From 0ec0c2179e42a5c4e912cacabe2d81d9da2ba8ef Mon Sep 17 00:00:00 2001 From: whiteshark0 Date: Sat, 29 Aug 2009 16:26:21 +0000 Subject: 3 new lua function ScreenSing.BeatsToSeconds ScreenSing.SecondsToBeat (both based on cur. song bpm) ScreenSing.GetSongLines returns a table containing the songs line information git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/experimental@1934 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Lua/src/lua/ULuaScreenSing.pas | 205 ++++++++++++++++++++++++++++++++++++++--- 1 file changed, 191 insertions(+), 14 deletions(-) (limited to 'Lua/src') diff --git a/Lua/src/lua/ULuaScreenSing.pas b/Lua/src/lua/ULuaScreenSing.pas index c205b65b..418d4abd 100644 --- a/Lua/src/lua/ULuaScreenSing.pas +++ b/Lua/src/lua/ULuaScreenSing.pas @@ -52,7 +52,19 @@ function ULuaScreenSing_GetScoreBGRect(L: Plua_State): Integer; cdecl; t[1..playercount] = rect of players rating bar: table(x, y, w, h) } function ULuaScreenSing_GetRBRect(L: Plua_State): Integer; cdecl; -{ ScreenSing.GetBeat() - returns current beat of lyricstate } +{ ScreenSing.GetBPM - no arguments + returns the beats per minutes of the current song in quarts } +function ULuaScreenSing_GetBPM(L: Plua_State): Integer; cdecl; + +{ ScreenSing.BeatsToSeconds(Beats: float) + returns the time in seconds that the given number of beats (in quarts) last } +function ULuaScreenSing_BeatsToSeconds(L: Plua_State): Integer; cdecl; + +{ ScreenSing.SecondsToBeats(Seconds: float) + returns the Beats in quarts that the given seconds last } +function ULuaScreenSing_SecondsToBeats(L: Plua_State): Integer; cdecl; + +{ ScreenSing.GetBeat() - returns current beat of lyricstate (in quarts) } function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl; { finishes current song, if sing screen is not shown it will raise @@ -60,7 +72,7 @@ function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl; function ULuaScreenSing_Finish(L: Plua_State): Integer; cdecl; { ScreenSing.GetSettings - no arguments - returns a table filled with the data of TScreenSing } + returns a table filled with the data of TScreenSing.Settings } function ULuaScreenSing_GetSettings(L: Plua_State): Integer; cdecl; { ScreenSing.SetSettings - arguments: Table @@ -68,16 +80,37 @@ function ULuaScreenSing_GetSettings(L: Plua_State): Integer; cdecl; unequal to nil in Table } function ULuaScreenSing_SetSettings(L: Plua_State): Integer; cdecl; +{ ScreenSing.GetSongLines - no arguments + returns a table filled with lines of the loaded song or + nil if no song is loaded (singscreen is not displayed) + structure of returned table: + array [1.."count of lines"] + \ + | Start: integer - beat the line is displayed at (on top of lyrics display) + | Lyric: string - full lyric of the line + | Notes: array [1.."count notes of this line"] + \ + | Start: integer - beat the note starts at + | Length: integer - length in beats + | Tone: integer - pitch that has to be sung, full range + | NoteType: integer - 0 for freestyle, 1 for normal, 2 for golden + | Text: string - text of this fragment } +function ULuaScreenSing_GetSongLines(L: Plua_State): Integer; cdecl; + const - ULuaScreenSing_Lib_f: array [0..7] of lual_reg = ( + ULuaScreenSing_Lib_f: array [0..11] of lual_reg = ( (name:'GetScores';func:ULuaScreenSing_GetScores), (name:'GetRating';func:ULuaScreenSing_GetRating), + (name:'GetBPM';func:ULuaScreenSing_GetBPM), + (name:'BeatsToSeconds';func:ULuaScreenSing_BeatsToSeconds), + (name:'SecondsToBeats';func:ULuaScreenSing_SecondsToBeats), (name:'GetBeat';func:ULuaScreenSing_GetBeat), (name:'GetScoreBGRect';func:ULuaScreenSing_GetScoreBGRect), (name:'GetRBRect';func:ULuaScreenSing_GetRBRect), (name:'Finish';func:ULuaScreenSing_Finish), (name:'GetSettings';func:ULuaScreenSing_GetSettings), - (name:'SetSettings';func:ULuaScreenSing_SetSettings) + (name:'SetSettings';func:ULuaScreenSing_SetSettings), + (name:'GetSongLines';func:ULuaScreenSing_GetSongLines) ); implementation @@ -141,6 +174,73 @@ begin // leave table on stack, it is our result end; +{ ScreenSing.GetBPM - no arguments + returns the beats per minutes of the current song in quarts } +function ULuaScreenSing_GetBPM(L: Plua_State): Integer; cdecl; +begin + lua_ClearStack(L); + Result := 1; + + if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then + lua_PushNumber(L, 0) // in case of error + else if (Length(CurrentSong.BPM) = 1) then + lua_PushNumber(L, CurrentSong.BPM[0].BPM) + else + begin + // to-do: do this for songs w/ BPM changes + // or drop support for BPM changes?! + end; +end; + +{ ScreenSing.BeatsToSeconds(Beats: float) + returns the time in seconds that the given number of beats (in quarts) last } +function ULuaScreenSing_BeatsToSeconds(L: Plua_State): Integer; cdecl; +begin + Result := 1; + + if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then + lua_PushNumber(L, 0) // in case of error + else if (Length(CurrentSong.BPM) = 1) then + lua_PushNumber(L, luaL_CheckNumber(L, 1) * 60 / CurrentSong.BPM[0].BPM) + else + begin + // to-do: do this for songs w/ BPM changes + // or drop support for BPM changes?! + end; +end; + +{ ScreenSing.BeatsToSeconds(Seconds: float) + returns the Beats in quarts that the given seconds last } +function ULuaScreenSing_SecondsToBeats(L: Plua_State): Integer; cdecl; +begin + Result := 1; + + if (CurrentSong = nil) or (Length(CurrentSong.BPM) = 0) or (Display.CurrentScreen <> @ScreenSing) then + lua_PushNumber(L, 0) + else if (Length(CurrentSong.BPM) = 1) then + lua_PushNumber(L, luaL_CheckNumber(L, 1) * CurrentSong.BPM[0].BPM / 60 + else + begin + // to-do: do this for songs w/ BPM changes + // or drop support for BPM changes?! + end; +end; + +{ ScreenSing.GetBeat() - returns current beat of lyricstate (in quarts) } +function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl; +var top: Integer; +begin + //remove arguments (if any) + top := lua_gettop(L); + + if (top > 0) then + lua_pop(L, top); + + //push result + lua_pushnumber(L, LyricsState.MidBeat); + Result := 1; //one result +end; + { returns a table with following structure: t[1..playercount] = rect of players ScoreBG: table(x, y, w, h) } function ULuaScreenSing_GetScoreBGRect(L: Plua_State): Integer; cdecl; @@ -294,19 +394,96 @@ begin ScreenSing.ApplySettings; end; -{ ScreenSing.GetBeat() - returns current beat of lyricstate } -function ULuaScreenSing_GetBeat(L: Plua_State): Integer; cdecl; -var top: Integer; +{ ScreenSing.GetSongLines - no arguments + returns a table filled with lines of the loaded song or + nil if no song is loaded (singscreen is not displayed) + structure of returned table: + array [1.."count of lines"] + \ + | Start: integer - beat the line is displayed at (on top of lyrics display) + | Lyric: string - full lyric of the line + | Notes: array [1.."count notes of this line"] + \ + | Start: integer - beat the note starts at + | Length: integer - length in beats + | Tone: integer - pitch that has to be sung, full range + | NoteType: integer - 0 for freestyle, 1 for normal, 2 for golden + | Text: string - text of this fragment } +function ULuaScreenSing_GetSongLines(L: Plua_State): Integer; cdecl; + var + I, J: Integer; begin - //remove arguments (if any) - top := lua_gettop(L); + Result := 1; + if (Display.CurrentScreen = @ScreenSing) and (Length(Lines) >= 1) then + begin + lua_ClearStack(L); - if (top > 0) then - lua_pop(L, top); + if not lua_CheckStack(L, 7) then + luaL_Error(L, PChar('can''t allocate enough stack space in ULuaScreenSing_GetSongLines')); - //push result - lua_pushnumber(L, LyricsState.MidBeat); - Result := 1; //one result + // lines array table + lua_CreateTable(L, Length(Lines[0].Line), 0); + + for I := 0 to High(Lines[0].Line) do + with Lines[0].Line[I] do + begin + lua_pushInteger(L, I+1); + + // line struct table + lua_CreateTable(L, 0, 3); + + // line start + lua_PushInteger(L, Start); + lua_SetField(L, -2, PChar('Start')); + + // line lyric + lua_PushString(L, PChar(Lyric)); + lua_SetField(L, -2, PChar('Lyric')); + + //line notes array table + lua_CreateTable(L, Length(Note), 0); + + for J := 0 to High(Note) do + begin + lua_PushInteger(L, J + 1); + + // note struct table + lua_CreateTable(L, 0, 5); + + // Notes[J+1].Start + lua_PushInteger(L, Note[J].Start); + lua_SetField(L, -2, PChar('Start')); + + // Notes[J+1].Length + lua_PushInteger(L, Note[J].Length); + lua_SetField(L, -2, PChar('Length')); + + // Notes[J+1].Tone + lua_PushInteger(L, Note[J].Tone); + lua_SetField(L, -2, PChar('Tone')); + + // Notes[J+1].NoteType + lua_PushInteger(L, Integer(Note[J].NoteType)); + lua_SetField(L, -2, PChar('NoteType')); + + // Notes[J+1].Text + lua_PushString(L, PChar(Note[J].Text)); + lua_SetField(L, -2, PChar('Text')); + + lua_SetTable(L, -3); + end; + + lua_SetField(L, -2, PChar('Notes')); + + // save line to array table + lua_setTable(L, -3); + end; + end + else + begin + lua_ClearStack(L); + lua_pushNil(L); + end; end; end. \ No newline at end of file -- cgit v1.2.3