From db82b7e30a1b58b56fdb4bfc6089b47200ca1da1 Mon Sep 17 00:00:00 2001 From: jaybinks Date: Thu, 20 Sep 2007 06:36:58 +0000 Subject: Ultrastar-DX now compiles in linux (using lazarus) Bass etc is commented out.. but it compiles, and im working through the runtime errors. git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@408 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Screens/UScreenCredits.pas | 2197 +++++++++--------- Game/Code/Screens/UScreenMain.pas | 554 ++--- Game/Code/Screens/UScreenSing.pas | 2492 ++++++++++---------- Game/Code/Screens/UScreenSingModi.pas | 1334 +++++------ Game/Code/Screens/UScreenSong.pas | 4047 +++++++++++++++++---------------- Game/Code/Screens/UScreenSongMenu.pas | 1251 +++++----- Game/Code/Screens/UScreenStatMain.pas | 516 +++-- 7 files changed, 6265 insertions(+), 6126 deletions(-) (limited to 'Game/Code/Screens') diff --git a/Game/Code/Screens/UScreenCredits.pas b/Game/Code/Screens/UScreenCredits.pas index 3b1efc6e..b931f461 100644 --- a/Game/Code/Screens/UScreenCredits.pas +++ b/Game/Code/Screens/UScreenCredits.pas @@ -1,1092 +1,1105 @@ -unit UScreenCredits; - -interface - -uses - UMenu, SDL, UDisplay, UTexture, OpenGL12, UMusic, UFiles, SysUtils, UThemes, ULCD, ULight, UGraphicClasses; - -type - TCreditsStages=(InitialDelay,Intro,MainPart,Outro); - - TScreenCredits = class(TMenu) - public - - Credits_X: Real; - Credits_Time: Cardinal; - Credits_Alpha: Cardinal; - CTime: Cardinal; - CTime_hold: Cardinal; - ESC_Alpha: Integer; - - credits_entry_tex: TTexture; - credits_entry_dx_tex: TTexture; - credits_bg_tex: TTexture; - credits_bg_ovl: TTexture; -// credits_bg_logo: TTexture; - credits_bg_scrollbox_left: TTexture; - credits_blindguard: TTexture; - credits_blindy: TTexture; - credits_canni: TTexture; - credits_commandio: TTexture; - credits_lazyjoker: TTexture; - credits_mog: TTexture; - credits_mota: TTexture; - credits_skillmaster: TTexture; - credits_whiteshark: TTexture; - intro_layer01: TTexture; - intro_layer02: TTexture; - intro_layer03: TTexture; - intro_layer04: TTexture; - intro_layer05: TTexture; - intro_layer06: TTexture; - intro_layer07: TTexture; - intro_layer08: TTexture; - intro_layer09: TTexture; - outro_bg: TTexture; - outro_esc: TTexture; - outro_exd: TTexture; - - deluxe_slidein: cardinal; - - CurrentScrollText: String; - NextScrollUpdate: Real; - EndofLastScrollingPart: Cardinal; - CurrentScrollStart, CurrentScrollEnd: Integer; - - CRDTS_Stage: TCreditsStages; - - myTex: glUint; - - Fadeout: boolean; - constructor Create; override; - function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; - function Draw: boolean; override; - procedure onShow; override; - procedure onHide; override; - procedure DrawCredits; - procedure Draw_FunkyText; - end; - -const - Funky_Text: AnsiString = - 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you´re hearing, '+ - 'all the people who put massive effort and work in new songs (don´t forget UltraStar w/o songs would be nothing), ppl from '+ - 'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+ - 'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..'; - - - Timings: array[0..21] of Cardinal=( - 20, // 0 Delay vor Start - - 149, // 1 Ende erster Intro Zoom - 155, // 2 Start 2. Action im Intro - 170, // 3 Ende Separation im Intro - 271, // 4 Anfang Zoomout im Intro - 0, // 5 unused - 261, // 6 Start fade-to-white im Intro - - 271, // 7 Start Main Part - 280, // 8 Start On-Beat-Sternchen Main Part - - 396, // 9 Start BlindGuard - 666, // 10 Start blindy - 936, // 11 Start Canni - 1206, // 12 Start Commandio - 1476, // 13 Start LazyJoker - 1746, // 14 Start Mog - 2016, // 15 Start Mota - 2286, // 16 Start SkillMaster - 2556, // 17 Start WhiteShark - 2826, // 18 Ende Whiteshark - 3096, // 19 Start FadeOut Mainscreen - 3366, // 20 Ende Credits Tune - 60); // 21 start flare im intro - -implementation - -uses Windows, - UGraphic, - UMain, - UIni, - USongs, - Textgl, - ULanguage, - UCommon, - Math; - - -function TScreenCredits.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - case PressedKey of - - SDLK_ESCAPE, - SDLK_BACKSPACE : - begin - FadeTo(@ScreenMain); - Music.PlayBack; - end; -{ SDLK_SPACE: - begin - setlength(CTime_hold,length(CTime_hold)+1); - CTime_hold[high(CTime_hold)]:=CTime; - end; -} - end;//esac - end; //fi -end; - -constructor TScreenCredits.Create; -begin - inherited Create; - credits_bg_tex := Texture.LoadTexture(true, 'CRDTS_BG', 'PNG', 'Plain', 0); - credits_bg_ovl := Texture.LoadTexture(true, 'CRDTS_OVL', 'PNG', 'Transparent', 0); - - credits_blindguard := Texture.LoadTexture(true, 'CRDTS_blindguard', 'PNG', 'Font Black', 0); - credits_blindy := Texture.LoadTexture(true, 'CRDTS_blindy', 'PNG', 'Font Black', 0); - credits_canni := Texture.LoadTexture(true, 'CRDTS_canni', 'PNG', 'Font Black', 0); - credits_commandio := Texture.LoadTexture(true, 'CRDTS_commandio', 'PNG', 'Font Black', 0); - credits_lazyjoker := Texture.LoadTexture(true, 'CRDTS_lazyjoker', 'PNG', 'Font Black', 0); - credits_mog := Texture.LoadTexture(true, 'CRDTS_mog', 'PNG', 'Font Black', 0); - credits_mota := Texture.LoadTexture(true, 'CRDTS_mota', 'PNG', 'Font Black', 0); - credits_skillmaster := Texture.LoadTexture(true, 'CRDTS_skillmaster', 'PNG', 'Font Black', 0); - credits_whiteshark := Texture.LoadTexture(true, 'CRDTS_whiteshark', 'PNG', 'Font Black', 0); - - intro_layer01 := Texture.LoadTexture(true, 'INTRO_L01', 'PNG', 'Transparent', 0); - intro_layer02 := Texture.LoadTexture(true, 'INTRO_L02', 'PNG', 'Transparent', 0); - intro_layer03 := Texture.LoadTexture(true, 'INTRO_L03', 'PNG', 'Transparent', 0); - intro_layer04 := Texture.LoadTexture(true, 'INTRO_L04', 'PNG', 'Transparent', 0); - intro_layer05 := Texture.LoadTexture(true, 'INTRO_L05', 'PNG', 'Transparent', 0); - intro_layer06 := Texture.LoadTexture(true, 'INTRO_L06', 'PNG', 'Transparent', 0); - intro_layer07 := Texture.LoadTexture(true, 'INTRO_L07', 'PNG', 'Transparent', 0); - intro_layer08 := Texture.LoadTexture(true, 'INTRO_L08', 'PNG', 'Transparent', 0); - intro_layer09 := Texture.LoadTexture(true, 'INTRO_L09', 'PNG', 'Transparent', 0); - - outro_bg := Texture.LoadTexture(true, 'OUTRO_BG', 'PNG', 'Plain', 0); - outro_esc := Texture.LoadTexture(true, 'OUTRO_ESC', 'PNG', 'Transparent', 0); - outro_exd := Texture.LoadTexture(true, 'OUTRO_EXD', 'PNG', 'Transparent', 0); - - CRDTS_Stage:=InitialDelay; -end; - -function TScreenCredits.Draw: boolean; -begin - DrawCredits; - Draw:=true; -end; - -procedure TScreenCredits.onShow; -begin - CRDTS_Stage:=InitialDelay; - Credits_X := 580; - deluxe_slidein := 0; - Credits_Alpha := 0; - //Music.SetLoop(true); Loop looped ned, so ne scheisse - Music.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!! -// Music.Play; - CTime:=0; -// setlength(CTime_hold,0); -end; - -procedure TScreenCredits.onHide; -begin - Music.Stop; -end; - -Procedure TScreenCredits.Draw_FunkyText; -var - S: Integer; - X,Y,A: Real; - visibleText: PChar; -begin - SetFontSize(10); - //Init ScrollingText - if (CTime = Timings[7]) then - begin - //Set Position of Text - Credits_X := 600; - CurrentScrollStart:=1; - CurrentScrollEnd:=1; - end; - - if (CTime > Timings[7]) and (CurrentScrollStart < length(Funky_Text)) then - begin - X:=0; - visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd)); - for S := 0 to length(visibleText)-1 do begin - Y:=abs(sin((Credits_X+X)*0.93{*(((Credits_X+X))/1200)}/100*pi)); - SetFontPos(Credits_X+X,538-Y*(Credits_X+X)*(Credits_X+X)*(Credits_X+X)/1000000); - A:=0; - if (Credits_X+X < 15) then A:=0; - if (Credits_X+X >=15) then A:=Credits_X+X-15; - if Credits_X+X > 32 then A:=17; - glColor4f( 230/255-40/255+Y*(Credits_X+X)/900, 200/255-30/255+Y*(Credits_X+X)/1000, 155/255-20/255+Y*(Credits_X+X)/1100, A/17); - glPrintLetter(visibleText[S]); - X := X + Fonts[ActFont].Width[Ord(visibleText[S])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW; - end; - if (Credits_X<0) and (CurrentScrollStart < length(Funky_Text)) then begin - Credits_X:=Credits_X + Fonts[ActFont].Width[Ord(Funky_Text[CurrentScrollStart])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW; - inc(CurrentScrollStart); - end; - visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd)); - if (Credits_X+glTextWidth(visibleText) < 600) and (CurrentScrollEnd < length(Funky_Text)) then begin - inc(CurrentScrollEnd); - end; - end; -{ // timing hack - X:=5; - SetFontStyle (2); - SetFontItalic(False); - SetFontSize(9); - glColor4f(1, 1, 1, 1); - for S:=0 to high(CTime_hold) do begin - visibleText:=pchar(inttostr(CTime_hold[S])); - SetFontPos (500, X); - glPrint (Addr(visibleText[0])); - X:=X+20; - end;} -end; - -procedure Start3D; -begin - glMatrixMode(GL_PROJECTION); - glPushMatrix; - glLoadIdentity; - glFrustum(-0.3*4/3,0.3*4/3,-0.3,0.3,1,1000); - glMatrixMode(GL_MODELVIEW); - glLoadIdentity; -end; -procedure End3D; -begin - glMatrixMode(GL_PROJECTION); - glPopMatrix; - glMatrixMode(GL_MODELVIEW); -end; - -procedure TScreenCredits.DrawCredits; -var - T,I: Cardinal; - X: Real; - Ver: PChar; - RuntimeStr: AnsiString; - Data: TFFTData; - j,k,l:cardinal; - f,g,h: Real; - STime:cardinal; - Delay:cardinal; - - myPixel: longword; - myColor: Cardinal; - myScale: Real; - myAngle: Real; - - -const myLogoCoords: Array[0..27,0..1] of Cardinal = ((39,32),(84,32),(100,16),(125,24), - (154,31),(156,58),(168,32),(203,36), - (258,34),(251,50),(274,93),(294,84), - (232,54),(278,62),(319,34),(336,92), - (347,23),(374,32),(377,58),(361,83), - (385,91),(405,91),(429,35),(423,51), - (450,32),(485,34),(444,91),(486,93)); - -begin -//dis does teh muiwk y0r -Data := Music.GetFFTData; - - - - T := GetTickCount div 33; - if T <> Credits_Time then - begin - Credits_Time := T; - inc(CTime); - inc(CTime_hold); - Credits_X := Credits_X-2; - if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then - begin -// CTime:=Timings[20]; -// CRDTS_Stage:=Outro; - - CRDTS_Stage:=Intro; - CTime:=0; - Music.Play; - - end; - if (CRDTS_Stage=Intro) and (CTime=Timings[7]) then - begin - CRDTS_Stage:=MainPart; - end; - if (CRDTS_Stage=MainPart) and (CTime=Timings[20]) then - begin - CRDTS_Stage:=Outro; - end; - end; - - //draw background - if CRDTS_Stage=InitialDelay then - begin - glClearColor(0,0,0,0); - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); - end - else - if CRDTS_Stage=Intro then - begin - Start3D; - glPushMatrix; - - glClearColor(0,0,0,0); - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); - - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - - if CTime < Timings[1] then begin - myScale:= 0.5+0.5*(Timings[1]-CTime)/(Timings[1]); // slowly move layers together - myAngle:=cos((CTime)*pi/((Timings[1])*2)); // and make logo face towards camera - end else begin // this is the part when the logo stands still - myScale:=0.5; - myAngle:=0; - end; - if CTime > Timings[2] then begin - myScale:= 0.5+0.5*(CTime-Timings[2])/(Timings[3]-Timings[2]); // get some space between layers - myAngle:=0; - end; -// if CTime > Timings[3] then myScale:=1; // keep the space between layers - glTranslatef(0,0,-5+0.5*myScale); - if CTime > Timings[3] then myScale:=1; // keep the space between layers - if CTime > Timings[3] then begin // make logo rotate left and grow -// myScale:=(CTime-Timings[4])/(Timings[7]-Timings[4]); - glRotatef(20*sqr(CTime-Timings[3])/sqr((Timings[7]-Timings[3])/2),0,0,1); - glScalef(1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1); - end; - if CTime < Timings[2] then - glRotatef(30*myAngle,0.5*myScale+myScale,1+myScale,0); -// glScalef(0.5,0.5,0.5); - glScalef(4/3,-1,1); - glColor4f(1, 1, 1, 1); - - glBindTexture(GL_TEXTURE_2D, intro_layer01.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex3f(-1, -1, -0.4 * myScale); - glTexCoord2f(0,1);glVertex3f(-1, 1, -0.4 * myScale); - glTexCoord2f(1,1); glVertex3f(1, 1, -0.4 * myScale); - glTexCoord2f(1,0);glVertex3f(1, -1, -0.4 * myScale); - glEnd; - glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex3f(-1, -1, -0.3 * myScale); - glTexCoord2f(0,1);glVertex3f(-1, 1, -0.3 * myScale); - glTexCoord2f(1,1); glVertex3f(1, 1, -0.3 * myScale); - glTexCoord2f(1,0);glVertex3f(1, -1, -0.3 * myScale); - glEnd; - glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex3f(-1, -1, -0.2 * myScale); - glTexCoord2f(0,1);glVertex3f(-1, 1, -0.2 * myScale); - glTexCoord2f(1,1); glVertex3f(1, 1, -0.2 * myScale); - glTexCoord2f(1,0);glVertex3f(1, -1, -0.2 * myScale); - glEnd; - glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex3f(-1, -1, -0.1 * myScale); - glTexCoord2f(0,1);glVertex3f(-1, 1, -0.1 * myScale); - glTexCoord2f(1,1); glVertex3f(1, 1, -0.1 * myScale); - glTexCoord2f(1,0);glVertex3f(1, -1, -0.1 * myScale); - glEnd; - glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex3f(-1, -1, 0 * myScale); - glTexCoord2f(0,1);glVertex3f(-1, 1, 0 * myScale); - glTexCoord2f(1,1); glVertex3f(1, 1, 0 * myScale); - glTexCoord2f(1,0);glVertex3f(1, -1, 0 * myScale); - glEnd; - glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex3f(-1, -1, 0.1 * myScale); - glTexCoord2f(0,1);glVertex3f(-1, 1, 0.1 * myScale); - glTexCoord2f(1,1); glVertex3f(1, 1, 0.1 * myScale); - glTexCoord2f(1,0);glVertex3f(1, -1, 0.1 * myScale); - glEnd; - glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex3f(-1, -1, 0.2 * myScale); - glTexCoord2f(0,1);glVertex3f(-1, 1, 0.2 * myScale); - glTexCoord2f(1,1); glVertex3f(1, 1, 0.2 * myScale); - glTexCoord2f(1,0);glVertex3f(1, -1, 0.2 * myScale); - glEnd; - glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex3f(-1, -1, 0.3 * myScale); - glTexCoord2f(0,1);glVertex3f(-1, 1, 0.3 * myScale); - glTexCoord2f(1,1); glVertex3f(1, 1, 0.3 * myScale); - glTexCoord2f(1,0);glVertex3f(1, -1, 0.3 * myScale); - glEnd; - glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex3f(-1, -1, 0.22 * myScale); - glTexCoord2f(0,1);glVertex3f(-1, 1, 0.22 * myScale); - glTexCoord2f(1,1); glVertex3f(1, 1, 0.22 * myScale); - glTexCoord2f(1,0);glVertex3f(1, -1, 0.22 * myScale); - glEnd; - gldisable(gl_texture_2d); - glDisable(GL_BLEND); - - glPopMatrix; - End3D; - - // do some sparkling effects - if (CTime < Timings[1]) and (CTime > Timings[21]) then - begin - for k:=1 to 3 do begin - l:=410+floor((CTime-Timings[21])/(Timings[1]-Timings[21])*(536-410))+RandomRange(-5,5); - j:=floor((Timings[1]-CTime)/22)+RandomRange(285,301); - GoldenRec.Spawn(l, j, 1, 16, 0, -1, Flare, 0); - end; - end; - - // fade to white at end - if Ctime > Timings[6] then - begin - glColor4f(1,1,1,sqr(Ctime-Timings[6])*(Ctime-Timings[6])/sqr(Timings[7]-Timings[6])); - glEnable(GL_BLEND); - glBegin(GL_QUADS); - glVertex2f(0,0); - glVertex2f(0,600); - glVertex2f(800,600); - glVertex2f(800,0); - glEnd; - glDisable(GL_BLEND); - end; - - end; - if (CRDTS_Stage=MainPart) then - // main credits screen background, scroller, logo and girl - begin - - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - - glColor4f(1, 1, 1, 1); - glBindTexture(GL_TEXTURE_2D, credits_bg_tex.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(0, 0); - glTexCoord2f(0,600/1024);glVertex2f(0, 600); - glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600); - glTexCoord2f(800/1024,0);glVertex2f(800, 0); - glEnd; - glDisable(GL_TEXTURE_2D); - glDisable(GL_BLEND); - - // draw scroller - Draw_FunkyText; - -//######################################################################### -// draw credits names - -// BlindGuard (von links oben reindrehen, nach rechts unten rausdrehen) - STime:=Timings[9]-10; - Delay:=Timings[10]-Timings[9]; - if CTime > STime then - begin - k:=0; - ESC_Alpha:=20; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); - if ESC_Alpha >20 then ESC_Alpha:=20; - if ((CTime-STime)<20) then ESC_Alpha:=20; - if CTime <=STime+10 then j:=CTime-STime else j:=10; - if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); - - if (CTime >= STime+10) and (CTime<=STime+12) then begin - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - end; - - glPushMatrix; - gltranslatef(0,329,0); - if CTime <= STime+10 then begin glrotatef((CTime-STime)*9+270,0,0,1);end; - gltranslatef(223,0,0); - if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin - gltranslatef(223,0,0); - glrotatef((integer(CTime)-(integer(STime+Delay)-10))*-9,0,0,1); - gltranslatef(-223,0,0); - end; - glBindTexture(GL_TEXTURE_2D, credits_blindguard.TexNum); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163, -129); - glTexCoord2f(0,1);glVertex2f(-163, 129); - glTexCoord2f(1,1); glVertex2f(163, 129); - glTexCoord2f(1,0);glVertex2f(163, -129); - glEnd; - gldisable(gl_texture_2d); - gldisable(GL_BLEND); - glPopMatrix; - end; - -// Blindy (zoom von 0 auf volle grösse und drehung, zoom auf doppelte grösse und nach rechts oben schieben) - STime:=Timings[10]-10; - Delay:=Timings[11]-Timings[10]+5; - if CTime > STime then - begin - k:=0; - ESC_Alpha:=20; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); - if ESC_Alpha >20 then ESC_Alpha:=20; - if ((CTime-STime)<20) then ESC_Alpha:=20; - if CTime <=STime+10 then j:=CTime-STime else j:=10; - if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); - - if (CTime >= STime+20) and (CTime<=STime+22) then begin - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - end; - - glPushMatrix; - gltranslatef(223,329,0); - if CTime <= STime+20 then begin - j:=CTime-Stime; - glscalef(j*j/400,j*j/400,j*j/400); - glrotatef(j*18.0,0,0,1); - end; - if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin - j:=CTime-(STime+Delay-10); - f:=j*10.0; - gltranslatef(f*3,-f,0); - glscalef(1+j/10,1+j/10,1+j/10); - glrotatef(j*9.0,0,0,1); - end; - glBindTexture(GL_TEXTURE_2D, credits_blindy.TexNum); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163, -129); - glTexCoord2f(0,1);glVertex2f(-163, 129); - glTexCoord2f(1,1); glVertex2f(163, 129); - glTexCoord2f(1,0);glVertex2f(163, -129); - glEnd; - gldisable(gl_texture_2d); - gldisable(GL_BLEND); - glPopMatrix; - end; - -// Canni (von links reinschieben, nach rechts oben rausschieben) - STime:=Timings[11]-10; - Delay:=Timings[12]-Timings[11]+5; - if CTime > STime then - begin - k:=0; - ESC_Alpha:=20; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); - if ESC_Alpha >20 then ESC_Alpha:=20; - if ((CTime-STime)<20) then ESC_Alpha:=20; - if CTime <=STime+10 then j:=CTime-STime else j:=10; - if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); - - if (CTime >= STime+10) and (CTime<=STime+12) then begin - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - end; - - glPushMatrix; - gltranslatef(223,329,0); - if CTime <= STime+10 then begin - gltranslatef(((CTime-STime)*21.0)-210,0,0); - end; - if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin - j:=(CTime-(STime+Delay-10))*21; - gltranslatef(j,-j/2,0); - end; - glBindTexture(GL_TEXTURE_2D, credits_canni.TexNum); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163, -129); - glTexCoord2f(0,1);glVertex2f(-163, 129); - glTexCoord2f(1,1); glVertex2f(163, 129); - glTexCoord2f(1,0);glVertex2f(163, -129); - glEnd; - gldisable(gl_texture_2d); - gldisable(GL_BLEND); - glPopMatrix; - end; - -// Commandio (von unten reinklappen, nach rechts oben rausklappen) - STime:=Timings[12]-10; - Delay:=Timings[13]-Timings[12]; - if CTime > STime then - begin - k:=0; - ESC_Alpha:=20; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); - if ESC_Alpha >20 then ESC_Alpha:=20; - if ((CTime-STime)<20) then ESC_Alpha:=20; - if CTime <=STime+10 then j:=CTime-STime else j:=10; - if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); - - if (CTime >= STime+10) and (CTime<=STime+12) then begin - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - end; - - glPushMatrix; - gltranslatef(223,329,0); - if CTime <= STime+10 then - f:=258.0-25.8*(CTime-STime) - else - f:=0; - g:=0; - if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin - j:=CTime-(STime+Delay-10); - g:=32.6*j; - end; - glBindTexture(GL_TEXTURE_2D, credits_commandio.TexNum); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163+g-f*1.5, -129+f*1.5-g/2); - glTexCoord2f(0,1);glVertex2f(-163+g*1.5, 129-(g*1.5*258/326)); - glTexCoord2f(1,1); glVertex2f(163+g, 129+g/4); - glTexCoord2f(1,0);glVertex2f(163+f*1.5+g/4, -129+f*1.5-g/4); - glEnd; - gldisable(gl_texture_2d); - gldisable(GL_BLEND); - glPopMatrix; - end; - -// lazy joker (just scrolls from left to right, no twinkling stars, no on-beat flashing) - STime:=Timings[13]-35; - Delay:=Timings[14]-Timings[13]+5; - if CTime > STime then - begin - k:=0; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); - if ESC_Alpha >20 then ESC_Alpha:=20; - if ((CTime-STime)>10) and ((CTime-STime)<20) then ESC_Alpha:=20; - ESC_Alpha:=10; - f:=CTime-STime; - if CTime <=STime+40 then j:=CTime-STime else j:=40; - if (CTime >=STime+Delay-40) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; - glColor4f(1, 1, 1, ESC_Alpha/20*j*j/1600); - - glPushMatrix; - gltranslatef(180+(f-70),329,0); - glBindTexture(GL_TEXTURE_2D, credits_lazyjoker.TexNum); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163, -129); - glTexCoord2f(0,1);glVertex2f(-163, 129); - glTexCoord2f(1,1); glVertex2f(163, 129); - glTexCoord2f(1,0);glVertex2f(163, -129); - glEnd; - gldisable(gl_texture_2d); - gldisable(GL_BLEND); - glPopMatrix; - end; - -// Mog (von links reinklappen, nach rechts unten rausklappen) - STime:=Timings[14]-10; - Delay:=Timings[15]-Timings[14]+5; - if CTime > STime then - begin - k:=0; - ESC_Alpha:=20; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); - if ESC_Alpha >20 then ESC_Alpha:=20; - if ((CTime-STime)<20) then ESC_Alpha:=20; - if CTime <=STime+10 then j:=CTime-STime else j:=10; - if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); - - if (CTime >= STime+10) and (CTime<=STime+12) then begin - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - end; - - glPushMatrix; - gltranslatef(223,329,0); - if CTime <= STime+10 then - f:=326.0-32.6*(CTime-STime) - else - f:=0; - - g:=0; - if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin - j:=CTime-(STime+Delay-10); - g:=32.6*j; - end; - glBindTexture(GL_TEXTURE_2D, credits_mog.TexNum); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163+g*1.5, -129+g*1.5); - glTexCoord2f(0,1);glVertex2f(-163+g*1.2, 129+g); - glTexCoord2f(1,1); glVertex2f(163-f+g/2, 129+f*1.5+g/4); - glTexCoord2f(1,0);glVertex2f(163-f+g*1.5, -129-f*1.5); - glEnd; - gldisable(gl_texture_2d); - gldisable(GL_BLEND); - glPopMatrix; - end; - -// Mota (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen) - STime:=Timings[15]-10; - Delay:=Timings[16]-Timings[15]+5; - if CTime > STime then - begin - k:=0; - ESC_Alpha:=20; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); - if ESC_Alpha >20 then ESC_Alpha:=20; - if ((CTime-STime)<20) then ESC_Alpha:=20; - if CTime <=STime+10 then j:=CTime-STime else j:=10; - if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); - - if (CTime >= STime+10) and (CTime<=STime+12) then begin - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - end; - - glPushMatrix; - gltranslatef(223,329,0); - if CTime <= STime+10 then begin - gltranslatef(223,0,0); - glrotatef((10-(CTime-STime))*9,0,0,1); - gltranslatef(-223,0,0); - end; - if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin - j:=CTime-(STime+Delay-10); - f:=j*10.0; - gltranslatef(-f*2,-f,0); - glscalef(1-j/10,1-j/10,1-j/10); - glrotatef(-j*9.0,0,0,1); - end; - glBindTexture(GL_TEXTURE_2D, credits_mota.TexNum); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163, -129); - glTexCoord2f(0,1);glVertex2f(-163, 129); - glTexCoord2f(1,1); glVertex2f(163, 129); - glTexCoord2f(1,0);glVertex2f(163, -129); - glEnd; - gldisable(gl_texture_2d); - gldisable(GL_BLEND); - glPopMatrix; - end; - -// Skillmaster (von rechts unten reinschieben, nach rechts oben rausdrehen) - STime:=Timings[16]-10; - Delay:=Timings[17]-Timings[16]+5; - if CTime > STime then - begin - k:=0; - ESC_Alpha:=20; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); - if ESC_Alpha >20 then ESC_Alpha:=20; - if ((CTime-STime)<20) then ESC_Alpha:=20; - if CTime <=STime+10 then j:=CTime-STime else j:=10; - if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); - - if (CTime >= STime+10) and (CTime<=STime+12) then begin - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - end; - - glPushMatrix; - gltranslatef(223,329,0); - if CTime <= STime+10 then begin - j:=STime+10-CTime; - f:=j*10.0; - gltranslatef(+f*2,+f/2,0); - end; - if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin - j:=CTime-(STime+Delay-10); - gltranslatef(0,-223,0); - glrotatef(integer(j)*-9,0,0,1); - gltranslatef(0,223,0); - glrotatef(j*9,0,0,1); - end; - glBindTexture(GL_TEXTURE_2D, credits_skillmaster.TexNum); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163, -129); - glTexCoord2f(0,1);glVertex2f(-163, 129); - glTexCoord2f(1,1); glVertex2f(163, 129); - glTexCoord2f(1,0);glVertex2f(163, -129); - glEnd; - gldisable(gl_texture_2d); - gldisable(GL_BLEND); - glPopMatrix; - end; - -// WhiteShark (von links unten reinklappen, nach rechts oben rausklappen) - STime:=Timings[17]-10; - Delay:=Timings[18]-Timings[17]; - if CTime > STime then - begin - k:=0; - ESC_Alpha:=20; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); - if ESC_Alpha >20 then ESC_Alpha:=20; - if ((CTime-STime)<20) then ESC_Alpha:=20; - if CTime <=STime+10 then j:=CTime-STime else j:=10; - if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; - glColor4f(1, 1, 1, ESC_Alpha/20*j/10); - - if (CTime >= STime+10) and (CTime<=STime+12) then begin - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); - GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); - end; - - glPushMatrix; - gltranslatef(223,329,0); - if CTime <= STime+10 then - f:=326.0-32.6*(CTime-STime) - else - f:=0; - - if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin - j:=CTime-(STime+Delay-10); - g:=32.6*j; - end else - g:=0; - glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glEnable(GL_TEXTURE_2D); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(-163-f+g, -129+f/4-g/2); - glTexCoord2f(0,1);glVertex2f(-163-f/4+g, 129+g/2+f/4); - glTexCoord2f(1,1); glVertex2f(163-f*1.2+g/4, 129+f/2-g/4); - glTexCoord2f(1,0);glVertex2f(163-f*1.5+g/4, -129+f*1.5+g/4); - glEnd; - gldisable(gl_texture_2d); - gldisable(GL_BLEND); - glPopMatrix; - end; - - -// #################################################################### -// do some twinkle stuff (kinda on beat) - if (CTime>Timings[8]) and (CTime < Timings[19]) then begin - k:=0; - for j:=0 to 40 do - if Data[j]>=Data[k] then k:=j; - if Data[k]>0.2 then begin - l:=RandomRange(6,16); - j:=RandomRange(0,27); - GoldenRec.Spawn(myLogoCoords[j,0], myLogoCoords[j,1], 16-l, l, 0, -1, PerfectNote, 0); - end; - end; - -//################################################# -// draw the rest of the main screen (girl and logo - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - glColor4f(1, 1, 1, 1); - glBindTexture(GL_TEXTURE_2D, credits_bg_ovl.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(800-393, 0); - glTexCoord2f(0,600/1024);glVertex2f(800-393, 600); - glTexCoord2f(393/512,600/1024); glVertex2f(800, 600); - glTexCoord2f(393/512,0);glVertex2f(800, 0); - glEnd; -{ glBindTexture(GL_TEXTURE_2D, credits_bg_logo.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(0, 0); - glTexCoord2f(0,112/128);glVertex2f(0, 112); - glTexCoord2f(497/512,112/128); glVertex2f(497, 112); - glTexCoord2f(497/512,0);glVertex2f(497, 0); - glEnd; -} - gldisable(gl_texture_2d); - glDisable(GL_BLEND); - - // fade out at end of main part - if Ctime > Timings[19] then - begin - glColor4f(0,0,0,(Ctime-Timings[19])/(Timings[20]-Timings[19])); - glEnable(GL_BLEND); - glBegin(GL_QUADS); - glVertex2f(0,0); - glVertex2f(0,600); - glVertex2f(800,600); - glVertex2f(800,0); - glEnd; - glDisable(GL_BLEND); - end; - end - else - if (CRDTS_Stage=Outro) then - begin - if CTime=Timings[20] then begin - CTime_hold:=0; - Music.Stop; - Music.Open(soundpath + 'credits-outro-tune.mp3'); - Music.Play; - Music.SetVolume(20); - Music.SetLoop(True); - end; - if CTime_hold > 231 then begin - Music.Play; - Ctime_hold:=0; - end; - glClearColor(0,0,0,0); - glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); - - // do something useful - // outro background - glEnable(GL_TEXTURE_2D); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - glEnable(GL_BLEND); - - glColor4f(1, 1, 1, 1); - glBindTexture(GL_TEXTURE_2D, outro_bg.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(0, 0); - glTexCoord2f(0,600/1024);glVertex2f(0, 600); - glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600); - glTexCoord2f(800/1024,0);glVertex2f(800, 0); - glEnd; - - //outro overlays - glColor4f(1, 1, 1, (1+sin(CTime/15))/3+1/3); - glBindTexture(GL_TEXTURE_2D, outro_esc.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(0, 0); - glTexCoord2f(0,223/256);glVertex2f(0, 223); - glTexCoord2f(487/512,223/256); glVertex2f(487, 223); - glTexCoord2f(487/512,0);glVertex2f(487, 0); - glEnd; - - ESC_Alpha:=20; - if (RandomRange(0,20) > 18) and (ESC_Alpha=20) then - ESC_Alpha:=0 - else inc(ESC_Alpha); - if ESC_Alpha > 20 then ESC_Alpha:=20; - glColor4f(1, 1, 1, ESC_Alpha/20); - glBindTexture(GL_TEXTURE_2D, outro_exd.TexNum); - glbegin(gl_quads); - glTexCoord2f(0,0);glVertex2f(800-310, 600-247); - glTexCoord2f(0,247/256);glVertex2f(800-310, 600); - glTexCoord2f(310/512,247/256); glVertex2f(800, 600); - glTexCoord2f(310/512,0);glVertex2f(800, 600-247); - glEnd; - glDisable(GL_TEXTURE_2D); - glDisable(GL_BLEND); - - // outro scrollers? - // ... - end; - -{ // draw credits runtime counter - SetFontStyle (2); - SetFontItalic(False); - SetFontSize(9); - SetFontPos (5, 5); - glColor4f(1, 1, 1, 1); -// RuntimeStr:='CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10); - RuntimeStr:='CTime: '+inttostr(CTime); - glPrint (Addr(RuntimeStr[1])); -} - // make the stars shine - GoldenRec.Draw; -end; - -end. +unit UScreenCredits; + +interface + +uses + UMenu, + SDL, + UDisplay, + UTexture, + OpenGL12, + UMusic, + UFiles, + SysUtils, + UThemes, + ULCD, + ULight, + UGraphicClasses; + +type + TCreditsStages=(InitialDelay,Intro,MainPart,Outro); + + TScreenCredits = class(TMenu) + public + + Credits_X: Real; + Credits_Time: Cardinal; + Credits_Alpha: Cardinal; + CTime: Cardinal; + CTime_hold: Cardinal; + ESC_Alpha: Integer; + + credits_entry_tex: TTexture; + credits_entry_dx_tex: TTexture; + credits_bg_tex: TTexture; + credits_bg_ovl: TTexture; +// credits_bg_logo: TTexture; + credits_bg_scrollbox_left: TTexture; + credits_blindguard: TTexture; + credits_blindy: TTexture; + credits_canni: TTexture; + credits_commandio: TTexture; + credits_lazyjoker: TTexture; + credits_mog: TTexture; + credits_mota: TTexture; + credits_skillmaster: TTexture; + credits_whiteshark: TTexture; + intro_layer01: TTexture; + intro_layer02: TTexture; + intro_layer03: TTexture; + intro_layer04: TTexture; + intro_layer05: TTexture; + intro_layer06: TTexture; + intro_layer07: TTexture; + intro_layer08: TTexture; + intro_layer09: TTexture; + outro_bg: TTexture; + outro_esc: TTexture; + outro_exd: TTexture; + + deluxe_slidein: cardinal; + + CurrentScrollText: String; + NextScrollUpdate: Real; + EndofLastScrollingPart: Cardinal; + CurrentScrollStart, CurrentScrollEnd: Integer; + + CRDTS_Stage: TCreditsStages; + + myTex: glUint; + + Fadeout: boolean; + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + procedure onShow; override; + procedure onHide; override; + procedure DrawCredits; + procedure Draw_FunkyText; + end; + +const + Funky_Text: AnsiString = + 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you´re hearing, '+ + 'all the people who put massive effort and work in new songs (don´t forget UltraStar w/o songs would be nothing), ppl from '+ + 'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+ + 'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..'; + + + Timings: array[0..21] of Cardinal=( + 20, // 0 Delay vor Start + + 149, // 1 Ende erster Intro Zoom + 155, // 2 Start 2. Action im Intro + 170, // 3 Ende Separation im Intro + 271, // 4 Anfang Zoomout im Intro + 0, // 5 unused + 261, // 6 Start fade-to-white im Intro + + 271, // 7 Start Main Part + 280, // 8 Start On-Beat-Sternchen Main Part + + 396, // 9 Start BlindGuard + 666, // 10 Start blindy + 936, // 11 Start Canni + 1206, // 12 Start Commandio + 1476, // 13 Start LazyJoker + 1746, // 14 Start Mog + 2016, // 15 Start Mota + 2286, // 16 Start SkillMaster + 2556, // 17 Start WhiteShark + 2826, // 18 Ende Whiteshark + 3096, // 19 Start FadeOut Mainscreen + 3366, // 20 Ende Credits Tune + 60); // 21 start flare im intro + +implementation + +uses {$IFDEF win32} + windows, + {$ELSE} + lclintf, + {$ENDIF} + UGraphic, + UMain, + UIni, + USongs, + Textgl, + ULanguage, + UCommon, + Math; + + +function TScreenCredits.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + FadeTo(@ScreenMain); + Music.PlayBack; + end; +{ SDLK_SPACE: + begin + setlength(CTime_hold,length(CTime_hold)+1); + CTime_hold[high(CTime_hold)]:=CTime; + end; +} + end;//esac + end; //fi +end; + +constructor TScreenCredits.Create; +begin + inherited Create; + credits_bg_tex := Texture.LoadTexture(true, 'CRDTS_BG', 'PNG', 'Plain', 0); + credits_bg_ovl := Texture.LoadTexture(true, 'CRDTS_OVL', 'PNG', 'Transparent', 0); + + credits_blindguard := Texture.LoadTexture(true, 'CRDTS_blindguard', 'PNG', 'Font Black', 0); + credits_blindy := Texture.LoadTexture(true, 'CRDTS_blindy', 'PNG', 'Font Black', 0); + credits_canni := Texture.LoadTexture(true, 'CRDTS_canni', 'PNG', 'Font Black', 0); + credits_commandio := Texture.LoadTexture(true, 'CRDTS_commandio', 'PNG', 'Font Black', 0); + credits_lazyjoker := Texture.LoadTexture(true, 'CRDTS_lazyjoker', 'PNG', 'Font Black', 0); + credits_mog := Texture.LoadTexture(true, 'CRDTS_mog', 'PNG', 'Font Black', 0); + credits_mota := Texture.LoadTexture(true, 'CRDTS_mota', 'PNG', 'Font Black', 0); + credits_skillmaster := Texture.LoadTexture(true, 'CRDTS_skillmaster', 'PNG', 'Font Black', 0); + credits_whiteshark := Texture.LoadTexture(true, 'CRDTS_whiteshark', 'PNG', 'Font Black', 0); + + intro_layer01 := Texture.LoadTexture(true, 'INTRO_L01', 'PNG', 'Transparent', 0); + intro_layer02 := Texture.LoadTexture(true, 'INTRO_L02', 'PNG', 'Transparent', 0); + intro_layer03 := Texture.LoadTexture(true, 'INTRO_L03', 'PNG', 'Transparent', 0); + intro_layer04 := Texture.LoadTexture(true, 'INTRO_L04', 'PNG', 'Transparent', 0); + intro_layer05 := Texture.LoadTexture(true, 'INTRO_L05', 'PNG', 'Transparent', 0); + intro_layer06 := Texture.LoadTexture(true, 'INTRO_L06', 'PNG', 'Transparent', 0); + intro_layer07 := Texture.LoadTexture(true, 'INTRO_L07', 'PNG', 'Transparent', 0); + intro_layer08 := Texture.LoadTexture(true, 'INTRO_L08', 'PNG', 'Transparent', 0); + intro_layer09 := Texture.LoadTexture(true, 'INTRO_L09', 'PNG', 'Transparent', 0); + + outro_bg := Texture.LoadTexture(true, 'OUTRO_BG', 'PNG', 'Plain', 0); + outro_esc := Texture.LoadTexture(true, 'OUTRO_ESC', 'PNG', 'Transparent', 0); + outro_exd := Texture.LoadTexture(true, 'OUTRO_EXD', 'PNG', 'Transparent', 0); + + CRDTS_Stage:=InitialDelay; +end; + +function TScreenCredits.Draw: boolean; +begin + DrawCredits; + Draw:=true; +end; + +procedure TScreenCredits.onShow; +begin + CRDTS_Stage:=InitialDelay; + Credits_X := 580; + deluxe_slidein := 0; + Credits_Alpha := 0; + //Music.SetLoop(true); Loop looped ned, so ne scheisse + Music.Open(soundpath + 'wome-credits-tune.mp3'); //danke kleinster liebster weeeetüüüüü!! +// Music.Play; + CTime:=0; +// setlength(CTime_hold,0); +end; + +procedure TScreenCredits.onHide; +begin + Music.Stop; +end; + +Procedure TScreenCredits.Draw_FunkyText; +var + S: Integer; + X,Y,A: Real; + visibleText: PChar; +begin + SetFontSize(10); + //Init ScrollingText + if (CTime = Timings[7]) then + begin + //Set Position of Text + Credits_X := 600; + CurrentScrollStart:=1; + CurrentScrollEnd:=1; + end; + + if (CTime > Timings[7]) and (CurrentScrollStart < length(Funky_Text)) then + begin + X:=0; + visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd)); + for S := 0 to length(visibleText)-1 do begin + Y:=abs(sin((Credits_X+X)*0.93{*(((Credits_X+X))/1200)}/100*pi)); + SetFontPos(Credits_X+X,538-Y*(Credits_X+X)*(Credits_X+X)*(Credits_X+X)/1000000); + A:=0; + if (Credits_X+X < 15) then A:=0; + if (Credits_X+X >=15) then A:=Credits_X+X-15; + if Credits_X+X > 32 then A:=17; + glColor4f( 230/255-40/255+Y*(Credits_X+X)/900, 200/255-30/255+Y*(Credits_X+X)/1000, 155/255-20/255+Y*(Credits_X+X)/1100, A/17); + glPrintLetter(visibleText[S]); + X := X + Fonts[ActFont].Width[Ord(visibleText[S])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW; + end; + if (Credits_X<0) and (CurrentScrollStart < length(Funky_Text)) then begin + Credits_X:=Credits_X + Fonts[ActFont].Width[Ord(Funky_Text[CurrentScrollStart])] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW; + inc(CurrentScrollStart); + end; + visibleText:=pchar(Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd)); + if (Credits_X+glTextWidth(visibleText) < 600) and (CurrentScrollEnd < length(Funky_Text)) then begin + inc(CurrentScrollEnd); + end; + end; +{ // timing hack + X:=5; + SetFontStyle (2); + SetFontItalic(False); + SetFontSize(9); + glColor4f(1, 1, 1, 1); + for S:=0 to high(CTime_hold) do begin + visibleText:=pchar(inttostr(CTime_hold[S])); + SetFontPos (500, X); + glPrint (Addr(visibleText[0])); + X:=X+20; + end;} +end; + +procedure Start3D; +begin + glMatrixMode(GL_PROJECTION); + glPushMatrix; + glLoadIdentity; + glFrustum(-0.3*4/3,0.3*4/3,-0.3,0.3,1,1000); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity; +end; +procedure End3D; +begin + glMatrixMode(GL_PROJECTION); + glPopMatrix; + glMatrixMode(GL_MODELVIEW); +end; + +procedure TScreenCredits.DrawCredits; +var + T,I: Cardinal; + X: Real; + Ver: PChar; + RuntimeStr: AnsiString; + Data: TFFTData; + j,k,l:cardinal; + f,g,h: Real; + STime:cardinal; + Delay:cardinal; + + myPixel: longword; + myColor: Cardinal; + myScale: Real; + myAngle: Real; + + +const myLogoCoords: Array[0..27,0..1] of Cardinal = ((39,32),(84,32),(100,16),(125,24), + (154,31),(156,58),(168,32),(203,36), + (258,34),(251,50),(274,93),(294,84), + (232,54),(278,62),(319,34),(336,92), + (347,23),(374,32),(377,58),(361,83), + (385,91),(405,91),(429,35),(423,51), + (450,32),(485,34),(444,91),(486,93)); + +begin + //dis does teh muiwk y0r + Data := Music.GetFFTData; + + T := GetTickCount div 33; + if T <> Credits_Time then + begin + Credits_Time := T; + inc(CTime); + inc(CTime_hold); + Credits_X := Credits_X-2; + if (CRDTS_Stage=InitialDelay) and (CTime=Timings[0]) then + begin +// CTime:=Timings[20]; +// CRDTS_Stage:=Outro; + + CRDTS_Stage:=Intro; + CTime:=0; + Music.Play; + + end; + if (CRDTS_Stage=Intro) and (CTime=Timings[7]) then + begin + CRDTS_Stage:=MainPart; + end; + if (CRDTS_Stage=MainPart) and (CTime=Timings[20]) then + begin + CRDTS_Stage:=Outro; + end; + end; + + //draw background + if CRDTS_Stage=InitialDelay then + begin + glClearColor(0,0,0,0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + end + else + if CRDTS_Stage=Intro then + begin + Start3D; + glPushMatrix; + + glClearColor(0,0,0,0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + if CTime < Timings[1] then begin + myScale:= 0.5+0.5*(Timings[1]-CTime)/(Timings[1]); // slowly move layers together + myAngle:=cos((CTime)*pi/((Timings[1])*2)); // and make logo face towards camera + end else begin // this is the part when the logo stands still + myScale:=0.5; + myAngle:=0; + end; + if CTime > Timings[2] then begin + myScale:= 0.5+0.5*(CTime-Timings[2])/(Timings[3]-Timings[2]); // get some space between layers + myAngle:=0; + end; +// if CTime > Timings[3] then myScale:=1; // keep the space between layers + glTranslatef(0,0,-5+0.5*myScale); + if CTime > Timings[3] then myScale:=1; // keep the space between layers + if CTime > Timings[3] then begin // make logo rotate left and grow +// myScale:=(CTime-Timings[4])/(Timings[7]-Timings[4]); + glRotatef(20*sqr(CTime-Timings[3])/sqr((Timings[7]-Timings[3])/2),0,0,1); + glScalef(1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1+sqr(CTime-Timings[3])/(32*(Timings[7]-Timings[3])),1); + end; + if CTime < Timings[2] then + glRotatef(30*myAngle,0.5*myScale+myScale,1+myScale,0); +// glScalef(0.5,0.5,0.5); + glScalef(4/3,-1,1); + glColor4f(1, 1, 1, 1); + + glBindTexture(GL_TEXTURE_2D, intro_layer01.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, -0.4 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, -0.4 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, -0.4 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, -0.4 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, -0.3 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, -0.3 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, -0.3 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, -0.3 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, -0.2 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, -0.2 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, -0.2 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, -0.2 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, -0.1 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, -0.1 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, -0.1 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, -0.1 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0.1 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0.1 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0.1 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0.1 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0.2 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0.2 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0.2 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0.2 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0.3 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0.3 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0.3 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0.3 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex3f(-1, -1, 0.22 * myScale); + glTexCoord2f(0,1);glVertex3f(-1, 1, 0.22 * myScale); + glTexCoord2f(1,1); glVertex3f(1, 1, 0.22 * myScale); + glTexCoord2f(1,0);glVertex3f(1, -1, 0.22 * myScale); + glEnd; + gldisable(gl_texture_2d); + glDisable(GL_BLEND); + + glPopMatrix; + End3D; + + // do some sparkling effects + if (CTime < Timings[1]) and (CTime > Timings[21]) then + begin + for k:=1 to 3 do begin + l:=410+floor((CTime-Timings[21])/(Timings[1]-Timings[21])*(536-410))+RandomRange(-5,5); + j:=floor((Timings[1]-CTime)/22)+RandomRange(285,301); + GoldenRec.Spawn(l, j, 1, 16, 0, -1, Flare, 0); + end; + end; + + // fade to white at end + if Ctime > Timings[6] then + begin + glColor4f(1,1,1,sqr(Ctime-Timings[6])*(Ctime-Timings[6])/sqr(Timings[7]-Timings[6])); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glVertex2f(0,0); + glVertex2f(0,600); + glVertex2f(800,600); + glVertex2f(800,0); + glEnd; + glDisable(GL_BLEND); + end; + + end; + if (CRDTS_Stage=MainPart) then + // main credits screen background, scroller, logo and girl + begin + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, credits_bg_tex.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(0, 0); + glTexCoord2f(0,600/1024);glVertex2f(0, 600); + glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600); + glTexCoord2f(800/1024,0);glVertex2f(800, 0); + glEnd; + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + // draw scroller + Draw_FunkyText; + +//######################################################################### +// draw credits names + +// BlindGuard (von links oben reindrehen, nach rechts unten rausdrehen) + STime:=Timings[9]-10; + Delay:=Timings[10]-Timings[9]; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(0,329,0); + if CTime <= STime+10 then begin glrotatef((CTime-STime)*9+270,0,0,1);end; + gltranslatef(223,0,0); + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + gltranslatef(223,0,0); + glrotatef((integer(CTime)-(integer(STime+Delay)-10))*-9,0,0,1); + gltranslatef(-223,0,0); + end; + glBindTexture(GL_TEXTURE_2D, credits_blindguard.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Blindy (zoom von 0 auf volle grösse und drehung, zoom auf doppelte grösse und nach rechts oben schieben) + STime:=Timings[10]-10; + Delay:=Timings[11]-Timings[10]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+20) and (CTime<=STime+22) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+20 then begin + j:=CTime-Stime; + glscalef(j*j/400,j*j/400,j*j/400); + glrotatef(j*18.0,0,0,1); + end; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + f:=j*10.0; + gltranslatef(f*3,-f,0); + glscalef(1+j/10,1+j/10,1+j/10); + glrotatef(j*9.0,0,0,1); + end; + glBindTexture(GL_TEXTURE_2D, credits_blindy.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Canni (von links reinschieben, nach rechts oben rausschieben) + STime:=Timings[11]-10; + Delay:=Timings[12]-Timings[11]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then begin + gltranslatef(((CTime-STime)*21.0)-210,0,0); + end; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=(CTime-(STime+Delay-10))*21; + gltranslatef(j,-j/2,0); + end; + glBindTexture(GL_TEXTURE_2D, credits_canni.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Commandio (von unten reinklappen, nach rechts oben rausklappen) + STime:=Timings[12]-10; + Delay:=Timings[13]-Timings[12]; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then + f:=258.0-25.8*(CTime-STime) + else + f:=0; + g:=0; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + g:=32.6*j; + end; + glBindTexture(GL_TEXTURE_2D, credits_commandio.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163+g-f*1.5, -129+f*1.5-g/2); + glTexCoord2f(0,1);glVertex2f(-163+g*1.5, 129-(g*1.5*258/326)); + glTexCoord2f(1,1); glVertex2f(163+g, 129+g/4); + glTexCoord2f(1,0);glVertex2f(163+f*1.5+g/4, -129+f*1.5-g/4); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// lazy joker (just scrolls from left to right, no twinkling stars, no on-beat flashing) + STime:=Timings[13]-35; + Delay:=Timings[14]-Timings[13]+5; + if CTime > STime then + begin + k:=0; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)>10) and ((CTime-STime)<20) then ESC_Alpha:=20; + ESC_Alpha:=10; + f:=CTime-STime; + if CTime <=STime+40 then j:=CTime-STime else j:=40; + if (CTime >=STime+Delay-40) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j*j/1600); + + glPushMatrix; + gltranslatef(180+(f-70),329,0); + glBindTexture(GL_TEXTURE_2D, credits_lazyjoker.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Mog (von links reinklappen, nach rechts unten rausklappen) + STime:=Timings[14]-10; + Delay:=Timings[15]-Timings[14]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then + f:=326.0-32.6*(CTime-STime) + else + f:=0; + + g:=0; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + g:=32.6*j; + end; + glBindTexture(GL_TEXTURE_2D, credits_mog.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163+g*1.5, -129+g*1.5); + glTexCoord2f(0,1);glVertex2f(-163+g*1.2, 129+g); + glTexCoord2f(1,1); glVertex2f(163-f+g/2, 129+f*1.5+g/4); + glTexCoord2f(1,0);glVertex2f(163-f+g*1.5, -129-f*1.5); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Mota (von rechts oben reindrehen, nach links unten rausschieben und verkleinern und dabei drehen) + STime:=Timings[15]-10; + Delay:=Timings[16]-Timings[15]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then begin + gltranslatef(223,0,0); + glrotatef((10-(CTime-STime))*9,0,0,1); + gltranslatef(-223,0,0); + end; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + f:=j*10.0; + gltranslatef(-f*2,-f,0); + glscalef(1-j/10,1-j/10,1-j/10); + glrotatef(-j*9.0,0,0,1); + end; + glBindTexture(GL_TEXTURE_2D, credits_mota.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// Skillmaster (von rechts unten reinschieben, nach rechts oben rausdrehen) + STime:=Timings[16]-10; + Delay:=Timings[17]-Timings[16]+5; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then begin + j:=STime+10-CTime; + f:=j*10.0; + gltranslatef(+f*2,+f/2,0); + end; + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + gltranslatef(0,-223,0); + glrotatef(integer(j)*-9,0,0,1); + gltranslatef(0,223,0); + glrotatef(j*9,0,0,1); + end; + glBindTexture(GL_TEXTURE_2D, credits_skillmaster.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163, -129); + glTexCoord2f(0,1);glVertex2f(-163, 129); + glTexCoord2f(1,1); glVertex2f(163, 129); + glTexCoord2f(1,0);glVertex2f(163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + +// WhiteShark (von links unten reinklappen, nach rechts oben rausklappen) + STime:=Timings[17]-10; + Delay:=Timings[18]-Timings[17]; + if CTime > STime then + begin + k:=0; + ESC_Alpha:=20; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.25 then ESC_Alpha:=5 else inc(ESC_Alpha); + if ESC_Alpha >20 then ESC_Alpha:=20; + if ((CTime-STime)<20) then ESC_Alpha:=20; + if CTime <=STime+10 then j:=CTime-STime else j:=10; + if (CTime >=STime+Delay-10) then if (CTime <=STime+Delay) then j:=(STime+Delay)-CTime else j:=0; + glColor4f(1, 1, 1, ESC_Alpha/20*j/10); + + if (CTime >= STime+10) and (CTime<=STime+12) then begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223,329,0); + if CTime <= STime+10 then + f:=326.0-32.6*(CTime-STime) + else + f:=0; + + if CTime >=STime+Delay-10 then if CTime <=STime+Delay then begin + j:=CTime-(STime+Delay-10); + g:=32.6*j; + end else + g:=0; + glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(-163-f+g, -129+f/4-g/2); + glTexCoord2f(0,1);glVertex2f(-163-f/4+g, 129+g/2+f/4); + glTexCoord2f(1,1); glVertex2f(163-f*1.2+g/4, 129+f/2-g/4); + glTexCoord2f(1,0);glVertex2f(163-f*1.5+g/4, -129+f*1.5+g/4); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + + +// #################################################################### +// do some twinkle stuff (kinda on beat) + if (CTime>Timings[8]) and (CTime < Timings[19]) then begin + k:=0; + for j:=0 to 40 do + if Data[j]>=Data[k] then k:=j; + if Data[k]>0.2 then begin + l:=RandomRange(6,16); + j:=RandomRange(0,27); + GoldenRec.Spawn(myLogoCoords[j,0], myLogoCoords[j,1], 16-l, l, 0, -1, PerfectNote, 0); + end; + end; + +//################################################# +// draw the rest of the main screen (girl and logo + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, credits_bg_ovl.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(800-393, 0); + glTexCoord2f(0,600/1024);glVertex2f(800-393, 600); + glTexCoord2f(393/512,600/1024); glVertex2f(800, 600); + glTexCoord2f(393/512,0);glVertex2f(800, 0); + glEnd; +{ glBindTexture(GL_TEXTURE_2D, credits_bg_logo.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(0, 0); + glTexCoord2f(0,112/128);glVertex2f(0, 112); + glTexCoord2f(497/512,112/128); glVertex2f(497, 112); + glTexCoord2f(497/512,0);glVertex2f(497, 0); + glEnd; +} + gldisable(gl_texture_2d); + glDisable(GL_BLEND); + + // fade out at end of main part + if Ctime > Timings[19] then + begin + glColor4f(0,0,0,(Ctime-Timings[19])/(Timings[20]-Timings[19])); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glVertex2f(0,0); + glVertex2f(0,600); + glVertex2f(800,600); + glVertex2f(800,0); + glEnd; + glDisable(GL_BLEND); + end; + end + else + if (CRDTS_Stage=Outro) then + begin + if CTime=Timings[20] then begin + CTime_hold:=0; + Music.Stop; + Music.Open(soundpath + 'credits-outro-tune.mp3'); + Music.Play; + Music.SetVolume(20); + Music.SetLoop(True); + end; + if CTime_hold > 231 then begin + Music.Play; + Ctime_hold:=0; + end; + glClearColor(0,0,0,0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + // do something useful + // outro background + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, outro_bg.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(0, 0); + glTexCoord2f(0,600/1024);glVertex2f(0, 600); + glTexCoord2f(800/1024,600/1024); glVertex2f(800, 600); + glTexCoord2f(800/1024,0);glVertex2f(800, 0); + glEnd; + + //outro overlays + glColor4f(1, 1, 1, (1+sin(CTime/15))/3+1/3); + glBindTexture(GL_TEXTURE_2D, outro_esc.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(0, 0); + glTexCoord2f(0,223/256);glVertex2f(0, 223); + glTexCoord2f(487/512,223/256); glVertex2f(487, 223); + glTexCoord2f(487/512,0);glVertex2f(487, 0); + glEnd; + + ESC_Alpha:=20; + if (RandomRange(0,20) > 18) and (ESC_Alpha=20) then + ESC_Alpha:=0 + else inc(ESC_Alpha); + if ESC_Alpha > 20 then ESC_Alpha:=20; + glColor4f(1, 1, 1, ESC_Alpha/20); + glBindTexture(GL_TEXTURE_2D, outro_exd.TexNum); + glbegin(gl_quads); + glTexCoord2f(0,0);glVertex2f(800-310, 600-247); + glTexCoord2f(0,247/256);glVertex2f(800-310, 600); + glTexCoord2f(310/512,247/256); glVertex2f(800, 600); + glTexCoord2f(310/512,0);glVertex2f(800, 600-247); + glEnd; + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + // outro scrollers? + // ... + end; + +{ // draw credits runtime counter + SetFontStyle (2); + SetFontItalic(False); + SetFontSize(9); + SetFontPos (5, 5); + glColor4f(1, 1, 1, 1); +// RuntimeStr:='CTime: '+inttostr(floor(CTime/30.320663991914489602156136106092))+'.'+inttostr(floor(CTime/3.0320663991914489602156136106092)-floor(CTime/30.320663991914489602156136106092)*10); + RuntimeStr:='CTime: '+inttostr(CTime); + glPrint (Addr(RuntimeStr[1])); +} + // make the stars shine + GoldenRec.Draw; +end; + +end. diff --git a/Game/Code/Screens/UScreenMain.pas b/Game/Code/Screens/UScreenMain.pas index 5af3d4a6..7bcc9e65 100644 --- a/Game/Code/Screens/UScreenMain.pas +++ b/Game/Code/Screens/UScreenMain.pas @@ -1,276 +1,278 @@ -unit UScreenMain; - -interface - -uses - UMenu, - SDL, - UDisplay, - UMusic, - UFiles, - SysUtils, - UThemes, - ULCD, - ULight; - -type - TScreenMain = class(TMenu) - public - TextDescription: integer; - TextDescriptionLong: integer; - - constructor Create; override; - function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; - procedure onShow; override; - procedure InteractNext; override; - procedure InteractPrev; override; - procedure InteractInc; override; - procedure InteractDec; override; - procedure UpdateLCD; - procedure SetAnimationProgress(Progress: real); override; - //function Draw: boolean; override; - end; - -implementation - -uses Windows, - UGraphic, - UMain, - UIni, - UTexture, - USongs, - Textgl, -// opengl, - ULanguage, - UParty, - UDLLManager, - UScreenCredits, - USkins; - - -function TScreenMain.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; -var -I: Integer; -SDL_ModState: Word; -begin - Result := true; - - SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT - + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT); - - //Deactivate Credits when Key is pressed -// if Credits_Visible then -// begin -// Credits_Visible := False; -// exit; -// end; - - If (PressedDown) Then - begin // Key Down - case PressedKey of - SDLK_Q: - begin - Result := false; - end; - - SDLK_ESCAPE, - SDLK_BACKSPACE : - begin - Result := False; - end; - - SDLK_C: - begin - if (SDL_ModState = KMOD_LALT) then - begin - //Credits_Y := 600; - //Credits_Alpha := 0; - //Credits_Visible := True; - Music.PlayStart; - FadeTo(@ScreenCredits); - end; - end; - SDLK_M: - begin - if (Ini.Players >= 1) AND (Length(DLLMan.Plugins)>=1) then - begin - Music.PlayStart; - FadeTo(@ScreenPartyOptions); - end; - end; - - SDLK_S: - begin - Music.PlayStart; - FadeTo(@ScreenStatMain); - end; - - SDLK_E: - begin - Music.PlayStart; - FadeTo(@ScreenEdit); - end; - - SDLK_RETURN: - begin - //Solo - if (Interaction = 0) then - begin - if (Length(Songs.Song) >= 1) then - begin - Music.PlayStart; - if (Ini.Players >= 0) and (Ini.Players <= 3) then PlayersPlay := Ini.Players + 1; - if (Ini.Players = 4) then PlayersPlay := 6; - - ScreenName.Goto_SingScreen := False; - FadeTo(@ScreenName); - end - else //show error message - ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); - end; - - //Multi - if Interaction = 1 then begin - if (Length(Songs.Song) >= 1) then - begin - if (Length(DLLMan.Plugins)>=1) then - begin - Music.PlayStart; - FadeTo(@ScreenPartyOptions); - end - else //show error message, No Plugins Loaded - ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_PLUGINS')); - end - else //show error message, No Songs Loaded - ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); - end; - - //Stats - if Interaction = 2 then begin - Music.PlayStart; - FadeTo(@ScreenStatMain); - end; - - //Editor - if Interaction = 3 then begin - Music.PlayStart; - FadeTo(@ScreenEdit); - end; - - //Options - if Interaction = 4 then begin - Music.PlayStart; - FadeTo(@ScreenOptions); - end; - - //Exit - if Interaction = 5 then begin - Result := false; - end; - 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: InteractInc; - SDLK_UP: InteractDec; - SDLK_RIGHT: InteractNext; - SDLK_LEFT: InteractPrev; - end; - end - else // Key Up - case PressedKey of - SDLK_RETURN : - begin - end; - end; -end; - -constructor TScreenMain.Create; -var - I: integer; -begin - inherited Create; - - //---------------- - //Attention ^^: - //New Creation Order needed because of LoadFromTheme - //and Button Collections. - //At First Custom Texts and Statics - //Then LoadFromTheme - //after LoadFromTheme the Buttons and Selects - //---------------- - - - TextDescription := AddText(Theme.Main.TextDescription); - TextDescriptionLong := AddText(Theme.Main.TextDescriptionLong); - - LoadFromTheme(Theme.Main); - - AddButton(Theme.Main.ButtonSolo); - AddButton(Theme.Main.ButtonMulti); - AddButton(Theme.Main.ButtonStat); - AddButton(Theme.Main.ButtonEditor); - AddButton(Theme.Main.ButtonOptions); - AddButton(Theme.Main.ButtonExit); - - Interaction := 0; -end; - -procedure TScreenMain.onShow; -begin - LCD.WriteText(1, ' Choose mode: '); - UpdateLCD; -end; - -procedure TScreenMain.InteractNext; -begin - inherited InteractNext; - Text[TextDescription].Text := Theme.Main.Description[Interaction]; - Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; - UpdateLCD; - Light.LightOne(1, 200); -end; - -procedure TScreenMain.InteractPrev; -begin - inherited InteractPrev; - Text[TextDescription].Text := Theme.Main.Description[Interaction]; - Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; - UpdateLCD; - Light.LightOne(0, 200); -end; - -procedure TScreenMain.InteractDec; -begin - inherited InteractDec; - Text[TextDescription].Text := Theme.Main.Description[Interaction]; - Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; - UpdateLCD; - Light.LightOne(0, 200); -end; - -procedure TScreenMain.InteractInc; -begin - inherited InteractInc; - Text[TextDescription].Text := Theme.Main.Description[Interaction]; - Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; - UpdateLCD; - Light.LightOne(1, 200); -end; - -procedure TScreenMain.UpdateLCD; -begin - case Interaction of - 0: LCD.WriteText(2, ' sing '); - 1: LCD.WriteText(2, ' editor '); - 2: LCD.WriteText(2, ' options '); - 3: LCD.WriteText(2, ' exit '); - end -end; - -procedure TScreenMain.SetAnimationProgress(Progress: real); -begin - Static[0].Texture.ScaleW := Progress; - Static[0].Texture.ScaleH := Progress; -end; -end. +unit UScreenMain; + +interface + +uses + UMenu, + SDL, + UDisplay, + UMusic, + UFiles, + SysUtils, + UThemes, + ULCD, + ULight; + +type + TScreenMain = class(TMenu) + public + TextDescription: integer; + TextDescriptionLong: integer; + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure InteractNext; override; + procedure InteractPrev; override; + procedure InteractInc; override; + procedure InteractDec; override; + procedure UpdateLCD; + procedure SetAnimationProgress(Progress: real); override; + //function Draw: boolean; override; + end; + +implementation + +uses {$IFDEF win32} + windows, + {$ENDIF} + UGraphic, + UMain, + UIni, + UTexture, + USongs, + Textgl, +// opengl, + ULanguage, + UParty, + UDLLManager, + UScreenCredits, + USkins; + + +function TScreenMain.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +var +I: Integer; +SDL_ModState: Word; +begin + Result := true; + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT); + + //Deactivate Credits when Key is pressed +// if Credits_Visible then +// begin +// Credits_Visible := False; +// exit; +// end; + + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Result := False; + end; + + SDLK_C: + begin + if (SDL_ModState = KMOD_LALT) then + begin + //Credits_Y := 600; + //Credits_Alpha := 0; + //Credits_Visible := True; + Music.PlayStart; + FadeTo(@ScreenCredits); + end; + end; + SDLK_M: + begin + if (Ini.Players >= 1) AND (Length(DLLMan.Plugins)>=1) then + begin + Music.PlayStart; + FadeTo(@ScreenPartyOptions); + end; + end; + + SDLK_S: + begin + Music.PlayStart; + FadeTo(@ScreenStatMain); + end; + + SDLK_E: + begin + Music.PlayStart; + FadeTo(@ScreenEdit); + end; + + SDLK_RETURN: + begin + //Solo + if (Interaction = 0) then + begin + if (Length(Songs.Song) >= 1) then + begin + Music.PlayStart; + if (Ini.Players >= 0) and (Ini.Players <= 3) then PlayersPlay := Ini.Players + 1; + if (Ini.Players = 4) then PlayersPlay := 6; + + ScreenName.Goto_SingScreen := False; + FadeTo(@ScreenName); + end + else //show error message + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); + end; + + //Multi + if Interaction = 1 then begin + if (Length(Songs.Song) >= 1) then + begin + if (Length(DLLMan.Plugins)>=1) then + begin + Music.PlayStart; + FadeTo(@ScreenPartyOptions); + end + else //show error message, No Plugins Loaded + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_PLUGINS')); + end + else //show error message, No Songs Loaded + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); + end; + + //Stats + if Interaction = 2 then begin + Music.PlayStart; + FadeTo(@ScreenStatMain); + end; + + //Editor + if Interaction = 3 then begin + Music.PlayStart; + FadeTo(@ScreenEdit); + end; + + //Options + if Interaction = 4 then begin + Music.PlayStart; + FadeTo(@ScreenOptions); + end; + + //Exit + if Interaction = 5 then begin + Result := false; + end; + 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: InteractInc; + SDLK_UP: InteractDec; + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end + else // Key Up + case PressedKey of + SDLK_RETURN : + begin + end; + end; +end; + +constructor TScreenMain.Create; +var + I: integer; +begin + inherited Create; + + //---------------- + //Attention ^^: + //New Creation Order needed because of LoadFromTheme + //and Button Collections. + //At First Custom Texts and Statics + //Then LoadFromTheme + //after LoadFromTheme the Buttons and Selects + //---------------- + + + TextDescription := AddText(Theme.Main.TextDescription); + TextDescriptionLong := AddText(Theme.Main.TextDescriptionLong); + + LoadFromTheme(Theme.Main); + + AddButton(Theme.Main.ButtonSolo); + AddButton(Theme.Main.ButtonMulti); + AddButton(Theme.Main.ButtonStat); + AddButton(Theme.Main.ButtonEditor); + AddButton(Theme.Main.ButtonOptions); + AddButton(Theme.Main.ButtonExit); + + Interaction := 0; +end; + +procedure TScreenMain.onShow; +begin + LCD.WriteText(1, ' Choose mode: '); + UpdateLCD; +end; + +procedure TScreenMain.InteractNext; +begin + inherited InteractNext; + Text[TextDescription].Text := Theme.Main.Description[Interaction]; + Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; + UpdateLCD; + Light.LightOne(1, 200); +end; + +procedure TScreenMain.InteractPrev; +begin + inherited InteractPrev; + Text[TextDescription].Text := Theme.Main.Description[Interaction]; + Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; + UpdateLCD; + Light.LightOne(0, 200); +end; + +procedure TScreenMain.InteractDec; +begin + inherited InteractDec; + Text[TextDescription].Text := Theme.Main.Description[Interaction]; + Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; + UpdateLCD; + Light.LightOne(0, 200); +end; + +procedure TScreenMain.InteractInc; +begin + inherited InteractInc; + Text[TextDescription].Text := Theme.Main.Description[Interaction]; + Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; + UpdateLCD; + Light.LightOne(1, 200); +end; + +procedure TScreenMain.UpdateLCD; +begin + case Interaction of + 0: LCD.WriteText(2, ' sing '); + 1: LCD.WriteText(2, ' editor '); + 2: LCD.WriteText(2, ' options '); + 3: LCD.WriteText(2, ' exit '); + end +end; + +procedure TScreenMain.SetAnimationProgress(Progress: real); +begin + Static[0].Texture.ScaleW := Progress; + Static[0].Texture.ScaleH := Progress; +end; +end. diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas index 1dd31ae9..343a2e6d 100644 --- a/Game/Code/Screens/UScreenSing.pas +++ b/Game/Code/Screens/UScreenSing.pas @@ -1,1236 +1,1256 @@ -unit UScreenSing; - -interface - -{$IFDEF FPC} - {$MODE DELPHI} -{$ENDIF} - - -uses UMenu, UMusic, SDL, SysUtils, UFiles, UTime, USongs, UIni, ULog, UTexture, ULyrics, - TextGL, OpenGL12, BASS, UThemes, ULCD, UGraphicClasses, UVideo; - -type - TScreenSing = class(TMenu) - protected - paused: boolean; //Pause Mod - PauseTime: Real; - NumEmptySentences: integer; - public - //TextTime: integer; - - //TimeBar mod - StaticTimeProgress: integer; - TextTimeText: integer; - //eoa TimeBar mod - - StaticP1: integer; - StaticP1ScoreBG: integer; - TextP1: 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; - StaticP1TwoPScoreBG: integer; - TextP1TwoP: integer; - TextP1TwoPScore: integer; - //shown when game is in 3/6 player modus - StaticP1ThreeP: integer; - StaticP1ThreePScoreBG: integer; - TextP1ThreeP: integer; - TextP1ThreePScore: integer; - //eoa - - StaticP2R: integer; - StaticP2RScoreBG: integer; - TextP2R: integer; - TextP2RScore: integer; - - StaticP2M: integer; - StaticP2MScoreBG: integer; - TextP2M: integer; - TextP2MScore: integer; - - StaticP3R: integer; - StaticP3RScoreBG: integer; - TextP3R: integer; - TextP3RScore: integer; - - Tex_Background: TTexture; - FadeOut: boolean; - LyricMain: TLyric; - LyricSub: TLyric; - - constructor Create; override; - procedure onShow; override; - procedure onShowFinish; override; - function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; - function Draw: boolean; override; - procedure Finish; virtual; - procedure UpdateLCD; - procedure Pause; //Pause Mod(Toggles Pause) - - //OnSentenceEnd for LineBonus + Singbar - procedure onSentenceEnd(S: Cardinal); - //OnSentenceChange (for Golden Notes) - procedure onSentenceChange(S: Cardinal); - end; - -implementation -uses UGraphic, UDraw, UMain, 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; ScanCode: byte; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - case PressedKey of - SDLK_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; - end; - - SDLK_ESCAPE, - SDLK_BACKSPACE : - begin - //Record Sound Hack: - //Sound[0].BufferLong - - Finish; - Music.PlayBack; - FadeTo(@ScreenScore); - end; - - SDLK_P://Pause Mod - begin - Pause; - 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 //Pause einschalten - begin - // pause Time - PauseTime := Czas.Teraz; - Paused := true; - - // pause Music - Music.Pause; - - // pause Video - if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then - FFmpegTogglePause; - end - else //Pause ausschalten - begin - Czas.Teraz := PauseTime; //Position of Notes - - // Position of Music - Music.MoveTo (PauseTime); - // Play Music - Music.Play; - - // Video - if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then - FFmpegTogglePause; - //SkipSmpeg(PauseTime); - - Paused := false; - end; -end; -//Pause Mod End - -constructor TScreenSing.Create; -var - I: integer; - P: integer; -begin - inherited Create; - - LoadFromTheme(Theme.Sing); - - //TimeBar - StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress); - TextTimeText := AddText(Theme.Sing.TextTimeText); - -// 1 player | P1 - StaticP1 := AddStatic(Theme.Sing.StaticP1); - StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG); - TextP1 := AddText(Theme.Sing.TextP1); - TextP1Score := AddText(Theme.Sing.TextP1Score); - StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar); - -// 2 or 4 players | P1 - StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP); - StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG); - TextP1TwoP := AddText(Theme.Sing.TextP1TwoP); - TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore); - StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar); - - // | P2 - StaticP2R := AddStatic(Theme.Sing.StaticP2R); - StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG); - TextP2R := AddText(Theme.Sing.TextP2R); - TextP2RScore := AddText(Theme.Sing.TextP2RScore); - StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar); - -// 3 or 6 players | P1 - StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP); - StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG); - TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP); - TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore); - StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar); - - // | P2 - StaticP2M := AddStatic(Theme.Sing.StaticP2M); - StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG); - TextP2M := AddText(Theme.Sing.TextP2M); - TextP2MScore := AddText(Theme.Sing.TextP2MScore); - StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar); - - // | P3 - StaticP3R := AddStatic(Theme.Sing.StaticP3R); - StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG); - TextP3R := AddText(Theme.Sing.TextP3R); - TextP3RScore := AddText(Theme.Sing.TextP3RScore); - StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar); - - if ScreenAct = 2 then begin - // katze und affe - - end; - - LyricMain := TLyric.Create; - LyricSub := TLyric.Create; - - UVideo.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 -begin - Log.LogStatus('Begin', 'onShow'); - FadeOut := false; // 0.5.0: early 0.5.0 problems were by this line commented - - // prepare players - SetLength(Player, PlayersPlay); -// Player[0].ScoreTotalI := 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; - Static[StaticP1ScoreBG].Visible := V1; - Text[TextP1].Visible := V1; - Text[TextP1Score].Visible := V1; - - - //This one is shown in 2/4P mode - Static[StaticP1TwoP].Visible := V1TwoP; - Static[StaticP1TwoPScoreBG].Visible := V1TwoP; - Text[TextP1TwoP].Visible := V1TwoP; - Text[TextP1TwoPScore].Visible := V1TwoP; - - Static[StaticP2R].Visible := V2R; - Static[StaticP2RScoreBG].Visible := V2R; - Text[TextP2R].Visible := V2R; - Text[TextP2RScore].Visible := V2R; - - - //This one is shown in 3/6P mode - Static[StaticP1ThreeP].Visible := V1ThreeP; - Static[StaticP1ThreePScoreBG].Visible := V1ThreeP; - Text[TextP1ThreeP].Visible := V1ThreeP; - Text[TextP1ThreePScore].Visible := V1ThreeP; - - Static[StaticP2M].Visible := V2M; - Static[StaticP2MScoreBG].Visible := V2M; - Text[TextP2M].Visible := V2M; - Text[TextP2MScore].Visible := V2M; - - Static[StaticP3R].Visible := V3R; - Static[StaticP3RScoreBG].Visible := V3R; - Text[TextP3R].Visible := V3R; - Text[TextP3RScore].Visible := V3R; - - // load notes - ResetSingTemp; -// Log.LogWarning(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName, '!!!'); - AktSong := CatSongs.Song[CatSongs.Selected]; - try - if not LoadSong(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName) 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 = 1 then - ScreenSong.SelectRandomSong; - ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG')); - Exit; - end; - except - //Error Loading Song -> Go back to Song Screen and Show some Error Message - FadeTo(@ScreenSong); - //Select New Song in Party Mode - if ScreenSong.Mode = 1 then - ScreenSong.SelectRandomSong; - ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG')); - Exit; - end; - AktSong.Path := CatSongs.Song[CatSongs.Selected].Path; -// AktSong.GAP := AktSong.GAP + 40 {4096 = 100ms for buffer} + 20 {microphone} + 60000 / AktSong.BPM[0].BPM / 2; // temporary until UMain will be fixed - - // set movie - if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then begin -(* OpenSmpeg(AktSong.Path + AktSong.Video); - SkipSmpeg(AktSong.VideoGAP + AktSong.Start);*) - - // todo: VideoGap and Start time verwursten - FFmpegOpenFile(pAnsiChar(AktSong.Path + AktSong.Video)); - FFmpegSkip(AktSong.VideoGAP + AktSong.Start); - AktSong.VideoLoaded := true; - end; - - // set background - if (AktSong.Background <> '') and (AktSong.VideoLoaded = false) then - try - Tex_Background := Texture.LoadTexture(AktSong.Path + AktSong.Background); - except - log.LogError('Background could not be loaded: ' + AktSong.Path + AktSong.Background); - Tex_Background.TexNum := -1; - end - else - Tex_Background.TexNum := -1; - - - - // play music (I) - Music.CaptureStart; - Music.MoveTo(AktSong.Start); -// Music.Play; - - // prepare timer (I) -// CountSkipTimeSet; - Czas.Teraz := AktSong.Start; - Czas.Razem := Music.Length; - if (AktSong.Finish > 0) then Czas.Razem := AktSong.Finish / 1000; - Czas.OldBeat := -1; - for P := 0 to High(Player) do - ClearScores(P); - - // main text - LyricMain.Clear; - LyricMain.X := 400; - LyricMain.Y := Skin_LyricsT; - LyricMain.Scale := 1.4; //1.4 - LyricMain.Align := 1; - - // sub text - LyricSub.Clear; - LyricSub.X := 400; - LyricSub.Y := Skin_LyricsT + 35; //42 //40 - LyricSub.Align := 1; - - // set custom options - case Ini.LyricsFont of - 0: - begin - LyricMain.FontStyle := 0; - 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;1aa5dc} - 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; - end; - 2: - begin - LyricMain.FontStyle := 3; - 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 - - case Ini.LyricsEffect of - 0: LyricMain.Style := 1; // 0 - one selected, 1 - selected all to the current - 1: LyricMain.Style := 2; - 2: LyricMain.Style := 3; - 3: LyricMain.Style := 4; - end; // case - - // fill texts - LyricMain.AddCzesc(0); - LyricMain.Selected := -1; - LyricSub.AddCzesc(1); - LyricSub.Selected := -1; - - UpdateLCD; - - //Deactivate Pause - Paused := False; - - //Kill all Stars not Killed yet - //GoldenStarsTwinkle Mod - GoldenRec.SentenceChange; - //GoldenStarsTwinkle Mod End - - //Set Position of Line Bonus - PhrasenBonus - 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 - PhrasenBonus End - //Set Num of Empty Sentences for Phrasen Bonus - NumEmptySentences := 0; - for P := low(Czesci[0].Czesc) to high(Czesci[0].Czesc) do - if Czesci[0].Czesc[P].TotalNotes = 0 then Inc(NumEmptySentences); - - Log.LogStatus('End', 'onShow'); -end; - -procedure TScreenSing.onShowFinish; -begin - // play movie (II) - - if AktSong.VideoLoaded then - begin - try - FFmpegGetFrame(Czas.Teraz); - FFmpegDrawGL(ScreenAct); -// PlaySmpeg; - except - //If an Error occurs Reading Video: prevent Video from being Drawn again and Close Video - AktSong.VideoLoaded := False; - Log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); - Log.LogError('Corrupted File: ' + AktSong.Video); - try -// CloseSmpeg; - FFmpegClose; - except - - end; - end; - end; - - // play music (II) - Music.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 | den wirren Scheiss hier brauch mer nimmer, wir haben colorized png's - no need for wirrness also - // set player colors - macht nichts weiter als die farben des statics zu wechseln, was zu unschönen effekten bei colorized png führt -{ 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 - - // stereo - -// weird stuff, maybe this is for "dual screen?", but where is player three then? | okay, i commented the stuff out the other day - nothing was missing on screen w/ 6 players - so do we even need this stuff? -// okay this stuff appears again some lines beneath this one, I commented it out for testing what it does - seems like it's doing nothing -// but I might be wrong, so what is this stuff here doing? O.o - Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX; - Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX; - - Text[TextP1].X := Text[TextP1].X + 10*ScreenX; - Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX; - - - Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX; - Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX; - - Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX; - Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX; -// end of weird stuff - - for S := 1 to 1 do //wtf? - Static[S].Texture.X := Static[S].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(Czas.Teraz) div 60; - Sec := Round(Czas.Teraz) 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) - DrawBG; - //Draw Background - SingDrawBackground; - // update and draw movie - if ShowFinish and AktSong.VideoLoaded then begin - try -// UpdateSmpeg; // this only draws - // todo: find a way to determine, when a new frame is needed - // toto: same for the need to skip frames - FFmpegGetFrame(Czas.Teraz); - FFmpegDrawGL(ScreenAct); - except - //If an Error occurs drawing: prevent Video from being Drawn again and Close Video - AktSong.VideoLoaded := False; - log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); - Log.LogError('Corrupted File: ' + AktSong.Video); - try -// CloseSmpeg; - FFmpegClose; - except - - end; - end; - end; - - // draw static menu (FG) - DrawFG; - - // check for music finish -// Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(Czas.Teraz*1000) + ' ' + IntToStr(AktSong.Finish)); - if ShowFinish then begin - if (not Music.Finished) and ((AktSong.Finish = 0) or (Czas.Teraz*1000 <= AktSong.Finish)) then begin - //Pause Mod: - if not Paused then - Sing(Self); // analyze song - end else begin -// Log.LogError('End'); - if not FadeOut then begin -// Log.LogError('End2'); - Finish; - FadeOut := true; - FadeTo(@ScreenScore); - end; - end; - end; - - // draw custom items - SingDraw; // always draw - -//GoldenNoteStarsTwinkle Mod - GoldenRec.SpawnRec; -//GoldenNoteStarsTwinkle Mod - - // back stereo - -// weird stuff, maybe this is for "dual screen?", but where is player three then? -// okay this stuff appears again some lines above this one, I commented it out for testing what it does - seems like it's doing nothing -// but I might be wrong, so what is this stuff here doing? O.o - Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX; - Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX; - - Text[TextP1].X := Text[TextP1].X - 10*ScreenX; - Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX; - - - Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX; - Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX; - - Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX; - Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX; -//weird end - - for S := 1 to 1 do // wtf? - Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX; - - for T := 0 to 1 do - Text[T].X := Text[T].X - 10*ScreenX; - -end; - -procedure TScreenSing.Finish; -begin - Music.CaptureStop; - Music.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 AktSong.VideoLoaded then begin -// CloseSmpeg; - FFmpegClose; - AktSong.VideoLoaded := false; // to prevent drawing closed video - end; - - SetFontItalic (False); -end; - -procedure TScreenSing.UpdateLCD; -var - T: string; -begin - 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(S: Cardinal); -var -I: Integer; -A: Real; -B: integer; //Max Points for Notes -begin - - //Check for Empty Sentence - if (Czesci[0].Czesc[S].TotalNotes<=0) then - exit; - - //Set Max Note Points - if (Ini.LineBonus > 0) then - B := 9000 - else - B := 10000; - - for I := 0 to High(Player) do begin - A := Player[I].Score + Player[I].ScoreGolden - Player[I].ScoreLast + 2; - - //SingBar Mod - If ({(Ini.Oscilloscope = 2) and }(Czesci[0].Czesc[S].TotalNotes>0)) then - begin - Player[I].ScorePercentTarget := Player[I].ScorePercentTarget + floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 40 - 26); - if Player[I].ScorePercentTarget < 0 then Player[I].ScorePercentTarget := 0; - if Player[I].ScorePercentTarget > 99 then Player[I].ScorePercentTarget := 99; - - //end Singbar Mod - end; - - //PhrasenBonus - Line Bonus Mod - - //Generate Steps 0 to 8 - A := Floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 8); - - If (Ini.LineBonus > 0) then - begin - - //Generate Text - if A >= 8 then - Player[I].LineBonus_Text := Theme.Sing.LineBonusText[8] - else - Player[I].LineBonus_Text := Theme.Sing.LineBonusText[Floor(A)]; - - //PhrasenBonus give Points - Player[I].ScoreLine := Player[I].ScoreLine + (1000 / (Length(Czesci[0].Czesc) - NumEmptySentences) * A / 8); - Player[I].ScoreLineI := Round(Player[I].ScoreLine / 10) * 10; - //Update Total Score - Player[I].ScoreTotalI := Player[I].ScoreI + Player[I].ScoreGoldenI + Player[I].ScoreLineI; - - //Color - Case Floor(A) of - 0: begin - Player[I].LineBonus_Color.R := 1; - Player[I].LineBonus_Color.G := 0; - Player[I].LineBonus_Color.B := 0; - end; - 1..3: begin - Player[I].LineBonus_Color.R := 1; - Player[I].LineBonus_Color.G := (A * 0.25); - Player[I].LineBonus_Color.B := 0; - end; - 4: begin - Player[I].LineBonus_Color.R := 1; - Player[I].LineBonus_Color.G := 1; - Player[I].LineBonus_Color.B := 0; - end; - 5..7: begin - Player[I].LineBonus_Color.R := 1-((a-4)*0.25); - Player[I].LineBonus_Color.G := 1; - Player[I].LineBonus_Color.B := 0; - end; - 8: begin - Player[I].LineBonus_Color.R := 0; - Player[I].LineBonus_Color.G := 1; - Player[I].LineBonus_Color.B := 0; - end; - End; //Case - //Player[I].LineBonus_Color.B := 0; - //Player[I].LineBonus_Color.R := (8-A)/8; - //Player[I].LineBonus_Color.G := A/10; - - Player[I].LineBonus_PosX := Player[I].LineBonus_StartX; - Player[I].LineBonus_PosY := Player[I].LineBonus_StartY; - Player[I].LineBonus_Alpha := 0.92; - Player[I].LineBonus_Visible := True; - Player[I].LineBonus_Age := 1; - end; - //PhrasenBonus - Line Bonus Mod End// } - - //PerfectLineTwinkle Mod (effect) Pt.1 - If (Ini.EffectSing=1) then - begin - if A >= 8 then Player[I].LastSentencePerfect := True - else Player[I].LastSentencePerfect := False; - end; - //PerfectLineTwinkle Mod end - - //Refresh LastScore - Player[I].ScoreLast := Player[I].Score + Player[I].ScoreGolden; - - end; - - //PerfectLineTwinkle Mod (effect) Pt.2 - if Ini.EffectSing=1 then - GoldenRec.SpawnPerfectLineTwinkle; - //PerfectLineTwinkle Mod end -end; - -//Called on Sentence Change S= New Current Sentence -procedure TScreenSing.onSentenceChange(S: Cardinal); -begin - //GoldenStarsTwinkle Mod - GoldenRec.SentenceChange; - //GoldenStarsTwinkle Mod End -end; - -end. +unit UScreenSing; + +interface + +{$I switches.inc} + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + + +uses UMenu, + UMusic, + SDL, + SysUtils, + UFiles, + UTime, + USongs, + UIni, + ULog, + UTexture, + ULyrics, + TextGL, + OpenGL12, + {$IFDEF useBASS} + bass, + {$ENDIF} + UThemes, + ULCD, + UGraphicClasses, + UVideo; + +type + TScreenSing = class(TMenu) + protected + paused: boolean; //Pause Mod + PauseTime: Real; + NumEmptySentences: integer; + public + //TextTime: integer; + + //TimeBar mod + StaticTimeProgress: integer; + TextTimeText: integer; + //eoa TimeBar mod + + StaticP1: integer; + StaticP1ScoreBG: integer; + TextP1: 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; + StaticP1TwoPScoreBG: integer; + TextP1TwoP: integer; + TextP1TwoPScore: integer; + //shown when game is in 3/6 player modus + StaticP1ThreeP: integer; + StaticP1ThreePScoreBG: integer; + TextP1ThreeP: integer; + TextP1ThreePScore: integer; + //eoa + + StaticP2R: integer; + StaticP2RScoreBG: integer; + TextP2R: integer; + TextP2RScore: integer; + + StaticP2M: integer; + StaticP2MScoreBG: integer; + TextP2M: integer; + TextP2MScore: integer; + + StaticP3R: integer; + StaticP3RScoreBG: integer; + TextP3R: integer; + TextP3RScore: integer; + + Tex_Background: TTexture; + FadeOut: boolean; + LyricMain: TLyric; + LyricSub: TLyric; + + constructor Create; override; + procedure onShow; override; + procedure onShowFinish; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + procedure Finish; virtual; + procedure UpdateLCD; + procedure Pause; //Pause Mod(Toggles Pause) + + //OnSentenceEnd for LineBonus + Singbar + procedure onSentenceEnd(S: Cardinal); + //OnSentenceChange (for Golden Notes) + procedure onSentenceChange(S: Cardinal); + end; + +implementation +uses UGraphic, UDraw, UMain, 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; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_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; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + //Record Sound Hack: + //Sound[0].BufferLong + + Finish; + Music.PlayBack; + FadeTo(@ScreenScore); + end; + + SDLK_P://Pause Mod + begin + Pause; + 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 //Pause einschalten + begin + // pause Time + PauseTime := Czas.Teraz; + Paused := true; + + // pause Music + Music.Pause; + + // pause Video + if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then + FFmpegTogglePause; + end + else //Pause ausschalten + begin + Czas.Teraz := PauseTime; //Position of Notes + + // Position of Music + Music.MoveTo (PauseTime); + // Play Music + Music.Play; + + // Video + if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then + FFmpegTogglePause; + //SkipSmpeg(PauseTime); + + Paused := false; + end; +end; +//Pause Mod End + +constructor TScreenSing.Create; +var + I: integer; + P: integer; +begin + inherited Create; + + LoadFromTheme(Theme.Sing); + + //TimeBar + StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress); + TextTimeText := AddText(Theme.Sing.TextTimeText); + +// 1 player | P1 + StaticP1 := AddStatic(Theme.Sing.StaticP1); + StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG); + TextP1 := AddText(Theme.Sing.TextP1); + TextP1Score := AddText(Theme.Sing.TextP1Score); + StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar); + +// 2 or 4 players | P1 + StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP); + StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG); + TextP1TwoP := AddText(Theme.Sing.TextP1TwoP); + TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore); + StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar); + + // | P2 + StaticP2R := AddStatic(Theme.Sing.StaticP2R); + StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG); + TextP2R := AddText(Theme.Sing.TextP2R); + TextP2RScore := AddText(Theme.Sing.TextP2RScore); + StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar); + +// 3 or 6 players | P1 + StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP); + StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG); + TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP); + TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore); + StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar); + + // | P2 + StaticP2M := AddStatic(Theme.Sing.StaticP2M); + StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG); + TextP2M := AddText(Theme.Sing.TextP2M); + TextP2MScore := AddText(Theme.Sing.TextP2MScore); + StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar); + + // | P3 + StaticP3R := AddStatic(Theme.Sing.StaticP3R); + StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG); + TextP3R := AddText(Theme.Sing.TextP3R); + TextP3RScore := AddText(Theme.Sing.TextP3RScore); + StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar); + + if ScreenAct = 2 then begin + // katze und affe + + end; + + LyricMain := TLyric.Create; + LyricSub := TLyric.Create; + + UVideo.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 +begin + Log.LogStatus('Begin', 'onShow'); + FadeOut := false; // 0.5.0: early 0.5.0 problems were by this line commented + + // prepare players + SetLength(Player, PlayersPlay); +// Player[0].ScoreTotalI := 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; + Static[StaticP1ScoreBG].Visible := V1; + Text[TextP1].Visible := V1; + Text[TextP1Score].Visible := V1; + + + //This one is shown in 2/4P mode + Static[StaticP1TwoP].Visible := V1TwoP; + Static[StaticP1TwoPScoreBG].Visible := V1TwoP; + Text[TextP1TwoP].Visible := V1TwoP; + Text[TextP1TwoPScore].Visible := V1TwoP; + + Static[StaticP2R].Visible := V2R; + Static[StaticP2RScoreBG].Visible := V2R; + Text[TextP2R].Visible := V2R; + Text[TextP2RScore].Visible := V2R; + + + //This one is shown in 3/6P mode + Static[StaticP1ThreeP].Visible := V1ThreeP; + Static[StaticP1ThreePScoreBG].Visible := V1ThreeP; + Text[TextP1ThreeP].Visible := V1ThreeP; + Text[TextP1ThreePScore].Visible := V1ThreeP; + + Static[StaticP2M].Visible := V2M; + Static[StaticP2MScoreBG].Visible := V2M; + Text[TextP2M].Visible := V2M; + Text[TextP2MScore].Visible := V2M; + + Static[StaticP3R].Visible := V3R; + Static[StaticP3RScoreBG].Visible := V3R; + Text[TextP3R].Visible := V3R; + Text[TextP3RScore].Visible := V3R; + + // load notes + ResetSingTemp; +// Log.LogWarning(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName, '!!!'); + AktSong := CatSongs.Song[CatSongs.Selected]; + try + if not LoadSong(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName) 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 = 1 then + ScreenSong.SelectRandomSong; + ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG')); + Exit; + end; + except + //Error Loading Song -> Go back to Song Screen and Show some Error Message + FadeTo(@ScreenSong); + //Select New Song in Party Mode + if ScreenSong.Mode = 1 then + ScreenSong.SelectRandomSong; + ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG')); + Exit; + end; + AktSong.Path := CatSongs.Song[CatSongs.Selected].Path; +// AktSong.GAP := AktSong.GAP + 40 {4096 = 100ms for buffer} + 20 {microphone} + 60000 / AktSong.BPM[0].BPM / 2; // temporary until UMain will be fixed + + // set movie + if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then begin +(* OpenSmpeg(AktSong.Path + AktSong.Video); + SkipSmpeg(AktSong.VideoGAP + AktSong.Start);*) + + // todo: VideoGap and Start time verwursten + FFmpegOpenFile(pAnsiChar(AktSong.Path + AktSong.Video)); + FFmpegSkip(AktSong.VideoGAP + AktSong.Start); + AktSong.VideoLoaded := true; + end; + + // set background + if (AktSong.Background <> '') and (AktSong.VideoLoaded = false) then + try + Tex_Background := Texture.LoadTexture(AktSong.Path + AktSong.Background); + except + log.LogError('Background could not be loaded: ' + AktSong.Path + AktSong.Background); + Tex_Background.TexNum := -1; + end + else + Tex_Background.TexNum := -1; + + + + // play music (I) + Music.CaptureStart; + Music.MoveTo(AktSong.Start); +// Music.Play; + + // prepare timer (I) +// CountSkipTimeSet; + Czas.Teraz := AktSong.Start; + Czas.Razem := Music.Length; + if (AktSong.Finish > 0) then Czas.Razem := AktSong.Finish / 1000; + Czas.OldBeat := -1; + for P := 0 to High(Player) do + ClearScores(P); + + // main text + LyricMain.Clear; + LyricMain.X := 400; + LyricMain.Y := Skin_LyricsT; + LyricMain.Scale := 1.4; //1.4 + LyricMain.Align := 1; + + // sub text + LyricSub.Clear; + LyricSub.X := 400; + LyricSub.Y := Skin_LyricsT + 35; //42 //40 + LyricSub.Align := 1; + + // set custom options + case Ini.LyricsFont of + 0: + begin + LyricMain.FontStyle := 0; + 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;1aa5dc} + 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; + end; + 2: + begin + LyricMain.FontStyle := 3; + 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 + + case Ini.LyricsEffect of + 0: LyricMain.Style := 1; // 0 - one selected, 1 - selected all to the current + 1: LyricMain.Style := 2; + 2: LyricMain.Style := 3; + 3: LyricMain.Style := 4; + end; // case + + // fill texts + LyricMain.AddCzesc(0); + LyricMain.Selected := -1; + LyricSub.AddCzesc(1); + LyricSub.Selected := -1; + + UpdateLCD; + + //Deactivate Pause + Paused := False; + + //Kill all Stars not Killed yet + //GoldenStarsTwinkle Mod + GoldenRec.SentenceChange; + //GoldenStarsTwinkle Mod End + + //Set Position of Line Bonus - PhrasenBonus + 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 - PhrasenBonus End + //Set Num of Empty Sentences for Phrasen Bonus + NumEmptySentences := 0; + for P := low(Czesci[0].Czesc) to high(Czesci[0].Czesc) do + if Czesci[0].Czesc[P].TotalNotes = 0 then Inc(NumEmptySentences); + + Log.LogStatus('End', 'onShow'); +end; + +procedure TScreenSing.onShowFinish; +begin + // play movie (II) + + if AktSong.VideoLoaded then + begin + try + FFmpegGetFrame(Czas.Teraz); + FFmpegDrawGL(ScreenAct); +// PlaySmpeg; + except + //If an Error occurs Reading Video: prevent Video from being Drawn again and Close Video + AktSong.VideoLoaded := False; + Log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); + Log.LogError('Corrupted File: ' + AktSong.Video); + try +// CloseSmpeg; + FFmpegClose; + except + + end; + end; + end; + + // play music (II) + Music.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 | den wirren Scheiss hier brauch mer nimmer, wir haben colorized png's - no need for wirrness also + // set player colors - macht nichts weiter als die farben des statics zu wechseln, was zu unschönen effekten bei colorized png führt +{ 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 + + // stereo + +// weird stuff, maybe this is for "dual screen?", but where is player three then? | okay, i commented the stuff out the other day - nothing was missing on screen w/ 6 players - so do we even need this stuff? +// okay this stuff appears again some lines beneath this one, I commented it out for testing what it does - seems like it's doing nothing +// but I might be wrong, so what is this stuff here doing? O.o + Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX; + Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX; + + Text[TextP1].X := Text[TextP1].X + 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX; + + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX; + Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX; + + Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX; + Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX; +// end of weird stuff + + for S := 1 to 1 do //wtf? + Static[S].Texture.X := Static[S].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(Czas.Teraz) div 60; + Sec := Round(Czas.Teraz) 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) + DrawBG; + //Draw Background + SingDrawBackground; + // update and draw movie + if ShowFinish and AktSong.VideoLoaded then begin + try +// UpdateSmpeg; // this only draws + // todo: find a way to determine, when a new frame is needed + // toto: same for the need to skip frames + FFmpegGetFrame(Czas.Teraz); + FFmpegDrawGL(ScreenAct); + except + //If an Error occurs drawing: prevent Video from being Drawn again and Close Video + AktSong.VideoLoaded := False; + log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); + Log.LogError('Corrupted File: ' + AktSong.Video); + try +// CloseSmpeg; + FFmpegClose; + except + + end; + end; + end; + + // draw static menu (FG) + DrawFG; + + // check for music finish +// Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(Czas.Teraz*1000) + ' ' + IntToStr(AktSong.Finish)); + if ShowFinish then begin + if (not Music.Finished) and ((AktSong.Finish = 0) or (Czas.Teraz*1000 <= AktSong.Finish)) then begin + //Pause Mod: + if not Paused then + Sing(Self); // analyze song + end else begin +// Log.LogError('End'); + if not FadeOut then begin +// Log.LogError('End2'); + Finish; + FadeOut := true; + FadeTo(@ScreenScore); + end; + end; + end; + + // draw custom items + SingDraw; // always draw + +//GoldenNoteStarsTwinkle Mod + GoldenRec.SpawnRec; +//GoldenNoteStarsTwinkle Mod + + // back stereo + +// weird stuff, maybe this is for "dual screen?", but where is player three then? +// okay this stuff appears again some lines above this one, I commented it out for testing what it does - seems like it's doing nothing +// but I might be wrong, so what is this stuff here doing? O.o + Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX; + Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX; + + Text[TextP1].X := Text[TextP1].X - 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX; + + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX; + Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX; + + Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX; + Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX; +//weird end + + for S := 1 to 1 do // wtf? + Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX; + + for T := 0 to 1 do + Text[T].X := Text[T].X - 10*ScreenX; + +end; + +procedure TScreenSing.Finish; +begin + Music.CaptureStop; + Music.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 AktSong.VideoLoaded then begin +// CloseSmpeg; + FFmpegClose; + AktSong.VideoLoaded := false; // to prevent drawing closed video + end; + + SetFontItalic (False); +end; + +procedure TScreenSing.UpdateLCD; +var + T: string; +begin + 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(S: Cardinal); +var +I: Integer; +A: Real; +B: integer; //Max Points for Notes +begin + + //Check for Empty Sentence + if (Czesci[0].Czesc[S].TotalNotes<=0) then + exit; + + //Set Max Note Points + if (Ini.LineBonus > 0) then + B := 9000 + else + B := 10000; + + for I := 0 to High(Player) do begin + A := Player[I].Score + Player[I].ScoreGolden - Player[I].ScoreLast + 2; + + //SingBar Mod + If ({(Ini.Oscilloscope = 2) and }(Czesci[0].Czesc[S].TotalNotes>0)) then + begin + Player[I].ScorePercentTarget := Player[I].ScorePercentTarget + floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 40 - 26); + if Player[I].ScorePercentTarget < 0 then Player[I].ScorePercentTarget := 0; + if Player[I].ScorePercentTarget > 99 then Player[I].ScorePercentTarget := 99; + + //end Singbar Mod + end; + + //PhrasenBonus - Line Bonus Mod + + //Generate Steps 0 to 8 + A := Floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 8); + + If (Ini.LineBonus > 0) then + begin + + //Generate Text + if A >= 8 then + Player[I].LineBonus_Text := Theme.Sing.LineBonusText[8] + else + Player[I].LineBonus_Text := Theme.Sing.LineBonusText[Floor(A)]; + + //PhrasenBonus give Points + Player[I].ScoreLine := Player[I].ScoreLine + (1000 / (Length(Czesci[0].Czesc) - NumEmptySentences) * A / 8); + Player[I].ScoreLineI := Round(Player[I].ScoreLine / 10) * 10; + //Update Total Score + Player[I].ScoreTotalI := Player[I].ScoreI + Player[I].ScoreGoldenI + Player[I].ScoreLineI; + + //Color + Case Floor(A) of + 0: begin + Player[I].LineBonus_Color.R := 1; + Player[I].LineBonus_Color.G := 0; + Player[I].LineBonus_Color.B := 0; + end; + 1..3: begin + Player[I].LineBonus_Color.R := 1; + Player[I].LineBonus_Color.G := (A * 0.25); + Player[I].LineBonus_Color.B := 0; + end; + 4: begin + Player[I].LineBonus_Color.R := 1; + Player[I].LineBonus_Color.G := 1; + Player[I].LineBonus_Color.B := 0; + end; + 5..7: begin + Player[I].LineBonus_Color.R := 1-((a-4)*0.25); + Player[I].LineBonus_Color.G := 1; + Player[I].LineBonus_Color.B := 0; + end; + 8: begin + Player[I].LineBonus_Color.R := 0; + Player[I].LineBonus_Color.G := 1; + Player[I].LineBonus_Color.B := 0; + end; + End; //Case + //Player[I].LineBonus_Color.B := 0; + //Player[I].LineBonus_Color.R := (8-A)/8; + //Player[I].LineBonus_Color.G := A/10; + + Player[I].LineBonus_PosX := Player[I].LineBonus_StartX; + Player[I].LineBonus_PosY := Player[I].LineBonus_StartY; + Player[I].LineBonus_Alpha := 0.92; + Player[I].LineBonus_Visible := True; + Player[I].LineBonus_Age := 1; + end; + //PhrasenBonus - Line Bonus Mod End// } + + //PerfectLineTwinkle Mod (effect) Pt.1 + If (Ini.EffectSing=1) then + begin + if A >= 8 then Player[I].LastSentencePerfect := True + else Player[I].LastSentencePerfect := False; + end; + //PerfectLineTwinkle Mod end + + //Refresh LastScore + Player[I].ScoreLast := Player[I].Score + Player[I].ScoreGolden; + + end; + + //PerfectLineTwinkle Mod (effect) Pt.2 + if Ini.EffectSing=1 then + GoldenRec.SpawnPerfectLineTwinkle; + //PerfectLineTwinkle Mod end +end; + +//Called on Sentence Change S= New Current Sentence +procedure TScreenSing.onSentenceChange(S: Cardinal); +begin + //GoldenStarsTwinkle Mod + GoldenRec.SentenceChange; + //GoldenStarsTwinkle Mod End +end; + +end. diff --git a/Game/Code/Screens/UScreenSingModi.pas b/Game/Code/Screens/UScreenSingModi.pas index 6d3add87..455d7b40 100644 --- a/Game/Code/Screens/UScreenSingModi.pas +++ b/Game/Code/Screens/UScreenSingModi.pas @@ -1,665 +1,669 @@ -unit UScreenSingModi; - -interface - -{$IFDEF FPC} - {$MODE DELPHI} -{$ENDIF} - -uses UMenu, - UMusic, - SDL, - SysUtils, - UFiles, - UTime, - USongs, - UIni, - ULog, - UTexture, - ULyrics, - TextGL, - OpenGL12, - BASS, - UThemes, - ULCD, - UScreenSing, - ModiSDK; - -type - TScreenSingModi = class(TScreenSing) - protected - //paused: boolean; //Pause Mod - //PauseTime: Real; - //NumEmptySentences: integer; - public - //TextTime: integer; - - //StaticP1: integer; - //StaticP1ScoreBG: integer; - //TextP1: integer; - //TextP1Score: integer; - - //StaticP2R: integer; - //StaticP2RScoreBG: integer; - //TextP2R: integer; - //TextP2RScore: integer; - - //StaticP2M: integer; - //StaticP2MScoreBG: integer; - //TextP2M: integer; - //TextP2MScore: integer; - - //StaticP3R: integer; - //StaticP3RScoreBG: integer; - //TextP3R: integer; - //TextP3RScore: integer; - - //Tex_Background: TTexture; - //FadeOut: boolean; - //LyricMain: TLyric; - //LyricSub: TLyric; - Winner: Byte; //Who Wins - PlayerInfo: TPlayerInfo; - TeamInfo: TTeamInfo; - - constructor Create; override; - procedure onShow; override; - //procedure onShowFinish; override; - function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; - function Draw: boolean; override; - procedure Finish; override; - //procedure UpdateLCD; - //procedure Pause; //Pause Mod(Toggles Pause) - end; - -//Procedured for Plugin -function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall; -//function Translate (const Name: PChar): PChar; stdcall; -procedure Print (const Style, Size: Byte; const X, Y: Real; const Text: PChar); stdcall; //Procedure to Print Text -function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound -procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound - -//Utilys -function ToSentences(Const Czeski: TCzesci): TSentences; - -implementation -uses UGraphic, UDraw, UMain, Classes, URecord, ULanguage, math, UDLLManager, USkins, UGraphicClasses; - -// Method for input parsing. If False is returned, GetNextWindow -// should be checked to know the next window to load; -function TScreenSingModi.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - case PressedKey of - - SDLK_ESCAPE, - SDLK_BACKSPACE : - begin - Finish; - Music.PlayBack; - FadeTo(@ScreenPartyScore); - end; - - else - Result := inherited ParseInput(PressedKey, ScanCode, PressedDown); - end; - end; -end; - -constructor TScreenSingModi.Create; -begin - inherited Create; - -end; - -function ToSentences(Const Czeski: TCzesci): TSentences; -var - I, J: Integer; -begin - Result.Akt := Czeski.Akt; - Result.High := Czeski.High; - Result.Ilosc := Czeski.Ilosc; - Result.Resolution := Czeski.Resolution; - Result.NotesGAP := Czeski.NotesGAP; - Result.TotalLength := Czeski.Wartosc; - - SetLength(Result.Sentence, Length(Czeski.Czesc)); - for I := low(Result.Sentence) to high(Result.Sentence) do - begin - Result.Sentence[I].Start := Czeski.Czesc[I].Start; - Result.Sentence[I].StartNote := Czeski.Czesc[I].StartNote; - Result.Sentence[I].Lyric := Czeski.Czesc[I].Lyric; - Result.Sentence[I].LyricWidth := Czeski.Czesc[I].LyricWidth; - Result.Sentence[I].Koniec := Czeski.Czesc[I].Koniec; - Result.Sentence[I].BaseNote := Czeski.Czesc[I].BaseNote; - Result.Sentence[I].HighNote := Czeski.Czesc[I].HighNut; - Result.Sentence[I].IlNut := Czeski.Czesc[I].IlNut; - Result.Sentence[I].TotalNotes := Czeski.Czesc[I].TotalNotes; - - SetLength(Result.Sentence[I].Note, Length(Czeski.Czesc[I].Nuta)); - for J := low(Result.Sentence[I].Note) to high(Result.Sentence[I].Note) do - begin - Result.Sentence[I].Note[J].Color := Czeski.Czesc[I].Nuta[J].Color; - Result.Sentence[I].Note[J].Start := Czeski.Czesc[I].Nuta[J].Start; - Result.Sentence[I].Note[J].Length := Czeski.Czesc[I].Nuta[J].Dlugosc; - Result.Sentence[I].Note[J].Ton := Czeski.Czesc[I].Nuta[J].Ton; - Result.Sentence[I].Note[J].TonGamy := Czeski.Czesc[I].Nuta[J].TonGamy; - //Result.Sentence[I].Note[J].Text := Czeski.Czesc[I].Nuta[J].Tekst; - Result.Sentence[I].Note[J].FreeStyle := Czeski.Czesc[I].Nuta[J].FreeStyle; - Result.Sentence[I].Note[J].Typ := Czeski.Czesc[I].Nuta[J].Wartosc; - end; - end; -end; - -procedure TScreenSingModi.onShow; -var - I: Integer; -begin - - PlayersPlay := TeamInfo.NumTeams; - - if DLLMan.Selected.LoadSong then //Start with Song - begin - inherited; - end - else //Start Without Song - begin - Music.CaptureStart; - end; - -//Set Playerinfo - PlayerInfo.NumPlayers := PlayersPlay; - for I := 0 to PlayerInfo.NumPlayers-1 do - begin - PlayerInfo.Playerinfo[I].Name := PChar(Ini.Name[I]); - PlayerInfo.Playerinfo[I].Score := 0; - PlayerInfo.Playerinfo[I].Bar := 50; - PlayerInfo.Playerinfo[I].Enabled := True; - end; - - for I := PlayerInfo.NumPlayers to high(PlayerInfo.Playerinfo) do - begin - PlayerInfo.Playerinfo[I].Score:= 0; - PlayerInfo.Playerinfo[I].Bar := 0; - PlayerInfo.Playerinfo[I].Enabled := False; - end; - - Case PlayersPlay of - 1: begin - PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ScoreBG].Texture.X; - PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ScoreBG].Texture.Y + Static[StaticP1ScoreBG].Texture.H; - end; - 2,4: begin - PlayerInfo.Playerinfo[0].PosX := Static[StaticP1TwoPScoreBG].Texture.X; - PlayerInfo.Playerinfo[0].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H; - PlayerInfo.Playerinfo[2].PosX := Static[StaticP1TwoPScoreBG].Texture.X; - PlayerInfo.Playerinfo[2].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H; - PlayerInfo.Playerinfo[1].PosX := Static[StaticP2RScoreBG].Texture.X; - PlayerInfo.Playerinfo[1].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H; - PlayerInfo.Playerinfo[3].PosX := Static[StaticP2RScoreBG].Texture.X; - PlayerInfo.Playerinfo[3].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H; - end; - 3,6: begin - PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ThreePScoreBG].Texture.X; - PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H; - PlayerInfo.Playerinfo[3].PosX := Static[StaticP1ThreePScoreBG].Texture.X; - PlayerInfo.Playerinfo[3].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H; - PlayerInfo.Playerinfo[1].PosX := Static[StaticP2MScoreBG].Texture.X; - PlayerInfo.Playerinfo[1].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H; - PlayerInfo.Playerinfo[4].PosX := Static[StaticP2MScoreBG].Texture.X; - PlayerInfo.Playerinfo[4].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H; - PlayerInfo.Playerinfo[2].PosX := Static[StaticP3RScoreBG].Texture.X; - PlayerInfo.Playerinfo[2].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H; - PlayerInfo.Playerinfo[5].PosX := Static[StaticP3RScoreBG].Texture.X; - PlayerInfo.Playerinfo[5].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H; - end; - end; - - // play music (I) - //Music.CaptureStart; - //Music.MoveTo(AktSong.Start); - - //Init Plugin - if not DLLMan.PluginInit(TeamInfo, PlayerInfo, ToSentences(Czesci[0]), LoadTex, Print, LoadSound, PlaySound) then - begin - //Fehler - Log.LogError('Could not Init Plugin'); - Halt; - end; - - // Set Background (Little Workaround, maybe change sometime) - if (DLLMan.Selected.LoadBack) AND (DLLMan.Selected.LoadSong) then - ScreenSing.Tex_Background := Tex_Background; - - Winner := 0; - - //Set Score Visibility - if PlayersPlay = 1 then begin - Text[TextP1Score].Visible := DLLMan.Selected.ShowScore; - Static[StaticP1ScoreBG].Visible := DLLMan.Selected.ShowScore; - end; - - if (PlayersPlay = 2) OR (PlayersPlay = 4) then begin - Text[TextP1TwoPScore].Visible := DLLMan.Selected.ShowScore; - Static[StaticP1TwoPScoreBG].Visible := DLLMan.Selected.ShowScore; - - Text[TextP2RScore].Visible := DLLMan.Selected.ShowScore; - Static[StaticP2RScoreBG].Visible := DLLMan.Selected.ShowScore; - end; - - if (PlayersPlay = 3) OR (PlayersPlay = 6) then begin - Text[TextP1ThreePScore].Visible := DLLMan.Selected.ShowScore; - Static[StaticP1ThreePScoreBG].Visible := DLLMan.Selected.ShowScore; - - Text[TextP2MScore].Visible := DLLMan.Selected.ShowScore; - Static[StaticP2MScoreBG].Visible := DLLMan.Selected.ShowScore; - - Text[TextP3RScore].Visible := DLLMan.Selected.ShowScore; - Static[StaticP3RScoreBG].Visible := DLLMan.Selected.ShowScore; - end; -end; - -function TScreenSingModi.Draw: boolean; -var - Min: integer; - Sec: integer; - Tekst: string; - S, I: integer; - T: integer; -begin -//Set Playerinfo - PlayerInfo.NumPlayers := PlayersPlay; - for I := 0 to PlayerInfo.NumPlayers-1 do - begin - PlayerInfo.Playerinfo[I].Name := PChar(Player[I].Name); - if PlayerInfo.Playerinfo[I].Enabled then - begin - if (Player[I].ScoreTotalI<=10000) then - PlayerInfo.Playerinfo[I].Score:= Player[I].ScoreTotalI; - PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent; - end; - end; - -//Show Score -if DLLMan.Selected.ShowScore then -begin - //ScoreBG Mod - // set player colors - 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; - //end ScoreBG Mod - -// set player names (for 2 screens and only Singstar skin) - if ScreenAct = 1 then begin - Text[TextP1].Text := 'P1'; - Text[TextP1TwoP].Text := 'P1'; // added for ps3 skin - Text[TextP1ThreeP].Text := 'P1'; // added for ps3 skin - Text[TextP2R].Text := 'P2'; - Text[TextP2M].Text := 'P2'; - Text[TextP3R].Text := 'P3'; - end; - - if ScreenAct = 2 then begin - case PlayersPlay of - 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 - - - // stereo <- and where iss P2M? or P3? - Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX; - Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX; - - Text[TextP1].X := Text[TextP1].X + 10*ScreenX; - Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX; - - Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX; - Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX; - - Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX; - Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX; - - // .. 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; - -end; //ShowScore - - for S := 1 to 1 do - Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX; - - for T := 0 to 1 do - Text[T].X := Text[T].X + 10*ScreenX; - -if DLLMan.Selected.LoadSong then -begin - // update static menu with time ... - Min := Round(Czas.Teraz) div 60; - Sec := Round(Czas.Teraz) 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); -end; - - // draw static menu (BG) - DrawBG; - - //Draw Background - if (DllMan.Selected.LoadSong) AND (DllMan.Selected.LoadBack) then - SingDrawBackground; - - // comment by blindy: wo zum henker wird denn in diesem screen ein video abgespielt? - // update and draw movie - // wie wo wadd? also in der selben funktion in der uscreensing kommt des video in der zeile 995, oder was wollteste wissen? :X -{ if ShowFinish and AktSong.VideoLoaded AND DllMan.Selected.LoadVideo then begin - UpdateSmpeg; // this only draws - end;} - - // draw static menu (FG) - DrawFG; - - if ShowFinish then begin - if DllMan.Selected.LoadSong then - begin - if (not Music.Finished) and ((AktSong.Finish = 0) or (Czas.Teraz*1000 <= AktSong.Finish)) then begin - //Pause Mod: - if not Paused then - Sing(Self); // analyze song - end else begin - if not FadeOut then begin - Finish; - FadeOut := true; - FadeTo(@ScreenPartyScore); - end; - end; - end; - end; - - // draw custom items - SingModiDraw(PlayerInfo); // always draw - - //GoldenNoteStarsTwinkle Mod - GoldenRec.SpawnRec; - //GoldenNoteStarsTwinkle Mod - - //Update PlayerInfo - for I := 0 to PlayerInfo.NumPlayers-1 do - begin - if PlayerInfo.Playerinfo[I].Enabled then - begin - PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent; - PlayerInfo.Playerinfo[I].Score := Player[I].ScoreTotalI; - end; - end; - - if ((ShowFinish) AND (NOT Paused)) then - begin - if not DLLMan.PluginDraw(Playerinfo, Czesci[0].Akt) then - begin - if not FadeOut then begin - Finish; - FadeOut := true; - FadeTo(@ScreenPartyScore); - end; - end; - end; - - //Change PlayerInfo/Changeables - for I := 0 to PlayerInfo.NumPlayers-1 do - begin - if (Player[I].ScoreTotalI <> PlayerInfo.Playerinfo[I].Score) then - begin - //Player[I].ScoreTotal := Player[I].ScoreTotal + (PlayerInfo.Playerinfo[I].Score - Player[I].ScoreTotalI); - Player[I].ScoreTotalI := PlayerInfo.Playerinfo[I].Score; - end; - if (PlayerInfo.Playerinfo[I].Bar <> Player[I].ScorePercent) then - Player[I].ScorePercentTarget := PlayerInfo.Playerinfo[I].Bar; - end; - - // back stereo - Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX; - Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX; - - Text[TextP1].X := Text[TextP1].X - 10*ScreenX; - Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX; - - - Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX; - Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX; - - Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX; - Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX; - - - for S := 1 to 1 do - Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX; - - for T := 0 to 1 do - Text[T].X := Text[T].X - 10*ScreenX; - - -end; - -procedure TScreenSingModi.Finish; -begin -inherited Finish; - -Winner := DllMan.PluginFinish(PlayerInfo); - -//Log.LogError('Winner: ' + InttoStr(Winner)); - -//DLLMan.UnLoadPlugin; -end; - -function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall; -var - Texname, EXT: String; - Tex: TTexture; -begin - //Get texture Name - TexName := Skin.GetTextureFileName(String(Name)); - //Get File Typ - Ext := ExtractFileExt(TexName); - if (uppercase(Ext) = '.JPG') then - Ext := 'JPG' - else - Ext := 'BMP'; - - Tex := Texture.LoadTexture(PChar(TexName), PChar(Ext), Typ, 0); - - Result.TexNum := Tex.TexNum; - Result.W := Tex.W; - Result.H := Tex.H; -end; -{ -function Translate (const Name: PChar): PChar; stdcall; -begin - Result := PChar(Language.Translate(String(Name))); -end; } - -procedure Print (const Style, Size: Byte; const X, Y: Real; const Text: PChar); stdcall; //Procedure to Print Text -begin - SetFontItalic ((Style and 128) = 128); - SetFontStyle(Style and 7); - SetFontSize(Size); - SetFontPos (X, Y); - glPrint (PChar(Language.Translate(String(Text)))); -end; - -function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound -begin - Result := Music.LoadCustomSound(String(Name)); -end; - -procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound -begin - Music.PlayCustomSound(Index); -end; - -end. +unit UScreenSingModi; + +interface + +{$I switches.inc} + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + +uses UMenu, + UMusic, + SDL, + SysUtils, + UFiles, + UTime, + USongs, + UIni, + ULog, + UTexture, + ULyrics, + TextGL, + OpenGL12, + {$IFDEF useBASS} + bass, + {$ENDIF} + UThemes, + ULCD, + UScreenSing, + ModiSDK; + +type + TScreenSingModi = class(TScreenSing) + protected + //paused: boolean; //Pause Mod + //PauseTime: Real; + //NumEmptySentences: integer; + public + //TextTime: integer; + + //StaticP1: integer; + //StaticP1ScoreBG: integer; + //TextP1: integer; + //TextP1Score: integer; + + //StaticP2R: integer; + //StaticP2RScoreBG: integer; + //TextP2R: integer; + //TextP2RScore: integer; + + //StaticP2M: integer; + //StaticP2MScoreBG: integer; + //TextP2M: integer; + //TextP2MScore: integer; + + //StaticP3R: integer; + //StaticP3RScoreBG: integer; + //TextP3R: integer; + //TextP3RScore: integer; + + //Tex_Background: TTexture; + //FadeOut: boolean; + //LyricMain: TLyric; + //LyricSub: TLyric; + Winner: Byte; //Who Wins + PlayerInfo: TPlayerInfo; + TeamInfo: TTeamInfo; + + constructor Create; override; + procedure onShow; override; + //procedure onShowFinish; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + procedure Finish; override; + //procedure UpdateLCD; + //procedure Pause; //Pause Mod(Toggles Pause) + end; + +//Procedured for Plugin +function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall; +//function Translate (const Name: PChar): PChar; stdcall; +procedure Print (const Style, Size: Byte; const X, Y: Real; const Text: PChar); stdcall; //Procedure to Print Text +function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound +procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound + +//Utilys +function ToSentences(Const Czeski: TCzesci): TSentences; + +implementation +uses UGraphic, UDraw, UMain, Classes, URecord, ULanguage, math, UDLLManager, USkins, UGraphicClasses; + +// Method for input parsing. If False is returned, GetNextWindow +// should be checked to know the next window to load; +function TScreenSingModi.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Finish; + Music.PlayBack; + FadeTo(@ScreenPartyScore); + end; + + else + Result := inherited ParseInput(PressedKey, ScanCode, PressedDown); + end; + end; +end; + +constructor TScreenSingModi.Create; +begin + inherited Create; + +end; + +function ToSentences(Const Czeski: TCzesci): TSentences; +var + I, J: Integer; +begin + Result.Akt := Czeski.Akt; + Result.High := Czeski.High; + Result.Ilosc := Czeski.Ilosc; + Result.Resolution := Czeski.Resolution; + Result.NotesGAP := Czeski.NotesGAP; + Result.TotalLength := Czeski.Wartosc; + + SetLength(Result.Sentence, Length(Czeski.Czesc)); + for I := low(Result.Sentence) to high(Result.Sentence) do + begin + Result.Sentence[I].Start := Czeski.Czesc[I].Start; + Result.Sentence[I].StartNote := Czeski.Czesc[I].StartNote; + Result.Sentence[I].Lyric := Czeski.Czesc[I].Lyric; + Result.Sentence[I].LyricWidth := Czeski.Czesc[I].LyricWidth; + Result.Sentence[I].Koniec := Czeski.Czesc[I].Koniec; + Result.Sentence[I].BaseNote := Czeski.Czesc[I].BaseNote; + Result.Sentence[I].HighNote := Czeski.Czesc[I].HighNut; + Result.Sentence[I].IlNut := Czeski.Czesc[I].IlNut; + Result.Sentence[I].TotalNotes := Czeski.Czesc[I].TotalNotes; + + SetLength(Result.Sentence[I].Note, Length(Czeski.Czesc[I].Nuta)); + for J := low(Result.Sentence[I].Note) to high(Result.Sentence[I].Note) do + begin + Result.Sentence[I].Note[J].Color := Czeski.Czesc[I].Nuta[J].Color; + Result.Sentence[I].Note[J].Start := Czeski.Czesc[I].Nuta[J].Start; + Result.Sentence[I].Note[J].Length := Czeski.Czesc[I].Nuta[J].Dlugosc; + Result.Sentence[I].Note[J].Ton := Czeski.Czesc[I].Nuta[J].Ton; + Result.Sentence[I].Note[J].TonGamy := Czeski.Czesc[I].Nuta[J].TonGamy; + //Result.Sentence[I].Note[J].Text := Czeski.Czesc[I].Nuta[J].Tekst; + Result.Sentence[I].Note[J].FreeStyle := Czeski.Czesc[I].Nuta[J].FreeStyle; + Result.Sentence[I].Note[J].Typ := Czeski.Czesc[I].Nuta[J].Wartosc; + end; + end; +end; + +procedure TScreenSingModi.onShow; +var + I: Integer; +begin + + PlayersPlay := TeamInfo.NumTeams; + + if DLLMan.Selected.LoadSong then //Start with Song + begin + inherited; + end + else //Start Without Song + begin + Music.CaptureStart; + end; + +//Set Playerinfo + PlayerInfo.NumPlayers := PlayersPlay; + for I := 0 to PlayerInfo.NumPlayers-1 do + begin + PlayerInfo.Playerinfo[I].Name := PChar(Ini.Name[I]); + PlayerInfo.Playerinfo[I].Score := 0; + PlayerInfo.Playerinfo[I].Bar := 50; + PlayerInfo.Playerinfo[I].Enabled := True; + end; + + for I := PlayerInfo.NumPlayers to high(PlayerInfo.Playerinfo) do + begin + PlayerInfo.Playerinfo[I].Score:= 0; + PlayerInfo.Playerinfo[I].Bar := 0; + PlayerInfo.Playerinfo[I].Enabled := False; + end; + + Case PlayersPlay of + 1: begin + PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ScoreBG].Texture.X; + PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ScoreBG].Texture.Y + Static[StaticP1ScoreBG].Texture.H; + end; + 2,4: begin + PlayerInfo.Playerinfo[0].PosX := Static[StaticP1TwoPScoreBG].Texture.X; + PlayerInfo.Playerinfo[0].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H; + PlayerInfo.Playerinfo[2].PosX := Static[StaticP1TwoPScoreBG].Texture.X; + PlayerInfo.Playerinfo[2].PosY := Static[StaticP1TwoPScoreBG].Texture.Y + Static[StaticP1TwoPScoreBG].Texture.H; + PlayerInfo.Playerinfo[1].PosX := Static[StaticP2RScoreBG].Texture.X; + PlayerInfo.Playerinfo[1].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H; + PlayerInfo.Playerinfo[3].PosX := Static[StaticP2RScoreBG].Texture.X; + PlayerInfo.Playerinfo[3].PosY := Static[StaticP2RScoreBG].Texture.Y + Static[StaticP2RScoreBG].Texture.H; + end; + 3,6: begin + PlayerInfo.Playerinfo[0].PosX := Static[StaticP1ThreePScoreBG].Texture.X; + PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H; + PlayerInfo.Playerinfo[3].PosX := Static[StaticP1ThreePScoreBG].Texture.X; + PlayerInfo.Playerinfo[3].PosY := Static[StaticP1ThreePScoreBG].Texture.Y + Static[StaticP1ThreePScoreBG].Texture.H; + PlayerInfo.Playerinfo[1].PosX := Static[StaticP2MScoreBG].Texture.X; + PlayerInfo.Playerinfo[1].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H; + PlayerInfo.Playerinfo[4].PosX := Static[StaticP2MScoreBG].Texture.X; + PlayerInfo.Playerinfo[4].PosY := Static[StaticP2MScoreBG].Texture.Y + Static[StaticP2MScoreBG].Texture.H; + PlayerInfo.Playerinfo[2].PosX := Static[StaticP3RScoreBG].Texture.X; + PlayerInfo.Playerinfo[2].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H; + PlayerInfo.Playerinfo[5].PosX := Static[StaticP3RScoreBG].Texture.X; + PlayerInfo.Playerinfo[5].PosY := Static[StaticP3RScoreBG].Texture.Y + Static[StaticP3RScoreBG].Texture.H; + end; + end; + + // play music (I) + //Music.CaptureStart; + //Music.MoveTo(AktSong.Start); + + //Init Plugin + if not DLLMan.PluginInit(TeamInfo, PlayerInfo, ToSentences(Czesci[0]), LoadTex, Print, LoadSound, PlaySound) then + begin + //Fehler + Log.LogError('Could not Init Plugin'); + Halt; + end; + + // Set Background (Little Workaround, maybe change sometime) + if (DLLMan.Selected.LoadBack) AND (DLLMan.Selected.LoadSong) then + ScreenSing.Tex_Background := Tex_Background; + + Winner := 0; + + //Set Score Visibility + if PlayersPlay = 1 then begin + Text[TextP1Score].Visible := DLLMan.Selected.ShowScore; + Static[StaticP1ScoreBG].Visible := DLLMan.Selected.ShowScore; + end; + + if (PlayersPlay = 2) OR (PlayersPlay = 4) then begin + Text[TextP1TwoPScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP1TwoPScoreBG].Visible := DLLMan.Selected.ShowScore; + + Text[TextP2RScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP2RScoreBG].Visible := DLLMan.Selected.ShowScore; + end; + + if (PlayersPlay = 3) OR (PlayersPlay = 6) then begin + Text[TextP1ThreePScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP1ThreePScoreBG].Visible := DLLMan.Selected.ShowScore; + + Text[TextP2MScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP2MScoreBG].Visible := DLLMan.Selected.ShowScore; + + Text[TextP3RScore].Visible := DLLMan.Selected.ShowScore; + Static[StaticP3RScoreBG].Visible := DLLMan.Selected.ShowScore; + end; +end; + +function TScreenSingModi.Draw: boolean; +var + Min: integer; + Sec: integer; + Tekst: string; + S, I: integer; + T: integer; +begin +//Set Playerinfo + PlayerInfo.NumPlayers := PlayersPlay; + for I := 0 to PlayerInfo.NumPlayers-1 do + begin + PlayerInfo.Playerinfo[I].Name := PChar(Player[I].Name); + if PlayerInfo.Playerinfo[I].Enabled then + begin + if (Player[I].ScoreTotalI<=10000) then + PlayerInfo.Playerinfo[I].Score:= Player[I].ScoreTotalI; + PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent; + end; + end; + +//Show Score +if DLLMan.Selected.ShowScore then +begin + //ScoreBG Mod + // set player colors + 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; + //end ScoreBG Mod + +// set player names (for 2 screens and only Singstar skin) + if ScreenAct = 1 then begin + Text[TextP1].Text := 'P1'; + Text[TextP1TwoP].Text := 'P1'; // added for ps3 skin + Text[TextP1ThreeP].Text := 'P1'; // added for ps3 skin + Text[TextP2R].Text := 'P2'; + Text[TextP2M].Text := 'P2'; + Text[TextP3R].Text := 'P3'; + end; + + if ScreenAct = 2 then begin + case PlayersPlay of + 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 + + + // stereo <- and where iss P2M? or P3? + Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX; + Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX; + + Text[TextP1].X := Text[TextP1].X + 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX; + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX; + Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX; + + Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX; + Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX; + + // .. 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; + +end; //ShowScore + + for S := 1 to 1 do + Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX; + + for T := 0 to 1 do + Text[T].X := Text[T].X + 10*ScreenX; + +if DLLMan.Selected.LoadSong then +begin + // update static menu with time ... + Min := Round(Czas.Teraz) div 60; + Sec := Round(Czas.Teraz) 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); +end; + + // draw static menu (BG) + DrawBG; + + //Draw Background + if (DllMan.Selected.LoadSong) AND (DllMan.Selected.LoadBack) then + SingDrawBackground; + + // comment by blindy: wo zum henker wird denn in diesem screen ein video abgespielt? + // update and draw movie + // wie wo wadd? also in der selben funktion in der uscreensing kommt des video in der zeile 995, oder was wollteste wissen? :X +{ if ShowFinish and AktSong.VideoLoaded AND DllMan.Selected.LoadVideo then begin + UpdateSmpeg; // this only draws + end;} + + // draw static menu (FG) + DrawFG; + + if ShowFinish then begin + if DllMan.Selected.LoadSong then + begin + if (not Music.Finished) and ((AktSong.Finish = 0) or (Czas.Teraz*1000 <= AktSong.Finish)) then begin + //Pause Mod: + if not Paused then + Sing(Self); // analyze song + end else begin + if not FadeOut then begin + Finish; + FadeOut := true; + FadeTo(@ScreenPartyScore); + end; + end; + end; + end; + + // draw custom items + SingModiDraw(PlayerInfo); // always draw + + //GoldenNoteStarsTwinkle Mod + GoldenRec.SpawnRec; + //GoldenNoteStarsTwinkle Mod + + //Update PlayerInfo + for I := 0 to PlayerInfo.NumPlayers-1 do + begin + if PlayerInfo.Playerinfo[I].Enabled then + begin + PlayerInfo.Playerinfo[I].Bar := Player[I].ScorePercent; + PlayerInfo.Playerinfo[I].Score := Player[I].ScoreTotalI; + end; + end; + + if ((ShowFinish) AND (NOT Paused)) then + begin + if not DLLMan.PluginDraw(Playerinfo, Czesci[0].Akt) then + begin + if not FadeOut then begin + Finish; + FadeOut := true; + FadeTo(@ScreenPartyScore); + end; + end; + end; + + //Change PlayerInfo/Changeables + for I := 0 to PlayerInfo.NumPlayers-1 do + begin + if (Player[I].ScoreTotalI <> PlayerInfo.Playerinfo[I].Score) then + begin + //Player[I].ScoreTotal := Player[I].ScoreTotal + (PlayerInfo.Playerinfo[I].Score - Player[I].ScoreTotalI); + Player[I].ScoreTotalI := PlayerInfo.Playerinfo[I].Score; + end; + if (PlayerInfo.Playerinfo[I].Bar <> Player[I].ScorePercent) then + Player[I].ScorePercentTarget := PlayerInfo.Playerinfo[I].Bar; + end; + + // back stereo + Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX; + Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX; + + Text[TextP1].X := Text[TextP1].X - 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX; + + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX; + Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX; + + Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX; + Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX; + + + for S := 1 to 1 do + Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX; + + for T := 0 to 1 do + Text[T].X := Text[T].X - 10*ScreenX; + + +end; + +procedure TScreenSingModi.Finish; +begin +inherited Finish; + +Winner := DllMan.PluginFinish(PlayerInfo); + +//Log.LogError('Winner: ' + InttoStr(Winner)); + +//DLLMan.UnLoadPlugin; +end; + +function LoadTex (const Name, Typ: PChar): TsmallTexture; stdcall; +var + Texname, EXT: String; + Tex: TTexture; +begin + //Get texture Name + TexName := Skin.GetTextureFileName(String(Name)); + //Get File Typ + Ext := ExtractFileExt(TexName); + if (uppercase(Ext) = '.JPG') then + Ext := 'JPG' + else + Ext := 'BMP'; + + Tex := Texture.LoadTexture(PChar(TexName), PChar(Ext), Typ, 0); + + Result.TexNum := Tex.TexNum; + Result.W := Tex.W; + Result.H := Tex.H; +end; +{ +function Translate (const Name: PChar): PChar; stdcall; +begin + Result := PChar(Language.Translate(String(Name))); +end; } + +procedure Print (const Style, Size: Byte; const X, Y: Real; const Text: PChar); stdcall; //Procedure to Print Text +begin + SetFontItalic ((Style and 128) = 128); + SetFontStyle(Style and 7); + SetFontSize(Size); + SetFontPos (X, Y); + glPrint (PChar(Language.Translate(String(Text)))); +end; + +function LoadSound (const Name: PChar): Cardinal; stdcall; //Procedure that loads a Custom Sound +begin + Result := Music.LoadCustomSound(String(Name)); +end; + +procedure PlaySound (const Index: Cardinal); stdcall; //Plays a Custom Sound +begin + Music.PlayCustomSound(Index); +end; + +end. diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas index 7b16c315..569645d4 100644 --- a/Game/Code/Screens/UScreenSong.pas +++ b/Game/Code/Screens/UScreenSong.pas @@ -1,2007 +1,2040 @@ -unit UScreenSong; - -interface -{$I switches.inc} - -uses - UMenu, SDL, UMusic, UFiles, UTime, UDisplay, USongs, SysUtils, ULog, UThemes, UTexture, ULanguage, - ULCD, ULight, UIni; - -type - TScreenSong = class(TMenu) - 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; - 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 - - EqualizerBands: array of Byte; - EqualizerTime: Cardinal; - EqualizerTime2: Byte; - - //Party Mod - Mode: Byte; //0 = Standard, 1= Go to PartyMode after Selection + Change to Random Song at Show - //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; ScanCode: byte; PressedDown: Boolean): Boolean; override; - function Draw: boolean; override; - procedure onShow; override; - procedure onHide; override; - procedure SelectNext; - procedure SelectPrev; - procedure UpdateLCD; - 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, OpenGL12, Windows, 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, 'Plain', true); - - Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', true); - //Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', false); - //Button[Cat]. - //Cover - - - //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; ScanCode: byte; PressedDown: Boolean): Boolean; -var - I: integer; - I2: integer; - HS: integer; - SDL_ModState: Word; - Letter: Char; -begin - Result := true; - - //Song Screen Extensions (Jumpto + Menu) - if (ScreenSongMenu.Visible) then - begin - Result := ScreenSongMenu.ParseInput(PressedKey, ScanCode, PressedDown); - Exit; - end - else if (ScreenSongJumpto.Visible) then - begin - Result := ScreenSongJumpto.ParseInput(PressedKey, ScanCode, 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 = 0) AND (PressedKey >= SDLK_A) AND (PressedKey <= SDLK_Z) then - begin - Letter := UpCase(Chr(ScanCode)); - 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 (UpCase(CatSongs.Song[(I + Interaction) mod I2].Title[1]) = Letter) then - begin - SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2)); - - Music.PlayChange; - - ChangeMusic; - SetScroll4; - UpdateLCD; - //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 (UpCase(CatSongs.Song[(I + Interaction) mod I2].Artist[1]) = Letter) then - begin - SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2)); - - Music.PlayChange; - - ChangeMusic; - SetScroll4; - UpdateLCD; - - //Break and Exit - Exit; - end; - end; - end; - Exit; - end; - - case PressedKey of - SDLK_Q: - begin - Result := false; - end; - - SDLK_ESCAPE, - SDLK_BACKSPACE : - begin - if (Mode = 0) 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 - Music.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 - Music.Stop; - Music.PlayBack; - - FadeTo(@ScreenMain); - end; - - end; - end - //When in party Mode then Ask before Close - else if (Mode = 1) then - begin - Music.PlayBack; - CheckFadeTo(@ScreenMain,'MSG_END_PARTY'); - end; - end; - SDLK_RETURN: - begin - if Length(Songs.Song) > 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; } - -// if I<>I2 then beep; - // SetScroll4; - - //Show Wrong Song when Tabs on Fix - SelectNext; - FixSelected; - - //Play Music: - ChangeMusic; - - end else begin // clicked on song - if (Mode = 0) 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 = 1) then //PartyMode -> Show Menu - begin - if (Ini.PartyPopup = 1) then - ScreenSongMenu.MenuShow(SM_Party_Main) - else - ScreenSong.StartSong; - end; - end; - end; - end; - - SDLK_M: //Show SongMenu - begin - if (Length(Songs.Song) > 0) then begin - if (Mode = 0) then begin - if not CatSongs.Song[Interaction].Main then begin // clicked on Song - 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 ScreenSongMenu.MenuShow(SM_Party_Main); - end; - end; - - SDLK_P: //Show Playlist Menu - begin - if (Length(Songs.Song) > 0) AND (Mode = 0) then begin - ScreenSongMenu.MenuShow(SM_Playlist_Load); - end; - end; - - SDLK_J: //Show Jumpto Menu - begin - if (Length(Songs.Song) > 0) AND (Mode = 0) then - begin - ScreenSongJumpto.Visible := True; - end; - end; - - SDLK_DOWN: - begin - if (Mode = 0) 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: - Music.PlayChange; - ChangeMusic; - - end; - - // - //Cat Change Hack End} - end; - end; - end; - SDLK_UP: - begin - if (Mode = 0) 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: - Music.PlayChange; - ChangeMusic; - end; - end; - //Cat Change Hack End} - end; - end; - - SDLK_RIGHT: - begin - if (Length(Songs.Song) > 0) AND (Mode = 0) then begin - Music.PlayChange; - SelectNext; -// InteractNext; -// SongTarget := Interaction; - ChangeMusic; - SetScroll4; - UpdateLCD; - Light.LightOne(1, 200); - end; - end; - - SDLK_LEFT: - begin - if (Length(Songs.Song) > 0)AND (Mode = 0) then begin - Music.PlayChange; - SelectPrev; - ChangeMusic; - SetScroll4; - UpdateLCD; - Light.LightOne(0, 200); - end; - end; - - SDLK_E: - begin - OpenEditor; - end; - - SDLK_R: - begin - if (Length(Songs.Song) > 0) AND (Mode = 0) 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 - if CatSongs.Song[I].Main then Inc(I2); - - 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 ist jetzt die Kategorie in I2 der 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; - Music.PlayChange; - - ChangeMusic; - SetScroll4; - UpdateLCD; - end; - end; - - SDLK_1: - begin //Jocker - if (Mode = 1) AND (PartySession.Teams.NumTeams >= 1) AND (PartySession.Teams.Teaminfo[0].Joker > 0) then - begin - //Joker spielen - Dec(PartySession.Teams.Teaminfo[0].Joker); - SelectRandomSong; - SetJoker; - end; - end; - - SDLK_2: - begin //Jocker - if (Mode = 1) AND (PartySession.Teams.NumTeams >= 2) AND (PartySession.Teams.Teaminfo[1].Joker > 0) then - begin - //Joker spielen - Dec(PartySession.Teams.Teaminfo[1].Joker); - SelectRandomSong; - SetJoker; - end; - end; - - SDLK_3: - begin //Jocker - if (Mode = 1) AND (PartySession.Teams.NumTeams >= 3) AND (PartySession.Teams.Teaminfo[2].Joker > 0) then - begin - //Joker spielen - Dec(PartySession.Teams.Teaminfo[2].Joker); - SelectRandomSong; - SetJoker; - end; - end; - end; - end; -end; - -constructor TScreenSong.Create; -var - Pet: integer; - I: integer; -Label CreateSongButtons; -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; - - if (length(CatSongs.Song) > 0) then - begin - //Set Length of Button Array one Time Instead of one time for every Song - SetButtonLength(Length(CatSongs.Song)); - - I := 0; - CreateSongButtons: - - try - for Pet := I to High(CatSongs.Song) do begin // creating all buttons - // new - Texture.Limit := 512;// 256 0.4.2 value, 512 in 0.5.0 - - if not FileExists(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover) then - CatSongs.Song[Pet].Cover := ''; // 0.5.0: if cover not found then show 'no cover' - - if CatSongs.Song[Pet].Cover = '' then - AddButton(300 + Pet*250, 140, 200, 200, Skin.GetTextureFileName('SongCover'), 'JPG', 'Plain', Theme.Song.Cover.Reflections) - else begin - // cache texture if there is a need to this - if not Covers.CoverExists(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover) then begin - Texture.CreateCacheMipmap := true; - Texture.GetTexture(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, 'Plain', true); // preloads textures and creates cache mipmap - Texture.CreateCacheMipmap := false; - - // puts this texture to the cache file - Covers.AddCover(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover); - - // unload full size texture - Texture.UnloadTexture(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, false); - - // 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) - AddButton(300 + Pet*250, 140, 200, 200, CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, 'JPG', 'Plain', Theme.Song.Cover.Reflections); - end; - Texture.Limit := 1024*1024; - I := -1; - end; - except - //When Error is reported the First time for this Song - if (I <> Pet) then - begin - //Some Error reporting: - Log.LogError('Could not load Cover: ' + CatSongs.Song[Pet].Cover); - - //Change Cover to NoCover and Continue Loading - CatSongs.Song[Pet].Cover := ''; - I := Pet; - end - else //when Error occurs Multiple Times(NoSong Cover is damaged), then start loading next Song - begin - Log.LogError('NoCover Cover is damaged!'); - try - AddButton(300 + Pet*250, 140, 200, 200, '', 'JPG', 'Plain', Theme.Song.Cover.Reflections); - except - Messagebox(0, PChar('No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.'), PChar(Language.Translate('US_VERSION')), MB_ICONERROR or MB_OK); - Halt; - end; - I := Pet + 1; - end; - end; - - if (I <> -1) then - GoTo CreateSongButtons; - - end; - - // 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.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 - BMax: integer; // button max - 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 = Abstand zum MIttleren 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 - Music.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 - Music.SetLoop(false); - Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3); - Music.MoveTo(Music.Length / 4); - Music.Play; - - //Set Preview Volume - Music.SetMusicVolume (Ini.PreviewVolume * 10); - {//if Music Fade is activated, Set Volume to 0 % - if (Ini.PreviewFading <> 0) then - Music.SetMusicVolume(0);} - end; - - SetScroll; - UpdateLCD; - end; - - //Playlist Mode - if (Mode = 0) then - begin - //If Playlist Shown -> Select Next automatically - if (CatSongs.CatNumShow = -3) then - begin - SelectNext; - ChangeMusic; - end; - end - //Party Mode - else if (Mode = 1) 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 - //When Music Fading is activated, Turn Music to 100 % - If (Ini.PreviewVolume <> 100) or (Ini.PreviewFading <> 0) then - Music.SetMusicVolume(100); - - //If Preview is deactivated: Load MUsicfile now - If (Ini.PreviewVolume = 0) then - Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3); - - //When hide then Stop Music (For Party Mode Popup on Exit) - if (Display.NextScreen <> @ScreenSing) and (Display.NextScreen <> @ScreenSingModi) and (Music <> nil) then - Music.Stop; -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 - // 0.5.0: cover fade - if (CoverTime < 1) and (CoverTime + TimeSkip >= 1) then begin - // load new texture - Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false); - Button[Interaction].Texture.Alpha := 1; - Button[Interaction].Texture2 := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false); - Button[Interaction].Texture2.Alpha := 1; - end; - - //Song Fade - if (CatSongs.VisibleSongs > 0) AND (Ini.PreviewVolume <> 0) AND (Not CatSongs.Song[Interaction].Main) AND (Ini.PreviewFading <> 0) then - begin - //Start Song Fade after a little Time, to prevent Song to be Played on Scrolling - if (CoverTime < 0.2) and (CoverTime + TimeSkip >= 0.2) then - Music.Play; - - //Update Song Volume - if (CoverTime < Ini.PreviewFading) then - Music.SetMusicVolume(Round (CoverTime * Ini.PreviewVolume / Ini.PreviewFading * 10)) - else - Music.SetMusicVolume(Ini.PreviewVolume * 10); - - 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; - -end; - -procedure TScreenSong.SelectNext; -var - Skip: integer; - I: 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, 'Plain', false); // 0.5.0: show uncached texture -end; - -procedure TScreenSong.SelectPrev; -var - Skip: integer; - I: 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, 'Plain', false); // 0.5.0: show uncached texture - end; -end; - -procedure TScreenSong.UpdateLCD; -begin - LCD.HideCursor; - LCD.Clear; - LCD.WriteText(1, Text[TextArtist].Text); - LCD.WriteText(2, Text[TextTitle].Text); -end; - -//Procedure Change current played Preview -procedure TScreenSong.ChangeMusic; -begin - //When Music Preview is avtivated -> then Change Music - if (Ini.PreviewVolume <> 0) then - begin - if (NOT CatSongs.Song[Interaction].Main) AND(CatSongs.VisibleSongs > 0) then - begin - Music.Close; - if Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3) then begin - Music.MoveTo(Music.Length / 4); - //If Song Fading is activated then don't Play directly, and Set Volume to Null, else Play normal - if (Ini.PreviewFading = 0) then - Music.Play - else - Music.SetMusicVolume(0); - end; - end - else - Music.Stop; - end; -end; - -procedure TScreenSong.SkipTo(Target: Cardinal); // 0.5.0 -var - Skip: integer; - I: integer; -begin - UnLoadDetailedCover; - - Interaction := High(CatSongs.Song); - SongTarget := 0; - - for I := 1 to Target+1 do - SelectNext; - - FixSelected2; -end; - -procedure TScreenSong.DrawEqualizer; -var - Data: TFFTData; //Audio Data - I, J: Integer; - Res: byte; - A, B: Integer; - PosX, PosY: Integer; - Pos: Real; -begin -if (not Music.Finished) AND (Theme.Song.Equalizer.Length > 0) then -begin - - - A := GetTickCount div 44; - - if (A <> EqualizerTime) then - begin - EqualizerTime := A; - Data := Music.GetFFTData; - - B:=0; - Pos := 0; - Res := ceil(92/Theme.Song.Equalizer.Bands);//How much channels are used for one Band - - //Change Lengths - for I := 0 to (Res * Theme.Song.Equalizer.Bands - 1) do - begin - A := floor(I/Res); - - if (A<>B) then //Band changed - begin - if (Pos <= Theme.Song.Equalizer.Length) then - begin - if ((Pos < EqualizerBands[B]) AND (EqualizerBands[B]>1)) then - EqualizerBands[B] := EqualizerBands[B] - 1 - else - EqualizerBands[B] := floor(Pos); - end - else - EqualizerBands[B] := 1; - - B := A; - Pos := 0; - end; - - if I > 35 then - Data[i] := Data[i] * 8 - else if I > 11 then - Data[i] := Data[i] * 4.5 - else - Data[i] := Data[i] * 1.1; - - if (Data[i] >= 1) then - Data[i] := 0.9999999999999; - - if Data[i]*Theme.Song.Equalizer.Length > Pos then - Pos := Data[i]*Theme.Song.Equalizer.Length; - end; - - //Change Last Band - if (EqualizerBands[B] <= Theme.Song.Equalizer.Length) then - begin - if ((Pos < EqualizerBands[B]) AND (EqualizerBands[B]>1)) then - EqualizerBands[B] := EqualizerBands[B] - 1 - else - EqualizerBands[B] := floor(Pos) - end - else - EqualizerBands[B] := 1; - end; - - //Draw every Channel - glColor4f(Theme.Song.Equalizer.ColR, Theme.Song.Equalizer.ColG, Theme.Song.Equalizer.ColB, Theme.Song.Equalizer.Alpha); //Set Color - glDisable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - - PosY := Theme.Song.Equalizer.Y; - PosX := Theme.Song.Equalizer.X; - - For I := 0 to Theme.Song.Equalizer.Bands-1 do - begin - if Theme.Song.Equalizer.Direction then - PosY := Theme.Song.Equalizer.Y //+ (Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space) * Theme.Song.Equalizer.Length - else - PosX := Theme.Song.Equalizer.X; - //Draw for every visible quad - for J := 1 to EqualizerBands[I] do - begin - 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; - - if Theme.Song.Equalizer.Direction then //Vertically - PosY := PosY - Theme.Song.Equalizer.H - Theme.Song.Equalizer.Space - else //Horizontally - PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space; - end; - if Theme.Song.Equalizer.Direction then //Horizontally - PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space - else //Vertically - PosY := PosY + Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space; - end; -end; -end; - -Procedure TScreenSong.SelectRandomSong; -var - I, I2: Integer; -begin - Case PlaylistMan.Mode of - 0: //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; - 1: //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; - 2: //Playlist: Select Playlist and Select Random Song - begin - PlaylistMan.SetPlayList(PlaylistMan.CurPlayList); - - SkipTo(Random(CatSongs.VisibleSongs)); - FixSelected2; - end; - end; - - Music.PlayChange; - ChangeMusic; - SetScroll; - UpdateLCD; -end; - -procedure TScreenSong.SetJoker; -begin - //If Party Mode - if Mode = 1 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 = 1); - - 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; - Music.Stop; - //Party Mode - if (Mode = 1) then - begin - FadeTo(@ScreenSingModi); - end - else - begin - FadeTo(@ScreenSing); - end; -end; - -procedure TScreenSong.SelectPlayers; -begin - CatSongs.Selected := Interaction; - Music.Stop; - - ScreenName.Goto_SingScreen := True; - FadeTo(@ScreenName); -end; - -procedure TScreenSong.OpenEditor; -begin - if (Length(Songs.Song) > 0) and (not CatSongs.Song[Interaction].Main) AND (Mode = 0) then begin - Music.Stop; - Music.PlayStart; - ScreenEditSub.Path := CatSongs.Song[Interaction].Path; - ScreenEditSub.FileName := CatSongs.Song[Interaction].FileName; - FadeTo(@ScreenEditSub); - end; -end; - -//Team No of Team (0-5) -procedure TScreenSong.DoJoker (Team: Byte); -begin - if (Mode = 1) AND (PartySession.Teams.NumTeams >= Team + 1) AND (PartySession.Teams.Teaminfo[Team].Joker > 0) then - begin - //Joker spielen - 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; - - Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', true); // 0.5.0: show cached texture - Button[Interaction].Texture2.Alpha := 0; - - if Button[Interaction].Texture.Name <> Skin.GetTextureFileName('SongCover') then - Texture.UnloadTexture(Button[Interaction].Texture.Name, false); -end; - -procedure TScreenSong.Refresh; -begin { -CatSongs.Refresh; -CatSongs.ShowCategoryList; -Interaction := 0; -SelectNext; -FixSelected; } - -end; - -end. +unit UScreenSong; + +interface +{$I switches.inc} + +uses + UMenu, + SDL, + UMusic, + UFiles, + UTime, + UDisplay, + USongs, + SysUtils, + ULog, + UThemes, + UTexture, + ULanguage, + ULCD, + ULight, + UIni; + +type + TScreenSong = class(TMenu) + 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; + 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 + + EqualizerBands: array of Byte; + EqualizerTime: Cardinal; + EqualizerTime2: Byte; + + //Party Mod + Mode: Byte; //0 = Standard, 1= Go to PartyMode after Selection + Change to Random Song at Show + //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; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + procedure onShow; override; + procedure onHide; override; + procedure SelectNext; + procedure SelectPrev; + procedure UpdateLCD; + 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, + OpenGL12, + {$IFDEF win32} + windows, + {$ELSE} + lclintf, + {$ENDIF} + 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, 'Plain', true); + + Static[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', true); + //Texture.GetTexture(Button[Cat].Texture.Name, 'Plain', false); + //Button[Cat]. + //Cover + + + //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; ScanCode: byte; PressedDown: Boolean): Boolean; +var + I: integer; + I2: integer; + HS: integer; + SDL_ModState: Word; + Letter: Char; +begin + Result := true; + + //Song Screen Extensions (Jumpto + Menu) + if (ScreenSongMenu.Visible) then + begin + Result := ScreenSongMenu.ParseInput(PressedKey, ScanCode, PressedDown); + Exit; + end + else if (ScreenSongJumpto.Visible) then + begin + Result := ScreenSongJumpto.ParseInput(PressedKey, ScanCode, 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 = 0) AND (PressedKey >= SDLK_A) AND (PressedKey <= SDLK_Z) then + begin + Letter := UpCase(Chr(ScanCode)); + 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 (UpCase(CatSongs.Song[(I + Interaction) mod I2].Title[1]) = Letter) then + begin + SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2)); + + Music.PlayChange; + + ChangeMusic; + SetScroll4; + UpdateLCD; + //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 (UpCase(CatSongs.Song[(I + Interaction) mod I2].Artist[1]) = Letter) then + begin + SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2)); + + Music.PlayChange; + + ChangeMusic; + SetScroll4; + UpdateLCD; + + //Break and Exit + Exit; + end; + end; + end; + Exit; + end; + + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + if (Mode = 0) 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 + Music.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 + Music.Stop; + Music.PlayBack; + + FadeTo(@ScreenMain); + end; + + end; + end + //When in party Mode then Ask before Close + else if (Mode = 1) then + begin + Music.PlayBack; + CheckFadeTo(@ScreenMain,'MSG_END_PARTY'); + end; + end; + SDLK_RETURN: + begin + if Length(Songs.Song) > 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; } + +// if I<>I2 then beep; + // SetScroll4; + + //Show Wrong Song when Tabs on Fix + SelectNext; + FixSelected; + + //Play Music: + ChangeMusic; + + end else begin // clicked on song + if (Mode = 0) 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 = 1) then //PartyMode -> Show Menu + begin + if (Ini.PartyPopup = 1) then + ScreenSongMenu.MenuShow(SM_Party_Main) + else + ScreenSong.StartSong; + end; + end; + end; + end; + + SDLK_M: //Show SongMenu + begin + if (Length(Songs.Song) > 0) then begin + if (Mode = 0) then begin + if not CatSongs.Song[Interaction].Main then begin // clicked on Song + 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 ScreenSongMenu.MenuShow(SM_Party_Main); + end; + end; + + SDLK_P: //Show Playlist Menu + begin + if (Length(Songs.Song) > 0) AND (Mode = 0) then begin + ScreenSongMenu.MenuShow(SM_Playlist_Load); + end; + end; + + SDLK_J: //Show Jumpto Menu + begin + if (Length(Songs.Song) > 0) AND (Mode = 0) then + begin + ScreenSongJumpto.Visible := True; + end; + end; + + SDLK_DOWN: + begin + if (Mode = 0) 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: + Music.PlayChange; + ChangeMusic; + + end; + + // + //Cat Change Hack End} + end; + end; + end; + SDLK_UP: + begin + if (Mode = 0) 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: + Music.PlayChange; + ChangeMusic; + end; + end; + //Cat Change Hack End} + end; + end; + + SDLK_RIGHT: + begin + if (Length(Songs.Song) > 0) AND (Mode = 0) then begin + Music.PlayChange; + SelectNext; +// InteractNext; +// SongTarget := Interaction; + ChangeMusic; + SetScroll4; + UpdateLCD; + Light.LightOne(1, 200); + end; + end; + + SDLK_LEFT: + begin + if (Length(Songs.Song) > 0)AND (Mode = 0) then begin + Music.PlayChange; + SelectPrev; + ChangeMusic; + SetScroll4; + UpdateLCD; + Light.LightOne(0, 200); + end; + end; + + SDLK_E: + begin + OpenEditor; + end; + + SDLK_R: + begin + if (Length(Songs.Song) > 0) AND (Mode = 0) 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 + if CatSongs.Song[I].Main then Inc(I2); + + 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 ist jetzt die Kategorie in I2 der 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; + Music.PlayChange; + + ChangeMusic; + SetScroll4; + UpdateLCD; + end; + end; + + SDLK_1: + begin //Jocker + if (Mode = 1) AND (PartySession.Teams.NumTeams >= 1) AND (PartySession.Teams.Teaminfo[0].Joker > 0) then + begin + //Joker spielen + Dec(PartySession.Teams.Teaminfo[0].Joker); + SelectRandomSong; + SetJoker; + end; + end; + + SDLK_2: + begin //Jocker + if (Mode = 1) AND (PartySession.Teams.NumTeams >= 2) AND (PartySession.Teams.Teaminfo[1].Joker > 0) then + begin + //Joker spielen + Dec(PartySession.Teams.Teaminfo[1].Joker); + SelectRandomSong; + SetJoker; + end; + end; + + SDLK_3: + begin //Jocker + if (Mode = 1) AND (PartySession.Teams.NumTeams >= 3) AND (PartySession.Teams.Teaminfo[2].Joker > 0) then + begin + //Joker spielen + Dec(PartySession.Teams.Teaminfo[2].Joker); + SelectRandomSong; + SetJoker; + end; + end; + end; + end; +end; + +constructor TScreenSong.Create; +var + Pet: integer; + I: integer; +Label CreateSongButtons; +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; + + if (length(CatSongs.Song) > 0) then + begin + //Set Length of Button Array one Time Instead of one time for every Song + SetButtonLength(Length(CatSongs.Song)); + + I := 0; + CreateSongButtons: + + try + for Pet := I to High(CatSongs.Song) do begin // creating all buttons + // new + Texture.Limit := 512;// 256 0.4.2 value, 512 in 0.5.0 + + if not FileExists(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover) then + CatSongs.Song[Pet].Cover := ''; // 0.5.0: if cover not found then show 'no cover' + + if CatSongs.Song[Pet].Cover = '' then + AddButton(300 + Pet*250, 140, 200, 200, Skin.GetTextureFileName('SongCover'), 'JPG', 'Plain', Theme.Song.Cover.Reflections) + else begin + // cache texture if there is a need to this + if not Covers.CoverExists(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover) then begin + Texture.CreateCacheMipmap := true; + Texture.GetTexture(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, 'Plain', true); // preloads textures and creates cache mipmap + Texture.CreateCacheMipmap := false; + + // puts this texture to the cache file + Covers.AddCover(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover); + + // unload full size texture + Texture.UnloadTexture(CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, false); + + // 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) + AddButton(300 + Pet*250, 140, 200, 200, CatSongs.Song[Pet].Path + CatSongs.Song[Pet].Cover, 'JPG', 'Plain', Theme.Song.Cover.Reflections); + end; + Texture.Limit := 1024*1024; + I := -1; + end; + except + //When Error is reported the First time for this Song + if (I <> Pet) then + begin + //Some Error reporting: + Log.LogError('Could not load Cover: ' + CatSongs.Song[Pet].Cover); + + //Change Cover to NoCover and Continue Loading + CatSongs.Song[Pet].Cover := ''; + I := Pet; + end + else //when Error occurs Multiple Times(NoSong Cover is damaged), then start loading next Song + begin + Log.LogError('NoCover Cover is damaged!'); + try + AddButton(300 + Pet*250, 140, 200, 200, '', 'JPG', 'Plain', Theme.Song.Cover.Reflections); + except + {$IFDEF win32} + Messagebox(0, PChar('No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.'), PChar(Language.Translate('US_VERSION')), MB_ICONERROR or MB_OK); + {$ELSE} + // TODO : JB_linux - better handle this message and display to user.. + writeln( 'No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.'); + Log.LogError( 'No Cover Image is damage. Could not Workaround Song Loading, Ultrastar will exit now.' ); + {$ENDIF} + Halt; + end; + I := Pet + 1; + end; + end; + + if (I <> -1) then + GoTo CreateSongButtons; + + end; + + // 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.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 + BMax: integer; // button max + 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 = Abstand zum MIttleren 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 + Music.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 + Music.SetLoop(false); + Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3); + Music.MoveTo(Music.Length / 4); + Music.Play; + + //Set Preview Volume + Music.SetMusicVolume (Ini.PreviewVolume * 10); + {//if Music Fade is activated, Set Volume to 0 % + if (Ini.PreviewFading <> 0) then + Music.SetMusicVolume(0);} + end; + + SetScroll; + UpdateLCD; + end; + + //Playlist Mode + if (Mode = 0) then + begin + //If Playlist Shown -> Select Next automatically + if (CatSongs.CatNumShow = -3) then + begin + SelectNext; + ChangeMusic; + end; + end + //Party Mode + else if (Mode = 1) 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 + //When Music Fading is activated, Turn Music to 100 % + If (Ini.PreviewVolume <> 100) or (Ini.PreviewFading <> 0) then + Music.SetMusicVolume(100); + + //If Preview is deactivated: Load MUsicfile now + If (Ini.PreviewVolume = 0) then + Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3); + + //When hide then Stop Music (For Party Mode Popup on Exit) + if (Display.NextScreen <> @ScreenSing) and (Display.NextScreen <> @ScreenSingModi) and (Music <> nil) then + Music.Stop; +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 + // 0.5.0: cover fade + if (CoverTime < 1) and (CoverTime + TimeSkip >= 1) then begin + // load new texture + Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false); + Button[Interaction].Texture.Alpha := 1; + Button[Interaction].Texture2 := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', false); + Button[Interaction].Texture2.Alpha := 1; + end; + + //Song Fade + if (CatSongs.VisibleSongs > 0) AND (Ini.PreviewVolume <> 0) AND (Not CatSongs.Song[Interaction].Main) AND (Ini.PreviewFading <> 0) then + begin + //Start Song Fade after a little Time, to prevent Song to be Played on Scrolling + if (CoverTime < 0.2) and (CoverTime + TimeSkip >= 0.2) then + Music.Play; + + //Update Song Volume + if (CoverTime < Ini.PreviewFading) then + Music.SetMusicVolume(Round (CoverTime * Ini.PreviewVolume / Ini.PreviewFading * 10)) + else + Music.SetMusicVolume(Ini.PreviewVolume * 10); + + 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; + +end; + +procedure TScreenSong.SelectNext; +var + Skip: integer; + I: 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, 'Plain', false); // 0.5.0: show uncached texture +end; + +procedure TScreenSong.SelectPrev; +var + Skip: integer; + I: 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, 'Plain', false); // 0.5.0: show uncached texture + end; +end; + +procedure TScreenSong.UpdateLCD; +begin + LCD.HideCursor; + LCD.Clear; + LCD.WriteText(1, Text[TextArtist].Text); + LCD.WriteText(2, Text[TextTitle].Text); +end; + +//Procedure Change current played Preview +procedure TScreenSong.ChangeMusic; +begin + //When Music Preview is avtivated -> then Change Music + if (Ini.PreviewVolume <> 0) then + begin + if (NOT CatSongs.Song[Interaction].Main) AND(CatSongs.VisibleSongs > 0) then + begin + Music.Close; + if Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3) then begin + Music.MoveTo(Music.Length / 4); + //If Song Fading is activated then don't Play directly, and Set Volume to Null, else Play normal + if (Ini.PreviewFading = 0) then + Music.Play + else + Music.SetMusicVolume(0); + end; + end + else + Music.Stop; + end; +end; + +procedure TScreenSong.SkipTo(Target: Cardinal); // 0.5.0 +var + Skip: integer; + I: integer; +begin + UnLoadDetailedCover; + + Interaction := High(CatSongs.Song); + SongTarget := 0; + + for I := 1 to Target+1 do + SelectNext; + + FixSelected2; +end; + +procedure TScreenSong.DrawEqualizer; +var + Data: TFFTData; //Audio Data + I, J: Integer; + Res: byte; + A, B: Integer; + PosX, PosY: Integer; + Pos: Real; +begin +if (not Music.Finished) AND (Theme.Song.Equalizer.Length > 0) then +begin + + + A := GetTickCount div 44; + + if (A <> EqualizerTime) then + begin + EqualizerTime := A; + Data := Music.GetFFTData; + + B:=0; + Pos := 0; + Res := ceil(92/Theme.Song.Equalizer.Bands);//How much channels are used for one Band + + //Change Lengths + for I := 0 to (Res * Theme.Song.Equalizer.Bands - 1) do + begin + A := floor(I/Res); + + if (A<>B) then //Band changed + begin + if (Pos <= Theme.Song.Equalizer.Length) then + begin + if ((Pos < EqualizerBands[B]) AND (EqualizerBands[B]>1)) then + EqualizerBands[B] := EqualizerBands[B] - 1 + else + EqualizerBands[B] := floor(Pos); + end + else + EqualizerBands[B] := 1; + + B := A; + Pos := 0; + end; + + if I > 35 then + Data[i] := Data[i] * 8 + else if I > 11 then + Data[i] := Data[i] * 4.5 + else + Data[i] := Data[i] * 1.1; + + if (Data[i] >= 1) then + Data[i] := 0.9999999999999; + + if Data[i]*Theme.Song.Equalizer.Length > Pos then + Pos := Data[i]*Theme.Song.Equalizer.Length; + end; + + //Change Last Band + if (EqualizerBands[B] <= Theme.Song.Equalizer.Length) then + begin + if ((Pos < EqualizerBands[B]) AND (EqualizerBands[B]>1)) then + EqualizerBands[B] := EqualizerBands[B] - 1 + else + EqualizerBands[B] := floor(Pos) + end + else + EqualizerBands[B] := 1; + end; + + //Draw every Channel + glColor4f(Theme.Song.Equalizer.ColR, Theme.Song.Equalizer.ColG, Theme.Song.Equalizer.ColB, Theme.Song.Equalizer.Alpha); //Set Color + glDisable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + + PosY := Theme.Song.Equalizer.Y; + PosX := Theme.Song.Equalizer.X; + + For I := 0 to Theme.Song.Equalizer.Bands-1 do + begin + if Theme.Song.Equalizer.Direction then + PosY := Theme.Song.Equalizer.Y //+ (Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space) * Theme.Song.Equalizer.Length + else + PosX := Theme.Song.Equalizer.X; + //Draw for every visible quad + for J := 1 to EqualizerBands[I] do + begin + 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; + + if Theme.Song.Equalizer.Direction then //Vertically + PosY := PosY - Theme.Song.Equalizer.H - Theme.Song.Equalizer.Space + else //Horizontally + PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space; + end; + if Theme.Song.Equalizer.Direction then //Horizontally + PosX := PosX + Theme.Song.Equalizer.W + Theme.Song.Equalizer.Space + else //Vertically + PosY := PosY + Theme.Song.Equalizer.H + Theme.Song.Equalizer.Space; + end; +end; +end; + +Procedure TScreenSong.SelectRandomSong; +var + I, I2: Integer; +begin + Case PlaylistMan.Mode of + 0: //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; + 1: //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; + 2: //Playlist: Select Playlist and Select Random Song + begin + PlaylistMan.SetPlayList(PlaylistMan.CurPlayList); + + SkipTo(Random(CatSongs.VisibleSongs)); + FixSelected2; + end; + end; + + Music.PlayChange; + ChangeMusic; + SetScroll; + UpdateLCD; +end; + +procedure TScreenSong.SetJoker; +begin + //If Party Mode + if Mode = 1 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 = 1); + + 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; + Music.Stop; + //Party Mode + if (Mode = 1) then + begin + FadeTo(@ScreenSingModi); + end + else + begin + FadeTo(@ScreenSing); + end; +end; + +procedure TScreenSong.SelectPlayers; +begin + CatSongs.Selected := Interaction; + Music.Stop; + + ScreenName.Goto_SingScreen := True; + FadeTo(@ScreenName); +end; + +procedure TScreenSong.OpenEditor; +begin + if (Length(Songs.Song) > 0) and (not CatSongs.Song[Interaction].Main) AND (Mode = 0) then begin + Music.Stop; + Music.PlayStart; + ScreenEditSub.Path := CatSongs.Song[Interaction].Path; + ScreenEditSub.FileName := CatSongs.Song[Interaction].FileName; + FadeTo(@ScreenEditSub); + end; +end; + +//Team No of Team (0-5) +procedure TScreenSong.DoJoker (Team: Byte); +begin + if (Mode = 1) AND (PartySession.Teams.NumTeams >= Team + 1) AND (PartySession.Teams.Teaminfo[Team].Joker > 0) then + begin + //Joker spielen + 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; + + Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, 'Plain', true); // 0.5.0: show cached texture + Button[Interaction].Texture2.Alpha := 0; + + if Button[Interaction].Texture.Name <> Skin.GetTextureFileName('SongCover') then + Texture.UnloadTexture(Button[Interaction].Texture.Name, false); +end; + +procedure TScreenSong.Refresh; +begin { +CatSongs.Refresh; +CatSongs.ShowCategoryList; +Interaction := 0; +SelectNext; +FixSelected; } + +end; + +end. diff --git a/Game/Code/Screens/UScreenSongMenu.pas b/Game/Code/Screens/UScreenSongMenu.pas index 41432356..ce331e2f 100644 --- a/Game/Code/Screens/UScreenSongMenu.pas +++ b/Game/Code/Screens/UScreenSongMenu.pas @@ -1,619 +1,632 @@ -unit UScreenSongMenu; - -interface - -{$IFDEF FPC} - {$MODE DELPHI} -{$ENDIF} - -uses - UMenu, SDL, UDisplay, UMusic, UFiles, SysUtils, UThemes; - -type - TScreenSongMenu = 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; ScanCode: byte; PressedDown: Boolean): Boolean; override; - procedure onShow; override; - function Draw: boolean; override; - procedure MenuShow(sMenu: Byte); - procedure HandleReturn; - end; - -const - SM_Main = 1; - - SM_PlayList = 64 or 1; - SM_Playlist_Add = 64 or 2; - SM_Playlist_New = 64 or 3; - - SM_Playlist_DelItem = 64 or 5; - - SM_Playlist_Load = 64 or 8 or 1; - SM_Playlist_Del = 64 or 8 or 5; - - - SM_Party_Main = 128 or 1; - SM_Party_Joker = 128 or 2; - -var - ISelections: Array of String; - SelectValue: Integer; - - -implementation - -uses UGraphic, UMain, UIni, UTexture, ULanguage, UParty, UPlaylist, USongs; - -function TScreenSongMenu.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; -begin - Result := true; - If (PressedDown) Then - begin // Key Down - if (CurMenu = SM_Playlist_New) AND (Interaction=0) then - begin - case PressedKey of - SDLK_0..SDLK_9, SDLK_A..SDLK_Z, SDLK_SPACE, SDLK_MINUS, SDLK_EXCLAIM, SDLK_COMMA, SDLK_SLASH, SDLK_ASTERISK, SDLK_QUESTION, SDLK_QUOTE, SDLK_QUOTEDBL: - begin - Button[Interaction].Text[0].Text := Button[Interaction].Text[0].Text + chr(ScanCode); - exit; - end; - - SDLK_BACKSPACE: - begin - Button[Interaction].Text[0].DeleteLastL; - exit; - end; - end; - end; - - case PressedKey of - SDLK_Q: - begin - Result := false; - end; - - - SDLK_ESCAPE, - SDLK_BACKSPACE : - begin - Music.PlayBack; - Visible := False; - end; - - SDLK_RETURN: - begin - HandleReturn; - end; - - SDLK_DOWN: InteractNext; - SDLK_UP: InteractPrev; - - SDLK_RIGHT: - begin - if (Interaction=3) then - InteractInc; - end; - SDLK_LEFT: - begin - if (Interaction=3) then - InteractDec; - end; - - SDLK_1: - begin //Jocker - //Joker spielen - case CurMenu of - SM_Party_Main: - begin - ScreenSong.DoJoker(0) - end; - end; - end; - SDLK_2: - begin //Jocker - //Joker spielen - case CurMenu of - SM_Party_Main: - begin - ScreenSong.DoJoker(1) - end; - end; - end; - SDLK_3: - begin //Jocker - //Joker spielen - case CurMenu of - SM_Party_Main: - begin - ScreenSong.DoJoker(2) - end; - end; - end; - - - end; - end; -end; - -constructor TScreenSongMenu.Create; -var - I: integer; -begin - inherited Create; - - //Create Dummy SelectSlide Entrys - SetLength(ISelections, 1); - ISelections[0] := 'Dummy'; - - - AddText(Theme.SongMenu.TextMenu); - - LoadFromTheme(Theme.SongMenu); - - AddButton(Theme.SongMenu.Button1); - if (Length(Button[0].Text) = 0) then - AddButtonText(14, 20, 'Button 1'); - - AddButton(Theme.SongMenu.Button2); - if (Length(Button[1].Text) = 0) then - AddButtonText(14, 20, 'Button 2'); - - AddButton(Theme.SongMenu.Button3); - if (Length(Button[2].Text) = 0) then - AddButtonText(14, 20, 'Button 3'); - - AddSelectSlide(Theme.SongMenu.SelectSlide3, SelectValue, ISelections); - - AddButton(Theme.SongMenu.Button4); - if (Length(Button[3].Text) = 0) then - AddButtonText(14, 20, 'Button 4'); - - - Interaction := 0; -end; - -function TScreenSongMenu.Draw: boolean; -begin - inherited Draw; -end; - -procedure TScreenSongMenu.onShow; -begin - -end; - -procedure TScreenSongMenu.MenuShow(sMenu: Byte); -begin - Interaction := 0; //Reset Interaction - Visible := True; //Set Visible - Case sMenu of - SM_Main: - begin - CurMenu := sMenu; - Text[0].Text := Language.Translate('SONG_MENU_NAME_MAIN'); - - Button[0].Visible := True; - Button[1].Visible := True; - Button[2].Visible := True; - Button[3].Visible := True; - SelectsS[0].Visible := False; - - Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY'); - Button[1].Text[0].Text := Language.Translate('SONG_MENU_CHANGEPLAYERS'); - Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD'); - Button[3].Text[0].Text := Language.Translate('SONG_MENU_EDIT'); - end; - - SM_PlayList: - begin - CurMenu := sMenu; - Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST'); - - Button[0].Visible := True; - Button[1].Visible := True; - Button[2].Visible := True; - Button[3].Visible := True; - SelectsS[0].Visible := False; - - Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY'); - Button[1].Text[0].Text := Language.Translate('SONG_MENU_CHANGEPLAYERS'); - Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_DEL'); - Button[3].Text[0].Text := Language.Translate('SONG_MENU_EDIT'); - end; - - SM_Playlist_Add: - begin - CurMenu := sMenu; - Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_ADD'); - - Button[0].Visible := True; - Button[1].Visible := False; - Button[2].Visible := False; - Button[3].Visible := True; - SelectsS[0].Visible := True; - - Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD_NEW'); - Button[3].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD_EXISTING'); - - SetLength(ISelections, Length(PlaylistMan.Playlists)); - PlaylistMan.GetNames(ISelections); - - if (Length(ISelections)>=1) then - begin - UpdateSelectSlideOptions(Theme.SongMenu.SelectSlide3, 0, ISelections, SelectValue); - end - else - begin - Button[3].Visible := False; - SelectsS[0].Visible := False; - Button[2].Visible := True; - Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NOEXISTING'); - end; - end; - - SM_Playlist_New: - begin - CurMenu := sMenu; - Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_NEW'); - - Button[0].Visible := True; - Button[1].Visible := False; - Button[2].Visible := True; - Button[3].Visible := True; - SelectsS[0].Visible := False; - - Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NEW_UNNAMED'); - Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NEW_CREATE'); - Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); - end; - - SM_Playlist_DelItem: - begin - CurMenu := sMenu; - Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_DELITEM'); - - Button[0].Visible := True; - Button[1].Visible := False; - Button[2].Visible := False; - Button[3].Visible := True; - SelectsS[0].Visible := False; - - Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES'); - Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); - end; - - SM_Playlist_Load: - begin - CurMenu := sMenu; - Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_LOAD'); - - //Show Delete Curent Playlist Button when Playlist is opened - Button[0].Visible := (CatSongs.CatNumShow = -3); - - Button[1].Visible := False; - Button[2].Visible := False; - Button[3].Visible := True; - SelectsS[0].Visible := True; - - Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_DELCURRENT'); - Button[3].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_LOAD'); - - SetLength(ISelections, Length(PlaylistMan.Playlists)); - PlaylistMan.GetNames(ISelections); - - if (Length(ISelections)>=1) then - begin - UpdateSelectSlideOptions(Theme.SongMenu.SelectSlide3, 0, ISelections, SelectValue); - Interaction := 3; - end - else - begin - Button[3].Visible := False; - SelectsS[0].Visible := False; - Button[2].Visible := True; - Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NOEXISTING'); - Interaction := 2; - end; - end; - - SM_Playlist_Del: - begin - CurMenu := sMenu; - Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_DEL'); - - Button[0].Visible := True; - Button[1].Visible := False; - Button[2].Visible := False; - Button[3].Visible := True; - SelectsS[0].Visible := False; - - Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES'); - Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); - end; - - - SM_Party_Main: - begin - CurMenu := sMenu; - Text[0].Text := Language.Translate('SONG_MENU_NAME_PARTY_MAIN'); - - Button[0].Visible := True; - Button[1].Visible := False; - Button[2].Visible := False; - Button[3].Visible := True; - SelectsS[0].Visible := False; - - Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY'); - //Button[1].Text[0].Text := Language.Translate('SONG_MENU_JOKER'); - //Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYMODI'); - Button[3].Text[0].Text := Language.Translate('SONG_MENU_JOKER'); - end; - - SM_Party_Joker: - begin - CurMenu := sMenu; - Text[0].Text := Language.Translate('SONG_MENU_NAME_PARTY_JOKER'); - - Button[0].Visible := (PartySession.Teams.NumTeams >= 1) AND (PartySession.Teams.Teaminfo[0].Joker > 0); - Button[1].Visible := (PartySession.Teams.NumTeams >= 2) AND (PartySession.Teams.Teaminfo[1].Joker > 0); - Button[2].Visible := (PartySession.Teams.NumTeams >= 3) AND (PartySession.Teams.Teaminfo[2].Joker > 0); - Button[3].Visible := True; - SelectsS[0].Visible := False; - - Button[0].Text[0].Text := String(PartySession.Teams.Teaminfo[0].Name); - Button[1].Text[0].Text := String(PartySession.Teams.Teaminfo[1].Name); - Button[2].Text[0].Text := String(PartySession.Teams.Teaminfo[2].Name); - Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); - - //Set right Interaction - if (not Button[0].Visible) then - begin - if (not Button[1].Visible) then - begin - if (not Button[2].Visible) then - begin - Interaction := 4; - end - else Interaction := 2; - end - else Interaction := 1; - end; - - end; - end; -end; - -procedure TScreenSongMenu.HandleReturn; -begin - Case CurMenu of - SM_Main: - begin - Case Interaction of - 0: //Button 1 - begin - ScreenSong.StartSong; - Visible := False; - end; - - 1: //Button 2 - begin - //Select New Players then Sing: - ScreenSong.SelectPlayers; - Visible := False; - end; - - 2: //Button 3 - begin - //Show add to Playlist Menu - MenuShow(SM_Playlist_Add); - end; - - 3: //SelectSlide 3 - begin - //Dummy - end; - - 4: //Button 4 - begin - ScreenSong.OpenEditor; - Visible := False; - end; - end; - end; - - SM_PlayList: - begin - Visible := False; - Case Interaction of - 0: //Button 1 - begin - ScreenSong.StartSong; - Visible := False; - end; - - 1: //Button 2 - begin - //Select New Players then Sing: - ScreenSong.SelectPlayers; - Visible := False; - end; - - 2: //Button 3 - begin - //Show add to Playlist Menu - MenuShow(SM_Playlist_DelItem); - end; - - 3: //SelectSlide 3 - begin - //Dummy - end; - - 4: //Button 4 - begin - ScreenSong.OpenEditor; - Visible := False; - end; - end; - end; - - SM_Playlist_Add: - begin - Case Interaction of - 0: //Button 1 - begin - MenuShow(SM_Playlist_New); - end; - - 3: //SelectSlide 3 - begin - //Dummy - end; - - 4: //Button 4 - begin - PlaylistMan.AddItem(ScreenSong.Interaction, SelectValue); - Visible := False; - end; - end; - end; - - SM_Playlist_New: - begin - Case Interaction of - 0: //Button 1 - begin - //Nothing, Button for Entering Name - end; - - 2: //Button 3 - begin - //Create Playlist and Add Song - PlaylistMan.AddItem( - ScreenSong.Interaction, - PlaylistMan.AddPlaylist(Button[0].Text[0].Text)); - Visible := False; - end; - - 3: //SelectSlide 3 - begin - //Cancel -> Go back to Add screen - MenuShow(SM_Playlist_Add); - end; - - 4: //Button 4 - begin - Visible := False; - end; - end; - end; - - SM_Playlist_DelItem: - begin - Visible := False; - Case Interaction of - 0: //Button 1 - begin - //Delete - PlayListMan.DelItem(PlayListMan.GetIndexbySongID(ScreenSong.Interaction)); - Visible := False; - end; - - 4: //Button 4 - begin - MenuShow(SM_Playlist); - end; - end; - end; - - SM_Playlist_Load: - begin - Case Interaction of - 0: //Button 1 (Delete Playlist) - begin - MenuShow(SM_Playlist_Del); - end; - 4: //Button 4 - begin - //Load Playlist - PlaylistMan.SetPlayList(SelectValue); - Visible := False; - end; - end; - end; - - SM_Playlist_Del: - begin - Visible := False; - Case Interaction of - 0: //Button 1 - begin - //Delete - PlayListMan.DelPlaylist(PlaylistMan.CurPlayList); - Visible := False; - end; - - 4: //Button 4 - begin - MenuShow(SM_Playlist_Load); - end; - end; - end; - - SM_Party_Main: - begin - Case Interaction of - 0: //Button 1 - begin - //Start Singing - ScreenSong.StartSong; - Visible := False; - end; - - 4: //Button 4 - begin - //Joker - MenuShow(SM_Party_Joker); - end; - end; - end; - - SM_Party_Joker: - begin - Visible := False; - Case Interaction of - 0: //Button 1 - begin - //Joker Team 1 - ScreenSong.DoJoker(0); - end; - - 1: //Button 2 - begin - //Joker Team 2 - ScreenSong.DoJoker(1); - end; - - 2: //Button 3 - begin - //Joker Team 3 - ScreenSong.DoJoker(2); - end; - - 4: //Button 4 - begin - //Cancel... (Fo back to old Menu) - MenuShow(SM_Party_Main); - end; - end; - end; - end; -end; - -end. - +unit UScreenSongMenu; + +interface + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + +uses + UMenu, + SDL, + UDisplay, + UMusic, + UFiles, + SysUtils, + UThemes; + +type + TScreenSongMenu = 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; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + function Draw: boolean; override; + procedure MenuShow(sMenu: Byte); + procedure HandleReturn; + end; + +const + SM_Main = 1; + + SM_PlayList = 64 or 1; + SM_Playlist_Add = 64 or 2; + SM_Playlist_New = 64 or 3; + + SM_Playlist_DelItem = 64 or 5; + + SM_Playlist_Load = 64 or 8 or 1; + SM_Playlist_Del = 64 or 8 or 5; + + + SM_Party_Main = 128 or 1; + SM_Party_Joker = 128 or 2; + +var + ISelections: Array of String; + SelectValue: Integer; + + +implementation + +uses UGraphic, + UMain, + UIni, + UTexture, + ULanguage, + UParty, + UPlaylist, + USongs; + +function TScreenSongMenu.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + if (CurMenu = SM_Playlist_New) AND (Interaction=0) then + begin + case PressedKey of + SDLK_0..SDLK_9, SDLK_A..SDLK_Z, SDLK_SPACE, SDLK_MINUS, SDLK_EXCLAIM, SDLK_COMMA, SDLK_SLASH, SDLK_ASTERISK, SDLK_QUESTION, SDLK_QUOTE, SDLK_QUOTEDBL: + begin + Button[Interaction].Text[0].Text := Button[Interaction].Text[0].Text + chr(ScanCode); + exit; + end; + + SDLK_BACKSPACE: + begin + Button[Interaction].Text[0].DeleteLastL; + exit; + end; + end; + end; + + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Music.PlayBack; + Visible := False; + end; + + SDLK_RETURN: + begin + HandleReturn; + end; + + SDLK_DOWN: InteractNext; + SDLK_UP: InteractPrev; + + SDLK_RIGHT: + begin + if (Interaction=3) then + InteractInc; + end; + SDLK_LEFT: + begin + if (Interaction=3) then + InteractDec; + end; + + SDLK_1: + begin //Jocker + //Joker spielen + case CurMenu of + SM_Party_Main: + begin + ScreenSong.DoJoker(0) + end; + end; + end; + SDLK_2: + begin //Jocker + //Joker spielen + case CurMenu of + SM_Party_Main: + begin + ScreenSong.DoJoker(1) + end; + end; + end; + SDLK_3: + begin //Jocker + //Joker spielen + case CurMenu of + SM_Party_Main: + begin + ScreenSong.DoJoker(2) + end; + end; + end; + + + end; + end; +end; + +constructor TScreenSongMenu.Create; +var + I: integer; +begin + inherited Create; + + //Create Dummy SelectSlide Entrys + SetLength(ISelections, 1); + ISelections[0] := 'Dummy'; + + + AddText(Theme.SongMenu.TextMenu); + + LoadFromTheme(Theme.SongMenu); + + AddButton(Theme.SongMenu.Button1); + if (Length(Button[0].Text) = 0) then + AddButtonText(14, 20, 'Button 1'); + + AddButton(Theme.SongMenu.Button2); + if (Length(Button[1].Text) = 0) then + AddButtonText(14, 20, 'Button 2'); + + AddButton(Theme.SongMenu.Button3); + if (Length(Button[2].Text) = 0) then + AddButtonText(14, 20, 'Button 3'); + + AddSelectSlide(Theme.SongMenu.SelectSlide3, SelectValue, ISelections); + + AddButton(Theme.SongMenu.Button4); + if (Length(Button[3].Text) = 0) then + AddButtonText(14, 20, 'Button 4'); + + + Interaction := 0; +end; + +function TScreenSongMenu.Draw: boolean; +begin + inherited Draw; +end; + +procedure TScreenSongMenu.onShow; +begin + +end; + +procedure TScreenSongMenu.MenuShow(sMenu: Byte); +begin + Interaction := 0; //Reset Interaction + Visible := True; //Set Visible + Case sMenu of + SM_Main: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_MAIN'); + + Button[0].Visible := True; + Button[1].Visible := True; + Button[2].Visible := True; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY'); + Button[1].Text[0].Text := Language.Translate('SONG_MENU_CHANGEPLAYERS'); + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_EDIT'); + end; + + SM_PlayList: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST'); + + Button[0].Visible := True; + Button[1].Visible := True; + Button[2].Visible := True; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY'); + Button[1].Text[0].Text := Language.Translate('SONG_MENU_CHANGEPLAYERS'); + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_DEL'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_EDIT'); + end; + + SM_Playlist_Add: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_ADD'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := True; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD_NEW'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD_EXISTING'); + + SetLength(ISelections, Length(PlaylistMan.Playlists)); + PlaylistMan.GetNames(ISelections); + + if (Length(ISelections)>=1) then + begin + UpdateSelectSlideOptions(Theme.SongMenu.SelectSlide3, 0, ISelections, SelectValue); + end + else + begin + Button[3].Visible := False; + SelectsS[0].Visible := False; + Button[2].Visible := True; + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NOEXISTING'); + end; + end; + + SM_Playlist_New: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_NEW'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := True; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NEW_UNNAMED'); + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NEW_CREATE'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + end; + + SM_Playlist_DelItem: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_DELITEM'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + end; + + SM_Playlist_Load: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_LOAD'); + + //Show Delete Curent Playlist Button when Playlist is opened + Button[0].Visible := (CatSongs.CatNumShow = -3); + + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := True; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_DELCURRENT'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_LOAD'); + + SetLength(ISelections, Length(PlaylistMan.Playlists)); + PlaylistMan.GetNames(ISelections); + + if (Length(ISelections)>=1) then + begin + UpdateSelectSlideOptions(Theme.SongMenu.SelectSlide3, 0, ISelections, SelectValue); + Interaction := 3; + end + else + begin + Button[3].Visible := False; + SelectsS[0].Visible := False; + Button[2].Visible := True; + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NOEXISTING'); + Interaction := 2; + end; + end; + + SM_Playlist_Del: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_DEL'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + end; + + + SM_Party_Main: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PARTY_MAIN'); + + Button[0].Visible := True; + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY'); + //Button[1].Text[0].Text := Language.Translate('SONG_MENU_JOKER'); + //Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYMODI'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_JOKER'); + end; + + SM_Party_Joker: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PARTY_JOKER'); + + Button[0].Visible := (PartySession.Teams.NumTeams >= 1) AND (PartySession.Teams.Teaminfo[0].Joker > 0); + Button[1].Visible := (PartySession.Teams.NumTeams >= 2) AND (PartySession.Teams.Teaminfo[1].Joker > 0); + Button[2].Visible := (PartySession.Teams.NumTeams >= 3) AND (PartySession.Teams.Teaminfo[2].Joker > 0); + Button[3].Visible := True; + SelectsS[0].Visible := False; + + Button[0].Text[0].Text := String(PartySession.Teams.Teaminfo[0].Name); + Button[1].Text[0].Text := String(PartySession.Teams.Teaminfo[1].Name); + Button[2].Text[0].Text := String(PartySession.Teams.Teaminfo[2].Name); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + + //Set right Interaction + if (not Button[0].Visible) then + begin + if (not Button[1].Visible) then + begin + if (not Button[2].Visible) then + begin + Interaction := 4; + end + else Interaction := 2; + end + else Interaction := 1; + end; + + end; + end; +end; + +procedure TScreenSongMenu.HandleReturn; +begin + Case CurMenu of + SM_Main: + begin + Case Interaction of + 0: //Button 1 + begin + ScreenSong.StartSong; + Visible := False; + end; + + 1: //Button 2 + begin + //Select New Players then Sing: + ScreenSong.SelectPlayers; + Visible := False; + end; + + 2: //Button 3 + begin + //Show add to Playlist Menu + MenuShow(SM_Playlist_Add); + end; + + 3: //SelectSlide 3 + begin + //Dummy + end; + + 4: //Button 4 + begin + ScreenSong.OpenEditor; + Visible := False; + end; + end; + end; + + SM_PlayList: + begin + Visible := False; + Case Interaction of + 0: //Button 1 + begin + ScreenSong.StartSong; + Visible := False; + end; + + 1: //Button 2 + begin + //Select New Players then Sing: + ScreenSong.SelectPlayers; + Visible := False; + end; + + 2: //Button 3 + begin + //Show add to Playlist Menu + MenuShow(SM_Playlist_DelItem); + end; + + 3: //SelectSlide 3 + begin + //Dummy + end; + + 4: //Button 4 + begin + ScreenSong.OpenEditor; + Visible := False; + end; + end; + end; + + SM_Playlist_Add: + begin + Case Interaction of + 0: //Button 1 + begin + MenuShow(SM_Playlist_New); + end; + + 3: //SelectSlide 3 + begin + //Dummy + end; + + 4: //Button 4 + begin + PlaylistMan.AddItem(ScreenSong.Interaction, SelectValue); + Visible := False; + end; + end; + end; + + SM_Playlist_New: + begin + Case Interaction of + 0: //Button 1 + begin + //Nothing, Button for Entering Name + end; + + 2: //Button 3 + begin + //Create Playlist and Add Song + PlaylistMan.AddItem( + ScreenSong.Interaction, + PlaylistMan.AddPlaylist(Button[0].Text[0].Text)); + Visible := False; + end; + + 3: //SelectSlide 3 + begin + //Cancel -> Go back to Add screen + MenuShow(SM_Playlist_Add); + end; + + 4: //Button 4 + begin + Visible := False; + end; + end; + end; + + SM_Playlist_DelItem: + begin + Visible := False; + Case Interaction of + 0: //Button 1 + begin + //Delete + PlayListMan.DelItem(PlayListMan.GetIndexbySongID(ScreenSong.Interaction)); + Visible := False; + end; + + 4: //Button 4 + begin + MenuShow(SM_Playlist); + end; + end; + end; + + SM_Playlist_Load: + begin + Case Interaction of + 0: //Button 1 (Delete Playlist) + begin + MenuShow(SM_Playlist_Del); + end; + 4: //Button 4 + begin + //Load Playlist + PlaylistMan.SetPlayList(SelectValue); + Visible := False; + end; + end; + end; + + SM_Playlist_Del: + begin + Visible := False; + Case Interaction of + 0: //Button 1 + begin + //Delete + PlayListMan.DelPlaylist(PlaylistMan.CurPlayList); + Visible := False; + end; + + 4: //Button 4 + begin + MenuShow(SM_Playlist_Load); + end; + end; + end; + + SM_Party_Main: + begin + Case Interaction of + 0: //Button 1 + begin + //Start Singing + ScreenSong.StartSong; + Visible := False; + end; + + 4: //Button 4 + begin + //Joker + MenuShow(SM_Party_Joker); + end; + end; + end; + + SM_Party_Joker: + begin + Visible := False; + Case Interaction of + 0: //Button 1 + begin + //Joker Team 1 + ScreenSong.DoJoker(0); + end; + + 1: //Button 2 + begin + //Joker Team 2 + ScreenSong.DoJoker(1); + end; + + 2: //Button 3 + begin + //Joker Team 3 + ScreenSong.DoJoker(2); + end; + + 4: //Button 4 + begin + //Cancel... (Fo back to old Menu) + MenuShow(SM_Party_Main); + end; + end; + end; + end; +end; + +end. + diff --git a/Game/Code/Screens/UScreenStatMain.pas b/Game/Code/Screens/UScreenStatMain.pas index f7961727..223ad2b2 100644 --- a/Game/Code/Screens/UScreenStatMain.pas +++ b/Game/Code/Screens/UScreenStatMain.pas @@ -1,231 +1,285 @@ -unit UScreenStatMain; - -interface - -{$IFDEF FPC} - {$MODE DELPHI} -{$ENDIF} - - -uses - UMenu, SDL, SysUtils, UDisplay, UMusic, UIni, UThemes; - -type - TScreenStatMain = class(TMenu) - private - //Some Stat Value that don't need to be calculated 2 times - SongswithVid: Cardinal; - public - TextOverview: integer; - constructor Create; override; - function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; - procedure onShow; override; - procedure SetAnimationProgress(Progress: real); override; - - procedure SetOverview; - end; - -implementation - -uses UGraphic, UDataBase, USongs, ULanguage, windows, ULog; - -function TScreenStatMain.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(@ScreenMain); - end; - SDLK_RETURN: - begin - //Exit Button Pressed - if Interaction = 4 then begin - Music.PlayBack; - FadeTo(@ScreenMain); - end - else //One of the Stats Buttons Pressed - begin - Music.PlayBack; - ScreenStatDetail.Typ := Interaction; - FadeTo(@ScreenStatDetail); - 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 TScreenStatMain.Create; -var - I: integer; -begin - inherited Create; - - TextOverview := AddText(Theme.StatMain.TextOverview); - - LoadFromTheme(Theme.StatMain); - - AddButton(Theme.StatMain.ButtonScores); - if (Length(Button[0].Text)=0) then - AddButtonText(14, 20, Theme.StatDetail.Description[0]); - - AddButton(Theme.StatMain.ButtonSingers); - if (Length(Button[1].Text)=0) then - AddButtonText(14, 20, Theme.StatDetail.Description[1]); - - AddButton(Theme.StatMain.ButtonSongs); - if (Length(Button[2].Text)=0) then - AddButtonText(14, 20, Theme.StatDetail.Description[2]); - - AddButton(Theme.StatMain.ButtonBands); - if (Length(Button[3].Text)=0) then - AddButtonText(14, 20, Theme.StatDetail.Description[3]); - - AddButton(Theme.StatMain.ButtonExit); - if (Length(Button[4].Text)=0) then - AddButtonText(14, 20, Theme.Options.Description[4]); - - Interaction := 0; - - //Set Songs with Vid - SongswithVid := 0; - For I := 0 to high(Songs.Song) do - if (Songs.Song[I].Video <> '') then - Inc(SongswithVid); -end; - -procedure TScreenStatMain.onShow; -begin - //Set Overview Text: - SetOverview; -end; - -procedure TScreenStatMain.SetOverview; -var - Overview, Formatstr: String; - I: Integer; - //Some Vars to Save Attributes to - A1, A2, A3: Integer; - A4, A5: String; - Result1, Result2: AStatResult; - ResetTime: TSystemTime; - function GetFileCreation(Filename: String): TSystemTime; - var - FindData: TWin32FindData; - Handle: THandle; - begin - Handle := FindFirstFile(PChar(Filename), FindData); - if Handle <> INVALID_HANDLE_VALUE then - begin - FileTimeToSystemTime(FindData.ftCreationTime, Result); - Windows.FindClose(Handle); - end; - end; -begin - //Song Overview - - //Introduction - Formatstr := Language.Translate ('STAT_OVERVIEW_INTRO'); - {Format: - %0:d Ultrastar Version - %1:d Day of Reset (A1) - %2:d Month of Reset (A2) - %3:d Year of Reset (A3)} - - ResetTime := GetFileCreation(Database.Filename); - - A1 := ResetTime.wDay; - A2 := ResetTime.wMonth; - A3 := ResetTime.wYear; - try - Overview := Format(Formatstr, [Language.Translate('US_VERSION'), A1, A2, A3]); - except - on E: EConvertError do - Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_INTRO": ' + E.Message); - end; - - Formatstr := Language.Translate ('STAT_OVERVIEW_SONG'); - {Format: - %0:d Count Songs (A1) - %1:d Count of Sung Songs (A2) - %2:d Count of UnSung Songs - %3:d Count of Songs with Video (A3) - %4:s Name of the most popular Song} - A1 := Length(Songs.Song); - A2 := Database.GetTotalEntrys(2); - - A3 := SongswithVid; - - SetLength(Result1, 1); - Database.GetStats(Result1, 2, 1, 0, False); - A4 := Result1[0].Artist; - A5 := Result1[0].Title; - - try - Overview := Overview + '\n \n' + Format(Formatstr, [A1, A2, A1-A2, A3, A4, A5]); - except - on E: EConvertError do - Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_SONG": ' + E.Message); - end; - - //Player Overview - Formatstr := Language.Translate ('STAT_OVERVIEW_PLAYER'); - {Format: - %0:d Count Players (A1) - %1:s Best Player (Result) - %2:d Best Players Score - %3:s Best Score Player (Result2) - %4:d Best Score} - A1 := Database.GetTotalEntrys(1); - - SetLength(Result1, 1); - Database.GetStats(Result1, 1, 1, 0, False); - - SetLength(Result2, 1); - Database.GetStats(Result2, 0, 1, 0, False); - - try - Overview := Overview + '\n \n' + Format(Formatstr, [A1, Result1[0].Player, Result1[0].AverageScore, Result2[0].Singer, Result2[0].Score]); - except - on E: EConvertError do - Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_PLAYER": ' + E.Message); - end; - - Text[0].Text := Overview; -end; - - -procedure TScreenStatMain.SetAnimationProgress(Progress: real); -var I: Integer; -begin - For I := 0 to high(Button) do - Button[I].Texture.ScaleW := Progress; -end; - -end. +unit UScreenStatMain; + +interface + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + + +uses + UMenu, + SDL, + SysUtils, + UDisplay, + UMusic, + UIni, + UThemes; + +type + TScreenStatMain = class(TMenu) + private + //Some Stat Value that don't need to be calculated 2 times + SongswithVid: Cardinal; + public + TextOverview: integer; + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure SetAnimationProgress(Progress: real); override; + + procedure SetOverview; + end; + +implementation + +uses UGraphic, + UDataBase, + USongs, + ULanguage, + UCommon, + {$IFDEF win32} + windows, + {$ELSE} + sysconst, + {$ENDIF} + ULog; + +function TScreenStatMain.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(@ScreenMain); + end; + SDLK_RETURN: + begin + //Exit Button Pressed + if Interaction = 4 then begin + Music.PlayBack; + FadeTo(@ScreenMain); + end + else //One of the Stats Buttons Pressed + begin + Music.PlayBack; + ScreenStatDetail.Typ := Interaction; + FadeTo(@ScreenStatDetail); + 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 TScreenStatMain.Create; +var + I: integer; +begin + inherited Create; + + TextOverview := AddText(Theme.StatMain.TextOverview); + + LoadFromTheme(Theme.StatMain); + + AddButton(Theme.StatMain.ButtonScores); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[0]); + + AddButton(Theme.StatMain.ButtonSingers); + if (Length(Button[1].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[1]); + + AddButton(Theme.StatMain.ButtonSongs); + if (Length(Button[2].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[2]); + + AddButton(Theme.StatMain.ButtonBands); + if (Length(Button[3].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[3]); + + AddButton(Theme.StatMain.ButtonExit); + if (Length(Button[4].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[4]); + + Interaction := 0; + + //Set Songs with Vid + SongswithVid := 0; + For I := 0 to high(Songs.Song) do + if (Songs.Song[I].Video <> '') then + Inc(SongswithVid); +end; + +procedure TScreenStatMain.onShow; +begin + //Set Overview Text: + SetOverview; +end; + +procedure TScreenStatMain.SetOverview; +type + TwSystemTime = record + wYear, + wMonth, + wDayOfWeek, + wDay, + wHour, + wMinute, + wSecond, + wMilliseconds: Word; + end; +var + Overview, Formatstr: String; + I: Integer; + //Some Vars to Save Attributes to + A1, A2, A3: Integer; + A4, A5: String; + Result1, Result2: AStatResult; + ResetTime: TSystemTime; + + {$IFDEF win32} + function GetFileCreation(Filename: String): TSystemTime; + var + FindData: TWin32FindData; + Handle: THandle; + begin + Handle := FindFirstFile(PChar(Filename), FindData); + if Handle <> INVALID_HANDLE_VALUE then + begin + FileTimeToSystemTime(FindData.ftCreationTime, Result); + windows.FindClose(Handle); + end; + end; + + {$ELSE} + + function GetFileCreation(Filename: String): TSystemTime; + Var + F,D : Longint; + Begin + F:=FileCreate( Filename ); + try + D:=FileGetDate(F); + DateTimeToSystemTime( FileDateToDateTime(D) , result); + finally + FileClose(F); + end; + end; + {$ENDIF} + +begin + //Song Overview + + //Introduction + Formatstr := Language.Translate ('STAT_OVERVIEW_INTRO'); + (*Format: + %0:d Ultrastar Version + %1:d Day of Reset (A1) + %2:d Month of Reset (A2) + %3:d Year of Reset (A3)*) + + ResetTime := GetFileCreation(Database.Filename); + + {$IFDEF win32} + A1 := ResetTime.wDay; + A2 := ResetTime.wMonth; + A3 := ResetTime.wYear; + {$ELSE} + A1 := ResetTime.Day; + A2 := ResetTime.Month; + A3 := ResetTime.Year; + {$ENDIF} + + + try + Overview := Format(Formatstr, [Language.Translate('US_VERSION'), A1, A2, A3]); + except + on E: EConvertError do + Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_INTRO": ' + E.Message); + end; + + Formatstr := Language.Translate ('STAT_OVERVIEW_SONG'); + {Format: + %0:d Count Songs (A1) + %1:d Count of Sung Songs (A2) + %2:d Count of UnSung Songs + %3:d Count of Songs with Video (A3) + %4:s Name of the most popular Song} + A1 := Length(Songs.Song); + A2 := Database.GetTotalEntrys(2); + + A3 := SongswithVid; + + SetLength(Result1, 1); + Database.GetStats(Result1, 2, 1, 0, False); + A4 := Result1[0].Artist; + A5 := Result1[0].Title; + + try + Overview := Overview + '\n \n' + Format(Formatstr, [A1, A2, A1-A2, A3, A4, A5]); + except + on E: EConvertError do + Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_SONG": ' + E.Message); + end; + + //Player Overview + Formatstr := Language.Translate ('STAT_OVERVIEW_PLAYER'); + {Format: + %0:d Count Players (A1) + %1:s Best Player (Result) + %2:d Best Players Score + %3:s Best Score Player (Result2) + %4:d Best Score} + A1 := Database.GetTotalEntrys(1); + + SetLength(Result1, 1); + Database.GetStats(Result1, 1, 1, 0, False); + + SetLength(Result2, 1); + Database.GetStats(Result2, 0, 1, 0, False); + + try + Overview := Overview + '\n \n' + Format(Formatstr, [A1, Result1[0].Player, Result1[0].AverageScore, Result2[0].Singer, Result2[0].Score]); + except + on E: EConvertError do + Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_PLAYER": ' + E.Message); + end; + + Text[0].Text := Overview; +end; + + +procedure TScreenStatMain.SetAnimationProgress(Progress: real); +var I: Integer; +begin + For I := 0 to high(Button) do + Button[I].Texture.ScaleW := Progress; +end; + +end. -- cgit v1.2.3