From 394e5e3dec8b507c42de91ca48115e19f66b09e6 Mon Sep 17 00:00:00 2001 From: whiteshark0 Date: Tue, 18 May 2010 20:21:06 +0000 Subject: branch current trunk to branches/experimental/us_maker_edition to merge editor changes from davidus01 git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/experimental@2384 b956fd51-792f-4845-bead-9b4dfca2ff2c --- us_maker_edition/src/screens/UScreenCredits.pas | 1466 ++++++++++++++ us_maker_edition/src/screens/UScreenEdit.pas | 164 ++ .../src/screens/UScreenEditConvert.pas | 826 ++++++++ us_maker_edition/src/screens/UScreenEditHeader.pas | 445 +++++ us_maker_edition/src/screens/UScreenEditSub.pas | 1764 +++++++++++++++++ us_maker_edition/src/screens/UScreenLevel.pas | 139 ++ us_maker_edition/src/screens/UScreenLoading.pas | 78 + us_maker_edition/src/screens/UScreenMain.pas | 257 +++ us_maker_edition/src/screens/UScreenName.pas | 284 +++ us_maker_edition/src/screens/UScreenOpen.pas | 231 +++ us_maker_edition/src/screens/UScreenOptions.pas | 232 +++ .../src/screens/UScreenOptionsAdvanced.pas | 168 ++ .../src/screens/UScreenOptionsGame.pas | 175 ++ .../src/screens/UScreenOptionsGraphics.pas | 164 ++ .../src/screens/UScreenOptionsLyrics.pas | 147 ++ .../src/screens/UScreenOptionsRecord.pas | 819 ++++++++ .../src/screens/UScreenOptionsSound.pas | 187 ++ .../src/screens/UScreenOptionsThemes.pas | 229 +++ .../src/screens/UScreenPartyNewRound.pas | 334 ++++ .../src/screens/UScreenPartyOptions.pas | 284 +++ .../src/screens/UScreenPartyPlayer.pas | 449 +++++ .../src/screens/UScreenPartyRounds.pas | 233 +++ us_maker_edition/src/screens/UScreenPartyScore.pas | 331 ++++ us_maker_edition/src/screens/UScreenPartyWin.pas | 295 +++ us_maker_edition/src/screens/UScreenPopup.pas | 308 +++ us_maker_edition/src/screens/UScreenScore.pas | 1187 ++++++++++++ us_maker_edition/src/screens/UScreenSing.pas | 1076 +++++++++++ us_maker_edition/src/screens/UScreenSong.pas | 2043 ++++++++++++++++++++ us_maker_edition/src/screens/UScreenSongJumpto.pas | 247 +++ us_maker_edition/src/screens/UScreenSongMenu.pas | 664 +++++++ us_maker_edition/src/screens/UScreenStatDetail.pas | 303 +++ us_maker_edition/src/screens/UScreenStatMain.pas | 323 ++++ us_maker_edition/src/screens/UScreenTop5.pas | 307 +++ 33 files changed, 16159 insertions(+) create mode 100644 us_maker_edition/src/screens/UScreenCredits.pas create mode 100644 us_maker_edition/src/screens/UScreenEdit.pas create mode 100644 us_maker_edition/src/screens/UScreenEditConvert.pas create mode 100644 us_maker_edition/src/screens/UScreenEditHeader.pas create mode 100644 us_maker_edition/src/screens/UScreenEditSub.pas create mode 100644 us_maker_edition/src/screens/UScreenLevel.pas create mode 100644 us_maker_edition/src/screens/UScreenLoading.pas create mode 100644 us_maker_edition/src/screens/UScreenMain.pas create mode 100644 us_maker_edition/src/screens/UScreenName.pas create mode 100644 us_maker_edition/src/screens/UScreenOpen.pas create mode 100644 us_maker_edition/src/screens/UScreenOptions.pas create mode 100644 us_maker_edition/src/screens/UScreenOptionsAdvanced.pas create mode 100644 us_maker_edition/src/screens/UScreenOptionsGame.pas create mode 100644 us_maker_edition/src/screens/UScreenOptionsGraphics.pas create mode 100644 us_maker_edition/src/screens/UScreenOptionsLyrics.pas create mode 100644 us_maker_edition/src/screens/UScreenOptionsRecord.pas create mode 100644 us_maker_edition/src/screens/UScreenOptionsSound.pas create mode 100644 us_maker_edition/src/screens/UScreenOptionsThemes.pas create mode 100644 us_maker_edition/src/screens/UScreenPartyNewRound.pas create mode 100644 us_maker_edition/src/screens/UScreenPartyOptions.pas create mode 100644 us_maker_edition/src/screens/UScreenPartyPlayer.pas create mode 100644 us_maker_edition/src/screens/UScreenPartyRounds.pas create mode 100644 us_maker_edition/src/screens/UScreenPartyScore.pas create mode 100644 us_maker_edition/src/screens/UScreenPartyWin.pas create mode 100644 us_maker_edition/src/screens/UScreenPopup.pas create mode 100644 us_maker_edition/src/screens/UScreenScore.pas create mode 100644 us_maker_edition/src/screens/UScreenSing.pas create mode 100644 us_maker_edition/src/screens/UScreenSong.pas create mode 100644 us_maker_edition/src/screens/UScreenSongJumpto.pas create mode 100644 us_maker_edition/src/screens/UScreenSongMenu.pas create mode 100644 us_maker_edition/src/screens/UScreenStatDetail.pas create mode 100644 us_maker_edition/src/screens/UScreenStatMain.pas create mode 100644 us_maker_edition/src/screens/UScreenTop5.pas (limited to 'us_maker_edition/src/screens') diff --git a/us_maker_edition/src/screens/UScreenCredits.pas b/us_maker_edition/src/screens/UScreenCredits.pas new file mode 100644 index 00000000..b1333b4a --- /dev/null +++ b/us_maker_edition/src/screens/UScreenCredits.pas @@ -0,0 +1,1466 @@ +{* 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 UScreenCredits; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SysUtils, + SDL, + SDL_Image, + gl, + UMenu, + UDisplay, + UTexture, + UMusic, + UFiles, + UThemes, + UPath, + UGraphicClasses; + +type + TCreditsStages=(InitialDelay, Intro, MainPart, Outro); + + TScreenCredits = class(TMenu) + public + + Credits_X: real; + Credits_Time: cardinal; + Credits_Alpha: cardinal; + CTime: cardinal; + CTime_hold: cardinal; + ESC_Alpha: integer; + + credits_entry: TTexture; + credits_entry_dx: TTexture; + credits_bg_tex: TTexture; + credits_bg_ovl: TTexture; + //credits_bg_logo: TTexture; + credits_bg_scrollbox_left: TTexture; + credits_blindguard: TTexture; + credits_blindy: TTexture; + credits_canni: TTexture; + credits_commandio: TTexture; + credits_lazyjoker: TTexture; + credits_mog: TTexture; + credits_mota: TTexture; + credits_skillmaster: TTexture; + credits_whiteshark: TTexture; + intro_layer01: TTexture; + intro_layer02: TTexture; + intro_layer03: TTexture; + intro_layer04: TTexture; + intro_layer05: TTexture; + intro_layer06: TTexture; + intro_layer07: TTexture; + intro_layer08: TTexture; + intro_layer09: TTexture; + outro_bg: TTexture; + outro_esc: TTexture; + outro_exd: TTexture; + + deluxe_slidein: cardinal; + + CurrentScrollText: string; + NextScrollUpdate: real; + EndofLastScrollingPart: cardinal; + CurrentScrollStart, CurrentScrollEnd: integer; + + CRDTS_Stage: TCreditsStages; + + Fadeout: boolean; + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + function Draw: boolean; override; + procedure OnShow; override; + procedure OnHide; override; + procedure DrawCredits; + procedure Draw_FunkyText; + end; + +const + Funky_Text: string = + 'Grandma Deluxe has arrived! Thanks to Corvus5 for the massive work on UltraStar, Wome for the nice tune you are hearing, '+ + 'all the people who put massive effort and work in new songs (do not forget UltraStar w/o songs would be nothing), ppl from '+ + 'irc helping us - eBandit and Gabari, scene ppl who really helped instead of compiling and running away. Greetings to DennisTheMenace for betatesting, '+ + 'Demoscene.tv, pouet.net, KakiArts, Sourceforge,..'; + + CRDTS_BG_FILE = 'credits_v5_bg.png'; + CRDTS_OVL_FILE = 'credits_v5_overlay.png'; + CRDTS_blindguard_FILE = 'names_blindguard.png'; + CRDTS_blindy_FILE = 'names_blindy.png'; + CRDTS_canni_FILE = 'names_canni.png'; + CRDTS_commandio_FILE = 'names_commandio.png'; + CRDTS_lazyjoker_FILE = 'names_lazyjoker.png'; + CRDTS_mog_FILE = 'names_mog.png'; + CRDTS_mota_FILE = 'names_mota.png'; + CRDTS_skillmaster_FILE = 'names_skillmaster.png'; + CRDTS_whiteshark_FILE = 'names_whiteshark.png'; + INTRO_L01_FILE = 'intro-l-01.png'; + INTRO_L02_FILE = 'intro-l-02.png'; + INTRO_L03_FILE = 'intro-l-03.png'; + INTRO_L04_FILE = 'intro-l-04.png'; + INTRO_L05_FILE = 'intro-l-05.png'; + INTRO_L06_FILE = 'intro-l-06.png'; + INTRO_L07_FILE = 'intro-l-07.png'; + INTRO_L08_FILE = 'intro-l-08.png'; + INTRO_L09_FILE = 'intro-l-09.png'; + OUTRO_BG_FILE = 'outro-bg.png'; + OUTRO_ESC_FILE = 'outro-esc.png'; + OUTRO_EXD_FILE = 'outro-exit-dark.png'; + + Timings: array[0..21] of cardinal=( + 20, // 0 Delay before Start + + 149, // 1 End first Intro Zoom + 155, // 2 Start 2. Action in Intro + 170, // 3 End Separation in Intro + 271, // 4 beginning Zoomout in Intro + 0, // 5 unused + 261, // 6 Start fade-to-white in Intro + + 271, // 7 Start Main Part + 280, // 8 Start On-Beat-Star Main Part + + 396, // 9 Start BlindGuard + 666, // 10 Start blindy + 936, // 11 Start Canni + 1206, // 12 Start Commandio + 1476, // 13 Start LazyJoker + 1746, // 14 Start Mog + 2016, // 15 Start Mota + 2286, // 16 Start SkillMaster + 2556, // 17 Start WhiteShark + 2826, // 18 Ende Whiteshark + 3096, // 19 Start FadeOut Mainscreen + 3366, // 20 Ende Credits Tune + 60); // 21 start flare in intro + +implementation + +uses + Math, + ULog, + UGraphic, + UMain, + UIni, + USongs, + Textgl, + ULanguage, + UCommon, + UPathUtils; + +function TScreenCredits.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + case PressedKey of + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + FadeTo(@ScreenMain); + AudioPlayback.PlaySound(SoundLib.Back); + end; +{ + SDLK_SPACE: + begin + setlength(CTime_hold,length(CTime_hold)+1); + CTime_hold[high(CTime_hold)]:=CTime; + end; +} + end; // esac + end; // fi +end; + +constructor TScreenCredits.Create; +var + CreditsPath: IPath; +begin + inherited Create; + + CreditsPath := ResourcesPath.Append('credits', pdAppend); + + credits_bg_tex := Texture.LoadTexture(CreditsPath.Append(CRDTS_BG_FILE), TEXTURE_TYPE_PLAIN, 0); + credits_bg_ovl := Texture.LoadTexture(CreditsPath.Append(CRDTS_OVL_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + + credits_blindguard := Texture.LoadTexture(CreditsPath.Append(CRDTS_blindguard_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + credits_blindy := Texture.LoadTexture(CreditsPath.Append(CRDTS_blindy_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + credits_canni := Texture.LoadTexture(CreditsPath.Append(CRDTS_canni_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + credits_commandio := Texture.LoadTexture(CreditsPath.Append(CRDTS_commandio_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + credits_lazyjoker := Texture.LoadTexture(CreditsPath.Append(CRDTS_lazyjoker_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + credits_mog := Texture.LoadTexture(CreditsPath.Append(CRDTS_mog_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + credits_mota := Texture.LoadTexture(CreditsPath.Append(CRDTS_mota_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + credits_skillmaster := Texture.LoadTexture(CreditsPath.Append(CRDTS_skillmaster_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + credits_whiteshark := Texture.LoadTexture(CreditsPath.Append(CRDTS_whiteshark_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + + intro_layer01 := Texture.LoadTexture(CreditsPath.Append(INTRO_L01_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + intro_layer02 := Texture.LoadTexture(CreditsPath.Append(INTRO_L02_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + intro_layer03 := Texture.LoadTexture(CreditsPath.Append(INTRO_L03_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + intro_layer04 := Texture.LoadTexture(CreditsPath.Append(INTRO_L04_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + intro_layer05 := Texture.LoadTexture(CreditsPath.Append(INTRO_L05_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + intro_layer06 := Texture.LoadTexture(CreditsPath.Append(INTRO_L06_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + intro_layer07 := Texture.LoadTexture(CreditsPath.Append(INTRO_L07_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + intro_layer08 := Texture.LoadTexture(CreditsPath.Append(INTRO_L08_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + intro_layer09 := Texture.LoadTexture(CreditsPath.Append(INTRO_L09_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + + outro_bg := Texture.LoadTexture(CreditsPath.Append(OUTRO_BG_FILE), TEXTURE_TYPE_PLAIN, 0); + outro_esc := Texture.LoadTexture(CreditsPath.Append(OUTRO_ESC_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + outro_exd := Texture.LoadTexture(CreditsPath.Append(OUTRO_EXD_FILE), TEXTURE_TYPE_TRANSPARENT, 0); + + CRDTS_Stage:=InitialDelay; +end; + +function TScreenCredits.Draw: boolean; +begin + DrawCredits; + Draw := true; +end; + +procedure TScreenCredits.OnShow; +begin + inherited; + + CRDTS_Stage := InitialDelay; + Credits_X := 580; + deluxe_slidein := 0; + Credits_Alpha := 0; +// Music.SetLoop(true); loop loops not, shit + AudioPlayback.Open(soundpath.Append('wome-credits-tune.mp3')); // thank you wetue +// Music.Play; + CTime := 0; +// setlength(CTime_hold,0); +end; + +procedure TScreenCredits.OnHide; +begin + AudioPlayback.Stop; +end; + +Procedure TScreenCredits.Draw_FunkyText; +var + S: integer; + X, Y, A: real; + visibleText: string; +begin + SetFontSize(30); + + // init ScrollingText + if (CTime = Timings[7]) then + begin + // set position of text + Credits_X := 600; + CurrentScrollStart := 1; + CurrentScrollEnd := 1; + end; + + if (CTime > Timings[7]) and + (CurrentScrollStart < length(Funky_Text)) then + begin + X := 0; + visibleText := Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd); + + for S := 1 to length(visibleText) do + begin + Y := abs(sin((Credits_X + X) * 0.93 { * (((Credits_X + X)) / 1200) } / 100 * pi)); + SetFontPos(Credits_X + X, 538 - Y * (Credits_X + X) * (Credits_X + X) * (Credits_X + X) / 1000000); + + if (Credits_X + X > 32) then + A := 17 + else if (Credits_X + X >= 15) then + A := Credits_X + X - 15 + else + A := 0; + + glColor4f(230 / 255 - 40 / 255 + Y * (Credits_X + X)/ 900, + 200 / 255 - 30 / 255 + Y * (Credits_X + X)/ 1000, + 155 / 255 - 20 / 255 + Y * (Credits_X + X)/ 1100, + A / 17); + glPrint(visibleText[S]); + X := X + glTextWidth(visibleText[S]); + end; + + if (Credits_X < 0) and (CurrentScrollStart < length(Funky_Text)) then + begin + Credits_X := Credits_X + glTextWidth(Funky_Text[CurrentScrollStart]); + inc(CurrentScrollStart); + end; + + visibleText := Copy(Funky_Text, CurrentScrollStart, CurrentScrollEnd); + + if (Credits_X + glTextWidth(visibleText) < 600) and + (CurrentScrollEnd < length(Funky_Text)) then + begin + inc(CurrentScrollEnd); + end; + end; +{ +// timing hack + X:=5; + SetFontStyle(2); + SetFontItalic(false); + SetFontSize(27); + glColor4f(1, 1, 1, 1); + for S := 0 to high(CTime_hold) do + begin + visibleText := inttostr(CTime_hold[S]); + SetFontPos (500, X); + glPrint(visibleText[0]); + X := X + 20; + end; +} +end; + +procedure Start3D; +begin + glMatrixMode(GL_PROJECTION); + glPushMatrix; + glLoadIdentity; + glFrustum(-0.3 * 4 / 3, 0.3 * 4 / 3, -0.3, 0.3, 1, 1000); + glMatrixMode(GL_MODELVIEW); + glLoadIdentity; +end; + +procedure End3D; +begin + glMatrixMode(GL_PROJECTION); + glPopMatrix; + glMatrixMode(GL_MODELVIEW); +end; + +procedure TScreenCredits.DrawCredits; +var + T: cardinal; + Data: TFFTData; + j, k, l: cardinal; + f, g: real; + STime: cardinal; + Delay: cardinal; + myScale: real; + myAngle: real; +const + myLogoCoords: array[0..27,0..1] of cardinal = ( + ( 39,32),( 84,32),(100,16),(125,24), + (154,31),(156,58),(168,32),(203,36), + (258,34),(251,50),(274,93),(294,84), + (232,54),(278,62),(319,34),(336,92), + (347,23),(374,32),(377,58),(361,83), + (385,91),(405,91),(429,35),(423,51), + (450,32),(485,34),(444,91),(486,93) + ); +begin + // dis does teh muiwk y0r to be translated :-) + AudioPlayback.GetFFTData(Data); + + Log.LogStatus('', ' JB-1'); + + T := SDL_GetTicks() div 33; + if T <> Credits_Time then + begin + Credits_Time := T; + inc(CTime); + inc(CTime_hold); + Credits_X := Credits_X-2; + + Log.LogStatus('', ' JB-2'); + if (CRDTS_Stage=InitialDelay) and (CTime = Timings[0]) then + begin +// CTime := Timings[20]; +// CRDTS_Stage := Outro; + CRDTS_Stage := Intro; + CTime := 0; + AudioPlayback.Play; + end; + if (CRDTS_Stage = Intro) and (CTime = Timings[7]) then + begin + CRDTS_Stage := MainPart; + end; + if (CRDTS_Stage = MainPart) and (CTime = Timings[20]) then + begin + CRDTS_Stage := Outro; + end; + end; + + Log.LogStatus('', ' JB-3'); + + // draw background + if CRDTS_Stage = InitialDelay then + begin + glClearColor(0, 0, 0, 0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + end + else + if CRDTS_Stage = Intro then + begin + Start3D; + glPushMatrix; + + glClearColor(0, 0, 0, 0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + if CTime < Timings[1] then + begin + myScale := 0.5 + 0.5 * (Timings[1] - CTime) / (Timings[1]); // slowly move layers together + myAngle := cos((CTime) * pi / ((Timings[1]) * 2)); // and make logo face towards camera + end + else + begin // this is the part when the logo stands still + myScale := 0.5; + myAngle := 0; + end; + if CTime > Timings[2] then + begin + myScale := 0.5 + 0.5 * (CTime - Timings[2]) / (Timings[3] - Timings[2]); // get some space between layers + myAngle := 0; + end; +// if CTime > Timings[3] then myScale := 1; // keep the space between layers + glTranslatef(0, 0, -5 + 0.5 * myScale); + if CTime > Timings[3] then + myScale := 1; // keep the space between layers + if CTime > Timings[3] then + begin // make logo rotate left and grow +// myScale := (CTime - Timings[4]) / (Timings[7] - Timings[4]); + glRotatef(20 * sqr(CTime - Timings[3]) / sqr((Timings[7] - Timings[3]) / 2), 0, 0, 1); + glScalef(1 + sqr(CTime - Timings[3]) / (32 * (Timings[7] - Timings[3])), 1 + sqr(CTime - Timings[3]) / (32 * (Timings[7] - Timings[3])), 1); + end; + if CTime < Timings[2] then + glRotatef(30 * myAngle, 0.5 * myScale + myScale, 1 + myScale, 0); +// glScalef(0.5, 0.5, 0.5); + glScalef(4/3, -1, 1); + glColor4f(1, 1, 1, 1); + + glBindTexture(GL_TEXTURE_2D, intro_layer01.TexNum); + glbegin(gl_quads); + glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.4 * myScale); + glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.4 * myScale); + glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.4 * myScale); + glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.4 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer02.TexNum); + glbegin(gl_quads); + glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.3 * myScale); + glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.3 * myScale); + glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.3 * myScale); + glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.3 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer03.TexNum); + glbegin(gl_quads); + glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.2 * myScale); + glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.2 * myScale); + glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.2 * myScale); + glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.2 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer04.TexNum); + glbegin(gl_quads); + glTexCoord2f(0, 0); glVertex3f(-1, -1, -0.1 * myScale); + glTexCoord2f(0, 1); glVertex3f(-1, 1, -0.1 * myScale); + glTexCoord2f(1, 1); glVertex3f( 1, 1, -0.1 * myScale); + glTexCoord2f(1, 0); glVertex3f( 1, -1, -0.1 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer05.TexNum); + glbegin(gl_quads); + glTexCoord2f(0, 0); glVertex3f(-1, -1, 0 * myScale); + glTexCoord2f(0, 1); glVertex3f(-1, 1, 0 * myScale); + glTexCoord2f(1, 1); glVertex3f( 1, 1, 0 * myScale); + glTexCoord2f(1, 0); glVertex3f( 1, -1, 0 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer06.TexNum); + glbegin(gl_quads); + glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.1 * myScale); + glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.1 * myScale); + glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.1 * myScale); + glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.1 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer07.TexNum); + glbegin(gl_quads); + glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.2 * myScale); + glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.2 * myScale); + glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.2 * myScale); + glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.2 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer08.TexNum); + glbegin(gl_quads); + glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.3 * myScale); + glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.3 * myScale); + glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.3 * myScale); + glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.3 * myScale); + glEnd; + glBindTexture(GL_TEXTURE_2D, intro_layer09.TexNum); + glbegin(gl_quads); + glTexCoord2f(0, 0); glVertex3f(-1, -1, 0.22 * myScale); + glTexCoord2f(0, 1); glVertex3f(-1, 1, 0.22 * myScale); + glTexCoord2f(1, 1); glVertex3f( 1, 1, 0.22 * myScale); + glTexCoord2f(1, 0); glVertex3f( 1, -1, 0.22 * myScale); + glEnd; + gldisable(gl_texture_2d); + glDisable(GL_BLEND); + + glPopMatrix; + End3D; + + // do some sparkling effects + if (CTime < Timings[1]) and (CTime > Timings[21]) then + begin + for k:= 1 to 3 do + begin + l := 410 + floor((CTime - Timings[21]) / (Timings[1] - Timings[21]) * (536 - 410)) + RandomRange(-5, 5); + j := floor((Timings[1] - CTime) / 22) + RandomRange(285, 301); + GoldenRec.Spawn(l, j, 1, 16, 0, -1, Flare, 0); + end; + end; + + // fade to white at end + if Ctime > Timings[6] then + begin + glColor4f(1, 1, 1, sqr(CTime - Timings[6]) * (CTime - Timings[6]) / sqr(Timings[7] - Timings[6])); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glVertex2f( 0, 0); + glVertex2f( 0, 600); + glVertex2f(800, 600); + glVertex2f(800, 0); + glEnd; + glDisable(GL_BLEND); + end; + + end; + if (CRDTS_Stage=MainPart) then + // main credits screen background, scroller, logo and girl + begin + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, credits_bg_tex.TexNum); + glbegin(gl_quads); + glTexCoord2f( 0, 0); glVertex2f( 0, 0); + glTexCoord2f( 0, 600/1024); glVertex2f( 0, 600); + glTexCoord2f(800/1024, 600/1024); glVertex2f(800, 600); + glTexCoord2f(800/1024, 0); glVertex2f(800, 0); + glEnd; + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + // draw scroller + Draw_FunkyText; + + //######################################################################### + // draw credits names + + Log.LogStatus('', ' JB-4'); + + // BlindGuard (rotate in from upper left, rotate out to lower right) + STime := Timings[9] - 10; + Delay := Timings[10] - Timings[9]; + if CTime > STime then + begin + k := 0; + ESC_Alpha := 20; + + try + for j := 0 to 40 do + begin + if (j < length(Data)) and + (k < length(Data)) then + begin + if Data[j] >= Data[k] then + k := j; + end; + end; + except + end; + + if Data[k] > 0.25 then + ESC_Alpha := 5 + else + inc(ESC_Alpha); + if ESC_Alpha > 20 then + ESC_Alpha := 20; + if ((CTime - STime) < 20) then + ESC_Alpha := 20; + if CTime <= STime + 10 then + j := CTime - STime + else + j := 10; + if (CTime >= STime + Delay - 10) then + if (CTime <= STime + Delay) then + j := (STime + Delay) - CTime + else + j := 0; + glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); + + if (CTime >= STime + 10) and (CTime <= STime + 12) then + begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(0, 329, 0); + if CTime <= STime + 10 then + glrotatef((CTime - STime) * 9 + 270, 0, 0, 1); + gltranslatef(223, 0, 0); + if CTime >= STime + Delay - 10 then + if CTime <= STime + Delay then + begin + gltranslatef(223, 0, 0); + glrotatef((integer(CTime) - (integer(STime + Delay) - 10)) * -9, 0, 0, 1); + gltranslatef(-223, 0, 0); + end; + glBindTexture(GL_TEXTURE_2D, credits_blindguard.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0, 0); glVertex2f(-163, -129); + glTexCoord2f(0, 1); glVertex2f(-163, 129); + glTexCoord2f(1, 1); glVertex2f( 163, 129); + glTexCoord2f(1, 0); glVertex2f( 163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + + // Blindy (zoom from 0 to full size and rotation, zoom zo doubble size and shift to upper right) + STime := Timings[10] - 10; + Delay := Timings[11] - Timings[10] + 5; + if CTime > STime then + begin + k := 0; + ESC_Alpha := 20; + + try + for j := 0 to 40 do + begin + if (j < length(Data)) and + (k < length(Data)) then + begin + if Data[j] >= Data[k] then + k := j; + end; + end; + except + end; + + if Data[k] > 0.25 then + ESC_Alpha := 5 + else + inc(ESC_Alpha); + if ESC_Alpha > 20 then + ESC_Alpha := 20; + if ((CTime - STime) < 20) then + ESC_Alpha := 20; + if CTime <= STime + 10 then + j := CTime - STime + else + j := 10; + if (CTime >= STime + Delay - 10) then + if (CTime <= STime + Delay) then + j := (STime + Delay) - CTime + else + j := 0; + glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); + + if (CTime >= STime+20) and (CTime<=STime+22) then + begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223, 329, 0); + if CTime <= STime + 20 then + begin + j := CTime - Stime; + glscalef(j * j / 400, j * j / 400, j * j / 400); + glrotatef(j * 18.0, 0, 0, 1); + end; + if CTime >= STime + Delay - 10 then + if CTime <= STime + Delay then + begin + j := CTime - (STime + Delay - 10); + f := j * 10.0; + gltranslatef(f * 3, -f, 0); + glscalef(1 + j / 10, 1 + j / 10, 1 + j / 10); + glrotatef(j * 9.0, 0, 0, 1); + end; + glBindTexture(GL_TEXTURE_2D, credits_blindy.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0, 0); glVertex2f(-163, -129); + glTexCoord2f(0, 1); glVertex2f(-163, 129); + glTexCoord2f(1, 1); glVertex2f( 163, 129); + glTexCoord2f(1, 0); glVertex2f( 163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + + // Canni (shift in from left, shift out to upper right) + STime := Timings[11] - 10; + Delay := Timings[12] - Timings[11] + 5; + if CTime > STime then + begin + k := 0; + ESC_Alpha := 20; + + try + for j := 0 to 40 do + begin + if (j < length(Data)) and + (k < length(Data)) then + begin + if Data[j] >= Data[k] then + k := j; + end; + end; + except + end; + + if Data[k] > 0.25 then + ESC_Alpha := 5 + else + inc(ESC_Alpha); + if ESC_Alpha > 20 then + ESC_Alpha := 20; + if ((CTime - STime) < 20) then + ESC_Alpha := 20; + if CTime <= STime + 10 then + j := CTime - STime + else + j := 10; + if (CTime >= STime + Delay - 10) then + if (CTime <= STime + Delay) then + j := (STime + Delay) - CTime + else + j := 0; + glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); + + if (CTime >= STime + 10) and (CTime <= STime + 12) then + begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223, 329, 0); + if CTime <= STime + 10 then + begin + gltranslatef(((CTime - STime) * 21.0) - 210, 0, 0); + end; + if CTime >= STime + Delay - 10 then + if CTime <= STime + Delay then + begin + j := (CTime - (STime + Delay - 10)) * 21; + gltranslatef(j, -j / 2, 0); + end; + glBindTexture(GL_TEXTURE_2D, credits_canni.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0, 0); glVertex2f(-163, -129); + glTexCoord2f(0, 1); glVertex2f(-163, 129); + glTexCoord2f(1, 1); glVertex2f( 163, 129); + glTexCoord2f(1, 0); glVertex2f( 163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + + // Commandio (flip in from down, flip out to upper right) + STime := Timings[12] - 10; + Delay := Timings[13] - Timings[12]; + if CTime > STime then + begin + k := 0; + ESC_Alpha := 20; + + try + for j := 0 to 40 do + begin + if (j < length(Data)) and + (k < length(Data)) then + begin + if Data[j] >= Data[k] then + k := j; + end; + end; + except + end; + + if Data[k] > 0.25 then + ESC_Alpha := 5 + else + inc(ESC_Alpha); + if ESC_Alpha > 20 then + ESC_Alpha := 20; + if ((CTime - STime) < 20) then + ESC_Alpha := 20; + if CTime <= STime + 10 then + j := CTime - STime + else + j := 10; + if (CTime >= STime + Delay - 10) then + if (CTime <= STime + Delay) then + j := (STime + Delay) - CTime + else + j := 0; + glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); + + if (CTime >= STime + 10) and (CTime <= STime + 12) then + begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223, 329, 0); + if CTime <= STime + 10 then + f := 258.0 - 25.8 * (CTime - STime) + else + f := 0; + g := 0; + if CTime >= STime + Delay - 10 then + if CTime <= STime + Delay then + begin + j := CTime - (STime + Delay - 10); + g := 32.6 * j; + end; + glBindTexture(GL_TEXTURE_2D, credits_commandio.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0, 0); glVertex2f(-163 + g - f * 1.5, -129 + f * 1.5 - g/2); + glTexCoord2f(0, 1); glVertex2f(-163 + g * 1.5, 129 - (g * 1.5 * 258 / 326)); + glTexCoord2f(1, 1); glVertex2f( 163 + g, 129 + g / 4); + glTexCoord2f(1, 0); glVertex2f( 163 + f * 1.5 + g / 4, -129 + f * 1.5 - g / 4); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + + // lazy joker (just scrolls from left to right, no twinkling stars, no on-beat flashing) + STime := Timings[13] - 35; + Delay := Timings[14] - Timings[13] + 5; + if CTime > STime then + begin + k := 0; + + try + for j := 0 to 40 do + begin + if (j < length(Data)) and + (k < length(Data)) then + begin + if Data[j] >= Data[k] then + k := j; + end; + end; + except + end; + + if Data[k] > 0.25 then + ESC_Alpha := 5 + else + inc(ESC_Alpha); + if ESC_Alpha > 20 then + ESC_Alpha := 20; + if ((CTime - STime) > 10) and ((CTime - STime) < 20) then + ESC_Alpha := 20; + ESC_Alpha := 10; + f := CTime - STime; + if CTime <= STime + 40 then + j := CTime - STime + else + j := 40; + if (CTime >= STime + Delay - 40) then + if (CTime <= STime + Delay) then + j := (STime + Delay) - CTime + else + j := 0; + glColor4f(1, 1, 1, ESC_Alpha / 20 * j * j / 1600); + + glPushMatrix; + gltranslatef(180 + (f - 70), 329, 0); + glBindTexture(GL_TEXTURE_2D, credits_lazyjoker.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0, 0); glVertex2f(-163, -129); + glTexCoord2f(0, 1); glVertex2f(-163, 129); + glTexCoord2f(1, 1); glVertex2f( 163, 129); + glTexCoord2f(1, 0); glVertex2f( 163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + + // Mog (flip in from right, flip out to lower right) + STime := Timings[14] - 10; + Delay := Timings[15] - Timings[14] + 5; + if CTime > STime then + begin + k := 0; + ESC_Alpha := 20; + + try + for j := 0 to 40 do + begin + if (j < length(Data)) and + (k < length(Data)) then + begin + if Data[j] >= Data[k] then + k := j; + end; + end; + except + end; + + if Data[k] > 0.25 then + ESC_Alpha := 5 + else + inc(ESC_Alpha); + if ESC_Alpha > 20 then + ESC_Alpha := 20; + if ((CTime - STime) < 20) then + ESC_Alpha := 20; + if CTime <= STime + 10 then + j := CTime - STime + else + j := 10; + if (CTime >= STime + Delay - 10) then + if (CTime <= STime + Delay) then + j := (STime + Delay) - CTime + else + j := 0; + glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); + + if (CTime >= STime + 10) and (CTime <= STime + 12) then + begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223, 329, 0); + if CTime <= STime + 10 then + f := 326.0 - 32.6 * (CTime - STime) + else + f := 0; + + g := 0; + if CTime >= STime + Delay - 10 then + if CTime <= STime + Delay then + begin + j := CTime - (STime + Delay - 10); + g := 32.6 * j; + end; + glBindTexture(GL_TEXTURE_2D, credits_mog.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0, 0); glVertex2f(-163 + g * 1.5, -129 + g * 1.5); + glTexCoord2f(0, 1); glVertex2f(-163 + g * 1.2, 129 + g); + glTexCoord2f(1, 1); glVertex2f( 163 - f + g / 2, 129 + f * 1.5 + g / 4); + glTexCoord2f(1, 0); glVertex2f( 163 - f + g * 1.5, -129 - f * 1.5); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + + // Mota (rotate in from upper right, shift out to lower left while shrinking and rotateing) + STime := Timings[15] - 10; + Delay := Timings[16] - Timings[15] + 5; + if CTime > STime then + begin + k := 0; + ESC_Alpha := 20; + + try + for j := 0 to 40 do + begin + if (j < length(Data)) and + (k < length(Data)) then + begin + if Data[j] >= Data[k] then + k := j; + end; + end; + except + end; + + if Data[k] > 0.25 then + ESC_Alpha := 5 + else + inc(ESC_Alpha); + if ESC_Alpha > 20 then + ESC_Alpha := 20; + if ((CTime - STime) < 20) then + ESC_Alpha := 20; + if CTime <= STime + 10 then + j := CTime - STime + else + j := 10; + if (CTime >= STime + Delay - 10) then + if (CTime <= STime + Delay) then + j := (STime + Delay) - CTime + else + j := 0; + glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); + + if (CTime >= STime + 10) and (CTime <= STime + 12) then + begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223, 329, 0); + if CTime <= STime + 10 then + begin + gltranslatef(223, 0, 0); + glrotatef((10 - (CTime - STime)) * 9, 0, 0, 1); + gltranslatef(-223, 0, 0); + end; + if CTime >= STime + Delay - 10 then + if CTime <= STime + Delay then + begin + j := CTime - (STime + Delay - 10); + f := j * 10.0; + gltranslatef(-f * 2, -f, 0); + glscalef(1 - j / 10, 1 - j / 10, 1 - j / 10); + glrotatef(-j * 9.0, 0, 0, 1); + end; + glBindTexture(GL_TEXTURE_2D, credits_mota.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0, 0); glVertex2f(-163, -129); + glTexCoord2f(0, 1); glVertex2f(-163, 129); + glTexCoord2f(1, 1); glVertex2f( 163, 129); + glTexCoord2f(1, 0); glVertex2f( 163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + + // Skillmaster (shift in from lower right, rotate out to upper right) + STime := Timings[16] - 10; + Delay := Timings[17] - Timings[16] + 5; + if CTime > STime then + begin + k := 0; + ESC_Alpha := 20; + + try + for j := 0 to 40 do + begin + if (j < length(Data)) and + (k < length(Data)) then + begin + if Data[j] >= Data[k] then + k := j; + end; + end; + except + end; + + if Data[k] > 0.25 then + ESC_Alpha := 5 + else + inc(ESC_Alpha); + if ESC_Alpha > 20 then + ESC_Alpha := 20; + if ((CTime - STime) < 20) then + ESC_Alpha := 20; + if CTime <= STime + 10 then + j := CTime - STime + else + j := 10; + if (CTime >= STime + Delay - 10) then + if (CTime <= STime + Delay) then + j := (STime + Delay) - CTime + else + j := 0; + glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); + + if (CTime >= STime + 10) and (CTime <= STime + 12) then + begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223, 329, 0); + if CTime <= STime + 10 then + begin + j := STime + 10 - CTime; + f := j * 10.0; + gltranslatef(+f * 2, +f / 2, 0); + end; + if CTime >= STime + Delay - 10 then + if CTime <= STime + Delay then + begin + j := CTime - (STime + Delay - 10); + gltranslatef(0, -223, 0); + glrotatef(integer(j) * -9, 0, 0, 1); + gltranslatef(0, 223, 0); + glrotatef(j * 9, 0, 0, 1); + end; + glBindTexture(GL_TEXTURE_2D, credits_skillmaster.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0, 0); glVertex2f(-163, -129); + glTexCoord2f(0, 1); glVertex2f(-163, 129); + glTexCoord2f(1, 1); glVertex2f( 163, 129); + glTexCoord2f(1, 0); glVertex2f( 163, -129); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + + // WhiteShark (flip in from lower left, flip out to upper right) + STime := Timings[17] - 10; + Delay := Timings[18] - Timings[17]; + if CTime > STime then + begin + k := 0; + ESC_Alpha := 20; + + try + for j := 0 to 40 do + begin + if (j < length(Data)) and + (k < length(Data)) then + begin + if Data[j] >= Data[k] then + k := j; + end; + end; + except + end; + + if Data[k] > 0.25 then + ESC_Alpha := 5 + else + inc(ESC_Alpha); + if ESC_Alpha > 20 then + ESC_Alpha := 20; + if ((CTime - STime) < 20) then + ESC_Alpha := 20; + if CTime <= STime + 10 then + j := CTime - STime + else + j := 10; + if (CTime >= STime + Delay - 10) then + if (CTime <= STime + Delay) then + j := (STime + Delay) - CTime + else + j := 0; + glColor4f(1, 1, 1, ESC_Alpha / 20 * j / 10); + + if (CTime >= STime + 10) and (CTime <= STime + 12) then + begin + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 0); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 1); + GoldenRec.Spawn(RandomRange(65,390), RandomRange(200,460), 1, 16, 0, -1, PerfectLineTwinkle, 5); + end; + + glPushMatrix; + gltranslatef(223, 329, 0); + if CTime <= STime + 10 then + f := 326.0 - 32.6 * (CTime - STime) + else + f := 0; + + if (CTime >= STime + Delay - 10) and (CTime <= STime + Delay) then + begin + j := CTime - (STime + Delay - 10); + g := 32.6 * j; + end + else + begin + g := 0; + end; + + glBindTexture(GL_TEXTURE_2D, credits_whiteshark.TexNum); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glEnable(GL_TEXTURE_2D); + glbegin(gl_quads); + glTexCoord2f(0, 0); glVertex2f(-163 - f + g, -129 + f / 4 - g / 2); + glTexCoord2f(0, 1); glVertex2f(-163 - f / 4 + g, 129 + g / 2 + f / 4); + glTexCoord2f(1, 1); glVertex2f( 163 - f * 1.2 + g / 4, 129 + f / 2 - g / 4); + glTexCoord2f(1, 0); glVertex2f( 163 - f * 1.5 + g / 4, -129 + f * 1.5 + g / 4); + glEnd; + gldisable(gl_texture_2d); + gldisable(GL_BLEND); + glPopMatrix; + end; + + Log.LogStatus('', ' JB-103'); + + // #################################################################### + // do some twinkle stuff (kinda on beat) + + if (CTime > Timings[8] ) and + (CTime < Timings[19]) then + begin + k := 0; + + try + for j := 0 to 40 do + begin + if (j < length(Data)) and + (k < length(Data)) then + begin + if Data[j] >= Data[k] then + k := j; + end; + end; + except + end; + + if Data[k] > 0.2 then + begin + l := RandomRange(6, 16); + j := RandomRange(0, 27); + + GoldenRec.Spawn(myLogoCoords[j,0], myLogoCoords[j,1], 16-l, l, 0, -1, PerfectNote, 0); + end; + end; + + //################################################# + // draw the rest of the main screen (girl and logo) + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, credits_bg_ovl.TexNum); + glbegin(gl_quads); + glTexCoord2f( 0, 0); glVertex2f(800-393, 0); + glTexCoord2f( 0, 600/1024); glVertex2f(800-393, 600); + glTexCoord2f(393/512, 600/1024); glVertex2f(800, 600); + glTexCoord2f(393/512, 0); glVertex2f(800, 0); + glEnd; + +{ + glBindTexture(GL_TEXTURE_2D, credits_bg_logo.TexNum); + glbegin(gl_quads); + glTexCoord2f( 0, 0); glVertex2f( 0, 0); + glTexCoord2f( 0, 112/128); glVertex2f( 0, 112); + glTexCoord2f(497/512, 112/128); glVertex2f(497, 112); + glTexCoord2f(497/512, 0); glVertex2f(497, 0); + glEnd; +} + + gldisable(gl_texture_2d); + glDisable(GL_BLEND); + + // fade out at end of main part + if Ctime > Timings[19] then + begin + glColor4f(0, 0, 0, (CTime - Timings[19]) / (Timings[20] - Timings[19])); + glEnable(GL_BLEND); + glBegin(GL_QUADS); + glVertex2f( 0, 0); + glVertex2f( 0, 600); + glVertex2f(800, 600); + glVertex2f(800, 0); + glEnd; + glDisable(GL_BLEND); + end; + end + else + if (CRDTS_Stage = Outro) then + begin + if CTime = Timings[20] then + begin + CTime_hold := 0; + AudioPlayback.Stop; + AudioPlayback.Open(SoundPath.Append('credits-outro-tune.mp3')); + AudioPlayback.SetVolume(0.2); + AudioPlayback.SetLoop(true); + AudioPlayback.Play; + end; + if CTime_hold > 231 then + begin + AudioPlayback.Play; + Ctime_hold := 0; + end; + glClearColor(0, 0, 0, 0); + glClear(GL_COLOR_BUFFER_BIT or GL_DEPTH_BUFFER_BIT); + + // do something useful + // outro background + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glColor4f(1, 1, 1, 1); + glBindTexture(GL_TEXTURE_2D, outro_bg.TexNum); + glbegin(gl_quads); + glTexCoord2f( 0, 0); glVertex2f( 0, 0); + glTexCoord2f( 0, 600/1024); glVertex2f( 0, 600); + glTexCoord2f(800/1024, 600/1024); glVertex2f(800, 600); + glTexCoord2f(800/1024, 0); glVertex2f(800, 0); + glEnd; + + // outro overlays + glColor4f(1, 1, 1, (1 + sin(CTime / 15)) / 3 + 1/3); + glBindTexture(GL_TEXTURE_2D, outro_esc.TexNum); + glbegin(gl_quads); + glTexCoord2f( 0, 0); glVertex2f( 0, 0); + glTexCoord2f( 0, 223/256); glVertex2f( 0, 223); + glTexCoord2f(487/512, 223/256); glVertex2f(487, 223); + glTexCoord2f(487/512, 0); glVertex2f(487, 0); + glEnd; + + ESC_Alpha := 20; + if (RandomRange(0,20) > 18) and (ESC_Alpha = 20) then + ESC_Alpha := 0 + else + inc(ESC_Alpha); + if ESC_Alpha > 20 then + ESC_Alpha := 20; + glColor4f(1, 1, 1, ESC_Alpha / 20); + glBindTexture(GL_TEXTURE_2D, outro_exd.TexNum); + glbegin(gl_quads); + glTexCoord2f( 0, 0); glVertex2f(800-310, 600-247); + glTexCoord2f( 0, 247/256); glVertex2f(800-310, 600 ); + glTexCoord2f(310/512, 247/256); glVertex2f(800, 600 ); + glTexCoord2f(310/512, 0); glVertex2f(800, 600-247); + glEnd; + glDisable(GL_TEXTURE_2D); + glDisable(GL_BLEND); + + // outro scrollers? + // ... + end; + +{ + // draw credits runtime counter + SetFontStyle (2); + SetFontItalic(false); + SetFontSize(27); + SetFontPos (5, 5); + glColor4f(1, 1, 1, 1); +// RuntimeStr := 'CTime: ' + inttostr(floor(CTime / 30.320663991914489602156136106092)) + '.' + inttostr(floor(CTime / 3.0320663991914489602156136106092) - floor(CTime / 30.320663991914489602156136106092) * 10); + RuntimeStr := 'CTime: ' + inttostr(CTime); + glPrint (RuntimeStr[1]); +} + + // make the stars shine + GoldenRec.Draw; +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenEdit.pas b/us_maker_edition/src/screens/UScreenEdit.pas new file mode 100644 index 00000000..12e2948c --- /dev/null +++ b/us_maker_edition/src/screens/UScreenEdit.pas @@ -0,0 +1,164 @@ +{* 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 UScreenEdit; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + UThemes; + +type + TScreenEdit = class(TMenu) + public + TextDescription: integer; + TextDescriptionLong: integer; + + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure InteractNext; override; + procedure InteractPrev; override; + procedure InteractInc; override; + procedure InteractDec; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses + UGraphic, + UMusic, + USkins, + UUnicodeUtils, + SysUtils; + +function TScreenEdit.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +var + SDL_ModState: word; +begin + Result := true; + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT); + + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenMain); + end; + SDLK_RETURN: + begin + if Interaction = 0 then + begin + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenEditConvert); + end; + + if Interaction = 1 then + begin + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenMain); + end; + end; + + SDLK_DOWN: InteractInc; + SDLK_UP: InteractDec; + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end; +end; + +constructor TScreenEdit.Create; +begin + inherited Create; + + TextDescription := AddText(Theme.Edit.TextDescription); + + LoadFromTheme(Theme.Edit); + + AddButton(Theme.Edit.ButtonConvert); +{ Some ideas for more: + AddButton(Theme.Edit.ButtonEditHeaders); + AddButton(Theme.Edit.ButtonAdjustGap); +} + AddButton(Theme.Edit.ButtonExit); + + Interaction := 0; +end; + +procedure TScreenEdit.InteractNext; +begin + inherited InteractNext; + Text[TextDescription].Text := Theme.Edit.Description[Interaction]; +end; + +procedure TScreenEdit.InteractPrev; +begin + inherited InteractPrev; + Text[TextDescription].Text := Theme.Edit.Description[Interaction]; +end; + +procedure TScreenEdit.InteractDec; +begin + inherited InteractDec; + Text[TextDescription].Text := Theme.Edit.Description[Interaction]; +end; + +procedure TScreenEdit.InteractInc; +begin + inherited InteractInc; + Text[TextDescription].Text := Theme.Edit.Description[Interaction]; +end; + +procedure TScreenEdit.SetAnimationProgress(Progress: real); +begin + Statics[0].Texture.ScaleW := Progress; + Statics[0].Texture.ScaleH := Progress; +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenEditConvert.pas b/us_maker_edition/src/screens/UScreenEditConvert.pas new file mode 100644 index 00000000..8b13d410 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenEditConvert.pas @@ -0,0 +1,826 @@ +{* 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 UScreenEditConvert; + +{* + * See + * MIDI Recommended Practice (RP-017): SMF Lyric Meta Event Definition + * http://www.midi.org/techspecs/rp17.php + * MIDI Recommended Practice (RP-026): SMF Language and Display Extensions + * http://www.midi.org/techspecs/rp26.php + * MIDI File Format + * http://www.sonicspot.com/guide/midifiles.html + * KMIDI File Format + * http://gnese.free.fr/Projects/KaraokeTime/Fichiers/karfaq.html + * http://journals.rpungin.fotki.com/karaoke/category/midi + * + * There are two widely spread karaoke formats: + * - KMIDI (.kar), an inofficial midi extension by Tune 1000 + * - Standard Midi files with lyric meta-tags (SMF with lyrics, .mid). + * + * KMIDI uses two tracks, the first just contains a header (mostly track 2) and + * the second the lyrics (track 3). It uses text meta tags for the lyrics. + * SMF uses just one track (normally track 1) and uses lyric meta tags for storage. + * + * Most files are in the KMIDI format. Some Midi files contain both lyric types. + *} + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + math, + UMenu, + SDL, + {$IFDEF UseMIDIPort} + MidiFile, + MidiOut, + {$ENDIF} + ULog, + USongs, + USong, + UMusic, + UThemes, + UPath; + +type + TMidiNote = record + Event: integer; + EventType: integer; + Channel: integer; + Start: real; + Len: real; + Data1: integer; + Data2: integer; + Str: UTF8String; // normally ASCII + end; + + TLyricType = (ltKMIDI, ltSMFLyric); + + TTrack = record + Note: array of TMidiNote; + Name: UTF8String; // normally ASCII + Status: set of (tsNotes, tsLyrics); //< track contains notes, lyrics or both + LyricType: set of TLyricType; + NoteType: (ntNone, ntAvail); + end; + + TNote = record + Start: integer; + Len: integer; + Tone: integer; + Lyric: UTF8String; + NewSentence: boolean; + end; + + TArrayTrack = array of TTrack; + + TScreenEditConvert = class(TMenu) + private + Tracks: TArrayTrack; // current track + ColR: array[0..100] of real; + ColG: array[0..100] of real; + ColB: array[0..100] of real; + Len: real; + SelTrack: integer; // index of selected track + fFileName: IPath; + + {$IFDEF UseMIDIPort} + MidiFile: TMidiFile; + MidiOut: TMidiOutput; + {$ENDIF} + + BPM: real; + Ticks: real; + Note: array of TNote; + + procedure AddLyric(Start: integer; LyricType: TLyricType; Text: UTF8String); + procedure Extract(out Song: TSong; out Lines: TLines); + + {$IFDEF UseMIDIPort} + procedure MidiFile1MidiEvent(event: PMidiEvent); + {$ENDIF} + + function CountSelectedTracks: integer; + + public + constructor Create; override; + procedure OnShow; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + function Draw: boolean; override; + procedure OnHide; override; + end; + +implementation + +uses + SysUtils, + TextGL, + gl, + UDrawTexture, + UFiles, + UGraphic, + UIni, + UMain, + UPathUtils, + USkins, + ULanguage, + UTextEncoding, + UUnicodeUtils; + +const + // MIDI/KAR lyrics are specified to be ASCII only. + // Assume backward compatible CP1252 encoding. + DEFAULT_ENCODING = encCP1252; + +const + MIDI_EVENTTYPE_NOTEOFF = $8; + MIDI_EVENTTYPE_NOTEON = $9; + MIDI_EVENTTYPE_META_SYSEX = $F; + + MIDI_EVENT_META = $FF; + MIDI_META_TEXT = $1; + MIDI_META_LYRICS = $5; + +function TScreenEditConvert.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +{$IFDEF UseMIDIPort} +var + SResult: TSaveSongResult; + Playing: boolean; + MidiTrack: TMidiTrack; + Song: TSong; + Lines: TLines; +{$ENDIF} +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + {$IFDEF UseMIDIPort} + if (MidiFile <> nil) then + MidiFile.StopPlaying; + {$ENDIF} + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenEdit); + end; + + SDLK_RETURN: + begin + if Interaction = 0 then + begin + AudioPlayback.PlaySound(SoundLib.Start); + ScreenOpen.Filename := GamePath.Append('file.mid'); + ScreenOpen.BackScreen := @ScreenEditConvert; + FadeTo(@ScreenOpen); + end + else if Interaction = 1 then + begin + {$IFDEF UseMIDIPort} + if (MidiFile <> nil) then + begin + MidiFile.OnMidiEvent := MidiFile1MidiEvent; + //MidiFile.GoToTime(MidiFile.GetTrackLength div 2); + MidiFile.StartPlaying; + end; + {$ENDIF} + end + else if Interaction = 2 then + begin + {$IFDEF UseMIDIPort} + if (MidiFile <> nil) then + begin + MidiFile.OnMidiEvent := nil; + MidiFile.StartPlaying; + end; + {$ENDIF} + end + else if Interaction = 3 then + begin + {$IFDEF UseMIDIPort} + if CountSelectedTracks > 0 then + begin + Extract(Song, Lines); + SResult := SaveSong(Song, Lines, fFileName.SetExtension('.txt'), + false); + FreeAndNil(Song); + if (SResult = ssrOK) then + ScreenPopupInfo.ShowPopup(Language.Translate('INFO_FILE_SAVED')) + else + ScreenPopupError.ShowPopup(Language.Translate('ERROR_SAVE_FILE_FAILED')); + end + else + begin + ScreenPopupError.ShowPopup(Language.Translate('EDITOR_ERROR_NO_TRACK_SELECTED')); + end; + {$ENDIF} + end; + + end; + + SDLK_SPACE: + begin + {$IFDEF UseMIDIPort} + if (MidiFile <> nil) then + begin + if (Tracks[SelTrack].NoteType = ntAvail) and + (Tracks[SelTrack].LyricType <> []) then + begin + if (Tracks[SelTrack].Status = []) then + Tracks[SelTrack].Status := [tsNotes] + else if (Tracks[SelTrack].Status = [tsNotes]) then + Tracks[SelTrack].Status := [tsLyrics] + else if (Tracks[SelTrack].Status = [tsLyrics]) then + Tracks[SelTrack].Status := [tsNotes, tsLyrics] + else if (Tracks[SelTrack].Status = [tsNotes, tsLyrics]) then + Tracks[SelTrack].Status := []; + end + else if (Tracks[SelTrack].NoteType = ntAvail) then + begin + if (Tracks[SelTrack].Status = []) then + Tracks[SelTrack].Status := [tsNotes] + else + Tracks[SelTrack].Status := []; + end + else if (Tracks[SelTrack].LyricType <> []) then + begin + if (Tracks[SelTrack].Status = []) then + Tracks[SelTrack].Status := [tsLyrics] + else + Tracks[SelTrack].Status := []; + end; + + Playing := (MidiFile.GetCurrentTime > 0); + MidiFile.StopPlaying(); + MidiTrack := MidiFile.GetTrack(SelTrack); + if tsNotes in Tracks[SelTrack].Status then + MidiTrack.OnMidiEvent := MidiFile1MidiEvent + else + MidiTrack.OnMidiEvent := nil; + if (Playing) then + MidiFile.ContinuePlaying(); + end; + {$ENDIF} + end; + + SDLK_RIGHT: + begin + InteractNext; + end; + + SDLK_LEFT: + begin + InteractPrev; + end; + + SDLK_DOWN: + begin + Inc(SelTrack); + if SelTrack > High(Tracks) then + SelTrack := 0; + end; + SDLK_UP: + begin + Dec(SelTrack); + if SelTrack < 0 then + SelTrack := High(Tracks); + end; + end; + end; +end; + +procedure TScreenEditConvert.AddLyric(Start: integer; LyricType: TLyricType; Text: UTF8String); +var + N: integer; +begin + // find corresponding note + N := 0; + while (N <= High(Note)) do + begin + if Note[N].Start = Start then + Break; + Inc(N); + end; + + // check if note was found + if (N > High(Note)) then + Exit; + + // set text + if (LyricType = ltKMIDI) then + begin + // end of paragraph + if Copy(Text, 1, 1) = '\' then + begin + Delete(Text, 1, 1); + end + // end of line + else if Copy(Text, 1, 1) = '/' then + begin + Delete(Text, 1, 1); + Note[N].NewSentence := true; + end; + end + else // SMFLyric + begin + // Line Feed -> end of paragraph + if Copy(Text, 1, 1) = #$0A then + begin + Delete(Text, 1, 1); + end + // Carriage Return -> end of line + else if Copy(Text, 1, 1) = #$0D then + begin + Delete(Text, 1, 1); + Note[N].NewSentence := true; + end; + end; + + // overwrite lyric or append + if Note[N].Lyric = '-' then + Note[N].Lyric := Text + else + Note[N].Lyric := Note[N].Lyric + Text; +end; + +procedure TScreenEditConvert.Extract(out Song: TSong; out Lines: TLines); + +var + T: integer; + C: integer; + N: integer; + Nu: integer; + NoteTemp: TNote; + Move: integer; + Max, Min: integer; + LyricType: TLyricType; + Text: UTF8String; +begin + // song info + Song := TSong.Create(); + Song.Clear(); + Song.Resolution := 4; + SetLength(Song.BPM, 1); + Song.BPM[0].BPM := BPM*4; + SetLength(Note, 0); + + // extract notes + for T := 0 to High(Tracks) do + begin + if tsNotes in Tracks[T].Status then + begin + for N := 0 to High(Tracks[T].Note) do + begin + if (Tracks[T].Note[N].EventType = MIDI_EVENTTYPE_NOTEON) and + (Tracks[T].Note[N].Data2 > 0) then + begin + Nu := Length(Note); + SetLength(Note, Nu + 1); + Note[Nu].Start := Round(Tracks[T].Note[N].Start / Ticks); + Note[Nu].Len := Round(Tracks[T].Note[N].Len / Ticks); + Note[Nu].Tone := Tracks[T].Note[N].Data1 - 12*5; + Note[Nu].Lyric := '-'; + end; + end; + end; + end; + + // extract lyrics (and artist + title info) + for T := 0 to High(Tracks) do + begin + if not (tsLyrics in Tracks[T].Status) then + Continue; + + for N := 0 to High(Tracks[T].Note) do + begin + if (Tracks[T].Note[N].Event = MIDI_EVENT_META) then + begin + // determine and validate lyric meta tag + if (ltKMIDI in Tracks[T].LyricType) and + (Tracks[T].Note[N].Data1 = MIDI_META_TEXT) then + begin + Text := Tracks[T].Note[N].Str; + + // check for meta info + if (Length(Text) > 2) and (Text[1] = '@') then + begin + case Text[2] of + 'L': Song.Language := Copy(Text, 3, Length(Text)); // language + 'T': begin // title info + if (Song.Artist = '') then + Song.Artist := Copy(Text, 3, Length(Text)) + else if (Song.Title = '') then + Song.Title := Copy(Text, 3, Length(Text)); + end; + end; + Continue; + end; + + LyricType := ltKMIDI; + end + else if (ltSMFLyric in Tracks[T].LyricType) and + (Tracks[T].Note[N].Data1 = MIDI_META_LYRICS) then + begin + LyricType := ltSMFLyric; + end + else + begin + // unknown meta event + Continue; + end; + + AddLyric(Round(Tracks[T].Note[N].Start / Ticks), LyricType, Tracks[T].Note[N].Str); + end; + end; + end; + + // sort notes + for N := 0 to High(Note) do + for Nu := 0 to High(Note)-1 do + if Note[Nu].Start > Note[Nu+1].Start then + begin + NoteTemp := Note[Nu]; + Note[Nu] := Note[Nu+1]; + Note[Nu+1] := NoteTemp; + end; + + // move to 0 at beginning + Move := Note[0].Start; + for N := 0 to High(Note) do + Note[N].Start := Note[N].Start - Move; + + // copy notes + SetLength(Lines.Line, 1); + Lines.Number := 1; + Lines.High := 0; + Lines.Current := 0; + Lines.Resolution := 0; + Lines.NotesGAP := 0; + Lines.ScoreValue := 0; + + C := 0; + N := 0; + Lines.Line[C].HighNote := -1; + + for Nu := 0 to High(Note) do + begin + if Note[Nu].NewSentence then // new line + begin + SetLength(Lines.Line, Length(Lines.Line)+1); + Lines.Number := Lines.Number + 1; + Lines.High := Lines.High + 1; + C := C + 1; + N := 0; + SetLength(Lines.Line[C].Note, 0); + Lines.Line[C].HighNote := -1; + + //Calculate Start of the Last Sentence + if (C > 0) and (Nu > 0) then + begin + Max := Note[Nu].Start; + Min := Note[Nu-1].Start + Note[Nu-1].Len; + + case (Max - Min) of + 0: Lines.Line[C].Start := Max; + 1: Lines.Line[C].Start := Max; + 2: Lines.Line[C].Start := Max - 1; + 3: Lines.Line[C].Start := Max - 2; + else + if ((Max - Min) > 4) then + Lines.Line[C].Start := Min + 2 + else + Lines.Line[C].Start := Max; + + end; // case + + end; + end; + + // create space for new note + SetLength(Lines.Line[C].Note, Length(Lines.Line[C].Note)+1); + Inc(Lines.Line[C].HighNote); + + // initialize note + Lines.Line[C].Note[N].Start := Note[Nu].Start; + Lines.Line[C].Note[N].Length := Note[Nu].Len; + Lines.Line[C].Note[N].Tone := Note[Nu].Tone; + Lines.Line[C].Note[N].Text := DecodeStringUTF8(Note[Nu].Lyric, DEFAULT_ENCODING); + Lines.Line[C].Note[N].NoteType := ntNormal; + Inc(N); + end; +end; + +function TScreenEditConvert.CountSelectedTracks: integer; +var + T: integer; // track +begin + Result := 0; + for T := 0 to High(Tracks) do + if tsNotes in Tracks[T].Status then + Inc(Result); +end; + +{$IFDEF UseMIDIPort} +procedure TScreenEditConvert.MidiFile1MidiEvent(event: PMidiEvent); +begin + //Log.LogStatus(IntToStr(event.event), 'MIDI'); + try + MidiOut.PutShort(event.event, event.data1, event.data2); + except + MidiFile.StopPlaying(); + end; +end; +{$ENDIF} + +constructor TScreenEditConvert.Create; +var + P: integer; +begin + inherited Create; + AddButton(40, 20, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(15, 5, 0, 0, 0, 'Open'); + //Button[High(Button)].Text[0].Size := 11; + + AddButton(160, 20, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(25, 5, 0, 0, 0, 'Play'); + + AddButton(280, 20, 200, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(25, 5, 0, 0, 0, 'Play Selected'); + + AddButton(500, 20, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(20, 5, 0, 0, 0, 'Save'); + + fFileName := PATH_NONE; + + for P := 0 to 100 do + begin + ColR[P] := Random(10)/10; + ColG[P] := Random(10)/10; + ColB[P] := Random(10)/10; + end; + +end; + +procedure TScreenEditConvert.OnShow; +{$IFDEF UseMIDIPort} +var + T: integer; // track + N: integer; // note + MidiTrack: TMidiTrack; + MidiEvent: PMidiEvent; + FileOpened: boolean; + KMIDITrackIndex, SMFTrackIndex: integer; +{$ENDIF} +begin + inherited; + + Interaction := 0; + +{$IFDEF UseMIDIPort} + MidiOut := TMidiOutput.Create(nil); + Log.LogInfo(MidiOut.ProductName, 'MIDI'); + MidiOut.Open; + MidiFile := nil; + SetLength(Tracks, 0); + + // Filename is only <> PATH_NONE if we called the OpenScreen before + fFilename := ScreenOpen.Filename; + if (fFilename = PATH_NONE) then + Exit; + ScreenOpen.Filename := PATH_NONE; + + FileOpened := false; + if fFileName.Exists then + begin + MidiFile := TMidiFile.Create(nil); + MidiFile.Filename := fFileName; + try + MidiFile.ReadFile; + FileOpened := true; + except + MidiFile.Free; + end; + end; + + if (not FileOpened) then + begin + ScreenPopupError.ShowPopup(Language.Translate('ERROR_FILE_NOT_FOUND')); + Exit; + end; + + Len := 0; + SelTrack := 0; + BPM := MidiFile.Bpm; + Ticks := MidiFile.TicksPerQuarter / 4; + + KMIDITrackIndex := -1; + SMFTrackIndex := -1; + + SetLength(Tracks, MidiFile.NumberOfTracks); + for T := 0 to MidiFile.NumberOfTracks-1 do + Tracks[T].LyricType := []; + + for T := 0 to MidiFile.NumberOfTracks-1 do + begin + MidiTrack := MidiFile.GetTrack(T); + MidiTrack.OnMidiEvent := nil; + Tracks[T].Name := DecodeStringUTF8(MidiTrack.getName, DEFAULT_ENCODING); + Tracks[T].NoteType := ntNone; + Tracks[T].Status := []; + + SetLength(Tracks[T].Note, MidiTrack.getEventCount()); + for N := 0 to MidiTrack.getEventCount-1 do + begin + MidiEvent := MidiTrack.GetEvent(N); + + Tracks[T].Note[N].Start := MidiEvent.time; + Tracks[T].Note[N].Len := MidiEvent.len; + Tracks[T].Note[N].Event := MidiEvent.event; + Tracks[T].Note[N].EventType := MidiEvent.event shr 4; + Tracks[T].Note[N].Channel := MidiEvent.event and $0F; + Tracks[T].Note[N].Data1 := MidiEvent.data1; + Tracks[T].Note[N].Data2 := MidiEvent.data2; + Tracks[T].Note[N].Str := DecodeStringUTF8(MidiEvent.str, DEFAULT_ENCODING); + + if (Tracks[T].Note[N].Event = MIDI_EVENT_META) then + begin + case (Tracks[T].Note[N].Data1) of + MIDI_META_TEXT: begin + // KMIDI lyrics (uses MIDI_META_TEXT events) + if (StrLComp(PAnsiChar(Tracks[T].Note[N].Str), '@KMIDI KARAOKE FILE', 19) = 0) and + (High(Tracks) >= T+1) then + begin + // The '@KMIDI ...' mark is in the first track (mostly named 'Soft Karaoke') + // but the lyrics are in the second track (named 'Words') + Tracks[T+1].LyricType := Tracks[T+1].LyricType + [ltKMIDI]; + KMIDITrackIndex := T+1; + end; + end; + MIDI_META_LYRICS: begin + // lyrics in Standard Midi File format found (uses MIDI_META_LYRICS events) + Tracks[T].LyricType := Tracks[T].LyricType + [ltSMFLyric]; + SMFTrackIndex := T; + end; + end; + end + else if (Tracks[T].Note[N].EventType = MIDI_EVENTTYPE_NOTEON) then + begin + // notes available + Tracks[T].NoteType := ntAvail; + end; + + if Tracks[T].Note[N].Start + Tracks[T].Note[N].Len > Len then + Len := Tracks[T].Note[N].Start + Tracks[T].Note[N].Len; + end; + end; + + // set default lyric track. Prefer KMIDI. + if (KMIDITrackIndex > -1) then + Tracks[KMIDITrackIndex].Status := Tracks[KMIDITrackIndex].Status + [tsLyrics] + else if (SMFTrackIndex > -1) then + Tracks[SMFTrackIndex].Status := Tracks[SMFTrackIndex].Status + [tsLyrics]; +{$ENDIF} +end; + +function TScreenEditConvert.Draw: boolean; +var + Count: integer; + Count2: integer; + Bottom: real; + X: real; + Y: real; + Height: real; + YSkip: real; +begin + // draw static menu + inherited Draw; + + Y := 100; + + Height := min(480, 40 * Length(Tracks)); + Bottom := Y + Height; + + YSkip := Height / Length(Tracks); + + // highlight selected track + DrawQuad(10, Y+SelTrack*YSkip, 780, YSkip, 0.8, 0.8, 0.8); + + // track-selection info + for Count := 0 to High(Tracks) do + if Tracks[Count].Status <> [] then + DrawQuad(10, Y + Count*YSkip, 50, YSkip, 0.8, 0.3, 0.3); + glColor3f(0, 0, 0); + for Count := 0 to High(Tracks) do + begin + if Tracks[Count].NoteType = ntAvail then + begin + if tsNotes in Tracks[Count].Status then + glColor3f(0, 0, 0) + else + glColor3f(0.7, 0.7, 0.7); + SetFontPos(25, Y + Count*YSkip + 10); + SetFontSize(15); + glPrint('N'); + end; + if Tracks[Count].LyricType <> [] then + begin + if tsLyrics in Tracks[Count].Status then + glColor3f(0, 0, 0) + else + glColor3f(0.7, 0.7, 0.7); + SetFontPos(40, Y + Count*YSkip + 10); + SetFontSize(15); + glPrint('L'); + end; + end; + + DrawLine( 10, Y, 10, Bottom, 0, 0, 0); + DrawLine( 60, Y, 60, Bottom, 0, 0, 0); + DrawLine(790, Y, 790, Bottom, 0, 0, 0); + + for Count := 0 to Length(Tracks) do + DrawLine(10, Y + Count*YSkip, 790, Y + Count*YSkip, 0, 0, 0); + + for Count := 0 to High(Tracks) do + begin + SetFontPos(65, Y + Count*YSkip); + SetFontSize(15); + glPrint(Tracks[Count].Name); + end; + + for Count := 0 to High(Tracks) do + begin + for Count2 := 0 to High(Tracks[Count].Note) do + begin + if Tracks[Count].Note[Count2].EventType = MIDI_EVENTTYPE_NOTEON then + DrawQuad(60 + Tracks[Count].Note[Count2].Start/Len * 725, + Y + (Count+1)*YSkip - Tracks[Count].Note[Count2].Data1*35/127, + 3, 3, + ColR[Count], ColG[Count], ColB[Count]); + if Tracks[Count].Note[Count2].EventType = 15 then + DrawLine(60 + Tracks[Count].Note[Count2].Start/Len * 725, Y + 0.75 * YSkip + Count*YSkip, + 60 + Tracks[Count].Note[Count2].Start/Len * 725, Y + YSkip + Count*YSkip, + ColR[Count], ColG[Count], ColB[Count]); + end; + end; + + // playing line + {$IFDEF UseMIDIPort} + if (MidiFile <> nil) then + X := 60 + MidiFile.GetCurrentTime/MidiFile.GetTrackLength*730; + {$ENDIF} + DrawLine(X, Y, X, Bottom, 0.3, 0.3, 0.3); + + Result := true; +end; + +procedure TScreenEditConvert.OnHide; +begin +{$IFDEF UseMIDIPort} + FreeAndNil(MidiFile); + MidiOut.Close; + FreeAndNil(MidiOut); +{$ENDIF} +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenEditHeader.pas b/us_maker_edition/src/screens/UScreenEditHeader.pas new file mode 100644 index 00000000..1d697bc9 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenEditHeader.pas @@ -0,0 +1,445 @@ +{* 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 UScreenEditHeader; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + USongs, + USong, + UPath, + UThemes; + +type + TScreenEditHeader = class(TMenu) + public + CurrentSong: TSong; + TextTitle: integer; + TextArtist: integer; + TextMp3: integer; + TextBackground: integer; + TextVideo: integer; + TextVideoGAP: integer; + TextRelative: integer; + TextResolution: integer; + TextNotesGAP: integer; + TextStart: integer; + TextGAP: integer; + TextBPM: integer; + StaticTitle: integer; + StaticArtist: integer; + StaticMp3: integer; + StaticBackground: integer; + StaticVideo: integer; + StaticVideoGAP: integer; + StaticRelative: integer; + StaticResolution: integer; + StaticNotesGAP: integer; + StaticStart: integer; + StaticGAP: integer; + StaticBPM: integer; + Sel: array[0..11] of boolean; + procedure SetRoundButtons; + + constructor Create; override; + procedure OnShow; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; +{ function Draw: boolean; override; + procedure Finish;} + end; + +implementation + +uses + UGraphic, + UMusic, + SysUtils, + UFiles, + USkins, + UTexture, + UUnicodeUtils; + +function TScreenEditHeader.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +var + T: integer; +begin + Result := true; + if (PressedDown) then // Key Down + begin // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE: + begin + //Music.PlayBack; + //FadeTo(@MainScreen); + Result := false; + end; + + SDLK_RETURN: + begin + if Interaction = 1 then + begin + //Save; + end; + end; + + SDLK_RIGHT: + begin + case Interaction of + 0..0: InteractNext; + 1: Interaction := 0; + end; + end; + + SDLK_LEFT: + begin + case Interaction of + 0: Interaction := 1; + 1..1: InteractPrev; + end; + end; + + SDLK_DOWN: + begin + case Interaction of + 0..1: Interaction := 2; + 2..12: InteractNext; + 13: Interaction := 0; + end; + end; + + SDLK_UP: + begin + case Interaction of + 0..1: Interaction := 13; + 2: Interaction := 0; + 3..13: InteractPrev; + end; + end; + + SDLK_BACKSPACE: + begin + T := Interaction - 2 + TextTitle; + if (Interaction >= 2) and (Interaction <= 13) and (Length(Text[T].Text) >= 1) then + begin + Text[T].DeleteLastLetter; + SetRoundButtons; + end; + end; + + end; + case CharCode of + 32..255: + begin + if (Interaction >= 2) and (Interaction <= 13) then + begin + Text[Interaction - 2 + TextTitle].Text := + Text[Interaction - 2 + TextTitle].Text + UCS4ToUTF8String(CharCode); + SetRoundButtons; + end; + end; + end; + end; +end; + +constructor TScreenEditHeader.Create; +begin + inherited Create; + + AddButton(40, 20, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(15, 5, 'Open'); + + AddButton(160, 20, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(20, 5, 'Save'); + + AddBox(80, 60, 640, 550); + + AddText(160, 110 + 0*30, 0, 30, 0, 0, 0, 'Title:'); + AddText(160, 110 + 1*30, 0, 30, 0, 0, 0, 'Artist:'); + AddText(160, 110 + 2*30, 0, 30, 0, 0, 0, 'MP3:'); + + AddText(160, 110 + 4*30, 0, 30, 0, 0, 0, 'Background:'); + AddText(160, 110 + 5*30, 0, 30, 0, 0, 0, 'Video:'); + AddText(160, 110 + 6*30, 0, 30, 0, 0, 0, 'VideoGAP:'); + + AddText(160, 110 + 8*30, 0, 30, 0, 0, 0, 'Relative:'); + AddText(160, 110 + 9*30, 0, 30, 0, 0, 0, 'Resolution:'); + AddText(160, 110 + 10*30, 0, 30, 0, 0, 0, 'NotesGAP:'); + + AddText(160, 110 + 12*30, 0, 30, 0, 0, 0, 'Start:'); + AddText(160, 110 + 13*30, 0, 30, 0, 0, 0, 'GAP:'); + AddText(160, 110 + 14*30, 0, 30, 0, 0, 0, 'BPM:'); + + TextTitle := AddText(340, 110 + 0*30, 0, 30, 0, 0, 0, ''); + TextArtist := AddText(340, 110 + 1*30, 0, 30, 0, 0, 0, ''); + TextMp3 := AddText(340, 110 + 2*30, 0, 30, 0, 0, 0, ''); + + TextBackground := AddText(340, 110 + 4*30, 0, 30, 0, 0, 0, ''); + TextVideo := AddText(340, 110 + 5*30, 0, 30, 0, 0, 0, ''); + TextVideoGAP := AddText(340, 110 + 6*30, 0, 30, 0, 0, 0, ''); + + TextRelative := AddText(340, 110 + 8*30, 0, 30, 0, 0, 0, ''); + TextResolution := AddText(340, 110 + 9*30, 0, 30, 0, 0, 0, ''); + TextNotesGAP := AddText(340, 110 + 10*30, 0, 30, 0, 0, 0, ''); + + TextStart := AddText(340, 110 + 12*30, 0, 30, 0, 0, 0, ''); + TextGAP := AddText(340, 110 + 13*30, 0, 30, 0, 0, 0, ''); + TextBPM := AddText(340, 110 + 14*30, 0, 30, 0, 0, 0, ''); + + StaticTitle := AddStatic(130, 115 + 0*30, 20, 20, 1, 1, 1, Path('RoundButton'), TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticArtist := AddStatic(130, 115 + 1*30, 20, 20, 1, 1, 1, Path('RoundButton'), TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticMp3 := AddStatic(130, 115 + 2*30, 20, 20, 1, 1, 1, Path('RoundButton'), TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticBackground := AddStatic(130, 115 + 4*30, 20, 20, 1, 1, 1, Path('RoundButton'), TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticVideo := AddStatic(130, 115 + 5*30, 20, 20, 1, 1, 1, Path('RoundButton'), TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticVideoGAP := AddStatic(130, 115 + 6*30, 20, 20, 1, 1, 1, Path('RoundButton'), TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticRelative := AddStatic(130, 115 + 8*30, 20, 20, 1, 1, 1, Path('RoundButton'), TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticResolution := AddStatic(130, 115 + 9*30, 20, 20, 1, 1, 1, Path('RoundButton'), TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticNotesGAP := AddStatic(130, 115 + 10*30, 20, 20, 1, 1, 1, Path('RoundButton'), TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticStart := AddStatic(130, 115 + 12*30, 20, 20, 1, 1, 1, Path('RoundButton'), TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticGAP := AddStatic(130, 115 + 13*30, 20, 20, 1, 1, 1, Path('RoundButton'), TEXTURE_TYPE_TRANSPARENT, $FF00FF); + StaticBPM := AddStatic(130, 115 + 14*30, 20, 20, 1, 1, 1, Path('RoundButton'), TEXTURE_TYPE_TRANSPARENT, $FF00FF); + + AddInteraction(iText, TextTitle); + AddInteraction(iText, TextArtist); + AddInteraction(iText, TextMp3); + AddInteraction(iText, TextBackground); + AddInteraction(iText, TextVideo); + AddInteraction(iText, TextVideoGAP); + AddInteraction(iText, TextRelative); + AddInteraction(iText, TextResolution); + AddInteraction(iText, TextNotesGAP); + AddInteraction(iText, TextStart); + AddInteraction(iText, TextGAP); + AddInteraction(iText, TextBPM); +end; + +procedure TScreenEditHeader.OnShow; +begin + inherited; + +{ if FileExists(FileName) then // load file + begin + CurrentSong.FileName := FileName; + SkanujPlik(CurrentSong); + + SetLength(TrueBoolStrs, 1); + TrueBoolStrs[0] := 'yes'; + SetLength(FalseBoolStrs, 1); + FalseBoolStrs[0] := 'no'; + + Text[TextTitle].Text := CurrentSong.Title; + Text[TextArtist].Text := CurrentSong.Artist; + Text[TextMP3].Text := CurrentSong.Mp3; + Text[TextBackground].Text := CurrentSong.Background; + Text[TextVideo].Text := CurrentSong.Video; + Text[TextVideoGAP].Text := FloatToStr(CurrentSong.VideoGAP); + Text[TextRelative].Text := BoolToStr(CurrentSong.Relative, true); + Text[TextResolution].Text := IntToStr(CurrentSong.Resolution); + Text[TextNotesGAP].Text := IntToStr(CurrentSong.NotesGAP); + Text[TextStart].Text := FloatToStr(CurrentSong.Start); + Text[TextGAP].Text := FloatToStr(CurrentSong.GAP); + Text[TextBPM].Text := FloatToStr(CurrentSong.BPM[0].BPM); + SetRoundButtons; + end;} + + Interaction := 0; +end; + +(*function TScreenEdit.Draw: boolean; +var + Min: integer; + Sec: integer; + Count: integer; + AktBeat: integer; +begin +{ glClearColor(1,1,1,1); + + // control music + if PlaySentence then + begin + // stop the music + if (Music.Position > PlayStopTime) then + begin + Music.Stop; + PlaySentence := false; + end; + + // click + if (Click) and (PlaySentence) then + begin + AktBeat := Floor(CurrentSong.BPM[0].BPM * (Music.Position - CurrentSong.GAP / 1000) / 60); + Text[TextDebug].Text := IntToStr(AktBeat); + if AktBeat <> LastClick then + begin + for Count := 0 to Czesci[0].Czesc[Czesci[0].Akt].HighNut do + if (Czesci[0].Czesc[Czesci[0].Akt].Nuta[Count].Start = AktBeat) then + begin + Music.PlayClick; + LastClick := AktBeat; + end; + end; + end; // click + end; // if PlaySentence + + Text[TextSentence].Text := IntToStr(Czesci[0].Akt + 1) + ' / ' + IntToStr(Czesci[0].Ilosc); + Text[TextNote].Text := IntToStr(AktNuta + 1) + ' / ' + IntToStr(Czesci[0].Czesc[Czesci[0].Akt].LengthNote); + + // Song info + Text[TextBPM].Text := FloatToStr(CurrentSong.BPM[0].BPM / 4); + Text[TextGAP].Text := FloatToStr(CurrentSong.GAP); + + // Note info + Text[TextNStart].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Start); + Text[TextNDlugosc].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Dlugosc); + Text[TextNTon].Text := IntToStr(Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Ton); + Text[TextNText].Text := Czesci[0].Czesc[Czesci[0].Akt].Nuta[AktNuta].Text; + + // draw static menu + inherited Draw; + + // draw notes + SingDrawNoteLines(20, 300, 780, 15); + SingDrawBeatDelimeters(40, 300, 760, 0); + SingDrawCzesc(40, 405, 760, 0); + + // draw text + Lyric.Draw;} + +end;*) + +procedure TScreenEditHeader.SetRoundButtons; +begin + if Length(Text[TextTitle].Text) > 0 then + Statics[StaticTitle].Visible := true + else + Statics[StaticTitle].Visible := false; + + if Length(Text[TextArtist].Text) > 0 then + Statics[StaticArtist].Visible := true + else + Statics[StaticArtist].Visible := false; + + if Length(Text[TextMp3].Text) > 0 then + Statics[StaticMp3].Visible := true + else + Statics[StaticMp3].Visible := false; + + if Length(Text[TextBackground].Text) > 0 then + Statics[StaticBackground].Visible := true + else + Statics[StaticBackground].Visible := false; + + if Length(Text[TextVideo].Text) > 0 then + Statics[StaticVideo].Visible := true + else + Statics[StaticVideo].Visible := false; + + try + StrToFloat(Text[TextVideoGAP].Text); + if StrToFloat(Text[TextVideoGAP].Text)<> 0 then + Statics[StaticVideoGAP].Visible := true + else + Statics[StaticVideoGAP].Visible := false; + except + Statics[StaticVideoGAP].Visible := false; + end; + + if LowerCase(Text[TextRelative].Text) = 'yes' then + Statics[StaticRelative].Visible := true + else + Statics[StaticRelative].Visible := false; + + try + StrToInt(Text[TextResolution].Text); + if (StrToInt(Text[TextResolution].Text) <> 0) and (StrToInt(Text[TextResolution].Text) >= 1) then + Statics[StaticResolution].Visible := true + else + Statics[StaticResolution].Visible := false; + except + Statics[StaticResolution].Visible := false; + end; + + try + StrToInt(Text[TextNotesGAP].Text); + Statics[StaticNotesGAP].Visible := true; + except + Statics[StaticNotesGAP].Visible := false; + end; + + // start + try + StrToFloat(Text[TextStart].Text); + if (StrToFloat(Text[TextStart].Text) > 0) then + Statics[StaticStart].Visible := true + else + Statics[StaticStart].Visible := false; + except + Statics[StaticStart].Visible := false; + end; + + // GAP + try + StrToFloat(Text[TextGAP].Text); + Statics[StaticGAP].Visible := true; + except + Statics[StaticGAP].Visible := false; + end; + + // BPM + try + StrToFloat(Text[TextBPM].Text); + if (StrToFloat(Text[TextBPM].Text) > 0) then + Statics[StaticBPM].Visible := true + else + Statics[StaticBPM].Visible := false; + except + Statics[StaticBPM].Visible := false; + end; + +end; + +(*procedure TScreenEdit.Finish; +begin +// +end;*) + +end. diff --git a/us_maker_edition/src/screens/UScreenEditSub.pas b/us_maker_edition/src/screens/UScreenEditSub.pas new file mode 100644 index 00000000..6e9cbebf --- /dev/null +++ b/us_maker_edition/src/screens/UScreenEditSub.pas @@ -0,0 +1,1764 @@ +{* 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 UScreenEditSub; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} +{$I switches.inc} + +uses + UMenu, + UMusic, + SDL, + SysUtils, + UFiles, + UTime, + USongs, + USong, + UIni, + ULog, + UTexture, + UMenuText, + UEditorLyrics, + Math, + gl, + {$IFDEF UseMIDIPort} + MidiOut, + {$ENDIF} + UThemes; + +type + TScreenEditSub = class(TMenu) + private + AktBeat: integer; + //Variable is True if no Song is loaded + Error: boolean; + + TextNote: integer; + TextSentence: integer; + TextTitle: integer; + TextArtist: integer; + TextMp3: integer; + TextBPM: integer; + TextGAP: integer; + TextDebug: integer; + TextNStart: integer; + TextNLength: integer; + TextNTon: integer; + TextNText: integer; + CurrentNote: integer; + PlaySentence: boolean; + PlaySentenceMidi: boolean; + PlayStopTime: real; + LastClick: integer; + Click: boolean; + CopySrc: integer; + + {$IFDEF UseMIDIPort} + MidiOut: TMidiOutput; + {$endif} + + MidiStart: real; + MidiStop: real; + MidiTime: real; + MidiPos: real; + MidiLastNote: integer; + + TextEditMode: boolean; + editText: UTF8String; //backup of current text in text-edit-mode + + Lyric: TEditorLyrics; + + procedure DivideBPM; + procedure MultiplyBPM; + procedure LyricsCapitalize; + procedure LyricsCorrectSpaces; + procedure FixTimings; + procedure DivideSentence; + procedure JoinSentence; + procedure DivideNote; + procedure DeleteNote; + procedure TransposeNote(Transpose: integer); + procedure ChangeWholeTone(Tone: integer); + procedure MoveAllToEnd(Move: integer); + procedure MoveTextToRight; + procedure MarkSrc; + procedure PasteText; + procedure CopySentence(Src, Dst: integer); + procedure CopySentences(Src, Dst, Num: integer); + procedure DrawStatics; + procedure DrawInfoBar(x, y, w, h: integer); + //Note Name Mod + function GetNoteName(Note: integer): string; + public + Tex_Background: TTexture; + FadeOut: boolean; + constructor Create; override; + procedure OnShow; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + function ParseInputEditText(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; + function Draw: boolean; override; + procedure OnHide; override; + end; + +implementation + +uses + UGraphic, + UDraw, + UNote, + USkins, + ULanguage, + UTextEncoding, + UUnicodeUtils, + UPath; + + +procedure OnSaveEncodingError(Value: boolean; Data: Pointer); +var + SResult: TSaveSongResult; + FilePath: IPath; + Success: boolean; +begin + Success := false; + if (Value) then + begin + CurrentSong.Encoding := encUTF8; + FilePath := CurrentSong.Path.Append(CurrentSong.FileName); + // create backup file + FilePath.CopyFile(Path(FilePath.ToUTF8 + '.ansi.bak'), false); + // store in UTF-8 encoding + SResult := SaveSong(CurrentSong, Lines[0], FilePath, + boolean(Data)); + Success := (SResult = ssrOK); + end; + + if (Success) then + ScreenPopupInfo.ShowPopup(Language.Translate('INFO_FILE_SAVED')) + else + ScreenPopupError.ShowPopup(Language.Translate('ERROR_SAVE_FILE_FAILED')); +end; + +// Method for input parsing. If false is returned, GetNextWindow +// should be checked to know the next window to load; +function TScreenEditSub.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +var + SDL_ModState: word; + R: real; + SResult: TSaveSongResult; +begin + Result := true; + + if TextEditMode then + begin + Result := ParseInputEditText(PressedKey, CharCode, PressedDown); + end + else + begin + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT {+ KMOD_CAPS}); + + if (PressedDown) then // Key Down + begin + // check normal keys + case PressedKey of + SDLK_Q: + begin + Result := false; + Exit; + end; + SDLK_S: + begin + // Save Song + SResult := SaveSong(CurrentSong, Lines[0], CurrentSong.Path.Append(CurrentSong.FileName), + (SDL_ModState = KMOD_LSHIFT)); + if (SResult = ssrOK) then + begin + //ScreenPopupInfo.ShowPopup(Language.Translate('INFO_FILE_SAVED')); + Text[TextDebug].Text := Language.Translate('INFO_FILE_SAVED'); + end + else if (SResult = ssrEncodingError) then + begin + ScreenPopupCheck.ShowPopup(Language.Translate('ENCODING_ERROR_ASK_FOR_UTF8'), OnSaveEncodingError, + Pointer(SDL_ModState = KMOD_LSHIFT), true); + end + else + begin + ScreenPopupError.ShowPopup(Language.Translate('ERROR_SAVE_FILE_FAILED')); + end; + Exit; + end; + + SDLK_R: //reload + begin + AudioPlayback.Stop; + {$IFDEF UseMIDIPort} + MidiOut.Close; + MidiOut.Free; + {$ENDIF} + Lyric.Free; + + onShow; + Text[TextDebug].Text := 'song reloaded'; //TODO: Language.Translate('SONG_RELOADED'); + end; + + SDLK_D: + begin + // Divide lengths by 2 + if (SDL_ModState = KMOD_LSHIFT) then + begin + DivideBPM; + Exit; + end; + end; + SDLK_M: + begin + // Multiply lengths by 2 + if (SDL_ModState = KMOD_LSHIFT) then + begin + MultiplyBPM; + Exit; + end; + end; + SDLK_C: + begin + // Capitalize letter at the beginning of line + if SDL_ModState = 0 then + LyricsCapitalize; + + // Correct spaces + if SDL_ModState = KMOD_LSHIFT then + LyricsCorrectSpaces; + + // Copy sentence + if SDL_ModState = KMOD_LCTRL then + MarkSrc; + + Exit; + end; + SDLK_V: + begin + // Paste text + if SDL_ModState = KMOD_LCTRL then + begin + if Lines[0].Line[Lines[0].Current].HighNote >= Lines[0].Line[CopySrc].HighNote then + PasteText + else + Log.LogStatus('PasteText: invalid range', 'TScreenEditSub.ParseInput'); + end; + + if SDL_ModState = KMOD_LCTRL + KMOD_LSHIFT then + begin + CopySentence(CopySrc, Lines[0].Current); + end; + end; + SDLK_T: + begin + // Fixes timings between sentences + FixTimings; + Exit; + end; + SDLK_P: + begin + if SDL_ModState = 0 then + begin + // Play Sentence + Click := true; + AudioPlayback.Stop; + R := GetTimeFromBeat(Lines[0].Line[Lines[0].Current].Note[0].Start); + if R <= AudioPlayback.Length then + begin + AudioPlayback.Position := R; + PlayStopTime := GetTimeFromBeat(Lines[0].Line[Lines[0].Current].End_); + PlaySentence := true; + AudioPlayback.Play; + LastClick := -100; + end; + end + else if SDL_ModState = KMOD_LSHIFT then + begin + PlaySentenceMidi := true; + + MidiTime := USTime.GetTime; + MidiStart := GetTimeFromBeat(Lines[0].Line[Lines[0].Current].Note[0].Start); + MidiStop := GetTimeFromBeat(Lines[0].Line[Lines[0].Current].End_); + + LastClick := -100; + end + else if SDL_ModState = KMOD_LSHIFT or KMOD_LCTRL then + begin + PlaySentenceMidi := true; + MidiTime := USTime.GetTime; + MidiStart := GetTimeFromBeat(Lines[0].Line[Lines[0].Current].Note[0].Start); + MidiStop := GetTimeFromBeat(Lines[0].Line[Lines[0].Current].End_); + LastClick := -100; + + PlaySentence := true; + Click := true; + AudioPlayback.Stop; + AudioPlayback.Position := GetTimeFromBeat(Lines[0].Line[Lines[0].Current].Note[0].Start)+0{-0.10}; + PlayStopTime := GetTimeFromBeat(Lines[0].Line[Lines[0].Current].End_)+0; + AudioPlayback.Play; + LastClick := -100; + end; + Exit; + end; + + // Golden Note + SDLK_G: + begin + if (Lines[0].Line[Lines[0].Current].Note[CurrentNote].NoteType = ntGolden) then + Lines[0].Line[Lines[0].Current].Note[CurrentNote].NoteType := ntNormal + else + Lines[0].Line[Lines[0].Current].Note[CurrentNote].NoteType := ntGolden; + + Exit; + end; + + // Freestyle Note + SDLK_F: + begin + if (Lines[0].Line[Lines[0].Current].Note[CurrentNote].NoteType = ntFreestyle) then + Lines[0].Line[Lines[0].Current].Note[CurrentNote].NoteType := ntNormal + else + Lines[0].Line[Lines[0].Current].Note[CurrentNote].NoteType := ntFreestyle; + + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + FadeTo(@ScreenSong); + end; + + SDLK_BACKQUOTE: + begin + // Increase Note Length (same as Alt + Right) + Inc(Lines[0].Line[Lines[0].Current].Note[CurrentNote].Length); + if CurrentNote = Lines[0].Line[Lines[0].Current].HighNote then + Inc(Lines[0].Line[Lines[0].Current].End_); + end; + + SDLK_EQUALS: + begin + // Increase BPM + if SDL_ModState = 0 then + CurrentSong.BPM[0].BPM := Round((CurrentSong.BPM[0].BPM * 5) + 1) / 5; // (1/20) + if SDL_ModState = KMOD_LSHIFT then + CurrentSong.BPM[0].BPM := CurrentSong.BPM[0].BPM + 4; // (1/1) + if SDL_ModState = KMOD_LCTRL then + CurrentSong.BPM[0].BPM := Round((CurrentSong.BPM[0].BPM * 25) + 1) / 25; // (1/100) + end; + + SDLK_MINUS: + begin + // Decrease BPM + if SDL_ModState = 0 then + CurrentSong.BPM[0].BPM := Round((CurrentSong.BPM[0].BPM * 5) - 1) / 5; + if SDL_ModState = KMOD_LSHIFT then + CurrentSong.BPM[0].BPM := CurrentSong.BPM[0].BPM - 4; + if SDL_ModState = KMOD_LCTRL then + CurrentSong.BPM[0].BPM := Round((CurrentSong.BPM[0].BPM * 25) - 1) / 25; + end; + + SDLK_4: + begin + if SDL_ModState = KMOD_LCTRL + KMOD_LSHIFT then + begin + CopySentence(CopySrc, Lines[0].Current); + CopySentence(CopySrc+1, Lines[0].Current+1); + CopySentence(CopySrc+2, Lines[0].Current+2); + CopySentence(CopySrc+3, Lines[0].Current+3); + end; + + if SDL_ModState = KMOD_LCTRL + KMOD_LSHIFT + KMOD_LALT then + begin + CopySentences(CopySrc, Lines[0].Current, 4); + end; + end; + SDLK_5: + begin + if SDL_ModState = KMOD_LCTRL + KMOD_LSHIFT then + begin + CopySentence(CopySrc, Lines[0].Current); + CopySentence(CopySrc+1, Lines[0].Current+1); + CopySentence(CopySrc+2, Lines[0].Current+2); + CopySentence(CopySrc+3, Lines[0].Current+3); + CopySentence(CopySrc+4, Lines[0].Current+4); + end; + + if SDL_ModState = KMOD_LCTRL + KMOD_LSHIFT + KMOD_LALT then + begin + CopySentences(CopySrc, Lines[0].Current, 5); + end; + end; + + SDLK_9: + begin + // Decrease GAP + if SDL_ModState = 0 then + CurrentSong.GAP := CurrentSong.GAP - 10; + if SDL_ModState = KMOD_LSHIFT then + CurrentSong.GAP := CurrentSong.GAP - 1000; + end; + SDLK_0: + begin + // Increase GAP + if SDL_ModState = 0 then + CurrentSong.GAP := CurrentSong.GAP + 10; + if SDL_ModState = KMOD_LSHIFT then + CurrentSong.GAP := CurrentSong.GAP + 1000; + end; + + SDLK_KP_PLUS: + begin + // Increase tone of all notes + if SDL_ModState = 0 then + ChangeWholeTone(1); + if SDL_ModState = KMOD_LSHIFT then + ChangeWholeTone(12); + end; + + SDLK_KP_MINUS: + begin + // Decrease tone of all notes + if SDL_ModState = 0 then + ChangeWholeTone(-1); + if SDL_ModState = KMOD_LSHIFT then + ChangeWholeTone(-12); + end; + + SDLK_SLASH: + begin + if SDL_ModState = 0 then + begin + // Insert start of sentece + if CurrentNote > 0 then + DivideSentence; + end; + + if SDL_ModState = KMOD_LSHIFT then + begin + // Join next sentence with current + if Lines[0].Current < Lines[0].High then + JoinSentence; + end; + + if SDL_ModState = KMOD_LCTRL then + begin + // divide note + DivideNote; + end; + + end; + + SDLK_F4: + begin + // Enter Text Edit Mode + editText := Lines[0].Line[Lines[0].Current].Note[CurrentNote].Text; + TextEditMode := true; + end; + + SDLK_SPACE: + begin + // Play Sentence + PlaySentenceMidi := false; // stop midi + PlaySentence := true; + Click := false; + AudioPlayback.Stop; + AudioPlayback.Position := GetTimeFromBeat(Lines[0].Line[Lines[0].Current].Note[CurrentNote].Start); + PlayStopTime := (GetTimeFromBeat( + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Start + + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Length)); + AudioPlayback.Play; + LastClick := -100; + end; + + SDLK_RETURN: + begin + end; + + SDLK_DELETE: + begin + if SDL_ModState = KMOD_LCTRL then + begin + // moves text to right in current sentence + DeleteNote; + end; + end; + + SDLK_PERIOD: + begin + // moves text to right in current sentence + MoveTextToRight; + end; + + SDLK_RIGHT: + begin + // right + if SDL_ModState = 0 then + begin + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Color := 1; + Inc(CurrentNote); + if CurrentNote > Lines[0].Line[Lines[0].Current].HighNote then + CurrentNote := 0; + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Color := 2; + Lyric.Selected := CurrentNote; + end; + + // ctrl + right + if SDL_ModState = KMOD_LCTRL then + begin + if Lines[0].Line[Lines[0].Current].Note[CurrentNote].Length > 1 then + begin + Dec(Lines[0].Line[Lines[0].Current].Note[CurrentNote].Length); + Inc(Lines[0].Line[Lines[0].Current].Note[CurrentNote].Start); + if CurrentNote = 0 then + begin + Inc(Lines[0].Line[Lines[0].Current].Start); + end; + end; + end; + + // shift + right + if SDL_ModState = KMOD_LSHIFT then + begin + Inc(Lines[0].Line[Lines[0].Current].Note[CurrentNote].Start); + if CurrentNote = 0 then + begin + Inc(Lines[0].Line[Lines[0].Current].Start); + end; + if CurrentNote = Lines[0].Line[Lines[0].Current].HighNote then + Inc(Lines[0].Line[Lines[0].Current].End_); + end; + + // alt + right + if SDL_ModState = KMOD_LALT then + begin + Inc(Lines[0].Line[Lines[0].Current].Note[CurrentNote].Length); + if CurrentNote = Lines[0].Line[Lines[0].Current].HighNote then + Inc(Lines[0].Line[Lines[0].Current].End_); + end; + + // alt + ctrl + shift + right = move all from cursor to right + if SDL_ModState = KMOD_LALT + KMOD_LCTRL + KMOD_LSHIFT then + begin + MoveAllToEnd(1); + end; + + end; + + SDLK_LEFT: + begin + // left + if SDL_ModState = 0 then + begin + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Color := 1; + Dec(CurrentNote); + if CurrentNote = -1 then + CurrentNote := Lines[0].Line[Lines[0].Current].HighNote; + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Color := 2; + Lyric.Selected := CurrentNote; + end; + + // ctrl + left + if SDL_ModState = KMOD_LCTRL then + begin + Dec(Lines[0].Line[Lines[0].Current].Note[CurrentNote].Start); + Inc(Lines[0].Line[Lines[0].Current].Note[CurrentNote].Length); + if CurrentNote = 0 then + begin + Dec(Lines[0].Line[Lines[0].Current].Start); + end; + end; + + // shift + left + if SDL_ModState = KMOD_LSHIFT then + begin + Dec(Lines[0].Line[Lines[0].Current].Note[CurrentNote].Start); + + // resizing sentences + if CurrentNote = 0 then + begin + Dec(Lines[0].Line[Lines[0].Current].Start); + end; + + if CurrentNote = Lines[0].Line[Lines[0].Current].HighNote then + Dec(Lines[0].Line[Lines[0].Current].End_); + + end; + + // alt + left + if SDL_ModState = KMOD_LALT then + begin + if Lines[0].Line[Lines[0].Current].Note[CurrentNote].Length > 1 then + begin + Dec(Lines[0].Line[Lines[0].Current].Note[CurrentNote].Length); + if CurrentNote = Lines[0].Line[Lines[0].Current].HighNote then + Dec(Lines[0].Line[Lines[0].Current].End_); + end; + end; + + // alt + ctrl + shift + right = move all from cursor to left + if SDL_ModState = KMOD_LALT + KMOD_LCTRL + KMOD_LSHIFT then + begin + MoveAllToEnd(-1); + end; + + end; + + SDLK_DOWN: + begin + + // skip to next sentence + if SDL_ModState = 0 then + begin + {$IFDEF UseMIDIPort} + MidiOut.PutShort($81, Lines[0].Line[Lines[0].Current].Note[MidiLastNote].Tone + 60, 127); + PlaySentenceMidi := false; + {$ENDIF} + + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Color := 1; + Inc(Lines[0].Current); + CurrentNote := 0; + if Lines[0].Current > Lines[0].High then + Lines[0].Current := 0; + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Color := 2; + + Lyric.AddLine(Lines[0].Current); + Lyric.Selected := 0; + AudioPlayback.Stop; + PlaySentence := false; + end; + + // decrease tone + if SDL_ModState = KMOD_LCTRL then + begin + TransposeNote(-1); + end; + + end; + + SDLK_UP: + begin + + // skip to previous sentence + if SDL_ModState = 0 then + begin + {$IFDEF UseMIDIPort} + MidiOut.PutShort($81, Lines[0].Line[Lines[0].Current].Note[MidiLastNote].Tone + 60, 127); + PlaySentenceMidi := false; + {$endif} + + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Color := 1; + Dec(Lines[0].Current); + CurrentNote := 0; + if Lines[0].Current = -1 then + Lines[0].Current := Lines[0].High; + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Color := 2; + + Lyric.AddLine(Lines[0].Current); + Lyric.Selected := 0; + AudioPlayback.Stop; + PlaySentence := false; + end; + + // increase tone + if SDL_ModState = KMOD_LCTRL then + begin + TransposeNote(1); + end; + end; + + end; // case + end; + end; // if +end; + +function TScreenEditSub.ParseInputEditText(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +var + SDL_ModState: word; +begin + // used when in Text Edit Mode + Result := true; + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT {+ KMOD_CAPS}); + + if (PressedDown) then + begin + // check normal keys + if (IsPrintableChar(CharCode)) then + begin + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Text := + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Text + UCS4ToUTF8String(CharCode); + + Lyric.AddLine(Lines[0].Current); + Lyric.Selected := CurrentNote; + Exit; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE: + begin + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Text := editText; + Lyric.AddLine(Lines[0].Current); + Lyric.Selected := CurrentNote; + TextEditMode := false; + end; + SDLK_F4, SDLK_RETURN: + begin + // Exit Text Edit Mode + TextEditMode := false; + end; + SDLK_BACKSPACE: + begin + UTF8Delete(Lines[0].Line[Lines[0].Current].Note[CurrentNote].Text, + LengthUTF8(Lines[0].Line[Lines[0].Current].Note[CurrentNote].Text), 1); + Lyric.AddLine(Lines[0].Current); + Lyric.Selected := CurrentNote; + end; + SDLK_RIGHT: + begin + // right + if SDL_ModState = 0 then + begin + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Color := 1; + Inc(CurrentNote); + if CurrentNote > Lines[0].Line[Lines[0].Current].HighNote then + CurrentNote := 0; + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Color := 2; + Lyric.Selected := CurrentNote; + editText := Lines[0].Line[Lines[0].Current].Note[CurrentNote].Text; + end; + end; + SDLK_LEFT: + begin + // left + if SDL_ModState = 0 then + begin + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Color := 1; + Dec(CurrentNote); + if CurrentNote = -1 then + CurrentNote := Lines[0].Line[Lines[0].Current].HighNote; + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Color := 2; + Lyric.Selected := CurrentNote; + editText := Lines[0].Line[Lines[0].Current].Note[CurrentNote].Text; + end; + end; + end; + end; +end; + +{ +procedure TScreenEditSub.NewBeat; +begin + // click + for Pet := 0 to Lines[0].Line[Lines[0].Current].HighNut do + if (Lines[0].Line[Lines[0].Current].Note[Pet].Start = Czas.AktBeat) then + Music.PlayClick; +end; +} + +procedure TScreenEditSub.DivideBPM; +var + C: integer; + N: integer; + +begin + CurrentSong.BPM[0].BPM := CurrentSong.BPM[0].BPM / 2; + + for C := 0 to Lines[0].High do + begin + Lines[0].Line[C].Start := Lines[0].Line[C].Start div 2; + Lines[0].Line[C].End_ := Lines[0].Line[C].End_ div 2; + for N := 0 to Lines[0].Line[C].HighNote do + begin + Lines[0].Line[C].Note[N].Start := Lines[0].Line[C].Note[N].Start div 2; + Lines[0].Line[C].Note[N].Length := Round(Lines[0].Line[C].Note[N].Length / 2); + end; // N + end; // C +end; + +procedure TScreenEditSub.MultiplyBPM; +var + C: integer; + N: integer; +begin + CurrentSong.BPM[0].BPM := CurrentSong.BPM[0].BPM * 2; + for C := 0 to Lines[0].High do + begin + Lines[0].Line[C].Start := Lines[0].Line[C].Start * 2; + Lines[0].Line[C].End_ := Lines[0].Line[C].End_ * 2; + for N := 0 to Lines[0].Line[C].HighNote do + begin + Lines[0].Line[C].Note[N].Start := Lines[0].Line[C].Note[N].Start * 2; + Lines[0].Line[C].Note[N].Length := Lines[0].Line[C].Note[N].Length * 2; + end; // N + end; // C +end; + +procedure TScreenEditSub.LyricsCapitalize; +var + C: integer; + //N: integer; // temporary + S: string; +begin + // temporary + { + for C := 0 to Lines[0].High do + for N := 0 to Lines[0].Line[C].HighNut do + Lines[0].Line[C].Note[N].Text := UTF8LowerCase(Lines[0].Line[C].Note[N].Text); + } + + for C := 0 to Lines[0].High do + begin + S := AnsiUpperCase(Copy(Lines[0].Line[C].Note[0].Text, 1, 1)); + S := S + Copy(Lines[0].Line[C].Note[0].Text, 2, Length(Lines[0].Line[C].Note[0].Text)-1); + Lines[0].Line[C].Note[0].Text := S; + end; // C +end; + +procedure TScreenEditSub.LyricsCorrectSpaces; +var + C: integer; + N: integer; +begin + for C := 0 to Lines[0].High do + begin + // correct starting spaces in the first word + while Copy(Lines[0].Line[C].Note[0].Text, 1, 1) = ' ' do + Lines[0].Line[C].Note[0].Text := Copy(Lines[0].Line[C].Note[0].Text, 2, 100); + + // move spaces on the start to the end of the previous note + for N := 1 to Lines[0].Line[C].HighNote do + begin + while (Copy(Lines[0].Line[C].Note[N].Text, 1, 1) = ' ') do + begin + Lines[0].Line[C].Note[N].Text := Copy(Lines[0].Line[C].Note[N].Text, 2, 100); + Lines[0].Line[C].Note[N-1].Text := Lines[0].Line[C].Note[N-1].Text + ' '; + end; + end; // N + + // correct '-' to '- ' + for N := 0 to Lines[0].Line[C].HighNote do + begin + if Lines[0].Line[C].Note[N].Text = '-' then + Lines[0].Line[C].Note[N].Text := '- '; + end; // N + + // add space to the previous note when the current word is '- ' + for N := 1 to Lines[0].Line[C].HighNote do + begin + if Lines[0].Line[C].Note[N].Text = '- ' then + Lines[0].Line[C].Note[N-1].Text := Lines[0].Line[C].Note[N-1].Text + ' '; + end; // N + + // correct too many spaces at the end of note + for N := 0 to Lines[0].Line[C].HighNote do + begin + while Copy(Lines[0].Line[C].Note[N].Text, Length(Lines[0].Line[C].Note[N].Text)-1, 2) = ' ' do + Lines[0].Line[C].Note[N].Text := Copy(Lines[0].Line[C].Note[N].Text, 1, Length(Lines[0].Line[C].Note[N].Text)-1); + end; // N + + // and correct if there is no space at the end of sentence + N := Lines[0].Line[C].HighNote; + if Copy(Lines[0].Line[C].Note[N].Text, Length(Lines[0].Line[C].Note[N].Text), 1) <> ' ' then + Lines[0].Line[C].Note[N].Text := Lines[0].Line[C].Note[N].Text + ' '; + + end; // C +end; + +procedure TScreenEditSub.FixTimings; +var + C: integer; + S: integer; + Min: integer; + Max: integer; +begin + for C := 1 to Lines[0].High do + begin + with Lines[0].Line[C-1] do + begin + Min := Note[HighNote].Start + Note[HighNote].Length; + Max := Lines[0].Line[C].Note[0].Start; + case (Max - Min) of + 0: S := Max; + 1: S := Max; + 2: S := Max - 1; + 3: S := Max - 2; + else + if ((Max - Min) > 4) then + S := Min + 2 + else + S := Max; + end; // case + + Lines[0].Line[C].Start := S; + end; // with + end; // for +end; + +procedure TScreenEditSub.DivideSentence; +var + C: integer; + CStart: integer; + CNew: integer; + CLen: integer; + N: integer; + NStart: integer; + NHigh: integer; +begin + // increase sentence length by 1 + CLen := Length(Lines[0].Line); + SetLength(Lines[0].Line, CLen + 1); + Inc(Lines[0].Number); + Inc(Lines[0].High); + + // move needed sentences to one forward. newly has the copy of divided sentence + CStart := Lines[0].Current; + for C := CLen-1 downto CStart do + Lines[0].Line[C+1] := Lines[0].Line[C]; + + // clear and set new sentence + CNew := CStart + 1; + NStart := CurrentNote; + Lines[0].Line[CNew].Start := Lines[0].Line[CStart].Note[NStart].Start; + Lines[0].Line[CNew].Lyric := ''; + Lines[0].Line[CNew].End_ := 0; + Lines[0].Line[CNew].BaseNote := 0;//High(integer); // TODO: High (integer) will causes a memory exception later in this procedure. Weird! + Lines[0].Line[CNew].HighNote := -1; + SetLength(Lines[0].Line[CNew].Note, 0); + + // move right notes to new sentences + NHigh := Lines[0].Line[CStart].HighNote; + for N := NStart to NHigh do + begin + // increase sentence counters + with Lines[0].Line[CNew] do + begin + Inc(HighNote); + SetLength(Note, HighNote + 1); + Note[HighNote] := Lines[0].Line[CStart].Note[N]; + End_ := Note[HighNote].Start + Note[HighNote].Length; + + if Note[HighNote].Tone < BaseNote then + BaseNote := Note[HighNote].Tone; + end; + end; + + // clear old notes and set sentence counters + Lines[0].Line[CStart].HighNote := NStart - 1; + Lines[0].Line[CStart].End_ := Lines[0].Line[CStart].Note[NStart-1].Start + + Lines[0].Line[CStart].Note[NStart-1].Length; + SetLength(Lines[0].Line[CStart].Note, Lines[0].Line[CStart].HighNote + 1); + + //recalculate BaseNote of the divided Sentence + with Lines[0].Line[CStart] do + begin + BaseNote := High(integer); + + for N := 0 to HighNote do + if Note[N].Tone < BaseNote then + BaseNote := Note[N].Tone; + end; + + Lines[0].Current := Lines[0].Current + 1; + CurrentNote := 0; + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Color := 2; + Lyric.AddLine(Lines[0].Current); +end; + +procedure TScreenEditSub.JoinSentence; +var + C: integer; + N: integer; + NStart: integer; + NDst: integer; +begin + C := Lines[0].Current; + + // set new sentence + NStart := Lines[0].Line[C].HighNote + 1; + Lines[0].Line[C].HighNote := Lines[0].Line[C].HighNote + Lines[0].Line[C+1].HighNote + 1; + SetLength(Lines[0].Line[C].Note, Lines[0].Line[C].HighNote + 1); + + // move right notes to new sentences + for N := 0 to Lines[0].Line[C+1].HighNote do + begin + NDst := NStart + N; + Lines[0].Line[C].Note[NDst] := Lines[0].Line[C+1].Note[N]; + end; + + // increase sentence counters + NDst := Lines[0].Line[C].HighNote; + Lines[0].Line[C].End_ := Lines[0].Line[C].Note[NDst].Start + + Lines[0].Line[C].Note[NDst].Length; + + // move needed sentences to one backward. + for C := Lines[0].Current + 1 to Lines[0].High - 1 do + Lines[0].Line[C] := Lines[0].Line[C+1]; + + // increase sentence length by 1 + SetLength(Lines[0].Line, Length(Lines[0].Line) - 1); + Dec(Lines[0].Number); + Dec(Lines[0].High); +end; + +procedure TScreenEditSub.DivideNote; +var + C: integer; + N: integer; +begin + C := Lines[0].Current; + + with Lines[0].Line[C] do + begin + Inc(HighNote); + SetLength(Note, HighNote + 1); + + // we copy all notes including selected one + for N := HighNote downto CurrentNote+1 do + begin + Note[N] := Note[N-1]; + end; + + // me slightly modify new note + Note[CurrentNote].Length := 1; + Inc(Note[CurrentNote+1].Start); + Dec(Note[CurrentNote+1].Length); + Note[CurrentNote+1].Text := '- '; + Note[CurrentNote+1].Color := 1; + end; +end; + +procedure TScreenEditSub.DeleteNote; +var + C: integer; + N: integer; +begin + C := Lines[0].Current; + + //Do Not delete Last Note + if (Lines[0].High > 0) or (Lines[0].Line[C].HighNote > 0) then + begin + + // we copy all notes from the next to the selected one + for N := CurrentNote+1 to Lines[0].Line[C].HighNote do + begin + Lines[0].Line[C].Note[N-1] := Lines[0].Line[C].Note[N]; + end; + + Dec(Lines[0].Line[C].HighNote); + if (Lines[0].Line[C].HighNote >= 0) then + begin + SetLength(Lines[0].Line[C].Note, Lines[0].Line[C].HighNote + 1); + + // me slightly modify new note + if CurrentNote > Lines[0].Line[C].HighNote then + Dec(CurrentNote); + + Lines[0].Line[C].Note[CurrentNote].Color := 2; + end + //Last Note of current Sentence Deleted - > Delete Sentence + else + begin + //Move all Sentences after the current to the Left + for N := C+1 to Lines[0].High do + Lines[0].Line[N-1] := Lines[0].Line[N]; + + //Delete Last Sentence + SetLength(Lines[0].Line, Lines[0].High); + Lines[0].High := High(Lines[0].Line); + Lines[0].Number := Length(Lines[0].Line); + + CurrentNote := 0; + if (C > 0) then + Lines[0].Current := C - 1 + else + Lines[0].Current := 0; + + Lines[0].Line[Lines[0].Current].Note[CurrentNote].Color := 2; + end; + end; +end; + +procedure TScreenEditSub.TransposeNote(Transpose: integer); +begin + Inc(Lines[0].Line[Lines[0].Current].Note[CurrentNote].Tone, Transpose); +end; + +procedure TScreenEditSub.ChangeWholeTone(Tone: integer); +var + C: integer; + N: integer; +begin + for C := 0 to Lines[0].High do + begin + Lines[0].Line[C].BaseNote := Lines[0].Line[C].BaseNote + Tone; + for N := 0 to Lines[0].Line[C].HighNote do + Lines[0].Line[C].Note[N].Tone := Lines[0].Line[C].Note[N].Tone + Tone; + end; +end; + +procedure TScreenEditSub.MoveAllToEnd(Move: integer); +var + C: integer; + N: integer; + NStart: integer; +begin + for C := Lines[0].Current to Lines[0].High do + begin + NStart := 0; + if C = Lines[0].Current then + NStart := CurrentNote; + for N := NStart to Lines[0].Line[C].HighNote do + begin + Inc(Lines[0].Line[C].Note[N].Start, Move); // move note start + + if N = 0 then + begin // fix beginning + Inc(Lines[0].Line[C].Start, Move); + end; + + if N = Lines[0].Line[C].HighNote then // fix ending + Inc(Lines[0].Line[C].End_, Move); + + end; // for + end; // for +end; + +procedure TScreenEditSub.MoveTextToRight; +var + C: integer; + N: integer; + NHigh: integer; +begin + { + C := Lines[0].Current; + + for N := Lines[0].Line[C].HighNut downto 1 do + begin + Lines[0].Line[C].Note[N].Text := Lines[0].Line[C].Note[N-1].Text; + end; // for + + Lines[0].Line[C].Note[0].Text := '- '; + } + + C := Lines[0].Current; + NHigh := Lines[0].Line[C].HighNote; + + // last word + Lines[0].Line[C].Note[NHigh].Text := Lines[0].Line[C].Note[NHigh-1].Text + Lines[0].Line[C].Note[NHigh].Text; + + // other words + for N := NHigh - 1 downto CurrentNote + 1 do + begin + Lines[0].Line[C].Note[N].Text := Lines[0].Line[C].Note[N-1].Text; + end; // for + Lines[0].Line[C].Note[CurrentNote].Text := '- '; +end; + +procedure TScreenEditSub.MarkSrc; +begin + CopySrc := Lines[0].Current; +end; + +procedure TScreenEditSub.PasteText; +var + C: integer; + N: integer; +begin + C := Lines[0].Current; + + for N := 0 to Lines[0].Line[CopySrc].HighNote do + Lines[0].Line[C].Note[N].Text := Lines[0].Line[CopySrc].Note[N].Text; +end; + +procedure TScreenEditSub.CopySentence(Src, Dst: integer); +var + N: integer; + Time1: integer; + Time2: integer; + TD: integer; +begin + Time1 := Lines[0].Line[Src].Note[0].Start; + Time2 := Lines[0].Line[Dst].Note[0].Start; + TD := Time2-Time1; + + SetLength(Lines[0].Line[Dst].Note, Lines[0].Line[Src].HighNote + 1); + Lines[0].Line[Dst].HighNote := Lines[0].Line[Src].HighNote; + for N := 0 to Lines[0].Line[Src].HighNote do + begin + Lines[0].Line[Dst].Note[N].Text := Lines[0].Line[Src].Note[N].Text; + Lines[0].Line[Dst].Note[N].Length := Lines[0].Line[Src].Note[N].Length; + Lines[0].Line[Dst].Note[N].Tone := Lines[0].Line[Src].Note[N].Tone; + Lines[0].Line[Dst].Note[N].Start := Lines[0].Line[Src].Note[N].Start + TD; + end; + N := Lines[0].Line[Src].HighNote; + Lines[0].Line[Dst].End_ := Lines[0].Line[Dst].Note[N].Start + Lines[0].Line[Dst].Note[N].Length; +end; + +procedure TScreenEditSub.CopySentences(Src, Dst, Num: integer); +var + C: integer; +begin + // create place for new sentences + SetLength(Lines[0].Line, Lines[0].Number + Num - 1); + + // moves sentences next to the destination + for C := Lines[0].High downto Dst + 1 do + begin + Lines[0].Line[C + Num - 1] := Lines[0].Line[C]; + end; + + // prepares new sentences: sets sentence start and create first note + for C := 1 to Num-1 do + begin + Lines[0].Line[Dst + C].Start := Lines[0].Line[Dst + C - 1].Note[0].Start + + (Lines[0].Line[Src + C].Note[0].Start - Lines[0].Line[Src + C - 1].Note[0].Start); + SetLength(Lines[0].Line[Dst + C].Note, 1); + Lines[0].Line[Dst + C].HighNote := 0; + Lines[0].Line[Dst + C].Note[0].Start := Lines[0].Line[Dst + C].Start; + Lines[0].Line[Dst + C].Note[0].Length := 1; + Lines[0].Line[Dst + C].End_ := Lines[0].Line[Dst + C].Start + 1; + end; + + // increase counters + Lines[0].Number := Lines[0].Number + Num - 1; + Lines[0].High := Lines[0].High + Num - 1; + + for C := 0 to Num-1 do + CopySentence(Src + C, Dst + C); +end; + +procedure TScreenEditSub.DrawStatics; +var + x, y, w, h: Integer; +begin + //Theme: + //bg + glDisable(GL_BLEND); + + x := 0; + y := 0; + w := 800; + h := 600; + glColor4f(0.3, 0.5, 0.6, 1); + glbegin(gl_quads); + glVertex2f(x, y); + glVertex2f(x, y+h); + glVertex2f(x+w, y+h); + glVertex2f(x+w, y); + glEnd; + + // Line + glColor4f(0.9, 0.9, 0.9, 1); + x := 20; + y := 5; + w := 200; + h := 40; + glbegin(gl_quads); + glVertex2f(x, y); + glVertex2f(x, y+h); + glVertex2f(x+w, y+h); + glVertex2f(x+w, y); + glEnd; + + // Note + x := 260; + y := 5; + w := 200; + h := 40; + glbegin(gl_quads); + glVertex2f(x, y); + glVertex2f(x, y+h); + glVertex2f(x+w, y+h); + glVertex2f(x+w, y); + glEnd; + + // some borders + x := 20; + y := 55; + w := 760; + h := 236; + glColor4f(0.9, 0.9, 0.9, 1); + glbegin(gl_quads); + glVertex2f(x, y); + glVertex2f(x, y+h); + glVertex2f(x+w, y+h); + glVertex2f(x+w, y); + glEnd; + + glColor4f(0, 0, 0, 1); + glLineWidth(2); + glBegin(GL_LINE_LOOP); + glVertex2f(x-1, y-1); + glVertex2f(x+w+1, y-1); + glVertex2f(x+w+1, y+h+1); + glVertex2f(x-1, y+h+1); + glEnd; + + x := 20; + y := 305; + w := 760; + h := 135; + glColor4f(0.9, 0.9, 0.9, 1); + glbegin(gl_quads); + glVertex2f(x, y); + glVertex2f(x, y+h); + glVertex2f(x+w, y+h); + glVertex2f(x+w, y); + glEnd; + + glColor4f(0, 0, 0, 1); + glLineWidth(2); + glBegin(GL_LINE_LOOP); + glVertex2f(x-1, y-1); + glVertex2f(x+w+1, y-1); + glVertex2f(x+w+1, y+h+1); + glVertex2f(x-1, y+h+1); + glEnd; + + x := 20; + y := 500; + w := 760; + h := 40; + glColor4f(0.9, 0.9, 0.9, 1); + glbegin(gl_quads); + glVertex2f(x, y); + glVertex2f(x, y+h); + glVertex2f(x+w, y+h); + glVertex2f(x+w, y); + glEnd; + + glColor4f(0, 0, 0, 1); + glLineWidth(2); + glBegin(GL_LINE_LOOP); + glVertex2f(x-1, y-1); + glVertex2f(x+w+1, y-1); + glVertex2f(x+w+1, y+h+1); + glVertex2f(x-1, y+h+1); + glEnd; + + glLineWidth(1); +end; + +procedure TScreenEditSub.DrawInfoBar(x, y, w, h: integer); +var + start, end_: integer; + ww: integer; + + pos: real; + br: real; + + line, note: integer; + numLines, numNotes: integer; + +begin + numLines := Length(Lines[0].Line); + + if(numLines=0) then + Exit; + + start := Lines[0].Line[0].Start; + end_ := Lines[0].Line[numLines-1].End_; + ww := end_ - start; + + glColor4f(0, 0, 0, 1); + glDisable(GL_BLEND); + glLineWidth(2); + glBegin(GL_LINE_LOOP); + glVertex2f(x-1, y-1); + glVertex2f(x+w+1, y-1); + glVertex2f(x+w+1, y+h+1); + glVertex2f(x-1, y+h+1); + glEnd; + + glColor4f(0.9, 0.9, 0.9, 1); + glbegin(gl_quads); + glVertex2f(x, y); + glVertex2f(x, y+h); + glVertex2f(x+w, y+h); + glVertex2f(x+w, y); + glEnd; + + + for line := 0 to numLines - 1 do + begin + if (line = Lines[0].Current) and not (PlaySentence or PlaySentenceMidi) then + glColor4f(0.4, 0.4, 0, 1) + else + glColor4f(1, 0.6, 0, 1); + + + start := Lines[0].Line[line].Note[0].Start; + end_ := Lines[0].Line[line].Note[Lines[0].Line[line].HighNote].Start+ + Lines[0].Line[line].Note[Lines[0].Line[line].HighNote].Length; + + pos := start/ww*w; + br := (end_-start)/ww*w; + + glbegin(gl_quads); + glVertex2f(x+pos, y); + glVertex2f(x+pos, y+h); + glVertex2f(x+pos+br, y+h); + glVertex2f(x+pos+br, y); + glEnd; + { + numNotes := Length(Lines[0].Line[line].Nuta); + + for note := 0 to numNotes - 1 do + begin + + end; } + end; + + if(PlaySentence or PlaySentenceMidi) then + begin + glColor4f(0, 0, 0, 0.5); + pos := 0; + br := AktBeat/ww*w; + if (br>w) then + br := w; + end else + begin + glColor4f(1, 0, 0, 1); + pos := Lines[0].Line[Lines[0].Current].Note[CurrentNote].Start/ww*w; + br := Lines[0].Line[Lines[0].Current].Note[CurrentNote].Length/ww*w; + if (br<1) then + br := 1; + end; + + glEnable(GL_BLEND); + glbegin(gl_quads); + glVertex2f(x+pos, y); + glVertex2f(x+pos, y+h); + glVertex2f(x+pos+br, y+h); + glVertex2f(x+pos+br, y); + glEnd; + glDisable(GL_BLEND); + + glLineWidth(1); +end; + +constructor TScreenEditSub.Create; +begin + inherited Create; + SetLength(Player, 1); + + // line + AddText(40, 11, 1, 30, 0, 0, 0, 'Line:'); + TextSentence := AddText(110, 11, 1, 30, 0, 0, 0, '0 / 0'); + + + // Note + AddText(282, 11, 1, 30, 0, 0, 0, 'Note:'); + TextNote := AddText(360, 11, 1, 30, 0, 0, 0, '0 / 0'); + + // file info + AddText(30, 65, 0, 24, 0, 0, 0, 'Title:'); + AddText(30, 90, 0, 24, 0, 0, 0, 'Artist:'); + AddText(30, 115, 0, 24, 0, 0, 0, 'Mp3:'); + AddText(30, 140, 0, 24, 0, 0, 0, 'BPM:'); + AddText(30, 165, 0, 24, 0, 0, 0, 'GAP:'); + + TextTitle := AddText(180, 65, 0, 24, 0, 0, 0, 'a'); + TextArtist := AddText(180, 90, 0, 24, 0, 0, 0, 'b'); + TextMp3 := AddText(180, 115, 0, 24, 0, 0, 0, 'c'); + TextBPM := AddText(180, 140, 0, 24, 0, 0, 0, 'd'); + TextGAP := AddText(180, 165, 0, 24, 0, 0, 0, 'e'); + + // note info + AddText(30, 190, 0, 24, 0, 0, 0, 'Start:'); + AddText(30, 215, 0, 24, 0, 0, 0, 'Duration:'); + AddText(30, 240, 0, 24, 0, 0, 0, 'Tone:'); + AddText(30, 265, 0, 24, 0, 0, 0, 'Text:'); //AddText(500, 265, 0, 8, 0, 0, 0, 'VideoGap:'); + + TextNStart := AddText(180, 190, 0, 24, 0, 0, 0, 'a'); + TextNLength := AddText(180, 215, 0, 24, 0, 0, 0, 'b'); + TextNTon := AddText(180, 240, 0, 24, 0, 0, 0, 'c'); + TextNText := AddText(180, 265, 0, 24, 0, 0, 0, 'd'); + + //TextVideoGap := AddText(600, 265, 0, 24, 0, 0, 0, 'e'); + + // debug + TextDebug := AddText(30, 550, 0, 27, 0, 0, 0, ''); + +end; + +procedure TScreenEditSub.OnShow; +var + FileExt: IPath; +begin + inherited; + + AudioPlayback.Stop; + PlaySentence := false; + PlaySentenceMidi := false; + + Log.LogStatus('Initializing', 'TEditScreen.OnShow'); + Lyric := TEditorLyrics.Create; + + ResetSingTemp; + + try + //Check if File is XML + FileExt := CurrentSong.FileName.GetExtension; + if FileExt.ToUTF8 = '.xml' then + Error := not CurrentSong.LoadXMLSong() + else + begin + // reread header with custom tags + Error := not CurrentSong.Analyse(true); + if not Error then + Error := not CurrentSong.LoadSong; + end; + except + Error := true; + end; + + if Error then + begin + //Error Loading Song -> Go back to Song Screen and Show some Error Message + FadeTo(@ScreenSong); + ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG')); + Exit; + end + else + begin + {$IFDEF UseMIDIPort} + MidiOut := TMidiOutput.Create(nil); + MidiOut.Open; + {$ENDIF} + Text[TextTitle].Text := CurrentSong.Title; + Text[TextArtist].Text := CurrentSong.Artist; + Text[TextMp3].Text := CurrentSong.Mp3.ToUTF8; + + Lines[0].Current := 0; + CurrentNote := 0; + Lines[0].Line[0].Note[0].Color := 2; + AudioPlayback.Open(CurrentSong.Path.Append(CurrentSong.Mp3)); + //Set Down Music Volume for Better hearability of Midi Sounds + //Music.SetVolume(0.4); + + Lyric.Clear; + Lyric.X := 400; + Lyric.Y := 500; + Lyric.Align := atCenter; + Lyric.Size := 42; + Lyric.ColR := 0; + Lyric.ColG := 0; + Lyric.ColB := 0; + Lyric.ColSR := Skin_FontHighlightR; + Lyric.ColSG := Skin_FontHighlightG; + Lyric.ColSB := Skin_FontHighlightB; + Lyric.AddLine(0); + Lyric.Selected := 0; + + NotesH := 7; + NotesW := 4; + + end; + +// Interaction := 0; + TextEditMode := false; +end; + +function TScreenEditSub.Draw: boolean; +var + Pet: integer; +begin + + glClearColor(1,1,1,1); + + // midi music + if PlaySentenceMidi then + begin + {$IFDEF UseMIDIPort} + MidiPos := USTime.GetTime - MidiTime + MidiStart; + + // stop the music + if (MidiPos > MidiStop) then + begin + MidiOut.PutShort($81, Lines[0].Line[Lines[0].Current].Note[MidiLastNote].Tone + 60, 127); + PlaySentenceMidi := false; + end; + {$ENDIF} + + // click + AktBeat := Floor(GetMidBeat(MidiPos - CurrentSong.GAP / 1000)); + Text[TextDebug].Text := IntToStr(AktBeat); + + if AktBeat <> LastClick then + begin + for Pet := 0 to Lines[0].Line[Lines[0].Current].HighNote do + if (Lines[0].Line[Lines[0].Current].Note[Pet].Start = AktBeat) then + begin + + LastClick := AktBeat; + {$IFDEF UseMIDIPort} + if Pet > 0 then + MidiOut.PutShort($81, Lines[0].Line[Lines[0].Current].Note[Pet-1].Tone + 60, 127); + MidiOut.PutShort($91, Lines[0].Line[Lines[0].Current].Note[Pet].Tone + 60, 127); + MidiLastNote := Pet; + {$ENDIF} + + end; + end; + end; // if PlaySentenceMidi + + // mp3 music + if PlaySentence then + begin + // stop the music + if (AudioPlayback.Position > PlayStopTime) then + begin + AudioPlayback.Stop; + PlaySentence := false; + end; + + // click + if (Click) and (PlaySentence) then + begin +// AktBeat := Floor(CurrentSong.BPM[0].BPM * (Music.Position - CurrentSong.GAP / 1000) / 60); + AktBeat := Floor(GetMidBeat(AudioPlayback.Position - CurrentSong.GAP / 1000)); + Text[TextDebug].Text := IntToStr(AktBeat); + if AktBeat <> LastClick then + begin + for Pet := 0 to Lines[0].Line[Lines[0].Current].HighNote do + if (Lines[0].Line[Lines[0].Current].Note[Pet].Start = AktBeat) then + begin + AudioPlayback.PlaySound( SoundLib.Click ); + LastClick := AktBeat; + end; + end; + end; // click + end; // if PlaySentence + + + Text[TextSentence].Text := IntToStr(Lines[0].Current + 1) + ' / ' + IntToStr(Lines[0].Number); + Text[TextNote].Text := IntToStr(CurrentNote + 1) + ' / ' + IntToStr(Lines[0].Line[Lines[0].Current].HighNote + 1); + + // Song info + Text[TextBPM].Text := FloatToStr(CurrentSong.BPM[0].BPM / 4); + Text[TextGAP].Text := FloatToStr(CurrentSong.GAP); + + //Error reading Variables when no Song is loaded + if not Error then + begin + // Note info + Text[TextNStart].Text := IntToStr(Lines[0].Line[Lines[0].Current].Note[CurrentNote].Start); + Text[TextNLength].Text := IntToStr(Lines[0].Line[Lines[0].Current].Note[CurrentNote].Length); + Text[TextNTon].Text := IntToStr(Lines[0].Line[Lines[0].Current].Note[CurrentNote].Tone) + ' ( ' + GetNoteName(Lines[0].Line[Lines[0].Current].Note[CurrentNote].Tone) + ' )'; + Text[TextNText].Text := Lines[0].Line[Lines[0].Current].Note[CurrentNote].Text; + end; + + // Text Edit Mode + if TextEditMode then + Text[TextNText].Text := Text[TextNText].Text + '|'; + + // draw static menu + DrawStatics; + DrawInfoBar(20, 460, 760, 20); + //inherited Draw; + DrawFG; + // draw notes + SingDrawNoteLines(20, 305, 780, 15); + //Error Drawing when no Song is loaded + if not Error then + begin + SingDrawBeatDelimeters(40, 305, 760, 0); + EditDrawLine(40, 410, 760, 0, 15); + end; + + // draw text + Lyric.Draw; + + Result := true; +end; + +procedure TScreenEditSub.OnHide; +begin + {$IFDEF UseMIDIPort} + MidiOut.Close; + MidiOut.Free; + {$ENDIF} + Lyric.Free; + //Music.SetVolume(1.0); +end; + +function TScreenEditSub.GetNoteName(Note: integer): string; +var + N1, N2: integer; +begin + if (Note > 0) then + begin + N1 := Note mod 12; + N2 := Note div 12; + end + else + begin + N1 := (Note + (-Trunc(Note/12)+1)*12) mod 12; + N2 := -1; + end; + + case N1 of + 0: Result := 'c'; + 1: Result := 'c#'; + 2: Result := 'd'; + 3: Result := 'd#'; + 4: Result := 'e'; + 5: Result := 'f'; + 6: Result := 'f#'; + 7: Result := 'g'; + 8: Result := 'g#'; + 9: Result := 'a'; + 10: Result := 'b'; + 11: Result := 'h'; + end; + + case N2 of + 0: Result := UpperCase(Result); //Normal Uppercase Note, 1: Normal lowercase Note + 2: Result := Result + ''''; //One Striped + 3: Result := Result + ''''''; //Two Striped + 4: Result := Result + ''''''''; //etc. + 5: Result := Result + ''''''''''; + 6: Result := Result + ''''''''''''; + 7: Result := Result + ''''''''''''''; + end; +end; + +end. \ No newline at end of file diff --git a/us_maker_edition/src/screens/UScreenLevel.pas b/us_maker_edition/src/screens/UScreenLevel.pas new file mode 100644 index 00000000..1ead9773 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenLevel.pas @@ -0,0 +1,139 @@ +{* 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 UScreenLevel; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + UDisplay, + UMusic, + UFiles, + SysUtils, + UThemes; + +type + TScreenLevel = class(TMenu) + public + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses + UGraphic, + UMain, + UIni, + USong, + UTexture, + UUnicodeUtils; + +function TScreenLevel.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + AudioPlayback.PlaySound(SoundLib.Back); + + if Ini.OnSongClick = sSelectPlayer then + FadeTo(@ScreenMain) + else + FadeTo(@ScreenName); + end; + + SDLK_RETURN: + begin + Ini.Difficulty := Interaction; + Ini.SaveLevel; + AudioPlayback.PlaySound(SoundLib.Start); + //Set Standard Mode + ScreenSong.Mode := smNormal; + FadeTo(@ScreenSong); + 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: InteractNext; + SDLK_UP: InteractPrev; + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end; +end; + +constructor TScreenLevel.Create; +begin + inherited Create; + + LoadFromTheme(Theme.Level); + + AddButton(Theme.Level.ButtonEasy); + AddButton(Theme.Level.ButtonMedium); + AddButton(Theme.Level.ButtonHard); + + Interaction := 0; +end; + +procedure TScreenLevel.OnShow; +begin + inherited; + + Interaction := Ini.Difficulty; +end; + +procedure TScreenLevel.SetAnimationProgress(Progress: real); +begin + Button[0].Texture.ScaleW := Progress; + Button[1].Texture.ScaleW := Progress; + Button[2].Texture.ScaleW := Progress; +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenLoading.pas b/us_maker_edition/src/screens/UScreenLoading.pas new file mode 100644 index 00000000..e368f181 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenLoading.pas @@ -0,0 +1,78 @@ +{* 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 UScreenLoading; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + SysUtils, + UThemes, + gl; + +type + TScreenLoading = class(TMenu) + public + Fadeout: boolean; + + constructor Create; override; + procedure OnShow; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + end; + +implementation + +uses + UGraphic, + UTime; + +function TScreenLoading.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; +end; + +constructor TScreenLoading.Create; +begin + inherited Create; + + LoadFromTheme(Theme.Loading); + + Fadeout := false; +end; + +procedure TScreenLoading.OnShow; +begin + inherited; +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenMain.pas b/us_maker_edition/src/screens/UScreenMain.pas new file mode 100644 index 00000000..8bb9365b --- /dev/null +++ b/us_maker_edition/src/screens/UScreenMain.pas @@ -0,0 +1,257 @@ +{* 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 UScreenMain; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + UDisplay, + UMusic, + UFiles, + SysUtils, + UThemes; + +type + TScreenMain = class(TMenu) + public + TextDescription: integer; + TextDescriptionLong: integer; + + constructor Create; override; + function ParseInput(PressedKey: Cardinal; CharCode: UCS4Char; + PressedDown: boolean): boolean; override; + procedure OnShow; override; + procedure SetInteraction(Num: integer); override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses + UGraphic, + UNote, + UIni, + UTexture, + USongs, + Textgl, + ULanguage, + UParty, + UScreenCredits, + USkins, + UUnicodeUtils; + +function TScreenMain.ParseInput(PressedKey: Cardinal; CharCode: UCS4Char; + PressedDown: boolean): boolean; +var + SDL_ModState: word; +begin + Result := true; + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT); + + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): begin + Result := false; + Exit; + end; + Ord('C'): begin + if (SDL_ModState = KMOD_LALT) then + begin + FadeTo(@ScreenCredits, SoundLib.Start); + Exit; + end; + end; + Ord('M'): begin + if (Ini.Players >= 1) and (Party.ModesAvailable) then + begin + FadeTo(@ScreenPartyOptions, SoundLib.Start); + Exit; + end; + end; + + Ord('S'): begin + FadeTo(@ScreenStatMain, SoundLib.Start); + Exit; + end; + + Ord('E'): begin + FadeTo(@ScreenEdit, SoundLib.Start); + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE: + begin + Result := false; + end; + + SDLK_RETURN: + begin + //Solo + if (Interaction = 0) then + begin + if (Songs.SongList.Count >= 1) then + begin + if (Ini.Players >= 0) and (Ini.Players <= 3) then + PlayersPlay := Ini.Players + 1; + if (Ini.Players = 4) then + PlayersPlay := 6; + + if Ini.OnSongClick = sSelectPlayer then + FadeTo(@ScreenLevel) + else + begin + ScreenName.Goto_SingScreen := false; + FadeTo(@ScreenName, SoundLib.Start); + end; + end + else //show error message + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); + end; + + //Multi + if Interaction = 1 then + begin + if (Songs.SongList.Count >= 1) then + begin + FadeTo(@ScreenPartyOptions, SoundLib.Start); + end + else //show error message, No Songs Loaded + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_SONGS')); + end; + + //Stats + if Interaction = 2 then + begin + FadeTo(@ScreenStatMain, SoundLib.Start); + end; + + //Editor + if Interaction = 3 then + begin + {$IFDEF UseMIDIPort} + FadeTo(@ScreenEdit, SoundLib.Start); + {$ELSE} + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_EDITOR')); + {$ENDIF} + end; + + //Options + if Interaction = 4 then + begin + FadeTo(@ScreenOptions, SoundLib.Start); + end; + + //Exit + if Interaction = 5 then + begin + Result := false; + end; + 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: InteractInc; + SDLK_UP: InteractDec; + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end + else // Key Up + case PressedKey of + SDLK_RETURN: + begin + end; + end; +end; + +constructor TScreenMain.Create; +begin + inherited Create; +{** + * Attention ^^: + * New Creation Order needed because of LoadFromTheme + * and Button Collections. + * At First Custom Texts and Statics + * Then LoadFromTheme + * after LoadFromTheme the Buttons and Selects + *} + TextDescription := AddText(Theme.Main.TextDescription); + TextDescriptionLong := AddText(Theme.Main.TextDescriptionLong); + + LoadFromTheme(Theme.Main); + + AddButton(Theme.Main.ButtonSolo); + AddButton(Theme.Main.ButtonMulti); + AddButton(Theme.Main.ButtonStat); + AddButton(Theme.Main.ButtonEditor); + AddButton(Theme.Main.ButtonOptions); + AddButton(Theme.Main.ButtonExit); + + Interaction := 0; +end; + +procedure TScreenMain.OnShow; +begin + inherited; + {** + * Clean up TPartyGame here + * at the moment there is no better place for this + *} + Party.Clear; +end; + +procedure TScreenMain.SetInteraction(Num: integer); +begin + inherited SetInteraction(Num); + Text[TextDescription].Text := Theme.Main.Description[Interaction]; + Text[TextDescriptionLong].Text := Theme.Main.DescriptionLong[Interaction]; +end; + +procedure TScreenMain.SetAnimationProgress(Progress: real); +begin + Statics[0].Texture.ScaleW := Progress; + Statics[0].Texture.ScaleH := Progress; +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenName.pas b/us_maker_edition/src/screens/UScreenName.pas new file mode 100644 index 00000000..42af50d7 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenName.pas @@ -0,0 +1,284 @@ +{* 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 UScreenName; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SysUtils, + SDL, + UDisplay, + UFiles, + UMenu, + UMusic, + UThemes; + +type + TScreenName = class(TMenu) + public + Goto_SingScreen: boolean; //If true then next Screen in SingScreen + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses + UCommon, + UGraphic, + UIni, + UNote, + UTexture, + UUnicodeUtils; + + +function TScreenName.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +var + I: integer; + SDL_ModState: word; +begin + Result := true; + if (PressedDown) then + begin // Key Down + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT); + + // check normal keys + if (IsPrintableChar(CharCode)) then + begin + Button[Interaction].Text[0].Text := Button[Interaction].Text[0].Text + + UCS4ToUTF8String(CharCode); + Exit; + end; + + // check special keys + case PressedKey of + // Templates for Names Mod + SDLK_F1: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[0] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[0]; + end; + SDLK_F2: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[1] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[1]; + end; + SDLK_F3: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[2] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[2]; + end; + SDLK_F4: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[3] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[3]; + end; + SDLK_F5: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[4] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[4]; + end; + SDLK_F6: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[5] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[5]; + end; + SDLK_F7: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[6] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[6]; + end; + SDLK_F8: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[7] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[7]; + end; + SDLK_F9: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[8] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[8]; + end; + SDLK_F10: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[9] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[9]; + end; + SDLK_F11: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[10] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[10]; + end; + SDLK_F12: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[11] := Button[Interaction].Text[0].Text; + end + else + begin + Button[Interaction].Text[0].Text := Ini.NameTemplate[11]; + end; + + SDLK_BACKSPACE: + begin + Button[Interaction].Text[0].DeleteLastLetter(); + end; + + SDLK_ESCAPE : + begin + Ini.SaveNames; + AudioPlayback.PlaySound(SoundLib.Back); + if GoTo_SingScreen then + FadeTo(@ScreenSong) + else + FadeTo(@ScreenMain); + end; + + SDLK_RETURN: + begin + for I := 1 to 6 do + Ini.Name[I-1] := Button[I-1].Text[0].Text; + Ini.SaveNames; + AudioPlayback.PlaySound(SoundLib.Start); + + if GoTo_SingScreen then + FadeTo(@ScreenSing) + else + FadeTo(@ScreenLevel); + + GoTo_SingScreen := false; + 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: InteractNext; + SDLK_UP: InteractPrev; + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end; +end; + +constructor TScreenName.Create; +var + I: integer; +begin + inherited Create; + + LoadFromTheme(Theme.Name); + + for I := 1 to 6 do + AddButton(Theme.Name.ButtonPlayer[I]); + + Interaction := 0; +end; + +procedure TScreenName.OnShow; +var + I: integer; +begin + inherited; + + for I := 1 to 6 do + Button[I-1].Text[0].Text := Ini.Name[I-1]; + + for I := 1 to PlayersPlay do + begin + Button[I-1].Visible := true; + Button[I-1].Selectable := true; + end; + + for I := PlayersPlay+1 to 6 do + begin + Button[I-1].Visible := false; + Button[I-1].Selectable := false; + end; + +end; + +procedure TScreenName.SetAnimationProgress(Progress: real); +var + I: integer; +begin + for I := 1 to 6 do + Button[I-1].Texture.ScaleW := Progress; +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenOpen.pas b/us_maker_edition/src/screens/UScreenOpen.pas new file mode 100644 index 00000000..70b883c4 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenOpen.pas @@ -0,0 +1,231 @@ +{* 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 UScreenOpen; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + Math, + SysUtils, + gl, + SDL, + UPath, + UMenu, + UMusic, + UFiles, + UTime, + USongs, + UIni, + ULog, + UTexture, + UMenuText, + ULyrics, + UThemes; + +type + TScreenOpen = class(TMenu) + private + //fTextF: array[0..1] of integer; + fTextN: integer; // text-box ID of filename + fFilename: IPath; + fBackScreen: PMenu; + + procedure AddBox(X, Y, W, H: real); + public + constructor Create; override; + procedure OnShow; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + + {** + * Set by the caller to provide a default filename. + * Set to the selected filename after calling this screen or to PATH_NONE + * if the screen was aborted. + * TODO: maybe pass this value with a callback OnValueChanged() + *} + property Filename: IPath READ fFilename WRITE fFilename; + {** The screen that is shown after this screen is closed (set by the caller) *} + property BackScreen: PMenu READ fBackScreen WRITE fBackScreen; + end; + +implementation + +uses + UGraphic, + UDraw, + UMain, + UScreenEditConvert, + USkins, + UUnicodeUtils; + +function TScreenOpen.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + + if (PressedDown) then // Key Down + begin + // check normal keys + if (IsPrintableChar(CharCode)) then + begin + if (Interaction = 0) then + begin + Text[fTextN].Text := Text[fTextN].Text + UCS4ToUTF8String(CharCode); + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_BACKSPACE: // del + begin + if Interaction = 0 then + begin + Text[fTextN].DeleteLastLetter; + end; + end; + + SDLK_ESCAPE: + begin + //Empty Filename and go to last Screen + fFileName := PATH_NONE; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(fBackScreen); + end; + + SDLK_RETURN: + begin + if (Interaction = 2) then + begin + //Update Filename and go to last Screen + fFileName := Path(Text[fTextN].Text); + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(fBackScreen); + end + else if (Interaction = 1) then + begin + //Empty Filename and go to last Screen + fFileName := PATH_NONE; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(fBackScreen); + end; + end; + + SDLK_LEFT: + begin + InteractPrev; + end; + + SDLK_RIGHT: + begin + InteractNext; + end; + + SDLK_DOWN: + begin + end; + + SDLK_UP: + begin + end; + end; + end; +end; + +procedure TScreenOpen.AddBox(X, Y, W, H: real); +begin + AddStatic(X, Y, W, H, 0, 0, 0, Skin.GetTextureFileName('MainBar'), TEXTURE_TYPE_COLORIZED); + AddStatic(X+2, Y+2, W-4, H-4, 1, 1, 1, Skin.GetTextureFileName('MainBar'), TEXTURE_TYPE_COLORIZED); +end; + +constructor TScreenOpen.Create; +begin + inherited Create; + + fFilename := PATH_NONE; + + // line + { + AddStatic(20, 10, 80, 30, 0, 0, 0, 'MainBar', 'JPG', TEXTURE_TYPE_COLORIZED); + AddText(35, 17, 1, 18, 1, 1, 1, 'line'); + TextSentence := AddText(120, 14, 1, 24, 0, 0, 0, '0 / 0'); + } + + // file list + //AddBox(400, 100, 350, 450); + + //TextF[0] := AddText(430, 155, 0, 24, 0, 0, 0, 'a'); + //TextF[1] := AddText(430, 180, 0, 24, 0, 0, 0, 'a'); + + // file name + AddBox(20, 540, 500, 40); + fTextN := AddText(50, 548, 0, 24, 0, 0, 0, fFileName.ToUTF8); + AddInteraction(iText, fTextN); + + // buttons + {AddButton(540, 540, 100, 40, Skin.SkinPath + Skin.ButtonF); + AddButtonText(10, 5, 0, 0, 0, 'Cancel'); + + AddButton(670, 540, 100, 40, Skin.SkinPath + Skin.ButtonF); + AddButtonText(30, 5, 0, 0, 0, 'OK');} + // buttons + AddButton(540, 540, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(10, 5, 0, 0, 0, 'Cancel'); + + AddButton(670, 540, 100, 40, Skin.GetTextureFileName('ButtonF')); + AddButtonText(30, 5, 0, 0, 0, 'OK'); + +end; + +procedure TScreenOpen.OnShow; +begin + inherited; + + Interaction := 0; + Text[fTextN].Text := fFilename.ToUTF8(); +end; + +(* +function TScreenEditSub.Draw: boolean; +var + Min: integer; + Sec: integer; + AktBeat: integer; +begin + +end; + +procedure TScreenEditSub.Finish; +begin +// +end; +*) + +end. diff --git a/us_maker_edition/src/screens/UScreenOptions.pas b/us_maker_edition/src/screens/UScreenOptions.pas new file mode 100644 index 00000000..bdb37701 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenOptions.pas @@ -0,0 +1,232 @@ +{* 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 UScreenOptions; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SDL, + SysUtils, + UMenu, + UDisplay, + UMusic, + UFiles, + UIni, + UThemes; + +type + TScreenOptions = class(TMenu) + public + TextDescription: integer; + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + procedure InteractNext; override; + procedure InteractPrev; override; + procedure InteractNextRow; override; + procedure InteractPrevRow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses + UGraphic, + UUnicodeUtils; + +function TScreenOptions.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenMain); + end; + SDLK_RETURN: + begin + if SelInteraction = 0 then + begin + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenOptionsGame); + end; + + if SelInteraction = 1 then + begin + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenOptionsGraphics); + end; + + if SelInteraction = 2 then + begin + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenOptionsSound); + end; + + if SelInteraction = 3 then + begin + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenOptionsLyrics); + end; + + if SelInteraction = 4 then + begin + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenOptionsThemes); + end; + + if SelInteraction = 5 then + begin + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenOptionsRecord); + end; + + if SelInteraction = 6 then + begin + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenOptionsAdvanced); + end; + + if SelInteraction = 7 then + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenMain); + end; + end; + SDLK_DOWN: InteractNextRow; + SDLK_UP: InteractPrevRow; + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end; +end; + +constructor TScreenOptions.Create; +begin + inherited Create; + + TextDescription := AddText(Theme.Options.TextDescription); + + LoadFromTheme(Theme.Options); + + AddButton(Theme.Options.ButtonGame); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[0]); + + AddButton(Theme.Options.ButtonGraphics); + if (Length(Button[1].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[1]); + + AddButton(Theme.Options.ButtonSound); + if (Length(Button[2].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[2]); + + AddButton(Theme.Options.ButtonLyrics); + if (Length(Button[3].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[3]); + + AddButton(Theme.Options.ButtonThemes); + if (Length(Button[4].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[4]); + + AddButton(Theme.Options.ButtonRecord); + if (Length(Button[5].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[5]); + + AddButton(Theme.Options.ButtonAdvanced); + if (Length(Button[6].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[6]); + + AddButton(Theme.Options.ButtonExit); + if (Length(Button[7].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[7]); + + Interaction := 0; +end; + +procedure TScreenOptions.OnShow; +begin + inherited; +end; + +procedure TScreenOptions.InteractNext; +begin + inherited InteractNext; + Text[TextDescription].Text := Theme.Options.Description[Interaction]; +end; + +procedure TScreenOptions.InteractPrev; +begin + inherited InteractPrev; + Text[TextDescription].Text := Theme.Options.Description[Interaction]; +end; + +procedure TScreenOptions.InteractNextRow; +begin + inherited InteractNextRow; + Text[TextDescription].Text := Theme.Options.Description[Interaction]; +end; + +procedure TScreenOptions.InteractPrevRow; +begin + inherited InteractPrevRow; + Text[TextDescription].Text := Theme.Options.Description[Interaction]; +end; + +procedure TScreenOptions.SetAnimationProgress(Progress: real); +begin + Button[0].Texture.ScaleW := Progress; + Button[1].Texture.ScaleW := Progress; + Button[2].Texture.ScaleW := Progress; + Button[3].Texture.ScaleW := Progress; + Button[4].Texture.ScaleW := Progress; + Button[5].Texture.ScaleW := Progress; + Button[6].Texture.ScaleW := Progress; + Button[7].Texture.ScaleW := Progress; +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenOptionsAdvanced.pas b/us_maker_edition/src/screens/UScreenOptionsAdvanced.pas new file mode 100644 index 00000000..dd727dd8 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenOptionsAdvanced.pas @@ -0,0 +1,168 @@ +{* 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 UScreenOptionsAdvanced; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SDL, + UMenu, + UDisplay, + UMusic, + UFiles, + UIni, + UThemes; + +type + TScreenOptionsAdvanced = class(TMenu) + public + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + end; + +implementation + +uses + UGraphic, + UUnicodeUtils, + SysUtils; + +function TScreenOptionsAdvanced.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + //SelectLoadAnimation Hidden because it is useless atm + //if SelInteraction = 7 then begin + if SelInteraction = 6 then + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + //SelectLoadAnimation Hidden because it is useless atm + //if (SelInteraction >= 0) and (SelInteraction <= 6) then begin + if (SelInteraction >= 0) and (SelInteraction <= 5) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + end; + end; + SDLK_LEFT: + begin + //SelectLoadAnimation Hidden because it is useless atm + //if (SelInteraction >= 0) and (SelInteraction <= 6) then begin + if (SelInteraction >= 0) and (SelInteraction <= 5) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + end; + end; + end; + end; +end; + +constructor TScreenOptionsAdvanced.Create; +begin + inherited Create; + + LoadFromTheme(Theme.OptionsAdvanced); + + //SelectLoadAnimation Hidden because it is useless atm + //AddSelect(Theme.OptionsAdvanced.SelectLoadAnimation, Ini.LoadAnimation, ILoadAnimationTranslated); + Theme.OptionsAdvanced.SelectScreenFade.showArrows := true; + Theme.OptionsAdvanced.SelectScreenFade.oneItemOnly := true; + AddSelectSlide(Theme.OptionsAdvanced.SelectScreenFade, Ini.ScreenFade, IScreenFadeTranslated); + + Theme.OptionsAdvanced.SelectEffectSing.showArrows := true; + Theme.OptionsAdvanced.SelectEffectSing.oneItemOnly := true; + AddSelectSlide(Theme.OptionsAdvanced.SelectEffectSing, Ini.EffectSing, IEffectSingTranslated); + + Theme.OptionsAdvanced.SelectLineBonus.showArrows := true; + Theme.OptionsAdvanced.SelectLineBonus.oneItemOnly := true; + AddSelectSlide(Theme.OptionsAdvanced.SelectLineBonus, Ini.LineBonus, ILineBonusTranslated); + + Theme.OptionsAdvanced.SelectOnSongClick.showArrows := true; + Theme.OptionsAdvanced.SelectOnSongClick.oneItemOnly := true; + AddSelectSlide(Theme.OptionsAdvanced.SelectOnSongClick, Ini.OnSongClick, IOnSongClickTranslated); + + Theme.OptionsAdvanced.SelectAskbeforeDel.showArrows := true; + Theme.OptionsAdvanced.SelectAskbeforeDel.oneItemOnly := true; + AddSelectSlide(Theme.OptionsAdvanced.SelectAskbeforeDel, Ini.AskBeforeDel, IAskbeforeDelTranslated); + + Theme.OptionsAdvanced.SelectPartyPopup.showArrows := true; + Theme.OptionsAdvanced.SelectPartyPopup.oneItemOnly := true; + AddSelectSlide(Theme.OptionsAdvanced.SelectPartyPopup, Ini.PartyPopup, IPartyPopupTranslated); + + AddButton(Theme.OptionsAdvanced.ButtonExit); + if (Length(Button[0].Text)=0) then + AddButtonText(20, 5, Theme.Options.Description[7]); + + Interaction := 0; +end; + +procedure TScreenOptionsAdvanced.OnShow; +begin + inherited; + + Interaction := 0; +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenOptionsGame.pas b/us_maker_edition/src/screens/UScreenOptionsGame.pas new file mode 100644 index 00000000..39de61e4 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenOptionsGame.pas @@ -0,0 +1,175 @@ +{* 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 UScreenOptionsGame; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SDL, + UMenu, + UDisplay, + UMusic, + UFiles, + UIni, + UThemes, + USongs; + +type + TScreenOptionsGame = class(TMenu) + public + old_Tabs, old_Sorting: integer; + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + procedure RefreshSongs; + end; + +implementation + +uses + UGraphic, + UUnicodeUtils, + SysUtils; + +function TScreenOptionsGame.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if PressedDown then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + AudioPlayback.PlaySound(SoundLib.Back); + RefreshSongs; + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + if SelInteraction = 6 then + begin + AudioPlayback.PlaySound(SoundLib.Back); + RefreshSongs; + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 5) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + end; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 5) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + end; + end; + end; + end; +end; + +constructor TScreenOptionsGame.Create; +begin + inherited Create; + + LoadFromTheme(Theme.OptionsGame); + + //Refresh Songs Patch + old_Sorting := Ini.Sorting; + old_Tabs := Ini.Tabs; + + Theme.OptionsGame.SelectPlayers.showArrows := true; + Theme.OptionsGame.SelectPlayers.oneItemOnly := true; + AddSelectSlide(Theme.OptionsGame.SelectPlayers, Ini.Players, IPlayers); + + Theme.OptionsGame.SelectDifficulty.showArrows := true; + Theme.OptionsGame.SelectDifficulty.oneItemOnly := true; + AddSelectSlide(Theme.OptionsGame.SelectDifficulty, Ini.Difficulty, IDifficultyTranslated); + + Theme.OptionsGame.SelectLanguage.showArrows := true; + Theme.OptionsGame.SelectLanguage.oneItemOnly := true; + AddSelectSlide(Theme.OptionsGame.SelectLanguage, Ini.Language, ILanguageTranslated); + + Theme.OptionsGame.SelectTabs.showArrows := true; + Theme.OptionsGame.SelectTabs.oneItemOnly := true; + AddSelectSlide(Theme.OptionsGame.SelectTabs, Ini.Tabs, ITabsTranslated); + + Theme.OptionsGame.SelectSorting.showArrows := true; + Theme.OptionsGame.SelectSorting.oneItemOnly := true; + AddSelectSlide(Theme.OptionsGame.SelectSorting, Ini.Sorting, ISortingTranslated); + + Theme.OptionsGame.SelectDebug.showArrows := true; + Theme.OptionsGame.SelectDebug.oneItemOnly := true; + AddSelectSlide(Theme.OptionsGame.SelectDebug, Ini.Debug, IDebugTranslated); + + + + AddButton(Theme.OptionsGame.ButtonExit); + if (Length(Button[0].Text) = 0) then + AddButtonText(20, 5, Theme.Options.Description[7]); + +end; + +//Refresh Songs Patch +procedure TScreenOptionsGame.RefreshSongs; +begin + if (ini.Sorting <> old_Sorting) or (ini.Tabs <> old_Tabs) then + ScreenSong.Refresh; +end; + +procedure TScreenOptionsGame.OnShow; +begin + inherited; + +// Interaction := 0; +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenOptionsGraphics.pas b/us_maker_edition/src/screens/UScreenOptionsGraphics.pas new file mode 100644 index 00000000..e2aacccd --- /dev/null +++ b/us_maker_edition/src/screens/UScreenOptionsGraphics.pas @@ -0,0 +1,164 @@ +{* 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 UScreenOptionsGraphics; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + UDisplay, + UMusic, + UFiles, + UIni, + UThemes; + +type + TScreenOptionsGraphics = class(TMenu) + public + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + end; + +implementation + +uses + UGraphic, + UUnicodeUtils, + SysUtils; + +function TScreenOptionsGraphics.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + if SelInteraction = 6 then + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + // FIXME: changing the video mode does not work this way in windows + // and MacOSX as all textures will be invalidated through this. + // See the ALT+TAB code too. + {$IF Defined(Linux) or Defined(FreeBSD)} + Reinitialize3D(); + {$IFEND} + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction < 6) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + end; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction < 6) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + end; + end; + end; + end; +end; + +constructor TScreenOptionsGraphics.Create; +begin + inherited Create; + LoadFromTheme(Theme.OptionsGraphics); + + Theme.OptionsGraphics.SelectResolution.showArrows := true; + Theme.OptionsGraphics.SelectResolution.oneItemOnly := true; + AddSelectSlide(Theme.OptionsGraphics.SelectResolution, Ini.Resolution, IResolution); + + Theme.OptionsGraphics.SelectFullscreen.showArrows := true; + Theme.OptionsGraphics.SelectFullscreen.oneItemOnly := true; + AddSelectSlide(Theme.OptionsGraphics.SelectFullscreen, Ini.Fullscreen, IFullScreenTranslated); + + Theme.OptionsGraphics.SelectDepth.showArrows := true; + Theme.OptionsGraphics.SelectDepth.oneItemOnly := true; + AddSelectSlide(Theme.OptionsGraphics.SelectDepth, Ini.Depth, IDepth); + + Theme.OptionsGraphics.SelectVisualizer.showArrows := true; + Theme.OptionsGraphics.SelectVisualizer.oneItemOnly := true; + AddSelectSlide(Theme.OptionsGraphics.SelectVisualizer, Ini.VisualizerOption, IVisualizerTranslated); + + Theme.OptionsGraphics.SelectOscilloscope.showArrows := true; + Theme.OptionsGraphics.SelectOscilloscope.oneItemOnly := true; + AddSelectSlide(Theme.OptionsGraphics.SelectOscilloscope, Ini.Oscilloscope, IOscilloscopeTranslated); + + Theme.OptionsGraphics.SelectMovieSize.showArrows := true; + Theme.OptionsGraphics.SelectMovieSize.oneItemOnly := true; + AddSelectSlide(Theme.OptionsGraphics.SelectMovieSize, Ini.MovieSize, IMovieSizeTranslated); + + AddButton(Theme.OptionsGraphics.ButtonExit); + if (Length(Button[0].Text)=0) then + AddButtonText(20, 5, Theme.Options.Description[7]); + +end; + +procedure TScreenOptionsGraphics.OnShow; +begin + inherited; + + Interaction := 0; +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenOptionsLyrics.pas b/us_maker_edition/src/screens/UScreenOptionsLyrics.pas new file mode 100644 index 00000000..468082de --- /dev/null +++ b/us_maker_edition/src/screens/UScreenOptionsLyrics.pas @@ -0,0 +1,147 @@ +{* 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 UScreenOptionsLyrics; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + UDisplay, + UMusic, + UFiles, + UIni, + UThemes; + +type + TScreenOptionsLyrics = class(TMenu) + public + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + end; + +implementation + +uses + UGraphic, + UUnicodeUtils, + SysUtils; + +function TScreenOptionsLyrics.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + if SelInteraction = 3 then + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 3) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + end; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 3) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + end; + end; + end; + end; +end; + +constructor TScreenOptionsLyrics.Create; +begin + inherited Create; + + LoadFromTheme(Theme.OptionsLyrics); + + Theme.OptionsLyrics.SelectLyricsFont.showArrows := true; + Theme.OptionsLyrics.SelectLyricsFont.oneItemOnly := true; + AddSelectSlide(Theme.OptionsLyrics.SelectLyricsFont, Ini.LyricsFont, ILyricsFontTranslated); + + Theme.OptionsLyrics.SelectLyricsEffect.showArrows := true; + Theme.OptionsLyrics.SelectLyricsEffect.oneItemOnly := true; + AddSelectSlide(Theme.OptionsLyrics.SelectLyricsEffect, Ini.LyricsEffect, ILyricsEffectTranslated); + + Theme.OptionsLyrics.SelectNoteLines.showArrows := true; + Theme.OptionsLyrics.SelectNoteLines.oneItemOnly := true; + AddSelectSlide(Theme.OptionsLyrics.SelectNoteLines, Ini.NoteLines, INoteLinesTranslated); + + AddButton(Theme.OptionsLyrics.ButtonExit); + if (Length(Button[0].Text)=0) then + AddButtonText(20, 5, Theme.Options.Description[7]); + +end; + +procedure TScreenOptionsLyrics.OnShow; +begin + inherited; + + Interaction := 0; +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenOptionsRecord.pas b/us_maker_edition/src/screens/UScreenOptionsRecord.pas new file mode 100644 index 00000000..0f9cd49a --- /dev/null +++ b/us_maker_edition/src/screens/UScreenOptionsRecord.pas @@ -0,0 +1,819 @@ +{* 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 UScreenOptionsRecord; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UThemes, + UMusic, + URecord, + UMenu; + +type + TDrawState = record + ChannelIndex: integer; + R, G, B: real; // mapped player color (normal) + RD, GD, BD: real; // mapped player color (dark) + end; + + TPeakInfo = record + Volume: single; + Time: cardinal; + end; + + TScreenOptionsRecord = class(TMenu) + private + // max. count of input-channels determined for all devices + MaxChannelCount: integer; + + // current input device + CurrentDeviceIndex: integer; + PreviewDeviceIndex: integer; + + // string arrays for select-slide options + InputSourceNames: array of UTF8String; + InputDeviceNames: array of UTF8String; + + // dynamic generated themes for channel select-sliders + SelectSlideChannelTheme: array of TThemeSelectSlide; + + // indices for widget-updates + SelectInputSourceID: integer; + SelectSlideChannelID: array of integer; + + // interaction IDs + ExitButtonIID: integer; + + // dummy data for non-available channels + ChannelToPlayerMapDummy: integer; + + // preview channel-buffers + PreviewChannel: array of TCaptureBuffer; + ChannelPeak: array of TPeakInfo; + + // Device source volume + SourceVolume: single; + NextVolumePollTime: cardinal; + + procedure StartPreview; + procedure StopPreview; + procedure UpdateInputDevice; + procedure ChangeVolume(VolumeChange: single); + procedure DrawVolume(x, y, Width, Height: single); + procedure DrawVUMeter(const State: TDrawState; x, y, Width, Height: single); + procedure DrawPitch(const State: TDrawState; x, y, Width, Height: single); + public + constructor Create; override; + function Draw: boolean; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + procedure OnHide; override; + end; + +const + PeakDecay = 0.2; // strength of peak-decay (reduction after one sec) + +const + BarHeight = 11; // height of each bar (volume/vu-meter/pitch) + BarUpperSpacing = 1; // spacing between a bar-area and the previous widget + BarLowerSpacing = 3; // spacing between a bar-area and the next widget + SourceBarsTotalHeight = BarHeight + BarUpperSpacing + BarLowerSpacing; + ChannelBarsTotalHeight = 2*BarHeight + BarUpperSpacing + BarLowerSpacing; + +implementation + +uses + SysUtils, + Math, + SDL, + gl, + TextGL, + UGraphic, + UDraw, + UMain, + UMenuSelectSlide, + UMenuText, + UFiles, + UDisplay, + UIni, + UUnicodeUtils, + ULog; + +function TScreenOptionsRecord.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + Ord('+'): + begin + // FIXME: add a nice volume-slider instead + // or at least provide visualization and acceleration if the user holds the key pressed. + ChangeVolume(0.02); + end; + Ord('-'): + begin + // FIXME: add a nice volume-slider instead + // or at least provide visualization and acceleration if the user holds the key pressed. + ChangeVolume(-0.02); + end; + Ord('T'): + begin + if ((SDL_GetModState() and KMOD_SHIFT) <> 0) then + Ini.ThresholdIndex := (Ini.ThresholdIndex + Length(IThresholdVals) - 1) mod Length(IThresholdVals) + else + Ini.ThresholdIndex := (Ini.ThresholdIndex + 1) mod Length(IThresholdVals); + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE: + begin + // TODO: Show Save/Abort screen + if (AudioInputProcessor.ValidateSettings()) then + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + end; + SDLK_RETURN: + begin + if (SelInteraction = ExitButtonIID) then + begin + if (AudioInputProcessor.ValidateSettings()) then + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction < ExitButtonIID) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + end; + UpdateInputDevice; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction < ExitButtonIID) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + end; + UpdateInputDevice; + end; + end; + end; +end; + +constructor TScreenOptionsRecord.Create; +var + DeviceIndex: integer; + SourceIndex: integer; + ChannelIndex: integer; + InputDevice: TAudioInputDevice; + InputDeviceCfg: PInputDeviceConfig; + ChannelTheme: ^TThemeSelectSlide; + //ButtonTheme: TThemeButton; + WidgetYPos: integer; +begin + inherited Create; + + LoadFromTheme(Theme.OptionsRecord); + + // set CurrentDeviceIndex to a valid device + if (Length(AudioInputProcessor.DeviceList) > 0) then + CurrentDeviceIndex := 0 + else + CurrentDeviceIndex := -1; + + PreviewDeviceIndex := -1; + + WidgetYPos := 0; + + // init sliders if at least one device was detected + if (Length(AudioInputProcessor.DeviceList) > 0) then + begin + InputDevice := AudioInputProcessor.DeviceList[CurrentDeviceIndex]; + InputDeviceCfg := @Ini.InputDeviceConfig[InputDevice.CfgIndex]; + + // init device-selection slider + SetLength(InputDeviceNames, Length(AudioInputProcessor.DeviceList)); + for DeviceIndex := 0 to High(AudioInputProcessor.DeviceList) do + begin + InputDeviceNames[DeviceIndex] := AudioInputProcessor.DeviceList[DeviceIndex].Name; + end; + // add device-selection slider (InteractionID: 0) + Theme.OptionsRecord.SelectSlideCard.showArrows := true; + Theme.OptionsRecord.SelectSlideCard.oneItemOnly := true; + AddSelectSlide(Theme.OptionsRecord.SelectSlideCard, CurrentDeviceIndex, InputDeviceNames); + + // init source-selection slider + SetLength(InputSourceNames, Length(InputDevice.Source)); + for SourceIndex := 0 to High(InputDevice.Source) do + begin + InputSourceNames[SourceIndex] := InputDevice.Source[SourceIndex].Name; + end; + + Theme.OptionsRecord.SelectSlideInput.showArrows := true; + Theme.OptionsRecord.SelectSlideInput.oneItemOnly := true; + // add source-selection slider (InteractionID: 1) + SelectInputSourceID := AddSelectSlide(Theme.OptionsRecord.SelectSlideInput, + InputDeviceCfg.Input, InputSourceNames); + + // add space for source volume bar + WidgetYPos := Theme.OptionsRecord.SelectSlideInput.Y + + Theme.OptionsRecord.SelectSlideInput.H + + SourceBarsTotalHeight; + + // find max. channel count of all devices + MaxChannelCount := 0; + for DeviceIndex := 0 to High(AudioInputProcessor.DeviceList) do + begin + if (AudioInputProcessor.DeviceList[DeviceIndex].AudioFormat.Channels > MaxChannelCount) then + MaxChannelCount := AudioInputProcessor.DeviceList[DeviceIndex].AudioFormat.Channels; + end; + + // init channel-to-player mapping sliders + SetLength(SelectSlideChannelID, MaxChannelCount); + SetLength(SelectSlideChannelTheme, MaxChannelCount); + + for ChannelIndex := 0 to MaxChannelCount-1 do + begin + // copy reference slide + SelectSlideChannelTheme[ChannelIndex] := + Theme.OptionsRecord.SelectSlideChannel; + // set current channel-theme + ChannelTheme := @SelectSlideChannelTheme[ChannelIndex]; + // adjust vertical position + ChannelTheme.Y := WidgetYPos; + // calc size of next slide (add space for bars) + WidgetYPos := WidgetYPos + ChannelTheme.H + ChannelBarsTotalHeight; + // append channel index to name + ChannelTheme.Text := ChannelTheme.Text + IntToStr(ChannelIndex+1); + + // show/hide widgets depending on whether the channel exists + if (ChannelIndex < Length(InputDeviceCfg.ChannelToPlayerMap)) then + begin + // current device has this channel + + // add slider + SelectSlideChannelID[ChannelIndex] := AddSelectSlide(ChannelTheme^, + InputDeviceCfg.ChannelToPlayerMap[ChannelIndex], IChannelPlayerTranslated); + end + else + begin + // current device does not have that many channels + + // add slider but hide it and assign a dummy variable to it + SelectSlideChannelID[ChannelIndex] := AddSelectSlide(ChannelTheme^, + ChannelToPlayerMapDummy, IChannelPlayerTranslated); + SelectsS[SelectSlideChannelID[ChannelIndex]].Visible := false; + end; + end; + end; + + // add Exit-button + //ButtonTheme := Theme.OptionsRecord.ButtonExit; + // adjust button position + //if (WidgetYPos <> 0) then + // ButtonTheme.Y := WidgetYPos; + //AddButton(ButtonTheme); + // I uncommented the stuff above, because it's not skinable :X + AddButton(Theme.OptionsRecord.ButtonExit); + if (Length(Button[0].Text) = 0) then + AddButtonText(20, 5, Theme.Options.Description[7]); + // store InteractionID + if (Length(AudioInputProcessor.DeviceList) > 0) then + ExitButtonIID := MaxChannelCount + 2 + else + ExitButtonIID := 0; + + // set focus + Interaction := 0; +end; + +procedure TScreenOptionsRecord.UpdateInputDevice; +var + SourceIndex: integer; + InputDevice: TAudioInputDevice; + InputDeviceCfg: PInputDeviceConfig; + ChannelIndex: integer; +begin + //Log.LogStatus('Update input-device', 'TScreenOptionsRecord.UpdateCard') ; + + StopPreview(); + + // set CurrentDeviceIndex to a valid device + if (CurrentDeviceIndex > High(AudioInputProcessor.DeviceList)) then + CurrentDeviceIndex := 0; + + // update sliders if at least one device was detected + if (Length(AudioInputProcessor.DeviceList) > 0) then + begin + InputDevice := AudioInputProcessor.DeviceList[CurrentDeviceIndex]; + InputDeviceCfg := @Ini.InputDeviceConfig[InputDevice.CfgIndex]; + + // update source-selection slider + SetLength(InputSourceNames, Length(InputDevice.Source)); + for SourceIndex := 0 to High(InputDevice.Source) do + begin + InputSourceNames[SourceIndex] := InputDevice.Source[SourceIndex].Name; + end; + UpdateSelectSlideOptions(Theme.OptionsRecord.SelectSlideInput, SelectInputSourceID, + InputSourceNames, InputDeviceCfg.Input); + + // update channel-to-player mapping sliders + for ChannelIndex := 0 to MaxChannelCount-1 do + begin + // show/hide widgets depending on whether the channel exists + if (ChannelIndex < Length(InputDeviceCfg.ChannelToPlayerMap)) then + begin + // current device has this channel + + // show slider + UpdateSelectSlideOptions(SelectSlideChannelTheme[ChannelIndex], + SelectSlideChannelID[ChannelIndex], IChannelPlayerTranslated, + InputDeviceCfg.ChannelToPlayerMap[ChannelIndex]); + SelectsS[SelectSlideChannelID[ChannelIndex]].Visible := true; + end + else + begin + // current device does not have that many channels + + // hide slider and assign a dummy variable to it + UpdateSelectSlideOptions(SelectSlideChannelTheme[ChannelIndex], + SelectSlideChannelID[ChannelIndex], IChannelPlayerTranslated, + ChannelToPlayerMapDummy); + SelectsS[SelectSlideChannelID[ChannelIndex]].Visible := false; + end; + end; + end; + + StartPreview(); +end; + +procedure TScreenOptionsRecord.ChangeVolume(VolumeChange: single); +var + InputDevice: TAudioInputDevice; + Volume: single; +begin + // validate CurrentDeviceIndex + if ((CurrentDeviceIndex < 0) or + (CurrentDeviceIndex > High(AudioInputProcessor.DeviceList))) then + begin + Exit; + end; + + InputDevice := AudioInputProcessor.DeviceList[CurrentDeviceIndex]; + if not assigned(InputDevice) then + Exit; + + // set new volume + Volume := InputDevice.GetVolume() + VolumeChange; + InputDevice.SetVolume(Volume); + //DebugWriteln('Volume: ' + floattostr(InputDevice.GetVolume)); + + // volume must be polled again + NextVolumePollTime := 0; +end; + +procedure TScreenOptionsRecord.OnShow; +var + ChannelIndex: integer; +begin + inherited; + + Interaction := 0; + + // create preview sound-buffers + SetLength(PreviewChannel, MaxChannelCount); + for ChannelIndex := 0 to High(PreviewChannel) do + PreviewChannel[ChannelIndex] := TCaptureBuffer.Create(); + + SetLength(ChannelPeak, MaxChannelCount); + + UpdateInputDevice(); +end; + +procedure TScreenOptionsRecord.OnHide; +var + ChannelIndex: integer; +begin + StopPreview(); + + // free preview buffers + for ChannelIndex := 0 to High(PreviewChannel) do + PreviewChannel[ChannelIndex].Free; + SetLength(PreviewChannel, 0); + SetLength(ChannelPeak, 0); +end; + +procedure TScreenOptionsRecord.StartPreview; +var + ChannelIndex: integer; + Device: TAudioInputDevice; +begin + if ((CurrentDeviceIndex >= 0) and + (CurrentDeviceIndex <= High(AudioInputProcessor.DeviceList))) then + begin + Device := AudioInputProcessor.DeviceList[CurrentDeviceIndex]; + // set preview channel as active capture channel + for ChannelIndex := 0 to High(Device.CaptureChannel) do + begin + PreviewChannel[ChannelIndex].Clear(); + Device.LinkCaptureBuffer(ChannelIndex, PreviewChannel[ChannelIndex]); + FillChar(ChannelPeak[ChannelIndex], SizeOf(TPeakInfo), 0); + end; + Device.Start(); + PreviewDeviceIndex := CurrentDeviceIndex; + + // volume must be polled again + NextVolumePollTime := 0; + end; +end; + +procedure TScreenOptionsRecord.StopPreview; +var + ChannelIndex: integer; + Device: TAudioInputDevice; +begin + if ((PreviewDeviceIndex >= 0) and + (PreviewDeviceIndex <= High(AudioInputProcessor.DeviceList))) then + begin + Device := AudioInputProcessor.DeviceList[PreviewDeviceIndex]; + Device.Stop; + for ChannelIndex := 0 to High(Device.CaptureChannel) do + Device.LinkCaptureBuffer(ChannelIndex, nil); + end; + PreviewDeviceIndex := -1; +end; + +procedure TScreenOptionsRecord.DrawVolume(x, y, Width, Height: single); +var + x1, y1, x2, y2: single; + VolBarInnerWidth: integer; + Volume: single; +const + VolBarInnerHSpacing = 2; + VolBarInnerVSpacing = 1; +begin + // coordinates for black rect + x1 := x; + y1 := y; + x2 := x1 + Width; + y2 := y1 + Height; + + // init blend mode + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + // draw black background-rect + glColor4f(0, 0, 0, 0.8); + glBegin(GL_QUADS); + glVertex2f(x1, y1); + glVertex2f(x2, y1); + glVertex2f(x2, y2); + glVertex2f(x1, y2); + glEnd(); + + VolBarInnerWidth := Trunc(Width - 2*VolBarInnerHSpacing); + + // TODO: if no volume is available, show some info (a blue bar maybe) + if (SourceVolume >= 0) then + Volume := SourceVolume + else + Volume := 0; + + // coordinates for first half of the volume bar + x1 := x + VolBarInnerHSpacing; + x2 := x1 + VolBarInnerWidth * Volume; + y1 := y1 + VolBarInnerVSpacing; + y2 := y2 - VolBarInnerVSpacing; + + // draw volume-bar + glBegin(GL_QUADS); + // draw volume bar + glColor3f(0.4, 0.3, 0.3); + glVertex2f(x1, y1); + glVertex2f(x1, y2); + glColor3f(1, 0.1, 0.1); + glVertex2f(x2, y2); + glVertex2f(x2, y1); + glEnd(); + + { not needed anymore + // coordinates for separator + x1 := x + VolBarInnerHSpacing; + x2 := x1 + VolBarInnerWidth; + + // draw separator + glBegin(GL_LINE_STRIP); + glColor4f(0.1, 0.1, 0.1, 0.2); + glVertex2f(x1, y2); + glColor4f(0.4, 0.4, 0.4, 0.2); + glVertex2f((x1+x2)/2, y2); + glColor4f(0.1, 0.1, 0.1, 0.2); + glVertex2f(x2, y2); + glEnd(); + } + + glDisable(GL_BLEND); +end; + +procedure TScreenOptionsRecord.DrawVUMeter(const State: TDrawState; x, y, Width, Height: single); +var + x1, y1, x2, y2: single; + Volume, PeakVolume: single; + Delta: single; + VolBarInnerWidth: integer; +const + VolBarInnerHSpacing = 2; + VolBarInnerVSpacing = 1; +begin + // coordinates for black rect + x1 := x; + y1 := y; + x2 := x1 + Width; + y2 := y1 + Height; + + // init blend mode + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + // draw black background-rect + glColor4f(0, 0, 0, 0.8); + glBegin(GL_QUADS); + glVertex2f(x1, y1); + glVertex2f(x2, y1); + glVertex2f(x2, y2); + glVertex2f(x1, y2); + glEnd(); + + VolBarInnerWidth := Trunc(Width - 2*VolBarInnerHSpacing); + + // vertical positions + y1 := y1 + VolBarInnerVSpacing; + y2 := y2 - VolBarInnerVSpacing; + + // coordinates for bevel + x1 := x + VolBarInnerHSpacing; + x2 := x1 + VolBarInnerWidth; + + glBegin(GL_QUADS); + Volume := PreviewChannel[State.ChannelIndex].MaxSampleVolume(); + + // coordinates for volume bar + x1 := x + VolBarInnerHSpacing; + x2 := x1 + VolBarInnerWidth * Volume; + + // draw volume bar + glColor3f(State.RD, State.GD, State.BD); + glVertex2f(x1, y1); + glVertex2f(x1, y2); + glColor3f(State.R, State.G, State.B); + glVertex2f(x2, y2); + glVertex2f(x2, y1); + + Delta := (SDL_GetTicks() - ChannelPeak[State.ChannelIndex].Time)/1000; + PeakVolume := ChannelPeak[State.ChannelIndex].Volume - Delta*Delta*PeakDecay; + + // determine new peak-volume + if (Volume > PeakVolume) then + begin + PeakVolume := Volume; + ChannelPeak[State.ChannelIndex].Volume := Volume; + ChannelPeak[State.ChannelIndex].Time := SDL_GetTicks(); + end; + + x1 := x + VolBarInnerHSpacing + VolBarInnerWidth * PeakVolume; + x2 := x1 + 2; + + // draw peak + glColor3f(0.8, 0.8, 0.8); + glVertex2f(x1, y1); + glVertex2f(x1, y2); + glVertex2f(x2, y2); + glVertex2f(x2, y1); + + // draw threshold + x1 := x + VolBarInnerHSpacing; + x2 := x1 + VolBarInnerWidth * IThresholdVals[Ini.ThresholdIndex]; + + glColor4f(0.3, 0.3, 0.3, 0.6); + glVertex2f(x1, y1); + glVertex2f(x1, y2); + glVertex2f(x2, y2); + glVertex2f(x2, y1); + glEnd(); + + glDisable(GL_BLEND); +end; + +procedure TScreenOptionsRecord.DrawPitch(const State: TDrawState; x, y, Width, Height: single); +var + x1, y1, x2, y2: single; + i: integer; + ToneBoxWidth: real; + ToneString: string; + ToneStringWidth, ToneStringHeight: real; + ToneStringMaxWidth: real; + ToneStringCenterXOffset: real; +const + PitchBarInnerHSpacing = 2; + PitchBarInnerVSpacing = 1; +begin + // calc tone pitch + PreviewChannel[State.ChannelIndex].AnalyzeBuffer(); + + // coordinates for black rect + x1 := x; + y1 := y; + x2 := x + Width; + y2 := y + Height; + + // init blend mode + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + // draw black background-rect + glColor4f(0, 0, 0, 0.8); + glBegin(GL_QUADS); + glVertex2f(x1, y1); + glVertex2f(x2, y1); + glVertex2f(x2, y2); + glVertex2f(x1, y2); + glEnd(); + + // coordinates for tone boxes + ToneBoxWidth := Width / NumHalftones; + y1 := y1 + PitchBarInnerVSpacing; + y2 := y2 - PitchBarInnerVSpacing; + + glBegin(GL_QUADS); + // draw tone boxes + for i := 0 to NumHalftones-1 do + begin + x1 := x + i * ToneBoxWidth + PitchBarInnerHSpacing; + x2 := x1 + ToneBoxWidth - 2*PitchBarInnerHSpacing; + + if ((PreviewChannel[State.ChannelIndex].ToneValid) and + (PreviewChannel[State.ChannelIndex].ToneAbs = i)) then + begin + // highlight current tone-pitch + glColor3f(1, i / (NumHalftones-1), 0) + end + else + begin + // grey other tone-pitches + glColor3f(0.3, i / (NumHalftones-1) * 0.3, 0); + end; + + glVertex2f(x1, y1); + glVertex2f(x2, y1); + glVertex2f(x2, y2); + glVertex2f(x1, y2); + end; + glEnd(); + + glDisable(GL_BLEND); + + /// + // draw the name of the tone + /////// + + ToneString := PreviewChannel[State.ChannelIndex].ToneString; + ToneStringHeight := ChannelBarsTotalHeight; + + // initialize font + // TODO: what about reflection, italic etc.? + SetFontSize(ToneStringHeight); + + // center + // Note: for centering let us assume that G#4 has the max. horizontal extent + ToneStringWidth := glTextWidth(ToneString); + ToneStringMaxWidth := glTextWidth('G#4'); + ToneStringCenterXOffset := (ToneStringMaxWidth-ToneStringWidth) / 2; + + // draw + SetFontPos(x-ToneStringWidth-ToneStringCenterXOffset, y-ToneStringHeight/2); + glColor3f(0, 0, 0); + glPrint(ToneString); +end; + +function TScreenOptionsRecord.Draw: boolean; +var + Device: TAudioInputDevice; + DeviceCfg: PInputDeviceConfig; + SelectSlide: TSelectSlide; + BarXOffset, BarYOffset, BarWidth: real; + ChannelIndex: integer; + State: TDrawState; +begin + DrawBG; + DrawFG; + + if ((PreviewDeviceIndex >= 0) and + (PreviewDeviceIndex <= High(AudioInputProcessor.DeviceList))) then + begin + Device := AudioInputProcessor.DeviceList[PreviewDeviceIndex]; + DeviceCfg := @Ini.InputDeviceConfig[Device.CfgIndex]; + + // update source volume + if (SDL_GetTicks() >= NextVolumePollTime) then + begin + NextVolumePollTime := SDL_GetTicks() + 500; // next poll in 500ms + SourceVolume := Device.GetVolume(); + end; + + // get source select slide + SelectSlide := SelectsS[SelectInputSourceID]; + BarXOffset := SelectSlide.TextureSBG.X; + BarYOffset := SelectSlide.TextureSBG.Y + SelectSlide.TextureSBG.H + BarUpperSpacing; + BarWidth := SelectSlide.TextureSBG.W; + DrawVolume(SelectSlide.TextureSBG.X, BarYOffset, BarWidth, BarHeight); + + for ChannelIndex := 0 to High(Device.CaptureChannel) do + begin + // load player color mapped to current input channel + if (DeviceCfg.ChannelToPlayerMap[ChannelIndex] > 0) then + begin + // set mapped channel to corresponding player-color + LoadColor(State.R, State.G, State.B, 'P'+ IntToStr(DeviceCfg.ChannelToPlayerMap[ChannelIndex]) + 'Dark'); + end + else + begin + // set non-mapped channel to white + State.R := 1; State.G := 1; State.B := 1; + end; + + // dark player colors + State.RD := 0.2 * State.R; + State.GD := 0.2 * State.G; + State.BD := 0.2 * State.B; + + // channel select slide + SelectSlide := SelectsS[SelectSlideChannelID[ChannelIndex]]; + + BarXOffset := SelectSlide.TextureSBG.X; + BarYOffset := SelectSlide.TextureSBG.Y + SelectSlide.TextureSBG.H + BarUpperSpacing; + BarWidth := SelectSlide.TextureSBG.W; + + State.ChannelIndex := ChannelIndex; + + DrawVUMeter(State, BarXOffset, BarYOffset, BarWidth, BarHeight); + DrawPitch(State, BarXOffset, BarYOffset+BarHeight, BarWidth, BarHeight); + end; + end; + + Result := true; +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenOptionsSound.pas b/us_maker_edition/src/screens/UScreenOptionsSound.pas new file mode 100644 index 00000000..c0efa4d8 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenOptionsSound.pas @@ -0,0 +1,187 @@ +{* 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 UScreenOptionsSound; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SDL, + UMenu, + UDisplay, + UMusic, + UFiles, + UIni, + UThemes; + +type + TScreenOptionsSound = class(TMenu) + public + constructor Create; override; + function ParseInput(PressedKey: Cardinal; CharCode: UCS4Char; + PressedDown: boolean): boolean; override; + procedure OnShow; override; + end; + +implementation + +uses + UGraphic, + UUnicodeUtils, + SysUtils; + +function TScreenOptionsSound.ParseInput(PressedKey: cardinal; + CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE: + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + if SelInteraction = 8 then + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP: + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction < 8) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + end; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction < 8) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + end; + end; + end; + end; + +{** + * Actually this one isn't pretty - but it does the trick of + * turning the background music on/off in "real time" + * bgm = background music + * TODO: - Fetching the SelectInteraction via something more descriptive + * - Obtaining the current value of a select is imho ugly + *} + if (SelInteraction = 1) then + begin + if TBackgroundMusicOption(SelectsS[1].SelectedOption) = bmoOn then + SoundLib.StartBgMusic + else + SoundLib.PauseBgMusic; + end; + +end; + +constructor TScreenOptionsSound.Create; +begin + inherited Create; + + LoadFromTheme(Theme.OptionsSound); + + Theme.OptionsSound.SelectSlideVoicePassthrough.showArrows := true; + Theme.OptionsSound.SelectSlideVoicePassthrough.oneItemOnly := true; + AddSelectSlide(Theme.OptionsSound.SelectSlideVoicePassthrough, Ini.VoicePassthrough, IVoicePassthroughTranslated); + + Theme.OptionsSound.SelectBackgroundMusic.showArrows := true; + Theme.OptionsSound.SelectBackgroundMusic.oneItemOnly := true; + AddSelectSlide(Theme.OptionsSound.SelectBackgroundMusic, Ini.BackgroundMusicOption, IBackgroundMusicTranslated); + + // TODO: - MicBoost needs to be moved to ScreenOptionsRecord + Theme.OptionsSound.SelectMicBoost.showArrows := true; + Theme.OptionsSound.SelectMicBoost.oneItemOnly := true; + AddSelectSlide(Theme.OptionsSound.SelectMicBoost, Ini.MicBoost, IMicBoostTranslated); + + + Theme.OptionsSound.SelectClickAssist.showArrows := true; + Theme.OptionsSound.SelectClickAssist.oneItemOnly := true; + AddSelectSlide(Theme.OptionsSound.SelectClickAssist, Ini.ClickAssist, IClickAssistTranslated); + + Theme.OptionsSound.SelectBeatClick.showArrows := true; + Theme.OptionsSound.SelectBeatClick.oneItemOnly := true; + AddSelectSlide(Theme.OptionsSound.SelectBeatClick, Ini.BeatClick, IBeatClickTranslated); + + Theme.OptionsSound.SelectThreshold.showArrows := true; + Theme.OptionsSound.SelectThreshold.oneItemOnly := true; + AddSelectSlide(Theme.OptionsSound.SelectThreshold, Ini.ThresholdIndex, IThreshold); + + Theme.OptionsSound.SelectSlidePreviewVolume.showArrows := true; + Theme.OptionsSound.SelectSlidePreviewVolume.oneItemOnly := true; + AddSelectSlide(Theme.OptionsSound.SelectSlidePreviewVolume, Ini.PreviewVolume, IPreviewVolumeTranslated); + + Theme.OptionsSound.SelectSlidePreviewFading.showArrows := true; + Theme.OptionsSound.SelectSlidePreviewFading.oneItemOnly := true; + AddSelectSlide(Theme.OptionsSound.SelectSlidePreviewFading, Ini.PreviewFading, IPreviewFadingTranslated); + + AddButton(Theme.OptionsSound.ButtonExit); + if (Length(Button[0].Text) = 0) then + AddButtonText(20, 5, Theme.Options.Description[7]); + + Interaction := 0; +end; + +procedure TScreenOptionsSound.OnShow; +begin + inherited; + Interaction := 0; +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenOptionsThemes.pas b/us_maker_edition/src/screens/UScreenOptionsThemes.pas new file mode 100644 index 00000000..94475cc7 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenOptionsThemes.pas @@ -0,0 +1,229 @@ +{* 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 UScreenOptionsThemes; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SDL, + UMenu, + UDisplay, + UMusic, + UFiles, + UIni, + UThemes; + +type + TScreenOptionsThemes = class(TMenu) + private + procedure ReloadTheme; + public + SkinSelect: integer; + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + procedure InteractInc; override; + procedure InteractDec; override; + end; + +implementation + +uses + SysUtils, + UGraphic, + UMain, + UPathUtils, + UUnicodeUtils, + USkins; + +function TScreenOptionsThemes.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Ini.Save; + + // Reload all screens, after Theme changed + // Todo : JB - Check if theme was actually changed + UGraphic.UnLoadScreens(); + UGraphic.LoadScreens(); + + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + SDLK_RETURN: + begin + if SelInteraction = 3 then + begin + Ini.Save; + + // Reload all screens, after Theme changed + // Todo : JB - Check if theme was actually changed + UGraphic.UnLoadScreens(); + UGraphic.LoadScreens(); + + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenOptions); + end; + end; + SDLK_DOWN: + InteractNext; + SDLK_UP : + InteractPrev; + SDLK_RIGHT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 2) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + end; + end; + SDLK_LEFT: + begin + if (SelInteraction >= 0) and (SelInteraction <= 2) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + end; + end; + end; + end; +end; + +procedure TScreenOptionsThemes.InteractInc; +begin + inherited InteractInc; + + //Update Skins + if (SelInteraction = 0) then + begin + Skin.OnThemeChange; + UpdateSelectSlideOptions(Theme.OptionsThemes.SelectSkin, SkinSelect, ISkin, Ini.SkinNo); + + // set skin to themes default skin + Ini.SkinNo := Theme.Themes[Ini.Theme].DefaultSkin; + end; + + { set skins default color } + if (SelInteraction = 0) or (SelInteraction = 1) then + begin + Ini.Color := Skin.GetDefaultColor(Ini.SkinNo); + end; + + ReloadTheme(); +end; + +procedure TScreenOptionsThemes.InteractDec; +begin + inherited InteractDec; + + //Update Skins + if (SelInteraction = 0 ) then + begin + Skin.OnThemeChange; + UpdateSelectSlideOptions (Theme.OptionsThemes.SelectSkin, SkinSelect, ISkin, Ini.SkinNo); + + // set skin to themes default skin + Ini.SkinNo := Theme.Themes[Ini.Theme].DefaultSkin; + end; + + { set skins default color } + if (SelInteraction = 0) or (SelInteraction = 1) then + begin + Ini.Color := Skin.GetDefaultColor(Ini.SkinNo); + end; + + ReloadTheme(); +end; + +constructor TScreenOptionsThemes.Create; +begin + inherited Create; + + LoadFromTheme(Theme.OptionsThemes); + + Theme.OptionsThemes.SelectTheme.showArrows := true; + Theme.OptionsThemes.SelectTheme.oneItemOnly := true; + AddSelectSlide(Theme.OptionsThemes.SelectTheme, Ini.Theme, ITheme); + + Theme.OptionsThemes.SelectSkin.showArrows := true; + Theme.OptionsThemes.SelectSkin.oneItemOnly := true; + SkinSelect := AddSelectSlide(Theme.OptionsThemes.SelectSkin, Ini.SkinNo, ISkin); + + Theme.OptionsThemes.SelectColor.showArrows := true; + Theme.OptionsThemes.SelectColor.oneItemOnly := true; + AddSelectSlide(Theme.OptionsThemes.SelectColor, Ini.Color, IColorTranslated); + + AddButton(Theme.OptionsThemes.ButtonExit); + if (Length(Button[0].Text)=0) then + AddButtonText(20, 5, Theme.Options.Description[7]); +end; + +procedure TScreenOptionsThemes.OnShow; +begin + inherited; + + Interaction := 0; +end; + +procedure TScreenOptionsThemes.ReloadTheme; +begin + Theme.LoadTheme(Ini.Theme, Ini.Color); + + ScreenOptionsThemes := TScreenOptionsThemes.create(); + ScreenOptionsThemes.onshow; + Display.CurrentScreen := @ScreenOptionsThemes; + + ScreenOptionsThemes.Interaction := self.Interaction; + ScreenOptionsThemes.Draw; + + Display.Draw; + SwapBuffers; + + Self.Destroy; +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenPartyNewRound.pas b/us_maker_edition/src/screens/UScreenPartyNewRound.pas new file mode 100644 index 00000000..8024108c --- /dev/null +++ b/us_maker_edition/src/screens/UScreenPartyNewRound.pas @@ -0,0 +1,334 @@ +{* 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 UScreenPartyNewRound; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SDL, + SysUtils, + UMenu, + UDisplay, + UMusic, + UFiles, + UThemes; + +type + TScreenPartyNewRound = class(TMenu) + public + //Texts: + TextRound: array [0..6] of cardinal; + + TextWinner: array [0..6] of cardinal; + + TextNextRound: cardinal; + TextNextRoundNo: cardinal; + TextNextPlayer1: cardinal; + TextNextPlayer2: cardinal; + TextNextPlayer3: cardinal; + + //Statics + StaticRound: array [0..6] of cardinal; + + //Scores + TextScoreTeam1: cardinal; + TextScoreTeam2: cardinal; + TextScoreTeam3: cardinal; + TextNameTeam1: cardinal; + TextNameTeam2: cardinal; + TextNameTeam3: cardinal; + + TextTeam1Players: cardinal; + TextTeam2Players: cardinal; + TextTeam3Players: cardinal; + + StaticTeam1: cardinal; + StaticTeam2: cardinal; + StaticTeam3: cardinal; + StaticNextPlayer1: cardinal; + StaticNextPlayer2: cardinal; + StaticNextPlayer3: cardinal; + + + + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses + UGraphic, + UMain, + UIni, + UTexture, + UParty, + ULanguage, + USong, + ULog, + UUnicodeUtils; + +function TScreenPartyNewRound.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + AudioPlayback.PlaySound(SoundLib.Back); + CheckFadeTo(@ScreenMain,'MSG_END_PARTY'); + end; + + SDLK_RETURN: + begin + AudioPlayback.PlaySound(SoundLib.Start); + Party.CallBeforeSongSelect; + end; + end; + end; +end; + +constructor TScreenPartyNewRound.Create; +begin + inherited Create; + + TextRound[0] := AddText (Theme.PartyNewRound.TextRound1); + TextRound[1] := AddText (Theme.PartyNewRound.TextRound2); + TextRound[2] := AddText (Theme.PartyNewRound.TextRound3); + TextRound[3] := AddText (Theme.PartyNewRound.TextRound4); + TextRound[4] := AddText (Theme.PartyNewRound.TextRound5); + TextRound[5] := AddText (Theme.PartyNewRound.TextRound6); + TextRound[6] := AddText (Theme.PartyNewRound.TextRound7); + + TextWinner[0] := AddText (Theme.PartyNewRound.TextWinner1); + TextWinner[1] := AddText (Theme.PartyNewRound.TextWinner2); + TextWinner[2] := AddText (Theme.PartyNewRound.TextWinner3); + TextWinner[3] := AddText (Theme.PartyNewRound.TextWinner4); + TextWinner[4] := AddText (Theme.PartyNewRound.TextWinner5); + TextWinner[5] := AddText (Theme.PartyNewRound.TextWinner6); + TextWinner[6] := AddText (Theme.PartyNewRound.TextWinner7); + + TextNextRound := AddText (Theme.PartyNewRound.TextNextRound); + TextNextRoundNo := AddText (Theme.PartyNewRound.TextNextRoundNo); + TextNextPlayer1 := AddText (Theme.PartyNewRound.TextNextPlayer1); + TextNextPlayer2 := AddText (Theme.PartyNewRound.TextNextPlayer2); + TextNextPlayer3 := AddText (Theme.PartyNewRound.TextNextPlayer3); + + StaticRound[0] := AddStatic (Theme.PartyNewRound.StaticRound1); + StaticRound[1] := AddStatic (Theme.PartyNewRound.StaticRound2); + StaticRound[2] := AddStatic (Theme.PartyNewRound.StaticRound3); + StaticRound[3] := AddStatic (Theme.PartyNewRound.StaticRound4); + StaticRound[4] := AddStatic (Theme.PartyNewRound.StaticRound5); + StaticRound[5] := AddStatic (Theme.PartyNewRound.StaticRound6); + StaticRound[6] := AddStatic (Theme.PartyNewRound.StaticRound7); + + //Scores + TextScoreTeam1 := AddText (Theme.PartyNewRound.TextScoreTeam1); + TextScoreTeam2 := AddText (Theme.PartyNewRound.TextScoreTeam2); + TextScoreTeam3 := AddText (Theme.PartyNewRound.TextScoreTeam3); + TextNameTeam1 := AddText (Theme.PartyNewRound.TextNameTeam1); + TextNameTeam2 := AddText (Theme.PartyNewRound.TextNameTeam2); + TextNameTeam3 := AddText (Theme.PartyNewRound.TextNameTeam3); + + //Players + TextTeam1Players := AddText (Theme.PartyNewRound.TextTeam1Players); + TextTeam2Players := AddText (Theme.PartyNewRound.TextTeam2Players); + TextTeam3Players := AddText (Theme.PartyNewRound.TextTeam3Players); + + StaticTeam1 := AddStatic (Theme.PartyNewRound.StaticTeam1); + StaticTeam2 := AddStatic (Theme.PartyNewRound.StaticTeam2); + StaticTeam3 := AddStatic (Theme.PartyNewRound.StaticTeam3); + StaticNextPlayer1 := AddStatic (Theme.PartyNewRound.StaticNextPlayer1); + StaticNextPlayer2 := AddStatic (Theme.PartyNewRound.StaticNextPlayer2); + StaticNextPlayer3 := AddStatic (Theme.PartyNewRound.StaticNextPlayer3); + + LoadFromTheme(Theme.PartyNewRound); +end; + +procedure TScreenPartyNewRound.OnShow; +var + I: integer; + function GetTeamPlayers(const Num: integer): UTF8String; + var + Players: array of UTF8String; + J: integer; + begin + if (Num > High(Party.Teams)) or (Num < 0) then + exit; + + //Create Players array + SetLength(Players, Length(Party.Teams[Num].Players)); + For J := 0 to High(Party.Teams[Num].Players) do + Players[J] := UTF8String(Party.Teams[Num].Players[J].Name); + + //Implode and Return + Result := Language.Implode(Players); + end; +begin + inherited; + + //Set Visibility of Round Infos + for I := 0 to 6 do + begin + if (I <= High(Party.Rounds)) then + begin + Statics[StaticRound[I]].Visible := True; + Text[TextRound[I]].Visible := True; + Text[TextWinner[I]].Visible := True; + + // update texts: + Text[TextRound[I]].Text := Language.Translate('MODE_' + uppercase(Party.Modes[Party.Rounds[I].Mode].Name) + '_NAME'); + Text[TextWinner[I]].Text := Party.GetWinnerString(I); + end + else + begin + Statics[StaticRound[I]].Visible := False; + Text[TextRound[I]].Visible := False; + Text[TextWinner[I]].Visible := False; + end; + end; + + + //Display Scores + if (Length(Party.Teams) >= 1) then + begin + Text[TextScoreTeam1].Text := InttoStr(Party.Teams[0].Score); + Text[TextNameTeam1].Text := UTF8String(Party.Teams[0].Name); + Text[TextTeam1Players].Text := GetTeamPlayers(0); + + Text[TextScoreTeam1].Visible := true; + Text[TextNameTeam1].Visible := true; + Text[TextTeam1Players].Visible := true; + Statics[StaticTeam1].Visible := true; + Statics[StaticNextPlayer1].Visible := true; + end + else + begin + Text[TextScoreTeam1].Visible := false; + Text[TextNameTeam1].Visible := false; + Text[TextTeam1Players].Visible := false; + Statics[StaticTeam1].Visible := false; + Statics[StaticNextPlayer1].Visible := false; + end; + + if (Length(Party.Teams) >= 2) then + begin + Text[TextScoreTeam2].Text := InttoStr(Party.Teams[1].Score); + Text[TextNameTeam2].Text := UTF8String(Party.Teams[1].Name); + Text[TextTeam2Players].Text := GetTeamPlayers(1); + + Text[TextScoreTeam2].Visible := true; + Text[TextNameTeam2].Visible := true; + Text[TextTeam2Players].Visible := true; + Statics[StaticTeam2].Visible := true; + Statics[StaticNextPlayer2].Visible := true; + end + else + begin + Text[TextScoreTeam2].Visible := false; + Text[TextNameTeam2].Visible := false; + Text[TextTeam2Players].Visible := false; + Statics[StaticTeam2].Visible := false; + Statics[StaticNextPlayer2].Visible := false; + end; + + if (Length(Party.Teams) >= 3) then + begin + Text[TextScoreTeam3].Text := InttoStr(Party.Teams[2].Score); + Text[TextNameTeam3].Text := UTF8String(Party.Teams[2].Name); + Text[TextTeam3Players].Text := GetTeamPlayers(2); + + Text[TextScoreTeam3].Visible := true; + Text[TextNameTeam3].Visible := true; + Text[TextTeam3Players].Visible := true; + Statics[StaticTeam3].Visible := true; + Statics[StaticNextPlayer3].Visible := true; + end + else + begin + Text[TextScoreTeam3].Visible := false; + Text[TextNameTeam3].Visible := false; + Text[TextTeam3Players].Visible := false; + Statics[StaticTeam3].Visible := false; + Statics[StaticNextPlayer3].Visible := false; + end; + + //nextRound Texts + Text[TextNextRound].Text := Language.Translate('MODE_' + uppercase(Party.Modes[Party.Rounds[Party.CurrentRound].Mode].Name) + '_DESC'); + Text[TextNextRoundNo].Text := InttoStr(Party.CurrentRound + 1); + if (Length(Party.Teams) >= 1) then + begin + Text[TextNextPlayer1].Text := Party.Teams[0].Players[Party.Teams[0].NextPlayer].Name; + Text[TextNextPlayer1].Visible := true; + end + else + Text[TextNextPlayer1].Visible := false; + + if (Length(Party.Teams) >= 2) then + begin + Text[TextNextPlayer2].Text := Party.Teams[1].Players[Party.Teams[1].NextPlayer].Name; + Text[TextNextPlayer2].Visible := true; + end + else + Text[TextNextPlayer2].Visible := false; + + if (Length(Party.Teams) >= 3) then + begin + Text[TextNextPlayer3].Text := Party.Teams[2].Players[Party.Teams[2].NextPlayer].Name; + Text[TextNextPlayer3].Visible := true; + end + else + Text[TextNextPlayer3].Visible := false; +end; + +procedure TScreenPartyNewRound.SetAnimationProgress(Progress: real); +begin + {Button[0].Texture.ScaleW := Progress; + Button[1].Texture.ScaleW := Progress; + Button[2].Texture.ScaleW := Progress; } +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenPartyOptions.pas b/us_maker_edition/src/screens/UScreenPartyOptions.pas new file mode 100644 index 00000000..f63b37fb --- /dev/null +++ b/us_maker_edition/src/screens/UScreenPartyOptions.pas @@ -0,0 +1,284 @@ +{* 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 UScreenPartyOptions; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + UDisplay, + UMusic, + UFiles, + SysUtils, + UThemes; + +type + TScreenPartyOptions = class(TMenu) + private + SelectLevel: cardinal; + SelectPlayList: cardinal; + SelectPlayList2: cardinal; + SelectRounds: cardinal; + + IPlaylist: array[0..2] of UTF8String; + IPlaylist2: array of UTF8String; + + PlayList: integer; + PlayList2: integer; + + procedure SetPlaylist2; + public + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses + UGraphic, + UMain, + UIni, + UTexture, + ULanguage, + UParty, + USong, + UPlaylist, + USongs, + UUnicodeUtils; + +function TScreenPartyOptions.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +var + I, J: integer; +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenMain); + end; + + SDLK_RETURN: + begin + //Don'T start when Playlist is Selected and there are no Playlists + if (Playlist = 2) and (Length(PlaylistMan.Playlists) = 0) then + Exit; + + //Save Difficulty + Ini.Difficulty := SelectsS[SelectLevel].SelectedOption; + Ini.SaveLevel; + + //Save Playlist + PlaylistMan.Mode := TSingMode( Playlist ); + PlaylistMan.CurPlayList := High(cardinal); + //if Category Selected Search Category ID + if Playlist = 1 then + begin + J := -1; + for I := 0 to high(CatSongs.Song) do + begin + if CatSongs.Song[I].Main then + Inc(J); + + if J = Playlist2 then + begin + PlaylistMan.CurPlayList := I; + Break; + end; + end; + + //No Categorys or Invalid Entry + if PlaylistMan.CurPlayList = High(cardinal) then + Exit; + end + else + PlaylistMan.CurPlayList := Playlist2; + + AudioPlayback.PlaySound(SoundLib.Start); + //Go to Player Screen + FadeTo(@ScreenPartyPlayer); + 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: InteractNext; + SDLK_UP: InteractPrev; + SDLK_RIGHT: + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + + //Change Playlist2 if Playlist is Changed + if (Interaction = 1) then + begin + SetPlaylist2; + end; + end; + SDLK_LEFT: + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + + //Change Playlist2 if Playlist is Changed + if (Interaction = 1) then + begin + SetPlaylist2; + end; + end; + end; + end; +end; + +constructor TScreenPartyOptions.Create; +begin + inherited Create; + //Fill IPlaylist + IPlaylist[0] := Language.Translate('PARTY_PLAYLIST_ALL'); + IPlaylist[1] := Language.Translate('PARTY_PLAYLIST_CATEGORY'); + IPlaylist[2] := Language.Translate('PARTY_PLAYLIST_PLAYLIST'); + + //Fill IPlaylist2 + SetLength(IPlaylist2, 1); + IPlaylist2[0] := '---'; + + //Clear all Selects + PlayList := 0; + PlayList2 := 0; + + //Load Screen From Theme + LoadFromTheme(Theme.PartyOptions); + + Theme.PartyOptions.SelectLevel.oneItemOnly := true; + Theme.PartyOptions.SelectLevel.showArrows := true; + SelectLevel := AddSelectSlide(Theme.PartyOptions.SelectLevel, Ini.Difficulty, Theme.ILevel); + + Theme.PartyOptions.SelectPlayList.oneItemOnly := true; + Theme.PartyOptions.SelectPlayList.showArrows := true; + SelectPlayList := AddSelectSlide(Theme.PartyOptions.SelectPlayList, PlayList, IPlaylist); + + Theme.PartyOptions.SelectPlayList2.oneItemOnly := true; + Theme.PartyOptions.SelectPlayList2.showArrows := true; + SelectPlayList2 := AddSelectSlide(Theme.PartyOptions.SelectPlayList2, PlayList2, IPlaylist2); + + Interaction := 0; +end; + +procedure TScreenPartyOptions.SetPlaylist2; +var + I: integer; +begin + case Playlist of + 0: + begin + SetLength(IPlaylist2, 1); + IPlaylist2[0] := '---'; + end; + 1: + begin + SetLength(IPlaylist2, 0); + for I := 0 to high(CatSongs.Song) do + begin + if (CatSongs.Song[I].Main) then + begin + SetLength(IPlaylist2, Length(IPlaylist2) + 1); + IPlaylist2[high(IPlaylist2)] := CatSongs.Song[I].Artist; + end; + end; + + if (Length(IPlaylist2) = 0) then + begin + SetLength(IPlaylist2, 1); + IPlaylist2[0] := 'No Categories found'; + end; + end; + 2: + begin + if (Length(PlaylistMan.Playlists) > 0) then + begin + SetLength(IPlaylist2, Length(PlaylistMan.Playlists)); + PlaylistMan.GetNames(IPlaylist2); + end + else + begin + SetLength(IPlaylist2, 1); + IPlaylist2[0] := 'No Playlists found'; + end; + end; + end; + + Playlist2 := 0; + UpdateSelectSlideOptions(Theme.PartyOptions.SelectPlayList2, 2, IPlaylist2, Playlist2); +end; + +procedure TScreenPartyOptions.OnShow; +begin + inherited; + + Party.Clear; + + // check if there are loaded modes + if Party.ModesAvailable then + begin + // modes are loaded + Randomize; + end + else + begin // no modes found + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_PLUGINS')); + Display.AbortScreenChange; + end; +end; + +procedure TScreenPartyOptions.SetAnimationProgress(Progress: real); +begin + {for I := 0 to 6 do + SelectS[I].Texture.ScaleW := Progress;} +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenPartyPlayer.pas b/us_maker_edition/src/screens/UScreenPartyPlayer.pas new file mode 100644 index 00000000..a7f4d627 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenPartyPlayer.pas @@ -0,0 +1,449 @@ +{* 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 UScreenPartyPlayer; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + UDisplay, + UMusic, + UFiles, + SysUtils, + UThemes; + +type + TScreenPartyPlayer = class(TMenu) + private + CountTeams: integer; + CountPlayer: array [0..2] of integer; + + SelectTeams: cardinal; + SelectPlayers: array [0..2] of cardinal; + procedure UpdateInterface; + procedure UpdateParty; + public + Team1Name: cardinal; + Player1Name: cardinal; + Player2Name: cardinal; + Player3Name: cardinal; + Player4Name: cardinal; + + Team2Name: cardinal; + Player5Name: cardinal; + Player6Name: cardinal; + Player7Name: cardinal; + Player8Name: cardinal; + + Team3Name: cardinal; + Player9Name: cardinal; + Player10Name: cardinal; + Player11Name: cardinal; + Player12Name: cardinal; + + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +const + ITeams: array[0..1] of UTF8String = ('2', '3'); + IPlayers: array[0..3] of UTF8String = ('1', '2', '3', '4'); + +implementation + +uses + UGraphic, + UMain, + UIni, + UTexture, + UParty, + UUnicodeUtils, + UScreenPartyOptions, + ULanguage; + +procedure TScreenPartyPlayer.UpdateInterface; + var + I: integer; + Btn: integer; +begin + SelectsS[SelectPlayers[2]].Visible := (CountTeams = 1); + + Btn := 0; + for I := 0 to 2 do + begin + if (CountTeams + 1 >= I) then + begin + Button[Btn + 0].Visible := true; + Button[Btn + 1].Visible := (CountPlayer[I] + 1 >= 1); + Button[Btn + 2].Visible := (CountPlayer[I] + 1 >= 2); + Button[Btn + 3].Visible := (CountPlayer[I] + 1 >= 3); + Button[Btn + 4].Visible := (CountPlayer[I] + 1 >= 4); + end + else + begin + Button[Btn + 0].Visible := false; + Button[Btn + 1].Visible := false; + Button[Btn + 2].Visible := false; + Button[Btn + 3].Visible := false; + Button[Btn + 4].Visible := false; + end; + Inc(Btn, 5); + end; +end; + +procedure TScreenPartyPlayer.UpdateParty; + var + I, J: integer; +begin + {//Save PlayerNames + for I := 0 to PartySession.Teams.NumTeams-1 do + begin + PartySession.Teams.Teaminfo[I].Name := PChar(Button[I*5].Text[0].Text); + for J := 0 to PartySession.Teams.Teaminfo[I].NumPlayers-1 do + begin + PartySession.Teams.Teaminfo[I].Playerinfo[J].Name := PChar(Button[I*5 + J+1].Text[0].Text); + PartySession.Teams.Teaminfo[I].Playerinfo[J].TimesPlayed := 0; + end; + end; } + + // add teams to party + + for I := 0 to CountTeams + 1 do + begin + Party.AddTeam(Button[I * 5].Text[0].Text); + + for J := 0 to CountPlayer[I] do + Party.AddPlayer(I, Button[I * 5 + 1 + J].Text[0].Text); + end; + + if (Party.ModesAvailable) then + begin //mode for current playersetup available + FadeTo(@ScreenPartyRounds, SoundLib.Start); + end + else + begin + // no mode available for current player setup + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_MODES_FOR_CURRENT_SETUP')); + Party.Clear; + end; +end; + +function TScreenPartyPlayer.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +var + SDL_ModState: word; + procedure IntNext; + begin + repeat + InteractNext; + until ((Interactions[Interaction].Typ = iSelectS) and + SelectsS[Interactions[Interaction].Num].Visible) or + (Button[Interactions[Interaction].Num].Visible); + end; + procedure IntPrev; + begin + repeat + InteractPrev; + until ((Interactions[Interaction].Typ = iSelectS) and + SelectsS[Interactions[Interaction].Num].Visible) or + (Button[Interactions[Interaction].Num].Visible); + end; +begin + Result := true; + + if (PressedDown) then + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT) + else + SDL_ModState := 0; + + // Key Down + // check normal keys + if (Interactions[Interaction].Typ = iButton) then + begin + case CharCode of + Ord('0')..Ord('9'), + Ord('a')..Ord('z'), + Ord('A')..Ord('Z'), + Ord(' '), Ord('-'), Ord('_'), Ord('!'), Ord(','), Ord('<'), Ord('/'), + Ord('*'), Ord('?'), Ord(''''), Ord('"'): + begin + Button[Interactions[Interaction].Num].Text[0].Text := + Button[Interactions[Interaction].Num].Text[0].Text + UCS4ToUTF8String(CharCode); + Exit; + end; + end; + + + // check special keys + case PressedKey of + // Templates for Names Mod + SDLK_F1: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[0] := Button[Interactions[Interaction].Num].Text[0].Text; + end + else + begin + Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[0]; + end; + SDLK_F2: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[1] := Button[Interactions[Interaction].Num].Text[0].Text; + end + else + begin + Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[1]; + end; + SDLK_F3: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[2] := Button[Interactions[Interaction].Num].Text[0].Text; + end + else + begin + Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[2]; + end; + SDLK_F4: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[3] := Button[Interactions[Interaction].Num].Text[0].Text; + end + else + begin + Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[3]; + end; + SDLK_F5: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[4] := Button[Interactions[Interaction].Num].Text[0].Text; + end + else + begin + Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[4]; + end; + SDLK_F6: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[5] := Button[Interactions[Interaction].Num].Text[0].Text; + end + else + begin + Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[5]; + end; + SDLK_F7: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[6] := Button[Interactions[Interaction].Num].Text[0].Text; + end + else + begin + Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[6]; + end; + SDLK_F8: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[7] := Button[Interactions[Interaction].Num].Text[0].Text; + end + else + begin + Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[7]; + end; + SDLK_F9: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[8] := Button[Interactions[Interaction].Num].Text[0].Text; + end + else + begin + Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[8]; + end; + SDLK_F10: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[9] := Button[Interactions[Interaction].Num].Text[0].Text; + end + else + begin + Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[9]; + end; + SDLK_F11: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[10] := Button[Interactions[Interaction].Num].Text[0].Text; + end + else + begin + Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[10]; + end; + SDLK_F12: + if (SDL_ModState = KMOD_LALT) then + begin + Ini.NameTemplate[11] := Button[Interactions[Interaction].Num].Text[0].Text; + end + else + begin + Button[Interactions[Interaction].Num].Text[0].Text := Ini.NameTemplate[11]; + end; + + SDLK_BACKSPACE: + begin + Button[Interactions[Interaction].Num].Text[0].DeleteLastLetter; + end; + end; + end; + + case PressedKey of + SDLK_ESCAPE: + begin + Ini.SaveNames; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenPartyOptions); + end; + + SDLK_RETURN: UpdateParty; + + // 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: IntNext; + SDLK_UP: IntPrev; + SDLK_RIGHT: + begin + if (Interaction in [0,2,8,14]) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + + UpdateInterface; + end; + end; + SDLK_LEFT: + begin + if (Interaction in [0,2,8,14]) then + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + + UpdateInterface; + end; + end; + end; +end; + +constructor TScreenPartyPlayer.Create; +begin + inherited Create; + + LoadFromTheme(Theme.PartyPlayer); + + Theme.PartyPlayer.SelectTeams.oneItemOnly := true; + Theme.PartyPlayer.SelectTeams.showArrows := true; + SelectTeams := AddSelectSlide(Theme.PartyPlayer.SelectTeams, CountTeams, ITeams); + + Team1Name := AddButton(Theme.PartyPlayer.Team1Name); + Theme.PartyPlayer.SelectPlayers1.oneItemOnly := true; + Theme.PartyPlayer.SelectPlayers1.showArrows := true; + SelectPlayers[0] := AddSelectSlide(Theme.PartyPlayer.SelectPlayers1, CountPlayer[0], IPlayers); + + AddButton(Theme.PartyPlayer.Player1Name); + AddButton(Theme.PartyPlayer.Player2Name); + AddButton(Theme.PartyPlayer.Player3Name); + AddButton(Theme.PartyPlayer.Player4Name); + + Team2Name := AddButton(Theme.PartyPlayer.Team2Name); + Theme.PartyPlayer.SelectPlayers2.oneItemOnly := true; + Theme.PartyPlayer.SelectPlayers2.showArrows := true; + SelectPlayers[1] := AddSelectSlide(Theme.PartyPlayer.SelectPlayers2, CountPlayer[1], IPlayers); + + AddButton(Theme.PartyPlayer.Player5Name); + AddButton(Theme.PartyPlayer.Player6Name); + AddButton(Theme.PartyPlayer.Player7Name); + AddButton(Theme.PartyPlayer.Player8Name); + + Team3Name := AddButton(Theme.PartyPlayer.Team3Name); + Theme.PartyPlayer.SelectPlayers3.oneItemOnly := true; + Theme.PartyPlayer.SelectPlayers3.showArrows := true; + SelectPlayers[2] := AddSelectSlide(Theme.PartyPlayer.SelectPlayers3, CountPlayer[2], IPlayers); + + AddButton(Theme.PartyPlayer.Player9Name); + AddButton(Theme.PartyPlayer.Player10Name); + AddButton(Theme.PartyPlayer.Player11Name); + AddButton(Theme.PartyPlayer.Player12Name); + + Interaction := 0; + + //Clear Selects + CountTeams := 0; + CountPlayer[0] := 0; + CountPlayer[1] := 0; + CountPlayer[2] := 0; +end; + +procedure TScreenPartyPlayer.OnShow; +var + I: integer; +begin + inherited; + + // Templates for Names Mod + for I := 1 to 4 do + Button[I].Text[0].Text := Ini.Name[I-1]; + + for I := 6 to 9 do + Button[I].Text[0].Text := Ini.Name[I-2]; + + for I := 11 to 14 do + Button[I].Text[0].Text := Ini.Name[I-3]; + + Button[0].Text[0].Text := Ini.NameTeam[0]; + Button[5].Text[0].Text := Ini.NameTeam[1]; + Button[10].Text[0].Text := Ini.NameTeam[2]; + // Templates for Names Mod end + + Party.Clear; + + UpdateInterface; +end; + +procedure TScreenPartyPlayer.SetAnimationProgress(Progress: real); +var + I: integer; +begin + {for I := 0 to high(Button) do + Button[I].Texture.ScaleW := Progress; } +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenPartyRounds.pas b/us_maker_edition/src/screens/UScreenPartyRounds.pas new file mode 100644 index 00000000..070c9eb8 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenPartyRounds.pas @@ -0,0 +1,233 @@ +{* 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/screens/UScreenPartyOptions.pas $ + * $Id: UScreenPartyOptions.pas 2036 2009-12-14 20:59:44Z whiteshark0 $ + *} + +unit UScreenPartyRounds; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + UDisplay, + UMusic, + UFiles, + SysUtils, + UThemes; + +type + TScreenPartyRounds = class(TMenu) + private + SelectRoundCount: cardinal; + SelectRound: array [0..6] of cardinal; + + RoundCount: integer; + Round: array [0..6] of integer; + + IModeNames: array of UTF8String; + IModeIDs: array of integer; + + procedure UpdateInterface; + procedure StartParty; + public + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +const + IRoundCount: array[0..5] of UTF8String = ('2', '3', '4', '5', '6', '7'); + +implementation + +uses + UGraphic, + UMain, + UIni, + UTexture, + ULanguage, + UParty, + USong, + UPlaylist, + USongs, + UUnicodeUtils; + +procedure TScreenPartyRounds.UpdateInterface; + var + I: integer; + ActualRounds: integer; +begin + ActualRounds := RoundCount + 2; + + for I := 0 to High(SelectRound) do + SelectsS[SelectRound[I]].Visible := (I < ActualRounds); +end; + +procedure TScreenPartyRounds.StartParty; + var + GameRounds: ARounds; + I: integer; +begin + SetLength(GameRounds, RoundCount + 2); + + for I := 0 to High(GameRounds) do + GameRounds[I] := IModeIds[Round[I]]; + + // start party game + if (Party.StartGame(GameRounds)) then + begin + FadeTo(@ScreenPartyNewRound, SoundLib.Start); + end + else + begin + //error starting party game + ScreenPopupError.ShowPopup(Language.Translate('ERROR_CAN_NOT_START_PARTY')); + end; +end; + +function TScreenPartyRounds.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenPartyPlayer); + end; + + SDLK_RETURN: StartParty; + + // 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: InteractNext; + SDLK_UP: InteractPrev; + SDLK_RIGHT: + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractInc; + + if Interaction = 0 then + UpdateInterface; + end; + SDLK_LEFT: + begin + AudioPlayback.PlaySound(SoundLib.Option); + InteractDec; + + if Interaction = 0 then + UpdateInterface; + end; + end; + end; +end; + +constructor TScreenPartyRounds.Create; + var + I: integer; +begin + inherited Create; + RoundCount := 5; + + //Load Screen From Theme + LoadFromTheme(Theme.PartyRounds); + + Theme.PartyRounds.SelectRoundCount.oneItemOnly := true; + Theme.PartyRounds.SelectRoundCount.showArrows := true; + SelectRoundCount := AddSelectSlide(Theme.PartyRounds.SelectRoundCount, RoundCount, IRoundCount); + + SetLength(IModeNames, 1); + IModeNames[0] := '---'; + for I := 0 to high(Theme.PartyRounds.SelectRound) do + begin + Round[I] := 0; + Theme.PartyRounds.SelectRound[I].oneItemOnly := true; + Theme.PartyRounds.SelectRound[I].showArrows := true; + SelectRound[I] := AddSelectSlide(Theme.PartyRounds.SelectRound[I], Round[I], IModeNames); + end; + + + Interaction := 0; +end; + +procedure TScreenPartyRounds.OnShow; + var + ModeList: AParty_ModeList; + I: integer; +begin + inherited; + + // check if there are loaded modes + if Party.ModesAvailable then + begin + UpdateInterface; + + ModeList := Party.GetAvailableModes; + SetLength(IModeNames, Length(ModeList)); + SetLength(IModeIds, Length(ModeList)); + for I := 0 to High(ModeList) do + begin + IModeNames[I] := ModeList[I].Name; + IModeIds[I] := ModeList[I].Index; + end; + + for I := 0 to High(SelectRound) do + UpdateSelectSlideOptions(Theme.PartyRounds.SelectRound[I] , SelectRound[I], IModeNames, Round[I]); + end + else + begin + // no mode available for current player setup + ScreenPopupError.ShowPopup(Language.Translate('ERROR_NO_MODES_FOR_CURRENT_SETUP')); + Party.Clear; + Display.AbortScreenChange; + end; +end; + +procedure TScreenPartyRounds.SetAnimationProgress(Progress: real); +begin + {for I := 0 to 6 do + SelectS[I].Texture.ScaleW := Progress;} +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenPartyScore.pas b/us_maker_edition/src/screens/UScreenPartyScore.pas new file mode 100644 index 00000000..32ca5db2 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenPartyScore.pas @@ -0,0 +1,331 @@ +{* 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 UScreenPartyScore; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SDL, + SysUtils, + UMenu, + UDisplay, + UMusic, + UThemes; + +type + TScreenPartyScore = class(TMenu) + public + TextScoreTeam1: cardinal; + TextScoreTeam2: cardinal; + TextScoreTeam3: cardinal; + TextNameTeam1: cardinal; + TextNameTeam2: cardinal; + TextNameTeam3: cardinal; + StaticTeam1: cardinal; + StaticTeam1BG: cardinal; + StaticTeam1Deco: cardinal; + StaticTeam2: cardinal; + StaticTeam2BG: cardinal; + StaticTeam2Deco: cardinal; + StaticTeam3: cardinal; + StaticTeam3BG: cardinal; + StaticTeam3Deco: cardinal; + TextWinner: cardinal; + + DecoTex: array[0..5] of integer; + DecoColor: array[0..5] of Record + R, G, B: real; + end; + + MaxScore: word; + + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses + UGraphic, + UMain, + UParty, + ULanguage, + UTexture, + USkins, + UUnicodeUtils; + +function TScreenPartyScore.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE, + SDLK_RETURN : + begin + AudioPlayback.PlaySound(SoundLib.Start); + + Party.NextRound; //< go to next round + + if (not Party.GameFinished) then + begin + FadeTo(@ScreenPartyNewRound); + end + else + begin + FadeTo(@ScreenPartyWin); + end; + end; + end; + end; +end; + +constructor TScreenPartyScore.Create; +var + Tex: TTexture; + R, G, B: real; + Color: integer; +begin + inherited Create; + + TextScoreTeam1 := AddText (Theme.PartyScore.TextScoreTeam1); + TextScoreTeam2 := AddText (Theme.PartyScore.TextScoreTeam2); + TextScoreTeam3 := AddText (Theme.PartyScore.TextScoreTeam3); + TextNameTeam1 := AddText (Theme.PartyScore.TextNameTeam1); + TextNameTeam2 := AddText (Theme.PartyScore.TextNameTeam2); + TextNameTeam3 := AddText (Theme.PartyScore.TextNameTeam3); + + StaticTeam1 := AddStatic (Theme.PartyScore.StaticTeam1); + StaticTeam1BG := AddStatic (Theme.PartyScore.StaticTeam1BG); + StaticTeam1Deco := AddStatic (Theme.PartyScore.StaticTeam1Deco); + StaticTeam2 := AddStatic (Theme.PartyScore.StaticTeam2); + StaticTeam2BG := AddStatic (Theme.PartyScore.StaticTeam2BG); + StaticTeam2Deco := AddStatic (Theme.PartyScore.StaticTeam2Deco); + StaticTeam3 := AddStatic (Theme.PartyScore.StaticTeam3); + StaticTeam3BG := AddStatic (Theme.PartyScore.StaticTeam3BG); + StaticTeam3Deco := AddStatic (Theme.PartyScore.StaticTeam3Deco); + + TextWinner := AddText (Theme.PartyScore.TextWinner); + + //Load Deco Textures + if Theme.PartyScore.DecoTextures.ChangeTextures then + begin + //Get Color + LoadColor(R, G, B, Theme.PartyScore.DecoTextures.FirstColor); + Color := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); + DecoColor[0].R := R; + DecoColor[0].G := G; + DecoColor[0].B := B; + + //Load Texture + Tex := Texture.LoadTexture( + Skin.GetTextureFileName(Theme.PartyScore.DecoTextures.FirstTexture), + Theme.PartyScore.DecoTextures.FirstTyp, Color); + DecoTex[0] := Tex.TexNum; + + //Get Second Color + LoadColor(R, G, B, Theme.PartyScore.DecoTextures.SecondColor); + Color := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); + DecoColor[1].R := R; + DecoColor[1].G := G; + DecoColor[1].B := B; + + //Load Second Texture + Tex := Texture.LoadTexture( + Skin.GetTextureFileName(Theme.PartyScore.DecoTextures.SecondTexture), + Theme.PartyScore.DecoTextures.SecondTyp, Color); + DecoTex[1] := Tex.TexNum; + + //Get Third Color + LoadColor(R, G, B, Theme.PartyScore.DecoTextures.ThirdColor); + Color := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255); + DecoColor[2].R := R; + DecoColor[2].G := G; + DecoColor[2].B := B; + + //Load Third Texture + Tex := Texture.LoadTexture( + Skin.GetTextureFileName(Theme.PartyScore.DecoTextures.ThirdTexture), + Theme.PartyScore.DecoTextures.ThirdTyp, Color); + DecoTex[2] := Tex.TexNum; + end; + + LoadFromTheme(Theme.PartyScore); +end; + +procedure TScreenPartyScore.OnShow; +var + Ranking: AParty_TeamRanking; +begin + inherited; + + // indicate that round is finished + Party.RoundPlayed; + + // get rankings for current round + Ranking := Party.Rounds[Party.CurrentRound].Ranking; + + + {//Set Statics Length + Statics[StaticTeam1].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[0].Percentage / 100; + Statics[StaticTeam2].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[1].Percentage / 100; + Statics[StaticTeam3].Texture.ScaleW := ScreenSingModi.PlayerInfo.Playerinfo[2].Percentage / 100; + + //fix: prevents statics from drawn out of bounds. + if Statics[StaticTeam1].Texture.ScaleW > 99 then Statics[StaticTeam1].Texture.ScaleW := 99; + if Statics[StaticTeam2].Texture.ScaleW > 99 then Statics[StaticTeam2].Texture.ScaleW := 99; + if Statics[StaticTeam3].Texture.ScaleW > 99 then Statics[StaticTeam3].Texture.ScaleW := 99; } + + //Set Winnertext + Text[TextWinner].Text := Format(Language.Translate('PARTY_SCORE_WINS'), [Party.GetWinnerString(Party.CurrentRound)]); + + if (Length(Party.Teams) >= 1) then + begin + Text[TextScoreTeam1].Text := InttoStr(Party.Teams[0].Score); + Text[TextNameTeam1].Text := Utf8String(Party.Teams[0].Name); + + //Set Deco Texture + if Theme.PartyScore.DecoTextures.ChangeTextures then + begin + if (Length(Ranking) >= 1) and (Ranking[0].Rank >= 1) and (Ranking[0].Rank <= Length(DecoTex)) then + begin + Statics[StaticTeam1Deco].Texture.TexNum := DecoTex[Ranking[0].Rank-1]; + Statics[StaticTeam1Deco].Texture.ColR := DecoColor[Ranking[0].Rank-1].R; + Statics[StaticTeam1Deco].Texture.ColG := DecoColor[Ranking[0].Rank-1].G; + Statics[StaticTeam1Deco].Texture.ColB := DecoColor[Ranking[0].Rank-1].B; + end; + end; + + Text[TextScoreTeam1].Visible := true; + Text[TextNameTeam1].Visible := true; + Statics[StaticTeam1].Visible := true; + Statics[StaticTeam1BG].Visible := true; + Statics[StaticTeam1Deco].Visible := true; + end + else + begin + Text[TextScoreTeam1].Visible := false; + Text[TextNameTeam1].Visible := false; + Statics[StaticTeam1].Visible := false; + Statics[StaticTeam1BG].Visible := false; + Statics[StaticTeam1Deco].Visible := false; + end; + + if (Length(Party.Teams) >= 2) then + begin + Text[TextScoreTeam2].Text := InttoStr(Party.Teams[1].Score); + Text[TextNameTeam2].Text := UTF8String(Party.Teams[1].Name); + + //Set Deco Texture + if Theme.PartyScore.DecoTextures.ChangeTextures then + begin + if (Length(Ranking) >= 2) and (Ranking[1].Rank >= 1) and (Ranking[1].Rank <= Length(DecoTex)) then + begin + Statics[StaticTeam2Deco].Texture.TexNum := DecoTex[Ranking[1].Rank-1]; + Statics[StaticTeam2Deco].Texture.ColR := DecoColor[Ranking[1].Rank-1].R; + Statics[StaticTeam2Deco].Texture.ColG := DecoColor[Ranking[1].Rank-1].G; + Statics[StaticTeam2Deco].Texture.ColB := DecoColor[Ranking[1].Rank-1].B; + end; + end; + + Text[TextScoreTeam2].Visible := true; + Text[TextNameTeam2].Visible := true; + Statics[StaticTeam2].Visible := true; + Statics[StaticTeam2BG].Visible := true; + Statics[StaticTeam2Deco].Visible := true; + end + else + begin + Text[TextScoreTeam2].Visible := false; + Text[TextNameTeam2].Visible := false; + Statics[StaticTeam2].Visible := false; + Statics[StaticTeam2BG].Visible := false; + Statics[StaticTeam2Deco].Visible := false; + end; + + if (Length(Party.Teams) >= 3) then + begin + Text[TextScoreTeam3].Text := InttoStr(Party.Teams[2].Score); + Text[TextNameTeam3].Text := UTF8String(Party.Teams[2].Name); + + //Set Deco Texture + if Theme.PartyScore.DecoTextures.ChangeTextures then + begin + if (Length(Ranking) >= 3) and (Ranking[2].Rank >= 1) and (Ranking[2].Rank <= Length(DecoTex)) then + begin + Statics[StaticTeam3Deco].Texture.TexNum := DecoTex[Ranking[2].Rank-1]; + Statics[StaticTeam3Deco].Texture.ColR := DecoColor[Ranking[2].Rank-1].R; + Statics[StaticTeam3Deco].Texture.ColG := DecoColor[Ranking[2].Rank-1].G; + Statics[StaticTeam3Deco].Texture.ColB := DecoColor[Ranking[2].Rank-1].B; + end; + end; + + Text[TextScoreTeam3].Visible := true; + Text[TextNameTeam3].Visible := true; + Statics[StaticTeam3].Visible := true; + Statics[StaticTeam3BG].Visible := true; + Statics[StaticTeam3Deco].Visible := true; + end + else + begin + Text[TextScoreTeam3].Visible := false; + Text[TextNameTeam3].Visible := false; + Statics[StaticTeam3].Visible := false; + Statics[StaticTeam3BG].Visible := false; + Statics[StaticTeam3Deco].Visible := false; + end; +end; + +procedure TScreenPartyScore.SetAnimationProgress(Progress: real); +begin + {if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then + Statics[StaticTeam1].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[0].Percentage / 100; + if (ScreenSingModi.PlayerInfo.NumPlayers >= 2) then + Statics[StaticTeam2].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[1].Percentage / 100; + if (ScreenSingModi.PlayerInfo.NumPlayers >= 3) then + Statics[StaticTeam3].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[2].Percentage / 100;} +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenPartyWin.pas b/us_maker_edition/src/screens/UScreenPartyWin.pas new file mode 100644 index 00000000..ed8d017c --- /dev/null +++ b/us_maker_edition/src/screens/UScreenPartyWin.pas @@ -0,0 +1,295 @@ +{* 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 UScreenPartyWin; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SDL, + SysUtils, + UMenu, + UDisplay, + UMusic, + UThemes; + +type + TScreenPartyWin = class(TMenu) + public + TextScoreTeam1: cardinal; + TextScoreTeam2: cardinal; + TextScoreTeam3: cardinal; + TextNameTeam1: cardinal; + TextNameTeam2: cardinal; + TextNameTeam3: cardinal; + StaticTeam1: cardinal; + StaticTeam1BG: cardinal; + StaticTeam1Deco: cardinal; + StaticTeam2: cardinal; + StaticTeam2BG: cardinal; + StaticTeam2Deco: cardinal; + StaticTeam3: cardinal; + StaticTeam3BG: cardinal; + StaticTeam3Deco: cardinal; + TextWinner: cardinal; + + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + procedure SetAnimationProgress(Progress: real); override; + end; + +implementation + +uses + UGraphic, + UMain, + UParty, + ULanguage, + UUnicodeUtils; + +function TScreenPartyWin.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE, + SDLK_RETURN : + begin + AudioPlayback.PlaySound(SoundLib.Start); + FadeTo(@ScreenMain); + end; + end; + end; +end; + +constructor TScreenPartyWin.Create; +begin + inherited Create; + + TextScoreTeam1 := AddText (Theme.PartyWin.TextScoreTeam1); + TextScoreTeam2 := AddText (Theme.PartyWin.TextScoreTeam2); + TextScoreTeam3 := AddText (Theme.PartyWin.TextScoreTeam3); + TextNameTeam1 := AddText (Theme.PartyWin.TextNameTeam1); + TextNameTeam2 := AddText (Theme.PartyWin.TextNameTeam2); + TextNameTeam3 := AddText (Theme.PartyWin.TextNameTeam3); + + StaticTeam1 := AddStatic (Theme.PartyWin.StaticTeam1); + StaticTeam1BG := AddStatic (Theme.PartyWin.StaticTeam1BG); + StaticTeam1Deco := AddStatic (Theme.PartyWin.StaticTeam1Deco); + StaticTeam2 := AddStatic (Theme.PartyWin.StaticTeam2); + StaticTeam2BG := AddStatic (Theme.PartyWin.StaticTeam2BG); + StaticTeam2Deco := AddStatic (Theme.PartyWin.StaticTeam2Deco); + StaticTeam3 := AddStatic (Theme.PartyWin.StaticTeam3); + StaticTeam3BG := AddStatic (Theme.PartyWin.StaticTeam3BG); + StaticTeam3Deco := AddStatic (Theme.PartyWin.StaticTeam3Deco); + + TextWinner := AddText (Theme.PartyWin.TextWinner); + + LoadFromTheme(Theme.PartyWin); +end; + +procedure TScreenPartyWin.OnShow; +var + I: integer; + Ranking: AParty_TeamRanking; + + Function GetTeamColor(Team: integer): cardinal; + var + NameString: string; + begin + NameString := 'P' + InttoStr(Team+1) + 'Dark'; + + Result := ColorExists(NameString); + end; + +begin + inherited; + + // get team ranking + // Ranking is sorted by score + Ranking := Party.GetTeamRanking; + + //Set Winnertext + Text[TextWinner].Text := Format(Language.Translate('PARTY_SCORE_WINS'), [Party.GetWinnerString(-1)]); + if (Length(Party.Teams) >= 1) then + begin + Text[TextScoreTeam1].Text := IntToStr(Party.Teams[Ranking[0].Team].Score); + Text[TextNameTeam1].Text := Party.Teams[Ranking[0].Team].Name; + + Text[TextScoreTeam1].Visible := true; + Text[TextNameTeam1].Visible := true; + Statics[StaticTeam1].Visible := true; + Statics[StaticTeam1BG].Visible := true; + Statics[StaticTeam1Deco].Visible := true; + + //Set Static Color to Team Color + if (Theme.PartyWin.StaticTeam1BG.Color = 'TeamColor') then + begin + I := GetTeamColor(Ranking[0].Team); + if (I <> -1) then + begin + Statics[StaticTeam1BG].Texture.ColR := Color[I].RGB.R; + Statics[StaticTeam1BG].Texture.ColG := Color[I].RGB.G; + Statics[StaticTeam1BG].Texture.ColB := Color[I].RGB.B; + end; + end; + + if (Theme.PartyWin.StaticTeam1.Color = 'TeamColor') then + begin + I := GetTeamColor(Ranking[0].Team); + if (I <> -1) then + begin + Statics[StaticTeam1].Texture.ColR := Color[I].RGB.R; + Statics[StaticTeam1].Texture.ColG := Color[I].RGB.G; + Statics[StaticTeam1].Texture.ColB := Color[I].RGB.B; + end; + end; + end + else + begin + Text[TextScoreTeam1].Visible := false; + Text[TextNameTeam1].Visible := false; + Statics[StaticTeam1].Visible := false; + Statics[StaticTeam1BG].Visible := false; + Statics[StaticTeam1Deco].Visible := false; + end; + + if (Length(Party.Teams) >= 2) then + begin + Text[TextScoreTeam2].Text := IntToStr(Party.Teams[Ranking[1].Team].Score); + Text[TextNameTeam2].Text := Party.Teams[Ranking[1].Team].Name; + + Text[TextScoreTeam2].Visible := true; + Text[TextNameTeam2].Visible := true; + Statics[StaticTeam2].Visible := true; + Statics[StaticTeam2BG].Visible := true; + Statics[StaticTeam2Deco].Visible := true; + + //Set Static Color to Team Color + if (Theme.PartyWin.StaticTeam2BG.Color = 'TeamColor') then + begin + I := GetTeamColor(Ranking[1].Team); + if (I <> -1) then + begin + Statics[StaticTeam2BG].Texture.ColR := Color[I].RGB.R; + Statics[StaticTeam2BG].Texture.ColG := Color[I].RGB.G; + Statics[StaticTeam2BG].Texture.ColB := Color[I].RGB.B; + end; + end; + + if (Theme.PartyWin.StaticTeam2.Color = 'TeamColor') then + begin + I := GetTeamColor(Ranking[1].Team); + if (I <> -1) then + begin + Statics[StaticTeam2].Texture.ColR := Color[I].RGB.R; + Statics[StaticTeam2].Texture.ColG := Color[I].RGB.G; + Statics[StaticTeam2].Texture.ColB := Color[I].RGB.B; + end; + end; + end + else + begin + Text[TextScoreTeam2].Visible := false; + Text[TextNameTeam2].Visible := false; + Statics[StaticTeam2].Visible := false; + Statics[StaticTeam2BG].Visible := false; + Statics[StaticTeam2Deco].Visible := false; + end; + + if (Length(Party.Teams) >= 3) then + begin + Text[TextScoreTeam3].Text := IntToStr(Party.Teams[Ranking[2].Team].Score); + Text[TextNameTeam3].Text := Party.Teams[Ranking[2].Team].Name; + + Text[TextScoreTeam3].Visible := true; + Text[TextNameTeam3].Visible := true; + Statics[StaticTeam3].Visible := true; + Statics[StaticTeam3BG].Visible := true; + Statics[StaticTeam3Deco].Visible := true; + + //Set Static Color to Team Color + if (Theme.PartyWin.StaticTeam3BG.Color = 'TeamColor') then + begin + I := GetTeamColor(Ranking[2].Team); + if (I <> -1) then + begin + Statics[StaticTeam3BG].Texture.ColR := Color[I].RGB.R; + Statics[StaticTeam3BG].Texture.ColG := Color[I].RGB.G; + Statics[StaticTeam3BG].Texture.ColB := Color[I].RGB.B; + end; + end; + + if (Theme.PartyWin.StaticTeam3.Color = 'TeamColor') then + begin + I := GetTeamColor(Ranking[2].Team); + if (I <> -1) then + begin + Statics[StaticTeam3].Texture.ColR := Color[I].RGB.R; + Statics[StaticTeam3].Texture.ColG := Color[I].RGB.G; + Statics[StaticTeam3].Texture.ColB := Color[I].RGB.B; + end; + end; + end + else + begin + Text[TextScoreTeam3].Visible := false; + Text[TextNameTeam3].Visible := false; + Statics[StaticTeam3].Visible := false; + Statics[StaticTeam3BG].Visible := false; + Statics[StaticTeam3Deco].Visible := false; + end; +end; + +procedure TScreenPartyWin.SetAnimationProgress(Progress: real); +begin + {if (ScreenSingModi.PlayerInfo.NumPlayers >= 1) then + Statics[StaticTeam1].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[0].Score / maxScore; + if (ScreenSingModi.PlayerInfo.NumPlayers >= 2) then + Statics[StaticTeam2].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[1].Score / maxScore; + if (ScreenSingModi.PlayerInfo.NumPlayers >= 3) then + Statics[StaticTeam3].Texture.ScaleW := Progress * ScreenSingModi.PlayerInfo.Playerinfo[2].Score / maxScore;} +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenPopup.pas b/us_maker_edition/src/screens/UScreenPopup.pas new file mode 100644 index 00000000..fdf4a69c --- /dev/null +++ b/us_maker_edition/src/screens/UScreenPopup.pas @@ -0,0 +1,308 @@ +{* 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 UScreenPopup; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SDL, + SysUtils, + UMenu, + UMusic, + UFiles, + UThemes; + +type + TPopupCheckHandler = procedure(Value: boolean; Data: Pointer); + + TScreenPopupCheck = class(TMenu) + private + fHandler: TPopupCheckHandler; + fHandlerData: Pointer; + + public + Visible: boolean; // whether the menu should be drawn + + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + procedure ShowPopup(const Msg: UTF8String; Handler: TPopupCheckHandler; + HandlerData: Pointer; DefaultValue: boolean = false); + function Draw: boolean; override; + end; + +type + TScreenPopup = class(TMenu) + { + private + CurMenu: byte; //Num of the cur. Shown Menu + } + public + Visible: boolean; //Whether the Menu should be Drawn + + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + procedure OnHide; override; + procedure ShowPopup(const Msg: UTF8String); + function Draw: boolean; override; + end; + + TScreenPopupError = class(TScreenPopup) + public + constructor Create; + end; + + TScreenPopupInfo = class(TScreenPopup) + public + constructor Create; + end; + +var + //ISelections: array of string; + SelectValue: integer; + +implementation + +uses + UGraphic, + UMain, + UIni, + UTexture, + ULanguage, + UParty, + UPlaylist, + UDisplay, + UUnicodeUtils; + +{ TScreenPopupCheck } + +function TScreenPopupCheck.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +var + Value: boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Value := false; + Visible := false; + Result := false; + end; + + SDLK_RETURN: + begin + Value := (Interaction = 0); + Visible := false; + Result := false; + end; + + SDLK_DOWN: InteractNext; + SDLK_UP: InteractPrev; + + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end; + + if (not Result) then + begin + if (@fHandler <> nil) then + fHandler(Value, fHandlerData); + end; +end; + +constructor TScreenPopupCheck.Create; +begin + inherited Create; + + fHandler := nil; + fHandlerData := nil; + + AddText(Theme.CheckPopup.TextCheck); + + LoadFromTheme(Theme.CheckPopup); + + AddButton(Theme.CheckPopup.Button1); + if (Length(Button[0].Text) = 0) then + AddButtonText(14, 20, 'Button 1'); + + AddButton(Theme.CheckPopup.Button2); + if (Length(Button[1].Text) = 0) then + AddButtonText(14, 20, 'Button 2'); + + Interaction := 0; +end; + +function TScreenPopupCheck.Draw: boolean; +begin + Result := inherited Draw; +end; + +procedure TScreenPopupCheck.OnShow; +begin + inherited; +end; + +procedure TScreenPopupCheck.ShowPopup(const Msg: UTF8String; Handler: TPopupCheckHandler; + HandlerData: Pointer; DefaultValue: boolean); +begin + if (DefaultValue) then + Interaction := 0 + else + Interaction := 1; + Visible := true; //Set Visible + fHandler := Handler; + fHandlerData := HandlerData; + + Text[0].Text := Language.Translate(msg); + + Button[0].Visible := true; + Button[1].Visible := true; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES'); + Button[1].Text[0].Text := Language.Translate('SONG_MENU_NO'); + + Background.OnShow +end; + +{ TScreenPopup } + +function TScreenPopup.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + + case PressedKey of + SDLK_Q: + begin + Result := false; + end; + + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Visible := false; + Result := false; + end; + + SDLK_RETURN: + begin + Visible := false; + Result := false; + end; + + SDLK_DOWN: InteractNext; + SDLK_UP: InteractPrev; + + SDLK_RIGHT: InteractNext; + SDLK_LEFT: InteractPrev; + end; + end; +end; + +constructor TScreenPopup.Create; +begin + inherited Create; + + AddText(Theme.ErrorPopup.TextError); + + LoadFromTheme(Theme.ErrorPopup); + + AddButton(Theme.ErrorPopup.Button1); + if (Length(Button[0].Text) = 0) then + AddButtonText(14, 20, 'Button 1'); + + Interaction := 0; +end; + +function TScreenPopup.Draw: boolean; +begin + Draw := inherited Draw; +end; + +procedure TScreenPopup.OnShow; +begin + inherited; + +end; + +procedure TScreenPopup.OnHide; +begin +end; + +procedure TScreenPopup.ShowPopup(const Msg: UTF8String); +begin + Interaction := 0; //Reset Interaction + Visible := true; //Set Visible + Background.OnShow; + +{ //dirty hack... Text[0] is invisible for some strange reason + for i:=1 to high(Text) do + if i-1 <= high(msg) then + begin + Text[i].Visible := true; + Text[i].Text := msg[i-1]; + end + else + begin + Text[i].Visible := false; + end;} + Text[0].Text := msg; + + Button[0].Visible := true; + + Button[0].Text[0].Text := 'OK'; +end; + +{ TScreenPopupError } + +constructor TScreenPopupError.Create; +begin + inherited; + Text[1].Text := Language.Translate('MSG_ERROR_TITLE'); +end; + +{ TScreenPopupInfo } + +constructor TScreenPopupInfo.Create; +begin + inherited; + Text[1].Text := Language.Translate('MSG_INFO_TITLE'); +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenScore.pas b/us_maker_edition/src/screens/UScreenScore.pas new file mode 100644 index 00000000..de7675bf --- /dev/null +++ b/us_maker_edition/src/screens/UScreenScore.pas @@ -0,0 +1,1187 @@ +{* 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 UScreenScore; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + SysUtils, + UDisplay, + UMusic, + USongs, + UThemes, + gl, + math, + UTexture; + +const + ZBars: real = 0.8; // Z value for the bars + ZRatingPic: real = 0.8; // Z value for the rating pictures + + EaseOut_MaxSteps: real = 10; // that's the speed of the bars (10 is fast | 100 is slower) + + BarRaiseSpeed: cardinal = 14; // Time for raising the bar one step higher (in ms) + +type + TScoreBarType = (sbtScore, sbtLine, sbtGolden); + TPlayerScoreScreenTexture = record // holds all colorized textures for up to 6 players + //Bar textures + Score_NoteBarLevel_Dark: TTexture; // Note + Score_NoteBarRound_Dark: TTexture; // that's the round thing on top + + Score_NoteBarLevel_Light: TTexture; // LineBonus | Phrasebonus + Score_NoteBarRound_Light: TTexture; + + Score_NoteBarLevel_Lightest: TTexture; // GoldenNotes + Score_NoteBarRound_Lightest: TTexture; + + Player_Id_Box: TTexture; // boxes with player numbers + end; + + TPlayerScoreScreenData = record // holds the positions and other data + Bar_Y: real; + Bar_Actual_Height: real; // this one holds the actual height of the bar, while we animate it + BarScore_ActualHeight: real; + BarLine_ActualHeight: real; + BarGolden_ActualHeight: real; + end; + + TPlayerScoreRatingPics = record // a fine array of the rating pictures + RateEaseStep: integer; + RateEaseValue: real; + end; + + { hold maps of players to the different positions } + TPlayerPositionMap = record + Position: byte; // 1..6: Position of Player; 0: no position (e.g. too little screens) + Screen: byte; // 0 - Screen 1; 1 - Screen 2 + BothScreens: boolean; // true if player is drawn on both screens + end; + APlayerPositionMap = array of TPlayerPositionMap; + + { textures for playerstatics of seconds screen players } + TPlayerStaticTexture = record + Tex: TTexture; + end; + + TScreenScore = class(TMenu) + private + { holds position and screen of players(index) + set by calling MapPlayerstoPosition() } + PlayerPositionMap: APlayerPositionMap; + + BarTime: cardinal; + + aPlayerScoreScreenTextures: array[1..6] of TPlayerScoreScreenTexture; + aPlayerScoreScreenDatas: array[1..6] of TPlayerScoreScreenData; + aPlayerScoreScreenRatings: array[1..6] of TPlayerScoreRatingPics; + + BarScore_EaseOut_Step: real; + BarPhrase_EaseOut_Step: real; + BarGolden_EaseOut_Step: real; + + TextArtist: integer; + TextTitle: integer; + + TextArtistTitle: integer; + + TextName: array[1..6] of integer; + TextScore: array[1..6] of integer; + + TextNotes: array[1..6] of integer; + TextNotesScore: array[1..6] of integer; + TextLineBonus: array[1..6] of integer; + TextLineBonusScore: array[1..6] of integer; + TextGoldenNotes: array[1..6] of integer; + TextGoldenNotesScore: array[1..6] of integer; + TextTotal: array[1..6] of integer; + TextTotalScore: array[1..6] of integer; + + PlayerStatic: array[1..6] of array of integer; + { texture pairs for swapping when screens = 2 + first array level: index of player ( actually this is a position + 1 - Player 1 if PlayersPlay = 1 <- we don't need swapping here + 2..3 - Player 1 and 2 or 3 and 4 if PlayersPlay = 2 or 4 + 4..6 - Player 1 - 3 or 4 - 6 if PlayersPlay = 3 or 6 ) + second array level: different playerstatics for positions + third array level: texture for screen 1 or 2 } + PlayerStaticTextures: array[1..6] of array of array [1..2] of TPlayerStaticTexture; + PlayerTexts: array[1..6] of array of integer; + + StaticBoxLightest: array[1..6] of integer; + StaticBoxLight: array[1..6] of integer; + StaticBoxDark: array[1..6] of integer; + { texture pairs for swapping when screens = 2 + for boxes + first array level: index of player ( actually this is a position + 1 - Player 1 if PlayersPlay = 1 <- we don't need swapping here + 2..3 - Player 1 and 2 or 3 and 4 if PlayersPlay = 2 or 4 + 4..6 - Player 1 - 3 or 4 - 6 if PlayersPlay = 3 or 6 ) + second array level: different boxes for positions (0: lightest; 1: light; 2: dark) + third array level: texture for screen 1 or 2 } + PlayerBoxTextures: array[1..6] of array[0..2] of array [1..2] of TPlayerStaticTexture; + + StaticBackLevel: array[1..6] of integer; + StaticBackLevelRound: array[1..6] of integer; + StaticLevel: array[1..6] of integer; + StaticLevelRound: array[1..6] of integer; + + { statics with players ids } + StaticPlayerIdBox: array[1..6] of integer; + TexturePlayerIdBox: array[1..6] of TTexture; + + Animation: real; + + TextScore_ActualValue: array[1..6] of integer; + TextPhrase_ActualValue: array[1..6] of integer; + TextGolden_ActualValue: array[1..6] of integer; + + procedure MapPlayersToPosition; + + procedure FillPlayer(Item, P: integer); + procedure FillPlayerItems(PlayerNumber: integer); + + procedure UpdateAnimation; + {**** + * helpers for bar easing + *} + procedure EaseBarIn(PlayerNumber: integer; BarType: TScoreBarType); + procedure EaseScoreIn(PlayerNumber: integer; ScoreType: TScoreBarType); + + procedure DrawPlayerBars; + + procedure DrawBar(BarType: TScoreBarType; PlayerNumber: integer; BarStartPosY: single; NewHeight: real); + + {**** + * helpers for rating picture + *} + procedure ShowRating(PlayerNumber: integer); + function CalculateBouncing(PlayerNumber: integer): real; + procedure DrawRating(PlayerNumber: integer; Rating: integer); + + { for player static texture swapping } + procedure LoadSwapTextures; + procedure SwapToScreen(Screen: integer); + 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; + procedure OnShow; override; + procedure OnShowFinish; override; + function Draw: boolean; override; + end; + +implementation + +uses + UGraphic, + UScreenSong, + UMenuStatic, + UTime, + UIni, + USkins, + ULog, + ULanguage, + UNote, + UUnicodeUtils; + + +function TScreenScore.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE, + SDLK_RETURN: + begin + FadeTo(@ScreenTop5); + Exit; + end; + + SDLK_SYSREQ: + begin + Display.SaveScreenShot; + end; + end; + end; +end; + +function TScreenScore.ParseMouse(MouseButton: Integer; BtnDown: Boolean; X, Y: integer): boolean; +begin + Result := True; + if (MouseButton = SDL_BUTTON_LEFT) and BtnDown then begin + //left-click anywhere sends return + ParseInput(SDLK_RETURN, 0, true); + end; +end; + +procedure TScreenScore.LoadSwapTextures; + var + P, I: integer; + PlayerNum, PlayerNum2: integer; + Color: string; + R, G, B: real; + StaticNum: integer; + ThemeStatic: TThemeStatic; +begin + { we only need to load swapping textures if in dualscreen mode } + if Screens = 2 then + begin + { load swapping textures for custom statics } + for P := low(PlayerStatic) to High(PlayerStatic) do + begin + SetLength(PlayerStaticTextures[P], Length(PlayerStatic[P])); + + { get the players that actually are on this position } + case P of + 1: begin + PlayerNum := 1; + PlayerNum2 := 1; + end; + + 2, 3: begin + PlayerNum := P - 1; + PlayerNum2 := PlayerNum + 2; + end; + + 4..6: begin + PlayerNum := P - 3; + PlayerNum2 := PlayerNum + 3; + end; + end; + + for I := 0 to High(PlayerStatic[P]) do + begin + // copy current statics texture to texture for screen 1 + PlayerStaticTextures[P, I, 1].Tex := Statics[PlayerStatic[P, I]].Texture; + + // fallback to first screen texture for 2nd screen + PlayerStaticTextures[P, I, 2].Tex := PlayerStaticTextures[P, I, 1].Tex; + + { texture for second screen } + { we only change color for statics with playercolor + and with Texture type colorized + also we don't need to swap for one player position } + if (P <> 1) and + (Theme.Score.PlayerStatic[P, I].Typ = Texture_Type_Colorized) and + (Length(Theme.Score.PlayerStatic[P, I].Color) >= 2) and + (copy(Theme.Score.PlayerStatic[P, I].Color, 1, 2) = 'P' + IntToStr(PlayerNum)) then + begin + // get the color + Color := Theme.Score.PlayerStatic[P, I].Color; + Color[2] := IntToStr(PlayerNum2)[1]; + LoadColor(R, G, B, Color); + + with Theme.Score.PlayerStatic[P, I] do + PlayerStaticTextures[P, I, 2].Tex := Texture.GetTexture(Skin.GetTextureFileName(Tex), Typ, RGBFloatToInt(R, G, B)); + + PlayerStaticTextures[P, I, 2].Tex.X := Statics[PlayerStatic[P, I]].Texture.X; + PlayerStaticTextures[P, I, 2].Tex.Y := Statics[PlayerStatic[P, I]].Texture.Y; + PlayerStaticTextures[P, I, 2].Tex.W := Statics[PlayerStatic[P, I]].Texture.W; + PlayerStaticTextures[P, I, 2].Tex.H := Statics[PlayerStatic[P, I]].Texture.H; + end; + end; + end; + + { load swap textures for boxes } + for P := low(PlayerBoxTextures) to High(PlayerBoxTextures) do + begin + { get the players that actually are on this position } + case P of + 1: begin + PlayerNum := 1; + PlayerNum2 := 1; + end; + + 2, 3: begin + PlayerNum := P - 1; + PlayerNum2 := PlayerNum + 2; + end; + + 4..6: begin + PlayerNum := P - 3; + PlayerNum2 := PlayerNum + 3; + end; + end; + + for I := 0 to High(PlayerBoxTextures[P]) do + begin + case I of + 0: begin + StaticNum := StaticBoxLightest[P]; + ThemeStatic := Theme.Score.StaticBoxLightest[P]; + end; + 1: begin + StaticNum := StaticBoxLight[P]; + ThemeStatic := Theme.Score.StaticBoxLight[P]; + end; + 2: begin + StaticNum := StaticBoxDark[P]; + ThemeStatic := Theme.Score.StaticBoxDark[P]; + end; + end; + // copy current statics texture to texture for screen 1 + PlayerBoxTextures[P, I, 1].Tex := Statics[StaticNum].Texture; + + // fallback to first screen texture for 2nd screen + PlayerBoxTextures[P, I, 2].Tex := PlayerBoxTextures[P, I, 1].Tex; + + { texture for second screen } + { we only change color for statics with playercolor + and with Texture type colorized + also we don't need to swap for one player position } + if (P <> 1) and + (ThemeStatic.Typ = Texture_Type_Colorized) and + (Length(ThemeStatic.Color) >= 2) and + (copy(ThemeStatic.Color, 1, 2) = 'P' + IntToStr(PlayerNum)) then + begin + // get the color + Color := ThemeStatic.Color; + Color[2] := IntToStr(PlayerNum2)[1]; + LoadColor(R, G, B, Color); + + with ThemeStatic do + PlayerBoxTextures[P, I, 2].Tex := Texture.GetTexture(Skin.GetTextureFileName(Tex), Typ, RGBFloatToInt(R, G, B)); + + PlayerBoxTextures[P, I, 2].Tex.X := Statics[StaticNum].Texture.X; + PlayerBoxTextures[P, I, 2].Tex.Y := Statics[StaticNum].Texture.Y; + PlayerBoxTextures[P, I, 2].Tex.W := Statics[StaticNum].Texture.W; + PlayerBoxTextures[P, I, 2].Tex.H := Statics[StaticNum].Texture.H; + end; + end; + end; + end; +end; + +procedure TScreenScore.SwapToScreen(Screen: integer); + var + P, I: integer; +begin + { if screens = 2 and playerplay <= 3 the 2nd screen shows the + textures of screen 1 } + if (PlayersPlay <= 3) and (Screen = 2) then + Screen := 1; + + { set correct box textures } + for I := 0 to High(PlayerPositionMap) do + begin + if (PlayerPositionMap[I].Position > 0) and ((ScreenAct = PlayerPositionMap[I].Screen) or (PlayerPositionMap[I].BothScreens)) then + begin + // we just set the texture specific stuff + // so we don't overwrite e.g. width and height + with Statics[StaticPlayerIdBox[PlayerPositionMap[I].Position]].Texture do + begin + TexNum := aPlayerScoreScreenTextures[I+1].Player_Id_Box.TexNum; + TexW := aPlayerScoreScreenTextures[I+1].Player_Id_Box.TexW; + TexH := aPlayerScoreScreenTextures[I+1].Player_Id_Box.TexH; + end; + end; + end; + + if (Screens = 2) then + begin + { to keep it simple we just swap all statics, not just the shown ones } + for P := Low(PlayerStatic) to High(PlayerStatic) do + for I := 0 to High(PlayerStatic[P]) do + begin + Statics[PlayerStatic[P, I]].Texture := PlayerStaticTextures[P, I, Screen].Tex; + end; + + { box statics } + for P := Low(PlayerStatic) to High(PlayerStatic) do + begin + Statics[StaticBoxLightest[P]].Texture := PlayerBoxTextures[P, 0, Screen].Tex; + Statics[StaticBoxLight[P]].Texture := PlayerBoxTextures[P, 1, Screen].Tex; + Statics[StaticBoxDark[P]].Texture := PlayerBoxTextures[P, 2, Screen].Tex; + end; + end; +end; + +constructor TScreenScore.Create; +var + Player: integer; + Counter: integer; +begin + inherited Create; + + LoadFromTheme(Theme.Score); + + // These two texts arn't used in the deluxe skin + TextArtist := AddText(Theme.Score.TextArtist); + TextTitle := AddText(Theme.Score.TextTitle); + + TextArtistTitle := AddText(Theme.Score.TextArtistTitle); + + for Player := 1 to 6 do + begin + SetLength(PlayerStatic[Player], Length(Theme.Score.PlayerStatic[Player])); + SetLength(PlayerTexts[Player], Length(Theme.Score.PlayerTexts[Player])); + + for Counter := 0 to High(Theme.Score.PlayerStatic[Player]) do + PlayerStatic[Player, Counter] := AddStatic(Theme.Score.PlayerStatic[Player, Counter]); + + + + for Counter := 0 to High(Theme.Score.PlayerTexts[Player]) do + PlayerTexts[Player, Counter] := AddText(Theme.Score.PlayerTexts[Player, Counter]); + + TextName[Player] := AddText(Theme.Score.TextName[Player]); + TextScore[Player] := AddText(Theme.Score.TextScore[Player]); + + TextNotes[Player] := AddText(Theme.Score.TextNotes[Player]); + TextNotesScore[Player] := AddText(Theme.Score.TextNotesScore[Player]); + TextLineBonus[Player] := AddText(Theme.Score.TextLineBonus[Player]); + TextLineBonusScore[Player] := AddText(Theme.Score.TextLineBonusScore[Player]); + TextGoldenNotes[Player] := AddText(Theme.Score.TextGoldenNotes[Player]); + TextGoldenNotesScore[Player] := AddText(Theme.Score.TextGoldenNotesScore[Player]); + TextTotal[Player] := AddText(Theme.Score.TextTotal[Player]); + TextTotalScore[Player] := AddText(Theme.Score.TextTotalScore[Player]); + + StaticBoxLightest[Player] := AddStatic(Theme.Score.StaticBoxLightest[Player]); + StaticBoxLight[Player] := AddStatic(Theme.Score.StaticBoxLight[Player]); + StaticBoxDark[Player] := AddStatic(Theme.Score.StaticBoxDark[Player]); + + StaticBackLevel[Player] := AddStatic(Theme.Score.StaticBackLevel[Player]); + StaticBackLevelRound[Player] := AddStatic(Theme.Score.StaticBackLevelRound[Player]); + StaticLevel[Player] := AddStatic(Theme.Score.StaticLevel[Player]); + StaticLevelRound[Player] := AddStatic(Theme.Score.StaticLevelRound[Player]); + StaticPlayerIdBox[Player] := AddStatic(Theme.Score.StaticPlayerIdBox[Player]); + + //textures + aPlayerScoreScreenTextures[Player].Score_NoteBarLevel_Dark := Tex_Score_NoteBarLevel_Dark[Player]; + aPlayerScoreScreenTextures[Player].Score_NoteBarRound_Dark := Tex_Score_NoteBarRound_Dark[Player]; + + aPlayerScoreScreenTextures[Player].Score_NoteBarLevel_Light := Tex_Score_NoteBarLevel_Light[Player]; + aPlayerScoreScreenTextures[Player].Score_NoteBarRound_Light := Tex_Score_NoteBarRound_Light[Player]; + + aPlayerScoreScreenTextures[Player].Score_NoteBarLevel_Lightest := Tex_Score_NoteBarLevel_Lightest[Player]; + aPlayerScoreScreenTextures[Player].Score_NoteBarRound_Lightest := Tex_Score_NoteBarRound_Lightest[Player]; + aPlayerScoreScreenTextures[Player].Player_Id_Box := Texture.GetTexture(Skin.GetTextureFileName('PlayerIDBox0' + IntToStr(Player)), Texture_Type_Transparent); + end; + + LoadSwapTextures; +end; + +procedure TScreenScore.MapPlayersToPosition; + var + ArrayStartModifier: integer; + PlayersPerScreen: integer; + I: integer; +begin + // all statics / texts are loaded at start - so that we have them all even if we change the amount of players + // To show the corrects statics / text from the them, we simply modify the start of the according arrays + // 1 Player -> Player[0].Score (The score for one player starts at 0) + // -> Statics[1] (The statics for the one player screen start at 1) + // 2 Player -> Player[0..1].Score + // -> Statics[2..3] + // 3 Player -> Player[0..5].Score + // -> Statics[4..6] + case PlayersPlay of + 1: ArrayStartModifier := 1; + 2, 4: ArrayStartModifier := 2; + 3, 6: ArrayStartModifier := 4; + else + ArrayStartModifier := 0; //this should never happen + end; + + if (PlayersPlay <= 3) then + PlayersPerScreen := PlayersPlay + else + PlayersPerScreen := PlayersPlay div 2; + + SetLength(PlayerPositionMap, PlayersPlay); + + // actually map players to positions + for I := 0 to PlayersPlay - 1 do + begin + PlayerPositionMap[I].Screen := (I div PlayersPerScreen) + 1; + if (PlayerPositionMap[I].Screen > Screens) then + PlayerPositionMap[I].Position := 0 + else + PlayerPositionMap[I].Position := ArrayStartModifier + (I mod PlayersPerScreen); + PlayerPositionMap[I].BothScreens := (PlayersPlay <= 3) and (Screens > 1); + end; +end; + +procedure TScreenScore.UpdateAnimation; +var + CurrentTime: integer; + I: integer; +begin + CurrentTime := SDL_GetTicks(); + + if (ScreenAct = 1) and ShowFinish then + while (CurrentTime >= BarTime) do + begin + Inc(BarTime, BarRaiseSpeed); + + // We actually arise them in the right order, but we have to draw them in reverse order (golden -> phrase -> mainscore) + if (BarScore_EaseOut_Step < EaseOut_MaxSteps * 10) then + BarScore_EaseOut_Step:= BarScore_EaseOut_Step + 1 + + // PhrasenBonus + else if (BarPhrase_EaseOut_Step < EaseOut_MaxSteps * 10) then + BarPhrase_EaseOut_Step := BarPhrase_EaseOut_Step + 1 + + // GoldenNotebonus + else if (BarGolden_EaseOut_Step < EaseOut_MaxSteps * 10) then + BarGolden_EaseOut_Step := BarGolden_EaseOut_Step + 1 + + // rating icon + else + for I := 1 to PlayersPlay do + CalculateBouncing(I); + end; +end; + +procedure TScreenScore.DrawPlayerBars; + var + I: integer; +begin + for I := 0 to PlayersPlay-1 do + begin + if (PlayerPositionMap[I].Position > 0) and ((ScreenAct = PlayerPositionMap[I].Screen) or (PlayerPositionMap[I].BothScreens)) then + begin + if (BarScore_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then + begin + if (BarPhrase_EaseOut_Step >= (EaseOut_MaxSteps * 10)) then + begin + // Draw golden score bar # + EaseBarIn(I + 1, sbtGolden); + EaseScoreIn(I + 1, sbtGolden); + end; + + // Draw phrase score bar # + EaseBarIn(I + 1, sbtLine); + EaseScoreIn(I + 1, sbtLine); + end; + + // Draw plain score bar # + EaseBarIn(I + 1, sbtScore); + EaseScoreIn(I + 1, sbtScore); + end; + end; +end; + +procedure TScreenScore.OnShow; +var + P: integer; // player + I: integer; + V: array[1..6] of boolean; // visibility array + +begin + + {** + * Turn backgroundmusic on + *} + SoundLib.StartBgMusic; + + inherited; + + MapPlayersToPosition; + + 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; + + Text[TextArtist].Text := CurrentSong.Artist; + Text[TextTitle].Text := CurrentSong.Title; + Text[TextArtistTitle].Text := CurrentSong.Artist + ' - ' + CurrentSong.Title; + + // set visibility + case PlayersPlay of + 1: begin + V[1] := true; + V[2] := false; + V[3] := false; + V[4] := false; + V[5] := false; + V[6] := false; + end; + 2, 4: begin + V[1] := false; + V[2] := true; + V[3] := true; + V[4] := false; + V[5] := false; + V[6] := false; + end; + 3, 6: begin + V[1] := false; + V[2] := false; + V[3] := false; + V[4] := true; + V[5] := true; + V[6] := true; + end; + end; + + 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]; + + 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]; + + Statics[StaticBoxLightest[P]].Visible := V[P]; + Statics[StaticBoxLight[P]].Visible := V[P]; + Statics[StaticBoxDark[P]].Visible := V[P]; + + Statics[StaticPlayerIdBox[P]].Visible := V[P]; + + // we draw that on our own + Statics[StaticBackLevel[P]].Visible := false; + Statics[StaticBackLevelRound[P]].Visible := false; + Statics[StaticLevel[P]].Visible := false; + Statics[StaticLevelRound[P]].Visible := false; + end; + + BarScore_EaseOut_Step := 1; + BarPhrase_EaseOut_Step := 1; + BarGolden_EaseOut_Step := 1; +end; + +procedure TScreenScore.onShowFinish; +var + index: integer; +begin + for index := 1 to (PlayersPlay) do + begin + TextScore_ActualValue[index] := 0; + TextPhrase_ActualValue[index] := 0; + TextGolden_ActualValue[index] := 0; + end; + + BarTime := SDL_GetTicks(); +end; + +function TScreenScore.Draw: boolean; +var + PlayerCounter: integer; +begin +{* + player[0].ScoreInt := 7000; + player[0].ScoreLineInt := 2000; + player[0].ScoreGoldenInt := 1000; + player[0].ScoreTotalInt := 10000; + + player[1].ScoreInt := 2500; + player[1].ScoreLineInt := 1100; + player[1].ScoreGoldenInt := 900; + player[1].ScoreTotalInt := 4500; +//*} + // swap static textures to current screen ones + SwapToScreen(ScreenAct); + + //Draw the Background + DrawBG; + + // Let's start to arise the bars + UpdateAnimation; + + // we have to swap the themeobjects values on every draw + // to support dual screen + for PlayerCounter := 1 to PlayersPlay do + begin + FillPlayerItems(PlayerCounter); + end; + + if (ShowFinish) then + DrawPlayerBars; + + //Draw Theme Objects + DrawFG; + +(* + //todo: i need a clever method to draw statics with their z value + for I := 0 to Length(Statics) - 1 do + Statics[I].Draw; + for I := 0 to Length(Text) - 1 do + Text[I].Draw; +*) + + Result := true; +end; + +procedure TscreenScore.FillPlayerItems(PlayerNumber: integer); +var + ThemeIndex: integer; +begin + ThemeIndex := PlayerPositionMap[PlayerNumber-1].Position; + if (ThemeIndex > 0) and ((ScreenAct = PlayerPositionMap[PlayerNumber-1].Screen) or (PlayerPositionMap[PlayerNumber-1].BothScreens)) then + begin + // todo: take the name from player[PlayerNumber].Name instead of the ini when this is done (mog) + Text[TextName[ThemeIndex]].Text := Ini.Name[PlayerNumber-1]; + // end todo + + //golden + Text[TextGoldenNotesScore[ThemeIndex]].Text := IntToStr(TextGolden_ActualValue[PlayerNumber]); + Text[TextGoldenNotesScore[ThemeIndex]].Alpha := (BarGolden_EaseOut_Step / 100); + + Statics[StaticBoxLightest[ThemeIndex]].Texture.Alpha := (BarGolden_EaseOut_Step / 100); + Text[TextGoldenNotes[ThemeIndex]].Alpha := (BarGolden_EaseOut_Step / 100); + + // line bonus + Text[TextLineBonusScore[ThemeIndex]].Text := IntToStr(TextPhrase_ActualValue[PlayerNumber]); + Text[TextLineBonusScore[ThemeIndex]].Alpha := (BarPhrase_EaseOut_Step / 100); + + Statics[StaticBoxLight[ThemeIndex]].Texture.Alpha := (BarPhrase_EaseOut_Step / 100); + Text[TextLineBonus[ThemeIndex]].Alpha := (BarPhrase_EaseOut_Step / 100); + + // plain score + Text[TextNotesScore[ThemeIndex]].Text := IntToStr(TextScore_ActualValue[PlayerNumber]); + Text[TextNotes[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100); + + Statics[StaticBoxDark[ThemeIndex]].Texture.Alpha := (BarScore_EaseOut_Step / 100); + Text[TextNotesScore[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100); + + // total score + Text[TextTotalScore[ThemeIndex]].Text := IntToStr(TextScore_ActualValue[PlayerNumber] + TextPhrase_ActualValue[PlayerNumber] + TextGolden_ActualValue[PlayerNumber]); + Text[TextTotalScore[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100); + + Text[TextTotal[ThemeIndex]].Alpha := (BarScore_EaseOut_Step / 100); + + if(BarGolden_EaseOut_Step = 100) then + begin + ShowRating(PlayerNumber); + end; + end; +end; + +procedure TScreenScore.ShowRating(PlayerNumber: integer); +var + Rating: integer; + ThemeIndex: integer; +begin + ThemeIndex := PlayerPositionMap[PlayerNumber-1].Position; + if (ThemeIndex > 0) and ((ScreenAct = PlayerPositionMap[PlayerNumber-1].Screen) or (PlayerPositionMap[PlayerNumber-1].BothScreens)) then + begin + case (Player[PlayerNumber-1].ScoreTotalInt) of + 0..2009: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_TONE_DEAF'); + Rating := 0; + end; + 2010..4009: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_AMATEUR'); + Rating := 1; + end; + 4010..5009: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_WANNABE'); + Rating := 2; + end; + 5010..6009: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_HOPEFUL'); + Rating := 3; + end; + 6010..7509: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_RISING_STAR'); + Rating := 4; + end; + 7510..8509: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_LEAD_SINGER'); + Rating := 5; + end; + 8510..9009: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_SUPERSTAR'); + Rating := 6; + end; + 9010..10000: + begin + Text[TextScore[ThemeIndex]].Text := Language.Translate('SING_SCORE_ULTRASTAR'); + Rating := 7; + end; + else + Rating := 0; // Cheata :P + end; + + //todo: this could break if the width is not given, for instance when there's a skin with no picture for ratings + if ( Theme.Score.StaticRatings[ThemeIndex].W > 0 ) and ( aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue > 0 ) then + begin + Text[TextScore[ThemeIndex]].Alpha := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue / Theme.Score.StaticRatings[ThemeIndex].W; + end; + // end todo + + DrawRating(PlayerNumber, Rating); + end; +end; + +procedure TscreenScore.DrawRating(PlayerNumber: integer; Rating: integer); +var + Posx: real; + Posy: real; + Width: real; + ThemeIndex: integer; +begin + ThemeIndex := PlayerPositionMap[PlayerNumber-1].Position; + + PosX := Theme.Score.StaticRatings[ThemeIndex].X + (Theme.Score.StaticRatings[ThemeIndex].W * 0.5); + PosY := Theme.Score.StaticRatings[ThemeIndex].Y + (Theme.Score.StaticRatings[ThemeIndex].H * 0.5); ; + + Width := aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue/2; + + glBindTexture(GL_TEXTURE_2D, Tex_Score_Ratings[Rating].TexNum); + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex2f(PosX - Width, PosY - Width); + glTexCoord2f(Tex_Score_Ratings[Rating].TexW, 0); glVertex2f(PosX + Width, PosY - Width); + glTexCoord2f(Tex_Score_Ratings[Rating].TexW, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX + Width, PosY + Width); + glTexCoord2f(0, Tex_Score_Ratings[Rating].TexH); glVertex2f(PosX - Width, PosY + Width); + glEnd; + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2d); +end; + +function TscreenScore.CalculateBouncing(PlayerNumber: integer): real; +var + p, s: real; + + RaiseStep, MaxVal: real; + EaseOut_Step: integer; + ThemeIndex: integer; +begin + ThemeIndex := PlayerPositionMap[PlayerNumber-1].Position; + + EaseOut_Step := aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep; + MaxVal := Theme.Score.StaticRatings[ThemeIndex].W; + + RaiseStep := EaseOut_Step; + + if (MaxVal > 0) and (RaiseStep > 0) then + RaiseStep := RaiseStep / MaxVal; + + if (RaiseStep = 1) then + begin + Result := MaxVal; + end + else + begin + p := MaxVal * 0.4; + + s := p/(2*PI) * arcsin (1); + Result := MaxVal * power(2,-5 * RaiseStep) * sin( (RaiseStep * MaxVal - s) * (2 * PI) / p) + MaxVal; + + inc(aPlayerScoreScreenRatings[PlayerNumber].RateEaseStep); + aPlayerScoreScreenRatings[PlayerNumber].RateEaseValue := Result; + end; +end; + +procedure TscreenScore.EaseBarIn(PlayerNumber: integer; BarType: TScoreBarType); +const + RaiseSmoothness: integer = 100; +var + MaxHeight: real; + NewHeight: real; + + Height2Reach: real; + RaiseStep: real; + BarStartPosY: single; + + lTmp: real; + Score: integer; + ThemeIndex: integer; +begin + ThemeIndex := PlayerPositionMap[PlayerNumber-1].Position; + MaxHeight := Theme.Score.StaticBackLevel[ThemeIndex].H; + + // let's get the points according to the bar we draw + // score array starts at 0, which means the score for player 1 is in score[0] + // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps + if (BarType = sbtScore) then + begin + Score := Player[PlayerNumber - 1].ScoreInt; + RaiseStep := BarScore_EaseOut_Step; + BarStartPosY := Theme.Score.StaticBackLevel[ThemeIndex].Y + MaxHeight; + end + else if (BarType = sbtLine) then + begin + Score := Player[PlayerNumber - 1].ScoreLineInt; + RaiseStep := BarPhrase_EaseOut_Step; + BarStartPosY := Theme.Score.StaticBackLevel[ThemeIndex].Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight + MaxHeight; + end + else if (BarType = sbtGolden) then + begin + Score := Player[PlayerNumber - 1].ScoreGoldenInt; + RaiseStep := BarGolden_EaseOut_Step; + BarStartPosY := Theme.Score.StaticBackLevel[ThemeIndex].Y - aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight - aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight + MaxHeight; + end; + + // the height dependend of the score + Height2Reach := (Score / MAX_SONG_SCORE) * MaxHeight; + + if (aPlayerScoreScreenDatas[PlayerNumber].Bar_Actual_Height < Height2Reach) then + begin + // Check http://proto.layer51.com/d.aspx?f=400 for more info on easing functions + // Calculate the actual step according to the maxsteps + RaiseStep := RaiseStep / EaseOut_MaxSteps; + + // quadratic easing out - decelerating to zero velocity + // -end_position * current_time * ( current_time - 2 ) + start_postion + lTmp := (-Height2Reach * RaiseStep * (RaiseStep - 20) + BarStartPosY); + + if ( RaiseSmoothness > 0 ) and ( lTmp > 0 ) then + NewHeight := lTmp / RaiseSmoothness; + + end + else + NewHeight := Height2Reach; + + DrawBar(BarType, PlayerNumber, BarStartPosY, NewHeight); + + if (BarType = sbtScore) then + aPlayerScoreScreenDatas[PlayerNumber].BarScore_ActualHeight := NewHeight + else if (BarType = sbtLine) then + aPlayerScoreScreenDatas[PlayerNumber].BarLine_ActualHeight := NewHeight + else if (BarType = sbtGolden) then + aPlayerScoreScreenDatas[PlayerNumber].BarGolden_ActualHeight := NewHeight; +end; + +procedure TscreenScore.DrawBar(BarType: TScoreBarType; PlayerNumber: integer; BarStartPosY: single; NewHeight: real); +var + Width: real; + BarStartPosX: real; + ThemeIndex: integer; +begin + ThemeIndex := PlayerPositionMap[PlayerNumber-1].Position; + + // this is solely for better readability of the drawing + Width := Theme.Score.StaticBackLevel[ThemeIndex].W; + BarStartPosX := Theme.Score.StaticBackLevel[ThemeIndex].X; + + glColor4f(1, 1, 1, 1); + + // set the texture for the bar + if (BarType = sbtScore) then + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Dark.TexNum); + if (BarType = sbtLine) then + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Light.TexNum); + if (BarType = sbtGolden) then + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarLevel_Lightest.TexNum); + + //draw it + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex3f(BarStartPosX, BarStartPosY - NewHeight, ZBars); + glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, BarStartPosY - NewHeight, ZBars); + glTexCoord2f(1, 1); glVertex3f(BarStartPosX + Width, BarStartPosY, ZBars); + glTexCoord2f(0, 1); glVertex3f(BarStartPosX, BarStartPosY, ZBars); + glEnd; + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2d); + + //the round thing on top + if (BarType = sbtScore) then + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Dark.TexNum); + if (BarType = sbtLine) then + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Light.TexNum); + if (BarType = sbtGolden) then + glBindTexture(GL_TEXTURE_2D, aPlayerScoreScreenTextures[PlayerNumber].Score_NoteBarRound_Lightest.TexNum); + + glEnable(GL_TEXTURE_2D); + glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); + glEnable(GL_BLEND); + + glBegin(GL_QUADS); + glTexCoord2f(0, 0); glVertex3f(BarStartPosX, (BarStartPosY - Statics[StaticLevelRound[ThemeIndex]].Texture.h) - NewHeight, ZBars); + glTexCoord2f(1, 0); glVertex3f(BarStartPosX + Width, (BarStartPosY - Statics[StaticLevelRound[ThemeIndex]].Texture.h) - NewHeight, ZBars); + glTexCoord2f(1, 1); glVertex3f(BarStartPosX + Width, BarStartPosY - NewHeight, ZBars); + glTexCoord2f(0, 1); glVertex3f(BarStartPosX, BarStartPosY - NewHeight, ZBars); + glEnd; + + glDisable(GL_BLEND); + glDisable(GL_TEXTURE_2d); +end; + +procedure TScreenScore.EaseScoreIn(PlayerNumber: integer; ScoreType: TScoreBarType); +const + RaiseSmoothness: integer = 100; +var + RaiseStep: real; + lTmpA: real; + ScoreReached: integer; + EaseOut_Step: real; + ActualScoreValue: integer; +begin + if (ScoreType = sbtScore) then + begin + EaseOut_Step := BarScore_EaseOut_Step; + ActualScoreValue := TextScore_ActualValue[PlayerNumber]; + ScoreReached := Player[PlayerNumber-1].ScoreInt; + end; + if (ScoreType = sbtLine) then + begin + EaseOut_Step := BarPhrase_EaseOut_Step; + ActualScoreValue := TextPhrase_ActualValue[PlayerNumber]; + ScoreReached := Player[PlayerNumber-1].ScoreLineInt; + end; + if (ScoreType = sbtGolden) then + begin + EaseOut_Step := BarGolden_EaseOut_Step; + ActualScoreValue := TextGolden_ActualValue[PlayerNumber]; + ScoreReached := Player[PlayerNumber-1].ScoreGoldenInt; + end; + + // EaseOut_Step is the actual step in the raising process, like the 20iest step of EaseOut_MaxSteps + RaiseStep := EaseOut_Step; + + if (ActualScoreValue < ScoreReached) then + begin + // Calculate the actual step according to the maxsteps + RaiseStep := RaiseStep / EaseOut_MaxSteps; + + // quadratic easing out - decelerating to zero velocity + // -end_position * current_time * ( current_time - 2 ) + start_postion + lTmpA := (-ScoreReached * RaiseStep * (RaiseStep - 20)); + if ( lTmpA > 0 ) and + ( RaiseSmoothness > 0 ) then + begin + if (ScoreType = sbtScore) then + TextScore_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness); + if (ScoreType = sbtLine) then + TextPhrase_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness); + if (ScoreType = sbtGolden) then + TextGolden_ActualValue[PlayerNumber] := floor( lTmpA / RaiseSmoothness); + end; + end + else + begin + if (ScoreType = sbtScore) then + TextScore_ActualValue[PlayerNumber] := ScoreReached; + if (ScoreType = sbtLine) then + TextPhrase_ActualValue[PlayerNumber] := ScoreReached; + if (ScoreType = sbtGolden) then + TextGolden_ActualValue[PlayerNumber] := ScoreReached; + end; +end; + +procedure TScreenScore.FillPlayer(Item, P: integer); +var + S: string; +begin + Text[TextName[Item]].Text := Ini.Name[P]; + + S := IntToStr((Round(Player[P].Score) div 10) * 10); + while (Length(S)<4) do + S := '0' + S; + Text[TextNotesScore[Item]].Text := S; + + // while (Length(S)<5) do S := '0' + S; + // Text[TextTotalScore[Item]].Text := S; + + //fixed: line bonus and golden notes don't show up, + // another bug: total score was shown without added golden-, linebonus + S := IntToStr(Player[P].ScoreTotalInt); + while (Length(S)<5) do + S := '0' + S; + Text[TextTotalScore[Item]].Text := S; + + S := IntToStr(Player[P].ScoreLineInt); + while (Length(S)<4) do + S := '0' + S; + Text[TextLineBonusScore[Item]].Text := S; + + S := IntToStr(Player[P].ScoreGoldenInt); + while (Length(S)<4) do + S := '0' + S; + Text[TextGoldenNotesScore[Item]].Text := S; + //end of fix + +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenSing.pas b/us_maker_edition/src/screens/UScreenSing.pas new file mode 100644 index 00000000..233f1e38 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenSing.pas @@ -0,0 +1,1076 @@ +{* 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 + SysUtils, + SDL, + TextGL, + gl, + UFiles, + UGraphicClasses, + UIni, + ULog, + ULyrics, + UMenu, + UMusic, + USingScores, + USongs, + UTexture, + UThemes, + UPath, + UTime, + UHookableEvent; + +type + TLyricsSyncSource = class(TSyncSource) + function GetClock(): real; override; + end; + + TMusicSyncSource = class(TSyncSource) + function GetClock(): real; override; + end; + +type + TScreenSing = class(TMenu) + private + fShowVisualization: boolean; + fCurrentVideo: IVideo; + fVideoClip: IVideo; + fLyricsSync: TLyricsSyncSource; + fMusicSync: TMusicSyncSource; + protected + eSongLoaded: THookableEvent; //< event is called after lyrics of a song are loaded on OnShow + Paused: boolean; //pause Mod + 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; + + //the song was sung to the end + SungToEnd: boolean; + + // some settings to be set by plugins + Settings: record + Finish: Boolean; //< if true, screen will finish on next draw + + LyricsVisible: Boolean; //< shows or hides lyrics + NotesVisible: Integer; //< if bit[playernum] is set the notes for the specified player are visible. By default all players notes are visible + + PlayerEnabled: Integer; //< defines whether a player can score atm + end; + procedure ClearSettings; + procedure ApplySettings; //< applies changes of settings record + procedure EndSong; + + constructor Create; override; + procedure OnShow; override; + procedure OnShowFinish; override; + procedure OnHide; override; + + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; + 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 + Classes, + Math, + UDraw, + UGraphic, + ULanguage, + UNote, + URecord, + USong, + UDisplay, + UParty, + UUnicodeUtils; + +// 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: UCS4Char; + PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // key down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('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; + Ord('V'): // show visualization + begin + fShowVisualization := not fShowVisualization; + + if fShowVisualization then + begin + fCurrentVideo := Visualization.Open(PATH_NONE); + fCurrentVideo.play; + end + else + begin + fCurrentVideo := fVideoClip; + end; + Exit; + end; + Ord('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 + fCurrentVideo.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 (fCurrentVideo <> nil) then + fCurrentVideo.Pause; + + end + else // disable pause + begin + LyricsState.Start(); + + // play music + AudioPlayback.Play; + + // video + if (fCurrentVideo <> nil) then + fCurrentVideo.Pause; + + Paused := false; + end; +end; +// pause mod end + +constructor TScreenSing.Create; +begin + inherited Create; + + //too dangerous, a mouse button is quickly pressed by accident + RightMbESC := false; + + fShowVisualization := false; + + fCurrentVideo := nil; + + // 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 + Statics[StaticPausePopup].Visible := false; + + Lyrics := TLyricEngine.Create( + Theme.LyricBar.UpperX, Theme.LyricBar.UpperY, Theme.LyricBar.UpperW, Theme.LyricBar.UpperH, + Theme.LyricBar.LowerX, Theme.LyricBar.LowerY, Theme.LyricBar.LowerW, Theme.LyricBar.LowerH); + + fLyricsSync := TLyricsSyncSource.Create(); + fMusicSync := TMusicSyncSource.Create(); + + eSongLoaded := THookableEvent.Create('ScreenSing.SongLoaded'); + + ClearSettings; +end; + +procedure TScreenSing.OnShow; +var + Index: integer; + V1: boolean; + V1TwoP: boolean; // position of score box in two player mode + V1ThreeP: boolean; // position of score box in three player mode + V2R: boolean; + V2M: boolean; + V3R: boolean; + Color: TRGB; + VideoFile, BgFile: IPath; + success: boolean; +begin + inherited; + + Log.LogStatus('Begin', 'OnShow'); + FadeOut := false; + + //the song was sung to the end + SungToEnd := false; + ClearSettings; + Party.CallBeforeSing; + + // reset video playback engine + fCurrentVideo := nil; + + // 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 Index := 0 to PlayersPlay - 1 do + begin + Scores.AddPlayer(Tex_ScoreBG[Index], 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 + Statics[StaticP1].Visible := V1; + Text[TextP1].Visible := V1; + + // this one is shown in 2/4P mode + Statics[StaticP1TwoP].Visible := V1TwoP; + Text[TextP1TwoP].Visible := V1TwoP; + + Statics[StaticP2R].Visible := V2R; + Text[TextP2R].Visible := V2R; + + // this one is shown in 3/6P mode + Statics[StaticP1ThreeP].Visible := V1ThreeP; + Text[TextP1ThreeP].Visible := V1ThreeP; + + Statics[StaticP2M].Visible := V2M; + Text[TextP2M].Visible := V2M; + + Statics[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 CurrentSong.FileName.GetExtension.ToUTF8 = '.xml' then + success := CurrentSong.LoadXMLSong() + else + success := CurrentSong.LoadSong(); + except + success := false; + end; + + if (not success) then + begin + // error loading song -> go back to previous screen and show some error message + Display.AbortScreenChange; + // 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; + + {* + * == 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 visualization + * + WhenNoVideo: Overwrites blank and picture + * + On : Overwrites blank, picture and video + *} + + {* + * set background to: video + *} + fShowVisualization := false; + VideoFile := CurrentSong.Path.Append(CurrentSong.Video); + if (CurrentSong.Video.IsSet) and VideoFile.IsFile then + begin + fVideoClip := VideoPlayback.Open(VideoFile); + fCurrentVideo := fVideoClip; + if (fVideoClip <> nil) then + begin + fShowVisualization := false; + fCurrentVideo.Position := CurrentSong.VideoGAP + CurrentSong.Start; + fCurrentVideo.Play; + end; + end; + + {* + * set background to: picture + *} + if (CurrentSong.Background.IsSet) and (fVideoClip = nil) + and (TVisualizerOption(Ini.VisualizerOption) = voOff) then + begin + BgFile := CurrentSong.Path.Append(CurrentSong.Background); + try + Tex_Background := Texture.LoadTexture(BgFile); + except + Log.LogError('Background could not be loaded: ' + BgFile.ToNative); + Tex_Background.TexNum := 0; + end + end + else + begin + Tex_Background.TexNum := 0; + end; + + {* + * set background to: visualization (Overwrites all) + *} + if (TVisualizerOption(Ini.VisualizerOption) in [voOn]) then + begin + fShowVisualization := true; + fCurrentVideo := Visualization.Open(PATH_NONE); + if (fCurrentVideo <> nil) then + fCurrentVideo.Play; + end; + + {* + * set background to: visualization (Videos are still shown) + *} + if ((TVisualizerOption(Ini.VisualizerOption) in [voWhenNoVideo]) and + (fVideoClip = nil)) then + begin + fShowVisualization := true; + fCurrentVideo := Visualization.Open(PATH_NONE); + if (fCurrentVideo <> nil) then + fCurrentVideo.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 and start voice-capture + AudioInput.CaptureStart; + + // clear the scores of all players + + for Index := 0 to High(Player) do + with Player[Index] do + begin + Score := 0; + ScoreLine := 0; + ScoreGolden := 0; + + ScoreInt := 0; + ScoreLineInt := 0; + ScoreGoldenInt := 0; + ScoreTotalInt := 0; + + ScoreLast := 0; + + LastSentencePerfect := false; + end; + + // main text + Lyrics.Clear(CurrentSong.BPM[0].BPM, CurrentSong.Resolution); + + // set custom options + case Ini.LyricsFont of + 0: // normal fonts + begin + Lyrics.FontStyle := ftNormal; + + 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 + begin + if (Ini.LyricsFont = 1) then + Lyrics.FontStyle := ftOutline1 + else + Lyrics.FontStyle := ftOutline2; + + 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 Index := Low(Lines[0].Line) to High(Lines[0].Line) do + if Lines[0].Line[Index].TotalNotes = 0 then + Inc(NumEmptySentences); + + eSongLoaded.CallHookChain(False); + + Log.LogStatus('End', 'OnShow'); +end; + +procedure TScreenSing.onShowFinish; +begin + // hide cursor on singscreen show + Display.SetCursor; + + // prepare music + // Important: AudioPlayback must not be initialized in onShow() as TScreenSong + // uses stops AudioPlayback in onHide() which interferes with TScreenSings onShow. + AudioPlayback.Open(CurrentSong.Path.Append(CurrentSong.Mp3)); + AudioPlayback.SetVolume(1.0); + AudioPlayback.Position := CurrentSong.Start; + + // synchronize music + if (Ini.SyncTo = Ord(stLyrics)) then + AudioPlayback.SetSyncSource(fLyricsSync) + else + AudioPlayback.SetSyncSource(nil); + + // synchronize lyrics (do not set this before AudioPlayback is initialized) + if (Ini.SyncTo = Ord(stMusic)) then + LyricsState.SetSyncSource(fMusicSync) + else + LyricsState.SetSyncSource(nil); + + // start lyrics + LyricsState.Start(true); + + // start music + AudioPlayback.Play(); + + // start timer + CountSkipTimeSet; +end; + +procedure TScreenSing.ClearSettings; +begin + Settings.Finish := False; + Settings.LyricsVisible := True; + Settings.NotesVisible := high(Integer); + Settings.PlayerEnabled := high(Integer); +end; + +{ applies changes of settings record } +procedure TScreenSing.ApplySettings; +begin + // +end; + +procedure TScreenSing.EndSong; +begin + Settings.Finish := True; +end; + +procedure TScreenSing.OnHide; +begin + // background texture + if (Tex_Background.TexNum > 0) then + begin + glDeleteTextures(1, PGLuint(@Tex_Background.TexNum)); + Tex_Background.TexNum := 0; + end; + + Background.OnFinish; + Display.SetCursor; +end; + +function TScreenSing.Draw: boolean; +var + Min: integer; + Sec: integer; + T: integer; + CurLyricsTime: real; + VideoFrameTime: Extended; + Line: TLyricLine; + LastWord: TLyricWord; +begin + Background.Draw; + + // draw background picture (if any, and if no visualizations) + // when we don't check for visualizations the visualizations would + // be overdrawn by the picture when {UNDEFINED UseTexture} in UVisualizer + if (not fShowVisualization) then + SingDrawBackground; + + // 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? + {Statics[StaticP1].Texture.X := Statics[StaticP1].Texture.X + 10 * ScreenX; + + Text[TextP1].X := Text[TextP1].X + 10 * ScreenX; } + + {Statics[StaticP1ScoreBG].Texture.X := Statics[StaticP1ScoreBG].Texture.X + 10*ScreenX; + Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;} + + {Statics[StaticP2R].Texture.X := Statics[StaticP2R].Texture.X + 10 * ScreenX; + + Text[TextP2R].X := Text[TextP2R].X + 10 * ScreenX; } + + {Statics[StaticP2RScoreBG].Texture.X := Statics[StaticP2RScoreBG].Texture.X + 10*ScreenX; + Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;} + + // end of weird stuff + { + Statics[1].Texture.X := Statics[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; + + //the song was sung to the end? + Line := Lyrics.GetUpperLine(); + if Line.LastLine then + begin + LastWord := Line.Words[Length(Line.Words)-1]; + if CurLyricsTime >= GetTimeFromBeat(LastWord.Start+LastWord.Length) then + SungToEnd := true; + end; + + // update and draw movie + if Assigned(fCurrentVideo) then + begin + // Just call this once + // when Screens = 2 + if (ScreenAct = 1) then + begin + if (ShowFinish) then + begin + // everything is setup, determine the current position + VideoFrameTime := CurrentSong.VideoGAP + LyricsState.GetCurrentTime(); + end + else + begin + // Important: do not yet start the triggered timer by a call to + // LyricsState.GetCurrentTime() + VideoFrameTime := CurrentSong.VideoGAP; + end; + fCurrentVideo.GetFrame(VideoFrameTime); + end; + + fCurrentVideo.DrawGL(ScreenAct); + 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)) and (not Settings.Finish) then + begin + // analyze song if not paused + if (not Paused) then + begin + Sing(Self); + Party.CallOnSing; + end; + end + else + begin + if (not FadeOut) then + begin + Finish; + FadeOut := true; + 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 + + {Statics[StaticP1].Texture.X := Statics[StaticP1].Texture.X - 10 * ScreenX; + Text[TextP1].X := Text[TextP1].X - 10 * ScreenX; + + Statics[StaticP2R].Texture.X := Statics[StaticP2R].Texture.X - 10 * ScreenX; + Text[TextP2R].X := Text[TextP2R].X - 10 * ScreenX; + + // end of weird + + Statics[1].Texture.X := Statics[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 + Statics[StaticPausePopup].Visible := true; + Statics[StaticPausePopup].Draw; + Statics[StaticPausePopup].Visible := false; + end; + + Result := true; +end; + +procedure TScreenSing.Finish; +begin + AudioInput.CaptureStop; + AudioPlayback.Stop; + AudioPlayback.SetSyncSource(nil); + + LyricsState.Stop(); + LyricsState.SetSyncSource(nil); + + // close video files + fVideoClip := nil; + fCurrentVideo := nil; + + // 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); + + Party.CallAfterSing; +end; + +procedure TScreenSing.OnSentenceEnd(SentenceIndex: cardinal); +var + PlayerIndex: byte; + 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; + + // check for lines with low points + if (MaxLineScore <= 2) then + LinePerfection := 1 + else + // 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 / (MaxLineScore - 2); + + // 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 := Floor(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 + else + Scores.RaiseScore(PlayerIndex, CurrentPlayer.ScoreTotalInt); + + // 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; + +function TMusicSyncSource.GetClock(): real; +begin + Result := AudioPlayback.Position; +end; + +end. + diff --git a/us_maker_edition/src/screens/UScreenSong.pas b/us_maker_edition/src/screens/UScreenSong.pas new file mode 100644 index 00000000..6b83d522 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenSong.pas @@ -0,0 +1,2043 @@ +{* 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 UScreenSong; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SysUtils, + SDL, + UCommon, + UDisplay, + UPath, + UFiles, + UIni, + ULanguage, + ULog, + UMenu, + UMenuEqualizer, + UMusic, + USong, + USongs, + UTexture, + UThemes, + UTime; + +type + TScreenSong = class(TMenu) + private + Equalizer: Tms_Equalizer; + + PreviewOpened: Integer; // interaction of the Song that is loaded for preview music + // -1 if nothing is opened + + isScrolling: boolean; // true if song flow is about to move + + procedure StartMusicPreview(); + procedure StopMusicPreview(); + public + TextArtist: integer; + TextTitle: integer; + TextNumber: integer; + + //Video Icon Mod + VideoIcon: cardinal; + + TextCat: integer; + StaticCat: integer; + + SongCurrent: real; + SongTarget: real; + + HighSpeed: boolean; + CoverFull: boolean; + CoverTime: real; + + CoverX: integer; + CoverY: integer; + CoverW: integer; + is_jump: boolean; // Jump to Song Mod + is_jump_title:boolean; //Jump to SOng MOd-YTrue if search for Title + + //Party Mod + Mode: TSingMode; + + //party Statics (Joker) + StaticTeam1Joker1: cardinal; + StaticTeam1Joker2: cardinal; + StaticTeam1Joker3: cardinal; + StaticTeam1Joker4: cardinal; + StaticTeam1Joker5: cardinal; + + StaticTeam2Joker1: cardinal; + StaticTeam2Joker2: cardinal; + StaticTeam2Joker3: cardinal; + StaticTeam2Joker4: cardinal; + StaticTeam2Joker5: cardinal; + + StaticTeam3Joker1: cardinal; + StaticTeam3Joker2: cardinal; + StaticTeam3Joker3: cardinal; + StaticTeam3Joker4: cardinal; + StaticTeam3Joker5: cardinal; + + StaticParty: array of cardinal; + TextParty: array of cardinal; + StaticNonParty: array of cardinal; + TextNonParty: array of cardinal; + + constructor Create; override; + procedure SetScroll; + //procedure SetScroll1; + //procedure SetScroll2; + procedure SetScroll3; + procedure SetScroll4; + procedure SetScroll5; + procedure SetScroll6; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + function ParseMouse(MouseButton: integer; BtnDown: boolean; X, Y: integer): boolean; override; + function Draw: boolean; override; + procedure GenerateThumbnails(); + procedure OnShow; override; + procedure OnHide; override; + procedure SelectNext; + procedure SelectPrev; + procedure SkipTo(Target: cardinal); + procedure FixSelected; //Show Wrong Song when Tabs on Fix + procedure FixSelected2; //Show Wrong Song when Tabs on Fix + procedure ShowCatTL(Cat: integer);// Show Cat in Top left + procedure ShowCatTLCustom(Caption: UTF8String);// Show Custom Text in Top left + procedure HideCatTL;// Show Cat in Tob left + procedure Refresh; //Refresh Song Sorting + procedure ChangeMusic; + //Party Mode + procedure SelectRandomSong; + procedure SetJoker; + procedure SetStatics; + //procedures for Menu + procedure StartSong; + procedure OpenEditor; + procedure DoJoker(Team: integer); + procedure SelectPlayers; + + procedure OnSongSelect; // called when song flows movement stops at a song + procedure OnSongDeSelect; // called before current song is deselected + + procedure UnloadDetailedCover; + + //Extensions + procedure DrawExtensions; + end; + +implementation + +uses + Math, + gl, + UCovers, + UGraphic, + UMain, + UMenuButton, + UNote, + UParty, + UPlaylist, + UScreenSongMenu, + USkins, + UUnicodeUtils; + +// ***** Public methods ****** // + +//Show Wrong Song when Tabs on Fix +procedure TScreenSong.FixSelected; +var + I, I2: integer; +begin + if CatSongs.VisibleSongs > 0 then + begin + I2:= 0; + for I := Low(CatSongs.Song) to High(Catsongs.Song) do + begin + if CatSongs.Song[I].Visible then + inc(I2); + + if I = Interaction - 1 then + break; + end; + + SongCurrent := I2; + SongTarget := I2; + end; +end; + +procedure TScreenSong.FixSelected2; +var + I, I2: integer; +begin + if CatSongs.VisibleSongs > 0 then + begin + I2:= 0; + for I := Low(CatSongs.Song) to High(Catsongs.Song) do + begin + if CatSongs.Song[I].Visible then + inc(I2); + + if I = Interaction - 1 then + break; + end; + + SongTarget := I2; + end; +end; +//Show Wrong Song when Tabs on Fix End + +procedure TScreenSong.ShowCatTLCustom(Caption: UTF8String);// Show Custom Text in Top left +begin + Text[TextCat].Text := Caption; + Text[TextCat].Visible := true; + Statics[StaticCat].Visible := false; +end; + +//Show Cat in Top Left Mod +procedure TScreenSong.ShowCatTL(Cat: integer); +begin + //Change + Text[TextCat].Text := CatSongs.Song[Cat].Artist; + //Statics[StaticCat].Texture := Texture.GetTexture(Button[Cat].Texture.Name, TEXTURE_TYPE_PLAIN, true); + + //Show + Text[TextCat].Visible := true; + Statics[StaticCat].Visible := true; +end; + +procedure TScreenSong.HideCatTL; +begin + //Hide + //Text[TextCat].Visible := false; + Statics[StaticCat].Visible := false; + //New -> Show Text specified in Theme + Text[TextCat].Visible := true; + Text[TextCat].Text := Theme.Song.TextCat.Text; +end; +//Show Cat in Top Left Mod End + +// Method for input parsing. If false is returned, GetNextWindow +// should be checked to know the next window to load; +function TScreenSong.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +var + I: integer; + I2: integer; + SDL_ModState: word; + UpperLetter: UCS4Char; + TempStr: UTF8String; +begin + Result := true; + + //Song Screen Extensions (Jumpto + Menu) + if (ScreenSongMenu.Visible) then + begin + Result := ScreenSongMenu.ParseInput(PressedKey, CharCode, PressedDown); + Exit; + end + else if (ScreenSongJumpto.Visible) then + begin + Result := ScreenSongJumpto.ParseInput(PressedKey, CharCode, PressedDown); + Exit; + end; + + if (PressedDown) then + begin // Key Down + + SDL_ModState := SDL_GetModState and (KMOD_LSHIFT + KMOD_RSHIFT + + KMOD_LCTRL + KMOD_RCTRL + KMOD_LALT + KMOD_RALT); + + //Jump to Artist/Titel + if ((SDL_ModState and KMOD_LALT <> 0) and (Mode = smNormal)) then + begin + UpperLetter := UCS4UpperCase(CharCode); + + if (UpperLetter in ([Ord('A')..Ord('Z'), Ord('0') .. Ord('9')]) ) then + begin + I2 := Length(CatSongs.Song); + + //Jump To Titel + if (SDL_ModState = (KMOD_LALT or KMOD_LSHIFT)) then + begin + for I := 1 to High(CatSongs.Song) do + begin + if (CatSongs.Song[(I + Interaction) mod I2].Visible) then + begin + TempStr := CatSongs.Song[(I + Interaction) mod I2].Title; + if (Length(TempStr) > 0) and + (UCS4UpperCase(UTF8ToUCS4String(TempStr)[0]) = UpperLetter) then + begin + SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2)); + + AudioPlayback.PlaySound(SoundLib.Change); + + SetScroll4; + //Break and Exit + Exit; + end; + end; + end; + end + //Jump to Artist + else if (SDL_ModState = KMOD_LALT) then + begin + for I := 1 to High(CatSongs.Song) do + begin + if (CatSongs.Song[(I + Interaction) mod I2].Visible) then + begin + TempStr := CatSongs.Song[(I + Interaction) mod I2].Artist; + if (Length(TempStr) > 0) and + (UCS4UpperCase(UTF8ToUCS4String(TempStr)[0]) = UpperLetter) then + begin + SkipTo(CatSongs.VisibleIndex((I + Interaction) mod I2)); + + AudioPlayback.PlaySound(SoundLib.Change); + + SetScroll4; + + //Break and Exit + Exit; + end; + end; + end; + end; + end; + + Exit; + end; + + // ********************** + // * workaround for LCTRL+R: it should be changed when we have a solution for the + // * CTRL+'A'..'Z' problem + if (SDL_ModState = KMOD_LCTRL) and (PressedKey = SDLK_R) then + CharCode := UCS4Char('R'); + // ********************** + + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + + Ord('M'): //Show SongMenu + begin + if (Songs.SongList.Count > 0) then + begin + if (Mode = smNormal) then + begin + if (not CatSongs.Song[Interaction].Main) then // clicked on Song + begin + if CatSongs.CatNumShow = -3 then + begin + ScreenSongMenu.OnShow; + ScreenSongMenu.MenuShow(SM_Playlist); + end + else + begin + ScreenSongMenu.OnShow; + ScreenSongMenu.MenuShow(SM_Main); + end; + end + else + begin + ScreenSongMenu.OnShow; + ScreenSongMenu.MenuShow(SM_Playlist_Load); + end; + end //Party Mode -> Show Party Menu + else + begin + ScreenSongMenu.OnShow; + ScreenSongMenu.MenuShow(SM_Party_Main); + end; + end; + Exit; + end; + + Ord('P'): //Show Playlist Menu + begin + if (Songs.SongList.Count > 0) and (Mode = smNormal) then + begin + ScreenSongMenu.OnShow; + ScreenSongMenu.MenuShow(SM_Playlist_Load); + end; + Exit; + end; + + Ord('J'): //Show Jumpto Menu + begin + if (Songs.SongList.Count > 0) and (Mode = smNormal) then + begin + ScreenSongJumpto.Visible := true; + end; + Exit; + end; + + Ord('E'): + begin + OpenEditor; + Exit; + end; + + Ord('R'): + begin + if (Songs.SongList.Count > 0) and + (Mode = smNormal) then + begin + if (SDL_ModState = KMOD_LSHIFT) and (Ini.TabsAtStartup = 1) then // random category + begin + I2 := 0; // count cats + for I := 0 to High(CatSongs.Song) do + begin + if CatSongs.Song[I].Main then + Inc(I2); + end; + + I2 := Random(I2 + 1); // random and include I2 + + // find cat: + for I := 0 to High(CatSongs.Song) do + begin + if CatSongs.Song[I].Main then + Dec(I2); + if (I2 <= 0) then + begin + // show cat in top left mod + ShowCatTL (I); + + Interaction := I; + + CatSongs.ShowCategoryList; + CatSongs.ClickCategoryButton(I); + SelectNext; + FixSelected; + break; + end; + end; + end + else if (SDL_ModState = KMOD_LCTRL) and (Ini.TabsAtStartup = 1) then // random in all categories + begin + repeat + I2 := Random(High(CatSongs.Song) + 1); + until (not CatSongs.Song[I2].Main); + + // search cat + for I := I2 downto 0 do + begin + if CatSongs.Song[I].Main then + break; + end; + + // in I is now the categorie in I2 the song + + // choose cat + CatSongs.ShowCategoryList; + + // show cat in top left mod + ShowCatTL (I); + + CatSongs.ClickCategoryButton(I); + SelectNext; + + // Fix: not existing song selected: + //if (I + 1 = I2) then + Inc(I2); + + // choose song + SkipTo(I2 - I); + end + else // random in one category + begin + SkipTo(Random(CatSongs.VisibleSongs)); + end; + AudioPlayback.PlaySound(SoundLib.Change); + + SetScroll4; + end; + Exit; + end; + end; // normal keys + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + if (Mode = smNormal) then + begin + //On Escape goto Cat-List Hack + if (Ini.TabsAtStartup = 1) and (CatSongs.CatNumShow <> -1) then + begin + //Find Category + I := Interaction; + while (not CatSongs.Song[I].Main) do + begin + Dec(I); + if (I < 0) then + break; + end; + if (I <= 1) then + Interaction := High(CatSongs.Song) + else + Interaction := I - 1; + + //Stop Music + StopMusicPreview(); + + CatSongs.ShowCategoryList; + + //Show Cat in Top Left Mod + HideCatTL; + + //Show Wrong Song when Tabs on Fix + SelectNext; + FixSelected; + //SelectPrev(true); + //CatSongs.Song[0].Visible := false; + end + else + begin + //On Escape goto Cat-List Hack End + //Tabs off and in Search or Playlist -> Go back to Song view + if (CatSongs.CatNumShow < -1) then + begin + //Atm: Set Empty Filter + CatSongs.SetFilter('', fltAll); + + //Show Cat in Top Left Mod + HideCatTL; + Interaction := 0; + + //Show Wrong Song when Tabs on Fix + SelectNext; + FixSelected; + end + else + begin + StopMusicPreview(); + AudioPlayback.PlaySound(SoundLib.Back); + + FadeTo(@ScreenMain); + end; + + end; + end + //When in party Mode then Ask before Close + else if (Mode = smPartyMode) then + begin + AudioPlayback.PlaySound(SoundLib.Back); + CheckFadeTo(@ScreenMain,'MSG_END_PARTY'); + end; + end; + SDLK_RETURN: + begin + if (Songs.SongList.Count > 0) then + begin + if CatSongs.Song[Interaction].Main then + begin // clicked on Category Button + //Show Cat in Top Left Mod + ShowCatTL (Interaction); + + //I := CatSongs.VisibleIndex(Interaction); + CatSongs.ClickCategoryButton(Interaction); + {I2 := CatSongs.VisibleIndex(Interaction); + SongCurrent := SongCurrent - I + I2; + SongTarget := SongTarget - I + I2; } + + // SetScroll4; + + //Show Wrong Song when Tabs on Fix + SelectNext; + FixSelected; + end + else + begin // clicked on song + if (Mode = smNormal) then //Normal Mode -> Start Song + begin + //Do the Action that is specified in Ini + case Ini.OnSongClick of + 0: StartSong; + 1: SelectPlayers; + 2:begin + if (CatSongs.CatNumShow = -3) then + ScreenSongMenu.MenuShow(SM_Playlist) + else + ScreenSongMenu.MenuShow(SM_Main); + end; + end; + end + else if (Mode = smPartyMode) then //PartyMode -> Show Menu + begin + if (Ini.PartyPopup = 1) then + ScreenSongMenu.MenuShow(SM_Party_Main) + else + Party.CallAfterSongSelect; + end; + end; + end; + end; + + SDLK_DOWN: + begin + if (Mode = smNormal) then + begin + //Only Change Cat when not in Playlist or Search Mode + if (CatSongs.CatNumShow > -2) then + begin + //Cat Change Hack + if Ini.TabsAtStartup = 1 then + begin + I := Interaction; + if I <= 0 then + I := 1; + + while not catsongs.Song[I].Main do + begin + Inc (I); + if (I > High(catsongs.Song)) then + I := Low(catsongs.Song); + end; + + Interaction := I; + + //Show Cat in Top Left Mod + ShowCatTL (Interaction); + + CatSongs.ClickCategoryButton(Interaction); + SelectNext; + FixSelected; + + //Play Music: + AudioPlayback.PlaySound(SoundLib.Change); + end; + + // + //Cat Change Hack End} + end; + end; + end; + SDLK_UP: + begin + if (Mode = smNormal) then + begin + //Only Change Cat when not in Playlist or Search Mode + if (CatSongs.CatNumShow > -2) then + begin + //Cat Change Hack + if Ini.TabsAtStartup = 1 then + begin + I := Interaction; + I2 := 0; + if I <= 0 then + I := 1; + + while not catsongs.Song[I].Main or (I2 = 0) do + begin + if catsongs.Song[I].Main then + Inc(I2); + Dec (I); + if (I < Low(catsongs.Song)) then + I := High(catsongs.Song); + end; + + Interaction := I; + + //Show Cat in Top Left Mod + ShowCatTL (I); + + CatSongs.ClickCategoryButton(I); + SelectNext; + FixSelected; + + //Play Music: + AudioPlayback.PlaySound(SoundLib.Change); + end; + end; + //Cat Change Hack End} + end; + end; + + SDLK_RIGHT: + begin + if (Songs.SongList.Count > 0) and (Mode = smNormal) then + begin + AudioPlayback.PlaySound(SoundLib.Change); + SelectNext; + SetScroll4; + end; + end; + + SDLK_LEFT: + begin + if (Songs.SongList.Count > 0)and (Mode = smNormal) then + begin + AudioPlayback.PlaySound(SoundLib.Change); + SelectPrev; + SetScroll4; + end; + end; + + SDLK_1: + begin //Joker + DoJoker(0); + end; + + SDLK_2: + begin //Joker + DoJoker(1); + end; + + SDLK_3: + begin //Joker + DoJoker(2); + end; + end; + end; // if (PressedDown) +end; + +function TScreenSong.ParseMouse(MouseButton: integer; BtnDown: boolean; X, Y: integer): boolean; + var + I, J: Integer; + Btn: Integer; +begin + Result := true; + + if (ScreenSongMenu.Visible) then + begin + Result := ScreenSongMenu.ParseMouse(MouseButton, BtnDown, X, Y); + exit; + end + else if (ScreenSongJumpTo.Visible) then + begin + Result := ScreenSongJumpTo.ParseMouse(MouseButton, BtnDown, X, Y); + exit; + end + else // no extension visible + begin + if (BtnDown) then + begin + //if RightMbESC is set, send ESC keypress + if RightMbESC and (MouseButton = SDL_BUTTON_RIGHT) then + Result:=ParseInput(SDLK_ESCAPE, 0, true) + + //song scrolling with mousewheel + else if (MouseButton = SDL_BUTTON_WHEELDOWN) then + ParseInput(SDLK_RIGHT, 0, true) + + else if (MouseButton = SDL_BUTTON_WHEELUP) then + ParseInput(SDLK_LEFT, 0, true) + + //LMB anywhere starts + else if (MouseButton = SDL_BUTTON_LEFT) then + begin + if (CatSongs.VisibleSongs > 4) then + begin + // select the second visible button left from selected + I := 0; + Btn := Interaction; + while (I < 2) do + begin + Dec(Btn); + if (Btn < 0) then + Btn := High(CatSongs.Song); + + if (CatSongs.Song[Btn].Visible) then + Inc(I); + end; + + // test the 5 front buttons for click + for I := 0 to 4 do + begin + if InRegion(X, Y, Button[Btn].GetMouseOverArea) then + begin + // song cover clicked + if (I = 2) then + begin // Selected Song clicked -> start singing + ParseInput(SDLK_RETURN, 0, true); + end + else + begin // one of the other 4 covers in the front clicked -> select it + J := I - 2; + while (J < 0) do + begin + ParseInput(SDLK_LEFT, 0, true); + Inc(J); + end; + + while (J > 0) do + begin + ParseInput(SDLK_RIGHT, 0, true); + Dec(J); + end; + end; + Break; + end; + + Btn := CatSongs.FindNextVisible(Btn); + if (Btn = -1) then + Break; + end; + end + else + ParseInput(SDLK_RETURN, 0, true); + end; + end; + end; +end; + +constructor TScreenSong.Create; +var + i: integer; +begin + inherited Create; + + LoadFromTheme(Theme.Song); + + TextArtist := AddText(Theme.Song.TextArtist); + TextTitle := AddText(Theme.Song.TextTitle); + TextNumber := AddText(Theme.Song.TextNumber); + + //Show Cat in Top Left mod + TextCat := AddText(Theme.Song.TextCat); + StaticCat := AddStatic(Theme.Song.StaticCat); + + //Show Video Icon Mod + VideoIcon := AddStatic(Theme.Song.VideoIcon); + + //Party Mode + StaticTeam1Joker1 := AddStatic(Theme.Song.StaticTeam1Joker1); + StaticTeam1Joker2 := AddStatic(Theme.Song.StaticTeam1Joker2); + StaticTeam1Joker3 := AddStatic(Theme.Song.StaticTeam1Joker3); + StaticTeam1Joker4 := AddStatic(Theme.Song.StaticTeam1Joker4); + StaticTeam1Joker5 := AddStatic(Theme.Song.StaticTeam1Joker5); + + StaticTeam2Joker1 := AddStatic(Theme.Song.StaticTeam2Joker1); + StaticTeam2Joker2 := AddStatic(Theme.Song.StaticTeam2Joker2); + StaticTeam2Joker3 := AddStatic(Theme.Song.StaticTeam2Joker3); + StaticTeam2Joker4 := AddStatic(Theme.Song.StaticTeam2Joker4); + StaticTeam2Joker5 := AddStatic(Theme.Song.StaticTeam2Joker5); + + StaticTeam3Joker1 := AddStatic(Theme.Song.StaticTeam3Joker1); + StaticTeam3Joker2 := AddStatic(Theme.Song.StaticTeam3Joker2); + StaticTeam3Joker3 := AddStatic(Theme.Song.StaticTeam3Joker3); + StaticTeam3Joker4 := AddStatic(Theme.Song.StaticTeam3Joker4); + StaticTeam3Joker5 := AddStatic(Theme.Song.StaticTeam3Joker5); + + //Load Party or NonParty specific Statics and Texts + SetLength(StaticParty, Length(Theme.Song.StaticParty)); + for i := 0 to High(Theme.Song.StaticParty) do + StaticParty[i] := AddStatic(Theme.Song.StaticParty[i]); + + SetLength(TextParty, Length(Theme.Song.TextParty)); + for i := 0 to High(Theme.Song.TextParty) do + TextParty[i] := AddText(Theme.Song.TextParty[i]); + + SetLength(StaticNonParty, Length(Theme.Song.StaticNonParty)); + for i := 0 to High(Theme.Song.StaticNonParty) do + StaticNonParty[i] := AddStatic(Theme.Song.StaticNonParty[i]); + + SetLength(TextNonParty, Length(Theme.Song.TextNonParty)); + for i := 0 to High(Theme.Song.TextNonParty) do + TextNonParty[i] := AddText(Theme.Song.TextNonParty[i]); + + // Song List + //Songs.LoadSongList; // moved to the UltraStar unit + CatSongs.Refresh; + + GenerateThumbnails(); + + // Randomize Patch + Randomize; + + Equalizer := Tms_Equalizer.Create(AudioPlayback, Theme.Song.Equalizer); + + PreviewOpened := -1; + isScrolling := false; +end; + +procedure TScreenSong.GenerateThumbnails(); +var + I: integer; + CoverButtonIndex: integer; + CoverButton: TButton; + CoverTexture: TTexture; + Cover: TCover; + CoverFile: IPath; + Song: TSong; +begin + if (Length(CatSongs.Song) <= 0) then + Exit; + + // set length of button array once instead for every song + SetButtonLength(Length(CatSongs.Song)); + + // create all buttons + for I := 0 to High(CatSongs.Song) do + begin + CoverButton := nil; + + // create a clickable cover + CoverButtonIndex := AddButton(300 + I*250, 140, 200, 200, PATH_NONE, TEXTURE_TYPE_PLAIN, Theme.Song.Cover.Reflections); + if (CoverButtonIndex > -1) then + CoverButton := Button[CoverButtonIndex]; + if (CoverButton = nil) then + Continue; + + Song := CatSongs.Song[I]; + + CoverFile := Song.Path.Append(Song.Cover); + if (not CoverFile.IsFile()) then + Song.Cover := PATH_NONE; + + if (Song.Cover.IsUnset) then + CoverFile := Skin.GetTextureFileName('SongCover'); + + // load cover and cache its texture + Cover := Covers.FindCover(CoverFile); + if (Cover = nil) then + Cover := Covers.AddCover(CoverFile); + + // use the cached texture + // TODO: this is a workaround until the new song-loading works. + // The TCover object should be added to the song-object. The thumbnails + // should be loaded each time the song-screen is shown (it is real fast). + // This way, we will not waste that much memory and have a link between + // song and cover. + if (Cover <> nil) then + begin + CoverTexture := Cover.GetPreviewTexture(); + Texture.AddTexture(CoverTexture, TEXTURE_TYPE_PLAIN, true); + CoverButton.Texture := CoverTexture; + + // set selected to false -> the right texture will be displayed + CoverButton.Selected := False; + end; + + Cover.Free; + end; + + // reset selection + if (Length(CatSongs.Song) > 0) then + Interaction := 0; +end; + +{ called when song flows movement stops at a song } +procedure TScreenSong.OnSongSelect; +begin + if (Ini.PreviewVolume <> 0) then + begin + StartMusicPreview; + end; + + // fade in detailed cover + CoverTime := 0; +end; + +{ called before current song is deselected } +procedure TScreenSong.OnSongDeSelect; +begin + CoverTime := 10; + UnLoadDetailedCover; + + StopMusicPreview(); + PreviewOpened := -1; +end; + +procedure TScreenSong.SetScroll; +var + VS, B: integer; +begin + VS := CatSongs.VisibleSongs; + if VS > 0 then + begin + // Set Positions + case Theme.Song.Cover.Style of + 3: SetScroll3; + 5: SetScroll5; + 6: SetScroll6; + else SetScroll4; + end; + + // Set visibility of video icon + Statics[VideoIcon].Visible := CatSongs.Song[Interaction].Video.IsSet; + + // Set texts + Text[TextArtist].Text := CatSongs.Song[Interaction].Artist; + Text[TextTitle].Text := CatSongs.Song[Interaction].Title; + if (Ini.TabsAtStartup = 1) and (CatSongs.CatNumShow = -1) then + begin + Text[TextNumber].Text := IntToStr(CatSongs.Song[Interaction].OrderNum) + '/' + IntToStr(CatSongs.CatCount); + Text[TextTitle].Text := '(' + IntToStr(CatSongs.Song[Interaction].CatNumber) + ' ' + Language.Translate('SING_SONGS_IN_CAT') + ')'; + end + else if (CatSongs.CatNumShow = -2) then + Text[TextNumber].Text := IntToStr(CatSongs.VisibleIndex(Interaction)+1) + '/' + IntToStr(VS) + else if (CatSongs.CatNumShow = -3) then + Text[TextNumber].Text := IntToStr(CatSongs.VisibleIndex(Interaction)+1) + '/' + IntToStr(VS) + else if (Ini.TabsAtStartup = 1) then + Text[TextNumber].Text := IntToStr(CatSongs.Song[Interaction].CatNumber) + '/' + IntToStr(CatSongs.Song[Interaction - CatSongs.Song[Interaction].CatNumber].CatNumber) + else + Text[TextNumber].Text := IntToStr(Interaction+1) + '/' + IntToStr(Length(CatSongs.Song)); + end + else + begin + Text[TextNumber].Text := '0/0'; + Text[TextArtist].Text := ''; + Text[TextTitle].Text := ''; + for B := 0 to High(Button) do + Button[B].Visible := false; + + end; +end; + +(* +procedure TScreenSong.SetScroll1; +var + B: integer; // button + Src: integer; + //Dst: integer; + Count: integer; // Dst is not used. Count is used. + Ready: boolean; + + VisCount: integer; // count of visible (or selectable) buttons + VisInt: integer; // visible position of interacted button + Typ: integer; // 0 when all songs fits the screen + Placed: integer; // number of placed visible buttons +begin + //Src := 0; + //Dst := -1; + Count := 1; + Typ := 0; + Ready := false; + Placed := 0; + + VisCount := 0; + for B := 0 to High(Button) do + if CatSongs.Song[B].Visible then + Inc(VisCount); + + VisInt := 0; + for B := 0 to Interaction-1 do + if CatSongs.Song[B].Visible then + Inc(VisInt); + + if VisCount <= 6 then + begin + Typ := 0; + end + else + begin + if VisInt <= 3 then + begin + Typ := 1; + Count := 7; + Ready := true; + end; + + if (VisCount - VisInt) <= 3 then + begin + Typ := 2; + Count := 7; + Ready := true; + end; + + if not Ready then + begin + Typ := 3; + Src := Interaction; + end; + end; + + + // hide all buttons + for B := 0 to High(Button) do + begin + Button[B].Visible := false; + Button[B].Selectable := CatSongs.Song[B].Visible; + end; + + { + for B := Src to Dst do + begin + //Button[B].Visible := true; + Button[B].Visible := CatSongs.Song[B].Visible; + Button[B].Selectable := Button[B].Visible; + Button[B].Y := 140 + (B-Src) * 60; + end; + } + + if Typ = 0 then + begin + for B := 0 to High(Button) do + begin + if CatSongs.Song[B].Visible then + begin + Button[B].Visible := true; + Button[B].Y := 140 + (Placed) * 60; + Inc(Placed); + end; + end; + end; + + if Typ = 1 then + begin + B := 0; + while (Count > 0) do + begin + if CatSongs.Song[B].Visible then + begin + Button[B].Visible := true; + Button[B].Y := 140 + (Placed) * 60; + Inc(Placed); + Dec(Count); + end; + Inc(B); + end; + end; + + if Typ = 2 then + begin + B := High(Button); + while (Count > 0) do + begin + if CatSongs.Song[B].Visible then + begin + Button[B].Visible := true; + Button[B].Y := 140 + (6-Placed) * 60; + Inc(Placed); + Dec(Count); + end; + Dec(B); + end; + end; + + if Typ = 3 then + begin + B := Src; + Count := 4; + while (Count > 0) do + begin + if CatSongs.Song[B].Visible then + begin + Button[B].Visible := true; + Button[B].Y := 140 + (3+Placed) * 60; + Inc(Placed); + Dec(Count); + end; + Inc(B); + end; + + B := Src-1; + Placed := 0; + Count := 3; + while (Count > 0) do + begin + if CatSongs.Song[B].Visible then + begin + Button[B].Visible := true; + Button[B].Y := 140 + (2-Placed) * 60; + Inc(Placed); + Dec(Count); + end; + Dec(B); + end; + + end; + + if Length(Button) > 0 then + Statics[1].Texture.Y := Button[Interaction].Y - 5; // selection texture +end; + +procedure TScreenSong.SetScroll2; +var + B: integer; + //Factor: integer; // factor of position relative to center of screen + //Factor2: real; +begin + // line + for B := 0 to High(Button) do + Button[B].X := 300 + (B - Interaction) * 260; + + if Length(Button) >= 3 then + begin + if Interaction = 0 then + Button[High(Button)].X := 300 - 260; + + if Interaction = High(Button) then + Button[0].X := 300 + 260; + end; + + // circle + { + for B := 0 to High(Button) do + begin + Factor := (B - Interaction); // 0 to center, -1: to left, +1 to right + Factor2 := Factor / Length(Button); + Button[B].X := 300 + 10000 * sin(2*pi*Factor2); + //Button[B].Y := 140 + 50 * ; + end; + } +end; +*) + +procedure TScreenSong.SetScroll3; // with slide +var + B: integer; + //Factor: integer; // factor of position relative to center of screen + //Factor2: real; +begin + SongTarget := Interaction; + + // line + for B := 0 to High(Button) do + begin + Button[B].X := 300 + (B - SongCurrent) * 260; + if (Button[B].X < -Button[B].W) or (Button[B].X > 800) then + Button[B].Visible := false + else + Button[B].Visible := true; + end; + + { + if Length(Button) >= 3 then + begin + if Interaction = 0 then + Button[High(Button)].X := 300 - 260; + + if Interaction = High(Button) then + Button[0].X := 300 + 260; + end; + } + + // circle + { + for B := 0 to High(Button) do + begin + Factor := (B - Interaction); // 0 to center, -1: to left, +1 to right + Factor2 := Factor / Length(Button); + Button[B].X := 300 + 10000 * sin(2*pi*Factor2); + //Button[B].Y := 140 + 50 * ; + end; + } +end; + +(** + * Rotation + *) +procedure TScreenSong.SetScroll4; +var + B: integer; + Angle: real; + Z, Z2: real; + VS: integer; +begin + VS := CatSongs.VisibleSongs(); + + for B := 0 to High(Button) do + begin + Button[B].Visible := CatSongs.Song[B].Visible; + if Button[B].Visible then + begin + // angle between the cover and selected song-cover in radians + Angle := 2*Pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS; + + // calc z-position from angle + Z := (1 + cos(Angle)) / 2; // scaled to range [0..1] + Z2 := (1 + 2*Z) / 3; // scaled to range [1/3..1] + + // adjust cover's width and height according its z-position + // Note: Theme.Song.Cover.W is not used as width and height are equal + // and Theme.Song.Cover.W is used as circle radius in Scroll5. + Button[B].W := Theme.Song.Cover.H * Z2; + Button[B].H := Button[B].W; + + // set cover position + Button[B].X := Theme.Song.Cover.X + + (0.185 * Theme.Song.Cover.H * VS * sin(Angle)) * Z2 - + ((Button[B].H - Theme.Song.Cover.H)/2); + Button[B].Y := Theme.Song.Cover.Y + + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7; + Button[B].Z := Z / 2 + 0.3; + end; + end; +end; + +(** + * rotate + *) +procedure TScreenSong.SetScroll5; +var + B: integer; + Angle: real; + Pos: real; + VS: integer; + Padding: real; + X: real; + { + Theme.Song.CoverW: circle radius + Theme.Song.CoverX: x-pos. of the left edge of the selected cover + Theme.Song.CoverY: y-pos. of the upper edge of the selected cover + Theme.Song.CoverH: cover height + } +begin + VS := CatSongs.VisibleSongs(); + + // Update positions of all buttons + for B := 0 to High(Button) do + begin + Button[B].Visible := CatSongs.Song[B].Visible; // adjust visibility + if Button[B].Visible then // Only change pos for visible buttons + begin + // Pos is the distance to the centered cover in the range [-VS/2..+VS/2] + Pos := (CatSongs.VisibleIndex(B) - SongCurrent); + if (Pos < -VS/2) then + Pos := Pos + VS + else if (Pos > VS/2) then + Pos := Pos - VS; + + // Avoid overlapping of the front covers. + // Use an alternate position for the five front covers. + if (Abs(Pos) < 2.5) then + begin + Angle := Pi * (Pos / Min(VS, 5)); // Range: (-1/4*Pi .. +1/4*Pi) + + Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8)); + Button[B].W := Button[B].H; + + //Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + + Padding := (Button[B].H - Theme.Song.Cover.H)/2; + X := Sin(Angle*1.3) * 0.9; + + Button[B].X := Theme.Song.Cover.X + Theme.Song.Cover.W * X - Padding; + Button[B].Y := (Theme.Song.Cover.Y + (Theme.Song.Cover.H - Abs(Theme.Song.Cover.H * cos(Angle))) * 0.5); + Button[B].Z := 0.95 - Abs(Pos) * 0.01; + + if VS < 5 then + Button[B].Texture.Alpha := 1 - Abs(Pos) / VS * 2 + else + Button[B].Texture.Alpha := 1; + end + { only draw 3 visible covers in the background + (the 3 that are on the opposite of the front covers} + else if (VS > 7) and (Abs(Pos) > floor(VS/2) - 1.5) then + begin + // Transform Pos to range [-1..-3/4, +3/4..+1] + { the 3 covers at the back will show up in the gap between the + front cover and its neighbors + one cover will be hiddenbehind the front cover, + but this will not be a lack of performance ;) } + if Pos < 0 then + Pos := (Pos - 2 + ceil(VS/2))/8 - 0.75 + else + Pos := (Pos + 2 - floor(VS/2))/8 + 0.75; + + // angle in radians [-2Pi..-Pi, +Pi..+2Pi] + Angle := 2*Pi * Pos; + + Button[B].H := 0.6*(Theme.Song.Cover.H-Abs(Theme.Song.Cover.H * cos(Angle/2)*0.8)); + Button[B].W := Button[B].H; + + Padding := (Button[B].H - Theme.Song.Cover.H)/2; + + Button[B].X := Theme.Song.Cover.X+Theme.Song.Cover.H/2-Button[b].H/2+Theme.Song.Cover.W/320*((Theme.Song.Cover.H)*sin(Angle/2)*1.52); + Button[B].Y := Theme.Song.Cover.Y - (Button[B].H - Theme.Song.Cover.H)*0.75; + Button[B].Z := (0.4 - Abs(Pos/4)) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers + + Button[B].Texture.Alpha := 1; + + //Button[B].Reflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + end + { all other covers are not visible } + else + Button[B].Visible := false; + end; + end; +end; + +procedure TScreenSong.SetScroll6; // rotate (slotmachine style) +var + B: integer; + Angle: real; + Pos: real; + VS: integer; + diff: real; + X: real; + Factor: real; + Z, Z2: real; +begin + VS := CatSongs.VisibleSongs; + if VS <= 5 then + begin + // circle + for B := 0 to High(Button) do + begin + Button[B].Visible := CatSongs.Song[B].Visible; + if Button[B].Visible then // optimization for 1000 songs - updates only visible songs, hiding in tabs becomes useful for maintaing good speed + begin + + Factor := 2 * pi * (CatSongs.VisibleIndex(B) - SongCurrent) / VS {CatSongs.VisibleSongs};// 0.5.0 (II): takes another 16ms + + Z := (1 + cos(Factor)) / 2; + Z2 := (1 + 2*Z) / 3; + + Button[B].Y := Theme.Song.Cover.Y + (0.185 * Theme.Song.Cover.H * VS * sin(Factor)) * Z2 - ((Button[B].H - Theme.Song.Cover.H)/2); // 0.5.0 (I): 2 times faster by not calling CatSongs.VisibleSongs + Button[B].Z := Z / 2 + 0.3; + + Button[B].W := Theme.Song.Cover.H * Z2; + + //Button[B].Y := {50 +} 140 + 50 - 50 * Z2; + Button[B].X := Theme.Song.Cover.X + (Theme.Song.Cover.H - Abs(Button[B].H)) * 0.7 ; + Button[B].H := Button[B].W; + end; + end; + end + else + begin + //Change Pos of all Buttons + for B := Low(Button) to High(Button) do + begin + Button[B].Visible := CatSongs.Song[B].Visible; //Adjust Visibility + if Button[B].Visible then //Only Change Pos for Visible Buttons + begin + Pos := (CatSongs.VisibleIndex(B) - SongCurrent); + if (Pos < -VS/2) then + Pos := Pos + VS + else if (Pos > VS/2) then + Pos := Pos - VS; + + if (Abs(Pos) < 2.5) then {fixed Positions} + begin + Angle := Pi * (Pos / 5); + //Button[B].Visible := false; + + Button[B].H := Abs(Theme.Song.Cover.H * cos(Angle*0.8));//Power(Z2, 3); + + Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + + Button[B].Z := 0.95 - Abs(Pos) * 0.01; + + Button[B].X := (Theme.Song.Cover.X + (Theme.Song.Cover.H - Abs(Theme.Song.Cover.H * cos(Angle))) * 0.5); + + Button[B].W := Button[B].H; + + Diff := (Button[B].H - Theme.Song.Cover.H)/2; + + X := Sin(Angle*1.3)*0.9; + + Button[B].Y := Theme.Song.Cover.Y + Theme.Song.Cover.W * X - Diff; + end + else + begin {Behind the Front Covers} + + // limit-bg-covers hack + if (abs(VS/2-abs(Pos))>10) then + Button[B].Visible := false; + if VS > 25 then + VS:=25; + // end of limit-bg-covers hack + + if Pos < 0 then + Pos := (Pos - VS/2)/VS + else + Pos := (Pos + VS/2)/VS; + + Angle := Pi * Pos*2; + + Button[B].Z := (0.4 - Abs(Pos/4)) -0.00001; //z < 0.49999 is behind the cover 1 is in front of the covers + + Button[B].H :=0.6*(Theme.Song.Cover.H-Abs(Theme.Song.Cover.H * cos(Angle/2)*0.8));//Power(Z2, 3); + + Button[B].W := Button[B].H; + + Button[B].X := Theme.Song.Cover.X - (Button[B].H - Theme.Song.Cover.H)*0.5; + + Button[B].DeSelectReflectionspacing := 15 * Button[B].H/Theme.Song.Cover.H; + + Button[B].Y := Theme.Song.Cover.Y+Theme.Song.Cover.H/2-Button[b].H/2+Theme.Song.Cover.W/320*(Theme.Song.Cover.H*sin(Angle/2)*1.52); + end; + end; + end; + end; +end; + +procedure TScreenSong.OnShow; +begin + inherited; +{** + * Pause background music, so we can play it again on scorescreen + *} + SoundLib.PauseBgMusic; + + AudioPlayback.Stop; + PreviewOpened := -1; + + if Ini.Players <= 3 then PlayersPlay := Ini.Players + 1; + if Ini.Players = 4 then PlayersPlay := 6; + + //Cat Mod etc + if (Ini.TabsAtStartup = 1) and (CatSongs.CatNumShow = -1) then + begin + CatSongs.ShowCategoryList; + FixSelected; + //Show Cat in Top Left Mod + HideCatTL; + end; + + if Length(CatSongs.Song) > 0 then + begin + SetScroll; + end; + + //Playlist Mode + if (Mode = smNormal) then + begin + //If Playlist Shown -> Select Next automatically + if (CatSongs.CatNumShow = -3) then + begin + SelectNext; + end; + end + //Party Mode + else if (Mode = smPartyMode) then + begin + SelectRandomSong; + //Show Menu directly in PartyMode + //But only if selected in Options + if (Ini.PartyPopup = 1) then + begin + ScreenSongMenu.MenuShow(SM_Party_Main); + end; + end; + + isScrolling := true; + SetJoker; + SetStatics; +end; + +procedure TScreenSong.OnHide; +begin + // turn music volume to 100% + AudioPlayback.SetVolume(1.0); + + // stop preview + StopMusicPreview(); +end; + +procedure TScreenSong.DrawExtensions; +begin + //Draw Song Menu + if (ScreenSongMenu.Visible) then + begin + ScreenSongMenu.Draw; + end + else if (ScreenSongJumpto.Visible) then + begin + ScreenSongJumpto.Draw; + end +end; + +function TScreenSong.Draw: boolean; +var + dx: real; + dt: real; + I: integer; +begin + if isScrolling then + begin + dx := SongTarget-SongCurrent; + dt := TimeSkip * 7; + + if dt > 1 then + dt := 1; + + SongCurrent := SongCurrent + dx*dt; + + if SameValue(SongCurrent, SongTarget, 0.002) and (CatSongs.VisibleSongs > 0) then + begin + isScrolling := false; + SongCurrent := SongTarget; + OnSongSelect; + end; + end; + + { + if SongCurrent > Catsongs.VisibleSongs then + begin + SongCurrent := SongCurrent - Catsongs.VisibleSongs; + SongTarget := SongTarget - Catsongs.VisibleSongs; + end; + } + + //Log.BenchmarkStart(5); + + SetScroll; + + //Log.BenchmarkEnd(5); + //Log.LogBenchmark('SetScroll4', 5); + + //Fading Functions, Only if Covertime is under 5 Seconds + if (CoverTime < 5) then + begin + // cover fade + if (CoverTime < 1) and (CoverTime + TimeSkip >= 1) then + begin + // load new texture + Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); + Button[Interaction].Texture.Alpha := 1; + Button[Interaction].Texture2 := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); + Button[Interaction].Texture2.Alpha := 1; + end; + + //Update Fading Time + CoverTime := CoverTime + TimeSkip; + + //Update Fading Texture + Button[Interaction].Texture2.Alpha := (CoverTime - 1) * 1.5; + if Button[Interaction].Texture2.Alpha > 1 then + Button[Interaction].Texture2.Alpha := 1; + + end; + + //inherited Draw; + //heres a little Hack, that causes the Statics + //are Drawn after the Buttons because of some Blending Problems. + //This should cause no Problems because all Buttons on this screen + //Has Z Position. + //Draw BG + DrawBG; + + //Instead of Draw FG Procedure: + //We draw Buttons for our own + for I := 0 to Length(Button) - 1 do + Button[I].Draw; + + // Statics + for I := 0 to Length(Statics) - 1 do + Statics[I].Draw; + + // and texts + for I := 0 to Length(Text) - 1 do + Text[I].Draw; + + Equalizer.Draw; + + DrawExtensions; + + Result := true; +end; + +procedure TScreenSong.SelectNext; +var + Skip: integer; + VS: integer; +begin + VS := CatSongs.VisibleSongs; + + if VS > 0 then + begin + if (not isScrolling) and (VS > 0) then + begin + isScrolling := true; + OnSongDeselect; + end; + + Skip := 1; + + // this 1 could be changed by CatSongs.FindNextVisible + while (not CatSongs.Song[(Interaction + Skip) mod Length(Interactions)].Visible) do + Inc(Skip); + + SongTarget := SongTarget + 1;//Skip; + + Interaction := (Interaction + Skip) mod Length(Interactions); + + // try to keep all at the beginning + if SongTarget > VS-1 then + begin + SongTarget := SongTarget - VS; + SongCurrent := SongCurrent - VS; + end; + + end; + + // Interaction -> Button, load cover + // show uncached texture + //Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); +end; + +procedure TScreenSong.SelectPrev; +var + Skip: integer; + VS: integer; +begin + VS := CatSongs.VisibleSongs; + + if VS > 0 then + begin + if (not isScrolling) and (VS > 0) then + begin + isScrolling := true; + OnSongDeselect; + end; + + Skip := 1; + + while (not CatSongs.Song[(Interaction - Skip + Length(Interactions)) mod Length(Interactions)].Visible) do + Inc(Skip); + SongTarget := SongTarget - 1;//Skip; + + Interaction := (Interaction - Skip + Length(Interactions)) mod Length(Interactions); + + // try to keep all at the beginning + if SongTarget < 0 then + begin + SongTarget := SongTarget + CatSongs.VisibleSongs; + SongCurrent := SongCurrent + CatSongs.VisibleSongs; + end; + + // show uncached texture + //Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); + end; +end; + +procedure TScreenSong.StartMusicPreview(); +var + Song: TSong; +begin + AudioPlayback.Close(); + + if CatSongs.VisibleSongs = 0 then + Exit; + + Song := CatSongs.Song[Interaction]; + if not assigned(Song) then + Exit; + + //fix: if main cat than there is nothing to play + if Song.main then + Exit; + + if AudioPlayback.Open(Song.Path.Append(Song.Mp3)) then + begin + PreviewOpened := Interaction; + + AudioPlayback.Position := AudioPlayback.Length / 4; + // set preview volume + if (Ini.PreviewFading = 0) then + begin + // music fade disabled: start with full volume + AudioPlayback.SetVolume(IPreviewVolumeVals[Ini.PreviewVolume]); + AudioPlayback.Play() + end + else + begin + // music fade enabled: start muted and fade-in + AudioPlayback.SetVolume(0); + AudioPlayback.FadeIn(Ini.PreviewFading, IPreviewVolumeVals[Ini.PreviewVolume]); + end; + end; +end; + +procedure TScreenSong.StopMusicPreview(); +begin + // Stop preview of previous song + AudioPlayback.Stop; +end; + +// Changes previewed song +procedure TScreenSong.ChangeMusic; +begin + StopMusicPreview(); + PreviewOpened := -1; + StartMusicPreview(); +end; + +procedure TScreenSong.SkipTo(Target: cardinal); +var + i: integer; +begin + Interaction := High(CatSongs.Song); + SongTarget := 0; + + for i := 1 to Target+1 do + SelectNext; + + FixSelected2; +end; + +procedure TScreenSong.SelectRandomSong; +var + I, I2: integer; +begin + case PlaylistMan.Mode of + smNormal: // all songs just select random song + begin + // when tabs are activated then use tab method + if (Ini.TabsAtStartup = 1) then + begin + repeat + I2 := Low(CatSongs.Song) + Random(High(CatSongs.Song) + 1 - Low(CatSongs.Song)); + until CatSongs.Song[I2].Main = false; + + // search cat + for I := I2 downto Low(CatSongs.Song) do + begin + if CatSongs.Song[I].Main then + break; + end; + // I is the cat number, I2 is the no of the song within this cat + + // choose cat + CatSongs.ShowCategoryList; + + // show cat in top left mod + ShowCatTL(I); + + CatSongs.ClickCategoryButton(I); + SelectNext; + + // choose song + SkipTo(I2 - I); + end + // when tabs are deactivated use easy method + else + SkipTo(Random(CatSongs.VisibleSongs)); + end; + smPartyMode: // one category select category and select random song + begin + CatSongs.ShowCategoryList; + CatSongs.ClickCategoryButton(PlaylistMan.CurPlayList); + ShowCatTL(PlaylistMan.CurPlayList); + + SelectNext; + FixSelected2; + + SkipTo(Random(CatSongs.VisibleSongs)); + end; + smPlaylistRandom: // playlist: select playlist and select random song + begin + PlaylistMan.SetPlayList(PlaylistMan.CurPlayList); + + SkipTo(Random(CatSongs.VisibleSongs)); + FixSelected2; + end; + end; + + AudioPlayback.PlaySound(SoundLib.Change); + SetScroll; +end; + +procedure TScreenSong.SetJoker; +begin + // If Party Mode + if Mode = smPartyMode then //Show Joker that are available + begin + if (Length(Party.Teams) >= 1) then + begin + Statics[StaticTeam1Joker1].Visible := (Party.Teams[0].JokersLeft >= 1); + Statics[StaticTeam1Joker2].Visible := (Party.Teams[0].JokersLeft >= 2); + Statics[StaticTeam1Joker3].Visible := (Party.Teams[0].JokersLeft >= 3); + Statics[StaticTeam1Joker4].Visible := (Party.Teams[0].JokersLeft >= 4); + Statics[StaticTeam1Joker5].Visible := (Party.Teams[0].JokersLeft >= 5); + end + else + begin + Statics[StaticTeam1Joker1].Visible := false; + Statics[StaticTeam1Joker2].Visible := false; + Statics[StaticTeam1Joker3].Visible := false; + Statics[StaticTeam1Joker4].Visible := false; + Statics[StaticTeam1Joker5].Visible := false; + end; + + if (Length(Party.Teams) >= 2) then + begin + Statics[StaticTeam2Joker1].Visible := (Party.Teams[1].JokersLeft >= 1); + Statics[StaticTeam2Joker2].Visible := (Party.Teams[1].JokersLeft >= 2); + Statics[StaticTeam2Joker3].Visible := (Party.Teams[1].JokersLeft >= 3); + Statics[StaticTeam2Joker4].Visible := (Party.Teams[1].JokersLeft >= 4); + Statics[StaticTeam2Joker5].Visible := (Party.Teams[1].JokersLeft >= 5); + end + else + begin + Statics[StaticTeam2Joker1].Visible := false; + Statics[StaticTeam2Joker2].Visible := false; + Statics[StaticTeam2Joker3].Visible := false; + Statics[StaticTeam2Joker4].Visible := false; + Statics[StaticTeam2Joker5].Visible := false; + end; + + if (Length(Party.Teams) >= 3) then + begin + Statics[StaticTeam3Joker1].Visible := (Party.Teams[2].JokersLeft >= 1); + Statics[StaticTeam3Joker2].Visible := (Party.Teams[2].JokersLeft >= 2); + Statics[StaticTeam3Joker3].Visible := (Party.Teams[2].JokersLeft >= 3); + Statics[StaticTeam3Joker4].Visible := (Party.Teams[2].JokersLeft >= 4); + Statics[StaticTeam3Joker5].Visible := (Party.Teams[2].JokersLeft >= 5); + end + else + begin + Statics[StaticTeam3Joker1].Visible := false; + Statics[StaticTeam3Joker2].Visible := false; + Statics[StaticTeam3Joker3].Visible := false; + Statics[StaticTeam3Joker4].Visible := false; + Statics[StaticTeam3Joker5].Visible := false; + end; + end + else + begin //Hide all + Statics[StaticTeam1Joker1].Visible := false; + Statics[StaticTeam1Joker2].Visible := false; + Statics[StaticTeam1Joker3].Visible := false; + Statics[StaticTeam1Joker4].Visible := false; + Statics[StaticTeam1Joker5].Visible := false; + + Statics[StaticTeam2Joker1].Visible := false; + Statics[StaticTeam2Joker2].Visible := false; + Statics[StaticTeam2Joker3].Visible := false; + Statics[StaticTeam2Joker4].Visible := false; + Statics[StaticTeam2Joker5].Visible := false; + + Statics[StaticTeam3Joker1].Visible := false; + Statics[StaticTeam3Joker2].Visible := false; + Statics[StaticTeam3Joker3].Visible := false; + Statics[StaticTeam3Joker4].Visible := false; + Statics[StaticTeam3Joker5].Visible := false; + end; +end; + +procedure TScreenSong.SetStatics; +var + I: integer; + Visible: boolean; +begin + //Set Visibility of Party Statics and Text + Visible := (Mode = smPartyMode); + + for I := 0 to High(StaticParty) do + Statics[StaticParty[I]].Visible := Visible; + + for I := 0 to High(TextParty) do + Text[TextParty[I]].Visible := Visible; + + //Set Visibility of Non Party Statics and Text + Visible := not Visible; + + for I := 0 to High(StaticNonParty) do + Statics[StaticNonParty[I]].Visible := Visible; + + for I := 0 to High(TextNonParty) do + Text[TextNonParty[I]].Visible := Visible; +end; + +//Procedures for Menu + +procedure TScreenSong.StartSong; +begin + CatSongs.Selected := Interaction; + StopMusicPreview(); + + //Party Mode + if (Mode = smPartyMode) then + begin + FadeTo(@ScreenSing); + end + else + begin + FadeTo(@ScreenSing); + end; +end; + +procedure TScreenSong.SelectPlayers; +begin + CatSongs.Selected := Interaction; + StopMusicPreview(); + + ScreenName.Goto_SingScreen := true; + FadeTo(@ScreenName); +end; + +procedure TScreenSong.OpenEditor; +begin + if (Songs.SongList.Count > 0) and + (not CatSongs.Song[Interaction].Main) and + (Mode = smNormal) then + begin + StopMusicPreview(); + AudioPlayback.PlaySound(SoundLib.Start); + CurrentSong := CatSongs.Song[Interaction]; + FadeTo(@ScreenEditSub); + end; +end; + +//Team No of Team (0-5) +procedure TScreenSong.DoJoker (Team: integer); +begin + if (Mode = smPartyMode) and + (High(Party.Teams) >= Team) and + (Party.Teams[Team].JokersLeft > 0) then + begin + //Use Joker + Dec(Party.Teams[Team].JokersLeft); + SelectRandomSong; + SetJoker; + end; +end; + +//Detailed Cover Unloading. Unloads the Detailed, uncached Cover of the cur. Song +procedure TScreenSong.UnloadDetailedCover; +begin + // show cached texture + Button[Interaction].Texture := Texture.GetTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, true); + Button[Interaction].Texture2.Alpha := 0; + + if Button[Interaction].Texture.Name <> Skin.GetTextureFileName('SongCover') then + Texture.UnloadTexture(Button[Interaction].Texture.Name, TEXTURE_TYPE_PLAIN, false); +end; + +procedure TScreenSong.Refresh; +begin + { + CatSongs.Refresh; + CatSongs.ShowCategoryList; + Interaction := 0; + SelectNext(true); + FixSelected; + } +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenSongJumpto.pas b/us_maker_edition/src/screens/UScreenSongJumpto.pas new file mode 100644 index 00000000..b3d48679 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenSongJumpto.pas @@ -0,0 +1,247 @@ +{* 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 UScreenSongJumpto; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SDL, + SysUtils, + UMenu, + UDisplay, + UMusic, + UFiles, + USongs, + UThemes; + +type + TScreenSongJumpto = class(TMenu) + private + //For ChangeMusic + fLastPlayed: integer; + fVisible: boolean; + fSelectType: TSongFilter; + fVisSongs: integer; + + procedure SetTextFound(Count: Cardinal); + + //Visible //Whether the Menu should be Drawn + //Whether the Menu should be Drawn + procedure SetVisible(Value: boolean); + public + constructor Create; override; + + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + function Draw: boolean; override; + + property Visible: boolean read fVisible write SetVisible; + end; + +implementation + +uses + UGraphic, + UMain, + UIni, + UTexture, + ULanguage, + UParty, + UScreenSong, + ULog, + UUnicodeUtils; + +function TScreenSongJumpto.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check normal keys + if (IsAlphaNumericChar(CharCode) or + IsPunctuationChar(CharCode)) then + begin + if (Interaction = 0) then + begin + Button[0].Text[0].Text := Button[0].Text[0].Text + UCS4ToUTF8String(CharCode); + SetTextFound(CatSongs.SetFilter(Button[0].Text[0].Text, fSelectType)); + end; + end; + + // check special keys + case PressedKey of + SDLK_BACKSPACE: + begin + if (Interaction = 0) and (Length(Button[0].Text[0].Text) > 0) then + begin + Button[0].Text[0].DeleteLastLetter(); + SetTextFound(CatSongs.SetFilter(Button[0].Text[0].Text, fSelectType)); + end; + end; + + SDLK_RETURN, + SDLK_ESCAPE: + begin + Visible := false; + AudioPlayback.PlaySound(SoundLib.Back); + if (fVisSongs = 0) and (Length(Button[0].Text[0].Text) > 0) then + begin + ScreenSong.UnLoadDetailedCover; + Button[0].Text[0].Text := ''; + CatSongs.SetFilter('', fltAll); + SetTextFound(0); + end; + end; + + SDLK_DOWN: + begin + {SelectNext; + Button[0].Text[0].Selected := (Interaction = 0);} + end; + + SDLK_UP: + begin + {SelectPrev; + Button[0].Text[0].Selected := (Interaction = 0); } + end; + + SDLK_RIGHT: + begin + Interaction := 1; + InteractInc; + if (Length(Button[0].Text[0].Text) > 0) then + SetTextFound(CatSongs.SetFilter(Button[0].Text[0].Text, fSelectType)); + Interaction := 0; + end; + SDLK_LEFT: + begin + Interaction := 1; + InteractDec; + if (Length(Button[0].Text[0].Text) > 0) then + SetTextFound(CatSongs.SetFilter(Button[0].Text[0].Text, fSelectType)); + Interaction := 0; + end; + end; + end; +end; + +constructor TScreenSongJumpto.Create; +begin + inherited Create; + + AddText(Theme.SongJumpto.TextFound); + + LoadFromTheme(Theme.SongJumpto); + + AddButton(Theme.SongJumpto.ButtonSearchText); + if (Length(Button[0].Text) = 0) then + AddButtonText(14, 20, ''); + + fSelectType := fltAll; + AddSelectSlide(Theme.SongJumpto.SelectSlideType, PInteger(@fSelectType)^, Theme.SongJumpto.IType); + + Interaction := 0; + fLastPlayed := 0; +end; + +procedure TScreenSongJumpto.SetVisible(Value: boolean); +begin +//If change from invisible to Visible then OnShow + if (fVisible = false) and (Value = true) then + OnShow; + + fVisible := Value; +end; + +procedure TScreenSongJumpto.OnShow; +begin + inherited; + + //Reset Screen if no Old Search is Displayed + if (CatSongs.CatNumShow <> -2) then + begin + SelectsS[0].SetSelectOpt(0); + + Button[0].Text[0].Text := ''; + Text[0].Text := Theme.SongJumpto.NoSongsFound; + end; + + //Select Input + Interaction := 0; + Button[0].Text[0].Selected := true; + + fLastPlayed := ScreenSong.Interaction; +end; + +function TScreenSongJumpto.Draw: boolean; +begin + Result := inherited Draw; +end; + +procedure TScreenSongJumpto.SetTextFound(Count: cardinal); +begin + if (Count = 0) then + begin + Text[0].Text := Theme.SongJumpto.NoSongsFound; + if (Length(Button[0].Text[0].Text) = 0) then + ScreenSong.HideCatTL + else + ScreenSong.ShowCatTLCustom(Format(Theme.SongJumpto.CatText, [Button[0].Text[0].Text])); + end + else + begin + Text[0].Text := Format(Theme.SongJumpto.SongsFound, [Count]); + + //Set CatTopLeftText + ScreenSong.ShowCatTLCustom(Format(Theme.SongJumpto.CatText, [Button[0].Text[0].Text])); + end; + + //Set visSongs + fVisSongs := Count; + + //Fix SongSelection + ScreenSong.Interaction := high(CatSongs.Song); + ScreenSong.SelectNext; + ScreenSong.FixSelected; + + //Play Correct Music + if (ScreenSong.Interaction <> fLastPlayed) or (CatSongs.VisibleSongs = 0) then + begin + if (CatSongs.VisibleSongs > 0) then + fLastPlayed := ScreenSong.Interaction + else + fLastPlayed := -1; + + ScreenSong.ChangeMusic; + end; +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenSongMenu.pas b/us_maker_edition/src/screens/UScreenSongMenu.pas new file mode 100644 index 00000000..173ac2c8 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenSongMenu.pas @@ -0,0 +1,664 @@ +{* 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 UScreenSongMenu; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + UDisplay, + UMusic, + UFiles, + SysUtils, + UThemes; + +type + TScreenSongMenu = class(TMenu) + private + CurMenu: byte; // num of the cur. shown menu + public + Visible: boolean; // whether the menu should be drawn + + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + function Draw: boolean; override; + procedure MenuShow(sMenu: byte); + procedure HandleReturn; + end; + +const + SM_Main = 1; + + SM_PlayList = 64 or 1; + SM_Playlist_Add = 64 or 2; + SM_Playlist_New = 64 or 3; + + SM_Playlist_DelItem = 64 or 5; + + SM_Playlist_Load = 64 or 8 or 1; + SM_Playlist_Del = 64 or 8 or 5; + + SM_Party_Main = 128 or 1; + SM_Party_Joker = 128 or 2; + +var + ISelections: array of UTF8String; + SelectValue: integer; + +implementation + +uses + UGraphic, + UMain, + UIni, + UTexture, + ULanguage, + UParty, + UPlaylist, + USongs, + UUnicodeUtils; + +function TScreenSongMenu.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // key down + if (CurMenu = SM_Playlist_New) and (Interaction=0) then + begin + // check normal keys + if IsAlphaNumericChar(CharCode) or + (CharCode in [Ord(' '), Ord('-'), Ord('_'), Ord('!'), + Ord(','), Ord('<'), Ord('/'), Ord('*'), + Ord('?'), Ord(''''), Ord('"')]) then + begin + Button[Interaction].Text[0].Text := Button[Interaction].Text[0].Text + + UCS4ToUTF8String(CharCode); + exit; + end; + + // check special keys + case PressedKey of + SDLK_BACKSPACE: + begin + Button[Interaction].Text[0].DeleteLastLetter; + exit; + end; + end; + end; + + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE: + begin + AudioPlayback.PlaySound(SoundLib.Back); + Visible := false; + end; + + SDLK_RETURN: + begin + HandleReturn; + end; + + SDLK_DOWN: InteractNext; + SDLK_UP: InteractPrev; + + SDLK_RIGHT: + begin + if (Interaction=3) then + InteractInc; + end; + SDLK_LEFT: + begin + if (Interaction=3) then + InteractDec; + end; + + SDLK_1: + begin // jocker + // use joker + case CurMenu of + SM_Party_Main: + begin + ScreenSong.DoJoker(0) + end; + end; + end; + SDLK_2: + begin // jocker + // use joker + case CurMenu of + SM_Party_Main: + begin + ScreenSong.DoJoker(1) + end; + end; + end; + SDLK_3: + begin // jocker + // use joker + case CurMenu of + SM_Party_Main: + begin + ScreenSong.DoJoker(2) + end; + end; + end; + end; // case + end; // if +end; + +constructor TScreenSongMenu.Create; +begin + inherited Create; + + // create dummy selectslide entrys + SetLength(ISelections, 1); + ISelections[0] := 'Dummy'; + + AddText(Theme.SongMenu.TextMenu); + + LoadFromTheme(Theme.SongMenu); + + AddButton(Theme.SongMenu.Button1); + if (Length(Button[0].Text) = 0) then + AddButtonText(14, 20, 'Button 1'); + + AddButton(Theme.SongMenu.Button2); + if (Length(Button[1].Text) = 0) then + AddButtonText(14, 20, 'Button 2'); + + AddButton(Theme.SongMenu.Button3); + if (Length(Button[2].Text) = 0) then + AddButtonText(14, 20, 'Button 3'); + + AddSelectSlide(Theme.SongMenu.SelectSlide3, SelectValue, ISelections); + + AddButton(Theme.SongMenu.Button4); + if (Length(Button[3].Text) = 0) then + AddButtonText(14, 20, 'Button 4'); + + Interaction := 0; +end; + +function TScreenSongMenu.Draw: boolean; +begin + Result := inherited Draw; +end; + +procedure TScreenSongMenu.OnShow; +begin + inherited; +end; + +procedure TScreenSongMenu.MenuShow(sMenu: byte); +begin + Interaction := 0; // reset interaction + Visible := true; // set visible + case sMenu of + SM_Main: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_MAIN'); + + Button[0].Visible := true; + Button[1].Visible := true; + Button[2].Visible := true; + Button[3].Visible := true; + SelectsS[0].Visible := false; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY'); + Button[1].Text[0].Text := Language.Translate('SONG_MENU_CHANGEPLAYERS'); + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_EDIT'); + end; + + SM_PlayList: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST'); + + Button[0].Visible := true; + Button[1].Visible := true; + Button[2].Visible := true; + Button[3].Visible := true; + SelectsS[0].Visible := false; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY'); + Button[1].Text[0].Text := Language.Translate('SONG_MENU_CHANGEPLAYERS'); + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_DEL'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_EDIT'); + end; + + SM_Playlist_Add: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_ADD'); + + Button[0].Visible := true; + Button[1].Visible := false; + Button[2].Visible := false; + Button[3].Visible := true; + SelectsS[0].Visible := true; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD_NEW'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_ADD_EXISTING'); + + SetLength(ISelections, Length(PlaylistMan.Playlists)); + PlaylistMan.GetNames(ISelections); + + if (Length(ISelections)>=1) then + begin + UpdateSelectSlideOptions(Theme.SongMenu.SelectSlide3, 0, ISelections, SelectValue); + end + else + begin + Button[3].Visible := false; + SelectsS[0].Visible := false; + Button[2].Visible := true; + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NOEXISTING'); + end; + end; + + SM_Playlist_New: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_NEW'); + + Button[0].Visible := true; + Button[1].Visible := false; + Button[2].Visible := true; + Button[3].Visible := true; + SelectsS[0].Visible := false; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NEW_UNNAMED'); + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NEW_CREATE'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + end; + + SM_Playlist_DelItem: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_DELITEM'); + + Button[0].Visible := true; + Button[1].Visible := false; + Button[2].Visible := false; + Button[3].Visible := true; + SelectsS[0].Visible := false; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + end; + + SM_Playlist_Load: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_LOAD'); + + // show delete curent playlist button when playlist is opened + Button[0].Visible := (CatSongs.CatNumShow = -3); + + Button[1].Visible := false; + Button[2].Visible := false; + Button[3].Visible := true; + SelectsS[0].Visible := true; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_DELCURRENT'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_LOAD'); + + SetLength(ISelections, Length(PlaylistMan.Playlists)); + PlaylistMan.GetNames(ISelections); + + if (Length(ISelections)>=1) then + begin + UpdateSelectSlideOptions(Theme.SongMenu.SelectSlide3, 0, ISelections, SelectValue); + Interaction := 3; + end + else + begin + Button[3].Visible := false; + SelectsS[0].Visible := false; + Button[2].Visible := true; + Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYLIST_NOEXISTING'); + Interaction := 2; + end; + end; + + SM_Playlist_Del: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PLAYLIST_DEL'); + + Button[0].Visible := true; + Button[1].Visible := false; + Button[2].Visible := false; + Button[3].Visible := true; + SelectsS[0].Visible := false; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_YES'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + end; + + SM_Party_Main: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PARTY_MAIN'); + + Button[0].Visible := true; + Button[1].Visible := false; + Button[2].Visible := false; + Button[3].Visible := true; + SelectsS[0].Visible := false; + + Button[0].Text[0].Text := Language.Translate('SONG_MENU_PLAY'); + //Button[1].Text[0].Text := Language.Translate('SONG_MENU_JOKER'); + //Button[2].Text[0].Text := Language.Translate('SONG_MENU_PLAYMODI'); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_JOKER'); + end; + + SM_Party_Joker: + begin + CurMenu := sMenu; + Text[0].Text := Language.Translate('SONG_MENU_NAME_PARTY_JOKER'); + // to-do : Party + Button[0].Visible := (Length(Party.Teams) >= 1) AND (Party.Teams[0].JokersLeft > 0); + Button[1].Visible := (Length(Party.Teams) >= 2) AND (Party.Teams[1].JokersLeft > 0); + Button[2].Visible := (Length(Party.Teams) >= 3) AND (Party.Teams[2].JokersLeft > 0); + Button[3].Visible := True; + SelectsS[0].Visible := False; + + if (Button[0].Visible) then + Button[0].Text[0].Text := UTF8String(Party.Teams[0].Name); + if (Button[1].Visible) then + Button[1].Text[0].Text := UTF8String(Party.Teams[1].Name); + if (Button[2].Visible) then + Button[2].Text[0].Text := UTF8String(Party.Teams[2].Name); + Button[3].Text[0].Text := Language.Translate('SONG_MENU_CANCEL'); + + // set right interaction + if (not Button[0].Visible) then + begin + if (not Button[1].Visible) then + begin + if (not Button[2].Visible) then + Interaction := 4 + else + Interaction := 2; + end + else + Interaction := 1; + end; + + end; + end; +end; + +procedure TScreenSongMenu.HandleReturn; +begin + case CurMenu of + SM_Main: + begin + case Interaction of + 0: // button 1 + begin + ScreenSong.StartSong; + Visible := false; + end; + + 1: // button 2 + begin + // select new players then sing: + ScreenSong.SelectPlayers; + Visible := false; + end; + + 2: // button 3 + begin + // show add to playlist menu + MenuShow(SM_Playlist_Add); + end; + + 3: // selectslide 3 + begin + //Dummy + end; + + 4: // button 4 + begin + ScreenSong.OpenEditor; + Visible := false; + end; + end; + end; + + SM_PlayList: + begin + Visible := false; + case Interaction of + 0: // button 1 + begin + ScreenSong.StartSong; + Visible := false; + end; + + 1: // button 2 + begin + // select new players then sing: + ScreenSong.SelectPlayers; + Visible := false; + end; + + 2: // button 3 + begin + // show add to playlist menu + MenuShow(SM_Playlist_DelItem); + end; + + 3: // selectslide 3 + begin + // dummy + end; + + 4: // button 4 + begin + ScreenSong.OpenEditor; + Visible := false; + end; + end; + end; + + SM_Playlist_Add: + begin + case Interaction of + 0: // button 1 + begin + MenuShow(SM_Playlist_New); + end; + + 3: // selectslide 3 + begin + // dummy + end; + + 4: // button 4 + begin + PlaylistMan.AddItem(ScreenSong.Interaction, SelectValue); + Visible := false; + end; + end; + end; + + SM_Playlist_New: + begin + case Interaction of + 0: // button 1 + begin + // nothing, button for entering name + end; + + 2: // button 3 + begin + // create playlist and add song + PlaylistMan.AddItem( + ScreenSong.Interaction, + PlaylistMan.AddPlaylist(Button[0].Text[0].Text)); + Visible := false; + end; + + 3: // selectslide 3 + begin + // cancel -> go back to add screen + MenuShow(SM_Playlist_Add); + end; + + 4: // button 4 + begin + Visible := false; + end; + end; + end; + + SM_Playlist_DelItem: + begin + Visible := false; + case Interaction of + 0: // button 1 + begin + // delete + PlayListMan.DelItem(PlayListMan.GetIndexbySongID(ScreenSong.Interaction)); + Visible := false; + end; + + 4: // button 4 + begin + MenuShow(SM_Playlist); + end; + end; + end; + + SM_Playlist_Load: + begin + case Interaction of + 0: // button 1 (Delete playlist) + begin + MenuShow(SM_Playlist_Del); + end; + 4: // button 4 + begin + // load playlist + PlaylistMan.SetPlayList(SelectValue); + Visible := false; + end; + end; + end; + + SM_Playlist_Del: + begin + Visible := false; + case Interaction of + 0: // button 1 + begin + // delete + PlayListMan.DelPlaylist(PlaylistMan.CurPlayList); + Visible := false; + end; + + 4: // button 4 + begin + MenuShow(SM_Playlist_Load); + end; + end; + end; + + SM_Party_Main: + begin + case Interaction of + 0: // button 1 + begin + // start singing + Party.CallAfterSongSelect; + Visible := false; + end; + + 4: // button 4 + begin + // joker + MenuShow(SM_Party_Joker); + end; + end; + end; + + SM_Party_Joker: + begin + Visible := false; + case Interaction of + 0: // button 1 + begin + // joker team 1 + ScreenSong.DoJoker(0); + end; + + 1: // button 2 + begin + // joker team 2 + ScreenSong.DoJoker(1); + end; + + 2: // button 3 + begin + // joker team 3 + ScreenSong.DoJoker(2); + end; + + 4: // button 4 + begin + // cancel... (go back to old menu) + MenuShow(SM_Party_Main); + end; + end; + end; + end; +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenStatDetail.pas b/us_maker_edition/src/screens/UScreenStatDetail.pas new file mode 100644 index 00000000..1638cd85 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenStatDetail.pas @@ -0,0 +1,303 @@ +{* 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 UScreenStatDetail; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + SysUtils, + UDisplay, + UMusic, + UIni, + UDataBase, + UThemes; + +type + TScreenStatDetail = class(TMenu) + public + Typ: TStatType; + Page: cardinal; + Count: byte; + Reversed: boolean; + + TotEntrys: cardinal; + TotPages: cardinal; + + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + procedure SetAnimationProgress(Progress: real); override; + + procedure SetTitle; + Procedure SetPage(NewPage: cardinal); + end; + +implementation + +uses + Math, + Classes, + UGraphic, + ULanguage, + ULog, + UUnicodeUtils; + +function TScreenStatDetail.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenStatMain); + end; + SDLK_RETURN: + begin + if Interaction = 0 then + begin + //Next Page + SetPage(Page+1); + end; + + if Interaction = 1 then + begin + //Previous Page + if (Page > 0) then + SetPage(Page-1); + end; + + if Interaction = 2 then + begin + //Reverse Order + Reversed := not Reversed; + SetPage(Page); + end; + + if Interaction = 3 then + begin + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenStatMain); + end; + end; + SDLK_LEFT: + begin + InteractPrev; + end; + SDLK_RIGHT: + begin + InteractNext; + end; + SDLK_UP: + begin + InteractPrev; + end; + SDLK_DOWN: + begin + InteractNext; + end; + end; + end; +end; + +constructor TScreenStatDetail.Create; +var + I: integer; +begin + inherited Create; + + for I := 0 to High(Theme.StatDetail.TextList) do + AddText(Theme.StatDetail.TextList[I]); + + Count := Length(Theme.StatDetail.TextList); + + AddText(Theme.StatDetail.TextDescription); + AddText(Theme.StatDetail.TextPage); + + LoadFromTheme(Theme.StatDetail); + + AddButton(Theme.StatDetail.ButtonNext); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Language.Translate('STAT_NEXT')); + + AddButton(Theme.StatDetail.ButtonPrev); + if (Length(Button[1].Text)=0) then + AddButtonText(14, 20, Language.Translate('STAT_PREV')); + + AddButton(Theme.StatDetail.ButtonReverse); + if (Length(Button[2].Text)=0) then + AddButtonText(14, 20, Language.Translate('STAT_REVERSE')); + + AddButton(Theme.StatDetail.ButtonExit); + if (Length(Button[3].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[7]); + + Interaction := 0; + Typ := TStatType(0); +end; + +procedure TScreenStatDetail.OnShow; +begin + inherited; + + //Set Tot Entrys and PAges + TotEntrys := DataBase.GetTotalEntrys(Typ); + TotPages := Ceil(TotEntrys / Count); + + //Show correct Title + SetTitle; + + //Show First Page + Reversed := false; + SetPage(0); +end; + +procedure TScreenStatDetail.SetTitle; +begin + if Reversed then + Text[Count].Text := Theme.StatDetail.DescriptionR[Ord(Typ)] + else + Text[Count].Text := Theme.StatDetail.Description[Ord(Typ)]; +end; + +procedure TScreenStatDetail.SetPage(NewPage: cardinal); +var + StatList: TList; + I: integer; + FormatStr: string; + PerPage: byte; +begin + // fetch statistics + StatList := Database.GetStats(Typ, Count, NewPage, Reversed); + if ((StatList <> nil) and (StatList.Count > 0)) then + begin + Page := NewPage; + + // reset texts + for I := 0 to Count-1 do + Text[I].Text := ''; + + FormatStr := Theme.StatDetail.FormatStr[Ord(Typ)]; + + //refresh Texts + for I := 0 to StatList.Count-1 do + begin + try + case Typ of + stBestScores: begin //Best Scores + with TStatResultBestScores(StatList[I]) do + begin + //Set Texts + if (Score > 0) then + begin + Text[I].Text := Format(FormatStr, + [Singer, Score, Theme.ILevel[Difficulty], SongArtist, SongTitle, Date]); + end; + end; + end; + + stBestSingers: begin //Best Singers + with TStatResultBestSingers(StatList[I]) do + begin + //Set Texts + if (AverageScore > 0) then + Text[I].Text := Format(FormatStr, [Player, AverageScore]); + end; + end; + + stMostSungSong: begin //Popular Songs + with TStatResultMostSungSong(StatList[I]) do + begin + //Set Texts + if (Artist <> '') then + Text[I].Text := Format(FormatStr, [Artist, Title, TimesSung]); + end; + end; + + stMostPopBand: begin //Popular Bands + with TStatResultMostPopBand(StatList[I]) do + begin + //Set Texts + if (ArtistName <> '') then + Text[I].Text := Format(FormatStr, [ArtistName, TimesSungtot]); + end; + end; + end; + except + on E: EConvertError do + Log.LogError('Error Parsing FormatString in UScreenStatDetail: ' + E.Message); + end; + end; + + if (Page + 1 = TotPages) and (TotEntrys mod Count <> 0) then + PerPage := (TotEntrys mod Count) + else + PerPage := Count; + + try + Text[Count+1].Text := Format(Theme.StatDetail.PageStr, + [Page + 1, TotPages, PerPage, TotEntrys]); + except + on E: EConvertError do + Log.LogError('Error Parsing FormatString in UScreenStatDetail: ' + E.Message); + end; + + //Show correct Title + SetTitle; + end; + + Database.FreeStats(StatList); +end; + +procedure TScreenStatDetail.SetAnimationProgress(Progress: real); +var + I: integer; +begin + for I := 0 to High(Button) do + Button[I].Texture.ScaleW := Progress; +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenStatMain.pas b/us_maker_edition/src/screens/UScreenStatMain.pas new file mode 100644 index 00000000..204f40cd --- /dev/null +++ b/us_maker_edition/src/screens/UScreenStatMain.pas @@ -0,0 +1,323 @@ +{* 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 UScreenStatMain; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + UMenu, + SDL, + SysUtils, + UDisplay, + UMusic, + UIni, + UThemes; + +type + TScreenStatMain = class(TMenu) + private + //Some Stat Value that don't need to be calculated 2 times + SongsWithVid: cardinal; + function FormatOverviewIntro(FormatStr: UTF8String): UTF8String; + function FormatSongOverview(FormatStr: UTF8String): UTF8String; + function FormatPlayerOverview(FormatStr: UTF8String): UTF8String; + public + TextOverview: integer; + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + procedure OnShow; override; + procedure SetAnimationProgress(Progress: real); override; + + procedure SetOverview; + end; + +implementation + +uses + UGraphic, + UDataBase, + USongs, + USong, + ULanguage, + UCommon, + Classes, + ULog, + UUnicodeUtils; + +function TScreenStatMain.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if (PressedDown) then + begin // Key Down + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE : + begin + Ini.Save; + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenMain); + end; + SDLK_RETURN: + begin + //Exit Button Pressed + if Interaction = 4 then + begin + AudioPlayback.PlaySound(SoundLib.Back); + FadeTo(@ScreenMain); + end + else //One of the Stats Buttons Pressed + begin + AudioPlayback.PlaySound(SoundLib.Back); + ScreenStatDetail.Typ := TStatType(Interaction); + FadeTo(@ScreenStatDetail); + end; + end; + SDLK_LEFT: + begin + InteractPrev; + end; + SDLK_RIGHT: + begin + InteractNext; + end; + SDLK_UP: + begin + InteractPrev; + end; + SDLK_DOWN: + begin + InteractNext; + end; + end; + end; +end; + +constructor TScreenStatMain.Create; +var + I: integer; +begin + inherited Create; + + TextOverview := AddText(Theme.StatMain.TextOverview); + + LoadFromTheme(Theme.StatMain); + + AddButton(Theme.StatMain.ButtonScores); + if (Length(Button[0].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[0]); + + AddButton(Theme.StatMain.ButtonSingers); + if (Length(Button[1].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[1]); + + AddButton(Theme.StatMain.ButtonSongs); + if (Length(Button[2].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[2]); + + AddButton(Theme.StatMain.ButtonBands); + if (Length(Button[3].Text)=0) then + AddButtonText(14, 20, Theme.StatDetail.Description[3]); + + AddButton(Theme.StatMain.ButtonExit); + if (Length(Button[4].Text)=0) then + AddButtonText(14, 20, Theme.Options.Description[4]); + + Interaction := 0; + + //Set Songs with Vid + SongsWithVid := 0; + for I := 0 to Songs.SongList.Count -1 do + if (TSong(Songs.SongList[I]).Video.IsSet) then + Inc(SongsWithVid); +end; + +procedure TScreenStatMain.OnShow; +begin + inherited; + + //Set Overview Text: + SetOverview; +end; + +function TScreenStatMain.FormatOverviewIntro(FormatStr: UTF8String): UTF8String; +var + Year, Month, Day: word; +begin + {Format: + %0:d Ultrastar Version + %1:d Day of Reset + %2:d Month of Reset + %3:d Year of Reset} + + Result := ''; + + try + DecodeDate(Database.GetStatReset(), Year, Month, Day); + Result := Format(FormatStr, [Language.Translate('US_VERSION'), Day, Month, Year]); + except + on E: EConvertError do + Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_INTRO": ' + E.Message); + end; +end; + +function TScreenStatMain.FormatSongOverview(FormatStr: UTF8String): UTF8String; +var + CntSongs, CntSungSongs, CntVidSongs: integer; + MostPopSongArtist, MostPopSongTitle: UTF8String; + StatList: TList; + MostSungSong: TStatResultMostSungSong; +begin + {Format: + %0:d Count Songs + %1:d Count of Sung Songs + %2:d Count of UnSung Songs + %3:d Count of Songs with Video + %4:s Name of the most popular Song} + + CntSongs := Songs.SongList.Count; + CntSungSongs := Database.GetTotalEntrys(stMostSungSong); + CntVidSongs := SongsWithVid; + + StatList := Database.GetStats(stMostSungSong, 1, 0, false); + if ((StatList <> nil) and (StatList.Count > 0)) then + begin + MostSungSong := StatList[0]; + MostPopSongArtist := MostSungSong.Artist; + MostPopSongTitle := MostSungSong.Title; + end + else + begin + MostPopSongArtist := '-'; + MostPopSongTitle := '-'; + end; + Database.FreeStats(StatList); + + Result := ''; + + try + Result := Format(FormatStr, [ + CntSongs, CntSungSongs, CntSongs-CntSungSongs, CntVidSongs, + MostPopSongArtist, MostPopSongTitle]); + except + on E: EConvertError do + Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_SONG": ' + E.Message); + end; +end; + +function TScreenStatMain.FormatPlayerOverview(FormatStr: UTF8String): UTF8String; +var + CntPlayers: integer; + BestScoreStat: TStatResultBestScores; + BestSingerStat: TStatResultBestSingers; + BestPlayer, BestScorePlayer: UTF8String; + BestPlayerScore, BestScore: integer; + SingerStats, ScoreStats: TList; +begin + {Format: + %0:d Count Players + %1:s Best Player + %2:d Best Players Score + %3:s Best Score Player + %4:d Best Score} + + CntPlayers := Database.GetTotalEntrys(stBestSingers); + + SingerStats := Database.GetStats(stBestSingers, 1, 0, false); + if ((SingerStats <> nil) and (SingerStats.Count > 0)) then + begin + BestSingerStat := SingerStats[0]; + BestPlayer := BestSingerStat.Player; + BestPlayerScore := BestSingerStat.AverageScore; + end + else + begin + BestPlayer := '-'; + BestPlayerScore := 0; + end; + Database.FreeStats(SingerStats); + + ScoreStats := Database.GetStats(stBestScores, 1, 0, false); + if ((ScoreStats <> nil) and (ScoreStats.Count > 0)) then + begin + BestScoreStat := ScoreStats[0]; + BestScorePlayer := BestScoreStat.Singer; + BestScore := BestScoreStat.Score; + end + else + begin + BestScorePlayer := '-'; + BestScore := 0; + end; + Database.FreeStats(ScoreStats); + + Result := ''; + + try + Result := Format(Formatstr, [ + CntPlayers, BestPlayer, BestPlayerScore, + BestScorePlayer, BestScore]); + except + on E: EConvertError do + Log.LogError('Error Parsing FormatString "STAT_OVERVIEW_PLAYER": ' + E.Message); + end; +end; + +procedure TScreenStatMain.SetOverview; +var + Overview: UTF8String; +begin + // Format overview + Overview := FormatOverviewIntro(Language.Translate('STAT_OVERVIEW_INTRO')) + '\n \n' + + FormatSongOverview(Language.Translate('STAT_OVERVIEW_SONG')) + '\n \n' + + FormatPlayerOverview(Language.Translate('STAT_OVERVIEW_PLAYER')); + Text[0].Text := Overview; +end; + +procedure TScreenStatMain.SetAnimationProgress(Progress: real); +var + I: integer; +begin + for I := 0 to high(Button) do + Button[I].Texture.ScaleW := Progress; +end; + +end. diff --git a/us_maker_edition/src/screens/UScreenTop5.pas b/us_maker_edition/src/screens/UScreenTop5.pas new file mode 100644 index 00000000..705d1e35 --- /dev/null +++ b/us_maker_edition/src/screens/UScreenTop5.pas @@ -0,0 +1,307 @@ +{* 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 UScreenTop5; + +interface + +{$IFDEF FPC} + {$MODE Delphi} +{$ENDIF} + +{$I switches.inc} + +uses + SysUtils, + SDL, + UDisplay, + UMenu, + UMusic, + USongs, + UThemes; + +type + TScreenTop5 = class(TMenu) + public + TextLevel: integer; + TextArtistTitle: integer; + DifficultyShow: integer; + + StaticNumber: array[1..5] of integer; + TextNumber: array[1..5] of integer; + TextName: array[1..5] of integer; + TextScore: array[1..5] of integer; + TextDate: array[1..5] of integer; + + Fadeout: boolean; + + constructor Create; override; + function ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; override; + function ParseMouse(MouseButton: integer; BtnDown: boolean; X, Y: integer): boolean; override; + procedure OnShow; override; + procedure DrawScores(difficulty: integer); + function Draw: boolean; override; + end; + +implementation + +uses + UDataBase, + UGraphic, + UMain, + UIni, + UNote, + UUnicodeUtils; + +function TScreenTop5.ParseInput(PressedKey: cardinal; CharCode: UCS4Char; PressedDown: boolean): boolean; +begin + Result := true; + if PressedDown then + begin + // check normal keys + case UCS4UpperCase(CharCode) of + Ord('Q'): + begin + Result := false; + Exit; + end; + end; + + // check special keys + case PressedKey of + SDLK_ESCAPE, + SDLK_BACKSPACE, + SDLK_RETURN: + begin + if (not Fadeout) then + begin + FadeTo(@ScreenSong); + Fadeout := true; + end; + end; + SDLK_RIGHT: + begin + inc(DifficultyShow); + if (DifficultyShow>2) then + DifficultyShow:=0; + DrawScores(DifficultyShow); + end; + SDLK_LEFT: + begin + dec(DifficultyShow); + if (DifficultyShow<0) then + DifficultyShow:=2; + DrawScores(DifficultyShow); + end; + SDLK_UP: + begin + inc(DifficultyShow); + if (DifficultyShow>2) then + DifficultyShow:=0; + DrawScores(DifficultyShow); + end; + SDLK_DOWN: + begin + dec(DifficultyShow); + if (DifficultyShow<0) then + DifficultyShow:=2; + DrawScores(DifficultyShow); + end; + SDLK_SYSREQ: + begin + Display.SaveScreenShot; + end; + end; + end; +end; + +function TScreenTop5.ParseMouse(MouseButton: integer; + BtnDown: boolean; + X, Y: integer): boolean; +begin + Result := true; + if (MouseButton = SDL_BUTTON_LEFT) and BtnDown then + //left-click anywhere sends return + ParseInput(SDLK_RETURN, 0, true); +end; + +constructor TScreenTop5.Create; +var + I: integer; +begin + inherited Create; + + LoadFromTheme(Theme.Top5); + + TextLevel := AddText(Theme.Top5.TextLevel); + TextArtistTitle := AddText(Theme.Top5.TextArtistTitle); + + for I := 0 to 4 do + begin + StaticNumber[I+1] := AddStatic(Theme.Top5.StaticNumber[I]); + TextNumber[I+1] := AddText (Theme.Top5.TextNumber[I]); + TextName[I+1] := AddText (Theme.Top5.TextName[I]); + TextScore[I+1] := AddText (Theme.Top5.TextScore[I]); + TextDate[I+1] := AddText (Theme.Top5.TextDate[I]); + end; + +end; + +procedure TScreenTop5.OnShow; +var + I: integer; + PMax: integer; + sung: boolean; //score added? otherwise in wasn't sung! +begin + inherited; + + sung := false; + Fadeout := false; + DifficultyShow := Ini.Difficulty; + + //ReadScore(CurrentSong); + + PMax := Ini.Players; + if PMax = 4 then + PMax := 5; + for I := 0 to PMax do + begin + if (Round(Player[I].ScoreTotalInt) > 0) and (ScreenSing.SungToEnd) then + begin + DataBase.AddScore(CurrentSong, Ini.Difficulty, Ini.Name[I], Round(Player[I].ScoreTotalInt)); + sung:=true; + end; + end; + + if sung then + DataBase.WriteScore(CurrentSong); + DataBase.ReadScore(CurrentSong); + + Text[TextArtistTitle].Text := CurrentSong.Artist + ' - ' + CurrentSong.Title; + + for I := 1 to Length(CurrentSong.Score[Ini.Difficulty]) do + begin + Statics[StaticNumber[I]].Visible := true; + Text[TextNumber[I]].Visible := true; + Text[TextName[I]].Visible := true; + Text[TextScore[I]].Visible := true; + Text[TextDate[I]].Visible := true; + + Text[TextName[I]].Text := CurrentSong.Score[Ini.Difficulty, I-1].Name; + Text[TextScore[I]].Text := IntToStr(CurrentSong.Score[Ini.Difficulty, I-1].Score); + Text[TextDate[I]].Text := CurrentSong.Score[Ini.Difficulty, I-1].Date; + end; + + for I := Length(CurrentSong.Score[Ini.Difficulty]) + 1 to 5 do + begin + Statics[StaticNumber[I]].Visible := false; + Text[TextNumber[I]].Visible := false; + Text[TextName[I]].Visible := false; + Text[TextScore[I]].Visible := false; + Text[TextDate[I]].Visible := false; + end; + + Text[TextLevel].Text := IDifficulty[Ini.Difficulty]; +end; + +procedure TScreenTop5.DrawScores(difficulty: integer); +var + I: integer; +begin + for I := 1 to Length(CurrentSong.Score[difficulty]) do + begin + Statics[StaticNumber[I]].Visible := true; + Text[TextNumber[I]].Visible := true; + Text[TextName[I]].Visible := true; + Text[TextScore[I]].Visible := true; + Text[TextDate[I]].Visible := true; + + Text[TextName[I]].Text := CurrentSong.Score[difficulty, I-1].Name; + Text[TextScore[I]].Text := IntToStr(CurrentSong.Score[difficulty, I-1].Score); + Text[TextDate[I]].Text := CurrentSong.Score[difficulty, I-1].Date; + end; + + for I := Length(CurrentSong.Score[difficulty]) + 1 to 5 do + begin + Statics[StaticNumber[I]].Visible := false; + Text[TextNumber[I]].Visible := false; + Text[TextName[I]].Visible := false; + Text[TextScore[I]].Visible := false; + Text[TextDate[I]].Visible := false; + end; + + Text[TextLevel].Text := IDifficulty[difficulty]; +end; + +function TScreenTop5.Draw: boolean; +//var +{ + Min: real; + Max: real; + Factor: real; + Factor2: real; + + Item: integer; + P: integer; + C: integer; +} +begin + // Singstar - let it be...... with 6 statics +(* + if PlayersPlay = 6 then + begin + for Item := 4 to 6 do + begin + if ScreenAct = 1 then P := Item-4; + if ScreenAct = 2 then P := Item-1; + + FillPlayer(Item, P); +{ + if ScreenAct = 1 then + begin + LoadColor( + Statics[StaticBoxLightest[Item]].Texture.ColR, + Statics[StaticBoxLightest[Item]].Texture.ColG, + Statics[StaticBoxLightest[Item]].Texture.ColB, + 'P1Dark'); + end; + + if ScreenAct = 2 then + begin + LoadColor( + Statics[StaticBoxLightest[Item]].Texture.ColR, + Statics[StaticBoxLightest[Item]].Texture.ColG, + Statics[StaticBoxLightest[Item]].Texture.ColB, + 'P4Dark'); + end; +} + end; + end; +*) + + Result := inherited Draw; +end; + +end. -- cgit v1.2.3