From b3353a82da64f18f1a7787004a31e45edf40dc87 Mon Sep 17 00:00:00 2001 From: tobigun Date: Fri, 31 Oct 2008 15:55:19 +0000 Subject: unicode branch added git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/experimental@1492 b956fd51-792f-4845-bead-9b4dfca2ff2c --- unicode/src/screens/UScreenSing.pas | 949 ++++++++++++++++++++++++++++++++++++ 1 file changed, 949 insertions(+) create mode 100644 unicode/src/screens/UScreenSing.pas (limited to 'unicode/src/screens/UScreenSing.pas') diff --git a/unicode/src/screens/UScreenSing.pas b/unicode/src/screens/UScreenSing.pas new file mode 100644 index 00000000..5783366d --- /dev/null +++ b/unicode/src/screens/UScreenSing.pas @@ -0,0 +1,949 @@ +{* 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. + * + * $URL$ + * $Id$ + *} + +unit UScreenSing; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + + +uses UMenu, + UMusic, + SDL, + SysUtils, + UFiles, + UTime, + USongs, + UIni, + ULog, + UTexture, + ULyrics, + TextGL, + gl, + UThemes, + UGraphicClasses, + USingScores; + +type + TLyricsSyncSource = class(TSyncSource) + function GetClock(): real; override; + end; + +type + TScreenSing = class(TMenu) + private + VideoLoaded: boolean; + protected + Paused: boolean; //Pause Mod + LyricsSync: TLyricsSyncSource; + NumEmptySentences: integer; + public + // TimeBar fields + StaticTimeProgress: integer; + TextTimeText: integer; + + StaticP1: integer; + TextP1: integer; + + //shown when game is in 2/4 player modus + StaticP1TwoP: integer; + TextP1TwoP: integer; + + //shown when game is in 3/6 player modus + StaticP1ThreeP: integer; + TextP1ThreeP: integer; + + StaticP2R: integer; + TextP2R: integer; + + StaticP2M: integer; + TextP2M: integer; + + StaticP3R: integer; + TextP3R: integer; + + StaticPausePopup: integer; + + Tex_Background: TTexture; + FadeOut: boolean; + Lyrics: TLyricEngine; + + //Score Manager: + Scores: TSingScores; + + fShowVisualization: boolean; + fCurrentVideoPlaybackEngine: IVideoPlayback; + + constructor Create; override; + procedure onShow; override; + procedure onShowFinish; override; + procedure onHide; override; + + function ParseInput(PressedKey: cardinal; CharCode: widechar; + PressedDown: boolean): boolean; override; + function Draw: boolean; override; + + procedure Finish; virtual; + procedure Pause; // Toggle Pause + + procedure OnSentenceEnd(SentenceIndex: cardinal); // for LineBonus + Singbar + procedure OnSentenceChange(SentenceIndex: cardinal); // for Golden Notes + end; + +implementation + +uses UGraphic, + UDraw, + UMain, + USong, + 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; CharCode: widechar; + PressedDown: boolean): boolean; +begin + Result := True; + if (PressedDown) then + begin // Key Down + // check normal keys + case WideCharUpperCase(CharCode)[1] of + 'Q': + begin + //When not ask before Exit then Finish now + if (Ini.AskbeforeDel <> 1) then + Finish + //else just Pause and let the Popup make the Work + else if not Paused then + Pause; + + Result := False; + Exit; + end; + 'V': //Show Visualization + begin + fShowVisualization := not fShowVisualization; + + if fShowVisualization then + fCurrentVideoPlaybackEngine := Visualization + else + fCurrentVideoPlaybackEngine := VideoPlayback; + + if fShowVisualization then + fCurrentVideoPlaybackEngine.play; + + Exit; + end; + 'P': + begin + Pause; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE: + begin + //Record Sound Hack: + //Sound[0].BufferLong + + Finish; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenScore); + end; + + SDLK_SPACE: + begin + Pause; + end; + + SDLK_TAB: //Change Visualization Preset + begin + if fShowVisualization then + fCurrentVideoPlaybackEngine.Position := now; // move to a random position + 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; +end; + +//Pause Mod +procedure TScreenSing.Pause; +begin + if (not Paused) then //enable Pause + begin + // pause Time + Paused := True; + + LyricsState.Pause(); + + // pause Music + AudioPlayback.Pause; + + // pause Video + if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + + CurrentSong.Video) then + fCurrentVideoPlaybackEngine.Pause; + + end + else //disable Pause + begin + LyricsState.Resume(); + + // Play Music + AudioPlayback.Play; + + // Video + if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + + CurrentSong.Video) then + fCurrentVideoPlaybackEngine.Pause; + + Paused := False; + end; +end; +//Pause Mod End + +constructor TScreenSing.Create; +begin + inherited Create; + + fShowVisualization := False; + + fCurrentVideoPlaybackEngine := VideoPlayback; + + //Create Score Class + Scores := TSingScores.Create; + Scores.LoadfromTheme; + + LoadFromTheme(Theme.Sing); + + //TimeBar + StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress); + TextTimeText := AddText(Theme.Sing.TextTimeText); + + // 1 player | P1 + StaticP1 := AddStatic(Theme.Sing.StaticP1); + TextP1 := AddText(Theme.Sing.TextP1); + + // 2 or 4 players | P1 + StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP); + TextP1TwoP := AddText(Theme.Sing.TextP1TwoP); + + // | P2 + StaticP2R := AddStatic(Theme.Sing.StaticP2R); + TextP2R := AddText(Theme.Sing.TextP2R); + + // 3 or 6 players | P1 + StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP); + TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP); + + // | P2 + StaticP2M := AddStatic(Theme.Sing.StaticP2M); + TextP2M := AddText(Theme.Sing.TextP2M); + + // | P3 + StaticP3R := AddStatic(Theme.Sing.StaticP3R); + TextP3R := AddText(Theme.Sing.TextP3R); + + StaticPausePopup := AddStatic(Theme.Sing.PausePopUp); + + //Pausepopup is not visibile at the beginning + Static[StaticPausePopup].Visible := False; + + Lyrics := TLyricEngine.Create( + Skin_LyricsUpperX, Skin_LyricsUpperY, Skin_LyricsUpperW, Skin_LyricsUpperH, + Skin_LyricsLowerX, Skin_LyricsLowerY, Skin_LyricsLowerW, Skin_LyricsLowerH); + + LyricsSync := TLyricsSyncSource.Create(); +end; + +procedure TScreenSing.onShow; +var + P: integer; + V1: boolean; + V1TwoP: boolean; //Position of ScoreBox in two-player mode + V1ThreeP: boolean; //Position of ScoreBox in three-player mode + V2R: boolean; + V2M: boolean; + V3R: boolean; + Color: TRGB; + + success: boolean; +begin + inherited; + + Log.LogStatus('Begin', 'onShow'); + FadeOut := False; + + // reset video playback engine, to play Video Clip... + fCurrentVideoPlaybackEngine := VideoPlayback; + + // setup score manager + Scores.ClearPlayers; // clear old player values + Color.R := 0; + Color.G := 0; + Color.B := 0; // dummy atm <- \(O.o)/? B like bummy? + + // add new players + for P := 0 to PlayersPlay - 1 do + begin + Scores.AddPlayer(Tex_ScoreBG[P], Color); + end; + + Scores.Init; //Get Positions for Players + + // prepare players + SetLength(Player, PlayersPlay); + + case PlayersPlay of + 1: + begin + V1 := True; + V1TwoP := False; + V1ThreeP := False; + V2R := False; + V2M := False; + V3R := False; + end; + 2: + begin + V1 := False; + V1TwoP := True; + V1ThreeP := False; + V2R := True; + V2M := False; + V3R := False; + end; + 3: + begin + V1 := False; + V1TwoP := False; + V1ThreeP := True; + V2R := False; + V2M := True; + V3R := True; + end; + 4: + begin // double screen + V1 := False; + V1TwoP := True; + V1ThreeP := False; + V2R := True; + V2M := False; + V3R := False; + end; + 6: + begin // double screen + V1 := False; + V1TwoP := False; + V1ThreeP := True; + V2R := False; + V2M := True; + V3R := True; + end; + + end; + + //This one is shown in 1P mode + Static[StaticP1].Visible := V1; + Text[TextP1].Visible := V1; + + + //This one is shown in 2/4P mode + Static[StaticP1TwoP].Visible := V1TwoP; + Text[TextP1TwoP].Visible := V1TwoP; + + Static[StaticP2R].Visible := V2R; + Text[TextP2R].Visible := V2R; + + + //This one is shown in 3/6P mode + Static[StaticP1ThreeP].Visible := V1ThreeP; + Text[TextP1ThreeP].Visible := V1ThreeP; + + + Static[StaticP2M].Visible := V2M; + Text[TextP2M].Visible := V2M; + + + Static[StaticP3R].Visible := V3R; + Text[TextP3R].Visible := V3R; + + + // FIXME: sets Path and Filename to '' + ResetSingTemp; + + CurrentSong := CatSongs.Song[CatSongs.Selected]; + + // FIXME: bad style, put the try-except into LoadSong() and not here + try + // Check if file is XML + if copy(CurrentSong.FileName, length(CurrentSong.FileName) - 3, 4) = '.xml' then + success := CurrentSong.LoadXMLSong() + else + success := CurrentSong.LoadSong(); + except + success := False; + end; + + if (not success) then + begin + // error loading song -> go back to song screen and show some error message + FadeTo(@ScreenSong); + // select new song in party mode + if ScreenSong.Mode = smPartyMode then + ScreenSong.SelectRandomSong(); + if (Length(CurrentSong.LastError) > 0) then + ScreenPopupError.ShowPopup(Format(Language.Translate(CurrentSong.LastError), [CurrentSong.ErrorLineNo])) + else + ScreenPopupError.ShowPopup(Language.Translate('ERROR_CORRUPT_SONG')); + // FIXME: do we need this? + CurrentSong.Path := CatSongs.Song[CatSongs.Selected].Path; + Exit; + end; + + // reset video playback engine, to play video clip... + fCurrentVideoPlaybackEngine.Close; + fCurrentVideoPlaybackEngine := VideoPlayback; + + {* + * == Background == + * We have four types of backgrounds: + * + Blank : Nothing has been set, this is our fallback + * + Picture : Picture has been set, and exists - otherwise we fallback + * + Video : Video has been set, and exists - otherwise we fallback + * + Visualization: + Off : No Visialization + * + WhenNoVideo: Overwrites Blank and Picture + * + On : Overwrites Blank, Picture and Video + *} + + {* + * set background to: video + *} + VideoLoaded := False; + fShowVisualization := False; + if (CurrentSong.Video <> '') and FileExists(CurrentSong.Path + CurrentSong.Video) then + begin + if (fCurrentVideoPlaybackEngine.Open(CurrentSong.Path + CurrentSong.Video)) then + begin + fShowVisualization := False; + fCurrentVideoPlaybackEngine := VideoPlayback; + fCurrentVideoPlaybackEngine.Position := CurrentSong.VideoGAP + CurrentSong.Start; + fCurrentVideoPlaybackEngine.Play; + VideoLoaded := True; + end; + end; + + {* + * set background to: picture + *} + if (CurrentSong.Background <> '') and (VideoLoaded = False) + and (TVisualizerOption(Ini.VisualizerOption) = voOff) then + try + Tex_Background := Texture.LoadTexture(CurrentSong.Path + CurrentSong.Background); + except + Log.LogError('Background could not be loaded: ' + CurrentSong.Path + + CurrentSong.Background); + Tex_Background.TexNum := 0; + end + else + begin + Tex_Background.TexNum := 0; + end; + + {* + * set background to: visualization (Overwrites all) + *} + if (TVisualizerOption(Ini.VisualizerOption) in [voOn]) then + begin + fShowVisualization := True; + fCurrentVideoPlaybackEngine := Visualization; + if (fCurrentVideoPlaybackEngine <> nil) then + fCurrentVideoPlaybackEngine.Play; + end; + + {* + * set background to: visualization (Videos are still shown) + *} + if ((TVisualizerOption(Ini.VisualizerOption) in [voWhenNoVideo]) and + (VideoLoaded = False)) then + begin + fShowVisualization := True; + fCurrentVideoPlaybackEngine := Visualization; + if (fCurrentVideoPlaybackEngine <> nil) then + fCurrentVideoPlaybackEngine.Play; + end; + + // prepare lyrics timer + LyricsState.Reset(); + LyricsState.SetCurrentTime(CurrentSong.Start); + LyricsState.StartTime := CurrentSong.Gap; + if (CurrentSong.Finish > 0) then + LyricsState.TotalTime := CurrentSong.Finish / 1000 + else + LyricsState.TotalTime := AudioPlayback.Length; + LyricsState.UpdateBeats(); + + // prepare music + AudioPlayback.Stop(); + AudioPlayback.Position := CurrentSong.Start; + // synchronize music to the lyrics + AudioPlayback.SetSyncSource(LyricsSync); + + // prepare and start voice-capture + AudioInput.CaptureStart; + + for P := 0 to High(Player) do + ClearScores(P); + + // main text + Lyrics.Clear(CurrentSong.BPM[0].BPM, CurrentSong.Resolution); + + // set custom options + case Ini.LyricsFont of + 0: // normal fonts + begin + Lyrics.FontStyle := 0; + + Lyrics.LineColor_en.R := Skin_FontR; + Lyrics.LineColor_en.G := Skin_FontG; + Lyrics.LineColor_en.B := Skin_FontB; + Lyrics.LineColor_en.A := 1; + + Lyrics.LineColor_dis.R := 0.4; + Lyrics.LineColor_dis.G := 0.4; + Lyrics.LineColor_dis.B := 0.4; + Lyrics.LineColor_dis.A := 1; + + Lyrics.LineColor_act.R := 0.02; + Lyrics.LineColor_act.G := 0.6; + Lyrics.LineColor_act.B := 0.8; + Lyrics.LineColor_act.A := 1; + end; + 1, 2: // outline fonts (is TScalableOutlineFont) + begin + Lyrics.FontStyle := Ini.LyricsFont + 1; + + Lyrics.LineColor_en.R := 0.75; + Lyrics.LineColor_en.G := 0.75; + Lyrics.LineColor_en.B := 1; + Lyrics.LineColor_en.A := 1; + + Lyrics.LineColor_dis.R := 0.8; + Lyrics.LineColor_dis.G := 0.8; + Lyrics.LineColor_dis.B := 0.8; + Lyrics.LineColor_dis.A := 1; + + Lyrics.LineColor_act.R := 0.5; + Lyrics.LineColor_act.G := 0.5; + Lyrics.LineColor_act.B := 1; + Lyrics.LineColor_act.A := 1; + end; + end; // case + + // Initialize lyrics by filling its queue + while (not Lyrics.IsQueueFull) and + (Lyrics.LineCounter <= High(Lines[0].Line)) do + begin + Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]); + end; + + // Deactivate pause + Paused := False; + + // Kill all stars not killed yet (GoldenStarsTwinkle Mod) + GoldenRec.SentenceChange; + + // set Position of Line Bonus - Line Bonus end + // set number of empty sentences for Line Bonus + NumEmptySentences := 0; + for P := Low(Lines[0].Line) to High(Lines[0].Line) do + if Lines[0].Line[P].TotalNotes = 0 then + Inc(NumEmptySentences); + + Log.LogStatus('End', 'onShow'); +end; + +procedure TScreenSing.onShowFinish; +begin + // start lyrics + LyricsState.Resume(); + + // start music + AudioPlayback.Play(); + + // start timer + CountSkipTimeSet; +end; + +procedure TScreenSing.onHide; +begin + // Unload background texture + if (Tex_Background.TexNum > 0) then + begin + glDeleteTextures(1, PGLuint(@Tex_Background.TexNum)); + Tex_Background.TexNum := 0; + end; + + Background.OnFinish; +end; + +function TScreenSing.Draw: boolean; +var + Min: integer; + Sec: integer; + T: integer; + CurLyricsTime: real; +begin + + Background.Draw; + + // set player names (for 2 screens and only Singstar skin) + if ScreenAct = 1 then + begin + Text[TextP1].Text := 'P1'; + Text[TextP1TwoP].Text := 'P1'; + Text[TextP1ThreeP].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[TextP1TwoP].Text := 'P3'; + Text[TextP2R].Text := 'P4'; + end; + 6: + begin + Text[TextP1ThreeP].Text := 'P4'; + Text[TextP2M].Text := 'P5'; + Text[TextP3R].Text := 'P6'; + end; + end; // case + end; // if + + + //// + // dual screen, part 1 + //////////////////////// + + // Note: ScreenX is the offset of the current screen in dual-screen mode so we + // will move the statics and texts to the correct screen here. + // FIXME: clean up this weird stuff. Commenting this stuff out, nothing + // was missing on screen w/ 6 players - so do we even need this stuff? + Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10 * ScreenX; + + Text[TextP1].X := Text[TextP1].X + 10 * ScreenX; + + {Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;} + + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10 * ScreenX; + + Text[TextP2R].X := Text[TextP2R].X + 10 * ScreenX; + + {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX; + Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;} + + // end of weird stuff + + Static[1].Texture.X := Static[1].Texture.X + 10 * ScreenX; + + for T := 0 to 1 do + Text[T].X := Text[T].X + 10 * ScreenX; + + + + // retrieve current lyrics time, we have to store the value to avoid + // that min- and sec-values do not match + CurLyricsTime := LyricsState.GetCurrentTime(); + Min := Round(CurLyricsTime) div 60; + Sec := Round(CurLyricsTime) mod 60; + + // update static menu with time ... + Text[TextTimeText].Text := ''; + if Min < 10 then + Text[TextTimeText].Text := '0'; + Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Min) + ':'; + if Sec < 10 then + Text[TextTimeText].Text := Text[TextTimeText].Text + '0'; + Text[TextTimeText].Text := Text[TextTimeText].Text + IntToStr(Sec); + + // draw static menu (BG) + // Note: there is no menu and the animated background brakes the video playback + //DrawBG; + + // Draw Background + SingDrawBackground; + + // update and draw movie + if (ShowFinish and (VideoLoaded or fShowVisualization)) then + begin + if assigned(fCurrentVideoPlaybackEngine) then + begin + fCurrentVideoPlaybackEngine.GetFrame(LyricsState.GetCurrentTime()); + fCurrentVideoPlaybackEngine.DrawGL(ScreenAct); + end; + end; + + // draw static menu (FG) + DrawFG; + + // check for music finish + //Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(LyricsState.CurrentTime*1000) + ' ' + IntToStr(CurrentSong.Finish)); + if ShowFinish then + begin + if (not AudioPlayback.Finished) and ((CurrentSong.Finish = 0) or + (LyricsState.GetCurrentTime() * 1000 <= CurrentSong.Finish)) then + begin + // analyze song if not paused + if (not Paused) then + Sing(Self); + end + else + begin + if (not FadeOut) then + begin + Finish; + FadeOut := True; + FadeTo(@ScreenScore); + end; + end; + end; + + // always draw custom items + SingDraw; + + //GoldenNoteStarsTwinkle + GoldenRec.SpawnRec; + + //Draw Scores + Scores.Draw; + + //// + // dual screen, part 2 + //////////////////////// + + // Note: ScreenX is the offset of the current screen in dual-screen mode so we + // will move the statics and texts to the correct screen here. + // FIXME: clean up this weird stuff + + Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10 * ScreenX; + Text[TextP1].X := Text[TextP1].X - 10 * ScreenX; + + Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10 * ScreenX; + Text[TextP2R].X := Text[TextP2R].X - 10 * ScreenX; + + //end of weird + + Static[1].Texture.X := Static[1].Texture.X - 10 * ScreenX; + + for T := 0 to 1 do + Text[T].X := Text[T].X - 10 * ScreenX; + + // Draw Pausepopup + // FIXME: this is a workaround that the Static is drawn over the Lyrics, Lines, Scores and Effects + // maybe someone could find a better solution + if Paused then + begin + Static[StaticPausePopup].Visible := True; + Static[StaticPausePopup].Draw; + Static[StaticPausePopup].Visible := False; + end; + + Result := True; +end; + +procedure TScreenSing.Finish; +begin + AudioInput.CaptureStop; + AudioPlayback.Stop; + AudioPlayback.SetSyncSource(nil); + + if (VideoPlayback <> nil) then + VideoPlayback.Close; + + if (Visualization <> nil) then + Visualization.Close; + + // to prevent drawing closed video + VideoLoaded := False; + + //Kill all Stars and Effects + GoldenRec.KillAll; + + 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; + + SetFontItalic(False); +end; + +procedure TScreenSing.OnSentenceEnd(SentenceIndex: cardinal); +var + PlayerIndex: integer; + CurrentPlayer: PPLayer; + CurrentScore: real; + Line: PLine; + LinePerfection: real; // perfection of singing performance on the current line + Rating: integer; + LineScore: real; + LineBonus: real; + MaxSongScore: integer; // max. points for the song (without line bonus) + MaxLineScore: real; // max. points for the current line +const + // TODO: move this to a better place + MAX_LINE_RATING = 8; // max. rating for singing performance +begin + Line := @Lines[0].Line[SentenceIndex]; + + // check for empty sentence + if (Line.TotalNotes <= 0) then + Exit; + + // set max song score + if (Ini.LineBonus = 0) then + MaxSongScore := MAX_SONG_SCORE + else + MaxSongScore := MAX_SONG_SCORE - MAX_SONG_LINE_BONUS; + + // Note: ScoreValue is the sum of all note values of the song + MaxLineScore := MaxSongScore * (Line.TotalNotes / Lines[0].ScoreValue); + + for PlayerIndex := 0 to High(Player) do + begin + CurrentPlayer := @Player[PlayerIndex]; + CurrentScore := CurrentPlayer.Score + CurrentPlayer.ScoreGolden; + + // Line Bonus + + // points for this line + LineScore := CurrentScore - CurrentPlayer.ScoreLast; + + // determine LinePerfection + // Note: the "+2" extra points are a little bonus so the player does not + // have to be that perfect to reach the bonus steps. + LinePerfection := (LineScore + 2) / MaxLineScore; + + // clamp LinePerfection to range [0..1] + if (LinePerfection < 0) then + LinePerfection := 0 + else if (LinePerfection > 1) then + LinePerfection := 1; + + // add line-bonus if enabled + if (Ini.LineBonus > 0) then + begin + // line-bonus points (same for each line, no matter how long the line is) + LineBonus := MAX_SONG_LINE_BONUS / (Length(Lines[0].Line) - + NumEmptySentences); + // apply line-bonus + CurrentPlayer.ScoreLine := + CurrentPlayer.ScoreLine + LineBonus * LinePerfection; + CurrentPlayer.ScoreLineInt := Round(CurrentPlayer.ScoreLine / 10) * 10; + // update total score + CurrentPlayer.ScoreTotalInt := + CurrentPlayer.ScoreInt + + CurrentPlayer.ScoreGoldenInt + + CurrentPlayer.ScoreLineInt; + + // spawn rating pop-up + Rating := Round(LinePerfection * MAX_LINE_RATING); + Scores.SpawnPopUp(PlayerIndex, Rating, CurrentPlayer.ScoreTotalInt); + end; + + // PerfectLineTwinkle (effect), Part 1 + if (Ini.EffectSing = 1) then + CurrentPlayer.LastSentencePerfect := (LinePerfection >= 1); + + // refresh last score + CurrentPlayer.ScoreLast := CurrentScore; + end; + + // PerfectLineTwinkle (effect), Part 2 + if (Ini.EffectSing = 1) then + GoldenRec.SpawnPerfectLineTwinkle; +end; + + // Called on sentence change + // SentenceIndex: index of the new active sentence +procedure TScreenSing.OnSentenceChange(SentenceIndex: cardinal); +begin + //GoldenStarsTwinkle + GoldenRec.SentenceChange; + + // Fill lyrics queue and set upper line to the current sentence + while (Lyrics.GetUpperLineIndex() < SentenceIndex) or + (not Lyrics.IsQueueFull) do + begin + // Add the next line to the queue or a dummy if no more lines are available + if (Lyrics.LineCounter <= High(Lines[0].Line)) then + Lyrics.AddLine(@Lines[0].Line[Lyrics.LineCounter]) + else + Lyrics.AddLine(nil); + end; +end; + +function TLyricsSyncSource.GetClock(): real; +begin + Result := LyricsState.GetCurrentTime(); +end; + +end. + -- cgit v1.2.3