From 5ed6620bad808381fce94f2cd67ee911b4d45bff Mon Sep 17 00:00:00 2001 From: whiteshark0 Date: Wed, 21 Mar 2007 19:19:04 +0000 Subject: git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Classes/TextGL.dcu | Bin 0 -> 8556 bytes Game/Code/Classes/TextGL.pas | 345 +++++ Game/Code/Classes/UCatCovers.dcu | Bin 0 -> 4945 bytes Game/Code/Classes/UCatCovers.pas | 143 ++ Game/Code/Classes/UCovers.dcu | Bin 0 -> 6055 bytes Game/Code/Classes/UCovers.pas | 226 ++++ Game/Code/Classes/UDLLManager.dcu | Bin 0 -> 6021 bytes Game/Code/Classes/UDLLManager.pas | 216 +++ Game/Code/Classes/UDraw.dcu | Bin 0 -> 41304 bytes Game/Code/Classes/UDraw.pas | 1613 ++++++++++++++++++++++ Game/Code/Classes/UFiles.dcu | Bin 0 -> 4673 bytes Game/Code/Classes/UFiles.pas | 326 +++++ Game/Code/Classes/UGraphic.dcu | Bin 0 -> 18647 bytes Game/Code/Classes/UGraphic.pas | 405 ++++++ Game/Code/Classes/UGraphicClasses.dcu | Bin 0 -> 341 bytes Game/Code/Classes/UGraphicClasses.pas | 7 + Game/Code/Classes/UIni.dcu | Bin 0 -> 22355 bytes Game/Code/Classes/UIni.pas | 693 ++++++++++ Game/Code/Classes/UJoystick.dcu | Bin 0 -> 2268 bytes Game/Code/Classes/UJoystick.pas | 124 ++ Game/Code/Classes/ULCD.dcu | Bin 0 -> 5497 bytes Game/Code/Classes/ULCD.pas | 287 ++++ Game/Code/Classes/ULCD.~pas | 287 ++++ Game/Code/Classes/ULanguage.dcu | Bin 0 -> 6519 bytes Game/Code/Classes/ULanguage.pas | 222 ++++ Game/Code/Classes/ULight.dcu | Bin 0 -> 2389 bytes Game/Code/Classes/ULight.pas | 116 ++ Game/Code/Classes/ULog.dcu | Bin 0 -> 6217 bytes Game/Code/Classes/ULog.pas | 227 ++++ Game/Code/Classes/ULyrics.dcu | Bin 0 -> 9029 bytes Game/Code/Classes/ULyrics.pas | 383 ++++++ Game/Code/Classes/UMain.dcu | Bin 0 -> 11501 bytes Game/Code/Classes/UMain.pas | 673 ++++++++++ Game/Code/Classes/UMusic.dcu | Bin 0 -> 15179 bytes Game/Code/Classes/UMusic.pas | 783 +++++++++++ Game/Code/Classes/UParty.dcu | Bin 0 -> 4129 bytes 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++ Game/Code/Menu/UMenu.dcu | Bin 0 -> 31672 bytes Game/Code/Menu/UMenu.pas | 1136 ++++++++++++++++ Game/Code/Menu/UMenuButton.dcu | Bin 0 -> 5472 bytes Game/Code/Menu/UMenuButton.pas | 238 ++++ Game/Code/Menu/UMenuInteract.dcu | Bin 0 -> 404 bytes Game/Code/Menu/UMenuInteract.pas | 14 + Game/Code/Menu/UMenuSelect.dcu | Bin 0 -> 3922 bytes Game/Code/Menu/UMenuSelect.pas | 198 +++ Game/Code/Menu/UMenuSelectSlide.dcu | Bin 0 -> 6108 bytes Game/Code/Menu/UMenuSelectSlide.pas | 335 +++++ Game/Code/Menu/UMenuStatic.dcu | Bin 0 -> 1594 bytes Game/Code/Menu/UMenuStatic.pas | 32 + Game/Code/Menu/UMenuText.dcu | Bin 0 -> 3155 bytes Game/Code/Menu/UMenuText.pas | 96 ++ Game/Code/SMpeg/USmpeg.alt.pas | 292 ++++ Game/Code/SMpeg/USmpeg.dcu | Bin 0 -> 6074 bytes Game/Code/SMpeg/USmpeg.pas | 299 +++++ Game/Code/Screens/UScreenEdit.dcu | Bin 0 -> 2915 bytes Game/Code/Screens/UScreenEdit.pas | 104 ++ Game/Code/Screens/UScreenEditConvert.dcu | Bin 0 -> 13604 bytes Game/Code/Screens/UScreenEditConvert.pas | 500 +++++++ Game/Code/Screens/UScreenEditHeader.dcu | Bin 0 -> 9398 bytes Game/Code/Screens/UScreenEditHeader.pas | 362 +++++ Game/Code/Screens/UScreenEditSub.dcu | Bin 0 -> 29283 bytes Game/Code/Screens/UScreenEditSub.pas | 1236 +++++++++++++++++ Game/Code/Screens/UScreenLevel.dcu | Bin 0 -> 3407 bytes Game/Code/Screens/UScreenLevel.pas | 101 ++ Game/Code/Screens/UScreenLoading.dcu | Bin 0 -> 2525 bytes Game/Code/Screens/UScreenLoading.pas | 48 + Game/Code/Screens/UScreenMain.dcu | Bin 0 -> 9661 bytes Game/Code/Screens/UScreenMain.pas | 384 ++++++ Game/Code/Screens/UScreenName.dcu | Bin 0 -> 4199 bytes Game/Code/Screens/UScreenName.pas | 114 ++ Game/Code/Screens/UScreenOpen.dcu | Bin 0 -> 4756 bytes Game/Code/Screens/UScreenOpen.pas | 151 +++ Game/Code/Screens/UScreenOptions.dcu | Bin 0 -> 4834 bytes Game/Code/Screens/UScreenOptions.pas | 221 ++++ Game/Code/Screens/UScreenOptionsGame.dcu | Bin 0 -> 4049 bytes Game/Code/Screens/UScreenOptionsGame.pas | 107 ++ Game/Code/Screens/UScreenOptionsGraphics.dcu | Bin 0 -> 3911 bytes Game/Code/Screens/UScreenOptionsGraphics.pas | 101 ++ Game/Code/Screens/UScreenOptionsLyrics.dcu | Bin 0 -> 3566 bytes Game/Code/Screens/UScreenOptionsLyrics.pas | 91 ++ Game/Code/Screens/UScreenOptionsRecord.dcu | Bin 0 -> 4885 bytes Game/Code/Screens/UScreenOptionsRecord.pas | 136 ++ Game/Code/Screens/UScreenOptionsSound.dcu | Bin 0 -> 3629 bytes Game/Code/Screens/UScreenOptionsSound.pas | 93 ++ Game/Code/Screens/UScreenOptionsThemes.dcu | Bin 0 -> 4188 bytes Game/Code/Screens/UScreenOptionsThemes.pas | 118 ++ Game/Code/Screens/UScreenPartyNewRound.dcu | Bin 0 -> 9085 bytes Game/Code/Screens/UScreenPartyNewRound.pas | 397 ++++++ Game/Code/Screens/UScreenPartyOptions.dcu | Bin 0 -> 5884 bytes Game/Code/Screens/UScreenPartyOptions.pas | 164 +++ Game/Code/Screens/UScreenPartyPlayer.dcu | Bin 0 -> 6068 bytes Game/Code/Screens/UScreenPartyPlayer.pas | 210 +++ Game/Code/Screens/UScreenPartyScore.dcu | Bin 0 -> 5605 bytes Game/Code/Screens/UScreenPartyScore.pas | 183 +++ Game/Code/Screens/UScreenPartyWin.dcu | Bin 0 -> 4642 bytes Game/Code/Screens/UScreenPartyWin.pas | 157 +++ Game/Code/Screens/UScreenScore.dcu | Bin 0 -> 10273 bytes Game/Code/Screens/UScreenScore.pas | 586 ++++++++ Game/Code/Screens/UScreenSing.dcu | Bin 0 -> 23327 bytes Game/Code/Screens/UScreenSing.pas | 1121 ++++++++++++++++ Game/Code/Screens/UScreenSingModi.dcu | Bin 0 -> 15109 bytes Game/Code/Screens/UScreenSingModi.pas | 1088 +++++++++++++++ Game/Code/Screens/UScreenSong.dcu | Bin 0 -> 29384 bytes Game/Code/Screens/UScreenSong.pas | 1690 +++++++++++++++++++++++ Game/Code/Screens/UScreenSongMenu.dcu | Bin 0 -> 7346 bytes Game/Code/Screens/UScreenSongMenu.pas | 355 +++++ Game/Code/Screens/UScreenTop5.dcu | Bin 0 -> 4531 bytes Game/Code/Screens/UScreenTop5.pas | 166 +++ Game/Code/Screens/UScreenWelcome.dcu | Bin 0 -> 3228 bytes Game/Code/Screens/UScreenWelcome.pas | 117 ++ Game/Code/UltraStar.RES | Bin 0 -> 1341060 bytes Game/Code/UltraStar.bdsproj | 168 +++ Game/Code/UltraStar.bdsproj.local | 2 + Game/Code/UltraStar.cfg | 41 + Game/Code/UltraStar.dof | 148 +++ Game/Code/UltraStar.dpr | 286 ++++ Game/Code/UltraStar.identcache2 | Bin 0 -> 3983 bytes Game/Code/UltraStar.rc | 15 + Game/Code/UltraStar.~dpr | 285 ++++ Game/Code/rccompillieren.bat | 1 + 140 files changed, 26256 insertions(+) create mode 100644 Game/Code/Classes/TextGL.dcu create mode 100644 Game/Code/Classes/TextGL.pas create mode 100644 Game/Code/Classes/UCatCovers.dcu create mode 100644 Game/Code/Classes/UCatCovers.pas create mode 100644 Game/Code/Classes/UCovers.dcu create mode 100644 Game/Code/Classes/UCovers.pas create mode 100644 Game/Code/Classes/UDLLManager.dcu create mode 100644 Game/Code/Classes/UDLLManager.pas create mode 100644 Game/Code/Classes/UDraw.dcu create mode 100644 Game/Code/Classes/UDraw.pas create mode 100644 Game/Code/Classes/UFiles.dcu create mode 100644 Game/Code/Classes/UFiles.pas create mode 100644 Game/Code/Classes/UGraphic.dcu create mode 100644 Game/Code/Classes/UGraphic.pas create mode 100644 Game/Code/Classes/UGraphicClasses.dcu create mode 100644 Game/Code/Classes/UGraphicClasses.pas create mode 100644 Game/Code/Classes/UIni.dcu create mode 100644 Game/Code/Classes/UIni.pas create mode 100644 Game/Code/Classes/UJoystick.dcu create mode 100644 Game/Code/Classes/UJoystick.pas create mode 100644 Game/Code/Classes/ULCD.dcu create mode 100644 Game/Code/Classes/ULCD.pas create mode 100644 Game/Code/Classes/ULCD.~pas create mode 100644 Game/Code/Classes/ULanguage.dcu create mode 100644 Game/Code/Classes/ULanguage.pas create mode 100644 Game/Code/Classes/ULight.dcu create mode 100644 Game/Code/Classes/ULight.pas create mode 100644 Game/Code/Classes/ULog.dcu create mode 100644 Game/Code/Classes/ULog.pas create mode 100644 Game/Code/Classes/ULyrics.dcu create mode 100644 Game/Code/Classes/ULyrics.pas create mode 100644 Game/Code/Classes/UMain.dcu create mode 100644 Game/Code/Classes/UMain.pas create mode 100644 Game/Code/Classes/UMusic.dcu create mode 100644 Game/Code/Classes/UMusic.pas create mode 100644 Game/Code/Classes/UParty.dcu create mode 100644 Game/Code/Classes/UParty.pas create mode 100644 Game/Code/Classes/UPliki.dcu create mode 100644 Game/Code/Classes/UPliki.pas create mode 100644 Game/Code/Classes/URecord.dcu create mode 100644 Game/Code/Classes/URecord.pas create mode 100644 Game/Code/Classes/UScores.dcu create mode 100644 Game/Code/Classes/UScores.pas create mode 100644 Game/Code/Classes/USkins.dcu create mode 100644 Game/Code/Classes/USkins.pas create mode 100644 Game/Code/Classes/USongs.dcu create mode 100644 Game/Code/Classes/USongs.pas create mode 100644 Game/Code/Classes/UTexture.dcu create mode 100644 Game/Code/Classes/UTexture.pas create mode 100644 Game/Code/Classes/UThemes.dcu create mode 100644 Game/Code/Classes/UThemes.pas create mode 100644 Game/Code/Classes/UTime.dcu create mode 100644 Game/Code/Classes/UTime.pas create mode 100644 Game/Code/Menu/UDisplay.dcu create mode 100644 Game/Code/Menu/UDisplay.pas create mode 100644 Game/Code/Menu/UDrawTexture.dcu create mode 100644 Game/Code/Menu/UDrawTexture.pas create mode 100644 Game/Code/Menu/UMenu.dcu create mode 100644 Game/Code/Menu/UMenu.pas create mode 100644 Game/Code/Menu/UMenuButton.dcu create mode 100644 Game/Code/Menu/UMenuButton.pas create mode 100644 Game/Code/Menu/UMenuInteract.dcu create mode 100644 Game/Code/Menu/UMenuInteract.pas create mode 100644 Game/Code/Menu/UMenuSelect.dcu create mode 100644 Game/Code/Menu/UMenuSelect.pas create mode 100644 Game/Code/Menu/UMenuSelectSlide.dcu create mode 100644 Game/Code/Menu/UMenuSelectSlide.pas create mode 100644 Game/Code/Menu/UMenuStatic.dcu create mode 100644 Game/Code/Menu/UMenuStatic.pas create mode 100644 Game/Code/Menu/UMenuText.dcu create mode 100644 Game/Code/Menu/UMenuText.pas create mode 100644 Game/Code/SMpeg/USmpeg.alt.pas create 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Game/Code/Screens/UScreenPartyNewRound.dcu create mode 100644 Game/Code/Screens/UScreenPartyNewRound.pas create mode 100644 Game/Code/Screens/UScreenPartyOptions.dcu create mode 100644 Game/Code/Screens/UScreenPartyOptions.pas create mode 100644 Game/Code/Screens/UScreenPartyPlayer.dcu create mode 100644 Game/Code/Screens/UScreenPartyPlayer.pas create mode 100644 Game/Code/Screens/UScreenPartyScore.dcu create mode 100644 Game/Code/Screens/UScreenPartyScore.pas create mode 100644 Game/Code/Screens/UScreenPartyWin.dcu create mode 100644 Game/Code/Screens/UScreenPartyWin.pas create mode 100644 Game/Code/Screens/UScreenScore.dcu create mode 100644 Game/Code/Screens/UScreenScore.pas create mode 100644 Game/Code/Screens/UScreenSing.dcu create mode 100644 Game/Code/Screens/UScreenSing.pas create mode 100644 Game/Code/Screens/UScreenSingModi.dcu create mode 100644 Game/Code/Screens/UScreenSingModi.pas create mode 100644 Game/Code/Screens/UScreenSong.dcu create mode 100644 Game/Code/Screens/UScreenSong.pas create mode 100644 Game/Code/Screens/UScreenSongMenu.dcu create mode 100644 Game/Code/Screens/UScreenSongMenu.pas create mode 100644 Game/Code/Screens/UScreenTop5.dcu create mode 100644 Game/Code/Screens/UScreenTop5.pas create mode 100644 Game/Code/Screens/UScreenWelcome.dcu create mode 100644 Game/Code/Screens/UScreenWelcome.pas create mode 100644 Game/Code/UltraStar.RES create mode 100644 Game/Code/UltraStar.bdsproj create mode 100644 Game/Code/UltraStar.bdsproj.local create mode 100644 Game/Code/UltraStar.cfg create mode 100644 Game/Code/UltraStar.dof create mode 100644 Game/Code/UltraStar.dpr create mode 100644 Game/Code/UltraStar.identcache2 create mode 100644 Game/Code/UltraStar.rc create mode 100644 Game/Code/UltraStar.~dpr create mode 100644 Game/Code/rccompillieren.bat (limited to 'Game/Code') diff --git a/Game/Code/Classes/TextGL.dcu b/Game/Code/Classes/TextGL.dcu new file mode 100644 index 00000000..772d09c1 Binary files /dev/null and b/Game/Code/Classes/TextGL.dcu differ diff --git a/Game/Code/Classes/TextGL.pas b/Game/Code/Classes/TextGL.pas new file mode 100644 index 00000000..cf09e48b --- /dev/null +++ b/Game/Code/Classes/TextGL.pas @@ -0,0 +1,345 @@ +unit TextGL; + +interface + +uses OpenGL12, SDL, UTexture, Classes, ULog; + +procedure BuildFont; // Build Our Bitmap Font +procedure KillFont; // Delete The Font +function glTextWidth(text: pchar): real; // Returns Text Width +procedure glPrintDone(text: pchar; Done: real; ColR, ColG, ColB: real); +procedure glPrintLetter(letter: char); +procedure glPrintLetterCut(letter: char; Start, Finish: real); +procedure glPrint(text: pchar); // Custom GL "Print" Routine +procedure glPrintCut(text: pchar); +procedure SetFontPos(X, Y: real); // Sets X And Y +procedure SetFontSize(Size: real); +procedure SetFontStyle(Style: integer); // sets active font style (normal, bold, etc) +procedure SetFontItalic(Enable: boolean); // sets italic type letter (works for all fonts) +procedure SetFontAspectW(Aspect: real); + +type + TTextGL = record + X: real; + Y: real; + Text: string; + Size: real; + ColR: real; + ColG: real; + ColB: real; + end; + + TFont = record + Tex: TTexture; + Width: array[0..255] of byte; + AspectW: real; + Centered: boolean; + Done: real; + Outline: real; + Italic: boolean; + end; + + +var + base: GLuint; // Base Display List For The Font Set + Fonts: array of TFont; + ActFont: integer; + PColR: real; // temps for glPrintDone + PColG: real; + PColB: real; + +implementation + +uses UMain, Windows, SysUtils, UGraphic; + +procedure BuildFont; // Build Our Bitmap Font +var + font: HFONT; // Windows Font ID + h_dc: hdc; + Rejestr: TResourceStream; + Pet: integer; +begin + ActFont := 0; + + SetLength(Fonts, 5); + Fonts[0].Tex := Texture.LoadTexture(true, 'Font', 'BMP', 'Font', 0); + Fonts[0].Tex.H := 30; + Fonts[0].AspectW := 0.9; + Fonts[0].Done := -1; + Fonts[0].Outline := 0; + + Fonts[1].Tex := Texture.LoadTexture(true, 'FontB', 'BMP', 'Font', 0); + Fonts[1].Tex.H := 30; + Fonts[1].AspectW := 1; + Fonts[1].Done := -1; + Fonts[1].Outline := 0; + + Fonts[2].Tex := Texture.LoadTexture(true, 'FontO', 'BMP', 'Font Outline', 0); + Fonts[2].Tex.H := 30; + Fonts[2].AspectW := 0.95; + Fonts[2].Done := -1; + Fonts[2].Outline := 5; + + Fonts[3].Tex := Texture.LoadTexture(true, 'FontO2', 'BMP', 'Font Outline 2', 0); + Fonts[3].Tex.H := 30; + Fonts[3].AspectW := 0.95; + Fonts[3].Done := -1; + Fonts[3].Outline := 4; + +{ Fonts[4].Tex := Texture.LoadTexture('FontO', 'BMP', 'Arrow', 0); // for score screen + Fonts[4].Tex.H := 30; + Fonts[4].AspectW := 0.95; + Fonts[4].Done := -1; + Fonts[4].Outline := 5;} + + + Rejestr := TResourceStream.Create(HInstance, 'Font', 'FNT'); + Rejestr.Read(Fonts[0].Width, 256); + Rejestr.Free; + + Rejestr := TResourceStream.Create(HInstance, 'FontB', 'FNT'); + Rejestr.Read(Fonts[1].Width, 256); + Rejestr.Free; + + Rejestr := TResourceStream.Create(HInstance, 'FontO', 'FNT'); + Rejestr.Read(Fonts[2].Width, 256); + Rejestr.Free; + + Rejestr := TResourceStream.Create(HInstance, 'FontO2', 'FNT'); + Rejestr.Read(Fonts[3].Width, 256); + Rejestr.Free; + +{ Rejestr := TResourceStream.Create(HInstance, 'FontO', 'FNT'); + Rejestr.Read(Fonts[4].Width, 256); + Rejestr.Free;} + + for Pet := 0 to 255 do + Fonts[1].Width[Pet] := Fonts[1].Width[Pet] div 2; + + for Pet := 0 to 255 do + Fonts[2].Width[Pet] := Fonts[2].Width[Pet] div 2 + 2; + + for Pet := 0 to 255 do + Fonts[3].Width[Pet] := Fonts[3].Width[Pet] + 1; + +{ for Pet := 0 to 255 do + Fonts[4].Width[Pet] := Fonts[4].Width[Pet] div 2 + 2;} + +end; + +procedure KillFont; // Delete The Font +begin +// glDeleteLists(base, 256); // Delete All 96 Characters +end; + +function glTextWidth(text: pchar): real; +var + Letter: char; +begin +// Log.LogStatus(Text, 'glTextWidth'); + Result := 0; + while (length(text) > 0) do begin + Letter := Text[0]; + text := pchar(Copy(text, 2, Length(text)-1)); + Result := Result + Fonts[ActFont].Width[Ord(Letter)] * Fonts[ActFont].Tex.H / 30 * Fonts[ActFont].AspectW; + end; // while +end; + +procedure glPrintDone(text: pchar; Done: real; ColR, ColG, ColB: real); +begin + Fonts[ActFont].Done := Done; + PColR := ColR; + PColG := ColG; + PColB := ColB; + glPrintCut(text); + Fonts[ActFont].Done := -1; +end; + +procedure glPrintLetter(Letter: char); +var + TexX, TexY: real; + TexR, TexB: real; + FWidth: real; + PL, PT: real; + PR, PB: real; + XItal: real; // X shift for italic type letter +begin + with Fonts[ActFont].Tex do begin + FWidth := Fonts[ActFont].Width[Ord(Letter)]; + + W := FWidth * (H/30) * Fonts[ActFont].AspectW; +// H := 30; + + // set texture positions + TexX := (ord(Letter) mod 16) * 1/16 + 1/32 - FWidth/1024 - Fonts[ActFont].Outline/1024; + TexY := (ord(Letter) div 16) * 1/16 + 2/1024; // 2/1024 + TexR := (ord(Letter) mod 16) * 1/16 + 1/32 + FWidth/1024 + Fonts[ActFont].Outline/1024; + TexB := (1 + ord(Letter) div 16) * 1/16 - 2/1024; + + // set vector positions + PL := X - Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW /2; + PT := Y; + PR := PL + W + Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW; + PB := PT + H; + if Fonts[ActFont].Italic = false then + XItal := 0 + else + XItal := 12; + + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, TexNum); + glBegin(GL_QUADS); + glTexCoord2f(TexX, TexY); glVertex2f(PL+XItal, PT); + glTexCoord2f(TexX, TexB); glVertex2f(PL, PB); + glTexCoord2f(TexR, TexB); glVertex2f(PR, PB); + glTexCoord2f(TexR, TexY); glVertex2f(PR+XItal, PT); + glEnd; + X := X + W; + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + end; // with +end; + +procedure glPrintLetterCut(letter: char; Start, Finish: real); +var + TexX, TexY: real; + TexR, TexB: real; + TexTemp: real; + FWidth: real; + PL, PT: real; + PR, PB: real; + OutTemp: real; + XItal: real; +begin + with Fonts[ActFont].Tex do begin + FWidth := Fonts[ActFont].Width[Ord(Letter)]; + + W := FWidth * (H/30) * Fonts[ActFont].AspectW; +// H := 30; + OutTemp := Fonts[ActFont].Outline * (H/30) * Fonts[ActFont].AspectW; + + // set texture positions + TexX := (ord(Letter) mod 16) * 1/16 + 1/32 - FWidth/1024 - Fonts[ActFont].Outline/1024; + TexY := (ord(Letter) div 16) * 1/16 + 2/1024; // 2/1024 + TexR := (ord(Letter) mod 16) * 1/16 + 1/32 + FWidth/1024 + Fonts[ActFont].Outline/1024; + TexB := (1 + ord(Letter) div 16) * 1/16 - 2/1024; + + TexTemp := TexX + Start * (TexR - TexX); + TexR := TexX + Finish * (TexR - TexX); + TexX := TexTemp; + + // set vector positions + PL := X - OutTemp / 2 + OutTemp * Start; + PT := Y; + PR := PL + (W + OutTemp) * (Finish - Start); + PB := PT + H; + if Fonts[ActFont].Italic = false then + XItal := 0 + else + XItal := 12; + + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, TexNum); + glBegin(GL_QUADS); + glTexCoord2f(TexX, TexY); glVertex2f(PL+XItal, PT); + glTexCoord2f(TexX, TexB); glVertex2f(PL, PB); + glTexCoord2f(TexR, TexB); glVertex2f(PR, PB); + glTexCoord2f(TexR, TexY); glVertex2f(PR+XItal, PT); // not tested with XItal + glEnd; + X := X + W * (Finish - Start); + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + end; // with + +end; + +procedure glPrint(text: pchar); // Custom GL "Print" Routine +var + Letter: char; +begin + if (Text = '') then // If There's No Text + Exit; // Do Nothing + + while (length(text) > 0) do begin + // cut + Letter := Text[0]; + Text := pchar(Copy(Text, 2, Length(Text)-1)); + + // print + glPrintLetter(Letter); + end; // while +end; + +procedure glPrintCut(text: pchar); +var + Letter: char; + PToDo: real; + PTotWidth: real; + PDoingNow: real; + S: string; +begin + if (Text = '') then // If There's No Text + Exit; // Do Nothing + + PTotWidth := glTextWidth(Text); + PToDo := Fonts[ActFont].Done; + + while (length(text) > 0) do begin + // cut + Letter := Text[0]; + Text := pchar(Copy(Text, 2, Length(Text)-1)); + + // analyze + S := Letter; + PDoingNow := glTextWidth(pchar(S)) / PTotWidth; + + // drawing + if (PToDo > 0) and (PDoingNow <= PToDo) then + glPrintLetter(Letter); + + if (PToDo > 0) and (PDoingNow > PToDo) then begin + glPrintLetterCut(Letter, 0, PToDo / PDoingNow); + glColor3f(PColR, PColG, PColB); + glPrintLetterCut(Letter, PToDo / PDoingNow, 1); + end; + + if (PToDo <= 0) then + glPrintLetter(Letter); + + PToDo := PToDo - PDoingNow; + + end; // while +end; + + +procedure SetFontPos(X, Y: real); +begin + Fonts[ActFont].Tex.X := X; + Fonts[ActFont].Tex.Y := Y; +end; + +procedure SetFontSize(Size: real); +begin + Fonts[ActFont].Tex.H := 30 * (Size/10); +end; + +procedure SetFontStyle(Style: integer); +begin + ActFont := Style; +end; + +procedure SetFontItalic(Enable: boolean); +begin + Fonts[ActFont].Italic := Enable; +end; + +procedure SetFontAspectW(Aspect: real); +begin + Fonts[ActFont].AspectW := Aspect; +end; + +end. diff --git a/Game/Code/Classes/UCatCovers.dcu b/Game/Code/Classes/UCatCovers.dcu new file mode 100644 index 00000000..2ff7a7d9 Binary files /dev/null and b/Game/Code/Classes/UCatCovers.dcu differ diff --git a/Game/Code/Classes/UCatCovers.pas b/Game/Code/Classes/UCatCovers.pas new file mode 100644 index 00000000..00a758c8 --- /dev/null +++ b/Game/Code/Classes/UCatCovers.pas @@ -0,0 +1,143 @@ +unit UCatCovers; +///////////////////////////////////////////////////////////////////////// +// UCatCovers by Whiteshark // +// Class for listing and managing the Category Covers // +///////////////////////////////////////////////////////////////////////// + +interface +uses UIni; + +type + TCatCovers = class + protected + cNames: array [low(ISorting)..high(ISorting)] of array of string; + cFiles: array [low(ISorting)..high(ISorting)] of array of string; + public + constructor Create; + procedure Load; //Load Cover aus Cover.ini and Cover Folder + procedure Add(Sorting: integer; Name, Filename: string); //Add a Cover + function CoverExists(Sorting: integer; Name: string): boolean; //Returns True when a cover with the given Name exists + function GetCover(Sorting: integer; Name: string): string; //Returns the Filename of a Cover + end; + +var +CatCovers: TCatCovers; + +implementation +uses IniFiles, SysUtils, Classes, UPliki, ULog; + +constructor TCatCovers.Create; +begin + Load; +end; + + //Load Cover aus Cover.ini and Cover Folder +procedure TCatCovers.Load; +var + Ini: TMemIniFile; + SR: TSearchRec; + List: TStringlist; + I, J: Integer; + Name, Filename, Temp: string; +begin +try + Ini := TMemIniFile.Create(CoversPath + 'covers.ini'); + List := TStringlist.Create; + + //Add every Cover in Covers Ini for Every Sorting option + for I := low(ISorting) to high(ISorting) do + begin + Ini.ReadSection(ISorting[I], List); + + for J := 0 to List.Count - 1 do + Add(I, List.Strings[J], CoversPath + Ini.ReadString(ISorting[I], List.Strings[J], 'NoCover.jpg')); + end; + +finally + Ini.Free; + List.Free; +end; + +try + //Add Covers from Folder + if (FindFirst (CoversPath + '*.jpg', faAnyFile, SR) = 0) then + repeat + //Add Cover if it doesn't exist for every Section + Name := SR.Name; + Filename := CoversPath + Name; + Delete (Name, length(Name) - 3, 4); + + for I := low(ISorting) to high(ISorting) do + begin + Temp := Name; + if ((I = sTitle) or (I = sTitle2)) and (Pos ('Title', Temp) <> 0) then + Delete (Temp, Pos ('Title', Temp), 5) + else if (I = sArtist) or (I = sArtist2) and (Pos ('Artist', Temp) <> 0) then + Delete (Temp, Pos ('Artist', Temp), 6); + + if not CoverExists(I, Temp) then + Add (I, Temp, Filename); + end; + until FindNext (SR) <> 0; + +finally + FindClose (SR); +end; + +end; + + //Add a Cover +procedure TCatCovers.Add(Sorting: integer; Name, Filename: string); +begin +if FileExists (Filename) then //If Exists -> Add +begin +SetLength (CNames[Sorting], Length(CNames[Sorting]) + 1); +SetLength (CFiles[Sorting], Length(CNames[Sorting]) + 1); + +CNames[Sorting][high(cNames[Sorting])] := Uppercase(Name); +CFiles[Sorting][high(cNames[Sorting])] := FileName; +end; +end; + + //Returns True when a cover with the given Name exists +function TCatCovers.CoverExists(Sorting: integer; Name: string): boolean; +var +I: Integer; +begin +Result := False; +Name := Uppercase(Name); //Case Insensitiv + +for I := low(cNames[Sorting]) to high(cNames[Sorting]) do +begin + if (cNames[Sorting][I] = Name) then //Found Name + begin + Result := true; + break; //Break For Loop + end; +end; +end; + + //Returns the Filename of a Cover +function TCatCovers.GetCover(Sorting: integer; Name: string): string; +var +I: Integer; +begin +Result := ''; +Name := Uppercase(Name); + +for I := low(cNames[Sorting]) to high(cNames[Sorting]) do +begin + if cNames[Sorting][I] = Name then + begin + Result := cFiles[Sorting][I]; + Break; + end; +end; + +//No Cover +if (Result = '') AND (FileExists(CoversPath + 'NoCover.jpg')) then + Result := CoversPath + 'NoCover.jpg'; + +end; + +end. diff --git a/Game/Code/Classes/UCovers.dcu b/Game/Code/Classes/UCovers.dcu new file mode 100644 index 00000000..ca99fc7c Binary files /dev/null and b/Game/Code/Classes/UCovers.dcu differ diff --git a/Game/Code/Classes/UCovers.pas b/Game/Code/Classes/UCovers.pas new file mode 100644 index 00000000..55329fd2 --- /dev/null +++ b/Game/Code/Classes/UCovers.pas @@ -0,0 +1,226 @@ +unit UCovers; + +interface +uses OpenGL12, Windows, Math, Classes, SysUtils, Graphics, UThemes, UTexture; + +type + TCover = record + Name: string; + W: word; + H: word; + Size: integer; + Position: integer; // position of picture in the cache file +// Data: array of byte; + end; + + TCovers = class + Cover: array of TCover; + W: word; + H: word; + Size: integer; + Data: array of byte; + WritetoFile: Boolean; + + constructor Create; + procedure Load; + procedure Save; + procedure AddCover(Name: string); + function CoverExists(Name: string): boolean; + function CoverNumber(Name: string): integer; + procedure PrepareData(Name: string); + end; + +var + Covers: TCovers; + +implementation +uses UPliki, ULog, DateUtils; + +constructor TCovers.Create; +begin + W := 128; + H := 128; + Size := W*H*3; + Load; + WritetoFile := True; +end; + +procedure TCovers.Load; +var + F: File; + C: integer; // cover number + W: word; + H: word; + Bits: byte; + NLen: word; + Name: string; +// Data: array of byte; +begin + if FileExists(GamePath + 'covers.cache') then begin + AssignFile(F, GamePath + 'covers.cache'); + Reset(F, 1); + + WritetoFile := not FileIsReadOnly(GamePath + 'covers.cache'); + + SetLength(Cover, 0); + + while not EOF(F) do begin + SetLength(Cover, Length(Cover)+1); + + BlockRead(F, W, 2); + Cover[High(Cover)].W := W; + + BlockRead(F, H, 2); + Cover[High(Cover)].H := H; + + BlockRead(F, Bits, 1); + + Cover[High(Cover)].Size := W * H * (Bits div 8); + + // test +// W := 128; +// H := 128; +// Bits := 24; +// Seek(F, FilePos(F) + 3); + + BlockRead(F, NLen, 2); + SetLength(Name, NLen); + + BlockRead(F, Name[1], NLen); + Cover[High(Cover)].Name := Name; + + Cover[High(Cover)].Position := FilePos(F); + Seek(F, FilePos(F) + W*H*(Bits div 8)); + +// SetLength(Cover[High(Cover)].Data, W*H*(Bits div 8)); +// BlockRead(F, Cover[High(Cover)].Data[0], W*H*(Bits div 8)); + + end; + + CloseFile(F); + end; // fileexists +end; + +procedure TCovers.Save; +var + F: File; + C: integer; // cover number + W: word; + H: word; + NLen: word; + Bits: byte; +begin +{ AssignFile(F, GamePath + 'covers.cache'); + Rewrite(F, 1); + + Bits := 24; + for C := 0 to High(Cover) do begin + W := Cover[C].W; + H := Cover[C].H; + + BlockWrite(F, W, 2); + BlockWrite(F, H, 2); + BlockWrite(F, Bits, 1); + + NLen := Length(Cover[C].Name); + BlockWrite(F, NLen, 2); + BlockWrite(F, Cover[C].Name[1], NLen); + BlockWrite(F, Cover[C].Data[0], W*H*(Bits div 8)); + end; + + CloseFile(F);} +end; + +procedure TCovers.AddCover(Name: string); +var + B: integer; + F: File; + C: integer; // cover number + NLen: word; + Bits: byte; +begin + if not CoverExists(Name) then begin + SetLength(Cover, Length(Cover)+1); + Cover[High(Cover)].Name := Name; + + Cover[High(Cover)].W := W; + Cover[High(Cover)].H := H; + Cover[High(Cover)].Size := Size; + + // do not copy data. write them directly to file +// SetLength(Cover[High(Cover)].Data, Size); +// for B := 0 to Size-1 do +// Cover[High(Cover)].Data[B] := CacheMipmap[B]; + + if WritetoFile then + begin + AssignFile(F, GamePath + 'covers.cache'); + if FileExists(GamePath + 'covers.cache') then begin + Reset(F, 1); + Seek(F, FileSize(F)); + end else + Rewrite(F, 1); + + Bits := 24; + + BlockWrite(F, W, 2); + BlockWrite(F, H, 2); + BlockWrite(F, Bits, 1); + + NLen := Length(Name); + BlockWrite(F, NLen, 2); + BlockWrite(F, Name[1], NLen); + + Cover[High(Cover)].Position := FilePos(F); + BlockWrite(F, CacheMipmap[0], W*H*(Bits div 8)); + + CloseFile(F); + end; + end + else + Cover[High(Cover)].Position := 0; +end; + +function TCovers.CoverExists(Name: string): boolean; +var + C: integer; // cover +begin + Result := false; + C := 0; + while (C <= High(Cover)) and (Result = false) do begin + if Cover[C].Name = Name then Result := true; + Inc(C); + end; +end; + +function TCovers.CoverNumber(Name: string): integer; +var + C: integer; +begin + Result := -1; + C := 0; + while (C <= High(Cover)) and (Result = -1) do begin + if Cover[C].Name = Name then Result := C; + Inc(C); + end; +end; + +procedure TCovers.PrepareData(Name: string); +var + F: File; + C: integer; +begin + if FileExists(GamePath + 'covers.cache') then begin + AssignFile(F, GamePath + 'covers.cache'); + Reset(F, 1); + + C := CoverNumber(Name); + SetLength(Data, Cover[C].Size); + if Length(Data) < 6 then beep; + Seek(F, Cover[C].Position); + BlockRead(F, Data[0], Cover[C].Size); + CloseFile(F); + end; +end; + +end. diff --git a/Game/Code/Classes/UDLLManager.dcu b/Game/Code/Classes/UDLLManager.dcu new file mode 100644 index 00000000..3ba97949 Binary files /dev/null and b/Game/Code/Classes/UDLLManager.dcu differ diff --git a/Game/Code/Classes/UDLLManager.pas b/Game/Code/Classes/UDLLManager.pas new file mode 100644 index 00000000..151f0617 --- /dev/null +++ b/Game/Code/Classes/UDLLManager.pas @@ -0,0 +1,216 @@ +unit UDLLManager; + +interface +uses ModiSDK, UPliki; + +type + TDLLMan = class + private + hLib: THandle; + P_Init: fModi_Init; + P_Draw: fModi_Draw; + P_Finish: fModi_Finish; + P_RData: pModi_RData; + public + Plugins: array of TPluginInfo; + PluginPaths: array of String; + Selected: ^TPluginInfo; + + constructor Create; + + procedure GetPluginList; + procedure ClearPluginInfo(No: Cardinal); + function LoadPluginInfo(Filename: String; No: Cardinal): boolean; + + function LoadPlugin(No: Cardinal): boolean; + procedure UnLoadPlugin; + + function PluginInit (const TeamInfo: TTeamInfo; var Playerinfo: TPlayerinfo; const Sentences: TSentences; const LoadTex: fModi_LoadTex; const Print: fModi_Print; LoadSound: fModi_LoadSound; PlaySound: fModi_PlaySound): boolean; + function PluginDraw (var Playerinfo: TPlayerinfo; const CurSentence: Cardinal): boolean; + function PluginFinish (var Playerinfo: TPlayerinfo): byte; + procedure PluginRData (handle: HSTREAM; buffer: Pointer; len: DWORD; user: DWORD); + end; + +var + DLLMan: TDLLMan; + +const DLLPath = 'Plugins\'; + +implementation +uses Windows, ULog, SysUtils; + + +constructor TDLLMan.Create; +begin + SetLength(Plugins, 0); + SetLength(PluginPaths, Length(Plugins)); + GetPluginList; +end; + +procedure TDLLMan.GetPluginList; +var + SR: TSearchRec; +begin + + if FindFirst(DLLPath + '*.dll', faAnyFile , SR) = 0 then + begin + repeat + SetLength(Plugins, Length(Plugins)+1); + SetLength(PluginPaths, Length(Plugins)); + + if LoadPluginInfo(SR.Name, High(Plugins)) then //Loaded succesful + begin + PluginPaths[High(PluginPaths)] := SR.Name; + end + else //Error Loading + begin + SetLength(Plugins, Length(Plugins)-1); + SetLength(PluginPaths, Length(Plugins)); + end; + + until FindNext(SR) <> 0; + FindClose(SR); + end; +end; + +procedure TDLLMan.ClearPluginInfo(No: Cardinal); +begin + Plugins[No].Name := 'unknown'; + Plugins[No].NumPlayers := 0; + + Plugins[No].Creator := 'Nobody'; + Plugins[No].PluginDesc := 'NO_PLUGIN_DESC'; + + Plugins[No].LoadSong := True; + Plugins[No].ShowScore := True; + Plugins[No].ShowBars := False; + Plugins[No].ShowNotes := True; + Plugins[No].LoadVideo := True; + Plugins[No].LoadBack := True; + + Plugins[No].TeamModeOnly := False; + Plugins[No].GetSoundData := False; + Plugins[No].Dummy := False; + + + Plugins[No].BGShowFull := False; + Plugins[No].BGShowFull_O := True; + + Plugins[No].ShowRateBar:= False; + Plugins[No].ShowRateBar_O := True; + + Plugins[No].EnLineBonus := False; + Plugins[No].EnLineBonus_O := True; +end; + +function TDLLMan.LoadPluginInfo(Filename: String; No: Cardinal): boolean; +var + hLibg: THandle; + Info: pModi_PluginInfo; + I: Integer; +begin + Result := False; + //Clear Plugin Info + ClearPluginInfo(No); + + {//Workaround Plugins Loaded 2 Times + For I := low(PluginPaths) to high(PluginPaths) do + if (PluginPaths[I] = Filename) then + exit; } + + //Load Libary + hLibg := LoadLibrary(PChar(DLLPath + Filename)); + //If Loaded + if (hLibg <> 0) then + begin + //Load Info Procedure + @Info := GetProcAddress (hLibg, PChar('PluginInfo')); + + //If Loaded + if (@Info <> nil) then + begin + //Load PluginInfo + Info (Plugins[No]); + Result := True; + end + else + Log.LogError('Could not Load Plugin "' + Filename + '": Info Procedure not Found'); + + FreeLibrary (hLibg); + end + else + Log.LogError('Could not Load Plugin "' + Filename + '": Libary not Loaded'); +end; + +function TDLLMan.LoadPlugin(No: Cardinal): boolean; +begin + Result := False; + //Load Libary + hLib := LoadLibrary(PChar(DLLPath + PluginPaths[No])); + //If Loaded + if (hLib <> 0) then + begin + //Load Info Procedure + @P_Init := GetProcAddress (hLib, PChar('Init')); + @P_Draw := GetProcAddress (hLib, PChar('Draw')); + @P_Finish := GetProcAddress (hLib, PChar('Finish')); + + //If Loaded + if (@P_Init <> nil) And (@P_Draw <> nil) And (@P_Finish <> nil) then + begin + Selected := @Plugins[No]; + Result := True; + end + else + begin + Log.LogError('Could not Load Plugin "' + PluginPaths[No] + '": Procedures not Found'); + + end; + end + else + Log.LogError('Could not Load Plugin "' + PluginPaths[No] + '": Libary not Loaded'); +end; + +procedure TDLLMan.UnLoadPlugin; +begin +if (hLib <> 0) then + FreeLibrary (hLib); + +//Selected := nil; +@P_Init := nil; +@P_Draw := nil; +@P_Finish := nil; +@P_RData := nil; +end; + +function TDLLMan.PluginInit (const TeamInfo: TTeamInfo; var Playerinfo: TPlayerinfo; const Sentences: TSentences; const LoadTex: fModi_LoadTex; const Print: fModi_Print; LoadSound: fModi_LoadSound; PlaySound: fModi_PlaySound): boolean; +begin +if (@P_Init <> nil) then + Result := P_Init (TeamInfo, PlayerInfo, Sentences, LoadTex, Print, LoadSound, PlaySound) +else + Result := False +end; + +function TDLLMan.PluginDraw (var Playerinfo: TPlayerinfo; const CurSentence: Cardinal): boolean; +begin +if (@P_Draw <> nil) then + Result := P_Draw (PlayerInfo, CurSentence) +else + Result := False +end; + +function TDLLMan.PluginFinish (var Playerinfo: TPlayerinfo): byte; +begin +if (@P_Finish <> nil) then + Result := P_Finish (PlayerInfo) +else + Result := 0; +end; + +procedure TDLLMan.PluginRData (handle: HSTREAM; buffer: Pointer; len: DWORD; user: DWORD); +begin +if (@P_RData <> nil) then + P_RData (handle, buffer, len, user); +end; + +end. diff --git a/Game/Code/Classes/UDraw.dcu b/Game/Code/Classes/UDraw.dcu new file mode 100644 index 00000000..a3fcecc9 Binary files /dev/null and b/Game/Code/Classes/UDraw.dcu differ diff --git a/Game/Code/Classes/UDraw.pas b/Game/Code/Classes/UDraw.pas new file mode 100644 index 00000000..e9433790 --- /dev/null +++ b/Game/Code/Classes/UDraw.pas @@ -0,0 +1,1613 @@ +unit UDraw; + +interface +uses UThemes, ModiSDK; + +procedure SingDraw; +procedure SingModiDraw (PlayerInfo: TPlayerInfo); +procedure SingDrawBackground; +procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer); +procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer); +procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrCzesci: integer); +procedure SingDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer); +procedure SingDrawPlayerCzesc(X, Y, W: real; NrGracza: integer; Space: integer); +procedure SingDrawPlayerBGCzesc(Left, Top, Right: real; NrCzesci, NrGracza: integer; Space: integer); +procedure SingDrawStar(X, Y, A: real); +procedure SingGoldenStar(X, Y, A: real); + +// The Singbar +procedure SingDrawSingbar(X, Y, W, H: real; Percent: integer); + +//Phrasen Bonus - Line Bonus +procedure SingDrawLineBonus( const X, Y: integer; Color: TRGB; Alpha: Single; Text: string); + +//Draw Editor NoteLines +procedure EditDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer); + + +type + TRecR = record + Top: real; + Left: real; + Right: real; + Bottom: real; + + Width: real; + WMid: real; + Height: real; + HMid: real; + + Mid: real; + end; + +var + NotesW: real; + NotesH: real; + Starfr: integer; + StarfrG: integer; + + + + //SingBar Mod + TickOld: cardinal; + TickOld2:cardinal; + //end Singbar Mod + + + + +const + Przedz = 32; + +implementation + +uses Windows, OpenGL12, UGraphic, SysUtils, UMusic, URecord, ULog, UScreenSing, UScreenSingModi, ULyrics, UMain, TextGL, UTexture, UDrawTexture, UIni, Math, UDLLManager; + +procedure SingDrawBackground; +var + Rec: TRecR; + TexRec: TRecR; +begin + if ScreenSing.Tex_Background.TexNum >= 1 then begin + + glClearColor (1, 1, 1, 1); + + if (Ini.MovieSize = 0) then //HalfSize BG + begin + (* half screen + gradient *) + Rec.Top := 110; // 80 + Rec.Bottom := Rec.Top + 20; + Rec.Left := 0; + Rec.Right := 800; + + TexRec.Top := (Rec.Top / 600) * ScreenSing.Tex_Background.TexH; + TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH; + TexRec.Left := 0; + TexRec.Right := ScreenSing.Tex_Background.TexW; + + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, ScreenSing.Tex_Background.TexNum); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + (* gradient draw *) + (* top *) + glColor4f(1, 1, 1, 0); + glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top); + glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top); + glColor4f(1, 1, 1, 1); + glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom); + (* mid *) + Rec.Top := Rec.Bottom; + Rec.Bottom := 490 - 20; // 490 - 20 + TexRec.Top := TexRec.Bottom; + TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH; + glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top); + (* bottom *) + Rec.Top := Rec.Bottom; + Rec.Bottom := 490; // 490 + TexRec.Top := TexRec.Bottom; + TexRec.Bottom := (Rec.Bottom / 600) * ScreenSing.Tex_Background.TexH; + glTexCoord2f(TexRec.Right, TexRec.Top); glVertex2f(Rec.Right, Rec.Top); + glTexCoord2f(TexRec.Left, TexRec.Top); glVertex2f(Rec.Left, Rec.Top); + glColor4f(1, 1, 1, 0); + glTexCoord2f(TexRec.Left, TexRec.Bottom); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(TexRec.Right, TexRec.Bottom); glVertex2f(Rec.Right, Rec.Bottom); + + glEnd; + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + end + else //Full Size BG + begin + glEnable(GL_TEXTURE_2D); + glBindTexture(GL_TEXTURE_2D, ScreenSing.Tex_Background.TexNum); + //glEnable(GL_BLEND); + glBegin(GL_QUADS); + + glTexCoord2f(0, 0); glVertex2f(0, 0); + glTexCoord2f(0, ScreenSing.Tex_Background.TexH); glVertex2f(0, 600); + glTexCoord2f( ScreenSing.Tex_Background.TexW, ScreenSing.Tex_Background.TexH); glVertex2f(800, 600); + glTexCoord2f( ScreenSing.Tex_Background.TexW, 0); glVertex2f(800, 0); + + glEnd; + glDisable(GL_TEXTURE_2D); + //glDisable(GL_BLEND); + end; + end; +end; + +procedure SingDrawOscilloscope(X, Y, W, H: real; NrSound: integer); +var + Pet: integer; +begin; +// Log.LogStatus('Oscilloscope', 'SingDraw'); + glColor3f(Skin_OscR, Skin_OscG, Skin_OscB); + if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then + glColor3f(1, 1, 1); + + glBegin(GL_LINE_STRIP); + glVertex2f(X, -Sound[NrSound].BufferArray[1] / $10000 * H + Y + H/2); + for Pet := 2 to Sound[NrSound].n div 1 do begin + glVertex2f(X + (Pet-1) * W / (Sound[NrSound].n - 1), + -Sound[NrSound].BufferArray[Pet] / $10000 * H + Y + H/2); + end; + glEnd; +end; + +procedure SingDrawNoteLines(Left, Top, Right: real; Space: integer); +var + Pet: integer; +begin + glEnable(GL_BLEND); + glColor4f(Skin_P1_LinesR, Skin_P1_LinesG, Skin_P1_LinesB, 0.4); + glBegin(GL_LINES); + for Pet := 0 to 9 do begin + glVertex2f(Left, Top + Pet * Space); + glVertex2f(Right, Top + Pet * Space); + end; + glEnd; + glDisable(GL_BLEND); +end; + +procedure SingDrawBeatDelimeters(Left, Top, Right: real; NrCzesci: integer); +var + Pet: integer; + TempR: real; +begin + TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote); + glEnable(GL_BLEND); + glBegin(GL_LINES); + for Pet := Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote to Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec do begin + if (Pet mod Czesci[NrCzesci].Resolution) = Czesci[NrCzesci].NotesGAP then + glColor4f(0, 0, 0, 1) + else + glColor4f(0, 0, 0, 0.3); + glVertex2f(Left + TempR * (Pet - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote), Top); + glVertex2f(Left + TempR * (Pet - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote), Top + 135); + end; + glEnd; + glDisable(GL_BLEND); +end; + +// draw blank Notebars +procedure SingDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer); +var + Rec: TRecR; + Pet: integer; + TempR: real; + R,G,B: real; +begin + glColor3f(1, 1, 1); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote); + with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do begin + for Pet := 0 to HighNut do begin + with Nuta[Pet] do begin + if not FreeStyle then begin + + // Golden Note Patch + case Wartosc of + 1: glColor4f(1, 1, 1, 0.85); + 2: glColor4f(1, 1, 0.3, 0.85); + end; // case + + + + // lewa czesc - left part + Rec.Left := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX; + Rec.Right := Rec.Left + NotesW; + Rec.Top := Top - (Ton-BaseNote)*Space/2 - NotesH; + Rec.Bottom := Rec.Top + 2 * NotesH; + glBindTexture(GL_TEXTURE_2D, Tex_Left[Color].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(7/8, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(7/8, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // srodkowa czesc - middle part + Rec.Left := Rec.Right; + Rec.Right := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX; + + glBindTexture(GL_TEXTURE_2D, Tex_Mid[Color].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(1/32, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(1/32, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(31/32, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(31/32, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // prawa czesc - right part + Rec.Left := Rec.Right; + Rec.Right := Rec.Right + NotesW; + + glBindTexture(GL_TEXTURE_2D, Tex_Right[Color].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(1/8, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(1/8, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + + // Golden Star Patch + //case Wartosc of + // 2: SingGoldenStar(Rec.Left, Rec.Top, 1, StarfrG); + //end; // case + + + end; // if not FreeStyle + end; // with + end; // for + end; // with + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); +end; + + +// draw sung notes +procedure SingDrawPlayerCzesc(X, Y, W: real; NrGracza: integer; Space: integer); +var + TempR: real; + Rec: TRecR; + N: integer; + R: real; + G: real; + B: real; + A: real; + NotesH2: real; + begin +// Log.LogStatus('Player notes', 'SingDraw'); + +// if NrGracza = 0 then LoadColor(R, G, B, 'P1Light') +// else LoadColor(R, G, B, 'P2Light'); + +// R := 71/255; +// G := 175/255; +// B := 247/255; + + + glColor3f(1, 1, 1); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + if Player[NrGracza].IlNut > 0 then begin + TempR := W / (Czesci[0].Czesc[Czesci[0].Akt].Koniec - Czesci[0].Czesc[Czesci[0].Akt].StartNote); + for N := 0 to Player[NrGracza].HighNut do begin + with Player[NrGracza].Nuta[N] do begin + // lewa czesc + Rec.Left := X + (Start-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR + 0.5 + 10*ScreenX; + Rec.Right := Rec.Left + NotesW; + + + // Half size Notes Patch + if Hit then begin + NotesH2 := NotesH + end else begin + NotesH2 := int(NotesH * 0.65); + end; //if + + + + // if True then + Rec.Top := Y - (Ton-Czesci[0].Czesc[Czesci[0].Akt].BaseNote)*Space/2 - NotesH2; + Rec.Bottom := Rec.Top + 2 *NotesH2; + + glColor3f(1, 1, 1); + glBindTexture(GL_TEXTURE_2D, Tex_Left[NrGracza+1].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(1/8, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(1/8, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(7/8, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(7/8, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // srodkowa czesc + Rec.Left := Rec.Right; + Rec.Right := X + (Start+Dlugosc-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR - NotesW - 0.5 + 10*ScreenX; + // (nowe) + if (Start+Dlugosc-1 = Czas.AktBeatD) then + Rec.Right := Rec.Right - (1-Frac(Czas.MidBeatD)) * TempR; + + if Rec.Right <= Rec.Left then Rec.Right := Rec.Left; + + +// glColor3f(R, G, B); +// glBindTexture(GL_TEXTURE_2D, Tex_MidGray.TexNum); + glBindTexture(GL_TEXTURE_2D, Tex_Mid[NrGracza+1].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(1/8, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(1/8, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(7/8, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(7/8, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + glColor3f(1, 1, 1); + + // prawa czesc + Rec.Left := Rec.Right; + Rec.Right := Rec.Right + NotesW; + + glBindTexture(GL_TEXTURE_2D, Tex_Right[NrGracza+1].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(1/8, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(1/8, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + + + //Rec.Right := X + (Start+Dlugosc-Czesci[0].Czesc[Czesci[0].Akt].StartNote) * TempR - NotesW - 0.5 + 10*ScreenX; + //if (Start+Dlugosc-1 = Czas.AktBeatD) then + if Perfect AND (Ini.GMAFix <> 1) then begin +// A := sqrt((1+sin(Music.Position * 3))/2); + A := 1 - 2*(Czas.Teraz - GetTimeFromBeat(Start+Dlugosc)); + if not (Start+Dlugosc-1 = Czas.AktBeatD) then + + //Star animation counter + //inc(Starfr); + //Starfr := Starfr mod 128; + + + SingDrawStar(Rec.Left+2, Rec.Top+4, A); + end; + + // detekt +{ Rec.Left := Round((Detekt-Czesci.Czesc[Czesci.Akt].Start) * TempR) + 130; + glColor3f(1, 0.2, 0.2); + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + glBegin(GL_QUADS); + glVertex(Rec.Left, Rec.Top-5); + glVertex(Rec.Left, Rec.Bottom+5); + glVertex(Rec.Left+1, Rec.Bottom+5); + glVertex(Rec.Left+1, Rec.Top-5); + glEnd; + glColor3f(1, 1, 1); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D);} + + // detekt + FFT length +{ Rec.Right := (Detekt-Czesci.Czesc[Czesci.Akt].Start) * TempR + 130; + // TempR = dlugosc 1 kostki + // 60 * 4 / BPM = czas w sekundach na 1 kostke, np. 0,4s + // 4096 / 44100 = czas jednego sampla FFT, np. 0,1s + // ile to ma kostek? np. 0.25 + // (4096 / 44100) / (60 * 4 / BPM), np. 0,1s / 0,4s = 0.25 + // * TempR = dlugosc sampla FFT + Rec.Left := Rec.Right - (Sound.n / 44100) / (60 * 4 / Muzyka.BPM) * TempR; + + glColor3f(1, 0.2, 0.2); + glVertex(Rec.Left, Rec.Top-4); + glVertex(Rec.Left, Rec.Bottom+4); + glVertex(Rec.Right, Rec.Bottom+4); + glVertex(Rec.Right, Rec.Top-4);} + + end; // with + end; // for + end; // if +end; + +//draw Note glow +procedure SingDrawPlayerBGCzesc(Left, Top, Right: real; NrCzesci, NrGracza: integer; Space: integer); +var + Rec: TRecR; + Pet: integer; + TempR: real; + R,G,B: real; + X1, X2, X3, X4: real; + W, H: real; +begin + if (Player[NrGracza].ScoreTotalI >= 0) then begin + glColor4f(1, 1, 1, sqrt((1+sin(Music.Position * 3))/4)/ 2 + 0.5 ); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote); + with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do begin + for Pet := 0 to HighNut do begin + with Nuta[Pet] do begin + if not FreeStyle then begin + // begin: 14, 20 + // easy: 6, 11 + W := NotesW * 2 + 2; + H := NotesH * 1.5 + 3.5; + + X2 := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX + 4; // wciecie + X1 := X2-W; + + X3 := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - 0.5 + 10*ScreenX - 4; // wciecie + X4 := X3+W; + + // left + Rec.Left := X1; + Rec.Right := X2; + Rec.Top := Top - (Ton-BaseNote)*Space/2 - H; + Rec.Bottom := Rec.Top + 2 * H; + + glBindTexture(GL_TEXTURE_2D, Tex_BG_Left[NrGracza+1].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(7/8, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(7/8, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + + // srodkowa czesc + Rec.Left := X2; + Rec.Right := X3; + + glBindTexture(GL_TEXTURE_2D, Tex_BG_Mid[NrGracza+1].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(1/32, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(1/32, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(31/32, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(31/32, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // prawa czesc + Rec.Left := X3; + Rec.Right := X4; + + glBindTexture(GL_TEXTURE_2D, Tex_BG_Right[NrGracza+1].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(1/8, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(1/8, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + end; // if not FreeStyle + end; // with + end; // for + end; // with + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); + end; +end; + +procedure SingDrawStar(X, Y, A: real); +var + TempR: real; + W, H: real; + Starframe: real; + begin + W := 32; + H := 32; + + // Golden Star Patch +// case Z of +// 1: glColor4f(1, 1, 1, A); +// 2: glColor4f(1, 1, 0.3, A); +// end; // case + + glColor4f(1, 1, 1, A); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, Tex_Note_Star.TexNum); + + Starframe := 15 - ((GetTickCount div 33) mod 16); + + glBegin(GL_QUADS); + glTexCoord2f((1/16) * Starframe, 0); glVertex2f(X-W, Y-H); + glTexCoord2f((1/16) * Starframe + (1/16), 0); glVertex2f(X-W, Y+H); + glTexCoord2f((1/16) * Starframe + (1/16), 1); glVertex2f(X+W, Y+H); + glTexCoord2f((1/16) * Starframe, 1); glVertex2f(X+W, Y-H); + glEnd; +end; + + +procedure SingGoldenStar(X, Y, A: real); +var + TempR: real; + W, H: real; + StarfrG2: real; + begin + W := 16; + H := 16; + glColor4f(1, 1, 0.3, A); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, Tex_Note_Star.TexNum); + StarfrG2 := 15 - ((GetTickCount div 67) mod 16); + glBegin(GL_QUADS); + //x1 + glTexCoord2f((1/16) * StarfrG2, 0); glVertex2f(X-W, Y-H); + glTexCoord2f((1/16) * StarfrG2 + (1/16), 0); glVertex2f(X-W, Y+H); + glTexCoord2f((1/16) * StarfrG2 + (1/16), 1); glVertex2f(X+W, Y+H); + glTexCoord2f((1/16) * StarfrG2, 1); glVertex2f(X+W, Y-H); + glEnd; +end; + + +procedure SingDraw; +var + Pet: integer; + Pet2: integer; + TempR: real; + Rec: TRecR; + TexRec: TRecR; + NR: TRecR; + FS: real; + BarFrom: integer; + BarAlpha: real; + BarWspol: real; + TempCol: real; + Tekst: string; + LyricTemp: string; + PetCz: integer; + + + + //SingBar Mod + A: Integer; + E: Integer; + I: Integer; + //end Singbar Mod + + + +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; + + // background //BG Fullsize Mod + //SingDrawBackground; + + // time bar +// Log.LogStatus('Time Bar', 'SingDraw'); + glBegin(GL_QUADS); + glColor3f(0.9, 0.9, 0.9); + glVertex2f(140 + 10*ScreenX, 21); + glVertex2f(140 + 10*ScreenX, 29); + glVertex2f(330 + 10*ScreenX, 29); + glVertex2f(330 + 10*ScreenX, 21); + glColor3f(Skin_TimeR, Skin_TimeG, Skin_TimeB); + glVertex2f(140 + 10*ScreenX, 21); + glVertex2f(140 + 10*ScreenX, 29); + glVertex2f(140 + 10*ScreenX+(330-140)*(Czas.Teraz/Czas.Razem), 29); + glVertex2f(140 + 10*ScreenX+(330-140)*(Czas.Teraz/Czas.Razem), 21); + glEnd; + + // rysuje paski pod nutami + if PlayersPlay = 1 then + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); + if (PlayersPlay = 2) or (PlayersPlay = 4) then begin + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15); + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); + end; + + if (PlayersPlay = 3) or (PlayersPlay = 6) then begin + SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12); + SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12); + SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12); + end; + + // rysuje tekst - new Lyric engine + ScreenSing.LyricMain.Draw; + ScreenSing.LyricSub.Draw; + + // rysuje pasek, podpowiadajacy poczatek spiwania w scenie + FS := 1.3; + BarFrom := Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start; + if BarFrom > 40 then BarFrom := 40; + if (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more + (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat > 0) and // przed tekstem + (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat < 40) then begin // ale nie za wczesnie + BarWspol := (Czas.MidBeat - (Czesci[0].Czesc[Czesci[0].Akt].StartNote - BarFrom)) / BarFrom; + Rec.Left := NR.Left + BarWspol * +// (NR.WMid - Czesci[0].Czesc[Czesci[0].Akt].LyricWidth / 2 * FS - 50); + (ScreenSing.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX; + Rec.Right := Rec.Left + 50; + Rec.Top := Skin_LyricsT + 3; + Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3; + + // zapalanie + BarAlpha := (BarWspol*10) * 0.5; + if BarAlpha > 0.5 then BarAlpha := 0.5; + + // gaszenie + if BarWspol > 0.95 then BarAlpha := 0.5 * (1 - (BarWspol - 0.95) * 20); + //Change fuer Crazy Joker + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glColor4f(26/255, 165/255, 220/255, 0); + glVertex2f(Rec.Left, Rec.Top); + glVertex2f(Rec.Left, Rec.Bottom); + glColor4f(26/255, 165/255, 220/255, BarAlpha); + glVertex2f(Rec.Right, Rec.Bottom); + glVertex2f(Rec.Right, Rec.Top); + glEnd; + glDisable(GL_BLEND); + end; + + // oscilloscope + if Ini.Oscilloscope = 1 then begin + if PlayersPlay = 1 then + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + + if PlayersPlay = 2 then begin + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); + end; + if ScreenAct = 2 then begin + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2); + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3); + end; + end; + + if PlayersPlay = 3 then begin + SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0); + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0); + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); + end; + if ScreenAct = 2 then begin + SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3); + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4); + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5); + end; + end; + + end + + //SingBar Mod + else if Ini.Oscilloscope = 2 then begin + A := GetTickCount div 33; + if A <> Tickold then begin + Tickold := A; + for E := 0 to (PlayersPlay - 1) do begin //Set new Pos + Alpha + I := Player[E].ScorePercentTarget - Player[E].ScorePercent; + if I > 0 then Inc(Player[E].ScorePercent) + else if I < 0 then Dec(Player[E].ScorePercent); + end; //for + end; //if + if PlayersPlay = 1 then begin + SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent); + end; + if PlayersPlay = 2 then begin + SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent); + SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent); + end; + if PlayersPlay = 3 then begin + SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent); + SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent); + SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent); + end; + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent); + SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent); + end; + if ScreenAct = 2 then begin + SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent); + SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[3].ScorePercent); + end; + end; + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent); + SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent); + SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent); + end; + if ScreenAct = 2 then begin + SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[3].ScorePercent); + SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[4].ScorePercent); + SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[5].ScorePercent); + end; + end; + end; + //end Singbar Mod + + //PhrasenBonus - Line Bonus Mod + if Ini.LineBonus > 0 then begin + A := GetTickCount div 33; + if (A <> Tickold2) AND (Player[0].LineBonus_Visible) then begin + Tickold2 := A; + for E := 0 to (PlayersPlay - 1) do begin + //Change Alpha + Player[E].LineBonus_Alpha := Player[E].LineBonus_Alpha - 0.02; + + if Player[E].LineBonus_Alpha <= 0 then + Player[E].LineBonus_Visible := False + else + begin + //Change Position + if (Player[E].LineBonus_PosX < Player[E].LineBonus_TargetX) then + Inc(Player[E].LineBonus_PosX,1) + else if (Player[E].LineBonus_PosX > Player[E].LineBonus_TargetX) then + Dec(Player[E].LineBonus_PosX,1); + + if (Player[E].LineBonus_PosY < Player[E].LineBonus_TargetY) then + Inc(Player[E].LineBonus_PosY,1) + else if (Player[E].LineBonus_PosY > Player[E].LineBonus_TargetY) then + Dec(Player[E].LineBonus_PosY,1); + + end; + end; + end; //if + + if PlayersPlay = 1 then begin + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text); + end + else if PlayersPlay = 2 then begin + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text); + SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text); + end + else if PlayersPlay = 3 then begin + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text); + SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text); + SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text); + end + else if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text); + SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text); + end; + if ScreenAct = 2 then begin + SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text); + SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text); + end; + end; + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text); + SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text); + SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text); + end; + if ScreenAct = 2 then begin + SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text); + SingDrawLineBonus( Player[4].LineBonus_PosX, Player[4].LineBonus_PosY, Player[4].LineBonus_Color, Player[4].LineBonus_Alpha, Player[4].LineBonus_Text); + SingDrawLineBonus( Player[5].LineBonus_PosX, Player[5].LineBonus_PosY, Player[5].LineBonus_Color, Player[5].LineBonus_Alpha, Player[5].LineBonus_Text); + end; + end; + end; + //PhrasenBonus - Line Bonus Mod End + + + // rysuje paski +// Log.LogStatus('Original notes', 'SingDraw'); + case Ini.Difficulty of + 0: + begin + NotesH := 11; // 9 + NotesW := 6; // 5 + end; + 1: + begin + NotesH := 8; // 7 + NotesW := 4; // 4 + end; + 2: + begin + NotesH := 5; + NotesW := 3; + end; + end; + + if PlayersPlay = 1 then begin + SingDrawPlayerBGCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15); + SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15); + end; + + if (PlayersPlay = 2) then begin + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); + + SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); + SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); + + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); + end; + + if PlayersPlay = 3 then begin + NotesW := NotesW * 0.8; + NotesH := NotesH * 0.8; + + SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); + + SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); + SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12); + SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12); + + SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); + end; + if ScreenAct = 2 then begin + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15); + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15); + end; + + SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); + SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); + + if ScreenAct = 1 then begin + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); + end; + if ScreenAct = 2 then begin + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 2, 15); + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 3, 15); + end; + end; + + if PlayersPlay = 6 then begin + NotesW := NotesW * 0.8; + NotesH := NotesH * 0.8; + + if ScreenAct = 1 then begin + SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); + end; + if ScreenAct = 2 then begin + SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12); + end; + + SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); + SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12); + SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12); + + if ScreenAct = 1 then begin + SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); + end; + if ScreenAct = 2 then begin + SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 3, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 4, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12); + end; + end; + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); +end; + +procedure SingModiDraw (PlayerInfo: TPlayerInfo); +var + Pet: integer; + Pet2: integer; + TempR: real; + Rec: TRecR; + TexRec: TRecR; + NR: TRecR; + FS: real; + BarFrom: integer; + BarAlpha: real; + BarWspol: real; + TempCol: real; + Tekst: string; + LyricTemp: string; + PetCz: integer; + + + + //SingBar Mod + A: Integer; + E: Integer; + I: Integer; + //end Singbar Mod + + + +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; + + // background //BG Fullsize Mod + //SingDrawBackground; + + // time bar +// Log.LogStatus('Time Bar', 'SingDraw'); + glBegin(GL_QUADS); + glColor3f(0.9, 0.9, 0.9); + glVertex2f(140 + 10*ScreenX, 21); + glVertex2f(140 + 10*ScreenX, 29); + glVertex2f(330 + 10*ScreenX, 29); + glVertex2f(330 + 10*ScreenX, 21); + glColor3f(Skin_TimeR, Skin_TimeG, Skin_TimeB); + glVertex2f(140 + 10*ScreenX, 21); + glVertex2f(140 + 10*ScreenX, 29); + glVertex2f(140 + 10*ScreenX+(330-140)*(Czas.Teraz/Czas.Razem), 29); + glVertex2f(140 + 10*ScreenX+(330-140)*(Czas.Teraz/Czas.Razem), 21); + glEnd; + + if DLLMan.Selected.ShowNotes then + begin + // rysuje paski pod nutami + if PlayersPlay = 1 then + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); + if (PlayersPlay = 2) or (PlayersPlay = 4) then begin + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P1_NotesB - 105, Nr.Right + 10*ScreenX, 15); + SingDrawNoteLines(Nr.Left + 10*ScreenX, Skin_P2_NotesB - 105, Nr.Right + 10*ScreenX, 15); + end; + + if (PlayersPlay = 3) or (PlayersPlay = 6) then begin + SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12); + SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12); + SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12); + end; + end; + + // rysuje tekst - new Lyric engine + ScreenSingModi.LyricMain.Draw; + ScreenSingModi.LyricSub.Draw; + + // rysuje pasek, podpowiadajacy poczatek spiwania w scenie + FS := 1.3; + BarFrom := Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start; + if BarFrom > 40 then BarFrom := 40; + if (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czesci[0].Czesc[Czesci[0].Akt].Start > 8) and // dluga przerwa //16->12 for more help bars and then 12->8 for even more + (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat > 0) and // przed tekstem + (Czesci[0].Czesc[Czesci[0].Akt].StartNote - Czas.MidBeat < 40) then begin // ale nie za wczesnie + BarWspol := (Czas.MidBeat - (Czesci[0].Czesc[Czesci[0].Akt].StartNote - BarFrom)) / BarFrom; + Rec.Left := NR.Left + BarWspol * + // (NR.WMid - Czesci[0].Czesc[Czesci[0].Akt].LyricWidth / 2 * FS - 50); + (ScreenSingModi.LyricMain.ClientX - NR.Left - 50) + 10*ScreenX; + Rec.Right := Rec.Left + 50; + Rec.Top := Skin_LyricsT + 3; + Rec.Bottom := Rec.Top + 33;//SingScreen.LyricMain.Size * 3; + + // zapalanie + BarAlpha := (BarWspol*10) * 0.5; + if BarAlpha > 0.5 then BarAlpha := 0.5; + + // gaszenie + if BarWspol > 0.95 then BarAlpha := 0.5 * (1 - (BarWspol - 0.95) * 20); + //Change fuer Crazy Joker + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glColor4f(26/255, 165/255, 220/255, 0); + glVertex2f(Rec.Left, Rec.Top); + glVertex2f(Rec.Left, Rec.Bottom); + glColor4f(26/255, 165/255, 220/255, BarAlpha); + glVertex2f(Rec.Right, Rec.Bottom); + glVertex2f(Rec.Right, Rec.Top); + glEnd; + glDisable(GL_BLEND); + end; + + // oscilloscope + if (((Ini.Oscilloscope = 1) AND (DLLMan.Selected.ShowRateBar_O)) AND (NOT DLLMan.Selected.ShowRateBar)) then begin + if PlayersPlay = 1 then + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + + if PlayersPlay = 2 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 0); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 1); + end; + if ScreenAct = 2 then begin + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawOscilloscope(190 + 10*ScreenX, 55, 180, 40, 2); + if PlayerInfo.Playerinfo[3].Enabled then + SingDrawOscilloscope(425 + 10*ScreenX, 55, 180, 40, 3); + end; + end; + + if PlayersPlay = 3 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawOscilloscope(75 + 10*ScreenX, 95, 100, 20, 0); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 0); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 1); + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 2); + end; + if ScreenAct = 2 then begin + if PlayerInfo.Playerinfo[3].Enabled then + SingDrawOscilloscope( 75 + 10*ScreenX, 95, 100, 20, 3); + if PlayerInfo.Playerinfo[4].Enabled then + SingDrawOscilloscope(370 + 10*ScreenX, 95, 100, 20, 4); + if PlayerInfo.Playerinfo[5].Enabled then + SingDrawOscilloscope(670 + 10*ScreenX, 95, 100, 20, 5); + end; + end; + + end + + //SingBar Mod + else if ((Ini.Oscilloscope = 2) AND (DLLMan.Selected.ShowRateBar_O)) OR (DLLMan.Selected.ShowRateBar) then begin + A := GetTickCount div 33; + if A <> Tickold then begin + Tickold := A; + for E := 0 to (PlayersPlay - 1) do begin //Set new Pos + Alpha + I := Player[E].ScorePercentTarget - Player[E].ScorePercent; + if I > 0 then Inc(Player[E].ScorePercent) + else if I < 0 then Dec(Player[E].ScorePercent); + end; //for + end; //if + if PlayersPlay = 1 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent); + end; + if PlayersPlay = 2 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent); + end; + if PlayersPlay = 3 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent); + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent); + end; + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent); + end; + if ScreenAct = 2 then begin + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent); + if PlayerInfo.Playerinfo[3].Enabled then + SingDrawSingbar(620 + 10*ScreenX, 95, 100, 8, Player[3].ScorePercent); + end; + end; + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[0].ScorePercent); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[1].ScorePercent); + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[2].ScorePercent); + end; + if ScreenAct = 2 then begin + if PlayerInfo.Playerinfo[3].Enabled then + SingDrawSingbar( 75 + 10*ScreenX, 95, 100, 8, Player[3].ScorePercent); + if PlayerInfo.Playerinfo[4].Enabled then + SingDrawSingbar(370 + 10*ScreenX, 95, 100, 8, Player[4].ScorePercent); + if PlayerInfo.Playerinfo[5].Enabled then + SingDrawSingbar(670 + 10*ScreenX, 95, 100, 8, Player[5].ScorePercent); + end; + end; + end; + //end Singbar Mod + + //PhrasenBonus - Line Bonus Mod + if ((Ini.LineBonus > 0) AND (DLLMan.Selected.EnLineBonus_O)) OR (DLLMan.Selected.EnLineBonus) then begin + A := GetTickCount div 33; + if (A <> Tickold2) AND (Player[0].LineBonus_Visible) then begin + Tickold2 := A; + for E := 0 to (PlayersPlay - 1) do begin + //Change Alpha + Player[E].LineBonus_Alpha := Player[E].LineBonus_Alpha - 0.02; + + if Player[E].LineBonus_Alpha <= 0 then + Player[E].LineBonus_Visible := False + else + begin + //Change Position + if (Player[E].LineBonus_PosX < Player[E].LineBonus_TargetX) then + Inc(Player[E].LineBonus_PosX,1) + else if (Player[E].LineBonus_PosX > Player[E].LineBonus_TargetX) then + Dec(Player[E].LineBonus_PosX,1); + + if (Player[E].LineBonus_PosY < Player[E].LineBonus_TargetY) then + Inc(Player[E].LineBonus_PosY,1) + else if (Player[E].LineBonus_PosY > Player[E].LineBonus_TargetY) then + Dec(Player[E].LineBonus_PosY,1); + + end; + end; + end; //if + + if PlayersPlay = 1 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text); + end + else if PlayersPlay = 2 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text); + end + else if PlayersPlay = 3 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text); + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text); + end + else if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text); + end; + if ScreenAct = 2 then begin + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text); + if PlayerInfo.Playerinfo[3].Enabled then + SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text); + end; + end; + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + if PlayerInfo.Playerinfo[0].Enabled then + SingDrawLineBonus( Player[0].LineBonus_PosX, Player[0].LineBonus_PosY, Player[0].LineBonus_Color, Player[0].LineBonus_Alpha, Player[0].LineBonus_Text); + if PlayerInfo.Playerinfo[1].Enabled then + SingDrawLineBonus( Player[1].LineBonus_PosX, Player[1].LineBonus_PosY, Player[1].LineBonus_Color, Player[1].LineBonus_Alpha, Player[1].LineBonus_Text); + if PlayerInfo.Playerinfo[2].Enabled then + SingDrawLineBonus( Player[2].LineBonus_PosX, Player[2].LineBonus_PosY, Player[2].LineBonus_Color, Player[2].LineBonus_Alpha, Player[2].LineBonus_Text); + end; + if ScreenAct = 2 then begin + if PlayerInfo.Playerinfo[3].Enabled then + SingDrawLineBonus( Player[3].LineBonus_PosX, Player[3].LineBonus_PosY, Player[3].LineBonus_Color, Player[3].LineBonus_Alpha, Player[3].LineBonus_Text); + if PlayerInfo.Playerinfo[4].Enabled then + SingDrawLineBonus( Player[4].LineBonus_PosX, Player[4].LineBonus_PosY, Player[4].LineBonus_Color, Player[4].LineBonus_Alpha, Player[4].LineBonus_Text); + if PlayerInfo.Playerinfo[5].Enabled then + SingDrawLineBonus( Player[5].LineBonus_PosX, Player[5].LineBonus_PosY, Player[5].LineBonus_Color, Player[5].LineBonus_Alpha, Player[5].LineBonus_Text); + end; + end; + end; + //PhrasenBonus - Line Bonus Mod End + + + // rysuje paski +// Log.LogStatus('Original notes', 'SingDraw'); + case Ini.Difficulty of + 0: + begin + NotesH := 11; // 9 + NotesW := 6; // 5 + end; + 1: + begin + NotesH := 8; // 7 + NotesW := 4; // 4 + end; + 2: + begin + NotesH := 5; + NotesW := 3; + end; + end; + + if (DLLMAn.Selected.ShowNotes And DLLMan.Selected.LoadSong) then + begin + if (PlayersPlay = 1) And PlayerInfo.Playerinfo[0].Enabled then begin + SingDrawPlayerBGCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 0, 15); + SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 0, 15); + end; + + if (PlayersPlay = 2) then begin + if PlayerInfo.Playerinfo[0].Enabled then + begin + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); + SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); + end; + if PlayerInfo.Playerinfo[1].Enabled then + begin + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); + SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); + end; + + end; + + if PlayersPlay = 3 then begin + NotesW := NotesW * 0.8; + NotesH := NotesH * 0.8; + + if PlayerInfo.Playerinfo[0].Enabled then + begin + SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); + SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); + end; + + if PlayerInfo.Playerinfo[1].Enabled then + begin + SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); + SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); + end; + + if PlayerInfo.Playerinfo[2].Enabled then + begin + SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); + SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); + end; + end; + + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 0, 15); + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 1, 15); + end; + if ScreenAct = 2 then begin + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Right - 20, 0, 2, 15); + SingDrawPlayerBGCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Right - 20, 0, 3, 15); + end; + + SingDrawCzesc(NR.Left + 20, Skin_P1_NotesB, NR.Right - 20, 0, 15); + SingDrawCzesc(NR.Left + 20, Skin_P2_NotesB, NR.Right - 20, 0, 15); + + if ScreenAct = 1 then begin + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 0, 15); + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 1, 15); + end; + if ScreenAct = 2 then begin + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P1_NotesB, Nr.Width - 40, 2, 15); + SingDrawPlayerCzesc(Nr.Left + 20, Skin_P2_NotesB, Nr.Width - 40, 3, 15); + end; + end; + + if PlayersPlay = 6 then begin + NotesW := NotesW * 0.8; + NotesH := NotesH * 0.8; + + if ScreenAct = 1 then begin + SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 0, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 1, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 2, 12); + end; + if ScreenAct = 2 then begin + SingDrawPlayerBGCzesc(Nr.Left + 20, 120+95, Nr.Right - 20, 0, 3, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 245+95, Nr.Right - 20, 0, 4, 12); + SingDrawPlayerBGCzesc(Nr.Left + 20, 370+95, Nr.Right - 20, 0, 5, 12); + end; + + SingDrawCzesc(NR.Left + 20, 120+95, NR.Right - 20, 0, 12); + SingDrawCzesc(NR.Left + 20, 245+95, NR.Right - 20, 0, 12); + SingDrawCzesc(NR.Left + 20, 370+95, NR.Right - 20, 0, 12); + + if ScreenAct = 1 then begin + SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 0, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 1, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 2, 12); + end; + if ScreenAct = 2 then begin + SingDrawPlayerCzesc(Nr.Left + 20, 120+95, Nr.Width - 40, 3, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 245+95, Nr.Width - 40, 4, 12); + SingDrawPlayerCzesc(Nr.Left + 20, 370+95, Nr.Width - 40, 5, 12); + end; + end; + end; + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); +end; + + +//SingBar Mod +procedure SingDrawSingbar(X, Y, W, H: real; Percent: integer); +var + R: Real; + G: Real; + B: Real; + A: cardinal; + I: Integer; + +begin; + + //SingBar Background + glColor4f(1, 1, 1, 0.8); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Back.TexNum); + glBegin(GL_QUADS); + glTexCoord2f(1/16, 0); glVertex2f(X, Y); + glTexCoord2f(1/16, 1); glVertex2f(X, Y+H); + glTexCoord2f(1 - 1/16, 1); glVertex2f(X+W, Y+H); + glTexCoord2f(1 - 1/16, 0); glVertex2f(X+W, Y); + glEnd; + + //SingBar coloured Bar + Case Percent of + 0..22: begin + R := 1; + G := 0; + B := 0; + end; + 23..42: begin + R := 1; + G := ((Percent-23)/100)*5; + B := 0; + end; + 43..57: begin + R := 1; + G := 1; + B := 0; + end; + 58..77: begin + R := 1-(Percent - 58)/100*5; + G := 1; + B := 0; + end; + 78..99: begin + R := 0; + G := 1; + B := 0; + end; + End; //Case + + glColor4f(R, G, B, 1); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Bar.TexNum); + //Size= Player[PlayerNum].ScorePercent of W + glBegin(GL_QUADS); + glTexCoord2f(1/16, 0); glVertex2f(X, Y); + glTexCoord2f(1/16, 1); glVertex2f(X, Y+H); + glTexCoord2f(1 - 1/16, 1); glVertex2f(X+(W/100 * (Percent +1)), Y+H); + glTexCoord2f(1 - 1/16, 0); glVertex2f(X+(W/100 * (Percent +1)), Y); + glEnd; + + //SingBar Front + glColor4f(1, 1, 1, 0.6); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glBindTexture(GL_TEXTURE_2D, Tex_SingBar_Front.TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(X, Y); + glTexCoord2f(0, 1); glVertex2f(X, Y+H); + glTexCoord2f(1, 1); glVertex2f(X+W, Y+H); + glTexCoord2f(1, 0); glVertex2f(X+W, Y); + glEnd; +end; +//end Singbar Mod + +//PhrasenBonus - Line Bonus Mod +procedure SingDrawLineBonus( const X, Y: integer; Color: TRGB; Alpha: Single; Text: string); +var +Length, X2: Real; //Length of Text +begin +if Alpha <> 0 then +begin + +//Set Font Propertys +SetFontStyle(2); //Font: Outlined1 +SetFontSize(6); +SetFontItalic(False); + +//Check Font Size +Length := glTextWidth ( PChar(Text)) + 3; //Little Space for a Better Look ^^ + +//Text +SetFontPos (X + 50 - (Length / 2), Y + 12); //Position + + //Draw Background + glColor4f(Color.R, Color.G, Color.B, Alpha); //Set Color + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + //glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + + //Old Method with Variable Background + {//Draw Left Side + glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusL.TexNum); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(X, Y); + glTexCoord2f(0, 1); glVertex2f(X, Y + Tex_SingLineBonusL.H * Tex_SingLineBonusL.ScaleH); + glTexCoord2f(1, 1); glVertex2f(X + Tex_SingLineBonusL.W * Tex_SingLineBonusL.scaleW, Y + Tex_SingLineBonusL.H * Tex_SingLineBonusL.scaleH); + glTexCoord2f(1, 0); glVertex2f(X + Tex_SingLineBonusL.W * Tex_SingLineBonusL.scaleW, Y); + glEnd; + + //Set X of Next Tile + X2 := X + Tex_SingLineBonusL.W * Tex_SingLineBonusL.scaleW; + + //Draw Middle + glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusM.TexNum); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(X2, Y); + glTexCoord2f(0, 1); glVertex2f(X2, Y + Tex_SingLineBonusM.H * Tex_SingLineBonusM.ScaleH); + glTexCoord2f(1, 1); glVertex2f(X2 + Length, Y + Tex_SingLineBonusM.H * Tex_SingLineBonusM.scaleH); + glTexCoord2f(1, 0); glVertex2f(X2 + Length, Y); + glEnd; + + //Set X of Next Tile + X2 := X2 + Length; + + //Draw Rigth Side + glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusR.TexNum); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(X2, Y); + glTexCoord2f(0, 1); glVertex2f(X2, Y + Tex_SingLineBonusR.H * Tex_SingLineBonusR.ScaleH); + glTexCoord2f(1, 1); glVertex2f(X2 + Tex_SingLineBonusR.W * Tex_SingLineBonusR.scaleW, Y + Tex_SingLineBonusR.H * Tex_SingLineBonusR.scaleH); + glTexCoord2f(1, 0); glVertex2f(X2 + Tex_SingLineBonusR.W * Tex_SingLineBonusR.scaleW, Y); + glEnd;} + //New Method, Not Variable + glBindTexture(GL_TEXTURE_2D, Tex_SingLineBonusBack.TexNum); + + glBegin(GL_QUADS); + glTexCoord2f(1/32, 0); glVertex2f(X, Y); + glTexCoord2f(1/32, 1); glVertex2f(X, Y + 50); + glTexCoord2f(31/32, 1); glVertex2f(X + 100, Y + 50); + glTexCoord2f(31/32, 0); glVertex2f(X + 100, Y); + glEnd; + + glColor4f(1, 1, 1, Alpha); //Set Color + //Draw Text + glPrint (PChar(Text)); +end; +end; +//PhrasenBonus - Line Bonus Mod + +// Draw Note Bars for Editor +//There are 11 Resons for a new Procdedure: +// 1. It don't look good when you Draw the Golden Note Star Effect in the Editor +// 2. You can see the Freestyle Notes in the Editor SemiTransparent +// 3. Its easier and Faster then changing the old Procedure +procedure EditDrawCzesc(Left, Top, Right: real; NrCzesci: integer; Space: integer); +var + Rec: TRecR; + Pet: integer; + TempR: real; +begin + glColor3f(1, 1, 1); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + TempR := (Right-Left) / (Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].Koniec - Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote); + with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt] do begin + for Pet := 0 to HighNut do begin + with Nuta[Pet] do begin + + // Golden Note Patch + case Wartosc of + 0: glColor4f(1, 1, 1, 0.35); + 1: glColor4f(1, 1, 1, 0.85); + 2: glColor4f(1, 1, 0.3, 0.85); + end; // case + + + + // lewa czesc - left part + Rec.Left := (Start-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left + 0.5 + 10*ScreenX; + Rec.Right := Rec.Left + NotesW; + Rec.Top := Top - (Ton-BaseNote)*Space/2 - NotesH; + Rec.Bottom := Rec.Top + 2 * NotesH; + glBindTexture(GL_TEXTURE_2D, Tex_Left[Color].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(0, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(7/8, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(7/8, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // srodkowa czesc - middle part + Rec.Left := Rec.Right; + Rec.Right := (Start+Dlugosc-Czesci[NrCzesci].Czesc[Czesci[NrCzesci].Akt].StartNote) * TempR + Left - NotesW - 0.5 + 10*ScreenX; + + glBindTexture(GL_TEXTURE_2D, Tex_Mid[Color].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(1/32, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(1/32, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(31/32, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(31/32, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + // prawa czesc - right part + Rec.Left := Rec.Right; + Rec.Right := Rec.Right + NotesW; + + glBindTexture(GL_TEXTURE_2D, Tex_Right[Color].TexNum); + glBegin(GL_QUADS); + glTexCoord2f(1/8, 0); glVertex2f(Rec.Left, Rec.Top); + glTexCoord2f(1/8, 1); glVertex2f(Rec.Left, Rec.Bottom); + glTexCoord2f(1, 1); glVertex2f(Rec.Right, Rec.Bottom); + glTexCoord2f(1, 0); glVertex2f(Rec.Right, Rec.Top); + glEnd; + + end; // with + end; // for + end; // with + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2D); +end; + +end. + diff --git a/Game/Code/Classes/UFiles.dcu b/Game/Code/Classes/UFiles.dcu new file mode 100644 index 00000000..9ed45d8f Binary files /dev/null and b/Game/Code/Classes/UFiles.dcu differ diff --git a/Game/Code/Classes/UFiles.pas b/Game/Code/Classes/UFiles.pas new file mode 100644 index 00000000..61fdab03 --- /dev/null +++ b/Game/Code/Classes/UFiles.pas @@ -0,0 +1,326 @@ +unit UFiles; + +interface + +uses USongs, SysUtils, ULog, UMusic; + +//procedure InitializePaths; //Function sets All Absolute Paths eg. for Songs +function ReadTXTHeader(var Song: TSong): boolean; //Reads Standard TXT Header +function AnalyseFile(var Song: TSong): boolean; //Analyse Song File and Read Header +procedure ClearSong(var Song: TSong); //Clears Song Header values + +//procedure CzyscNuty; +//function WczytajCzesci(Name: string): boolean; +//function SaveSong(Song: TSong; Czesc: TCzesci; Name: string; Relative: boolean): boolean; +//function SaveSongDebug(Song: TSong; Czesc: TCzesci; Name: string; Relative: boolean): boolean; + +var + {//Absolute Paths + GamePath: string; + SoundPath: string; + SongPath: string; + LogPath: string; + ThemePath: string; + ScreenshotsPath: string; + CoversPath: string; + LanguagesPath: string; //} + + SongFile: TextFile; // all procedures in this unit operates on this file + FileLineNo: integer; //Line which is readed at Last, for error reporting + + {// variables available for all procedures + Base: array[0..1] of integer; + Rel: array[0..1] of integer;//} + Mult: integer = 1; + MultBPM: integer = 4; + +implementation +uses TextGL, UIni, UMain, UPliki; + + //Function sets All Absolute Paths eg. for Songs +{procedure InitializePaths; +begin + GamePath := ExtractFilePath(ParamStr(0)); + SoundPath := GamePath + 'Sounds\'; + SongPath := GamePath + 'Songs\'; + LogPath := GamePath; + ThemePath := GamePath + 'Themes\'; + ScreenshotsPath := GamePath + 'Screenshots\'; + CoversPath := GamePath + 'Covers\'; + LanguagesPath := GamePath + 'Languages\'; + + DecimalSeparator := ','; +end;} + + //Clears Song Header values +procedure ClearSong(var Song: TSong); +begin + //Main Information + Song.Title := ''; + Song.Artist := ''; + + //Sortings: + Song.Genre := 'Unknown'; + Song.Edition := 'Unknown'; + Song.Language := 'Unknown'; //Language Patch + + //Required Information + Song.Mp3 := ''; + Song.BPM := 0; + Song.GAP := 0; + Song.Start := 0; + Song.Finish := 0; + + //Additional Information + Song.Background := ''; + Song.Video := ''; + Song.VideoGAP := 0; + Song.NotesGAP := 0; + Song.Resolution := 4; + Song.Creator := ''; +end; + + //Reads Standard TXT Header +function ReadTXTHeader(var Song: TSong): boolean; +var +Line, Identifier, Value: String; +Temp: word; +Done: byte; +begin + Result := true; + + //Read first Line + ReadLn (SongFile, Line); + + if (Length(Line)<=0) then + begin + Log.LogError('File Starts with Empty Line: ' + Song.FileName); + Result := False; + Exit; + end; + + //Read Lines while Line starts with # + While (Line[1] = '#') do + begin + //Increase Line Number + Inc (FileLineNo); + Temp := Pos(':', Line); + + //Line has a Seperator-> Headerline + if (Temp <> 0) then + begin + //Read Identifier and Value + Identifier := Uppercase(Trim(Copy(Line, 2, Temp - 2))); //Uppercase is for Case Insensitive Checks + Value := Trim(Copy(Line, Temp + 1,Length(Line) - Temp)); + + //Check the Identifier (If Value is given) + if (Length(Value) <> 0) then + begin + + //----------- + //Required Attributes + //----------- + + //Title + if (Identifier = 'TITLE') then + begin + Song.Title := Value; + + //Add Title Flag to Done + Done := Done or 1; + end + + //Artist + else if (Identifier = 'ARTIST') then + begin + Song.Artist := Value; + + //Add Artist Flag to Done + Done := Done or 2; + end + + //MP3 File //Test if Exists + else if (Identifier = 'MP3') AND (FileExists(Song.Path + Value)) then + begin + Song.Mp3 := Value; + + //Add Mp3 Flag to Done + Done := Done or 4; + end + + //Beats per Minute + else if (Identifier = 'BPM') then + begin + // Replace . with , + if (Pos('.', Value) <> 0) then + Value[Pos('.', Value)] := ','; + + SetLength(Song.BPM, 1); + Song.BPM[0].StartBeat := 0; + + Song.BPM[0].BPM := StrtoFloatDef(Value, 0) * Mult * MultBPM; + + if Song.BPM[0].BPM <> 0 then + begin + //Add BPM Flag to Done + Done := Done or 8; + end; + end + + //--------- + //Additional Header Information + //--------- + + //Cover Picture + else if (Identifier = 'COVER') then + begin + Song.Cover := Value; + end + + //Background Picture + else if (Identifier = 'BACKGROUND') then + begin + Song.Background := Value; + end + + // Video File + else if (Identifier = 'VIDEO') then + begin + Song.Video := Value; + end + + // Video Gap + else if (Identifier = 'VIDEOGAP') then + begin + // Replace . with , + if (Pos('.', Value) <> 0) then + Value[Pos('.', Value)] := ','; + + Song.VideoGAP := StrtoFloatDef (Value, 0); + end + + //Genre Sorting + else if (Identifier = 'GENRE') then + begin + Song.Genre := Value; + end + + //Edition Sorting + else if (Identifier = 'EDITION') then + begin + Song.Edition := Value; + end + + //Creator Tag + else if (Identifier = 'CREATOR') then + begin + Song.Creator := Value; + end + + //Language Sorting + else if (Identifier = 'LANGUAGE') then + begin + Song.Language := Value; + end + + // Song Start + else if (Identifier = 'START') then + begin + // Replace . with , + if (Pos('.', Value) <> 0) then + Value[Pos('.', Value)] := ','; + + Song.Start := StrtoFloatDef(Value, 0); + end + + // Song Ending + else if (Identifier = 'END') then + begin + TryStrtoInt(Value, Song.Finish); + end + + // Resolution + else if (Identifier = 'RESOLUTION') then + begin + TryStrtoInt(Value, Song.Resolution); + end + + // Notes Gap + else if (Identifier = 'NOTESGAP') then + begin + TryStrtoInt(Value, Song.NotesGAP); + end + + // Relative Notes + else if (Identifier = 'RELATIVE') AND (uppercase(Value) = 'YES') then + begin + Song.Relative := True; + end; + + end; + end; + + if not EOf(SongFile) then + ReadLn (SongFile, Line) + else + begin + Result := False; + Log.LogError('File Incomplete or not Ultrastar TxT: ' + Song.FileName); + break; + end; + + //End on first empty Line + if (Length(Line) = 0) then + break; + end; + + //Check if all Required Values are given + if (Done <> 15) then + begin + Result := False; + if (Done and 8) = 0 then //No BMP Flag + Log.LogError('BMP Tag Missing: ' + Song.FileName) + else if (Done and 4) = 0 then //No MP3 Flag + Log.LogError('MP3 Tag/File Missing: ' + Song.FileName) + else if (Done and 2) = 0 then //No Artist Flag + Log.LogError('Artist Tag Missing: ' + Song.FileName) + else if (Done and 1) = 0 then //No Title Flag + Log.LogError('Title Tag Missing: ' + Song.FileName) + else //unknown Error + Log.LogError('File Incomplete or not Ultrastar TxT: ' + Song.FileName); + end; + +end; + + //Analyse Song File and Read Header +function AnalyseFile(var Song: TSong): boolean; +begin +Result := False; +{try } + //Reset LineNo + FileLineNo := 0; + + //Open File and set File Pointer to the beginning + AssignFile(SongFile, Song.Path + Song.FileName); + Reset(SongFile); + + //Clear old Song Header + ClearSong(Song); + + //Read Header + Result := ReadTxTHeader(Song); + + //And Close File + CloseFile(SongFile); +{except + CloseFile(SongFile); + + Result := False; + //Error Reporting + Log.LogError('An Error occured reading Line ' + inttostr(FileLineNo) + ' from SongHeader: ' + Song.FileName); +end;} +end; + + + +end. \ No newline at end of file diff --git a/Game/Code/Classes/UGraphic.dcu b/Game/Code/Classes/UGraphic.dcu new file mode 100644 index 00000000..c264b16b Binary files /dev/null and b/Game/Code/Classes/UGraphic.dcu differ diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas new file mode 100644 index 00000000..05a9fda7 --- /dev/null +++ b/Game/Code/Classes/UGraphic.pas @@ -0,0 +1,405 @@ +unit UGraphic; + +interface +uses + SDL, OpenGL12, UTexture, TextGL, ULog, SysUtils, ULyrics, UScreenLoading, + UScreenWelcome, UScreenMain, UScreenName, UScreenLevel, UScreenOptions, UScreenOptionsGame, + UScreenOptionsGraphics, UScreenOptionsSound, UScreenOptionsLyrics, UScreenOptionsThemes, UScreenOptionsRecord, + UScreenSong, UScreenSing, UScreenScore, UScreenTop5, UScreenEditSub, + UScreenEdit, UScreenEditConvert, UScreenEditHeader, UScreenOpen, UThemes, USkins, UScreenSongMenu, + {Party Screens} UScreenSingModi, UScreenPartyNewRound, UScreenPartyScore, UScreenPartyOptions, UScreenPartyWin, UScreenPartyPlayer; + +type + TRecR = record + Top: real; + Left: real; + Right: real; + Bottom: real; + end; + +var + Screen: PSDL_Surface; + + RenderW: integer; + RenderH: integer; + ScreenW: integer; + ScreenH: integer; + Screens: integer; + ScreenAct: integer; + ScreenX: integer; + + ScreenLoading: TScreenLoading; + ScreenWelcome: TScreenWelcome; + ScreenMain: TScreenMain; + ScreenName: TScreenName; + ScreenLevel: TScreenLevel; + ScreenSong: TScreenSong; + ScreenSing: TScreenSing; + ScreenScore: TScreenScore; + ScreenTop5: TScreenTop5; + ScreenOptions: TScreenOptions; + ScreenOptionsGame: TScreenOptionsGame; + ScreenOptionsGraphics: TScreenOptionsGraphics; + ScreenOptionsSound: TScreenOptionsSound; + ScreenOptionsLyrics: TScreenOptionsLyrics; + ScreenOptionsThemes: TScreenOptionsThemes; + ScreenOptionsRecord: TScreenOptionsRecord; + ScreenEditSub: TScreenEditSub; + ScreenEdit: TScreenEdit; + ScreenEditConvert: TScreenEditConvert; + ScreenEditHeader: TScreenEditHeader; + ScreenOpen: TScreenOpen; + + ScreenSongMenu: TScreenSongMenu; + + //Party Screens + ScreenSingModi: TScreenSingModi; + ScreenPartyNewRound: TScreenPartyNewRound; + ScreenPartyScore: TScreenPartyScore; + ScreenPartyWin: TScreenPartyWin; + ScreenPartyOptions: TScreenPartyOptions; + ScreenPartyPlayer: TScreenPartyPlayer; + + + Tex_Left: array[0..6] of TTexture; + Tex_Mid: array[0..6] of TTexture; + Tex_Right: array[0..6] of TTexture; + + Tex_BG_Left: array[1..6] of TTexture; + Tex_BG_Mid: array[1..6] of TTexture; + Tex_BG_Right: array[1..6] of TTexture; + + Tex_Note_Star: TTexture; + + Tex_Ball: TTexture; + FullScreen: boolean; + + + + //Sing Bar Mod + Tex_SingBar_Back: TTexture; + Tex_SingBar_Bar: TTexture; + Tex_SingBar_Front: TTexture; + //end Singbar Mod + + //PhrasenBonus - Line Bonus Mod + Tex_SingLineBonusBack: TTexture; + //End PhrasenBonus - Line Bonus Mod + +const + Skin_BGColorR = 1; + Skin_BGColorG = 1; + Skin_BGColorB = 1; + + Skin_SpectrumR = 0; + Skin_SpectrumG = 0; + Skin_SpectrumB = 0; + + Skin_Spectograph1R = 0.6; + Skin_Spectograph1G = 0.8; + Skin_Spectograph1B = 1; + + Skin_Spectograph2R = 0; + Skin_Spectograph2G = 0; + Skin_Spectograph2B = 0.2; + + Skin_SzczytR = 0.8; + Skin_SzczytG = 0; + Skin_SzczytB = 0; + + Skin_SzczytLimitR = 0; + Skin_SzczytLimitG = 0.8; + Skin_SzczytLimitB = 0; + + Skin_FontR = 0; + Skin_FontG = 0; + Skin_FontB = 0; + + Skin_FontHighlightR = 0.3; // 0.3 + Skin_FontHighlightG = 0.3; // 0.3 + Skin_FontHighlightB = 1; // 1 + + Skin_TimeR = 0.25; //0,0,0 + Skin_TimeG = 0.25; + Skin_TimeB = 0.25; + + Skin_OscR = 0; + Skin_OscG = 0; + Skin_OscB = 0; + + Skin_LyricsT = 500; // 510 / 400 + Skin_SpectrumT = 470; + Skin_SpectrumBot = 570; + Skin_SpectrumH = 100; + + Skin_P1_LinesR = 0.5; // 0.6 0.6 1 + Skin_P1_LinesG = 0.5; + Skin_P1_LinesB = 0.5; + + Skin_P2_LinesR = 0.5; // 1 0.6 0.6 + Skin_P2_LinesG = 0.5; + Skin_P2_LinesB = 0.5; + + Skin_P1_NotesB = 250; + Skin_P2_NotesB = 430; // 430 / 300 + + Skin_P1_ScoreT = 50; + Skin_P1_ScoreL = 20; + + Skin_P2_ScoreT = 50; + Skin_P2_ScoreL = 640; + +procedure Initialize3D (Title: string); +procedure Reinitialize3D; +procedure SwapBuffers; + +procedure LoadTextures; +procedure InitializeScreen; +procedure LoadScreens; + + +implementation +uses UMain, UIni, UDisplay; + +procedure LoadTextures; +var + P: integer; + R, G, B: real; + Col: integer; +begin + // zaladowanie tekstur + Log.LogStatus('Loading Textures', 'LoadTextures'); + Tex_Left[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), 'BMP', 'Transparent', 0); + Tex_Mid[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), 'BMP', 'Plain', 0); + Tex_Right[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), 'BMP', 'Transparent', 0); + + // P1-6 + for P := 1 to 6 do begin + LoadColor(R, G, B, 'P' + IntToStr(P) + 'Light'); + Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); + Tex_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), 'BMP', 'Note Transparent', Col); + Tex_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), 'BMP', 'Note Plain', Col); + Tex_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), 'BMP', 'Note Transparent', Col); + + Tex_BG_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGLeft')), 'BMP', 'Alpha Black Colored', Col); + Tex_BG_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGMid')), 'BMP', 'Alpha Black Colored', Col); + Tex_BG_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGRight')), 'BMP', 'Alpha Black Colored', Col); + end; + + Tex_Note_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteStar')), 'JPG', 'Font Black', 0); + Tex_Ball := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), 'BMP', 'Transparent', $FF00FF); + + + + //SingBar Mod + Tex_SingBar_Back := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBack')), 'JPG', 'Plain', 0); + Tex_SingBar_Bar := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBar')), 'JPG', 'Plain', 0); + Tex_SingBar_Front := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarFront')), 'JPG', 'Font', 0); + //end Singbar Mod + + //PhrasenBonus - Line Bonus Mod + Tex_SingLineBonusBack := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LineBonusBack')), 'JPG', 'Font Black', 0); + {//Set Texture to Font High + Tex_SingLineBonusL.H := 32; Tex_SingLineBonusL.W := 8; + Tex_SingLineBonusM.H := 32; //Tex_SingLineBonusM.TexW := Tex_SingLineBonusM.TexW/2; + Tex_SingLineBonusR.H := 32; Tex_SingLineBonusR.W := 8; } + //PhrasenBonus - Line Bonus Mod End + + // tworzenie czcionek + Log.LogStatus('Building Fonts', 'LoadTextures'); + BuildFont; +end; + +procedure Initialize3D (Title: string); +begin + Log.LogStatus('LoadOpenGL', 'Initialize3D'); + Log.BenchmarkStart(2); + + LoadOpenGL; + +// SDL_WM_SetIcon(SDL_LoadBMP('..\Graphics\us.ico'),0); + + Log.LogStatus('SDL_Init', 'Initialize3D'); + if ( SDL_Init(SDL_INIT_VIDEO or SDL_INIT_AUDIO)= -1 ) then begin + Log.LogError('SDL_Init Failed', 'Initialize3D'); + exit; + end; + + SDL_WM_SetCaption(PChar(Title), 'WM_DEFAULT'); + + InitializeScreen; + + Log.BenchmarkEnd(2); + Log.LogBenchmark('--> Setting Screen', 2); + + // ladowanie tekstur + Log.BenchmarkStart(2); + Texture := TTextureUnit.Create; + Texture.Limit := 1024*1024; + + LoadTextures; + Log.BenchmarkEnd(2); + Log.LogBenchmark('--> Loading Textures', 2); + + Log.BenchmarkStart(2); + Lyric := TLyric.Create; + Log.BenchmarkEnd(2); + Log.LogBenchmark('--> Loading Fonts', 2); + + Log.BenchmarkStart(2); + Display := TDisplay.Create; + SDL_EnableUnicode(1); + Log.BenchmarkEnd(2); Log.LogBenchmark('====> Creating Display', 2); + + Log.LogStatus('Loading Screens', 'Initialize3D'); + Log.BenchmarkStart(3); + + LoadScreens; + Display.ActualScreen^.FadeTo(@ScreenMain); + + Log.BenchmarkEnd(2); + Log.LogBenchmark('--> Loading Screens', 2); + + Log.LogStatus('Finish', 'Initialize3D'); +end; + +procedure SwapBuffers; +begin + SDL_GL_SwapBuffers; + glMatrixMode(GL_PROJECTION); + glLoadIdentity; + glOrtho(0, 800, 600, 0, -1, 100); + glMatrixMode(GL_MODELVIEW); +end; + +procedure Reinitialize3D; +begin +// InitializeScreen; +// LoadTextures; +// LoadScreens; +end; + +procedure InitializeScreen; +var + S: string; + I: integer; + W, H: integer; +begin + Screens := Ini.Screens + 1; + + SDL_GL_SetAttribute(SDL_GL_RED_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE, 5); + SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE, 16); + SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, 1); + + S := IResolution[Ini.Resolution]; + I := Pos('x', S); + W := StrToInt(Copy(S, 1, I-1)) * Screens; + H := StrToInt(Copy(S, I+1, 1000)); + + if ParamStr(1) = '-fsblack' then begin + W := 800; + H := 600; + end; + if ParamStr(1) = '-320x240' then begin + W := 320; + H := 240; + end; + + + Log.LogStatus('SDL_SetVideoMode', 'Initialize3D'); +// SDL_SetRefreshrate(85); +// SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 ); + if (Ini.FullScreen = 0) and (ParamStr(1) <> '-fsblack') then + screen := SDL_SetVideoMode(W, H, (Ini.Depth+1) * 16, SDL_OPENGL) + else begin + screen := SDL_SetVideoMode(W, H, (Ini.Depth+1) * 16, SDL_OPENGL or SDL_FULLSCREEN); + SDL_ShowCursor(0); + end; + if (screen = nil) then begin + Log.LogError('SDL_SetVideoMode Failed', 'Initialize3D'); + exit; + end; + + // clear screen once window is being shown + glClearColor(1, 1, 1, 1); + glClear(GL_COLOR_BUFFER_BIT); + SwapBuffers; + + // zmienne + RenderW := 800; + RenderH := 600; + ScreenW := W; + ScreenH := H; +end; + +procedure LoadScreens; +begin + ScreenLoading := TScreenLoading.Create(''); + ScreenLoading.onShow; + Display.ActualScreen := @ScreenLoading; + ScreenLoading.Draw; + Display.Draw; + SwapBuffers; + + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Loading', 3); Log.BenchmarkStart(3); +{ ScreenWelcome := TScreenWelcome.Create; //'BG', 4, 3); + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Welcome', 3); Log.BenchmarkStart(3);} + ScreenMain := TScreenMain.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Main', 3); Log.BenchmarkStart(3); + ScreenName := TScreenName.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Name', 3); Log.BenchmarkStart(3); + ScreenLevel := TScreenLevel.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Level', 3); Log.BenchmarkStart(3); + ScreenSong := TScreenSong.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Song', 3); Log.BenchmarkStart(3); + ScreenSongMenu := TScreenSongMenu.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Song Menu', 3); Log.BenchmarkStart(3); + ScreenSing := TScreenSing.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Sing', 3); Log.BenchmarkStart(3); + ScreenScore := TScreenScore.Create(''); + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Score', 3); Log.BenchmarkStart(3); + ScreenTop5 := TScreenTop5.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Top5', 3); Log.BenchmarkStart(3); + ScreenOptions := TScreenOptions.Create(''); + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options', 3); Log.BenchmarkStart(3); + ScreenOptionsGame := TScreenOptionsGame.Create(''); + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Game', 3); Log.BenchmarkStart(3); + ScreenOptionsGraphics := TScreenOptionsGraphics.Create(''); + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Graphics', 3); Log.BenchmarkStart(3); + ScreenOptionsSound := TScreenOptionsSound.Create(''); + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Sound', 3); Log.BenchmarkStart(3); + ScreenOptionsLyrics := TScreenOptionsLyrics.Create(''); + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Lyrics', 3); Log.BenchmarkStart(3); + ScreenOptionsThemes := TScreenOptionsThemes.Create(''); + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Themes', 3); Log.BenchmarkStart(3); + ScreenOptionsRecord := TScreenOptionsRecord.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Options Record', 3); Log.BenchmarkStart(3); + ScreenEditSub := TScreenEditSub.Create(''); + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit Sub', 3); Log.BenchmarkStart(3); + ScreenEdit := TScreenEdit.Create(''); + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit', 3); Log.BenchmarkStart(3); + ScreenEditConvert := TScreenEditConvert.Create(''); + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen EditConvert', 3); Log.BenchmarkStart(3); +// ScreenEditHeader := TScreenEditHeader.Create(Skin.ScoreBG); +// Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Edit Header', 3); Log.BenchmarkStart(3); + ScreenOpen := TScreenOpen.Create(''); + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Open', 3); Log.BenchmarkStart(3); + ScreenSingModi := TScreenSingModi.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen SongMenu', 3); Log.BenchmarkStart(3); + //ScreenSongMenu := TScreenSongMenu.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen Sing with Modi support', 3); Log.BenchmarkStart(3); + ScreenPartyNewRound := TScreenPartyNewRound.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyNewRound', 3); Log.BenchmarkStart(3); + ScreenPartyScore := TScreenPartyScore.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyScore', 3); Log.BenchmarkStart(3); + ScreenPartyWin := TScreenPartyWin.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyWin', 3); Log.BenchmarkStart(3); + ScreenPartyOptions := TScreenPartyOptions.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyOptions', 3); Log.BenchmarkStart(3); + ScreenPartyPlayer := TScreenPartyPlayer.Create; + Log.BenchmarkEnd(3); Log.LogBenchmark('====> Screen PartyPlayer', 3); Log.BenchmarkStart(3); +end; + +end. diff --git a/Game/Code/Classes/UGraphicClasses.dcu b/Game/Code/Classes/UGraphicClasses.dcu new file mode 100644 index 00000000..58d003b0 Binary files /dev/null and b/Game/Code/Classes/UGraphicClasses.dcu differ diff --git a/Game/Code/Classes/UGraphicClasses.pas b/Game/Code/Classes/UGraphicClasses.pas new file mode 100644 index 00000000..abb59e4b --- /dev/null +++ b/Game/Code/Classes/UGraphicClasses.pas @@ -0,0 +1,7 @@ +unit UGraphicClasses; + +interface + +implementation + +end. diff --git a/Game/Code/Classes/UIni.dcu b/Game/Code/Classes/UIni.dcu new file mode 100644 index 00000000..e891d36c Binary files /dev/null and b/Game/Code/Classes/UIni.dcu differ diff --git a/Game/Code/Classes/UIni.pas b/Game/Code/Classes/UIni.pas new file mode 100644 index 00000000..beadabb6 --- /dev/null +++ b/Game/Code/Classes/UIni.pas @@ -0,0 +1,693 @@ +unit UIni; + +interface +uses IniFiles, ULog, SysUtils; + +type + TIni = class + Name: array[0..5] of string; + + // Game + Players: integer; + Difficulty: integer; + Language: integer; + Tabs: integer; + Tabs_at_startup:integer; //Tabs at Startup fix + Sorting: integer; + Debug: integer; + + // Graphics + Screens: integer; + Resolution: integer; + Depth: integer; + FullScreen: integer; + TextureSize: integer; + SingWindow: integer; + Oscilloscope: integer; + Spectrum: integer; + Spectrograph: integer; + MovieSize: integer; + //LineBonus Mod + LineBonus: integer; + //GMA Fix + GMAFix: integer; + + + // Sound + MicBoost: integer; + ClickAssist: integer; + BeatClick: integer; + SavePlayback: integer; + Threshold: integer; + //TwoPlayerMode: integer; + + // Lyrics + LyricsFont: integer; + LyricsEffect: integer; + Solmization: integer; + + // Themes + Theme: integer; + SkinNo: integer; + Color: integer; + + // Record + Card: integer; // not saved in config.ini + + CardList: array of record + Name: string; + Input: integer; + ChannelL: integer; + ChannelR: integer; + end; + + // Controller + Joypad: integer; + + // Soundcards + SoundCard: array[0..7, 1..2] of integer; + + // Devices + LPT: integer; + + procedure Load; + procedure Save; + procedure SaveNames; + procedure SaveLevel; + end; + + +var + Ini: TIni; + IResolution: array of string; + ILanguage: array of string; + ITheme: array of string; + ISkin: array of string; + ICard: array of string; + IInput: array of string; + +const + IPlayers: array[0..4] of string = ('1', '2', '3', '4', '6'); + IDifficulty: array[0..2] of string = ('Easy', 'Medium', 'Hard'); + ITabs: array[0..1] of string = ('Off', 'On'); + + ISorting: array[0..7] of string = ('Edition', 'Genre', 'Language', 'Folder', 'Title', 'Artist', 'Title2', 'Artist2'); + sEdition = 0; + sGenre = 1; + sLanguage = 2; + sFolder = 3; + sTitle = 4; + sArtist = 5; + sTitle2 = 6; + sArtist2 = 7; + + IDebug: array[0..1] of string = ('Off', 'On'); + + IScreens: array[0..1] of string = ('1', '2'); + IFullScreen: array[0..1] of string = ('Off', 'On'); + IDepth: array[0..1] of string = ('16 bit', '32 bit'); + ITextureSize: array[0..2] of string = ('128', '256', '512'); + ISingWindow: array[0..1] of string = ('Small', 'Big'); + + //SingBar Mod + IOscilloscope: array[0..2] of string = ('Off', 'Osci', 'Bar'); + //IOscilloscope: array[0..1] of string = ('Off', 'On'); + + //Line Bonus MOd + ILineBonus: array[0..2] of string = ('Off', 'At Score', 'At Notes'); + //GMA Fix + IGMAFix: array[0..1] of string = ('Off', 'On'); + + ISpectrum: array[0..1] of string = ('Off', 'On'); + ISpectrograph: array[0..1] of string = ('Off', 'On'); + IMovieSize: array[0..1] of string = ('Half', 'Full'); + + IMicBoost: array[0..3] of string = ('Off', '+6dB', '+12dB', '+18dB'); + IClickAssist: array[0..1] of string = ('Off', 'On'); + IBeatClick: array[0..1] of string = ('Off', 'On'); + ISavePlayback: array[0..1] of string = ('Off', 'On'); + IThreshold: array[0..3] of string = ('5%', '10%', '15%', '20%'); + //ITwoPlayerMode: array[0..2] of string = ('Stereo', '2 Cards', 'Advanced'); + + ILyricsFont: array[0..2] of string = ('Plain', 'OLine1', 'OLine2'); + ILyricsEffect: array[0..3] of string = ('Simple', 'Zoom', 'Slide', 'Ball'); + ISolmization: array[0..3] of string = ('Off', 'Euro', 'Jap', 'American'); + + IColor: array[0..8] of string = ('Blue', 'Green', 'Pink', 'Red', 'Violet', 'Orange', 'Yellow', 'Brown', 'Black'); + + IJoypad: array[0..1] of string = ('Off', 'On'); + ILPT: array[0..2] of string = ('Off', 'LCD', 'Lights'); + + IChannel: array[0..6] of string = ('0', '1', '2', '3', '4', '5', '6'); + +implementation +uses UPliki, SDL, ULanguage, USkins, URecord; + +procedure TIni.Load; +var + IniFile: TMemIniFile; + ThemeIni: TMemIniFile; + Tekst: string; + Pet: integer; + B: boolean; + I, I2, I3: integer; + S: string; + Modes: PPSDL_Rect; + SR: TSearchRec; //Skin List Patch + +function GetFileName (S: String):String; + begin + //Result := copy (S,0,StrRScan (PChar(S),char('.'))+1); + Result := copy (S,0,Pos ('.ini',S)-1); + end; + +begin + GamePath := ExtractFilePath(ParamStr(0)); + IniFile := TMemIniFile.Create(GamePath + 'config.ini'); + + // Name + for I := 0 to 5 do + Ini.Name[I] := IniFile.ReadString('Name', 'P'+IntToStr(I+1), 'Player'+IntToStr(I+1)); + + // Players + Tekst := IniFile.ReadString('Game', 'Players', IPlayers[0]); + for Pet := 0 to High(IPlayers) do + if Tekst = IPlayers[Pet] then Ini.Players := Pet; + + // Difficulty + Tekst := IniFile.ReadString('Game', 'Difficulty', 'Easy'); + for Pet := 0 to High(IDifficulty) do + if Tekst = IDifficulty[Pet] then Ini.Difficulty := Pet; + + // Language + Tekst := IniFile.ReadString('Game', 'Language', 'English'); + for Pet := 0 to High(ILanguage) do + if Tekst = ILanguage[Pet] then Ini.Language := Pet; + +// Language.ChangeLanguage(ILanguage[Ini.Language]); + + // Tabs + Tekst := IniFile.ReadString('Game', 'Tabs', ITabs[0]); + for Pet := 0 to High(ITabs) do + if Tekst = ITabs[Pet] then Ini.Tabs := Pet; + + //Tabs at Startup fix + Ini.Tabs_at_startup := Ini.Tabs; + + // Sorting + Tekst := IniFile.ReadString('Game', 'Sorting', ISorting[0]); + for Pet := 0 to High(ISorting) do + if Tekst = ISorting[Pet] then Ini.Sorting := Pet; + + // Debug + Tekst := IniFile.ReadString('Game', 'Debug', IDebug[0]); + for Pet := 0 to High(IDebug) do + if Tekst = IDebug[Pet] then Ini.Debug := Pet; + + //if Ini.Debug = 1 then SongPath := 'E:\UltraStar 03\Songs\'; + + // Screens + Tekst := IniFile.ReadString('Graphics', 'Screens', IScreens[0]); + for Pet := 0 to High(IScreens) do + if Tekst = IScreens[Pet] then Ini.Screens := Pet; + + // Resolution + SetLength(IResolution, 0); + Modes := SDL_ListModes(nil, SDL_OPENGL or SDL_FULLSCREEN); // Check if there are any modes available + repeat +// Log.LogError(Format( ' %d x %d', [ modes^.w, modes^.h ] ) ); + SetLength(IResolution, Length(IResolution) + 1); + IResolution[High(IResolution)] := IntToStr(Modes^.w) + 'x' + IntToStr(Modes^.h); + Inc(Modes); + until Modes^ = nil; + + // reverse order + for I := 0 to (Length(IResolution) div 2) - 1 do begin + S := IResolution[I]; + IResolution[I] := IResolution[High(IResolution)-I]; + IResolution[High(IResolution)-I] := S; + end; + + Tekst := IniFile.ReadString('Graphics', 'Resolution', '800x600'); + for Pet := 0 to High(IResolution) do + if Tekst = IResolution[Pet] then Ini.Resolution := Pet; + + // FullScreen + Tekst := IniFile.ReadString('Graphics', 'FullScreen', 'On'); + for Pet := 0 to High(IFullScreen) do + if Tekst = IFullScreen[Pet] then Ini.FullScreen := Pet; + + // Resolution + Tekst := IniFile.ReadString('Graphics', 'Depth', '32 bit'); + for Pet := 0 to High(IDepth) do + if Tekst = IDepth[Pet] then Ini.Depth := Pet; + + // Texture Size + Tekst := IniFile.ReadString('Graphics', 'TextureSize', ITextureSize[1]); + for Pet := 0 to High(ITextureSize) do + if Tekst = ITextureSize[Pet] then Ini.TextureSize := Pet; + + // SingWindow + Tekst := IniFile.ReadString('Graphics', 'SingWindow', 'Big'); + for Pet := 0 to High(ISingWindow) do + if Tekst = ISingWindow[Pet] then Ini.SingWindow := Pet; + + // Oscilloscope + Tekst := IniFile.ReadString('Graphics', 'Oscilloscope', 'Off'); + for Pet := 0 to High(IOscilloscope) do + if Tekst = IOscilloscope[Pet] then Ini.Oscilloscope := Pet; + + // Line Bonus + Tekst := IniFile.ReadString('Graphics', 'LineBonus', 'At Score'); + for Pet := 0 to High(ILineBonus) do + if Tekst = ILineBonus[Pet] then Ini.LineBonus := Pet; + + //GMA Fix + Tekst := IniFile.ReadString('Graphics', 'GMAFix', 'Off'); + for Pet := 0 to High(IGMAFix) do + if Tekst = IGMAFix[Pet] then Ini.GMAFix := Pet; + + // Spectrum + Tekst := IniFile.ReadString('Graphics', 'Spectrum', 'Off'); + for Pet := 0 to High(ISpectrum) do + if Tekst = ISpectrum[Pet] then Ini.Spectrum := Pet; + + // Spectrograph + Tekst := IniFile.ReadString('Graphics', 'Spectrograph', 'Off'); + for Pet := 0 to High(ISpectrograph) do + if Tekst = ISpectrograph[Pet] then Ini.Spectrograph := Pet; + + // MovieSize + Tekst := IniFile.ReadString('Graphics', 'MovieSize', IMovieSize[0]); + for Pet := 0 to High(IMovieSize) do + if Tekst = IMovieSize[Pet] then Ini.MovieSize := Pet; + + // MicBoost + Tekst := IniFile.ReadString('Sound', 'MicBoost', 'Off'); + for Pet := 0 to High(IMicBoost) do + if Tekst = IMicBoost[Pet] then Ini.MicBoost := Pet; + + // ClickAssist + Tekst := IniFile.ReadString('Sound', 'ClickAssist', 'Off'); + for Pet := 0 to High(IClickAssist) do + if Tekst = IClickAssist[Pet] then Ini.ClickAssist := Pet; + + // BeatClick + Tekst := IniFile.ReadString('Sound', 'BeatClick', IBeatClick[0]); + for Pet := 0 to High(IBeatClick) do + if Tekst = IBeatClick[Pet] then Ini.BeatClick := Pet; + + // SavePlayback + Tekst := IniFile.ReadString('Sound', 'SavePlayback', ISavePlayback[0]); + for Pet := 0 to High(ISavePlayback) do + if Tekst = ISavePlayback[Pet] then Ini.SavePlayback := Pet; + + // Threshold + Tekst := IniFile.ReadString('Sound', 'Threshold', IThreshold[2]); + for Pet := 0 to High(IThreshold) do + if Tekst = IThreshold[Pet] then Ini.Threshold := Pet; + + {// Two Player Mode + for I := 0 to 7 do begin + Ini.SoundCard[I, 1] := 2*I + 1; + Ini.SoundCard[I, 2] := 2*I + 2; + end; + + Tekst := IniFile.ReadString('Sound', 'TwoPlayerMode', ITwoPlayerMode[0]); + for Pet := 0 to High(ITwoPlayerMode) do + if Tekst = ITwoPlayerMode[Pet] then Ini.TwoPlayerMode := Pet; + + if Ini.TwoPlayerMode = 1 then begin + Ini.SoundCard[0, 1] := 1; + Ini.SoundCard[0, 2] := 3; + Ini.SoundCard[1, 1] := 2; + end;} + + // Lyrics Font + Tekst := IniFile.ReadString('Lyrics', 'LyricsFont', ILyricsFont[1]); + for Pet := 0 to High(ILyricsFont) do + if Tekst = ILyricsFont[Pet] then Ini.LyricsFont := Pet; + + // Lyrics Effect + Tekst := IniFile.ReadString('Lyrics', 'LyricsEffect', ILyricsEffect[1]); + for Pet := 0 to High(ILyricsEffect) do + if Tekst = ILyricsEffect[Pet] then Ini.LyricsEffect := Pet; + + // Solmization + Tekst := IniFile.ReadString('Lyrics', 'Solmization', ISolmization[0]); + for Pet := 0 to High(ISolmization) do + if Tekst = ISolmization[Pet] then Ini.Solmization := Pet; + + // Theme + {SetLength(ITheme, 0); + if FileExists('Themes\Singstar.ini') then begin + SetLength(ITheme, Length(ITheme)+1); + ITheme[High(ITheme)] := 'Singstar'; + end; { + if FileExists('Themes\Karin.ini') then begin + SetLength(ITheme, Length(ITheme)+1); + ITheme[High(ITheme)] := 'Karin'; + end;} + + //Theme List Patch + SetLength(ITheme, 0); + FindFirst('Themes\*.ini',faAnyFile,SR); + Repeat + ThemeIni := TMemIniFile.Create(SR.Name); + Tekst := UpperCase(ThemeIni.ReadString('Theme','Name',GetFileName(SR.Name))); + ThemeIni.Free; + for Pet := low(Skin.Skin) to high(Skin.Skin) do + begin + if UpperCase(Skin.Skin[Pet].Theme) = Tekst then + begin + SetLength(ITheme, Length(ITheme)+1); + ITheme[High(ITheme)] := GetFileName(SR.Name); + break; + end; + end; + Until FindNext(SR) <> 0; + FindClose(SR); + //Theme List Patch End } + + //No Theme Found + if (Length(ITheme)=0) then + begin + Log.LogError('Could not find any valid Themes.'); + Halt; + end; + + + Tekst := IniFile.ReadString('Themes', 'Theme', ITheme[0]); + Ini.Theme := 0; + for Pet := 0 to High(ITheme) do + if Uppercase(Tekst) = Uppercase(ITheme[Pet]) then Ini.Theme := Pet; + + // Skin + Skin.onThemeChange; + Ini.SkinNo := 0; + + Tekst := IniFile.ReadString('Themes', 'Skin', ISkin[0]); + for Pet := 0 to High(ISkin) do + if Tekst = ISkin[Pet] then Ini.SkinNo := Pet; + + // Color + Tekst := IniFile.ReadString('Themes', 'Color', IColor[0]); + for Pet := 0 to High(IColor) do + if Tekst = IColor[Pet] then Ini.Color := Pet; + + // Record - load ini list + SetLength(CardList, 0); + I := 1; + while (IniFile.ValueExists('Record', 'DeviceName' + IntToStr(I)) = true) do begin + //Automatically Delete not Existing Sound Cards + S := IniFile.ReadString('Record', 'DeviceName' + IntToStr(I), ''); + //{ + B := False; + //Look for Soundcard + for I2 := 0 to High(Recording.SoundCard) do + begin + if (S = Trim(Recording.SoundCard[I2].Description)) then + begin + B := True; + Break; + end; + end; + + if B then + begin //} + I3 := Length(CardList); + SetLength(CardList, I3+1); + Ini.CardList[I3].Name := S; + Ini.CardList[I3].Input := IniFile.ReadInteger('Record', 'Input' + IntToStr(I), 0); + Ini.CardList[I3].ChannelL := IniFile.ReadInteger('Record', 'ChannelL' + IntToStr(I), 0); + Ini.CardList[I3].ChannelR := IniFile.ReadInteger('Record', 'ChannelR' + IntToStr(I), 0); + end; + Inc(I); + end; + + Log.LogError(InttoStr(Length(CardList)) + ' Cards Loaded'); + + // Record - append detected soundcards + for I := 0 to High(Recording.SoundCard) do + begin + B := False; + For I2 := 0 to High(CardList) do + begin //Search for Card in List + if (CardList[I2].Name = Trim(Recording.SoundCard[I].Description)) then + begin + B := True; + Break; + end; + end; + + //If not in List -> Add + If not B then + begin + I3 := Length(CardList); + SetLength(CardList, I3+1); + CardList[I3].Name := Trim(Recording.SoundCard[I].Description); + CardList[I3].Input := 0; + CardList[I3].ChannelL := 0; + CardList[I3].ChannelR := 0; + // default for new users + if (Length(CardList) = 1) then + CardList[I].ChannelL := 1; + end; + end; + + {for I := 0 to High(Recording.SoundCard) do begin + + B := false; + I2 := 0; + while ((B = false) and (I2 <= High(CardList))) do + if CardList[I2].Name = Recording.SoundCard[I].Description then B := true + else Inc(I2); + + // if the card wasn't detected in ini file, append it to the ini list + if B = false then begin + I3 := Length(CardList); + SetLength(CardList, I3+1); + CardList[I3].Name := Recording.SoundCard[I].Description; + CardList[I3].Input := 0; + CardList[I3].ChannelL := 0; + CardList[I3].ChannelR := 0; + if Length(CardList) = 1 then CardList[I].ChannelL := 1; // default for new users + //CardList[I].Input := 2; + end; + end; } + + Log.LogError(InttoStr(Length(CardList)) + ' Cards Detected'); + + // Joypad + Tekst := IniFile.ReadString('Controller', 'Joypad', IJoypad[0]); + for Pet := 0 to High(IJoypad) do + if Tekst = IJoypad[Pet] then Ini.Joypad := Pet; + + // SoundCard + for I := 0 to 7 do begin + Ini.SoundCard[I, 1] := IniFile.ReadInteger('SoundCards', 'SoundCard'+IntToStr(I+1)+'L', Ini.SoundCard[I, 1]); + Ini.SoundCard[I, 2] := IniFile.ReadInteger('SoundCards', 'SoundCard'+IntToStr(I+1)+'R', Ini.SoundCard[I, 2]); + end; + + // LCD + Tekst := IniFile.ReadString('Devices', 'LPT', ILPT[0]); + for Pet := 0 to High(ILPT) do + if Tekst = ILPT[Pet] then Ini.LPT := Pet; + + + // SongPath + SongPath := IncludeTrailingPathDelimiter(IniFile.ReadString('Path', 'Songs', SongPath)); + + + IniFile.Free; +end; + +procedure TIni.Save; +var + IniFile: TIniFile; + Tekst: string; + I: Integer; + S: String; +begin + if not (FileExists(GamePath + 'config.ini') and FileIsReadOnly(GamePath + 'config.ini')) then begin + IniFile := TIniFile.Create(GamePath + 'config.ini'); + + // Players + Tekst := IPlayers[Ini.Players]; + IniFile.WriteString('Game', 'Players', Tekst); + + // Difficulty + Tekst := IDifficulty[Ini.Difficulty]; + IniFile.WriteString('Game', 'Difficulty', Tekst); + + // Language + Tekst := ILanguage[Ini.Language]; + IniFile.WriteString('Game', 'Language', Tekst); + + // Tabs + Tekst := ITabs[Ini.Tabs]; + IniFile.WriteString('Game', 'Tabs', Tekst); + + // Sorting + Tekst := ISorting[Ini.Sorting]; + IniFile.WriteString('Game', 'Sorting', Tekst); + + // Debug + Tekst := IDebug[Ini.Debug]; + IniFile.WriteString('Game', 'Debug', Tekst); + + // Screens + Tekst := IScreens[Ini.Screens]; + IniFile.WriteString('Graphics', 'Screens', Tekst); + + // FullScreen + Tekst := IFullScreen[Ini.FullScreen]; + IniFile.WriteString('Graphics', 'FullScreen', Tekst); + + // Resolution + Tekst := IResolution[Ini.Resolution]; + IniFile.WriteString('Graphics', 'Resolution', Tekst); + + // Depth + Tekst := IDepth[Ini.Depth]; + IniFile.WriteString('Graphics', 'Depth', Tekst); + + // Resolution + Tekst := ITextureSize[Ini.TextureSize]; + IniFile.WriteString('Graphics', 'TextureSize', Tekst); + + // Sing Window + Tekst := ISingWindow[Ini.SingWindow]; + IniFile.WriteString('Graphics', 'SingWindow', Tekst); + + // Oscilloscope + Tekst := IOscilloscope[Ini.Oscilloscope]; + IniFile.WriteString('Graphics', 'Oscilloscope', Tekst); + + //Line Bonus + Tekst := ILineBonus[Ini.LineBonus]; + IniFile.WriteString('Graphics', 'LineBonus', Tekst); + + //GMA Fix + Tekst := IGMAFix[Ini.GMAFix]; + IniFile.WriteString('Graphics', 'GMAFix', Tekst); + + // Spectrum + Tekst := ISpectrum[Ini.Spectrum]; + IniFile.WriteString('Graphics', 'Spectrum', Tekst); + + // Spectrograph + Tekst := ISpectrograph[Ini.Spectrograph]; + IniFile.WriteString('Graphics', 'Spectrograph', Tekst); + + // Movie Size + Tekst := IMovieSize[Ini.MovieSize]; + IniFile.WriteString('Graphics', 'MovieSize', Tekst); + + // MicBoost + Tekst := IMicBoost[Ini.MicBoost]; + IniFile.WriteString('Sound', 'MicBoost', Tekst); + + // ClickAssist + Tekst := IClickAssist[Ini.ClickAssist]; + IniFile.WriteString('Sound', 'ClickAssist', Tekst); + + // BeatClick + Tekst := IBeatClick[Ini.BeatClick]; + IniFile.WriteString('Sound', 'BeatClick', Tekst); + + // Threshold + Tekst := IThreshold[Ini.Threshold]; + IniFile.WriteString('Sound', 'Threshold', Tekst); + + // SavePlayback + Tekst := ISavePlayback[Ini.SavePlayback]; + IniFile.WriteString('Sound', 'SavePlayback', Tekst); + + {// Two Player Mode + Tekst := ITwoPlayerMode[Ini.TwoPlayerMode]; + IniFile.WriteString('Sound', 'TwoPlayerMode', Tekst); } + + // Lyrics Font + Tekst := ILyricsFont[Ini.LyricsFont]; + IniFile.WriteString('Lyrics', 'LyricsFont', Tekst); + + // Lyrics Effect + Tekst := ILyricsEffect[Ini.LyricsEffect]; + IniFile.WriteString('Lyrics', 'LyricsEffect', Tekst); + + // Solmization + Tekst := ISolmization[Ini.Solmization]; + IniFile.WriteString('Lyrics', 'Solmization', Tekst); + + // Theme + Tekst := ITheme[Ini.Theme]; + IniFile.WriteString('Themes', 'Theme', Tekst); + + // Skin + Tekst := ISkin[Ini.SkinNo]; + IniFile.WriteString('Themes', 'Skin', Tekst); + + // Color + Tekst := IColor[Ini.Color]; + IniFile.WriteString('Themes', 'Color', Tekst); + + // Record + for I := 0 to High(CardList) do begin + S := IntToStr(I+1); + + Tekst := CardList[I].Name; + IniFile.WriteString('Record', 'DeviceName' + S, Tekst); + + Tekst := IntToStr(CardList[I].Input); + IniFile.WriteString('Record', 'Input' + S, Tekst); + + Tekst := IntToStr(CardList[I].ChannelL); + IniFile.WriteString('Record', 'ChannelL' + S, Tekst); + + Tekst := IntToStr(CardList[I].ChannelR); + IniFile.WriteString('Record', 'ChannelR' + S, Tekst); + end; + + Log.LogError(InttoStr(Length(CardList)) + ' Cards Saved'); + + // Joypad + Tekst := IJoypad[Ini.Joypad]; + IniFile.WriteString('Controller', 'Joypad', Tekst); + + IniFile.Free; + end; +end; + +procedure TIni.SaveNames; +var + IniFile: TIniFile; + I: integer; +begin + if not FileIsReadOnly(GamePath + 'config.ini') then begin + IniFile := TIniFile.Create(GamePath + 'config.ini'); + + //Name + for I := 1 to 6 do + IniFile.WriteString('Name', 'P' + IntToStr(I), Ini.Name[I-1]); + + IniFile.Free; + end; +end; + +procedure TIni.SaveLevel; +var + IniFile: TIniFile; + I: integer; +begin + if not FileIsReadOnly(GamePath + 'config.ini') then begin + IniFile := TIniFile.Create(GamePath + 'config.ini'); + + // Difficulty + IniFile.WriteString('Game', 'Difficulty', IDifficulty[Ini.Difficulty]); + + IniFile.Free; + end; +end; + +end. \ No newline at end of file diff --git a/Game/Code/Classes/UJoystick.dcu b/Game/Code/Classes/UJoystick.dcu new file mode 100644 index 00000000..62cde484 Binary files /dev/null and b/Game/Code/Classes/UJoystick.dcu differ diff --git a/Game/Code/Classes/UJoystick.pas b/Game/Code/Classes/UJoystick.pas new file mode 100644 index 00000000..a2a06307 --- /dev/null +++ b/Game/Code/Classes/UJoystick.pas @@ -0,0 +1,124 @@ +unit UJoystick; + +interface + +uses SDL; + +type + TJoyButton = record + State: integer; + Enabled: boolean; + Type_: byte; + Sym: cardinal; + end; + + TJoyUnit = record + Button: array[0..15] of TJoyButton; + end; + + TJoy = class + constructor Create; + procedure Update; + end; + +var + Joy: TJoy; + JoyUnit: TJoyUnit; + SDL_Joy: PSDL_Joystick; + JoyEvent: TSDL_Event; + +implementation + +uses SysUtils; + +constructor TJoy.Create; +var + B, N: integer; +begin + //Old Corvus5 Method + {// joystick support + SDL_JoystickEventState(SDL_IGNORE); + SDL_InitSubSystem(SDL_INIT_JOYSTICK); + if SDL_NumJoysticks <> 1 then beep; + + SDL_Joy := SDL_JoystickOpen(0); + if SDL_Joy = nil then beep; + + if SDL_JoystickNumButtons(SDL_Joy) <> 16 then beep; + +// SDL_JoystickEventState(SDL_ENABLE); + // Events don't work - thay hang the whole application with SDL_JoystickEventState(SDL_ENABLE) + + // clear states + for B := 0 to 15 do + JoyUnit.Button[B].State := 1; + + // mapping + JoyUnit.Button[1].Enabled := true; + JoyUnit.Button[1].Type_ := SDL_KEYDOWN; + JoyUnit.Button[1].Sym := SDLK_RETURN; + JoyUnit.Button[2].Enabled := true; + JoyUnit.Button[2].Type_ := SDL_KEYDOWN; + JoyUnit.Button[2].Sym := SDLK_ESCAPE; + + JoyUnit.Button[12].Enabled := true; + JoyUnit.Button[12].Type_ := SDL_KEYDOWN; + JoyUnit.Button[12].Sym := SDLK_LEFT; + JoyUnit.Button[13].Enabled := true; + JoyUnit.Button[13].Type_ := SDL_KEYDOWN; + JoyUnit.Button[13].Sym := SDLK_DOWN; + JoyUnit.Button[14].Enabled := true; + JoyUnit.Button[14].Type_ := SDL_KEYDOWN; + JoyUnit.Button[14].Sym := SDLK_RIGHT; + JoyUnit.Button[15].Enabled := true; + JoyUnit.Button[15].Type_ := SDL_KEYDOWN; + JoyUnit.Button[15].Sym := SDLK_UP; + } + //New Sarutas method + SDL_JoystickEventState(SDL_IGNORE); + SDL_InitSubSystem(SDL_INIT_JOYSTICK); + if SDL_NumJoysticks < 1 then beep; + + SDL_Joy := SDL_JoystickOpen(0); + if SDL_Joy = nil then beep; + + N := SDL_JoystickNumButtons(SDL_Joy); + if N < 6 then beep; + + for B := 0 to 5 do begin + JoyUnit.Button[B].Enabled := true; + JoyUnit.Button[B].State := 1; + JoyUnit.Button[B].Type_ := SDL_KEYDOWN; + end; + + JoyUnit.Button[0].Sym := SDLK_UP; + JoyUnit.Button[1].Sym := SDLK_RIGHT; + JoyUnit.Button[2].Sym := SDLK_DOWN; + JoyUnit.Button[3].Sym := SDLK_LEFT; + + JoyUnit.Button[4].Sym := SDLK_RETURN; + JoyUnit.Button[5].Sym := SDLK_ESCAPE; +end; + +procedure TJoy.Update; +var + B: integer; +begin + SDL_JoystickUpdate; + + for B := 0 to 15 do begin + if (JoyUnit.Button[B].Enabled) and (JoyUnit.Button[B].State <> SDL_JoystickGetButton(SDL_Joy, B)) and (JoyUnit.Button[B].State = 0) then begin + JoyEvent.type_ := JoyUnit.Button[B].Type_; + JoyEvent.key.keysym.sym := JoyUnit.Button[B].Sym; + SDL_PushEvent(@JoyEvent); + end; + end; + + + for B := 0 to 15 do begin + JoyUnit.Button[B].State := SDL_JoystickGetButton(SDL_Joy, B); + end; + +end; + +end. diff --git a/Game/Code/Classes/ULCD.dcu b/Game/Code/Classes/ULCD.dcu new file mode 100644 index 00000000..8098a187 Binary files /dev/null and b/Game/Code/Classes/ULCD.dcu differ diff --git a/Game/Code/Classes/ULCD.pas b/Game/Code/Classes/ULCD.pas new file mode 100644 index 00000000..a127c689 --- /dev/null +++ b/Game/Code/Classes/ULCD.pas @@ -0,0 +1,287 @@ +unit ULCD; + +interface + +type + TLCD = class + private + Enabled: boolean; + Text: array[1..6] of string; + StartPos: integer; + LineBR: integer; + Position: integer; + procedure WriteCommand(B: byte); + procedure WriteData(B: byte); + procedure WriteString(S: string); + public + HalfInterface: boolean; + constructor Create; + procedure Enable; + procedure Clear; + procedure WriteText(Line: integer; S: string); + procedure MoveCursor(Line, Pos: integer); + procedure ShowCursor; + procedure HideCursor; + + // for 2x16 + procedure AddTextBR(S: string); + procedure MoveCursorBR(Pos: integer); + procedure ScrollUpBR; + procedure AddTextArray(Line:integer; S: string); + end; + +var + LCD: TLCD; + +const + Data = $378; // domyœlny adres portu + Status = Data + 1; + Control = Data + 2; + +implementation + +uses + SysUtils, zlportio, UTime; + +procedure TLCD.WriteCommand(B: Byte); +// Wysylanie komend sterujacych +begin + if not HalfInterface then begin + zlioportwrite(Control, 0, $02); + zlioportwrite(Data, 0, B); + zlioportwrite(Control, 0, $03); + end else begin + zlioportwrite(Control, 0, $02); + zlioportwrite(Data, 0, B and $F0); + zlioportwrite(Control, 0, $03); + + TimeSleep(0.1); + + zlioportwrite(Control, 0, $02); + zlioportwrite(Data, 0, (B * 16) and $F0); + zlioportwrite(Control, 0, $03); + end; + + if (B=1) or (B=2) then + Sleep(2) + else + TimeSleep(0.1); +end; + +procedure TLCD.WriteData(B: Byte); +// Wysylanie danych +begin + if not HalfInterface then begin + zlioportwrite(Control, 0, $06); + zlioportwrite(Data, 0, B); + zlioportwrite(Control, 0, $07); + end else begin + zlioportwrite(Control, 0, $06); + zlioportwrite(Data, 0, B and $F0); + zlioportwrite(Control, 0, $07); + + TimeSleep(0.1); + + zlioportwrite(Control, 0, $06); + zlioportwrite(Data, 0, (B * 16) and $F0); + zlioportwrite(Control, 0, $07); + end; + + TimeSleep(0.1); + Inc(Position); +end; + +procedure TLCD.WriteString(S: string); +// Wysylanie slow +var + I: integer; +begin + for I := 1 to Length(S) do + WriteData(Ord(S[I])); +end; + +constructor TLCD.Create; +begin +// +end; + +procedure TLCD.Enable; +var + A: byte; + B: byte; +begin + Enabled := true; + if not HalfInterface then + WriteCommand($38) + else begin + WriteCommand($33); + WriteCommand($32); + WriteCommand($28); + end; + +// WriteCommand($06); +// WriteCommand($0C); +// sleep(10); +end; + +procedure TLCD.Clear; +begin + if Enabled then begin + WriteCommand(1); + WriteCommand(2); + Text[1] := ''; + Text[2] := ''; + Text[3] := ''; + Text[4] := ''; + Text[5] := ''; + Text[6] := ''; + StartPos := 1; + LineBR := 1; + end; +end; + +procedure TLCD.WriteText(Line: integer; S: string); +begin + if Enabled then begin + if Line <= 2 then begin + MoveCursor(Line, 1); + WriteString(S); + end; + + Text[Line] := ''; + AddTextArray(Line, S); + end; +end; + +procedure TLCD.MoveCursor(Line, Pos: integer); +var + I: integer; +begin + if Enabled then begin + Pos := Pos + (Line-1) * 40; + + if Position > Pos then begin + WriteCommand(2); + for I := 1 to Pos-1 do + WriteCommand(20); + end; + + if Position < Pos then + for I := 1 to Pos - Position do + WriteCommand(20); + + Position := Pos; + end; +end; + +procedure TLCD.ShowCursor; +begin + if Enabled then begin + WriteCommand(14); + end; +end; + +procedure TLCD.HideCursor; +begin + if Enabled then begin + WriteCommand(12); + end; +end; + +procedure TLCD.AddTextBR(S: string); +var + Word: string; + W: integer; + P: integer; + L: integer; +begin + if Enabled then begin + if LineBR <= 6 then begin + L := LineBR; + P := Pos(' ', S); + + if L <= 2 then + MoveCursor(L, 1); + + while (L <= 6) and (P > 0) do begin + Word := Copy(S, 1, P); + if (Length(Text[L]) + Length(Word)-1) > 16 then begin + L := L + 1; + if L <= 2 then + MoveCursor(L, 1); + end; + + if L <= 6 then begin + if L <= 2 then + WriteString(Word); + AddTextArray(L, Word); + end; + + Delete(S, 1, P); + P := Pos(' ', S) + end; + + LineBR := L + 1; + end; + end; +end; + +procedure TLCD.MoveCursorBR(Pos: integer); +var + I: integer; + L: integer; +begin + if Enabled then begin + Pos := Pos - (StartPos-1); + if Pos <= Length(Text[1]) then + MoveCursor(1, Pos); + + if Pos > Length(Text[1]) then begin + // bez zawijania +// Pos := Pos - Length(Text[1]); +// MoveCursor(2, Pos); + + // z zawijaniem + Pos := Pos - Length(Text[1]); + ScrollUpBR; + MoveCursor(1, Pos); + end; + end; +end; + +procedure TLCD.ScrollUpBR; +var + T: array[1..5] of string; + SP: integer; + LBR: integer; +begin + if Enabled then begin + T[1] := Text[2]; + T[2] := Text[3]; + T[3] := Text[4]; + T[4] := Text[5]; + T[5] := Text[6]; + SP := StartPos + Length(Text[1]); + LBR := LineBR; + + Clear; + + StartPos := SP; + WriteText(1, T[1]); + WriteText(2, T[2]); + WriteText(3, T[3]); + WriteText(4, T[4]); + WriteText(5, T[5]); + LineBR := LBR-1; + end; +end; + +procedure TLCD.AddTextArray(Line: integer; S: string); +begin + if Enabled then begin + Text[Line] := Text[Line] + S; + end; +end; + +end. + diff --git a/Game/Code/Classes/ULCD.~pas b/Game/Code/Classes/ULCD.~pas new file mode 100644 index 00000000..a127c689 --- /dev/null +++ b/Game/Code/Classes/ULCD.~pas @@ -0,0 +1,287 @@ +unit ULCD; + +interface + +type + TLCD = class + private + Enabled: boolean; + Text: array[1..6] of string; + StartPos: integer; + LineBR: integer; + Position: integer; + procedure WriteCommand(B: byte); + procedure WriteData(B: byte); + procedure WriteString(S: string); + public + HalfInterface: boolean; + constructor Create; + procedure Enable; + procedure Clear; + procedure WriteText(Line: integer; S: string); + procedure MoveCursor(Line, Pos: integer); + procedure ShowCursor; + procedure HideCursor; + + // for 2x16 + procedure AddTextBR(S: string); + procedure MoveCursorBR(Pos: integer); + procedure ScrollUpBR; + procedure AddTextArray(Line:integer; S: string); + end; + +var + LCD: TLCD; + +const + Data = $378; // domyœlny adres portu + Status = Data + 1; + Control = Data + 2; + +implementation + +uses + SysUtils, zlportio, UTime; + +procedure TLCD.WriteCommand(B: Byte); +// Wysylanie komend sterujacych +begin + if not HalfInterface then begin + zlioportwrite(Control, 0, $02); + zlioportwrite(Data, 0, B); + zlioportwrite(Control, 0, $03); + end else begin + zlioportwrite(Control, 0, $02); + zlioportwrite(Data, 0, B and $F0); + zlioportwrite(Control, 0, $03); + + TimeSleep(0.1); + + zlioportwrite(Control, 0, $02); + zlioportwrite(Data, 0, (B * 16) and $F0); + zlioportwrite(Control, 0, $03); + end; + + if (B=1) or (B=2) then + Sleep(2) + else + TimeSleep(0.1); +end; + +procedure TLCD.WriteData(B: Byte); +// Wysylanie danych +begin + if not HalfInterface then begin + zlioportwrite(Control, 0, $06); + zlioportwrite(Data, 0, B); + zlioportwrite(Control, 0, $07); + end else begin + zlioportwrite(Control, 0, $06); + zlioportwrite(Data, 0, B and $F0); + zlioportwrite(Control, 0, $07); + + TimeSleep(0.1); + + zlioportwrite(Control, 0, $06); + zlioportwrite(Data, 0, (B * 16) and $F0); + zlioportwrite(Control, 0, $07); + end; + + TimeSleep(0.1); + Inc(Position); +end; + +procedure TLCD.WriteString(S: string); +// Wysylanie slow +var + I: integer; +begin + for I := 1 to Length(S) do + WriteData(Ord(S[I])); +end; + +constructor TLCD.Create; +begin +// +end; + +procedure TLCD.Enable; +var + A: byte; + B: byte; +begin + Enabled := true; + if not HalfInterface then + WriteCommand($38) + else begin + WriteCommand($33); + WriteCommand($32); + WriteCommand($28); + end; + +// WriteCommand($06); +// WriteCommand($0C); +// sleep(10); +end; + +procedure TLCD.Clear; +begin + if Enabled then begin + WriteCommand(1); + WriteCommand(2); + Text[1] := ''; + Text[2] := ''; + Text[3] := ''; + Text[4] := ''; + Text[5] := ''; + Text[6] := ''; + StartPos := 1; + LineBR := 1; + end; +end; + +procedure TLCD.WriteText(Line: integer; S: string); +begin + if Enabled then begin + if Line <= 2 then begin + MoveCursor(Line, 1); + WriteString(S); + end; + + Text[Line] := ''; + AddTextArray(Line, S); + end; +end; + +procedure TLCD.MoveCursor(Line, Pos: integer); +var + I: integer; +begin + if Enabled then begin + Pos := Pos + (Line-1) * 40; + + if Position > Pos then begin + WriteCommand(2); + for I := 1 to Pos-1 do + WriteCommand(20); + end; + + if Position < Pos then + for I := 1 to Pos - Position do + WriteCommand(20); + + Position := Pos; + end; +end; + +procedure TLCD.ShowCursor; +begin + if Enabled then begin + WriteCommand(14); + end; +end; + +procedure TLCD.HideCursor; +begin + if Enabled then begin + WriteCommand(12); + end; +end; + +procedure TLCD.AddTextBR(S: string); +var + Word: string; + W: integer; + P: integer; + L: integer; +begin + if Enabled then begin + if LineBR <= 6 then begin + L := LineBR; + P := Pos(' ', S); + + if L <= 2 then + MoveCursor(L, 1); + + while (L <= 6) and (P > 0) do begin + Word := Copy(S, 1, P); + if (Length(Text[L]) + Length(Word)-1) > 16 then begin + L := L + 1; + if L <= 2 then + MoveCursor(L, 1); + end; + + if L <= 6 then begin + if L <= 2 then + WriteString(Word); + AddTextArray(L, Word); + end; + + Delete(S, 1, P); + P := Pos(' ', S) + end; + + LineBR := L + 1; + end; + end; +end; + +procedure TLCD.MoveCursorBR(Pos: integer); +var + I: integer; + L: integer; +begin + if Enabled then begin + Pos := Pos - (StartPos-1); + if Pos <= Length(Text[1]) then + MoveCursor(1, Pos); + + if Pos > Length(Text[1]) then begin + // bez zawijania +// Pos := Pos - Length(Text[1]); +// MoveCursor(2, Pos); + + // z zawijaniem + Pos := Pos - Length(Text[1]); + ScrollUpBR; + MoveCursor(1, Pos); + end; + end; +end; + +procedure TLCD.ScrollUpBR; +var + T: array[1..5] of string; + SP: integer; + LBR: integer; +begin + if Enabled then begin + T[1] := Text[2]; + T[2] := Text[3]; + T[3] := Text[4]; + T[4] := Text[5]; + T[5] := Text[6]; + SP := StartPos + Length(Text[1]); + LBR := LineBR; + + Clear; + + StartPos := SP; + WriteText(1, T[1]); + WriteText(2, T[2]); + WriteText(3, T[3]); + WriteText(4, T[4]); + WriteText(5, T[5]); + LineBR := LBR-1; + end; +end; + +procedure TLCD.AddTextArray(Line: integer; S: string); +begin + if Enabled then begin + Text[Line] := Text[Line] + S; + end; +end; + +end. + diff --git a/Game/Code/Classes/ULanguage.dcu b/Game/Code/Classes/ULanguage.dcu new file mode 100644 index 00000000..2d5c3596 Binary files /dev/null and b/Game/Code/Classes/ULanguage.dcu differ diff --git a/Game/Code/Classes/ULanguage.pas b/Game/Code/Classes/ULanguage.pas new file mode 100644 index 00000000..bc3793e3 --- /dev/null +++ b/Game/Code/Classes/ULanguage.pas @@ -0,0 +1,222 @@ +unit ULanguage; + +interface + +type + TLanguageEntry = record + ID: string; + Text: string; + end; + + TLanguageList = record + Name: string; + {FileName: string; } + end; + + TLanguage = class + private + Entry: array of TLanguageEntry; //Entrys of Chosen Language + SEntry: array of TLanguageEntry; //Entrys of Standard Language + CEntry: array of TLanguageEntry; //Constant Entrys e.g. Version + Implode_Glue1, Implode_Glue2: String; + public + List: array of TLanguageList; + + constructor Create; + procedure LoadList; + function Translate(Text: String): String; + procedure ChangeLanguage(Language: String); + procedure AddConst(ID, Text: String); + procedure ChangeConst(ID, Text: String); + function Implode(Pieces: Array of String): String; + end; + +var + Language: TLanguage; + +implementation + +uses UPliki, UIni, IniFiles, Classes, SysUtils, Windows, ULog; + +//---------- +//Create - Construct Class then LoadList + Standard Language + Set Standard Implode Glues +//---------- +constructor TLanguage.Create; +var + I, J: Integer; +begin + LoadList; + + //Set Implode Glues for Backward Compatibility + Implode_Glue1 := ', '; + Implode_Glue2 := ' and '; + + if (Length(List) = 0) then //No Language Files Loaded -> Abort Loading + Log.CriticalError('Could not load any Language Files'); + + //Standard Language (If a Language File is Incomplete) + //Then use English Language + for I := 0 to high(List) do //Search for English Language + begin + //English Language Found -> Load + if Uppercase(List[I].Name) = 'ENGLISH' then + begin + ChangeLanguage('English'); + + SetLength(SEntry, Length(Entry)); + for J := low(Entry) to high(Entry) do + SEntry[J] := Entry[J]; + + SetLength(Entry, 0); + end; + + if (I = high(List)) then + Log.LogError('English Languagefile missing! No standard Translation loaded'); + end; + //Standard Language END + +end; + +//---------- +//LoadList - Parse the Language Dir searching Translations +//---------- +procedure TLanguage.LoadList; +var + SR: TSearchRec; // for parsing directory +begin + SetLength(List, 0); + SetLength(ILanguage, 0); + + if FindFirst(LanguagesPath + '*.ini', 0, SR) = 0 then begin + repeat + SetLength(List, Length(List)+1); + SetLength(ILanguage, Length(ILanguage)+1); + SR.Name := ChangeFileExt(SR.Name, ''); + + List[High(List)].Name := SR.Name; + ILanguage[High(ILanguage)] := SR.Name; + + until FindNext(SR) <> 0; + SysUtils.FindClose(SR); + end; // if FindFirst +end; + +//---------- +//ChangeLanguage - Load the specified LanguageFile +//---------- +procedure TLanguage.ChangeLanguage(Language: String); +var + IniFile: TIniFile; + E: integer; // entry + S: TStringList; +begin + SetLength(Entry, 0); + IniFile := TIniFile.Create(LanguagesPath + Language + '.ini'); + S := TStringList.Create; + + IniFile.ReadSectionValues('Text', S); + SetLength(Entry, S.Count); + for E := 0 to high(Entry) do + begin + if S.Names[E] = 'IMPLODE_GLUE1' then + Implode_Glue1 := S.ValueFromIndex[E]+ ' ' + else if S.Names[E] = 'IMPLODE_GLUE2' then + Implode_Glue2 := ' ' + S.ValueFromIndex[E] + ' '; + + Entry[E].ID := S.Names[E]; + Entry[E].Text := S.ValueFromIndex[E]; + end; + + S.Free; + IniFile.Free; +end; + +//---------- +//Translate - Translate the Text +//---------- +Function TLanguage.Translate(Text: String): String; +var + E: integer; // entry +begin + Result := Text; + + //Const Mod + for E := 0 to high(CEntry) do + if Text = CEntry[E].ID then + begin + Result := CEntry[E].Text; + exit; + end; + //Const Mod End + + for E := 0 to high(Entry) do + if Text = Entry[E].ID then + begin + Result := Entry[E].Text; + exit; + end; + + //Standard Language (If a Language File is Incomplete) + //Then use Standard Language + if Text = Result then + begin + for E := low(SEntry) to high(SEntry) do + if Text = SEntry[E].ID then + begin + Result := SEntry[E].Text; + exit; + end; + end; + //Standard Language END +end; + +//---------- +//AddConst - Add a Constant ID that will be Translated but not Loaded from the LanguageFile +//---------- +procedure TLanguage.AddConst (ID, Text: String); +begin + SetLength (CEntry, Length(CEntry) + 1); + CEntry[high(CEntry)].ID := ID; + CEntry[high(CEntry)].Text := Text; +end; + +//---------- +//ChangeConst - Change a Constant Value by ID +//---------- +procedure TLanguage.ChangeConst(ID, Text: String); +var + I: Integer; +begin + for I := 0 to high(CEntry) do + begin + if CEntry[I].ID = ID then + begin + CEntry[I].Text := Text; + Break; + end; + end; +end; + +//---------- +//Implode - Connect an Array of Strings with ' and ' or ', ' to one String +//---------- +function TLanguage.Implode(Pieces: Array of String): String; +var + I: Integer; +begin + Result := ''; + //Go through Pieces + for I := low(Pieces) to high(Pieces) do + begin + //Add Value + Result := Result + Pieces[I]; + + //Add Glue + if (I < high(Pieces) - 1) then + Result := Result + Implode_Glue1 + else if (I < high(Pieces)) then + Result := Result + Implode_Glue2; + end; +end; + +end. diff --git a/Game/Code/Classes/ULight.dcu b/Game/Code/Classes/ULight.dcu new file mode 100644 index 00000000..10ba61bc Binary files /dev/null and b/Game/Code/Classes/ULight.dcu differ diff --git a/Game/Code/Classes/ULight.pas b/Game/Code/Classes/ULight.pas new file mode 100644 index 00000000..967d2ea1 --- /dev/null +++ b/Game/Code/Classes/ULight.pas @@ -0,0 +1,116 @@ +unit ULight; +interface + +type + TLight = class + private + Enabled: boolean; + Light: array[0..7] of boolean; + LightTime: array[0..7] of real; // time to stop, need to call update to change state + LastTime: real; + public + constructor Create; + procedure Enable; + procedure SetState(State: integer); + procedure AutoSetState; + procedure TurnOn; + procedure TurnOff; + procedure LightOne(Number: integer; Time: real); + procedure Refresh; + end; + +var + Light: TLight; + +const + Data = $378; // default port address + Status = Data + 1; + Control = Data + 2; + +implementation + +uses + SysUtils, zlportio, UTime; + +constructor TLight.Create; +begin + Enabled := false; +end; + +procedure TLight.Enable; +begin + Enabled := true; + LastTime := GetTime; +end; + +procedure TLight.SetState(State: integer); +begin + if Enabled then + PortWriteB($378, State); +end; + +procedure TLight.AutoSetState; +var + State: integer; +begin + if Enabled then begin + State := 0; + if Light[0] then State := State + 2; + if Light[1] then State := State + 1; + // etc + SetState(State); + end; +end; + +procedure TLight.TurnOn; +begin + if Enabled then + SetState(3); +end; + +procedure TLight.TurnOff; +begin + if Enabled then + SetState(0); +end; + +procedure TLight.LightOne(Number: integer; Time: real); +begin + if Enabled then begin + if Light[Number] = false then begin + Light[Number] := true; + AutoSetState; + end; + + LightTime[Number] := GetTime + Time/1000; // [s] + end; +end; + +procedure TLight.Refresh; +var + Time: real; + TimeSkip: real; + L: integer; +begin + if Enabled then begin + Time := GetTime; + TimeSkip := Time - LastTime; + for L := 0 to 7 do begin + if Light[L] = true then begin + if LightTime[L] > Time then begin + // jest jeszcze zapas - bez zmian + //LightTime[L] := LightTime[L] - TimeSkip; + end else begin + // czas minal + Light[L] := false; + end; + end; + end; + LastTime := Time; + AutoSetState; + end; +end; + +end. + + diff --git a/Game/Code/Classes/ULog.dcu b/Game/Code/Classes/ULog.dcu new file mode 100644 index 00000000..1794325d Binary files /dev/null and b/Game/Code/Classes/ULog.dcu differ diff --git a/Game/Code/Classes/ULog.pas b/Game/Code/Classes/ULog.pas new file mode 100644 index 00000000..6bffa04e --- /dev/null +++ b/Game/Code/Classes/ULog.pas @@ -0,0 +1,227 @@ +unit ULog; + +interface + +uses Classes; + +type + TLog = class + BenchmarkTimeStart: array[0..7] of real; + BenchmarkTimeLength: array[0..7] of real;//TDateTime; + + FileBenchmark: TextFile; + FileBenchmarkO: boolean; // opened + FileAnalyze: TextFile; + FileAnalyzeO: boolean; // opened + FileError: TextFile; + FileErrorO: boolean; // opened + + Title: String; //Application Title + + // destuctor + destructor Free; + + // benchmark + procedure BenchmarkStart(Number: integer); + procedure BenchmarkEnd(Number: integer); + procedure LogBenchmark(Text: string; Number: integer); + + // analyze + procedure LogAnalyze(Text: string); + + // error + procedure LogError(Text: string); overload; + + //Critical Error (Halt + MessageBox) + procedure CriticalError(Text: string); + + // voice + procedure LogVoice(SoundNr: integer); + + // compability + procedure LogStatus(Log1, Log2: string); + procedure LogError(Log1, Log2: string); overload; + end; + +var + Log: TLog; + +implementation +uses UPliki, SysUtils, DateUtils, URecord, UTime, UIni, Windows; + +destructor TLog.Free; +begin + if FileBenchmarkO then CloseFile(FileBenchmark); +// if FileAnalyzeO then CloseFile(FileAnalyze); + if FileErrorO then CloseFile(FileError); +end; + +procedure TLog.BenchmarkStart(Number: integer); +begin + BenchmarkTimeStart[Number] := USTime.GetTime; //Time; +end; + +procedure TLog.BenchmarkEnd(Number: integer); +begin + BenchmarkTimeLength[Number] := USTime.GetTime {Time} - BenchmarkTimeStart[Number]; +end; + +procedure TLog.LogBenchmark(Text: string; Number: integer); +var + Minutes: integer; + Seconds: integer; + Miliseconds: integer; + + MinutesS: string; + SecondsS: string; + MilisecondsS: string; + + ValueText: string; +begin + if (ParamStr(1) = '-benchmark') then begin + if not FileBenchmarkO then begin + FileBenchmarkO := true; + AssignFile(FileBenchmark, LogPath + 'Benchmark.log'); + {$I-} + Rewrite(FileBenchmark); + if IOResult = 0 then FileBenchmarkO := true; + {$I+} + end; + + if FileBenchmarkO then begin + Miliseconds := Trunc(Frac(BenchmarkTimeLength[Number]) * 1000); + Seconds := Trunc(BenchmarkTimeLength[Number]) mod 60; + Minutes := Trunc((BenchmarkTimeLength[Number] - Seconds) / 60); +// ValueText := FloatToStr(BenchmarkTimeLength[Number]); + +{ ValueText := FloatToStr( + SecondOf(BenchmarkTimeLength[Number]) + MilliSecondOf(BenchmarkTimeLength[Number])/1000 + ); + if MinuteOf(BenchmarkTimeLength[Number]) >= 1 then + ValueText := IntToStr(MinuteOf(BenchmarkTimeLength[Number])) + ':' + ValueText; + WriteLn(FileBenchmark, Text + ': ' + ValueText + ' seconds');} + + if (Minutes = 0) and (Seconds = 0) then begin + MilisecondsS := IntToStr(Miliseconds); + ValueText := MilisecondsS + ' miliseconds'; + end; + + if (Minutes = 0) and (Seconds >= 1) then begin + MilisecondsS := IntToStr(Miliseconds); + while Length(MilisecondsS) < 3 do MilisecondsS := '0' + MilisecondsS; + + SecondsS := IntToStr(Seconds); + + ValueText := SecondsS + ',' + MilisecondsS + ' seconds'; + end; + + if Minutes >= 1 then begin + MilisecondsS := IntToStr(Miliseconds); + while Length(MilisecondsS) < 3 do MilisecondsS := '0' + MilisecondsS; + + SecondsS := IntToStr(Seconds); + while Length(SecondsS) < 2 do SecondsS := '0' + SecondsS; + + MinutesS := IntToStr(Minutes); + + ValueText := MinutesS + ':' + SecondsS + ',' + MilisecondsS + ' minutes'; + end; + + WriteLn(FileBenchmark, Text + ': ' + ValueText); + Flush(FileBenchmark); + end; + end; +end; + +procedure TLog.LogAnalyze(Text: string); +var + Seconds: integer; + Miliseconds: integer; + ValueText: string; +begin + if Ini.Debug = 1 then begin + + if not FileAnalyzeO then begin + AssignFile(FileAnalyze, LogPath + 'Analyze.log'); + {$I-} + Rewrite(FileAnalyze); + if IOResult = 0 then FileAnalyzeO := true; + {$I+} + end; + + if FileAnalyzeO then begin + WriteLn(FileAnalyze, Text); + Flush(FileAnalyze); // try to speed up + end; + + end; +end; + +procedure TLog.LogError(Text: string); +begin + if not FileErrorO then begin + FileErrorO := true; + AssignFile(FileError, LogPath + 'Error.log'); + {$I-} + Rewrite(FileError); + if IOResult = 0 then FileErrorO := true; + {$I+} + end; + + if FileErrorO then begin + WriteLn(FileError, Text); + Flush(FileError); + end; +end; + +procedure TLog.LogVoice(SoundNr: integer); +var + FileVoice: File; + FS: TFileStream; + FileName: string; + Num: integer; + BL: integer; +begin + for Num := 1 to 9999 do begin + FileName := IntToStr(Num); + while Length(FileName) < 4 do FileName := '0' + FileName; + FileName := LogPath + 'Voice' + FileName + '.raw'; + if not FileExists(FileName) then break + end; + + + FS := TFileStream.Create(FileName, fmCreate); + + for BL := 0 to High(Sound[SoundNr].BufferLong) do begin + Sound[SoundNr].BufferLong[BL].Seek(0, soBeginning); + FS.CopyFrom(Sound[SoundNr].BufferLong[BL], Sound[SoundNr].BufferLong[BL].Size); + end; + + FS.Free; +end; + +procedure TLog.LogStatus(Log1, Log2: string); +begin +//asd + LogError (Log2 + ': ' + Log1); +end; + +procedure TLog.LogError(Log1, Log2: string); +begin +//asd +end; + +procedure TLog.CriticalError(Text: string); +begin + //Write Error to Logfile: + LogError (Text); + + //Show Errormessage + Messagebox(0, PChar(Text), PChar(Title), MB_ICONERROR or MB_OK); + + //Exit Application + Halt; +end; + +end. + \ No newline at end of file diff --git a/Game/Code/Classes/ULyrics.dcu b/Game/Code/Classes/ULyrics.dcu new file mode 100644 index 00000000..3867c263 Binary files /dev/null and b/Game/Code/Classes/ULyrics.dcu differ diff --git a/Game/Code/Classes/ULyrics.pas b/Game/Code/Classes/ULyrics.pas new file mode 100644 index 00000000..c3b440bc --- /dev/null +++ b/Game/Code/Classes/ULyrics.pas @@ -0,0 +1,383 @@ +unit ULyrics; + +interface +uses SysUtils, OpenGL12, UMusic; + +type + TWord = record + X: real; + Y: real; + Size: real; + Width: real; + Text: string; + ColR: real; + ColG: real; + ColB: real; + Scale: real; + Done: real; + FontStyle: integer; + Italic: boolean; + Selected: boolean; + end; + + TLyric = class + private + AlignI: integer; + XR: real; + YR: real; + SizeR: real; + SelectedI: integer; + ScaleR: real; + StyleI: integer; // 0 - one selection, 1 - long selection, 2 - one selection with fade to normal text, 3 - long selection with fade with color from left + FontStyleI: integer; // font number + Word: array of TWord; + procedure SetX(Value: real); + procedure SetY(Value: real); + function GetClientX: real; + procedure SetAlign(Value: integer); + function GetSize: real; + procedure SetSize(Value: real); + procedure SetSelected(Value: integer); + procedure SetDone(Value: real); + procedure SetScale(Value: real); + procedure SetStyle(Value: integer); + procedure SetFStyle(Value: integer); + procedure Refresh; + procedure DrawNormal(W: integer); + procedure DrawPlain(W: integer); + procedure DrawScaled(W: integer); + procedure DrawSlide(W: integer); + public + ColR: real; + ColG: real; + ColB: real; + ColSR: real; + ColSG: real; + ColSB: real; + Italic: boolean; + Text: string; // LCD + + published + property X: real write SetX; + property Y: real write SetY; + property ClientX: real read GetClientX; + property Align: integer write SetAlign; + property Size: real read GetSize write SetSize; + property Selected: integer read SelectedI write SetSelected; + property Done: real write SetDone; + property Scale: real write SetScale; + property Style: integer write SetStyle; + property FontStyle: integer write SetFStyle; + procedure AddWord(Text: string); + procedure AddCzesc(NrCzesci: integer); + + function SelectedLetter: integer; // LCD + function SelectedLength: integer; // LCD + + procedure Clear; + procedure Draw; + + end; + +var + Lyric: TLyric; + +implementation +uses TextGL, UGraphic, UDrawTexture; + +procedure TLyric.SetX(Value: real); +begin + XR := Value; +end; + +procedure TLyric.SetY(Value: real); +begin + YR := Value; +end; + +function TLyric.GetClientX: real; +begin + Result := Word[0].X; +end; + +procedure TLyric.SetAlign(Value: integer); +begin + AlignI := Value; +// if AlignInt = 0 then beep; +end; + +function TLyric.GetSize: real; +begin + Result := SizeR; +end; + +procedure TLyric.SetSize(Value: real); +begin + SizeR := Value; +end; + +procedure TLyric.SetSelected(Value: integer); +var + W: integer; +begin + if (StyleI = 0) or (StyleI = 2) or (StyleI = 4) then begin + if (SelectedI > -1) and (SelectedI <= High(Word)) then begin + Word[SelectedI].Selected := false; + Word[SelectedI].ColR := ColR; + Word[SelectedI].ColG := ColG; + Word[SelectedI].ColB := ColB; + Word[SelectedI].Done := 0; + end; + + SelectedI := Value; + if (Value > -1) and (Value <= High(Word)) then begin + Word[Value].Selected := true; + Word[Value].ColR := ColSR; + Word[Value].ColG := ColSG; + Word[Value].ColB := ColSB; + Word[Value].Scale := ScaleR; + end; + end; + + if (StyleI = 1) or (StyleI = 3) then begin + if (SelectedI > -1) and (SelectedI <= High(Word)) then begin + for W := SelectedI to High(Word) do begin + Word[W].Selected := false; + Word[W].ColR := ColR; + Word[W].ColG := ColG; + Word[W].ColB := ColB; + Word[W].Done := 0; + end; + end; + + SelectedI := Value; + if (Value > -1) and (Value <= High(Word)) then begin + for W := 0 to Value do begin + Word[W].Selected := true; + Word[W].ColR := ColSR; + Word[W].ColG := ColSG; + Word[W].ColB := ColSB; + Word[W].Scale := ScaleR; + Word[W].Done := 1; + end; + end; + end; + + Refresh; +end; + +procedure TLyric.SetDone(Value: real); +var + W: integer; +begin + W := SelectedI; + if W > -1 then + Word[W].Done := Value; +end; + +procedure TLyric.SetScale(Value: real); +begin + ScaleR := Value; +end; + +procedure TLyric.SetStyle(Value: integer); +begin + StyleI := Value; +end; + +procedure TLyric.SetFStyle(Value: integer); +begin + FontStyleI := Value; +end; + +procedure TLyric.AddWord(Text: string); +var + WordNum: integer; +begin + WordNum := Length(Word); + SetLength(Word, WordNum + 1); + if WordNum = 0 then begin + Word[WordNum].X := XR; + end else begin + Word[WordNum].X := Word[WordNum - 1].X + Word[WordNum - 1].Width; + end; + + Word[WordNum].Y := YR; + Word[WordNum].Size := SizeR; + Word[WordNum].FontStyle := FontStyleI; // new + SetFontStyle(FontStyleI); + SetFontSize(SizeR); + Word[WordNum].Width := glTextWidth(pchar(Text)); + Word[WordNum].Text := Text; + Word[WordNum].ColR := ColR; + Word[WordNum].ColG := ColG; + Word[WordNum].ColB := ColB; + Word[WordNum].Scale := 1; + Word[WordNum].Done := 0; + Word[WordNum].Italic := Italic; + + Refresh; +end; + +procedure TLyric.AddCzesc(NrCzesci: integer); +var + N: integer; +begin + Clear; + for N := 0 to Czesci[0].Czesc[NrCzesci].HighNut do begin + Italic := Czesci[0].Czesc[NrCzesci].Nuta[N].FreeStyle; + AddWord(Czesci[0].Czesc[NrCzesci].Nuta[N].Tekst); + Text := Text + Czesci[0].Czesc[NrCzesci].Nuta[N].Tekst; + end; + Selected := -1; +end; + +procedure TLyric.Clear; +begin +{ ColR := Skin_FontR; + ColG := Skin_FontG; + ColB := Skin_FontB;} + SetLength(Word, 0); + Text := ''; + SelectedI := -1; +end; + +procedure TLyric.Refresh; +var + W: integer; + TotWidth: real; +begin + if AlignI = 1 then begin + TotWidth := 0; + for W := 0 to High(Word) do + TotWidth := TotWidth + Word[W].Width; + + Word[0].X := XR - TotWidth / 2; + for W := 1 to High(Word) do + Word[W].X := Word[W - 1].X + Word[W - 1].Width; + end; +end; + +procedure TLyric.Draw; +var + W: integer; +begin + case StyleI of + 0: + begin + for W := 0 to High(Word) do + DrawNormal(W); + end; + 1: + begin + for W := 0 to High(Word) do + DrawPlain(W); + end; + 2: // zoom + begin + for W := 0 to High(Word) do + if not Word[W].Selected then + DrawNormal(W); + + for W := 0 to High(Word) do + if Word[W].Selected then + DrawScaled(W); + end; + 3: // slide + begin + for W := 0 to High(Word) do begin + if not Word[W].Selected then + DrawNormal(W) + else + DrawSlide(W); + end; + end; + 4: // ball + begin + for W := 0 to High(Word) do + DrawNormal(W); + + for W := 0 to High(Word) do + if Word[W].Selected then begin + Tex_Ball.X := (Word[W].X - 10) + Word[W].Done * Word[W].Width; + Tex_Ball.Y := 480 - 10*sin(Word[W].Done * pi); + Tex_Ball.W := 20; + Tex_Ball.H := 20; + DrawTexture(Tex_Ball); + end; + end; + end; // case +end; + +procedure TLyric.DrawNormal(W: integer); +begin + SetFontStyle(Word[W].FontStyle); + SetFontPos(Word[W].X+ 10*ScreenX, Word[W].Y); + SetFontSize(Word[W].Size); + SetFontItalic(Word[W].Italic); + glColor3f(Word[W].ColR, Word[W].ColG, Word[W].ColB); + glPrint(pchar(Word[W].Text)); +end; + +procedure TLyric.DrawPlain(W: integer); +var + D: real; +begin + D := Word[W].Done; // przyrost + + SetFontStyle(Word[W].FontStyle); + SetFontPos(Word[W].X, Word[W].Y); + SetFontSize(Word[W].Size); + SetFontItalic(Word[W].Italic); + + if D = 0 then + glColor3f(ColR, ColG, ColB) + else + glColor3f(ColSR, ColSG, ColSB); + + glPrint(pchar(Word[W].Text)); +end; + +procedure TLyric.DrawScaled(W: integer); +var + D: real; +begin + // previous plus dynamic scaling effect + D := 1-Word[W].Done; // przyrost + SetFontStyle(Word[W].FontStyle); + SetFontPos(Word[W].X - D * Word[W].Width * (Word[W].Scale - 1) / 2 + (D+1)*10*ScreenX, Word[W].Y - D * 1.5 * Word[W].Size *(Word[W].Scale - 1)); + SetFontSize(Word[W].Size + D * (Word[W].Size * Word[W].Scale - Word[W].Size)); + SetFontItalic(Word[W].Italic); + glColor3f(Word[W].ColR, Word[W].ColG, Word[W].ColB); + glPrint(pchar(Word[W].Text)) +end; + +procedure TLyric.DrawSlide(W: integer); +var + D: real; +begin + D := Word[W].Done; // przyrost + SetFontStyle(Word[W].FontStyle); + SetFontPos(Word[W].X, Word[W].Y); + SetFontSize(Word[W].Size); + SetFontItalic(Word[W].Italic); + glColor3f(Word[W].ColR, Word[W].ColG, Word[W].ColB); + glPrintDone(pchar(Word[W].Text), D, ColR, ColG, ColB); +end; + +function TLyric.SelectedLetter; // LCD +var + W: integer; +begin + Result := 1; + + for W := 0 to SelectedI-1 do + Result := Result + Length(Word[W].Text); +end; + +function TLyric.SelectedLength: integer; // LCD +begin + Result := Length(Word[SelectedI].Text); +end; + +end. diff --git a/Game/Code/Classes/UMain.dcu b/Game/Code/Classes/UMain.dcu new file mode 100644 index 00000000..3a2edf09 Binary files /dev/null and b/Game/Code/Classes/UMain.dcu differ diff --git a/Game/Code/Classes/UMain.pas b/Game/Code/Classes/UMain.pas new file mode 100644 index 00000000..3ef65e1d --- /dev/null +++ b/Game/Code/Classes/UMain.pas @@ -0,0 +1,673 @@ +unit UMain; + +interface +uses SDL, UGraphic, UMusic, URecord, UTime, SysUtils, UDisplay, UIni, ULog, ULyrics, UScreenSing, + OpenGL12, zlportio {you can disable it and all PortWriteB calls}, ULCD, ULight, UThemes; + +type + TPlayer = record + Name: string; + + Score: real; + ScoreLine: real; + ScoreGolden: real; + + ScoreI: integer; + ScoreLineI: integer; + ScoreGoldenI: integer; + ScoreTotalI: integer; + + + + //SingBar Mod + ScoreLast: Real;//Last Line Score + ScorePercent: integer;//Aktual Fillstate of the SingBar + ScorePercentTarget: integer;//Target Fillstate of the SingBar + //end Singbar Mod + + //PhrasenBonus - Line Bonus Mod + LineBonus_PosX: integer; + LineBonus_PosY: integer; + LineBonus_Alpha: Single; + LineBonus_Visible: boolean; + LineBonus_Text: string; + LineBonus_Color: TRGB; + + //Variable vor Positioning -> Set on ScreenShow, different when Playercount Changes + LineBonus_TargetX: integer; + LineBonus_TargetY: integer; + LineBonus_StartX: integer; + LineBonus_StartY: integer; + //PhrasenBonus - Line Bonus Mod End + + + + +// Meter: real; + + HighNut: integer; + IlNut: integer; + Nuta: array of record + Start: integer; + Dlugosc: integer; + Detekt: real; // dokladne miejsce, w ktorym wykryto ta nute + Ton: real; + Perfect: boolean; // true if the note matches the original one, lit the star + + + + // Half size Notes Patch + Hit: boolean; // true if the note Hits the Line + //end Half size Notes Patch + + + + end; + end; + + +var + OGL: Boolean; + Done: Boolean; + Event: TSDL_event; + FileName: string; + Restart: boolean; + + // gracz i jego nuty + Player: array of TPlayer; + PlayersPlay: integer; + + +procedure MainLoop; +procedure CheckEvents; +procedure Sing(Sender: TScreenSing); +procedure NewSentence(Sender: TScreenSing); +procedure NewBeat(Sender: TScreenSing); // executed when on then new beat +procedure NewBeatC(Sender: TScreenSing); // executed when on then new beat for click +procedure NewBeatD(Sender: TScreenSing); // executed when on then new beat for detection +//procedure NewHalf; // executed when in the half between beats +procedure NewNote(Sender: TScreenSing); // detect note +function GetMidBeat(Time: real): real; +function GetTimeFromBeat(Beat: integer): real; +procedure ClearScores(PlayerNum: integer); + +implementation +uses USongs, UJoystick, math; + +procedure MainLoop; +var + Delay: integer; +begin + SDL_EnableKeyRepeat(125, 125); + While not Done do + Begin + // joypad + if Ini.Joypad = 1 then + Joy.Update; + + // keyboard events + CheckEvents; + + // display + Display.Draw; + SwapBuffers; + + // light + Light.Refresh; + + // delay + CountMidTime; +// if 1000*TimeMid > 100 then beep; + Delay := Floor(1000 / 100 - 1000 * TimeMid); + if Delay >= 1 then + SDL_Delay(Delay); // dynamic, maximum is 100 fps + CountSkipTime; + + // reinitialization of graphics + if Restart then begin + Reinitialize3D; + Restart := false; + end; + + End; + UnloadOpenGL; +End; + +Procedure CheckEvents; +//var +// p: pointer; +Begin + if not Assigned(Display.NextScreen) then + While SDL_PollEvent( @event ) = 1 Do + Begin +// beep; + Case Event.type_ Of + SDL_QUITEV: done := true; +{ SDL_MOUSEBUTTONDOWN: + With Event.button Do + Begin + If State = SDL_BUTTON_LEFT Then + Begin + // + End; + End; // With} + SDL_KEYDOWN: + begin + if (Not Display.ActualScreen^.ParseInput(Event.key.keysym.sym, Event.key.keysym.unicode, True)) then +// if (Not Display.ActualScreen^.ParseInput(Event.key.keysym.scancode, True)) then + done := true; // exit game + end; +// SDL_JOYAXISMOTION: +// begin +// beep +// end; + SDL_JOYBUTTONDOWN: + begin + beep + end; + End; // Case Event.type_ + End; // While +End; // CheckEvents + +function GetTimeForBeats(BPM, Beats: real): real; +begin + Result := 60 / BPM * Beats; +end; + +function GetBeats(BPM, msTime: real): real; +begin + Result := BPM * msTime / 60; +end; + +procedure GetMidBeatSub(BPMNum: integer; var Time: real; var CurBeat: real); +var + NewTime: real; +begin + if High(AktSong.BPM) = BPMNum then begin + // last BPM + CurBeat := AktSong.BPM[BPMNum].StartBeat + GetBeats(AktSong.BPM[BPMNum].BPM, Time); + Time := 0; + end else begin + // not last BPM + // count how much time is it for start of the new BPM and store it in NewTime + NewTime := GetTimeForBeats(AktSong.BPM[BPMNum].BPM, AktSong.BPM[BPMNum+1].StartBeat - AktSong.BPM[BPMNum].StartBeat); + + // compare it to remaining time + if (Time - NewTime) > 0 then begin + // there is still remaining time + CurBeat := AktSong.BPM[BPMNum].StartBeat; + Time := Time - NewTime; + end else begin + // there is no remaining time + CurBeat := AktSong.BPM[BPMNum].StartBeat + GetBeats(AktSong.BPM[BPMNum].BPM, Time); + Time := 0; + end; // if + end; // if +end; + +function GetMidBeat(Time: real): real; +var + CurBeat: real; + CurBPM: integer; +// TopBeat: real; +// TempBeat: real; +// TempTime: real; +begin + Result := 0; + if Length(AktSong.BPM) = 1 then Result := Time * AktSong.BPM[0].BPM / 60; + + (* 2 BPMs *) +{ if Length(AktSong.BPM) > 1 then begin + (* new system *) + CurBeat := 0; + TopBeat := GetBeats(AktSong.BPM[0].BPM, Time); + if TopBeat > AktSong.BPM[1].StartBeat then begin + // analyze second BPM + Time := Time - GetTimeForBeats(AktSong.BPM[0].BPM, AktSong.BPM[1].StartBeat - CurBeat); + CurBeat := AktSong.BPM[1].StartBeat; + TopBeat := GetBeats(AktSong.BPM[1].BPM, Time); + Result := CurBeat + TopBeat; + + end else begin + (* pierwszy przedzial *) + Result := TopBeat; + end; + end; // if} + + (* more BPMs *) + if Length(AktSong.BPM) > 1 then begin + + CurBeat := 0; + CurBPM := 0; + while (Time > 0) do begin + GetMidBeatSub(CurBPM, Time, CurBeat); + Inc(CurBPM); + end; + + Result := CurBeat; + end; // if +end; + +function GetTimeFromBeat(Beat: integer): real; +var + CurBPM: integer; +begin + Result := 0; + if Length(AktSong.BPM) = 1 then Result := AktSong.GAP / 1000 + Beat * 60 / AktSong.BPM[0].BPM; + + (* more BPMs *) + if Length(AktSong.BPM) > 1 then begin + Result := AktSong.GAP / 1000; + CurBPM := 0; + while (CurBPM <= High(AktSong.BPM)) and (Beat > AktSong.BPM[CurBPM].StartBeat) do begin + if (CurBPM < High(AktSong.BPM)) and (Beat >= AktSong.BPM[CurBPM+1].StartBeat) then begin + // full range + Result := Result + (60 / AktSong.BPM[CurBPM].BPM) * (AktSong.BPM[CurBPM+1].StartBeat - AktSong.BPM[CurBPM].StartBeat); + end; + + if (CurBPM = High(AktSong.BPM)) or (Beat < AktSong.BPM[CurBPM+1].StartBeat) then begin + // in the middle + Result := Result + (60 / AktSong.BPM[CurBPM].BPM) * (Beat - AktSong.BPM[CurBPM].StartBeat); + end; + Inc(CurBPM); + end; + +{ while (Time > 0) do begin + GetMidBeatSub(CurBPM, Time, CurBeat); + Inc(CurBPM); + end;} + end; // if} +end; + +procedure Sing(Sender: TScreenSing); +var + Pet: integer; + PetGr: integer; + CP: integer; + Done: real; + N: integer; +begin + Czas.Teraz := Czas.Teraz + TimeSkip; + + Czas.OldBeat := Czas.AktBeat; + Czas.MidBeat := GetMidBeat(Czas.Teraz - (AktSong.Gap{ + 90 I've forgotten for what it is}) / 1000); // new system with variable BPM in function + Czas.AktBeat := Floor(Czas.MidBeat); + +// Czas.OldHalf := Czas.AktHalf; +// Czas.MidHalf := Czas.MidBeat + 0.5; +// Czas.AktHalf := Floor(Czas.MidHalf); + + Czas.OldBeatC := Czas.AktBeatC; + Czas.MidBeatC := GetMidBeat(Czas.Teraz - (AktSong.Gap) / 1000); + Czas.AktBeatC := Floor(Czas.MidBeatC); + + Czas.OldBeatD := Czas.AktBeatD; + Czas.MidBeatD := -0.5+GetMidBeat(Czas.Teraz - (AktSong.Gap + 120 + 20) / 1000); // MidBeat with addition GAP + Czas.AktBeatD := Floor(Czas.MidBeatD); + Czas.FracBeatD := Frac(Czas.MidBeatD); + + // sentences routines + for PetGr := 0 to 0 do begin;//High(Gracz) do begin + CP := PetGr; + // ustawianie starej czesci + Czas.OldCzesc := Czesci[CP].Akt; + + // wybieranie aktualnej czesci + for Pet := 0 to Czesci[CP].High do + if Czas.AktBeat >= Czesci[CP].Czesc[Pet].Start then Czesci[CP].Akt := Pet; + + // czysczenie nut gracza, gdy to jest nowa plansza + // (optymizacja raz na halfbeat jest zla) + if Czesci[CP].Akt <> Czas.OldCzesc then NewSentence(Sender); + + end; // for PetGr + + // wykonuje operacje raz na beat + if (Czas.AktBeat >= 0) and (Czas.OldBeat <> Czas.AktBeat) then + NewBeat(Sender); + + // make some operations on clicks + if {(Czas.AktBeatC >= 0) and }(Czas.OldBeatC <> Czas.AktBeatC) then + NewBeatC(Sender); + + // make some operations when detecting new voice pitch + if (Czas.AktBeatD >= 0) and (Czas.OldBeatD <> Czas.AktBeatD) then + NewBeatD(Sender); + + // wykonuje operacje w polowie beatu +// if (Czas.AktHalf >= 1) and (Czas.OldHalf <> Czas.AktHalf) then +// NewHalf; + + // plynnie przesuwa text + Done := 1; + for N := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do + if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start <= Czas.MidBeat) + and (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start + Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc >= Czas.MidBeat) then + Done := (Czas.MidBeat - Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start) / (Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc); + + N := Czesci[0].Czesc[Czesci[0].Akt].HighNut; + + // wylacza ostatnia nute po przejsciu + if (Ini.LyricsEffect = 1) and (Done = 1) and + (Czas.MidBeat > Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Start + Czesci[0].Czesc[Czesci[0].Akt].Nuta[N].Dlugosc) + then Sender.LyricMain.Selected := -1; + + if Done > 1 then Done := 1; + Sender.LyricMain.Done := Done; + + // use Done with LCD +{ with ScreenSing do begin + if LyricMain.Selected >= 0 then begin + LCD.MoveCursor(1, LyricMain.SelectedLetter + Round((LyricMain.SelectedLength-1) * Done)); + LCD.ShowCursor; + end; + end;} + + +end; + +procedure NewSentence(Sender: TScreenSing); +var +G: Integer; +begin + // czyszczenie nut graczy + for G := 0 to High(Player) do begin + Player[G].IlNut := 0; + Player[G].HighNut := -1; + SetLength(Player[G].Nuta, 0); + end; + + // wstawianie tekstow + with Sender do begin + LyricMain.AddCzesc(Czesci[0].Akt); + if Czesci[0].Akt < Czesci[0].High then + LyricSub.AddCzesc(Czesci[0].Akt+1) + else + LyricSub.Clear; + end; + + Sender.UpdateLCD; +end; + +procedure NewBeat(Sender: TScreenSing); +var + Pet: integer; +// TempBeat: integer; +begin + // ustawia zaznaczenie tekstu +// SingScreen.LyricMain.Selected := -1; + for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do + if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeat) then begin + // operates on currently beated note + Sender.LyricMain.Selected := Pet; + +// LCD.MoveCursor(1, ScreenSing.LyricMain.SelectedLetter); +// LCD.ShowCursor; + + LCD.MoveCursorBR(Sender.LyricMain.SelectedLetter); + LCD.ShowCursor; + + end; +end; + +procedure NewBeatC; +var + Pet: integer; +// LPT_1: integer; +// LPT_2: integer; +begin +// LPT_1 := 1; +// LPT_2 := 1; + + // beat click + if (Ini.BeatClick = 1) and ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod Czesci[0].Resolution = 0) then + Music.PlayClick; + + // debug system on LPT + if ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod Czesci[0].Resolution = 0) then begin + //LPT_1 := 0; +// Light.LightOne(0, 150); + + Light.LightOne(1, 200); // beat light + if ParamStr(1) = '-doublelights' then + Light.LightOne(0, 200); // beat light + + +{ if ((Czas.AktBeatC + Czesci[0].Resolution + Czesci[0].NotesGAP) mod (Czesci[0].Resolution * 2) = 0) then + Light.LightOne(0, 150) + else + Light.LightOne(1, 150)} + end; + + for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do + if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeatC) then begin + // click assist + if Ini.ClickAssist = 1 then + Music.PlayClick; + + //LPT_2 := 0; + if ParamStr(1) <> '-doublelights' then + Light.LightOne(0, 150); //125 + + + // drum machine +(* TempBeat := Czas.AktBeat;// + 2; + if (TempBeat mod 8 = 0) then Music.PlayDrum; + if (TempBeat mod 8 = 4) then Music.PlayClap; +// if (TempBeat mod 4 = 2) then Music.PlayHihat; + if (TempBeat mod 4 <> 0) then Music.PlayHihat;*) + end; + + //PortWriteB($378, LPT_1 + LPT_2 * 2); // 0 zapala +end; + +procedure NewBeatD(Sender: TScreenSing); +begin + NewNote(Sender); +end; + +//procedure NewHalf; +//begin +// NewNote; +//end; + +procedure NewNote(Sender: TScreenSing); +var + CP: integer; // current player + S: integer; // sentence + SMin: integer; + SMax: integer; + SDet: integer; // temporary: sentence of detected note + Pet: integer; + Mozna: boolean; + Nowa: boolean; + Range: integer; + NoteHit:boolean; +begin +// Log.LogStatus('Beat ' + IntToStr(Czas.AktBeat) + ' HalfBeat ' + IntToStr(Czas.AktHalf), 'NewBeat'); +// beep; + + // analizuje dla obu graczy ten sam sygnal (Sound.OneSrcForBoth) + // albo juz lepiej nie + for CP := 0 to PlayersPlay-1 do begin + + // analyze buffer + Sound[CP].AnalizujBufor; + + // adds some noise +// Czas.Ton := Czas.Ton + Round(Random(3)) - 1; + + // 0.5.0: count min and max sentence range for checking (detection is delayed to the notes we see on the screen) + SMin := Czesci[0].Akt-1; + if SMin < 0 then SMin := 0; + SMax := Czesci[0].Akt; + + // check if we can add new note + Mozna := false; + for S := SMin to SMax do + for Pet := 0 to Czesci[0].Czesc[S].HighNut do + if ((Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.AktBeatD) + and (Czesci[0].Czesc[S].Nuta[Pet].Start + Czesci[0].Czesc[S].Nuta[Pet].Dlugosc - 1 >= Czas.AktBeatD)) + and (not Czesci[0].Czesc[S].Nuta[Pet].FreeStyle) // but don't allow when it's FreeStyle note + and (Czesci[0].Czesc[S].Nuta[Pet].Dlugosc > 0) // and make sure the note lenghts is at least 1 + then begin + SDet := S; + Mozna := true; + Break; + end; + + S := SDet; + + + + + +// Czas.SzczytJest := true; +// Czas.Ton := 27; + + // gdy moze, to dodaje nute + if (Sound[CP].SzczytJest) and (Mozna) then begin + // operowanie na ostatniej nucie + for Pet := 0 to Czesci[0].Czesc[S].HighNut do + if (Czesci[0].Czesc[S].Nuta[Pet].Start <= Czas.OldBeatD+1) + and (Czesci[0].Czesc[S].Nuta[Pet].Start + + Czesci[0].Czesc[S].Nuta[Pet].Dlugosc > Czas.OldBeatD+1) then begin + // to robi, tylko dla pary nut (oryginalnej i gracza) + + // przesuwanie tonu w odpowiednia game + while (Sound[CP].Ton - Czesci[0].Czesc[S].Nuta[Pet].Ton > 6) do + Sound[CP].Ton := Sound[CP].Ton - 12; + while (Sound[CP].Ton - Czesci[0].Czesc[S].Nuta[Pet].Ton < -6) do + Sound[CP].Ton := Sound[CP].Ton + 12; + + // Half size Notes Patch + NoteHit := false; + + //if Ini.Difficulty = 0 then Range := 2; + //if Ini.Difficulty = 1 then Range := 1; + //if Ini.Difficulty = 2 then Range := 0; + Range := 2 - Ini.Difficulty; + if abs(Czesci[0].Czesc[S].Nuta[Pet].Ton - Sound[CP].Ton) <= Range then begin + Sound[CP].Ton := Czesci[0].Czesc[S].Nuta[Pet].Ton; + + + // Half size Notes Patch + NoteHit := true; + + + if (Ini.LineBonus = 0) then + begin + // add points without LineBonus + case Czesci[0].Czesc[S].Nuta[Pet].Wartosc of + 1: Player[CP].Score := Player[CP].Score + 10000 / Czesci[0].Wartosc * + Czesci[0].Czesc[S].Nuta[Pet].Wartosc; + 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 10000 / Czesci[0].Wartosc * + Czesci[0].Czesc[S].Nuta[Pet].Wartosc; + end; + end + else + begin + // add points with Line Bonus + case Czesci[0].Czesc[S].Nuta[Pet].Wartosc of + 1: Player[CP].Score := Player[CP].Score + 9000 / Czesci[0].Wartosc * + Czesci[0].Czesc[S].Nuta[Pet].Wartosc; + 2: Player[CP].ScoreGolden := Player[CP].ScoreGolden + 9000 / Czesci[0].Wartosc * + Czesci[0].Czesc[S].Nuta[Pet].Wartosc; + end; + end; + + Player[CP].ScoreI := Floor(Player[CP].Score / 10) * 10; + Player[CP].ScoreGoldenI := Floor(Player[CP].ScoreGolden / 10) * 10; + + Player[CP].ScoreTotalI := Player[CP].ScoreI + Player[CP].ScoreGoldenI + Player[CP].ScoreLineI; + end; + + end; // operowanie + + // sprawdzanie czy to nowa nuta, czy przedluzenie + if S = SMax then begin + Nowa := true; + // jezeli ostatnia ma ten sam ton + if (Player[CP].IlNut > 0 ) and (Player[CP].Nuta[Player[CP].HighNut].Ton = Sound[CP].Ton) + and (Player[CP].Nuta[Player[CP].HighNut].Start + Player[CP].Nuta[Player[CP].HighNut].Dlugosc = Czas.AktBeatD) + then Nowa := false; + // jezeli jest jakas nowa nuta na sprawdzanym beacie + for Pet := 0 to Czesci[0].Czesc[S].HighNut do + if (Czesci[0].Czesc[S].Nuta[Pet].Start = Czas.AktBeatD) then + Nowa := true; + + // dodawanie nowej nuty + if Nowa then begin + // nowa nuta + Player[CP].IlNut := Player[CP].IlNut + 1; + Player[CP].HighNut := Player[CP].HighNut + 1; + SetLength(Player[CP].Nuta, Player[CP].IlNut); + Player[CP].Nuta[Player[CP].HighNut].Start := Czas.AktBeatD; + Player[CP].Nuta[Player[CP].HighNut].Dlugosc := 1; + Player[CP].Nuta[Player[CP].HighNut].Ton := Sound[CP].Ton; // Ton || TonDokl + Player[CP].Nuta[Player[CP].HighNut].Detekt := Czas.MidBeat; + + + // Half Note Patch + Player[CP].Nuta[Player[CP].HighNut].Hit := NoteHit; + + + // Log.LogStatus('Nowa Nuta ' + IntToStr(Gracz.Nuta[Gracz.HighNut].Start), 'NewBeat'); + + end else begin + // przedluzenie nuty + Player[CP].Nuta[Player[CP].HighNut].Dlugosc := Player[CP].Nuta[Player[CP].HighNut].Dlugosc + 1; + end; + + + // check for perfect note and then lit the star (on Draw) + for Pet := 0 to Czesci[0].Czesc[S].HighNut do + if (Czesci[0].Czesc[S].Nuta[Pet].Start = Player[CP].Nuta[Player[CP].HighNut].Start) + and (Czesci[0].Czesc[S].Nuta[Pet].Dlugosc = Player[CP].Nuta[Player[CP].HighNut].Dlugosc) + and (Czesci[0].Czesc[S].Nuta[Pet].Ton = Player[CP].Nuta[Player[CP].HighNut].Ton) then begin + Player[CP].Nuta[Player[CP].HighNut].Perfect := true; + end; + + end;// else beep; // if S = SMax + + end; // if moze + end; // for CP +// Log.LogStatus('EndBeat', 'NewBeat'); + +//On Sentence End -> For LineBonus + SingBar +if (sDet >= low(Czesci[0].Czesc)) AND (sDet <= high(Czesci[0].Czesc)) then +if ((Czesci[0].Czesc[SDet].Nuta[Czesci[0].Czesc[SDet].HighNut].Start + Czesci[0].Czesc[SDet].Nuta[Czesci[0].Czesc[SDet].HighNut].Dlugosc - 1) = Czas.AktBeatD) then + Sender.onSentenceEnd(sDet); + +end; + +procedure ClearScores(PlayerNum: integer); +begin + Player[PlayerNum].Score := 0; + Player[PlayerNum].ScoreI := 0; + Player[PlayerNum].ScoreLine := 0; + Player[PlayerNum].ScoreLineI := 0; + Player[PlayerNum].ScoreGolden := 0; + Player[PlayerNum].ScoreGoldenI := 0; + Player[PlayerNum].ScoreTotalI := 0; + + + //SingBar Mod + Player[PlayerNum].ScoreLast := 0; + Player[PlayerNum].ScorePercent := 50;// Sets to 50% when song starts + Player[PlayerNum].ScorePercentTarget := 50;// Sets to 50% when song starts + //end SingBar Mod + + //PhrasenBonus - Line Bonus Mod + Player[PlayerNum].LineBonus_Visible := False; //Hide Line Bonus + Player[PlayerNum].LineBonus_Alpha := 0; + Player[PlayerNum].LineBonus_TargetX := 70 + PlayerNum*500; + Player[PlayerNum].LineBonus_TargetY := 30; + //PhrasenBonus - Line Bonus Mod End + + + +end; + +end. + diff --git a/Game/Code/Classes/UMusic.dcu b/Game/Code/Classes/UMusic.dcu new file mode 100644 index 00000000..f3116f8b Binary files /dev/null and b/Game/Code/Classes/UMusic.dcu differ diff --git a/Game/Code/Classes/UMusic.pas b/Game/Code/Classes/UMusic.pas new file mode 100644 index 00000000..db1675c5 --- /dev/null +++ b/Game/Code/Classes/UMusic.pas @@ -0,0 +1,783 @@ +unit UMusic; + +interface + +uses Classes, MPlayer, Windows, Messages, SysUtils, Forms, ULog, USongs, Bass;//, DXSounds; + +procedure InitializeSound; + +type + TSoundCard = record + Name: string; + Source: array of string; + end; + + TFFTData = array [0..256] of Single; + + TCustomSoundEntry = record + Filename: String; + Handle: hStream; + end; + + + TMusic = class + private +// MediaPlayer: TMediaPlayer; // It will be replaced by another component; +{ MediaPlayerStart: TMediaPlayer; // or maybe not if done this way ;) + MediaPlayerBack: TMediaPlayer; + MediaPlayerSwoosh: TMediaPlayer; + MediaPlayerChange: TMediaPlayer; + MediaPlayerOption: TMediaPlayer; + MediaPlayerClick: TMediaPlayer; + MediaPlayerDrum: TMediaPlayer; + MediaPlayerHihat: TMediaPlayer; + MediaPlayerClap: TMediaPlayer; + MediaPlayerShuffle: TMediaPlayer;} + BassStart: hStream; // Wait, I've replaced this with BASS + BassBack: hStream; // It has almost all features we need + BassSwoosh: hStream; + BassChange: hStream; // Almost? It aleady has them all :) + BassOption: hStream; + BassClick: hStream; + BassDrum: hStream; + BassHihat: hStream; + BassClap: hStream; + BassShuffle: hStream; + + //Custom Sounds + CustomSounds: array of TCustomSoundEntry; + + + Loaded: boolean; + Loop: boolean; +// DXSound: TDXSound; +// Player: TcmxMp3; + public + Bass: hStream; + +// SoundCard: array of TSoundCard; + procedure InitializePlayback; + procedure InitializeRecord; + procedure SetVolume(Volume: integer); + procedure SetLoop(Enabled: boolean); + function Open(Name: string): boolean; // true if succeed + procedure Rewind; + procedure MoveTo(Time: real); + procedure Play; + procedure Pause; //Pause Mod + procedure Stop; + procedure Close; + function Finished: boolean; + function Length: real; + function Position: real; + procedure PlayStart; + procedure PlayBack; + procedure PlaySwoosh; + procedure PlayChange; + procedure PlayOption; + procedure PlayClick; + procedure PlayDrum; + procedure PlayHihat; + procedure PlayClap; + procedure PlayShuffle; + procedure StopShuffle; + procedure CaptureStart; + procedure CaptureStop; + procedure CaptureCard(RecordI, PlayerLeft, PlayerRight: byte); + procedure StopCard(Card: byte); + function LoadPlayerFromFile(var MediaPlayer: TMediaPlayer; Name: string): boolean; + function LoadSoundFromFile(var hStream: hStream; Name: string): boolean; + + //Equalizer + function GetFFTData: TFFTData; + + //Custom Sounds + function LoadCustomSound(const Filename: String): Cardinal; + procedure PlayCustomSound(const Index: Cardinal); + +end; + +const + RecordSystem = 1; + +type + TMuzyka = record + Path: string; + Start: integer; // start of song in ms +// BPM: array of TBPM; +// Gap: real; + IlNut: integer; + DlugoscNut: integer; +// WartoscNut: integer; + end; + + TCzesci = record + Akt: integer; // aktualna czesc utworu do rysowania + High: integer; + Ilosc: integer; + Resolution: integer; + NotesGAP: integer; + Wartosc: integer; + Czesc: array of record + Start: integer; + StartNote: integer; + Lyric: string; + LyricWidth: real; + Koniec: integer; + BaseNote: integer; + HighNut: integer; + IlNut: integer; + TotalNotes: integer; + Nuta: array of record + Color: integer; + Start: integer; + Dlugosc: integer; + Ton: integer; + TonGamy: integer; + Tekst: string; + FreeStyle: boolean; + Wartosc: integer; // zwykla nuta x1, zlota nuta x2 + + + + + end; + end; + end; + + TCzas = record // wszystko, co dotyczy aktualnej klatki +// BajtowTotal: integer; +// BajtowTeraz: integer; +// BajtowNaSek: integer; + OldBeat: integer; // poprzednio wykryty beat w utworze + AktBeat: integer; // aktualny beat w utworze + MidBeat: real; // dokladny AktBeat + + // should not be used +// OldHalf: integer; // poprzednio wykryta polowka +// AktHalf: integer; // aktualna polowka w utworze +// MidHalf: real; // dokladny AktHalf + + // now we use this for super synchronization! + // only used when analyzing voice + OldBeatD: integer; // poprzednio wykryty beat w utworze + AktBeatD: integer; // aktualny beat w utworze + MidBeatD: real; // dokladny AktBeatD + FracBeatD: real; // fractional part of MidBeatD + + // we use this for audiable clicks + OldBeatC: integer; // poprzednio wykryty beat w utworze + AktBeatC: integer; // aktualny beat w utworze + MidBeatC: real; // dokladny AktBeatC + FracBeatC: real; // fractional part of MidBeatC + + + OldCzesc: integer; // poprzednio wyswietlana czesc + // akt jest w czesci.akt + + Teraz: real; // aktualny czas w utworze + Razem: real; // caly czas utworu +// TerazSek: integer; + end; + +var + Form: TForm; + Music: TMusic; + + // muzyka + Muzyka: TMuzyka; + + // czesci z nutami; + Czesci: array of TCzesci; + + // czas + Czas: TCzas; + + fHWND: Thandle; + +const + ModeStr: array[TMPModes] of string = ('Not ready', 'Stopped', 'Playing', 'Recording', 'Seeking', 'Paused', 'Open'); + +implementation +uses UGraphic, URecord, UPliki, UIni, UMain, UThemes; + +procedure InitializeSound; +begin + Log.LogStatus('Initializing Playback', 'InitializeSound'); Music.InitializePlayback; + Log.LogStatus('Initializing Record', 'InitializeSound'); Music.InitializeRecord; +end; + +procedure TMusic.InitializePlayback; +var + Pet: integer; + S: integer; +begin + Log.BenchmarkStart(4); + Log.LogStatus('Initializing Playback Subsystem', 'Music Initialize'); + Loaded := false; + Loop := false; + fHWND := AllocateHWND( nil); + + if not BASS_Init(1, 44100, 0, fHWND, nil) then begin + Application.MessageBox ('Could not initialize BASS', 'Error'); + Exit; + end; + + Log.BenchmarkEnd(4); Log.LogBenchmark('--> Bass Init', 4); + + // config playing buffer +// BASS_SetConfig(BASS_CONFIG_UPDATEPERIOD, 10); +// BASS_SetConfig(BASS_CONFIG_BUFFER, 100); + +{ MediaPlayer := TMediaPlayer.Create( nil ); + MediaPlayer.ParentWindow := fHWND; + MediaPlayer.Wait := true;} + + Log.LogStatus('Loading Sounds', 'Music Initialize'); + +{ LoadPlayerFromFile(MediaPlayerStart, SoundPath + 'Common Start.mp3'); + LoadPlayerFromFile(MediaPlayerBack, SoundPath + 'Common Back.mp3'); + LoadPlayerFromFile(MediaPlayerSwoosh, SoundPath + 'menu swoosh.mp3'); + LoadPlayerFromFile(MediaPlayerChange, SoundPath + 'select music change music.mp3'); + LoadPlayerFromFile(MediaPlayerOption, SoundPath + 'option change col.mp3'); + LoadPlayerFromFile(MediaPlayerClick, SoundPath + 'rimshot022b.mp3'); + + LoadPlayerFromFile(MediaPlayerDrum, SoundPath + 'bassdrumhard076b.mp3'); + LoadPlayerFromFile(MediaPlayerHihat, SoundPath + 'hihatclosed068b.mp3'); + LoadPlayerFromFile(MediaPlayerClap, SoundPath + 'claps050b.mp3'); + + LoadPlayerFromFile(MediaPlayerShuffle, SoundPath + 'Shuffle.mp3');} + + Log.BenchmarkStart(4); + LoadSoundFromFile(BassStart, SoundPath + 'Common Start.mp3'); + LoadSoundFromFile(BassBack, SoundPath + 'Common Back.mp3'); + LoadSoundFromFile(BassSwoosh, SoundPath + 'menu swoosh.mp3'); + LoadSoundFromFile(BassChange, SoundPath + 'select music change music 50.mp3'); + LoadSoundFromFile(BassOption, SoundPath + 'option change col.mp3'); + LoadSoundFromFile(BassClick, SoundPath + 'rimshot022b.mp3'); + +// LoadSoundFromFile(BassDrum, SoundPath + 'bassdrumhard076b.mp3'); +// LoadSoundFromFile(BassHihat, SoundPath + 'hihatclosed068b.mp3'); +// LoadSoundFromFile(BassClap, SoundPath + 'claps050b.mp3'); + +// LoadSoundFromFile(BassShuffle, SoundPath + 'Shuffle.mp3'); + + Log.BenchmarkEnd(4); Log.LogBenchmark('--> Loading Sounds', 4); +end; + +procedure TMusic.InitializeRecord; +var + S: integer; + device: integer; + descr: string; + input: integer; + input2: integer; + flags: integer; + mic: array[0..15] of integer; + SC: integer; // soundcard + SCI: integer; // soundcard input +begin + if RecordSystem = 1 then begin + SetLength(Sound, 6 {max players});//Ini.Players+1); + for S := 0 to High(Sound) do begin //Ini.Players do begin + Sound[S] := TSound.Create; + Sound[S].Num := S; + Sound[S].BufferNew := TMemoryStream.Create; + SetLength(Sound[S].BufferLong, 1); + Sound[S].BufferLong[0] := TMemoryStream.Create; + Sound[S].n := 4*1024; + end; + + + // check for recording devices; + {device := 0; + descr := BASS_RecordGetDeviceDescription(device); + + SetLength(SoundCard, 0); + while (descr <> '') do begin + SC := High(SoundCard) + 1; + SetLength(SoundCard, SC+1); + + Log.LogAnalyze('Device #'+IntToStr(device)+': '+ descr); + SoundCard[SC].Description := Descr; + + // check for recording inputs + mic[device] := -1; // default to no change + input := 0; + BASS_RecordInit(device); + Log.LogAnalyze('Input #' + IntToStr(Input) + ': ' + BASS_RecordGetInputName(input)); + flags := BASS_RecordGetInput(input); + + SetLength(SoundCard[SC].Input, 0); + while (flags <> -1) do begin + SCI := High(SoundCard[SC].Input) + 1; + SetLength(SoundCard[SC].Input, SCI+1); + + Log.LogAnalyze('Input #' + IntToStr(Input) + ': ' + BASS_RecordGetInputName(input)); + SoundCard[SC].Input[SCI].Name := BASS_RecordGetInputName(Input); + + if (flags and BASS_INPUT_TYPE_MASK) = BASS_INPUT_TYPE_MIC then begin + mic[device] := input; // auto set microphone + end; + Inc(Input); + flags := BASS_RecordGetInput(input); + end; + + if mic[device] <> -1 then begin + Log.LogAnalyze('Found the mic at input ' + IntToStr(Mic[device])) + end else begin + Log.LogAnalyze('Mic not found'); + mic[device] := 0; // setting to the first one (for kxproject) + end; + SoundCard[SC].InputSeleceted := Mic[Device]; + + + BASS_RecordFree; + + inc(Device); + descr := BASS_RecordGetDeviceDescription(Device); + end; // while} + end; // if +end; + +procedure TMusic.SetVolume(Volume: integer); +begin + BASS_SetVolume(Volume); +end; + +procedure TMusic.SetLoop(Enabled: boolean); +begin + Loop := Enabled; +end; + +function TMusic.Open(Name: string): boolean; +begin + Loaded := false; + if FileExists(Name) then begin +{ MediaPlayer.FileName := Name; + MediaPlayer.Open;} + + Bass := Bass_StreamCreateFile(false, pchar(Name), 0, 0, 0); + Loaded := true; + end; + + Result := Loaded; + +// Player := TcmxMp3.Create(Name); +end; + +procedure TMusic.Rewind; +begin + if Loaded then begin +// MediaPlayer.Position := 0; + + end; +end; + +procedure TMusic.MoveTo(Time: real); +var + bytes: integer; +begin +// if Loaded then begin +// MediaPlayer.StartPos := Round(Time); + bytes := BASS_ChannelSeconds2Bytes(Bass, Time); + BASS_ChannelSetPosition(Bass, bytes); +// end; +end; + +procedure TMusic.Play; +begin + if Loaded then begin +// MediaPlayer.Play; + BASS_ChannelPlay(Bass, False); // for setting position before playing + end; +end; + +procedure TMusic.Pause; //Pause Mod +begin + if Loaded then begin + BASS_ChannelPause(Bass); // Pauses Song + end; +end; + +procedure TMusic.Stop; +begin + Bass_ChannelStop(Bass); +// Bass_StreamFree(Bass); +// if ModeStr[MediaPlayer.Mode] = 'Playing' then begin +// MediaPlayer.Stop; +// end; +end; + +procedure TMusic.Close; +begin + Bass_StreamFree(Bass); +// Player.Free; +// MediaPlayer.Close; +end; + +function TMusic.Length: real; +var + bytes: integer; +begin + Result := 60; + + bytes := BASS_StreamGetLength(Bass); + Result := BASS_ChannelBytes2Seconds(Bass, bytes); + +{ if Assigned(MediaPlayer) then begin + if Loaded then Result := MediaPlayer.Length / 1000; + end;} +// if Assigned(Player) then +// Result := Player.LengthInSeconds; +end; + +function TMusic.Position: real; +var + bytes: integer; +begin + Result := 0;//MediaPlayer.Position / 1000; + bytes := BASS_ChannelGetPosition(BASS); + Result := BASS_ChannelBytes2Seconds(BASS, bytes); +end; + +function TMusic.Finished: boolean; +begin + Result := false; +// if ModeStr[MediaPlayer.Mode] = 'Stopped' then Result := true; + if BASS_ChannelIsActive(BASS) = BASS_ACTIVE_STOPPED then begin +// beep; + Result := true; + end; +end; + +{function myeffect( chan : integer; stream : Pointer; len : integer; udata : Pointer ): Pointer; cdecl; +var + dane: pwordarray; + pet: integer; + Prev: smallint; + PrevNew: smallint; +begin + dane := stream; + Prev := 0; + for pet := 0 to len div 2 -1 do begin + PrevNew := Dane[Pet]; + +// Dane[pet] := Round(PrevNew*1/8 + Prev*7/8); + + Prev := Dane[Pet]; + end; +end;} + +procedure TMusic.PlayStart; +{var + Music: PMix_Chunk;} +begin +{ Mix_OpenAudio(44100, 16, 1, 16*1024); + Music := Mix_LoadWAV('D:\Rozne\UltraStar\Old\Boys - Hej Sokoly 30s.wav'); + Mix_RegisterEffect(0, myeffect, nil, 0); + Mix_PlayChannel(0, Music, 0);} + +// MediaPlayerStart.Rewind; +// MediaPlayerStart.Play; + BASS_ChannelPlay(BassStart, True); +end; + +procedure TMusic.PlayBack; +begin +// MediaPlayerBack.Rewind; +// MediaPlayerBack.Play; +// if not + BASS_ChannelPlay(BassBack, True);// then +// Application.MessageBox ('Error playing stream!', 'Error'); +end; + +procedure TMusic.PlaySwoosh; +begin +// MediaPlayerSwoosh.Rewind; +// MediaPlayerSwoosh.Play; + BASS_ChannelPlay(BassSwoosh, True); +end; + +procedure TMusic.PlayChange; +begin +// MediaPlayerChange.Rewind; +// MediaPlayerChange.Play; + BASS_ChannelPlay(BassChange, True); +end; + +procedure TMusic.PlayOption; +begin +// MediaPlayerOption.Rewind; +// MediaPlayerOption.Play; + BASS_ChannelPlay(BassOption, True); +end; + +procedure TMusic.PlayClick; +begin +// MediaPlayerClick.Rewind; +// MediaPlayerClick.Play; + BASS_ChannelPlay(BassClick, True); +end; + +procedure TMusic.PlayDrum; +begin +// MediaPlayerDrum.Rewind; +// MediaPlayerDrum.Play; + BASS_ChannelPlay(BassDrum, True); +end; + +procedure TMusic.PlayHihat; +begin +// MediaPlayerHihat.Rewind; +// MediaPlayerHihat.Play; + BASS_ChannelPlay(BassHihat, True); +end; + +procedure TMusic.PlayClap; +begin +// MediaPlayerClap.Rewind; +// MediaPlayerClap.Play; + BASS_ChannelPlay(BassClap, True); +end; + +procedure TMusic.PlayShuffle; +begin +// MediaPlayerShuffle.Rewind; +// MediaPlayerShuffle.Play; + BASS_ChannelPlay(BassShuffle, True); +end; + +procedure TMusic.StopShuffle; +begin + BASS_ChannelStop(BassShuffle); +end; + +procedure TMusic.CaptureStart; +var + S: integer; + SC: integer; + P1: integer; + P2: integer; +begin + for S := 0 to High(Sound) do + Sound[S].BufferLong[0].Clear; + +{ case PlayersPlay of + 1: begin + CaptureCard(0, 0, 1, 0); + end; + 2: begin + if Ini.TwoPlayerMode = 0 then begin + CaptureCard(0, 0, 1, 2); + end else begin + CaptureCard(0, 0, 1, 0); + CaptureCard(1, 1, 2, 0); + end; + end; + 3: begin + CaptureCard(0, 0, 1, 2); + CaptureCard(1, 1, 3, 0); + end; + end; // case} + +// CaptureCard(0, 0, 0, 0); +// end; + + {for SC := 0 to High(SoundCard) do begin + P1 := Ini.SoundCard[SC, 1]; + P2 := Ini.SoundCard[SC, 2]; + if P1 > PlayersPlay then P1 := 0; + if P2 > PlayersPlay then P2 := 0; + CaptureCard(SC, P1, P2); + end; } + // 0.5.2: new + for SC := 0 to High(Ini.CardList) do begin + P1 := Ini.CardList[SC].ChannelL; + P2 := Ini.CardList[SC].ChannelR; + if P1 > PlayersPlay then P1 := 0; + if P2 > PlayersPlay then P2 := 0; + if (P1 > 0) or (P2 > 0) then + CaptureCard(SC, P1, P2); + end; +end; + +procedure TMusic.CaptureStop; +var + SC: integer; + P1: integer; + P2: integer; +begin +{ if RecordSystem = 1 then begin + case PlayersPlay of + 1: begin + StopCard(0); + end; + 2: begin + if Ini.TwoPlayerMode = 0 then begin + StopCard(0); + end else begin + StopCard(0); + StopCard(1); + end; + end; + 3: begin + StopCard(0); + StopCard(1); + end; + end; + end;} + + {for SC := 0 to High(SoundCard) do begin + StopCard(SC); + end; } + + // 0.5.2 + for SC := 0 to High(Ini.CardList) do begin + P1 := Ini.CardList[SC].ChannelL; + P2 := Ini.CardList[SC].ChannelR; + if P1 > PlayersPlay then P1 := 0; + if P2 > PlayersPlay then P2 := 0; + if (P1 > 0) or (P2 > 0) then StopCard(SC); + end; + +end; + +//procedure TMusic.CaptureCard(RecordI, SoundNum, PlayerLeft, PlayerRight: byte); +procedure TMusic.CaptureCard(RecordI, PlayerLeft, PlayerRight: byte); +var + Error: integer; + ErrorMsg: string; +begin + if not BASS_RecordInit(RecordI) then begin + Error := BASS_ErrorGetCode; + + ErrorMsg := IntToStr(Error); + if Error = BASS_ERROR_DX then ErrorMsg := 'No DX5'; + if Error = BASS_ERROR_ALREADY then ErrorMsg := 'The device has already been initialized'; + if Error = BASS_ERROR_DEVICE then ErrorMsg := 'The device number specified is invalid'; + if Error = BASS_ERROR_DRIVER then ErrorMsg := 'There is no available device driver'; + + {Log.LogAnalyze('Error initializing record [' + IntToStr(RecordI) + ', ' + + IntToStr(PlayerLeft) + ', '+ IntToStr(PlayerRight) + ']: ' + + ErrorMsg);} + Log.LogError('Error initializing record [' + IntToStr(RecordI) + ', ' + + IntToStr(PlayerLeft) + ', '+ IntToStr(PlayerRight) + ']: ' + + ErrorMsg); + Log.LogError('Music -> CaptureCard: Error initializing record: ' + ErrorMsg); + + + end else begin + + //SoundCard[RecordI].BassRecordStream := BASS_RecordStart(44100, 2, MakeLong(0, 20) , @GetMicrophone, PlayerLeft + PlayerRight*256); + Recording.SoundCard[RecordI].BassRecordStream := BASS_RecordStart(44100, 2, MakeLong(0, 20) , @GetMicrophone, PlayerLeft + PlayerRight*256); + + {if SoundCard[RecordI].BassRecordStream = 0 then begin + Error := BASS_ErrorGetCode; + + ErrorMsg := IntToStr(Error); + if Error = BASS_ERROR_INIT then ErrorMsg := 'Not successfully called'; + if Error = BASS_ERROR_ALREADY then ErrorMsg := 'Recording is already in progress'; + if Error = BASS_ERROR_NOTAVAIL then ErrorMsg := 'The recording device is not available'; + if Error = BASS_ERROR_FORMAT then ErrorMsg := 'The specified format is not supported'; + if Error = BASS_ERROR_MEM then ErrorMsg := 'There is insufficent memory'; + if Error = BASS_ERROR_UNKNOWN then ErrorMsg := 'Unknown'; + + Log.LogError('Error creating record stream [' + IntToStr(RecordI) + ', ' + + IntToStr(PlayerLeft) + ', '+ IntToStr(PlayerRight) + ']: ' + + ErrorMsg); + end; } + end; +end; + +procedure TMusic.StopCard(Card: byte); +begin + BASS_RecordSetDevice(Card); + BASS_RecordFree; +end; + +function TMusic.LoadPlayerFromFile(var MediaPlayer: TMediaPlayer; Name: string): boolean; +begin + Log.LogStatus('Loading Sound: "' + Name + '"', 'LoadPlayerFromFile'); + if FileExists(Name) then begin + try + MediaPlayer := TMediaPlayer.Create( nil ); + except + Log.LogError('Failed to create MediaPlayer', 'LoadPlayerFromFile'); + end; + try + MediaPlayer.ParentWindow := fHWND; + MediaPlayer.Wait := true; + MediaPlayer.FileName := Name; + MediaPlayer.DeviceType := dtAutoSelect; + MediaPlayer.Display := nil; + except + Log.LogError('Failed setting MediaPlayer: ' + MediaPlayer.ErrorMessage, 'LoadPlayerFromFile'); + end; + try + MediaPlayer.Open; + except + Log.LogError('Failed to open using MediaPlayer', 'LoadPlayerFromFile'); + end; + end else begin + Log.LogError('Sound not found: "' + Name + '"', 'LoadPlayerFromFile'); + exit; + end; +end; + +function TMusic.LoadSoundFromFile(var hStream: hStream; Name: string): boolean; +begin + if FileExists(Name) then begin + Log.LogStatus('Loading Sound: "' + Name + '"', 'LoadPlayerFromFile'); + try + hStream := BASS_StreamCreateFile(False, pchar(Name), 0, 0, 0); + except + Log.LogError('Failed to open using BASS', 'LoadPlayerFromFile'); + end; + end else begin + Log.LogError('Sound not found: "' + Name + '"', 'LoadPlayerFromFile'); + exit; + end; +end; + +//Equalizer +function TMusic.GetFFTData: TFFTData; +var +Data: TFFTData; +begin + //Get Channel Data Mono and 256 Values + BASS_ChannelGetData(Bass, @Result, BASS_DATA_FFT512); + //Result := Data; +end; + +function TMusic.LoadCustomSound(const Filename: String): Cardinal; +var + S: hStream; + I: Integer; + F: String; +begin + //Search for Sound in already loaded Sounds + F := UpperCase(FileName); + For I := 0 to High(CustomSounds) do + begin + if (UpperCase(CustomSounds[I].Filename) = F) then + begin + Result := I; + Exit; + end; + end; + + if LoadSoundFromFile(S, Filename) then + Result := High(CustomSounds) + else + Result := 0; +end; + +procedure TMusic.PlayCustomSound(const Index: Cardinal); +begin +if Index <= High(CustomSounds) then + BASS_ChannelPlay(CustomSounds[Index].Handle, True); +end; + + +end. diff --git a/Game/Code/Classes/UParty.dcu b/Game/Code/Classes/UParty.dcu new file mode 100644 index 00000000..e3e1a901 Binary files /dev/null and b/Game/Code/Classes/UParty.dcu differ diff --git a/Game/Code/Classes/UParty.pas b/Game/Code/Classes/UParty.pas new file mode 100644 index 00000000..da89ca8a --- /dev/null +++ b/Game/Code/Classes/UParty.pas @@ -0,0 +1,204 @@ +unit UParty; + +interface + +uses ModiSDK; + +type + TRoundInfo = record + Plugin: Word; + Winner: Byte; + end; + + TParty_Session = class + private + function GetRandomPlayer(Team: Byte): Byte; + function IsWinner(Player, Winner: Byte): boolean; + procedure GenScores; + public + Teams: TTeamInfo; + Rounds: array of TRoundInfo; + CurRound: Byte; + + constructor Create; + + procedure StartNewParty; + procedure StartRound; + procedure EndRound; + function GetWinner: Byte; + function GetWinnerString(Round: Byte): String; + end; + +var + PartySession: TParty_Session; + +implementation + +uses UDLLManager, UGraphic, UMain, ULanguage, ULog; + +//---------- +//Constructor - Prepares the Class +//---------- +constructor TParty_Session.Create; +begin +// - Nothing in here atm +end; + +//---------- +//StartNewParty - Clears the Class and Prepares for new Party +//---------- +procedure TParty_Session.StartNewParty; +begin +//Set cur Round to Round 1 +CurRound := 255; + +PlayersPlay := Teams.NumTeams; +if isWinner(0,9) then + Log.LogError('Test'); +end; + +//---------- +//GetRandomPlayer - Gives back a Random Player to Play next Round +//---------- +function TParty_Session.GetRandomPlayer(Team: Byte): Byte; +var + I, J: Integer; + lowestTP: Byte; +begin + //Get lowest TP + lowestTP := high(Byte); + J := -1; + for I := 0 to Teams.Teaminfo[Team].NumPlayers do + begin + if (Teams.Teaminfo[Team].Playerinfo[I].TimesPlayed < lowestTP) then + begin + lowestTP := Teams.Teaminfo[Team].Playerinfo[I].TimesPlayed; + J := I; + end + else if (Teams.Teaminfo[Team].Playerinfo[I].TimesPlayed = lowestTP) then + begin + J := -1; + end; + end; + + //If more than one Person has lowestTP then Select Random Player + if (J < 0) then + repeat + Result := Random(Teams.Teaminfo[Team].NumPlayers); + until (Teams.Teaminfo[Team].Playerinfo[Result].TimesPlayed = lowestTP) + else //Else Select the one wth lowest TP + Result:= J; +end; + +//---------- +//StartNextRound - Prepares ScreenSingModi for Next Round And Load Plugin +//---------- +procedure TParty_Session.StartRound; +var + I: Integer; +begin + if ((CurRound < high(Rounds)) OR (CurRound = high(CurRound))) then + begin + //Increase Current Round + Inc (CurRound); + + Rounds[CurRound].Winner := 0; + DllMan.LoadPlugin(Rounds[CurRound].Plugin); + + //Select Players + for I := 0 to Teams.NumTeams do + Teams.Teaminfo[I].CurPlayer := GetRandomPlayer(I); + + //Set ScreenSingModie Variables + ScreenSingModi.TeamInfo := Teams; + + //Set + end; +end; + +//---------- +//IsWinner - Returns True if the Players Bit is set in the Winner Byte +//---------- +function TParty_Session.IsWinner(Player, Winner: Byte): boolean; +var + Bit: Byte; +begin + Case Player of + 0: Bit := 1; + 1: Bit := 2; + 2: Bit := 4; + 3: Bit := 8; + 4: Bit := 16; + 5: Bit := 32; + end; + + Result := ((Winner AND Bit) = Bit); +end; + +//---------- +//GenScores - Inc Scores for Cur. Round +//---------- +procedure TParty_Session.GenScores; +var + I: Byte; +begin + for I := 0 to Teams.NumTeams do + begin + if isWinner(I, Rounds[CurRound].Winner) then + Inc(Teams.Teaminfo[I].Score); + end; +end; + +//---------- +//GetWinnerString - Get String with WinnerTeam Name, when there is more than one Winner than Connect with and or , +//---------- +function TParty_Session.GetWinnerString(Round: Byte): String; +var + Winners: Array of String; + I: Integer; +begin + if (Rounds[Round].Winner = 0) then + begin + Result := 'Nobody'; + exit; + end; + + SetLength(Winners, 0); + for I := 0 to Teams.NumTeams do + begin + if isWinner(I, Rounds[Round].Winner) then + begin + SetLength(Winners, Length(Winners) + 1); + Winners[high(Winners)] := Teams.TeamInfo[I].Name; + end; + end; + Result := Language.Implode(Winners); +end; + +//---------- +//EndRound - Get Winner from ScreenSingModi and Save Data to RoundArray +//---------- +procedure TParty_Session.EndRound; +var + I: Integer; +begin + //Copy Winner + Rounds[CurRound].Winner := ScreenSingModi.Winner; + //Set Scores + GenScores; + + //Increase TimesPlayed 4 all Players + For I := 0 to Teams.NumTeams do + Inc(Teams.Teaminfo[I].Playerinfo[Teams.Teaminfo[0].CurPlayer].TimesPlayed); + +end; + +//---------- +//Get Winner - Gives back the Number of the total Winner +//---------- +function TParty_Session.GetWinner: Byte; +begin + +end; + +end. diff --git a/Game/Code/Classes/UPliki.dcu b/Game/Code/Classes/UPliki.dcu new file mode 100644 index 00000000..1798b6f8 Binary files /dev/null and b/Game/Code/Classes/UPliki.dcu differ diff --git a/Game/Code/Classes/UPliki.pas b/Game/Code/Classes/UPliki.pas new file mode 100644 index 00000000..475a3752 --- /dev/null +++ b/Game/Code/Classes/UPliki.pas @@ -0,0 +1,830 @@ +unit UPliki; + +interface + +uses USongs, SysUtils, ULog, UMusic; + +procedure InitializePaths; +function ReadHeader(var Song: TSong): boolean; +function SkanujPlik(var Song: TSong): boolean; +procedure CzyscNuty; +function WczytajCzesci(Name: string): boolean; +function SaveSong(Song: TSong; Czesc: TCzesci; Name: string; Relative: boolean): boolean; +function SaveSongDebug(Song: TSong; Czesc: TCzesci; Name: string; Relative: boolean): boolean; + +var + GamePath: string; + SoundPath: string; + SongPath: string; + LogPath: string; + ThemePath: string; + ScreenshotsPath: string; + CoversPath: string; + LanguagesPath: string; + PluginPath: string; + + Plik: TextFile; // all procedures in this unit operates on this file + PlikC: char; + Lineno: integer; + + // variables available for all procedures + Base: array[0..1] of integer; + Rel: array[0..1] of integer; + Mult: integer; + MultBPM: integer; + +implementation +uses TextGL, UIni, UMain, math; + +procedure InitializePaths; +begin + GamePath := ExtractFilePath(ParamStr(0)); + SoundPath := GamePath + 'Sounds\'; + SongPath := GamePath + 'Songs\'; + LogPath := GamePath; + ThemePath := GamePath + 'Themes\'; + ScreenshotsPath := GamePath + 'Screenshots\'; + CoversPath := GamePath + 'Covers\'; + LanguagesPath := GamePath + 'Languages\'; + //Modi Loader + PluginPath := GamePath + 'Plugins\'; + + DecimalSeparator := ','; +end; + +function ReadHeader(var Song: TSong): boolean; +var + TempC: char; + Tekst: string; + Done: integer; +begin + // clear + Song.Title := ''; + Song.Artist := ''; + Song.Genre := 'Unknown'; + Song.Edition := 'Unknown'; + Song.Language := 'Unknown'; //Language Patch + Song.Mp3 := ''; + Song.BPM := 0; + Song.GAP := 0; + Song.Start := 0; + Song.Finish := 0; + Song.Background := ''; + Song.Video := ''; + Song.VideoGAP := 0; + Song.NotesGAP := 0; + Song.Resolution := 4; + + //Creator Patch + Song.Creator := ''; + + Done := 0; + + //Editor Error Reporting Hack + LineNo := 0; + try + + // read + Read(Plik, PlikC); + while (PlikC = '#') do begin + ReadLn(Plik, Tekst); + + //Editor Error Reporting Hack + Inc (LineNo); + + //Header Improvements Patch + + if UpperCase(Copy(Tekst, 1, 6)) = 'TITLE:' then begin + Delete(Tekst, 1, 6); + Song.Title := Trim(Tekst); + Tekst := ''; + Done := Done or 1; + end + + else if UpperCase(Copy(Tekst, 1, 7)) = 'ARTIST:' then begin + Delete(Tekst, 1, 7); + Song.Artist := Trim(Tekst); + Tekst := ''; + Done := Done or 2; + end + + else if UpperCase(Copy(Tekst, 1, 4)) = 'MP3:' then begin + Delete(Tekst, 1, 4); + Song.Mp3 := Trim(Tekst); + Tekst := ''; + Done := Done or 4; + end + + else if UpperCase(Copy(Tekst, 1, 8)) = 'CREATOR:' then begin // this goes for edit + Delete(Tekst, 1, 8); + Song.Creator := Trim(Tekst); + Tekst := ''; + end + + else if UpperCase(Copy(Tekst, 1, 6)) = 'GENRE:' then begin // this goes for edit + Delete(Tekst, 1, 6); + Song.Genre := Trim(Tekst); + Tekst := ''; + end + + else if UpperCase(Copy(Tekst, 1, 8)) = 'EDITION:' then begin // this goes for edit + Delete(Tekst, 1, 8); + Song.Edition := Trim(Tekst); + Tekst := ''; + end + + else if UpperCase(Copy(Tekst, 1, 9)) = 'LANGUAGE:' then begin // this goes for edit + Delete(Tekst, 1, 9); + Song.Language := Trim(Tekst); + Tekst := ''; + end + + else if UpperCase(Copy(Tekst, 1, 6)) = 'COVER:' then begin + Delete(Tekst, 1, 6); + Song.Cover := Trim(Tekst); + Tekst := ''; + end + + else if UpperCase(Copy(Tekst, 1, 11)) = 'BACKGROUND:' then begin + Delete(Tekst, 1, 11); + Song.Background := Trim(Tekst); + Tekst := ''; + end + + else if UpperCase(Copy(Tekst, 1, 6)) = 'VIDEO:' then begin + Delete(Tekst, 1, 6); + Song.Video := Trim(Tekst); + Tekst := ''; + end + + else if UpperCase(Copy(Tekst, 1, 9)) = 'VIDEOGAP:' then begin + Delete(Tekst, 1, 9); + + //Change . to , Mod by Whiteshark :P + if (Pos('.',Tekst) <> 0) then + begin + Tekst[Pos('.',Tekst)] := ','; + //Little Annonce for the User + Log.LogError('VideoGap Seperator wrong in SongHeader: ' + Song.FileName + ' [Corrected for this Session]'); + end; + + Song.VideoGAP := StrToFloat(Tekst); + Tekst := '' + end + + else if UpperCase(Copy(Tekst, 1, 9)) = 'NOTESGAP:' then begin + Delete(Tekst, 1, 9); + Song.NotesGAP := StrToInt(Tekst); + Tekst := '' + end + + else if UpperCase(Copy(Tekst, 1, 9)) = 'RELATIVE:' then begin + Delete(Tekst, 1, 9); + if LowerCase(Tekst) = 'yes' then Song.Relative := true; + end + + else if UpperCase(Copy(Tekst, 1, 6)) = 'START:' then begin + Delete(Tekst, 1, 6); + Song.Start := StrToFloat(Tekst); +// Muzyka.Start := StrToInt(Tekst); + end + + else if UpperCase(Copy(Tekst, 1, 4)) = 'END:' then begin + Delete(Tekst, 1, 4); + Song.Finish := StrToInt(Tekst); + end + + else if UpperCase(Copy(Tekst, 1, 11)) = 'RESOLUTION:' then begin + Delete(Tekst, 1, 11); + Song.Resolution := StrToInt(Tekst); + end + + else if UpperCase(Copy(Tekst, 1, 4)) = 'BPM:' then begin + Delete(Tekst, 1, 4); + +// Muzyka.BPMOld := StrToFloat(Tekst) * Mult * MultBPM; // old system + + (* new system with variable BPM *) +// Muzyka.BPMOld := 50; + + //Change . to , Mod by Whiteshark :P + if (Pos('.',Tekst) <> 0) then + begin + Tekst[Pos('.',Tekst)] := ','; + //Little Annonce for the User + Log.LogError('BPM Seperator wrong in SongHeader: ' + Song.FileName + ' [Corrected for this Session]'); + end; + + SetLength(Song.BPM, 1); + Song.BPM[0].StartBeat := 0; + Song.BPM[0].BPM := StrToFloat(Tekst) * Mult * MultBPM; + Tekst := ''; + Done := Done or 8; + end + + else if UpperCase(Copy(Tekst, 1, 4)) = 'GAP:' then begin + Delete(Tekst, 1, 4); + Song.GAP := StrToFloat(Tekst); + Tekst := ''; +// Muzyka.GAP := StrToFloat(Tekst); +// Done := Done or 16; + end; + + //Header Improvements Patch Ende + + Read(Plik, PlikC); + end; + + //Editor Error Reporting Hack + except //An Error happened<- bad english :P + Log.LogError('An Error occured reading Line ' + inttostr(LineNo) + ' from SongHeader: ' + Song.FileName); + Halt; + end; + //Editor Error Reporting Hack End + + if Song.Background = '' then begin + Song.Background := Songs.FindSongFile(Song.Path, '*[BG].jpg'); + end; + + if (Done and 15) = 15 then Result := true + else Result := false; +end; + +function SkanujPlik(var Song: TSong): boolean; +var + Done: integer; + Tekst: string; + C: integer; // category + P: integer; // position +begin +// try + AssignFile(Plik, Song.Path + Song.FileName); + Reset(Plik); + + Result := ReadHeader(Song); + +{ ReadLn(Plik, Tekst); + while (Copy(Tekst, 1, 1) = '#') do begin + if Copy(Tekst, 1, 10) = '#CATEGORY:' then begin + Delete(Tekst, 1, 10); + + Trim(Tekst); + while (Length(Tekst) > 0) do begin + C := Length(Song.Category); + SetLength(Song.Category, C+1); + + P := Pos(',', Tekst); + if P = 0 then P := Length(Tekst); + Song.Category[C] := Copy(Tekst, 1, P); + + Delete(Tekst, 1, P); + Trim(Tekst); + end; + + end;} + + +end; + +procedure CzyscNuty; +var + Pet: integer; +begin + SetLength(Czesci, Length(Player)); + SetLength(AktSong.BPM, 0); + for Pet := 0 to High(Player) do begin + SetLength(Czesci[Pet].Czesc, 1); + SetLength(Czesci[Pet].Czesc[0].Nuta, 0); + Czesci[Pet].Czesc[0].Lyric := ''; + Czesci[Pet].Czesc[0].LyricWidth := 0; + Player[pet].Score := 0; + Player[pet].IlNut := 0; + Player[pet].HighNut := -1; + end; +end; + +procedure DodajNute(NrCzesci: integer; TypeP: char; StartP, DurationP, NoteP: integer; LyricS: string); +var + Space: boolean; +begin + case Ini.Solmization of + 1: // european + begin + case (NoteP mod 12) of + 0..1: LyricS := ' do '; + 2..3: LyricS := ' re '; + 4: LyricS := ' mi '; + 5..6: LyricS := ' fa '; + 7..8: LyricS := ' sol '; + 9..10: LyricS := ' la '; + 11: LyricS := ' si '; + end; + end; + 2: // japanese + begin + case (NoteP mod 12) of + 0..1: LyricS := ' do '; + 2..3: LyricS := ' re '; + 4: LyricS := ' mi '; + 5..6: LyricS := ' fa '; + 7..8: LyricS := ' so '; + 9..10: LyricS := ' la '; + 11: LyricS := ' shi '; + end; + end; + 3: // american + begin + case (NoteP mod 12) of + 0..1: LyricS := ' do '; + 2..3: LyricS := ' re '; + 4: LyricS := ' mi '; + 5..6: LyricS := ' fa '; + 7..8: LyricS := ' sol '; + 9..10: LyricS := ' la '; + 11: LyricS := ' ti '; + end; + end; + end; // case + +// Log.LogStatus('Czesc: ' + IntToStr(Czesci[NrCzesci].High), 'DodajNute'); +// Log.LogStatus('Dodano: [' + IntToStr(NrCzesci) + '] ' + IntToStr(StartP) + ' ' +// + IntToStr(DurationP) + ' '+ IntToStr(NoteP) + ' ' + LyricS, 'DodajNute'); + +{ Delete(LyricS, 1, 1); + Space := false; + if Copy(LyricS, Length(LyricS), 1) = ' ' then begin + Space := true; + Delete(LyricS, Length(LyricS), 1); + end; + if LyricS = 'a' then LyricS := chr($B1); + if LyricS = 'i' then LyricS := chr($B2); + if LyricS = 'u' then LyricS := chr($B3); + if LyricS = 'e' then LyricS := chr($B4); + if LyricS = 'o' then LyricS := chr($B5); + + if LyricS = 'ka' then LyricS := chr($B6); + if LyricS = 'ki' then LyricS := chr($B7); + if LyricS = 'ku' then LyricS := chr($B8); + if LyricS = 'ke' then LyricS := chr($B9); + if LyricS = 'ko' then LyricS := chr($BA); + + if LyricS = 'ga' then LyricS := chr($B6) + chr($DE); + if LyricS = 'gi' then LyricS := chr($B7) + chr($DE); + if LyricS = 'gu' then LyricS := chr($B8) + chr($DE); + if LyricS = 'ge' then LyricS := chr($B9) + chr($DE); + if LyricS = 'go' then LyricS := chr($BA) + chr($DE); + + if LyricS = 'sa' then LyricS := chr($BB); + if LyricS = 'shi' then LyricS := chr($BC); + if LyricS = 'su' then LyricS := chr($BD); + if LyricS = 'se' then LyricS := chr($BE); + if LyricS = 'so' then LyricS := chr($BF); + + if LyricS = 'za' then LyricS := chr($BB) + chr($DE); + if LyricS = 'ji' then LyricS := chr($BC) + chr($DE); + if LyricS = 'zu' then LyricS := chr($BD) + chr($DE); + if LyricS = 'ze' then LyricS := chr($BE) + chr($DE); + if LyricS = 'zo' then LyricS := chr($BF) + chr($DE); + + if LyricS = 'ta' then LyricS := chr($C0); + if LyricS = 'chi' then LyricS := chr($C1); + if LyricS = 'tsu' then LyricS := chr($C2); + if LyricS = 'te' then LyricS := chr($C3); + if LyricS = 'to' then LyricS := chr($C4); + + if LyricS = 'da' then LyricS := chr($C0) + chr($DE); +// if LyricS = 'ji' then LyricS := chr($C1) + chr($DE); +// if LyricS = 'zu' then LyricS := chr($C2) + chr($DE); + if LyricS = 'de' then LyricS := chr($C3) + chr($DE); + if LyricS = 'do' then LyricS := chr($C4) + chr($DE); + + if LyricS = 'na' then LyricS := chr($C5); + if LyricS = 'ni' then LyricS := chr($C6); + if LyricS = 'nu' then LyricS := chr($C7); + if LyricS = 'ne' then LyricS := chr($C8); + if LyricS = 'no' then LyricS := chr($C9); + + if LyricS = 'ha' then LyricS := chr($CA); + if LyricS = 'hi' then LyricS := chr($CB); + if LyricS = 'hu' then LyricS := chr($CC); + if LyricS = 'he' then LyricS := chr($CD); + if LyricS = 'ho' then LyricS := chr($CE); + + if LyricS = 'ba' then LyricS := chr($CA) + chr($DE); + if LyricS = 'bi' then LyricS := chr($CB) + chr($DE); + if LyricS = 'bu' then LyricS := chr($CC) + chr($DE); + if LyricS = 'be' then LyricS := chr($CD) + chr($DE); + if LyricS = 'bo' then LyricS := chr($CE) + chr($DE); + + if LyricS = 'pa' then LyricS := chr($CA) + chr($DF); + if LyricS = 'pi' then LyricS := chr($CB) + chr($DF); + if LyricS = 'pu' then LyricS := chr($CC) + chr($DF); + if LyricS = 'pe' then LyricS := chr($CD) + chr($DF); + if LyricS = 'po' then LyricS := chr($CE) + chr($DF); + + if LyricS = 'ma' then LyricS := chr($CF); + if LyricS = 'mi' then LyricS := chr($D0); + if LyricS = 'mu' then LyricS := chr($D1); + if LyricS = 'me' then LyricS := chr($D2); + if LyricS = 'mo' then LyricS := chr($D3); + + if LyricS = 'ya' then LyricS := chr($D4); + if LyricS = 'yu' then LyricS := chr($D5); + if LyricS = 'yo' then LyricS := chr($D6); + + if LyricS = 'ra' then LyricS := chr($D7); + if LyricS = 'ri' then LyricS := chr($D8); + if LyricS = 'ru' then LyricS := chr($D9); + if LyricS = 're' then LyricS := chr($DA); + if LyricS = 'ro' then LyricS := chr($DB); + + if LyricS = 'wa' then LyricS := chr($DC); + if LyricS = 'n' then LyricS := chr($DD); + + LyricS := ' ' + LyricS; + if Space then LyricS := LyricS + ' ';} + + + + with Czesci[NrCzesci].Czesc[Czesci[NrCzesci].High] do begin + SetLength(Nuta, Length(Nuta) + 1); + IlNut := IlNut + 1; + HighNut := HighNut + 1; + Muzyka.IlNut := Muzyka.IlNut + 1; + + Nuta[HighNut].Start := StartP; + if IlNut = 1 then begin + StartNote := Nuta[HighNut].Start; + if Czesci[NrCzesci].Ilosc = 1 then + Start := -100; +// Start := Nuta[HighNut].Start; + end; + + Nuta[HighNut].Dlugosc := DurationP; + Muzyka.DlugoscNut := Muzyka.DlugoscNut + Nuta[HighNut].Dlugosc; + + // back to the normal system with normal, golden and now freestyle notes + case TypeP of + 'F': Nuta[HighNut].Wartosc := 0; + ':': Nuta[HighNut].Wartosc := 1; + '*': Nuta[HighNut].Wartosc := 2; + end; + Czesci[NrCzesci].Wartosc := Czesci[NrCzesci].Wartosc + Nuta[HighNut].Dlugosc * Nuta[HighNut].Wartosc; + + Nuta[HighNut].Ton := NoteP; + if Nuta[HighNut].Ton < Base[NrCzesci] then Base[NrCzesci] := Nuta[HighNut].Ton; + Nuta[HighNut].TonGamy := Nuta[HighNut].TonGamy mod 12; + + Nuta[HighNut].Tekst := Copy(LyricS, 2, 100); + Lyric := Lyric + Nuta[HighNut].Tekst; + + if TypeP = 'F' then + Nuta[HighNut].FreeStyle := true; + + Koniec := Nuta[HighNut].Start + Nuta[HighNut].Dlugosc; + end; // with +end; + +procedure NewSentence(NrCzesciP: integer; Param1, Param2: integer); +var +I: Integer; +begin +// Log.LogStatus('IlCzesci: ' + IntToStr(Czesci[NrCzesciP].Ilosc), 'NewSentece'); +// Log.LogStatus('Dane: ' + IntToStr(NrCzesciP) + ' ' + IntToStr(Param1) + ' ' + IntToStr(Param2) , 'NewSentece'); + + // stara czesc //Alter Satz //Update Old Part + Czesci[NrCzesciP].Czesc[Czesci[NrCzesciP].High].BaseNote := Base[NrCzesciP]; + Czesci[NrCzesciP].Czesc[Czesci[NrCzesciP].High].LyricWidth := glTextWidth(PChar(Czesci[NrCzesciP].Czesc[Czesci[NrCzesciP].High].Lyric)); + + //Total Notes Patch + Czesci[NrCzesciP].Czesc[Czesci[NrCzesciP].High].TotalNotes := 0; + for I := low(Czesci[NrCzesciP].Czesc[Czesci[NrCzesciP].High].Nuta) to high(Czesci[NrCzesciP].Czesc[Czesci[NrCzesciP].High].Nuta) do + begin + Czesci[NrCzesciP].Czesc[Czesci[NrCzesciP].High].TotalNotes := Czesci[NrCzesciP].Czesc[Czesci[NrCzesciP].High].TotalNotes + Czesci[NrCzesciP].Czesc[Czesci[NrCzesciP].High].Nuta[I].Dlugosc * Czesci[NrCzesciP].Czesc[Czesci[NrCzesciP].High].Nuta[I].Wartosc; + end; + //Log.LogError('Total Notes(' + inttostr(Czesci[NrCzesciP].High) +'): ' + inttostr(Czesci[NrCzesciP].Czesc[Czesci[NrCzesciP].High].TotalNotes)); + //Total Notes Patch End + + + // nowa czesc //Neuer Satz //Update New Part + SetLength(Czesci[NrCzesciP].Czesc, Czesci[NrCzesciP].Ilosc + 1); + Czesci[NrCzesciP].High := Czesci[NrCzesciP].High + 1; + Czesci[NrCzesciP].Ilosc := Czesci[NrCzesciP].Ilosc + 1; + Czesci[NrCzesciP].Czesc[Czesci[NrCzesciP].High].HighNut := -1; + + if not AktSong.Relative then + Czesci[NrCzesciP].Czesc[Czesci[NrCzesciP].High].Start := Param1; + + if AktSong.Relative then begin + Czesci[NrCzesciP].Czesc[Czesci[NrCzesciP].High].Start := Param1; + Rel[NrCzesciP] := Rel[NrCzesciP] + Param2; + end; + + Base[NrCzesciP] := 100; // high number +end; + +function WczytajCzesci(Name: string): boolean; +var + TempC: char; + Tekst: string; + CP: integer; // Current Player (0 or 1) + Pet: integer; + Both: boolean; + Param1: integer; + Param2: integer; + Param3: integer; + ParamS: string; + I: Integer; +begin + Result := false; + + if not FileExists(Name) then begin + Log.LogError('File not found: "' + Name + '"', 'WczytajCzesci'); + exit; + end; + + try + MultBPM := 4; // 4 - mnoznik dla czasu nut + Mult := 1; // 4 - dokladnosc pomiaru nut + Base[0] := 100; // high number +// Base[1] := 100; // high number + Czesci[0].Wartosc := 0; +// Czesci[1].Wartosc := 0; // here was the error in 0.3.2 + AktSong.Relative := false; + + Rel[0] := 0; +// Rel[1] := 0; + CP := 0; + Both := false; + if Length(Player) = 2 then Both := true; + + FileMode := fmOpenRead; + AssignFile(Plik, Name); + Reset(Plik); + + ReadHeader(AktSong); +(* if AktSong.Title = 'Hubba Hubba Zoot Zoot' then begin + Mult := 2; + AktSong.BPM[0].BPM := AktSong.BPM[0].BPM * 2; + end;*) + + SetLength(Czesci, 2); + for Pet := 0 to High(Czesci) do begin + SetLength(Czesci[Pet].Czesc, 1); + Czesci[Pet].High := 0; + Czesci[Pet].Ilosc := 1; + Czesci[Pet].Akt := 0; + Czesci[Pet].Resolution := AktSong.Resolution; + Czesci[Pet].NotesGAP := AktSong.NotesGAP; + Czesci[Pet].Czesc[0].IlNut := 0; + Czesci[Pet].Czesc[0].HighNut := -1; + end; + +// TempC := ':'; + TempC := PlikC; // read from backup variable, don't use default ':' value + + while (TempC <> 'E') do begin + Inc(LineNo); + if (TempC = ':') or (TempC = '*') or (TempC = 'F') then begin + // wczytuje nute + Read(Plik, Param1); + Read(Plik, Param2); + Read(Plik, Param3); + Read(Plik, ParamS); + + // dodaje nute + if not Both then + // P1 + DodajNute(0, TempC, (Param1+Rel[0]) * Mult, Param2 * Mult, Param3, ParamS) + else begin + // P1 + P2 + DodajNute(0, TempC, (Param1+Rel[0]) * Mult, Param2 * Mult, Param3, ParamS); + DodajNute(1, TempC, (Param1+Rel[1]) * Mult, Param2 * Mult, Param3, ParamS); + end; + end; // if + if TempC = '-' then begin + // reads sentence + Read(Plik, Param1); + if AktSong.Relative then Read(Plik, Param2); // read one more data for relative system + + // new sentence + if not Both then + // P1 + NewSentence(0, (Param1 + Rel[0]) * Mult, Param2) + else begin + // P1 + P2 + NewSentence(0, (Param1 + Rel[0]) * Mult, Param2); + NewSentence(1, (Param1 + Rel[1]) * Mult, Param2); + end; + + end; // if + + if TempC = 'B' then begin + SetLength(AktSong.BPM, Length(AktSong.BPM) + 1); + Read(Plik, AktSong.BPM[High(AktSong.BPM)].StartBeat); + AktSong.BPM[High(AktSong.BPM)].StartBeat := AktSong.BPM[High(AktSong.BPM)].StartBeat + Rel[0]; + + Read(Plik, Tekst); + AktSong.BPM[High(AktSong.BPM)].BPM := StrToFloat(Tekst); + AktSong.BPM[High(AktSong.BPM)].BPM := AktSong.BPM[High(AktSong.BPM)].BPM * Mult * MultBPM; + end; + + + if not Both then begin + Czesci[CP].Czesc[Czesci[CP].High].BaseNote := Base[CP]; + Czesci[CP].Czesc[Czesci[CP].High].LyricWidth := glTextWidth(PChar(Czesci[CP].Czesc[Czesci[CP].High].Lyric)); + //Total Notes Patch + Czesci[CP].Czesc[Czesci[CP].High].TotalNotes := 0; + for I := low(Czesci[CP].Czesc[Czesci[CP].High].Nuta) to high(Czesci[CP].Czesc[Czesci[CP].High].Nuta) do + begin + Czesci[CP].Czesc[Czesci[CP].High].TotalNotes := Czesci[CP].Czesc[Czesci[CP].High].TotalNotes + Czesci[CP].Czesc[Czesci[CP].High].Nuta[I].Dlugosc * Czesci[CP].Czesc[Czesci[CP].High].Nuta[I].Wartosc; + end; + //Total Notes Patch End + end else begin + for Pet := 0 to High(Czesci) do begin + Czesci[Pet].Czesc[Czesci[Pet].High].BaseNote := Base[Pet]; + Czesci[Pet].Czesc[Czesci[Pet].High].LyricWidth := glTextWidth(PChar(Czesci[Pet].Czesc[Czesci[Pet].High].Lyric)); + //Total Notes Patch + Czesci[Pet].Czesc[Czesci[Pet].High].TotalNotes := 0; + for I := low(Czesci[Pet].Czesc[Czesci[Pet].High].Nuta) to high(Czesci[Pet].Czesc[Czesci[Pet].High].Nuta) do + begin + Czesci[Pet].Czesc[Czesci[Pet].High].TotalNotes := Czesci[Pet].Czesc[Czesci[Pet].High].TotalNotes + Czesci[Pet].Czesc[Czesci[Pet].High].Nuta[I].Dlugosc * Czesci[Pet].Czesc[Czesci[Pet].High].Nuta[I].Wartosc; + end; + //Total Notes Patch End + end; + end; + + Read(Plik, TempC); + end; // while} + + CloseFile(Plik); + except + Log.LogError('Error Loading File: "' + Name + '" in Line ' + inttostr(LineNo)); + exit; + end; + + Result := true; +end; + +function SaveSong(Song: TSong; Czesc: TCzesci; Name: string; Relative: boolean): boolean; +var + C: integer; + N: integer; + S: string; + B: integer; + RelativeSubTime: integer; + NoteState: String; + +begin +// Relative := true; // override (idea - use shift+S to save with relative) + AssignFile(Plik, Name); + Rewrite(Plik); + + WriteLn(Plik, '#TITLE:' + Song.Title + ''); + WriteLn(Plik, '#ARTIST:' + Song.Artist); + + if Song.Creator <> '' then WriteLn(Plik, '#CREATOR:' + Song.Creator); + if Song.Edition <> 'Unknown' then WriteLn(Plik, '#EDITION:' + Song.Edition); + if Song.Genre <> 'Unknown' then WriteLn(Plik, '#GENRE:' + Song.Genre); + if Song.Language <> 'Unknown' then WriteLn(Plik, '#LANGUAGE:' + Song.Language); + if Song.Cover <> '' then WriteLn(Plik, '#COVER:' + Song.Cover); + + WriteLn(Plik, '#MP3:' + Song.Mp3); + + if Song.Background <> '' then WriteLn(Plik, '#BACKGROUND:' + Song.Background); + if Song.Video <> '' then WriteLn(Plik, '#VIDEO:' + Song.Video); + if Song.VideoGAP <> 0 then WriteLn(Plik, '#VIDEOGAP:' + FloatToStr(Song.VideoGAP)); + if Song.Resolution <> 4 then WriteLn(Plik, '#RESOLUTION:' + IntToStr(Song.Resolution)); + if Song.NotesGAP <> 0 then WriteLn(Plik, '#NOTESGAP:' + IntToStr(Song.NotesGAP)); + if Song.Start <> 0 then WriteLn(Plik, '#START:' + FloatToStr(Song.Start)); + if Song.Finish <> 0 then WriteLn(Plik, '#END:' + IntToStr(Song.Finish)); + if Relative then WriteLn(Plik, '#RELATIVE:yes'); + + WriteLn(Plik, '#BPM:' + FloatToStr(Song.BPM[0].BPM / 4)); + WriteLn(Plik, '#GAP:' + FloatToStr(Song.GAP)); + + RelativeSubTime := 0; + for B := 1 to High(AktSong.BPM) do + WriteLn(Plik, 'B ' + FloatToStr(AktSong.BPM[B].StartBeat) + ' ' + FloatToStr(AktSong.BPM[B].BPM/4)); + + for C := 0 to Czesc.High do begin + for N := 0 to Czesc.Czesc[C].HighNut do begin + with Czesc.Czesc[C].Nuta[N] do begin + + + //Golden + Freestyle Note Patch + case Czesc.Czesc[C].Nuta[N].Wartosc of + 0: NoteState := 'F '; + 1: NoteState := ': '; + 2: NoteState := '* '; + end; // case + S := NoteState + IntToStr(Start-RelativeSubTime) + ' ' + IntToStr(Dlugosc) + ' ' + IntToStr(Ton) + ' ' + Tekst; + + + WriteLn(Plik, S); + end; // with + end; // N + + if C < Czesc.High then begin // don't write end of last sentence + if not Relative then + S := '- ' + IntToStr(Czesc.Czesc[C+1].Start) + else begin + S := '- ' + IntToStr(Czesc.Czesc[C+1].Start - RelativeSubTime) + + ' ' + IntToStr(Czesc.Czesc[C+1].Start - RelativeSubTime); + RelativeSubTime := Czesc.Czesc[C+1].Start; + end; + WriteLn(Plik, S); + end; + + end; // C + + + WriteLn(Plik, 'E'); + CloseFile(Plik); +end; + +function SaveSongDebug(Song: TSong; Czesc: TCzesci; Name: string; Relative: boolean): boolean; +var + C: integer; + N: integer; + S: string; + STon: integer; + SLen: integer; + NTot: integer; + PlikB: TextFile; + LastTime: integer; +begin + AssignFile(Plik, Name); + Rewrite(Plik); + + AssignFile(PlikB, 'C:\song db.asm'); + Rewrite(PlikB); + + NTot := 0; + LastTime := 0; + + for C := 0 to Czesc.High do begin + WriteLn(Plik, '; ' + IntToStr(C)); + + for N := 0 to Czesc.Czesc[C].HighNut do begin + with Czesc.Czesc[C].Nuta[N] do begin + + // timespace + if LastTime < Start then begin + STon := 0; + SLen := Round((Start - LastTime) * 16320 / 255 / 12); + WriteLn(PlikB, ' .dw ' + IntToStr(STon + SLen*256) + ' ; timespace (0, ' + IntToStr(SLen) + ')'); + + end; + + + + // ton + STon := Round(98940/(2*261.62*Power(1.05946309436, Ton))); + S := ' ldi R18, ' + IntToStr(STon); + if STon > 255 then begin + beep; + S := '!!!!' + S; + end; + WriteLn(Plik, S); + + // length + //ldi R19, 43 + SLen := Round(Dlugosc * 16320 / STon / 12); + S := ' ldi R19, ' + IntToStr(SLen); + if SLen > 255 then begin + beep; + S := '!!!!' + S; + end; + WriteLn(Plik, S); + + // function + S := ' rcall playtone'; + WriteLn(Plik, S); + + // song dw + WriteLn(PlikB, ' .dw ' + IntToStr(STon + SLen*256)); + + + LastTime := Start + Dlugosc; + Inc(NTot); + + end; // with + end; // N + WriteLn(Plik, ''); + WriteLn(PlikB, ''); + end; // C + + WriteLn(Plik, '; nut ' + IntToStr(NTot)); + WriteLn(Plik, '; bajtów ' + IntToStr(8*NTot)); + + WriteLn(PlikB, ' .dw 0'); + WriteLn(PlikB, '; nut ' + IntToStr(NTot)); + WriteLn(PlikB, '; bajtów ' + IntToStr(2*NTot)); + + + CloseFile(Plik); + CloseFile(PlikB); +end; + +end. diff --git a/Game/Code/Classes/URecord.dcu b/Game/Code/Classes/URecord.dcu new file mode 100644 index 00000000..d28aa4b1 Binary files /dev/null and b/Game/Code/Classes/URecord.dcu differ diff --git a/Game/Code/Classes/URecord.pas b/Game/Code/Classes/URecord.pas new file mode 100644 index 00000000..2ec5439a --- /dev/null +++ b/Game/Code/Classes/URecord.pas @@ -0,0 +1,371 @@ +unit URecord; + +interface +uses Classes, Math, SysUtils, {DXSounds, Wave, }UMusic, UIni, BASS; + +type + TSound = class + BufferNew: TMemoryStream; // buffer for newest sample + BufferArray: array[1..4096] of smallint; // (Signal) newest 4096 samples + BufferLong: array of TMemoryStream; // full buffer + + Num: integer; + n: integer; // length of Signal to analyze +// Spectrum: array[1..8192] of single; // sound buffer from above as FFT +// Spektogram: array[0..100] of TSpekt; // FFT(t) + + // pitch detection + SzczytJest: boolean; // czy jest szczyt + Szczyt: integer; // pozycja szczytu na osi poziomej + TonDokl: real; // ton aktualnego szczytu + Ton: integer; // ton bez ulamka + TonGamy: integer; // ton w gamie. wartosci: 0-11 + Skala: real; // skala FFT + + // procedures + procedure ProcessNewBuffer; + procedure AnalizujBufor; // use to analyze sound from buffers to get new pitch + procedure AnalizujByAutocorrelation; // we call it to analyze sound by checking Autocorrelation + function AnalyzeAutocorrelationFreq(Freq: real): real; // use this to check one frequency by Autocorrelation + end; + + TSoundCardInput = record + Name: string; + end; + + TSoundCard = record + // here can be the soundcard information - whole database from which user will select recording source + Description: string; + Input: array of TSoundCardInput; + InputSeleceted: integer; + + // bass record + BassRecordStream: hStream; + end; + + TRecord = class + SoundCard: array of TSoundCard; + constructor Create; + end; + + smallintarray = array [0..maxInt shr 1-1] of smallInt; + psmallintarray = ^smallintarray; + + // procedures - bass record + function GetMicrophone(handle: HSTREAM; buffer: Pointer; len: DWORD; user: DWORD): boolean; stdcall; + + +var + Sound: array of TSound; + SoundCard: array of TSoundCard; + Poz: integer; + Recording: TRecord; + +implementation +uses UMain, ULog; + +procedure TSound.ProcessNewBuffer; +var + S: integer; + L: integer; + A: integer; +begin + // process BufferArray + S := 0; + L := BufferNew.Size div 2; + if L > n then begin + S := L - n; + L := n; + end; + + // copy to array + for A := L+1 to n do + BufferArray[A-L] := BufferArray[A]; + + BufferNew.Seek(2*S, soBeginning); + BufferNew.ReadBuffer(BufferArray[1+n-L], 2*L); + + // process BufferLong + if Ini.SavePlayback = 1 then begin + BufferNew.Seek(0, soBeginning); + BufferLong[0].CopyFrom(BufferNew, BufferNew.Size); + end; +end; + +procedure TSound.AnalizujBufor; +begin + AnalizujByAutocorrelation; +end; + +procedure TSound.AnalizujByAutocorrelation; +var + T: integer; // tone + F: real; // freq + Wages: array[0..35] of real; // wages + MaxT: integer; // max tone + MaxW: real; // max wage + V: real; // volume + MaxV: real; // max volume + S: integer; // Signal + Threshold: real; // threshold +begin +// Log.LogAnalyze('[Analyze by Autocorrelation]'); + SzczytJest := false; + + // find maximum volume of first 1024 words of signal + MaxV := 0; + for S := 1 to 1024 do begin // 0.5.2: fix. was from 0 to 1023 +// Log.LogDebug('1'); +// Log.LogDebug(IntTostr(S)); + V := Abs(BufferArray[S]) / $10000; +// Log.LogDebug('2'); +// Log.LogDebug(IntTostr(S) + ': ' + FloatToStr(V) + ', MaxV='+floattostr(maxv)+', buf='+inttostr(length(BufferArray))); + if V > MaxV then MaxV := V; +// Log.LogDebug('3'); +// Log.LogDebug(IntTostr(S) + ': ' + FloatToStr(V) + ', MaxV='+floattostr(maxv)+', buf='+inttostr(length(BufferArray))); + end; + + + // prepare to analyze + MaxW := 0; + + // analyze all 12 halftones + for T := 0 to 35 do begin // to 11, then 23, now 35 (for Whitney and my high voice) + F := 130.81*Power(1.05946309436, T)/2; // let's analyze below 130.81 + Wages[T] := AnalyzeAutocorrelationFreq(F); + + if Wages[T] > MaxW then begin // this frequency has better wage + MaxW := Wages[T]; + MaxT := T; + end; + end; // for T + + Threshold := 0.1; + case Ini.Threshold of + 0: Threshold := 0.05; + 1: Threshold := 0.1; + 2: Threshold := 0.15; + 3: Threshold := 0.2; + end; + + //Log.LogDebug('Sound -> AnalyzeByAutocorrelation: MaxV='+floattostr(maxv)+', Threshold='+floattostr(threshold)); + if MaxV >= Threshold then begin // found acceptable volume // 0.1 + SzczytJest := true; + TonGamy := MaxT mod 12; + Ton := MaxT mod 12; + end; + +// Log.LogAnalyze('--> Weight: ') +// Log.LogAnalyze('--> Selected: ' + BoolToStr(SzczytJest, true) + +// ', TonGamy: ' + IntToStr(Ton) + +// ', MaxV: ' + FloatToStr(MaxV)); +// Log.LogAnalyze(''); + + +end; + +function TSound.AnalyzeAutocorrelationFreq(Freq: real): real; // result medium difference +var + Count: real; + Src: integer; + Dst: integer; + Move: integer; + Il: integer; // how many counts were done +begin + // we use Signal as source + Count := 0; + Il := 0; + Src := 1; + Move := Round(44100/Freq); + Dst := Src + Move; + + // ver 1 - sample 1 and compare n-times +{ while (Src <= Move) do begin // process by moving Src by one + while (Dst < n) do begin // process up to n (4KB) of Signal + Count := Count + Abs(Signal[Src] - Signal[Dst]) / $10000; + Inc(Dst, Move); + Inc(Il); + end; + + Inc(Src); + Dst := Src + Move; + end;} + + // ver 2 - compare in vertical + while (Dst < n) do begin // process up to n (4KB) of Signal + Count := Count + Abs(BufferArray[Src] - BufferArray[Dst]) / $10000; + Inc(Src); + Inc(Dst); + Inc(Il); + end; + + Result := 1 - Count / Il; +end; + +function GetMicrophone(handle: HSTREAM; buffer: Pointer; len: DWORD; user: DWORD): boolean; stdcall; +var + L: integer; + S: integer; + PB: pbytearray; + PW: pwordarray; + SI: smallintarray; + PSI: psmallintarray; + I: integer; + Skip: integer; + P1: integer; + P2: integer; + Boost: byte; +begin +// Log.LogDebug('Record -> GetMicrophone: len='+inttstr(len)); + + // set boost + case Ini.MicBoost of + 0: Boost := 1; + 1: Boost := 2; + 2: Boost := 4; + 3: Boost := 8; + end; + + // boost buffer + L := Len div 2; // number of samples + PSI := Buffer; + for S := 0 to L-1 do begin + I := PSI^[S] * Boost; + if I > 32767 then I := 32767; // 0.5.0: limit + if I < -32768 then I := -32768; // 0.5.0: limit + PSI^[S] := I; + end; + + // decode user + P1 := (user and 255) - 1; + P2 := (user div 256) - 1; + +// Log.LogDebug('Record -> GetMicrophone: P1='+inttostr(p1)+', P2='+inttostr(p2)); + + // 2 players USB mic, left channel + if P1 >= 0 then begin + L := Len div 4; // number of samples + PB := Buffer; +// Log.LogDebug('Record -> GetMicrophone -> Sound[P1].BufferNew.Clear'); + Sound[P1].BufferNew.Clear; // 0.5.2: problem on exiting + for S := 1 to L do begin + Sound[P1].BufferNew.Write(PB[(S-1)*4], 2); + end; + Sound[P1].ProcessNewBuffer; + end; + + // 2 players USB mic, right channel +// if Ini.Debug = 0 then Skip := 2 +// else Skip := 0; + Skip := 2; + + if P2 >= 0 then begin + L := Len div 4; // number of samples + PB := Buffer; + Sound[P2].BufferNew.Clear; + for S := 1 to L do begin + Sound[P2].BufferNew.Write(PB[Skip + (S-1)*4], 2); + end; + Sound[P2].ProcessNewBuffer; + end; + +// Log.LogDebug('Record -> GetMicrophone -> Finish'); + + Result := true; +end; + +constructor TRecord.Create; +var + SC: integer; // soundcard + SCI: integer; // soundcard input + Descr: string; + InputName: string; + Flags: integer; + No: integer; + function isDuplicate(Desc: String): Boolean; + var + I: Integer; + begin + Result := False; + //Check for Soundcard with same Description + For I := 0 to SC-1 do + begin + if (SoundCard[I].Description = Desc) then + begin + Result := True; + Break; + end; + end; + end; + +// mic: array[0..15] of integer; +begin + // checks for recording devices and puts them into array; + SetLength(SoundCard, 0); + + SC := 0; + Descr := BASS_RecordGetDeviceDescription(SC); + + while (Descr <> '') do begin + + //If there is another SoundCard with the Same ID, Search an available Name + if (IsDuplicate(Descr)) then + begin + No:= 1; //Count of SoundCards with same Name + Repeat + Inc(No) + Until not IsDuplicate(Descr + ' (' + InttoStr(No) + ')'); + //Set Description + Descr := Descr + ' (' + InttoStr(No) + ')'; + end; + + SetLength(SoundCard, SC+1); +// Log.LogError('Device #' + IntToStr(SC+1) + ': ' + Descr); + SoundCard[SC].Description := Descr; + + // check for recording inputs +// mic[device] := -1; // default to no change + SCI := 0; + BASS_RecordInit(SC); + Flags := BASS_RecordGetInput(SCI); + InputName := BASS_RecordGetInputName(SCI); +// Log.LogError('Input #' + IntToStr(SCI) + ' (' + IntToStr(Flags) + '): ' + InputName); + + SetLength(SoundCard[SC].Input, 1); + SoundCard[SC].Input[SCI].Name := InputName; + + // process each input + while (Flags <> -1) do begin + if SCI >= 1 then begin + SetLength(SoundCard[SC].Input, SCI+1); + InputName := BASS_RecordGetInputName(SCI); + SoundCard[SC].Input[SCI].Name := InputName; +// Log.LogError('Input #' + IntToStr(SCI) + ' (' + IntToStr(Flags) + '): ' + InputName); + end; + +{ if (flags and BASS_INPUT_TYPE_MASK) = BASS_INPUT_TYPE_MIC then begin + mic[device] := input; // auto set microphone + end;} + + Inc(SCI); + Flags := BASS_RecordGetInput(SCI); + end; + +{ if mic[device] <> -1 then begin + Log.LogAnalyze('Found the mic at input ' + IntToStr(Mic[device])) + end else begin + Log.LogAnalyze('Mic not found'); + mic[device] := 0; // setting to the first one (for kxproject) + end; + SoundCard[SC].InputSeleceted := Mic[Device];} + + + BASS_RecordFree; + + Inc(SC); + Descr := BASS_RecordGetDeviceDescription(SC); + end; // while +end; +end. + + diff --git a/Game/Code/Classes/UScores.dcu b/Game/Code/Classes/UScores.dcu new file mode 100644 index 00000000..16454265 Binary files /dev/null and b/Game/Code/Classes/UScores.dcu differ diff --git a/Game/Code/Classes/UScores.pas b/Game/Code/Classes/UScores.pas new file mode 100644 index 00000000..f1243868 --- /dev/null +++ b/Game/Code/Classes/UScores.pas @@ -0,0 +1,144 @@ +unit UScores; + +interface + +uses USongs, SQLiteTable3; + +procedure InitScore(const Filename: string); +procedure ReadScore(var Song: TSong); +procedure WriteScore(var Song: TSong); +procedure AddScore(var Song: TSong; Level: integer; Name: string; Score: integer); + +var +ScoreDB: TSqliteDatabase; +sFilename: string; + +implementation + +uses IniFiles, SysUtils; + +procedure InitScore(const Filename: string); +//var + //TableData: TSqliteTable; +begin + //Open Database + ScoreDB := TSqliteDatabase.Create(Filename); + sFilename := Filename; + + try + //Look for Tables => When not exist Create them + if not ScoreDB.TableExists('US_Scores') then + ScoreDB.execsql('CREATE TABLE `US_Scores` (`SongID` INT( 11 ) NOT NULL , `Difficulty` INT( 1 ) NOT NULL , `Player` VARCHAR( 150 ) NOT NULL , `Score` INT( 5 ) NOT NULL );'); + + if not ScoreDB.TableExists('US_Songs') then + ScoreDB.execsql('CREATE TABLE `US_Songs` (`ID` INTEGER PRIMARY KEY, `Artist` VARCHAR( 255 ) NOT NULL , `Title` VARCHAR( 255 ) NOT NULL );'); + + finally + //ScoreDB.Free; + end; + +end; + +procedure ReadScore(var Song: TSong); +var + TableData: TSqliteTable; + Dif: Byte; +begin + //ScoreDB := TSqliteDatabase.Create(sFilename); + try + try + //Search Song in DB + TableData := ScoreDB.GetTable('SELECT `Difficulty`, `Player`, `Score` FROM `us_scores` WHERE `SongID` = (SELECT `ID` FROM `us_songs` WHERE `Artist` = "' + Song.Artist + '" AND `Title` = "' + Song.Title + '" LIMIT 1) ORDER BY `Score` DESC LIMIT 15'); + //Empty Old Scores + SetLength (Song.Score[0], 0); + SetLength (Song.Score[1], 0); + SetLength (Song.Score[2], 0); + + while not TableData.Eof do//Go through all Entrys + begin//Add one Entry to Array + Dif := StrtoInt(TableData.FieldAsString(TableData.FieldIndex['Difficulty'])); + if (Dif>=0) AND (Dif<=2) then + begin + SetLength(Song.Score[Dif], Length(Song.Score[Dif]) + 1); + + Song.Score[Dif, high(Song.Score[Dif])].Name := TableData.FieldAsString(TableData.FieldIndex['Player']); + Song.Score[Dif, high(Song.Score[Dif])].Score:= StrtoInt(TableData.FieldAsString(TableData.FieldIndex['Score'])); + end; + TableData.Next; + end; + + except //Im Fehlerfall + for Dif := 0 to 2 do + begin + SetLength(Song.Score[Dif], 1); + Song.Score[Dif, 1].Name := 'Error Reading ScoreDB'; + end; + end; + finally + //ScoreDb.Free; + end; +end; + +procedure AddScore(var Song: TSong; Level: integer; Name: string; Score: integer); +var +ID: Integer; +TableData: TSqliteTable; +begin + //ScoreDB := TSqliteDatabase.Create(sFilename); + try + + ID := ScoreDB.GetTableValue('SELECT `ID` FROM `US_Songs` WHERE `Artist` = "' + Song.Artist + '" AND `Title` = "' + Song.Title + '"'); + if ID = 0 then //Song doesn't exist -> Create + begin + ScoreDB.ExecSQL ('INSERT INTO `US_Songs` ( `ID` , `Artist` , `Title` ) VALUES (NULL , "' + Song.Artist + '", "' + Song.Title + '");'); + ID := ScoreDB.GetTableValue('SELECT `ID` FROM `US_Songs` WHERE `Artist` = "' + Song.Artist + '" AND `Title` = "' + Song.Title + '"'); + if ID = 0 then //Could not Create Table + exit; + end; + //Create new Entry + ScoreDB.ExecSQL('INSERT INTO `US_Scores` ( `SongID` , `Difficulty` , `Player` , `Score` ) VALUES ("' + InttoStr(ID) + '", "' + InttoStr(Level) + '", "' + Name + '", "' + InttoStr(Score) + '");'); + + //Delete Last Position when there are more than 5 Entrys + if ScoreDB.GetTableValue('SELECT COUNT(`SongID`) FROM `US_Scores` WHERE `SongID` = "' + InttoStr(ID) + '" AND `Difficulty` = "' + InttoStr(Level) +'"') > 5 then + begin + TableData := ScoreDB.GetTable('SELECT `Player`, `Score` FROM `US_Scores` WHERE SongID = "' + InttoStr(ID) + '" AND `Difficulty` = "' + InttoStr(Level) +'" ORDER BY `Score` ASC LIMIT 1'); + ScoreDB.ExecSQL('DELETE FROM `US_Scores` WHERE SongID = "' + InttoStr(ID) + '" AND `Difficulty` = "' + InttoStr(Level) +'" AND `Player` = "' + TableData.FieldAsString(TableData.FieldIndex['Player']) + '" AND `Score` = "' + TableData.FieldAsString(TableData.FieldIndex['Score']) + '"'); + end; + + finally + //ScoreDB.Free; + end; +end; + +//Not used with new SQLLite DB System +procedure WriteScore(var Song: TSong); +{var + F: TIniFile; + S: integer; + Lev: integer; + LevS: string; + FileName: string;} +begin + {FileName := Song.Path + ChangeFileExt(Song.FileName, '.sco'); + if (not FileExists(FileName)) or (FileExists(FileName) and DeleteFile(FileName)) then begin + // file has been deleted -> creating new file + F := TIniFile.Create(FileName); + + for Lev := 0 to 2 do begin + case Lev of + 0: LevS := 'Easy'; + 1: LevS := 'Normal'; + 2: LevS := 'Hard'; + end; + + for S := 0 to high(Song.Score[Lev]) do begin + F.WriteString(LevS + IntToStr(S+1), 'Name', Song.Score[Lev, S].Name); + F.WriteInteger(LevS + IntToStr(S+1), 'Score', Song.Score[Lev, S].Score); + + end; // for S + end; // for Lev + F.Free; + end; // if} +end; + +end. diff --git a/Game/Code/Classes/USkins.dcu b/Game/Code/Classes/USkins.dcu new file mode 100644 index 00000000..89ea67c0 Binary files /dev/null and b/Game/Code/Classes/USkins.dcu differ diff --git a/Game/Code/Classes/USkins.pas b/Game/Code/Classes/USkins.pas new file mode 100644 index 00000000..6cd4a1db --- /dev/null +++ b/Game/Code/Classes/USkins.pas @@ -0,0 +1,158 @@ +unit USkins; + +interface + +type + TSkinTexture = record + Name: string; + FileName: string; + end; + + TSkinEntry = record + Theme: string; + Name: string; + Path: string; + FileName: string; + Creator: string; // not used yet + end; + + TSkin = class + Skin: array of TSkinEntry; + SkinTexture: array of TSkinTexture; + SkinPath: string; + Color: integer; + constructor Create; + procedure LoadList; + procedure ParseDir(Dir: string); + procedure LoadHeader(FileName: string); + procedure LoadSkin(Name: string); + function GetTextureFileName(TextureName: string): string; + function GetSkinNumber(Name: string): integer; + procedure onThemeChange; + end; + +var + Skin: TSkin; + +implementation + +uses IniFiles, Classes, SysUtils, ULog, UIni; + +constructor TSkin.Create; +begin + LoadList; +// LoadSkin('Lisek'); +// SkinColor := Color; +end; + +procedure TSkin.LoadList; +var + SR: TSearchRec; + SR2: TSearchRec; + SLen: integer; +begin + if FindFirst('Skins\*', faDirectory, SR) = 0 then begin + repeat + if (SR.Name <> '.') and (SR.Name <> '..') then + ParseDir('Skins\' + SR.Name + '\'); + until FindNext(SR) <> 0; + end; // if + FindClose(SR); +end; + +procedure TSkin.ParseDir(Dir: string); +var + SR: TSearchRec; + SLen: integer; +begin + if FindFirst(Dir + '*.ini', faAnyFile, SR) = 0 then begin + repeat + if (SR.Name <> '.') and (SR.Name <> '..') then + LoadHeader(Dir + SR.Name); + //Log.LogError(SR.Name); + until FindNext(SR) <> 0; + end; +end; + +procedure TSkin.LoadHeader(FileName: string); +var + SkinIni: TMemIniFile; + S: integer; +begin + SkinIni := TMemIniFile.Create(FileName); + + S := Length(Skin); + SetLength(Skin, S+1); + Skin[S].Path := IncludeTrailingBackslash(ExtractFileDir(FileName)); + Skin[S].FileName := ExtractFileName(FileName); + Skin[S].Theme := SkinIni.ReadString('Skin', 'Theme', ''); + Skin[S].Name := SkinIni.ReadString('Skin', 'Name', ''); + Skin[S].Creator := SkinIni.ReadString('Skin', 'Creator', ''); + + SkinIni.Free; +end; + +procedure TSkin.LoadSkin(Name: string); +var + SkinIni: TMemIniFile; + SL: TStringList; + T: integer; + S: integer; +begin + S := GetSkinNumber(Name); + SkinPath := Skin[S].Path; + + SkinIni := TMemIniFile.Create(SkinPath + Skin[S].FileName); + + SL := TStringList.Create; + SkinIni.ReadSection('Textures', SL); + + SetLength(SkinTexture, SL.Count); + for T := 0 to SL.Count-1 do begin + SkinTexture[T].Name := SL.Strings[T]; + SkinTexture[T].FileName := SkinIni.ReadString('Textures', SL.Strings[T], ''); + end; + + SL.Free; + SkinIni.Free; +end; + +function TSkin.GetTextureFileName(TextureName: string): string; +var + T: integer; +begin + Result := ''; + for T := 0 to High(SkinTexture) do + if SkinTexture[T].Name = TextureName then Result := SkinPath + SkinTexture[T].FileName; + +{ Result := SkinPath + 'Bar.jpg'; + if TextureName = 'Ball' then Result := SkinPath + 'Ball.bmp'; + if Copy(TextureName, 1, 4) = 'Gray' then Result := SkinPath + 'Ball.bmp'; + if Copy(TextureName, 1, 6) = 'NoteBG' then Result := SkinPath + 'Ball.bmp';} +end; + +function TSkin.GetSkinNumber(Name: string): integer; +var + S: integer; +begin + Result := 0; // set default to the first available skin + for S := 0 to High(Skin) do + if Skin[S].Name = Name then Result := S; +end; + +procedure TSkin.onThemeChange; +var + S: integer; + Name: String; +begin + SetLength(ISkin, 0); + Name := Uppercase(ITheme[Ini.Theme]); + for S := 0 to High(Skin) do + if Name = Uppercase(Skin[S].Theme) then begin + SetLength(ISkin, Length(ISkin)+1); + ISkin[High(ISkin)] := Skin[S].Name; + end; + +end; + +end. diff --git a/Game/Code/Classes/USongs.dcu b/Game/Code/Classes/USongs.dcu new file mode 100644 index 00000000..e58c47d8 Binary files /dev/null and b/Game/Code/Classes/USongs.dcu differ diff --git a/Game/Code/Classes/USongs.pas b/Game/Code/Classes/USongs.pas new file mode 100644 index 00000000..c2532a03 --- /dev/null +++ b/Game/Code/Classes/USongs.pas @@ -0,0 +1,667 @@ +unit USongs; + +interface +uses SysUtils, ULog, UTexture, UCatCovers; + +type + TBPM = record + BPM: real; + StartBeat: real; + end; + + TScore = record + Name: string; + Score: integer; + Length: string; + end; + + TSong = record + Path: string; + Folder: string; // for sorting by folder + FileName: string; + + // sorting methods + Category: array of string; // I think I won't need this + Genre: string; + Edition: string; + Language: string; // 0.5.0: new + + Title: string; + Artist: string; + + Text: string; + Creator: string; + + Cover: string; + CoverTex: TTexture; + Mp3: string; + Background: string; + Video: string; + VideoGAP: real; + VideoLoaded: boolean; // 0.5.0: true if the video has been loaded + NotesGAP: integer; + Start: real; // in seconds + Finish: integer; // in miliseconds + Relative: boolean; + Resolution: integer; + BPM: array of TBPM; + GAP: real; // in miliseconds + + Score: array[0..2] of array of TScore; + + // these are used when sorting is enabled + Visible: boolean; // false if hidden, true if visible + Main: boolean; // false for songs, true for category buttons + OrderNum: integer; // has a number of category for category buttons and songs + OrderTyp: integer; // type of sorting for this button (0=name) + CatNumber: integer; // Count of Songs in Category for Cats and Number of Song in Category for Songs + end; + + TSongs = class + Song: array of TSong; // array of songs + Selected: integer; // selected song index + procedure LoadSongList; // load all songs + procedure BrowseDir(Dir: string); // should return number of songs in the future + procedure Sort(Order: integer); + function FindSongFile(Dir, Mask: string): string; + end; + + TCatSongs = class + Song: array of TSong; // array of categories with songs + Selected: integer; // selected song index + Order: integer; // order type (0=title) + CatNumShow: integer; // Category Number being seen + CatCount: integer; //Number of Categorys + + procedure Refresh; // refreshes arrays by recreating them from Songs array +// procedure Sort(Order: integer); + procedure ShowCategory(Index: integer); // expands all songs in category + procedure HideCategory(Index: integer); // hides all songs in category + procedure ClickCategoryButton(Index: integer); // uses ShowCategory and HideCategory when needed + procedure ShowCategoryList; //Hides all Songs And Show the List of all Categorys + function FindNextVisible(SearchFrom:integer): integer; //Find Next visible Song + function VisibleSongs: integer; // returns number of visible songs (for tabs) + function VisibleIndex(Index: integer): integer; // returns visible song index (skips invisible) + end; + +var + Songs: TSongs; // all songs + CatSongs: TCatSongs; // categorized songs + AktSong: TSong; // one song *unknown use) + +implementation + +uses UPliki, UIni, UFiles; + +procedure TSongs.LoadSongList; +begin + Log.LogStatus('Initializing', 'LoadSongList'); + + // clear + Setlength(Song, 0); + + // browse directories + BrowseDir(SongPath); +// if Ini.Debug = 1 then BrowseDir('D:\Extract\Songs\'); +end; + +procedure TSongs.BrowseDir(Dir: string); +var + SR: TSearchRec; // for parsing Songs Directory + SLen: integer; +begin + if FindFirst(Dir + '*', faDirectory, SR) = 0 then begin + repeat + if (SR.Name <> '.') and (SR.Name <> '..') then + BrowseDir(Dir + Sr.Name + '\'); + until FindNext(SR) <> 0; + end; // if + FindClose(SR); + +// Log.LogStatus('Parsing directory: ' + Dir + SR.Name, 'LoadSongList'); + + if FindFirst(Dir + '*.txt', 0, SR) = 0 then begin +// Log.LogStatus('Parsing file: ' + Dir + SR.Name + '\' + SRD.Name, 'LoadSongList'); + repeat + SLen := Length(Song); + SetLength(Song, SLen + 1); + Song[SLen].Path := Dir; + Song[SLen].Folder := Copy(Dir, Length(SongPath)+1, 10000); + Song[SLen].Folder := Copy(Song[SLen].Folder, 1, Pos('\', Song[SLen].Folder)-1); + Song[SLen].FileName := SR.Name; + + if (AnalyseFile(Song[SLen]) = false) then SetLength(Song, SLen) + else begin + // scanning complete, file is good + // if there is no cover then try to find it + if Song[SLen].Cover = '' then Song[SLen].Cover := FindSongFile(Dir, '*[CO].jpg'); +// if Song[SLen].Background = '' then begin +// Song[SLen].Background := FindSongFile(Dir, '*[BG].jpg'); +// end; // no needed here} + + // fix by adding path. no, don't fix it. +// if Song[SLen].Cover <> '' then +// Song[SLen].Cover := Song[SLen].Path + Song[SLen].Cover; + end; + + until FindNext(SR) <> 0; + end; // if FindFirst + FindClose(SR); +end; + +procedure TSongs.Sort(Order: integer); +var + S: integer; + S2: integer; + TempSong: TSong; +begin + case Order of + sEdition: // by edition + begin + for S2 := 0 to Length(Song)-1 do + for S := 1 to Length(Song)-1 do + if Song[S].Edition < Song[S-1].Edition then begin + // zamiana miejscami + TempSong := Song[S-1]; + Song[S-1] := Song[S]; + Song[S] := TempSong; + end; + end; + sGenre: // by genre + begin + for S2 := 0 to Length(Song)-1 do + for S := 1 to Length(Song)-1 do + if Song[S].Genre < Song[S-1].Genre then begin + // zamiana miejscami + TempSong := Song[S-1]; + Song[S-1] := Song[S]; + Song[S] := TempSong; + end; + end; + sTitle: // by title + begin + for S2 := 0 to Length(Song)-1 do + for S := 1 to Length(Song)-1 do + if Song[S].Title < Song[S-1].Title then begin + // zamiana miejscami + TempSong := Song[S-1]; + Song[S-1] := Song[S]; + Song[S] := TempSong; + end; + + end; + sArtist: // by artist + begin + for S2 := 0 to Length(Song)-1 do + for S := 1 to Length(Song)-1 do + if Song[S].Artist < Song[S-1].Artist then begin + // zamiana miejscami + TempSong := Song[S-1]; + Song[S-1] := Song[S]; + Song[S] := TempSong; + end; + end; + sFolder: // by folder + begin + for S2 := 0 to Length(Song)-1 do + for S := 1 to Length(Song)-1 do + if Song[S].Folder < Song[S-1].Folder then begin + // zamiana miejscami + TempSong := Song[S-1]; + Song[S-1] := Song[S]; + Song[S] := TempSong; + end; + end; + sTitle2: // by title2 + begin + for S2 := 0 to Length(Song)-1 do + for S := 1 to Length(Song)-1 do + if Song[S].Title < Song[S-1].Title then begin + // zamiana miejscami + TempSong := Song[S-1]; + Song[S-1] := Song[S]; + Song[S] := TempSong; + end; + + end; + sArtist2: // by artist2 + begin + for S2 := 0 to Length(Song)-1 do + for S := 1 to Length(Song)-1 do + if Song[S].Artist < Song[S-1].Artist then begin + // zamiana miejscami + TempSong := Song[S-1]; + Song[S-1] := Song[S]; + Song[S] := TempSong; + end; + end; + sLanguage: // by Language + begin + for S2 := 0 to Length(Song)-1 do + for S := 1 to Length(Song)-1 do + if Song[S].Language < Song[S-1].Language then begin + TempSong := Song[S-1]; + Song[S-1] := Song[S]; + Song[S] := TempSong; + end; + end; + + end; // case +end; + +function TSongs.FindSongFile(Dir, Mask: string): string; +var + SR: TSearchRec; // for parsing song directory +begin + Result := ''; + if FindFirst(Dir + Mask, faDirectory, SR) = 0 then begin + Result := SR.Name; + end; // if + FindClose(SR); +end; + +procedure TCatSongs.Refresh; +var + S: integer; // temporary song index + CatLen: integer; // length of CatSongs.Song + Letter: char; // current letter for sorting using letter + SS: string; // current edition for sorting using edition, genre etc. + Order: integer; // number used for ordernum + Letter2: char; // + CatNumber:integer; // Number of Song in Category +begin + CatNumShow := -1; +// Songs.Sort(0); // by title + +case Ini.Sorting of + sEdition: begin + Songs.Sort(sArtist); + Songs.Sort(sEdition); + end; + sGenre: begin + Songs.Sort(sArtist); + Songs.Sort(sGenre); + end; + sLanguage: begin + Songs.Sort(sArtist); + Songs.Sort(sLanguage); + end; + sFolder: begin + Songs.Sort(sArtist); + Songs.Sort(sFolder); + end; + sTitle: Songs.Sort(sTitle); + sArtist: Songs.Sort(sArtist); + sTitle2: Songs.Sort(sTitle2); // by title2 + sArtist2: Songs.Sort(sArtist2); // by artist2 + + end; // case + + + Letter := ' '; + SS := ''; + Order := 0; + CatNumber := 0; + + //Songs leeren + SetLength (Song, 0); + + for S := Low(Songs.Song) to High(Songs.Song) do begin + if (Ini.Tabs = 1) then + if (Ini.Sorting = sEdition) and (SS <> Songs.Song[S].Edition) then begin + // add Category Button + Inc(Order); + SS := Songs.Song[S].Edition; + CatLen := Length(CatSongs.Song); + SetLength(CatSongs.Song, CatLen+1); + CatSongs.Song[CatLen].Artist := '[' + SS + ']'; + CatSongs.Song[CatLen].Main := true; + CatSongs.Song[CatLen].OrderTyp := 0; + CatSongs.Song[CatLen].OrderNum := Order; + + + + // 0.4.3 + // if SS = 'Singstar' then CatSongs.Song[CatLen].Cover := CoversPath + 'Singstar.jpg'; + // if SS = 'Singstar Part 2' then CatSongs.Song[CatLen].Cover := CoversPath + 'Singstar.jpg'; + // if SS = 'Singstar German' then CatSongs.Song[CatLen].Cover := CoversPath + 'Singstar.jpg'; + // if SS = 'Singstar Spanish' then CatSongs.Song[CatLen].Cover := CoversPath + 'Singstar.jpg'; + // if SS = 'Singstar Italian' then CatSongs.Song[CatLen].Cover := CoversPath + 'Singstar.jpg'; + // if SS = 'Singstar French' then CatSongs.Song[CatLen].Cover := CoversPath + 'Singstar.jpg'; + // if SS = 'Singstar Party' then CatSongs.Song[CatLen].Cover := CoversPath + 'Singstar Party.jpg'; + // if SS = 'Singstar Popworld' then CatSongs.Song[CatLen].Cover := CoversPath + 'Singstar Popworld.jpg'; + // if SS = 'Singstar 80s' then CatSongs.Song[CatLen].Cover := CoversPath + 'Singstar 80s.jpg'; + // if SS = 'Singstar 80s Polish' then CatSongs.Song[CatLen].Cover := CoversPath + 'Singstar 80s.jpg'; + // if SS = 'Singstar Rocks' then CatSongs.Song[CatLen].Cover := CoversPath + 'Singstar Rocks.jpg'; + // if SS = 'Singstar Anthems' then CatSongs.Song[CatLen].Cover := CoversPath + 'Singstar Anthems.jpg'; + + {// cover-patch + if FileExists(CoversPath + SS + '.jpg') then CatSongs.Song[CatLen].Cover := CoversPath + SS + '.jpg' + else if FileExists(CoversPath + 'NoCover.jpg') then CatSongs.Song[CatLen].Cover := CoversPath + 'NoCover.jpg';//} + + CatSongs.Song[CatLen].Cover := CatCovers.GetCover(Ini.Sorting, SS); + + //CatNumber Patch + if (SS <> '') then + begin + Song[CatLen - CatNumber - 1].CatNumber := CatNumber;//Set CatNumber of Categroy + CatNumber := 0; + end; + + CatSongs.Song[CatLen].Visible := true; + end + + else if (Ini.Sorting = sGenre) and (SS <> Songs.Song[S].Genre) then begin + // add Genre Button + Inc(Order); + SS := Songs.Song[S].Genre; + CatLen := Length(CatSongs.Song); + SetLength(CatSongs.Song, CatLen+1); + CatSongs.Song[CatLen].Artist := SS; + CatSongs.Song[CatLen].Main := true; + CatSongs.Song[CatLen].OrderTyp := 0; + CatSongs.Song[CatLen].OrderNum := Order; + + {// cover-patch + if FileExists(CoversPath + SS + '.jpg') then CatSongs.Song[CatLen].Cover := CoversPath + SS + '.jpg' + else if FileExists(CoversPath + 'NoCover.jpg') then CatSongs.Song[CatLen].Cover := CoversPath + 'NoCover.jpg';} + CatSongs.Song[CatLen].Cover := CatCovers.GetCover(Ini.Sorting, SS); + + //CatNumber Patch + if (SS <> '') then + begin + Song[CatLen - CatNumber - 1].CatNumber := CatNumber;//Set CatNumber of Categroy + CatNumber := 0; + end; + + CatSongs.Song[CatLen].Visible := true; + end + + else if (Ini.Sorting = sLanguage) and (SS <> Songs.Song[S].Language) then begin + // add Language Button + Inc(Order); + SS := Songs.Song[S].Language; + CatLen := Length(CatSongs.Song); + SetLength(CatSongs.Song, CatLen+1); + CatSongs.Song[CatLen].Artist := SS; + CatSongs.Song[CatLen].Main := true; + CatSongs.Song[CatLen].OrderTyp := 0; + CatSongs.Song[CatLen].OrderNum := Order; + + {// cover-patch + if FileExists(CoversPath + SS + '.jpg') then CatSongs.Song[CatLen].Cover := CoversPath + SS + '.jpg' + else if FileExists(CoversPath + 'NoCover.jpg') then CatSongs.Song[CatLen].Cover := CoversPath + 'NoCover.jpg';} + CatSongs.Song[CatLen].Cover := CatCovers.GetCover(Ini.Sorting, SS); + + //CatNumber Patch + if (SS <> '') then + begin + Song[CatLen - CatNumber - 1].CatNumber := CatNumber;//Set CatNumber of Categroy + CatNumber := 0; + end; + + CatSongs.Song[CatLen].Visible := true; + end + + else if (Ini.Sorting = sTitle) and (Length(Songs.Song[S].Title)>=1) and (Letter <> Songs.Song[S].Title[1]) then begin + // add a letter Category Button + Inc(Order); + Letter := Songs.Song[S].Title[1]; + CatLen := Length(CatSongs.Song); + SetLength(CatSongs.Song, CatLen+1); + CatSongs.Song[CatLen].Artist := '[' + Letter + ']'; + CatSongs.Song[CatLen].Main := true; + CatSongs.Song[CatLen].OrderTyp := 0; +// Order := ord(Letter); + CatSongs.Song[CatLen].OrderNum := Order; + + + {// cover-patch + if FileExists(CoversPath + 'Title' + Letter + '.jpg') then CatSongs.Song[CatLen].Cover := CoversPath + 'Title' + Letter + '.jpg' + else if FileExists(CoversPath + 'NoCover.jpg') then CatSongs.Song[CatLen].Cover := CoversPath + 'NoCover.jpg';} + CatSongs.Song[CatLen].Cover := CatCovers.GetCover(Ini.Sorting, Letter); + + //CatNumber Patch + if (Letter <> ' ') then + begin + Song[CatLen - CatNumber - 1].CatNumber := CatNumber;//Set CatNumber of Categroy + CatNumber := 0; + end; + + CatSongs.Song[CatLen].Visible := true; + end + + else if (Ini.Sorting = sArtist) and (Length(Songs.Song[S].Artist)>=1) and (Letter <> Songs.Song[S].Artist[1]) then begin + // add a letter Category Button + Inc(Order); + Letter := Songs.Song[S].Artist[1]; + CatLen := Length(CatSongs.Song); + SetLength(CatSongs.Song, CatLen+1); + CatSongs.Song[CatLen].Artist := '[' + Letter + ']'; + CatSongs.Song[CatLen].Main := true; + CatSongs.Song[CatLen].OrderTyp := 0; +// Order := ord(Letter); + CatSongs.Song[CatLen].OrderNum := Order; + + {// cover-patch + if FileExists(CoversPath + 'Artist' + Letter + '.jpg') then CatSongs.Song[CatLen].Cover := CoversPath + 'Artist' + Letter + '.jpg' + else if FileExists(CoversPath + 'NoCover.jpg') then CatSongs.Song[CatLen].Cover := CoversPath + 'NoCover.jpg';} + CatSongs.Song[CatLen].Cover := CatCovers.GetCover(Ini.Sorting, Letter); + + //CatNumber Patch + if (Letter <> ' ') then + begin + Song[CatLen - CatNumber - 1].CatNumber := CatNumber;//Set CatNumber of Categroy + CatNumber := 0; + end; + + CatSongs.Song[CatLen].Visible := true; + end + + else if (Ini.Sorting = sFolder) and (SS <> Songs.Song[S].Folder) then begin + // 0.5.0: add folder tab + Inc(Order); + SS := Songs.Song[S].Folder; + CatLen := Length(CatSongs.Song); + SetLength(CatSongs.Song, CatLen+1); + CatSongs.Song[CatLen].Artist := SS; + CatSongs.Song[CatLen].Main := true; + CatSongs.Song[CatLen].OrderTyp := 0; + CatSongs.Song[CatLen].OrderNum := Order; + + {// cover-patch + if FileExists(CoversPath + SS + '.jpg') then CatSongs.Song[CatLen].Cover := CoversPath + SS + '.jpg' + else if FileExists(CoversPath + 'NoCover.jpg') then CatSongs.Song[CatLen].Cover := CoversPath + 'NoCover.jpg';} + CatSongs.Song[CatLen].Cover := CatCovers.GetCover(Ini.Sorting, SS); + + //CatNumber Patch + if (SS <> '') then + begin + Song[CatLen - CatNumber - 1].CatNumber := CatNumber;//Set CatNumber of Categroy + CatNumber := 0; + end; + + CatSongs.Song[CatLen].Visible := true; + end + + else if (Ini.Sorting = sTitle2) AND (Length(Songs.Song[S].Title)>=1) then begin + if (ord(Songs.Song[S].Title[1]) > 47) and (ord(Songs.Song[S].Title[1]) < 58) then Letter2 := '#' else Letter2 := Songs.Song[S].Title[1]; + if (Letter <> Letter2) then begin + // add a letter Category Button + Inc(Order); + Letter := Letter2; + CatLen := Length(CatSongs.Song); + SetLength(CatSongs.Song, CatLen+1); + CatSongs.Song[CatLen].Artist := '[' + Letter + ']'; + CatSongs.Song[CatLen].Main := true; + CatSongs.Song[CatLen].OrderTyp := 0; +// Order := ord(Letter); + CatSongs.Song[CatLen].OrderNum := Order; + + {// cover-patch + if FileExists(CoversPath + 'Title' + Letter + '.jpg') then CatSongs.Song[CatLen].Cover := CoversPath + 'Title' + Letter + '.jpg' + else if FileExists(CoversPath + 'NoCover.jpg') then CatSongs.Song[CatLen].Cover := CoversPath + 'NoCover.jpg';} + CatSongs.Song[CatLen].Cover := CatCovers.GetCover(Ini.Sorting, Letter); + + //CatNumber Patch + if (Letter <> ' ') then + begin + Song[CatLen - CatNumber - 1].CatNumber := CatNumber;//Set CatNumber of Categroy + CatNumber := 0; + end; + + CatSongs.Song[CatLen].Visible := true; + end; + end + + else if (Ini.Sorting = sArtist2) AND (Length(Songs.Song[S].Artist)>=1) then begin + if (ord(Songs.Song[S].Artist[1]) > 47) and (ord(Songs.Song[S].Artist[1]) < 58) then Letter2 := '#' else Letter2 := Songs.Song[S].Artist[1]; + if (Letter <> Letter2) then begin + // add a letter Category Button + Inc(Order); + Letter := Letter2; + CatLen := Length(CatSongs.Song); + SetLength(CatSongs.Song, CatLen+1); + CatSongs.Song[CatLen].Artist := '[' + Letter + ']'; + CatSongs.Song[CatLen].Main := true; + CatSongs.Song[CatLen].OrderTyp := 0; +// Order := ord(Letter); + CatSongs.Song[CatLen].OrderNum := Order; + + {// cover-patch + if FileExists(CoversPath + 'Artist' + Letter + '.jpg') then CatSongs.Song[CatLen].Cover := CoversPath + 'Artist' + Letter + '.jpg' + else if FileExists(CoversPath + 'NoCover.jpg') then CatSongs.Song[CatLen].Cover := CoversPath + 'NoCover.jpg';} + CatSongs.Song[CatLen].Cover := CatCovers.GetCover(Ini.Sorting, Letter); + + //CatNumber Patch + if (Letter <> ' ') then + begin + Song[CatLen - CatNumber - 1].CatNumber := CatNumber;//Set CatNumber of Categroy + CatNumber := 0; + end; + + CatSongs.Song[CatLen].Visible := true; + end; + end; + + + CatLen := Length(CatSongs.Song); + SetLength(CatSongs.Song, CatLen+1); + + Inc (CatNumber); //Increase Number in Cat + + CatSongs.Song[CatLen] := Songs.Song[S]; + CatSongs.Song[CatLen].OrderNum := Order; // assigns category + CatSongs.Song[CatLen].CatNumber := CatNumber; + + if (Ini.Tabs = 0) then CatSongs.Song[CatLen].Visible := true + else if (Ini.Tabs = 1) then CatSongs.Song[CatLen].Visible := false; +// if (Ini.Tabs = 1) and (Order = 1) then CatSongs.Song[CatLen].Visible := true; // open first tab +//CatSongs.Song[CatLen].Visible := true; + + end; +//CatNumber Patch - Set CatNumber of Last Category +if (ini.Tabs_at_startup = 1) And (high(Song) >=1) then + Song[CatLen - CatNumber].CatNumber := CatNumber;//Set CatNumber of Categroy +//CatCount Patch +CatCount := Order; +end; + +procedure TCatSongs.ShowCategory(Index: integer); +var + S: integer; // song +begin + CatNumShow := Index; + for S := 0 to high(CatSongs.Song) do begin + if CatSongs.Song[S].OrderNum = Index then + CatSongs.Song[S].Visible := true + else + if not CatSongs.Song[S].Main then + CatSongs.Song[S].Visible := false; + end; +end; + +procedure TCatSongs.HideCategory(Index: integer); // hides all songs in category +var + S: integer; // song +begin + for S := 0 to high(CatSongs.Song) do begin + if not CatSongs.Song[S].Main then + CatSongs.Song[S].Visible := false // hides all at now + end; +end; + +procedure TCatSongs.ClickCategoryButton(Index: integer); +var + Num, S: integer; +begin + Num := CatSongs.Song[Index].OrderNum; + if Num <> CatNumShow then + begin + ShowCategory(Num); + //Hide Categorys when in Category Hack + for S := low(CatSongs.Song) to high(CatSongs.Song) do begin + if CatSongs.Song[S].Main then //Hide all Cats + CatSongs.Song[S].Visible := false + end; + //Hide Categorys when in Category Hack End + end + else begin + ShowCategoryList; + end; +end; + +//Hide Categorys when in Category Hack +procedure TCatSongs.ShowCategoryList; +var + Num, S: integer; +begin + //Hide All Songs Show All Cats + for S := 0 to high(CatSongs.Song) do begin + if CatSongs.Song[S].Main then + CatSongs.Song[S].Visible := true + else + CatSongs.Song[S].Visible := false + end; + CatSongs.Selected := CatNumShow; //Show last shown Category + CatNumShow := -1; +end; +//Hide Categorys when in Category Hack End + +//Wrong song selected when tabs on bug +function TCatSongs.FindNextVisible(SearchFrom:integer): integer;//Find next Visible Song +var + I: Integer; + begin + Result := -1; + I := SearchFrom + 1; + while not CatSongs.Song[I].Visible do + begin + Inc (I); + if (I>high(CatSongs.Song)) then + I := low(CatSongs.Song); + if (I = SearchFrom) then //Make One Round and no song found->quit + break; + end; + end; +//Wrong song selected when tabs on bug End + +function TCatSongs.VisibleSongs: integer; +var + S: integer; // song +begin + Result := 0; + for S := 0 to high(CatSongs.Song) do + if CatSongs.Song[S].Visible = true then Inc(Result); +end; + +function TCatSongs.VisibleIndex(Index: integer): integer; +var + S: integer; // song +begin + Result := 0; + for S := 0 to Index-1 do + if CatSongs.Song[S].Visible = true then Inc(Result); +end; + +end. diff --git a/Game/Code/Classes/UTexture.dcu b/Game/Code/Classes/UTexture.dcu new file mode 100644 index 00000000..ec06b7e4 Binary files /dev/null and b/Game/Code/Classes/UTexture.dcu differ diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas new file mode 100644 index 00000000..767d53ec --- /dev/null +++ b/Game/Code/Classes/UTexture.pas @@ -0,0 +1,811 @@ +unit UTexture; + +// Plain (alpha = 1) +// Transparent +// Transparent Range +// Font (white is drawn, black is transparent) +// Font Outline (Font with darker outline) +// Font Outline 2 (Font with darker outline) +// Font Black (black is drawn, white is transparent) +// Font Gray (gray is drawn, white is transparent) +// Arrow (for arrows, white is white, gray has color, black is transparent); + +interface +uses OpenGL12, Windows, Math, Classes, SysUtils, Graphics, JPEG, UThemes; + +procedure glGenTextures(n: GLsizei; var textures: GLuint); stdcall; external opengl32; +//procedure glBindTexture(target: GLenum; texture: GLuint); stdcall; external opengl32; +//function gluBuild2DMipmaps (target: GLenum; components, width, height: GLint; +// format, atype: GLenum; data: Pointer): Integer; stdcall; external glu32; +//procedure glCopyTexImage2D(target: GLenum; level: GLint; internalFormat: GLenum; x, y: GLint; width, height: GLsizei; border: GLint); stdcall; external opengl32; + + +type + TTexture = record + TexNum: integer; + X: real; + Y: real; + Z: real; // new + W: real; + H: real; + ScaleW: real; // for dynamic scalling while leaving width constant + ScaleH: real; // for dynamic scalling while leaving height constant + Rot: real; // 0 - 2*pi + Int: real; // intensity + ColR: real; + ColG: real; + ColB: real; + TexW: real; // used? + TexH: real; // used? + TexX1: real; + TexY1: real; + TexX2: real; + TexY2: real; + Alpha: real; + Name: string; // 0.5.0: experimental for handling cache images. maybe it's useful for dynamic skins + end; + + TTextureEntry = record + Name: string; + Typ: string; + + // we use normal TTexture, it's easier to implement and if needed - we copy ready data + Texture: TTexture; + TextureCache: TTexture; // 0.5.0 + end; + + TTextureDatabase = record + Texture: array of TTextureEntry; + end; + + TTextureUnit = class + Limit: integer; + CreateCacheMipmap: boolean; + +// function GetNumberFor + function GetTexture(Name, Typ: string): TTexture; overload; + function GetTexture(Name, Typ: string; FromCache: boolean): TTexture; overload; + function FindTexture(Name: string): integer; + function LoadTexture(FromRegistry: boolean; Nazwa, Format, Typ: PChar; Col: LongWord): TTexture; overload; + function LoadTexture(Nazwa, Format, Typ: PChar; Col: LongWord): TTexture; overload; + function LoadTexture(Nazwa: string): TTexture; overload; + function CreateTexture(var Data: array of byte; Name: string; W, H: word; Bits: byte): TTexture; + procedure UnloadTexture(Name: string; FromCache: boolean); + end; + +var + Texture: TTextureUnit; + TextureDatabase: TTextureDatabase; + + + // for print screens +// PrintScreenTex: GLuint; +// PrintScreenData: array[0..480-1, 0..640-1] of longword; + PrintScreenData: array[0..1024*768-1] of longword; + +// Tekstur: Gluint; + ActTex: GLuint;//integer; + +{ Tekstura: array[1..32] of TTekstura; + Mipmapping: boolean = true;} + + TexOrygW: integer; + TexOrygH: integer; + TexNewW: integer; + TexNewH: integer; +{ RLE: array[1..128*128] of byte; + RLE2: array[1..128*128] of byte;} + + TexFitW: integer; + TexFitH: integer; // new for limit + + TextureD8: array[1..1024*1024] of byte; // 1MB + TextureD16: array[1..1024*1024, 1..2] of byte; // luminance/alpha tex (2MB) + TextureD24: array[1..1024*1024, 1..3] of byte; // normal 24-bit tex (3MB) + TextureD242: array[1..512*512, 1..3] of byte; // normal 24-bit tex (0,75MB) + TextureD32: array[1..1024*1024, 1..4] of byte; // transparent 32-bit tex (4MB) + // total 40MB at 2048*2048 + // total 10MB at 1024*1024 + +{ Paleta: array[0..255, 1..4] of byte; + Len: integer;} + Mipmapping: Boolean; + + CacheMipmap: array[0..256*256*3-1] of byte; // 3KB + + +implementation +uses ULog, DateUtils, UCovers; + +function TTextureUnit.GetTexture(Name, Typ: string): TTexture; +begin + Result := GetTexture(Name, Typ, true); +end; + +function TTextureUnit.GetTexture(Name, Typ: string; FromCache: boolean): TTexture; +var + T: integer; // texture + C: integer; // cover + Data: array of byte; +begin + // find texture entry + T := FindTexture(Name); + + if T = -1 then begin + // create texture entry + T := Length(TextureDatabase.Texture); + SetLength(TextureDatabase.Texture, T+1); + TextureDatabase.Texture[T].Name := Name; + TextureDatabase.Texture[T].Typ := Typ; + + // inform database that not textures has been loaded into memory + TextureDatabase.Texture[T].Texture.TexNum := -1; + TextureDatabase.Texture[T].TextureCache.TexNum := -1; + end; + + // use preloaded texture + if (not FromCache) or (FromCache and not Covers.CoverExists(Name)) then begin + // use full texture + if TextureDatabase.Texture[T].Texture.TexNum = -1 then begin + // load texture + TextureDatabase.Texture[T].Texture := LoadTexture(false, pchar(Name), 'JPG', pchar(Typ), $0); + end; + + // use texture + Result := TextureDatabase.Texture[T].Texture; + + end; + + if FromCache and Covers.CoverExists(Name) then begin + // use cache texture + C := Covers.CoverNumber(Name); + + if TextureDatabase.Texture[T].TextureCache.TexNum = -1 then begin + // load texture + Covers.PrepareData(Name); +{ Covers.Data[0] := 0; + Covers.Data[1] := 0; + Covers.Data[2] := 0; + Covers.Data[3] := 255; + Covers.Data[4] := 255; + Covers.Data[5] := 255;} + TextureDatabase.Texture[T].TextureCache := CreateTexture(Covers.Data, Name, Covers.Cover[C].W, Covers.Cover[C].H, 24); + end; + + // use texture + Result := TextureDatabase.Texture[T].TextureCache; + end; +end; + +function TTextureUnit.FindTexture(Name: string): integer; +var + T: integer; // texture +begin + Result := -1; + for T := 0 to high(TextureDatabase.Texture) do + if TextureDatabase.Texture[T].Name = Name then + Result := T; +end; + +function TTextureUnit.LoadTexture(FromRegistry: boolean; Nazwa, Format, Typ: PChar; Col: LongWord): TTexture; +var + Res: TResourceStream; + TextureB: TBitmap; + TextureJ: TJPEGImage; + + Pet: integer; + Pet2: integer; + Pix: integer; + ColInt: real; + PPix: PByteArray; + TempA: integer; + Error: integer; + SkipX: integer; +begin + Log.BenchmarkStart(4); + Mipmapping := true; + + if FromRegistry then begin + try + Res := TResourceStream.Create(HInstance, Nazwa, Format); + except + beep; + Exit; + end; + end; + + if FromRegistry or ((not FromRegistry) and FileExists(Nazwa)) then begin + + TextureB := TBitmap.Create; + + if Format = 'JPG' then begin + TextureJ := TJPEGImage.Create; + if FromRegistry then TextureJ.LoadFromStream(Res) + else begin + if FileExists(Nazwa) then + TextureJ.LoadFromFile(Nazwa) + else + Exit; + end; + TextureB.Assign(TextureJ); + TextureJ.Free; + end; + if Format = 'BMP' then begin + if FromRegistry then TextureB.LoadFromStream(Res) + else TextureB.LoadFromFile(Nazwa); + end; + + if FromRegistry then Res.Free; + + if (TextureB.Width > 1024) or (TextureB.Height > 1024) then begin // will be fixed in 0.5.1 and dynamically extended to 8192x8192 depending on the driver + Log.LogError('Image ' + Nazwa + ' is too big (' + IntToStr(TextureB.Width) + 'x' + IntToStr(TextureB.Height) + ')'); + Result.TexNum := -1; + end else begin + + glGenTextures(1, ActTex); + glBindTexture(GL_TEXTURE_2D, ActTex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + + if Typ = 'Plain' then begin + // wymiary + TexOrygW := TextureB.Width; + TexOrygH := TextureB.Height; + TexNewW := Round(Power(2, Ceil(Log2(TexOrygW)))); + TexNewH := Round(Power(2, Ceil(Log2(TexOrygH)))); + + // kopiowanie + TextureB.PixelFormat := pf24bit; +{ if (TextureB.PixelFormat = pf8bit) then begin + for Pet := 0 to TexOrygH-1 do begin + for Pet2 := 0 to TexOrygW-1 do begin + Pix := TextureB.Canvas.Pixels[Pet2, Pet]; + TextureD24[Pet*TexNewW + Pet2+1, 1] := Pix; + TextureD24[Pet*TexNewW + Pet2+1, 2] := Pix div 256; + TextureD24[Pet*TexNewW + Pet2+1, 3] := Pix div (256*256); + end; + end; + end;} + if (TexOrygW <= Limit) and (TexOrygW <= Limit) then begin + if (TextureB.PixelFormat = pf24bit) then begin + for Pet := 0 to TexOrygH-1 do begin + PPix := TextureB.ScanLine[Pet]; + for Pet2 := 0 to TexOrygW-1 do begin + TextureD24[Pet*TexNewW + Pet2+1, 1] := PPix[Pet2*3+2]; + TextureD24[Pet*TexNewW + Pet2+1, 2] := PPix[Pet2*3+1]; + TextureD24[Pet*TexNewW + Pet2+1, 3] := PPix[Pet2*3]; + end; + end; + end; + end else begin + // limit + TexFitW := 4 * (TexOrygW div 4); // fix for bug in gluScaleImage + TexFitH := TexOrygH; + if (TextureB.PixelFormat = pf24bit) then begin + for Pet := 0 to TexOrygH-1 do begin + PPix := TextureB.ScanLine[Pet]; + for Pet2 := 0 to TexOrygW-1 do begin + TextureD24[Pet*TexFitW + Pet2+1, 1] := PPix[Pet2*3+2]; + TextureD24[Pet*TexFitW + Pet2+1, 2] := PPix[Pet2*3+1]; + TextureD24[Pet*TexFitW + Pet2+1, 3] := PPix[Pet2*3]; + end; + end; + end; + gluScaleImage(GL_RGB, TexFitW, TexFitH, GL_UNSIGNED_BYTE, @TextureD24, + Limit, Limit, GL_UNSIGNED_BYTE, @TextureD24); // takes some time + + TexNewW := Limit; + TexNewH := Limit; + TexOrygW := Limit; + TexOrygH := Limit; + end; + + // creating cache mipmap + if CreateCacheMipmap then begin + if (TexOrygW <> TexNewW) or (TexOrygH <> TexNewH) then begin + // texture only uses some of it's space. there's a need for resize to fit full size + // and get best quality + TexFitW := 4 * (TexOrygW div 4); // 0.5.0: fix for bug in gluScaleImage + SkipX := (TexOrygW div 2) mod 2; // 0.5.0: try to center image + + TexFitH := TexOrygH; + for Pet := 0 to TexOrygH-1 do begin + PPix := TextureB.ScanLine[Pet]; + for Pet2 := 0 to TexOrygW-1 do begin + TextureD242[Pet*TexFitW + Pet2+1, 1] := PPix[(Pet2+SkipX)*3+2]; + TextureD242[Pet*TexFitW + Pet2+1, 2] := PPix[(Pet2+SkipX)*3+1]; + TextureD242[Pet*TexFitW + Pet2+1, 3] := PPix[(Pet2+SkipX)*3]; + end; + end; + gluScaleImage(GL_RGB, TexFitW, TexFitH, GL_UNSIGNED_BYTE, @TextureD242, + Covers.W, Covers.H, GL_UNSIGNED_BYTE, @CacheMipmap[0]); // takes some time + + end else begin + // texture fits perfectly + gluScaleImage(GL_RGB, TexOrygW, TexOrygH, GL_UNSIGNED_BYTE, @TextureD24, + Covers.W, Covers.H, GL_UNSIGNED_BYTE, @CacheMipmap[0]); // takes some time + end; + end; + + glTexImage2D(GL_TEXTURE_2D, 0, 3, TexNewW, TexNewH, 0, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24); + if Mipmapping then begin + Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TexNewW, TexNewH, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24); + if Error > 0 then beep; + end + end; + + if Typ = 'Transparent' then begin + // wymiary + TexOrygW := TextureB.Width; + TexOrygH := TextureB.Height; + TexNewW := Round(Power(2, Ceil(Log2(TexOrygW)))); + TexNewH := Round(Power(2, Ceil(Log2(TexOrygH)))); + TextureB.Width := TexNewW; + TextureB.Height := TexNewH; + // kopiowanie + for Pet := 0 to TexOrygH-1 do begin + for Pet2 := 0 to TexOrygW-1 do begin + Pix := TextureB.Canvas.Pixels[Pet2, Pet]; + if Pix = Col then begin + TextureD32[Pet*TexNewW + Pet2 + 1, 1] := 0; + TextureD32[Pet*TexNewW + Pet2 + 1, 2] := 0; + TextureD32[Pet*TexNewW + Pet2 + 1, 3] := 0; + TextureD32[Pet*TexNewW + Pet2 + 1, 4] := 0; + end else begin + TextureD32[Pet*TexNewW + Pet2+1, 1] := Pix; + TextureD32[Pet*TexNewW + Pet2+1, 2] := Pix div 256; + TextureD32[Pet*TexNewW + Pet2+1, 3] := Pix div (256*256); + TextureD32[Pet*TexNewW + Pet2+1, 4] := 255; + end; + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); +{ if Mipmapping then begin + Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); + if Error > 0 then beep; + end;} + end; + + if Typ = 'Transparent Range' then begin + // wymiary + TexOrygW := TextureB.Width; + TexOrygH := TextureB.Height; + TexNewW := Round(Power(2, Ceil(Log2(TexOrygW)))); + TexNewH := Round(Power(2, Ceil(Log2(TexOrygH)))); + TextureB.Width := TexNewW; + TextureB.Height := TexNewH; + // kopiowanie + for Pet := 0 to TexOrygH-1 do begin + for Pet2 := 0 to TexOrygW-1 do begin + Pix := TextureB.Canvas.Pixels[Pet2, Pet]; + TextureD32[Pet*TexNewW + Pet2+1, 1] := Pix; + TextureD32[Pet*TexNewW + Pet2+1, 2] := Pix div 256; + TextureD32[Pet*TexNewW + Pet2+1, 3] := Pix div (256*256); + TextureD32[Pet*TexNewW + Pet2+1, 4] := 256 - Pix div 256; + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); +{ if Mipmapping then begin + Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); + if Error > 0 then beep; + end;} + end; + + if Typ = 'Font' then begin + TextureB.PixelFormat := pf24bit; + for Pet := 0 to TextureB.Height-1 do begin + PPix := TextureB.ScanLine[Pet]; + for Pet2 := 0 to TextureB.Width-1 do begin + Pix := PPix[Pet2 * 3]; + TextureD16[Pet*TextureB.Width + Pet2 + 1, 1] := 255; + TextureD16[Pet*TextureB.Width + Pet2 + 1, 2] := Pix; + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); + + if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + if Mipmapping then begin + Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 2, TextureB.Width, TextureB.Height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); + if Error > 0 then beep; + end; + end; + + if Typ = 'Font Outline' then begin + TextureB.PixelFormat := pf24bit; + for Pet := 0 to TextureB.Height-1 do begin + PPix := TextureB.ScanLine[Pet]; + for Pet2 := 0 to TextureB.Width-1 do begin + Pix := PPix[Pet2 * 3]; + + Col := Pix; + if Col < 127 then Col := 127; + + TempA := Pix; + if TempA >= 95 then TempA := 255; + if TempA >= 31 then TempA := 255; + if Pix < 95 then TempA := (Pix * 256) div 96; + + + TextureD16[Pet*TextureB.Width + Pet2 + 1, 1] := Col; + TextureD16[Pet*TextureB.Width + Pet2 + 1, 2] := TempA; + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); + + if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + if Mipmapping then begin + Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 2, TextureB.Width, TextureB.Height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); + if Error > 0 then beep; + end; + end; + + if Typ = 'Font Outline 2' then begin + TextureB.PixelFormat := pf24bit; + for Pet := 0 to TextureB.Height-1 do begin + PPix := TextureB.ScanLine[Pet]; + for Pet2 := 0 to TextureB.Width-1 do begin + Pix := PPix[Pet2 * 3]; + + Col := Pix; + if Col < 31 then Col := 31; + + TempA := Pix; + if TempA >= 31 then TempA := 255; + if Pix < 31 then TempA := Pix * (256 div 32); + + TextureD16[Pet*TextureB.Width + Pet2 + 1, 1] := Col; + TextureD16[Pet*TextureB.Width + Pet2 + 1, 2] := TempA; + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); + + if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + if Mipmapping then begin + Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 2, TextureB.Width, TextureB.Height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); + if Error > 0 then beep; + end; + end; + + if Typ = 'Font Black' then begin + // normalnie 0,125s bez niczego 0,015s - 0,030s z pix 0,125s + // wymiary + TextureB.PixelFormat := pf24bit; + TexOrygW := TextureB.Width; + TexOrygH := TextureB.Height; + TexNewW := Round(Power(2, Ceil(Log2(TexOrygW)))); + TexNewH := Round(Power(2, Ceil(Log2(TexOrygH)))); + TextureB.Width := TexNewW; + TextureB.Height := TexNewH; + // kopiowanie + for Pet := 0 to TextureB.Height-1 do begin + PPix := TextureB.ScanLine[Pet]; + for Pet2 := 0 to TextureB.Width-1 do begin + Pix := PPix[Pet2*3]; + TextureD32[Pet*TextureB.Width + Pet2 + 1, 1] := 255; + TextureD32[Pet*TextureB.Width + Pet2 + 1, 2] := 255; + TextureD32[Pet*TextureB.Width + Pet2 + 1, 3] := 255; + TextureD32[Pet*TextureB.Width + Pet2 + 1, 4] := 255 - (Pix mod 256); + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); + end; + + if Typ = 'Alpha Black Colored' then begin + TextureB.PixelFormat := pf24bit; + TexOrygW := TextureB.Width; + TexOrygH := TextureB.Height; + TexNewW := Round(Power(2, Ceil(Log2(TexOrygW)))); + TexNewH := Round(Power(2, Ceil(Log2(TexOrygH)))); + TextureB.Width := TexNewW; + TextureB.Height := TexNewH; + // kopiowanie + for Pet := 0 to TextureB.Height-1 do begin + PPix := TextureB.ScanLine[Pet]; + for Pet2 := 0 to TextureB.Width-1 do begin + Pix := PPix[Pet2*3]; + TextureD32[Pet*TextureB.Width + Pet2 + 1, 1] := (Col div $10000) and $FF; + TextureD32[Pet*TextureB.Width + Pet2 + 1, 2] := (Col div $100) and $FF; + TextureD32[Pet*TextureB.Width + Pet2 + 1, 3] := Col and $FF; + TextureD32[Pet*TextureB.Width + Pet2 + 1, 4] := 255 - (Pix mod 256); + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); + end; + + if Typ = 'Font Gray' then begin + // wymiary + TexOrygW := TextureB.Width; + TexOrygH := TextureB.Height; + TexNewW := Round(Power(2, Ceil(Log2(TexOrygW)))); + TexNewH := Round(Power(2, Ceil(Log2(TexOrygH)))); + TextureB.Width := TexNewW; + TextureB.Height := TexNewH; + // kopiowanie + for Pet := 0 to TextureB.Height-1 do begin + for Pet2 := 0 to TextureB.Width-1 do begin + Pix := TextureB.Canvas.Pixels[Pet2, Pet]; + TextureD32[Pet*TextureB.Width + Pet2 + 1, 1] := 127; + TextureD32[Pet*TextureB.Width + Pet2 + 1, 2] := 127; + TextureD32[Pet*TextureB.Width + Pet2 + 1, 3] := 127; + TextureD32[Pet*TextureB.Width + Pet2 + 1, 4] := 255 - (Pix mod 256); + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); +{ if Mipmapping then begin + Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); + if Error > 0 then beep; + end;} + end; + + if Typ = 'Arrow' then begin + TextureB.PixelFormat := pf24bit; + for Pet := 0 to TextureB.Height-1 do begin + PPix := TextureB.ScanLine[Pet]; + for Pet2 := 0 to TextureB.Width-1 do begin + Pix := PPix[Pet2 * 3]; + + // transparency + if Pix >= 127 then TempA := 255; + if Pix < 127 then TempA := Pix * 2; + + // ColInt = color intensity + if Pix < 127 then ColInt := 1; + if Pix >= 127 then ColInt := 2 - Pix / 128; + //0.75, 0.6, 0.25 + + TextureD32[Pet*TextureB.Width + Pet2 + 1, 1] := Round(ColInt * 0.75 * 255 + (1 - ColInt) * 255); + TextureD32[Pet*TextureB.Width + Pet2 + 1, 2] := Round(ColInt * 0.6 * 255 + (1 - ColInt) * 255); + TextureD32[Pet*TextureB.Width + Pet2 + 1, 3] := Round(ColInt * 0.25 * 255 + (1 - ColInt) * 255); + TextureD32[Pet*TextureB.Width + Pet2 + 1, 4] := TempA; + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); + + if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); + if Mipmapping then begin + Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); + if Error > 0 then beep; + end; + end; + + if Typ = 'Note Plain' then begin + for Pet := 0 to TextureB.Height-1 do begin + PPix := TextureB.ScanLine[Pet]; + for Pet2 := 0 to TextureB.Width-1 do begin + + + + // Skin Patch + // 0-191= Fade Black to Col, 192= Col, 193-254 Fade Col to White, 255= White + case PPix[Pet2*3] of + 0..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Pet2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Pet2*3]) div $Bf) + (((Col and $FF) * PPix[Pet2*3]) div $Bf); + 192: Pix := Col; + 193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Pet2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Pet2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Pet2*3] - $C0) * 4)) div $FF)); + 255: Pix := $FFFFFF; + end; +// 0.5.0. Original +// case PPix[Pet2*3] of +// 128: Pix := $10000 * ((Col div $10000) div 2) + $100 * (((Col div $100) and $FF) div 2) + (Col and $FF) div 2; +// 192: Pix := Col; +// 255: Pix := $FFFFFF; +// end; + + + + + + TextureD24[Pet*TextureB.Width + Pet2 + 1, 1] := Pix div $10000; + TextureD24[Pet*TextureB.Width + Pet2 + 1, 2] := (Pix div $100) and $FF; + TextureD24[Pet*TextureB.Width + Pet2 + 1, 3] := Pix and $FF; + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureB.Width, TextureB.Height, 0, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24); + end; + + if Typ = 'Note Transparent' then begin + for Pet := 0 to TextureB.Height-1 do begin + PPix := TextureB.ScanLine[Pet]; + for Pet2 := 0 to TextureB.Width-1 do begin + TempA := 255; + + + + //Skin Patch + // 0= Transparent, 1-191= Fade Black to Col, 192= Col, 193-254 Fade Col to White, 255= White + case PPix[Pet2*3] of + 0: TempA := 0; + 1..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Pet2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Pet2*3]) div $Bf) + (((Col and $FF) * PPix[Pet2*3]) div $Bf); + 192: Pix := Col; + 193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Pet2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Pet2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Pet2*3] - $C0) * 4)) div $FF)); + 255: Pix := $FFFFFF; + end; +// 0.5.0 Original +// case PPix[Pet2*3] of +// 0: TempA := 0; +// 128: Pix := $10000 * ((Col div $10000) div 2) + $100 * (((Col div $100) and $FF) div 2) + (Col and $FF) div 2; +// 192: Pix := Col; +// 255: Pix := $FFFFFF; +// end; + + + + + TextureD32[Pet*TextureB.Width + Pet2 + 1, 1] := Pix div $10000; + TextureD32[Pet*TextureB.Width + Pet2 + 1, 2] := (Pix div $100) and $FF; + TextureD32[Pet*TextureB.Width + Pet2 + 1, 3] := Pix and $FF; + TextureD32[Pet*TextureB.Width + Pet2 + 1, 4] := TempA; + end; + end; + glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); + end; + + + + + TextureB.Free; +// Inc(ActTex); +{ Tekst.Tekstura := ActTex; + Tekst.W := TexOrygW; + Tekst.H := TexOrygH; + Tekst.X2 := TexOrygW/TexNewW; + Tekst.Y2 := TexOrygH/TexNewH;} + Result.X := 0; + Result.Y := 0; + Result.W := 0; + Result.H := 0; + Result.ScaleW := 1; + Result.ScaleH := 1; + Result.Rot := 0; + Result.TexNum := ActTex; + Result.TexW := TexOrygW / TexNewW; + Result.TexH := TexOrygH / TexNewH; + + Result.Int := 1; + Result.ColR := 1; + Result.ColG := 1; + Result.ColB := 1; + Result.Alpha := 1; + + // 0.4.2 new test - default use whole texure, taking TexW and TexH as const and changing these + Result.TexX1 := 0; + Result.TexY1 := 0; + Result.TexX2 := 1; + Result.TexY2 := 1; + + // 0.5.0 + Result.Name := Nazwa; + + end; + + Log.BenchmarkEnd(4); + if Log.BenchmarkTimeLength[4] >= 1 then + Log.LogBenchmark('**********> Texture Load Time Warning - ' + Format + '/' + Nazwa + '/' + Typ, 4); + + end; // logerror +end; + +{procedure ResizeTexture(s: pbytearray; d: pbytearray); +var + Pet: integer; + Pet2: integer; +begin + for Pet := 0 to TexNewH*4-1 do + for Pet2 := 0 to TexNewW-1 do + d[Pet*TexNewW + Pet2] := 0; + + for Pet := 0 to TexOrygH-1 do begin + for Pet2 := 0 to TexOrygW-1 do begin + d[(Pet*TexNewW + Pet2)*4] := Paleta[s[Pet*TexOrygW + Pet2], 1]; + d[(Pet*TexNewW + Pet2)*4+1] := Paleta[s[Pet*TexOrygW + Pet2], 2]; + d[(Pet*TexNewW + Pet2)*4+2] := Paleta[s[Pet*TexOrygW + Pet2], 3]; + d[(Pet*TexNewW + Pet2)*4+3] := Paleta[s[Pet*TexOrygW + Pet2], 4]; + end; + end; +end;} + +{procedure SetTexture(p: pointer); +begin + glGenTextures(1, Tekstur); + glBindTexture(GL_TEXTURE_2D, Tekstur); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, p); +end;} + +function TTextureUnit.LoadTexture(Nazwa, Format, Typ: PChar; Col: LongWord): TTexture; +begin + Result := LoadTexture(false, Nazwa, Format, Typ, Col); +// Result := LoadTexture(SkinReg, Nazwa, Format, Typ, Col); // default to SkinReg + +end; + +function TTextureUnit.LoadTexture(Nazwa: string): TTexture; +begin + Result := LoadTexture(false, pchar(Nazwa), 'JPG', 'Plain', 0); +end; + +function TTextureUnit.CreateTexture(var Data: array of byte; Name: string; W, H: word; Bits: byte): TTexture; +var + Pet: integer; + Pet2: integer; + Pix: integer; + ColInt: real; + PPix: PByteArray; + TempA: integer; + Error: integer; +begin + Mipmapping := false; + + glGenTextures(1, ActTex); // ActText = new texture number + glBindTexture(GL_TEXTURE_2D, ActTex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + + glTexImage2D(GL_TEXTURE_2D, 0, 3, W, H, 0, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]); + if Mipmapping then begin + Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 3, W, H, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]); + if Error > 0 then beep; + end; + + +// Inc(ActTex); +{ Tekst.Tekstura := ActTex; + Tekst.W := TexOrygW; + Tekst.H := TexOrygH; + Tekst.X2 := TexOrygW/TexNewW; + Tekst.Y2 := TexOrygH/TexNewH;} + Result.X := 0; + Result.Y := 0; + Result.W := 0; + Result.H := 0; + Result.ScaleW := 1; + Result.ScaleH := 1; + Result.Rot := 0; + Result.TexNum := ActTex; + Result.TexW := 1; + Result.TexH := 1; + + Result.Int := 1; + Result.ColR := 1; + Result.ColG := 1; + Result.ColB := 1; + Result.Alpha := 1; + + // 0.4.2 new test - default use whole texure, taking TexW and TexH as const and changing these + Result.TexX1 := 0; + Result.TexY1 := 0; + Result.TexX2 := 1; + Result.TexY2 := 1; + + // 0.5.0 + Result.Name := Name; +end; + +procedure TTextureUnit.UnloadTexture(Name: string; FromCache: boolean); +var + T: integer; + TexNum: GLuint; +begin + T := FindTexture(Name); + + if not FromCache then begin + TexNum := TextureDatabase.Texture[T].Texture.TexNum; + if TexNum >= 0 then begin + glDeleteTextures(1, @TexNum); + TextureDatabase.Texture[T].Texture.TexNum := -1; +// Log.LogError('Unload texture no '+IntToStr(TexNum)); + end; + end else begin + TexNum := TextureDatabase.Texture[T].TextureCache.TexNum; + if TexNum >= 0 then begin + glDeleteTextures(1, @TexNum); + TextureDatabase.Texture[T].TextureCache.TexNum := -1; +// Log.LogError('Unload texture cache no '+IntToStr(TexNum)); + end; + end; +end; + +end. \ No newline at end of file diff --git a/Game/Code/Classes/UThemes.dcu b/Game/Code/Classes/UThemes.dcu new file mode 100644 index 00000000..eb5ec8d4 Binary files /dev/null and b/Game/Code/Classes/UThemes.dcu differ diff --git a/Game/Code/Classes/UThemes.pas b/Game/Code/Classes/UThemes.pas new file mode 100644 index 00000000..29647db6 --- /dev/null +++ b/Game/Code/Classes/UThemes.pas @@ -0,0 +1,1837 @@ +unit UThemes; + +interface + +uses IniFiles, SysUtils, Classes; + +type + TRGB = record + R: single; + G: single; + B: single; + end; + + {TSkin = record + GrayLeft: string; + GrayMid: string; + GrayRight: string; + + NoteBGLeft: string; + NoteBGMid: string; + NoteBGRight: string; + + NoteStar: string; + + Ball: string; + + + + //SingBar Mod + SingBarBack: string; + SingBarBar: string; + SingBarFront: string; + //end Singbar Mod + + //PhrasenBonus - Line Bonus Mod + SingLineBonusBack: string; + //PhrasenBonus - Line Bonus Mod + + + + WelcomeBG: string; + + Background: string; + ScoreBG: string; + MainStart: string; + MainEditor: string; + MainOptions: string; + MainExit: string; + MainBar: string; + Cursor: string; + + SongFade: string; + SongCover: string; + SongSelection: string; + + SelectSong: string; + Button: string; + Bar: string; + P: string; + Arrow: string; + Arrow2: string; + ButtonF: string; + Star: string; + Line: string; + +// ThemePath: string; + SkinReg: boolean; + SkinName: string; + SkinPath: string; + SkinColor: integer; + end;} + + TThemeBackground = record + Tex: string; + end; + + TThemeStatic = record + X: integer; + Y: integer; + Z: real; + W: integer; + H: integer; + Color: string; + ColR: real; + ColG: real; + ColB: real; + Tex: string; + Typ: string; + TexX1: real; + TexY1: real; + TexX2: real; + TexY2: real; + end; + AThemeStatic = array of TThemeStatic; + + TThemeText = record + X: integer; + Y: integer; + Color: string; + ColR: real; + ColG: real; + ColB: real; + Font: integer; + Size: integer; + Align: integer; + Text: string; + end; + AThemeText = array of TThemeText; + + TThemeButton = record + Text: AThemeText; + X: integer; + Y: integer; + W: integer; + H: integer; + Color: string; + ColR: real; + ColG: real; + ColB: real; + Int: real; + DColor: string; + DColR: real; + DColG: real; + DColB: real; + DInt: real; + Tex: string; + Typ: string; + //Reflection Mod + Reflection: Boolean; + end; + + TThemeSelect = record + Tex: string; + TexSBG: string; + X: integer; + Y: integer; + W: integer; + H: integer; + Text: string; + ColR, ColG, ColB, Int: real; + DColR, DColG, DColB, DInt: real; + TColR, TColG, TColB, TInt: real; + TDColR, TDColG, TDColB, TDInt: real; + SBGColR, SBGColG, SBGColB, SBGInt: real; + SBGDColR, SBGDColG, SBGDColB, SBGDInt: real; + STColR, STColG, STColB, STInt: real; + STDColR, STDColG, STDColB, STDInt: real; + SkipX: integer; + end; + + TThemeSelectSlide = record + Tex: string; + TexSBG: string; + X: integer; + Y: integer; + W: integer; + H: integer; + Text: string; + ColR, ColG, ColB, Int: real; + DColR, DColG, DColB, DInt: real; + TColR, TColG, TColB, TInt: real; + TDColR, TDColG, TDColB, TDInt: real; + SBGColR, SBGColG, SBGColB, SBGInt: real; + SBGDColR, SBGDColG, SBGDColB, SBGDInt: real; + STColR, STColG, STColB, STInt: real; + STDColR, STDColG, STDColB, STDInt: real; + SkipX: integer; + end; + + TThemeBasic = class + Background: TThemeBackground; + Text: AThemeText; + Static: AThemeStatic; + end; + + TThemeLoading = class(TThemeBasic) + end; + + TThemeMain = class(TThemeBasic) + ButtonSolo: TThemeButton; +// ButtonMulti: TThemeButton; + ButtonEditor: TThemeButton; + ButtonOptions: TThemeButton; + ButtonExit: TThemeButton; + + TextDescription: TThemeText; + TextDescriptionLong: TThemeText; + Description: array[0..4] of string; + DescriptionLong: array[0..4] of string; + end; + + TThemeName = class(TThemeBasic) + ButtonPlayer: array[1..6] of TThemeButton; + end; + + TThemeLevel = class(TThemeBasic) + ButtonEasy: TThemeButton; + ButtonMedium: TThemeButton; + ButtonHard: TThemeButton; + end; + + TThemeSong = class(TThemeBasic) + TextArtist: TThemeText; + TextTitle: TThemeText; + TextNumber: TThemeText; + + //Show Cat in TopLeft Mod + TextCat: TThemeText; + StaticCat: TThemeStatic; + + //Cover Mod + Cover: record + Reflections: Boolean; + X: Integer; + Y: Integer; + Z: Integer; + W: Integer; + H: Integer; + Style: Integer; + end; + + //Equalizer Mod + Equalizer: record + Visible: Boolean; + Direction: Boolean; + Alpha: real; + X: Integer; + Y: Integer; + Z: Real; + W: Integer; + H: Integer; + Space: Integer; + Bands: Integer; + Length: Integer; + ColR, ColG, ColB: Real; + end; + + //Party Mode + StaticTeam1Joker1: TThemeStatic; + StaticTeam1Joker2: TThemeStatic; + StaticTeam1Joker3: TThemeStatic; + StaticTeam1Joker4: TThemeStatic; + StaticTeam1Joker5: TThemeStatic; + StaticTeam2Joker1: TThemeStatic; + StaticTeam2Joker2: TThemeStatic; + StaticTeam2Joker3: TThemeStatic; + StaticTeam2Joker4: TThemeStatic; + StaticTeam2Joker5: TThemeStatic; + StaticTeam3Joker1: TThemeStatic; + StaticTeam3Joker2: TThemeStatic; + StaticTeam3Joker3: TThemeStatic; + StaticTeam3Joker4: TThemeStatic; + StaticTeam3Joker5: TThemeStatic; + end; + + TThemeSing = class(TThemeBasic) + StaticP1: TThemeStatic; + StaticP1ScoreBG: TThemeStatic; //Static for ScoreBG + TextP1: TThemeText; + TextP1Score: TThemeText; + + + StaticP2R: TThemeStatic; + StaticP2RScoreBG: TThemeStatic; //Static for ScoreBG + TextP2R: TThemeText; + TextP2RScore: TThemeText; + + StaticP2M: TThemeStatic; + StaticP2MScoreBG: TThemeStatic; //Static for ScoreBG + TextP2M: TThemeText; + TextP2MScore: TThemeText; + + StaticP3R: TThemeStatic; + StaticP3RScoreBG: TThemeStatic; //Static for ScoreBG + TextP3R: TThemeText; + TextP3RScore: TThemeText; + end; + + TThemeScore = class(TThemeBasic) + TextArtist: TThemeText; + TextTitle: TThemeText; + + PlayerStatic: array[1..6] of AThemeStatic; + + TextName: array[1..6] of TThemeText; + TextScore: array[1..6] of TThemeText; + + TextNotes: array[1..6] of TThemeText; + TextNotesScore: array[1..6] of TThemeText; + TextLineBonus: array[1..6] of TThemeText; + TextLineBonusScore: array[1..6] of TThemeText; + TextGoldenNotes: array[1..6] of TThemeText; + TextGoldenNotesScore: array[1..6] of TThemeText; + TextTotal: array[1..6] of TThemeText; + TextTotalScore: array[1..6] of TThemeText; + + StaticBoxLightest: array[1..6] of TThemeStatic; + StaticBoxLight: array[1..6] of TThemeStatic; + StaticBoxDark: array[1..6] of TThemeStatic; + + StaticBackLevel: array[1..6] of TThemeStatic; + StaticBackLevelRound: array[1..6] of TThemeStatic; + StaticLevel: array[1..6] of TThemeStatic; + StaticLevelRound: array[1..6] of TThemeStatic; + +// Description: array[0..5] of string;} + end; + + TThemeTop5 = class(TThemeBasic) + TextLevel: TThemeText; + TextArtistTitle: TThemeText; + + StaticNumber: AThemeStatic; + TextNumber: AThemeText; + TextName: AThemeText; + TextScore: AThemeText; + end; + + TThemeOptions = class(TThemeBasic) + ButtonGame: TThemeButton; + ButtonGraphics: TThemeButton; + ButtonSound: TThemeButton; + ButtonLyrics: TThemeButton; + ButtonThemes: TThemeButton; + ButtonRecord: TThemeButton; + ButtonExit: TThemeButton; + + TextDescription: TThemeText; + Description: array[0..6] of string; + end; + + TThemeOptionsGame = class(TThemeBasic) + SelectPlayers: TThemeSelect; + SelectDifficulty: TThemeSelect; + SelectLanguage: TThemeSelectSlide; + SelectTabs: TThemeSelect; + SelectSorting: TThemeSelectSlide; + SelectDebug: TThemeSelect; + ButtonExit: TThemeButton; + end; + + TThemeOptionsGraphics = class(TThemeBasic) + SelectFullscreen: TThemeSelect; + SelectSlideResolution: TThemeSelectSlide; + SelectDepth: TThemeSelect; + SelectOscilloscope: TThemeSelect; + SelectLineBonus: TThemeSelect; + SelectMovieSize: TThemeSelect; + ButtonExit: TThemeButton; + end; + + TThemeOptionsSound = class(TThemeBasic) + SelectMicBoost: TThemeSelect; + SelectClickAssist: TThemeSelect; + SelectBeatClick: TThemeSelect; + SelectThreshold: TThemeSelect; + //SelectTwoPlayerMode: TThemeSelect; + ButtonExit: TThemeButton; + end; + + TThemeOptionsLyrics = class(TThemeBasic) + SelectLyricsFont: TThemeSelect; + SelectLyricsEffect: TThemeSelect; + SelectSolmization: TThemeSelect; + ButtonExit: TThemeButton; + end; + + TThemeOptionsThemes = class(TThemeBasic) + SelectTheme: TThemeSelectSlide; + SelectSkin: TThemeSelectSlide; + SelectColor: TThemeSelectSlide; + ButtonExit: TThemeButton; + end; + + TThemeOptionsRecord = class(TThemeBasic) + SelectSlideCard: TThemeSelectSlide; + SelectSlideInput: TThemeSelectSlide; + SelectSlideChannelL: TThemeSelectSlide; + SelectSlideChannelR: TThemeSelectSlide; + ButtonExit: TThemeButton; + end; + + //ScreenSong Menue + TThemeSongMenu = class(TThemeBasic) + Button1: TThemeButton; + Button2: TThemeButton; + Button3: TThemeButton; + Button4: TThemeButton; + + SelectSlide3: TThemeSelectSlide; + + TextMenu: TThemeText; + end; + + //Party Screens + TThemePartyNewRound = class(TThemeBasic) + TextRound1: TThemeText; + TextRound2: TThemeText; + TextRound3: TThemeText; + TextRound4: TThemeText; + TextRound5: TThemeText; + TextRound6: TThemeText; + TextRound7: TThemeText; + TextWinner1: TThemeText; + TextWinner2: TThemeText; + TextWinner3: TThemeText; + TextWinner4: TThemeText; + TextWinner5: TThemeText; + TextWinner6: TThemeText; + TextWinner7: TThemeText; + TextNextRound: TThemeText; + TextNextRoundNo: TThemeText; + TextNextPlayer1: TThemeText; + TextNextPlayer2: TThemeText; + TextNextPlayer3: TThemeText; + + StaticRound1: TThemeStatic; + StaticRound2: TThemeStatic; + StaticRound3: TThemeStatic; + StaticRound4: TThemeStatic; + StaticRound5: TThemeStatic; + StaticRound6: TThemeStatic; + StaticRound7: TThemeStatic; + + TextScoreTeam1: TThemeText; + TextScoreTeam2: TThemeText; + TextScoreTeam3: TThemeText; + TextNameTeam1: TThemeText; + TextNameTeam2: TThemeText; + TextNameTeam3: TThemeText; + StaticTeam1: TThemeStatic; + StaticTeam2: TThemeStatic; + StaticTeam3: TThemeStatic; + + ButtonNext: TThemeButton; + end; + + TThemePartyScore = class(TThemeBasic) + TextScoreTeam1: TThemeText; + TextScoreTeam2: TThemeText; + TextScoreTeam3: TThemeText; + TextNameTeam1: TThemeText; + TextNameTeam2: TThemeText; + TextNameTeam3: TThemeText; + StaticTeam1: TThemeStatic; + StaticTeam2: TThemeStatic; + StaticTeam3: TThemeStatic; + + TextWinner: TThemeText; + end; + + TThemePartyWin = class(TThemeBasic) + TextScoreTeam1: TThemeText; + TextScoreTeam2: TThemeText; + TextScoreTeam3: TThemeText; + TextNameTeam1: TThemeText; + TextNameTeam2: TThemeText; + TextNameTeam3: TThemeText; + StaticTeam1: TThemeStatic; + StaticTeam2: TThemeStatic; + StaticTeam3: TThemeStatic; + + TextWinner: TThemeText; + end; + + TThemePartyOptions = class(TThemeBasic) + SelectLevel: TThemeSelectSlide; + SelectPlayList: TThemeSelectSlide; + SelectPlayList2: TThemeSelectSlide; + SelectRounds: TThemeSelectSlide; + SelectTeams: TThemeSelectSlide; + SelectPlayers1: TThemeSelectSlide; + SelectPlayers2: TThemeSelectSlide; + SelectPlayers3: TThemeSelectSlide; + + {ButtonNext: TThemeButton; + ButtonPrev: TThemeButton;} + end; + + TThemePartyPlayer = class(TThemeBasic) + Team1Name: TThemeButton; + Player1Name: TThemeButton; + Player2Name: TThemeButton; + Player3Name: TThemeButton; + Player4Name: TThemeButton; + + Team2Name: TThemeButton; + Player5Name: TThemeButton; + Player6Name: TThemeButton; + Player7Name: TThemeButton; + Player8Name: TThemeButton; + + Team3Name: TThemeButton; + Player9Name: TThemeButton; + Player10Name: TThemeButton; + Player11Name: TThemeButton; + Player12Name: TThemeButton; + + {ButtonNext: TThemeButton; + ButtonPrev: TThemeButton;} + end; + + TTheme = class + {$IFDEF THEMESAVE} + ThemeIni: TIniFile; + {$ELSE} + ThemeIni: TMemIniFile; + {$ENDIF} + + Loading: TThemeLoading; + Main: TThemeMain; + Name: TThemeName; + Level: TThemeLevel; + Song: TThemeSong; + Sing: TThemeSing; + Score: TThemeScore; + Top5: TThemeTop5; + Options: TThemeOptions; + OptionsGame: TThemeOptionsGame; + OptionsGraphics: TThemeOptionsGraphics; + OptionsSound: TThemeOptionsSound; + OptionsLyrics: TThemeOptionsLyrics; + OptionsThemes: TThemeOptionsThemes; + OptionsRecord: TThemeOptionsRecord; + //Menu + SongMenu: TThemeSongMenu; + //Party Screens: + PartyNewRound: TThemePartyNewRound; + PartyScore: TThemePartyScore; + PartyWin: TThemePartyWin; + PartyOptions: TThemePartyOptions; + PartyPlayer: TThemePartyPlayer; + + constructor Create(FileName: string); overload; // Initialize theme system + constructor Create(FileName: string; Color: integer); overload; // Initialize theme system with color + function LoadTheme(FileName: string; sColor: integer): boolean; // Load some theme settings from file + + procedure LoadColors; + + procedure ThemeLoadBasic(Theme: TThemeBasic; Name: string); + procedure ThemeLoadBackground(var ThemeBackground: TThemeBackground; Name: string); + procedure ThemeLoadText(var ThemeText: TThemeText; Name: string); + procedure ThemeLoadTexts(var ThemeText: AThemeText; Name: string); + procedure ThemeLoadStatic(var ThemeStatic: TThemeStatic; Name: string); + procedure ThemeLoadStatics(var ThemeStatic: AThemeStatic; Name: string); + procedure ThemeLoadButton(var ThemeButton: TThemeButton; Name: string); + procedure ThemeLoadSelect(var ThemeSelect: TThemeSelect; Name: string); + procedure ThemeLoadSelectSlide(var ThemeSelectS: TThemeSelectSlide; Name: string); + + procedure ThemeSave(FileName: string); + procedure ThemeSaveBasic(Theme: TThemeBasic; Name: string); + procedure ThemeSaveBackground(ThemeBackground: TThemeBackground; Name: string); + procedure ThemeSaveStatic(ThemeStatic: TThemeStatic; Name: string); + procedure ThemeSaveStatics(ThemeStatic: AThemeStatic; Name: string); + procedure ThemeSaveText(ThemeText: TThemeText; Name: string); + procedure ThemeSaveTexts(ThemeText: AThemeText; Name: string); + procedure ThemeSaveButton(ThemeButton: TThemeButton; Name: string); + + end; + + TColor = record + Name: string; + RGB: TRGB; + end; + +function ColorExists(Name: string): integer; +procedure LoadColor(var R, G, B: real; ColorName: string); +function GetSystemColor(Color: integer): TRGB; +function ColorSqrt(RGB: TRGB): TRGB; + +var + //Skin: TSkin; + Theme: TTheme; + Color: array of TColor; + +implementation + +uses +{$IFDEF TRANSLATE} + ULanguage, +{$ENDIF} +USkins, UIni; + +constructor TTheme.Create(FileName: string); +begin + Create(FileName, 0); +end; + +constructor TTheme.Create(FileName: string; Color: integer); +begin + Loading := TThemeLoading.Create; + Main := TThemeMain.Create; + Name := TThemeName.Create; + Level := TThemeLevel.Create; + Song := TThemeSong.Create; + Sing := TThemeSing.Create; + Score := TThemeScore.Create; + Top5 := TThemeTop5.Create; + Options := TThemeOptions.Create; + OptionsGame := TThemeOptionsGame.Create; + OptionsGraphics := TThemeOptionsGraphics.Create; + OptionsSound := TThemeOptionsSound.Create; + OptionsLyrics := TThemeOptionsLyrics.Create; + OptionsThemes := TThemeOptionsThemes.Create; + OptionsRecord := TThemeOptionsRecord.Create; + + SongMenu := TThemeSongMenu.Create; + //Party Screens + PartyNewRound := TThemePartyNewRound.Create; + PartyWin := TThemePartyWin.Create; + PartyScore := TThemePartyScore.Create; + PartyOptions := TThemePartyOptions.Create; + PartyPlayer := TThemePartyPlayer.Create; + + LoadTheme(FileName, Color); + + + {Skin.GrayLeft := 'Left Gray.bmp'; + Skin.GrayMid := 'Mid Gray.bmp'; + Skin.GrayRight := 'Right Gray.bmp'; + + Skin.NoteBGLeft := 'Note BG Left.bmp'; + Skin.NoteBGMid := 'Note BG Mid.bmp'; + Skin.NoteBGRight := 'Note BG Right.bmp'; + + Skin.NoteStar := 'Note Star.jpg'; + + + + //SingBar Mod + Skin.SingBarBack := 'Sing Bar Back.jpg'; + Skin.SingBarBar := 'Sing Bar Bar.jpg'; + Skin.SingBarFront := 'Sing Bar Front.jpg'; + //end Singbar Mod + + //PhrasenBonus - Line Bonus Mod + Skin.SingLineBonusBack := 'Line Bonus PopUp.jpg'; + + + + +{ Skin.WelcomeBG := SkinPath + 'Welcome BG.jpg'; +// Skin.Background := SkinPath + 'Background.jpg'; + Skin.ScoreBG := SkinPath + 'Score BG.jpg'; +// Skin.GameStart := SkinPath + 'Game Start.jpg'; +// Skin.Editor := SkinPath + 'Editor.jpg'; +// Skin.Options := SkinPath + 'Options.jpg'; +// Skin.Exit := SkinPath + 'Exit.jpg'; + + Skin.MainStart := SkinPath + 'Main Solo.jpg'; + Skin.MainEditor := SkinPath + 'Main Multi.jpg'; + Skin.MainOptions := SkinPath + 'Main Options.jpg'; + Skin.MainExit := SkinPath + 'Main Exit.jpg'; + Skin.MainBar := SkinPath + 'Main Bar.jpg'; + Skin.Cursor := SkinPath + 'Main Cursor.jpg'; + + Skin.SongFade := SkinPath + 'Song Fade.jpg';}{ + Skin.SongCover := 'Song Cover.jpg'; + {Skin.SongSelection := SkinPath + 'Song Selection.jpg'; + + Skin.SelectSong := SkinPath + 'Select Song.jpg';}{ +// Skin.Button := SkinPath + 'MusicWheelItem song.jpg'; + Skin.Bar := 'Bar.jpg'; +{ Skin.P := SkinPath + 'P.jpg'; + Skin.Arrow := SkinPath + 'Arrow.jpg'; + Skin.Arrow2 := SkinPath + 'Arrow 2.jpg';}{ + Skin.ButtonF := 'Button.jpg'; + Skin.Ball := 'Ball3.bmp'; +{ Skin.Star := SkinPath + 'Star.bmp'; + Skin.Line := SkinPath + 'Line.jpg';} +end; + + +function TTheme.LoadTheme(FileName: string; sColor: integer): boolean; +var + I: integer; + Path: string; +begin + Result := false; + if FileExists(FileName) then begin + Result := true; + + {$IFDEF THEMESAVE} + ThemeIni := TIniFile.Create(FileName); + {$ELSE} + ThemeIni := TMemIniFile.Create(FileName); + {$ENDIF} + + if ThemeIni.ReadString('Theme', 'Name', '') <> '' then begin + + {Skin.SkinName := ThemeIni.ReadString('Theme', 'Name', 'Singstar'); + Skin.SkinPath := 'Skins\' + Skin.SkinName + '\'; + Skin.SkinReg := false; } + Skin.Color := sColor; + + Skin.LoadSkin(ISkin[Ini.SkinNo]); + + LoadColors; + +// ThemeIni.Free; +// ThemeIni := TIniFile.Create('Themes\Singstar\Main.ini'); + + // Loading + ThemeLoadBasic(Loading, 'Loading'); + + // Main + ThemeLoadBasic(Main, 'Main'); + + ThemeLoadText(Main.TextDescription, 'MainTextDescription'); + ThemeLoadText(Main.TextDescriptionLong, 'MainTextDescriptionLong'); + ThemeLoadButton(Main.ButtonSolo, 'MainButtonSolo'); + ThemeLoadButton(Main.ButtonEditor, 'MainButtonEditor'); + ThemeLoadButton(Main.ButtonOptions, 'MainButtonOptions'); + ThemeLoadButton(Main.ButtonExit, 'MainButtonExit'); + + //Score Text Translation Start + + {$IFDEF TRANSLATE} + Main.Description[0] := Language.Translate('SING_SING'); + Main.DescriptionLong[0] := Language.Translate('SING_SING_DESC'); + Main.Description[1] := Language.Translate('SING_EDITOR'); + Main.DescriptionLong[1] := Language.Translate('SING_EDITOR_DESC'); + Main.Description[2] := Language.Translate('SING_GAME_OPTIONS'); + Main.DescriptionLong[2] := Language.Translate('SING_GAME_OPTIONS_DESC'); + Main.Description[3] := Language.Translate('SING_EXIT'); + Main.DescriptionLong[3] := Language.Translate('SING_EXIT_DESC'); + {$ENDIF} + + //Score Text Translation End + + Main.TextDescription.Text := Main.Description[0]; + Main.TextDescriptionLong.Text := Main.DescriptionLong[0]; + + // Name + ThemeLoadBasic(Name, 'Name'); + + for I := 1 to 6 do + ThemeLoadButton(Name.ButtonPlayer[I], 'NameButtonPlayer'+IntToStr(I)); + + // Level + ThemeLoadBasic(Level, 'Level'); + + ThemeLoadButton(Level.ButtonEasy, 'LevelButtonEasy'); + ThemeLoadButton(Level.ButtonMedium, 'LevelButtonMedium'); + ThemeLoadButton(Level.ButtonHard, 'LevelButtonHard'); + + + // Song + ThemeLoadBasic(Song, 'Song'); + + ThemeLoadText(Song.TextArtist, 'SongTextArtist'); + ThemeLoadText(Song.TextTitle, 'SongTextTitle'); + ThemeLoadText(Song.TextNumber, 'SongTextNumber'); + + //Show Cat in TopLeft Mod + ThemeLoadStatic(Song.StaticCat, 'SongStaticCat'); + ThemeLoadText(Song.TextCat, 'SongTextCat'); + + //Load Cover Pos and Size from Theme Mod + Song.Cover.X := ThemeIni.ReadInteger('SongCover', 'X', 400); + Song.Cover.Y := ThemeIni.ReadInteger('SongCover', 'Y', 100); + Song.Cover.Z := ThemeIni.ReadInteger('SongCover', 'Z', 250); + Song.Cover.W := ThemeIni.ReadInteger('SongCover', 'W', 200); + Song.Cover.H := ThemeIni.ReadInteger('SongCover', 'H', 200); + Song.Cover.Style := ThemeIni.ReadInteger('SongCover', 'Style', 5); + Song.Cover.Reflections := (ThemeIni.ReadInteger('SongCover', 'Reflections', 0) = 1); + //Load Cover Pos and Size from Theme Mod End + + //Load Equalizer Pos and Size from Theme Mod + Song.Equalizer.Visible := (ThemeIni.ReadInteger('SongEqualizer', 'Visible', 0) = 1); + Song.Equalizer.Direction := (ThemeIni.ReadInteger('SongEqualizer', 'Direction', 0) = 1); + Song.Equalizer.Alpha := ThemeIni.ReadInteger('SongEqualizer', 'Alpha', 1); + Song.Equalizer.Space := ThemeIni.ReadInteger('SongEqualizer', 'Space', 1); + Song.Equalizer.X := ThemeIni.ReadInteger('SongEqualizer', 'X', 650); + Song.Equalizer.Y := ThemeIni.ReadInteger('SongEqualizer', 'Y', 430); + Song.Equalizer.Z := ThemeIni.ReadInteger('SongEqualizer', 'Z', 1); + Song.Equalizer.W := ThemeIni.ReadInteger('SongEqualizer', 'PieceW', 8); + Song.Equalizer.H := ThemeIni.ReadInteger('SongEqualizer', 'PieceH', 8); + Song.Equalizer.Bands := ThemeIni.ReadInteger('SongEqualizer', 'Bands', 5); + Song.Equalizer.Length := ThemeIni.ReadInteger('SongEqualizer', 'Length', 12); + + //Party Mode + ThemeLoadStatic(Song.StaticTeam1Joker1, 'SongStaticTeam1Joker1'); + ThemeLoadStatic(Song.StaticTeam1Joker2, 'SongStaticTeam1Joker2'); + ThemeLoadStatic(Song.StaticTeam1Joker3, 'SongStaticTeam1Joker3'); + ThemeLoadStatic(Song.StaticTeam1Joker4, 'SongStaticTeam1Joker4'); + ThemeLoadStatic(Song.StaticTeam1Joker5, 'SongStaticTeam1Joker5'); + + ThemeLoadStatic(Song.StaticTeam2Joker1, 'SongStaticTeam2Joker1'); + ThemeLoadStatic(Song.StaticTeam2Joker2, 'SongStaticTeam2Joker2'); + ThemeLoadStatic(Song.StaticTeam2Joker3, 'SongStaticTeam2Joker3'); + ThemeLoadStatic(Song.StaticTeam2Joker4, 'SongStaticTeam2Joker4'); + ThemeLoadStatic(Song.StaticTeam2Joker5, 'SongStaticTeam2Joker5'); + + ThemeLoadStatic(Song.StaticTeam3Joker1, 'SongStaticTeam3Joker1'); + ThemeLoadStatic(Song.StaticTeam3Joker2, 'SongStaticTeam3Joker2'); + ThemeLoadStatic(Song.StaticTeam3Joker3, 'SongStaticTeam3Joker3'); + ThemeLoadStatic(Song.StaticTeam3Joker4, 'SongStaticTeam3Joker4'); + ThemeLoadStatic(Song.StaticTeam3Joker5, 'SongStaticTeam3Joker5'); + + //Color + I := ColorExists(ThemeIni.ReadString('SongEqualizer', 'Color', 'Black')); + if I >= 0 then begin + Song.Equalizer.ColR := Color[I].RGB.R; + Song.Equalizer.ColG := Color[I].RGB.G; + Song.Equalizer.ColB := Color[I].RGB.B; + end; + //Load Equalizer Pos and Size from Theme Mod End + + // Sing + ThemeLoadBasic(Sing, 'Sing'); + + ThemeLoadStatic(Sing.StaticP1, 'SingP1Static'); + + + //ScoreBG Mod + ThemeLoadStatic(Sing.StaticP1ScoreBG, 'SingP1Static2');//ScoreBG + //end ScoreBG Mod + + + ThemeLoadText(Sing.TextP1, 'SingP1Text'); + ThemeLoadText(Sing.TextP1Score, 'SingP1TextScore'); + + ThemeLoadStatic(Sing.StaticP2R, 'SingP2RStatic'); + + + + //ScoreBG Mod + ThemeLoadStatic(Sing.StaticP2RScoreBG, 'SingP2RStatic2'); + //end ScoreBG Mod + + + + ThemeLoadText(Sing.TextP2R, 'SingP2RText'); + ThemeLoadText(Sing.TextP2RScore, 'SingP2RTextScore'); + + ThemeLoadStatic(Sing.StaticP2M, 'SingP2MStatic'); + + + //ScoreBG Mod + ThemeLoadStatic(Sing.StaticP2MScoreBG, 'SingP2MStatic2'); + //end ScoreBG Mod + + + + ThemeLoadText(Sing.TextP2M, 'SingP2MText'); + ThemeLoadText(Sing.TextP2MScore, 'SingP2MTextScore'); + + ThemeLoadStatic(Sing.StaticP3R, 'SingP3RStatic'); + + + //ScoreBG Mod + ThemeLoadStatic(Sing.StaticP3RScoreBG, 'SingP3RStatic2'); + //end ScoreBG Mod + + + + ThemeLoadText(Sing.TextP3R, 'SingP3RText'); + ThemeLoadText(Sing.TextP3RScore, 'SingP3RTextScore'); + + // Score + ThemeLoadBasic(Score, 'Score'); + + ThemeLoadText(Score.TextArtist, 'ScoreTextArtist'); + ThemeLoadText(Score.TextTitle, 'ScoreTextTitle'); + + for I := 1 to 6 do begin + ThemeLoadStatics(Score.PlayerStatic[I], 'ScorePlayer' + IntToStr(I) + 'Static'); + + ThemeLoadText(Score.TextName[I], 'ScoreTextName' + IntToStr(I)); + ThemeLoadText(Score.TextScore[I], 'ScoreTextScore' + IntToStr(I)); + ThemeLoadText(Score.TextNotes[I], 'ScoreTextNotes' + IntToStr(I)); + ThemeLoadText(Score.TextNotesScore[I], 'ScoreTextNotesScore' + IntToStr(I)); + ThemeLoadText(Score.TextLineBonus[I], 'ScoreTextLineBonus' + IntToStr(I)); + ThemeLoadText(Score.TextLineBonusScore[I], 'ScoreTextLineBonusScore' + IntToStr(I)); + ThemeLoadText(Score.TextGoldenNotes[I], 'ScoreTextGoldenNotes' + IntToStr(I)); + ThemeLoadText(Score.TextGoldenNotesScore[I], 'ScoreTextGoldenNotesScore' + IntToStr(I)); + ThemeLoadText(Score.TextTotal[I], 'ScoreTextTotal' + IntToStr(I)); + ThemeLoadText(Score.TextTotalScore[I], 'ScoreTextTotalScore' + IntToStr(I)); + + ThemeLoadStatic(Score.StaticBoxLightest[I], 'ScoreStaticBoxLightest' + IntToStr(I)); + ThemeLoadStatic(Score.StaticBoxLight[I], 'ScoreStaticBoxLight' + IntToStr(I)); + ThemeLoadStatic(Score.StaticBoxDark[I], 'ScoreStaticBoxDark' + IntToStr(I)); + + ThemeLoadStatic(Score.StaticBackLevel[I], 'ScoreStaticBackLevel' + IntToStr(I)); + ThemeLoadStatic(Score.StaticBackLevelRound[I], 'ScoreStaticBackLevelRound' + IntToStr(I)); + ThemeLoadStatic(Score.StaticLevel[I], 'ScoreStaticLevel' + IntToStr(I)); + ThemeLoadStatic(Score.StaticLevelRound[I], 'ScoreStaticLevelRound' + IntToStr(I)); + end; + + // Top5 + ThemeLoadBasic(Top5, 'Top5'); + + ThemeLoadText(Top5.TextLevel, 'Top5TextLevel'); + ThemeLoadText(Top5.TextArtistTitle, 'Top5TextArtistTitle'); + ThemeLoadStatics(Top5.StaticNumber, 'Top5StaticNumber'); + ThemeLoadTexts(Top5.TextNumber, 'Top5TextNumber'); + ThemeLoadTexts(Top5.TextName, 'Top5TextName'); + ThemeLoadTexts(Top5.TextScore, 'Top5TextScore'); + + // Options + ThemeLoadBasic(Options, 'Options'); + + ThemeLoadButton(Options.ButtonGame, 'OptionsButtonGame'); + ThemeLoadButton(Options.ButtonGraphics, 'OptionsButtonGraphics'); + ThemeLoadButton(Options.ButtonSound, 'OptionsButtonSound'); + ThemeLoadButton(Options.ButtonLyrics, 'OptionsButtonLyrics'); + ThemeLoadButton(Options.ButtonThemes, 'OptionsButtonThemes'); + ThemeLoadButton(Options.ButtonRecord, 'OptionsButtonRecord'); + ThemeLoadButton(Options.ButtonExit, 'OptionsButtonExit'); + + {$IFDEF TRANSLATE} + Options.Description[0] := Language.Translate('SING_OPTIONS_GAME'); + Options.Description[1] := Language.Translate('SING_OPTIONS_GRAPHICS'); + Options.Description[2] := Language.Translate('SING_OPTIONS_SOUND'); + Options.Description[3] := Language.Translate('SING_OPTIONS_LYRICS'); + Options.Description[4] := Language.Translate('SING_OPTIONS_THEMES'); + Options.Description[5] := Language.Translate('SING_OPTIONS_RECORD'); + Options.Description[6] := Language.Translate('SING_OPTIONS_EXIT'); + {$ENDIF} + + ThemeLoadText(Options.TextDescription, 'OptionsTextDescription'); + Options.TextDescription.Text := Options.Description[0]; + + // Options Game + ThemeLoadBasic(OptionsGame, 'OptionsGame'); + + ThemeLoadSelect(OptionsGame.SelectPlayers, 'OptionsGameSelectPlayers'); + ThemeLoadSelect(OptionsGame.SelectDifficulty, 'OptionsGameSelectDifficulty'); + ThemeLoadSelectSlide(OptionsGame.SelectLanguage, 'OptionsGameSelectSlideLanguage'); + ThemeLoadSelect(OptionsGame.SelectTabs, 'OptionsGameSelectTabs'); + ThemeLoadSelectSlide(OptionsGame.SelectSorting, 'OptionsGameSelectSlideSorting'); + ThemeLoadSelect(OptionsGame.SelectDebug, 'OptionsGameSelectDebug'); + ThemeLoadButton(OptionsGame.ButtonExit, 'OptionsGameButtonExit'); + + // Options Graphics + ThemeLoadBasic(OptionsGraphics, 'OptionsGraphics'); + + ThemeLoadSelect(OptionsGraphics.SelectFullscreen, 'OptionsGraphicsSelectFullscreen'); + ThemeLoadSelectSlide(OptionsGraphics.SelectSlideResolution, 'OptionsGraphicsSelectSlideResolution'); + ThemeLoadSelect(OptionsGraphics.SelectDepth, 'OptionsGraphicsSelectDepth'); + ThemeLoadSelect(OptionsGraphics.SelectOscilloscope, 'OptionsGraphicsSelectOscilloscope'); + ThemeLoadSelect(OptionsGraphics.SelectLineBonus, 'OptionsGraphicsSelectLineBonus'); + ThemeLoadSelect(OptionsGraphics.SelectMovieSize, 'OptionsGraphicsSelectMovieSize'); + ThemeLoadButton(OptionsGraphics.ButtonExit, 'OptionsGraphicsButtonExit'); + + // Options Sound + ThemeLoadBasic(OptionsSound, 'OptionsSound'); + + ThemeLoadSelect(OptionsSound.SelectMicBoost, 'OptionsSoundSelectMicBoost'); + ThemeLoadSelect(OptionsSound.SelectClickAssist, 'OptionsSoundSelectClickAssist'); + ThemeLoadSelect(OptionsSound.SelectBeatClick, 'OptionsSoundSelectBeatClick'); + ThemeLoadSelect(OptionsSound.SelectThreshold, 'OptionsSoundSelectThreshold'); + //ThemeLoadSelect(OptionsSound.SelectTwoPlayerMode, 'OptionsSoundSelectTwoPlayerMode'); + ThemeLoadButton(OptionsSound.ButtonExit, 'OptionsSoundButtonExit'); + + // Options Lyrics + ThemeLoadBasic(OptionsLyrics, 'OptionsLyrics'); + + ThemeLoadSelect(OptionsLyrics.SelectLyricsFont, 'OptionsLyricsSelectLyricsFont'); + ThemeLoadSelect(OptionsLyrics.SelectLyricsEffect, 'OptionsLyricsSelectLyricsEffect'); + ThemeLoadSelect(OptionsLyrics.SelectSolmization, 'OptionsLyricsSelectSolmization'); + ThemeLoadButton(OptionsLyrics.ButtonExit, 'OptionsLyricsButtonExit'); + + // Options Themes + ThemeLoadBasic(OptionsThemes, 'OptionsThemes'); + + ThemeLoadSelectSlide(OptionsThemes.SelectTheme, 'OptionsThemesSelectTheme'); + ThemeLoadSelectSlide(OptionsThemes.SelectSkin, 'OptionsThemesSelectSkin'); + ThemeLoadSelectSlide(OptionsThemes.SelectColor, 'OptionsThemesSelectColor'); + ThemeLoadButton(OptionsThemes.ButtonExit, 'OptionsThemesButtonExit'); + + // Options Record + ThemeLoadBasic(OptionsRecord, 'OptionsRecord'); + + ThemeLoadSelectSlide(OptionsRecord.SelectSlideCard, 'OptionsRecordSelectSlideCard'); + ThemeLoadSelectSlide(OptionsRecord.SelectSlideInput, 'OptionsRecordSelectSlideInput'); + ThemeLoadSelectSlide(OptionsRecord.SelectSlideChannelL, 'OptionsRecordSelectSlideChannelL'); + ThemeLoadSelectSlide(OptionsRecord.SelectSlideChannelR, 'OptionsRecordSelectSlideChannelR'); + ThemeLoadButton(OptionsRecord.ButtonExit, 'OptionsRecordButtonExit'); + + //Song Menu + ThemeLoadBasic (SongMenu, 'SongMenu'); + ThemeLoadButton(SongMenu.Button1, 'SongMenuButton1'); + ThemeLoadButton(SongMenu.Button2, 'SongMenuButton2'); + ThemeLoadButton(SongMenu.Button3, 'SongMenuButton3'); + ThemeLoadButton(SongMenu.Button4, 'SongMenuButton4'); + ThemeLoadSelectSlide(SongMenu.SelectSlide3, 'SongMenuSelectSlide3'); + + ThemeLoadText(SongMenu.TextMenu, 'SongMenuTextMenu'); + + //Party Screens: + //Party NewRound + ThemeLoadBasic(PartyNewRound, 'PartyNewRound'); + + ThemeLoadText (PartyNewRound.TextRound1, 'PartyNewRoundTextRound1'); + ThemeLoadText (PartyNewRound.TextRound2, 'PartyNewRoundTextRound2'); + ThemeLoadText (PartyNewRound.TextRound3, 'PartyNewRoundTextRound3'); + ThemeLoadText (PartyNewRound.TextRound4, 'PartyNewRoundTextRound4'); + ThemeLoadText (PartyNewRound.TextRound5, 'PartyNewRoundTextRound5'); + ThemeLoadText (PartyNewRound.TextRound6, 'PartyNewRoundTextRound6'); + ThemeLoadText (PartyNewRound.TextRound7, 'PartyNewRoundTextRound7'); + ThemeLoadText (PartyNewRound.TextWinner1, 'PartyNewRoundTextWinner1'); + ThemeLoadText (PartyNewRound.TextWinner2, 'PartyNewRoundTextWinner2'); + ThemeLoadText (PartyNewRound.TextWinner3, 'PartyNewRoundTextWinner3'); + ThemeLoadText (PartyNewRound.TextWinner4, 'PartyNewRoundTextWinner4'); + ThemeLoadText (PartyNewRound.TextWinner5, 'PartyNewRoundTextWinner5'); + ThemeLoadText (PartyNewRound.TextWinner6, 'PartyNewRoundTextWinner6'); + ThemeLoadText (PartyNewRound.TextWinner7, 'PartyNewRoundTextWinner7'); + ThemeLoadText (PartyNewRound.TextNextRound, 'PartyNewRoundTextNextRound'); + ThemeLoadText (PartyNewRound.TextNextRoundNo, 'PartyNewRoundTextNextRoundNo'); + ThemeLoadText (PartyNewRound.TextNextPlayer1, 'PartyNewRoundTextNextPlayer1'); + ThemeLoadText (PartyNewRound.TextNextPlayer2, 'PartyNewRoundTextNextPlayer2'); + ThemeLoadText (PartyNewRound.TextNextPlayer3, 'PartyNewRoundTextNextPlayer3'); + + ThemeLoadStatic (PartyNewRound.StaticRound1, 'PartyNewRoundStaticRound1'); + ThemeLoadStatic (PartyNewRound.StaticRound2, 'PartyNewRoundStaticRound2'); + ThemeLoadStatic (PartyNewRound.StaticRound3, 'PartyNewRoundStaticRound3'); + ThemeLoadStatic (PartyNewRound.StaticRound4, 'PartyNewRoundStaticRound4'); + ThemeLoadStatic (PartyNewRound.StaticRound5, 'PartyNewRoundStaticRound5'); + ThemeLoadStatic (PartyNewRound.StaticRound6, 'PartyNewRoundStaticRound6'); + ThemeLoadStatic (PartyNewRound.StaticRound7, 'PartyNewRoundStaticRound7'); + + ThemeLoadText (PartyNewRound.TextScoreTeam1, 'PartyNewRoundTextScoreTeam1'); + ThemeLoadText (PartyNewRound.TextScoreTeam2, 'PartyNewRoundTextScoreTeam2'); + ThemeLoadText (PartyNewRound.TextScoreTeam3, 'PartyNewRoundTextScoreTeam3'); + ThemeLoadText (PartyNewRound.TextNameTeam1, 'PartyNewRoundTextNameTeam1'); + ThemeLoadText (PartyNewRound.TextNameTeam2, 'PartyNewRoundTextNameTeam2'); + ThemeLoadText (PartyNewRound.TextNameTeam3, 'PartyNewRoundTextNameTeam3'); + + ThemeLoadStatic (PartyNewRound.StaticTeam1, 'PartyNewRoundStaticTeam1'); + ThemeLoadStatic (PartyNewRound.StaticTeam2, 'PartyNewRoundStaticTeam2'); + ThemeLoadStatic (PartyNewRound.StaticTeam3, 'PartyNewRoundStaticTeam3'); + + ThemeLoadButton (PartyNewRound.ButtonNext, 'PartyNewRoundButtonNext'); + + //Party Score + ThemeLoadBasic(PartyScore, 'PartyScore'); + + ThemeLoadText (PartyScore.TextScoreTeam1, 'PartyScoreTextScoreTeam1'); + ThemeLoadText (PartyScore.TextScoreTeam2, 'PartyScoreTextScoreTeam2'); + ThemeLoadText (PartyScore.TextScoreTeam3, 'PartyScoreTextScoreTeam3'); + ThemeLoadText (PartyScore.TextNameTeam1, 'PartyScoreTextNameTeam1'); + ThemeLoadText (PartyScore.TextNameTeam2, 'PartyScoreTextNameTeam2'); + ThemeLoadText (PartyScore.TextNameTeam3, 'PartyScoreTextNameTeam3'); + + ThemeLoadStatic (PartyScore.StaticTeam1, 'PartyScoreStaticTeam1'); + ThemeLoadStatic (PartyScore.StaticTeam2, 'PartyScoreStaticTeam2'); + ThemeLoadStatic (PartyScore.StaticTeam3, 'PartyScoreStaticTeam3'); + + ThemeLoadText (PartyScore.TextWinner, 'PartyScoreTextWinner'); + + //Party Win + ThemeLoadBasic(PartyWin, 'PartyWin'); + + ThemeLoadText (PartyWin.TextScoreTeam1, 'PartyWinTextScoreTeam1'); + ThemeLoadText (PartyWin.TextScoreTeam2, 'PartyWinTextScoreTeam2'); + ThemeLoadText (PartyWin.TextScoreTeam3, 'PartyWinTextScoreTeam3'); + ThemeLoadText (PartyWin.TextNameTeam1, 'PartyWinTextNameTeam1'); + ThemeLoadText (PartyWin.TextNameTeam2, 'PartyWinTextNameTeam2'); + ThemeLoadText (PartyWin.TextNameTeam3, 'PartyWinTextNameTeam3'); + + ThemeLoadStatic (PartyWin.StaticTeam1, 'PartyWinStaticTeam1'); + ThemeLoadStatic (PartyWin.StaticTeam2, 'PartyWinStaticTeam2'); + ThemeLoadStatic (PartyWin.StaticTeam3, 'PartyWinStaticTeam3'); + + ThemeLoadText (PartyWin.TextWinner, 'PartyWinTextWinner'); + + //Party Options + ThemeLoadBasic(PartyOptions, 'PartyOptions'); + ThemeLoadSelectSlide(PartyOptions.SelectLevel, 'PartyOptionsSelectLevel'); + ThemeLoadSelectSlide(PartyOptions.SelectPlayList, 'PartyOptionsSelectPlayList'); + ThemeLoadSelectSlide(PartyOptions.SelectPlayList2, 'PartyOptionsSelectPlayList2'); + ThemeLoadSelectSlide(PartyOptions.SelectRounds, 'PartyOptionsSelectRounds'); + ThemeLoadSelectSlide(PartyOptions.SelectTeams, 'PartyOptionsSelectTeams'); + ThemeLoadSelectSlide(PartyOptions.SelectPlayers1, 'PartyOptionsSelectPlayers1'); + ThemeLoadSelectSlide(PartyOptions.SelectPlayers2, 'PartyOptionsSelectPlayers2'); + ThemeLoadSelectSlide(PartyOptions.SelectPlayers3, 'PartyOptionsSelectPlayers3'); + + {ThemeLoadButton (ButtonNext, 'ButtonNext'); + ThemeLoadButton (ButtonPrev, 'ButtonPrev');} + + //Party Player + ThemeLoadBasic(PartyPlayer, 'PartyPlayer'); + ThemeLoadButton(PartyPlayer.Team1Name, 'PartyPlayerTeam1Name'); + ThemeLoadButton(PartyPlayer.Player1Name, 'PartyPlayerPlayer1Name'); + ThemeLoadButton(PartyPlayer.Player2Name, 'PartyPlayerPlayer2Name'); + ThemeLoadButton(PartyPlayer.Player3Name, 'PartyPlayerPlayer3Name'); + ThemeLoadButton(PartyPlayer.Player4Name, 'PartyPlayerPlayer4Name'); + + ThemeLoadButton(PartyPlayer.Team2Name, 'PartyPlayerTeam2Name'); + ThemeLoadButton(PartyPlayer.Player5Name, 'PartyPlayerPlayer5Name'); + ThemeLoadButton(PartyPlayer.Player6Name, 'PartyPlayerPlayer6Name'); + ThemeLoadButton(PartyPlayer.Player7Name, 'PartyPlayerPlayer7Name'); + ThemeLoadButton(PartyPlayer.Player8Name, 'PartyPlayerPlayer8Name'); + + ThemeLoadButton(PartyPlayer.Team3Name, 'PartyPlayerTeam3Name'); + ThemeLoadButton(PartyPlayer.Player9Name, 'PartyPlayerPlayer9Name'); + ThemeLoadButton(PartyPlayer.Player10Name, 'PartyPlayerPlayer10Name'); + ThemeLoadButton(PartyPlayer.Player11Name, 'PartyPlayerPlayer11Name'); + ThemeLoadButton(PartyPlayer.Player12Name, 'PartyPlayerPlayer12Name'); + + {ThemeLoadButton(ButtonNext, 'PartyPlayerButtonNext'); + ThemeLoadButton(ButtonPrev, 'PartyPlayerButtonPrev');} + end; + + ThemeIni.Free; + end; +end; + +procedure TTheme.ThemeLoadBasic(Theme: TThemeBasic; Name: string); +begin + ThemeLoadBackground(Theme.Background, Name); + ThemeLoadTexts(Theme.Text, Name + 'Text'); + ThemeLoadStatics(Theme.Static, Name + 'Static'); +end; + +procedure TTheme.ThemeLoadBackground(var ThemeBackground: TThemeBackground; Name: string); +begin + ThemeBackground.Tex := ThemeIni.ReadString(Name + 'Background', 'Tex', ''); +end; + +procedure TTheme.ThemeLoadText(var ThemeText: TThemeText; Name: string); +var + C: integer; +begin + DecimalSeparator := '.'; + ThemeText.X := ThemeIni.ReadInteger(Name, 'X', 0); + ThemeText.Y := ThemeIni.ReadInteger(Name, 'Y', 0); + + ThemeText.ColR := ThemeIni.ReadFloat(Name, 'ColR', 0); + ThemeText.ColG := ThemeIni.ReadFloat(Name, 'ColG', 0); + ThemeText.ColB := ThemeIni.ReadFloat(Name, 'ColB', 0); + + ThemeText.Font := ThemeIni.ReadInteger(Name, 'Font', 0); + ThemeText.Size := ThemeIni.ReadInteger(Name, 'Size', 0); + ThemeText.Align := ThemeIni.ReadInteger(Name, 'Align', 0); + + {$IFDEF TRANSLATE} + ThemeText.Text := Language.Translate(ThemeIni.ReadString(Name, 'Text', '')); + {$ELSE} + ThemeText.Text := ThemeIni.ReadString(Name, 'Text', ''); + {$ENDIF} + + ThemeText.Color := ThemeIni.ReadString(Name, 'Color', ''); + + C := ColorExists(ThemeText.Color); + if C >= 0 then begin + ThemeText.ColR := Color[C].RGB.R; + ThemeText.ColG := Color[C].RGB.G; + ThemeText.ColB := Color[C].RGB.B; + end; + + DecimalSeparator := ','; +end; + +procedure TTheme.ThemeLoadTexts(var ThemeText: AThemeText; Name: string); +var + T: integer; +begin + T := 1; + while ThemeIni.SectionExists(Name + IntToStr(T)) do begin + SetLength(ThemeText, T); + ThemeLoadText(ThemeText[T-1], Name + IntToStr(T)); + Inc(T); + end; +end; + +procedure TTheme.ThemeLoadStatic(var ThemeStatic: TThemeStatic; Name: string); +var + C: integer; +begin + DecimalSeparator := '.'; + + ThemeStatic.Tex := ThemeIni.ReadString(Name, 'Tex', ''); + + ThemeStatic.X := ThemeIni.ReadInteger(Name, 'X', 0); + ThemeStatic.Y := ThemeIni.ReadInteger(Name, 'Y', 0); + ThemeStatic.Z := ThemeIni.ReadFloat(Name, 'Z', 0); + ThemeStatic.W := ThemeIni.ReadInteger(Name, 'W', 0); + ThemeStatic.H := ThemeIni.ReadInteger(Name, 'H', 0); + + ThemeStatic.Typ := ThemeIni.ReadString(Name, 'Type', ''); + ThemeStatic.Color := ThemeIni.ReadString(Name, 'Color', ''); + + C := ColorExists(ThemeStatic.Color); + if C >= 0 then begin + ThemeStatic.ColR := Color[C].RGB.R; + ThemeStatic.ColG := Color[C].RGB.G; + ThemeStatic.ColB := Color[C].RGB.B; + end; + + ThemeStatic.TexX1 := ThemeIni.ReadFloat(Name, 'TexX1', 0); + ThemeStatic.TexY1 := ThemeIni.ReadFloat(Name, 'TexY1', 0); + ThemeStatic.TexX2 := ThemeIni.ReadFloat(Name, 'TexX2', 1); + ThemeStatic.TexY2 := ThemeIni.ReadFloat(Name, 'TexY2', 1); + + DecimalSeparator := ','; +end; + +procedure TTheme.ThemeLoadStatics(var ThemeStatic: AThemeStatic; Name: string); +var + S: integer; +begin + S := 1; + while ThemeIni.SectionExists(Name + IntToStr(S)) do begin + SetLength(ThemeStatic, S); + ThemeLoadStatic(ThemeStatic[S-1], Name + IntToStr(S)); + Inc(S); + end; +end; + +procedure TTheme.ThemeLoadButton(var ThemeButton: TThemeButton; Name: string); +var + C: integer; + TLen: integer; + T: integer; +begin + DecimalSeparator := '.'; + ThemeButton.Tex := ThemeIni.ReadString(Name, 'Tex', ''); + ThemeButton.X := ThemeIni.ReadInteger(Name, 'X', 0); + ThemeButton.Y := ThemeIni.ReadInteger(Name, 'Y', 0); + ThemeButton.W := ThemeIni.ReadInteger(Name, 'W', 0); + ThemeButton.H := ThemeIni.ReadInteger(Name, 'H', 0); + + ThemeButton.Typ := ThemeIni.ReadString(Name, 'Type', ''); + + //Reflection Mod + ThemeButton.Reflection := (ThemeIni.ReadInteger(Name, 'Reflection', 0) = 1); + + ThemeButton.ColR := ThemeIni.ReadFloat(Name, 'ColR', 1); + ThemeButton.ColG := ThemeIni.ReadFloat(Name, 'ColG', 1); + ThemeButton.ColB := ThemeIni.ReadFloat(Name, 'ColB', 1); + ThemeButton.Int := ThemeIni.ReadFloat(Name, 'Int', 1); + ThemeButton.DColR := ThemeIni.ReadFloat(Name, 'DColR', 1); + ThemeButton.DColG := ThemeIni.ReadFloat(Name, 'DColG', 1); + ThemeButton.DColB := ThemeIni.ReadFloat(Name, 'DColB', 1); + ThemeButton.DInt := ThemeIni.ReadFloat(Name, 'DInt', 1); + + ThemeButton.Color := ThemeIni.ReadString(Name, 'Color', ''); + C := ColorExists(ThemeButton.Color); + if C >= 0 then begin + ThemeButton.ColR := Color[C].RGB.R; + ThemeButton.ColG := Color[C].RGB.G; + ThemeButton.ColB := Color[C].RGB.B; + end; + + ThemeButton.DColor := ThemeIni.ReadString(Name, 'DColor', ''); + C := ColorExists(ThemeButton.DColor); + if C >= 0 then begin + ThemeButton.DColR := Color[C].RGB.R; + ThemeButton.DColG := Color[C].RGB.G; + ThemeButton.DColB := Color[C].RGB.B; + end; + + TLen := ThemeIni.ReadInteger(Name, 'Texts', 0); + SetLength(ThemeButton.Text, TLen); + for T := 1 to TLen do + ThemeLoadText(ThemeButton.Text[T-1], Name + 'Text' + IntToStr(T)); + + DecimalSeparator := ','; +end; + +procedure TTheme.ThemeLoadSelect(var ThemeSelect: TThemeSelect; Name: string); +var + C: integer; +begin + DecimalSeparator := '.'; + + {$IFDEF TRANSLATE} + ThemeSelect.Text := Language.Translate(ThemeIni.ReadString(Name, 'Text', '')); + {$ELSE} + ThemeSelect.Text := ThemeIni.ReadString(Name, 'Text', ''); + {$ENDIF} + + ThemeSelect.Tex := {Skin.SkinPath + }ThemeIni.ReadString(Name, 'Tex', ''); + ThemeSelect.TexSBG := {Skin.SkinPath + }ThemeIni.ReadString(Name, 'TexSBG', ''); + + ThemeSelect.X := ThemeIni.ReadInteger(Name, 'X', 0); + ThemeSelect.Y := ThemeIni.ReadInteger(Name, 'Y', 0); + ThemeSelect.W := ThemeIni.ReadInteger(Name, 'W', 0); + ThemeSelect.H := ThemeIni.ReadInteger(Name, 'H', 0); + ThemeSelect.SkipX := ThemeIni.ReadInteger(Name, 'SkipX', 0); + + + LoadColor(ThemeSelect.ColR, ThemeSelect.ColG, ThemeSelect.ColB, ThemeIni.ReadString(Name, 'Color', '')); + ThemeSelect.Int := ThemeIni.ReadFloat(Name, 'Int', 1); + LoadColor(ThemeSelect.DColR, ThemeSelect.DColG, ThemeSelect.DColB, ThemeIni.ReadString(Name, 'DColor', '')); + ThemeSelect.DInt := ThemeIni.ReadFloat(Name, 'DInt', 1); + + LoadColor(ThemeSelect.TColR, ThemeSelect.TColG, ThemeSelect.TColB, ThemeIni.ReadString(Name, 'TColor', '')); + ThemeSelect.TInt := ThemeIni.ReadFloat(Name, 'TInt', 1); + LoadColor(ThemeSelect.TDColR, ThemeSelect.TDColG, ThemeSelect.TDColB, ThemeIni.ReadString(Name, 'TDColor', '')); + ThemeSelect.TDInt := ThemeIni.ReadFloat(Name, 'TDInt', 1); + + LoadColor(ThemeSelect.SBGColR, ThemeSelect.SBGColG, ThemeSelect.SBGColB, ThemeIni.ReadString(Name, 'SBGColor', '')); + ThemeSelect.SBGInt := ThemeIni.ReadFloat(Name, 'SBGInt', 1); + LoadColor(ThemeSelect.SBGDColR, ThemeSelect.SBGDColG, ThemeSelect.SBGDColB, ThemeIni.ReadString(Name, 'SBGDColor', '')); + ThemeSelect.SBGDInt := ThemeIni.ReadFloat(Name, 'SBGDInt', 1); + + LoadColor(ThemeSelect.STColR, ThemeSelect.STColG, ThemeSelect.STColB, ThemeIni.ReadString(Name, 'STColor', '')); + ThemeSelect.STInt := ThemeIni.ReadFloat(Name, 'STInt', 1); + LoadColor(ThemeSelect.STDColR, ThemeSelect.STDColG, ThemeSelect.STDColB, ThemeIni.ReadString(Name, 'STDColor', '')); + ThemeSelect.STDInt := ThemeIni.ReadFloat(Name, 'STDInt', 1); + + + DecimalSeparator := ','; +end; + +procedure TTheme.ThemeLoadSelectSlide(var ThemeSelectS: TThemeSelectSlide; Name: string); +var + C: integer; +begin + DecimalSeparator := '.'; + + {$IFDEF TRANSLATE} + ThemeSelectS.Text := Language.Translate(ThemeIni.ReadString(Name, 'Text', '')); + {$ELSE} + ThemeSelectS.Text := ThemeIni.ReadString(Name, 'Text', ''); + {$ENDIF} + + ThemeSelectS.Tex := {Skin.SkinPath + }ThemeIni.ReadString(Name, 'Tex', ''); + ThemeSelectS.TexSBG := {Skin.SkinPath + }ThemeIni.ReadString(Name, 'TexSBG', ''); + + ThemeSelectS.X := ThemeIni.ReadInteger(Name, 'X', 0); + ThemeSelectS.Y := ThemeIni.ReadInteger(Name, 'Y', 0); + ThemeSelectS.W := ThemeIni.ReadInteger(Name, 'W', 0); + ThemeSelectS.H := ThemeIni.ReadInteger(Name, 'H', 0); + ThemeSelectS.SkipX := ThemeIni.ReadInteger(Name, 'SkipX', 0); + + + LoadColor(ThemeSelectS.ColR, ThemeSelectS.ColG, ThemeSelectS.ColB, ThemeIni.ReadString(Name, 'Color', '')); + ThemeSelectS.Int := ThemeIni.ReadFloat(Name, 'Int', 1); + LoadColor(ThemeSelectS.DColR, ThemeSelectS.DColG, ThemeSelectS.DColB, ThemeIni.ReadString(Name, 'DColor', '')); + ThemeSelectS.DInt := ThemeIni.ReadFloat(Name, 'DInt', 1); + + LoadColor(ThemeSelectS.TColR, ThemeSelectS.TColG, ThemeSelectS.TColB, ThemeIni.ReadString(Name, 'TColor', '')); + ThemeSelectS.TInt := ThemeIni.ReadFloat(Name, 'TInt', 1); + LoadColor(ThemeSelectS.TDColR, ThemeSelectS.TDColG, ThemeSelectS.TDColB, ThemeIni.ReadString(Name, 'TDColor', '')); + ThemeSelectS.TDInt := ThemeIni.ReadFloat(Name, 'TDInt', 1); + + LoadColor(ThemeSelectS.SBGColR, ThemeSelectS.SBGColG, ThemeSelectS.SBGColB, ThemeIni.ReadString(Name, 'SBGColor', '')); + ThemeSelectS.SBGInt := ThemeIni.ReadFloat(Name, 'SBGInt', 1); + LoadColor(ThemeSelectS.SBGDColR, ThemeSelectS.SBGDColG, ThemeSelectS.SBGDColB, ThemeIni.ReadString(Name, 'SBGDColor', '')); + ThemeSelectS.SBGDInt := ThemeIni.ReadFloat(Name, 'SBGDInt', 1); + + LoadColor(ThemeSelectS.STColR, ThemeSelectS.STColG, ThemeSelectS.STColB, ThemeIni.ReadString(Name, 'STColor', '')); + ThemeSelectS.STInt := ThemeIni.ReadFloat(Name, 'STInt', 1); + LoadColor(ThemeSelectS.STDColR, ThemeSelectS.STDColG, ThemeSelectS.STDColB, ThemeIni.ReadString(Name, 'STDColor', '')); + ThemeSelectS.STDInt := ThemeIni.ReadFloat(Name, 'STDInt', 1); + + + DecimalSeparator := ','; +end; + +procedure TTheme.LoadColors; +var + SL: TStringList; + C: integer; + S: string; + Col: integer; + RGB: TRGB; +begin + SL := TStringList.Create; + ThemeIni.ReadSection('Colors', SL); + + // normal colors + SetLength(Color, SL.Count); + for C := 0 to SL.Count-1 do begin + Color[C].Name := SL.Strings[C]; + + S := ThemeIni.ReadString('Colors', SL.Strings[C], ''); + + Color[C].RGB.R := StrToInt(Copy(S, 1, Pos(' ' , S)-1))/255; + Delete(S, 1, Pos(' ', S)); + + Color[C].RGB.G := StrToInt(Copy(S, 1, Pos(' ' , S)-1))/255; + Delete(S, 1, Pos(' ', S)); + + Color[C].RGB.B := StrToInt(S)/255; + end; + + // skin color + SetLength(Color, SL.Count + 3); + C := SL.Count; + Color[C].Name := 'ColorDark'; + Color[C].RGB := GetSystemColor(Skin.Color); //Ini.Color); + + C := C+1; + Color[C].Name := 'ColorLight'; + Color[C].RGB := ColorSqrt(Color[C-1].RGB); + + C := C+1; + Color[C].Name := 'ColorLightest'; + Color[C].RGB := ColorSqrt(Color[C-1].RGB); + + // players colors + SetLength(Color, Length(Color)+18); + + // P1 + C := C+1; + Color[C].Name := 'P1Dark'; + Color[C].RGB := GetSystemColor(0); // 0 - blue + + C := C+1; + Color[C].Name := 'P1Light'; + Color[C].RGB := ColorSqrt(Color[C-1].RGB); + + C := C+1; + Color[C].Name := 'P1Lightest'; + Color[C].RGB := ColorSqrt(Color[C-1].RGB); + + // P2 + C := C+1; + Color[C].Name := 'P2Dark'; + Color[C].RGB := GetSystemColor(3); // 3 - red + + C := C+1; + Color[C].Name := 'P2Light'; + Color[C].RGB := ColorSqrt(Color[C-1].RGB); + + C := C+1; + Color[C].Name := 'P2Lightest'; + Color[C].RGB := ColorSqrt(Color[C-1].RGB); + + // P3 + C := C+1; + Color[C].Name := 'P3Dark'; + Color[C].RGB := GetSystemColor(1); // 1 - green + + C := C+1; + Color[C].Name := 'P3Light'; + Color[C].RGB := ColorSqrt(Color[C-1].RGB); + + C := C+1; + Color[C].Name := 'P3Lightest'; + Color[C].RGB := ColorSqrt(Color[C-1].RGB); + + // P4 + C := C+1; + Color[C].Name := 'P4Dark'; + Color[C].RGB := GetSystemColor(4); // 4 - brown + + C := C+1; + Color[C].Name := 'P4Light'; + Color[C].RGB := ColorSqrt(Color[C-1].RGB); + + C := C+1; + Color[C].Name := 'P4Lightest'; + Color[C].RGB := ColorSqrt(Color[C-1].RGB); + + // P5 + C := C+1; + Color[C].Name := 'P5Dark'; + Color[C].RGB := GetSystemColor(5); // 5 - yellow + + C := C+1; + Color[C].Name := 'P5Light'; + Color[C].RGB := ColorSqrt(Color[C-1].RGB); + + C := C+1; + Color[C].Name := 'P5Lightest'; + Color[C].RGB := ColorSqrt(Color[C-1].RGB); + + // P6 + C := C+1; + Color[C].Name := 'P6Dark'; + Color[C].RGB := GetSystemColor(6); // 6 - violet + + C := C+1; + Color[C].Name := 'P6Light'; + Color[C].RGB := ColorSqrt(Color[C-1].RGB); + + C := C+1; + Color[C].Name := 'P6Lightest'; + Color[C].RGB := ColorSqrt(Color[C-1].RGB); + + + SL.Free; +end; + +function ColorExists(Name: string): integer; +var + C: integer; +begin + Result := -1; + for C := 0 to High(Color) do + if Color[C].Name = Name then Result := C; +end; + +procedure LoadColor(var R, G, B: real; ColorName: string); +var + C: integer; +begin + C := ColorExists(ColorName); + if C >= 0 then begin + R := Color[C].RGB.R; + G := Color[C].RGB.G; + B := Color[C].RGB.B; + end; +end; + +function GetSystemColor(Color: integer): TRGB; +begin + case Color of + 0: begin + // blue + Result.R := 71/255; + Result.G := 175/255; + Result.B := 247/255; + end; + 1: begin + // green + Result.R := 63/255; + Result.G := 191/255; + Result.B := 63/255; + end; + 2: begin + // pink + Result.R := 255/255; +{ Result.G := 63/255; + Result.B := 192/255;} + Result.G := 175/255; + Result.B := 247/255; + end; + 3: begin + // red + Result.R := 247/255; + Result.G := 71/255; + Result.B := 71/255; + end; + //'Violet', 'Orange', 'Yellow', 'Brown', 'Black' + //New Theme-Color Patch + 4: begin + // violet + Result.R := 230/255; + Result.G := 63/255; + Result.B := 230/255; + end; + 5: begin + // orange + Result.R := 255/255; + Result.G := 144/255; + Result.B := 0; + end; + 6: begin + // yellow + Result.R := 230/255; + Result.G := 230/255; + Result.B := 95/255; + end; + 7: begin + // brown + Result.R := 192/255; + Result.G := 127/255; + Result.B := 31/255; + end; + 8: begin + // black + Result.R := 0; + Result.G := 0; + Result.B := 0; + end; + //New Theme-Color Patch End + + end; + + // pink +// Col := clRed; +// Color[C].ColR := (32 + Col and $FF) / (255 + 32); +// Color[C].ColG := (32 + Col div 256 and $FF) / (255 + 32); +// Color[C].ColB := (32 + Col div (256*256) and $FF) / (255 + 32); + + // purple +// Color[C].ColR := 220/255; +// Color[C].ColG := 95/255; +// Color[C].ColB := 220/255;} + +end; + +function ColorSqrt(RGB: TRGB): TRGB; +begin + Result.R := sqrt(RGB.R); + Result.G := sqrt(RGB.G); + Result.B := sqrt(RGB.B); +end; + +procedure TTheme.ThemeSave(FileName: string); +var + I: integer; +begin + {$IFDEF THEMESAVE} + ThemeIni := TIniFile.Create(FileName); + {$ELSE} + ThemeIni := TMemIniFile.Create(FileName); + {$ENDIF} + + ThemeSaveBasic(Loading, 'Loading'); + + ThemeSaveBasic(Main, 'Main'); + ThemeSaveText(Main.TextDescription, 'MainTextDescription'); + ThemeSaveText(Main.TextDescriptionLong, 'MainTextDescriptionLong'); + ThemeSaveButton(Main.ButtonSolo, 'MainButtonSolo'); + ThemeSaveButton(Main.ButtonEditor, 'MainButtonEditor'); + ThemeSaveButton(Main.ButtonOptions, 'MainButtonOptions'); + ThemeSaveButton(Main.ButtonExit, 'MainButtonExit'); + + ThemeSaveBasic(Name, 'Name'); + for I := 1 to 6 do + ThemeSaveButton(Name.ButtonPlayer[I], 'NameButtonPlayer' + IntToStr(I)); + + ThemeSaveBasic(Level, 'Level'); + ThemeSaveButton(Level.ButtonEasy, 'LevelButtonEasy'); + ThemeSaveButton(Level.ButtonMedium, 'LevelButtonMedium'); + ThemeSaveButton(Level.ButtonHard, 'LevelButtonHard'); + + ThemeSaveBasic(Song, 'Song'); + ThemeSaveText(Song.TextArtist, 'SongTextArtist'); + ThemeSaveText(Song.TextTitle, 'SongTextTitle'); + ThemeSaveText(Song.TextNumber, 'SongTextNumber'); + + //Show CAt in Top Left Mod + ThemeSaveText(Song.TextCat, 'SongTextCat'); + ThemeSaveStatic(Song.StaticCat, 'SongStaticCat'); + + ThemeSaveBasic(Sing, 'Sing'); + ThemeSaveStatic(Sing.StaticP1, 'SingP1Static'); + + + + //ScoreBG Mod + ThemeSaveStatic(Sing.StaticP1ScoreBG, 'SingP1Static2'); + //end ScoreBG Mod + + + + ThemeSaveText(Sing.TextP1, 'SingP1Text'); + ThemeSaveText(Sing.TextP1Score, 'SingP1TextScore'); + + ThemeSaveStatic(Sing.StaticP2R, 'SingP2RStatic'); + + + + //ScoreBG Mod + ThemeSaveStatic(Sing.StaticP2RScoreBG, 'SingP2RStatic2'); + //end ScoreBG Mod + + + + ThemeSaveText(Sing.TextP2R, 'SingP2RText'); + ThemeSaveText(Sing.TextP2RScore, 'SingP2RTextScore'); + + ThemeSaveStatic(Sing.StaticP2M, 'SingP2MStatic'); + + + + //ScoreBG Mod + ThemeSaveStatic(Sing.StaticP2MScoreBG, 'SingP2MStatic2'); + //end ScoreBG Mod + + + + + ThemeSaveText(Sing.TextP2M, 'SingP2MText'); + ThemeSaveText(Sing.TextP2MScore, 'SingP2MTextScore'); + + ThemeSaveStatic(Sing.StaticP3R, 'SingP3RStatic'); + + + + //ScoreBG Mod + ThemeSaveStatic(Sing.StaticP3RScoreBG, 'SingP3RStatic2'); + //end ScoreBG Mod + + + + + ThemeSaveText(Sing.TextP3R, 'SingP3RText'); + ThemeSaveText(Sing.TextP3RScore, 'SingP3RTextScore'); + + ThemeSaveBasic(Score, 'Score'); + ThemeSaveText(Score.TextArtist, 'ScoreTextArtist'); + ThemeSaveText(Score.TextTitle, 'ScoreTextTitle'); + + for I := 1 to 6 do begin + ThemeSaveStatics(Score.PlayerStatic[I], 'ScorePlayer' + IntToStr(I) + 'Static'); + + ThemeSaveText(Score.TextName[I], 'ScoreTextName' + IntToStr(I)); + ThemeSaveText(Score.TextScore[I], 'ScoreTextScore' + IntToStr(I)); + ThemeSaveText(Score.TextNotes[I], 'ScoreTextNotes' + IntToStr(I)); + ThemeSaveText(Score.TextNotesScore[I], 'ScoreTextNotesScore' + IntToStr(I)); + ThemeSaveText(Score.TextLineBonus[I], 'ScoreTextLineBonus' + IntToStr(I)); + ThemeSaveText(Score.TextLineBonusScore[I], 'ScoreTextLineBonusScore' + IntToStr(I)); + ThemeSaveText(Score.TextGoldenNotes[I], 'ScoreTextGoldenNotes' + IntToStr(I)); + ThemeSaveText(Score.TextGoldenNotesScore[I], 'ScoreTextGoldenNotesScore' + IntToStr(I)); + ThemeSaveText(Score.TextTotal[I], 'ScoreTextTotal' + IntToStr(I)); + ThemeSaveText(Score.TextTotalScore[I], 'ScoreTextTotalScore' + IntToStr(I)); + + ThemeSaveStatic(Score.StaticBackLevel[I], 'ScoreStaticBackLevel' + IntToStr(I)); + ThemeSaveStatic(Score.StaticBackLevelRound[I], 'ScoreStaticBackLevelRound' + IntToStr(I)); + ThemeSaveStatic(Score.StaticLevel[I], 'ScoreStaticLevel' + IntToStr(I)); + ThemeSaveStatic(Score.StaticLevelRound[I], 'ScoreStaticLevelRound' + IntToStr(I)); + end; + + ThemeSaveBasic(Top5, 'Top5'); + ThemeSaveText(Top5.TextLevel, 'Top5TextLevel'); + ThemeSaveText(Top5.TextArtistTitle, 'Top5TextArtistTitle'); + ThemeSaveStatics(Top5.StaticNumber, 'Top5StaticNumber'); + ThemeSaveTexts(Top5.TextNumber, 'Top5TextNumber'); + ThemeSaveTexts(Top5.TextName, 'Top5TextName'); + ThemeSaveTexts(Top5.TextScore, 'Top5TextScore'); + + + ThemeIni.Free; +end; + +procedure TTheme.ThemeSaveBasic(Theme: TThemeBasic; Name: string); +begin + ThemeIni.WriteInteger(Name, 'Texts', Length(Theme.Text)); + + ThemeSaveBackground(Theme.Background, Name + 'Background'); + ThemeSaveStatics(Theme.Static, Name + 'Static'); + ThemeSaveTexts(Theme.Text, Name + 'Text'); +end; + +procedure TTheme.ThemeSaveBackground(ThemeBackground: TThemeBackground; Name: string); +begin + if ThemeBackground.Tex <> '' then + ThemeIni.WriteString(Name, 'Tex', ThemeBackground.Tex) + else begin + ThemeIni.EraseSection(Name); + end; +end; + +procedure TTheme.ThemeSaveStatic(ThemeStatic: TThemeStatic; Name: string); +begin + DecimalSeparator := '.'; + ThemeIni.WriteInteger(Name, 'X', ThemeStatic.X); + ThemeIni.WriteInteger(Name, 'Y', ThemeStatic.Y); + ThemeIni.WriteInteger(Name, 'W', ThemeStatic.W); + ThemeIni.WriteInteger(Name, 'H', ThemeStatic.H); + + ThemeIni.WriteString(Name, 'Tex', ThemeStatic.Tex); + ThemeIni.WriteString(Name, 'Type', ThemeStatic.Typ); + ThemeIni.WriteString(Name, 'Color', ThemeStatic.Color); + + ThemeIni.WriteFloat(Name, 'TexX1', ThemeStatic.TexX1); + ThemeIni.WriteFloat(Name, 'TexY1', ThemeStatic.TexY1); + ThemeIni.WriteFloat(Name, 'TexX2', ThemeStatic.TexX2); + ThemeIni.WriteFloat(Name, 'TexY2', ThemeStatic.TexY2); + + DecimalSeparator := ','; +end; + +procedure TTheme.ThemeSaveStatics(ThemeStatic: AThemeStatic; Name: string); +var + S: integer; +begin + for S := 0 to Length(ThemeStatic)-1 do + ThemeSaveStatic(ThemeStatic[S], Name + {'Static' +} IntToStr(S+1)); + + ThemeIni.EraseSection(Name + {'Static' + }IntToStr(S+1)); +end; + +procedure TTheme.ThemeSaveText(ThemeText: TThemeText; Name: string); +begin + DecimalSeparator := '.'; + ThemeIni.WriteInteger(Name, 'X', ThemeText.X); + ThemeIni.WriteInteger(Name, 'Y', ThemeText.Y); + + ThemeIni.WriteInteger(Name, 'Font', ThemeText.Font); + ThemeIni.WriteInteger(Name, 'Size', ThemeText.Size); + ThemeIni.WriteInteger(Name, 'Align', ThemeText.Align); + + ThemeIni.WriteString(Name, 'Text', ThemeText.Text); + ThemeIni.WriteString(Name, 'Color', ThemeText.Color); + + DecimalSeparator := ','; +end; + +procedure TTheme.ThemeSaveTexts(ThemeText: AThemeText; Name: string); +var + T: integer; +begin + for T := 0 to Length(ThemeText)-1 do + ThemeSaveText(ThemeText[T], Name + {'Text' + }IntToStr(T+1)); + + ThemeIni.EraseSection(Name + {'Text' + }IntToStr(T+1)); +end; + +procedure TTheme.ThemeSaveButton(ThemeButton: TThemeButton; Name: string); +var + T: integer; +begin + DecimalSeparator := '.'; + ThemeIni.WriteString(Name, 'Tex', ThemeButton.Tex); + ThemeIni.WriteInteger(Name, 'X', ThemeButton.X); + ThemeIni.WriteInteger(Name, 'Y', ThemeButton.Y); + ThemeIni.WriteInteger(Name, 'W', ThemeButton.W); + ThemeIni.WriteInteger(Name, 'H', ThemeButton.H); + + ThemeIni.WriteString(Name, 'Type', ThemeButton.Typ); + ThemeIni.WriteInteger(Name, 'Texts', Length(ThemeButton.Text)); + + ThemeIni.WriteString(Name, 'Color', ThemeButton.Color); + +{ ThemeButton.ColR := ThemeIni.ReadFloat(Name, 'ColR', 1); + ThemeButton.ColG := ThemeIni.ReadFloat(Name, 'ColG', 1); + ThemeButton.ColB := ThemeIni.ReadFloat(Name, 'ColB', 1); + ThemeButton.Int := ThemeIni.ReadFloat(Name, 'Int', 1); + ThemeButton.DColR := ThemeIni.ReadFloat(Name, 'DColR', 1); + ThemeButton.DColG := ThemeIni.ReadFloat(Name, 'DColG', 1); + ThemeButton.DColB := ThemeIni.ReadFloat(Name, 'DColB', 1); + ThemeButton.DInt := ThemeIni.ReadFloat(Name, 'DInt', 1);} + +{ C := ColorExists(ThemeIni.ReadString(Name, 'Color', '')); + if C >= 0 then begin + ThemeButton.ColR := Color[C].RGB.R; + ThemeButton.ColG := Color[C].RGB.G; + ThemeButton.ColB := Color[C].RGB.B; + end; + + C := ColorExists(ThemeIni.ReadString(Name, 'DColor', '')); + if C >= 0 then begin + ThemeButton.DColR := Color[C].RGB.R; + ThemeButton.DColG := Color[C].RGB.G; + ThemeButton.DColB := Color[C].RGB.B; + end;} + + for T := 0 to High(ThemeButton.Text) do + ThemeSaveText(ThemeButton.Text[T], Name + 'Text' + IntToStr(T+1)); + + DecimalSeparator := ','; +end; + + +end. diff --git a/Game/Code/Classes/UTime.dcu b/Game/Code/Classes/UTime.dcu new file mode 100644 index 00000000..f69b60f7 Binary files /dev/null and b/Game/Code/Classes/UTime.dcu differ diff --git a/Game/Code/Classes/UTime.pas b/Game/Code/Classes/UTime.pas new file mode 100644 index 00000000..29e972ae --- /dev/null +++ b/Game/Code/Classes/UTime.pas @@ -0,0 +1,81 @@ +unit UTime; + +interface + +type + TTime = class + constructor Create; + function GetTime: real; + end; + +procedure CountSkipTimeSet; +procedure CountSkipTime; +procedure CountMidTime; +procedure TimeSleep(ms: real); + +var + USTime: TTime; + + TimeFreq: int64; + TimeNew: int64; + TimeOld: int64; + TimeSkip: real; + TimeMid: real; + TimeMidTemp: int64; + +implementation + +uses Windows; + +constructor TTime.Create; +begin + CountSkipTimeSet; +end; + +procedure CountSkipTimeSet; +begin + QueryPerformanceFrequency(TimeFreq); + QueryPerformanceCounter(TimeNew); +end; + +procedure CountSkipTime; +begin + TimeOld := TimeNew; + QueryPerformanceCounter(TimeNew); + TimeSkip := (TimeNew-TimeOld)/TimeFreq; +end; + +procedure CountMidTime; +begin + QueryPerformanceCounter(TimeMidTemp); + TimeMid := (TimeMidTemp-TimeNew)/TimeFreq; +end; + +procedure TimeSleep(ms: real); +var + TimeStart: int64; + TimeHalf: int64; + Time: real; + Stop: boolean; +begin + QueryPerformanceCounter(TimeStart); + + Stop := false; + while (not Stop) do begin + QueryPerformanceCounter(TimeHalf); + Time := 1000 * (TimeHalf-TimeStart)/TimeFreq; + if Time > ms then Stop := true; + end; + +end; + +function TTime.GetTime: real; +var + TimeTemp: int64; +begin + QueryPerformanceCounter(TimeTemp); + Result := TimeTemp/TimeFreq; +end; + + +end. diff --git a/Game/Code/Menu/UDisplay.dcu b/Game/Code/Menu/UDisplay.dcu new file mode 100644 index 00000000..f4f89245 Binary files /dev/null and b/Game/Code/Menu/UDisplay.dcu differ diff --git a/Game/Code/Menu/UDisplay.pas b/Game/Code/Menu/UDisplay.pas new file mode 100644 index 00000000..6d0443cc --- /dev/null +++ b/Game/Code/Menu/UDisplay.pas @@ -0,0 +1,289 @@ +unit UDisplay; + +interface + +uses Windows, SDL, UMenu, OpenGL12, SysUtils; + +type + TDisplay = class + ActualScreen: PMenu; + NextScreen: PMenu; + + h_DC: HDC; + h_RC: HGLRC; + +// FadeType: integer; + FadeTex: glUInt; + LastFade: real; + Fade: real; + function Draw: Boolean; + procedure PrintScreen; + constructor Create; + procedure ScreenShot; + end; + +var + Display: TDisplay; +// ActualScreen: PMenu; +// NextScreen: PMenu; + +implementation + +uses UGraphic, UTime, Graphics, Jpeg, UPliki, UTexture; + +constructor TDisplay.Create; +begin + inherited Create; +// FadeType := 0; + Fade := 0; +end; + +function TDisplay.Draw: Boolean; +var + S: integer; + Col: real; + Surface: PSDL_Surface; +begin + Result := True; + + Col := 1; + if (ParamStr(1) = '-black') or (ParamStr(1) = '-fsblack') then + Col := 0; + + glClearColor(Col, Col, Col , 1); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + for S := 1 to Screens do begin + ScreenAct := S; + +// if Screens = 1 then ScreenX := 0; +// if (Screens = 2) and (S = 1) then ScreenX := -1; +// if (Screens = 2) and (S = 2) then ScreenX := 1; + ScreenX := 0; + + + if S = 2 then TimeSkip := 0; // it's easier than rewriting code + glViewPort((S-1) * ScreenW div Screens, 0, ScreenW div Screens, ScreenH); + + ActualScreen.SetAnimationProgress(1); + if not assigned (NextScreen) then Result := ActualScreen.Draw + else begin + LastFade := Fade; + Fade := Fade + TimeSkip * 6; // * 4 + + {//Create Fading texture + if Fade = 0 then + begin + Surface := SDL_GetVideoSurface; + glGenTextures(1, FadeTex); + + glBindTexture(GL_TEXTURE_2D, FadeTex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + glPixelStorei(GL_UNPACK_ROW_LENGTH, Surface.pitch div Surface.format.BytesPerPixel); + glTexImage2D(GL_TEXTURE_2D, 0, 3, 800, 600, 0, GL_RGBA, GL_UNSIGNED_BYTE, Surface.pixels); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + end;} + + ActualScreen.ShowFinish := false; + + //Fade = 2 (Belnding) Mod + if (FadeTex > 0) then + begin + ActualScreen.SetAnimationProgress(Fade-1); + ActualScreen.Draw; + glBindTexture(GL_TEXTURE_2D, FadeTex); + glColor4f(Col, Col, Col, 1-Fade); // 0 + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glVertex2f(0, 0); + glVertex2f(0, 600); + glVertex2f(800, 600); + glVertex2f(800, 0); + glEnd; + glDisable(GL_BLEND); + end + else + begin + case ActualScreen.Fade of + 0: begin + if Fade < 1 then begin + ActualScreen.SetAnimationProgress(1-Fade); + ActualScreen.Draw; + glColor4f(Col, Col, Col, Fade); // 0 + end else begin + ActualScreen.SetAnimationProgress(Fade-1); + ActualScreen.Draw; + glColor4f(Col, Col, Col, 1-Fade); // 0 + end; + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glVertex2f(0, 0); + glVertex2f(0, 600); + glVertex2f(800, 600); + glVertex2f(800, 0); + glEnd; + glDisable(GL_BLEND); + end; + 2: begin + if Fade < 1 then begin + ActualScreen.SetAnimationProgress(1-Fade); + ActualScreen.Draw; + //glColor4f(Col, Col, Col, Fade); // 0 + glColor4f(1, 1, 1, 1); // 0 + //Fade := 1 + end; + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glVertex2f(0, 0); + glVertex2f(0, 600); + glVertex2f(800, 600); + glVertex2f(800, 0); + glEnd; + glDisable(GL_BLEND); + end; + end; // case + end; + + if (LastFade < 1 ) and (Fade >= 1) then begin + if (ActualScreen.Fade = 2) then + begin + ScreenShot; + //Create Fading Texture + Surface := SDL_GetVideoSurface; + glGenTextures(1, FadeTex); + + glBindTexture(GL_TEXTURE_2D, FadeTex); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); + glPixelStorei(GL_UNPACK_ROW_LENGTH, Surface.pitch div Surface.format.BytesPerPixel); + glTexImage2D(GL_TEXTURE_2D, 0, 3, 800, 600, 0, GL_RGBA, GL_UNSIGNED_BYTE, Surface.pixels); + glPixelStorei(GL_UNPACK_ROW_LENGTH, 0); + end; + + // pokazuje 2 ekran, ale nie kasuje informacji o NextScreen + ActualScreen.onHide; + ActualScreen := NextScreen; + ActualScreen.onShow; + end; + + if Fade >= 2 then begin + if (FadeTex > 0) then //Delete Fade Tex + begin + glDeleteTextures(1, @FadeTex); + FadeTex := 0; + end; + + // koniec fade'a + ActualScreen := NextScreen; + NextScreen := nil; + ActualScreen.onShowFinish; + ActualScreen.ShowFinish := true; + end; + end; // if + end; // for +// SwapBuffers(h_DC); +end; + +{function TDisplay.Fade(FadeIn : Boolean; Steps : UInt8): UInt8; +begin + Self.FadeIn := FadeIn; + FadeStep := (SizeOf(FadeStep) * $FF) div Steps; + ActualStep := $FF; + Result := $FF div FadeStep; +end;} + +procedure TDisplay.PrintScreen; +var + Bitmap: TBitmap; + Jpeg: TJpegImage; + X, Y: integer; + Num: integer; + FileName: string; +begin + for Num := 1 to 9999 do begin + FileName := IntToStr(Num); + while Length(FileName) < 4 do FileName := '0' + FileName; + FileName := ScreenshotsPath + 'screenshot' + FileName + '.jpg'; + if not FileExists(FileName) then break + end; + + glReadPixels(0, 0, ScreenW, ScreenH, GL_RGBA, GL_UNSIGNED_BYTE, @PrintScreenData[0]); + Bitmap := TBitmap.Create; + Bitmap.Width := ScreenW; + Bitmap.Height := ScreenH; + + for Y := 0 to ScreenH-1 do + for X := 0 to ScreenW-1 do + Bitmap.Canvas.Pixels[X, Y] := PrintScreenData[(ScreenH-1-Y) * ScreenW + X] and $00FFFFFF; + + Jpeg := TJpegImage.Create; + Jpeg.Assign(Bitmap); + Bitmap.Free; + Jpeg.CompressionQuality := 95;//90; + ForceDirectories(ScreenshotsPath); + Jpeg.SaveToFile(FileName); + Jpeg.Free; +end; + +procedure TDisplay.ScreenShot; + var F : file; + FileInfo: BITMAPINFOHEADER; + FileHeader : BITMAPFILEHEADER; + pPicData:Pointer; + FileName: String; + Num: Integer; +begin + //bilddatei Suchen + for Num := 1 to 9999 do begin + FileName := IntToStr(Num); + while Length(FileName) < 4 do FileName := '0' + FileName; + FileName := {ScreenshotsPath + }'screenshot' + FileName + '.BMP'; + if not FileExists(FileName) then break + end; + + //Speicher für die Speicherung der Header-Informationen vorbereiten + ZeroMemory(@FileHeader, SizeOf(BITMAPFILEHEADER)); + ZeroMemory(@FileInfo, SizeOf(BITMAPINFOHEADER)); + + //Initialisieren der Daten des Headers + FileHeader.bfType := 19778; //$4D42 = 'BM' + FileHeader.bfOffBits := SizeOf(BITMAPINFOHEADER)+SizeOf(BITMAPFILEHEADER); + + //Schreiben der Bitmap-Informationen + FileInfo.biSize := SizeOf(BITMAPINFOHEADER); + FileInfo.biWidth := ScreenH; + FileInfo.biHeight := ScreenW; + FileInfo.biPlanes := 1; + FileInfo.biBitCount := 32; + FileInfo.biSizeImage := FileInfo.biWidth*FileInfo.biHeight*(FileInfo.biBitCount div 8); + + //Größenangabe auch in den Header übernehmen + FileHeader.bfSize := FileHeader.bfOffBits + FileInfo.biSizeImage; + + //Speicher für die Bilddaten reservieren + GetMem(pPicData, FileInfo.biSizeImage); + try + //Bilddaten von OpenGL anfordern (siehe oben) + glReadPixels(0, 0, ScreenW, ScreenH, GL_BGRA, GL_UNSIGNED_BYTE, pPicData); + + //Und den ganzen Müll in die Datei schieben ;-) + //Moderne Leute nehmen dafür auch Streams ... + AssignFile(f, Filename); + Rewrite( f,1 ); + try + BlockWrite(F, FileHeader, SizeOf(BITMAPFILEHEADER)); + BlockWrite(F, FileInfo, SizeOf(BITMAPINFOHEADER)); + BlockWrite(F, pPicData^, FileInfo.biSizeImage ); + finally + CloseFile(f); + end; + finally + //Und den angeforderten Speicher wieder freigeben ... + FreeMem(pPicData, FileInfo.biSizeImage); + end; +end; + + +end. diff --git a/Game/Code/Menu/UDrawTexture.dcu b/Game/Code/Menu/UDrawTexture.dcu new file mode 100644 index 00000000..9e6402a9 Binary files /dev/null and b/Game/Code/Menu/UDrawTexture.dcu differ diff --git a/Game/Code/Menu/UDrawTexture.pas b/Game/Code/Menu/UDrawTexture.pas new file mode 100644 index 00000000..5a543f33 --- /dev/null +++ b/Game/Code/Menu/UDrawTexture.pas @@ -0,0 +1,101 @@ +unit UDrawTexture; + +interface +uses UTexture; + +procedure DrawLine(X1, Y1, X2, Y2, ColR, ColG, ColB: real); +procedure DrawQuad(X, Y, W, H, ColR, ColG, ColB: real); +procedure DrawTexture(Texture: TTexture); + +implementation +uses OpenGL12; + +procedure DrawLine(X1, Y1, X2, Y2, ColR, ColG, ColB: real); +begin + glColor3f(ColR, ColG, ColB); + glBegin(GL_LINES); + glVertex2f(x1, y1); + glVertex2f(x2, y2); + glEnd; +end; + +procedure DrawQuad(X, Y, W, H, ColR, ColG, ColB: real); +begin + glColor3f(ColR, ColG, ColB); + glBegin(GL_QUADS); + glVertex2f(x, y); + glVertex2f(x, y+h); + glVertex2f(x+w, y+h); + glVertex2f(x+w, y); + glEnd; +end; + +procedure DrawTexture(Texture: TTexture); +var + x1, x2, x3, x4: real; + y1, y2, y3, y4: real; + xt1, xt2, xt3, xt4: real; + yt1, yt2, yt3, yt4: real; +begin + with Texture do begin + // rysuje paski gracza + glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha); + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glDepthRange(0, 10); + glDepthFunc(GL_LEQUAL); +// glDepthFunc(GL_GEQUAL); + glEnable(GL_DEPTH_TEST); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); +// glBlendFunc(GL_SRC_COLOR, GL_ZERO); + glBindTexture(GL_TEXTURE_2D, TexNum); + + x1 := x; + x2 := x; + x3 := x+w*scaleW; + x4 := x+w*scaleW; + y1 := y; + y2 := y+h*scaleH; + y3 := y+h*scaleH; + y4 := y; + if Rot <> 0 then begin + xt1 := x1 - (x + w/2); + xt2 := x2 - (x + w/2); + xt3 := x3 - (x + w/2); + xt4 := x4 - (x + w/2); + yt1 := y1 - (y + h/2); + yt2 := y2 - (y + h/2); + yt3 := y3 - (y + h/2); + yt4 := y4 - (y + h/2); + + x1 := (x + w/2) + xt1 * cos(Rot) - yt1 * sin(Rot); + x2 := (x + w/2) + xt2 * cos(Rot) - yt2 * sin(Rot); + x3 := (x + w/2) + xt3 * cos(Rot) - yt3 * sin(Rot); + x4 := (x + w/2) + xt4 * cos(Rot) - yt4 * sin(Rot); + + y1 := (y + h/2) + yt1 * cos(Rot) + xt1 * sin(Rot); + y2 := (y + h/2) + yt2 * cos(Rot) + xt2 * sin(Rot); + y3 := (y + h/2) + yt3 * cos(Rot) + xt3 * sin(Rot); + y4 := (y + h/2) + yt4 * cos(Rot) + xt4 * sin(Rot); + + end; + +{ glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex3f(x1, y1, z); + glTexCoord2f(0, TexH); glVertex3f(x2, y2, z); + glTexCoord2f(TexW, TexH); glVertex3f(x3, y3, z); + glTexCoord2f(TexW, 0); glVertex3f(x4, y4, z); + glEnd;} + + glBegin(GL_QUADS); + glTexCoord2f(TexX1*TexW, TexY1*TexH); glVertex3f(x1, y1, z); + glTexCoord2f(TexX1*TexW, TexY2*TexH); glVertex3f(x2, y2, z); + glTexCoord2f(TexX2*TexW, TexY2*TexH); glVertex3f(x3, y3, z); + glTexCoord2f(TexX2*TexW, TexY1*TexH); glVertex3f(x4, y4, z); + glEnd; + end; + glDisable(GL_DEPTH_TEST); + glDisable(GL_TEXTURE_2D); +end; + +end. diff --git a/Game/Code/Menu/UMenu.dcu b/Game/Code/Menu/UMenu.dcu new file mode 100644 index 00000000..126834d8 Binary files /dev/null and b/Game/Code/Menu/UMenu.dcu differ diff --git a/Game/Code/Menu/UMenu.pas b/Game/Code/Menu/UMenu.pas new file mode 100644 index 00000000..7c256b5c --- /dev/null +++ b/Game/Code/Menu/UMenu.pas @@ -0,0 +1,1136 @@ +unit UMenu; + +interface + +uses OpenGL12, SysUtils, UTexture, UMenuStatic, UMenuText, UMenuButton, UMenuSelect, UMenuSelectSlide, + UMenuInteract, UThemes; + +type +{ Int16 = SmallInt;} + + PMenu = ^TMenu; + TMenu = class + protected + Interactions: array of TInteract; + SelInteraction: integer; + Static: array of TStatic; + Button: array of TButton; + Selects: array of TSelect; + SelectsS: array of TSelectSlide; + BackImg: TTexture; + BackW: integer; + BackH: integer; + public + Text: array of TText; + mX: integer; // mouse X + mY: integer; // mouse Y + + Fade: integer; // fade type + ShowFinish: boolean; // true if there is no fade + + + destructor Destroy; override; + constructor Create; overload; virtual; + constructor Create(Back: string); overload; virtual; // Back is a JPG resource name for background + constructor Create(Back: string; W, H: integer); overload; virtual; // W and H are the number of overlaps + + // interaction + procedure AddInteraction(Typ, Num: integer); + procedure SetInteraction(Num: integer); + property Interaction: integer read SelInteraction write SetInteraction; + + // background + procedure AddBackground(Name: string); + + // static + function AddStatic(ThemeStatic: TThemeStatic): integer; overload; + function AddStatic(X, Y, W, H: real; Name: string): integer; overload; + function AddStatic(X, Y, W, H: real; Name, Format, Typ: string): integer; overload; + function AddStatic(X, Y, W, H: real; ColR, ColG, ColB: real; Name, Format, Typ: string): integer; overload; + function AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; Name, Format, Typ: string): integer; overload; + function AddStatic(X, Y, W, H: real; ColR, ColG, ColB: real; Name, Format, Typ: string; Color: integer): integer; overload; + function AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; Name, Format, Typ: string; Color: integer): integer; overload; + function AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; TexX1, TexY1, TexX2, TexY2: real; Name, Format, Typ: string; Color: integer): integer; overload; + + // text + function AddText(ThemeText: TThemeText): integer; overload; + function AddText(X, Y: real; Tekst: string): integer; overload; + function AddText(X, Y: real; Style: integer; Size, ColR, ColG, ColB: real; Tekst: string): integer; overload; + function AddText(X, Y: real; Style: integer; Size, ColR, ColG, ColB: real; Align: integer; Tekst: string): integer; overload; + + // button + function AddButton(ThemeButton: TThemeButton): integer; overload; + function AddButton(X, Y, W, H: real; Name: String): integer; overload; + function AddButton(X, Y, W, H: real; Name, Format, Typ: String; Reflection: Boolean): integer; overload; + function AddButton(X, Y, W, H, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt: real; Name, Format, Typ: String; Reflection: Boolean): integer; overload; + procedure ClearButtons; + procedure AddButtonText(AddX, AddY: real; AddText: string); overload; + procedure AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; AddText: string); overload; + procedure AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; Font: integer; Size: integer; Align: integer; AddText: string); overload; + + // select + function AddSelect(ThemeSelect: TThemeSelect; var Data: integer; Values: array of string): integer; overload; + function AddSelect(X, Y, W, H, SkipX, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt, + TColR, TColG, TColB, TInt, TDColR, TDColG, TDColB, TDInt, + SBGColR, SBGColG, SBGColB, SBGInt, SBGDColR, SBGDColG, SBGDColB, SBGDInt, + STColR, STColG, STColB, STInt, STDColR, STDColG, STDColB, STDInt: real; + Name, Typ: String; SBGName, SBGTyp: String; + Caption: string; var Data: integer): integer; overload; + procedure AddSelectOption(AddX, AddY: real; AddText: string); overload; + procedure AddSelectOption(SelectNo: Cardinal; AddX, AddY: real; AddText: string); overload; + procedure UpdateSelectOptions(ThemeSelect: TThemeSelect; SelectNum: integer; Values: array of string; var Data: integer); + + // select slide + function AddSelectSlide(ThemeSelectS: TThemeSelectSlide; var Data: integer; Values: array of string): integer; overload; + function AddSelectSlide(X, Y, W, H, SkipX, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt, + TColR, TColG, TColB, TInt, TDColR, TDColG, TDColB, TDInt, + SBGColR, SBGColG, SBGColB, SBGInt, SBGDColR, SBGDColG, SBGDColB, SBGDInt, + STColR, STColG, STColB, STInt, STDColR, STDColG, STDColB, STDInt: real; + Name, Typ: String; SBGName, SBGTyp: String; + Caption: string; var Data: integer): integer; overload; + procedure AddSelectSlideOption(AddText: string); overload; + procedure AddSelectSlideOption(SelectNo: Cardinal; AddText: string); overload; + procedure UpdateSelectSlideOptions(ThemeSelectSlide: TThemeSelectSlide; SelectNum: integer; Values: array of string; var Data: integer); + + +// function AddWidget(X, Y : UInt16; WidgetSrc : PSDL_Surface): Int16; +// procedure ClearWidgets(MinNumber : Int16); + procedure FadeTo(Screen: PMenu); + + function DrawBG: boolean; virtual; + function DrawFG: boolean; virtual; + function Draw: boolean; virtual; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown : Boolean): Boolean; virtual; + function ParseMouse(Typ: integer; X: integer; Y: integer): Boolean; virtual; abstract; + function InRegion(X1, Y1, X2, Y2, X, Y: real): Boolean; + function InStaticRegion(StaticNr: integer; X, Y: integer): Boolean; + procedure onShow; virtual; + procedure onShowFinish; virtual; + procedure onHide; virtual; + + procedure SetAnimationProgress(Progress: real); virtual; + + + procedure InteractNext; virtual; + procedure InteractCustom(CustomSwitch: integer); virtual; + procedure InteractPrev; virtual; + procedure InteractInc; virtual; + procedure InteractDec; virtual; + + procedure AddBox(X, Y, W, H: real); + end; + +const + pmMove = 1; + pmClick = 2; + pmUnClick = 3; + + iButton = 0; // interaction type + iSelect = 1; + iText = 2; + iSelectS = 3; + +// fBlack = 0; // fade type +// fWhite = 1; + +implementation + +uses UMain, UDrawTexture, UGraphic, UDisplay, UCovers, USkins; + +destructor TMenu.Destroy; +begin + inherited; +end; + +constructor TMenu.Create; +begin + Fade := 0;//fWhite; + + SetLength(Static, 0); + SetLength(Button, 0); + + BackImg.TexNum := -1; +end; + +constructor TMenu.Create(Back: String); +begin + inherited Create; + + if Back <> '' then begin +// BackImg := Texture.LoadTexture(true, PChar(Back), 'JPG', 'Plain', 0); + BackImg := Texture.LoadTexture(PChar(Back), 'JPG', 'Plain', 0); // new theme system + BackImg.W := 800;//640; + BackImg.H := 600;//480; + BackW := 1; + BackH := 1; + end else + BackImg.TexNum := -1; +end; + +constructor TMenu.Create(Back: string; W, H: integer); +begin + Create(Back); + BackImg.W := BackImg.W / W; + BackImg.H := BackImg.H / H; + BackW := W; + BackH := H; +end; + +procedure TMenu.AddInteraction(Typ, Num: integer); +var + IntNum: integer; +begin + IntNum := Length(Interactions); + SetLength(Interactions, IntNum+1); + Interactions[IntNum].Typ := Typ; + Interactions[IntNum].Num := Num; + Interaction := 0; +end; + +procedure TMenu.SetInteraction(Num: integer); +var + OldNum, OldTyp: integer; + NewNum, NewTyp: integer; +begin + // set inactive + OldNum := Interactions[Interaction].Num; + OldTyp := Interactions[Interaction].Typ; + case OldTyp of + iButton: Button[OldNum].Selected := False; + iSelect: Selects[OldNum].Selected := False; + iText: Text[OldNum].Selected := False; + iSelectS: SelectsS[OldNum].Selected := False; + end; + + // set active + SelInteraction := Num; + NewNum := Interactions[Interaction].Num; + NewTyp := Interactions[Interaction].Typ; + case NewTyp of + iButton: Button[NewNum].Selected := True; + iSelect: Selects[NewNum].Selected := True; + iText: Text[NewNum].Selected := True; + iSelectS: SelectsS[NewNum].Selected := True; + end; +end; + +procedure TMenu.AddBackground(Name: string); +begin + if Name <> '' then begin +// BackImg := Texture.LoadTexture(false, PChar(Skin.SkinPath + FileName), 'JPG', 'Plain', 0); // new theme system + BackImg := Texture.GetTexture(Skin.GetTextureFileName(Name), 'Plain'); + BackImg.W := 800; + BackImg.H := 600; + BackW := 1; + BackH := 1; + end; +end; + +function TMenu.AddStatic(ThemeStatic: TThemeStatic): integer; +begin + Result := AddStatic(ThemeStatic.X, ThemeStatic.Y, ThemeStatic.W, ThemeStatic.H, ThemeStatic.Z, + ThemeStatic.ColR, ThemeStatic.ColG, ThemeStatic.ColB, + ThemeStatic.TexX1, ThemeStatic.TexY1, ThemeStatic.TexX2, ThemeStatic.TexY2, + {<0.5.1: Skin.SkinPath + ThemeStatic.Tex, 0.5.1:} Skin.GetTextureFileName(ThemeStatic.Tex), + 'JPG', ThemeStatic.Typ, $FFFFFF); + //'Font Black'); +end; + +function TMenu.AddStatic(X, Y, W, H: real; Name: string): integer; +begin + Result := AddStatic(X, Y, W, H, Name, 'JPG', 'Plain'); +end; + +function TMenu.AddStatic(X, Y, W, H: real; ColR, ColG, ColB: real; Name, Format, Typ: string): integer; +var + StatNum: integer; +begin + Result := AddStatic(X, Y, W, H, ColR, ColG, ColB, Name, Format, Typ, $FFFFFF); +end; + +function TMenu.AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; Name, Format, Typ: string): integer; +var + StatNum: integer; +begin + Result := AddStatic(X, Y, W, H, Z, ColR, ColG, ColB, Name, Format, Typ, $FFFFFF); +end; + +function TMenu.AddStatic(X, Y, W, H: real; Name, Format, Typ: string): integer; +var + StatNum: integer; +begin + // adds static + StatNum := Length(Static); + SetLength(Static, StatNum + 1); +// Static[StatNum] := TStatic.Create(Texture.LoadTexture(PChar(Name), PChar(Format), PChar(Typ), $FF00FF)); // $FFFFFF +// Static[StatNum] := TStatic.Create(Texture.LoadTexture(Skin.SkinReg, PChar(Name), PChar(Format), PChar(Typ), $FF00FF)); // new skin system + Static[StatNum] := TStatic.Create(Texture.LoadTexture(PChar(Name), PChar(Format), PChar(Typ), $FF00FF)); // new skin + + // configures static + Static[StatNum].Texture.X := X; + Static[StatNum].Texture.Y := Y; + Static[StatNum].Texture.W := W; + Static[StatNum].Texture.H := H; + Static[StatNum].Visible := true; + Result := StatNum; +end; + +function TMenu.AddStatic(X, Y, W, H: real; ColR, ColG, ColB: real; Name, Format, Typ: string; Color: integer): integer; +var + StatNum: integer; +begin + Result := AddStatic(X, Y, W, H, 0, ColR, ColG, ColB, Name, Format, Typ, Color); +end; + +function TMenu.AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; Name, Format, Typ: string; Color: integer): integer; +begin + Result := AddStatic(X, Y, W, H, Z, ColR, ColG, ColB, 0, 0, 1, 1, Name, Format, Typ, Color); +// +end; + +function TMenu.AddStatic(X, Y, W, H, Z: real; ColR, ColG, ColB: real; TexX1, TexY1, TexX2, TexY2: real; Name, Format, Typ: string; Color: integer): integer; +var + StatNum: integer; +begin + // adds static + StatNum := Length(Static); + SetLength(Static, StatNum + 1); +// Static[StatNum] := TStatic.Create(Texture.LoadTexture(PChar(Name), PChar(Format), PChar(Typ), Color)); +// Static[StatNum] := TStatic.Create(Texture.LoadTexture(Skin.SkinReg, PChar(Name), PChar(Format), PChar(Typ), Color)); // new skin system +Static[StatNum] := TStatic.Create(Texture.LoadTexture(PChar(Name), PChar(Format), PChar(Typ), Color)); // new skin +// Static[StatNum] := TStatic.Create(Texture.GetTexture(Name, Typ)); + + // configures static + Static[StatNum].Texture.X := X; + Static[StatNum].Texture.Y := Y; + Static[StatNum].Texture.W := W; + Static[StatNum].Texture.H := H; + Static[StatNum].Texture.Z := Z; + Static[StatNum].Texture.ColR := ColR; + Static[StatNum].Texture.ColG := ColG; + Static[StatNum].Texture.ColB := ColB; + Static[StatNum].Texture.TexX1 := TexX1; + Static[StatNum].Texture.TexY1 := TexY1; + Static[StatNum].Texture.TexX2 := TexX2; + Static[StatNum].Texture.TexY2 := TexY2; + Static[StatNum].Texture.Alpha := 1; + Static[StatNum].Visible := true; + Result := StatNum; +end; + +function TMenu.AddText(ThemeText: TThemeText): integer; +begin + Result := AddText(ThemeText.X, ThemeText.Y, ThemeText.Font, ThemeText.Size, + ThemeText.ColR, ThemeText.ColG, ThemeText.ColB, ThemeText.Align, ThemeText.Text); +end; + +function TMenu.AddText(X, Y: real; Tekst: string): integer; +var + TextNum: integer; +begin + // adds text + TextNum := Length(Text); + SetLength(Text, TextNum + 1); + Text[TextNum] := TText.Create(X, Y, Tekst); + Result := TextNum; +end; + +function TMenu.AddText(X, Y: real; Style: integer; Size, ColR, ColG, ColB: real; Tekst: string): integer; +begin + Result := AddText(X, Y, Style, Size, ColR, ColG, ColB, 0, Tekst); +end; + +function TMenu.AddText(X, Y: real; Style: integer; Size, ColR, ColG, ColB: real; Align: integer; Tekst: string): integer; +var + TextNum: integer; +begin + // adds text + TextNum := Length(Text); + SetLength(Text, TextNum + 1); + Text[TextNum] := TText.Create(X, Y, Style, Size, ColR, ColG, ColB, Align, Tekst); + Result := TextNum; +end; + + +// Method to add a button in our TMenu. It returns the assigned ButtonNumber +function TMenu.AddButton(ThemeButton: TThemeButton): integer; +var + BT: integer; + BTLen: integer; + temp: integer; +begin +{ Result := AddButton(ThemeButton.X, ThemeButton.Y, ThemeButton.W, ThemeButton.H, + ThemeButton.ColR, ThemeButton.ColG, ThemeButton.ColB, ThemeButton.Int, + ThemeButton.DColR, ThemeButton.DColG, ThemeButton.DColB, ThemeButton.DInt, + ThemeButton.Tex, 'JPG', 'Font Black');} + + Result := AddButton(ThemeButton.X, ThemeButton.Y, ThemeButton.W, ThemeButton.H, + ThemeButton.ColR, ThemeButton.ColG, ThemeButton.ColB, ThemeButton.Int, + ThemeButton.DColR, ThemeButton.DColG, ThemeButton.DColB, ThemeButton.DInt, + Skin.GetTextureFileName(ThemeButton.Tex), 'JPG', ThemeButton.Typ, ThemeButton.Reflection); + + + BTLen := Length(ThemeButton.Text); + for BT := 0 to BTLen-1 do begin + AddButtonText(ThemeButton.Text[BT].X, ThemeButton.Text[BT].Y, + ThemeButton.Text[BT].ColR, ThemeButton.Text[BT].ColG, ThemeButton.Text[BT].ColB, + ThemeButton.Text[BT].Font, ThemeButton.Text[BT].Size, ThemeButton.Text[BT].Align, + ThemeButton.Text[BT].Text); + end; +end; + +function TMenu.AddButton(X, Y, W, H: real; Name: String): integer; +begin + Result := AddButton(X, Y, W, H, Name, 'JPG', 'Plain', False); +end; + +function TMenu.AddButton(X, Y, W, H: real; Name, Format, Typ: String; Reflection: Boolean): integer; +begin + Result := AddButton(X, Y, W, H, 1, 1, 1, 1, 1, 1, 1, 0.5, Name, 'JPG', 'Plain', Reflection); +end; + +function TMenu.AddButton(X, Y, W, H, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt: real; Name, Format, Typ: String; Reflection: Boolean): integer; +var + ButNum : integer; +begin + // adds button + ButNum := Length(Button); + SetLength(Button, ButNum + 1); +// Button[ButNum] := TButton.Create(Texture.GetTexture(Name, Typ)); + + // check here for cache +// Texture.GetTexture(Name, Typ, false); // preloads textures and creates cahce mipmap when needed +// if Covers.CoverExists(Name) then + Button[ButNum] := TButton.Create(Texture.GetTexture(Name, Typ, true)); // use cache texture +// else +// Button[ButNum] := TButton.Create(Texture.GetTexture(Name, Typ, false)); // don't use cache texture} + + // configures button + Button[ButNum].Texture.X := X; + Button[ButNum].Texture.Y := Y; + Button[ButNum].Texture.W := W; + Button[ButNum].Texture.H := H; + Button[ButNum].SelectColR := ColR; + Button[ButNum].SelectColG := ColG; + Button[ButNum].SelectColB := ColB; + Button[ButNum].SelectInt := Int; + Button[ButNum].DeselectColR := DColR; + Button[ButNum].DeselectColG := DColG; + Button[ButNum].DeselectColB := DColB; + Button[ButNum].DeselectInt := DInt; + Button[ButNum].Texture.TexX1 := 0; + Button[ButNum].Texture.TexY1 := 0; + Button[ButNum].Texture.TexX2 := 1; + Button[ButNum].Texture.TexY2 := 1; + Button[ButNum].SetSelect(false); + + Button[ButNum].Reflection := Reflection; + + // adds interaction + AddInteraction(iButton, ButNum); + Interaction := 0; +end; + +procedure TMenu.ClearButtons; +begin + Setlength(Button, 0); +end; + +// Method to draw our TMenu and all his child buttons +function TMenu.DrawBG: boolean; +var + PetX: integer; + PetY: integer; +begin +// glClearColor(1, 1, 1, 1); +// glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + glMatrixMode(GL_PROJECTION); + glLoadIdentity; + glOrtho(0, RenderW, RenderH, 0, -1, 100); + glMatrixMode(GL_MODELVIEW); + + BackImg.ColR := 1; + BackImg.ColG := 1; + BackImg.ColB := 1; + BackImg.TexX1 := 0; + BackImg.TexY1 := 0; + BackImg.TexX2 := 1; + BackImg.TexY2 := 1; + if (BackImg.TexNum <> -1) then begin + // draw texture with overlapping + for PetY := 1 to BackH do + for PetX := 1 to BackW do begin + BackImg.X := (PetX-1)/BackW * 800; //640 + BackImg.Y := (PetY-1)/BackH * 600; //480 + DrawTexture(BackImg); + end; // for PetX + end; // if +end; + +function TMenu.DrawFG: boolean; +var + J: Integer; +begin + // We don't forget about newly implemented static for nice skin ... + for J := 0 to Length(Static) - 1 do + Static[J].Draw; + + // ... and slightly implemented menutext unit + for J := 0 to Length(Text) - 1 do + Text[J].Draw; + + // Second, we draw all of our buttons + for J := 0 to Length(Button) - 1 do + Button[J].Draw; + + // Third, we draw all of our selects + for J := 0 to Length(Selects) - 1 do + Selects[J].Draw(1); + + for J := 0 to Length(SelectsS) - 1 do + SelectsS[J].Draw; + + // Third, we draw all our widgets +// for J := 0 to Length(WidgetsSrc) - 1 do +// SDL_BlitSurface(WidgetsSrc[J], nil, ParentBackBuf, WidgetsRect[J]); + Result := True; +end; + +function TMenu.Draw: boolean; +begin + DrawBG; + DrawFG; + Result := True; +end; + +{function TMenu.GetNextScreen(): PMenu; +begin + Result := NextScreen; +end;} + +{function TMenu.AddWidget(X, Y : UInt16; WidgetSrc : PSDL_Surface): Int16; +var + WidgetNum : Int16; + +begin + If (Assigned(WidgetSrc)) Then + begin + WidgetNum := Length(WidgetsSrc); + + SetLength(WidgetsSrc, WidgetNum + 1); + SetLength(WidgetsRect, WidgetNum + 1); + + WidgetsSrc[WidgetNum] := WidgetSrc; + WidgetsRect[WidgetNum] := new(PSDL_Rect); + WidgetsRect[WidgetNum]^.x := X; + WidgetsRect[WidgetNum]^.y := Y; + WidgetsRect[WidgetNum]^.w := WidgetSrc^.w; + WidgetsRect[WidgetNum]^.h := WidgetSrc^.h; + + Result := WidgetNum; + end + else + Result := -1; +end;} + +{procedure TMenu.ClearWidgets(MinNumber : Int16); +var + J : Int16; +begin + For J := MinNumber to (Length(WidgetsSrc) - 1) do + begin + SDL_FreeSurface(WidgetsSrc[J]); + dispose(WidgetsRect[J]); + end; + + SetLength(WidgetsSrc, MinNumber); + SetLength(WidgetsRect, MinNumber); +end;} + +procedure TMenu.InteractNext; +var + Num: integer; + Typ: integer; + Again: boolean; +begin + Again := true; + + // change interaction as long as it's needed + while (Again = true) do begin + Num := (Interaction + 1) Mod Length(Interactions); + Interaction := Num; + Again := false; // reset, default to accept changing interaction + + + // checking newly interacted element + Num := Interactions[Interaction].Num; + Typ := Interactions[Interaction].Typ; + case Typ of + iButton: + begin + if Button[Num].Selectable = false then Again := True; + end; + end; // case + end; // while +end; + + +procedure TMenu.InteractPrev; +var + Num: integer; + Typ: integer; + Again: boolean; +begin + Again := true; + + // change interaction as long as it's needed + while (Again = true) do begin + Num := SelInteraction - 1; + if Num = -1 then Num := High(Interactions); + Interaction := Num; + Again := false; // reset, default to accept changing interaction + + // checking newly interacted element + Num := Interactions[Interaction].Num; + Typ := Interactions[Interaction].Typ; + case Typ of + iButton: + begin + if Button[Num].Selectable = false then Again := True; + end; + end; // case + end; // while + +end; + + +procedure TMenu.InteractCustom(CustomSwitch: integer); +var + Num: integer; + Typ: integer; + Again: boolean; +begin + if num<0 then begin + CustomSwitch:= CustomSwitch*(-1); + Again := true; + // change interaction as long as it's needed + while (Again = true) do begin + Num := SelInteraction - CustomSwitch; + if Num = -1 then Num := High(Interactions); + Interaction := Num; + Again := false; // reset, default to accept changing interaction + + // checking newly interacted element + Num := Interactions[Interaction].Num; + Typ := Interactions[Interaction].Typ; + case Typ of + iButton: + begin + if Button[Num].Selectable = false then Again := True; + end; + end; // case + end; // while + end + else if num>0 then begin + Again := true; + // change interaction as long as it's needed + while (Again = true) do begin + Num := (Interaction + CustomSwitch) Mod Length(Interactions); + Interaction := Num; + Again := false; // reset, default to accept changing interaction + + + // checking newly interacted element + Num := Interactions[Interaction].Num; + Typ := Interactions[Interaction].Typ; + case Typ of + iButton: + begin + if Button[Num].Selectable = false then Again := True; + end; + end; // case + end; // while + end +end; + + +procedure TMenu.FadeTo(Screen: PMenu); +begin + Display.Fade := 0; + Display.NextScreen := Screen; +end; + +procedure TMenu.AddButtonText(AddX, AddY: real; AddText: string); +begin + AddButtonText(AddX, AddY, 1, 1, 1, AddText); +end; + +procedure TMenu.AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; AddText: string); +var + Il: integer; +begin + with Button[High(Button)] do begin + Il := Length(Text); + SetLength(Text, Il+1); + Text[Il] := TText.Create(X + AddX, Y + AddY, AddText); + Text[Il].ColR := ColR; + Text[Il].ColG := ColG; + Text[Il].ColB := ColB; + Text[Il].Int := 1;//0.5; + end; +end; + +procedure TMenu.AddButtonText(AddX, AddY: real; ColR, ColG, ColB: real; Font: integer; Size: integer; Align: integer; AddText: string); +var + Il: integer; +begin + with Button[High(Button)] do begin + Il := Length(Text); + SetLength(Text, Il+1); + Text[Il] := TText.Create(X + AddX, Y + AddY, AddText); + Text[Il].ColR := ColR; + Text[Il].ColG := ColG; + Text[Il].ColB := ColB; + Text[Il].Int := 1;//0.5; + Text[Il].Style := Font; + Text[Il].Size := Size; + Text[Il].Align := Align; + end; +end; + +function TMenu.AddSelect(ThemeSelect: TThemeSelect; var Data: integer; Values: array of string): integer; +var + SO: integer; +begin + Result := AddSelect(ThemeSelect.X, ThemeSelect.Y, ThemeSelect.W, ThemeSelect.H, ThemeSelect.SkipX, + ThemeSelect.ColR, ThemeSelect.ColG, ThemeSelect.ColB, ThemeSelect.Int, + ThemeSelect.DColR, ThemeSelect.DColG, ThemeSelect.DColB, ThemeSelect.DInt, + ThemeSelect.TColR, ThemeSelect.TColG, ThemeSelect.TColB, ThemeSelect.TInt, + ThemeSelect.TDColR, ThemeSelect.TDColG, ThemeSelect.TDColB, ThemeSelect.TDInt, + ThemeSelect.SBGColR, ThemeSelect.SBGColG, ThemeSelect.SBGColB, ThemeSelect.SBGInt, + ThemeSelect.SBGDColR, ThemeSelect.SBGDColG, ThemeSelect.SBGDColB, ThemeSelect.SBGDInt, + ThemeSelect.STColR, ThemeSelect.STColG, ThemeSelect.STColB, ThemeSelect.STInt, + ThemeSelect.STDColR, ThemeSelect.STDColG, ThemeSelect.STDColB, ThemeSelect.STDInt, + Skin.GetTextureFileName(ThemeSelect.Tex), 'Font Black', + Skin.GetTextureFileName(ThemeSelect.TexSBG), 'Font Black', + ThemeSelect.Text, Data); + for SO := 0 to High(Values) do + AddSelectOption(ThemeSelect.X + ThemeSelect.W + ThemeSelect.SkipX + SO * 100 + 20, ThemeSelect.Y + 20, Values[SO]); +end; + +function TMenu.AddSelect(X, Y, W, H, SkipX, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt, + TColR, TColG, TColB, TInt, TDColR, TDColG, TDColB, TDInt, + SBGColR, SBGColG, SBGColB, SBGInt, SBGDColR, SBGDColG, SBGDColB, SBGDInt, + STColR, STColG, STColB, STInt, STDColR, STDColG, STDColB, STDInt: real; + Name, Typ: String; SBGName, SBGTyp: String; + Caption: string; var Data: integer): integer; +var + S: integer; +begin + S := Length(Selects); + SetLength(Selects, S + 1); + Selects[S] := TSelect.Create; + + Selects[S].Texture := Texture.GetTexture(Name, Typ); + Selects[S].X := X; + Selects[S].Y := Y; + Selects[S].W := W; + Selects[S].H := H; + Selects[S].ColR := ColR; + Selects[S].ColG := ColG; + Selects[S].ColB := ColB; + Selects[S].Int := Int; + Selects[S].DColR := DColR; + Selects[S].DColG := DColG; + Selects[S].DColB := DColB; + Selects[S].DInt := DInt; + + Selects[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp); + Selects[S].TextureSBG.X := X + W + SkipX; + Selects[S].TextureSBG.Y := Y; + Selects[S].TextureSBG.W := 450; + Selects[S].TextureSBG.H := H; + Selects[S].SBGColR := SBGColR; + Selects[S].SBGColG := SBGColG; + Selects[S].SBGColB := SBGColB; + Selects[S].SBGInt := SBGInt; + Selects[S].SBGDColR := SBGDColR; + Selects[S].SBGDColG := SBGDColG; + Selects[S].SBGDColB := SBGDColB; + Selects[S].SBGDInt := SBGDInt; + + Selects[S].Text.X := X + 20; + Selects[S].Text.Y := Y + 20; + Selects[S].Text.Text := Caption; + Selects[S].Text.Size := 10; + Selects[S].Text.Visible := true; + Selects[S].TColR := TColR; + Selects[S].TColG := TColG; + Selects[S].TColB := TColB; + Selects[S].TInt := TInt; + Selects[S].TDColR := TDColR; + Selects[S].TDColG := TDColG; + Selects[S].TDColB := TDColB; + Selects[S].TDInt := TDInt; + + Selects[S].STColR := STColR; + Selects[S].STColG := STColG; + Selects[S].STColB := STColB; + Selects[S].STInt := STInt; + Selects[S].STDColR := STDColR; + Selects[S].STDColG := STDColG; + Selects[S].STDColB := STDColB; + Selects[S].STDInt := STDInt; + + // new + Selects[S].Texture.TexX1 := 0; + Selects[S].Texture.TexY1 := 0; + Selects[S].Texture.TexX2 := 1; + Selects[S].Texture.TexY2 := 1; + Selects[S].TextureSBG.TexX1 := 0; + Selects[S].TextureSBG.TexY1 := 0; + Selects[S].TextureSBG.TexX2 := 1; + Selects[S].TextureSBG.TexY2 := 1; + + // Sets Data to copy the value of selectops to global value; + Selects[S].PData := @Data; + + // Sets default value of selectopt from Data; + Selects[S].SelectedOption := Data; + + // Disables default selection + Selects[S].SetSelect(false); + + // adds interaction + AddInteraction(iSelect, S); +end; + +procedure TMenu.AddSelectOption(AddX, AddY: real; AddText: string); +begin + AddSelectOption (High(Selects), AddX, AddY, AddText); +end; + +procedure TMenu.AddSelectOption(SelectNo: Cardinal; AddX, AddY: real; AddText: string); +var + SO: integer; +begin + SO := Length(Selects[SelectNo].TextOpt); + SetLength(Selects[SelectNo].TextOpt, SO + 1); + + Selects[SelectNo].TextOpt[SO] := TText.Create; + + Selects[SelectNo].TextOpt[SO].X := AddX; + Selects[SelectNo].TextOpt[SO].Y := AddY; + Selects[SelectNo].TextOpt[SO].Text := AddText; + Selects[SelectNo].TextOpt[SO].Size := 10; + Selects[SelectNo].TextOpt[SO].ColR := Selects[SelectNo].STDColR; + Selects[SelectNo].TextOpt[SO].ColG := Selects[SelectNo].STDColG; + Selects[SelectNo].TextOpt[SO].ColB := Selects[SelectNo].STDColB; + Selects[SelectNo].TextOpt[SO].Int := Selects[SelectNo].STDInt; + Selects[SelectNo].TextOpt[SO].Visible := true; + + if SO = Selects[SelectNo].PData^ then Selects[SelectNo].SelectedOption := SO; +end; + +procedure TMenu.UpdateSelectOptions(ThemeSelect: TThemeSelect; SelectNum: integer; Values: array of string; var Data: integer); +var + SO: integer; +begin + SetLength(Selects[SelectNum].TextOpt, 0); + for SO := 0 to High(Values) do + AddSelectOption(SelectNum, ThemeSelect.X + ThemeSelect.W + ThemeSelect.SkipX + SO * 100 + 20, ThemeSelect.Y + 20, Values[SO]); +end; + +function TMenu.AddSelectSlide(ThemeSelectS: TThemeSelectSlide; var Data: integer; Values: array of string): integer; +var + SO: integer; +begin + Result := AddSelectSlide(ThemeSelectS.X, ThemeSelectS.Y, ThemeSelectS.W, ThemeSelectS.H, ThemeSelectS.SkipX, + ThemeSelectS.ColR, ThemeSelectS.ColG, ThemeSelectS.ColB, ThemeSelectS.Int, + ThemeSelectS.DColR, ThemeSelectS.DColG, ThemeSelectS.DColB, ThemeSelectS.DInt, + ThemeSelectS.TColR, ThemeSelectS.TColG, ThemeSelectS.TColB, ThemeSelectS.TInt, + ThemeSelectS.TDColR, ThemeSelectS.TDColG, ThemeSelectS.TDColB, ThemeSelectS.TDInt, + ThemeSelectS.SBGColR, ThemeSelectS.SBGColG, ThemeSelectS.SBGColB, ThemeSelectS.SBGInt, + ThemeSelectS.SBGDColR, ThemeSelectS.SBGDColG, ThemeSelectS.SBGDColB, ThemeSelectS.SBGDInt, + ThemeSelectS.STColR, ThemeSelectS.STColG, ThemeSelectS.STColB, ThemeSelectS.STInt, + ThemeSelectS.STDColR, ThemeSelectS.STDColG, ThemeSelectS.STDColB, ThemeSelectS.STDInt, + Skin.GetTextureFileName(ThemeSelectS.Tex), 'Font Black', + Skin.GetTextureFileName(ThemeSelectS.TexSBG), 'Font Black', + ThemeSelectS.Text, Data); + for SO := 0 to High(Values) do + AddSelectSlideOption(Values[SO]); + + //Generate Lines + SelectsS[High(SelectsS)].GenLines; + + SelectsS[High(SelectsS)].SelectedOption := SelectsS[High(SelectsS)].SelectOptInt; // refresh +end; + +function TMenu.AddSelectSlide(X, Y, W, H, SkipX, ColR, ColG, ColB, Int, DColR, DColG, DColB, DInt, + TColR, TColG, TColB, TInt, TDColR, TDColG, TDColB, TDInt, + SBGColR, SBGColG, SBGColB, SBGInt, SBGDColR, SBGDColG, SBGDColB, SBGDInt, + STColR, STColG, STColB, STInt, STDColR, STDColG, STDColB, STDInt: real; + Name, Typ: String; SBGName, SBGTyp: String; + Caption: string; var Data: integer): integer; +var + S: integer; + I: integer; +begin + S := Length(SelectsS); + SetLength(SelectsS, S + 1); + SelectsS[S] := TSelectSlide.Create; + + SelectsS[S].Texture := Texture.GetTexture(Name, Typ); + SelectsS[S].X := X; + SelectsS[S].Y := Y; + SelectsS[S].W := W; + SelectsS[S].H := H; + SelectsS[S].ColR := ColR; + SelectsS[S].ColG := ColG; + SelectsS[S].ColB := ColB; + SelectsS[S].Int := Int; + SelectsS[S].DColR := DColR; + SelectsS[S].DColG := DColG; + SelectsS[S].DColB := DColB; + SelectsS[S].DInt := DInt; + + SelectsS[S].TextureSBG := Texture.GetTexture(SBGName, SBGTyp); + SelectsS[S].TextureSBG.X := X + W + SkipX; + SelectsS[S].TextureSBG.Y := Y; + SelectsS[S].TextureSBG.W := 450; + SelectsS[S].TextureSBG.H := H; + SelectsS[S].SBGColR := SBGColR; + SelectsS[S].SBGColG := SBGColG; + SelectsS[S].SBGColB := SBGColB; + SelectsS[S].SBGInt := SBGInt; + SelectsS[S].SBGDColR := SBGDColR; + SelectsS[S].SBGDColG := SBGDColG; + SelectsS[S].SBGDColB := SBGDColB; + SelectsS[S].SBGDInt := SBGDInt; + + SelectsS[S].Text.X := X + 20; + SelectsS[S].Text.Y := Y + 20; + SelectsS[S].Text.Text := Caption; + SelectsS[S].Text.Size := 10; + SelectsS[S].Text.Visible := true; + SelectsS[S].TColR := TColR; + SelectsS[S].TColG := TColG; + SelectsS[S].TColB := TColB; + SelectsS[S].TInt := TInt; + SelectsS[S].TDColR := TDColR; + SelectsS[S].TDColG := TDColG; + SelectsS[S].TDColB := TDColB; + SelectsS[S].TDInt := TDInt; + + SelectsS[S].STColR := STColR; + SelectsS[S].STColG := STColG; + SelectsS[S].STColB := STColB; + SelectsS[S].STInt := STInt; + SelectsS[S].STDColR := STDColR; + SelectsS[S].STDColG := STDColG; + SelectsS[S].STDColB := STDColB; + SelectsS[S].STDInt := STDInt; + + // new + SelectsS[S].Texture.TexX1 := 0; + SelectsS[S].Texture.TexY1 := 0; + SelectsS[S].Texture.TexX2 := 1; + SelectsS[S].Texture.TexY2 := 1; + SelectsS[S].TextureSBG.TexX1 := 0; + SelectsS[S].TextureSBG.TexY1 := 0; + SelectsS[S].TextureSBG.TexX2 := 1; + SelectsS[S].TextureSBG.TexY2 := 1; + + // Sets Data to copy the value of selectops to global value; + SelectsS[S].PData := @Data; + // Configures Select options + {//SelectsS[S].TextOpt[0].Text := IntToStr(I+1); + SelectsS[S].TextOpt[0].Size := 10; + SelectsS[S].TextOpt[0].Align := 1; + + SelectsS[S].TextOpt[0].ColR := SelectsS[S].STDColR; + SelectsS[S].TextOpt[0].ColG := SelectsS[S].STDColG; + SelectsS[S].TextOpt[0].ColB := SelectsS[S].STDColB; + SelectsS[S].TextOpt[0].Int := SelectsS[S].STDInt; + SelectsS[S].TextOpt[0].Visible := true; } + + // Sets default value of selectopt from Data; + SelectsS[S].SelectedOption := Data; + + // Disables default selection + SelectsS[S].SetSelect(false); + + {// Configures 3 select options + for I := 0 to 2 do begin + SelectsS[S].TextOpt[I].X := SelectsS[S].TextureSBG.X + 20 + (50 + 20) + (150 - 20) * I; + SelectsS[S].TextOpt[I].Y := SelectsS[S].TextureSBG.Y + 20; + SelectsS[S].TextOpt[I].Text := IntToStr(I+1); + SelectsS[S].TextOpt[I].Size := 10; + SelectsS[S].TextOpt[I].Align := 1; + + + SelectsS[S].TextOpt[I].ColR := SelectsS[S].STDColR; + SelectsS[S].TextOpt[I].ColG := SelectsS[S].STDColG; + SelectsS[S].TextOpt[I].ColB := SelectsS[S].STDColB; + SelectsS[S].TextOpt[I].Int := SelectsS[S].STDInt; + SelectsS[S].TextOpt[I].Visible := true; + end;} + + + // adds interaction + AddInteraction(iSelectS, S); + Result := S; +end; + +procedure TMenu.AddSelectSlideOption(AddText: string); +begin + AddSelectSlideOption(High(SelectsS), AddText); +end; + +procedure TMenu.AddSelectSlideOption(SelectNo: Cardinal; AddText: string); +var + SO: integer; +begin + SO := Length(SelectsS[SelectNo].TextOptT); + + SetLength(SelectsS[SelectNo].TextOptT, SO + 1); + SelectsS[SelectNo].TextOptT[SO] := AddText; + + //SelectsS[S].SelectedOption := SelectsS[S].SelectOptInt; // refresh + + //if SO = Selects[S].PData^ then Selects[S].SelectedOption := SO; +end; + +procedure TMenu.UpdateSelectSlideOptions(ThemeSelectSlide: TThemeSelectSlide; SelectNum: integer; Values: array of string; var Data: integer); +var + SO: integer; +begin + SetLength(SelectsS[SelectNum].TextOptT, 0); + for SO := 0 to High(Values) do + AddSelectSlideOption(SelectNum, Values[SO]); + + SelectsS[SelectNum].GenLines; + +// SelectsS[SelectNum].SelectedOption := SelectsS[SelectNum].SelectOptInt; // refresh +// SelectS[SelectNum].SetSelectOpt(Data); +// SelectS[SelectNum].SelectedOption := 0;//Data; + +// Log.LogError(IntToStr(High(SelectsS[SelectNum].TextOptT))); +// if 0 <= High(SelectsS[SelectNum].TextOptT) then + + SelectsS[SelectNum].PData := @Data; + SelectsS[SelectNum].SelectedOption := Data; +end; + +function TMenu.InRegion(X1, Y1, X2, Y2, X, Y: real): Boolean; +begin + Result := false; + X1 := X1 * RenderW/640; + X2 := X2 * RenderW/640; + Y1 := Y1 * RenderH/480; + Y2 := Y2 * RenderH/480; + if (X >= X1) and (X <= X2) and (Y >= Y1) and (Y <= Y2) then + Result := true; +end; + +function TMenu.InStaticRegion(StaticNr: integer; X, Y: integer): Boolean; +begin + Result := InRegion(Static[StaticNr].Texture.X, + Static[StaticNr].Texture.Y, + Static[StaticNr].Texture.X + Static[StaticNr].Texture.W - 1, + Static[StaticNr].Texture.Y + Static[StaticNr].Texture.H - 1, + X, Y); +end; + +procedure TMenu.InteractInc; +var + Num: integer; + Value: integer; +begin + case Interactions[Interaction].Typ of + iSelect: begin + Num := Interactions[Interaction].Num; + Value := Selects[Num].SelectedOption; + Value := (Value + 1) Mod (Length(Selects[Num].TextOpt)); + Selects[Num].SelectedOption := Value; + end; + iSelectS: begin + Num := Interactions[Interaction].Num; + Value := SelectsS[Num].SelectedOption; +// Value := (Value + 1) Mod (Length(SelectsS[Num].TextOptT)); + + // limit + Value := Value + 1; + if Value <= High(SelectsS[Num].TextOptT) then + SelectsS[Num].SelectedOption := Value; + end; + end; +end; + +procedure TMenu.InteractDec; +var + Num: integer; + Value: integer; +begin + case Interactions[Interaction].Typ of + iSelect: begin + Num := Interactions[Interaction].Num; + Value := Selects[Num].SelectedOption; + Value := Value - 1; + if Value = -1 then + Value := High(Selects[Num].TextOpt); + Selects[Num].SelectedOption := Value; + end; + iSelectS: begin + Num := Interactions[Interaction].Num; + Value := SelectsS[Num].SelectedOption; + Value := Value - 1; +// if Value = -1 then +// Value := High(SelectsS[Num].TextOptT); + + if Value >= 0 then + SelectsS[Num].SelectedOption := Value; + end; + end +end; + +procedure TMenu.AddBox(X, Y, W, H: real); +begin + AddStatic(X, Y, W, H, 0, 0, 0, Skin.GetTextureFileName('Bar'), 'JPG', 'Font Black'); + AddStatic(X+2, Y+2, W-4, H-4, 1, 1, 1, Skin.GetTextureFileName('Bar'), 'JPG', 'Font Black'); +end; + +procedure TMenu.onShow; +begin +// nothing +// beep; +end; + +procedure TMenu.onShowFinish; +begin +// nothing +// beep; +end; + +procedure TMenu.onHide; +begin +// nothing +// beep; +end; + +function TMenu.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin +// nothing +// Beep; + Result := true; +end; + +procedure TMenu.SetAnimationProgress(Progress: real); +begin +// nothing +//beep; +end; + +end. + diff --git a/Game/Code/Menu/UMenuButton.dcu b/Game/Code/Menu/UMenuButton.dcu new file mode 100644 index 00000000..b97d1670 Binary files /dev/null and b/Game/Code/Menu/UMenuButton.dcu differ diff --git a/Game/Code/Menu/UMenuButton.pas b/Game/Code/Menu/UMenuButton.pas new file mode 100644 index 00000000..e42a5488 --- /dev/null +++ b/Game/Code/Menu/UMenuButton.pas @@ -0,0 +1,238 @@ +unit UMenuButton; + +interface +uses TextGL, UTexture, OpenGL12, UMenuText; + +type + TButton = class + private + SelectBool: Boolean; + constructor Create(); overload; + public + Text: Array of TText; + Texture: TTexture; // Button Screen position and size + Texture2: TTexture; // second texture only used for fading full resolution covers +// Texture2Blend: real; // blending factor for second texture (0=invisible, 1=visible) + // now uses alpha + + DeselectType: integer; // not used yet + Visible: boolean; + //Reflection Mod + Reflection: boolean; + + Selectable: boolean; + + SelectColR: real; + SelectColG: real; + SelectColB: real; + SelectInt: real; + SelectTInt: real; + + DeselectColR: real; + DeselectColG: real; + DeselectColB: real; + DeselectInt: real; + DeselectTInt: real; + + procedure SetY(Value: real); + procedure SetSelect(Value: Boolean); + property X: real read Texture.x write Texture.x; + property Y: real read Texture.y write SetY; + property Z: real read Texture.z write Texture.z; + property W: real read Texture.w write Texture.w; + property H: real read Texture.h write Texture.h; + property Selected: Boolean read SelectBool write SetSelect; + + procedure Draw; + + constructor Create(Textura: TTexture); overload; + destructor Destroy; override; + end; + +implementation +uses UDrawTexture, SysUtils; + +procedure TButton.SetY(Value: real); +var + dY: real; + T: integer; // text +begin + dY := Value - Texture.y; + + Texture.y := Value; + + for T := 0 to High(Text) do + Text[T].Y := Text[T].Y + dY; + +end; + +procedure TButton.SetSelect(Value : Boolean); +var + T: integer; +begin + SelectBool := Value; + if (Value) then begin + Texture.ColR := SelectColR; + Texture.ColG := SelectColG; + Texture.ColB := SelectColB; + Texture.Int := SelectInt; + + Texture2.ColR := SelectColR; + Texture2.ColG := SelectColG; + Texture2.ColB := SelectColB; + Texture2.Int := SelectInt; + + for T := 0 to High(Text) do + Text[T].Int := SelectTInt; + end else begin + Texture.ColR := DeselectColR; + Texture.ColG := DeselectColG; + Texture.ColB := DeselectColB; + Texture.Int := DeselectInt; + + Texture2.ColR := DeselectColR; + Texture2.ColG := DeselectColG; + Texture2.ColB := DeselectColB; + Texture2.Int := DeselectInt; + + for T := 0 to High(Text) do + Text[T].Int := DeselectTInt; + end; +end; + +constructor TButton.Create(); +begin + inherited Create; + // We initialize all to 0, nil or false + Visible := true; + SelectBool := false; + DeselectType := 0; + Selectable := true; + //Reflection Mod + Reflection := true; + + // Default +// SelectInt := 1; +// DeselectInt := 0.5; + +{ SelectColR := 0.5; + SelectColG := 0.75; + SelectColB := 0; + SelectInt := 1; + SelectTInt := 1; + + DeselectColR := 1; + DeselectColG := 1; + DeselectColB := 1; + DeselectInt := 0.5; + DeselectTInt := 1;} + + SelectColR := 1; + SelectColG := 1; + SelectColB := 1; + SelectInt := 1; + SelectTInt := 1; + + DeselectColR := 1; + DeselectColG := 1; + DeselectColB := 1; + DeselectInt := 0.5; + DeselectTInt := 1; + + +end; + +// ***** Public methods ****** // + +procedure TButton.Draw; +var + T: integer; +begin + if Visible then begin + DrawTexture(Texture); + + if Texture2.Alpha > 0 then begin + Texture2.ScaleW := Texture.ScaleW; + Texture2.ScaleH := Texture.ScaleH; + + Texture2.X := Texture.X; + Texture2.Y := Texture.Y; + Texture2.W := Texture.W; + Texture2.H := Texture.H; + + Texture2.ColR := Texture.ColR; + Texture2.ColG := Texture.ColG; + Texture2.ColB := Texture.ColB; + Texture2.Int := Texture.Int; + + Texture2.Z := Texture.Z; + + DrawTexture(Texture2); + end; + + //Reflection Mod + if (Reflection) then // Draw Reflections + begin + with Texture do + begin + //Bind Tex and GL Attributes + glEnable(GL_TEXTURE_2D); + glEnable(GL_BLEND); + glDepthRange(0, 10); + glDepthFunc(GL_LEQUAL); + //glDepthFunc(GL_GEQUAL); + glEnable(GL_DEPTH_TEST); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + //glBlendFunc(GL_SRC_COLOR, GL_ZERO); + glBindTexture(GL_TEXTURE_2D, TexNum); + + //Draw + glBegin(GL_QUADS);//Top Left + glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3); + glTexCoord2f(TexX1*TexW, TexY2*TexH); + glVertex3f(x, y+h*scaleH+ 15, z); + + //Bottom Left + glColor4f(ColR * Int, ColG * Int, ColB * Int, 0); + glTexCoord2f(TexX1*TexW, {TexY1*TexH*}0.5); + glVertex3f(x, y+h*scaleH + h*scaleH/2 + 15, z); + + + //Bottom Right + glColor4f(ColR * Int, ColG * Int, ColB * Int, 0); + glTexCoord2f(TexX2*TexW, {TexY1*TexH*}0.5); + glVertex3f(x+w*scaleW, y+h*scaleH + h*scaleH/2 + 15, z); + + //Top Right + glColor4f(ColR * Int, ColG * Int, ColB * Int, Alpha-0.3); + glTexCoord2f(TexX2*TexW, TexY2*TexH); + glVertex3f(x+w*scaleW, y+h*scaleH + 15, z); + glEnd; + end; + end; + + for T := 0 to High(Text) do begin + Text[T].Draw; + end; + end; +end; + +// ***** ****** // + +destructor TButton.Destroy; +begin + inherited; +end; + +constructor TButton.Create(Textura: TTexture); +begin + Create(); + Texture := Textura; + Texture.ColR := 0; + Texture.ColG := 0.5; + Texture.ColB := 0; + Texture.Int := 1; +end; + + +end. diff --git a/Game/Code/Menu/UMenuInteract.dcu b/Game/Code/Menu/UMenuInteract.dcu new file mode 100644 index 00000000..785be771 Binary files /dev/null and b/Game/Code/Menu/UMenuInteract.dcu differ diff --git a/Game/Code/Menu/UMenuInteract.pas b/Game/Code/Menu/UMenuInteract.pas new file mode 100644 index 00000000..3f2960b8 --- /dev/null +++ b/Game/Code/Menu/UMenuInteract.pas @@ -0,0 +1,14 @@ +unit UMenuInteract; + +interface + +type + TInteract = record // for moving thru menu + Typ: integer; // 0 - button, 1 - select + Num: integer; // number of this item in proper list like buttons, selects + end; + +implementation + +end. + \ No newline at end of file diff --git a/Game/Code/Menu/UMenuSelect.dcu b/Game/Code/Menu/UMenuSelect.dcu new file mode 100644 index 00000000..9d483c33 Binary files /dev/null and b/Game/Code/Menu/UMenuSelect.dcu differ diff --git a/Game/Code/Menu/UMenuSelect.pas b/Game/Code/Menu/UMenuSelect.pas new file mode 100644 index 00000000..f7bb871f --- /dev/null +++ b/Game/Code/Menu/UMenuSelect.pas @@ -0,0 +1,198 @@ +unit UMenuSelect; + +interface +uses TextGL, UTexture, OpenGL12, UMenuText; + +type + PSelect = ^TSelect; + TSelect = class + private + SelectBool: boolean; + public + // objects + Text: TText; // Main Text + TextOpt: array of TText; // Options Text + Texture: TTexture; // Select Texture + TextureSBG: TTexture; // Background Selections Texture + TextureS: array of TTexture; // Selections Texture + SelectOptInt: integer; + PData: ^integer; + + // for selection and deselection + // main static + ColR: real; + ColG: real; + ColB: real; + Int: real; + DColR: real; + DColG: real; + DColB: real; + DInt: real; + + // main text + TColR: real; + TColG: real; + TColB: real; + TInt: real; + TDColR: real; + TDColG: real; + TDColB: real; + TDInt: real; + + // selection background static + SBGColR: real; + SBGColG: real; + SBGColB: real; + SBGInt: real; + SBGDColR: real; + SBGDColG: real; + SBGDColB: real; + SBGDInt: real; + + // selection statics + SColR: real; + SColG: real; + SColB: real; + SInt: real; + SDColR: real; + SDColG: real; + SDColB: real; + SDInt: real; + + // selection text + STColR: real; + STColG: real; + STColB: real; + STInt: real; + STDColR: real; + STDColG: real; + STDColB: real; + STDInt: real; + + // position and size + property X: real read Texture.x write Texture.x; + property Y: real read Texture.y write Texture.y; + property W: real read Texture.w write Texture.w; + property H: real read Texture.h write Texture.h; +// property X2: real read Texture2.x write Texture2.x; +// property Y2: real read Texture2.y write Texture2.y; +// property W2: real read Texture2.w write Texture2.w; +// property H2: real read Texture2.h write Texture2.h; + + // procedures + procedure SetSelect(Value: boolean); + property Selected: Boolean read SelectBool write SetSelect; + procedure SetSelectOpt(Value: integer); + property SelectedOption: integer read SelectOptInt write SetSelectOpt; + procedure Draw(ButtonAlpha: real); + constructor Create; + end; + +implementation +uses UDrawTexture; + +// ------------ Select +constructor TSelect.Create; +begin + inherited Create; + Text := TText.Create; +end; + +procedure TSelect.SetSelect(Value: boolean); +var + SO: integer; +begin // default 1, 0.4 + SelectBool := Value; + if Value then begin + Texture.ColR := ColR; + Texture.ColG := ColG; + Texture.ColB := ColB; + Texture.Int := Int; + + Text.ColR := TColR; + Text.ColG := TColG; + Text.ColB := TColB; + Text.Int := TInt; + + TextureSBG.ColR := SBGColR; + TextureSBG.ColG := SBGColG; + TextureSBG.ColB := SBGColB; + TextureSBG.Int := SBGInt; + +{ for SO := 0 to High(TextOpt) do begin + if SelectOptInt = SO then begin + TextOpt[SO].ColR := STColR; + TextOpt[SO].ColG := STColG; + TextOpt[SO].ColB := STColB; + TextOpt[SO].Int := STInt; + end else begin + TextOpt[SO].ColR := STDColR; + TextOpt[SO].ColG := STDColG; + TextOpt[SO].ColB := STDColB; + TextOpt[SO].Int := STDInt; + end; + end;} + + end else begin + Texture.ColR := DColR; + Texture.ColG := DColG; + Texture.ColB := DColB; + Texture.Int := DInt; + + Text.ColR := TDColR; + Text.ColG := TDColG; + Text.ColB := TDColB; + Text.Int := TDInt; + + TextureSBG.ColR := SBGDColR; + TextureSBG.ColG := SBGDColG; + TextureSBG.ColB := SBGDColB; + TextureSBG.Int := SBGDInt; + +{ for SO := 0 to High(TextOpt) do begin + TextOpt[SO].ColR := STDColR; + TextOpt[SO].ColG := STDColG; + TextOpt[SO].ColB := STDColB; + TextOpt[SO].Int := STDInt; + end;} + end; +end; + +procedure TSelect.SetSelectOpt(Value: integer); +var + SO: integer; +begin + SelectOptInt := Value; + PData^ := Value; +// SetSelect(true); // reset all colors + + for SO := 0 to High(TextOpt) do begin + if SelectOptInt = SO then begin + TextOpt[SO].ColR := STColR; + TextOpt[SO].ColG := STColG; + TextOpt[SO].ColB := STColB; + TextOpt[SO].Int := STInt; + end else begin + TextOpt[SO].ColR := STDColR; + TextOpt[SO].ColG := STDColG; + TextOpt[SO].ColB := STDColB; + TextOpt[SO].Int := STDInt; + end; + end; +end; + +procedure TSelect.Draw(ButtonAlpha: real); +var + SO: integer; +begin + DrawTexture(Texture); + DrawTexture(TextureSBG); + + Text.Draw; + + for SO := 0 to High(TextOpt) do begin + TextOpt[SO].Draw; + end; +end; + +end. diff --git a/Game/Code/Menu/UMenuSelectSlide.dcu b/Game/Code/Menu/UMenuSelectSlide.dcu new file mode 100644 index 00000000..1475c1ac Binary files /dev/null and b/Game/Code/Menu/UMenuSelectSlide.dcu differ diff --git a/Game/Code/Menu/UMenuSelectSlide.pas b/Game/Code/Menu/UMenuSelectSlide.pas new file mode 100644 index 00000000..7850cdf6 --- /dev/null +++ b/Game/Code/Menu/UMenuSelectSlide.pas @@ -0,0 +1,335 @@ +unit UMenuSelectSlide; + +interface +uses TextGL, UTexture, OpenGL12, UMenuText; + +type + PSelectSlide = ^TSelectSlide; + TSelectSlide = class + private + SelectBool: boolean; + public + // objects + Text: TText; // Main text describing option + TextOpt: array of TText; // 3 texts in the position of possible options + TextOptT: array of string; // array of names for possible options + + Texture: TTexture; // Select Texture + TextureSBG: TTexture; // Background Selections Texture +// TextureS: array of TTexture; // Selections Texture (not used) + +// TextureArrowL: TTexture; // Texture for left arrow (not used yet) +// TextureArrowR: TTexture; // Texture for right arrow (not used yet) + + SelectOptInt: integer; + PData: ^integer; + + //For automatically Setting LineCount + Lines: Byte; + + //Visibility + Visible: Boolean; + + // for selection and deselection + // main static + ColR: real; + ColG: real; + ColB: real; + Int: real; + DColR: real; + DColG: real; + DColB: real; + DInt: real; + + // main text + TColR: real; + TColG: real; + TColB: real; + TInt: real; + TDColR: real; + TDColG: real; + TDColB: real; + TDInt: real; + + // selection background static + SBGColR: real; + SBGColG: real; + SBGColB: real; + SBGInt: real; + SBGDColR: real; + SBGDColG: real; + SBGDColB: real; + SBGDInt: real; + + // selection text + STColR: real; + STColG: real; + STColB: real; + STInt: real; + STDColR: real; + STDColG: real; + STDColB: real; + STDInt: real; + + // position and size + property X: real read Texture.x write Texture.x; + property Y: real read Texture.y write Texture.y; + property W: real read Texture.w write Texture.w; + property H: real read Texture.h write Texture.h; +// property X2: real read Texture2.x write Texture2.x; +// property Y2: real read Texture2.y write Texture2.y; +// property W2: real read Texture2.w write Texture2.w; +// property H2: real read Texture2.h write Texture2.h; + + // procedures + procedure SetSelect(Value: boolean); + property Selected: Boolean read SelectBool write SetSelect; + procedure SetSelectOpt(Value: integer); + property SelectedOption: integer read SelectOptInt write SetSelectOpt; + procedure Draw; + constructor Create; + + //Automatically Generate Lines (Texts) + procedure genLines; + end; + +implementation +uses UDrawTexture, math, ULog, SysUtils; + +// ------------ Select +constructor TSelectSlide.Create; +begin + inherited Create; + Text := TText.Create; + SetLength(TextOpt, 1); + TextOpt[0] := TText.Create; + + Visible := True; + {SetLength(TextOpt, 3); + TextOpt[0] := TText.Create; + TextOpt[1] := TText.Create; + TextOpt[2] := TText.Create;} +end; + +procedure TSelectSlide.SetSelect(Value: boolean); +var + SO: integer; + I: integer; +begin + SelectBool := Value; + if Value then begin + Texture.ColR := ColR; + Texture.ColG := ColG; + Texture.ColB := ColB; + Texture.Int := Int; + + Text.ColR := TColR; + Text.ColG := TColG; + Text.ColB := TColB; + Text.Int := TInt; + + TextureSBG.ColR := SBGColR; + TextureSBG.ColG := SBGColG; + TextureSBG.ColB := SBGColB; + TextureSBG.Int := SBGInt; + +{ for I := 0 to High(TextOpt) do begin + TextOpt[I].ColR := STColR; + TextOpt[I].ColG := STColG; + TextOpt[I].ColB := STColB; + TextOpt[I].Int := STInt; + end;} + + end else begin + Texture.ColR := DColR; + Texture.ColG := DColG; + Texture.ColB := DColB; + Texture.Int := DInt; + + Text.ColR := TDColR; + Text.ColG := TDColG; + Text.ColB := TDColB; + Text.Int := TDInt; + + TextureSBG.ColR := SBGDColR; + TextureSBG.ColG := SBGDColG; + TextureSBG.ColB := SBGDColB; + TextureSBG.Int := SBGDInt; + +{ for I := 0 to High(TextOpt) do begin + TextOpt[I].ColR := STDColR; + TextOpt[I].ColG := STDColG; + TextOpt[I].ColB := STDColB; + TextOpt[I].Int := STDInt; + end;} + end; +end; + +procedure TSelectSlide.SetSelectOpt(Value: integer); +var + SO: integer; + Sel: integer; + HalfL: integer; + HalfR: integer; + +procedure DoSelection(Sel: Cardinal); + var I: Integer; + begin + for I := low(TextOpt) to high(TextOpt) do + begin + TextOpt[I].ColR := STDColR; + TextOpt[I].ColG := STDColG; + TextOpt[I].ColB := STDColB; + TextOpt[I].Int := STDInt; + end; + if (Sel <= high(TextOpt)) then + begin + TextOpt[Sel].ColR := STColR; + TextOpt[Sel].ColG := STColG; + TextOpt[Sel].ColB := STColB; + TextOpt[Sel].Int := STInt; + end; + end; +begin + SelectOptInt := Value; + PData^ := Value; +// SetSelect(true); // reset all colors + + if (Length(TextOpt)>0) AND (Length(TextOptT)>0) then + begin + + if (Value <= 0) then + begin //First Option Selected + Value := 0; + + for SO := low (TextOpt) to high(TextOpt) do + begin + TextOpt[SO].Text := TextOptT[SO]; + end; + + DoSelection(0); + end + else if (Value >= high(TextOptT)) then + begin //Last Option Selected + Value := high(TextOptT); + + for SO := high(TextOpt) downto low (TextOpt) do + begin + TextOpt[SO].Text := TextOptT[high(TextOptT)-(Lines-SO-1)]; + end; + DoSelection(Lines-1); + end + else + begin + HalfL := Ceil((Lines-1)/2); + HalfR := Lines-1-HalfL; + + if (Value <= HalfL) then + begin //Selected Option is near to the left side + {HalfL := Value; + HalfR := Lines-1-HalfL;} + //Change Texts + for SO := low (TextOpt) to high(TextOpt) do + begin + TextOpt[SO].Text := TextOptT[SO]; + end; + + DoSelection(Value); + end + else if (Value > High(TextOptT)-HalfR) then + begin //Selected is too near to the right border + HalfR := high(TextOptT) - Value; + HalfL := Lines-1-HalfR; + //Change Texts + for SO := high(TextOpt) downto low (TextOpt) do + begin + TextOpt[SO].Text := TextOptT[high(TextOptT)-(Lines-SO-1)]; + end; + + DoSelection (HalfL); + end + else + begin + //Change Texts + for SO := low (TextOpt) to high(TextOpt) do + begin + TextOpt[SO].Text := TextOptT[Value - HalfL + SO]; + end; + + DoSelection(HalfL); + end; + + end; + + end; + +end; + +procedure TSelectSlide.Draw; +var + SO: integer; +begin + if Visible then + begin + DrawTexture(Texture); + DrawTexture(TextureSBG); + + Text.Draw; + + for SO := low(TextOpt) to high(TextOpt) do + TextOpt[SO].Draw; + end; +end; + +procedure TSelectSlide.GenLines; +var +maxlength: Real; +I: Integer; +begin + SetFontStyle(TextOpt[0].Style); + SetFontSize(TextOpt[0].Size); + maxlength := 0; + + for I := low(TextOptT) to high (TextOptT) do + begin + if (glTextWidth(PChar(TextOptT[I])) > maxlength) then + maxlength := glTextWidth(PChar(TextOptT[I])); + end; + + Lines := floor((TextureSBG.W-40) / (maxlength+7)); + if (Lines > Length(TextOptT)) then + Lines := Length(TextOptT); + + if (Lines <= 0) then + Lines := 1; + + setLength (TextOpt, Lines); + + for I := low(TextOpt) to high(TextOpt) do + begin + + //TextOpt[I] := TextOpt[0]; + TextOpt[I] := TText.Create; + TextOpt[I].Size := 10; + //TextOpt[I].Align := 1; + TextOpt[I].Align := 0; + TextOpt[I].Visible := True; + + TextOpt[I].ColR := STDColR; + TextOpt[I].ColG := STDColG; + TextOpt[I].ColB := STDColB; + TextOpt[I].Int := STDInt; + + //Generate Positions + //TextOpt[I].X := TextureSBG.X + 20 + (TextureSBG.W / Lines) * (I + 0.5); + TextOpt[I].X := TextureSBG.X + 20 + (TextureSBG.W / Lines) * I; + TextOpt[I].Y := TextureSBG.Y + 20; + + //Better Look with 2 Options + if (Lines=2) then + TextOpt[I].X := TextureSBG.X + 20 + (TextureSBG.W -40 - glTextWidth(PChar(TextOptT[1]))) * I; + end; + //TextOpt[I] := TextOpt[0]; +end; + +end. diff --git a/Game/Code/Menu/UMenuStatic.dcu b/Game/Code/Menu/UMenuStatic.dcu new file mode 100644 index 00000000..901fa2c7 Binary files /dev/null and b/Game/Code/Menu/UMenuStatic.dcu differ diff --git a/Game/Code/Menu/UMenuStatic.pas b/Game/Code/Menu/UMenuStatic.pas new file mode 100644 index 00000000..4b10e54c --- /dev/null +++ b/Game/Code/Menu/UMenuStatic.pas @@ -0,0 +1,32 @@ +unit UMenuStatic; + +interface +uses UTexture, OpenGL12; + +type + TStatic = class + public + Texture: TTexture; // Button Screen position and size + Visible: boolean; + procedure Draw; + constructor Create(Textura: TTexture); overload; + end; + +implementation +uses UDrawTexture; + +procedure TStatic.Draw; +var + Pet: integer; +begin + if Visible then + DrawTexture(Texture); +end; + +constructor TStatic.Create(Textura: TTexture); +begin + inherited Create; + Texture := Textura; +end; + +end. diff --git a/Game/Code/Menu/UMenuText.dcu b/Game/Code/Menu/UMenuText.dcu new file mode 100644 index 00000000..7cfe0316 Binary files /dev/null and b/Game/Code/Menu/UMenuText.dcu differ diff --git a/Game/Code/Menu/UMenuText.pas b/Game/Code/Menu/UMenuText.pas new file mode 100644 index 00000000..5c435a18 --- /dev/null +++ b/Game/Code/Menu/UMenuText.pas @@ -0,0 +1,96 @@ +unit UMenuText; + +interface +uses TextGL, UTexture, OpenGL12, SysUtils; + +type + TText = class + private + SelectBool: boolean; + public + X: real; + Y: real; +// W: real; // if text is wider than W then it is streched (not yet implemented) +// H: real; + Size: real; + Text: string; + ColR: real; + ColG: real; + ColB: real; + Int: real; + Style: integer; + Visible: boolean; + Align: integer; // 0 = left, 1 = center, 2 = right + + procedure SetSelect(Value: Boolean); + property Selected: Boolean read SelectBool write SetSelect; + + procedure Draw; + constructor Create; overload; + constructor Create(X, Y: real; Tekst: string); overload; + constructor Create(ParX, ParY: real; ParStyle: integer; ParSize, ParColR, ParColG, ParColB: real; ParAlign: integer; ParTekst: string); overload; + end; + +implementation +uses UGraphic; + +procedure TText.SetSelect(Value: Boolean); +begin + SelectBool := Value; +end; + +procedure TText.Draw; +var + X2: real; + Text2: string; +begin + if Visible then begin + SetFontStyle(Style); + SetFontSize(Size); + glColor3f(ColR*Int, ColG*Int, ColB*Int); + if not SelectBool then + Text2 := Text + else + Text2 := Text + '|'; + + case Align of + 0: X2 := X; + 1: X2 := X - glTextWidth(pchar(Text2))/2; + 2: X2 := X - glTextWidth(pchar(Text2)); + end; + + SetFontPos(X2, Y); + glPrint(PChar(Text2)); + SetFontStyle(0); // reset to default + end; +end; + +constructor TText.Create; +begin + Create(0, 0, ''); +end; + +constructor TText.Create(X, Y: real; Tekst: string); +begin + Create(X, Y, 0, 10, 0, 0, 0, 0, Tekst); +end; + +constructor TText.Create(ParX, ParY: real; ParStyle: integer; ParSize, ParColR, ParColG, ParColB: real; ParAlign: integer; ParTekst: string); +begin + inherited Create; + X := ParX; + Y := ParY; + Style := ParStyle; + Size := ParSize; + Text := ParTekst; + ColR := ParColR; + ColG := ParColG; + ColB := ParColB; + Int := 1; + Align := ParAlign; + SelectBool := false; + Visible := true; +end; + + +end. diff --git a/Game/Code/SMpeg/USmpeg.alt.pas b/Game/Code/SMpeg/USmpeg.alt.pas new file mode 100644 index 00000000..94ad69c8 --- /dev/null +++ b/Game/Code/SMpeg/USmpeg.alt.pas @@ -0,0 +1,292 @@ +unit USmpeg; + +interface +uses SDL, smpeg, OpenGL12, SysUtils, UIni; + +procedure OpenSmpeg(FileName: string); +procedure SkipSmpeg(Time: single); +procedure PlaySmpeg; +procedure UpdateSmpeg; +procedure CloseSmpeg; +function glmovie_init(Width : GLuint; Height : TGLuint ) : TGLenum; +procedure glmpeg_update(surface: PSDL_Surface; x: Sint32; y: Sint32; w: Uint32; h: Uint32); cdecl; +procedure DrawSmpeg(frame: PGLubyte); +procedure glmovie_resize( width : GLuint; height : GLuint ); +procedure glmovie_quit; + +var + mpeg: PSMPEG; + mpeg_info: TSMPEG_Info; + surface: PSDL_Surface; + +type + { Some data is redundant at this stage. } + PGLMovieTexture = ^TGLMovieTexture; + TGLMovieTexture = record + id : TGLuint; (* OpenGL texture id. *) + poly_width : TGLuint; (* Quad width for tile. *) + poly_height : TGLuint; (* Quad height for tile. *) + movie_width : TGLuint; (* Width of movie inside tile. *) + movie_height : TGLuint; (* Height of movie inside tile. *) + skip_rows : TGLuint; (* Number of rows of movie to skip *) + skip_pixels : TGLuint; (* Number of columns of movie to skip *) + row : TGLuint; (* Row number of tile in scheme. *) + col : TGLuint; (* Column number of tile in scheme. *) + end; + +type + TGLuintArray = array of TGLuint; + PGLuintArray = ^TGLuintArray; + TGLMovieTextureArray = array of TGLMovieTexture; + PGLMovieTextureArray = ^TGLMovieTextureArray; + +var + (* Our evil maximum texture size. Boo 3Dfxnot *) + texture_size : TGLuint = 1024;//512; + texture_ids : TGLuint; + textures: TGLMovieTexture; + tiled_width : TGLuint = 0; + tiled_height : TGLuint = 0; + movie_width : TGLuint = 0; + movie_height : TGLuint = 0; + +implementation + +procedure OpenSmpeg(FileName: string); +begin + mpeg := SMPEG_new(PChar(FileName), @mpeg_info, 0); // audio + if ( mpeg = nil ) then begin + SDL_Quit; + Exit; + end; + +// SMPEG_setvolume(mpeg, 50); + SMPEG_enableaudio(mpeg, 0); + + (* Everything needs to be in RGB for GL, but needs to be 32-bit for SMPEG. *) + surface := SDL_AllocSurface( SDL_SWSURFACE, + mpeg_info.width, + mpeg_info.height, + 32, + $000000FF, + $0000FF00, + $00FF0000, + $FF000000 ); + + if ( surface = nil ) then begin + SDL_Quit; + Exit; + end; + + (* *Initialize* with mpeg size. *) + if (glmovie_init( mpeg_info.width, mpeg_info.height ) <> GL_NO_ERROR ) then begin + SDL_Quit; + Exit; + end; + + SMPEG_setdisplay(mpeg, surface, nil, @glmpeg_update); +end; + +procedure SkipSmpeg(Time: single); +begin + SMPEG_skip(mpeg, Time); +end; + +procedure PlaySmpeg; +begin + SMPEG_play(mpeg); +end; + +procedure UpdateSmpeg; +begin +// glmpeg_update(surface,0,0,0,0); + DrawSmpeg( PGLubyte( surface.pixels ) ); +end; + +procedure CloseSmpeg; +begin +// glmovie_quit; + SMPEG_delete(mpeg); +end; + +function glmovie_init( Width : GLuint; Height : TGLuint ) : TGLenum; +type + PGLubyteArray = ^TGLubyteArray; + TGLubyteArray = array of TGLubyte; +var + (* Initial black texels. *) + pixels : TGLubyteArray; + (* Absolute offsets from within tiled frame. *) + //offset_x: GLuint; + //offset_y: GLuint; + skip_rows : GLuint; + skip_pixels : GLuint; + i, j, current : GLuint; +begin + skip_rows := 0; + current := 0; + (* Save original movie dimensions. *) + movie_width := width; + movie_height := height; + + (* Get the power of 2 dimensions. *) + tiled_width := 1024{512}; + tiled_height := 1024{512}; + + texture_size := 1024{512}; + + (* Time for fun with data type = record *) + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glEnable(GL_TEXTURE_2D); + glEnable(GL_DITHER); + + glGenTextures(1, @texture_ids); + + current := 0; + (* Setup texture. *) + textures.id := texture_ids; + textures.poly_width := texture_size; + textures.poly_height := texture_size; + textures.movie_width := movie_width - 2; + textures.movie_height := movie_height - 2; + textures.row := i; + textures.col := j; + textures.skip_pixels := skip_pixels; + textures.skip_rows := skip_rows; + + SetLength( pixels, textures.poly_width * textures.poly_height * 4 ); + if ( pixels = nil ) then + begin + glDeleteTextures(1, @texture_ids); + result := GL_OUT_OF_MEMORY; + exit; + end; + //FillChar( pixels^, textures[ current ].poly_width * textures[ current ].poly_height * 4, 0 ); + + (* Do all of our useful binding. *) + glBindTexture(GL_TEXTURE_2D, texture_ids); +// glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + (* Specify our 256x256 black texture. *) + glTexImage2D( GL_TEXTURE_2D, + 0, + GL_RGB, + 1024{512},//textures.poly_width, + 1024{512},//textures.poly_height, + 0, + GL_RGBA, + GL_UNSIGNED_BYTE, + @pixels[0] ); + SetLength( pixels, 0 ); + + + (* Simple state setup at the end. *) + result := glGetError( ); +end; + +procedure glmpeg_update( surface : PSDL_Surface; x : Sint32; y : Sint32; w : Uint32; + h : Uint32 ); cdecl; +var + error : TGLenum; +begin + glClear( GL_COLOR_BUFFER_BIT ); + glMatrixMode( GL_MODELVIEW ); + glLoadIdentity; + DrawSmpeg( PGLubyte( surface.pixels ) ); + error := glGetError( ); + if ( error <> GL_NO_ERROR ) then Exit; + SDL_GL_SwapBuffers; +end; + +procedure DrawSmpeg(frame: PGLubyte); +var + Shift: TGLdouble; + CropT: real; + CropB: real; + TexT: real; + TexB: real; + TexL: real; + TexR: real; + Wide: boolean; +begin + (* full screen mpeg *) +{ CropT := 0; + CropB := 600; + TexT := 0; + TexB := 1; + TexL := 0; + TexW := 1;} + + // set movie texture crop + Wide := false; + if (textures.movie_width = 720-2) and (textures.movie_height = 344-2) then begin + TexT := 0; + TexB := 342/1024; + Wide := true; + end; + if textures.movie_height = 304-2 then begin + TexT := 0; + TexB := 304/1024; + Wide := true; + end; + if textures.movie_height = 152-2 then begin + TexT := 0; + TexB := 152/1024; + Wide := true; + end; + + CropT := 110; // (110/800 = 13,75% max crop) + CropB := 490; // (110/800 = 13,75% max crop) + + if (textures.movie_height <> 304-2) and (textures.movie_height <> 152-2) and (textures.movie_height <> 344-2) then begin + TexT := 110 / 600 * (textures.movie_height / 1024{512}); + TexB := 490 / 600 * (textures.movie_height / 1024{512}); + + if Ini.MovieSize = 1 then begin + // full screen size + CropT := 0; + CropB := 600; + TexT := 0; + TexB := textures.movie_height / 1024{512}; + end; + end; + + TexL := {10}0/600 * (textures.movie_width / 1024{512}); + TexR := {590}600/600 * (textures.movie_width / 1024{512}); + + glEnable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + glColor3f(1, 1, 1); + glBindTexture( GL_TEXTURE_2D, texture_ids ); +// glPixelStorei( GL_UNPACK_ROW_LENGTH, movie_width ); + glPixelStorei( GL_UNPACK_SKIP_ROWS, 0); + glPixelStorei( GL_UNPACK_SKIP_PIXELS, 0); + glTexSubImage2D( GL_TEXTURE_2D, 0, 0, (* offset_x *) 0, (* offset_y *) textures.movie_width + 2, textures.movie_height + 2, GL_RGBA, GL_UNSIGNED_BYTE, frame ); + + // draw + glBegin( GL_QUADS ); + glTexCoord2f(TexL, TexT); glVertex2f(0, CropT); + glTexCoord2f(TexL, TexB); glVertex2f(0, CropB); + glTexCoord2f(TexR, TexB); glVertex2f(800, CropB); + glTexCoord2f(TexR, TexT); glVertex2f(800, CropT); + glEnd; + glDisable(GL_TEXTURE_2D); +end; + +procedure glmovie_resize( width : GLuint; height : GLuint ); +begin + glViewport(0, 0, width, height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity; + gluOrtho2D(0, 800, 600, 0); +end; + +procedure glmovie_quit; +begin + glDeleteTextures(1, @texture_ids); +end; + +end. diff --git a/Game/Code/SMpeg/USmpeg.dcu b/Game/Code/SMpeg/USmpeg.dcu new file mode 100644 index 00000000..d31948ea Binary files /dev/null and b/Game/Code/SMpeg/USmpeg.dcu differ diff --git a/Game/Code/SMpeg/USmpeg.pas b/Game/Code/SMpeg/USmpeg.pas new file mode 100644 index 00000000..c7f756db --- /dev/null +++ b/Game/Code/SMpeg/USmpeg.pas @@ -0,0 +1,299 @@ +unit USmpeg; + +interface +uses SDL, smpeg, OpenGL12, SysUtils, UIni; + +procedure OpenSmpeg(FileName: string); +procedure SkipSmpeg(Time: single); +procedure PlaySmpeg; +procedure PauseSmpeg; //PauseMod +procedure UpdateSmpeg; +procedure CloseSmpeg; +function glmovie_init(Width : GLuint; Height : TGLuint ) : TGLenum; +procedure glmpeg_update(surface: PSDL_Surface; x: Sint32; y: Sint32; w: Uint32; h: Uint32); cdecl; +procedure DrawSmpeg(frame: PGLubyte); +procedure glmovie_resize( width : GLuint; height : GLuint ); +procedure glmovie_quit; + +var + mpeg: PSMPEG; + mpeg_info: TSMPEG_Info; + surface: PSDL_Surface; + +type + { Some data is redundant at this stage. } + PGLMovieTexture = ^TGLMovieTexture; + TGLMovieTexture = record + id : TGLuint; (* OpenGL texture id. *) + poly_width : TGLuint; (* Quad width for tile. *) + poly_height : TGLuint; (* Quad height for tile. *) + movie_width : TGLuint; (* Width of movie inside tile. *) + movie_height : TGLuint; (* Height of movie inside tile. *) + skip_rows : TGLuint; (* Number of rows of movie to skip *) + skip_pixels : TGLuint; (* Number of columns of movie to skip *) + row : TGLuint; (* Row number of tile in scheme. *) + col : TGLuint; (* Column number of tile in scheme. *) + end; + +type + TGLuintArray = array of TGLuint; + PGLuintArray = ^TGLuintArray; + TGLMovieTextureArray = array of TGLMovieTexture; + PGLMovieTextureArray = ^TGLMovieTextureArray; + +var + (* Our evil maximum texture size. Boo 3Dfxnot *) + texture_size : TGLuint = 1024;//512; + texture_ids : TGLuint; + textures: TGLMovieTexture; + tiled_width : TGLuint = 0; + tiled_height : TGLuint = 0; + movie_width : TGLuint = 0; + movie_height : TGLuint = 0; + +implementation + +procedure OpenSmpeg(FileName: string); +begin + mpeg := SMPEG_new(PChar(FileName), @mpeg_info, 0); // audio + if ( mpeg = nil ) then begin + SDL_Quit; + Exit; + end; + +// SMPEG_setvolume(mpeg, 50); + SMPEG_enableaudio(mpeg, 0); + + (* Everything needs to be in RGB for GL, but needs to be 32-bit for SMPEG. *) + surface := SDL_AllocSurface( SDL_SWSURFACE, + mpeg_info.width, + mpeg_info.height, + 32, + $000000FF, + $0000FF00, + $00FF0000, + $FF000000 ); + + if ( surface = nil ) then begin + SDL_Quit; + Exit; + end; + + (* *Initialize* with mpeg size. *) + if (glmovie_init( mpeg_info.width, mpeg_info.height ) <> GL_NO_ERROR ) then begin + SDL_Quit; + Exit; + end; + + SMPEG_setdisplay(mpeg, surface, nil, @glmpeg_update); +end; + +procedure SkipSmpeg(Time: single); +begin + SMPEG_skip(mpeg, Time); +end; + +procedure PlaySmpeg; +begin + SMPEG_play(mpeg); +end; + +//Pause Mod +procedure PauseSmpeg; +begin + SMPEG_pause(mpeg); +end; + +procedure UpdateSmpeg; +begin +// glmpeg_update(surface,0,0,0,0); + DrawSmpeg( PGLubyte( surface.pixels ) ); +end; + +procedure CloseSmpeg; +begin +// glmovie_quit; + SMPEG_delete(mpeg); +end; + +function glmovie_init( Width : GLuint; Height : TGLuint ) : TGLenum; +type + PGLubyteArray = ^TGLubyteArray; + TGLubyteArray = array of TGLubyte; +var + (* Initial black texels. *) + pixels : TGLubyteArray; + (* Absolute offsets from within tiled frame. *) + //offset_x: GLuint; + //offset_y: GLuint; + skip_rows : GLuint; + skip_pixels : GLuint; + i, j, current : GLuint; +begin + skip_rows := 0; + current := 0; + (* Save original movie dimensions. *) + movie_width := width; + movie_height := height; + + (* Get the power of 2 dimensions. *) + tiled_width := 1024{512}; + tiled_height := 1024{512}; + + texture_size := 1024{512}; + + (* Time for fun with data type = record *) + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + glEnable(GL_TEXTURE_2D); + glEnable(GL_DITHER); + + glGenTextures(1, @texture_ids); + + current := 0; + (* Setup texture. *) + textures.id := texture_ids; + textures.poly_width := texture_size; + textures.poly_height := texture_size; + textures.movie_width := movie_width - 2; + textures.movie_height := movie_height - 2; + textures.row := i; + textures.col := j; + textures.skip_pixels := skip_pixels; + textures.skip_rows := skip_rows; + + SetLength( pixels, textures.poly_width * textures.poly_height * 4 ); + if ( pixels = nil ) then + begin + glDeleteTextures(1, @texture_ids); + result := GL_OUT_OF_MEMORY; + exit; + end; + //FillChar( pixels^, textures[ current ].poly_width * textures[ current ].poly_height * 4, 0 ); + + (* Do all of our useful binding. *) + glBindTexture(GL_TEXTURE_2D, texture_ids); +// glTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); + glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); + (* Specify our 256x256 black texture. *) + glTexImage2D( GL_TEXTURE_2D, + 0, + GL_RGB, + 1024{512},//textures.poly_width, + 1024{512},//textures.poly_height, + 0, + GL_RGBA, + GL_UNSIGNED_BYTE, + @pixels[0] ); + SetLength( pixels, 0 ); + + + (* Simple state setup at the end. *) + result := glGetError( ); +end; + +procedure glmpeg_update( surface : PSDL_Surface; x : Sint32; y : Sint32; w : Uint32; + h : Uint32 ); cdecl; +var + error : TGLenum; +begin + glClear( GL_COLOR_BUFFER_BIT ); + glMatrixMode( GL_MODELVIEW ); + glLoadIdentity; + DrawSmpeg( PGLubyte( surface.pixels ) ); + error := glGetError( ); + if ( error <> GL_NO_ERROR ) then Exit; + SDL_GL_SwapBuffers; +end; + +procedure DrawSmpeg(frame: PGLubyte); +var + Shift: TGLdouble; + CropT: real; + CropB: real; + TexT: real; + TexB: real; + TexL: real; + TexR: real; + Wide: boolean; +begin + (* full screen mpeg *) +{ CropT := 0; + CropB := 600; + TexT := 0; + TexB := 1; + TexL := 0; + TexW := 1;} + + // set movie texture crop + Wide := false; + if (textures.movie_width = 720-2) and (textures.movie_height = 344-2) then begin + TexT := 0; + TexB := 342/1024; + Wide := true; + end; + if textures.movie_height = 304-2 then begin + TexT := 0; + TexB := 304/1024; + Wide := true; + end; + if textures.movie_height = 152-2 then begin + TexT := 0; + TexB := 152/1024; + Wide := true; + end; + + CropT := 110; // (110/800 = 13,75% max crop) + CropB := 490; // (110/800 = 13,75% max crop) + + if (textures.movie_height <> 304-2) and (textures.movie_height <> 152-2) and (textures.movie_height <> 344-2) then begin + TexT := 110 / 600 * (textures.movie_height / 1024{512}); + TexB := 490 / 600 * (textures.movie_height / 1024{512}); + + if Ini.MovieSize = 1 then begin + // full screen size + CropT := 0; + CropB := 600; + TexT := 0; + TexB := textures.movie_height / 1024{512}; + end; + end; + + TexL := {10}0/600 * (textures.movie_width / 1024{512}); + TexR := {590}600/600 * (textures.movie_width / 1024{512}); + + glEnable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + glColor3f(1, 1, 1); + glBindTexture( GL_TEXTURE_2D, texture_ids ); +// glPixelStorei( GL_UNPACK_ROW_LENGTH, movie_width ); + glPixelStorei( GL_UNPACK_SKIP_ROWS, 0); + glPixelStorei( GL_UNPACK_SKIP_PIXELS, 0); + glTexSubImage2D( GL_TEXTURE_2D, 0, 0, (* offset_x *) 0, (* offset_y *) textures.movie_width + 2, textures.movie_height + 2, GL_RGBA, GL_UNSIGNED_BYTE, frame ); + + // draw + glBegin( GL_QUADS ); + glTexCoord2f(TexL, TexT); glVertex2f(0, CropT); + glTexCoord2f(TexL, TexB); glVertex2f(0, CropB); + glTexCoord2f(TexR, TexB); glVertex2f(800, CropB); + glTexCoord2f(TexR, TexT); glVertex2f(800, CropT); + glEnd; + glDisable(GL_TEXTURE_2D); +end; + +procedure glmovie_resize( width : GLuint; height : GLuint ); +begin + glViewport(0, 0, width, height); + glMatrixMode(GL_PROJECTION); + glLoadIdentity; + gluOrtho2D(0, 800, 600, 0); +end; + +procedure glmovie_quit; +begin + glDeleteTextures(1, @texture_ids); +end; + +end. diff --git a/Game/Code/Screens/UScreenEdit.dcu b/Game/Code/Screens/UScreenEdit.dcu new file mode 100644 index 00000000..1b9c7bb9 Binary files /dev/null and b/Game/Code/Screens/UScreenEdit.dcu differ diff --git a/Game/Code/Screens/UScreenEdit.pas b/Game/Code/Screens/UScreenEdit.pas new file mode 100644 index 00000000..aa3301a7 --- /dev/null +++ b/Game/Code/Screens/UScreenEdit.pas @@ -0,0 +1,104 @@ +unit UScreenEdit; + +interface + +uses UMenu, SDL, UThemes; + +type + TScreenEdit = class(TMenu) + public +{ Tex_Background: TTexture; + FadeOut: boolean; + Path: string; + FileName: string;} + constructor Create(Back: String); override; + procedure onShow; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; +{ function Draw: boolean; override; + procedure Finish;} + end; + +implementation + +uses UGraphic, UMusic, USkins; + +function TScreenEdit.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_ESCAPE : + begin + Music.PlayBack; + FadeTo(@ScreenMain); +// Result := false; + end; + SDLK_RETURN: + begin + if Interaction = 0 then begin + Music.PlayStart; + FadeTo(@ScreenEditConvert); + end; +// if Interaction = 1 then begin +// Music.PlayStart; +// FadeTo(@ScreenEditHeader); +// end; + + if Interaction = 1 then begin + Music.PlayBack; + FadeTo(@ScreenMain); + end; + end; + + SDLK_DOWN: + begin + InteractNext; + end; + SDLK_UP: + begin + InteractPrev; + end; + end; + end; +end; + +constructor TScreenEdit.Create(Back: String); +begin + inherited Create(Back); + AddButton(400-200, 100 + 0*70, 400, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(10, 5, 0, 0, 0, 'Convert Midi to Txt'); +// Button[High(Button)].Text[0].Size := 11; + +// AddButton(400-200, 100 + 1*60, 400, 40, 'ButtonF'); +// AddButtonText(10, 5, 0, 0, 0, 'Edit Headers'); + +// AddButton(400-200, 100 + 2*60, 400, 40, 'ButtonF'); +// AddButtonText(10, 5, 0, 0, 0, 'Set GAP'); + + AddButton(400-200, 100 + 3*60, 400, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(10, 5, 0, 0, 0, 'Exit'); + +end; + +procedure TScreenEdit.onShow; +begin +// Interaction := 0; +end; + +(*function TScreenEdit.Draw: boolean; +var + Min: integer; + Sec: integer; + Tekst: string; + Pet: integer; + AktBeat: integer; +begin +end; + +procedure TScreenEdit.Finish; +begin +// +end;*) + +end. diff --git a/Game/Code/Screens/UScreenEditConvert.dcu b/Game/Code/Screens/UScreenEditConvert.dcu new file mode 100644 index 00000000..1839ad6b Binary files /dev/null and b/Game/Code/Screens/UScreenEditConvert.dcu differ diff --git a/Game/Code/Screens/UScreenEditConvert.pas b/Game/Code/Screens/UScreenEditConvert.pas new file mode 100644 index 00000000..68742535 --- /dev/null +++ b/Game/Code/Screens/UScreenEditConvert.pas @@ -0,0 +1,500 @@ +unit UScreenEditConvert; + +interface + +uses UMenu, SDL, MidiFile, MidiOut, ULog, USongs, UMusic, UThemes; + +type + TNote = record + Event: integer; + EventType: integer; + Channel: integer; + Start: real; + Len: real; + Data1: integer; + Data2: integer; + Str: string; + end; + + TTrack = record + Note: array of TNote; + Name: string; + Hear: boolean; + Status: byte; // 0 - none, 1 - notes, 2 - lyrics, 3 - notes + lyrics + end; + + TNuta = record + Start: integer; + Len: integer; + Tone: integer; + Lyric: string; + NewSentence: boolean; + end; + + TArrayTrack = array of TTrack; + + TScreenEditConvert = class(TMenu) + public + ATrack: TArrayTrack; // actual track +// Track: TArrayTrack; + Channel: TArrayTrack; + ColR: array[0..100] of real; + ColG: array[0..100] of real; + ColB: array[0..100] of real; + Len: real; + Sel: integer; + Selected: boolean; +// FileName: string; + MidiFile: TMidiFile; + MidiTrack: TMidiTrack; + MidiEvent: pMidiEvent; + MidiOut: TMidiOutput; + Song: TSong; + Czesc: TCzesci; + BPM: real; + Ticks: real; + Nuta: array of TNuta; + procedure AddLyric(Start: integer; Tekst: string); + procedure Extract; + procedure MidiFile1MidiEvent(event: PMidiEvent); + function SelectedNumber: integer; + constructor Create(Back: String); override; + procedure onShow; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + procedure onHide; override; + end; + +implementation +uses UGraphic, SysUtils, UDrawTexture, TextGL, UPliki, UMain, UIni, OpenGL, USkins; + +function TScreenEditConvert.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +var + T: integer; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE: + begin + MidiFile.StopPlaying; + Music.PlayBack; + FadeTo(@ScreenEdit); + end; + + SDLK_RETURN: + begin + if Interaction = 0 then begin + Music.PlayStart; + ScreenOpen.BackScreen := @ScreenEditConvert; + FadeTo(@ScreenOpen); + end; + + if Interaction = 1 then begin + Selected := false; + MidiFile.OnMidiEvent := MidiFile1MidiEvent; +// MidiFile.GoToTime(MidiFile.GetTrackLength div 2); + MidiFile.StartPlaying; + end; + + if Interaction = 2 then begin + Selected := true; + MidiFile.OnMidiEvent := nil; + {for T := 0 to High(ATrack) do begin + if ATrack[T].Hear then begin + MidiTrack := MidiFile.GetTrack(T); + MidiTrack.OnMidiEvent := MidiFile1MidiEvent; + end; + end; + MidiFile.StartPlaying;//} + end; + + if Interaction = 3 then begin + if SelectedNumber > 0 then begin + Extract; + SaveSong(Song, Czesc, ChangeFileExt(FileName, '.txt'), false); + end; + end; + + end; + + SDLK_SPACE: + begin +// ATrack[Sel].Hear := not ATrack[Sel].Hear; + ATrack[Sel].Status := (ATrack[Sel].Status + 1) mod 4; + +{ if Selected then begin + MidiTrack := MidiFile.GetTrack(Sel); + if Track[Sel].Hear then + MidiTrack.OnMidiEvent := MidiFile1MidiEvent + else + MidiTrack.OnMidiEvent := nil; + end;} + end; + + SDLK_RIGHT: + begin + InteractNext; + end; + + SDLK_LEFT: + begin + InteractPrev; + end; + + SDLK_DOWN: + begin + Inc(Sel); + if Sel > High(ATrack) then Sel := 0; + end; + SDLK_UP: + begin + Dec(Sel); + if Sel < 0 then Sel := High(ATrack); + end; + end; + end; +end; + +procedure TScreenEditConvert.AddLyric(Start: integer; Tekst: string); +var + N: integer; +begin + for N := 0 to High(Nuta) do begin + if Nuta[N].Start = Start then begin + // check for new sentece + if Copy(Tekst, 1, 1) = '\' then Delete(Tekst, 1, 1); + if Copy(Tekst, 1, 1) = '/' then begin + Delete(Tekst, 1, 1); + Nuta[N].NewSentence := true; + end; + + // overwrite lyric od append + if Nuta[N].Lyric = '-' then + Nuta[N].Lyric := Tekst + else + Nuta[N].Lyric := Nuta[N].Lyric + Tekst; + end; + end; +end; + +procedure TScreenEditConvert.Extract; +var + T: integer; + C: integer; + N: integer; + Nu: integer; + NutaTemp: TNuta; + Move: integer; +begin + // song info + Song.Title := ''; + Song.Artist := ''; + Song.Mp3 := ''; + Song.Resolution := 4; + SetLength(Song.BPM, 1); + Song.BPM[0].BPM := BPM*4; + + // extract notes + for T := 0 to High(ATrack) do begin +// if ATrack[T].Hear then begin + if ((ATrack[T].Status div 1) and 1) = 1 then begin + for N := 0 to High(ATrack[T].Note) do begin + if (ATrack[T].Note[N].EventType = 9) and (ATrack[T].Note[N].Data2 > 0) then begin + Nu := Length(Nuta); + SetLength(Nuta, Nu + 1); + Nuta[Nu].Start := Round(ATrack[T].Note[N].Start / Ticks); + Nuta[Nu].Len := Round(ATrack[T].Note[N].Len / Ticks); + Nuta[Nu].Tone := ATrack[T].Note[N].Data1 - 12*5; + Nuta[Nu].Lyric := '-'; + end; + end; + end; + end; + + // extract lyrics + for T := 0 to High(ATrack) do begin +// if ATrack[T].Hear then begin + if ((ATrack[T].Status div 2) and 1) = 1 then begin + for N := 0 to High(ATrack[T].Note) do begin + if (ATrack[T].Note[N].EventType = 15) then begin +// Log.LogStatus('<' + Track[T].Note[N].Str + '>', 'MIDI'); + AddLyric(Round(ATrack[T].Note[N].Start / Ticks), ATrack[T].Note[N].Str); + end; + end; + end; + end; + + // sort notes + for N := 0 to High(Nuta) do + for Nu := 0 to High(Nuta)-1 do + if Nuta[Nu].Start > Nuta[Nu+1].Start then begin + NutaTemp := Nuta[Nu]; + Nuta[Nu] := Nuta[Nu+1]; + Nuta[Nu+1] := NutaTemp; + end; + + // move to 0 at beginning + Move := Nuta[0].Start; + for N := 0 to High(Nuta) do + Nuta[N].Start := Nuta[N].Start - Move; + + // copy notes + SetLength(Czesc.Czesc, 1); + Czesc.Ilosc := 1; + Czesc.High := 0; + + C := 0; + N := 0; + Czesc.Czesc[C].IlNut := 0; + Czesc.Czesc[C].HighNut := -1; + + for Nu := 0 to High(Nuta) do begin + if Nuta[Nu].NewSentence then begin // nowa linijka + SetLength(Czesc.Czesc, Length(Czesc.Czesc)+1); + Czesc.Ilosc := Czesc.Ilosc + 1; + Czesc.High := Czesc.High + 1; + C := C + 1; + N := 0; + SetLength(Czesc.Czesc[C].Nuta, 0); + Czesc.Czesc[C].IlNut := 0; + Czesc.Czesc[C].HighNut := -1; + end; + + // tworzy miejsce na nowa nute + SetLength(Czesc.Czesc[C].Nuta, Length(Czesc.Czesc[C].Nuta)+1); + Czesc.Czesc[C].IlNut := Czesc.Czesc[C].IlNut + 1; + Czesc.Czesc[C].HighNut := Czesc.Czesc[C].HighNut + 1; + + // dopisuje + Czesc.Czesc[C].Nuta[N].Start := Nuta[Nu].Start; + Czesc.Czesc[C].Nuta[N].Dlugosc := Nuta[Nu].Len; + Czesc.Czesc[C].Nuta[N].Ton := Nuta[Nu].Tone; + Czesc.Czesc[C].Nuta[N].Tekst := Nuta[Nu].Lyric; + //All Notes are Freestyle when Converted Fix: + Czesc.Czesc[C].Nuta[N].Wartosc := 1; + Inc(N); + end; +end; + +function TScreenEditConvert.SelectedNumber: integer; +var + T: integer; // track +begin + Result := 0; + for T := 0 to High(ATrack) do +// if ATrack[T].Hear then Inc(Result); + if ((ATrack[T].Status div 1) and 1) = 1 then Inc(Result); +end; + +procedure TScreenEditConvert.MidiFile1MidiEvent(event: PMidiEvent); +begin +// Log.LogStatus(IntToStr(event.event), 'MIDI'); + MidiOut.PutShort(event.event, event.data1, event.data2); +end; + +constructor TScreenEditConvert.Create(Back: String); +var + P: integer; +begin + inherited Create(Back); + AddButton(40, 20, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(15, 5, 0, 0, 0, 'Open'); +// Button[High(Button)].Text[0].Size := 11; + + AddButton(160, 20, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(25, 5, 0, 0, 0, 'Play'); + + AddButton(280, 20, 200, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(25, 5, 0, 0, 0, 'Play Selected'); + + AddButton(500, 20, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(20, 5, 0, 0, 0, 'Save'); + + +{ MidiOut := TMidiOutput.Create(nil); +// MidiOut.Close; +// MidiOut.DeviceID := 0; + if Ini.Debug = 1 then + MidiOut.ProductName := 'Microsoft GS Wavetable SW Synth'; // for my kxproject without midi table + Log.LogStatus(MidiOut.ProductName, 'MIDI'); + MidiOut.Open; +// MidiOut.SetVolume(100, 100); // temporary} + + FileName := GamePath + 'file.mid'; + MidiFile := TMidiFile.Create(nil); + + for P := 0 to 100 do begin + ColR[P] := Random(10)/10; + ColG[P] := Random(10)/10; + ColB[P] := Random(10)/10; + end; + +end; + +procedure TScreenEditConvert.onShow; +var + T: integer; // track + N: integer; // note + C: integer; // channel + CN: integer; // channel note +begin + MidiOut := TMidiOutput.Create(nil); + if Ini.Debug = 1 then + MidiOut.ProductName := 'Microsoft GS Wavetable SW Synth'; // for my kxproject without midi table + Log.LogStatus(MidiOut.ProductName, 'MIDI'); + MidiOut.Open; + + + if FileExists(FileName) then begin + MidiFile.Filename := FileName; + MidiFile.ReadFile; + + + Len := 0; + Sel := 0; + BPM := MidiFile.Bpm; + Ticks := MidiFile.TicksPerQuarter / 4; + +{ for T := 0 to MidiFile.NumberOfTracks-1 do begin + SetLength(Track, Length(Track)+1); + MidiTrack := MidiFile.GetTrack(T); + MidiTrack.OnMidiEvent := MidiFile1MidiEvent; + Track[T].Name := MidiTrack.getName; + + for N := 0 to MidiTrack.getEventCount-1 do begin + SetLength(Track[T].Note, Length(Track[T].Note)+1); + MidiEvent := MidiTrack.GetEvent(N); + Track[T].Note[N].Start := MidiEvent.time; + Track[T].Note[N].Len := MidiEvent.len; + Track[T].Note[N].Event := MidiEvent.event; + Track[T].Note[N].EventType := MidiEvent.event div 16; + Track[T].Note[N].Channel := MidiEvent.event and 15; + Track[T].Note[N].Data1 := MidiEvent.data1; + Track[T].Note[N].Data2 := MidiEvent.data2; + Track[T].Note[N].Str := MidiEvent.str; + + if Track[T].Note[N].Start + Track[T].Note[N].Len > Len then + Len := Track[T].Note[N].Start + Track[T].Note[N].Len; + end; + end;} + + + SetLength(Channel, 16); + for T := 0 to 15 do + Channel[T].Name := IntToStr(T+1); + + for T := 0 to MidiFile.NumberOfTracks-1 do begin + MidiTrack := MidiFile.GetTrack(T); + MidiTrack.OnMidiEvent := MidiFile1MidiEvent; + + for N := 0 to MidiTrack.getEventCount-1 do begin + MidiEvent := MidiTrack.GetEvent(N); + C := MidiEvent.event and 15; + + CN := Length(Channel[C].Note); + SetLength(Channel[C].Note, CN+1); + + Channel[C].Note[CN].Start := MidiEvent.time; + Channel[C].Note[CN].Len := MidiEvent.len; + Channel[C].Note[CN].Event := MidiEvent.event; + Channel[C].Note[CN].EventType := MidiEvent.event div 16; + Channel[C].Note[CN].Channel := MidiEvent.event and 15; + Channel[C].Note[CN].Data1 := MidiEvent.data1; + Channel[C].Note[CN].Data2 := MidiEvent.data2; + Channel[C].Note[CN].Str := MidiEvent.str; + + if Channel[C].Note[CN].Start + Channel[C].Note[CN].Len > Len then + Len := Channel[C].Note[CN].Start + Channel[C].Note[CN].Len; + end; + end; + ATrack := Channel; + + end; + + Interaction := 0; +end; + +function TScreenEditConvert.Draw: boolean; +var + Pet: integer; + Pet2: integer; + Bottom: real; + X: real; + Y: real; + H: real; + YSkip: real; +begin + // draw static menu + inherited Draw; + + Y := 100; + + H := Length(ATrack)*40; + if H > 480 then H := 480; + Bottom := Y + H; + + YSkip := H / Length(ATrack); + + // select + DrawQuad(10, Y+Sel*YSkip, 780, YSkip, 0.8, 0.8, 0.8); + + // selected - now me use Status System + for Pet := 0 to High(ATrack) do + if ATrack[Pet].Hear then + DrawQuad(10, Y+Pet*YSkip, 50, YSkip, 0.8, 0.3, 0.3); + glColor3f(0, 0, 0); + for Pet := 0 to High(ATrack) do begin + if ((ATrack[Pet].Status div 1) and 1) = 1 then begin + SetFontPos(25, Y + Pet*YSkip + 10); + SetFontSize(5); + glPrint('N'); + end; + if ((ATrack[Pet].Status div 2) and 1) = 1 then begin + SetFontPos(40, Y + Pet*YSkip + 10); + SetFontSize(5); + glPrint('L'); + end; + end; + + DrawLine(10, Y, 10, Bottom, 0, 0, 0); + DrawLine(60, Y, 60, Bottom, 0, 0, 0); + DrawLine(790, Y, 790, Bottom, 0, 0, 0); + + for Pet := 0 to Length(ATrack) do + DrawLine(10, Y+Pet*YSkip, 790, Y+Pet*YSkip, 0, 0, 0); + + for Pet := 0 to High(ATrack) do begin + SetFontPos(11, Y + 10 + Pet*YSkip); + SetFontSize(5); + glPrint(pchar(ATrack[Pet].Name)); + end; + + for Pet := 0 to High(ATrack) do + for Pet2 := 0 to High(ATrack[Pet].Note) do begin + if ATrack[Pet].Note[Pet2].EventType = 9 then + DrawQuad(60 + ATrack[Pet].Note[Pet2].Start/Len * 725, Y + (Pet+1)*YSkip - ATrack[Pet].Note[Pet2].Data1*35/127, 3, 3, ColR[Pet], ColG[Pet], ColB[Pet]); + if ATrack[Pet].Note[Pet2].EventType = 15 then + DrawLine(60 + ATrack[Pet].Note[Pet2].Start/Len * 725, Y + 0.75 * YSkip + Pet*YSkip, 60 + ATrack[Pet].Note[Pet2].Start/Len * 725, Y + YSkip + Pet*YSkip, ColR[Pet], ColG[Pet], ColB[Pet]); + end; + + // playing line + X := 60+MidiFile.GetCurrentTime/MidiFile.GetTrackLength*730; + DrawLine(X, Y, X, Bottom, 0.3, 0.3, 0.3); + + +end; + +procedure TScreenEditConvert.onHide; +begin + MidiOut.Close; + MidiOut.Free; +end; + +end. diff --git a/Game/Code/Screens/UScreenEditHeader.dcu b/Game/Code/Screens/UScreenEditHeader.dcu new file mode 100644 index 00000000..9508e841 Binary files /dev/null and b/Game/Code/Screens/UScreenEditHeader.dcu differ diff --git a/Game/Code/Screens/UScreenEditHeader.pas b/Game/Code/Screens/UScreenEditHeader.pas new file mode 100644 index 00000000..65f39e44 --- /dev/null +++ b/Game/Code/Screens/UScreenEditHeader.pas @@ -0,0 +1,362 @@ +unit UScreenEditHeader; + +interface + +uses UMenu, SDL, USongs, UThemes; + +type + TScreenEditHeader = class(TMenu) + public + AktSong: TSong; + TextTitle: integer; + TextArtist: integer; + TextMp3: integer; + TextBackground: integer; + TextVideo: integer; + TextVideoGAP: integer; + TextRelative: integer; + TextResolution: integer; + TextNotesGAP: integer; + TextStart: integer; + TextGAP: integer; + TextBPM: integer; + StaticTitle: integer; + StaticArtist: integer; + StaticMp3: integer; + StaticBackground: integer; + StaticVideo: integer; + StaticVideoGAP: integer; + StaticRelative: integer; + StaticResolution: integer; + StaticNotesGAP: integer; + StaticStart: integer; + StaticGAP: integer; + StaticBPM: integer; + Sel: array[0..11] of boolean; + procedure SetRoundButtons; + + constructor Create(Back: String); override; + procedure onShow; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; +{ function Draw: boolean; override; + procedure Finish;} + end; + +implementation + +uses UGraphic, UMusic, SysUtils, UPliki, USkins; + +function TScreenEditHeader.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +var + T: integer; +begin + Result := true; + If (PressedDown) Then begin // Key Down + case PressedKey of + SDLK_ESCAPE : + begin +// Music.PlayBack; +// FadeTo(@MainScreen); + Result := false; + end; + + SDLK_RETURN: + begin + if Interaction = 1 then begin +// Save; + end; + end; + + SDLK_RIGHT: + begin + case Interaction of + 0..0: InteractNext; + 1: Interaction := 0; + end; + end; + + SDLK_LEFT: + begin + case Interaction of + 0: Interaction := 1; + 1..1: InteractPrev; + end; + end; + + SDLK_DOWN: + begin + case Interaction of + 0..1: Interaction := 2; + 2..12: InteractNext; + 13: Interaction := 0; + end; + end; + + SDLK_UP: + begin + case Interaction of + 0..1: Interaction := 13; + 2: Interaction := 0; + 3..13: InteractPrev; + end; + end; + + SDLK_BACKSPACE: + begin + T := Interaction - 2 + TextTitle; + if (Interaction >= 2) and (Interaction <= 13) and (Length(Text[T].Text) >= 1) then begin + Delete(Text[T].Text, Length(Text[T].Text), 1); + SetRoundButtons; + end; + end; + + end; + case ScanCode of + 32..255: + begin + if (Interaction >= 2) and (Interaction <= 13) then begin + Text[Interaction - 2 + TextTitle].Text := + Text[Interaction - 2 + TextTitle].Text + chr(ScanCode); + SetRoundButtons; + end; + end; + end; + end; +end; + +constructor TScreenEditHeader.Create(Back: String); +begin + inherited Create(Back); + + AddButton(40, 20, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(15, 5, 'Open'); + + AddButton(160, 20, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(20, 5, 'Save'); + + AddBox(80, 60, 640, 550); + + AddText(160, 110 + 0*30, 0, 10, 0, 0, 0, 'Title:'); + AddText(160, 110 + 1*30, 0, 10, 0, 0, 0, 'Artist:'); + AddText(160, 110 + 2*30, 0, 10, 0, 0, 0, 'MP3:'); + + AddText(160, 110 + 4*30, 0, 10, 0, 0, 0, 'Background:'); + AddText(160, 110 + 5*30, 0, 10, 0, 0, 0, 'Video:'); + AddText(160, 110 + 6*30, 0, 10, 0, 0, 0, 'VideoGAP:'); + + AddText(160, 110 + 8*30, 0, 10, 0, 0, 0, 'Relative:'); + AddText(160, 110 + 9*30, 0, 10, 0, 0, 0, 'Resolution:'); + AddText(160, 110 + 10*30, 0, 10, 0, 0, 0, 'NotesGAP:'); + + AddText(160, 110 + 12*30, 0, 10, 0, 0, 0, 'Start:'); + AddText(160, 110 + 13*30, 0, 10, 0, 0, 0, 'GAP:'); + AddText(160, 110 + 14*30, 0, 10, 0, 0, 0, 'BPM:'); + + TextTitle := AddText(340, 110 + 0*30, 0, 10, 0, 0, 0, ''); + TextArtist := AddText(340, 110 + 1*30, 0, 10, 0, 0, 0, ''); + TextMp3 := AddText(340, 110 + 2*30, 0, 10, 0, 0, 0, ''); + + TextBackground := AddText(340, 110 + 4*30, 0, 10, 0, 0, 0, ''); + TextVideo := AddText(340, 110 + 5*30, 0, 10, 0, 0, 0, ''); + TextVideoGAP := AddText(340, 110 + 6*30, 0, 10, 0, 0, 0, ''); + + TextRelative := AddText(340, 110 + 8*30, 0, 10, 0, 0, 0, ''); + TextResolution := AddText(340, 110 + 9*30, 0, 10, 0, 0, 0, ''); + TextNotesGAP := AddText(340, 110 + 10*30, 0, 10, 0, 0, 0, ''); + + TextStart := AddText(340, 110 + 12*30, 0, 10, 0, 0, 0, ''); + TextGAP := AddText(340, 110 + 13*30, 0, 10, 0, 0, 0, ''); + TextBPM := AddText(340, 110 + 14*30, 0, 10, 0, 0, 0, ''); + + StaticTitle := AddStatic(130, 115 + 0*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF); + StaticArtist := AddStatic(130, 115 + 1*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF); + StaticMp3 := AddStatic(130, 115 + 2*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF); + StaticBackground := AddStatic(130, 115 + 4*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF); + StaticVideo := AddStatic(130, 115 + 5*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF); + StaticVideoGAP := AddStatic(130, 115 + 6*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF); + StaticRelative := AddStatic(130, 115 + 8*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF); + StaticResolution := AddStatic(130, 115 + 9*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF); + StaticNotesGAP := AddStatic(130, 115 + 10*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF); + StaticStart := AddStatic(130, 115 + 12*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF); + StaticGAP := AddStatic(130, 115 + 13*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF); + StaticBPM := AddStatic(130, 115 + 14*30, 20, 20, 1, 1, 1, 'RoundButton', 'BMP', 'Transparent', $FF00FF); + + AddInteraction(iText, TextTitle); + AddInteraction(iText, TextArtist); + AddInteraction(iText, TextMp3); + AddInteraction(iText, TextBackground); + AddInteraction(iText, TextVideo); + AddInteraction(iText, TextVideoGAP); + AddInteraction(iText, TextRelative); + AddInteraction(iText, TextResolution); + AddInteraction(iText, TextNotesGAP); + AddInteraction(iText, TextStart); + AddInteraction(iText, TextGAP); + AddInteraction(iText, TextBPM); +end; + +procedure TScreenEditHeader.onShow; +begin +{ if FileExists(FileName) then begin // load file + AktSong.FileName := FileName; + SkanujPlik(AktSong); + + SetLength(TrueBoolStrs, 1); + TrueBoolStrs[0] := 'yes'; + SetLength(FalseBoolStrs, 1); + FalseBoolStrs[0] := 'no'; + + Text[TextTitle].Text := AktSong.Title; + Text[TextArtist].Text := AktSong.Artist; + Text[TextMP3].Text := AktSong.Mp3; + Text[TextBackground].Text := AktSong.Background; + Text[TextVideo].Text := AktSong.Video; + Text[TextVideoGAP].Text := FloatToStr(AktSong.VideoGAP); + Text[TextRelative].Text := BoolToStr(AktSong.Relative, true); + Text[TextResolution].Text := IntToStr(AktSong.Resolution); + Text[TextNotesGAP].Text := IntToStr(AktSong.NotesGAP); + Text[TextStart].Text := FloatToStr(AktSong.Start); + Text[TextGAP].Text := FloatToStr(AktSong.GAP); + Text[TextBPM].Text := FloatToStr(AktSong.BPM[0].BPM); + SetRoundButtons; + end;} + + Interaction := 0; +end; + +(*function TScreenEdit.Draw: boolean; +var + Min: integer; + Sec: integer; + Tekst: string; + Pet: integer; + AktBeat: integer; +begin +{ glClearColor(1,1,1,1); + + // control music + if PlaySentence then begin + // stop the music + if (Music.Position > PlayStopTime) then begin + Music.Stop; + PlaySentence := false; + end; + + // click + if (Click) and (PlaySentence) then begin + AktBeat := Floor(AktSong.BPM[0].BPM * (Music.Position - AktSong.GAP / 1000) / 60); + Text[TextDebug].Text := IntToStr(AktBeat); + if AktBeat <> LastClick then begin + for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do + if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = AktBeat) then begin + Music.PlayClick; + LastClick := AktBeat; + end; + end; + end; // click + end; // if PlaySentence + + Text[TextSentence].Text := IntToStr(Czesci[0].Akt + 1) + ' / ' + IntToStr(Czesci[0].Ilosc); + Text[TextNote].Text := IntToStr(AktNuta + 1) + ' / ' + IntToStr(Czesci[0].Czesc[Czesci[0].Akt].IlNut); + + // Song info + Text[TextBPM].Text := FloatToStr(AktSong.BPM[0].BPM / 4); + Text[TextGAP].Text := FloatToStr(AktSong.GAP); + + // Note info + Text[TextNStart].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start); + Text[TextNDlugosc].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc); + Text[TextNTon].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Ton); + Text[TextNText].Text := Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Tekst; + + // draw static menu + inherited Draw; + + // draw notes + SingDrawNoteLines(20, 300, 780, 15); + SingDrawBeatDelimeters(40, 300, 760, 0); + SingDrawCzesc(40, 405, 760, 0); + + // draw text + Lyric.Draw;} + +end;*) + +procedure TScreenEditHeader.SetRoundButtons; +begin + if Length(Text[TextTitle].Text) > 0 then Static[StaticTitle].Visible := true + else Static[StaticTitle].Visible := false; + + if Length(Text[TextArtist].Text) > 0 then Static[StaticArtist].Visible := true + else Static[StaticArtist].Visible := false; + + if Length(Text[TextMp3].Text) > 0 then Static[StaticMp3].Visible := true + else Static[StaticMp3].Visible := false; + + if Length(Text[TextBackground].Text) > 0 then Static[StaticBackground].Visible := true + else Static[StaticBackground].Visible := false; + + if Length(Text[TextVideo].Text) > 0 then Static[StaticVideo].Visible := true + else Static[StaticVideo].Visible := false; + + try + StrToFloat(Text[TextVideoGAP].Text); + if StrToFloat(Text[TextVideoGAP].Text)<> 0 then Static[StaticVideoGAP].Visible := true + else Static[StaticVideoGAP].Visible := false; + except + Static[StaticVideoGAP].Visible := false; + end; + + if LowerCase(Text[TextRelative].Text) = 'yes' then Static[StaticRelative].Visible := true + else Static[StaticRelative].Visible := false; + + try + StrToInt(Text[TextResolution].Text); + if (StrToInt(Text[TextResolution].Text) <> 0) and (StrToInt(Text[TextResolution].Text) >= 1) + then Static[StaticResolution].Visible := true + else Static[StaticResolution].Visible := false; + except + Static[StaticResolution].Visible := false; + end; + + try + StrToInt(Text[TextNotesGAP].Text); + Static[StaticNotesGAP].Visible := true; + except + Static[StaticNotesGAP].Visible := false; + end; + + // start + try + StrToFloat(Text[TextStart].Text); + if (StrToFloat(Text[TextStart].Text) > 0) then Static[StaticStart].Visible := true + else Static[StaticStart].Visible := false; + except + Static[StaticStart].Visible := false; + end; + + // GAP + try + StrToFloat(Text[TextGAP].Text); + Static[StaticGAP].Visible := true; + except + Static[StaticGAP].Visible := false; + end; + + // BPM + try + StrToFloat(Text[TextBPM].Text); + if (StrToFloat(Text[TextBPM].Text) > 0) then Static[StaticBPM].Visible := true + else Static[StaticBPM].Visible := false; + except + Static[StaticBPM].Visible := false; + end; + +end; + +(*procedure TScreenEdit.Finish; +begin +// +end;*) + +end. diff --git a/Game/Code/Screens/UScreenEditSub.dcu b/Game/Code/Screens/UScreenEditSub.dcu new file mode 100644 index 00000000..6b6b6e35 Binary files /dev/null and b/Game/Code/Screens/UScreenEditSub.dcu differ diff --git a/Game/Code/Screens/UScreenEditSub.pas b/Game/Code/Screens/UScreenEditSub.pas new file mode 100644 index 00000000..7bdbac0d --- /dev/null +++ b/Game/Code/Screens/UScreenEditSub.pas @@ -0,0 +1,1236 @@ +unit UScreenEditSub; + +interface + +uses UMenu, UMusic, SDL, SysUtils, UPliki, UTime, USongs, UIni, ULog, USmpeg, UTexture, UMenuText, + ULyrics, Math, OpenGL12, UThemes, MidiOut; + +type + TScreenEditSub = class(TMenu) + private + TextNote: integer; + TextSentence: integer; + TextTitle: integer; + TextArtist: integer; + TextMp3: integer; + TextBPM: integer; + TextGAP: integer; + TextDebug: integer; + TextNStart: integer; + TextNDlugosc: integer; + TextNTon: integer; + TextNText: integer; + AktNuta: integer; + PlaySentence: boolean; + PlaySentenceMidi: boolean; + PlayStopTime: real; + LastClick: integer; + Click: boolean; + CopySrc: integer; + + MidiOut: TMidiOutput; + MidiStart: real; + MidiStop: real; + MidiTime: real; + MidiPos: real; + MidiLastNote: integer; + + TextEditMode: boolean; + + procedure NewBeat; + procedure CzesciDivide; + procedure CzesciMultiply; + procedure LyricsCapitalize; + procedure LyricsCorrectSpaces; + procedure FixTimings; + procedure DivideSentence; + procedure JoinSentence; + procedure DivideNote; + procedure DeleteNote; + procedure TransposeNote(Transpose: integer); + procedure ChangeWholeTone(Tone: integer); + procedure MoveAllToEnd(Move: integer); + procedure MoveTextToRight; + procedure MarkSrc; + procedure PasteText; + procedure CopySentence(Src, Dst: integer); + procedure CopySentences(Src, Dst, Num: integer); + public + Tex_Background: TTexture; + FadeOut: boolean; + Path: string; + FileName: string; + constructor Create(Back: String); override; + procedure onShow; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function ParseInputEditText(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; + function Draw: boolean; override; + procedure onHide; override; + end; + +implementation +uses UGraphic, UDraw, UMain, USkins; + +// Method for input parsing. If False is returned, GetNextWindow +// should be checked to know the next window to load; +function TScreenEditSub.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +var + SDL_ModState: Word; + R: real; +begin + Result := true; + + if TextEditMode then begin + Result := ParseInputEditText(PressedKey, ScanCode, PressedDown); + end else begin + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT {+ KMOD_CAPS}); + + If (PressedDown) then begin // Key Down + case PressedKey of + SDLK_ESCAPE: + begin + FadeTo(@ScreenSong); + end; + + SDLK_Q: + begin + Result := false; + end; + + SDLK_BACKQUOTE: + begin + // Increase Note Length (same as Alt + Right) + Inc(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc); + if AktNuta = Czesci[0].Czesc[Czesci[0].Akt].HighNut then + Inc(Czesci[0].Czesc[Czesci[0].Akt].Koniec); + end; + + SDLK_EQUALS: + begin + // Increase BPM + if SDL_ModState = 0 then + AktSong.BPM[0].BPM := Round((AktSong.BPM[0].BPM * 5) + 1) / 5; // (1/20) + if SDL_ModState = KMOD_LSHIFT then + AktSong.BPM[0].BPM := AktSong.BPM[0].BPM + 4; // (1/1) + if SDL_ModState = KMOD_LCTRL then + AktSong.BPM[0].BPM := Round((AktSong.BPM[0].BPM * 25) + 1) / 25; // (1/100) + end; + + SDLK_MINUS: + begin + // Decrease BPM + if SDL_ModState = 0 then + AktSong.BPM[0].BPM := Round((AktSong.BPM[0].BPM * 5) - 1) / 5; + if SDL_ModState = KMOD_LSHIFT then + AktSong.BPM[0].BPM := AktSong.BPM[0].BPM - 4; + if SDL_ModState = KMOD_LCTRL then + AktSong.BPM[0].BPM := Round((AktSong.BPM[0].BPM * 25) - 1) / 25; + end; + + SDLK_0: + begin + // Increase GAP + if SDL_ModState = 0 then + AktSong.GAP := AktSong.GAP + 10; + if SDL_ModState = KMOD_LSHIFT then + AktSong.GAP := AktSong.GAP + 1000; + end; + + SDLK_9: + begin + // Decrease GAP + if SDL_ModState = 0 then + AktSong.GAP := AktSong.GAP - 10; + if SDL_ModState = KMOD_LSHIFT then + AktSong.GAP := AktSong.GAP - 1000; + end; + + SDLK_KP_PLUS: + begin + // Increase tone of all notes + if SDL_ModState = 0 then + ChangeWholeTone(1); + if SDL_ModState = KMOD_LSHIFT then + ChangeWholeTone(12); + end; + + SDLK_KP_MINUS: + begin + // Decrease tone of all notes + if SDL_ModState = 0 then + ChangeWholeTone(-1); + if SDL_ModState = KMOD_LSHIFT then + ChangeWholeTone(-12); + end; + + SDLK_SLASH: + begin + if SDL_ModState = 0 then begin + // Insert start of sentece + if AktNuta > 0 then + DivideSentence; + end; + + if SDL_ModState = KMOD_LSHIFT then begin + // Join next sentence with current + if Czesci[0].Akt < Czesci[0].High then + JoinSentence; + end; + + if SDL_ModState = KMOD_LCTRL then begin + // divide note + DivideNote; + end; + + end; + + SDLK_S: + begin + if SDL_ModState = 0 then + // Save Song + SaveSong(AktSong, Czesci[0], Path + FileName, false); + + if SDL_ModState = KMOD_LSHIFT then + // Save Song + SaveSong(AktSong, Czesci[0], Path + FileName, true); + + if SDL_ModState = KMOD_LSHIFT or KMOD_LCTRL + KMOD_LALT then + // Save Song + SaveSongDebug(AktSong, Czesci[0], 'C:\song.asm', false); + + end; + + SDLK_D: + begin + // Divide lengths by 2 + CzesciDivide; + end; + + SDLK_M: + begin + // Multiply lengths by 2 + CzesciMultiply; + end; + + SDLK_C: + begin + // Capitalize letter at the beginning of line + if SDL_ModState = 0 then + LyricsCapitalize; + + // Correct spaces + if SDL_ModState = KMOD_LSHIFT then + LyricsCorrectSpaces; + + // Copy sentence + if SDL_ModState = KMOD_LCTRL then + MarkSrc; + end; + + SDLK_V: + begin + // Paste text + if SDL_ModState = KMOD_LCTRL then begin + if Czesci[0].Czesc[Czesci[0].Akt].IlNut >= Czesci[0].Czesc[CopySrc].IlNut then + PasteText + else + beep; + end; + + if SDL_ModState = KMOD_LCTRL + KMOD_LSHIFT then begin + CopySentence(CopySrc, Czesci[0].Akt); + end; + end; + + SDLK_4: + begin + if SDL_ModState = KMOD_LCTRL + KMOD_LSHIFT then begin + CopySentence(CopySrc, Czesci[0].Akt); + CopySentence(CopySrc+1, Czesci[0].Akt+1); + CopySentence(CopySrc+2, Czesci[0].Akt+2); + CopySentence(CopySrc+3, Czesci[0].Akt+3); + end; + + if SDL_ModState = KMOD_LCTRL + KMOD_LSHIFT + KMOD_LALT then begin + CopySentences(CopySrc, Czesci[0].Akt, 4); + end; + end; + SDLK_5: + begin + if SDL_ModState = KMOD_LCTRL + KMOD_LSHIFT then begin + CopySentence(CopySrc, Czesci[0].Akt); + CopySentence(CopySrc+1, Czesci[0].Akt+1); + CopySentence(CopySrc+2, Czesci[0].Akt+2); + CopySentence(CopySrc+3, Czesci[0].Akt+3); + CopySentence(CopySrc+4, Czesci[0].Akt+4); + end; + + if SDL_ModState = KMOD_LCTRL + KMOD_LSHIFT + KMOD_LALT then begin + CopySentences(CopySrc, Czesci[0].Akt, 5); + end; + end; + + SDLK_T: + begin + // Fixes timings between sentences + FixTimings; + end; + + SDLK_F4: + begin + // Enter Text Edit Mode + TextEditMode := true; + end; + + SDLK_P: + begin + if SDL_ModState = 0 then begin + // Play Sentence + Click := true; + Music.Stop; + R := GetTimeFromBeat(Czesci[0].Czesc[Czesci[0].Akt].StartNote); + if R <= Music.Length then begin + Music.MoveTo(R); + PlayStopTime := GetTimeFromBeat(Czesci[0].Czesc[Czesci[0].Akt].Koniec); + PlaySentence := true; + Music.Play; + LastClick := -100; + end; + end; + + if SDL_ModState = KMOD_LSHIFT then begin + PlaySentenceMidi := true; + + MidiTime := USTime.GetTime; + MidiStart := GetTimeFromBeat(Czesci[0].Czesc[Czesci[0].Akt].StartNote); + MidiStop := GetTimeFromBeat(Czesci[0].Czesc[Czesci[0].Akt].Koniec); + + LastClick := -100; + end; + if SDL_ModState = KMOD_LSHIFT or KMOD_LCTRL then begin + PlaySentenceMidi := true; + MidiTime := USTime.GetTime; + MidiStart := GetTimeFromBeat(Czesci[0].Czesc[Czesci[0].Akt].StartNote); + MidiStop := GetTimeFromBeat(Czesci[0].Czesc[Czesci[0].Akt].Koniec); + LastClick := -100; + + PlaySentence := true; + Click := true; + Music.Stop; + Music.MoveTo(GetTimeFromBeat(Czesci[0].Czesc[Czesci[0].Akt].StartNote)+0{-0.10}); + PlayStopTime := GetTimeFromBeat(Czesci[0].Czesc[Czesci[0].Akt].Koniec)+0; + Music.Play; + LastClick := -100; + end; + end; + + SDLK_SPACE: + begin + // Play Sentence + PlaySentenceMidi := false; // stop midi + PlaySentence := true; + Click := false; + Music.Stop; + Music.MoveTo(GetTimeFromBeat(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start)); + PlayStopTime := (GetTimeFromBeat( + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start + + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc)); + Music.Play; + LastClick := -100; + end; + + SDLK_RETURN: + begin + end; + + SDLK_LCTRL: + begin + end; + + SDLK_DELETE: + begin + if SDL_ModState = KMOD_LCTRL then begin + // moves text to right in current sentence + DeleteNote; + end; + end; + + SDLK_PERIOD: + begin + // moves text to right in current sentence + MoveTextToRight; + end; + + SDLK_RIGHT: + begin + // right + if SDL_ModState = 0 then begin + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 0; + Inc(AktNuta); + if AktNuta = Czesci[0].Czesc[Czesci[0].Akt].IlNut then AktNuta := 0; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 1; + Lyric.Selected := AktNuta; + end; + + // ctrl + right + if SDL_ModState = KMOD_LCTRL then begin + if Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc > 1 then begin + Dec(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc); + Inc(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start); + if AktNuta = 0 then begin + Inc(Czesci[0].Czesc[Czesci[0].Akt].Start); + Inc(Czesci[0].Czesc[Czesci[0].Akt].StartNote); + end; + end; + end; + + // shift + right + if SDL_ModState = KMOD_LSHIFT then begin + Inc(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start); + if AktNuta = 0 then begin + Inc(Czesci[0].Czesc[Czesci[0].Akt].Start); + Inc(Czesci[0].Czesc[Czesci[0].Akt].StartNote); + end; + if AktNuta = Czesci[0].Czesc[Czesci[0].Akt].HighNut then + Inc(Czesci[0].Czesc[Czesci[0].Akt].Koniec); + end; + + // alt + right + if SDL_ModState = KMOD_LALT then begin + Inc(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc); + if AktNuta = Czesci[0].Czesc[Czesci[0].Akt].HighNut then + Inc(Czesci[0].Czesc[Czesci[0].Akt].Koniec); + end; + + // alt + ctrl + shift + right = move all from cursor to right + if SDL_ModState = KMOD_LALT + KMOD_LCTRL + KMOD_LSHIFT then begin + MoveAllToEnd(1); + end; + + end; + + SDLK_LEFT: + begin + // left + if SDL_ModState = 0 then begin + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 0; + Dec(AktNuta); + if AktNuta = -1 then AktNuta := Czesci[0].Czesc[Czesci[0].Akt].HighNut; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 1; + Lyric.Selected := AktNuta; + end; + + // ctrl + left + if SDL_ModState = KMOD_LCTRL then begin + Dec(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start); + Inc(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc); + if AktNuta = 0 then begin + Dec(Czesci[0].Czesc[Czesci[0].Akt].Start); + Dec(Czesci[0].Czesc[Czesci[0].Akt].StartNote); + end; + end; + + // shift + left + if SDL_ModState = KMOD_LSHIFT then begin + Dec(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start); + + // resizing sentences + if AktNuta = 0 then begin + Dec(Czesci[0].Czesc[Czesci[0].Akt].Start); + Dec(Czesci[0].Czesc[Czesci[0].Akt].StartNote); + end; + + if AktNuta = Czesci[0].Czesc[Czesci[0].Akt].HighNut then + Dec(Czesci[0].Czesc[Czesci[0].Akt].Koniec); + + end; + + // alt + left + if SDL_ModState = KMOD_LALT then begin + if Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc > 1 then begin + Dec(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc); + if AktNuta = Czesci[0].Czesc[Czesci[0].Akt].HighNut then + Dec(Czesci[0].Czesc[Czesci[0].Akt].Koniec); + end; + end; + + // alt + ctrl + shift + right = move all from cursor to left + if SDL_ModState = KMOD_LALT + KMOD_LCTRL + KMOD_LSHIFT then begin + MoveAllToEnd(-1); + end; + + end; + + SDLK_DOWN: + begin + // skip to next sentence + if SDL_ModState = 0 then begin + MidiOut.PutShort($81, Czesci[0].Czesc[Czesci[0].Akt].Nuta[MidiLastNote].Ton + 60, 127); + PlaySentenceMidi := false; + + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 0; + Inc(Czesci[0].Akt); + AktNuta := 0; + if Czesci[0].Akt > Czesci[0].High then Czesci[0].Akt := 0; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 1; + + Lyric.AddCzesc(Czesci[0].Akt); + Lyric.Selected := 0; + Music.Stop; + PlaySentence := false; + end; + + // decrease tone + if SDL_ModState = KMOD_LCTRL then begin + TransposeNote(-1); + end; + + end; + + SDLK_UP: + begin + // skip to previous sentence + if SDL_ModState = 0 then begin + MidiOut.PutShort($81, Czesci[0].Czesc[Czesci[0].Akt].Nuta[MidiLastNote].Ton + 60, 127); + PlaySentenceMidi := false; + + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 0; + Dec(Czesci[0].Akt); + AktNuta := 0; + if Czesci[0].Akt = -1 then Czesci[0].Akt := Czesci[0].High; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 1; + + Lyric.AddCzesc(Czesci[0].Akt); + Lyric.Selected := 0; + Music.Stop; + PlaySentence := false; + end; + + // increase tone + if SDL_ModState = KMOD_LCTRL then begin + TransposeNote(1); + end; + end; + + // Golden Note Patch + SDLK_G: + begin + case Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Wartosc of + 0: Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Wartosc := 2; + 1: Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Wartosc := 2; + 2: Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Wartosc := 1; + end; // case + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Freestyle := False; + end; + + // Freestyle Note Patch + SDLK_F: + begin + case Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Wartosc of + 0: + begin; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Wartosc := 1; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Freestyle := False; + end; + 1,2: + begin; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Wartosc := 0; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Freestyle := True; + end; + end; // case + + end; + + + end; + end; + end; // if +end; + +function TScreenEditSub.ParseInputEditText(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +var + SDL_ModState: Word; +begin + // used when in Text Edit Mode + Result := true; + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT {+ KMOD_CAPS}); + + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_ESCAPE: + begin + FadeTo(@ScreenSong); + end; + SDLK_F4, SDLK_RETURN: + begin + // Exit Text Edit Mode + TextEditMode := false; + end; + 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 + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Tekst := + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Tekst + chr(ScanCode); + end; + SDLK_BACKSPACE: + begin + Delete(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Tekst, + Length(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Tekst), 1); + end; + SDLK_RIGHT: + begin + // right + if SDL_ModState = 0 then begin + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 0; + Inc(AktNuta); + if AktNuta = Czesci[0].Czesc[Czesci[0].Akt].IlNut then AktNuta := 0; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 1; + Lyric.Selected := AktNuta; + end; + end; + SDLK_LEFT: + begin + // left + if SDL_ModState = 0 then begin + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 0; + Dec(AktNuta); + if AktNuta = -1 then AktNuta := Czesci[0].Czesc[Czesci[0].Akt].HighNut; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 1; + Lyric.Selected := AktNuta; + end; + end; + end; + end; +end; + +procedure TScreenEditSub.NewBeat; +begin + // click +{ for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do + if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = Czas.AktBeat) then begin + // old} +// Music.PlayClick; +end; + +procedure TScreenEditSub.CzesciDivide; +var + C: integer; + N: integer; +begin + AktSong.BPM[0].BPM := AktSong.BPM[0].BPM / 2; + for C := 0 to Czesci[0].High do begin + Czesci[0].Czesc[C].Start := Czesci[0].Czesc[C].Start div 2; + Czesci[0].Czesc[C].StartNote := Czesci[0].Czesc[C].StartNote div 2; + Czesci[0].Czesc[C].Koniec := Czesci[0].Czesc[C].Koniec div 2; + for N := 0 to Czesci[0].Czesc[C].HighNut do begin + Czesci[0].Czesc[C].Nuta[N].Start := Czesci[0].Czesc[C].Nuta[N].Start div 2; + Czesci[0].Czesc[C].Nuta[N].Dlugosc := Round(Czesci[0].Czesc[C].Nuta[N].Dlugosc / 2); + end; // N + end; // C +end; + +procedure TScreenEditSub.CzesciMultiply; +var + C: integer; + N: integer; +begin + AktSong.BPM[0].BPM := AktSong.BPM[0].BPM * 2; + for C := 0 to Czesci[0].High do begin + Czesci[0].Czesc[C].Start := Czesci[0].Czesc[C].Start * 2; + Czesci[0].Czesc[C].StartNote := Czesci[0].Czesc[C].StartNote * 2; + Czesci[0].Czesc[C].Koniec := Czesci[0].Czesc[C].Koniec * 2; + for N := 0 to Czesci[0].Czesc[C].HighNut do begin + Czesci[0].Czesc[C].Nuta[N].Start := Czesci[0].Czesc[C].Nuta[N].Start * 2; + Czesci[0].Czesc[C].Nuta[N].Dlugosc := Czesci[0].Czesc[C].Nuta[N].Dlugosc * 2; + end; // N + end; // C +end; + +procedure TScreenEditSub.LyricsCapitalize; +var + C: integer; + N: integer; // temporary + S: string; +begin + // temporary +{ for C := 0 to Czesci[0].High do + for N := 0 to Czesci[0].Czesc[C].HighNut do + Czesci[0].Czesc[C].Nuta[N].Tekst := AnsiLowerCase(Czesci[0].Czesc[C].Nuta[N].Tekst);} + + for C := 0 to Czesci[0].High do begin + S := AnsiUpperCase(Copy(Czesci[0].Czesc[C].Nuta[0].Tekst, 1, 1)); + S := S + Copy(Czesci[0].Czesc[C].Nuta[0].Tekst, 2, Length(Czesci[0].Czesc[C].Nuta[0].Tekst)-1); + Czesci[0].Czesc[C].Nuta[0].Tekst := S; + end; // C +end; + +procedure TScreenEditSub.LyricsCorrectSpaces; +var + C: integer; + N: integer; +begin + for C := 0 to Czesci[0].High do begin + // correct starting spaces in the first word + while Copy(Czesci[0].Czesc[C].Nuta[0].Tekst, 1, 1) = ' ' do + Czesci[0].Czesc[C].Nuta[0].Tekst := Copy(Czesci[0].Czesc[C].Nuta[0].Tekst, 2, 100); + + // move spaces on the start to the end of the previous note + for N := 1 to Czesci[0].Czesc[C].HighNut do begin + while (Copy(Czesci[0].Czesc[C].Nuta[N].Tekst, 1, 1) = ' ') do begin + Czesci[0].Czesc[C].Nuta[N].Tekst := Copy(Czesci[0].Czesc[C].Nuta[N].Tekst, 2, 100); + Czesci[0].Czesc[C].Nuta[N-1].Tekst := Czesci[0].Czesc[C].Nuta[N-1].Tekst + ' '; + end; + end; // N + + // correct '-' to '- ' + for N := 0 to Czesci[0].Czesc[C].HighNut do begin + if Czesci[0].Czesc[C].Nuta[N].Tekst = '-' then + Czesci[0].Czesc[C].Nuta[N].Tekst := '- '; + end; // N + + // add space to the previous note when the current word is '- ' + for N := 1 to Czesci[0].Czesc[C].HighNut do begin + if Czesci[0].Czesc[C].Nuta[N].Tekst = '- ' then + Czesci[0].Czesc[C].Nuta[N-1].Tekst := Czesci[0].Czesc[C].Nuta[N-1].Tekst + ' '; + end; // N + + // correct too many spaces at the end of note + for N := 0 to Czesci[0].Czesc[C].HighNut do begin + while Copy(Czesci[0].Czesc[C].Nuta[N].Tekst, Length(Czesci[0].Czesc[C].Nuta[N].Tekst)-1, 2) = ' ' do + Czesci[0].Czesc[C].Nuta[N].Tekst := Copy(Czesci[0].Czesc[C].Nuta[N].Tekst, 1, Length(Czesci[0].Czesc[C].Nuta[N].Tekst)-1); + end; // N + + // and correct if there is no space at the end of sentence + N := Czesci[0].Czesc[C].HighNut; + if Copy(Czesci[0].Czesc[C].Nuta[N].Tekst, Length(Czesci[0].Czesc[C].Nuta[N].Tekst), 1) <> ' ' then + Czesci[0].Czesc[C].Nuta[N].Tekst := Czesci[0].Czesc[C].Nuta[N].Tekst + ' '; + + end; // C +end; + +procedure TScreenEditSub.FixTimings; +var + C: integer; + S: integer; + Min: integer; + Max: integer; +begin + for C := 1 to Czesci[0].High do begin + with Czesci[0].Czesc[C-1] do begin + Min := Nuta[HighNut].Start + Nuta[HighNut].Dlugosc; + Max := Czesci[0].Czesc[C].StartNote; + case (Max - Min) of + 0: S := Max; + 1: S := Max; + 2: S := Max - 1; + 3..3: S := Max - 2; + 4..10000: S := Min + 2; // poczatek + 2 + end; // case + + Czesci[0].Czesc[C].Start := S; + end; // with + end; // for +end; + +procedure TScreenEditSub.DivideSentence; +var + C: integer; + CStart: integer; + CNew: integer; + CLen: integer; + N: integer; + NStart: integer; + NHigh: integer; + NNewL: integer; +begin + // increase sentence length by 1 + CLen := Length(Czesci[0].Czesc); + SetLength(Czesci[0].Czesc, CLen + 1); + Inc(Czesci[0].Ilosc); + Inc(Czesci[0].High); + + // move needed sentences to one forward. newly has the copy of divided sentence + CStart := Czesci[0].Akt; + for C := CLen-1 downto CStart do + Czesci[0].Czesc[C+1] := Czesci[0].Czesc[C]; + + // clear and set new sentence + CNew := CStart + 1; + NStart := AktNuta; + Czesci[0].Czesc[CNew].Start := Czesci[0].Czesc[CStart].Nuta[NStart].Start; + Czesci[0].Czesc[CNew].StartNote := Czesci[0].Czesc[CStart].Nuta[NStart].Start; + Czesci[0].Czesc[CNew].Lyric := ''; + Czesci[0].Czesc[CNew].LyricWidth := 0; + Czesci[0].Czesc[CNew].Koniec := 0; + Czesci[0].Czesc[CNew].BaseNote := 0; // 0.5.0: we modify it later in this procedure + Czesci[0].Czesc[CNew].IlNut := 0; + Czesci[0].Czesc[CNew].HighNut := -1; + SetLength(Czesci[0].Czesc[CNew].Nuta, 0); + + // move right notes to new sentences + NHigh := Czesci[0].Czesc[CStart].HighNut; + for N := NStart to NHigh do begin + NNewL := Czesci[0].Czesc[CNew].IlNut; + SetLength(Czesci[0].Czesc[CNew].Nuta, NNewL + 1); + Czesci[0].Czesc[CNew].Nuta[NNewL] := Czesci[0].Czesc[CStart].Nuta[N]; + + // increase sentence counters + Inc(Czesci[0].Czesc[CNew].IlNut); + Inc(Czesci[0].Czesc[CNew].HighNut); + Czesci[0].Czesc[CNew].Koniec := Czesci[0].Czesc[CNew].Nuta[NNewL].Start + + Czesci[0].Czesc[CNew].Nuta[NNewL].Dlugosc; + end; + + // clear old notes and set sentence counters + Czesci[0].Czesc[CStart].HighNut := NStart - 1; + Czesci[0].Czesc[CStart].IlNut := Czesci[0].Czesc[CStart].HighNut + 1; + Czesci[0].Czesc[CStart].Koniec := Czesci[0].Czesc[CStart].Nuta[NStart-1].Start + + Czesci[0].Czesc[CStart].Nuta[NStart-1].Dlugosc; + SetLength(Czesci[0].Czesc[CStart].Nuta, Czesci[0].Czesc[CStart].IlNut); + + // 0.5.0: modify BaseNote + Czesci[0].Czesc[CNew].BaseNote := 120; + for N := 0 to Czesci[0].Czesc[CNew].IlNut do + if Czesci[0].Czesc[CNew].Nuta[N].Ton < Czesci[0].Czesc[CNew].BaseNote then + Czesci[0].Czesc[CNew].BaseNote := Czesci[0].Czesc[CNew].Nuta[N].Ton; + + Czesci[0].Akt := Czesci[0].Akt + 1; + AktNuta := 0; + Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Color := 1; + Lyric.AddCzesc(Czesci[0].Akt); + +end; + +procedure TScreenEditSub.JoinSentence; +var + C: integer; + N: integer; + NStart: integer; + NDst: integer; +begin + C := Czesci[0].Akt; + + // set new sentence + NStart := Czesci[0].Czesc[C].IlNut; + Czesci[0].Czesc[C].IlNut := Czesci[0].Czesc[C].IlNut + Czesci[0].Czesc[C+1].IlNut; + Czesci[0].Czesc[C].HighNut := Czesci[0].Czesc[C].HighNut + Czesci[0].Czesc[C+1].IlNut; + SetLength(Czesci[0].Czesc[C].Nuta, Czesci[0].Czesc[C].IlNut); + + // move right notes to new sentences + for N := 0 to Czesci[0].Czesc[C+1].HighNut do begin + NDst := NStart + N; + Czesci[0].Czesc[C].Nuta[NDst] := Czesci[0].Czesc[C+1].Nuta[N]; + end; + + // increase sentence counters + NDst := Czesci[0].Czesc[C].HighNut; + Czesci[0].Czesc[C].Koniec := Czesci[0].Czesc[C].Nuta[NDst].Start + + Czesci[0].Czesc[C].Nuta[NDst].Dlugosc; + + // move needed sentences to one backward. + for C := Czesci[0].Akt + 1 to Czesci[0].High - 1 do + Czesci[0].Czesc[C] := Czesci[0].Czesc[C+1]; + + // increase sentence length by 1 + SetLength(Czesci[0].Czesc, Length(Czesci[0].Czesc) - 1); + Dec(Czesci[0].Ilosc); + Dec(Czesci[0].High); +end; + +procedure TScreenEditSub.DivideNote; +var + C: integer; + N: integer; + NLen: integer; +begin + C := Czesci[0].Akt; + + NLen := Czesci[0].Czesc[C].IlNut + 1; + SetLength(Czesci[0].Czesc[C].Nuta, NLen); + Inc(Czesci[0].Czesc[C].HighNut); + Inc(Czesci[0].Czesc[C].IlNut); + + // we copy all notes including selected one + for N := Czesci[0].Czesc[C].HighNut downto AktNuta+1 do begin + Czesci[0].Czesc[C].Nuta[N] := Czesci[0].Czesc[C].Nuta[N-1]; + end; + + // me slightly modify new note + Czesci[0].Czesc[C].Nuta[AktNuta].Dlugosc := 1; + Inc(Czesci[0].Czesc[C].Nuta[AktNuta+1].Start); + Dec(Czesci[0].Czesc[C].Nuta[AktNuta+1].Dlugosc); + Czesci[0].Czesc[C].Nuta[AktNuta+1].Tekst := '- '; + Czesci[0].Czesc[C].Nuta[AktNuta+1].Color := 0; +end; + +procedure TScreenEditSub.DeleteNote; +var + C: integer; + N: integer; + NLen: integer; +begin + C := Czesci[0].Akt; + + // we copy all notes from the next to the selected one + for N := AktNuta+1 to Czesci[0].Czesc[C].HighNut do begin + Czesci[0].Czesc[C].Nuta[N-1] := Czesci[0].Czesc[C].Nuta[N]; + end; + + NLen := Czesci[0].Czesc[C].IlNut - 1; + SetLength(Czesci[0].Czesc[C].Nuta, NLen); + Dec(Czesci[0].Czesc[C].HighNut); + Dec(Czesci[0].Czesc[C].IlNut); + + + // me slightly modify new note + if AktNuta > Czesci[0].Czesc[C].HighNut then Dec(AktNuta); + Czesci[0].Czesc[C].Nuta[AktNuta].Color := 1; +end; + +procedure TScreenEditSub.TransposeNote(Transpose: integer); +begin + Inc(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Ton, Transpose); +end; + +procedure TScreenEditSub.ChangeWholeTone(Tone: integer); +var + C: integer; + N: integer; +begin + for C := 0 to Czesci[0].High do begin + Czesci[0].Czesc[C].BaseNote := Czesci[0].Czesc[C].BaseNote + Tone; + for N := 0 to Czesci[0].Czesc[C].HighNut do + Czesci[0].Czesc[C].Nuta[N].Ton := Czesci[0].Czesc[C].Nuta[N].Ton + Tone; + end; +end; + +procedure TScreenEditSub.MoveAllToEnd(Move: integer); +var + C: integer; + N: integer; + NStart: integer; +begin + for C := Czesci[0].Akt to Czesci[0].High do begin + NStart := 0; + if C = Czesci[0].Akt then NStart := AktNuta; + for N := NStart to Czesci[0].Czesc[C].HighNut do begin + Inc(Czesci[0].Czesc[C].Nuta[N].Start, Move); // move note start + + if N = 0 then begin // fix beginning + Inc(Czesci[0].Czesc[C].Start, Move); + Inc(Czesci[0].Czesc[C].StartNote, Move); + end; + + if N = Czesci[0].Czesc[C].HighNut then // fix ending + Inc(Czesci[0].Czesc[C].Koniec, Move); + + end; // for + end; // for +end; + +procedure TScreenEditSub.MoveTextToRight; +var + C: integer; + N: integer; + NHigh: integer; +begin +{ C := Czesci[0].Akt; + + for N := Czesci[0].Czesc[C].HighNut downto 1 do begin + Czesci[0].Czesc[C].Nuta[N].Tekst := Czesci[0].Czesc[C].Nuta[N-1].Tekst; + end; // for + + Czesci[0].Czesc[C].Nuta[0].Tekst := '- ';} + + C := Czesci[0].Akt; + NHigh := Czesci[0].Czesc[C].HighNut; + + // last word + Czesci[0].Czesc[C].Nuta[NHigh].Tekst := Czesci[0].Czesc[C].Nuta[NHigh-1].Tekst + Czesci[0].Czesc[C].Nuta[NHigh].Tekst; + + // other words + for N := NHigh - 1 downto AktNuta + 1 do begin + Czesci[0].Czesc[C].Nuta[N].Tekst := Czesci[0].Czesc[C].Nuta[N-1].Tekst; + end; // for + Czesci[0].Czesc[C].Nuta[AktNuta].Tekst := '- '; +end; + +procedure TScreenEditSub.MarkSrc; +begin + CopySrc := Czesci[0].Akt; +end; + +procedure TScreenEditSub.PasteText; +var + C: integer; + N: integer; +begin + C := Czesci[0].Akt; + + for N := 0 to Czesci[0].Czesc[CopySrc].HighNut do + Czesci[0].Czesc[C].Nuta[N].Tekst := Czesci[0].Czesc[CopySrc].Nuta[N].Tekst; +end; + +procedure TScreenEditSub.CopySentence(Src, Dst: integer); +var + N: integer; + Time1: integer; + Time2: integer; + TD: integer; +begin + Time1 := Czesci[0].Czesc[Src].Nuta[0].Start; + Time2 := Czesci[0].Czesc[Dst].Nuta[0].Start; + TD := Time2-Time1; + + SetLength(Czesci[0].Czesc[Dst].Nuta, Czesci[0].Czesc[Src].IlNut); + Czesci[0].Czesc[Dst].IlNut := Czesci[0].Czesc[Src].IlNut; + Czesci[0].Czesc[Dst].HighNut := Czesci[0].Czesc[Src].HighNut; + for N := 0 to Czesci[0].Czesc[Src].HighNut do begin + Czesci[0].Czesc[Dst].Nuta[N].Tekst := Czesci[0].Czesc[Src].Nuta[N].Tekst; + Czesci[0].Czesc[Dst].Nuta[N].Dlugosc := Czesci[0].Czesc[Src].Nuta[N].Dlugosc; + Czesci[0].Czesc[Dst].Nuta[N].Ton := Czesci[0].Czesc[Src].Nuta[N].Ton; + Czesci[0].Czesc[Dst].Nuta[N].Start := Czesci[0].Czesc[Src].Nuta[N].Start + TD; + end; + N := Czesci[0].Czesc[Src].HighNut; + Czesci[0].Czesc[Dst].Koniec := Czesci[0].Czesc[Dst].Nuta[N].Start + Czesci[0].Czesc[Dst].Nuta[N].Dlugosc; +end; + +procedure TScreenEditSub.CopySentences(Src, Dst, Num: integer); +var + C: integer; +begin + // create place for new sentences + SetLength(Czesci[0].Czesc, Czesci[0].Ilosc + Num - 1); + + // moves sentences next to the destination + for C := Czesci[0].High downto Dst + 1 do begin + Czesci[0].Czesc[C + Num - 1] := Czesci[0].Czesc[C]; + end; + + // prepares new sentences: sets sentence start and create first note + for C := 1 to Num-1 do begin + Czesci[0].Czesc[Dst + C].Start := Czesci[0].Czesc[Dst + C - 1].StartNote + + (Czesci[0].Czesc[Src + C].StartNote - Czesci[0].Czesc[Src + C - 1].StartNote); + SetLength(Czesci[0].Czesc[Dst + C].Nuta, 1); + Czesci[0].Czesc[Dst + C].IlNut := 1; + Czesci[0].Czesc[Dst + C].HighNut := 0; + Czesci[0].Czesc[Dst + C].Nuta[0].Start := Czesci[0].Czesc[Dst + C].Start; + Czesci[0].Czesc[Dst + C].Nuta[0].Dlugosc := 1; + Czesci[0].Czesc[Dst + C].StartNote := Czesci[0].Czesc[Dst + C].Start; + Czesci[0].Czesc[Dst + C].Koniec := Czesci[0].Czesc[Dst + C].Start + 1; + end; + + // increase counters + Czesci[0].Ilosc := Czesci[0].Ilosc + Num - 1; + Czesci[0].High := Czesci[0].High + Num - 1; + + for C := 0 to Num-1 do + CopySentence(Src + C, Dst + C); +end; + + +constructor TScreenEditSub.Create(Back: String); +begin + inherited Create(Back); + SetLength(Player, 1); + + // linijka + AddStatic(20, 10, 80, 30, 0, 0, 0, Skin.GetTextureFileName('ButtonF'), 'JPG', 'Font Black'); + AddText(40, 17, 1, 6, 1, 1, 1, 'Line'); + TextSentence := AddText(120, 14, 1, 8, 0, 0, 0, '0 / 0'); + + // nuta + AddStatic(220, 10, 80, 30, 0, 0, 0, Skin.GetTextureFileName('ButtonF'), 'JPG', 'Font Black'); + AddText(242, 17, 1, 6, 1, 1, 1, 'Note'); + TextNote := AddText(320, 14, 1, 8, 0, 0, 0, '0 / 0'); + + // file info + AddStatic(150, 50, 500, 150, 0, 0, 0, Skin.GetTextureFileName('Bar'), 'JPG', 'Font Black'); + AddStatic(151, 52, 498, 146, 1, 1, 1, Skin.GetTextureFileName('Bar'), 'JPG', 'Font Black'); + AddText(180, 65, 0, 8, 0, 0, 0, 'Title:'); + AddText(180, 90, 0, 8, 0, 0, 0, 'Artist:'); + AddText(180, 115, 0, 8, 0, 0, 0, 'Mp3:'); + AddText(180, 140, 0, 8, 0, 0, 0, 'BPM:'); + AddText(180, 165, 0, 8, 0, 0, 0, 'GAP:'); + + TextTitle := AddText(250, 65, 0, 8, 0, 0, 0, 'a'); + TextArtist := AddText(250, 90, 0, 8, 0, 0, 0, 'b'); + TextMp3 := AddText(250, 115, 0, 8, 0, 0, 0, 'c'); + TextBPM := AddText(250, 140, 0, 8, 0, 0, 0, 'd'); + TextGAP := AddText(250, 165, 0, 8, 0, 0, 0, 'e'); + +{ AddInteraction(2, TextTitle); + AddInteraction(2, TextArtist); + AddInteraction(2, TextMp3); + AddInteraction(2, TextBPM); + AddInteraction(2, TextGAP);} + + // note info + AddText(20, 190, 0, 8, 0, 0, 0, 'Start:'); + AddText(20, 215, 0, 8, 0, 0, 0, 'Duration:'); + AddText(20, 240, 0, 8, 0, 0, 0, 'Tone:'); + AddText(20, 265, 0, 8, 0, 0, 0, 'Text:'); + + TextNStart := AddText(120, 190, 0, 8, 0, 0, 0, 'a'); + TextNDlugosc := AddText(120, 215, 0, 8, 0, 0, 0, 'b'); + TextNTon := AddText(120, 240, 0, 8, 0, 0, 0, 'c'); + TextNText := AddText(120, 265, 0, 8, 0, 0, 0, 'd'); + + // debug + TextDebug := AddText(30, 550, 0, 8, 0, 0, 0, ''); + +end; + +procedure TScreenEditSub.onShow; +begin + Log.LogStatus('Initializing', 'TEditScreen.onShow'); + + MidiOut := TMidiOutput.Create(nil); + if Ini.Debug = 1 then + MidiOut.ProductName := 'Microsoft GS Wavetable SW Synth'; // for my kxproject without midi table + MidiOut.Open; + + + + CzyscNuty; + if WczytajCzesci(Path + FileName) = false then +// if WczytajCzesci(SongPath + 'Zapis.txt') = false then + Text[TextTitle].Text := 'Error loading file' + else begin + Text[TextTitle].Text := AktSong.Title; + Text[TextArtist].Text := AktSong.Artist; + Text[TextMp3].Text := AktSong.Mp3; + + Czesci[0].Akt := 0; + AktNuta := 0; + Czesci[0].Czesc[0].Nuta[0].Color := 1; + + Music.Open(Path + AktSong.Mp3); + + Lyric.Clear; + Lyric.X := 400; + Lyric.Y := 500; + Lyric.Align := 1; + Lyric.Size := 14; + Lyric.ColR := 0; + Lyric.ColG := 0; + Lyric.ColB := 0; + Lyric.ColSR := Skin_FontHighlightR; + Lyric.ColSG := Skin_FontHighlightG; + Lyric.ColSB := Skin_FontHighlightB; + Lyric.Style := 0; + Lyric.AddCzesc(0); + Lyric.Selected := 0; + + NotesH := 7; + NotesW := 4; + + end; + +// Interaction := 0; + TextEditMode := false; +end; + +function TScreenEditSub.Draw: boolean; +var + Min: integer; + Sec: integer; + Tekst: string; + Pet: integer; + AktBeat: integer; +begin + glClearColor(1,1,1,1); + + // midi music + if PlaySentenceMidi then begin + MidiPos := USTime.GetTime - MidiTime + MidiStart; + + // stop the music + if (MidiPos > MidiStop) then begin + MidiOut.PutShort($81, Czesci[0].Czesc[Czesci[0].Akt].Nuta[MidiLastNote].Ton + 60, 127); + PlaySentenceMidi := false; + end; + + // click + AktBeat := Floor(GetMidBeat(MidiPos - AktSong.GAP / 1000)); + Text[TextDebug].Text := IntToStr(AktBeat); + + if AktBeat <> LastClick then begin + for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do + if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = AktBeat) then begin + + LastClick := AktBeat; + if Pet > 0 then + MidiOut.PutShort($81, Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet-1].Ton + 60, 127); + MidiOut.PutShort($91, Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Ton + 60, 127); + MidiLastNote := Pet; + + end; + end; + end; // if PlaySentenceMidi + + // mp3 music + if PlaySentence then begin + // stop the music + if (Music.Position > PlayStopTime) then begin + Music.Stop; + PlaySentence := false; + end; + + // click + if (Click) and (PlaySentence) then begin +// AktBeat := Floor(AktSong.BPM[0].BPM * (Music.Position - AktSong.GAP / 1000) / 60); + AktBeat := Floor(GetMidBeat(Music.Position - AktSong.GAP / 1000)); + Text[TextDebug].Text := IntToStr(AktBeat); + if AktBeat <> LastClick then begin + for Pet := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do + if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Pet].Start = AktBeat) then begin + Music.PlayClick; + LastClick := AktBeat; + end; + end; + end; // click + end; // if PlaySentence + + + Text[TextSentence].Text := IntToStr(Czesci[0].Akt + 1) + ' / ' + IntToStr(Czesci[0].Ilosc); + Text[TextNote].Text := IntToStr(AktNuta + 1) + ' / ' + IntToStr(Czesci[0].Czesc[Czesci[0].Akt].IlNut); + + // Song info + Text[TextBPM].Text := FloatToStr(AktSong.BPM[0].BPM / 4); + Text[TextGAP].Text := FloatToStr(AktSong.GAP); + + // Note info + Text[TextNStart].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start); + Text[TextNDlugosc].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc); + Text[TextNTon].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Ton); + Text[TextNText].Text := Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Tekst; + + // Text Edit Mode + if TextEditMode then + Text[TextNText].Text := Text[TextNText].Text + '|'; + + // draw static menu + inherited Draw; + + // draw notes + SingDrawNoteLines(20, 300, 780, 15); + SingDrawBeatDelimeters(40, 300, 760, 0); + EditDrawCzesc(40, 405, 760, 0, 15); + + // draw text + Lyric.Draw; + +end; + +procedure TScreenEditSub.onHide; +begin + MidiOut.Close; + MidiOut.Free; +end; + +end. diff --git a/Game/Code/Screens/UScreenLevel.dcu b/Game/Code/Screens/UScreenLevel.dcu new file mode 100644 index 00000000..95cb3267 Binary files /dev/null and b/Game/Code/Screens/UScreenLevel.dcu differ diff --git a/Game/Code/Screens/UScreenLevel.pas b/Game/Code/Screens/UScreenLevel.pas new file mode 100644 index 00000000..28aa40ea --- /dev/null +++ b/Game/Code/Screens/UScreenLevel.pas @@ -0,0 +1,101 @@ +unit UScreenLevel; + +interface + +uses + UMenu, SDL, UDisplay, UMusic, UPliki, SysUtils, UThemes; + +type + TScreenLevel = class(TMenu) + public + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses UGraphic, UMain, UIni, UTexture; + +function TScreenLevel.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 : + begin + Music.PlayBack; + FadeTo(@ScreenName); + end; + + SDLK_RETURN: + begin + Ini.Difficulty := Interaction; + Ini.SaveLevel; + Music.PlayStart; + //Set Standard Mode + ScreenSong.Mode := 0; + FadeTo(@ScreenSong); + end; + + // Up and Down could be done at the same time, + // but I don't want to declare variables inside + // functions like this one, called so many times + SDLK_DOWN: InteractNext; + SDLK_UP: InteractPrev; + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end + else // Key Up + case PressedKey of + SDLK_RETURN : + begin + end; + end; +end; + +constructor TScreenLevel.Create; +var + I: integer; +begin + inherited Create; + + AddBackground(Theme.Level.Background.Tex); + + AddButton(Theme.Level.ButtonEasy); + AddButton(Theme.Level.ButtonMedium); + AddButton(Theme.Level.ButtonHard); + + for I := 0 to High(Theme.Level.Static) do + AddStatic(Theme.Level.Static[I]); + + for I := 0 to High(Theme.Level.Text) do + AddText(Theme.Level.Text[I]); + + Interaction := 0; +end; + +procedure TScreenLevel.onShow; +begin + Interaction := Ini.Difficulty; + +// LCD.WriteText(1, ' Choose mode: '); +// UpdateLCD; +end; + +procedure TScreenLevel.SetAnimationProgress(Progress: real); +begin + Button[0].Texture.ScaleW := Progress; + Button[1].Texture.ScaleW := Progress; + Button[2].Texture.ScaleW := Progress; +end; + +end. diff --git a/Game/Code/Screens/UScreenLoading.dcu b/Game/Code/Screens/UScreenLoading.dcu new file mode 100644 index 00000000..e0eb1cfe Binary files /dev/null and b/Game/Code/Screens/UScreenLoading.dcu differ diff --git a/Game/Code/Screens/UScreenLoading.pas b/Game/Code/Screens/UScreenLoading.pas new file mode 100644 index 00000000..05b308ac --- /dev/null +++ b/Game/Code/Screens/UScreenLoading.pas @@ -0,0 +1,48 @@ +unit UScreenLoading; + +interface + +uses + UMenu, SDL, SysUtils, UThemes; + +type + TScreenLoading = class(TMenu) + public + Fadeout: boolean; + constructor Create(Back: String); override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + end; + +implementation + +uses UGraphic, UTime; + +function TScreenLoading.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; +end; + +constructor TScreenLoading.Create(Back: String); +var + I: integer; +begin + inherited Create(Back); + + AddBackground(Theme.Loading.Background.Tex); + + for I := 0 to High(Theme.Loading.Static) do + AddStatic(Theme.Loading.Static[I]); + + for I := 0 to High(Theme.Loading.Text) do + AddText(Theme.Loading.Text[I]); + + Fadeout := false; +end; + +procedure TScreenLoading.onShow; +begin +// nothing +end; + +end. diff --git a/Game/Code/Screens/UScreenMain.dcu b/Game/Code/Screens/UScreenMain.dcu new file mode 100644 index 00000000..22bb4883 Binary files /dev/null and b/Game/Code/Screens/UScreenMain.dcu differ diff --git a/Game/Code/Screens/UScreenMain.pas b/Game/Code/Screens/UScreenMain.pas new file mode 100644 index 00000000..dcd7db26 --- /dev/null +++ b/Game/Code/Screens/UScreenMain.pas @@ -0,0 +1,384 @@ +unit UScreenMain; + +interface + +uses + UMenu, SDL, UDisplay, UMusic, UPliki, SysUtils, UThemes, ULCD, ULight; + +type + TScreenMain = class(TMenu) + public + TextDescription: integer; + TextDescriptionLong: integer; + + //Credits Mod + Credits_Visible: Boolean; + Credits_Y: Real; + Credits_Time: Cardinal; + Credits_Alpha: Cardinal; + procedure DrawCredits; + //Credits Mod End + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure InteractNext; override; + procedure InteractPrev; override; + procedure UpdateLCD; + procedure SetAnimationProgress(Progress: real); override; + function Draw: boolean; override; + end; + +const Credits_Text: Array[0..46] of PChar = ( + ':SPACE:', + 'Main Idea: Corvus 5', + 'Thank you very much for this great Game', + ':SPACE:', + 'The Ultrastar Deluxe Team:', + ':SPACE:', + 'commandi00:', + 'Beta Testing', + ':SPACE:', + 'Crazy Joker:', + 'Graphics', + ':SPACE:', + 'DennistheMenace:', + 'Beta Testing and great Support in "the Board"', + ':SPACE:', + 'Moq/Moguhguh:', + 'Programming', + ':SPACE:', + 'Mota:', + 'Programming, Idea of creating this Mod, Team Leading', + ':SPACE:', + 'Sawyer:', + 'Web Master, Programming', + ':SPACE:', + 'Whiteshark:', + 'Programming, Creating Release', + ':SPACE:', + ':SPACE:', + 'Thanks to', + ':SPACE:', + 'Blind Guard', + 'for supporting us and administrate this great Board', + ':SPACE:', + 'The whole Community from www.ultra-star.dl.am', + 'for supporting us, supporting the newbies', + 'and remembering us to continue work', + ':SPACE:', + 'You', + 'for using Ultrastar Deluxe', + ':SPACE:', + ':SPACE:', + 'Visit us at:', + 'http://www.UltraStar-Deluxe.de.vu', + 'http://www.USD.de.vu', + 'http://www.Ultra-Star.dl.am ("The Board" by Blind Guard)', + 'Please write Bug Reports and Feature Requests', + 'to help making this a better Game'); + + +implementation + +uses Windows, UGraphic, UMain, UIni, UTexture, USongs, Textgl, opengl, ULanguage, UParty; + + +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 : + begin + Result := False; + end; + + SDLK_C: + begin + if (SDL_ModState = KMOD_LALT) then + begin + Credits_Y := 600; + Credits_Alpha := 0; + Credits_Visible := True; + end; + end; + SDLK_M: + begin + if (SDL_ModState = KMOD_LALT) then + begin + //Create Teams: + PartySession.Teams.NumTeams := 3; + //Team 1 + PartySession.Teams.Teaminfo[0].Name := 'Team 1'; + PartySession.Teams.Teaminfo[0].Score:= 0; + PartySession.Teams.Teaminfo[0].Joker := 3; + PartySession.Teams.Teaminfo[0].CurPlayer := 0; + PartySession.Teams.Teaminfo[0].NumPlayers := 2; + PartySession.Teams.Teaminfo[0].Playerinfo[0].Name := 'Player 1'; + PartySession.Teams.Teaminfo[0].Playerinfo[0].TimesPlayed := 0; + PartySession.Teams.Teaminfo[0].Playerinfo[1].Name := 'Player 2'; + PartySession.Teams.Teaminfo[0].Playerinfo[1].TimesPlayed := 0; + + //Team 2 + PartySession.Teams.Teaminfo[1].Name := 'Team 2'; + PartySession.Teams.Teaminfo[1].Score:= 0; + PartySession.Teams.Teaminfo[1].Joker := 3; + PartySession.Teams.Teaminfo[1].CurPlayer := 0; + PartySession.Teams.Teaminfo[1].NumPlayers := 2; + PartySession.Teams.Teaminfo[1].Playerinfo[0].Name := 'Player 3'; + PartySession.Teams.Teaminfo[1].Playerinfo[0].TimesPlayed := 0; + PartySession.Teams.Teaminfo[1].Playerinfo[1].Name := 'Player 4'; + PartySession.Teams.Teaminfo[1].Playerinfo[1].TimesPlayed := 0; + + //Team 3 + PartySession.Teams.Teaminfo[2].Name := 'Team 3'; + PartySession.Teams.Teaminfo[2].Score:= 0; + PartySession.Teams.Teaminfo[2].Joker := 3; + PartySession.Teams.Teaminfo[2].CurPlayer := 0; + PartySession.Teams.Teaminfo[2].NumPlayers := 2; + PartySession.Teams.Teaminfo[2].Playerinfo[0].Name := 'Player 5'; + PartySession.Teams.Teaminfo[2].Playerinfo[0].TimesPlayed := 0; + PartySession.Teams.Teaminfo[2].Playerinfo[1].Name := 'Player 6'; + PartySession.Teams.Teaminfo[2].Playerinfo[1].TimesPlayed := 0; + + //Rounds: + SetLength (PartySession.Rounds, 3); + PartySession.Rounds[0].Plugin := 1; + PartySession.Rounds[0].Winner := 0; + PartySession.Rounds[1].Plugin := 0; + PartySession.Rounds[1].Winner := 0; + PartySession.Rounds[2].Plugin := 0; + PartySession.Rounds[2].Winner := 0; + + //Start Party + PartySession.StartNewParty; + //Change Screen + Music.PlayStart; + FadeTo(@ScreenPartyNewRound); + + end + else + begin + Music.PlayStart; + FadeTo(@ScreenPartyOptions); + end; + + end; + + SDLK_RETURN: + begin + if (Interaction = 0) and (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; + FadeTo(@ScreenName); + end; + if Interaction = 1 then begin + Music.PlayStart; + FadeTo(@ScreenEdit); + end; + if Interaction = 2 then begin + Music.PlayStart; + FadeTo(@ScreenOptions); +// SDL_SetVideoMode(800, 600, 32, SDL_OPENGL);// or SDL_FULLSCREEN); +// LoadTextures; + end; + if Interaction = 3 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: InteractNext; + SDLK_UP: InteractPrev; + 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; + +// AddButton(400-200, 320, 400, 60, Skin.GameStart); +// AddButton(400-200, 390, 400, 60, Skin.Editor); +// AddButton(400-200, 460, 400, 60, Skin.Options); +// AddButton(400-200, 530, 400, 60, Skin.Exit); + + AddBackground(Theme.Main.Background.Tex); + + AddButton(Theme.Main.ButtonSolo); + AddButton(Theme.Main.ButtonEditor); + AddButton(Theme.Main.ButtonOptions); + AddButton(Theme.Main.ButtonExit); + + for I := 0 to High(Theme.Main.Static) do + AddStatic(Theme.Main.Static[I]); + + for I := 0 to High(Theme.Main.Text) do + AddText(Theme.Main.Text[I]); + + TextDescription := AddText(Theme.Main.TextDescription); + TextDescriptionLong := AddText(Theme.Main.TextDescriptionLong); + + 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.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; + +function TScreenMain.Draw: boolean; +begin +Result := True; +if Credits_Visible then + DrawCredits +else + Result := inherited Draw; +end; + +procedure TScreenMain.DrawCredits; +var + T, I: Cardinal; + Y: Real; + Ver: PChar; +begin + T := GetTickCount div 33; + if T <> Credits_Time then + begin + Credits_Time := T; + //Change Position + Credits_Y := Credits_Y - 1; + //Change Alpha + Inc (Credits_Alpha, 3); + end; + + //Draw BackGround + DrawBG; + + + //Draw pulsing Credits Text + //Set Font + SetFontStyle (2); + SetFontItalic(False); + SetFontSize(9); + SetFontPos (460, 570); + glColor4f(1, 0, 0, 0.2 + Abs((Credits_Alpha mod 150)/100 - 0.75)); + glPrint ('Credits! Press any Key to Continue'); + + //Set Font Size for Credits + SetFontSize(12); + //Draw Version + if (Credits_Y>-35) then + begin + Ver := PChar(Language.Translate('US_VERSION')); + glColor4f(1, 0.6, 0.08, 0.8); + SetFontPos (400 - glTextWidth(Ver)/2, Credits_Y); + glprint(Ver); + end; + + //Set Color + Start Pos + glColor4f(0.8, 0.8, 1, 0.8); + Y := Credits_Y + 50; + + //Search upper Position + For I := 0 to high(Credits_Text) do + begin + if (Credits_Text[I]=':SPACE:') then //Spacer + Y := Y + 55 + else + Y := Y + 30; + + if Y > -35 then + break; + end; + + //Draw Text + For T := I+1 to high(Credits_Text) do + begin + if (Credits_Text[T]=':SPACE:') then //Spacer + Y := Y + 55 + else + begin + SetFontPos (400 - glTextWidth(Credits_Text[T])/2, Y); + glprint(Credits_Text[T]); + Y := Y + 30; + end; + + if Y > 600 then + break; + end; + + //If lower Position is outside the Screen-> Show MainMenu + if (Y <= 0) then + Credits_Visible := False; +end; + +end. diff --git a/Game/Code/Screens/UScreenName.dcu b/Game/Code/Screens/UScreenName.dcu new file mode 100644 index 00000000..d14b4296 Binary files /dev/null and b/Game/Code/Screens/UScreenName.dcu differ diff --git a/Game/Code/Screens/UScreenName.pas b/Game/Code/Screens/UScreenName.pas new file mode 100644 index 00000000..99f5d40a --- /dev/null +++ b/Game/Code/Screens/UScreenName.pas @@ -0,0 +1,114 @@ +unit UScreenName; + +interface + +uses + UMenu, SDL, UDisplay, UMusic, UPliki, SysUtils, UThemes; + +type + TScreenName = class(TMenu) + public + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses UGraphic, UMain, UIni, UTexture; + +function TScreenName.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +var + I: integer; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + 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); + end; + + SDLK_BACKSPACE: + begin + Delete(Button[Interaction].Text[0].Text, + Length(Button[Interaction].Text[0].Text), 1); + end; + + SDLK_ESCAPE : + begin + Ini.SaveNames; + Music.PlayBack; + FadeTo(@ScreenMain); + end; + + SDLK_RETURN: + begin + for I := 1 to 6 do + Ini.Name[I-1] := Button[I-1].Text[0].Text; + Ini.SaveNames; + Music.PlayStart; + FadeTo(@ScreenLevel); + end; + + // Up and Down could be done at the same time, + // but I don't want to declare variables inside + // functions like this one, called so many times + SDLK_DOWN: InteractNext; + SDLK_UP: InteractPrev; + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end; +end; + +constructor TScreenName.Create; +var + I: integer; +begin + inherited Create; + + AddBackground(Theme.Name.Background.Tex); + + for I := 1 to 6 do + AddButton(Theme.Name.ButtonPlayer[I]); + + for I := 0 to High(Theme.Name.Static) do + AddStatic(Theme.Name.Static[I]); + + for I := 0 to High(Theme.Name.Text) do + AddText(Theme.Name.Text[I]); + + Interaction := 0; +end; + +procedure TScreenName.onShow; +var + I: integer; +begin + for I := 1 to 6 do + Button[I-1].Text[0].Text := Ini.Name[I-1]; + + for I := 1 to PlayersPlay do begin + Button[I-1].Visible := true; + Button[I-1].Selectable := true; + end; + + for I := PlayersPlay+1 to 6 do begin + Button[I-1].Visible := false; + Button[I-1].Selectable := false; + end; + +end; + +procedure TScreenName.SetAnimationProgress(Progress: real); +var + I: integer; +begin + for I := 1 to 6 do + Button[I-1].Texture.ScaleW := Progress; +end; + +end. diff --git a/Game/Code/Screens/UScreenOpen.dcu b/Game/Code/Screens/UScreenOpen.dcu new file mode 100644 index 00000000..c59986f9 Binary files /dev/null and b/Game/Code/Screens/UScreenOpen.dcu differ diff --git a/Game/Code/Screens/UScreenOpen.pas b/Game/Code/Screens/UScreenOpen.pas new file mode 100644 index 00000000..723f299f --- /dev/null +++ b/Game/Code/Screens/UScreenOpen.pas @@ -0,0 +1,151 @@ +unit UScreenOpen; + +interface + +uses UMenu, UMusic, SDL, SysUtils, UPliki, UTime, USongs, UIni, ULog, USmpeg, UTexture, UMenuText, + ULyrics, Math, OpenGL12, UThemes; + +type + TScreenOpen = class(TMenu) + private + TextF: array[0..1] of integer; + TextN: integer; + public + Tex_Background: TTexture; + FadeOut: boolean; + Path: string; + BackScreen: pointer; + procedure AddBox(X, Y, W, H: real); + constructor Create(Back: String); override; + procedure onShow; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; +// function Draw: boolean; override; +// procedure Finish; + end; + +implementation +uses UGraphic, UDraw, UMain, USkins; + +function TScreenOpen.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + if (PressedDown) then begin // Key Down + case ScanCode of + ord('a')..ord('z'), ord('A')..ord('Z'), ord('0')..ord('9'), 32, ord('-'), ord('.'), ord(':'), ord('\'): + begin + if Interaction = 0 then begin + Text[TextN].Text := Text[TextN].Text + chr(ScanCode); + FileName := Text[TextN].Text; + end; + end; + end; + + case PressedKey of + 8: // del + begin + if Interaction = 0 then + if Length(Text[TextN].Text) >= 1 then begin + Delete(Text[TextN].Text, Length(Text[TextN].Text), 1); + FileName := Text[TextN].Text; + end; + end; + + SDLK_ESCAPE: + begin + result := false; + end; + + SDLK_RETURN: + begin + if Interaction = 2 then begin + Music.PlayBack; + FadeTo(BackScreen); + end; + end; + + SDLK_LEFT: + begin + InteractPrev; + end; + + SDLK_RIGHT: + begin + InteractNext; + end; + + SDLK_DOWN: + begin + end; + + SDLK_UP: + begin + end; + end; + end; +end; + +procedure TScreenOpen.AddBox(X, Y, W, H: real); +begin + AddStatic(X, Y, W, H, 0, 0, 0, Skin.GetTextureFileName('Bar'), 'JPG', 'Font Black'); + AddStatic(X+2, Y+2, W-4, H-4, 1, 1, 1, Skin.GetTextureFileName('Bar'), 'JPG', 'Font Black'); +end; + +constructor TScreenOpen.Create(Back: String); +begin + inherited Create(Back); + + // linijka +{ AddStatic(20, 10, 80, 30, 0, 0, 0, 'Bar', 'JPG', 'Font Black'); + AddText(35, 17, 1, 6, 1, 1, 1, 'Linijka'); + TextSentence := AddText(120, 14, 1, 8, 0, 0, 0, '0 / 0');} + + // file list +// AddBox(400, 100, 350, 450); + +// TextF[0] := AddText(430, 155, 0, 8, 0, 0, 0, 'a'); +// TextF[1] := AddText(430, 180, 0, 8, 0, 0, 0, 'a'); + + // file name + AddBox(20, 540, 500, 40); + TextN := AddText(50, 548, 0, 8, 0, 0, 0, FileName); + AddInteraction(iText, TextN); + + // buttons + {AddButton(540, 540, 100, 40, Skin.SkinPath + Skin.ButtonF); + AddButtonText(10, 5, 0, 0, 0, 'Cancel'); + + AddButton(670, 540, 100, 40, Skin.SkinPath + Skin.ButtonF); + AddButtonText(30, 5, 0, 0, 0, 'OK');} + // buttons + AddButton(540, 540, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(10, 5, 0, 0, 0, 'Cancel'); + + AddButton(670, 540, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(30, 5, 0, 0, 0, 'OK'); + + +end; + +procedure TScreenOpen.onShow; +begin + Interaction := 0; +end; + +(*function TScreenEditSub.Draw: boolean; +var + Min: integer; + Sec: integer; + Tekst: string; + Pet: integer; + AktBeat: integer; +begin + +end; + +procedure TScreenEditSub.Finish; +begin +// +end;*) + +end. + diff --git a/Game/Code/Screens/UScreenOptions.dcu b/Game/Code/Screens/UScreenOptions.dcu new file mode 100644 index 00000000..e5d17c3b Binary files /dev/null and b/Game/Code/Screens/UScreenOptions.dcu differ diff --git a/Game/Code/Screens/UScreenOptions.pas b/Game/Code/Screens/UScreenOptions.pas new file mode 100644 index 00000000..76ff2adc --- /dev/null +++ b/Game/Code/Screens/UScreenOptions.pas @@ -0,0 +1,221 @@ +unit UScreenOptions; + +interface + +uses + UMenu, SDL, SysUtils, UDisplay, UMusic, UPliki, UIni, UThemes; + +type + TScreenOptions = class(TMenu) + public + TextDescription: integer; + constructor Create(Back: String); override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure InteractNext; override; + procedure InteractPrev; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses UGraphic; + +function TScreenOptions.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: + begin + Ini.Save; + Music.PlayBack; + FadeTo(@ScreenMain); + end; + SDLK_RETURN: + begin + if SelInteraction = 0 then begin + Music.PlayStart; + FadeTo(@ScreenOptionsGame); + end; + + if SelInteraction = 1 then begin + Music.PlayStart; + FadeTo(@ScreenOptionsGraphics); + end; + + if SelInteraction = 2 then begin + Music.PlayStart; + FadeTo(@ScreenOptionsSound); + end; + + if SelInteraction = 3 then begin + Music.PlayStart; + FadeTo(@ScreenOptionsLyrics); + end; + + if SelInteraction = 4 then begin + Music.PlayStart; + FadeTo(@ScreenOptionsThemes); + end; + + if SelInteraction = 5 then begin + Music.PlayStart; + FadeTo(@ScreenOptionsRecord); + end; + + if SelInteraction = 6 then begin + Ini.Save; + Music.PlayBack; + FadeTo(@ScreenMain); + end; + end; + SDLK_LEFT: + begin + {case SelInteraction of + 0: InteractCustom(+2); + 1: InteractCustom(-1); + 2: InteractCustom(-1); + 3: InteractCustom(+2); + 4: InteractCustom(-1); + 5: InteractCustom(-1); + end;} + InteractPrev; + end; + SDLK_RIGHT: + begin + {case SelInteraction of + 0: InteractCustom(+1); + 1: InteractCustom(+1); + 2: InteractCustom(-2); + 3: InteractCustom(+1); + 4: InteractCustom(+1); + 5: InteractCustom(-2); + end;} + InteractNext; + end; + SDLK_UP: + begin + InteractPrev; + {case SelInteraction of + 0: InteractCustom(+3); + 1: InteractCustom(+3); + 2: InteractCustom(+3); + 3: InteractCustom(-3); + 4: InteractCustom(-3); + 5: InteractCustom(-3); + end; } + end; + SDLK_DOWN: + begin + {case SelInteraction of + 0: InteractCustom(+3); + 1: InteractCustom(+3); + 2: InteractCustom(+3); + 3: InteractCustom(-3); + 4: InteractCustom(-3); + 5: InteractCustom(-3); + end; } + InteractNext; + end; + end; + end; +end; + +constructor TScreenOptions.Create(Back: String); +var + I: integer; +begin + inherited Create(Back); + + // Game +{ AddButton(225, 100 + 0*60, 350, 50, Skin.Button, 'JPG', 'Transparent Range'); + AddButtonText(11, 10, 'Game');} + + // Graphics +{ AddButton(225, 100 + 1*60, 350, 50, Skin.Button, 'JPG', 'Transparent Range'); + AddButtonText(11, 10, 'Graphics'); + + // Sound + AddButton(225, 100 + 2*60, 350, 50, Skin.Button, 'JPG', 'Transparent Range'); + AddButtonText(11, 10, 'Sound'); + + // Lyrics + AddButton(225, 100 + 3*60, 350, 50, Skin.Button, 'JPG', 'Transparent Range'); + AddButtonText(11, 10, 'Lyrics'); + + // Themes + AddButton(225, 100 + 4*60, 350, 50, Skin.Button, 'JPG', 'Transparent Range'); + AddButtonText(11, 10, 'Themes'); + + // Exit + AddButton(225, 100 + 6*60, 350, 50, Skin.Exit);} + + AddBackground(Theme.Options.Background.Tex); + + AddButton(Theme.Options.ButtonGame); + AddButtonText(14, 20, Theme.Options.Description[0]); + + AddButton(Theme.Options.ButtonGraphics); + AddButtonText(14, 20, Theme.Options.Description[1]); + + AddButton(Theme.Options.ButtonSound); + AddButtonText(14, 20, Theme.Options.Description[2]); + + AddButton(Theme.Options.ButtonLyrics); + AddButtonText(14, 20, Theme.Options.Description[3]); + + AddButton(Theme.Options.ButtonThemes); + AddButtonText(14, 20, Theme.Options.Description[4]); + + AddButton(Theme.Options.ButtonRecord); + AddButtonText(14, 20, Theme.Options.Description[5]); + + AddButton(Theme.Options.ButtonExit); + AddButtonText(14, 20, Theme.Options.Description[6]); + + for I := 0 to High(Theme.Options.Static) do + AddStatic(Theme.Options.Static[I]); + + for I := 0 to High(Theme.Options.Text) do + AddText(Theme.Options.Text[I]); + + TextDescription := AddText(Theme.Options.TextDescription); + + Interaction := 0; +end; + +procedure TScreenOptions.onShow; +begin +// +end; + +procedure TScreenOptions.InteractNext; +begin + inherited InteractNext; + Text[TextDescription].Text := Theme.Options.Description[Interaction]; +end; + +procedure TScreenOptions.InteractPrev; +begin + inherited InteractPrev; + Text[TextDescription].Text := Theme.Options.Description[Interaction]; +end; + + +procedure TScreenOptions.SetAnimationProgress(Progress: real); +begin + Button[0].Texture.ScaleW := Progress; + Button[1].Texture.ScaleW := Progress; + Button[2].Texture.ScaleW := Progress; + Button[3].Texture.ScaleW := Progress; + Button[4].Texture.ScaleW := Progress; + Button[5].Texture.ScaleW := Progress; +end; + +end. diff --git a/Game/Code/Screens/UScreenOptionsGame.dcu b/Game/Code/Screens/UScreenOptionsGame.dcu new file mode 100644 index 00000000..3fd70913 Binary files /dev/null and b/Game/Code/Screens/UScreenOptionsGame.dcu differ diff --git a/Game/Code/Screens/UScreenOptionsGame.pas b/Game/Code/Screens/UScreenOptionsGame.pas new file mode 100644 index 00000000..6f49bd19 --- /dev/null +++ b/Game/Code/Screens/UScreenOptionsGame.pas @@ -0,0 +1,107 @@ +unit UScreenOptionsGame; + +interface + +uses + UMenu, SDL, UDisplay, UMusic, UPliki, UIni, UThemes, USongs; + +type + TScreenOptionsGame = class(TMenu) + public + old_Tabs, old_Sorting: integer; + constructor Create(Back: String); override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure RefreshSongs; + end; + +implementation + +uses UGraphic; + +function TScreenOptionsGame.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_ESCAPE : + begin + Music.PlayBack; + RefreshSongs; + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + if SelInteraction = 6 then begin + Music.PlayBack; + RefreshSongs; + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 5) then begin + Music.PlayOption; + InteractInc; + end; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 5) then begin + Music.PlayOption; + InteractDec; + end; + end; + end; + end; +end; + +constructor TScreenOptionsGame.Create(Back: String); +var + I: integer; +begin + inherited Create(Back); + + AddBackground(Theme.OptionsGame.Background.Tex); + + for I := 0 to High(Theme.OptionsGame.Static) do + AddStatic(Theme.OptionsGame.Static[I]); + + for I := 0 to High(Theme.OptionsGame.Text) do + AddText(Theme.OptionsGame.Text[I]); + + //Refresh Songs Patch + old_Sorting := Ini.Sorting; + old_Tabs := Ini.Tabs; + + AddSelect(Theme.OptionsGame.SelectPlayers, Ini.Players, IPlayers); + AddSelect(Theme.OptionsGame.SelectDifficulty, Ini.Difficulty, IDifficulty); + AddSelectSlide(Theme.OptionsGame.SelectLanguage, Ini.Language, ILanguage); + AddSelect(Theme.OptionsGame.SelectTabs, Ini.Tabs, ITabs); + AddSelectSlide(Theme.OptionsGame.SelectSorting, Ini.Sorting, ISorting); + AddSelect(Theme.OptionsGame.SelectDebug, Ini.Debug, IDebug); + + + AddButton(Theme.OptionsGame.ButtonExit); + AddButtonText(14, 20, 'Exit'); + +end; + +//Refresh Songs Patch +procedure TScreenOptionsGame.RefreshSongs; +begin +if (ini.Sorting <> old_Sorting) or (ini.Tabs <> old_Tabs) then + ScreenSong.Refresh; +end; + +procedure TScreenOptionsGame.onShow; +begin +// Interaction := 0; +end; + +end. diff --git a/Game/Code/Screens/UScreenOptionsGraphics.dcu b/Game/Code/Screens/UScreenOptionsGraphics.dcu new file mode 100644 index 00000000..3eddc010 Binary files /dev/null and b/Game/Code/Screens/UScreenOptionsGraphics.dcu differ diff --git a/Game/Code/Screens/UScreenOptionsGraphics.pas b/Game/Code/Screens/UScreenOptionsGraphics.pas new file mode 100644 index 00000000..1f30f9b5 --- /dev/null +++ b/Game/Code/Screens/UScreenOptionsGraphics.pas @@ -0,0 +1,101 @@ +unit UScreenOptionsGraphics; + +interface + +uses + UMenu, SDL, UDisplay, UMusic, UPliki, UIni, UThemes; + +type + TScreenOptionsGraphics = class(TMenu) + public + constructor Create(Back: String); override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + end; + +implementation + +uses UGraphic, UMain; + +function TScreenOptionsGraphics.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: + begin + Ini.Save; + Music.PlayBack; + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin +{ if SelInteraction <= 1 then begin + Restart := true; + end;} + if SelInteraction = 6 then begin + Ini.Save; + Music.PlayBack; + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 5) then begin + Music.PlayOption; + InteractInc; + end; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 5) then begin + Music.PlayOption; + InteractDec; + end; + end; + end; + end; +end; + +constructor TScreenOptionsGraphics.Create(Back: String); +var + I: integer; +begin + inherited Create(Back); + + AddBackground(Theme.OptionsGraphics.Background.Tex); + + for I := 0 to High(Theme.OptionsGraphics.Static) do + AddStatic(Theme.OptionsGraphics.Static[I]); + + for I := 0 to High(Theme.OptionsGraphics.Text) do + AddText(Theme.OptionsGraphics.Text[I]); + + AddSelectSlide(Theme.OptionsGraphics.SelectSlideResolution, Ini.Resolution, IResolution); + AddSelect(Theme.OptionsGraphics.SelectFullscreen, Ini.Fullscreen, IFullscreen); + AddSelect(Theme.OptionsGraphics.SelectDepth, Ini.Depth, IDepth); + AddSelect(Theme.OptionsGraphics.SelectOscilloscope, Ini.Oscilloscope, IOscilloscope); + AddSelect(Theme.OptionsGraphics.SelectLineBonus, Ini.LineBonus, ILineBonus); + AddSelect(Theme.OptionsGraphics.SelectMovieSize, Ini.MovieSize, IMovieSize); + + + AddButton(Theme.OptionsGraphics.ButtonExit); + AddButtonText(14, 20, 'Exit'); + +end; + +procedure TScreenOptionsGraphics.onShow; +begin + Interaction := 0; +end; + +end. diff --git a/Game/Code/Screens/UScreenOptionsLyrics.dcu b/Game/Code/Screens/UScreenOptionsLyrics.dcu new file mode 100644 index 00000000..1fcfca9d Binary files /dev/null and b/Game/Code/Screens/UScreenOptionsLyrics.dcu differ diff --git a/Game/Code/Screens/UScreenOptionsLyrics.pas b/Game/Code/Screens/UScreenOptionsLyrics.pas new file mode 100644 index 00000000..21a33998 --- /dev/null +++ b/Game/Code/Screens/UScreenOptionsLyrics.pas @@ -0,0 +1,91 @@ +unit UScreenOptionsLyrics; + +interface + +uses + UMenu, SDL, UDisplay, UMusic, UPliki, UIni, UThemes; + +type + TScreenOptionsLyrics = class(TMenu) + public + constructor Create(Back: String); override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + end; + +implementation + +uses UGraphic; + +function TScreenOptionsLyrics.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_ESCAPE : + begin + Ini.Save; + Music.PlayBack; + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + if SelInteraction = 3 then begin + Ini.Save; + Music.PlayBack; + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 2) then begin + Music.PlayOption; + InteractInc; + end; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 2) then begin + Music.PlayOption; + InteractDec; + end; + end; + end; + end; +end; + +constructor TScreenOptionsLyrics.Create(Back: String); +var + I: integer; +begin + inherited Create(Back); + + AddBackground(Theme.OptionsLyrics.Background.Tex); + + for I := 0 to High(Theme.OptionsLyrics.Static) do + AddStatic(Theme.OptionsLyrics.Static[I]); + + for I := 0 to High(Theme.OptionsLyrics.Text) do + AddText(Theme.OptionsLyrics.Text[I]); + + AddSelect(Theme.OptionsLyrics.SelectLyricsFont, Ini.LyricsFont, ILyricsFont); + AddSelect(Theme.OptionsLyrics.SelectLyricsEffect, Ini.LyricsEffect, ILyricsEffect); + AddSelect(Theme.OptionsLyrics.SelectSolmization, Ini.Solmization, ISolmization); + + + AddButton(Theme.OptionsLyrics.ButtonExit); + AddButtonText(14, 20, 'Exit'); + +end; + +procedure TScreenOptionsLyrics.onShow; +begin + Interaction := 0; +end; + +end. diff --git a/Game/Code/Screens/UScreenOptionsRecord.dcu b/Game/Code/Screens/UScreenOptionsRecord.dcu new file mode 100644 index 00000000..36a04d50 Binary files /dev/null and b/Game/Code/Screens/UScreenOptionsRecord.dcu differ diff --git a/Game/Code/Screens/UScreenOptionsRecord.pas b/Game/Code/Screens/UScreenOptionsRecord.pas new file mode 100644 index 00000000..c27ec02a --- /dev/null +++ b/Game/Code/Screens/UScreenOptionsRecord.pas @@ -0,0 +1,136 @@ +unit UScreenOptionsRecord; + +interface + +uses + UMenu, SDL, UDisplay, UMusic, UPliki, UIni, UThemes; + +type + TScreenOptionsRecord = class(TMenu) + private + SelectSlideInput: integer; + SelectSlideChannelL: integer; + SelectSlideChannelR: integer; + public + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure UpdateCard; + end; + +implementation + +uses SysUtils, UGraphic, URecord, ULog; + +function TScreenOptionsRecord.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_ESCAPE, SDLK_BACKSPACE: + begin + Ini.Save; + Music.PlayBack; + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + if SelInteraction = 4 then begin + Ini.Save; + Music.PlayBack; + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 3) then begin + Music.PlayOption; + InteractInc; + end; + if SelInteraction = 0 then UpdateCard; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 3) then begin + Music.PlayOption; + InteractDec; + end; + if SelInteraction = 0 then UpdateCard; + end; + end; + end; +end; + +constructor TScreenOptionsRecord.Create; +var + I: integer; + SC: integer; + SCI: integer; +begin + AddBackground(Theme.OptionsRecord.Background.Tex); + for I := 0 to High(Theme.OptionsRecord.Static) do + AddStatic(Theme.OptionsRecord.Static[I]); + + for I := 0 to High(Theme.OptionsRecord.Text) do + AddText(Theme.OptionsRecord.Text[I]); + +// SetLength(ICard, 0); +// ICard[0] := 'karta'; + +// SetLength(IInput, 0); +// IInput[0] := 'wejscie'; + +// if Length(Recording.SoundCard) > 0 then begin + SetLength(ICard, Length(Recording.SoundCard)); + for SC := 0 to High(Recording.SoundCard) do + ICard[SC] := Recording.SoundCard[SC].Description; +// end; + +// if Length(Recording.SoundCard[Ini.Card].Input) > 0 then begin + SetLength(IInput, Length(Recording.SoundCard[Ini.Card].Input)); + for SCI := 0 to High(Recording.SoundCard[Ini.Card].Input) do + IInput[SCI] := Recording.SoundCard[Ini.Card].Input[SCI].Name; +// end; + + + AddSelectSlide(Theme.OptionsRecord.SelectSlideCard, Ini.Card, ICard); + SelectSlideInput := AddSelectSlide(Theme.OptionsRecord.SelectSlideInput, Ini.CardList[0].Input, IInput); + SelectSlideChannelL := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelL, Ini.CardList[0].ChannelL, IChannel); + SelectSlideChannelR := AddSelectSlide(Theme.OptionsRecord.SelectSlideChannelR, Ini.CardList[0].ChannelR, IChannel); + + AddButton(Theme.OptionsRecord.ButtonExit); + AddButtonText(14, 20, 'Exit'); + + Interaction := 0; +end; + +procedure TScreenOptionsRecord.onShow; +begin + Interaction := 0; +end; + +procedure TScreenOptionsRecord.UpdateCard; +var + SC: integer; + SCI: integer; +begin + SC := Ini.Card; +// if SC = 1 then beep; + + SetLength(IInput, Length(Recording.SoundCard[SC].Input)); + for SCI := 0 to High(Recording.SoundCard[SC].Input) do begin + IInput[SCI] := Recording.SoundCard[SC].Input[SCI].Name; +// Log.LogError(IInput[SCI]); + end; + + UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideInput, SelectSlideInput, IInput, Ini.CardList[SC].Input); + UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideChannelL, SelectSlideChannelL, IChannel, Ini.CardList[SC].ChannelL); + UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideChannelR, SelectSlideChannelR, IChannel, Ini.CardList[SC].ChannelR); +end; + +end. \ No newline at end of file diff --git a/Game/Code/Screens/UScreenOptionsSound.dcu b/Game/Code/Screens/UScreenOptionsSound.dcu new file mode 100644 index 00000000..26c07fe1 Binary files /dev/null and b/Game/Code/Screens/UScreenOptionsSound.dcu differ diff --git a/Game/Code/Screens/UScreenOptionsSound.pas b/Game/Code/Screens/UScreenOptionsSound.pas new file mode 100644 index 00000000..a99ae86d --- /dev/null +++ b/Game/Code/Screens/UScreenOptionsSound.pas @@ -0,0 +1,93 @@ +unit UScreenOptionsSound; + +interface + +uses + UMenu, SDL, UDisplay, UMusic, UPliki, UIni, UThemes; + +type + TScreenOptionsSound = class(TMenu) + public + constructor Create(Back: String); override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + end; + +implementation + +uses UGraphic; + +function TScreenOptionsSound.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_ESCAPE : + begin + Ini.Save; + Music.PlayBack; + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + if SelInteraction = 4 then begin + Ini.Save; + Music.PlayBack; + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 3) then begin + Music.PlayOption; + InteractInc; + end; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 3) then begin + Music.PlayOption; + InteractDec; + end; + end; + end; + end; +end; + +constructor TScreenOptionsSound.Create(Back: String); +var + I: integer; +begin + inherited Create(Back); + + AddBackground(Theme.OptionsSound.Background.Tex); + + for I := 0 to High(Theme.OptionsSound.Static) do + AddStatic(Theme.OptionsSound.Static[I]); + + for I := 0 to High(Theme.OptionsSound.Text) do + AddText(Theme.OptionsSound.Text[I]); + + AddSelect(Theme.OptionsSound.SelectMicBoost, Ini.MicBoost, IMicBoost); + AddSelect(Theme.OptionsSound.SelectClickAssist, Ini.ClickAssist, IClickAssist); + AddSelect(Theme.OptionsSound.SelectBeatClick, Ini.BeatClick, IBeatClick); + AddSelect(Theme.OptionsSound.SelectThreshold, Ini.Threshold, IThreshold); + //AddSelect(Theme.OptionsSound.SelectTwoPlayerMode, Ini.TwoPlayerMode, ITwoPlayerMode); + + AddButton(Theme.OptionsSound.ButtonExit); + AddButtonText(14, 20, 'Exit'); + + Interaction := 0; +end; + +procedure TScreenOptionsSound.onShow; +begin + Interaction := 0; +end; + +end. diff --git a/Game/Code/Screens/UScreenOptionsThemes.dcu b/Game/Code/Screens/UScreenOptionsThemes.dcu new file mode 100644 index 00000000..98bec8a2 Binary files /dev/null and b/Game/Code/Screens/UScreenOptionsThemes.dcu differ diff --git a/Game/Code/Screens/UScreenOptionsThemes.pas b/Game/Code/Screens/UScreenOptionsThemes.pas new file mode 100644 index 00000000..b7d18fa5 --- /dev/null +++ b/Game/Code/Screens/UScreenOptionsThemes.pas @@ -0,0 +1,118 @@ +unit UScreenOptionsThemes; + +interface + +uses + UMenu, SDL, UDisplay, UMusic, UPliki, UIni, UThemes; + +type + TScreenOptionsThemes = class(TMenu) + public + SkinSelect: Integer; + constructor Create(Back: String); override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure InteractInc; override; + procedure InteractDec; override; + end; + +implementation + +uses UGraphic, USkins; + +function TScreenOptionsThemes.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_ESCAPE : + begin + Ini.Save; + Music.PlayBack; + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + if SelInteraction = 3 then begin + Ini.Save; + Music.PlayBack; + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 2) then begin + Music.PlayOption; + InteractInc; + end; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 2) then begin + Music.PlayOption; + InteractDec; + end; + end; + end; + end; +end; + +procedure TScreenOptionsThemes.InteractInc; +begin + inherited InteractInc; + //Update Skins + if (SelInteraction = 0) then + begin + Skin.OnThemeChange; + UpdateSelectSlideOptions (Theme.OptionsThemes.SelectSkin, SkinSelect, ISkin, Ini.SkinNo); + end; +end; + +procedure TScreenOptionsThemes.InteractDec; +begin + inherited InteractDec; + //Update Skins + if (SelInteraction = 0) then + begin + Skin.OnThemeChange; + UpdateSelectSlideOptions (Theme.OptionsThemes.SelectSkin, SkinSelect, ISkin, Ini.SkinNo); + end; +end; + +constructor TScreenOptionsThemes.Create(Back: String); +var + I: integer; +begin + inherited Create(Back); + + AddBackground(Theme.OptionsThemes.Background.Tex); + + for I := 0 to High(Theme.OptionsThemes.Static) do + AddStatic(Theme.OptionsThemes.Static[I]); + + for I := 0 to High(Theme.OptionsThemes.Text) do + AddText(Theme.OptionsThemes.Text[I]); + + AddSelectSlide(Theme.OptionsThemes.SelectTheme, Ini.Theme, ITheme); + //SelectsS[High(SelectsS)].SetSelectOpt(Ini.Theme); + + SkinSelect := AddSelectSlide(Theme.OptionsThemes.SelectSkin, Ini.SkinNo, ISkin); + + //AddSelectSlideOption('SingStar'); + AddSelectSlide(Theme.OptionsThemes.SelectColor, Ini.Color, IColor); + + AddButton(Theme.OptionsThemes.ButtonExit); + AddButtonText(14, 20, 'Exit'); +end; + +procedure TScreenOptionsThemes.onShow; +begin + Interaction := 0; +end; + +end. diff --git a/Game/Code/Screens/UScreenPartyNewRound.dcu b/Game/Code/Screens/UScreenPartyNewRound.dcu new file mode 100644 index 00000000..24b6953e Binary files /dev/null and b/Game/Code/Screens/UScreenPartyNewRound.dcu differ diff --git a/Game/Code/Screens/UScreenPartyNewRound.pas b/Game/Code/Screens/UScreenPartyNewRound.pas new file mode 100644 index 00000000..1e9be1f5 --- /dev/null +++ b/Game/Code/Screens/UScreenPartyNewRound.pas @@ -0,0 +1,397 @@ +unit UScreenPartyNewRound; + +interface + +uses + UMenu, SDL, UDisplay, UMusic, UPliki, SysUtils, UThemes; + +type + TScreenPartyNewRound = class(TMenu) + public + //Texts: + TextRound1: Cardinal; + TextRound2: Cardinal; + TextRound3: Cardinal; + TextRound4: Cardinal; + TextRound5: Cardinal; + TextRound6: Cardinal; + TextRound7: Cardinal; + + TextWinner1: Cardinal; + TextWinner2: Cardinal; + TextWinner3: Cardinal; + TextWinner4: Cardinal; + TextWinner5: Cardinal; + TextWinner6: Cardinal; + TextWinner7: Cardinal; + + TextNextRound: Cardinal; + TextNextRoundNo: Cardinal; + TextNextPlayer1: Cardinal; + TextNextPlayer2: Cardinal; + TextNextPlayer3: Cardinal; + //Statics + StaticRound1: Cardinal; + StaticRound2: Cardinal; + StaticRound3: Cardinal; + StaticRound4: Cardinal; + StaticRound5: Cardinal; + StaticRound6: Cardinal; + StaticRound7: Cardinal; + + //Scores + TextScoreTeam1: Cardinal; + TextScoreTeam2: Cardinal; + TextScoreTeam3: Cardinal; + TextNameTeam1: Cardinal; + TextNameTeam2: Cardinal; + TextNameTeam3: Cardinal; + + StaticTeam1: Cardinal; + StaticTeam2: Cardinal; + StaticTeam3: Cardinal; + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses UGraphic, UMain, UIni, UTexture, UParty, UDLLManager, ULanguage, ULog; + +function TScreenPartyNewRound.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 : + begin + Music.PlayBack; + FadeTo(@ScreenMain); + end; + + SDLK_RETURN: + begin + Music.PlayStart; + if DLLMan.Selected.LoadSong then + begin + //Select PartyMode ScreenSong + ScreenSong.Mode := 1; + FadeTo(@ScreenSong); + end + else + begin + FadeTo(@ScreenSingModi); + 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: InteractNext; + SDLK_UP: InteractPrev; + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end + else // Key Up + case PressedKey of + SDLK_RETURN : + begin + end; + end; +end; + +constructor TScreenPartyNewRound.Create; +var + I: integer; +begin + inherited Create; + + AddBackground(Theme.PartyNewRound.Background.Tex); + Log.LogError(Theme.PartyNewRound.Background.Tex); + + TextRound1 := AddText (Theme.PartyNewRound.TextRound1); + TextRound2 := AddText (Theme.PartyNewRound.TextRound2); + TextRound3 := AddText (Theme.PartyNewRound.TextRound3); + TextRound4 := AddText (Theme.PartyNewRound.TextRound4); + TextRound5 := AddText (Theme.PartyNewRound.TextRound5); + TextRound6 := AddText (Theme.PartyNewRound.TextRound6); + TextRound7 := AddText (Theme.PartyNewRound.TextRound7); + + TextWinner1 := AddText (Theme.PartyNewRound.TextWinner1); + TextWinner2 := AddText (Theme.PartyNewRound.TextWinner2); + TextWinner3 := AddText (Theme.PartyNewRound.TextWinner3); + TextWinner4 := AddText (Theme.PartyNewRound.TextWinner4); + TextWinner5 := AddText (Theme.PartyNewRound.TextWinner5); + TextWinner6 := AddText (Theme.PartyNewRound.TextWinner6); + TextWinner7 := AddText (Theme.PartyNewRound.TextWinner7); + + TextNextRound := AddText (Theme.PartyNewRound.TextNextRound); + TextNextRoundNo := AddText (Theme.PartyNewRound.TextNextRoundNo); + TextNextPlayer1 := AddText (Theme.PartyNewRound.TextNextPlayer1); + TextNextPlayer2 := AddText (Theme.PartyNewRound.TextNextPlayer2); + TextNextPlayer3 := AddText (Theme.PartyNewRound.TextNextPlayer3); + + StaticRound1 := AddStatic (Theme.PartyNewRound.StaticRound1); + StaticRound2 := AddStatic (Theme.PartyNewRound.StaticRound2); + StaticRound3 := AddStatic (Theme.PartyNewRound.StaticRound3); + StaticRound4 := AddStatic (Theme.PartyNewRound.StaticRound4); + StaticRound5 := AddStatic (Theme.PartyNewRound.StaticRound5); + StaticRound6 := AddStatic (Theme.PartyNewRound.StaticRound6); + StaticRound7 := AddStatic (Theme.PartyNewRound.StaticRound7); + + //Scores + TextScoreTeam1 := AddText (Theme.PartyNewRound.TextScoreTeam1); + TextScoreTeam2 := AddText (Theme.PartyNewRound.TextScoreTeam2); + TextScoreTeam3 := AddText (Theme.PartyNewRound.TextScoreTeam3); + TextNameTeam1 := AddText (Theme.PartyNewRound.TextNameTeam1); + TextNameTeam2 := AddText (Theme.PartyNewRound.TextNameTeam2); + TextNameTeam3 := AddText (Theme.PartyNewRound.TextNameTeam3); + + StaticTeam1 := AddStatic (Theme.PartyNewRound.StaticTeam1); + StaticTeam2 := AddStatic (Theme.PartyNewRound.StaticTeam2); + StaticTeam3 := AddStatic (Theme.PartyNewRound.StaticTeam3); + + AddButton (Theme.PartyNewRound.ButtonNext); + + for I := 0 to High(Theme.PartyNewRound.Static) do + AddStatic(Theme.PartyNewRound.Static[I]); + + for I := 0 to High(Theme.PartyNewRound.Text) do + AddText(Theme.PartyNewRound.Text[I]); + + Interaction := 0; +end; + +procedure TScreenPartyNewRound.onShow; +var + I: Integer; +begin + //If not First Round, End Last Round + if (PartySession.CurRound <> 255) then + PartySession.EndRound; + + PartySession.StartRound; + Log.LogError(InttoStr(Length(DllMan.Plugins))); + + //Set Visibility of Round Infos + I := Length(PartySession.Rounds); + if (I >= 1) then + begin + Static[StaticRound1].Visible := True; + Text[TextRound1].Visible := True; + Text[TextWinner1].Visible := True; + + //Texts: + Text[TextRound1].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[0].Plugin].Name); + Text[TextWinner1].Text := PartySession.GetWinnerString(0); + end + else + begin + Static[StaticRound1].Visible := False; + Text[TextRound1].Visible := False; + Text[TextWinner1].Visible := False; + end; + + if (I >= 2) then + begin + Static[StaticRound2].Visible := True; + Text[TextRound2].Visible := True; + Text[TextWinner2].Visible := True; + + //Texts: + Text[TextRound2].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[1].Plugin].Name); + Text[TextWinner2].Text := PartySession.GetWinnerString(1); + end + else + begin + Static[StaticRound2].Visible := False; + Text[TextRound2].Visible := False; + Text[TextWinner2].Visible := False; + end; + + if (I >= 3) then + begin + Static[StaticRound3].Visible := True; + Text[TextRound3].Visible := True; + Text[TextWinner3].Visible := True; + + //Texts: + Text[TextRound3].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[2].Plugin].Name); + Text[TextWinner3].Text := PartySession.GetWinnerString(2); + end + else + begin + Static[StaticRound3].Visible := False; + Text[TextRound3].Visible := False; + Text[TextWinner3].Visible := False; + end; + + if (I >= 4) then + begin + Static[StaticRound4].Visible := True; + Text[TextRound4].Visible := True; + Text[TextWinner4].Visible := True; + + //Texts: + Text[TextRound4].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[3].Plugin].Name); + Text[TextWinner4].Text := PartySession.GetWinnerString(3); + end + else + begin + Static[StaticRound4].Visible := False; + Text[TextRound4].Visible := False; + Text[TextWinner4].Visible := False; + end; + + if (I >= 5) then + begin + Static[StaticRound5].Visible := True; + Text[TextRound5].Visible := True; + Text[TextWinner5].Visible := True; + + //Texts: + Text[TextRound5].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[4].Plugin].Name); + Text[TextWinner5].Text := PartySession.GetWinnerString(4); + end + else + begin + Static[StaticRound5].Visible := False; + Text[TextRound5].Visible := False; + Text[TextWinner5].Visible := False; + end; + + if (I >= 6) then + begin + Static[StaticRound6].Visible := True; + Text[TextRound6].Visible := True; + Text[TextWinner6].Visible := True; + + //Texts: + Text[TextRound6].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[5].Plugin].Name); + Text[TextWinner6].Text := PartySession.GetWinnerString(5); + end + else + begin + Static[StaticRound6].Visible := False; + Text[TextRound6].Visible := False; + Text[TextWinner6].Visible := False; + end; + + if (I >= 7) then + begin + Static[StaticRound7].Visible := True; + Text[TextRound7].Visible := True; + Text[TextWinner7].Visible := True; + + //Texts: + Text[TextRound7].Text := Language.Translate(DllMan.Plugins[PartySession.Rounds[6].Plugin].Name); + Text[TextWinner7].Text := PartySession.GetWinnerString(6); + end + else + begin + Static[StaticRound7].Visible := False; + Text[TextRound7].Visible := False; + Text[TextWinner7].Visible := False; + end; + + //Display Scores + if (PartySession.Teams.NumTeams >= 1) then + begin + Text[TextScoreTeam1].Text := InttoStr(PartySession.Teams.TeamInfo[0].Score); + Text[TextNameTeam1].Text := String(PartySession.Teams.TeamInfo[0].Name); + + Text[TextScoreTeam1].Visible := True; + Text[TextNameTeam1].Visible := True; + Static[StaticTeam1].Visible := True; + end + else + begin + Text[TextScoreTeam1].Visible := False; + Text[TextNameTeam1].Visible := False; + Static[StaticTeam1].Visible := False; + end; + + if (PartySession.Teams.NumTeams >= 2) then + begin + Text[TextScoreTeam2].Text := InttoStr(PartySession.Teams.TeamInfo[1].Score); + Text[TextNameTeam2].Text := String(PartySession.Teams.TeamInfo[1].Name); + + Text[TextScoreTeam2].Visible := True; + Text[TextNameTeam2].Visible := True; + Static[StaticTeam2].Visible := True; + end + else + begin + Text[TextScoreTeam2].Visible := False; + Text[TextNameTeam2].Visible := False; + Static[StaticTeam2].Visible := False; + end; + + if (PartySession.Teams.NumTeams >= 3) then + begin + Text[TextScoreTeam3].Text := InttoStr(PartySession.Teams.TeamInfo[2].Score); + Text[TextNameTeam3].Text := String(PartySession.Teams.TeamInfo[2].Name); + + Text[TextScoreTeam3].Visible := True; + Text[TextNameTeam3].Visible := True; + Static[StaticTeam3].Visible := True; + end + else + begin + Text[TextScoreTeam3].Visible := False; + Text[TextNameTeam3].Visible := False; + Static[StaticTeam3].Visible := False; + end; + + //nextRound Texts + Text[TextNextRound].Text := Language.Translate(DllMan.Selected.PluginDesc); + Text[TextNextRoundNo].Text := InttoStr(PartySession.CurRound + 1); + if (PartySession.Teams.NumTeams >= 1) then + begin + Text[TextNextPlayer1].Text := PartySession.Teams.Teaminfo[0].Playerinfo[PartySession.Teams.Teaminfo[0].CurPlayer].Name; + Text[TextNextPlayer1].Visible := True; + end + else + Text[TextNextPlayer1].Visible := False; + + if (PartySession.Teams.NumTeams >= 2) then + begin + Text[TextNextPlayer2].Text := PartySession.Teams.Teaminfo[1].Playerinfo[PartySession.Teams.Teaminfo[1].CurPlayer].Name; + Text[TextNextPlayer2].Visible := True; + end + else + Text[TextNextPlayer2].Visible := False; + + if (PartySession.Teams.NumTeams >= 3) then + begin + Text[TextNextPlayer3].Text := PartySession.Teams.Teaminfo[2].Playerinfo[PartySession.Teams.Teaminfo[2].CurPlayer].Name; + Text[TextNextPlayer3].Visible := True; + end + else + Text[TextNextPlayer3].Visible := False; + + Log.LogError('Plugin Selected: ' + InttoStr(PartySession.Rounds[0].Plugin)); + + +// LCD.WriteText(1, ' Choose mode: '); +// UpdateLCD; +end; + +procedure TScreenPartyNewRound.SetAnimationProgress(Progress: real); +begin + {Button[0].Texture.ScaleW := Progress; + Button[1].Texture.ScaleW := Progress; + Button[2].Texture.ScaleW := Progress; } +end; + +end. diff --git a/Game/Code/Screens/UScreenPartyOptions.dcu b/Game/Code/Screens/UScreenPartyOptions.dcu new file mode 100644 index 00000000..8f0bbf3d Binary files /dev/null and b/Game/Code/Screens/UScreenPartyOptions.dcu differ diff --git a/Game/Code/Screens/UScreenPartyOptions.pas b/Game/Code/Screens/UScreenPartyOptions.pas new file mode 100644 index 00000000..148289e8 --- /dev/null +++ b/Game/Code/Screens/UScreenPartyOptions.pas @@ -0,0 +1,164 @@ +unit UScreenPartyOptions; + +interface + +uses + UMenu, SDL, UDisplay, UMusic, UPliki, SysUtils, UThemes; + +type + TScreenPartyOptions = class(TMenu) + public + SelectLevel: Cardinal; + SelectPlayList: Cardinal; + SelectPlayList2: Cardinal; + SelectRounds: Cardinal; + SelectTeams: Cardinal; + SelectPlayers1: Cardinal; + SelectPlayers2: Cardinal; + SelectPlayers3: Cardinal; + + PlayList: Integer; + PlayList2: Integer; + Rounds: Integer; + NumTeams: Integer; + NumPlayer1, NumPlayer2, NumPlayer3: Integer; + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +var + ILevel: array[0..2] of String; +const + ITeams: array[0..1] of String =('2', '3'); + IPlayers: array[0..3] of String =('1', '2', '3', '4'); + IRounds: array[0..5] of String = ('2', '3', '4', '5', '6', '7'); + +implementation + +uses UGraphic, UMain, UIni, UTexture, ULanguage, UParty, UDLLManager; + +function TScreenPartyOptions.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +var I: Integer; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE : + begin + Music.PlayBack; + FadeTo(@ScreenMain); + end; + + SDLK_RETURN: + begin + + //Save Difficulty + Ini.Difficulty := SelectsS[SelectLevel].SelectedOption; + Ini.SaveLevel; + //Save PlayList + //(Todo) + //Save Num Teams: + PartySession.Teams.NumTeams := NumTeams + 2; + PartySession.Teams.Teaminfo[0].NumPlayers := NumPlayer1+1; + PartySession.Teams.Teaminfo[1].NumPlayers := NumPlayer2+1; + PartySession.Teams.Teaminfo[2].NumPlayers := NumPlayer3+1; + //Save Rounds + Random + SetLength (PartySession.Rounds, Rounds + 2); + For I := 0 to high (PartySession.Rounds) do + begin + PartySession.Rounds[I].Plugin := Random (Length(DLLMan.Plugins)); + PartySession.Rounds[I].Winner := 0; + end; + Music.PlayStart; + //Go to Player Screen + FadeTo(@ScreenPartyPlayer); + end; + + // Up and Down could be done at the same time, + // but I don't want to declare variables inside + // functions like this one, called so many times + SDLK_DOWN: InteractNext; + SDLK_UP: InteractPrev; + SDLK_RIGHT: + begin + Music.PlayOption; + InteractInc; + end; + SDLK_LEFT: + begin + Music.PlayOption; + InteractDec; + end; + end; + end + else // Key Up + case PressedKey of + SDLK_RETURN : + begin + end; + end; +end; + +constructor TScreenPartyOptions.Create; +var + I: integer; +begin + inherited Create; + + //Fill ILevel + ILevel[0] := Language.Translate('SING_EASY'); + ILevel[1] := Language.Translate('SING_MEDIUM'); + ILevel[2] := Language.Translate('SING_HARD'); + + NumTeams := 0; + NumPlayer1 := 0; + NumPlayer2 := 0; + NumPlayer3 := 0; + Rounds := 5; + PlayList := 0; + PlayList2 := 0; + + AddBackground(Theme.PartyOptions.Background.Tex); + + SelectLevel := AddSelectSlide (Theme.PartyOptions.SelectLevel, Ini.Difficulty, ILevel); + SelectPlayList := AddSelectSlide (Theme.PartyOptions.SelectPlayList, PlayList, ITeams); + SelectPlayList2 := AddSelectSlide (Theme.PartyOptions.SelectPlayList2, PlayList2, ITeams); + SelectRounds := AddSelectSlide (Theme.PartyOptions.SelectRounds, Rounds, IRounds); + SelectTeams := AddSelectSlide (Theme.PartyOptions.SelectTeams, NumTeams, ITeams); + SelectPlayers1 := AddSelectSlide (Theme.PartyOptions.SelectPlayers1, NumPlayer1, IPlayers); + SelectPlayers2 := AddSelectSlide (Theme.PartyOptions.SelectPlayers2, NumPlayer2, IPlayers); + SelectPlayers3 := AddSelectSlide (Theme.PartyOptions.SelectPlayers3, NumPlayer3, IPlayers); + + for I := 0 to High(Theme.PartyOptions.Static) do + AddStatic(Theme.PartyOptions.Static[I]); + + for I := 0 to High(Theme.PartyOptions.Text) do + AddText(Theme.PartyOptions.Text[I]); + + Interaction := 0; +end; + +procedure TScreenPartyOptions.onShow; +begin + Randomize; + +// LCD.WriteText(1, ' Choose mode: '); +// UpdateLCD; +end; + +procedure TScreenPartyOptions.SetAnimationProgress(Progress: real); +begin + {for I := 0 to 6 do + SelectS[I].Texture.ScaleW := Progress;} +end; + +end. diff --git a/Game/Code/Screens/UScreenPartyPlayer.dcu b/Game/Code/Screens/UScreenPartyPlayer.dcu new file mode 100644 index 00000000..1afeac79 Binary files /dev/null and b/Game/Code/Screens/UScreenPartyPlayer.dcu differ diff --git a/Game/Code/Screens/UScreenPartyPlayer.pas b/Game/Code/Screens/UScreenPartyPlayer.pas new file mode 100644 index 00000000..b954212a --- /dev/null +++ b/Game/Code/Screens/UScreenPartyPlayer.pas @@ -0,0 +1,210 @@ +unit UScreenPartyPlayer; + +Interface + +uses + UMenu, SDL, UDisplay, UMusic, UPliki, SysUtils, UThemes; + +type + TScreenPartyPlayer = class(TMenu) + public + Team1Name: Cardinal; + Player1Name: Cardinal; + Player2Name: Cardinal; + Player3Name: Cardinal; + Player4Name: Cardinal; + + Team2Name: Cardinal; + Player5Name: Cardinal; + Player6Name: Cardinal; + Player7Name: Cardinal; + Player8Name: Cardinal; + + Team3Name: Cardinal; + Player9Name: Cardinal; + Player10Name: Cardinal; + Player11Name: Cardinal; + Player12Name: Cardinal; + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses UGraphic, UMain, UIni, UTexture, UParty; + +function TScreenPartyPlayer.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +var + I, J: integer; + procedure IntNext; + begin + repeat + InteractNext; + until Button[Interaction].Visible; + end; + procedure IntPrev; + begin + repeat + InteractPrev; + until Button[Interaction].Visible; + end; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + 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); + end; + + SDLK_BACKSPACE: + begin + Delete(Button[Interaction].Text[0].Text, + Length(Button[Interaction].Text[0].Text), 1); + end; + + SDLK_ESCAPE : + begin + Ini.SaveNames; + Music.PlayBack; + FadeTo(@ScreenPartyOptions); + end; + + SDLK_RETURN: + begin + + for I := 0 to PartySession.Teams.NumTeams-1 do + begin + PartySession.Teams.Teaminfo[I].Name := PChar(Button[I*5].Text[0].Text); + for J := 0 to PartySession.Teams.Teaminfo[I].NumPlayers-1 do + begin + PartySession.Teams.Teaminfo[I].Playerinfo[J].Name := PChar(Button[I*5 + J+1].Text[0].Text); + PartySession.Teams.Teaminfo[I].Playerinfo[J].TimesPlayed := 0; + end; + PartySession.Teams.Teaminfo[I].Joker := Round (Length(PartySession.Rounds) * 0.85); + end; + + + //Start Party + PartySession.StartNewParty; + + Music.PlayStart; + FadeTo(@ScreenPartyNewRound); + 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: IntNext; + SDLK_UP: IntPrev; + SDLK_RIGHT: IntNext; + SDLK_LEFT: IntPrev; + end; + end; +end; + +constructor TScreenPartyPlayer.Create; +var + I: integer; +begin + inherited Create; + + AddBackground(Theme.PartyPlayer.Background.Tex); + + Team1Name := AddButton(Theme.PartyPlayer.Team1Name); + AddButton(Theme.PartyPlayer.Player1Name); + AddButton(Theme.PartyPlayer.Player2Name); + AddButton(Theme.PartyPlayer.Player3Name); + AddButton(Theme.PartyPlayer.Player4Name); + + Team2Name := AddButton(Theme.PartyPlayer.Team2Name); + AddButton(Theme.PartyPlayer.Player5Name); + AddButton(Theme.PartyPlayer.Player6Name); + AddButton(Theme.PartyPlayer.Player7Name); + AddButton(Theme.PartyPlayer.Player8Name); + + Team3Name := AddButton(Theme.PartyPlayer.Team3Name); + AddButton(Theme.PartyPlayer.Player9Name); + AddButton(Theme.PartyPlayer.Player10Name); + AddButton(Theme.PartyPlayer.Player11Name); + AddButton(Theme.PartyPlayer.Player12Name); + + for I := 0 to High(Theme.PartyPlayer.Static) do + AddStatic(Theme.PartyPlayer.Static[I]); + + for I := 0 to High(Theme.PartyPlayer.Text) do + AddText(Theme.PartyPlayer.Text[I]); + + Interaction := 0; +end; + +procedure TScreenPartyPlayer.onShow; +var + I: integer; +begin + If (PartySession.Teams.NumTeams>=1) then + begin + Button[0].Visible := True; + Button[1].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=1); + Button[2].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=2); + Button[3].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=3); + Button[4].Visible := (PartySession.Teams.Teaminfo[0].NumPlayers >=4); + end + else + begin + Button[0].Visible := False; + Button[1].Visible := False; + Button[2].Visible := False; + Button[3].Visible := False; + Button[4].Visible := False; + end; + + If (PartySession.Teams.NumTeams>=2) then + begin + Button[5].Visible := True; + Button[6].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=1); + Button[7].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=2); + Button[8].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=3); + Button[9].Visible := (PartySession.Teams.Teaminfo[1].NumPlayers >=4); + end + else + begin + Button[5].Visible := False; + Button[6].Visible := False; + Button[7].Visible := False; + Button[8].Visible := False; + Button[9].Visible := False; + end; + + If (PartySession.Teams.NumTeams>=3) then + begin + Button[10].Visible := True; + Button[11].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=1); + Button[12].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=2); + Button[13].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=3); + Button[14].Visible := (PartySession.Teams.Teaminfo[2].NumPlayers >=4); + end + else + begin + Button[10].Visible := False; + Button[11].Visible := False; + Button[12].Visible := False; + Button[13].Visible := False; + Button[14].Visible := False; + end; + +end; + +procedure TScreenPartyPlayer.SetAnimationProgress(Progress: real); +var + I: integer; +begin + for I := 0 to high(Button) do + Button[I].Texture.ScaleW := Progress; +end; + +end. diff --git a/Game/Code/Screens/UScreenPartyScore.dcu b/Game/Code/Screens/UScreenPartyScore.dcu new file mode 100644 index 00000000..9dffe2e5 Binary files /dev/null and b/Game/Code/Screens/UScreenPartyScore.dcu differ diff --git a/Game/Code/Screens/UScreenPartyScore.pas b/Game/Code/Screens/UScreenPartyScore.pas new file mode 100644 index 00000000..9cbeb5d5 --- /dev/null +++ b/Game/Code/Screens/UScreenPartyScore.pas @@ -0,0 +1,183 @@ +unit UScreenPartyScore; + +interface + +uses + UMenu, SDL, UDisplay, UMusic, SysUtils, UThemes; + +type + TScreenPartyScore = class(TMenu) + public + TextScoreTeam1: Cardinal; + TextScoreTeam2: Cardinal; + TextScoreTeam3: Cardinal; + TextNameTeam1: Cardinal; + TextNameTeam2: Cardinal; + TextNameTeam3: Cardinal; + StaticTeam1: Cardinal; + StaticTeam2: Cardinal; + StaticTeam3: Cardinal; + TextWinner: Cardinal; + + MaxScore: Word; + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses UGraphic, UMain, UParty, UScreenSingModi, ULanguage; + +function TScreenPartyScore.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 : + begin + Music.PlayStart; + if (PartySession.CurRound <= High(PartySession.Rounds)) then + FadeTo(@ScreenPartyNewRound) + else + begin + PartySession.EndRound; + FadeTo(@ScreenPartyWin); + end; + end; + + SDLK_RETURN: + begin + Music.PlayStart; + if (PartySession.CurRound <= High(PartySession.Rounds)) then + FadeTo(@ScreenPartyNewRound) + else + begin + PartySession.EndRound; + FadeTo(@ScreenPartyWin); + end; + end; + end; + end; +end; + +constructor TScreenPartyScore.Create; +var + I: integer; +begin + inherited Create; + + AddBackground(Theme.PartyScore.Background.Tex); + + TextScoreTeam1 := AddText (Theme.PartyScore.TextScoreTeam1); + TextScoreTeam2 := AddText (Theme.PartyScore.TextScoreTeam2); + TextScoreTeam3 := AddText (Theme.PartyScore.TextScoreTeam3); + TextNameTeam1 := AddText (Theme.PartyScore.TextNameTeam1); + TextNameTeam2 := AddText (Theme.PartyScore.TextNameTeam2); + TextNameTeam3 := AddText (Theme.PartyScore.TextNameTeam3); + + StaticTeam1 := AddStatic (Theme.PartyScore.StaticTeam1); + StaticTeam2 := AddStatic (Theme.PartyScore.StaticTeam2); + StaticTeam3 := AddStatic (Theme.PartyScore.StaticTeam3); + + TextWinner := AddText (Theme.PartyScore.TextWinner); + + for I := 0 to High(Theme.PartyScore.Static) do + AddStatic(Theme.PartyScore.Static[I]); + + for I := 0 to High(Theme.PartyScore.Text) do + AddText(Theme.PartyScore.Text[I]); +end; + +procedure TScreenPartyScore.onShow; +var + I: Integer; +begin + //Get Maxscore + MaxScore := 0; + for I := 0 to ScreenSingModi.PlayerInfo.NumPlayers - 1 do + begin + if (ScreenSingModi.PlayerInfo.Playerinfo[I].Score > MaxScore) then + MaxScore := ScreenSingModi.PlayerInfo.Playerinfo[I].Score; + end; + + //Set Static Length + Static[StaticTeam1].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[0].Percentage / 100; + Static[StaticTeam2].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[1].Percentage / 100; + Static[StaticTeam3].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[2].Percentage / 100; + + //Set Winnertext + Text[TextWinner].Text := Format(Language.Translate('PARTY_SCORE_WINS'), [PartySession.GetWinnerString(PartySession.CurRound)]); + + if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then + begin + Text[TextScoreTeam1].Text := InttoStr(ScreenSingModi.PlayerInfo.Playerinfo[0].Score); + Text[TextNameTeam1].Text := String(ScreenSingModi.TeamInfo.Teaminfo[0].Name); + + Text[TextScoreTeam1].Visible := True; + Text[TextNameTeam1].Visible := True; + Static[StaticTeam1].Visible := True; + end + else + begin + Text[TextScoreTeam1].Visible := False; + Text[TextNameTeam1].Visible := False; + Static[StaticTeam1].Visible := False; + end; + + if (ScreenSingModi.PlayerInfo.NumPlayers >= 2) then + begin + Text[TextScoreTeam2].Text := InttoStr(ScreenSingModi.PlayerInfo.Playerinfo[1].Score); + Text[TextNameTeam2].Text := String(ScreenSingModi.TeamInfo.Teaminfo[1].Name); + + Text[TextScoreTeam2].Visible := True; + Text[TextNameTeam2].Visible := True; + Static[StaticTeam2].Visible := True; + end + else + begin + Text[TextScoreTeam2].Visible := False; + Text[TextNameTeam2].Visible := False; + Static[StaticTeam2].Visible := False; + end; + + if (ScreenSingModi.PlayerInfo.NumPlayers >= 3) then + begin + Text[TextScoreTeam3].Text := InttoStr(ScreenSingModi.PlayerInfo.Playerinfo[2].Score); + Text[TextNameTeam3].Text := String(ScreenSingModi.TeamInfo.Teaminfo[2].Name); + + Text[TextScoreTeam3].Visible := True; + Text[TextNameTeam3].Visible := True; + Static[StaticTeam3].Visible := True; + end + else + begin + Text[TextScoreTeam3].Visible := False; + Text[TextNameTeam3].Visible := False; + Static[StaticTeam3].Visible := False; + end; + + +// LCD.WriteText(1, ' Choose mode: '); +// UpdateLCD; +end; + +procedure TScreenPartyScore.SetAnimationProgress(Progress: real); +begin + if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then + Static[StaticTeam1].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[0].Percentage / 100; + if (ScreenSingModi.PlayerInfo.NumPlayers >= 2) then + Static[StaticTeam2].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[1].Percentage / 100; + if (ScreenSingModi.PlayerInfo.NumPlayers >= 3) then + Static[StaticTeam3].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[2].Percentage / 100; +end; + +end. diff --git a/Game/Code/Screens/UScreenPartyWin.dcu b/Game/Code/Screens/UScreenPartyWin.dcu new file mode 100644 index 00000000..d55c0809 Binary files /dev/null and b/Game/Code/Screens/UScreenPartyWin.dcu differ diff --git a/Game/Code/Screens/UScreenPartyWin.pas b/Game/Code/Screens/UScreenPartyWin.pas new file mode 100644 index 00000000..ac5f38d9 --- /dev/null +++ b/Game/Code/Screens/UScreenPartyWin.pas @@ -0,0 +1,157 @@ +unit UScreenPartyWin; + +interface + +uses + UMenu, SDL, UDisplay, UMusic, SysUtils, UThemes; + +type + TScreenPartyWin = class(TMenu) + public + TextScoreTeam1: Cardinal; + TextScoreTeam2: Cardinal; + TextScoreTeam3: Cardinal; + TextNameTeam1: Cardinal; + TextNameTeam2: Cardinal; + TextNameTeam3: Cardinal; + StaticTeam1: Cardinal; + StaticTeam2: Cardinal; + StaticTeam3: Cardinal; + TextWinner: Cardinal; + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses UGraphic, UMain, UParty, UScreenSingModi, ULanguage; + +function TScreenPartyWin.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 : + begin + Music.PlayStart; + FadeTo(@ScreenMain); + end; + + SDLK_RETURN: + begin + Music.PlayStart; + FadeTo(@ScreenMain); + end; + end; + end; +end; + +constructor TScreenPartyWin.Create; +var + I: integer; +begin + inherited Create; + + AddBackground(Theme.PartyWin.Background.Tex); + + TextScoreTeam1 := AddText (Theme.PartyWin.TextScoreTeam1); + TextScoreTeam2 := AddText (Theme.PartyWin.TextScoreTeam2); + TextScoreTeam3 := AddText (Theme.PartyWin.TextScoreTeam3); + TextNameTeam1 := AddText (Theme.PartyWin.TextNameTeam1); + TextNameTeam2 := AddText (Theme.PartyWin.TextNameTeam2); + TextNameTeam3 := AddText (Theme.PartyWin.TextNameTeam3); + + StaticTeam1 := AddStatic (Theme.PartyWin.StaticTeam1); + StaticTeam2 := AddStatic (Theme.PartyWin.StaticTeam2); + StaticTeam3 := AddStatic (Theme.PartyWin.StaticTeam3); + + TextWinner := AddText (Theme.PartyWin.TextWinner); + + for I := 0 to High(Theme.PartyWin.Static) do + AddStatic(Theme.PartyWin.Static[I]); + + for I := 0 to High(Theme.PartyWin.Text) do + AddText(Theme.PartyWin.Text[I]); +end; + +procedure TScreenPartyWin.onShow; +var + I: Integer; +begin + + //Set Winnertext + Text[TextWinner].Text := Format(Language.Translate('PARTY_SCORE_WINS'), [PartySession.GetWinnerString(255)]); + + if (PartySession.Teams.NumTeams >= 1) then + begin + Text[TextScoreTeam1].Text := InttoStr(PartySession.Teams.TeamInfo[0].Score); + Text[TextNameTeam1].Text := String(PartySession.Teams.TeamInfo[0].Name); + + Text[TextScoreTeam1].Visible := True; + Text[TextNameTeam1].Visible := True; + Static[StaticTeam1].Visible := True; + end + else + begin + Text[TextScoreTeam1].Visible := False; + Text[TextNameTeam1].Visible := False; + Static[StaticTeam1].Visible := False; + end; + + if (PartySession.Teams.NumTeams >= 2) then + begin + Text[TextScoreTeam2].Text := InttoStr(PartySession.Teams.TeamInfo[1].Score); + Text[TextNameTeam2].Text := String(PartySession.Teams.TeamInfo[1].Name); + + Text[TextScoreTeam2].Visible := True; + Text[TextNameTeam2].Visible := True; + Static[StaticTeam2].Visible := True; + end + else + begin + Text[TextScoreTeam2].Visible := False; + Text[TextNameTeam2].Visible := False; + Static[StaticTeam2].Visible := False; + end; + + if (PartySession.Teams.NumTeams >= 3) then + begin + Text[TextScoreTeam3].Text := InttoStr(PartySession.Teams.TeamInfo[2].Score); + Text[TextNameTeam3].Text := String(PartySession.Teams.TeamInfo[2].Name); + + Text[TextScoreTeam3].Visible := True; + Text[TextNameTeam3].Visible := True; + Static[StaticTeam3].Visible := True; + end + else + begin + Text[TextScoreTeam3].Visible := False; + Text[TextNameTeam3].Visible := False; + Static[StaticTeam3].Visible := False; + end; + + +// LCD.WriteText(1, ' Choose mode: '); +// UpdateLCD; +end; + +procedure TScreenPartyWin.SetAnimationProgress(Progress: real); +begin + {if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then + Static[StaticTeam1].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[0].Score / maxScore; + if (ScreenSingModi.PlayerInfo.NumPlayers >= 2) then + Static[StaticTeam2].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[1].Score / maxScore; + if (ScreenSingModi.PlayerInfo.NumPlayers >= 3) then + Static[StaticTeam3].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[2].Score / maxScore;} +end; + +end. diff --git a/Game/Code/Screens/UScreenScore.dcu b/Game/Code/Screens/UScreenScore.dcu new file mode 100644 index 00000000..eee72fd0 Binary files /dev/null and b/Game/Code/Screens/UScreenScore.dcu differ diff --git a/Game/Code/Screens/UScreenScore.pas b/Game/Code/Screens/UScreenScore.pas new file mode 100644 index 00000000..2e509a6f --- /dev/null +++ b/Game/Code/Screens/UScreenScore.pas @@ -0,0 +1,586 @@ +unit UScreenScore; + +interface + +uses + UMenu, SDL, SysUtils, UDisplay, UMusic, USongs, UThemes, ULCD, OpenGL; + +type + TScreenScore = class(TMenu) + public + TextArtist: integer; + TextTitle: integer; + + TextName: array[1..6] of integer; + TextScore: array[1..6] of integer; + + TextNotes: array[1..6] of integer; + TextNotesScore: array[1..6] of integer; + TextLineBonus: array[1..6] of integer; + TextLineBonusScore: array[1..6] of integer; + TextGoldenNotes: array[1..6] of integer; + TextGoldenNotesScore: array[1..6] of integer; + TextTotal: array[1..6] of integer; + TextTotalScore: array[1..6] of integer; + + PlayerStatic: array[1..6] of array of integer; + + StaticBoxLightest: array[1..6] of integer; + StaticBoxLight: array[1..6] of integer; + StaticBoxDark: array[1..6] of integer; + + StaticBackLevel: array[1..6] of integer; + StaticBackLevelRound: array[1..6] of integer; + StaticLevel: array[1..6] of integer; + StaticLevelRound: array[1..6] of integer; + + Animation: real; + Fadeout: boolean; + constructor Create(Back: String); override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + function Draw: boolean; override; + procedure FillPlayer(Item, P: integer); + end; + +implementation + +{$IFDEF TRANSLATE} +uses UGraphic, UScreenSong, UMenuStatic, UTime, UMain, UIni, ULanguage; +{$ELSE} +uses UGraphic, UScreenSong, UMenuStatic, UTime, UMain, UIni; +{$ENDIF} +function TScreenScore.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then begin + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE : + begin + if (not Fadeout) then begin +// Music.StopShuffle; + FadeTo(@ScreenTop5); + Fadeout := true; + end; + end; + SDLK_RETURN: + begin + if (not Fadeout) then begin +// Music.StopShuffle; + FadeTo(@ScreenTop5); + Fadeout := true; + end; + end; +{ SDLK_SYSREQ: + begin + beep; + end;} + SDLK_SYSREQ: + begin + Display.PrintScreen; + end; + end; + end; +end; + +constructor TScreenScore.Create(Back: String); +var + P: integer; + I: integer; +begin + inherited Create(Back); + + // background arrows sorted from farthest to nearest +{ AddStatic(-2000 + 400, 100, 360, 60, 1, 1, 1, Skin.Arrow2, 'JPG', 'Arrow'); + AddStatic(-2000 + -50, 200, 420, 70, 1, 1, 1, Skin.Arrow, 'JPG', 'Arrow'); + AddStatic(-2000 + 90, 30, 500, 90, 1, 1, 1, Skin.Arrow, 'JPG', 'Arrow'); + AddStatic(-2000 + -250, 100, 800, 150, 1, 1, 1, Skin.Arrow, 'JPG', 'Arrow'); + + Static[0].Texture.Rot := 100 * pi/180; + Static[1].Texture.Rot := 7 * pi/180; + Static[2].Texture.Rot := 35 * pi/180; + + + // main arrow with text + AddStatic(0, 340, 1000, 180, 1, 1, 1, Skin.Arrow2, 'JPG', 'Arrow'); +// AddText(450, 409, 4, 15, 1, 1, 1, 'Smile'); + AddText(450, 409, 4, 15, 1, 1, 1, 'Let''s see the results'); + Text[0].Y := 401; + + Static[4].Texture.Rot := -3 * pi/180; + + + // two mid arrows + AddStatic(-2000 + -250, 100, 800, 150, 1, 1, 1, Skin.Arrow, 'JPG', 'Arrow'); + AddStatic(-2000 + -250, 100, 800, 150, 1, 1, 1, Skin.Arrow, 'JPG', 'Arrow'); + + + // last arrow + AddStatic(-2000, 340, 1100, 180, 1, 1, 1, Skin.Arrow2, 'JPG', 'Arrow'); +// AddText(-2000, 407, 4, 17, 1, 1, 1, 'SHUFFLE !'); + AddText(-2000, 407, 4, 15, 1, 1, 1, 'SHUFFLE !'); + + Static[7].Texture.Rot := 184 * pi/180; + + // score text + AddText(-2000, 407, 4, 17, 1, 1, 1, '10010 points'); + AddText(-2000, 407, 4, 17, 1, 1, 1, 'Cheater'); + + Fadeout := false;} + + + // Singstar Theme + AddBackground(Theme.Score.Background.Tex); + + for I := 0 to High(Theme.Score.Static) do + AddStatic(Theme.Score.Static[I]); + + for I := 0 to High(Theme.Score.Text) do + AddText(Theme.Score.Text[I]); + + TextArtist := AddText(Theme.Score.TextArtist); + TextTitle := AddText(Theme.Score.TextTitle); + + for P := 1 to 6 do begin + TextName[P] := AddText(Theme.Score.TextName[P]); + TextScore[P] := AddText(Theme.Score.TextScore[P]); + + TextNotes[P] := AddText(Theme.Score.TextNotes[P]); + TextNotesScore[P] := AddText(Theme.Score.TextNotesScore[P]); + TextLineBonus[P] := AddText(Theme.Score.TextLineBonus[P]); + TextLineBonusScore[P] := AddText(Theme.Score.TextLineBonusScore[P]); + TextGoldenNotes[P] := AddText(Theme.Score.TextGoldenNotes[P]); + TextGoldenNotesScore[P] := AddText(Theme.Score.TextGoldenNotesScore[P]); + TextTotal[P] := AddText(Theme.Score.TextTotal[P]); + TextTotalScore[P] := AddText(Theme.Score.TextTotalScore[P]); + + SetLength(PlayerStatic[P], Length(Theme.Score.PlayerStatic[P])); + for I := 0 to High(Theme.Score.PlayerStatic[P]) do + PlayerStatic[P, I] := AddStatic(Theme.Score.PlayerStatic[P, I]); + + StaticBoxLightest[P] := AddStatic(Theme.Score.StaticBoxLightest[P]); + StaticBoxLight[P] := AddStatic(Theme.Score.StaticBoxLight[P]); + StaticBoxDark[P] := AddStatic(Theme.Score.StaticBoxDark[P]); + + StaticBackLevel[P] := AddStatic(Theme.Score.StaticBackLevel[P]); + StaticBackLevelRound[P] := AddStatic(Theme.Score.StaticBackLevelRound[P]); + StaticLevel[P] := AddStatic(Theme.Score.StaticLevel[P]); + StaticLevelRound[P] := AddStatic(Theme.Score.StaticLevelRound[P]); + end; +end; + +procedure TScreenScore.onShow; +var + P: integer; // player + PP: integer; // another player variable + S: string; + I: integer; + Lev: real; + Skip: integer; + V: array[1..6] of boolean; // visibility array + MaxH: real; // maximum height of score bar + Wsp: real; +begin +{ CountSkipTimeSet; + + Animation := 0; + Fadeout := false; + + Text[1].Text := AktSong.Artist + ' - ' + AktSong.Title; + Text[2].Text := ' ' + IntToStr((Round(Gracz[0].Punkty) div 10) * 10) + ' points'; + + Static[0].Texture.X := -2000; + Static[1].Texture.X := -2000; + Static[2].Texture.X := -2000; + Static[3].Texture.X := -2000; + Static[4].Texture.X := -2000; + Static[5].Texture.X := -2000; + Static[6].Texture.X := -2000; + Static[7].Texture.X := -2000; + + Text[0].X := -2000; + Text[1].X := -2000; + Text[2].X := -2000; + Text[3].X := -2000; + + + case (Round(Gracz[0].Punkty) div 10) * 10 of + 0..1000: Text[3].Text := ' Tone Deaf'; + 2010..4000: Text[3].Text := ' Amateur'; + 4010..6000: Text[3].Text := ' Rising Star'; + 6010..8000: Text[3].Text := ' Lead Singer'; + 8010..9000: Text[3].Text := ' Hit Artist'; + 9010..10000: Text[3].Text := ' Superstar'; + end; + + Music.PlayShuffle;} + + // Singstar + Fadeout := false; + + Text[TextArtist].Text := AktSong.Artist; + Text[TextTitle].Text := AktSong.Title; + + // set visibility + case PlayersPlay of + 1: begin + V[1] := true; + V[2] := false; + V[3] := false; + V[4] := false; + V[5] := false; + V[6] := false; + end; + 2, 4: begin + V[1] := false; + V[2] := true; + V[3] := true; + V[4] := false; + V[5] := false; + V[6] := false; + end; + 3, 6: begin + V[1] := false; + V[2] := false; + V[3] := false; + V[4] := true; + V[5] := true; + V[6] := true; + end; + end; + + for P := 1 to 6 do begin + Text[TextName[P]].Visible := V[P]; + Text[TextScore[P]].Visible := V[P]; + + Text[TextNotes[P]].Visible := V[P]; + Text[TextNotesScore[P]].Visible := V[P]; + Text[TextLineBonus[P]].Visible := V[P]; + Text[TextLineBonusScore[P]].Visible := V[P]; + Text[TextGoldenNotes[P]].Visible := V[P]; + Text[TextGoldenNotesScore[P]].Visible := V[P]; + Text[TextTotal[P]].Visible := V[P]; + Text[TextTotalScore[P]].Visible := V[P]; + + for I := 0 to high(PlayerStatic[P]) do + Static[PlayerStatic[P, I]].Visible := V[P]; + + Static[StaticBoxLightest[P]].Visible := V[P]; + Static[StaticBoxLight[P]].Visible := V[P]; + Static[StaticBoxDark[P]].Visible := V[P]; + + Static[StaticBackLevel[P]].Visible := V[P]; + Static[StaticBackLevelRound[P]].Visible := V[P]; + Static[StaticLevel[P]].Visible := V[P]; + Static[StaticLevelRound[P]].Visible := V[P]; + end; + + if PlayersPlay <= 3 then begin // only for 1 screen mode + for P := 0 to PlayersPlay-1 do begin + case PlayersPlay of + 1: PP := 1; + 2: PP := P + 2; + 3: PP := P + 4; + end; + //PP := 1; + + Text[TextName[PP]].Text := Ini.Name[P]; + + {$IFDEF TRANSLATE} + case (Player[P].ScoreTotalI) of + 0..2000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_TONE_DEAF'); + 2010..4000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_AMATEUR'); + 4010..6000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_RISING_STAR'); + 6010..8000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_LEAD_SINGER'); + 8010..9000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_HIT_ARTIST'); + 9010..9800: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_SUPERSTAR'); + 9810..10000: Text[TextScore[PP]].Text := Language.Translate('SING_SCORE_ULTRASTAR'); + end; + {$ELSE} + case (Player[P].ScoreTotalI) of + 0..2000: Text[TextScore[PP]].Text := 'Tone Deaf'; + 2010..4000: Text[TextScore[PP]].Text := 'Amateur'; + 4010..6000: Text[TextScore[PP]].Text := 'Rising Star'; + 6010..8000: Text[TextScore[PP]].Text := 'Lead Singer'; + 8010..9000: Text[TextScore[PP]].Text := 'Hit Artist'; + 9010..9800: Text[TextScore[PP]].Text := 'Superstar'; + 9810..10000: Text[TextScore[PP]].Text := 'Ultrastar'; + end; + {$ENDIF} + + S := IntToStr(Player[P].ScoreI); + while (Length(S)<4) do S := '0' + S; + Text[TextNotesScore[PP]].Text := S; + + S := IntToStr(Player[P].ScoreLineI); + while (Length(S)<4) do S := '0' + S; + Text[TextLineBonusScore[PP]].Text := S; + + S := IntToStr(Player[P].ScoreGoldenI); + while (Length(S)<4) do S := '0' + S; + Text[TextGoldenNotesScore[PP]].Text := S; + + S := IntToStr(Player[P].ScoreTotalI); + while (Length(S)<5) do S := '0' + S; + Text[TextTotalScore[PP]].Text := S; + + // Level bar length +{ Lev := ((Round(Player[P].Punkty) div 10) * 10) / 10000; + Static[StaticLevel[PP]].Texture.H := Round(Static[StaticBackLevel[PP]].Texture.H * Lev); + Static[StaticLevel[PP]].Texture.Y := Static[StaticBackLevel[PP]].Texture.Y + Static[StaticBackLevel[PP]].Texture.H - Static[StaticLevel[PP]].Texture.H; + Static[StaticLevelRound[PP]].Texture.Y := Static[StaticLevel[PP]].Texture.Y - Static[StaticLevelRound[PP]].Texture.H;} + // doesn't align too much... (to fix) + // hint: play with wrapping textures + // resolution: setting TexY1 and TexY2 to 0.1 and 0.9 + + Lev := Player[P].ScoreTotalI / 10000; + MaxH := Static[StaticBackLevel[PP]].Texture.H + Static[StaticBackLevelRound[PP]].Texture.H / 2; + + // developer note (Polish): + // w sumie np. 120 pix + // ten static moze miec 100 pix + // wlacza sie od 20 pix i rosnie do 120 pix + // wiec wysokosc = wyznaczona ilosc - 20 + // nie moze byc mniejsze od 0 + // Lev * MaxH = total number of pixels to draw + Static[StaticLevel[PP]].Visible := true; + Static[StaticLevel[PP]].Texture.H := Lev * MaxH - Static[StaticBackLevelRound[PP]].Texture.H / 2; + if Static[StaticLevel[PP]].Texture.H < 0 then Static[StaticLevel[PP]].Visible := false; + + // Y doesn't change and depend on the back texture coordinate + Static[StaticLevel[PP]].Texture.Y := Static[StaticBackLevel[PP]].Texture.Y + Static[StaticBackLevel[PP]].Texture.H - Static[StaticLevel[PP]].Texture.H; + + // we modify LevelRound texture by changing it's Y. TexY1 and TexY2 change when the height to draw is lower than 20 + if Lev * MaxH < Static[StaticBackLevelRound[PP]].Texture.H / 2 then begin + // when it's lower than 20 => we move TexY1 and TexY2 higher to show only part of this texture + Static[StaticLevelRound[PP]].Texture.Y := Static[StaticBackLevel[PP]].Texture.Y + Static[StaticBackLevel[PP]].Texture.H - Static[StaticBackLevelRound[PP]].Texture.H; + // - 0.25 when points = 0 + // - 0 wnen there are more points + // if Lev * MaxH = Static[StaticBackLevelRound[PP]].Texture.H / 2) then we do not change it + // if Lev * MaxH = 0 then we substract 0.25 + // we substract (0.25 - 0.25 * (Lev * MaxH)/Static[StaticBackLevelRound[PP]].Texture.H / 2) + Wsp := Lev * MaxH / (Static[StaticBackLevelRound[PP]].Texture.H / 2); + Static[StaticLevelRound[PP]].Texture.TexY1 := Static[StaticBackLevelRound[PP]].Texture.TexY1 - 0.25 + 0.25 * Wsp; + Static[StaticLevelRound[PP]].Texture.TexY2 := Static[StaticBackLevelRound[PP]].Texture.TexY2 - 0.25 + 0.25 * Wsp; + end else begin + // when it's higher or equal 20 => full texture is being shown + Static[StaticLevelRound[PP]].Texture.TexY1 := Static[StaticBackLevelRound[PP]].Texture.TexY1; + Static[StaticLevelRound[PP]].Texture.TexY2 := Static[StaticBackLevelRound[PP]].Texture.TexY2; + Static[StaticLevelRound[PP]].Texture.Y := Static[StaticLevel[PP]].Texture.Y - Static[StaticBackLevelRound[PP]].Texture.H; + end; + + end; // for + end; // if + + LCD.HideCursor; + LCD.Clear; + LCD.WriteText(1, Ini.Name[0]); + LCD.WriteText(2, 'Score: ' + Text[TextTotalScore[1]].Text); + +end; + +function TScreenScore.Draw: boolean; +var +{ Min: real; + Max: real; + Wsp: real; + Wsp2: real; + Pet: integer;} + + Item: integer; + P: integer; + C: integer; +begin + // star animation +{ Animation := Animation + TimeSkip*1000; + + // move right + Min := 0; Max := 500; + if (Animation >= Min) and (Animation < Max) then begin + Wsp := (Animation - Min) / (Max - Min); + Wsp2 := 1 - Wsp; + + Static[0].Texture.X := 400 + Wsp2 * 50; // prawa mala + Static[0].Texture.Y := 150 - Wsp2 * 500; + Static[1].Texture.X := -50 - Wsp2 * 500; // lewa mala + Static[1].Texture.Y := 200 + Wsp2 * 50; + Static[2].Texture.X := 100 - Wsp2 * 200; // gorna w prawo + Static[2].Texture.Y := 80 - Wsp2 * 200; + Static[3].Texture.X := -280 - Wsp2 * 1000; // lewa wieksza gorna + Static[3].Texture.Y := 90; + + + Static[4].Texture.X := -1200 + Wsp * 1000; + Text[0].X := Static[4].Texture.X + 430; + end; + + // slowly move right + Min := 500; Max := 4100; + if (Animation >= Min) and (Animation < Max) then begin + Wsp := (Animation - Min) / (Max - Min); + + Static[0].Texture.X := 400 - Wsp * 10; // prawa mala + Static[0].Texture.Y := 150 + Wsp * 50; + Static[1].Texture.X := -50 + Wsp * 50; // lewa mala + Static[1].Texture.Y := 200; + Static[2].Texture.X := 100 + Wsp * 50; // gorna w prawo + Static[2].Texture.Y := 80 + Wsp * 30; + Static[3].Texture.X := -280 + Wsp * 200; // lewa wieksza gorna + Static[3].Texture.Y := 90; + + Static[4].Texture.X := -200 + Wsp * 150; // duza glowna + Text[0].X := Static[4].Texture.X + 430; + end; + + // fast move right + Min := 4100; Max := 4400; + if (Animation >= Min) and (Animation < Max) then begin + Wsp := (Animation - Min) / (Max - Min); + Wsp2 := 1 - Wsp; + + Static[0].Texture.X := 390 - Wsp * 200; // prawa mala + Static[0].Texture.Y := 200 + Wsp * 1000; + Static[1].Texture.X := 0 + Wsp * 1000; // lewa mala + Static[1].Texture.Y := 200; + Static[2].Texture.X := 150 + Wsp * 1000; // gorna w prawo + Static[2].Texture.Y := 110 + Wsp * 600; + Static[3].Texture.X := -80 + Wsp * 2000; // lewa wieksza gorna + Static[3].Texture.Y := 90; + + Static[4].Texture.X := -50 + Wsp * 2000; + Text[0].X := Static[4].Texture.X + 430; + + Static[7].Texture.X := 100 + Wsp2 * 3000; + Text[1].X := Static[7].Texture.X + 230; // 300 + Text[1].Y := Static[7].Texture.Y + 140; // 120 Sh + + Text[2].X := Static[7].Texture.X + 250; + Text[2].Y := Static[7].Texture.Y - 250; + Text[3].X := Static[7].Texture.X + 250; + Text[3].Y := Static[7].Texture.Y - 200; + end; + + // last arrow + Min := 4400; Max := 8000; + if (Animation >= Min) and (Animation < Max) then begin + Wsp := (Animation - Min) / (Max - Min); + + Static[7].Texture.X := 100 - Wsp * 100; + Text[1].X := Static[7].Texture.X + 230; // 300 + Text[1].Y := Static[7].Texture.Y + 140; // 120 + + Text[2].X := Static[7].Texture.X + 250; + Text[2].Y := Static[7].Texture.Y - 250; + Text[3].X := Static[7].Texture.X + 250; + Text[3].Y := Static[7].Texture.Y - 200; + end; + + // fade last arrow to left + Min := 8000; Max := 8300; + if (Animation >= Min) and (Animation < Max) then begin + Wsp := (Animation - Min) / (Max - Min); + + Static[7].Texture.X := 0 - Wsp * 3000; + Static[7].Texture.Y := 340 - Wsp * 50; + Text[1].X := Static[7].Texture.X + 230; // 300 Sh + Text[1].Y := Static[7].Texture.Y + 140; // 120 Sh + + Text[2].X := Static[7].Texture.X + 250; + Text[2].Y := Static[7].Texture.Y - 250; + Text[3].X := Static[7].Texture.X + 250; + Text[3].Y := Static[7].Texture.Y - 200; + end; + + Min := 8300; + if (Animation >= Min) and (not Fadeout) then begin + Music.StopShuffle; + FadeTo(@ScreenSong); + Fadeout := true; + end;} + + + // 0.5.0: try also use 4 players screen with nicks + if PlayersPlay = 4 then begin + for Item := 2 to 3 do begin + if ScreenAct = 1 then P := Item-2; + if ScreenAct = 2 then P := Item; + + FillPlayer(Item, P); + end; + end; + + + // Singstar - let it be...... with 6 statics + if PlayersPlay = 6 then begin + for Item := 4 to 6 do begin + if ScreenAct = 1 then P := Item-4; + if ScreenAct = 2 then P := Item-1; + + FillPlayer(Item, P); + +{ if ScreenAct = 1 then begin + LoadColor( + Static[StaticBoxLightest[Item]].Texture.ColR, + Static[StaticBoxLightest[Item]].Texture.ColG, + Static[StaticBoxLightest[Item]].Texture.ColB, + 'P1Dark'); + end; + + if ScreenAct = 2 then begin + LoadColor( + Static[StaticBoxLightest[Item]].Texture.ColR, + Static[StaticBoxLightest[Item]].Texture.ColG, + Static[StaticBoxLightest[Item]].Texture.ColB, + 'P4Dark'); + end;} + + end; + end; + + inherited Draw; +end; + +procedure TScreenScore.FillPlayer(Item, P: integer); +var + S: string; +begin + Text[TextName[Item]].Text := Ini.Name[P]; + + S := IntToStr((Round(Player[P].Score) div 10) * 10); + while (Length(S)<4) do S := '0' + S; + Text[TextNotesScore[Item]].Text := S; + + while (Length(S)<5) do S := '0' + S; + Text[TextTotalScore[Item]].Text := S; + + LoadColor( + Text[TextName[Item]].ColR, + Text[TextName[Item]].ColG, + Text[TextName[Item]].ColB, + 'P' + IntToStr(P+1) + 'Dark'); + + LoadColor( + Static[StaticBoxLightest[Item]].Texture.ColR, + Static[StaticBoxLightest[Item]].Texture.ColG, + Static[StaticBoxLightest[Item]].Texture.ColB, + 'P' + IntToStr(P+1) + 'Lightest'); + + LoadColor( + Static[StaticBoxLight[Item]].Texture.ColR, + Static[StaticBoxLight[Item]].Texture.ColG, + Static[StaticBoxLight[Item]].Texture.ColB, + 'P' + IntToStr(P+1) + 'Light'); + + LoadColor( + Static[StaticBoxDark[Item]].Texture.ColR, + Static[StaticBoxDark[Item]].Texture.ColG, + Static[StaticBoxDark[Item]].Texture.ColB, + 'P' + IntToStr(P+1) + 'Dark'); +end; + +end. diff --git a/Game/Code/Screens/UScreenSing.dcu b/Game/Code/Screens/UScreenSing.dcu new file mode 100644 index 00000000..0e227a17 Binary files /dev/null and b/Game/Code/Screens/UScreenSing.dcu differ diff --git a/Game/Code/Screens/UScreenSing.pas b/Game/Code/Screens/UScreenSing.pas new file mode 100644 index 00000000..2a97482d --- /dev/null +++ b/Game/Code/Screens/UScreenSing.pas @@ -0,0 +1,1121 @@ +unit UScreenSing; + +interface + +uses UMenu, UMusic, SDL, SysUtils, UPliki, UTime, USongs, UIni, ULog, USmpeg, UTexture, ULyrics, + TextGL, OpenGL12, BASS, UThemes, ULCD; + +type + TScreenSing = class(TMenu) + 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; + + 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); + 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_ESCAPE : + begin + //Record Sound Hack: + //Sound[0].BufferLong + + Finish; + Music.PlayBack; + FadeTo(@ScreenScore); + end; + + SDLK_Q: + begin + Finish; + Result := false; + 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 + else // Key Up + case PressedKey of + SDLK_RETURN : + begin + end; + end; +end; + +//Pause Mod +procedure TScreenSing.Pause; +begin + if not paused then //Pause einschalten + begin + PauseTime := Czas.Teraz; + Paused := true; + //stop Music + Music.Pause; + if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then //Video + PauseSmpeg; //Video + end + else //Pause ausschalten + begin + Czas.Teraz := PauseTime; //Position of Notes + Music.MoveTo (PauseTime);//Position of Music + Music.Play; //Play Music + if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then //Video + PlaySmpeg; + //SkipSmpeg(PauseTime); + Paused := false; + end; +end; +//Pause Mod End + +constructor TScreenSing.Create; +var + I: integer; + P: integer; +begin + inherited Create; + + AddBackground(Theme.Sing.Background.Tex); + + for I := 0 to High(Theme.Sing.Static) do + AddStatic(Theme.Sing.Static[I]); + + for I := 0 to High(Theme.Sing.Text) do + AddText(Theme.Sing.Text[I]); + + // time + TextTime := AddText(75, 14, 1, 8, 0.25, 0.25, 0.25, '00:00'); + + StaticP1 := AddStatic(Theme.Sing.StaticP1); + StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG); + TextP1 := AddText(Theme.Sing.TextP1); + TextP1Score := AddText(Theme.Sing.TextP1Score); + + StaticP2R := AddStatic(Theme.Sing.StaticP2R); + StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG); + TextP2R := AddText(Theme.Sing.TextP2R); + TextP2RScore := AddText(Theme.Sing.TextP2RScore); + + StaticP2M := AddStatic(Theme.Sing.StaticP2M); + StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG); + TextP2M := AddText(Theme.Sing.TextP2M); + TextP2MScore := AddText(Theme.Sing.TextP2MScore); + + StaticP3R := AddStatic(Theme.Sing.StaticP3R); + StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG); + TextP3R := AddText(Theme.Sing.TextP3R); + TextP3RScore := AddText(Theme.Sing.TextP3RScore); + + LyricMain := TLyric.Create; + LyricSub := TLyric.Create; +end; + +procedure TScreenSing.onShow; +var + P: integer; + V1: boolean; + 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; + V2R := false; + V2M := false; + V3R := false; + end; + 2: begin + V1 := true; + V2R := true; + V2M := false; + V3R := false; + end; + 3: begin + V1 := true; + V2R := false; + V2M := true; + V3R := true; + end; + 4: begin // double screen + V1 := true; + V2R := true; + V2M := false; + V3R := false; + end; + 6: begin // double screen + V1 := true; + V2R := false; + V2M := true; + V3R := true; + end; + + end; + + + + Static[StaticP2R].Visible := V2R; + Static[StaticP2RScoreBG].Visible := V2R; + Text[TextP2R].Visible := V2R; + Text[TextP2RScore].Visible := V2R; + + 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 + CzyscNuty; +// Log.LogWarning(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName, '!!!'); + AktSong := CatSongs.Song[CatSongs.Selected]; + + WczytajCzesci(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName); + 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); + AktSong.VideoLoaded := true; + end; + + // set background + if (AktSong.Background <> '') and (AktSong.VideoLoaded = false) then + Tex_Background := Texture.LoadTexture(AktSong.Path + AktSong.Background) + 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 + 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 := 26/255; + LyricMain.ColSG := 165/255; + LyricMain.ColSB := 220/255; + + LyricSub.ColR := 0.6; + LyricSub.ColG := 0.6; + LyricSub.ColB := 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; + + {Static[StaticP2R].Visible := V2R; + Static[StaticP2RScoreBG].Visible := V2R; + Text[TextP2R].Visible := V2R; + Text[TextP2RScore].Visible := V2R; + + 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;} + + //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.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; + + //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.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; + + //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.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; + + //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.StaticP1ScoreBG.x; + Player[2].LineBonus_TargetY := Theme.Sing.TextP1Score.Y; + Player[2].LineBonus_StartX := Theme.Sing.StaticP1ScoreBG.x; + Player[2].LineBonus_StartY := Theme.Sing.TextP1Score.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.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; + + //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.StaticP1ScoreBG.x; + Player[3].LineBonus_TargetY := Theme.Sing.TextP1Score.Y; + Player[3].LineBonus_StartX := Theme.Sing.StaticP1ScoreBG.x; + Player[3].LineBonus_StartY := Theme.Sing.TextP1Score.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 + //SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12); + //SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12); + //SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12); + + // 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 - 87); + Player[0].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[0].LineBonus_StartY := Skin_P2_NotesB - 105; + end; + + 2: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; + end; + + 3: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[0].LineBonus_TargetY := 120 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[0].LineBonus_StartY := 120 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[1].LineBonus_TargetY := 245 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[1].LineBonus_StartY := 245 + 28; + + //P3 + Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[2].LineBonus_TargetY := 370 - 65 + 28; + Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[2].LineBonus_StartY := 370 + 28; + end; + + 4: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; + + //P3 + Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[2].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; + Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[2].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; + + //P4 + Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[3].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; + Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[3].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; + end; + + 6: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[0].LineBonus_TargetY := 120 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[0].LineBonus_StartY := 120 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[1].LineBonus_TargetY := 245 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[1].LineBonus_StartY := 245 + 28; + + //P3 + Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[2].LineBonus_TargetY := 370 - 65 + 28; + Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[2].LineBonus_StartY := 370 + 28; + + //P4 + Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[3].LineBonus_TargetY := 120 - 65 + 28; + Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[3].LineBonus_StartY := 120 + 28; + + //P5 + Player[4].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[4].LineBonus_TargetY := 245 - 65 + 28; + Player[4].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[4].LineBonus_StartY := 245 + 28; + + //P6 + Player[5].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[5].LineBonus_TargetY := 370 - 65 + 28; + Player[5].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + 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 PlaySmpeg; + + // 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 + // set player colors + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + LoadColor(Static[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG, + Static[StaticP1].Texture.ColB, 'P1Dark'); + LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P2Dark'); + + + + LoadColor(Static[StaticP1ScoreBG].Texture.ColR, Static[StaticP1ScoreBG].Texture.ColG, + Static[StaticP1ScoreBG].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[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG, + Static[StaticP1].Texture.ColB, 'P3Dark'); + LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P4Dark'); + + + + LoadColor(Static[StaticP1ScoreBG].Texture.ColR, Static[StaticP1ScoreBG].Texture.ColG, + Static[StaticP1ScoreBG].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[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG, + Static[StaticP1].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[StaticP1ScoreBG].Texture.ColR, Static[StaticP1ScoreBG].Texture.ColG, + Static[StaticP1ScoreBG].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[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG, + Static[StaticP1].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[StaticP1ScoreBG].Texture.ColR, Static[StaticP1ScoreBG].Texture.ColG, + Static[StaticP1ScoreBG].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; + +//Original 0.5.0 +{ // set player colors + if PlayersPlay = 4 then begin + if ScreenAct = 1 then begin + //LoadColor(Static[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG, + //Static[StaticP1].Texture.ColB, 'P1Dark'); +// LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, + // Static[StaticP2R].Texture.ColB, 'P2Dark'); + end; + if ScreenAct = 2 then begin + LoadColor(Static[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG, + Static[StaticP1].Texture.ColB, 'P3Dark'); + LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P4Dark'); + end; + end; + + if PlayersPlay = 6 then begin + if ScreenAct = 1 then begin + LoadColor(Static[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG, + Static[StaticP1].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'); + end; + if ScreenAct = 2 then begin + LoadColor(Static[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG, + Static[StaticP1].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'); + 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[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[TextP1].Text := 'P3'; + Text[TextP2R].Text := 'P4'; + end; + 6: begin + Text[TextP1].Text := 'P4'; + Text[TextP2M].Text := 'P5'; + Text[TextP3R].Text := 'P6'; + end; + end; // case + end; // if + + // 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; + + // update static menu with time ... + Min := Round(Czas.Teraz) div 60; + Sec := Round(Czas.Teraz) mod 60; + Text[TextTime].Text := ''; + if Min < 10 then Text[TextTime].Text := '0'; + Text[TextTime].Text := Text[TextTime].Text + IntToStr(Min) + ':'; + if Sec < 10 then Text[TextTime].Text := Text[TextTime].Text + '0'; + Text[TextTime].Text := Text[TextTime].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[TextP1Score].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[TextP1Score].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[TextP1Score].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[TextP1Score].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[TextP1Score].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[TextP1Score].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; + + + // beat flash +{ Flash := 1 - (Czas.MidBeat - Czas.AktBeat); + if (Czas.AktBeat + AktSong.NotesGAP) mod AktSong.Resolution = 0 then Flash := 1 + else Flash := 0; + if Czas.AktBeat < 0 then Flash := 0; + glClearColor(Flash, Flash, Flash, 1);} + + // beat sound +// if (Ini.BeatClick = 1) and (Flash = 1) and (Czas.AktBeat <> Czas.OldBeat) then Music.PlayClick; + + // draw static menu (BG) + DrawBG; + //Draw Background + SingDrawBackground; + // update and draw movie + if ShowFinish and AktSong.VideoLoaded then begin + UpdateSmpeg; // this only draws + 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 + + + // 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 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; + AktSong.VideoLoaded := false; // to prevent drawing closed video + end; +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 + + If (Ini.LineBonus > 0) then + begin + + //Generate Steps 0 to 8 + A := Floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 8); + if A >= 8 then + Player[I].LineBonus_Text := Language.Translate('LINEBONUS_PERFECT') + else if (A = 6) or (A = 7) then + Player[I].LineBonus_Text := Language.Translate('LINEBONUS_BETTER') + else if A = 5 then + Player[I].LineBonus_Text := Language.Translate('LINEBONUS_GOOD') + else if (A = 3) or (A = 4) then + Player[I].LineBonus_Text := Language.Translate('LINEBONUS_NORMAL') + else if A = 2 then + Player[I].LineBonus_Text := Language.Translate('LINEBONUS_BAD') + else + Player[I].LineBonus_Text := Language.Translate('LINEBONUS_WORST'); + + //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 + 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; + + + + end; + +//Refresh LastScore +Player[I].ScoreLast := Player[I].Score + Player[I].ScoreGolden; + +end; +//PhrasenBonus - Line Bonus Mod End// } + +end; + +end. diff --git a/Game/Code/Screens/UScreenSingModi.dcu b/Game/Code/Screens/UScreenSingModi.dcu new file mode 100644 index 00000000..4f806afe Binary files /dev/null and b/Game/Code/Screens/UScreenSingModi.dcu differ diff --git a/Game/Code/Screens/UScreenSingModi.pas b/Game/Code/Screens/UScreenSingModi.pas new file mode 100644 index 00000000..88034f61 --- /dev/null +++ b/Game/Code/Screens/UScreenSingModi.pas @@ -0,0 +1,1088 @@ +unit UScreenSingModi; + +interface + +uses UMenu, UMusic, SDL, SysUtils, UPliki, UTime, USongs, UIni, ULog, USmpeg, 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; + +// 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 : + 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 + P: integer; + V1: boolean; + V2R: boolean; + V2M: boolean; + V3R: boolean; + NR: TRecR; //Line Bonus Mod } +var + I: Integer; +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; + V2R := false; + V2M := false; + V3R := false; + end; + 2: begin + V1 := true; + V2R := true; + V2M := false; + V3R := false; + end; + 3: begin + V1 := true; + V2R := false; + V2M := true; + V3R := true; + end; + 4: begin // double screen + V1 := true; + V2R := true; + V2M := false; + V3R := false; + end; + 6: begin // double screen + V1 := true; + V2R := false; + V2M := true; + V3R := true; + end; + + end; + + + + Static[StaticP2R].Visible := V2R; + Static[StaticP2RScoreBG].Visible := V2R; + Text[TextP2R].Visible := V2R; + Text[TextP2RScore].Visible := V2R; + + 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 + CzyscNuty; +// Log.LogWarning(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName, '!!!'); + AktSong := CatSongs.Song[CatSongs.Selected]; + + WczytajCzesci(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName); + 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); + AktSong.VideoLoaded := true; + end; + + // set background + if (AktSong.Background <> '') and (AktSong.VideoLoaded = false) then + Tex_Background := Texture.LoadTexture(AktSong.Path + AktSong.Background) + 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 + 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 := 26/255; + LyricMain.ColSG := 165/255; + LyricMain.ColSB := 220/255; + + LyricSub.ColR := 0.6; + LyricSub.ColG := 0.6; + LyricSub.ColB := 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; + + {Static[StaticP2R].Visible := V2R; + Static[StaticP2RScoreBG].Visible := V2R; + Text[TextP2R].Visible := V2R; + Text[TextP2RScore].Visible := V2R; + + 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;} { + + //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.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; + + //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.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; + + //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.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; + + //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.StaticP1ScoreBG.x; + Player[2].LineBonus_TargetY := Theme.Sing.TextP1Score.Y; + Player[2].LineBonus_StartX := Theme.Sing.StaticP1ScoreBG.x; + Player[2].LineBonus_StartY := Theme.Sing.TextP1Score.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.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; + + //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.StaticP1ScoreBG.x; + Player[3].LineBonus_TargetY := Theme.Sing.TextP1Score.Y; + Player[3].LineBonus_StartX := Theme.Sing.StaticP1ScoreBG.x; + Player[3].LineBonus_StartY := Theme.Sing.TextP1Score.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 + //SingDrawNoteLines(Nr.Left + 10*ScreenX, 120, Nr.Right + 10*ScreenX, 12); + //SingDrawNoteLines(Nr.Left + 10*ScreenX, 245, Nr.Right + 10*ScreenX, 12); + //SingDrawNoteLines(Nr.Left + 10*ScreenX, 370, Nr.Right + 10*ScreenX, 12); + + // 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 - 87); + Player[0].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[0].LineBonus_StartY := Skin_P2_NotesB - 105; + end; + + 2: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; + end; + + 3: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[0].LineBonus_TargetY := 120 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[0].LineBonus_StartY := 120 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[1].LineBonus_TargetY := 245 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[1].LineBonus_StartY := 245 + 28; + + //P3 + Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[2].LineBonus_TargetY := 370 - 65 + 28; + Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[2].LineBonus_StartY := 370 + 28; + end; + + 4: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; + + //P3 + Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[2].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; + Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[2].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; + + //P4 + Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[3].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; + Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[3].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; + end; + + 6: begin + //P1 + Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[0].LineBonus_TargetY := 120 - 65 + 28; + Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[0].LineBonus_StartY := 120 + 28; + + //P2 + Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[1].LineBonus_TargetY := 245 - 65 + 28; + Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[1].LineBonus_StartY := 245 + 28; + + //P3 + Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[2].LineBonus_TargetY := 370 - 65 + 28; + Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[2].LineBonus_StartY := 370 + 28; + + //P4 + Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[3].LineBonus_TargetY := 120 - 65 + 28; + Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[3].LineBonus_StartY := 120 + 28; + + //P5 + Player[4].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[4].LineBonus_TargetY := 245 - 65 + 28; + Player[4].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + Player[4].LineBonus_StartY := 245 + 28; + + //P6 + Player[5].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 87); + Player[5].LineBonus_TargetY := 370 - 65 + 28; + Player[5].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 87); + 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'); } + +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[StaticP1ScoreBG].Texture.X; + PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ScoreBG].Texture.Y + Static[StaticP1ScoreBG].Texture.H; + PlayerInfo.Playerinfo[2].PosX := Static[StaticP1ScoreBG].Texture.X; + PlayerInfo.Playerinfo[2].PosY := Static[StaticP1ScoreBG].Texture.Y + Static[StaticP1ScoreBG].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[StaticP1ScoreBG].Texture.X; + PlayerInfo.Playerinfo[0].PosY := Static[StaticP1ScoreBG].Texture.Y + Static[StaticP1ScoreBG].Texture.H; + PlayerInfo.Playerinfo[3].PosX := Static[StaticP1ScoreBG].Texture.X; + PlayerInfo.Playerinfo[3].PosY := Static[StaticP1ScoreBG].Texture.Y + Static[StaticP1ScoreBG].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; + +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[TextP1Score].Visible := DLLMan.Selected.ShowScore; + Static[StaticP1ScoreBG].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[TextP1Score].Visible := DLLMan.Selected.ShowScore; + Static[StaticP1ScoreBG].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[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG, + Static[StaticP1].Texture.ColB, 'P1Dark'); + LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P2Dark'); + + + + LoadColor(Static[StaticP1ScoreBG].Texture.ColR, Static[StaticP1ScoreBG].Texture.ColG, + Static[StaticP1ScoreBG].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[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG, + Static[StaticP1].Texture.ColB, 'P3Dark'); + LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, + Static[StaticP2R].Texture.ColB, 'P4Dark'); + + + + LoadColor(Static[StaticP1ScoreBG].Texture.ColR, Static[StaticP1ScoreBG].Texture.ColG, + Static[StaticP1ScoreBG].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[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG, + Static[StaticP1].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[StaticP1ScoreBG].Texture.ColR, Static[StaticP1ScoreBG].Texture.ColG, + Static[StaticP1ScoreBG].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[StaticP1].Texture.ColR, Static[StaticP1].Texture.ColG, + Static[StaticP1].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[StaticP1ScoreBG].Texture.ColR, Static[StaticP1ScoreBG].Texture.ColG, + Static[StaticP1ScoreBG].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[TextP2R].Text := 'P2'; + Text[TextP2M].Text := 'P2'; + Text[TextP3R].Text := 'P3'; + end; + + if ScreenAct = 2 then begin + case PlayersPlay of + 4: begin + Text[TextP1].Text := 'P3'; + Text[TextP2R].Text := 'P4'; + end; + 6: begin + Text[TextP1].Text := 'P4'; + Text[TextP2M].Text := 'P5'; + Text[TextP3R].Text := 'P6'; + end; + end; // case + end; // if + + + // 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; + + // .. 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[TextP1Score].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[TextP1Score].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[TextP1Score].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[TextP1Score].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[TextP1Score].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[TextP1Score].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[TextTime].Text := ''; + if Min < 10 then Text[TextTime].Text := '0'; + Text[TextTime].Text := Text[TextTime].Text + IntToStr(Min) + ':'; + if Sec < 10 then Text[TextTime].Text := Text[TextTime].Text + '0'; + Text[TextTime].Text := Text[TextTime].Text + IntToStr(Sec); +end; + + // draw static menu (BG) + DrawBG; + + //Draw Background + if (DllMan.Selected.LoadSong) AND (DllMan.Selected.LoadBack) then + SingDrawBackground; + + // update and draw movie + 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 + + //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; + Result.ScaleW := Tex.ScaleW; + Result.ScaleH := Tex.ScaleH; +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.dcu b/Game/Code/Screens/UScreenSong.dcu new file mode 100644 index 00000000..abc9cc4f Binary files /dev/null and b/Game/Code/Screens/UScreenSong.dcu differ diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas new file mode 100644 index 00000000..0d7860a7 --- /dev/null +++ b/Game/Code/Screens/UScreenSong.pas @@ -0,0 +1,1690 @@ +unit UScreenSong; + +interface + +uses + UMenu, SDL, UMusic, UPliki, UTime, UDisplay, USongs, SysUtils, ULog, UThemes, UTexture, ULanguage, + ULCD, ULight, UIni; + +type + TScreenSong = class(TMenu) + public + TextArtist: integer; + TextTitle: integer; + TextNumber: integer; + + 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; + + constructor Create; override; + procedure SetScroll; + procedure SetScroll1; + procedure SetScroll2; + procedure SetScroll3; + procedure SetScroll4; + procedure SetScroll5; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + procedure onShow; override; + procedure SelectNext; + procedure SelectPrev; + procedure UpdateLCD; + procedure SkipTo(Target: integer); + 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 Tob left + procedure HideCatTL;// Show Cat in Tob left + procedure Refresh; //Refresh Song Sorting + procedure DrawEqualizer; + //Party Mode + procedure SelectRandomSong; + procedure SetJoker; + + //procedures for Menu + procedure StartSong; + procedure OpenEditor; + procedure DoJoker(Team: Byte); + end; + +implementation +uses UGraphic, UMain, UCovers, math, OpenGL12, Windows, USkins, UDLLManager, UParty, UScreenSongMenu; + +// ***** Public methods ****** // + +//Show Wrong Song when Tabs on Fix +procedure TScreenSong.FixSelected; +var I, I2: Integer; + 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; + +procedure TScreenSong.FixSelected2; +var I, I2: Integer; + 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; +//Show Wrong Song when Tabs on Fix 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(CatSongs.Song[Cat].Path + CatSongs.Song[Cat].Cover, '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; + 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 Menu + if (ScreenSongMenu.Visible) then + begin + Result := ScreenSongMenu.ParseInput(PressedKey, ScanCode, PressedDown); + Exit; + end; + + If (PressedDown) Then + begin // Key Down + +// HS := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT); +{ if (not HighSpeed) and (HS > 0) then begin + HighSpeed := true; + SDL_EnableKeyRepeat(50, 50); + end; + if (HighSpeed) and (HS = 0) then begin + HighSpeed := false; + SDL_EnableKeyRepeat(125, 125); + end;} + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT); + + // Jump to Key Mod + if (SDL_ModState = KMOD_LALT) AND (Mode = 0) then //Jump to Key + begin + //get Letter + case PressedKey of + SDLK_A : Letter := 'A'; + SDLK_B : Letter := 'B'; + SDLK_C : Letter := 'C'; + SDLK_D : Letter := 'D'; + SDLK_E : Letter := 'E'; + SDLK_F : Letter := 'F'; + SDLK_G : Letter := 'G'; + SDLK_H : Letter := 'H'; + SDLK_I : Letter := 'I'; + SDLK_J : Letter := 'J'; + SDLK_K : Letter := 'K'; + SDLK_L : Letter := 'L'; + SDLK_M : Letter := 'M'; + SDLK_N : Letter := 'N'; + SDLK_O : Letter := 'O'; + SDLK_P : Letter := 'P'; + SDLK_Q : Letter := 'Q'; + SDLK_R : Letter := 'R'; + SDLK_S : Letter := 'S'; + SDLK_T : Letter := 'T'; + SDLK_U : Letter := 'U'; + SDLK_V : Letter := 'V'; + SDLK_W : Letter := 'W'; + SDLK_X : Letter := 'X'; + SDLK_Y : Letter := 'Y'; + SDLK_Z : Letter := 'Z'; + SDLK_1 : Letter := '1'; + SDLK_2 : Letter := '2'; + SDLK_3 : Letter := '3'; + SDLK_4 : Letter := '4'; + SDLK_5 : Letter := '5'; + SDLK_6 : Letter := '6'; + SDLK_7 : Letter := '7'; + SDLK_8 : Letter := '8'; + SDLK_9 : Letter := '9'; + SDLK_0 : Letter := '0'; + else exit; + end; + + {//Search Letter + for I := Interaction + 1 to high(CatSongs.Song) do + begin + if CatSongs.Song[I].Visible and (Letter = Uppercase(CatSongs.Song[I].Artist)[1]) then + break; //Found Song + if I = Interaction then //went through complete array but nothing Found + break; + if I = high(CatSongs.Song) then //At the end of the array->Go to beginning + for I2 := low(CatSongs.Song) to Interaction do + if CatSongs.Song[I].Visible and (Letter = Uppercase(CatSongs.Song[I].Artist)[1]) then + break; //Found Song + end; } + + for I := 0 to High(CatSongs.Song) do begin + if (CatSongs.Song[I].Visible) AND (UpperCase(CatSongs.Song[I].Artist[1]) = Letter) then + begin + //Select Song + Interaction := I; + SkipTo(Interaction); + break; + end; + end; + + //Don't do other Functions + exit; + end; + + if (SDL_ModState = KMOD_LALT or KMOD_LSHIFT) then //Jump to Key + begin + //get Letter + case PressedKey of + SDLK_a..SDLK_z : Letter := Chr(Ord('a')+PressedKey-97); + SDLK_1 : Letter := '1'; + SDLK_2 : Letter := '2'; + SDLK_3 : Letter := '3'; + SDLK_4 : Letter := '4'; + SDLK_5 : Letter := '5'; + SDLK_6 : Letter := '6'; + SDLK_7 : Letter := '7'; + SDLK_8 : Letter := '8'; + SDLK_9 : Letter := '9'; + SDLK_0 : Letter := '0'; + else exit; + end; + + {//Search Letter + for I := Interaction + 1 to high(CatSongs.Song) do + begin + if CatSongs.Song[I].Visible and (Letter = Uppercase(CatSongs.Song[I].Artist)[1]) then + break; //Found Song + if I = Interaction then //went through complete array but nothing Found + break; + if I = high(CatSongs.Song) then //At the end of the array->Go to beginning + for I2 := low(CatSongs.Song) to Interaction do + if CatSongs.Song[I].Visible and (Letter = Uppercase(CatSongs.Song[I].Artist)[1]) then + break; //Found Song + end; } + + {for I := 0 to High(CatSongs.Song) do begin + if (CatSongs.Song[I].Visible) AND (UpperCase(CatSongs.Song[I].Artist[1]) = Letter) then} + + for I := Interaction + 1 to high(CatSongs.Song) + 1 do + begin + if (I > high(CatSongs.Song)) then + begin + for I2 := low(CatSongs.Song) to Interaction do + begin + if CatSongs.Song[I2].Visible and (Letter = lowercase(CatSongs.Song[I2].Artist[1])) then + begin + Interaction := I2; + break; //Found Song + end; + end; + break; + end + else if CatSongs.Song[I].Visible and (Letter = lowercase(CatSongs.Song[I].Artist[1])) then + begin + Interaction := I; + break; //Found Song + end; + end; + + + //Select Song + SkipTo(Interaction); + + //Don't do other Functions + exit; + end; + + + case PressedKey of + SDLK_ESCAPE : + 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 + Music.Stop; + Music.PlayBack; +// FadeTo(@ScreenLevel); + FadeTo(@ScreenMain); + +// Music.Open(Skin.SkinPath + 'Menu Music 3.mp3'); +// Music.Play; + end; + end; + end; + SDLK_RETURN: + begin + if Length(Songs.Song) > 0 then begin +// PortWriteB($378, 0); + 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: + Music.Close; + if Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3) then begin + Music.MoveTo(Music.Length / 4); + Music.Play; + end; + + end else begin // clicked on song + if (Mode = 0) then //Normal Mode -> Start Song + begin + StartSong; + + end + else if (Mode = 1) then //PartyMode -> Show Menu + begin + ScreenSongMenu.Visible := True; + ScreenSongMenu.MenuShow(SM_Party_Main); + end; + end; + end; + end; + + SDLK_M: //Show SongMenu + begin + if Length(Songs.Song) > 0 then begin + if not CatSongs.Song[Interaction].Main then begin // clicked on Song + ScreenSongMenu.Visible := True; + ScreenSongMenu.MenuShow(SM_Main); + end; + end; + end; + + SDLK_DOWN: + begin + if (Mode = 0) then + begin +{ if Length(Songs.Song) > 0 then begin + Music.PlayChange; + InteractNext; + Music.Close; + if Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3) then Music.Play; + SetScroll; + end;} + + //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; + Music.Close; + if Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3) then begin + Music.MoveTo(Music.Length / 4); + Music.Play; + end; + + end; + + // + //Cat Change Hack End} + end; + end; + SDLK_UP: + begin + if (Mode = 0) then + begin +{ if Length(Songs.Song) > 0 then begin + Music.PlayChange; + InteractPrev; + Music.Close; + if Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3) then Music.Play; + SetScroll; + end;} + //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; + Music.Close; + if Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3) then begin + Music.MoveTo(Music.Length / 4); + Music.Play; + 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; + Music.Close; + if Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3) then begin + Music.MoveTo(Music.Length / 4); + Music.Play; + end; + SetScroll4; + UpdateLCD; + Light.LightOne(1, 200); + end; + end; + + SDLK_LEFT: + begin + if (Length(Songs.Song) > 0)AND (Mode = 0) then begin + Music.PlayChange; + SelectPrev; + Music.Close; + if Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3) then begin + Music.MoveTo(Music.Length / 4); + Music.Play; + end; + 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(2+Random(CatSongs.VisibleSongs-1)); + end; + Music.PlayChange; + + Music.Close; + if Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3) then begin + Music.MoveTo(Music.Length / 4); + Music.Play; + end; + 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; + + SDLK_Q: + begin + Result := false; + end; + end; + end + else // Key Up + case PressedKey of + SDLK_RETURN : + begin + end; + end; +end; + +constructor TScreenSong.Create; +var + Pet: integer; + I: integer; +begin + inherited Create; + +// AddStatic(200, 10, 400, 90, Skin.SelectSong); +// AddStatic(200-10, 140-5, 400+20, 50+10, Skin.Selection, 'JPG', 'Font Gray'); + + AddBackground(Theme.Song.Background.Tex); + + for I := 0 to High(Theme.Song.Static) do + AddStatic(Theme.Song.Static[I]); + + for I := 0 to High(Theme.Song.Text) do + AddText(Theme.Song.Text[I]); + + 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); + + //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); + + // Song List +// Songs.LoadSongList; // moved to the UltraStar unit + CatSongs.Refresh; + for Pet := 0 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; + + +// AddButtonText(11, 10, CatSongs.Song[Pet].Title); // new way + end; +// Covers.Save; + + { if Length(CatSongs.Song) > 0 then // setting to first song + Interaction := 0 + else begin // no song detected + AddButton(400-200, 140, 400, 50, Skin.Button, 'JPG', 'Transparent Range'); + AddButtonText(11, 10, 'No songs detected'); + end;} + + // Randomize Patch + Randomize; + //Equalizer + SetLength(EqualizerBands, Theme.Song.Equalizer.Bands); + //ClearArray + For I := low(EqualizerBands) to high(EqualizerBands) do + EqualizerBands[I] := 3; +end; + +procedure TScreenSong.SetScroll; +begin +//Set Positions + Case Theme.Song.Cover.Style of + 3: SetScroll3; + 5: SetScroll5 + else SetScroll4; + end; +//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 (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; + +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 * (B - SongCurrent) / Length(Button); +// Wsp := 2 * pi * (CatSongs.VisibleIndex(B) - 0) / CatSongs.VisibleSongs; + 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 + (300 + 37 * VS {CatSongs.VisibleSongs} {Length(Button)} * sin(Wsp) - 400) * Z2; // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs + Button[B].Z := Z; + + Button[B].H := Theme.Song.Cover.H * Z2; + Button[B].W := Button[B].H; + +// Button[B].Y := {50 +} 140 + 50 - 50 * Z2; + Button[B].Y := Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H) * 0.65; + 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; + {function margin (const X, Y, VS: real):real; //Margin of to Buttons + begin + Result := Frac(x / y) * y; + if (X - VS) >= -3 then + Result := X - VS - Y + else if (X + 3) >= VS then + Result := X - VS + Y + else + Result := X - Y; + end; } +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 Visability + if Button[B].Visible then //Only Change Pos for Visible Buttons + begin + Pos := (CatSongs.VisibleIndex(B) - SongCurrent); + if (Pos < -VS) then + Pos := Pos + VS + else if (Pos > VS) then + Pos := Pos - VS; + + if (Abs(Pos) < 3) then {fixed Positions} + begin + Angle := Pi * (Pos / 5); + //Button[B].Visible := False; + + Button[B].H := Theme.Song.Cover.H * cos(Angle);//Power(Z2, 3); + + Button[B].Z := 0.95 - Abs(Pos) * 0.01; + + Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Button[B].H) * 0.7); + + Button[B].W := Button[B].H; + + Diff := (Button[B].H - Theme.Song.Cover.H)/2;; + + if (X < 0) then + Button[B].X := Theme.Song.Cover.X + Theme.Song.Cover.W * Sin(Angle){ - Theme.Song.Cover.H/2} - Diff + else + Button[B].X := Theme.Song.Cover.X + Theme.Song.Cover.W * Sin(Angle){ - Theme.Song.Cover.H/2}- Diff; + + Button[B].Visible := True; + end + else + begin {Behind the Front Covers} + //Button[B].Visible := False; + Pos := Frac(Pos / VS); + if Pos < 0 then + Pos := Pos + 1; + + Angle := Abs(2 * pi * ((Pos) / VS / 2)); + //Pos := Power(Pos*2 - 1, 3); + + Button[B].Z := (0.2 + Pos/2) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers + + //Pos := abs(Pos) mod 1; + + X := sin(Angle); + //Button[B].H := (0.2 + 0.4 * Abs(Pos)) * Theme.Song.Cover.H; //Cover High + Width + Button[B].H := 80; + Button[B].W := Button[B].H; + + Diff := (Theme.Song.Cover.H - Button[B].H)/2; + + //Button[B].X := Theme.Song.Cover.X + (Theme.Song.Cover.W) * Sin(Angle) - diff + //Button[B].X := Theme.Song.Cover.X + Theme.Song.Cover.W * Pos - Diff; + + if (X < 0) then + Button[B].X := Theme.Song.Cover.X + Theme.Song.Cover.W * Sin(Angle) - Theme.Song.Cover.H/2 + Diff + else + Button[B].X := Theme.Song.Cover.X + Theme.Song.Cover.W * Sin(Angle) - Theme.Song.Cover.H/2; + + 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 + + {X := sin(Angle); + + Button[B].H := (0.5 + Power(cos(Angle), 1.7))/1.5 * Theme.Song.Cover.H; //Cover High + Width + Button[B].W := Button[B].H; + + {if (X < 0) then + Diff := Theme.Song.Cover.H - Button[B].H + else + Diff := 0; + + if (((CatSongs.VisibleIndex(B) - SongCurrent)>= -3) AND ((CatSongs.VisibleIndex(B) - SongCurrent) <= 3)) OR (((CatSongs.VisibleIndex(B) - SongCurrent)>= -3 + VS) AND ((CatSongs.VisibleIndex(B) - SongCurrent) <= 3 + VS)) OR (((CatSongs.VisibleIndex(B) - SongCurrent)>= -3 - VS) AND ((CatSongs.VisibleIndex(B) - SongCurrent) <= 3 - VS)) then + Button[B].X := Theme.Song.Cover.X + diff + margin(CatSongs.VisibleIndex(B), SongCurrent, VS)* 30 + else + Button[B].X := Theme.Song.Cover.X + Theme.Song.Cover.W * X + diff;}{ + + Diff := (Button[B].H - Theme.Song.Cover.H)/2; + + if X < 0 then + Button[B].X := Theme.Song.Cover.X + (Theme.Song.Cover.W) * -Power(-X, 1/2) - diff + else + Button[B].X := Theme.Song.Cover.X + (Theme.Song.Cover.W) * Power(X, 1/2) - diff;} + 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; + SelectNext;SelectPrev; //Workaround <- must be fixed sometime + FixSelected; + //Show Cat in Top Left Mod + HideCatTL; + end; + + + if Length(CatSongs.Song) > 0 then begin + Music.SetLoop(false); + Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3); + Music.MoveTo(Music.Length / 4); + Music.Play; + SetScroll; + UpdateLCD; + end; + + //Party Mode + if (Mode = 1) then + begin + SelectRandomSong; + end; + + SetJoker; +end; + +function TScreenSong.Draw: boolean; +var + dx: real; + dt: real; +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); + + + // 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; + CoverTime := CoverTime + TimeSkip; + Button[Interaction].Texture2.Alpha := (CoverTime - 1) * 1.5; + if Button[Interaction].Texture2.Alpha > 1 then Button[Interaction].Texture2.Alpha := 1; + + inherited Draw; + + //Draw Equalizer + if Theme.Song.Equalizer.Visible then + DrawEqualizer; + + //Draw Song Menu + if (ScreenSongMenu.Visible) then + begin + ScreenSongMenu.Draw; + end; +end; + +procedure TScreenSong.SelectNext; +var + Skip: integer; + I: integer; +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; + + //0.5.0: unload old full size texture + if Button[Interaction].Texture.Name <> Skin.GetTextureFileName('SongCover') then + Texture.UnloadTexture(Button[Interaction].Texture.Name, false); + + 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 > CatSongs.VisibleSongs-1 then begin + SongTarget := SongTarget - CatSongs.VisibleSongs; + SongCurrent := SongCurrent - CatSongs.VisibleSongs; + 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; +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; + + //0.5.0: unload old full size texture + if Button[Interaction].Texture.Name <> Skin.GetTextureFileName('SongCover') then + Texture.UnloadTexture(Button[Interaction].Texture.Name, false); + + 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; + +procedure TScreenSong.UpdateLCD; +begin + LCD.HideCursor; + LCD.Clear; + LCD.WriteText(1, Text[TextArtist].Text); + LCD.WriteText(2, Text[TextTitle].Text); +end; + +procedure TScreenSong.SkipTo(Target: integer); // 0.5.0 +var + Skip: integer; + I: integer; +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); + + Interaction := 0; + SongTarget := 0; + + for I := 2 to Target 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 := floor(92/Theme.Song.Equalizer.Bands);//How much channels are used for one Band + //Change Lengths + for I := 0 to 92 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 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 + 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); + + Music.Close; + if Music.Open(CatSongs.Song[Interaction].Path + CatSongs.Song[Interaction].Mp3) then begin + Music.MoveTo(Music.Length / 4); + Music.Play; + end; +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; + +//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.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; + +procedure TScreenSong.Refresh; +begin { +CatSongs.Refresh; +CatSongs.ShowCategoryList; +Interaction := 0; +SelectNext; +FixSelected; } + +end; + +end. diff --git a/Game/Code/Screens/UScreenSongMenu.dcu b/Game/Code/Screens/UScreenSongMenu.dcu new file mode 100644 index 00000000..634a217a Binary files /dev/null and b/Game/Code/Screens/UScreenSongMenu.dcu differ diff --git a/Game/Code/Screens/UScreenSongMenu.pas b/Game/Code/Screens/UScreenSongMenu.pas new file mode 100644 index 00000000..2a03a7c2 --- /dev/null +++ b/Game/Code/Screens/UScreenSongMenu.pas @@ -0,0 +1,355 @@ +unit UScreenSongMenu; + +interface + +uses + UMenu, SDL, UDisplay, UMusic, UPliki, 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_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; + +function TScreenSongMenu.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; + function IsVisible: Boolean; + begin + Result := True; + if (Interactions[Interaction].Typ = 0) then + begin + Result := Button[Interactions[Interaction].Num].Visible; + end + else if (Interactions[Interaction].Typ = 1) then + begin + //Result := Selects[Interactions[Interaction].Num].Visible; + end + else if (Interactions[Interaction].Typ = 3) then + begin + Result := SelectsS[Interactions[Interaction].Num].Visible; + end; + end; + + Procedure SelectNext; + begin + repeat + InteractNext; + until IsVisible; + end; + + Procedure SelectPrev; + begin + repeat + InteractPrev; + until IsVisible; + end; +begin + Result := true; + If (PressedDown) Then + begin // Key Down + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE : + begin + Music.PlayBack; + Visible := False; + end; + + SDLK_RETURN: + begin + HandleReturn; + 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: SelectNext; + SDLK_UP: SelectPrev; + + SDLK_RIGHT: + begin + if (Interaction=3) then + InteractInc; + end; + SDLK_LEFT: + begin + if (Interaction=3) then + InteractDec; + end; + end; + end + else // Key Up + case PressedKey of + SDLK_RETURN : + begin + end; + end; +end; + +constructor TScreenSongMenu.Create; +var + I: integer; +begin + inherited Create; + SetLength(ISelections, 1); + ISelections[0] := 'Dummy'; + + AddBackground(Theme.SongMenu.Background.Tex); + + 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'); + + AddText(Theme.SongMenu.TextMenu); + + for I := 0 to High(Theme.SongMenu.Static) do + AddStatic(Theme.SongMenu.Static[I]); + + for I := 0 to High(Theme.SongMenu.Text) do + AddText(Theme.SongMenu.Text[I]); + + 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 + 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_EDIT'); + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYMODI'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + end; + + SM_PlayList: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST'); + + 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_PLAYLIST_ADD'); + Button[1].Text[0].Text := ''; + Button[2].Text[0].Text := ''; + 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'); + end; + end; +end; + +procedure TScreenSongMenu.HandleReturn; +begin + Case CurMenu of + SM_Main: + begin + Visible := False; + Case Interaction of + 0: //Button 1 + begin + ScreenSong.StartSong; + end; + + 1: //Button 2 + begin + ScreenSong.OpenEditor; + end; + + 2: //Button 3 + begin + //Todo: Add SingleRound Modi Support + end; + + 3: //SelectSlide 3 + begin + //Dummy + end; + + 4: //Button 4 + begin + //Cancel... (Do Nothing) + end; + end; + end; + + SM_PlayList: + begin + Visible := False; + Case Interaction of + 0: //Button 1 + begin + // + end; + + 1: //Button 2 + begin + // + end; + + 2: //Button 3 + begin + //Todo + end; + + 3: //SelectSlide 3 + begin + //Dummy + end; + + 4: //Button 4 + begin + // + 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. + \ No newline at end of file diff --git a/Game/Code/Screens/UScreenTop5.dcu b/Game/Code/Screens/UScreenTop5.dcu new file mode 100644 index 00000000..c6db07d0 Binary files /dev/null and b/Game/Code/Screens/UScreenTop5.dcu differ diff --git a/Game/Code/Screens/UScreenTop5.pas b/Game/Code/Screens/UScreenTop5.pas new file mode 100644 index 00000000..41f96281 --- /dev/null +++ b/Game/Code/Screens/UScreenTop5.pas @@ -0,0 +1,166 @@ +unit UScreenTop5; + +interface + +uses + UMenu, SDL, SysUtils, UDisplay, UMusic, USongs, UThemes, ULCD; + +type + TScreenTop5 = class(TMenu) + public + TextLevel: integer; + TextArtistTitle: integer; + + StaticNumber: array[1..5] of integer; + TextNumber: array[1..5] of integer; + TextName: array[1..5] of integer; + TextScore: array[1..5] of integer; + + Fadeout: boolean; + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + procedure onShow; override; + function Draw: boolean; override; + end; + +implementation + +uses UGraphic, UScores, UMain, UIni; + +function TScreenTop5.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then begin + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, SDLK_RETURN: + begin + if (not Fadeout) then begin + FadeTo(@ScreenSong); + Fadeout := true; + end; + end; + SDLK_SYSREQ: + begin + Display.PrintScreen; + end; + end; + end; +end; + +constructor TScreenTop5.Create; +var + I: integer; +begin + inherited Create; + + AddBackground(Theme.Top5.Background.Tex); + + for I := 0 to High(Theme.Top5.Static) do + AddStatic(Theme.Top5.Static[I]); + + for I := 0 to High(Theme.Top5.Text) do + AddText(Theme.Top5.Text[I]); + + + TextLevel := AddText(Theme.Top5.TextLevel); + TextArtistTitle := AddText(Theme.Top5.TextArtistTitle); + + for I := 0 to 4 do + StaticNumber[I+1] := AddStatic(Theme.Top5.StaticNumber[I]); + + for I := 0 to 4 do + TextNumber[I+1] := AddText(Theme.Top5.TextNumber[I]); + for I := 0 to 4 do + TextName[I+1] := AddText(Theme.Top5.TextName[I]); + for I := 0 to 4 do + TextScore[I+1] := AddText(Theme.Top5.TextScore[I]); + +end; + +procedure TScreenTop5.onShow; +var + I: integer; + PMax: integer; +begin + Fadeout := false; + + //ReadScore(AktSong); + + PMax := Ini.Players; + if Ini.Players = 4 then Ini.Players := 5; + for I := 0 to PMax do + AddScore(AktSong, Ini.Difficulty, Ini.Name[I], Round(Player[I].ScoreTotalI)); + + //WriteScore(AktSong); + ReadScore(AktSong); + + Text[TextArtistTitle].Text := AktSong.Artist + ' - ' + AktSong.Title; + + for I := 1 to Length(AktSong.Score[Ini.Difficulty]) do begin + Static[StaticNumber[I]].Visible := true; + Text[TextNumber[I]].Visible := true; + Text[TextName[I]].Visible := true; + Text[TextScore[I]].Visible := true; + + Text[TextName[I]].Text := AktSong.Score[Ini.Difficulty, I-1].Name; + Text[TextScore[I]].Text := IntToStr(AktSong.Score[Ini.Difficulty, I-1].Score); + end; + + for I := Length(AktSong.Score[Ini.Difficulty])+1 to 5 do begin + Static[StaticNumber[I]].Visible := false; + Text[TextNumber[I]].Visible := false; + Text[TextName[I]].Visible := false; + Text[TextScore[I]].Visible := false; + end; + + Text[TextLevel].Text := IDifficulty[Ini.Difficulty]; +end; + +function TScreenTop5.Draw: boolean; +//var +{ Min: real; + Max: real; + Wsp: real; + Wsp2: real; + Pet: integer;} + +{ Item: integer; + P: integer; + C: integer;} +begin + // Singstar - let it be...... with 6 statics +{ if PlayersPlay = 6 then begin + for Item := 4 to 6 do begin + if ScreenAct = 1 then P := Item-4; + if ScreenAct = 2 then P := Item-1; + + FillPlayer(Item, P); + +{ if ScreenAct = 1 then begin + LoadColor( + Static[StaticBoxLightest[Item]].Texture.ColR, + Static[StaticBoxLightest[Item]].Texture.ColG, + Static[StaticBoxLightest[Item]].Texture.ColB, + 'P1Dark'); + end; + + if ScreenAct = 2 then begin + LoadColor( + Static[StaticBoxLightest[Item]].Texture.ColR, + Static[StaticBoxLightest[Item]].Texture.ColG, + Static[StaticBoxLightest[Item]].Texture.ColB, + 'P4Dark'); + end;} + +{ end; + end;} + + inherited Draw; +end; + +end. diff --git a/Game/Code/Screens/UScreenWelcome.dcu b/Game/Code/Screens/UScreenWelcome.dcu new file mode 100644 index 00000000..196b04be Binary files /dev/null and b/Game/Code/Screens/UScreenWelcome.dcu differ diff --git a/Game/Code/Screens/UScreenWelcome.pas b/Game/Code/Screens/UScreenWelcome.pas new file mode 100644 index 00000000..de3b50f4 --- /dev/null +++ b/Game/Code/Screens/UScreenWelcome.pas @@ -0,0 +1,117 @@ +unit UScreenWelcome; + +interface + +uses + UMenu, SDL, SysUtils, UThemes; + +type + TScreenWelcome = class(TMenu) + public + Animation: real; + Fadeout: boolean; + constructor Create; override; + function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; + function Draw: boolean; override; + procedure onShow; override; + end; + +implementation + +uses UGraphic, UTime; + +function TScreenWelcome.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; +begin + Result := true; + If (PressedDown) Then begin + case PressedKey of + SDLK_ESCAPE : + begin + Result := False; + end; + SDLK_RETURN: + begin + FadeTo(@ScreenMain); + Fadeout := true; + end; + end; + end; +end; + +constructor TScreenWelcome.Create; +begin + inherited Create; +{ AddStatic(-10, -10, 0, 0, 1, 1, 1, Skin.Star, 'BMP', 'Transparent'); + AddStatic(-500, 440, 200, 5, 0, 0, 0, Skin.Line, 'JPG', 'Font Black'); + AddStatic(-500, 472, 200, 5, 0, 0, 0, Skin.Line, 'JPG', 'Font Black'); + AddStatic(-500, 504, 200, 5, 0, 0, 0, Skin.Line, 'JPG', 'Font Black'); + AddStatic(-500, 536, 200, 5, 0, 0, 0, Skin.Line, 'JPG', 'Font Black'); + AddStatic(-500, 568, 200, 5, 0, 0, 0, Skin.Line, 'JPG', 'Font Black'); + Animation := 0; + Fadeout := false;} +end; + +procedure TScreenWelcome.onShow; +begin + CountSkipTimeSet; +end; + +function TScreenWelcome.Draw: boolean; +var + Min: real; + Max: real; + Wsp: real; + Pet: integer; +begin + // star animation + Animation := Animation + TimeSkip*1000; + + // draw nothing + Min := 0; Max := 1000; + if (Animation >= Min) and (Animation < Max) then begin + end; + + // popup + Min := 1000; Max := 1120; + if (Animation >= Min) and (Animation < Max) then begin + Wsp := (Animation - Min) / (Max - Min); + Static[0].Texture.X := 600; + Static[0].Texture.Y := 600 - Wsp * 230; + Static[0].Texture.W := 200; + Static[0].Texture.H := Wsp * 230; + end; + + // bounce + Min := 1120; Max := 1200; + if (Animation >= Min) and (Animation < Max) then begin + Wsp := (Animation - Min) / (Max - Min); + Static[0].Texture.Y := 370 + Wsp * 50; + Static[0].Texture.H := 230 - Wsp * 50; + end; + + // run + Min := 1500; Max := 3500; + if (Animation >= Min) and (Animation < Max) then begin + Wsp := (Animation - Min) / (Max - Min); + + Static[0].Texture.X := 600 - Wsp * 1400; + Static[0].Texture.H := 180; + + + for Pet := 1 to 5 do begin + Static[Pet].Texture.X := 770 - Wsp * 1400; + Static[Pet].Texture.W := 150 + Wsp * 200; + Static[Pet].Texture.Alpha := Wsp * 0.5; + end; + end; + + Min := 3500; + if (Animation >= Min) and (not Fadeout) then begin + FadeTo(@ScreenMain); + Fadeout := true; + end; + + inherited Draw; +end; + +end. diff --git a/Game/Code/UltraStar.RES b/Game/Code/UltraStar.RES new file mode 100644 index 00000000..fcaa4576 Binary files /dev/null and b/Game/Code/UltraStar.RES differ diff --git a/Game/Code/UltraStar.bdsproj b/Game/Code/UltraStar.bdsproj new file mode 100644 index 00000000..e11acf91 --- /dev/null +++ b/Game/Code/UltraStar.bdsproj @@ -0,0 +1,168 @@ + + + + + + + + + + + + UltraStar.dpr + + + 7.0 + + + 8 + 0 + 1 + 1 + 0 + 0 + 1 + 1 + 1 + 0 + 0 + 1 + 0 + 1 + 1 + 1 + 0 + 0 + 0 + 0 + 0 + 1 + 0 + 1 + 1 + 1 + True + False + WinTypes=Windows;WinProcs=Windows;DbiTypes=BDE;DbiProcs=BDE;DbiErrs=BDE; + + False + + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + True + + + 0 + 0 + 1 + False + False + False + 16384 + 1048576 + 4194304 + + + + E:\Projekte\Ultrastar + + + + E:\Projekte\Ultrastar\Includes;E:\Projekte\Ultrastar\Includes\JEDI-SDL\SDL\Pas;E:\Projekte\Ultrastar\Includes\JEDI-SDL\smpeg\Pas;E:\Projekte\Ultrastar\Includes\midi + vcl;rtl;vclx;VclSmp;vclshlctrls;DelphiX_for6 + TRANSLATE + + False + + + -benchmark + + + False + + + + + + False + + + False + False + 1 + 0 + 0 + 0 + False + False + False + False + False + 1045 + 1250 + + + + + 1.0.0.0 + + + + + + 1.0.0.0 + + + + diff --git a/Game/Code/UltraStar.bdsproj.local b/Game/Code/UltraStar.bdsproj.local new file mode 100644 index 00000000..d576f039 --- /dev/null +++ b/Game/Code/UltraStar.bdsproj.local @@ -0,0 +1,2 @@ + + diff --git a/Game/Code/UltraStar.cfg b/Game/Code/UltraStar.cfg new file mode 100644 index 00000000..5ade3beb --- /dev/null +++ b/Game/Code/UltraStar.cfg @@ -0,0 +1,41 @@ +-$A8 +-$B- +-$C+ +-$D+ +-$E- +-$F- +-$G+ +-$H+ +-$I+ +-$J- +-$K- +-$L+ +-$M- +-$N+ +-$O+ +-$P+ +-$Q- +-$R- +-$S- +-$T- +-$U- +-$V+ +-$W- +-$X+ +-$YD +-$Z1 +-cg +-AWinTypes=Windows;WinProcs=Windows;DbiTypes=BDE;DbiProcs=BDE;DbiErrs=BDE; 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+ +{$DEFINE TRANSLATE} +//DEFINE THEMESAVE} + +{$R 'UltraStar.res' 'UltraStar.rc'} + +uses + {//Earlyer in Code Dir.. Now in SearchDir + DDKint in '..\ZLPortIO\ddkint.pas', + ZLPortIO in '..\ZLPortIO\zlportio.pas', + SQLiteTable3 in '..\SQLite\SQLiteTable3.pas', + SQLite3 in '..\SQLite\SQLite3.pas',} + Windows, + SDL, + SysUtils, + + //Menu Objects + UDisplay in 'Menu\UDisplay.pas', + UMenu in 'Menu\UMenu.pas', + UMenuStatic in 'Menu\UMenuStatic.pas', + UMenuText in 'Menu\UMenuText.pas', + UMenuButton in 'Menu\UMenuButton.pas', + UMenuInteract in 'Menu\UMenuInteract.pas', + UMenuSelect in 'Menu\UMenuSelect.pas', + UMenuSelectSlide in 'Menu\UMenuSelectSlide.pas', + UDrawTexture in 'Menu\UDrawTexture.pas', + + //Classes + UGraphic in 'Classes\UGraphic.pas', + UTexture in 'Classes\UTexture.pas', + UMusic in 'Classes\UMusic.pas', + UPliki in 'Classes\UPliki.pas', + UMain in 'Classes\UMain.pas', + UDraw in 'Classes\UDraw.pas', + URecord in 'Classes\URecord.pas', + UTime in 'Classes\UTime.pas', + TextGL in 'Classes\TextGL.pas', + USongs in 'Classes\USongs.pas', + UIni in 'Classes\UIni.pas', + USmpeg in 'SMpeg\USmpeg.pas', + ULyrics in 'Classes\ULyrics.pas', + USkins in 'Classes\USkins.pas', + UThemes in 'Classes\UThemes.pas', + ULog in 'Classes\ULog.pas', + UJoystick in 'Classes\UJoystick.pas', + ULCD in 'Classes\ULCD.pas', + ULight in 'Classes\ULight.pas', + UScores in 'Classes\UScores.pas', + ULanguage in 'Classes\ULanguage.pas', + UCovers in 'Classes\UCovers.pas', + UCatCovers in 'Classes\UCatCovers.pas', + UFiles in 'Classes\UFiles.pas', + UGraphicClasses in 'Classes\UGraphicClasses.pas', + UDLLManager in 'Classes\UDLLManager.pas', + UParty in 'Classes\UParty.pas', + + //Screens + UScreenLoading in 'Screens\UScreenLoading.pas', + UScreenWelcome in 'Screens\UScreenWelcome.pas', + UScreenMain in 'Screens\UScreenMain.pas', + UScreenName in 'Screens\UScreenName.pas', + UScreenLevel in 'Screens\UScreenLevel.pas', + UScreenSong in 'Screens\UScreenSong.pas', + UScreenSing in 'Screens\UScreenSing.pas', + UScreenScore in 'Screens\UScreenScore.pas', + UScreenOptions in 'Screens\UScreenOptions.pas', + UScreenOptionsGame in 'Screens\UScreenOptionsGame.pas', + UScreenOptionsGraphics in 'Screens\UScreenOptionsGraphics.pas', + UScreenOptionsSound in 'Screens\UScreenOptionsSound.pas', + UScreenOptionsLyrics in 'Screens\UScreenOptionsLyrics.pas', + UScreenOptionsThemes in 'Screens\UScreenOptionsThemes.pas', + UScreenOptionsRecord in 'Screens\UScreenOptionsRecord.pas', + UScreenEditSub in 'Screens\UScreenEditSub.pas', + UScreenEdit in 'Screens\UScreenEdit.pas', + UScreenEditConvert in 'Screens\UScreenEditConvert.pas', + UScreenEditHeader in 'Screens\UScreenEditHeader.pas', + UScreenOpen in 'Screens\UScreenOpen.pas', + UScreenTop5 in 'Screens\UScreenTop5.pas', + UScreenSongMenu in 'Screens\UScreenSongMenu.pas', + //PartyMode + UScreenSingModi in 'Screens\UScreenSingModi.pas', + UScreenPartyNewRound in 'Screens\UScreenPartyNewRound.pas', + UScreenPartyScore in 'Screens\UScreenPartyScore.pas', + UScreenPartyPlayer in 'Screens\UScreenPartyPlayer.pas', + UScreenPartyOptions in 'Screens\UScreenPartyOptions.pas', + UScreenPartyWin in 'Screens\UScreenPartyWin.pas', + + //Modi SDK + ModiSDK in '..\..\Modis\SDK\ModiSDK.pas'; + +const + Version = 'UltraStar Deluxe V 0.90 Beta'; + +var + WndTitle: string; + hWnd: THandle; + I: Integer; + +begin + WndTitle := Version; + + //Start more than One Time Prevention + hWnd:= FindWindow(nil, PChar(WndTitle)); + //Programm already started + if (hWnd <> 0) then + begin + I := Messagebox(0, PChar('Another Instance of Ultrastar is already running. Contìnue ?'), PChar(WndTitle), MB_ICONWARNING or MB_YESNO); + if (I = IDYes) then + begin + I := 1; + repeat + Inc(I); + hWnd := FindWindow(nil, PChar(WndTitle + ' Instance ' + InttoStr(I))); + until (hWnd = 0); + + WndTitle := WndTitle + ' Instance ' + InttoStr(I); + end + else + Exit; + end; + + + + USTime := TTime.Create; + + // Log + Benchmark + Log := TLog.Create; + Log.Title := WndTitle; + Log.BenchmarkStart(0); +// Log.LogError(IntToStr(DayOfTheYear(Date))); + + // Language + Log.BenchmarkStart(1); + Log.LogStatus('Initialize Paths', 'Initialization'); InitializePaths; + Log.LogStatus('Load Language', 'Initialization'); Language := TLanguage.Create; + //Add Const Values: + Language.AddConst('US_VERSION', Version); + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Language', 1); + + // SDL + Log.BenchmarkStart(1); + Log.LogStatus('Initialize SDL', 'Initialization'); + SDL_Init(SDL_INIT_VIDEO or SDL_INIT_AUDIO); + Log.BenchmarkEnd(1); + Log.LogBenchmark('Initializing SDL', 1); + + // Skin + Log.BenchmarkStart(1); + Log.LogStatus('Loading Skin List', 'Initialization'); Skin := TSkin.Create; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Skin List', 1); + + //Log.LogBenchmark(inttostr(Skin.), 1); + + // Sound Card List + Log.BenchmarkStart(1); + Log.LogStatus('Loading Soundcard list', 'Initialization'); + Recording := TRecord.Create; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Soundcard list', 1); + + // Ini + Paths + Log.BenchmarkStart(1); + Log.LogStatus('Load Ini', 'Initialization'); Ini := TIni.Create; + Ini.Load; + Language.ChangeLanguage(ILanguage[Ini.Language]); + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Ini', 1); + + // LCD + Log.BenchmarkStart(1); + Log.LogStatus('Load LCD', 'Initialization'); LCD := TLCD.Create; + if Ini.LPT = 1 then begin +// LCD.HalfInterface := true; + LCD.Enable; + LCD.Clear; + LCD.WriteText(1, ' UltraStar '); + LCD.WriteText(2, ' Loading... '); + end; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading LCD', 1); + + // Light + Log.BenchmarkStart(1); + Log.LogStatus('Load Light', 'Initialization'); Light := TLight.Create; + if Ini.LPT = 2 then begin + Light.Enable; +// Light.LightOne(0, 1000); + end; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Light', 1); + + // Theme + Log.BenchmarkStart(1); + Log.LogStatus('Load Themes', 'Initialization'); Theme := TTheme.Create('Themes\' + ITheme[Ini.Theme] + '.ini', Ini.Color); + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Themes', 1); + + // Covers Cache + Log.BenchmarkStart(1); + Log.LogStatus('Creating Covers Cache', 'Initialization'); Covers := TCovers.Create; + Log.LogBenchmark('Loading Covers Cache Array', 1); + Log.BenchmarkStart(1); + + // Category Covers + Log.BenchmarkStart(1); + Log.LogStatus('Creating Category Covers Array', 'Initialization'); + CatCovers:= TCatCovers.Create; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Category Covers Array', 1); + + // Songs + //Log.BenchmarkStart(1); + Log.LogStatus('Creating Song Array', 'Initialization'); Songs := TSongs.Create; + Songs.LoadSongList; + Log.LogStatus('Creating 2nd Song Array', 'Initialization'); CatSongs := TCatSongs.Create; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Songs', 1); + + // PluginManager + Log.BenchmarkStart(1); + Log.LogStatus('PluginManager', 'Initialization'); + DLLMan := TDLLMan.Create; //Load PluginList + + Log.LogError(inttostr(Length(DLLMan.Plugins)) + ' Plugins Loaded'); + + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading PluginManager', 1); + + // Party Mode Manager + Log.BenchmarkStart(1); + Log.LogStatus('PartySession Manager', 'Initialization'); + PartySession := TParty_Session.Create; //Load PartySession + + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading PartySession Manager', 1); + + // Graphics + Log.BenchmarkStart(1); + Log.LogStatus('Initialize 3D', 'Initialization'); Initialize3D(WndTitle); + Log.BenchmarkEnd(1); + Log.LogBenchmark('Initializing 3D', 1); + + // Sound + Log.BenchmarkStart(1); + Log.LogStatus('Initialize Sound', 'Initialization'); + Log.LogStatus('Creating Music', 'InitializeSound'); Music := TMusic.Create; + InitializeSound; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Initializing Sound', 1); + + // Score Saving System + Log.BenchmarkStart(1); + Log.LogStatus('Score DB System', 'Initialization'); + InitScore('Scores.db'); + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Score DB System', 1); + + // Joypad + if Ini.Joypad = 1 then begin + Log.BenchmarkStart(1); + Log.LogStatus('Initialize Joystick', 'Initialization'); Joy := TJoy.Create; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Initializing Joystick', 1); + end; + + Log.BenchmarkEnd(0); + Log.LogBenchmark('Loading Time', 0); + + +// Music.SetLoop(true); +// Music.SetVolume(50); +// Music.Open(SkinPath + 'Menu Music 3.mp3'); +// Music.Play; + Log.LogStatus('Main Loop', 'Initialization'); MainLoop; + +// sleep(3000); + + // finish + if Ini.LPT = 1 then LCD.Clear; + if Ini.LPT = 2 then Light.TurnOff; + + Log.Free; +end. \ No newline at end of file diff --git a/Game/Code/UltraStar.identcache2 b/Game/Code/UltraStar.identcache2 new file mode 100644 index 00000000..a437aa7e Binary files /dev/null and b/Game/Code/UltraStar.identcache2 differ diff --git a/Game/Code/UltraStar.rc b/Game/Code/UltraStar.rc new file mode 100644 index 00000000..22ee2142 --- /dev/null +++ b/Game/Code/UltraStar.rc @@ -0,0 +1,15 @@ +Button JPG "..\Graphics\MusicWheelItem song.jpg" + +Font BMP "..\Fonts\Normal\Font Normal 16.bmp" +Font FNT "..\Fonts\Normal\Font Normal.dat" + +FontB BMP "..\Fonts\Bold\Font 1024 Bold 16.bmp" +FontB FNT "..\Fonts\Bold\Font 1024 Bold.dat" + +FontO BMP "..\Fonts\Outline 1\Outline 36 (1024) 16c.bmp" +FontO FNT "..\Fonts\Outline 1\Outline 36 (1024).dat" + +FontO2 BMP "..\Fonts\Outline 2\5 - Outline Dark Edited 16c.bmp" +FontO2 FNT "..\Fonts\Outline 2\Outline.dat" + +MAINICON ICON "..\Graphics\us.ico" diff --git a/Game/Code/UltraStar.~dpr b/Game/Code/UltraStar.~dpr new file mode 100644 index 00000000..a27201e9 --- /dev/null +++ b/Game/Code/UltraStar.~dpr @@ -0,0 +1,285 @@ + program UltraStar; + +{$DEFINE TRANSLATE} +//DEFINE THEMESAVE} + +{$R 'UltraStar.res' 'UltraStar.rc'} + +uses + {//Earlyer in Code Dir.. Now in SearchDir + DDKint in '..\ZLPortIO\ddkint.pas', + ZLPortIO in '..\ZLPortIO\zlportio.pas', + SQLiteTable3 in '..\SQLite\SQLiteTable3.pas', + SQLite3 in '..\SQLite\SQLite3.pas',} + Windows, + SDL, + + //Menu Objects + UDisplay in 'Menu\UDisplay.pas', + UMenu in 'Menu\UMenu.pas', + UMenuStatic in 'Menu\UMenuStatic.pas', + UMenuText in 'Menu\UMenuText.pas', + UMenuButton in 'Menu\UMenuButton.pas', + UMenuInteract in 'Menu\UMenuInteract.pas', + UMenuSelect in 'Menu\UMenuSelect.pas', + UMenuSelectSlide in 'Menu\UMenuSelectSlide.pas', + UDrawTexture in 'Menu\UDrawTexture.pas', + + //Classes + UGraphic in 'Classes\UGraphic.pas', + UTexture in 'Classes\UTexture.pas', + UMusic in 'Classes\UMusic.pas', + UPliki in 'Classes\UPliki.pas', + UMain in 'Classes\UMain.pas', + UDraw in 'Classes\UDraw.pas', + URecord in 'Classes\URecord.pas', + UTime in 'Classes\UTime.pas', + TextGL in 'Classes\TextGL.pas', + USongs in 'Classes\USongs.pas', + UIni in 'Classes\UIni.pas', + USmpeg in 'SMpeg\USmpeg.pas', + ULyrics in 'Classes\ULyrics.pas', + USkins in 'Classes\USkins.pas', + UThemes in 'Classes\UThemes.pas', + ULog in 'Classes\ULog.pas', + UJoystick in 'Classes\UJoystick.pas', + ULCD in 'Classes\ULCD.pas', + ULight in 'Classes\ULight.pas', + UScores in 'Classes\UScores.pas', + ULanguage in 'Classes\ULanguage.pas', + UCovers in 'Classes\UCovers.pas', + UCatCovers in 'Classes\UCatCovers.pas', + UFiles in 'Classes\UFiles.pas', + UGraphicClasses in 'Classes\UGraphicClasses.pas', + UDLLManager in 'Classes\UDLLManager.pas', + UParty in 'Classes\UParty.pas', + + //Screens + UScreenLoading in 'Screens\UScreenLoading.pas', + UScreenWelcome in 'Screens\UScreenWelcome.pas', + UScreenMain in 'Screens\UScreenMain.pas', + UScreenName in 'Screens\UScreenName.pas', + UScreenLevel in 'Screens\UScreenLevel.pas', + UScreenSong in 'Screens\UScreenSong.pas', + UScreenSing in 'Screens\UScreenSing.pas', + UScreenScore in 'Screens\UScreenScore.pas', + UScreenOptions in 'Screens\UScreenOptions.pas', + UScreenOptionsGame in 'Screens\UScreenOptionsGame.pas', + UScreenOptionsGraphics in 'Screens\UScreenOptionsGraphics.pas', + UScreenOptionsSound in 'Screens\UScreenOptionsSound.pas', + UScreenOptionsLyrics in 'Screens\UScreenOptionsLyrics.pas', + UScreenOptionsThemes in 'Screens\UScreenOptionsThemes.pas', + UScreenOptionsRecord in 'Screens\UScreenOptionsRecord.pas', + UScreenEditSub in 'Screens\UScreenEditSub.pas', + UScreenEdit in 'Screens\UScreenEdit.pas', + UScreenEditConvert in 'Screens\UScreenEditConvert.pas', + UScreenEditHeader in 'Screens\UScreenEditHeader.pas', + UScreenOpen in 'Screens\UScreenOpen.pas', + UScreenTop5 in 'Screens\UScreenTop5.pas', + UScreenSongMenu in 'Screens\UScreenSongMenu.pas', + //PartyMode + UScreenSingModi in 'Screens\UScreenSingModi.pas', + UScreenPartyNewRound in 'Screens\UScreenPartyNewRound.pas', + UScreenPartyScore in 'Screens\UScreenPartyScore.pas', + UScreenPartyPlayer in 'Screens\UScreenPartyPlayer.pas', + UScreenPartyOptions in 'Screens\UScreenPartyOptions.pas', + UScreenPartyWin in 'Screens\UScreenPartyWin.pas', + + //Modi SDK + ModiSDK in '..\..\Modis\SDK\ModiSDK.pas'; + +const + Version = 'UltraStar Deluxe V 0.90 Beta'; + +var + WndTitle: string; + hWnd: THandle; + I: Integer; + +begin + WndTitle := Version; + + //Start more than One Time Prevention + hWnd:= FindWindow(nil, PChar(WndTitle)); + //Programm already started + if (hWnd <> 0) then + begin + I := Messagebox(0, PChar('Another Instance of Ultrastar is already running. Contìnue ?'), PChar(WndTitle), MB_ICONWARNING or MB_YESNO); + if (I = IDYes) then + begin + I := 1; + repeat + Inc(I); + hWnd := FindWindow(nil, PChar(WndTitle + ' Instance ' + InttoStr(I))); + until (hWnd = 0); + + WndTitle := WndTitle + ' Instance ' + InttoStr(I); + end + else + Exit; + end; + + + + USTime := TTime.Create; + + // Log + Benchmark + Log := TLog.Create; + Log.Title := WndTitle; + Log.BenchmarkStart(0); +// Log.LogError(IntToStr(DayOfTheYear(Date))); + + // Language + Log.BenchmarkStart(1); + Log.LogStatus('Initialize Paths', 'Initialization'); InitializePaths; + Log.LogStatus('Load Language', 'Initialization'); Language := TLanguage.Create; + //Add Const Values: + Language.AddConst('US_VERSION', Version); + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Language', 1); + + // SDL + Log.BenchmarkStart(1); + Log.LogStatus('Initialize SDL', 'Initialization'); + SDL_Init(SDL_INIT_VIDEO or SDL_INIT_AUDIO); + Log.BenchmarkEnd(1); + Log.LogBenchmark('Initializing SDL', 1); + + // Skin + Log.BenchmarkStart(1); + Log.LogStatus('Loading Skin List', 'Initialization'); Skin := TSkin.Create; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Skin List', 1); + + //Log.LogBenchmark(inttostr(Skin.), 1); + + // Sound Card List + Log.BenchmarkStart(1); + Log.LogStatus('Loading Soundcard list', 'Initialization'); + Recording := TRecord.Create; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Soundcard list', 1); + + // Ini + Paths + Log.BenchmarkStart(1); + Log.LogStatus('Load Ini', 'Initialization'); Ini := TIni.Create; + Ini.Load; + Language.ChangeLanguage(ILanguage[Ini.Language]); + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Ini', 1); + + // LCD + Log.BenchmarkStart(1); + Log.LogStatus('Load LCD', 'Initialization'); LCD := TLCD.Create; + if Ini.LPT = 1 then begin +// LCD.HalfInterface := true; + LCD.Enable; + LCD.Clear; + LCD.WriteText(1, ' UltraStar '); + LCD.WriteText(2, ' Loading... '); + end; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading LCD', 1); + + // Light + Log.BenchmarkStart(1); + Log.LogStatus('Load Light', 'Initialization'); Light := TLight.Create; + if Ini.LPT = 2 then begin + Light.Enable; +// Light.LightOne(0, 1000); + end; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Light', 1); + + // Theme + Log.BenchmarkStart(1); + Log.LogStatus('Load Themes', 'Initialization'); Theme := TTheme.Create('Themes\' + ITheme[Ini.Theme] + '.ini', Ini.Color); + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Themes', 1); + + // Covers Cache + Log.BenchmarkStart(1); + Log.LogStatus('Creating Covers Cache', 'Initialization'); Covers := TCovers.Create; + Log.LogBenchmark('Loading Covers Cache Array', 1); + Log.BenchmarkStart(1); + + // Category Covers + Log.BenchmarkStart(1); + Log.LogStatus('Creating Category Covers Array', 'Initialization'); + CatCovers:= TCatCovers.Create; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Category Covers Array', 1); + + // Songs + //Log.BenchmarkStart(1); + Log.LogStatus('Creating Song Array', 'Initialization'); Songs := TSongs.Create; + Songs.LoadSongList; + Log.LogStatus('Creating 2nd Song Array', 'Initialization'); CatSongs := TCatSongs.Create; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Songs', 1); + + // PluginManager + Log.BenchmarkStart(1); + Log.LogStatus('PluginManager', 'Initialization'); + DLLMan := TDLLMan.Create; //Load PluginList + + Log.LogError(inttostr(Length(DLLMan.Plugins)) + ' Plugins Loaded'); + + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading PluginManager', 1); + + // Party Mode Manager + Log.BenchmarkStart(1); + Log.LogStatus('PartySession Manager', 'Initialization'); + PartySession := TParty_Session.Create; //Load PartySession + + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading PartySession Manager', 1); + + // Graphics + Log.BenchmarkStart(1); + Log.LogStatus('Initialize 3D', 'Initialization'); Initialize3D(WndTitle); + Log.BenchmarkEnd(1); + Log.LogBenchmark('Initializing 3D', 1); + + // Sound + Log.BenchmarkStart(1); + Log.LogStatus('Initialize Sound', 'Initialization'); + Log.LogStatus('Creating Music', 'InitializeSound'); Music := TMusic.Create; + InitializeSound; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Initializing Sound', 1); + + // Score Saving System + Log.BenchmarkStart(1); + Log.LogStatus('Score DB System', 'Initialization'); + InitScore('Scores.db'); + Log.BenchmarkEnd(1); + Log.LogBenchmark('Loading Score DB System', 1); + + // Joypad + if Ini.Joypad = 1 then begin + Log.BenchmarkStart(1); + Log.LogStatus('Initialize Joystick', 'Initialization'); Joy := TJoy.Create; + Log.BenchmarkEnd(1); + Log.LogBenchmark('Initializing Joystick', 1); + end; + + Log.BenchmarkEnd(0); + Log.LogBenchmark('Loading Time', 0); + + +// Music.SetLoop(true); +// Music.SetVolume(50); +// Music.Open(SkinPath + 'Menu Music 3.mp3'); +// Music.Play; + Log.LogStatus('Main Loop', 'Initialization'); MainLoop; + +// sleep(3000); + + // finish + if Ini.LPT = 1 then LCD.Clear; + if Ini.LPT = 2 then Light.TurnOff; + + Log.Free; +end. \ No newline at end of file diff --git a/Game/Code/rccompillieren.bat b/Game/Code/rccompillieren.bat new file mode 100644 index 00000000..4e2f2584 --- /dev/null +++ b/Game/Code/rccompillieren.bat @@ -0,0 +1 @@ +BRC32 -r UltraStar.RC \ No newline at end of file -- cgit v1.2.3