From 678cc132f942ff4d84a803550eedf96acc543bca Mon Sep 17 00:00:00 2001 From: tobigun Date: Sun, 23 May 2010 09:07:15 +0000 Subject: update to trunk rev. 2391 git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/experimental@2401 b956fd51-792f-4845-bead-9b4dfca2ff2c --- cmake/src/lua/ULuaScreenSing.pas | 489 +++++++++++++++++++++++++++++++++++++++ 1 file changed, 489 insertions(+) create mode 100644 cmake/src/lua/ULuaScreenSing.pas (limited to 'cmake/src/lua/ULuaScreenSing.pas') diff --git a/cmake/src/lua/ULuaScreenSing.pas b/cmake/src/lua/ULuaScreenSing.pas new file mode 100644 index 00000000..7e17224c --- /dev/null +++ b/cmake/src/lua/ULuaScreenSing.pas @@ -0,0 +1,489 @@ +{* UltraStar Deluxe - Karaoke Game + * + * UltraStar Deluxe is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * This program is free software; you can redistribute it and/or + * modify it under the terms of the GNU General Public License + * as published by the Free Software Foundation; either version 2 + * of the License, or (at your option) any later version. + * + * This program is distributed in the hope that it will be useful, + * but WITHOUT ANY WARRANTY; without even the implied warranty of + * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the + * GNU General Public License for more details. + * + * You should have received a copy of the GNU General Public License + * along with this program; see the file COPYING. If not, write to + * the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, + * Boston, MA 02110-1301, USA. + * + * $URL: https://ultrastardx.svn.sourceforge.net/svnroot/ultrastardx/branches/experimental/Lua/src/lua/ULuaTexture.pas $ + * $Id: ULuaTexture.pas 1551 2009-01-04 14:08:33Z Hawkear $ + *} + +unit ULuaScreenSing; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + ULua; + +{ returns a table with following structure: + t[1..playercount] = score of player i } +function ULuaScreenSing_GetScores(L: Plua_State): Integer; cdecl; + +{ returns a table with following structure: + t[1..playercount] = rating of player i range: [0..1] } +function ULuaScreenSing_GetRating(L: Plua_State): Integer; cdecl; + +{ returns a table with following structure: + t[1..playercount] = rect of players score background: table(x, y, w, h) } +function ULuaScreenSing_GetScoreBGRect(L: Plua_State): Integer; cdecl; + +{ returns a table with following structure: + t[1..playercount] = rect of players rating bar: table(x, y, w, h) } +function ULuaScreenSing_GetRBRect(L: Plua_State): Integer; cdecl; + +{ 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 + an error } +function ULuaScreenSing_Finish(L: Plua_State): Integer; cdecl; + +{ ScreenSing.GetSettings - no arguments + returns a table filled with the data of TScreenSing.Settings } +function ULuaScreenSing_GetSettings(L: Plua_State): Integer; cdecl; + +{ ScreenSing.SetSettings - arguments: Table + sets all attributes of TScreenSing.Settings that are + 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..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:'GetSongLines';func:ULuaScreenSing_GetSongLines) + ); + +implementation +uses UScreenSing, UNote, UDisplay, UGraphic, UMusic, ULuaUtils, SysUtils; + +{ returns a table with following structure: + t[1..playercount] = score of player i } +function ULuaScreenSing_GetScores(L: Plua_State): Integer; cdecl; + var + Top: Integer; + I: Integer; +begin + Result := 1; + + // pop arguments + Top := lua_getTop(L); + if (Top > 0) then + lua_pop(L, Top); + + // create table + lua_createtable(L, Length(Player), 0); + + // fill w/ values + for I := 0 to High(Player) do + begin + lua_pushInteger(L, I + 1); + lua_pushInteger(L, Player[I].ScoreTotalInt); + + lua_settable(L, -3); + end; + + // leave table on stack, it is our result +end; + +{ returns a table with following structure: + t[1..playercount] = rating of player i range: [0..1] } +function ULuaScreenSing_GetRating(L: Plua_State): Integer; cdecl; + var + Top: Integer; + I: Integer; +begin + Result := 1; + + // pop arguments + Top := lua_getTop(L); + if (Top > 0) then + lua_pop(L, Top); + + // create table + lua_createtable(L, Length(Player), 0); + + // fill w/ values + for I := 0 to High(ScreenSing.Scores.Players) do + begin + lua_pushInteger(L, I + 1); + lua_pushNumber(L, ScreenSing.Scores.Players[I].RBPos); + + lua_settable(L, -3); + end; + + // 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; + var + Top: Integer; + I: Integer; +begin + Result := 1; + + // pop arguments + Top := lua_getTop(L); + if (Top > 0) then + lua_pop(L, Top); + + // create table + lua_createtable(L, Length(ScreenSing.Scores.Players), 0); + + // fill w/ values + for I := 0 to High(ScreenSing.Scores.Players) do + begin + lua_pushInteger(L, I + 1); + + if (ScreenSing.Scores.Players[I].Position = High(Byte)) then + // player has no position, prevent crash by pushing nil + lua_pushNil(L) + else + with ScreenSing.Scores.Positions[ScreenSing.Scores.Players[I].Position] do + lua_PushRect(L, BGX, BGY, BGW, BGH); + + + lua_settable(L, -3); + end; + + // leave table on stack, it is our result +end; + +{ returns a table with following structure: + t[1..playercount] = rect of players rating bar: table(x, y, w, h) } +function ULuaScreenSing_GetRBRect(L: Plua_State): Integer; cdecl; + var + Top: Integer; + I: Integer; +begin + Result := 1; + + // pop arguments + Top := lua_getTop(L); + if (Top > 0) then + lua_pop(L, Top); + + // create table + lua_createtable(L, Length(ScreenSing.Scores.Players), 0); + + // fill w/ values + for I := 0 to High(ScreenSing.Scores.Players) do + begin + lua_pushInteger(L, I + 1); + + if (ScreenSing.Scores.Players[I].Position = High(Byte)) then + // player has no position, prevent crash by pushing nil + lua_pushNil(L) + else + with ScreenSing.Scores.Positions[ScreenSing.Scores.Players[I].Position] do + lua_PushRect(L, RBX, RBY, RBW, RBH); + + + lua_settable(L, -3); + end; + + // leave table on stack, it is our result +end; + +{ finishes current song, if sing screen is not shown it will raise + an error } +function ULuaScreenSing_Finish(L: Plua_State): Integer; cdecl; + var Top: Integer; +begin + Result := 0; + + // pop arguments + Top := lua_getTop(L); + if (Top > 0) then + lua_pop(L, Top); + + if (Display.CurrentScreen^ = ScreenSing) then + begin + ScreenSing.EndSong; + end + else + LuaL_error(L, 'Usdx.ScreenSing.Finish is called, but sing screen is not shown.'); +end; + +{ ScreenSing.GetSettings - no arguments + returns a table filled with the data of TScreenSing } +function ULuaScreenSing_GetSettings(L: Plua_State): Integer; cdecl; + var Top: Integer; +begin + // pop arguments + Top := lua_getTop(L); + if (Top > 0) then + lua_pop(L, Top); + + lua_createtable(L, 0, 3); + + //fill table w/ info + lua_pushBoolean(L, ScreenSing.Settings.LyricsVisible); + lua_setField(L, -2, 'LyricsVisible'); + + lua_pushBinInt(L, ScreenSing.Settings.NotesVisible); + lua_setField(L, -2, 'NotesVisible'); + + lua_pushBinInt(L, ScreenSing.Settings.PlayerEnabled); + lua_setField(L, -2, 'PlayerEnabled'); + + + Result := 1; +end; + +{ ScreenSing.SetSettings - arguments: Table + sets all attributes of TScreenSing.Settings that are + unequal to nil in Table } +function ULuaScreenSing_SetSettings(L: Plua_State): Integer; cdecl; + var + Key: String; +begin + Result := 0; + + // check for table on stack + luaL_checkType(L, 1, LUA_TTABLE); + + // go through table elements + lua_pushNil(L); + while (lua_Next(L, 1) <> 0) do + begin + Key := lowercase(lua_ToString(L, -2)); + + if (Key = 'lyricsvisible') and (lua_isBoolean(L, -1)) then + ScreenSing.settings.LyricsVisible := lua_toBoolean(L, -1) + else if (Key = 'notesvisible') and (lua_isTable(L, -1)) then + ScreenSing.settings.NotesVisible := lua_toBinInt(L, -1) + else if (Key = 'playerenabled') and (lua_isTable(L, -1)) then + ScreenSing.settings.PlayerEnabled := lua_toBinInt(L, -1); + + // pop value from stack so key is on top + lua_pop(L, 1); + end; + + // clear stack from table + lua_pop(L, lua_gettop(L)); + + ScreenSing.ApplySettings; +end; + +{ 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 + Result := 1; + if (Length(Lines) >= 1) then + begin + lua_ClearStack(L); + + if not lua_CheckStack(L, 7) then + luaL_Error(L, PChar('can''t allocate enough stack space in ULuaScreenSing_GetSongLines')); + + // 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