unit UScreenSing; interface {$IFDEF FPC} {$MODE Delphi} {$ENDIF} {$I switches.inc} uses UMenu, UMusic, SDL, SysUtils, UFiles, UTime, USongs, UIni, ULog, UTexture, ULyrics, TextGL, OpenGL12, UThemes, ULCD, UGraphicClasses, USingScores; type TScreenSing = class(TMenu) protected paused: boolean; //Pause Mod PauseTime: Real; NumEmptySentences: integer; public //TextTime: integer; //TimeBar mod StaticTimeProgress: integer; TextTimeText: integer; //eoa TimeBar mod StaticP1: integer; TextP1: integer; {StaticP1ScoreBG: integer; TextP1Score: integer;} {//moveable singbar mod StaticP1SingBar: integer; StaticP1ThreePSingBar: integer; StaticP1TwoPSingBar: integer; StaticP2RSingBar: integer; StaticP2MSingBar: integer; StaticP3SingBar: integer; //eoa moveable singbar } //Added for ps3 skin //shown when game is in 2/4 player modus StaticP1TwoP: integer; TextP1TwoP: integer; {StaticP1TwoPScoreBG: integer; TextP1TwoPScore: integer;} //shown when game is in 3/6 player modus StaticP1ThreeP: integer; TextP1ThreeP: integer; {TextP1ThreePScore: integer; StaticP1ThreePScoreBG: integer; } //eoa StaticP2R: integer; TextP2R: integer; {StaticP2RScoreBG: integer; TextP2RScore: integer;} StaticP2M: integer; TextP2M: integer; {StaticP2MScoreBG: integer; TextP2MScore: integer; } StaticP3R: integer; TextP3R: integer; {StaticP3RScoreBG: integer; TextP3RScore: integer;} Tex_Background: TTexture; FadeOut: boolean; // LyricMain: TLyric; // LyricSub: TLyric; Lyrics: TLyricEngine; //Score Manager: Scores: TSingScores; fShowVisualization : boolean; fCurrentVideoPlaybackEngine : IVideoPlayback; constructor Create; override; procedure onShow; override; procedure onShowFinish; override; function ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; override; function Draw: boolean; override; procedure Finish; virtual; procedure UpdateLCD; procedure Pause; //Pause Mod(Toggles Pause) //OnSentenceEnd for LineBonus + Singbar procedure onSentenceEnd(S: Cardinal); //OnSentenceChange (for Golden Notes) procedure onSentenceChange(S: Cardinal); end; implementation uses UGraphic, UDraw, UMain, Classes, URecord, ULanguage, math; // Method for input parsing. If False is returned, GetNextWindow // should be checked to know the next window to load; function TScreenSing.ParseInput(PressedKey: Cardinal; ScanCode: byte; PressedDown: Boolean): Boolean; begin Result := true; If (PressedDown) Then begin // Key Down case PressedKey of SDLK_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; end; SDLK_ESCAPE, SDLK_BACKSPACE : begin //Record Sound Hack: //Sound[0].BufferLong Finish; AudioPlayback.PlayBack; FadeTo(@ScreenScore); end; SDLK_P://Pause Mod begin Pause; end; SDLK_V: //Show Visualization begin fShowVisualization := not fShowVisualization; if fShowVisualization then fCurrentVideoPlaybackEngine := Visualization else fCurrentVideoPlaybackEngine := VideoPlayback; if fShowVisualization then fCurrentVideoPlaybackEngine.play; end; SDLK_TAB: //Change Visualization Preset begin if fShowVisualization then fCurrentVideoPlaybackEngine.MoveTo( 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 //Pause einschalten begin // pause Time PauseTime := Czas.Teraz; Paused := true; // pause Music AudioPlayback.Pause; // pause Video if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then fCurrentVideoPlaybackEngine.Pause; end else //Pause ausschalten begin Czas.Teraz := PauseTime; //Position of Notes // Position of Music AudioPlayback.MoveTo (PauseTime); // Play Music AudioPlayback.Play; // Video if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then fCurrentVideoPlaybackEngine.Pause; Paused := false; end; end; //Pause Mod End constructor TScreenSing.Create; var I: integer; P: integer; begin inherited Create; fShowVisualization := false; fCurrentVideoPlaybackEngine := VideoPlayback; //Create Score Class Scores := TSingScores.Create; Scores.LoadfromTheme; LoadFromTheme(Theme.Sing); //TimeBar StaticTimeProgress := AddStatic(Theme.Sing.StaticTimeProgress); TextTimeText := AddText(Theme.Sing.TextTimeText); // 1 player | P1 StaticP1 := AddStatic(Theme.Sing.StaticP1); TextP1 := AddText(Theme.Sing.TextP1); {StaticP1ScoreBG := AddStatic(Theme.Sing.StaticP1ScoreBG); TextP1Score := AddText(Theme.Sing.TextP1Score); StaticP1SingBar := AddStatic(Theme.Sing.StaticP1SingBar);} // 2 or 4 players | P1 StaticP1TwoP := AddStatic(Theme.Sing.StaticP1TwoP); TextP1TwoP := AddText(Theme.Sing.TextP1TwoP); {StaticP1TwoPScoreBG := AddStatic(Theme.Sing.StaticP1TwoPScoreBG); TextP1TwoPScore := AddText(Theme.Sing.TextP1TwoPScore); StaticP1TwoPSingBar := AddStatic(Theme.Sing.StaticP2RSingBar);} // | P2 StaticP2R := AddStatic(Theme.Sing.StaticP2R); TextP2R := AddText(Theme.Sing.TextP2R); {StaticP2RScoreBG := AddStatic(Theme.Sing.StaticP2RScoreBG); TextP2RScore := AddText(Theme.Sing.TextP2RScore); StaticP2RSingBar := AddStatic(Theme.Sing.StaticP2RSingBar); } // 3 or 6 players | P1 StaticP1ThreeP := AddStatic(Theme.Sing.StaticP1ThreeP); TextP1ThreeP := AddText(Theme.Sing.TextP1ThreeP); {StaticP1ThreePScoreBG := AddStatic(Theme.Sing.StaticP1ThreePScoreBG); TextP1ThreePScore := AddText(Theme.Sing.TextP1ThreePScore); StaticP1ThreePSingBar := AddStatic(Theme.Sing.StaticP1ThreePSingBar);} // | P2 StaticP2M := AddStatic(Theme.Sing.StaticP2M); TextP2M := AddText(Theme.Sing.TextP2M); {StaticP2MScoreBG := AddStatic(Theme.Sing.StaticP2MScoreBG); TextP2MScore := AddText(Theme.Sing.TextP2MScore); StaticP2MSingBar := AddStatic(Theme.Sing.StaticP2MSingBar);} // | P3 StaticP3R := AddStatic(Theme.Sing.StaticP3R); TextP3R := AddText(Theme.Sing.TextP3R); {StaticP3RScoreBG := AddStatic(Theme.Sing.StaticP3RScoreBG); TextP3RScore := AddText(Theme.Sing.TextP3RScore); StaticP3SingBar := AddStatic(Theme.Sing.StaticP3SingBar);} if ScreenAct = 2 then begin // katze und affe end; Lyrics := TLyricEngine.Create(80,Skin_LyricsT,640,12,80,Skin_LyricsT+36,640,12); fCurrentVideoPlaybackEngine.Init(); end; procedure TScreenSing.onShow; var P: integer; V1: boolean; V1TwoP: boolean; //added for ps3 skin V1ThreeP: boolean; //added for ps3 skin V2R: boolean; V2M: boolean; V3R: boolean; NR: TRecR; //Line Bonus Mod Color: TRGB; begin Log.LogStatus('Begin', 'onShow'); FadeOut := false; // 0.5.0: early 0.5.0 problems were by this line commented // reset video playback engine, to play Video Clip... fCurrentVideoPlaybackEngine := VideoPlayback; //SetUp Score Manager Scores.ClearPlayers; //Clear Old Player Values Color.R := 0; Color.G := 0; Color.B := 0; //Dummy atm For P := 0 to PlayersPlay -1 do //Add new Ones begin Scores.AddPlayer(Tex_ScoreBG[P], Color); end; Scores.Init; //Get Positions for Players // prepare players SetLength(Player, PlayersPlay); // Player[0].ScoreTotalI := 0; case PlayersPlay of 1: begin V1 := true; V1TwoP := false; V1ThreeP := false; V2R := false; V2M := false; V3R := false; end; 2: begin V1 := false; V1TwoP := true; V1ThreeP := false; V2R := true; V2M := false; V3R := false; end; 3: begin V1 := false; V1TwoP := false; V1ThreeP := true; V2R := false; V2M := true; V3R := true; end; 4: begin // double screen V1 := false; V1TwoP := true; V1ThreeP := false; V2R := true; V2M := false; V3R := false; end; 6: begin // double screen V1 := false; V1TwoP := false; V1ThreeP := true; V2R := false; V2M := true; V3R := true; end; end; //This one is shown in 1P mode Static[StaticP1].Visible := V1; Text[TextP1].Visible := V1; {Static[StaticP1ScoreBG].Visible := V1; Text[TextP1Score].Visible := V1;} //This one is shown in 2/4P mode Static[StaticP1TwoP].Visible := V1TwoP; Text[TextP1TwoP].Visible := V1TwoP; {Static[StaticP1TwoPScoreBG].Visible := V1TwoP; Text[TextP1TwoPScore].Visible := V1TwoP;} Static[StaticP2R].Visible := V2R; Text[TextP2R].Visible := V2R; {Static[StaticP2RScoreBG].Visible := V2R; Text[TextP2RScore].Visible := V2R; } //This one is shown in 3/6P mode Static[StaticP1ThreeP].Visible := V1ThreeP; Text[TextP1ThreeP].Visible := V1ThreeP; {Static[StaticP1ThreePScoreBG].Visible := V1ThreeP; Text[TextP1ThreePScore].Visible := V1ThreeP; } Static[StaticP2M].Visible := V2M; Text[TextP2M].Visible := V2M; {Static[StaticP2MScoreBG].Visible := V2M; Text[TextP2MScore].Visible := V2M; } Static[StaticP3R].Visible := V3R; Text[TextP3R].Visible := V3R; {Static[StaticP3RScoreBG].Visible := V3R; Text[TextP3RScore].Visible := V3R; } // load notes ResetSingTemp; // Log.LogWarning(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName, '!!!'); AktSong := CatSongs.Song[CatSongs.Selected]; try if not LoadSong(CatSongs.Song[CatSongs.Selected].Path + CatSongs.Song[CatSongs.Selected].FileName) then begin //Error Loading Song -> Go back to Song Screen and Show some Error Message FadeTo(@ScreenSong); //Select New Song in Party Mode if ScreenSong.Mode = 1 then ScreenSong.SelectRandomSong; ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG')); Exit; end; except //Error Loading Song -> Go back to Song Screen and Show some Error Message FadeTo(@ScreenSong); //Select New Song in Party Mode if ScreenSong.Mode = 1 then ScreenSong.SelectRandomSong; ScreenPopupError.ShowPopup (Language.Translate('ERROR_CORRUPT_SONG')); Exit; end; AktSong.Path := CatSongs.Song[CatSongs.Selected].Path; // AktSong.GAP := AktSong.GAP + 40 {4096 = 100ms for buffer} + 20 {microphone} + 60000 / AktSong.BPM[0].BPM / 2; // temporary until UMain will be fixed // set movie if (AktSong.Video <> '') and FileExists(AktSong.Path + AktSong.Video) then begin // todo: VideoGap and Start time verwursten fCurrentVideoPlaybackEngine.Open( AktSong.Path + AktSong.Video ); fCurrentVideoPlaybackEngine.position := AktSong.VideoGAP + AktSong.Start; AktSong.VideoLoaded := true; end; // set background if (AktSong.Background <> '') and (AktSong.VideoLoaded = false) then try Tex_Background := Texture.LoadTexture(AktSong.Path + AktSong.Background); except log.LogError('Background could not be loaded: ' + AktSong.Path + AktSong.Background); Tex_Background.TexNum := -1; end else Tex_Background.TexNum := -1; // play music (I) AudioInput.CaptureStart; AudioPlayback.MoveTo(AktSong.Start); // Music.Play; // prepare timer (I) // CountSkipTimeSet; Czas.Teraz := AktSong.Start; Czas.Razem := AudioPlayback.Length; if (AktSong.Finish > 0) then Czas.Razem := AktSong.Finish / 1000; Czas.OldBeat := -1; for P := 0 to High(Player) do ClearScores(P); // main text Lyrics.Clear (AktSong.BPM[0].BPM, AktSong.Resolution); // set custom options case Ini.LyricsFont of 0: begin Lyrics.UpperLineSize := 14; Lyrics.LowerLineSize := 14; Lyrics.FontStyle := 0; Lyrics.LineColor_en.R := Skin_FontR; Lyrics.LineColor_en.G := Skin_FontG; Lyrics.LineColor_en.B := Skin_FontB; Lyrics.LineColor_en.A := 1; Lyrics.LineColor_dis.R := 0.4; Lyrics.LineColor_dis.G := 0.4; Lyrics.LineColor_dis.B := 0.4; Lyrics.LineColor_dis.A := 1; Lyrics.LineColor_act.R := 5/256; Lyrics.LineColor_act.G := 163/256; Lyrics.LineColor_act.B := 210/256; Lyrics.LineColor_act.A := 1; { LyricSub.FontStyle := 0; LyricMain.Size := 14; // 13 LyricSub.Size := 14; // 13 LyricMain.ColR := Skin_FontR; LyricMain.ColG := Skin_FontG; LyricMain.ColB := Skin_FontB; //Change f�r Crazy Joker {LyricMain.ColSR := Skin_FontHighlightR; LyricMain.ColSG := Skin_FontHighlightG; LyricMain.ColSB := Skin_FontHighlightB;1aa5dc}{ LyricMain.ColSR := 5/255; //26 LyricMain.ColSG := 163/255; //165 LyricMain.ColSB := 210/255; //220 LyricSub.ColR := 0.4; //0.6 LyricSub.ColG := 0.4; //0.6 LyricSub.ColB := 0.4; //0.6 } end; 1: begin { LyricMain.FontStyle := 2; LyricSub.FontStyle := 2; LyricMain.Size := 14; LyricSub.Size := 14; LyricMain.ColR := 0.75; LyricMain.ColG := 0.75; LyricMain.ColB := 1; LyricMain.ColSR := 0.5; LyricMain.ColSG := 0.5; LyricMain.ColSB := 1; LyricSub.ColR := 0.8; LyricSub.ColG := 0.8; LyricSub.ColB := 0.8; } Lyrics.UpperLineSize := 14; Lyrics.LowerLineSize := 14; Lyrics.FontStyle := 2; 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; 2: begin Lyrics.UpperLineSize := 12; Lyrics.LowerLineSize := 12; Lyrics.FontStyle := 3; 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; { LyricSub.FontStyle := 3; LyricMain.Size := 12; LyricSub.Size := 12; LyricMain.ColR := 0.75; LyricMain.ColG := 0.75; LyricMain.ColB := 1; LyricMain.ColSR := 0.5; LyricMain.ColSG := 0.5; LyricMain.ColSB := 1; LyricSub.ColR := 0.8; LyricSub.ColG := 0.8; LyricSub.ColB := 0.8;} end; end; // case case Ini.LyricsEffect of 0: Lyrics.HoverEffekt := 1; // 0 - one selected, 1 - selected all to the current 1: Lyrics.HoverEffekt := 2; 2: Lyrics.HoverEffekt := 3; 3: Lyrics.HoverEffekt := 4; end; // case // Add Lines to Lyrics While (not Lyrics.LineinQueue) AND (Lyrics.LineCounter <= High(Czesci[0].Czesc)) do Lyrics.AddLine(@Czesci[0].Czesc[Lyrics.LineCounter]); UpdateLCD; //Deactivate Pause Paused := False; //Kill all Stars not Killed yet //GoldenStarsTwinkle Mod GoldenRec.SentenceChange; //GoldenStarsTwinkle Mod End {//Set Position of Line Bonus - PhrasenBonus if (Ini.LineBonus = 1) then //Show Line Bonus at Scores begin Case PlayersPlay of 1: begin Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ScoreBG.x; Player[0].LineBonus_TargetY := Theme.Sing.TextP1Score.Y; Player[0].LineBonus_StartX := Theme.Sing.StaticP1ScoreBG.x; Player[0].LineBonus_StartY := Theme.Sing.TextP1Score.Y + 65; end; 2: begin //P1 Player[0].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x; Player[0].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y; Player[0].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.X; Player[0].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65; //P2 Player[1].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.X; Player[1].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y; Player[1].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.X; Player[1].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65; end; 3: begin //P1 Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x; Player[0].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y; Player[0].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x; Player[0].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65; //P2 Player[1].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x; Player[1].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y; Player[1].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x; Player[1].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65; //P3 Player[2].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x; Player[2].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y; Player[2].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x; Player[2].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65; end; 4: begin //P1 Player[0].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x; Player[0].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y; Player[0].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.x; Player[0].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65; //P2 Player[1].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.x; Player[1].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y; Player[1].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.x; Player[1].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65; //P3 Player[2].LineBonus_TargetX := Theme.Sing.StaticP1TwoPScoreBG.x; Player[2].LineBonus_TargetY := Theme.Sing.TextP1TwoPScore.Y; Player[2].LineBonus_StartX := Theme.Sing.StaticP1TwoPScoreBG.x; Player[2].LineBonus_StartY := Theme.Sing.TextP1TwoPScore.Y + 65; //P4 Player[3].LineBonus_TargetX := Theme.Sing.StaticP2RScoreBG.x; Player[3].LineBonus_TargetY := Theme.Sing.TextP2RScore.Y; Player[3].LineBonus_StartX := Theme.Sing.StaticP2RScoreBG.x; Player[3].LineBonus_StartY := Theme.Sing.TextP2RScore.Y + 65; end; 6: begin //P1 Player[0].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x; Player[0].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y; Player[0].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x; Player[0].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65; //P2 Player[1].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x; Player[1].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y; Player[1].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x; Player[1].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65; //P3 Player[2].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x; Player[2].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y; Player[2].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x; Player[2].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65; //P4 Player[3].LineBonus_TargetX := Theme.Sing.StaticP1ThreePScoreBG.x; Player[3].LineBonus_TargetY := Theme.Sing.TextP1ThreePScore.Y; Player[3].LineBonus_StartX := Theme.Sing.StaticP1ThreePScoreBG.x; Player[3].LineBonus_StartY := Theme.Sing.TextP1ThreePScore.Y + 65; //P5 Player[4].LineBonus_TargetX := Theme.Sing.StaticP2MScoreBG.x; Player[4].LineBonus_TargetY := Theme.Sing.TextP2MScore.Y; Player[4].LineBonus_StartX := Theme.Sing.StaticP2MScoreBG.x; Player[4].LineBonus_StartY := Theme.Sing.TextP2MScore.Y + 65; //P6 Player[5].LineBonus_TargetX := Theme.Sing.StaticP3RScoreBG.x; Player[5].LineBonus_TargetY := Theme.Sing.TextP3RScore.Y; Player[5].LineBonus_StartX := Theme.Sing.StaticP3RScoreBG.x; Player[5].LineBonus_StartY := Theme.Sing.TextP3RScore.Y + 65; end; end; end else if (Ini.LineBonus = 2) then //Show Line Bonus at Notes begin // positions if Ini.SingWindow = 0 then begin NR.Left := 120; end else begin NR.Left := 20; end; NR.Right := 780; NR.Width := NR.Right - NR.Left; NR.WMid := NR.Width / 2; NR.Mid := NR.Left + NR.WMid; Case PlayersPlay of 1: begin Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); Player[0].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65; Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); Player[0].LineBonus_StartY := Skin_P2_NotesB - 105; end; 2: begin //P1 Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; //P2 Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; end; 3: begin //P1 Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); Player[0].LineBonus_TargetY := 120 - 65 + 28; Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); Player[0].LineBonus_StartY := 120 + 28; //P2 Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); Player[1].LineBonus_TargetY := 245 - 65 + 28; Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); Player[1].LineBonus_StartY := 245 + 28; //P3 Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); Player[2].LineBonus_TargetY := 370 - 65 + 28; Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); Player[2].LineBonus_StartY := 370 + 28; end; 4: begin //P1 Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); Player[0].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); Player[0].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; //P2 Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); Player[1].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); Player[1].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; //P3 Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); Player[2].LineBonus_TargetY := Skin_P1_NotesB - 105 - 65 + 28; Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); Player[2].LineBonus_StartY := Skin_P1_NotesB - 105 + 28; //P4 Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); Player[3].LineBonus_TargetY := Skin_P2_NotesB - 105 - 65 + 28; Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); Player[3].LineBonus_StartY := Skin_P2_NotesB - 105 + 28; end; 6: begin //P1 Player[0].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); Player[0].LineBonus_TargetY := 120 - 65 + 28; Player[0].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); Player[0].LineBonus_StartY := 120 + 28; //P2 Player[1].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); Player[1].LineBonus_TargetY := 245 - 65 + 28; Player[1].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); Player[1].LineBonus_StartY := 245 + 28; //P3 Player[2].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); Player[2].LineBonus_TargetY := 370 - 65 + 28; Player[2].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); Player[2].LineBonus_StartY := 370 + 28; //P4 Player[3].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); Player[3].LineBonus_TargetY := 120 - 65 + 28; Player[3].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); Player[3].LineBonus_StartY := 120 + 28; //P5 Player[4].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); Player[4].LineBonus_TargetY := 245 - 65 + 28; Player[4].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); Player[4].LineBonus_StartY := 245 + 28; //P6 Player[5].LineBonus_TargetX := Round(Nr.Right + 10*ScreenX - 100); Player[5].LineBonus_TargetY := 370 - 65 + 28; Player[5].LineBonus_StartX := Round(Nr.Right + 10*ScreenX - 100); Player[5].LineBonus_StartY := 370 + 28; end; end; end; } //Set Position of Line Bonus - PhrasenBonus End //Set Num of Empty Sentences for Phrasen Bonus NumEmptySentences := 0; for P := low(Czesci[0].Czesc) to high(Czesci[0].Czesc) do if Czesci[0].Czesc[P].TotalNotes = 0 then Inc(NumEmptySentences); Log.LogStatus('End', 'onShow'); end; procedure TScreenSing.onShowFinish; begin // play movie (II) if AktSong.VideoLoaded then begin try writeln( 'VideoPlayback.FFmpegGetFrame' ); fCurrentVideoPlaybackEngine.GetFrame(Czas.Teraz); writeln( 'VideoPlayback.FFmpegDrawGL' ); fCurrentVideoPlaybackEngine.DrawGL(ScreenAct); // PlaySmpeg; except on E : Exception do begin //If an Error occurs Reading Video: prevent Video from being Drawn again and Close Video AktSong.VideoLoaded := False; Log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); Log.LogError('Error Message : '+ E.message ); Log.LogError(' In : '+ E.ClassName +' (TScreenSing.onShowFinish)' ); Log.LogError('Corrupted File: ' + AktSong.Video); try // CloseSmpeg; fCurrentVideoPlaybackEngine.Close; except end; end; end; end; // play music (II) AudioPlayback.Play; // prepare timer (II) CountSkipTimeSet; end; function TScreenSing.Draw: boolean; var Min: integer; Sec: integer; Tekst: string; Flash: real; S: integer; T: integer; begin //ScoreBG Mod | den wirren Scheiss hier brauch mer nimmer, wir haben colorized png's - no need for wirrness also // set player colors - macht nichts weiter als die farben des statics zu wechseln, was zu unsch�nen effekten bei colorized png f�hrt { if PlayersPlay = 4 then begin if ScreenAct = 1 then begin LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG, Static[StaticP1TwoP].Texture.ColB, 'P1Dark'); LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, Static[StaticP2R].Texture.ColB, 'P2Dark'); LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG, Static[StaticP1TwoPScoreBG].Texture.ColB, 'P1Dark'); LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG, Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark'); end; if ScreenAct = 2 then begin LoadColor(Static[StaticP1TwoP].Texture.ColR, Static[StaticP1TwoP].Texture.ColG, Static[StaticP1TwoP].Texture.ColB, 'P3Dark'); LoadColor(Static[StaticP2R].Texture.ColR, Static[StaticP2R].Texture.ColG, Static[StaticP2R].Texture.ColB, 'P4Dark'); LoadColor(Static[StaticP1TwoPScoreBG].Texture.ColR, Static[StaticP1TwoPScoreBG].Texture.ColG, Static[StaticP1TwoPScoreBG].Texture.ColB, 'P3Dark'); LoadColor(Static[StaticP2RScoreBG].Texture.ColR, Static[StaticP2RScoreBG].Texture.ColG, Static[StaticP2RScoreBG].Texture.ColB, 'P4Dark'); end; end; if PlayersPlay = 6 then begin if ScreenAct = 1 then begin LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG, Static[StaticP1ThreeP].Texture.ColB, 'P1Dark'); LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG, Static[StaticP2R].Texture.ColB, 'P2Dark'); LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG, Static[StaticP3R].Texture.ColB, 'P3Dark'); LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG, Static[StaticP1ThreePScoreBG].Texture.ColB, 'P1Dark'); LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG, Static[StaticP2RScoreBG].Texture.ColB, 'P2Dark'); LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG, Static[StaticP3RScoreBG].Texture.ColB, 'P3Dark'); end; if ScreenAct = 2 then begin LoadColor(Static[StaticP1ThreeP].Texture.ColR, Static[StaticP1ThreeP].Texture.ColG, Static[StaticP1ThreeP].Texture.ColB, 'P4Dark'); LoadColor(Static[StaticP2M].Texture.ColR, Static[StaticP2M].Texture.ColG, Static[StaticP2R].Texture.ColB, 'P5Dark'); LoadColor(Static[StaticP3R].Texture.ColR, Static[StaticP3R].Texture.ColG, Static[StaticP3R].Texture.ColB, 'P6Dark'); LoadColor(Static[StaticP1ThreePScoreBG].Texture.ColR, Static[StaticP1ThreePScoreBG].Texture.ColG, Static[StaticP1ThreePScoreBG].Texture.ColB, 'P4Dark'); LoadColor(Static[StaticP2MScoreBG].Texture.ColR, Static[StaticP2MScoreBG].Texture.ColG, Static[StaticP2RScoreBG].Texture.ColB, 'P5Dark'); LoadColor(Static[StaticP3RScoreBG].Texture.ColR, Static[StaticP3RScoreBG].Texture.ColG, Static[StaticP3RScoreBG].Texture.ColB, 'P6Dark'); end; end; } // 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 { 1: begin Text[TextP1].Text := 'P2'; end; 2: begin Text[TextP1].Text := 'P3'; Text[TextP2R].Text := 'P4'; end; 3: begin Text[TextP1].Text := 'P4'; Text[TextP2M].Text := 'P5'; Text[TextP3R].Text := 'P6'; end;} 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 // stereo // weird stuff, maybe this is for "dual screen?", but where is player three then? | okay, i commented the stuff out the other day - nothing was missing on screen w/ 6 players - so do we even need this stuff? // okay this stuff appears again some lines beneath this one, I commented it out for testing what it does - seems like it's doing nothing // but I might be wrong, so what is this stuff here doing? O.o Static[StaticP1].Texture.X := Static[StaticP1].Texture.X + 10*ScreenX; Text[TextP1].X := Text[TextP1].X + 10*ScreenX; {Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X + 10*ScreenX; Text[TextP1Score].X := Text[TextP1Score].X + 10*ScreenX;} Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X + 10*ScreenX; Text[TextP2R].X := Text[TextP2R].X + 10*ScreenX; {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X + 10*ScreenX; Text[TextP2RScore].X := Text[TextP2RScore].X + 10*ScreenX;} // end of weird stuff for S := 1 to 1 do //wtf? Static[S].Texture.X := Static[S].Texture.X + 10*ScreenX; for T := 0 to 1 do Text[T].X := Text[T].X + 10*ScreenX; // update static menu with time ... Min := Round(Czas.Teraz) div 60; Sec := Round(Czas.Teraz) mod 60; 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); {// .. and scores if PlayersPlay = 1 then begin Tekst := IntToStr(Player[0].ScoreTotalI); while Length(Tekst) < 5 do Tekst := '0' + Tekst; Text[TextP1Score].Text := Tekst; end; if PlayersPlay = 2 then begin Tekst := IntToStr(Player[0].ScoreTotalI); while Length(Tekst) < 5 do Tekst := '0' + Tekst; Text[TextP1TwoPScore].Text := Tekst; Tekst := IntToStr(Player[1].ScoreTotalI); while Length(Tekst) < 5 do Tekst := '0' + Tekst; Text[TextP2RScore].Text := Tekst; end; if PlayersPlay = 3 then begin Tekst := IntToStr(Player[0].ScoreTotalI); while Length(Tekst) < 5 do Tekst := '0' + Tekst; Text[TextP1ThreePScore].Text := Tekst; Tekst := IntToStr(Player[1].ScoreTotalI); while Length(Tekst) < 5 do Tekst := '0' + Tekst; Text[TextP2MScore].Text := Tekst; Tekst := IntToStr(Player[2].ScoreTotalI); while Length(Tekst) < 5 do Tekst := '0' + Tekst; Text[TextP3RScore].Text := Tekst; end; if PlayersPlay = 4 then begin if ScreenAct = 1 then begin Tekst := IntToStr(Player[0].ScoreTotalI); while Length(Tekst) < 5 do Tekst := '0' + Tekst; Text[TextP1TwoPScore].Text := Tekst; Tekst := IntToStr(Player[1].ScoreTotalI); while Length(Tekst) < 5 do Tekst := '0' + Tekst; Text[TextP2RScore].Text := Tekst; end; if ScreenAct = 2 then begin Tekst := IntToStr(Player[2].ScoreTotalI); while Length(Tekst) < 5 do Tekst := '0' + Tekst; Text[TextP1TwoPScore].Text := Tekst; Tekst := IntToStr(Player[3].ScoreTotalI); while Length(Tekst) < 5 do Tekst := '0' + Tekst; Text[TextP2RScore].Text := Tekst; end; end; if PlayersPlay = 6 then begin if ScreenAct = 1 then begin Tekst := IntToStr(Player[0].ScoreTotalI); while Length(Tekst) < 5 do Tekst := '0' + Tekst; Text[TextP1ThreePScore].Text := Tekst; Tekst := IntToStr(Player[1].ScoreTotalI); while Length(Tekst) < 5 do Tekst := '0' + Tekst; Text[TextP2MScore].Text := Tekst; Tekst := IntToStr(Player[2].ScoreTotalI); while Length(Tekst) < 5 do Tekst := '0' + Tekst; Text[TextP3RScore].Text := Tekst; end; if ScreenAct = 2 then begin Tekst := IntToStr(Player[3].ScoreTotalI); while Length(Tekst) < 5 do Tekst := '0' + Tekst; Text[TextP1ThreePScore].Text := Tekst; Tekst := IntToStr(Player[4].ScoreTotalI); while Length(Tekst) < 5 do Tekst := '0' + Tekst; Text[TextP2MScore].Text := Tekst; Tekst := IntToStr(Player[5].ScoreTotalI); while Length(Tekst) < 5 do Tekst := '0' + Tekst; Text[TextP3RScore].Text := Tekst; end; end; } // draw static menu (BG) DrawBG; //Draw Background SingDrawBackground; // update and draw movie if ShowFinish and ( AktSong.VideoLoaded or fShowVisualization ) then // if ShowFinish then begin // try // UpdateSmpeg; // this only draws // todo: find a way to determine, when a new frame is needed // toto: same for the need to skip frames if assigned( fCurrentVideoPlaybackEngine ) then begin fCurrentVideoPlaybackEngine.GetFrame(Czas.Teraz); fCurrentVideoPlaybackEngine.DrawGL(ScreenAct); end; (* except on E : Exception do begin //If an Error occurs drawing: prevent Video from being Drawn again and Close Video AktSong.VideoLoaded := False; log.LogError('Error drawing Video, Video has been disabled for this Song/Session.'); Log.LogError('Error Message : '+ E.message ); Log.LogError(' In : '+ E.ClassName +' (TScreenSing.Draw)' ); Log.LogError('Corrupted File: ' + AktSong.Video); try // CloseSmpeg; fCurrentVideoPlaybackEngine.Close; except end; end; end; *) end; // draw static menu (FG) DrawFG; // check for music finish // Log.LogError('Check for music finish: ' + BoolToStr(Music.Finished) + ' ' + FloatToStr(Czas.Teraz*1000) + ' ' + IntToStr(AktSong.Finish)); if ShowFinish then begin if (not AudioPlayback.Finished) and ((AktSong.Finish = 0) or (Czas.Teraz*1000 <= AktSong.Finish)) then begin //Pause Mod: if not Paused then Sing(Self); // analyze song end else begin // Log.LogError('End'); if not FadeOut then begin // Log.LogError('End2'); Finish; FadeOut := true; FadeTo(@ScreenScore); end; end; end; // draw custom items SingDraw; // always draw //GoldenNoteStarsTwinkle Mod GoldenRec.SpawnRec; //GoldenNoteStarsTwinkle Mod //Draw Scores Scores.Draw; // back stereo // weird stuff, maybe this is for "dual screen?", but where is player three then? // okay this stuff appears again some lines above this one, I commented it out for testing what it does - seems like it's doing nothing // but I might be wrong, so what is this stuff here doing? O.o Static[StaticP1].Texture.X := Static[StaticP1].Texture.X - 10*ScreenX; Text[TextP1].X := Text[TextP1].X - 10*ScreenX; {Static[StaticP1ScoreBG].Texture.X := Static[StaticP1ScoreBG].Texture.X - 10*ScreenX; Text[TextP1Score].X := Text[TextP1Score].X - 10*ScreenX;} Static[StaticP2R].Texture.X := Static[StaticP2R].Texture.X - 10*ScreenX; Text[TextP2R].X := Text[TextP2R].X - 10*ScreenX; {Static[StaticP2RScoreBG].Texture.X := Static[StaticP2RScoreBG].Texture.X - 10*ScreenX; Text[TextP2RScore].X := Text[TextP2RScore].X - 10*ScreenX;} //weird end for S := 1 to 1 do // wtf? Static[S].Texture.X := Static[S].Texture.X - 10*ScreenX; for T := 0 to 1 do Text[T].X := Text[T].X - 10*ScreenX; end; procedure TScreenSing.Finish; begin AudioInput.CaptureStop; AudioPlayback.Stop; 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; if AktSong.VideoLoaded then begin // CloseSmpeg; fCurrentVideoPlaybackEngine.Close; AktSong.VideoLoaded := false; // to prevent drawing closed video end; SetFontItalic (False); end; procedure TScreenSing.UpdateLCD; var T: string; begin //Todo: Lyrics { LCD.HideCursor; LCD.Clear; T := LyricMain.Text; if Copy(T, Length(T), 1) <> ' ' then T := T + ' '; LCD.AddTextBR(T); T := LyricSub.Text; if Copy(T, Length(T), 1) <> ' ' then T := T + ' '; LCD.AddTextBR(T);} end; procedure TScreenSing.onSentenceEnd(S: Cardinal); var I: Integer; A: Real; B: integer; //Max Points for Notes begin //Check for Empty Sentence if (Czesci[0].Czesc[S].TotalNotes<=0) then exit; //Set Max Note Points if (Ini.LineBonus > 0) then B := 9000 else B := 10000; for I := 0 to High(Player) do begin A := Player[I].Score + Player[I].ScoreGolden - Player[I].ScoreLast + 2; //PhrasenBonus - Line Bonus Mod //Generate Steps 0 to 8 A := Floor(A / (B * Czesci[0].Czesc[S].TotalNotes / Czesci[0].Wartosc) * 8); If (Ini.LineBonus > 0) then begin //PhrasenBonus give Points Player[I].ScoreLine := Player[I].ScoreLine + (1000 / (Length(Czesci[0].Czesc) - NumEmptySentences) * A / 8); Player[I].ScoreLineI := Round(Player[I].ScoreLine / 10) * 10; //Update Total Score Player[I].ScoreTotalI := Player[I].ScoreI + Player[I].ScoreGoldenI + Player[I].ScoreLineI; //Spawn PopUp If (A >= 8) then A := 8 else IF A < 0 then A := 0; Scores.SpawnPopUp(I, Floor(A), Player[I].ScoreTotalI); end; //PhrasenBonus - Line Bonus Mod End// } //PerfectLineTwinkle Mod (effect) Pt.1 If (Ini.EffectSing=1) then begin if A >= 8 then Player[I].LastSentencePerfect := True else Player[I].LastSentencePerfect := False; end; //PerfectLineTwinkle Mod end //Refresh LastScore Player[I].ScoreLast := Player[I].Score + Player[I].ScoreGolden; end; //PerfectLineTwinkle Mod (effect) Pt.2 if Ini.EffectSing=1 then GoldenRec.SpawnPerfectLineTwinkle; //PerfectLineTwinkle Mod end // if we are shoing a visualization... change to a new preset after each sentence.. // Maybe we should make this less often or something... just a if fShowVisualization then fCurrentVideoPlaybackEngine.MoveTo( now ); // move to a random position end; //Called on Sentence Change S= New Current Sentence procedure TScreenSing.onSentenceChange(S: Cardinal); begin //GoldenStarsTwinkle Mod GoldenRec.SentenceChange; if (Lyrics.LineCounter <= High(Czesci[0].Czesc)) then begin Lyrics.AddLine(@Czesci[0].Czesc[Lyrics.LineCounter]); // addline uses display memory // calling draw makes sure, there's the singscreen in it, when the next // swap between onscreen and offscreen buffers is done // (this eliminates the onSentenceChange flickering) // note: maybe it would be better to make sure, a display redraw is done // right after the sentence change (before buffer swap) or make sure // onsentencechange is only called right before calling Display.Draw // (or whatever it was called) Draw; end; //GoldenStarsTwinkle Mod End end; end.