTeam2Deco); - StaticTeam3 := AddStatic (Theme.PartyScore.StaticTeam3); - StaticTeam3BG := AddStatic (Theme.PartyScore.StaticTeam3BG); - StaticTeam3Deco := AddStatic (Theme.PartyScore.StaticTeam3Deco); - - TextWinner := AddText (Theme.PartyScore.TextWinner); - - //Load Deco Textures - if Theme.PartyScore.DecoTextures.ChangeTextures then - begin - //Get Color - LoadColor(R, G, B, Theme.PartyScore.DecoTextures.FirstColor); - Color := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); - DecoColor[0].R := R; - DecoColor[0].G := G; - DecoColor[0].B := B; - - //Load Texture - Tex := Texture.LoadTexture(pchar(Skin.GetTextureFileName(Theme.PartyScore.DecoTextures.FirstTexture)), Theme.PartyScore.DecoTextures.FirstTyp, Color); - DecoTex[0] := Tex.TexNum; - - //Get Second Color - LoadColor(R, G, B, Theme.PartyScore.DecoTextures.SecondColor); - Color := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); - DecoColor[1].R := R; - DecoColor[1].G := G; - DecoColor[1].B := B; - - //Load Second Texture - Tex := Texture.LoadTexture(pchar(Skin.GetTextureFileName(Theme.PartyScore.DecoTextures.SecondTexture)), Theme.PartyScore.DecoTextures.SecondTyp, Color); - DecoTex[1] := Tex.TexNum; - - //Get Third Color - LoadColor(R, G, B, Theme.PartyScore.DecoTextures.ThirdColor); - Color := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); - DecoColor[2].R := R; - DecoColor[2].G := G; - DecoColor[2].B := B; - - //Load Third Texture - Tex := Texture.LoadTexture(pchar(Skin.GetTextureFileName(Theme.PartyScore.DecoTextures.ThirdTexture)), Theme.PartyScore.DecoTextures.ThirdTyp, Color); - DecoTex[2] := Tex.TexNum; - end; - - LoadFromTheme(Theme.PartyScore); -end; - -procedure TScreenPartyScore.onShow; -var - I, J: Integer; - Placings: Array [0..5] of Byte; -begin - inherited; - - - //Get Maxscore - - MaxScore := 0; - for I := 0 to ScreenSingModi.PlayerInfo.NumPlayers - 1 do - begin - if (ScreenSingModi.PlayerInfo.Playerinfo[I].Score > MaxScore) then - MaxScore := ScreenSingModi.PlayerInfo.Playerinfo[I].Score; - end; - - //Get Placings - for I := 0 to ScreenSingModi.PlayerInfo.NumPlayers - 1 do - begin - Placings[I] := 0; - for J := 0 to ScreenSingModi.PlayerInfo.NumPlayers - 1 do - If (ScreenSingModi.PlayerInfo.Playerinfo[J].Score > ScreenSingModi.PlayerInfo.Playerinfo[I].Score) then - Inc(Placings[I]); - end; - - - //Set Static Length - Static[StaticTeam1].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[0].Percentage / 100; - Static[StaticTeam2].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[1].Percentage / 100; - Static[StaticTeam3].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[2].Percentage / 100; - - //fix: prevents static from drawn out of bounds. - if Static[StaticTeam1].Texture.ScaleW > 99 then Static[StaticTeam1].Texture.ScaleW := 99; - if Static[StaticTeam2].Texture.ScaleW > 99 then Static[StaticTeam2].Texture.ScaleW := 99; - if Static[StaticTeam3].Texture.ScaleW > 99 then Static[StaticTeam3].Texture.ScaleW := 99; - - //End Last Round // to-do : Party - //PartySession.EndRound; - - //Set Winnertext - //Text[TextWinner].Text := Format(Language.Translate('PARTY_SCORE_WINS'), [PartySession.GetWinnerString(PartySession.CurRound)]); - - if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then - begin - Text[TextScoreTeam1].Text := InttoStr(ScreenSingModi.PlayerInfo.Playerinfo[0].Score); - Text[TextNameTeam1].Text := String(ScreenSingModi.TeamInfo.Teaminfo[0].Name); - - //Set Deco Texture - if Theme.PartyScore.DecoTextures.ChangeTextures then - begin - Static[StaticTeam1Deco].Texture.TexNum := DecoTex[Placings[0]]; - Static[StaticTeam1Deco].Texture.ColR := DecoColor[Placings[0]].R; - Static[StaticTeam1Deco].Texture.ColG := DecoColor[Placings[0]].G; - Static[StaticTeam1Deco].Texture.ColB := DecoColor[Placings[0]].B; - end; - - Text[TextScoreTeam1].Visible := True; - Text[TextNameTeam1].Visible := True; - Static[StaticTeam1].Visible := True; - Static[StaticTeam1BG].Visible := True; - Static[StaticTeam1Deco].Visible := True; - end - else - begin - Text[TextScoreTeam1].Visible := False; - Text[TextNameTeam1].Visible := False; - Static[StaticTeam1].Visible := False; - Static[StaticTeam1BG].Visible := False; - Static[StaticTeam1Deco].Visible := False; - end; - - if (ScreenSingModi.PlayerInfo.NumPlayers >= 2) then - begin - Text[TextScoreTeam2].Text := InttoStr(ScreenSingModi.PlayerInfo.Playerinfo[1].Score); - Text[TextNameTeam2].Text := String(ScreenSingModi.TeamInfo.Teaminfo[1].Name); - - //Set Deco Texture - if Theme.PartyScore.DecoTextures.ChangeTextures then - begin - Static[StaticTeam2Deco].Texture.TexNum := DecoTex[Placings[1]]; - Static[StaticTeam2Deco].Texture.ColR := DecoColor[Placings[1]].R; - Static[StaticTeam2Deco].Texture.ColG := DecoColor[Placings[1]].G; - Static[StaticTeam2Deco].Texture.ColB := DecoColor[Placings[1]].B; - end; - - Text[TextScoreTeam2].Visible := True; - Text[TextNameTeam2].Visible := True; - Static[StaticTeam2].Visible := True; - Static[StaticTeam2BG].Visible := True; - Static[StaticTeam2Deco].Visible := True; - end - else - begin - Text[TextScoreTeam2].Visible := False; - Text[TextNameTeam2].Visible := False; - Static[StaticTeam2].Visible := False; - Static[StaticTeam2BG].Visible := False; - Static[StaticTeam2Deco].Visible := False; - end; - - if (ScreenSingModi.PlayerInfo.NumPlayers >= 3) then - begin - Text[TextScoreTeam3].Text := InttoStr(ScreenSingModi.PlayerInfo.Playerinfo[2].Score); - Text[TextNameTeam3].Text := String(ScreenSingModi.TeamInfo.Teaminfo[2].Name); - - //Set Deco Texture - if Theme.PartyScore.DecoTextures.ChangeTextures then - begin - Static[StaticTeam3Deco].Texture.TexNum := DecoTex[Placings[2]]; - Static[StaticTeam3Deco].Texture.ColR := DecoColor[Placings[2]].R; - Static[StaticTeam3Deco].Texture.ColG := DecoColor[Placings[2]].G; - Static[StaticTeam3Deco].Texture.ColB := DecoColor[Placings[2]].B; - end; - - Text[TextScoreTeam3].Visible := True; - Text[TextNameTeam3].Visible := True; - Static[StaticTeam3].Visible := True; - Static[StaticTeam3BG].Visible := True; - Static[StaticTeam3Deco].Visible := True; - end - else - begin - Text[TextScoreTeam3].Visible := False; - Text[TextNameTeam3].Visible := False; - Static[StaticTeam3].Visible := False; - Static[StaticTeam3BG].Visible := False; - Static[StaticTeam3Deco].Visible := False; - end; - - -// LCD.WriteText(1, ' Choose mode: '); -// UpdateLCD; -end; - -procedure TScreenPartyScore.SetAnimationProgress(Progress: real); -begin - if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then - Static[StaticTeam1].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[0].Percentage / 100; - if (ScreenSingModi.PlayerInfo.NumPlayers >= 2) then - Static[StaticTeam2].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[1].Percentage / 100; - if (ScreenSingModi.PlayerInfo.NumPlayers >= 3) then - Static[StaticTeam3].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[2].Percentage / 100; -end; - -end. +unit UScreenPartyScore; + +interface + +{$I switches.inc} + +uses + UMenu, SDL, UDisplay, UMusic, SysUtils, UThemes; + +type + TScreenPartyScore = class(TMenu) + public + TextScoreTeam1: Cardinal; + TextScoreTeam2: Cardinal; + TextScoreTeam3: Cardinal; + TextNameTeam1: Cardinal; + TextNameTeam2: Cardinal; + TextNameTeam3: Cardinal; + StaticTeam1: Cardinal; + StaticTeam1BG: Cardinal; + StaticTeam1Deco: Cardinal; + StaticTeam2: Cardinal; + StaticTeam2BG: Cardinal; + StaticTeam2Deco: Cardinal; + StaticTeam3: Cardinal; + StaticTeam3BG: Cardinal; + StaticTeam3Deco: Cardinal; + TextWinner: Cardinal; + + DecoTex: Array[0..5] of Integer; + DecoColor: Array[0..5] of Record + R, G, B: Real; + end; + + MaxScore: Word; + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses UGraphic, UMain, UParty, UScreenSingModi, ULanguage, UTexture, USkins; + +function TScreenPartyScore.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + // 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 : + begin + AudioPlayback.PlaySound(SoundLib.Start); + {if (PartySession.CurRound < High(PartySession.Rounds)) then + FadeTo(@ScreenPartyNewRound) + else // to-do : Party + begin + PartySession.EndRound; } + FadeTo(@ScreenPartyWin); + //end; + end; + + SDLK_RETURN: + begin + AudioPlayback.PlaySound(SoundLib.Start); + // to-do : Party + {if (PartySession.CurRound < High(PartySession.Rounds)) then + FadeTo(@ScreenPartyNewRound) + else } + FadeTo(@ScreenPartyWin); + end; + end; + end; +end; + +constructor TScreenPartyScore.Create; +var +// I: integer; // Auto Removed, Unused Variable + Tex: TTexture; + R, G, B: Real; + Color: Integer; +begin + inherited Create; + + TextScoreTeam1 := AddText (Theme.PartyScore.TextScoreTeam1); + TextScoreTeam2 := AddText (Theme.PartyScore.TextScoreTeam2); + TextScoreTeam3 := AddText (Theme.PartyScore.TextScoreTeam3); + TextNameTeam1 := AddText (Theme.PartyScore.TextNameTeam1); + TextNameTeam2 := AddText (Theme.PartyScore.TextNameTeam2); + TextNameTeam3 := AddText (Theme.PartyScore.TextNameTeam3); + + StaticTeam1 := AddStatic (Theme.PartyScore.StaticTeam1); + StaticTeam1BG := AddStatic (Theme.PartyScore.StaticTeam1BG); + StaticTeam1Deco := AddStatic (Theme.PartyScore.StaticTeam1Deco); + StaticTeam2 := AddStatic (Theme.PartyScore.StaticTeam2); + StaticTeam2BG := AddStatic (Theme.PartyScore.StaticTeam2BG); + StaticTeam2Deco := AddStatic (Theme.PartyScore.StaticTeam2Deco); + StaticTeam3 := AddStatic (Theme.PartyScore.StaticTeam3); + StaticTeam3BG := AddStatic (Theme.PartyScore.StaticTeam3BG); + StaticTeam3Deco := AddStatic (Theme.PartyScore.StaticTeam3Deco); + + TextWinner := AddText (Theme.PartyScore.TextWinner); + + //Load Deco Textures + if Theme.PartyScore.DecoTextures.ChangeTextures then + begin + //Get Color + LoadColor(R, G, B, Theme.PartyScore.DecoTextures.FirstColor); + Color := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); + DecoColor[0].R := R; + DecoColor[0].G := G; + DecoColor[0].B := B; + + //Load Texture + Tex := Texture.LoadTexture(pchar(Skin.GetTextureFileName(Theme.PartyScore.DecoTextures.FirstTexture)), Theme.PartyScore.DecoTextures.FirstTyp, Color); + DecoTex[0] := Tex.TexNum; + + //Get Second Color + LoadColor(R, G, B, Theme.PartyScore.DecoTextures.SecondColor); + Color := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); + DecoColor[1].R := R; + DecoColor[1].G := G; + DecoColor[1].B := B; + + //Load Second Texture + Tex := Texture.LoadTexture(pchar(Skin.GetTextureFileName(Theme.PartyScore.DecoTextures.SecondTexture)), Theme.PartyScore.DecoTextures.SecondTyp, Color); + DecoTex[1] := Tex.TexNum; + + //Get Third Color + LoadColor(R, G, B, Theme.PartyScore.DecoTextures.ThirdColor); + Color := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); + DecoColor[2].R := R; + DecoColor[2].G := G; + DecoColor[2].B := B; + + //Load Third Texture + Tex := Texture.LoadTexture(pchar(Skin.GetTextureFileName(Theme.PartyScore.DecoTextures.ThirdTexture)), Theme.PartyScore.DecoTextures.ThirdTyp, Color); + DecoTex[2] := Tex.TexNum; + end; + + LoadFromTheme(Theme.PartyScore); +end; + +procedure TScreenPartyScore.onShow; +var + I, J: Integer; + Placings: Array [0..5] of Byte; +begin + inherited; + + + //Get Maxscore + + MaxScore := 0; + for I := 0 to ScreenSingModi.PlayerInfo.NumPlayers - 1 do + begin + if (ScreenSingModi.PlayerInfo.Playerinfo[I].Score > MaxScore) then + MaxScore := ScreenSingModi.PlayerInfo.Playerinfo[I].Score; + end; + + //Get Placings + for I := 0 to ScreenSingModi.PlayerInfo.NumPlayers - 1 do + begin + Placings[I] := 0; + for J := 0 to ScreenSingModi.PlayerInfo.NumPlayers - 1 do + If (ScreenSingModi.PlayerInfo.Playerinfo[J].Score > ScreenSingModi.PlayerInfo.Playerinfo[I].Score) then + Inc(Placings[I]); + end; + + + //Set Static Length + Static[StaticTeam1].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[0].Percentage / 100; + Static[StaticTeam2].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[1].Percentage / 100; + Static[StaticTeam3].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[2].Percentage / 100; + + //fix: prevents static from drawn out of bounds. + if Static[StaticTeam1].Texture.ScaleW > 99 then Static[StaticTeam1].Texture.ScaleW := 99; + if Static[StaticTeam2].Texture.ScaleW > 99 then Static[StaticTeam2].Texture.ScaleW := 99; + if Static[StaticTeam3].Texture.ScaleW > 99 then Static[StaticTeam3].Texture.ScaleW := 99; + + //End Last Round // to-do : Party + //PartySession.EndRound; + + //Set Winnertext + //Text[TextWinner].Text := Format(Language.Translate('PARTY_SCORE_WINS'), [PartySession.GetWinnerString(PartySession.CurRound)]); + + if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then + begin + Text[TextScoreTeam1].Text := InttoStr(ScreenSingModi.PlayerInfo.Playerinfo[0].Score); + Text[TextNameTeam1].Text := String(ScreenSingModi.TeamInfo.Teaminfo[0].Name); + + //Set Deco Texture + if Theme.PartyScore.DecoTextures.ChangeTextures then + begin + Static[StaticTeam1Deco].Texture.TexNum := DecoTex[Placings[0]]; + Static[StaticTeam1Deco].Texture.ColR := DecoColor[Placings[0]].R; + Static[StaticTeam1Deco].Texture.ColG := DecoColor[Placings[0]].G; + Static[StaticTeam1Deco].Texture.ColB := DecoColor[Placings[0]].B; + end; + + Text[TextScoreTeam1].Visible := True; + Text[TextNameTeam1].Visible := True; + Static[StaticTeam1].Visible := True; + Static[StaticTeam1BG].Visible := True; + Static[StaticTeam1Deco].Visible := True; + end + else + begin + Text[TextScoreTeam1].Visible := False; + Text[TextNameTeam1].Visible := False; + Static[StaticTeam1].Visible := False; + Static[StaticTeam1BG].Visible := False; + Static[StaticTeam1Deco].Visible := False; + end; + + if (ScreenSingModi.PlayerInfo.NumPlayers >= 2) then + begin + Text[TextScoreTeam2].Text := InttoStr(ScreenSingModi.PlayerInfo.Playerinfo[1].Score); + Text[TextNameTeam2].Text := String(ScreenSingModi.TeamInfo.Teaminfo[1].Name); + + //Set Deco Texture + if Theme.PartyScore.DecoTextures.ChangeTextures then + begin + Static[StaticTeam2Deco].Texture.TexNum := DecoTex[Placings[1]]; + Static[StaticTeam2Deco].Texture.ColR := DecoColor[Placings[1]].R; + Static[StaticTeam2Deco].Texture.ColG := DecoColor[Placings[1]].G; + Static[StaticTeam2Deco].Texture.ColB := DecoColor[Placings[1]].B; + end; + + Text[TextScoreTeam2].Visible := True; + Text[TextNameTeam2].Visible := True; + Static[StaticTeam2].Visible := True; + Static[StaticTeam2BG].Visible := True; + Static[StaticTeam2Deco].Visible := True; + end + else + begin + Text[TextScoreTeam2].Visible := False; + Text[TextNameTeam2].Visible := False; + Static[StaticTeam2].Visible := False; + Static[StaticTeam2BG].Visible := False; + Static[StaticTeam2Deco].Visible := False; + end; + + if (ScreenSingModi.PlayerInfo.NumPlayers >= 3) then + begin + Text[TextScoreTeam3].Text := InttoStr(ScreenSingModi.PlayerInfo.Playerinfo[2].Score); + Text[TextNameTeam3].Text := String(ScreenSingModi.TeamInfo.Teaminfo[2].Name); + + //Set Deco Texture + if Theme.PartyScore.DecoTextures.ChangeTextures then + begin + Static[StaticTeam3Deco].Texture.TexNum := DecoTex[Placings[2]]; + Static[StaticTeam3Deco].Texture.ColR := DecoColor[Placings[2]].R; + Static[StaticTeam3Deco].Texture.ColG := DecoColor[Placings[2]].G; + Static[StaticTeam3Deco].Texture.ColB := DecoColor[Placings[2]].B; + end; + + Text[TextScoreTeam3].Visible := True; + Text[TextNameTeam3].Visible := True; + Static[StaticTeam3].Visible := True; + Static[StaticTeam3BG].Visible := True; + Static[StaticTeam3Deco].Visible := True; + end + else + begin + Text[TextScoreTeam3].Visible := False; + Text[TextNameTeam3].Visible := False; + Static[StaticTeam3].Visible := False; + Static[StaticTeam3BG].Visible := False; + Static[StaticTeam3Deco].Visible := False; + end; + + +// LCD.WriteText(1, ' Choose mode: '); +// UpdateLCD; +end; + +procedure TScreenPartyScore.SetAnimationProgress(Progress: real); +begin + if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then + Static[StaticTeam1].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[0].Percentage / 100; + if (ScreenSingModi.PlayerInfo.NumPlayers >= 2) then + Static[StaticTeam2].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[1].Percentage / 100; + if (ScreenSingModi.PlayerInfo.NumPlayers >= 3) then + Static[StaticTeam3].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[2].Percentage / 100; +end; + +end. diff --git a/Game/Code/Screens/UScreenPopup.pas b/Game/Code/Screens/UScreenPopup.pas index 328e9851..b51fac98 100644 --- a/Game/Code/Screens/UScreenPopup.pas +++ b/Game/Code/Screens/UScreenPopup.pas @@ -1,252 +1,252 @@ -unit UScreenPopup; - -interface - -{$I switches.inc} - -uses - UMenu, SDL, UMusic, UFiles, SysUtils, UThemes; - -type - TScreenPopupCheck = class(TMenu) - public - Visible: Boolean; //Whether the Menu should be Drawn - - constructor Create; override; - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; - procedure onShow; override; - procedure ShowPopup(msg: String); - function Draw: boolean; override; - end; - -type - TScreenPopupError = class(TMenu) -{ private - CurMenu: Byte; //Num of the cur. Shown Menu} - public - Visible: Boolean; //Whether the Menu should be Drawn - - constructor Create; override; - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; - procedure onShow; override; - procedure onHide; override; - procedure ShowPopup(msg: String); - function Draw: boolean; override; - end; - -var -// ISelections: Array of String; - SelectValue: Integer; - - -implementation - -uses UGraphic, UMain, UIni, UTexture, ULanguage, UParty, UPlaylist, UDisplay; - -function TScreenPopupCheck.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - // 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 : - begin - Display.CheckOK:=False; - Display.NextScreenWithCheck:=NIL; - Visible:=False; - Result := false; - end; - - SDLK_RETURN: - begin - case Interaction of - 0: begin - //Hack to Finish Singscreen correct on Exit with Q Shortcut - if (Display.NextScreenWithCheck = NIL) then - begin - if (Display.CurrentScreen = @ScreenSing) then - ScreenSing.Finish - else if (Display.CurrentScreen = @ScreenSingModi) then - ScreenSingModi.Finish; - end; - - Display.CheckOK:=True; - end; - 1: begin - Display.CheckOK:=False; - Display.NextScreenWithCheck:=NIL; - end; - end; - Visible:=False; - Result := false; - end; - - SDLK_DOWN: InteractNext; - SDLK_UP: InteractPrev; - - SDLK_RIGHT: InteractNext; - SDLK_LEFT: InteractPrev; - end; - end; -end; - -constructor TScreenPopupCheck.Create; -var - I: integer; -begin - inherited Create; - - AddBackground(Theme.CheckPopup.Background.Tex); - - AddButton(Theme.CheckPopup.Button1); - if (Length(Button[0].Text) = 0) then - AddButtonText(14, 20, 'Button 1'); - - AddButton(Theme.CheckPopup.Button2); - if (Length(Button[1].Text) = 0) then - AddButtonText(14, 20, 'Button 2'); - - AddText(Theme.CheckPopup.TextCheck); - - for I := 0 to High(Theme.CheckPopup.Static) do - AddStatic(Theme.CheckPopup.Static[I]); - - for I := 0 to High(Theme.CheckPopup.Text) do - AddText(Theme.CheckPopup.Text[I]); - - Interaction := 0; -end; - -function TScreenPopupCheck.Draw: boolean; -begin - Draw:=inherited Draw; -end; - -procedure TScreenPopupCheck.onShow; -begin - inherited; -end; - -procedure TScreenPopupCheck.ShowPopup(msg: String); -begin - Interaction := 0; //Reset Interaction - Visible := True; //Set Visible - - Text[0].Text := Language.Translate(msg); - - Button[0].Visible := True; - Button[1].Visible := True; - - Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES'); - Button[1].Text[0].Text := Language.Translate('SONG_MENU_NO'); -end; - -// error popup - -function TScreenPopupError.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - - case PressedKey of - SDLK_Q: - begin - Result := false; - end; - - SDLK_ESCAPE, - SDLK_BACKSPACE : - begin - Visible:=False; - Result := false; - end; - - SDLK_RETURN: - begin - Visible:=False; - Result := false; - end; - - SDLK_DOWN: InteractNext; - SDLK_UP: InteractPrev; - - SDLK_RIGHT: InteractNext; - SDLK_LEFT: InteractPrev; - end; - end; -end; - -constructor TScreenPopupError.Create; -var - I: integer; -begin - inherited Create; - - AddBackground(Theme.CheckPopup.Background.Tex); - - AddButton(Theme.ErrorPopup.Button1); - if (Length(Button[0].Text) = 0) then - AddButtonText(14, 20, 'Button 1'); - - AddText(Theme.ErrorPopup.TextError); - - for I := 0 to High(Theme.ErrorPopup.Static) do - AddStatic(Theme.ErrorPopup.Static[I]); - - for I := 0 to High(Theme.ErrorPopup.Text) do - AddText(Theme.ErrorPopup.Text[I]); - - Interaction := 0; -end; - -function TScreenPopupError.Draw: boolean; -begin - Draw:=inherited Draw; -end; - -procedure TScreenPopupError.onShow; -begin - inherited; - -end; - -procedure TScreenPopupError.onHide; -begin -end; - -procedure TScreenPopupError.ShowPopup(msg: String); -begin - Interaction := 0; //Reset Interaction - Visible := True; //Set Visible - -{ //dirty hack... Text[0] is invisible for some strange reason - for i:=1 to high(Text) do - if i-1 <= high(msg) then - begin - Text[i].Visible:=True; - Text[i].Text := msg[i-1]; - end - else - begin - Text[i].Visible:=False; - end;} - Text[0].Text:=msg; - - Button[0].Visible := True; - - Button[0].Text[0].Text := 'OK'; -end; - -end. +unit UScreenPopup; + +interface + +{$I switches.inc} + +uses + UMenu, SDL, UMusic, UFiles, SysUtils, UThemes; + +type + TScreenPopupCheck = class(TMenu) + public + Visible: Boolean; //Whether the Menu should be Drawn + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure ShowPopup(msg: String); + function Draw: boolean; override; + end; + +type + TScreenPopupError = class(TMenu) +{ private + CurMenu: Byte; //Num of the cur. Shown Menu} + public + Visible: Boolean; //Whether the Menu should be Drawn + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure onHide; override; + procedure ShowPopup(msg: String); + function Draw: boolean; override; + end; + +var +// ISelections: Array of String; + SelectValue: Integer; + + +implementation + +uses UGraphic, UMain, UIni, UTexture, ULanguage, UParty, UPlaylist, UDisplay; + +function TScreenPopupCheck.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + // 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 : + begin + Display.CheckOK:=False; + Display.NextScreenWithCheck:=NIL; + Visible:=False; + Result := false; + end; + + SDLK_RETURN: + begin + case Interaction of + 0: begin + //Hack to Finish Singscreen correct on Exit with Q Shortcut + if (Display.NextScreenWithCheck = NIL) then + begin + if (Display.CurrentScreen = @ScreenSing) then + ScreenSing.Finish + else if (Display.CurrentScreen = @ScreenSingModi) then + ScreenSingModi.Finish; + end; + + Display.CheckOK:=True; + end; + 1: begin + Display.CheckOK:=False; + Display.NextScreenWithCheck:=NIL; + end; + end; + Visible:=False; + Result := false; + end; + + SDLK_DOWN: InteractNext; + SDLK_UP: InteractPrev; + + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end; +end; + +constructor TScreenPopupCheck.Create; +var + I: integer; +begin + inherited Create; + + AddBackground(Theme.CheckPopup.Background.Tex); + + AddButton(Theme.CheckPopup.Button1); + if (Length(Button[0].Text) = 0) then + AddButtonText(14, 20, 'Button 1'); + + AddButton(Theme.CheckPopup.Button2); + if (Length(Button[1].Text) = 0) then + AddButtonText(14, 20, 'Button 2'); + + AddText(Theme.CheckPopup.TextCheck); + + for I := 0 to High(Theme.CheckPopup.Static) do + AddStatic(Theme.CheckPopup.Static[I]); + + for I := 0 to High(Theme.CheckPopup.Text) do + AddText(Theme.CheckPopup.Text[I]); + + Interaction := 0; +end; + +function TScreenPopupCheck.Draw: boolean; +begin + Draw:=inherited Draw; +end; + +procedure TScreenPopupCheck.onShow; +begin + inherited; +end; + +procedure TScreenPopupCheck.ShowPopup(msg: String); +begin + Interaction := 0; //Reset Interaction + Visible := True; //Set Visible + + Text[0].Text := Language.Translate(msg); + + Button[0].Visible := True; + Button[1].Visible := True; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES'); + Button[1].Text[0].Text := Language.Translate('SONG_MENU_NO'); +end; + +// error popup + +function TScreenPopupError.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Visible:=False; + Result := false; + end; + + SDLK_RETURN: + begin + Visible:=False; + Result := false; + end; + + SDLK_DOWN: InteractNext; + SDLK_UP: InteractPrev; + + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end; +end; + +constructor TScreenPopupError.Create; +var + I: integer; +begin + inherited Create; + + AddBackground(Theme.CheckPopup.Background.Tex); + + AddButton(Theme.ErrorPopup.Button1); + if (Length(Button[0].Text) = 0) then + AddButtonText(14, 20, 'Button 1'); + + AddText(Theme.ErrorPopup.TextError); + + for I := 0 to High(Theme.ErrorPopup.Static) do + AddStatic(Theme.ErrorPopup.Static[I]); + + for I := 0 to High(Theme.ErrorPopup.Text) do + AddText(Theme.ErrorPopup.Text[I]); + + Interaction := 0; +end; + +function TScreenPopupError.Draw: boolean; +begin + Draw:=inherited Draw; +end; + +procedure TScreenPopupError.onShow; +begin + inherited; + +end; + +procedure TScreenPopupError.onHide; +begin +end; + +procedure TScreenPopupError.ShowPopup(msg: String); +begin + Interaction := 0; //Reset Interaction + Visible := True; //Set Visible + +{ //dirty hack... Text[0] is invisible for some strange reason + for i:=1 to high(Text) do + if i-1 <= high(msg) then + begin + Text[i].Visible:=True; + Text[i].Text := msg[i-1]; + end + else + begin + Text[i].Visible:=False; + end;} + Text[0].Text:=msg; + + Button[0].Visible := True; + + Button[0].Text[0].Text := 'OK'; +end; + +end. diff --git a/Game/Code/Screens/UScreenScore.pas b/Game/Code/Screens/UScreenScore.pas index b47c43f1..59e5719a 100644 --- a/Game/Code/Screens/UScreenScore.pas +++ b/Game/Code/Screens/UScreenScore.pas @@ -1,837 +1,837 @@ -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 = 40; // 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, - 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 - 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; -*) -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; - 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; - 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; - - // 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; - if (BarType = 'Line') then - aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight := NewHeight; - 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. +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 = 40; // 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, + 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 + 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; +*) +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; + 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; + 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; + + // 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; + if (BarType = 'Line') then + aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight := NewHeight; + 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. diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas index ad07a081..3dc90da3 100644 --- a/Game/Code/Screens/UScreenSing.pas +++ b/Game/Code/Screens/UScreenSing.pas @@ -1,1439 +1,1439 @@ -unit UScreenSing; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - - -uses UMenu, - UMusic, - SDL, - SysUtils, - UFiles, - UTime, - USongs, - UIni, - ULog, - UTexture, - ULyrics, - TextGL, - gl, - UThemes, - //ULCD, //TODO: maybe LCD Support as Plugin? - UGraphicClasses, - USingScores; - -type - TScreenSing = class(TMenu) - protected - paused: boolean; //Pause Mod - NumEmptySentences: integer; - public - //TextTime: integer; - - // TimeBar fields - StaticTimeProgress: integer; - TextTimeText: integer; - - StaticP1: integer; - TextP1: integer; - {StaticP1ScoreBG: integer; - TextP1Score: integer;} - - {//moveable singbar mod - StaticP1SingBar: integer; - StaticP1ThreePSingBar: integer; - StaticP1TwoPSingBar: integer; - StaticP2RSingBar: integer; - StaticP2MSingBar: integer; - StaticP3SingBar: integer; - //eoa moveable singbar } - - //Added for ps3 skin - //shown when game is in 2/4 player modus - StaticP1TwoP: integer; - TextP1TwoP: integer; - - {StaticP1TwoPScoreBG: integer; - TextP1TwoPScore: integer;} - //shown when game is in 3/6 player modus - StaticP1ThreeP: integer; - TextP1ThreeP: integer; - - {TextP1ThreePScore: integer; - StaticP1ThreePScoreBG: integer; } - //eoa - - StaticP2R: integer; - TextP2R: integer; - - {StaticP2RScoreBG: integer; - TextP2RScore: integer;} - - StaticP2M: integer; - TextP2M: integer; - - {StaticP2MScoreBG: integer; - TextP2MScore: integer; } - - StaticP3R: integer; - TextP3R: integer; - - {StaticP3RScoreBG: integer; - TextP3RScore: integer;} - StaticPausePopup: integer; - - Tex_Background: TTexture; - FadeOut: boolean; - //LyricMain: TLyric; - //LyricSub: TLyric; - Lyrics: TLyricEngine; - - //Score Manager: - Scores: TSingScores; - - fShowVisualization : boolean; - fCurrentVideoPlaybackEngine : IVideoPlayback; - - constructor Create; override; - procedure onShow; override; - procedure onShowFinish; override; - - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; - function Draw: boolean; override; - - procedure Finish; virtual; - //procedure UpdateLCD; //TODO: maybe LCD Support as Plugin? - procedure Pause; //Pause Mod(Toggles Pause) - - procedure OnSentenceEnd(SentenceIndex: Cardinal); //OnSentenceEnd for LineBonus + Singbar - procedure OnSentenceChange(SentenceIndex: Cardinal); //OnSentenceChange (for Golden Notes) - end; - -implementation - -uses UGraphic, - UDraw, - UMain, - USong, - Classes, - URecord, - ULanguage, - math; - -// Method for input parsing. If False is returned, GetNextWindow -// should be checked to know the next window to load; -function TScreenSing.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - // check normal keys - case WideCharUpperCase(CharCode)[1] of - 'Q': - begin - //When not ask before Exit then Finish now - if (Ini.AskbeforeDel <> 1) then - Finish - //else just Pause and let the Popup make the Work - else if not paused then - Pause; - - Result := false; - Exit; - end; - 'V': //Show Visualization - begin - fShowVisualization := not fShowVisualization; - - if fShowVisualization then - fCurrentVideoPlaybackEngine := Visualization - else - fCurrentVideoPlaybackEngine := VideoPlayback; - - if fShowVisualization then - fCurrentVideoPlaybackEngine.play; - - Exit; - end; - 'P': - begin - Pause; - Exit; - end; - end; - - // check special keys - case PressedKey of - SDLK_ESCAPE, - SDLK_BACKSPACE : - begin - //Record Sound Hack: - //Sound[0].BufferLong - - Finish; - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(@ScreenScore); - end; - - SDLK_SPACE: - begin - Pause; - end; - - SDLK_TAB: //Change Visualization Preset - begin - if fShowVisualization then - fCurrentVideoPlaybackEngine.Position := now; // move to a random position - end; - - SDLK_RETURN: - begin - end; - - // Up and Down could be done at the same time, - // but I don't want to declare variables inside - // functions like this one, called so many times - SDLK_DOWN : - begin - end; - SDLK_UP : - begin - end; - end; - end; -end; - -//Pause Mod -procedure TScreenSing.Pause; -begin - if not paused then //enable Pause - begin - // pause Time - Paused := true; - - LineState.Pause(); - - // pause Music - AudioPlayback.Pause; - - // pause Video - if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then - fCurrentVideoPlaybackEngine.Pause; - - end - else //disable Pause - begin - LineState.Resume(); - - // Position of Music - // FIXME: remove this and provide LineState.CurrentTime as sync-source instead - // so every stream can synch itself - AudioPlayback.Position := LineState.CurrentTime; - - // Play Music - AudioPlayback.Play; - - // Video - if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then - fCurrentVideoPlaybackEngine.Pause; - - Paused := false; - end; -end; -//Pause Mod End - -constructor TScreenSing.Create; -var - I: integer; - P: integer; -begin - inherited Create; - - fShowVisualization := false; - fCurrentVideoPlaybackEngine := VideoPlayback; - - - //Create Score Class - Scores := TSingScores.Create; - Scores.LoadfromTheme; - - LoadFromTheme(Theme.Sing); - - //TimeBar - StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress); - TextTimeText := AddText(Theme.Sing.TextTimeText); - -// 1 player | P1 - StaticP1 := AddStatic(Theme.Sing.StaticP1); - TextP1 := AddText(Theme.Sing.TextP1); - - {StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG); - TextP1Score := AddText(Theme.Sing.TextP1Score); - StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar);} - -// 2 or 4 players | P1 - StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP); - TextP1TwoP := AddText(Theme.Sing.TextP1TwoP); - - {StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG); - TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore); - StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);} - - // | P2 - StaticP2R := AddStatic(Theme.Sing.StaticP2R); - TextP2R := AddText(Theme.Sing.TextP2R); - - {StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG); - TextP2RScore := AddText(Theme.Sing.TextP2RScore); - StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar); } - -// 3 or 6 players | P1 - StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP); - TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP); - - {StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG); - TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore); - StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar);} - - // | P2 - StaticP2M := AddStatic(Theme.Sing.StaticP2M); - TextP2M := AddText(Theme.Sing.TextP2M); - - {StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG); - TextP2MScore := AddText(Theme.Sing.TextP2MScore); - StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar);} - - // | P3 - StaticP3R := AddStatic(Theme.Sing.StaticP3R); - TextP3R := AddText(Theme.Sing.TextP3R); - - {StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG); - TextP3RScore := AddText(Theme.Sing.TextP3RScore); - StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar);} - - StaticPausePopup := AddStatic(Theme.Sing.PausePopUp); - Static[StaticPausePopup].Visible := false; //Pausepopup is not visibile at the beginning - - if ScreenAct = 2 then begin - // katze und affe - - end; - - Lyrics := TLyricEngine.Create(80,Skin_LyricsT,640,12,80,Skin_LyricsT+36,640,12); - - if assigned( fCurrentVideoPlaybackEngine ) then - fCurrentVideoPlaybackEngine.Init(); -end; - -procedure TScreenSing.onShow; -var - P: integer; - V1: boolean; - V1TwoP: boolean; //added for ps3 skin - V1ThreeP: boolean; //added for ps3 skin - V2R: boolean; - V2M: boolean; - V3R: boolean; - NR: TRecR; //Line Bonus Mod - - Color: TRGB; - - success: boolean; -begin - inherited; - - Log.LogStatus('Begin', 'onShow'); - FadeOut := false; - - // reset video playback engine, to play Video Clip... - fCurrentVideoPlaybackEngine := VideoPlayback; - - // setup score manager - Scores.ClearPlayers; // clear old player values - Color.R := 0; Color.G := 0; Color.B := 0; // dummy atm - - // add new players - for P := 0 to PlayersPlay-1 do - begin - Scores.AddPlayer(Tex_ScoreBG[P], Color); - end; - - Scores.Init; //Get Positions for Players - - - - // prepare players - SetLength(Player, PlayersPlay); - //Player[0].ScoreTotalInt := 0; - - case PlayersPlay of - 1: begin - V1 := true; - V1TwoP := false; - V1ThreeP := false; - V2R := false; - V2M := false; - V3R := false; - end; - 2: begin - V1 := false; - V1TwoP := true; - V1ThreeP := false; - V2R := true; - V2M := false; - V3R := false; - end; - 3: begin - V1 := false; - V1TwoP := false; - V1ThreeP := true; - V2R := false; - V2M := true; - V3R := true; - end; - 4: begin // double screen - V1 := false; - V1TwoP := true; - V1ThreeP := false; - V2R := true; - V2M := false; - V3R := false; - end; - 6: begin // double screen - V1 := false; - V1TwoP := false; - V1ThreeP := true; - V2R := false; - V2M := true; - V3R := true; - end; - - end; - - //This one is shown in 1P mode - Static[StaticP1].Visible := V1; - Text[TextP1].Visible := V1; - - {Static[StaticP1ScoreBG].Visible := V1; - Text[TextP1Score].Visible := V1;} - - - //This one is shown in 2/4P mode - Static[StaticP1TwoP].Visible := V1TwoP; - Text[TextP1TwoP].Visible := V1TwoP; - - {Static[StaticP1TwoPScoreBG].Visible := V1TwoP; - Text[TextP1TwoPScore].Visible := V1TwoP;} - - Static[StaticP2R].Visible := V2R; - Text[TextP2R].Visible := V2R; - - {Static[StaticP2RScoreBG].Visible := V2R; - Text[TextP2RScore].Visible := V2R; } - - - //This one is shown in 3/6P mode - Static[StaticP1ThreeP].Visible := V1ThreeP; - Text[TextP1ThreeP].Visible := V1ThreeP; - - {Static[StaticP1ThreePScoreBG].Visible := V1ThreeP; - Text[TextP1ThreePScore].Visible := V1ThreeP; } - - Static[StaticP2M].Visible := V2M; - Text[TextP2M].Visible := V2M; - - {Static[StaticP2MScoreBG].Visible := V2M; - Text[TextP2MScore].Visible := V2M; } - - Static[StaticP3R].Visible := V3R; - Text[TextP3R].Visible := V3R; - - {Static[StaticP3RScoreBG].Visible := V3R; - Text[TextP3RScore].Visible := V3R; } - - // FIXME: sets Path and Filename to '' - ResetSingTemp; - - CurrentSong := CatSongs.Song[CatSongs.Selected]; - - // FIXME: bad style, put the try-except into LoadSong() and not here - try - // Check if file is XML - if copy(CurrentSong.FileName,length(CurrentSong.FileName)-3,4) = '.xml' - then success := CurrentSong.LoadXMLSong() - else success := CurrentSong.LoadSong(); - except - success := false; - end; - - if (not success) then - begin - // error loading song -> go back to song screen and show some error message - FadeTo(@ScreenSong); - // select new song in party mode - if ScreenSong.Mode = smPartyMode then - ScreenSong.SelectRandomSong(); - ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG')); - // FIXME: do we need this? - CurrentSong.Path := CatSongs.Song[CatSongs.Selected].Path; - Exit; - end; - - - - // reset video playback engine, to play video clip... - - Visualization.Init(); - - fCurrentVideoPlaybackEngine.Close; - fCurrentVideoPlaybackEngine := VideoPlayback; - - // set movie - CurrentSong.VideoLoaded := false; - fShowVisualization := false; - if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then - begin - // TODO: use VideoGap and start time - fCurrentVideoPlaybackEngine.Open( CurrentSong.Path + CurrentSong.Video ); - fCurrentVideoPlaybackEngine.Position := CurrentSong.VideoGAP + CurrentSong.Start; - CurrentSong.VideoLoaded := true; - end; - - // set background - if (CurrentSong.Background <> '') and (CurrentSong.VideoLoaded = false) then - try - Tex_Background := Texture.LoadTexture(CurrentSong.Path + CurrentSong.Background); - except - log.LogError('Background could not be loaded: ' + CurrentSong.Path + CurrentSong.Background); - Tex_Background.TexNum := 0; - end - else - Tex_Background.TexNum := 0; - - - - // play music (I) - AudioInput.CaptureStart; - AudioPlayback.Position := CurrentSong.Start; -// Music.Play; - - // prepare timer (I) -// CountSkipTimeSet; - LineState.CurrentTime := CurrentSong.Start; - LineState.TotalTime := AudioPlayback.Length; - - if (CurrentSong.Finish > 0) then - LineState.TotalTime := CurrentSong.Finish / 1000; - LineState.OldBeat := -1; - for P := 0 to High(Player) do - ClearScores(P); - - // main text - Lyrics.Clear (CurrentSong.BPM[0].BPM, CurrentSong.Resolution); - - // set custom options - case Ini.LyricsFont of - 0: - begin - Lyrics.UpperLineSize := 14; - Lyrics.LowerLineSize := 14; - Lyrics.FontStyle := 0; - - Lyrics.LineColor_en.R := Skin_FontR; - Lyrics.LineColor_en.G := Skin_FontG; - Lyrics.LineColor_en.B := Skin_FontB; - Lyrics.LineColor_en.A := 1; - - Lyrics.LineColor_dis.R := 0.4; - Lyrics.LineColor_dis.G := 0.4; - Lyrics.LineColor_dis.B := 0.4; - Lyrics.LineColor_dis.A := 1; - - Lyrics.LineColor_act.R := 5/256; - Lyrics.LineColor_act.G := 163/256; - Lyrics.LineColor_act.B := 210/256; - Lyrics.LineColor_act.A := 1; - - { - LyricSub.FontStyle := 0; - LyricMain.Size := 14; // 13 - LyricSub.Size := 14; // 13 - LyricMain.ColR := Skin_FontR; - LyricMain.ColG := Skin_FontG; - LyricMain.ColB := Skin_FontB; //Change für Crazy Joker - } - { - LyricMain.ColSR := Skin_FontHighlightR; - LyricMain.ColSG := Skin_FontHighlightG; - LyricMain.ColSB := Skin_FontHighlightB; - }{ - LyricMain.ColSR := 5/255; //26 - LyricMain.ColSG := 163/255; //165 - LyricMain.ColSB := 210/255; //220 - - LyricSub.ColR := 0.4; //0.6 - LyricSub.ColG := 0.4; //0.6 - LyricSub.ColB := 0.4; //0.6 - } - end; - 1: - begin - { - LyricMain.FontStyle := 2; - LyricSub.FontStyle := 2; - LyricMain.Size := 14; - LyricSub.Size := 14; - LyricMain.ColR := 0.75; - LyricMain.ColG := 0.75; - LyricMain.ColB := 1; - LyricMain.ColSR := 0.5; - LyricMain.ColSG := 0.5; - LyricMain.ColSB := 1; - LyricSub.ColR := 0.8; - LyricSub.ColG := 0.8; - LyricSub.ColB := 0.8; - } - - Lyrics.UpperLineSize := 14; - Lyrics.LowerLineSize := 14; - Lyrics.FontStyle := 2; - - Lyrics.LineColor_en.R := 0.75; - Lyrics.LineColor_en.G := 0.75; - Lyrics.LineColor_en.B := 1; - Lyrics.LineColor_en.A := 1; - - Lyrics.LineColor_dis.R := 0.8; - Lyrics.LineColor_dis.G := 0.8; - Lyrics.LineColor_dis.B := 0.8; - Lyrics.LineColor_dis.A := 1; - - Lyrics.LineColor_act.R := 0.5; - Lyrics.LineColor_act.G := 0.5; - Lyrics.LineColor_act.B := 1; - Lyrics.LineColor_act.A := 1; - end; - 2: - begin - Lyrics.UpperLineSize := 12; - Lyrics.LowerLineSize := 12; - Lyrics.FontStyle := 3; - - Lyrics.LineColor_en.R := 0.75; - Lyrics.LineColor_en.G := 0.75; - Lyrics.LineColor_en.B := 1; - Lyrics.LineColor_en.A := 1; - - Lyrics.LineColor_dis.R := 0.8; - Lyrics.LineColor_dis.G := 0.8; - Lyrics.LineColor_dis.B := 0.8; - Lyrics.LineColor_dis.A := 1; - - Lyrics.LineColor_act.R := 0.5; - Lyrics.LineColor_act.G := 0.5; - Lyrics.LineColor_act.B := 1; - Lyrics.LineColor_act.A := 1; - { - LyricSub.FontStyle := 3; - LyricMain.Size := 12; - LyricSub.Size := 12; - LyricMain.ColR := 0.75; - LyricMain.ColG := 0.75; - LyricMain.ColB := 1; - LyricMain.ColSR := 0.5; - LyricMain.ColSG := 0.5; - LyricMain.ColSB := 1; - LyricSub.ColR := 0.8; - LyricSub.ColG := 0.8; - LyricSub.ColB := 0.8; - } - end; - end; // case - - // Add lines to lyrics - while (not Lyrics.LineinQueue) and (Lyrics.LineCounter <= High(Lines[0].Line)) do - Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]); - - //UpdateLCD; //TODO: maybe LCD Support as Plugin? - - // Deactivate pause - Paused := False; - - // Kill all stars not killed yet (GoldenStarsTwinkle Mod) - GoldenRec.SentenceChange; - - {//Set Position of Line Bonus - Line Bonus start - if (Ini.LineBonus = 1) then //Show Line Bonus at Scores - begin - Case PlayersPlay of - 1: begin - Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ScoreBG.x; - Player[0].LineBonus_TargetY := Theme.Sing.TextP1Score.Y; - Player[0].LineBonus_StartX := Theme.Sing.StaticP1ScoreBG.x; - Player[0].LineBonus_StartY := Theme.Sing.TextP1Score.Y + 65; - end; - - 2: begin - //P1 - Player[0].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x; - Player[0].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y; - Player[0].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.X; - Player[0].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65; - - //P2 - Player[1].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.X; - Player[1].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y; - Player[1].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.X; - Player[1].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65; - end; - - 3: begin - //P1 - Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x; - Player[0].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y; - Player[0].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x; - Player[0].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65; - - //P2 - Player[1].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x; - Player[1].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y; - Player[1].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x; - Player[1].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65; - - //P3 - Player[2].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x; - Player[2].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y; - Player[2].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x; - Player[2].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65; - end; - - 4: begin - //P1 - Player[0].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x; - Player[0].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y; - Player[0].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.x; - Player[0].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65; - - //P2 - Player[1].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.x; - Player[1].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y; - Player[1].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.x; - Player[1].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65; - - //P3 - Player[2].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x; - Player[2].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y; - Player[2].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.x; - Player[2].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65; - - //P4 - Player[3].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.x; - Player[3].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y; - Player[3].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.x; - Player[3].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65; - end; - - 6: begin - //P1 - Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x; - Player[0].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y; - Player[0].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x; - Player[0].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65; - - //P2 - Player[1].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x; - Player[1].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y; - Player[1].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x; - Player[1].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65; - - //P3 - Player[2].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x; - Player[2].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y; - Player[2].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x; - Player[2].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65; - - //P4 - Player[3].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x; - Player[3].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y; - Player[3].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x; - Player[3].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65; - - //P5 - Player[4].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x; - Player[4].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y; - Player[4].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x; - Player[4].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65; - - //P6 - Player[5].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x; - Player[5].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y; - Player[5].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x; - Player[5].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65; - end; - end; - end - else if (Ini.LineBonus = 2) then //Show Line Bonus at Notes - begin - - // positions - if Ini.SingWindow = 0 then begin - NR.Left := 120; - end else begin - NR.Left := 20; - end; - NR.Right := 780; - - NR.Width := NR.Right - NR.Left; - NR.WMid := NR.Width / 2; - NR.Mid := NR.Left + NR.WMid; - - Case PlayersPlay of - 1: begin - Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65; - Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_StartY := Skin_P2_NotesB - 105; - end; - - 2: begin - //P1 - Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; - Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; - - //P2 - Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; - Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; - end; - - 3: begin - //P1 - Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_TargetY := 120 - 65 + 28; - Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_StartY := 120 + 28; - - //P2 - Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[1].LineBonus_TargetY := 245 - 65 + 28; - Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[1].LineBonus_StartY := 245 + 28; - - //P3 - Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[2].LineBonus_TargetY := 370 - 65 + 28; - Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[2].LineBonus_StartY := 370 + 28; - end; - - 4: begin - //P1 - Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; - Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; - - //P2 - Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; - Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; - - //P3 - Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[2].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; - Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[2].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; - - //P4 - Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[3].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; - Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[3].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; - end; - - 6: begin - //P1 - Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_TargetY := 120 - 65 + 28; - Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[0].LineBonus_StartY := 120 + 28; - - //P2 - Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[1].LineBonus_TargetY := 245 - 65 + 28; - Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[1].LineBonus_StartY := 245 + 28; - - //P3 - Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[2].LineBonus_TargetY := 370 - 65 + 28; - Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[2].LineBonus_StartY := 370 + 28; - - //P4 - Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[3].LineBonus_TargetY := 120 - 65 + 28; - Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[3].LineBonus_StartY := 120 + 28; - - //P5 - Player[4].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[4].LineBonus_TargetY := 245 - 65 + 28; - Player[4].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[4].LineBonus_StartY := 245 + 28; - - //P6 - Player[5].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); - Player[5].LineBonus_TargetY := 370 - 65 + 28; - Player[5].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); - Player[5].LineBonus_StartY := 370 + 28; - end; - end; - end; } - - // set Position of Line Bonus - Line Bonus end - // set number of empty sentences for Line Bonus - NumEmptySentences := 0; - for P := Low(Lines[0].Line) to High(Lines[0].Line) do - if Lines[0].Line[P].TotalNotes = 0 then Inc(NumEmptySentences); - - Log.LogStatus('End', 'onShow'); -end; - -procedure TScreenSing.onShowFinish; -begin - // play movie (II) - - if CurrentSong.VideoLoaded then - begin - try - fCurrentVideoPlaybackEngine.GetFrame(LineState.CurrentTime); - fCurrentVideoPlaybackEngine.DrawGL(ScreenAct); - except on E : Exception do - begin - //If an error occurs reading video: prevent video from being drawn again and close video - CurrentSong.VideoLoaded := False; - Log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); - Log.LogError('Error Message : '+ E.message ); - Log.LogError(' In : '+ E.ClassName +' (TScreenSing.onShowFinish)' ); - Log.LogError('Corrupted File: ' + CurrentSong.Video); - - fCurrentVideoPlaybackEngine.Close; - end; - end; - end; - - - // play music (II) - AudioPlayback.Play; - - // prepare timer (II) - CountSkipTimeSet; -end; - -function TScreenSing.Draw: boolean; -var - Min: integer; - Sec: integer; - Tekst: string; - Flash: real; - S: integer; - T: integer; -begin - // ScoreBG Mod - // TODO: remove this commented out section as we do not need it anymore. - // We use colorized png's now. Set player colors does nothing than changing - // the colors of the statics which will lead to ugly effects on colorized pngs - { - if PlayersPlay = 4 then begin - if ScreenAct = 1 then begin - LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG, - Static[StaticP1TwoP].Texture.ColB, 'P1Dark'); - LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, - Static[StaticP2R].Texture.ColB, 'P2Dark'); - - LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG, - Static[StaticP1TwoPScoreBG].Texture.ColB, 'P1Dark'); - LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG, - Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark'); - end; - if ScreenAct = 2 then begin - LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG, - Static[StaticP1TwoP].Texture.ColB, 'P3Dark'); - LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, - Static[StaticP2R].Texture.ColB, 'P4Dark'); - - LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG, - Static[StaticP1TwoPScoreBG].Texture.ColB, 'P3Dark'); - LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG, - Static[StaticP2RScoreBG].Texture.ColB, 'P4Dark'); - end; - end; - - if PlayersPlay = 6 then begin - if ScreenAct = 1 then begin - LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG, - Static[StaticP1ThreeP].Texture.ColB, 'P1Dark'); - LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG, - Static[StaticP2R].Texture.ColB, 'P2Dark'); - LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG, - Static[StaticP3R].Texture.ColB, 'P3Dark'); - - LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG, - Static[StaticP1ThreePScoreBG].Texture.ColB, 'P1Dark'); - LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG, - Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark'); - LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG, - Static[StaticP3RScoreBG].Texture.ColB, 'P3Dark'); - end; - if ScreenAct = 2 then begin - - LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG, - Static[StaticP1ThreeP].Texture.ColB, 'P4Dark'); - LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG, - Static[StaticP2R].Texture.ColB, 'P5Dark'); - LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG, - Static[StaticP3R].Texture.ColB, 'P6Dark'); - - - LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG, - Static[StaticP1ThreePScoreBG].Texture.ColB, 'P4Dark'); - LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG, - Static[StaticP2RScoreBG].Texture.ColB, 'P5Dark'); - LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG, - Static[StaticP3RScoreBG].Texture.ColB, 'P6Dark'); - end; - end; - } - - // set player names (for 2 screens and only Singstar skin) - if ScreenAct = 1 then begin - Text[TextP1].Text := 'P1'; - Text[TextP1TwoP].Text := 'P1'; - Text[TextP1ThreeP].Text := 'P1'; - Text[TextP2R].Text := 'P2'; - Text[TextP2M].Text := 'P2'; - Text[TextP3R].Text := 'P3'; - end; - - if ScreenAct = 2 then begin - case PlayersPlay of - { - 1: begin - Text[TextP1].Text := 'P2'; - end; - 2: begin - Text[TextP1].Text := 'P3'; - Text[TextP2R].Text := 'P4'; - end; - 3: begin - Text[TextP1].Text := 'P4'; - Text[TextP2M].Text := 'P5'; - Text[TextP3R].Text := 'P6'; - end; - } - 4: begin - Text[TextP1TwoP].Text := 'P3'; - Text[TextP2R].Text := 'P4'; - end; - 6: begin - Text[TextP1ThreeP].Text := 'P4'; - Text[TextP2M].Text := 'P5'; - Text[TextP3R].Text := 'P6'; - end; - end; // case - end; // if - - - //// - // dual screen, part 1 - //////////////////////// - - // Note: ScreenX is the offset of the current screen in dual-screen mode so we - // will move the statics and texts to the correct screen here. - // FIXME: clean up this weird stuff. Commenting this stuff out, nothing - // was missing on screen w/ 6 players - so do we even need this stuff? - Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX; - - Text[TextP1].X := Text[TextP1].X + 10*ScreenX; - - {Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX; - Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;} - - - Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX; - - Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX; - - {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX; - Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;} - - // end of weird stuff - - Static[1].Texture.X := Static[1].Texture.X + 10*ScreenX; - - for T := 0 to 1 do - Text[T].X := Text[T].X + 10*ScreenX; - - // update static menu with time ... - Min := Round(LineState.CurrentTime) div 60; - Sec := Round(LineState.CurrentTime) mod 60; - Text[TextTimeText].Text := ''; - if Min < 10 then Text[TextTimeText].Text := '0'; - Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Min) + ':'; - if Sec < 10 then Text[TextTimeText].Text := Text[TextTimeText].Text + '0'; - Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Sec); - - {// .. and scores - if PlayersPlay = 1 then begin - Tekst := IntToStr(Player[0].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP1Score].Text := Tekst; - end; - - if PlayersPlay = 2 then begin - Tekst := IntToStr(Player[0].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP1TwoPScore].Text := Tekst; - - Tekst := IntToStr(Player[1].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP2RScore].Text := Tekst; - end; - - if PlayersPlay = 3 then begin - Tekst := IntToStr(Player[0].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP1ThreePScore].Text := Tekst; - - Tekst := IntToStr(Player[1].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP2MScore].Text := Tekst; - - Tekst := IntToStr(Player[2].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP3RScore].Text := Tekst; - end; - - if PlayersPlay = 4 then begin - if ScreenAct = 1 then begin - Tekst := IntToStr(Player[0].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP1TwoPScore].Text := Tekst; - - Tekst := IntToStr(Player[1].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP2RScore].Text := Tekst; - end; - if ScreenAct = 2 then begin - Tekst := IntToStr(Player[2].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP1TwoPScore].Text := Tekst; - - Tekst := IntToStr(Player[3].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP2RScore].Text := Tekst; - end; - end; - - if PlayersPlay = 6 then begin - if ScreenAct = 1 then begin - Tekst := IntToStr(Player[0].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP1ThreePScore].Text := Tekst; - - Tekst := IntToStr(Player[1].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP2MScore].Text := Tekst; - - Tekst := IntToStr(Player[2].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP3RScore].Text := Tekst; - end; - if ScreenAct = 2 then begin - Tekst := IntToStr(Player[3].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP1ThreePScore].Text := Tekst; - - Tekst := IntToStr(Player[4].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP2MScore].Text := Tekst; - - Tekst := IntToStr(Player[5].ScoreTotalI); - while Length(Tekst) < 5 do Tekst := '0' + Tekst; - Text[TextP3RScore].Text := Tekst; - end; - end; } - - // draw static menu (BG) - // Note: there is no menu and the animated background brakes the video playback - //DrawBG; - - // Draw Background - SingDrawBackground; - - // update and draw movie - if (ShowFinish and - (CurrentSong.VideoLoaded or fShowVisualization)) then - begin - //try - // TODO: find a way to determine, when a new frame is needed - // TODO: same for the need to skip frames - if assigned( fCurrentVideoPlaybackEngine ) then - begin - fCurrentVideoPlaybackEngine.GetFrame(LineState.CurrentTime); - fCurrentVideoPlaybackEngine.DrawGL(ScreenAct); - end; - (* - except - on E : Exception do - begin - //If an Error occurs drawing: prevent Video from being Drawn again and Close Video - CurrentSong.VideoLoaded := False; - log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); - Log.LogError('Error Message : '+ E.message ); - Log.LogError(' In : '+ E.ClassName +' (TScreenSing.Draw)' ); - - Log.LogError('Corrupted File: ' + CurrentSong.Video); - fCurrentVideoPlaybackEngine.Close; - end; - end; - *) - end; - - // draw static menu (FG) - DrawFG; - - // check for music finish - //Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(LineState.CurrentTime*1000) + ' ' + IntToStr(CurrentSong.Finish)); - if ShowFinish then - begin - if (not AudioPlayback.Finished) and - ((CurrentSong.Finish = 0) or (LineState.CurrentTime*1000 <= CurrentSong.Finish)) then - begin - // analyze song if not paused - if (not Paused) then - Sing(Self); - end - else - begin - if (not FadeOut) then - begin - Finish; - FadeOut := true; - FadeTo(@ScreenScore); - end; - end; - end; - - // always draw custom items - SingDraw; - - //GoldenNoteStarsTwinkle - GoldenRec.SpawnRec; - - //Draw Scores - Scores.Draw; - - //// - // dual screen, part 2 - //////////////////////// - - // Note: ScreenX is the offset of the current screen in dual-screen mode so we - // will move the statics and texts to the correct screen here. - // FIXME: clean up this weird stuff - - Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX; - Text[TextP1].X := Text[TextP1].X - 10*ScreenX; - - {Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX; - Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;} - - - Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX; - Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX; - - {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX; - Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;} - - //end of weird - - Static[1].Texture.X := Static[1].Texture.X - 10*ScreenX; - - for T := 0 to 1 do - Text[T].X := Text[T].X - 10*ScreenX; - - // Draw Pausepopup - // FIXME: this is a workaround that the Static is drawn over the Lyrics, Lines, Scores and Effects - // maybe someone could find a better solution - if Paused then - begin - Static[StaticPausePopup].Visible := true; - Static[StaticPausePopup].Draw; - Static[StaticPausePopup].Visible := false; - end; - -end; - -procedure TScreenSing.Finish; -begin - AudioInput.CaptureStop; - AudioPlayback.Stop; - - if (Ini.SavePlayback = 1) then begin - Log.BenchmarkStart(0); - Log.LogVoice(0); - Log.LogVoice(1); - Log.LogVoice(2); - Log.BenchmarkEnd(0); - Log.LogBenchmark('Creating files', 0); - end; - - if CurrentSong.VideoLoaded then - begin - fCurrentVideoPlaybackEngine.Close; - CurrentSong.VideoLoaded := false; // to prevent drawing closed video - end; - - SetFontItalic (False); -end; - -(* -procedure TScreenSing.UpdateLCD; //TODO: maybe LCD Support as Plugin? -var - T: string; -begin - //Todo: Lyrics -{ LCD.HideCursor; - LCD.Clear; - - T := LyricMain.Text; - if Copy(T, Length(T), 1) <> ' ' then T := T + ' '; - LCD.AddTextBR(T); - - T := LyricSub.Text; - if Copy(T, Length(T), 1) <> ' ' then T := T + ' '; - LCD.AddTextBR(T);} -end; -*) - -procedure TScreenSing.OnSentenceEnd(SentenceIndex: Cardinal); -var - PlayerIndex: Integer; - CurrentPlayer: PPLayer; - CurrentScore: Real; - Line: PLine; - LinePerfection: Real; // perfection of singing performance on the current line - Rating: integer; - LineScore: Real; - LineBonus: Real; - MaxSongScore: integer; // max. points for the song (without line bonus) - MaxLineScore: Real; // max. points for the current line -const - // TODO: move this to a better place - MAX_LINE_RATING = 8; // max. rating for singing performance -begin - Line := @Lines[0].Line[SentenceIndex]; - - // check for empty sentence - if (Line.TotalNotes <= 0) then - Exit; - - // set max song score - if (Ini.LineBonus = 0) then - MaxSongScore := MAX_SONG_SCORE - else - MaxSongScore := MAX_SONG_SCORE - MAX_SONG_LINE_BONUS; - - // Note: ScoreValue is the sum of all note values of the song - MaxLineScore := MaxSongScore * (Line.TotalNotes / Lines[0].ScoreValue); - - for PlayerIndex := 0 to High(Player) do - begin - CurrentPlayer := @Player[PlayerIndex]; - CurrentScore := CurrentPlayer.Score + CurrentPlayer.ScoreGolden; - - // Line Bonus - - // points for this line - LineScore := CurrentScore - CurrentPlayer.ScoreLast; - - // determine LinePerfection - // Note: the "+2" extra points are a little bonus so the player does not - // have to be that perfect to reach the bonus steps. - LinePerfection := (LineScore + 2) / MaxLineScore; - - // clamp LinePerfection to range [0..1] - if (LinePerfection < 0) then - LinePerfection := 0 - else if (LinePerfection > 1) then - LinePerfection := 1; - - // add line-bonus if enabled - if (Ini.LineBonus > 0) then - begin - // line-bonus points (same for each line, no matter how long the line is) - LineBonus := MAX_SONG_LINE_BONUS / - (Length(Lines[0].Line) - NumEmptySentences); - // apply line-bonus - CurrentPlayer.ScoreLine := CurrentPlayer.ScoreLine + - LineBonus * LinePerfection; - CurrentPlayer.ScoreLineInt := Round(CurrentPlayer.ScoreLine / 10) * 10; - // update total score - CurrentPlayer.ScoreTotalInt := CurrentPlayer.ScoreInt + - CurrentPlayer.ScoreGoldenInt + - CurrentPlayer.ScoreLineInt; - - // spawn rating pop-up - Rating := Round(LinePerfection * MAX_LINE_RATING); - Scores.SpawnPopUp(PlayerIndex, Rating, CurrentPlayer.ScoreTotalInt); - end; - - // PerfectLineTwinkle (effect), Part 1 - If (Ini.EffectSing = 1) then - CurrentPlayer.LastSentencePerfect := (LinePerfection >= 1); - - // refresh last score - CurrentPlayer.ScoreLast := CurrentScore; - end; - - // PerfectLineTwinkle (effect), Part 2 - if (Ini.EffectSing = 1) then - GoldenRec.SpawnPerfectLineTwinkle; -end; - -//Called on Sentence Change S= New Current Sentence -procedure TScreenSing.OnSentenceChange(SentenceIndex: Cardinal); -begin - //GoldenStarsTwinkle Mod - GoldenRec.SentenceChange; - if (Lyrics.LineCounter <= High(Lines[0].Line)) then - begin - Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]); - end - else - Lyrics.AddLine(nil); - - // addline uses display memory - // calling draw makes sure, there's the singscreen in it, when the next - // swap between onscreen and offscreen buffers is done - // (this eliminates the onSentenceChange flickering) - // note: maybe it would be better to make sure, a display redraw is done - // right after the sentence change (before buffer swap) or make sure - // onsentencechange is only called right before calling Display.Draw - // (or whatever it was called) - Draw; - - //GoldenStarsTwinkle Mod End -end; - -end. +unit UScreenSing; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + + +uses UMenu, + UMusic, + SDL, + SysUtils, + UFiles, + UTime, + USongs, + UIni, + ULog, + UTexture, + ULyrics, + TextGL, + gl, + UThemes, + //ULCD, //TODO: maybe LCD Support as Plugin? + UGraphicClasses, + USingScores; + +type + TScreenSing = class(TMenu) + protected + paused: boolean; //Pause Mod + NumEmptySentences: integer; + public + //TextTime: integer; + + // TimeBar fields + StaticTimeProgress: integer; + TextTimeText: integer; + + StaticP1: integer; + TextP1: integer; + {StaticP1ScoreBG: integer; + TextP1Score: integer;} + + {//moveable singbar mod + StaticP1SingBar: integer; + StaticP1ThreePSingBar: integer; + StaticP1TwoPSingBar: integer; + StaticP2RSingBar: integer; + StaticP2MSingBar: integer; + StaticP3SingBar: integer; + //eoa moveable singbar } + + //Added for ps3 skin + //shown when game is in 2/4 player modus + StaticP1TwoP: integer; + TextP1TwoP: integer; + + {StaticP1TwoPScoreBG: integer; + TextP1TwoPScore: integer;} + //shown when game is in 3/6 player modus + StaticP1ThreeP: integer; + TextP1ThreeP: integer; + + {TextP1ThreePScore: integer; + StaticP1ThreePScoreBG: integer; } + //eoa + + StaticP2R: integer; + TextP2R: integer; + + {StaticP2RScoreBG: integer; + TextP2RScore: integer;} + + StaticP2M: integer; + TextP2M: integer; + + {StaticP2MScoreBG: integer; + TextP2MScore: integer; } + + StaticP3R: integer; + TextP3R: integer; + + {StaticP3RScoreBG: integer; + TextP3RScore: integer;} + StaticPausePopup: integer; + + Tex_Background: TTexture; + FadeOut: boolean; + //LyricMain: TLyric; + //LyricSub: TLyric; + Lyrics: TLyricEngine; + + //Score Manager: + Scores: TSingScores; + + fShowVisualization : boolean; + fCurrentVideoPlaybackEngine : IVideoPlayback; + + constructor Create; override; + procedure onShow; override; + procedure onShowFinish; override; + + function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + + procedure Finish; virtual; + //procedure UpdateLCD; //TODO: maybe LCD Support as Plugin? + procedure Pause; //Pause Mod(Toggles Pause) + + procedure OnSentenceEnd(SentenceIndex: Cardinal); //OnSentenceEnd for LineBonus + Singbar + procedure OnSentenceChange(SentenceIndex: Cardinal); //OnSentenceChange (for Golden Notes) + end; + +implementation + +uses UGraphic, + UDraw, + UMain, + USong, + Classes, + URecord, + ULanguage, + math; + +// Method for input parsing. If False is returned, GetNextWindow +// should be checked to know the next window to load; +function TScreenSing.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + // check normal keys + case WideCharUpperCase(CharCode)[1] of + 'Q': + begin + //When not ask before Exit then Finish now + if (Ini.AskbeforeDel <> 1) then + Finish + //else just Pause and let the Popup make the Work + else if not paused then + Pause; + + Result := false; + Exit; + end; + 'V': //Show Visualization + begin + fShowVisualization := not fShowVisualization; + + if fShowVisualization then + fCurrentVideoPlaybackEngine := Visualization + else + fCurrentVideoPlaybackEngine := VideoPlayback; + + if fShowVisualization then + fCurrentVideoPlaybackEngine.play; + + Exit; + end; + 'P': + begin + Pause; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + //Record Sound Hack: + //Sound[0].BufferLong + + Finish; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenScore); + end; + + SDLK_SPACE: + begin + Pause; + end; + + SDLK_TAB: //Change Visualization Preset + begin + if fShowVisualization then + fCurrentVideoPlaybackEngine.Position := now; // move to a random position + end; + + SDLK_RETURN: + begin + end; + + // Up and Down could be done at the same time, + // but I don't want to declare variables inside + // functions like this one, called so many times + SDLK_DOWN : + begin + end; + SDLK_UP : + begin + end; + end; + end; +end; + +//Pause Mod +procedure TScreenSing.Pause; +begin + if not paused then //enable Pause + begin + // pause Time + Paused := true; + + LineState.Pause(); + + // pause Music + AudioPlayback.Pause; + + // pause Video + if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then + fCurrentVideoPlaybackEngine.Pause; + + end + else //disable Pause + begin + LineState.Resume(); + + // Position of Music + // FIXME: remove this and provide LineState.CurrentTime as sync-source instead + // so every stream can synch itself + AudioPlayback.Position := LineState.CurrentTime; + + // Play Music + AudioPlayback.Play; + + // Video + if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then + fCurrentVideoPlaybackEngine.Pause; + + Paused := false; + end; +end; +//Pause Mod End + +constructor TScreenSing.Create; +var + I: integer; + P: integer; +begin + inherited Create; + + fShowVisualization := false; + fCurrentVideoPlaybackEngine := VideoPlayback; + + + //Create Score Class + Scores := TSingScores.Create; + Scores.LoadfromTheme; + + LoadFromTheme(Theme.Sing); + + //TimeBar + StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress); + TextTimeText := AddText(Theme.Sing.TextTimeText); + +// 1 player | P1 + StaticP1 := AddStatic(Theme.Sing.StaticP1); + TextP1 := AddText(Theme.Sing.TextP1); + + {StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG); + TextP1Score := AddText(Theme.Sing.TextP1Score); + StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar);} + +// 2 or 4 players | P1 + StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP); + TextP1TwoP := AddText(Theme.Sing.TextP1TwoP); + + {StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG); + TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore); + StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);} + + // | P2 + StaticP2R := AddStatic(Theme.Sing.StaticP2R); + TextP2R := AddText(Theme.Sing.TextP2R); + + {StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG); + TextP2RScore := AddText(Theme.Sing.TextP2RScore); + StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar); } + +// 3 or 6 players | P1 + StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP); + TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP); + + {StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG); + TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore); + StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar);} + + // | P2 + StaticP2M := AddStatic(Theme.Sing.StaticP2M); + TextP2M := AddText(Theme.Sing.TextP2M); + + {StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG); + TextP2MScore := AddText(Theme.Sing.TextP2MScore); + StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar);} + + // | P3 + StaticP3R := AddStatic(Theme.Sing.StaticP3R); + TextP3R := AddText(Theme.Sing.TextP3R); + + {StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG); + TextP3RScore := AddText(Theme.Sing.TextP3RScore); + StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar);} + + StaticPausePopup := AddStatic(Theme.Sing.PausePopUp); + Static[StaticPausePopup].Visible := false; //Pausepopup is not visibile at the beginning + + if ScreenAct = 2 then begin + // katze und affe + + end; + + Lyrics := TLyricEngine.Create(80,Skin_LyricsT,640,12,80,Skin_LyricsT+36,640,12); + + if assigned( fCurrentVideoPlaybackEngine ) then + fCurrentVideoPlaybackEngine.Init(); +end; + +procedure TScreenSing.onShow; +var + P: integer; + V1: boolean; + V1TwoP: boolean; //added for ps3 skin + V1ThreeP: boolean; //added for ps3 skin + V2R: boolean; + V2M: boolean; + V3R: boolean; + NR: TRecR; //Line Bonus Mod + + Color: TRGB; + + success: boolean; +begin + inherited; + + Log.LogStatus('Begin', 'onShow'); + FadeOut := false; + + // reset video playback engine, to play Video Clip... + fCurrentVideoPlaybackEngine := VideoPlayback; + + // setup score manager + Scores.ClearPlayers; // clear old player values + Color.R := 0; Color.G := 0; Color.B := 0; // dummy atm + + // add new players + for P := 0 to PlayersPlay-1 do + begin + Scores.AddPlayer(Tex_ScoreBG[P], Color); + end; + + Scores.Init; //Get Positions for Players + + + + // prepare players + SetLength(Player, PlayersPlay); + //Player[0].ScoreTotalInt := 0; + + case PlayersPlay of + 1: begin + V1 := true; + V1TwoP := false; + V1ThreeP := false; + V2R := false; + V2M := false; + V3R := false; + end; + 2: begin + V1 := false; + V1TwoP := true; + V1ThreeP := false; + V2R := true; + V2M := false; + V3R := false; + end; + 3: begin + V1 := false; + V1TwoP := false; + V1ThreeP := true; + V2R := false; + V2M := true; + V3R := true; + end; + 4: begin // double screen + V1 := false; + V1TwoP := true; + V1ThreeP := false; + V2R := true; + V2M := false; + V3R := false; + end; + 6: begin // double screen + V1 := false; + V1TwoP := false; + V1ThreeP := true; + V2R := false; + V2M := true; + V3R := true; + end; + + end; + + //This one is shown in 1P mode + Static[StaticP1].Visible := V1; + Text[TextP1].Visible := V1; + + {Static[StaticP1ScoreBG].Visible := V1; + Text[TextP1Score].Visible := V1;} + + + //This one is shown in 2/4P mode + Static[StaticP1TwoP].Visible := V1TwoP; + Text[TextP1TwoP].Visible := V1TwoP; + + {Static[StaticP1TwoPScoreBG].Visible := V1TwoP; + Text[TextP1TwoPScore].Visible := V1TwoP;} + + Static[StaticP2R].Visible := V2R; + Text[TextP2R].Visible := V2R; + + {Static[StaticP2RScoreBG].Visible := V2R; + Text[TextP2RScore].Visible := V2R; } + + + //This one is shown in 3/6P mode + Static[StaticP1ThreeP].Visible := V1ThreeP; + Text[TextP1ThreeP].Visible := V1ThreeP; + + {Static[StaticP1ThreePScoreBG].Visible := V1ThreeP; + Text[TextP1ThreePScore].Visible := V1ThreeP; } + + Static[StaticP2M].Visible := V2M; + Text[TextP2M].Visible := V2M; + + {Static[StaticP2MScoreBG].Visible := V2M; + Text[TextP2MScore].Visible := V2M; } + + Static[StaticP3R].Visible := V3R; + Text[TextP3R].Visible := V3R; + + {Static[StaticP3RScoreBG].Visible := V3R; + Text[TextP3RScore].Visible := V3R; } + + // FIXME: sets Path and Filename to '' + ResetSingTemp; + + CurrentSong := CatSongs.Song[CatSongs.Selected]; + + // FIXME: bad style, put the try-except into LoadSong() and not here + try + // Check if file is XML + if copy(CurrentSong.FileName,length(CurrentSong.FileName)-3,4) = '.xml' + then success := CurrentSong.LoadXMLSong() + else success := CurrentSong.LoadSong(); + except + success := false; + end; + + if (not success) then + begin + // error loading song -> go back to song screen and show some error message + FadeTo(@ScreenSong); + // select new song in party mode + if ScreenSong.Mode = smPartyMode then + ScreenSong.SelectRandomSong(); + ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG')); + // FIXME: do we need this? + CurrentSong.Path := CatSongs.Song[CatSongs.Selected].Path; + Exit; + end; + + + + // reset video playback engine, to play video clip... + + Visualization.Init(); + + fCurrentVideoPlaybackEngine.Close; + fCurrentVideoPlaybackEngine := VideoPlayback; + + // set movie + CurrentSong.VideoLoaded := false; + fShowVisualization := false; + if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then + begin + // TODO: use VideoGap and start time + fCurrentVideoPlaybackEngine.Open( CurrentSong.Path + CurrentSong.Video ); + fCurrentVideoPlaybackEngine.Position := CurrentSong.VideoGAP + CurrentSong.Start; + CurrentSong.VideoLoaded := true; + end; + + // set background + if (CurrentSong.Background <> '') and (CurrentSong.VideoLoaded = false) then + try + Tex_Background := Texture.LoadTexture(CurrentSong.Path + CurrentSong.Background); + except + log.LogError('Background could not be loaded: ' + CurrentSong.Path + CurrentSong.Background); + Tex_Background.TexNum := 0; + end + else + Tex_Background.TexNum := 0; + + + + // play music (I) + AudioInput.CaptureStart; + AudioPlayback.Position := CurrentSong.Start; +// Music.Play; + + // prepare timer (I) +// CountSkipTimeSet; + LineState.CurrentTime := CurrentSong.Start; + LineState.TotalTime := AudioPlayback.Length; + + if (CurrentSong.Finish > 0) then + LineState.TotalTime := CurrentSong.Finish / 1000; + LineState.OldBeat := -1; + for P := 0 to High(Player) do + ClearScores(P); + + // main text + Lyrics.Clear (CurrentSong.BPM[0].BPM, CurrentSong.Resolution); + + // set custom options + case Ini.LyricsFont of + 0: + begin + Lyrics.UpperLineSize := 14; + Lyrics.LowerLineSize := 14; + Lyrics.FontStyle := 0; + + Lyrics.LineColor_en.R := Skin_FontR; + Lyrics.LineColor_en.G := Skin_FontG; + Lyrics.LineColor_en.B := Skin_FontB; + Lyrics.LineColor_en.A := 1; + + Lyrics.LineColor_dis.R := 0.4; + Lyrics.LineColor_dis.G := 0.4; + Lyrics.LineColor_dis.B := 0.4; + Lyrics.LineColor_dis.A := 1; + + Lyrics.LineColor_act.R := 5/256; + Lyrics.LineColor_act.G := 163/256; + Lyrics.LineColor_act.B := 210/256; + Lyrics.LineColor_act.A := 1; + + { + LyricSub.FontStyle := 0; + LyricMain.Size := 14; // 13 + LyricSub.Size := 14; // 13 + LyricMain.ColR := Skin_FontR; + LyricMain.ColG := Skin_FontG; + LyricMain.ColB := Skin_FontB; //Change für Crazy Joker + } + { + LyricMain.ColSR := Skin_FontHighlightR; + LyricMain.ColSG := Skin_FontHighlightG; + LyricMain.ColSB := Skin_FontHighlightB; + }{ + LyricMain.ColSR := 5/255; //26 + LyricMain.ColSG := 163/255; //165 + LyricMain.ColSB := 210/255; //220 + + LyricSub.ColR := 0.4; //0.6 + LyricSub.ColG := 0.4; //0.6 + LyricSub.ColB := 0.4; //0.6 + } + end; + 1: + begin + { + LyricMain.FontStyle := 2; + LyricSub.FontStyle := 2; + LyricMain.Size := 14; + LyricSub.Size := 14; + LyricMain.ColR := 0.75; + LyricMain.ColG := 0.75; + LyricMain.ColB := 1; + LyricMain.ColSR := 0.5; + LyricMain.ColSG := 0.5; + LyricMain.ColSB := 1; + LyricSub.ColR := 0.8; + LyricSub.ColG := 0.8; + LyricSub.ColB := 0.8; + } + + Lyrics.UpperLineSize := 14; + Lyrics.LowerLineSize := 14; + Lyrics.FontStyle := 2; + + Lyrics.LineColor_en.R := 0.75; + Lyrics.LineColor_en.G := 0.75; + Lyrics.LineColor_en.B := 1; + Lyrics.LineColor_en.A := 1; + + Lyrics.LineColor_dis.R := 0.8; + Lyrics.LineColor_dis.G := 0.8; + Lyrics.LineColor_dis.B := 0.8; + Lyrics.LineColor_dis.A := 1; + + Lyrics.LineColor_act.R := 0.5; + Lyrics.LineColor_act.G := 0.5; + Lyrics.LineColor_act.B := 1; + Lyrics.LineColor_act.A := 1; + end; + 2: + begin + Lyrics.UpperLineSize := 12; + Lyrics.LowerLineSize := 12; + Lyrics.FontStyle := 3; + + Lyrics.LineColor_en.R := 0.75; + Lyrics.LineColor_en.G := 0.75; + Lyrics.LineColor_en.B := 1; + Lyrics.LineColor_en.A := 1; + + Lyrics.LineColor_dis.R := 0.8; + Lyrics.LineColor_dis.G := 0.8; + Lyrics.LineColor_dis.B := 0.8; + Lyrics.LineColor_dis.A := 1; + + Lyrics.LineColor_act.R := 0.5; + Lyrics.LineColor_act.G := 0.5; + Lyrics.LineColor_act.B := 1; + Lyrics.LineColor_act.A := 1; + { + LyricSub.FontStyle := 3; + LyricMain.Size := 12; + LyricSub.Size := 12; + LyricMain.ColR := 0.75; + LyricMain.ColG := 0.75; + LyricMain.ColB := 1; + LyricMain.ColSR := 0.5; + LyricMain.ColSG := 0.5; + LyricMain.ColSB := 1; + LyricSub.ColR := 0.8; + LyricSub.ColG := 0.8; + LyricSub.ColB := 0.8; + } + end; + end; // case + + // Add lines to lyrics + while (not Lyrics.LineinQueue) and (Lyrics.LineCounter <= High(Lines[0].Line)) do + Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]); + + //UpdateLCD; //TODO: maybe LCD Support as Plugin? + + // Deactivate pause + Paused := False; + + // Kill all stars not killed yet (GoldenStarsTwinkle Mod) + GoldenRec.SentenceChange; + + {//Set Position of Line Bonus - Line Bonus start + if (Ini.LineBonus = 1) then //Show Line Bonus at Scores + begin + Case PlayersPlay of + 1: begin + Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ScoreBG.x; + Player[0].LineBonus_TargetY := Theme.Sing.TextP1Score.Y; + Player[0].LineBonus_StartX := Theme.Sing.StaticP1ScoreBG.x; + Player[0].LineBonus_StartY := Theme.Sing.TextP1Score.Y + 65; + end; + + 2: begin + //P1 + Player[0].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x; + Player[0].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y; + Player[0].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.X; + Player[0].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65; + + //P2 + Player[1].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.X; + Player[1].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y; + Player[1].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.X; + Player[1].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65; + end; + + 3: begin + //P1 + Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x; + Player[0].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y; + Player[0].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x; + Player[0].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65; + + //P2 + Player[1].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x; + Player[1].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y; + Player[1].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x; + Player[1].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65; + + //P3 + Player[2].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x; + Player[2].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y; + Player[2].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x; + Player[2].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65; + end; + + 4: begin + //P1 + Player[0].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x; + Player[0].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y; + Player[0].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.x; + Player[0].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65; + + //P2 + Player[1].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.x; + Player[1].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y; + Player[1].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.x; + Player[1].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65; + + //P3 + Player[2].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x; + Player[2].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y; + Player[2].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.x; + Player[2].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65; + + //P4 + Player[3].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.x; + Player[3].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y; + Player[3].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.x; + Player[3].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65; + end; + + 6: begin + //P1 + Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x; + Player[0].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y; + Player[0].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x; + Player[0].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65; + + //P2 + Player[1].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x; + Player[1].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y; + Player[1].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x; + Player[1].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65; + + //P3 + Player[2].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x; + Player[2].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y; + Player[2].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x; + Player[2].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65; + + //P4 + Player[3].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x; + Player[3].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y; + Player[3].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x; + Player[3].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65; + + //P5 + Player[4].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x; + Player[4].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y; + Player[4].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x; + Player[4].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65; + + //P6 + Player[5].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x; + Player[5].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y; + Player[5].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x; + Player[5].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65; + end; + end; + end + else if (Ini.LineBonus = 2) then //Show Line Bonus at Notes + begin + + // positions + if Ini.SingWindow = 0 then begin + NR.Left := 120; + end else begin + NR.Left := 20; + end; + NR.Right := 780; + + NR.Width := NR.Right - NR.Left; + NR.WMid := NR.Width / 2; + NR.Mid := NR.Left + NR.WMid; + + Case PlayersPlay of + 1: begin + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_StartY := Skin_P2_NotesB - 105; + end; + + 2: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; + end; + + 3: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_TargetY := 120 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_StartY := 120 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_TargetY := 245 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_StartY := 245 + 28; + + //P3 + Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[2].LineBonus_TargetY := 370 - 65 + 28; + Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[2].LineBonus_StartY := 370 + 28; + end; + + 4: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; + + //P3 + Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[2].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; + Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[2].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; + + //P4 + Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[3].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; + Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[3].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; + end; + + 6: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_TargetY := 120 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[0].LineBonus_StartY := 120 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_TargetY := 245 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[1].LineBonus_StartY := 245 + 28; + + //P3 + Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[2].LineBonus_TargetY := 370 - 65 + 28; + Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[2].LineBonus_StartY := 370 + 28; + + //P4 + Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[3].LineBonus_TargetY := 120 - 65 + 28; + Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[3].LineBonus_StartY := 120 + 28; + + //P5 + Player[4].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[4].LineBonus_TargetY := 245 - 65 + 28; + Player[4].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[4].LineBonus_StartY := 245 + 28; + + //P6 + Player[5].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); + Player[5].LineBonus_TargetY := 370 - 65 + 28; + Player[5].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); + Player[5].LineBonus_StartY := 370 + 28; + end; + end; + end; } + + // set Position of Line Bonus - Line Bonus end + // set number of empty sentences for Line Bonus + NumEmptySentences := 0; + for P := Low(Lines[0].Line) to High(Lines[0].Line) do + if Lines[0].Line[P].TotalNotes = 0 then Inc(NumEmptySentences); + + Log.LogStatus('End', 'onShow'); +end; + +procedure TScreenSing.onShowFinish; +begin + // play movie (II) + + if CurrentSong.VideoLoaded then + begin + try + fCurrentVideoPlaybackEngine.GetFrame(LineState.CurrentTime); + fCurrentVideoPlaybackEngine.DrawGL(ScreenAct); + except on E : Exception do + begin + //If an error occurs reading video: prevent video from being drawn again and close video + CurrentSong.VideoLoaded := False; + Log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); + Log.LogError('Error Message : '+ E.message ); + Log.LogError(' In : '+ E.ClassName +' (TScreenSing.onShowFinish)' ); + Log.LogError('Corrupted File: ' + CurrentSong.Video); + + fCurrentVideoPlaybackEngine.Close; + end; + end; + end; + + + // play music (II) + AudioPlayback.Play; + + // prepare timer (II) + CountSkipTimeSet; +end; + +function TScreenSing.Draw: boolean; +var + Min: integer; + Sec: integer; + Tekst: string; + Flash: real; + S: integer; + T: integer; +begin + // ScoreBG Mod + // TODO: remove this commented out section as we do not need it anymore. + // We use colorized png's now. Set player colors does nothing than changing + // the colors of the statics which will lead to ugly effects on colorized pngs + { + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG, + Static[StaticP1TwoP].Texture.ColB, 'P1Dark'); + LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P2Dark'); + + LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG, + Static[StaticP1TwoPScoreBG].Texture.ColB, 'P1Dark'); + LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG, + Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark'); + end; + if ScreenAct = 2 then begin + LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG, + Static[StaticP1TwoP].Texture.ColB, 'P3Dark'); + LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P4Dark'); + + LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG, + Static[StaticP1TwoPScoreBG].Texture.ColB, 'P3Dark'); + LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG, + Static[StaticP2RScoreBG].Texture.ColB, 'P4Dark'); + end; + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG, + Static[StaticP1ThreeP].Texture.ColB, 'P1Dark'); + LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P2Dark'); + LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG, + Static[StaticP3R].Texture.ColB, 'P3Dark'); + + LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG, + Static[StaticP1ThreePScoreBG].Texture.ColB, 'P1Dark'); + LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG, + Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark'); + LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG, + Static[StaticP3RScoreBG].Texture.ColB, 'P3Dark'); + end; + if ScreenAct = 2 then begin + + LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG, + Static[StaticP1ThreeP].Texture.ColB, 'P4Dark'); + LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P5Dark'); + LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG, + Static[StaticP3R].Texture.ColB, 'P6Dark'); + + + LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG, + Static[StaticP1ThreePScoreBG].Texture.ColB, 'P4Dark'); + LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG, + Static[StaticP2RScoreBG].Texture.ColB, 'P5Dark'); + LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG, + Static[StaticP3RScoreBG].Texture.ColB, 'P6Dark'); + end; + end; + } + + // set player names (for 2 screens and only Singstar skin) + if ScreenAct = 1 then begin + Text[TextP1].Text := 'P1'; + Text[TextP1TwoP].Text := 'P1'; + Text[TextP1ThreeP].Text := 'P1'; + Text[TextP2R].Text := 'P2'; + Text[TextP2M].Text := 'P2'; + Text[TextP3R].Text := 'P3'; + end; + + if ScreenAct = 2 then begin + case PlayersPlay of + { + 1: begin + Text[TextP1].Text := 'P2'; + end; + 2: begin + Text[TextP1].Text := 'P3'; + Text[TextP2R].Text := 'P4'; + end; + 3: begin + Text[TextP1].Text := 'P4'; + Text[TextP2M].Text := 'P5'; + Text[TextP3R].Text := 'P6'; + end; + } + 4: begin + Text[TextP1TwoP].Text := 'P3'; + Text[TextP2R].Text := 'P4'; + end; + 6: begin + Text[TextP1ThreeP].Text := 'P4'; + Text[TextP2M].Text := 'P5'; + Text[TextP3R].Text := 'P6'; + end; + end; // case + end; // if + + + //// + // dual screen, part 1 + //////////////////////// + + // Note: ScreenX is the offset of the current screen in dual-screen mode so we + // will move the statics and texts to the correct screen here. + // FIXME: clean up this weird stuff. Commenting this stuff out, nothing + // was missing on screen w/ 6 players - so do we even need this stuff? + Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX; + + Text[TextP1].X := Text[TextP1].X + 10*ScreenX; + + {Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;} + + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX; + + Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX; + + {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX; + Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;} + + // end of weird stuff + + Static[1].Texture.X := Static[1].Texture.X + 10*ScreenX; + + for T := 0 to 1 do + Text[T].X := Text[T].X + 10*ScreenX; + + // update static menu with time ... + Min := Round(LineState.CurrentTime) div 60; + Sec := Round(LineState.CurrentTime) mod 60; + Text[TextTimeText].Text := ''; + if Min < 10 then Text[TextTimeText].Text := '0'; + Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Min) + ':'; + if Sec < 10 then Text[TextTimeText].Text := Text[TextTimeText].Text + '0'; + Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Sec); + + {// .. and scores + if PlayersPlay = 1 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1Score].Text := Tekst; + end; + + if PlayersPlay = 2 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1TwoPScore].Text := Tekst; + + Tekst := IntToStr(Player[1].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2RScore].Text := Tekst; + end; + + if PlayersPlay = 3 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1ThreePScore].Text := Tekst; + + Tekst := IntToStr(Player[1].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2MScore].Text := Tekst; + + Tekst := IntToStr(Player[2].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP3RScore].Text := Tekst; + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1TwoPScore].Text := Tekst; + + Tekst := IntToStr(Player[1].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2RScore].Text := Tekst; + end; + if ScreenAct = 2 then begin + Tekst := IntToStr(Player[2].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1TwoPScore].Text := Tekst; + + Tekst := IntToStr(Player[3].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2RScore].Text := Tekst; + end; + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + Tekst := IntToStr(Player[0].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1ThreePScore].Text := Tekst; + + Tekst := IntToStr(Player[1].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2MScore].Text := Tekst; + + Tekst := IntToStr(Player[2].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP3RScore].Text := Tekst; + end; + if ScreenAct = 2 then begin + Tekst := IntToStr(Player[3].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP1ThreePScore].Text := Tekst; + + Tekst := IntToStr(Player[4].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP2MScore].Text := Tekst; + + Tekst := IntToStr(Player[5].ScoreTotalI); + while Length(Tekst) < 5 do Tekst := '0' + Tekst; + Text[TextP3RScore].Text := Tekst; + end; + end; } + + // draw static menu (BG) + // Note: there is no menu and the animated background brakes the video playback + //DrawBG; + + // Draw Background + SingDrawBackground; + + // update and draw movie + if (ShowFinish and + (CurrentSong.VideoLoaded or fShowVisualization)) then + begin + //try + // TODO: find a way to determine, when a new frame is needed + // TODO: same for the need to skip frames + if assigned( fCurrentVideoPlaybackEngine ) then + begin + fCurrentVideoPlaybackEngine.GetFrame(LineState.CurrentTime); + fCurrentVideoPlaybackEngine.DrawGL(ScreenAct); + end; + (* + except + on E : Exception do + begin + //If an Error occurs drawing: prevent Video from being Drawn again and Close Video + CurrentSong.VideoLoaded := False; + log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); + Log.LogError('Error Message : '+ E.message ); + Log.LogError(' In : '+ E.ClassName +' (TScreenSing.Draw)' ); + + Log.LogError('Corrupted File: ' + CurrentSong.Video); + fCurrentVideoPlaybackEngine.Close; + end; + end; + *) + end; + + // draw static menu (FG) + DrawFG; + + // check for music finish + //Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(LineState.CurrentTime*1000) + ' ' + IntToStr(CurrentSong.Finish)); + if ShowFinish then + begin + if (not AudioPlayback.Finished) and + ((CurrentSong.Finish = 0) or (LineState.CurrentTime*1000 <= CurrentSong.Finish)) then + begin + // analyze song if not paused + if (not Paused) then + Sing(Self); + end + else + begin + if (not FadeOut) then + begin + Finish; + FadeOut := true; + FadeTo(@ScreenScore); + end; + end; + end; + + // always draw custom items + SingDraw; + + //GoldenNoteStarsTwinkle + GoldenRec.SpawnRec; + + //Draw Scores + Scores.Draw; + + //// + // dual screen, part 2 + //////////////////////// + + // Note: ScreenX is the offset of the current screen in dual-screen mode so we + // will move the statics and texts to the correct screen here. + // FIXME: clean up this weird stuff + + Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX; + Text[TextP1].X := Text[TextP1].X - 10*ScreenX; + + {Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;} + + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX; + Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX; + + {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX; + Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;} + + //end of weird + + Static[1].Texture.X := Static[1].Texture.X - 10*ScreenX; + + for T := 0 to 1 do + Text[T].X := Text[T].X - 10*ScreenX; + + // Draw Pausepopup + // FIXME: this is a workaround that the Static is drawn over the Lyrics, Lines, Scores and Effects + // maybe someone could find a better solution + if Paused then + begin + Static[StaticPausePopup].Visible := true; + Static[StaticPausePopup].Draw; + Static[StaticPausePopup].Visible := false; + end; + +end; + +procedure TScreenSing.Finish; +begin + AudioInput.CaptureStop; + AudioPlayback.Stop; + + if (Ini.SavePlayback = 1) then begin + Log.BenchmarkStart(0); + Log.LogVoice(0); + Log.LogVoice(1); + Log.LogVoice(2); + Log.BenchmarkEnd(0); + Log.LogBenchmark('Creating files', 0); + end; + + if CurrentSong.VideoLoaded then + begin + fCurrentVideoPlaybackEngine.Close; + CurrentSong.VideoLoaded := false; // to prevent drawing closed video + end; + + SetFontItalic (False); +end; + +(* +procedure TScreenSing.UpdateLCD; //TODO: maybe LCD Support as Plugin? +var + T: string; +begin + //Todo: Lyrics +{ LCD.HideCursor; + LCD.Clear; + + T := LyricMain.Text; + if Copy(T, Length(T), 1) <> ' ' then T := T + ' '; + LCD.AddTextBR(T); + + T := LyricSub.Text; + if Copy(T, Length(T), 1) <> ' ' then T := T + ' '; + LCD.AddTextBR(T);} +end; +*) + +procedure TScreenSing.OnSentenceEnd(SentenceIndex: Cardinal); +var + PlayerIndex: Integer; + CurrentPlayer: PPLayer; + CurrentScore: Real; + Line: PLine; + LinePerfection: Real; // perfection of singing performance on the current line + Rating: integer; + LineScore: Real; + LineBonus: Real; + MaxSongScore: integer; // max. points for the song (without line bonus) + MaxLineScore: Real; // max. points for the current line +const + // TODO: move this to a better place + MAX_LINE_RATING = 8; // max. rating for singing performance +begin + Line := @Lines[0].Line[SentenceIndex]; + + // check for empty sentence + if (Line.TotalNotes <= 0) then + Exit; + + // set max song score + if (Ini.LineBonus = 0) then + MaxSongScore := MAX_SONG_SCORE + else + MaxSongScore := MAX_SONG_SCORE - MAX_SONG_LINE_BONUS; + + // Note: ScoreValue is the sum of all note values of the song + MaxLineScore := MaxSongScore * (Line.TotalNotes / Lines[0].ScoreValue); + + for PlayerIndex := 0 to High(Player) do + begin + CurrentPlayer := @Player[PlayerIndex]; + CurrentScore := CurrentPlayer.Score + CurrentPlayer.ScoreGolden; + + // Line Bonus + + // points for this line + LineScore := CurrentScore - CurrentPlayer.ScoreLast; + + // determine LinePerfection + // Note: the "+2" extra points are a little bonus so the player does not + // have to be that perfect to reach the bonus steps. + LinePerfection := (LineScore + 2) / MaxLineScore; + + // clamp LinePerfection to range [0..1] + if (LinePerfection < 0) then + LinePerfection := 0 + else if (LinePerfection > 1) then + LinePerfection := 1; + + // add line-bonus if enabled + if (Ini.LineBonus > 0) then + begin + // line-bonus points (same for each line, no matter how long the line is) + LineBonus := MAX_SONG_LINE_BONUS / + (Length(Lines[0].Line) - NumEmptySentences); + // apply line-bonus + CurrentPlayer.ScoreLine := CurrentPlayer.ScoreLine + + LineBonus * LinePerfection; + CurrentPlayer.ScoreLineInt := Round(CurrentPlayer.ScoreLine / 10) * 10; + // update total score + CurrentPlayer.ScoreTotalInt := CurrentPlayer.ScoreInt + + CurrentPlayer.ScoreGoldenInt + + CurrentPlayer.ScoreLineInt; + + // spawn rating pop-up + Rating := Round(LinePerfection * MAX_LINE_RATING); + Scores.SpawnPopUp(PlayerIndex, Rating, CurrentPlayer.ScoreTotalInt); + end; + + // PerfectLineTwinkle (effect), Part 1 + If (Ini.EffectSing = 1) then + CurrentPlayer.LastSentencePerfect := (LinePerfection >= 1); + + // refresh last score + CurrentPlayer.ScoreLast := CurrentScore; + end; + + // PerfectLineTwinkle (effect), Part 2 + if (Ini.EffectSing = 1) then + GoldenRec.SpawnPerfectLineTwinkle; +end; + +//Called on Sentence Change S= New Current Sentence +procedure TScreenSing.OnSentenceChange(SentenceIndex: Cardinal); +begin + //GoldenStarsTwinkle Mod + GoldenRec.SentenceChange; + if (Lyrics.LineCounter <= High(Lines[0].Line)) then + begin + Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]); + end + else + Lyrics.AddLine(nil); + + // addline uses display memory + // calling draw makes sure, there's the singscreen in it, when the next + // swap between onscreen and offscreen buffers is done + // (this eliminates the onSentenceChange flickering) + // note: maybe it would be better to make sure, a display redraw is done + // right after the sentence change (before buffer swap) or make sure + // onsentencechange is only called right before calling Display.Draw + // (or whatever it was called) + Draw; + + //GoldenStarsTwinkle Mod End +end; + +end. diff --git a/Game/Code/Screens/UScreenSingModi.pas b/Game/Code/Screens/UScreenSingModi.pas index f010ec31..7606abe6 100644 --- a/Game/Code/Screens/UScreenSingModi.pas +++ b/Game/Code/Screens/UScreenSingModi.pas @@ -76,11 +76,11 @@ type end; type - TCustomSoundEntry = record - Filename : String; - Stream : TAudioPlaybackStream; - end; - + TCustomSoundEntry = record + Filename : String; + Stream : TAudioPlaybackStream; + end; + var //Custom Sounds CustomSounds: array of TCustomSoundEntry; diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas index 1653e310..5dc3c7ef 100644 --- a/Game/Code/Screens/UScreenSong.pas +++ b/Game/Code/Screens/UScreenSong.pas @@ -1,2130 +1,2130 @@ -unit UScreenSong; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - - -uses - UMenu, - SDL, - UMusic, - UFiles, - UTime, - UDisplay, - USongs, - SysUtils, - UCommon, - ULog, - UThemes, - UTexture, - ULanguage, - //ULCD, //TODO: maybe LCD Support as Plugin? - //ULight, //TODO: maybe Light Support as Plugin? - USong, - UIni; - -type - TScreenSong = class(TMenu) - private - EqualizerData: TFFTData; // moved here to avoid stack overflows - EqualizerBands: array of Byte; - EqualizerTime: Cardinal; - - procedure StartMusicPreview(Song: TSong); - public - TextArtist: integer; - TextTitle: integer; - TextNumber: integer; - - //Video Icon Mod - VideoIcon: Cardinal; - - TextCat: integer; - StaticCat: integer; - - SongCurrent: real; - SongTarget: real; - - HighSpeed: boolean; - CoverFull: boolean; - CoverTime: real; - MusicStartTime: cardinal; - - CoverX: integer; - CoverY: integer; - CoverW: integer; - is_jump: boolean; // Jump to Song Mod - is_jump_title:boolean; //Jump to SOng MOd-YTrue if search for Title - - //Party Mod - Mode: TSingMode; - - //party Statics (Joker) - StaticTeam1Joker1: Cardinal; - StaticTeam1Joker2: Cardinal; - StaticTeam1Joker3: Cardinal; - StaticTeam1Joker4: Cardinal; - StaticTeam1Joker5: Cardinal; - - StaticTeam2Joker1: Cardinal; - StaticTeam2Joker2: Cardinal; - StaticTeam2Joker3: Cardinal; - StaticTeam2Joker4: Cardinal; - StaticTeam2Joker5: Cardinal; - - StaticTeam3Joker1: Cardinal; - StaticTeam3Joker2: Cardinal; - StaticTeam3Joker3: Cardinal; - StaticTeam3Joker4: Cardinal; - StaticTeam3Joker5: Cardinal; - - StaticParty: array of Cardinal; - TextParty: array of Cardinal; - StaticNonParty: array of Cardinal; - TextNonParty: array of Cardinal; - - - constructor Create; override; - procedure SetScroll; - procedure SetScroll1; - procedure SetScroll2; - procedure SetScroll3; - procedure SetScroll4; - procedure SetScroll5; - procedure SetScroll6; - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; - function Draw: boolean; override; - procedure GenerateThumbnails(); - procedure onShow; override; - procedure onHide; override; - procedure SelectNext; - procedure SelectPrev; - //procedure UpdateLCD; //TODO: maybe LCD Support as Plugin? - procedure SkipTo(Target: Cardinal); - procedure FixSelected; //Show Wrong Song when Tabs on Fix - procedure FixSelected2; //Show Wrong Song when Tabs on Fix - procedure ShowCatTL(Cat: Integer);// Show Cat in Top left - procedure ShowCatTLCustom(Caption: String);// Show Custom Text in Top left - procedure HideCatTL;// Show Cat in Tob left - procedure Refresh; //Refresh Song Sorting - procedure DrawEqualizer; - procedure ChangeMusic; - //Party Mode - procedure SelectRandomSong; - procedure SetJoker; - procedure SetStatics; - //procedures for Menu - procedure StartSong; - procedure OpenEditor; - procedure DoJoker(Team: Byte); - procedure SelectPlayers; - - procedure UnLoadDetailedCover; - - //Extensions - procedure DrawExtensions; - end; - -implementation - -uses - UGraphic, - UMain, - UCovers, - math, - gl, - USkins, - UDLLManager, - UParty, - UPlaylist, - UScreenSongMenu; - -// ***** Public methods ****** // - -//Show Wrong Song when Tabs on Fix -procedure TScreenSong.FixSelected; -var I, I2: Integer; -begin - if CatSongs.VisibleSongs > 0 then - begin - I2:= 0; - for I := low(CatSongs.Song) to High(Catsongs.Song) do - begin - if CatSongs.Song[I].Visible then - inc(I2); - - if I = Interaction - 1 then - break; - end; - - SongCurrent := I2; - SongTarget := I2; - end; -end; - -procedure TScreenSong.FixSelected2; -var I, I2: Integer; -begin - if CatSongs.VisibleSongs > 0 then - begin - I2:= 0; - for I := low(CatSongs.Song) to High(Catsongs.Song) do - begin - if CatSongs.Song[I].Visible then - inc(I2); - - if I = Interaction - 1 then - break; - end; - - SongTarget := I2; - end; -end; -//Show Wrong Song when Tabs on Fix End - -procedure TScreenSong.ShowCatTLCustom(Caption: String);// Show Custom Text in Top left -begin - Text[TextCat].Text := Caption; - Text[TextCat].Visible := true; - Static[StaticCat].Visible := False; -end; - -//Show Cat in Top Left Mod -procedure TScreenSong.ShowCatTL(Cat: Integer); -begin - //Change - Text[TextCat].Text := CatSongs.Song[Cat].Artist; - //showmessage(CatSongs.Song[Cat].Path + CatSongs.Song[Cat].Cover); - //Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, TEXTURE_TYPE_PLAIN, true); - - Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, TEXTURE_TYPE_PLAIN, true); - //Texture.GetTexture(Button[Cat].Texture.Name, TEXTURE_TYPE_PLAIN, false); - - //Show - Text[TextCat].Visible := true; - Static[StaticCat].Visible := True; -end; - -procedure TScreenSong.HideCatTL; -begin - //Hide - //Text[TextCat].Visible := false; - Static[StaticCat].Visible := false; - //New -> Show Text specified in Theme - Text[TextCat].Visible := True; - Text[TextCat].Text := Theme.Song.TextCat.Text; -end; -//Show Cat in Top Left Mod End - - -// Method for input parsing. If False is returned, GetNextWindow -// should be checked to know the next window to load; -function TScreenSong.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; -var - I: integer; - I2: integer; - SDL_ModState: Word; - Letter: WideChar; -begin - Result := true; - - //Song Screen Extensions (Jumpto + Menu) - if (ScreenSongMenu.Visible) then - begin - Result := ScreenSongMenu.ParseInput(PressedKey, CharCode, PressedDown); - Exit; - end - else if (ScreenSongJumpto.Visible) then - begin - Result := ScreenSongJumpto.ParseInput(PressedKey, CharCode, PressedDown); - Exit; - end; - - if (PressedDown) then - begin // Key Down - - SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT - + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT); - - //Jump to Artist/Titel - if ((SDL_ModState and KMOD_LALT <> 0) and (Mode = smNormal)) then - begin - if (WideCharUpperCase(CharCode)[1] in ([WideChar('A')..WideChar('Z')]) ) then - begin - Letter := WideCharUpperCase(CharCode)[1]; - I2 := Length(CatSongs.Song); - - //Jump To Titel - if (SDL_ModState = (KMOD_LALT or KMOD_LSHIFT)) then - begin - for I := 1 to high(CatSongs.Song) do - begin - if (CatSongs.Song[(I + Interaction) mod I2].Visible) and - (Length(CatSongs.Song[(I + Interaction) mod I2].Title)>0) and - (WideStringUpperCase(CatSongs.Song[(I + Interaction) mod I2].Title)[1] = Letter) then - begin - SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2)); - - AudioPlayback.PlaySound(SoundLib.Change); - - ChangeMusic; - SetScroll4; - //UpdateLCD; //TODO: maybe LCD Support as Plugin? - //Break and Exit - Exit; - end; - end; - end - //Jump to Artist - else if (SDL_ModState = KMOD_LALT) then - begin - for I := 1 to high(CatSongs.Song) do - begin - if (CatSongs.Song[(I + Interaction) mod I2].Visible) and - (Length(CatSongs.Song[(I + Interaction) mod I2].Artist)>0) and - (WideStringUpperCase(CatSongs.Song[(I + Interaction) mod I2].Artist)[1] = Letter) then - begin - SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2)); - - AudioPlayback.PlaySound(SoundLib.Change); - - ChangeMusic; - SetScroll4; - //UpdateLCD; //TODO: maybe LCD Support as Plugin? - - //Break and Exit - Exit; - end; - end; - end; - end; - - Exit; - end; - - // check normal keys - case WideCharUpperCase(CharCode)[1] of - 'Q': - begin - Result := false; - Exit; - end; - - 'M': //Show SongMenu - begin - if (Songs.SongList.Count > 0) then - begin - if (Mode = smNormal) then - begin - if (not CatSongs.Song[Interaction].Main) then // clicked on Song - begin - if CatSongs.CatNumShow = -3 then - ScreenSongMenu.MenuShow(SM_Playlist) - else - ScreenSongMenu.MenuShow(SM_Main); - end - else - begin - ScreenSongMenu.MenuShow(SM_Playlist_Load); - end; - end //Party Mode -> Show Party Menu - else - begin - ScreenSongMenu.MenuShow(SM_Party_Main); - end; - end; - Exit; - end; - - 'P': //Show Playlist Menu - begin - if (Songs.SongList.Count > 0) and (Mode = smNormal) then - begin - ScreenSongMenu.MenuShow(SM_Playlist_Load); - end; - Exit; - end; - - 'J': //Show Jumpto Menu - begin - if (Songs.SongList.Count > 0) and (Mode = smNormal) then - begin - ScreenSongJumpto.Visible := True; - end; - Exit; - end; - - 'E': - begin - OpenEditor; - Exit; - end; - - 'R': - begin - if (Songs.SongList.Count > 0) and (Mode = smNormal) then - begin - if (SDL_ModState = KMOD_LSHIFT) and (Ini.Tabs_at_startup = 1) then //Random Category - begin - I2 := 0; //Count Cats - for I:= low(CatSongs.Song) to high (CatSongs.Song) do - begin - if CatSongs.Song[I].Main then - Inc(I2); - end; - - I2 := Random (I2)+1; //Zufall - - //Find Cat: - for I:= low(CatSongs.Song) to high (CatSongs.Song) do - begin - if CatSongs.Song[I].Main then - Dec(I2); - if (I2<=0) then - begin - //Show Cat in Top Left Mod - ShowCatTL (I); - - Interaction := I; - - CatSongs.ShowCategoryList; - CatSongs.ClickCategoryButton(I); - SelectNext; - FixSelected; - break; - end; - end; - end - else if (SDL_ModState = KMOD_LCTRL) and (Ini.Tabs_at_startup = 1) then //random in All Categorys - begin - repeat - I2 := Random(high(CatSongs.Song)+1) - low(CatSongs.Song)+1; - until CatSongs.Song[I2].Main = false; - - //Search Cat - for I := I2 downto low(CatSongs.Song) do - begin - if CatSongs.Song[I].Main then - break; - end; - - //In I is now the categorie in I2 the song - - //Choose Cat - CatSongs.ShowCategoryList; - - //Show Cat in Top Left Mod - ShowCatTL (I); - - CatSongs.ClickCategoryButton(I); - SelectNext; - - //Fix: Not Existing Song selected: - //if (I+1=I2) then Inc(I2); - - //Choose Song - SkipTo(I2-I); - end - else //Random in one Category - begin - SkipTo(Random(CatSongs.VisibleSongs)); - end; - AudioPlayback.PlaySound(SoundLib.Change); - - ChangeMusic; - SetScroll4; - //UpdateLCD; //TODO: maybe LCD Support as Plugin? - end; - Exit; - end; - end; // normal keys - - // check special keys - case PressedKey of - SDLK_ESCAPE, - SDLK_BACKSPACE : - begin - if (Mode = smNormal) then - begin - //On Escape goto Cat-List Hack - if (Ini.Tabs_at_startup = 1) and (CatSongs.CatNumShow <> -1) then - begin - //Find Category - I := Interaction; - while not catsongs.Song[I].Main do - begin - Dec (I); - if (I < low(catsongs.Song)) then - break; - end; - if (I<= 1) then - Interaction := high(catsongs.Song) - else - Interaction := I - 1; - - //Stop Music - AudioPlayback.Stop; - - CatSongs.ShowCategoryList; - - //Show Cat in Top Left Mod - HideCatTL; - - - //Show Wrong Song when Tabs on Fix - SelectNext; - FixSelected; - //SelectPrev; - //CatSongs.Song[0].Visible := False; - end - else - begin - //On Escape goto Cat-List Hack End - //Tabs off and in Search or Playlist -> Go back to Song view - if (CatSongs.CatNumShow < -1) then - begin - //Atm: Set Empty Filter - CatSongs.SetFilter('', 0); - - //Show Cat in Top Left Mod - HideCatTL; - Interaction := 0; - - //Show Wrong Song when Tabs on Fix - SelectNext; - FixSelected; - - ChangeMusic; - end - else - begin - AudioPlayback.Stop; - AudioPlayback.PlaySound(SoundLib.Back); - - FadeTo(@ScreenMain); - end; - - end; - end - //When in party Mode then Ask before Close - else if (Mode = smPartyMode) then - begin - AudioPlayback.PlaySound(SoundLib.Back); - CheckFadeTo(@ScreenMain,'MSG_END_PARTY'); - end; - end; - SDLK_RETURN: - begin - if Songs.SongList.Count > 0 then - begin - {$IFDEF UseSerialPort} - // PortWriteB($378, 0); - {$ENDIF} - if CatSongs.Song[Interaction].Main then - begin // clicked on Category Button - //Show Cat in Top Left Mod - ShowCatTL (Interaction); - - //I := CatSongs.VisibleIndex(Interaction); - CatSongs.ClickCategoryButton(Interaction); - {I2 := CatSongs.VisibleIndex(Interaction); - SongCurrent := SongCurrent - I + I2; - SongTarget := SongTarget - I + I2; } - - // SetScroll4; - - //Show Wrong Song when Tabs on Fix - SelectNext; - FixSelected; - - //Play Music: - ChangeMusic; - end - else - begin // clicked on song - if (Mode = smNormal) then //Normal Mode -> Start Song - begin - //Do the Action that is specified in Ini - case Ini.OnSongClick of - 0: StartSong; - 1: SelectPlayers; - 2:begin - if (CatSongs.CatNumShow = -3) then - ScreenSongMenu.MenuShow(SM_Playlist) - else - ScreenSongMenu.MenuShow(SM_Main); - end; - end; - end - else if (Mode = smPartyMode) then //PartyMode -> Show Menu - begin - if (Ini.PartyPopup = 1) then - ScreenSongMenu.MenuShow(SM_Party_Main) - else - ScreenSong.StartSong; - end; - end; - end; - end; - - SDLK_DOWN: - begin - if (Mode = smNormal) then - begin - //Only Change Cat when not in Playlist or Search Mode - if (CatSongs.CatNumShow > -2) then - begin - //Cat Change Hack - if Ini.Tabs_at_startup = 1 then - begin - I := Interaction; - if I <= 0 then I := 1; - - while not catsongs.Song[I].Main do - begin - Inc (I); - if (I > high(catsongs.Song)) then - I := low(catsongs.Song); - end; - - Interaction := I; - - //Show Cat in Top Left Mod - ShowCatTL (Interaction); - - CatSongs.ClickCategoryButton(Interaction); - SelectNext; - FixSelected; - - //Play Music: - AudioPlayback.PlaySound(SoundLib.Change); - ChangeMusic; - - end; - - // - //Cat Change Hack End} - end; - end; - end; - SDLK_UP: - begin - if (Mode = smNormal) then - begin - //Only Change Cat when not in Playlist or Search Mode - if (CatSongs.CatNumShow > -2) then - begin - //Cat Change Hack - if Ini.Tabs_at_startup = 1 then - begin - I := Interaction; - I2 := 0; - if I <= 0 then I := 1; - - while not catsongs.Song[I].Main or (I2 = 0) do - begin - if catsongs.Song[I].Main then - Inc(I2); - Dec (I); - if (I < low(catsongs.Song)) then - I := high(catsongs.Song); - end; - - Interaction := I; - - //Show Cat in Top Left Mod - ShowCatTL (I); - - CatSongs.ClickCategoryButton(I); - SelectNext; - FixSelected; - - //Play Music: - AudioPlayback.PlaySound(SoundLib.Change); - ChangeMusic; - end; - end; - //Cat Change Hack End} - end; - end; - - SDLK_RIGHT: - begin - if (Songs.SongList.Count > 0) and (Mode = smNormal) then - begin - AudioPlayback.PlaySound(SoundLib.Change); - SelectNext; - //InteractNext; - //SongTarget := Interaction; - ChangeMusic; - SetScroll4; - //UpdateLCD; //TODO: maybe LCD Support as Plugin? - //Light.LightOne(1, 200); //TODO: maybe Light Support as Plugin? - end; - end; - - SDLK_LEFT: - begin - if (Songs.SongList.Count > 0)and (Mode = smNormal) then - begin - AudioPlayback.PlaySound(SoundLib.Change); - SelectPrev; - ChangeMusic; - SetScroll4; - //UpdateLCD; //TODO: maybe LCD Support as Plugin? - //Light.LightOne(0, 200); //TODO: maybe Light Support as Plugin? - end; - end; - - SDLK_1: - begin //Joker // to-do : Party - {if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= 1) and (PartySession.Teams.Teaminfo[0].Joker > 0) then - begin - //Use Joker - Dec(PartySession.Teams.Teaminfo[0].Joker); - SelectRandomSong; - SetJoker; - end; } - end; - - SDLK_2: - begin //Joker - {if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= 2) and (PartySession.Teams.Teaminfo[1].Joker > 0) then - begin - //Use Joker - Dec(PartySession.Teams.Teaminfo[1].Joker); - SelectRandomSong; - SetJoker; - end; } - end; - - SDLK_3: - begin //Joker - {if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= 3) and (PartySession.Teams.Teaminfo[2].Joker > 0) then - begin - //Use Joker - Dec(PartySession.Teams.Teaminfo[2].Joker); - SelectRandomSong; - SetJoker; - end; } - end; - end; - end; -end; - -constructor TScreenSong.Create; -var - i: integer; -begin - inherited Create; - - LoadFromTheme(Theme.Song); - - TextArtist := AddText(Theme.Song.TextArtist); - TextTitle := AddText(Theme.Song.TextTitle); - TextNumber := AddText(Theme.Song.TextNumber); - - //Show Cat in Top Left mod - TextCat := AddText(Theme.Song.TextCat); - StaticCat := AddStatic(Theme.Song.StaticCat); - - //Show Video Icon Mod - VideoIcon := AddStatic(Theme.Song.VideoIcon); - - //Party Mode - StaticTeam1Joker1 := AddStatic(Theme.Song.StaticTeam1Joker1); - StaticTeam1Joker2 := AddStatic(Theme.Song.StaticTeam1Joker2); - StaticTeam1Joker3 := AddStatic(Theme.Song.StaticTeam1Joker3); - StaticTeam1Joker4 := AddStatic(Theme.Song.StaticTeam1Joker4); - StaticTeam1Joker5 := AddStatic(Theme.Song.StaticTeam1Joker5); - - StaticTeam2Joker1 := AddStatic(Theme.Song.StaticTeam2Joker1); - StaticTeam2Joker2 := AddStatic(Theme.Song.StaticTeam2Joker2); - StaticTeam2Joker3 := AddStatic(Theme.Song.StaticTeam2Joker3); - StaticTeam2Joker4 := AddStatic(Theme.Song.StaticTeam2Joker4); - StaticTeam2Joker5 := AddStatic(Theme.Song.StaticTeam2Joker5); - - StaticTeam3Joker1 := AddStatic(Theme.Song.StaticTeam3Joker1); - StaticTeam3Joker2 := AddStatic(Theme.Song.StaticTeam3Joker2); - StaticTeam3Joker3 := AddStatic(Theme.Song.StaticTeam3Joker3); - StaticTeam3Joker4 := AddStatic(Theme.Song.StaticTeam3Joker4); - StaticTeam3Joker5 := AddStatic(Theme.Song.StaticTeam3Joker5); - - //Load Party or NonParty specific Statics and Texts - SetLength(StaticParty, Length(Theme.Song.StaticParty)); - for i := 0 to High(Theme.Song.StaticParty) do - StaticParty[i] := AddStatic(Theme.Song.StaticParty[i]); - - SetLength(TextParty, Length(Theme.Song.TextParty)); - for i := 0 to High(Theme.Song.TextParty) do - TextParty[i] := AddText(Theme.Song.TextParty[i]); - - SetLength(StaticNonParty, Length(Theme.Song.StaticNonParty)); - for i := 0 to High(Theme.Song.StaticNonParty) do - StaticNonParty[i] := AddStatic(Theme.Song.StaticNonParty[i]); - - SetLength(TextNonParty, Length(Theme.Song.TextNonParty)); - for i := 0 to High(Theme.Song.TextNonParty) do - TextNonParty[i] := AddText(Theme.Song.TextNonParty[i]); - - // Song List - //Songs.LoadSongList; // moved to the UltraStar unit - CatSongs.Refresh; - - GenerateThumbnails(); - - - // Randomize Patch - Randomize; - //Equalizer - SetLength(EqualizerBands, Theme.Song.Equalizer.Bands); - //ClearArray - For I := low(EqualizerBands) to high(EqualizerBands) do - EqualizerBands[I] := 3; - - if (Length(CatSongs.Song) > 0) then - Interaction := 0; -end; - -procedure TScreenSong.GenerateThumbnails(); -var - I: Integer; - LoadNoCover: boolean; - OldTextureLimit: integer; -begin - if (Length(CatSongs.Song) <= 0) then - Exit; - - // set length of button array once instead for every song - SetButtonLength(Length(CatSongs.Song)); - - // backup and set texture limit - OldTextureLimit := Texture.Limit; - Texture.Limit := 512; - - // create all buttons - for I := 0 to High(CatSongs.Song) do - begin - // if cover not found then show 'no cover' - if (not FileExists(CatSongs.Song[I].Path + CatSongs.Song[I].Cover)) then - CatSongs.Song[I].Cover := ''; - - if (CatSongs.Song[I].Cover = '') then - begin - LoadNoCover := true; - end - else - begin - // cache texture if there is a need to this - if (not Covers.CoverExists(CatSongs.Song[I].Path + CatSongs.Song[I].Cover)) then - begin - Texture.CreateCacheMipmap := true; - Texture.GetTexture(CatSongs.Song[I].Path + CatSongs.Song[I].Cover, TEXTURE_TYPE_PLAIN, true); // preloads textures and creates cache mipmap - Texture.CreateCacheMipmap := false; - - // puts this texture to the cache file - Covers.AddCover(CatSongs.Song[I].Path + CatSongs.Song[I].Cover); - - // unload full size texture - Texture.UnloadTexture(CatSongs.Song[I].Path + CatSongs.Song[I].Cover, TEXTURE_TYPE_PLAIN, false); - - // TODO: we should also add mipmap texture by calling createtexture and use mipmap cache as data source - end; - - // and now load it from cache file (small place for the optimization by eliminating reading it from file, but not here) - try - // FIXME: do we really need try-except here? AddButton does not seem to throw exceptions if it fails. - AddButton(300 + I*250, 140, 200, 200, CatSongs.Song[I].Path + CatSongs.Song[I].Cover, TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections); - LoadNoCover := false; - except - // report error and change cover to NoCover - Log.LogError('Could not load Cover: ' + CatSongs.Song[I].Cover); - LoadNoCover := true; - end; - end; - - if (LoadNoCover) then - begin - try - // FIXME: do we really need try-except here? AddButton does not seem to throw exceptions if it fails. - AddButton(300 + I*250, 140, 200, 200, Skin.GetTextureFileName('SongCover'), TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections) - except - // NoSong Cover is damaged - Log.LogError('NoCover Cover is damaged!'); - // set a dummy cover and start loading next Song - try - // FIXME: do we really need try-except here? AddButton does not seem to throw exceptions if it fails. - AddButton(300 + I*250, 140, 200, 200, '', TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections); - except - ShowMessage('"No Cover" image is damaged. Ultrastar will exit now.'); - Halt; - end; - end; - end; - end; - - // restore texture limit - Texture.Limit := OldTextureLimit; -end; - -procedure TScreenSong.SetScroll; -var - VS, B: Integer; -begin - VS := CatSongs.VisibleSongs; - if VS > 0 then - begin - //Set Positions - Case Theme.Song.Cover.Style of - 3: SetScroll3; - 5:begin - if VS > 5 then - SetScroll5 - else - SetScroll4; - end; - 6: SetScroll6; - else SetScroll4; - end; - //Set Visibility of Video Icon - Static[VideoIcon].Visible := (CatSongs.Song[Interaction].Video <> ''); - - //Set Texts: - Text[TextArtist].Text := CatSongs.Song[Interaction].Artist; - Text[TextTitle].Text := CatSongs.Song[Interaction].Title; - if (Ini.Tabs_at_startup = 1) And (CatSongs.CatNumShow = -1) then - begin - Text[TextNumber].Text := IntToStr(CatSongs.Song[Interaction].OrderNum) + '/' + IntToStr(CatSongs.CatCount); - Text[TextTitle].Text := '(' + IntToStr(CatSongs.Song[Interaction].CatNumber) + ' ' + Language.Translate('SING_SONGS_IN_CAT') + ')'; - end - else if (CatSongs.CatNumShow = -2) then - Text[TextNumber].Text := IntToStr(CatSongs.VisibleIndex(Interaction)+1) + '/' + IntToStr(VS) - else if (CatSongs.CatNumShow = -3) then - Text[TextNumber].Text := IntToStr(CatSongs.VisibleIndex(Interaction)+1) + '/' + IntToStr(VS) - else if (Ini.Tabs_at_startup = 1) then - Text[TextNumber].Text := IntToStr(CatSongs.Song[Interaction].CatNumber) + '/' + IntToStr(CatSongs.Song[Interaction - CatSongs.Song[Interaction].CatNumber].CatNumber) - else - Text[TextNumber].Text := IntToStr(Interaction+1) + '/' + IntToStr(Length(CatSongs.Song)); - end - else - begin - Text[TextNumber].Text := '0/0'; - Text[TextArtist].Text := ''; - Text[TextTitle].Text := ''; - for B := 0 to High(Button) do - Button[B].Visible := False; - - end; -end; - -procedure TScreenSong.SetScroll1; -var - B: integer; // button - //BMin: integer; // button min // Auto Removed, Unused Variable - //BMax: integer; // button max // Auto Removed, Unused Variable - Src: integer; - //Dst: integer; - Count: integer; // Dst is not used. Count is used. - Ready: boolean; - - VisCount: integer; // count of visible (or selectable) buttons - VisInt: integer; // visible position of interacted button - Typ: integer; // 0 when all songs fits the screen - Placed: integer; // number of placed visible buttons -begin - //Src := 0; - //Dst := -1; - Count := 1; - Typ := 0; - Ready := false; - Placed := 0; - - VisCount := 0; - for B := 0 to High(Button) do - if CatSongs.Song[B].Visible then Inc(VisCount); - - VisInt := 0; - for B := 0 to Interaction-1 do - if CatSongs.Song[B].Visible then Inc(VisInt); - - - if VisCount <= 6 then begin - Typ := 0; - end else begin - if VisInt <= 3 then begin - Typ := 1; - Count := 7; - Ready := true; - end; - - if (VisCount - VisInt) <= 3 then begin - Typ := 2; - Count := 7; - Ready := true; - end; - - if not Ready then begin - Typ := 3; - Src := Interaction; - end; - end; - - - - // hide all buttons - for B := 0 to High(Button) do begin - Button[B].Visible := false; - Button[B].Selectable := CatSongs.Song[B].Visible; - end; - - { - for B := Src to Dst do begin - //Button[B].Visible := true; - Button[B].Visible := CatSongs.Song[B].Visible; - Button[B].Selectable := Button[B].Visible; - Button[B].Y := 140 + (B-Src) * 60; - end; - } - - - if Typ = 0 then begin - for B := 0 to High(Button) do begin - if CatSongs.Song[B].Visible then begin - Button[B].Visible := true; - Button[B].Y := 140 + (Placed) * 60; - Inc(Placed); - end; - end; - end; - - if Typ = 1 then begin - B := 0; - while (Count > 0) do begin - if CatSongs.Song[B].Visible then begin - Button[B].Visible := true; - Button[B].Y := 140 + (Placed) * 60; - Inc(Placed); - Dec(Count); - end; - Inc(B); - end; - end; - - if Typ = 2 then begin - B := High(Button); - while (Count > 0) do begin - if CatSongs.Song[B].Visible then begin - Button[B].Visible := true; - Button[B].Y := 140 + (6-Placed) * 60; - Inc(Placed); - Dec(Count); - end; - Dec(B); - end; - end; - - if Typ = 3 then begin - B := Src; - Count := 4; - while (Count > 0) do begin - if CatSongs.Song[B].Visible then begin - Button[B].Visible := true; - Button[B].Y := 140 + (3+Placed) * 60; - Inc(Placed); - Dec(Count); - end; - Inc(B); - end; - - B := Src-1; - Placed := 0; - Count := 3; - while (Count > 0) do begin - if CatSongs.Song[B].Visible then begin - Button[B].Visible := true; - Button[B].Y := 140 + (2-Placed) * 60; - Inc(Placed); - Dec(Count); - end; - Dec(B); - end; - - end; - - if Length(Button) > 0 then - Static[1].Texture.Y := Button[Interaction].Y - 5; // selection texture -end; - -procedure TScreenSong.SetScroll2; -var - B: integer; - //Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu - //Wsp2: real; -begin - // liniowe - for B := 0 to High(Button) do - Button[B].X := 300 + (B - Interaction) * 260; - - if Length(Button) >= 3 then begin - if Interaction = 0 then - Button[High(Button)].X := 300 - 260; - - if Interaction = High(Button) then - Button[0].X := 300 + 260; - end; - - // kolowe - { - for B := 0 to High(Button) do begin - Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd. - Wsp2 := Wsp / Length(Button); - Button[B].X := 300 + 10000 * sin(2*pi*Wsp2); - //Button[B].Y := 140 + 50 * ; - end; - } -end; - -procedure TScreenSong.SetScroll3; // with slide -var - B: integer; - //Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu - //Wsp2: real; -begin - SongTarget := Interaction; - - // liniowe - for B := 0 to High(Button) do - begin - Button[B].X := 300 + (B - SongCurrent) * 260; - if (Button[B].X < -Button[B].W) OR (Button[B].X > 800) then - Button[B].Visible := False - else - Button[B].Visible := True; - end; - - { - if Length(Button) >= 3 then begin - if Interaction = 0 then - Button[High(Button)].X := 300 - 260; - - if Interaction = High(Button) then - Button[0].X := 300 + 260; - end; - } - - // kolowe - { - for B := 0 to High(Button) do begin - Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd. - Wsp2 := Wsp / Length(Button); - Button[B].X := 300 + 10000 * sin(2*pi*Wsp2); - //Button[B].Y := 140 + 50 * ; - end; - } -end; - -procedure TScreenSong.SetScroll4; // rotate -var - B: integer; - Wsp: real; - Z, Z2: real; - VS: integer; -begin - VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important - - // kolowe - for B := 0 to High(Button) do begin - Button[B].Visible := CatSongs.Song[B].Visible; // nowe - if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed - - Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms - - Z := (1 + cos(Wsp)) / 2; - Z2 := (1 + 2*Z) / 3; - - - Button[B].X := Theme.Song.Cover.X + (0.185 * Theme.Song.Cover.H * VS * sin(Wsp)) * Z2 - ((Button[B].H - Theme.Song.Cover.H)/2); // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs - Button[B].Z := Z / 2 + 0.3; - - Button[B].W := Theme.Song.Cover.H * Z2; - - //Button[B].Y := {50 +} 140 + 50 - 50 * Z2; - Button[B].Y := Theme.Song.Cover.Y + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7 ; - Button[B].H := Button[B].W; - end; - end; -end; - -(* -procedure TScreenSong.SetScroll4; // rotate -var - B: integer; - Wsp: real; - Z: real; - Z2, Z3: real; - VS: integer; - function modreal (const X, Y: real):real; - begin - Result := Frac(x / y) * y; - if Result < -3 then - Result := Result + Y - else if Result > 3 then - Result := Result - Y; - end; -begin - VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important - Z3 := 1; - if VS < 12 then - Z2 := VS - else - Z2 := 12; - - // kolowe - for B := 0 to High(Button) do begin - Button[B].Visible := CatSongs.Song[B].Visible; // nowe - if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed - if ((ModReal(CatSongs.VisibleIndex(B) - SongCurrent, VS)>-3) and (ModReal(CatSongs.VisibleIndex(B) - SongCurrent, VS)<3)) then - begin - if CatSongs.VisibleIndex(B)> SongCurrent then - Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / Z2 - else - Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / Z2; - - Z3 := 2; - Z := (1 + cos(Wsp)) / 2; - //Z2 := (1 + 2*Z) / 3; - //Z2 := (0.5 + Z/2); - //Z2 := sin(Wsp); - - //Z2 := Power (Z2,Z3); - - Button[B].W := Theme.Song.CoverW * Power(cos(Wsp), Z3);//Power(Z2, 3); - - //Button[B].X := Theme.Song.CoverX + ({Theme.Song.CoverX + Theme.Song.CoverW/2 + Theme.Song.CoverW*0.18 * VS {CatSongs.VisibleSongs {Length(Button) * sin(Wsp) {- Theme.Song.CoverX - Theme.Song.CoverW) * Z2; // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs - if (sin(Wsp)<0) then - Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX + Theme.Song.CoverW - Button[B].W - else //*Theme.Song.CoverW*0.004*Z3 - Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX; - Button[B].Z := Z-0.00001; - - //Button[B].Y := {50 + 140 + 50 - 50 * Z2; - //Button[B].Y := (Theme.Song.CoverY + 40 + 50 - 50 * Z2); - Button[B].Y := (Theme.Song.CoverY + Theme.Song.CoverW - Button[B].W); - Button[B].H := Button[B].W; - Button[B].Visible := True; - end - {else if (((CatSongs.VisibleIndex(B) - SongCurrent)>-3) and ((CatSongs.VisibleIndex(B) - SongCurrent)<3)) OR ((round (CatSongs.VisibleIndex(B) - SongCurrent) mod VS > -3) and ((CatSongs.VisibleIndex(B) - SongCurrent)<3)) then - begin - Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / 12 ;// 0.5.0 (II): takes another 16ms - - Z := (1 + cos(Wsp)) / 2 -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers - - Button[B].W := Theme.Song.CoverW * Power(cos(Wsp), Z3);//Power(Z2, 3); - - if (sin(Wsp)<0) then - Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX + Theme.Song.CoverW - Button[B].W - else - Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX; - - Button[B].Z := Z; - - Button[B].Y := (Theme.Song.CoverY + Theme.Song.CoverW - Button[B].W); - - Button[B].H := Button[B].W; - Button[B].Visible := True; - end - else Button[B].Visible := False; - end; - end; -end; *) - -procedure TScreenSong.SetScroll5; // rotate -var - B: integer; - Angle: real; - Pos: Real; - VS: integer; - diff: real; - X: Real; - helper: real; -begin - VS := CatSongs.VisibleSongs; // cache Visible Songs - { - //Vars - Theme.Song.CoverW: Radius des Kreises - Theme.Song.CoverX: X Pos Linke Kante des gewählten Covers - Theme.Song.CoverX: Y Pos Obere Kante des gewählten Covers - Theme.Song.CoverH: Höhe der Cover - - (CatSongs.VisibleIndex(B) - SongCurrent)/VS = Distance to middle Cover in % - } - - //Change Pos of all Buttons - for B := low(Button) to high(Button) do - begin - Button[B].Visible := CatSongs.Song[B].Visible; //Adjust Visibility - if Button[B].Visible then //Only Change Pos for Visible Buttons - begin - Pos := (CatSongs.VisibleIndex(B) - SongCurrent); - if (Pos < -VS/2) then - Pos := Pos + VS - else if (Pos > VS/2) then - Pos := Pos - VS; - - if (Abs(Pos) < 2.5) then {fixed Positions} - begin - Angle := Pi * (Pos / 5); - //Button[B].Visible := False; - - Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8));//Power(Z2, 3); - - //Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; - Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; - - Button[B].Z := 0.95 - Abs(Pos) * 0.01; - - Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Abs(Theme.Song.Cover.H * cos(Angle))) * 0.5); - - Button[B].W := Button[B].H; - - Diff := (Button[B].H - Theme.Song.Cover.H)/2; - - - X := Sin(Angle*1.3)*0.9; - - Button[B].X := Theme.Song.Cover.X + Theme.Song.Cover.W * X - Diff; - - end - else - begin {Behind the Front Covers} - - // limit-bg-covers hack - if (abs(abs(Pos)-VS/2)>10) then Button[B].Visible:=False; - // end of limit-bg-covers hack - - if Pos < 0 then - Pos := (Pos - VS/2)/VS - else - Pos := (Pos + VS/2)/VS; - - Angle := pi * Pos*2; - if VS > 24 then - begin - if Angle < 0 then helper:=-1 else helper:=1; - Angle:=2*pi-abs(Angle); - Angle:=Angle*(VS/24); - Angle:=(2*pi-Angle)*helper; - end; - - Button[B].Z := (0.4 - Abs(Pos/4)) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers - - Button[B].H :=0.6*(Theme.Song.Cover.H-Abs(Theme.Song.Cover.H * cos(Angle/2)*0.8));//Power(Z2, 3); - - Button[B].W := Button[B].H; - - Button[B].Y := Theme.Song.Cover.Y - (Button[B].H - Theme.Song.Cover.H)*0.75; - - //Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; - Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; - - Diff := (Button[B].H - Theme.Song.Cover.H)/2; - - Button[B].X := Theme.Song.Cover.X+Theme.Song.Cover.H/2-Button[b].H/2+Theme.Song.Cover.W/320*((Theme.Song.Cover.H)*sin(Angle/2)*1.52); - - end; - - //Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H)/1.5); //Cover at down border of the change field - //Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H) * 0.7); - - end; - end; -end; - -procedure TScreenSong.SetScroll6; // rotate (slotmachine style) -var - B: integer; - Angle: real; - Pos: Real; - VS: integer; - diff: real; - X: Real; - Wsp: real; - Z, Z2: real; -begin - VS := CatSongs.VisibleSongs; // cache Visible Songs - if VS <=5 then begin - // kolowe - for B := 0 to High(Button) do - begin - Button[B].Visible := CatSongs.Song[B].Visible; // nowe - if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed - - Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms - - Z := (1 + cos(Wsp)) / 2; - Z2 := (1 + 2*Z) / 3; - - - Button[B].Y := Theme.Song.Cover.Y + (0.185 * Theme.Song.Cover.H * VS * sin(Wsp)) * Z2 - ((Button[B].H - Theme.Song.Cover.H)/2); // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs - Button[B].Z := Z / 2 + 0.3; - - Button[B].W := Theme.Song.Cover.H * Z2; - - //Button[B].Y := {50 +} 140 + 50 - 50 * Z2; - Button[B].X := Theme.Song.Cover.X + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7 ; - Button[B].H := Button[B].W; - end; - end; - end - else begin - - //Change Pos of all Buttons - for B := low(Button) to high(Button) do - begin - Button[B].Visible := CatSongs.Song[B].Visible; //Adjust Visibility - if Button[B].Visible then //Only Change Pos for Visible Buttons - begin - Pos := (CatSongs.VisibleIndex(B) - SongCurrent); - if (Pos < -VS/2) then - Pos := Pos + VS - else if (Pos > VS/2) then - Pos := Pos - VS; - - if (Abs(Pos) < 2.5) then {fixed Positions} - begin - Angle := Pi * (Pos / 5); - //Button[B].Visible := False; - - Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8));//Power(Z2, 3); - - Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; - - Button[B].Z := 0.95 - Abs(Pos) * 0.01; - - Button[B].X := (Theme.Song.Cover.X + (Theme.Song.Cover.H - Abs(Theme.Song.Cover.H * cos(Angle))) * 0.5); - - Button[B].W := Button[B].H; - - Diff := (Button[B].H - Theme.Song.Cover.H)/2; - - - X := Sin(Angle*1.3)*0.9; - - Button[B].Y := Theme.Song.Cover.Y + Theme.Song.Cover.W * X - Diff; - end - else - begin {Behind the Front Covers} - - // limit-bg-covers hack - if (abs(VS/2-abs(Pos))>10) then Button[B].Visible:=False; - if VS > 25 then VS:=25; - // end of limit-bg-covers hack - - if Pos < 0 then - Pos := (Pos - VS/2)/VS - else - Pos := (Pos + VS/2)/VS; - - Angle := Pi * Pos*2; - - Button[B].Z := (0.4 - Abs(Pos/4)) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers - - Button[B].H :=0.6*(Theme.Song.Cover.H-Abs(Theme.Song.Cover.H * cos(Angle/2)*0.8));//Power(Z2, 3); - - Button[B].W := Button[B].H; - - Button[B].X := Theme.Song.Cover.X - (Button[B].H - Theme.Song.Cover.H)*0.5; - - - Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; - - Button[B].Y := Theme.Song.Cover.Y+Theme.Song.Cover.H/2-Button[b].H/2+Theme.Song.Cover.W/320*(Theme.Song.Cover.H*sin(Angle/2)*1.52); - end; - end; - end; - end; -end; - - -procedure TScreenSong.onShow; -begin - inherited; - - AudioPlayback.Stop; - - if Ini.Players <= 3 then PlayersPlay := Ini.Players + 1; - if Ini.Players = 4 then PlayersPlay := 6; - - //Cat Mod etc - if (Ini.Tabs_at_startup = 1) and (CatSongs.CatNumShow = -1) then - begin - CatSongs.ShowCategoryList; - FixSelected; - //Show Cat in Top Left Mod - HideCatTL; - end; - - if Length(CatSongs.Song) > 0 then - begin - //Load Music only when Song Preview is activated - if ( Ini.PreviewVolume <> 0 ) then - begin // to - do : new Song management - StartMusicPreview(CatSongs.Song[Interaction]); - end; - - SetScroll; - //UpdateLCD; //TODO: maybe LCD Support as Plugin? - end; - - //Playlist Mode - if (Mode = smNormal) then - begin - //If Playlist Shown -> Select Next automatically - if (CatSongs.CatNumShow = -3) then - begin - SelectNext; - ChangeMusic; - end; - end - //Party Mode - else if (Mode = smPartyMode) then - begin - SelectRandomSong; - //Show Menu directly in PartyMode - //But only if selected in Options - if (Ini.PartyPopup = 1) then - begin - ScreenSongMenu.MenuShow(SM_Party_Main); - end; - end; - - SetJoker; - SetStatics; -end; - -procedure TScreenSong.onHide; -begin - // if music fading is activated, turn music to 100% - If (IPreviewVolumeVals[Ini.PreviewVolume] <> 1.0) or (Ini.PreviewFading <> 0) then - AudioPlayback.SetVolume(1.0); - - // if preview is deactivated: load musicfile now - If (IPreviewVolumeVals[Ini.PreviewVolume] = 0) then - AudioPlayback.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3); - - // if hide then stop music (for party mode popup on exit) - if (Display.NextScreen <> @ScreenSing) and - (Display.NextScreen <> @ScreenSingModi) then - begin - if (AudioPlayback <> nil) then - AudioPlayback.Stop; - end; -end; - -procedure TScreenSong.DrawExtensions; -begin - //Draw Song Menu - if (ScreenSongMenu.Visible) then - begin - ScreenSongMenu.Draw; - end - else if (ScreenSongJumpto.Visible) then - begin - ScreenSongJumpto.Draw; - end -end; - -function TScreenSong.Draw: boolean; -var - dx: real; - dt: real; - I: Integer; -begin - dx := SongTarget-SongCurrent; - dt := TimeSkip * 7; - - if dt > 1 then - dt := 1; - - SongCurrent := SongCurrent + dx*dt; - - { - if SongCurrent > Catsongs.VisibleSongs then begin - SongCurrent := SongCurrent - Catsongs.VisibleSongs; - SongTarget := SongTarget - Catsongs.VisibleSongs; - end; - } - - //Log.BenchmarkStart(5); - - SetScroll; - - //Log.BenchmarkEnd(5); - //Log.LogBenchmark('SetScroll4', 5); - - //Fading Functions, Only if Covertime is under 5 Seconds - if (CoverTime < 5) then - begin - // cover fade - if (CoverTime < 1) and (CoverTime + TimeSkip >= 1) then - begin - // load new texture - Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); - Button[Interaction].Texture.Alpha := 1; - Button[Interaction].Texture2 := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); - Button[Interaction].Texture2.Alpha := 1; - end; - - //Song Fade - if (CatSongs.VisibleSongs > 0) and - (not CatSongs.Song[Interaction].Main) and - (Ini.PreviewVolume <> 0) and - (Ini.PreviewFading <> 0) then - begin - //Start Song Fade after a little Time, to prevent Song to be Played on Scrolling - if ((MusicStartTime > 0) and (SDL_GetTicks() >= MusicStartTime)) then - begin - MusicStartTime := 0; - StartMusicPreview(CatSongs.Song[Interaction]); - end; - end; - - - //Update Fading Time - CoverTime := CoverTime + TimeSkip; - - //Update Fading Texture - Button[Interaction].Texture2.Alpha := (CoverTime - 1) * 1.5; - if Button[Interaction].Texture2.Alpha > 1 then - Button[Interaction].Texture2.Alpha := 1; - - end; - - //inherited Draw; - //heres a little Hack, that causes the Statics - //are Drawn after the Buttons because of some Blending Problems. - //This should cause no Problems because all Buttons on this screen - //Has Z Position. - //Draw BG - DrawBG; - - //Instead of Draw FG Procedure: - //We draw Buttons for our own - for I := 0 to Length(Button) - 1 do - Button[I].Draw; - - // Statics - for I := 0 to Length(Static) - 1 do - Static[I].Draw; - - // and texts - for I := 0 to Length(Text) - 1 do - Text[I].Draw; - - - //Draw Equalizer - if Theme.Song.Equalizer.Visible then - DrawEqualizer; - - DrawExtensions; - - Result := true; -end; - -procedure TScreenSong.SelectNext; -var - Skip: integer; - VS: Integer; -begin - VS := CatSongs.VisibleSongs; - - if VS > 0 then - begin - UnLoadDetailedCover; - - Skip := 1; - - // this 1 could be changed by CatSongs.FindNextVisible - while (not CatSongs.Song[(Interaction + Skip) mod Length(Interactions)].Visible) do - Inc(Skip); - - SongTarget := SongTarget + 1;//Skip; - - Interaction := (Interaction + Skip) mod Length(Interactions); - - // try to keep all at the beginning - if SongTarget > VS-1 then begin - SongTarget := SongTarget - VS; - SongCurrent := SongCurrent - VS; - end; - - end; - - // Interaction -> Button, ktorego okladke przeczytamy - //Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); // 0.5.0: show uncached texture -end; - -procedure TScreenSong.SelectPrev; -var - Skip: integer; - VS: Integer; -begin - VS := CatSongs.VisibleSongs; - - if VS > 0 then - begin - UnLoadDetailedCover; - - Skip := 1; - - while (not CatSongs.Song[(Interaction - Skip + Length(Interactions)) mod Length(Interactions)].Visible) do Inc(Skip); - SongTarget := SongTarget - 1;//Skip; - - Interaction := (Interaction - Skip + Length(Interactions)) mod Length(Interactions); - - // try to keep all at the beginning - if SongTarget < 0 then begin - SongTarget := SongTarget + CatSongs.VisibleSongs; - SongCurrent := SongCurrent + CatSongs.VisibleSongs; - end; - - // Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); // 0.5.0: show uncached texture - end; -end; - -(* -procedure TScreenSong.UpdateLCD; //TODO: maybe LCD Support as Plugin? -begin - LCD.HideCursor; - LCD.Clear; - LCD.WriteText(1, Text[TextArtist].Text); - LCD.WriteText(2, Text[TextTitle].Text); - -end; -*) - -procedure TScreenSong.StartMusicPreview(Song: TSong); -begin - AudioPlayback.Close(); - - if not assigned(Song) then - Exit; - - if AudioPlayback.Open(Song.Path + Song.Mp3) then - begin - AudioPlayback.Position := AudioPlayback.Length / 4; - // set preview volume - if (Ini.PreviewFading = 0) then - begin - // music fade disabled: start with full volume - AudioPlayback.SetVolume(IPreviewVolumeVals[Ini.PreviewVolume]); - AudioPlayback.Play() - end - else - begin - // music fade enabled: start muted and fade-in - AudioPlayback.SetVolume(0); - AudioPlayback.FadeIn(Ini.PreviewFading, IPreviewVolumeVals[Ini.PreviewVolume]); - end; - end; -end; - -//Procedure Change current played Preview -procedure TScreenSong.ChangeMusic; -begin - //When Music Preview is avtivated -> then Change Music - if (Ini.PreviewVolume <> 0) then - begin - // Stop previous song - AudioPlayback.Stop; - // Disable music start delay - MusicStartTime := 0; - - if (CatSongs.VisibleSongs > 0) then - begin - // delay start of music for 200ms (see Draw()) - MusicStartTime := SDL_GetTicks() + 200; - end; - end; -end; - -procedure TScreenSong.SkipTo(Target: Cardinal); -var - i: integer; -begin - UnLoadDetailedCover; - - Interaction := High(CatSongs.Song); - SongTarget := 0; - - for i := 1 to Target+1 do - SelectNext; - - FixSelected2; -end; - -procedure TScreenSong.DrawEqualizer; -var - I, J: Integer; - ChansPerBand: byte; // channels per band - MaxChannel: Integer; - CurBand: Integer; // current band - CurTime: Cardinal; - PosX, PosY: Integer; - Pos: Real; -begin - // Nothing to do if no music is played or an equalizer bar consists of no block - if (AudioPlayback.Finished or (Theme.Song.Equalizer.Length <= 0)) then - Exit; - - CurTime := SDL_GetTicks(); - - // Evaluate FFT-data every 44 ms - if (CurTime >= EqualizerTime) then - begin - EqualizerTime := CurTime + 44; - AudioPlayback.GetFFTData(EqualizerData); - - Pos := 0; - // use only the first approx. 92 of 256 FFT-channels (approx. up to 8kHz - ChansPerBand := ceil(92 / Theme.Song.Equalizer.Bands); // How much channels are used for one Band - MaxChannel := ChansPerBand * Theme.Song.Equalizer.Bands - 1; - - // Change Lengths - for i := 0 to MaxChannel do - begin - // Gain higher freq. data so that the bars are visible - if i > 35 then - EqualizerData[i] := EqualizerData[i] * 8 - else if i > 11 then - EqualizerData[i] := EqualizerData[i] * 4.5 - else - EqualizerData[i] := EqualizerData[i] * 1.1; - - // clamp data - if (EqualizerData[i] > 1) then - EqualizerData[i] := 1; - - // Get max. pos - if (EqualizerData[i] * Theme.Song.Equalizer.Length > Pos) then - Pos := EqualizerData[i] * Theme.Song.Equalizer.Length; - - // Check if this is the last channel in the band - if ((i+1) mod ChansPerBand = 0) then - begin - CurBand := i div ChansPerBand; - - // Smooth delay if new equalizer is lower than the old one - if ((EqualizerBands[CurBand] > Pos) and (EqualizerBands[CurBand] > 1)) then - EqualizerBands[CurBand] := EqualizerBands[CurBand] - 1 - else - EqualizerBands[CurBand] := Round(Pos); - - Pos := 0; - end; - end; - - end; - - // Draw equalizer bands - - // Setup OpenGL - glColor4f(Theme.Song.Equalizer.ColR, Theme.Song.Equalizer.ColG, Theme.Song.Equalizer.ColB, Theme.Song.Equalizer.Alpha); - glDisable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - - // Set position of the first equalizer bar - PosY := Theme.Song.Equalizer.Y; - PosX := Theme.Song.Equalizer.X; - - // Draw bars for each band - for I := 0 to High(EqualizerBands) do - begin - // Reset to lower or left position depending on the drawing-direction - if Theme.Song.Equalizer.Direction then // Vertical bars - // FIXME: Is Theme.Song.Equalizer.Y the upper or lower coordinate? - PosY := Theme.Song.Equalizer.Y //+ (Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space) * Theme.Song.Equalizer.Length - else // Horizontal bars - PosX := Theme.Song.Equalizer.X; - - // Draw the bar as a stack of blocks - for J := 1 to EqualizerBands[I] do - begin - // Draw block - glBegin(GL_QUADS); - glVertex3f(PosX, PosY, Theme.Song.Equalizer.Z); - glVertex3f(PosX, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z); - glVertex3f(PosX+Theme.Song.Equalizer.W, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z); - glVertex3f(PosX+Theme.Song.Equalizer.W, PosY, Theme.Song.Equalizer.Z); - glEnd; - - // Calc position of the bar's next block - if Theme.Song.Equalizer.Direction then // Vertical bars - PosY := PosY - Theme.Song.Equalizer.H - Theme.Song.Equalizer.Space - else // Horizontal bars - PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space; - end; - - // Calc position of the next bar - if Theme.Song.Equalizer.Direction then // Vertical bars - PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space - else // Horizontal bars - PosY := PosY + Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space; - end; -end; - -procedure TScreenSong.SelectRandomSong; -var - I, I2: Integer; -begin - case PlaylistMan.Mode of - smNormal: //All Songs Just Select Random Song - begin - //When Tabs are activated then use Tab Method - if (Ini.Tabs_at_startup = 1) then - begin - repeat - I2 := Random(high(CatSongs.Song)+1) - low(CatSongs.Song)+1; - until CatSongs.Song[I2].Main = false; - - //Search Cat - for I := I2 downto low(CatSongs.Song) do - begin - if CatSongs.Song[I].Main then - break; - end; - //In I ist jetzt die Kategorie in I2 der Song - //I is the CatNum, I2 is the No of the Song within this Cat - - //Choose Cat - CatSongs.ShowCategoryList; - - //Show Cat in Top Left Mod - ShowCatTL (I); - - CatSongs.ClickCategoryButton(I); - SelectNext; - - //Choose Song - SkipTo(I2-I); - end - //When Tabs are deactivated use easy Method - else - SkipTo(Random(CatSongs.VisibleSongs)); - end; - smPartyMode: //One Category Select Category and Select Random Song - begin - CatSongs.ShowCategoryList; - CatSongs.ClickCategoryButton(PlaylistMan.CurPlayList); - ShowCatTL(PlaylistMan.CurPlayList); - - SelectNext; - FixSelected2; - - SkipTo(Random(CatSongs.VisibleSongs)); - end; - smPlaylistRandom: //Playlist: Select Playlist and Select Random Song - begin - PlaylistMan.SetPlayList(PlaylistMan.CurPlayList); - - SkipTo(Random(CatSongs.VisibleSongs)); - FixSelected2; - end; - end; - - AudioPlayback.PlaySound(SoundLib.Change); - ChangeMusic; - SetScroll; - //UpdateLCD; //TODO: maybe LCD Support as Plugin? -end; - -procedure TScreenSong.SetJoker; -begin - // If Party Mode - // to-do : Party - if Mode = smPartyMode then //Show Joker that are available - begin - (* - if (PartySession.Teams.NumTeams >= 1) then - begin - Static[StaticTeam1Joker1].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 1); - Static[StaticTeam1Joker2].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 2); - Static[StaticTeam1Joker3].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 3); - Static[StaticTeam1Joker4].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 4); - Static[StaticTeam1Joker5].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 5); - end - else - begin - Static[StaticTeam1Joker1].Visible := False; - Static[StaticTeam1Joker2].Visible := False; - Static[StaticTeam1Joker3].Visible := False; - Static[StaticTeam1Joker4].Visible := False; - Static[StaticTeam1Joker5].Visible := False; - end; - - if (PartySession.Teams.NumTeams >= 2) then - begin - Static[StaticTeam2Joker1].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 1); - Static[StaticTeam2Joker2].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 2); - Static[StaticTeam2Joker3].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 3); - Static[StaticTeam2Joker4].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 4); - Static[StaticTeam2Joker5].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 5); - end - else - begin - Static[StaticTeam2Joker1].Visible := False; - Static[StaticTeam2Joker2].Visible := False; - Static[StaticTeam2Joker3].Visible := False; - Static[StaticTeam2Joker4].Visible := False; - Static[StaticTeam2Joker5].Visible := False; - end; - - if (PartySession.Teams.NumTeams >= 3) then - begin - Static[StaticTeam3Joker1].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 1); - Static[StaticTeam3Joker2].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 2); - Static[StaticTeam3Joker3].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 3); - Static[StaticTeam3Joker4].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 4); - Static[StaticTeam3Joker5].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 5); - end - else - begin - Static[StaticTeam3Joker1].Visible := False; - Static[StaticTeam3Joker2].Visible := False; - Static[StaticTeam3Joker3].Visible := False; - Static[StaticTeam3Joker4].Visible := False; - Static[StaticTeam3Joker5].Visible := False; - end; - *) - end - else - begin //Hide all - Static[StaticTeam1Joker1].Visible := False; - Static[StaticTeam1Joker2].Visible := False; - Static[StaticTeam1Joker3].Visible := False; - Static[StaticTeam1Joker4].Visible := False; - Static[StaticTeam1Joker5].Visible := False; - - Static[StaticTeam2Joker1].Visible := False; - Static[StaticTeam2Joker2].Visible := False; - Static[StaticTeam2Joker3].Visible := False; - Static[StaticTeam2Joker4].Visible := False; - Static[StaticTeam2Joker5].Visible := False; - - Static[StaticTeam3Joker1].Visible := False; - Static[StaticTeam3Joker2].Visible := False; - Static[StaticTeam3Joker3].Visible := False; - Static[StaticTeam3Joker4].Visible := False; - Static[StaticTeam3Joker5].Visible := False; - end; -end; - -procedure TScreenSong.SetStatics; -var - I: Integer; - Visible: Boolean; -begin - //Set Visibility of Party Statics and Text - Visible := (Mode = smPartyMode); - - for I := 0 to high(StaticParty) do - Static[StaticParty[I]].Visible := Visible; - - for I := 0 to high(TextParty) do - Text[TextParty[I]].Visible := Visible; - - //Set Visibility of Non Party Statics and Text - Visible := not Visible; - - for I := 0 to high(StaticNonParty) do - Static[StaticNonParty[I]].Visible := Visible; - - for I := 0 to high(TextNonParty) do - Text[TextNonParty[I]].Visible := Visible; -end; - -//Procedures for Menu - -procedure TScreenSong.StartSong; -begin - CatSongs.Selected := Interaction; - AudioPlayback.Stop; - //Party Mode - if (Mode = smPartyMode) then - begin - FadeTo(@ScreenSingModi); - end - else - begin - FadeTo(@ScreenSing); - end; -end; - -procedure TScreenSong.SelectPlayers; -begin - CatSongs.Selected := Interaction; - AudioPlayback.Stop; - - ScreenName.Goto_SingScreen := True; - FadeTo(@ScreenName); -end; - -procedure TScreenSong.OpenEditor; -begin - if (Songs.SongList.Count > 0) and - (not CatSongs.Song[Interaction].Main) and - (Mode = smNormal) then - begin - AudioPlayback.Stop; - AudioPlayback.PlaySound(SoundLib.Start); - CurrentSong := CatSongs.Song[Interaction]; - FadeTo(@ScreenEditSub); - end; -end; - -//Team No of Team (0-5) -procedure TScreenSong.DoJoker (Team: Byte); -begin - { - if (Mode = smPartyMode) and - (PartySession.Teams.NumTeams >= Team + 1) and - (PartySession.Teams.Teaminfo[Team].Joker > 0) then - begin - //Use Joker - Dec(PartySession.Teams.Teaminfo[Team].Joker); - SelectRandomSong; - SetJoker; - end; - } -end; - -//Detailed Cover Unloading. Unloads the Detailed, uncached Cover of the cur. Song -procedure TScreenSong.UnLoadDetailedCover; -begin - CoverTime := 0; - - // show cached texture - Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, true); - Button[Interaction].Texture2.Alpha := 0; - - if Button[Interaction].Texture.Name <> Skin.GetTextureFileName('SongCover') then - Texture.UnloadTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); -end; - -procedure TScreenSong.Refresh; -begin - { - CatSongs.Refresh; - CatSongs.ShowCategoryList; - Interaction := 0; - SelectNext; - FixSelected; - } -end; - -end. +unit UScreenSong; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + + +uses + UMenu, + SDL, + UMusic, + UFiles, + UTime, + UDisplay, + USongs, + SysUtils, + UCommon, + ULog, + UThemes, + UTexture, + ULanguage, + //ULCD, //TODO: maybe LCD Support as Plugin? + //ULight, //TODO: maybe Light Support as Plugin? + USong, + UIni; + +type + TScreenSong = class(TMenu) + private + EqualizerData: TFFTData; // moved here to avoid stack overflows + EqualizerBands: array of Byte; + EqualizerTime: Cardinal; + + procedure StartMusicPreview(Song: TSong); + public + TextArtist: integer; + TextTitle: integer; + TextNumber: integer; + + //Video Icon Mod + VideoIcon: Cardinal; + + TextCat: integer; + StaticCat: integer; + + SongCurrent: real; + SongTarget: real; + + HighSpeed: boolean; + CoverFull: boolean; + CoverTime: real; + MusicStartTime: cardinal; + + CoverX: integer; + CoverY: integer; + CoverW: integer; + is_jump: boolean; // Jump to Song Mod + is_jump_title:boolean; //Jump to SOng MOd-YTrue if search for Title + + //Party Mod + Mode: TSingMode; + + //party Statics (Joker) + StaticTeam1Joker1: Cardinal; + StaticTeam1Joker2: Cardinal; + StaticTeam1Joker3: Cardinal; + StaticTeam1Joker4: Cardinal; + StaticTeam1Joker5: Cardinal; + + StaticTeam2Joker1: Cardinal; + StaticTeam2Joker2: Cardinal; + StaticTeam2Joker3: Cardinal; + StaticTeam2Joker4: Cardinal; + StaticTeam2Joker5: Cardinal; + + StaticTeam3Joker1: Cardinal; + StaticTeam3Joker2: Cardinal; + StaticTeam3Joker3: Cardinal; + StaticTeam3Joker4: Cardinal; + StaticTeam3Joker5: Cardinal; + + StaticParty: array of Cardinal; + TextParty: array of Cardinal; + StaticNonParty: array of Cardinal; + TextNonParty: array of Cardinal; + + + constructor Create; override; + procedure SetScroll; + procedure SetScroll1; + procedure SetScroll2; + procedure SetScroll3; + procedure SetScroll4; + procedure SetScroll5; + procedure SetScroll6; + function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + procedure GenerateThumbnails(); + procedure onShow; override; + procedure onHide; override; + procedure SelectNext; + procedure SelectPrev; + //procedure UpdateLCD; //TODO: maybe LCD Support as Plugin? + procedure SkipTo(Target: Cardinal); + procedure FixSelected; //Show Wrong Song when Tabs on Fix + procedure FixSelected2; //Show Wrong Song when Tabs on Fix + procedure ShowCatTL(Cat: Integer);// Show Cat in Top left + procedure ShowCatTLCustom(Caption: String);// Show Custom Text in Top left + procedure HideCatTL;// Show Cat in Tob left + procedure Refresh; //Refresh Song Sorting + procedure DrawEqualizer; + procedure ChangeMusic; + //Party Mode + procedure SelectRandomSong; + procedure SetJoker; + procedure SetStatics; + //procedures for Menu + procedure StartSong; + procedure OpenEditor; + procedure DoJoker(Team: Byte); + procedure SelectPlayers; + + procedure UnLoadDetailedCover; + + //Extensions + procedure DrawExtensions; + end; + +implementation + +uses + UGraphic, + UMain, + UCovers, + math, + gl, + USkins, + UDLLManager, + UParty, + UPlaylist, + UScreenSongMenu; + +// ***** Public methods ****** // + +//Show Wrong Song when Tabs on Fix +procedure TScreenSong.FixSelected; +var I, I2: Integer; +begin + if CatSongs.VisibleSongs > 0 then + begin + I2:= 0; + for I := low(CatSongs.Song) to High(Catsongs.Song) do + begin + if CatSongs.Song[I].Visible then + inc(I2); + + if I = Interaction - 1 then + break; + end; + + SongCurrent := I2; + SongTarget := I2; + end; +end; + +procedure TScreenSong.FixSelected2; +var I, I2: Integer; +begin + if CatSongs.VisibleSongs > 0 then + begin + I2:= 0; + for I := low(CatSongs.Song) to High(Catsongs.Song) do + begin + if CatSongs.Song[I].Visible then + inc(I2); + + if I = Interaction - 1 then + break; + end; + + SongTarget := I2; + end; +end; +//Show Wrong Song when Tabs on Fix End + +procedure TScreenSong.ShowCatTLCustom(Caption: String);// Show Custom Text in Top left +begin + Text[TextCat].Text := Caption; + Text[TextCat].Visible := true; + Static[StaticCat].Visible := False; +end; + +//Show Cat in Top Left Mod +procedure TScreenSong.ShowCatTL(Cat: Integer); +begin + //Change + Text[TextCat].Text := CatSongs.Song[Cat].Artist; + //showmessage(CatSongs.Song[Cat].Path + CatSongs.Song[Cat].Cover); + //Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, TEXTURE_TYPE_PLAIN, true); + + Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, TEXTURE_TYPE_PLAIN, true); + //Texture.GetTexture(Button[Cat].Texture.Name, TEXTURE_TYPE_PLAIN, false); + + //Show + Text[TextCat].Visible := true; + Static[StaticCat].Visible := True; +end; + +procedure TScreenSong.HideCatTL; +begin + //Hide + //Text[TextCat].Visible := false; + Static[StaticCat].Visible := false; + //New -> Show Text specified in Theme + Text[TextCat].Visible := True; + Text[TextCat].Text := Theme.Song.TextCat.Text; +end; +//Show Cat in Top Left Mod End + + +// Method for input parsing. If False is returned, GetNextWindow +// should be checked to know the next window to load; +function TScreenSong.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; +var + I: integer; + I2: integer; + SDL_ModState: Word; + Letter: WideChar; +begin + Result := true; + + //Song Screen Extensions (Jumpto + Menu) + if (ScreenSongMenu.Visible) then + begin + Result := ScreenSongMenu.ParseInput(PressedKey, CharCode, PressedDown); + Exit; + end + else if (ScreenSongJumpto.Visible) then + begin + Result := ScreenSongJumpto.ParseInput(PressedKey, CharCode, PressedDown); + Exit; + end; + + if (PressedDown) then + begin // Key Down + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT); + + //Jump to Artist/Titel + if ((SDL_ModState and KMOD_LALT <> 0) and (Mode = smNormal)) then + begin + if (WideCharUpperCase(CharCode)[1] in ([WideChar('A')..WideChar('Z')]) ) then + begin + Letter := WideCharUpperCase(CharCode)[1]; + I2 := Length(CatSongs.Song); + + //Jump To Titel + if (SDL_ModState = (KMOD_LALT or KMOD_LSHIFT)) then + begin + for I := 1 to high(CatSongs.Song) do + begin + if (CatSongs.Song[(I + Interaction) mod I2].Visible) and + (Length(CatSongs.Song[(I + Interaction) mod I2].Title)>0) and + (WideStringUpperCase(CatSongs.Song[(I + Interaction) mod I2].Title)[1] = Letter) then + begin + SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2)); + + AudioPlayback.PlaySound(SoundLib.Change); + + ChangeMusic; + SetScroll4; + //UpdateLCD; //TODO: maybe LCD Support as Plugin? + //Break and Exit + Exit; + end; + end; + end + //Jump to Artist + else if (SDL_ModState = KMOD_LALT) then + begin + for I := 1 to high(CatSongs.Song) do + begin + if (CatSongs.Song[(I + Interaction) mod I2].Visible) and + (Length(CatSongs.Song[(I + Interaction) mod I2].Artist)>0) and + (WideStringUpperCase(CatSongs.Song[(I + Interaction) mod I2].Artist)[1] = Letter) then + begin + SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2)); + + AudioPlayback.PlaySound(SoundLib.Change); + + ChangeMusic; + SetScroll4; + //UpdateLCD; //TODO: maybe LCD Support as Plugin? + + //Break and Exit + Exit; + end; + end; + end; + end; + + Exit; + end; + + // check normal keys + case WideCharUpperCase(CharCode)[1] of + 'Q': + begin + Result := false; + Exit; + end; + + 'M': //Show SongMenu + begin + if (Songs.SongList.Count > 0) then + begin + if (Mode = smNormal) then + begin + if (not CatSongs.Song[Interaction].Main) then // clicked on Song + begin + if CatSongs.CatNumShow = -3 then + ScreenSongMenu.MenuShow(SM_Playlist) + else + ScreenSongMenu.MenuShow(SM_Main); + end + else + begin + ScreenSongMenu.MenuShow(SM_Playlist_Load); + end; + end //Party Mode -> Show Party Menu + else + begin + ScreenSongMenu.MenuShow(SM_Party_Main); + end; + end; + Exit; + end; + + 'P': //Show Playlist Menu + begin + if (Songs.SongList.Count > 0) and (Mode = smNormal) then + begin + ScreenSongMenu.MenuShow(SM_Playlist_Load); + end; + Exit; + end; + + 'J': //Show Jumpto Menu + begin + if (Songs.SongList.Count > 0) and (Mode = smNormal) then + begin + ScreenSongJumpto.Visible := True; + end; + Exit; + end; + + 'E': + begin + OpenEditor; + Exit; + end; + + 'R': + begin + if (Songs.SongList.Count > 0) and (Mode = smNormal) then + begin + if (SDL_ModState = KMOD_LSHIFT) and (Ini.Tabs_at_startup = 1) then //Random Category + begin + I2 := 0; //Count Cats + for I:= low(CatSongs.Song) to high (CatSongs.Song) do + begin + if CatSongs.Song[I].Main then + Inc(I2); + end; + + I2 := Random (I2)+1; //Zufall + + //Find Cat: + for I:= low(CatSongs.Song) to high (CatSongs.Song) do + begin + if CatSongs.Song[I].Main then + Dec(I2); + if (I2<=0) then + begin + //Show Cat in Top Left Mod + ShowCatTL (I); + + Interaction := I; + + CatSongs.ShowCategoryList; + CatSongs.ClickCategoryButton(I); + SelectNext; + FixSelected; + break; + end; + end; + end + else if (SDL_ModState = KMOD_LCTRL) and (Ini.Tabs_at_startup = 1) then //random in All Categorys + begin + repeat + I2 := Random(high(CatSongs.Song)+1) - low(CatSongs.Song)+1; + until CatSongs.Song[I2].Main = false; + + //Search Cat + for I := I2 downto low(CatSongs.Song) do + begin + if CatSongs.Song[I].Main then + break; + end; + + //In I is now the categorie in I2 the song + + //Choose Cat + CatSongs.ShowCategoryList; + + //Show Cat in Top Left Mod + ShowCatTL (I); + + CatSongs.ClickCategoryButton(I); + SelectNext; + + //Fix: Not Existing Song selected: + //if (I+1=I2) then Inc(I2); + + //Choose Song + SkipTo(I2-I); + end + else //Random in one Category + begin + SkipTo(Random(CatSongs.VisibleSongs)); + end; + AudioPlayback.PlaySound(SoundLib.Change); + + ChangeMusic; + SetScroll4; + //UpdateLCD; //TODO: maybe LCD Support as Plugin? + end; + Exit; + end; + end; // normal keys + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + if (Mode = smNormal) then + begin + //On Escape goto Cat-List Hack + if (Ini.Tabs_at_startup = 1) and (CatSongs.CatNumShow <> -1) then + begin + //Find Category + I := Interaction; + while not catsongs.Song[I].Main do + begin + Dec (I); + if (I < low(catsongs.Song)) then + break; + end; + if (I<= 1) then + Interaction := high(catsongs.Song) + else + Interaction := I - 1; + + //Stop Music + AudioPlayback.Stop; + + CatSongs.ShowCategoryList; + + //Show Cat in Top Left Mod + HideCatTL; + + + //Show Wrong Song when Tabs on Fix + SelectNext; + FixSelected; + //SelectPrev; + //CatSongs.Song[0].Visible := False; + end + else + begin + //On Escape goto Cat-List Hack End + //Tabs off and in Search or Playlist -> Go back to Song view + if (CatSongs.CatNumShow < -1) then + begin + //Atm: Set Empty Filter + CatSongs.SetFilter('', 0); + + //Show Cat in Top Left Mod + HideCatTL; + Interaction := 0; + + //Show Wrong Song when Tabs on Fix + SelectNext; + FixSelected; + + ChangeMusic; + end + else + begin + AudioPlayback.Stop; + AudioPlayback.PlaySound(SoundLib.Back); + + FadeTo(@ScreenMain); + end; + + end; + end + //When in party Mode then Ask before Close + else if (Mode = smPartyMode) then + begin + AudioPlayback.PlaySound(SoundLib.Back); + CheckFadeTo(@ScreenMain,'MSG_END_PARTY'); + end; + end; + SDLK_RETURN: + begin + if Songs.SongList.Count > 0 then + begin + {$IFDEF UseSerialPort} + // PortWriteB($378, 0); + {$ENDIF} + if CatSongs.Song[Interaction].Main then + begin // clicked on Category Button + //Show Cat in Top Left Mod + ShowCatTL (Interaction); + + //I := CatSongs.VisibleIndex(Interaction); + CatSongs.ClickCategoryButton(Interaction); + {I2 := CatSongs.VisibleIndex(Interaction); + SongCurrent := SongCurrent - I + I2; + SongTarget := SongTarget - I + I2; } + + // SetScroll4; + + //Show Wrong Song when Tabs on Fix + SelectNext; + FixSelected; + + //Play Music: + ChangeMusic; + end + else + begin // clicked on song + if (Mode = smNormal) then //Normal Mode -> Start Song + begin + //Do the Action that is specified in Ini + case Ini.OnSongClick of + 0: StartSong; + 1: SelectPlayers; + 2:begin + if (CatSongs.CatNumShow = -3) then + ScreenSongMenu.MenuShow(SM_Playlist) + else + ScreenSongMenu.MenuShow(SM_Main); + end; + end; + end + else if (Mode = smPartyMode) then //PartyMode -> Show Menu + begin + if (Ini.PartyPopup = 1) then + ScreenSongMenu.MenuShow(SM_Party_Main) + else + ScreenSong.StartSong; + end; + end; + end; + end; + + SDLK_DOWN: + begin + if (Mode = smNormal) then + begin + //Only Change Cat when not in Playlist or Search Mode + if (CatSongs.CatNumShow > -2) then + begin + //Cat Change Hack + if Ini.Tabs_at_startup = 1 then + begin + I := Interaction; + if I <= 0 then I := 1; + + while not catsongs.Song[I].Main do + begin + Inc (I); + if (I > high(catsongs.Song)) then + I := low(catsongs.Song); + end; + + Interaction := I; + + //Show Cat in Top Left Mod + ShowCatTL (Interaction); + + CatSongs.ClickCategoryButton(Interaction); + SelectNext; + FixSelected; + + //Play Music: + AudioPlayback.PlaySound(SoundLib.Change); + ChangeMusic; + + end; + + // + //Cat Change Hack End} + end; + end; + end; + SDLK_UP: + begin + if (Mode = smNormal) then + begin + //Only Change Cat when not in Playlist or Search Mode + if (CatSongs.CatNumShow > -2) then + begin + //Cat Change Hack + if Ini.Tabs_at_startup = 1 then + begin + I := Interaction; + I2 := 0; + if I <= 0 then I := 1; + + while not catsongs.Song[I].Main or (I2 = 0) do + begin + if catsongs.Song[I].Main then + Inc(I2); + Dec (I); + if (I < low(catsongs.Song)) then + I := high(catsongs.Song); + end; + + Interaction := I; + + //Show Cat in Top Left Mod + ShowCatTL (I); + + CatSongs.ClickCategoryButton(I); + SelectNext; + FixSelected; + + //Play Music: + AudioPlayback.PlaySound(SoundLib.Change); + ChangeMusic; + end; + end; + //Cat Change Hack End} + end; + end; + + SDLK_RIGHT: + begin + if (Songs.SongList.Count > 0) and (Mode = smNormal) then + begin + AudioPlayback.PlaySound(SoundLib.Change); + SelectNext; + //InteractNext; + //SongTarget := Interaction; + ChangeMusic; + SetScroll4; + //UpdateLCD; //TODO: maybe LCD Support as Plugin? + //Light.LightOne(1, 200); //TODO: maybe Light Support as Plugin? + end; + end; + + SDLK_LEFT: + begin + if (Songs.SongList.Count > 0)and (Mode = smNormal) then + begin + AudioPlayback.PlaySound(SoundLib.Change); + SelectPrev; + ChangeMusic; + SetScroll4; + //UpdateLCD; //TODO: maybe LCD Support as Plugin? + //Light.LightOne(0, 200); //TODO: maybe Light Support as Plugin? + end; + end; + + SDLK_1: + begin //Joker // to-do : Party + {if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= 1) and (PartySession.Teams.Teaminfo[0].Joker > 0) then + begin + //Use Joker + Dec(PartySession.Teams.Teaminfo[0].Joker); + SelectRandomSong; + SetJoker; + end; } + end; + + SDLK_2: + begin //Joker + {if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= 2) and (PartySession.Teams.Teaminfo[1].Joker > 0) then + begin + //Use Joker + Dec(PartySession.Teams.Teaminfo[1].Joker); + SelectRandomSong; + SetJoker; + end; } + end; + + SDLK_3: + begin //Joker + {if (Mode = smPartyMode) and (PartySession.Teams.NumTeams >= 3) and (PartySession.Teams.Teaminfo[2].Joker > 0) then + begin + //Use Joker + Dec(PartySession.Teams.Teaminfo[2].Joker); + SelectRandomSong; + SetJoker; + end; } + end; + end; + end; +end; + +constructor TScreenSong.Create; +var + i: integer; +begin + inherited Create; + + LoadFromTheme(Theme.Song); + + TextArtist := AddText(Theme.Song.TextArtist); + TextTitle := AddText(Theme.Song.TextTitle); + TextNumber := AddText(Theme.Song.TextNumber); + + //Show Cat in Top Left mod + TextCat := AddText(Theme.Song.TextCat); + StaticCat := AddStatic(Theme.Song.StaticCat); + + //Show Video Icon Mod + VideoIcon := AddStatic(Theme.Song.VideoIcon); + + //Party Mode + StaticTeam1Joker1 := AddStatic(Theme.Song.StaticTeam1Joker1); + StaticTeam1Joker2 := AddStatic(Theme.Song.StaticTeam1Joker2); + StaticTeam1Joker3 := AddStatic(Theme.Song.StaticTeam1Joker3); + StaticTeam1Joker4 := AddStatic(Theme.Song.StaticTeam1Joker4); + StaticTeam1Joker5 := AddStatic(Theme.Song.StaticTeam1Joker5); + + StaticTeam2Joker1 := AddStatic(Theme.Song.StaticTeam2Joker1); + StaticTeam2Joker2 := AddStatic(Theme.Song.StaticTeam2Joker2); + StaticTeam2Joker3 := AddStatic(Theme.Song.StaticTeam2Joker3); + StaticTeam2Joker4 := AddStatic(Theme.Song.StaticTeam2Joker4); + StaticTeam2Joker5 := AddStatic(Theme.Song.StaticTeam2Joker5); + + StaticTeam3Joker1 := AddStatic(Theme.Song.StaticTeam3Joker1); + StaticTeam3Joker2 := AddStatic(Theme.Song.StaticTeam3Joker2); + StaticTeam3Joker3 := AddStatic(Theme.Song.StaticTeam3Joker3); + StaticTeam3Joker4 := AddStatic(Theme.Song.StaticTeam3Joker4); + StaticTeam3Joker5 := AddStatic(Theme.Song.StaticTeam3Joker5); + + //Load Party or NonParty specific Statics and Texts + SetLength(StaticParty, Length(Theme.Song.StaticParty)); + for i := 0 to High(Theme.Song.StaticParty) do + StaticParty[i] := AddStatic(Theme.Song.StaticParty[i]); + + SetLength(TextParty, Length(Theme.Song.TextParty)); + for i := 0 to High(Theme.Song.TextParty) do + TextParty[i] := AddText(Theme.Song.TextParty[i]); + + SetLength(StaticNonParty, Length(Theme.Song.StaticNonParty)); + for i := 0 to High(Theme.Song.StaticNonParty) do + StaticNonParty[i] := AddStatic(Theme.Song.StaticNonParty[i]); + + SetLength(TextNonParty, Length(Theme.Song.TextNonParty)); + for i := 0 to High(Theme.Song.TextNonParty) do + TextNonParty[i] := AddText(Theme.Song.TextNonParty[i]); + + // Song List + //Songs.LoadSongList; // moved to the UltraStar unit + CatSongs.Refresh; + + GenerateThumbnails(); + + + // Randomize Patch + Randomize; + //Equalizer + SetLength(EqualizerBands, Theme.Song.Equalizer.Bands); + //ClearArray + For I := low(EqualizerBands) to high(EqualizerBands) do + EqualizerBands[I] := 3; + + if (Length(CatSongs.Song) > 0) then + Interaction := 0; +end; + +procedure TScreenSong.GenerateThumbnails(); +var + I: Integer; + LoadNoCover: boolean; + OldTextureLimit: integer; +begin + if (Length(CatSongs.Song) <= 0) then + Exit; + + // set length of button array once instead for every song + SetButtonLength(Length(CatSongs.Song)); + + // backup and set texture limit + OldTextureLimit := Texture.Limit; + Texture.Limit := 512; + + // create all buttons + for I := 0 to High(CatSongs.Song) do + begin + // if cover not found then show 'no cover' + if (not FileExists(CatSongs.Song[I].Path + CatSongs.Song[I].Cover)) then + CatSongs.Song[I].Cover := ''; + + if (CatSongs.Song[I].Cover = '') then + begin + LoadNoCover := true; + end + else + begin + // cache texture if there is a need to this + if (not Covers.CoverExists(CatSongs.Song[I].Path + CatSongs.Song[I].Cover)) then + begin + Texture.CreateCacheMipmap := true; + Texture.GetTexture(CatSongs.Song[I].Path + CatSongs.Song[I].Cover, TEXTURE_TYPE_PLAIN, true); // preloads textures and creates cache mipmap + Texture.CreateCacheMipmap := false; + + // puts this texture to the cache file + Covers.AddCover(CatSongs.Song[I].Path + CatSongs.Song[I].Cover); + + // unload full size texture + Texture.UnloadTexture(CatSongs.Song[I].Path + CatSongs.Song[I].Cover, TEXTURE_TYPE_PLAIN, false); + + // TODO: we should also add mipmap texture by calling createtexture and use mipmap cache as data source + end; + + // and now load it from cache file (small place for the optimization by eliminating reading it from file, but not here) + try + // FIXME: do we really need try-except here? AddButton does not seem to throw exceptions if it fails. + AddButton(300 + I*250, 140, 200, 200, CatSongs.Song[I].Path + CatSongs.Song[I].Cover, TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections); + LoadNoCover := false; + except + // report error and change cover to NoCover + Log.LogError('Could not load Cover: ' + CatSongs.Song[I].Cover); + LoadNoCover := true; + end; + end; + + if (LoadNoCover) then + begin + try + // FIXME: do we really need try-except here? AddButton does not seem to throw exceptions if it fails. + AddButton(300 + I*250, 140, 200, 200, Skin.GetTextureFileName('SongCover'), TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections) + except + // NoSong Cover is damaged + Log.LogError('NoCover Cover is damaged!'); + // set a dummy cover and start loading next Song + try + // FIXME: do we really need try-except here? AddButton does not seem to throw exceptions if it fails. + AddButton(300 + I*250, 140, 200, 200, '', TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections); + except + ShowMessage('"No Cover" image is damaged. Ultrastar will exit now.'); + Halt; + end; + end; + end; + end; + + // restore texture limit + Texture.Limit := OldTextureLimit; +end; + +procedure TScreenSong.SetScroll; +var + VS, B: Integer; +begin + VS := CatSongs.VisibleSongs; + if VS > 0 then + begin + //Set Positions + Case Theme.Song.Cover.Style of + 3: SetScroll3; + 5:begin + if VS > 5 then + SetScroll5 + else + SetScroll4; + end; + 6: SetScroll6; + else SetScroll4; + end; + //Set Visibility of Video Icon + Static[VideoIcon].Visible := (CatSongs.Song[Interaction].Video <> ''); + + //Set Texts: + Text[TextArtist].Text := CatSongs.Song[Interaction].Artist; + Text[TextTitle].Text := CatSongs.Song[Interaction].Title; + if (Ini.Tabs_at_startup = 1) And (CatSongs.CatNumShow = -1) then + begin + Text[TextNumber].Text := IntToStr(CatSongs.Song[Interaction].OrderNum) + '/' + IntToStr(CatSongs.CatCount); + Text[TextTitle].Text := '(' + IntToStr(CatSongs.Song[Interaction].CatNumber) + ' ' + Language.Translate('SING_SONGS_IN_CAT') + ')'; + end + else if (CatSongs.CatNumShow = -2) then + Text[TextNumber].Text := IntToStr(CatSongs.VisibleIndex(Interaction)+1) + '/' + IntToStr(VS) + else if (CatSongs.CatNumShow = -3) then + Text[TextNumber].Text := IntToStr(CatSongs.VisibleIndex(Interaction)+1) + '/' + IntToStr(VS) + else if (Ini.Tabs_at_startup = 1) then + Text[TextNumber].Text := IntToStr(CatSongs.Song[Interaction].CatNumber) + '/' + IntToStr(CatSongs.Song[Interaction - CatSongs.Song[Interaction].CatNumber].CatNumber) + else + Text[TextNumber].Text := IntToStr(Interaction+1) + '/' + IntToStr(Length(CatSongs.Song)); + end + else + begin + Text[TextNumber].Text := '0/0'; + Text[TextArtist].Text := ''; + Text[TextTitle].Text := ''; + for B := 0 to High(Button) do + Button[B].Visible := False; + + end; +end; + +procedure TScreenSong.SetScroll1; +var + B: integer; // button + //BMin: integer; // button min // Auto Removed, Unused Variable + //BMax: integer; // button max // Auto Removed, Unused Variable + Src: integer; + //Dst: integer; + Count: integer; // Dst is not used. Count is used. + Ready: boolean; + + VisCount: integer; // count of visible (or selectable) buttons + VisInt: integer; // visible position of interacted button + Typ: integer; // 0 when all songs fits the screen + Placed: integer; // number of placed visible buttons +begin + //Src := 0; + //Dst := -1; + Count := 1; + Typ := 0; + Ready := false; + Placed := 0; + + VisCount := 0; + for B := 0 to High(Button) do + if CatSongs.Song[B].Visible then Inc(VisCount); + + VisInt := 0; + for B := 0 to Interaction-1 do + if CatSongs.Song[B].Visible then Inc(VisInt); + + + if VisCount <= 6 then begin + Typ := 0; + end else begin + if VisInt <= 3 then begin + Typ := 1; + Count := 7; + Ready := true; + end; + + if (VisCount - VisInt) <= 3 then begin + Typ := 2; + Count := 7; + Ready := true; + end; + + if not Ready then begin + Typ := 3; + Src := Interaction; + end; + end; + + + + // hide all buttons + for B := 0 to High(Button) do begin + Button[B].Visible := false; + Button[B].Selectable := CatSongs.Song[B].Visible; + end; + + { + for B := Src to Dst do begin + //Button[B].Visible := true; + Button[B].Visible := CatSongs.Song[B].Visible; + Button[B].Selectable := Button[B].Visible; + Button[B].Y := 140 + (B-Src) * 60; + end; + } + + + if Typ = 0 then begin + for B := 0 to High(Button) do begin + if CatSongs.Song[B].Visible then begin + Button[B].Visible := true; + Button[B].Y := 140 + (Placed) * 60; + Inc(Placed); + end; + end; + end; + + if Typ = 1 then begin + B := 0; + while (Count > 0) do begin + if CatSongs.Song[B].Visible then begin + Button[B].Visible := true; + Button[B].Y := 140 + (Placed) * 60; + Inc(Placed); + Dec(Count); + end; + Inc(B); + end; + end; + + if Typ = 2 then begin + B := High(Button); + while (Count > 0) do begin + if CatSongs.Song[B].Visible then begin + Button[B].Visible := true; + Button[B].Y := 140 + (6-Placed) * 60; + Inc(Placed); + Dec(Count); + end; + Dec(B); + end; + end; + + if Typ = 3 then begin + B := Src; + Count := 4; + while (Count > 0) do begin + if CatSongs.Song[B].Visible then begin + Button[B].Visible := true; + Button[B].Y := 140 + (3+Placed) * 60; + Inc(Placed); + Dec(Count); + end; + Inc(B); + end; + + B := Src-1; + Placed := 0; + Count := 3; + while (Count > 0) do begin + if CatSongs.Song[B].Visible then begin + Button[B].Visible := true; + Button[B].Y := 140 + (2-Placed) * 60; + Inc(Placed); + Dec(Count); + end; + Dec(B); + end; + + end; + + if Length(Button) > 0 then + Static[1].Texture.Y := Button[Interaction].Y - 5; // selection texture +end; + +procedure TScreenSong.SetScroll2; +var + B: integer; + //Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu + //Wsp2: real; +begin + // liniowe + for B := 0 to High(Button) do + Button[B].X := 300 + (B - Interaction) * 260; + + if Length(Button) >= 3 then begin + if Interaction = 0 then + Button[High(Button)].X := 300 - 260; + + if Interaction = High(Button) then + Button[0].X := 300 + 260; + end; + + // kolowe + { + for B := 0 to High(Button) do begin + Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd. + Wsp2 := Wsp / Length(Button); + Button[B].X := 300 + 10000 * sin(2*pi*Wsp2); + //Button[B].Y := 140 + 50 * ; + end; + } +end; + +procedure TScreenSong.SetScroll3; // with slide +var + B: integer; + //Wsp: integer; // wspolczynnik przesuniecia wzgledem srodka ekranu + //Wsp2: real; +begin + SongTarget := Interaction; + + // liniowe + for B := 0 to High(Button) do + begin + Button[B].X := 300 + (B - SongCurrent) * 260; + if (Button[B].X < -Button[B].W) OR (Button[B].X > 800) then + Button[B].Visible := False + else + Button[B].Visible := True; + end; + + { + if Length(Button) >= 3 then begin + if Interaction = 0 then + Button[High(Button)].X := 300 - 260; + + if Interaction = High(Button) then + Button[0].X := 300 + 260; + end; + } + + // kolowe + { + for B := 0 to High(Button) do begin + Wsp := (B - Interaction); // 0 dla srodka, -1 dla lewego, +1 dla prawego itd. + Wsp2 := Wsp / Length(Button); + Button[B].X := 300 + 10000 * sin(2*pi*Wsp2); + //Button[B].Y := 140 + 50 * ; + end; + } +end; + +procedure TScreenSong.SetScroll4; // rotate +var + B: integer; + Wsp: real; + Z, Z2: real; + VS: integer; +begin + VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important + + // kolowe + for B := 0 to High(Button) do begin + Button[B].Visible := CatSongs.Song[B].Visible; // nowe + if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed + + Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms + + Z := (1 + cos(Wsp)) / 2; + Z2 := (1 + 2*Z) / 3; + + + Button[B].X := Theme.Song.Cover.X + (0.185 * Theme.Song.Cover.H * VS * sin(Wsp)) * Z2 - ((Button[B].H - Theme.Song.Cover.H)/2); // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs + Button[B].Z := Z / 2 + 0.3; + + Button[B].W := Theme.Song.Cover.H * Z2; + + //Button[B].Y := {50 +} 140 + 50 - 50 * Z2; + Button[B].Y := Theme.Song.Cover.Y + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7 ; + Button[B].H := Button[B].W; + end; + end; +end; + +(* +procedure TScreenSong.SetScroll4; // rotate +var + B: integer; + Wsp: real; + Z: real; + Z2, Z3: real; + VS: integer; + function modreal (const X, Y: real):real; + begin + Result := Frac(x / y) * y; + if Result < -3 then + Result := Result + Y + else if Result > 3 then + Result := Result - Y; + end; +begin + VS := CatSongs.VisibleSongs; // 0.5.0 (I): cached, very important + Z3 := 1; + if VS < 12 then + Z2 := VS + else + Z2 := 12; + + // kolowe + for B := 0 to High(Button) do begin + Button[B].Visible := CatSongs.Song[B].Visible; // nowe + if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed + if ((ModReal(CatSongs.VisibleIndex(B) - SongCurrent, VS)>-3) and (ModReal(CatSongs.VisibleIndex(B) - SongCurrent, VS)<3)) then + begin + if CatSongs.VisibleIndex(B)> SongCurrent then + Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / Z2 + else + Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / Z2; + + Z3 := 2; + Z := (1 + cos(Wsp)) / 2; + //Z2 := (1 + 2*Z) / 3; + //Z2 := (0.5 + Z/2); + //Z2 := sin(Wsp); + + //Z2 := Power (Z2,Z3); + + Button[B].W := Theme.Song.CoverW * Power(cos(Wsp), Z3);//Power(Z2, 3); + + //Button[B].X := Theme.Song.CoverX + ({Theme.Song.CoverX + Theme.Song.CoverW/2 + Theme.Song.CoverW*0.18 * VS {CatSongs.VisibleSongs {Length(Button) * sin(Wsp) {- Theme.Song.CoverX - Theme.Song.CoverW) * Z2; // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs + if (sin(Wsp)<0) then + Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX + Theme.Song.CoverW - Button[B].W + else //*Theme.Song.CoverW*0.004*Z3 + Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX; + Button[B].Z := Z-0.00001; + + //Button[B].Y := {50 + 140 + 50 - 50 * Z2; + //Button[B].Y := (Theme.Song.CoverY + 40 + 50 - 50 * Z2); + Button[B].Y := (Theme.Song.CoverY + Theme.Song.CoverW - Button[B].W); + Button[B].H := Button[B].W; + Button[B].Visible := True; + end + {else if (((CatSongs.VisibleIndex(B) - SongCurrent)>-3) and ((CatSongs.VisibleIndex(B) - SongCurrent)<3)) OR ((round (CatSongs.VisibleIndex(B) - SongCurrent) mod VS > -3) and ((CatSongs.VisibleIndex(B) - SongCurrent)<3)) then + begin + Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / 12 ;// 0.5.0 (II): takes another 16ms + + Z := (1 + cos(Wsp)) / 2 -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers + + Button[B].W := Theme.Song.CoverW * Power(cos(Wsp), Z3);//Power(Z2, 3); + + if (sin(Wsp)<0) then + Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX + Theme.Song.CoverW - Button[B].W + else + Button[B].X := sin(Wsp)*Theme.Song.CoverX*Theme.Song.CoverW*0.007 + Theme.Song.CoverX; + + Button[B].Z := Z; + + Button[B].Y := (Theme.Song.CoverY + Theme.Song.CoverW - Button[B].W); + + Button[B].H := Button[B].W; + Button[B].Visible := True; + end + else Button[B].Visible := False; + end; + end; +end; *) + +procedure TScreenSong.SetScroll5; // rotate +var + B: integer; + Angle: real; + Pos: Real; + VS: integer; + diff: real; + X: Real; + helper: real; +begin + VS := CatSongs.VisibleSongs; // cache Visible Songs + { + //Vars + Theme.Song.CoverW: Radius des Kreises + Theme.Song.CoverX: X Pos Linke Kante des gewählten Covers + Theme.Song.CoverX: Y Pos Obere Kante des gewählten Covers + Theme.Song.CoverH: Höhe der Cover + + (CatSongs.VisibleIndex(B) - SongCurrent)/VS = Distance to middle Cover in % + } + + //Change Pos of all Buttons + for B := low(Button) to high(Button) do + begin + Button[B].Visible := CatSongs.Song[B].Visible; //Adjust Visibility + if Button[B].Visible then //Only Change Pos for Visible Buttons + begin + Pos := (CatSongs.VisibleIndex(B) - SongCurrent); + if (Pos < -VS/2) then + Pos := Pos + VS + else if (Pos > VS/2) then + Pos := Pos - VS; + + if (Abs(Pos) < 2.5) then {fixed Positions} + begin + Angle := Pi * (Pos / 5); + //Button[B].Visible := False; + + Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8));//Power(Z2, 3); + + //Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + + Button[B].Z := 0.95 - Abs(Pos) * 0.01; + + Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Abs(Theme.Song.Cover.H * cos(Angle))) * 0.5); + + Button[B].W := Button[B].H; + + Diff := (Button[B].H - Theme.Song.Cover.H)/2; + + + X := Sin(Angle*1.3)*0.9; + + Button[B].X := Theme.Song.Cover.X + Theme.Song.Cover.W * X - Diff; + + end + else + begin {Behind the Front Covers} + + // limit-bg-covers hack + if (abs(abs(Pos)-VS/2)>10) then Button[B].Visible:=False; + // end of limit-bg-covers hack + + if Pos < 0 then + Pos := (Pos - VS/2)/VS + else + Pos := (Pos + VS/2)/VS; + + Angle := pi * Pos*2; + if VS > 24 then + begin + if Angle < 0 then helper:=-1 else helper:=1; + Angle:=2*pi-abs(Angle); + Angle:=Angle*(VS/24); + Angle:=(2*pi-Angle)*helper; + end; + + Button[B].Z := (0.4 - Abs(Pos/4)) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers + + Button[B].H :=0.6*(Theme.Song.Cover.H-Abs(Theme.Song.Cover.H * cos(Angle/2)*0.8));//Power(Z2, 3); + + Button[B].W := Button[B].H; + + Button[B].Y := Theme.Song.Cover.Y - (Button[B].H - Theme.Song.Cover.H)*0.75; + + //Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + + Diff := (Button[B].H - Theme.Song.Cover.H)/2; + + Button[B].X := Theme.Song.Cover.X+Theme.Song.Cover.H/2-Button[b].H/2+Theme.Song.Cover.W/320*((Theme.Song.Cover.H)*sin(Angle/2)*1.52); + + end; + + //Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H)/1.5); //Cover at down border of the change field + //Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H) * 0.7); + + end; + end; +end; + +procedure TScreenSong.SetScroll6; // rotate (slotmachine style) +var + B: integer; + Angle: real; + Pos: Real; + VS: integer; + diff: real; + X: Real; + Wsp: real; + Z, Z2: real; +begin + VS := CatSongs.VisibleSongs; // cache Visible Songs + if VS <=5 then begin + // kolowe + for B := 0 to High(Button) do + begin + Button[B].Visible := CatSongs.Song[B].Visible; // nowe + if Button[B].Visible then begin // 0.5.0 optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed + + Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms + + Z := (1 + cos(Wsp)) / 2; + Z2 := (1 + 2*Z) / 3; + + + Button[B].Y := Theme.Song.Cover.Y + (0.185 * Theme.Song.Cover.H * VS * sin(Wsp)) * Z2 - ((Button[B].H - Theme.Song.Cover.H)/2); // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs + Button[B].Z := Z / 2 + 0.3; + + Button[B].W := Theme.Song.Cover.H * Z2; + + //Button[B].Y := {50 +} 140 + 50 - 50 * Z2; + Button[B].X := Theme.Song.Cover.X + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7 ; + Button[B].H := Button[B].W; + end; + end; + end + else begin + + //Change Pos of all Buttons + for B := low(Button) to high(Button) do + begin + Button[B].Visible := CatSongs.Song[B].Visible; //Adjust Visibility + if Button[B].Visible then //Only Change Pos for Visible Buttons + begin + Pos := (CatSongs.VisibleIndex(B) - SongCurrent); + if (Pos < -VS/2) then + Pos := Pos + VS + else if (Pos > VS/2) then + Pos := Pos - VS; + + if (Abs(Pos) < 2.5) then {fixed Positions} + begin + Angle := Pi * (Pos / 5); + //Button[B].Visible := False; + + Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8));//Power(Z2, 3); + + Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + + Button[B].Z := 0.95 - Abs(Pos) * 0.01; + + Button[B].X := (Theme.Song.Cover.X + (Theme.Song.Cover.H - Abs(Theme.Song.Cover.H * cos(Angle))) * 0.5); + + Button[B].W := Button[B].H; + + Diff := (Button[B].H - Theme.Song.Cover.H)/2; + + + X := Sin(Angle*1.3)*0.9; + + Button[B].Y := Theme.Song.Cover.Y + Theme.Song.Cover.W * X - Diff; + end + else + begin {Behind the Front Covers} + + // limit-bg-covers hack + if (abs(VS/2-abs(Pos))>10) then Button[B].Visible:=False; + if VS > 25 then VS:=25; + // end of limit-bg-covers hack + + if Pos < 0 then + Pos := (Pos - VS/2)/VS + else + Pos := (Pos + VS/2)/VS; + + Angle := Pi * Pos*2; + + Button[B].Z := (0.4 - Abs(Pos/4)) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers + + Button[B].H :=0.6*(Theme.Song.Cover.H-Abs(Theme.Song.Cover.H * cos(Angle/2)*0.8));//Power(Z2, 3); + + Button[B].W := Button[B].H; + + Button[B].X := Theme.Song.Cover.X - (Button[B].H - Theme.Song.Cover.H)*0.5; + + + Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + + Button[B].Y := Theme.Song.Cover.Y+Theme.Song.Cover.H/2-Button[b].H/2+Theme.Song.Cover.W/320*(Theme.Song.Cover.H*sin(Angle/2)*1.52); + end; + end; + end; + end; +end; + + +procedure TScreenSong.onShow; +begin + inherited; + + AudioPlayback.Stop; + + if Ini.Players <= 3 then PlayersPlay := Ini.Players + 1; + if Ini.Players = 4 then PlayersPlay := 6; + + //Cat Mod etc + if (Ini.Tabs_at_startup = 1) and (CatSongs.CatNumShow = -1) then + begin + CatSongs.ShowCategoryList; + FixSelected; + //Show Cat in Top Left Mod + HideCatTL; + end; + + if Length(CatSongs.Song) > 0 then + begin + //Load Music only when Song Preview is activated + if ( Ini.PreviewVolume <> 0 ) then + begin // to - do : new Song management + StartMusicPreview(CatSongs.Song[Interaction]); + end; + + SetScroll; + //UpdateLCD; //TODO: maybe LCD Support as Plugin? + end; + + //Playlist Mode + if (Mode = smNormal) then + begin + //If Playlist Shown -> Select Next automatically + if (CatSongs.CatNumShow = -3) then + begin + SelectNext; + ChangeMusic; + end; + end + //Party Mode + else if (Mode = smPartyMode) then + begin + SelectRandomSong; + //Show Menu directly in PartyMode + //But only if selected in Options + if (Ini.PartyPopup = 1) then + begin + ScreenSongMenu.MenuShow(SM_Party_Main); + end; + end; + + SetJoker; + SetStatics; +end; + +procedure TScreenSong.onHide; +begin + // if music fading is activated, turn music to 100% + If (IPreviewVolumeVals[Ini.PreviewVolume] <> 1.0) or (Ini.PreviewFading <> 0) then + AudioPlayback.SetVolume(1.0); + + // if preview is deactivated: load musicfile now + If (IPreviewVolumeVals[Ini.PreviewVolume] = 0) then + AudioPlayback.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3); + + // if hide then stop music (for party mode popup on exit) + if (Display.NextScreen <> @ScreenSing) and + (Display.NextScreen <> @ScreenSingModi) then + begin + if (AudioPlayback <> nil) then + AudioPlayback.Stop; + end; +end; + +procedure TScreenSong.DrawExtensions; +begin + //Draw Song Menu + if (ScreenSongMenu.Visible) then + begin + ScreenSongMenu.Draw; + end + else if (ScreenSongJumpto.Visible) then + begin + ScreenSongJumpto.Draw; + end +end; + +function TScreenSong.Draw: boolean; +var + dx: real; + dt: real; + I: Integer; +begin + dx := SongTarget-SongCurrent; + dt := TimeSkip * 7; + + if dt > 1 then + dt := 1; + + SongCurrent := SongCurrent + dx*dt; + + { + if SongCurrent > Catsongs.VisibleSongs then begin + SongCurrent := SongCurrent - Catsongs.VisibleSongs; + SongTarget := SongTarget - Catsongs.VisibleSongs; + end; + } + + //Log.BenchmarkStart(5); + + SetScroll; + + //Log.BenchmarkEnd(5); + //Log.LogBenchmark('SetScroll4', 5); + + //Fading Functions, Only if Covertime is under 5 Seconds + if (CoverTime < 5) then + begin + // cover fade + if (CoverTime < 1) and (CoverTime + TimeSkip >= 1) then + begin + // load new texture + Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); + Button[Interaction].Texture.Alpha := 1; + Button[Interaction].Texture2 := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); + Button[Interaction].Texture2.Alpha := 1; + end; + + //Song Fade + if (CatSongs.VisibleSongs > 0) and + (not CatSongs.Song[Interaction].Main) and + (Ini.PreviewVolume <> 0) and + (Ini.PreviewFading <> 0) then + begin + //Start Song Fade after a little Time, to prevent Song to be Played on Scrolling + if ((MusicStartTime > 0) and (SDL_GetTicks() >= MusicStartTime)) then + begin + MusicStartTime := 0; + StartMusicPreview(CatSongs.Song[Interaction]); + end; + end; + + + //Update Fading Time + CoverTime := CoverTime + TimeSkip; + + //Update Fading Texture + Button[Interaction].Texture2.Alpha := (CoverTime - 1) * 1.5; + if Button[Interaction].Texture2.Alpha > 1 then + Button[Interaction].Texture2.Alpha := 1; + + end; + + //inherited Draw; + //heres a little Hack, that causes the Statics + //are Drawn after the Buttons because of some Blending Problems. + //This should cause no Problems because all Buttons on this screen + //Has Z Position. + //Draw BG + DrawBG; + + //Instead of Draw FG Procedure: + //We draw Buttons for our own + for I := 0 to Length(Button) - 1 do + Button[I].Draw; + + // Statics + for I := 0 to Length(Static) - 1 do + Static[I].Draw; + + // and texts + for I := 0 to Length(Text) - 1 do + Text[I].Draw; + + + //Draw Equalizer + if Theme.Song.Equalizer.Visible then + DrawEqualizer; + + DrawExtensions; + + Result := true; +end; + +procedure TScreenSong.SelectNext; +var + Skip: integer; + VS: Integer; +begin + VS := CatSongs.VisibleSongs; + + if VS > 0 then + begin + UnLoadDetailedCover; + + Skip := 1; + + // this 1 could be changed by CatSongs.FindNextVisible + while (not CatSongs.Song[(Interaction + Skip) mod Length(Interactions)].Visible) do + Inc(Skip); + + SongTarget := SongTarget + 1;//Skip; + + Interaction := (Interaction + Skip) mod Length(Interactions); + + // try to keep all at the beginning + if SongTarget > VS-1 then begin + SongTarget := SongTarget - VS; + SongCurrent := SongCurrent - VS; + end; + + end; + + // Interaction -> Button, ktorego okladke przeczytamy + //Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); // 0.5.0: show uncached texture +end; + +procedure TScreenSong.SelectPrev; +var + Skip: integer; + VS: Integer; +begin + VS := CatSongs.VisibleSongs; + + if VS > 0 then + begin + UnLoadDetailedCover; + + Skip := 1; + + while (not CatSongs.Song[(Interaction - Skip + Length(Interactions)) mod Length(Interactions)].Visible) do Inc(Skip); + SongTarget := SongTarget - 1;//Skip; + + Interaction := (Interaction - Skip + Length(Interactions)) mod Length(Interactions); + + // try to keep all at the beginning + if SongTarget < 0 then begin + SongTarget := SongTarget + CatSongs.VisibleSongs; + SongCurrent := SongCurrent + CatSongs.VisibleSongs; + end; + + // Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); // 0.5.0: show uncached texture + end; +end; + +(* +procedure TScreenSong.UpdateLCD; //TODO: maybe LCD Support as Plugin? +begin + LCD.HideCursor; + LCD.Clear; + LCD.WriteText(1, Text[TextArtist].Text); + LCD.WriteText(2, Text[TextTitle].Text); + +end; +*) + +procedure TScreenSong.StartMusicPreview(Song: TSong); +begin + AudioPlayback.Close(); + + if not assigned(Song) then + Exit; + + if AudioPlayback.Open(Song.Path + Song.Mp3) then + begin + AudioPlayback.Position := AudioPlayback.Length / 4; + // set preview volume + if (Ini.PreviewFading = 0) then + begin + // music fade disabled: start with full volume + AudioPlayback.SetVolume(IPreviewVolumeVals[Ini.PreviewVolume]); + AudioPlayback.Play() + end + else + begin + // music fade enabled: start muted and fade-in + AudioPlayback.SetVolume(0); + AudioPlayback.FadeIn(Ini.PreviewFading, IPreviewVolumeVals[Ini.PreviewVolume]); + end; + end; +end; + +//Procedure Change current played Preview +procedure TScreenSong.ChangeMusic; +begin + //When Music Preview is avtivated -> then Change Music + if (Ini.PreviewVolume <> 0) then + begin + // Stop previous song + AudioPlayback.Stop; + // Disable music start delay + MusicStartTime := 0; + + if (CatSongs.VisibleSongs > 0) then + begin + // delay start of music for 200ms (see Draw()) + MusicStartTime := SDL_GetTicks() + 200; + end; + end; +end; + +procedure TScreenSong.SkipTo(Target: Cardinal); +var + i: integer; +begin + UnLoadDetailedCover; + + Interaction := High(CatSongs.Song); + SongTarget := 0; + + for i := 1 to Target+1 do + SelectNext; + + FixSelected2; +end; + +procedure TScreenSong.DrawEqualizer; +var + I, J: Integer; + ChansPerBand: byte; // channels per band + MaxChannel: Integer; + CurBand: Integer; // current band + CurTime: Cardinal; + PosX, PosY: Integer; + Pos: Real; +begin + // Nothing to do if no music is played or an equalizer bar consists of no block + if (AudioPlayback.Finished or (Theme.Song.Equalizer.Length <= 0)) then + Exit; + + CurTime := SDL_GetTicks(); + + // Evaluate FFT-data every 44 ms + if (CurTime >= EqualizerTime) then + begin + EqualizerTime := CurTime + 44; + AudioPlayback.GetFFTData(EqualizerData); + + Pos := 0; + // use only the first approx. 92 of 256 FFT-channels (approx. up to 8kHz + ChansPerBand := ceil(92 / Theme.Song.Equalizer.Bands); // How much channels are used for one Band + MaxChannel := ChansPerBand * Theme.Song.Equalizer.Bands - 1; + + // Change Lengths + for i := 0 to MaxChannel do + begin + // Gain higher freq. data so that the bars are visible + if i > 35 then + EqualizerData[i] := EqualizerData[i] * 8 + else if i > 11 then + EqualizerData[i] := EqualizerData[i] * 4.5 + else + EqualizerData[i] := EqualizerData[i] * 1.1; + + // clamp data + if (EqualizerData[i] > 1) then + EqualizerData[i] := 1; + + // Get max. pos + if (EqualizerData[i] * Theme.Song.Equalizer.Length > Pos) then + Pos := EqualizerData[i] * Theme.Song.Equalizer.Length; + + // Check if this is the last channel in the band + if ((i+1) mod ChansPerBand = 0) then + begin + CurBand := i div ChansPerBand; + + // Smooth delay if new equalizer is lower than the old one + if ((EqualizerBands[CurBand] > Pos) and (EqualizerBands[CurBand] > 1)) then + EqualizerBands[CurBand] := EqualizerBands[CurBand] - 1 + else + EqualizerBands[CurBand] := Round(Pos); + + Pos := 0; + end; + end; + + end; + + // Draw equalizer bands + + // Setup OpenGL + glColor4f(Theme.Song.Equalizer.ColR, Theme.Song.Equalizer.ColG, Theme.Song.Equalizer.ColB, Theme.Song.Equalizer.Alpha); + glDisable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + + // Set position of the first equalizer bar + PosY := Theme.Song.Equalizer.Y; + PosX := Theme.Song.Equalizer.X; + + // Draw bars for each band + for I := 0 to High(EqualizerBands) do + begin + // Reset to lower or left position depending on the drawing-direction + if Theme.Song.Equalizer.Direction then // Vertical bars + // FIXME: Is Theme.Song.Equalizer.Y the upper or lower coordinate? + PosY := Theme.Song.Equalizer.Y //+ (Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space) * Theme.Song.Equalizer.Length + else // Horizontal bars + PosX := Theme.Song.Equalizer.X; + + // Draw the bar as a stack of blocks + for J := 1 to EqualizerBands[I] do + begin + // Draw block + glBegin(GL_QUADS); + glVertex3f(PosX, PosY, Theme.Song.Equalizer.Z); + glVertex3f(PosX, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z); + glVertex3f(PosX+Theme.Song.Equalizer.W, PosY+Theme.Song.Equalizer.H, Theme.Song.Equalizer.Z); + glVertex3f(PosX+Theme.Song.Equalizer.W, PosY, Theme.Song.Equalizer.Z); + glEnd; + + // Calc position of the bar's next block + if Theme.Song.Equalizer.Direction then // Vertical bars + PosY := PosY - Theme.Song.Equalizer.H - Theme.Song.Equalizer.Space + else // Horizontal bars + PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space; + end; + + // Calc position of the next bar + if Theme.Song.Equalizer.Direction then // Vertical bars + PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space + else // Horizontal bars + PosY := PosY + Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space; + end; +end; + +procedure TScreenSong.SelectRandomSong; +var + I, I2: Integer; +begin + case PlaylistMan.Mode of + smNormal: //All Songs Just Select Random Song + begin + //When Tabs are activated then use Tab Method + if (Ini.Tabs_at_startup = 1) then + begin + repeat + I2 := Random(high(CatSongs.Song)+1) - low(CatSongs.Song)+1; + until CatSongs.Song[I2].Main = false; + + //Search Cat + for I := I2 downto low(CatSongs.Song) do + begin + if CatSongs.Song[I].Main then + break; + end; + //In I ist jetzt die Kategorie in I2 der Song + //I is the CatNum, I2 is the No of the Song within this Cat + + //Choose Cat + CatSongs.ShowCategoryList; + + //Show Cat in Top Left Mod + ShowCatTL (I); + + CatSongs.ClickCategoryButton(I); + SelectNext; + + //Choose Song + SkipTo(I2-I); + end + //When Tabs are deactivated use easy Method + else + SkipTo(Random(CatSongs.VisibleSongs)); + end; + smPartyMode: //One Category Select Category and Select Random Song + begin + CatSongs.ShowCategoryList; + CatSongs.ClickCategoryButton(PlaylistMan.CurPlayList); + ShowCatTL(PlaylistMan.CurPlayList); + + SelectNext; + FixSelected2; + + SkipTo(Random(CatSongs.VisibleSongs)); + end; + smPlaylistRandom: //Playlist: Select Playlist and Select Random Song + begin + PlaylistMan.SetPlayList(PlaylistMan.CurPlayList); + + SkipTo(Random(CatSongs.VisibleSongs)); + FixSelected2; + end; + end; + + AudioPlayback.PlaySound(SoundLib.Change); + ChangeMusic; + SetScroll; + //UpdateLCD; //TODO: maybe LCD Support as Plugin? +end; + +procedure TScreenSong.SetJoker; +begin + // If Party Mode + // to-do : Party + if Mode = smPartyMode then //Show Joker that are available + begin + (* + if (PartySession.Teams.NumTeams >= 1) then + begin + Static[StaticTeam1Joker1].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 1); + Static[StaticTeam1Joker2].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 2); + Static[StaticTeam1Joker3].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 3); + Static[StaticTeam1Joker4].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 4); + Static[StaticTeam1Joker5].Visible := (PartySession.Teams.Teaminfo[0].Joker >= 5); + end + else + begin + Static[StaticTeam1Joker1].Visible := False; + Static[StaticTeam1Joker2].Visible := False; + Static[StaticTeam1Joker3].Visible := False; + Static[StaticTeam1Joker4].Visible := False; + Static[StaticTeam1Joker5].Visible := False; + end; + + if (PartySession.Teams.NumTeams >= 2) then + begin + Static[StaticTeam2Joker1].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 1); + Static[StaticTeam2Joker2].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 2); + Static[StaticTeam2Joker3].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 3); + Static[StaticTeam2Joker4].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 4); + Static[StaticTeam2Joker5].Visible := (PartySession.Teams.Teaminfo[1].Joker >= 5); + end + else + begin + Static[StaticTeam2Joker1].Visible := False; + Static[StaticTeam2Joker2].Visible := False; + Static[StaticTeam2Joker3].Visible := False; + Static[StaticTeam2Joker4].Visible := False; + Static[StaticTeam2Joker5].Visible := False; + end; + + if (PartySession.Teams.NumTeams >= 3) then + begin + Static[StaticTeam3Joker1].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 1); + Static[StaticTeam3Joker2].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 2); + Static[StaticTeam3Joker3].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 3); + Static[StaticTeam3Joker4].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 4); + Static[StaticTeam3Joker5].Visible := (PartySession.Teams.Teaminfo[2].Joker >= 5); + end + else + begin + Static[StaticTeam3Joker1].Visible := False; + Static[StaticTeam3Joker2].Visible := False; + Static[StaticTeam3Joker3].Visible := False; + Static[StaticTeam3Joker4].Visible := False; + Static[StaticTeam3Joker5].Visible := False; + end; + *) + end + else + begin //Hide all + Static[StaticTeam1Joker1].Visible := False; + Static[StaticTeam1Joker2].Visible := False; + Static[StaticTeam1Joker3].Visible := False; + Static[StaticTeam1Joker4].Visible := False; + Static[StaticTeam1Joker5].Visible := False; + + Static[StaticTeam2Joker1].Visible := False; + Static[StaticTeam2Joker2].Visible := False; + Static[StaticTeam2Joker3].Visible := False; + Static[StaticTeam2Joker4].Visible := False; + Static[StaticTeam2Joker5].Visible := False; + + Static[StaticTeam3Joker1].Visible := False; + Static[StaticTeam3Joker2].Visible := False; + Static[StaticTeam3Joker3].Visible := False; + Static[StaticTeam3Joker4].Visible := False; + Static[StaticTeam3Joker5].Visible := False; + end; +end; + +procedure TScreenSong.SetStatics; +var + I: Integer; + Visible: Boolean; +begin + //Set Visibility of Party Statics and Text + Visible := (Mode = smPartyMode); + + for I := 0 to high(StaticParty) do + Static[StaticParty[I]].Visible := Visible; + + for I := 0 to high(TextParty) do + Text[TextParty[I]].Visible := Visible; + + //Set Visibility of Non Party Statics and Text + Visible := not Visible; + + for I := 0 to high(StaticNonParty) do + Static[StaticNonParty[I]].Visible := Visible; + + for I := 0 to high(TextNonParty) do + Text[TextNonParty[I]].Visible := Visible; +end; + +//Procedures for Menu + +procedure TScreenSong.StartSong; +begin + CatSongs.Selected := Interaction; + AudioPlayback.Stop; + //Party Mode + if (Mode = smPartyMode) then + begin + FadeTo(@ScreenSingModi); + end + else + begin + FadeTo(@ScreenSing); + end; +end; + +procedure TScreenSong.SelectPlayers; +begin + CatSongs.Selected := Interaction; + AudioPlayback.Stop; + + ScreenName.Goto_SingScreen := True; + FadeTo(@ScreenName); +end; + +procedure TScreenSong.OpenEditor; +begin + if (Songs.SongList.Count > 0) and + (not CatSongs.Song[Interaction].Main) and + (Mode = smNormal) then + begin + AudioPlayback.Stop; + AudioPlayback.PlaySound(SoundLib.Start); + CurrentSong := CatSongs.Song[Interaction]; + FadeTo(@ScreenEditSub); + end; +end; + +//Team No of Team (0-5) +procedure TScreenSong.DoJoker (Team: Byte); +begin + { + if (Mode = smPartyMode) and + (PartySession.Teams.NumTeams >= Team + 1) and + (PartySession.Teams.Teaminfo[Team].Joker > 0) then + begin + //Use Joker + Dec(PartySession.Teams.Teaminfo[Team].Joker); + SelectRandomSong; + SetJoker; + end; + } +end; + +//Detailed Cover Unloading. Unloads the Detailed, uncached Cover of the cur. Song +procedure TScreenSong.UnLoadDetailedCover; +begin + CoverTime := 0; + + // show cached texture + Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, true); + Button[Interaction].Texture2.Alpha := 0; + + if Button[Interaction].Texture.Name <> Skin.GetTextureFileName('SongCover') then + Texture.UnloadTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); +end; + +procedure TScreenSong.Refresh; +begin + { + CatSongs.Refresh; + CatSongs.ShowCategoryList; + Interaction := 0; + SelectNext; + FixSelected; + } +end; + +end. diff --git a/Game/Code/Screens/UScreenStatDetail.pas b/Game/Code/Screens/UScreenStatDetail.pas index c5c8245f..98faed03 100644 --- a/Game/Code/Screens/UScreenStatDetail.pas +++ b/Game/Code/Screens/UScreenStatDetail.pas @@ -1,257 +1,257 @@ -unit UScreenStatDetail; - -interface - -{$I switches.inc} - -uses - UMenu, SDL, SysUtils, UDisplay, UMusic, UIni, UThemes; - -type - TScreenStatDetail = class(TMenu) - public - Typ: Byte; - Page: CardinaL; - Count: Byte; - Reversed: Boolean; - - TotEntrys: Cardinal; - TotPages: Cardinal; - - - constructor Create; override; - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; - procedure onShow; override; - procedure SetAnimationProgress(Progress: real); override; - - procedure SetTitle; - Procedure SetPage(NewPage: Cardinal); - end; - -implementation - -{Stat Screens: - 0 - Best Scores - 1 - Best Singers - 2 - Most sung Songs - 3 - Most popular Band -} - -uses UGraphic, UDataBase, ULanguage, math, ULog; - -function TScreenStatDetail.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - // 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 : - begin - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(@ScreenStatMain); - end; - SDLK_RETURN: - begin - if Interaction = 0 then begin - //Next Page - SetPage(Page+1); - end; - - if Interaction = 1 then begin - //Previous Page - if (Page > 0) then - SetPage(Page-1); - end; - - if Interaction = 2 then begin - //Reverse Order - Reversed := not Reversed; - SetPage(Page); - end; - - if Interaction = 3 then begin - AudioPlayback.PlaySound(SoundLib.Back); - FadeTo(@ScreenStatMain); - end; - end; - SDLK_LEFT: - begin - InteractPrev; - end; - SDLK_RIGHT: - begin - InteractNext; - end; - SDLK_UP: - begin - InteractPrev; - end; - SDLK_DOWN: - begin - InteractNext; - end; - end; - end; -end; - -constructor TScreenStatDetail.Create; -var - I: integer; -begin - inherited Create; - - for I := 0 to High(Theme.StatDetail.TextList) do - AddText(Theme.StatDetail.TextList[I]); - - Count := Length(Theme.StatDetail.TextList); - - AddText(Theme.StatDetail.TextDescription); - AddText(Theme.StatDetail.TextPage); - - LoadFromTheme(Theme.StatDetail); - - AddButton(Theme.StatDetail.ButtonNext); - if (Length(Button[0].Text)=0) then - AddButtonText(14, 20, Language.Translate('STAT_NEXT')); - - AddButton(Theme.StatDetail.ButtonPrev); - if (Length(Button[1].Text)=0) then - AddButtonText(14, 20, Language.Translate('STAT_PREV')); - - AddButton(Theme.StatDetail.ButtonReverse); - if (Length(Button[2].Text)=0) then - AddButtonText(14, 20, Language.Translate('STAT_REVERSE')); - - AddButton(Theme.StatDetail.ButtonExit); - if (Length(Button[3].Text)=0) then - AddButtonText(14, 20, Theme.Options.Description[7]); - - Interaction := 0; - Typ := 0; -end; - -procedure TScreenStatDetail.onShow; -begin - inherited; - - //Set Tot Entrys and PAges - TotEntrys := DataBase.GetTotalEntrys(Typ); - TotPages := Ceil(TotEntrys / Count); - //Show correct Title - SetTitle; - //Show First Page - Reversed := False; - SetPage(0); -end; - -procedure TScreenStatDetail.SetTitle; -begin - //Set Title - Case Reversed of - True: Text[Count].Text := Theme.StatDetail.DescriptionR[Typ]; - False: Text[Count].Text := Theme.StatDetail.Description[Typ]; - end; -end; - -Procedure TScreenStatDetail.SetPage(NewPage: Cardinal); -var - Result: AStatResult; - I: Integer; - FormatStr: String; - PerPage: Byte; -begin - SetLength(Result, Count); - if (Database.GetStats(Result, Typ, Count, NewPage, Reversed)) then - begin - Page := NewPage; - - FormatStr := Theme.StatDetail.FormatStr[Typ]; - - //refresh Texts - For I := 0 to Count-1 do - begin - try - case Typ of - 0:begin //Best Scores - //Set Texts - if (Result[I].Score>0) then - Text[I].Text := Format(FormatStr, [Result[I].Singer, - Result[I].Score, - Theme.ILevel[Result[I].Difficulty], - Result[I].SongArtist, - Result[I].SongTitle]) - else - Text[I].Text := ''; - end; - - 1:begin //Best Singers - //Set Texts - if (Result[I].AverageScore>0) then - Text[I].Text := Format(FormatStr, [Result[I].Player, - Result[I].AverageScore]) - else - Text[I].Text := ''; - end; - - 2:begin //Popular Songs - //Set Texts - if (Result[I].Artist<>'') then - Text[I].Text := Format(FormatStr, [Result[I].Artist, - Result[I].Title, - Result[I].TimesSung]) - else - Text[I].Text := ''; - end; - - 3:begin //Popular Bands - //Set Texts - if (Result[I].ArtistName<>'') then - Text[I].Text := Format(FormatStr, [Result[I].ArtistName, - Result[I].TimesSungtot]) - else - Text[I].Text := ''; - end; - end; - except - on E: EConvertError do - Log.LogError('Error Parsing FormatString in UScreenStatDetail: ' + E.Message); - end; - end; - - if (Page + 1 = TotPages) AND (TotEntrys Mod Count <> 0) then - PerPage := (TotEntrys Mod Count) - else - PerPage := Count; - - Text[Count+1].Text := Format(Theme.StatDetail.PageStr, [Page + 1, - TotPages, - PerPage, - TotEntrys]); - - //Show correct Title - SetTitle; - - end; - -end; - - -procedure TScreenStatDetail.SetAnimationProgress(Progress: real); -var I: Integer; -begin - For I := 0 to high(Button) do - Button[I].Texture.ScaleW := Progress; -end; - -end. +unit UScreenStatDetail; + +interface + +{$I switches.inc} + +uses + UMenu, SDL, SysUtils, UDisplay, UMusic, UIni, UThemes; + +type + TScreenStatDetail = class(TMenu) + public + Typ: Byte; + Page: CardinaL; + Count: Byte; + Reversed: Boolean; + + TotEntrys: Cardinal; + TotPages: Cardinal; + + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure SetAnimationProgress(Progress: real); override; + + procedure SetTitle; + Procedure SetPage(NewPage: Cardinal); + end; + +implementation + +{Stat Screens: + 0 - Best Scores + 1 - Best Singers + 2 - Most sung Songs + 3 - Most popular Band +} + +uses UGraphic, UDataBase, ULanguage, math, ULog; + +function TScreenStatDetail.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + // 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 : + begin + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenStatMain); + end; + SDLK_RETURN: + begin + if Interaction = 0 then begin + //Next Page + SetPage(Page+1); + end; + + if Interaction = 1 then begin + //Previous Page + if (Page > 0) then + SetPage(Page-1); + end; + + if Interaction = 2 then begin + //Reverse Order + Reversed := not Reversed; + SetPage(Page); + end; + + if Interaction = 3 then begin + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenStatMain); + end; + end; + SDLK_LEFT: + begin + InteractPrev; + end; + SDLK_RIGHT: + begin + InteractNext; + end; + SDLK_UP: + begin + InteractPrev; + end; + SDLK_DOWN: + begin + InteractNext; + end; + end; + end; +end; + +constructor TScreenStatDetail.Create; +var + I: integer; +begin + inherited Create; + + for I := 0 to High(Theme.StatDetail.TextList) do + AddText(Theme.StatDetail.TextList[I]); + + Count := Length(Theme.StatDetail.TextList); + + AddText(Theme.StatDetail.TextDescription); + AddText(Theme.StatDetail.TextPage); + + LoadFromTheme(Theme.StatDetail); + + AddButton(Theme.StatDetail.ButtonNext); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Language.Translate('STAT_NEXT')); + + AddButton(Theme.StatDetail.ButtonPrev); + if (Length(Button[1].Text)=0) then + AddButtonText(14, 20, Language.Translate('STAT_PREV')); + + AddButton(Theme.StatDetail.ButtonReverse); + if (Length(Button[2].Text)=0) then + AddButtonText(14, 20, Language.Translate('STAT_REVERSE')); + + AddButton(Theme.StatDetail.ButtonExit); + if (Length(Button[3].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[7]); + + Interaction := 0; + Typ := 0; +end; + +procedure TScreenStatDetail.onShow; +begin + inherited; + + //Set Tot Entrys and PAges + TotEntrys := DataBase.GetTotalEntrys(Typ); + TotPages := Ceil(TotEntrys / Count); + //Show correct Title + SetTitle; + //Show First Page + Reversed := False; + SetPage(0); +end; + +procedure TScreenStatDetail.SetTitle; +begin + //Set Title + Case Reversed of + True: Text[Count].Text := Theme.StatDetail.DescriptionR[Typ]; + False: Text[Count].Text := Theme.StatDetail.Description[Typ]; + end; +end; + +Procedure TScreenStatDetail.SetPage(NewPage: Cardinal); +var + Result: AStatResult; + I: Integer; + FormatStr: String; + PerPage: Byte; +begin + SetLength(Result, Count); + if (Database.GetStats(Result, Typ, Count, NewPage, Reversed)) then + begin + Page := NewPage; + + FormatStr := Theme.StatDetail.FormatStr[Typ]; + + //refresh Texts + For I := 0 to Count-1 do + begin + try + case Typ of + 0:begin //Best Scores + //Set Texts + if (Result[I].Score>0) then + Text[I].Text := Format(FormatStr, [Result[I].Singer, + Result[I].Score, + Theme.ILevel[Result[I].Difficulty], + Result[I].SongArtist, + Result[I].SongTitle]) + else + Text[I].Text := ''; + end; + + 1:begin //Best Singers + //Set Texts + if (Result[I].AverageScore>0) then + Text[I].Text := Format(FormatStr, [Result[I].Player, + Result[I].AverageScore]) + else + Text[I].Text := ''; + end; + + 2:begin //Popular Songs + //Set Texts + if (Result[I].Artist<>'') then + Text[I].Text := Format(FormatStr, [Result[I].Artist, + Result[I].Title, + Result[I].TimesSung]) + else + Text[I].Text := ''; + end; + + 3:begin //Popular Bands + //Set Texts + if (Result[I].ArtistName<>'') then + Text[I].Text := Format(FormatStr, [Result[I].ArtistName, + Result[I].TimesSungtot]) + else + Text[I].Text := ''; + end; + end; + except + on E: EConvertError do + Log.LogError('Error Parsing FormatString in UScreenStatDetail: ' + E.Message); + end; + end; + + if (Page + 1 = TotPages) AND (TotEntrys Mod Count <> 0) then + PerPage := (TotEntrys Mod Count) + else + PerPage := Count; + + Text[Count+1].Text := Format(Theme.StatDetail.PageStr, [Page + 1, + TotPages, + PerPage, + TotEntrys]); + + //Show correct Title + SetTitle; + + end; + +end; + + +procedure TScreenStatDetail.SetAnimationProgress(Progress: real); +var I: Integer; +begin + For I := 0 to high(Button) do + Button[I].Texture.ScaleW := Progress; +end; + +end. diff --git a/Game/Code/Screens/UScreenWelcome.pas b/Game/Code/Screens/UScreenWelcome.pas index 68a6bfff..019e5baf 100644 --- a/Game/Code/Screens/UScreenWelcome.pas +++ b/Game/Code/Screens/UScreenWelcome.pas @@ -1,122 +1,122 @@ -unit UScreenWelcome; - -interface - -{$I switches.inc} - -uses - UMenu, SDL, SysUtils, UThemes; - -type - TScreenWelcome = class(TMenu) - public - Animation: real; - Fadeout: boolean; - constructor Create; override; - function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; - function Draw: boolean; override; - procedure onShow; override; - end; - -implementation - -uses UGraphic, UTime, USkins, UTexture; - -function TScreenWelcome.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then begin - case PressedKey of - SDLK_ESCAPE, - SDLK_BACKSPACE : - begin - Result := False; - end; - SDLK_RETURN: - begin - FadeTo(@ScreenMain); - Fadeout := true; - end; - end; - end; -end; - -constructor TScreenWelcome.Create; -begin - inherited Create; - AddStatic(-10, -10, 0, 0, 1, 1, 1, Skin.GetTextureFileName('ButtonAlt'), TEXTURE_TYPE_TRANSPARENT); - AddStatic(-500, 440, 200, 5, 0, 0, 0, Skin.GetTextureFileName('Rectangle'), TEXTURE_TYPE_COLORIZED); - AddStatic(-500, 472, 200, 5, 0, 0, 0, Skin.GetTextureFileName('Rectangle'), TEXTURE_TYPE_COLORIZED); - AddStatic(-500, 504, 200, 5, 0, 0, 0, Skin.GetTextureFileName('Rectangle'), TEXTURE_TYPE_COLORIZED); - AddStatic(-500, 536, 200, 5, 0, 0, 0, Skin.GetTextureFileName('Rectangle'), TEXTURE_TYPE_COLORIZED); - AddStatic(-500, 568, 200, 5, 0, 0, 0, Skin.GetTextureFileName('Rectangle'), TEXTURE_TYPE_COLORIZED); - Animation := 0; - Fadeout := false; -end; - -procedure TScreenWelcome.onShow; -begin - inherited; - - CountSkipTimeSet; -end; - -function TScreenWelcome.Draw: boolean; -var - Min: real; - Max: real; - Wsp: real; - Pet: integer; -begin - // star animation - Animation := Animation + TimeSkip*1000; - - // draw nothing - Min := 0; Max := 1000; - if (Animation >= Min) and (Animation < Max) then begin - end; - - // popup - Min := 1000; Max := 1120; - if (Animation >= Min) and (Animation < Max) then begin - Wsp := (Animation - Min) / (Max - Min); - Static[0].Texture.X := 600; - Static[0].Texture.Y := 600 - Wsp * 230; - Static[0].Texture.W := 200; - Static[0].Texture.H := Wsp * 230; - end; - - // bounce - Min := 1120; Max := 1200; - if (Animation >= Min) and (Animation < Max) then begin - Wsp := (Animation - Min) / (Max - Min); - Static[0].Texture.Y := 370 + Wsp * 50; - Static[0].Texture.H := 230 - Wsp * 50; - end; - - // run - Min := 1500; Max := 3500; - if (Animation >= Min) and (Animation < Max) then begin - Wsp := (Animation - Min) / (Max - Min); - - Static[0].Texture.X := 600 - Wsp * 1400; - Static[0].Texture.H := 180; - - - for Pet := 1 to 5 do begin - Static[Pet].Texture.X := 770 - Wsp * 1400; - Static[Pet].Texture.W := 150 + Wsp * 200; - Static[Pet].Texture.Alpha := Wsp * 0.5; - end; - end; - - Min := 3500; - if (Animation >= Min) and (not Fadeout) then begin - FadeTo(@ScreenMain); - Fadeout := true; - end; - - inherited Draw; -end; - -end. +unit UScreenWelcome; + +interface + +{$I switches.inc} + +uses + UMenu, SDL, SysUtils, UThemes; + +type + TScreenWelcome = class(TMenu) + public + Animation: real; + Fadeout: boolean; + constructor Create; override; + function ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + procedure onShow; override; + end; + +implementation + +uses UGraphic, UTime, USkins, UTexture; + +function TScreenWelcome.ParseInput(PressedKey: Cardinal; CharCode: WideChar; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then begin + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Result := False; + end; + SDLK_RETURN: + begin + FadeTo(@ScreenMain); + Fadeout := true; + end; + end; + end; +end; + +constructor TScreenWelcome.Create; +begin + inherited Create; + AddStatic(-10, -10, 0, 0, 1, 1, 1, Skin.GetTextureFileName('ButtonAlt'), TEXTURE_TYPE_TRANSPARENT); + AddStatic(-500, 440, 200, 5, 0, 0, 0, Skin.GetTextureFileName('Rectangle'), TEXTURE_TYPE_COLORIZED); + AddStatic(-500, 472, 200, 5, 0, 0, 0, Skin.GetTextureFileName('Rectangle'), TEXTURE_TYPE_COLORIZED); + AddStatic(-500, 504, 200, 5, 0, 0, 0, Skin.GetTextureFileName('Rectangle'), TEXTURE_TYPE_COLORIZED); + AddStatic(-500, 536, 200, 5, 0, 0, 0, Skin.GetTextureFileName('Rectangle'), TEXTURE_TYPE_COLORIZED); + AddStatic(-500, 568, 200, 5, 0, 0, 0, Skin.GetTextureFileName('Rectangle'), TEXTURE_TYPE_COLORIZED); + Animation := 0; + Fadeout := false; +end; + +procedure TScreenWelcome.onShow; +begin + inherited; + + CountSkipTimeSet; +end; + +function TScreenWelcome.Draw: boolean; +var + Min: real; + Max: real; + Wsp: real; + Pet: integer; +begin + // star animation + Animation := Animation + TimeSkip*1000; + + // draw nothing + Min := 0; Max := 1000; + if (Animation >= Min) and (Animation < Max) then begin + end; + + // popup + Min := 1000; Max := 1120; + if (Animation >= Min) and (Animation < Max) then begin + Wsp := (Animation - Min) / (Max - Min); + Static[0].Texture.X := 600; + Static[0].Texture.Y := 600 - Wsp * 230; + Static[0].Texture.W := 200; + Static[0].Texture.H := Wsp * 230; + end; + + // bounce + Min := 1120; Max := 1200; + if (Animation >= Min) and (Animation < Max) then begin + Wsp := (Animation - Min) / (Max - Min); + Static[0].Texture.Y := 370 + Wsp * 50; + Static[0].Texture.H := 230 - Wsp * 50; + end; + + // run + Min := 1500; Max := 3500; + if (Animation >= Min) and (Animation < Max) then begin + Wsp := (Animation - Min) / (Max - Min); + + Static[0].Texture.X := 600 - Wsp * 1400; + Static[0].Texture.H := 180; + + + for Pet := 1 to 5 do begin + Static[Pet].Texture.X := 770 - Wsp * 1400; + Static[Pet].Texture.W := 150 + Wsp * 200; + Static[Pet].Texture.Alpha := Wsp * 0.5; + end; + end; + + Min := 3500; + if (Animation >= Min) and (not Fadeout) then begin + FadeTo(@ScreenMain); + Fadeout := true; + end; + + inherited Draw; +end; + +end. -- cgit v1.2.3