From b29759fbfdd8a013e3d0a85b578934ebec028c41 Mon Sep 17 00:00:00 2001 From: jaybinks Date: Tue, 2 Oct 2007 04:39:22 +0000 Subject: Fixed linux compilation. Linux is now running in the main loop fine. * no audio playback or input yet... * Timing hack inplace.. that must be replace * bunch of textures not working.. however the play screen is looking similar to windows builds. I hope this dosnt break windows builds to much. git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@460 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Screens/UScreenOptionsRecord.pas | 270 +++--- Game/Code/Screens/UScreenScore.pas | 1335 ++++++++++++++-------------- Game/Code/Screens/UScreenTop5.pas | 336 +++---- 3 files changed, 978 insertions(+), 963 deletions(-) (limited to 'Game/Code/Screens') diff --git a/Game/Code/Screens/UScreenOptionsRecord.pas b/Game/Code/Screens/UScreenOptionsRecord.pas index 2ff989fa..ef8b31d1 100644 --- a/Game/Code/Screens/UScreenOptionsRecord.pas +++ b/Game/Code/Screens/UScreenOptionsRecord.pas @@ -1,132 +1,138 @@ -unit UScreenOptionsRecord; - -interface - -uses - UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes; - -type - TScreenOptionsRecord = class(TMenu) - private - SelectSlideInput: integer; - SelectSlideChannelL: integer; - SelectSlideChannelR: integer; - public - constructor Create; override; - function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; - procedure onShow; override; - procedure UpdateCard; - end; - -implementation - -uses SysUtils, UGraphic, URecord, ULog; - -function TScreenOptionsRecord.ParseInput(PressedKey: Cardinal; ScanCode: byte; 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 - Ini.Save; - Music.PlayBack; - FadeTo(@ScreenOptions); - end; - SDLK_RETURN: - begin - if SelInteraction = 4 then begin - Ini.Save; - Music.PlayBack; - FadeTo(@ScreenOptions); - end; - end; - SDLK_DOWN: - InteractNext; - SDLK_UP : - InteractPrev; - SDLK_RIGHT: - begin - if (SelInteraction >= 0) and (SelInteraction <= 3) then begin - Music.PlayOption; - InteractInc; - end; - if SelInteraction = 0 then UpdateCard; - end; - SDLK_LEFT: - begin - if (SelInteraction >= 0) and (SelInteraction <= 3) then begin - Music.PlayOption; - InteractDec; - end; - if SelInteraction = 0 then UpdateCard; - end; - end; - end; -end; - -constructor TScreenOptionsRecord.Create; -var - I: integer; - SC: integer; - SCI: integer; -begin - inherited Create; - - LoadFromTheme(Theme.OptionsRecord); - - SetLength(ICard, Length(Recording.SoundCard)); - for SC := 0 to High(Recording.SoundCard) do - ICard[SC] := Recording.SoundCard[SC].Description; -// end; - -// if Length(Recording.SoundCard[Ini.Card].Input) > 0 then begin - SetLength(IInput, Length(Recording.SoundCard[Ini.Card].Input)); - for SCI := 0 to High(Recording.SoundCard[Ini.Card].Input) do - IInput[SCI] := Recording.SoundCard[Ini.Card].Input[SCI].Name; -// end; - - - AddSelectSlide(Theme.OptionsRecord.SelectSlideCard, Ini.Card, ICard); - SelectSlideInput := AddSelectSlide(Theme.OptionsRecord.SelectSlideInput, Ini.CardList[0].Input, IInput); - SelectSlideChannelL := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelL, Ini.CardList[0].ChannelL, IChannel); - SelectSlideChannelR := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelR, Ini.CardList[0].ChannelR, IChannel); - - AddButton(Theme.OptionsRecord.ButtonExit); - if (Length(Button[0].Text)=0) then - AddButtonText(14, 20, Theme.Options.Description[7]); - - Interaction := 0; -end; - -procedure TScreenOptionsRecord.onShow; -begin - Interaction := 0; -end; - -procedure TScreenOptionsRecord.UpdateCard; -var - SC: integer; - SCI: integer; -begin - SC := Ini.Card; -// if SC = 1 then beep; - - SetLength(IInput, Length(Recording.SoundCard[SC].Input)); - for SCI := 0 to High(Recording.SoundCard[SC].Input) do begin - IInput[SCI] := Recording.SoundCard[SC].Input[SCI].Name; -// Log.LogError(IInput[SCI]); - end; - - UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideInput, SelectSlideInput, IInput, Ini.CardList[SC].Input); - UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideChannelL, SelectSlideChannelL, IChannel, Ini.CardList[SC].ChannelL); - UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideChannelR, SelectSlideChannelR, IChannel, Ini.CardList[SC].ChannelR); -end; - -end. \ No newline at end of file +unit UScreenOptionsRecord; + +interface + +uses + UMenu, SDL, UDisplay, UMusic, UFiles, UIni, UThemes; + +type + TScreenOptionsRecord = class(TMenu) + private + SelectSlideInput: integer; + SelectSlideChannelL: integer; + SelectSlideChannelR: integer; + public + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure UpdateCard; + end; + +implementation + +uses SysUtils, UGraphic, URecord, ULog; + +function TScreenOptionsRecord.ParseInput(PressedKey: Cardinal; ScanCode: byte; 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 + Ini.Save; + Music.PlayBack; + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + if SelInteraction = 4 then begin + Ini.Save; + Music.PlayBack; + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 3) then begin + Music.PlayOption; + InteractInc; + end; + if SelInteraction = 0 then UpdateCard; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 3) then begin + Music.PlayOption; + InteractDec; + end; + if SelInteraction = 0 then UpdateCard; + end; + end; + end; +end; + +constructor TScreenOptionsRecord.Create; +var + I: integer; + SC: integer; + SCI: integer; +begin + inherited Create; + + LoadFromTheme(Theme.OptionsRecord); + + SetLength(ICard, Length(Recording.SoundCard)); + for SC := 0 to High(Recording.SoundCard) do + ICard[SC] := Recording.SoundCard[SC].Description; +// end; + +// if Length(Recording.SoundCard[Ini.Card].Input) > 0 then begin + + {$IFDEF win32} + // TODO : JB_Linux .... Audio Input ... had to remove to get it to run ??? + + SetLength(IInput, Length(Recording.SoundCard[Ini.Card].Input)); + for SCI := 0 to High(Recording.SoundCard[Ini.Card].Input) do + IInput[SCI] := Recording.SoundCard[Ini.Card].Input[SCI].Name; +// end; + + AddSelectSlide(Theme.OptionsRecord.SelectSlideCard, Ini.Card, ICard); + SelectSlideInput := AddSelectSlide(Theme.OptionsRecord.SelectSlideInput, Ini.CardList[0].Input, IInput); + SelectSlideChannelL := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelL, Ini.CardList[0].ChannelL, IChannel); + SelectSlideChannelR := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelR, Ini.CardList[0].ChannelR, IChannel); + + {$ENDIF} + + + AddButton(Theme.OptionsRecord.ButtonExit); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[7]); + + Interaction := 0; +end; + +procedure TScreenOptionsRecord.onShow; +begin + Interaction := 0; +end; + +procedure TScreenOptionsRecord.UpdateCard; +var + SC: integer; + SCI: integer; +begin + SC := Ini.Card; +// if SC = 1 then beep; + + SetLength(IInput, Length(Recording.SoundCard[SC].Input)); + for SCI := 0 to High(Recording.SoundCard[SC].Input) do begin + IInput[SCI] := Recording.SoundCard[SC].Input[SCI].Name; +// Log.LogError(IInput[SCI]); + end; + + UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideInput, SelectSlideInput, IInput, Ini.CardList[SC].Input); + UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideChannelL, SelectSlideChannelL, IChannel, Ini.CardList[SC].ChannelL); + UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideChannelR, SelectSlideChannelR, IChannel, Ini.CardList[SC].ChannelR); +end; + +end. diff --git a/Game/Code/Screens/UScreenScore.pas b/Game/Code/Screens/UScreenScore.pas index 0182bbd2..c53e8b32 100644 --- a/Game/Code/Screens/UScreenScore.pas +++ b/Game/Code/Screens/UScreenScore.pas @@ -1,663 +1,672 @@ -unit UScreenScore; - -interface - -{$IFDEF FPC} - {$MODE DELPHI} -{$ENDIF} - -uses - UMenu, - SDL, - SysUtils, - UDisplay, - UMusic, - USongs, - UThemes, - OpenGL12, - Windows, - math, - ULCD; - -// OpenGL; - -type - TScreenScore = class(TMenu) - public - 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; - Fadeout: boolean; - - BarScore_ActualHeight : array[1..6] of real; - BarPhrase_ActualHeight : array[1..6] of real; - BarGolden_ActualHeight : array[1..6] of real; - - BarScore_EaseOut_Step : real; - BarPhrase_EaseOut_Step : real; - BarGolden_EaseOut_Step : real; - - TextScore_ActualValue : array[1..6] of integer; - TextPhrase_ActualValue : array[1..6] of integer; - TextGolden_ActualValue : array[1..6] of integer; - - EaseOut_MaxSteps : real; - - constructor Create; override; - function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; - procedure onShow; override; - procedure onShowFinish; override; - function Draw: boolean; override; - procedure FillPlayer(Item, P: integer); - - function RaiseBar(PlayerNumber: integer; BarStartPosY: Single; ActualHeight: real; Score: integer; ColorBrightness : String; EaseOut_Step: Real) : real; - function IncrementScore(PlayerNumber: integer; ActualScoreValue: Integer; ScoreReached: integer; EaseOut_Step: Real) : integer; - end; - -implementation - -//{$IFDEF TRANSLATE} -uses UGraphic, UScreenSong, UMenuStatic, UTime, UMain, UIni, ULanguage; -//{$ELSE} -//uses UGraphic, UScreenSong, UMenuStatic, UTime, UMain, UIni; -//{$ENDIF} -function TScreenScore.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then begin - case PressedKey of - SDLK_Q: - begin - Result := false; - end; - - SDLK_ESCAPE, - SDLK_BACKSPACE : - - begin - if (not Fadeout) then begin -// Music.StopShuffle; - FadeTo(@ScreenTop5); - Fadeout := true; - end; - end; - SDLK_RETURN: - begin - if (not Fadeout) then begin -// Music.StopShuffle; - FadeTo(@ScreenTop5); - Fadeout := true; - end; - end; -{ SDLK_SYSREQ: - begin - beep; - end;} - SDLK_SYSREQ: - begin - Display.PrintScreen; - end; - end; - end; -end; - -constructor TScreenScore.Create; -var - P: integer; - I, C: integer; -begin - inherited Create; - - LoadFromTheme(Theme.Score); - - TextArtist := AddText(Theme.Score.TextArtist); - TextTitle := AddText(Theme.Score.TextTitle); - - TextArtistTitle := AddText(Theme.Score.TextArtistTitle); - - for P := 1 to 6 do begin - TextName[P] := AddText(Theme.Score.TextName[P]); - TextScore[P] := AddText(Theme.Score.TextScore[P]); - - TextNotes[P] := AddText(Theme.Score.TextNotes[P]); - TextNotesScore[P] := AddText(Theme.Score.TextNotesScore[P]); - TextLineBonus[P] := AddText(Theme.Score.TextLineBonus[P]); - TextLineBonusScore[P] := AddText(Theme.Score.TextLineBonusScore[P]); - TextGoldenNotes[P] := AddText(Theme.Score.TextGoldenNotes[P]); - TextGoldenNotesScore[P] := AddText(Theme.Score.TextGoldenNotesScore[P]); - TextTotal[P] := AddText(Theme.Score.TextTotal[P]); - TextTotalScore[P] := AddText(Theme.Score.TextTotalScore[P]); - - SetLength(PlayerStatic[P], Length(Theme.Score.PlayerStatic[P])); - - SetLength(PlayerTexts[P], Length(Theme.Score.PlayerTexts[P])); - - for I := 0 to High(Theme.Score.PlayerStatic[P]) do - PlayerStatic[P, I] := AddStatic(Theme.Score.PlayerStatic[P, I]); - - - //added by mog - for C := 0 to High(Theme.Score.PlayerTexts[P]) do - PlayerTexts[P, C] := AddText(Theme.Score.PlayerTexts[P, C]); - // more skinable now - - StaticBoxLightest[P] := AddStatic(Theme.Score.StaticBoxLightest[P]); - StaticBoxLight[P] := AddStatic(Theme.Score.StaticBoxLight[P]); - StaticBoxDark[P] := AddStatic(Theme.Score.StaticBoxDark[P]); - - StaticBackLevel[P] := AddStatic(Theme.Score.StaticBackLevel[P]); - StaticBackLevelRound[P] := AddStatic(Theme.Score.StaticBackLevelRound[P]); - StaticLevel[P] := AddStatic(Theme.Score.StaticLevel[P]); - StaticLevelRound[P] := AddStatic(Theme.Score.StaticLevelRound[P]); - end; -end; - -procedure TScreenScore.onShow; -var - P: integer; // player - PP: integer; // another player variable - S: string; - I: integer; - Lev: real; - Skip: integer; - V: array[1..6] of boolean; // visibility array - MaxH: real; // maximum height of score bar - Wsp: real; -begin -{* - CountSkipTimeSet; - - Animation := 0; - Fadeout := false; - - Text[1].Text := AktSong.Artist + ' - ' + AktSong.Title; - Text[2].Text := ' ' + IntToStr((Round(Gracz[0].Punkty) div 10) * 10) + ' points'; - - Static[0].Texture.X := -2000; - Static[1].Texture.X := -2000; - Static[2].Texture.X := -2000; - Static[3].Texture.X := -2000; - Static[4].Texture.X := -2000; - Static[5].Texture.X := -2000; - Static[6].Texture.X := -2000; - Static[7].Texture.X := -2000; - - Text[0].X := -2000; - Text[1].X := -2000; - Text[2].X := -2000; - Text[3].X := -2000; - - - case (Round(Gracz[0].Punkty) div 10) * 10 of - 0..1000: Text[3].Text := ' Tone Deaf'; - 2010..4000: Text[3].Text := ' Amateur'; - 4010..6000: Text[3].Text := ' Rising Star'; - 6010..8000: Text[3].Text := ' Lead Singer'; - 8010..9000: Text[3].Text := ' Hit Artist'; - 9010..10000: Text[3].Text := ' Superstar'; - end; - - Music.PlayShuffle; -*} - - // Singstar - Fadeout := false; - - Text[TextArtist].Text := AktSong.Artist; - Text[TextTitle].Text := AktSong.Title; - Text[TextArtistTitle].Text := AktSong.Artist + ' - ' + AktSong.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; - - 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]; - - Static[StaticBackLevel[P]].Visible := false; //V[P]; - Static[StaticBackLevelRound[P]].Visible := false; //V[P]; - Static[StaticLevel[P]].Visible := false; //V[P]; - Static[StaticLevelRound[P]].Visible := false; //V[P]; - end; - -end; - -procedure TScreenScore.onShowFinish; -var - index : integer; -begin -for index := 1 to 2 do - begin - BarScore_ActualHeight[index] := 0; - BarPhrase_ActualHeight[index] := 0; - BarGolden_ActualHeight[index] := 0; - - 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; - - EaseOut_MaxSteps := 100; -end; - -function TScreenScore.Draw: boolean; -var -{ Min: real; - Max: real; - Wsp: real; - Wsp2: real; - Pet: integer;} - - ActualTime, OldTime : Integer; - - Item: integer; - P: integer; - C: integer; - - katze : integer; -begin - - // 0.5.0: try also use 4 players screen with nicks - if PlayersPlay = 4 then begin - for Item := 2 to 3 do begin - if ScreenAct = 1 then P := Item-2; - if ScreenAct = 2 then P := Item; - - FillPlayer(Item, P); - end; - end; - - - // Singstar - let it be...... with 6 statics - if PlayersPlay = 6 then begin - for Item := 4 to 6 do begin - if ScreenAct = 1 then P := Item-4; - if ScreenAct = 2 then P := Item-1; - - FillPlayer(Item, P); - -{ if ScreenAct = 1 then begin - LoadColor( - Static[StaticBoxLightest[Item]].Texture.ColR, - Static[StaticBoxLightest[Item]].Texture.ColG, - Static[StaticBoxLightest[Item]].Texture.ColB, - 'P1Dark'); - end; - - if ScreenAct = 2 then begin - LoadColor( - Static[StaticBoxLightest[Item]].Texture.ColR, - Static[StaticBoxLightest[Item]].Texture.ColG, - Static[StaticBoxLightest[Item]].Texture.ColB, - 'P4Dark'); - end;} - - end; - end; - - inherited Draw; -{ - player[1].ScoreI := 7000; - player[1].ScoreLineI := 2000; - player[1].ScoreGoldenI := 1000; - - player[2].ScoreI := 2500; - player[2].ScoreLineI := 1100; - player[2].ScoreGoldenI := 900; - } -// Let's arise the bars - ActualTime := GetTickCount div 33; - if ((ActualTime <> OldTime) and ShowFinish )then - begin - OldTime := ActualTime; - - For katze:= 0 to 5 do - begin - - // We actually araise them in the right order, but we have to draw them in reverse order (golden -> phrase -> mainscore) - Case BarScore_EaseOut_Step < EaseOut_MaxSteps * 10 of - true : BarScore_EaseOut_Step := BarScore_EaseOut_Step + 1; - end; - - // PhrasenBonus - if (BarScore_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then - begin - Case BarPhrase_EaseOut_Step < EaseOut_MaxSteps * 10 of - true : BarPhrase_EaseOut_Step := BarPhrase_EaseOut_Step + 1; - end; - - // GoldenNotebonus - if (BarPhrase_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then - begin - Case BarGolden_EaseOut_Step < EaseOut_MaxSteps * 10 of - true : BarGolden_EaseOut_Step := BarGolden_EaseOut_Step + 1; - end; - - //######################## - // Draw golden score bar # - //######################## - - BarGolden_ActualHeight[katze] := RaiseBar(katze, - Static[StaticBackLevel[katze+1]].Texture.y - BarScore_ActualHeight[katze] - BarPhrase_ActualHeight[katze], - BarGolden_ActualHeight[katze], - player[katze+1].ScoreGoldenI, - 'Lightest', - BarGolden_EaseOut_Step); - - // Increment and show total score and plain score - TextGolden_ActualValue[katze] := IncrementScore(katze, - TextGolden_ActualValue[katze], - Player[katze+1].ScoreGoldenI, - BarGolden_EaseOut_Step); - Text[TextGoldenNotesScore[katze+1]].Text := IntToStr(TextGolden_ActualValue[katze]); - - // Blend in - Text[TextGoldenNotesScore[katze+1]].Alpha := (BarGolden_EaseOut_Step / 100); - Text[TextGoldenNotes[katze+1]].Alpha := (BarGolden_EaseOut_Step / 100); - - end; - //######################## - // Draw phrase score bar # - //######################## - BarPhrase_ActualHeight[katze] := RaiseBar(katze, - Static[StaticBackLevel[katze+1]].Texture.y - BarScore_ActualHeight[katze], - BarPhrase_ActualHeight[katze], - Player[katze+1].ScoreLineI, - 'Light', - BarPhrase_EaseOut_Step); - - // Increment and show total score and plain score - TextPhrase_ActualValue[katze] := IncrementScore(katze, - TextPhrase_ActualValue[katze], - Player[katze+1].ScoreLineI, - BarPhrase_EaseOut_Step); - Text[TextLineBonusScore[katze+1]].Text := IntToStr(TextPhrase_ActualValue[katze]); - - //Blend in - Text[TextLineBonusScore[katze+1]].Alpha := (BarPhrase_EaseOut_Step / 100); - Text[TextLineBonus[katze+1]].Alpha := (BarPhrase_EaseOut_Step / 100); - - - end; - //####################### - // Draw plain score bar # - //####################### - BarScore_ActualHeight[katze] := RaiseBar(katze, - Static[StaticBackLevel[katze+1]].Texture.y, - BarScore_ActualHeight[katze], - Player[katze+1].ScoreI, - 'Dark', - BarScore_EaseOut_Step); - // Increment and show total score and plain score - TextScore_ActualValue[katze] := IncrementScore(katze, - TextScore_ActualValue[katze], - Player[katze+1].ScoreI, - BarScore_EaseOut_Step); - Text[TextNotesScore[katze+1]].Text := IntToStr(TextScore_ActualValue[katze]); - - Text[TextTotalScore[katze+1]].Text := IntToStr(TextScore_ActualValue[katze] + TextPhrase_ActualValue[katze] + TextGolden_ActualValue[katze]); - - //Blend em in - Text[TextTotalScore[katze+1]].Alpha := (BarScore_EaseOut_Step / 100); - Text[TextTotal[katze+1]].Alpha := (BarScore_EaseOut_Step / 100); - Text[TextNotesScore[katze+1]].Alpha := (BarScore_EaseOut_Step / 100); - Text[TextNotes[katze+1]].Alpha := (BarScore_EaseOut_Step / 100); - Text[TextScore[katze+1]].Alpha := (BarScore_EaseOut_Step / 100); - - end; // me loop - end; -end; - - -function TscreenScore.RaiseBar(PlayerNumber: integer; BarStartPosY: Single; ActualHeight: real; Score: integer; ColorBrightness : String; EaseOut_Step: Real) : real; -const - RaiseSmoothness : integer = 100; -var - MaxHeight : real; - NewHeight : real; - Width : real; - - Height2Reach : real; - - RaiseStep : real; - - BarStartPosX : Single; - - R,G,B : real; -begin - - MaxHeight := Static[StaticBackLevel[PlayerNumber + 1]].Texture.H; - Width := Static[StaticBackLevel[PlayerNumber + 1]].Texture.W; - - BarStartPosX := Static[StaticBackLevel[PlayerNumber + 1]].Texture.X; - - BarStartPosY := BarStartPosY + MaxHeight; // The texture starts in the upper left corner, so let's subtract the height - so we can arise it - - // the height dependend of the score - Height2Reach := (Score / 10000) * MaxHeight; - - // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps - RaiseStep := EaseOut_Step; - - if (ActualHeight < 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 - NewHeight := (-Height2Reach * RaiseStep * (RaiseStep - 20) + BarStartPosY) / RaiseSmoothness; - end - else - begin - NewHeight := Height2Reach; - end; - //+1 - LoadColor(R, G, B, 'P' + inttostr(PlayerNumber+1) + ColorBrightness); //dark, light, lightest - glColor4f(R, G, B, 1); - - //the actual bar - glBindTexture(GL_TEXTURE_2D, Static[StaticLevel[PlayerNumber + 1]].Texture.TexNum); - - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(BarStartPosX, BarStartPosY - NewHeight); - glTexCoord2f(1, 0); glVertex2f(BarStartPosX + Width, BarStartPosY - NewHeight); - glTexCoord2f(1, 1); glVertex2f(BarStartPosX + Width, BarStartPosY); - glTexCoord2f(0, 1); glVertex2f(BarStartPosX, BarStartPosY); - glEnd; - - //the round thing on top - glBindTexture(GL_TEXTURE_2D, Static[StaticLevelRound[PlayerNumber + 1]].Texture.TexNum); - - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(BarStartPosX, (BarStartPosY - Static[StaticLevelRound[PlayerNumber + 1]].Texture.h) - NewHeight); - glTexCoord2f(1, 0); glVertex2f(BarStartPosX + Width, (BarStartPosY - Static[StaticLevelRound[PlayerNumber + 1]].Texture.h) - NewHeight); - glTexCoord2f(1, 1); glVertex2f(BarStartPosX + Width, BarStartPosY - NewHeight); - glTexCoord2f(0, 1); glVertex2f(BarStartPosX, BarStartPosY - NewHeight); - glEnd; - - Result := NewHeight; -end; - -function TScreenScore.IncrementScore(PlayerNumber: integer; ActualScoreValue: Integer; ScoreReached: integer; EaseOut_Step: Real) : integer; -const - RaiseSmoothness : integer = 100; -var - RaiseStep : Real; - lTmpA : Real; -begin - // 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 - Result := floor( lTmpA / RaiseSmoothness); - end; - end - else - begin - Result := 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].ScoreTotalI); - while (Length(S)<5) do S := '0' + S; - Text[TextTotalScore[Item]].Text := S; - - S := IntToStr(Player[P].ScoreLineI); - while (Length(S)<4) do S := '0' + S; - Text[TextLineBonusScore[Item]].Text := S; - - S := IntToStr(Player[P].ScoreGoldenI); - while (Length(S)<4) do S := '0' + S; - Text[TextGoldenNotesScore[Item]].Text := S; -//end of fix - - LoadColor( - Text[TextName[Item]].ColR, - Text[TextName[Item]].ColG, - Text[TextName[Item]].ColB, - 'P' + IntToStr(P+1) + 'Dark'); - - LoadColor( - Static[StaticBoxLightest[Item]].Texture.ColR, - Static[StaticBoxLightest[Item]].Texture.ColG, - Static[StaticBoxLightest[Item]].Texture.ColB, - 'P' + IntToStr(P+1) + 'Lightest'); - - LoadColor( - Static[StaticBoxLight[Item]].Texture.ColR, - Static[StaticBoxLight[Item]].Texture.ColG, - Static[StaticBoxLight[Item]].Texture.ColB, - 'P' + IntToStr(P+1) + 'Light'); - - LoadColor( - Static[StaticBoxDark[Item]].Texture.ColR, - Static[StaticBoxDark[Item]].Texture.ColG, - Static[StaticBoxDark[Item]].Texture.ColB, - 'P' + IntToStr(P+1) + 'Dark'); -end; - -end. +unit UScreenScore; + +interface + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + +uses + UMenu, + SDL, + SysUtils, + UDisplay, + UMusic, + USongs, + UThemes, + OpenGL12, + {$ifdef win32} + Windows, + {$endif} + math, + ULCD; + +// OpenGL; + +type + TScreenScore = class(TMenu) + public + 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; + Fadeout: boolean; + + BarScore_ActualHeight : array[1..6] of real; + BarPhrase_ActualHeight : array[1..6] of real; + BarGolden_ActualHeight : array[1..6] of real; + + BarScore_EaseOut_Step : real; + BarPhrase_EaseOut_Step : real; + BarGolden_EaseOut_Step : real; + + TextScore_ActualValue : array[1..6] of integer; + TextPhrase_ActualValue : array[1..6] of integer; + TextGolden_ActualValue : array[1..6] of integer; + + EaseOut_MaxSteps : real; + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure onShowFinish; override; + function Draw: boolean; override; + procedure FillPlayer(Item, P: integer); + + function RaiseBar(PlayerNumber: integer; BarStartPosY: Single; ActualHeight: real; Score: integer; ColorBrightness : String; EaseOut_Step: Real) : real; + function IncrementScore(PlayerNumber: integer; ActualScoreValue: Integer; ScoreReached: integer; EaseOut_Step: Real) : integer; + end; + +implementation + + +uses UGraphic, + UScreenSong, + UMenuStatic, + UTime, + UMain, + UIni, + {$IFNDEF win32} + lclintf, + {$ENDIF} + ULanguage; + +function TScreenScore.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then begin + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + + begin + if (not Fadeout) then begin +// Music.StopShuffle; + FadeTo(@ScreenTop5); + Fadeout := true; + end; + end; + SDLK_RETURN: + begin + if (not Fadeout) then begin +// Music.StopShuffle; + FadeTo(@ScreenTop5); + Fadeout := true; + end; + end; +{ SDLK_SYSREQ: + begin + beep; + end;} + SDLK_SYSREQ: + begin + Display.PrintScreen; + end; + end; + end; +end; + +constructor TScreenScore.Create; +var + P: integer; + I, C: integer; +begin + inherited Create; + + LoadFromTheme(Theme.Score); + + TextArtist := AddText(Theme.Score.TextArtist); + TextTitle := AddText(Theme.Score.TextTitle); + + TextArtistTitle := AddText(Theme.Score.TextArtistTitle); + + for P := 1 to 6 do begin + TextName[P] := AddText(Theme.Score.TextName[P]); + TextScore[P] := AddText(Theme.Score.TextScore[P]); + + TextNotes[P] := AddText(Theme.Score.TextNotes[P]); + TextNotesScore[P] := AddText(Theme.Score.TextNotesScore[P]); + TextLineBonus[P] := AddText(Theme.Score.TextLineBonus[P]); + TextLineBonusScore[P] := AddText(Theme.Score.TextLineBonusScore[P]); + TextGoldenNotes[P] := AddText(Theme.Score.TextGoldenNotes[P]); + TextGoldenNotesScore[P] := AddText(Theme.Score.TextGoldenNotesScore[P]); + TextTotal[P] := AddText(Theme.Score.TextTotal[P]); + TextTotalScore[P] := AddText(Theme.Score.TextTotalScore[P]); + + SetLength(PlayerStatic[P], Length(Theme.Score.PlayerStatic[P])); + + SetLength(PlayerTexts[P], Length(Theme.Score.PlayerTexts[P])); + + for I := 0 to High(Theme.Score.PlayerStatic[P]) do + PlayerStatic[P, I] := AddStatic(Theme.Score.PlayerStatic[P, I]); + + + //added by mog + for C := 0 to High(Theme.Score.PlayerTexts[P]) do + PlayerTexts[P, C] := AddText(Theme.Score.PlayerTexts[P, C]); + // more skinable now + + StaticBoxLightest[P] := AddStatic(Theme.Score.StaticBoxLightest[P]); + StaticBoxLight[P] := AddStatic(Theme.Score.StaticBoxLight[P]); + StaticBoxDark[P] := AddStatic(Theme.Score.StaticBoxDark[P]); + + StaticBackLevel[P] := AddStatic(Theme.Score.StaticBackLevel[P]); + StaticBackLevelRound[P] := AddStatic(Theme.Score.StaticBackLevelRound[P]); + StaticLevel[P] := AddStatic(Theme.Score.StaticLevel[P]); + StaticLevelRound[P] := AddStatic(Theme.Score.StaticLevelRound[P]); + end; +end; + +procedure TScreenScore.onShow; +var + P: integer; // player + PP: integer; // another player variable + S: string; + I: integer; + Lev: real; + Skip: integer; + V: array[1..6] of boolean; // visibility array + MaxH: real; // maximum height of score bar + Wsp: real; +begin +{* + CountSkipTimeSet; + + Animation := 0; + Fadeout := false; + + Text[1].Text := AktSong.Artist + ' - ' + AktSong.Title; + Text[2].Text := ' ' + IntToStr((Round(Gracz[0].Punkty) div 10) * 10) + ' points'; + + Static[0].Texture.X := -2000; + Static[1].Texture.X := -2000; + Static[2].Texture.X := -2000; + Static[3].Texture.X := -2000; + Static[4].Texture.X := -2000; + Static[5].Texture.X := -2000; + Static[6].Texture.X := -2000; + Static[7].Texture.X := -2000; + + Text[0].X := -2000; + Text[1].X := -2000; + Text[2].X := -2000; + Text[3].X := -2000; + + + case (Round(Gracz[0].Punkty) div 10) * 10 of + 0..1000: Text[3].Text := ' Tone Deaf'; + 2010..4000: Text[3].Text := ' Amateur'; + 4010..6000: Text[3].Text := ' Rising Star'; + 6010..8000: Text[3].Text := ' Lead Singer'; + 8010..9000: Text[3].Text := ' Hit Artist'; + 9010..10000: Text[3].Text := ' Superstar'; + end; + + Music.PlayShuffle; +*} + + // Singstar + Fadeout := false; + + Text[TextArtist].Text := AktSong.Artist; + Text[TextTitle].Text := AktSong.Title; + Text[TextArtistTitle].Text := AktSong.Artist + ' - ' + AktSong.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; + + 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]; + + Static[StaticBackLevel[P]].Visible := false; //V[P]; + Static[StaticBackLevelRound[P]].Visible := false; //V[P]; + Static[StaticLevel[P]].Visible := false; //V[P]; + Static[StaticLevelRound[P]].Visible := false; //V[P]; + end; + +end; + +procedure TScreenScore.onShowFinish; +var + index : integer; +begin +for index := 1 to 2 do + begin + BarScore_ActualHeight[index] := 0; + BarPhrase_ActualHeight[index] := 0; + BarGolden_ActualHeight[index] := 0; + + 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; + + EaseOut_MaxSteps := 100; +end; + +function TScreenScore.Draw: boolean; +var +{ Min: real; + Max: real; + Wsp: real; + Wsp2: real; + Pet: integer;} + + ActualTime, OldTime : Integer; + + Item: integer; + P: integer; + C: integer; + + katze : integer; +begin + + // 0.5.0: try also use 4 players screen with nicks + if PlayersPlay = 4 then begin + for Item := 2 to 3 do begin + if ScreenAct = 1 then P := Item-2; + if ScreenAct = 2 then P := Item; + + FillPlayer(Item, P); + end; + end; + + + // Singstar - let it be...... with 6 statics + if PlayersPlay = 6 then begin + for Item := 4 to 6 do begin + if ScreenAct = 1 then P := Item-4; + if ScreenAct = 2 then P := Item-1; + + FillPlayer(Item, P); + +{ if ScreenAct = 1 then begin + LoadColor( + Static[StaticBoxLightest[Item]].Texture.ColR, + Static[StaticBoxLightest[Item]].Texture.ColG, + Static[StaticBoxLightest[Item]].Texture.ColB, + 'P1Dark'); + end; + + if ScreenAct = 2 then begin + LoadColor( + Static[StaticBoxLightest[Item]].Texture.ColR, + Static[StaticBoxLightest[Item]].Texture.ColG, + Static[StaticBoxLightest[Item]].Texture.ColB, + 'P4Dark'); + end;} + + end; + end; + + inherited Draw; +{ + player[1].ScoreI := 7000; + player[1].ScoreLineI := 2000; + player[1].ScoreGoldenI := 1000; + + player[2].ScoreI := 2500; + player[2].ScoreLineI := 1100; + player[2].ScoreGoldenI := 900; + } +// Let's arise the bars + ActualTime := GetTickCount div 33; + if ((ActualTime <> OldTime) and ShowFinish )then + begin + OldTime := ActualTime; + + For katze:= 0 to 5 do + begin + + // We actually araise them in the right order, but we have to draw them in reverse order (golden -> phrase -> mainscore) + Case BarScore_EaseOut_Step < EaseOut_MaxSteps * 10 of + true : BarScore_EaseOut_Step := BarScore_EaseOut_Step + 1; + end; + + // PhrasenBonus + if (BarScore_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then + begin + Case BarPhrase_EaseOut_Step < EaseOut_MaxSteps * 10 of + true : BarPhrase_EaseOut_Step := BarPhrase_EaseOut_Step + 1; + end; + + // GoldenNotebonus + if (BarPhrase_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then + begin + Case BarGolden_EaseOut_Step < EaseOut_MaxSteps * 10 of + true : BarGolden_EaseOut_Step := BarGolden_EaseOut_Step + 1; + end; + + //######################## + // Draw golden score bar # + //######################## + + BarGolden_ActualHeight[katze] := RaiseBar(katze, + Static[StaticBackLevel[katze+1]].Texture.y - BarScore_ActualHeight[katze] - BarPhrase_ActualHeight[katze], + BarGolden_ActualHeight[katze], + player[katze+1].ScoreGoldenI, + 'Lightest', + BarGolden_EaseOut_Step); + + // Increment and show total score and plain score + TextGolden_ActualValue[katze] := IncrementScore(katze, + TextGolden_ActualValue[katze], + Player[katze+1].ScoreGoldenI, + BarGolden_EaseOut_Step); + Text[TextGoldenNotesScore[katze+1]].Text := IntToStr(TextGolden_ActualValue[katze]); + + // Blend in + Text[TextGoldenNotesScore[katze+1]].Alpha := (BarGolden_EaseOut_Step / 100); + Text[TextGoldenNotes[katze+1]].Alpha := (BarGolden_EaseOut_Step / 100); + + end; + //######################## + // Draw phrase score bar # + //######################## + BarPhrase_ActualHeight[katze] := RaiseBar(katze, + Static[StaticBackLevel[katze+1]].Texture.y - BarScore_ActualHeight[katze], + BarPhrase_ActualHeight[katze], + Player[katze+1].ScoreLineI, + 'Light', + BarPhrase_EaseOut_Step); + + // Increment and show total score and plain score + TextPhrase_ActualValue[katze] := IncrementScore(katze, + TextPhrase_ActualValue[katze], + Player[katze+1].ScoreLineI, + BarPhrase_EaseOut_Step); + Text[TextLineBonusScore[katze+1]].Text := IntToStr(TextPhrase_ActualValue[katze]); + + //Blend in + Text[TextLineBonusScore[katze+1]].Alpha := (BarPhrase_EaseOut_Step / 100); + Text[TextLineBonus[katze+1]].Alpha := (BarPhrase_EaseOut_Step / 100); + + + end; + //####################### + // Draw plain score bar # + //####################### + BarScore_ActualHeight[katze] := RaiseBar(katze, + Static[StaticBackLevel[katze+1]].Texture.y, + BarScore_ActualHeight[katze], + Player[katze+1].ScoreI, + 'Dark', + BarScore_EaseOut_Step); + // Increment and show total score and plain score + TextScore_ActualValue[katze] := IncrementScore(katze, + TextScore_ActualValue[katze], + Player[katze+1].ScoreI, + BarScore_EaseOut_Step); + Text[TextNotesScore[katze+1]].Text := IntToStr(TextScore_ActualValue[katze]); + + Text[TextTotalScore[katze+1]].Text := IntToStr(TextScore_ActualValue[katze] + TextPhrase_ActualValue[katze] + TextGolden_ActualValue[katze]); + + //Blend em in + Text[TextTotalScore[katze+1]].Alpha := (BarScore_EaseOut_Step / 100); + Text[TextTotal[katze+1]].Alpha := (BarScore_EaseOut_Step / 100); + Text[TextNotesScore[katze+1]].Alpha := (BarScore_EaseOut_Step / 100); + Text[TextNotes[katze+1]].Alpha := (BarScore_EaseOut_Step / 100); + Text[TextScore[katze+1]].Alpha := (BarScore_EaseOut_Step / 100); + + end; // me loop + end; +end; + + +function TscreenScore.RaiseBar(PlayerNumber: integer; BarStartPosY: Single; ActualHeight: real; Score: integer; ColorBrightness : String; EaseOut_Step: Real) : real; +const + RaiseSmoothness : integer = 100; +var + MaxHeight : real; + NewHeight : real; + Width : real; + + Height2Reach : real; + + RaiseStep : real; + + BarStartPosX : Single; + + R,G,B : real; +begin + + MaxHeight := Static[StaticBackLevel[PlayerNumber + 1]].Texture.H; + Width := Static[StaticBackLevel[PlayerNumber + 1]].Texture.W; + + BarStartPosX := Static[StaticBackLevel[PlayerNumber + 1]].Texture.X; + + BarStartPosY := BarStartPosY + MaxHeight; // The texture starts in the upper left corner, so let's subtract the height - so we can arise it + + // the height dependend of the score + Height2Reach := (Score / 10000) * MaxHeight; + + // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps + RaiseStep := EaseOut_Step; + + if (ActualHeight < 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 + NewHeight := (-Height2Reach * RaiseStep * (RaiseStep - 20) + BarStartPosY) / RaiseSmoothness; + end + else + begin + NewHeight := Height2Reach; + end; + //+1 + LoadColor(R, G, B, 'P' + inttostr(PlayerNumber+1) + ColorBrightness); //dark, light, lightest + glColor4f(R, G, B, 1); + + //the actual bar + glBindTexture(GL_TEXTURE_2D, Static[StaticLevel[PlayerNumber + 1]].Texture.TexNum); + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(BarStartPosX, BarStartPosY - NewHeight); + glTexCoord2f(1, 0); glVertex2f(BarStartPosX + Width, BarStartPosY - NewHeight); + glTexCoord2f(1, 1); glVertex2f(BarStartPosX + Width, BarStartPosY); + glTexCoord2f(0, 1); glVertex2f(BarStartPosX, BarStartPosY); + glEnd; + + //the round thing on top + glBindTexture(GL_TEXTURE_2D, Static[StaticLevelRound[PlayerNumber + 1]].Texture.TexNum); + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(BarStartPosX, (BarStartPosY - Static[StaticLevelRound[PlayerNumber + 1]].Texture.h) - NewHeight); + glTexCoord2f(1, 0); glVertex2f(BarStartPosX + Width, (BarStartPosY - Static[StaticLevelRound[PlayerNumber + 1]].Texture.h) - NewHeight); + glTexCoord2f(1, 1); glVertex2f(BarStartPosX + Width, BarStartPosY - NewHeight); + glTexCoord2f(0, 1); glVertex2f(BarStartPosX, BarStartPosY - NewHeight); + glEnd; + + Result := NewHeight; +end; + +function TScreenScore.IncrementScore(PlayerNumber: integer; ActualScoreValue: Integer; ScoreReached: integer; EaseOut_Step: Real) : integer; +const + RaiseSmoothness : integer = 100; +var + RaiseStep : Real; + lTmpA : Real; +begin + // 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 + Result := floor( lTmpA / RaiseSmoothness); + end; + end + else + begin + Result := 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].ScoreTotalI); + while (Length(S)<5) do S := '0' + S; + Text[TextTotalScore[Item]].Text := S; + + S := IntToStr(Player[P].ScoreLineI); + while (Length(S)<4) do S := '0' + S; + Text[TextLineBonusScore[Item]].Text := S; + + S := IntToStr(Player[P].ScoreGoldenI); + while (Length(S)<4) do S := '0' + S; + Text[TextGoldenNotesScore[Item]].Text := S; +//end of fix + + LoadColor( + Text[TextName[Item]].ColR, + Text[TextName[Item]].ColG, + Text[TextName[Item]].ColB, + 'P' + IntToStr(P+1) + 'Dark'); + + LoadColor( + Static[StaticBoxLightest[Item]].Texture.ColR, + Static[StaticBoxLightest[Item]].Texture.ColG, + Static[StaticBoxLightest[Item]].Texture.ColB, + 'P' + IntToStr(P+1) + 'Lightest'); + + LoadColor( + Static[StaticBoxLight[Item]].Texture.ColR, + Static[StaticBoxLight[Item]].Texture.ColG, + Static[StaticBoxLight[Item]].Texture.ColB, + 'P' + IntToStr(P+1) + 'Light'); + + LoadColor( + Static[StaticBoxDark[Item]].Texture.ColR, + Static[StaticBoxDark[Item]].Texture.ColG, + Static[StaticBoxDark[Item]].Texture.ColB, + 'P' + IntToStr(P+1) + 'Dark'); +end; + +end. diff --git a/Game/Code/Screens/UScreenTop5.pas b/Game/Code/Screens/UScreenTop5.pas index 4971d12a..d0fe15c8 100644 --- a/Game/Code/Screens/UScreenTop5.pas +++ b/Game/Code/Screens/UScreenTop5.pas @@ -1,168 +1,168 @@ -unit UScreenTop5; - -interface - -{$IFDEF FPC} - {$MODE DELPHI} -{$ENDIF} - - -uses - UMenu, SDL, SysUtils, UDisplay, UMusic, USongs, UThemes, ULCD; - -type - TScreenTop5 = class(TMenu) - public - TextLevel: integer; - TextArtistTitle: integer; - - StaticNumber: array[1..5] of integer; - TextNumber: array[1..5] of integer; - TextName: array[1..5] of integer; - TextScore: array[1..5] of integer; - - Fadeout: boolean; - constructor Create; override; - function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; - procedure onShow; override; - function Draw: boolean; override; - end; - -implementation - -uses UGraphic, UDataBase, UMain, UIni; - -function TScreenTop5.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then begin - case PressedKey of - SDLK_Q: - begin - Result := false; - end; - - - SDLK_ESCAPE, - SDLK_BACKSPACE, - SDLK_RETURN: - begin - if (not Fadeout) then begin - FadeTo(@ScreenSong); - Fadeout := true; - end; - end; - SDLK_SYSREQ: - begin - Display.PrintScreen; - end; - end; - end; -end; - -constructor TScreenTop5.Create; -var - I: integer; -begin - inherited Create; - - LoadFromTheme(Theme.Top5); - - - TextLevel := AddText(Theme.Top5.TextLevel); - TextArtistTitle := AddText(Theme.Top5.TextArtistTitle); - - for I := 0 to 4 do - StaticNumber[I+1] := AddStatic(Theme.Top5.StaticNumber[I]); - - for I := 0 to 4 do - TextNumber[I+1] := AddText(Theme.Top5.TextNumber[I]); - for I := 0 to 4 do - TextName[I+1] := AddText(Theme.Top5.TextName[I]); - for I := 0 to 4 do - TextScore[I+1] := AddText(Theme.Top5.TextScore[I]); - -end; - -procedure TScreenTop5.onShow; -var - I: integer; - PMax: integer; -begin - Fadeout := false; - - //ReadScore(AktSong); - - PMax := Ini.Players; - if Ini.Players = 4 then Ini.Players := 5; - for I := 0 to PMax do - DataBase.AddScore(AktSong, Ini.Difficulty, Ini.Name[I], Round(Player[I].ScoreTotalI)); - - DataBase.WriteScore(AktSong); - DataBase.ReadScore(AktSong); - - Text[TextArtistTitle].Text := AktSong.Artist + ' - ' + AktSong.Title; - - for I := 1 to Length(AktSong.Score[Ini.Difficulty]) do begin - Static[StaticNumber[I]].Visible := true; - Text[TextNumber[I]].Visible := true; - Text[TextName[I]].Visible := true; - Text[TextScore[I]].Visible := true; - - Text[TextName[I]].Text := AktSong.Score[Ini.Difficulty, I-1].Name; - Text[TextScore[I]].Text := IntToStr(AktSong.Score[Ini.Difficulty, I-1].Score); - end; - - for I := Length(AktSong.Score[Ini.Difficulty])+1 to 5 do begin - Static[StaticNumber[I]].Visible := false; - Text[TextNumber[I]].Visible := false; - Text[TextName[I]].Visible := false; - Text[TextScore[I]].Visible := false; - end; - - Text[TextLevel].Text := IDifficulty[Ini.Difficulty]; -end; - -function TScreenTop5.Draw: boolean; -//var -{ Min: real; - Max: real; - Wsp: real; - Wsp2: real; - Pet: integer;} - -{ Item: integer; - P: integer; - C: integer;} -begin - // Singstar - let it be...... with 6 statics -(* if PlayersPlay = 6 then begin - for Item := 4 to 6 do begin - if ScreenAct = 1 then P := Item-4; - if ScreenAct = 2 then P := Item-1; - - FillPlayer(Item, P); - -{ if ScreenAct = 1 then begin - LoadColor( - Static[StaticBoxLightest[Item]].Texture.ColR, - Static[StaticBoxLightest[Item]].Texture.ColG, - Static[StaticBoxLightest[Item]].Texture.ColB, - 'P1Dark'); - end; - - if ScreenAct = 2 then begin - LoadColor( - Static[StaticBoxLightest[Item]].Texture.ColR, - Static[StaticBoxLightest[Item]].Texture.ColG, - Static[StaticBoxLightest[Item]].Texture.ColB, - 'P4Dark'); - end; } - - end; - end; *) - - inherited Draw; -end; - -end. +unit UScreenTop5; + +interface + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + + +uses + UMenu, SDL, SysUtils, UDisplay, UMusic, USongs, UThemes, ULCD; + +type + TScreenTop5 = class(TMenu) + public + TextLevel: integer; + TextArtistTitle: integer; + + StaticNumber: array[1..5] of integer; + TextNumber: array[1..5] of integer; + TextName: array[1..5] of integer; + TextScore: array[1..5] of integer; + + Fadeout: boolean; + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + function Draw: boolean; override; + end; + +implementation + +uses UGraphic, UDataBase, UMain, UIni; + +function TScreenTop5.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then begin + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + + SDLK_ESCAPE, + SDLK_BACKSPACE, + SDLK_RETURN: + begin + if (not Fadeout) then begin + FadeTo(@ScreenSong); + Fadeout := true; + end; + end; + SDLK_SYSREQ: + begin + Display.PrintScreen; + end; + end; + end; +end; + +constructor TScreenTop5.Create; +var + I: integer; +begin + inherited Create; + + LoadFromTheme(Theme.Top5); + + + TextLevel := AddText(Theme.Top5.TextLevel); + TextArtistTitle := AddText(Theme.Top5.TextArtistTitle); + + for I := 0 to 4 do + StaticNumber[I+1] := AddStatic( Theme.Top5.StaticNumber[I] ); + + for I := 0 to 4 do + TextNumber[I+1] := AddText(Theme.Top5.TextNumber[I]); + for I := 0 to 4 do + TextName[I+1] := AddText(Theme.Top5.TextName[I]); + for I := 0 to 4 do + TextScore[I+1] := AddText(Theme.Top5.TextScore[I]); + +end; + +procedure TScreenTop5.onShow; +var + I: integer; + PMax: integer; +begin + Fadeout := false; + + //ReadScore(AktSong); + + PMax := Ini.Players; + if Ini.Players = 4 then Ini.Players := 5; + for I := 0 to PMax do + DataBase.AddScore(AktSong, Ini.Difficulty, Ini.Name[I], Round(Player[I].ScoreTotalI)); + + DataBase.WriteScore(AktSong); + DataBase.ReadScore(AktSong); + + Text[TextArtistTitle].Text := AktSong.Artist + ' - ' + AktSong.Title; + + for I := 1 to Length(AktSong.Score[Ini.Difficulty]) do begin + Static[StaticNumber[I]].Visible := true; + Text[TextNumber[I]].Visible := true; + Text[TextName[I]].Visible := true; + Text[TextScore[I]].Visible := true; + + Text[TextName[I]].Text := AktSong.Score[Ini.Difficulty, I-1].Name; + Text[TextScore[I]].Text := IntToStr(AktSong.Score[Ini.Difficulty, I-1].Score); + end; + + for I := Length(AktSong.Score[Ini.Difficulty])+1 to 5 do begin + Static[StaticNumber[I]].Visible := false; + Text[TextNumber[I]].Visible := false; + Text[TextName[I]].Visible := false; + Text[TextScore[I]].Visible := false; + end; + + Text[TextLevel].Text := IDifficulty[Ini.Difficulty]; +end; + +function TScreenTop5.Draw: boolean; +//var +{ Min: real; + Max: real; + Wsp: real; + Wsp2: real; + Pet: integer;} + +{ Item: integer; + P: integer; + C: integer;} +begin + // Singstar - let it be...... with 6 statics +(* if PlayersPlay = 6 then begin + for Item := 4 to 6 do begin + if ScreenAct = 1 then P := Item-4; + if ScreenAct = 2 then P := Item-1; + + FillPlayer(Item, P); + +{ if ScreenAct = 1 then begin + LoadColor( + Static[StaticBoxLightest[Item]].Texture.ColR, + Static[StaticBoxLightest[Item]].Texture.ColG, + Static[StaticBoxLightest[Item]].Texture.ColB, + 'P1Dark'); + end; + + if ScreenAct = 2 then begin + LoadColor( + Static[StaticBoxLightest[Item]].Texture.ColR, + Static[StaticBoxLightest[Item]].Texture.ColG, + Static[StaticBoxLightest[Item]].Texture.ColB, + 'P4Dark'); + end; } + + end; + end; *) + + inherited Draw; +end; + +end. -- cgit v1.2.3