From 16a6e6801fde495b2782e2e04a0cf055ce1e1516 Mon Sep 17 00:00:00 2001 From: k-m_schindler Date: Wed, 27 Aug 2008 14:59:38 +0000 Subject: rename Classes part1 git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1307 b956fd51-792f-4845-bead-9b4dfca2ff2c --- src/Classes/USingScores.pas | 973 -------------------------------------------- 1 file changed, 973 deletions(-) delete mode 100644 src/Classes/USingScores.pas (limited to 'src/Classes/USingScores.pas') diff --git a/src/Classes/USingScores.pas b/src/Classes/USingScores.pas deleted file mode 100644 index 77d40b84..00000000 --- a/src/Classes/USingScores.pas +++ /dev/null @@ -1,973 +0,0 @@ -unit USingScores; - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - -uses UThemes, - gl, - UTexture; - -////////////////////////////////////////////////////////////// -// ATTENTION: // -// Enabled Flag does not Work atm. This should cause Popups // -// Not to Move and Scores to stay until Renenabling. // -// To use e.g. in Pause Mode // -// Also InVisible Flag causes Attributes not to change. // -// This should be fixed after next Draw when Visible = True,// -// but not testet yet // -////////////////////////////////////////////////////////////// - -//Some constants containing options that could change by time -const - MaxPlayers = 6; //Maximum of Players that could be added - MaxPositions = 6; //Maximum of Score Positions that could be added - -type - //----------- - // TScorePlayer - Record Containing Information about a Players Score - //----------- - TScorePlayer = record - Position: Byte; //Index of the Position where the Player should be Drawn - Enabled: Boolean; //Is the Score Display Enabled - Visible: Boolean; //Is the Score Display Visible - Score: Word; //Current Score of the Player - ScoreDisplayed: Word; //Score cur. Displayed(for counting up) - ScoreBG: TTexture;//Texture of the Players Scores BG - Color: TRGB; //Teh Players Color - RBPos: Real; //Cur. Percentille of the Rating Bar - RBTarget: Real; //Target Position of Rating Bar - RBVisible:Boolean; //Is Rating bar Drawn - end; - aScorePlayer = array[0..MaxPlayers-1] of TScorePlayer; - - //----------- - // TScorePosition - Record Containing Information about a Score Position, that can be used - //----------- - PScorePosition = ^TScorePosition; - TScorePosition = record - //The Position is Used for Which Playercount - PlayerCount: Byte; - // 1 - One Player per Screen - // 2 - 2 Players per Screen - // 4 - 3 Players per Screen - // 6 would be 2 and 3 Players per Screen - - BGX: Real; //X Position of the Score BG - BGY: Real; //Y Position of the Score BG - BGW: Real; //Width of the Score BG - BGH: Real; //Height of the Score BG - - RBX: Real; //X Position of the Rating Bar - RBY: Real; //Y Position of the Rating Bar - RBW: Real; //Width of the Rating Bar - RBH: Real; //Height of the Rating Bar - - TextX: Real; //X Position of the Score Text - TextY: Real; //Y Position of the Score Text - TextFont: Byte; //Font of the Score Text - TextSize: Byte; //Size of the Score Text - - PUW: Real; //Width of the LineBonus Popup - PUH: Real; //Height of the LineBonus Popup - PUFont: Byte; //Font for the PopUps - PUFontSize: Byte; //FontSize for the PopUps - PUStartX: Real; //X Start Position of the LineBonus Popup - PUStartY: Real; //Y Start Position of the LineBonus Popup - PUTargetX: Real; //X Target Position of the LineBonus Popup - PUTargetY: Real; //Y Target Position of the LineBonus Popup - end; - aScorePosition = array[0..MaxPositions-1] of TScorePosition; - - //----------- - // TScorePopUp - Record Containing Information about a LineBonus Popup - // List, Next Item is Saved in Next attribute - //----------- - PScorePopUp = ^TScorePopUp; - TScorePopUp = record - Player: Byte; //Index of the PopUps Player - TimeStamp: Cardinal; //Timestamp of Popups Spawn - Rating: Byte; //0 to 8, Type of Rating (Cool, bad, etc.) - ScoreGiven:Word; //Score that has already been given to the Player - ScoreDiff: Word; //Difference Between Cur Score at Spawn and Old Score - Next: PScorePopUp; //Next Item in List - end; - aScorePopUp = array of TScorePopUp; - - //----------- - // TSingScores - Class containing Scores Positions and Drawing Scores, Rating Bar + Popups - //----------- - TSingScores = class - private - Positions: aScorePosition; - aPlayers: aScorePlayer; - oPositionCount: Byte; - oPlayerCount: Byte; - - //Saves the First and Last Popup of the List - FirstPopUp: PScorePopUp; - LastPopUp: PScorePopUp; - - //Procedure Draws a Popup by Pointer - Procedure DrawPopUp(const PopUp: PScorePopUp); - - //Procedure Draws a Score by Playerindex - Procedure DrawScore(const Index: Integer); - - //Procedure Draws the RatingBar by Playerindex - Procedure DrawRatingBar(const Index: Integer); - - //Procedure Removes a PopUp w/o destroying the List - Procedure KillPopUp(const last, cur: PScorePopUp); - public - Settings: record //Record containing some Displaying Options - Phase1Time: Real; //time for Phase 1 to complete (in msecs) - //The Plop Up of the PopUp - Phase2Time: Real; //time for Phase 2 to complete (in msecs) - //The Moving (mainly Upwards) of the Popup - Phase3Time: Real; //time for Phase 3 to complete (in msecs) - //The Fade out and Score adding - - PopUpTex: Array [0..8] of TTexture; //Textures for every Popup Rating - - RatingBar_BG_Tex: TTexture; //Rating Bar Texs - RatingBar_FG_Tex: TTexture; - RatingBar_Bar_Tex: TTexture; - - end; - - Visible: Boolean; //Visibility of all Scores - Enabled: Boolean; //Scores are changed, PopUps are Moved etc. - RBVisible: Boolean; //Visibility of all Rating Bars - - //Propertys for Reading Position and Playercount - Property PositionCount: Byte read oPositionCount; - Property PlayerCount: Byte read oPlayerCount; - Property Players: aScorePlayer read aPlayers; - - //Constructor just sets some standard Settings - Constructor Create; - - //Procedure Adds a Position to Array and Increases Position Count - Procedure AddPosition(const pPosition: PScorePosition); - - //Procedure Adds a Player to Array and Increases Player Count - Procedure AddPlayer(const ScoreBG: TTexture; const Color: TRGB; const Score: Word = 0; const Enabled: Boolean = True; const Visible: Boolean = True); - - //Change a Players Visibility, Enable - Procedure ChangePlayerVisibility(const Index: Byte; const pVisible: Boolean); - Procedure ChangePlayerEnabled(const Index: Byte; const pEnabled: Boolean); - - //Procedure Deletes all Player Information - Procedure ClearPlayers; - - //Procedure Deletes Positions and Playerinformation - Procedure Clear; - - //Procedure Loads some Settings and the Positions from Theme - Procedure LoadfromTheme; - - //Procedure has to be called after Positions and Players have been added, before first call of Draw - //It gives every Player a Score Position - Procedure Init; - - //Spawns a new Line Bonus PopUp for the Player - Procedure SpawnPopUp(const PlayerIndex: Byte; const Rating: Byte; const Score: Word); - - //Removes all PopUps from Mem - Procedure KillAllPopUps; - - //Procedure Draws Scores and Linebonus PopUps - Procedure Draw; - end; - - -implementation - -uses SDL, - SysUtils, - ULog, - UGraphic, - TextGL; - -//----------- -//Constructor just sets some standard Settings -//----------- -Constructor TSingScores.Create; -begin - inherited; - - //Clear PopupList Pointers - FirstPopUp := nil; - LastPopUp := nil; - - //Clear Variables - Visible := True; - Enabled := True; - RBVisible := True; - - //Clear Position Index - oPositionCount := 0; - oPlayerCount := 0; - - Settings.Phase1Time := 350; // plop it up . -> [ ] - Settings.Phase2Time := 550; // shift it up ^[ ]^ - Settings.Phase3Time := 200; // increase score [s++] - - Settings.PopUpTex[0].TexNum := 0; - Settings.PopUpTex[1].TexNum := 0; - Settings.PopUpTex[2].TexNum := 0; - Settings.PopUpTex[3].TexNum := 0; - Settings.PopUpTex[4].TexNum := 0; - Settings.PopUpTex[5].TexNum := 0; - Settings.PopUpTex[6].TexNum := 0; - Settings.PopUpTex[7].TexNum := 0; - Settings.PopUpTex[8].TexNum := 0; - - Settings.RatingBar_BG_Tex.TexNum := 0; - Settings.RatingBar_FG_Tex.TexNum := 0; - Settings.RatingBar_Bar_Tex.TexNum := 0; -end; - -//----------- -//Procedure Adds a Position to Array and Increases Position Count -//----------- -Procedure TSingScores.AddPosition(const pPosition: PScorePosition); -begin - if (PositionCount < MaxPositions) then - begin - Positions[PositionCount] := pPosition^; - - Inc(oPositionCount); - end; -end; - -//----------- -//Procedure Adds a Player to Array and Increases Player Count -//----------- -Procedure TSingScores.AddPlayer(const ScoreBG: TTexture; const Color: TRGB; const Score: Word; const Enabled: Boolean; const Visible: Boolean); -begin - if (PlayerCount < MaxPlayers) then - begin - aPlayers[PlayerCount].Position := High(byte); - aPlayers[PlayerCount].Enabled := Enabled; - aPlayers[PlayerCount].Visible := Visible; - aPlayers[PlayerCount].Score := Score; - aPlayers[PlayerCount].ScoreDisplayed := Score; - aPlayers[PlayerCount].ScoreBG := ScoreBG; - aPlayers[PlayerCount].Color := Color; - aPlayers[PlayerCount].RBPos := 0.5; - aPlayers[PlayerCount].RBTarget := 0.5; - aPlayers[PlayerCount].RBVisible := True; - - Inc(oPlayerCount); - end; -end; - -//----------- -//Change a Players Visibility -//----------- -Procedure TSingScores.ChangePlayerVisibility(const Index: Byte; const pVisible: Boolean); -begin - if (Index < MaxPlayers) then - aPlayers[Index].Visible := pVisible; -end; - -//----------- -//Change Player Enabled -//----------- -Procedure TSingScores.ChangePlayerEnabled(const Index: Byte; const pEnabled: Boolean); -begin - if (Index < MaxPlayers) then - aPlayers[Index].Enabled := pEnabled; -end; - -//----------- -//Procedure Deletes all Player Information -//----------- -Procedure TSingScores.ClearPlayers; -begin - KillAllPopUps; - oPlayerCount := 0; -end; - -//----------- -//Procedure Deletes Positions and Playerinformation -//----------- -Procedure TSingScores.Clear; -begin - KillAllPopUps; - oPlayerCount := 0; - oPositionCount := 0; -end; - -//----------- -//Procedure Loads some Settings and the Positions from Theme -//----------- -Procedure TSingScores.LoadfromTheme; -var I: Integer; - Procedure AddbyStatics(const PC: Byte; const ScoreStatic, SingBarStatic: TThemeStatic; ScoreText: TThemeText); - var nPosition: TScorePosition; - begin - nPosition.PlayerCount := PC; //Only for one Player Playing - - nPosition.BGX := ScoreStatic.X; - nPosition.BGY := ScoreStatic.Y; - nPosition.BGW := ScoreStatic.W; - nPosition.BGH := ScoreStatic.H; - - nPosition.TextX := ScoreText.X; - nPosition.TextY := ScoreText.Y; - nPosition.TextFont := ScoreText.Font; - nPosition.TextSize := ScoreText.Size; - - nPosition.RBX := SingBarStatic.X; - nPosition.RBY := SingBarStatic.Y; - nPosition.RBW := SingBarStatic.W; - nPosition.RBH := SingBarStatic.H; - - nPosition.PUW := nPosition.BGW; - nPosition.PUH := nPosition.BGH; - - nPosition.PUFont := 2; - nPosition.PUFontSize := 6; - - nPosition.PUStartX := nPosition.BGX; - nPosition.PUStartY := nPosition.TextY + 65; - - nPosition.PUTargetX := nPosition.BGX; - nPosition.PUTargetY := nPosition.TextY; - - AddPosition(@nPosition); - end; -begin - Clear; - - //Set Textures - //Popup Tex - For I := 0 to 8 do - Settings.PopUpTex[I] := Tex_SingLineBonusBack[I]; - - //Rating Bar Tex - Settings.RatingBar_BG_Tex := Tex_SingBar_Back; - Settings.RatingBar_FG_Tex := Tex_SingBar_Front; - Settings.RatingBar_Bar_Tex := Tex_SingBar_Bar; - - //Load Positions from Theme - - // Player1: - AddByStatics(1, Theme.Sing.StaticP1ScoreBG, Theme.Sing.StaticP1SingBar, Theme.Sing.TextP1Score); - AddByStatics(2, Theme.Sing.StaticP1TwoPScoreBG, Theme.Sing.StaticP1TwoPSingBar, Theme.Sing.TextP1TwoPScore); - AddByStatics(4, Theme.Sing.StaticP1ThreePScoreBG, Theme.Sing.StaticP1ThreePSingBar, Theme.Sing.TextP1ThreePScore); - - // Player2: - AddByStatics(2, Theme.Sing.StaticP2RScoreBG, Theme.Sing.StaticP2RSingBar, Theme.Sing.TextP2RScore); - AddByStatics(4, Theme.Sing.StaticP2MScoreBG, Theme.Sing.StaticP2MSingBar, Theme.Sing.TextP2MScore); - - // Player3: - AddByStatics(4, Theme.Sing.StaticP3RScoreBG, Theme.Sing.StaticP3RScoreBG, Theme.Sing.TextP3RScore); -end; - -//----------- -//Spawns a new Line Bonus PopUp for the Player -//----------- -Procedure TSingScores.SpawnPopUp(const PlayerIndex: Byte; const Rating: Byte; const Score: Word); -var Cur: PScorePopUp; -begin - if (PlayerIndex < PlayerCount) then - begin - //Get Memory and Add Data - GetMem(Cur, SizeOf(TScorePopUp)); - - Cur.Player := PlayerIndex; - Cur.TimeStamp := SDL_GetTicks; - Cur.Rating := Rating; - Cur.ScoreGiven:= 0; - If (Players[PlayerIndex].Score < Score) then - begin - Cur.ScoreDiff := Score - Players[PlayerIndex].Score; - aPlayers[PlayerIndex].Score := Score; - end - else - Cur.ScoreDiff := 0; - Cur.Next := nil; - - //Log.LogError('TSingScores.SpawnPopUp| Player: ' + InttoStr(PlayerIndex) + ', Score: ' + InttoStr(Score) + ', ScoreDiff: ' + InttoStr(Cur.ScoreDiff)); - - //Add it to the Chain - if (FirstPopUp = nil) then - //the first PopUp in the List - FirstPopUp := Cur - else - //second or earlier popup - LastPopUp.Next := Cur; - - //Set new Popup to Last PopUp in the List - LastPopUp := Cur; - end - else - Log.LogError('TSingScores: Try to add PopUp for not existing player'); -end; - -//----------- -// Removes a PopUp w/o destroying the List -//----------- -Procedure TSingScores.KillPopUp(const last, cur: PScorePopUp); -var - lTempA , - lTempB : real; -begin - //Give Player the Last Points that missing till now - aPlayers[Cur.Player].ScoreDisplayed := aPlayers[Cur.Player].ScoreDisplayed + Cur.ScoreDiff - Cur.ScoreGiven; - - //Change Bars Position - lTempA := ( aPlayers[Cur.Player].RBTarget + (Cur.ScoreDiff - Cur.ScoreGiven) ); - lTempB := ( Cur.ScoreDiff * (Cur.Rating / 20 - 0.26) ); - - if ( lTempA > 0 ) AND - ( lTempB > 0 ) THEN - begin - aPlayers[Cur.Player].RBTarget := lTempA / lTempB; - end; - - If (aPlayers[Cur.Player].RBTarget > 1) then - aPlayers[Cur.Player].RBTarget := 1 - else - If (aPlayers[Cur.Player].RBTarget < 0) then - aPlayers[Cur.Player].RBTarget := 0; - - //If this is the First PopUp => Make Next PopUp the First - If (Cur = FirstPopUp) then - FirstPopUp := Cur.Next - //Else => Remove Curent Popup from Chain - else - Last.Next := Cur.Next; - - //If this is the Last PopUp, Make PopUp before the Last - If (Cur = LastPopUp) then - LastPopUp := Last; - - //Free the Memory - FreeMem(Cur, SizeOf(TScorePopUp)); -end; - -//----------- -//Removes all PopUps from Mem -//----------- -Procedure TSingScores.KillAllPopUps; -var - Cur: PScorePopUp; - Last: PScorePopUp; -begin - Cur := FirstPopUp; - - //Remove all PopUps: - While (Cur <> nil) do - begin - Last := Cur; - Cur := Cur.Next; - FreeMem(Last, SizeOf(TScorePopUp)); - end; - - FirstPopUp := nil; - LastPopUp := nil; -end; - -//----------- -//Init - has to be called after Positions and Players have been added, before first call of Draw -//It gives every Player a Score Position -//----------- -Procedure TSingScores.Init; -var - PlC: Array [0..1] of Byte; //Playercount First Screen and Second Screen - I, J: Integer; - MaxPlayersperScreen: Byte; - CurPlayer: Byte; - - Function GetPositionCountbyPlayerCount(bPlayerCount: Byte): Byte; - var I: Integer; - begin - Result := 0; - bPlayerCount := 1 shl (bPlayerCount - 1); - - For I := 0 to PositionCount-1 do - begin - If ((Positions[I].PlayerCount AND bPlayerCount) <> 0) then - Inc(Result); - end; - end; - - Function GetPositionbyPlayernum(bPlayerCount, bPlayer: Byte): Byte; - var I: Integer; - begin - bPlayerCount := 1 shl (bPlayerCount - 1); - Result := High(Byte); - - For I := 0 to PositionCount-1 do - begin - If ((Positions[I].PlayerCount AND bPlayerCount) <> 0) then - begin - If (bPlayer = 0) then - begin - Result := I; - Break; - end - else - Dec(bPlayer); - end; - end; - end; - -begin - MaxPlayersPerScreen := 0; - - For I := 1 to 6 do - begin - //If there are enough Positions -> Write to MaxPlayers - If (GetPositionCountbyPlayerCount(I) = I) then - MaxPlayersPerScreen := I - else - Break; - end; - - - //Split Players to both Screen or Display on One Screen - if (Screens = 2) and (MaxPlayersPerScreen < PlayerCount) then - begin - PlC[0] := PlayerCount div 2 + PlayerCount mod 2; - PlC[1] := PlayerCount div 2; - end - else - begin - PlC[0] := PlayerCount; - PlC[1] := 0; - end; - - - //Check if there are enough Positions for all Players - For I := 0 to Screens - 1 do - begin - if (PlC[I] > MaxPlayersperScreen) then - begin - PlC[I] := MaxPlayersperScreen; - Log.LogError('More Players than available Positions, TSingScores'); - end; - end; - - CurPlayer := 0; - //Give every Player a Position - For I := 0 to Screens - 1 do - For J := 0 to PlC[I]-1 do - begin - aPlayers[CurPlayer].Position := GetPositionbyPlayernum(PlC[I], J) OR (I shl 7); - //Log.LogError('Player ' + InttoStr(CurPlayer) + ' gets Position: ' + InttoStr(aPlayers[CurPlayer].Position)); - Inc(CurPlayer); - end; -end; - -//----------- -//Procedure Draws Scores and Linebonus PopUps -//----------- -Procedure TSingScores.Draw; -var - I: Integer; - CurTime: Cardinal; - CurPopUp, LastPopUp: PScorePopUp; -begin - CurTime := SDL_GetTicks; - - If Visible then - begin - //Draw Popups - LastPopUp := nil; - CurPopUp := FirstPopUp; - - While (CurPopUp <> nil) do - begin - if (CurTime - CurPopUp.TimeStamp > Settings.Phase1Time + Settings.Phase2Time + Settings.Phase3Time) then - begin - KillPopUp(LastPopUp, CurPopUp); - if (LastPopUp = nil) then - CurPopUp := FirstPopUp - else - CurPopUp := LastPopUp.Next; - end - else - begin - DrawPopUp(CurPopUp); - LastPopUp := CurPopUp; - CurPopUp := LastPopUp.Next; - end; - end; - - - IF (RBVisible) then - //Draw Players w/ Rating Bar - For I := 0 to PlayerCount-1 do - begin - DrawScore(I); - DrawRatingBar(I); - end - else - //Draw Players w/o Rating Bar - For I := 0 to PlayerCount-1 do - begin - DrawScore(I); - end; - - end; //eo Visible -end; - -//----------- -//Procedure Draws a Popup by Pointer -//----------- -Procedure TSingScores.DrawPopUp(const PopUp: PScorePopUp); -var - Progress: Real; - CurTime: Cardinal; - X, Y, W, H, Alpha: Real; - FontSize: Byte; - TimeDiff: Cardinal; - PIndex: Byte; - TextLen: Real; - ScoretoAdd: Word; - PosDiff: Real; -begin - if (PopUp <> nil) then - begin - //Only Draw if Player has a Position - PIndex := Players[PopUp.Player].Position; - If PIndex <> high(byte) then - begin - //Only Draw if Player is on Cur Screen - If ((Players[PopUp.Player].Position AND 128) = 0) = (ScreenAct = 1) then - begin - CurTime := SDL_GetTicks; - If Not (Enabled AND Players[PopUp.Player].Enabled) then - //Increase Timestamp with TIem where there is no Movement ... - begin - //Inc(PopUp.TimeStamp, LastRender); - end; - TimeDiff := CurTime - PopUp.TimeStamp; - - //Get Position of PopUp - PIndex := PIndex AND 127; - - - //Check for Phase ... - If (TimeDiff <= Settings.Phase1Time) then - begin - //Phase 1 - The Ploping up - Progress := TimeDiff / Settings.Phase1Time; - - - W := Positions[PIndex].PUW * Sin(Progress/2*Pi); - H := Positions[PIndex].PUH * Sin(Progress/2*Pi); - - X := Positions[PIndex].PUStartX + (Positions[PIndex].PUW - W)/2; - Y := Positions[PIndex].PUStartY + (Positions[PIndex].PUH - H)/2; - - FontSize := Round(Progress * Positions[PIndex].PUFontSize); - Alpha := 1; - end - - Else If (TimeDiff <= Settings.Phase2Time + Settings.Phase1Time) then - begin - //Phase 2 - The Moving - Progress := (TimeDiff - Settings.Phase1Time) / Settings.Phase2Time; - - W := Positions[PIndex].PUW; - H := Positions[PIndex].PUH; - - PosDiff := Positions[PIndex].PUTargetX - Positions[PIndex].PUStartX; - If PosDiff > 0 then - PosDiff := PosDiff + W; - X := Positions[PIndex].PUStartX + PosDiff * sqr(Progress); - - PosDiff := Positions[PIndex].PUTargetY - Positions[PIndex].PUStartY; - If PosDiff < 0 then - PosDiff := PosDiff + Positions[PIndex].BGH; - Y := Positions[PIndex].PUStartY + PosDiff * sqr(Progress); - - FontSize := Positions[PIndex].PUFontSize; - Alpha := 1 - 0.3 * Progress; - end - - else - begin - //Phase 3 - The Fading out + Score adding - Progress := (TimeDiff - Settings.Phase1Time - Settings.Phase2Time) / Settings.Phase3Time; - - If (PopUp.Rating > 0) then - begin - //Add Scores if Player Enabled - If (Enabled AND Players[PopUp.Player].Enabled) then - begin - ScoreToAdd := Round(PopUp.ScoreDiff * Progress) - PopUp.ScoreGiven; - Inc(PopUp.ScoreGiven, ScoreToAdd); - aPlayers[PopUp.Player].ScoreDisplayed := Players[PopUp.Player].ScoreDisplayed + ScoreToAdd; - - //Change Bars Position - aPlayers[PopUp.Player].RBTarget := aPlayers[PopUp.Player].RBTarget + ScoreToAdd/PopUp.ScoreDiff * (PopUp.Rating / 20 - 0.26); - If (aPlayers[PopUp.Player].RBTarget > 1) then - aPlayers[PopUp.Player].RBTarget := 1 - else If (aPlayers[PopUp.Player].RBTarget < 0) then - aPlayers[PopUp.Player].RBTarget := 0; - end; - - //Set Positions etc. - Alpha := 0.7 - 0.7 * Progress; - - W := Positions[PIndex].PUW; - H := Positions[PIndex].PUH; - - PosDiff := Positions[PIndex].PUTargetX - Positions[PIndex].PUStartX; - If (PosDiff > 0) then - PosDiff := W - else - PosDiff := 0; - X := Positions[PIndex].PUTargetX + PosDiff * Progress; - - PosDiff := Positions[PIndex].PUTargetY - Positions[PIndex].PUStartY; - If (PosDiff < 0) then - PosDiff := -Positions[PIndex].BGH - else - PosDiff := 0; - Y := Positions[PIndex].PUTargetY - PosDiff * (1-Progress); - - FontSize := Positions[PIndex].PUFontSize; - end - else - begin - //Here the Effect that Should be shown if a PopUp without Score is Drawn - //And or Spawn with the GraphicObjects etc. - //Some Work for Blindy to do :P - - //ATM: Just Let it Slide in the Scores just like the Normal PopUp - Alpha := 0; - end; - end; - - //Draw PopUp - - if (Alpha > 0) AND (Players[PopUp.Player].Visible) then - begin - //Draw BG: - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - glColor4f(1,1,1, Alpha); - glBindTexture(GL_TEXTURE_2D, Settings.PopUpTex[PopUp.Rating].TexNum); - - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(X, Y); - glTexCoord2f(0, Settings.PopUpTex[PopUp.Rating].TexH); glVertex2f(X, Y + H); - glTexCoord2f(Settings.PopUpTex[PopUp.Rating].TexW, Settings.PopUpTex[PopUp.Rating].TexH); glVertex2f(X + W, Y + H); - glTexCoord2f(Settings.PopUpTex[PopUp.Rating].TexW, 0); glVertex2f(X + W, Y); - glEnd; - - glDisable(GL_TEXTURE_2D); - glDisable(GL_BLEND); - - //Set FontStyle and Size - SetFontStyle(Positions[PIndex].PUFont); - SetFontItalic(False); - SetFontSize(FontSize); - - //Draw Text - TextLen := glTextWidth(PChar(Theme.Sing.LineBonusText[PopUp.Rating])); - - //Color and Pos - SetFontPos (X + (W - TextLen) / 2, Y + 12); - glColor4f(1, 1, 1, Alpha); - - //Draw - glPrint(PChar(Theme.Sing.LineBonusText[PopUp.Rating])); - end; //eo Alpha check - end; //eo Right Screen - end; //eo Player has Position - end - else - Log.LogError('TSingScores: Try to Draw a not existing PopUp'); -end; - -//----------- -//Procedure Draws a Score by Playerindex -//----------- -Procedure TSingScores.DrawScore(const Index: Integer); -var - Position: PScorePosition; - ScoreStr: String; -begin - //Only Draw if Player has a Position - If Players[Index].Position <> high(byte) then - begin - //Only Draw if Player is on Cur Screen - If (((Players[Index].Position AND 128) = 0) = (ScreenAct = 1)) AND Players[Index].Visible then - begin - Position := @Positions[Players[Index].Position and 127]; - - //Draw ScoreBG - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - glColor4f(1,1,1, 1); - glBindTexture(GL_TEXTURE_2D, Players[Index].ScoreBG.TexNum); - - glBegin(GL_QUADS); - glTexCoord2f(0, 0); glVertex2f(Position.BGX, Position.BGY); - glTexCoord2f(0, Players[Index].ScoreBG.TexH); glVertex2f(Position.BGX, Position.BGY + Position.BGH); - glTexCoord2f(Players[Index].ScoreBG.TexW, Players[Index].ScoreBG.TexH); glVertex2f(Position.BGX + Position.BGW, Position.BGY + Position.BGH); - glTexCoord2f(Players[Index].ScoreBG.TexW, 0); glVertex2f(Position.BGX + Position.BGW, Position.BGY); - glEnd; - - glDisable(GL_TEXTURE_2D); - glDisable(GL_BLEND); - - //Draw Score Text - SetFontStyle(Position.TextFont); - SetFontItalic(False); - SetFontSize(Position.TextSize); - SetFontPos(Position.TextX, Position.TextY); - - ScoreStr := InttoStr(Players[Index].ScoreDisplayed div 10) + '0'; - While (Length(ScoreStr) < 5) do - ScoreStr := '0' + ScoreStr; - - glPrint(PChar(ScoreStr)); - - end; //eo Right Screen - end; //eo Player has Position -end; - - -Procedure TSingScores.DrawRatingBar(const Index: Integer); -var - Position: PScorePosition; - R,G,B, Size: Real; - Diff: Real; -begin - //Only Draw if Player has a Position - if Players[Index].Position <> high(byte) then - begin - //Only Draw if Player is on Cur Screen - if (((Players[Index].Position and 128) = 0) = (ScreenAct = 1) and - Players[index].RBVisible and - Players[index].Visible) then - begin - Position := @Positions[Players[Index].Position and 127]; - - if (Enabled AND Players[Index].Enabled) then - begin - //Move Position if Enabled - Diff := Players[Index].RBTarget - Players[Index].RBPos; - If(Abs(Diff) < 0.02) then - aPlayers[Index].RBPos := aPlayers[Index].RBTarget - else - aPlayers[Index].RBPos := aPlayers[Index].RBPos + Diff*0.1; - end; - - //Get Colors for RatingBar - if (Players[index].RBPos <= 0.22) then - begin - R := 1; - G := 0; - B := 0; - end - else if (Players[index].RBPos <= 0.42) then - begin - R := 1; - G := Players[index].RBPos*5; - B := 0; - end - else if (Players[index].RBPos <= 0.57) then - begin - R := 1; - G := 1; - B := 0; - end - else if (Players[index].RBPos <= 0.77) then - begin - R := 1-(Players[index].RBPos-0.57)*5; - G := 1; - B := 0; - end - else - begin - R := 0; - G := 1; - B := 0; - end; - - //Enable all glFuncs Needed - glEnable(GL_TEXTURE_2D); - glEnable(GL_BLEND); - glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); - - //Draw RatingBar BG - glColor4f(1, 1, 1, 0.8); - glBindTexture(GL_TEXTURE_2D, Settings.RatingBar_BG_Tex.TexNum); - - glBegin(GL_QUADS); - glTexCoord2f(0, 0); - glVertex2f(Position.RBX, Position.RBY); - - glTexCoord2f(0, Settings.RatingBar_BG_Tex.TexH); - glVertex2f(Position.RBX, Position.RBY+Position.RBH); - - glTexCoord2f(Settings.RatingBar_BG_Tex.TexW, Settings.RatingBar_BG_Tex.TexH); - glVertex2f(Position.RBX+Position.RBW, Position.RBY+Position.RBH); - - glTexCoord2f(Settings.RatingBar_BG_Tex.TexW, 0); - glVertex2f(Position.RBX+Position.RBW, Position.RBY); - glEnd; - - //Draw Rating bar itself - Size := Position.RBX + Position.RBW * Players[Index].RBPos; - glColor4f(R, G, B, 1); - glBindTexture(GL_TEXTURE_2D, Settings.RatingBar_Bar_Tex.TexNum); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); - glVertex2f(Position.RBX, Position.RBY); - - glTexCoord2f(0, Settings.RatingBar_Bar_Tex.TexH); - glVertex2f(Position.RBX, Position.RBY + Position.RBH); - - glTexCoord2f(Settings.RatingBar_Bar_Tex.TexW, Settings.RatingBar_Bar_Tex.TexH); - glVertex2f(Size, Position.RBY + Position.RBH); - - glTexCoord2f(Settings.RatingBar_Bar_Tex.TexW, 0); - glVertex2f(Size, Position.RBY); - glEnd; - - //Draw Ratingbar FG (Teh thing with the 3 lines to get better readability) - glColor4f(1, 1, 1, 0.6); - glBindTexture(GL_TEXTURE_2D, Settings.RatingBar_FG_Tex.TexNum); - glBegin(GL_QUADS); - glTexCoord2f(0, 0); - glVertex2f(Position.RBX, Position.RBY); - - glTexCoord2f(0, Settings.RatingBar_FG_Tex.TexH); - glVertex2f(Position.RBX, Position.RBY + Position.RBH); - - glTexCoord2f(Settings.RatingBar_FG_Tex.TexW, Settings.RatingBar_FG_Tex.TexH); - glVertex2f(Position.RBX + Position.RBW, Position.RBY + Position.RBH); - - glTexCoord2f(Settings.RatingBar_FG_Tex.TexW, 0); - glVertex2f(Position.RBX + Position.RBW, Position.RBY); - glEnd; - - //Disable all Enabled glFuncs - glDisable(GL_TEXTURE_2D); - glDisable(GL_BLEND); - end; //eo Right Screen - end; //eo Player has Position -end; - -end. -- cgit v1.2.3