From 16ecad36bd1fd998167d79f5b07221305cf64f4c Mon Sep 17 00:00:00 2001 From: k-m_schindler Date: Fri, 22 Feb 2013 21:25:08 +0000 Subject: merge the first part of the medley_new branch. This part has the functionality and most GUI changes. git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@2943 b956fd51-792f-4845-bead-9b4dfca2ff2c --- src/screens/UScreenScore.pas | 209 +++++++++++++++++++++++++++++++------------ 1 file changed, 152 insertions(+), 57 deletions(-) (limited to 'src/screens/UScreenScore.pas') diff --git a/src/screens/UScreenScore.pas b/src/screens/UScreenScore.pas index de7675bf..4b7332b4 100644 --- a/src/screens/UScreenScore.pas +++ b/src/screens/UScreenScore.pas @@ -34,16 +34,16 @@ interface {$I switches.inc} uses - UMenu, - SDL, SysUtils, + math, + SDL, + gl, UDisplay, + UMenu, UMusic, USongs, - UThemes, - gl, - math, - UTexture; + UTexture, + UThemes; const ZBars: real = 0.8; // Z value for the bars @@ -167,6 +167,11 @@ type TextPhrase_ActualValue: array[1..6] of integer; TextGolden_ActualValue: array[1..6] of integer; + ActualRound: integer; + + procedure RefreshTexts; + procedure ResetScores; + procedure MapPlayersToPosition; procedure FillPlayer(Item, P: integer); @@ -196,7 +201,7 @@ type public constructor Create; override; function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; - function ParseMouse(MouseButton: Integer; BtnDown: Boolean; X, Y: integer): boolean; override; + function ParseMouse(MouseButton: integer; BtnDown: boolean; X, Y: integer): boolean; override; procedure OnShow; override; procedure OnShowFinish; override; function Draw: boolean; override; @@ -206,14 +211,15 @@ implementation uses UGraphic, - UScreenSong, - UMenuStatic, - UTime, UIni, - USkins, ULog, ULanguage, + UMenuStatic, UNote, + UScreenSong, + USkins, + USong, + UTime, UUnicodeUtils; @@ -237,27 +243,96 @@ begin SDLK_BACKSPACE, SDLK_RETURN: begin - FadeTo(@ScreenTop5); - Exit; + if ScreenSong.Mode = smMedley then + FadeTo(@ScreenSong) + else + FadeTo(@ScreenTop5); + + Exit; end; SDLK_SYSREQ: begin Display.SaveScreenShot; end; + + SDLK_RIGHT: + begin + if ActualRound < Length(PlaylistMedley.Stats) - 1 then + begin + AudioPlayback.PlaySound(SoundLib.Change); + inc(ActualRound); + RefreshTexts; + end; + end; + + SDLK_LEFT: + begin + if ActualRound > 0 then + begin + AudioPlayback.PlaySound(SoundLib.Change); + dec(ActualRound); + RefreshTexts; + end; + end; end; end; end; -function TScreenScore.ParseMouse(MouseButton: Integer; BtnDown: Boolean; X, Y: integer): boolean; +function TScreenScore.ParseMouse(MouseButton: integer; BtnDown: boolean; X, Y: integer): boolean; begin Result := True; - if (MouseButton = SDL_BUTTON_LEFT) and BtnDown then begin + if (MouseButton = SDL_BUTTON_LEFT) and BtnDown then + begin //left-click anywhere sends return ParseInput(SDLK_RETURN, 0, true); end; end; +procedure TScreenScore.RefreshTexts; +var + P: integer; + +begin + if ActualRound < Length(PlaylistMedley.Stats) - 1 then + begin + Text[TextArtist].Text := IntToStr(ActualRound+1) + '/' + + IntToStr(Length(PlaylistMedley.Stats)-1) + ': ' + + PlaylistMedley.Stats[ActualRound].SongArtist; + Text[TextTitle].Text := PlaylistMedley.Stats[ActualRound].SongTitle; + Text[TextTitle].Visible := true; + Text[TextArtistTitle].Text := IntToStr(ActualRound+1) + '/' + + IntToStr(Length(PlaylistMedley.Stats)-1) + ': ' + + PlaylistMedley.Stats[ActualRound].SongArtist + + ' - ' + PlaylistMedley.Stats[ActualRound].SongTitle; + end + else + begin + if ScreenSong.Mode = smMedley then + begin + Text[TextArtist].Text := Language.Translate('SING_TOTAL'); + Text[TextTitle].Visible := false; + Text[TextArtistTitle].Text := Language.Translate('SING_TOTAL'); + end + else + begin + Text[TextArtist].Text := PlaylistMedley.Stats[ActualRound].SongArtist; + Text[TextTitle].Text := PlaylistMedley.Stats[ActualRound].SongTitle; + Text[TextTitle].Visible := true; + Text[TextArtistTitle].Text := PlaylistMedley.Stats[ActualRound].SongArtist + ' - ' + + PlaylistMedley.Stats[ActualRound].SongTitle; + end; + end; + + if ScreenSong.Mode = smMedley then + begin + for P := 0 to PlayersPlay - 1 do + Player[P] := PlaylistMedley.Stats[ActualRound].Player[P]; + end; + + ResetScores; +end; + procedure TScreenScore.LoadSwapTextures; var P, I: integer; @@ -621,23 +696,15 @@ begin inherited; - MapPlayersToPosition; - - for P := 1 to PlayersPlay do + ActualRound := 0; + if ScreenSong.Mode = smMedley then begin - // data - aPlayerScoreScreenDatas[P].Bar_Y := Theme.Score.StaticBackLevel[PlayerPositionMap[P-1].Position].Y; - - // ratings - aPlayerScoreScreenRatings[P].RateEaseStep := 1; - aPlayerScoreScreenRatings[P].RateEaseValue := 20; - - // actual values - TextScore_ActualValue[P] := 0; - TextPhrase_ActualValue[P] := 0; - TextGolden_ActualValue[P] := 0; + for P := 0 to PlayersPlay - 1 do + Player[P] := PlaylistMedley.Stats[ActualRound].Player[P]; end; + MapPlayersToPosition; + Text[TextArtist].Text := CurrentSong.Artist; Text[TextTitle].Text := CurrentSong.Title; Text[TextArtistTitle].Text := CurrentSong.Artist + ' - ' + CurrentSong.Title; @@ -672,43 +739,29 @@ begin for P := 1 to 6 do begin - Text[TextName[P]].Visible := V[P]; - Text[TextScore[P]].Visible := V[P]; - - // We set alpha to 0 , so we can nicely blend them in when we need them - Text[TextScore[P]].Alpha := 0; - Text[TextNotesScore[P]].Alpha := 0; - Text[TextNotes[P]].Alpha := 0; - Text[TextLineBonus[P]].Alpha := 0; - Text[TextLineBonusScore[P]].Alpha := 0; - Text[TextGoldenNotes[P]].Alpha := 0; - Text[TextGoldenNotesScore[P]].Alpha := 0; - Text[TextTotal[P]].Alpha := 0; - Text[TextTotalScore[P]].Alpha := 0; - Statics[StaticBoxLightest[P]].Texture.Alpha := 0; - Statics[StaticBoxLight[P]].Texture.Alpha := 0; - Statics[StaticBoxDark[P]].Texture.Alpha := 0; - - 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]; + 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 Statics[PlayerStatic[P, I]].Visible := V[P]; for I := 0 to high(PlayerTexts[P]) do - Text[PlayerTexts[P, I]].Visible := V[P]; + Text[PlayerTexts[P, I]].Visible := V[P]; Statics[StaticBoxLightest[P]].Visible := V[P]; Statics[StaticBoxLight[P]].Visible := V[P]; Statics[StaticBoxDark[P]].Visible := V[P]; - - Statics[StaticPlayerIdBox[P]].Visible := V[P]; + + Statics[StaticPlayerIdBox[P]].Visible := V[P]; // we draw that on our own Statics[StaticBackLevel[P]].Visible := false; @@ -717,9 +770,51 @@ begin Statics[StaticLevelRound[P]].Visible := false; end; + RefreshTexts; +end; + +procedure TScreenScore.ResetScores; +var + P: integer; + +begin + for P := 1 to PlayersPlay do + begin + // data + aPlayerScoreScreenDatas[P].Bar_Y := Theme.Score.StaticBackLevel[PlayerPositionMap[P-1].Position].Y; + + // ratings + aPlayerScoreScreenRatings[P].RateEaseStep := 1; + aPlayerScoreScreenRatings[P].RateEaseValue := 20; + + // actual values + TextScore_ActualValue[P] := 0; + TextPhrase_ActualValue[P] := 0; + TextGolden_ActualValue[P] := 0; + end; + + for P := 1 to 6 do + begin + // We set alpha to 0 , so we can nicely blend them in when we need them + Text[TextScore[P]].Alpha := 0; + Text[TextNotesScore[P]].Alpha := 0; + Text[TextNotes[P]].Alpha := 0; + Text[TextLineBonus[P]].Alpha := 0; + Text[TextLineBonusScore[P]].Alpha := 0; + Text[TextGoldenNotes[P]].Alpha := 0; + Text[TextGoldenNotesScore[P]].Alpha := 0; + Text[TextTotal[P]].Alpha := 0; + Text[TextTotalScore[P]].Alpha := 0; + Statics[StaticBoxLightest[P]].Texture.Alpha := 0; + Statics[StaticBoxLight[P]].Texture.Alpha := 0; + Statics[StaticBoxDark[P]].Texture.Alpha := 0; + end; + BarScore_EaseOut_Step := 1; BarPhrase_EaseOut_Step := 1; BarGolden_EaseOut_Step := 1; + + BarTime := SDL_GetTicks(); end; procedure TScreenScore.onShowFinish; 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